Weapon Master

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Variable

You have a high degree of training or unnerving talent with a particular class of muscle-powered weapons (swords, bows, etc. – not guns). Available classes are:

All muscle-powered weapons. 45 points.

A large class of weapons. Examples: all bladed weapons, all one-handed weapons. 40 points.

A medium class of weapons. Examples: all swords, all ninja weapons. 35 points.

A small class of weapons. Examples: fencing weapons (main-gauche, rapier, saber, and smallsword), knightly weapons (broadsword, mace, shield, and lance). 30 points.

Two weapons normally used together. Examples: broadsword and shield, rapier and main-gauche. 25 points.

One specific weapon. 20 points.

In all cases, if a weapon can be thrown, the benefits of this advantage also apply when throwing that weapon.

When using a suitable weapon, add +1 per die to basic thrust or swing damage if you know the relevant weapon skill at DX+1. Add +2 per die if you know that skill at DX+2 or better. You also have half the usual penalty to make a Rapid Strike (see Melee Attack Options), or to parry more than once per turn (see Parrying). None of these benefits apply to default use.

You are familiar with – if not proficient in – every weapon within your class. This gives you an improved default: DX/Easy weapon skills default to DX-1, DX/Average ones to DX-2, and DX/Hard ones to DX-3. Note that these skills are no easier to learn, and may not be "bought up" from the improved defaults in order to save points.

Finally, you may learn any cinematic skill that names this advantage as a prerequisite – e.g., Blind Fighting and Power Blowif you could reasonably use that skill with your weapons of choice. The GM is the final arbiter in all cases.

This trait is best suited to a "cinematic" swashbuckling game. The GM may wish to forbid it in a realistic campaign.

Martial Arts

In a Martial Arts campaign, this advantage represents natural talent with low-tech weapons, or training in the esoteric secrets of an armed fighting style. Its main benefit is the damage bonus noted in the Basic Set, but it also grants access to cinematic abilities, which might include:

Those with Weapon Master also have wider options in combat. When using weapons covered by their advantage, they receive half the usual penalties for Multiple Fast-Draw, Quick-Shooting Bows, Rapid Strike with Thrown Weapons, and Multiple Blocks. At the GM's option, they can use Chambara Fighting and Bullet Time, too. They can generally attack more than twice using a Rapid Strike (see Rapid Strike) and employ extra effort in battle (see Extra Effort in Combat) – even if ordinary fighters cannot.

As the Basic Set indicates, if you have Weapon Master, you may halve the penalties for Rapid Strike and multiple parries. Those who also have Trained by a Master do this once – they don't divide by 4. However, the halving of penalties for quick-shooting bows does "stack" with the effects of Heroic Archer, for Weapon Master specialties covering bows.

These benefits apply when using any weapon covered by your advantage – whether in melee or ranged combat, and whether defending against melee attacks or using the Parry Missile Weapons skill against missiles – as long it's capable of what you wish to attempt.