Panava

The Panava Arenas are a source of great pride for the free people of Mathuradu. The Arena welcomes warriors of all skills and styles to try their hand in combat but few are so universally renowned as the locally trained Panava. Here, any Janti of a person is put aside – so it is not uncommon that at an early age, the Unseen will give their children to the Panava in hopes that they will change their Janti, if they survive. This is the risk all students of Panava face. In the Arena they engage in bloodsport and to the victor go the spoils. Panava teaches its students to fight in the most dramatic way possible and rewards its students based on the number of opponents they are able to fight and defeat at one time. The notable Panava fighters will often fight ten opponents at one time. Such insurmountable odds only serve to make the crowds cheer more loudly. Those that excel in the Arena are often hired as guards, mercenaries, or soldiers which, more often than not, brings with it that higher Janti than they could have otherwise attained.  The style focuses on disabling or killing opponents in rapid succession, building up swinging momentum as the fight progresses. The more people or creatures a Panava gladiator is fighting the more like they are to impress the crowds. 

Required Fighting Style: Panava gladiators fight with Great Weapons and may use Light or Medium Armor. A Pavana cannot use their Fighting Style abilities while using any other weapon, using any Shield, or wearing Heavy Armor or Encased Armor.

Prerequisites: All Brutality Tier 1 abilities (Passive, Per Combat, Per Reset) or All Resilience Tier 1 abilities (Passive, Per Combat, Per Reset), Great Weapon, No Shield, Light or Medium Armor Only.

Gain one Apprentice ability at no cost with initial purchase. Others may be purchased with additional experience points

Sweeping Blow

Cost: 6 XP

The character may, once per combat, use a Natural Repel effect, delivered via weapon swing. A Repel effect causes the target to be pushed back 10 steps. See the Effects List for more information.

Tagline: “Natural Repel”

Self Reliance

Cost: 6 XP

The character may, once per combat, use a Natural Resist Break effect on their weapon or armor, after a minute of concentration. This ability does not reset until the Resist is expended or expires. This effect provides a protection from a single Break or Destroy effect the target item would otherwise receive.  The character may choose whether or not it triggers on a specific effect. They must however be conscious to use this ability.  See the Effects List for more information.

In addition, the character may, at will, spend a Resilience Tier 1 or Tier 2 Per Combat effect to instead Reduce a Break, Destroy, or Disarm effect to 1 damage, taken to the nearest valid hit location struck.

Tagline: “Natural Resist Break”, “Resist”, “Reduce”

Pendulum of Pain

Cost: 6 XP

After expending all possessed Brutality Tier 1 OR Resilience Tier 1 Per Combat abilities, the character may use a Natural Crit +2 effect. This effect must be used before the end of the current combat or it is lost. See the Effects list for more information. 

Tagline: “Natural Crit 4” when used with a Great weapon.

No Sell

Cost: 6 XP

Whenever the character uses a Resilience Per Reset Shell ability, they also immediately gain a Natural Wyrding vs. Natural. This Wyrding effect provides a protection for the target from the first effect of the Natural source to affect the target. This is a dumb protective and will trigger on the first Natural effect to affect the character. A character may have as many Wyrdings up as desired as long as they are all different Taglines. See the Effects List for more information.

Tagline: “Natural Wyrding vs. Natural”

Prerequisites: All Brutality Tier 2 abilities (Passive, Per Combat, Per Reset) or All Resilience Tier 2 abilities (Passive, Per Combat, Per Reset), any 2 Apprentice abilities

Gain one Intermediate ability at no cost with initial purchase. Others may be purchased with additional experience points

Hammering Blow

Cost: 8 XP

The character may, once per combat, use a Natural Knockdown effect, delivered via weapon swing. This effect causes the target to be knocked onto their back a lay insensate for ten (10) seconds. Alternatively, the player may kneel and place both hands on the ground. While Knocked Down, a character may perform no actions other than to ward off a Killing Blow; he or she may not otherwise defend themself. This effect bypasses armor, skins and toughness. This effect lasts for ten (10) seconds. See the Effects List for more information.

Tagline: “Natural Knockdown”

Bleed Like You Mean It

Cost: 8 XP

The character may, once per combat, spend 1 minute of concentration to place a Triggered Instant Heal Self 1 upon themselves that triggers when they take a limb Wound. With this Heal Self effect, the character may heal themselves of 1 Wound. This healing takes effect instantly. See the Effects List for more information.

Tagline: “Natural Triggered Instant Heal Self 1”, “Triggered Instant Heal Self 1”

Reaper’s Cadence

Cost: 8 XP

After expending all possessed Brutality Tier 2 OR Resilience Tier 2 Per Combat abilities, the character may use a Natural Crit +6 effect. This effect must be used before the end of the current combat or it is lost. See the Effects list for more information. 

In addition, the Crit effects gained from Pendulum of Pain and Victory Rush are doubled in value to +4 and +8 respectively.

Tagline: “Natural Crit 8” when used with a Great weapon.

Shrug It Off

Cost: 8 XP

The character may, once per combat, Reduce a Natural effect to 1 point of damage, taken to the location struck. See the Effects List for more information.

Tagline: “Reduce”

Prerequisites: All Brutality Tier 3 abilities (Passive, Per Combat, Per Reset) or All Resilience Tier 3 abilities (Passive, Per Combat, Per Reset), any 2 Intermediate abilities

Gain one Master ability at no cost with initial purchase. Others may be purchased with additional experience points

Bell Ringer

Cost: 10 XP

The character may, once per combat, use a Natural Sleep effect, delivered via weapon swing. This effect causes the target to fall to the ground, unconscious. They are unaware of what is happening around them and can take no action. Duration of Sleep is 5 minutes or 30 seconds of roleplayed shaking to awaken by another character.  This is a Mental Effect. See the Effects List for more information.

Tagline: “Natural Sleep”

Scarred Hide

Cost: 10 XP

Whenever the character receives a Shell effect, the character may treat that Shell effect as one value higher. Additionally, when the character is not wearing armor, they are considered to have three additional Vigor.

Tagline: None

Victory Rush

Cost: 10 XP

After expending all possessed Brutality Tier 3 OR Resilience Tier 3 Per Combat abilities, the character may use a Natural Crit +4 effect. This effect must be used before the end of the current combat or it is lost.

In addition, once per combat, the character may spend a Crit effect gained from Pendulum of Pain, Reaper’s Cadence or Victory Rush to instead use a Mortal Strike effect. See the Effects List for more information.

Tagline: “Natural Crit 6” when used with a Great weapon, “Mortal Strike”

Champion’s Tenacity

Cost: 10 XP

The character may, once per combat, spend 1 minute of concentration to place a Triggered Heal Self 6 upon themselves that triggers when the character has been bleeding out for 1 minute. With this Heal Self effect, the character may heal themselves of 6 Wounds. This healing takes effect after 1 minute. See the Effects List for more information.

Tagline: “Natural Triggered Heal Self 6”, “Triggered Heal Self 6”

Inspiration Images

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