Tuesday 27 September 2022

Martial Arts: Racial Martial Arts Styles

Martial Arts: Racial Martial Arts Styles

Dragon Magazine #303 has a very interesting article that describes many racial martial arts styles (something akin to GURPS Martial Arts: Yrth Fighting Styles). Let's convert them to GURPS.


ELVEN STYLES

 
Dance of Blades – 4 points
 
Not to be confused with the legendary Bladesong sword style, the less well-known Dance of Blades is no less effective. With the true origins of this style lost to even elven scholars, some sages speculate that the Dance of Blades style came from the dark elves, brought back to the elven nations by a sympathetic good drow as a gift. Some among the elven nobility say the drow stole this style from the elven people. More than one bloody conflict has erupted in an attempt to settle such arguments.
The Dance of Blades style emphasizes the use of the longsword with fluid yet deceptively aggressive attacks. The goal is to exhaust opponents, forcing them to reveal openings in their defense. Bladedancers spin with a whirling dance, their blades cutting through the air with tremendous speed and power. With graceful twists and turns, Bladedancers keep their blades in constant motion. Opponents find it difficult to draw a line of attack, giving Bladedancers a strong defense on all quarters.
Skills: Broadsword; Broadsword Art; Dancing.
Techniques: Back Strike (Broadsword); Close Combat (Broadsword); Counterattack (Broadsword); Feint (Broadsword or Dancing); Retain Weapon (Broadsword); Spinning Strike (Broadsword).
Cinematic Techniques: Whirlwind Attack (Broadsword).
Perks: Dancing Feints; Quick-Sheathe (Sword); Quick-Swap (Broadsword).
 
Optional Traits
Primary Characteristics: Improved ST and DX.
Secondary Characteristics: Improved Basic Move.
Advantages: Combat Reflexes; Enhanced Parry.
 
Winterlight – 5 points
 
At one with their bows, practitioners of the Winterlight tradition are said to be able to strike a falling leaf at more than 200 paces. The culmination of thousands of years of intermittent warfare against invaders, the Winterlight style cultivates speed, precision, and accuracy through heightened awareness. Every aspect of learning this art is governed by a master who instructs his student in all aspects of archery, including the delicate and painstaking crafting of the bow and arrows themselves.
Practitioners of Winterlight must swear to protect the elven nations and revere all life (Sense of Duty (Elves) [-15]). The taking of life with their deadly and mysterious art is considered the most serious of responsibilities, carried out with grim determination when necessary. Members of the Order of the Winter Moon, as the cadre of Winterlight practitioners is known, believe that their weapons take life in order to maintain life. Their creed: One arrow, one life.
Skills: Armoury (Missile Weapon); Bow; Fast-Draw (Arrow); Meditation.
Techniques: Targeted Attack (Bow Shot/Vitals).
Cinematic Skills: Zen Archery.
Cinematic Techniques: Dual-Weapon Attack (Bow).
Perks: Special Exercises (Arm ST 1); Strongbow; Unusual Training (Zen Archery, Only with the bow the character created).
 
Optional Traits
Primary Characteristics: Improved DX.
Secondary Characteristics: Increased Per.
                        

DROW STYLES

  
Shadow Guard – 3 points
 
With the birth of the first order of monks dedicated to Lolth, there arose a subtle yet powerful force among the drow: the Shadow Guard. The Shadow Guard is comprised entirely of male monks. Constant experimentation and brutal practice allowed them to learn the weakest points of humanoid anatomy. The Shadow Guard style harnesses drow cruelty, focusing it into a martial art. The open-handed combat is fast yet deceptive, with blows that appear to be little more than pushes or gentle slaps and taps that render foes blinded, paralyzed, or deeply wounded.
Skills: Karate; Theology (Lolth).
Techniques: Exotic Hand Strike; Eye-Poke; Feint (Karate); Targeted Attack (Karate Punch/Face); Targeted Attack (Karate Punch/Vitals).
Cinematic Techniques: Lethal Strike; Pressure-Point Strike (Karate).
Perks: Rapid Retraction (Punches).
 
Optional Traits
Primary Characteristics: Increased DX.
Secondary Characteristics: Increased Basic Speed or Basic Move.
Advantages: Combat Reflexes; Enhanced Dodge; Trained by a Master.
Disadvantages: Callous; Overconfidence.
Skills: Pressure Points (Karate); Pressure Secrets.


Twin Swords – 2 points
 
While there are varieties of this style particular to each drow city and house, Twin Swords represents the culmination of millennia of drow martial tradition. Aggressive, graceful, and ferocious, the style is a physical manifestation of drow culture.
While it might seem like the style is ubiquitous to the drow warrior caste, few ever truly master it. Emphasizing wits as much as strength, Twin Swords fighters study for years to achieve mastery. The secrets of the technique are considered rare treasures for the use of the matrons against their houses’ enemies. Longswords are the typical weapon used in this style, but it is not unheard of to see Twin Sword fighters who use axes, batons, knives, punching daggers, scimitars, or maces.
Skills: Broadsword.
Techniques: Close Combat (Broadsword); Feint (Broadsword); Spinning Strike (Broadsword); Targeted Attack (Broadsword Swing/Neck).
Cinematic Techniques: Dual-Weapon Attack (Broadsword); Dual-Weapon Defense (Broadsword); Whirlwind Attack (Broadsword).
Perks: Off-Hand Weapon Training (Broadsword); Unusual Training (Dual-Weapon Attack, Both attacks must target the same foe).
 
Optional Traits
Primary Characteristics: Improved DX.
Secondary Characteristics: Improved FP.
Advantages: Ambidexterity; Combat Reflexes; Striking ST.
Skills: Axe/Mace; Knife; Main-Gauche; Shortsword.
 

DWARVEN STYLES

 
Axefury – 4 points
 
Believed to have first been codified and taught be the famous dwarf fighter known as Harl “Too Bold” of the Thunderfury clan, the secrets of the Axefury style are guarded as closely as the recipe for “Old Smoke,” the clan’s much-sought-after black whiskey. Few dispute the strength of either.
Practitioners of the Axefury style typically use an axe and shield, although some prefer to use the great axe, and a few dwarves have modified the style to utilize the warhammer. Axefury focuses on ferocious attacks with minimal defense, especially when charging a foe. The dwarves’ low center of gravity and deft skill in close quarters prove to be a deadly surprise to more than one foe.
Skills: Axe/Mace; Shield; Sumo Wrestling.
Techniques: Attack from Above (Axe/Mace or Shield); Close Combat (Axe/Mace); Hook (Axe/Mace); Targeted Attack (Axe/Mace Swing/Leg); Targeted Attack (Shield Bash/Face).
Cinematic Techniques: Roll with Blow (Sumo Wrestling); Whirlwind Attack (Axe/Mace).
Perks: Focused Fury; Shield Familiarity; Shield-Wall Training; Shoves and Tackles (Shield).
 
Optional Traits
Primary Characteristics: Improved ST.
Secondary Characteristics: Improved HP or FP.
Advantages: Ambidexterity; Combat Reflexes; Striking ST.
Disadvantages: Bloodlust; Overconfidence.
Skills: Two-Handed Axe/Mace.
  
Stonegrind Wrestling – 2 points
 
Finding little use for their great axes and hammers in the cramped tunnels of kobold and goblin enemies, some dwarves adopted a brutal form of wrestling. Originally developed as a sport, Stonegrind Wrestling quickly evolved into a war art of tremendous value.
In the last two generations, some of the cavern-dwelling clans have adopted this Stonegrind sport as a means of close-quarter fighting. Clad in spiked armor, these wrestlers grapple their foes and literally grind them to death. The technique is bloody but effective. After one particularly fearsome mercenary captain wrestled an umber hulk to death with Stonegrind tactics, dwarven mercenary companies specializing in clearing orc and goblin dens took up Stonegrind Wrestling as their method of choice. These companies trained all their warriors in the style, popularizing the technique. Tales now spread that some of Stonegrind Wrestling’s greatest practitioners are teaching their skills in the great dwarven kingdoms to any who have the strength and tenacity to learn.
Skills: Wrestling.
Techniques: Breakfall; Choke Hold; Eye-Gouging; Ground Fighting; Head Lock; Knee Drop; Low Fighting; Neck Snap; Sweep; Trip; Wrench Arm; Wrench Leg; Wrench Spine.
Cinematic Skills: Immovable Stance.
Cinematic Techniques: Backbreaker; Piledriver; Roll with Blow.
Perks: Ground Guard; Iron Body Parts (any); Power Grappling.
 
Optional Traits
Primary Characteristics: Increased ST or HT.
Secondary Characteristics: Increased HP or FP.
Advantages: Hard to Kill; Hard to Subdue; High Pain Threshold.
Disadvantages: Stubbornness.
Skills: Wrestling Sport.

HUMAN STYLES

 
Might of the Hand – 3 points
 
Many warriors, especially those who fight professionally in the great gladiatorial arenas, practice the ancient Might of the Hand style. Its origins are lost in the fog of history, but its practitioners are legion.
Might of the Hand combines solid power with deftness of hand and eye. It stresses powerful punches and kicks as well as intense grappling maneuvers and joint manipulation to disarm foes. Might of the Hand was designed for use primarily when caught unarmed against an armed opponent. Spies and soldiers frequently train in the basics of this style, and gladiators often use it in the arena. Those who master this style undergo conditioning bordering on torture and usually eschew the use of weapons altogether.
Skills: Karate, Wrestling.
Techniques: Arm Lock; Choke Hold; Disarming (Karate); Elbow Strike; Ground Fighting (Wrestling); Head Lock; Kicking; Leg Lock; Stamp Kick; Wrench (Limb).
Cinematic Techniques: Backbreaker; Piledriver.
Perks: Iron Hands; Iron Legs; Power Grappling; Special Exercises (Striking ST +1); Technique Adaptation (Ground Fighting).
 
Optional Traits
Primary Characteristics: Improved ST and DX.
Advantages: Combat Reflexes; Fit; High Pain Threshold; Striking ST.
Disadvantages: Bully; Overconfidence; Vow (Always fight unarmed).
 

HALFLING STYLES

 
Hin Fist – 3 points
 
The Hin Fist order of monks is comprised mostly of halflings, with a few gnomes and a scattering of dwarf adherents. The Hin Fist style promotes self-perfection and mastery of self through peaceful means. These monks protect not only one another but all others who seek the peaceful pursuit of excellence.
The Hin Fist style employs the body as well as weaponry to cause attackers to second-guess themselves, committing to actions the monk can exploit. Hin Fist monks attack with a level of ruthlessness that sometimes begs the question of their order’s peaceful intentions. The true power of their art is revealed when several monks fight in concert. They weave and coordinate their attacks and defenses with incredible precision, confusing attackers and leaving them helpless before the onslaught. The Hin Fist style shines as a worthy addition to the annals of warrior arts.
Skills: Judo; Staff.
Techniques: Armed Grapple (Staff); Back Strike (Staff); Breakfall (Judo); Counterattack (Judo); Disarming (Staff); Evade (Judo); Feint (Staff); Judo Throw; Sweep (Staff); Trip (Judo).
Cinematic Techniques: Dual-Weapon Defense (Staff); Grand Disarm (Staff); Roll with Blow (Judo).
Perks: Combat Vaulting (Quarterstaff); Grip Mastery (Staff); Sacrificial Parry (Staff).
 
Optional Traits
Primary Characteristics: Improved DX.
Secondary Characteristics: Improved Basic Speed and Basic Move.
Advantages: Combat Reflexes; Flexibility.
Disadvantages: Overconfidence; Pacifism (Self-Defense Only).
Skills: Acrobatics; Smallsword.
 

GNOME STYLES

 
Tanglefoot – 2 points
 
Known for their sense of humor, gnomes take an appropriately inhuman delight at besting their enemies through skill and wit. The Tanglefoot style developed in the gnome High Summer celebration as a means of defeating a foe without killing him. To mark High Summer, large gnome communities send out an intrepid gnome to find an enemy – usually a kobold or goblin – and bring it back alive to the High Summer festival. In a celebration only the gnomes could appreciate, the event serves as a peace offering to the enemy. There is singing and dancing around the bound prisoner, whose belly is generously filled with warm food, wine, and ale – lots of wine and ale. The High Summer festival awards an annual prize, often a masterwork item or piece of art, to the gnome who brings back the most worthy adversary. Tanglefoot has become a formidable style of fighting, used mainly to pacify foes or to buy time until the practitioner can escape or summon reinforcement.
Skills: Judo.
Techniques: Arm Lock; Counterattack; Finger Lock; Judo Throw; Sweep; Trip; Wrist Lock.
Cinematic Skills: Immovable Stance.
Cinematic Techniques: Hand Catch; Hand-Clap Parry; Timed Defense.
Perks: Armor Familiarity (Judo); Technique Mastery (Arm Lock); Technique Mastery (Judo Throw).
 
Optional Traits
Primary Characteristics: Improved ST and DX.
Secondary Characteristics: Improved Basic Speed.
Advantages: Enhanced Dodge; Enhanced Parry (Bare Hands); Flexibility.
Disadvantages: Pacifism.
Skills: Acrobatics.

GNOLL STYLES

 
Yuur’grot – 3 points
 
The most famous of the gnoll styles is known as Yuur’grot, which has no direct translation but means something close to “to defang.” Yuur’grot was born from the gnolls’ need to establish their domination without necessarily killing their rivals. This does not point to any peaceful intent. Instead, domination represents a way of showing pack precedence, and it serves the gnoll trade of choice: slavery. Yuur’grot emphasizes the use of a flail to disarm potential targets and eliminate them quickly without causing much damage, but the aggressiveness of this style cannot be understated.
Skills: Intimidation; Two-Handed Flail.
Techniques: Armed Grapple (Two-Handed Flail); Close Combat (Two-Handed Flail); Disarming (Two-Handed Flail); Sweep (Two-Handed Flail); Targeted Attack (Two-Handed Flail Swing/Face).
Perks: Focused Fury; Follow-Through (Two-Handed Flail); Reach Mastery (Two-Handed Flail).
 
Optional Traits
Primary Characteristics: Improved ST and HT.
Secondary Characteristics: Improved HP and FP.
Advantages: Combat Reflexes; Striking ST.
Disadvantages: Bully; Bloodlust; Overconfidence; Selfish.

GOBLIN STYLES

 
Talon Swarm – 4 points
 
Led by a large and extremely cunning goblin named Grix, the Splitrot tribe displaced many of the top predators of its territory. Persistent rumors insist that they killed a young dragon and are challenging the authority of the orcs and gnolls in their region. Their success is largely due to Grix’s insistence that his goblins use squad tactics and fight in a confusing yet coordinated fashion. Grix learned these tactics from the pet worgs he hunts with. Their skill at taking down more powerful foes become the basis of Grix’s tactics.
Where once screaming hordes of goblins rushed to certain doom, groups of Grix’s highly trained goblins employ harassment and confusion to wear down foes with minimal loss of life. This style of fighting is called burak pagk’tshi, or Talon Swarm. Already the success of Grix and his tribe has become legendary among the goblinoids. Many flock to his banner.
Skills: Axe/Mace; Judo; Smallsword.
Techniques: Attack from Above (Axe/Mace); Bind Weapon (Smallsword); Close Combat (Axe/Mace or Smallsword); Disarming (Smallsword); Feint (Axe/Mace or Smallsword); Sweep (Judo); Targeted Attack (Axe/Mace Swing/Foot); Targeted Attack (Axe/Mace Swing/Leg Joint); Targeted Attack (Smallsword Thrust/Vitals); Trip (Judo).
Cinematic Techniques: Roll with Blow (Judo).
Perks: Teamwork; Technique Mastery (Disarming); Technique Mastery (Feint).
 
Optional Traits
Primary Characteristics: Improved ST and DX.
Secondary Characteristics: Improved Basic Move.
Advantages: Combat Reflexes; Enhanced Parry.

LIZARDFOLK STYLES

 
Longfang – 3 points
 
Leaders of the lizardfolk often employ a combat method that has been in refinement for generations. It is a savage technique that leaves bloody death in its wake. Its Draconic name translates loosely to “longfang-heart-pierce,” but most refer to it simply as Longfang.
Longfang demands precise control and a technique of power-thrusting that allows practitioners to punch the spearhead through heavy armor and tough skin. Masters use the Longfang technique to make an incredibly powerful strike from a hidden position, leaving their prey dead or dying in a single, brutal assault. This prevents the hunter from becoming the hunted.
Skills: Spear; Stealth.
Techniques: Attack from Above (Spear); Targeted Attack (Spear Thrust/Vitals); Targeted Attack (Spear Thrust/Vitals Chinks); Sweep (Spear)
Cinematic Skills: Power Blow.
Perks: Reach Mastery (Spear).
 
Optional Traits
Primary Characteristics: Improved ST and DX.
Secondary Characteristics: Improved FP.
Advantages: Combat Reflexes; Striking ST.
Skills: Camouflage; Jumping.
 

OGRE STLYES

 
Skullcracks – 2 points
Having picked up a few disparate techniques from a small family of rogue stone giants, the Skullcrack tribe strikes fear into many local wild ogre tribes and human barbarian tribes.
The Skullcracks cobbled together a truly devastating method of combat. More than a few able adventurers met an early and permanent retirement inside the gullets of the Skullcracks after tangling with this technique. Using massing clubs made from the trunks of young trees (stout oak being a particular favorite), these ogres learned to utilize their whole bodies behind swings. Rather than resorting to the clumsy attacks normal for their race, which often put them in a poor line of defense from attackers, they bide their time to permit their overconfident foes to allow an opening.
Skills: Two-Handed Axe/Mace.
Techniques: Close Combat (Two-Handed Axe/Mace); Combination (Two-Handed Axe/Mace Sweep + Two-Handed Axe/Mace Swing/Torso); Feint (Two-Handed Axe/Mace); Retain Weapon (Two-Handed Axe/Mace); Spinning Strike (Two-Handed Axe/Mace); Sweep (Two-Handed Axe/Mace).
Cinematic Techniques: Whirlwind Attack (Two-Handed Axe/Mace).
Perks: Focused Fury; Reach Mastery (Maul).
 
Optional Traits
Primary Characteristics: Increased ST.
Secondary Characteristics: Improved HP and FP.
Advantages: Arm ST; Combat Reflexes; Striking ST.
Disadvantages: Bloodlust.
 

ORC STYLES

 
Storm of Blood – 2 points
Orc legend told that Gruumsh himself taught this style to R’racku “Showerguts,” warlord of the Firehell orc tribe, in recognition of his ferocity and success in slaying the ogre chieftain Lugdush in single combat. This renowned battle with R’racku’s newly created weapon, now known as the orc double axe, was the first event of an incredible two decades of constant warfare that eventually carved out the Ebon Peaks as the permanent abode of R’racku’s tribe, subjugating or obliterating its other inhabitants.
The orc’s Bloodstorm style demonstrates signs of cunning beyond what many might expect of the race. Some say the skill must have been taught to the orcs by a renegade human, but no one knows for sure. An orc using the Bloodstorm style attacks aggressively, making two or three special cuts designed to weaken or kill foes through blood loss. The technique is surprisingly effective and, like its practitioners, as savage as it is cruel.
Skills: Two-Handed Axe/Mace.
Techniques: Close Combat (Two-Handed Axe/Mace); Double-Ended Attack (Two-Handed Axe/Mace); Feint (Two-Handed Axe/Mace); Spinning Strike (Two-Handed Axe/Mace); Targeted Attack (Two-Handed Axe/Mace Swing/Arm Artery); Targeted Attack (Two-Handed Axe/Mace Swing/Leg Artery); Targeted Attack (Two-Handed Axe/Mace Swing/Neck Artery);
Cinematic Techniques: Whirlwind Attack (Two-Handed Axe/Mace).
Perks: Double-Ended Weapon Training (Two-Handed Axe/Mace); Focused Fury.
 
Optional Traits
Primary Characteristics: Increased ST.
Secondary Characteristics: Improved HP and FP.
Advantages: Arm ST; Combat Reflexes; Striking ST.
Disadvantages: Bloodlust.
 

2 comments:

  1. These are great! Have you ever done any Greyhawk conversions on anything?

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    Replies
    1. Thanks! I haven't done any specific Greyhawk conversions, only some incidental ones that also exist in other settings.

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