Weapon Mastery — The Traditions of Style
In the Known World swinging a sword is common. Mastering a weapon is something else entirely — a spiritual and physical transcendence that transforms a tool of violence into an extension of the self. Weapon Mastery is not merely practice. It is the study of Attack and Defense as codified by ancient monasteries, secretive dueling guilds, and elite brotherhoods scattered across the lands.
Every practitioner of Weapon Mastery belongs to a school of thought — a philosophical tradition that determines not just how they fight but how they understand the relationship between force, defense, motion, and mind. These traditions are called Styles.
The Style Framework #
Styles are organized along five philosophical axes. Each axis presents two opposing approaches to combat. A practitioner chooses one approach from one axis as their primary style. Advanced practitioners may combine approaches from different axes to create Hybrid Styles.
The five axes are:
Hard versus Soft — the baseline style framework. Hard maximizes damage output at the cost of defensive options. Soft maximizes defensive options at the cost of damage output. The standard BECMI Weapon Mastery tables in the Rules Cyclopedia represent the Hard/Soft axis and serve as the mechanical baseline for all other styles.
Internal versus External — the source of power. External focuses on physical leverage and raw force. Internal focuses on breath, timing, and mental discipline, allowing practitioners to replace Strength with Wisdom or Intelligence for combat calculations.
Linear versus Circular — the movement pattern. Linear emphasizes direct penetrating strikes that bypass armor. Circular emphasizes evasive rotating movements that manage multiple opponents simultaneously.
Reactive versus Proactive — the timing of engagement. Reactive waits for the opponent to create openings through failed attacks. Proactive seizes initiative aggressively but loses effectiveness in prolonged combat.
Control versus Chaos — the objective of combat. Control maximizes special effects — Stun, Disarm, Entangle — at the cost of damage. Chaos maximizes target coverage by hitting multiple opponents at the cost of defensive capability.
Style Summary #
| Style | Primary Benefit | Primary Trade-off |
|---|---|---|
| Hard | High raw damage | Lower AC and defensive options |
| Soft | High AC and deflection | Lower damage output |
| Internal | Mental score replaces STR for combat | Lower physical to-hit without mental investment |
| External | Bonus to damage | Initiative penalty from wind-up |
| Linear | AC penetration | Vulnerable to flanking |
| Circular | AC bonus against multiple opponents | Reduced weapon die |
| Reactive | Free counter-attacks on enemy misses | No bonus on own turn |
| Proactive | Massive initiative and first-attack bonus | Bonuses vanish after 3 rounds |
| Control | Maximizes special effects with severe save penalties | Half damage output |
| Chaos | Hits two targets per attack | Cannot use defensive abilities same round |
The Baseline: Hard and Soft #
The Hard and Soft styles represent the foundational weapon mastery framework. All other styles are understood relative to this baseline.
Hard: Add +1 bonus to damage. Apply -2 penalty to AC. The practitioner commits fully to offense, accepting vulnerability as the price of lethality.
Soft: Add +2 bonus to AC. Apply -2 penalty to damage. The practitioner prioritizes survival and position, sacrificing killing power for resilience.
The complete Hard and Soft progression tables for all weapons appear in the Rules Cyclopedia Weapon Mastery section. Those tables serve as the mechanical foundation of the system. The style tables below use the Normal Sword Hard/Soft progression as a reference template — DMs adding new weapons to the Anvil should use this template as their formatting guide.
Weapon Mastery Table Template — Normal Sword (Hard/Soft Reference) #
This table represents the Hard/Soft baseline for the Normal Sword. It serves as the formatting template for all weapon entries in Anvil content. Each row represents one Mastery rank. Columns are defined below the table.
| Rank | Primary (H) | Secondary (M) | AC Bonus | Special |
|---|---|---|---|---|
| Basic | 1d8 | 1d8 | — | Standard weapon statistics |
| Skilled | 1d10 | 1d8 | +1 (2 attackers) | Deflect 1: Save vs. Death Ray to ignore 1 melee or thrown attack |
| Expert | 1d12 | 1d10 | +2 (2 attackers) | Deflect 2: Save vs. Death Ray to ignore 2 melee or thrown attacks |
| Master | 2d6+2 | 1d12+2 | +3 (3 attackers) | Deflect 3: Save vs. Death Ray to ignore 3 melee or thrown attacks |
| Grand Master | 2d8+4 | 2d6+4 | +4 (3 attackers) | Smash: On natural 19-20 target saves vs. Death Ray or is knocked prone. Throw: May throw weapon for Primary damage at 10/20/30 range |
Column Definitions:
Rank — The five universal Mastery ranks. Basic through Grand Master.
Primary (H) — Damage dealt to the primary target using the Hard style. Soft style subtracts 2 from the damage roll minimum 1.
Secondary (M) — Damage dealt to secondary targets or when using the weapon in an off-hand or secondary capacity.
AC Bonus — Defensive bonus to Armor Class when actively wielding the weapon. The number in parentheses indicates how many attackers the bonus applies against simultaneously. Hard style reduces this bonus by 2. Soft style increases it by 2.
Special — Unique abilities available at this rank. These represent the core Hard/Soft style abilities. Style variants replace or modify these abilities as described in each style table.
Anvil Note: When creating a new weapon entry copy this table structure exactly. Adjust Primary and Secondary damage dice to match the weapon’s base damage. Adjust Special abilities to suit the weapon’s nature — a polearm might have Brace instead of Throw, a dagger might have Backstab instead of Smash. AC Bonus values and attacker counts should remain consistent with this template unless the weapon’s design specifically warrants deviation.
Developed Styles #
The following five styles represent fully developed philosophical traditions with complete progression tables. Each style is built on a specific weapon archetype that exemplifies the tradition’s approach. The style mechanics can be applied to other weapons of similar type at the DM’s discretion — the Circular style developed for the Normal Sword could be applied to a Short Sword or Cutlass following the same philosophical framework.
All style names and school identities are Anvil content. The mechanical progressions are universal Forge content applicable to any campaign.
Circular Style — The Dancer Weapon: Normal Sword #
The Circular style emphasizes evasive rotating movements that deflect incoming strikes from multiple angles simultaneously. The practitioner sacrifices the raw damage of aggressive styles for superior defensive positioning and crowd management. Where the Hard style fighter tries to kill faster than they can be killed the Circular practitioner makes killing them not worth the attempt.
| Rank | Primary (H) | Secondary (M) | AC Bonus | Special |
|---|---|---|---|---|
| Basic | 1d8 | 1d8 | — | Standard weapon statistics |
| Skilled | 1d10 | 1d8 | +1 vs. 2 attacks | Flow: No penalty to AC when attacked from the rear |
| Expert | 1d12 | 1d10 | +2 vs. 3 attacks | Deflect 1: Save vs. Death Ray to ignore 1 melee or thrown attack |
| Master | 2d6+2 | 1d12+2 | +3 vs. 4 attacks | Deflect 2: Save vs. Death Ray to ignore 2 melee or thrown attacks |
| Grand Master | 2d8+2 | 2d6+2 | +4 vs. all attacks | Whirlwind: Attack all adjacent enemies once per round at -4 to hit |
Compared to baseline Hard/Soft: The Circular Grand Master applies their AC bonus against all incoming attacks rather than a limited number of attackers — representing constant motion that denies opponents a clean angle. Damage output is lower than standard Grand Master (2d8+2 versus 2d8+4) reflecting the trade. Whirlwind replaces the standard Throw ability favoring group engagement over single-target execution.
Linear Style — The Lancer Weapon: Spear or Polearm #
The Linear style focuses on direct armor-piercing thrusts. The Lancer treats an opponent’s armor as an obstacle to be bypassed rather than overcome — finding gaps in plate, driving through mail, exploiting the structural weaknesses of any protection. Where the Circular style manages groups the Lancer excels at single-target lethality through negating protection entirely.
| Rank | Primary (H) | Secondary (M) | AC Penetration | Special |
|---|---|---|---|---|
| Basic | 1d6 | 1d6 | — | Standard weapon statistics |
| Skilled | 1d8+1 | 1d6+1 | -1 to target AC | Pinhole: Ignore non-magical shield bonuses to AC |
| Expert | 1d10+2 | 1d8+2 | -2 to target AC | Brace: Double damage against charging opponents — no save |
| Master | 1d12+4 | 1d10+4 | -3 to target AC | Deep Wound: Target saves vs. Death Ray or takes 1d4 bleed damage per round |
| Grand Master | 2d8+4 | 2d6+4 | -5 to target AC | Armor Shatter: Critical hits permanently reduce target’s AC by 1 |
AC Penetration note: The AC Penetration values reduce the target’s effective AC for the Lancer’s attacks only. A Grand Master Lancer attacking a Dragon with AC -2 treats that Dragon as AC 3 for their attack rolls. This makes even heavily armored opponents accessible without requiring extraordinary to-hit bonuses.
Compared to baseline: The Lancer carries no Deflect abilities and no AC bonus — they are a glass cannon that relies entirely on ending the fight before taking return damage. The -5 AC Penetration at Grand Master makes this the most lethal single-target style in the system.
Internal Style — The Flow Weapon: Staff or Unarmed #
The Internal style shifts the foundation of combat from physical brawn to mental discipline and tactical intuition. Beginning at Skilled rank the practitioner replaces their Strength modifier with their Wisdom or Intelligence modifier for all to-hit and damage calculations. This style exists specifically to allow characters of any class and any physical profile to become capable combatants through mental investment rather than physical conditioning.
A frail Magic-User with Strength 8 and Intelligence 16 becomes significantly more dangerous with a staff than any physical fighter of the same level who ignores this style. An elderly sage, a small Halfling, a scholar who never lifted a sword until middle age — all find their path to martial effectiveness through the Internal tradition.
| Rank | Primary (H) | Secondary (M) | Ability Modifier | Special |
|---|---|---|---|---|
| Basic | 1d6 | 1d6 | Strength | Standard staff statistics |
| Skilled | 1d8 | 1d6 | Wisdom or Intelligence | Insight: Use mental modifier for all to-hit and damage rolls |
| Expert | 1d10 | 1d8 | Wisdom or Intelligence | Redirect: Enemy misses trigger save vs. Paralysis or target falls prone |
| Master | 2d6 | 1d10 | Wisdom or Intelligence | Nerve Strike: Natural 19-20 stuns target for 1d4 rounds — no save |
| Grand Master | 3d4 | 2d6 | Wisdom or Intelligence | Empty Mind: +4 bonus to all saving throws while wielding this weapon |
Mental modifier selection: The practitioner chooses Wisdom or Intelligence at Skilled rank when Insight is gained. This choice is permanent for that weapon — a practitioner may not switch between mental modifiers. Wisdom represents intuition and body-reading. Intelligence represents calculated anatomical targeting. Both are equally valid.
Compared to baseline: Grand Master damage (3d4) is more consistent but has a lower ceiling than Hard or Lancer styles. This reflects a combatant who always strikes exactly where intended rather than overwhelming through force. Empty Mind makes the Internal Grand Master exceptionally resilient against magical and mental effects — representing a calm disciplined state that resists disruption.
Reactive Style — The Counter-Striker Weapon: Rapier or Dagger #
The Reactive style turns an opponent’s aggression against them. The Counter-Striker does not seek openings — they create them by inviting attacks and exploiting the moment of vulnerability when an opponent overextends. This style exchanges primary attack bonuses for the ability to strike outside normal initiative timing through the Riposte mechanic.
| Rank | Primary (H) | Secondary (M) | Counters Available | Special |
|---|---|---|---|---|
| Basic | 1d6 | 1d6 | — | Standard weapon statistics |
| Skilled | 1d8 | 1d6 | 1 counter | Riposte: Enemy miss triggers immediate attack at -2 to hit |
| Expert | 1d10 | 1d8 | 1 counter | Opening: Riposte uses full Skilled to-hit bonus — no penalty |
| Master | 1d12 | 1d10 | 2 counters | Vantage: May Riposte twice per round. +2 to Initiative |
| Grand Master | 2d6 | 1d12 | 3 counters | Masterstroke: Successful Riposte forces target to save vs. Paralysis or be Disarmed |
Action economy note: The Reactive style generates the highest potential attack count in the system — one standard attack plus up to three Ripostes at Grand Master rank. However this count depends entirely on opponents attacking the practitioner. Against a single cautious opponent or a monster that ignores the practitioner their effectiveness drops sharply compared to aggressive styles.
Compared to baseline: Primary to-hit bonuses are intentionally lower than standard Grand Master to balance the multiple Riposte attacks. Deflect abilities are absent — the Counter-Striker relies on the opponent missing naturally rather than actively deflecting. This style pairs exceptionally well with abilities that encourage opponents to attack such as Taunt and Provoke maneuvers.
Control Style — The Warden Weapon: Whip, Flail, or Quarterstaff #
The Control style treats the weapon not as a tool for execution but as a lever to manipulate the opponent’s body and posture. The Warden maximizes the special effects column — Stun, Disarm, Entangle, Trip — while intentionally keeping damage output low. The Warden does not look for blood. They look for balance, grip, and consciousness.
This style is found most commonly in Lawful jurisdictions among city guards, specialized jailers, and bounty hunters who require targets alive. Warden trainers rarely accept students of Chaotic alignment as the style demands immense restraint and deliberate mercy — qualities fundamentally at odds with Chaotic philosophy.
| Rank | Primary (H) | Secondary (M) | Save Penalty | Special |
|---|---|---|---|---|
| Basic | 1d4 | 1d4 | — | Standard weapon statistics |
| Skilled | 1d6 | 1d4 | -2 to saves | Entangle: Hit forces save vs. Paralysis at penalty or target cannot move or attack for 1 round |
| Expert | 1d6+1 | 1d6 | -4 to saves | Disarm: Hit forces save vs. Death Ray at penalty or target drops weapon 10 feet away |
| Master | 1d8 | 1d6+1 | -6 to saves | Submission: Entangled target must make Morale Check at -4 |
| Grand Master | 1d10 | 1d8 | -8 to saves | Neutralize: Hit forces save vs. Spells at penalty or target is Stunned for 1d6 rounds |
Save penalty application: The save penalty applies to all special effect saves triggered by this weapon — Entangle, Disarm, and Neutralize all use the full penalty at their respective ranks. The penalty does not apply to saves against damage.
Compared to baseline: Grand Master damage (1d10) is dramatically lower than standard Hard Grand Master. The -8 save penalty compensates — even high-level NPCs and monsters find it nearly impossible to resist Stun or Disarm. The Submission ability is unique in the system — it allows ending a fight without depleting HP, invaluable for capturing high-value targets or stopping a confused ally.
Hybrid Styles #
When a practitioner reaches sufficient mastery in two different styles they may combine them into a Hybrid Style — a new philosophical synthesis that produces abilities impossible within either parent style alone.
Hybrid Prerequisites: A practitioner must hold Master rank in one style and at least Skilled rank in the other before training in a Hybrid style. Alternatively a Hidden School may teach a Hybrid style from Basic rank — these rare institutions have developed the synthesis into a complete tradition rather than an advanced specialization.
Hidden Schools exist throughout the Known World. Their locations, names, and traditions are Anvil content — any campaign may place them anywhere that serves the story.
The Three Synthesis Rules:
The Dominant Hand: Choose one parent style to provide the damage dice progression and one parent style to provide the utility and special effects. The dominant hand determines the Hybrid’s damage ceiling.
The Synergy Bonus: Every Hybrid style must include one ability that exists only at the intersection of both parent styles — an effect that neither parent could produce alone. This synergy ability is the Hybrid’s signature.
The Opportunity Cost: Hybrid styles are deep rather than wide. A practitioner of a Hybrid style cannot use defensive maneuvers or abilities from styles outside their Hybrid’s parent philosophies. Their focus is too specific for broader application.
Hybrid Style Example — The Ghost-Bolt Linear + Internal #
The Ghost-Bolt style uses Intelligence to calculate the structural weaknesses of armor and Linear force to exploit those weaknesses with precision. It is the art of the calculated strike — every blow placed exactly where physics demands it land for maximum penetration with minimum effort.
Prerequisites: Master rank in Linear (The Lancer) and Skilled rank in Internal (The Flow), or a Hidden School teaching the Ghost-Bolt tradition from Basic rank.
| Rank | Primary / Secondary | Ability/Penetration | Combined Special Abilities |
|---|---|---|---|
| Skilled | 1d8 / 1d6 | INT or WIS + -1 AC | Guided Point: Use Intelligence for to-hit. Subtract 1 from target AC |
| Expert | 1d10 / 1d8 | INT or WIS + -2 AC | Phase Strike: Ignore all non-magical armor bonuses — treat target as AC 9 plus DEX modifier |
| Master | 1d12 / 1d10 | INT or WIS + -3 AC | Strategic Opening: On a hit the next ally to attack this target gains +4 to their attack roll |
| Grand Master | 2d8 / 2d6 | INT or WIS + -5 AC | Shatter-Point: Hitting a target’s natural unmodified AC deals double damage — no save |
Synergy ability: Phase Strike is the Ghost-Bolt’s signature — a pure expression of Linear penetration guided by Internal calculation. Neither parent style produces this effect alone. Linear penetrates armor through force. Internal reads structural weakness through intellect. The combination bypasses armor conceptually rather than physically.
Other Hybrid Concepts #
The following hybrid concepts exist as frameworks for DM development. Each follows the Three Synthesis Rules but is not fully detailed here — DMs developing these styles should build complete progression tables using the template format established above:
The Iron Vortex (Hard + Circular): Massive damage dice combined with broad AC coverage. Trade-off — the practitioner must move at least 20 feet every round or lose all bonuses. The style demands constant motion to generate both offensive power and defensive rotation.
The Patient Viper (Reactive + Control): Every enemy miss triggers an automatic Disarm or Trip attempt rather than a standard Riposte. Trade-off — the practitioner can never initiate attacks, acting only on the enemy’s turn. The ultimate counter-fighter who becomes passive without provocation.
The Zen Berzerker (Internal + Chaos): Wisdom or Intelligence drives damage against multiple simultaneous targets. Trade-off — the practitioner takes -4 to all saving throws as they open their mind too fully to the chaos of battle. Power at the cost of vulnerability.
Combat Breath — The Stamina System #
Combat is physically exhausting. A warrior who fights at their peak for an extended engagement depletes real physical resources — breath, muscle endurance, mental focus. Combat Breath (CB) represents this resource pool. It governs how long a practitioner can sustain peak performance before fatigue begins to degrade their effectiveness.
Combat Breath is not hit points. It does not represent injury or pain tolerance. It represents the physical and mental stamina required to execute demanding combat techniques at full effectiveness.
Calculating Maximum Combat Breath
Base Formula: Maximum CB = Class Hit Die + CON Adjustment
| Class | Base CB | Example CON 16 (+2) | Example CON 6 (-1) |
|---|---|---|---|
| Fighter | 8 | 10 | 7 |
| Dwarf / Halfling | 8 | 10 | 7 |
| Cleric / Elf | 6 | 8 | 5 |
| Guildsman | 4 | 6 | 3 |
| Magic-User | 4 | 6 | 3 |
Permanent CB Increases: #
Mastery Milestones: Reaching Expert rank for the first time permanently adds +2 CB. Reaching Grand Master rank for the first time permanently adds a further +2 CB. These bonuses are earned once regardless of how many weapon styles the practitioner pursues.
Level Milestones: At 9th, 20th, 25th, 30th, and 35th level gain +1 CB permanently.
Encumbrance Bonus: Carrying 400cn or less grants +2 CB for the encounter. Carrying 401-800cn grants +1 CB for the encounter. These bonuses are not permanent — they reflect the freedom of movement available to a lightly equipped combatant.
Internal Style Reserve: A practitioner of the Internal style may choose to use their Wisdom or Intelligence score as their CB pool instead of the standard Hit Die + CON formula. Alternatively they may use a flat 6 CB regardless of class. This choice is made at the time Internal Skilled rank is achieved and is permanent for that practitioner. This option exists specifically to allow frail characters of any class to pursue martial effectiveness through mental discipline rather than physical conditioning.
Training for Stamina: A practitioner may seek out an Internal or Hard style trainer who teaches the Deep Breath technique. Spending 1,000sp and 4 weeks of full-time training permanently adds +2 to Maximum CB. This training may be undertaken multiple times with no upper limit beyond what the DM considers narratively appropriate.
Spending Combat Breath #
CB is spent to perform Peak Actions — combat techniques that demand more than casual effort. Minor actions representing normal attacks cost nothing. Peak Actions represent the practitioner performing at the upper limit of their capability.
CB Costs:
0 CB — Minor Actions: Normal attacks using Basic or Skilled statistics. No CB expenditure required.
1 CB — Peak Actions: Any of the following costs 1 CB per round regardless of how many are combined in the same round unless noted otherwise:
- Style Maneuver — using a special ability from the practitioner’s Mastery Style (Deflect, Redirect, Flow, Riposte, Entangle, and equivalent abilities)
- Mastery Surge — accessing Expert, Master, or Grand Master tier statistics for damage and to-hit for one round. Without spending CB the practitioner fights at Basic or Skilled statistics
- Force Move — moving at Running Speed during an encounter round without triggering automatic Winded status
- Endurance Save — re-rolling a failed Save vs. Paralysis or Petrification once per round representing physical grit overcoming momentary failure
CB Does Not Stack: If a practitioner uses multiple Style Maneuvers and a Mastery Surge in the same round the total cost remains 1 CB unless a specific ability notes an additional cost.
Style-Specific CB Costs and Benefits: #
Hard — The Burning Strike: May spend an additional 2 CB beyond the standard 1 CB cost to add one extra damage die to an attack. The additional die matches the weapon’s Primary damage die. A practitioner who uses this ability trades stamina for explosive damage — powerful but accelerating the path to Winded.
Soft — The Circular Breath: Once per encounter when the practitioner’s AC bonus causes an opponent to miss they regain 1 CB up to their maximum. The practitioner literally steals the opponent’s momentum to catch their breath.
Internal — Mind over Matter: Practitioners using the mental CB pool option use their chosen mental score (Wisdom or Intelligence) as their CB pool value. A practitioner with Intelligence 16 has 16 CB rather than their class Hit Die plus CON. This pool functions identically to standard CB in all other respects.
Control — Efficiency of Motion: The first Style Maneuver each round costs 0 CB. Subsequent maneuvers in the same round cost the standard 1 CB. The Warden’s economy of movement makes their initial control attempt essentially free.
Encumbrance and CB Costs #
Carrying significant weight taxes the breath beyond the initial encumbrance bonus reduction:
| Encumbrance | CB Cost Modifier |
|---|---|
| 0-800cn | Standard — 1 CB per Peak Action |
| 801-1,600cn | Heavy — 2 CB per Peak Action |
| 1,601cn+ | Overloaded — 3 CB per Peak Action |
Note: The encumbrance bonus to maximum CB (0-400cn = +2, 401-800cn = +1) applies before combat begins. The CB cost modifier applies during combat. A lightly encumbered practitioner starts with more CB and spends it at the standard rate — a doubly favorable position.
Exhaustion States #
When CB reaches 0 the practitioner becomes Winded. Continuing to fight through Winded status risks deeper exhaustion states. Three states exist in escalating severity.
Winded (CB reaches 0)
The practitioner is breathing hard and their technique deteriorates.
- Running Speed is halved
- Cannot use Master or Grand Master tier statistics — capped at Expert
- Cannot spend CB on Peak Actions
- Recovery: 1 Turn (10 minutes) of rest restores full CB
Continuing to fight while Winded: For every round spent in combat at 0 CB the practitioner must make an Endurance check (d20 vs CON). Success means they stay upright but take -2 to all attack rolls. Failure means they become Exhausted.
Exhausted (fighting while Winded) #
The practitioner’s body is betraying their intent.
- Movement limited to Encounter Speed only
- Opponents gain +2 to hit against this practitioner
- All damage rolls suffer -2 penalty minimum 1
- Capped at Basic mastery statistics
- Recovery: 3 Turns (30 minutes) of absolute rest
Continuing to fight while Exhausted: If the practitioner takes a hit or is forced to perform a demanding physical task while Exhausted they must make another Endurance check. Failure results in Collapse.
Collapsed (fighting while Exhausted) #
The body gives out entirely.
- Helpless — cannot take actions
- AC becomes 11 plus DEX modifier
- Recovery: Rest for three times the duration of the preceding combat or demanding task
The Endurance Skill and Combat Breath #
The Endurance General Skill represents specialized breathing technique and muscle memory that allows a practitioner to push through physical limits that would stop an untrained fighter cold. It is not required to use the CB system but its absence creates meaningful limitations.
With Endurance:
| Situation | Result |
|---|---|
| At 0 CB | May roll Endurance check to continue Peak Actions at cost of Exhaustion risk |
| Recovery time | Normal — 1 Turn Winded, 3 Turns Exhausted |
| Demanding tasks | Roll vs. CON each hour |
| Combat penalties | -2 to hit and damage only on failed Endurance check |
Without Endurance:
| Situation | Result |
|---|---|
| At 0 CB | Immediately Winded — no Peak Actions possible, no roll permitted |
| Recovery time | Doubled — 2 Turns Winded, 6 Turns Exhausted |
| Demanding tasks | Automatic Collapse after number of rounds equal to CON score |
| Combat penalties | Immediate -2 to hit and damage at 0 CB |
Style-Specific Endurance Penalties (Without Endurance Skill):
Hard style without Endurance: If the practitioner ever reaches 0 CB they take an additional -1 penalty to AC for the rest of the day. Their muscles are too fatigued to maintain proper guard even after the encounter ends.
Internal style without Endurance: Cannot use the mental score CB pool option. Stuck with the physical Hit Die pool because the mental discipline required to sustain the body through breathing technique has not been developed.
Earning Endurance Through Play — The Trial of the Three Breaths #
The Endurance skill may be learned normally through standard General Skill rules. For players who wish to earn it through a narrative challenge the Trial of the Three Breaths represents the traditional path to this knowledge within the Internal and Hard style traditions.
To begin the Trial the character must find a master of the Internal or Hard school willing to take them on. The Trial has three phases:
Phase 1 — The Fast of the Iron Lung (1 Week)
The student is taken to a demanding environment — a high-altitude peak, a deep oxygen-poor cavern, or equivalent location chosen by the master. They perform their Weapon Mastery forms for 6 hours per day while carrying 801cn or more of weight.
At the end of each day the student makes a CON check. Failure means they lose 1 HP permanently for the duration of the training as physical strain taxes their body beyond normal recovery. These HP are restored when the Trial is complete.
Phase 2 — The Duel of Infinite Rounds
The student duels the master. The goal is not to win but to last 15 rounds without Collapsing.
The master uses the Control style to Entangle or Trip the student each round, forcing the student to spend 1 CB every round simply to recover their footing. Since a Fighter with 8-10 CB will hit 0 CB before the duel ends the student must succeed on three consecutive Endurance checks using raw CON to keep fighting while Winded. Most students fail this phase at least once — the persistence bonus applies to subsequent attempts with a new trial date set by the master.
Phase 3 — The Insight
Upon completing the duel the master teaches the Secret of the Second Wind — the specific breathing and mental focus techniques that constitute the Endurance skill.
Reward: The student immediately gains the Endurance General Skill.
Grand Master Bonus: If the student holds Grand Master rank in any Mastery style they also gain +1 permanent Maximum CB representing a heart hardened by the trial’s demands.
Roleplaying the reward: The physical transformation from completing the Trial is visible. Hard style masters develop a permanent bronze hue to their skin from the internal heat of sustained effort. Internal style masters develop breathing so quiet it becomes nearly undetectable even after exertion. These are cosmetic changes that mark a practitioner as someone who has completed the Trial — Anvil content determines specific cultural significance by tradition and region.
Combat Maneuvers #
The following maneuvers expand tactical options beyond the standard Disarm, Parry, and Smash abilities in the Rules Cyclopedia. All maneuvers draw on the CB system — they represent techniques demanding more than casual effort.
Note: Defensive Stance is referenced in several maneuvers below. Full Defensive Stance rules including Catch Your Breath are documented in the Combat Maneuvers section.
Defensive and Group Maneuvers: #
Shield Wall (1 CB): Two or more fighters with shields stand adjacent forming a defensive line. The wall provides all participants and any allies directly behind them with full protection against normal missile fire from the front for the round. Requires coordinated declaration in Phase 1 Intentions.
Bring Shield to Bear (1 CB): The fighter focuses entirely on defense, sacrificing their attack to block all incoming normal missiles from the front for the round. Declared in Phase 1 as a defensive action.
Warding Wield (1 CB): The practitioner uses their weapon’s defensive properties exclusively for one round gaining +2 AC against all attacks. No attack is made. Resolves in Phase 2 Step 2 as a Swift defensive action.
Offensive Special Strikes: #
Pommel Strike / Half-Sword (1 CB): Use the weapon hilt or middle of the blade for a close-quarters strike. Deals standard damage plus STR bonus. On a hit the target saves vs. Paralysis or is Stunned for 1 round as per unarmed combat rules.
Arcing Strike (2 CB): Requires a two-handed slashing weapon. On a successful hit the practitioner deals Primary damage to the main target and half that damage to a second target within 5 feet. The second target makes no save against the secondary damage.
Run Through (2 CB): Requires a piercing weapon. On a successful hit the practitioner carries momentum into a second target within 5 feet for half damage. Requires both targets to be roughly in line with the attack’s direction — DM adjudicates positioning.
Whirlwind Strike (3 CB): The practitioner attacks all adjacent enemies simultaneously using their current Mastery statistics. All targets are attacked at -4 to hit. Typically available only to Grand Master rank practitioners though lower ranks may attempt it at the DM’s discretion with additional penalties.
Utility and Battlefield Control: #
Feint (1 CB): The practitioner makes a false attack to draw the defender’s response and create an opening. The next attack against the same target this round — whether by the practitioner or an ally — is made at +4 to hit or at one Mastery tier higher than normal, whichever the attacker prefers.
Hobbling Strike (2 CB): On a successful hit the practitioner deals no damage but reduces the target’s movement rate by half for 1d6 rounds. The target saves vs. Paralysis to resist. Useful for preventing retreat or closing with mobile opponents.
Sweep (1 CB): Using a polearm, staff, or similar weapon the practitioner attempts to knock a man-sized or smaller opponent prone. The target saves vs. Paralysis or falls prone and must spend their Maneuver and Missile phase action next round standing up.
Advanced Masteries: #
Chop ’til You Drop: Available to practitioners who kill an opponent with a melee attack during the Melee phase. The practitioner immediately gains an additional attack against an adjacent opponent. This chain continues — each kill grants another attack — up to a maximum number of additional attacks equal to the practitioner’s level beyond their normal multiple attack routine.
After the practitioner’s normal multiple attacks for the round are exhausted the first additional kill-chain attack costs 1 CB, the second attack costs 2 CB, third 3 CB, fourth 4 CB and so on. A practitioner who reaches 0 CB during the chain becomes Winded immediately and the chain ends regardless of remaining adjacent opponents. The CB cost represents the physical toll of sustained killing momentum — a Grand Master Fighter with 12 CB can sustain a significant chain but will pay for it in exhaustion.
Catch Your Breath: When a practitioner declares Defensive Stance in Phase 1 Intentions they may use Catch Your Breath during that round. See Combat Maneuvers section for full Defensive Stance rules. When used the practitioner rolls 1d6 and adds their CON modifier — the result is HP recovered. This represents controlled breathing and deliberate physical recovery during a moment of reduced combat engagement.
