- A nearly forgotten hybrid style, combining grappling, striking, and weapon defense.
Founded by Edward William Barton-Wright in the late 19th Century, the Bartitsu Club brought together martial artists from England, Japan, France, and Switzerland to study the art of self defense in London. The club combined techniques from multiple different styles to create a “gentlemen’s fighting art” to defend against the gang violence of the era. Bartitsu is notable for leveraging the cane, or umbrella, along with other accouterments such as the pocket square or snuff box as means to defend against or distract foes. It is believed that Sir Arthur Conan Doyle’s reference to “baritsu” as the martial art of Sherlock Holmes is Bartitsu. Bartitsu has only recently been rediscovered, having virtually disappeared after the start of the 20th century.
As a gentleman’s martial art, Bartitsu relies on thought and consideration of movement and action to defend oneself from what may more physically minded hooligans. The martial artist learns to measure the striking zones, cane or umbrella at long range, pugilism and kicking medium range, and grappling at close range. Using the cane to keep assailants at long range, the martial artist is less likely to suffer direct attacks, while striking is used as a means to close ranges to grapple and subdue foes.
Associated Weapons: Cane or Umbrella (Club)
From a relaxed posture the martial artist quickly strikes or moves into a defensive position. Striking is often focused on vital areas to disable or disarm foes quickly. Blocks are often reserved for weapons defense, instead the martial artist prefers to strike first to avoid any blows and control the flow of the fight.
Author’s Note: All builds presented in this series should not be taken as the only way to interpret a given style. Players and GMs are encouraged to treat these as a framework to build their own character’s style.
Fighting Style: Bartitsu
- Parent Attribute: Dexterity or Intelligence
- Primary Role: Offense or Defense
- First Secondary Role: Defense or Offense
Common Specialties:
- Fighting Cane
- Grappling
- Interrupting Action
- Trip
Common Combos:
- Break Assault: Attack (Interrupting Action) – Attack (requires a Cane or Umbrella)
- Cane Sweep: Trip (Assailant One) – Trip (Assailant Two) – Trip (Assailant Three) (requires a Cane or Umbrella)
- Go To Ground: Grapple – Trip
- Intercept: Attack (Interrupting Action) – Attack
Key Talents:
- Discipline
- Distraction
- Etiquette
- Fashion
- Perception
- Street Smarts
- Identifying Gangs
- Subterfuge
Additional Boons
- Advantaged
- Languages: French, Japanese, Sweedish
- Fashion Supports Offense
- Subterfuge Supports Interrupting Actions
Super Style Bartitsu
Because the style nearly vanished shortly after its inception, it is steeped in rumors, stories and tales of what occurred Bartitsu Club. This was a place of learning, where martial artists would share what they learned, mixed ideas and searched for ways to blend their techniques. For our Super Style, we will lean into their ability to learn and adapt.
Example (Classic Power Level)
Bartitsu 12
- Intelligence/Offense
Defended By: Might MA
Defended By: Quickness MA
Devastating (Boost Devastation) MA2
Secondary Role: Defense (Full Role) MA2
Armor MA
Limited Power: Armor cannot be used until avoiding a blow (Active Defense or Interrupting Action)
Locked Power: Defended By and Devastating cannot be used until after successfully making an Attack.
(S) Break Assault 4
(S) Fighting Cane 7
(S) Interrupting Actions 7
(S) Trip 7
Should one find themselves in combat with an expert of Bartitsu it is best to try and end it quickly. Given even a moment to learn their foe’s weaknesses the martial artist becomes capable of truly devastating attacks that completely negate an opponent’s defenses. Matching their timing, even if an assailant lands a blow, it is unlikely to be a lethal one as they move and pivot in step.
Cost 1 Power + 12 Selections + 11 AP
Boons
Combo: Break Assault TY
Gear: Cane MA2TY
Cane, Walking/Fighting 6
Intelligence/Offense
Secondary Role (Full Role): Defense MA2
Cost: 8 + 12 = 20/Gear = MA2TY
Fashion Supports Offense MA
Subterfuge Supports Interrupting Actions TY
Cost 1 + 5 + 2 + 1 = 9 AP
Use In Conflict
An expert in Bartitsu has to be crafty, taking calculated risks to get their opponent’s timing, and fighting style down. Break Assault is a good way to keep foes on the defensive, and after a successful attack you can really begin laying on Damage. However, you will not be fully protected until actively committing to defending oneself. This makes gauging when to attack, and when to defend a critical element of the style. When facing off with low level foes it might be more effective to go all out up front, using Break Assault to jump directly into the action. While it may be wise to feel out more experienced fighters before striking.