Re: Your Trademark Moves
We got a couple here, but Id love to see more...
Got a Dwarf Knight with a sig axe-with-pick-and-full-spear-head, fine, balanced, dwarven (of course) and a weapon bond that tops him out at effective skill 26, used two handed. He needs suggestions on what to do with roughly -10 to -12 of self-imposed penalties. Can you use an "attack" to pull a pick out of a target? Or is it always going to require a full Ready to pull out? Wonder if I can talk a GM into ATR 1 (Only to pull out picks, ready unbalanced weapons, change grips and the like -80%) [20]... What I have so far: "The Trepanator": Feint to the groin, lop off the top of the head: Rapid Strike, first attack is Feint at skill 23, second is Axe to Skull at Skill 16 for 2d+9 cut, damage past helmet and skull DR is x4. "The Violator": This move will help keep opponents from building up a +1 to defend against the Trepanator... Foil the opponents stance with the spear head, then throw a vicious pick attack to the groin/torso vitals: Rapid Strike, first attack is a Defensive Feint at skill 23, second is an Attack with the pick to the groin at skill 16 with a -2 to defend against it (Skill 26-3 Rapid -3 groin/vitals -4 Deceptive) for 2d+8 imp damage, x2 penetrating damage if literally done to the groin, x3 if done to the torso vitals with a special effect being your going for the liver by way of the taint... "The Minionator": Rapid Strike with the axe head _x4_, each attack is made at skill 15 and is -1 to defend against (Skill 26 - 18/2 for x4 rapid strike -2 Deceptive) OR _x7_ and costs 7 FP (Skill 26 - 36/2 (WM)*2 (Flurry) -2 Deceptive)= Skill 15 and -1 to be defended against. "Quattuor Membra": As Minionator, but instead of a deceptive attack, target each arm and leg in turn. At 2d+9 cutting, and penetrating damage getting x1.5, shouldnt be to hard to get a few crippled limbs (Against mail armor, average is 12 penetrating, multiplied to 18 for cut, which will lop off limbs from up to ST/HP 17 foes). I like Bruno's Leg-Docker, going to add that. DF has been out a while, what else do people have? |
Re: Your Trademark Moves
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Re: Your Trademark Moves
IRL, when I used to fight competatively in Tae Kwon Do my trademark move was a Spinning Kick to the Torso launched as a Stop Hit. I was fast back then (16 years ago in my teens) so it worked more often then not.
On fortunately, I haven't had a PC in a while (I'm always the GM), so I've never had a TM in game. |
Re: Your Trademark Moves
I made a total munchkin character for an arena match a while back, wielding a pair of Signature Fine Curved Long Knives (I know, I know...) His Trademark Move was:
Dual Weapon Deceptive Attack, Knife Swing to the Neck, Defense -2, Effective Skill 14, Damage 3d cut |
Re: Your Trademark Moves
Would some kindly Master/Sensei/Sifu of Gurps Fu be willing to provide a write-up for Tae Kwon Leap's Boot To The Head, please?
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Re: Your Trademark Moves
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The point of Trademark Move is you math all that in advance for your specific character. Don't forget the +1 to kicking damage for wearing boots though :) |
Re: Your Trademark Moves
I created two Trademark Moves for a speedster superhero of mine. He has Extra Attack 5, so he can fill a Trademark Move with a lot of action!
The Human Doormat As an Acrobatic Attack: run forwards, make an Acrobatic Feint (skill 21), followed by a kick to the Knee as a Deceptive Attack -1 (skill 17), followed by a kick to the Groin as a Deceptive Attack -2 (skill 16), followed by a kick to the Vitals as a Deceptive Attack -2 (skill 16), followed by a kick to the Neck as a Deceptive Attack -1 (skill 17), followed by a kick to the Skull as a Deceptive Attack -1 (skill 16), ended by backflipping and tumbling backwards, skill 20. The Handspring Kick As an Acrobatic Attack: flip forwards, doing a handspring (skill 21) and making an Acrobatic Feint (skill 21), followed by snap kick to the Jaw as a Deceptive Attack -1 (skill 16), followed by a Push Kick to the Jaw as a Deceptive Attack -1 (skill 16), ending the flip in close combat with the target — or standing over the target, if he falls. |
Re: Your Trademark Moves
First time I’m using TM. So let me see if I get this. If I build a TM and it’s collective penalty is -10. Then when I do the move exactly as written it’s performed at -9?
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Re: Your Trademark Moves
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Re: Your Trademark Moves
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