Swashbuckling Martial Art
Form ( Exclusive )
By
FlashFire
"If there were
a degree for swashbuckling, it would have to include a course in
laughing then jumping off of things."
- Unknown
Alignment Requirements:
Any Alignment that has a Discipline of Honor or Dishonor (except
Diabolic, and its not really their style anyway)
Entrance Requirements:
PP of 13 or higher, PE of 10 or higher
Skill Cost: 10
years (but can be started as soon as the character can hold a
stick to practice with)
Costume: Whatever
happens to turn their fancy. Light clothes that allow for freedom
of movement (and maybe slight amounts of added protection, like
padded/quilt doublets or leather) are preferred, unless that
really disturbs the character's fashion sense.
Stance: Most
often, a swashbuckler will assume a modern fencing stance, body
at 45 degrees with knees bent and rear hand out of the way,
almost regardless of type of sword being used. Most traditional
swordsmen find this rather disconcerting, adding to the form's
surprising nature.
CHARACTER BONUSES
COMBAT SKILLS
Attacks per Melee:
Four
Escape Moves:
Roll with Punch/Fall, Leap
Basic Defensive Moves:
Parry, Automatic Parry, Dodge
Advanced Defenses:
Disarm, Maintain Balance, Multiple Dodge
Hand Attacks:
Strike (Punch), Roundhouse (See Choy-Li-Fut Kung Fu, does 1D10
Damage), Uppercut (See Choy-Li-Fut Kung Fu, does 1D8 damage)
Basic Foot Attacks:
Kick, Snap Kick, Tripping/Leg Hooks
Special Attacks: False
Attack ( NEW! The False Attack is just that, a fake
attack. It is used to draw a parry or reaction out of the
opponent. The exact method of attack the character fakes varies
and can be any type of attack the character possesses. This is a
Combination Move, used in conjunction with another attack. The
character chooses what attack to fake and rolls to strike. On a
roll of 5 (or equal to the opponent's AR) or greater, the false
attack succeeds. The opponent can (and should) attempt to defend
against the false attack. Whether they successfully defend
against the fake attack or not, the attacker then moves into the
second attack. The character is at +3 to strike with second
attack and the defender must use an attack to defend against it
(no Automatic Defenses ), Riposte (
SPECIAL! The Riposte is simply an attack made directly after a
parry. Essentially a Combination Parry/Attack, the speed of which
this is accomplished with a rapier is remarkable. It takes one
attack and can be done as many times in a melee round as the
character wishes. Parry bonuses are halved, but the character is
at +3 to strike on the Riposte and the defender must use an
attack to defend against it. Note: This move is only possible
with a thrust rapier, small sword, or on a thrust from a
cut-and-thrust sword ), Lunge (
SPECIAL! The Lunge is a fast attack used to close distance
quickly. The Lunge basically is a standard attack that only works
at Long Range and produces a Critical Strike. Successful or
unsuccessful, the Lunge requires a Maintain Balance roll of 5 or
better to get back into a position of being able to move. This
recovery takes an additional attack, making a total of two
required for the move. Attacks and parries can still be made
while in the lunge position, but are both at -3 and moving is
impossible ), Disengage ( SPECIAL! The
disengage is a fast move that brings the weapon underneath the
opponent's weapon to attack in the opposite line. This is a
defensive move that can only be done in response to an attack on
the blade or weapon arm itself, such as an Arm Hold, Entangle, or
direct damaging attack on the weapon. It uses the character's
normal bonuses to parry, but grants the character +3 to strike on
the following attack due to the speed and ease of the
"parry," as well as the opponent being slightly
off-balance after the failed attack. This is an Automatic move.
This move can be combined with the Riposte, resulting in an
additional +2 to strike ), Fleche (
SPECIAL! The Fleche is a surprise attack that starts out similar
to a lunge, but the Swashbuckler follows through with a full
speed charge at his opponent. This attack must be made at the
beginning of the melee and the attacker loses all ability to
attack for the rest of the round, but can still dodge (at half
normal bonuses) and parry. The move closes distance rapidly, and
regains that distance just as quickly as the fighter passes by
the enemy. A failed Fleche results in the defender having to
spend two actions closing the distance to the Swashbuckler. The
end result is a Critical Strike. Should the defender know the
Fleche is coming, they can use a Riposte or Combination
Parry/Attack against it, to which the Swashbuckler is at -4 to
parry ), Clench ( SPECIAL! The Clench
is a simple move avoided by most swordfigting forms. Essentially,
it is a Combination Parry/Grab. The Swashbuckler parries an
opponent's blow and grabs his wrist or gaurd, closing the
distance between the two to the point where neither can strike or
parry with their hand weapons (Grappling Range). The key
advantage of this move is that it gives you a slight breather, as
the person it is used against is often (55%) surprised by it and
will hold off attacking to see what happens. This can give the
Swashbuckler time to talk his way out of the fight or, more
often, toss off a witty quip. Getting out is easy. Knee the
Swashbuckler in the crotch (Strike at -3), push him off
(1D20+PS), or wait for him to release you ), Knee, Elbow,
Forearm, Grab, Entangle, Death Blow
Holds/Locks: Arm
Hold, Neck Hold
Weapon Katas: WP:
Rapier, WP: Rapier and Dagger (paired), WP: Rapier and Cloak
(paired), WP: Two of Choice (Sword are preferred). Select one of
the above as the character's primary weapon. This Kata jumps to
4th Level.
Modifiers to Attacks:
Critical Strike, Critical Strike from Behind
SKILLS INCLUDED IN
TRAINING
Martial Art Powers:
Wrist Hardening. Can be traded for any Body Hardening Exercise
(excluding Chi Gung) or any Basic Skill Program.
Languages: Common
Langauge of the Teacher at 50%
Physical Skills:
Fencing, Running, Gymnastics
LEVEL ADVANCEMENT BONUSES
Level 1: +2 to
Roll with Punch/Fall/Impact, +2 to Parry, Critical Strike,
Critical Strike from Behind
Level 2: +1 to
Leap (add 2 feet to Leap height and length), +1 to Strike and
Dodge.
Level 3: Select
one additional Weapon Kata (Western weapons only), +1 to Maintain
Balance
Level 4: +1
Attack per Melee, +1 to Parry
Level 5: Critical
Strike on Natural 19-20, +1 to Disarm
Level 6:
Character can fight while standing on/swinging from any
reasonable object without penalty (+1 to strike/parry/dodge for
every extra four feet of height)
Level 7: +1 to
Leap (add 2 feet to Leap height and length), +1 to Disarm
Level 8: +1
Attack per Melee, +1 to Strike and Dodge
Level 9: Select
one additional Weapon Kata (Western Weapons only)
Level 10:
Character gains Warrior Spirit (Special Kata). Bonuses are
increased (+8 to MA or equals 24, whichever is higher) due to the
disconcerting effect of the insults and quips the Swashbuckler
uses.
Level 11: +1
Attack per Melee, +2 to Parry/Dodge
Level 12: Select
one Martial Art Power from Body Hardening Exercises or Special
Katas, Select one additional Weapon Kata (Any)
Level 13: Death
Blow on Natural 20, +1 to Disarm
Level 14: +1 to
Leap (add 2 feet to Leap height and length), +1 to Maintain
Balance
Level 15: +1
Attack per Melee, Critical Strike on Natural 18-20
ADDITIONAL WEAPON KATAS
WP: Rapier
Uses the WP Large Sword bonuses.
The Rapier (in-game context) is a thrust only weapon. Small cuts
can be made with its edge, but they only do 1 point of damage.
Due to stance and the length of the weapon (average of 48 inches
overall), it can be used at Long Range with no penalty, recieves
a penalty of -5 to strike at Combat Range, and is impossible to
use at Grappling Range (pending a special move developed by the
GM and/or player). Note that some versions of the rapier have
real cutting edges and some do not. A rapier with a signifigant
cutting edge (ie: blade width of greater than 1.5 inches/3 cm)
uses WP: Cut-and-Thrust Sword rather than WP: Rapier. Rapiers do
2D6 damage. Average cost: $400-$500
WP: Small Sword
The Small Sword is essentially the
same as a Rapier, but smaller and lighter. The weapon has a
penalty of -3 to strike at Grappling Range and uses WP: Small
Swords bonuses. Damage: 1D8. Average Cost: $300-$400
WP: Cloak/Net
Described in Pal Fantasy 2nd
Edition. The cloak or net can be used in a whipping motion (1D6
damage), thrown at the opponent (blinding damage), used to parry
an incoming blow, or to entangle the opponent's arm or weapon.
Recieves +1 to strike or entangle at levels 2, 5, 8, 11, and 15.
Recieves +1 to parry at levels 2, 4, 6, 9, and 12.
WP: Buckler Shield
Described in Pal Fantasy 1st and
2nd Edition, a Buckler Shield is basically a small round shield.
Provides a bonus of +1 to parry at levels 1, 3, 6, 9, 12, and 15.
The shield can be used to strike with, as well, doing 1D4 damage.
Gains +1 to strike at levels 4, 8, and 12.
WP: Lantern/Flashlight
The flashlight or focused-light
lantern is used in the off-weapon hand in combination with other
attacks. Best used in the dark (all effects are at 1/4 strength
in the light), the light is shined into the opponent's eyes,
momentarily blinding them to the attacker's moves. The target of
a successful lantern strike is at -5 to strike, parry, and dodge
the lantern holder's next two attacks. The lantern itself has +1
to strike at levels 1, 3, 5, 8, 11, 13, and 15.
PAL FANTASY NOTES: This MA form would probably be better applied to Pal Fantasy than to N&SS, but since it uses N&SS rules... If you are inclined to use this in Pal Fantasy, there shouldn't be much trouble converting it to PFRPG's HTH system. Ignore questions of Range and any other HTH move or term you're not sure on. There will be a great many more teachers in Pal Fantasy, as well as better techniques. Characters gain an additional +2 to Strike, Parry, and Disarm if they are from or learn in PFRPG. The form is particularly popular among sailors and highwaymen of all types. It is commonly known as... Swashbuckling.
DISCLAIMER: Yes, this is fake. Anyone who tries to use it in real life will likely end up dead or worse.
Why Study SWASHBUCKLING?