Martial-arts schools
Six schools, each with its own signature passive and its own way to win. Mix them to make a fighter nobody else has.
How schools work
Every fighter has one primary school, rolled at recruitment and weighted towards the schools its fighter type favours. The primary school gives the fighter its signature passive skill.
Skills from other schools make them secondary schools, and a fighter can have at most two of those. Generic skills, with no school, can always be learned. A skill always uses the poses and effects of the school that owns it, so a mixed fighter visibly switches style in the middle of a duel.
Well-known combinations that read nicely: Hammerfist + Thornkick (the kickboxer), Rootgrip + Tavern Rules (the bar bouncer), Willow Step + Old Steel (the dancer-fencer) and Old Steel + Rootgrip (the armoured warden).
The six schools
Hammerfist
Boxing + karate straight punches. Compact, relentless strikes.
Rootgrip
Folk wrestling, judo throws and sumo pushes. Immovable.
Willow Step
Capoeira sway, acrobatic kung-fu, parkour. Hard to touch.
Old Steel
Fencing and sword schools. Precise cuts and ripostes.
Thornkick
Kick-boxing, savate and clinch knees. Fast and sharp.
Tavern Rules
Street brawling and drunken feints. Never stays down.
Where to go next
Every skill, with its description and whether it is passive or active, is on the skills page. To see how a skill fits into a duel, read the combat guide.