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Old 10-27-2017, 12:23 PM   #11
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Some advice on how to play my martial artist more effectively?

Here's a by-the-book example of a weapons-based martial artist who ought to be able to contribute to her party's activities, especially melee combat and stealth, but also ranged combat and dealing with obstacles using athletics. The only liberties I took here were within the scope of the rules – namely, exercising the option to choose disadvantages (Adventurers, p. 56) for her Vow and exploiting the option to define armor/clothing (Adventurers, p. 109) for her ninja suit. All her bonuses (for gear, Mantis Strike, Weapon Bond, Weapon Master, etc.) are factored in.

247-point Human Martial Artist
Chiyome claims to be ninja: some sort of spy or assassin from the Mysterious East. Whatever her actual training, she is very skilled with the quarterstaff (which she calls bo) – especially the nicely crafted staff of hard, dark wood she brought from her homeland. She isn't bad with the staff sling, but when faced with a distant foe, she's more likely to knock aside incoming missiles with her staff and charge into melee combat at lightning speed. She eschews armor, preferring instead a magical suit which offers only modest protection but enhances her ability to sneak around (a favorite activity). Though she has an enviable array of specialized gear, she has few social connections in the West and little money beyond a weird tumbaga coin from back home.

ST 11 [10]; DX 16 [120]; IQ 10 [0]; HT 12 [20].
Damage 1d/2d-1; BL 24 lbs.; HP 11 [0]; Will 11 [5]; Per 10 [0]; FP 12 [0].
Basic Speed 7.00 [0]; Basic Move 8 [5]; Move 8.
Dodge 10; Parry 14 (Bo), 12 (Parry Missile Weapons), 11 (Judo, Karate); Block N/A.

Chi Talent 2 [30]
Dragon Skin [5]
Mantis Strike [9]
Signature Gear (Bo) [1]
Signature Gear (Ninja Suit of the Master) [1]
Trained by a Master [30]
Weapon Bond (Bo) [1]
Weapon Master (Bo) [20]

Disadvantages and Quirks
Disciplines of Faith (Chi Rituals) [-10]
Sense of Duty (Adventuring Companions) [-5]
Social Stigma (Minority Group) [-10]
Vow (Never wear armor) [-15]
Wealth (Struggling) [-10]

Considers the bo superior to all other weapons. [-1]
Gives her profession as ninja; won't explain further. [-1]
Loves tiny gadgets and spends all her money on them. [-1]
Often forgets about her sling and either charges or hurls the ammo. [-1]
Sneaks all the time, even when unnecessary. [-1]

Acrobatics-15 [2]
Climbing-15 [1]
Gesture-10 [1]
Immovable Stance-17* [2]
Judo-16 [4]
Jumping-16 [1]
Karate-16 [4]
Light Walk-17* [2]
Meditation-10 [2]
Mental Strength-14* [2]
Parry Missile Weapons-17/18*† [2]
Power Blow-12* [2]
Push-17* [2]
Running-11 [1]
Sling-14 [1]
Staff-18/19† [8]
Stealth-16/17‡ [2]
Tactics-10 [4]
Throwing Art-17* [2]
* Includes +2 for Chi Talent.
† Use higher skill for starting bo (+1 for Weapon Bond).
‡ Use higher skill with Ninja Suit of the Master.
$2,000, 23.92 lbs. (No encumbrance)
Bandoleer. Holds caltrops, lead bullets, nageteppo. $60, 1 lb.
Bo, Fine. 2d+5 cr (reach 1, 2) or 1d+4 cr (reach 1, 2). $30, 4 lbs.
Caltrops ×2. $10, 1 lb.
Canteen, Full. 1 quart water. $10, 3 lbs.
Coins. 1 tumbaga, 5 copper. $65, 0.12 lb.
Flash Nageteppo ×6. $240, 1.2 lbs.
Lead Bullets ×20. Damage becomes 2d+1 pi; Range 260/390. With Throwing Art: Range 37, 1d cr. $2, 1.2 lbs.
Ninja Suit of the Master: Clothing w. Fortify +1 (clerical), Dungeon Camouflage (+1 to Stealth vs. Vision), and Ninja Slippers (+1 to Stealth vs. Hearing). DR 1 (total DR 3). $1,340, 2.5 lbs.
Personal Basics. $5, 1 lb.
Pouches ×2. Hold special rations. $20, 0.4 lb.
Special Rations, 12 meals. $48, 6 lbs.
Staff Sling. 2d pi, Acc 1, Range 130/195, Shots 1(2), Bulk -6. $20, 2 lbs.
Tinted Goggles. +5 vs. flash/-5 to Vision. DR 1 (eyes). $150, 0.5 lb.
Sean "Dr. Kromm" Punch <>
GURPS Line Editor, Steve Jackson Games
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