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Article.2  7-1-99

Alternate Klaive Dueling System

    This here system is an alternate system of kliave dueling which is at first confusing, but once once learned, a very fast and effective way of using klaives.   It begins by finding both fighters' dice pools for klaive dueling.  Each player has 3 types of dice pools, Attack, Defense, and Flex.  The player gets his Dex+Klaive dueling in his offensive and defensive pools, and unless he has a second klaive, none in flex.  Spening rage will either add the players' Dex+KD to his offensive, defensive, or add just KD to his flex pool.  Flex pools may be used for both offensive and defensive actions.  Now both fights find what the difference in initive is, and remember it.

    Dice rolling for initive:  each player must take at least one dice from any of his pools and can take out of more than one if desired.  the players roll that amount of dice at the same time and then choose which result they like best.   The player with the highest score after modifier goes first.

    Dice rolling to hit and defend:  Again Each player must take at least one dice from his dice pool, only this time they are restricted from which pools they can select from.  Attacks subtract from offence and/or flex, while defence is taken from defence and/or flex.  one or more dice can be taken as described above.   The player's again roll the dice.  If the attacker scores the highest score, or a tie is scored, the attack goes on to the second phase, then to the third.  If the defender scores more then his opponent then the attack is parried.  If the attack reaches the third phase, special rules may apply.  If the third phase results in a tie, then a fourth is played, but if the attacker succedes on this attack, then it hits.   If a player was to get a result of 1 on any phase, then they must forfeit one dice from any dice pool or be unable to continue their action.  If they cannot pay the one and have just rolled a one then it is a botch and somthing bad happens.

Phases- 

Initive


Attacker declares offensive action
Defender declares defensive action
Defender declares offensive action
Attacker declars defensive action
repeat until neither can attack with an offensive or flex dice pool

Damage report

Optional Rule-  Risking it.  A player who has no more dice in thier dice pool may decide to make an action with extra dice, but if any roll up as a one, then the player botches.

maneuvers-  Storytellers are encouraged to make up maneuvers to add more then just strike, parry, strike, parry to the game.
here are some I have made:

Offensive

  • Strike-basic attack
  • Sweep-opponent is now -3 to dodge if the attack hits
  • Head Swipe-opponent loses 3 dice from his dice pools, opponent gets 1 extra dice on first phase
  • Quick Blow-attack starts in second phase, -1 damage
  • Stab-opponent loses 5 dice from his dice pools, opponent gets 1 extra dice on first and second phases
  • Heart Stab-opponet loses all non-flex dice, gets 2 extra dice on all phases
  • Riptose-starts on second phase, +1 dice on second phase.  only used after a sucessful parry where opponet got a 1 as a final result or a stunning parry.
  • Great Blow-+3 damage, opponent gets +2 to any dodge attempt.  opponent can make his action if there was a differance in initive results less than or equal to the initive modifier for the battle
  • Disarm-  use strenght+Klaive dueling to disarm, opponent also uses strenght+Klaive dueling to prevent disarm first to accumulate 3 phase success disarms opponent.  can stop disarming at any time you have more successful phases than opponent
  • Neck Shot-+3 damage, opponent gets +2 to parry
  • Spinning riptose-  starts on second phase, only used after a succesful spinning parry.  Spend 1 extra offensive die to get +1 damage
  • Spinning swipe-+2damage, can be interupted if the difference in initive results was only 1.
  • Slash-+1 damage, -1 to your defensive pool.
  • Flinch-attacker doesn't roll his dice, and puts it back into his flex pool,   declared when dice rolled.
  • ValStrike-  +x damage,  x is the ammount of 10s rolled by you in the three phases of combat.  opponent gets +x flex dice if it misses.
  • Jumping Strike-  middle of jump to end, regain attack cost 1 offensive point to use
  • Jumping Great Blow- end of jump, cannont defend while in air, attack does +5 damage, cost 1 offensive point to use
  • Jumping SpinSlash- middle to end of jump of jump does +3 damage, cost 2 offensive points to use. 
  • Jumping Upperslash- start of jump.  regain attack, cost 1 offensive point to use.

Defensive

  • Parry-basic defense
  • Spinning Parry-  Cost 1 defensive point to initiate. 
  • Stunning Parry-attacker gets +1 dice on all phases, if it is parried, opponent loses 3 dice from defensive pools
  • Dodge-secondary defense
  • Jumping parry-  can be used in the air only.  cost 1 defensive point to initiate.

Jumping cost 1 die from any pool to initiate.  note that great blow lands on the end of the jump, and takes up the whole jump.

Additional systems:  Klaive dueling must be learned through a mentor or spirit mentor.  The player must have 3x the amount of total permanent renown as he has in his klaive dueling skill.  once he gets enough renown, he may ask his mentor to teach him his next dot.  klaive dueling has a number of minor rituals and such which all true klaive masters should know.  Also klaive duelers have ideals and virtues.   There are a number of both, and they may be purchased through the background KD virtues.  A player gets 1 virtue point for every dot in klaive dueling.  Virtues cost 1 virtue point and ideals cost 2.  Most klaive duelers have all three virtues.

Rituals of Klaive Dueling.

Kimson's Flame-  level 1.  Pre- battle ritualistic swing of the sword brings the knowledge of Kimson to weilder.  Weilder gains 1 flex dice per round.

Polishing the Klaive-  Minor rite.  Dialy rite done at the sight of the moon, it prevents the klaive from breaking in combat the following day.

Rite of the notch-  Minor Rite.  Scrapes and such on a klaive become permanent and show that a klaive has been used in combat.  Records how the nick was made.

Flavongs masterful rite-  level 3.  Only a few of the greatest klaive duelers fight with this silver fangs knowledge and skill.  All dice pools are counted as flex.  The rite must be done for a week before the duel though.

Rolands Silver Fort-  level 1.  player may chose to add a dice to his defensive pool and take one away from his offensive.

Rite of inscription-  minor rite.  The player may add permantent runes to the blade without weakening it.

Rite of wyrm fighting-  minor rite.  preformed at sunrise.  All wyrm creatures take 1 extra point of damage from it.

Pre duel rite-  minor rite.  makes a chr + Expression roll vs his opponents willpower.  each success takes one dice from his pool for the first round of combat.

Idelas of Klaive Dueling

Glory-  +3 dice to your offensive pool

Honor-  +2 dice to your flex pool

Wisdom-  +3 dice to your defensive pool

Virtues of Klaive Dueling

Power-  +1 damage to all attacks

Victory-  Replenish rage upon victory

Vigor-  +1 flex dice,  If you win initive +2.

Revenge-  +1 rage upon successful hit

Justice-  Replenish willpower upon noble victory

Challenge-  +1 dice to all 3 pools

Skill-  +1 flex dice for round after successful hit

Cunning-  Lose a max of 1 dice for flinches

Humor-  you may roll an extra dice after the normal roll.  the cost for this second chance is normal

It should be noted that many times players will have large dice pools; therefore, you should determine exactaly how to represent these pool quickly or efficently.  If you have a bulk of d10, then use them.   If your like most of us though, you won't have a large amount of dice, and thus you will want to represent other amonuts of dice.   A simple way would be to use a dice or two as a counter to represent the amount of dice.  You could also download the klaive dueling sheet.

Updated 9-9-99


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