15.11.2012 Views

GURPS Martial Arts - Home

GURPS Martial Arts - Home

GURPS Martial Arts - Home

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

REALISTIC TECHNIQUES<br />

Many of these techniques are difficult – and some are<br />

dangerous to the user – but all are realistic. The GM could<br />

allow even the flashiest of them in a high-realism<br />

campaign.<br />

Acrobatic Stand<br />

Average<br />

Default: Acrobatics-6.<br />

Prerequisite: Acrobatics; cannot exceed Acrobatics skill.<br />

This represents training at quickly regaining your feet<br />

in a fight; see Acrobatic Stand (p. 98) for details. A successful<br />

roll lets you go from lying down to standing as a<br />

single Change Posture maneuver; on a critical success, you<br />

do so as a “step.” Failure means you go to a sitting posture.<br />

Critical failure leaves you lying down, wasting your turn.<br />

You can also use Acrobatic Stand to go from crawling<br />

or sitting to standing as a step. In this case, failure means<br />

you stand as a Change Posture maneuver, not as a step.<br />

Critical failure means you fall down!<br />

Modifiers: A penalty equal to your encumbrance level.<br />

Aggressive Parry<br />

Hard<br />

Default: prerequisite skill Parry-1.<br />

Prerequisite: Boxing, Brawling, or Karate; cannot<br />

exceed prerequisite Parry.<br />

Only a few “hard” styles teach this tactic. Instead of<br />

merely deflecting a blow, you attempt to injure your attacker<br />

with an especially forceful parry. This is incompatible<br />

with Cross Parry (p. 121).<br />

Roll against Aggressive Parry to defend, at the usual -2<br />

for Boxing vs. a kick, or -3 for Boxing or Brawling vs. a<br />

swung weapon. You cannot retreat. Failure means you’re<br />

hit; your attacker may choose to hit his original target,<br />

your parrying arm, or your parrying hand. Success means<br />

you parry and may roll against the underlying skill to<br />

strike the attacking body part or weapon, modified as<br />

follows.<br />

Modifiers: Against unarmed, -2 to hit an arm or leg, -4<br />

to hit a hand or foot; -2 for Boxing vs. a leg or foot; -1 if<br />

your foe knows Rapid Retraction (p. 51). Against armed, a<br />

basic -3; another -3 to -5 for weapon size (see p. B400); a<br />

further -3 for Boxing or Brawling vs. a swung weapon.<br />

Success on this skill roll inflicts thrust-4 crushing damage<br />

or thrust-2 at -1 per die, whichever is worse, on the targeted<br />

weapon or body part. Skill bonuses apply normally.<br />

Failure means you didn’t parry forcefully enough to inflict<br />

damage.<br />

Weapon parries against unarmed attacks are essentially<br />

aggressive “for free”; see Parrying Unarmed Attacks<br />

(p. B376).<br />

Arm or Wrist Lock<br />

Average<br />

Default: prerequisite skill.<br />

Prerequisite: Judo, Wrestling, or appropriate Melee<br />

Weapon skill; cannot exceed prerequisite skill+4.<br />

An arm (or wrist) lock is an attempt to restrain or cripple<br />

an opponent by twisting his arm. It normally uses Judo<br />

or Wrestling skill. This technique lets you improve effective<br />

skill for this purpose only.<br />

To use Arm Lock, you must have two hands free and<br />

make a successful barehanded parry with Judo or Wrestling<br />

against your opponent’s melee attack. On your first turn following<br />

the parry, you may attempt to capture your attacker’s<br />

arm if he’s still within one yard. This is an attack: step into<br />

close combat and roll against Arm Lock to hit. Your foe may<br />

use any active defense – he can parry your hand with a<br />

weapon! If his defense fails, you trap his arm.<br />

Your foe may attempt to break free (p. B371) on his next<br />

turn, but you’re at +4 in the Quick Contest. If he loses, he<br />

has a cumulative -1 on future attempts to break free.<br />

On your next turn – and each turn thereafter, until your<br />

foe breaks free – you may try to damage the trapped arm.<br />

Roll a Quick Contest: the higher of your ST (including your<br />

Wrestling bonus) or Arm Lock vs. the higher of your victim’s<br />

ST or HT. If you win, you inflict crushing damage equal to<br />

your margin of victory. The target’s rigid DR protects normally.<br />

Flexible armor, including natural DR with the<br />

Flexible or Tough Skin limitation, has no effect.<br />

If you cripple your victim’s arm, he drops anything in<br />

that hand. You can inflict no further damage on a crippled<br />

limb but you can continue to roll the Contest each turn. If<br />

you win, your target suffers shock and stunning just as if<br />

you had inflicted damage.<br />

Rolls to inflict damage are completely passive and don’t<br />

count as attacks. You can simultaneously make closecombat<br />

attacks on your opponent, who defends at -4 in<br />

addition to any penalties due to injury caused by the lock<br />

itself. If you decide to throw him using the lock, this does<br />

count as an attack; see Throws from Locks (pp. 118-119).<br />

You can use this ability offensively as well. Instead of<br />

waiting to parry an attack, grapple your foe normally with<br />

Judo or Wrestling. If he fails to break free on his next turn,<br />

you may try Arm Lock on your next turn, just as if you had<br />

parried his attack.<br />

You can also apply this lock with a weapon. Default and<br />

prerequisite skills become a weapon skill. To initiate the<br />

lock requires a weapon parry or an Armed Grapple (p. 67).<br />

A reach C weapon gets +1 in the Quick Contest to cause<br />

damage; anything longer gets +2. Edged weapons can inflict<br />

crushing or cutting damage, but you must make a DX roll<br />

when you roll to inflict injury. Failure does thrust cutting<br />

damage to your off hand (DR protects normally). Otherwise,<br />

use the rules above.<br />

Arm Lock uses precision and skill to cripple a foe’s limb.<br />

For a brute-force technique, see Wrench (Limb) (p. 82).<br />

TECHNIQUES 65

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!