Fighting Styles
Styles represent a school of thought about fighting. In my games, adopting a
style is the only way to improve any combat-related techniques beyond their
default.
A student of a style is considered familiar with that style when he has
purchased all relevant advantages and spent at least [1] point on each of the
style's other traits. Otherwise, familiarity with any style is a [1] point perk.
As a House Rule, the only penalty for facing an unfamiliar style is an
additional -1 to defend against any Deceptive Attack.
The Way (of the Sword and Shield) [14 points]
The Knightly Orders of the Sword and of the Shield from the Kingdom of Elanor
created this style, which was adopted by all of the Knightly Orders in the old
Kingdoms. It has been supplemented with some additional techniques, magical in
nature, which are
taught only by certain of these orders and learnable only by mages.
Advantages: Enhanced Block [4]
Primary Skills: Broadsword, Shield, Riding, Tactics
Techniques: Corps-a-Corps, Close Combat (Broadsword), Feint (Broadsword),
Pass: Cut (Broadsword), Pursue,
Ride By
Sorcerer-Knights can learn a technique according to their area of expertise
(Earth, Air, Fire, or Water):
Touch of (Earth/Wind/Fire/Ice) (Hard)
Defaults to Weapon-4; Can not exceed weapon skill
The Sorcerer-Knight weaves a pattern with his blade while speaking words of
command and delivering a blow. This momentarily charges his blade with an
elemental force, doing additional damage. For a cost of 2
mana, the Blow gets additional +2 points of
damage (or +1/ die, whichever is greater). This can be combined with Mighty
Blow.
The Tournament Arts [13 points]
In the Kingdom of the Shield, this style has emerged from the Tournament
fights of their recent history. Intended for use primarily in one-on-one combat,
it has limited applicability to full-scale war. Such combats are rarely fought
with shields, though they are sometimes fought with paired weapons and always
fought full speed with live weapons (and Healers present).
Advantages: Enhanced Parry [4]
Primary Skills: Broadsword, Shortsword, Knife
Techniques: Attack and Fly Out, Bind, Disarming, Feint, Lunge: Thrust (shortsword),
Off-Hand Weapon Training (Knife or Shortsword)
Warlore [16 points]
The Dwarven word for their warriors' craft translates simply as Warlore.
Despite the simple name, there is a well-defined and complex fighting style
behind the Dwarven reputation for ferocity.
Dwarves are not a quick-footed race. Warlore reflects this: it is designed to
keep the enemy close and put them down quickly. To this end, unbalanced weapons
are principally used for their massive damage. Due to their height and their
pragmatism, Dwarves think nothing of striking at the legs, knees and feet. A
crippled enemy can not run away.
Dwarves do not cast spells or use traditional forms of magic, but they are
still a magical folk and are especially attuned to earth and stone. The
cinematic skills and techniques found in Warlore reflect this and have special
limitations. The technique of Immovable Stance can be used only while in contact
with good stone and the skill of Blind Fighting can only be used in a natural
indoor environment like a cave. For instance, if a Dwarf with this skill is
blinded by a blindfold or a spell but is fighting in an open environment
out-of-doors, he may not take advantage of the skill.
Warlore also uses a special weapon which the dwarves call a Khalak. It
is essentially a modified spear with a armored hand guard (similar to a shield
boss) about midway up the
shaft and a metal spur or tine which extends up from this guard. It is designed
to be held vertically with the point up and used in a defensive fashion, like a
tall narrow shield. Most are made with metal
or reinforced shafts. The spur or tine is used like the quillions of a sword to bind an enemy's weapon. The Khalak is almost always crafted with
a butt spike.
Advantages: Enhanced Block [4]
Primary Skills: Axe/Mace, Shield, Spear, Brawling, Axe Throwing
Techniques: Bind (Spear), Corps-a-Corps, Close Combat (Axe/ Mace), Close
Combat (Spear), Pass/Cut (Axe/ Mace)
Cinematic Skills: Blind Fighting (M/VH), Immovable Stance (P/H)
Willow Fighting [17 points]
The Way of the Willow is the Elven art of staff and spear fighting. It is a defensive
style that is taught primarily to non-warriors. Many elves have
knowledge of the basic techniques; however, only masters will have devoted themselves
to the advanced techniques.
The Way of the Willow is intended to keep an opponent at bay until escape is
possible. It emphasizes defense and distance over striking and close combat.
Elves do not have the physical strength and hardiness of the other races, nor
are they prone to wear much armor. In this style, a staff is gripped much like a
spear and the butt end is rarely, if ever, used for striking.
Enhanced Parry (Staff): [4]
Primary Skills: Staff, Spear, Weapon Art (Staff), Meditation, Acrobatics,
Stealth
Techniques: Attack and Fly Out, Breakfall, Feint, Lunge: Thrust, Sweep
Cinematic Skills: Light Walk, Push (Both require Magery)
Bladelore [20 points]
Bladelore (Menó Maken) is the elven art of sword and knife fighting. It is a
fast and aggressive style designed to take advantage of Elves' superior speed.
Elves using the style will take full advantage of acrobatic dodges, and will
dual-weapon or all out attack when the opportunity presents itself particularly
against inferior opponents.
Advantages: Improved Parry (All) [5]
Primary Skills: Saber, Knife, Main-Gauche, Acrobatics
Secondary Skills: Fast-draw (Saber), Fast draw (Knife), Stealth
Techniques: Attack and Fly Out, Close Combat (Saber), Feint, Off Hand Weapon
Training (Knife), Lunge/Thrust (Saber), Slip
Cinematic Skills: Light Walk (Requires Magery)
Cinematic Techniques: Dual Weapon Attack
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