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Old 12-04-2020, 12:46 PM   #10
EskrimadorNC
 
Join Date: Jul 2015
Default Re: The Raid: Redemption, a Technical Grappling Analysis

Analysis of Rama

While Rama is an extremely capable (and probably lucky as well) fighter, I don't think you need a ton of Cinematic options turned on to make a character be able to fight like this.

Most of Rama's opposition launches All Out Attacks, and are unable to defend against his inevitable counter attacks. Most often, Rama could (should?) be responding with Telegraphic Attacks, further reducing the need for exceedingly high skill and dozens of points of improved techniques.

If we also use Peter Del'Orto's Modified Mook Rules, we can easily get the sort of results we see on the screen.

As for Rama's stats, here's what I feed make the most sense, given the setting (nothing supernatural or Super Hero-ish) and the performance:

ST 11 (5'6", 143 lbs) [10]
-You can make a case for Striking ST 1 or 2 without much trouble, especially considering how many of his hits stun the bad guys.

DX 12 [40]
-Mostly because this is where GURPS Martial Arts puts most of the Martial Artist templates at without being cinematic.

Advantages:
Combat Reflexes [15]
Extra Attack 1 (probably w/Multiattack) [25/30]
Striking ST 1 or 2(likely) [5/10]
OHWT (Knife) [1]
Kiss The Wall defaults to Judo [1]
*Targeted Attack Karate Punch/Face: Skill -2 [4]
Kicking: Full Skill [2]
Knee Strike: Full Skill: [1]
*Targeted Attack Karate Kick/Face: Skill -2 [4]
*Targeted Attack Tonfa Swing/Leg Joint: Skill -2 [4]
*Targeted Attack Tonfa Swing/Vitals: Skill -1 [3]
*Targeted Attack Tonfa Swing/Face: Skill -2 [4]
*Targeted Attack Knee Strike/Vitals: Skill -1 [3]


-There are probably a few others, but these are noticeably on display.


*Note, you can do away with all of the Targeted Attack techniques if we take the approach that Rama was mostly throwing Telegraphic attacks after defending a Foe's AoA.

Skills:
Karate: 16 (DX+4) [20]
-Karate Punch (ST 11): 1d cr
-Karate Kick w/Boots (ST 11): 1d+2 cr
-Karate Knee Strike (ST 11): 1d+1 cr

Judo: 16 (DX+4) [20]

Tonfa: 16 (DX+4) [16]

Knife: 17 (DX+5) [16]

So we have a character that is a little over 200 points of pure combat skill. I would probably built him with ST 12 and Striking ST 1, and likely drop most of the Targeted Attack buy-ups.

If you are playing with either the Quick and Dirty or Cranking it Up switches from Technical Grappling, you can leave his ST at 11 and dump pretty much all of the TA techniques. Rama will use ample CP to offset hit location penalties and low striking damage.
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