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Lens<br />

Cinematic (+100 points): Add 80 points chosen from among<br />

Enhanced Dodge 1-3 [15/level], Enhanced Parry 1-3 [5 or<br />

10/level], Enhanced Time Sense [45], Extra Attack 1 or 2<br />

(Multi-Strike, +20%) [30 or 60], Forceful Chi 1-4<br />

[15/level], Gadgeteer [25], Gizmos [5/level], Heroic<br />

Archer [20], Higher Purpose [5], Innate Attack [Varies],<br />

Resistant to Chi Abilities (+3) [10], Trained by a Master<br />

[30], Weapon Master [20-45], or Wild Talent 1-3<br />

[20/level]. You must take either Trained by a Master or<br />

Weapon Master! • Add 20 points in your style’s cinematic<br />

skills (and prerequisites); Hypnotic Hands, Kiai, and<br />

Pressure Points are handy for taking prisoners.<br />

Customization Notes<br />

Styles: Taihojutsu (p. 201) merits special mention<br />

because it was invented for law enforcers. Most grappling<br />

styles – including Aikijutsu (p. 149), Judo (p. 166), Jujutsu<br />

(pp. 166-168), and Wrestling (pp. 204-206) – are well-suited<br />

to subduing crooks. Being able to hit hard is also useful.<br />

Fictional 19th-century detectives might use Bartitsu (p. 167)<br />

or Savate (pp. 193-194); pulp heroes and practical cops prefer<br />

Boxing (pp. 152-153); modern vigilantes go for styles<br />

with “street cred,” such as Capoeira (pp. 153-154), Jeet Kune<br />

Do (p. 164-165), and Kajukenbo (p. 168); and everyone is<br />

familiar with the Shurikenjutsu (pp. 195-197) skills of a<br />

famous crime-fighting “dark knight.”<br />

Style Lenses: “Police” is probable for an actual law officer.<br />

A vigilante might have “Self-Defense” or “Street,” depending<br />

on how aggressive his methods are.<br />

Duelist<br />

100 points<br />

You’ve studied the fighting arts, typically a knightly or<br />

sword style, in order to win duels for profit. You champion<br />

moneyed folk who wish to settle affairs of honor with blood<br />

– just not theirs. You’re adept at remaining cool enough to<br />

strike not necessarily first but best. Dueling attracts hotheads,<br />

may be illegal, and often leaves corpses behind, so<br />

you must stay on the road to avoid those who would seek<br />

glory, vengeance, or justice at your expense.<br />

Attributes: ST 11 [10]; DX 13 [60]; IQ 10 [0]; HT 11 [10].<br />

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.;<br />

HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 11 [0]; Basic Speed<br />

6.00 [0]; Basic Move 6 [0].<br />

Advantages: 20 points chosen from among DX +1 [20],<br />

Basic Speed +1 [20], Ambidexterity [5], Enhanced Block<br />

1 [5], Enhanced Dodge 1 [15], Enhanced Parry 1 [5 or<br />

10], Fearlessness 1-5 [2/level] or Unfazeable [15], Hard to<br />

Kill 1-5 [2/level], Luck [15], Rapid Healing [5], Style<br />

Familiarity (any) [1/style], Style Perks [1/perk], Wealth<br />

(Comfortable) [10] or (Wealthy) [20], or Weapon Bond<br />

[1].<br />

Perks: Style Familiarity (own style) [1].<br />

Disadvantages: -20 points chosen from among Enemy<br />

(Glory-seeker or rival duelist; Hunter; 6 or less) [-5] or (9<br />

or less) [-10], Enemy (Past victim’s vengeful relatives;<br />

Hunter; 6 or less) [-5] or (9 or less) [-10], Reputation -1 or<br />

-2 (Ruthless killer) [-5 or -10], Secret (Illegal dueling<br />

deaths) [-20], or Social Stigma (Criminal Record) [-5].<br />

• An additional -20 points chosen from among Bloodlust<br />

[-10*], Callous [-5] or Low Empathy [-20], Code of Honor<br />

(Professional) [-5] or (Gentleman’s) [-10], Distinctive<br />

Features (Dueling scars) [-1], Greed [-15*], Loner [-5*],<br />

or Overconfidence [-5*].<br />

Primary Skills: 30 points in the skills and techniques of a<br />

combat style (see Chapter 5). Unlike most martial artists,<br />

a duelist can justify putting most of these points into just<br />

one skill!<br />

Secondary Skills: Armoury (Melee Weapons) (A) IQ [2]-10;<br />

Current Affairs (People) (E) IQ [1]-10; First Aid (E) IQ<br />

[1]-10; and Savoir-Faire (High Society) (E) IQ [1]-10.<br />

Background Skills: 4 points chosen from among Area<br />

Knowledge (any) or Savoir-Faire (Dojo), both IQ/E;<br />

Connoisseur (Weapons) or Merchant, both IQ/A;<br />

Diplomacy, Expert Skill (Hoplology), or Law (Criminal),<br />

all IQ/H; or Intimidation, Will/A.<br />

* Multiplied for self-control number; see p. B120.<br />

Lens<br />

Cinematic (+100 points): Add 80 points chosen from among<br />

Enhanced Block 1-3 [5/level], Enhanced Dodge 1-3<br />

[15/level], Enhanced Parry 1-3 [5 or 10/level], Enhanced<br />

Time Sense [45], Extra Attack 1 or 2 (Multi-Strike, +20%)<br />

[30 or 60], Forceful Chi 1-4 [15/level], Innate Attack<br />

[Varies], Resistant to Chi Abilities (+3) [10], Trained by a<br />

Master [30], or Weapon Master [20-45]. You must take<br />

either Trained by a Master or Weapon Master! • Add 20<br />

points in your style’s cinematic skills (and prerequisites);<br />

Flying Leap is extremely useful for surprising adversaries<br />

and getting the first strike.<br />

Customization Notes<br />

Styles: Sword styles dominate the profession. These include<br />

Fencing (pp. 156-159), Kenjutsu (pp. 173-175), Longsword<br />

Fighting (pp. 180-182), Shortsword Fighting (p. 195), Swordand-Buckler<br />

Play (p. 199), and Sword-and-Shield Fighting<br />

(pp. 199-200). Historical duelists might instead know Glaive<br />

Fighting (p. 187), Pollaxe Fighting (p. 191), or Quarterstaff<br />

(pp. 192-193). A duelist might supplement any of these styles<br />

with Combat Wrestling (pp. 204-205) and/or Dagger Fighting<br />

(p. 155). An alternative for the well-rounded 15th- through<br />

17th-century European duelist is the very complete Masters of<br />

Defence Weapon Training (p. 182).<br />

Style Lenses: Usually none, because the unmodified<br />

forms of most styles suitable for duelists are meant for dueling.<br />

“Trained by a Fraud” is conceivable for a wannabe<br />

duelist taught by an unscrupulous master, though.<br />

Instructor<br />

34 CHARACTERS<br />

175 points<br />

You’re a martial-arts master with your own dojo, salle,<br />

gym, etc. While you’re an accomplished fighter, your real<br />

expertise lies in inspiring students to train and in figuring<br />

out where they most need to improve. How you do this is up<br />

to you. You might favor newfangled “scientific” methods<br />

(e.g., geometric patterns on the floor or gleaming machines)<br />

or old-fashioned ones. You might patiently tutor your<br />

charges or beat them until they get it right . . .<br />

Attributes: ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20].

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