“I bid my body to action. I channel the supernatural winds to blow through me so that I may move with them, beyond mortal sight.”
Magic flows through my veins. It strengthens my limbs and guides each movement. I harness it so that it can move me through to perfection. The forms are a series of different movements and stances that grant the knowledgeable disciple abilities beyond those of other mortals. We use the forms to progress toward mastery. Each is a milestone and yet also a centerpiece of action.
There are four schools among those of us who attempt to master the forms. Each takes one of the forms and makes small adjustments to achieve very different results. We cannot belong to more than one school. Our school is as vital and independent from the others as the orders of the Invisible Church. Each school has a statement of core belief and focus:
The Glass Claw: Elegance and strength join forces in our movements.
The Pilgrims of the Night: Darkness is our ally. We do not hesitate to embrace it.
The Third Fang: Secrecy, stealth, and surprise are our weapons, and we wield them with deadly precision.
The White Knife: All movement is a dance. Life is a dance. Learn the moves and master all.
Rivalries occasionally occur among the schools, and there have been form wars between the Pilgrims of the Night and the White Knife, with the Third Fang secretly working against both sides. Most of the time, however, the rivalry is healthy and peaceful.
Background: Every disciple of the forms has a mentor and a master dedicated to one of the four schools. Sometimes, a very learned master will gather a number of disciples and train them all at once.
Appearance: Those who master the forms wear traditionally loose-fitting clothes that give us a freedom of movement. Typically, some aspect of our garb reflects our school, with blue for the Glass Claw, black for the Pilgrims of the Night, yellow for the Third Fang, and white for the White Knife.
Character Arcs: The following character arc ideas are particularly appropriate for masters of the forms.
✦✦ I seek to become the very best in one physical action. (Learn, Master a Skill.)
✦✦ Now that I have taken steps to master the forms, it is my duty to share this knowledge with a worthy pupil. (Instruction.)
✦✦My original mentor and teacher needs me. (Repay a Debt.)
Path to Joy: The following events may bring me Joy.
✦✦ The first time I defeat a foe in combat using only the forms.
✦✦ I get the opportunity to show a disciple from another school that my skills are superior.
Path to Despair: The following events are likely to cause me Despair.
✦✦ I find myself in a situation in which I cannot use the forms at all.
✦✦ I suffer a significant, debilitating, and long-lasting physical injury.
Forte Abilities: I have access to the following abilities, as long as I start with the first one and then select more, following the path indicated and spending Crux to do so.
Level: 2 (no cost)
The Glass Claw: My martial attacks inflict +1 damage. (Red)
The Pilgrims of the Night: My martial attacks inflict 1 Movement vex in addition to normal damage. (Red)
The Third Fang: I gain a +1 bonus to the venture of any stealth action. (Grey)
The White Knife: I gain a +1 bonus to Dodge defense actions. (Invisible)
Color: Varies (see above)
Level: 3 (no cost)
My martial attacks gain a +1 bonus.
Color: Red
Level: 4 (+1 die)
The Glass Claw: Until the effect depletes, once per round I can redirect any physical attack that I successfully dodge to another close target. The attack is then resolved normally. (Green)
The Pilgrims of the Night: My martial attack blinds my foe until the effect depletes in addition to inflicting normal damage. (Red)
The Third Fang: Every martial attack I make until the effect depletes is made with surprise. I gain +1 to the venture of the attack and inflict +3 damage. (Grey)
The White Knife: Until the effect depletes, my successful attacks allow me to maneuver the opponent to any close location I choose in addition to inflicting normal damage. (Green)
Depletion: 0 (check each round)
Color: Varies (see above)
Level: 5 (no cost)
I permanently gain 2 bene in my Accuracy, Physicality, and Movement pools.
Color: Green
Level: 6 (+1 die)
The Glass Claw: A single attack I make stuns my foe so that they lose their actions until the effect depletes. (Blue)
The Pilgrims of the Night: Until the effect depletes, each time I make a successful martial attack, I can control the actions of my foe on the following round if I concentrate. (Blue)
The Third Fang: I turn invisible until the effect depletes. (Grey)
The White Knife: Until the effect depletes, each time I make a martial attack, I can also move a short distance. This can include running up walls, across other impossible surfaces, or even through the air (although if I end my turn without standing on a solid surface, I will fall). (Green)
Depletion: 0 (check each round)
Color: Varies (see above)
Level: 7 (no cost)
I gain +2 to all defense actions and gain 2 points of Armor.
Color: Invisible
Level: 8
The Glass Claw: My strength increases dramatically. I can lift and move an elephant (about 8 tons) and my martial attacks inflict +6 damage. (Red)
The Pilgrims of the Night: I cloak myself in darkness and gain 3 points of Armor as well as +2 to the venture and a +1 die enhancement for all stealth actions until the effect depletes. (Invisible)
The Third Fang: I move quickly and stealthily and surprise every foe in a small area, attacking each one in a single round and inflicting +4 damage each time. (Grey)
The White Knife: Until the effect depletes, each time I make a martial attack, I can also instantaneously move up to 1 mile (1.5 km). This can include moving through walls or other barriers. (Green)
Depletion: 0 (check each round)
Color: Varies (see above)
Level: 9 (no cost)
I gain +2 dice and +4 damage to all my martial attacks.
Color: Red
Level: 10
The Glass Claw: In addition to taking an action in a round, I can destroy an object (such as an opponent’s weapon) or a barrier (like a wall or door) of any material of level 10 or lower.
The Pilgrims of the Night: In addition to making an attack in a round, I can also transport myself anywhere in the Actuality where the sun is not currently shining. This means I could attack and disappear in this round, and then reappear and attack in the next round.
The Third Fang: I intercept all incoming attacks or effects and redirect them to other targets within very long range, even if I must bend reality to do so (redirecting a kick made by someone next to me so it hits another target very far away).
The White Knife: I move so quickly and gracefully that I cannot be successfully targeted by a physical attack. If I am not attacked in a given round, I can move a short distance in addition to my normal action.
Depletion: 0 (check each round)
Color: Varies (see above)