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House rules for martial fighters in the Kartazia Setting[]

Multiple attacks: Fighters cannot normally perform multiple attacks. Only martial fighters trained in a fighting style are able to do that. Even then, martial fighters must spend 1 energy point per additional attack that they make in a given turn.  

Multiple Parry and Blocks: These can be made normally at a cumulative penalty of -4. Different fighting styles may alter this penalty.  

“Trained by a Master” and “Weapon Master”: These advantages do not exist. Instead, each different fighting style is a different advantage that must be purchased, and each of those grant a different fighting modifier to a character.  

Each fighting school gives access to a specific group of cinematic skills and maneuvers. Usual skills and maneuvers are open to all characters. Martial arts have a list of "fighting skills", which are the skills with which their modifiers apply.


Focus:[]

Martial fighters are by nature very disciplined individuals who are able to focus their mind in the task at hand. With that, they gain the ability to go beyond the limits of their bodies and minds, and can perform, truly supernatural feats. Each fighting school allows their fighters to use Focus differently.

Focus is a new pool of points that a fighter must take note of. Any character can have "Focus", but only Martial Fighters benefit from it.

Every martial fighter, regardless of which fighting school they belong to, gains 1 maximum focus point for free when purchasing their fighting school.

At every combat, all of a character's Focus points are replenished. If recovery time is critical for these points, assume a character gains 1 Focus point per minute up to his maximum.

A character can have more than 1 Maximum Focus point for 5 character points each.

Most fighting styles use the maximum focus points of a character in a way to give him some sort of bonus. To that end, maximum focus points are only counted up to 6. If the character has more than 6 maximum focus points, for the effects of style bonuses, they are considered to be 6.

Kartazia's Fighting Schools:[]

Yorglen Fighting Schools[]

Shelgan Strikers: 25 points[]

  This art was developed for the use of a sword in the main hand, and a shortsword, or a main-gauche, in the off-hand. Mainly focused on defense and the ability of counter-attacks, is the most popular fighting style of Yorglen's military.


  • Perform successive parries at -2.
  • Perform successive blocks at -2.
  • Gain an attack bonus to all of a turn's dice rolls towards an enemy they just parried which equals the highest margin by which they parried the enemy's attacks on the last turn. This bonus can be used in feints or disarms.
  • Gain a +1 bonus to short-sword or main-gauche parry if their skill level is DX+1 or DX+2. The bonus increases to +2 to parry if their skill level is DX+3 or higher in these skills.
  • Can perform multiple attacks: 2 attacks both at -3 when their fighting skill level is 16+. 3 attacks all at -6 when their fighting skill level is 19+.
  • Damage Bonus: +1 per die of basic damage if their skill level is equal or greater than DX+2



Fighting Skills: Broadsword, Shortsword, Main-Gauche, Rapier, Saber, Smallsword.

Cinematic Skills: Precognitive Parry, Sensitivity, Blind Fighting, Flying Leap, Light Walk

Cinematic Maneuvers: Binding, Dual-Weapon Attack, Fighting While Seated, Flying Lunge, Pole-Vault Kick, Roll with Blow, Springing Attack, Timed Defense.  


Focus Point Uses:


These fighters can add half their maximum focus points in their parry rolls. This does not expend the focus points. They can also use focus on the following manners:


  • Get a +4 bonus to an attack roll
  • Attack one more time in a given turn with no penalties and no Energy cost.
  • Get a +1 bonus to all attacks until the combat ends
  • Avoid the effects of a critical hit scored by an enemy, or one of his own critical misses.

Elark Archers: 20 points[]

  This art began among the Hunters of Yorglen's forests, and had a great focus on the use of the bow, later adapted to also use the crossbow. It's specially popular among the famous Yorglen Marksman.


  • Ignore penalties of size, distance and speed in a number of points up to half their Skill level - 10.
  • At skill level 15, the range of their ranged attacks is increased by 50%. At skill level 18,it increases by 100%. At skill level 21, this range is tripled.
  • If their skill level with a ranged weapon is greater then DX+2, every point by which it goes over DX+2 is a point of accuracy that they gain automatically just by holding the weapon, without having to spend a turn aiming the shot.
  • At skill level 15, they decrease the reload time of bows or crossbows in 1 turn. At skill level 17, they decrease this time in 2 turns. At skill level 19, they decrease it in 3 turns, and at skill level 21, they decrease it in 4 turns.
  • Can use arrows and bolts to block attacks. They have to let lose the arrow or bolt in the process, but they can roll an active defense to defend against any attack in their range, even if not aimed at them.


Fighting Skills: Throwing, Bow, Crossbow

Cinematic Skills: Precognitive Parry, Sensitivity, Blind Fighting, Invisibility Art, Light Walk, Power Blow, Pressure Points, Pressure Secrets, Zen Archery.

Cinematic Maneuvers: Pressure Point Strike, Roll with Blow.  


Focus Point Uses:


Elark Archers can use their focus points in the following manners:


  • Reduce by half the penalties of a ranged attack due to size, distance and speed.
  • Attack without penalties an enemy that they have not yet seen (even if blinded, even if in their back).
  • Lower the hit-location penalties by half.
  • Roll 10 + Their maximum Focus points instead of an attack roll (after applying all penalties and modifiers).
  • Can let loose 2 arrows or 2 bolts at the same time (in different enemies or not), rolling two attacks at -3, or 3 arrows or bolts rolling three attacks at -6.



Lionar Fighting Schools[]

Averi Knights: 20 points[]

This is one of the most widespread fighting schools. The Averi Knights are the bulk of Lionaran elite forces and royalty's personal bodyguards. This art is mainly concerned about the use of a sword and shield.


  • Can perform 2 attacks per turn at -3 at skill level 18+
  • Damage Bonus: +1 per die of base damage if their skill level is DX+1, or +2 per die of base damage if their skill level is DX+2 or greater.
  • Perform successive parries at -3.
  • Perform successive blocks at -1.
  • 1/3 of their fighting skill level -10 lowers their movement penalties due to the use of armor.


Fighting Skills: Broadsword, Shortsword, Two-Handed Sword

Cinematic Skills: Blind Fighting, Body Control, Mental Strength, Power Blow, Pressure Points

Cinematic Maneuvers: Binding, Fighting While Seated, Grand Disarm, Hand Catch, Pole-Vault Kick, Pressure Point Strike, Roll with Blow, Springing Attack, Timed Defense.


Focus Point Uses:


Averi Knights add half their maximum focus points in their block rolls. Besides that, they can also use their Focus points on the following ways:


  • Avoid the effect of a critical failure or one of their enemies' critical hits
  • Avoid being disarmed
  • Gain a +3 bonus in any one roll, even after the roll is made.
  • Perform a new active defense in a given turn with no penalties
  • Ignore encumbrance penalties when performing a dodge.


Muerden Gunsmiths: 30 points[]

Once a part of the Thaumaturgical Assembly of Lieran, the Muerden Gunsmiths are Kartazia's genious weaponsmiths. They broke off from the Assembly when they realized that if they were to disclose all of their secrets to the Lionaran government, that could bring about the worst war in history. Even though they are seen with suspicion by the Lionaran Government, and coveted by all others, the Muerden Gunsmiths have managed to this day maintain a pretty neutral position in international affairs, and are regarded by most as honorable mercenaries (at least, as honorable as a mercenary can get). They do adhere to their own code of conduct, by which they refrain from teaching their weaponsmithing secrets to anyone outside of their small group, but rumors abound that the Muerden gunsmiths actually chase down those who happen to discover their secrets through some parallel research.


  • Can use the Gunsmithing rules to create customized firearms.
  • Gain the Accuracy bonus of any weapon that they hold without aiming, as long as the weapon was crafted by themselves.
  • Can perform 2 attacks per turn at -3 on skill level 17.
  • Gain a hit-location bonus: +1 at skill level 14, +2 at skill level 16, +3 at skill level 18 and +4 at skill level 20.
  • Can parry normally using a firearm. Perform successive parries at -3.


Fighting Skills: Karate, Guns (Musket)/TL4, Guns (Pistol)/TL4, Guns (Rifle)/TL4, Guns (Shotgun)/TL4, Armoury/TL4 (Small Arms), Engineering/TL4 (Small Arms)

Maneuvers: Fanning (Guns-Pistol), Shoot Over Mount (Guns-Pistol), Thumbing (Guns-Pistol), Fast-Draw (Guns-Pistol), Fast-Firing (Guns-Pistol),

Cinematic Skills: Blind Fighting, Mental Strength, Pressure Points, Pressure Secrets, Zen Marksmanship, Precognitive parry

Cinematic Maneuvers: Instant-Arsenal Disarm (Armoury, Small Arms)


Focus Point Uses:

The Muerden Gunsmiths gain a bonus in their effective skill level at Armoury and Engineering which equal their maximum focus points, but only for the development of weapons. This DOES affect how many enhancement points they can distribute to the guns they craft. Besides that, they can also use their Focus points on the following ways:


  • Avoid being disarmed
  • Automatically parry any ranged attack.
  • Give a +2 bonus to all attacks of all of his allies for 3 turns.
  • Give a +1 bonus to all parries of all of his allies for 3 turns.
  • Reload a firearm in 1 turn.

Luksenar Fighting Schools[]

Kaltor Knifemasters: 25 points[]

  The Kaltor Knifemastering is a fighting style which was developed on Luksenar right after its independence, and was instrumental in assuring the stability of its first years. It is geared towards the use of knifes and aims at a precise, quick and deadly strike.


  • Perform successive parries at -1.
  • Gain an initiative bonus: +1 at skill level 15, +2 at skill level 17, +3 at skill level 19, +4 at skill level 21.
  • Can trade off their initiative value on a given turn for a damage bonus on all of their damages that turn.
  • Their "step" value equals 1/2 their fighting skill level minus 10 (up to their full move).
  • Can perform 2 attacks per turn at -3 when their fighting skill level is 16+, or 3 attacks per turn at -6 when their fighting skill level is 19+.


Fighting Skills: Karate, Brawling, Knife, Smallsword, Garrote.

Cinematic Skills: Lizard Climb, Precognitive Parry, Blind Fighting, Body Control, Power Blow, Flying Leap, Invisibility Art, Light Walk, Pressure Points, Pressure Secrets, Throwing Art.

Cinematic Maneuvers: Binding, Dual-Weapon Attack, Fighting While Seated, Flying Lunge, Pressure Point Strike, Roll with Blow, Snap Weapon, Springing Attack, Timed Defense.  


Focus Point Uses:


Kaltor Knifemasters add their maximum focus points in their initiative roll. Besides that, they can also use their Focus points on the following ways:


  • Switch places in the initiative with someone right before or right after them, for the whole combat.
  • Force everyone to re-roll initiatives.
  • Use their move bonus to damage in all attacks that turn (not only on their first).
  • Avoid the effect of a critical failure or one of their enemies' critical hits

Zaitsan Fighting Schools[]

Rovar: 20 points[]

  Created at the time of Zaitsan Revolution, the Rovar fighting school is known by its use of heavy weapons, teaching its fighters to excel with axes and hammers. Very common in the forest regions of Zaitsan and a primer among their smiths and lumberjacks.


  • Perform successive parries at -3.
  • Perform successive blocks at -2.
  • Can block attacks using their skill in "Axe/Mace" or "Two-Handed Axe/Mace".
  • Damage Bonus: +1 per die of base damage if their skill level equals DX+1, or +2 per die of base damage if their skill level equals or exceeds DX+2.
  • Can perform 2 attacks per turn at -3 when their fighting skill level is 16+, or 3 attacks per turn at -6 when their fighting skill level is 20+.


Fighting Skills: Axe/Mace, Two-Handed Axe/Mace, Polearm

Cinematic Skills: Blind Fighting, Body Control, Breaking Blow, Power Blow, Immovable Stance, Kiai, Mental Strength

Cinematic Maneuvers: Fighting While Seated, Roll with Blow, Springing Attack, Timed Defense.  


Focus Point Uses:


Rovar Fighters add half their maximum focus points in their block rolls. Besides that, they can also use their Focus points on the following ways:


  • Avoid being disarmed
  • Avoid any damage caused by ONE attack, even if magical
  • Ignore encumbrance penalties when performing a dodge.
  • Do not lose and energy point in a given turn



Akarian Berserkers: 30 points[]

  Akarian was the name given to the fighters who lost themselves to bloodlust during a combat and went mad, attacking everything in sight, At a certain point, one of these fighters managed to overcome his own madness and harness it in combat. From his victory the Akarian Berserkers came to be, one of the deadliest and scariest fighting schools of Kartazia.


  • If they attack, they always perform a total attack.
  • They are able to defend normally from an opponent when they perform a total attack, but only if they have already attacked that opponent in their turn. When defending in a total attack, they must attack that opponent in the next opportunity.
  • The margin of successes in their attack rolls is converted as a bonus to damage.
  • In skill level 16, they gain an additional attack per turn at -3, but only if they are attacked more than once on that turn, and they must use this extra attack against their attacker. In skill level 19, they gain an additional attack at -6.


Fighting Skills: Brawling, Boxing, Broadsword, Shortsword, Two-Handed Sword, Axe/Mace, Spear, Two-Handed Axe/Mace, Polearms.

Cinematic Skills: Blind Fighting, Body Control, Breaking Blow, Kiai, Mental Strength, Power Blow.

Cinematic Maneuvers: Dual-Weapon Attack, Fighting While Seated, Flying Lunge, Roll with Blow, Timed Defense, Whirlwind Attack.  


Focus Point Uses:


Akarian Berserkers add their maximum focus points in their DR. Besides that, they can also use their Focus points on the following ways:


  • Can perform defenses normally in a turn in which they made a total attack
  • Switch places in the initiative with someone right before or right after them, for the whole combat.
  • Gain a +5 bonus to their initiative value
  • Gain a +1 bonus to each damage die they roll.



Venara Fighting Schools[]

Rionte: 20 points[]

  An extremely defensive art, considered a pacifist's fighting style, it focuses on the use of the staff and the spear to a smaller extent. Very used by the guard of Venaran cities, who are all trained Rionte warriors.


  • Perform successive parries at -1.
  • Perform successive blocks at -4.
  • Damage Bonus: +1 per die of base damage if the skill level equals or exceeds DX+1.
  • Able to perform 2 attacks per turn at -3 when their skill level is 17+
  • Gain +1 to parry if skill level is 15, +2 if skill level is 19, and +3 if skill level is 23.
  • Staffs or Spears do not become unbalanced after an attack if their skill level is DX+1 or greater.


Fighting Skills: Staff, Spear, Polearms.

Cinematic Skills: Sensitivity, Blind Fighting, Breaking Blow, Immovable Stance, Mental Strength

Cinematic Maneuvers: Fighting While Seated, Flying Lunge, Pole-Vault Kick, Pressure Point Strike, Roll with Blow, Springing Attack, Timed Defense.


 

Focus Point Uses:

Anyone attacking a Rionte fighter has a penalty in their attack and damage rolls that equal their maximum focus points. This is also true for surprise and ranged attacks. Besides that, they can also use their Focus points on the following ways:


  • They can roll an active defense to defend someone else as if they were defending themselves, if the person defended is in his weapon range.
  • Perform an additional active defense without penalties.
  • Avoid gaining 5 damage points.
  • Gain a +1 in all their HT and Willpower rolls until the end of the combat.



Tergovia Fighting Schools[]

Desten: 20 points[]

  This is the fighting schools of mounted knights, widely taught in Tergovian military, whose Cavalry is unrivaled in Kartazia.


  • Ignore any restriction due to the "Riding" skill (of any type) when they fight on a mount.
  • Add to their attack rolls 1/3 of their appropriate Riding skill - 10, when fighting over a mount.
  • Can perform 2 attacks per turn at -3 when their skill level is 19+.
  • Half their skill level -10 counts as a bonus to their ST in determining is a weapon becomes unprepared after an attack, or to determine the minimum strength required to use a two-handed sword with only one hand.
  • Perform successive blocks at -2.
  • Perform successive parries at -2.


Fighting Skills: Broadsword, Shortsword, Two-Handed Sword, Shield, Lance, Spear

Cinematic Skills: Precognitive Parry, Blind Fighting, Sensitivity, Immovable Stance, Kiai, Mental Strength

Cinematic Maneuvers: Binding, Fighting While Seated, Grand Disarm, Roll with Blow, Snap Weapon, Springing Attack, Timed Defense.  

Focus Point Uses:


Desten warriors add their maximum focus points to their DR. However, that only happens if their maximum focus points is smaller than their DR. If its greater, they double their DR instead. Besides that, they can also use their Focus points on the following ways:


  • Act normally for a turn if they fail a HT roll to remain conscious.
  • Be automatically successful in a HT roll to avoid unconsciousness or death
  • Ignore all encumbrance penalties when performing a dodge
  • Use their movement bonus to damage for all of their damages on that turn.


Dobravni Gunmasters: 30 points[]

More than any other fighting school of Kartazia, the Dobravni are indeed masters at their craft: gunfights. They appeared in Tergovia as a dissidence of the Muerden gunsmiths, and even though they may not have the Muerden crafting abilities, they surely take their firearms beyond their plausible limit. A Dobravni is easily recognizable by the dozen firearms they always carry with them.


  • Can perform 2 attacks per turn at -2 on skill level 15, 3 attacks per turn at -4 on skill level 18 and 4 attacks per turn at -6 on skill level 21.
  • Anyone aimimg at them with a ranged attack has a penalty to their attack roll based on the Dobravni's Guns skill: -1 on skill level 14, -2 on skill level 16, -3 on skill level 18, -4 on skill level 20 and -5 on skill level 21.
  • Gain the Accuracy bonus of any weapon that they hold without aiming.
  • Can purchase the "Precognitive Parry" skill without prerequisites. Can use this skill with parries and with dodges.
  • Ignore enemy DR: -1 DR on skill level 15, -2 DR on skill level 16, -3 DR on skill level 17, and so on, without limit.
  • If their skill level in "Fast-Draw (Guns-Pistol)" is 14 or more, they don't have to roll it: they can assume an automatic sucess by 1 in every "Fast-Draw (Guns-Pistol)" roll.


Fighting Skills: Guns (Musket)/TL4, Guns (Pistol)/TL4, Guns (Rifle)/TL4, Guns (Shotgun)/TL4, Acrobatics

Maneuvers: Shoot Backward (Guns-Pistol), Fanning (Guns-Pistol), Shoot Over Mount (Guns-Pistol), Thumbing (Guns-Pistol), Fast-Draw (Guns-Pistol), Fast-Firing (Guns-Pistol), Close-Quarters Battle (Guns-Pistol), Double-Loading (Guns-Pistol), Off-Hand Weapon Training (Guns-Pistol), Two-Handed Thumbing (Guns-Pistol).

Cinematic Skills: Blind Fighting, Flying Leap, Invisibility Art, Light Walk, Pressure Points, Pressure Secrets, Zen Marksmanship, Precognitive parry

Cinematic Maneuvers: Dual-Weapon Attack (Guns-Pistol), Quick-Shot (Guns-Pistol), Roll With Blow (Acrobatics).


Focus Point Uses:

The Dobravni Gunmasters gain a bonus to dodge and parry ranged attacks which equal their maximum focus points. Besides that, they can also use their Focus points on the following ways:


  • Avoid being disarmed
  • Completely ignore an enemy's DR against a gunfire shot.
  • Attack twice on a given turn with no penalties.
  • Reload a firearm in 1 turn.


Arden Fighting Schools[]

Zoretsu: 25 points[]

  The sturdy Ardenian soldiers developed this technique some time before the Arden Lockdown. Its focus on big weapons is an impressive sight on the battlefield, and this style contains a psychological component along with its outstanding damage rating.


  • Perform successive parries at -3.
  • Perform successive blocks at -4.
  • Damage Bonus: +1 per die of base damage if their skill level equals DX+1, +2 per die of base damage if their skill level equals DX+2 or DX+3, or +3 per die of base damage if their skill level equals or exceeds DX+4.
  • Half their fighting skill level minus -10 is added to ST in determining if a weapon becomes unready after an attack, or in determining the necessary strength to use a two-handed weapon in one hand.
  • Can perform 2 attacks per turn at -3 when their skill level is 19+.


Fighting Skills: Broadsword, Two-Handed Sword, Two-Handed Axe/Mace

Cinematic Skills: Blind Fighting, Body Control, Breaking Blow, Flying Leap, Immovable Stance, Kiai, Mental Strength, Power Blow, Push.

Cinematic Maneuvers: Grand Disarm, Roll with Blow, Springing Attack, Timed Defense.  


Focus Point Uses:


Zoretsu fighters add 1/2 their maximum focus points in all of their attack rolls and non-cinematic rolls, and all their damage rolls. Besides that, they can also use their Focus points on the following ways:


  • Gain a +1 bonus to each damage die they roll.
  • Roll damage twice and keep the better result.
  • Can perform defenses normally in a turn in which they made a total attack
  • Use their movement bonus to damage for all of their damages on that turn.


Neodan hand-to-hand: 35 points[]

  Neodan warriors are a minority of Arden's fighters, but nevertheless an impressive minority. The style was smuggled out of Arden some time ago and currently schools can be found on other places as well. This is a very popular fighting technique whose fighters can be more than a match for many armed warriors.


  • Perform successive parries at -2.
  • Gain a +1 to hand parry on skill level NH 15, +2 on skill level 18. +3 on skill level 21.
  • Can perform 2 attacks per turn at -3 when their skill level is 16+, or 3 attacks per turn at -6 when their skill level is 19+.
  • Damage Bonus: +1 per die of base damage if the skill level equals DX+1, or +2 per die of base damage if the skill level equals or exceeds DX+2. These bonuses do stack with those of the "Karate", "Brawling" or "Boxing" skills.


Fighting Skills: Karate, Judo, Boxing, Brawling.

Cinematic Skills: Hypnotic Hands, Lizard Climb, Precognitive Parry, Sensitivity, Blind Fighting, Body Control, Breaking Blow, Flying Leap, Immovable Stance, Invisibility Art, Kiai, Light Walk, Mental Strength, Power Blow, Pressure Points, Pressure Secrets, Push, Throwing Art, Zen Archery.

Cinematic Maneuvers: Fighting While Seated, Flying Jump Kick, Grand Disarm, Hand Catch, Hand-Clap Parry, Lethal Kick, Lethal Strike, Pole-Vault Kick, Pressure Point Strike, Roll with Blow, Snap Weapon, Timed Defense.  


Focus Point Uses:


Neodan fighters add their Maximum Focus points to their Strength attribute (though that does NOT give them more HP). Besides that, they can also use their Focus points on the following ways:


  • Attack one more time in a given turn with no penalties and no Energy cost.
  • Switch places in the initiative with someone right before or right after them, for the whole combat.
  • Be automatically successful in a roll to remain conscious or to avoid death
  • If they perform more than one successful attack on an enemy, they can spend a Focus point to add all of their damage before counting enemy DR.



Velusia Fighting Schools[]

Allaris Wardens: 25 points[]

  The Allaris Wardens were once the elite knights of Velusia, personal bodyguards to their mage-kings. When Velusia fell, the Allaris Wardens became a strong pacifist force, and earned themselves a good reputation as exceptional duelists. The style uses two broadswords, one in each hand.


  • Perform successive parries at -1.
  • Perform successive blocks at -4.
  • Basic penalties due to the use of weapons in both hands are -2 and -4 (instead of the usual -4and -8).
  • Can perform 2 attacks per turn at -3 at skill level 15+, 3 attacks per turn at -6 at skill level 18+, and 4 attacks per turn at -9 at skill level 21+
  • Damage Bonus: +1 per die of base damage if their skill level is DX+3 or greater.


Fighting Skills: Karate, Broadsword, Shortsword, Rapier, Saber.

Cinematic Skills: Lizard Climb, Precognitive Parry, Blind Fighting, Body Control, Flying Leap, Light Walk, Mental Strength, Pressure Points, Pressure Secrets.

Cinematic Maneuvers: Dual-Weapon Attack, Fighting While Seated, Flying Lunge, Pressure Point Strike, Roll with Blow, Springing Attack, Timed Defense.  


Focus Point Uses:


Allaris Wardens add five times their maximum focus points in their Energy, up to +10 energy points. If they are also mages, they CAN use this extra energy in their spells. Besides that, they can also use their Focus points on the following ways:


  • Attack one more time in a given turn with no penalties and no Energy cost.
  • Avoid being disarmed
  • Ignore wound penalties for 5 turns.
  • Do not lose and energy point in a given turn


Prana Knights: 35 points[]

  The Prana Knights are masters in manipulating their internal energy, often being confused with mages themselves. The style, developed in the high Avernon of the Kingdom of Velusia, was indeed created by a group of warrior mages who sought out to teach as much as they could of magic to those with no aptitude for it. Regardless, there are many Prana knights who also carry some sort of magical aptitude.


  • Perform successive parries at -2.
  • Can perform 2 attacks per turn at -2 when their skill level is 14+, 3 attacks per turn at -4 when their skill level is 16+, 4 attacks per turn at -6 when their skill level is 18+ and 5 attacks per turn at -8 when their skill level is 20+
  • With an IQ of 14, they decrease the learning time of all cinematic skills by half. With IQ 15 they decrease this learning time by 1/3, and with IQ 16 they decrease it by 1/4.


Fighting Skills: Karate, Judo, Boxing, Brawling, Broadsword, Shortsword, Rapier, Jitte-Sai.

Cinematic Skills: Hypnotic Hands, Lizard Climb, Precognitive Parry, Sensitivity, Blind Fighting, Body Control, Breaking Blow, Flying Leap, Immovable Stance, Invisibility Art, Kiai, Light Walk, Mental Strength, Power Blow, Pressure Points, Pressure Secrets, Push, Throwing Art, Zen Archery.

Cinematic Maneuvers: Binding, Dual-Weapon Attack, Fighting While Seated, Flying Jump Kick, Flying Lunge, Hand Catch, Hand Clap Parry, Lethal Kick, Lethal Strike, Pole-Vault Kick, Pressure Point Strike, Roll with Blow, Springing Attack, Timed Defense.  


Focus Point Uses:


Prana Knights add their maximum focus points in all their cinematic skill rolls, and cinematic maneuvers. Besides that, they can also use their Focus points on the following ways:


  • Use a cinematic skill or maneuver without spending a preparation time.
  • Parry with their bare hands a weapon or ranged attacks (even bullets) without penalties.
  • Roll an active defense to protect someone else within their attack range.
  • Attack one more time in a given turn without penalties.

Adaran Confederacy Fighting Schools[]

Noran Blademasters: 30 points[]

  The Noran Blademaster fighting style was developed in the Adaran provinces right before its independence as an amalgam of various fighting styles, focusing on strong defenses and counter-attacks. It was developed to fight off the Yorglen knights and these fighters have had a decisive role in the independence wars of Adara.


  • Perform successive parries at -2.
  • Damage Bonus: +1 per die of base damage if their skill level equals or exceeds DX+1.
  • Can perform 2 attacks per turn at -3 at skill level 19+
  • If their fighting skill equals or exceeds 17, they can perform a feint and an attack in the same turn, both at -3. If it equals or exceeds 20, they can perform a feint and an attack twice in the same turn, all at -6.
  • +1 in disarming attempts if their fighting skill is DX+1. +2 if their fighting skill is DX+2. +3 if their fighting skill is DX+3 or DX+4, and +4 if their skill level equals or exceeds DX+5.
  • If they attack an enemy they have just parried in their last turn, they get +1 to damage if their fighting skill is 15+, +2 to damage if their fighting skill is 17+, +3 to damage if their fighting skill is 19+, or +4 to damage if their fighting skill is 21+.


Fighting Skills: Karate, Axe/Mace, Broadsword, Knife, Polearm, Rapier, Saber, Shortsword, Smallsword, Spear, Two-Handed Axe/Mace, Two-Handed Sword.

Cinematic Skills: Precognitive Parry, Sensitivity, Blind Fighting, Breaking Blow, Pressure Points, Pressure Secrets, Immovable Stance, Light Walk.

Cinematic Maneuvers: Dual-Weapon Attack, Fighting While Seated, Flying Lunge, Grand Disarm, Pressure Point Strike, Roll with Blow, Springing Attack, Timed Defense, Whirlwind Attack.  


Focus Point Uses:


Noran Blademasters ignore enemy DR in a number of points which equals their maximum focus points. Besides that, they can also use their Focus points on the following ways:


  • Avoid being disarmed
  • Gain a +3 bonus in a skill roll, even after the skill roll is made.
  • Can perform an active defense to defend someone else in their weapon reach.
  • Can perform a normal attack in a turn they made a total defense.



Fighting Schools of the Church[]

Knights of the Fort: 30 points[]

  The Knights of the Fort, or rather, the Fortian Knights, an old and traditional order within the church, known for its employ of Eridrians in their ranks. The fortian Knights are the Church elite warriors and fearsome enemies to whomever they face in battle, their style is famed for its versatility and high efficiency when it comes to carnage.


  • Perform successive parries at -3.
  • Perform successive blocks at -3.
  • Damage Bonus: +1 per die of base damage if their fighting skill equals DX+1, +2 per die of base damage if their fighting skill equals DX+2, +3 per die of base damage if their fighting skill equals DX+3, or +4 per die of base damage if their skill level equals or exceeds DX+4.
  • At skill level 15, they get a +1 to the bonus damage of a weapon, if the weapon's bonus damage is positive. At skill level 19, they get +2 to the weapon's bonus damage (if this weapon's damage bonus is +2 or greater). At skill level 23, they get a +3 to the bonus damage of a weapon, if the weapon's bonus damage is +3 or greater.
  • Can perform 2 attacks per turn at -3 at skill level 19+.


Fighting Skills: Axe/Mace, Broadsword, Knife, Polearm, Rapier, Saber, Shortsword, Smallsword, Spear, Two-Handed Axe/Mace, Two-Handed Sword.

Cinematic Skills: Precognitive Parry, Blind Fighting, Breaking Blow, Power Blow, Pressure Points.

Cinematic Maneuvers: Flying Lunge, Pressure Point Strike, Springing Attack, Timed Defense.  


Focus Point Uses:


Fortian Knights add to their damage their maximum focus points. Besides that, they can also use their Focus points on the following ways:


  • Gain a +1 bonus to each damage die they roll.
  • Roll one weapon skill instead of another.
  • Roll damage twice and keep the better result.
  • Avoid the effect of a critical failure or one of their enemies' critical hits


Orderon Keepers: 20 points[]

  These are the Church's trained warriors. They form the bulk of the Church's soldiers and fighters, and the elite units on the Ozandrian army. Orderon Keepers are the only Army officers permissioned by the other nations to bear arms and walk freely on all Kartazian soil. They arem ostly seen escorting Church officials or caring for the security of the most important of Kartazian religious sites. The Orderon school is notorious for its use of the halberd and the spear, making it a powerful and exceptionally deadly fighting style.


  • Damage Bonus: +1 per die of base damage if their skill level equals or exceeds DX+1, +2 per die of base damage if their skill level equals or exceeds DX+2, +3 per die of base damage if their skill level equals or exceeds DX+3.
  • Can perform 2 attacks per turn at -3 when their skill level is 17+, 3 attacks per turn at -6 when their skill level is 21+.
  • Half their skill level -10 counts as a bonus to their ST in determining is a weapon becomes unprepared after an attack, or to determine the minimum strength required to use a two-handed sword with only one hand.
  • Perform successive blocks at -4.
  • Perform successive parries at -2.


Fighting Skills: Spear, Polearm, Two-Handed-Sword.

Cinematic Skills: Parry Missile Weapons, Mental Strength, Immovable Stance, Blind Fighting, Kiai.

Cinematic Maneuvers: Flying Lunge, Grand Disarm, Springing Attack, Timed Defense.  


Focus Point Uses:


Orderon Keepers add their maximum focus points to all Magical Resistance rolls and to their DR against magical damage. Besides that, they can also use their Focus points on the following ways:


  • Avoid being disarmed
  • They can roll an active defense to defend someone else as if they were defending themselves, if the person defended is in his weapon range.
  • Avoid any damage caused by ONE attack, even if magical
  • Avoid the effect of a critical failure or one of their enemies' critical hits

Hokaiko Fighting Schools[]

Ogatsuri: 25 points[]

  They say: "An Ogatsuri has no enemies". When they do, however, it doesn't last long. The Ogatsuri are honored warriors who strictly adhere to a restrictive moral code. On the Hokaiko Islands, they are all part of nobility, and the few of them who get to Kartazia surely display a superhuman skill with their weapons. Their most notable characteristic is the use of a curved blade called Katana, which only their master smiths can produce.


  • Perform successive parries at -2.
  • Damage Bonus: +1 per die of base damage if their skill level equals or exceeds DX+3.
  • Can perform 2 attacks per turn at -3 at skill level 16+ and 3 attacks per turn at -6 at skill level 20+
  • If they strike at an enemy they have just parried the last turn, this enemy has a penalty of -1 to all his defenses this turn if their fighting skill is 14. This penalty increases to -2 at skill level 18, and -3 at skill level 22.
  • Ignore enemy DR: An enemy's DR is reduced by their skill level -14, up to a maximum of -8 points of DR.


Fighting Skills: Karate, Broadsword, Two-Handed Sword.

Cinematic Skills: Precognitive Parry, Blind Fighting, Body Control, Breaking Blow, Kiai, Light Walk, Mental Strength, Power Blow, Pressure Points.

Cinematic Maneuvers: Dual-Weapon Attack, Fighting While Seated, Flying Lunge, Pressure Point Strike, Roll with Blow, Springing Attack, Timed Defense.  


Focus Point Uses:


Ogatsuri warriors add their maximum focus points to all their attack rolls ans non-cinematic rolls. Besides that, they can also use their Focus points on the following ways:


  • Attack without penalties an enemy they have not seen yet, even if blinded.
  • Gain a +4 bonus in an attack roll
  • Re-roll a failed defense
  • They can roll an active defense to defend someone else as if they were defending themselves, if the person defended is in his weapon range.


Rajari Assassins: 40 points[]

  On some places, they are considered legends. On others, speaking this name is forbidden. The Rajari are a recluse clan of assassins who teach their techniques to members outside of their family that manage to enter their temple alive. They are quick, efficient, and utterly without remorse.


  • Perform successive parries at -2.
  • Can perform 2 attacks per turn at -3 at skill level 18+
  • At skill level 15, they roll two die and keep the better result on their initiative roll. At skill level 18, they roll 3 die and keep the better result. At skill level 21 or more, their initiative die is always a "6".
  • Reduce hit-location penalties: -1 at skill level 15, -2 at skill level 17, -3 at skill level 19, -4 at skill level 21.
  • When performing a surprise attack, they add their margin of successes on their stealth roll either to their attack or damage roll, as they choose. This affects all of a turn's attack or damage rolls.
  • Can move and attack on the same turn. Their "step" value equals half their fighting skill -10, up to a maximum of their full move value.


Fighting Skills: Karate, Judo, Brawling, Boxing, Broadsword, Shortsword, Knife, Garrote, Main-Gauche, Jitte-Sai, Throwing, Whip.

Cinematic Skills: Hypnotic Hands, Lizard Climb, Precognitive Parry, Sensitivity, Blind Fighting, Body Control, Flying Leap, Invisibility Art, Light Walk, Mental Strength, Power Blow, Pressure Points, Pressure Secrets, Throwing Art.

Cinematic Maneuvers: Binding, Dual-Weapon Attack, Eye-Pluck, Fighting While Seated, Flying Jump Kick, Flying Lunge, Grand Disarm, Hand Catch, Hand Clap Parry, Lethal Eye-Poke, Lethal Kick, Lethal Strike, Pole-Vault Kick, Pressure Point Strike, Roll with Blow, Snap Weapon, Springing Attack, Timed Defense.  


Focus Point Uses:


Rajari Assassins add half their maximum focus points in all of their dodge rolls (up to +3 to dodge). Besides that, they can also use their Focus points on the following ways:


  • Get a +5 bonus to initiative, even after the roll was made.
  • Get a +3 in any one skill roll during combat, even after it was made.
  • Lower hit-location penalties by half.
  • Parry with their bare hands an attack from a weapon or a projectile with no penalties (bullets can be parried with this effect).
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