Physical Skills

Average Hard
Default 0 points 0 points
Default +1 1/2 point 1 point
Default +2 1 point 2 points
Default +3 2 points 4 points
Default +4 4 points 6 points

 

BroadswordShortswordSpearShieldBrawlingBowStaff


Broadsword

The Broadsword skill as taught by the Order of Atur is outlined below. Common knights usually have a skill of 15 or 16. Many knights will never acquire a skill greater than this, but some, often called Swordmasters, will ascend to greater levels of skill. At higher levels of training a swordmaster will gain a certain level of mastery, starting with the first rank at skill 17.

Fast-Draw Broadsword

Required for Broadword 16 +


Broadsword 16

(requires Fast Draw Broadsword 1pt)

Hit Location - Defaults to Broadsword - 3

Hard manoeuvre, Can only be bought up to Default +3 (equal to skill) Each point offsets hit-location penalties by 1.

Feint - Defaults to 0

Hard maneuver. Each level of the feint skill gives a -1 penalty to the defence rolls of your opponent when you hit them. This only works on opponent's who can be tricked by your weapon skills. Thus it does not work on most undead or other mindless creatues, animals, berserkers, or someone so unfamiliar with your sword style that they do not know what to expect of you. The skill will also not work against someone who's feint skill is more than 2 levels better than your own (e.g. level 1 vs. level 4) such targets get +1 defence instead unless you choose not to feint.

The feint technique cannot exceed level 4 through the training of the knights. If it could then level 5 would cost 10pts and level 6 18pts.

Off Hand Weapon - Defaults to Broadsword -4

Hard technique, cannot exceed Broadsword, each level helps negate penalty for using a weapon in the off hand (otherwise -4).

Disarm - Defaults to Broadsword -4

Hard technique, cannot exceed Broadsword, after parrying an opponent's weapon you can, on the next turn, roll a context of Disarm vs. opponent's weapon skill to attempt to disarm them. Also if you make a critical parry against your opponent then you can make the same contested roll to try and disarm them immediatly.


Broadsword 17 (First Rank of Mastery)

(requires Hit Location 1pt, Feint 1pt)

Sword of Truth - Defaults to Broadsword -4

Average technique, cannot exceed Broadsword. The knight learns the tequnique of sweeping his blade with both hands into his opponent while calling on Atur's strength. This blow requires 2-hands (no shield larger than small) and does +2 swing damage, it cannot be used to thrust. If the knight misses then he must roll DX or unready the weapon.

Up From Hell (Average) Defaults to Broadsword; Cannot exceed Default +4

Requires a medium or larger shield. By bringing your attack up from the ground (or from the side when you've been leading with strongly with the sheild for a time), you can achieve a degree of suprise. You do not need to move in any particular direction.

Make a Quick Contest of Skills between your skill and his Shield, Weapon (in hand), or Tactics skill, whichever is better. If you win, he will defend at -2 against your attack if it hits. If you lose or if the contest is a tie, he will get a +4, instead! The attack is made normally; this maneuver applies only to the Quick Contest.


Broadsword 18 (Second Rank of Mastery)

(requires Sword of Truth 1pt, or Up from Hell 1pt)

Sword of Light - Defaults to Broadsword -6

Average technique, cannot exceed Broadsword. It is said that when striking an unholy foe the knight may call Atur's light to them. This blow ignores any PD contributions to the defender's roll, but automatically unreadies the weapon. It is said that a holy blade may sometimes catch with light.

Weapon Mastery - 3pts

This advantage can be bought in 3pt increments. No more can be bought than your broadsword skill divided by 5. For each level of the advantage damage with the broadsword is increased by 1 point. This advantage is a reflection of the Knights increasing mastery with the sword, which, at this level, reaches great levels. In general no more than one level of advantage can be bought for each full month of intensive training.


Broadsword 19 (Third Rank of Mastery)

(requires the knight to have at least 1pt in a manoeuvre of their own design)

Attack and Fly Out - Defaults to DX -3 or Acrobatics -3

Hard technique, cannot exceed prerequisite. Using this skill the knight follows their attack with an immediate retreat, allowing them to step, attack, and step away again. Roll against the skill after the attack. On a success you step away and can still retreat. On a fail you step away but are off balance, you have -1 defence and cannot retreat. On a fumble you fall down.

Counterattack - Defaults to Broadsword -5

Hard technique, cannot exceed Broadsword. Using this skill the knight learns to launch their attack just as their opponent does, when his defences are weakened. After any active defence you roll against Counterattack to attack immediatly, forgoing your next action. Your opponent is at -1 to defend, and has an additional penalty equal the ammount by which you have made your defence (not counting PD). A dodge or parry with your sword gives a -1 penalty to your counterattack roll.

Slip - Defaults to Broadsword parry -3

Hard technique, cannot exceed Broadsword parry. Usually it requires an action to try and clsoe distance with a fighter with a longer weapon than you. A knight trained in this technique can try to do so on a parry, sweeping the opponent's weapon aside and stepping past it. It is used instead of your normal parry. On a fumble you step into the attack and take +1 damage.


Broadsword 20 (Fourth Rank of Mastery)

Awakening the Soul - Defaults to Broadsword - 10

Hard technique, cannot exceed Broadsword. Some weapons, through great prayers or the actions of a very holy warrior, can become blessed. Usually a blessed weapon will flair with light in the presence of great evil or great good, and in the hands of its weilder can cause great harm to the foes of the church. When such a blade is lost from the hands of its owner, however, or becomes blessed only upon his death, the soul of the blade can sleep, and it will not awaken even when a new warrior takes the blade. With this skill the soul of the sword can be reawakened. The awakening of the soul can take a lot of time, an hour or more, during which time the warrior must perform the most arduous of forms with the blade. Should he stop even for a moment then the awakening must begin again. At the end of the time he may roll against his skill to awaken the blade's soul once more.