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[[:Category:Techniques|<span style="font-size: larger">List of Techniques</span>]]
[[:Category:Technique|<span style="font-size: larger">List of Techniques</span>]]


You (or your GM!) may want a way to improve your ability with a specific application of a skill without increasing the overall skill level. This is realistic – people do train at particular tasks to the exclusion of others – but allowing this in the game makes play (and character sheets) more complex. As a result, the following section is purely optional.
You (or your GM!) may want a way to improve your ability with a specific application of a skill without increasing the overall skill level. This is realistic – people do train at particular tasks to the exclusion of others – but allowing this in the game makes play (and character sheets) more complex. As a result, the following section is purely optional.
Line 57: Line 57:
:''Example 2:'' Kicking does +1 damage relative to a punch, and you must roll vs. [[DX]] to avoid a fall if you miss. These rules bear mentioning in any formal description of Kicking.
:''Example 2:'' Kicking does +1 damage relative to a punch, and you must roll vs. [[DX]] to avoid a fall if you miss. These rules bear mentioning in any formal description of Kicking.


==Buying and Improving Techniques==
Buying a technique is a lot like buying a skill – point cost depends on difficulty and desired relative skill level – but there are two differences. You buy up a technique relative to its default, not relative to a controlling attribute, and you determine its point cost using the [[Technique Cost Table]] (below) instead of the [[Skill Cost Table]].


BUYING AND
To improve a technique, pay the difference in point cost between the desired level and your current level – exactly as for a skill. And just as skills increase for free when you raise attributes, techniques improve for free when you raise the skill on which they are based. For instance, if you have [[Karate]]-15 and [[Kicking]]-15, and raise [[Karate]] to 16, [[Kicking]] also goes to 16 at no extra charge!
IMPROVING
TECHNIQUES


Buying a technique is a lot like
You need not buy a technique to use it. If you have even one point in a skill, you may use all that skill's techniques at default. To avoid a cluttered character sheet, though, only note techniques that you know at better than default level.
buying a skill – point cost depends on
difficulty and desired relative skill
level – but there are two differences.
You buy up a technique relative to its
default, not relative to a controlling
attribute, and you determine its point
cost using the  Technique Cost Table
(below) instead of the Skill Cost Table
(p. 170).


To improve a technique, pay the
==Using Techniques==
difference in point cost between the
A technique works just like a skill in play: make a [[success roll]] against your level in the technique. Unless noted otherwise, all general modifiers to a skill for [[culture]], [[language]], [[equipment]], [[tech level]], and so forth – apply to its techniques, as do any special critical success or failure results.
desired level and your current level
exactly as for a skill. And just as skills
increase for free when you raise attrib-
utes, techniques improve for free
when you raise the skill on which they
are based. For instance, if you have
Karate-15 and Kicking-15, and raise
Karate to 16, Kicking also goes to 16
at no extra charge!


You need not buy a technique to
==Sample Combat Techniques==
use it. If you have even one point in a
<span style="font-size:larger">See [[Martial Arts: Techniques]] for much more!</span>
skill, you may use all that skill’s tech-
niques at default. To avoid a cluttered
character sheet, though, only note
techniques that you know at better
than default level.


USING TECHNIQUES
Special moves in combat are by far the most common techniques, and can give warriors a "bag of tricks" similar to a wizard's spells. If a combat technique has multiple defaults, you must specialize by prerequisite skill. For instance, learning a technique for [[Axe/Mace]] skill gives no special ability with the [[Broadsword[[ version of that technique!


A technique works just like a skill
Techniques marked with a * are not particularly realistic. The GM may wish to restrict these "cinematic" techniques even at default – to PCs with [[Trained By A Master]] or [[Weapon Master]].
in play: make a success roll (see
Chapter 10) against your level in the
technique. Unless noted otherwise, all
general modifiers to a skill for culture
(p. 23), language (p. 23), equipment
(p. 345), tech level (p. 168), and so
forth apply to its techniques, as do
any special critical success or failure
results.


SAMPLE COMBAT
===Arm Lock===
TECHNIQUES
See [[Martial Arts: Realistic Techniques#Arm or Wrist Lock|Arm or Wrist Lock]] (Martial Arts Techniques).


Special moves in combat are by far
===Back Kick===
the most common techniques, and
See [[Back Kick or Back Strike]] (Martial Arts Techniques).
can give warriors a “bag of tricks” sim-
ilar to a wizard’s spells. If a combat
technique has multiple defaults, you
must specialize by prerequisite skill.
For instance, learning a technique for
Axe/Mace skill gives no special ability
with the Broadsword version of that
technique!
Techniques marked with a * are
not particularly realistic. The GM may
wish to restrict these “cinematic” tech-
niques – even at default – to PCs with
Trained By A Master (p. 93) or
Weapon Master (p. 99).


Arm Lock
===Choke Hold===
Average
See [[Choke Hold]] (disambiguation page).
Defaults: Judo or Wrestling.
Prerequisites: Judo or Wrestling;
cannot exceed prerequisite skill+4.
This technique allows you to
improve your effective Judo or
Wrestling skill for the purpose of
applying an arm lock. For rules gov-
erning arm locks, see  Arm Lock
(p. 403).


Back Kick
===Disarming===
Hard
See [[Disarming]] (Martial Arts Techniques).
Default: Karate-4.
Prerequisites: Karate; cannot
exceed Karate skill.
This technique lets you attack
someone behind you without changing
facing. You must know that he is there!
Roll against Back Kick to hit, but oth-
erwise resolve this as a normal kick.
After attempting a Back Kick, all your
active defenses are at -2 until next turn.


Choke Hold
===Dual-Weapon Attack*===
Hard
See [[Martial Arts: Cinematic Techniques#Dual-Weapon Attack|Dual-Weapon Attack]] (Martial Arts Techniques).
Defaults: Judo-2 or Wrestling-3.
Prerequisites: Judo or Wrestling;
cannot exceed prerequisite skill.
This technique lets you to “buy off”
the basic -2 to Judo or -3 to Wrestling
when using the rules given under
Choke Hold on p. 404.


Disarming
===Disarming===
Hard
See [[Disarming]] (Martial Arts Techniques).
Default: prerequisite skill.
Prerequisite: Any unarmed combat
or Melee Weapon skill; cannot exceed
prerequisite skill+5.
If you know this technique above
default, you may use it instead of  the
underlying skill whenever you attack
to disarm (see  Striking at Weapons,
p. 400). For instance, if you have
Broadsword-14 and Disarming
(Broadsword)-17, you disarm as if you
had Broadsword-17.


Dual-Weapon Attack*
===Elbow Strike===
Hard
See [[Elbow Strike]] (Martial Arts Techniques).
Default: prerequisite skill-4.
Prerequisite: Any one-handed
Melee Weapon skill; cannot exceed
prerequisite skill*.


<nowiki>*</nowiki> You may learn this technique for
===Feint===
Guns (Pistol), even in a realistic cam-
See [[Feint]] (Martial Arts Techniques).
paign.


Normally, you are at -4 to attack
===Finger Lock===
with two weapons at once unless you
See [[Finger Lock]] (Martial Arts Techniques).
make an All-Out Attack. This tech-
nique lets you “buy off” that penalty.
(Note that you must still learn Off-
Hand Weapon Training, p. 232, to
reduce the -4 for using the “off” hand!)
For detailed rules, see Dual-Weapon
Attacks (p. 417).


Elbow Strike
===Ground Fighting===
Average
See [[Ground Fighting]] (Martial Arts Techniques).
Defaults: Brawling-2 or Karate-2.
 
Prerequisites: Brawling or Karate;
===Horse Archery===
cannot exceed prerequisite skill.
See [[Horse Archery]] (Martial Arts Techniques).
 
===Jump Kick===
'''Hard'''<br>
''Defaults:'' [[Brawling]]-2 or [[Karate]]-2.<br>
''Prerequisite:'' Brawling or Karate; cannot exceed prerequisite skill.
 
This technique lets you leap into the air and kick at full extension, increasing range and damage. It is a showy but dangerous move! Roll against Jump Kick to hit. Add one yard to reach and +2 to damage. Your target parries at -2. However, if you miss – or if your target successfully defends – you fall down unless you can make a [[DX]]-4 or [[Acrobatics]]-2 roll. Hit or miss, a Jump Kick leaves you at -2 on all your active defenses until your next turn.
 
See [[Martial Arts: Realistic Techniques#Jump Kick|Martial Arts: Realistic Techniques: Jump Kick]] for an improved and more realistic version. A cinematic version is [[Martial Arts: Cinematic Techniques#Flying Jump Kick|Flying Jump Kick]].
 
===Kicking===
'''Hard'''<br>
''Defaults:'' [[Brawling]]-2 or [[Karate]]-2.<br>
''Prerequisite:'' Brawling or Karate; cannot exceed prerequisite skill.
 
This technique lets you improve your kicking ability. Roll against Kicking to hit. A kick does thrust/crushing damage based on [[ST]]. Use Brawling or Karate skill – ''not'' your Kicking level – to determine your damage bonus, and use only the ''highest'' bonus. If you miss with a kick, roll vs. Kicking skill or [[DX]] to avoid falling.
 
===Knee Strike===
See [[Knee Strike]] (Martial Arts Techniques).
 
===Neck Snap===
See [[Neck Snap]] (Martial Arts Techniques).
 
===Off-Hand Weapon Training===
See [[Off-Hand Weapon Training]] ([[:Category:Style Perks|Martial Arts Style Perk]]). The original technique in Basic Set follows.
 
'''Hard'''<br>
''Default:'' prerequisite skill-4.<br>
''Prerequisite:'' Any Melee Weapon skill; cannot exceed prerequisite skill.
 
This technique lets you "buy off" the -4 for using your "off" hand with one specific Melee Weapon skill. Use your level with this technique instead of the prerequisite skill whenever you use that skill to attack or parry with your off hand. For instance, if you had [[Rapier]]-14 and Off-Hand Weapon Training (Rapier)-14, you could attack and parry at full skill with your off hand.
 
With the GM's permission, you can learn this technique for any [[DX]]-based skill that requires only one hand.
 
===Retain Weapon===
See [[Retain Weapon]] (Martial Arts Techniques).
 
===Sweep===
See [[Sweep]] (Martial Arts Techniques).
 
===Whirlwind Attack*===
See [[Whirlwind Attack]] (Martial Arts Techniques).
 
==Sample Noncombat Techniques==
Nearly ''any'' task that calls for a skill roll at a penalty could become a technique. The main purpose of such techniques is to buy off skill penalties, but the GM might wish to provide additional details.
 
===Impersonate===
'''Average'''<br>
''Default:'' [[Mimicry]] (Speech)-3.<br>
''Prerequisite:'' Mimicry (Speech); cannot exceed prerequisite skill.
 
Through practice, you can improve your ability to mimic one specific person, gradually buying off the -3 to impersonate him. Each person mimicked is a separate technique.
 
===Lifesaving===
'''Hard'''<br>
''Default:'' [[Swimming]]-5.<br>
''Prerequisite:'' [[Swimming]]; cannot exceed prerequisite skill.
 
You can study lifesaving separately from swimming in order to eliminate the basic -5 for that task. See [[Lifesaving]] for detailed rules.
 
{{unfinished}}
 
==See Also==
* [[Martial Arts: Techniques]]


[[Category:Glossary]]
[[Category:Glossary]]
[[Category:Techniques]]

Latest revision as of 12:16, 7 September 2021

This page has not been finished up!

List of Techniques

You (or your GM!) may want a way to improve your ability with a specific application of a skill without increasing the overall skill level. This is realistic – people do train at particular tasks to the exclusion of others – but allowing this in the game makes play (and character sheets) more complex. As a result, the following section is purely optional.

A "technique" is any feat that you can practice and perfect separately from the skill that allows you to perform that task. It is a specific action covered by the parent skill, studied on its own. It differs from an optional specialty, which covers a body of theory, not an action. Techniques work a lot like skills, but with a few important differences.

Creating Techniques

There are six steps to creating a technique. We'll walk through these steps using two examples. Even those who plan to use only the sample techniques at the end of this section should read these rules, as they explain the basic concepts involved.

Concept and Name

Decide what you want the technique to do, in general terms, and give it a name that clearly describes the feat it represents.

Example 1: Both still and motion-picture cameras require Photography skill. A photographer could study just motion-picture equipment in order to get rid of the -3 to use it; therefore, "Motion-Picture Camera" would be a reasonable Photography technique.
Example 2: Karate skill covers both kicks and punches. A karateka could spend extra time on kicks, with the goal of eliminating the -2 to kicking attacks. Thus, "Kicking" would be a logical technique for Karate.

A technique should never be the "core" action undertaken with the skill. For instance, Punching would not be a valid technique for Boxing skill, which is all about punching! To get better at the primary task covered by a skill, you must improve the skill itself.

Prerequisites

The skill with which a technique is associated is automatically its prerequisite – that is, you must have at least one point in a skill before you can improve its techniques. If more than one skill lets you perform the task covered by the technique, any of these skills can count as the prerequisite. The GM may require other skills and advantages as prerequisites for particularly complex techniques.

Example 1: The prerequisite of Motion-Picture Camera is Photography skill.
Example 2: Either Brawling or Karate skill can be the prerequisite of Kicking, since both allow you to kick.

Defaults and Specialties

A technique always defaults to one of its prerequisites. Usually, the default penalty equals the modifier given for the feat in the skill description or elsewhere. There can be more than one default. If a technique offers a choice of defaults, those who learn it must specialize in the version of the technique associated with the chosen default.

Example 1: Photography skill states that motion-picture cameras are used at -3, so Motion-Picture Camera defaults to Photography-3.
Example 2: Both Brawling and Karate let you kick at -2 to skill, so Kicking defaults to Brawling-2 or Karate-2. Those who use the Brawling default must specialize in Kicking (Brawling), while those who use the Karate default must specialize in Kicking (Karate).

Difficulty Level

Techniques come in only two difficulties: Average and Hard. Feats that have severe negative consequences on a failure, or that allow only one attempt, are Hard; all others are Average. This affects point cost.

Example 1: Motion-picture photography is rarely dangerous, and you can usually do a second take if you fail; therefore, Motion-Picture Camera is an Average technique.
Example 2: On a failed kick, you can fall down – a potentially fatal turn of events in combat – so Kicking is a Hard technique.

Technique Cost Table

Your Final Difficulty of Technique
Skill Level* Average Hard
Default 0 points 0 points
Default+1 1 point 2 points
Default+2 2 points 3 points
Default+3 3 points 4 points
Default+4 4 points 5 points
+1 +1 point +1 point
* Most techniques have maximum levels. For instance, a technique that "cannot exceed prerequisite skill level" and that defaults to skill-5 tops out at default+5.

Maximum Level

Tightly focused practice can only take you so far. Eventually, you'll have to learn new fundamentals in order to improve. To reflect this, techniques often specify an upper limit relative to parent skill. On attaining this level, the only way to improve further is to raise the underlying skill. For a technique that covers an important use of a skill, maximum level is usually equal to prerequisite skill level. More peripheral techniques might be able to exceed prerequisite skill level, or have no maximum level.

Example 1: An adventurer could make a career of motion-picture photography without affecting game balance. Thus, it seems believable and fair to leave Motion-Picture Camera open-ended and specify no maximum level.
Example 2: Kicking is a potent attack, and one of the main reasons to learn Brawling or Karate skill; therefore, Kicking cannot be improved past prerequisite skill level.

Description

The prerequisite skill description provides the necessary rules for most techniques, but some techniques supply optional additional detail, or outline entirely new uses of the skill.

Example 1: There isn't a lot to be said about Motion-Picture Camera – it lets you use motion-picture cameras, per Photography skill.
Example 2: Kicking does +1 damage relative to a punch, and you must roll vs. DX to avoid a fall if you miss. These rules bear mentioning in any formal description of Kicking.

Buying and Improving Techniques

Buying a technique is a lot like buying a skill – point cost depends on difficulty and desired relative skill level – but there are two differences. You buy up a technique relative to its default, not relative to a controlling attribute, and you determine its point cost using the Technique Cost Table (below) instead of the Skill Cost Table.

To improve a technique, pay the difference in point cost between the desired level and your current level – exactly as for a skill. And just as skills increase for free when you raise attributes, techniques improve for free when you raise the skill on which they are based. For instance, if you have Karate-15 and Kicking-15, and raise Karate to 16, Kicking also goes to 16 at no extra charge!

You need not buy a technique to use it. If you have even one point in a skill, you may use all that skill's techniques at default. To avoid a cluttered character sheet, though, only note techniques that you know at better than default level.

Using Techniques

A technique works just like a skill in play: make a success roll against your level in the technique. Unless noted otherwise, all general modifiers to a skill – for culture, language, equipment, tech level, and so forth – apply to its techniques, as do any special critical success or failure results.

Sample Combat Techniques

See Martial Arts: Techniques for much more!

Special moves in combat are by far the most common techniques, and can give warriors a "bag of tricks" similar to a wizard's spells. If a combat technique has multiple defaults, you must specialize by prerequisite skill. For instance, learning a technique for Axe/Mace skill gives no special ability with the [[Broadsword[[ version of that technique!

Techniques marked with a * are not particularly realistic. The GM may wish to restrict these "cinematic" techniques – even at default – to PCs with Trained By A Master or Weapon Master.

Arm Lock

See Arm or Wrist Lock (Martial Arts Techniques).

Back Kick

See Back Kick or Back Strike (Martial Arts Techniques).

Choke Hold

See Choke Hold (disambiguation page).

Disarming

See Disarming (Martial Arts Techniques).

Dual-Weapon Attack*

See Dual-Weapon Attack (Martial Arts Techniques).

Disarming

See Disarming (Martial Arts Techniques).

Elbow Strike

See Elbow Strike (Martial Arts Techniques).

Feint

See Feint (Martial Arts Techniques).

Finger Lock

See Finger Lock (Martial Arts Techniques).

Ground Fighting

See Ground Fighting (Martial Arts Techniques).

Horse Archery

See Horse Archery (Martial Arts Techniques).

Jump Kick

Hard
Defaults: Brawling-2 or Karate-2.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.

This technique lets you leap into the air and kick at full extension, increasing range and damage. It is a showy but dangerous move! Roll against Jump Kick to hit. Add one yard to reach and +2 to damage. Your target parries at -2. However, if you miss – or if your target successfully defends – you fall down unless you can make a DX-4 or Acrobatics-2 roll. Hit or miss, a Jump Kick leaves you at -2 on all your active defenses until your next turn.

See Martial Arts: Realistic Techniques: Jump Kick for an improved and more realistic version. A cinematic version is Flying Jump Kick.

Kicking

Hard
Defaults: Brawling-2 or Karate-2.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.

This technique lets you improve your kicking ability. Roll against Kicking to hit. A kick does thrust/crushing damage based on ST. Use Brawling or Karate skill – not your Kicking level – to determine your damage bonus, and use only the highest bonus. If you miss with a kick, roll vs. Kicking skill or DX to avoid falling.

Knee Strike

See Knee Strike (Martial Arts Techniques).

Neck Snap

See Neck Snap (Martial Arts Techniques).

Off-Hand Weapon Training

See Off-Hand Weapon Training (Martial Arts Style Perk). The original technique in Basic Set follows.

Hard
Default: prerequisite skill-4.
Prerequisite: Any Melee Weapon skill; cannot exceed prerequisite skill.

This technique lets you "buy off" the -4 for using your "off" hand with one specific Melee Weapon skill. Use your level with this technique instead of the prerequisite skill whenever you use that skill to attack or parry with your off hand. For instance, if you had Rapier-14 and Off-Hand Weapon Training (Rapier)-14, you could attack and parry at full skill with your off hand.

With the GM's permission, you can learn this technique for any DX-based skill that requires only one hand.

Retain Weapon

See Retain Weapon (Martial Arts Techniques).

Sweep

See Sweep (Martial Arts Techniques).

Whirlwind Attack*

See Whirlwind Attack (Martial Arts Techniques).

Sample Noncombat Techniques

Nearly any task that calls for a skill roll at a penalty could become a technique. The main purpose of such techniques is to buy off skill penalties, but the GM might wish to provide additional details.

Impersonate

Average
Default: Mimicry (Speech)-3.
Prerequisite: Mimicry (Speech); cannot exceed prerequisite skill.

Through practice, you can improve your ability to mimic one specific person, gradually buying off the -3 to impersonate him. Each person mimicked is a separate technique.

Lifesaving

Hard
Default: Swimming-5.
Prerequisite: Swimming; cannot exceed prerequisite skill.

You can study lifesaving separately from swimming in order to eliminate the basic -5 for that task. See Lifesaving for detailed rules.

This page has not been finished up!

See Also