English Swordsmanship
By FlashFire
"I've got a knife! Gimme your-- WHAT THE F&!@ IS THAT?!?"
Entrance Requirements:
PS and PE of 10 or higher
Skill Cost: 8
Years (6 Years as a Secondary Form)
Costume: English
swordplay traditionally required heavy protection, running
towards full plate armor. For more reasonable clothing, a
swordsman will prefer something loose that allows for full body
movement, particularly in the waist and shoulders.
Stance: Stands
upright, knees only slightly bent, both feet in solid contact
with the ground. The exact position of the primary weapon varied,
but was most often held back or above the head in preperation to
strike, point forward.
CHARACTER BONUSES
COMBAT SKILLS
Attacks per Melee:
3
Escape Moves:
Roll with Punch/Fall/Impact
Basic Defensive Moves:
Parry, Automatic Parry, Dodge
Advanced Defenses:
Disarm, Maintain Balance, Circular Parry
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:
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). Knee, Elbow, Grab, Entangle, Death Blow
Holds/Locks: Arm
Hold, Body Hold, Automatic Arm Hold
Weapon Katas: WP:
Hand and a Half Sword (3rd level), WP: Buckler Shield, WP Hand
and a Half Sword and Buckler Shield (paired), Select one from the
list below
Modifiers to Attacks:
Critical Strike, Critical Strike from Behind
SKILLS INCLUDED IN
TRAINING
Martial Art Powers:
Dam Sum Sing. Can be traded for any Body Hardening Exercise
(excluding Chi Gung) or any Basic Skill Program.
Languages:
English
Physical Skills:
Wrestling
Other Skills:
Research
LEVEL ADVANCEMENT BONUSES
Level 1: +2 to
Roll/Pull Punch, +1 to Parry, Critical Strike, Critical Strike
from Behind
Level 2: +1 to
Strike, +1 to Dodge
Level 3: +1
Attack Per Melee, +1 to Disarm
Level 4: Select
two Weapon Katas from the list below and one Martial Art Power
from the list below.
Level 5: +2 to
Damage, +1 to Maintain Balance
Level 6: +1 to
Parry, +1 to Roll with Punch/Fall, Critical Strike on Natural
19-20
Level 7: +1
Attack Per Melee, +1 to Disarm
Level 8: Death
Blow on Natural 20, Select one Weapon Kata from the list below
Level 9: +1 to
Strike, +1 to Dodge
Level 10: Select
one Weapon Kata from the list below, Critical Strike on Natural
18-20
Level 11: +1
Attack Per Melee, +1 to Maintain Balance
Level 12: +1 to
Roll with Punch/Fall, +1 to Parry, +1 to Disarm
Level 13: Select
one Weapon Kata from the list below, Critical Strike on Natural
17-20 (weapon only)
Level 14: +1
Attack Per Melee, Select one Martial Art Power from the list
below
Level 15: +1 to
Strike, +1 to Dodge, Death Blow on Natural 19-20 (weapon only)
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),
Breathing
(NEW) (Body Hardening Exercise) The Breathing BHE is simply the
ability to breathe adequately when engaging in heavy combat, a
neccessity when swinging a heavy sword while covered in plate
mail. It is the rough equivalent of aerobic training. BONUSES: +1
to PE, +10 to SDC,
Four Governers
(NEW) (Special Kata) While all good (read: not dead) swordsmen
keep these four virtues in mind, the Four Governers Kata allows
the swordsman to combine all four effectivally at once. The first
Goverener is Judgement, allowing the swordsman to judge his
opponent's style and likely moves. The second is Distance, giving
the swordsman an idea of what the proper distance is for him to
strike without being hit. Time is the next, granting a better
sense of the timing and flow of the battle. The fourth is Place,
loosely defined as granting the swordsman the knowledge of how
best to align his body against the opponent and the opponent's
style. The kata requires one full melee of no strikes. The
swordsman can parry and dodge, but no attack moves are allowed.
At the end of the melee, the bonuses take effect for the rest of
the combat or until the opponent changes martial art forms.
BONUSES: +3 to Strike, Parry, and Dodge, +1 attack per melee, Can
move more effectivally through the Combat Ranges (does not take
an attack, regardless of movement).
Weapon Kata List
WP: Hand and a Half Sword
The traditional knightly Crusader
broadsword. See WP: Large Swords for bonuses.
WP: One-handed Sword
The one-handed sword is a
cut-and-thrust weapon that is used most effectivally with one
hand, like the Basket-hilted Claymore or Sword-Rapier (the edged
version of the rapier). Bonuses are the same as WP: Large Sword.
WP: Short Sword
The Short Sword is just that, a
short sword. Typical examples would be a cutlass, hoplite, and
the occasional machette. Uses WP: Short Sword bonuses.
WP: Two Handed Sword
See WP: Large Swords.
WP: Dagger
See WP: Knife
WP: Blunt/Single Stick
See WP: Blunt
WP: Buckler Shield
Described in Pal Fantasy 1st and
2nd Edition, a Buckler Shield is basically a small round shield.
A smaller version, called the target shield, was also used,
though the buckler was preferred for its larger size. 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 1/2 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: Short Staff
The short staff is something of a
misnomer, in my opinion. The length of this weapon is determined
by holding the staff close to one's body with the left hand,
reaching up as high as possible with the right hand, then adding
a space for the fighter to put both his hands. This puts the
"short" staff at between 8 to 9 feet in length. Uses
the WP: Staff Bonuses.
WP: Pike/Polearms
Polearms, in this case, is a
general combination of spear and staff weapons, from the long
staff and javelins to pikes and halberds. The character that
chooses polearms has to choose a particular weapon to use, no
general types allowed, and it has to be Western in design.
Because of the lengths of these weapons, they are best used at
greater than Long Range. At Combat and Grappling Range, the
weapon effectively becomes a staff. Uses the WP: Spear bonuses.
WP: Paired Weapons
See WP: Paired Weapons. The
choices are almost always Half-and-a-half sword, Short 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.
The following Katas are allowed, as a master combatant will learn to use every weapon he can. Keep in mind, though, that these weapons and styles are poorly regarded in this style of combat and will be the last chosen, as a general rule.
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.
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. Also, ignore the few teachers rule and drop the Research skill. There will be a great many more teachers in Pal Fantasy, as well as better techniques.
Why Study ENGLISH
SWORDSMANSHIP?