Personal reactions and Group morale


Personal reactions

Personal reactions are calculated initially based on the reputation, charisma, weapon art, possible acts of characters to improve or lower this and assorted other small things that might come up. There is no roll, begining reaction is 10. During the fight reaction modifier can be changed with performance, sex appeal, dispatching opponents, doing cool stuff or failing miserably.

  • Performance: Performance roll will be done in the beginning of the combat. If you wish to do this you will get -1 to hit for duration of combat. Note by how much you succeed (or fail) and every 5 rounds you gain +/-1 to your personal reaction up to your margin of success/failure.
  • Games (Gladiator): Succesful roll gives +1 reaction in the begining of the fight.
  • Savoir-Faire (Arena): Succesful roll in this skill will remove penalties from your ”uncharismatic” disadvantages 1-by-1.
  • Combat art: Done before the beginning of combat (Critical success +3 personal reaction, Success +1 personal reaction, failure -1 personal reaction, Fumble -3 personal reaction). If done after dispatching an opponent takes one turn and if successful you gain +1 personal reaction. If done during the fight when engaged to an opponent (will take one turn to do. Opponent can “accept the challenge” and roll his art on his turn. Then on faster characters initiative either one can up the ante by doing it again and opponent may again “accept the challenge”. This continues as long as both are willing to go on. When another one decides to stop and continue the fight you calculate the amount of victories better fighter had and up his personal reaction at that amount and lower losers personal reaction by half of that rounded to his favour. Fighter being attacked in middle of showdown defends with -1. So if one issues a challenge and other will not respond the challenger gets +1 and other nothing. These rolls are simple versus rolls.)
  • Sex appeal: Done during the combat. Takes 2 rounds. If done after dispatching an opponent you gain +4 to your roll. With success gain +3 to personal reaction and with failure gain -3 to personal reaction. Amount of armor you wear affects your roll (Torso -1, Groin -1, Head -1, Arms -1, Legs -1, Shield -1). Specially decorated armor can cancel a penalty from location it was decorated.
  • First blood: Who ever gains first hit that causes more than 1 point of damage thorugh armor. +1 personal reaction.
  • Fighters from same country get +1 personal reaction.
  • Fighters in their hometown get +1 personal reaction.
  • Romans in the north or in desert cities get -1 personal reaction.
  • Some cities have special reaction modifiers according to styles and ethnicity of the fighters.
  • Cool stuff: All Other Business category. Usually worth of +1 personal reaction.
  • Fumble: Any fumble on arena will cause -1 to personal reaction.


  • Swordplay: +3 in Roma
  • Dimachaerus: +1 always
  • Science of dying peasants: +1 in the West
  • North Sword: +2 in desert cities
  • Shurikenjutsu: +1 in the East
  • Poor men: +3 in villages, +2 in the North, +1 elsewhere
  • (Roman) Pugilism: +1 in Roma
  • Art of defence: +1 in Roma
  • Western Pugilism: +1 in the West
  • Eastern Pugilism: +1 in the East
  • Ninjitsu: +1 in the East
  • Hogwash: -1 always

0 or less: You have offended the High god. As below, but also your group morale suffers immediately hit of -2 as does all your group personal reaction modifiers (unless they are excellent). If this is part of the tournament you will have -2 initial reaction modifier on your next fight.

1-3: High god is disgusted and thinks you are not worthy enough to be in the arena. As below, but also you feel his anger towards you pressing hard. -2 to will rolls and HT rolls to avoid death.

4-6: High god thinks that you are not worthy of his support. As below, but also you lose +1 HT to avoid death bonus and -1 to active defences.

7-9: The high god is not convinced about your dedication and wants to test you. You get -1 to hit.

10-12: High god sees you fighting in his name. +1 HT rolls when avoiding death

13-15: High god is impressed by your dedication. You gain +1 to hit with attacks.

16-18: High god rewards your efforts. As above, but also you gain +2 will rolls and +1 to HT rolls

19+: High god has decided to make you a hero today. All your future reaction modifiers will have same effect on your group morale. Also your reaction modifier cannot lower during this fight. If this is tournament you get +2 to initial reaction modifier for your next fight in the tournament.

Group morale

Starting group morale depends on comparable reputations of the groups. For these always count the average reputation of the group. If opponent has +1 or more better reputation you start with morale of 10. If you have +1 or more better reputation you start with morale of 12. Otherwise you start with morale of 11. Group morale is affected by each knockdown of opponent, dispatching of an opponent, losing a team member, Intimidation, Dispatching an opponent with one strike, Clear death of a team member.

  • Knockdown of an opponent: +1 group morale. (See if any kind of technique that brings opponent to ground could be used here or only knockdowns from damage)
  • Dispatching an opponent: +1 personal reaction and +1 group morale. You gain this from unconscious, dead and surrendered opponents.
  • Losing a team member: -1 group morale. You gain this from unconscious, dead and surrendered team members.
  • Dispatching an opponent with one strike: +1 to group morale and -1 to opponents group morale
  • Clear death of a team member: -1 to group morale
  • Intimidation: Can be done after dispatching an opponent and this will take one round. If successful enemy team gets additional -1 to group morale. (If too powerful add penalty of members left in enemy team to roll) On a critical success all enemy team members have to roll fright check. On a fumble enemy team gains +1 group morale and you gain -1 personal reaction.
  • Surrendering while having personal reaction of 9 or less: -1 to personal reaction of all your team mates.
  • Surrendering while having personal reaction of 19+: All members of opposing team gain -1 personal reaction.

0 or less Routed: As Wavering, but Will roll is made with -6 and it is made every time group morale gets negative result from now on. All actions except All-out Defence require Will (Fear) roll to proceed. If group rises above Routed in this fight all negative effects on their group morale for the rest of the fight are doubled. You get -2 to your next fights initial morale.

1-3 Wavering: As Shaken, but Will roll is made with -2. Normal attacks also require Will (Fear) roll to proceed and all active defences are -1.

4-6 Shaken: As Doubtful, but you have to make immediate Will (Fear) roll (Combat reflexes give +6) or surrender. Also committed attacks require Will (Fear) roll to proceed. Initiative is lowered by another 0,25.

7-9 Doubtful: Initiative is lowered by 0,25. All out attacks require Will (Fear) roll to proceed.

10-12 Neutral: No effect

13-15 Winning: Initiative get 0,25 bonus and +1 to hit bonus.

16-18 Celebratory: Now you can really feel it. As winning and you have to make Will roll to take all-out defence action. All group members get +1 to personal reactions and initiative bonus is 0,5.

19+ Gorefest: Other team is going down and nothing can stop it now. You get extra +3 to aim for vital targets (Vitals, Arteries, Skull), your initiative bonus raises to +1 and all members of the group regain one FP. You get +2 to your next fights initial morale.

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CALENDAR (from Martin Ralya)

Year has twelve months, every month has 30 days and every week has 7 days. 15th of each month is Market day and 30th is Last Day. Last day is usually holiday and people celebrate surviving another month.


  • Frostmoot
  • Deepsnow
  • Winterwane
  • Rainmoot
  • Palesun
  • Highsun
  • Firemoot
  • Firewane
  • Lowsun
  • Redfall
  • Snowmoot
  • Fellnight


  • Moonday
  • Towerday
  • Wineday
  • Thunderday
  • Fireday
  • Swordsday
  • Saintsday




Eternal city, Cradle of civilization, home of the gods. This the centre of the known world. Roma started as a small city state specializing in disciplined mercenary troops. At some point they decided to start using their troops by themselves instead of renting them conquering all adjacent city states. Since then Roma has expanded in all directions conquering new land and new peoples. Legions have grown in size and nowdays have help from all arms of modern warfare.

Middle parts of Roma, the Roma itself and adjacent city states have been in state of peace for hundreds of years now, all the fighting is done in the border provinces. War has mostly stopped even there with only small skirmishes going on because of difficulties in all four fronts. Northern front is already pushed quite far and feeding legions in cold areas especially during the winter is a thing that has not been solved by generals yet. Southern front is large desert with first cities long way into desert, same problem as in north. Western front is wide canal. On the other side of the canal is The Great Western Wall, a wonder of the world that is fortified with endless war machines and troops. Western states want to fight their own fights without outsiders. Eastern front is most probable for next attack since there are no geographical trouble. In the East Rome has encountered a vast empire that might be able to cause serious casualties even to experienced legions.

To keep its citizens under control huge gladiatorial games are organized. In addition to these “games” there are fights organized in all towns across empire and even in surrounding areas. You can find a fighting pit even for the filthiest, smallest villages. They all are different and many have unique features that will make it easier for local heroes to win and fights between outsiders more interesting.

People living in Roma are brown skinned and dark haired. Middle height and build. They usually think themselves being much smarter than barbarians living around the eternal empire. What really rises Romans above others is that they are favoured of the Gods.



Beyond the western canal lies warring states of the west. There was king in west centuries ago, but when he died the nobles began a bloody war to decide who would follow. The war has been going on since then and the whole culture of the west is now centered around finding new and better ways to destroy your enemy. They have began calling their research “Science” and their fighting styles “Secrets”. These scientists study one part of the fighting and tune it up to perfection. There are many examples of this in the battlefields of the west. Trebuchets, plate armor, heavy cavalry, wildfire, pressure points etc.

There are numerous noble families that still fight for power. Some of the original families have died, but some mercenaries have made themselves nobles in the battlefield and joined the fray. Perhaps it is a good thing that war does not seem to end, because who knows where they will turn their science once they have killed off each other.

People living in west are mostly fair skinned and brown haired. They are medium height and bit heavy built. They tend to see themselves as only civilized people in the world since others still believe in “gods” and not in science.



Beyond the great desert are the endless jungles. In there southern people live, fight and die without ever hearing of the great Roma. They live in tribes and families fighting each other for food, for hunting rights and for women. Many youngster start training to be a warrior as soon as they can walk and die before they are twenty.

Powerful medicine men lead bigger tribes to conquer smaller ones, but sooner or later they run into another big tribe and usually after that both tribes are small again. Life is short and brutal, and so are their arena fights. Fights here are for justice or for money, no one fights for free and anything goes. Southern fighters styles are famous for ripping out eyes and biting off noses.

People in the south are dark skinned, tall and normal of build. They tend not to think outside world as it would take their mind of survival.



In the east there is a great empire that is ruled by bureaucrats. Nobody really knows who makes the decisions and how the system works. In any case empire is so large that even Rome hesitates to attack them.

Land in the east is rich with food and many of the people don’t have to work too much. They tend to spend their time in cultural pursuits, making music, dancing, philosophising and fighting. Yes, they consider fighting to be an art form, or philosophy. This separation is the biggest reason of fighting inside the eastern empire. Western people do not easily understand the difference or why it is so important, but these philosophical fighters and artistic fighters often face each other to prove their superiority.

Eastern fighting tends to be very beautiful to watch and their arena fights with surroundings often resemble theatre or opera more than gladiatorial games. Many fights have an incorporated storyline that will change according to result of the fights so that spectator never knows how the story will end.

They also have many other forms of entertainment from dancing to singing to magic to hypnotism. All these are very popular and sometimes retinue might even travel to Rome to give a show.

People in the east are short, slight of build, brownish yellow skin and black hair. They tend to think other people are uncultured barbarians who have to fight and have to work for their living.



The frozen reaches. Roma pushed its boundaries far to the north and now only toughest and most stubborn of the people are able to live in the lands they were left. Most people make their living by agriculture, hunting, fishing and raiding Roma’s borders.

Northern raisers are children story in the Roma itself, but in the borderlands they are feared boogiemen. You never know when berserkers are going to charge the walls and invade your home.

People in the north are tall, heavily built, blond or red haired. They tend to think themselves only true warriors in this world.

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(Roman) Pugilism: Simple, effective. Concentrates on knocking out the opponent. Basic form of unarmed combat in arena, this sport is easy to learn and yet effective in its simplicity. As in many simpler fighting arts it will yield high gains in short term practicing, but gains will rapidly lower with proper training. Many advanced students of other fighting forms call this “hand-to-face fighting”. Punches, targeted attacks.

Acentetus Victoria: Style combining techniques from all other styles. Style developed in Primo Victoria itself. Master of this style is the head trainer of the Ludus. Most important teaching of this school is “if it works, use it”. Teachings are easy to use with other styles of fighting. Punches, throws.

Art of defence: Defensive style. Many Roman people learn this style to defend themselves against ruffians and thugs. It concentrates on parrying the attack and then counterattacking. Ideology of counterattack is easy to transfer to other fighting styles. It is legal to carry weapons in Rome, but by doing so you will make yourself a target to wandering bravos who are trying to make a name for themselves by duelling. Carrying a weapon will also easily bring some extra attention from the guard and is quite uncomfortable to drag around. So many people decide instead to learn defend themselves without weapons. Punches, kicks.

Art of offence: Aggressive style. Way of fighting of Roman underworld. They emphasize quick attacks that are difficult to counter. Has response to almost all attacks of Art of Defence. Carrying weapon in Rome is legal, but will bring some extra attention from the guard and can slow you down when you are running away. Roman underworld developed a style for their own purposes to ambush unwary travelles and be gone before guard can arrive. Punches, kicks.

(Roman) Arena fighting: Good all-around style. Some non slave gladiators dedicate their lives to pugilism in the arena and they used multi faceted style that makes you ready for all situations that might rise in unarmed combat. Learning this style is a long process, but arguably masters of this style are the best unarmed fighters in the world. Punches, kicks, throws, locks, ground fighting.

(Roman) Wrestling: Ground style. Developed to compete with the popularity of Pugilism. Easy to learn ground style that has all the necessary parts. This style is recommended to gladiators who do not have time or patience to study more complicated styles, but want some ability to fight in the ground. Often referred as “twist and shout” Throws, locks, chokes, ground fighting.

(Roman) Armored wrestling: Aggressive style. Roman soldiers were impressed when they saw western soldier fight with their bare hands and developed their own form of armored wrestling. Much more multi faceted than its western counterpart and developed for footmen instead of cavalrymen. Roman warriors tend to face barbarians as often as not and so the style has strikes incorporated to it to make quick work of unarmored opponents and throws and disarms to make slower work on armoured opponents. Punches, Kicks, Throws, Disarm.

Slave fighting: This style is prohibited to teach in Rome, it was developed by the slaves for the slaves. It teaches basics of striking, grappling, ground fighting and defending as fast as possible. It is meant to teach during the night when guards can’t see and continue working during the day. Second Roman slave revolt was mostly because of this style. Many gladiator schools still teach this style to gladiators.



Western pressure secrets: Scientific grappling. Concentrates on few key moves. The most pure of western hand-to-hand combat forms. In this form there is no wasted techniques, no wasted movement. You grab your opponent, twist his arm and press your thumb into a “pressure point”. Practitioners claim that after this the opponent will not want to fight you anymore, ever. Throws, locks, chokes, pressure points.

Western wrestling: Very specialized ground fighting style, strongest in its in department. Most of the fights end up in ground sooner or later, approach of this style is to make it sooner and be the best at it. Practitioners often go for a takedown right from the get go and wont stop trying, some even will jump to ground hoping for opponent to follow. There are other styles that teach ground fighting also, but western version has developed some techniques that are unique to it and almost impossible to transfer to other styles. Throws, trips, locks, chokes, ground fighting.

Western pugilism: Defensive style. Much like roman pugilism this concentrates on knocking the opponent out. Unlike roman version it has incorporated kicks. This is probably oldest of the western unarmed styles, and has suffered greatly after death of the king and birth of the new styles. In a way it is the least western of western styles because it is not as specialized as others. On the other hand it is quite specialized in knocking opponent out, so it can still be counted as a western style. Punches, kicks, targeted attacks.

Power striking: Defensive style. Style concentrates on waiting to see opening and drop opponent with one fatal blow. Attacks target opponents vitals. Practitioners usually toughen their hands to prevent damage to themselves from their powerful strikes. Like all the western arts, this one too concentrates on a single aspect of unarmed fighting and it is power of the strike. Original idea was to develop art so far that one can punch through armor and still kill man inside it. Gladly they are not there yet, but strikes from the master of this art are truly formidable and can easily kill unarmored man. Punches, Kicks, targeted attacks.

Secrets of kicking: Aggressive style. Teaches all kicks known to man. Style was developed to counter the reach of armed opponent or to keep unarmed opponent far away. Kicks are of course not enough to do this, but when kicks are added to end of leaps, spins and whatnots they become a versatile weapon that can be used on many different ranges. Practitioners often attack first and attack second keeping opponent off balance and unable to counter their kicks or grab their legs. Also teaches the use of improvised weapons. Kicks, reverse wrestling.

Western Armored wrestling: Defensive style. Developed for western knights. Emphasizes surviving the fall from horseback, getting up from ground alive and stealing weapons from your attacker. Like the name says all training is done with heavy armor, so that practitioner will be able to move as well in armor as without. This style does not have much except the components mentioned earlier, but it is very effective in its own area. Throws, locks, trips, ground fighting and disarm.

Western Arena fighting: Brutal and effective. Western way of thinking analytically turned into a form of hurting your opponent as bad as you can. There is nothing nice or pretty about this. It is complicated, brutal and fast. Your opponent wont probably be able to fight for awhile with all those broken limbs, tore ears and gouged eyes. Practitioners usually attack single opponents with standing grapple and gouge their eyes (or ears, cheeks, nose) out, throw them to ground and stomp their brains out. For multiple opponents they try to keep moving and kicking legs and groin waiting for an opportunity to land something decisive. Works best against single opponent. Throws, locks, chokes, disarm, dirty fighting, trips, targeted attacks.



Southern Animal Styles: Very aggressive and brutal style imitating animal movements. This style is one of the few examples of southern warrior’s off time. It is believed that warriors who were in prolonged break from fighting got bored and started to imitate movements of their favourite animals and being warriors soon they turned it to a fighting game. Hardens the legs of practitioner. Punches, kicks, eye gouging, biting, ground fighting, chokes.

Trial ritual fighting: Very pragmatic and multifaceted style. Used in south to prove you innocence in trial by combat. Practise is very hard and considerably toughens practitioners. Arguments inside of the tribe are often settled with unarmed combat to make sure that at least winner survives the fight. Fights are often to death, so style may seem brutal to some, but it just serves its purpose and saves the trouble of execution while sending the losing warrior to special heaven reserved for those who died in combat. Punches, kicks, throws, locks.

Warrior training: Fast and brutal. This style is taught in south to children and youngsters before real warrior skills. It is easy to learn and practitioners are able to defend themselves against unarmed or armed assailants. This is very simple, very basic style, but has all necessary things for gladiator to survive without his weapons. He might not do as well against trained unarmed combatants. Style also teaches the use of improvised weapons. Strikes, throws, disarm.



Wardancing: Acrobatic style fight dirty fighting. Teaches practitioners to use razors with their feet. Style resembles modern ballet with razor kicks. Style is quite new compared to other eastern styles and has met quite much opposition even with other dance artists because of its uncontrollable speed and aggression. Practitioners tend to move first and think later hoping for good result and that their chaotic movement and speed will confuse opponent. More traditional eastern dances are slower and movements very controlled. Kicks and acrobatics, counter wrestling

Dance of the four elements: Aggressive style. Teaches practitioner to stand his ground and counter every attack. Teaches you to be one of the four elements and changing the element when necessary. When you attack you are like the wind, when you hit you burn like fire, when you are attacked you are like water and when you are hit you stand like a rock. Style has leg movement, but it tends to be small steps that will take you back to the place you started seeming that you have not moved at all. Teachings are easily adopted to other styles of fighting. Throws, strikes.

Tiger-Crane philosophy: Defensive style. More than just a fighting style, it’s a way of life. Practitioners usually harden their hands and legs. This philosophy teaches you to consider differences of the tiger and crane. Tiger attacks its pray lightning fast and rips it apart with force. Crane only defends itself with grace striking only to vital spots to force opponent retreat. Many novices use these ways to attack and defence, but true master learn to defend like a tiger and attack like the crane. Punches and kicks.

Eastern Pugilism: Much like its roman counterpart it is used to entertain people in competitions and shows. It differs from Roman pugilism by having incorporated brutal kicks and clinch techniques. Practitioners usually toughen their legs to with stand strong kicks and some go even farther to make their shins hard as rock. In the east this sport is used for show purposes. Two fighters will engage each other and keep kicking, punching and kneeing until one is unconscious, much like Roman pugilism. It is not considered as fighting art in the east, but many Roman gladiators adopt it because of its effectiveness. Punches and kicks.

Still pond philosophy: Defensive style. Sister style of Dance of the four elements. It is said that if used in conjunction they will make user invincible. Style teaches you to be like water and let opponents attacks flow around you. It is rumours that there are four sister styles (or mother styles) to Dance of the four elements, one for each element. Three other are not known. This style focuses on defensive techniques of the Dance and the general philosophy of being like water. This philosophy reaches all aspects of the life of practitioner. Punches and throws.

Philosophy of four arms: Defensive style. Teaches practitioner to use his legs as well as his arms. They can strike and parry as well with their legs as their arms. This philosophy bases its ideas on a strange notion of that humans once were actually monkeys and so have innate ability to use their feet as hands. During practice practitioners often use feet to do mundane tasks that are usually reserved for hands like eating and washing dishes. Philosophy has also other rather strange advice about monkeying around. Punches and kicks.

Crane dance: High flying style that emphasizes kicks, real contender to western art of kicking. It also teaches to rapidly retract your kick so it cannot be grabbed. A slow, high flying dance imitating cranes movements while fighting a snake. Watching a master of this art to fight is truly a spectacle and will make other fighters look like brutes. Kicks.

The Slow Dance: Defensive style. Practitioners look more like they would be waltzing than fighting. They move with slow grace while opponents seem to fall to their faces around them. This is the most common dance in the east. It does not require strong physique and moves are easy to learn. One can see hundreds of practitioners going through their practise motion every morning in the streets of eastern world. Strikes, throws, trips.

Ninjitsu: Acrobatic and deadly. Eastern style for professional unarmed gladiators. Unlike in Rome these warriors tend to fight multiple opponents, armed opponents or even both! Their special fighting method involves arena full of walls and corridors where they can stalk their prey and attack without warning. Style is very slow to learn, but very deadly when mastered. It also teaches the use of improvised weapons. Kicks, targeted attacks, dirty fighting, throws.

Dance of the soldier: Fancy style, but yet effective. Style that was developed for soldier to be able to disarm his opponent and hurt him regardless of armor. Since eastern troops do not always wear armor style also has fast attacks to disable unarmored opponents. Kicks, locks, disarm.

Dance of falling hammers: Unarmed style meant for quick handling of multiple enemies. Concentrates on crippling strikes and fast locks. Practitioners try to bring opponents to ground or cripple some extremity fast and move on to next opponent. When multiple opponents are present it is common to use judo parries and continue with counterattack throws or use sweeps and stamp kick grounded opponent. With single opponent grappling is more common with finger locks and knee strikes to groin.



Northern wrestling: Aggressive strength based style. Training includes different kinds of feats of strength. This “style” makes use of practitioners strength and is quite useless if opponent is stronger than you. It consists of bear hugs, limb wrenches and slow, but brutal strikes. Usually practitioner needs only one hit to finish the fight and is willing to take quite much punishment himself in order to achieve it. Strikes, Locks.

Berserker: Very much power based. Practitioners usually don’t care so much about protecting themselves as to slamming their opponents to ground and running them over. Training involves immense amounts of eating high protein foods that will sooner or later cause significant increase in practitioners mass. This combined with rigorous training makes practitioners able to withstand insane amounts of injury. They say that it is not required to be insane to fight like this, but it surely helps. You are almost certain to take large amounts of damage and win only by being able to withstand more than your opponent. Style is hugely popular among the fans. Slams, trips.

Hogwash: Grinding style. Used in the north to show your skill and strength by wrestling a hog to the river. Sometimes might be also used against other wrestlers to force them eat dung. Concentrates on control, ground fighting and ability to keep on going and going and going and going and going. This style is not fast, it is not popular and it sure as hell is not spectacular, but it will get things done. Practitioners often use their endurance to push the fight with extra effort and force opponent to step out from their comfort zone. It is easy to finish fight when opponent is so tired that he can barely crawl. Throws, ground fighting.

Bone crushing: Grappling art with few strikes. Probably only northern style that requires more skill than strength. Few serious warriors in north train this as do many of the northern gladiators. This is what happens when smart barbarians get beaten and live to think about it. Northern warriors or gladiators saw that with pure strength you can’t beat skill and developed their own strength based grappling form that has all the makings of an civilized style, but the rough northern feel and power. Throws, locks, chokes, ground fighting, disarm.


River folk fighting arts: Defensive style. Teaches practitioners to use opponents power against themselves. River folk travel with boats around the world offering services to villages and making tricks and shows. Many claim that they are also thieves and rapists. Their fighting styles are based on defending the boat against attackers, so many of the maneuvers are aimed at moving the opponent over the railing to the river. Their unarmed style is practised more than their armed one since weapons tend to be expensive, take room to wield and might not be at hand in boat. Kicks, throws, locks

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Legionnaire: The Roman legionnaire fights like this. You move in one line hiding behind your shield and strike opponent with a spear when he is in range. If he gets too close you can always change to your shortsword. Works well in confined spaces also. Works best with friends fighting beside you. Spear, Shortsword, Large shield.

Swordplay: Civilian art of swordplay. Fast style involving lots of footwork. It is used in duel or to make an impression. Many bravos walking Rome’s streets are looking for a duel to make their name and this style is the choice for fighting. Many young nobles do not want to waste 20 years in legion to gain some notoriety and reputation as fighter and choose this path. Hugely popular with Roman spectators. Smallsword.

Dimachaerus: Gladiatorial art of fighting with two swords. There are many advantages of having two swords in a fight. You can attack far or close, left or right, parry front and back and if you lose one, you still have another. This style is also very popular with spectators due to its flashy moves involving attacking simultaneously with both blades. Style teaches you to target both vital and non-vital locations. Broadsword, Shortsword.

Heavy Infantry: Roman elite troops. These are to troops that clear the way when legionnaires are not enough. They use heavy armor and two-handed sword. Style teaches to fight in all reaches including grappling with armor. It also teaches the use of dagger as back up weapon. Masters of the style are able to fight wherever fight goes and deliver huge amounts of damage even to heavily armoured foes. Style is not very popular among the gladiators because they are rarely allowed to wear heavy armor. Two-handed sword, dagger.

Marine: Fighting art of the mighty Roman navy. Spears are used to gain enough reach to strike to another ship even if you are not able to board it yet, also throwing the spear is taught. Practitioners learn also to use shield and throw spears even with their other hand. Not so often seen in the arena, but some Roman marines end up there and some gladiators seem to think that ability to throw your spear is worth of learning. Spear, Shield, Thrown spear

Sword and buckler play: Using buckler in a real fight has its advantages and disadvantages. Bucklers can be made from metal and will withstand more blows than larger shield, but blocking with them is not as easy. Bucklers are also easier to handle and to use in different offensive maneuvers. This style emphasizes disarming you opponent and only then finishing him off. Style also teaches rudimentary unarmed fighting. Broadsword, Buckler.

Murmillo: One of the original gladiatorial styles. They fight with shortsword and large shield. Style emphasizes fighting close quarters and shoving your opponent from his feet to disadvantageous position. Shortsword, Large shield.

Retiarius: One of the original gladiatorial styles. It has been said that once Retarius became popular, all other styles began to bloom in the arena because if a guy equipped with fishing tools could be popular, who couldn’t? Practitioners learn to use net to distract opponent and trident to strike in vital areas, Style also teaches to use dagger as secondary weapon. Trident, Net, Dagger.



Dagger fighting: Usually dagger is considered as a last chance weapon, but some western nobles have developed fighting with dagger into an art form. Even with skill dagger is not a real weapon and needs specialized tactics. Practitioners often try to get in as close as possible to prevent opponent using his longer weapon. This might include grappling and even takedowns. Teaches you to fight with dagger in your both hands. Also teaches some grappling.

Fencing: Taught to western nobility who live in courtly surroundings where walking in armor would be considered as rude. Very fast style with precise strikes and parries. Peak of the fast moving swordsmanship. Practitioners use western light rapier that is much longer than ordinary sword to gain advantage with reach and combine that with great mobility that comes from not wearing any armor. Only real drawback of this style is its weakness against armoured foes. Practitioner has to target chinks in the armor to do any real damage. Teaches you to use Main-Gauche in your offhand. Rapier, Main-Gauche, Buckler.

Science of dying peasants: Even though lords do not care do peasants live or die, they know that live peasants fight much better than dead ones. Western art of spear emphasizes ability to fight in all ranges and ability to strike killing blows. Not seen too often in arena because of its peasant reputation. As with many war arts this one too works best if you have your friends supporting you. Spear, Shield, Shortsword.

Art of sword fighting: This is one of the most feared styles of armed combat. It teaches you to use your sword with one or two hands and to target lethal and non-lethal hit locations. Practitioners of this style find lot in common with eastern philosophers in their way of thinking. They seem to make the sword a centre of their whole existence. Sword being the most versatile of all battlefield weapons makes master of this art prepared for everything. Broadsword, Two-handed sword

Chain fighting: Ultimate art of fighting in range. Practitioners use lengths of chain to fight opponents far away and if they get close there is some close combat weapon attached to another end of chain that can be used to strike close. At some point fighters in western world noticed that guy who has the reach advantage has…well an advantage. So they started to research what kind of weapon would be best to use as far away as possible. They ended up to use a weighed chain with other end tied to a pick, axe or mace. This weapon can strike much farther than long spear and has access to multiple special maneuvers that can only be done with chain. It is also difficult to learn and useless at close range, but that why you have axe in your other hand. Emphasizes ability to fight in all reaches and ability to deliver lethal blows. Chain, Axe/Mace

Art of polearm: Polearms were developed in the west to help warrior to be ready for all possible situations. Polearms are the weapon of choice in duels and in arena in the west. You can basically attach anything you want in the end of the pole and call it a weapon. Style teaches practitioners to use weapon in many different ways, even with some that might be considered dirty. Polearm

Disabling secrets: In western cities there as many problems as everywhere else, but lords do not want their valuable soldier be killed while resisting arrest. It is much better to capture them alive and sentence them to 20 years of military service. One would think that non-lethal arts are not very appropriate in arena, but there are few gladiators who have come very popular while saving the lives of opponents. It is not that teachings of this style cannot be used to kill, they just can be used not to kill as well. As one would think this style works best when you have your friends fighting with you. Jitte/Sai, Chain, Staff.



North sword: Style used in the cities close to Roman southern border. These cities are famous of their lawlessness. Most of the inhabitants carry shortsword with them just in case and many have made fighting with it to an art form. This style is one of the reasons why Roman armies still have not attacked these cities, even if they could conquer them, the losses suffered trying to hold them might climb high. Style emphasizes close quarters fighting and lethal strikes to opponents unarmored locations. It also teaches you to fight with both hands. Shortsword

Iklwa: Way of the warrior. Southern warrior use spear, shield, axes and clubs to terrorize and kill their enemies. Big part of training is running, you have to be able to move fast if you want to gain advantage over your enemy and in southern jungles there are no cavalry. Style differs from other spear fighting styles in teaching practitioners to grapple and feint with shield and teaching axe as secondary weapon. Spear, Shield, Axe/Mace.



Philosophy of thousand blades: Eastern philosophy of being able to fight with whatever weapon is given to you. Includes also simple forms of unarmed fighting and the use of shield. Main advantage of this style lies in its ability to target body’s nerve clusters. This eastern philosophy teaches you to think anything and everything as weapon. It does not concentrate as much on fancy maneuvers as in different weapons. You can counter most of the other styles by choosing the right weapon to fight with.

Dance of the sticks: Eastern spear dance. Acrobatic, fast and lethal. Practitioners are famously hard to hit and move like lightning. Practitioners are able to switch between spear and staff stances to gain advantage from both. Dance has jumps and rolls, but more often it includes strange slides along the ground and short sprints to gain better position in battlefield. Most important thing to a practitioner is to keep opponent at bay. Spear, Staff.

Shurikenjutsu: Very rare style in the arena. Style teaches you to throw small bladed weapons with great accuracy and speed. In itself this style is very weak as it does not teach any close quarters fighting, but in addition to other styles throwing weapons can be great advantage on the arena floor. Practitioners learn many odd tricks with throwing weapons like throwing them offhand and bouncing them from shields. This is often combined with unarmed style called Ninjitsu. Shuriken.



Poor men: In cold north not all men have money to buy real weapons. They use what they can get their hands to and train with those turning tools into weapons in their hands. Not one style as such, but Roman teachers have stapled all these arts together to form so called poor man’s fighting art. Insanely popular with lower class spectators.

Way of the Raider: Northern raiders often use spears as they are very useful in marine surroundings. Differing from other spear styles in north they concentrate more in throwing spear, even teaching how to throw spear with both hand simultaneously! In the north the use of bow is rare and crossbow unheard of. Spear, Large shield, Thrown spear.

Flail and shield fighting: One of the very few defensive style in the north. It uses large shield to defend and wait for the right moment to use the flail. Most attack techniques concentrate on making it more difficult to block the flail strikes. Style was developed as an answer to Roman aggression and its purpose is to break legionnaires defence.

Barbarian axe fighting: Northwestern barbarians fight fearsomely without care of their own well-being. Their relentless attack is threat to anyone facing them on battlefield. Favorite techniques include pulling opponent to their knees by hooking them with axe and them chopping the head off. This style is one of the reasons why western lords have not been able to raid slaves from the north, even a knight will think twice before going against a barbarian with two-handed axe.

Barbarian double axe: Northwestern barbarians fight fearsomely without care of their own well-being. Their relentless attack is threat to anyone facing them on battlefield. Double axe style is often used by berserkers and many of the techniques and combinations are made for all-out attacks. Feint-attack and double attack with hook shield and strike to face common.



River folk weapon arts: River folk fight without armor and with light weapons. Teaches you to move fast, attack with weapons in both of your arms and to effectively parry incoming strikes. On a river boat you cannot wear armor as it is as likely to kill you by drowning as it is to save you by blocking. Weapons have to be short in order to make it possible to fight inside the boat’s corridors. In boarding situation fight is often chaotic and attacks might come from any direction so they learn to defend with both weapons. Shortsword, Smallsword, Main-Gauche

High seas Swashbuckling: Style developed for fighting on ships by the pirates of high seas. They needed some clear edge against better armed and armored marines of roman empire and developed a fighting style that basically uses their armor against them. It concentrates on movement in ships rigging, using the chaos of boarding action to your advantage and unarmed part is mostly for knocking people over the rails.



Quarterstaff: Staff is the basic tool of traveller and is not usually considered as a weapon. This does not mean that it could not be used as one. Staff is very powerful weapon against weakly armoured opponents even if attackers have the edge in numbers. In the case of single attacker style teaches practitioner to use staff as grappling aid and twist their limbs with enhanced leverage. Staff

Sword and shield fighting: Simplest style out there. You block with your shield and counterattack with your sword. Even less experienced gladiator can survive a fight with these techniques. Broadsword, Large shield.

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Aseiden ja panssareiden kustomointi



Well Balanced: +1 to skill with menee, thrown or projectile. +1 acc ranged weapons. CF +4

Cheap: +2 odds of breakage. CF -0,6

Fine: -1 odds of breakage. +1 damage on cutting or impaling. +20% range for missile weapons. Projectiles, crushing, impaling CF+2, Fencing, knives, swords, missile CF +3, other cutting melee ot thrown weapons CF +9

Poorly balanced: -1 to skill with menee, thrown or projectile. -1 acc ranged weapons. CF -0,6

Decorated: +1/+2/+3 to weapon art. CF +1/+4/+9

Very fine: -2 odds of breakage. +2 damage on cutting or impaling. +20% range for missile. Projectiles, crushing, impaling CF+14, Fencing, knives, swords, missile CF +19, other cutting melee or thrown weapons CF +49

Falchion: +1 swing damage, -1 thrust damage for swords. If broadsword or larger makes it unbalanced. Weight +50%, CF +0,25. ST needed to wield changes.

Armorpiercer: Gain armor divisor (2) and -1 to damage for thrusts. For swords and knives change swing dmg to crush. CF +3 (Arrows and blades) CF +9 (Other weapons)

Longer pole: For polearms. +1 to swing dmg, +1 to reach, +1 to time to ready the weapon, weight +33%, CF +0,33. ST needed to use changes. Can be taken multiple times.

Longer shaft: For shafted weapons. +1 to swing dmg, +1 to reach, +1 to time to ready the weapon, weight +50%, CF +0,50. Change weapon to unbalanced if it is not already. ST needed to use changes. Can be taken multiple times.

Shorter pole: -1 swing dmg, -1 reach, -20$, -2lbs. They dont become unready after thrust. Lowers ST needed.

Only for throwing: -10$, -2 to melee skill

Also for throwing: +10$

Extra axe blade: +30$, +1lb

Barbed: When used to impale weapon will get stuck and requires ST to free. This causes half again the damage. +60$

Spikes and End caps: Added to crushing weapons. Gives +1 to crushing damage. CF +0,4

Hook: Any swung weapon may have hook in it to allow the use of Hook technique. +25$

Prongs: Use lower on weapon skill and jitte/sai to parry. +2 to offensive disarm contests. +50$, +0,5lb

Multi-Tined: Spearheaded weapons only. Adds small tines to the sides of the point. This gives -2 to hit, +1 for opponents parry/block, -1 opponents dodge, +1 damage and armor divisor(0,5). Hit penalties can be removed with a technique or perk.

Adding hilt to unhilted weapon: Gives +1 to parry and -2 to hit, -1 holdout, +25% weight and CF +0,25. Hit penalties can be removed with a technique or perk.

Basket hilt: Protects the hand and acts as brass knuckles.

Textured grip: +1 to retain weapon. +20$

Wavy blade: Blades only. +1 to weapon art and intimidation. CF +1

Leather Lanyard: Lets you retrieve dropped weapon with DX roll. Can be cut (DR2, HP2, -6 to hit). +5$

Weighed pommel: Lower required ST by 1. Adds 1 to pommel strike damage. Gives -2 to throwing. +20$

Spiked pommel: Changes pommel damage to cutting. +30$



Light wood shields: -50% weight, DR and HP. CF -0,25

Tough shields: +20% HP, counts as fine. CF +1

Iron shields: +3DR, +100% HP, Weight +100%, CF +4

Steel shields: Weight -25%, CF +4

Bossless shield: -1 bash damage, -2lbs, CF -0,25

Conical boss: +1 bash damage, +3lbs, +50$

Spike boss: +1 bash damage, converts bash damage to impaling, May get stuck (like a pick)and may break off (1&6 after every block). +3lbs, +50$

Pronged boss: Can be used to disarm after block with +1. +1lb, +30$

Lantern hook: Can attach lantern into a shield. +0,5lb, +20$

Rim blade: Changed shield bash damage to Sw-2 cut. CF +0,5



Decorated: +1/+2/+3 to performance. CF +1/+4/+9

Hobnails: Lisätään kenkiin. Antaa Sure-Footed (Snow and Sand). -1 stealthiin kovilla alustoilla. +1lb +50$

Leather of quality: +1DR, CF +4

Hardened leather: +1DR vs impaling, +25% weight

Reinforced: +1DR vs cutting, +25% weight, +0,25 CF

Cheap: -1DR, -0,6 CF

Expert tailoring: -1 to target chinks in armor. Weight -15%. CF +5.

Masterful tailoring: -1 to target chinks in armor. Weight -30%. CF +29.

Hardened steel: +1DR, +4 CF

Single piece helmet: Weight -25%, CF +9

Flat topped helmet: +20% weight, CF -0,2

Face and neck protection see Low Tech page 112

Linen hand straps: 1DR hand when hitting something. +5$

Leather hand straps: 2DR hands when hitting something, -1 grappling, locks and holds. +10$

Forearm blades: Change damage from aggressive parry to cutting. Can be used offensively only in grappling range with extra -2. +50$

Helmet crest: Gives +1 to Performance rolls. +20$

Helmet spikes: Give extra +1 to Head butt damage. +20$

Helmet blade: Changes Head butt damage to cutting. Cannot have Helmet crest or horns at the same time. +50$

Helmet horns: Can make slam attack causing impaling damage, but you will take damage to your skull. Horns have 2/6 change to break when helmet is hit or used to slam. +50$

Rings: Diffrent kind of specialty rings can be used to gain bonuses. All of these rings are quite clumsy and will give you -2 for wielding weapons. One ring can be removed with one ready action. Rings cost 20$/piece.

  • Kakute: Rings with sharp points towards inside. Gives you +1 to pressure oints skill and opponent -1 to escape grapples, locks and holds.
  • Claw: Rings with small, sharp claws towards end of the fingers. Changes Eye gouge and Eye poke damage to cut.
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