Swordsman

KEY:

AD = Active Defense/Actively Defend
DD = Drama Die/Drama Dice
DW = Dramatic Wound
FR = Free Raise
ML = Mastery Level
A = Apprentice
J= Journeyman
M = Master
NOHP = Negates Off-Hand Penalty

(S) = Sanctioned School

***


Avalon

Andrews

Donovan (S)

  • Player's Guide, Fencing Weapon (Smallsword)/Buckler

  • Fencing, Buckler

  • Bind (Buckler), Disarm (Fencing), Riposte (Fencing), Exploit Weakness (Donovan)

    • A: NOHP for Buckler. FR when using a Buckler.

    • J: Donovan's Twist: When you succeed with Parry (Fencing) active defense, deal 1k1 (do not add Brawn) dmg, +1k0 for every 5 points you exceeded your opponent's attack roll by.

    • M: Edwards' Thrust: Once per round use an interrupt action to attack.




McDonald (S)

  • Avalon, Claymore

  • Athlete, Heavy Weapon

  • Beat (HW), Lunge (HW), Pommel Strike, Exploit Weakness (MacDonald)

    • A: Ignore claymore's penalty to Attack Roll.

    • J: Take -Xk0 penalty to Attack Roll to get +Xk0 damage.

    • M: Claymore is treated as a 5k3 weapon.




Robertson

Crescent

 

Castille

Aldana (S)

  • Player's Guide, Rapier

  • Courtier, Fencing

  • Feint (Fencing), Riposte (Fencing), Tagging (Fencing), Exploit Weakness (Aldana)

    • A: +(ML)k0 to Initiative total

    • J: Add +5 to TN to be hit.

    • M: Gain Wits rank in focus dice per round. Focus dice become +1k0 bonuses to attack rolls or AD. Use of focus dice must be declaired before rolling.




Gallegos (S)

  • Castille, Rapier

  • Athlete, Fencing

  • Feint (Fencing), Riposte (Fencing), Tagging (Fencing), Exploit Weakness (Gallegos)

    • A: FR when Parrying with Fencing Weapon. When holding an action, increase the Phase of the dice by 1 at the end of the Phase.

    • J: Free +1 Rank to Riposte.

    • M: +10 to TN to be hit.




Soldano (S)

  • Castille, Rapier/Rapier

  • Athlete, Fencing

  • Double-Parry (Fencing), Tagging (Fencing), Whirl (Fencing), Exploit Weakness (Soldano)

    • A: NOHP when using a Fencing weapon in each hand. Get your ML in DD at start of Battle; lose any unspent ones at the end of battle.

    • J: When you inflict damage, spend DD; each gives -5 to number required for them to take an extra DW (minimum 5).

    • M: At start of Round while engaged with a Villain, use Intimidation action without spending an action, (+1 to the roll per Brute you've killed this fight and +5 per henchmen). If you succeed, instead of Intimidation effects, steal 1 DD from the GM, plus 1 per 5 you won the roll by.




Torres (S)

  • Castille, Rapier/Cloak

  • Cloak, Fencing

  • Double-Parry (Cloak/Fencing), Tagging (Fencing), Side-Step, Exploit Weakness (Torres)

    • A: NOHP when using a cloak. Side-Step may affect 1 extra Action Die per ML.

    • J: Lower Action Dice by 1 Phase per ML for AD.

    • M: Free +1 Rank of Wits and +1 Wits maximum.




Cathay

 

Eisen

Drexel (S)

  • Eisen, Zweihandler

  • Dirty Fighting, Heavy Weapon

  • Disarm (HW), Lunge (HW), Pommel Strike (HW), Exploit Weakness (Drexel)

    • A: 2 stances. +5 Initiative total with zweihandler.

    • J: +1 stance. +1 fear rating. 1 FR per fear rating to Leadership checks, Intimidation attempts, and Panic checks. When leading men, your Fear rating cancels out the effects of opposing Fear rating on a 1-for-1 basis for you and your men.

    • M: +1 stance. +1 Fear rating.



  • Zweihandler Stances: Bittner (Forward), Gerbeck (High), Kohler (Low), Metzger (Back)

    • Bittner Stance: 2k2 damage.

      • A: No action cost to reset zweihandler. FR to parry active defense.

      • J: 2 FRs to Parry AD. Action Dice are considered 1 lower when performing AD.

      • M: 3 FRs to Parry AD. Action Dice are considered 2 lower when performing AD.



    • Gerbeck Stance: 3k3 damage

      • A: Attack while resetting zweihandler. 1k2 damage.

      • J: Attack while resetting zweihandler. 2k2 damage.

      • M: Attack while resetting zweihandler. 3k2 damage.



    • Kohler Stance: 2k2 damage.

      • A: +10 Initiative total (in addition to normal +5). Action dice are considered 1 lower to attack, AD, or reset zweihandler (minimum 1).

      • J: Action dice are considered 2 lower to attack, AD, or reset zweihandler (minimum 1).

      • M: Action dice are considered 3 lower to attack, AD, or reset zweihandler (minimum 1).



    • Metzger Stance: +4k3 damage, user Passive defense is reduced by 5, +5 TN of any AD the user attempts.

      • A: Action dice are considered 1 lower (min. 1) when attacking.

      • J: Action dice are considered 2 lower (min. 1) when attacking.

      • Zweihandler inflicts 4k4 damage.






Durchsetzungburg

Eisenfaust (S)

  • Player's Guide, Broadsword/Panzerhand

  • Heavy Weapon, Panzerhand

  • Beat (HW), Bind (Panzerhand), Disarm (Panzerhand), Exploit Weakness (Eisenfaust)

    • A: Use broadsword one-handed. NOHP with panzerhand. If enemy misses your Passive Defense, you gan 1 FR on your next attack against him per 5 points he missed you by (they must be used by the end of the round, and before the opponent attacks you again).

    • J: Make AD with Parry (Panzerhand), spend 1 DD to try to  break weapon. Make BRawn test against TN based on weapon type.

    • M: Each phase you hold an action (maximum Resolve rank) grants +1k0 of damage if that action is used to attack. While holding this action, you may only Hold or AD with your other Action Dice.




Pösen (S)

  • Eisen, Boar Spear

  • Polearm, Rider

  • Beat (Polearm), Charge (Polearm), Lance (Polearm), Exploit Weakness (Pösen)

    • A: +15 Initiative total during first Round each combat.  If have enough space, can cause +1k1 damage with Lance (Polearm) knack. 5-pt discount if you take Dracheneisen Advantage.

    • J: During first Round of each combat, can add +1 rank to Brawn, Finesse, and Resolve, then subtract 1 from each for the rest of the scene. If any Trait reaches 0 because of this, you are immediately knocked out.

    • M: At start of a round, can take actions from the next round and use them this round. Can only do this one every other round.




Montaigne

Gaulle

Valroux (S)

  • Players' Guide, Rapier/Knife

  • Fencing, Knife

  • Double-Parry (Fencing/Knife), Feint (Fencing), Tagging (Fencing), Exploit Weakness (Valroux)

    • A: NOHP with dagger or main-gauche. FR when parrying with dagger or main-gauche in off-hand.

    • J: If you Raise on an Attack against an enemy and succeed, he must make at least as many Raises in his next Attack against you.

    • M: Free +1 Rank of Panache and +1 Panache maximum.




Pirate

 

Ussura

Bogatyr (S)

  • Ussura, Axe

  • Hunter, Heavy Weapon

  • Lunge (Heavy Weapon), Pommel Strike (Heavy Weapon), Throw (HW: Axe), Exploit Weakness (Bogatyr)

    • A: FR to attack with an axe. Guild rights in Ussura. 5 Knacks from Hunter skill instead of 3.

    • J: +1k1 dmg with an axe.

    • M: +2 fear rating. 2 FRs to resist fear.




Vendel

Larsen (S)

  • Vendel/Vesten, Rapier/Lantern

  • Fencing, Streetwise

  • Ambush, Feint (Fencing), Parry (Lantern), Exploit Weakness (Larsen)

    • A: Free Night Trained Advantage (-1k1 to dim lighting, -2k1 in total darkness). NOHP when using Parry (Lantern).

    • J: Darkness penalties reduced to 1k0 in dim lighting. -1k1 in total darkness. Dazzle: Spend Action, Contested Roll to Wits + Feint vs. Wits; if successful, your opponents remaining Action Dice increase by number of Raises you made on the roll (those increased past 10 are lost).

    • M: No penalty in dim light. +10 to TN to be hit in dim light, +15 in total darkness.




Leegstra (S)

  • Player's Guide, Broadsword or Axe

  • Heavy Weapon, Wrestling

  • Beat (HW), Corps-a-Corps, Lunge (HW), Exploit Weakness (Leegstra)

    • A: Give up Action Dice before an Attack Roll; each will give +1k1 damage.

    • J: Give up Action Dice before a Wound Check; each gives +1k1 to the roll.

    • M: Treat Heavy Weapon damage as Firearm damage for determining DW.




Snedig

Swanson

Vesten

Kjemper

Urostifter

Vodacce

Ambrosia (S)

  • PH, Rapier/Knife

  • Fencing, Dirty Fighting

  • Feint (Fencing), Pommel Strike (Fencing), Riposte (Fencing), Exploit Weakness (Ambrosia)

    • A: Free Left-Handed Advantage. NOHP using dagger or main-gauche, +2 dmg w/ fencing wpn or dagger.

    • J: When inflicting a DW, suffer 1 DW to inflict 1 more DW.

    • M: If opponent's attack does not hit you, your next attack against him has TN 5 (effective until the end of the round only).




Bernoulli (S)

  • Vodacce, Saber

  • Fencing, Pugilism

  • Beat (Fencing), Corps-a-Corps, Lunge (Fencing), Exploit Weakness (Bernoulli)

    • A: Add ML to TN to be hit.

    • J: Fleche: Lunge & give up any number of extra Action Dice. Each extra Action die you give up gives +1k0 to dmg roll and +5 to AD. Free +1 rank in Lunge.

    • M: Once per round, reroll an unsuccessful attack roll.




Lucani

Villanova (S)

  • Vodacce, Rapier/Knife

  • Fencing, Knife

  • Double-Parry (Fencing/Knife), Feint (Fencing), Stop-Thrust (Fencing), Exploit Weakness (Villanova)

    • A: NOHP for knife. FR when using Parry (Knife).

    • J: Free +1 Raise to Feint (Fencing), raising the Maximum to 6.

    • Innovation: Lower TN to be hit in increments of 5 (minimum 5); If you are attacked and perform a Stop-Thrust, get 1 FR to Stop-Thrust per 5 you lowered your TN to be hit.