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

"En garde." These two words strike more fear into the hearts of swordsmen than any threat or weapon. A sea captain would rather hear the phrase "My name is Blackbeard" than see a lightly dressed combatant utter the words "En garde." Muggers run in terror, serial killers quail before them. Why? Because they are the opening words uttered by every true Swashbuckler since the Renessaince. Swashbuckling is the art, as no true swashbuckler would ever call what he does a skill and no one could term it a science, of flamboyantly and honorably slaying your enemies. Popularized in modern times by the movies of Errol Flynn, the fight scenes staged by swordmaster William Hobbs (Willow, Excalibur, Ladyhawke, Richard Lester's The Three Musketeers (1974), The Man in the Iron Mask (1998), Rob Roy, and others), and other famed fictional sword battles (Star Wars: The Phantom Menace! Whoo-hoo!) The key elements to swashbuckling, aside from skill with a sword, are relatively simple to the Hopeless Romantic(tm). Honor plays a very large role in the life of a Swashbuckler. The rules are simple. Be honest whenever possible, fight fairly, and never malign a person who is not your open enemy. Women and children are not to be harmed, a rule that even a Miscreant Swashbuckler will follow. Courtesy, Valor, Prowess, Loyalty... all the traits attributed to honor throughout the ages are exhibited by the Swashbuckler, if for no other reason than because the traits make them look good. Flamboyance is also a key element, with the swashbuckler doing everything in as "cool" a manner as possible. Leaping, ducking, jumping on tables, swinging from chandeliers, all while fighting off dozens of opponents at once and sparing the breath for a witty quip are all part of the game for a Swashbuckler. This actually works *for* the swashbuckler, as few expect the style, and some say antics, of the swashbuckler. This throws them off guard, causes them to miss beats, and get angry when the opponent won't square off and fight by the commonly accepted rules (i.e.: fight simply and the first one to die, loses). The final, but by no means least, trait common to swashbucklers is skill with a sword. Other weapons can (and will) be used, but there is no weapon more respectable or serviceable than a sword. It has style, grace, and an honorable history spanning thousands of years. It is also one of the deadliest weapons, short of the repeating firearm, developed by the mind of man. The swashbuckler is an expert in their use and abuse, often studying under several different masters to gain a better understanding of the weapon they use. A variety of other weapons are often studied, though this is more often to learn what to expect from an opponent bearing one rather than to gain practical use out of them.

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

Add 2 to M.A.
Add 2 to P.P.
Add 3 to Spd.
Add 5 to S.D.C.

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

If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Jujutsu (4 years), Isshin-Ryu Karate (4 years), Zanji Shinjinken-Ryu (5 years).

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?

If you have to ask, you're not a swashbuckler. En garde, you filthy swine...
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