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GURPS Martial Arts - Home

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Sojutsu (pp. 197-198) is but one of the world’s many<br />

spear arts. The spear is a very simple weapon that has seen<br />

extensive use in warfare, hunting, and personal combat<br />

since before recorded history. It survives today as the<br />

bayonet, taught by modern armies as much to instill<br />

aggressiveness in recruits as for combat utility.<br />

Chinese Spear Fighting<br />

4 points<br />

Chinese Spear Fighting is dramatic. A move particular to<br />

Chinese styles, especially cinematic ones, is the fullextension<br />

thrust with one hand on the very end of the pole.<br />

This is an All-Out Attack (Long) that ends in a crouch, inflicting<br />

normal one-handed damage. Cinematic fighters should<br />

use the Flying Lunge technique and the Tip Slash option<br />

(p. 113) extensively, too.<br />

Chinese spears are flexible, allowing arced thrusts. Treat<br />

these as Deceptive Attacks. A decorative horse-hair tassel –<br />

white or brightly colored – is knotted behind the head. This<br />

serves to distract enemies and prevent blood from running<br />

down the shaft (which could foul the wielder’s grip).<br />

Skills: Acrobatics; Spear; Staff.<br />

Techniques: As Sojutsu (pp. 197-198), but add Feint<br />

(Staff) and Sweep (Staff).<br />

Cinematic Skills and Techniques: As Sojutsu, but add<br />

Flying Lunge (Spear).<br />

Perks: Form Mastery (Spear); Grip Mastery (Spear).<br />

Optional Traits<br />

Skills: Spear Art.<br />

Shurikenjutsu stresses readying the shuriken quickly,<br />

without letting the opponent see it. Stylists typically conceal<br />

it in the palm or behind a sleeve. They toss the weapon with<br />

a sharp overhand or underhand motion, spin it sideways, or<br />

throw it while sweeping their hand through a sworddrawing<br />

motion – attacking the enemy by surprise even as<br />

they ready their sword. Treat such moves as either dirty<br />

tricks that use Holdout vs. Perception (see Dirty Tricks,<br />

p. 76) or one of the options under Tricky Shooting (p. 121).<br />

The GM should consider letting practitioners learn a Style<br />

Perk that gives them access to Tricky Shooting if the campaign<br />

doesn’t generally use those rules.<br />

Stylists hurl shuriken rapidly, ideally throwing at least<br />

one per second to deny the foe a lull that he could exploit to<br />

advance or attack. To do this, ready a shuriken in each hand<br />

(possibly using Fast-Draw), throw the one in your master<br />

hand, use the Quick-Swap perk to move the other to your<br />

throwing hand, and Fast-Draw a replacement with the off<br />

hand. Use Rapid Strike with Thrown Weapons (p. 120-121) to<br />

throw two or more blades! Fast-Draw and Quick-Swap let<br />

Spear Fighting<br />

196 STYLES<br />

Heroic Spear Fighting<br />

4 points<br />

This style is based on the heroic stories of <strong>Home</strong>r’s Iliad.<br />

Greek heroes carried two spears and a sword. They were ferried<br />

to battle on chariots but dismounted to fight. They usually<br />

threw one spear and saved the other for melee. The<br />

sword was a backup, used when both spears were lost or<br />

against especially difficult foes. Spear fighters should also<br />

learn Pankration (pp. 188-189) or some form of Wrestling<br />

(pp. 204-206) or Boxing (pp. 152-153).<br />

Greek epics often demonstrated the enemy’s ferocity and<br />

the danger posed by his weapons by having the hero narrowly<br />

avoid an attack that went on to kill his chariot driver.<br />

The GM could treat this as a limited Extra Life!<br />

Legendary Celtic warriors fought similarly, and should<br />

use this style as well. They were famed for being able to run<br />

up volleys of arrows shot at them. See Special Feats for<br />

Cinematic Skills (pp. 129-130) for ideas on how to handle this.<br />

Skills: Shield; Spear; Thrown Weapon (Spear).<br />

Techniques: As Sojutsu (pp. 197-198), but remove<br />

Disarming (Spear) and Sweep (Spear).<br />

Cinematic Skills and Techniques: As Sojutsu, but add<br />

Dual-Weapon Attack (Thrown Spear).<br />

Perks: Naval Training; Off-Hand Weapon Training<br />

(Thrown Spear).<br />

Optional Traits<br />

Advantages: Combat Reflexes; Fearlessness; High Pain<br />

Threshold. A fierce Reputation is critical – it’s usually what<br />

the warrior is fighting to establish!<br />

Disadvantages: Bad Temper; Bloodlust; Overconfidence.<br />

Skills: Shortsword.<br />

Continued on next page . . .<br />

you keep a steady rain of shuriken heading toward your<br />

victim.<br />

Cinematic Shurikenjutsu works somewhat differently.<br />

Rather than hurling a constant stream of shuriken, practitioners<br />

throw multiple blades from both hands simultaneously!<br />

They toss shuriken with such precision that they can<br />

break firearms, shatter chains, and split thick slabs of wood.<br />

Shurikenjutsu still exists, its practices of concealment<br />

and quick throwing unchanged from its combative predecessor.<br />

Students use sharp shuriken to practice on targets,<br />

blunt ones to practice on partners in padded armor. Thanks<br />

to the shuriken’s popularity during the 1980s “ninja craze”<br />

in the U.S., many regard it as a weapon of criminals or<br />

wannabe ninja and treat those who carry shuriken<br />

accordingly.<br />

Shurikenjutsu schools sometimes teach how to throw<br />

knives, too – including the kubizashi (head-displaying knife)<br />

and such larger blades as the tanto (large knife). The GM<br />

can also adapt this style for other thrown weapons, such as<br />

the chakram (p. 214), although the name and Thrown<br />

Weapon skill would certainly change.

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