FORCE-SWORDSMANSHIP
TemplateMartial Arts · p.208
Open source p.2085 points
Force-Swordsmanship is the art of the superscience
force sword (p. B272). In some game worlds, the force
sword is the sidearm of the nobility; indeed, tradition or the
law might restrict it to individuals with Status 2+. Young
nobles swagger about with ornate weapons at their hips.
They practice with low-powered training blades . . . but the
real thing is fashionable for dueling (legal or not). This gives
Force-Swordsmanship the character of fencing in 17th- and
18th-century Europe.
In other settings, anybody can carry a force sword but
few truly know how to use it. Locating an instructor
requires the sort of quest found in legends about the tradi-
tional martial arts. Unlocking the weapon’s secrets takes a
lifetime, and the few who master it command respect for
their skill, dedication, and power. This imbues the art with
a flavor closer that of cinematic kung fu.
The force-swordsman practices both aggressive attacks
and careful defenses, for use in two different situations. If
his foe lacks a force sword, he attacks strongly, exploiting
his weapon’s ability to destroy lesser arms when parrying or
parried. Against a similar weapon, though, the stylist fights
more defensively. He uses parries to stop force-sword strikes
(and Parry Missile Weapons and Precognitive Parry to
deflect beams and projectiles!) and dodges – especially
Acrobatic Dodge – to get out of harm’s way and into a better
position from which to attack. In either circumstance, the
standard grip is two-handed, although practitioners learn to
fight one-handed and some wield two force swords
simultaneously.
Force-swordsmen often attack their enemy’s weapon.
This is because most ordinary weapons can’t resist their
blade! This tactic carries over to force sword vs. force sword
duels in the form of a Beat (pp. 100-101).
The most advanced students learn grappling techniques,
but rarely use them except to counter another fighter’s
wrestling moves. Against a similarly armed foe, the force
sword makes close combat far too dangerous. Against an
adversary without a force sword, the sword itself is the best
option for attack.
Cinematic masters can channel their chi to stun foes
with a word, resist great mental pressure, make prodigious
leaps, and deflect beam-weapon attacks. Damage from the
force sword isn’t ST-based, but the GM might let Power
Blow double (or even triple!) the weapon’s damage. This is
usually only possible for force-swordsmen who craft their
own force sword in tune with their chi; the GM should prob-
ably require Weapon Bond. Damage bonuses for Weapon
Master also apply, with the same caveats. Psi powers
(pp. B254-257) accompany all of this in some settings, but
with power modifiers similar to those in Chi Powers for
Martial Artists (p. 46).
Luke Skywalker: All right,
I’ll give it a try.
Master Yoda: No. Try not.
Do or do not. There is no try.
– The Empire
Strikes Back
This style mainly suits space-opera campaigns with lots
of superscience. It works best in cinematic games – because
to most players, Force-Swordsmanship without the ability
to parry blaster fire and demolish foes while wearing a hel-
met with the blast shield down simply isn’t Force-
Swordsmanship. Similar styles may exist for other “force
weapons,” such as the force whip.
Skills: Acrobatics; Force Sword; Force Sword Art; Parry
Missile Weapons.
Techniques: Feint (Force Sword); Targeted Attack (Force
Sword Swing/Arm); Targeted Attack (Force Sword
Swing/Leg); Targeted Attack (Force Sword Swing/Neck).
Cinematic Skills: Blind Fighting; Body Control; Flying
Leap; Kiai; Mental Strength; Power Blow; Precognitive
Parry.
Cinematic Techniques: Dual-Weapon Attack (Force
Sword); Dual-Weapon Defense (Force Sword); Whirlwind
Attack (Force Sword).
Perks: Acrobatic Feints; Chi Resistance (Any); Grip
Mastery (Force Sword); Off-Hand Weapon Training (Force
Sword); Special Setup (Power Blow works with Force
Sword); Sure-Footed (Slippery); Sure-Footed (Uneven).
Optional Traits
Advantages: Enhanced Dodge; Enhanced Parry (Force
Sword); Fit; Forceful Chi; psi Talents; Weapon Master
(Force Sword).
Disadvantages: Code of Honor; Sense of Duty (Close
friends and companions).
Skills: Armoury (Force Swords); Fast-Draw (Force
Sword); Jumping; Karate; Savoir-Faire (Dojo); Wrestling.
Perks: Weapon Bond.