Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 09-10-2008, 07:46 PM   #1
Gudiomen
 
Gudiomen's Avatar
 
Join Date: Feb 2005
Location: in your pocket, stealing all your change
Default 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).
Gudiomen is offline   Reply With Quote
Old 09-10-2008, 07:52 PM   #2
ham2anv
 
ham2anv's Avatar
 
Join Date: Oct 2004
Location: Pennsylvania (roaming charges may apply)
Default 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.
__________________
Paul Stefko
My work is available at Warehouse 23.
ham2anv is offline   Reply With Quote
Old 09-11-2008, 11:04 AM   #3
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default 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]
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Old 09-11-2008, 11:09 AM   #4
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default 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.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is online now   Reply With Quote
Old 09-11-2008, 12:20 PM   #5
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default 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.
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog

Last edited by Bruno; 09-11-2008 at 12:25 PM.
Bruno is offline   Reply With Quote
Old 09-11-2008, 12:33 PM   #6
MrKay
 
MrKay's Avatar
 
Join Date: Feb 2006
Location: Trondheim, Norway
Default 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
__________________
"You talk to God, you're religious. God talks to you, you're psychotic".
- Greg House, MD.
MrKay is offline   Reply With Quote
Old 09-11-2008, 12:40 PM   #7
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default 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
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 02-29-2012, 03:29 PM   #8
fwcain
Evil Game Master For Hire
 
fwcain's Avatar
 
Join Date: Aug 2004
Location: Jacksonville, FL
Default 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?
__________________
Franklin W. Cain
Evil Game Master For Hire -- Have Dice, Will Travel
SJG MIB # 9808; Net.Rep.: Chez G* and Frag
fwcain is online now   Reply With Quote
Old 02-29-2012, 05:53 PM   #9
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: Your Trademark Moves

Quote:
Originally Posted by fwcain View Post
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 :)
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 03-01-2012, 03:51 AM   #10
Celti
 
Celti's Avatar
 
Join Date: Jun 2007
Location: USA, Arizona, Mesa
Default 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.

Last edited by Celti; 03-01-2012 at 04:04 AM.
Celti is offline   Reply With Quote
Reply

Tags
martial arts, trademark moves


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:49 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.