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I was looking over our more martially inclined hero units, and decided to make a thing

BEHOLD: Fighting schools for every martial hero, both the ones that we have, and the ones that went
with the other slann, except for nakai and oxyotl, becase they're hard to do

Now, before we get into the actual schools, here's how the ranks work

Rank 1: this rank is pretty similar for all schools, giving a bonus to fighting if a condition is met, which
varies from school to school. Lizardmen of this rank are base level lizardman, who've spent about 20-30
years learning the 'basics' of their school, and can be matched by most experienced warmblood forces

Rank 2: This rank varies heavily based on school, but normally removes a type of penalty when meeting
certain conditions. Lizardmen of this rank are veteran level lizardmen, who've spent over a hundred
years practicing the techniques of this school, and only the best of the best warmblood forces can match
them

Rank 3: This rank gives abilities on the border of the supernatural, again differing wildly between
schools. Lizardmen of this rank are oldbloods, who have devoted a milennium towards understanding
their school, and can only be matched by the champions of the most elite warmblood forces on Mallus

Rank 4: This rank is when the schools truly step into the supernatural, performing feats impossible
without the aid of buff spells. Lizardmen of this rank are near hero units, the prodigies of the lizardmen,
and can only be faced by those warmbloods who are also near legendary

Rank 5: This rank is firmly supernatural, and can only be replicated by true magic, or magical beings such
as daemons. Lizardmen of this rank are hero units, such as Chakax, Kroq-Gar, Gor-rok, and Tiktaq'to, and
can only be faced by the absolute pinnacle of warmblood power

Rank 6: This rank is the rank of myths, and cannot be matched by any but the most pwerful spells and
magic. Lizardmen of this rank are of the Primordial level, such as Nakai the wanderer, and only beings
such as dragons would stand a chance against them

Rank 7: This rank is near the level of gods, and only the slann could possibly cast magic that would match
it. Only one Lizardman has ever reached this rank, and the only beings who could match Oxyotl are those
such as malekith, Daemon princes, or 3rd generation slann

Chakax: School of the Vigilant Warden

The basic premise of this school is that you pick a space (which grows as you gain more ranks in this
school), and get to do a whole lot of stuff in that space

Rank 1: you get to choose a space, and get bonuses when fighting in that space. Simple.
Rank 2: you can now move that space after a month's time, during which you will not get the benefit of
that space, as well as ignoring terrain penalties in that space. Lava? you know a path that can get around
it without sacrificing speed. Hurricanes? there's a place you can hide while still being able to fight.
Underwater? There's a series of currents and air pockets that you can use to get around quick.

Rank 3: it now only takes you a week to move your space around, and you can go into short periods of
bullet time, about 3 seconds each, in that space. Fairly self explanatory.

Rank 4: it now only takes you 3 days to move your space, and you are aware of everything in that space,
no matter where you are. 360 degree vision in a certain area, while you are in that area.

Rank 5: It takes you 1 day to move your space around, and you gain precog while you're in that space (10
seconds into the future),

Rank 6: It takes you 1 hour to move your space, and you can do minor reality warping stuff while you're
in that space. Stuff like moving small objects around, creating small earth mounds and blockades, and
other stuff like that

Rank 7: It takes you 1 minute to move your space around, and you can do major reality warping stuff in
that space, like moving boulders, casually reshaping the terrain, and other stuff on that level

Kroq-Gar/Tiktaq'to: School of the Dinosaur Rider

The basic premise of this school is that you get bonuses and cool abilities when fighting mounted, and as
you go up the ranks, your mount gets some cool stuff too

Rank 1: You get bonuses when fighting mounted

Rank 2: The mount and rider are completely in sync. No more pesky problems like your cold one going
towards the stormvermin, when you want to go fight the verminlords. Now you and your mount have
the same goals and objectives, and know each other better than the back of your claw.

Rank 3: You can ride ANYTHING, and I mean ANYTHING. Horned one? RIDEABLE. Thunder lizard?
RIDABLE. Steamtank? RIDEABLE. Skaven deathwheel? RIDEABLE, but why would you ride it in the first
place? Other Lizardmen? RIDEABLE. MOTHERFRACKING KRAKEN? RIDEABLE.

Rank 4: You get a telepathic/empathetic bond with your mount, like the dragon riders from the
inheritance cycle (look it up)

Rank 5: You are able to warg into the mind of your mount. Exactly what it sounds like, you can sit safely
in a temple city, while you get into the mind of your carnosaur/horned
one/ripperdactyl/trogolodon/MOTHERFRACKING KRAKEN to go around wrecking stuff

Rank 6: Your mount gains the soul of a dread saurian. This means that at rank 6, your mount can be
fitted with the same stuff that dread saurians wear, and get their wacky abilities.
Rank 7: You and your mount are able to swap and share features and characteristics. You could grow to
the size of a carnosaur, while your mount gains the hands of a lizardman, and the ability to wield
weapons. For all intents and purposes, you are one entity in multiple bodies, similar to the ayacmanic,
but different in that you can share body parts and physical characteristics

Gor-Rok: School of the Battlemaster

The basic premise of this school is that you gain bonuses for fighting with a certain type of weapon, and
as you go up the ranks you can apply some pseudomagic to your weapon so that it gets all sorts of cool
properties

Rank 1: You get bonuses when fighting with a chosen weapon (whip, bow and arrow, knife, sword, etc.)

Rank 2: Your weapon can deal all types of physical damage without penalties. You use a sword?
Congragulations, now you can use the flat of your blade to deal bludgeoning damage, or the point of
your blade to deal piercing damage, all at the same damage value as slicing an opponent in half with the
side of your blade

Rank 3: Your weapon counts as magical when it would be beneficial. When you're fighting daemons with
resistance/immunity to regular old weapons, your weapon works fine. When you're fighting someone
intelligent enough to have wardings against magic, your weapon still works fine

Rank 4: Flying slashes, or arrows, or spear thrusts, or any number of weapon attacks. Like one piece.
'Nuff said

Rank 5: Your weapon ignores all physical armor. ALL physical armor. Scales, flesh, armor, both steel and
stone, it even ignores the hides of beings such as dragons or thunder lizards, or it would, if such entities
were not steeped in the power of magic and the warp. TLDR? Anything that isn't imbued with defensive
magic isn't going to even slow you down

Rank 6: You are able to control your chosen weapon with your mind. Pretty self explanatory

Rank 7: if a member of your chosen weapon stays with you for more than a month, it becomes sentient.

Now, onto subschools

Subschools are what happens when someone who could go onto the next step of a school just satys on
the step they're on, practicing and honing their skills so that they can fight against higher ranked
opponents, until one day, something just clicks, and they've moved up a rank in an ofshoot of a school
entirely of their own making.
For example, let's take the Battlemaster rank four ability, flying slashes. Imagine a saurus who is
compleletly focused on flying slashes, to the exclusion of everything else. Their peers move onto rank 5,
maybe 6, while they're still on rank 4.

But they can still keep up with their peers, becasue their mastery of the flying slash is good enough to
fight against stuff like a sword that ignores armor, or somebody with minor precog, or the body of a
carnosaur with the mind of a saurus.

And eventually, something crystalizes within them, a spark of enlightenment, and then their flying
slashes don't just cut the air and then disappear. They linger in the air, becoming a battlefield hazard that
only harms the saurus' opponents. That saurus has officially advanced to rank 5.

And maybe at rank 6 those slashes would be able to appear and linger in the warp as well, serving as a
deadly field of traps for daemons as well as mortal warriors.

And maybe at rank 7 those slashes animate, so that the saurus' opponents have to deal with an enemy
who can spawn an army of snakes made up of sword energy that cut an opponent just by touching them,
an army that only needs a few dozen slashes to come into being.

And no matter whether that saurus achieves rank 6 or 7 or stays at rank 5, that saurus has just created a
new subschool of the school of the battlemaster, the subschool of the flying blade.

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