Swordsman Schools
Studying a Swordsman School gives the student access to a wide variety of abilities, which are difficult or impossible to match through other less arduous methods of study. Each Swordsman School requires the previous purchase of the two asic Curriculum Skills for the School. Once the Basic Curriculum is covered, the character may become an Initiate or Apprentice of the school.
In order for a student to increase his Rank in a School, he must first have improved both of his Basic Curriculum Skills to the Rank he wishes to obtain in the School. Thus if the Basic Curriculum is Fencing and Knife, for the student to achieve Rank 3 in his School, he must already have at least Rank 3 in both Fencing and Knife. Increasing the Rank of a Swordsman School costs 8 CP (24 XP), regardless of the Rank.
A Swordsman uses all of the Knacks granted by the school at a Rank equal to his Rank in the School. He must use the Rank of the School that he is currently using, even if he has a higher Rank in another School which grants the same Knack.
Initiate- A character may purchase Initiate level in a school if he possesses the Basic Curriculum Skills at Rank 2 or higher. This grants all 4 of the School's Swordsman Knacks at Rank 2. Initiates are considered to have a Mastery level of 0 in the School.
Apprentice- A character may purchase Apprentice level in a school if he is an Initiate of the School, and possesses the Basic Curriculum Skills at Rank 3 or higher. This grants the Apprentice ability for the School, and increases the Rank of his Swordsman Knacks to 3. Apprentices are considered to have a Mastery Level of 1 in the School.
Journeyman- A character may purchase Journeyman level in a school if he is an Apprentice of the School, and possesses the Basic Curriculum Skills at Rank 4 or higher. This grants the Journeyman ability for the school, and increases the Rank of his Swordsman Knacks to 4. Journeymen have a Mastery Level of 2 in the School.
Master- A character may purchase Master level in a school if he is a Journeyman of the School, and possesses the Basic Curriculum Skills at Rank 5 or higher. This grants the Master ability for the school, and increases the Rank of his Swordsman Knacks to 5. Masters have a Mastery Level of 3 in the School.
Grandmaster- A character may purchase Grandmaster level in a school if he is a Master of the School, and possesses the Basic Curriculum Skills at Rank 6 or higher. This grants the Master ability for the school, and increases the Rank of his Swordsman Knacks to 6. Grandmasters have a Mastery Level of 4 in the School.
Skill beyond Grandmaster can be purchased, which will increase the Swordsman Knack Ranks, but will not further increase the Mastery Level beyond 4. This still requires the Basic Curriculum Ranks to be equal to or greater than the new Swordsman Knack Ranks.
Grandmasters (and higher) may also learn how to use the techniques of the School even when fighting using another School, so long as the technique does not rely on weapons incompatible with those being used by the other school. This benefit is symmetrical- a Grandmaster of Aldana who is also a Journeyman of Torres could learn to use Aldana techniques while fighting with Torres, as well as use Torres techniques when fighting with Aldana. Each such school combination must be learned independently, and costs 8 CP (24 XP). If the two styles share a Swordsman Knack, this also allows the Grandmaster to use the higher Rank in that Knack, regardless of which style he is currently using.
Each Round, all characters must declare which Swordsman School they are using for that Round. Characters may only use the Swordsman Knacks and School abilities for the School they are currently using, unless they are Grandmasters who have paid the cost to integrate the two styles.
Swordsman Knacks
(F) is a Finesse Action, (W) is a Wits Action, (-) does not require an Action
- Banter(W)
- Beat(W)
- Bind(F)
- Corps-a-corps(F)
- Cutting Remark(W)
- Disarm(F)
- Double-Attack(F)
- Double-Parry(W)
- Feint(W)
- Flourish(W)
- Lunge(F)
- Mount Attack(F)
- Pin(F)
- Pommel Strike(F)
- Quip(W)
- Reprise(W)
- Stop-Thrust(W)
- Tagging(F)
- Trick Shot(-)
- Wall of Silence(-)
- Wall of Steel(-)
- Whirl(-)
Parry-Defeating Knacks
The Beat, Feint, Flourish, and Reprise Knacks all share similar game mechanics. These Knacks are used to defeat the opponent's attempt to Parry. These Knacks differ only in the opponent's Trait that they target. Beat targets Brawn, Feint targets Wits, Flourish targets Panache, and Reprise targets Finesse. The attacker decides to use one of these Knacks after the opponent makes a successful Parry. This requires a current (or Interrupt) Wits Action. The base TN is the target's UPD, +5 for each Raise called for damage on the initial Attack, and +5 for each Raise called on the following Parry. This TN is further adjusted by -5 for each point of the Attacker's target Trait (Brawn for Beat, Wits for Feint, etc.), and by +5 for each point of the Defender's corresponding Trait. If this roll succeeds, the attack goes through, the opponent's Parry is wasted, and very importantly, the Attacker's Wits action is not spent, and may be used for something else. If the roll fails, the Attacker's Wits action is spent, and the Parry succeeds. The attacker may only use Parry-Defeating Knacks to assist with a normal attack, not to assist any special attacks such as Disarm, Double-Attack, or Lunge.
Specializaion
Certain Swordsman Schools grant Specialization in a particular Knack. This works just like the Specialty Knack Advantage, except that it is applied to a Swordsman Knack, which the Specialty Knack Advantage can't do.
Banter(W) - This is an improved version of the Charm Knack, which does 2k4 Social Damage, rather than 1k3. Resisted by Willpower.
Beat(W) - This is a Parry-Defeating Knack which uses extra force to knock the opponent's Parry attempt aside. Use as a Parry-Defeating Knack, targeting Brawn.
Bind(F) - This is an attempt to bind an opponent's weapon momentarily. This locks your sword (or panzerhand, or buckler) together with the opponent's weapon, preventing either of you from using the bound weapons while the Bind lasts. The weapon stays bound until the opponent frees it on his next Finesse Action. Freeing the weapon does not take the full Finesse Action, but it does increase the TN of whatever the opponent attempts by +10. Each Raise called to the Bind increases the TN penalty by +5.
Corps-a-corps(F) - This is a full-body blow against your opponent, in an attempt to knock him down. Roll Corps-a-corps against the target's PD. If successful, you inflict a 0k2 barehanded attack, and the opponent is knocked prone.
Cutting Remark(W) - This is an improved version of the Intimidate Knack, doing 2k4 Social Damage instead of 1k3. Resisted by Courage.
Disarm(F) - This is an attempt to knock your opponent's weapon out of his hands. Roll Disarm against your opponent's PD. A successful Disarm sends the weapon flying to the ground nearby. You may make 2 additional Raises to be left holding the weapon instead.
Double-Attack(F) - This is an attempt to make two attacks in rapid succession. Both Attacks use the Double-Attack Knack, and have +10 added to their TN. For game balance reasons, a successful Active Defense against the first attack also automatically blocks the second attack. This is unintuitive, but without this rule, an attacker with Double-Attack could very quickly suck away a parrying target's Wits Actions at a 2-for-1 rate.
Double-Parry(W) - This is a parry attempt which uses both weapons of a two-weapon style. This Knack may not be used if both weapons are not freely available. Defeating a Double-Parry is more difficult than defeating a normal parry. Attempts to use Parry-Defeating Knacks against a Double-Parry have their TN increased by +10. Free Raises to Parry with a particular weapon may also be used when using Double-Parry with that weapon.
Feint(W) - This is a Parry-Defeating Knack which tricks the opponent to expect the attack in the wrong place. Use as a Parry-Defeating Knack, targeting Wits.
Flourish(W) - This is a Parry-Defeating Knack which dazzles the opponent with elaborate swordplay. Use as a Parry-Defeating Knack, targeting Panache.
Lunge(F) - This is an aggressive attack which leaves you vulnerable for a moment. Roll Lunge to attack, and if successful, you roll an additional 2 Unkept Dice on the damage roll. However, your PD drops to 5 until the end of this Phase, and you may not use Active Defenses for the rest of the Phase.
Mount Attack(F) - This is the skill with which you direct your mount to attack. A normal horse's kick has a Range of 1, and will do 1k3 Base Damage. Normal horses have a Brawn of 4, making the kick damage 5k3.
Pin(F) - This is an attempt to used an arrow or thrown weapon to pin your opponent's sleeve to a handy nearby surface. Roll Pin against your target's PD. If successful, he takes no damage, but his hand is pinned until his next Finesse Action. Freeing his sleeve does not take his full Action, but it does increase the TN of the next Action by +10. Each Raise called to the Pin will increase the TN penalty by +5. You may also make 2 Raises to your attack for the specific effect of causing your opponent to drop his weapon in addition to the Pin, forcing him to either retrieve his weapon or draw another, in addition to having to free his sleeve.
Pommel Strike(F) - This is when you smash the pommel of your weapon into your opponent's face. Roll Pommel Strike as a normal attack, and if successful you inflict a 1k3 attack, and your opponent's PD is reduced to 5 until the end of the next Phase. Also, unlike other Fencing Weapon attacks, a Pommel Strike may be used when Grappled with only a +5 penalty to the TN, rather than the normal +15 to Fencing Attacks when Grappled.
Quip(W) - This is an improved version of the Taunt Knack, which does 2k4 Social Damage rather than 1k3. Resisted with Self-Control.
Reprise(W) - This is a Parry-Defeating Knack, which launches a second attack immediately after the Parry, before the opponent has a chance to react. Use as a Parry-Defeating Knack, targeting Finesse.
Stop-Thrust(W) - This is a risky counterattack which makes no attempt at defense. When an opponent attacks you, you may attempt a Stop-Thrust instead of a normal Parry. Roll Stop-Thrust against your opponent's PD as if it were a normal attack, but with +5 to your TN for every Raise that your opponent called for damage on his attack roll. If you succeed, you inflict a 1k3 Attack on your opponent. Raises called on the Stop-Thrust (beyond the TN necessary for the Stop-Thrust to succeed) increase the damage roll as if it were a normal attack. If this damage causes a Dramatic Wound, your opponent's attack is cancelled without effect. If the Stop-Thrust misses, or fails to inflict a Dramatic Wound, you still take damage from the opponent's attack as normal. Parry-Defeating Knacks may not be used to foil a Stop-Thrust.
Tagging(F) - This is a bit of flashy swordplay, intended to impress your audience. This is a Finesse Action which inflicts Social Damage. Depending on your intended effect, this may be treated as a Charm, Intimidate, or Taunt attack. The target can attempt to parry as if it were a normal attack. If the Tagging attempt succeeds, you do (Panache+1)k3 Social Damage to your target, +1k0 for each Raise.
Trick Shot(-) - This represents your ability to make difficult shots with your chosen missile weapon. Each Rank of Trick Shot allows you to cancel 5 points of TN penalties associated with range, cover, Called Shots, et cetera. This may only cancel penalties, not lower the base TN.
Wall of Silence(-) This is a defensive Knack, which improves your Social Defense by 2 per Rank, until you make your first social attack in the round. Afterwards, your Social Defense is increased by 1 per Rank.
Wall of Steel(-) This is a defensive Knack, which improves your PD by 2 per Rank, until you make your first physical attack in the round. Afterwards, your PD is increased by 1 per Rank.
Whirl(-) Whirl is a spinning attack designed to take out multiple unskilled enemies. Add 2 to your Attack Roll for each Rank in this Knack, when attacking Brutes.
School Descriptions
Refer to the legitimate 7th Sea sourcebooks for the flavor text of the various Swordsman Schools. I'm too lazy to type them, and I don't want to intrude on AEG's copyright.
Stealing the phrase from the Swordsman's Guild book, I am using the term NOHP for the common "No Off-Hand Penalty" ability of Swordsman Schools.
Avalon Schools
Andrews
- Basic Curriculum: Fencing, Scholar
- Knacks: Lunge(Fencing), Reprise(Fencing), Pommel Strike(Fencing), Wall of Silence
- Apprentice: Free Raise to Parry(Fencing). Also, your extensive training in one-on-one fighting gives you +5 to your PD when you are facing only one opponent.
- Journeyman: Your PD while performing a Lunge is now 10 rather than 5. Your focus on your opponent is strong enough that you gain +10 to your SD against all opponents other than the one you are focusing on.
- Master: Your Lunge damage is increased by +1k1. Your PD while performing a Lunge is now 15 rather than 10.
Donovan
- Basic Curriculum: Fencing, Buckler
- Knacks: Banter, Bind(Buckler), Disarm(Fencing), Flourish(Fencing)
- Apprentice: NOHP(Buckler), Free Raise to all Buckler Knacks, including Bind(Buckler).
- Journeyman: If you succeed with a Parry(Fencing) roll, and the opponent does not defeat the Parry, you inflict a 2k2 Attack on your opponent. Your Brawn does not increase this damage, but Raises made to the Parry do.
- Master: Once per Round, you may promote a Finesse Die any number of Phases wiith no penalty if using the Action Die for Attack(Fencing) or Attack(Buckler).
Finnegan
- Basic Curriculum: Pugilism, Wrestling
- Knacks: Corps-a-corps, Disarm(Unarmed), Banter, Feint(Unarmed)
- Apprentice: Your barehanded attacks do 1k3 rather than 0k2.
- Journeyman: Whenever you fail a Wound Check, subtract 10 from the remaining Flesh Wounds before determining how many (if any) additional Dramatic Wounds you take.
- Master: You reverse the penalties associated with Inebriation for the purposes of Attack Rolls, Damage Rolls, Wound Checks, and Active Defenses. You never pass out from drink. If you have the Able Drinker advantage, you still receive these bonuses (and still do not suffer any penalties to other rolls).
Goodfellow
- Basic Curriculum: Archer, Hunter
- Knacks: Pin(Bow), Quip, Tagging(Bow), Trick Shot(Bow)
- Apprentice: Add your rank in Brawn as unkept dice to your bow damage.
- Journeyman: You no longer need to spend an Action reloading, so you can attack every round. If you use Snap Shot instead of normal Attack(Bow), you can fire twice with a single Action.
- Master: You gain +1 to your Finesse for free. This bonus only applies outside of combat, or when using the Goodfellow style.
MacDonald
- Basic Curriculum: Heavy Weapon, Pugilism
- Knacks: Beat(Heavy Weapon), Cutting Remark, Lunge(Heavy Weapon), Pommel Strike(Heavy Weapon)
- Apprentice: You ignore the claymore's normal penalty of -5 to Knack Rolls made with it.
- Journeyman: Each Raise you call when attacking grants a +2 to your damage roll, in addition to the extra Unkept Die to the damage roll.
- Master: You get +1k1 to all Damage Rolls with a claymore.
Robertson
- Basic Curriculum: Cloak, Fencing
- Knacks: Double-Parry(Cloak/Fencing), Feint(Fencing), Pommel Strike(Fencing), Quip
- Apprentice: NOHP(Cloak), FR to Parry(Cloak).
- Journeyman: Free Raise to Entangle. Your distracting skill with the cloak also grants you a FR to Feint(Fencing).
- Master: You gain a combination attack where if you successfully Entangle your opponent, you may immediately make an Attack(Fencing) attack against them without spending an Action.
Castillian Schools
Aldana
- Basic Curriculum: Fencing, Courtier
- Knacks: Banter, Disarm(Fencing), Reprise(Fencing), Tagging(Fencing)
- Apprentice: Once each round, you may reduce the penalty of promoting one Finesse or Wits Action by a number of Phases equal to your Mastery Level.
- Journeyman: Add +5 to your PD.
- Master: Each Round, you get a number of Free Raises equal to your Wits. These Free Raises may be spent on any of your Fencing Knacks, Aldana Knacks, or Social Defense Knacks. Any Free Raises left unspent at the end of the round are lost.
Gallegos
- Basic Curriculum: Fencing, Pugilism
- Knacks: Banter, Disarm(Fencing), Reprise(Fencing), Tagging(Fencing)
- Apprentice: FR to Parry(Fencing) for each Mastery Level.
- Journeyman: Your centered and calm conversation during even the most intense of duels is uncanny. You may make Banter Rolls to unnerve your opponent with your composure, with two Free Raises to the roll.
- Master: You gain the ability to turn an opponent's attack back onto him. If you succeed in Parrying an opponent's Attack, you may immediately counterattack with Attack(Fencing) without requiring a separate Action.
Gustavo
- Basic Curriculum: Fencing, Horseman
- Knacks: Mount Attack, Quip, Flourish(Fencing), Tagging(Fencing)
- Apprentice: NOHP(Fencing) while mounted. FR to Cavalry Attack(Fencing). When mounted, you get +1k1 to your Cavalry Attack(Fencing) and Mount Attack Damage Rolls for the first round of combat. FR to all Horseman rolls. If you are not mounted, you still get +1k0 to your Fencing Damage Rolls for the first Round of combat.
- Journeyman: While mounted, you may make a Cavalry Attack(Fencing) and a Mount Attack with a single Action. The TN for both attacks is increased by +10. You may choose which attack to lead with. Just like a conventional Double-Attack, if the first attack is blocked by a successful Active Defense, the second attack is also automatically blocked. If unmounted, you get a FR to Fencing(Attack) and Fencing(Parry) due to your improved freedom of movement.
- Master: Your long practice in anticipating the movements of your mount aids you in anticipating the movements of others. You get +5 to your PD, a Free Raise to Active Physical Defenses (this is in addition to your Journeyman ability if unmounted), and a Free Raise to Flourish(Fencing).
Soldano
- Basic Curriculum: Fencing, Performer
- Knacks: Double-Parry(Fencing/Fencing), Flourish(Fencing), Quip, Whirl
- Apprentice: NOHP(Fencing). You get a number of free temporary Drama Dice equal to your Mastery Level at the beginning of each fight. These dice are lost at the end of the battle if not spent.
- Journeyman: You may spend Drama Dice to improve your Attack(Fencing) or Quip Damage Rolls. Only one Drama Die may be spent on a single Damage Roll. This grants +1k1 to the Damage Roll.
- Master: Once per Round, when in direct combat against the leading Villain or Henchman in the battle, you may perform a Quip which does not cost an Action. You gain a bonus to the Quip roll of +1 for each Brute you have personally dispached during this fight, and +5 for each Henchman. In addition to the normal Quip damage, you also steal 1 Drama Die from the GM. Every 2 Raises made to the Quip roll will steal an additional 1 Drama Die.
Torres
- Basic Curriculum: Cloak, Fencing
- Knacks: Banter, Disarm(Fencing), Feint(Fencing), Tagging(Fencing)
- Apprentice: NOHP(Cloak), FR to Parry(Cloak).
- Journeyman: You are able to simultaneously parry with your cloak and entangle your opponent in it. If you successfully Parry with your cloak, you may immediately roll an Entangle on your opponent without spending an Action.
- Master: You gain +1 to your Wits for free. This bonus only applies outside of combat, or when using the Torres style.
Zepeda
- Basic Curriculum: Performer, Whip
- Knacks: Cutting Remark, Disarm(Whip), Flourish(Whip), Tagging(Whip)
- Apprentice: You receive a FR to Attack(Whip). You also may spend a Wits Action to increase your PD by 5xMastery for the remainder of the Round. You lose this bonus if the whip leaves your hand or becomes entangled. You may only use this bonus once per Round.
- Journeyman: You may use Attack(Whip) in place of any of the following Knacks: Trade Skill(Animal Training), Athletics(Break Fall), Wrestling(Grapple). You may also attempt to yank your opponent's feet out from under him, but this requires two Raises, and you may not attempt to Parry-Defeat if the opponent's Parry succeeds.
- Master: The sting of your tongue and the sting of your whip have achieved extra potency. After any successful Cutting Remark or Attack(Whip) roll, you may make a Tagging roll without spending an Action.
Eisen Schools
Drexel
- Zweihander stances are detailed here.
- Basic Curriculum: Dirty Fighting, Heavy Weapon
- Knacks: Disarm(Heavy Weapon), Feint(Heavy Weapon), Lunge(Heavy Weapon), Quip
- Apprentice: Two Zweihander stances, +5 to Initiative total.
- Journeyman: Three Zweihander stances, +1 to Fear Rating.
- Master: Four Zweihander stances, additional +1 to Fear Rating.
Durchsetzungberg
- Basic Curriculum: Fencing, Scholar
- Knacks: Cutting Remark, Feint(Fencing), Tagging(Fencing), Wall of Steel(Fencing).
- Apprentice: You get a Free Raise per Mastery Level when making Called Shots with a Fencing Weapon.
- Journeyman: Specialization in Tagging. Also, you add your Rank in Tagging to all Called Shots with a Fencing Weapon.
- Master: Raises you make for Called Shots are now also treated as Raises called for damage, both for the increased damage and for the difficulty of Parrying the attack.
Eisenfaust
- Basic Curriculum: Heavy Weapon, Panzerhand
- Knacks: Beat(Heavy Weapon), Bind(Panzerhand), Cutting Remark, Disarm(Panzerhand)
- Apprentice: Broadsword with 1 hand. NOHP(Panzerhand). Each time an opponent misses your PD in a Round, you gain a FR to attack that opponent for the duration of the Round. This bonus is cumulative for the duration of the Round, but resets at the end of the Round.
- Journeyman: Whenever you make a successful Parry(Panzerhand) roll, you may attempt to damage your opponent's weapon. Roll your Brawn against a base TN of 20, +5 if the opponent weapon is not a Fencing Weapon, +5 if the weapon is a high-quality weapon (i.e. costs Character Points to purchase), and +10 if the weapon is dracheneisen. Certain quality weapons may have a further bonus to resist breakage. If this roll succeeds, all TNs for actions using that weapon are increased by 5 until the weapon is repaired. If you make 2 Raises to this roll, you break the weapon completely, making it useless (except potentially as an Improvised Weapon) until it is repaired. Once you succeed in damaging a weapon, you may only further damage it by attempting to completely break it as described above. For purposes of maintaining game balance, it is assumed that all quality or dracheneisen weapons can be fully repaired.
- Master: Once per Round, you may delay an attack to exploit an opening. This takes the form of reserving a Physical Action Die until a later Phase. If you succeed in the attack, you gain a number of Unkept Dice for damage equal to the difference between the Action Die's Phase and the current Phase, to a maximum difference equal to your Resolve.
Gelingen
- Basic Curriculum: Doctor, Heavy Weapon
- Knacks: Cutting Remark, Feint (Heavy Weapon), Lunge (Heavy Weapon), Wall of Steel (Heavy Weapon)
- Apprentice: You may purchase Specialty(Creature) and Specialty(Swordsman School) Knacks at the same cost as other Specialties. The Specialty(Creature) ability gets you the +1/+2 Rank bonus for all combat rolls when dealing with such a creature. The Specialty(Swordsman School) ability gets you +1/+2 Rank bonus for combat rols when dealing with a swordsman using that School. You get one Specialty(Creature) at the +1 level for free. You may only purchase a Specialty for a creature or school that you have personally fought, unless you can find information on the subject through research. You also get a bonus to your Damage Rolls of 2x(Specialty Rank) when fighting a creature you have studied. You do not get this Damage bonuses against swordsmen.
- Journeyman Your Damage bonus when fighting studied creatures (but not swordsmen) increases to 4x(Specialty Rank). You also get +5 x (Specialty Rank) to your PD when fighting a studied creature. If fighting a Swordsman whose school you have studied, you get 2x(Specialty Rank) to your Damage Rolls, and a flat +5 to your PD.
- Master: You now have a Specialty Rank of 1 for any creature or school that you have not studied. If you have actually studied that creature or school, your effective Specialty Rank is treated as if it was 1 higher. This makes Specialty +1 become a Specialty +2. Specialty +2 becomes Specialty +3, which is not otherwise possible.
Hopken
- Basic Curriculum: Crossbow, Soldier
- Knacks: Trick Shooting(Crossbow), Pin, Quip, Tagging(Crossbow)
- Apprentice: +1k0 per Mastery Level to your Damage Rolls for Attack(Crossbow) and Tagging(Crossbow). You may spend a single Action to both reload your crossbow and make a Social Attack, with a +5 to the Social Attack's TN.
- Journeyman: You get +1k1 to any Intimidate (or Cutting Remark, if you have it from another School) Social Attack if you are holding a loaded crossbow. You also get +5 to your PD.
- Master: You get +1 to your Crossbow Skill Rank for reloading your crossbow, which lets you reload without spending any Actions. Thus you could reload and fire in a single Action, or reload (to get your Journeyman bonus) and Intimidate.
Posen
- Basic Curriculum: Horseman, Polearm
- Knacks: Beat(Polearm), Cutting Remark, Mount Attack, Whirl
- Apprentice: While mounted, you get +1k1 to your Cavalry Attack(Polearm) and Mount Attack Damage Rolls during the first Round of combat. Once per Round, you may promote a Finesse Action by a number of Phases equal to your Mastery Level, for no penalty.
- Journeyman: You learn how to draw on your body's reserves, to gain +1 to your Brawn, Finesse, and Resolve. At the end of the first Round that you do this, you take 2k2 Physical Damage and 2k2 Social Damage. Each further Round that you maintain this ability, the end-of-Round damage increases by +1k1.
- Master: Your ability to draw on your reserves allows you to engage in a brief flurry of intense action. You may draw on your next Round's Actions. You may take as many of your next Round's Finesse and Wits Actions that you choose. The following Round, you will have that many fewer Actions to spend, unless you again draw upon the following Round's Actions. When using this ability, you take damage in the same way as in your Journeyman ability. If using both abilities together, you take damage from each ability.
Montaigne Schools
Boucher
- Basic Curriculum: Criminal, Knife
- Knacks: Cutting Remark, Double-Attack(Knife/Knife), Double-Parry(Knife/Knife), Reprise(Knife)
- Apprentice NOHP(Knife). The cost to promote a Finesse Action for making an attack with a knife is reduced by 1 Phase per Mastery Level.
- Journeyman Your opponent's TN for Active Defenses against your knife attacks is increased by 10.
- Master You may make a rapid flurry of attacks against a single opponent. The first such attack requires one Raise, which does not count toward damage. If this hits your opponent's PD (whether or not it is successfully Parried), you may make another attack, which requires two Raises which do not count toward damage. So long as you keep hitting the target's PD, you may keep taking another Raise and making another attack. Damage is rolled for each successful attack separately. You may not use this ability in combination with any Parry-Defeating Knacks.
Gaulle
- Basic Curriculum: Fencing, Knife
- Knacks: Disarm(Knife), Double-Parry(Fencing/Knife), Feint(Fencing), Wall of Silence
- Apprentice: NOHP(triple dagger), FR(triple dagger)
- Journeyman: Specialization in Disarm. Free Raise to Disarm.
- Master: You may combine an attempt to disarm your opponent with your knife and attack him with your sword, using a single Action. The TN for both Actions is increased by +5. If you succeed in Disarming your opponent of the weapon he is using for his Passive or Active Defense, your Attack will be against the opponent as if he were unarmed.
Rois et Reines
- Basic Curriculum: Firearms, Heavy Weapon
- Knacks: Beat(Heavy Weapon), Pommel Strike(Heavy Weapon), Quip, Trick Shot(Firearms)
- Apprentice: Your range with firearms (musket or pistol) increases by +15 yards per Mastery Level. NOHP(Pistol). FR to Attack(Heavy Weapon) when using a mounted bayonet.
- Journeyman: You may draw and fire a pistol using a single Action, with no penalty to the roll. Your Initiative Total is considered to be 10 higher when using a mounted bayonet.
- Master: Each Raise that you call when attacking with a firearm grants a +2 to your Damage Roll, in addition to the extra Unkept Die to the damage roll.
Tout Pres
- Basic Curriculum: Dirty Fighting, Fencing
- Knacks: Banter, Corps-a-Corps, Double-Parry(Fencing/Improvised Weapon), Flourish(Fencing)
- Apprentice: NOHP(Improvised Weapon). FR to Parry(Improvised Weapon) or Double-Parry(Fencing/Improvised Weapon).
- Journeyman: You may pick up and use any Improvised Weapon instantly without penalty. You also gain +1k0 to your damage with Improvised Weapons.
- Master: After making an Improvised Weapon attack (successful or not), you may immediately spend another Finesse Action (promoting it as many Phases as necessary for free) in order to make a Fencing Attack. The Fencing Attack may not be Actively Defended against.
Valroux
- Basic Curriculum: Fencing, Knife
- Knacks: Double-Parry(Fencing/Knife), Flourish(Fencing), Quip, Tagging(Fencing)
- Apprentice: NOHP(Knife), FR when parrying with Knife
- Journeyman: For every Raise that you make when you attack your opponent (and succeed), whether it's a Physical or Social Attack, your opponent will need to take at least as many Raises on his next Attack against you. This restriction applies even when it is a Physical Attack in response to a Social Attack, or vice versa.
- Master: You gain +1 to your Panache for free. You also gain an additional +1k0 (on top of the increased Panache) for Social Damage rolls. Both bonuses only apply outside of combat, or when using the Valroux style.
Ussuran Schools
Bogatyr
- Basic Curriculum: Hunter, Heavy Weapon
- Knacks: Beat(Heavy Weapon), Cutting Remark, Lunge(Heavy Weapon), Pommel Strike
- Apprentice: FR to attacks with an axe.
- Journeyman: +1k1 to Damage Rolls with an axe.
- Master: Fear Rating of 2. Opponents with a Fear Rating have their Fear Rating reduced by 2 when affecting you with Fear.
Buslayevich
- Basic Curriculum: Archer, Horseman
- Knacks: Reprise(Bow), Quip, Wall of Steel(Riding), Mount Attack
- Apprentice: FR to Horse Archery attacks and Riding rolls.
- Journeyman: 1 FR per Mastery Level to Trick Riding and Animal Training rolls. +1k0 to Damage Rolls for bow attacks and mount attacks.
- Master: Specialization in Horse Archery. Also, the character gets 3 free Drama Dice at the start of each battle, that he may only use when he has a bow in hand or is on horseback. These dice disappear at the end of the battle if they have not been used.
Dobrynya
- Basic Curriculum: Dirty Fighting, Wrestling
- Knacks: Banter, Beat(Wrestling), Corps-a-corps, Disarm(Wrestling)
- Apprentice: FR to Grapple, FR to Escape. Reduce damage taken from weather by -1k1 per Mastery Level.
- Journeyman: Your grapples are not broken until you take a second Physical Dramatic Wound. Each time you take Physical Damage which does not break your grapple, you inflict a free Bear Hug against your grappled opponent.
- Master: Whenever you fail a Wound Check, subtract 10 from the remaining Flesh Wounds before determining how many (if any) additional Dramatic Wounds you take. Also, you get +1k0 to your Bear Hug Damage Rolls.
Vendel Schools
Larsen
- Basic Curriculum: Fencing, Streetwise
- Knacks: Disarm(Fencing), Feint(Fencing), Pommel Strike, Quip
- Apprentice: NOHP(Lantern). You get Parry(Lantern) and Ambush as additional Knacks at the same Rank as your Larsen School Rank.
- Journeyman: Reduce the penalties associated with darkness by 5. You may attempt to dazzle your opponent with the light from your lantern. Roll your Swordsman School Rank against 5x(Opponent's Wits). If you succeed, your opponent's PD is at -5 for the remainder of the Round. Each 2 Raises called on this action increase the penalty by a further -5.
- Master: Reduce the penalties associated with darkness by 10. Your PD is at +10 when in dim light or full darkness.
Kjemper
- Basic Curriculum: Heavy Weapon, Shield
- Knacks: Beat(Heavy Weapon), Corps-a-corps, Cutting Remark, Wall of Steel(Shield)
- Apprentice: No penalty to using a longsword one-handed, NOHP(Shield), FR to Parry(Shield).
- Journeyman: You may attempt to damage an opponent's weapon or shield. Roll Attack(Heavy Weapon) against your opponent, taking two Raises to target the weapon. If your intent is to break the weapon rather than damage it, you must take 2 more Raises. This may not be Actively Defended against by Parrying with that weapon, as this would allow for an automatic hit. Each additional Raise will add +1k0 to the damage roll against the weapon. The resulting roll is used in the same fashion as the Brawn roll in Eisenfaust, with the same Target Numbers. If you beat the necessary Target Number with your Damage roll, the weapon is damaged (or broken, if you called the Raises for it).
- Master: Your longsword Damage Rolls are improved by 0k1. This is increased to 0k2 if targeting a weapon or shield with your Journeyman ability.
Leegstra
- Basic Curriculum: Heavy Weapon, Wrestling
- Knacks: Beat(Heavy Weapon), Corps-a-corps, Lunge(Heavy Weapon), Wall of Silence
- Apprentice: You may increase your weapon's damage by +0k1 by taking 2 Raises. You may do this a number of times equal to your Mastery Level on a single attack. These raises do not also add Unkept Dice to the damage, although you could take additional Raises for that purpose as well.
- Journeyman: You gain a bonus to all physical Wound Checks equal to 3xMastery.
- Master: You inflict Physical Dramatic Wounds with your Heavy Weapon as if you were using a firearm. Your target takes additional Dramatic Wounds for every 10 they fail their Wound Check by, rather than every 20.
Rasmussen
- Basic Curriculum: Courtier, Firearms
- Knacks: Banter, Pommel Strike (Pistol), Trick Shot(Pistol), Tagging
- Apprentice: NOHP(Pistol). You may draw and fire a pistol in a single Action without penalty. Increase your range with a pistol by 10 yards per Mastery Level.
- Journeyman: You may use your Trick Shot bonuses to counter the TN penalties associated with Interrupt Actions.
- Master: You may spend extra Actions to improve your aim for a pistol shot. Each extra Action spent on the shot adds +1k1 to the damage, to a maximum of +3k3. You also get a +1 bonus to your Attack(Firearms) Rank.
Snedig
- Basic Curriculum: Fencing, Doctor
- Knacks: Beat(Fencing), Feint(Fencing), Lunge(Fencing), Quip
- Apprentice: You may increase your weapon's damage by +0k1 by taking 2 Raises. You may do this a number of times equal to your Mastery Level on a single attack. These raises do not also add Unkept Dice to the damage, although you could take additional Raises for that purpose as well.
- Journeyman: Once per Round, you may make an Active Defense without spending a Wits Action.
- Master: You inflict Physical Dramatic Wounds with your Heavy Weapon as if you were using a firearm. Your target takes additional Dramatic Wounds for every 10 they fail their Wound Check by, rather than every 20.
Swanson
- Basic Curriculum: Dirty Fighting, Fencing
- Knacks: Banter, Double-Parry(Swordcane/sheath), Pommel Strike(Fencing), Reprise(Fencing)
- Apprentice: NOHP(sheath), FR to Double-Parry(Swordcane/sheath). The sheath may be used as a Fencing Weapon, with damage of 2k2.
- Journeyman: You can trip up your opponent with your swordcane sheath. Roll Attack(Fencing) with two Raises. If you hit, you do no damage, but your opponent is knocked prone. You also may draw and use your swordcane instantly. You get two Free Raises to your first swordcane attack in a combat, with an additional Free Raise if your opponent is unaware that your cane is actually a swordcane.
- Master: If you succeed with a Double-Parry, you may forfeit one Drama Die from the Double-Parry in order to keep your Wits Action from being spent.
Urostifter
- Basic Curriculum: Heavy Weapon, Performer
- Knacks: Double-Parry(Heavy Weapon), Feint(Heavy Weapon), Pommel Strike(Heavy Weapon), Quip
- Apprentice: NOHP(Heavy Weapon), No penalty for using a longsword one-handed, FR to Parry(Heavy Weapon).
with the same TN as if you were Attacking the opponent normally.
- Journeyman: FR to Feint and Quip. +1k0 to Quip damage.
- Master: +1k0 to Heavy Weapon damage. Once per round, you may perform a Quip without spending a Wits Action.
Vodacce Schools
Ambrogia
- Basic Curriculum: Fencing, Knife
- Knacks: Feint(Fencing), Lunge(Fencing), Pommel Strike(Fencing), Quip
- Apprentice: NOHP(Knife), Left-Handed Advantage when using Ambrogia, +2 to Damage Rolls with Fencing or Knife
- Journeyman:If you inflict at least 1 Dramatic Wound on your opponent, you may inflict one extra Dramatic Wound at the cost of taking a Dramatic Wound yourself. This may be used when inflicting either Physical or Social Damage.
- Master: If your opponent attacks with either a Physical or Social Attack and misses you (due to Passive or Active Defense), the base TN for you to hit him with your next attack is 5. This benefit applies only to the same type of attack (Physical or Social) that your opponent attempted. If you do not attack before the end of the Round, this benefit is lost.
Bernoulli
- Basic Curriculum: Fencing, Pugilism
- Knacks: Beat(Fencing), Corps-a-corps, Lunge(Fencing), Quip
- Apprentice: FR to Parry(Fencing). You may also spend any ready Wits Action Die to increase your PD and SD by +5 for the rest of the Round. This may not be done as an Interrupt Action. This may be done multiple times per Round.
- Journeyman: Specialization in Lunge. Your Lunges gain +1k0 to their Damage Roll (total of +3k0 for the Lunge), and the TN to actively defend against them is increased by +5.
- Master: Once per Round, you may reroll an unsuccessful Attack Roll, Active Defense roll, or Parry-Defeating Attack roll.
Cappuntina
- Basic Curriculum: Knife, Performer
- Knacks: Banter, Pin(Knife), Tagging(Knife), Trick Shot(Knife)
- Apprentice: NOHP(Knife). You may draw and throw a knife in a single Action, without penalty. You may use Feint(Knife) both when wielding and when throwing a knife.
- Journeyman: You may make a number of Throw(Knife) attacks equal to your Mastery Level, by using a single Finesse Action. You must make two Raises to each attack, which does not count towards damage.
- Master: Your multiple attacks with your Journeyman ability may be normal attacks, Tagging attacks, or Pin attacks, in any combination. If you choose not to use the full number of attacks available to your Mastery Level, each of your remaining attacks gets 1 Free Raise per attack that you sacrifice.
Lucani
- Basic Curriculum: Heavy Weapon, Pugilism
- Knacks: Banter, Beat(Heavy Weapon), Corps-a-corps, Lunge(Heavy Weapon)
- Apprentice: You may use a broadsword one-handed without penalty. Your PD is increased by +5 if you are using Footwork, and you receive a Free Raise with Footwork.
- Journeyman: Specialization in Corps-a-corps. You also get a Free Raise to Attack(Pugilism), Jab, and Uppercut.
- Master: You learn a combination attack, where you may spend one Action to perform a punch and a sword attack. Roll Attack(Heavy Weapon) for the sword, and Jab for the punch. The TNs for both attacks are increased by +5, rather than the +10 for a normal Jab.
Villanova
- Basic Curriculum: Fencing, Knife
- Knacks: Cutting Remark, Double-Parry(Fencing/Knife), Feint(Fencing), Stop-Thrust(Fencing)
- Apprentice: NOHP(Knife), FR to Parry(Knife) or Double-Parry(Fencing/Knife).
- Journeyman: Specialization in Feint. FR to Cutting Remark.
- Master: Each Phase, you may elect to reduce your PD in multiples of 5, to a minimum of 5. During that Phase, if you are attacked and perform a Stop-Thrust, your Stop-Thrust gains one Free Raise for every 5 you lowered your PD (which neatly cancels out all the Raises your opponent likely took when seeing that your defenses were down). Your Stop-Thrust also gains +1k0 to its base Damage Roll for every 5 you lowered your PD.
Specialist Schools
Bonita
Bonita is available only to members of the Invisible College.
- Basic Curriculum: Fencing, Scholar
- Knacks: Banter, Disarm(Fencing), Feint(Fencing), Wall of Steel(Fencing)
- Apprentice: FR to Parry(Fencing). Your Initiative Total is considered to be 10 higher for purposes of parrying, dodging, or escaping.
- Journeyman: FR to Athlete maneuvers made for the purposes of escape.
Your opponent's attempts to Parry-Defeat your Parries are made with a +5 penalty to the TN.
- Master: You get a +1 bonus to your Parry(Fencing) Rank. You may spend 1 Drama Die to make an Active Defense without requiring a Wits Action.
Desaix
Desaix is available only to members of the Knights of the Rose and Cross.
- Basic Curriculum: Fencing, Knife
- Knacks: Cutting Remark, Double-Parry(Fencing/Knife), Feint(Fencing), Lunge(Fencing)
- Apprentice: NOHP(Knife), FR to Parry(Knife).
- Journeyman: You gain a combination fencing/knife attack. You may spend a single Finesse Action to make a Fencing attack and a Knife attack. The TN for both attacks is increased by +10. You may choose which weapon to lead with. Just like a conventional Double-Attack, if the first attack is blocked by a successful Active Defense, the second attack is also automatically blocked.
- Master: Once per Round, you may promote a Wits Action as many phases as necessary to make a Parry or Double-Parry Active Defense without penalty.
El Punal Occulto
El Punal Occulto is available only to members of Los Vagos.
- Basic Curriculum: Fencing, Knife
- Knacks: Banter, Bind(Fencing), Corps-a-corps, Reprise(Fencing)
- Apprentice: NOHP(Knife), FR to Attack(Knife).
- Journeyman: If you succeed in a Corps-a-corps attack, you may make an additional Knife attack without spending another Action. This Knife attack does not get the Prone bonus, because the opponent hasn't fallen down yet.
- MasterIf your opponent Parries one of your Fencing attacks, you may Reprise with your knife as well as the fencing weapon. Roll Reprise(Fencing) for both attacks separately. If at least one of the attacks succeeds, you do not lose your Wits Action.
Monastic Order of Avalon
Monastic Order of Avalon is available only to Ordained characters with the Monk Skill.
- Basic Curriculum: Improvised Weapon, Pugilism
- Knacks: Beat(Improvised Weapon), Corps-a-corps, Disarm(Improvised Weapon), Quip
- Apprentice: FR to all Pugilism rolls. If you succeed in at least 3 Pugilism attacks in a fight, you get 1 Good Reputation point if there are any witnesses. This only applies to Pugilism attacks, not to improvised weapons.
- Journeyman: You may pick up and use an Improvised weapon instantly without penalty. Your Social Attacks are particularly effective against groups- you get 2 Raises to Social Attacks against Brutes.
- Master: FR to all Improvised Weapon rolls. Each time you succeed in an Active Defense against your opponent (either Physical or Social), you get a Free Raise in your attacks against him (in the corresponding Physical or Social fashion) for the remainder of the Round.
Schiuma
Schiuma is a small Vodacce School which concentrates on the use of surprise and hidden weapons. The school was founded 10 years ago by Vito Schiuma, a minor nobleman, who was Lord's Hand to Marco Vestini's father, but retired from his active duties to the Vestini family to teach full-time. He still maintains a good relationship with the Vestini family, but Marco's morals prevent him from making frequent use of Vito's services. Vito selects about half of his students personally, the rest generally being applicants who actively seek out tutoring in his style for their own (usually nefarious) reasons.
- Basic Curriculum: Fencing, Assassin
- Knacks: Double-Parry(Fencing/Knife), Feint(Fencing), Pommel Strike, Quip
- Apprentice: NOHP(Knife), draw and use a knife in a single Action without penalty. You get a Free Raise to the first use of any knife that you draw from concealment. This may be for any use of Knife Skill, or for Double-Parry. You may have a number of hidden knives on your person equal to your Assassin Skill.
- Journeyman: NOHP(Pistol), draw and fire a pistol in a single Action without penalty. You now get two Free Raises to the first use of a concealed knife, and also get two Free Raises for the first use of a concealed pistol. Each pistol counts as two knives for purposes of how many items you can conceal.
- Master: +1 to your Assassin Skill for purposes of concealing items (including your concealed weapons). Any suprise attack you make has its damage increased by +1k1. This may either be a "real" suprise attack via Ambush, or by using your Apprentice/Journeyman abilities with a concealed weapon.
Swords of Solomon
Swords of Solomon is available only to members of the Vaticine Church Guard.
- Basic Curriculum: Fencing, Shield
- Knacks: Banter, Beat, Bind(Shield), Disarm(Fencing)
- Apprentice: NOHP(Shield), Free Raise to Parry(Shield)
- Journeyman: If a group of 3 or more Church Guards are fighting together, they each get an extra Finesse Action on Phase 5 each Round.
- Master: +5 to all rolls made with a Serpent Sword. This includes Attack, Damage, Parry Active Defense, and Swordsman Knacks.
Von Blaustein
The Von Blaustein school is a brand-new school, currently studied only by its creator, Sir Gunther Hans von Blaustein of the Rose and Cross, and his apprentice, Maximilian Kopfraum. Von Blaustein is a modification of the Desaix School, which tempers the aggressive Desaix style with more defensive Eisen techniques, including the use of a panzerhand instead of a knife in the left hand.
- Basic Curriculum: Fencing, Panzerhand
- Knacks: Bind(Panzerhand), Cutting Remark, Feint(Fencing), Lunge(Fencing)
- Apprentice: NOHP(Panzerhand), FR to Parry(Panzerhand).
- Journeyman: You gain a combination panzerhand/fencing attack. You may spend a single Finesse Action to make a Panzerhand attack, and a Fencing attack. The TN for both attacks is increased by +10. You may choose which weapon to lead with. Just like a conventional Double-Attack, if the first attack is blocked by a successful Active Defense, the second attack is also automatically blocked.
- Master: You may use Bind(Panzerhand) as an Active Defense. If you succeed on the Active Defense, you block the attack as well as binding the weapon.