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.

• Flying attacks that permit the fighter to eliminate the<br />

-4 to hit for a Move and Attack and -1 for a Flying Attack, and<br />

bypass the skill limit of 9. These also have a default of -6.<br />

• Spinning attacks that allow the martial artist to reduce<br />

the -5 to hit for a Wild Swing and avoid the usual skill cap<br />

of 9. These, too, default at -6.<br />

See Creating New Techniques (pp. 89-95) for details. The<br />

benefits of these techniques are not “free” to everybody with<br />

Trained by a Master or Weapon Master. However, warriors<br />

with one of these advantages, Acrobatics and Jumping at<br />

DX, and at least a point in an offensive technique may<br />

attempt an “acrobatic,” “flying,” or “spinning” version of<br />

their technique at default (-6), with benefits as described<br />

above.<br />

Chambara Defenses<br />

Retreating great distances by flipping and leaping is the<br />

definitive chambara defense! In chambara campaigns,<br />

those with Trained by a Master or Weapon Master should<br />

have access to the expanded rules under Retreat Options<br />

(pp. 123-124), even if other fighters do not, and all of the following<br />

options:<br />

• They get +3 to all active defenses when they retreat –<br />

including blocks and parries that would normally get only<br />

+1.<br />

•They may retreat more than once, and more than a yard<br />

at a time, up to a distance equal to their Move each turn.<br />

These retreats get the usual +3, but there’s a cumulative -1<br />

per retreat after the first. Any retreat that exceeds one step is<br />

at an extra -1 per yard. For instance, a Move 7 fighter could<br />

retreat 3 yards at +0 (+3 for retreating, -3 for 3 yards), 1 yard<br />

two times at +2 and +1 (the basic +3, -1 and -2 for the second<br />

and third retreat), and finally 2 yards at -2 (+3, -2 for 2 yards,<br />

-3 for the fourth retreat).<br />

• They can use Acrobatics to enhance any defense, not<br />

just Dodge. Treat this just like Acrobatic Dodge (p. B375),<br />

except that it also works with Block and Parry. Any number<br />

of defenses can be acrobatic, at a cumulative -1 to<br />

Acrobatics per defense after the first.<br />

Another feature of chambara movies is that attacks from<br />

behind don’t surprise veteran warriors! A fighter with<br />

Combat Reflexes and Trained by a Master or Weapon<br />

Master can sense such an attack. It counts as coming from<br />

the side – not the rear – exactly like a “runaround” attack<br />

(p. B391), giving the defender -2 to active defenses.<br />

Practitioners of any style can learn the Timed Defense technique<br />

(p. 89) to buy off even this penalty.<br />

Lastly, the GM should permit all options that enable or<br />

enhance multiple blocks and parries – notably Multiple<br />

Blocks (p. 123) and the two special rules under Parrying with<br />

Two-Handed Weapons (p. 123). All chambara fighters should<br />

be allowed to learn Dual-Weapon Defense (p. 83), too,<br />

regardless of their style.<br />

Special Feats for Cinematic Skills<br />

Three cinematic skills are essential in chambara campaigns:<br />

Flying Leap (p. B196), Light Walk (p. B205), and<br />

Lizard Climb (pp. 61-62). These have all their usual functions,<br />

plus a few additional ones.<br />

Flying Leap<br />

A triple-powered leap is sometimes overkill in combat. A<br />

jump that merely doubles jumping distance – and ST, for a<br />

Drop Kick, Flying Jump Kick, etc. – is at +5 to skill.<br />

Wuxia movies simulate flying leaps by suspending actors<br />

from wires, giving such jumps a lazy, floating appearance<br />

instead of an aggressive, ballistic one. Within the story, the<br />

explanation is often “lightening the body.” If you leap like<br />

this, you still have double or triple your jumping distance –<br />

but use only your normal jumping distance to work out your<br />

Move in a slam, and your unmodified ST for a Drop Kick,<br />

Flying Jump Kick, etc. This kind of jump is at +5 to skill.<br />

These modifiers only cancel out penalties for hasty use of<br />

the skill – they never give a net bonus. You can combine the<br />

two options for +10 to skill. This negates the -10 to use the<br />

skill instantly and permits a jump for double distance with<br />

no bonuses to ST or slam damage, which is still very useful<br />

when evading or making a Flying Attack.<br />

Flying Leap costs the usual 1 FP per use with these<br />

options, but since they’re both less exhausting than fullpowered<br />

use, success by 5+ means there’s no FP cost at all!<br />

Light Walk<br />

You can use Light Walk to move across almost any fragile<br />

or flimsy surface without falling through, including a<br />

glass skylight (no modifier), tent (-2), hanging laundry (-4),<br />

dense hedge (-6), or canopy of leaves at treetop height (-8).<br />

Roll once per turn. This is a free action. Success lets you<br />

take your turn normally. Failure means you start to fall. You<br />

can still act, but you should probably use your turn to grab<br />

something!<br />

Light Walk also allows feats of balance. This is much easier<br />

than walking on thin ice or treetops, because it’s actually<br />

possible in real life! All such attempts are at +8, plus the<br />

Size Modifier for the thickness of whatever you’re trying to<br />

stand on (see p. B550). For instance, a 1” rail (-11 for thickness)<br />

would require a roll at -3. Once again, roll every turn.<br />

You can even try to leap up and land on an enemy’s<br />

weapon! This requires an Attack maneuver and is all you<br />

can do that turn. Roll against Light Walk to hit, at the standard<br />

penalty for weapon size. Treat failure as a missed kick.<br />

Success means you hit. Your foe can try any active defense<br />

– he may injure your foot if he parries (see p. B376) – but if<br />

he fails, you’re standing on his weapon! He cannot use it to<br />

attack or parry. He can take a Ready maneuver to dump<br />

you off (roll vs. Light Walk to land; failure indicates a fall),<br />

but this unreadies his weapon. If he chooses to fight with<br />

another weapon, kick, etc., he’s at -4 to hit.<br />

In all cases, if you’re knocked back (see Knockback,<br />

p. B378), apply the penalty for the surface you’re balancing<br />

on to your roll to stay standing. You may use the highest of<br />

DX, Acrobatics, Judo, or Light Walk. Perfect Balance gives<br />

its usual +4. If you fail, you fall through or off the surface!<br />

Lizard Climb<br />

You can use this skill for movement in combat. Each<br />

yard of movement along a wall costs +1 movement point;<br />

see Movement Point Costs (p. B387). You can grab walls and<br />

let go multiple times in the space of a turn, but you must<br />

make a new skill roll each time you cling to a wall, with failure<br />

meaning a fall that ends your turn.<br />

COMBAT 129

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

Saved successfully!

Ooh no, something went wrong!