Reading an Opponent's Move: the
Dueling Proficiency
One difference between the way duels are conducted
in the Trinalia campaign and as given in the Combat & Tactics
rules is the way that the duelists can go about reading each other's moves.
In the Combat & Tactics, such is done by an opposed intelligence check.
Instead, in the Trinalia campaign, all characters
who have a weapon proficiency (or have expended at least 1 weapon proficiency
on an unarmed fighting style) has done a fair bit of sparring during their
training and automatically receive the dueling proficiency free.
(Note this is NOT the same as the dueling lore nonweapon
proficiency.)
The dueling proficiency is handled
almost exactly like a normal proficiency, except it has no initial cost
other than described above, and that it's base level varies by class.
This is determined by subtracting the character's nonproficiency penalty
for their class from 10. Thus warriors have the dueling proficiency
at a base level of 8, priests and thieves 7, psioniscists 6, and wizards
5. This proficiency is modified (according to the S&P rules) by intelligence
/ reason or wisdom / intuition. Any character may apply CPs to improve
their level in this proficiency normally.
After 2 duelists have set their attack pattern
for a round, but before they are revealed, they roll an opposed roll against
their dueling proficiency. The victor (if any) picks up on
some telegraphed move by his opponent. The winner gets to ask about
one aspect of his opponent's pattern. He may ask what kind of attack
is coming, what kind of defense is being used, or the position of the opponent's
defense. Once this is done, he may adjust one aspect of his own pattern
accordingly, that is, may change the location of his attack up or down
one level, or adjust it by one block in any legal direction, or change
the attack type.
Majenkan knife fighting: This
style originated in the rough streets of majenka, where only the wealthiest
duelists can afford a size M or L metal weapon. Accordingly, it concentrates
on the use of small bladed weapons in one or both hands, and may be combined
with either of those specializations.
This style is now common throughout the islands
of the Kylopean sea.
This fighting style grants a -1 AC bonus.
In addition, when dueling,it grants an additional +1 to riposte maneuvers.
This style may only be used with size S class P weapons, as well as the
sai and jitte.
Mintaran dueling: This style was
developed by enforcers in the more lawless area of the free cities. It
was developed because enforcers are called upon to duel enemies with larger
weapons.
This style grants a +1 attack bonus.
When dueling, this style grants an additional +1 with close attacks.
This style may be used with single or two weapons. Mintaran dueling may
be used with any size S or M class B or P weapon with a weapon speed of
4 or less (not counting any modifiers from style, mastery, quickness, or
magic). It is mainly used with the sai, jitte, or jo. (The
jo stick is detailed in the Complete Ninja's HB).
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.
This style grants an unarmed attack (punch
or kick) in addition to any weapon attacks, as long as the character is
not using a second weapon. A character with a shield may use this
style, but cannot use a shield attacks (shield punch, shield rush, block,
or trap) in the same round gain as a free unarmed attack.
If the character knows martial arts of any
sort, they may choose to use their weapon as a martial arts weapon, as
per page 96 of the Combat & Tactics. This style may be used with any
size M weapon with a speed factor of 6 or less that the character is proficient
in.
Northern smashing style: This style
is known mainly by Turanians, Hobgoblins, and other humanoids and barbarians
who use a variety of large weapons. It emphasizes the power of large
weapons in combat.
This style grants a +1 to attack rolls.
If dueling, this style grants an additional +1 to smash maneuvers. This
style can be used with any sword in the large sword tight group, or with
any size L type B weapon, or battle axes.
Dwarven style: This style is favored
by dwarves and involves intimidating swings with hafted weapons or large
blades. Some humanoids and barbarians who have fought the dwarves
use a similar style.
This style grants a +1 to attack rolls and
an additional +1 to any wild swing maneuver while dueling. This style may
be used with any size M or larger axe, pick, or hammer, any large sword,
or the long sword or scimitar.
Hobgoblin pole style: Practiced
by Hobgoblins as well as some spear using human warriors who face them,
this style increases the effectiveness of pole weapons in duels. 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.
This style allows an additional attack with
the other end of the pole weapon. In the case of a quarterstaff,
this is simply treated as another quarterstaff attack. Other pole
weapons treat this as a bo stick attack, with a +1 speed modifier. Due
to the surprise nature of this attack, it grants a +1 on feint maneuvers.
This style may be used with quarterstaves, bo sticks, spears or polearms
with a speed of 7 or lower. A character cannot use this style and
get a speed bonus from the Two-handed specialization in the same round.
Drakarian pole style: This style
is practiced mainly by ploearm wielding Drakarian troops, but also some
hobgoblins and other humanoids who do not use the hobgoblin pole style.
Drakarian pole style allows an unarmed attack
in addition to any normal weapon attacks allowed to the character. If martial
arts are known, the pole weapon may be used exactly as it were a martial
arts weapon per the Combat & Tactics to perform martial arts maneuvers.
This style may be used with quarterstaves, bo sticks, spears or polearms
with a speed of 7 or lower.
Secret Pass Exceptional Hits:
Attack Roll Must Succeed By:
Pass
Rapier
Sword
Basic Pass 5
6
Difficult Pass 6
7
Master Stroke 7
8
Death Move 8
9
A player does not declare before rolling that
he intends to use a secret pass. By rolling well in combat, the PC creates
an opening for one of these maneuvers, and he can then choose whether to
take it or not. If too many people are around or he doesn't have an appropriate
move available, he can choose to simply score a normal (or if allowable,
critical) hit on the opponent.
The effect of a secret pass is always in addition
to normal damage unless otherwise specified in the description. Some of
the passes require a special condition, such as the use of a shield or
second weapon or the presence of a certain object. Death moves are treated
much as criticals; use the standard critical saving throw, but use the
level based save instead of the normalized save.
There are also a number of maneuvers that
require the opponent to save vs. paralyzation or be forced to flee or surrender.
PCs (or particularly stubborn NPCs) may forego this penalty and proceed
to fight, but with great tepridation. This causes a -1 to attack rolls
and +1 to initiative per level of the pass. Effects of multiple passes
are cumulative. Remove fear or similar effects will negate this penalty.
Fighting Schools
Secret passes differ according to school.
The four most famous fighting schools of the South Seas are the Draysean,
Carbold, Mendacan, and Rhildric schools. These schools distinguish themselves
by their differing philosophies. No one is ever allowed to join more than
one school. Each school has its own set of secret passes, though some of
the basic ones are similar. The schools each employ a few masters, who
learn all the passes, and some instructors, who learn most of them.
Very selective in choosing their students,
these schools often require a test (or series of tests) be passed before
joining. Most schools also charge dues to their members, usually around
100 gp per year. This amount does not include any fee or demands made by
the specific instructor before revealing a secret pass. The price of learning
an individual pass can be as high as 200 gp per level of the pass.
The schools each have a secret phrase or signal
that lets members identify one another. Someone who performs a secret pass
and cannot identify himself as a member of that school could be in a bit
of trouble.
Draysean Secret Passes
1d4 | Basic Passes |
1 | Tai Two-Step: This attack can be used only on the swordsman's first attack (that round). With it, the swordsman sets up his next attack, which he will use to throw his secondary weapon at a +2 bonus to hit. |
2 | Swift Sting: This attack inflicts a wound to the opponent's sword-bearing arm. Foe fights at an attack penalty of 2 until damage is healed. (Effect is cumulative with each secret pass until 10; then, the foe loses all use of that arm). |
3 | Slow Counter-Step: This attack automatically puts the opponent off balance until the end of the following round; he has a +2 AC penalty (AC 5 becomes AC 7). This attack inflicts no damage. |
4 | Draysean Double-Dive: This pass can be used only on the swordsman's first attack (that round). This move is actually two successful attacks, so it also takes the place of the second attack. Damage for both attacks is rolled at a +1 bonus. |
1d6 | Difficult Pass |
1-2 | Kiss of Steel: Swordsman hits opponent with weapon hilt; opponent must make a successful Constitution check at a -6 penalty or be stunned, losing all attacks for one round. |
3-4 | Mirilannon Ironsnap: Swordsman pins foe's weapon. If used against an opponent fighting with one weapon, the next attack automatically hits for maximum damage unless the opponent uses his initiative (if he hasn't already used it) to make a successful Strength check, freeing his weapon. If the Strength check fails, his weapon must successfully save vs. crushing blow or break. This attack inflicts no damage. |
5-6 | Two-Handed Farewell: No matter which attack it is performed with, this pass inflicts maximum damage for both weapons. This does not negate any other attacks. |
1d4 | Master Strokes |
1-2 | Tai Block and Strike: This attack must be on the first attack (that round). The first weapon inflicts no damage, but the second weapon inflicts maximum damage if it hits. The swordsman also automatically gains initiative in the next round. If the opponent has not attacked this round, his next hit is effectively parried. |
3-4 | Legeidus Blurring Tower: Swordsman whirls blades so quickly that the opponent is confused, missing all attacks until the end of the next round and suffering a +2 AC penalty. |
Carbold. The Carbold fighting school
originated in Majenka but is becoming popular throughout the Sword Isles.
This school focuses on force. Practitioners prefer moves that display strength
and power. To be a member of this school, a character must have a Strength
of at least 13.
Carbold Secret Passes
1d4 | Basic Pass |
1 | Adeli's Salute: This attack is a crushing blow to the opponent's head. It gives a +2 bonus to damage; the opponent must make a successful Constitution check at a -4 penalty or be stunned, automatically missing his next attack. |
2 | Carbold's Charge: The opponent must make a Strength check at a 4 penalty or be forced backward 1d4+2 steps. This is especially useful when fighting on a ledge or cliff. |
3 | Baronial Masquerade: The swordsman distracts the opponent and rushes in, knocking foe's weapon to the ground. The swordsman automatically gains initiative next round and a +2 bonus on his next attack. This attack inflicts no damage. |
4 | Triramosian Trounce: Swordsman attacks forcefully enough to knock foe off balance. Opponent must make a successful Strength check at a -4 penalty or be thrown to the ground. His next attacl must be spent picking himself up. |
1d6 | Difficult Pass |
1-2 | Iron Lunge: The swordsman doubles the damage rolled for this attack and adds +2. |
3-4 | Battle Royale: The swordsman runs his sword through the opponent, doing maximum damage. The opponent must make a successful save vs. paralyzation at a -2 penalty or flee. |
5-6 | Shattering Ram: Swordsman strikes foe's weapon with his own sword, using massive force. Opponent's weapon must successfully save vs. crushing blow or be shattered. This attack inflicts no damage. |
1d4 | Master Stroke |
1-2 | Scarlet Veil: Swordsman gouges out one of the foe's eyes. Opponent receives a 2 penalty to all attacks and initiative rolls and a +2 AC rating penalty until the eye is magically regenerated. If both eyes are gouged out, the foe suffers a 4-point penalty to all the above. |
3-4 | Sudden Squall: Swordsman successfully hits for maximum damage and grabs a nearby object, hitting the opponent for an additional 1d8 points of damage plus any Strength bonus. |
Mendacan. The Mendacan fighting
school is a favorite of Swashbucklers all over the South Seas. This school
originated in Skabrae and still has its headquarters there. To be a member
of this school, a character must either have the tumbling proficiency or
a Dexterity of 13. This school also favors the use of a buckler.
Mendacan Secret Passes
1d4 | Basic Pass |
1 | Haolath Deathwish: This attack inflicts a wound to the opponent's side. Foe suffers an AC penalty of +2 until the wound is healed. (Effect is cumulative with each pass until the opponent's AC is 10; then, the attack inflicts double damage.) |
2 | Rapier's Harvest: Swordsman can cut any single nonliving object within reach, such as a pouch, rope, candle, belt, or any object that can normally be cut by a rapier. This attack inflicts no damage. |
3 | Skabrae Panache: Swordsman's spectacular skill requires foe to make a successful save vs. paralyzation or flee. |
4 | Silk and Steel: This attack lets the swordsman swirl a cloak to confuse his foe and entangle opponent's weapon, causing him to automatically miss the next attack. |
1d6 | Difficult Pass |
1-2 | Master Seal: Swordsman carves a personal mark into the foe's forehead or clothing. Scar requires regeneration to erase. |
3-4 | Swordsman's Gambit: Swordsman tumbles under the foe's weapon and adds an extra 1d6 damage on this attack. |
5-6 | Vamondan Slip: Swordsman skillfully steps around a foe blocking the way (including through a doorway), automatically gaining initiative in the next round and a +2 bonus on his next attack roll. |
1d4 | Master Stroke |
1-2 | Ineredar's Rebuke: Swordsman creates an opening for 1d3 extra attacks, which he must apply immediately. |
3-4 | Swashbuckler's Eyebrow: Swordsman slashes the opponent on the forehead, inflicting maximum damage and temporarily blinding foe, who attacks with a 2 penalty for the next two rounds. |
Rhildric. The Rhildric fighting
school originated in Trinnoc. Popular with paladins and Honorbound, this
school teaches that superior skill is shown through control. Anyone can
kill an opponent, but a superior swordsman can prove his skill without
causing death. A duel ends when an opponent is disarmed or, occasionally,
at first blood. Though practitioners of this style do not like to kill,
they will defend themselves to the death if no other alternative presents
itself.
Rhildric Secret Passes
1d4 | Basic Pass |
1 | Corsair's Handshake: This disarm attack will work even against an opponent using the two-weapon fighting style. Opponent must make a successful Strength check at a -4 penalty or drop all weapons he is currently holding. This attack inflicts no damage. |
2 | Paladin's Reverence: This attack inflicts a wound to the opponent's leg. Foe suffers a 2 penalty to initiative rolls until the leg is healed. (Effect is cumulative with each pass up to a 10 penalty; then, the opponent loses use of the leg.) |
3 | Swordsman's Slice: Swordsman can cut any single nonliving object within reach, such as a pouch, rope, candle, belt, or other object which can normally be cut with a rapier. This attack inflicts no damage. |
4 | Show of Force: Opponent must make a successful Dexterity check at a 4 penalty or be knocked to the ground. His next action must be used to pick himself up. The swordsman can choose to execute this attack for no damage. |
1d6 | Difficult Pass |
1-2 | Royal Display: Swordsman's superior ability frightens opponent so much that he must make a successful save vs. paralyzation at a 2 penalty or surrender. |
3-4 | Knight's Accolade: This attack inflicts damage to the opponent's sword-bearing arm. Foe fights at a 4 penalty to all attack rolls until arm is healed. (Effects are cumulative the first two times this is used; after that, the opponent can no longer use that arm.) |
5-6 | Ediradonian Standoff: Swordsman locks swords with the opponent, closing in until they are face to face. This effectively prevents any sword attacks by either of them until someone steps away. If the opponent steps away first,the swordsman automatically gains the next initiative with a +2 bonus on his attack roll. However, the opponent can attempt a Strength check at a -6 penalty to push the swordsman away; if he succeeds, neither receive any subsequent bonuses. |
1d4 | Master Stroke |
1-2 | Malandran Sundown: This attack inflicts a hard blow to the side of the opponent's head. Foe must make a successful Constitution check at a -8 penalty or fall unconscious. This attack inflicts 1/2 damage. |
3-4 | Honorbound's Courtesy: The swordsman disarms the opponent and shreds his garments over a vital area. The opponent must make a successful save vs. paralyzation at a -4 penalty or flee (if there is room) or surrender. The swordsman can choose to execute this attack for no damage. |
Numbed: (HP+DP)/4 (Damage may be hp or dp damage)
Useless: (HP)/4
(Must meet the above requirement, plus must do this many hit points.
In all cases, round up. The HP and DP used
for calculations are full, undamaged values.
In order for any effect to happen on the called
shot other than normal damage, the amount of damage in that one blow must
exceed the "numbed" value. If at least an amount of HP (not DP) damage
equal to the "useless" value occurs in that one shot, then the hit is considered
to make the target "useless". Note that in this case, the criteria
for "numbed" must also be met.
If a "numbed" effect occurs, the effect named
for that body part lasts until the end of the next round. If a "useless"
effect occurs, the effect lasts for 2d6 rounds or until the HP damage is
healed by some means. The effects are (note: these are paraphrase
from the CFHB):
Explanation of Results:
Head: Random roll a d6 OR DM choice:
Gravity: The Ultimate Enemy
Occasionally, the character may attempt to
defeat an otherwise intimidating enemy by luring them to a shaky precipice,
rotten bridge, or other high place that's easy to fall off of.
If the opponent is in a space next to a drop
of some sort, the character may be knocked or pushed over the edge. The
character attempting to cause the fall may do so by inflicting a knockdown
result in combat (per C&T) or by succeeding in a pull/trip maneuver.
The victim is typically allowed a dexterity check or a save vs. paralyzation
(with dexterity / balance bonus applied) to avoid falling. Characters who
make this check simply fall down in the same square.
If the area to be fallen out of is small (like
a small window, there should be bonuses to the victim's checks to avoid
falling or minuses to the attacker's attempts to cause such a fall.
If the characters are fighting on a narrow
precipice, both opponents must make a dexterity / balance check every round
to avoid falling, and might have to make one every time they are hit in
combat as well. Typically, characters are not allowed a dexterity bonus
to AC in such situations. The DM may allow such bonuses, as long as any
evasive bonus are also subtracted from the character's dexterity for the
purposes of the balance check.
If the characters are fighting on a crumbling
hillside or rickety bridge, the DM should make "weak areas" ahead of time.
Anyone moving into or knocked down into one of these areas causes the bridge
to save vs. normal blow or break through. The save may be vs. crushing
blow if the character is in metal armor.
Any character entering one of these squares
afterwards must make a dexterity / balance check or fall. The DM may allow
a second dexterity / aim check in order for the character to grasp a rope
or precipice to prevent falling, but the character is highly unlikely to
be able to combat effectively. Any attempt to do so should be at least
at a -2 penalty and require further strength or dexterity checks to avoid
falling.
The effects of actually falling are covered
in the core rules.
Cloaks
As described above, a character may be use
a cloak in an attempt to blind an enemy. A character may also use a cloak
to perform blocks or trap maneuvers. A cloak may be used as an off-hand
weapon when performing these maneuvers. A character without the cloak proficiency
suffer the usual non-proficiency penalties, plus may suffer an additional
called shot penalty.
If a cloak is used to block or trap a bladed
weapon, there is a chance that the cloak will be rent. When a bladed weapon
is blocked or trapped, the character must make an item save. An 8+ is needed
for a piercing weapon and a 13+ is needed for a slashing weapon. If the
roll fails, the cloak is damaged and loses any value it has as a fine item
of clothing. All further such saves are at -1. This is cumulative with
any minus(es) accumulated from earlier failed saves.
If the roll is failed by 5 or more, the cloak
is slashed to ribbons and cannot be used for combat – or anything else
save perhaps material for patches.
Proficiencies and Other Maneuvers
The above outlined actions are just a few
ways that the swashbuckling hero can face down superior odds. The DM should
allow players to come up with other forms of unconventional attacks to
get the drop on the enemy.
There are already a few proficiencies in print
that allow such unconventional tactics: Dirty Fighting (in the Combat
& Tactics) and Improvised Attack (in High Level Campaigns.)
In general, these proficiencies (especially the latter) allow more severe
penalties that are normally allowable in the game. However, they should
count for something while performing less severe maneuvers that anyone
can attempt.
Typically, all special maneuvers should be
considered called shots and thus require an attack roll with attendant
penalties. Characters with Dirty Fighting should be considered familiar
with unconventional attacks. Characters with Improvised Attack should
be considered proficient with unconventional attacks and the DM
may further reduce or eliminate penalties for performing a called shot
for such a character. All other characters should suffer a non-proficiency
penalty when performing unconventional attacks. The DM should allow the
character's missile attack adjustment to apply to most such attacks.
The DM may wish to allow some of the other
maneuvers described under Improvised Attack to any character, or
simply characters with access to the rogue proficiency group. In any case,
a character with the proficiency should have access to the more devastating
maneuvers and get better results from the remaining maneuvers.
Improvised Weapons
What would a swashbuckling campaign be without
a few bar room brawls? And what would a bar room brawl be without a few
weapons used that weren't meant to be weapons.
As described above for unconventional attacks,
characters with the dirty fighting proficiency should be considered familiar
with improvised weapons and those with improvised attack should be considered
proficient with improvised weapons. The DM may consider some improvised
weapons similar enough to certain actual weapons the character is proficient
in that the character is considered familiar or proficient in the improvised
weapon. For example, a table leg used by a character with club proficiency
should be considered proficient.
The DM may require an ability check to break
free some improvised weapons. A strength / muscle check, open doors roll,
or bend bars roll would be appropriate. Doing such should normally be considered
to consume an attack.
Below is a listing of some improvised weapons
that desperate or jocular characters may find themselves wielding.
Weapon |
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Bench*
Bottle Bucket / Lantern* |
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Chair*
Mug Roasting Spit |
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Skillet |
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