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GURPS Martial Arts - Home

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Push Kick<br />

Hard<br />

Defaults: Brawling-3 or Karate-3.<br />

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

skill.<br />

This is a kick that shoves your adversary away instead of<br />

injuring him. You hit him with the flat of your foot and push.<br />

Many kickboxing styles use this technique to shove an opponent<br />

into the ropes or far enough away to allow a fullextension<br />

finishing move.<br />

A Push Kick is a shove (p. B372) in all respects except that<br />

it’s done as a kick. Roll against Push Kick to hit. Your opponent<br />

may defend normally. If you succeed, roll your usual<br />

kicking damage and double it. This damage causes no injury –<br />

use it only to work out knockback (p. B378).<br />

The above rules assume a Push Kick to the torso. A Push<br />

Kick to the leg gives the victim -2 to any DX roll to avoid<br />

falling down as a result of knockback. Targeting the skull, face,<br />

or neck makes the penalty -3. No other hit locations are valid.<br />

Quick Mount<br />

Average<br />

Defaults: Acrobatics-3, Jumping-3, or Riding-3.<br />

Prerequisite: Acrobatics, Jumping, or Riding†; cannot<br />

exceed prerequisite skill.<br />

This technique represents training at quickly mounting a<br />

horse or similar beast. Roll against it instead of Acrobatics,<br />

Jumping, or Riding for this purpose. See Mounting Up<br />

(p. B396).<br />

† The GM may allow Quick Mount for motorcycles and<br />

even cars (a speedy slide through an open window into the<br />

driver or passenger’s seat). This technique requires Acrobatics,<br />

Jumping, or the appropriate Driving skill.<br />

Retain Weapon<br />

Hard<br />

Default: prerequisite skill.†<br />

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

skill+5.†<br />

If you know this technique above default, you may use it<br />

instead of the underlying skill whenever somebody actively<br />

tries to disarm you (see Knocking a Weapon Away, p. B401).<br />

For instance, if you have Staff-13 and Retain Weapon (Staff)-<br />

16, you resist disarms as if you had Staff-16.<br />

Should an adversary try to disarm you using brute<br />

strength, you may make a ST-based Retain Weapon roll<br />

instead of a ST roll. Find your level by subtracting DX and<br />

adding ST. For example, if you have ST 14, DX 12, and Retain<br />

Weapon-15, your ST-based level is 15 - 12 + 14 = 17.<br />

† When learning this technique for missile weapons such<br />

as guns and bows, it defaults to DX and cannot exceed DX+5.<br />

Return Strike<br />

Hard<br />

Defaults: Flail-5 or Kusari-5.<br />

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

skill.<br />

This technique capitalizes on a kusari or flail’s flexibility<br />

to strike the enemy from behind while facing him. To<br />

attempt it, you must have sufficient reach to attack a yard<br />

beyond your opponent – that is, reach equal to his range<br />

from you plus a yard.<br />

Roll against Return Strike to hit. If the target has never<br />

seen this move (GM decides), treat it as an attack from<br />

behind. This usually allows no active defense! Otherwise, it’s<br />

considered an attack from the side, which gives -2 to most<br />

defenses. See pp. B390-391 for detailed rules. Damage is<br />

unchanged, but only the DR on your victim’s back applies.<br />

You can combine Return Strike with Close Combat<br />

(p. 69) to do a “wrap shot” while in close quarters; see Using<br />

Techniques Together (p. 64). Treat this as striking into close<br />

combat (p. B392). If you miss your target or he dodges, you<br />

may hit yourself!<br />

Reverse Grip<br />

78 TECHNIQUES<br />

Average<br />

Defaults: prerequisite skill-6 for most one-handed<br />

weapons, skill-4 for two-handed ones, or full skill for Tonfa<br />

(only).<br />

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

skill.<br />

This technique – useful only with weapons that can make<br />

thrusting attacks – lets you avoid the need for a Ready<br />

maneuver to switch between a regular overhand grip and an<br />

underhand grip more suitable for close-quarters stabbing. A<br />

successful Reverse Grip roll lets you change grips instantly.<br />

Failure means you drop the weapon and your turn ends . . .<br />

and critical failure also inflicts Tip Slash (p. 113) damage on<br />

your torso!<br />

Once reversed, most weapons work differently – see<br />

Reversed Grip (pp. 111-112) for details. The main uses for<br />

this technique are to prepare a long weapon for close combat<br />

and to sheathe your weapon more quickly (see Quick<br />

Sheathing, p. 102).<br />

You can also use this technique to spin a tonfa (p. 225).<br />

It defaults to full Tonfa skill, as the weapon’s side handle<br />

makes this move exceptionally easy.<br />

Sacrifice Throw<br />

Hard<br />

Default: Judo.<br />

Prerequisite: Judo; cannot exceed prerequisite skill level.<br />

This technique involves grappling your opponent, falling<br />

with him, and using your entire weight to throw him. It’s<br />

risky, but difficult to resist. You may only attempt it if a regular<br />

Judo Throw (p. 75) would be possible; that is, on your<br />

turn immediately following a successful Judo parry or grapple.<br />

Sacrifice Throw is a special option for All-Out Attack<br />

(p. B365). Use these rules instead of the standard ones for<br />

All-Out Attack.<br />

Before you attempt the throw, you must declare whether<br />

you intend to land face-up, face-down, or kneeling, as well<br />

as where you plan to end up. One of your landing hexes –<br />

the only one, in the case of kneeling – must be your hex,<br />

your foe’s hex, or a hex adjacent to one of these. You must

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