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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!