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Old 09-08-2022, 09:32 AM   #1
Pursuivant
 
Join Date: Apr 2005
Default GURPS Star Trek - Martial Arts Techniques

Combination (Karate, Targeted Attack (Arm Strike (Neck)) + Nerve Strike (Vulcan Nerve Pinch)
Hard

Defaults to Nerve Strike (Vulcan Nerve Pinch)-3 (or -6) + Targeted Attack (Arm Strike (Neck))-3 (or -6).

Prerequisites: Trained by a Master (or equivalent) and Nerve Strike (Vulcan Nerve Pinch).
Cannot exceed lower of Karate or Nerve Strike (Vulcan Nerve Pinch) skills.


This combination allows you to simultaneously grapple your opponent with one hand and apply the Vulcan Nerve Pinch variant of the Nerve Strike technique, potentially rendering your victim unconscious in one combat round, while denying him the chance to break free.

Your Arm Strike maneuver suffers a -5 penalty since you’re pinching with only one hand. The penalties are typically only -3 (instead of the usual -6) because anyone who has this technique must have the Trained by a Master advantage which halves the usual penalty.

See GURPS Martial Arts for further information about combinations.

Example: Timek has ST 15, Arm Strike+1, Trained By A Master, and Nerve Strike (Vulcan Nerve Pinch) 10. At -3 for two attacks (with Trained By A Master), his default is Combination (Vulcan Nerve Pinch + Arm Strike-5) = 7+8. He could improve this to 8+9 for 4 points or to 10+11 for 6 points.

Source: Adapted from Captain Joy & others.
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Old 09-08-2022, 09:34 AM   #2
Pursuivant
 
Join Date: Apr 2005
Default Re: GURPS Star Trek - Martial Arts Techniques

Knife Hand

Special

Default: Brawling or Karate skill; cannot exceed prerequisite skill.

This is the classic “karate chop;” a quick swinging strike using the side of the hand. Treat it as a Defensive Attack which inflicts -1 point of swing damage per die.

In spite of its fame, it is not a common technique in 21st century martial arts. Despite that, it appears to be a standard part of 23rd century Starfleet martial arts training.

Realistically, full-strength Knife Hand attacks are treated as regular hand strikes, All-Out Attacks, or Telegraphic Attacks. This is the semi-cinematic version depicted in TOS and can be used as a basis for the Nerve Strike technique.

Edit: This is actually a "technique that isn't" per GURPS 4E Martial Arts, p. 66. Instead, it's an ordinary Brawling or Karate hand strike made as a Defensive Attack. I'll leave this post up rather than deleting it, though, since there's good discussion below as to why it isn't a technique.

Last edited by Pursuivant; 09-09-2022 at 12:11 PM.
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Old 09-08-2022, 09:35 AM   #3
Pursuivant
 
Join Date: Apr 2005
Default Re: GURPS Star Trek - Martial Arts Techniques

Neck Snap

Hard

Defaults to ST-4; cannot exceed ST+3 (including bonuses to effective ST).

In addition to the usual rules for this technique, the GM can rule that skills such as Judo or Pressure Points give the same skill-based bonus to ST that Wrestling skill does.

The GM can also rule that unfamiliarity penalties apply if you are attempting to snap the neck of a particularly alien being. You might also have a penalty equal to twice the Size difference between yourself and your target you are attempting to kill if you attempt to use a Neck Snap against a larger creature. Finally, some species might be immune to, or highly resistant to, this technique due to physiology or innate ST.

Neck Snap can be learned as an element of the Vulcan martial art Suus Manha. In the Vulcan language, it is called tal-shaya, and was used as a merciful form of execution in ancient Vulcan society. In modern times, it can be used as an assassination technique, although most Vulcans prefer to disable unsuspecting opponents using a Nerve Strike (see below).
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Old 09-08-2022, 10:20 AM   #4
JulianLW
 
Join Date: Apr 2019
Default Re: GURPS Star Trek - Martial Arts Techniques

Quote:
Originally Posted by Pursuivant View Post
Knife Hand

Special

Default: Brawling or Karate skill; cannot exceed prerequisite skill.

This is the classic “karate chop;” a quick swinging strike using the side of the hand. Treat it as a Defensive Attack which inflicts -1 point of damage per die.

In spite of its fame, it is not a common technique in 21st century martial arts. Despite that, it appears to be a standard part of 23rd century Starfleet martial arts training.
What does this technique do? Swing damage?

Also, what's the "Gumption" perk?
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Old 09-08-2022, 10:31 AM   #5
Pursuivant
 
Join Date: Apr 2005
Default Re: GURPS Star Trek - Martial Arts Techniques

Nerve Strike (Type)

Hard

Defaults to Brawling-8, Judo-4, Karate-8, Pressure Points-4, Sumo Wrestling-4, or Wrestling-4.

Prerequisite: Pressure Points skill 10+, at least 1 of Brawling, Judo, Karate, Sumo Wrestling, or Wrestling at 12+, & 1+ one of Talent 1+ (Psionic or similar), Trained by a Master, or Unusual Background advantage worth 5+ points.

Cannot exceed Pressure Points skill +4 or combat skill -2.*


* Levels of psionic Talent which include Mind Control, Mind Probe, Mind Reading, Puppet, or Telesend advantages give a bonus to this technique and to the user’s effective Pressure Points & combat skill levels to determine the maximum level of proficiency allowed.
Spoiler:  

Last edited by Pursuivant; 09-08-2022 at 10:39 AM.
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Old 09-08-2022, 10:38 AM   #6
Pursuivant
 
Join Date: Apr 2005
Default Re: GURPS Star Trek - Martial Arts Techniques

Quote:
Originally Posted by JulianLW View Post
What does this technique do? Swing damage?
Yes, swing damage. Mentioned in the text but I should make it more obvious.

Quote:
Originally Posted by JulianLW View Post
Also, what's the "Gumption" perk?
A perk I ripped off from one of the official ST RPGs, or one the many online fan-made ST variants.

Gumption *‡ (Mental, Physical, Supernatural)
Spoiler:  


Immunity to [Martial Arts Technique] † (Mental, Physical, Exotic)
Spoiler:  



Prerequisite Substitution (Exotic)
Spoiler:  

Last edited by Pursuivant; 09-08-2022 at 10:47 AM.
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Old 09-08-2022, 11:14 AM   #7
Pursuivant
 
Join Date: Apr 2005
Default Re: GURPS Star Trek - Martial Arts Techniques

The Vulcan Nerve Pinch

This is a famous variant of the Nerve Strike maneuver which is unique to Vulcans and those who have had intimate contact with the species. It is a Nerve Strike based on Judo skill, which requires a hand grapple to the defender’s shoulder or the base of his neck. It inflicts no damage unless the attacker wishes it to do so and involves a psionic component.

In Star Trek canon, all the major Vulcan characters (Spock, T’Pol, Tuvok) have used the Vulcan Nerve Pinch; it is presumably a standard part of Vulcan martial arts training.

Non-Vulcans who have learned the nerve pinch technique include Captain Jonathan Archer, Commander Michael Burnham, Captain Jean-Luc Picard, Lieutenant Commander Data, Constable Odo, and Seven of Nine.

Note: This take on the Nerve Pinch makes it cheap for a high-value character to purchase it at a functional level for surprise attacks.

Assuming DX 12 [40]; IQ 12 [40]; Judo (H) DX [4] - 12; Pressure Points (H) IQ-2 [1] - 10; and TBaM [30], you can buy Nerve Strike (H) Judo-2 [3] (buying it up from the default of Judo-4 to maximum level).

If the GM allows Prerequisite Substitution (Pressure Points for TBAM, only for Nerve Strike) [1], total cost invested in the technique is just 4 points. (The other traits have additional utility, even if you just use Pressure Points to deliver a relaxing Vulcan massage.)

Given +4 for AoA (Determined), -5 to target the neck, and a grappling attack from behind (no defense), even without TBAM you hit on 9 or less.

A heavy hitter like Spock, with Judo-15 and Nerve Strike-13, hits on anything but a CF when attacking from surprise with AoA, even when zapping two foes at once. He even has a decent chance using the technique in combat vs. a previously-grappled foe. With ST bonuses to Nerve Strike vs. a typical foe, he's got a very good chance of dropping his victims in just one second.

Compare to Affliction (Enhancement: Unconsciousness, +200%; Limitations: Contact Agent (Only blocked by rigid DR, weakened by flexible DR), -25%; Melee Attack (C), -30%; Takes Extra Time 1x, -10%; Telepathic, -10%) [23].

Alternately, compare to Innate Attack (Crushing (1d), Enhancement: Side-Effect (Unconsciousness), +250%; Limitations: Accessibility (Must target neck), -20%; Missing Damage Effect (No Blunt Trauma, No Knockback), -30%; Melee (C), -30%; Takes Extra Time, -10%; Telepathic, -10%) [13].

Last edited by Pursuivant; 09-09-2022 at 01:32 PM.
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Old 09-08-2022, 12:19 PM   #8
Fred Brackin
 
Join Date: Aug 2007
Default Re: GURPS Star Trek - Martial Arts Techniques

Quote:
Originally Posted by Pursuivant View Post
Yes, swing damage. Mentioned in the text but I should make it more obvious.

ler]
From the Martial Arts playtest I got a clear idea that unarmed Swinging attacks were disfavored in 4e. There were some in 3e but all were changed with the new edition.

Also, the broad-based "Exotic Hand Strike" normla to Karate only does one more pt of Thrusting damge thna a regular Punch and it is my beleif that it is meant to include Knife Hands and sword hands and many similar maneuvers. Crane Fists and Eagle Claws and their ilk too..
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Old 09-09-2022, 12:07 PM   #9
Pursuivant
 
Join Date: Apr 2005
Default Re: GURPS Star Trek - Martial Arts Techniques

Quote:
Originally Posted by Fred Brackin View Post
From the Martial Arts playtest I got a clear idea that unarmed Swinging attacks were disfavored in 4e. There were some in 3e but all were changed with the new edition.
Taking a much harder look at the technique, I'm inclined to get rid of it. It's just a regular Brawling or Karate Hand Strike made using the Defensive Attack maneuver.

GURPS 4E Martial Arts strongly deprecates techniques based on specific stances and hand strikes. At the time I created the maneuver I hadn't taken a good, hard look at the extra Martial Arts attack maneuver rules.

Last edited by Pursuivant; 09-09-2022 at 01:29 PM.
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Old 09-10-2022, 07:38 PM   #10
Infornific
 
Join Date: Dec 2004
Default Re: GURPS Star Trek - Martial Arts Techniques

Quote:
Originally Posted by Fred Brackin View Post
From the Martial Arts playtest I got a clear idea that unarmed Swinging attacks were disfavored in 4e. There were some in 3e but all were changed with the new edition.

Also, the broad-based "Exotic Hand Strike" normla to Karate only does one more pt of Thrusting damge thna a regular Punch and it is my beleif that it is meant to include Knife Hands and sword hands and many similar maneuvers. Crane Fists and Eagle Claws and their ilk too..
I assumed in my old write up that the classic Star Trek chop was an Exotic Hand Strike and added a Perk to adopt that to Brawling. Though personally I don't really agree with Karate getting all the fancy hand strikes and think it would make more sense to let Boxing & Brawling get Exotic Hand Strike & such.
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