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  Desargues  

Country of Origin: Montaigne

Founded: 1651
Sanctioned: 1667

Description: The Desargues School is a relative newcomer among the Swordsmen of Théah, developed some twenty years ago by a fraternity of Montaigne fencers but only sanctioned (and subsequently coming into vogue) since 1667. Heavily influenced by exposure to the fighting styles of Castille and Vodacce, the primary weapon of Desargues is a rapier or foil. However, Desargues duelists are known for using almost anything (even their own bodies) as an effective weapon. The school focuses on observation and manipulation of one’s environment, both in and out of combat. Over time, a Desargues duelist begins to see the world as one enormous, potential brawl; he must learn to anticipate danger and strike quickly and effectively to dominate any situation. Though the Swordsman’s Guild was initially reluctant to admit what they considered an “ungentlemanly” school into their ranks, their subsequent sanctioning of schools like Torres and Bogatyr rendered the opposition moot.

A Desargues duelist’s first lesson is to constantly survey the sights, sounds, tastes, and smells of one’s surroundings (and one’s opponents), looking for any advantage that might be exploited. They typically take their time in the early stages of a duel, offering up a defense with their blades (or whatever more effective items they may find) while they study their opponents and prepare to unleash a swift, surprise attack. Once a Desargues duelist has his opponent on unfamiliar ground, he may toy with that opponent as long as he likes, dispatching him at his leisure. For this reason, very few people are willing to challenge a Desargues Swordsman on his “home turf;” a neutral and unfamiliar site is almost always selected. Desargues Swordsmen generally practice swordplay in a variety of unusual situations (on tables and staircases, balanced on thin beams, knee-deep in water, etc.) so that they may more effectively take advantage of their environments.

The primary flaw of Desargues is that it tends to be a reactive school, leaving it particularly vulnerable to feints and early offensive flourishes. An opponent who presses a series of rapid or misleading attacks can leave a Desargues swordsman struggling to mount an effective defense before he has a chance to feel out his opponent or develop a sense of his surroundings.

Basic Curriculum: Fencing, Improvised Weapon

Swordsman Knacks: Corps-á-Corps, Exploit Weakness (Desargues), Tagging (Fencing), Wall of Steel (Fencing)

Apprentice: Early in his training, a Desargues Swordsman develops senses based on more than simple vision so that he may effectively assert control of his environment during combat. An Apprentice’s enhanced instincts give him a free Raise to any Wits check (or similar roll) to spot an ambush or otherwise avoid being surprised. This ability is active outside of combat, but not during fight scenes where the character is using a fighting style other than Desargues. Furthermore, Apprentices may wield an improvised weapon in their off hand, for offense or defense, without penalty.

In addition, Desargues Apprentices receive Head Butt as a Specialty Knack. They begin with the Knack at Rank 1, and may increase it as any other Advanced Knack. (It is a common Desargues technique to use a Head Butt to break a Bind initiated by an opponent, the same way it is used to break a Grapple.) This does not count against the Swordsman’s limit of three Specialty Knacks.

Journeyman: Through careful observation of an opponent’s defenses, a Desargues Journeymen can isolate weaknesses and deliver fierce strikes wherever they will be most effective. If the Journeyman has at least one Rank in the Exploit Weakness Knack corresponding to an opponent’s fighting style, he may add five times his Rank in that Knack directly to any Damage rolls made against that opponent, in addition to its usual benefits.

Master: A Desargues Master’s blade speed is legendary; he is capable of striking so quickly, an opponent may still be reacting to the first attack when the second strikes home. The Master may spend one Action Die to perform two swift rapier attacks, making a separate attack roll for each. However, each attack suffers a penalty of two Unkept dice (-2k0) on any Damage roll, as the set-up and follow-through occur so quickly that the Swordsman does not have the time or opportunity to put full force into either strike.

Furthermore, The Master may select one building (a tavern, fencing academy, or similar location) as his “home turf.” The Master receives a number of Lair Dice per scene equal to his Mastery Level while he is fighting in this location. Per the rules in Strongholds and Hideouts, each Lair Die may be used to add one Unkept die (+1k0) to any roll made by the Swordsman.


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