This style was developed in Vel’Aneese as a way for Individuals to fight one versus one, knowing that no other enemies would join the fight. It is lawful, in Vel’Aneese, to settle differences in a duel, to any means set by the two opponents.
This style provides bonuses to Moving Hit Chart, Attack and Defenses.
It has penalties if you are attacked or provoked from your non-enmity target.
Detriments
Advantages
Rank 1 (Tier 1) - +1 Defense Die for every Tier in Duelist Style
Rank 6 (Tier 2) - +1 Attack Die for Tier 2 and every Tier thereafter.
Rank 11 (Tier 3) - You receive +1 Move to Hit Chart for Tier 3 and every Tier thereafter.
Rank 16 (Tier 4) - You may choose an additional "Target", you receive all benefits against your Main Target and now your Secondary Target. Gain an additional Target at Tier 5.
Rank 21 (Tier 5) - Reduce your Melee Recoveries by 1/3 of your Insight.
While combat historians have differing opinions as to the origin on this style, it is used widespread in bar fights, by guards in villages and cities and even been known to be used by pit fighters.
This style provides bonuses to taking damage and injuries and using your body as an efficient weapon.
This style has penalties to defenses and precision (Hit Chart).
Detriments
Advantages
Rank 1 (Tier 1) - Gain +1 to your total Injury Reduction for Tier 1 and an additional +1 to IR for every Tier thereafter.
Rank 6 (Tier 2) - Reduce the "Multiplier Table" by x1 starting at Tier 2. Reduce it by x1 for every thereafter.
Rank 11 (Tier 3) - Gain +1 to your "MIP" (Max Injury Potential) starting at Tier 2. Gain +1 to Max Injury Potential for every Tier thereafter.
Rank 16 (Tier 4) - Gain "Ignore the first Injury dealt to an area hit" and gain an additional "Ignore Injury" per Tier thereafter.
Rank 21 (Tier 5) - Add your Physique, and all bonuses you have chosen, to your Attack Roll, Damage Roll and Defense Rolls, when using Brawler.
A shield is a wall to the man using it. Mix that with the style brought by the Envyr Vith, and that wall becomes a fortress. This style was used for phalanxes and small areas such as mine-shafts, dense forest and even urban combat.
It provides bonuses to blocking, dispersal of damage to the body if the damage surpasses your shield and being knocked back.
This style has penalties to movement, perceptions from the front 180-degree field of view and attacking.
Is the art of wielding your weapon with precision while using your shield to provide defense to those around you.
This style really needs no introduction but here goes. Used all over the Realm, it provides a veritable array of defense and attack options. While it has been seen that individuals have used the same size weapons in the main hand and offhand, this is usually frowned upon by the experts. A larger sized weapon is used for defensive techniques, while the smaller is the kill weapon. There are even reports of individuals using a two-handed in one hand, but that’s just a “myth”.
This style provides a dramatic bonus of having multiple actions within a small-time frame, or even as you progress, multiple actions within the same second.
This style has penalties, in the beginning, to speed and accuracy.
Main Hand – With no Ranks in Dual-Wield
Main Hand has -20 Ranks to all Techniques, reduced by your Dexterity. Each Rank in Dual-Wield reduces that penalty by 1.
- Increase of 2 Seconds to its Recovery.
- Penalty of -1 Die
Off-Hand – With no Ranks in Dual-Wield
Off-Hand has -25 Ranks to all Techniques, reduced by your Dexterity. Each Rank in Dual-Wield reduces that penalty by 1.
- Increase of 3 Seconds to its Recovery
- Penalty of -2 Dice
Advantages
Rank 1 (Tier 1) - Reduce Enemy Team Fight Die (ETF) for every Tier you are in Dual-Wield.
- Both Main Hand and Off-Hand's Recovery and Dice penalty is reduced by 1.
Rank 6 (Tier 2) - Move your enemies successful Technique Hit Chart on you by 1, for every Tier you are in Dual-Wield, starting at Tier 2.
- Both Main Hand and Off-Hand's Recovery and Dice penalty is reduced by 1.
Rank 11 (Tier 3) - Gain +1 Hit Chart for every Tier you are in Dual-Wield, starting at Tier 3.
- Reduce your Off-Hand's Recovery and Dice penalty by 1.
Rank 16 (Tier 4) - Increase your Effect multiplier by x1 for every Tier you are in Dual-Wield, starting at Tier 4.
Rank 21 (Tier 5) - Reduce your Melee Recoveries by 1/3 of your Agility value.
“Ever see the A’grosh and Jorvramyr fight? It’s a clash of titans using weapons bigger than most men. How they wield them is not impressive, it’s how they decimate their enemy in one hit that is frightening.” Mor’Davenkose – Fellathil General
This style was founded in friendship by the mentioned above. While its beginners have a harder time hitting their opponent, the damage potential is feared by many who recognize its movements. And masters of the style have been rumored to have shifted battles by their weapon alone.
This style provides bonuses to dealing damage, increasing Cleave and increasing Speed.
This style has penalties to Defenses and Move to Hit.
Detriments
Advantages
Each Rank in “Ferocious” gives a +1 Damage Event when you have successfully hit a target.
At Rank 1 (Tier 1) - You receive a +1 Damage Die, and an additional +1 Damage Die every Tier thereafter.
At Rank 6 (Tier 2) - You reduce your Damage Increment by 5%. Do this again for every Tier thereafter.
At Rank 11 (Tier 3) - You receive a +1 Dice to any Offensive attack and to the Effect of that attack, and an additional +1 Die every Tier thereafter. (E.g. Attacking to Trip or Sunder)
At Rank 16 (Tier 4) - Increase your Cleave points by 1.
At Rank 21 (Tier 5) - Reduce your Melee Recoveries by 1/3 of your Strength value.