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GURPS Martial Arts - Home

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Feint<br />

Hard<br />

Default: prerequisite skill.<br />

Prerequisite: Any unarmed combat or Melee Weapon<br />

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

Feints aren’t always phony attacks. They include breaks<br />

in rhythm, false steps, head fakes, and other ploys to misdirect<br />

the foe. This technique represents training in all such<br />

methods. If you know it above<br />

default, use it instead of the<br />

underlying skill whenever you<br />

feint (p. B365) or someone<br />

tries to feint you. For<br />

instance, with Broadsword at<br />

14 and Feint (Broadsword) at<br />

16, you would make and<br />

resist feints at 16.<br />

Feint includes knowledge<br />

of Beats (pp. 100-101) and<br />

Ruses (p. 101). Make a STbased<br />

roll to attempt a Beat or<br />

to use ST to resist one, an IQ-<br />

based roll to try a Ruse, or a<br />

Per-based roll to use Per to<br />

resist a Ruse. To find your<br />

level, add the difference between the relevant score and DX<br />

to Feint; e.g., DX 12, IQ 14, and Feint at 16 would allow a<br />

Ruse at 18.<br />

† Some styles include a Style Perk that permits a default<br />

to Acrobatics, Dancing, or another non-combat skill; see<br />

Feints Using Non-Combat Skills (p. 101).<br />

Finger Lock<br />

Hard<br />

Default: Arm Lock-3.<br />

Prerequisite: Arm Lock; cannot exceed Arm Lock<br />

technique.<br />

This technique lets you grab fingers and twist them<br />

painfully. Use the rules under Arm or Wrist Lock (p. 65),<br />

except that damage is to the hand – which is easier to cripple<br />

than the arm.<br />

Ground Fighting<br />

Hook Swords<br />

Hard<br />

Default: prerequisite skill-4.<br />

Prerequisite: Any combat skill; cannot exceed prerequisite<br />

skill.<br />

This technique lets you buy off the -4 to attack while<br />

crawling, lying face-up, or lying prone. Roll against Ground<br />

Fighting instead of the prerequisite skill when you use that<br />

skill to attack from the ground. For instance, if you had<br />

Wrestling at 14 and Ground Fighting (Wrestling) at 13, you<br />

could grapple from the ground at skill 13.<br />

For every two points invested in Ground Fighting, you<br />

may also ignore -1 of the -3 to defend from the ground.<br />

Ground Fighting at skill-3 or skill-2 means you’re at -2,<br />

while at skill-1 or full skill, you have only -1. This replaces<br />

the rule on p. B231.<br />

Hammer Fist<br />

Average<br />

Defaults: Brawling-1 or Karate-1.<br />

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

skill.<br />

A “hammer fist” is a punch using the side of a clenched<br />

fist. This technique includes both the true hammer fist and<br />

similar attacks meant to prevent injury to the attacker at the<br />

cost of less damage to the target: forearm smashes, punches<br />

with the palm or heel of an open hand, etc. In all cases,<br />

the striking surface is larger and less rigid than for a normal<br />

fist, reducing damage – but it’s much harder to injure yourself,<br />

making this strike ideal for hard targets.<br />

Roll against Hammer Fist to hit. Damage is thrust-2 plus<br />

skill bonuses. If Hurting Yourself (p. B379) would apply,<br />

damage is 1/10 of what you roll, not 1/5. Furthermore, you<br />

suffer a point less damage if your hand is parried aggressively<br />

or with a weapon, or otherwise stopped painfully.<br />

If your hand is crippled, you may use Hammer Fist to<br />

deliver a forearm smash. Use the above rules, but any selfinflicted<br />

injury affects the arm instead of the hand.<br />

Handcuffing<br />

Average<br />

Defaults: Binding, DX-2, Judo-1, or Wrestling-2; cannot<br />

exceed Binding, DX, Judo, or Wrestling.<br />

This is a limited, realistic version of Binding (pp. 82-83)<br />

for handcuffing a target quickly. It only works in close combat<br />

– and only if you grappled your target on a previous turn<br />

or parried his melee attack immediately prior to your turn.<br />

On your turn, roll a Quick Contest: Handcuffing vs. the<br />

higher of your victim’s DX or best grappling skill. This<br />

counts as an attack. Victory means you’ve handcuffed a limb<br />

of your choice. On later turns, you can repeat the process to<br />

cuff another limb or make an uncontested Handcuffing roll<br />

to attach the cuff to an inanimate object (pole, car door,<br />

bomb . . .) within a yard.<br />

You can handcuff a pinned opponent automatically in 2d<br />

seconds. A successful, unopposed Handcuffing roll reduces<br />

this to two seconds (one second on a critical success).<br />

Escape attempts use the Escape skill (p. B192) or Slip<br />

Handcuffs technique (p. B233). This takes a minute. Time<br />

reductions give the usual penalties; see Time Spent<br />

(p. B346). The GM may permit cinematic heroes one<br />

attempt at -10 to escape in a turn – effectively instantly.<br />

Hands-Free Riding<br />

Hard<br />

Default: Riding-3.<br />

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

Using only one hand to control your mount gives -1 to all<br />

Riding rolls, while using no hands at all gives -3; see<br />

Mounted Combat (p. B396). This technique represents training<br />

to buy off these penalties. Roll against Hands-Free<br />

Riding instead of Riding to control your mount using no<br />

hands. If you’ve improved this technique at all, you may<br />

ignore the -1 for using only one hand.<br />

TECHNIQUES 73

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