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seventeenth issue - RPG Review

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Boxing is now Physical/Easy rather than Physical/Average.<br />

Dual­Weapon Attack Maneuver: ­ Clarification – both weapons must be the same, and the attacks and parries must be<br />

aimed at the same target. This maneuver is considered Realistic (different targets is Cinematic).<br />

Feint Maneuver: ­ A feint is never declared at the action declaration stage – when the action occurs, the attacker may<br />

then declare any attacks as a feint prior to the roll. This also works with All­Out Attacks, in which if the first is a<br />

successful feint, the second attack takes the bonus, as well as any attacks in the attacker’s next action. If that is also an<br />

All­Out attack, then he or she may get up to three attacks with the feint bonus from the one feint.<br />

Fencing: ­ The current fencing skill, which encompasses rapier, smallsword and sabre, now becomes a Physical/Hard<br />

skill, rather than Physical/Average. There are now three new skills, being individual skills for each of the specific<br />

types of fencing weapons, which are Physical/Average. Each defaults to each other at –4.<br />

Flail: ­ This is now split into two skills, One­Handed Flail (Physical/Easy) and Two­Handed Flail (Physical/Hard).<br />

Nunchuku is no longer covered by this skill, but is a separate skill (Physical/Average). Flails retain their hard to block<br />

and parry advantages, but equally, they are also difficult to use to parry – an additional –4 in parrying only.<br />

Katana is no more – it is covered with Broadsword and Two­Handed Sword skills. Note that the standard Kendo only<br />

teaches Two­Handed.<br />

Main Gauche: ­ This is a style of fighting, not a weapon. This may only be used if utilising a fencing weapon and skill<br />

with the primary hand – otherwise use Knife skill, with off­hand penalties.<br />

Parry Missile is a cinematic skill, not a realistic skill. In reality, it is pure luck if you manage to parry a missile. Note<br />

that you can still parry a thrown weapon, just not a missile.<br />

Rock Throwing: ­ New skill (Physical/Easy)<br />

Shield: ­ Purely defensive shield is per the GURPS rules, and as detailed above, but if you wish to be able to act<br />

offensively with that shield, i.e., use it for slams, pushes and bashes, then that will be a new skill. “Offensive Shield”,<br />

which will be Physical/Average (Defaults to DX­5, Shield­2 or Bucker­3).<br />

Short Staff: ­ Ignore the parrying stuff (see below).<br />

Spear Thrower is now Physical/Hard rather than Physical/Average.<br />

Sumo: ­ Proper Sumo wrestling, as in the professional stuff in Japan, is Physical/Hard.<br />

Tackling & Blocking: ­ New skill, Physical/Easy: ­<br />

Can be used for both Grapple and Slam attacks<br />

Adds +2 to strength for Grapples, Takedowns, Slams, Pins, Breaking Free<br />

a) Can be used for Parrying<br />

b) Does not include any locks or blows<br />

Throwing Stick: ­ Ignore the damage stats as written – they are rather excessive.<br />

Tonfa: ­ Ignore the parrying stuff (see below).<br />

Whip is now Physical/Hard rather than Physical/Average.<br />

Wrestling is now Physical/Easy rather than Physical/Average.<br />

Also note that the Manual Dexterity advantage (CI 27) does not add to combat skills.<br />

18 <strong>RPG</strong> REVIEW ISSUE SEVENTEEN September 2012

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