RVA: Foxen Martial Arts for GURPS
Nov. 14th, 2020 05:20 amFang and Claw
8 Points
Arguably the most violent martial art on Foxen Prime, fang and claw is a purely hand-to-hand combat system, utilizing a foxen’s natural weapons to attack their opponent, with an emphasis on targeting the face, particularly the eyes and ears. Usually an initial attack involves trying to partially blind an opponent, either by slashing with their paws or kicks to the face. Next the attacker will move for a grapple, in order to try and get in a biting attack on the throat.
Though variations on the basic system have been around almost before foxen civilization, the formal martial art was first codified only one hundred years prior to First Contact, used by Mother Country commandos when raiding Gerwart targets.
There isn’t much in the way a cinematic tradition for this martial art, though it’s common in entertainment media to portray practitioners as being able to maim or kill in one mighty blow, while taking massive damage themselves.
Skills: Judo, Karate.
Techniques: Aggressive Parry, Axe Kick, Back Kick, Counterattack, Ear Clap, Eye Poke, Eye Rake, Head Lock, Jump Kick, Kicking, Neck Snap, Uppercut, Wrench.
Cinematic Skills: Flying Leap, Immovable Stance, Power Blow.
Cinematic Techniques: Eye Pluck, Lethal Kick, Lethal Strike.
Optional Traits
Advantages: Combat Reflexes, Damage Resistance, Fit, Hard to Kill, Recovery.
Disadvantages: Bad Temper, Berserk, Bloodlust, Duty (military unit).
Skills: Body Language, Tactics.
Swordmastery
5 Points
Certainly one of the most romantic combat systems in foxen history, swordmastery was used by elite personal guards of the Mother Country countesses, who served as both bodyguards and intelligencers. It had been thought that the specific techniques had been lost to history, as swords became obsolescent with the invention of rapid-fire gunpowder weapons. However, a recent discovery in the Longlake District archives of a training manual written by one of the last of the swordmasters, has inspired historical reenactors to revive the system.
Swordmastery attempts to make its practitioner a one vixen army, using acrobatic rolls and tumbles to dodge attacks and get in close to a group of opponents, forcing them to hold their blows less they strike one their comrades. Typically, a swordmaster will engage one opponent their weapon, while using their free hand to punch or elbow strike other opponents out of the way.
The philosophy of swordmastery also makes a distinction between what constitutes an opponent worthy of lethal force, such as armed guards and soldiers, and opponents who are merely innocents doing their job, such as constables who only deserve disabling blows. This does tend to give swordmasters an “honor before reason” reputation, but whether that is historically accurate or merely the product of fanciful tales is up to much debate.
Cinematic depictions of swordmaster combat appeared almost as soon as the art was developed, usually involving more implausible acrobatics, such as Chambara style wall walking and chandelier swings.
Skills: Acrobatics, Brawling, Broadsword or Rapier,
Techniques: Acrobatic Stand, Bind Weapon, Breakfall, Close Combat, Counterattack, Disarming, Evade, Elbow Strike, Feint, Retain Weapon, Reverse Grip.
Cinematic Skills: Flying Leap, Immovable Stance, Power Blow.
Cinematic Techniques: Dual Weapon Attack
Optional Traits
Advantages: Combat Reflexes, Daredevil, Fit
Disadvantages: Code Against Killing: Cannot Harm Innocents, Code of Honor: Swordmaster (Only use lethal force against armed opponents)
Skills: Acting, Body Language, Detect Lies, Savior Faire (nobility), Tactics