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Old 07-27-2016, 08:18 PM   #2
Adronio
 
Join Date: Jun 2016
Default Re: Recreating Kisat Dur: The Dwarven Martial Art in Gurps

Lets start of with the basics: Skills. Kisat Dur is a mixed martial art, using both a striking skill and a wrestling skill. Lets start of with striking skill:

Finding out what striking skill to use was quite easy. Kisat Dur puts alot of focus on punching, eschewing kicking in favor of the quicker and less easily countered punch. This makes boxing the ideal candidate. However, kisat dur also likes to use brutal attacks like eye gouging and biting the throat. Therefore the main striking skill will be boxing, with the secondary skill being brawling with a focus on the eye gouging technique.

Now to the wrestling skill. This was a little tougher. While we know that it certainly isn't judo, you never see kisat dur mentioning some kind of defensive throw, its quite the tough call between wrestling and sumo wrestling. Kisat dur does make use of hand and arm locks, however say, and I quote: "This is only effective when the defender can physically overpower the attacker-", suggesting that wrestling isn't the main skill considering it gives strong strength bonuses to a good wrestler when using such moves. Kisat Dur also severely dislikes ground combat, the only ground based move it teaches is one that gets the martial artist of the ground and his foe on it. There is also a third reason, that I'm going to talk about next. The main skill here being sumo wrestling, with wrestling being the secondary skill with a big focus on joint locks.

And at last we come to the most difficult, and interesting, part of kisat dur: Toradadom, or The Body Crush in English. There are three main techniques, but I'm going to be focusing on the actual combat ones: Korumid abod, (The Cave-in Stike) and Momguzumid, (Dragonfall). Lets start with the siple one first: The Cave-in Strike.

To do a cave-in start you start quite simply by either grabbing both your foes shield and weapon, or just simply grab him. This could either be two separate attacks or one all-out attack (double). You then do a standing broad jump to gain a bit of momentum and slam into your foe. This should in my opinion just be an all-out attack slam where you just have to roll jumping/dx skill before you attack. This should gain you some momentum for a slam, even though you were grappling. If you fail your jump roll the attack should still continue, but with the martial arts on the ground afterwards. This is were sumo wrestling really shine, adding damage directly to the slam based on the skill level and making even this low-velocity slam quite dangerous to the opponent, especially if you use the strong option for your all-out slam. After the slam happened there is still more to check, the grapples! If your slam moved and/or knocked down your opponents there could be a quick contest of strength between the two opponents for each item in dispute, with appropriate bonuses from cp and shock. If either combatant lets go off the item the other one just gets it. However, if the slam, (not any extra damage from hitting the ground or the wall) causes a stun the one stunned automatically loses the contest.

Now over to the pain train: Dragonfall. This monster of a move is difficult to pull off, but if you hit its lights out, maybe even for you. It's highly suggested to wear rigid chest armor, medium or even heavy plates, to minimize the risk of breaking your own ribcage. So how do you do it?

First you better start running, its suggested to run for at least 1 round before so you can get the full velocity bonus the next round as long as the target is somewhere in your reach. You then use an all-out attack (double), with one of the attacks being a slam. The other one is a grapple, possibly even a rapid-strike grapple. However, right before you reach your enemy, hopefully with a full sprints worth of momentum, do a broad jump. If you succeed you add the distance of the jump, (in yards/meters) to your velocity, and you also cause the slam to be consider a AoA (strong) attack, giving +2 or +1/d to the slam damage, whichever is better. If you fail the jump skip all of the next steps and make an AoA (strong) attack again the enemy, but without any extra jumping velocity. At the end of the slam you are also on the ground. If you have succeeded this far you now have come to the last part. You first make your grappling attack(s), (if you want to you could consider this attack a moving attack and max out its effective skill at 9), and then slam, with now a ****-ton of velocity plus the bonus damage from AoA (strong) AND sumo wrestling. That's alot of potential damage. You also get to try to take away any items you might have grappled in the same way as the cave-in strike would allow, only that now a stun is much more likely. Have fun sending people flying ;). However be careful around heights and pits, a missed/dodged hit could send YOU flying to your untimely demise.

Last edited by Adronio; 07-28-2016 at 02:40 PM. Reason: Finishing the text
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dwarf fortress, gurps, kisat dur, martial arts, technical grappling

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