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GURPS Martial Arts - Home

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Weapons don’t evolve in a vacuum. They’re optimized<br />

to meet the needs of a particular place and time. A<br />

fighter normally trains to use his culture’s weapons<br />

to confront probable threats – meaning armaments<br />

common in his region and in nearby areas, especially<br />

those favored by enemy cultures. He’ll rarely have experience<br />

wielding or facing weapons from distant lands<br />

and other times, much less those from far-off planets and<br />

crosstime! The GM decides how to handle this.<br />

The simplest option is to assume that Melee Weapon<br />

skills include the ability to adapt quickly to new tools and<br />

threats. Those who know such a skill can use all of the<br />

weapons listed for it the Basic Set and <strong>Martial</strong> <strong>Arts</strong> –<br />

even completely alien ones – at no penalty. In armed<br />

clashes, the statistics and footnotes on the tables completely<br />

parameterize each weapon. To settle unlikely duels<br />

(bill vs. three-part staff, katana vs. rapier, etc.), follow the<br />

rules as written and ignore the weapons’ provenance. For<br />

instance, in an affray between a gladius-wielding Roman<br />

legionary and a 16th-century rapierist, neither is penalized<br />

for lack of knowledge of the other’s weapon.<br />

Moreover, if our legionary has a large Indian katar (wielded<br />

with Shortsword) and our rapierist has a Chinese jian<br />

(used with Rapier), neither suffers a penalty for unfamiliarity<br />

with his own weapon, either.<br />

Most martial arts are<br />

designed around their<br />

home culture’s traditional<br />

weapons, which evolve as<br />

tactics, technology, and<br />

threats spur each other on.<br />

New armaments that prove<br />

to be better than existing<br />

ones are eventually adopted,<br />

and warriors adapt old<br />

techniques to them and<br />

invent new fighting styles to<br />

exploit their strengths. Of<br />

course, martial artists have<br />

also been known to employ<br />

truly bizarre weapons for<br />

aesthetic or superstitious<br />

reasons. Modern schools<br />

frequently teach the<br />

strangest of these alongside<br />

Balisong<br />

the most practical of traditional weapons, other cultures’<br />

weapons, and modern weapons, leading to hybrids that<br />

aren’t “traditional” anywhere but at that school!<br />

Below is a glossary of melee and muscle-powered melee<br />

weapons – traditional and modern, common and unusual,<br />

generic and culturally specific. It favors weapons used by<br />

Cross-Cultural Encounters<br />

WEAPONS<br />

212 WEAPONS AND EQUIPMENT<br />

On the other hand, the detail-oriented GM is free to<br />

rule that fighting with an unfamiliar melee weapon gives<br />

-2 to skill. See Familiarity (p. B169) for details.<br />

If this is true, then it follows that fighting against an<br />

unusual weapon should also be challenging. This gives -2<br />

to skill whenever a fighter directly engages a weapon that<br />

he has neither seen before nor trained against. This penalty<br />

doesn’t affect attack rolls, but it does penalize Quick<br />

Contests (to disarm, feint, etc.) and give -1 to parry the<br />

unusual weapon. In most cases, both fighters will suffer<br />

these penalties, in which case it’s best to ignore the effect<br />

on Quick Contests (it cancels out) and keep only the -1 to<br />

parry.<br />

When using penalties for unfamiliarity, the GM<br />

decides which weapons are “familiar” and “unfamiliar” to<br />

fighters. He might use Cultural Familiarity (p. B23),<br />

boundaries on a map, or fiat. In some worlds, military<br />

and civilian weapons, the arms of different social classes,<br />

etc., might be mutually unfamiliar. Remember that this is<br />

a two-way street! You can declare that you’re from an<br />

obscure culture so that everybody has -1 to parry your<br />

cool ethnic weapons . . . but you will have -1 to parry<br />

almost everybody else’s weapons.<br />

This isn’t the same thing as familiarity with your opponent’s<br />

fighting style. For that, see Style Familiarity (p. 49).<br />

martial-arts styles in this book and definitely isn’t exhaustive.<br />

An entry in SMALL CAPS indicates a weapon that appears<br />

on the weapon tables on pp. B271-276 or pp. 226-232. The<br />

rest are functionally similar enough to one of these weapons<br />

that they can use the same statistics, even if they differ<br />

radically in appearance. For details, read the entry.<br />

Ahlspiess – Germany. A pole weapon that’s roughly equal<br />

proportions handle and long metal spike, with a rondel<br />

(round handguard) where the halves meet. Used primarily<br />

for dueling – usually in a Defensive Grip (pp. 109-<br />

111). Treat as a SPEAR (p. B273), but it can’t be thrown<br />

and is considered a solid-metal (DR 6) sword for breakage;<br />

see pp. B483-485.<br />

Arit – Indonesia. A SICKLE (p. 226).<br />

ATLATL (p. B276) – Aztec. A stick used to launch javelins. The<br />

name is Nahuatl (Aztec), but many similar weapons exist<br />

worldwide. The user fits the javelin into a notch and then<br />

launches it with a one-handed swing of the stick.<br />

AXE (p. B271) – Universal. A wedge-shaped blade on a wooden<br />

handle, for use in one hand and not balanced for<br />

throwing. It comes in many shapes and sizes, such as the<br />

SMALL AXE (p. 226), which is only slightly larger than a<br />

HATCHET (p. B271).<br />

BACKSWORD (pp. 226-227) – England. A single-edged<br />

THRUSTING BROADSWORD (p. B271) with a basket hilt.

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