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Specialized Combat Styles

Page history last edited by TC STs 7 months, 1 week ago

 

Related Pages: Combat - Crafting: Weapons and Armor List - Weapons & Armor Special Mechanics - Called Shots and Situational Modifiers

 

Specialized Combat Styles are elite combat arts, connected to honorable Garou traditions across a number of tribes. They require discipline and practice to master, passed down from teacher to student through generations. They appear on a character sheet as combat-related Ability Traits and the levels of the style possessed appear in the Notes Section of the character sheet.

 

For each Trait of the Specialized Combat Style Ability you possess, you receive one Trait bonus in the respective combat style plus the base ability (example 5 in Klaviskar and 5 in melee would be a total of 10). Unless otherwise stated, users of these styles may only bid the appropriate Ability to that style when utilizing it. Multiple Spec-Coms can be learned but their abilities can never be stacked with a different spec-com. 

 

 

Purchasing Specialized Combat Styles with Experience

These fighting styles are only available with explicit Storyteller approval. Before beginning to learn one of these styles, you must first meet certain Ability minimums that mark you as a peak combatant; then you must learn from a teacher more knowledgeable than you are in the style.

 

Purchasing a new level of a Specialized Combat Style requires that you first devote a number of Major Downtime Actions to learning it, like so:

 

Level Being Purchased Downtime Actions Required 
1 3
2 6
3 10
4 15
5 20

 

Once these times are met, you may purchase the new level of the Ability for 2 Experience Points.

 

Creating a Specialized Combat Style

Step 1: Concept. Think about what special flavor, mechanics, and style you would want your spec-com to have, and submit them to the STs for review. At ST discretion, you may commit downtimes to developing it before all of the specifics are authorized by the STaff.

 

Step 2: Prepare yourself. These are the requirements to begin developing a spec-com: You must be of athro rank or higher. Your spec-com must have two abilities associated with it, at least one of them should be a combat-related ability, and you must have both of them at 5 ranks with a specialization in each of them.

 

Step 3: Development

 

Level Being Developed Downtime Actions Required 
1
2 9
3 15
4 21
5 30

 

After the appropriate downtimes are spent, you must still spend the 2 experience points to purchase it, and you are able to teach anyone the levels of ranks you have developed provided they meet the requirements.

 

The Hunt

Hunt is a unique specialized combat style in that it requires two or more people with the skill to use their actions simultaneously to pull off what would otherwise be impossible feats. Each maneuver level thus builds off of this concept, reinforcing the bonds of pack and teamwork. Practitioners of this art are called Hunters, and their targets are called Prey. Not to be confused with the supernatural Hunters of the same name.

Ability req: Primal Urge, Brawl

Background req: Pack Tactics 

Form req: this spec com focuses on the use of fang and claw tactics of Lupus and Hispo.

Additional req: Cannot be used by an individual, must be used with at least a pair of garou who both have purchased the ability. 

 

LEVEL 1: Fang’s of Gaia

An enemy beset on more than one side feels his foes true strength. The strength of the pack is the strength of the many. 

MECHANIC

Designate a target. Each Hunter gains a number of additional bonus traits on Hunt challenges equal to the lowest Hunt rating involved with that target.

 

LEVEL 2: Hammer the Gap

Coordinated strikes against critical weak points end fights. But such maneuvers take time and training to implement successfully. 

MECHANIC

Designate a target. Hunter’s attacks gain +1 lethal damage for each allied Hunter that has previously attacked the target. Damage increases to a maximum value of the lowest Hunt rating involved or +3 damage, whichever is lower.

 

LEVEL 3: Clear the Way

Like the porcupine, some foes’ threat comes from the damage they can inflict on an attacker, but this tactic is used to circumvent such defenses. 

MECHANIC

A Hunter may attempt a contested Brawl challenge with the target to negate reactive damage from a single source (such as from Gift of the Porcupine) for subsequent attacks by Hunters this round. The Hunter that clears the way, still is at risk of retaliation. Per ST discretion, this might not work on certain retaliations (such as Venom Blood).

 

LEVEL 4:  Overwhelm

Pack hunters rely on superior numbers to overcome their prey, quickly cutting off escape routes, making multiple strikes, and soon wearing an opponent down. 

MECHANIC

While working together, members of the Hunt can call on an additional retest in combat challenges once per round, similar to a Pack Tactics retest, but without an expenditure of the background. Requires at least 2 members at level 4 or higher to use.

 

LEVEL 5: Alpha Strike

The pack put all of their efforts behind the strike of one Hunt member, aiding them in the strike to take down their prey. 

MECHANIC

A Hunt member may expend one level of Hunt or Pack Tactics and skips their action, providing all attention in aiding a single striker.

Effect: adds the base damage and the Form-based Physical Traits of the Hunt member that has sacrificed their action to the one attacking. 

 

Pankration

The ability requirements would logically be Athletics and Brawl. The weapon requirement would be an open hand, thus meaning a form restriction to Homid, Glabro, and Crinos, or the equivalent. Additionally, the style can't be used against a target that is dramatically larger than you; a Homid can wrestle a Glabro, but not a twenty foot Jotun. Most maneuvers would have a base of zero damage, being mostly modifications of the grapple.

 

     Level 1

     Arm Lock: Rather than simply grabbing at an opponent's center of mass, a skilled grappler can seize control of their target's limbs.

     Challenge: Contested physical 

     Damage: None

     Effect: You grapple your target. Until they break the grapple, they cannot use the arm you have grappled or any item held in it.

 

     Level 2

     Throw: By using your opponent's momentum against them, you can achieve greater effects with less effort. 

     Challenge: Contested physical

     Damage: One bashing 

     Effect: Use this maneuver when you are targeted by a Brawl or Melee attack, using Pankration as your defensive ability rather than Dodge or Soak. If successful, you take no damage from the attack, and instead throw your attacker up to three steps away, where they are knocked prone. This maneuver can only be used once per round.

 

     Level 3

     Pin: Simply holding your opponent doesn't necessarily stop them from being a threat. A proper pin keeps the opponent from striking back and can make escape much more difficult. 

     Challenge: Contested physical 

     Damage: None

     Effect: Use this maneuver on an opponent you have already successfully used Arm Lock on. If successful, you have pinned them; they cannot move, and cannot initiate any physical challenges other than to break free (you get a +2 trait bonus on challenges to maintain the grapple). Decide whether they have line of sight only to you, or to others but not you.

While you maintain this pin, you may not dodge, or initiate attacks (including contesting attacks with your own attack or Throw) against anyone other than your grappled target. 

 

     Level 4

     Body Shield: Grappling is strong against one opponent, but can leave you vulnerable to others. With this technique, you can use a grappled enemy as a defensive tool.

     Challenge: Contested physical vs grappled opponent 

     Damage: see below 

     Effect: Use this maneuver in place of a dodge when you are targeted by an attack; you must have a target grappled, and the attack must be from a different opponent. Make your Pankration challenge against the target you have grappled. If you succeed, that target takes the full damage of the attack, and you are unharmed; they cannot attempt to soak, as they can't brace themselves from inside the grapple. If you fail, you take the full damage, likewise having given up the opportunity for other defenses. 

 

     Level 5

     Sleeper Hold: Pinning someone down can be a very effective non-lethal takedown, but requires you to maintain the grapple. By carefully cutting off your opponent's blood supply with pressure on the neck, you can render them unconscious faster and with less lasting damage than through blunt trauma. 

     Challenge: Contested physical 

     Effect: Use this maneuver on a target you have already successfully used Pin on. If successful, you render the target unconscious. They revert to breed form (if applicable) and wake at the end of the scene, unless attacked before then. This maneuver only works on opponents who rely on a blood supply to the brain; thos includes shapechangers and (perhaps surprisingly) vampires, but not on even the most humanoid of spirits or some of the more mutated fomori.

 

Bullet Ballet

The advent of firearms changed the rules of war forever, rendering obsolete strategies and combat styles that had dominated battlefields for centuries. With the creation of this deadly new weapon came a flurry of innovations to master the art of their use while also designing new and deadlier versions of the device. Just as swordfighting, at its mastery, is much more complicated than stabbing and slashing, mastery of the use of firearms is more complicated than pointing and shooting. Since their advent, students of weaponry have worked to turn the ostensibly straightforward weapon into a versatile tool that can be used at all ranges against any number of opponents, using every element of the firearm to the wielder's advantage. 

 

  • Ability Prerequisites: Firearms x5 and Athletics x5. 
  • Weapons Required: A Firearm that uses bullets or shells (Flamethrowers and Rocket Launchers cannot be used with Bullet Ballet).
  • Additional Restrictions: Conventional Firearms cannot be used for Bullet Ballet - such weapons must be specifically designed with the art in mind. As such, only Crafted Firearms with the "Bullet Ballet" Special Quality can be utilized with this style. 

 

    Level 1

     Point Blank Shot: Practitioners of Bullet Ballet are adept at maneuvering and positioning their firearms in unconventional ways that do not detract from their aim, but lessen the target's ability to predict the shot's trajectory. 

     Damage: Normal

     Effect: You suffer no penalties for firing a weapon in Close Quarters Combat, and may utilize the Ballistic retest on a firearms attack regardless of the target's proximity. This retest may still only be used if the target is dodging the attack. 

 

    Level 2

     Flush Out: An expert marksman can land their shot if even the smallest part of their target is visible, driving them out of cover with a painful graze only to deliver their intended shot a moment later

     Damage: Normal 

     Effect: This attack requires two rounds to be expended from the weapon. The wielder may bid an additional trait (in addition to any extra traits from a called shot, to a maximum of 4 potential traits bid). The target does not benefit from cover to defend themselves against this shot. 

 

     Level 3

     Offensive Cover: By maneuvering quickly around a close-quarters assailant, the shooter can use their enemy's body to defend against ranged attackers.

     Damage: None

     Effect: If you are within melee range of anybody and are targeted by a ranged attack, you may choose to use a cover retest to defend against that attack. If the cover retest is successful, even if it is not the final chop in that challenge, the person you are using as cover becomes the new target for the attack. The new target cannot dodge but can use other defensive actions.

 

    Level 4

     Recoil Shot: An expert gunslinger can angle their weapon in a way that the recoil drives their weapon to immediately sight in on a second target, taking the shot instantly. While these attacks lack the accuracy of standard fire, it allows the wielder to combat multiple opponents with greater ease.

     Damage: Normal -1, minimum of 1 damage.

     Effect: May attack two separate targets with your firearm using 1 action. You may not combine this Maneuver with the Flush Out Maneuver. This maneuver can only be used once per round.

 

    Level 5

     Lethal Precision: A master of firearms will always be able to make their shots count in truly deadly fashion - hitting where it counts to end a fight almost as quickly as it starts

     Damage: Varies.

     Effect: Whenever you hit an opponent after bidding additional traits for a called shot, your attack deals a level of Lethal damage in addition to the effects of the called shot. This stacks with extra damage from the called shot itself. 

 

 

Fisticuffs

While humans have fought in hand-to-hand combat since the dawn of human history, the earliest evidence of fist-fighting sporting contests date back to the ancient Middle East in the 3rd and 2nd millennia BC. The earliest evidence of boxing rules date back to Ancient Greece, where boxing was established as an Olympic game in 688 BC. Boxing evolved from 16th- and 18th-century prizefights, largely in Great Britain, to the forerunner of modern boxing in the mid-19th century with the 1867 introduction of the Marquess of Queensberry Rules.

 

  • Ability Prerequisites: Brawl x5 and Dodge x5. 
  • Weapons Required: Closed fist. 
  • Additional Restrictions: An appropriate trait must be bid for any Maneuver that requires a challenge.  Attacks are made with a closed fist, so effects that alter claw damage do not affect the damage of these maneuvers.  Opponents may retest with an appropriate defensive ability. Some Maneuvers have restrictions on how and when they may be used.

 

    Level 1

     Bob and Weave: Side to side and rolling movements that are used as defense to avoid punches.  Heavyweight Joe Frazier is a classic example of someone who used the “bob and weave” defense to perfection. 

     Damage: None

     Effect: After a successful dodge, user may make an immediate Check-Hook Maneuver. In addition the Boxer is up 2 traits for physical actions against that target for the rest of the round.

 

    Level 2

     Puncher’s Chance: A term used to describe the type of fighter, who although may be outclassed, still possesses the kind of knock out power to end a fight with one punch. He could clearly not outbox his opponent, but would always have a chance to win based on      his power. 

     Damage: None

     Effect: The Boxer deflects an attack using a Brawl-based physical challenge. Instead of dealing damage, the Boxer can cancel any single combat retest against the same target in the remainder of the combat.  You may use this on the target once per scene, though it may be used on multiple targets in the same scene.

 

    Level 3

     Check-Hook: This counter-hook is designed to counter the attack of an aggressive fighter and consists of pivoting on your lead leg while throwing a hook to catch your forward-charging opponent. 

     Damage: Normal

     Effect: This attack is resolved immediately regardless of what current Action it occurs. This maneuver may only be used directly after a Bob and Weave Maneuver and can only be used once per round.

 

    Level 4

     Haymaker: This all-out attack results from the boxer throwing all of their body into a single attack in an attempt to knock out their opponent, but leaves them open to an attack.

     Damage: Normal +2

     Effect: The Boxer must Soak the next attack made against them before their next action.

 

    Level 5

     Rabbit-Punch: This is any punch that is delivered to the back of another fighter's head. It is an illegal blow, due to being highly dangerous. It is called that because of its similarity to the way that hunters used to kill rabbits. 

     Damage: none

     Effect: When an opponent, that you have successfully made a Puncher’s Chance Maneuver against, fails an attack against you due to a successful Bob and Weave Maneuver, you may strike the opponent on the back of the head. You must choose to do      this as your Check-Hook challenge. If successful, your opponent is knocked unconscious and reverts to breed form. The character will remain unconscious for the rest of the scene or an hour, unless attacked or deliberately woken up.

 

Bear Wrestling

This form of specialized combat is meant to take advantage of a Gurahl’s unique combat abilities, and make up for some of their shortcomings in physical combat, centered around grappling with others. It utilizes the immovable and enduring strength of body and mind that the Gurahl can bring forth. This Specialized Combat style uses ‘Wrestling’ as its retest.

 

Ability Requirements: Brawl x5, Survival x5

Weapon Requirements: When grappling in melee range, require that hands be free for grappling. When using Crush, there is no weapon requirement.

Additional Restrictions: Level Five Requires the use of the Gurahl Intermediate ability Crush. If you do not have this, you will not be able to take full advantage of this spec. com.

 

Level 1

Mind and Body

At this level, the Wrestler has blended wrestling into their brawling style and can move between striking and grappling without distraction. The Wrestler may use brawl or wrestling to retest grappling maneuvers, and is at a +2 physical traits to initiate a new grapple.

 

Level 2

The Charging Bear

It is outstandingly difficult for a person to stare down a charging bear and be able to keep their composure. Taking advantage of their intimidating confidence and physique, the wrestler attempts to throw the opponent off guard. If the Wrestler has taken movement action towards their target during this turn, they may have a surprise retest on the following grapple action.

 

Level 3

Framed with the Earth

The Wrestler uses their immense strength, and willpower to plant themselves against the earth, and use their frame to borrow the earth’s strength. Spending a Willpower to steel themselves, for the rest of the combat, the Wrestler gains +3 traits to maintain a grapple that they’ve already successfully initiated, and have successfully held through at least one attempt to escape.

 

Level 4

The Throw

An important part of grappling is controlling the release of the encounter. With prodigious strength, this wrestler is able to expel an individual that they’ve grappled. The Wrestler may throw their target five steps away from themselves. Increase this to ten steps if Framed with the Earth is active.

 

Level 5

Body and Mind

This level requires the Gurahl’s Intermediate Uzmati Gift: Crush. 

Being able to grapple another with the mind is a strong weapon. By envisioning the movements necessary to wrestle with a foe, the Gurahl is able to use Crush to grapple at a distance. Wrestling with the mind however is not limited by the singularity of the Gurahl’s body. By exerting Willpower and extreme focus, the Gurahl may concentrate on multiple instances of grappling. The Gurahl spends one Willpower, and 1-5 Mental traits, in order to be able to initiate a number of grapples equal to the mental traits spent, with the gift Crush.

 

Iskakku

Masters of Iskakku specialize in using a staff to subdue their opponents with nonlethal injuries. This style is almost never found outside the Children of Gaia tribe. Additionally, although the staff incorporates these techniques, it does not inherit their deadly force. In this sense, it is the perfect weapon for the Children of Gaia as it allows for a widely varied range of fighting options but focuses on the immobilization and disabling of opponents.

 

  • Ability Prerequisites: Melee x5 and Dodge x5.
  • Weapon Required: A staff, six feet or more in length, that does bashing damage only. If a staff is a Fetish, and activating it will cause it to do any damage other than bashing, then that staff cannot be used for Iskakku while activated.  
  • Additional Restrictions:  An appropriate trait must be bid for any Maneuver that requires a challenge. All maneuvers require the user to be wielding a staff, and are retested using the ability Iskakku. Opponents may retest with an appropriate defensive ability. Some Maneuvers have restrictions on how often they may be used. No Maneuver may be used more than once in a turn.

 

Level 1

Attack and Block: This Maneuver is considered always active. You may use Iskakku as well as Melee to retest when using a staff in combat. Maneuvers must still be retested with Iskakku. In addition, you may attempt to defensively parry any brawl or melee attack, adding the Staff's bonus traits to your traits for resolving ties when dodging such an attack. 

 

Level 2

Tabalu Kur (Take Away the Land) – By Sweeping your staff, you can knock your opponent to the ground.

Damage: Normal -1
Challenge: Opposed Physical
Effect: Opponent is knocked prone, and stunned. They lose their next action.

 

Level 3

Isten Kima Ummanate (One as an Army) – The staff can be wielded in such a way that both ends may be used to attack in quick succession.

Damage: Normal -1, minimum of 1 damage.
Challenge: Contested Physical – must challenge and bid a trait against each target.
Effect: May attack two separate targets with your staff using 1 action. You may not combine this Maneuver with another. This maneuver can only be used once per round.

 

Level 4

Sepu Istu An (Foot from Heaven) - In order to use this Maneuver, you must be at least three steps away from your target before moving. You use your staff to vault yourself through the air, landing and delivering a powerful kick that knocks your opponent prone.

Damage: Normal +1
Challenge: Contested Physical
Effect: The damage on the attack is increased by one, and the opponent is knocked prone and is -2 traits on the next action they take.

 

Level 5

Adannu Lukur Daku (Appointed Time of the Enemy’s Demise) – Your Mastery of Iskakku has taught you the true art of peacefully neutralizing your enemy. Through a well-timed blow to the head, you can render your enemies unconscious.

Damage: None
Challenge: Contested Physical
Effect: When an opponent fails an attack against you due to a successful dodge or parry on your part, you may strike the opponent on the back of the head with your staff. You must choose to do this as your next contested challenge, and it must be done in the same Action. If successful, your opponent is knocked unconscious and reverts to breed form. The character will remain unconscious for the rest of the scene or an hour, unless attacked or deliberately woken up.

 

Kailindo

A fusion of shapeshifting and Asian martial arts, this combat style involves rapidly shifting all or part of the body between the forms while striking, dodging, or grappling. The Stargazer tribe guards this style as an ancient tradition.

 

  • Ability Prerequisites: Brawl x5 and Dodge x5.
  • Weapons Required: Unarmed. Kailindo may not be used with any weapon other than one's own body.
  • Additional Restriction: Because it involves frequent shapeshifting, Kailindo always presents a potential breach of the Veil. During combat the Kani may bypass the normal shifting rules with the exception that the shift must occur during a kailindo action. An appropriate trait must be bid for any Maneuver that requires a challenge. All maneuvers are retested using the ability Kailindo. Opponents may retest with an appropriate defensive ability. Some Maneuvers have restrictions on how often they may be used. No Maneuver may be used more than once in a turn. Finally, this Specialized Combat Style can only be learned by Stargazers.

 

The default damage of Kailindo maneuvers is Lethal, though the user may choose to deal bashing. On non-grapple Maneuvers, the Kani may deal aggravated damage if the form permits. When inflicting damage with a maneuver, if in Crinos, you may deal 2 base damage with your hands and feet (regardless if you are using claws or not).

 

Level 1

Fading Breeze: The Kani changes from a smaller to a larger form as she slowly retreats while hurling a punch kick or slash towards the opponent.

Damage: Normal
Challenge: Contested Physical
Shift: Yes, Final form must be Hispo or Crinos.
Effect: Gain a 2 trait bonus on the attack.

 

Level 2

Deceptive Wind: By leaping towards her opponent the Kani first feints a kick to the front, but instead passes her opponent and strikes from the side or the back while passing.

Damage: Normal
Challenge: Contested Physical
Shift: Must begin in Homid-Crinos. No shift is needed.
Effect: The opponent is considered surprised, allowing the Kani to get a surprise retest. You may use this on the target once per scene, though it may be used on multiple targets in the same scene.

 

Level 3

Striking the Wind: The Kani takes a hit, but changes into a larger form and strikes with a counterattack.

Damage: Normal 
Challenge: Contested Physical
Shift: Must begin in a different form and end in Crinos.
Effect: After the Kani is struck in close combat, whether they take damage or not, they may reflexively spend a Rage Trait in order to make a counter attack against their attacker. This attack is made immediately after, regardless of initiative, and does not take into account (or count against) how many times their opponent has been attacked this Action. The Kani’s opponent may not use the Counterattack option on this attack. This maneuver can only be used once per round.

 

Level 4

Tornado Kick: The Kani spins around once like a tornado with incredible speed, adding momentum to the force of his blow or slash of claws.

Damage: Normal +1.
Challenge: Contested Physical
Shift: Must begin in Homid-Crinos. No shift is needed.
Effect: The damage of the attack is increased by one.

 

Level 5

Uncoiling Snake: The Kani throws a kick or punch or slash of claws, but shifts to a large form at the last moment, surprising an opponent with more reach and power on the blow.

Damage: Normal
Test: Contested Physical
Shift: Must begin in a smaller form and end in Glabro or Crinos.
Effect: The opponent is knocked down and is considered to be -3 traits on physical actions the next turn.You may use this on the target once per scene, though it may be used on multiple targets in the same scene.

 

 

Klaviskar

The ancient art of dueling takes on an entirely new aspect in Garou society. Many challenges are resolved through gamesmanship, puzzles, quests or other methods. But the most serious contests and the bitterest feuds are almost always settled with Klaives. Ownership of a Klaive is a sacred responsibility and it is considered a mark of the seriousness with which you take the fight for Gaia. Failure to respect the Klaive or the spirits within it is often grounds for honor duels or removal of the Klaive by the Elders. Challenging someone to Klaviskar is tantamount to a death threat as almost all Klaive duels end in death. It is therefore considered dishonorable (but not unheard of) to challenge someone to Klaviskar when they do not own a Klaive.

 

  • Ability Prerequisites: Melee x5 and Athletics x5.
  • Weapon Required: A Klaive. A sword of any other kind, even a Fetish sword, will not suffice. 
  • Additional Restrictions:  An appropriate trait must be bid for any Maneuver that requires a challenge. All maneuvers require the user to be wielding a Klaive, and are retested using the ability Klaive Dueling. A user may not use Melee retests with Klaiviskar Maneuver. Opponents may retest with an appropriate defensive ability. Some Maneuvers have restrictions on how and when they may be used.  No Maneuver may be used more than once in a turn. 

 

Level 1  

Parry: The parry is a simple move to block the opponent’s blade with the duelist’s own.

Damage: None
Challenge: Contested Physical
Effect: Allows the character to parry his opponents Brawl or Melee attack adding the Klaive's bonus traits to your traits for resolving ties when dodging such an attack. If successful, they may make a free immediate Riposte Maneuver (if possessed). In addition, the character is up 2 traits for physical actions against that target for the rest of the turn.

 

Level 2

Feint: The duelist pretends to be attacking in one direction, and then dodges any attempt to block, aiming to hit elsewhere on his opponent’s body.

Damage: None
Challenge: Contested Mental.

Restest: Klaive Dueling (you); Dodge(Your target).
Effect: Grants a surprise retest on your next physical attack against your opponent.

 

Level 3

Riposte: The duelist makes a swift attack at his exposed opponent.

Damage: Normal
Challenge: Contested Physical
Effect: This attack is resolved immediately regardless of what current Action it occurs. This maneuver may only be used directly after a Parry Maneuver. This maneuver can only be used once per round.

 

Level 4

Prise d’ Argent: Literally “pressing of the silver,” this maneuver, much favored by Silver Fang duelists, uses the opponent’s blade as a guide for an attack. The duelist slides his Klaive along his opponent’s blade and drives it into her body. This Maneuver can only be done on the next action, after a successful Riposte or Parry Maneuver has been performed.

Damage: Normal
Challenge: Contested Physical
Effect: The duelist receives +2 traits on the attempt.

 

Level 5

Swinging Slash: The duelist commits his whole effort into a single, massive swipe at his opponent, exposing himself, but hoping to do enough damage to make that irrelevant.

Damage: Normal +2
Challenge: Contested Physical
Effect: All other Challenges the user makes this turn are at -2 traits.

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