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rpg:gurps:core:styles:fantasy_and_fictional_styles

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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.

FORCE-SWORDSMANSHIP - 5 points

Force-Swordsmanship is the art of the superscience force sword (p. B272). In some game worlds, the force sword is the sidearm of the nobility; indeed, tradition or the law might restrict it to individuals with Status 2+. Young nobles swagger about with ornate weapons at their hips. They practice with low-powered training blades . . . but the real thing is fashionable for dueling (legal or not). This gives Force-Swordsmanship the character of fencing in 17th- and 18th-century Europe.

In other settings, anybody can carry a force sword but few truly know how to use it. Locating an instructor requires the sort of quest found in legends about the traditional martial arts. Unlocking the weapon’s secrets takes a lifetime, and the few who master it command respect for their skill, dedication, and power. This imbues the art with a flavor closer that of cinematic kung fu.

The force-swordsman practices both aggressive attacks and careful defenses, for use in two different situations. If his foe lacks a force sword, he attacks strongly, exploiting his weapon’s ability to destroy lesser arms when parrying or parried. Against a similar weapon, though, the stylist fights more defensively. He uses parries to stop force-sword strikes (and Parry Missile Weapons and Precognitive Parry to deflect beams and projectiles!) and dodges – especially Acrobatic Dodge – to get out of harm’s way and into a better position from which to attack. In either circumstance, the standard grip is two-handed, although practitioners learn to fight one-handed and some wield two force swords simultaneously.

Force-swordsmen often attack their enemy’s weapon. This is because most ordinary weapons can’t resist their blade! This tactic carries over to force sword vs. force sword duels in the form of a Beat (pp. 100-101).

The most advanced students learn grappling techniques, but rarely use them except to counter another fighter’s wrestling moves. Against a similarly armed foe, the force sword makes close combat far too dangerous. Against an adversary without a force sword, the sword itself is the best option for attack.

Cinematic masters can channel their chi to stun foes with a word, resist great mental pressure, make prodigious leaps, and deflect beam-weapon attacks. Damage from the force sword isn’t ST-based, but the GM might let Power Blow double (or even triple!) the weapon’s damage. This is usually only possible for force-swordsmen who craft their own force sword in tune with their chi; the GM should probably require Weapon Bond. Damage bonuses for Weapon Master also apply, with the same caveats. Psi powers (pp. B254-257) accompany all of this in some settings, but with power modifiers similar to those in Chi Powers for Martial Artists (p. 46).

This style mainly suits space-opera campaigns with lots of superscience. It works best in cinematic games – because to most players, Force-Swordsmanship without the ability to parry blaster fire and demolish foes while wearing a helmet with the blast shield down simply isn’t Force- Swordsmanship. Similar styles may exist for other “force weapons,” such as the force whip.

Skills: Acrobatics; Force Sword; Force Sword Art; Parry Missile Weapons.

Techniques: Feint (Force Sword); Targeted Attack (Force Sword Swing/Arm); Targeted Attack (Force Sword Swing/Leg); Targeted Attack (Force Sword Swing/Neck). Cinematic Skills: Blind Fighting; Body Control; Flying Leap; Kiai; Mental Strength; Power Blow; Precognitive Parry.

Cinematic Techniques: Dual-Weapon Attack (Force Sword); Dual-Weapon Defense (Force Sword); Whirlwind Attack (Force Sword).

Perks: Acrobatic Feints; Chi Resistance (Any); Grip Mastery (Force Sword); Off-Hand Weapon Training (Force Sword); Special Setup (Power Blow works with Force Sword); Sure-Footed (Slippery); Sure-Footed (Uneven).

Optional Traits

Advantages: Enhanced Dodge; Enhanced Parry (Force Sword); Fit; Forceful Chi; psi Talents; Weapon Master (Force Sword).

Disadvantages: Code of Honor; Sense of Duty (Close friends and companions).

Skills: Armoury (Force Swords); Fast-Draw (Force Sword); Jumping; Karate; Savoir-Faire (Dojo); Wrestling. Perks: Weapon Bond.

FREEFIGHTING - 5 points

Freefighting is a martial art for low- and zero-gravity situations. It became popular with long-term space-dwellers during the mid-21st century. It emphasizes taking away weapons (especially those dangerous to sensitive spaceship components) and tying up the opponent quickly with the goal of subduing him. It also includes basic punching and kicking techniques. Stylists often work strikes into combinations with grappling moves, the intent being to stun the target for long enough to get a solid hold.

Freefighting has many variations. Some fighters train with knives. Others learn the baton, focusing more on simple strikes than on advanced stickfighting methods. There are also “freefighting” forms of several major martial arts – Bando, Escrima, and Jujutsu being especially popular – and numerous fusion styles.

The style isn’t old enough to have much of a body of legend. Popular entertainment frequently depicts its practitioners pulling off spectacular moves, however. Most fiction shows the fighter dodging and weaving with incredible ease – often using showy low-G acrobatics – while tying up the foe with handy cable or cable ties, all the while never losing contact with him.

Truth is often stranger than fiction. The specific style of Freefighting described here has among its students a small, skillful group who live permanently in microgravity and who’ve replaced their legs with a second pair of arms. These martial artists replace Knee Strike with Elbow Strike.

Skills: Brawling; Free Fall; Judo; Vacc Suit.

Techniques: Arm Lock; Disarming (Judo); Handcuffing; Knee Strike.

Cinematic Skills: Blind Fighting; Sensitivity.

Cinematic Techniques: Binding; Roll with Blow.

Perks: Lower Arm Blindside, Suit Familiarity (Vacc Suit).

Optional Traits

Advantages: 3D Spatial Sense; Enhanced Dodge; Perfect Balance.

Skills: Acrobatics; Climbing; Fast-Draw (Knife or Sword); Jumping; Karate; Knife; Shortsword.

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’ magicaldefense 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 trickstergod 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.

Gun Fu Styles

Gunfighting legends of derring-do draw from a broad source of inspiration, ranging from 18th-century adventure tales to 19th-century dime novels and traveling shows to modern films with millions of dollars worth of computer-generated imagery. Gun Fu focuses on cinematic gunplay, and it distinguishes between gunplay styles based primarily on cinematic heritage and those founded on historical tradition. This allows players to pick a style that is true to its cinematic inspiration and that suits his vision of his PC.

The “gun” in gun fu isn’t confined to firearms but rather means any ranged weapon that doesn’t rely on the muscle power of its user. Air guns, water pistols, needlers, rocket launchers, lasers, blasters . . . any such weapon is usable with the styles in Gun Fu. Also see Shooting Skills. For example, while Way of the West is primarily intended for Old West shootists with TL5 revolvers, there is no reason it couldn’t work in a space setting where people use TL11 blasters. Simply replace Guns (Pistol) with Beam Weapons (Pistol) and modify the perks and techniques as necessary. See Way of the Galaxy as an example.

Crossbow Fu

Gun Fu is about guns, but its styles could be adapted to relatively archaic ranged weapons, such as crossbows. Sniper fits best – a crossbow is slow to reload, and it’s used for one careful shot. Way of the West might suit mounted crossbowmen, though, and Double Trouble could work with pistol crossbows. Beefy fantasy warriors may even use One-Man Army with small siege engines!

This is mostly a matter of replacing all Guns skills with Crossbow and all Fast-Draw skills with Fast-Draw (Arrow), and then recalculating style cost. Perks and techniques are easy to adapt. Only those that rely on guns’ technical workings, RoF, or high-tech ammo are flatly inappropriate – notably Cookie Cutter, Dial-a-Round, Double-Loading, Fanning, Fast-Firing, Fireball Shot, Immediate Action, Muzzle Flamethrower, One-Armed Bandit, Quick-Shot, Scattergun, Tap-Rack-Bang, Thumbing, Tracer Eyes, Two-Handed Thumbing, and Whirlwind Attack. Even then, imagination could come to the rescue; e.g., Dial-a-Round might let a crossbowman declare that he’s using special bolts when he shoots rather than when he reloads, while Muzzle Flamethrower could grant flaming arrows at will! Where Gunslinger is called for, use a crossbow-specific variant of Heroic Archer.

DOUBLE TROUBLE - 5 points

You walk in the footsteps of Miyamoto Musashi, with a deadly weapon in each hand. You have mastered techniques to create a deadly rhythm: “two drumsticks, one sound.” Double Trouble stylists have become a staple of modern gun fu cinema, and are the signature shooting specialists of director John Woo and his admirers. Woo’s Hong Kong noir films produced a distinctive “bullet ballet” featuring dual-pistolwielding gunfighters in highly choreographed fight scenes, combining physical artistry and finesse with gunplay – in stark contrast to the bulging muscles and fiery explosions of the One-Man Army stylists of earlier action films.

Modern gunmen of the Double Trouble variety tend to be very mobile – leaping, jumping, and sliding through their combat scenes as they dodge and shoot. Acrobatics is essential. Gunslinger, Enhanced Dodge, and the Flying Leap skill are also needed to fully replicate the most cinematic performances of this style.

Stylists who have truly mastered Double Trouble will want Enhanced Time Sense, which allows gunmen to access Bullet Time for truly impressive feats, such as leaping from cover while shooting down multiple enemies with Flank Shot. Perks such as Cookie Cutter and Recoil Rocket provide cinematic flare.

The core of the Double Trouble style relies heavily on Ambidexterity or Off-Hand Weapon Training for both Fast-Draw (Ammo) and a single-handed ranged-weapon skill – normally Guns (Pistol). Many stylists will replace this with Guns (SMG) for machine pistols and submachine guns (together with the relevant perks and techniques), or at least add it. Because using two handguns is fundamental to the style, practitioners may buy the Off-Hand Weapon Training perk as soon as they’ve bought all the basic style components (instead of waiting for the usual 10 points in skills and techniques).

Reloading with Double Trouble

Dual-wielding semiautomatic pistols or machine pistols is a flashy shtick in cinematic campaigns, but reloading can be troublesome in games that are more realistic. A slow method to reload two pistols is this: Holster a pistol (one second or free action with Quick-Sheathe), use the free hand to reload the pistol being held (three seconds or free action with Quick Reload), then switch the process by holstering the loaded gun (one second or free action with Quick-Sheathe), drawing the empty gun (one second or free action with Fast-Draw), and reloading it (three seconds or free action with Quick Reload).

A faster method is to place both guns in one hand (one second or free action with Quick Swap) and reload both guns simultaneously (three seconds or free action with Quick Reload). In this case, the GM may allow a version of the Double-Loading technique for loading two magazine-fed weapons at once.

The Akimbo perk, however, allows reloading to be conducted as if the shooter had one hand empty the whole time. Thus with Akimbo and Quick Reload, the whole process is a free action! This is not realistic, of course, but it is in keeping with the aesthetics of Double Trouble in high-cinematic action.

Skills: Acrobatics; Fast-Draw (Ammo); Fast-Draw (Pistol or SMG); Guns (Pistol or SMG).

Techniques: Close-Hip Shooting (Pistol or SMG); Close-Quarters Battle (Pistol or SMG); Dual-Weapon Attack (Pistol or SMG); Fast-Firing (Pistol); Flank Shot (Pistol or SMG); Quick-Shot (Pistol); Targeted Attack (Pistol or SMG/Skull).

Cinematic Skills: Blind Fighting; Flying Leap; Zen Marksmanship (Pistol).

Cinematic Techniques: Timed Dodge; Whirlwind Barrage (Pistol or SMG).

Perks: Akimbo (Pistol or SMG); Gun Shtick (Stone-Cold Killer, Twirl, or Wall o’ Lead); Infinite Ammunition; Off-Hand Weapon Training (Fast-Draw, Pistol, or SMG); Quick Reload (Pistol or SMG); Quick-Sheathe (Pistol); Quick-Swap (Pistol or SMG); Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per.

Advantages: 360° Vision; Ambidexterity; Danger Sense; Enhanced Dodge; Enhanced Time Sense; Enhanced Tracking; Extra Attacks; Gunslinger; Peripheral Vision; Signature Gear.

Disadvantages: Bloodlust; Impulsiveness; Overconfidence.

Skills: Armoury (Small Arms); Connoisseur (Guns); Guns Art (Pistol or SMG); Holdout; Jumping.

Techniques: Behind-the-Back Shot (Pistol or SMG).

Perks: Cinematic Knockback (Pistol or SMG); Cookie Cutter (SMG); Fastest Gun in the West (Pistol or SMG); Hand Cannon; Pistol-Fist (Guns); Recoil Rocket (Pistol or SMG); Supplier (Any).

FUTURE KILL - 4 points

To you, the laws of nature are merely propositions. Your marksmanship is a force of will that produces the impossible. In your hands, there is no entropy, no tentative probabilities. You shoot from a mountaintop, and those below can only weep.

The Future Kill style is a full-on science-fiction combat style used by gunmen such as Neo in The Matrix, the scientifically trained “clerics” of Equilibrium, or the legendary assassins from the film Wanted. The style’s major shtick is not just highly cinematic gun tricks, but impossible feats, such as semi-guided bullets, inhuman accuracy, and blindingly fast draws.

Future Kill requires liberal point totals to access its key advantages such as Enhanced Dodge and Enhanced Time Sense (Bullet Time is a must!), as well as Extra Attack, Gunslinger, and perks such as Area Defense, Bend the Bullet, and Infinite Ammunition. Cinematic skills such as Blind Fighting, Breaking Blow, and Zen Marksmanship are highly recommended. Without these traits, little distinguishes Future Kill from bog-standard shooting.

The Whirlwind Barrage technique is common in Future Kill, as are the Flank Shot technique and Bank Shot perk. High skill and these attack forms, along with the cinematic skills and advantages listed above, constitute major elements in this “impossible” style.

Skills: Fast-Draw (Ammo); Fast-Draw (Pistol); Guns (Pistol).

Techniques: Dual-Weapon Attack (Pistol); Fast-Firing (Pistol); Flank Shot (Pistol); Immediate Action (Pistol); Precision Aiming (Pistol); Quick-Shot (Pistol); Targeted Attack (Pistol/Skull).

Cinematic Skills: Blind Fighting; Body Control; Breaking Blow (Guns); Flying Leap; Invisibility Art; Light Walk; Mental Strength; Zen Marksmanship (Pistol).

Cinematic Techniques: Timed Dodge; Whirlwind Barrage (Pistol).

Perks: Area Defense (Pistol); Bank Shot (Pistol); Bend the Bullet (Pistol); Cinematic Knockback (Pistol); Cool Under Fire; Cross-Trained (Pistol); Deadeye; Early Adopter (Pistol); Gun Whisperer (Pistol); Infinite Ammunition; Off-Hand Weapon Training (Fast-Draw); Off-Hand Weapon Training (Pistol); Pistol-Fist (Guns); Quick Reload (Pistol); Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per.

Advantages: Acute Vision; Ambidexterity; Combat Reflexes; Enhanced Dodge; Enhanced Time Sense; Extra Attack; Gunslinger; Signature Gear.

Skills: Acrobatics; Armoury (Small Arms); Breath Control; Connoisseur (Guns); Gunner (Any); Guns (Any); Guns Art (Any); Holdout; Jumping; Meditation; Observation; Stealth.

Techniques: Immediate Action (Any).

Perks: Armorer’s Gift (Pistol); Supplier (Any); Walking Armory.

ONE-MAN ARMY - 5 points

You are the lone commando, a super soldier, a master of mass-destruction; you maim and kill with heavy weapons; your enemies perish in a fiery blast or a “pink mist.” You deal death with big guns, big arms, and lots of explosions and mayhem. Outfitted with an arsenal of weapons, including machine guns, rocket launchers, grenades and grenade launchers, etc., the One-Man Army practitioner is a formidable opponent.

Although firing a machine gun from the hip is trained by many armies, perhaps the first One-Man Army stylist to appear on the silver screen was himself a true one-man army – Lieutenant Audie Murphy, the most decorated U.S. serviceman of WWII, playing himself in the 1955 film To Hell and Back. From then on, cinematic muscle men in films such as Commando, First Blood (and its sequels in the Rambo series), Predator, and Universal Soldier have been popular.

A high ST is important, but cinematic perks such as Walking Armory, Army of One, and Hand Cannon will save points for a higher skill in Guns (LMG). “Movie magic” explains the big muscles (or better-than-average Appearance) rather than raw strength.

Perk selections for One-Man Army are numerous. Flimsy Cover, and many of the Cinematic Options, such as Bulletproof Nudity, are staples of the genre. Of course, Infinite Ammunition is almost required so that the hero can fire his weapon repeatedly without worrying about running dry. Lightning Fingers and the Immediate Action technique allow the gunner to get his weapon operable in a hurry.

Gunslinger and a high skill in a chosen heavy weapon, such as Guns (LMG), is essential, but backup weapons – invariably including a large knife – should not be neglected. Stylists often make good use of Enhanced Dodge (Dive for Cover) too!

The style’s optional traits reflect a military or mercenary background. Courtesy Rank is de rigueur for many One-Man Army specialists; choose Rank 4-5 for real ex-majors or colonels (with attendantminor benefits), rather than just using the rank as a moniker.

Skills: Gunner (Cannon or MG); Guns (Grenade Launcher); Guns (LMG); Throwing.

Techniques: Immediate Action (Grenade Launcher or LMG); Quick-Shot (LMG or MG).

Cinematic Skills: Breaking Blow (Guns).

Perks: Armorer’s Gift (Any); Army of One; Cinematic Knockback (LMG or MG); Cinematic Option (Bulletproof Nudity); Cinematic Option (TV Action Violence); Early Adopter (Any); Flimsy Cover; Gun Shtick (Wall o’ Lead); GunWhisperer (Any); Hand Cannon; Infinite Ammunition; Lightning Fingers (Any); Standard Operating Procedure (On Alert); Tacticool; Walking Armory.

Optional Traits

Attributes: Increased ST.

Secondary Characteristics: Improved Basic Speed and Per.

Advantages: Combat Reflexes; Courtesy Rank; Danger Sense; Enhanced Dodge (Dive for Cover); Gunslinger; Night Vision; Rank.

Disadvantages: Bloodlust; Code of Honor; Duty.

Skills: Armoury (Small Arms); Artillery (Any); Connoisseur (Guns); Expert Skill (Military Science); Explosives (Demolition); Fast-Draw (Pistol); Gunner (Any); Guns (Any); Intimidation; Knife; Shortsword; Soldier.

Techniques: Immediate Action (Any).

Perks: Cross-Trained (Any); Gun Sense (Any); Gun Shtick (Stone-Cold Killer); Scattergun; Supplier (Any).

SNIPER - 5 points

Stalking death, they call you. “An outcast profession,” some say. Your stock in trade is patience, steel-edged nerves, and inhuman physical and mental discipline. You don’t use acrobatics or chromed automatics or showy moves. Just a single bullet, and the world shudders. One shot. One kill.

The Sniper style is fitting for long-range specialists. These gunmen are often elite military or special-ops soldiers, such as Gunnery Sergeant Bob Lee Swagger in Shooter or Master Gunnery Sergeant Thomas Beckett in Sniper. Sometimes, however, the Sniper is simply a skilled civilian rifleman, such as Nathaniel “Hawkeye” Poe in The Last of the Mohicans or Matthew Quigley in Quigley Down Under. The Sniper style is also a frequent choice for assassins such as Miguel Bain in Assassins or John and Jane Smith in Mr. & Mrs. Smith.

The Sniper is a different kind of action-movie gun expert, and his feats are just as unique and cinematic in their results: shooting a hostage taker who has a gun to the head of the hostage, or shooting through the eyepiece of a scope into the eye of an enemy sniper. The Targeted Attack technique will ensure this type of legendary success, even at extreme range.

Snipers should have Acute Vision and an improved Perception score. Night Vision would also come in handy. In science-fiction settings, a cybernetic implant that grants Infravision or Hyperspectral Vision would be desirable. These enhancements help spot distant or hidden targets.

For Snipers in highly cinematic campaigns, the Zen Marksmanship skill is a must; buy it up to high levels so that it can be used instantly (p. B228). Additionally, consider Extra Attack (Multi-Strike) and Enhanced Tracking (Multiple Lock-Ons) to aim at and attack several targets at the same time and fire at more than one in the same turn.

Gunslinger is an important advantage for this style, too. First, it allows the sniper to make impressive “snap shots” against nearby enemies. Second, while realistic snipers mostly hide and sneak around, movie Snipers are often required to engage in the typical action-movie gunfight. Don’t forget that due to their modest default from Guns (Rifle), Snipers often are quite proficient with other small arms, including pistols and submachine guns.

Skills: Camouflage; Guns (Rifle); Observation; Stealth. Techniques: Feint (Rifle); Precision Aiming (Rifle); Quick- Shot (Rifle); Targeted Attack (Rifle/Skull or Rifle/Vitals). Cinematic Skills: Breaking Blow (Guns); Invisibility Art; Light Walk; Zen Marksmanship (Rifle).

Perks: Bend the Bullet (Rifle); Cinematic Knockback (Rifle); Cool Under Fire; Cross-Trained (Rifle); Deadeye; Early Adopter (Rifle); Gun Shtick (Next Time, It’s Your Head or Stone-Cold Killer); Gun Whisperer (Rifle); Intuitive Armorer (Rifle); Lightning Fingers (Rifle); Supplier (Any); Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Per.

Advantages: Acute Vision; Combat Reflexes; Danger Sense; Enhanced Tracking (Multiple Lock-Ons); Extra Attack; Gunslinger; Night Vision; Signature Gear.

Disadvantages: Bloodlust.

Skills: Armoury (Small Arms); Breath Control; Connoisseur (Guns); Fast-Draw (Long Arm); Guns (Any); Knife; Survival; Tracking.

Techniques: Immediate Action (Rifle).

Perks: Armorer’s Gift (Rifle); Bank Shot (Rifle).

ULTIMATE SHOOTIST - 7 points

To you, it is daisho… a bow of yew… a victory-bright blade. It is an extension of body and spirit with which you sow devastation unknown in simpler times. It is your gun – the modern embodiment of martial spirit.

Ultimate Shootists are the elite gunmen of the silver screen: cinematic agents, special ops, and SWAT officers. They are proficient with any gun and capable of fantastic shots without the glitzy “bullet ballet” of Double Trouble stylists.

Prominent examples include James Bond, Harry Tasker in True Lies, Jason Bourne in the Bourne trilogy, and Major Korben Dallas in The Fifth Element. These are coldly proficient killers, not gun dancers.

Ultimate Shootists are not one-trick ponies and thus have no single definitive skill or shtick, save deadly proficiency with any weapon that comes to hand. This requires them to have a high basic Guns skill (usually Pistol, since handguns can be most easily concealed, and Rifle, Shotgun, and SMG default at -2). They are also familiar with many weapons – via the Cross-Trained perk – and have a few key effective techniques, such as Quick-Shot, especially useful when outnumbered, and Fast-Firing, which allows them to use semiautomatic weapons to pin down multiple opponents with suppression fire (p. B409). Targeted Attack is important, since it allows the shooter to consistently put bullets in the vitals or skull for one-shot kills.

Note that optional techniques for Ultimate Shootists focus on Driving skills, which is a frequent activity of cinematic agents (this could be easily replaced by Boating or Piloting). A heavy investment in a number of specialized techniques (see Shooting While Mounted, p. 8) can be very helpful.

Skills: Fast-Draw (Ammo); Fast-Draw (Pistol); Guns (Pistol); Guns (Rifle); Guns (Shotgun); Guns (SMG).

Techniques: Close-Hip Shooting (Any); Close-Quarters Battle (Any); Fast-Firing (Any); Precision Aiming (Any); Quick-Shot (Any); Retain Weapon (Pistol); Targeted Attack (Any).

Cinematic Skills: Blind Fighting; Breaking Blow (Guns); Invisibility Art; Light Walk; Zen Marksmanship (Any).

Cinematic Techniques: Timed Dodge; Whirlwind Barrage (Any).

Perks: Cool Under Fire; Cross-Trained (Any); Fastest Gun in the West (Any); Fireball Shot; Gun Shtick (Any); Gun Whisperer (Any); Infinite Ammunition; Quick Reload (Any); Quick-Sheathe (Any); Quick-Swap (Any).

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per.

Advantages: Ambidexterity; Combat Reflexes; Extra Attack; Gunslinger.

Disadvantages: Code of Honor; Duty; Bloodlust.

Skills: Armoury (Small Arms); Boating (Any); Breath Control; Driving (Any); Fast-Draw (Long Arm); Gunner (Any); Guns (Any); Piloting (Any); Stealth.

Techniques: Combat Driving; Hands-Free Driving; Mounted Shooting (Any); Quick Mount.

Perks: Bend the Bullet (Any); Cinematic Knockback (Any); Gun Sense (Any); Motorized Training (Any); No Friendly Fire (Any); Pants-Positive Safety; Supplier (Any); Walking Armory; Weapon Bond.

WAY OF THE WEST - 6 points

Whether law dog, cowpoke, or desperado, you handle a Peacemaker, Winchester, and street howitzer with stunning proficiency. You can ride fast and draw even faster. The notches in your gun handles tell the tale: When you slap leather, men die.

Cowboys, Indians, and desperate gunfighters have been a staple of cinematic gunplay from the very beginning. Some of the first gunslingers to grace the silver screen were cowboys, and the earliest action films, though far from gun fu, included Old West gunfighters. Hollywood’s face-off at high noon is part of Wild West mythology; historically, only a few public man-to-man shootouts occurred. These were a rough-and-tumble expression of the Irish Code Duello (GURPS Age of Napoleon, p. 62) used back on the East Coast, with tin star badges and sixshooters replacing seconds and matched dueling pistols.

The Way of the West style offers shootists a variety of gun skills intended to depict, in some incarnation, the cowboy gunfighter of legend. Although the style requires skill in shotgun, rifle, and pistol in order to emulate the gunman who can handle any type of shootin’ iron, practitioners should decide whether to focus on one skill and its related techniques and perks, or to become a generalist. For instance, gunmen with only one revolver will want to improve Fanning, those with two revolvers will want to perfect Thumbing, while a rifleman will likely want One-Armed Bandit and the Fast-Firing technique.

The optional techniques listed below focus on those useful for fighting while mounted, which will be very important if the hero will be engaging in gunfights from horseback.

Skills: Fast-Draw (Pistol); Guns (Pistol); Guns (Rifle); Guns (Shotgun); Riding.

Techniques: Double-Loading (Pistol or Shotgun); Dual- Weapon Attack (Pistol, Rifle, or Shotgun); Fanning; Fast-Firing (Pistol, Rifle, or Shotgun); Quick-Shot (Pistol, Rifle, or Shotgun); Targeted Attack (Pistol or Rifle/Hand or Weapon); Thumbing; Two-Handed Thumbing.

Cinematic Skills: Blind Fighting; Zen Marksmanship (Pistol or Rifle).

Cinematic Techniques: Whirlwind Attack (Pistol).

Perks: Deadeye; Fastest Gun in the West (Pistol); Gun Shtick (Any); Gun Whisperer (Pistol); Infinite Ammunition; Lightning Fingers (Pistol, Rifle, or Shotgun); Off-Hand Weapon Training (Pistol, Rifle, or Shotgun); One-Armed Bandit (Rifle or Shotgun); Pistol-Fist (Guns); Quick Reload (Pistol, Rifle, or Shotgun); Quick-Sheathe (Pistol); Quick-Swap (Pistol); Rope Shooter (Any); Scattergun; Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per. Advantages: Ambidexterity; Enhanced Time Sense; Gunslinger; Hard to Kill; High Pain Threshold; Luck. Disadvantages: Bad Temper; Code ofHonor; Sense of Duty.

Skills: Armoury (Small Arms); Axe/Mace; Brawling; Fast- Draw (Long Arm); Gunner (MG); Knife; Lasso; Teamster. Techniques: Cavalry Training; Close-Hip Shooting (Pistol or Shotgun); Combat Riding; Hands-Free Riding; Mounted Shooting (Pistol, Rifle, or Shotgun); Quick Mount; Staying Seated. Perks: Bank Shot (Pistol or Rifle); Cinematic Knockback (Pistol or Shotgun); Deadeye; Precision Aiming (Rifle); Supplier (Any).

Way of the Galaxy - 4 points

Way of the West is the classic model for the styles of many gunfighters in science fiction and space operas – Han Solo in Star Wars probably being the most famous archetype. For these, use the following modified style template.

Skills: Fast-Draw (Pistol); Beam Weapons (Pistol); Beam Weapons (Rifle).

Techniques: Dual-Weapon Attack (Pistol or Rifle); Fast-Firing (Pistol or Rifle); Quick-Shot (Pistol or Rifle); Targeted Attack (Pistol or Rifle/Hand or Weapon).

Cinematic Skills: Blind Fighting; Zen Marksmanship (Pistol or Rifle).

Cinematic Techniques: Whirlwind Attack (Pistol). Perks: Fastest Gun in the West (Pistol); Gun Shtick (Twirl); Gun Whisperer (Pistol or Rifle); Infinite Ammunition; Lightning Fingers (Pistol or Rifle); Off- Hand Weapon Training (Pistol or Rifle); Quick Reload (Magazine); Quick-Sheathe (Pistol); Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per.

Advantages: Ambidexterity; Enhanced Time Sense; Gunslinger; Hard to Kill; High Pain Threshold; Luck.

Disadvantages: Bad Temper; Code of Honor; Sense of Duty.

Skills: Armoury (Small Arms); Fast-Draw (Long Arm); Gunner (Any).

Techniques: Close-Hip Shooting (Pistol or Rifle); Combat Driving or Piloting (Any); Mounted Shooting (Any).

Perks: Bank Shot (Pistol or Rifle); Cinematic Knockback (Pistol or Rifle); Gun Shtick (Any); Motorized Training (Any); Supplier (Any).

Gunfighters

Tactical shooters are the highly skilled warriors of the Age of Gunpowder. Anyone can fire a gun and score a deadly hit – that’s the key to the success of the firearm over other weapons that require a lifetime of training. Being a gunfighter is something else entirely. It requires knowing when, where, and how to shoot (and when not to shoot) – and learning all the little tricks that help a shootist survive against other good gunmen. Over time, shooters have developed basic training schools that are similar to the styles of martial artists.

FIGHT LIKE YOU TRAIN, TRAIN LIKE YOU FIGHT

Tactical shooters spend many hours preparing for a few seconds of combat. This includes physical training, to increase fitness and hone reflexes, and mental training, to prepare for the instant when a squeeze of the trigger will mean the difference between life and death. Classes on psychology, physiological response to combat, and post-traumatic stress are part and parcel of modern tactical shooting: most trained police and military shooters will be able to explain the basic mental and physical challenges of a firefight.

On the Range

A professional shooter rarely gets to choose how he trains, as he will usually belong to an organization with a specific training program for getting in top shape. The person in charge of that training is often a veteran soldier or cop, and typically a skilled instructor with the title of range master. He designs courses of fire, ensures that safety regulations are followed, and assesses the training and the shooter – at each stage of the shooter’s development – so the final product is a person who can shoot and kill discriminately.

Training typically starts with a cold range, meaning that all weapons are unloaded (Condition Four; see p. 8) unless the shooter is explicitly commanded to load them. Actions are called out by the instructor: “Place a loaded magazine in your weapon,” “Aim center mass and squeeze the trigger,” “Eject the magazine, secure it in your load-bearing gear, and walk off the range with your weapon up and downrange.” Movement on a cold range is typically limited (prone to kneeling to standing) and done at “half-speed,” so as to prevent a fall that could discharge the weapon. Cold range work is typical of military basic training, police academies, and routine police qualification – and of the minimal training that most civilian sports and self-defense shooters can hope for.

As training progresses, more responsibility is placed upon the shooter. A hot range is “designated,” meaning anyone moving past the safety line is assumed to be operating a loaded weapon. Movement on a hot range is less constrained, and may include time pressure. In addition, the instructor will seldom give detailed commands to the shooter, instead using more general directives: “Draw and fire at the targets from left to right.” Hot range work is typical of most shooting done at the unit level in the military, at tactical shooting matches, and in advanced law enforcement training courses.

After a shooter has passed the basic requirements of a shooting course, he’ll likely move on to the next stage. If this involves a new range master, the shooter will typically be run through simple instructions on a cold range to prove basic handling skills, and to establish the instructor’s authority. The next stage in tactical shooting is dynamic range work – that is, exercises where the shooter and/or targets are moving, and the shooter is under time constraints. Every shot is on the clock, or fired from cover, or while running or moving up a flight of stairs. The level of difficulty increases until the final stages are done at full speed in combat conditions; e.g., with full tactical gear, in the dark, with flashing lights and sirens, and the target illuminated by a police cruiser’s headlights.

Dynamic range work is intended to stress the shooter and to simulate actual combat conditions. It often involves “shoot/no shoot” scenarios. Special operators and SWAT teams conduct most of their training under dynamic training conditions.

Courses of Fire

The quality of basic firearms training varies considerably. The most basic training, like that which armed security guards get, is done under strict, cold conditions over the course of a single day. Many U.S. states require only 16 hours of instruction: some legal briefings and a single visit to the range!

Trainees will typically shoot at default Guns skill, but will at least be familiar (p. B169) with the weapon they used. However, many private security companies go far beyond this; the best are staffed by former special-ops soldiers and utilize full dynamic range firing, just like in their old units.

Police academies are a little more rigorous, typically giving 40-80 hours of firearms training, some under simulated combat conditions. Police officers learn to use a full spectrum of force, from their mere presence (and verbal skills) to lethal weapons. Their training includes scenarios where the officer must decide whether to try to arrest a suspect or shoot him.

The best police academies include “kill houses” (Martial Arts: Fairbairn Close Combat Systems, p. 4, and SWAT, p. 8), force-on-force training using paintball guns or laser simulators, and combat indoctrination scenarios, where the officer must negotiate a lengthy obstacle course and then fire on “shoot/no shoot” conditions. When completed, the training gives the graduate 1 point in Guns.

Other law enforcement agencies have much higher standards; rookie FBI agents receive no less than 115 hours of intense firearms instruction, and will burn 3,000-5,000 rounds during their training. Graduates typically receive 2 points in Guns or possibly a full style.

Military training may include much of the same training that police officers receive, though the shooter’s ability to discriminate is less important in wartime conditions. Soldiers are also taught tactical skills, in part via live-fire training – firing real bullets in a simulated fire team or squad attack. Trainees receive 2 points in Guns, or a full style, upon completion.

SWAT and special-operations training combines all of the above, running for weeks at a time and at a high intensity from the outset. The unit members often rotate the job of range master; the creative new scenarios keep the team fresh and at a high level of readiness. Graduates of such course receive at least 2 points in Guns and often a full style; they may also learn Combat Reflexes and/or a number of suitable perks and techniques.

Untrained Shooters

For those legally armed who are not cops or members of the military, training becomes more difficult. Many carry on without any training at all – an invitation to legal, moral and financial disaster.

Poorly trained personnel are often thrust into combat. To reflect the differences between competent and incompetent shootists, use Untrained Fighters (Martial Arts, p. 113), modified as follows:

• Replace the Fear rules with Shell Shock (p. 34).

• Only shooters with at least DX level in a shooting skill may use an option covered by a shooting technique (pp. 43- 45) – e.g., Ranged Rapid Strike (p. 18), which is improved as Quick-Shot (p. 45).

ASSAULTER - 6 points

The Assaulter style covers the use of the entire range of handheld offensive small arms in a fluid firefight. It’s primarily taught to TL6-8 infantry, special warfare units, and police SWAT teams. Stylists concentrate on long arms skills and the techniques to employ them.

Assaulter stylists are proficient in a number of Guns specialties, with Rifle or SMG almost always being the primary one. Handgun instruction is often included, as a backup to the long arms. Depending on instructor and timeframe, the style may feature elements of Point-Shooting (pp. 49-51) or Modern Pistol (p. 48). The student learns how to immediately transition to a sidearm (p. 14) in case the long arm runs dry or malfunctions.

One of its most important techniques is Close-Quarters Battle, which allows efficient fire on the move at short ranges. Quick-Shot is also common, for engaging multiple opponents. Stylists usually fire at the torso, but those trained in hostage rescue often learn Targeted Attack. Masked Shooting allows effective fire while wearing a gas mask. Most assaulters operate in teams, which makes Battle Drills common. Special-ops troops often have Cross-Trained. Green Eyes is practically mandatory for TL8 shooters. Some historical examples:

• The training received by the Sturmtruppen of the Imperial German army during WWI emphasized Masked Shooting, Barricade Tactics, and Battle Drills. Its Style Familiarity included the Luger P08 and LP08 (High-Tech: Pulp Guns 1, p. 16), Bergmann MP18/I (High-Tech: Pulp Guns 1, p. 27), Mauser Gew98 and Kar98a (High-Tech: Pulp Guns 2, p. 6), Madsen Muskete (High-Tech: Pulp Guns 2, p. 15), Lewis Mk I (High-Tech: Pulp Guns 2, p. 19), and Maxim MG08/15 (High-Tech: Pulp Guns 2, p. 16).

• The WWII training of U.S. Marines (WWII, p. 75) featured Immediate Action and Battle Drills. Its Style Familiarity included the Colt M1911A1 (High-Tech, p. 98), Winchester Model 1897 Trench (High-Tech: Pulp Guns 1, pp. 22-23), Springfield M1903 (High-Tech: Pulp Guns 2, p. 8), M1 Garand (High-Tech, p. 113), Winchester M1 (High-Tech, p. 113), M1918A2 Browning Automatic Rifle (High-Tech, p. 113), Auto-Ordnance M1A1 Thompson (High-Tech, p. 122), Guide Lamp M3 (High-Tech, p. 125), Browning M1919A4 (High-Tech: Pulp Guns 2, p. 25), and Browning M1919A6 (High-Tech, p. 132).

• The Short Gun instruction imparted on the 1st Special Forces Operational Detachment-Delta (Special Ops, p. 28) favors Close-Quarters Battle, Fast-Firing, Immediate Action, Masked Shooting, Quick-Shot, and Targeted Attack, and also includes Battle Drills, Cross-Trained, Green Eyes, Grip Mastery, SOP (Cleaning Bug), and Tap-Rack-Bang. During the 1980s, Style Familiarity covered a customized Colt M1911A1 and the High Standard .22 HDMS (SEALs in Vietnam, p. 25), Guide Lamp M3, H&K MP5 series (High- Tech, p. 123), and Colt XM177E2 Commando (SEALs in Vietnam, p. 27). Today, it includes the Colt M1911A1, Glock 22 (High-Tech, p. 101), ColtM4A1 (High-Tech, p. 119), and H&K HK416D10RS (pp. 63-64).

• The FBI (Cops, pp. 27-28) has taught an Assaulter style with Modern Pistol (p. 48) elements since the 1980s. Emphasis lies on Immediate Action, Retain Weapon, Grip Mastery (Pistol), and Off-Hand Weapon Training (Pistol). Style Familiarity for modern FBI agents (Cops, p. 47) includes the Glock 22 and its variants; SWAT-qualified agents or Hostage Rescue Team (HRT) operators (SWAT, p. 14) are additionally familiar with the Springfield TRP Bureau model (p. 58). Long arm familiarity includes the Remington Model 870P (High- Tech, pp. 105-106), Scattergun TR-870 Model 90102 (p. 59), RRA LAR-15 (p. 63), and H&K MP5 series; SWAT agents will also be trained on the Colt M4A1, and HRT operators add the H&K HK416D10RS.

Skills: Five of Fast-Draw (Ammo, Pistol, or Long Arm) or Guns (Grenade Launcher, LMG, Pistol, Rifle, Shotgun, or SMG).

Techniques: Close-Quarters Battle (any); Fast-Firing (any); Immediate Action (any); Masked Shooting (any); Quick-Shot (any); Retain Weapon (any); Targeted Attack (any).

Perks: Armorer’s Gift (any); Barricade Tactics (any); Battle Drills; Cool Under Fire; Cross-Trained (any); Green Eyes; Grip Mastery (any); Intuitive Armorer (any); Lightning Fingers (any); Motorized Training (any); Off-Hand Weapon Training (any); Quick Reload (any); Standard Operating Procedure (any); Sure-Footed (any); Tap-Rack-Bang (any); Trademark Move; Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per.

Advantages: Acute Vision; Combat Reflexes; Danger Sense; Fearlessness; Fit; Night Vision; Signature Gear. Disadvantages: Chummy; Hard of Hearing; Impulsiveness; Overconfidence.

Skills: Armoury (Small Arms); Axe/Mace; Connoisseur (Guns); Forced Entry; Gunner (MG); Guns (LAW); Intimidation; Shield; Soldier; Spear; Stealth; Tactics; Throwing; any primary skill not learned initially.

Techniques: Close-Hip Shooting (any); Double-Loading; Work by Touch.

Perks: Early Adopter (any); Tracer Eyes.

MODERN PISTOL - 4 points

The Modern Pistol style originated in the 1960s and 1970s from a group of American handgun shooters, chief among them Jeff Cooper, a former Marine lieutenant colonel. It was named “modern” in contrast with existing, one-handed methods – from19th-century “target shooting” to early 20th-century Point-Shooting styles (p. 49-51).

The Modern Pistol style uses a two-handed stance (p. 11- 12) at all ranges, rather than just for long-distance shots. Instructors originally favored the asymmetric “Weaver stance,” but since the 1990s, many have replaced it with the more flexible and natural “Isosceles stance.” Modern Pistol stylists always shoot with the sights (p. 13) – at least with a wobbly “flash sight picture.”

Modern Pistol shooters usually fire at the center of mass, as it’s easily targeted and (in real life) may damage the vitals by chance; use the advanced wounding rules on p. 162 of High- Tech to reflect this. Students are also taught Targeted Attacks, typically to the vitals and skull; some instructors favor the pelvic shot (p. 15). Some Modern Pistol schools teach the Mozambique drill (pp. 15-16), which works best with Quick- Shot (Pistol) and Targeted Attack (Pistol/Skull).

Since a stylist draws his pistol with one hand but grips it with two, a student can take Grip Mastery (Pistol) as soon as he buys the Style Familiarity and Guns (Pistol) – instead of having to first spend 10 points on the style. This doesn’t change the limit on how many perks he can learn (p. 37).

Training focuses on presenting and reloading the pistol as fast as possible; Quick Reload is common. Many stylists also learn Immediate Action and Tap-Rack Bang, to quickly get a malfunctioning weapon back into action. Concealed Carry Permit is typical for civilians.

In recent years, the previously well-entrenched lines between Point-Shooting and Modern Pistol have become permeable. Some Modern Pistol instructors have adopted instinctive, unsighted shooting and emergency one-handed methods like Behind-the-Back Shot and Close-Hip Shooting – but only as secondary training for close-quarters situations. Historical examples include:

• The original Modern Technique – developed by the South West Combat Pistol League, including Ray Chapman, Jeff Cooper, Jack Weaver, and others – primarily incorporates Immediate Action, Quick-Shot, and Targeted Attack. Typical perks are Concealed Carry Permit, Grip Mastery, and Trademark Move. It specifies using a “semiautomatic pistol in a large caliber,” although any handgun can be used. Early stylists preferred the Colt .45 Government (High-Tech, p. 98), but Weaver was famous for his S&W K-38 Combat Masterpiece revolver (SEALs in Vietnam, p. 25).

• Modern Los Angeles Police officers (Cops, p. 27) receive instruction in Close-Quarters Battle, Immediate Action, Retain Weapon, and Grip Mastery. Style Familiarity covers the issued Glock 22 (High-Tech, p. 101) and several authorized optional service pistols, including the Beretta Mod 92F (High-Tech, p. 100), Glock 17 (High-Tech, p. 100), Glock 21 (High-Tech, p. 101), and S&W Model 4506 (pp. 57-58), as well as backup guns like the Glock 26 and 27 (High-Tech, p. 101); SWAT officers are also familiar with the Kimber TLE II (p. 58).

• Officers of the New York Police Department (Cops, p. 26) are taught a stripped-down variant which focuses heavily on Immediate Action, Retain Weapon, and of course Grip Mastery. Style Familiarity covers the Glock 19 (High-Tech, p. 101), SIG-Sauer P226 (High-Tech, p. 102), and S&W Model 5946 (p. 57) service pistols, as well as authorized backup guns like the Glock 26, S&W Model 640 (p. 55), and S&W Model 3946 (p. 57).

Skills: Fast-Draw (Ammo); Fast-Draw (Pistol); Guns (Pistol).

Techniques: Close-Quarters Battle (Pistol); Fast-Firing (Pistol); Immediate Action (Pistol); Quick-Shot (Pistol); Retain Weapon (Pistol); Targeted Attack (Pistol/Skull or Vitals).

Perks: Armorer’s Gift (Pistol); Barricade Tactics (Pistol); Battle Drills; Concealed Carry Permit; Cool Under Fire; Cross- Trained (Pistol); Grip Mastery (Pistol); Intuitive Armorer (weapon); Lightning Fingers (Pistol); Off-Hand Weapon Training (Pistol); One-Hand Drills (Pistol); Standard Operating Procedure (Cleaning Bug); Sure-Footed (Sand or Uneven); Quick Reload (Detachable Magazine or Swing-Out Revolver); Tap- Rack-Bang (Pistol); Trademark Move; Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per.

Advantages: Acute Vision; Combat Reflexes; Danger Sense; Night Vision; Signature Gear.

Disadvantages: Hard of Hearing; Overconfidence.

Skills: Armoury (Small Arms); Connoisseur (Guns); Holdout; Stealth; Tactics.

Techniques: Behind-the-Back Shot (Pistol); Close-Hip Shooting (Pistol); Masked Shooting (Pistol); Targeted Attack (Pistol/Pelvis).

Perks: Early Adopter (Pistols); Fastest Gun in the West; Green Eyes; Motorized Training (Pistol); Standard Operating Procedure (any); Supplier (any).

Practical Sports Shooting - 4 points

Based on the Modern Pistol style (p. 48), Practical Sports Shooting represents the training that civilian sports shooters acquire by competing in matches offered by the International Practical Shooting Confederation (IPSC), U.S. Practical Shooting Association (USPSA), or similar organizations. Shooters tackle a series of “stages,” in which they shoot at a number of (usually differing) targets at varying ranges – often with obstacles, moving targets, required fast-draws or magazine changes, etc. The stages are shot on a “hot range” (p. 46) against the clock, so competitors need to be both good shots and fast. While most Practical Sports Shooting involves handguns, there are also matches for shotguns and rifles.

When this style was created in 1976, by shooters including Ray Chapman and Jeff Cooper, it was modeled on combat shooting. Like the biathlon or other combat sports (p. B184), it has lost many of its original, deadly applications. Strict safety, procedural, technical, and various other rules and restrictions mean that even world-class competitors are sport shooters, not combat shooters – although they may have acquired valuable traits. Some instructors consider Practical Sports Shooting useless; they believe it ingrains behavior that will get you killed in a real firefight, such as disregard for cover.

Stylists usually fire double-taps (paper targets must be hit twice for full marks) and do everything quickly – drawing, firing, reloading, etc. A student can take Grip Mastery (Pistol) as soon as he buys the Style Familiarity and Guns Sport (Pistol), as for Modern Pistol stylists. Style Familiarity covers only the models of firearms that he has trained with.

Skills: Fast-Draw (Ammo); Fast-Draw (Pistol); Guns Sport (Pistol).

Techniques: Fast-Firing (Pistol); Immediate Action (Pistol); Quick-Shot (Pistol).

Perks: Fastest Gun in the West (Pistol); Grip Mastery (Pistol); Off-Hand Weapon Training (Pistol); Quick Reload (any); Standard Operating Procedure (Cleaning Bug); Supplier (any); Sure-Footed (Sand or Uneven); Tap-Rack-Bang (Pistol); Trademark Move; Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per. Advantages: Acute Vision; Signature Gear. Disadvantages: Hard of Hearing; Overconfidence. Skills: Armoury (Small Arms); Connoisseur (Guns); Games (Practical Sports Shooting); Guns Sport (Rifle or Shotgun).

Techniques: Double-Loading; Fast-Firing (Rifle or Shotgun); Immediate Action (Rifle or Shotgun); Quick-Shot (Rifle or Shotgun).

Perks: Armorer’s Gift (Pistol, Rifle or Shotgun); Early Adopter (any); Grip Mastery (Rifle or Shotgun); Off-Hand Weapon Training (Rifle or Shotgun); Tap-Rack-Bang (Rifle or Shotgun).

POINT-SHOOTING - 4 points

Point-Shooting teaches a shooter to fire his weapon (usually a handgun) by pointing it instinctively at the target, rather than by “properly” aiming. Outside of conventional military operations, most gunfights occur at less than 10 yards, and often below three yards (Handgun Ranges, pp. 9-10). Taking the time to properly sight isn’t feasible at such distances, especially if the weapon must first be drawn from a holster and the opponent is closing in. Unfavorable (but typical) conditions, such as bad lighting, a moving and shooting opponent, and other distractions, make sighted shooting even more difficult in actual combat.

Many successful 19th-century gunfighters and duelists used this style, despite conventional wisdom at the time being to only fire deliberate shots with an outstretched arm. Some cavalry units also trained in Point-Shooting, since riding a horse made aiming difficult. By the early 20th century, progressive-minded firearms instructors, such as William Fairbairn of the Shanghai Municipal Police, developed courses that taught students how to shoot under adverse conditions.

See Martial Arts: Fairbairn Close Combat Systems for much more on Fairbairn, the SMP, and the Allied agents and commandos he and Eric Sykes trained in WWII. After the war, Point-Shooting was quickly forgotten, except by specialists like the British SAS (Special Ops, pp. 42-43), who favored it until the 1980s.

Point-Shooting prepares a gunman for combat at short distances – about 10 yards or less. For longer shots, a two-handed stance (p. 11-12) and aimed shooting (p. 13) aremore effective, though seldom trained much.

A stylist is adept at quickly drawing and readying his weapon from a holster, and is trained to use one-handed and hip-shooting stances (p. 11). He will primarily use unsighted shooting (p. 13), which gives him an edge in Who Draws First? (p. 10) contests and in close combat (pp. 25-26). Instructors teach an exaggerated “combat crouch” – a hunched posture which reduces the shooter’s silhouette. This is modeled by the ability to dodge (p. 17), possible only with unsighted shooting.

Point-Shooting doesn’t bother with Targeted Attacks – the style is all about speed, not hit location. Shooters usually fire at the torso, as it’s easiest to hit and (in real life) may damage the vitals by chance; use the advanced wounding rules on p. 162 of High-Tech to reflect this. After a brief peak during the mid 20th century, Point- Shooting has become rare, having been all but overtaken by Modern Pistol styles (p. 48). This is mainly due to the success of the two-handed shooting stance, which allows better control over the handgun. Though slower to assume than a onehanded position, its stability makes all shooting more accurate, aimed or not.

Modern Pistol is also preferred by many organizations for its emphasis on safety. Point-Shooting insists on having your finger on the trigger at all times, while Modern Pistol keeps it outside the trigger guard until you’re about to shoot. While experienced shooters have been aware of this rule since the 19th century, making it a part of basic handgun training helps prevent the kind of (all-too-common) negligent discharge that endangers innocent bystanders or even the shooter himself. Although Point-Shooting is primarily intended for use with handguns, it’s also taught for long arms including SMGs, carbines, and shotguns. Variants include:

• In the late 19th century, U.S. Cavalry troopers (Old West, pp. 94-95) were taught Point-Shooting for both mounted and dismounted combat; this was an exception to the usual U.S. Army handgun instruction. This version lacks Close-Hip Shooting and Close-Quarters Battle, but features Cavalry Training, Combat Riding, and Mounted Shooting. Its Style Familiarity covers the Colt M1873 (High-Tech, p. 95) and S&W M1875 Schofield (High-Tech, p. 95).

• The Fairbairn-Sykes Handgun Shooting Style (Martial Arts: Fairbairn Close Combat Systems, p. 12), developed from1919, is themost influential Point-Shooting variant; most others are based on it. This system emphasizes Close-Hip Shooting and Cross-Trained. It instructs students to carry the semiautomatic pistol in Condition Three (Unready) (p. 8) and teaches how to ready it almost instantaneously during a Fast-Draw. For a SOE agent (Martial Arts: Fairbairn Close Combat Systems, pp. 17-18 and WWII: Return to Honor, p. 36), handgun Style Familiarity includes the Beretta Mod 34 (High-Tech: Pulp Guns 1, p. 19), BSA Welrod Mk II (p. 54), Colt .32 Pocket (High-Tech: Pulp Guns 1, p. 15), Colt .38 Super Auto (High-Tech: Pulp Guns 1, p. 18), Colt .45 Government (High-Tech: Pulp Guns 1, pp. 17-18), FN-Browning HP (High-Tech: Pulp Guns 1, p. 21), and High Standard .22 HDMS (SEALs in Vietnam, p. 25).

• The FBI’s Pistol Combat Course was developed by Special Agent Hank Sloan in 1935 and used until 1982. Off-Hand Weapon Training is mandatory for agents lacking Ambidexterity. For an FBI agent (Cops, p. 47, and WWII: Dogfaces, p. 62), Style Familiarity includes the Colt .38 Official Police (High- Tech: Pulp Guns 1, p. 12), Colt .38 Detective Special (High- Tech: Pulp Guns 1, p. 13), and, to a lesser extent, the Colt .38 Super Auto. Post-WWII, agents also used the S&W Model 10 M&P (High-Tech, p. 95), S&W Model 19 Combat Magnum (High-Tech, p. 96), and S&W Model 60 Chief’s Special Stainless (High-Tech, p. 96).

• The Israeli System was developed by Dave Berkemann in 1968 and taught to Israeli law enforcement agencies and armed citizens. It advocates carrying the pistol in Condition Three (Unready), and provides training in how to ready it during the Fast-Draw. It teaches Close-Hip Shooting but lacks Close-Quarters Battle; shootists are supposed to stand still while shooting. Style Familiarity includes the Beretta Mod 1951 (p. 56), Beretta Mod 70 (p. 56), FN-Browning HP, and Webley Mk IV M&P (High-Tech: Pulp Guns 1, p. 8). By the 1980s, many Israeli instructors had switched to a Modern Pistol style.

• The California Highway Patrol has taught Point- Shooting since the 1990s; Style Familiarity includes the S&W Model 4006 (p. 56).

Skills: Fast-Draw (Ammo); Fast-Draw (Pistol); Guns (Pistol).

Techniques: Behind-the- Back Shot (Pistol); Close- Hip Shooting (Pistol); Close-Quarters Battle (Pistol); Fast-Firing (Pistol); Immediate Action (Pistol); Quick-Shot (Pistol); Retain Weapon (Pistol); Thumbing (Pistol).

Perks: Concealed Carry Permit; Cool Under Fire; Cross-Trained (Pistol); Double- Loading; Fastest Gun in the West (Pistol); Off-Hand Weapon Training (Pistol); Quick Reload (any); Standard Operating Procedure (Cleaning Bug); Sure- Footed (Sand or Uneven); Tap-Rack-Bang (Pistol); Tracer Eyes; Trademark Move; Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per.

Advantages: Acute Vision; Combat Reflexes; Danger Sense; Night Vision; Signature Gear.

Disadvantages: Hard of Hearing; Overconfidence.

Skills: Acrobatics; Armoury (Small Arms); Broadsword; Connoisseur (Guns); Guns (any); Holdout; Shield; Soldier; Stealth; Tactics.

Techniques: Cavalry Training (any); Close-Hip Shooting (any); Close-Quarters Battle (any); Combat Riding (Horse); Dual-Weapon Attack (Pistol); Fanning (Pistol); Fast-Firing (any); Immediate Action (any); Masked Shooting (any); Mounted Shooting (Horse/Pistol); Quick-Shot (any).

Perks: Barricade Tactics (any); Battle Drills; Cross-Trained (any); Early Adopter (any); Green Eyes; Gun Shtick (Twirl); Intuitive Armorer (any); Lightning Fingers (any); Motorized Training (any); Quick-Swap (Pistol); Standard Operating Procedure (any); Supplier (any).

RIFLEMAN - 3 points

Rifleman is for those shooters who rely entirely or at least mostly on an ordinary rifle. It’s typical of, but not exclusive to, TL5-6 infantry troops prior to the wide adoption of automatic weapons. Stylists are experts at getting the most out of bare-bones equipment. While many will be adept at using a sling to carry and brace the rifle (p. 12), they seldom use sophisticated targeting equipment or “tactical” gear, often due to limited means. As a side effect, stylists usually have high Guns skill; if you can’t afford to waste cartridges, you learn to make each shot count.

A stylist will often have Targeted Attack to ensure one-shot kills. Related skills such as Guns (Grenade Launcher) and Spear may also be part of the training.

Some historical examples:

• British infantry from 1890 to WWI emphasized Battle Drills and added Spear. Style Familiarity covers the Lee- Metford Mk I and its developments (High-Tech, p. 112).

• Members of the Boer commandos around the turn of the 20th century would add Combat Riding and Mounted Shooting, and remove Battle Drills. They focused on Targeted Attack (Rifle/Vitals). Style Familiarity covers theMauserModel 1895 (use stats of the Mauser Gew98 in 7¥57mm Mauser on p. 111 of High-Tech) and Richards-Martini Model 1896 (use stats of the Martini-Henry Mk I on p. 109 of High-Tech).

• Modern Canadian Rangers have Sure-Footed (Snow) and Stealth, and may learn Mounted Shooting (Halftrack or Horse/Rifle) and Targeted Attack (Rifle/Vitals). They typically lack Battle Drills. Style Familiarity covers the Canadian Enfield No.4 Mk I (High-Tech, p. 112).

Skills: Fast-Draw (Ammo); Guns (Rifle).

Techniques: Fast-Firing (Rifle); Immediate Action (Rifle); Masked Shooting (Rifle); Quick-Shot (Rifle); Targeted Attack (Rifle/Skull or Vitals).

Perks: Armorer’s Gift (Rifle); Battle Drills; Cool Under Fire; Cross-Trained (Rifle); Grip Mastery (Rifle); Lightning Fingers (Rifle); Off-Hand Weapon Training (Rifle); Quick Reload (any); Standard Operating Procedure (any); Sure-Footed (any); Tap-Rack-Bang (Rifle); Tracer Eyes; Trademark Move; Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per.

Advantages: Acute Vision; Combat Reflexes; Danger Sense; Night Vision; Signature Gear.

Disadvantages: Hard of Hearing.

Skills: Armoury (Small Arms); Breath Control; Connoisseur (Guns); Fast-Draw (any); Guns (any); Soldier; Spear; Stealth; Tactics; Throwing.

Techniques: Cavalry Training (any); Close-Hip Shooting (Rifle); Close-Quarters Battle (Rifle); Combat Riding (any); Mounted Shooting (any/Rifle); Precision Aiming (Rifle); Retain Weapon (Rifle).

Perks: Barricade Tactics (Rifle); Deadeye; Early Adopter (Rifles); Green Eyes; Motorized Training (Rifle); Quick-Sheathe (Long Arm); Supplier (any).

SHARPSHOOTER - 5 points

Sniper, sharpshooter, precision marksman – the Sharpshooter style covers highly trained riflemen who shoot from hidden positions over long distances at high-value targets. The term dates back to the specialized riflemen of the late 18th century, but this style is specifically for elite marksmen using precision rifles with optical sights. The first such shootists appeared in the late 19th century, during conflicts such as the American Civil War, but the art truly came into its own during WWI.

A stylist is often as much of a reconnaissance asset as he is a shooter. His ability to approach and depart unseen allows him to gather intelligence – to be either passed back to his superiors or used to set up a perfect shot.

For a military sniper, the most important technique is Precision Aiming. He will almost always fire at ranges from 300 to 2,000 yards – usually at the easiest hit location: the torso. For a police or hostage rescue sharpshooter, Precision Aiming is less important, as most of his engagements take place within 100 yards. Instead, the marksman will emphasize Targeted Attack (Rifle/Skull), as he needs to make absolutely certain that the target can’t pose a danger to innocents after the shot is fired.

Many sharpshooters have Deadeye. Weapon Bond can represent a rifle modified to perfectly fit the shooter. Some modern snipers, especially those who must shoot from helicopters, have Motorized Training.

Sharpshooter stylists usually have to pass higher qualifications than other shooters. In addition, some traits are rare among military or police snipers due to their potential liability, including Addiction (Tobacco), correctable Bad Sight, and even left-handedness! Many sniper rifles are bolt-action designs only available for righties; for a leftie, such a weapon requires a Ready maneuver between each shot.

Stylists usually work in pairs – one acting as shooter, the other as spotter (see Spotters and Observers. Both are fully qualified sharpshooters. They exchange places to keep both alert; peeking through scopes is quite tiring (see Harsh Realism for Tactical Shooters). Historical examples include:

• The Lovat Scouts of the British Army, in WWI, had sharpshooters famous for their Camouflage and Observation skills. Style Familiarity includes the Enfield SMLE Mk III (High-Tech: Pulp Guns 2, p. 9; fitted with a Periscope Prism 2x scope) and Enfield P/14 Mk I(T) (High-Tech: Pulp Guns 2, pp. 10-11; fitted with an Aldis 3x scope).

• The Russian Snaiper of the Great Patriotic War (WWII, p. 79, and WWII: Red Tide, p. 114) was extensively trained in Camouflage, Stealth, and Tactics. He (or she!) typically lacked Precision Aiming, but often had Targeted Attack. Style Familiarity includes the Mosin-Nagant V-1891/30 (High-Tech, p. 111; fitted with a PEM 4¥ scope or PU 3.5¥ scope) and TOZ SVT-40 (p. 62).

• The curriculum of a modern Recon Marine Scout/Sniper (Special Ops, p. 29) includes Precision Aiming and Targeted Attack, as well as Cross-Trained, Immediate Action, and SOP (Cleaning Bug). Battle Drills and Green Eyes are incorporated into the style. Their Style Familiarity covers the Colt M4A1 (High-Tech, p. 119), Colt M16A4 (High-Tech, p. 117), KAC MK 11 MOD 0 SRS (p. 63), NWSC MK 18 MOD 0 CQBR (High-Tech, p. 121), PWS M39 EMR (a fine (accurate) variant of the Springfield M14 on p. 115 of High-Tech; with Schmidt & Bender 3-12x scope), PWS M40A5 (a fine (accurate) variant of the Remington Model 700 on p. 116 of High-Tech; with S&B 3-12x scope), and Barrett M82A3 SASR (High-Tech, p. 118; fitted with S&B 3-12x scope).

• The sharpshooters of the NYPD ESU (SWAT, p. 14) put special emphasis on Targeted Attack. Style Familiarity includes the Colt M4 (High-Tech, p. 119), Remington M24 (High-Tech, p. 116), and Barrett M82A3.

Skills: Camouflage; Guns (Rifle); Observation; Stealth.

Techniques: Immediate Action (Rifle); Precision Aiming (Rifle); Targeted Attack (Rifle/Skull or Vitals).

Perks: Armorer’s Gift (Rifle); Cross-Trained (Rifle); Deadeye; Early Adopter (Rifles); Intuitive Armorer (weapon); Motorized Training (Rifle); Standard Operating Procedure (Cleaning Bug); Supplier (any); Tracer Eyes; Trademark Move; Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Per.

Advantages: Acute Hearing; Acute Vision; Combat Reflexes; Danger Sense; Fit; Night Vision; Signature Gear; Single-Minded.

Disadvantages: Callous; Loner.

Skills: Armoury (Small Arms); Breath Control; Cartography; Connoisseur (Guns); Fast-Draw (Ammo or Long Arm); Guns (any); Intelligence Analysis; Navigation (Land); Soldier; Survival (any); Tactics; Throwing; Tracking.

Techniques: Masked Shooting (Rifle).

Perks: Battle Drills; Cool Under Fire; Green Eyes; Lightning Fingers (Rifle); Standard Operating Procedure (any); Tap-Rack-Bang (Rifle).

SHOTGUNNER - 3 points

The shotgun is not an ideal combat weapon for a variety of reasons, but it’s widely available and can be employed successfully in a gunfight. A tactical shotgunner will be thoroughly trained in exploiting the weapon’s inherent advantages, and in working around its downsides.

A shotgunner knows when to use which ammunition, from buckshot for close-quarters combat to slugs for fairly precise medium-range shots. He knows what pattern a shotload will throw from his particular gun, and which shot size (High-Tech, p. 173) to select depending on the intended target and circumstances. This is all part of Guns (Shotgun) (p. 42).

Quick-Shot (Shotgun) is popular, especially among accomplished hunters and skeet shooters.Many learn Double-Loading, which works not only for double-barreled guns, but also for shotguns with integral tube magazines – you simply stack two shells front-to-back and slide them in. Shotgunners trained in door breaching (p. 24) will have the Forced Entry skill.

Skills: Fast-Draw (Ammo); Guns (Shotgun).

Techniques: Close-Hip Shooting (Shotgun); Close-Quarters Battle (Shotgun); Double-Loading; Fast-Firing (Shotgun); Immediate Action (Shotgun); Quick-Shot (Shotgun); Retain Weapon (Shotgun).

Perks: Armorer’s Gift (Shotgun); Cool Under Fire; Cross- Trained (Shotgun); Grip Mastery (Shotgun); Lightning Fingers (Shotgun); Off-Hand Weapon Training (Shotgun); Quick Reload (Breechloader, Detachable Magazine, or Internal Magazine); Standard Operating Procedure (Cleaning Bug); Sure- Footed (any); Tap-Rack-Bang (Shotgun); Trademark Move; Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per. Advantages: Acute Vision; Combat Reflexes; Danger Sense; Night Vision; Signature Gear.

Disadvantages: Bad Sight; Bully; Hard of Hearing.

Skills: Armoury (Small Arms); Connoisseur (Guns); Fast- Draw (Long Arm); Forced Entry; Guns (any); Intimidation; Soldier; Spear; Stealth; Tactics, Throwing.

Techniques: Masked Shooting (Shotgun).

Perks: Barricade Tactics (Shotgun); Early Adopter (Shotguns); Motorized Training (Shotgun); Skip Shot (Shotgun); Standard Operating Procedure (any); Supplier (any).

Center-Axis-Relock - 5 points

An often disregarded system of gunfighting, the C.A.R. has recently seen a revival within entertainment media such as video games and movies, where super spies, hitmen and other modern martial artists employ it's strikingly unusual bladed stances to defeat their opponents.

Created by Paul Castle, English national and Police veteran, the system was aimed at addressing issues that he and other officers encountered while wielding handguns in close-quarters environment: weapon retention, easier maneuverability indoors and in vehicles, self-defense with disabled firearm. Later on, the system was expanded to longarms, making it a universal training package. Training can be acquired at various facilities in the US, mostly private training ranges and Police Academies in some states. An online course for self-training is available.

System partictioner usually starts his training with a handgun, civilians prefer concealable firearms (-1 bulk), while professionals learn it for their duty firearm (-2 bulk or worse). Unless injured or performing other tasks, practicioner holds his handgun with both hands (Multiply minimum ST by 0.8 (round up), reduce Bulk by 1, and treat all aimed shots as braced). They learn how to draw, load, fire and clear malfunctions. The meat of the course includes firearm retention, firing in close quarters (Close-Hip Shooting and Close-Quarters Battle), engaging multiple targets (Quick-Shot), firing rapidly (Fast-Firing) and, unusually, using the handgun as a club to deliver quick strikes (Box on HT93) and basic unarmed strikes.

Advanced course repeats all these sessions for longarms such as shotguns, assault rifles and SMGs. When learning this style for a Long Arm, replace Brawling with Staff, in that case practictioner uses his Long Arm's barrel to strike (use statistics for Rifle Butt at HT198)

Practictioner is able to purchase Grip Mastery perk right after they pay for Style Familiarity and Guns skill.

Low investment into this style prepares practictioner to defend themselves at most common handgun ranges. Investing greatly into it and combining it with either MCMAP or Krav Maga creates a deadly close-quarters combatant, perfect for an assassin or bodyguard character.

A highly trained practictioner may elect to wield a high bulk handgun such as MK.23(TS58) and add a suppressor. The style permits them to work around the downsides of high bulk for shooting, while arming them with a weapon that is deadly as a club, can qualify for C,1 reach and compete with staffs in terms of raw damage. While holding a handgun in two hands reduces it's bulk, ignore it when calculating Pistol Whip damage.

Skills: Brawling or Staff, Fast-Draw (Ammo); Fast-Draw (Pistol or Long Arm); Guns (Any).

Techniques: Behind-the-Back Shot; Close-Hip Shooting (Any); Close-Quarters Battle (Any); Fast-Firing (Any); Immediate Action (Any Firearm); Mounted Shooting (Driver (Any)/Guns (Any)); Quick-Shot (Any Firearm); Retain Weapon (Any Firearm or Liquid Projector).

Perks: Armorer’s Gift (Any Firearm); Barricade Tactics (Any); Concealed Carry Permit; Cool Under Fire; Cross-Trained (Any); Grip Mastery (Any); Intuitive Armorer (weapon); Lightning Fingers (Any); Off-Hand Weapon Training (Any Firearm or Liquid Projecetor); One-Hand Drills (Any); Standard Operating Procedure (Cleaning Bug); Quick Reload (Any Firearm); Tap-Rack-Bang (Any Firearm); Weapon Bond.

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per.

Advantages: Acute Vision; Combat Reflexes; Danger Sense; Night Vision; Signature Gear.

Disadvantages: Hard of Hearing; Overconfidence. Skills: Armoury (Small Arms); Boxing; Connoisseur (Guns); Holdout; Karate; Stealth; Tactics.

Techniques: Behind-the-Back Shot (Any); Masked Shooting (Any); Targeted Attack (Any/Skull)

Perks: Early Adopter (Any); Fastest Gun in the West; Green Eyes; Motorized Training (Any); Standard Operating Procedure (any); Style Familiarity (Krav Maga); Style Familiarty (MCMAP) Supplier (any); Weapon Adaptation (Pistol Whip/Karate or Boxing).

DEFENDU - 4 points

This system is not to be confounded with Jiu-jitsu or any other known method of defence, and although some of the holds, trips, etc., are a combination of several methods, the majority are entirely original. – William Fairbairn, Defendu

Defendu was developed by Fairbairn on basis of his extensive martial arts training, incorporating elements of Shinnoshoindo-ryu Jujutsu, Kodokan Judo, Gatka (the Sikh stick-fighting style, and time-tested street brawling. Influences from “Chinese boxing” are also notable, although it is not known in which style Fairbairn had trained – possibly either or both Hsing I Chuan and Pa Kua Chuan. The stick-fighting component seems to owe something to Savate as well. It is not just a mixture of old moves, however – Fairbairn’s disarming techniques were so effective that he in turn influenced the Japanese!

Fairbairn had composed a first curriculum of his new style in 1915 (SMP Manual of Self-Defence), then still little more than a variant of Jujutsu, followed by an improved version in 1926 (Defendu – Scientific Self-Defence, below).

Defendu is primarily a defensive style, optimized for police officers to fend off attacks and secure the attacker. Stylists usually wait for the opponent to attack and then will either take him down with a throw, or render him immobile by various holds, often followed by handcuffing. If the attacker is armed (including with a firearm), he will be disarmed first or the arm holding the weapon immobilized. Attacks include knee strikes, open-handed jabs, and chops to the neck, throat, and face. Many techniques are performed in a series. From 1927, stylists are trained to perform while wearing heavy steel-lined vests and helmets. The typical weapon is the police baton, although Fairbairn became increasingly interested in the knife during the 1930s.

Students taught by Fairbairn are eligible for Trained by a Master, if the GM allows the advantage. Stylists who are not police officers might replace Shortsword with Broadsword for use with a walking stick, cane, or umbrella, and substitute some of the Broadsword techniques for Handcuffing and Retain Weapon (Shortsword). They will also lack Armor Familiarity.

Skills: Judo; Karate; Shortsword.

Techniques: Arm Lock (Judo); Breakfall; Disarming (Judo); Hammer Fist; Handcuffing; Head Lock; Knee Strike; Retain Weapon (Shortsword); Targeted Attack (Karate Knee Strike/Groin).

Cinematic Skills: Pressure Points; Pressure Secrets.

Cinematic Techniques: Pressure Point Strike.

Perks: Armor Familiarity; Technique Mastery (Arm Lock).

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per.

Advantages: Combat Reflexes; Legal Enforcement Powers; Police Rank.

Disadvantages: Duty; Overconfidence.

Skills: Acrobatics; Broadsword; Knife; Knot-Tying; Savoir-Faire (Dojo).

Techniques: Acrobatic Stand; Arm Lock (Broadsword); Armed Grapple (Broadsword or Shortsword); Choke Hold (Judo, Broadsword, or Shortsword); Exotic Hand Strike; Ground Fighting; Head Butt; Leg Lock; Neck Snap; Sacrifice Throw; Scissors Hold; Stamp Kick; Sweep (Karate); Targeted Attack (Karate Exotic Hand Strike/Neck); Targeted Attack (Karate Hammer Fist/Face); Targeted Attack (Judo Throw/Skull); Testicle Grab.

Defendu Combinations

See Combinations (Martial Arts, p. 80) for general rules. The following are commonly used in Defendu, but are by far not all of the possible options. They are listed by the names given in the Defendu manual. Most stylists will only be proficient in a few of these Combinations; the remainder would still be common combat moves, just not necessarily executed as single actions. The two-attack sequences can also be applied using All-Out Attack (Double) (p. B365) or Rapid Strike (p. B370).

Disarming an Assailant with a Pistol: Judo Grapple/Hand + Judo Arm Lock + Judo Disarm/Weapon. This is often followed by a Targeted Attack (Karate Knee Strike/Groin) or simultaneous Targeted Attack (Karate Knee Strike/Groin) and Targeted Attack (Karate Hammer Fist/Face) the next turn.

Police Hold: Judo Grapple/Arm + Judo Arm Lock. Designed as a “come along” grip, see Shoving People Around in Martial Arts, p. 118. Can be followed up with a Judo Throw, see Throws From Locks in Martial Arts, pp. 118-119. A Targeted Attack (Judo Throw/Skull) is possible instead.

Handcuff Hold: Judo Grapple/Arm + Judo Arm Lock + Judo Throw/Torso. The Arm Lock is maintained and, once on the ground, followed by Handcuffing.

Front Strangle Hold: Judo Grapple/Neck + Head Lock. Can be followed up with a Judo Throw – optionally even with a Judo Throw/Torso + Neck Snap, if the assailant “made an unwarranted attack on you.”

Head Hold: Karate Hammer Fist/Neck + Judo Grapple/Neck+Judo Head Lock. This is often followed by a Judo Throw (see Throws From Locks in Martial Arts, pp. 118-119) and Handcuffing the next turn.

Back Strangle Hold with a Stick: Shortsword or Broadsword Choke Hold + Judo Throw/Torso.

FAIRBAIRN CLOSE COMBAT TRAINING (“SILENT KILLING”) - 5 points

In war you cannot afford the luxury of squeamishness. Either you kill or capture, or you will be captured or killed. – William Fairbairn, Get Tough!

Fairbairn – with some assistance from Rex Applegate and Eric Sykes – created the style of hand-to-hand fighting most widely taught to Allied forces in World War II (see also GURPS WWII: Hand of Steel, p. 10). The original curriculum was devised by Fairbairn and Sykes in 1940 for Commandos and SOE agents, and was named, after some modification, “Silent Killing.” This was taught by both men until 1942. Sykes went on to teach SOE agents exclusively until late 1944, while Fairbairn moved to Canada in 1942 and then to the USA. He refined his teachings there together with Applegate, a U.S. Army military police officer and one of his most eager students. Fairbairn and Sykes also designed a combat knife for use with their style: the Fairbairn-Sykes Fighting Knife (p. 18).

Fairbairn based this style of “Gutter Fighting” – an alternate name for it preferred by himself – on Defendu (p. 8), but removed many techniques that were inefficient or dangerous to the user in lethal combat, like Ground Fighting, or took too much time to master, like Breakfall. FCCT was intended to be learned in a minimum of time – the entire British Commando course took only six weeks, and only some of that time was assigned to “Silent Killing.”

The style emphasizes killing and sentry removal. There’s nothing gentlemanly about its methods or their execution; it’s purely pragmatic. The training places relatively little emphasis on traditional kicking and punching, because the practitioner is supposed to be taking out sentries or isolated enemy troops – not fighting in a stand-up brawl. Training includes throws, locks, and strikes to vital areas using the palm, knee, edge of the hand, tip of the fingers, or any weapon that comes to hand. It covers concealing weapons, tying up prisoners, and fighting with sticks and even chairs!

Targeted Attack (Knife Thrust/Neck Arteries) is one of the style’s most important techniques, aiming at the carotid artery. (Alternatively, a simpler Targeted Attack against the neck might be used.) This normally follows a grapple and is itself followed by a cut outward from the throat to ensure that the enemy bleeds out quickly. Another favorite attack aims at the groin; both Fairbairn and Sykes were known to conclude lessons with the advice “… and then you bring up your knee into his testicles.” These moves can form the basis of a brutal but effective Combination (see FCCT Combinations, below).

The style offers a diverse selection of optional techniques, but stylists are expected to pick only a few of these.

The F-S Fighting Knife is used for both thrusts and swinging cuts, as is the Smatchet (p. 19) – and the latter is also used for Pummeling (Martial Arts, p. 111). The light club is usually held in a two-handed Defensive Grip (Martial Arts, pp. 109, 111), and the resulting attacks take advantage of the extra damage this offers, mainly aiming at the face or neck.

Like many combat arts, FCCT never had a static body of teachings. From 1940 to 1945, it changed constantly, depending on the actual instructor (Sykes especially gradually deviating from the original Fairbairn moves) and the people to whom it was taught. Commandos armed with rifle, bayonet, and steel helmet would be taught differently than civilian SOE agents or OSS assassins. The FCCT template in Martial Arts (pp. 182-183), reproduced below with some slightly adjusted options, is geared towards secret agents.

Various optional weapon techniques could be included. For example, Commandos could add Spear for bayonet fighting and Shortsword for the Smatchet (p. 19), as well as learning how to use their steel helmet (p. 20) as an Improvised Weapon (p. 19). For using this with a Two-Handed Punch against the neck, students can buy the Skill Adaptation perk as soon as they buy Style Familiarity (FCCT) and put a point into Karate; they don’t need to spend 10 points on the style first. Conversely, some agents might add Brawling for use with the blackjack.

From mid-1942 to the end of 1944, SOE agents were taught a “Silent Killing” variant devised by Sykes (which should no longer be called FCCT, for obvious reasons, although it was still entirely based on it). This simpler version was better suited for the rapid training of agents. Methods dropped included several optional skills and techniques, especially Pressure Points and Pressure Secrets, Arm Lock and Head Lock, and many of the more involved Combinations (see FCCT Combinations, p. 11). Use of the baton, blackjack, and spring cosh (p. 19) was discouraged by Sykes as inefficient. Fairbairn, in turn, himself considerably slimmed down the unarmed combat aspect from 1943. He removed several of the more complicated Combinations, and stressed easy but “unfair” methods such as Ear Clap, Eye-Rake, Testicle Grab, and biting the ears (see Teeth in Martial Arts, p. 115). Disarming was less emphasized, as war opponents were thought to generally shoot on sight… On the other hand, Fairbairn taught more melee weapons, including the knife, Smatchet, spring cosh, and stick.

In a cinematic game, Fairbairn-trained Commandos might also be able to replicate some of the legendary feats of the ninja, such as silent, invisible movement. Fairbairn was trained in the Far East… perhaps he learned some secrets that he only passed along to truly elite students. Also, Fairbairn advocated several methods that, in the rules, are considered cinematic, including the Backbreaker technique (p. 11) and the Pressure Secrets skill (p. 13). Fairbairn certainly believed them to be effective, but whether that’s true is up the GM. Instead of going cinematic, the GM could opt for Unusual Training (Martial Arts, p. 52). Sykes did not teach these, so they would only be evident in a curriculum taught by Fairbairn himself – which may be cause for use of Trained by a Master.

Skills: Judo; Karate; Knife; Stealth.

Techniques: Choke Hold; Disarming (Judo); Hammer Fist; Head Butt; Knee Strike; Neck Snap; Targeted Attack (Knife Thrust/Neck Arteries).

Cinematic Skills: Invisibility Art; Light Walk.

Cinematic Techniques: Backbreaker; Binding.

Perks: Improvised Weapons (Karate); Skill Adaptation (Brawling techniques default to Karate).

Optional Traits

Advantages: Combat Reflexes; Military Rank; Night Vision.

Disadvantages: Bloodlust; Duty; Overconfidence; Secret.

Skills: Acrobatics; Brawling; Broadsword; Garrote; Holdout; Knot-Tying; Pressure Points; Pressure Secrets; Shield; Shortsword; Spear.

Techniques: Acrobatic Stand; Arm Lock; Ear Clap; Elbow Strike; Exotic Hand Strike; Eye-Rake; Head Lock; Retain Weapon (Knife); Stamp Kick; Targeted Attack (Broadsword Thrust/Neck); Targeted Attack (Karate Hammer Fist/Face or Vitals); Targeted Attack (Karate Knee Strike/Groin); Targeted Attack (Karate Two-Handed Punch/Neck); Targeted Attack (Knife Thrust/Arm Arteries or Vitals); Testicle Grab; Two-Handed Punch (Karate).

Perks: Improvised Weapons (Broadsword, Garotte, Knife, or Shortsword); Off-Hand Weapon Training (Knife); QuickSwap (Knife); Unusual Training (Backbreaker, damages torso instead of spine).

This is WAR

FCCT was as much a frame of mind as it was physical training. Fairbairn, Sykes, and Applegate constantly impressed on their students the need to finish off their opponents. This was all the more important as most of them, at least in the SOE and OSS classes, were civilians without any prior combat training whatsoever. These people needed to be indoctrinated in the art of killing, similarly to the basic training in many armies. However, where modern soldiers usually kill with weapons at a distance, the FCCT stylists had to learn how to kill with the blade or their bare hands, something few “civilized” citizens of the Western world know or like to do. Disadvantages like Bloodlust would be appropriate for any accomplished FCCT fighter, while Combat Paralysis or Pacifism would be incompatible.

FCCT Combinations

See Combinations (Martial Arts, p. 80) for general rules. The following are commonly used in FCCT, but are by far not all of the possible options. They are listed by the numbers and names given in the commonly available Get Tough! manual. From mid-1942, Sykes deleted many of Fairbairn’s methods from the “Silent Killing” course, including Numbers 12, 14, 18, 19, and 20. By 1943, Fairbairn himself didn’t generally teach Numbers 14, 18, and 20 any longer.

Most stylists would only be proficient in a few of these Combinations; the remainder would still be common combat moves, just not necessarily executed as single actions. The two-attack sequences can also be applied using All-Out Attack (Double) (p. B365) or Rapid Strike (p. B370).

Number 2 Chin Jab: Karate Knee Strike/Groin + Karate Hammer Fist/Face. The groin hit will bring the face of the opponent down. The “tiger claw” palm strike to the chin can be further combined with an Eye-Rake.

Number 3 Boot Side Kick: Karate Kick/Leg + Karate Stamp Kick/Foot + Karate Hammer Fist/Face. The low kick is aimed below the knee, the stamp kick intended to break the foot.

Number 12 Thumb Hold: Karate Ear Clap + Judo Grapple/Hand + Judo Finger Lock. Often used as a “come along” grip, see Shoving People Around in Martial Arts, p. 118.

Number 13 Sentry Hold: Karate Hammer Fist/Neck + Karate Punch/Spine + Judo Choke Hold. This is a sneak attack from behind, requiring Stealth for the approach in preceding turn(s). The strike and punch are performed simultaneously, and the Choke Hold includes holding the opponent’s mouth shut.

Number 14 Japanese Strangle Hold: Judo Choke Hold + Neck Snap. This is another sneak attack from behind requiring Stealth. If the victim is taller than the attacker, a Targeted Attack (Karate Punch/Spine) will bring him down for the application of the Choke Hold. If the attacker is in front of the opponent rather than behind him, a Judo Grapple can be used to spin him around.

Number 18 Hip Throw: Judo Throw/Torso + Karate Kick/Spine. Instead of or in addition to the kick, a Targeted Attack (Karate Two-Handed Punch/Neck) with a steel helmet (p. 20) can be used for the kill.

Number 19 Wrist Throw: Judo Grapple/Hand + Judo Arm Lock + Judo Throw/Torso. See Throws From Locks in Martial Arts, pp. 118-119). This can be followed by a Karate Stamp Kick to the torso.

Number 20 Back Break: Judo Grapple/Torso + Backbreaker. Note that Backbreaker is a cinematic technique (Martial Arts, p. 82) which requires Trained by a Master (in the case of FCCT, meaning tuition by Fairbairn himself). In a realistic campaign, the GM could either not allow this technique to be improved from the basic ST-3 default available to everyone, or have the character buy Unusual Training (Backbreaker, damages torso instead of spine).

Number 25 Attack with a Small Stick: Broadsword or Shortsword Swing/Torso + Broadsword or Shortsword Thrust/Neck. This attack is always made employing a twohanded Defensive Grip (Martial Arts, p. 109). Can be followed up with two quick Broadsword or Shortsword Swings/Face, again using the two-handed grip.

Number 28 Use of the Knife: Judo Grapple/Face + Knife Thrust/Neck Arteries or Knife Thrust/Vitals. A sneak attack from behind, requiring Stealth for the approach. The grapple serves to hold shut the target’s mouth and bend him to the side for better access to the neck. Can be followed by a Targeted Attack (Knife Swing/Neck) to cut the throat. Both basic versions (carotid artery and kidney thrust) can be seen performed by Lieutenant Morris Schaffer in Where Eagles Dare.

Number 30 Disarming an Opponent of his Pistol: Judo Grapple/Hand + Judo Disarm/Weapon + Karate Knee Strike/Groin. Can be finished with a Targeted Attack (Karate Hammer Fist/Face).

FAIRBAIRN-SYKES HANDGUN SHOOTING - 4 points

We want the ability to hit with extreme speed man-sized targets at very short ranges under… difficult circumstances… – William Fairbairn and Eric Sykes, Shooting to Live

This shooting style, created in 1919, was continuously developed over many years by Fairbairn and Eric Sykes (p. 6), originally for law enforcement officers. Official manuals for the style were published in 1925 (SMP Shooting Manual) and 1942 (Shooting to Live, p. 8), but Fairbairn had already worked out most of the core teachings by 1920, when he demonstrated them for the New York Police Department and British Army on a studies trip.

The style recognizes that the handgun of a policeman (or private detective or secret agent) is mainly used at extremely short distances (less than five or even three yards) under unfavorable conditions. Therefore, the style emphasizes fast-draw techniques and unarmed, instinctive shooting. It is taught under realistic circumstances such as shooting after completing an obstacle course including stairs, shooting in low-light conditions, and shooting at moving or rapidly appearing targets. It teaches that at close shooting distances, he who draws and shoots first, survives.

At combat distances under 10 yards, a student of this style will never aim and always fires in rapid groups of two or three rounds. He will also prefer a one-handed combat crouch with the shooting arm slightly bent. For targets at longer ranges (10 yards and up), deliberate aiming and single shots are taught, as well as a two-handed firing grip. The latter counts as braced for aiming purposes (+1 Acc). If the target is further away (20 yards and up), stylists may even lie down for a steadier aim (which likewise counts as braced) – and thus at the same time offer a smaller target to the opponent!

As to handgun choice, the originators of the style preferred large-caliber semiautomatic pistols to revolvers. One peculiar element of the training can only be explained by the pistols available at the time, which were mainly single-action weapons without internal safeties, for example the Colt .45 Government, Colt .380 Pocket, and FN-Browning HP (see pp. 19-20). Using these, students of the style were taught to disable the manual safety, but consequently never to carry the pistol with a chambered round. (Safeties were thought to invite accidental shootings when off and result in dead users when on, as many would forget them or be not fast enough to take them off when it counted.)

This means that after drawing the weapon, a shooter first needs to rack the slide and chamber a round – students are taught to draw, chamber a round, and bring up the pistol in one motion. As per p. B194, a successful Fast-Draw (Pistol) roll means you ready the weapon instantly, while a failure means you need a Ready maneuver.

From 1924, the SMP also used the Auto-Ordnance Model 1921 Thompson submachine gun (High-Tech, p. 122) in limited numbers; members of the Reserve Unit might include Guns (SMG) as well as the relevant techniques to go with it. During wartime, the system was further expanded to include other small arms, especially various submachine guns and carbines, the primary weapons of special ops soldiers and guerrilla fighters, but also light machine guns. This adds Guns (LMG), Guns (Rifle), and Guns (SMG), plus the relevant techniques. See pp. 12-15 for explanations of many of the style components.

Skills: Fast-Draw (Ammo); Fast-Draw (Pistol); Guns (Pistol).

Techniques: Close-Hip Shooting (Pistol); Close-Quarters Battle (Pistol); Fast-Firing (Pistol); Immediate Action (Pistol); Quick-Shot (Pistol); Retain Weapon (Pistol).

Perks: Cross-Trained (Pistol); Sure-Footed (Uneven).

Optional Traits

Secondary Characteristics: Improved Basic Speed and Per.

Advantages: Acute Vision; Ambidexterity; Combat Reflexes; Gunslinger; Night Vision.

Skills: Acrobatics; Armoury (Small Arms); Connoisseur (Guns); Guns (SMG); Observation; Shield; Stealth.

Techniques: Close-Hip Shooting (SMG); Close-Quarters Battle (SMG); Fast-Firing (SMG); Immediate Action (SMG); Quick-Shot (SMG).

Perks: Cross-Trained (SMG); Off-Hand Weapon Training (Pistol); Weapon Bond.

Roman Gladiatorial Styles

HOPLOMACHUS - 4 points

The name of the hoplomachus refers to the classical Greek fighting style of Hoplomachia (see GURPS Martial Arts, p. 161). This armatura likely goes back to Republican traditions and was already well established as an opponent for both the thraex and murmillo by the early Empire. The hoplomachus, like the thraex, was armored with a crested helmet, long greaves on both legs, and a manica on the sword arm. He carried a thrusting spear as his main weapon and a small, deeply dished round shield on his left arm. His secondary weapon was a dagger or very short sword.

The hoplomachus, like all parmularii, depends on superior mobility in his confrontation with scutarii. Stylists keep their small shield held chest high, ready for active blocks, and use their spears to exploit openings in their opponent’s defenses. This is best represented by Defensive Attacks with the spear, coupled with Deceptive Attack. Hoplomachus will use long, overhand stabs (Committed Attack or All-Out Attack (Long)), or try to lure his opponent into exposing himself in an unwise attack or shield strike (a Feint). The dagger is mainly intended for the deathblow, but it could also be used to defend the hoplomachus if he loses his main weapon.

There is no body of legend surrounding the hoplomachus. Therefore, cinematic hoplomachi should be much like realistic stylists, only more so. Higher skill, ST, and better movement will be their mainstays in combat.

Skills: Knife; Shield (Buckler); Spear.

Techniques: Feint (Spear).

Cinematic Skills: Immovable Stance; Power Blow.

Perks: Style Adaptation (any other gladiator style); SureFooted (Sand).

Optional Traits

Secondary Characteristics: Improved Basic Speed.

Advantages: See Typical Gladiator Advantages (p. 18).

Disadvantages: See Typical Gladiator Disadvantages (p. 19).

Skills: Brawling; Performance; Shield Art; Shortsword; Spear Art; Wrestling.

Techniques: Retain Weapon (Shield or Spear).

Perks: Naval Training; Off-Hand Weapon Training (Spear).

MURMILLO - 3 points

The murmillo was one of the most common armaturae, usually paired off against a thraex. His weapon was the short sword, and he wore a short metal greave on his left leg, a manica on his right arm, and a crested, broad-brimmed helmet with a fully enclosed faceplate. His shield was the large scutum. The murmillo, as a scutarius, was the more powerful and less agile part of his traditional pairings.

Murmillones rely on the cover of their large shield to protect themselves as they move near to their opponents. These scutarii prefer to use the shield offensively to block attacks and deliver shield bashes and Beats. Murmillones move aggressively behind a slam or shield bash, trying to punish their typically less-armored opponents with explosive strikes, charges, and sudden stabs of the sword using Attack maneuvers. These combatants often fight in a deep crouch. The strength of the murmillo is in superior defense and carefully timed, overwhelming attacks. The fighter uses Attacks, counting on his shield and armor to protect himself. Committed Attacks are used to finish opponents.

The murmillo style rewards a strong fighter; a successful murmillo will often be large and physically powerful. High ST and HP are very useful for practitioners. Cinematic Murmillones should emphasize high ST, HP, and Springing Attack. Power Blow will further enhance the murmillo’s advantage.

Skills: Shield; Shortsword.

Techniques: Close Combat (Shortsword); Feint (Shield); Low Fighting (Shield or Shortsword).

Cinematic Skills: Immovable Stance; Kiai; Power Blow.

Cinematic Techniques: Dual-Weapon Defense (Shield); Springing Attack (Shield or Shortsword).

Perks: Shield-Wall Training; Shoves and Tackles (Shield); Special Exercises (Striking ST 1); Style Adaptation (any gladiator style); Sure-Footed (Sand); Technique Adaptation (Springing Attack).

Optional Traits

Secondary Characteristics: Improved ST or HP.

Advantages: See Typical Gladiator Advantages (p. 18).

Disadvantages: See Typical Gladiator Disadvantages (p. 19).

Skills: Brawling; Knife; Performance; Shield Art; Shortsword Art; Wrestling.

Techniques: Counterattack (Shortsword).

Perks: Naval Training; Off-Hand Weapon Training (Shortsword).

Murmillo Variations

There are two notable variations of the murmillo: the samnes and the secutor.

Samnes (Samnite)

Evidence for the samnes is scanty. They seem to have been almost identical to murmillo except that they wore an openfaced helmet and some type of torso armor. A samnes was probably originally equipped like a Samnite warrior, with the scutum and gladius, and may be the ancestor of both murmillo and secutor. There is some evidence that, in Republican times, samnites were paired off against each other and used javelins before moving in for close combat.

Samnite gladiators will fight with the same tactics as a murmillo. Early representatives of the type may have Thrown Weapon (Spear), but even in the Late Republic, this is uncommon.

Skills, techniques, etc. are identical to the murmillo (pp. 12-13).

Secutor

The secutor was a subtype of the murmillo who specialized in fighting the retiarius. He, too, used short sword and scutum and wore greave and manica, but his fully closed helmet had neither crest not brim, giving his opponent’s net nothing to catch on. Emperor Commodus (p. 7) fought as a secutor.

Skills, techniques, etc. are identical to the murmillo (pp. 12-13).

PROVOCATOR - 3 points

The provocator, a traditional armatura known from Republican times, fought as a swordsman with the short sword and large scutum (though his was slightly smaller than that of the other scutum-wielding types). Along with a long greave on his left leg and a manica on his right arm, he was protected by a small breastplate (spongia) and a fully enclosed, crestless helmet with a wide neck guard.

Provocatores always fought other provocatores. A recent French publication assumes all gladiators started out as provocatores and graduated to the other armaturae, but this seems unlikely despite the multi-role aspect of this type.

Provocatores fight in a mobile style that emphasizes shield strikes and stabbing blows with the sword to probe and defeat their foe’s defenses. They start their matches defensively, opening with Evaluate and Defensive Attacks. Stylists also rely on Deceptive Attacks heavily, and they make aggressive use of the shield for shield bashes and Beats.

Unlike most other armaturae, provocatores fight with each other. Their weaponry and fighting style are balanced midway between those of the defensive, static scutarii and the aggressive, mobile parmularii. In a fight between two provocatores, neither has the advantage in speed, reach, or defense. Both fighters keep their distance, looking for an opening to strike home or go into close combat.

Cinematic provocatores will use the full versions of Dual-Weapon Attack, striking with both their shield and sword. They should develop Immovable Stance to resist charges, and Kiai and Power Blow to stun and then overwhelm their foes.

Skills: Shield; Shortsword.

Techniques: Counterattack (Shortsword); Feint (Shield or Shortsword).

Cinematic Skills: Immovable Stance; Kiai; Power Blow.

Cinematic Techniques: Dual-Weapon Attack (Shield or Shortsword); Dual-Weapon Defense (Shield).

Perks: Shield-Wall Training; Shoves and Tackles (Shield); Style Adaptation (any other gladiator style); Sure-Footed (Sand); Unusual Training (Dual-Weapon Attack; Both attacks must target the same foe).

Optional Traits

Advantages: See Typical Gladiator Advantages (p. 18).

Disadvantages: See Typical Gladiator Disadvantages (p. 19).

Skills: Brawling; Performance; Shield Art; Shortsword Art; Wrestling.

Techniques: Retain Weapon (Shortsword).

Perks: Naval Training; Off-Hand Weapon Training (Shortsword).

RETIARIUS - 4 points

The retiarius appeared in the first century A.D. – possibly originally in naumachiae – and quickly became one of the most popular armaturae. He was unusual in being very lightly armored and wearing no helmet – retiarii had to rely on their agility and speed to fight better-protected opponents. Their main weapons were a throwing net and a heavy trident, with a dagger carried as a secondary weapon. The only protection they had was a long manica with a galerus metal plate mounted on the left shoulder that protected the face when it was turned toward the opponent.

Almost unarmored, the retiarius needs speed and reach to defeat his usual opponent, the secutor. Stylists use the net to tangle, trip, distract, or disarm their better-protected foe. The retiarius relies on the trident to deliver crippling blows whenever an opening presents itself. With the net, the fighter can entangle the opponent, Feint, or spread it out to deny the opponent a place to move unhindered. If the opponent does step on the net, the retiarius tries to trip up his foe; see GURPS Martial Arts, p. 221. Once a foe is entangled or feinted out of position, the attacks the body or vitals with the trident.

Despite having a weapon in each hand, practitioners do not Dual-Weapon Attack – the pattern is to use the net to disadvantage the opponent and then strike with the trident, not to attack with both at once. The gladiator keeps his distance and avoids close combat where his lack of protection opens him to easy defeat. The dagger is held in reserve for a killing blow or as a last, desperate line of defense. The retiarius uses the trident as the main weapon from the start of his career. Because of this training, practitioners may learn the Exotic Weapon Training perk as soon as they have a point in Spear (instead of the usual 10 points in skills and techniques).

Cinematic retiarii should emphasize their speed advantage. Increased Speed and Move are very useful to a retiarius, as are FP to keep up the fight. A truly cinematic retiarius may want to replicate the trident-throwing feat of Draba from Spartacus. This would require both Thrown Weapon (Spear) and the Exotic Weapon Training perk.

The exotic laquearius style uses a lasso, but otherwise is the same as a retiarius.

Skills: Knife; Net; Spear.

Techniques: Armed Grapple (Net); Counterattack (Net or Spear); Hook (Spear); Sweep (Net); Targeted Attack (Spear Thrust/Neck); Targeted Attack (Spear Thrust/Vitals).

Cinematic Skills: Power Blow.

Perks: Exotic Weapon Training (Trident); Grip Mastery (Spear); Off-Hand Weapon Training (Knife or Net); Technique Mastery (any Net-based technique).

Optional Traits

Secondary Characteristics: Improved Basic Speed or Basic Move.

Advantages: See Typical Gladiator Advantages (p. 18).

Disadvantages: See Typical Gladiator Disadvantages (p. 19).

Skills: Brawling; Performance; Net Art; Spear Art; Wrestling.

Perks: Naval Training; Style Familiarity (Murmillo or Thraex).

THRAEX (THRACIAN) - 3 points

The thraex goes back to Republican traditions. He is usually paired off against the scutum-wielding murmillo as a more agile and aggressive opponent. The distinctive, small, square parma and curved sword (sica) make him easily recognizable. Thraeces wear long greaves on both legs (usually with fabric armor underneath), a manica on their sword arm, and a fully enclosed helmet with a high crest and broad brim.

The thraex depends on his speed and agility to exploit openings in the defense of his opponent. Unlike gladiators armed with long weapons, like the hoplomachus, he has to move in close to do so. A thraex tries to stab with his curved sword around the shield of his opponent (a Deceptive Attack). He moves into and out of range of his opponent’s strikes, depending on quick footwork. The stylist tries to avoid staying in place, launching Attacks until the opponent leaves an opening for a finishing attack. When near the opposition, the thraex often drops into a low posture, such as crouching or kneeling.

Cinematic thraeces emphasize their speed and agility. Increased Basic Speed, Basic Move, and DX, and Extra Attacks, are more suited to the style than especially high ST or cinematic abilities.

Skills: Shield; Shortsword.

Techniques: Feint (Shield or Shortsword); Low Fighting (Shield or Shortsword).

Cinematic Skills: Power Blow.

Perks: Style Adaptation (any other gladiator style); SureFooted (Sand).

Optional Traits

Secondary Characteristics: Improved Basic Speed, Basic Move, and DX.

Advantages: Enhanced Dodge; also see Typical Gladiator Advantages (p. 18).

Disadvantages: See Typical Gladiator Disadvantages (p. 19).

Skills: Brawling; Shield Art; Shortsword Art; Wrestling.

Techniques: Retain Weapon (Shield or Shortsword).

Perks: Naval Training; Off-Hand Weapon Training (Shortsword); Style Familiarity (Murmillo).

Andabata - 2 points

Little is known about the equipment of this armatura except that they, uniquely, fought blind. Very likely, their helmets shut off all vision. Cicero mentions that andabatae used swords, but gives no further detail. They may have fought unarmored, for the bloody spectacle, or heavily armored, to encourage their wild swinging.

Andabatae are greatly handicapped by their helmets. Stylists move about, attempting to hear their opponent – a challenging prospect in a crowded arena – and probe the darkness with quick attacks, trying to locate a target. Defensive Attacks are the rule, and Wait, simultaneously listening with Hearing rolls (see p. B394 for details on combat Hearing rolls). Andabatae who sense their opponent go for a quick, hard, crippling strike to win their fights.

Cinematic andabatae are masters of Blind Fighting. Using their honed senses, they locate their opponents and then launch a spectacular Power Blow to finish them off. Unlike the realistic stylists, cinematic andabatae will be far from potentially bloody comic relief. Instead, they will be masters of a very specialized style.

Skills: Shortsword.

Cinematic Skills: Blind Fighting; Power Blow.

Perks: Style Adaptation (any gladiator style); Sure-Footed (Sand).

Optional Traits

Secondary Characteristics: Improved Per.

Advantages: Acute Hearing; also see Typical Gladiator Advantages (p. 18).

Disadvantages: See Typical Gladiator Disadvantages (p. 19).

Skills: Brawling; Performance; Wrestling.

Perks: Naval Training; Off-Hand Weapon Training (Shortsword).

Crupellarius - 3 points

Crupellarii are mentioned in the first century A.D. as a specifically Gallic armatura, notorious for their extremely heavy armor. A statuette from France shows a pot-shaped helmet and what appears to be segmented metal armor over the upper torso, arms, and legs. The crupellarius probably carried a shield, though the type is unknown. Tacitus mentions crupellarii fighting in a Gallic revolt in 21 A.D. where Roman soldiers used pickaxes to break through their armor. He also writes that the soldiers pushed over their enemies to render them helpless, but that may be hyperbole. However, putting a crupellarius off balance, disarming him, or knocking him over to make him vulnerable to an attack in the abdomen seems a promising approach.

Crupellarii depend on their extremely heavy armor, which covers everything except the abdomen. Much like the Murmillo, stylists center their tactics on their overwhelming armor advantage. Fighters work to protect their vulnerable abdomen from opponents with longer-reach weapons or lighter armor, but they use their heavy armor to allow them to attack with a degree of impunity. These strikes are typically Attacks and Committed Attacks.

Even cinematic crupellarii will be slow and ponderous, but they should make up for it with high ST and HP and by pouring points into Immovable Stance. Lifting ST is also useful to carry the extra weight of the armor!

Skills: Shield; Shortsword.

Techniques: Feint (Shield or Shortsword).

Cinematic Skills: Immovable Stance; Power Blow.

Perks: Special Exercises (Lifting ST 1); Style Adaptation (any gladiator style); Sure-Footed (Sand).

Optional Traits

Secondary Characteristics: Improved ST.

Advantages: Lifting ST; also see Typical Gladiator Advantages (p. 18).

Disadvantages: See Typical Gladiator Disadvantages (p. 19).

Skills: Brawling; Performance; Shield Art; Shortsword Art; Wrestling.

Perks: Naval Training; Off-Hand Weapon Training (Shortsword).

Dimachaerus (“Two-Sword Fighter”) - 2 points

The dimachaerus is poorly documented and may not have been a specific type at all. A relief from Turkey that shows a fighter with a round, enclosed helmet, short greaves on both legs and curved short swords in both hands. Little is known about the fighting style of the dimachaerus.

Equipped with two swords but no shield, dimachaeri use both blades for attack and defense. Stylists emphasize mobility and seeking openings in an opponent’s defenses. Close-in combat with two blades and no torso armor is too lethal to be dramatically satisfying to the crowd! Instead, dimachaeri rely on Defensive Attacks and Evaluate. Feints are also popular, and fighters use retreats to move away from opponent’s attacks, only to try to sweep back into range and Counterattack.

Cinematic stylists apply Dual-Weapon Attack to strike their foes, using one sword to Feint and the other to Attack!

Skills: Shortsword.

Techniques: Feint (Shortsword).

Cinematic Skills: Power Blow.

Cinematic Techniques: Dual-Weapon Attack (Shortsword).

Perks: Off-Hand Weapon Training (Shortsword); Style Adaptation (any other gladiator style); Sure-Footed (Sand); Unusual Training (Dual-Weapon Attack; Both attacks must target the same foe).

Optional Traits

Secondary Characteristics: Improved Basic Speed or Basic Move.

Advantages: Enhanced Dodge; Enhanced Parry (Shortsword); see also Typical Gladiator Advantages (p. 18).

Disadvantages: See Typical Gladiator Disadvantages (p. 19).

Skills: Brawling; Performance; Shortsword Art; Wrestling.

Techniques: Spinning Strike (Shortsword).

Perks: Naval Training.

The Venator

Venatores were no gladiatorial armatura and had no specific weapons or armor that made them recognizable. They specialized in fighting wild beasts in the arena. Some of them may have run great risks facing lions, bears, and wolves with nothing more than daggers or swords. Most of them had less dangerous tasks, going into the arena armed with shields and spears. Graffiti from Pompeii specifically mention taurarii and succursores, interpreted to mean specialized bullfighters on foot and horseback. It is not always clear whether depictions show professional venatores or condemned men.

Unlike gladiators, venatores were expected to win. The beast in the Roman arena was not an equal and respected opponent, but a representative of wild and dangerous nature and thus needed killing, either in fights against other beasts or at the hands of professionals. Their opponents were therefore given the possibility to escape if the situation got out of hand – a fourth-century ivory carving shows man-sized baskets bristling with spikes for the venatores to flee into – and the audience cheered at even senseless slaughter of defenseless animals by archers shooting from safe positions. The point was not a real contest but a spectacular show, a way of killing animals in the most impressive manner possible.

Eques (“Horseman”) - 5 points

The eques fought on horseback, though it is likely that most bouts ended on foot after one or both opponents were unhorsed (staying mounted after throwing the opponent may have been against the rules). Unlike most gladiators, equites wore tunics. During Republican times, they wore torso armor, but afterward, they went without protection. Their helmets were crestless and fully enclosed. A thrusting spear was their main weapon, and they carried a short sword for foot combat. Their shield was the traditional parma equestris, a small round leather shield. When equites fight from horseback, they stabbed at their opponent (always another eques) with spears. Unlike later European knights, they do not depend on the momentum of their horses to drive home couched lance strikes. Rather, they wield the spear both over- and underhand to stab forward, sideways, down, and even backwards. Spear attacks are generally Attacks and Defensive Attacks; Deceptive Attacks are used to try to overcome the opponent’s defenses.

Seeking to keep the challenge equal, equites dismount once their opponent is unhorsed. Attacking the horses is against the rules. On foot, equites depend on deft footwork and agility. Stylists deflect blows with their small, light shield while using Feint and Defensive Attacks to create an opening for a finishing shot.

Cinematic equites should be both masters of their weapons and masters of the horse. Animal Friend, which gives Riding bonuses, is certainly useful.

Skills: Shield; Shortsword; Spear; Riding (Horse).

Techniques: Back Strike (Spear); Combat Riding; HandsFree Riding; Staying Seated.

Cinematic Skills: Power Blow.

Perks: Grip Mastery (Spear); Style Adaptation (any gladiator style).

Optional Traits

Advantages: Animal Friend; see also Typical Gladiator Advantages (p. 18).

Disadvantages: See Typical Gladiator Disadvantages (p. 19).

Skills: Brawling; Performance; Shield Art; Shortsword Art; Spear Art; Wrestling.

Essedarius (“Charioteer”) - 5 points

Despite the name, no evidence exists that essedarii used chariots except possibly when this armatura was introduced in the first century A.D. (Some scholars think that this gladiator type was actually called gallus, with the essedarius undepicted.) The Britons, who used war chariots, may have inspired the equipment and fighting style. They wore no armor other than a manica on their sword arm and a round, crestless helmet (originally open-faced, later enclosed). Some images show them using javelins, but their main weapons were the short sword and large scutum. Essedarii mainly fought each other, though there is one depiction of a fight with a retiarius.

Whether fighting from chariots or on foot, essedarii open combat with an exchange of javelins, blocking and dodging their opponent’s missiles. The sword, not particularly suited to stabbing, is used to slash the opponent with Attacks and Committed Attacks. Blows are aimed at the face, neck, and skull. Shield bashes also feature prominently in their arsenal. Mobility plays a greater role than with the other scutarii.

Although it is unlikely the chariot was used in combat, it is possible essedarii still learned to control it. At the very least, it makes for a memorable entrance into the arena. The style below assumes the chariot is still used for combat; for foot-only essedarii, drop Teamster (Equines) from the list and reduce style cost to 4 points.

Whatever the truth of the matter historically, cinematic essedarii should drive a chariot. These larger-than-life gladiators should be able to maneuver their chariot and hurl their javelins on the run, as well as display exceptional defense skills (Enhanced Block and Enhanced Dodge).

Skills: Shield; Shortsword; Teamster (Equines); Thrown Weapon (Spear).

Techniques: Mounted Shooting (Thrown Spear/Chariot); Targeted Attack (Shortsword Swing/Face); Targeted Attack (Shortsword Swing/Neck); Targeted Attack (Shortsword Swing/Skull).

Cinematic Skills: Power Blow.

Perks: Style Adaptation (any gladiator style).

Optional Traits

Advantages: Enhanced Block; Enhanced Dodge; see also Typical Gladiator Advantages (p. 18).

Disadvantages: See Typical Gladiator Disadvantages (p. 19).

Skills: Brawling; Performance; Shield Art; Shortsword Art; Wrestling.

Perks: Off-Hand Weapon Training (Shortsword).

Scissor (“Cutter”) - 3 points

The scissor was one of the creative armaturae that showed up in the early Empire. Although not an absolute certainty, good evidence exists that his main weapons were a short sword in the right hand and a metal tube that ended in a half-moon blade over the left hand. Unlike most traditional armaturae, scissores used no shields, but they were heavily armored. They wore mail on their torso; round, fully enclosed helmets; greaves on both legs; and a manica on their sword arm. Their usual opponent was the retiarius.

Heavily armored, but without the protection of the shield, the scissor’s tactics are hard to reconstruct. The left, encased in protective metal, is primarily used for defense, parrying with the bladed glove. The sword is used offensively to stab and cut. Outranged and without the superior defense of the scutarius, the scissor needs to keep his distance from the terrifying trident of his typical foe. The main road to victory of the scissor is a sudden, aggressive move into his opponent’s space. A scissor relies on Attacks, but when an opportunity presents itself, the stylist uses Committed Attack to try to launch a finishing blow. Cinematic scissores should invest heavily in Power Blow and improved ST to make their sudden strike a telling one.

Like most gladiator styles, there isn’t a body of cinematic legends to draw on. Cinematic scissors should do all of the same things realistic stylists do, only better and faster!

Skills: Boxing; Shortsword.

Techniques: Close Combat (Shortsword).

Cinematic Skills: Power Blow.

Perks: Style Adaptation (any other gladiator style); SureFooted (Sand).

Optional Traits

Secondary Characteristics: Improved ST.

Advantages: Enhanced Dodge; Enhanced Parry (Shortsword); see also Typical Gladiator Advantages (p. 18).

Disadvantages: See Typical Gladiator Disadvantages (p. 19).

Skills: Boxing Art; Brawling; Performance; Shortsword Art; Wrestling.

Perks: Naval Training; Style Familiarity (Retiarius).

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.

rpg/gurps/core/styles/fantasy_and_fictional_styles.txt · Last modified: 2024/10/15 21:54 by wizardofaus_doku

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