One of the first things that struck me about the new Fighting Arts system was how it might be used to replicate, on a single character, various methods of fighting to overcome different opponents–perhaps on an action-to-action level. This reminded me of the first Witcher game, where Geralt has three fighting styles to use based on who he’s pitched against in combat at any given moment.
I thought it might be fun to try replicating that system in Fighting Arts as an experiment. The Arts that follow are ludicrously powerful, but are intended to be used by literal superhumans, while unarmored. They have significant shortcomings in their action availability, and are thus intended to be used in conjunction with one another, the Witcher in question swapping from one skill to another mid-Fight! to cover for one style’s weakness with another’s strengths.
Would it work in play? I don’t know. I don’t intend to use these myself, but it was a fun experiment in any case. I’m still not sure how some of these passive Techniques would interact with each other, such as those that are intended for fighting monsters, and could be used against humans in a less-than-ideal scenario, but are technically always active anyway. Engagement in particular seems like it would become challenging when different Schools provide different advantages that are simultaneously active–that isn’t really the intention of the rules here.
Anyway, here they are!
WITCHER FIGHTING ARTS
Each Witcher school imparts special Fighting Arts unto its students, teaching them in their own ancient, narrow traditions. A well-rounded monster hunter will visit each school to learn their ways before venturing into the wilds, so he is always prepared–no matter what foe he finds himself against.
To learn a Witcher Fighting Art school, the player in question must have the Trial of the Grasses trait. Mundane humans cannot master these esoteric techniques. In general they are focused on swordsmanship and fighting unarmored, often against large groups, although there are exceptions.
SCHOOL OF THE WOLF
Agility
Witchers use the School of the Wolf to overcome human adversaries with weapons, particularly those armed and armored, while wielding their steel swords. It is optimal for duels and knightly contests, but also teaches the fundamentals of unarmed combat.
Exponent | Forms | Actions |
---|---|---|
2 | Fists | Strike, Block, Counterstrike, Beat, and Push |
3 | Steel Swords | |
5 | Silver Swords |
Techniques | Instruction Ob | Mastery Ob | Practical Ob |
---|---|---|---|
Great Strike | Instruction Ob 3 | Power Ob 2 | SotW Ob 3 |
Disarm | Instruction Ob 3 | Agility Ob 4 | SotW Ob 4 |
Inward Reach | Instruction Ob 3 | Speed Ob 4 | SotW Ob 4 |
Feint | Instruction Ob 3 | Agility Ob 4 | SotW Ob 4 |
Parry | Instruction Ob 6 | Power Ob 5 | SotW Ob 5 |
Charge | Instruction Ob 1 | Power Ob 3 | SotW Ob 3 |
Shieldbreaker | Instruction Ob 5 | Speed Ob 5 | SotW Ob 8 |
Lock | Instruction Ob 3 | Power Ob 4 | SotW Ob 4 |
Skewer | Instruction Ob 7 | Speed Ob 6 | SotW Ob 7 |
- Inward Reach: The Witcher is adept at finding small gaps in armor and using them for his advantage. +2VA.
- Parry: Your opponent always loses his next action on any successful Block, regardless of MoS, so long as his WL is greater than or equal to yours.
- Shieldbreaker: Witchers know how to handle defensive fighters. Never suffer negative penalties for losing Strike to Block.
- Skewer: Your Great Strikes bypass Avoid.
SCHOOL OF THE CAT
Speed
Witchers use the School of the Cat to handle lightly armored and lightly armed adversaries, particularly monsters who can move with supernatural speed.
Exponent | Forms | Actions |
---|---|---|
2 | Knives | Strike, Avoid, Aim, Reload, and Fire Crossbow |
3 | Steel Swords | |
4 | Hand Crossbows | |
5 | Silver Swords |
Techniques | Instruction Ob | Mastery Ob | Practical Ob |
---|---|---|---|
Blurred Blades | Instruction Ob 2 | Agility Ob 3 | SotC Ob 3 |
Cat’s Dive | Instruction Ob 1 | Speed Ob 2 | SotC Ob 1 |
Tiger’s Strike | Instruction Ob 5 | Stealthy Ob 4 | SotC Ob 3 |
Nine Lives | Instruction Ob 4 | Speed Ob 6 | SotC Ob 5 |
Unrelenting Assault | Instruction Ob 4 | Will Ob 4 | SotC Ob 3 |
Pounce | Instruction Ob 6 | Speed Ob 5 | SotC Ob 6 |
Velocity | Instruction Ob 8 | Speed Ob 6 | SotC Ob 7 |
Time Dilation | Instruction Ob 10 | Speed Ob 8 | SotC Ob 10 |
Deflection | Instruction Ob 6 | Agility Ob 7 | SotC Ob 5 |
- Blurred Blades: The Witcher strikes again and again without delay. +2WS with swords.
- Cat’s Dive: Roll Avoid using the exponent of School of the Cat rather than Speed.
- Tiger’s Strike: Any Strike made after a successful Avoid automatically bypasses Block.
- Nine Lives: Receive no penalty to Avoid while in Aggressive Stance.
- Unrelenting Assault: For each hit the Witcher successfully lands on his target, the target’s Hesitation is increased by one. A knight who has received four hits to the armor before receiving his first wound on the fifth will make his Steel test at +5Ob. This effect is reset when the Witcher misses a Strike–not when Steel is rolled.
- Pounce: Ties on Positioning always go to you, regardless of WL.
- Velocity: Witchers are very fast. The School of the Cat allows them to focus on nothing but speed. You may perform two actions simultaneously once per exchange (as if gray shade).
- Time Dilation: You are no longer forced to distribute actions symmetrically throughout an exchange. Put them anywhere in any volley. You are still otherwise constrained by Reflexes, and there can only be up to three actions in a single volley. Have fun!
- Deflection: Experts in the School of the Cat have such incredible reaction times that they can deflect missiles out of the air. Test SotC exponent vs. the incoming ranged attack at +1Ob. Must have a bladed weapon free and be otherwise unengaged.
SCHOOL OF THE GRIFFON
Agility
The School of the Griffon is a special Fighting Art used by supernaturally-enhanced Witchers to win fights while outnumbered.
Exponent | Forms | Actions |
---|---|---|
2 | Knives | Strike, Block, Avoid, Counterstrike, Beat, and Push |
3 | Steel Swords | |
5 | Silver Swords |
Techniques | Instruction Ob | Mastery Ob | Practical Ob |
---|---|---|---|
Dual Wielding | Instruction Ob 2 | Agility Ob 2 | SotG Ob 1 |
Quick Draw | Instruction Ob 2 | Speed Ob 2 | SotG Ob 2 |
Flash of Lightning | Instruction Ob 4 | Agility Ob 3 | SotG Ob 3 |
Crack of Thunder | Instruction Ob 4 | Agility Ob 3 | SotG Ob 4 |
Defensive Tactics | Instruction Ob 3 | Agility Ob 3 | SotG Ob 3 |
Snap Reposition | Instruction Ob 4 | Agility Ob 3 | SotG Ob 4 |
Sweeping Strike | Instruction Ob 5 | Agility Ob 3 | SotG Ob 5 |
Crowded Area | Instruction Ob 5 | Agility Ob 3 | SotG Ob 4 |
Lion’s Jaws | Instruction Ob 5 | Agility Ob 3 | SotG Ob 7 |
- Quick Draw: The Witcher is ready to change his weapons at a moment’s notice. He needs only one action to draw.
- Flash of Lightning: The Witcher can Block or Counterstrike multiple simultaneous incoming blows, as the Avoid action.
- Crack of Thunder: The Witcher wields his blade in wide arcs, cleaving cleanly through flesh with perfect edge alignment. You may activate this technique before you roll an action that deals damage to declare +1 Power at the expense of -1VA, so long as you are wielding a weapon of WL = Long or longer.
- Defensive Tactics: Defensive Stance grants you two additional dice, but you can no longer use Aggressive Stance.
- Snap Reposition: After any successful Block, position at optimal for either wielded weapon against the involved enemies.
- Sweeping Strike: While fighting with the School of the Griffon, receive an altered version of the Great Strike action: spend an action setting up an attack to then Strike all currently engaged enemies. No change to VA or Power. This action may be used in Defensive Stance at no penalty, but does not receive bonus dice.
- Crowded Area: In Fight!, receive advantage to every roll you make for every two foemen that outnumber you (for four against one, take one extra die; for eleven against one, take five)
- Lion’s Jaws: The Witcher steps forward, extending his body in a flash of preternatural speed, biting groups of enemies with his blade. +1WL for Knives and Swords.
SCHOOL OF THE MANTICORE
Speed
The School of the Manticore is designed for fighting monstrous creatures, rather than human or humanoid adversaries. It is focused on speed and agility–for any blow from a dragon is sure to be fatal, regardless of severity.
Exponent | Forms | Actions |
---|---|---|
2 | Silver Swords | Strike, Avoid, Counterstrike, and Beat |
3 | Spears, Hand Crossbows | |
5 | Steel Swords |
Techniques | Instruction Ob | Mastery Ob | Practical Ob |
---|---|---|---|
Slippery Step | Instruction Ob 2 | Speed Ob 2 | SotM Ob 2 |
Lumbering Gait | Instruction Ob 2 | Speed Ob 4 | SotM Ob 3 |
Anatomical Expert | Instruction Ob 4 | Perception Ob 4 | SotM Ob 2 |
Cool Headed | Instruction Ob 5 | SteelOb 4 | SotM Ob 1 |
Disintegration of Another World | Instruction Ob 4 | Agility Ob 4 | SotM Ob 4 |
Great Strike | Instruction Ob 4 | Agility Ob 3 | SotM Ob 2 |
Near Miss | Instruction Ob 4 | SpeedOb 4 | SotM Ob 6 |
Phantom | Instruction Ob 6 | SpeedOb 4 | SotM Ob 5 |
- Slippery Step: Winning the Positioning test confers +1Ob to all Strikes made against the Witcher, even if both characters are fighting at the same WL.
- Lumbering Gait: Creatures of a greater Stature than you do not receive any benefits to their Weapon Length.
- Anatomical Expert: Receive +1VA against all natural armors and +1D to Avoid attacks from natural weapons.
- Cool Headed: Never take penalties to Steel due to exogenous supernatural presences.
- Disintegration of Another World: Your silver weapons possess an additional +1 Power and +1VA against supernatural creatures.
- Near Miss: A successful Avoid counts as the first action of Great Strike.
- Phantom: Receive two extra dice to Speed for every level of Stature difference between you and your largest (or smallest) adversary.
SCHOOL OF THE BEAR
Forte
Closely related to the School of the Wolf, the School of the Bear teaches Witchers to harness their abilities and fight in armor.
Exponent | Forms | Actions |
---|---|---|
2 | Fists | Strike, Block, Counterstrike, Beat, and Push actions |
3 | Steel Swords | |
5 | Silver Swords |
Techniques | Instruction Ob | Mastery Ob | Practical Ob |
---|---|---|---|
Armor Training | Instruction Ob 2 | Forte Ob 2 | SotB Ob 1 |
Great Strike | Instruction Ob 2 | Agility Ob 3 | SotB Ob 3 |
Charge | Instruction Ob 3 | Power Ob 2 | SotB Ob 3 |
Punch | Instruction Ob 2 | Power Ob 4 | SotB Ob 3 |
Mighty Roar | Instruction Ob 2 | Intimidation Ob 4 | SotB Ob 3 |
Half Swording | Instruction Ob 4 | Power Ob 5 | SotB Ob 5 |
Superhuman Endurance | Instruction Ob 5 | Forte Ob 6 | SotB Ob 3 |
Heroes Don’t Wear Helmets | Instruction Ob 5 | Forte Ob 5 | SotB Ob 4 |
- Punch: Increase the power of your bare fists by 2.
- Mighty Roar: Reduce the actions required for Intimidate to 1.
- Half Swording: Double the effects of your Great Strike actions (+2 to Power or +2 to VA)
- Superhuman Endurance: Negate Clumsy penalties for Speed and Agility for all armors.
- Heroes Don’t Wear Helmets: Helmets impede your Witcherly senses. When forgoing any armor on the head and fighting in the School of the Bear, receive +1D to all tests made in Fight!.