I’ve been working on tons of Fighting Arts over the last few months, and I’ve managed to work up the courage to share some of the ones I’m most proud of–after we finally did some playtesting. Here are a few from a campaign set in a fantasy version of Colonial India, guided by the premise that the more powerful the Technique, the more awesome.
(I know Luke’s first rule in the Anthology is not to mix ranged and melee forms, but I couldn’t come up with a compelling way to replicate 18th Century fighting styles without doing just that. Please forgive me.)
OFFICER’S SPORT
Agility
The officer wields weapons both as a symbol of his rank and a last resort in times of crisis. In a perfect world he would command his men and never need deflect an incoming blow. Yet the officer is also a gentleman, an aristocrat, and a member of the Second Estate: therefore to know how to fight is also his special pride. He takes great dignity in fencing and marksmanship.
Exponent | Forms | Actions |
---|---|---|
2 | Pistol, Hanger | Block, Avoid, Strike, Aim, Shoot, and Reload |
3 | Light Saber, Smallsword | |
4 | Heavy Saber |
Techniques | Instruction Ob | Mastery Ob | Practical Ob |
---|---|---|---|
Skirmish Training | Instruction Ob 1 | Tactics Ob 1 | OS Ob 1 |
Dual Wielding | Instruction Ob 2 | Agility Ob 2 | OS Ob 2 |
Snapshot | Instruction Ob 1 | Agility Ob 3 | OS Ob 1 |
Battle Training | Instruction Ob 3 | Tactics Ob 3 | OS Ob 3 |
Staff Officers | Instruction Ob 4 | Tactics Ob 4 | OS Ob 3 |
Rally! | Instruction Ob 3 | Command Ob 5 | OS Ob 6 |
Unto the Breach | Instruction Ob 5 | Steel Ob 6 | OS Ob 5 |
To Me! | Instruction Ob 6 | Command Ob 6 | OS Ob 7 |
- Dual Wielding: You can wield a pistol in one hand and a sword in the other and swap between each freely, action to action, within Fight!.
- Staff Officers: You know how to take good advice in stressful situations. You may receive assistance from two characters in R&C, rather than only one.
- Rally!: The line will be held on your watch! Rally! reduces the actions required to use Command in Fight! by one, to one.
- Unto the Breach: When leading your men in a charge, your morale is unbreakable. Add advantage to your Steel for every soldier under your direct command.
- To Me!: Landing a MW on an enemy instantly ends all Hesitation for soldiers under your command and grants +3D of advantage to their next Steel tests.
EASTERN MARKSMANSHIP
Perception/Agility
The native firearms traditions of Ganarajya and its surrounding country are not as developed as that of the West, but they certainly still exist, distinctive from the ways of across the sea. The Eastern Isles Trading Company has long learned to fear the sound of jezail fire coming from the hills above.
Exponent | Forms | Actions |
---|---|---|
2 | Matchlock | Aim, Reload, Avoid, Fire Gun |
3 | Jezail |
Techniques | Instruction Ob | Mastery Ob | Practical Ob |
---|---|---|---|
Skirmish Training | Instruction Ob 1 | Perception Ob 1 | EM Ob 1 |
Improvised Ammo | Instruction Ob 3 | Perception Ob 2 | EM Ob 2 |
Burning Wick | Instruction Ob 2 | Forte Ob 2 | EM Ob 1 |
Defensive Attacks | Instruction Ob 2 | Will Ob 3 | EM Ob 2 |
Long Barrels | Instruction Ob 3 | Agility Ob 4 | EM Ob 4 |
Mountain Pass | Instruction Ob 2 | Perception Ob 3 | EM Ob 3 |
Whistling Shot. | Instruction Ob 4 | Steel Ob 5 | EM Ob 4 |
Mankillers | Instruction Ob 6 | Perception Ob 6 | EM Ob 7 |
- Improvised Ammo: You have learned to load any ammunition in your firearms and have it still be deadly. You can never run out of bullets, although you still need black powder.
- Burning Wick: Eastern Marksmen are experts in handling matchlock firearms. Eliminate the gunpowder die except in cases of failed tests.
- Defensive Attacks: Traditionally, the firearms of the East have exceptionally long barrels and are fired from prone: this makes them excellent from static positions. When using the Hold Position maneuver in R&C, receive +1D.
- Long Barrels: Jezails are not necessarily more accurate at long range than shorter Western rifles, but they fire larger projectiles at higher speeds. Suffer no penalty to the DoF at Extreme.
- Mountain Pass: The fools of the AEITC will never forget the defeat inflicted upon them at the Viper Pass, where jezails outranged their muskets and slaughtered their redcoat infantry from afar. This Technique grants Ambush Training.
- Whistling Shot: Fire from on-far is disheartening indeed. Any Steel test induced by the Eastern Marksmanship skill is made at +1Ob.
- Mankillers: Easterns marksmen do not use firearms to hunt animals. They use them to kill their foes. You aim to put your enemy down with every shot. Adjust DoF values to: as Hunting Bow (1-2, 3-4, 5-6), rather than as Firearm. Do not adjust the values of the I/M/S.
SPORT HUNTING
Perception/Agility
Aristocrats wield expensive rifles and decorated muskets to go out and shoot game for the sport of it. Using Poor quality weapons with Sport Hunting imposes a +2Ob penalty. RoM imposes +1Ob. Sport Hunting can be FoRKed into Hunting when using a relevant Form.
Exponent | Forms | Actions |
---|---|---|
2 | Musket, Rifle | Avoid, Aim, Snapshot, Reload, and Fire Gun |
3 | Hunting Knives | |
4 | Hunting Swords |
Techniques | Instruction Ob | Mastery Ob | Practical Ob |
---|---|---|---|
Strike | Instruction Ob 1 | Agility Ob 1 | SH Ob 1 |
Animal Expertise | Instruction Ob 2 | Perception Ob 1 | SH Ob 3 |
Shoot Her! | Instruction Ob 4 | Perception Ob 4 | SH Ob 4 |
Manservants | Instruction Ob 1 | Circles Ob 4 | SH Ob 2 |
Deadliest Prey | Instruction Ob 5 | Hunting Ob 3 | SH Ob 4 |
Big Game Hunter | Instruction Ob 3 | Steel Ob 4 | SH Ob 2 |
Fine Tastes | Instruction Ob 7 | Agility Ob 6 | SH Ob 8 |
- Animal Expertise: Your weapons have +1 Power when used against animals. Factor this as Weapon Power for melee weapons. For ranged weapons, increase the I/M/S directly: one step each.
- Shoot Her!: Double Balance dice for melee weapons and quality dice for Superior firearms.
- Manservants: A true Sport Hunter knows where to go to find the right retinue for his expeditions. Expand your Circles to one setting where you would like to be able to find stalwart manservants with skills relevant to hunting (carrying gear, tracking game, etc.).
- Deadliest Prey: You can use the Hunting skill against human characters. Test Versus Will.
- Big Game Hunter: Receive +1D to Steel tests caused by large animals.
- Fine Tastes: When shooting a Superior quality firearm, you can choose to reroll all dice once per conflict (including successes and the die of fate). Doing so increases the Ob of the test by an additional one.