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GURPS Martial Arts - Home

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Gizmos<br />

see p. B57<br />

Stealthy assassins and warriors in martial-arts fiction,<br />

especially ninja, always seem to have exactly the hardware<br />

they need – blowpipes, flash grenades, garrotes, knives,<br />

smoke bombs, throwing stars, vials of poison, etc. – without<br />

carrying a concealed armory that slows them with its weight<br />

or draws suspicion with its bulk. To simulate this, the GM<br />

may permit those with Weapon Master to buy Gizmos with<br />

an Accessibility limitation: Only for style, -20%. This limits<br />

the Gizmos to things typically used by the martial artist’s<br />

style (GM’s opinion) and that weigh no more than 1 lb. apiece<br />

. . . but they’re undetectable and don’t count as encumbrance<br />

until revealed.<br />

Gunslinger<br />

see p. B58<br />

As the Basic Set suggests, the GM may allow low-tech<br />

versions of this advantage that cover muscle-powered<br />

weapons. Here’s an example suitable for mythic samurai,<br />

fantasy Elves, and green-clad English bandits.<br />

Heroic Archer<br />

20 points<br />

You can perform amazing feats with any weapon that<br />

uses the Bow skill. When you Attack or All-Out Attack with<br />

a bow, you may add its Accuracy bonus to skill without taking<br />

an Aim maneuver. If you do Aim, you get +1 after one<br />

second or +2 after two or more seconds, in addition to Acc.<br />

When you Move and Attack, you don’t get your bow’s Acc<br />

bonus but may ignore its Bulk penalty. Ignore the extra -1 or<br />

-2 to skill for a Flying Attack (p. 107) or an Acrobatic Attack<br />

(p. 107), too. This lets you shoot at full skill even while running,<br />

jumping, sliding down banisters, etc.<br />

You can also disregard Bulk in close combat (see<br />

Weapons for Close Combat, p. B391). You never get an Acc<br />

bonus there but you do shoot at full skill. This makes the<br />

Close Combat technique (p. 69) redundant for you.<br />

You can use Quick-Shooting Bows (pp. 119-120) to<br />

improve your rate of fire when you Move and Attack as well<br />

as when you Attack or All-Out Attack. Regardless of your<br />

maneuver, halve the -6 to skill for this stunt. On an Attack or<br />

All-Out Attack, add Acc to your attack roll but not to the skill<br />

roll to ready your bow hastily. Similarly, halve the penalty to<br />

shoot two arrows at once using Dual-Weapon Attack (p. 83);<br />

DWA (Bow) defaults to Bow-2 for you, not Bow-4.<br />

Finally, when you use Fast-Draw (Arrow), total all applicable<br />

penalties from Multiple Fast-Draw (p. 103), Fast-Draw<br />

from Odd Positions (pp. 103-104), and Move and Attack<br />

(p. 107), halve the sum, and round in your favor.<br />

You can combine Heroic Archer with any Weapon<br />

Master specialty that covers bows. This gives you the damage<br />

bonus for Weapon Master and all of the above benefits<br />

– and makes the quick-shooting penalty a mere -1!<br />

Injury Tolerance<br />

see p. B60<br />

A new form of Injury Tolerance suits some cinematic<br />

action heroes:<br />

Damage Reduction: You divide the injury you suffer by 2,<br />

3, or 4 after subtracting DR from damage and applying<br />

wounding modifiers. This normally reduces all injury, but<br />

the GM should require the Limited modifier (see Limited<br />

Defenses, p. B46) in a <strong>Martial</strong> <strong>Arts</strong> game. “Physical Attacks”<br />

gives -20%, while “Crushing” or “Unarmed” gives -40%. 50<br />

points for a divisor of 2, 75 points for 3, 100 points for 4.<br />

Innate Attack<br />

see p. B61<br />

Use Innate Attack to create the “chi blasts” wielded by<br />

martial artists in video games and comic books. These take<br />

many forms: flaming breath, devastating kiais, “weapons” of<br />

pure chi, and so on. Some of the more improbable claims<br />

made for legendary masters in the real world would also be<br />

Innate Attacks, such as blows delivered from a distance,<br />

direct psychic attacks, and the sinister “hand of death.”<br />

If the GM allows such abilities, he should limit damage<br />

to keep Innate Attack from eclipsing the fists, swords, bows,<br />

and so forth that martial artists usually use, even in video<br />

games. <strong>Martial</strong>-arts tradition provides convenient guidelines:<br />

these abilities draw their strength from the same well<br />

as the martial artist’s unarmed attacks – his chi – and should<br />

inflict comparable damage. Since most of these exotic<br />

attacks violently expend the user’s chi, they should cost FP.<br />

This provides a convenient hedge against overuse.<br />

Such an attack should still be a useful alternative to an<br />

ordinary punch, though. Otherwise, who’d waste time developing<br />

it? Fitting capabilities include non-crushing damage,<br />

ongoing injury (like poison), the capacity to partially or<br />

wholly bypass DR, and range.<br />

Below are worked examples of suitable abilities. Damage<br />

is 1d, equivalent to a strong man’s punch. In each case, the<br />

sum of the modifiers used appears in parentheses after the<br />

attack’s name. To alter damage, apply this total modifier to<br />

the cost of an Innate Attack of the desired size.<br />

Breath of Dragon (-25%): Burning Attack 1d (Costs<br />

Fatigue, 1 FP, -5%; Melee Attack, Reach 1-4, Cannot Parry,<br />

-20%) [4]. Notes: A narrow flame jet – spewed from the<br />

mouth – that can scorch a target up to four yards away. This<br />

counts as a melee attack. Take an Attack maneuver and roll<br />

against Innate Attack (Breath) to hit. 4 points.<br />

Flying Fists (+0%): Crushing Attack 1d (Blockable, -10%;<br />

Costs Fatigue, 1 FP, -5%; Low Signature, +10%; Variable,<br />

+5%) [5]. Notes: By punching or kicking at air, you can smite<br />

a distant target. If the victim has never witnessed this ability,<br />

he must make a Sense roll at -4 to know he’s being<br />

attacked! (He may defend normally against later uses.) It’s<br />

otherwise a standard ranged attack with Acc 3, 1/2D 10, Max<br />

100, and RoF 1. To use it, take an Attack maneuver. Roll<br />

against Karate to hit. 5 points.<br />

Ghost Knife (-40%): Impaling Attack 1d (Blockable,<br />

-10%; Costs Fatigue, 1 FP, -5%; Inaccurate 3, -15%;<br />

Increased 1/2D, ¥5, +10%; Reduced Range, ¥1/5, -20%) [5].<br />

Notes: A hurled blade of pure chi, this is a standard ranged<br />

attack with Acc 0, 1/2D 10, Max 20, and RoF 1. To use it,<br />

take an Attack maneuver and roll against Thrown Weapon<br />

(Knife) to hit. 5 points.<br />

CHARACTERS 45

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