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GURPS Martial Arts: Technical Grappling Is Copyright © 2013 by Steve Jackson Games Incorporated TM Written by DOUGLAS H. COLE Edited by JASON “PK” LEVINE Additional Material by PETER V. DELL’ORTO, DAN HOWARD, STEVE JACKSON, DAVID THOMAS MOORE, and SEAN PUNCH GURPS System Design T STEVE JACKSON Production Artist T NIKOLA VRTIS GURPS Line Editor T SEAN PUNCH Art Director T SAMUEL MITSCHKE Managing Editor T PHILIP REED Assistant Art Director T BRIDGET WESTERMAN Assistant GURPS Line Editor T JASON “PK” LEVINE Indexer T NIKOLA VRTIS e23 Manager T STEVEN MARSH Prepress Checker T MONICA STEPHENS Marketing Director T LEONARD BALSERA Page Design T PHIL REED and JUSTIN DE WITT Director of Sales T ROSS JEPSON GURPS FAQ Maintainer T VICKY “MOLOKH” KOLENKO Lead Playtester: Ken Clary Playtesters: Richard Bing, Jason Blalock, Dave Brown, Roger Burton West, Peter V. Dell’orto, Rory Fansler, Jeromy French, Jonathan Helland, Nathan Joy, Rob Kamm, Stephen Money, Andrew Rivett, Michael Roy, and Edward Thomas GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Technical Grappling, e23, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Martial Arts: Technical Grappling is copyright © 2013 by Steve Jackson Games Incorporated. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. An e23 Sourcebook for GURPS® STEVE JACKSON GAMES Stock #37-1644 Version 1.2 – November 2013 ® CONTENTS INTRODUCTION . 3 MANEUVERS . 20 Recommended Books . 3 Changes to All-Out and Committed About the Author. 3 Attacks When Grappling. 20 Glossary . 3 Attack Options . 22 Defending. 22 1. GRAPPLING CONCEPTS . 4 EVEN MORE ACTIONS AFTER A GRAPPLE . 23 Training Bonus and Trained ST . 4 Locks, Throws, Damage, and Multiple Attacks . 25 Rounding Conventions . 4 Control Points . 5 4. CHARACTER TRAITS . 26 Ready to Rumble . 5 Attributes . 26 Grappling With the Whole Body . 6 Muscling It . 26 Nonhuman and Superhuman Grapplers . 6 Advantages . 27 Grappling and Hit Location. 7 Funky Powers and CP . 28 Harsh Realism: Scaling Trained ST. 7 Perks . 29 How Tough Is My Stuff? . 8 Disadvantages . 30 Weight and Grappling. 8 Skills . 31 Bigger and Stronger! . 9 TECHNIQUES. 34 Posture . 9 Realistic Techniques . 34 Position . 10 Chokes. 36 Contests . 11 Pile On!. 37 Inflicting More Pain With Locks . 38 RMED RAPPLING 2. A G . 12 Harsh Realism: Judo Throw . 39 Grabbing Weapons, Shields, and Objects. 12 Cinematic Techniques . 41 Straps and Slings . 13 WEAPONS . 14 5. LENSES AND STYLES . 43 Characteristics Lenses. 43 of Grappling Weapons. 14 Trial by Combat . 44 Escaping Cuffs . 17 Animal Styles. 44 Character Styles. 45 3. COMBAT . 18 Know Yourself. 18 APPENDIX: TABLES . 47 Know Your Goals . 18 Know Your Foe . 19 INDEX. 49 About GURPS Steve Jackson Games is committed to full support of Internet. Visit us on the World Wide Web at GURPS players. Our address is SJ Games, P.O. Box www.sjgames.com for errata, updates, Q&A, and much 18957, Austin, TX 78760. Please include a self-addressed, more. To discuss GURPS with our staff and your fellow stamped envelope (SASE) any time you write us! We can gamers, visit our forums at forums.sjgames.com. The also be reached by email: [email protected]. Resources GURPS Martial Arts: Technical Grappling web page is include: gurps.sjgames.com/technicalgrappling. Bibliographies. Many of our books have extensive bib- New supplements and adventures. GURPS continues to liographies, and we’re putting them online – with links to grow – see what’s new at gurps.sjgames.com. let you buy the resources that interest you! Go to each e23. Our e-publishing division offers GURPS adven- book’s web page and look for the “Bibliography” link. tures, play aids, and support in PDF form . digital copies Errata. Everyone makes mistakes, including us – but we of our books, plus exclusive material available only on e23! do our best to fix our errors. Up-to-date errata pages for all Just head over to e23.sjgames.com. GURPS releases, including this book, are available on our Pyramid (pyramid.sjgames.com). Our monthly PDF website – see above. magazine includes new rules and articles for GURPS, sys- temless locations, adventures, and much more. Look for Rules and statistics in this book are specifically for the each themed issue from e23! GURPS Basic Set, Fourth Edition. Page references that begin with B refer to that book, not this one. CONTENTS 2 NTRODUCTION I Grappling skills in GURPS Fourth Edition provide a com - He enjoys watching movies, target shooting, and postponing plementary unarmed alternative to the timeless classic of woodworking and home improvement projects. Douglas has beat ing the snot out of someone via kicking and punching. earned two doctorates: A real one, in materials science and Grabbing, throwing, bending, and breaking people has a long engineering, from Northwestern University, and a cool one, in and storied history, readily combined with weapon fighting. GURPS Ballistics, from Illuminati Online University. He is an GURPS Martial Arts: Technical Grappling replaces or R&D manager for a major hard-disc-drive company. expands the options presented in Unarmed Combat (pp. B370 -372) for grappling. It offers the skilled grap - pler new tactics in the same fashion that GURPS Thaumatology: Magical Styles “upgrades” mages or Glossary GURPS Tactical Shooting treats trained gunmen. Technical Grappling introduces new concepts and terms Grappling in the GURPS Basic Set is designed to that are central to the rules. produce results on the same gratifying time scale as a blow with a weapon or fist. As soon as you grapple your active control (p. 5): Control Points maintained on a location, opponent, you receive decisive combat bonuses. and the penalties which naturally result. As long as you are Achieving a pin brings on 10 seconds of heavily penal - grappling your foe and he does not attack to break free, ized hell for your foe. active control is maintained from turn to turn. With Technical Grappling, this becomes a struggle Control Points (pp. 5-6): A quantity – akin to damage or an where the degree of restraint is variable. You will still be affliction – representing how firmly you have seized a per - able to achieve dominating positions, mighty take - son or object, and the extent to which you are able to restrict downs, and crippling locks and throws. But grappling is your target’s actions. Control Points (CP) impart penalties to hard, sweaty, and painful . you’re going to have to ST and DX, and may also be spent in Contests to lower your work at it. foe’s chance of winning. Grip CP (p. 12): The Control Points which must be overcome to take a weapon or object away from you. RECOMMENDED BOOKS Grip ST (pp. 6-7): The effective combined ST of a body part or GURPS Martial Arts: Technical Grappling requires group of parts (e.g., one arm, two arms and a leg, or five ten - both the GURPS Basic Set and GURPS Martial Arts to tacles and a toothy maw). The Grip ST of a mouth is also use. Nearly all of the information herein has been called Bite ST. adapted and expanded from the unarmed combat rules referred control (pp. 5-6): Control Points which affect the in those books. body parts that aren’t currently grappled, representing the target’s inability to move freely. For example, grappling an arm gives you active control over that arm and referred ABOUT THE AUTHOR control over every other part of the subject’s body. Douglas H. Cole has been roleplaying since 1981, Trained (Attribute) (p. 4): The specified attribute modified and playing GURPS since 1988. He has been an active by any training bonus. The most common is Trained ST playtester for both Third Edition and Fourth Edition, (ST plus training bonus). and acted as lead playtester for GURPS High Tech and training bonus (p. 4): A bonus, usually applied to ST or Grip GURPS Tactical Shooting . Douglas trained in Hwa ST, based on the relative level of your grappling skill. Rang Do from 2002 -2011, until sidelined by injury. Of the single rapier fight between valiant men, having both skill, he that is the best wrestler, or if neither of them can wrestle, the strongest man most commonly kills the other, or leaves him at his mercy. – George Silver, Paradoxes of Defence INTRODUCTION 3 CHAPTER ONE GRAPPLING CONCEPTS Niwaishi squatted in the middle of the ring, having spent the Wrestling at DX+1) with one from the Training Bonus Table right amount of time playing with his opponent Kurogawa’s (p. 48). This bonus is determined by two things: mind. Kurogawa crouched as well, confident in his larger mass. 1. The progression (slow, average, or fast) for the skill The fighters slammed together, Niwaishi recoiling backward being used. Some skills simply offer a better training bonus two steps. He advanced aggressively, shoving Kurogawa back - than others! ward by jabbing at his neck. Kurogawa kept trying to close, but 2. The relative skill level (p. B171) of the skill or technique repeatedly found Niwaishi’s hand at his throat. Enraged, being used. (For techniques, this is relative to DX, not to the Kurogawa charged. skill it defaults from.) Bonuses from combat maneuvers and Niwaishi nimbly slid around Kurogawa’s guard, threatening options, such as the +4 to hit from All-Out Attack (Deter - to take his rear.
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