Skyrock
t. Sgeyerog :DDDDD
- Registriert
- 10. September 2003
- Beiträge
- 13.448
Wo ich gerade an einem POTSM-Oneshot schraube, habe ich auch mal noch schnell und schmutzig vier Schwertkampfschulen aus 7th Sea zu POTSM-Academies konvertiert.
- Cappuntina (Wurfmesserschule für Weiber, die sich mit maximaler Feuerrate selbstverteidigen wollen)
- Delicatesse ("Fecht"schule für adelige Schicksen die nicht richtig kämpfen können, es aber gerne wollten)
- Schaller (Hieb- und Schnittwaffenschule mit Faustkampfelementen)
- Spervuur (Pistolenschule; im Original Rasmussen genannt, was mir aber für die irdischen Holländer eher unpassend vorkam)
Inbesondere bei Delicatesse hätte ich gerne Verbesserungsvorschläge, da ich nicht das Gefühl loswerde dass ich hier zu kompliziert denke/verregele/schreibe, aber mir sind jegliche Anmerkungen willkommen.
PS: Direkt auf englisch geschrieben, da ich mir keinen Sprachmischmasch antun wollte, und da mit POTSM's Lage im Lizenzlimbo sowieso nicht mehr mit einer deutschen Übersetzung zu rechnen ist.
Cappuntina
Type: Private
Requirements: Throwing d4+, must be female
This style has been developed in the Italian city-states and focuses on using the Cappuntina pin - a thin and light-weight throwing knife that resembles more a guard-less stiletto than the more bulky classical throwing knifes (see Gear below). It is popular for self-defense and sports among the young upper-class women, and occassionally also taught to their maid-servants to help them to better protect their mistresses. It also finds increasing usage by those vagrants and carnies who are skilled with thrown knifes.
Other swordsmen tend rather to dismiss it as an ineffective girlish past time, but it has its uses. Where a thorough blade might arouse suspicion, the Cappuntina pin is easily overlooked, whether it is openly worn as a hair pin or hidden in a corset or sleeve.
Trained Cappuntina users have learned to quickly access their signature weapons. They can quickdraw Cappuntina pins as per the Quick Draw edge (but no other weapons, unless they purchase the edge).
They also know how to draw and release multiple knives at once. For them Cappuntina pins have a ROF of 2, allowing them to perform Double Taps, Three Round Bursts, Autofire (using up 2 knifes per target) and Suppressive Fire (using up 10 knifes) as per the SW core rules. These maneuvers may be performed independently for each hand.
Cappuntina fighters have also access to a special maneuver called Pin, using a flurry of knifes to pin a target's limbs to a nearby obstacle as a tree, a wall or a pillar (or the ground if nothing else is nearby). This requires the expenditure of 10 knifes. It is handled as the Entangle power in the SW core rules (replacing arcane skill with Throwing and the power's range with the range of the knifes - range modifiers still apply).
Cappuntina fighters may learn the Rock And Roll edge from the core rules (using Throwing d8+ as requirement in lieu of Shooting d8+).
Many Cappuntina fighters are dabblers and happily leave their devotion at the basic Fencing Academy edge. Still, Ambidextrous and Two-Fisted are encouraged to increase the amount of steel in the air, while Fleet-Footed allows to keep up the distance. Marksman is rather obscure among Cappuntina fighters, as they prefer dealing large quantities of missiles over dealing measured quality shots.
Secret: A Cappuntina mistress may attack with a ROF of 3 instead of 2. This increases expenditure of knifes accordingly, so this option is usually only used on Autofire. With Suppressive Fire and Pins, most Cappuntina mistresses prefer to "pull their punches". In addition, range of Cappuntina pins is improved by +1/+2/+4.
Delicatesse
Type: Private
Requirements: Agility d6+, Fighting d4+, Charisma 1+, must be female
This relatively new French academy was rather born out of necessity, than by being a good idea to begin with.
A couple of decades ago, a lady duellist called Arielle had to attend a ball at her noble patron's court. Her arch nemesis decided that this would be a good opportunity to assassinate her. So, he dispatched some goons to assault Arielle while she was helpless with her impractical ballgown and without any arms. Fortune favouring fools, she could strike down one of the assailants with a chair and grab his rapier. Still, the bulky dress remained a problem, so she had to resort to the only kind of movement it was designed for: Dancing. Relying on dance steps rather than on traditional footwork and keeping the skirt lifted with her off-hand, she swirled across the ball room and managed to fend off the remaining attackers. This show impressed Arielle's patron and gave her that kind of idea that swordfighters hate their eccentric noble patrons for: A fencing class of that style for her daughter, who should be able to defend herself and still look pretty doing so. Arielle was gently forced into giving classes. Within weeks, those private classes were blown up to a new fencing academy as more and more curious and bored young noblewomen seeked to learn the style. Arielle managed to get by by making stuff up as she went along the curriculum, and snuck off as soon as she could from this travesty of a fencing academy.
Still, the Delicatesse academy has persisted. It is widely regarded as a "play school" for bored girls and young women of high birth, who are more about playing musketeer while looking pretty, than about martial prowess. (And probably rightfully so.) Still, it is popular in the French nobility, and sweeping across other courts in tides as the fashion comes up, only to vanish once more for a few years once the school becomes more work than play for their new followers.
Delicatesse students ignore any encumbrance and penalties assigned by ball gowns and similarly bulky or silly dresses (though not by actual armor).
As the defence in Delicatesse relies more on dance steps and footwork than on actual bladework, students may use Agility in lieu of Fighting to calculate Parry.
Full Defense still relies exclusively on the Fighting die - students are taught to defend by staying in motion, rather than by getting stationary, so the academy's special training is useless with that maneuver.
(Of course, this encourages the students further to rely on their natural grace and get by with dodging, rather than to actually learn to fight and hit anything. The reputation of "dancing dollies who don't know how to hold a blade" has to come from somewhere.)
When a Delicatesse student scores a raise on a Trick against an adjacent foe, and she is either unarmed or only using an improvised weapon at that time, she may immediately follow up with a free non-lethal Disarm attack. This attack enjoys the benefits of The Drop. This incurs no additional multi action penalties, though any which apply during the round also apply to this attack. For instance, a character who runs and performs a Trick has a –2 penalty this round for performing two actions. With a raise, his Fighting roll is made at –2, being an additional benefit of the Trick rather than being a separate action.
(As a self-defense academy for noblewomen, the assumption is that the student is encountered unarmed. Thus, special emphasis is put on "releasing" foes of their arms with bare hands and provisional means, to give the student a chance to grab the foe's weapon and start to actively fight back.)
As a "play school" mostly practiced by dabblers, students rarely go out of their way to deepen their grasp with fitting edges - many don't even bother to improve their Fighting beyond the very basic d4! Still, there are a few edges that can help. First Strike is one of the few combat edges that doesn't require a high Fighting die, and might especially come in handy early in a fight: The student can focus on Defend to negate the Unarmed Defender penalty, and still gets an opportunity for a Disarm attack. Improvisational Fighter also doesn't rely on fighting, and eases the students' search for a weapon a bit. With the high reliance on Agility, Acrobat also comes in handy to enhance Agility Tricks (and provides some extra parry on the side).
Secret: A Delicatesse mistress knows how to stay mobile and stay out of harm's way at the same time. Free attacks against her due to her own movement (i.e. due to Withdrawing From Close Combat and First Strike) receive a -2 penalty. In addition, she may use a Full Defense and still move at her half pace that round.
Schaller
Type: Private
Requirements: Strength d8+, Vigor d6+, Fighting d4+
This school has been developed by woodsmen, lumberjacks and other hardy workers in the rural areas of the Holy Roman Empire's splintered remains, to defend their remote settlements. It teaches the use of a non-piercing one-handed weapon as an axe, club or cutlass, while the unoccupied hand is used for punches of opportunity. Some swordsmen sneer at it as unsophisticated and brutish, but those who have more brawn than skill see the benefits in it.
Schaller students may use their Strength to perform tricks. Typical trappings include Beat, Bind, Corps-A-Corps and Pulling The Rug (see POTSM p.85), as well as punches to the face to distract and puzzle.
A Schaller student who scores a raise on a Strength Trick against an adjacent foe may immediately follow up with a free Fighting attack. This incurs no additional multi action penalties, though any which apply during the round also apply to this attack. For instance, a character who runs and performs a Trick has a –2 penalty this round for performing two actions. With a raise, his Fighting roll is made at –2, being an additional benefit of the Trick rather than being a separate action.
When a Schaller students receives a free fighting attack (such as by First Strike, Riposte, a withdrawing adjacent foe or a raise on a Strength Trick), he may decide to use his fist rather than his main weapon. This grants him a +2 to the Fighting roll and to damage, as most enemies rather expect an attack with the main weapon and are caught off-guard by that.
Schaller doesn't grant discounts on any Edges. However, students are encouraged to pick up Dirty Fighter to make more of their Strength tricks, as well as First Strike and Riposte along with their improved versions to gain more free attacks.
Secret: Schaller masters increase their fist damage to Str+d4 and are never considered Unarmed Defenders.
Spervuur
Type: National (Dutch)
Requirements: Shooting d6+, Repair d4+, must be Dutch
The "republic of hucksters" has always been known for economical prowess, but no so much for flashing blades. This also reflects in their national academy. Rather than to teach how to move close and get slaughtered in melee by English, French and Spanish swordmasters, Spervuur teaches how to keep up distance and slaughter those pesky swordslingers in a hail of gun fire. Spervuur students are known to carry belts and belts and belts with loaded pistols, and even in melee, many of them prefer a pistolsword over an honest blade.
Students of the Spervuur academy can draw pistols and pistolswords and use them immediately without penalty, just as if they had the Quick Draw edge. Other weapons (including larger firearms as muskets) may not be quickdrawn, unless the edge is purchased.
Having learned how to effectively store loads of pistols, Spervuur students treat pistols for encumbrance purposes as if they were one pound lighter (down to a minimum of 1 pound). This doesn't include pistolswords.
Popular edges are Rich and/or Gunsmith (to get easier access those expensive bucket loads o' guns), Ambidextrous and/or Two-Fisted (to increase the effective rate of fire) as well as Brawny (to be able to carry more guns). Surprisingly, Marksman is relatively unpopular - standing still and allowing the swordslingers to get close is rarely considered a viable trade-off for better aim. Students are rather encouraged to pick up Fleet-Footed and Musketeer to improve their mobility.
Secret: Masters of the Spervuur style learn to hit from further away. They halve range penalties with pistols, reducing them to -1 at medium distance and -2 at long distance.
Gear
Cappuntina Pin
Thin and lightweight, these guardless Italian throwing stilettos have more resemblance to darts than to traditional throwing knifes. Without any guards and without the strength of blade to parry anything, they are absolutely useless in melee.
Range: 3/6/12
Damage: Str
ROF: 1
Cost: 1/2
Weight: 1/5
Min Str: -
Notes: -
Pistolsword
A pistol sword is essentially a cutlass with a built-in pocket pistol. The pistol grip serves as blade grip, while the barrel runs along the flat side of the blade. They have some novelty value, but neither make for a good gun nor for a good sword. The pistol lacks sightings, viable barrel length and is unbalanced by the blade, while the sword suffers from an awkward grip and unbalancing by the pistol. It is essentially a last resort weapon for people who are far better with guns than with blades, but still find themselves cornered and wish for a final shot of opportunity before getting forced into melee.
Type: Blade
Damage: Str+d4
Weight: 6
Cost: 300
Minimum Strength: -
Notes: -1 Fighting, built-in Pocket Pistol
- Cappuntina (Wurfmesserschule für Weiber, die sich mit maximaler Feuerrate selbstverteidigen wollen)
- Delicatesse ("Fecht"schule für adelige Schicksen die nicht richtig kämpfen können, es aber gerne wollten)
- Schaller (Hieb- und Schnittwaffenschule mit Faustkampfelementen)
- Spervuur (Pistolenschule; im Original Rasmussen genannt, was mir aber für die irdischen Holländer eher unpassend vorkam)
Inbesondere bei Delicatesse hätte ich gerne Verbesserungsvorschläge, da ich nicht das Gefühl loswerde dass ich hier zu kompliziert denke/verregele/schreibe, aber mir sind jegliche Anmerkungen willkommen.
PS: Direkt auf englisch geschrieben, da ich mir keinen Sprachmischmasch antun wollte, und da mit POTSM's Lage im Lizenzlimbo sowieso nicht mehr mit einer deutschen Übersetzung zu rechnen ist.
Cappuntina
Type: Private
Requirements: Throwing d4+, must be female
This style has been developed in the Italian city-states and focuses on using the Cappuntina pin - a thin and light-weight throwing knife that resembles more a guard-less stiletto than the more bulky classical throwing knifes (see Gear below). It is popular for self-defense and sports among the young upper-class women, and occassionally also taught to their maid-servants to help them to better protect their mistresses. It also finds increasing usage by those vagrants and carnies who are skilled with thrown knifes.
Other swordsmen tend rather to dismiss it as an ineffective girlish past time, but it has its uses. Where a thorough blade might arouse suspicion, the Cappuntina pin is easily overlooked, whether it is openly worn as a hair pin or hidden in a corset or sleeve.
Trained Cappuntina users have learned to quickly access their signature weapons. They can quickdraw Cappuntina pins as per the Quick Draw edge (but no other weapons, unless they purchase the edge).
They also know how to draw and release multiple knives at once. For them Cappuntina pins have a ROF of 2, allowing them to perform Double Taps, Three Round Bursts, Autofire (using up 2 knifes per target) and Suppressive Fire (using up 10 knifes) as per the SW core rules. These maneuvers may be performed independently for each hand.
Cappuntina fighters have also access to a special maneuver called Pin, using a flurry of knifes to pin a target's limbs to a nearby obstacle as a tree, a wall or a pillar (or the ground if nothing else is nearby). This requires the expenditure of 10 knifes. It is handled as the Entangle power in the SW core rules (replacing arcane skill with Throwing and the power's range with the range of the knifes - range modifiers still apply).
Cappuntina fighters may learn the Rock And Roll edge from the core rules (using Throwing d8+ as requirement in lieu of Shooting d8+).
Many Cappuntina fighters are dabblers and happily leave their devotion at the basic Fencing Academy edge. Still, Ambidextrous and Two-Fisted are encouraged to increase the amount of steel in the air, while Fleet-Footed allows to keep up the distance. Marksman is rather obscure among Cappuntina fighters, as they prefer dealing large quantities of missiles over dealing measured quality shots.
Secret: A Cappuntina mistress may attack with a ROF of 3 instead of 2. This increases expenditure of knifes accordingly, so this option is usually only used on Autofire. With Suppressive Fire and Pins, most Cappuntina mistresses prefer to "pull their punches". In addition, range of Cappuntina pins is improved by +1/+2/+4.
Delicatesse
Type: Private
Requirements: Agility d6+, Fighting d4+, Charisma 1+, must be female
This relatively new French academy was rather born out of necessity, than by being a good idea to begin with.
A couple of decades ago, a lady duellist called Arielle had to attend a ball at her noble patron's court. Her arch nemesis decided that this would be a good opportunity to assassinate her. So, he dispatched some goons to assault Arielle while she was helpless with her impractical ballgown and without any arms. Fortune favouring fools, she could strike down one of the assailants with a chair and grab his rapier. Still, the bulky dress remained a problem, so she had to resort to the only kind of movement it was designed for: Dancing. Relying on dance steps rather than on traditional footwork and keeping the skirt lifted with her off-hand, she swirled across the ball room and managed to fend off the remaining attackers. This show impressed Arielle's patron and gave her that kind of idea that swordfighters hate their eccentric noble patrons for: A fencing class of that style for her daughter, who should be able to defend herself and still look pretty doing so. Arielle was gently forced into giving classes. Within weeks, those private classes were blown up to a new fencing academy as more and more curious and bored young noblewomen seeked to learn the style. Arielle managed to get by by making stuff up as she went along the curriculum, and snuck off as soon as she could from this travesty of a fencing academy.
Still, the Delicatesse academy has persisted. It is widely regarded as a "play school" for bored girls and young women of high birth, who are more about playing musketeer while looking pretty, than about martial prowess. (And probably rightfully so.) Still, it is popular in the French nobility, and sweeping across other courts in tides as the fashion comes up, only to vanish once more for a few years once the school becomes more work than play for their new followers.
Delicatesse students ignore any encumbrance and penalties assigned by ball gowns and similarly bulky or silly dresses (though not by actual armor).
As the defence in Delicatesse relies more on dance steps and footwork than on actual bladework, students may use Agility in lieu of Fighting to calculate Parry.
Full Defense still relies exclusively on the Fighting die - students are taught to defend by staying in motion, rather than by getting stationary, so the academy's special training is useless with that maneuver.
(Of course, this encourages the students further to rely on their natural grace and get by with dodging, rather than to actually learn to fight and hit anything. The reputation of "dancing dollies who don't know how to hold a blade" has to come from somewhere.)
When a Delicatesse student scores a raise on a Trick against an adjacent foe, and she is either unarmed or only using an improvised weapon at that time, she may immediately follow up with a free non-lethal Disarm attack. This attack enjoys the benefits of The Drop. This incurs no additional multi action penalties, though any which apply during the round also apply to this attack. For instance, a character who runs and performs a Trick has a –2 penalty this round for performing two actions. With a raise, his Fighting roll is made at –2, being an additional benefit of the Trick rather than being a separate action.
(As a self-defense academy for noblewomen, the assumption is that the student is encountered unarmed. Thus, special emphasis is put on "releasing" foes of their arms with bare hands and provisional means, to give the student a chance to grab the foe's weapon and start to actively fight back.)
As a "play school" mostly practiced by dabblers, students rarely go out of their way to deepen their grasp with fitting edges - many don't even bother to improve their Fighting beyond the very basic d4! Still, there are a few edges that can help. First Strike is one of the few combat edges that doesn't require a high Fighting die, and might especially come in handy early in a fight: The student can focus on Defend to negate the Unarmed Defender penalty, and still gets an opportunity for a Disarm attack. Improvisational Fighter also doesn't rely on fighting, and eases the students' search for a weapon a bit. With the high reliance on Agility, Acrobat also comes in handy to enhance Agility Tricks (and provides some extra parry on the side).
Secret: A Delicatesse mistress knows how to stay mobile and stay out of harm's way at the same time. Free attacks against her due to her own movement (i.e. due to Withdrawing From Close Combat and First Strike) receive a -2 penalty. In addition, she may use a Full Defense and still move at her half pace that round.
Schaller
Type: Private
Requirements: Strength d8+, Vigor d6+, Fighting d4+
This school has been developed by woodsmen, lumberjacks and other hardy workers in the rural areas of the Holy Roman Empire's splintered remains, to defend their remote settlements. It teaches the use of a non-piercing one-handed weapon as an axe, club or cutlass, while the unoccupied hand is used for punches of opportunity. Some swordsmen sneer at it as unsophisticated and brutish, but those who have more brawn than skill see the benefits in it.
Schaller students may use their Strength to perform tricks. Typical trappings include Beat, Bind, Corps-A-Corps and Pulling The Rug (see POTSM p.85), as well as punches to the face to distract and puzzle.
A Schaller student who scores a raise on a Strength Trick against an adjacent foe may immediately follow up with a free Fighting attack. This incurs no additional multi action penalties, though any which apply during the round also apply to this attack. For instance, a character who runs and performs a Trick has a –2 penalty this round for performing two actions. With a raise, his Fighting roll is made at –2, being an additional benefit of the Trick rather than being a separate action.
When a Schaller students receives a free fighting attack (such as by First Strike, Riposte, a withdrawing adjacent foe or a raise on a Strength Trick), he may decide to use his fist rather than his main weapon. This grants him a +2 to the Fighting roll and to damage, as most enemies rather expect an attack with the main weapon and are caught off-guard by that.
Schaller doesn't grant discounts on any Edges. However, students are encouraged to pick up Dirty Fighter to make more of their Strength tricks, as well as First Strike and Riposte along with their improved versions to gain more free attacks.
Secret: Schaller masters increase their fist damage to Str+d4 and are never considered Unarmed Defenders.
Spervuur
Type: National (Dutch)
Requirements: Shooting d6+, Repair d4+, must be Dutch
The "republic of hucksters" has always been known for economical prowess, but no so much for flashing blades. This also reflects in their national academy. Rather than to teach how to move close and get slaughtered in melee by English, French and Spanish swordmasters, Spervuur teaches how to keep up distance and slaughter those pesky swordslingers in a hail of gun fire. Spervuur students are known to carry belts and belts and belts with loaded pistols, and even in melee, many of them prefer a pistolsword over an honest blade.
Students of the Spervuur academy can draw pistols and pistolswords and use them immediately without penalty, just as if they had the Quick Draw edge. Other weapons (including larger firearms as muskets) may not be quickdrawn, unless the edge is purchased.
Having learned how to effectively store loads of pistols, Spervuur students treat pistols for encumbrance purposes as if they were one pound lighter (down to a minimum of 1 pound). This doesn't include pistolswords.
Popular edges are Rich and/or Gunsmith (to get easier access those expensive bucket loads o' guns), Ambidextrous and/or Two-Fisted (to increase the effective rate of fire) as well as Brawny (to be able to carry more guns). Surprisingly, Marksman is relatively unpopular - standing still and allowing the swordslingers to get close is rarely considered a viable trade-off for better aim. Students are rather encouraged to pick up Fleet-Footed and Musketeer to improve their mobility.
Secret: Masters of the Spervuur style learn to hit from further away. They halve range penalties with pistols, reducing them to -1 at medium distance and -2 at long distance.
Gear
Cappuntina Pin
Thin and lightweight, these guardless Italian throwing stilettos have more resemblance to darts than to traditional throwing knifes. Without any guards and without the strength of blade to parry anything, they are absolutely useless in melee.
Range: 3/6/12
Damage: Str
ROF: 1
Cost: 1/2
Weight: 1/5
Min Str: -
Notes: -
Pistolsword
A pistol sword is essentially a cutlass with a built-in pocket pistol. The pistol grip serves as blade grip, while the barrel runs along the flat side of the blade. They have some novelty value, but neither make for a good gun nor for a good sword. The pistol lacks sightings, viable barrel length and is unbalanced by the blade, while the sword suffers from an awkward grip and unbalancing by the pistol. It is essentially a last resort weapon for people who are far better with guns than with blades, but still find themselves cornered and wish for a final shot of opportunity before getting forced into melee.
Type: Blade
Damage: Str+d4
Weight: 6
Cost: 300
Minimum Strength: -
Notes: -1 Fighting, built-in Pocket Pistol