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Old 07-01-2012, 11:24 PM   #19
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: DF: Forgotten Realms Martial-Arts Styles

Here's an example from the martial arts styles in my fantasy campaign, based on the real-world diestro fencing style (but in my mostly-TL3 game world, actual fencing is an elvish art). It includes skill limitation quirks, an extra option, and another house rule I forgot to mention, the Signature Perk. This is a style perk that does NOT require 10 points in the style to buy, but rather is so integral that it's a required part of the base style cost. A style for marines would have Naval Fighting as a signature, for instance. Each style may have only one (or zero).

My game world includes a secret society called the Geometers. By contemplating the ideal shape, they unlock mental powers, starting with Digital Mind. This makes them immune to Mind Control spells, and their main purpose is to police the abuse of mind control. To do this, they use tools created with one of their more advanced mental powers, Gadgeteering.

Scientific Swordsmanship (8)

The methods of science and mathematics have been a great benefit to the many realms of Kivese endeavor, from building the best ships in the world to stabilizing architecture and magic against the volcanic temblors common to the peninsula, so why might they not hold insights to personal combat? Disciples of this controversial style believe that they do. Combat is as much a mental endeavor as a physical one, and the scientific swordsman masters both his mind against fear (using Autohypnosis) and his body (using the most efficient, mathematical movements). An elementary consideration of physiology will identify targets where the minimum force causes maximum damage, and stylists favor an estoc for its superior ability to reach these targets, often held in a defensive grip for superior control. Advanced students also use the Keevan scimitar, a local design inspired by the curved blades of the south that can bypass a shield much like a flail. This weapon is equivalent to a shotel, and detractors point out that it is just as unwieldy as a flail. Criticism of the style itself is widespread, claiming with some justification that learning to fight is better done with sword in hand than with a chalk and slate for all but a few scholarly warriors to whom math comes easily, and even they will need a large investment of study and practice for the payoff.

Minimal motion suffices for defense as well as the acrobatic maneuvers of other styles, and scientific swordsmen often fight in a defensive stance to present a narrow profile which forfeits the benefit of a shield or off-hand parry but enables them to parry multiple blows as adroitly as with a greatsword, but only if all of those attacks come from directly in front. By analyzing the geometry of an opponent’s guard for weakness, they find the best line (or curve) from which to strike, represented as a Feint based on Mathematics although it represents no actual deceptive move, and masters learn to do this reflexively (Extra Attack with Accessibility for Feint Only and Single Skill: Mathematics). Likewise they can predict the best place to avoid getting hit, but this involves more complex geometry, so a defensive “feint” with Mathematics requires Lightning Calculator, and against a ranged weapon it also requires the perk Eye for Distance. This unique style lacks kinemagic skills, but many of its most enthusiastic practitioners are Geometers, who may seem just as uncanny with their Logic power, benefiting from abilities like Unfazeable, Enhanced Time Sense, and Compartmentalized Mind.

Recommended Traits: Eye for Distance, Favored Mode (Broadsword Thrust, Crossbow Aimed), Language (Kivese), Lightning Calculator

Skills: Autohypnosis, Broadsword, Broadsword Art, Mathematics (Survey), Savoir-Faire (Dojo) [Actually, the Kivese call it an arms academy instead of a dojo.]

Optional Skills: Body Language, Body Sense, Boxing, Breath Control, Cloak, Crossbow, Expert (Natural Philosophy), Fast-Draw (Sword), Hypnotism, Mind Block (applies to the Contest of Wills), Parry Missile (Broadsword), Penetrating Strikeł, Precognitive Parry*, Stupefying Blow (Atavism)˛, Supreme Controlą, Wrestling

Techniques: Broadsword*– Counterattack, Reverse Grip, Sidestep, Target Eye Slit, Target Femoral, Target Vitals Chink, Timed Defense*; Crossbow*– Target Femoral, Target Vitals; Dodge*– Sidestep, Timed Defense*; Mathematics*– Evade, Feint

Signature Perk: Skill Adaptation (Mathematics => Evade and Feint)

Perks: Crossbow Finesse, Exotic Weapon (Shotel), Extra Option (Multiple Steps), Grip Mastery (Estoc, Shotel, Thrusting Broadsword), Quick-Sheathe Broadsword, Skill Adaptation (Broadsword*=> Two-Handed Parry), Special Exercises (Vibration Sense with Hypersensory), Technique Mastery (Feint, Sidestep), Unique Technique (Sidestep, buys off penalty to “retreat” sideways), Unusual Training (Timed Defense requires Absolute Timing), Weapon Adaptation (Cloak*=> any Buckler)

Familiarity: Crossbow, estoc, light club, longsword, shotel, thrusting broadsword, also ori (jiann, so-called because it was historically made from the red steel, orichalcum), and just possibly elfsword (edged rapier in this case, evolved from the ori; Keevans don't fence but they are sufficiently well-travelled to have obtained samples)

Note: For Vibration Sense, the modifier Hypersensory is a ‑50% limitation as it is for Psychometry, with the same mechanics as the Hypersensory enhancement for Darkvision, except that it does not provide any ability to detect invisible foes not already inherent to the advantage. The scientific swordsman does not have an independent sense of vibrations; instead he integrates the input from his other senses, which he cannot do if those senses are impaired. Masters can aim crossbows this way (add the enhancement Targeting.)

Sorry, I'm not sufficiently familiar with the FR setting to know if this particular style would fit any region of it.


PS: I don't use the fancy stuff for every style; here's a simpler one that may fit FR somewhere:

Dinner Scrap (4)
Amidst the terraced dales of Dinland, man and halfling alike raise orchards and abundant cereals, and where they can't fit a field, they graze sheep and goats. A shepherd in the hills must protect his flock from beasts with four legs or two, alone except for his trusty dogs to help him bring home the mutton. At harvest time and again after spring shearing, festivals punctuate his reclusion, and he competes in tests of professional skill. Shepherds use wrestling to control their stock as well as to defend themselves, which is why they eschew arm locks in favor of head and leg locks. Their staff has a crook for grabbing sheep, and the manner in which they use it resembles wrestling. Most halflings use a smaller staff (equal to a jo) with a sling attached, but the brawny ones can wield weapons made for men. The herdsman stereotype is a self-reliant maverick and hot-headed scrapper, and Dindese farmers and tradesmen are apt to learn their martial skills, should they have any, from a shepherd. Likewise folk of other provinces who have to deal with border raids or rustlers have adopted Dinner Scrap, for its weapons are cheap, innocuous, and effective (swing damage).

Recommended Traits: Animal Friend (Dog), Culture (Imperial), Language (Talrese)

Skills: Sling, Staff, Wrestling or Wrestling Sport

Optional Skills: Animal Handling (Dog, Sheep), Brawling, Fast-Draw (Flexible, Knife, Stone), Games (Festival Competition), Knife, Naturalist, Navigation (Land), Parry Missile (Staff), Power Blow*, Thrown Knife, Weather Sense, Zen Archery*

Techniques: Staff*– Armed Grapple, Feint, Hook, Leg Lock, Sweep, Target Neck; Wrestling*– Groundfighting, Leg Lock, Low Fighting, Lower-Body Head Lock, Target Leg, Trip

Perks: Form Mastery (Staff-sling), Huge Weapons, Skill Adaptation (Wrestling*=> Binding), Style Adaptation (Talric Wrestling), Teamwork with sheep dog

Familiarity: Bo, dagger, jo, large knife, long knife, quarterstaff, sap, sling, small knife, staff sling

Last edited by Gef; 07-03-2012 at 10:56 AM.
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