Fighting Styles

### Rules on the use of various fighting styles

Several styles can be learned, but only one can be used at a time. Bonuses from one style do not apply to another. The style can be changed at the beginning of the turn along with the stance.

### **Available combat schools:**

#### **Kirdan school of combat (Boar style)**

Use: All types of close combat weapons and unarmed. Style excludes use of heavy armour.

Novice:

**Windmill stance -** Allows one attack to be made on all within range of the weapon (including allies).

Movement range: 10m

Defence: 1

Adept:

Boar Charge - Adds an additional attack (on the same or different target) to the offensive stance. Doubles the damage from the charge stance. Reduces the defence of both stances to 1.

Expert:

Passive: Insensitive to blows -Adds 1d4 of natural armour.

**Spearhead stance:** The character charges towards the opponent, if he fails to defend himself he is pushed aside. The charge then continues in a straight line, if there is another opponent on the way within the weapon's range he too will be attacked. The charge continues until someone defends themselves or the distance covered exceeds 20m.

Master:

Passive: Combat rage - Windmill stance, and Spearhead stance has one additional attack on on all targets within range of the weapon.

#### **Montar school of combat (Tower style):**

Use: Every type of melee weapon in combination with shield.

Novice:

**Shielding stance -** Allows you to take on yourself, enemy attacks directed at allies within a 3m radius.

Movement range: 10m

Defence: 10

Adept:

An unbreakable barrier - Improves Riposte, and Guard stances. Grants unlimited number of targets or attacks that can be retaliated against. Each successful attack pushes the opponent back 2m.

Expert:

Passive: Removes penalty to defence for wearing any type of armour. With the exception of the penalty for size mismatch.

**Shield bash stnce -** Allows attacking one opponent. Arak deals an additional 1d4 damage and knocks an opponent down to the ground (if the opponent is two, or more categories larger, pushes him back 2m). A knocked down opponent has to spend a whole turn to get back up, during which time taking a default stance. Can also fight from the ground with disadvantage on defensive and attacks rolls, also cannot move.

Movement range: 10m

Defence: 10

Master:

Masterful defence: Shielding stance now allows unlimited ripostes. Shield bash stnce allows two attacks to be performed on one or two different targets.

#### **Salken school of combat (Eagle style):**

Use: All types of ranged weapons, melee weapons, one and two-handed.

Novice:

**Precise attack stance -** Allows for a single attack that ignores half the enemy armour roll (value rounded up).

Movement range: 5m

Defence: 10

Adept:

Quick reloading - Reduces the reloading time of ranged weapons by half. Allows two attacks per turn with most bows, slingshots and javelins. The crossbow, on the other hand, can be fired once per turn.

Expert:

Finesse in combat - +2 defence for all stances.

**Disabling attack stance -** Allows you to inflict a single attack on the enemy that either forces them to drop thier weapon or halves their range of movement. The opponent can either draw a spare weapon or spend a whole turn picking up a dropped one. Movement shortening lasts until the opponent is healed.

Movement range: 5m

Defence: 10

Master:

The mastery of precision - Precise attack stance ignores armour completely. Disabling attack stance completely immobilises or prevents the use of the injured hand. Until the opponent is healed.

#### **Juton school of combat (Lynx style):**

Use: Short weapons, held in one or both hands. Thrown weapons.

Novice:

**Stealth stance -** Allows you to strike two blows, either during a surprise attack or an attack from behind.

Movement range: 10m

Defence: 10

Adept:

Ambidextrousness - Attacks with weapons held in the other hand inflict the normal amount of damage. Allows you to throw two throwing weapons at once.

Expert:

**Assassin's charge stance -** Allows effective navigation on the battlefield and bypassing opponents to attack a selected target. Your path cannot be blocked by opponents. Allows you and make one attack with an additional 1d4 damage (target must be further than 3m from initial position).

Movement range: 20m

Defence: 14

Master:

Unity with the shadow - Allows you to disappear behind the back of an ally and appear in the next turn behind the back of the opponent he is fighting.

Speed and precision - Allows attacks with ranged weapons while charging. The character cannot be away from the opponent.

#### **Osmin school of combat (Monkey style):**

Use: Unarmed combat, improvised weapons.

Novice:

Use of the environment - Bonus action. The character grabs the nearest object that can be used as a weapon. Improvised weapons add +1d4 to unarmed combat damage. It can also be used as a ranged weapon, in which case it deals 1d6 damage.

**Wrestling stance -** Provides one attack which, if successful, locks the attacker's victim in a default stance. The attack roll must be repeated every turn to maintain the hold. The attack does not deal damage.

Movement range: 5m

Defence: 10

Adept:

Powerful punches - unarmed attacks deal 1d6 damage.

Disarm - successful attack in a wrestling stance, further disarms the opponent. When the opponent breaks free from the grip, can either draw a spare weapon or spend a whole turn picking up a dropped one.

Expert:

Lightning fast reflexes - Increases the defence of all stances by +2.

**Jump kick stance** - Allows one powerful kick to be launched. If successful, deals 2d6 damage, and knocks an opponent down to the ground (if the opponent is two, or more categories larger, pushes him back 2m). A knocked down opponent has to spend a whole turn to get back up, during which time taking a default stance. Can also fight from the ground with disadvantage on defensive and attacks rolls, also cannot move.

Movement range: 20m

Defence: 6

Master:

Fury of the fists - unarmed attacks deal 2d6 damage.

Masterful technique - Jump kick affects two opponents if they stand no more than 2m apart. Wrestling stance deals 1d6 damage (ignoring armour) to opponent for each turn he is held.

#### **Itar school of combat (Hedgehog style):**

Use: Pole arms, shields, one-handed weapons.

Novice:

**Covering stance -** When allies who are within a 2m radius are attacked, this triggers a riposte from the character (maximum of 3 per turn).

Defence: 14

Movement range: 5m

Adept:

Close formation - Two allies, one to the right and one to the left of the character, within 2m, receive +2 to defence from melee attacks. If the character uses a shield they receive +3 defence against attacks (including ranged attacks).

Bracing for impact - Riposte stance and guard stance inflicts double damage to charging opponents.

Expert:

**Support stance -** If an opponent within the character's range is hit by an ally's melee attack, also receives damage from the character (maximum of 3 per turn).

Defence: 10

Movement range: 5m

Master:

Area control - Guard stance, Riposte stance and Covering stance, cause the opponent to be pushed back 2m after a hit. Removes limit on attacks using these stances.

Marching in formation - While in a supporting stance, you can move together with an ally in their turn.