Styles of Swordsmanship (ONLY APPLICABLE TO CYBER-KNIGHT PSI-SWORDS, NOTHING ELSE!)
By Zerebus
Just to add a little more color to the character class, I wrote out four basic swordsmanship styles. They need not have any impact on combat bonus numbers, since the psi-swords are always weightless and do damage based on psionic strength, not the swordstyle behind its motions. Still, I've provided a few just to keep things interesting. Bonuses should be considered modifiers to standard Cyber-Knight hand to hand swordfighting bonuses.

The standard style, also known as "Paladin Swordsmanship". All knights know the standard style. It includes the use of paired swords and the use of a sword and shield. The psi-blade is typically either a straight shaft of light or a hand-and-a-half sword. Lord Coake uses this style, so it is the most popular.
Special Move: Scissor Strike
At -1 to strike an unpinned opponent, this attack inflicts +1 damage per die roll of the base psi-sword damage. So if I use a scissor attack with two 1D6 MD Psi-Swords, the total damage is 2D6+1 MD.

After that, there are four well practiced variations. Typically, a knight will only know one variation: that of his master and mentor. Only four knights in the history of the Cyber-Knights have mastered more than one of these variations, of which Lord Coake is one.

The "Kenjutsu" Style
Knights who learn the Kenjutsu style usually use curved, single edged blades, one larger than the other. Precision, circular cutting motions and thrusts are the dominant moves of this style, which emphasizes striking speed above all else. This style originates from a faraway place called Japan and was adapted to Cyber-Knight swordsmanship from the unearthing of books and videos on the subject here in North America. As such, it is not a "true" Japanese swordsmanship style, though it bears resemblances to it and has been refined into an effective form of psi-blade combat.
+1 to initiative, +1 to strike, -1 to psi-sword damage per die roll per strike
Special Move: Decapitation Strike: Must announce the intention to use a Decapitation Strike before the move: on a called strike to the head with a natural roll of 15 or higher, double damage is inflicted.

The "Great Sword" Style, also known as the "Lowlander Style"
Knights who use the Great Sword style rely on large, powerful psi-swords, psi-battle axes, and psi-pole arms as their primary weapon. These knights tend to rely on a single psi-weapon plus a psi-shield in combat. When they do form a second psi-sword, it is typically a much, much smaller weapon, though Cyber-Knights of this style have been known to go into battle with pairs of claymores, great axes, and pole arms. The Great Sword Style is very aggressive, relying on overwhelming force and momentum to topple one's opponent.
+1 MD per die roll of psi-sword damage per strike, -1 on initiative
Special Move: Roundhouse Swing: Counts as two attacks, roll to strike every person within six feet of the knight, including allies.

The "Castle Guard" Style
Knights who practice the Castle Guard style typically use hand and a half swords or broadswords, often in pairs, and concentrate on moves involving parries and counterstrikes. This style is extremely strong on close quarters defense with an emphasis on holding one's ground, but it does not use a psi-shield.
+1 to parry, +1 to strike on a strike after/during a parry, -1 to dodge, -1 to roll with punch
Special Move: Riposte: +1 MD per die roll on a counter strike (aka parry and simultaneous attack as a counter to an opponent)

The "Water Dragon" Style
This is a style variation originally taught by the dragon, Azure Sky. While Azure Sky also had a hand in the standard Cyber-Knight style of swordsmanship, this style moves beyond it in shear fluidity of motion. Parries and strikes are blurred into identical movements, the swords constantly kept in motion while in close quarter combat. However, this same fluidity makes this the most difficult stye to apply in combat. The psi-sword for this style is typically a simple shaft of light or some other amorphous design.
+1 attack per melee, +1 to horror/awe factor (if applicable), -1 to strike, -1 to parry, -1 to dodge
Special Move: Water Strike: A rapid left strike, right strike, left strike or right strike, left strike, right strike combination with the leading arm raking the opponet, the following arm striking the opponent, and the leading arm quickly circling about to rake the opponent again in one surprisingly quick, loping movement. One roll to strike determines all three hits. Counts as two attacks. Defender is -3 to parry or dodge, but the attacker is also completely open to attack during this move (impossible to stop the move to parry or dodge).

Hosted by www.Geocities.ws

1