The following martial disciplines grant your character an edge in combat and exploration by making them more confident with their weapons and more proficient at handling certain situations. Each entry details actions your character may take which will benefit from your gambits, some actions made safer when you are performing them, and offers a selection of equipment used to practice them.
When you add a martial discipline to your playbook, also add one of the items listed in its equipment section to your playbook. These are the weapons commonly associated with the practice of your martial discipline Instead of a listed piece of equipment, you may select a weapon typically carried by civilians which is appropriate for your setting. Some examples follow, based on a sample of real-world developmental periods.
- Any: Cane or walking stick
- Hellenic: Kopis or sling
- Early Medieval: Scramasax or hatchet
- Late Medieval: Rondel dagger or self bow with game points
- Aztec Empire: Macuahuitl or atlatl with throwing arrows
- Renaissance: Smallsword or rapier or buckler
- Warring States Period: Kama or yari
- Mughal Era: Kirpan or jambiya
- American Colonial Period: Tomahawk or fowling gun
- Zulu Kingdom: Iklwa or isihlangu
- Industrial Revolution: Revolver or stiletto
- Interwar Period: Army knife or pocket pistol
- Modern: Pocketknife or carry pistol
Code Duello: The Code of Duels could be seen as much a set of etiquette guideines as it is a combat style. The code details the methods, weapons, and rules related to one-on-one duels for honor, sport, and the settlement of affairs. The code generally assumes matches will be fought until first blood, but the weapons outlined in its pages are very much lethal.
- Actions: You are confident when fighting a single target, especially if they are armed with a weapon similar to yours, both in range and at melee. You are very confident in your footwork and have a well-trained sense of balance. You are familiar wih your society's laws regarding mutual combat, possibly also those of neighboring societies.
- Position: It is a safe action for you to fight a single opponent, or to fight a few opponents who are armed with weapons similar to your own. Other factors, such as fighting in high winds atop a high wall, can still cause the action to be unsafe.
- Equipment: One of - Rapier, smallsword, buckler, or pistol.
Kunst der Fechten: The Art of Fighting is the earliest manual to detail the full art of fencing. It covers a wide range of weapons, though the extensive core of the manual revolves around the longsword. It is based on even older "sword songs" which were taught as poetry to help with memorization. Where other manuals may focus on certain situations and weapons, Kunst der Fechten is one of the first examples of a universal self-defense manual.
- Actions: You are confident when fighting a single aggressor regardless of what weapons you are each wielding. You are confident with a broad range of hendheld weapons, and can press almost any maufactured weapon into service in your defense. You are confident with the fundamentals of unarmed combat. You are familiar with poetic structure, as well as the principles of memorizing text based on rhyme and meter.
- Position: It is a safe action for you to fight a single aggressor regardless of any differences in your relative size or weaponry. Other factors, such as fighting in the middle of a housefire, can still cause the action to be unsafe.
- Equipment: One of - Longsword, messer, falchion, dagger, quarterstaff, spear, halberd, or dagger.
Lucha: Showmanship wrestling is a relatively modern development, but the principles of expressive combat are older than even the coliseum of Rome. Lucha focuses on acrobatic attacks and dodges, both to confound foes and to hype up a crowd of onlookers. Like many similar traditions, the performative aspect of Lucha means that one versed in its tactics will also be quite familiar with the backstage politicking and on-stage heirarchies involved in combat sports. Additionally, these traditions incorporate elements of the styles of their most prolific practitioners, and one trained in Lucha will be familiar with many of these personalities.
- Actions: You are confident when fighting up close, even with multiple opponents, as long as you have space to move. You are confident with many gymnastic and acrobatic maneuvers not possible for untrained atheletes. You have extensive knowledge of many professional fighters, and may even have moves in your repertoire based on their own.
- Position: It is a safe action for you to engage an opponent while unarmed when you have ample space to move around, over, or under them. This can include nonhuman opponents roughly your own size or smaller. Other fators, such as fighting in a room with spiked walls, can still cause the action to be unsafe
- Equipment: One of - Leather mask, weightlifting belt, or kickpads
The Military Garden: This early pike-and-shot manual details fighting in massed, mixed-unit formations. It was written late enough that the tactics therein have been refined on the battlefield since the first professional soldiers formed a shield wall against an oncoming horde. It is lighter on its training information for specific weapons than it is on battlefield tactics, but said tactics are detailed both for both the needs of the soldier and the officer. In addition to combat, it also details many important facets of leading a small force, such as rationing, marching over long distances, and training conscripts to supplement a fighting force. The Military Garden and other similar manuals have extensive descriptions of historical battles, as well as the factors that led to one side achieving victory over the other.
- Actions: You are confident when fighting as part of a formation, whether you are at its front or its center. You can instruct others on the basics of not dying on a battlefield. You have knowledge of historical battles and can apply tactics used in them to the situations you face. You know how to equip a small formation, as well as how to distribute non-battle equipment such as tents throughout it.
- Position: It is a safe action for you to fight while you are doing so in formation with other fighters. Under your command, it is a safe action for a formation to fight an equally-matched formation. Other factors, such as fighting in an area targeted by artillery, can still cause the action to be unsafe.
- Equipment: One of - Pike, halberd, saber, roundshield, crossbow, or musket/rifle
Ninjutsu: The tactics of assassins throughout all of history focus on the same core principles: infiltration, misdirection, and delivering a single lethal strike. Ninjutsu is the combined skill of fighting without the opponent understanding the fight they are engaging. Ninja supplement other fighters from the flank, where their ability to conceal their movement can position them to unquestionably deliver their strike. While armor would usually encumber their own skilled movements, ninja are at least knowledgeable enough about common patterns of armor that they can strike a target in its gaps.
- Actions: You are confident at concealing the sounds of your normal movement, even when hustling at a fast pace. Your knowledge of anatomy makes you confident at striking a target who is not paying attention to you, even when unarmed. Your skill at climbing and swimming allows you to move along in this manner almost as quickly as you can walk. Even when fighting face-to-face with an opponent, you can deliver lethal strikes with normally insufficient weapons by attacking gaps in their armor.
- Position: It is a safe action for you to strike a target who is not paying attention to you. It is a safe action to get away from someone trying to attack you, provided your movement is unrestricted while doing so. It is a safe action for you to climb a very high distance or for a very long time. Other factors, such as escaping directly towards an opponent who IS paying attention to you, can still cause the action to be unsafe.
- Equipment: One of - Throwing knife bandolier, shortbow, ninja-to, or shinobi gadget
- Shinobi gadget: Many ninja use specialized gear which aligns with their particular style. Some common examples would include climbing claws, disguises, smoke bombs, or poison needle rings. If you want a shinobi gadget, work with your dealer to determine an appropriate choice.
Pankration: Boxing and wrestling for sport and self-defense is probably as old as humanity itself. The first men put each other in joint locks and chokeholds to get a point across long before they had words to exchange. In a more civilized era, boxing is often seen as a form of functional exercise: even if it never needs to be employed it is a way to socialize with others and keep one's body fit. Practitioners of pankration often train within a certain weight class, which can provide an edge against an equally-skilled opponent who is much smaller than them. Though most unarmed combat styles definitionally do not train with weapons, their defensive tactics are equally valid while armed, even with an unfamiliar weapon.
- Actions: You are confident when fighting unarmed against other unarmed aggressors, including animals. You can confidently restrain other beings of your size or smaller. You know the principles of planning and following an exercise schedule and diet.
- Position: It is a safe action for you to fight against up to a few unarmed aggressors, even in extremely close quarters. It is a safe action for you to establish or maintain a grip on something of your size or smaller. Other factors, such as fighting on a slippery frozen surface, can still cause the action to be unsafe.
- Equipment: One of - Handwraps, boxing gloves, headgear, or oil flask.
The Ranger Handbook: The US Army's Ranger Handbook is a modern refinement of centuries worth of guerilla and small-unit combat tactics. It deals heavily in asymmetric warfare: either tactically striking a large target with a small force or overwhelming a small force with superior firepower. Soldiers trained in its doctrines rely on steath, initiative, and unit cohesion to accomplish their objectives. When leading other forces, the ranger's role is to take the lead and clear a point for their unit to hold.
- Actions: You are a confident marksman. You can read a situation to easily find the best places to enter, hold, and escape. You are trained in ambush tactics, close quarters combat, and in the basics of combat engineering (such as explosive breaching, bridging, and sandbagging).
- Position: It is a safe action for you to engage a force at range, even if they are also range-capable. It is a safe action for you to follow a force unnoticed. Under your leadership, it is a safe action for a small force to enter, hold, or exit a chokepoint.
- Equipment: One of - Longarm, combat knife, body armor, or camo cloak.
- Longarm: Depending on the technology available in your campaign, a ranger's longarm might be a war bow, musket, rifle, or other primary ranged weapon. If you want to take a longarm, work with your dealer to determine an appropriate choice