The Slicing Strings: Monowire and Martial Arts
"Okay, I know it's FILTHY RICH coming from me... but your powers are bullshit!"
(c) Alucard, "Hellsing Ultimate Abridged"
Monowire from GURPS Ultra-Tech offers many options in combat, but most of them are either passive (using spools of monowire to set up traps) or don't really use the wire part, like making a sword out of it. And what published material is there on monowire itself in combat or Martial Arts, puts it at best into a secondary role. Which doesn't really fullfill the "fantasy" of using monowire as a weapon.
You know, things like actively entangling your foe with deadly strands, rapidly placing nets to slow down or even kill opponents - the good stuff.
This is were I come in, with new combat options and even martial styles for Monowire. These use Monowire Whip as a core skill, which can also give this skill a much needed (in my opinion) fleshing out.
Techniques:
Rapid Deployment (Average)
Default: Traps-5
Prerequisites: Weapon Master (Monowire Whip) and Traps, cannot exceed prerequisite skill
Deploying a trap usually takes 60 seconds per "instance" - you can do so in one second. This cinematic technique allows one to, for example, deploy "spiderwebs" of monowire in combat, turning hallways into killing fields.
Monowire Shield (Hard)
Default: Monowire Whip Parry-3
Prerequisites: Weapon Master (Monowire Whip), Monowire Whip, cannot exceed Monowire Whip Parry
Allows turning one's Monowire Whip into what's effectively a shield, for all intends and purposes. This use has to be declared on user's turn and prevents monowire whip to be used for attacking. However, using Monowire Whip in this way overcomes the inherent -2 to Parry that all whips get, and one allows to block projectiles. For these purposes, do not bother with DR and penetrating damage - just assume that the many strands of monowire cut the incoming projectile into into small parts or distribute its energy across the weave.
Keeping Snared (Average)
Default: Whip, Monowire Whip, Kusari or Lasso -6
Prerequisite: Whip, Monowire Whip, Kusari or Lasso, cannot exceed prerequisite skill.
Allows keeping an entangling weapon taut (BS p. 411) as a free action on one's turn. Roll against the technique each turn you're keeping the weapon taut, on success - you can do it as a free action. On Failure - you have to Ready the weapon normally. Critical failure means that the weapon slips, and your foe gets +2 in Quick Contest of ST this turn, in addition to effect of normal failure.
Perks:
Monowire Safety
Prerequisites: Monowhire Whip at 13+
Monowire is dangerous to be around, even more dangerous to use in combat - any wrong move can lead to yourself being cut to pieces by your very weapon... That, is for people who are not you. You are skilled enough to avoid self-damage with monowire almost completely. Any action or roll that would result in you getting cut by your own monowire, deals no damage to you. In case the damage resulted from critical failure, you suffer some alternative problem: a monowire whip becomes unready, a spiderweb fence becomes ruined, etc.
Whip Mastery
Prerequisite: Kusari any "Whip" weapon skill at 14+, you have to specialize in weapon skill.
Whips and similar weapons usually become unready after use, requiring sometimes multiple turns to "reel back". This leveled perk allows you to do ignore the special issues of Whips (BS p.406) once per level per turn. Further levels of this perk increase the required skill level by 2 for each level. Generally, even one level is enough to make whip-weapon combat useful at "proper" ranges.
STYLES
Tenetic Path (5 points)
This is a style of monowire use focused on entrapment and area control. Developed by an unorthodox organization of sentinel-guards for hire, Tenetic Path is a methodical style, focused on entrapment and area control. The practitioners are often seen as slow and sedentary, preferring to fight in controlled environments. This is a deceptive image, as they are quite capable of turning any environment into a controlled one. The focus on stealth, and a very gruesome combat implement often gives the practitioners of Tenetic Path a dark and creepy reputation.
The Tenetic fighter usually opens with Evaluating the enemy, preferrably from stealth, to increase their chances of hitting with a Deceptive Attack afterwards. The first priority is to entangle the opponent's limbs or weapons, allowing to quickly finish the fight. When having to strike, the practicioners are not afraid to use Defensive Attacks, as sacrificing some damage is worth setting up a better counterattack later. Additional attention it paid to close combat, to balance out the disadvantages of their long weapon. While Monowire Whip is the main weapon of the style, elements of unarmed grappiling can be used to throw opponents into wire-filled traps for added damage. Tenetic Path is as much about Traps, as it is about Monowire Whip. The practitioners prefer luring the enemy into a pre-made zones filled with monowire fences and traps, restraining their ability to move and retreat.
Cinematic fighters of the style are oftend compared to spiders, slinging monowire webs around in combat, and tying enemies with their deadly wire as effectively in close combat as they can at distance. There are also tales of them being able to create fine meshes of wire to act as barrier screens against bullets
Skills: Traps, Monowire Whip, Judo, Stealth
Techniques: Entangle, Targeted Attack (Monowire Whip Entangle/Arm), Targeted Attack (Monowire Whip Entangle/Leg), Targeted Attack (Monowire Whip Entangle/Neck), Close Combat (Monowire Whip), Retain Weapon (Monowire Whip), Feint (Monowire Whip), Trip (Judo), Judo Throw.
Cinematic Skills: Invisibility Art, Parry Missile Weapons.
Cinematic Techniques: Binding (Monowire Whip), Fighting While Seated (Monowire Whip), Monowire Shield, Rapid Deployment (Traps), Grand Disarm (Monowire Whip), Keeping Snared (Monowire Whip)
Perks: Monowire Safety, Reach Mastery (Monowire Whip), Technique Adaptation (Binding to Monowire Whip), Rolling Stone*.
Optional Skills: Knot-Tying, Guns (Pistol), Karate, Shortsword, Throwing, Savoir-Faire (varies), Wrestling.
Optional techniques: Off-Hand Weapon Training (Guns or Shortsword).
Optional Traits: Callous, Negative Reputation (as creepy skulker), Code of Honor (Professional), Swinging, Efficient (Traps)
* from Fight The Future (Pyramid 3-09)
Swirling Death (5 points)
An aggressive striking style with Monowire Whip, Swirling Death resembles a fast and intricate dance with a barely-visible ribbon. Imagine a flamenco part where the onlookers constantly drop dead with gruesome wounds, and you're getting a picture. It's an active, mobile style, focusing on direct attacks over grapples and entanglement. The practitioners tend to swing their weapons in wide arcs, keeping multiple foes at bay using their extremely long weapon. They prioritize attacks to limbs and neck, seeking to disable, if not kill, as many enemies as possible. Masters of Swirling Death often teach about "shifting rythms" to confuse and intimidate enemies. The fighters often wear flowing coloroful garbs to accentuate their movements.
The origins of this style are not given, but it can fit an exotic warrior culture, superscience swashbucklers, or an aesthetically-minded order of fighers.
Swirling Death fighters usually enter with a Rapid Strike at the closest enemy, seeking to cripple their arms or legs, and potentially set up Flourish to scare other enemies. Cracking a whip to deal extra damage is a welcome addition, as well as a way to maintain . Attacks should come from unexpected angles, and multiple attacks per turn are encouraged, to overwhelm enemy's defenses, The fighters often intersperse their attacks with baroque dancing moves to throw opponents off and soften their defenses before an incoming strike.
Some fighters introduce additional implements into the dance of Swirling Death, or learning unarmed combat for "close dancing".
Cinematic fighters are known for extreme acrobatic feats, dashing flourishes as well as attacking many enemies at once. They strike with extreme precision, cutting open blood vessels and slicing tendons on opponents far from themselves.
Skills: Monowire Whip, Acrobatics, Dancing, Intimidation
Techniques: Targeted Attack (Monowire Whip Swing/Arm), Targeted Attack (Monowire Whip Swing/Leg), Targeted Attack (Monowire Whip Swing/Neck), Targeted Attack (Monowire Whip Swing/Weapon). Feint (Monowire Whip), Acrobatic Stand, Crack (Monowire Whip), Return Strike (Monowire Whip), Back Strike (Monowire Whip), Spinning Attack (Monowire Whip), Disarming (Monowire Whip)
Perks: Monowire Safety, Whip Mastery, Dancing Feints, Flourish, Follow-Through, Reach Matery (Monowire Whip), Technique Adaptation (Return Strike to Monowire Whip).
Cinematic Skillls: Flying Leap, Light Walk
Cinematic Techniques: Initials Carving, Whirlwind Attack, Roll with Blow (Acrobatics), Timed Defense (Monowire Whip Parry), Grand Disarm (Monowire Whip)
Optional Skills: Jumping, Climbing, Savoir-Faire (Dojo or High Society), Monowire Whip Art, Hypnosis, Connoisseur (Dance), Broadsword, Rapier, Smallsword, Knife, Karate, Judo, Thrown Weapon (Knife), Hypnotic Hands*
Optional Tecniques: Close Combat (Monowire Whip), Evade (Acrobatics), Entangle, Targeted Attack (Monowire Whip Swing/Veins and Arteries), Targeted Attack (Monowire Whip Swing/Joints)
Optional Traits: Extra Attack, Perfect Balance, Weapon Master, any aesthetic-focused combat perks, like High-Heeled Hurt, Overconfidence, Bloodlust, Impulsive
* Representing a mesmerizing pattern of whip movements, GMs might change prerequisites to Weapon Master (Whip)
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