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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