15.11.2012 Views

GURPS Martial Arts - Home

GURPS Martial Arts - Home

GURPS Martial Arts - Home

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

A warrior using a Defensive Grip has his weapon firmly<br />

in front of him in two hands. He holds a two-handed<br />

weapon, like a staff, across his body. For any weapon, this<br />

grip gives +1 to parry attacks from the front but an extra -1<br />

to parry attacks from the side (for a net -3; see Defending<br />

Against Attacks from the Side, p. B390).<br />

If using a one-handed weapon, Defensive Grip involves<br />

placing a second hand on the weapon. This hand must be<br />

empty. The extra hand makes it awkward to use normal onehanded<br />

strikes but adds power: -2 to attack rolls, +1 to damage.<br />

Treat the weapon as two-handed for all purposes. When<br />

using this grip with a fencing weapon (a weapon with “F” in<br />

its Parry statistic), it becomes possible to parry flails at the<br />

usual penalties.<br />

If using a two-handed weapon, Defensive Grip involves<br />

moving one hand forward to “choke” the weapon or grip it<br />

by the ricasso. This effectively reinforces the weapon, giving<br />

-1 to odds of breakage. It also greatly narrows the possible<br />

arc of a swing, giving -2 to hit with a Wild Swing (for a net<br />

-7; see Wild Swings, p. B388) and less power with swinging<br />

attacks: -2 damage or -1 damage per die, whichever is worse.<br />

Treat a weapon that can be used one- or two-handed –<br />

such as a bastard sword or a spear – as two-handed for this<br />

purpose.<br />

A warrior with a sword of any kind can instead opt<br />

to place a hand just behind the tip, as part of his<br />

Ready to a Defensive Grip or using a later Ready.<br />

The rules above apply for everything except reach<br />

and damage: regardless of the sword, reach drops<br />

to C (“close combat only”) and damage becomes<br />

thrust impaling – or thrust crushing, if blunt.<br />

Swung attacks are impossible. This allows superior<br />

point control, removing -2 from the penalty to target<br />

chinks in armor, cumulative with any similar<br />

benefit the weapon grants.<br />

A fighter using a Defensive Grip can select any<br />

maneuver – even All-Out Attack (but not the Long<br />

option) or Committed Attack. Deceptive Attack<br />

(p. B369), Rapid Strike (p. B370), Telegraphic<br />

Attack (p. 113), and Tip Slash (p. 113) likewise<br />

remain viable.<br />

Pummeling<br />

You can strike with the pommel or hilt of any<br />

fencing weapon or sword, or with the butt of a<br />

reach C or 1 melee weapon. Roll against DX-1,<br />

Brawling-1, or Karate-1 to hit. You may substitute<br />

Hammer Fist with a one-handed weapon or Two-<br />

Handed Punch with a two-handed one, if better.<br />

Use full DX, Boxing, Brawling, or Karate skill to<br />

punch with a tonfa or with a sword that sports a<br />

knuckle guard (backsword, cutlass, etc.). Reach is<br />

always C. In all cases, damage is thrust crushing<br />

(like brass knuckles) plus skill bonuses, +1 if using<br />

two hands.<br />

Reversed Grip<br />

A fighter with a reach C, 1, or 2 thrusting<br />

weapon (typically a knife, spear, or sword) can<br />

invert his weapon and use an “ice-pick grip,” the<br />

weapon extending along his arm rather than as an extension<br />

from it. Switching into or out of this Reversed Grip<br />

normally calls for a Ready maneuver; see Ready (pp. 101-<br />

104). This has several combat effects.<br />

Most weapons have less reach when reversed. A reach C<br />

weapon remains reach C. A reach 1 weapon is still reach 1<br />

when striking to the rear, but can only attack at reach C to<br />

the front or sides (although this allows it to function as a<br />

close-combat weapon). A reach 2 weapon functions as reach<br />

1 for all purposes – half its length is in front of the wielder,<br />

the other half is behind him. Longer weapons are too awkward<br />

to reverse.<br />

This grip favors stabbing, but its reduced reach and overall<br />

awkwardness make swung attacks and parries less effective.<br />

Thrusting attacks get +1 damage. Swinging attacks are<br />

at -2 damage or -1 damage per die, whichever is worse.<br />

Parries with the weapon are at -2.<br />

Brawling and Karate parries are possible when wielding<br />

a reach C or 1 weapon this way. The defender parries with<br />

the weapon resting along his forearm. A failed parry lets the<br />

attacker choose to hit his original target or the weapon (the<br />

arm would be struck if it weren’t for the weapon; see<br />

p. B377). This special parry is at only -1 – or at no penalty if<br />

using a tonfa (p. 225), which is designed for it.<br />

What Is . . . a Deceptive Attack?<br />

As stated on p. B369, a Deceptive Attack can represent “any<br />

number of advanced fighting techniques.” This doesn’t mean<br />

“techniques” in the sense of Chapter 3, although some of those<br />

techniques penalize the target’s defenses. In fact, one can deliver<br />

almost any attack using any technique in a deceptive way.<br />

Common deceptions include:<br />

• Change-up. The attacker waits for his target to commit to a<br />

defense and then abruptly alters his attack vector (or his attack!)<br />

to avoid it; e.g., starting a rapier thrust to the throat so that the<br />

defender will move to protect his upper body, and then dropping<br />

the sword point to the gut at the last moment. Unlike using<br />

Rapid Strike to feint and attack, this is one fluid motion – which<br />

is why it uses one die roll. The logic behind the penalty is similar,<br />

though: the attacker is performing a lot of action in relatively<br />

little time.<br />

•Radical angle of attack. The attacker angles his blow so that<br />

it passes over, under, or around the defender’s guard; e.g., stabbing<br />

upward with a dagger held low, swinging an axe wide so<br />

that it comes in behind a shield, or moving in close and looping<br />

a punch outside the victim’s field of vision. The awkwardness of<br />

the angle explains the attacker’s penalty.<br />

• Sheer speed. The attacker strikes so swiftly that the defender<br />

has little time to respond. The penalty on the attack roll<br />

reflects the difficulty of aiming a fast-moving attack. The “secret<br />

techniques” of many masters are simply ordinary techniques<br />

combined with this kind of Deceptive Attack. Bruce Lee (pp. 24-<br />

25) was famous for this!<br />

Which option you use is a “special effect” – it has no effect on<br />

game play. In a combat-heavy game, though, describing your<br />

Deceptive Attacks is an important part of roleplaying. The GM<br />

may award character points accordingly.<br />

COMBAT 111

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!