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GURPS Martial Arts - Home

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This kick consists of a swift, downward stamp with the<br />

heel, using your entire body weight to give additional force to<br />

the kick. It does more damage than a normal kick, but it can<br />

only target an opponent who’s lying down or the foot or leg of<br />

a standing foe.<br />

Roll against Stamp Kick to hit. Damage is thrust+1, plus<br />

your Brawling or Karate bonus. On a miss, you stomp the<br />

ground and must make a DX roll to avoid ending up offbalance<br />

and unable to retreat until your next turn.<br />

Staying Seated<br />

Average<br />

Default: Riding.<br />

Prerequisite: Riding; cannot exceed Riding+4.<br />

This technique represents special training in the art of<br />

staying on the back of a mount. Knights learn it to keep their<br />

seat in combat; rodeo riders practice it to win competitions!<br />

When rolling for any reason to avoid falling off your mount<br />

(for instance, the rolls on p. B397), use Staying Seated instead<br />

of Riding.<br />

Sweep<br />

Hard<br />

Default: prerequisite skill-3.<br />

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

skill; cannot exceed prerequisite skill.<br />

This technique lets you knock down an opponent in a single<br />

attack rather than by grappling him and executing a takedown<br />

or throw. It isn’t aimed at his center of mass with the<br />

goal of pushing him away, like a Push Kick or shove. It’s an<br />

attempt to “clothesline” his neck or head, knock his legs out<br />

from under him, or otherwise unbalance him.<br />

Roll against Sweep to hit. Hit location is a special effect –<br />

don’t apply a penalty for it. Your target may defend normally.<br />

If he fails, roll a Quick Contest: your Sweep or ST vs. his ST,<br />

DX, Acrobatics, or best grappling skill. Use the highest value<br />

in both cases. If he loses, he falls down.<br />

Many combat skills can Sweep. You can try an armed version<br />

with any two-handed weapon with reach 2+. This<br />

defaults to Polearm, Spear, Staff, Two-Handed Axe/Mace,<br />

Two-Handed Flail, or Two-Handed Sword, and has the<br />

weapon’s usual reach. You can also Sweep with Judo, Karate,<br />

or Sumo Wrestling. When you attack, specify a stiff arm to<br />

the upper body (reach C, requires a free hand), a sweeping<br />

kick (reach C, 1, uses a leg), or a pull in a clinch (reach C, only<br />

when grappling). Those with Strikers, especially tails, can<br />

learn Sweep (Brawling) and attack at their usual reach.<br />

Regardless of the weapon used, Sweep is a slow, pushing<br />

attack that doesn’t inflict damage.<br />

Trip<br />

Hard<br />

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

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

exceed prerequisite Parry.<br />

Trip lets you cause a two-legged foe to stumble and miss<br />

with a slam. It counts as a parry with the prerequisite skill.<br />

Success means you avoid the slam and your attacker must<br />

make a DX or Acrobatics roll at -5 or fall down!<br />

Per p. B376, a charging fighter’s “effective weight” as a<br />

weapon equals his ST. Since your weight limit with an<br />

unarmed parry equals your Basic Lift, Trip fails automatically<br />

if your foe’s effective weight exceeds your BL. At ST 8<br />

and BL 13, you couldn’t stop a ST 14+ opponent. With ST 14<br />

and BL 39, only ST 40+ giants would be a problem.<br />

Shield DB doesn’t benefit Trip. You can’t retreat for a<br />

bonus, either – or use a Slip or Sideslip (see Retreat Options,<br />

pp. 123-124). You can Dive by assuming a crawling posture<br />

across your foe’s path. Apply the usual modifier to your roll<br />

and use 2¥BL to determine whom you can trip.<br />

You can’t attack with Trip – use Sweep (see above) for<br />

that. However, you can use Trip to intercept someone running<br />

past you (not merely stepping) within a yard. On a battle<br />

map, that’s through your hex or an adjacent hex. This<br />

works like a regular Trip and counts as a parry.<br />

Trip can use many body parts: arms, legs, a hip, etc. You<br />

must Dive or use a free foot to intercept a runner who isn’t<br />

trying to slam you.<br />

Two-Handed Punch<br />

Average<br />

Default: Brawling-2.<br />

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

This technique involves either knitting the fingers of two<br />

hands together to strike or striking with two fists held<br />

together. A common move in movies and on television, it’s<br />

not terribly safe or effective in reality.<br />

Roll against Two-Handed Punch to hit. Your opponent<br />

defends normally, but if he successfully parries and inflicts<br />

damage, both of your arms take full damage. If you take<br />

damage from striking DR 3+, both hands take full damage.<br />

Damage is thrust+1 crushing – or thrust at +1 per die, if better<br />

– plus your Brawling bonus.<br />

On a turn when you attempt a Two-Handed Punch, you<br />

can only parry once with your hands. This does count as a<br />

Cross Parry (p. 121) – the parry is more effective but you<br />

only get one.<br />

Uppercut<br />

Average<br />

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

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

prerequisite skill.<br />

This is a short punch directed upward from a low stance.<br />

It delivers a powerful blow to an opponent standing in close.<br />

You can only use Uppercut against the upper body – skull,<br />

eye, face, neck, torso, arm – of a standing foe. (Exception: If<br />

his SM exceeds yours, you can target everything but his<br />

feet.) Damage is thrust crushing plus skill bonuses. Your target<br />

defends normally.<br />

Uppercut is a very close-range punch. Many fighters<br />

throw it after getting their adversary in a clinch with the<br />

other arm. Grappling an opponent around the back of his<br />

head and punching is illegal in modern sport boxing, but<br />

very effective (see Grab and Smash!, p. 118).<br />

TECHNIQUES 81

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