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GURPS Martial Arts - Home

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As a Committed Attack, Elbow Drop inflicts thrust+2, or<br />

thrust at +1 per die if better. Brawling adds its usual damage<br />

bonus; Wrestling adds damage equal to its ST bonus (+1 at<br />

DX+1, +2 at DX+2 or better) instead. As an All-Out Attack,<br />

damage is thrust+3, or thrust-1 at +2 per die if better, plus<br />

skill bonuses. If an Elbow Drop causes knockback, the target<br />

goes nowhere – but if he’s sitting or kneeling, he must<br />

make the usual DX roll or be knocked down.<br />

If you miss, you hit the ground and suffer the damage<br />

you would have inflicted. The same thing happens if your<br />

opponent blocks with a shield.<br />

Succeed or fail, you end up lying face-up on the ground.<br />

After a Committed Attack, you’re at -2 to defend and unable<br />

to retreat. After an All-Out Attack, you’re defenseless!<br />

Elbow Strike<br />

Average<br />

Defaults: Brawling-2 or Karate-2.<br />

Prerequisite: Brawling or Karate; cannot exceed prerequisite<br />

skill.<br />

You can jab an elbow into an enemy behind you in close<br />

combat. Roll against Elbow Strike to hit. There’s no modifier<br />

for not facing him, but add an extra -1 if you target a specific<br />

hit location. A hit inflicts thrust-1 crushing damage,<br />

plus skill bonuses. Treat an elbow to someone in front of you<br />

as a punch.<br />

Elbows are short-ranged and hard to hurt. You may not<br />

select All-Out Attack (Long) (pp. 97-98). Hurting Yourself<br />

(p. B379) applies, but damage is 1/10 of what you roll – not<br />

1/5 – and both it and injury from enemy parries affects the<br />

arm, not the hand.<br />

Entangle<br />

Hard<br />

Defaults: Kusari-4 or Whip-4.<br />

Prerequisite: Kusari or Whip; cannot exceed prerequisite<br />

skill.<br />

You can use a flexible weapon such as a whip or a kusari<br />

to entangle a foe. Roll against Entangle to hit. If your opponent<br />

fails to defend, the weapon wraps around him.<br />

If you hit your victim’s arm or torso, you ensnare it. On<br />

subsequent turns, you must take a Ready maneuver to keep<br />

your opponent snared. Roll a Quick Contest of ST each turn.<br />

If you win, you immobilize your foe. If you lose, he pulls<br />

your weapon from your grasp. On a tie, he immediately<br />

breaks free without disarming you.<br />

If you entangle the neck, use the same rules but your<br />

opponent has -5 in the Contest. If you win, the whip or<br />

kusari cuts off the victim’s breathing – see Suffocation<br />

(p. B436).<br />

If you entangle a foot or a leg, the target must make a DX<br />

roll to remain standing (this is instead of the Contest above).<br />

He’s at -4 if he was running. If he falls, he takes 1d-4 crushing<br />

damage – or 1d-2 if running. On subsequent turns, use<br />

the rules above to keep him entangled.<br />

You must keep your weapon taut at all times to immobilize<br />

or suffocate your victim. This requires a Ready maneuver<br />

each turn. If you’re mounted and your mount is trained<br />

to do this for you, substitute its ST for yours in the Quick<br />

Contest.<br />

To escape from a taut whip or kusari, you must attack<br />

and cut it (the damage required depends on the weapon). To<br />

escape from a limp weapon – including one pulled from the<br />

attacker’s grasp – you need a free hand and must make three<br />

successful DX rolls. Each attempt counts as a Ready maneuver,<br />

during which you may take no other action.<br />

Evade<br />

Average<br />

Defaults: Acrobatics or Judo.<br />

Prerequisite: Acrobatics or Judo; cannot exceed prerequisite<br />

skill+5.<br />

This technique represents training at avoiding opponents<br />

who wish to obstruct your movement. Evade (Acrobatics)<br />

lets you flip over, tumble under, or twist around your foe,<br />

while Evade (Judo) allows you to ward off your enemy’s<br />

hands as you run past. Either replaces DX when trying to<br />

evade (see Evading, p. B368). All normal penalties apply.<br />

Exotic Hand Strike<br />

Average<br />

Default: Karate-1.<br />

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

Certain hand strikes use unusual striking surfaces: the<br />

edge of the hand, a single protruding knuckle, a clawshaped<br />

fist, etc. These do extra damage to fleshy or fragile<br />

targets at the cost of being much more vulnerable to injury<br />

when striking a hard surface such as armor or bone. Roll<br />

against Exotic Hand Strike to hit. Standard hit location<br />

penalties apply. Damage is thrust crushing plus Karate<br />

bonuses. Hurting Yourself (p. B379) applies if your target has<br />

any DR – not just DR 3+.<br />

Eye-Gouging<br />

Hard<br />

Defaults: Brawling-5, Judo-5, or Wrestling-5.<br />

Prerequisite: Brawling, Judo, or Wrestling; cannot exceed<br />

prerequisite skill.<br />

This close-combat attack consists of grabbing someone’s<br />

head and pressing your thumbs into his eyes. It usually<br />

requires two empty hands. Roll against Eye-Gouging to hit.<br />

Your foe may defend normally. If he fails, you grapple<br />

him and he cannot see! He can try to break free (p. B371) as<br />

usual on his turn.<br />

Until your victim breaks free, you can drive your thumbs<br />

into his eyes on subsequent turns. This counts as an attack<br />

but doesn’t require an attack roll. Each eye takes thrust-4<br />

crushing damage. This can cripple and blind the eyes but<br />

never gets the ¥4 wounding modifier for the skull – the<br />

thumbs are too short! (Exception: The GM may give some<br />

nonhumans the perk “Long Thumbs,” in which case the<br />

wounding modifier does apply. The same goes for fighters<br />

with Talons or Long Talons.)<br />

You can gouge one-handed. The attack roll is against<br />

Eye-Gouging-4. Only one eye takes damage on later turns.<br />

TECHNIQUES 71

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