Giant Slayer Fatigue Cost: 3
The technique a famous man-at-arms named Calowel used to slay an evil giant, this maneuver uses the ground to brace the blunt edge of the polearm as the sharp end slices into sinew and flesh. This will do an extra +1 damage to foes that are significantly larger than a man.
Quarterstaffs Lesson Technique
By carefully balancing the polearm between your two hands-like a staff-you use both ends as levers to deflect your opponents blows.
Any opponent who has more Expertise than you will not receive a bonus Attack Die.
Three-mans Length Technique
By using the length of the polearm to your advantage, you can strike foes before they even think about landing a blow on you.
This adds +2 to your Initiative while using a polearm.
Advanced Maneuvers
Downing the Dead Fatigue Cost: 5
This sophisticated maneuver allows a polearm user to thrust at a foes throat while simultaneously kicking his legs out from under him. This requires a successful Vital Shot. The hit does normal vital damage and throws your opponent to the ground. It takes a full turn for him to stand up, unless he has Agility 15+.
This maneuver wont work on creatures significantly larger than you.
Pole Chop Technique
By using the polearm as both a shield and a weapon, you can strike foes from a defensive stance. This negates a foes Hold. Against you, he must strike in Initiative order, and cannot seize the Initiative from you.
Spinning Cleaver Fatigue Cost: 5
You spin your body and arc your polearm, slicing it down hard upon your foe. This does an additional 1d6 damage.
PUMMELING
Basic Maneuvers
Kick Fatigue Cost: 1
Brawlers know how to use their legs. While most people can attempt a kick, pummelers know how to maximize the force of their kicks without the danger of losing their balance.
Kicks do damage based on Might. Thus, someone with Might 10 using a Kick does 1d6 damage.
Stomp Fatigue Cost: 2
The brawler launches himself into the air and lands, feet first, on top of his opponent. The opponent cannot be standing for this technique to work. This attack does Might +2 damage. If the
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attacker is wearing metal boots, +1 damage. If the attackeris jumping from a bar or table, +1 damage. Tempest of Fists Fatigue Cost: 3
This technique allows a brawler to punch a single foe twice in one turn. If the brawler knows Kick, he may do two Kicks instead.
Advanced Maneuvers
Bloody Fandango Fatigue Cost: 5
This crazed blood-dance is taught rarely and seen even less frequently. The brawler leaps from foe to foe, biting, kicking, and punching. The brawler may attack up to three times with punches or Kicks. He may attack the same subject three times or up to three nearby foes at once. Burrowing Knuckles Fatigue Cost: 2
By focusing the mind and willing his fists to harden, the brawler channels all of his energy into a single, explo- sive punch. This does an extra 1d6 damage.
Unstoppable Fist Fatigue Cost: 4
The brawler focuses all of his warriors spirit into a single, powerful punch. After an entire round of concentra- tion, the brawler launches himself forward and punches. He gains an extra Attack Die and does an extra 1d6 damage. Wind Defense Fatigue Cost: 2
This subtle defense allows a skilled brawler to roll with attacks, conforming his body to his opponents blows.
Against a successful Smashing attack, if the brawler chooses to use the Wind Defense, he immediately loses 2 Fatigue and halves the damage. Against any other weapon attack, he immediately loses 2 Fatigue and subtracts 1 from the damage. Non-attack damage, such as fire, acid, falls, et cetera cannot be defended against.
SLINGS
Slings are simple weapons few weapon maneuvers exist for them.
Basic Maneuvers
Double Load Technique
This maneuver lets a slinger load two rocks into the sling and throw them at a single target. The most attack dice he can roll, however, is 2d6 it is extremely difficult to guide such missiles.
Advanced Maneuvers
Fall of Giants Technique
This technique teaches a slinger to plant his slingstone squarely between the eyes of a foe. A well-aimed shot can kill greater foes with one such blow.
The slinger does an extra 2d6 damage on a Vital Hit, rather than 1d6.
SPEARS
Basic Maneuvers
Advanced Horsemanship Technique
This technique allows a spear wielder to use a spear or lance from horseback, even if the horse does not have stirrups. Set Charge Technique
Used in conjunction with a Hold, this maneuver allows a spear wielder to quickly set the blunt end of his spear into the ground. By pivoting, the spearman guides his opponent right onto the spear.
If this attack is successful against a foe who is charging or running at the spearman (usually the case in the first round of combat), the opponent takes an additional 1d6 damage. This is ideally used against a charging, mounted foe. A foe on horseback would takes an additional 2d6 damage!
Running Strong-arm Fatigue Cost: 2
The spear wielder runs several paces to build up momentum, and then launches his spear at his opponent. As long as the spearman has enough room to gain some speed, any thrown spear does +1 damage.
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Advanced Maneuvers
Spear Leg Sweep Fatigue Cost: 2
You twirl your spear in your hands like a staff and use your arm strength to sweep an opponents legs. This requires a successful Vital Shot. Leg Sweeps do no damage, but throw your opponent to the ground. It takes a full turn for him to stand up, unless he has Agility 15+.
Leg Sweeps dont work on creatures significantly larger than you are.
Spear Wall Defense Technique
You lower your stance and keep your spear between you and your opponent. By keeping him afar, you can easily defend against his attacks.
Any opponent who has greater Expertise than you will not receive a bonus Attack Die.
Torturous Impale Fatigue Cost: 4
You charge your foe, striking his belly from below with the tip of your spear. Driving the shaft upwards, you attempt to pick him up off the ground.
To perform this technique, your Might must be at least 5 higher than your foes. If you successfully damage him, the Impaling damage bonus is 3d6 (rather than 2d6) as he slides down the shaft. On the next turn, you can drive the shaft into him further, doing an automatic 2d6 damage (armor Toughness does not protect).
STAFFS
Basic Maneuvers
Leg Sweep Fatigue Cost: 2
You twirl your staff in your hands and use your arm strength to sweep an opponents legs. This requires a successful Vital Shot. Leg Sweeps do no damage, but throw your opponent to the ground. It takes a full turn for him to stand up, unless he has Agility 15+.
Leg Sweeps dont work on creatures significantly larger than you are.
Staff Parry Fatigue Cost: 2
While combat assumes that combatants are doing their best to parry and deflect blows, this is a complete and total defensive posture. Instead of declaring a Hold or Strike Hard posture, warriors with this maneuver can declare a Parry. During the combat round, the Parrying warrior may not attack. If an opponent hits him, he immediately rolls his own Attack Dice. If he rolls a 6, he parries the blow and takes no damage. Only one attack may be Parried each round.
Strongmans Push Fatigue Cost: 2
After thrusting at an opponent, you use all your Might to push him backwards. This does +1 damage, and will send an opponent back several paces, unless he is significantly larger than you are.
Advanced Maneuvers
Double Feint Strike Fatigue Cost: 2
Skilled staff wielders can feint with one end of their staff, and quickly strike with the other. Even experienced opponents have a difficult time defending against this.
The staff wielder gets a bonus Attack Die with this maneu- ver. He may not use this maneuver against another staff wielder who has equal or more Expertise than he does.
Iron Bar Defense Technique
You lower your stance and keep the staff between you and your opponent. By keeping him afar, you can easily defend against his attacks.
Any opponent who has greater Agility than you will not receive a bonus Attack Die.
Vault Fatigue Cost: 2
This non-combat maneuver allows a staff wielder to use his staff like a pole vault. This allows him to long-jump Might feet.