Style Perks "are minor advantages or rules exemptions for veteran warriors."[1] This is elaborated in Components of a Style.
General Perks[]
- Armor Familiarity†: Accustomed to fighting in armor. Can ignore -1 in encumbrance penalties to attack or parry with Judo, Karate, or a fencing skill.
- Biting Mastery: Learned a highly developed body of effective bites for use in close quarters
- Chi Resistance*†: Rally chi against a particular chi-based attack form, giving a +3 to resist.
- Cotton Stomach*: Can catch attackers’ hands and feet using abdominal muscles (or rolls of fat).
- Drunken Fighting*: the mythical art of fighting while intoxicated.[2]
- Exotic Weapon Training†: ignore the built-in skill penalty of weapons that have unusual balance relative to those with the same weapon skill.
- Form Mastery†: practiced fluid shifts between forms and can change skills freely within a turn.
- Grip Mastery†: switch between one- and two-handed grips, or a regular grip and a Defensive Grip without using the Ready maneuver.
- Ground Guard: Know a body of tactics for use on the ground granting +1 in all Regular or Quick Contests. Is canceled if the opponent also has Ground Guard.
- Improvised Weapons†: practiced fighting with everyday items
- Iron Body Parts*†: a body part is toughened through exotic exercises.
- Iron Arms: Have +3 to ST and HT rolls to resist injury from Arm Lock, Wrench Arm, and the like. DR 1 or 2 (Partial, Arms, -20%; Tough Skin, -40%) [2 or 4] or Striker (Crushing; Limb, Arm, -20%) [4]
- Iron Hands: DR 1 (Partial, Hands, -40%; Tough Skin, -40%) [1].
- Iron Legs: Have +3 to ST and HT rolls to resist injury from Leg Lock, Wrench Leg, and similar techniques. DR 1 or 2 (Partial, Legs, -20%; Tough Skin, -40%) [2 or 4].
- Iron Neck: Have +3 to ST and HT rolls to resist injury from chokes, strangles, and Neck Snaps. DR 1 or 2 (Partial, Neck, -50%; Tough Skin, -40%) [1 or 2]
- Naval Training: trained at fighting on a rocking ship or boat.
- Neck Control†: Adept at striking from the clinch.
- Off-Hand Weapon Training†: Ignore the -4 for using a weapon in the “off” hand.
- Power Grappling: Adept at applying force precisely when wrestling
† Specialization required
* Requires Trained By A Master or Weapon Master
References[]
- ↑ GURPS Martial Arts pg 49-53
- ↑ In the real world the Drunken Fighting style give the appearance of being drunk
Quotes[]
Kromm[]
2008 http://forums.sjgames.com/showpost.php?p=574680&postcount=21
- "Unarmed parry uses Rapier skill" would be an entirely fair Style Perk, actually.