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'''fencing''' (1 fighting SP): Fencing skills use a well-balanced, one-handed blade which can cut and thrust. You may use a buckler, shield or other weapon in your other hand. Some fencing attacks do piercing damage, which is more effective against padded armor which does not deflect thrusts. :'''cut and thrust''' ( fighting SP close range fencing attack): :*injured: 1 attack, 1 damage. :*healthy: 2 attacks, 1 damage each (cut) or 1 attack, 2 piercing damage (thrust). :'''parry and riposte''' ( fighting SP close range fencing counterattack, prepared): If you successfully defend against an attack, you can immediately counter with a 1 damage attack. :'''lunge''' ( fighting SP close range fencing piercing attack, prepared) :*injured: 1 attack, 1 damage. :*healthy: 2 attacks, 1 damage each (cut) or 1 attack, 2 damage (thrust). :*each attack has +2 to hit. :'''throw sword''' ( fighting SP long range fencing attack, prepared): 2 damage, and you cannot use that sword until you spend a turn picking it up. :'''defensive stance''' ( fighting SP close range fencing attack) :*injured: 1 damage, you get +1 to defense until your next turn. :*healthy: 1 damage, you get +2 to defense until your next turn. :'''back edge cut''' ( fighting SP close range fencing attack, prepared, requires double-edged blade): Follow up any attack with another attack that does 1 damage. :'''flurry of blows''' ( fighting SP close range fencing attack, prepared, requires two swords): 3 attacks, 1 damage each. Press one enemy, or whirl about fighting enemies all around you. If all 3 attacks succeed, you can do a 4th attack. :'''coup-de-grace''' ( fighting SP close range fencing attack, prepared): 3 damage, possibly impaling or decapitating your opponent. If the attack fails, the enemy still takes 1 damage. :'''dueling''' (2 fighting SP action): You perform a standard fighting action (1 or 2 attacks) except that you can immediately do an extra attack (which does 1 damage if successful) if the target of a successful dueling attack attacks any character but you before your next turn. :'''parry''' (3 fighting SP effect): If an enemy attacking you rolls a 2, you get a free attack (which does 1 damage if successful) against that opponent. '''polearm''' (1 fighting SP): Polearm skills use a staff, spear, two-handed sword or other long weapon. Some polearm attacks do piercing damage, penetrating armor that does not deflect blades. :'''thrust''' ( fighting SP close range polearm piercing attack): You can do an impaling attack if you are healthy. If you use a sharp weapon, this attack does 4 damage. If you use a blunt weapon, this attack does 1 damage and makes the enemy skip a turn. :'''outreach''' ( fighting SP close range polearm piercing attack): :*injured: 1 damage, you get a +1 to defense until your next turn. :*healthy: 1 damage, you get a +2 to defense until your next turn. :'''both ends''' ( fighting SP close range polearm attack, prepared): 2 attacks, 2 damage. If the first attack is unsuccessful, it still does 1 damage. :'''sweep''' ( fighting SP close range polearm attack, prepared): :*success: 2 damage, makes the enemy skip a turn. :*failure: still does 1 damage. :'''swing''' ( fighting SP close range polearm attack, prepared): :*success: 3 damage, you get +2 to defense until your next turn. :*failure: 1 damage, you get +1 to defense until your next turn. '''unarmed strike''' (1 fighting SP): Allows you to develop unarmed skills which do not require weapons. :'''provoke''' (1 fighting SP action): You perform a standard fighting action (1 or 2 attacks) except that you have +2 to your attack rolls. Whether or not the attacks succeed, you have -2 defense until your next turn. The defense penalty can help you draw attacks away from weaker allies. :'''combo''' (2 fighting SP action): when performing a fighting action (1 or 2 attacks). If your first fighting attack was successful and your second attack targets the same opponent as the first attack, the second attack has +2 to hit. :'''stun''' ( fighting SP) :'''sprawl and brawl''' ( fighting SP)
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