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[DL] Blade Slingin'



The art of Bladeslingin is little known in America due to the importance
men place on guns and the quickdraw. However, in other areas of the
world most especially the orient things are different. While some adepts
have learned to channel the power of the hunting grounds into Martial
Arts, those few who master the sword have also learned a few new tricks,
like how to channel the power of the hunting grounds into their sword
much like a hexslinger but different also.

The following swordslinger hexes work identically with the hexslinger
hexes in Law Dogs with slight modifications.

All for One: The Bladeslinger can shange aptitude with any Fighting
concentration except brawling.(i.e. sword, club, knife, spear, tomahawk
etc)

Argent Agony: This works on a single weapon but gains a 5 minute bonus
to duration for each hand above the mininum.

Hale 'N' Hardy: Identical to Law Dogs

Iron Fist: Identical to Law Dogs

Knife through Butter: A Single weapon only and the duration lasts as
long as the bladeslinger pays wind.

Skinnin: This is the same as for a hexslinger except it works on bladed
weapons

Vim 'N' Vigor: Same as Law Dogs.
------------------------------------------------
Now it is perhaps better to suggest some new names for the hexes that
have changed

All for One: Supreme Blademaster
Argent Agony: Blade of the Heavens
Knife through Butter: Blade of Piercing
Skinnin': Speed of the Wind
------------------------------------------------
And finally some new Hexes made up especially for those who fight blade
on blade.

Seven Swift Steps
Trait Nimbleness
Hand Pair
Speed 1
Duration 1 Round
Range Self

This hex allows a bladeslinger to close distance impossibly quickly. It
may only be used to close to striking range with a hand-held weapon. The
bladeslinger may not declare movement the round they use this hex. If
this hex is successful the bladeslinger may move up to 3 yards distance
per hand level plus his normal running pace and make an attack. The
bladeslinger gets no penalty for moving but the opponent is assesed
penalties as usual.

Down to Size
 Trait Spirit
Hand Pair
Speed 1
Duration 1 wind/round
Range 20 yards per hex level

If the opponent is size 10 or larger this hex reduces their size for
purposes of damage only with the weapon the bladeslinger was holding
when he cast this hex. The reduction is one size per hand rank to a
minimum of 50% or size 6 whichever is larger. For example a horse can be
made size 6 but a Mohave Rattler will still be quite a bit larger. Each
bladeslinger may only cast one Down to Size at a time on each particular
creature.

Master of the Blade
Trait Deftness
Hand Pair
Speed 1
Duration 1 wind/ round
Range Self 

This hex allows the bladeslinger to use one hand-to-hand weapon in each
hand with no penalties as long as both weapons are identical. As an
option the bladeslinger can designate another pair of weapons  of
different types when they take this hex. 

Blade to Blade
Trait Spirit
Hand 2 pair
Speed 2
Duration 1 round/hex level
Range 10 yards/hex level

A master bladeslinger can even force his opponent's choice of weapons.
If the opponent has a fighting aptitude in anything except brawling and
an appropriate weapon on hand the bladeslinger and his opponent engage
in a spirit contest with each hand above mininum giving the bladeslinger
a +2 on his roll. If the bladeslinger wins with at least one raise his
opponent is forced to fight with any hand-to hand weapon they have an
aptitude in and that they have either on their person or readily
available. Of course the bladeslinger is obliged to use their
hand-to-hand weapon also.

For example; Jim Thomason, a calvery officer with his ancestral sword
wishes to fight the indian brave Two Smiles blade to blade instead of
getting in a gunfight. He succeeds readily in the spirit contest and Two
Smiles puts away his rifle and reaches for his tomahawk prepared to get
down and dirty.(If Two Smiles had no aptitude in tomahawk or had
inadvertantly left it at home today the hex would be ineffective)

Killing Blow
Trait Cognition
Hand two pair
Speed 2
Duration 1 attack
Range Self

When the bladeslinger really needs to put down some horror this is the
way to do it. First the bladeslinger must pay 5 wind when he uses this
hex(if the hexslinger has less than 5 wind they pay all but one wind)
Second the bladeslinger must succeed in an attack on their very next
action(they cannot hold it in any way) without spending any fate chips
to influence the roll(though the marshal may spend chips as he desires)
If this attack succeeds the bladeslinger's weapon damage becomes weapon
damage + strength(rolled not as an aptitude but as normal damage)

Example: Jim(as above) with his 4d10 strength and 2d8 weapon damage
wishes to mortally wound the mohave rattler attacking a small town. He
prepares a Killing Blow. He successfully casts the hex and hits the
rattler. He now does a monsterous 4d10+2d8 damage to the rattler.

I hope you have all liked this. I will be putting up some more hexes in
a few days to further flesh this idea out. Please give me any comments
to either

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