Table of Contents

Fictional Styles

Fiction is full of imaginary martial arts. Some of these are similar to historical ones, even inspired by them. Others are radically different. In particular, if a world has magic, nonhuman races, or different physical laws, its fighting styles will reflect this. Below are a few examples. For additional notes, see Designing Techniques for Nonhumans.

DEATH FIST - 11 points

Death Fist is the creation of a secretive guild of master Body Control wizards. It has since spread beyond their hidden mountain stronghold . . . but this hasn’t diminished its fearsome reputation for destructive power!

Death Fist assumes that the wizard is fighting multiple and/or armed and armored opponents while unarmed. Some stylists also practice the staff as a means of extending their reach or countering armed foes. Such training is optional, however. The style’s core techniques are meant to be effective when the mage lacks or is unable to use his staff.

Against armed foes, the style teaches its practitioners to avoid striking hard armor or having a hand parried by a weapon. Stylists prefer to cast a Melee spell and hold it ready while they Wait or Evaluate. They seek to lure the enemy into striking first so they can retaliate using the Arm Lock or Counterattack technique – plus their charged spell. They learn to commit fully and disguise their line of attack, and often combine Committed Attack (Determined) with Deceptive Attack. They rarely use Defensive Attack, however; they consider it a mark of trepidation and misplaced caution.

Against multiple opponents, stylists learn to grapple one foe and either use him as a shield against the rest or throw him to the ground to even the odds temporarily. Against a single adversary, they use similar tactics but usually favor a throw after unleashing their spell. This buys the time to cast another Melee spell without interruption!

Cinematic Death Fist stylists combine magic and chi abilities in a single, devastating package. They often learn many spells besides the few the style requires. Great Haste and Dexterity are particularly common, as they enhance the wizard’s close-combat abilities and make it safer to charge in and use Deathtouch while unarmed.

Death Fist is extremely rare. The only way to get instruction is to join the guild in its secret fortress. The path is heavily trapped and guarded by strange beasts, and stylists roam the approaches looking for interlopers on whom to test their skills. Those who successfully evade these dangers must pass a magical and physical test. Failure means death. The GMs may wish to require an Unusual Background to reflect all of this.

Skills: Judo; Karate; and the spells Clumsiness, Deathtouch, Itch, Pain, Paralyze Limb, Resist Pain, Spasm, and Wither Limb.

Techniques: Arm Lock; Counterattack (Judo or Karate); Jump Kick; Targeted Attack (Judo Grapple/Arm); Targeted Attack (Judo Grapple/Leg).

Cinematic Skills: Body Control; Mental Strength; Pressure Points; Pressure Secrets; Sensitivity.

Cinematic Techniques: Roll with Blow.

Perks: Style Adaptation (Quarterstaff); Technique Adaptation (Counterattack).

Optional Traits

Advantages: Combat Reflexes. Magery 2 is required to learn the spells and hence the style; additional Magery is common.

Disadvantages: Bloodlust; Overconfidence; Reputation (Member of a strange cult).

Skills: Acrobatics; Jumping; Staff; Thaumatology.

DRAGON-MAN KUNG FU - 10 points

Dragon-Man Kung Fu is the martial art of a secret order of heroes founded thousands of years ago to fight the Oni. These warriors bested the Oni in a terrible battle, but this merely forced the Oni to turn to stealth and disguise. The Oni use their magical powers to hide among men while they work their evil, their goal being to make the world more like their own by seeding disorder and chaos. To stop them, the acolytes of the Dragon Temple teach heroes their art . . . including the secret of breathing fire! Only flame can destroy an Oni permanently.

In unarmed combat, Dragon-Man Kung Fu disdains ground fighting and wrestling in favor of stylish kicks, hard punches, and stunning throws. Stylists prefer to fight armed, however. The most common weapon of the Green Dragon acolyte (novice) is the sword – usually the jian but occasionally the broadsword, katana, longsword, or paired butterfly swords. The staff and spear are popular, too.

Attacks are often acrobatic and make good use of feints and Deceptive Attack. Against stunned or surprised opponents, practitioners like to shout a loud kiai or the name of their technique and launch an All-Out or Committed Attack, typically as a Telegraphic Attack (p. 113). No matter what the situation, Dragon-Man fighters make extensive use of Acrobatic Movement (pp. 105-107).

Dragon-Men are noted for twirling their weapon fullcircle in a bloody overhead flourish after defeating a foe. Not all acolytes do this – especially if there’s immediate danger from another enemy – but it’s a signature move of the order. This can be extremely intimidating, especially when accompanied by a loud kiai!

To join the Dragon Temple, a would-be initiate must first find its secret location in the mountains. Next comes a lengthy apprenticeship spent both exercising and studying the order’s philosophy and history. Candidates must demonstrate the highest standards of heroism and goodness – although there are rumors of a fallen acolyte who cooperates with (some say leads) the Oni.

Dragon-Men advance in rank as they hone their skills and demonstrate their heroism. The Temple has 10 ranks: Third through First Order Green Dragon, Third through First Order Red Dragon, Third through First Order Golden Dragon, and finally Grandmaster of Dragons, reserved for the eldest and wisest of the templars. Acolytes receive ritual tattoos indicating their standing. These start out small and simple, but get progressively more complex at higher ranks.

Stylists can emulate their totem beast in one important respect – they can channel their chi to breathe fire. This is a melee attack using the Innate Attack (Breath) skill. See “Breath of Dragon” under Innate Attack (p. 45) for details. Damage and point cost depend on rank:

Green Dragon: Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Melee Attack, Reach 1-4, Cannot Parry, -20%) [4]. 4 points.

Red Dragon: As above, but with Burning Attack 2d. 8 points.

Golden Dragon: As above, but with Burning Attack 4d. 15 points.

The GM might also want to let high-ranking acolytes purchase other chi abilities that are uniquely tailored to them.

Dragon-Man Kung Fu is ideal for an anime-inspired fantasy campaign. It might suit a secret order in some modern “hidden magic” games, but it works best if the heroes have big eyes, small mouths, and gigantically oversized weapons. Trained by a Master and Code of Honor (Xia) are required to learn Dragon-Man Kung Fu. There is no realistic version!

Skills: Acrobatics; Breath Control; Innate Attack (Breath); Judo; Karate; Meditation; Philosophy (Dragon Temple); Rapier; and at least one of Smallsword, Spear, Staff, or Two-Handed Sword.

Techniques: Acrobatic Stand; Arm Lock; Axe Kick; Back Kick; Jump Kick; Kicking; Spinning Kick; Spinning Punch; Spinning Strike (Any).

Cinematic Skills: Breaking Blow; Flying Leap; Hypnotic Hands; Kiai; Lizard Climb; Mental Strength; Power Blow; Pressure Points; Pressure Secrets.

Cinematic Techniques: Dual-Weapon Attack (Any); Dual- Weapon Defense (Any); Flying Jump Kick; Flying Lunge (Any); Roll with Blow; Timed Defense.

Perks: Acrobatic Feints; Chi Resistance (Any); Form Mastery (Spear); Grip Mastery (Any); Shtick (“Dragon-Man Flourish”: +4 to Intimidation on the turn after knocking down or killing a foe); Weapon Adaptation (Broadsword to Rapier); Weapon Adaptation (Shortsword to Smallsword).

Optional Traits

Secondary Characteristics: Improved Basic Speed and FP.

Advantages: Detect (Oni); Enhanced Parry (All); Extra Attack (with Multi-Strike); Fit; Forceful Chi; Higher Purpose (Slay Oni); Reputation (Do-gooder); Weapon Master.

Disadvantages: Distinctive Features (Dragon-Man tattoo); Fanaticism; No Sense of Humor.

Skills: Esoteric Medicine; History (Dragon Temple); Jumping; Stealth; any weapon skills not mentioned above.

SMASHA - 4 points

Smasha is an orcish martial art with unknown origins. All of its practitioners show a degree of refined brutality that’s disturbing at best. Some can even perform vicious feats beyond the capabilities of any ordinary orc. Fortunately, few orcs have the dedication to take their studies that far; most practitioners are mundane fighters. Only truly remarkable orcs master the full intricacies of Smasha, but almost every tribe includes a few brawler-wrestlers with more skill than the average orc.

Smasha is a highly aggressive style. Practitioners always attempt to seize and hold the initiative, and Defensive Attack is unheard of. The few “defensive” moves the style does teach start with Aggressive Parry and follow up with attacks on the injured limb. Stylists use every dirty trick to disorient, damage, and destroy the enemy, and target the eyes, skull, neck, groin, and vitals in preference to all other locations. A fallen victim invites a Stamp Kick or five – the orc using All-Out Attack (Strong) or (Determined) if his prey has no allies nearby!

Cinematic Smasha practitioners are even more brutal. They can stun foes with their battle-cries and deliver tremendous blows to vulnerable spots with pinpoint accuracy.

Skills: Boxing; Brawling; Wrestling.

Techniques: Aggressive Parry (Brawling); Arm Lock; Choke Hold; Eye-Gouging; Eye-Poke; Eye-Rake; Head Butt; Kicking; Neck Snap; Stamp Kick; Targeted Attack (Boxing Punch/Neck); Targeted Attack (Boxing Punch/Skull); Targeted Attack (Brawling Kick/Groin); Targeted Attack (Brawling Stamp Kick/Neck); Targeted Attack (Brawling Two-Handed Punch/Neck); Two-Handed Punch.

Cinematic Skills: Kiai; Power Blow; Pressure Points; Pressure Secrets.

Cinematic Techniques: Eye-Pluck; Pressure-Point Strike; Roll with Blow.

Perks: Clinch (Boxing or Brawling); Iron Hands; Neck Control (Boxing or Brawling); Special Exercises (DR 1 with Tough Skin); Special Exercises (Striking ST +1); Technique Adaptation (Aggressive Parry).

Optional Traits

Advantages: Combat Reflexes; High Pain Threshold.

Disadvantages: Bloodlust; Bully; Callous; Overconfidence.

Skills: Acrobatics; Garrote; Holdout; Jumping; Knife; Poisons; Stealth; any other weapon skills.

Techniques: Dual-Weapon Attack (Knife).

ALQUETALLE - 5 points

A simple boxing style when it first arose among Kardi tribesmen in the 18th century, Al-Qtal grew and changed through Cardiel’s troubled history. It picked up dagger-fighting techniques from the Kardis’ Christian conquerors, fencing defenses from Araterre, and influences imported by the Banestorm. The current form is unrecognizable from its roots. It continues to develop and adapt, borrowing from other styles it encounters (not least other eclectic Cardien styles, p. 8). As a result, no two maestros teach quite the same moves. Alquetalle is now most common among Jewish communities, and much of the terminology is drawn from Ladino – training is conducted in an aula, defensive stances are known as gardias – even among Christian and Muslim practitioners. The style has formal schools, public graduations (from estudiante to maestro), and regular tournaments with blunted weapons. Competition bouts are conducted in a 30’ ring, marked out with a rope on the ground; victory is usually by submission or by driving the opponent out of the ring. To someone from contemporary Earth, it feels very like a modern Earth sport, but all alquetallistes can fight effectively.

Alquetalle is primarily a knife style. Stylists fight with knives in both hands and wear bracers on both arms to aid in parrying longer weapons. They also train to fight with the off-hand knife in a reversed grip. When the alquetalliste only has one blade – especially against an armed foe – he may hold it in the off hand for defense. He then strikes and grapples with his empty hand to disarm, stun, and immobilize his opponent before using the knife to finish him off. Kicks, head butts, biting, and dirty tricks (p. B405 and Martial Arts, p. 76) are all used, even in competitions, and most maestros teach one or two unorthodox techniques to surprise opponents familiar with the style.

Alquetalle stylists strike aggressively. They prefer the Attack maneuver with Rapid Strike or Combinations. However, to avoid becoming too predictable, they change stances frequently, switching to Committed and Defensive Attacks moreor-less randomly. Deceptive Attacks are also common. Main-Gauche techniques emphasize versatility and control, while unarmed techniques focus on strikes with the elbows, head, and knees. Maestros pride themselves on developing innovative and unexpected attacks, so the GM should add at least one unorthodox technique and one Style Perk to the style to reflect “trick moves.” If the stylist uses either on an opponent not familiar with his maestro’s teachings, the opponent loses the benefit of the Style Familiarity perk the first time (only) he sees the move.

Few cinematic feats are associated with the style, although stylists believe that keeping their knives in constant motion distracts and confuses the enemy. Most practitioners will be familiar with the (very relaxed) tournament rules, even if they do not regularly compete.

Alquetalle is taught freely at schools throughout Cardiel. Locating instructors is easiest in Jewish communities. The style is found in all three quarters of Tredroy, in some areas of al-Haz and al-Wazif, and in parts of Araterre. It’s not widely popular in Megalos or Caithness, although it has made the occasional appearance in the Arena (p. 6).

Skills: Games (Alquetalle); Karate; Main-Gauche; Wrestling.

Techniques: Aggressive Parry (Karate); Arm Lock; Back Strike (Main-Gauche); Disarming (Wrestling); Elbow Strike; Feint (Karate or Main-Gauche); Knee Strike; Retain Weapon (Main-Gauche); Reverse Grip (Main-Gauche); Targeted Attack (Main-Gauche Swing/Neck); Targeted Attack (Main-Gauche Thrust/Vitals).

Cinematic Skills: Hypnotic Hands; Power Blow.

Cinematic Techniques: Dual-Weapon Attack (Karate or Main-Gauche); Dual-Weapon Defense (Karate or MainGauche) (p. 28).

Perks: Quick-Swap (Main-Gauche); Special Exercises (Striking ST 1); Style Adaptation (All).

Optional Traits

Secondary Characteristics: Improved Basic Speed.

Advantages: Enhanced Parry (Main-Gauche); Language (Ladino).

Disadvantages: Bloodlust; Overconfidence; Reputation (Brutality).

Skills: Fast-Draw (Knife); Thrown Weapon (Knife).

ARALAISE ESTOC SCHOOL - 4 points

Fencing styles (Martial Arts, pp. 156-159) were introduced to Yrth in the 16th century, when the resurgent Banestorm (Banestorm, p. 12) brought thousands of French immigrants to Araterre. Many schools of fencing have arisen or been imported since, and the country has a rich and varied tradition of the art (pp. 7-8). Ytarria provides a unique environment for fencing, pitting Aralaise fencers against traditionally armored knights and warriors. Aralaise masters preparing their students for fighting armored foes in the early 17th century soon hit on the estoc (Martial Arts, p. 215), which had been imported along with fencing weapons by the Banestorm. The weapon had fallen out of favor, however, and the masters had to develop a style from scratch. They adapted rapier techniques and Megalan longsword fighting to new circumstances. The style they developed is more physical than traditional fencing. It moves from parries and disarms to grapples, kicks, locks, and throws to get the opponent unarmed and on the ground. The practitioner follows these moves with an All-Out Attack (Strong) or Committed Attack (Strong) to drive the sword through his target’s armor and dispatch him. Estoc fighters prefer a two-handed Defensive Grip (Martial Arts, p. 109), both for the improved parry and for more damage. Even so, they train to fight one-handed with either hand, to grab and shove the opponent if needed.

The estoc is used with Rapier skill. Stylists learn the Weapon Adaptation (Estoc to Rapier) perk as soon as they have spent one point in Rapier (instead of the usual 10 points in skills and techniques). Techniques grant the adaptability to disarm and floor an opponent – using the estoc or barehanded – and to deliver a killing thrust once the enemy is helpless.

Masters are said to be able to defeat multiple opponents, and to kill with a single blow. The Estoc School is taught at most fencing academies in Araterre. It is unpopular among sailors and gentlemen, accustomed to plying their skills on fellow fencers on the streets of Sauvons. However, soldiers who plan to fight on the continent consider it essential.

Skills: Brawling; Judo; Rapier.

Techniques: Arm Lock (Judo); Armed Grapple (Rapier); Bind Weapon (Rapier); Choke Hold (Rapier); Close Combat (Rapier); Disarming (Judo or Rapier); Feint (Rapier); Kicking; Retain Weapon (Rapier); Targeted Attack (Rapier Thrust/Neck); Targeted Attack (Rapier Thrust/Vitals Chinks); Trip.

Cinematic Skills: Mental Strength; Power Blow.

Cinematic Techniques: Dual-Weapon Defense (Rapier) (p. 28); Timed Defense (Rapier).

Perks: Armor Familiarity (Judo); Grip Mastery (Estoc); Naval Training; Off-Hand Weapon Training (Rapier); SureFooted (Slippery); Sure-Footed (Uneven); Weapon Adaptation (Estoc to Rapier).

Optional Traits

Advantages: Combat Reflexes; Enhanced Parry (Rapier); Weapon Master (Estoc).

Skills: Acrobatics; Body Language; Broadsword; Cloak; Savoir-Faire; Swimming.

Techniques: Counterattack (Rapier); Elbow Strike; Knee Strike.

Perks: Weapon Bond.

ARS CLEMENS - 5 points

Developed in the 1960s by the Cardien Michaelites, this style is taught to agents in all three branches of the Order. Formally referred to as Wrastling, it is more generally known by its Latin nickname (literally “the Merciful Art,” a faintly ironic label coined by the Megalan underworld), even by its practitioners. Ars Clemens was developed at the direction of Prince Johannes of Alimar (p. 11), as part of his reforms of the Order’s practices. It may have been influenced by imported ideas from Earth law enforcement, along with fingerprinting and other modern police techniques.

Similar to Earth police styles (Martial Arts, pp. 144-145), Clemens uses nonlethal moves to disarm and restrain suspects. While the law in much of Ytarria is somewhat tolerant of the death of a fugitive, it is still preferable to bring him in for trial or questioning. The style also teaches less-lethal knife strikes and crippling attacks, since the team is likely to have access to magical healing. Hands are encouraged to train together, and the style includes tactics for five people working as a unit. In addition, as Michaelites frequently tackle mages and supernatural opponents, training is given in resisting mind-control effects, along with the basics of magical theory. Further methods include a repertoire of attacks to blind, silence, or distract spellcasting opponents.

Clemens stylists act decisively, engaging their opponents in close combat as soon as they can. They then use an Attack or Committed Attack (Determined) to grapple or disarm, followed up with techniques to control, distract, and disable. Speed is emphasized over caution, to prevent magical or supernatural suspects from using their powers. If unable to disarm or grapple quickly, the investigator uses Targeted Attacks to the limbs or head to put the suspect down. Dirty tricks (p. B405 and Martial Arts, p. 76) are also popular.

Shortsword skill teaches the use of a baton at close quarters, while Mind Block and Mental Strength provide protection from hostile spells. Mages studying Clemens generally learn Body Control and Blocking spells, to complement the style’s techniques. In campaigns using Imbuement Skills (p. 19), Michaelites learn moves to stun targets or rob them of magic.

Few cinematic elements are included in the style, which is designed to be practical and direct. Nonetheless, stories exist of heroic Michaelites who can tie up their enemies in combat or stun with a single strike.

Ars Clemens is taught by the Order of the Archangel Michael, although similar magician-fighting techniques are studied by the Balikites (Banestorm, p. 72) and by groups among the Underground Engineers (Banestorm, p. 54). Some Michaelites train in other styles, adding Ars Clemens’ magical defense training (see Using Styles From Martial Arts, p. 13, for the Michaelite lens).

Skills: Brawling; Judo; Knife; Shortsword.

Techniques: Arm Lock (Judo); Choke Hold (Judo); Close Combat (Shortsword); Disarming (Judo or Shortsword); Ear Clap; Eye Rake; Targeted Attack (Brawling Punch/Jaw); Targeted Attack (Knife Swing/Hand); Targeted Attack (Shortsword Swing/Face).

Cinematic Skills: Mental Strength; Power Blow; Pressure Points.

Cinematic Techniques: Binding.

Perks: Special Exercises (Magic Resistance up to 5); Teamwork (Ars Clemens or the stylist’s Hand); Unusual Training (Mental Strength).

Optional Traits

Secondary Characteristics: Improved Will and Basic Speed.

Advantages: Magery or Magic Resistance.

Skills: Body Language; Knot-Tying; Mind Block; Thaumatology; Thrown Weapon (Knife).

Spells: Clumsiness; Hinder; Itch; Pain; Reflect; Rooted Feet; Spasm; Strike Dumb; Ward.

Perks: Blocking Spell Mastery (p. 25); Combat Casting (p. 25); Special Exercises (Magic Resistance, Improved, up to 3).

BATTLECRAFT - 6 points

All young dwarves in Zarak and the Whitehoods train in the use of the axe or maul, and many serve in the border guard. However, skill at arms is always valued after craftsmanship by the dwarves. Although career warriors are respected and admired, they are assumed to have failed in their study. The Battle Brothers (which includes several women) are a notable exception, regarding war itself as a craft. They find the permanence of the Eternal (Banestorm, p. 81) in the knowledge passed down from master to student, honed and perfected over the years. Other dwarves see the sect as perverse, dismissing them as oh’kharzain (“non-crafters”); a few Brothers wear the slur with pride.

For all that, Battlecraft combines study of the axe’s use in battle with study of the weapon’s manufacture. A Brother must create his own axe as part of his training. Thus, practitioners often become skilled weaponsmiths, providing ambitious Brothers a path to promotion in spite of the sect’s stigma. Beautiful and distinctive weapons are valued, and Brothers carve runes and patterns onto the blades and hafts.

The style, intended for guarding the tunnels into the dwarves’ underground cities, centers around holding ground. Stylists fight defensively with axe and shield. Close-combat training enables them to maintain position when crowded, and to fight in narrow, lowceilinged passages. The Brother spends the majority of the time in gaurkhan (“staying feet”) stance, defending, Evaluating, and getting a sense of his opponent’s weaknesses. When engaging, he keeps his defenses up, avoiding All-Out or Committed Attacks. If he is confident of a quick kill without exposing himself to counterattack, he changes to teilkhan (“moving feet”), stepping to the enemy and committing himself to putting him down as quickly as possible. In either stance, Brothers never retreat. They shove with the shield (Martial Arts, p. 112) to keep enemies at arm’s length. They also use knee strikes, hilt punches, and close-quarters axe strikes where that fails. A related style teaches primarily unarmed techniques; see Unarmed Battlecraft, below.

Stylists study Forbearance (p. 27), a philosophy arising from the dwarven take on the Eternal (Banestorm, p. 81) that pursues the permanence of the self. They advocate self-control, endurance, and stoicism, extending their training to Breath Control and Meditation. Even among mainstream dwarves, hushed tales are told of the Brothers’ extraordinary feats of strength and fortitude. Mages studying the style may incorporate Symbol Magic (GURPS Magic, p. 205, and GURPS Thaumatology, p. 168) directly into their weapons. Battlecraft is taught freely in the dwarven communities under the mountains. While a stylist outspoken enough about the sect’s unusual views to be considered a malcontent may find himself adventuring on the surface for a time (Banestorm, p. 160), it would be unusual for a non-dwarf to be offered training, unless he had managed to get himself accepted as a citizen of a dwarf city.

Skills: Armoury/TL3 (Melee Weapons); Axe/Mace; Brawling; Breath Control; Shield.

Techniques: Close Combat (Axe/Mace); Hammer Fist; Head Butt; Hook (Axe/Mace); Knee Strike; Retain Weapon (Axe/Mace); Targeted Attack (Axe/Mace Swing/Arm); Targeted Attack (Axe/Mace Swing/Leg Joint).

Cinematic Skills: Body Control; Breaking Blow; Immovable Stance; Mental Strength; Power Blow.

Cinematic Techniques: Dual-Weapon Attack (Axe/Mace or Shield); Dual-Weapon Defense (Axe/Mace or Shield) (p. 28).

Perks: Shield-Wall Training; Special Exercises (Arm ST 1); Special Exercises (DR 1 with Tough Skin); Sure-Footed (Uneven); Weapon Bond.

Optional Traits

Advantages: Combat Reflexes; Enhanced Block; Enhanced Parry (Axe); Fearlessness; Hard to Kill; High Pain Threshold; Weapon Master (Axe/Mace and Shield).

Skills: Crossbow; Forced Entry; Meditation; Philosophy (Forbearance) (p. 27); Smith/TL3 (Iron); Sumo Wrestling; Symbol Drawing.

Unarmed Battlecraft - 4 points

All Battle Brothers learn shoving and striking as part of their training, but those who prefer unarmed training to the axe are deemed eccentric even by the sect’s standards. Unarmed Battlecraft follows the same philosophy as the axe style: fight defensively, drive your opponents back, and hold your position. Gaurkhan and teilkhan stances are taught. In fact, the two styles are similar enough that Style Familiarity (Battlecraft) applies to both; a fighter with training in both need only take the perk once.

Skills: Breath Control; Karate; Sumo Wrestling.

Techniques: Aggressive Parry; Disarming (Karate); Exotic Hand Strike; Head Butt; Knee Strike; Push Kick; Targeted Attack (Karate Kick/Leg Joint); Uppercut.

Cinematic Skills: Body Control; Breaking Blow; Immovable Stance; Mental Strength; Power Blow.

Cinematic Techniques: Dual-Weapon Defense (Karate) (p. 28); Lethal Strike (Karate); Targeted Attack (Karate Lethal Strike/Vitals).

Perks: Power Grappling; Special Exercises (DR 1 with Tough Skin); Special Exercises (Striking ST 1); Sure-Footed (Uneven).

Optional Traits

Advantages: Combat Reflexes; Enhanced Parry (Bare Hands); Fearlessness; Hard to Kill; High Pain Threshold; Trained by a Master.

Skills: Axe/Mace; Meditation; Philosophy (Forbearance) (p. 27)

BERSERKERGANG - 6 points

The feared berserkers of the Nomad Lands believe they spiritually transform into bears when they fight, entering a mindless frenzy and gaining strength from the gods. Fierce and bloodthirsty in their rage, the warriors are valued as much for their ability to demoralize and frighten the enemy as for their might in battle. They see themselves as holy men in their own right, acknowledging druids and shamans as equals. Members of the cult kneel to no king or chieftain. They accept no payment but plunder for their aid in battle, and are respected throughout the peninsula as honorable, courageous, and spiritual.

The style revolves wholly around attacking, declining defenses to instead put one’s enemies down quickly. Stylists fight with an axe or sword in each hand. A knife in a boot or scabbarded on the thigh is the final resort, and berserkers learn to draw knives reflexively. Bear-Shirt fighters deliberately go berserk (p. B124) before entering combat, then All-Out Attack every turn, favoring the Determined and Strong options. They resort to the Feint option (to Beat, Martial Arts, p. 100) against opponents with shields, or Double (possibly with Rapid Strike) when outnumbered. Berserkers are also likely to use extra effort in combat (p. B357 and Martial Arts, p. 131).

Berserk is required to learn the style, and may be acquired in play. At the GM’s discretion, the stylist can “trade in” the points from the disadvantage to learn the style. The Rage Control perk (p. 26) improves the stylist’s ability to channel his fury. Some Berserkers take the Berserk disadvantage with the Battle Rage enhancement (p. B124) instead, but are regarded as dangerous even by their fellow Berserkers.

Knife and Fast-Draw (Knife) allow a quick substitution when disarmed. Brawling is taught for when the knife is lost, and for elbow, head, and knee strikes when armed. Cinematic techniques enable greater bloodshed. In addition, high-fantasy Berserkers are often truly blessed by the Horned God, gaining supernatural protection or strength, with the Spirit power modifier (not Chi); see Powers and Power Sources (p. 24) for details.

Berserkergang is taught throughout the Nomad Lands, although there are relatively few practitioners, due less to the difficulty of the training than to the recklessness demanded by the style. A Celtic-flavored variation, Ríastrad, centers on the Spear skill. Among the Sufi dervishes in al-Haz, an ecstatic style, Fana, teaches Dancing and Broadsword.

Skills: Axe/Mace; Brawling; Broadsword; Fast-Draw (Knife); Knife.

Techniques: Back Strike (Axe/Mace or Broadsword); Hook (Axe/Mace); Retain Weapon (Axe/Mace or Broadsword).

Cinematic Techniques: Dual-Weapon Attack (Axe/Mace, Broadsword, or Knife); Whirlwind Attack (Axe/Mace or Broadsword).

Perks: Off-Hand Weapon Training (Axe/Mace or Broadsword); Rage Control (p. 26); Special Exercises (DR 1 with Tough Skin); Special Exercises (Extra HP up to +100% of ST).

Optional Traits

Attributes: Improved ST.

Secondary Characteristics: Improved HP.

Advantages: Rapid Healing; Reputation (For being courageous and spiritual; Northmen; All the Time).

Disadvantages: Bad Temper; Bloodlust; Code of Honor (Northman’s); Vow (Never back out of a fight).

Skills: Boating/TL3; Intimidation; Running; Survival (Plains); Swimming; Theology (Norse or Old Religion); Thrown Weapon (Axe); Wrestling.

Techniques: Back Kick; Close Combat (Axe/Mace or Broadsword); Elbow Strike; Knee Strike.

Perks: Supernatural Warrior (DR up to 10 with Only When Berserk, p. 25, and Spirit) (p. 26); Supernatural Warrior (Extra HP up to +200% of ST with Only When Berserk and Spirit); Supernatural Warrior (Striking ST up to +100% of ST with Only When Berserk and Spirit).

DRAGON FIGHTING - 6 points

Reptile men have few friends among the other races, regarding them as effete and corrupt. As a rule, only dragons are treated with any degree of respect. For a feared band of reptiles deep in the Great Desert, this respect crosses the line into reverence.

The Dragon Cult worship dragons as the gods and ancestors of reptile men, identifying Bozdaag (Banestorm, p. 82) as the “Dragon King.” The Cult believes that the ruined cities under the desert are the remnants of Bozdaag’s empire, which once covered Ytarria. The empire was destroyed by elven trickery, with the reptile men banished to Gabrook by corrupt magic. The Banestorm, the Cult claims, was created (or wrested from the elves) by the dragons to call their descendents home and rebuild their empire once more.

The Cult’s shaman-kings seek to restore the empire, starting with bloody wars to bring other reptile-man tribes into the fold. They have also been raiding human and orc communities on their borders. A few dragons work with the Cult, receiving the reptile men’s tribute and directing their violence to their own ends, although whether they inspired the Cult or are merely exploiting it is known only to themselves.

Eschewing weapons as affectations of the weak, the Cult trains its fighters to emulate dragons, fighting with tooth and claw as their “ancestors” do. Dragon fighters climb to high ground and drop on their enemies from above. They roar in battle to frighten and confuse. Dedicated warriors can leap great distances, hypnotize their victims, and strike with astonishing power. A few of the most blessed are granted wings and the ability to breathe flame by their dragon “gods.” In battle, dragon fighters attack by surprise from behind or above the target, taking All-Out Attack (Strong or Double) on the first turn to do the greatest damage possible. The general tactic is to slam or take down the target and then bite, claw, and rake while on the floor (see p. 28 for related techniques). The stylist focuses wholly on one enemy at a time. If outnumbered, dragon fighters withdraw, fighting defensively and scratching (p. 28) to frighten and disorient. Dragon fighters value self-sufficiency. They learn survival and hunting as well as combat and ambush skills. A Great Vow (-15 points) to use no weapons is required to learn this style. It is a central tenet of Bozdaag worship, and especially of the Dragon Cult. Cinematic skills imitate some of the powers of dragons, while high-fantasy fighters with dragon Patrons may be magically altered by their masters, gaining wings and fiery breath.

The Dragon Cult in the Great Desert teaches Dragon Fighting, but clawing and biting styles abound among reptile men. Other clawed and fanged races have similar styles: Sphinxes (Banestorm, p. 198) grab their opponents and drop them from a height before closing to use claws, while trolls (Banestorm, p. 199) ambush from natural cover.

Skills: Brawling; Climbing; Intimidation; Stealth; Wrestling.

Techniques: Attack from Above (Brawling); Bite (p. 28); Drop Kick; Ground Fighting (Wrestling); Rake (p. 28); Scratch (p. 28); Targeted Attack (Brawling Bite/Neck); Targeted Attack (Brawling Scratch/Face).

Cinematic Skills: Flying Leap; Hypnotic Hands; Kiai; Lizard Climb; Power Blow.

Cinematic Techniques: Backbreaker; Dual-Weapon Attack (Brawling).

Perks: Ground Guard (Wrestling); Sure-Footed (Sand); Technique Mastery (Bite).

Optional Traits

Advantages: Patron (Dragon).

Skills: Acrobatics; Camouflage; Hypnotism; Jumping; Naturalist; Running; Survival (Desert); Theology (Bozdaag); Tracking.

Techniques: Attack from Above (Wrestling); Ground Fighting (Brawling).

Perks: Supernatural Warrior (Burning Attack up to 3d with Costs Fatigue, 2 FP; Jet; and Magical) (p. 26); Supernatural Warrior (Flight with Magical and Winged).

HARMONY - 6 points

The martial art found among halfling communities across Ytarria has no formal name, and is taught in no school. It surfaces from time to time in townships throughout human lands, wherever the little folk find themselves oppressed and abused. One day a halfling stranger of indeterminate age, wearing a battered blue cloak and walking with a stick, comes into town and asks for a place to stay. On the first day, he helps with tasks, fixing a fence or tending to a hurt sheep. By the third day, he’s teaching the young men and women of the village how to defend themselves. He stays for a month or two, training and guiding his students. Then, he leaves as mysteriously as he arrived. The teacher goes by many names, although he is said to be the same man every time. Legend identifies him as Saint Helbus (p. 11), returned from Heaven to protect his fellows, while a few halfling pagans claim that it’s the trickster god Heclan (Banestorm, p. 83).

Harmony is designed for fighting a larger opponent, incorporating locks, throws, and takedowns to overcome the advantages of size and strength. The stylist’s preferred weapon is a walking stick, generally made of fire-hardened oak, used to lock, cripple, and disarm. The style, like the philosophy (p. 27) with which it is taught, is reactive, tending to Wait and Evaluate maneuvers until the enemy attacks, and then converting a parry into a grapple or throw, or interrupting the attack with a crippling strike.

When attacking aggressively, stylists use their natural stealth to do so by surprise, or the halflings’ cultural talent for thrown weapons to soften up the enemy with hurled stones or knives. They then close and land strikes to the wrists and ankles before using takedowns and locks to disable. The training is imparted as part of the Harmony philosophy, which instills the virtue of usefulness. As such, stylists also learn crafts and practical skills. The master rarely stays in any community long enough for his students to qualify for the Trained by a Master advantage. Nonetheless, legends tell of his feats, knocking over opponents many times his size and fading entirely from view. The mysterious blue-cloaked master (or collection of masters) teaches Harmony wherever halflings suffer at the hands of human lords. It has yet to take hold in general society. However, students pass on the lore to the deserving, and someone may encounter the odd halfling – or gnome, or even goblin – schooled in the style.

Skills: Judo; Philosophy (Harmony) (p. 27); Smallsword; Stealth; Throwing.

Techniques: Arm Lock (Judo or Smallsword); Armed Grapple (Smallsword); Disarming (Judo or Smallsword); Targeted Attack (Smallsword Swing/Face); Targeted Attack (Smallsword Swing/Foot); Targeted Attack (Smallsword Swing/Hand); Trip.

Cinematic Skills: Invisibility Art; Light Walk; Power Blow; Pressure Points; Push; Throwing Art.

Cinematic Techniques: Dual-Weapon Attack (Smallsword); Dual-Weapon Defense (Smallsword) (p. 28); Roll with Blow.

Perks: Off-Hand Weapon Training (Smallsword); Weapon Adaptation (Shortsword to Smallsword).

Optional Traits

Advantages: Ambidexterity; Combat Reflexes; Enhanced Parry (Bare Hands or Smallsword); Weapon Master (Smallsword or Thrown Weapons).

Skills: Acrobatics; Animal Handling (Ovines); Bow; Carpentry; Farming/TL3; First Aid/TL3; Naturalist; Pharmacy/TL3 (Herbal); Sling; Teaching; Theology (Christian); Veterinary/TL3.

Techniques: Choke Hold (Smallsword); Leg Grapple; Leg Lock; Targeted Attack (Throwing Attack/Face); Targeted Attack (Throwing Attack/Neck).

IMPERIAL LEGION TRAINING

As with their Roman namesake, much of the strength of the Megalan legions (pp. 6-7 and Banestorm, p. 87) lies in heavy infantry: a formation of shield-carrying spearmen to take and hold ground, halberdiers to break up enemy lines, and light horse scouts and lines of crossbowmen to support them. Combined with dedicated cadres of wizards and support from knightly cavalry, these legions are the reason Megalos has dominated northern Ytarria for the last six centuries. Light horse scouts learn a style identical to Armatura Equestris. For halberdiers, use Glaive Fighting with the perk Form Mastery (Halberd). For spearmen, use Sojutsu with Shield skill, the cinematic technique Dual-Weapon Defense (Shield) (p. 28), and the perk Shield-Wall Training. In all cases, apply the Imperial legion lens (p. 13). Crossbowmen and wizards take the styles outlined below. See pp. 29-30 for more on a legionary’s daily life and training. Other levies and mercenary armies exist in Ytarria and offer similar training regimes, although few have the organization and discipline of the legions.

Crossbow Training - 4 points

Crossbow troops are more expensive than archers to equip, but quicker and cheaper to train. Crossbowmen become competent in a month and seasoned shooters in half a year. They shoot more slowly than archers, so they train to load and loose as quickly as possible for volleys. Like archers, soldiers with crossbows line up behind or among infantry formations and inflict damage upon the enemy before engagement. They continue to shoot to distract the enemy during the charge. Outside of formation, crossbowmen take advantage of the weapon’s portability, loading in a secure position before advancing and shooting from a kneeling or lying stance. Crossbowmen are also used as snipers. Since they are paid a bonus for killing enemy knights and officers, many learn to strike weaknesses in armor.

Skills: Crossbow; Crossbow Sport; Fast-Draw (Arrow).

Techniques: Retain Weapon (Crossbow).

Cinematic Skills: Blind Fighting; Zen Archery.

Perks: Quick Reload (Hand-Drawn Crossbow) (p. 25); Special Exercises (Arm ST 1) up to three times, allowing Arm ST 3; Strongbow; Sure-Footed (Slippery).

Optional Traits

Secondary Characteristics: Improved Per.

Advantages: Acute Vision; Fit; Heroic Archer (Crossbow) (p. 23); Weapon Master (Crossbow).

Skills: Armoury/TL3 (Missile Weapons); Brawling; Camouflage; Hiking; Knife; Shortsword; Soldier/TL3; Stealth.

Techniques: Targeted Attack (Crossbow Shot/Face); Targeted Attack (Crossbow Shot/Neck Chinks); Targeted Attack (Crossbow Shot/Vitals Chinks).

Perks: Weapon Bond.

Field-Wizard Training - 10 points

Wizards in the legion operate at both tactical and strategic levels in battle. A coven of war wizards casts ceremonial magic to rain fire on enemy formations, control the weather, and modify terrain. Meanwhile, field wizards in the lines support the troops with healing, countermagic, and barrier spells. Most crucially, field wizards provide communication, using Mind-Sending to direct the war wizards’ efforts and keep commanders in touch with soldiers. They act as the Yrth equivalent of radio-operators and forward observers. Both the tactical uses of battle magic and many of the more spectacular spells wielded by war wizards in combat originate at the Templar College of Battle Magic in Azer, in northern Megalos (Banestorm, p. 96).

A minimum of Magery 0 is required for this style. Field wizards wear armor and carry weapons – a staff and a robe are sure ways to attract attention from the enemy – and learn to use them. They also train in offensive and defensive spells, and in techniques to use magic under stress and in combat. As a rule, though, they keep out of direct fighting, offering magical support and coordinating with field commanders.

Note: This is effectively a basic magical style rather than a martial art. Those with access to Thaumatology: Magical Styles may wish to expand it into a full magical style, with spell lists and secret spells, and an associated style for war wizards.

Skills: Hiking; Mind Block; Shield; Shortsword; and the spells Mind-Reading, Mind-Sending, Sense Emotion, Sense Foes, and Truthsayer.

Techniques: Feint (Shortsword); Retain Weapon (Shortsword); Targeted Attack (Shortsword Thrust/Vitals).

Cinematic Skills: Mental Strength.

Cinematic Techniques: Dual-Weapon Defense (Shield or Shortsword) (p. 28).

Perks: Blocking Spell Mastery (p. 25); Combat Casting (p. 25); Shield-Wall Training; Special Exercises (Compartmentalized Mind 1 with Limited, Magic Only and No Mental Separation; see p. 23).

Optional Traits

Advantages: Combat Reflexes; Energy Reserve (Magical); Fearlessness; Magery.

Skills: Engineer/TL3 (Combat); Riding (Horse); Soldier/TL3; Tactics; Thaumatology.

Spells: Complex Illusion; Minor Healing; Ward; any damaging spell; any Wall spell; and all prerequisites.

Cinematic Techniques: Dual-Weapon Attack (Shortsword or any Innate Attack skill); Dual-Weapon Defense (any Blocking spell.)

SYLVAN WAR LORE

Sylvan War Lore is a blanket term for a family of elven fighting disciplines (p. 5). Although most prominent for the bow, sword, and staff, they also include a wide range of other armed and unarmed styles. Formally, no distinction is made between different weapons and fighting styles within War Lore. The philosophy is that warfare should always develop naturally to meet the warrior’s needs. Therefore, all forms are aspects of a single pursuit. In practice, each style carries its own set of techniques and tactics, and its own Style Familiarity perk. That said, since practitioners of different War Lore styles often train and practice together, familiarity with multiple styles is common.

Grace and aesthetics figure prominently in War Lore, which appears flashy and impractical to many humans. Stylists employ dance and acrobatics, and use elegant and ornate weapons. The long lives of elves allow them to learn techniques at exceptional levels, making even the most ridiculous penalties bearable. Elves being a magical race, War Lore also incorporates spells and magical powers (in particular, see Imbuement Skills, p. 19), and practitioners often use enchanted weapons. Styles vary in tactics and maneuvers, although Feints and Deceptive Attacks are common. Surprise attacks from ambush take advantage of the elves’ knowledge of the wild.

Since the fourth century, the most martial elven community has been the Defenders of the Shaded Woodlands (more commonly known as dark elves; see p. 31 and Banestorm, p. 18). The greatest Lorists to this day are members of the cult. However, most elves study battle for at least part of their long lives, and mainstream elves sometimes teach War Lore to friendly outsiders, in particular the centaurs (p. 20).

Bow Lore - 7 points

Elven archery uses the same methods in war as in hunting, targeting individual enemies and sniping from cover. Bow Lorists pursue precision over volume, and are happy to spend minutes preparing a single decisive shot. The stylist chooses a target, stalks him, and Aims for the maximum time before making a lethal or disabling All-Out Attack (Determined). The GM may wish to adapt Precision Aiming from GURPS Tactical Shooting (pp. 26-27) or GURPS Gun Fu (p. 12), substituting the Hawk Vision, Predict Weather, and Tell Position spells for technological devices.

Against dodging targets, they shoot rapidly, making Prediction Shots (Martial Arts, p. 121). If caught in battle, practitioners use their environment defensively, keeping to the treetops to stay out of range. Naturalist and Tracking are used in hunting. Climbing, Running, and Stealth skills are used in both hunting and sniping to get into position and shoot from ambush. Acrobatics allows the stylist to jump and tumble in the trees in combat – or to shoot while swinging or hanging from branches, with Acrobatic Attacks (Martial Arts, p. 107). Bow Lorists learn spells and cinematic skills that aid in concealment and improve accuracy. They frequently learn Imbuement Skills (p. 19).

Skills: Bow; Bow Art; Climbing; Fast-Draw (Arrow); Running; Stealth.

Techniques: Targeted Attack (Bow Shot/Eye); Targeted Attack (Bow Shot/Foot); Targeted Attack (Bow Shot/Hand); Targeted Attack (Bow Shot/Vitals).

Cinematic Skills: Blind Fighting; Invisibility Art; Light Walk; Pressure Points (Bow); Zen Archery.

Cinematic Techniques: Dual-Weapon Attack (Bow); Pressure-Point Strike (Bow).

Perks: Special Exercises (Arm ST 1) up to three times, allowing Arm ST 3; Strongbow.

Optional Traits

Secondary Characteristics: Improved Per.

Advantages: Acute Vision; Fit; Heroic Archer; Magery; Weapon Master (Bow).

Skills: Acrobatics; Armoury/TL3 (Missile Weapons); Breath Control; Camouflage; Naturalist; Survival (Woodlands); Tracking.

Spells: Deflect Missile; Hawk Vision; Invisibility; Walk Through Plants; and all prerequisites.

Techniques: Close Combat (Bow); Retain Weapon (Bow).

Perks: Style Familiarity (any Sylvan War Lore style); Weapon Bond.

Staff Lore - 6 points

The staff is the preferred melee weapon for many elves, being a simple implement built from natural materials and a central tool in magic. It’s widely used by the wardens who guard forest boundaries. As a result, most humans who have heard of Sylvan War Lore assume it to be primarily a staff style. Staff Lore is aggressive, seeking to drive opponents back or keep them off balance. The stylist attacks from ambush if possible, and fights in constant motion, using the staff to push off and vault over obstacles. Move and Attack and Committed Attack are the signature maneuvers of the style, along with frequent Feints and Deceptive Attacks. Push Kicks and staff shoves (Martial Arts, p. 112) control the opponent’s movements. Disarms, locks, and takedowns allow the stylist to disable enemies without killing them.

Staff Lorists use Acrobatics for staff-vaults and tumbles, and Stealth to sneak up on enemies. True masters are said to be invisible and silent until striking, and to be able to hurl enemies great distances or cripple them with precise strikes. Mage practitioners carry magical staves – or train to attune mundane staves to themselves – to extend the reach of Melee spells. Several magical Imbuement Skills (below) also suit the style.

Skills: Acrobatics; Karate; Staff; Staff Art; Stealth.

Techniques: Back Kick; Back Strike (Staff); Disarming (Staff); Feint (Acrobatics or Staff); Kicking; Push Kick; Sweep (Staff).

Cinematic Skills: Blind Fighting; Invisibility Art; Light Walk; Power Blow; Pressure Points (Staff); Push (Staff).

Cinematic Techniques: Dual-Weapon Defense (Staff) (p. 28); Grand Disarm (Staff); Pole-Vault Kick; Pressure-Point Strike (Staff); Roll with Blow; Timed Defense (Staff); Whirlwind Attack (Staff).

Perks: Acrobatic Feints; Combat Vaulting (Quarterstaff) (p. 25); Form Mastery (Staff); Grip Mastery (Staff); Staff Attunement (p. 26).

Optional Traits

Advantages: Enhanced Parry (Staff); Fit; Magery; Weapon Master (Staff).

Skills: Camouflage; Naturalist; Running; Survival (Woodlands).

Techniques: Arm Lock (Staff); Armed Grapple (Staff); Dual-Weapon Defense (any Blocking spell).

Spells: Haste; Shield; Total Paralysis; Walk Through Plants; and all prerequisites.

Perks: Style Familiarity (any Sylvan War Lore style); Weapon Bond.

Sword Lore - 6 points

Believed to date back to the ancient elven culture whose ruins pepper Ytarria (Banestorm, p. 174), Sword Lore may predate Sylvan War Lore itself, if not every style still practiced on Yrth! Stylists use thrusting bastard swords (p. B271 and p. B274). The weapons are ornately decorated, and many are heirlooms and incredibly old. They are frequently fine, very fine, or magical. The style emphasizes strikes and sweeps over armed grapples and binding, preferring to maintain distance and remain mobile. The sword is held in a defensive grip (Martial Arts, p. 109) initially, shifting to a regular grip when committing to an attack. Practitioners are highly mobile, dancing and spinning to mislead or disorient enemies. They circle their opponents, Waiting and Evaluating. When they see an opening, they use Move and Attack or Committed Attack.

Stylists learn both Broadsword and Two-Handed Sword – regular and Art forms – to handle the blade, and Dancing for evasion and Feints. Cinematic masters leap and bound around the battlefield, attacking several opponents at once. SwordLore mages cast spells to confuse and distract their rivals, reinforcing their Feints and Deceptive Attacks. Imbuement Skills (above) allow practitioners to shear through enemies’ weapons, dazzle foes with their flashing blades, and even wreath their swords in fire.

Skills: Broadsword; Broadsword Art; Dancing; Two-Handed Sword; Two-Handed Sword Art.

Techniques: Back Strike (Two-Handed Sword); Counterattack (Two-Handed Sword); Disarming (Two-Handed Sword); Evade (Dancing); Feint (Broadsword, Dancing, or Two-Handed Sword); Targeted Attack (Two-Handed Sword Swing/Arm); Targeted Attack (Two-Handed Sword Swing/Neck).

Cinematic Skills: Blind Fighting; Flying Leap; Power Blow.

Cinematic Techniques: Dual-Weapon Defense (Two-Handed Sword) (p. 28); Flying Lunge (Two-Handed Sword); Timed Defense (Two-Handed Sword); Whirlwind Attack (Two-Handed Sword).

Perks: Dancing Feints; Grip Mastery (Bastard Sword); Skill Adaptation (Evade defaults to Dancing); Special Exercises (Compartmentalized Mind 1 with Limited, Magic Only and No Mental Separation; see p. 23); Sure-Footed (Uneven); Weapon Bond.

Optional Traits

Advantages: Combat Reflexes; Enhanced Parry (TwoHanded Sword); Magery; Weapon Master (Bastard Sword).

Skills: Armoury/TL3 (Melee Weapons); Camouflage; FastDraw (Sword or Two-Handed Sword); Naturalist; Running; Stealth; Survival (Woodlands); Wrestling.

Techniques: Dual-Weapon Defense (any Blocking spell); Reverse Grip (Two-Handed Sword).

Spells: Complex Illusion; Fear; Haste; Shield; and all prerequisites.

Perks: Style Familiarity (any Sylvan War Lore style).

CENTAUR BATTLE LORE - 8 points

Whether Centaur Battle Lore is a Loren’dilian import influenced by the elves, or a post-Banestorm creation developed with elven assistance, is uncertain. Either way, this widespread centaur spear-fighting style is now firmly established as a branch of Sylvan War Lore. Practitioners train with elven fighters, and often study other branches of the Lore, especially Bow Lore. Lorists fight with the long spear, sometimes carrying two or three javelins to throw before engaging. Stylists use every part of the weapon, relying on the Spear and Staff skills to wield the spear in offense and defense. Centaur Battle Lore favors thrusting attacks. Thus, stylists often open with Move and Attack for higher damage (Martial Arts, p. 107), using extra effort to make a Heroic Charge (Martial Arts, p. 131). Elven influence on the style includes an emphasis on aesthetics, and on Feints and Deceptive Attacks.

Skills: Brawling; Running; Spear; Spear Art; Staff; Staff Art; Thrown Weapon (Spear).

Techniques: Back Kick; Feint (Spear); Retain Weapon (Spear); Sweep (Spear); Targeted Attack (Spear Thrust/Face); Targeted Attack (Spear Thrust/Vitals).

Cinematic Skills: Invisibility Art; Light Walk; Mental Strength; Power Blow.

Cinematic Techniques: Dual-Weapon Defense (Staff) (p. 28).

Perks: Form Mastery (Spear); Grip Mastery (Staff); Off-Hand Weapon Training (Spear); Skill Adaptation (Back Kick defaults to Brawling).

Optional Traits

Advantages: Combat Reflexes; Enhanced Parry (Staff); Weapon Master (Spear).

Skills: Camouflage; Lance; Naturalist; Stealth; Theology (Eternal).

Techniques: Armed Grapple (Spear); Hook (Spear).

Imbuement Skills

GURPS Power-Ups 1: Imbuements introduces Imbue, a new advantage that allows a character to enhance unarmed or weapon attacks with exotic damage or special attack options. In a high-fantasy Banestorm campaign, Imbue requires the Supernatural Warrior perk (p. 26) and is generally taken with the Magical power modifier (see Powers and Power Sources, p. 24). The relevant power Talents add directly to Imbuement Skills, which may also be affected by mana level, local sanctity, or the equivalent.

Imbuement Skills are well-suited to Yrth styles taught by magic-using organizations or to blessed or magical warriors. Such training is common in Sylvan War Lore. Here are some specific recommendations. See Power-Ups 1 for skill descriptions.

Ars Clemens: Strike of Negation (Unarmed); Stupefying Blow (Unarmed).

Sylvan Bow Lore: Arching Shot (Bow); Binding Shot (Bow); Crippling Blow (Bow); Fatiguing Strike (Bow); Homing Weapon (Bow); Multi-Shot (Bow); Penetrating Strike (Bow).

Sylvan Staff Lore: Forceful Blow (Staff); Stupefying Blow (Staff); Telescoping Weapon (Staff).

Sylvan Sword Lore: Annihilating Weapon (Broadsword); Burning Strike (Broadsword); Dazzling Display (Broadsword).

TAHTIB - 6 points

Imported to Yrth by Egyptian Bedouin, al-Tahtib is an ancient staff-fighting form still practiced among the nomadic tribes of the Wazifi steppes. The asaya or nabut is a wooden staff, used by herders to drive sheep or hardings. Tahtib offers training in how to turn it against wild animals or bandits, and to use it in honor-duels and the frequent challenges among the tribesmen. Generally fought on foot with a 5’- to 7’-long staff, the style also teaches practitioners how to fight on horseback with an 8’- to 10’-long pole (use the long staff, Martial Arts, p. 230). Contests with the asaya are an immensely popular feature at the Great Games (p. 35 and Banestorm, p. 133). Tribesmen arriving for the Games hold impromptu competitions among their caravans for days before the festivities formally begin. Whether mounted or on foot, Tahtib emphasizes mobility. Combatants slowly circle each other, standing side-on with staves raised. They take Wait or Evaluate maneuvers, and look for openings in one another’s defenses. Light, exploratory strikes (Defensive Attacks and Feints, often with the Deceptive Attack option) are alternated with sudden, full-force swings, seeking to knock the opponent over (Committed Attacks, often with the Two-Handed Sword skill). Techniques favor rapid, flashy moves over clinches and close-combat tactics. Masters are said to be capable of feats of immense strength, hurling their opponents great distances.

Tahtib is also a dance, a form of ritualized combat with light staves, accompanied by the tahvol drum and the mizmar pipe. The Wazifi tribesmen take it extremely seriously, as a test of strength and ability. A related “women’s dance,” Raqs al Asaya – based on Broadsword Art, Dancing, and Sex Appeal – is performed for titillation, by dancers in revealing clothing with short shepherd’s crooks.

Tahtib is most widely taught among the nomadic herdsman of the Wazifi steppes. While it is by no means regarded as a secret, outsiders may find themselves going to great lengths to prove their strength and courage to a master before being taken on as a student. Teachers in alHaz and Cardiel are harder to find, but likely to be less belligerent.

Skills: Dancing; Riding; Staff; Staff Art; Two-Handed Sword.

Techniques: Feint (Staff); HandsFree Riding; Retain Weapon (Staff); Spinning Strike (Staff); Staying Seated; Sweep (Staff); Targeted Attack (Staff Swing/Leg); Targeted Attack (Two-Handed Sword Swing/Face).

Cinematic Skills: Power Blow; Push (Staff).

Cinematic Techniques: Dual-Weapon Defense (Staff) (p. 28); Timed Defense (Staff); Whirlwind Attack (Staff).

Perks: Form Mastery (Staff); Grip Mastery (Staff); Sure-Footed (Sand).

Optional Traits

Advantages: Animal Empathy; Combat Reflexes; Enhanced Parry (Staff); Weapon Master (Staff).

Disadvantages: Code of Honor (Arab); Overconfidence.

Skills: Animal Handling (Equines or Ovines); Brawling; Broadsword; Musical Instrument (Drum or Pipe); Singing; Theology (Islam); Two-Handed Sword Art; Veterinary/TL3; Wrestling.

Techniques: Disarming (Staff).

ULVINGER FIGHTING - 4 points

Many shapeshifters exist on Yrth, but most are reviled, and many fear their own natures. Few have the willpower and the patience to truly master their powers. The werewolves of the Ulving tribe (p. 9) are among the latter. They have for many generations trained themselves to change shape quickly and reliably. Their fighting style exploits this ability, fluidly shifting between forms to take advantage of the strengths of each. Training emphasizes unarmed strikes and grapples; Ulvings rarely carry weapons, as they cannot use them in wolf form. Stylists employ the shapeshifting power itself to unbalance and confuse their opponents. Fighting as a pack is valued; children are placed in peer groups, who train together from a young age and are rarely separated.

Ulvings take time to surround an opponent before engaging, to take advantage of Pack Tactics (p. 25). Having engaged, they favor Attack and Defensive Attack, often making Deceptive Attacks. They use frequent Feints. In human form, stylists attempt grapples, takedowns, and disarms. In wolf form, Ulvings make bite attacks. They target the tendons in the legs to bring the opponent down, followed by the neck. Shapeshifting allows the fighter to parry in human form and dodge in wolf form, in addition to aiding mobility and giving bonuses to defenses (see Shape Mastery, p. 26, and Shapeshifting in Combat, p. 26). All stylists have Alternate Form (with the modifiers listed under Shapeshifting, pp. 23-24). Posture-based techniques allow the fighter to take his opponent off his feet and control him, and Targeted Attacks let him bite for more effect.

Stealth aids in ambushes. Few cinematic skills or techniques are associated with the style, although Ulvings are reputed to possess extraordinary stealth.

Ulvinger Fighting is taught only in the Ulving tribe in the far north of the Nomad Lands. However, dark-elf werewolves in the Blackwoods practice a similar style. Werebears in the Nomad Lands use slams and basic grapples. Ocelotls, werejaguars from Bilit Island, use Attack from Above to pounce (p. B372) and rake (p. 28).

Skills: Karate; Stealth; Wrestling.

Techniques: Arm Lock; Bite (p. 28); Counterattack (Karate); Disarming (Wrestling); Feint (Karate); Ground Fighting (Wrestling); Low Fighting (Wrestling); Targeted Attack (Bite/Hand); Targeted Attack (Bite/Leg Joint); Targeted Attack (Bite/Neck); Trip.

Cinematic Skills: Invisibility Art; Light Walk.

Perks: Biting Mastery; Ground Guard; Pack Tactics (p. 25); Rapid Retraction (Bites); Shape Mastery (p. 26); Technique Mastery (Bite).

Optional Traits

Advantages: Enhanced Dodge.

Disadvantages: Bloodlust; Chummy.

Skills: Running; Survival (Plains); Swimming; Tactics.

UNDERWATER STYLES

The oceans of Yrth (Banestorm, p. 178) offer adventurers entirely new challenges, profoundly different from fighting on land. Merfolk, octopus folk, sea elves, and shark men have developed various styles for their environment, and to take advantage of their natural abilities.

Merfolk Spear Fighting - 5 points

Although they have adopted sea-elven net and trident techniques, merfolk historically fought with spears, using an economical thrusting style.

Skills: Aquabatics; Spear; Staff; Thrown Weapon (Spear).

Techniques: Retain Weapon (Spear); Targeted Attack (Underwater Spear Thrust/Vitals); Underwater Combat (Spear) (p. 28); Underwater Disarming (Spear).

Perks: Form Mastery (Spear); Grip Mastery (Spear).

Optional Traits

Advantages: Combat Reflexes; Enhanced Parry (Staff); Terrain Adaptation (Underwater) (p. 24).

Perks: Special Exercises (Striking ST 1).

Net and Trident Lore - 6 points

Divided from the elves of Ytarria by centuries of history, sea elves (p. 5) nonetheless share a culture with their land kin; Net and Trident Lore is distantly related to Sylvan War Lore. The style employs a melee net and a trident to entangle enemies and dispatch them. The trident is wielded with the Spear skill, onehanded, for offense, and the Staff skill, two-handed, for defense.

Skills: Aquabatics; Net; Spear; Staff; Thrown Weapon (Spear).

Techniques: Retain Weapon (Spear); Reverse Grip (Spear); Targeted Attack (Underwater Spear Thrust/Vitals); Underwater Combat (Net or Spear) (p. 28); Underwater Disarming (Spear).

Cinematic Techniques: Underwater Dual-Weapon Attack (Net or Spear).

Perks: Aquabatic Feints; Exotic Weapon Training (Trident); Off-Hand Weapon Training (Net).

Optional Traits

Advantages: Terrain Adaptation (Underwater) (p. 24).

Skills: Breath Control.

Techniques: Disarming (Spear); Targeted Attack (Spear Thrust/Vitals).

Perks: Special Exercises (Breath-Holding 1 or 2).

Octopus-Folk Wrestling - 4 points

Octopus folk train to use their natural weapons, grappling and biting. They also make and use coral knives and spears.

Skills: Brawling; Main-Gauche; Wrestling.

Techniques: Bite (p. 28); Head Lock; Reverse Grip (MainGauche); Targeted Attack (Brawling Bite/Neck); Targeted Attack (Main-Gauche Thrust/Vitals).

Cinematic Skills: Power Blow.

Perks: Technique Mastery (Bite).

Optional Traits

Advantages: Enhanced Parry (Main-Gauche); Extra Attack.

Skills: Spear.

Techniques: Targeted Attack (Underwater Spear Thrust/Vitals); Underwater Combat (Spear) (p. 28).

Samebito Kenjutsu - 5 points

Shark men know grappling, knife, and spear forms dating back to Olokun. They are unusual, however, in using the only underwater sword form on Yrth. Relying on the umigatana (p. 10), this style opens with traditional moves from Kenjutsu (Martial Arts, p. 173). It emphasizes Feints and thrusts, to compensate for the underwater environment. The style also incorporates traditional shark-man fighting techniques, including grapples and bites. The style’s philosophy is to play to the opponent’s weaknesses, keeping unarmed foes at sword’s length and forcing armed foes into close combat.

Skills: Brawling; Broadsword; Two-Handed Sword; Wrestling.

Techniques: Arm Lock (Wrestling); Bite (p. 28); Close Combat (Broadsword); Feint (Broadsword or Two-Handed Sword); Targeted Attack (Two-Handed Sword Thrust/Vitals); Targeted Attack (Underwater Two-Handed Sword Thrust/Vitals); Underwater Close Combat (Broadsword); Underwater Combat (Broadsword or Two-Handed Sword) (p. 28); Underwater Feint (Broadsword or Two-Handed Sword).

Cinematic Skills: Power Blow.

Perks: Form Mastery (Katana); Grip Mastery (Katana); Technique Mastery (Bite).

Optional Traits

Advantages: Combat Reflexes; Cultural Familiarity (Sahud); Terrain Adaptation (Underwater) (p. 24); Weapon Master (Katana).

Skills: Broadsword Art; Fast-Draw (Sword); Meditation.

Perks: Weapon Bond.

Fighting Underwater

Detailed rules for underwater activity, including environmental hazards, are covered in Pyramid #3/26: Underwater Adventures. The GM who plans to run campaigns in the oceans of Yrth is strongly encouraged to read that supplement. The rules for fighting underwater are summarized below.

Movement underwater is as per p. B354: Water Move is 1/5 of Basic Move, rounded down (minimum 1). When rolling against DX or any DX-based skill, use the lower of that score and your DX-based Swimming skill (3D Spatial Sense gives +2 to Swimming skill for this purpose only). Amphibious or Aquatic characters (or those under the effects of a Swim spell, Magic, p. 147) move at full Basic Move and are not limited by their Swimming skill.

Vision rolls are at -2. Nictitating Membrane 1 makes the penalty -1, while Nictitating Membrane 2+ eliminates it. Murkiness, etc. can give an additional -1 to -10. Finally, judging distances is attempted at a further -2. Hearing distances are multiplied by 10, although determining the direction a sound came from requires a Hearing roll with a margin of success of at least 4.

Melee-weapon attacks are made at -4 per yard of maximum reach, even if used against closer targets. Thrusting weapons inflict damage at -1 per yard of maximum reach, and swinging weapons suffer the same penalty per die of damage. These penalties arise from water resistance, and apply even to Aquatic and Amphibious characters. However, the penalties to attack rolls can be mitigated with the Underwater Combat technique (p. 28). Unarmed attacks and Reach C weapons suffer no penalty.

Attacks and techniques that depend on gravity, such as throws and trips, have limited or no effect underwater; the GM must adjudicate as required. Characters without the Amphibious or Aquatic traits (or the Cannot Float quirk) must roll against Aquabatics skill in order to attempt a retreating defense, unless benefiting from the Swim spell.

Aquabatics skill can also be used to make Aquabatic Dodges, which function just as Acrobatic Dodges do. Ranges for all thrown and muscle-powered ranged weapons are divided by 10 underwater. Bows and crossbows will generally not work at all unless built with materials designed not to stretch or warp underwater. Shooting into (or out of) water suffers an additional -4 to hit.