Mensur: German Fraternity Dueling
By FlashFire
Entrance Requirements: Minimum of 4 Years of College on Education Level. No Alignment Restrictions, though the form doesn't appeal to backstabbers and cutthroats.
Skill Cost: 4 Years (2 Years as a Secondary Form)
"Nestled in the scenic rolling hills of Southern Germany lies the town of Tübingen. What separates Tübingen from other scenic towns in Southern Germany is its university founded during the 16th century. Fortunately, many old university buildings remain to this day since Tübengin's small size enabled it to avoid the general destruction of World War II."

"Tübengin's oldness goes beyond the age of its buildings. Unknown to most tourist, Tübengin still perpetuates the ancient art of sword dueling. Unlike many places in the world, where mock combats cater for tourists and movie crews, Tübingen's sword duels are painfully real."

Ancient Tradition Still Lives On, Thane B. Terrill, 1996

From settling gentlemanly disputes to tearing highwaymen new orifices, swordsmanship was considered a vital skill for the educated gentleman in 1500's Germany. For five hundred years, dueling has been part of the tradition and education of young Germans, surviving countless wars, numerous political regimes, and the current anti-militaristic movement of modern Germany. Though the tradition is restricted to only a few fraternity houses across Germany, its not likely to die out soon.

Saying that Mensur, the traditional fraternity dueling form, is somewhat restrictive is like saying that the average nuclear bomb will knock down a few houses. Opponents stand three feet apart opposite one another, plant their feet, and do not move from that position for any reason. The arm is held straight out at a ninety-degree angle with all blows and parries performed by wrist action and slight forearm movement. There are three blows in the form, one to the top, one to the left side, and one to the right side of the head. The parries are equally simple. The speed at which these moves are delivered, though, is tremendous with blows and parries flying faster than the eye can follow.

Armor is restricted to shoulder padding and neck braces, just in case an accidental blow lands there. The weapon of choice in this form is a three inch wide single edged sword that is about two and a half feet long and has a dull point and plain handle. Overall, the sword looks more like a South American machete than a traditional weapon.

One might think that this form is a little on the pointless side, due to its restrictions on attack locations and inability to move. However, the main purpose of the duel is not to demonstrate skill with a sword, but to prove one's bravery and ability to act under pressure. More of a psychological game, Mensur provides its practitioners with far more psychological benefit than physical, unless one counts the impressive scars.
Costume: Shoulder and neck padding
Stance: Feet planted squarely on the ground, flat-footed and solid. Off-weapon hand is planted on the hip and is not moved.
Character Bonuses
+3 to ME
+1 to PP
+10 to SDC
Combat Skills
Attacks per Melee: Six
Escape Moves: Maintain Balance
Basic Defensive Moves: Parry, Automatic Parry
Advanced Defenses: Circular Parry
Hand Attacks: None
Foot Attacks: None
Special Attacks: Combination Parry/Attack, Power Block/Parry
Permanent Critical Strike (Special!)
Every blow in Mensur is to the head. All of them. You either strike from above or the sides, but you always strike at the head. Therefore, every successful strike in Mensur is a Critical Strike and does double damage. Alternately, Heroes Unlimited states that head shots do damage straight to hit points, so that rule could replace this.
Holds/Locks: None
Weapon Katas: WP: Sabre
Modifiers to Attacks: Critical Strike
No Movement Clause (Special)

You can't move, not even to dodge, while using Mensur. Dodging requires dropping the form and its bonuses to go at the enemy like an untrained fighter.
Skills Included in Training
Martial Art Powers: Wrist Hardening. This can be traded for any Basic Skill Program (excluding Physical)
Languages: German
Physical Skills: Fencing
Level Advancement Bonuses
1st: +1 to Strike, -2 (yes, that's *minus* 2) to Parry, Critical Strike, Permanent Critical Strike
2nd: +2 to Initiative
3rd: +1 to Parry, +1 to Save vs Pain.
4th: Warrior Spirit Kata (SK)
5th: One additional attack per melee
6th: +2 to Strike, +1 to Save vs Pain.
7th: Dam Sum Sing (BHE) and select one from Special Katas
8th: +1 to Parry
9th: One additional attack per melee
10th: Select one martial art power from Special Katas
11th: +2 to Strike, +1 to Save vs Pain.
12th: One additional attack per melee
13th: +1 to Parry, +2 to Initiative
14th: Select one martial art power from Special Katas
15th: +1 to Parry, one additional attack per melee
Why Study Mensur?
To connect with a tradition going back five hundred years, as well as to prove one's bravery and strength of will without getting one's head completely lopped off.

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