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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