"Challenge
accepted." Don Diego Astronomo's perfectly waxed moustache lifted in a
sneer as he ran a single gloved hand down his cheek where Captain
Orion had struck him. He was no man's fool and such a public outrage
would not go unsatisfied from the likes of this rabble.
Orion's
blue eyes flashed when he realized what he'd commited himself to in a
moment of anger. He steeled himself. Perhaps Astronomo would choose
pistols, mono-swords or fisticuffs. But in his heart, the Captain
knew it was futile. Astronomo was the best duelist in the Sterling
System and here at Lord Adlar's christening ball for the new Galatus
Space Station, Orion was about to be made into an example.
Three
words sealed Orion's fate as they slipped cool and calm into the air.
"Spada Sabres at dawn."
When
the galaxy was ruled by more noble men and Star Knights were not
outlaws, a small sect of idle nobles from the civilized star systems
of the galaxy took up danerous pursuits. Dueling was common enough
among the listless rich, but mono-swords were broad bladed weapons
favored by military men and did not suit aristocrats looking to play
at being swordsmen. They looked instead to the flashing blade of the
Star Sword. But whether it was a simple lack of discipline, a desire
not to outright kill one another, or simply wanting to set themselves
apart from the more genuinely noble Star Knights, these rich playboys
and dilettantes developed a new weapon: The Spada Sabre.
Built
in a fashion similar to Star Swords, the Spada Sabre appears to be little
more than an ornate sword hilt until it is activated by pressing a
small button on its grip. In an instant a thin telescoping rod of
metal springs forth from the handle and begins to crackle with
electrical energy. The weight of the electrical rod allows those able
to wield mono-swords and other modern melee weapons the ability to
wield the weapon without the training required to fight with the
deadlier Star Sword.
In
addition, the Spada Sabre does not inflict deadly wounds. Instead it
renders its victim unconscious from the shock. This meant that
duelists could play at being warriors and retain their honor without
killing one another. Soon Spada Sabre Fencing Academies sprang up across
the galaxy and numerous fighting styles were developed. Spada Dueling has fallen out of favor over the years, but among some noble
circles it still remains the method of choice to solve matters of
honor without bloodshed or death.
Any
character class able to use the mono-sword or Star Sword is able to
use the Spada Sabre. Characters who are not able to wield the Spada Sabre can
train at a Spada Fencing School for three months gain the ability
to wield this weapon. Such training costs 1000 credits and requires
the character to sacrifice 500 Experience Points.
Weapon
|
Damage
|
Cost
|
Weight
|
Spada Sabre
|
1d6+1*
|
100
cr
|
2
lbs
|
*Spada Sabres inflict non-lethal damage. Any character reduced to 0 hit points by
a Spada is rendered unconcious for one turn. Spada Sabres can have a "inhibiter chip" installed for an 100 credits, which allows them to switch between lethal and non-lethal damage by flipping a switch on the weapon's handle.
Spada Sabre Training Schools
While
many different styles of Spada Dueling exist across the galaxy here
are a few examples. A character wishing to learn one of the Spada Styles must find a teacher who is already a Master of the style they
wish to learn and earn the right of apprenticeship. Sometimes this
can be as simple as paying the required fees, but many Master Spada Sabre Fencers require their students to prove themselves worthy through
rigirous training, heroic deeds, or by performing a great favor for
the Fencing Master. This is in addition to the listed cost in credits
and experience points.
After
a character has spent the necessary time and sacrificed the listed
amount of XP for each rank in a style they gain the benefits
described below when fighting with a Spada Sabre. However, a character
cannot benefit from more than one style at any given time - though
they can change between any known styles at the beginning of each
combat round before initiative is rolled.
Spada and Cloak
When
fighting in the Spada and Cloak style, the fencer wields a Spada Sabre in their primary hand while using a long cloak for distraction and
deception, keeping their foe off balance. Masters of this technique
are even capable of wrapping their foe in the cloak in the middle of
combat, immobilizing the target before they move in to strike.
Rank
|
XP
|
Cost
|
Benefit
|
Apprentice
|
250
XP
|
500
cr
|
Catch
the Eye: By
distracting their opponent with a wave of their cloak, the fencer
is able to strike first in hopes of defeating their foe before
retaliation can occur. They gain a +1
bonus to Initiative when fighting in one-on-one duels.
|
Journeyman
|
500
XP
|
750
cr
|
Billowing
Cloak: Keeping
their cloak in constant motion they are able to make sure their
opponent remains unfocused and off-balance. The fencer spends one
round waving his cloak about in this fashion. Their opponent must
make a saving throw or suffer a -2 penalty on all “to-hit”
rolls for the next 1d6 rounds.
|
Master
|
1000
XP
|
1000
cr
|
Gift
Wrapped: The
fencer manages to wrap their cloak completely around an opponent,
preventing them from attacking for a short period. The fencer
spends one round wrapping the cloak about their opponent. The
opponent must then make a saving throw or be unable to attack for
1d6-3 (minimum 1) rounds.
|
Ladron
de Spada
This
style focuses on leaving an opponent without a weapon. After all, if
an enemy has no Spada Sabre he cannot possibly win a duel. This style is
highly effective, but is regarded by many as cowardly and
dishonorable. Most practitioners simply think of it as pragmatic an
effective.
Rank
|
XP
|
Cost
|
Benefit
|
Apprentice
|
150
XP
|
100
cr
|
Defensive
Posture:
The basics of Ladron de Spada focus on defense and avoiding being
hit while a fencer sets his opponent up for the disarm. The fencer
receives a -1 [+1] bonus to their AC in melee combat.
|
Journeyman
|
300
XP
|
500
cr
|
Disarm:
The fencer attempts to disarm an opponent they are facing in melee
combat. If the fencer makes a successful melee attack with their Spada, the target must make a saving throw or immediately drop
whatever weapon or object they are holding. Targets holding an
object in two hands receive a +2 bonus to this saving throw.
|
Master
|
1200
XP
|
1000
cr
|
Blade-Catcher:
This
very difficult technique allows a fencer to not only disarm their
opponent, but also catch the weapon their opponent drops by
sending it sailing into the air and landing in their own hand. The
fencer must make a successful melee attack. The opponent suffers
no damage if the attack is successful, but must make a saving
throw or any object they are holding in their hand is immediately
knocked free and lands in the fencer's off-hand. If this object is
a weapon, the fencer may immediately make an attack with the
caught weapon at a -2 penalty to their “to-hit” roll.
|
Astronomo
Style
Don
Diego Astronomo is regarded as one of the greatest Spada Sabre Duelists in
the galaxy. He developed his own style which is focused on a
relentless assault that leaves an opponent dazzled from a barrage of
attacks and unable to keep up with their relentless foe. Only Don
Diego himself teaches the style and only to the most promising and
dedicated students.
Rank
|
XP
|
Cost
|
Benefit
|
Apprentice
|
750
XP
|
1000
cr
|
Precise
Strike: Astronomo
Style begins with mastery of the basics of a powerful offense. The
wielder gains a +2 to all “to-hit” rolls made while wielding
a Spada Sabre.
|
Journeyman
|
1250
XP
|
2000
cr
|
Drive
Back: By
keeping an opponent at bay, an Astronomo duelist prevents
themselves from ever being in danger of an attack as well as
positioning an opponent in optimal striking position. Whenever the
fencer makes a successful attack with the a Spada Sabre, their
opponent must make a saving throw or be driven back ten feet.
|
Master
|
3000
XP
|
4000
cr
|
Whirling
Blades: The
Master of Astronomo is a whirlwind of attacks, able to make two
attacks each combat round while wielding a Spada Sabre.
|
Pirata
Style
Not
so much a style as a system of fighting developed by space pirates
and Brimlings, Pirata style uses dirty tricks, sucker punches and
cheap shots to keep an opponent dazed, confused, and always exposed
to new and unsportsmanlike attacks.
Rank
|
XP
|
Cost
|
Benefit
|
Apprentice
|
200
XP
|
150
cr
|
That's
Gotta Hurt: By
striking an opponent in a vulnerable area, the Spada duelist is
able to inflict more damage than most. They receive a +1
bonus to all damage when wielding a Spada Sabre.
|
Journeyman
|
400
XP
|
300
cr
|
Cheap
Shot: Whether
it's a sudden cuff on the jaw, a quick fist to the nose or a knee
in the groin, Pirata Duelists fight dirty. They can choose to
inflict only half damage when making an attack with a Spada Sabre in
order to use this ability. If the attack is successful, their
opponent must make a saving throw or suffer a -1 penalty to all
“to-hit” rolls, a one-point penalty to their Armor Class, and
reduce their movement by ten feet for the next 1d6-3 (minimum 1)
rounds.
|
Master
|
600
XP
|
750
cr
|
Sweep
the Leg: By
bringing their Spada Sabre around and behind their opponent's knee, the
Pirata Duelist puts their enemy on their back. When making a
successful attack with a Spada Sabre, the fencer can attempt this
manuever. Their opponent must make a saving throw or be knocked
prone for 1d6-3 (minimum 1) rounds. Prone opponents cannot move
and anyone attacking them receives a +2 bonus to all “to-hit”
rolls made against the character.
|