Sworddancing (Part I)

From: A.V. Geiskens (daniel@dutirt2.tudelft.nl)
Date: Mon 21 Jan 1991 - 09:56:33 EET


                         Sworddancing
                         ____________

Sworddancing is an artform of swordplay, which requires thorough training. Sworddancing is normally performed in a circle drawn on the ground (Radius is approx. 4 meters). This is a ritual fight, with strict rules to be followed. However a sworddancer can use some techniques in a normal fight. Sworddancing is normally done with a blade of minimal bastard- sword size although there are exceptions to this rule (for example: The dark-elven sworddancers sometimes use two shorter blades though uneven blades are almost never encountered).

Sworddancing introduces a new skill named (no prize for originality this time) Sworddance, which is an agility skill and has a base of DEX*1%. This base is obtained in the reasonably short time of 100 hours of training. This skill can be increased by profession or experience.

The sworddance skill is used when doing the following:

Sworddancing inside the circle:

Sworddancing inside the circle is mainly done as a sort of competition, seldom fights to the death are held in the circle, although they occur now and then, to decide a conflict between sworddancers. If a fight is held without the intent of inflicting serious injuries (which is mostly the case), then as a rule there is someone very proficient in healing present. In competitions magic in effect is forbidden. And it is unusual for a sworddancer to use magic (either of his sword or other magic) in a friendly fight.
When sworddancing inside a circle, one very strict rule applies: If someone is knocked outside the circle during the fight he loses the fight no matter what the consequences are (unless, of course, there is treachery in play).

Every round each one of the two sworddancers has a number of actions. For each action both sworddancers make a sworddance roll (this is called the initiative roll), and the best result strikes, the other defends. To determine the best in case of equal success (normal-normal, spec-spec etc.) determine how much each rolls under his skill, the one who's the lowest strikes (for example: two sworddancers both roll normal success, but the first rolls 23% under his skill and the second 35% under his, the second one strikes and the other defends.) Sometimes even this is equal, in which case each writes down what he does and this is then resolved normally (note that this can result in two sworddancers striking simultaneously at each other). If a fumble is rolled, that sworddancer has to roll another dance roll or fall, and in any case the dancer has to roll a natural weapons fumble. The following applies with respect to differences (spec vs normal success = 1 difference).

difference =   1: Then side attacked, normal defense.
               2: Then back is attacked, half defense.
               3: Then back is attacked, no defense.
               4: Then attacker chooses where to land his
               critical strike.

If one dancer has more actions than the other, that dancer will always have initiative for that action (thus can always strike). The other one must roll a dance roll, success entitles the defender to defending that strike at half skill, special dance roll indicates that the defender can defend at full skill, critical will result in a riposte attack after a success in defending the strike. If the other one has no more actions to defend the riposte, he may also make a dance roll to defend the strike, although he may not riposte again.

The following modifiers apply to the initiative roll.

- Longer weapon (sr less) +10%
- Two weapons -10%
- attacker last action -10% (cumulative so after two times
initiative, minus will be -20% for the third action.) - defender last action +10% (cumulative)

An example: Sworddancer A has a sworddance skill of 67% and fights with two scimitars, sworddancer B has a sworddance skill of 78% and fights with a greatsword. for the first action the respective sworddance skills have become (only for determining initiative!) 67-10=57% and 78+10=88%, say A got initiative. For the second action the skills would become 67-10-10=47% and 78+10+10=98%. The minuses and bonuses revert to zero when initiative changes form one to the other (although the bonus and minus from the previous action applies). For example: A and B are still fighting, and A has gained a bonus of +30% due to lost initiative the previous 3 actions. Finally he gains initiative which means that next action A has a -10% and B has a +10%.

When knockback occurs during sworddancing in the circle, the one knocked back has to make a dance roll: success = stay inside and roll dex or fall, special = stay inside and stand, critical = same as special and +20% on next initiative. If the knockback is the result of a special or critical attack, use 2 thirds respectively 1 third of dance skill for the roll.

If sworddancing is done with two weapons, the sworddancer may use a follow up attack at half skill if initiative roll was a special or better. This attack may be a riposte if the opponent got the initiative. This follow up attack cost no extra action and for defense purposes it is treated as if the opponent has no further actions.

Dancing outside the circle:

Sworddancing outside the circle is mainly used to gain the advantage over your opponent. This can be done by outmoving him (or them), quick striking or quick drawing.

To use the sworddance skill for these things, make a dance roll and determine the effect in the two tables below.

used for: outmoving multiple outmoving single

          opponent (in open) opponent (in open)



fumble half of opponents opponent has a side
          gains a back        attack, you defend
          attack vs dancer    at half skill.

miss      no effect           no effect

success   one opponent less   strike at +5%
          (second at -65%)

special   half opponents      side attack
          outmoved (no att.)

critical  only one opponent   back attack
          (has half defend)

(between brackets is vs two opponents)

used for: Quick draw Quick striking


fumble    weapon dropped      you miss the entire
                              strike

miss      weapon drawn in 4sr no effect

success   weapon drawn, no    strike at -1sr.
          sr lost

special strike at dex sr. strike at -2sr.

critical strike at dex sr. strike direct and

          and +25% due to     gain one attack
          surprise.           after 3sr.

Quick draw and quick striking cannot be used at the same time. outmoving can be countered by sworddance roll, an acrobatics roll (optional skill, will be described in later postings together with new proficiencies) or dex * 1 roll, note that specials and criticals are very difficult to counter by someone not proficient in sworddancing. (dex 15: to counter a special you need to roll 3% or less). The outmoving table can also be used with the use of (the optional skill) acrobatics in melee.

The second part will be about the sworddancing profession.



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