The Realm of Castles
War Mace + Small Shield
Full Style Form : Must wield both a War Mace of any allowed size and a Small Shield of any allowed size.
1 Bonus Prowess 1, Golden Wisdom
2 Anointed Shield 1/day, Sworn Defender
3 Bonus Prowess 2, Steel Defiance
4 Anointed Shield 2/day, Towering Faith
5 Bonus Prowess 3, Brazen Valor
6 Anointed Shield 3/day, Battle Covenant
Golden Wisdom : This ability allows the Noble Paladin to assume a small part of the nature of the Unicorn. With it, they may freely thrust with their mace while in full style form.
Anointed Shield : Their devotion to the precepts of the Unicorn grants Noble Paladins a kind of spiritual purity. Once per day for every even level in this skill, the character may use either a Physical Resist or a Magical Resist against hostile attacks, which is called as “Anointed Shield” when used. These resists are not explicitly magical in nature and thus do not interfere with enchantments in any way.
Sworn Defender : Noble Paladins place the welfare of others before their own. While in full style form, the practitioner may use their Deflect ability for anyone who is attacked within 5’ of them. This ability is called as “Ally Deflect!”, and the attack is negated just as if the ally had called the deflect themselves.
Steel Defiance : This ability allows a Noble Paladin to rally their innate powers against the forces of evil. By spending a Feat of Strength, Will, or Charisma, they may call what is effectively a free Mortal Blow on any Mythical or Accursed creature (called as “Style Mortal Blow”). Note that if this ability is called on a creature whose nature is not one of the above, it simply has no effect.
Towering Faith : This ability allows a Noble Paladin to ignore the debilitating effects of leg wounds while in full style form. They may walk but not run at a normal pace and stand while suffering them, though note that they will still go unconscious after 5 minutes of suffering from 2 limb wounds of any kind. Going out of style form will cause the Paladin to fall to the ground; assuming style form will allow them to stagger to their feet again.
Brazen Valor : A Noble Paladin will not be swayed or cowed; while in full style form a character with this ability is entirely immune to Betrayal, Fear, Stun, and Subdue (though not Greater Subdue). If targeted by these, the Paladin must call “No Effect.”
Battle Covenant : This ability reflects a Noble Paladin’s devotion to martial training, and it simply increases by 2 the damage of any Power Strikes they call against Accursed or Mythical creatures.
The Realm of Castles
Greatsword (Max Length)
Full Style Form : Must wield a maximum length Greatsword, and nothing else
1 Bonus Prowess 1, Iron Grip
2 Bitter Edge 1/day, *Shield Break*
3 Bonus Prowess 2, Pale Swordsman
4 Bitter Edge 2/day, Greater Disarm
5 Bonus Prowess 3, Bladeshield 6 Bitter Edge 3/day, Cruel Scythe
Iron Grip : A Double soldier with Iron Grip effectively reduces (by 1) the trait requirement for wielding their style weapon; they need not have Strong 1 in order to do so. Similarly, they may wield their greatsword in one hand if they do have Strong 1, and a double soldier with Strong 2 retains their full heavy weapon Power Strike bonus while using their weapon onehanded.
Bitter Edge : This ability allows the Double Soldier to call a free Style Mortal Blow or Style Parry up to a number of times per day for every even level in this skill.
Pale Swordsman : With this ability, a Double Soldier may wield their Greatsword in both hands even if they have an arm wound. Note that this only applies to the style weapon, and only one arm wound can be overcome in this manner. Nothing else can be done with the wounded arm.
Greater Disarm : This ability simply allows the Double Soldier to disarm heavy weapons. This ability costs 2 prowess, and can be resisted with a Recover.
Bladeshield : Bladeshield grants a Double Soldier the Block and Deflect abilities, which are usable only while in full style form, and function exactly as the shield abilities of the same name. Note that if they call a Block while using their style weapon in two hands, the Double Soldier may choose which arm takes the 1 damage.
Cruel Scythe : This ability simply adds 1 to any Power Strikes the Double Soldier calls with their style weapon, though only when using it with two hands. A double soldier with Strong 3 increases this to a +2 damage bonus.
The Rock of Storms
Battle Axe (Twin)
Full Style Form : Must wield two Battle Axes of exactly the same length.
1 Bonus Prowess 1, Axebrother
2 Boatman’s Price 1/day, *Sweep Attack*
3 Bonus Prowess 2, Hafthand
4 Boatman’s Price 2/day, Hewer of Men
5 Bonus Prowess 3, One Trump Sounding 6 Boatman’s Price 3/day, Wurmsbane
Axebrother : With this ability, the practitioner does not need to be Agile 2 in order to wield this style’s weapons. If they do happen to have Agile 2, however, they are then able to call the Disarm ability (2 pr) while in full style form. Axebrother does not grant the Recover ability (see below).
Boatman’s Price : Once per day for every even level in WurmSlaying style, the practitioner may call a free Killing Strike or Mortal Blow, at their discretion.
Hafthand : A WurmSlayer with this ability gains access to the Recover and Withstand maneuvers. Note that magical break/disarm effects are not resistible in this manner.
Hewer of Men : This ability allows the practitioner to call “Maiming Strike” for 1 Prowess. This attack automatically causes a wound to any unwounded limb it hits, though it does no Resilience damage in this instance. Using a Maiming Strike on an already wounded limb, or on the torso, simply does 1 damage. Maiming Strike may be defended against as a Power Strike.
One Trump Sounding : A WurmSlayer with this ability is considered to be in full style form even if they are reduced to wielding only a single Battle Axe. For this ability to be effective, no weapon, shield, or other item may be used/worn in the off hand. They may freely wield their single axe with two hands and not lose form, however.
Wurmsbane : This potent ability permanently adds 2 to any Power Strikes the practitioner calls against large (greater than human size) creatures. A WurmSlayer must discretely ask (OOP) a particular creature if they meet the requirements for this ability, if there is any doubt.
Full Style Form : Must wield a staff of any allowed size, and nothing else.
1 Bonus Prowess 1, Enduring Guide
2 Shepherd of Night 1/day, *Stunning Blow*
3 Bonus Prowess 2, Yeoman’s Burden
4 Shepherd of Night 2/day, Blind Judgment
5 Bonus Prowess 3, Span of Years
6 Shepherd of Night 3/day, Dust and Ashes
Enduring Guide : This ability simply allows a practitioner to attack with a staff in just one hand, though only by thrusting. While using their weapon one handed, the stylist may not wear, wield, or hold a weapon or shield in their off hand; otherwise, they lose style form. Note that the user must grip the staff by its central handle, regardless. As well, while in full style form the practitioner becomes completely immune to the Shackle effect (“No Effect”), as their bond with their weapon can not be constrained by the magics of the Dark Lords. Note that a stylist who is out of form may be Shackled as normal, and if so they may not subsequently wield even their style weapon.
Shepherd of Night : Once per day for every even level in this skill, the Hidden Justice stylist can adopt a defensive posture so complete that they may protect themselves and others almost effortlessly, though they may not move from where they stand. After calling “Shepherd of Night” to activate the ability, all Parries the practitioner makes cost only 1 Prowess. In addition, the practitioner may call these discounted Parries for anyone within 5’ of them, while under the effects of Shepherd of Night; these maneuvers are called as “Ally Parry!” While using this ability, the practitioner may not rest. Shepherd of Night lasts until the stylist next regains Prowess through any means, or until they move from where they stand (as the 13HC spell, Implacable Stone Lion) . Going Unconscious or Critical will also end the effect, as will losing style form.
Yeoman’s Burden : In the hands of a Hidden Justice stylist, the humble staff becomes incredibly lethal. While in full style form, the practitioner treats their staff as if it were a Heavy weapon…for all purposes. The user need not have the Strong trait in order to wield their weapon in this way, and they may freely use it one handed without losing its Power Strike bonus.
Blind Judgment : This ability grants the stylist access to the Subdue ability, which is employed by lightly tapping an unaware opponent on the back with their style weapon. Subdue costs 1 Prowess. As well, while in full style form a practitioner may attack freely while under the Blind condition, assuming they take 3 seconds to concentrate first (called as “Blind Judgment”). Note that they still may not run or cast packetbased spells, however. This effect, once activated, lasts until the condition is cured or the stylist loses form.
Span of Years : With this ability, the Hidden Justice stylist may wield a Greatstaff in full style form. These imposing weapons are normally too unwieldy for anyone to employ them in combat, regardless of strength; only those with this ability may do so, period. A Greatstaff counts as a Heavy weapon all on its own, but Yeoman’s Burden supercedes the requirements to wield it. A Greatstaff measures 7’ long exactly, and must have a middle, gripping section which is no more than 2/5 the length of the weapon (33”). This weapon has a production cost of 6 and requires 2 levels in the Weaponcraft specialty to create (note that the phys rep of this weapon will probably need special construction methods, in order to be safe).
Dust and Ashes : A practitioner with this ability is adept at combating the minions of the Dark Lords. They gain a permanent +3 PS bonus against Accursed creatures.
Desert of Brass
Throwing knife or chakram (max length on both)
Full Style Form : Must wield one or two max-size throwing daggers or chakrams, and nothing else, including bucklers or shields of any type.
1 Bonus Prowess 1, Desperate Shelter
2 Stormthrow 1/day, Shroud of the Moon
3 Bonus Prowess 2, The South Wind Asks
4 Stormthrow 2/day, The West Wind Answers
5 Bonus Prowess 3, Veil of the Sun
6 Stormthrow 3/day, Sureflight
Desperate Shelter : This ability allows a SkyCutting practitioner to use their style’s throwing weapons in melee combat in a very limited, defensive fashion: they gain the Deflect ability while in full style form. Note that this ability does not allow the practitioner to actually use their physreps to block melee strikes mundanely.
Stormthrow : Once per day for every even level in this skill, the SkyCutter may attack with terrible speed and power. After calling “Stormthrow,” the character may then freely throw as many of their style weapons as they can at their maximum PS damage, though only for 1 minute. The tagline for these attacks are simply the number of points they do (“Stormthrow: 333333!”). The practitioner may throw these enhanced attacks as fast as they can safely do so while still intelligibly calling the damage; this ability explicitly breaks the 1 second rule. Regardless of the circumstances, the effect ends 1 minute after being called.
Shroud of the Moon : This ability allows the practitioner to call a “Blindness Strike 4” with their style weapon, for 2 prowess.
The South Wind Asks: This ability allows a SkyCutter to burn a feat of Agility, Learning, or Empathy to call a free True Strike X, where X is their normal Power Strike Damage.
The West Wind Answers: This ability allows a SkyCutter to expend a feat of Strength, Perception, or Charisma to call a free Dodge effect (called as “Style Dodge”) while in full style form.
Veil of the Sun : With this ability, the practitioner uses their skill to unconsciously defend themselves from all manner of missile attacks (other than magic). While in full style form, Veil of the Sun grants a SkyCutter Threshold 1 against missiles.
Sureflight : This ability grants enhanced lethality to the practitioner’s throws, permanently increasing their PS damage by 2 while in full style form.
The Empire of Perfect Unity
Longsword (minimum length)
Full Style Form : Must wield one minimum length longsword, and nothing else.
1 Bonus Prowess 1, Dutiful Quill
2 Heavenly Brush Tech. 1/day, Stubborn Inkstone Strike
3 Bonus Prowess 2, Scrollmaster’s Glare
4 Heavenly Brush Tech. 2/day, Leaping Feather Stance
5 Bonus Prowess 3, Demon Student Method
6 Heavenly Brush Tech. 3/day, FiveValors Pen
Dutiful Quill : This ability allows a Scholar’s Sword practitioner to awaken the hidden strength within their style weapon and to use it as an extension of their hand. While in full style form, they are entirely immune to Disarm and Weapon Break maneuvers (called as “No Effect”). Magical break/disarm effects cannot be resisted in this way.
Heavenly Brush Technique : Once per day for every even level of this skill, the Scholar’s Sword practitioner can summon up impossible power. After calling this ability and striking a precise stance, the stylist may call both their Disarms and their Parries for only 1 Prowess. Heavenly Brush Technique lasts for 1 hour or until the stylist next regains Prowess through any means. Going Unconscious or Critical will also end the effect, as will losing style form.
Stubborn Inkstone Strike : This ability grants the Scholar’s Sword stylist access to the Sunder and Mighty Blow abilities. Both are usable, of course, only while in full style form.
Scrollmaster’s Glare : With this ability, a Scholar’s Sword practitioner may call up the disapproving glare of their master, immediately spurring them to renewed effort. By burning a Feat of Will, Learning, or Perception, the character may instantly regain 3 Prowess, which is called as “Learned/Perceptive/Willful Scrollmaster’s Glare.” This ability is usable only while in full style form.
Leaping Feather Stance : With their style weapon as a focus, Scholar’s Sword Practitioners are able to perform feats of wondrous balance, dexterity, and evasion. While in full style form, the swordsman may spend 2 Prowess to call “Leaping Feather!”, which functions as if they had just called a basic Feat of Agility.
Demon Student Method : This ability focuses all the power and furious energy of a desperate student. Demon Student Method can only be activated when a practitioner is completely out of Prowess. Under such a condition, if the stylist concentrates for 3 seconds, assumes a martial stance, and calls out the full ability name, they may call their Power Strike 3s at no cost. Demon Student Method lasts until the stylist next regains Prowess through any means. Going Unconscious or Critical will also end the effect, as will losing style form. As long as they meet the zero Prowess requirement, however, the practitioner may simply activate the ability again, just as above.
Five Valors Pen : This ability simply grants the practitioner a permanent +2 to the damage of any Power Strikes they call.
Full Style Form : Must wield one Railcaster (or two, if able) and nothing else, including ANY
kind of shield. Railcasters are singleshot, springloaded “guns” that fire “bullets” made from Model Magic.
All combat maneuvers delivered with a Railcaster do not have a Prowess cost. Most casters have to be calibrated after being fired 6 times, however, and they may not be used until then. Outside their enhancements from this skill, Railcasters call automatic “Power Strike 2’s” with every shot and take 10 minutes to calibrate.
1 Power Strike 3, Fast Calibrator
2 Pinpoint Shot 1/day, Dual Casters
3 Power Strike 4, Shield Pierce X
4 Pinpoint Shot 2/day, Cold Precision
5 Power Strike 5, Lethal Overload
6 Pinpoint Shot 3/day, Flawless Gunner
Power Strike X : The character may now call Power Strike X with every shot from a railcaster; these power strikes have no prowess cost.
Fast Calibrator : This ability simply allows a Brutal Machine stylist to spend a Contrivance to instantly calibrate their weapon.
Pinpoint Shot : This ability allows its user to call a free Mortal Blow or True Strike with their style weapon, up to once per day for every even level in this skill.
Dual Casters : A character with this ability may wield two railcasters without having Agile 1. If they do have Agile 1, however, they may spend a Feat of Agility to instantly calibrate one of their weapons. This is called as “Instant Calibration,” unsurprisingly.
Shield Pierce X : The practitioner may call Shield Pierce X with every shot from a railcaster, where X is their power strike damage with the weapon.
Cold Precision : A character with this ability may take careful aim at a single target, allowing them to do enhanced damage to them. This ability takes 3 seconds of counting in a VERY LOUD voice: “Aiming 1, Aiming 2, Aiming 3!” during which time the user must keep their weapon conspicuously pointed at their intended target. If the user loses style form, calls any other combat maneuver, or takes any damage during the call, their aim is disrupted. Upon completion, the character can then immediately call one of their Power Strikes or Shield Pierces at +2 damage. Note that if their target mundanely dodges the shot, and it hits someone else, the accidental victim still takes the damage, though the marksman must have been sincerely trying to hit the original target.
Lethal Overload : With this ability, a gunner can double charge a railcaster shot, allowing them to call it as a Mighty Blow. Mighty Blows do double the character’s normal Power Strike damage and cannot be deflected. After using this ability once, the railcaster itself then requires calibration, even if the character has Flawless Gunner.
Flawless Gunner : With this ability, a Brutal Machine stylist has become so skilled that they never cause a railcaster to need calibration (never depleting a “use,” essentially), regardless of how many times they fire it. Note that a railcaster which needs calibration because of some other user may not be fired by a character with this ability. Also, Flawless Gunner does NOT prevent the effects of Lethal Overload, in any way.
Tough 3, Willful 3
Unarmed Phys Reps
Full Style Form : Must wield two double-ended, center-grip “claw” physreps whose overall size may not exceed 33”, and whose “blades” must not exceed 14” in length. As well, the character may not wear any armor whatsoever, nor have any magical protection cast on them, nor wield any other weapons or shields of any type. Putting away this style’s phys reps does not cause the loss of form, though most of its abilities can only be used with them.
1 Bonus Vitality 1, Venerable Dragon’s Claws2
2 Steel Dragon Fury 1/day, Mirrored Scale Defense
3 Bonus Vitality 2, Restful Coil Technique
4 Steel Dragon Fury 2/day, FleshFinding Barbs
5 Bonus Vitality 3, TortoiseTricking Bite
6 Steel Dragon Fury 3/day, Invulnerable Serpent Armor
Bonus Vitality : For every odd level in this skill, the practitioner adds 1 to their natural Vitality. Treat these additions just as if they were derived from the Tough trait, though obviously the ability does not grant actual levels in it.
Venerable Dragon’s Claws: This ability allows a practitioner to use this style’s phys reps, as per the requirements above. As such, they essentially fight “unarmed”; these weapons are merely abstractions of punches, kicks, blocks and joint attacks, and the special training involved in mastering them allows the stylist to freely parry weapons. Like all natural weaponry, unarmed physreps are immune to all disarm and weaponbreak effects, and do not count as held items for the purposes of spells. In addition, by focusing upon their body’s solidity of purpose, a practitioner may burn a point of their innate resilience to call a Mighty Blow X for 1 attack with these phys reps, where X is the sum of their Tough and Willful levels.
Steel Dragon Fury : Once per day for every even level in this skill, the stylist may loudly call “Steel Dragon Fury!” in order to instantly refresh their natural resilience.
Mirrored Scale Defense : This ability allows a practitioner to call a standard Block at no prowess cost. They may freely choose which arm takes the 1 point of damage. Otherwise, normal rules for blocks apply.
Restful Coil Technique : This ability allows a practitioner to call Subdue with their phys reps at no prowess cost. The maneuver is performed exactly as a Close Weapon Subdue, though either end of their “claws” can be used. The Steel Dragon Stylist may also use this ability while truly unarmed; they may do such by simply touching someone on the shoulder and calling subdue. Normal subdue restrictions still apply, in either of these cases, and they must, of course, also be in full style form.
Flesh Finding Barbs : This ability allows a practitioner to break through any form of threshold with every attack. The stylist may call “Vital Strike” at will, with no prowess cost, which simply does 1 damage and ignores all threshold.
Tortoise Tricking Bite : This ability allows a practitioner to spend 1 Resilience in order to call a “Disarm Shield” effect, striking the shield and forcing the user to drop it within 3 seconds (failing to do so causes an automatic arm wound). Shield Disarms are defended against with Stonewall and Dodge, but no other ability.
Invulnerable Serpent Armor : This ability grants the practitioner Threshold 1 against all damage types, as long as their resilience is at its maximum.
Strong 3, Agile 3
Full Style Form : Must manifest and “wield” claws of any allowed length. May not wear any armor save the enchanted animal skins of the Beastmen. Note that this skill does not grant the character the ability to manifest claws themselves; they must gain it through other means entirely, and in fact cannot learn this style until they have done so. Claws count as “dual wielded” weapons for the purposes of the Dervish ability.
1 *Power Strike 2*, Primal Hunger
2 Fitting Sacrifice 1/day, *Sweep Attack*
3 *Power Strike 3*, Blessed Animus
4 Fitting Sacrifice 2/day, Ecstatic Scourge
5 *Power Strike 4*, Hateful Culling
6 Fitting Sacrifice 3/day, Blackened Pyre
Primal Hunger : This ability simply allows the Sacred Claw stylist to count this skill as a normal combat skill for the purposes of determining their maximum Prowess. Their level in the Strong trait is factored in, as normal, and any other combat skill of a higher level takes precedence.
Fitting Sacrifice : Once per day for every even level in this skill, the character may call out to a single foe, declaring “You shall become a fitting sacrifice!” As such, all Power Strikes delivered against that foe have 0 Prowess cost. Fitting Sacrifice lasts for 1 hour or until the character loses style form, falls unconscious, or becomes Critical. Restoring Prowess through any means will also end the effect.
Blessed Animus : This ability simply grants the stylist both Dodge and Mobility, as per the combat abilities of the same name. These abilities are usable even when not in full style form.
Ecstatic Scourge : If the stylist bears any limb wounds, they may call all of their Power Strikes as Mighty Blows, and at no additional prowess cost.
Hateful Culling : For 2 Prowess, the practitioner may call a Mortal Blow against anyone in the Prone position (kneeling, sitting, lying down). In addition, a character with this ability will automatically restore 3 Prowess any time they call a successful Killing Blow.
Blackened Pyre : This ability allows the practitioner to spend 1 Prowess to resist any Mental effect. In addition, should they become berserk through any means, the stylist will suffer no ill effect as a direct result of that rage ending. These abilities are usable even when not in full style form. (A Wildclaw who gains this ability is no longer under a permanent rage effect)
Flowing Sand Dragon
Learned 3, Agile 3
Full Style Form : Must wield two double-ended, center-grip “claw” physreps whose overall size may not exceed 33”, and whose “blades” must not exceed 8” in length. Putting away this style’s phys reps does not cause the loss of form, though most of its abilities can only be used with them.
1 Blindness Strike 2 — River Monster Ways
2 Disappear Into Depths 1/day — Spade and Crescent Stance
3 Blindness Strike 3 — Floating Water Gourd
4 Disappear Into Depths 2/day — Glass Shattering Talons
5 Blindness Strike 4 — Demon Smiting Staff
6 Disappear Into Depths 3/day — Golden Sand Body
Blindness Strike X : For 1 prowess, a practitioner of this style may call a Blindness Strike X. Blindness strikes, like all persistent condition strikes, do their called damage to resilience. Anyone who takes a wound from this attack is blinded at a level equal to the damage they just took.
River Monster Ways : This ability allows the practitioner of this unarmed style to use its phys reps and to count its skill as a normal combat skill for the purposes of determining maximum Prowess. Their level in the Strong trait is factored in, as normal, and any other combat skill of a higher level takes precedence.
Disappear Into Depths : This ability allows a practitioner to call a free Dodge effect once per day for every even level of Flowing Sand Dragon. Disappear Into Depths may also be activated in order to call a Greater Concealment effect, as per the Survival ability.
Spade and Crescent Stance : This ability simply grants the practitioner the Parry and Sweep Attack maneuvers while in full style form.
Floating Water Gourd : This ability grants the practitioner the Dodge maneuver. If they already have or eventually gain Dodge from any other skill or trait, they instead gain Mobility. If they already have or eventually gain Mobility from any other skill or trait, they instead permanently add 2 to their maximum Prowess.
Glass Shattering Talons : This ability grants the practitioner access to the Sunder and Weapon Break maneuvers.
Demon Smiting Staff : This ability allows the practitioner to wield a staff in lieu of being unarmed, yet maintain full style form. All Flowing Sand Dragon abilities may be called with a staff. In addition, this ability adds 2 damage to all Blindness Strikes called against Accursed or Spirit creatures.
Golden Sand Body: This ability simply adds 2 to the practitioners maximum Vitality. It also renders them immune to Blindness and Stillness.
Close Weapon 6
Full Style Form : Must wield two daggers of exactly the same length.
1 Bonus Prowess 1, First Teeth
2 Plague of Knives 1/day, Sheathed in Flesh
3 Bonus Prowess 2, Art of Venom
4 Plague of Knives 2/day, Taunting Razor
5 Bonus Prowess 3, One Dagger, Two Fangs
6 Plague of Knives 3/day, Taste for Heartsblood
First Teeth : This ability allows a Twin Fang practitioner to use their style’s weapons without possessing the Agile Trait. If they do have Agile 1, however, they gain the use of the Recover ability, though not the Disarm ability.
Plague of Knives : Once per day for every even level in this skill, a practitioner of Twin Fangs style may fight with perfectly focused lethality and aggression. After calling this ability, they may use their Power Strike 3s at no Prowess cost. Note that any bonuses from other abilities will be explicitly added to the damage. Plague of Knives lasts for 1 hour, though it will be prematurely ended if the character regains Prowess by any means, goes Unconscious or Critical, or loses style form.
Sheathed in Flesh : This ability allows a Twin Fang user to call a Mighty Blow against any opponent for only 1 Prowess, then will automatically disarm the practitioner whether it hits or not. The disarm effect is not a combat maneuver and may not be “defended” against by the user. Note that a practitioner who loses one of their weapons is immediately out of style form. If for some reason the character is immune to disarms, then they will instead take an automatic, irresistible arm wound as a result of this attack if they try and keep a hold on the weapon.
Art of Venom : This ability allows a Twin Fang stylist to use battle poisons with great efficiency. Any blade poison that the practitioner activates themselves doubles its level of effectiveness (e.g. if they apply a Poison Draught 2 to one of their style weapons, they may call a “Poison Strike 4” when using it). No other character can benefit from this ability. Art of Venom must be used while in style form and only with the practitioner’s style weapons. Other substances which can be applied to blades to deliver effects are similarly improved by this ability.
Taunting Razor : This ability allows a practitioner to immediately duplicate for no prowessany melee maneuver against which they successfully use the Parry ability. This single, duplicate strike must target their attacker (or their weapon/shield), must be the very next attack the practitioner makes, must be done within 3 seconds of the original attack, and must be indicated by calling “Copy (maneuver name).” Note that only mundane combat maneuvers may be mirrored in this way; magical effects may not be duplicated. Mundane parries do not trigger Taunting Razor, only the called ability does.
One Dagger, Two Fangs : A practitioner with this ability is considered to be in full style form even if they are reduced to wielding only a single dagger. For this ability to be effective, no weapon, shield, or other item may be used/worn in the off hand.
Taste for Heartsblood : A practitioner with this ability extends the damage of all attacks they make with their style weapons; they gain a +2 PS bonus while in full style form, period.
Spear and Buckler
Full Style Form : Must wield a spear of any size, which must have a maximum length head; must also wield/wear a buckler of any allowed configuration.
1 Bonus Prowess 1, Presumptuous Spear
2 Insistent Barb 1/day, *Disarm*
3 Bonus Prowess 2, Sinister Guard
4 Insistent Barb 2/day, *Shield Pierce*
5 Bonus Prowess 3, Merciless Hand
6 Insistent Barb 3/day, Gleeful Spire
Presumptuous Spear : While in full style, the character may freely slash with a spear, though only hits from the head of the weapon count.
Insistent Barb : Once per day for each even level in Blithe Lancer, the character can call a free True Strike (as per the missile ability of similar name), which does their maximum Power Strike damage and cannot be resisted by any in game effect whatsoever. An Insistent Barb can be “spent” to instead call a free parry effect, as per the normal ability; this is called as “Style Parry.”
Sinister Guard : While in full style, the character can ignore (“No Effect”) any Shield Pierce or Shield Break effect that hits their buckler. Magical break effects are not stopped by this ability.
Merciless Hand : While in full style, the character cannot be disarmed of their spear by any known combat ability, nor can their spear be broken by any Weapon Break maneuver. As with Sinister Guard, magical effects are excepted.
Gleeful Spire : While in full style, the caster may add 2 to any power strikes they call, though only to thrust attacks. Note that this damage bonus will explicitly modify any Insistent Barb attack accordingly.