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Halfling Grandmaster Sword Styles
This group of rules is based upon the house rules for critical hits and a Dragon Magazine article on fencing styles in the Red Steel campaign setting.
Grandmaster Sword Styles consist of special manuevers called 'passes'. Each 'pass' costs a Weapon or Nonweapon proficiency slot if you want that pass available for a specific sword style (short sword, katana, etc) or two proficiency slots if you want it available for any sword (the Short and Long Tight Blades group, or the Blades group altogether).
Once a swordsman has learned all the basic passes he or she (almost assuredly he, as the halfling Grandmasters in the Kiel Hills would never teach such skills to thier women. Because of this, 'he' will refer to the swordsman in question) may progress to a difficult pass (again by spending a proficiency slot. After learning all the difficult passes, the swordsman my progress to a master pass. Once the swordsman learns all the master passes he can learn an Atemi, or death stoke. All this is within a single style. A swordsman who learns one basic pass from one school, who then learns three basic passes from a second school is NOT entitled to learn the Difficult passes for that school.
In combat, when the swordsman scores a critical hit or hits by at least 4 it creates an 'opening' for a pass. The player may opt to roll regular critical damage (as per house rules) or he or she may opt to use the pass instead of the crit damage.
A note: House Rules in my campaign dictate that although the Halflings are an independant Oriental culture, the weapons are still built to be "human" sized. The Halflings simply prefer large weapons (Perhaps its a psychological compensation.) The Katana is wielded with two hands. The Wakazashi is small enough to be wielded in one hand. The No-dachi is almost unheard of in the hills. Only exceptionally large Haflings could ever use them. They are very rare.
Grandmasters are of course, very rare. Their lifestyles may vary from one extreme to another. It is possible that the Diamyo of the local province is a grandmaster. Alternatively, the old hermit living deep in the hills, isolated from the rest of the halflings may also be a grandmaster. Finding a grandmaster may be a great adventure. Finding one of the style you seek may be a story that is told for generations.
The Styles:
The Ido School
Ido-san's techniques are based upon two weapons, usually the Wakazasi and the Tanto, Saving the large Katana for killing blows (Fighter must be Specialized in Two Weapon Skill.) It is said that Ido Clan's style evolved over hundreds of years studying animals in the hills, and Ido Clan consistantly developes the most Sword Grandmasters.
- BP: Scorpion pinching to sting (First Attack Only) -- Swordsman manuevers to set up second attack in which he throws his second weapon for a +2 to hit. This attack does no damage.
- BP: White monkey breaking bamboo - Attack wounds opponent's sword arm. Foe at -2 until damage is healed (effect is cumulative, next hit with this pass makes it -4, -6, etc.) Once the foe reaches -10, he loses use of that arm.
- BP: Couger pulling down a boar - Opponent thrown off Balance until end of next round, +2 to hit. This attack does no damage.
- BP: Twin dragons playing with a pear (First Attack Only) -- Second Attack simultainiously succeds and both attacks automatically do +1 Damage.
- DP: Black couger Rushing out from the cage -- Swordsman hits opponent with hilt. Foe must make a Con check at -6 or be stunned for until the end of the next round.
- DP: Black monkey steals rice -- This pass pins foe's weapon. If the foe has initiative, he can make a Str check to break free, otherwise, the swordsman's next attack automatically suceeds and does max damage. This pass does no damage.
- DP: Golden carp facing the sky -- Regardless of attack, pass inflicts max damage for both attacks and does not negate any other. (This pass effectively gives the swordsman an extra hit.)
- MP: Yellow dragon leaves the gate (First Attack Only) -- The first weapon does no damage, the second damage does max damage if it hits. If the foe has any remaining attacks, they are all parried. The swordsman automatically beats the foe's initative in the next round.
- MP: Sun shines on a diamond -- Swordsman whirls blades so fast, confusing the fow who misses all attacks and is at -2 to AC until the end of the next round.
- Atemi: Ido at the couger hunt -- Swordsman strikes with both weapons doing max damage, opening both sides of opponent's neck. Opponent cannot fight and dies in 2D4 rounds if cure serious wounds or better is not used.
Hirohita School
Legend has it, Hirohita Clan developed these techniques fighting Ogres in "the old world." This style emphisizes great strength. The Swordsman must have a Strength of 13 or more to learn these styles. All Hirohita passes do regular damage unless otherwise stated.
- BP: Hinoshi Ichi -- Attack delivers a crushing blow to opponents head, doing +2 damage. Foe must make a Con check at -4 or be stunned, automatically missing his next attack.
- BP: Hinoshi Ni -- Swordsman forcefully drives opponent back. Foe must make a Str check at -4 or be forced back D4+2 yards.
- BP: Hinoshi San -- Swordsman rushes in, knocking opponent's weapon to the ground. Swordsman gets a +2 to hit on his next attack and wins initative in the next round.
- BP: Hinoshi Shi -- Foe must make a Str check at -4 or be knocked to the ground.
- DP: Chinoshi Ichi -- Swordsman lunges, inflicting double damage +2.
- DP: Chinoshi Ni -- Foe is rammed through with the swordsman's blade inflicting maximum damage. Foe must save vs paralization -2 or flee.
- DP: Chinoshi San -- Opponent's weapon is struck with great force. If opponent has two weapons, the swordsman may choose which is struck. Weapon must save vs crushing blow at -2 or be destroyed. This pass does no damage.
- MP: Bunoshi Ichi -- Swordsman opens a wound in opponent's forehead, blinding him with the flow of blood. Foe is at -2 to initiative and to hit the first tyme this pass is used. -4 the second tyme. -6 and one eye is gouged out the third tyme and -8 and both eyes are gouged out on the fourth.
- MP: Bunoshi Ni -- Opponent is hit for maximum damage and swordsman grabs any nearby object (within reason) and strikes opponent for an additional D4+1 +Str damage.
- Atemi: Inoshishi -- Swordsman disembowels foe doing maximum damage. Foe cannot fight and will die in 2D4 rounds unless a cure serious wounds or better is used.
Spider Monkey School
Spider Monkey school is a strange fighting style, often disorienting and confusing it's opponents. Spider Monkey Grandmasters are often hermits and journymen, rarely staying in one place for long. The style itself is characterized by hoots and screaches coupled with erratic movements mimicing the spider monkeys it is named for. This style requires great dexterity. Practitioners must have a Dex or Tumbling of 13 or greater.
- BP: Monkey catches the Bird -- Attack delivers a wound to the foe's leg. Foe is at AC -2. A second pass puts him at -4, then -6, etc. When the foe reaches -10, the leg becomes useless and the foe falls.
- BP: Monkey steals the fruit -- Attack precisely cuts a single non-living object (a belt, a candle wick, an earring, etc). This attack does no damage.
- BP: Monkey scares the dog -- The swordsman puts on such an impressive display of prowess that the foe must save vs paralyzation or disengage (either by surrender, fleeing, being too impressed, etc). Foe will not fight the swordsman for at least a week.
- BP: Monkey hides in the grass -- Swordsman confuses foe with erratic movements, swirling blade, and flashing cloak. Foe's next attack automatically misses.
- DP: Monkey makes his mark -- Swordsman carves his personal mark on opponent's forehead, chest, armour, etc. Attack does regular damage and the scar requires regeneration to heal. The shock gives enables the swordsman to automatically win initative next round.
- DP: Monkey steals the coins -- The swordsman nimbly disarmes the opponent creating an opening for a free attack. The first attack does no damage.
- DP: Monkey evades the captors -- Swordsman dances (tumbles, flips, etc) past a foe (even if that foe is blocking the way, standing in the doorway, etc). Foe loses any remaining attacks. Monkey wins initative in the next round as the foe turns to face him.
- MP: Monkey ruins the net -- Swordsman creates an opening for 1d3 additionaly attacks to be used immediatly.
- MP: Monkey jumps over the fence -- Swordsman rolls through opponents legs, jumps over his shoulders, ducks past him, or in some other flashy way evades the foe, comming up behind him. Swordsman makes a second attack roll at +2. If this attack suceeds it does max damage. If the Swordsman is a fighter/thief, he may make an IQ check after rolling up behind his foe to make a backstab for max damage!
- Atemi: Monkey bares his fangs -- Swordsman pierces foe through the chest. Opponent cannot fight and will die in 2d4 rounds unless cure serious wounds or better is used.
White Dragon School
The White Dragon fighting style is the youngest of the four dominate Halfling Grandmaster schools. There is evidence that the Grandmaster, Tanaka-san, studied with Elven fencers and incorperated many of their flashy techniques into his style. This school emphisises control and skill rather than brute force.
- BP: Fire over metal, one -- Opponent must make a Str check at -4 or he drops all weapons. This attack does no damage.
- BP: Water over fire, one -- Opponent recieves a wound to the leg. Foe is at -2 to AC and initative. A second pass puts him at -4, then -6, etc. When the foe reaches -10, the leg becomes useless and the foe falls.
- BP: Earth over water, one -- Swordsman manuevers for position. The foe's next attack is automatically parried, and swordsman gets a +2 to hit on his next attack. This attack does regular damage.
- BP: Wood over earth, one -- Swordsman unbalances foe. Foe must make a Dex check at -4. If successful, the foe stumbles and is at -2 to AC and initative until the end of next round. If the foe failed the dex check, he falls. This attack can cause no damage, if the swordsman desires.
- DP: Metal over wood, one -- Swordsman engages in a flashy display of weapon prowess that frightens the opponent. Foe must save vs paralyzation at -2 or disengage.
- DP: Fire over metal, two -- Attack strikes the opponents sword arm. Foe is at -4 to hit. A second pass will take him to -8 (or -4 on both arms). A third hit on the same arm from this pass will render it useless.
- DP: Water over fire, two -- The Swordsman locks blades with the opponent, closing to face to face. Neither can attack unless one retreats. However, the one who retreats automatically loses initative and is at +2 to hit. A contest of strength may be used to shove the opponent away for no bonuses.
- MP: Earth over water, two -- This attack delivers a hard blow to the foe's head. The foe must make a Con check at -8 or pass out. This attack does 1/2 damage.
- MP: Wood over earth, two -- Swordsman disarms his foe and shreds his clothing over a vital area. Foe must save vs paralization at -4 or flee. This attack can cause no damage if the swordsman desires.
- Atemi: Metal over wood, two -- Swordsman severs opponents sword arm. Opponent's HP are dropped to half of what they were or max damage whichever is more. If the opponent is still conscious he must make a System Shock roll or go unconscious. He will bleed to death in D4 hours unless cure serious wounds or better is used.
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