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Cinematic Techniques: Dual-Weapon Attack (Any); Dual-<br />
Weapon Defense (Any); Flying Jump Kick; Flying Lunge<br />
(Any); Roll with Blow; Timed Defense.<br />
Perks: Acrobatic Feints; Chi Resistance (Any); Form<br />
Mastery (Spear); Grip Mastery (Any); Shtick (“Dragon-Man<br />
Flourish”: +4 to Intimidation on the turn after knocking<br />
down or killing a foe); Weapon Adaptation (Broadsword to<br />
Rapier); Weapon Adaptation (Shortsword to Smallsword).<br />
Optional Traits<br />
Secondary Characteristics: Improved Basic Speed and FP.<br />
Advantages: Detect (Oni); Enhanced Parry (All); Extra<br />
Attack (with Multi-Strike); Fit; Forceful Chi; Higher Purpose<br />
(Slay Oni); Reputation (Do-gooder); Weapon Master.<br />
Disadvantages: Distinctive Features (Dragon-Man tattoo);<br />
Fanaticism; No Sense of Humor.<br />
Skills: Esoteric Medicine; History (Dragon Temple);<br />
Jumping; Stealth; any weapon skills not mentioned above.<br />
FORCE-SWORDSMANSHIP 5 points<br />
Force-Swordsmanship is the art of the superscience<br />
force sword (p. B272). In some game worlds, the force<br />
sword is the sidearm of the nobility; indeed, tradition or the<br />
law might restrict it to individuals with Status 2+. Young<br />
nobles swagger about with ornate weapons at their hips.<br />
They practice with low-powered training blades . . . but the<br />
real thing is fashionable for dueling (legal or not). This gives<br />
Force-Swordsmanship the character of fencing in 17th- and<br />
18th-century Europe.<br />
In other settings, anybody can carry a force sword but<br />
few truly know how to use it. Locating an instructor<br />
requires the sort of quest found in legends about the traditional<br />
martial arts. Unlocking the weapon’s secrets takes a<br />
lifetime, and the few who master it command respect for<br />
their skill, dedication, and power. This imbues the art with<br />
a flavor closer that of cinematic kung fu.<br />
The force-swordsman practices both aggressive attacks<br />
and careful defenses, for use in two different situations. If<br />
his foe lacks a force sword, he attacks strongly, exploiting<br />
his weapon’s ability to destroy lesser arms when parrying or<br />
parried. Against a similar weapon, though, the stylist fights<br />
more defensively. He uses parries to stop force-sword strikes<br />
(and Parry Missile Weapons and Precognitive Parry to<br />
deflect beams and projectiles!) and dodges – especially<br />
Acrobatic Dodge – to get out of harm’s way and into a better<br />
position from which to attack. In either circumstance, the<br />
standard grip is two-handed, although practitioners learn to<br />
fight one-handed and some wield two force swords<br />
simultaneously.<br />
Force-swordsmen often attack their enemy’s weapon.<br />
This is because most ordinary weapons can’t resist their<br />
blade! This tactic carries over to force sword vs. force sword<br />
duels in the form of a Beat (pp. 100-101).<br />
The most advanced students learn grappling techniques,<br />
but rarely use them except to counter another fighter’s<br />
wrestling moves. Against a similarly armed foe, the force<br />
sword makes close combat far too dangerous. Against an<br />
adversary without a force sword, the sword itself is the best<br />
option for attack.<br />
Cinematic masters can channel their chi to stun foes<br />
with a word, resist great mental pressure, make prodigious<br />
leaps, and deflect beam-weapon attacks. Damage from the<br />
force sword isn’t ST-based, but the GM might let Power<br />
Blow double (or even triple!) the weapon’s damage. This is<br />
usually only possible for force-swordsmen who craft their<br />
own force sword in tune with their chi; the GM should probably<br />
require Weapon Bond. Damage bonuses for Weapon<br />
Master also apply, with the same caveats. Psi powers<br />
(pp. B254-257) accompany all of this in some settings, but<br />
with power modifiers similar to those in Chi Powers for<br />
<strong>Martial</strong> Artists (p. 46).<br />
Luke Skywalker: All right,<br />
I’ll give it a try.<br />
Master Yoda: No. Try not.<br />
Do or do not. There is no try.<br />
– The Empire<br />
Strikes Back<br />
This style mainly suits space-opera campaigns with lots<br />
of superscience. It works best in cinematic games – because<br />
to most players, Force-Swordsmanship without the ability<br />
to parry blaster fire and demolish foes while wearing a helmet<br />
with the blast shield down simply isn’t Force-<br />
Swordsmanship. Similar styles may exist for other “force<br />
weapons,” such as the force whip.<br />
Skills: Acrobatics; Force Sword; Force Sword Art; Parry<br />
Missile Weapons.<br />
Techniques: Feint (Force Sword); Targeted Attack (Force<br />
Sword Swing/Arm); Targeted Attack (Force Sword<br />
Swing/Leg); Targeted Attack (Force Sword Swing/Neck).<br />
Cinematic Skills: Blind Fighting; Body Control; Flying<br />
Leap; Kiai; Mental Strength; Power Blow; Precognitive<br />
Parry.<br />
Cinematic Techniques: Dual-Weapon Attack (Force<br />
Sword); Dual-Weapon Defense (Force Sword); Whirlwind<br />
Attack (Force Sword).<br />
Perks: Acrobatic Feints; Chi Resistance (Any); Grip<br />
Mastery (Force Sword); Off-Hand Weapon Training (Force<br />
Sword); Special Setup (Power Blow works with Force<br />
Sword); Sure-Footed (Slippery); Sure-Footed (Uneven).<br />
Optional Traits<br />
Advantages: Enhanced Dodge; Enhanced Parry (Force<br />
Sword); Fit; Forceful Chi; psi Talents; Weapon Master<br />
(Force Sword).<br />
Disadvantages: Code of Honor; Sense of Duty (Close<br />
friends and companions).<br />
Skills: Armoury (Force Swords); Fast-Draw (Force<br />
Sword); Jumping; Karate; Savoir-Faire (Dojo); Wrestling.<br />
Perks: Weapon Bond.<br />
STYLES 209