Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Here's a couple of new martial paths I drew up for my Fading Suns players. Criticism welcome!
Blade of Honour - Fencing (sword) Martial Path
The nobles of House Hawkwood have developed this path over hundreds of
conflicts on dozens of worlds. It emphasises proper form and formal
handling of the blade, eschewing the dirty tricks and deceptions that
the styles of other houses include. These techniques may only be used
with a fencing blade.
1. En Garde!
This skill enables the fencer to draw his blade instantly, without suffering the 1D penalty that would otherwise apply.
2. Pierce the Veil
Through a careful and measured approach the fencer may ignore the energy shield of his opponent. Take a -2D penalty.
3. Riposte
After successfully parrying a foe, the fencer may immediately use an unused set to make a return attack.
4. Superior Disarm
The fencer disarms his opponent with such aplomb and conviction that
his opponent also suffers a morale attack. As disarm, but with +1D, and
success knocks weapon away from foe and inflicts a morale attack on
nearby unworthy foes.
5. Redoublement
The fencer mastering this technique may after being parried immediately
strike a second time, using an unused set to do so. This attack may not
be parried, and ignores any armour (including energy shields).
Mantok - Martial Path (Brother Battle)
The monks of Brother Battle practice the secret art of Mantoc, a
powerful martial art style augmented by the channelling of the power of
their Faith (Wyrd). It is a powerful combat style whose practitioners
are feared throughout the known worlds.
1. Bend Knee, Turn the Page
By strengthening their limbs with the power of Faith, the practitioner
may user his body to parry without penalty, even when unarmed and out
of armour.
2. Step Forward, Deliver the Sermon
The practitioner may choose to do killing damage with their unarmed strikes.
3. Grasp Hand, Take Confession
This technique allows the practitioner to use submission holds without
penalty (as though they had already pinned their opponent). In
addition, the practitioner is not penalised for staying standing during
the subsequent pin and any attempt to struggle free is at -1D.
4. Close Palm, Reach the Heart
The practitioner's strikes ignore armour.
5. Wave Hand, Put out the Light
With this power the practitioner may augment their attack through
challenging the power of Faith. For every point of wyrd the priest
expends they may add a die to their pool for the next strike.