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Gudiomen 09-10-2008 07:46 PM

Your Trademark Moves
 
The perk "Trademark Move" from PU2 is cool, but it only has one example. The example given is quite complicated, and I've recently tried to devise one for a character of mine. The lack of examples makes you wonder how tricky you have to get though.

I thought some of you may already have built a few trademark moves, or might feel up to the challenge to either create one from scratch or try to emulate something from fiction.

I'll start off with mine:

TM: "Serpent's Kiss" (committed Determined Attack, Rapid Attack using FP, two spear thrust Deceptive Attacks with -1 to defense targeting the vitals chinks)
The mechanics: +2 from committed, -3 for rapid attack, -2 for deceptive attack, -10 for vitals chinks hit location. Total: -13 (-8 with TA increasing the odds to hit vitals chinks) +1 for TM (-12/-7).

ham2anv 09-10-2008 07:52 PM

Re: Your Trademark Moves
 
I was working on a character a while back, a dagger fighter, and I built a Combination technique for him that combined a Spinning Elbow Strike to the torso with a Reverse Strike knife thrust to the vitals. Don't think I had Perks yet, but that would work. Actually, anything written up as a Combination should automatically count for Trademark Move.

PK 09-11-2008 11:04 AM

Re: Your Trademark Moves
 
Doesn't have to be a combo, though. Here's one for a realistic Savate fighter:

DX 13 [60]
Karate-15 [12]
Kicking (Karate)-15 [3]
Lethal Kick (Karate)-13 [0]

Trademark Move (Lethal Kick to Vitals, as a Deceptive Attack -1; skill 12 including +1 bonus) [1]

Kromm 09-11-2008 11:09 AM

Re: Your Trademark Moves
 
The only real requirement is "annoyingly complex enough that the GM and other players won't want to wait around while you look up all the rules and total all the modifiers." The object is to reward knowing your PC's combat options with the ability to buy a unique perk that affects a combat situation. Balance-wise, it's fair enough . . . it's no different than spending a point to get +1 with a technique. The issue is more about what's dramatic -- and spending 10 minutes working out your odds isn't dramatic.

Bruno 09-11-2008 12:20 PM

Re: Your Trademark Moves
 
Mrugnak, my minotaur, has a Flail skill of 22 (with his signature magical large morningstar Huvuded-krossat-i) and an axe/mace skill of 18 (with his signature magical large Axe-with-a-backspike Trovaardig yxa).
He uses them two-weapon style, with Trovaardig yxa in his left hand (Offhand Weapon Training perk) and Huvuded-krossat-i in his right hand.

I haven't picked any trademark moves yet, I'm letting the first adventure "shake down" any patterns of behavior, but here's one that I'm contemplating after the adventure ends and I buy up my Dual Weapon Attack for Flail and Axe/Mace:

Dual Weapon Attack; Flail swing to the face with Huvuded-krossat-i in his right hand, with Deceptive Attack -2/-1, Pick-spike swing with Trovaardig yxa in his left hand, to the vitals of the same target.

Total to-hit roll for Huvuded-krossat-i: 22 -5 (face) -2 (deceptive attack) -0 (DWA bought up) = 15 Attacks that miss by 1 hit the torso instead.
vs a defense penalty of: -1 (DA) -1 (DWA vs one target) -0/2/4 (flail) = -2 vs Dodge, -4 vs Blocks, -6 vs Parry. Parries by fencing weapons are impossible; 3lb or less weapons may break, p376.
Final damage of 4d+3 (2) crushing. No wounding modifier. Knockdown rolls are at -5 due to hit location. Knockback is 1 yard/(ST-2) for crushing damage.

Total to-hit roll for Trovaardig yxa: 18 -3 (vitals) -0 (DWA bought up) = 15 Attacks that miss by 1 hit the torso instead.
vs a defense penalty of: -1 (DWA vs one target) = -1. 2.25 lbs or less weapons may break, p376.
Final damage of 4d+2 impaling, all wounding is tripled due to vitals. No knockback.

MrKay 09-11-2008 12:33 PM

Re: Your Trademark Moves
 
Quote:

Originally Posted by Bruno
Mrugnak, my minotaur, has a Flail skill of 22 (with his signature magical large morningstar Huvuded-krossat-i) and an axe/mace skill of 18 (with his signature magical large Axe-with-a-backspike Trovaardig yxa).
He uses them two-weapon style, with Trovaardig yxa in his left hand (Offhand Weapon Training perk) and Huvuded-krossat-i in his right hand.

I haven't picked any trademark moves yet, I'm letting the first adventure "shake down" any patterns of behavior, but here's one that I'm contemplating after the adventure ends and I buy up my Dual Weapon Attack for Flail and Axe/Mace:

Dual Weapon Attack; Flail swing to the face with Huvuded-krossat-i in his right hand, with Deceptive Attack -2/-1, Pick-spike swing with Trovaardig yxa in his left hand, to the vitals of the same target.

Total to-hit roll for Huvuded-krossat-i: 22 -5 (face) -2 (deceptive attack) -0 (DWA bought up) = 15 Attacks that miss by 1 hit the torso instead.
vs a defense penalty of: -1 (DA) -1 (DWA vs one target) -0/2/4 (flail) = -2 vs Dodge, -4 vs Blocks, -6 vs Parry.
Final damage of 4d+3 (2) crushing. No wounding modifier. Knockdown rolls are at -5 due to hit location. Knockback is 1 yard/(ST-2) for crushing damage.

Total to-hit roll for Trovaardig yxa: 18 -3 (vitals) -0 (DWA bought up) = 15 Attacks that miss by 1 hit the torso instead.
vs a defense penalty of: -1 (DWA vs one target) = -1
Final damage of 4d+2 impaling, all wounding is tripled due to vitals. No knockback.

Certainly, a large, magical axe with backspike would be a very believable axe, but for that extra Swedish twang, you could go for an a with an umlaut (also known as ä) instead of the double a - Trovärdig Yxa.

As for the flail, I am assuming you're going for the sentence 'Head Crushed In', which would be 'Huvudet Inkrossad' or something to that effect. Alternately, 'Huvudet Krossad' could be used, meaning roughly '[The] Head [is] Crushed'.

In advance, I apologize if your Swedish skills far exceed mine (as a Norwegian, mind) and I am just being out of line with my nitpickiness. :P

Bruno 09-11-2008 12:40 PM

Re: Your Trademark Moves
 
Another, for use against irritatingly mobile/dodgy foes:

"Leg-docker"[1]
Mrugnak starts by bringing Huvuded-krossat-i around to smash his opponent in the face, but by sheer brute force redirects it at the last second into an unexpected descending smash into the leg.

All-Out-Attack: Feint-and-attack: No defenses are possible after attempting a "Leg-docker". Mrugnak may move up to 4 yards straight forward in combination with this attack. This attack may be made while Berserk.

Basic Feint vs Flail skill of 22
Flail swing with Huvuded-krossat-i to the leg, Deceptive Attack -6/-3.

Total tohit: 22 -2 (leg) -6 (DA) = 14.
vs a defense penalty of: -3 -0/2/4 (Flail) -(margin of success in Feint) = -3 Vs Dodge, -5 vs Block, -7 vs Parry (-Feint). Parries by fencing weapons are impossible; 3lb or less weapons may break, p376.
Final damage of 4d+3 (2) crushing. No wounding modifier. Knockback is 1 yard/(ST-2) for crushing damage. Any major wound cripples the leg.


[1] To (probably mis-)quote Footrot Flats: "Some bloody bastard has gone and docked your legs!" -- The Dog, talking to Prince Charles the Corgi

Bruno 09-11-2008 12:57 PM

Re: Your Trademark Moves
 
Quote:

Originally Posted by MrKay
Certainly, a large, magical axe with backspike would be a very believable axe, but for that extra Swedish twang, you could go for an a with an umlaut (also known as ä) instead of the double a - Trovärdig Yxa.

Google Translate thinks it means "Trusty axe" as in, an axe he relies on a lot. Can you suggest another name that matches that meaning closer?

Quote:

Originally Posted by MrKay
As for the flail, I am assuming you're going for the sentence 'Head Crushed In', which would be 'Huvudet Inkrossad' or something to that effect. Alternately, 'Huvudet Krossad' could be used, meaning roughly '[The] Head [is] Crushed'.

The original idea I wanted was "Head-Smashed-In", a reference to the Head-Smashed-In Buffalo Jump in Alberta, Canada. That, and the fact that Mrugnak thinks that smashing goblin heads makes "dis rilly funny noiz." [1]

"Huvudet-Inkrossad" would work (I'm afraid I'm attached to my hyphens :D)

Quote:

Originally Posted by MrKay
In advance, I apologize if your Swedish skills far exceed mine (as a Norwegian, mind) and I am just being out of line with my nitpickiness. :P

I'm relying entirely on Google Translate, so if it had told me the correct translation was "Bork bork bork" I wouldn't know any better.

[1] Which is not my attempt at a sweedish accent, for reference. Mrugnak's accent may or may not be a heavy parody of the Ottawa Valley regional accent with a small amount of Tank Girl mixed in for colour.

MrKay 09-11-2008 01:16 PM

Re: Your Trademark Moves
 
Quote:

Originally Posted by Bruno
Google Translate thinks it means "Trusty axe" as in, an axe he relies on a lot. Can you suggest another name that matches that meaning closer?



The original idea I wanted was "Head-Smashed-In", a reference to the Head-Smashed-In Buffalo Jump in Alberta, Canada. That, and the fact that Mrugnak thinks that smashing goblin heads makes "dis rilly funny noiz." [1]

"Huvudet-Inkrossad" would work (I'm afraid I'm attached to my hyphens :D)



I'm relying entirely on Google Translate, so if it had told me the correct translation was "Bork bork bork" I wouldn't know any better.

[1] Which is not my attempt at a sweedish accent, for reference. Mrugnak's accent may or may not be a heavy parody of the Ottawa Valley regional accent with a small amount of Tank Girl mixed in for colour.

Ah, I figured that was the idea you were getting at, although 'Believable Axe' does strike me as something a very literal barbarian would name his weapon of choice.

I am wracking my brain here but I can't come up with a translation for 'trusty' in either Swedish or Norwegian that means, well, trusty. I suppose you'd have to substitute 'trofast', meaning 'faithful, dependable' or 'pålitlig' (the 'å' here commonly rendered as 'aa' internationally - lucky us for having a 29-character alphabet), again meaning 'dependable' but in this case in a more 'not likely to malfunction and/or break' sort of context.

The two mentioned above are in themselves eminent names to give one's favourite weapon even without additions, but if you want the context 'The Trusty Axe', one way to go would be 'Trofasta/Pålitliga Yxan'.

And if you want to incorporate a bit more of the ol' Swedish into your character, bear in mind that the sound 'w' as spoken in English is almost nonexistant in Swedish (or Norwegian) and that the 'e' is pronounced like in the word 'pet' - which is why many Scandinavians pronounce 'Swedish' more like 'Sveedish' when speaking English.

Again, my own command of the Swedish language isn't perfect, as in I don't know every strange word and expression they use, but the similarities to Norwegian are so many that I know I'm not altogether barking up the wrong tree here :P

Edit: Note that this is one of the ways where Norwegian and Swedish differ. Whereas 'Pålitliga yxan' would be a perfectly valid thing to say in Swedish, in Norwegian ('Pålitelige øksa') it sounds like something you might say TO the axe, in appreciation of its reliability. And talking to your axe, well... That's just creepy, no matter where you are! :P

Xplo 09-11-2008 03:25 PM

Re: Your Trademark Moves
 
Think "familiar axe" might work too, treating the axe like an old companion; here, the trustiness is implied, in that user has presumably used it in battle enough to prove both its utility and its reliability. Particularly appropriate since it's Signature Gear.

You'll have to consult someone else for the Swedish translation, of course...

chandley 02-29-2012 11:11 AM

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?

Edman 02-29-2012 12:33 PM

Re: Your Trademark Moves
 
Quote:

Originally Posted by Bruno (Post 661721)
Google Translate thinks it means "Trusty axe" as in, an axe he relies on a lot. Can you suggest another name that matches that meaning closer?



The original idea I wanted was "Head-Smashed-In", a reference to the Head-Smashed-In Buffalo Jump in Alberta, Canada. That, and the fact that Mrugnak thinks that smashing goblin heads makes "dis rilly funny noiz." [1]

"Huvudet-Inkrossad" would work (I'm afraid I'm attached to my hyphens :D)



I'm relying entirely on Google Translate, so if it had told me the correct translation was "Bork bork bork" I wouldn't know any better.

[1] Which is not my attempt at a sweedish accent, for reference. Mrugnak's accent may or may not be a heavy parody of the Ottawa Valley regional accent with a small amount of Tank Girl mixed in for colour.

Trovärdig would probably be best translated as credible, which may not be what you're looking for. Trusty would indeed be Pålitlig (pronounced paw-leet-leeg) or trogen (like it looks, except for a longer o, like in Ooh). Trogen-Yxa undoubtedly sounds better. However, due to weird, Swedish grammatical rules on par with just about nothing else in the known world, it would be Huvudet-Inkrossat, not Inkrossad. If you want any other translations, just PM me - I have been paid to translate from English to Swedish (and vice versa) and I'm always willing to help anyone make a mockery of my mother tongue.

aesir23 02-29-2012 02:23 PM

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.

vierasmarius 02-29-2012 03:20 PM

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

fwcain 02-29-2012 03:29 PM

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?

Bruno 02-29-2012 05:53 PM

Re: Your Trademark Moves
 
Quote:

Originally Posted by fwcain (Post 1330181)
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?

That's not really a Trademark Move, not without knowing the character's Strength, Karate skill, and training or lack thereof in Targeted Attack Karate Kick to the Skull, and Flying Jump Kick.

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 :)

Celti 03-01-2012 03:51 AM

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.

MiB1213 10-11-2017 10:58 PM

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?

Kelly Pedersen 10-12-2017 12:03 AM

Re: Your Trademark Moves
 
Quote:

Originally Posted by MiB1213 (Post 2128073)
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?

Close, though remember that you get +1 on all skill rolls to perform the Trademark Move. So if your move consists of "Rapid Strike with three attacks, at -6 for each (from Weapon Master), the first a Feint (at +4 because I have Feint (Broadsword)+4), the second a sword swing at the leg (at -2 for the leg), and the third a telegraphed sword swing to the neck (at +4 for Telegraphed, -5 for the neck)", you'd make three separate skill rolls, the first at (-6 +4 +1), the second at (-6 -2 +1) and the third at (-6 +4 -5 +1).

MiB1213 10-12-2017 12:19 AM

Re: Your Trademark Moves
 
Quote:

Originally Posted by Kelly Pedersen (Post 2128081)
Close, though remember that you get +1 on all skill rolls to perform the Trademark Move. So if your move consists of "Rapid Strike with three attacks, at -6 for each (from Weapon Master), the first a Feint (at +4 because I have Feint (Broadsword)+4), the second a sword swing at the leg (at -2 for the leg), and the third a telegraphed sword swing to the neck (at +4 for Telegraphed, -5 for the neck)", you'd make three separate skill rolls, the first at (-6 +4 +1), the second at (-6 -2 +1) and the third at (-6 +4 -5 +1).

Thank you. Now I get it

Railstar 10-12-2017 11:54 AM

Re: Your Trademark Moves
 
Two from a medieval-ish (TL 4) assassin.

No glamorous names, but if confronted by a more heavily-equipped foe, she’d start off with Fast-Draw of a Hidden Weapon & Targeted Attack to Face.

Including +1 for Trademark Move, and +1 Fast-Draw for Combat-Reflexes & -3 Fast-Draw for Hidden Weapon.

As a Step forwards & Wait, triggered by opponent approaching within 2 yards, Fast-Draw (skill 14) a hidden knife, then Thrown Weapon: Knife as a Targeted Attack: Face (skill 14).

Hidden Weapons + thrown knife = -2 Dodge/Block, -3 Parry.

Or, if already engaged, Fast-Draw (skill 14) hidden knife in Reverse Grip, and as a Committed Attack (Determined) & Deceptive Attack (at -2 to hit) make a Targeted Attack: Knife thrust/Face (skill 14).

Hidden Weapons + Deceptive Attack + Reverse Grip = -4 Dodge/Parry/Block.

For context, the setting was similar to Banestorm, not Dungeon Fantasy, so those defensive penalties were huge.

And impaling damage to the face often caused a major wound, for HT-5 to avoid Knockdown & Stun. When that happened she just kept stabbing them while they’re down. While she wasn’t quite as effective in open combat as the plate-armoured knight with a customised duelling halberd, she could still bring down soldiers more heavily armed and armoured than her without having to backstab them.


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