Klaive Dueling/Klaivaskar

Klaive Dueling/Klaivaskar:
Bind (min Melee 3): Dex + Melee (Diff Opponents Dex+ Melee) (Each Success after the first, prevents the opponent from taking an action with their Klaive. The opponent loses any rage spent that turn to gain extra actions. After a Successful bind the duelist my attempt a disarm or Prise d'Argent at -2 diff

Blind (min Melee 3): Dex + Melee (Diff 8) Damage: Weapon -1) After a successful hit blood pours into the opponents eyes for the rest of the fight. The opponent's attacks, parries and dodges are at +1

Disarm (min Melee 3): Strength + Melee (Diff 6) With a twist, the dueler sends their opponents Klaive one yard away for each success (-1) Should they fail nothing happens, should they botch their own klaive lands one yard for each of the successes.

Feint (min Melee 3): Dex + Melee (Diff 7) The duelist pretends to be attacking in one direction, and then dodges any attempt to block, aiming to hit elsewhere on his opponent's body. This is a resisted roll, made against the opponent's Perception + Melee or Klaive Dueling. The duelist may add one die per success scored above his opponent's totel to his dice pool for his next attack. However, should his opponent score more successes, the duelist loses the number of successes the opponent scored above the duelist from his next roll, as he is caught out in his feint and tries to recover her guard. The bonus dice are lost of the next attack is not made within two actions of the feint.

Fleche (min Melee 3) Dex + Athletics (Diff 7) Damage: Weapon +4) The maneuver sees the duelist lose all subtlety in an all-out attack in his opponent, launching himself like an arrow at the opponent, blade first. After the strike, the duelist comes to a halt some distance behind his opponent, and his vulnerable for a deadly few seconds while he regains his balance and turns to face his opponent. This maneuver requires specific klaive dueling skill.

Actions: 3

Probe (min Melee 3) Dex + Melee (Diff 5) Damage: Weapon -2) A quick jab to the opponent to test their strength. The strike does not have the full power of the duelist behind it.

Perry (min Melee 3) Dex + Melee (Diff 6): A maneuver to block an attack, if the Duelist's successes match or beat the opponents the blow is avoided. A successful parry can allow the Duelist to make a Riposte if they had any remaining turns this action, or it gives thema +2 on the next initiative.

Prise d'Argent (min Melee 3) Dex + Melee (Diff 4) Damage Weapon): Literally 'pressing of the silver', this maneuver, much favored by Silver Fang duelists, uses the opponent's blade as a guide for an attack. The duelist slides his klaive along his opponent's blade and drives it into her body. This maneuver can only be carried out after a successful Riposte or Bind. This maneuver requires specific klaive dueling skill.

Riposte (min Melee 3) Dex + Melee (Diff 4) Damage Weapon): The duelist makes a swift attack at his exposed opponent, straight after a parry. This maneuver may only be used directly after a parry. The opponent may attempt to parry if they have any actions left that turn.

Silver Shield (min Melee 3) Dex + Melee (Diff 7) The duelist uses his speed and the bulk of the klaive to create a 'shield of silver' in front of him as he swings the blade in a defensive pattern. Every success scored on this roll may be added to any parry attempts made during this turn. This maneuver requires specific klaive dueling skill.

Swinging Slash (min Melee 3) Dex + Melee (Diff 7) Damage: Weapon +3): Swinging Slash: The duelist commits his whole effort into a single, massive swipe at his opponent, exposing himself, but hoping to do enough damage to make this irrelevant. The difficulty of any further actions in this turn is increased by 2. This maneuver requires specific klaive dueling skill.

Actions: 2 Stop Hit (min Melee 3) Dex + Melee (Diff 7) Damage: Weapon +2) A duelist who has an initiative advantage over her opponent can choose to defer her action until her opponent acts. If her opponent attempts to attack, the duelist attempts to step inside his guard and deliver a fast, deadly blow that stops the opponent in his tracks, using his own forward momentum to make the blow more deadly. The attack cannot be parried or dodged, because the opponent is already committed to his attack. However if the Stop Hit fails to incapacitate or knock down the opponent, the duelist cannot dodge, or parry the attack. This maneuver may be attempted if the character has the klaive dueling specialty, or Secondary Skill.