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GURPS Martial Arts - Home

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Notes:<br />

[1] A crossbow bolt costs $2.<br />

[2] Requires a Ready maneuver on<br />

the turn immediately before each<br />

attack, to work the lever. If using<br />

Malfunction (p. B279), Malf. is 14.<br />

[3] Not balanced for melee combat!<br />

Treat a small throwing knife as a small<br />

knife, a hungamunga or a large throwing<br />

knife as a large knife, and a large<br />

hungamunga as an axe, but with -2 to<br />

skill and therefore -1 to Parry (for<br />

knives, this adds to the usual -1 to<br />

Parry).<br />

[4] Plumbatae (or pila, p. 221) striking<br />

a nonmetallic shield – deliberately<br />

(see Striking at Shields, p. 112) or on a<br />

block – stick and deform, penalizing<br />

Shield skill: -1 for any at all, -2 if total<br />

projectile weight is at least half shield<br />

weight, -4 if total weight equals or<br />

exceeds shield weight. Removing each<br />

dart requires a Ready and a ST roll at<br />

a penalty equal to its damage roll.<br />

Special Arrows<br />

Practitioners of Kyujutsu (pp. 179-180) – and many other archers – will be<br />

familiar with these special arrowheads as well as with regular and bodkin<br />

points (p. B277):<br />

Barbed: Yanking out a barbed arrow inflicts half the injury it delivered<br />

going in. No effect on cost or weight (most war arrows are barbed by default).<br />

Blunt: Converts damage to crushing. Used for training or for hunting fowl.<br />

Half cost, normal weight.<br />

Bowel Raker: Converts damage to cutting. Gives -1 to Acc and subtracts 5<br />

from both Range multipliers; e.g., ¥15/¥20 becomes ¥10/¥15. Yanking it out<br />

inflicts half the injury it delivered going in. No effect on cost or weight.<br />

Frog Crotch: Has a C-, U-, or Y-shaped head sharpened on the inside of the<br />

curve. Used against limbs, and to cut ropes or (in heroic stories) bowstrings.<br />

Converts damage to cutting. No effect on other statistics.<br />

Humming Bulb: Has a hollow, fluted tip that whistles in flight. Used to signal<br />

or to flush game. Some of these heads can carry a tiny payload – often an<br />

oil-soaked rag. Gives -1 to Acc and subtracts 5 from both range multipliers.<br />

Damage becomes crushing with an armor divisor of (0.5). No effect on cost or<br />

weight.<br />

Willow Leaf: Converts damage to cutting. No effect on other statistics.<br />

TRAINING EQUIPMENT<br />

For some people, “martial-arts school” conjures up<br />

images of wooden dummies and makiwara, racks of<br />

weapons, and walls covered in yin-yang symbols and pictures<br />

of the founder. Others imagine a dimly lit gym with<br />

battered heavy bags, weight benches, and dangling speed<br />

bags arranged around a ring or a cage. A martial-arts school<br />

might look like that . . . or an ordinary hardwood gym<br />

strewn with wrestling mats . . . or a shallow dirt pit . . . or a<br />

clearing in the woods!<br />

A properly designed training environment with good<br />

equipment helps students hone their skills. It makes more<br />

challenging exercises possible and minimizes the likelihood<br />

of unpleasant consequences. The wrong environment can<br />

make practice impossible (try doing acrobatic kung fu<br />

moves in a tiny room) or painful (like a hardwood floor<br />

you’re going to hit a hundred times while perfecting a technique).<br />

Equally important is how the school trains. Some<br />

schools frown upon sparring but let students use bags and<br />

mitts to practice strikes. Others go further and emphasize<br />

kata and choreographed partner drills over throwing fullpowered<br />

blows. Still others encourage students to pound on<br />

each other in minimal gear – “Only bleeding in training lets<br />

you avoid bleeding in combat.” Most artistic styles avoid<br />

contact and sparring, while combat styles employ such<br />

methods extensively or exclusively; either way, the equipment<br />

must support the training.<br />

Training Equipment Quality<br />

A flimsy heavy bag or fragile muk yang jong will soon<br />

break, while rusty swords and snapped-off broom handles<br />

232 WEAPONS AND EQUIPMENT<br />

are unsafe practice weapons at best. High-quality gear costs<br />

more but is better in every way. In particular, good equipment<br />

– or a good variety of it – gives a bonus to success rolls<br />

for teaching and learning the martial arts, including those<br />

for The Training Sequence (p. 147).<br />

The bonuses for training equipment correspond to those<br />

under Equipment Modifiers (p. B345), but individual item<br />

quality (e.g., a fine-quality heavy bag) isn’t usually what’s<br />

important. Instead, look at the gear’s total cost – whether<br />

that buys a few high-quality pieces of equipment, an eclectic<br />

collection of oddball paraphernalia, or a whole lot of<br />

nearly expendable items. The bigger the cash outlay, the better<br />

the bonus.<br />

Below are some guidelines. The GM should be flexible in<br />

allowing substitutions; not all styles train alike. This is especially<br />

true in historical and cinematic games. Generally, an<br />

improvised weapon can substitute for a real one in training,<br />

and unarmed martial artists should never suffer penalties<br />

for poor or missing equipment – the human body and a<br />

source of martial knowledge are all they need!<br />

Basic Equipment (+0): At least $500 for a modest open<br />

space (e.g., a bedroom with the furniture pushed out of the<br />

way) with a mat or other smooth surface; a heavy bag, makiwara,<br />

or dummy; wraps and gloves – or a practice weapon<br />

and protective gear, for weapon arts; a man-sized mirror;<br />

and appropriate clothing.<br />

Good Equipment (+1): At least $2,500 on better “basic”<br />

items – e.g., a larger space; wall-to-wall, floor-to-ceiling mirrors;<br />

or extra bags, makiwara, or dummies – and any of the<br />

specific items on pp. 233-234.

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