Fighting Styles


We stared at each other through the rain for what must have been ages, Horace and I. Our minds examining the possibilities of openings and counter openings. We stood there planning the final moves in a game of chess that had yet to begin. Horace tilted his sword a little. A nervous twitch? An opening? His mind is elsewhere. Thank you, Horace. I do believe it is my turn. Check.

 Mankind, with its infinite capacity to creatively destroy, constantly produces new means by which to kill one another. There are no shortage of weapons in this world or ways to wield them. Across the Throne, advanced weapon forms have cropped up; methods that have been time tested in the crucible of war.  Each of these styles contains three individual maneuvers and usually requires a specific weapon or condition with which to perform them with.  Advanced Maneuvers must be used with the appropriate requirements.

Upon reaching the level of Advanced Ability level of Skill (Rank 4), a warrior may attempt to take up a Fighting Style.  Fighting Styles are groups of three abilities, each one called a Maneuver, that grant a special ability while fighting a certain way.  
Fighting Styles are used all over the world, but which ones are used differ by the focus of the Culture.  Rogalian characters grow up seeing master archers at local competitions and battles, while a Njord is surrounded by masters of the axe, and as these characters grow into maturity and great skill of their own, these fighting styles become the obvious way to fight with great skill.  
Characters with at least one Weapon Skill at 4 may learn the  Fighting Styles of their own Culture without additional instruction, so long as they meet the other listed requirements.  Fighters must only meet these requirements to learn the Fighting Styles; if their Skill drops from some penalty, they don’t necessarily lose access to the Fighting Style.  Likewise, as those requirements represent acquired knowledge, they can’t be met through temporary bonuses such as Devotion, Hope or magic.
Any character can learn the Fighting Styles from other cultures, but they must meet the listed requirements other than Culture, Social Class or other social role, and be taught them by someone who already knows how to perform them using Instruction.  
Fighting Styles cost 10 Experience Points, and grant all 3 Maneuvers within.


Uses: Labrys, Bearded Axe, Battle Axe or Great Axe
Requirements:  Sound Strength, Arming or Heavy Weapons 4

Harsh places produce harsh men, and the environs of Njordr are the harshest. The northmen expertly hew what trees there are into warm cabins and sturdy longships, but there are worse things that must be solved by an axe in the North. The bears, the orc, and sometimes even the svartalf are dangers that can kill you faster than the winter cold. The brave men of the North fear no battle, however, and will fell a foe like felling timber. In the North, thegns serve a similar role to the vested knights that serve noble houses. These brave champions of the ice-hardened Jarls of the north are trained in the ferocious arts of the northmen, and use it to protect the lands of the lords and destroy their enemies.

The Northman’s Axe style involves ferocious attacks from axes that take advantage of the natural heft of the axe head, using sweeping momentum and the natural ferocity of the glory-seeking Njordic warrior to fight like the terrible beasts of their homeland.

Bear’s Mark – With a Sundering weapon, you may spend Footwork to call Sunder against Shields on weapon hit. In addition, call Sunder armor, weapons and other objects with 3 Hits.
Wolverine’s Frenzy – If you attack and connect with your opponent or their weapon five or more times in the same Beat, you may call Stun.
Wolves’ Hunt  –  The fourth time you would call Stagger against the same opponent this fight, you may call Winded instead.


Uses:  Maul or Great Mace
Requirement:  Performance 3, Heavy Weapons 4

There is a song in Njordr, an epic tale of courage and battle called Jordermund’s Fist. In the tale, a legendary band of heroes must do battle against a black dragon called from the frozen north, who’s eyes could freeze a man’s blood and choke him to death with fear. Jordermund, the prince of the North, and his old mentor Bjorgir track the monster to an icy fortress in the Frozen Wastes, Jotunkoenig, home of the giant king. When they reach the inside, the giant king demands that they pay for trespassing in his hall, and Bjorgir gives himself as a prisoner. On the highest tower of the fortress, Jordermund and Skaedve, his one time enemy, now trusted friend, face the dragon. The beast carries them high into the sky, but Skaedve places the mask of rage on his face and drives his Frozen Slayer into the beast’s skull. The black dragon lands nearby, dead, but the Betrayer, He Who Lost His Name, kills Skaedve. Jordermund takes up Skaedve’s mask of rage, destroys the Betrayer with his mighty maul before dying himself of his wounds. Jordermund defeated Sveas in his final judgment, and his spirit lives on forever, coming to the aid warriors who call out his tale in battle.

Skalds, traveling warrior-singers of the northmen, consider this story a favorite among the people of Njordr. They learn its secret ways and demonstrate it for those they tell of tale, and though it is used ceremonially in this respect, the art is as deadly as the warrior for who it is named.

The Tale of Jordermund’s Fist can be found in the Scriptorium, here.

Wise was Bjorgir – You may recite a verse from the Jordermund’s Fist epic poem while fighting in true battle to gain Hope.
Brutal was Skaedve – You may spend Hope to call any Tier 1 Combat Condition on a limb Hit, or any Tier 2 Combat Condition on a torso Hit.  
Broken was the Betrayer – Spend Hope to add the Mighty Quality to any Combat Condition.


Uses: No Armor
Requirement: Impressive Fortitude, Grit 3 
The blessed of the Old God Ulfrandr, the wildman, the wolf runner, are the barsark.  For some, combat is terrifying, for some necessary, but for others, to kill one who wishes to kill you first is a joy, nay, a new feeling that combines the outage and hate that rises up from the gut when someone has come to take your life, and the glory of proving that you are alive, and they are dead, that you are stronger, greater, more, and they are destroyed for their mistake.  Some in the north live for this feeling.  They are the mighty barsark.  
These fanatics often live alone in the wilderness, or in small groups, and learn to harness this hideous thrill.  They live as outsiders, but they come when battle is near; addicted to the power, the love, the rage.  Often expert fighters, their true power is nevertheless rarely seen, because in order to feel the thrill they must feel in danger, know their life is on the line, sometimes feeling the lust rise within them only once they’ve been struck in combat.  Some warriors even cut or injure themselves to stoke the fire before the fight begins, to call forth the feeling that drives them onward.

Red Lust –  In a combat where you have already called Toughness, whenever you would suffer from a Stunning, Staggering, or Striking condition, you may instead suffer a Bleed Condition in order to call Parry.
Mad Dog –  Whenever you call Toughness, lock eyes with an opponent and call Fear
Seeing Red   Whenever you take any combat condition, gain Power for you next call against that opponent this combat



Weapons: Rapier
Requirements: Arming Weapons or Light Weapons 4, Courage 2
Far away from the turbulent outer borders of the Throne, the well-protected region of Hestralia prospers in trade and art.  Hestrali wishing not to dull their martial prowess on such leisure will often seek admission into a fencing academy to hone their skills to a razor edge.  The Lucciavelli fencing school, founded by Anton Lucciavelli in Lion Age 430, was made to match the soul of Hestralia, combining quick, flamboyant attacks that demoralize their opponent and impress onlookers.  Lucciavelli fighting masters beat their opponent and then take their companion to bed.  Lessons at the elite fencing academy were extremely expensive,  around 5 golden lions for the amount of time it took to learn a single technique, and so graduate swordsmen would learn their skill, then travel around teaching it to others to recoup the costs of their own training.  Eventually, like those of the rival Stratovinci fighting school, the techniques became taught enough that the Lucciavelli style is now widely known.

Lucciavelli style fencing produces the fastest and most aggressive swordsmen in Hestralia.  The goal is to force the opponent into a defensive posture, unable to keep disciplined footwork, and then overwhelm them with precision attacks. 

Dance with Death – Perform a excessive flourish with your rapier at a single opponent. As long as your feet to not cross one another and you remain facing your chosen opponent, you may remain in Footwork while moving.
Flick – Whenever you successfully deliver a Combat Condition, gain Hope.
Heart Thrust – While in Footwork, you may spend Hope on your forward step into melee range, and call Strike with your weapon.



Uses: Rapier and Dagger
Requirements:  Arming Weapons or Light Weapons 4, Courage 2
After the Lucciavelli fencing style became popular, Valentina Stratovinci criticized it as wasteful and excessive, relying on shock and surprise for its efficacy – that someone with nerve could exploit and defeat it every time.  In what is often thought of as exemplifying the other half of Hestralian virtue, Stratovinci devised a counter style as an answer to Lucciavelli fencing, using careful attention to detail and applied exploited opportunity to win out over more eager opponents.  Valentina Stratovinci offered to defeat any Lucciavelli fighter in public duels, wagering increasingly huge sums of money, which she would put as a growing pot toward her next duel, until Anton Lucciavelli finally agreed to duel her, though they never had their climactic final battle.  The argument over who would have won remains hotly debated to this day.

Stratovinci fencing produces the most precise, calculating and patient fighters in Hestralia.  When training, Stratovinci fighters stand on a chalked diagram of angles, perpendicular lines, and measurements that demonstrate every possible maneuver and attack that an opponent could attempt called the Face. The Stratovinci, holding a rapier in one hand and a dagger in the other, make attacks against them impossible with a series of movements that correspond to points on a clock. These cool and calculating fighters seem to have no fear of the danger of battle, confident that they can wait out their foe and strike at the perfect opportunity. Like the their rival school, the Lucciavelli, the Strativinci Fencing School has become widely known, practiced throughout Hestralia by skilled fencers.

The Face – Perform an excessive flourish to activate The Face.  Once you have entered Footwork, so long as you do not take more than one single step from this origin point (stepping forward, backward or sideways across the Face is acceptable), you may re-enter Footwork immediately by taking a legal Footwork step.
Razor Wheel – You may spend Footwork to call Parry, Dodge or Armor
Blade Turner – Whenever you successfully deliver a combat condition, you may refresh the Defense ability.


Uses: Light or No Armor
Requires: Impressive Speed, Mobility 3
The Hestralian navy, both its official one and its unofficial ones – pirates – have to master the art of fighting aboard ships.  The natural chaos of shipboard combat and boarding action, a fight in close quarters, often where the floor is tossing about and hooks and lines are flying every which way, means that the one who can stay moving will be the last one standing.  Corsairs use the natural pitch and roll of the ship in combat to their advantage, leaping and cutting and kicking their way to safety or danger, as the need of the combat takes them.  Even on land, Corsairs are famous for outmaneuvering their opponents and able to use dramatic action to keep their guard and precision, even as their opponents are comparatively frozen in inaction.

Boarding Jump – You may perform one weapon swing on an opponent that you pass during a Leap
Sea Legs – Tumbles do not break Footwork
Come About – Do a wall kick, land in Footwork



Uses: Unarmed
Requirements:  Brawl 4
The Duns have less call for weapons than other folks might. Being on islands with controlled resources, an occupying military force, and holding a reputation with their nearest neighbors in Rogalia as maniacs and wildmen, invaders are few and far between. The Dunnick stick close with one another and form friendships and bonds strong enough to withstand a few punches and kicks, but likely not a sword thrust. Furthermore, the Duns are forbidden by Rogalian law to carry weapons of any kind. For this reason, the Dunnick rarely carry weapons, but fight all the same with their fists and knees. When things get ugly, the Dunnick don’t hesitate to dive in, elbow and knee. To a certain point, friendly violence is part of the Dunnick culture. People don’t usually get lastingly injured in these types of brawls, and a Dun who beats a person more badly than they meant to will often take the time to offer his defeated foe some pointers or technique over the next round of beers.

Bob and Weave – When you spend Footwork to call Dodge, you may also call Stagger on that opponent.
Tooth Collector – If you use Punch on a Stunned Opponent in the front torso, call Blackout instead of Winded.
Shove – When you Grab someone, you may take the Stagger Condition to immediately call Slam on your opponent.


Uses: Moorsword
Requirements: Brawl 2, Heavy Weapons 4
The moorsword is the traditional warrior’s weapon of Dunland. Very few are created today, as there is a ban on Duns carrying weapons of any kind, and fewer still know the secret techniques to forge them. The moorswords that one sees are usually ancestral weapons, handed down from father to son for generations. The moorsword is a long, thin-bladed, greatsword with large, angled quillions. The highland clans that holdout in the hills and bluffs of Dunland, living fugitive in defiance of the Rogalian occupation, train with them tirelessly, preparing for the time when they will throw their Rogalian oppressors from their islands and reclaim their home. The moorsword has become a symbol of a free Dunland. The highland warriors use them as a matter of coarse, and are willing to teach their arts to those who they believe worthy of the ideals that they fight for.

Knightslayer – While half-gripping your moorsword, all Conditions delivered with the weapon gain Driving
Run Through – With a successful Grab, you may immediately call Strike with the moorsword’s Perks. 
Carry Through – When you Hit an opponent you may spend your Footwork to call Strike on all opponents other in a 90 degree arc in front of you within weapon reach.


Uses: Drunkenness
Requirements: Grit 4, Brawl 2, Alcoholic Trait 
Duns have a reputation of being thieves, drunkards, liars, and charlatans.  Those that live in Dunland under the yoke of their Rogalian oppressors have their will systematically beaten down in order to make them more docile and manageable, and are allowed, even supplied at times, with copious amounts of alcohol.  Many Duns grow dependent on the stuff, finding their only joy in the bottom of a glass, yet still with unaddressed anger and shame eating them alive.  At times, the alcohol and the anger mix as one, turning these desperate men into something that feels worthwhile, at least as long as the alcohol and the violence continue.  As long as the one lasts, so too can the other.  

Just One More! – Spend Hope to call Toughness against Stunning Conditions, including Blackout inflicted by alcohol.
Ah’ll Drink to That! – When Grabbed, you may suffer a Knockdown to call Strike on your opponent.  You may not use this on an opponent wearing a helmet. 
Ah’ll Tell Ye When Ah’ve ‘ad Enough – May suffer the Stagger Condition to immediately enter and spend Footwork. You may not use this ability while Staggered. You may not resist this Stagger while using this ability, including by Brawn.



Uses:  Shield and Arming Weapon
Requirements: Shields 4, Courage 2
Combat is not a battle of bodies, but a battle of wills.  It is fear that rules the battlefield, and the real battle is to convince the foe that they have lost.  The Gothic Tower is the art of focus in battle, a towering will that cannot be assailed.  One cannot defeat an opponent who will not admit defeat. 

Turris – While in Footwork, you may call Stagger on anyone who Hits your shield, without spending your Footwork.
Incinctus – While in Footwork having not taken any steps for at least 3 Beats, you may enter Footwork immediately after spending Footwork for Armor or Block
Arx Fiducia – You may spend Discipline that could be used against Fear as though it were Footwork.


Uses: Longsword
Requirement: Arming Weapons 4
The Templar Order has an ancient history, dating back even before the Throne and the Lion Age, it is the oldest human organization that exists today. Throughout their long history, their traditions have remained powerful and iron-clad to this day: Destroy the heretic. Direct or subtle, overt or covert, the Templar order is the renouncing word of humanity against the Anathema. It is their stern defiance, their absolute commitment to find, declare and destroy every last heretic in the Throne so that their ways and their lore will die forever, that gives them their dauntless power in battle. To become a Templar, each member of their Order must show these traits, in turn, the Order shares its traits with them – a communion of steel.

The Templar’s iron will is exemplified in their most common fighting style, the Langschwert.  The Gothic Longsword is generally quite long, yet nimble and adaptable.  The master of the longsword has answers to every attack, reacting with lightning speed to exploit the predicament their opponent has just exposed themselves to.  Though every clash ends with the longsword buried in the foe, the exact path that is created begins all the way back at the guard the swordsman holds.  The primary guards of the Langschwert each predispose their opponent to a given outcome.  The Iron Gate, the blade held downward and to the side, lower than the hip, is surprisingly nimble at shooting up and past the opponent’s guard.  The Window Guard, the blade held across the eye-level and pointed toward the opponent, can cause the opponent to engage their weapon and put it out of position, letting the swordsman strike through their guard.  The Longtail guard, with the sword facing backward, allows the opponent’s weapon to become locked in place, giving the swordsman more control of it than its wielder, taking it from them before the kill.  The outcome is specific, but the doom is the same – conducted with machine-like efficiency, pitiless, dauntless as a Templar Knight.

Eisentor – The swordsman holds a lower, side guard.  Clean hits from this guard, those that don’t ever touch the weapon, Hit for Power.
Fenstergarde – The swordsman holds the blade in an eye-level pointing guard.  If their swords lock, holding together and stopping, call Strike.
Hinterteil – The swordsman holds the blade at hip level, blade pointed backward. Upon a sword lock, holding together and stopping, touch the opponent’s weapon with your hand, call Disarm at no cost.


Uses: Flail or Flogger
Requirement:  Impressive Faith, Zeal 3
Scourge – Flail yourself for Bleed, or opponent calls Pain on you (even if defended with Toughness or immune), gain Hope
Fanatic Gleam – Spend Hope to call Fear on one opponent
Castigate – Whenever you Hit you may call Pain as well.



Uses: Tower or Heater Shield, an Arming Weapon, Suit of Medium or Heavy Armor
Requirement:  Morale 2, Shields 4
If the Rogalians do one thing well, it is war. Rogalian battle tactics have been a part of all major battles since the formation of the Throne at the start of the Lion Age. Because of the high concentration of wealth and nobility in Rogalia, almost all those in important positions on the field are armored knights and lords who can afford the protection of steel plate and a large shield. Rogalian battle tactics involve standing shoulder to shoulder forming a shield wall while the line of heavy footmen advance, placing their large shields between their foe and themselves, and making precise attacks from behind a strong guard. They use their natural advantage to muscle their foes to the ground, slamming into them with their shields, executing them, and continuing the advance. For this tactic to work properly, all soldiers who function in a vanguard are drilled in these maneuvers, ready to lock together to form an unbreakable wall of steel and grit.

Armsman’s Advance – You may use Footwork to call Defenses for someone bearing a shield to your direct left or right, within one pace.
South Cross – While your weapon is physically under your shield, you may call Pain on Hit.  If your opponent is Knocked Down, South Cross instead grants Power.
North Cross – While your weapon is placed on top of your shield, Staggering Conditions called from your shield gain Mighty.  


Uses: Bow
Requires:  Vigilance 2, Archery 4 

Not all warfare occurs on a battlefield, or rather some battlefields begin where others end.  When a siege reaches that critical moment when the wall is breached and the fighting spills out into the streets, prudent generals dispatch special groups of short-range bow-fighters to take to the streets to hurry ahead of the carnage, the looting, and the plunder.  These elite soldiers have to take positions in the city and immediately seek out and kill high value targets to break the interior resistance of the defending force.  These soldiers train for exceptional accuracy in chaotic situations, often forced to fire into a situation where civilians are running panicked through the area and whether cynically not wanting to waste critical arrows on low value targets, or to save some lives with the rapidity of their death-dealing, these sharpshooters can make critical shots at the critical moment.

Bounding Overwatch – Once in Footwork, may move freely while bow is half drawn and remain in Footwork
Deadeye – When you physically Hit a target with an arrow, you may spend Footwork in additional ways: If you hit a leg you may call Knockdown, if you hit an arm call Disarm, if you hit the torso you may add Driving to the Hit.  
Heraldic Shot – If a shot is stopped by a shield, call Arm Strike against that target


Vampire Hunter

Uses: Knife and Crossbow
Requirements:  Mobility 2, Light Weapons 2, Archery 4 or Mobility 2, Archery 2, Light Weapons 4

Of those who hunt vampires, few stay in the profession for long.  Most die quickly, ironically rarely to vampires, killed instead by misadventure or other Malificarum long before they find a vampire.  More successful hunters quickly gain renown and legitimacy, earning a knighthood to some lord and entering their general service.  Few indeed continue walking the path after their success earns them notoriety among the vampires themselves, once the path takes away everything, their families destroyed, their houses burned, shunned and mistrusted by those they once defended, but unable to look away from the night, having seen its horrors.  Sleeping by daylight, they know that one dark night they will die on unholy fangs, but until that time, the hunt goes on.

Night Dance – Gain a Dodge against Hits or Conditions delivered by a Claw attack that may be used every other Beat.
Argent Guard – When fighting with a Silver Weapon, it loses the Crude Flaw
Heartbane – If a monster is affected by a Bane you have delivered with a crossbow Hit, call Deathblow



Uses: Unarmed
Requires: Altariq Class, Brawl 4 
Sha’ra’qital is the martial art of the Shariqyn.  While its practical use is well documented, its purpose is primarily spiritual in nature.  Sha’ra’qital is the art of unifying the body and the mind to one purpose, using physical actions to call upon mental ones, and mental actions to call upon physical ones.  Sha’ra’qital users enter a trance as they fight, diving deeper and deeper into a meditative state which allows them to act perfectly, instantly, with the will of the atma.  The art is said to grow more and more powerful as the spiritual strength of its user grows.  Thus, the art requires great discipline as well as wisdom to master, and there are some that dedicate their lives to the practice.

Many different forms of the art exist, practiced and maintained as distinct schools of the art by those who practice it.  The altariq are trained in Ramal’qital, “sand combat”, which emphasizes quick, brutal attacks that disable or kill their opponent in close quarters.  Altariq warriors begin this training so early, that as adults, nearly all of them have mastered how to kill a man with their bare hands in seconds.

Zaer’qital – May call Parry whenever you are are hit in the forearm or hand. Gain 1 Hope when this happens if you are in a true combat.
Hasam – While in a Grapple, you may spend Hope to add Quick to any Brawl Ability
Sahaq – While in a Grapple, you may spend Footwork to call Strike.


Uses: Unarmed
Requires: Water Temple Monk, Brawl 4, Vigilance 2
Sha’ra’qital martial artists use the flow and movement of combat to drive themselves into a trance, suppressing their outward self to act perfectly.  
Rudra’qital, or “storm combat” is practiced by the Sahir Monks of the Water Temple to focus the mind and perceive the Maelstrom.  Training the arcs and lines of their physical movements to dive in sync with the hidden, churning energies of the Maelstrom which affects and reacts to magical forces, they act through their trance to join their energy with it, move like it, and manipulate it.  To the outside observer, the Monk’s attacks are chaotic and reckless, but when they strike, they damage the very energy within their opponent.
Zaer’qital – May call Parry whenever you are are hit in the forearm or hand. Gain Hope when this happens if you are in a true combat.
Easifa – May spend Hope to add Mighty, Driving, or Quick to your Punch ability for one call.
Hadir – You may spend Hope to apply the Burn, Chaos, Suppression or Feedback conditions, give 1 point of Anacrusis (lasting 1 day), or 1 Maelstrom on a successful Punch


Uses: Unarmed
Requires: Indr’atma, Brawl 4, Finesse 2
Sha’ra’qital martial artists use the flow and movement of combat to drive themselves into a trance, suppressing their outward self to act perfectly.  Indra’qital, or “Wave Combat”, is the subtle and powerful art practiced by the indr’atma sisters of controlling the flow of energy, redirecting it to her own purpose.  While it is death to strike an indr’atma sister, they are more than capable of defending themselves if necessary against threats.  The art of indra’qital is more than just a martial art – the indr’atma use it to control the energies of fate, the world, and themselves.
Zaer’qital – May call Parry whenever you are are hit in the forearm or hand. Gain Hope when this happens if you are in a true combat.
Qima – While you are in Footwork, you may spend Hope to call Dodge without expending Footwork.
Tahatum – Whenever you call Dodge, you may also call Slam on that opponent in the direction behind you.


Uses: Spear
Requirements:  Jharad or Asirim Class, Heavy Weapons 4

Lunge –  You may spend Footwork in your forward step to add Quick to a Hit with your spear.
Impale – If you have taken no steps since entering Footwork, you may spend your Footwork to add Power to your Hit.
Downward Grip – While holding your spear in a downward facing stance, when you spend Footwork for Parry you can call an additional Parry


Uses: Hooked scarf
Requirements: Finesse 4

Dance of Veils – After whirling your scarf around you for a beat, you may enter Footwork. You may spend Footwork to call Dodge
Sweeping Cloth – When your scarf Hits your opponent’s leg, you may spend Footwork to call Knockdown.
Silken Hand – When your scarf wraps around your opponent’s weapon, you may immediately call Disarm.


Art Du sabreur

Uses:  Saber
Requirements:  Arming Weapons 4
Moulinete – Perform a moulinete, and if you Hit, add Quick to any Condition you call.
En Garde – After 5 physical parries or Hits against the opponent’s weapon in the same instance of the Footwork condition, you may expend Footwork to call Tier 2 Combat Conditions on limb Hits instead of torso Hits.  This ability is lost if you leave Footwork without using it.
Invitation – Presenting a lowered guard, sword pointed at your own feet, you await your opponent’s attack.  If you physically parry from such a position, you may spend Footwork to add Mighty to your next Hit that Beat.

Pistol Duelist

Uses: Pistol
Requirements: Firearms 4, Etiquette 3
Headshot – Your pistol shots hit between the eyes – if the target uses Toughness to defend, call Driving Strike 3.

Heartshot – Your pistol shot enters the heart.  A Downed target is killed instantly instead. Call Death-Strike
Killer’s Eyes – When you point your gun at someone while using Posture, they know they are already dead.  Call Fear.


Uses: Light blade and empty hand
Requires:  Light Weapons 4, Brawl 3
The smallfolk of Capacionne have long feared to tread the king’s roads, day or night, for fear of brigand assault. There is good reason behind these fears. Highwaymen, dangerous rogues with more scars than scruples take what they please, disenfranchised from the taxes the King has levied on them to defend the eastern borders against the enemies of the Throne. When a man lives outside the law, he must learn to be remorseless, letting no opportunity slip past. The same holds true in combat, and the brigands know every trick in the book. Bandit lords only take the toughest and meanest of would-be robbers for their gangs. Developing a fighting style such as this among such esteemed company is a matter of coarse – the brigands fight with a ruthlessness even grim and salty soldiers and mercenaries would balk at.

One for Each Kidney – Hits while maintaining a Grab gain Power
Pull Back a Stump – When you call Parry or Dodge against a Grab call, you may also call “Arm Strike” on that opponent
Human Shield – While maintaining a Grab on someone, call Block against any Hits or Conditions called against you from other opponents, then call Strike or the appropriate condition on the person you have Grabbed.  You must drop them if they are Downed.




Uses: Scum Outfit 
Requires:  Finesse 2, Sincerity 2 

Dirty Fighting: After you suffer Knockdown (which may be self-inflicted), you may call Stun on one opponent in melee range as you stand up as you throw dirt in their eyes. 

Flee!: While screaming and running away, you may call Dodge once per Rest. Trade dignity for life.

Cheap Shot – The first Hit on an opponent you have made Trusting this scene gains the Stealth Quality.

The arts listed above are examples – there are certainly more than these in the world that are less well known, taught to members of their own Organizations.