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GURPS Martial Arts - Home

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To execute a Piledriver, you must first grapple your opponent<br />

with two hands by the arms, torso, or legs. Resolve this<br />

as an ordinary grapple. Your foe may defend normally.<br />

If your enemy fails to break free on his turn, then on your<br />

next turn, make a Piledriver roll to turn him head-down and<br />

drop to a sitting posture. This counts as an attack. If your<br />

victim’s weight exceeds your BL¥4, you aren’t strong enough<br />

to pick him up – your attack fails automatically but you<br />

must still roll to see if you critically fail!<br />

Your victim may defend at the usual penalties for being<br />

grappled. If he knows the Wrestling skill, he can counter<br />

your move by pivoting to make the attack mechanically difficult.<br />

This defense counts as a Wrestling parry and is possible<br />

even if your foe has no hands free.<br />

<strong>Martial</strong>-arts legend features countless “ultimate techniques”<br />

taught only to advanced students. Kung fu has<br />

dim mak – the “death touch” – with supposed origins in<br />

13th-century Taoist medicine. The rapier masters of the<br />

16th and 17th centuries reputedly attacked with the botte<br />

segrete, or “secret strike,” while 18th-century smallsword<br />

masters defended with the parata universale, or “universal<br />

parry.” These were the irresistible force and immovable<br />

object of European swordplay. The list goes on.<br />

Most fabled techniques have prosaic origins. Death<br />

touches and similar strikes have their genesis in physiology,<br />

not esoteric medicine. When healers discover new<br />

human frailties, warriors seek to exploit them in battle; see<br />

New Hit Locations (p. 137) for examples. This isn’t magic<br />

– a sufficiently skilled fighter can target any body part he<br />

wishes, given a reason to do so.<br />

This doesn’t stop rumors about secret techniques from<br />

arising when one man defeats another with a strike to an<br />

unusual target. An example is the coup de Jarnac. Guy de<br />

Chabot de Jarnac killed François de Vivonne de La<br />

Châtaigneraie (one of France’s greatest swordsmen) on<br />

July 10, 1547, in France’s last legal duel. He used a feint<br />

followed by a cut to the hamstring. This is immobilizing<br />

but not usually fatal, but La Châtaigneraie – mortified that<br />

an inferior defeated him in this way – refused medical aid<br />

and bled to death. It wasn’t long before dishonest masters<br />

were offering to teach the coup de Jarnac to gullible,<br />

wealthy students!<br />

Tactics, like medicine, developed gradually. Lunging<br />

with a sword seems obvious – anyone can attempt it<br />

in <strong>GURPS</strong> (see All-Out Attack (Long), pp. 97-98) – but it<br />

wasn’t common before the 16th century. Until the lunge<br />

became widespread, swordsmen who used it to defeat foes<br />

were spreading the legend of a botte segrete. Similarly,<br />

when lighter blades enabled the sword to rival the buckler<br />

and main-gauche on defense, tales of the parata universale<br />

followed. This is just the standard fencing parry described<br />

in Fencing Weapons (p. B404).<br />

In a realistic campaign, effective secret techniques<br />

shouldn’t exist. If the GM enforces Limited Maneuver<br />

Selection (p. 113), however, an untrained fighter won’t<br />

have access to all of the combat maneuvers and options in<br />

Secret Techniques<br />

86 TECHNIQUES<br />

A successful Piledriver does thrust+4 crushing or<br />

thrust+2 at +2 per die, whichever is greater, plus damage<br />

equal to your ST bonus from Wrestling (+1 at DX+1, +2 at<br />

DX+2 or better). Apply this to the skull. Immediately afterward,<br />

you can attempt a pin as a free action. Your opponent<br />

may resist as usual – but he’s still grappled and may be<br />

stunned or otherwise suffering from his injuries.<br />

If your Piledriver fails for any reason but being too weak<br />

to lift your foe, including a successful enemy defense, you<br />

still drop to a sitting posture. You must also roll vs. HT. A<br />

failed HT roll means you sit down too hard, strain your gut,<br />

etc. Apply the damage you would have inflicted to your own<br />

torso. Critical failure on the Piledriver roll means you end<br />

up sitting and injure yourself automatically (no HT roll).<br />

the Basic Set and Chapter 4, many of which are quite<br />

effective. Should he experience these at the hands of a<br />

well-trained opponent (and survive), he might spread<br />

rumors of secret techniques. The GM shouldn’t let the<br />

truth slip until the PCs see this “amazing” move in action.<br />

Still, every tactic was a brilliant new discovery at some<br />

point. The GM is welcome to forbid maneuvers or options<br />

that he feels warriors wouldn’t know about in his setting.<br />

He might let skilled martial artists buy knowledge of these<br />

tactics as perks – one per option, maneuver, or rarely<br />

known hit location. Those who witness such moves can try<br />

them . . . but until they spend that point, treat their efforts<br />

as ordinary attacks and defenses.<br />

In a cinematic game, secret moves definitely exist – as<br />

cinematic skills and techniques, or even as special powers<br />

(see Chi Powers for <strong>Martial</strong> Artists, p. 46). Dim mak might<br />

be the Pressure Secrets skill or the Hand of Death (see<br />

Innate Attack, p. 46). The botte segrete might be the Flying<br />

Lunge technique.<br />

In any game, unethical instructors might claim to teach<br />

secret techniques. The GM may rule that these are totally<br />

ineffective, and work as described in Useless Techniques<br />

(p. 95). Alternatively, they might be horribly risky – like the<br />

infamous coup de D’Artagnan, a botte segrete from The<br />

Three Musketeers.<br />

A typical “risky” secret technique is Hard, defaults to<br />

Melee Weapon-4 or Acrobatics-4, and can’t exceed the controlling<br />

skill. When used, roll a Quick Contest between the<br />

attacker’s technique and highest of the target’s Per, Body<br />

Language, or best melee combat skill. If the attacker wins,<br />

his foe’s active defense is reduced as per a successful feint<br />

(p. B365). If he loses or ties, his adversary automatically<br />

defends against the attack and the technique-user has -3 to<br />

defend against his opponent’s next attack.<br />

Whatever the truth about secret techniques, people<br />

tend to believe in them. <strong>Martial</strong> arts-related Delusions (see<br />

Delusions, pp. 53-54) about invincible moves are appropriate.<br />

In the interest of good player-GM relations, the GM<br />

should consider permitting PCs who pay points for risky<br />

secret techniques to take related Delusions to defray the<br />

cost!

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