Some comments in two
jet-related
threads lead to this idea (the name if the style is a working title, I'm open to changing it); in particular, the fact that Kromm says that all melee attack options work for Flame Jet, as it is a non-parrying melee weapon:
<Flame Jet Fighting?>
4 or 5 points
'Flame Jet Arnulf,' one of the two founders of this style, was no great mage, and he knew it. He was very agile, though, and had a surprising natural talent for the Flame Jet spell, which peaked the interest of the Grand Master of the Fire Mage Guild in the capital. The Grand Master worked with Arnulf to create this style, and together they taught it to a number of fire mages who were likewise agile, and/or were unlikely to advance far in the less physical Guild style. Stylists normally learn Flame Jet to at least 15 before being acknowledged as a journeyman of the style, as this reduces the casting cost of a short, 1d damage jet to 0.<more description>
Spells: Flame Jet.
Skills: Judo <replace with Wrestling?>, Innate Attack (Jet), <more?>
Techniques: Breakfall, Disarming (Judo), Feint (Innate Attack)
Cinematic Skills:
Cinematic Techniques:
Perks: Shortcut to Power (Flame Jet) <more?>
Optional Traits
Advantages: Magery <more?>
Disadvantages: Overconfidence, Pyromania, <more?>
Spells: Other Fire spells.
Skills: <First Aid (burns), maybe?>
Techniques:
Is the Disarming technique plausible with Innate Attack (Jet)? I mean, attacking the hand is clearly plausible, but that's a Targeted Attack, not the Disarming technique, which seems more like a variant on Parry, which Flame Jet doesn't do.
As you can see, what I have is very much a work in progress, and I would like some suggestions, please.