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Regain Composure Bladework Brawling

Major Action (Daring + Melee vs. Defense) Major Action (Daring + Brawl vs. Defense)
Major Action
Make a "regular" attack with any melee weapon. If your Do ld2 damage + half your Might. Gauntlets increase
Sacrifice a Major Action to regain 1 Composure, or spend
attack takes down a pawn and you are adjacent to another damage to ld3, kicks do ld3 dmg with -1 to hit. If your
1 Fortune to regain 1 Composure without losing an action.
pawn, you may make another Bladework attack at -1. If attack takes down a pawn and you are adjacent to another
that pawn is defeated and there is another adjacent, you pawn, you may make another Brawling attack at -1. If that
may make another attack at -2, and so on until you fail to pawn is defeated and there is another adjacent, you may
defeat an adjacent pawn or there are none remaining. make another attack at -2, and so on until you fail to defeat
an adjacent pawn or there are none remaining.
Mastery:+1 Damage with Bladework
Mastery:+1 Damage with Brawling

Ranged Attack Blade Throw Choke/Crush


Major Action (Savvy + Ranged vs. Defense, Range Modifiers) Major Action (Flair + Melee vs. Defense, Range Modifiers) Major Action (Might + Brawl vs. Brawl)

You throw a knife; or fire a crossbow, bow, firearm at your You throw your sword or main gauche at your opponent. You must have the opponent grappled first. You do 1+Might
opponent. They cannot Yield Advantage to a ranged attack A thrown sword has a very short range (5' range damage to the opponent, and they cannot Yield Advantage. If
but can spend 1 Fortune Point to turn it into a Close Call. increment) and halves Might for damage, but you get to go your attack fails, the enemy escapes your grapple. NOTE: You
cannot make any Reactions until you let go. You are vulnerable to
2 phases sooner than you would normally act. Of course,
Mastery:+1 Damage with Ranged Attack attacks by other people, being At a Loss and unable to Yield
doing this does leave you unarmed. Targets cannot Yield Advantage to their attacks. If you are damaged while using
Advantage to a ranged attack, but can spend 1 Fortune Choke/Crush, you immediately lose your grapple as well. You get
Point for a Close Call. +2 to attack and damage if using a garrote to Choke.

Mastery:Bonus Die to hit, +1 to avoid Blade Throw Mastery:+1 Damage with Choke/Crush

Dirty Fighting Disarm Glide


Major Action (Flair + Brawl vs. Defense) Major Action (Might + Melee/Brawl vs. Might + Melee) Major Action (Flair + Melee vs. Might)

You throw sand in the enemy's eyes, pull a rug from under You must begin in a Bind, or grappling the opponent. If unarmed, When your weapon is in a Bind, you slide your sword
their feet, kick them in the groin, etc. The enemy is At a use Brawl instead of Melee. A two-handed weapon gives +2 to around theirs and attack anyway. This attack does only
Loss until they expend a Major Action or 1 Advantage to either combatant. If you succeed, their weapon falls to the ground half damage, but if you succeed, you free your sword in
ld6 feet away. On a Mighty Success, you take the weapon. You
recover. the process.
can also try a Quick Disarm (without binding first) trying to whirl
Mastery:Bonus Die to attack, +1 to avoid Dirty Fighting. the weapon out of the foe's grip, but this adds a Penalty Die. After Mastery:Bonus Die to Glide rolls, +1to avoid Glide attacks
a successful Parry, you can try a Quick Disarm as a Reaction or as
a free action following a Mighty Success Parry.

Mastery:Bonus Die on Disarm rolls, +1 to avoid Disarm


Hilt Punch Hurl Axe/Spear Lunge
Major Action (Might + Melee vs. Defense) Major Action (Might + Ranged vs. Defense, Range Modifiers) Major Action (Daring + Melee vs. Defense)

You hit the opponent with the pommel, butt, or haft of You toss an axe, spear, or other heavy thrown weapon at You leap forward in an all-out attack, doing +ld6 damage
your weapon. This only does ld3 Dmg; however, the your foe, adding half your Might to damage. The target but you get -1 Defense and cannot Yield Advantage until
opponent has a Penalty Die on their next attack, Reaction, cannot Yield Advantage, but can spend 1 Fortune Point for after your next turn. NOTE: you must be wielding an
or initiative roll. a Close Call. impaling weapon, like a rapier, bayonet, dagger, etc.

Mastery:A Bonus Die to Hilt Punch rolls, +1 to avoid Hilt Mastery:+1 Damage when hurling an axe or spear Mastery:You don't have a -1 Defense penalty.
Punch attacks.

Moulinet Quick Cut Staple


Major Action (Might + Melee -1 vs. Defense) Major Action (Flair + Melee vs. Defense) Major Action (Flair + Ranged/Melee - 2 vs. Def, Range Mods

You swing your weapon around in a great arc. You can You make two quick cutting attacks at the foe with a single action. You pin an enemy's clothing to the wall using an impaling
make an attack against everyone near you (at -1 to hit), You perform this Maneuver 1 phase sooner than you would weapon such as a dagger, arrow, or rapier. The weapon
however you cannot use any Reaction until your next turn. normally act. The attacks may be against the same foe or two remains lodged in the wall. Freeing oneself takes a Major
adjacent ones with no penalty for Splitting your action. Quick Cut
NOTE: you must be wielding a swung weapon like a Action. If a weapon arm is pinned, it cannot make any
only does half damage (Round Down), and may not be used with
cutlass, claymore, halberd, staff, etc. to use this Maneuver. a heavy or 2-handed weapon.
Active Defense or attacks with that arm until it is freed.
Targeting the sleeve of an opponent's weapon arm raises
Mastery:+1 Damage with Moulinet Mastery: A Bonus Die to hit with the first attack, +1 to the penalty to hit from -2 to -4.
avoid Quick Cut attacks.
Mastery:Reduce the Difficulty by 1

Sword Break Tag Goad


Major Action (Contested Damage Roll) Major Action (Flair + Melee vs. Defense + Daring) Major Action (Daring + Career vs. Daring + Career)
or Tough (-4) Flair + Melee
You must first Bind your opponent's weapon, or have some other Goad is in essence daring an enemy to hit you. If you
special circumstances (like a Mighty Success when parrying) to You use your blade to write your initials, slash off an enemy's succeed, the enemy has a Penalty Die to attack anybody
Sword Break. Each of you roll damage with your weapon, mustache, put out a candle, or some other impressive act. If you but you. If you fail, the enemy gets a Bonus Die to attack
ignoring Might. If your roll is greater, their weapon is broken. If are targeting an object, the total difficulty must be -4 or greater to
you. Either way, you get their attention. This effect ends
their roll is equal or greater, no weapon is broken. A broken sword be sufficiently impressive. If you succeed in tagging a person they
can function as an improvised dagger. NOTE: this Maneuver is
instantly if you or the enemy is attacked by anybody else.
must Yield Advantage or lose 1 Composure. If you tag an object,
used to break any weapon, not only swords. A firearm counts as any opponents engaged in combat with you (or intending to be) This technique can be an effective way to initiate a one-on-
a club for purposes of this Maneuver. are awestruck and must spend a Minor Action to recover. one duel even in the midst of a crowded melee, possibly
enticing an enemy to pursue you across some precarious
Mastery:+1 bonus to the damage roll to determine breakage Mastery:A Bonus Die to Tag, +1 to avoid Tag Maneuvers. terrain and ordering their lackeys to leave you to them.
Taunt Intimidate Trick
Major Action (Flair + Career vs. Flair + Career) Major Action (Flair + Career vs. Daring + Career) Major Action (Flair + Career vs. Savvy + Career)

If you succeed, your opponent shows embarrassment and If you succeed, the foe is scared, and loses 1 Composure. If you succeed, the foe has fallen for your deception and is
frustration, and loses 1 Composure. Instead of a penalty to The penalties from Composure loss to intimidation do not taken aback by it. Instead of losing Composure, they get a
all dice rolls, however, Composure lost to a Taunt instead apply to rolls to escape the scene. Penalty Die on their next roll, even if that is an initiative
gives a penalty to Defense, as their anger makes them roll. These effects are not cumulative with other tricks.
reckless.

Social Defense Gambit Horsemanship


Major Action / Reaction (Quality + Career) Minor Action (Special Task Roll) Minor Action (Flair + Melee vs. Savvy)

This works like a verbal Parry, where you essentially cut off the When you attempt a Gambit, describe what you want to do, and Horsemanship is used to get around or past an opponent or
other person and leave them dumbstruck before they can finish the GM will tell you the Difficulty and which Quality, Career, or obstacle or allow you to disengage from an opponent unwilling to
their barrage. To do this, roll using the Quality that was being Combat Ability to add to the roll. In addition, there will be a let you escape. The difficulty is either the foe's Savvy or a set
attacked along with any appropriate Career. This is a contested consequence for failure on the check, but also a benefit for difficulty decided by the GM based the obstacle. In some
roll against the opponent's attack. If it equals or exceeds their succeeding on the check. A few examples of Gambits that a player scenarios, the GM may declare that a certain position (such as the
attack is stopped dead. If you get a Mighty Success, you may make might attempt include jumping on an enemy's back, sliding top of the hill) is very advantageous in a fight granting +1Defense
a free Social Combat attack against them (a truly witty riposte). If through their legs, leaping or swinging across a chasm, walking or +1Melee to whoever holds that position. Taking such a position
you roll a Calamitous Failure, you lose 2 Composure instead of 1. along a narrow beam, knocking over a bookcase, sliding down the off an opponent would require a Horsemanship roll.
stairs on a shield, cutting the rope on a chandelier and riding it to Mastery: Bonus Die to Horsemanship Rolls, +1 to resist
the second floor, using oil to light your weapon on fire, etc. Horsemanship by opponents.

Forefend Maneuver Study Opponent Aim Shot


Minor Action (Special) Minor Action (Savvy + Duelist vs. Duelist) Minor Action (Special)

Roll a Savvy + Duelist (Career) test for you vs. the opponent's
Name an offensive Melee or Brawl maneuver. Your You expend a Minor Action, and increase the range
Duelist Career (you learn their rank automatically when
opponent gains a Penalty Die to use it against you. This increment of your next ranged attack by 10 feet.
performing this Maneuver). If the opponent does not have Duelist
lasts until you disengage (either on purpose or by Yielding or the equivalent, you make an Easy (+1) test instead. If you
Mastery:You get a Bonus Die to your next ranged attack.
Advantage), or use Forefend Maneuver again to name a succeed, you learn one fact about their fighting technique. On a
different maneuver. Mighty Success you learn two facts. On a Calamitous Failure, you
give yourself away and your opponent gains 1 Advantage (even
Mastery: Choose two maneuvers when you use Forfend over their maximum)
Maneuver.
Mastery: Bonus Die to Study Opponent, +1 to resist Study
Opponent
Barehand Bind Beat Bind
Minor Action (Daring + Brawl vs. Melee) Minor Action (Might + Melee, +2 with 2-handed weapon) Minor Action (Might + Melee vs. Melee)

You grab an enemy's blade taking ld3+l damage and your You knock your opponent's blade aside, spoiling their next parry You trap the enemy's sword with your own. The opponent can
opponent must make a Daring check or lose 1 Composure. If they or attack. If you succeed, you or an ally gets a Bonus Die to the spend a Minor Action (rolling Might + Melee vs. your Might) to
lost Composure, make a free Bladework or Brawling attack with break free (or they can let go of the weapon, or use the other arm).
next attack against the opponent OR the opponent gets a Penalty
your other hand. You take damage each round you maintain the Of course, you cannot use the weapon you are binding with either.
Die to their next attack with that weapon. NOTE: You or your
hold, but a glove or gauntlet reduces it. Enemy may free their NOTE: The target of a Bind will get a +2 Bonus if using a 2-Handed
opponent get a +2 Bonus to Beat (or to resist it) if using a 2-Handed
weapon with a Major Action rolling Might + Melee vs. your Might, Weapon (unless you are as well). Don't forget that when you Bind
Weapon. So an opponent with Might 2 and a Halberd would give an opponent's weapon, you draw in Corps-a-Corps with them,
and you take 1 damage. You may use this as a Reaction following
Barehand Parry. a difficulty of -4, not -2. and either of you can then try to Disarm the other.

Mastery: You may use this as a free Reaction if you have Mastery: Bonus Die to Beat rolls, +1 to avoid Beat Maneuver. Mastery: You may use Bind as a Reaction following a
succeeded on a Barehand Parry. successful Parry

Feint Footwork Grapple


Minor Action (Flair + Melee vs. Savvy) Minor Action (Savvy + Melee vs. Savvy) Minor Action (Might + Brawl vs. Might)

Your blade zigs when the foe thinks it was going to zag. If an opponent or obstacle is blocking your way, you can roll You grab the enemy and hold onto them. They are now Corps-a-
You get a Bonus Die to your next attack against that foe. Footwork to get around it or disengage from an enemy. The Corps with you. The enemy cannot get away from you unless they
difficulty is either the foe's Savvy or a set difficulty decided by the make a Grapple check against your Might using a Minor Action.
Mastery: Bonus Die to Feint rolls, +1 to avoid Feint GM based on how difficult the obstacle is to bypass. In some If you are trying to Grapple an armed opponent, you have a
Maneuvers. scenarios, the GM may declare that a certain position (such as the Penalty Die. They may also attempt to Parry your Grapple, in
top of the stairwell) is very advantageous in a fight granting +1 which case you take ld3 damage to the hand if they succeed.
Defense or +1 Melee to whoever holds that position. Taking such NOTE: Grapple sets you up to use the Choke/Crush and Disarm
a position off an opponent would require a Footwork roll. Maneuvers as well.

Mastery: Bonus Die to Footwork rolls, +1 to resist Footwork. Mastery: Bonus Die to Grapple rolls, +1 to resist Grapples.

Quick Draw Quick Mount / Dismount Quick Load


Minor Action (Hard [ - 2 ] Flair + Ranged / Melee) Minor Action (Hard [-2] Flair + Career) Minor Action (Hard [-2] Savvy + Ranged

You try to arm yourself quickly. If you succeed at this roll, You try to mount or dismount a horse quickly. If you You try to load your firearm or crossbow quickly. You may
you draw your weapon quickly but do not expend the succeed at this roll, you leap onto (or off) the saddle but do add a Career bonus from Soldier to this roll, as military
Minor Action. If you fail, you either spend the Minor not expend the Minor Action. If you fail, you either spend drill helps. If you succeed, it counts as if you spent two
Action drawing your weapon, or split your action, and the Minor Action or split your action and take the penalty. Minor Actions loading the weapon instead of one. If you
take the penalty. fail, the action was wasted. NOTE: This action cannot be
Mastery:Success is Automatic (you always can mount or
split (effectively, it already has been).
Mastery: Success is Automatic (you always can draw a dismount a horse without expending a Minor Action or
weapon without expending a Minor Action or taking a taking a penalty). Mastery:You get a Bonus Die to Quick Load rolls.
penalty).
Shove / Trip Dodge Barehand Parry
Minor Action (Might + Brawl vs. Might) Reaction (Special) Reaction (Contested Roll: Daring + Brawl +1 vs. Enemy Attack)

You ram the opponent with your shoulder or sweep their You spend your Reaction side-stepping, rolling, ducking, You use your bare hand to block your enemy's sword! Sure, it
foot, knocking them off their feet or against the rails. The leaping over enemy attacks, etc. You get +2 Defense hurts, but it beats being run through. This is a contested roll
opponent is At a Loss until they expend a Minor Action to against all attacks this phase, including Ranged. So an against the enemy's attack, like a Parry. If you succeed, you take
ld3 damage, regardless of the regular damage of the weapon,
get up on their turn. The character can hastily get up on attack that just barely hit will instead miss if you Dodge.
ignoring the foe's Might. A heavy glove or metal gauntlet helps
their turn by splitting their action and taking the penalty. reduce the damage. You can immediately follow this Reaction
Mastery:You may make 1 free Dodge per round.
with a Barehand Bind, treating that as a Reaction.
Mastery: A Bonus Die to Shove/Trip rolls, +1 to avoid
Shove/Trip Maneuvers. Mastery:A Bonus Die on Barehand Parry rolls.

Cloak Parry Parry Riposte


Reaction (Contested Roll: Flair + Melee vs. Enemy’s Attack) Reaction (Contested Roll: Savvy + Melee vs. Enemy’s Attack) Reaction (Savvy + Melee vs. Defense)

Using a cloak, large hat, towel, or some other heavy cloth, Using your weapon, you block your foe's attack. This is a With expert timing, you attack your opponent
you can block an enemy's attack by spending a Reaction. contested roll. Your roll must equal or exceed the attack immediately following your successful Parry or Dodge.
This is a contested roll against the enemy's attack, like a roll your opponent made.
Mastery:You may make 1 Free Riposte per round.
Parry.
Mastery:You may make 1 free Parry per round.
Mastery:You may make 1 free Cloak Parry per round.

Stop-Thrust
Reaction (Contested Roll: Daring + Melee vs. Enemy’s Attack)

You try to impale your enemy on your blade, rather than blocking
their attack. This is a contested roll against the enemy's attack, just
like a Parry. If you succeed, you have managed to impale them
before their blade strikes you and you roll damage with a +2bonus
against them. If the enemy survives this attack, however, their
attack hits you (for normal damage). If your Stop-Thrust roll fails,
they hit you with +2 to the damage. NOTE: Neither you nor the
opponent can Yield Advantage when using this Reaction.
Mastery:A Bonus Die to Stop-Thrust rolls, and +1 to avoid Stop-
Thrusts.

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