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GURPS Martial Arts - Home

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Cinematic Techniques: Dual-Weapon Attack (Any); Dual-<br />

Weapon Defense (Any); Flying Jump Kick; Flying Lunge<br />

(Any); Roll with Blow; Timed Defense.<br />

Perks: Acrobatic Feints; Chi Resistance (Any); Form<br />

Mastery (Spear); Grip Mastery (Any); Shtick (“Dragon-Man<br />

Flourish”: +4 to Intimidation on the turn after knocking<br />

down or killing a foe); Weapon Adaptation (Broadsword to<br />

Rapier); Weapon Adaptation (Shortsword to Smallsword).<br />

Optional Traits<br />

Secondary Characteristics: Improved Basic Speed and FP.<br />

Advantages: Detect (Oni); Enhanced Parry (All); Extra<br />

Attack (with Multi-Strike); Fit; Forceful Chi; Higher Purpose<br />

(Slay Oni); Reputation (Do-gooder); Weapon Master.<br />

Disadvantages: Distinctive Features (Dragon-Man tattoo);<br />

Fanaticism; No Sense of Humor.<br />

Skills: Esoteric Medicine; History (Dragon Temple);<br />

Jumping; Stealth; any weapon skills not mentioned above.<br />

FORCE-SWORDSMANSHIP 5 points<br />

Force-Swordsmanship is the art of the superscience<br />

force sword (p. B272). In some game worlds, the force<br />

sword is the sidearm of the nobility; indeed, tradition or the<br />

law might restrict it to individuals with Status 2+. Young<br />

nobles swagger about with ornate weapons at their hips.<br />

They practice with low-powered training blades . . . but the<br />

real thing is fashionable for dueling (legal or not). This gives<br />

Force-Swordsmanship the character of fencing in 17th- and<br />

18th-century Europe.<br />

In other settings, anybody can carry a force sword but<br />

few truly know how to use it. Locating an instructor<br />

requires the sort of quest found in legends about the traditional<br />

martial arts. Unlocking the weapon’s secrets takes a<br />

lifetime, and the few who master it command respect for<br />

their skill, dedication, and power. This imbues the art with<br />

a flavor closer that of cinematic kung fu.<br />

The force-swordsman practices both aggressive attacks<br />

and careful defenses, for use in two different situations. If<br />

his foe lacks a force sword, he attacks strongly, exploiting<br />

his weapon’s ability to destroy lesser arms when parrying or<br />

parried. Against a similar weapon, though, the stylist fights<br />

more defensively. He uses parries to stop force-sword strikes<br />

(and Parry Missile Weapons and Precognitive Parry to<br />

deflect beams and projectiles!) and dodges – especially<br />

Acrobatic Dodge – to get out of harm’s way and into a better<br />

position from which to attack. In either circumstance, the<br />

standard grip is two-handed, although practitioners learn to<br />

fight one-handed and some wield two force swords<br />

simultaneously.<br />

Force-swordsmen often attack their enemy’s weapon.<br />

This is because most ordinary weapons can’t resist their<br />

blade! This tactic carries over to force sword vs. force sword<br />

duels in the form of a Beat (pp. 100-101).<br />

The most advanced students learn grappling techniques,<br />

but rarely use them except to counter another fighter’s<br />

wrestling moves. Against a similarly armed foe, the force<br />

sword makes close combat far too dangerous. Against an<br />

adversary without a force sword, the sword itself is the best<br />

option for attack.<br />

Cinematic masters can channel their chi to stun foes<br />

with a word, resist great mental pressure, make prodigious<br />

leaps, and deflect beam-weapon attacks. Damage from the<br />

force sword isn’t ST-based, but the GM might let Power<br />

Blow double (or even triple!) the weapon’s damage. This is<br />

usually only possible for force-swordsmen who craft their<br />

own force sword in tune with their chi; the GM should probably<br />

require Weapon Bond. Damage bonuses for Weapon<br />

Master also apply, with the same caveats. Psi powers<br />

(pp. B254-257) accompany all of this in some settings, but<br />

with power modifiers similar to those in Chi Powers for<br />

<strong>Martial</strong> Artists (p. 46).<br />

Luke Skywalker: All right,<br />

I’ll give it a try.<br />

Master Yoda: No. Try not.<br />

Do or do not. There is no try.<br />

– The Empire<br />

Strikes Back<br />

This style mainly suits space-opera campaigns with lots<br />

of superscience. It works best in cinematic games – because<br />

to most players, Force-Swordsmanship without the ability<br />

to parry blaster fire and demolish foes while wearing a helmet<br />

with the blast shield down simply isn’t Force-<br />

Swordsmanship. Similar styles may exist for other “force<br />

weapons,” such as the force whip.<br />

Skills: Acrobatics; Force Sword; Force Sword Art; Parry<br />

Missile Weapons.<br />

Techniques: Feint (Force Sword); Targeted Attack (Force<br />

Sword Swing/Arm); Targeted Attack (Force Sword<br />

Swing/Leg); Targeted Attack (Force Sword Swing/Neck).<br />

Cinematic Skills: Blind Fighting; Body Control; Flying<br />

Leap; Kiai; Mental Strength; Power Blow; Precognitive<br />

Parry.<br />

Cinematic Techniques: Dual-Weapon Attack (Force<br />

Sword); Dual-Weapon Defense (Force Sword); Whirlwind<br />

Attack (Force Sword).<br />

Perks: Acrobatic Feints; Chi Resistance (Any); Grip<br />

Mastery (Force Sword); Off-Hand Weapon Training (Force<br />

Sword); Special Setup (Power Blow works with Force<br />

Sword); Sure-Footed (Slippery); Sure-Footed (Uneven).<br />

Optional Traits<br />

Advantages: Enhanced Dodge; Enhanced Parry (Force<br />

Sword); Fit; Forceful Chi; psi Talents; Weapon Master<br />

(Force Sword).<br />

Disadvantages: Code of Honor; Sense of Duty (Close<br />

friends and companions).<br />

Skills: Armoury (Force Swords); Fast-Draw (Force<br />

Sword); Jumping; Karate; Savoir-Faire (Dojo); Wrestling.<br />

Perks: Weapon Bond.<br />

STYLES 209

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