Date: Sun, 15 Aug 1999 13:15:49 -0400 (EDT) From: lef forvrin Subject: [7th Sea RPG] Montaigne Unarmed school. With Talk of an Inismore Pugilism school, I decided that it might be neat for all countries to have an unarmed school. Here's my idea for Montaigne, based on ... well, take a guess. L'Boxes Montaigne Savate Curriculum: Pugilism Dirty Fighting Unarmed Knacks: Feint (Dirty Fighting) Knockdown Block Exploit Weakness (Savate) Apprentice: An apprentice of the Savate has been drilled in the many different kicks in this discipline. THus, for each level of mastery in savate, the boxer gets a free raise when performing the kick maneuver. Thus an apprentice gains 1 free raise, while a master gains three. Journeyman: A Journeyman has become so comfortable with throwing kicks that he can now strike twice in rapid succession. A Kick-Jab uses the rules for Jab under the Pugilism skill. Master: The master of Savate has been initiated into the secrets of defending oneself with a cane or other handy stick. Thus, a master Savate gains a free raise when attacking or parrying with a cane. (A Cane uses the attack(Improvised Weapon) and parry(Improvised Weapon.) L'Boxes Montaigne Savate is not a noblemans art. In fact, it was developed with the city commoner in mind. It is especially espoused by Montaigne Barkeepers in Charouse, for dealing with roudy and drunken nobles "Slumming it". The style uses kicks primarely with a wide variety of hand techniques that emphasises getting the fight over with. Later, when swordsmen became popular, a cane was added to defend oneself, while still keeping the opponent, who usually is of higher station, and thus, better protected by law, alive. The flaw in Savate is a moment before any kick is delivered, there is a shift in body weight to the supporting foot. Those in the know are aware of this, and can use this slight pause to strike them when they are morst vulnerable. Explanation of Knacks: Feint: As with the Swordsman Knack Knockdown: A Savate uses this as his attack knack and rolls as normal. Should the attack be successfull, roll damage as normal for a Kick (Brawn + 2k1. -I think-). However, do not record this damage as flesh wounds. Instead, make a brawn check as if they were flesh wounds. If the Check succeeds, the person knocked down can get back up using his next action die as normal. If he failes, he is stunned for a one phase FOR EVERY 5 POINTS he failed the check by. All action dice are held until he is no longer stunned. Should this make them held past phase 10, they are lost. Block: This knack can be used as a passive or active defense when dealing in hand to hand combat. Exploit Weakness: As Swordsman knack