La Verdadera Destreza ( Spanish Fencing Style ) (EXCLUSIVE)
By Flash Fire

La Verdadera Destreza, loosely translated as "The True Art and Skill", was the Spanish school of fencing from the fifteenth through the seventeenth centuries. The Spanish masters were widely considered the greatest fighters on the European Continent during that time, and their teachings were sought after by the most serious of duelists throughout the region. The form is unique among martial arts in that it adheres strongly to the principles of mathmatics and geometry. Every motion, every attack, every parry, every thought of the Spanish rapier duelist is centered on mathmatic principles. The form begins with an imaginary center circle, sometimes called the Mysterious Circle or Magic Circle. This circle represented the distance a combatant would need to effectivally strike and hit their enemy. Every motion within and around that circle is planned and executed with precision. Movements are forseen in the shape of circles, lines, quadrangles, and more complex shapes, allowing the duelist to plan exactly where and when they will move. Attacks and parries occur at specific angles and times, giving them precise control over their weapons and the timing of the duel. Outside observers would often see the form in use as a kind of dance, the fighter swirling around in specific steps, designed to give the fighter the maximum advantage in a fight.

The straight forward advantages in combat were not the only reasons for use of the circle in dueling. The circle, at the time, was believed to invoke semi-mystical powers. This period saw a "revival" of sorts in the use of ceremonial magic, a system that relied heavily on circles. In this system, the circle and sphere represented the universe or cosmos. Actions within a drawn circle were thought to effect the greater "circle" of the cosmos, in a kind of reversed astrology. The Magic Circle of La Verdadera Destreza used a similar thought process. The actions within the circle imitated the forces of Good and Evil, Life and Death. By simulating these powers, the fighters would be calling on those forces to give meaning and divine judgement to their duel, in which the righteous would defeat the transgressor. These metaphysical beliefs, combined with Christian teachings, formed the mystique of the Spanish school and was likely the largest part of why the form was sought after so much.

Also unlike many other Western forms, La Verdadera Destreza is securely grounded in a particular philosophy and history. Its proper use and history are tied to the beliefs and religion of Renaissance Spain. This era was marked by several key events, notably the Age of Explorers, the formation of the Spanish Empire in the New World, and the ever-popular Spanish Inquisition. The key (and pretty much only) religion of the period was Roman Catholicism, as the Spanish Inquisiton stamped out the Jews, Muslims, Protestants, and other "heretics". Religeon entered into every aspect of daily life, including combat. Honor and respectability, at least among equals, also formed a large part of the Spanish character. To a Spanish gentleman, and therefore a Duelist, a battle must be fought correctly and honorably, as God and Justice rarely side with uncouth barbarians.

Students of the art use a rapier as their main weapon, usually with a second weapon (normally a dagger) for parrying held in the opposite hand. They will always keep their distance from an opponent, carefully measuring the space between them and their enemy, and will close only when they believe they have the opportunity to strike and kill their enemy. Attacks will come almost entirely in the form of Combination Parry/Attacks, given their preference for using two weapons at once. The Duelist will always appear to be calm and calculating, mainly because they are. They will approach a fight in a detached manner, secure in the knowledge that Right is on their side. Confidently, they will plan out a strategy and follow it through with precision.

Like other forms of Western martial arts, La Verdadera Destreza faces a problem in modern environments, beyond the obvious laws against its practical use. Few people in the world who know about the realities of rapier fighting, much less the exacting methods of the Spanish school, and there are even fewer proper teachers. As the gun became the primary self-defense weapon and weapon of war, the sword was phased out. Thanks to the pragmatic outlook of most Westerners, the skill of swordfighting became lost as the more powerful and easier-to-learn art of gunplay became more and more popular. This means that the skill most often must be learned in small groups who recreate the skill, rather than learned in a proper school. To be turned into an effective martial art, the skill must be practiced day after day for several years, as well as researched by whatever means are neccessary. Also, since it has no schools and very few people study it, the art recieves very little press, and less respect, in the martial art community. Not that they don't respect someone who can effectively use a sharp, pointy object, its just "not as good as what they do."

Entrance Requirements: IQ of 9 or higher, PP of 10 or higher, and a calm, calculating disposition in combat.
Skill Cost: 7 Years
Costume: Whatever the common street clothes are of the period the character lives in. Prefered outfits will have enough room in the shoulders, arms, legs, and crotch to allow free movement.
Stance: Arm and main weapon extended straight out, parrying weapon held out and to the side, body turned towards the opponent, one leg before the other, both feet remain flat on the ground.

CHARACTER BONUSES

Add 1 to I.Q. (constant mathmatic thought)
Add 1 to M.E. (concentration)
Add 1 to M.A. (honor and religion)
Add 2 to P.P. (balance and coordination)
Add 1 to P.E. (aerobic exercise)

COMBAT SKILLS
Attacks per Melee: Four
Escape Moves: Roll with Punch/Fall/Impact
Basic Defensive Moves: Parry, Automatic Parry, Dodge
Advanced Defenses: Circular Parry, Disarm, Maintain Balance, Combination Parry/Attack, Multiple Dodge
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Tripping/Leg HooksSpecial Attacks:

Straight Attack (SPECIAL!) The Lunge was developed and used by the Italian masters of the time, and so attacks for the Spanish school take the form of a thrust and a step forward. This allows for finer control of the weapon when attacking, though it lacks the reach of the Italian move.
A Straight Attack is always a called shot. The attacker declares where on the body they are striking before rolling (else, they strike at the lungs). Unlike normal Called Shots, the Straight Attack requires a 10 or greater to succeed.
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).
Off-Hand Parry (SPECIAL!) The off-hand parry is a parry with whatever hand a weapon is not held in. It uses the same bonus as the normal parry and produces a +2 to Strike with a following attack or a +5 to Grab or entangle, depending on the mode of attack chosen.
This is not an Automatic move and is not a prefered method of defense, because if the attacker is using an edged weapon, there is a chance of cutting oneself on their blade. If the parry roll is close (3 or less) to the attack roll, the defender will take one-quarter damage from the weapon to their hand.
Binding the Blade (SPECIAL!) Binding or "enveloping" the blade is a defensive move made with the sword that traps the other person's arm or weapon in a position they can't attack from. Specifically, a Bind involves making contact with the opponent's weapon at two points along the blade/attacking surface. One contact is made with the blade, the other contact is made with the guard. This prevents the weapon from moving into a position it can attack from.
This allows the Duelist to perform a few different actions. They could move in and strike with the off-weapon hand or foot, they could slide their weapon up the attacker's arm/weapon to strike with less chance of defense, attempt to disarm the opponent, or could simply hold the opponent's weapon there. Any action made during the Bind is at +3 and the defender cannot use their bound arm to defend against it.
Escaping from a bind is fairly simple, just retreat or move your blade back and/or out. This leaves the defender able to parry with their weapon, but the person who performed the Bind is still at +3 to strike for the next melee attack while the defender sets themselves back up into a defensive posture.
Duelist's Critical Strike (SPECIAL!) Duelist's train for the singular purpose of ending the fight as quickly as possible. To this end, they train particularly to strike at the points that will best result in instantaneous death or incapacitation for the opponent.
When entering into combat, a Duelist must declare whether or not they intend to kill their enemy. If they have lethal intentions, a Critical Strike results in damage directly to Hit Points. No multiplier is added to the damage roll. If the Duelist declares that they are only intending to wound the opponent (ie: fighting to first blood), then normal Critical Strike rules are used. If intentions are not declared, then normal Critical Strike rules apply, save in situations where a character would obviously be trying to kill the other character (ie: blood fued between the characters or the Duelist has an evil alignment).
Grab, Entangle, Death Blow
Holds/Locks: NoneWeapon Katas: WP: Spanish Rapier, WP: Spanish Rapier and Dagger (paired). Both are at 3rd Level.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind

SKILLS INCLUDED IN TRAINING
Martial Art Powers: Wrist Hardening and one Special Kata of choice. Any of these can be traded one-for-one for any Basic Skill Program (excluding Physical)
Languages: Spanish at 50%
Philosophical Skills: Judeo-Christian
Physical Skill: Fencing, Running
Other Skills: Research, Advanced Mathmatics, History: Spanish

If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Any other Western Dueling Art (subtract 3 years), Jujutsu (4 years), Isshin-Ryu Karate (4 years), Zanji Shinjinken-Ryu (5 years).

LEVEL ADVANCEMENT BONUSES
Level 1: +2 to Parry, +1 to Roll with Punch/Fall, Critical Strike, Critical Strike from Behind, Duelist's Critical Strike.
Level 2: +1 to Dodge, +1 to Strike
Level 3: +2 to Disarm, +1 to Maintain Balance, Select One Martial Art Power from the list below.
Level 4: +1 Attack Per Melee, +1 to Parry/Dodge
Level 5: Critical Strike on Natural 19-20, +2 to Binding the Blade
Level 6: Death Blow on Natural 20
Level 7: +1 to Strike, +1 to Maintain Balance
Level 8: +1 to Parry/Dodge, +1 Attack Per Melee
Level 9: Select one Weapon Kata from the list below, +1 to Binding the Blade
Level 10: +1 to Strike, +1 to Disarm, Critical Strike on Natural 18-20
Level 11: Select two Weapon Katas from the list below (one is paired with a single Rapier, so the result is Paired Weapons: Rapier and one weapon of choice)
Level 12: Select one Martial Art Powers from the list below, +1 Attack per Melee.
Level 13: +1 to Parry/Dodge, +1 to Disarm, +1 to Binding the Blade
Level 14: +1 to Maintain Balance, Critical Strike on Natural 17-20, +1 Attack Per Melee
Level 15: +1 to Strike, Death Blow on Natural 19-20

MARTIAL ART POWER LIST

Any Body Hardening Excercise (excluding Chi Gung)
Any Special Kata (Weapon Katas can be chosen from any weapon)
One Life, One Shot, One Hit, One Kill (Martial Art Technique)
Iai Jutsu (Martial Art Technique)
Zanshin (Martial Art Technique)
Geometric Attack (Special Kata) (NEW!)
This "kata" represents the scientific and mental processes of the attack in the Spanish School. Similar to Kime, Geometric Attack is the single minded focus towards a given goal. The Duelist spends one melee round circling around their opponent, striking and defending as normal. The difference is that the duelist is not really trying to hit their opponent. What they are trying to do is work their opponent into a position where they can strike with maximum effect. What that advantage is exactly depends on the specifics of the battlefield. It could mean that the defender ends up standing on slippery ground, an obstacle sits behind the defender (preventing retreat), a bright light sits behind the attacker, or any other advantage that may come to hand.

Use of this kata requires a roll against Advanced Mathmatics (at +20%, due to the relative ease of geometery as opposed to advanced calculus). If successful, the kata begins. The melee round continues, with both sides manuevering for position. While defenses remain the same, all attacks made by the duelist are made at -5 to Strike (total, no other bonuses apply). If any succeed, the kata is disturbed and the duelist can not attack for the rest of the round and is at -3 to Parry and Dodge. At the end of the melee round, the opportunity comes and the duelist makes his real strike roll. The defender is at -5 to Parry or Dodge (total) the blow.

Geometric Defense (Special Kata) (NEW!)
The Geometric Defense is a combination of defensive Kime and Warrior Spirit. The duelist circles around their opponent in a defensive stance, blocking each attack made by the opponent with ease. This is done in a precise manner and with as little emotion as possible. The opposing duelist will percieve the flowing, almost dance-like defenses as nearly impenatrable, as every move is countered by a specific and defined motion.

Rather than roll a 20-sider to parry as usual, the defender rolls against Advanced Mathmatics (at +20%). The attacker's strike roll is subtracted from the character's Mathmatics score. Every successful roll results in a blocked attack, in what is effectively a Circular Parry or Multiple Dodge. If all attacks are blocked, the end effect, besides not getting hit, will be a perceived indomitable defense. This boosts the character's MA to 17 or +4, whichever is higher. Attackers must roll over the character's Trust/Intimidate score or will be at -4 to Strike for the rest of the combat.

WEAPON KATA LIST
WP: Spanish Rapier:

Uses the WP Large Sword bonuses. The Spanish Rapier is both a cut and thrust weapon, with an edge designed for signifigant cutting. The Spaniards, though, prefered the thrust over the cut due to its greater speed. 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 -1 to strike at Combat and -2 at Grappling Ranges. Spanish Rapiers do 2D6 damage. Average cost: $400-$500
WP: Dagger: See WP: Knife
WP: Blunt/Single Stick: See WP: Blunt
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/Target Shield
Described in Pal Fantasy 1st and 2nd Edition, a Buckler Shield is basically a round shield. The Target is much the same, but smaller. 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.
WP: Paired Weapons
See WP: Paired Weapons. The choices are almost always Rapier, Small Sword, or Cut-and-Thrust Sword, combined with one other weapon. The individual weapons cannot be used singly unless that Weapon Kata is also possessed.

Why Study LA VERDADERA DESTREZA?

The art is a deadly force, focusing on the singular task of slaying an enemy in as precise a fashion as possible. As such, it appeals not only to those with a finely tuned sense of honor but to those with clear intellects and talent at mathmatics.

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