Fighting Styles
Note : All bonuses are cumulative, except where the same ability is modified twice. For example, the -1
to initiative rolls for blinding strike goes to -3 when specialised, not -4. Bonuses in Italics are explained
further below
Name Weapons Proficiency Bonus Specialisation Mastery Bonus Min Attr. Freq.
Bonus
Holy Blow Footman’s Mace and Flail, +1 damage +1 to hit + ½ attack/rd, ko = ½ Wis/Int 13 C
Club, Maul, Morning Star damage as %age
Imperial Medium Blade, Shield -1 AC +1 to hit, 1 free Extra ½ attack/round, Str/Mus 13 C
parry/round w/shield +2 dam
Mounted Medium Blade, Shield None +1 to hit, +1 damage Extra ½ attack/round Str/Sta 15 C
Fury optional
Thunderous Lance and Shield +1 to hit No AC penalty +2 to hit, +2 damage Str/Mus 13 C
Charge I when charging on (before charge bonus)
horse
Blinding One type P Blade, speed -1 to initiative roll, -3 initiative Initiative = 1, 1 extra Dex/Bal 13 U
Strike 5 or less +1 to hit attack/round
Coronado Fencing Blades and 1 free parry/disarm The free parry at +1, Free expert disarm, -2 Dex/Bal 14 U
Main Gauche/Parrying at no penalty -1 AC AC
Dagger
Dark Two type P weapons, Attack at 0/-2 Attack at 0/0, +1 Attack at +1/0 Dex/Bal 15 U
Blades1 speed 3 or less damage
McPherson 2H Sword, 2H Bastard -3/-1 phase speed +1 to hit, +1 damage Extra ½ attack/round, Str/Sta 15 U
Sword, Claymore factor 1 free parry
Reaping Battle Axe, 2-Handed +2 Damage, +1 +1 to hit, AC Follow Through Str/Mus 16 U
Slash Axe AC (Penalty) Normal Attack
Sweeping Two-handed stick 1 free parry/round +1 to hit, may be +2 on pull/trip, +2 None U
Blow weapons used as a type P damage
weapon
Thunderous Horseman’s Mace, Flail +1 to hit +1 damage Extra ½ attack/round, Str/Mus 15 U
Charge II & Pick, Warhammer + +2 to hit Dex/Bal 13
Shield
One-handed blade speed -2/-1 phase speed +1 to hit, -1 Extra ½ attack/round, Str/Mus 12 R
5 +, used 2H factor initiative 1 free parry Dex/Bal 14
Annoying Fencing Blades and -1 AC Opponent -1 to hit -2 AC, extra ½ attack Dex/Bal 15 R
Git Main Gauche
Fiorentine One Fencing Blade -1 AC -1 initiative, 1 free +2 to hit, +1 attack/ Dex/Bal 13 R
parry/round round
Flowing Chain Weapons +1 to hit vs. opp. +2 on trap/disarm, - 1 free pull/trip per Dex/Bal 14 R
Wind with shields 1 initiative round, +1 damage
Matahachi Katana or Wakazashi Quick Draw 1 free parry/round, +1 damage, extra ½ Wis/Wil 14 R
+1 to hit attack per round
Whirling Medium Blade and Short Attack at –1/-3 Attack at 0/-2 -2/-1 speed factor Str/Sta 14 R
Blades1 Blade primary weapon Dex 14
Arrow Rain Drawn Bows Can ½ move and Multiple Shot, range +2 to hit Dex/Aim 16 VR
(E) shoot full +25%
Manticore’s Long Blade and Attack at 0/-2, can -1 initiative, attack 1 free dagger throw, Dex/Bal 14 VR
Dance2 Throwing Blade throw dagger at 0/0 +1 damage long blade
Stone Battle Axe, 2H Battle +1 Damage Extra ½ attack per +1 to hit, +2 damage Str/Mus 14 VR
Cutter (D) Axe round
(E) = Elven
(D) = Dwarven
1
This style is particularly difficult to learn. Warriors (single or multi-class) must pay an extra character point to learn the style;
non-warriors must pay an extra 2. If slots are being used instead of CP’s it costs an extra slot for all characters.
1
2
This style is extremely difficult to learn. Warriors must spend an extra 2 character points (1 extra slot) to learn this style; non-
warriors must spend an extra 4 character points or 2 slots.
Style Notes :
Speed Factor Bonus : The number before the slash is the bonus to initiative if not using C&T, the number after is the
number of phases faster the weapon becomes.
Initiative Bonus : If using C&T, subtract the amount from the initiative roll, with a minimum of 1. A natural 1 still has to
be rolled to go a phase faster than usual.
Coronado Parry : The secondary weapon in Coronado is never used to attack; the character may attack with it, but loses
any style bonus and suffers the usual attacking with two weapons penalties.
Reaping Slash Follow Through : When a Reaping Slash Master kills an opponent and another opponent is in an adjacent
square the master may make an immediate attack on that adjacent opponent and -4 to hit and -2 to damage (i.e. -
3/0 after Reaping Slash bonuses are taken into account). The master can get at most one extra attack per round.
Matahachi Quick Draw : Students of Matahachi may never initiate combat. However, if they begin a combat round with
their hand on their sword they can draw it at any point in the round. However, they must attack with it straight
away at -3 (-2 if specialised). Most specialised students use this immediate attack to simultaneously draw and
parry an incoming assault, leaving them free to attack later in the round.
Arrow Rain Multiple Shot : The Arrow Rain specialist can fire substantially more arrows in a round than other bow
users. A specialist can fire a number of arrows as shown on the table below, with the same attack roll penalty for
each arrow.
No. of Penalty No. of Penalty
Arrows Arrows
3 -3 5 -9
4 -6 6 -12
Manticore’s Dance Throw Dagger : The character can throw a dagger at any opponent within range without invoking an
attack of opportunity.
New Proficiency : Style Analysis
Style analysis is the ability to identify and counter styles.
Group : Warrior Cost : 4 CP’s; 2 slots
Initial Rating : 5 Relevant Abilities : Int/Kno, Int/Rea
This proficiency may not be used while in combat. If an opponent is observed for a combat round and a proficiency
check made, the style (if any) the opponent is using has been identified. If the character then fights the same opponent, his style
bonuses are negated for that combat.
For example : Sevrin’s party gets into a fight with some bandits. The leader is brandishing a two-handed sword in a
non-standard way. Sevrin holds back for a round and observes the way the leader is fighting. At the end of the round, he rolls
a style analysis check, and succeeds. Sevrin learns the leader is using the McPherson style, enabling him to attack more
quickly and effectively. If Sevrin now attacks the leader, he will be able to negate the style bonuses, making the leader revert to
more standard fighting tactics. If the leader changes his style, he would still get the benefits of it, as Sevrin has not identified
which style he is now using.
There is a modifier to the check, based on the rarity of the style being identified :
Rarity Modifier
Common +2
Uncommon 0
Rare -2
Very Rare -4