Klaviskar/Fencing Maneuvers

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Klaivaskar

Klaive Dueling, or Klaivaskar, is a specialty of Melee. Most Master of Challenges have this specialty, and any klaive-bearer that has used his weapon in combat for a period of more than a year. Maneuvers may not be attempted without either this Specialty or a 'Fencing' specialty, though some maneuvers are for klaive duelists only. As with other Combat maneuvers, Each maneuver costs 5 XP to buy.

Bind

Roll Dex+Melee
Diff Opponent's Dex+Melee
Damage None
Actions: Special
The Duelist attempts to entrap his opponents blade with his own. Each success after the first prevents the opponent from taking one action with their klaive that turn. The opponent loses any Rage she has spent to gain extra actions. The duelist may do nothing but maintain the bind and taunt his foe. After a successful bind, the duelist may attempt a Disarm or Prise d'Argent at -2 diff.

Blind

Roll Dex+Melee
Diff 8
Damage Weapon-1
Actions: 1
Garou bleed profusely from any wound inflicted by a Klaive. Some sneaky duelists attempt to take advantage of this to blind their opponents. A single swipe to the forehead can send blood pouring into he opponents eyes for the rest of the fight. Should this maneuver succeed, all the opponents attack rolls as well as parries and dodges are increased by 1

Disarm

Roll Dex+Melee
Diff 6
Damage None
Actions: 1
In a contested Strength+Melee (Vs Str+Melee if necessary) the duelist attempts to twist his opponents klaive out of their hands. His opponents blade will land one yard away for each net success. If he botches,he looses his own weapon.

Feint

Roll Dex+Melee
Diff 7
Damage None
Actions: 1
A resisted roll, made against the opponents Perception+Melee. the Duelist may add one die per success above his opponents total to his dice pool for his next attack. Should his opponent score more success, the duelist loses the number of success in the difference. The bonus dice is lost if the next attack is not made within two actions of the feint.

Fleche

Roll Dex+Melee
Diff 7
Damage Weapon+4
Actions: special
he duelist launches himself in an all out attack at the opponent, blade first. After the strike, the duelist comes to a halt some distance behind his opponent, and is vulnerable for an action as he regains his balance (cannot defend for both this turn, and your next turn). This Maneuver may not be part of a split action.

Probe

Roll Dex+Melee
Diff 5
Damage Weapon - 2
Actions: 1
A quick Jab to test the opponents defenses and speed of reaction. A probe does not have the full weight of strength behind it, as it is intended to guage the opponents skill, rather than injure

Parry

Roll Dex+Melee
Diff 6
Damage None
Actions: 1
Simple move to block the opponents blade with the duelist's own. If the duelist's success outnumber the attacker's, he successfully parried the blow. A successful parry allows the duelist to make an immediate riposte (see below) if he had any remaining actions this turn, or gives him a +2 inititave bous for the following turn.

Prise d'Argent

Roll Dex+Melee
Diff 4
Damage Weapon
Actions: 1
Klaivaskar Specialty Only
Literally 'Pressing the Silver' this maneuver uses the opponents blade as a guide for an attack. The Duelist slides his klaive along his opponent's blade and rives it into her body. The maneuver can only be carried out after a successful Riposte or Bind.

Riposte

Roll Dex+Melee
Diff 4
Damage Weapon
Actions: 1
This can only be performed after a Parry. The opponent may attempt to parry if they have any actions left that turn.

Silver Shield

Roll Dex+Melee
Diff 7
Damage None
Actions: 1
Klaivaskar Specialty Only
Using his speed and the bulk of his klaive, the duelist creates a shield of silver in front of him. Each success scored on this roll may be added to any parry attempts during this turn

Swinging Slash

Roll Dex+Melee
Diff 7
Damage Weapon+3
Actions: 2
Klaivaskar Specialty Only
Committing his whole effort into a single massive swipe, exposing himself, but hopping to do enough damage to make that irrelevant. Diff of any further actions this turn is increased by 2

Stop Hit

Roll Dex+Melee
Diff 7
Damage Weapon + 2
Actions: 1
A duelist who has initiative over her opponent can choose to defer her action until her opponent acts. If her opponent attempts to attack, the duelist attempts to step inside his guard and deliver a fast, deadly blow that stops the opponent in her tracks, using her own forward momentum to make the blow more deadly. This attack cannot be parried or dodged, because the opponent is already committed. However, if the Stop Hit fails to incapacitate or knock down the opponent, the duelist cannot dodge or parry the attack.


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