New Weapons
The
Psionic Force Sword (the Resonance Sword)
When the Templars first came to the Temple Worlds of the Keleni, they brought with them the force-screen based technology of the force sword, which have a sleek, glass-like look to their blades, as they are formed from finely sharp and destructive force screens. This technology worked nothing like the Psi-Blades and Psi-Swords native to the Dark Arm of the Galaxy, with their intense light and diffuse blades. Over time, the Templars learned to combine both technologies, creating their signature blades which with a jewel-like appearance burning with an inner energy.
Treat a Resonance Sword as a Force Sword with half their normal damage, plus one die per 10 points of psionics abilities from the best single power the character has. The character may add his Talent for that power to damage, and may apply the special effect appropriate for the power currently energizing the blade from page 39 of Pyramid #3/51. A Resonance Sword has an armor divisor of 5 or the armor divisor listed in his special effect whichever is better.
A Resonance Sword must be constructed
with an Eloi Fragment or a Psuedo Fragment. A Resonance Sword is
double the cost of a Force Sword (that is, CF +1). Fine or Very Fine
Resonance Blades do not improve damage, but instead improve the
character’s Talent for the power currently empowering the blade
(which also effectively increases the damage of the blade); +1 for
Fine Resonance Blades, +2 for Very Fine Resonance Blades.
The Simple Form: 3 points
Alternate Names: Ancestral Force Swordsmanship, the Grandfather Form, the Eight Direction Stance, The Way of Water
When the Templars first liberated the
Temple-Worlds of the Keleni, they brought with them the aristocratic
force swordsmanship techniques of the Alexian Empire. While studying
the ways of True Communion, they began to see not just the
connections between themselves, but between all forms of force
swordsmanship, and found commonalities among them. From this, they
derived a simple form, the “orginal” form of Force
Swordsmanship from which all others descend: the Simple Form.
The Templars usually taught this highly
simplified form to all prospective Templars. It’s aim is, first
of all, to get a basic understanding of combat to their pupil as
quickly as possible. Because the form contains within it the seeds
of all other forms, the student can quickly branch out from the
Simple Form to other styles.
But this style serves as more than just
a basis for learning other forms. Students who continue to explore
the depths of the Simple Form quickly learn why masters call it the
“Grandfather” form, for all forms feed back into
the Simple Form. They can use the techniques learned in the Simple
Form to exploit weaknesses in other styles, and true masters, such as
Gladius Tao, can use it to shift from form to form, displaying
absolute mastery of all forms.
The Simple Form focuses on basic
attack, defense and teaches its students unpredictable angles of
attacks (best treated as Feints and Deceptive attacks). They fold in
basic unarmed techniques as well, so that the student can defend
himself from all forms of attacks. Students often learn to fight
blindfolded, allowing them to defeat their opponents while in total
darkness while in a fog. The style can be expanded into almost any
other style, and true masters often learn to fight with all weapons
with astonishing facility, translating their master of the force
sword into mastery of the vibroblade or pain-glaive or a chair
plucked up in a bar brawl.
Skills: Force Sword, Judo
Techniques: Breakfall (Judo), Disarm (Force Sword), Feint (Force Sword), Retain Weapon (Force Sword), Sweep (Judo), Targeted Attack (Force Sword Strike/Weapon), Trip (Judo),
Cinematic Skills: Blind Fighting, Mental Strength, Precognitive Parry
Cinematic Techniques: Dual Weapon Defense (Force Sword), Grand Disarm (Force Sword), Whirlwind Attack (Force Sword)
Secret Trait: Infinite Stance Mastery
Perks: Grip Mastery (Force Sword), Off-Hand Weapon Training (Force Sword), Quick Swap (Force Sword), Secret Trait (Infinite Stance Mastery), Style Adaption (Any Force Sword Style), Style Mastery (Force Sword Styles only), Sure-Footed (Uneven), Technique Adaption (Disarm, Feint, Sweep), Technique Mastery (Feint), Trademark Move (See below for ideas)
Optional Advantages: Combat Reflexes, Fit, Weapon Master (Force Sword), Weapon Master (Any)
Optional Skills: Armoury (Force Sword), Axe/Mace, Broadsword, Expert Skill (Hoplology), Karate, Knife, Philosophy (True Communion), Polearm, Savoir-Faire (Dojo), Shortsword, Spear, Staff, Tactics, Teaching,
Optional Techniques: Armed Grapple (Any optional melee skill)
Signature Moves
The Simple Parry: Students most learn that there is a time for attack and for defense, and when hemmed in by their opponents, they must rely on both on footwork and their force swordsmanship to keep them alive. While in a Defensive Grip, make an All-Out Defense maneuver. If attacked, retreat (non-weapon masters may only retreat once) and make a Precognitive Defense roll and then make a Parry (at +1 if from the front; -1 from the sides or rear). and, if that fails, a Dodge. You may not attack.The Simple Strike: A novice with a force blade often either attacks or defends. Skilled students must learn that they need to do both, often in rapid succession. The simple stroke involves a direct attack along a diagonal at an opponent’s torso, while retaining enough poise for a simple defense. Make an Attack maneuver for the torso (+0) while stepping towards your opponent (if not already in range of your opponent). Your opponent has no penalty to defend. You suffer no penalty to defense.
Simple Deception: Novices tend to be predictable, especially when using the Simple Form. The student must learn to change the tempo of his attacks, and to draw his opponent into false defenses. Make a Feint maneuver: roll a quick contest of DX-based Feint vs your opponents best Feint, their best DX-based weapon skill, or Tactics. Success applies the margin of victory to your opponent’s next defense.
The Formless Strike: A master of the Simple Form understands where to best position a force sword for defense and, thus, knows where to strike to best exploit holes in defenses and how to defy his opponent’s expectations. The character first makes a Quick Swap to his Off-Hand (-4) and then make an Attack Maneuver with a Deceptive (-8) attack; the opponent defends at -4; if an opponent has never faced a Quick Swap attack before, at the GM’s discretion this may be treated as a Dirty Trick and apply an additional -1 to defense; You may defend normally.
The Formless Sweep: A master of the Simple Form understands that he must fight with more than his force sword. The simplest means of doing this is using his own body to disrupt his opponent’s balance. Step into close combat with your opponent and make an Attack Maneuver using a Deceptive (-4) Judo Sweep (-3) for his legs (+0). Your opponent may dodge or parry with an unarmed skill at -2. If successful, roll a quick contest of Sweep against your opponent’s ST, DX, Acrobatics or best grappling skill. If you succeed, your opponent is knocked prone..
The Simple Victory: The novice seeks to kill, but the student must learn to end a fight without ending a life. The preferred victory for a practitioner of the Simple Form is disarming one’s opponent. Make an Attack at your opponent’s weapon (-5 for force swords) at an additional -2 for attacking without a fencing weapon, while adding your Disarm technique as a bonus. Your opponent may defend normally. If you hit, roll a quick contest of DX-based Disarm; your opponent resists with ST- or DX-based weapon skill or Retain Weapon (+2 if using a defensive grip with his force sword). If you succeed, your opponent is disarmed. You may defend normally.
The Gentle Victory: Against opponents who wield weapons other than a force sword, victory is a simple matter: strike their weapon and end the fight. Make an Attack targeted at your opponent’s weapon (-5 for force swords or pistols, -4 for reach 1 weapons or rifles; -3 for polearms or heavy weapons). Your opponent defends normally. On a success, strike the weapon and damage it normally. You may defend normally.
New Traits
Perks
Style Mastery: Prerequisite: Force Sword 18+; Weapon Master (Force Sword), Style Familiarity (Any); If the character already has Style Familiarity for a Force Swordsmanship style, he may purchase a “second level” of familiarity called Style Mastery. This replaces the ability to ignore up to -1 in penalties from a deceptive attack or feint from a stylist with a blanket +1 to defense against that style.Powers
Infinite
Stance Mastery (10 points)
Prerequisite:
Force Sword 18+, Style
Familiarity (Simple Form) and at least two other Style Familiarities
for Force Swordsman Forms, Weapon
Master (Force Sword)
By learning
multiple force swordsmanship forms and mastering the Simple Form, the
character has learned to understand the heart of force swordsmanship,
and can shift from stance to stance altering his fighting technique
to suit combat.
Entering Infinite
Stance Mastery requires a single Concentrate maneuver (the effect
lasts a minute, so is generally done in battle, or shortly before
battle begins), and the character must choose a force swordsman form
that he has the Style Familiarity perk form. Once completed, the
character gains 4 points of his choice in any techniques known
by that style, to the usual maximums. While in the stance of the
given form, his opponent may gain the benefits of Style Familiarity
or Style Mastery if he knows the Style Familiarity/Mastery perk for
the style the character has chosen for his Infinite Stance Mastery.
The character may change his “stance” to another style
again with a single Concentrate maneuver (which removes the previous
4 points and replaces it with a new 4 points of techniques from the
new style), and may remove the stance completely with a single
Concentrate maneuver.
Statistics:
Modular Power (“Stance Change”, 4
point base, 5 points per point of ability;
single 4 point slot; Nuisance
Effect, single style vulnerability -10%; Takes
Extra Time, 1 second -10%; Trait
limited: Force Sword Combat Techniques only -40%) [10]
The Serene Form 5 points
Alternate Names: The Sacred
Form, the Way of the Void, the Art of Motionlessness
The Serenity Form resembles the
Graceful Form in that both are exceptionally beautiful styles of
force swordsmanship, but where the Graceful Form seeks to impress
onlookers, the Serene Form seeks deeper connection with Communion.
The result is a deeply introspective technique wherein the
practitioner engages in long moments of meditative stillness and
silence. Used as a meditative technique, the style makes quick,
precise and graceful motions like a sacred combat dance that brings
the practitioner closer to the divine.
The Serenity Form also has combat
utility. The Serene Form studies stillness and motion and its
practitioners master both. When the character must wait, he excels
at waiting: practitioners often Evaluate, Wait, or engage in
Diplomacy in an attempt to talk their opponent down. When they must
act, they do so swiftly and decisively, drawing their force swords
with blinding speed and striking with astonishing precision, often
finishing a battle in a single, beautiful and practiced stroke.
In both uses, the Serene Form prefers
not to move. Once a practitioners feet are planted, there he stays.
It gives ground grudgingly and, in combat, focuses intently on
defense from all angels, allowing him to defeat those behind and
before him, near and far, with equal ease. Practitioners often
describe the world around them in three zones of control. If they
cannot immediately destroy their opponent, they’ll into a
defensiveness, and excel at battering back blaster bolts at their
attackers.
The style has proven popular among
Templars after the fall, not just for its sacred connection to True
Communion, but for its exceptional utility in cantina brawls and back
alley fights.
Skills: Fast-Draw (Force Sword), Force Sword, Judo, Meditation
Techniques: Back Strike (Force Sword), Breakfall (Judo), Close Combat (Force Sword), Combat Art (Force Sword), Counter Attack (Force Sword), Deep Trance (Meditation), Low Combat (Force Sword), Targeted Attack (Force Sword/Arm), Targeted Attack (Force Sword/Leg), Trip (Judo).
Cinematic Skills: Autohypnosis, Blind Fighting, Immovable Stance, Mental Strength, Power Blow, Precognitive Defense
Cinematic Techniques: Dual-Weapon Defense (Force Sword), Precognitive Deflection, Precognitive Fast-Draw, Springing Attack (Force Sword), Timed Defense (Force Sword)
Secret Power: Mirror Blade Defense
Perks: Body Discipline (Force Sword Combat Art), Fastest Force Sword in the Galaxy, Follow Through (Force Sword), Grip Mastery (Force Sword), No Nuisance Rolls (Precognitive Parry), Special Setup (Power Blow works with Force Sword), Sure-Footed (Uneven), Sure-Footed (Slippery), Secret Power (Mirror Blade Defense), Spiritual Kata (Force Sword Combat Art), Technique Mastery (Precognitive Deflection), Trademark Move (see below for ideas).
Optional Secondary Traits: Basic Speed, Will
Optional Advantages: Combat Reflexes, Danger Sense, Enhanced Parry (Force-sword), Weapon Master (Force Sword), Unfazeable
Optional Skills: Armoury (Force Sword), Breath Control, Diplomacy, Intimidation, Expert Skill (Hoplology), Philosophy (True Communion), Savoir-Faire (Dojo),
Signature Moves
The Void Endures: Evaluate
opponent. Gain +3
to your next melee attack, and ignore up to -3
in defense penalties from deceptive attacks, feints or ruses. Make a
free Tactics or Expert Skill (Hoplology) roll to gain some insight
into your opponent's style or objectives. If
taken as a trademark move,
gain +1 to the free Tactics or Expert Skill (Hoplology) roll.
Gaze into the Abyss: Make
a Concentrate maneuver to initiate a Contest of Wills. If your
opponent rejects it, he must succeed at a Will roll or be drawn in
anyway. Once initiated, roll a Regular contest of Will, Mental
Strength or Intimidation. The loser must either retreat, or apply
the winner's margin of success as a penalty on all attack rolls. If
taken as a trademark,
apply the bonus to the Contest of Wills. Setup: Opponent
Waits or Evaluates.
Serenity
between Seconds: Make a Precognitive Fast-Draw (Roll Precognitive
Fast-Draw, then Fast-Draw) to instantly draw and ready a force sword.
Then make an Attack on the Arm (-2). Deal 8d(5) damage. If arm
dismembered and you have the Follow-Up perk, spin your force sword
and make a free Intimidation attempt, and then use Grip Mastery to
enter a Defensive Grip. Setup: Your force sword is still
sheathed and your opponent is armed.
Twinkling Starlight Defense: After
successfully defending against a blaster or laser attack with
Precognitive Defense,
on your turn make a Precognitive Reflection roll (+0) to return the
attack to the person who made it. Setup: You
made an All-Out Defense against blaster fire on your previous turn.
The Sharp Edges of Emptiness: Switch
from Standard to Reverse grip with
Grip Mastery and then make a
Counter(-5) Back Strike (-2) against the Torso (-0) of
an opponent behind you.
Deal 8d+1(5) burn damage. Defend for the rest of the turn at -4.
Setup: You made a
Timed Defense against an attack from behind last turn.
Eternal Endings: Wait
for your opponent to attack, with the stipulation that if he attacks,
you'll attack at the same time. If your opponent attacks, make a
Springing Attack Stop
Hit (-2). If you miss and your opponent hits, you defend at -3 (-5 if
you want to parry). If you hit and your opponent hits with a larger
margin, defend with -1 (-3 if you want to parry). If you hit and
your opponent hits with a smaller margin or misses, he defends at -1
(-3 if he wants to parry). Deal 8d+8(5) burn damage. Setup:
You crouched (-2 to attack and
defense) for at least one turn.
New Traits
Perks
Fastest Force Sword in the Galaxy: This is a leveled perk; each level adds +1 to Quick Draw contests for who draws their force sword first. Cumulative with Precognitive Fast-Draw.Spiritual Kata: A successful execution of a Force Sword Combat Art move, inside or outside of combat, provides a +1 reaction to Communion for your next Communion reaction roll.
Techniques
Deep Trance
Hard
Default:
Meditation-4;
Prerequisite:
Meditation;
May not exceed Meditation.
The
character meditates deeply for one hour and enters a trance. This
trance either offers the same bonuses as Autohypnosis or
+1 to all Psi skills plus an additional bonus equal to 1/3 of his
margin of success, to a maximum of +5. He gains +4 from sensory
deprivation, +2 from a successful Breath Control roll, +2 for the
Body Discipline perk and a successful roll with the appropriate
skill, and may use Religious Ritual as a complementary roll.
Powers
Mirror
Blade Defense
Prerequisite:
Force Sword, Style
Familiarity (The Serene
Form), Weapon
Master (Force Sword)
The
first time the character precognitively parries a ranged attack with
his force sword in his turn, if he can precognitively deflect the
attack, he may automatically
and
immediately
do so, using full skill. He may only do this once per turn.
Statistics: Extra
Attack (Limited Skill: Precognitive Deflection only -40%) [15]
Resonance Harmony
Resonance Harmony is not, strictly speaking, a form of force swordmanship; instead, it studies the construction of force swords in great detail and contains within it the Templar secrets of the construction of the Resonance Sword.Practitioners of Resonance Harmony have a deep understanding of force swords and their related technologies. They can build them, repair them, even invent new ones! In its heyday, the Knights of Communion taught most of its members at least the basic core principles of Resonance Harmony, so that they could gain a deeper understanding of their weapons, and build their own when the time came.
Masters of Resonance Harmony can tap into the power of their blades. If wielding a Psi-Sword or a Resonance Sword, the character may use Imbuements to expand the natural psionic effects of their weapon. Ergokinetic practitioners of Resonance Harmony can create a similar effect by directly warping and manipulating the blade of a standard force sword.
Skills: Armoury (Force Sword), Force Sword
Additional Imbuement Skills: Any (See lists below).
Secret Power: Force Sword Imbuement
Perks: Double-Ended Force Sword Training, Secret Power (Force Sword Imbuement), Technological Secret (Psuedo-Fragments), True Weapon Bond, Weapon Bond,
Optional Advantages: Quick Gadgeteer (Force Swords only -80%) [10]
Optional Skills: Connoisseur (Force Swords), Staff
Perks
Double-Ended Force Sword Training: Buys off the penalties for using a Double-Ended Force SwordTechnological Secret (Psuedo-Fragment): The character knows the secret to creating artificial eloi fragments, allowing him to construct a resonance sword without access to an eloi fragment.
True Weapon Bond: Prerequisite:
Weapon Bond, Weapon Master (Force Sword), True Communion 4+. The
character has utterly attuned himself to his force sword. This
stacks with weapon bond to add an additional
+1 to skill when using
one specific force sword! This force sword must
be constructed by you, and is psionic in nature: if the character has
lost access to his psionic powers for any reason, he loses his
True Weapon Bond bonus
for the same duration.
Powers
Force
Sword Imbuement 2, 4 or 8 points.
Prerequisite:
Armoury (Force Sword), Force
Sword, Weapon Master (Force Sword); Either Ergokinesis Talent or
True Communion 4+.
The
character may use specific Imbuements from the list below to alter
the means in which his force sword, psi-sword
or resonance sword works. This is a psionic power. See GURPS
Power-Ups 1: Imbuements for more details.
The
character may use his Imbuement skills to alter and manipulate his
force blade. If the character uses a Resonance blade
or psi-blade,
he may use any of the skills appropriate to the psionic power
currently empowering his Resonance blade or
Psi-blade.
If he is using a Force Sword, he must use Ergokinesis to directly
manipulate the blade. What imbuement skills the character may use
are limited by power (Force Swords can be manipulated with
Ergokinesis Imbuments); the
appropriate psi-talent adds to imbuement skills associated with that
power (or to general imbuements).
(This
technique was inspired by Psionic Imbuements, though
modified to account for the particulars of Resonance blades and my
personal taste:
see Pyramid #3/12 for more, including ideas on an Anti-Psi version of
this!)
Statistics:
Imbuement (Psionic -10%; Force Sword only -80%) [2, 4 or 8 points]
General: Cutting
Strike, Ghostly Weapon, Impaling Strike, Telescoping Weapon
Ergokinesis: Dazzling
Display, Electric Weapon*, Shockwave.
ESP: Forceful
Blow, Supreme Control
Psychic Healing:
Continuing
Attack, Crippling Blow, Drugged Weapon, Sudden Death, Withering
Strike
Psychic Vampirism: Chilling
Strike, Corrosive Strike, Sudden Death, Traumatic Blow, Withering
Strike
Psychokinesis: Chilling
Strike, Crushing
Strike, Dancing Weapon, Forceful Blow, Incendiary Weapon,
Project Blow, Traumatic Blow
Telepathy: Crippling
Blow, Project Blow, Stealthy Attack, Stupefying Blow, Sudden Death
*Ergokinetic Resonance blades are already electric, but Ergokinetics wielding a Force Sword may also make it Electric)
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.