WEAPON MANEUVERS - FENCING
Fencing is a sword-fighting art developed in Europe during the Renaissance period (circa 1400 A.D). It typically employs long, light swords (such as Rapiers, foils and epees) and daggers. Some fencing styles also teach the use of heavier swords, such as saber and cutless.
Broadly speaking, classical fencing can be divided into "two schools." The first is the french school, which emphasizes parry/counterattack combinations; French fencers tend to fight defensively. The second, or Italian, school is much more aggressive and emphasizes attacks.
Schools: With the impression fencing has
made on the entertainment industry, schools can be found fairly easily
throughout America.
Members: Lots of actors take fencing lessons,
as do a number of history buffs. Fencing students tend to be those who
view themselves as particularly stylish in one form or another; it is particularly
favored by changeling nobles and those whom have lived through the Renaissance
(such as elder vampires).
Quote: "Observe how the tip of my blade floats light as air, gentle as a breeze. And yet, with the flick of a wrist, it may strike as a serpant -- so!"
Maneuvers Nessicary::
Dodge
Evasions
Evasion*
Prerequisits: Dodge 1, Athletics 1
Power Points: 2
In this common dodging technique, the fighter
simply sidesteps the attack.
Systems: The fighter must have enough
Initative to interrupt his attacker. As the opponent attacks, the fighter
simply moves out of harm's way upto two feet away.
Cost: none
Initiative: +2
Accuracy: None
Damage: None
Move: 2
Weapons Maneuvers
Dazing Blow*
Prerequisits: Melee 3
Power Points: 2
Usable With: Any (but see below)
Weapons always do Kill damage. However, if a
character knows how to use a weapon well, he can simply knock someone out
with it --- in otherwords, do only Stun damage. With a blunt weapon, he
hits less forcefully; with an edged weapon, he uses the "flat" of the blade.
System: At the storyteller's discretion,
not all weapons may be appropriate for this maneuver. For example, while
it's possible to knock someone out by hitting them with the flat or the
pommel of a sword, hitting them with the flat of a switchblade would be
less effective.
Cost: None
Initiative: -1
Accuracy: +0
Damage: -2
Move: -1
Disarm*
Prerequisits: Melee 3
Power Points: 2
Useable With: Blades, Blunt weapons, Flexable
Weapons, Staff
The fighter skillfully strikes her opponent's
weapon, hand or arm, not to cause damage, but to knock the weapon out of
her opponent's grasp. Alternately, she may use an entangling weapon such
as a chain to wrap around her foe's weapon to pull it away.
System: The fighter rolls Strength+Melee,
difficulty of 6. The target soaks the damage by rolling Strength (difficulty
6). For every success left after the target soaks, the weapon goes flying
out of the target's hand one foot in the direction specified by the fighter.
If the fighter does not score at least one success after the soak, the
target does not lose his weapon. If she botches the Disarm roll, she drops
her own weapon; it will take her a turn to pick it up.
Cost: None
Initiative: -1
Accuracy: None
Damage: None
Move: None
Fleche*
Prerequisits: Melee 2
Power Points: 2
Useable With: Axes & Picks, Blades,
Blunt Weapons, Fist-Loads, Staff
This maneuver takes it's name from Fencing (it
is most often used with swords); it is also known as a charge. The fighter
moves forward quickly, using the momentum of his attack to increase the
damage he does.
System: Use the modifiers below
Cost: None
Initiative: +4
Accuracy: None
Damage: None
Move: +0
Great Blow*
Prerequisits: Melee 1
Power Points: 1
Useable With: Any
The fighter puts everything he has into the blow,
exposing himself to injuries in hopes of doing worse injury to his opponent.
System: Use the modifiers below
Cost: None
Initiative: -2
Accuracy: +0
Damage: +3
Move: -2
Jab*
Prerequisits: Melee 1
Power Points: 1
Useable With: Blades, Polearms, Staff
This is a quick, light strike with a weapon used
more to test an opponent's skill and defenses than to injure him.
System: Use the modifiers below
Cost: None
Initiative: +2
Accuracy: +1
Damage: -2
Move: +1
Parry*
Prerequisits: Melee 1
Power Points: 1
Useable With: Any but Fist-Loads
The Fighter uses his weapon to block an opponent's
weapon or hand-to-hand attack.
System: This maneuver works exactly like
a Block, except that it is preformed with a weapon (thus, Melee (rather
than Dodge) is added to Stamina for purposes of soak.). If a weapon is
used to Parry a hand-to-hand attack, the opponent does not take damage
from the weapon.
The storyteller may rule that certain weapons
may not be used to perform this maneuver. In some cases, this is because
of the difference in size between the weapons --- A knife cannot generally
parry a two-handed sword or battle axe. In other cases, it is simply not
possible to use the weapon to parry. (a garrot, for example)
Cost: None
Initiative: +4
Accuracy: None
Damage: None
Move: +0
Riposte*
Prerequisits: Melee 2, Parry
Power Points: 2
Useable With: Any but Fist-Loads
This maneuver, most commonly performed with blades,
is a rapid strike following a block.
System: A fighter may only use a Riposte
in the turn after he has made a Parry --- It is designed to allow a fighter
to take advantage of his opponent's temporary inability to react. (ie.,
the Initiative bonus recieved from the Parrying the attack.)
Cost: None
Initiative: See above
Accuracy: +1
Damage: +0
Move: None
Slash*
Prerequisits: Melee 1
Power Points: 2
Usable With: Axes & Picks, Blades
A powerful blow with an axe, sword, or similar
weapon.
System: Use the modifiers listed below
Cost: None
Initiative: +1
Accuracy: +0
Damage: +2
Move: +1
Thrust*
Prerequistis: Melee 1
Power Points: 1
Usable With: Blades, Staff
This maneuver is a cross between Jab and Slash
--- it combines the former's speed with the latter's power.
System: Use modifiers below
Cost: None
Initiative: +1
Accuracy: +1
Damage: +1
Move: +1
Required Techniques
Blades
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