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 06-08-2010, 04:41 PM   #1
jacobmuller
 
jacobmuller's Avatar
 
Join Date: Feb 2006
Location: Not in your time zone:D
Default Skill Adaptation Perk

Designing a martial art style and initially completely misunderstood the SA Perk.
Have I got it right now?
Skill Adaptation Perks
· Arm Crock – prereq Brawling, cannot exceed Brawling +4: This is the Arm Lock technique, B403; an attempt to restrain or cripple an opponent by twisting his arm. It normally uses Judo or Wrestling skill. This technique lets you improve effective skill for this purpose only.
· Brakefall – prereq Battlesuit, cannot exceed Battlesuit+5: This is the Breakfall technique; it covers ways of controlling or absorbing the shock of a fall, MA69.
· Choke Out – prereq Brawling-3, cannot exceed Brawling: this is the Choke Hold technique, B404; an attempt to subdue or kill by applying pressure to your opponent’s grappled neck.
· Clothes-Line – prereq Brawling-3, cannot exceed Brawling: this is the Sweep technique, MA81; an attempt to knock your opponent down using a non-damaging stiff-arm to the head or neck.
· Trap – prereq Brawling Parry-1, cannot exceed Brawling Parry: this is the Trip technique; a Parry versus a Slam.
__________________
"Sanity is a bourgeois meme." Exegeek
PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/
It's all in the reflexes
jacobmuller is offline   Reply With Quote
Old 06-08-2010, 05:11 PM   #2
Lupo
 
Join Date: Sep 2004
Location: Torino, Italy
Default Re: Skill Adaptation Perk

Quote:
Originally Posted by jacobmuller View Post
Have I got it right now?
The examples you gave look mechanically correct to me.

Personally, I wouldn't allow that many Brawling Adaptation perks in a campaign - if in your Style "Brawling" is supposed to work very similarly as "Karate", you could as well use "Karate" skill, saving lots of time and points :)
Judging from Martial Arts, Skill Adaptation is meant to represent those styles that have 1 or 2 "tricks" typical to a different skill, not to turn Brawling into Karate or Wrestling into Judo...
__________________
Lupo is offline   Reply With Quote
Old 06-08-2010, 05:19 PM   #3
jacobmuller
 
jacobmuller's Avatar
 
Join Date: Feb 2006
Location: Not in your time zone:D
Default Re: Skill Adaptation Perk

TQ.
It is my specific intent to turn brawling into Judo, minus the finesse, the throws, the holds, the defensive bonuses... New-age of war, post apocalypse, and all the masters died. Likewise with swords but not so many Perks.

NUKE [4]
The title is a contrived play on words, Nahe – Ubung – Kunst - Erdrucken: close – exercise – art – crushing, suggesting an escalation in power from the law-enforcement style TNT.
It is included in the Olympic Games as a sport but it is a serious combat style for battle-suits.
All Guards personnel begin training in Nuke’s direct, simple skills during Basic Training. Training includes hands-on drills that involve multiple opponents, armed attackers, and “mob engagements.” Unarmed techniques taught are few, brutal and chosen for relative ease of use in battlesuits. The armed skills borrow heavily from historic fencing styles but have lost all finesse. The style is finished off with simple lessons in disarming, weapon retention and improvised weapons. Advanced training progresses into grappling and ground-fighting tactics. Nukers engage with a punch, kick, grapple, or grab, followed by a Takedown attempt. Free Fall opens Nuke to use in microgravity, common aboard starships in combat.
• Skills: Shortsword; Brawling; Battlesuit.
• Techniques: Arm Lock; Disarming (Brawling); Elbow Strike; Knee Strike; Armed Grapple (Shortsword); Back Strike (Shortsword); Choke Hold (Shortsword); Close Combat (Shortsword); Counterattack (Shortsword); Disarming (Brawling or Shortsword); Feint (Shortsword); Ground Fighting (Brawling or Shortsword); Kicking; Knee Strike; Retain Weapon (Shortsword); TA (Shortsword Swing/Arm); TA (Shortsword Swing/Neck); TA (Shortsword Swing/Skull); TA (Shortsword Swing/Face); TA (Shortsword Swing/Neck); Trip.
• Perks: Clinch; Improvised Weapons (Brawling); Suit Familiarity (Battlesuit); Quick-Sheathe (Shortsword); Quick-Swap (Shortsword); Sure-Footed (Uneven); Off-hand Weapon Training (Shortsword).
Optional Traits
• Advantages: Combat Reflexes; Fit or Very Fit; 3D Spatial Sense; Perfect Balance; Games (Shortsword Fighting).
• Disadvantages: Bloodlust; Overconfidence.
• Skills: Free Fall; Fast-Draw (Knife); Knife; Tonfa; Acrobatics; Jumping; Wrestling.
• Perks: Brakefall; Arm Crock; Choke Out; Clothes-Line; Trap.
• Techniques: Breakfall*; Arm Lock*; Choke Lock*; Counter Attack; Ground Fighting (Brawling); Low Fighting; Neck Snap; Push Kick; Stamp Kick; Sweep*; Trip*. *Requires Perk.
__________________
"Sanity is a bourgeois meme." Exegeek
PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/
It's all in the reflexes
jacobmuller is offline   Reply With Quote
Old 06-08-2010, 05:48 PM   #4
Lupo
 
Join Date: Sep 2004
Location: Torino, Italy
Default Re: Skill Adaptation Perk

Quote:
Originally Posted by jacobmuller View Post
• Techniques: Arm Lock; Disarming (Brawling); Elbow Strike; Knee Strike; Armed Grapple (Shortsword); Back Strike (Shortsword); Choke Hold (Shortsword); Close Combat (Shortsword); Counterattack (Shortsword); Disarming (Brawling or Shortsword); Feint (Shortsword); Ground Fighting (Brawling or Shortsword); Kicking; Knee Strike; Retain Weapon (Shortsword); TA (Shortsword Swing/Arm); TA (Shortsword Swing/Neck); TA (Shortsword Swing/Skull); TA (Shortsword Swing/Face); TA (Shortsword Swing/Neck); Trip.
• Techniques: Breakfall*; Arm Lock*; Choke Lock*; Counter Attack; Ground Fighting (Brawling); Low Fighting; Neck Snap; Push Kick; Stamp Kick; Sweep*; Trip*. *Requires Perk.
Why should any player improve that many Hard techniques (or even 1/5 of them) instead of simply raising the underlying skill? It's both more effective and mechanically simpler (and way cheaper).

Martial Arts styles containing that many techniques prove to be only "theoretical" in actual play and character design, since most techinques are rarely if ever improved...
__________________
Lupo is offline   Reply With Quote
Old 06-08-2010, 08:24 PM   #5
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Skill Adaptation Perk

The point of techniques lists is to provide a shopping list, not a recipe card. Those are the techniques that you can improve whenever you have points, once you've become familiar with the style, and the ones that count when determining how many extra Style Perks you can have. This doesn't mean that most practitioners will have more than one or two of them . . . Martial Arts explicitly recommends that you don't buy more than a very few. All it means is that practitioners will have one or two favorite moves off that style's list, and use those points to qualify for perks off that style's list. Lists of decent length are good because they accommodate a greater cross-section of stylists and training objectives.
__________________
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 06-09-2010, 12:50 PM   #6
Lupo
 
Join Date: Sep 2004
Location: Torino, Italy
Default Re: Skill Adaptation Perk

Quote:
Originally Posted by Kromm View Post
All it means is that practitioners will have one or two favorite moves off that style's list, and use those points to qualify for perks off that style's list.
If the technique list is too long, all styles look similar, as most practitioners will choose only the most effective techniques anyway, regardless of style.

I think that a style is defined more by the effective techniques it lacks than by the uneffective techniques it has.

Quote:
Originally Posted by jacobmuller View Post
Options, it's always nice to have options. And giving a list of options also gives an idea of limitations.
That's kind of my point... too many options mean too few limitations, which means very similar styles.
__________________

Last edited by Lupo; 06-09-2010 at 12:58 PM. Reason: incorporating two consecutive posts in a single one
Lupo is offline   Reply With Quote
Old 06-09-2010, 05:54 AM   #7
jacobmuller
 
jacobmuller's Avatar
 
Join Date: Feb 2006
Location: Not in your time zone:D
Default Re: Skill Adaptation Perk

Quote:
Originally Posted by Lupo View Post
Why should any player improve that many Hard techniques (or even 1/5 of them) instead of simply raising the underlying skill? It's both more effective and mechanically simpler (and way cheaper).

Martial Arts styles containing that many techniques prove to be only "theoretical" in actual play and character design, since most techinques are rarely if ever improved...
Options, it's always nice to have options. And giving a list of options also gives an idea of limitations. That's what I love about Templates/ Lenses: kindof "this is what's commonly available, if you want something more exotic you'll need a good story."

But, yes, there a Lot of options in there. Really only expect them to take something like Suit Familiarity, Close Combat (Shortsword) and Disarming (Brawling).
__________________
"Sanity is a bourgeois meme." Exegeek
PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/
It's all in the reflexes

Last edited by jacobmuller; 06-09-2010 at 06:11 AM.
jacobmuller is offline   Reply With Quote
Old 06-09-2010, 09:58 AM   #8
Anaraxes
 
Join Date: Sep 2007
Default Re: Skill Adaptation Perk

If there are too many techniques, a style seems to me to lose its stylishness. There's nothing particularly distinguishable about it if anybody can do anything. Then, since no one will learn more than a few of the techniques in actual practice, two practitioners of the same mega-style might not have any techniques in common at all. One guy is off doing head locks and another guy is doing spin kicks to the head or something. They don't look like the same "style" of fighting at all. Certainly, it's most effective for the PCs if they have every option available and can get lots of extra perks, but the color seeps out of the mechanic.
Anaraxes is offline   Reply With Quote
Reply

Tags
martial arts, perks


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 08:25 AM.


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