Discipline of Contegri: The Lancer
Polearms are useful weapon choices due to the advantage afforded by, pardon my technical terminology, ‘carrying a huge ass spear’. The Lancer uses the nature of their weapon to corral the movement of their enemy and always remain in control of the encounter. This Discipline is defensive in nature, batting away enemy attacks and staying one step ahead.
Feint is used to influence the movement of their enemy and launch a follow-up attack. Fall Back has not been changed but allows The Lancer to retreat and open up space between themselves and their target. Comfort Zone has been retooled by allowing the melee fighter to reposition themselves with small steps in any direction. The Iron Gate ability is a powerful defensive ability, granting them an additional block per turn to shutdown advances. Finally, Dervish is an offensive-defensive hybrid ability reserved for Grandmasters.
Novice - Feint:
Adept footwork is necessary to those that follow the Discipline of Contigeri, as is battlefield awareness. The Lancer prevails by moving fast, attacking fast, and defending fast. One of the first things any Lancer learns is how to feint, to misdirect their opponent by attacking twice in rapid succession -- one a ruse, the other real -- giving the target only a split second to decide which attack to defend against. It is a basic and yet effective technique uniquely valuable for weapons of greater reach.
This ability costs 250 Vigor. The user performs two quick strikes. The first strike does not damage but forces the target to move 1m in the direction of the user’s choosing. The second strike is treated as a full strength melee attack. One round must pass before this ability may be used again. Requires a polearm.
Adept - Fall Back:
In melee combat, Disciples of Contigeri hold the distinct advantage of range, so it is always prudent to maintain control of range. To this end, Lancers practice the simple act of falling back, moving and attacking in the same motion to discourage pursuit. While simple in concept, it takes practice to make it effective in combat, heightening their control of the battlefield.
This ability costs 500 Vigor. The user makes an attack and retreats backward up to 5m. One round must pass before this ability may be used again. Requires a melee weapon.
Skilled - Comfort Zone:
A common preconception among warriors is that the weakness to a polearm is getting inside its range, where the wielder is then helpless. However, skilled Lancers have worked through this glaring weakness, improving their grips and footwork, shifting and angling their weapons to continue attacking and defending even in close combat with no noticeable dip in efficacy.
A Lancer can fight equally well in any melee range, and upon attacking or defending during any given round, a Lancer may move 1m in any direction with no loss of skill, stance, or awareness. Requires a melee weapon.
Master - Iron Gate:
The Discipline of Contigeri boasts speed, versatility, and attack power, with moderate defense. The Iron Gate was developed to bring those defenses on par with the attacks. The Lancer focuses all their strength into their arms, holding their polearm vertically with one end against the ground. For a brief time, it makes for a deceptively effective shield, one which can immediately transition back into a deadly weapon.
This ability costs 2% of the user's maximum Vigor. This technique allows the user to make an additional block at full strength, plus an additional two tiers of magnitude, each round. Requires a polearm.
Grandmaster - Dervish:
Even the best Lancer will eventually find himself outnumbered, surrounded, or backed into a corner. The true master of the Discipline of Contigeri, rather than trying to escape, may instead encourage his enemies to attack. Though it requires every ounce of skill and discipline, by utilizing everything he has learned, the Lancer may defend himself from every attack, whether one or a dozen, and when his enemies have exhausted themselves, he strikes, making an exit over the fallen form of his enemy.
This ability costs 12,000 Vigor, usable once per battle. The magnitude of the user's attack is increased by one tier; for the full round of activation, the Lancer is then able to evade, deflect, or block every incoming melee attacks, equal to or less than the magnitude of the user's attack. After every attack has been defeated, the Lancer then makes a single final strike at one opponent. Requires a polearm.
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