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- Fast Draw (Iaijutsu) (Physical 1, Dexterity/Balance)This skill is learned and used
with a particular weapon, however, it is a skill that can be learned
by anyone willing to devote the time and effort. Fast draw (known
as Iaijutsu in Oriental cultures) is the art of unsheathing and
sheathing a melee weapon with blinding speed. Characters with
High Mastery in a weapon are considered to automatically have this skill for
their weapon of high mastery. However, Fast Draw can be learned
separately for weapons the character is not specialized in. A
character who learns this skill for a weapon that is not a weapon
of high mastery reduces its speed factor by one phase, that is
a slow weapon speed becomes an average weapon speed, average becomes
fast, etc.
- Upon selecting this skill, the player must state what weapon it
applies to. The weapon must be specific, not a general class.
Thereafter, the character can change to or from that weapon without
penalty (changing a weapon normally requires one round) and under
certain situations a character with this skill has a better chance
of surprising an opponent as described below.
- A character with this skill has a special opportunity to surprise
an opponent because of the lightning speed with which he draw
his weapon. Because of the nature of the skill, however, this
modifier only applies in special situations. When a character,
in a non-combat encounter, decides to suddenly draw his weapon
and attack, the Fast Draw modifier for surprise is used. If a
character has the Fast Draw skill and his opponent does not, the
opponent's surprise roll is penalized by -1. If both the character
and the opponent have the Fast Draw skill both combatants surprise
rolls are penalized by -1. This modifier reflects the startling
speed with which the Fast Draw trained character can bring his
weapon into action.
- For example, if two characters are kneeling beside each other
with their weapons sheathed and the situation grows tense and
the Fast Draw trained character decides to draw his weapon and
attack without warning, then the opponent's surprise roll is penalized.
Obviously, the surprise modifier does not apply to all situations.
No modifier is applied when weapons are already drawn or when
the opponent has reason to expect an attack. The Fast Draw surprise
modifier only applies when an otherwise peaceful situation erupts
into a bloody conflict.
- Feint (Physical 50)To employ this maneuver, a character must announce
that he intends to make a feint before making an attack roll.
A normal attack roll is then made. If the blow hits the opponent,
the characters next attack on the same opponent will be at a
+2 attack bonus. This is a consequence of drawing the opponents
attention away from the point at which the character will strike
next. However, there is some risk involved in this manuever and
during the round in which it is attempted the attackers Armor
Class is penalized by -1. Against a rival countering with a Riposte there is no chance whatsoever to land a feint; however, the Riposte
will be at a -4 attack probability.
- This skill may only be learned by warriors, crusaders and rogues.
- Fencing (Mental 1 or Physical 1, Observation)With this skill, a character
can judge the approximate skill of enemy by sparring with him
for one round. The character does not make any real attacks during
this round. Instead, he performs feints to test the opponent's
reaction. At the end of the round, the character can make a skill
check. If the check succeeds, the character can estimate the enemy's
modified THAC0 used during that round (which might well be his
natural THAC0 modified by Strength, magic weapon, specialization,
spells, and situational modifiers). The DM can give the character
a score that is within one or two points, by rolling on Table
5.9.1 below.
Table 5.9.1: Estimated THAC0
d6 |
Estimated |
THACO |
1-2 |
1 |
high |
3-4 |
|
accurate |
5 |
1 |
low |
6 |
2 |
low |
- Jousting (Mental 1, Physical 1, Charisma/Appearance, Dexterity/Balance)This
skill includes the combat skills necessary for a successful joust,
as well as the manners, behavior, and flair needed to impress
an audience. A character with this skill also has an expert knowledge
of the rules, traditions and customs concerning tournament jousting.
- To take this skill, a character must first have weapon proficiency
with the lance.
- A character with this skill on a successful skill check modifies
his attack rolls in a jousting match by +2. The use of this skill
presumes that the character has an adequate lance, shield and
mount.
- Should a character win a match, on a successful skill check his
stylish performance favorably impresses the audience. Audience
members with a special interest in the match (such as royalty,
gamblers or potential paramours) who later encounter the jouster
modify their reaction rolls by +2. If he wins several matches
in a tournament, the bonuses doesnt rise above +2. If he later
loses a match or two in the same tournament he still earns the
bonus. However, if the jouster has an especially disastrous daysay,
if he follows a winning joust with a long string of lossesthe
audience may dismiss the win as a fluke unless and the DM may
cancel the bonus unless the character makes a successful skill
check.
- Specialized characters: A character who has expended skill points to become specialized
with the lance receives a bonus to their Jousting skill as listed
on Table 5.9.2 below:
Table 5.9.2: Jousting for Lance Specialists
Weapon skill |
Bonus |
Proficient |
0 |
Expertise |
+5% |
Specialization |
+10% |
Mastery |
+15% |
High Mastery |
+20% |
Grand Mastery |
+25%
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- Underwater jousting: Many underwater cultures utilize marine creatures such as dolphins,
whales, seahorses and so on as mounts. In some cases, these
mounts serve in much the same way as surface dwelling cvalary
horses and thus can be used for jousting. For more information
on underwater jousting see Of Ships and the Sea, pg. 80.
- Racial modifiers: Arrakian humans receive a +10% bonus to their skill score. Paladian
elves receive a +5% bonus to their skill score.
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