Showing posts with label Martial Art. Show all posts
Showing posts with label Martial Art. Show all posts

Saturday, August 31, 2019

Dwarven Federation Martial Style - Stones Breath

Stones Breath

Created and almost exclusively possessed by stonekeepers Stones Breath is a very cinematic and Chi based style.  It relies heavily on Ki powers (what others may call Chi) to account for stonekeepers low strength and innate abilities. It is compatible with the Elemental Martial Arts, but few bother to learn both.

Students

Beginning students focus on basic moves, exercise (mostly Running), and Meditation. They are not typically very effective fighters due to thee low strength.
4 points
Skills: Karate, Meditation, Running
Techniques: Feint (Karate).
Optional Traits: Energy Reserve (Ki); Kiai


Adepts

An Adept has learned to effectively harness their ki. Thy have Ki Investment at level 1 and of course work up from there. Some abilities require an attribute roll to succeed, this can be replaced by Kiai for HT rolls and Meditation for IQ or Will rolls if desired.
27 points
Skills: Kiai (H) HT-2 [1]; Karate (H) DX [4], Meditation (H) Will [4], Running (A) HT [2].
Required Traits: Ki Investment (Chi Sorcery, Pyramid #3/105) 15 points for level 1, +7/level. 
Ki Talent Abilities

  • Level 1: (15) Breaking Blow; Chi Sensing; Concealment; Invisibility Art; Light Walk; Lizard Climb; Mental Strength; Zen Archery.
  • Level 2 (22) Anatomic Control; Immovable Stance; Kiai; Phoenix Heart; Power Blow; Precognitive Parry; Push; Sensitivity.
  • Level 3 (29) Iron Skin; Breath of Life; Hypnotic Hands.
  • Level 4 (36) Flying Leap; Pressure Secrets.
  • Level 5 (43) Blind Fighting; Dim Mak; Throwing Art.
  • Level 6 (50)
  • Level 7 (57) Pressure Points.
Optional Traits: Claim to Hospitality; Extra Attack 2; Perfect Balance.

Masters

The Master has reached the pinnacle of Ki Investment and further refined their skills.
72 points
Skills: Kiai (H) HT [4]; Karate (H) DX [4], Meditation (H) Will [4], Running (A) HT [2].
Required Traits: Ki Investment 7 [57].
Optional Traits: 

Dwarven Federation Martial Styles - Thunder and Lightning

Thunder and Lightning

An elite style that combines expertise with the sling and Sigil magic to create deadly rains of stones. They guard battlements, patrol, and merchant escorts, but their primary role is to support the Granite Guard. Slings are typically normal, though dart slings (GURPS Low Tech, p. 76) are often used for hunting and staff slings are unusual and mostly used above ground (if at all). Sigil magic is also used to enhance the kusari which is their main backup weapon. Some soldiers will modify a kusari for use as a sling by adding a central pouch, this lets them quickly switch weapon modes in combat.
Note: Sigil Magic is a combination of traits in this setting. It includes the basic knowledge of sigils every dwarf is raised on (Increased TL), the Imbuement advantage, and Symbol Magic.

Students

Students are expected to be able to competently fight in both ranged and melee combat so this is a mixed style.
4 points
Skills: Judo; Kusari; Sling.
Techniques: Aggressive Parry; Armed Grapple; Arm Lock; Back Strike; Choke Hold; Disarming; Entangle; Evade; Feint; Retain Weapon; Return Strike; Sweep; Triangle Choke; Trip.
Cinematic Skills: 
Cinematic Techniques:  Binding; Dual-Weapon Attack (Kusari); Grand Disarm (Kusari); Whirlwind Attack (Kusari)
Optional Skills: Bolas; Running.
Optional Techniques: Throw Kusari (H; Bola -4).
Perks: Eye For Distance; Reach Mastery; Weapon Bond

Adepts

Once the student learns to effectively use Sigil magic they are considered adepts. The first Imbuement skill learned is Forceful Blow which is used to break up enemy formations, slow down ravening hordes, or just help knock foes down.
34 points
Skills: Forceful Blow (VH) DX [8]; Judo (H) DX [4]; Kusari (H) DX [4]; Sling (H) DX+1 [8].
Additional Traits: Imbuement (Magic) 1 [9].
Perks: Special Exercises (Rapid Recovery)*
Optional Traits: Energy Reserve (Athletic) [3/level]; Energy Reserve (Magic) [3/level]; Imbuement 2 or 3 [18, 36]; Magery; Weapon Master (Kusari) [20].
*Allows "Rapid Recovery" extra effort option from GURPS Martial Arts.

Masters

As the practitioner becomes Master rank they are proficient in all levels of Sigil magic and effectively a mage,though a starting one. While dwarves can and do learn magic in other ways, this is by far the most common method.
65 points
Skills: Forceful Blow (VH) DX [8]; Judo (H) DX [4]; Kusari (H) DX [4]; Lexicon (Dwarven) (VH) IQ [8]; Sling (H) DX+1 [8]; Symbol Drawing (Calligraphy) (VH) IQ [8].
Additional Traits: Imbuement (Magic) 1 [9]; Magery [15].

Dwarven Federation Martial Style - Silver Guard

Silver Guard

Town defense and policing is an important, though less glamorous function of the military. This style represents the training of those charged with this duty and focuses on non-lethal weapons to capture drunkards and other miscreants. Many members of the Silver Guard have also been part of the Granite Guard.

Patrolman

Students are expected to learn the basics, but Evade and Feint are commonly practiced as well.
4 points
Skills: Axe/Mace; Kusari; Observation.
Techniques: Aggressive Parry; Armed Grapple; Arm Lock; Back Strike; Choke Hold; Disarming; Entangle; Evade; Feint; Retain Weapon; Return Strike; Sweep; Trip.
Cinematic Skills: 
Cinematic Techniques: Binding; Dual-Weapon Attack (Kusari); Grand Disarm (Kusari); Whirlwind Attack (Kusari)
Optional Skills: Bolas; Knot-Tying; Running; Wrestling.
Optional Techniques: Throw Kusari (H; Bola-4).
Perks: Reach Mastery; Weapon Bond

Silver Fist

Members who have earned this rank wear a badge with a silver fist when on duty and can get their gauntlets inlaid with a design of silver. Not only are they typically more skilled in combat, they have basic training in the law and observing situations. Also learning the basic glower language is required so they can understand and respond to alerts.
12 points
Skills: Axe/Mace (A) DX [2]; Gesture (Glower) (E) IQ+1 [2]; Kusari (H) DX [4]; Law (Criminal) (H) IQ-2 [1]; Observation (A) Per [2].
Additional Skills: .
Perks: .
Optional Traits:

Silvered Helm

Those distinguished with the title of Silver Helm are of course proficient with weapons but also well versed in the law so they can better uphold it. While Weapon or Trained by a Master are rare, its this rank that is reached before that becomes an option.
30 points
Skills: Area Knowledge (E) Town) IQ [1]; Axe/Mace (A) DX+2 [8]; Gesture (Glower) (E) IQ+1 [2]; Kusari (H) DX+2 [12]; Law (Criminal) (H) IQ-2 [4]; Observation (A) Per [2].
Additional Skills: 
Perks:
Optional Traits:  Extra Attack 2; Weapon Master (Kusari) [20].

Dwarven Federation Martial Styles - Granite Guard


Granite Guard

This represents the standard soldier training, including advanced levels. It focuses on effective shield use with axe/mace and spear as primary weapons. As primary front lint fighters they are expected to take a pounding, hold the line as long as possible, then get right back up and do it again.

Grunt

Grunt is used respectfully and represents the basic training of soldiers of the line which make up the bulk of the dwarven forces. Solders are expected to spend most of their time training and thus most will have more than basic skill levels.
5 points
Skills: Axe/Mace; Shield; Spear; Sumo Wrestling.
Techniques: Acrobatic Stand;
Cinematic Skills: Immovable Stance; Push.
Cinematic Techniques: 
Optional Skills: Acrobatics; Armory (Melee Weapons); First Aid; Hiking; Thrown Weapons (Axe); Thrown Weapons (Shield); Thrown Weapons (Spear);
Perks: Hold The Line; Sacrificial Block; Shield Familiarity; Shield-Wall Training; Shoves and Tackles (shield);  Weapon Bond.
Optional Traits: Enhanced Block; Hard to Kill; Hard to Subdue; High Pain Threshold; Rapid Healing; Recovery; Shield Mastery [15/level]; Weapon Master (Dwarven -Axe/Mace, Shield, Spear) [35]; Weapon Master (Shield) [25].
Note: Some of this material is from Shield Bearers in Pyramid #3/118. The price of Weapon Master (Dwarven Weapons) is higher than suggested in GURPS Basic but includes thrown versions and the benefits of Weapon Master (Shield).

Rooks

The rank of Rook is granted to those who demonstrate proficiency and can be counted on to anchor key parts of a shield line. This level is more common among dwarven soldiers than the Adept rank is found in typical styles. In fact one must obtain the Rook title before obtaining the first level of Rank (Military), at least as standard units.
15 points
Skills: Axe/Mace (A) DX+1 [4]; Shield (E) DX+1 [4]; Spear (A) DX [2]; Sumo Wrestling (A) DX+1 [4].
Additional Skills: Carousing; Kiai; Kusari; Leadership.
Perks:
Optional Traits: Claim to Hospitality; Extra Attack 2; Lifting ST; Perfect Balance; Very Rapid Healing [15 +10/level; see MH Power Ups p.13].

Castles

These elite soldiers are practically a line unto themselves! Weapon Master is practically standard, and they are afforded the respect of a knight in medieval Europe.
44 points
Skills:  Axe/Mace (A) DX+2 [8]; Shield (E) DX+4 [12]; Spear (A) DX+1 [4]; Sumo Wrestling (A) DX+2 [8]; Thrown Weapon (Spear) (E) DX [2].
Additional Traits: Status 2.
Optional Traits: 

Power-Ups

Action 3 Furious Fists: Disarming; Feint; Rappelling; Retain Weapon.
Dungeon Fantasy 11 Power-Ups: 
Monster Hunters Power-Ups 1: Duct-Tape Bandage [14, 21, 28]; Enhanced Critical (Shield) [1/level]; Greater Weapon Bond [5/level]; It's Just a Scratch [12, 25, 32]; Tough Guy [10/level]; Weapon Specialist [10/level].

Commonwealth Martial Style - The Watch

The Watch

This is a standardized style taught to the town watch. It focuses on effective and quick combat, typically against lightly armored foes. Skills ranks are recognized as Watchman, Watch Sergeant, and Watch Captain, though these are not the actual ranks in authority.
The watch works under the mayor,not the ruling noble and is primarily concerned with keeping the peace and maintaining order within the town. They are not responsible for town defense or its outskirts, though they can be pressed to help as needed.
Cinematic skills and abilities are rarely learned as part of the Watch. Those few who possess such unusual abilities tend to be retired adventurers or soldiers.



Watchman

Students are expected to learn the basics, but Evade and Feint are commonly practiced as well.
5 points
Skills: Broadsword; Running; Shortsword; Tonfa.
Techniques: 
Cinematic Skills: 
Cinematic Techniques: 
Optional Skills: Carousing; Intimidation; Observation; Savoir-Faire (The Watch/Police).
Optional Techniques: 
Perks: 
Optional Traits: Claim to Hospitality; Duty

Watch Sergeant

At this rank the stylist is typically in charge of a larger patrol or coordinating the patrols in a section of the city. While weapon skills are expected to be improved a lot of training time is spent on other skills.
20 points
Skills: Area Knowledge (E) IQ [1]; Broadsword (A) DX+1 [4]; Intimidation (A) Will [2]; Law (Criminal) (H) IQ [4]; Observation (A) Per [2]; Running (A) HT [2]; Savoir-Faire (The Watch/Police) (E) IQ [1]; Tonfa (A) DX+1 [4].
Additional Skills: Leadership.
Perks:
Optional Traits: Claim to Hospitality; Duty; Police Rank 1 or 2 [2/level].

Watch Captain

Typically in charge of a shift in a town or district of a city. At this point the watchman has likely served in the same city at least a year and demonstrated dedication towards protecting the city. This level is actually awarded by or with the approval of the City Spirit. The Watch Captain is granted the ability to sense and talk to nearby spirits, which is very helpful in dealing with many problems and early warning of problems.
46 points
Skills: Area Knowledge (E) IQ+1 [2]; Broadsword (A) DX+2 [8]; Intimidation (A) Will+1 [4]; Law (Criminal) (H) IQ [4]; Leadership (A) IQ [2]; Observation (A) Per+2 [8]; Running (A) HT [2]; Savoir-Faire (The Watch/Police) (E) IQ [1]; Tonfa (A) DX+1 [4].
Additional Traits: Medium [10].
Perks:
Optional Traits: Claim to Hospitality; Duty; Police Rank 2 to 4 [2/level]; Spirit Empathy; Totem (City Spirit).

Rank and Hierarchy

The Town Watch has Police Rank [2/level] but no Legal Immunity. Rank is not based on experience, quality of service, and often how well they get along with others, especially their superiors.
Villages will typically have a watch of 5 to 10 members, leader with Police Rank 1.
Towns and cities will have a watch of 1 per 100 to 1000 citizens.

Friday, August 30, 2019

Commonwealth Martial Style - Three Swords School


This is a practical hard hitting style that focuses on sword mastery. Its unusual in focusing on multiple sword skills, but stylists are well able to fight at different reaches and circumstances. Practitioners are also taught endurance and toughness in body and mind.
Students are also taught how to maintain and repair their weapons.

Student

This style gets its name because stylists are taught to use three different blades of varying length. This allows close in fighting, enhanced parrying, and balanced damage against either armored or unarmored opponents.

  • Blade 1: Is a knife with a basket hilt and tines to help catch and bind a foes weapon. Its primarily used with Main-Gauche skill in the off hand but Jitte/Sai to attack, sometimes dual wielded. Sw-3 cut; Reach C,1 or thr+1 imp; Reach C; Parry 0; 1025 lb.; $75.
  • Blade 2 is a Smallsword - Thr+1 imp; Reach 1; Parry 0F; 1.2 lbs; $400. Used with Smallsword (fencing) skill.
  • Blade 3 is a Thrusting Greatsword - sw+3 cut Reach 1,2 or thr+3 imp Reach 2; Parry 0; 7 lbs; $700. Used with Two-Handed Sword skill.
5 points.
Skills: Jitte/Sai; Main-Gauche; Smallsword; Two-Handed Sword.
Techniques: Bind Weapon (Main-Gauche); Bind Weapon (Smallsword); Feint (Jitte/Sai); Feint (Smallsword).
Cinematic Skills: Body Control.
Cinematic Techniques: Mental Strength
Optional Skills: Armory (Melee Weapons). Fast Draw (any)
Perks: Weapon Bond
Optional Traits: Enhanced Parry 3; Hard to Kill; Hard to Subdue; High Pain Threshold; Recovery.

Adept

The rank of Adept comes with demonstrated proficiency in each of the styles weapons.
12 points
Skills: Armory (Melee Weapons) (A) IQ [2]; Fast Draw (Knife) (E) DX [1]; Jitte/Sai (A) DX [2]; Main-Gauche (A) DX [2]; Smallsword (A) DX [2]; Two-Handed Sword (A) DX [2].
Additional Skills: Thrown Weapon (Knife).
Perks: Armor Familiarity; Sheer Speed (DF11).
Optional Traits: Claim to Hospitality; Extra Attack 2; Weapon Master (Three Swords School) [30].

Master

For Master rank the stylist has to demonstrate a high level of skill with all the schools weapons and forge at least one of their weapons. Masters learn special secrets resulting from the close kinship they have with their blades.
25 points
Skills: Armory (Melee Weapons) (A) IQ+1 [4]; Fast Draw (Knife) (E) DX+1 [2]; Fast Draw (smallsword) (E) DX+1 [2]; Jitte/Sai (A) DX+1 [4]; Main-Gauche (A) DX+1 [4]; Smallsword (A) DX+1 [4]; Two-Handed Sword (A) DX+1 [4].
Additional Skills: 
Perks: Armor Familiarity; Sheer Speed (DF11).
Optional Traits: Enhanced Dodge 3.

Power-Ups

Action 3 Furious Fists: Disarming; Feint; Retain Weapon; Roll With Blow.
Dungeon Fantasy 11 Power-Ups:  Heroic Reserves [3/level]
Monster Hunters Power-Ups 1: Blurred Attack [9/level]; Greater Weapon Bond [5/level]; One With Your Weapon [19/level]; Tough Guy [10/level]; Weapon Specialist [10/level]. Perks: Blade Fencer, Equilibrist, Esoteric Material Bond.

This style was inspired by the Dark Border series, author Paul Edwin Zimmer.  A great dark fantasy trilogy and another book I cant recall the name of where the female protagonist learned three different blades.

Thursday, August 29, 2019

Leapers Martial Style - Flying Sticks

This flashy martial style includes more skills than most combat styles, due mostly to it being such a major part of a hunters life. A hunter will leap high into the air to gain extra range and visibility and then throw a javelin or dart at its prey. For finishing moves they typically Fast Draw a sabre on the way down and slash or thrust to deadly effect. When dueling they will leap at each other and make a quick fencing strike in mid air!
This style is occasionally taught to non leapers but is extremely difficult for most other races to master.
Note: For Leapers the Flying Leap skill is not cinematic

Students

Students are expected to learn the basics, in order to be competent hunters. Javelins are taught before darts so younger students can attack from a safer distance.
7 points
Skills: Acrobatics; Fast Draw (Javelin); Jumping; Sabre; Thrown Weapon (Spear); Tracking.
Techniques: Breakfall; Feint (Sabre).
Cinematic Skills: Flying Lunge (Sabre); Power Blow; Springing Attack (Sabre); Throwing Art.
Cinematic Techniques: Push
Optional Skills: Breath Control; Fast Draw (Dart); Fast Draw (Sabre); Flying Leap; Thrown Weapon (Dart); Parry Missile Weapons.
Optional Techniques: 
Perks: Weapon Bond

Adepts

Adepts are expected to be well rounded and competent with each of the hunting weapons and skills.
26 points
Skills: Acrobatics (H) DX [4]; Fast Draw (Dart) (E) DX+2 [4]; Fast Draw (Javelin) (E) DX+2 [4]; Fast Draw (Sabre) (E) DX [1]; Jumping (E) DX+2 [4]; Sabre (A) DX [2]; Thrown Weapon (Spear) (E) DX+2 [4]; Tracking (A) Per [2].
Additional Skills: 
Perks: Sheer Speed (DF11).
Optional Traits: Claim to Hospitality; Extra Attack 2; Heroic Thrower (Pyramid #3/89) [20]; Perfect Balance; Super Jump 3; Super Throw 2; Weapon Master (Fencing, Throwing).

Masters

At this level the stylist is typically the best hunter in the tribe and very proficient.
46 points
Skills: Acrobatics (H) DX+2 [12]; Fast Draw (Dart) (E) DX+2 [4]; Fast Draw (Javelin) (E) DX+2 [4]; Fast Draw (Sabre) (E) DX [1]; Jumping (E) DX+2 [4]; Sabre (A) DX+1 [4]; Thrown Weapon (Spear) (E) DX+4 [12]; Tracking (A) Per+1 [4].
Note: Throwing Art can replace Throwing (Spear) in the requirements.
Additional Skills: Flying Leap.
Perks: Sheer Speed (DF11).

Power-Ups

Action 3 Furious Fists: Disarming; Feint; Retain Weapon; Roll With Blow; Stamp Kick.
Monster Hunters Power-Ups 1: Greater Weapon Bond [5/level]; Weapon Specialist [10/level].

Commonwealth Martial Style - The Flynn School

The Flynn School

This is a highly acrobatic and flashy style, favored by young nobles and sailors. While not quite as popular as the Dashing Fox style it has schools in most cities. It is less individualistic and more cohesive in tradition so members fight very similar to each other. Some learn to use an off hand weapon such as the Main-Gauche but the preference is to keep the off hand free to help with acrobatic moves.

Students

Students are expected to learn the basics, but Evade and Feint are commonly practiced as well.
4 points
Skills: Acrobatics; Jumping; Sabre
Techniques: Acrobatic Stand; Bind Weapon (Sabre); Breakfall; Evade (Acrobatics); Feint (Sabre); Spinning Strike (Sabre);
Cinematic Skills: Flying Lunge (Sabre); Grand Disarm (Sabre); Rapier Wit; Springing Attack (Sabre)
Cinematic Techniques: Push
Optional Skills: Climbing; Main-Gauche; Running.
Optional Techniques: 
Perks: Naval Training; Weapon Bond

Adepts

The emphasis is on movement and agility over weapon skill resulting in a more defensive style.
13 points
Skills: Acrobatics (H) DX+1 [8]; Jumping (E) DX+1 [2]; Sabre (A) DX [2].
Additional Skills: Flying Leap.
Perks: Armor Familiarity; Sheer Speed (DF11).
Optional Traits: Claim to Hospitality; Extra Attack 2; Perfect Balance; Terrain Adaptation; Weapon Master (Sabre).


Masters

While some breadth is added, those of Master rank primarily excel at movement skills and swordsmanship. At this level a lot more training is done with the sabre.
17 points
Skills: Acrobatics (H) DX+2 [12]; Jumping (E) DX+1 [2]; Sabre (A) DX+1 [4].
Additional Skills: Flying Leap.
Perks: Armor Familiarity; Sheer Speed (DF11).
Optional Traits: Enhanced Dodge 3; Quicksilver Strike

Power-Ups

Action 3 Furious Fists: Acrobatic Stand; Balancing; Disarming; Dive n' Roll; Evade; Feint; Rappelling; Retain Weapon; Roll With Blow; Rope Up; Running Climb; Skidding; Sliding; Spinning; Toe Flip.
Dungeon Fantasy 11 Power-Ups: Backstabber [10 points +5/level]; Botte Segrete [20]; Chandelier Leap [10]; 
Monster Hunters Power-Ups 1: Duck and Cover [20/level]; Greater Weapon Bond [5/level]; Quicksilver Strike [12]; Weapon Specialist [10/level].

Ancestor Totem (Flynn)

Role: Acrobat
You can channel the founder of the school! His expertise and abilities are able to significantly enhance your own. Flynn was famous for his seemingly supernatural acrobatic skills and was also an renowned fencer. He was charming, a bit of a womanizer, and daredevil and social daring-do. He can be channeled using either Ritual Magic or Savoir-Faire (Dojo).
Emblematic Traits
Advantages: Appearance; Brachiator; Daredevil; Fearlessness; Super Climbing; Super Jump 2.
Disadvantages: Compulsive Carousing; Lecherousness.

Manifestation

Partial Manifestation: DX+3 [60]; Fearlessness 2 [4]; Perfect Balance [15]; Ridden [15]; Super Climbing 2 [6]; Super Jump 1 [10]; Code of Honor (Gentleman's) [-10]; Compulsive Carousing [-5]; Impulsiveness (9) [-15]; Lecherousness (12) [-15]. 65 points.
Note: This channeled version includes no skills as the stylist is going to already have good levels.

Commonwealth Martial Style - Dashing Fox

While most soldiers learn efficient and practical methods of combat there are people who perhaps have more ego than sense. Aristocrats and young dilettantes often favor flash and daring over more cautious approaches - relying on their social status to keep risks low.
Dashing Fox is a popular swashbuckling style that is popular because its flashy but has underlying practicality, at least in certain circumstances. There is at least one school in every city, often more than one and friendly rivalries are the norm. Members are expected to promote their school and bring positive recognition to it.  Duels are a common way to show off skills, though duels to the death are frowned upon. Helping other schools is considered polite, especially against rifraf- though good natured ribbing will fallow.

Student

4 points

This is a flamboyant swashbuckling style that is known for its apparent recklessness and the overconfidence of its members. However it is backed by solid capability and cunning and tricks foes into underestimating the fox. Stylists try to keep foes at a distance to work with the rapiers reach and effective use of the cloak. Judo is used when opponents get to close and as a backup skill.

Skills: Cloak; Judo; Rapier
Techniques: Acrobatic Stand; Armed Grapple (Cloak); Balancing; Bind Weapon (Rapier); Choke Hold (Judo); Evade (Judo); Feint (Cloak); Feint (Rapier); Judo Throw; Leg Throw; Spinning Strike (Rapier); Triangle Choke.
Cinematic Skills: 
Cinematic Techniques: Flying Lunge (Rapier); Grand Disarm (Rapier); Initial Carving (Rapier); Rapier Wit; 
Optional Skills: Acrobatics; Jumping; Running
Optional Techniques: 
Perks: Armor Familiarity; Combat Haberdashery; Sheer Speed (DF11); Weapon Bond
Optional Traits: Daredevil; Enhanced Block or Parry  up to 3; Overconfidence; Weapon Master (Cloak & Rapier)


Adepts

9 points.
Acknowledged experts are proficient with the basics but also have a signature or trademark move. Skills: Cloak (A) DX [2]; Judo (H) DX [4]; Rapier (A) DX [2].
Additional Skills: Blind Fighting; Flying Leap; Kiai; Main-Gauche; Power Blow.
Optional Traits: Claim to Hospitality; Extra Attack 2. 

Master

21+ points
To be acknowledged master rank the stylist must demonstrate extreme proficiency, preform one or more signature moves well and learn a school power-up.
Skills: Cloak (A) DX+1 [4]; Judo (H) DX+1 [8]; Rapier (A) DX+2 [8].

Power-Ups

Action 3 Furious Fists: Acrobatic Stand; Balancing; Disarming; Dive n' Roll; Dual-Weapon Attack (Cloak/Rapier); Evade; Feint; Rappelling; Retain Weapon; Roll With Blow; Rope Up; Running Climb; Sliding; Spinning; Toe Flip.
Dungeon Fantasy 11 Power-Ups: Backstabber [10 points +5/level]; Botte Segrete [20]; Chandelier Leap [10]; Coup de Jarnac [15].
Monster Hunters Power-Ups 1: Dual-Weapon Fighting (Cloak/Rapier) [6 points skill]; Dual-Weapon Mastery (Cloak/Rapier) [20*]; Duck and Cover [20/level]; Greater Weapon Bond [5/level]; Quicksilver Strike [12]; Weapon Specialist [10/level].

Saturday, August 24, 2019

Commonwealth Martial Styles -Board and Blade

The Commonwealth is a very large nation composed of several city states and smaller groupings that occasionally fight among each other. However, things are pretty stable and most conflicts are with bandits and raiding monsters. The borders do need defending but rather than invading armies they are defended from small (though often powerful) groups.
Board and Blade is thus the most prolific style and concentrates on small unit fighting with high mobility often being required. Practitioners wear little armor, leather or chain and rely on shields and agility for defense and attacks that rely on speed and precision over power. It is taught by both the military and mercenary groups.

Students

3 points

This is a practical style that focuses on Shield for defense and a Rapier or Sabre for offense. Its a common style for soldiers. The chosen shield is often a buckler, especially for those in cavalry units, though infantry often opts for a larger shield. Warriors are taught to fight as individuals or small units rather than tight formations so there is little effort spent on those techniques.

Skills: Rapier or Sabre; Shield.
Optional Skills: Hiking; Riding (Horse); Running.
Optional Techniques: 
Perks: Armor Familiarity; Brave; Naval Training; Ramming Speed; Shoves and Tackles (shield);  Weapon Bond
Advantages: Enhanced Block; Enhanced Parry.

Adepts

5 points
Typical sergeants and officers will be at this level

Skills: Rapier or Sabre (A) DX [2]; Shield (E) DX+1 [2]
Optional Additional Traits: Basic Move, up to +2; Extra Attack, up to 2; Lifting ST, up to +2; Peripheral Vision.
Power-Ups: Shield Familiarity (Pyramid #3/118) [1]; Shield Mastery (DF11 or Pyramid #3/118) [15].

Masters

31 points
In order to teach military units you must be certified as Master rank. Masters therefore are experts with the fundamentals more than being known for flashy moves and exotic techniques.

Skills: Rapier or Sabre (A) DX +4 [16]; Shield (E) DX+4 [12]; Teaching (A) IQ [2].
Optional Additional Traits: Extra Attack, up to 2; 
Power-Ups: Shield Mastery (DF11) [15]; 

Heroic Ability

Some have special training from a legendary teacher or just a special knack.
Traits: Weapon Master (Shields; Pyramid #3/118) [25] and/or Weapon Master (Fencing or single weapon).