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Old 08-06-2010, 12:30 AM   #11
Icelander
 
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Default Re: Fighting with Shields

Old Style

10 points


Some clansmen still practise an older form of combat, one where the primary weapon is a long sword with a V-shaped hilt, called the claymore, and targes are used mostly to ward away missiles prior to getting into melee combat. As a consequence, the targes are often lighter in design and a warrior may carry two into battle, one on his back and one in his belt.

The sword can be used in one hand, but the prefence is very much for the two-handed grip. Attacks are mostly sweeping cuts from a highly mobile stance, Defensive Attack or Attack. Committed Attacks are usually reserved for a prone or off-balance opponent, but some stylists make heavy use of the Intimidate skill and charge forward with Move and Attacks and even All-Out Attacks in an attempt to terrify their foes.

The V-shaped guard of the claymore is well suited for the Hook technique when the weapon is reversed and gripped by the blade (wearing gauntlets). Some masters also teach the use of a hooked poleaxe.

Skills: Brawling; Broadsword; Intimidate; Knife; Shield; Shield (Buckler); Two-Handed Sword; Wrestling.
Techniques: Beat; Bind Weapon (Two-Handed Sword); Close Combat (Two-Handed Sword); Counterattack (Broadsword or Two-Handed Sword); Disarm (Two-Handed Sword); Feint; Hammer Fist; Hook (Two-Handed Sword); Retain Weapon (Broadsword or Two-Handed Sword); Reverse Grip (Two-Handed Sword); Sweep (Two-Handed Sword); Targeted Attack (Two-Handed Sword Swing/Arm); Targeted Attack (Two-Handed Sword Swing/Face); Targeted Attack (Two-Handed Sword Swing/Leg); Targeted Attack (Two-Handed Sword Swing/Neck); Trip.
Cinematic Skills: Kiai; Power Blow.
Cinematic Techniques: Dual-Weapon Defence (Two-Handed Sword); Timed Defence; Whirlwind Attack (Two-Handed Sword).
Perks: Form Mastery (Claymore); Grip Mastery (Claymore); Melee Shieldfighting (Buckler or Shield); Mobile Parry (Two-Handed Sword); Rapid Ready (Shield); Rapid Shield Drop (Shield); Skill Adaptation (Bind Weapon defaults to Two-Handed Sword); Teamwork (Old Style); Technique Mastery (Beat); Unusual Training (Fast-Draw Buckler); Weapon Adaptation (Reversed sword defaults to Two-Handed Sword).


Optional Traits
Attributes: Improved ST and DX.
Advantages: Combat Reflexes; Enhanced Dodge; Enhanced Parry; Fit.
Disadvantages: Alcoholism; Code of Honour (Highlander); Compulsive Carousing; Overconfidence; Sense of Duty (Clan).
Skills: Acrobatics; Carousing; Fast-Draw (Buckler or Knife) Judo; Main-Gauche; Parry Missile Weapons; Polearm; Shortsword; Two-Handed Axe/Mace.
Techniques: Ground Fighting (Knife); Head Butt; Hook (Two-Handed Axe/Mace); Kicking; Knee Strike; Reverse Grip (Knife); Targeted Attack (Brawling Head Butt/Face); All primary armed techniques of the style with Polearm instead of Two-Handed Sword.
Perks: Alcohol Tolerance; Armour Familiarity (Two-Handed Sword); Drunken Fighting; Huge Weapons (ST); Leading Shield (Buckler or Shield); No Hangover; Off-Hand Weapon Training; Sure-Footed (Uneven); Targeteer; Weapon Bond.
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Last edited by Icelander; 08-06-2010 at 11:38 PM.
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Old 08-06-2010, 02:36 PM   #12
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Default Re: Fighting with Shields

Arrabar School Fencing

4 points


Chondath is a populous country in the Vilhon Reach which in the distant past was a powerful empire, but natural disasters, civil war and economic upheaval conspired to break it up into independent city-states. These cities states are now once more prosperous, but the now independent provinces show no signs of wishing to be incorporated into a new empire under Shining Arrabar, the old capital.

Fencing and swordfighting are favourite past-times of Chondathans and every man of means strives to master a sword. There are many competing styles, each of which will esteem one particular length and shape of blade as the ultimate weapon. Some teach the sword and dagger, others teach sword and buckler and some even excel the virtues of a live hand. Most of these styles are functionally variations of what we in our world call Italian School Fencing.

Arrabar School Fencing is taught with an edged rapier of up to 4‘ in length and a buckler. The buckler ranges in size from barely larger than a fist to a forearm-and-a-half in diameter. This is a purely civilian art, but it is no less dangerous for that fact. In a duel, a master of this style is lethal. He controls time, distance and proportion, so that it is almost impossible to close with him. Reach is key to this style and the stylist will lead with his sword and use the buckler only in defence.

Probing cuts and tip slashes (Defensive Attacks) are used until the stylist gets a clear idea of his foe‘s swordsmanship. Evaluate and Wait are also common. Once the stylist is confident in his superiority, he will use Feints, tricky Deceptive Attacks and Rapid Strikes to dazzle both his foe and any onlookers.

Close combat and grappling are avoided at all costs, as a great swordsman can be defeated by a dull thug if he allows himself to be cornered. The stylist will Evade, Retreat and Sideslip away from such contact. Nor will he strike with bare hands if he can avoid it. In extremis, a stylist might Sweep his opponent‘s feet from under him to enable him to gain more space.

Both the Stop Hit and the Counterattack are favourite fight enders. An elaborate Spinning Strike is taught, but rarely used except by the most confident and skilled stylists.

Skills: Judo; Rapier; Shield (Buckler).
Techniques: Counterattack; Disarming; Evade (Judo); Feint; Retain Weapon; Spinning Strike (Rapier); Sweep (Judo); Targeted Attack (Rapier Swing/Arm Joint); Targeted Attack (Rapier Swing/Face); Targeted Attack (Rapier Swing/Hand Joint); Targeted Attack (Rapier Thrust/Face); Targeted Attack (Rapier Thrust/Neck); Targeted Attack (Rapier Thrust/Vitals); Trip.
Cinematic Skills: Flying Leap; Mental Strength.
Cinematic Techniques: Dual-Weapon Attack; Dual-Weapon Defence; Flying Lunge (Rapier); Grand Disarm (Rapier); Initial Carving (Rapier); Roll With Blow; Timed Defence.
Perks: Buckler-Swashing; Mobile Block (Buckler); Shtick (Flourish); Technique Mastery (Evade); Technique Mastery (Feint).


Optional Traits
Attributes: Improved DX.
Secondary Characteristics: Improved Basic Speed; Increased Move.
Advantages: Ambidexterity; Combat Reflexes; Enhanced Block, Enhanced Dodge, Enhanced Parry; Perfect Balance; Reputation; Status.
Disadvantages: Enemy; Overconfidence; Reputation (Bravo).
Skills: Acrobatics; Broadsword; Cloak; Fast-Draw; Games (Arrabar School Fencing); Main-Gauche; Rapier Art, Rapier Sport; Savoir-Faire (Salle); Shield (Buckler) Art, Shield (Buckler) Sport.
Techniques: Bind Weapon (Rapier); Close Combat; Targeted Attack (Rapier Thrust/Eyes).
Perks: Off-Hand Weapon Training; Technique Adaptation (Counterattack); Unusual Training (Fast-Draw: Buckler); Weapon Bond.
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Last edited by Icelander; 08-06-2010 at 03:48 PM.
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Old 08-06-2010, 04:03 PM   #13
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Default Re: Fighting with Shields

Northshire Swordplay

6 points


The free city of Reth, First City of the Vilhon Reach, was established as a training camp for gladiators in the Chondathan Empire. During the Rotting War, Reth won its independence from Chondath, only to have its fortune hitched to the rising star of the next regional power, Chessenta. Internal rivalries of that neighbouring land prevented it from taking much note when Reth again declared independence a century later.

Shaped by its past, Reth is wary of foreign powers and prizes its independence. It is also still home to the largest and most popular arena in the Vilhon Reach, the Northshire Coliseum where gladiators fight for thousands of golden crowns every five days. Most of them are free-born lads seeking the fame and fortune that the best gladiators accumulate.

One heritage from its Chessentan days is the swordfighting style which still enjoys an enduring popularity in the arena. The fighter is armed with a well-balanced shortsword with a slight leaf-shape to its blade and a small round shield with a sharpened edge that is strapped to the forearm. Armour ranges from none up to heavy breastplate, helmet, greaves and bracers.

As a result of its popularity, a number of young men learn it without ever becoming gladiators and it is not uncommonly used for self-defence or duelling. Simpler deriative styles are even more common among civilians in Reth and even soldiers from the city are more likely to master the shortsword than the longer blades popularily associated with Chondath.

True stylists are blindingly fast and use furious Attacks with both blade and shield. Committed Attacks are possible, but All-Out Attacks are extremely rare, as every gladiator has seen a seemingly defeated foe lash out on an unwary foe

Bouts often change rapidly from a mobile clash of swords to short-range trapping. Grappling a foe with the shield and pulling him on the sword is a crowd-pleasing favourite.

Some techniques may be flashy, but they are no less deadly or savage for that. The sword looks for unarmoured flesh and the crowd applauds a swordsman who can defeat his opponents in great spurts of blood and gore.

Skills: Games (Arena); Karate; Judo; Shortsword; Shield.
Techniques: Arm Lock; Armed Grapple (Shield); Beat; Close Combat; Counterattack; Feint; Kicking; Retain Weapon; Reverse Grip (Shortsword); Spinning Strike; Ruse; Sweep; Targeted Attack (Karate Kick/Leg Joint); Targeted Attack (Shield Bash/Face); Targeted Attack (Shield Bash/Groin); Targeted Attack (Shield Swing/Neck); Targeted Attack (Shortsword Swing/Arm); (Shortsword Swing/Arm Veins/Arteries); Targeted Attack (Shortsword Swing/Leg Joints); Targeted Attack (Shortsword Swing/Leg Veins/Arteries); Targeted Attack (Shortsword Swing/Face); Targeted Attack (Shortsword Swing/Neck); Targeted Attack (Shortsword Thrust/Neck); Targeted Attack (Shortsword Thrust/Vitals); Trip.
Cinematic Skills: Blind-Fighting; Breaking Blow; Flying Leap; Kiai; Power Blow.
Cinematic Techniques: Dual-Weapon Attack; Dual-Weapon Defence; Roll With Blow; Timed Defence; Whirlwind Attack.
Perks: Dirty Tricks; Focused Fury; Mobile Block (Shield); Mobile Parry (Shortsword); Power Grappling; Shtick (Follow-Through); Shoves and Tackles (Shield); Special Set-Up (Shield Block > Arm Lock); Special Set-Up (Shield Block > Judo Throw); Targeteer; Teamwork (Northshire Swordplay); Trademark Move.


Optional Traits
Attributes: Improved ST and DX.
Secondary Characteristics: Improved FP; Basic Speed and Move.
Advantages: Ambidexterity; Combat Reflexes; Enhanced Block, Enhanced Dodge, Enhanced Parry; High Pain Threshold; Reputation.
Disadvantages: Compulsive Behaviour (Showing Off); Overconfidence.
Skills: Acting; Broadsword; Fast-Draw; Knife; Main-Gauche; Performance; Savoir-Faire (Arena); Shield (Buckler); Spear; Stage Fighting; Tactics; Wrestling; Any other weapon, sport or art skill.
Techniques: Ground-Fighting; Knee Strike; Stamp Kick; Targeted Attack (Shield Bash/Jaw); Targeted Attack (Shield Bash/Nose); Targeted Attack (Shield Swing/Arm Veins/Arteries); Any sword techniques in style with any other sword skill.
Perks: Buckler-Swashing; Leading Shield; Melee Shieldfighting; Mobile Parry.
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Last edited by Icelander; 08-10-2010 at 09:02 PM.
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Old 08-06-2010, 06:32 PM   #14
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Default Re: Fighting with Shields

Regimental Broadsword

3 points


Those clansmen with a desire to see more of the world often take up service in Cormyr‘s regiments of Purple Dragons. Returning veterans brought back ideas about disciplined combat derided by the individualistic and heroic clansmen.

The lowland shield was larger and heavier in construction than the targe and a fighter used it to avoid close contact, shoving or bashing the foe away with it. At some points, fighting was shoulder-to-shoulder in a stout shieldwall and such a shieldwall was proof against armoured horse and fully capable of standing against dismounted knights.

For the common soldier in Cormyr‘s armies, the sword was a sidearm and instruction was irregular. Some officers were skilled in knightly combat and trained their men well with the sword, but others left them to manage it by feel and instinct while the training cadre focused on close order and battle-winning drill.

Clansmen who had mastered Highland Broadsword before joining the army often found themselves in demand as instructors in swordsmanship. As the men they taught were often veteran soldiers, they eliminated extraneous elements from their style, assuming that the fundamentals of grappling and striking were already known. The necessity to quickly instruct large numbers of men also dictated a focus on utility and robustness. The resulting style is simple, direct and effective.

When some of these veterans came back, they taught their stripped-down style to others. The larger targes and the lack of grappling and striking meant that exhibition matches were easier to stage safely and this contributed to the popularity of this style.

Youths who intend to join the Cormyrean regiments will often seek out a master in this style first, as it is both easier to find a willing teacher and takes far less time to learn than the accepted method of apprenticeship with a master of Highland Broadsword. The styles retain enough similiarity so that the same Teamwork Perk works for both styles.

The use of the sword is very similar to the parent style, except that there is far less emphasis on short cuts and strikes with the basket-hilt. Indeed, many younger practisioners of the style obtain swords with hilts that are far less solid than older models. Some even prefer a Cormyrean arming sword.

A practisioner of this style will be mobile and quick, but he‘ll also be aware that he may need to fight in heavy armour or while in close formation. As such, the stylist will spend more time on static parries and blocks than is usual in the more fluid parent style.

Skills: Broadsword; Shield.
Techniques: Beat; Counterattack (Broadsword); Feint; Retain Weapon (Broadsword); Targeted Attack (Broadsword Swing/Arm); Targeted Attack (Broadsword Swing/Face); Targeted Attack (Broadsword Swing/Leg); Targeted Attack (Broadsword Swing/Neck); Targeted Attack (Shield Bash/Face); Targeted Attack (Shield Bash/Groin).
Cinematic Skills: Kiai; Power Blow.
Cinematic Techniques: Dual-Weapon Attack; Dual-Weapon Defence; Timed Defence.
Perks: Armour Familiarity; Melee Shieldfighting (Shield); Mobile Block (Shield); Mobile Parry (Broadsword); Shield Wall Training; Shoves and Tackles (Shield); Teamwork (Regimental Broadsword).


Optional Traits
Advantages: Combat Reflexes; Enhanced Block; Fit.
Disadvantages: Alcoholism; Code of Honour (Highlander or Soldier); Compulsive Carousing; Sense of Duty (Clan, Cormyr or Regiment).
Skills: Brawling; Broadsword Sport; Carousing; Fast-Draw (Knife); Intimidate; Knife; Polearm; Shield Sport; Shortsword; Savoir-Faire (Military); Soldier; Spear; Wrestling.
Techniques: Armed Grapple (Shield); Bind Weapon (Shield); Close-Combat; Targeted Attack (Shield Bash/Nose).
Perks: Alcohol Tolerance; Drunken Fighting; Leading Shield (Shield); No Hangover; Off-Hand Weapon Training; Skill Adaptation (Bind Weapon defaults to Shield); Sure-Footed (Uneven); Targeteer.
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Last edited by Icelander; 08-10-2010 at 08:16 PM.
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Old 08-06-2010, 10:56 PM   #15
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Chondathan Swordcraft

6 points


Chondath is a populous country in the Vilhon Reach which in the distant past was a powerful empire, but now consists mostly of independent city-states. One of the primary exports of Chondath are skilled mercenaries and these mercenaries pride themselves on their swordcraft. Even when trained to the pike or crossbow, Chondathan mercenaries usually carry a sword and unless disciplined, will wish to resolve disputes by duels.

There are many competing styles, each of which will esteem one particular length and shape of blade as the ultimate weapon. Some teach the sword and dagger, others teach sword and buckler and some even excel the virtues of a live hand. But by trial and error, those serving as swordsmen in organised companies have developed a militarised version of civilian fencing styles.

The prefered weapon is a cut-and-thrust sword, no more than 38“ in total length (Reach 1) and the shield is most often made of metal, round and around 2‘ in diameter. Most prefer a centre-grip buckler, but a forearm-mounted target also has adherents.

The swordsman adopts his stance and tactics to the situation and can lead with either blade or shield. He‘ll be direct and agressive against foes with greater Reach, make use of Move, Committed Attack and Move and Attack to get inside the reach of the longer weapons and not hesitate to enter close combat and grappling. His shield and pommel are used to batter the opponent‘s face and he can drop his shield and draw a knife.

Against other swordsmen with similar reach, he‘ll prefer to circle while alternating Feints and Defensive Attacks with the sword. He will mostly retain the shield for a defensive role, shoving an opponent into position where he can be killed with the sword.

Most attacks are aimed at the face and arms, as opponents are assumed to be wearing helmets and breastplates and in the press of pike, it can be hard to reach the legs. Some stylists do practise vicious kicks at the legs, since a man knocked down in battle is probably no longer a threat.

Skills: Brawling; Knife; Rapier; Shield (Buckler or Shield); Wrestling.
Techniques: Arm Lock; Armed Grapple; Beat; Bind Weapon; Close Combat; Counterattack; Eye Gouging; Eye Poke; Feint; Hammer Fist; Kicking; Retain Weapon; Targeted Attack (Brawling Kick/Leg Joint); Targeted Attack (Buckler or Shield Bash/Face); Targeted Attack (Rapier Swing/Arm); Targeted Attack (Rapier Swing/Face); Targeted Attack (Rapier Thrust/Face); Targeted Attack (Rapier Thrust/Neck); Trip.
Cinematic Skills: Flying Leap; Mental Strength.
Cinematic Techniques: Dual-Weapon Attack; Dual-Weapon Defence; Roll With Blow; Timed Defence.
Perks: Armour Familiarity; Buckler-Swashing; Mobile Block (Buckler or Shield); Shield Wall Training; Shoves and Tackles (Buckler or Shield); Skill Adaptation (Bind Weapon defaults to Buckler or Shield); Special Set-Up (Brawling Parry > Arm Lock); Special Set-Up (Buckler or Shield Block > Arm Lock); Targeteer; Teamwork (Chondathan Swordcraft).


Optional Traits
Attributes: Improved DX and HT.
Secondary Characteristics: Improved Basic Speed; Move and Per.
Advantages: Ally Group (Mercenaries); Ambidexterity; Combat Reflexes; Enhanced Block, Enhanced Dodge, Enhanced Parry; Patron.
Disadvantages: Code of Honour (Soldier); Duty; Sense of Duty (Mercenary Group).
Skills: Acrobatics; Broadsword; Crossbow; Fast-Draw; Judo; Main-Gauche; Savoir-Faire (Military); Shield (Whichever was not learned above); Shortsword; Soldier; Spear; Tactics.
Techniques: Ground-Fighting; Knee Strike; Stamp Kick; Reverse Grip (Knife); Targeted Attack (Brawling Hammer Fist/Face); Targeted Attack (Knife Thrust/Face); Targeted Attack (Knife Thrust/Vitals); Targeted Attack (Buckler Bash/Nose); Any sword techniques in style with Broadsword or Shortsword instead of Rapier and any shield techniques with the alternative skill.
Perks: Leading Shield; Off-Hand Weapon Training; Melee Shieldfighting; Mobile Parry; Rapid Shield Drop (Shield); Style Adaptation (Arrabar School); Style Familiarity (Any common warfare style); Style Familiarity (Arrabar School Fencing); Sure-Footed (Naval); Unusual Training (Fast-Draw: Buckler).
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Last edited by Icelander; 08-06-2010 at 11:37 PM.
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Old 08-08-2010, 10:17 PM   #16
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Pelgorn School

9 points


The famous Chondathan warrior and master of arms Imryn Pelgorn, universally known as ‘The Pelgorn’ was so successful in his mercenary career that his descendants were accounted of noble birth henceforth. He also left another legacy, in that he codified and wrote down many of the precepts of the warrior’s art. The Pelgorn taught many men while he lived and many more claimed that they studied under him while doing their best to emulate his techniques.

A student learns a comprehensive martial art, including horsemanship, the mounted charge and fighting on foot with sword, dagger and buckler, in or out of armour. Speed and agility are stressed as the most important defence, even in full battle-harness.

The sword is usually held in a Defensive Grip until a definite opening is spotted, at which time the stylist may risk a Committed Attack. Grappling and throwing is very much a part of the style, often in order to immobilise an armoured foe so that the stylist may half-sword his own blade and find a chink in his armour.

Skills: Brawling; Broadsword; Judo; Knife; Lance; Riding (Horse); Shield (Buckler); Two-Handed Sword.
Techniques: Arm Lock; Armed Grapple (Two-Handed Sword); Beat; Bind Weapon (Broadsword or Two-Handed Sword); Cavalry Training; Choke Hold (Two-Handed Sword); Close Combat (Two-Handed Sword); Counterattack (Broadsword or Two-Handed Sword); Disarm (Two-Handed Sword); Feint; Hammer Fist; Retain Weapon (Broadsword or Two-Handed Sword); Reverse Grip (Two-Handed Sword); Spinning Strike (Two-Handed Sword); Sweep (Two-Handed Sword); Targeted Attack (Broadsword or Two-Handed Sword Swing/Neck); Targeted Attack (Broadsword or Two-Handed Sword Thrust/Neck); Targeted Attack (Broadsword or Two-Handed Sword Thrust/Neck Chinks); Targeted Attack (Broadsword or Two-Handed Sword Thrust/Vitals); Targeted Attack (Broadsword or Two-Handed Sword Thrust/Vitals Chinks); Trip.
Cinematic Skills: Kiai; Power Blow.
Cinematic Techniques: Dual-Weapon Defence (Two-Handed Sword); Timed Defence; Whirlwind Attack (Two-Handed Sword).
Perks: Armour Familiarity; Grip Mastery (Longsword); Mobile Parry (Broadsword or Two-Handed Sword); Skill Adaptation (Bind Weapon defaults to Broadsword or Two-Handed Sword); Special Exercises (Lifting ST +1).


Optional Traits
Attributes: Improved ST , DX and HT.
Advantages: Combat Reflexes; Enhanced Dodge; Enhanced Parry; Fit; Lifting ST.
Disadvantages: Code of Honour (Chivalry); Overconfidence; Sense of Duty (Family); Vow.
Skills: Acrobatics; Animal Handling; Axe/Mace; Fast-Draw: Parry Missile Weapons; Polearm; Savoir-Faire; Shield; Shortsword; Spear; Staff; Wrestling.
Techniques: Ground Fighting; Hook; Kicking; Reverse Grip; Targeted Attack (Knife Thrust/Hand Chink); All applicable armed techniques of the style with one of the optional weapons instead of Two-Handed Sword.
Perks: Buckler-Swashing; Grip Mastery (Polearm); Mobile Block (Buckler); Mobile Parry (Any); Off-Hand Weapon Training; Sure-Footed (Uneven); Unusual Training (Fast-Draw: Buckler); Weapon Bond.
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Old 08-09-2010, 03:41 PM   #17
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Reth Armsman

7 points


The free city of Reth, First City of the Vilhon Reach, was established as a training camp for gladiators in the Chondathan Empire. During the Rotting War, Reth won its independence from Chondath, only to have its fortune hitched to the rising star of the next regional power, Chessenta. Internal rivalries of that neighbouring land prevented it from taking much note when Reth again declared independence a century later.

Shaped by its past, Reth is wary of foreign powers and prizes its independence. It is also still home to the largest and most popular arena in the Vilhon Reach, the Northshire Coliseum where gladiators fight for thousands of golden crowns every five days. Most of them are free-born lads seeking the fame and fortune that the best gladiators accumulate.

Even soldiers from Reth are likely to be influenced by the local fashion for a short cut-and-thrust blade. The city fields some excellent crossbowmen and these men carry a short blade for their own protection and use it in a manner very reminiscent of the gladiator’s fencing if their formation is ever charged. The round target strapped to the off-hand is small enough not to interfere with shooting and so can be worn at all times.

Training with shield and sword is a popular past-time with the men and it can be a shock for enemies who charge a missile formation to find its men so able and willing to fight in close quarters. The sword and shield are both viewed as offensive weapons and the stylist does not hesitate to kick or sweep at his opponent to get him off his feet.

Attacks with the sword are usually directed at unarmoured faces or limbs, unless the stylist has grabbed or tripped his opponent and can thrust home with all his strength in a Committed Attack.

Skills: Brawling; Crossbow; Judo; Shortsword; Shield; Soldier.
Techniques: Arm Lock; Armed Grapple (Shield); Beat; Close Combat; Counterattack; Feint; Kicking; Retain Weapon; Reverse Grip (Shortsword); Sweep; Targeted Attack (Crossbow Shot/Face); Targeted Attack (Crossbow Shot/Vitals); Targeted Attack (Shield Bash/Face); Targeted Attack (Shortsword Swing/Arm); (Shortsword Swing/Arm Veins/Arteries); Targeted Attack (Shortsword Swing/Leg Joints); Targeted Attack (Shortsword Swing/Leg Veins/Arteries); Targeted Attack (Shortsword Swing/Face); Targeted Attack (Shortsword Swing/Neck); Targeted Attack (Shortsword Thrust/Neck); Targeted Attack (Shortsword Thrust/Vitals); Trip.
Cinematic Techniques: Dual-Weapon Attack; Dual-Weapon Defence; Roll With Blow; Timed Defence.
Perks: Crossbow Finesse; Mobile Block (Shield); Mobile Parry (Shortsword); Shoves and Tackles (Shield); Targeteer; Teamwork (Reth Armsman).


Optional Traits
Advantages: Ambidexterity; Combat Reflexes; Enhanced Block, Enhanced Dodge, Enhanced Parry.
Disadvantages: Code of Honour (Professional’s or Soldier’s); Duty; Sense of Duty (Company).
Skills: Armoury (Missile Weapons); Broadsword; Camouflage; Fast-Draw (Arrow or weapon); Hiking; Knife; Observation; Savoir-Faire (Military); Shield (Buckler); Spear; Stealth; Tactics; Wrestling.
Techniques: Ground-Fighting; Knee Strike; Stamp Kick; Targeted Attack (Brawling Kick/Leg); Targeted Attack (Brawling Kick/Leg Joint); Targeted Attack (Shield Bash/Nose); Any sword techniques in style with Broadsword.
Perks: Buckler-Swashing; Mobile Parry (Broadsword); Rapid Ready (Shield); Rapid Shield Drop (Shield); Shield Wall Training.
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Old 08-10-2010, 03:21 AM   #18
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Cavalier Training

12 points


The armoured knights of Cormyr and Impiltur still exalt the mounted charge as the height of martial accomplishment. With their fine maille or plate harness as well as metal shields, few forces in the world can stand against them without powerful magic and at least for the Purple Dragon Knights of Cormyr, their own War Wizards are usually more than a match for any hostile sorcerers.

The style heavily emphasises the shock charge of heavy cavalry, with lance, sword or mace, as well as the ever-present shield. Horsemanship is extremely important, with the relationship between knight and horse being the subject of many myths and legends. While mounted, the knight uses momentum to carry himself out of melee, taking care not to be caught in the middle of infantry formations.

On foot, the knight will sometimes wield a lance in a two-handed stance, particularly if he faces pikemen or monsters larger than human size. Against men-at-arms he prefers to lead with the shield, which he’ll use for bashes and rushes as well as defence. If he loses his shield, he will often place he off-hand on the hilt of his sword in a Defensive Grip.

Attacks and Committed Attacks are common, as the knight trusts his armour to withstand any glancing blow and doesn’t feel the need for the tentative probing cuts for less armoured combatants. The knight will try to overpower and tire his foe by means of powerful strikes and whole body shield slams. Physical strength and conditioning is very important.

The grappling techniques in this style are very advanced, as the knight expects that when facing his equals, he have to get them off his feet before being able to penetrate their armour. Half-swording and finding a chink in the armour of a downed foe is a popular technique, as is a Reverse Grip Committed Attack to the Groin or Neck.

Skills: Axe/Mace; Brawling; Broadsword; Judo; Knife; Lance; Riding (Horse); Shield; Spear; Two-Handed Sword; Wrestling.
Techniques: Arm Lock; Armed Grapple; Beat; Bind Weapon (Shield); Cavalry Training; Choke Hold (Spear or Two-Handed Sword); Close Combat; Combat Riding; Counterattack; Disarm (Shield); Feint; Hammer Fist; Hands-Free Riding; Retain Weapon; Reverse Grip; Staying Seated; Sweep; Targeted Attack (Axe/Mace Swing/Skull); Targeted Attack (Broadsword or Two-Handed Sword Swing/Face); Targeted Attack (Broadsword or Two-Handed Sword Swing/Neck); Targeted Attack (Broadsword or Two-Handed Sword Thrust/Face);Targeted Attack (Broadsword or Two-Handed Sword Thrust/Groin); Targeted Attack (Broadsword or Two-Handed Sword Thrust/Groin Chinks); Targeted Attack (Broadsword or Two-Handed Sword Thrust/Neck); Targeted Attack (Broadsword or Two-Handed Sword Thrust/Neck Chinks); Targeted Attack (Broadsword or Two-Handed Sword Thrust/Vitals); Targeted Attack (Broadsword or Two-Handed Sword Thrust/Vitals Chinks); Targeted Attack (Lance Thrust/Face); Targeted Attack (Lance Thrust/Vitals); Targeted Attack (Shield Bash/Face); Targeted Attack (Shield Bash/Groin); Targeted Attack (Spear Thrust/Face); Targeted Attack (Spear Thrust/Vitals); Trip.
Cinematic Skills: Flying Leap (Horse); Kiai; Light Walk (Horse); Mental Strength; Power Blow.
Cinematic Techniques: Dual-Weapon Attack (Broadsword and Shield); Dual-Weapon Defence; Timed Defence; Whirlwind Attack (Broadsword or Two-Handed Sword).
Perks: Armour Familiarity; Focused Fury; Grip Mastery (Arming Sword or Longsword); Leading Shield; Melee Shieldfighting (Shield); Mobile Parry (Broadsword or Two-Handed Sword); Shield Wall Training; Shoves and Tackles (Lance or Shield); Skill Adaptation (Bind Weapon defaults to Shield); Special Exercises (Lifting ST +1).


Optional Traits
Attributes: Increased ST and HT.
Secondary Characteristics: Increased FP.
Advantages: Ally (Mount); Animal Empathy; Animal Friend; Combat Reflexes; Enhanced Block; Enhanced Parry; Fit or Very Fit; Lifting ST; Signature Gear (Mount); Status; Wealth.
Disadvantages: Code of Honour (Chivalry); Overconfidence; Sense of Duty (Family or Nation); Vow.
Skills: Animal Handling (Equines); Autohypnosis; Fast-Draw: Heraldry; Meditation; Parry Missile Weapons; Polearm; Savoir-Faire; Shield (Buckler); Shortsword; Staff; Two-Handed Axe/Mace; Sport versions of all weapon skills in style.
Techniques: Defensive Attack (Broadsword); Ground Fighting; Hook; Kicking; Knee Strike; Quick-Mount; Targeted Attack (Axe/Mace Swing/Arm Joint); Targeted Attack (Axe/Mace Swing/Groin); Targeted Attack (Axe/Mace Swing/Leg Joint); Targeted Attack (Knife Thrust/Face); Targeted Attack (Knife Thrust/Groin); Targeted Attack (Knife Thrust/Groin Chinks); Targeted Attack (Knife Thrust/Neck); Targeted Attack (Knife Thrust/Neck Chinks); Targeted Attack (Knife Thrust/Vitals); Targeted Attack (Knife Thrust/Vitals Chinks); Targeted Attack (Shield Bash/Jaw); Targeted Attack (Shield Bash/Nose); All applicable armed techniques of the style with one of the optional weapons.
Perks: Form Mastery (Lance); Grip Mastery (Any); Mobile Parry (Any); Off-Hand Weapon Training; Rapid Ready (Shield); Rapid Shield Drop; Shield Wrestling (Shield)*; Shoves and Tackles (Any); Sure-Footed (Uneven); Technique Mastery (Broadsword Defensive Attack); Weapon Bond.
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Last edited by Icelander; 08-10-2010 at 10:41 PM.
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Old 08-10-2010, 09:33 PM   #19
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Default Re: Fighting with Shields

Militia Training

4 points


Faerun-wide, the most common, available and effective weapon tends to be the humble spear. Militias and even practical and parsimonious military forces issue it as the primary weapon for their soldiers. Combined with a stout shield, it provides an excellent range of offensive and defensive capabilities.

This is a formation-fighting style, relying on numbers and courage. A motivated militia might win over a tribe of orcs who are individually far better warriors if they hold their lines steady. Attacks with the spears will be Defensive Attacks if the foe is close enough to harm the spearman and Committed Attacks if they are not.

This style works equally well for barely trained peasant militia with improvised spears as it does for mail-armoured professional soldiers with short pikes. The shield may be of any size, as well. As a sidearm, the style assumes a Long Knife. Some wealthy or warlike nations issue a longer blade instead. In such cases, replace the Knife skill and associated techniques with Broadsword or Shortsword skills.

Unarmed techniques are not a part of the basic style, but many trainers know them and not a few members of militias will have done their share of bar-room brawling.

Skills: Knife; Shield; Spear.
Techniques: Beat; Feint; Retain Weapon; Targeted Attack (Shield Bash/Face); Targeted Attack (Spear Thrust/Face); Targeted Attack (Spear Thrust/Groin); Targeted Attack (Spear Thrust/Neck); Targeted Attack (Spear Thrust/Vitals).
Perks: Leading Shield; Shield Wall Training; Shoves and Tackles (Shield); Sure-Footed (Uneven); Teamwork (Militia Training).


Optional Traits
Disadvantages: Duty; Sense of Duty (Home).
Skills: Axe/Mace; Brawling; Broadsword; Hiking; Polearm; Shortsword; Soldier; Staff; Wrestling.
Techniques: Armed Grapple (Shield); Close-Combat; Hammer Fist; Hook; Reverse Grip; Sweep; Targeted Attack (Knife Swing/Leg); Targeted Attack (Knife Thrust/Face); Targeted Attack (Knife Thrust/Groin); Targeted Attack (Knife Thrust/Vitals); Targeted Attack (Shield Bash/Groin); Targeted Attack (Shield Bash/Jaw); Targeted Attack (Shield Bash/Nose); Any Spear techniques in style with Polearm.
Perks: Form Mastery (Spear or Polearm); Grip Mastery (Spear or Polearm); Melee Shieldfighting (Shield); Shoves and Tackles (Any); Targeteer.
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Old 08-10-2010, 11:20 PM   #20
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Default Re: Fighting with Shields

No one has any comments on the Perks on the first page?

Or the styles?

Any discrepancies between the descriptions and the write-ups? Something missing that should be there? Something that strikes you as odd and maybe shouldn't be there?

I'm sure that I made some mistakes in these write-ups and the hive mind is traditionally good at spotting errors.
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