The first step in converting
an AD&D Trinalia character to Fantasy Hero is converting their characteristics.
While Fantasy Hero provides guidelines for doing this, it does not take
into account the Player's Option system or Trinalia house rules which make
a more complete picture of the character.
Accordingly, characteristics
can be converted as follows:
Skills, abilities, and disadvantages
In converting the rest
of your character, you will likely exceed the character point limits normal
for a starting character in a fantasy hero campaign. However, as discussed
in the Fantasy Hero appendix, you get 20 points of "experience" per level
of the converted character. This should be interpreted as "20 points per
level past first." Thus a 4th level character would get 60 points
for the conversion.
For characters with
2 or 3 classes, take the CPs of the primary class and ½ of the CPs
of all other classes. This reflects the fact that there are overlapping
abilities between classes, and that points in the HERO system pay for skills
and characteristics that are not covered by classes in AD&D.
Fantasy Hero includes
guidelines for converting classes and proficiencies to specific skills,
abilities, and packages. However, there are some specific guidelines for
my campaign when converting magic-using classes.
There will be a great
degree of interpretation required on the GM's and player's part. Disadvantages
should be created based on kit, class, alignment, background, and personality.
The Trinalia campaign
already features a variety of martial arts maneuvers. In addition, it is
useful to express certain dueling styles as martial arts. Characters who
have a high degree of mastery in their weapons should take some points
in weapon maneuvers.
Some may question my
extensive use of martial arts in a heroic fantasy campaign. However, I
think using the HERO system martial arts rules has multiple benefits in
this type of setting. It helps portray the martial prowess of epic figures,
yet keeps such figures distinctive. It allows more alternatives in character
creation since with martial arts, being a strong fighter is no longer the
end-all and be-all to being a good fighter. It gives martial type characters
things to spend their points on while the mages are buying their spells.
And, finally, it may give the PCs a fighting chance against what I'm likely
to throw against them.
Aside from that, the
Trinalia game has always had a strong martial arts tradition among various
priesthoods. However, the HERO martial arts rules allow me to put masters
of weapons alongside the more esoteric martial artists.
Note that many of these
styles use maneuvers that are not in the basic maneuver list of the Ultimate
Martial Artist. Such maneuvers have been added to make certain styles
more distinctive, but usually no more than two such maneuvers have been
added to any art.
Aborian Fencing
This style is the central
fencing style practiced throughout most of the Aborian region of Trinalia.
It actually encompasses several fighting schools practice with hand weapons,
primarily blades.
Not all characters
converted to FH should take this style, but those who had specialization
in a weapon or fighting style under AD&D should take some maneuvers
to represent it.
| Maneuver |
|
|
|
|
Effect |
| Bind |
|
|
|
|
Bind, +10 STR |
| Cautious Strike |
|
|
|
|
STR +2d6 Strike |
| Charge |
|
|
|
|
STR +v/5; FMove |
| Disarm |
|
|
|
|
Disarm, +10 STR
To Disarm Roll |
| Parry |
|
|
|
|
Block, Abort |
| Precision Strike |
|
|
|
|
STR+2d6 Strike |
| Sacrifice Strike |
|
|
|
|
STR+4d6 Strike |
Optional Rules: The precision strike and sacrifice slash take a 3d6 location roll. The charge takes a 2d6+1 location roll. All remaining maneuvers do not take a location roll.
Aborian Fencing Substyles
There are a great variety
of variations in the Aborian Fencing style. These substyles should be used
as a guide in converting characters.
Sword Cities Fencing
A basic fencing style
identical to the historical "Florentine style", this style is common to
swashbuckling fencers in the sword cities of the south as well as some
areas in the free cities.
To be considered a
practitioner of Sword Cities Fencing, the character should take the Disarm,
Parry, and Precision Strike maneuvers, as well as WF: Off hand. Stylists
should also pursue the ambidexterity talent.
Majenkan Knife Fighting
This style originated
in the rough streets of Majenka, where only the wealthiest duelists can
afford a large metal weapon. Accordingly, it concentrates on the use of
small bladed weapons in one or both hands. This style is now common throughout
the islands of the Kylopean sea.
To be considered a
majenkan knife-fighter, the character should take the Disarm, Precision
Strike and Cautious Strike maneuver, and should take the ambidexterity
talent.
Young Baronies Style
Also known as Orion
Blade style, this style is known for being practiced by the monastic knights
of central northern Trinalia, as well as many human kingdoms on the inner
coast.
To be considered a
practitioner of Young Baronies Style, the character should take the Parry,
Disarm, and Precision strike maneuvers, and take the barehanded element.
| Maneuver |
|
|
|
|
Effect |
| Charge |
|
|
|
|
STR +v/5; FMove |
| Disarm |
|
|
|
|
Disarm, +10 STR
To Disarm Roll |
| Parry |
|
|
|
|
Block, Abort |
| Sacrifice Strike |
|
|
|
|
STR+4d6 Strike |
| Slash |
|
|
|
|
STR+2d6 Strike |
| Unhorsing Slam |
|
|
|
|
STR +v/5 Strike;
Target Falls; FMove |
| Windless Strike |
|
|
|
|
½ STR Strike |
Optional Rules: The slash and sacrifice strike take a 3d6 location roll. The windless strike and charge takes a 2d6+1 location roll. All remaining maneuvers do not take a location roll. Use the relative location rules when mounted.
Black Snake
This style is the style
of the assassin's guilds and various sects of dark monks and enclaves of
spies. It is primarily used to facilitate the assassin's discrete passage
into or out of an area where a target lies. It is believed that this art
originated in the Order of Samoti, a group of monks that train and operate
as assassins.
Black snake primarily
relies on nerve strikes, throws, and holds to disable or distract an opponent
quickly. Movement abilities also aid the assassin's abilities in tight
spots.
This art is loosely
based on the real life art of taijutsu, more commonly known as ninjutsu.
Black Snake
| Maneuver |
|
|
|
|
Effect |
| Block |
|
|
|
|
Block, Abort |
| Choke Hold |
|
|
|
|
Grab One Limb;
2d6 NND (2) |
| Dodge |
|
|
|
|
Dodge All Attacks,
Abort |
| Grappling Block |
|
|
|
|
Bind +15 Str,
Must Follow Block |
| Joint Strike |
|
|
|
|
Grab One Limb;
½D6 HKA (2DC); Disable; Target Falls |
| Nerve Punch |
|
|
|
|
2d6 NND (1) |
| Smash Kick |
|
|
|
|
STR +4d6 Strike |
| Snap Kick / Punch |
|
|
|
|
STR+2d6 Strike |
| Takedown |
|
|
|
|
STR Strike; Target Falls |
| Throw |
|
|
|
|
STR +v/5; TargetFalls |
Optional Rules: The smash kick maneuver takes a 3d6 location roll. The snap punch and nerve punch maneuvers take a 2d6+1 location roll. The snap kick takes a 2d6+7 location roll. The choke hold is automatically a head shot but receives no bonuses for being such. The joint strike may take arm or leg as a location, but receives no penalties for this. All remaining maneuvers do not take a location roll.
Bladesinging
This is the highly evolved
style of the elves. Extremely flexible, the elves learned to use it with
a wide variety of weapons. However, the technique is most famous for its
use with the sword.
Elves who know this
art will avoid teaching the art to anyone that is not of elven blood. The
character may take the 5 point disadvantage "secretive about art" (uncommon,
strong.) Such a character will never consider teaching it to a non-elf,
and will react negatively to anyone who seems to be performing an analyze
style roll on the character.
This style is well
known for its highly defensive nature and the agility of its practitioners.
Practitioners usually buy combat levels with called shots. Note that it
is much more defensive than Aborian Fencing.
| Maneuver |
|
|
|
|
Effect |
| Cautious Strike |
|
|
|
|
STR +2d6 Strike |
| Counterstrike |
|
|
|
|
STR +2d6 Strike;
Must Follow Block |
| Defensive Lunge |
|
|
|
|
STR +v/5; FMove |
| Defensive Parry |
|
|
|
|
Block, Abort |
| Defensive Strike |
|
|
|
|
STR Strike |
| Disarm |
|
|
|
|
Disarm, +10 STR
To Disarm Roll |
| Evade |
|
|
|
|
Dodge All Attacks; Abort |
| Parry |
|
|
|
|
Block, Abort |
| Running Evade |
|
|
|
|
Dodge All Attacks;
Abort; FMove |
| Takeaway |
|
|
|
|
Grab Weapon, +10 STR
to Take Weapon Away |
Skills:
Optional Rules: The precision strike
and sacrifice slash take a 3d6 location roll. The charge takes a 2d6+1
location roll. All remaining maneuvers do not take a location roll.
Special Abilities: A character
with spellcasting ability who has mastered the Bladesinging style who has
the defensive strike maneuver and the style KS at 11- may use that maneuver's
bonuses when casting a spell, as long as the spell does not have the concentrate
0 DCV limitation.
A character may select a different weapon than sword for the free group; in that case, simply take one of the other weapon groups for free.
Butterfly
This gentle art was
created by the immortal Queen Ariel in ancient times. It was once thought
lost, but with her return has been re-introduced into the land. It is the
only art practiced on a wide scale in the Principality of Athos, and even
there it is mostly limited to priests and courtiers there.
This art is characterized
by sweeping, multi-functional circular motions and throws, and is very
effective.
Butterfly is basically
an amalgamation of the real world arts of Wing Chun (a Chinese art characterized
by circular and weaving motions, locks and blocks), and Jujutsu (the forerunner
to modern Judo, which is primarily blocks and throws)
Butterfly
| Maneuver |
|
|
|
|
Effect |
| Block |
|
|
|
|
Block, Abort |
| Choke Hold |
|
|
|
|
Grab One Limb;
2d6 NND (2) |
| Circular Punch / Kick |
|
|
|
|
STR+2d6 Strike |
| Disarm |
|
|
|
|
Disarm, +10 STR
to Disarm roll |
| Flowing Water |
|
|
|
|
+15 STR vs. Grabs |
| Legsweep |
|
|
|
|
STR +1d6 Strike;
Target Falls |
| Joint Lock |
|
|
|
|
Grab One Limb,
+10 STR for Holding on |
| Joint Strike |
|
|
|
|
Grab One Limb;
½D6 HKA (2DC); Disable; Target Falls |
| Nerve Strike |
|
|
|
|
2d6 NND (1) |
| Throw | ½ | 3 | +0 | +1 | STR +v/5;
Target Falls |
Optional Rules: The smash kick maneuver takes The circle punch and nerve strike maneuvers take a 2d6+1 location roll. The circle kick and legsweep maneuvers take a 2d6+7 location roll. The choke hold is automatically a head shot but receives no bonuses for being such. The joint strike may take arm or leg as a location, but receives no penalties for this. All remaining maneuvers do not take a location roll.
Coiled Dragon
This highly offensive
art is one of the two major arts associated with the Dragon-knights. The
art emphasizes hand strikes, blocks, and speed.
This art is based on
real life arts of Karate, the modern unarmed art what was originally developed
on Okinawa, and Kempo, the Japanese version of Shaolin Kung-fu.
Coiled Dragon
| Maneuver |
|
|
|
|
Effect |
| Block |
|
|
|
|
Block, Abort |
| Choke Hold |
|
|
|
|
Grab One Limb;
2d6 NND (2) |
| Disarm |
|
|
|
|
Disarm, +10 STR
to Disarm roll |
| Dodge |
|
|
|
|
Dodge All Attacks,
Abort |
| Dragon Claw |
|
|
|
|
STR +4d6 Crush,
Must follow Grab |
| Joint Strike |
|
|
|
|
Grab One Limb; ½D6
HKA
(2DC); Disable; Target Falls |
| Knee / Elbow Strike |
|
|
|
|
STR +4d6 Strike |
| Punch |
|
|
|
|
STR +2d6 Strike |
Optional Rules: The punch, elbow strike, and Dragon Claw maneuvers take a 2d6+1 location roll. The knee strike takes a 2d6+7 location roll. The choke hold is automatically a head shot but receives no bonuses for being such. The joint strike may take arm or leg as a location, but receives no penalties for this. All remaining maneuvers do not take a location roll.
Dark Banner
This art is the most
prevalent in the Empire of Drakkar. It is primarily practiced by the Bloodhounds
and monks of Idan, Masters of the art are very selective about who they
select as pupils.
Practitioners of this
art are become deadly with both weapons and unarmed combat. Their flowery
leaping maneuvers can send devastating blows to an opponent from any angle
and from any position. Also unusual - and effective - is the emphasis on
ground fighting. Practitioners prefer taking an opponent to the ground
(usually landing on top of them) and finish the fight from that position.
This style is based
on the real world art Pentjak Silat, a powerful and diverse art practiced
in the Malaysian Archipelago.
Dark Banner
| Maneuver |
|
|
|
|
Effect |
| Block |
|
|
|
|
Block, Abort |
| Choke Hold |
|
|
|
|
Grab One Limb;
2d6 NND (2) |
| Death Fist |
|
|
|
|
1d6 HKA (3DC) |
| Disarm |
|
|
|
|
Disarm, +10 STR
to Disarm roll |
| Escape |
|
|
|
|
+15 STR vs. Grabs |
| Grapple |
|
|
|
|
Grab Two Limbs;
+10 STR for Holding On |
| Joint Strike |
|
|
|
|
Grab One Limb; ½D6
HKA
(2DC); Disable; Target Falls |
| Kick |
|
|
|
|
STR +4d6 Strike |
| Legsweep |
|
|
|
|
STR+1d6 Strike; Target Falls |
| Punch / Knee Strike |
|
|
|
|
STR +2d6 Strike |
Optional Rules: The kick and killing
strike maneuvers takes a 3d6 location roll. The punch maneuver takes a
2d6+1 location roll. The knee strike takes a 2d6+7 location roll. The joint
strike may take arm or leg as a location, but receives no penalties for
this. All remaining maneuvers do not take a location roll.
Drakkarian Pole Fighting
This style is practiced mainly by polearm wielding Drakkarian troops, but also some hobgoblins and other humanoids who do not use the hobgoblin pole style. It teaches unarmed attacks in addition to armed maneuvers to provide flexibility and surprise in combat. This style may be used with quarterstaves, bo sticks, spears or polearms
Drakkarian Pole Fighting
| Maneuver |
|
|
|
|
Effect |
| Bind |
|
|
|
|
Bind, +10 STR |
| Disarm |
|
|
|
|
Disarm; +10 STR
to Disarm roll |
| Fend |
|
|
|
|
Block, Abort |
| Nerve Slam |
|
|
|
|
2d6 NND(1) |
| Offensive Slash / Kick |
|
|
|
|
STR +4d6 Strike |
| Punch / Pole Slam |
|
|
|
|
STR +2d6 Strike |
Skills:
Optional Rules: The Pole Slam and Offensive Slash maneuvers take a 3d6 location . The punch maneuver takes a 2d6+1 location roll. The kick maneuver takes a 2d6+7 location roll. All remaining maneuvers do not take a location roll.
Drakkarian Wrestling
This art is most commonly
seen in the arenas in Drakkar. Bouts involve brutal clashes between the
tall, powerfully built practitioners of this art.
This art relies on
sweeps. stunning slaps. and throws to crush opponents. The combination
of fighting technique with such sheer mass results in a lethal and often
underrated martial arts style. Practitioners of this art are nearly always
massive male fighters.
This art is based on
Sumai, or sumo wrestling, the national sport of Japan, but I picture it
a bit like professional wrestling as well.
Drakkarian Wrestling
| Maneuver |
|
|
|
|
Effect |
| Block |
|
|
|
|
Block, Abort |
| Crush |
|
|
|
|
Str +4d6 Crush;
Must Follow Grab |
| Escape |
|
|
|
|
+15 STR vs. Grabs |
| Grab |
|
|
|
|
Grab Two Limbs;
+10 STR for Holding On |
| Grappling Throw |
|
|
|
|
STR +2d6 Strike; Target
Falls; Must Follow Grab |
| Slam |
|
|
|
|
STR Strike; You
Fall; Target Falls |
| Slap |
|
|
|
|
STR +2d6 Strike |
Optional Rules: The slap and slam maneuvers take a 2d6+1 location roll. The crush maneuver does generalized damage. The remaining maneuvers do not take a location roll.
Dwarven Axefighting
This time-honed method
has served the Dwarves through the years. Unlike bladesinging, there is
no great secrecy about it. It is simple, brutal, and effective. Some humans
in lands near those of the dwarves may know it as well.
Though this art is
usually known with the axe, it may be used with other long hafted weapons
or large swords. Thus it is often called "Dwarven Smashing Style."
Dwarven Axefighting
| Maneuver |
|
|
|
|
Effect |
| Block |
|
|
|
|
Block, Abort |
| Bashing Strike |
|
|
|
|
STR +4d6 Strike; Opponent
Attacks First Next Phase |
| Finishing Strike |
|
|
|
|
STR +4d6 Strike;
Must Follow Takedown |
| Smash |
|
|
|
|
STR +4d6 Strike |
| Strike |
|
|
|
|
STR+2d6 Strike |
| Takedown |
|
|
|
|
STR Strike;
Target Falls |
| Unbalance |
|
|
|
|
+15 STR to Shove |
Elements:
Optional Rules: All attacks
with this style take a 3d6 location roll, but the GM may wish to use the
relative position rules to modify this if the dwarf is much shorter than
the target (see Ninja Hero, page 79). All remaining maneuvers do not take
a location roll.
Emerald Shadow
This art is fairly
new in the land of Trinalia. It combines various techniques from Butterfly
style, Springing Legs, and Black Snake. It was developed and is used by
members of the emerald brotherhood.
The style combines
kicks, locks, and defensive maneuvers. This combination proves excellent
for wandering agents in defending themselves and helping out in a pinch
where they have no weapons. The style is also taught with staff and sword,
similar to Steel Serpent.
Emerald Shadow
| Maneuver |
|
|
|
|
Effect |
| Block |
|
|
|
|
Block, Abort |
| Choke Hold |
|
|
|
|
Grab One Limb;
2d6 NND (2) |
| Counterstrike |
|
|
|
|
STR +2d6 Strike;
Must Follow Block |
| Disarm |
|
|
|
|
Disarm, +10 STR
to Disarm roll. |
| Dodge |
|
|
|
|
Dodge All Attacks;
Abort |
| Escape |
|
|
|
|
+15 STR vs. Grabs |
| Eye Jab |
|
|
|
|
2d6 Sight Group Flash |
| Hand Strike / Snap Kick |
|
|
|
|
STR +2d6 Strike |
| Joint Break |
|
|
|
|
Grab One Limb;
½d6 HKA (2DC), Disable |
| Joint Lock | ½ | 4 | +1 | 0 | Grab One Limb;
1d6 NND (3); Target Falls |
Skills:
Optional Rules: The hand strike
and counterstrike maneuvers take a 2d6+1 location roll. The snap kick takes
a 2d6+7 location roll. The choke hold is automatically a head shot but
receives no bonuses for being such. The joint strike and joint lock maneuvers
may take arm or leg as a location, but receives no penalties for this.
All remaining maneuvers do not take a location roll.
Greenwood Archery
This is the archery skill of the humans in the west. It was first taught at the ranger's academy is Skabrae, combining some basic elements from simpler human archery forms with elements of elven Thornwood Archery (c.f.). Since then, its use has been spread throughout the west by rangers and the emerald brotherhood.
Greenwood Archery
| Maneuver |
|
|
|
|
|
Effect |
| Basic Shot |
|
|
|
|
|
Weapon +2d6 |
| Defensive Shot |
|
|
|
|
|
Weapon |
| Distance Shot |
|
|
|
|
|
Weapon, +1
Segment. |
| Far Shot |
|
|
|
|
|
Weapon |
| Quick Shot |
|
|
|
|
|
Weapon +2d6 |
| Ranged Disarm |
|
|
|
|
|
Disarm, +15 STR |
Skills:
Optional Rules: All attacks
take a 3d6 location roll. Disarm does not take a location roll.
Hobgoblin Polearm Style
Superficially similar to Drakkarian Pole Fighting, this style is practiced mainly by hobgoblins and other humanoids, as well as some spear using human warriors who face them. It is also similar to styles used by oriental humans in the far off land of Khitan and some elite warriors of the Materan amazons.
It teaches use of the whole pole, not just the blade. This style may be used with quarterstaves, bo sticks, spears or polearms. It's most distinctive maneuver is the whirling takedown, in which the practitioner spins the pole to build leverage and momentum.
Hobgoblin Polearm Style
| Maneuver |
|
|
|
|
Effect |
| Bind |
|
|
|
|
Bind, +10 STR |
| Block |
|
|
|
|
Block, Abort. |
| Disarm |
|
|
|
|
Disarm; +10 STR
to Disarm roll |
| Slash |
|
|
|
|
STR +4d6 Strike |
| Spear Charge |
|
|
|
|
STR +v/5;
FMove |
| Thrust | ½ |
|
|
|
STR +2d6 Strike |
| Whirling Takedown |
|
|
|
|
STR +2d6 Strike;
Target Falls |
Skills:
Optional Rules: The Slash and
Thrust maneuvers take a 3d6 location . The Spear Charge maneuver takes
a 2d6+1 location roll. The Whirling Takedown maneuver takes a 2d6+7 location
roll. All remaining maneuvers do not take a location roll.
Mintaran Wrestling
This style is an outgrowth and combination of more typical boxing and wrestling techniques. It was formerly one practiced in ad hoc matches in backstreets of the free cities, but in recent years it has gained a more mainstream acceptance as an arena sport in Mintar West, and to a lesser extent, other Free Cities.
This style is based on pankration, a gladiatorial fighting art that was practiced in the arenas of ancient Greek and Rome.
Mintaran Wrestling
| Maneuver |
|
|
|
|
Effect |
| Block |
|
|
|
|
Block, Abort |
| Crush |
|
|
|
|
Str +4d6 Crush;
Must Follow Grab |
| Escape |
|
|
|
|
+15 STR vs. Grabs |
| Grab |
|
|
|
|
Grab Two Limbs;
+10 STR for Holding On |
| Grappling Throw |
|
|
|
|
STR +2d6 Strike; Target
Falls; Must Follow Grab |
| Kick / Punch |
|
|
|
|
STR +2d6 Strike |
| Root |
|
|
|
|
+15 STR vs. Shove;
Block, Abort |
| Sacrifice Throw |
|
|
|
|
STR Strike; You
Fall; Target Falls |
Skills:
Optional Rules: The punch maneuver takes a 2d6+1 location roll. The kick takes a 2d6+7 location roll. The throws do generalized damage. All remaining maneuvers do not take a location roll.
Springing Legs
This art has been passed down through the years among the followers of Orion, both lay and ordained. It has attracted the attention of some lower class communities in the free cities, where it has become a brawling sport. However, after the razing of Mintar East, bouts have been difficult to come by.
This style has a strong emphasis on kicking and movement. The springing legs practitioner undergoes rigorous physical training to harden their bodies. It is a powerful, flashy, effective art.
This art is loosely based (very loosely) on the real life arts of Thai Kick Boxing, a brutal arena kickboxing sport practiced in Thailand, and Tai Kwon Do (a Korean art notable for its kicking and breaking techniques.)
Springing Legs
| Maneuver |
|
|
|
|
Effect |
| Block |
|
|
|
|
Block, Abort |
| Circle Kick / Punch |
|
|
|
|
STR+2d6 Strike |
| Elbow / Knee Smash |
|
|
|
|
½d6 HKA (2DC) |
| Knee Snap Kick |
|
|
|
|
½d6 HKA (2DC);
Target Falls; Disable |
| Legsweep |
|
|
|
|
STR +1d6 Strike;
Target Falls |
| Locking Disarm |
|
|
|
|
Disarm; +15 STR to
Disarm; Must follow Block |
| Roundhouse Kick / Backfist Strike |
|
|
|
|
STR +4d6 Strike |
| Scissors Kick Takedown |
|
|
|
|
STR Strike; Target Falls;
You Fall; FMove |
| Springing Kick |
|
|
|
|
STR +2d6 +v/5 Strike;
FMove |
Skills:
Optional Rules: The sprining kick and roundhouse kick maneuvers take a 3d6 location roll. The backfist strike, punch, and elbow smash maneuvers take a 2d6+1 location roll. The circle kick and knee smash takes a 2d6+7 location roll. The knee snap kick and legsweep automatically hits the legs, but legsweep takes no penalty for this. All remaining maneuvers do not take a location roll.
Special Abilities: Springing Legs
practitioners should buy extra inches of superleap with the "requires acrobatics
skill roll" limitation (-½). Additionally, those who wish to develop
the breaking maneuver ability may wish to take the armor piercing advantage
on kick or smash attacks with the limitation only against inanimate objects
(-1).
Steel Serpent
This is one of the two major arts practiced by the Dragon-knights. It's emphasis on the use on quick blades and defensive nature have made it appealing to some fencers of the free cities who have seen the Dragon-knights in action. However, the Dragon-knights have not been as sharing of their knowledge as some others would like.
This art is based on the real-world martial art Aikijutsu, with a stronger emphasis on weapon elements.
Steel Serpent
| Maneuver |
|
|
|
|
Effect |
| Binding Serpent |
|
|
|
|
Bind, +10 STR |
| Darting Block |
|
|
|
|
Block, Abort |
| Dodge |
|
|
|
|
Dodge all attacks; Abort |
| Escape |
|
|
|
|
+15 STR vs. Grab |
| Grapple |
|
|
|
|
Grab Two Limbs; +10
STR or Holding on. |
| Joint Break |
|
|
|
|
Grab One Limb;
½d6 HKA (2 DC), Disable. |
| Joint Lock Throw |
|
|
|
|
Grab One Limb;
1d6 NND (3); Target Falls |
| Strike |
|
|
|
|
STR +2d6 Strike |
| Throw |
|
|
|
|
STR +v/5; Target Falls |
| Wavering Serpent Block |
|
|
|
|
+10 STR vs. Shove;
Block, Abort |
Skills:
Optional Rules: The strike takes
a 3d6 location roll. The snap punch and nerve punch maneuvers take a 2d6+1
location roll. The joint break and joint lock throw may take arm or leg
as a location, but receives no penalties for this. The throw does generalized
damage. All remaining maneuvers do not take a location roll.
Thornwood Archery
This is the archery skill of the elves of silver, sun, sea, or forest heritage. It is nearly universal among the elves, and dates back to times that the elven races were as one.
This art does not share near the same secrecy as bladesinging does. Elves can and do teach it to half-elves, and even some humans. Humans have incorporated various techniques of this art into their own Greenwood Archery (c.f.).
Thornwood Archery
| Maneuver |
|
|
|
|
|
Effect |
| Defensive Shot |
|
|
|
|
|
Weapon |
| Distance Shot |
|
|
|
|
|
Weapon,
+1 Segment. |
| Precision Shot |
|
|
|
|
|
Weapon,
+1 Segment |
| Quick Shot |
|
|
|
|
|
Weapon +2d6 |
| Ranged Disarm |
|
|
|
|
|
Disarm, +10 STR |
| Ranged Trip |
|
|
|
|
|
Weapon, Target Falls |
| Skilled Shot |
|
|
|
|
|
Weapon +2d6 |
Skills:
Optional Rules: All attacks
except ranged throw take a 3d6 location roll. Ranged throw takes a 2d6+7
location roll. Ranged disarm does not take a location roll.
Turanian Style
This style evolved from primitive techniques practiced by old Turanian clansmen in the northeast peninsulas of Trinalia. It the time of the Barean Empire, the art evolved into the advanced, effective style that it is today.
Also called northern smashing style, Turanian style takes advantage of the power of large weapons.
Turanian Style
| Maneuver |
|
|
|
|
Effect |
| Bash |
|
|
|
|
STR+4d6 Strike; Opponent
Goes First Next Phase |
| Block |
|
|
|
|
Block, Abort |
| Disarming Swat |
|
|
|
|
Disarm, +15 STR
To Disarm Roll |
| Overbear |
|
|
|
|
+15 STR to Shove |
| Overbearing Strike |
|
|
|
|
STR +v/5; Half-move required. |
| Strike |
|
|
|
|
STR+2d6 Strike |
Skills:
Optional Rules: The strike and
bash maneuvers take a 3d6 location roll. The overbearing strike takes a
2d6+1 location roll. All remaining maneuvers do not take a location roll.
Twin Talons
This is another art spread by the priesthood of Orion. It is a primarily weapon based martial art practiced throughout the Aborian populated regions of the world. A student of twin talons initially trains with paired clubs. After learning the associated intricate striking techniques on which the style is founded, the student moves on to the use of daggers, swords, and the empty hand.
This art is based on the real life art of Escrima. Escrima is more a stick fighting art and less an unarmed and sword-fighting art than Twin Talons.
Twin Talons
| Maneuver |
|
|
|
|
Effect |
| Bind |
|
|
|
|
Bind, +10 STR |
| Block |
|
|
|
|
Block, Abort |
| Counterstrike |
|
|
|
|
STR +2d6 Strike;
Must follow Block |
| Disarm |
|
|
|
|
Disarm, +10 STR to
isarm roll. |
| Dodge |
|
|
|
|
Dodge All Attacks; Abort |
| Immobilizer |
|
|
|
|
Grab Two Limbs,
+10 STR for holding on |
| Joint Strike |
|
|
|
|
½d6 HKA (2DC), Disable |
| Quick Strike |
|
|
|
|
STR +2d6 Strike |
| Slashing Strike |
|
|
|
|
STR +4d6 Strike |
Skills:
Optional Rules: The slashing
strike maneuver takes a 3d6 location roll. The quick strike and counterstrike
maneuvers take a 2d6+1 location roll. The joint strike may take arm or
leg as a location, but receives no penalties for this. All remaining maneuvers
do not take a location roll.
Veiled Fist
This fighting art has been slowly developed in Lerendia. After the Oligarchs seized power there, they decided to draw down the size of the standing army, and train a militia, but leave them unarmed except in times of need. Strict laws restricting ownership of weapons were passed to limit possibility of an uprising.
With the aid of Bloodseekers, resistance elements interested in putting the monarchy back in power and throwing off the shackles of the Oligarchs trained in secret in the use of mundane objects that could be used as weapons - staves, grain flails, clubs, churn handles, and other farming tools that could be used as weapons.
This art is both stylistically and historically based on that of kobojutsu, the Okinawan weapons martial art.
Veiled Fist
| Maneuver |
|
|
|
|
Effect |
| Bind |
|
|
|
|
Bind, +10 STR |
| Block |
|
|
|
|
Block, Abort |
| Defensive Strike |
|
|
|
|
STR +2d6 Strike |
| Disarm |
|
|
|
|
Disarm, +10 STR
to Disarm roll. |
| Dodge |
|
|
|
|
Dodge All Attacks;
Abort |