Stances provide stronger attacks and defenses at the cost of predictability and flexibility. While each school has its own stances and positions that it claims are better, three are universal (at least where game purposes are involved-appearance or exact position may be more varied): Aggressive stances, Defensive stances, and Neutral stances.

Aggressive stances provide a bonus to attack while making defense more difficult-the classic samurai with katana raised high is a good example. Such stances add 2 CP dice when attacking but increase the Activation cost for any Defensive Maneuver by 2 CP.

Defensive stances provide a bonus to defense while making attacking harder-most stances with the blade or weapon head facing down are good examples. Such stances add 2 CP dice when Defending but increase the Activation cost for any Offensive Maneuver by 2 CP.

Neutral stances allow a great deal of flexibility, and are favored by many schools. In a Neutral stance the sword (or other weapon) is positioned to allow a quick attack or defense. Such stances provide no bonuses to either attack or defense.

Stance Duration

A stance only lasts until a maneuver is employed (offensive or defensive) or a terrain roll is made. Once the bout is under-way, both participants' stances are effectively neutral until a pause in combat.

rules/stances.txt · Last modified: 2014/01/03 23:30 (external edit)
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