Sword Manuevers

Swordplay is one of the oldest arts of defense in the world. It has long been the choice weapon of both gentleman and scoundrel. This set of options presents opportunities across a wide variety of D6 settings, from the vibroblades of Star Wars, to the duel in Renaissance Europe, to a fantastic fantasy setting with flashing broadswords. Based on an optional rules set for a martial arts specialization, this set allows for more cinematic sword battles.

The rules for the swordplay techniques are designed to handle a wide variety of swordsmanship styles, and should be applicable through various eras of play. The basis for this set comes from the Star Wars Roleplaying game’s supplement Rules of Engagement martial arts specialization. Where the rules call for the techniques to be learned under a specialization, many gamemasters require the techniques to be learned as part of an advanced skill. The concern is that quick advancement and low point cost may overpower a character too quickly. Gamemasters are encouraged to make whichever choice suits their games and players, though this set will present the set as part of a skill specialization.

In order to create a more scenematic style of fighting, players are required to make use of a new specialization under the melee weapons skill. The new specialization is melee weapons: swordplay. For every 1D that a character increases her swordplay specialization, she may pick one of the sword techniques described below. The character may only pick one technique for every die of skill improvement; increasing a skill by one or two pips is not sufficient advancement to select a technique. Characters whose swordplay specialization is increased during character creation are eligible to select from the sword techniques.

Example: Shandru is a fighter with a melee weapons skill of 3D+2. During character creation he improves his swordplay specialization to 4D+2. He may now pick a sword technique from the list below. After an adventure, he increases his specialization to 5D. He must wait to pick a technique until he reaches 5D+2. He may then pick a second technique.

A character must also declare which swordplay technique he is using prior to making the required skill roll (unless otherwise indicated). Once the character has decided on which technique to use, he must then roll his swordplay specialization dice and meet a base difficulty level. For example, it is Very Difficult to disarm an opponent. If the roll succeeds, the character has successfully disarmed his foe. If he fails the base difficulty, then the desired affect does not take place. Some techniques may require the character to beat an opposed roll. The swordplay specialization replaces the melee weapons and melee parry rolls. Some of the techniques may be used exclusively on a defensive roll, others on an attack roll, and some may be used for either.

AdvanceEasy – This technique attempts to set a flurry of attacks and drive the opponent back, or herd the opponent in one direction or another. Even if attack is successfully parried, the player may maneuver the combat up to one meter in the direction of his choice.

BrawlEasy – When engaged in combat; the character can find an opening in his opponent’s defenses to get in close to deliver a punch or kick. If the technique is successfully employed (on either a defensive or offensive roll) the character may make a free brawling roll with no multiple action penalties.

Defensive Stance Easy – The character may choose to make no offensive actions in a round in order to bolster his defenses. Once the player succeeds in making his roll, the may then add another 2D to the total for his defense number for the round.

Double Attack – Moderate – After the player makes an attack, she may make a second attack at no penalty, though with reduced force. The second attack has a standard damage of 3D+2.
Riposte – Moderate – After the player makes a successful parry, she may make a free counter-attack with no penalty, though with a reduced force. The counter-attack has a standard damage of 3D+2.

PushModerate - When the character parries an attack, she makes a free strength roll (against the attacker’s strength) to use her sword to push the attacker backwards and onto the ground. Standing back up is an action.
Limb SlashDifficult – When the player makes an attack roll, he may choose to concentrate his attack on a specific limb, attempting to disable his opponent, rather than kill her. If the attack roll succeeds, calculate damage normally, but applying the effect only to the targeted limb. For example, if the character receives a wound to the limb, it is at a –1D penalty to all actions done with that limb. If the result would have resulted in death, then the limb is completely severed. The effect on the rest of the opponent’s body is two wound levels less than the affect to the limb. For example, if the limb is severed (on a result of “dead”) then the character is incapacitated.

Precise StrikeDifficult – On the character’s attack roll, she may attempt to strike at the joints of her opponent’s armor, hitting where her opponent is weakest. If the technique is successfully employed, the opponent looses –1D from his armor bonus. If the player exceeds the difficulty by +10 or more, the opponent looses –2D from his armor bonus.

DisarmOpposed Melee Weapons or swordplay roll – While attacking or defending the player attempts to maneuver his sword and send the opponent’s blade out of his hand and out of reach. If this technique is employed while attacking, it requires the whole of the character’s attention and thus he cannot hit his opponent to do damage.

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