FURUSIYYA
TemplateMartial Arts · p.158
Open source p.1585 points
Furusiyya was the combat horsemanship style of the
Mamluks, slave soldiers trained from childhood. It evolved
out of earlier tactics used widely by Muslim armies.
Manuals surviving from the 13th century detail the Mamluk
version, but researchers believe that Furusiyya was essen-
tially identical across the Islamic world. The practitioners of
Furusiyya – like their contemporaries, the elite knights of
Europe – regarded their combat skills as a fine art. Not all
Muslim warriors received such extensive training, but their
basic skills were similar.
Contrary to longstanding myth, Islamic horsemen wore
armor – sometimes more than their Christian opponents.
However, the training and tactics of Furusiyya prepared
them better for the role of light cavalry. The style depended
heavily on the bow and spear held two-handed, although
fighters did use the small shield in close quarters.
Furusiyya’s weapons also included such exotica as fire
siphons, naphtha grenades, and crossbows that launched
primitive Molotov cocktails. Like many exotic weapons,
such things were probably less effective than bows and
spears (or else everyone would have used them!). In a cine-
matic campaign, though, the GM should let stylists use
these devices to good effect.
Those trained in Furusiyya learn a fast-paced, fluid style
of combat. They keep their distance from the enemy and
engage the foe only on ground of their choosing. Mounted,
they alternate between raining down arrows and swooping
in using the spear. The bow always precedes the spear
against uninjured, prepared opponents. When closing with
the spear, stylists use Evaluate to look for an opening. The
attack itself is two-handed and overhand – often a
Committed Attack (Strong) or an All-Out Attack (Strong).
Furusiyya fighters also use the broadsword, emphasizing
the cutting stroke. Some use two swords in a double-blade
style. This is only somewhat cinematic. Even in a realistic
game, it’s possible to use one blade to Beat (pp. 100-101) and
the other to strike a blow as part of a Dual-Weapon Attack.
Sport Fencing
Sport fencing largely eliminates moves that are dan-
gerous to one’s opponent. The point is to test skill – not to
kill one’s adversary – so sport styles favor safety and struc-
ture over the rough-and-tumble of combat fencing. For
instance, sport fencers rarely swing their weapons; even
saber cuts are powered by wrist and fingers, not hip and
shoulder, making them faster but reducing the odds of
injury. Matches take place on a strip and emphasize lin-
ear movement . . . unlike duels of the past, which took
place wherever honor demanded. Further distinguishing
sport fencing from combat are such rules as “right of
way” and “priority,” which determine which hits count
and which fencer can attack, and in what manner.
In game terms, sport fencers don’t use the Strong
option for All-Out or Committed Attack. The Determined,
Feint, and Long versions are quite common, however. The
Deceptive Attack and Riposte combat options see exten-
sive use, too.
Cinematic sport fencers aren’t bound by these restric-
tions. The GM ought to let such PCs learn combat and
Combat Sport skills, and give them access to the full
range of maneuvers and combat options. Their tech-
niques should work as well in battle as on the strip.
Below are several sport-fencing styles. Schläger is less
common than the others and uses a bare blade; injury
determines the victor.