seventeenth issue - RPG Review
seventeenth issue - RPG Review
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