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  Duverger  

Country of Origin: Montaigne (any member of the Musketeers may learn Duverger for 25 HP)

Founded: 1669

Description: The Duverger fencing style was established by Etienne Duverger, a minor officer in the Musketeers, after witnessing a particularly bloody attempt by Revolutionary forces to capture a suspected Royalist sympathizer.  Overwhelmed with grief at the loss of life (eleven people were killed, including several innocent parties who simply happened to be in the wrong place at the wrong time), Etienne vowed that he would turn his skills to the development of a fighting style designed to avoid unnecessary bloodshed. The Musketeers were often charged with bringing in dangerous criminals, so renouncing violence altogether was not an option. On the other hand, the Musketeers were often called upon to defend innocents from harm, or break up simple fist fights that had gotten out of hand, and the use of deadly force in these cases was utterly wasteful. With no desire to see any more innocents cut down unnecessarily, Etienne designed a fencing style that allowed him to protect himself—and a charge—without seriously injuring an opponent.  (The style has also been useful when Etienne finds himself confronted by an angry husband, asking the dashing Musketeer’s intentions towards the man’s wife.)  As word of Etienne’s style spreads, it has begun to gain popularity with his fellow Musketeers, as well as young, romantic Swordsmen throughout Montaigne and neighboring Castille. The Swordsman’s Guild has begun making overtures to Etienne, suggesting that Guild sanction is all but assured, but the Musketeer has refused, preferring to keep the style exclusive to the Musketeers.

A Duverger fencer is trained to protect himself while attempting to resolve conflicts peacefully.  His duels are generally fought until the opponent is disarmed, or occasionally until first blood.  He will never accept a duel to the death unless there is absolutely no other alternative.  Even then, a fighter in the Duverger style will punctuate his swordplay with conversation, and will always grant quarter to an opponent who seeks it.  He believes that a true master of the blade does not need to kill to demonstrate his superior skill. Duverger foregoes the use of an off-hand weapon for defense; it is strictly a single-weapon rapier school.

The school’s strict code of ethics contributes to its primary weakness.  Anyone trained in Duverger is taught to respect life and ease back against an injured opponent.  A crafty opponent can lure the Duverger fencer into a compromising position by feigning an injury, or launch a devastating counter-attack during the inevitable pause before the Musketeer delivers a “killing” blow.  Even though students of the style have come to expect these tactics, they are nevertheless bound by honor to hold back against an opponent who seems to be in distress:  better to let a hundred villains exploit this weakness than to unnecessarily end the life of one opponent who is legitimately injured or seeking mercy.

Basic Curriculum: Bodyguard, Fencing

Swordsman Knacks:  Disarm (Fencing), Exploit Weakness (Duverger), Interpose, Riposte (Fencing)

New Swordsman Knack: Interpose. This is the same as the Interpose Knack found in the Bodyguard Skill, but it is considered a basic Knack for students of Duverger.

Apprentice: A Duverger Apprentice learns two approaches to ending a violent confrontation:  reasoned argument, and intimidation through superior skill.  The duelist may add Unkept dice equal to his Mastery Level in Duverger to any use of the Oratory Knack or to any Intimidate actions he attempts.  If either action is attempted during single combat (e.g., a one-on-one duel), he may add Kept dice instead, as these are the moments when a Duverger duelist truly shines.

Etienne has decided not to display his technique to the Guildmasters in Kirk, so students do not receive free Guild membership. Instead, an Apprentice receives two free Ranks in the Oratory Knack. If he does not have access to Oratory in one of his Skills, the Apprentice receives it as a Specialty, but it does not count against his limit of three Specialty Knacks.

Journeyman: A Duverger Journeyman has learned that if an opponent cannot be reasoned with, perhaps he can be intimidated through superior skill and forced to surrender. Once per Round, the Journeyman may designate one Action—either an Attack (as part of a Riposte or otherwise), Disarm, Active Defense (Interpose), or Active Defense (Parry)—as a particularly impressive display of ability and declare any number of Raises (in addition to Raises required to perform the ability) before the roll is made. If the roll is successful, the opponent loses one Unkept die per extra Raise from any action attempted directly against the Duverger swordsman until the end of the Scene. If attempted against the same opponent more than once, the effects are not cumulative; the number of Raises taken on the most recent action represents the number of Unkept dice that opponent loses on his actions.  Should the Journeyman attempt to use this technique and fail, it cannot be used against the same opponent for the rest of the Scene.

Master: Even at the level of Master, a Duverger duelist will seek a non-violent end to a confrontation, using his considerable abilities to press the point home.  After a Master has made a successful called shot to a suitable vital area (typically the opponent’s face, heart, or throat), he may choose to forego his Damage Roll to offer his the opportunity to yield.  At any point thereafter, he may spend a Current, Held, or Interrupt Action to drive the weapon home (presumably if the offer to surrender is refused), inflicting an automatic Dramatic Wound.  If the called shot is made as the second half of a Riposte, the Master may add twice his Rank in the Riposte Knack to his attack roll, as the technique is particularly effective in such a combination.


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