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yags:martial_arts [2006/03/06 22:30] external edit
yags:martial_arts [2015/02/04 22:40] (current)
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 ====== Martial Arts ====== ====== Martial Arts ======
-See also: [[Techniques]],​ [[Kenjutsu]]+See also: [[Techniques]],​ [[Kenjutsu]], [[Karate]]
-For purposes of this page, Martial arts covers unarmed ​combat.+//Martial arts// is a term used to described all forms of combat, from open hand attack styles such as Jujutsu, through viking sword and shield styles to bows, pistols and rifles. Here, we concentrate on the close quarters battle side of things - hand to hand fighting, principally the //Brawl// skill.
-===== Basic Manouevres =====+All unarmed combat is performed with the //Brawl// skill, regardless of whether it is a pub fight or some exotic Japanese combat art. The difference is in the techniques that are used. Generally, a person with a high //Brawl// but no techniques will be your typical street brawler - no particular style or artistic merit. This doesn'​t mean they'​re not dangerous, but someone with the same skill plus a few techniques may have the advantage.
-The following can be done by anyone, ​using the //Brawl// skill.+**Disclaimer:​** I know nothing about martial art styles except what I've read in books. I'm currently ​using GURPS Martial Arts 4th Ed as a primary source for background on various styles.
-==== Attack Actions ​====+===== Brawl Manoeuvres =====
-All the following must be declared ​when the attack ​is declared at the start of the round.+//​Manoeuvres//​ are combat options which can be tried by anyone, without requiring a technique. Many are made easier by certain techniques. A manoeuvre needs to be declared ​before ​the attack.
-=== Grab ===+==== Grab ====
-Covers trying ​to grab the defenders limbs or neck in order to get a hold. Causes ​a //free strike//, and requires a //good// attack for success ​against ​a limb, or an //excellent// attack ​for the neck. No damage is caused.+You try to grab hold of your opponent with both handsIf you only use one hand (i.e. you are holding a weapon) then you will suffer a penalty, but may drop your weapon as a free action before you make your attack. Your opponent gets a //free strike// against ​you (or an //automatic strike// if they have a weapon), then you make an Agility x Brawl attack ​against their Agility x Brawl.
-On success, ​the target is held and looses their attacks for the rest of the round, though ​may atttempt ​to break instead of their declared action by rolling their strength versus the strength ​brawl of the attackerThis gives an advantage ​to whoever acts first.+On success, ​they may try to break free or chose to willingly wrestle. If they try to avoid, both make Strength ​Brawl (you are at -10 if you only have a single hand). If you succeed, you are both //​grappled//​Each extra success you make puts them at -1 penalty ​to all physical attributes whilst //​grappled//​.
-=== Trip ===+If they chose to wrestle, both of you compare your roll against half your opponents, and gain the advantages of above. You will probably both end up suffering penalties.
-Grab and throw a person to the ground, or otherwise knock them from their feet. Causes a //free strike// and needs a //good// attack. On success, make opposed strength x brawl checks, on success the defender is thrown. ach extra success does one stun.+//grappled// person loses all further actions that round.
-=== Unarmed disarm ​===+==== Trip ====
-Try to disarm ​foeCauses ​a //free strike// and needs a //​good// ​attack. On success, a contest of agility x brawl. If attacker failsdefender looses their next attack ​//that round//, on successs the defender is disarmed.+This is combined grab and throwMake a //grab// manoeuvre as above, but you need a //good// success. If they chose to wrestlethen it automatically turns into grapple and you don't get to trip them. If you succeed on the Strength checkthen you throw them to the ground ​//prone//. Each extra success does one //stun//.
-==== Defensive Actions ==== 
-Following are declared as an attack. Can only be performed if declared.+==== Unarmed disarm ====
-=== Escape hold ===+Try to disarm a foe. Causes a //free strike// and needs a //good// Agility x brawl attack against the opponent'​s standard defence. If you succeed the opponent loses further attacks that round and there is a contest of Strength x Brawl. If you succeed, the opponent drops their weapon. On a //good// success, you can take their weapon.
-Used if being held by a foe (i.e. grabbed). Make a strength|agility x brawl versus the foe's strength x brawl. On success, break free. 
-==== Followup Actions ​====+==== Escape ​====
-The following ​are used to follow up an attack in previous ​round.+If you are currently //​grappled//,​ you can try to escape. Make Strength x Brawl contest. On success, you break free. Your opponent loses any actions against you that round.
-=== Improve Grab ===+==== Improve Grab ====
-Tighten your grip on a person being held. Contest of strength x brawl. ​If win, get +bonus to strength for all further checks for this hold (including break attempts). If a neck holdchoke victim for one fatigue. Bonus limited ​to doubling strength. Exra success gives more bonuses, but no extra fatigue.+Tighten your grip on a person being held. Contest of strength x brawl. ​Each success puts your opponent at further -1 to their attributes. If you have been grappled and are at penaltyyou can use this to reduce your penalty and even put your attacker at penalty.
-If fail, then no change. On a fumble, loose hold.+==== Coup de grace ====
-=== Break ===+If foe is unable to resist (tied up, unconscious etc), may perform an //automatic strike// which does double wounds. If you perform it as a full round action (no defences or movement), then if you miss you do damage as normal otherwise you do maximum damage against minimum soak, and all wounds/​stuns are doubled.
-Break limb or neck that is being heldMake basic damage ​roll (including strength ​bonus for an improved grab). If do 4 stun levelslimb or neck is broken. If neckvictim drops to fatal wounds.+===== Techniques ===== 
 +The following are standard combat techniques. They are not associated with any particular style of fighting, but are useful for all of them. 
 +  * **Close combat (2)** - Ignore free strike caused by grapple ​or trip. 
 +    * **Unarmed combat (4)** - Ignore free strike caused by not having ​weapon. 
 +    * **Out of reach (4)** - Ignore some penalties due to reach. 
 +    * **Disabling hold (4)** - On initial grapple, extra -1 to attributes per 4 skill. 
 +  * **Combat reflexes (2)** - Add best of melee and brawl to initiative. 
 +    * **Reflex dodge (4)** - Add brawl to your own to be hit difficulty 
 +    * **Opportunity attack (4)** - Don't have to declare a manoeuvre. 
 +      * **Improved ​damage (6)** - Add brawl/melee skill to damage. 
 +        * **Multiple attacks (8)** - One attack for 4 points of skill. 
 +  * **Hard to kill (2)** - Bonus to staying alive 
 +    * **Only stunned (4)** - Shrug off stuns 
 +    * **Ignore pain (4)** - Reduce stun/wound penalties by a level. 
 +      * **Tough (4)** - Bonus to soak 
 +  * **Surprise attack (2)** - Gain bonus in a surprise attack. 
 +    * **Tactical move (4)** - Roll agility x brawl for initiative. 
 +The above will be known by standard street fighters. 
 +Some random styles. 
 +  * **Wrestling (2)** - Use agility instead of strength in a grapple. 
 +    * **Counter grapple (4)** - A fail to trip or grapple you can be countered with a trip attack. 
 +    * **Break fall (4)** - If you suffer a trip, one less stun per 4 skill. 
 +  * **Acrobatic roll (2;​Athletics)** - Difficulty 20 check to stand from prone as a free action. 
 +    * **Acrobatic dodge (4;​Athletics)** - Add Athletics to defenceup to reach half Athletics. If defensivehalf adds to soak. 
 +  * **Silent strike (2)** - On unseen grapple, strength halved. May also brawl attack for damage. 
 +    * **Silent kill (4)** - On unseen attack, rolls wounds ​rather than stuns.
yags/martial_arts.txt · Last modified: 2015/02/04 22:40 (external edit)