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Fighting Schools

 
Hazat noble (John Bridges)
The fighting schools are generally similar to 7th Sea's Swordsman Schools.  There are however a few differences:
  1. Unlike in 7th Sea, Fighting Schools do not reduce the cost of the "Noble" advantage.
     
  2. Fighting Schools give the curriculum skills for free (e.g., Mantok gives Athlete and Pugilism for free).
     
  3. As for other knacks, the maximum you can start at in any given knack at character creation is 3. 
     
  4. To reach Adept level, a practioner of a given fighting school must reach rank 4 in at least 4 knacks.  To reach Master level, the practioner must reach rank 5 in at least 4 knacks.
     
  5. Some schools (Mantok and Koto) have additional knacks that can only be learned at the Adept and Master level.  In those cases, to reach Master level the practioner must reach rank 5 in at least 4 Apprentice knacks AND rank 3 in at least 4 Adept knacks.  That means there aren't that many Masters around, relatively speaking.
     
  6. Fighting Schools' cost in Hero Points is indicated in the table. 
     
I have to be honest: I was a lazy bum.  For the Royal Houses' fencing schools, I just picked schools from 7th Sea since there was no description anywhere to contradict these choices.  For the martial art schools, it's a bit more complicated; there were lots of manoeuvres listed in the Fading Suns book.  I'm listing the school knacks here, and I'll have to detail what they do in another nice big table...

(to be continued)

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Fighting Schools
School Cost Weapons Curriculum School Knacks Comments/Mastery Levels
Hawkwood Hawkwood 25, Others 35 Broadsword or claymore Athlete, Fencing All start at rank 1.
Beat
Lunge 
Pommel Strike
Exploit Weakness (Hawkwood)
Based on MacDonald.

Apprentice: You ignore the heavy weapon’s one unkept die penalty to their Attack roll.
Journeyman: Before rolling to hit, you may set aside any number of Action Dice. If you do damage, add those dice as unkept damage dice to the damage roll.
Master: You roll and keep one extra die on damage rolls for the broadsword or claymore (making it a 5k3 weapon).

Li Halan Li Halan 25, Others 35 Sword, Main Gauche. Fencing, Knife All start at rank 1.
Double-parry
Feint
Tagging
Exploit Weakness (Li Halan)
Based on Valroux.

Apprentice: Negates the off-hand penalty when using a dagger or main gauche.  Get +5 on Active Defense parry with dagger or main gauche in off hand.
Journeyman: Whenever you Raise when attacking an opponent, they must Raise at least as many times on their next attack against you.
Master: +1 Panache on achieving this level (also raises your maximum by 1).

Decados Decados 25, Others 35 Sword, Main Gauche.

Advantage: Left-Handed.

Fencing, Dirty Fighting All start at rank 1.
Feint
Pommel Strike
Riposte
Exploit Weakness (Decados)
Based on Ambrogia.

Apprentice: Negates the off-hand penalty when using a main gauche or dagger.  May choose to do +2 damage by twisting weapon as you hit. (CM 6)
Journeyman: When you inflict a dramatic wound on an opponent, you may choose to take a dramatic wound on yourself to do an addition dramatic wound to your opponent.
Master: If opponent attacks you and misses (active or passive defense), your next attack this round has their passive defense TN=5.

Hazat Hazat 25, Others 35 Sword Courtier, Fencing All start at rank 1.
Feint
Riposte
Tagging
Exploit Weakness (Hazat)
Based on Aldana.

Apprentice: Roll one additional unkept die for initiative for each level of mastery (Apprentice=1, Journeyman=2, Master=3). (CM 6)
Journeyman: +5 TN for your passive defense.
Master: Each round you get your Wits in “Focus” dice. These can be used up to add unkept dice to Attack or Active Defense rolls (decide before rolling).

Al Malik Al Malik 25, Others 35 Sword, Knife Fencing, Knife All start at rank 1.
Double-parry
Feint
Stop-thrust
Exploit Weakness (Al Malik)
Based on Villanova.

Apprentice: Negates the off-hand penalty when using a knife.  Get +5 on Parry (Knife) rolls.
Journeyman: You get +1 rank in Feint.  Your maximum Feint rank is now 6.
Master: At the start of a phase, you may lower your passive defense TN by increments of 5 (to a minimum of 5).  If you are attacked and perform a Stop-thrust, you get +5 to hit for every 5 you lowered your passive defense by.

Mantok Brother Battle 25 Unarmed Athlete, Pugilism Starts with 3 at rank 1, 1 at rank 2:
Apprentice Knacks:
Step Forward, Deliver the Sermon
Bend Knee, Turn the Page
Grasp Hand, Bow to Pray
Grasp Hand, Send Gift to Heaven
Exploit Weakness (Mantok)
Adept Knacks:
Close Palm, Reach the Heart
Raise Foot, Spin the Prayer Wheel
Spread Palm, Speak the Truth
Leap Forward, Embrace the Sun
Clasp Neck, Wring Out the Robes
Master Knacks:
Thrust Hand, Pluck the Coal
Step Forward, Sweep the Floor
Lower Arms, Call the Faithful to Prayer
Stretch Spine, Speak the Word
Wave Hand, Put Out the Light
Popular with players because of the cool knack names...
Jox Kai Von Ur-Ukar 25 Unarmed Dirty Fighting, Wrestling Starts with 3 at rank 1, 1 at rank 2:
Eye Gouge
Groin Punch
Ear Pull
Grapple
Exploit Weakness (Jox Kai Von)
Anything goes 
Graa Vorox 25 Unarmed Pugilism, Wrestling Starts with Banga, Drox, and Exploit Weakness at rank 1:
Banga
Drox
Throx
Exploit Weakness (Graa)
Not physically possible for non-Vorox.

Apprentice: Negate the off-hand penalty on one arm.
Journeyman: Negate the off-hand penalty on two arms.
Master: No off-hand penalties on any arm.

Shaidan Hazat 25, Others 35 Unarmed Pugilism, Wrestling Starts with 3 at rank 1, 1 at rank 2:
Royal Palm 
Peasant Heel 
Bid Thee Kneel 
Sword Fist 
Noble Decree
Cannon Fist
Imperial Decree 
Shadow Strike
Exploit Weakness (Shaidan)
Fist actions, honour-based.

Apprentice: You get +5 on all Pugilism rolls.
Journeyman: Your barehanded attacks are 0k2 instead of 0k1.
Master:  When you fail a Wounds Check, divide by 2 the number you failed by before checking for additional dramatic wounds.

Koto Al Malik 25, Others 35 Unarmed Courtier, Pugilism Starts with 3 at rank 1, 1 at rank 2:
Apprentice Knacks:
Jagor Strikes the Amenta 
Step to Sky 
Throw the Net to Catch the Fish 
Fling the Monkey
Exploit Weakness (Koto)
Adept Knacks:
Royal Vorox Decrees
Weathervane Predicts the Storm
Tortoise Wins the Race
Prophet Walks on Clouds
Singing the Lullaby
Master Knacks:
Snake Surprises the Sleeper
Monkey Tail Plays While Hands Surrender
Fool Follows Fool, All Will Follow
Comet Strikes the World
Mantis Injects the Poison
Trickery + mystical philosophy
Iron Heel Muster 25 Unarmed or improvised weapon Wrestling, Dirty Fighting Starts with 3 at rank 1, 1 at rank 2:
Grappling
Bear Hug (treated as a basic knack)
Disarm
Fortitude
Beat
Improvised Attack 
Exploit Weakness (Iron Heel)
Based on Dobrynya with additional Manoeuvres.

Apprentice: +5 on Grappling and Disarm knacks. 
Journeyman: +5 on Disarm rolls. You may treat improvised weapons as if they were normal weapons.  They do not break and your dice explode as normal.
Master: Whenever you fail a wounds check, divide the amount you failed by two before checking for additional dramatic wounds. 

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New School Knacks

(to be continued – insert table here)

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Credits: The picture of the Hazat noble is by the incredibly talented John Bridges and was obtained from the official Holistic Design Fading Suns site.  Used without permission, no copyright challenge intended.