Saturday, July 29, 2023

The Weaponmaster

Many years ago, I bought a copy of the AD&D 1e Oriental Adventures book with my own money. I loved it dearly, and as a 14 year old in Montana, I was completely unaware of all of what we would now call "problematic". It lit the imagination of a teen right in the middle of a Japanophile phase. I already loved the Monk from the original, and this was more, and with a more sensible setting for them.


Out of that book, the Kensai caught my eye. It absolutely held me in rapt attention, and many college ruled notebooks were littered with unplayed characters I made. It drove me to read Eiji Yoshikawa's Musashi (again, unaware of anything about the author) and eventually code up a Kensai guild on a MUD (hey there Lost Souls fans). Clearly, I was pretty obsessed.

The Weaponmaster here is built with that in mind, but less tied to any cultural tropes. It has a relatively standard progression, but the addition of Art as a required skill at all levels makes them "level" slowly. This, of course, can be swapped out with another skill, but I would recommend something reflective of the social aspects of culture and not clearly applicable to conflict. Another Art, Singing, Acting, or Oratory would make good alternatives.

It is also worth noting that the restrictions placed on the Weaponmaster are fairly stringent. No weapon other than their chosen type, no armor, and no shields, as well as a requirement to practice every day for a significant amount of time as well as have a duel with another Weaponmaster before they can advance is tougher than most of the cults I've put up here. These are clearly based on previous iterations of the Kensai, but I think work well with a cult that teaches them to augment their combat style as well as enhance their action points.

The Aura of Mastery is something there to give the Weaponmaster a way to avoid a fight. It should impress bandits, scare of rabble, and cause those who respect the martial arts to pause. It will not work on everyone, and may work in unexpected ways if used in the wrong situation.

Masters and Sages also have the ability to add a second weapon to their combat style. This is inspired by Musashi's Niten Ichi style (which uses the katana and wakizashi) and is intended to lift the restriction that a second weapon wielded must be of smaller size. There should be some creativity by the player, but also the GM should pay attention to what fits in his game.

Mythos and History

Warriors come from many places and times, and often learn many weapons. Weaponmasters, on the other hand, dedicate themselves to the mastery of a single weapon type. History notes their skill, recording it in revered tones and awesome (and sometimes exaggerated) feats.

Nature

Because of their distinctive dedication to a singular weapon, weaponmasters are rewarded with supernatural abilities and students hoping to learn at the feet of a master. They are also rewarded with duels from others, hoping to gain fame because their weapon style is the best in the land. 

Organization

Weaponmasters are not known for elaborate hierarchies. Aspirants and Students are normally attracted to a master or a sage who teaches themselves or delegates the responsibilities of teaching their school to their disciples. Sometimes a student or disciple from another school will wish to join and will have to prove themselves worthy by defeating an appropriately ranked member - often senior, but sometimes the master will choose someone of lower rank so the prospect gains membership and the master can learn from them. 

It is not uncommon for disciples to leave the tutelage of their master and go out into the world, honing their skills and forming their own school. 

Membership

Standard. In addition to the standard progression (five skills at 50% for Students, four skills at 70% for Disciples, etc.), all students must have an Art (Calligraphy) skill of at least the level necessary for the next rank. Thus, Students must have all six cult skills at 50% or greater, Disciples must have four skills in addition to Art (Calligraphy) at 70%, and so on.

Restrictions

Weaponmasters abide by a strict training regimen, which manifests as a taboo That requires them to practice at least two hours per day. If they break this taboo (voluntarily or involuntarily), they are required to make up that training time in addition to the time they must maintain normally before they are allowed to spend experience in Weaponmaster skills.

When advancing to a new rank, weaponmasters must defeat another Weaponmaster of the rank he is striving towards in a duel. If he loses the duel, he may try again in 1 months’ time. These duels need not be lethal, and often are not. Masters advancing to sage do not need to duel to gain the new rank.

Weaponmasters also have Geasa against using any armor, shields, or weapons outside of their combat style as a spiritual restriction over their powers. Any violation of Geasa will remove access to Mysticism abilities until atoned for. Practice weapons emulating ones they are dedicated to do not violate this geas. 

Skills

Art (Calligraphy), Evade, Meditation, Mysticism, Willpower, Weaponmaster Combat style (weapon type of choice, Daredevil)

This single weapon type should be narrow (longsword, short spear, etc.) but need not be a single weapon (“this spear forged by my father”).

Magic

As Mystics, Students may learn Invoke Indomitable and Enhance Damage Modifier. Disciples may learn Invoke Arrowcut as well as Invoke Awareness. Masters learn to Augment (Weaponmaster Combat Style) and demonstrate an Aura of Mastery (Combat). Sages reach the pinnacle of their skill and learn to Enhance Action Points.

Masters and sages may only augment the combat style for their unique weapon. 

Gifts

At each rank above Aspirant, they may choose one Combat Style Trait as appropriate to their weapon and the campaign. The GM should feel free to make up new ones, use other Mythras source books, or take ones from the Mythras Combat Style Trait Encyclopedia (https://notesfrompavis.blog/2022/06/11/combat-styles-combine-and-go-encyclopaedic/).

Students gain the ability to Meditate to recover their magic points. A successful Meditation roll will allow the Weaponmaster to recover twice as many magic points as normal for that period of recovery. Note, they must remain tranquil and still for the duration.

Disciples are gifted with incredible reflexes, gaining the Alacrity gift (Mythras, p202).

Masters attract a number of students equal to their critical range in their combat style. These students are dedicated and will fight for the master, though it is often considered bad form if the master is challenged to a duel himself.

Masters also may add a second weapon to their combat style. This weapon must be of Small or Medium size (and can be the same size as the original weapon), one handed, and different from their original, intended to be used in conjunction with their primary weapon. This is the only weapon that may be added to their combat style. This does not allow them to use two of the same weapons.


1 comment:

  1. I love this! I bought an old, used copy of the book not long after AD&D 2e came out. I also fell in love with the idea of the Kensai and have always tried to work something like it into my fantasy games since then.

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