Before the long night of the Scourge, the Human Kingdom of Landis in Barsaive was ruled, like the rest of the province, by the Theran Empire. The proud warriors of Landis were forced by their Theran masters to surrender their weapons and all impliments of war were outlawed on pain of enslavement and death.
Though many warriors wanted to fight the oppression of mighty Thera, they could not risk their compatriots and loved ones. They hid from the forces of the Empire and continued their teachings in secret, waiting for they day when they might be free.
One of these warriors was a man known as Kaatal. In seeking a new weapon to turn against the Therans, Kaatal looked to the world of nature, where he studied the combat abilities of many animals and creatures. Kaatal did not have the passion to follow the way of the Beastmaster, for he did not seek to understand the mind of the beast-he looked to nature only as a means of finding a new way in which to be a Warrior. Kaatal trained to make his own body the weapon that he needed, following the ways and techniques that he observed.
In time, Kaatal taught his way to others. His teaching were concealed in the graceful movements of his combat style, which were further exagerated to make them into a whirling sort of dance that the Therans could take to be nothing more than a folk custom and not a deadly weapon. So was the discipline of the War Dancer born.
The War Dancers of Landis never liberated their homeland from Thera. Even as their number grew, news of the coming Scourge reached Barsaive. The construction of kaers began, and the war dancers entered the underground shelters to wait out the Long Night. While hidden in their separate kaers, they continued to teach they ways of their discipline and kept alive a spark of rebellion against Thera and theran ways.
When the people of Barsaive began to emerge again into the light of day, the war dancers began to recognize one another from the many kaers in which they had been concealed. Although they followed the same discipline, centuries of isolation had led to factionalism among them; there were debates on proper traditions, ways of teaching and order of precedence among the proud warrriors. The war dancers were splintered into small groups and some individuals struck out on their own, traveling the lands of Barsaive and teaching their discipline to others they encountered.
Important Attributes: Dexterity, Strength, and Toughness
Racial Restrictions: Obsidiman, T’Skrang, Windling
Karma Ritual: To perform his karma ritual the War Dancer meditates. When an inner state of tranquility is reached he begins the Great Dance, moving through each of the elements as represented in the Dance: Earth, Air, Fire, Water and Wood. The ritual ends with a decisive punch into a cupped hand.
Artisan Skills: Dance, Elemental Sculpting
First Circle
Talents
Acrobatic Strike
Avoid Blow
Karma Strike
Karma Ritual
Maneuver
Unarmed Combat
Second Circle
Talents
Durability (7/6)
Fireblood
Steel Thought
Third Circle
Talents
Great Throw
Tiger Spring
Fourth Circle
Karma: The War Dancer may spend Karma on any action using DEX only.
Talents
Swift Kick
Thread Weaving (dance-weaving)
Fifth Circle
Physical Defense: Increase the Physical Defence of the War Dancer by one.
Talents
Anticipate Blow
Temper Self
Sixth Circle
Initiative: Increase the War Dancer’s Initiative step by 1.
Talents
Disarm
Lizard Leap
Seventh Circle
Recovery Test: The War Dancer gains an additional recovery test per day.
Talents
Detect Weapon
Second Attack
Eighth Circle
Physical Defense: Increase the Physical Defense of the War Dancer by one.
Talents
Cobra Strike
Spot Armor Flaw
Ninth Circle
Iron Hand: By expending two permanent points of damage, the War Dancer hardens his hands like iron, increasing base unarmed danage by three steps.
Talents
Battle Shout
Crushing Blow
Wound Balance
Tenth Circle
Karma: The War Dancer may spend Karma on Damage Tests in unarmed combat only.
Social Defense: Increase the Social Defense of the War Dancer by one.
Talents
Champion Challenge
Lion Heart
Eleventh Circle
Initiative: Increase the Initiative step of the War Dancer by one.
Talents
Defense
Weapon Breaker
Twelfth Circle
Physical Defense: Increase the Physical Defense of the War Dancer by one.
Spell Defense: Increase the Spell Defense of the War Dancer by one.
Talents
Crtical Hit
Whirlwind
Thirteenth Circle
Recovery Test: The War Dancer gains an additional Recovery Test.
Talents
Spirit Strike
Safe Thought
Fourteenth Circle
Karma: Increase the War Dancer’s Maximum Karma by 25.
Talents
Multi-Strike
Vital Strike
Fifteenth Circle
Elemental Favor: At the cost of three Strain, the War Dancer can perform a special Dance that calls upon the favor of the elemental planes. The War Dancer must perform a special hour-long ritual and make a Karma Ritual Test. That value becomes the effect value for one elemental effect that the War Dancer may call upon in battle. The favor can be a gust of wind, a sudden burst of flames, a minor ground tremor, etc. The favor must be called upon before the next sunrise or it is lost.
Talents
Gain Surprise
Stone Skin
New Talents
The war dancer uses the following new talents:
Karma Strike
Step Number: Strength + Rank
Action: No
Skill Use: No
Requires Karma: Yes
Strain: None
Discipline Talent Use: War Dancer
This talent allows the user to focus magical energy into any part of the body to increase the damage of an unarmed attack. The character uses their Unarmed Combat talent to hit and uses their Karma Strike talent for damage. The character must spend Karma to use this talent. The karma die is added to the damage roll. The effect of the Karma Strike talent lasts until a hit is scored or a number of rounds equal to the talent rank pass.
Great Throw
Step Number: Strength + Rank
Action: Yes
Skill Use: Yes
Requires Karma: No
Strain: None
Discipline Talent Use: War Dancer
This talent allows the possesor to hurl an opponent to the ground. The attacker makes Unarmed Combat test versus the Physical Defense of the opponent. If the character gains at least a Good success he does damage equal to their Rank in Great Throw plus Strength. The opponent also must make a Knockdown Test with +5 added to the difficulty.