Thursday, May 25, 2023

Medical Lore for the setting.

There are four types of Qi which are linked to bodily functions, emotions, and health. Each type corresponds to specific Meridians in the body, which are channels through which Qi flows.  

Sanguine Qi: Heart Meridian, Pericardium Meridian, Triple Burner Meridian
    Associated with blood circulation and healing. A balanced Sanguine Qi can result in good circulation, a strong immune system, and a positive outlook on life. However, an imbalance of Sanguine Qi can lead to anxiety, restlessness, and a tendency to become easily overexcited. Physical symptoms of an imbalance in Sanguine Qi can include heart pain, dizziness, speech impediments, and insomnia.

Phlegmatic Qi: Lung Meridian, Bladder Meridian, Kidney Meridian
    Associated with fluid metabolism and respiratory health. A balanced Phlegmatic Qi can result in a strong respiratory system and a sense of inner peace. However, an imbalance of Phlegmatic Qi can lead to a lack of motivation, apathy, and a tendency to become overly lethargic. Physical symptoms of an imbalance in Phlegmatic Qi can include coughing, congestion, headache and bloating

Choleric Qi: Stomach Meridian, Gallbladder Meridian, Liver Meridian
    Associated with digestion and metabolism. A balanced Choleric Qi can result in strong digestion, efficient metabolism, and a confident, decisive personality. However, an imbalance in Choleric Qi can lead to anger, frustration, and a tendency to become overly aggressive or irritable. Physical symptoms of an imbalance in Choleric Qi can include acid reflux, indigestion, and high blood pressure.

Melancholic Qi: Large Intestine Meridian,  Small Intestine Meridian, and Spleen Meridian
    Associated with nutrient absorption and elimination. A balanced Melancholic Qi can result in good digestion, healthy waste elimination, and a focused, introspective personality. However, an imbalance in Melancholic Qi can lead to depression, pessimism and a tendency to become overly self-critical. Physical symptoms of an imbalance in Melancholic Qi can include constipation, diarrhoea, and digestive issues related to stress.

All of the Meridians are especially tightly pack slightly bellow the navel in a location called the Dantian. Martial artist can cultivate their Dantian to allow them to utilise their Qi to perform extraordinary feats.

Mushi are beings that are generated by miasma, noxious foul smelling fumes that can arise from various sources such as stagnant water, decaying organic matter, and pollution. Miasma is thought to disrupt the flow of Qi in the body, which can lead to physical and emotional symptoms and even illness. Mushi interact with the body in complex ways and are the cause of pathogenic diseases.


Some example diseases are listed bellow.

Carbuncle:
Is a grave illness that is believed to stem from an imbalance in Sanguine Qi, resulting in the formation of crystalline stones from the blood that break through the skin. This disease causes excruciating pain, organ damage, and heart failure if left unattended.
Carbuncle appears as areas of the skin that are inflamed, painful, and swollen, and are accompanied by numerous openings through which the red, gem-like stones emerge. These stones come in varying sizes and can cause significant discomfort to the afflicted.

Cinderella:
Is an infectious disease that causes the skin on the feet to vitrify into a hard and brittle glass-like material. It is common in areas where witches and heretics are burned at the stake. If left untreated, it can spread to other areas of the body and cause additional health complications. Treatment involves softening the vitrified skin with salves or ointments, and in severe cases, surgical removal.

The Red Death:
Is a highly contagious disease that has ravaged communities. This disease is characterised by initial symptoms of rashes and fever, which progress to severe internal bleeding and the sweating of blood. Red Death is a lethal disease, and victims rarely recover once infected.
The disease is believed to be caused by contact with tainted blood, and once infected, the disease spreads rapidly through the bloodstream. The symptoms of Red Death are severe, causing great pain and suffering for those affected.

Moskrema:
Is a disease that appears to be caused by frequent exposure to putrid water. The disease affects those who come into contact with contaminated water and is characterized by joint aches, muscle weakness, and numbness, leading to a loss of sensation in the affected areas. The aching pains caused by the disease can be temporarily relieved by immersing oneself in water. However, the reluctance to leave the water can cause the skin to become soft, wrinkled, and prone to gangrene.



Wednesday, May 24, 2023

GLOG Kodoku Wuxia Class

The Kodoku is a living jar of insects and venomous beasts, which nest beneath the skin amidst their flesh and organs. The Kodoku is a master of these poisonous creatures and their toxins.


Equipment:
A little box filled with vials of antivenom and a manual or scroll explaining how to perform your techniques its edges have been nibbled on by insects and its illustrations depict modified internal anatomy in grotesque detail.

A Qi Dice, Qing Gong, Hive Body, Fundamentals of the Kodoku, 2 Standard Techniques, +1 DR
B Insect nimbus, Poison immunity, 2 standard techniques, +1 to hit
C Venomous aura, poisonous body, 2 standard techniques, +1 DR
D Gu, 2 standard techniques, extra attack


Qi Dice:
Whenever you take a template in this class add a 8-sided Qi Dice (QD) to your dice pool. You recover QD after 1 hour of meditation reading your manual and contemplating your martial prowess (change as appropriate to your setting).

Qing Gong:
As long as you have at least one unspent QD, you may divide your movement between moving horizontally as normal and vertically. To move vertically, you may run up walls or make a superhuman jump or jumps. As long as you have three unspent QD, you may stand and move on things that could not normally support you as if you were weightless (you are still affected by gravity). E.g., a leaf floating on the water, an opponent’s weapon, falling objects.

Hive Body:
Your abilities pertain to the poisonous creatures that call your body home. If you are ever submerged in water, set on fire or otherwise subjected to conditions that would make your body lethal to the creatures within, these creatures will try to tear themselves out of your body to avoid dying. You take 1d4 damage for every template of Kodoku you have per round submerged in water, set on fire or otherwise made uninhabitable.

Fundamentals of the Kodoku:
You command a swarm of assorted poisonous creatures that you host within your body. You may command this swarm to do your bidding. You always have enough vermin to form a swarm though you may only have one swarm at a time. This may move and attack independently of you but shares your turn.

(https://www.picuki.com/media/2185359785223253285
Mushizō from ninja scroll)


Insect nimbus:
as long as you have 2 QD you can lighten yourself to stand atop a cloud of your flying insects. They cannot carry you higher but can allow you to maintain your altitude.

Poison immunity:
you are totally immune to poison.


(Naruto anime)


Venomous aura:

you may expend one QD to project an aura of poisonous qi with a radius of 10* your number of Kodoku templates. The aura lasts [sum] rounds and deals 1d4 damage at the end of the round to any creature that occupied a space within the aura at any point during the round.

Poisonous body:
all of your bodily fluids have been suffused with the venom of the creatures you host inside your body. Each day you may harvest enough venom from your saliva to coat a weapon or poison a well. Alternatively you can use your blood by injuring yourself, obviously this harms you.

Gu:
You produce a particularly venomous creature called your Gu. It is the most venomous creature in your body. You may expend 1QD to send it after a target. Any creature bitten by your Gu must Save vs constitution or Die. The Gu will hunt after its target for [sum] hours after which it will forget what it was doing. You can remind your Gu of its target by speaking to it. The Gu has 1 HP and is small, it moves at normal speed. If your Gu is killed you must spend time collecting 100 new poisonous creatures that are not a part of your swarm and have them compete in a battle royal within the depths of your body. Roll to determine what kind of creature your Gu is.

1 slug
2 scorpion
3 centipede
4 snake
5 lizard
6 hornet
7 frog
8 shrew
9 moth
10 caterpillar
11 beetle
12 spider
13 wasp
14 bee
15 toad
16 newt
17 butterfly
18 snail
19 ant
20 another more exotic poisonous creature (an octopus, a platypus, a Pitohui bird)

(Lamia DND 4E)


Standard Techniques:
roll these at random, if you get the same technique twice reroll it. Consider using smaller dice sizes and reassigning the numbers after taking a level in the class.

1. Shed Skin
R: 0
T: Self
D: 1d6-[dice] rounds
You shed your skin in 1d6-[dice] rounds and restore [sum]/2 HP. This process, however, leaves you naked and disarmed. Your shed skin is whole, similar to that of a snake, and can be kept or preserved.

2. Dominion worm
R: touch
T: A willing or helpless person
D: special
you implant one of your bugs inside a person, the person must make a constitution save. You can give this person orders if they ever disobey your orders they suffer excruciating pain until they either comply with the order or die. Implanting a bug in this way reduces your qi pool by 1 QD. You can regain this QD by taking your bug back, taking your bug back has a 25% chance of killing the victim.

3. talk to poisonous creatures
R: 0
T: Self
D: [sum] minutes
you can converse with any venomous or poisonous creature that is smaller than you. They will answer any questions you ask them.

4. create walking worm
R: touch from swarm
T: A corpse
D: [dice] days
you direct your bugs to devour the insides of a corpse and puppet the bone filled skin sac. This puppet has [dice] HD. After the duration the bugs chew through the skin and the puppey is destroyed, leaving only bones.

5. Chitinous armour
R: 0
T: self
D: 1 hour
Bugs swarm out of your body and envelope you in a mound of chittering armour. You gain +DR [dice] for the duration.

6. Spider web
R: touch by swarm
T: an area
D: 0
You send the spiders in your swarm to fill a [dice]*5’ cube with sticky webs.  Anyone who touches the web must save or be stuck to them.  The webs take double damage from fire and sharp damage and are extremely flammable.

7. enlarge vermin
R: 0
T: [dice] creatures in your swarm.
D: [dice] hours
You nourish some of the creatures that dwell within you with your qi. [dice] poisonous creatures within range grow into a giant version of themselves and obey your commands for the duration.  The insects obey you for the duration.  After the duration ends, the insects retain their new size but are free to do as they wish.  If cast with 4+ [dice], the duration is permanent.  

8. ants in your pants
R: touch by self or swarm
T: an armoured creature
D: 0
your insects crawl under the armour and clothing of a target creature it must save vs wisdom or spend its turn disrobing.



Inspiration:
https://coinsandscrolls.blogspot.com/2018/01/osr-spider-wizards.html
http://unlawfulgames.blogspot.com/2018/05/osr-snake-wizard.html
https://www.remixesandrevelations.com/2017/10/osr-necromancers-waker-of-ghouls.html




Friday, November 4, 2022

GLOG Zuiquan Wuxia Class

A Zuiquan is a master of drunken martial arts. While drunk they are mighty fighters, but sobriety robs them of their martial prowess.

Equipment:
A large flask filled vodka or absinthe, a map of all the best breweries and taverns, a manual or scroll detailing how to perform your techniques that stinks of stale alcohol with scribbled illustrations.


A: Qi Dice, Qing Gong, Alcoholism, Fundamentals of the Zuiquan, 2 Standard Techniques +1 AC

B: Drunken Dragon, Pub Crawl, 2 Standard Techniques, +1 to hit

C: Liquid Courage, A Likely Story, 2 Standard Techniques +1 AC

D: Flow like the Keg, 2 Standard Techniques, extra attack

 

Qi Dice:
Whenever you take a level in this class add a 8-sided Qi Dice (QD) to your dice pool. You recover QD after 1 hour of heavy drinking while contemplating your martial prowess (change as appropriate to your setting).

 Qing Gong:
As long as you have at least one unspent QD you may divide your movement between moving horizontally as normal and vertically. To move vertically you may run up walls or make a superhuman jump or jumps.
As long as you have three unspent QD you may stand and move on things that could not normally support you as if you were weightless (you are still affected by gravity). E.g. a leaf floating on the water, an opponent’s weapon, falling objects.

Alcoholism:
Other than your Qing gong, your Zuiquan abilities only work while drunk. Your training in these martial arts has greatly increased your tolerance for alcohol and you must consume three times as much as a regular person to get drunk.

Fundamentals of the Zuiquan:
You are a master of bar fights, your unarmed attacks deal 1d6+STRMod damage, and you are skilled in the use of improvised weapons, treat broken bottles as knives, chairs as bludgeons, bar stools as medium shields, and small tables as large shields. Other improvised weapons function as your GM decides.



Drunken dragon:
You belch fire from your mouth in a 5*[dice]' cone.  This blast of fire does [dice]d6 damage and sets flammable objects on fire.

Pub Crawl:
As long as you have at least two unspent QD, you can move and fight just as effectively while lying on the ground as while standing, you do not suffer any penalties for being tripped or prone.


Liquid Courage:
For better or worse you are completely immune to fear. Ignore any effects that would cause you to become afraid.

A Likely Story:
Once per day if you are caught trespassing alone you can convince whoever found you, that you stumbled in by mistake. If you saw something you shouldn’t have, you can convince them that you are so black out drunk you’ve already forgotten what you saw (roll 1d4, on a 1 you are being honest about this). Unless the person is particularly cruel or paranoid, they will only chastise you and throw you out.

 

Flow like the Keg:
Whenever a melee attack hits you before rolling damage you may expend a QD to redirect the attack. The attack deals damage to a target of your choice within 10’ of you that the attacker can reach. You may reposition the attacker 5’ so that they may reach the new target. You take no damage.




Standard Techniques:
roll these at random, if you get the same technique twice reroll it. Consider using smaller dice sizes and re assigning the numbers after taking a level in the class. Techniques are considered to always be prepared.

1. Gin and tonic
R: 0
T: self
D: 0
You are an expert at numbing your pain with alcohol. You may skull a drink to restore [dice] hp. Or sterilise yourself of [dice] diseases.

2. Uninhibited Insults:
R: earshot
T: [dice] people who speak your language
D: until you or all of them are reduced to a bloody pulp.
Targets must save vs wisdom or attempt stop whatever they’re doing and rush to attack you. Anyone else who can hear you is shocked and appalled.

3. Grape Stomp:
R: self
T: all around the caster
D: one action
You stomp your foot.  A blast of energy emanates out from the point of impact, doing [dice] damage, save for half, to those within 10*[dice]'.  Those damaged also must save or be blown 10*[dice]' backwards. 

4. Intoxicating mist:
R: 30'
T: 10*[dice]' cubed
D: Special- see bellow
You take a swig of alcohol and spray an alcoholic mist from your lips. The mist covers an area that is up to 10*[dice]' long, wide and deep. Creatures that move inside the cloud save vs constitution or become drunk, with a –[Dice] penalty.  Creatures who do not need to breath or are immune to poison are unaffected.  The mist can be dispersed by strong winds or weather events such as rain.  If it is is not, the cloud persists for 2[dice] rounds indoors or in an area with stagnant air, or [dice] rounds outdoors. The mist is highly flammable, if ignited anything inside takes [dice]d6 damage and is set on fire

5. Blade of Grass:
R: 0
T: Self
D: [dice] rounds
Your skill at using improvised weapons is superhuman. Anything you hold becomes a lethal weapon regardless of how seemingly harmless. Such improvised weapons have a reach of 10’, and deals 1d10+STRMod damage. Improvised weapons can be thrown with a -1 penalty to hit for every 20’ after the first. Improvised weapons used this way do not break after a single use, for which tavern owners are incredibly grateful.

6. Lift Spirits
R: Touch
T: An alcoholic drink
D: special.
You fortify a beverage with your qi. Anyone who consumes the drink in its entirety must save vs wisdom or become merry and unburdened by concerns for [dice] hours. This will likely decrease their motivation and self-preservation.

7. False Sobriety
R: 0
T: self
D: 10 minutes
For the duration of the technique you can think and act as if you are completely sober regardless of how much alcohol you consume. You suffer the penalties of sobriety as normal but may choose to end the technique at any time. Alcohol you consume while using the technique will still affect you after the technique ends.

8. Shaken not stirred:
R: special- see bellow
T: A non-hostile person.
D: [dice] minutes
Target must save vs charisma or be pressured into getting drunk with you. For the next [dice] minutes they willingly answer any questions you ask them honestly and without a filter.  

 

 

Inspiration:

https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html

http://attnam.blogspot.com/2018/07/class-sword-mage.html

http://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html

 

 

Tuesday, November 1, 2022

GLOG Rakshasa Wuxia Class

A Rakshasa is a martial practitioner who has endeavoured to gain grotesquely skillful mastery over their bodies. They typically do not utilise weapons, instead prefering to make use of their improved unarmed attacks.

Equipment:
Loose fitting clothes, a manual or scroll explaining how to perform your techniques written in horrifyingly explicit detail with illustrations.

A: Qi Dice, Qing Gong, Unconfined Movement, Fundamentals of the Rakshasa, 2 Standard Techniques +1 DR

B: Contortionism, Octopus Crawl, 2 Standard Techniques, +1 AC

C: Disarming Defence, Regeneration, 2 Standard Techniques +1 DR

D: Swallow Whole, 2 Standard Techniques, extra attack

 

Qi Dice:
Whenever you take a template in this class add a 8-sided Qi Dice (QD) to your dice pool. You recover QD after 1 hour of meditation contemplating your martial prowess (change as appropriate to your setting).

Qing Gong:
As long as you have at least one unspent QD you may divide your movement between moving horizontally as normal and vertically. To move vertically you may run up walls or make a superhuman jump or jumps.
As long as you have three unspent QD you may stand and move on things that could not normally support you as if you were weightless (you are still affected by gravity). E.g. a leaf floating on the water, an opponent’s weapon, falling objects.

Unconfined Movement:
Your abilities pertain to the body and require a greater degree of freedom than armour permits for. Other than your Qing Gong, your Rakshasa abilities only function if you are unarmoured and in loose clothing.  


(Akame Ga Kill Manga)

 Fundamentals of the Rakshasa:
You have trained your body to become incredibly strong and flexible, your unarmed attacks deal 1d6+STRMod damage and have a range of 15’ achieved by temporarily dislocating all the joints in the limb you attack with.



Contortionism:
you may squeeze yourself out of restraints or slowly move through gaps large enough to accommodate your head at a speed of 5’. You can rest comfortably while squeezed into a 2’ cube such as in a box or barrel.

Octopus Crawl:
As long as you have at least two unspent QD you can move at normal speed while squeezing through a gap large enough to accommodate your head.


Disarming Defence:
Whenever an opponent hits you with a melee attack you may use a QD to cause the weapon to become stuck in your body disarming your attacker.

Regeneration:
Once per day when you are reduced to 0 hp return to full hp and restore one Parry Dice, you regrow any missing body parts.

 

Swallow Whole:
Make an unarmed bite attack (your neck can stretch in the same way as any other limb) on a hit your jaws unhinge and you swallow the target for [dice] rounds during which they take 1 acid damage per round no save, DR works if appropriate. Swallowed targets may attempt to cut themselves out with a knife or similar small sharp object, such attacks automatically hit and cannot be parried though your DR still applies where appropriate (the DR you get from levels and techniques is always appropriate). dealing 3 damage allows a swallowed target to cut themselves out of you.
During or after the [dice] rounds you may vomit up whatever is left of your target as a projectile that deals 1d6 damage to a second target as well as the target. with -1 to hit the second target every 5’ after the first, the vomited projectile does not get a save though its DR reduces damage as normal and my sunder its shield to prevent all damage. 


(Pathfinder)

 

Standard Techniques:
roll these at random, if you get the same technique twice reroll it. Consider using smaller dice sizes and re assigning the numbers after taking a level in the class. Every standard technique expends QD, and functions kind of like a martial spell.Techniques are considered to always be prepared.

1. Float
R: 0
T: self
D: [Dice] minutes
Your inflate your lungs like balloons you gain a fly speed equal to your normal speed for the duration of the technique. You can increase your altitude by inhaling more air and decrease altitude by exhaling air.

2. Fire Punch
R: 0
T: self
D: [Dice] rounds
You cause the oils in your skin to ignite, your unarmed attacks deal an additional 1d6 fire damage and set targets you hit on fire. You are immune to fire damage for the duration of the technique.


(Hells Paradise Manga)

3. Body Hardening
R: 0
T: self
D: [Dice] rounds
Your Muscles harden to become as strong as steel you gain +[Dice]DR for the duration of the technique.

4. Sweaty Net
R: 30’
T: An open space
D: 0
You fling strands of sticky sweat at a target location. The sweat strands cover and connect all surfaces in a 10’x10’x10’ cube.  Anyone who touches the sweat must save or become stuck in it.  The sweat has 6 hp and takes double damage from fire and sharp damage.


(Also Hells Paradise Manga)

5. kraken’s Embrace
R: melee
T: [Dice] creatures or objects
D: 0
Roll to Hit with once and compare it against the AC of all creatures and targets. one of your limbs (arms, legs, neck etc.) coils around each target you hit. Targets are grappled and take 1 damage every turn unaffected by DR and shields, until they escape, or you choose to release them. You can move no more than 15’ from targets grappled this way but may otherwise move freely.

6. Water Breathing
R: 0
T: self
D: [Dice] hours
You can extract oxygen from water or other oxygenated fluids that fills your lungs for the duration of the technique. You may empty your lungs of fluid at any point in time regardless of whether you are using the technique.  

7. Greased like a Hog
R: 0
T: self
D: [Dice] minutes
You secrete slippery oils and sweat prevent you from being grappled or stuck to anything for the duration of the technique.

8.  Sensory Amplification
R: 0
T: self
D: [Dice]*3 Hours
You elevate all of your senses to superhuman levels, you can use echolocation like a bat, track scents like a blood hound see in near total darkness in saturated colour vision, see heat like a snake or use any other sensory ability at your GM’s discretion.

 

 

Inspiration:

https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html

http://attnam.blogspot.com/2018/07/class-sword-mage.html

 https://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html

 

 

GLOG Youxia Wuxia Class

Here's the first Wuxia class made using the template, hopefully it demonstrates the ways I thought the template could be useful. The class assumes that my combat rules are used but hopefully you can still get something out of this even if you don't use them.


The Youxia is a martial artist who has dedicated themselves to mastery of a single type of weapon. Disarmed a Youxia is little more than an acrobat, and may easily be dispatched by even the most inexperienced of foes. 

Equipment:
Your favoured kind of weapon and a manual or scroll explaining how to perform your techniques written in in flowery metaphorical language accompanied by illustrations.

A: Qi Dice, Qing Gong, Favoured Weapon, Fundamentals of the Youxia, 2 Standard Techniques, +1 to hit

B: Killing intent, Leaping Strike, 2 Standard Techniques, +1 AC

C: Skilled Parry, Sure Strike, 2 Standard Techniques, +1 to hit

D: Mastery of the Blade, 2 Standard Techniques, extra attack

 

Qi Dice:
Whenever you take a template in this class add a 8-sided Qi Dice (QD) to your dice pool. You recover QD after 1 hour of meditation reading your manual and contemplating your martial prowess (change as appropriate to your setting).

Qing Gong:
As long as you have at least one unspent QD you may divide your movement between moving horizontally as normal and vertically. To move vertically you may run up walls or make a superhuman jump or jumps.
As long as you have three unspent QD you may stand and move on things that could not normally support you as if you were weightless (you are still affected by gravity). E.g. a leaf floating on the water, an opponent’s weapon, falling objects.

Favoured Weapon:
Other than your Qing Gong, your Youxia abilities only work if you are wielding your preferred type of weapon, this includes bonuses to hit, AC and extra attack.
Roll 1d6 to decide your favoured weapon:
1. Rapier, 2. Short Sword, 3. Medium Sword, 4. Long Sword, 5. Axe, 6. Polearm

Fundamentals of the Youxia:
You have mastered the technique of parry riposte. Whenever you expend a parry dice, you may immediately make an attack against the target whose attack you parried.

 

Killing Intent:
you may expend one QD to project an aura of killing intent. Creatures with even a modicum of sentience within a radius of 10* your level Imagine themselves dying on your weapon and must make a morale check or flea in abject terror.

Leaping Strike:
As long as you have two unspent QD whenever you move 15’ from your original position during your move action you gain advantage on your next attack made in the same turn.

 

Skilled Parry:
You may roll QD as parry dice. QD used this way are still d8s not the regular d6s of a parry dice.

Sure Strike:
Once per day you may make an attack against a creature, your attack counts as a natural 20, and the target can’t sunder their shield to prevent damage.

 

Mastery of the Blade:
You may use 2 standard techniques as a single action, they both use the same QD. E.g. you could use wind slash and unavoidable strikes and roll 1 QD, the 1 QD is counted as the roll for both techniques. You could theoretically use 8 techniques before needing to meditate, or 4 techniques in a single turn.

 

Standard Techniques:
roll these at random, if you get the same technique twice reroll it. Consider using smaller dice sizes and reassigning the numbers after taking a level in the class.

1. Thousand Cuts:
R: melee
T: creatures
D: 0
Split [sum] damage among creatures in range in any way you want, no Attack roll, DR still applies, shields may still be sundered to avoid damage.

2. Wind Slash
R: [dice] x 50'
T: line
D: 0
Roll to Hit once and compare it against the AC of all creatures and objects in a line, roll damage for your weapon once and apply it to every creature that was hit. DR still applies, shields may still be sundered to avoid damage.

3. Principle of Cutting:
R: melee
T: wielded sword
D: [sum] rounds
You can cut or pierce materials harder than your weapon. Ignore any hardness, damage reduction, or resistances of materials you cut, if your opponent wields a shield, it is sundered once and provides no protection against your attack.
At 1 [die], you can cut steel as easily as flesh. At 2 [dice], you may cut through magical materials or enchanted items with ease. Adamantine splits like wood. At 3 [dice], you may attempt to sunder force effects (magical barriers such as wall of force). At 4 [dice], you may attempt to destroy artifacts.

4. Unavoidable Strikes
R: melee
T: wielded sword; D: [sum] rounds
Your weapon lashes with graceful bloodlust, bending in impossible directions to strike at your target. Even if you miss a melee attack, the target still takes [dice]*2 damage, DR still applies, if a shield was sundered the target takes no damage as usual.

5. Flurry of Blows
R: 0
T: self
D: 0
You can perform [dice] bonus attacks. If you forgo one of these attacks, you may unsheathe your weapon, attack and sheathe it again so fast all creatures will have to roll against [sum] to notice you even moved.
This technique can also be used to do clothing damage or cut letters on the enemy's skin before they can react.

6. Defensive Cut:
R: 0
T: self
D: concentration
You cut through a ranged attack, splitting it without being harmed.
At 1 [die], you can split arrows or stones flying at you, or stay dry in a rainstorm by deflecting the raindrops with your sword. At 2 [dice], you can cut through a boulder, a ballista bolt or a cannonball. At 3 [dice], you can cut through a splash of liquid, a gust of wind or dragon fire. At 4 [dice], you can split apart spells before they hit you.
You may also use this technique as a reaction to any ranged attack against you, even outside your turn.

7. Debilitating Strike:
R: melee
T: creature
D: 0
Roll to Hit, if you succeed target takes damage as normal but also rolls [dice]*2 dice from their dice pool, split any way you want without providing any benefits to the target.

8. Flying Blade:
R: touch
T: Your Weapon
D: [dice] rounds
You throw your weapon so that it flies though the air as you direct it, it has a speed of 40’, its attack range and damage is as normal for the type of weapon. As long as you remain within melee range you do not suffer the effects of not wielding your favoured weapon for the duration of the technique.  

 

Inspiration:

https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html

http://attnam.blogspot.com/2018/07/class-sword-mage.html

https://madqueenscourt.blogspot.com/2021/03/grass-grows-birds-fly-sun-shines-and.html

http://journeyintotheweird.blogspot.com/2018/08/glog-class-sword-wizard.html