Push: Difference between revisions

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If you hit, use the higher of your [[ST]] or your Push skill as your effective [[ST]]. Roll swing damage for that [[ST]], and double the result. For instance, if you had [[ST]] 10 and Push-15, you would roll swing damage for [[ST]] 15 (2d+1), and double it. This damage inflicts knockback (see [[Knockback]]) but never actual physical injury.
If you hit, use the higher of your [[ST]] or your Push skill as your effective [[ST]]. Roll swing damage for that [[ST]], and double the result. For instance, if you had [[ST]] 10 and Push-15, you would roll swing damage for [[ST]] 15 (2d+1), and double it. This damage inflicts knockback (see [[Knockback]]) but never actual physical injury.
==Martial Arts==
==Martial Arts==
You may opt to substitute Push for ST (not skill) whenever
You may opt to substitute Push for [[ST]] (not skill) whenever you attempt an unarmed technique intended to knock an opponent down or back without grappling or injuring him. For shove-like techniques, use Push's special knockback-only "damage" instead of the usual roll. These benefits affect [[Push Kick]], [[Sweep]], [[Trip]], and any shove- or sweep-based technique (see [[Basic Attacks]]).
you attempt an unarmed technique intended to
 
knock an opponent down or back without grappling or
injuring him. For shove-like techniques, use Push’s special
knockback-only “damage” instead of the usual roll. These
benefits affect Push Kick (p. 78), Sweep (p. 81), Trip
(p. 81), and any shove- or sweep-based technique (see
Basic Attacks, p. 59).
{{unfinished}}
[[Category:Martial Arts]]
[[Category:Martial Arts]]
{{Cinematic}}
{{Cinematic}}


{{Esoteric Skill}}
{{Esoteric Skill}}

Latest revision as of 06:46, 13 September 2021

DX/Hard

Defaults: None.

Prerequisite: Trained By A Master.

This skill allows you to channel your chi in order to "gently" push away an adversary or cause him to lose his balance. Roll against Push skill to hit. This counts as a barehanded attack (see Shove), and your target may attempt any legal active defense.

If you hit, use the higher of your ST or your Push skill as your effective ST. Roll swing damage for that ST, and double the result. For instance, if you had ST 10 and Push-15, you would roll swing damage for ST 15 (2d+1), and double it. This damage inflicts knockback (see Knockback) but never actual physical injury.

Martial Arts

You may opt to substitute Push for ST (not skill) whenever you attempt an unarmed technique intended to knock an opponent down or back without grappling or injuring him. For shove-like techniques, use Push's special knockback-only "damage" instead of the usual roll. These benefits affect Push Kick, Sweep, Trip, and any shove- or sweep-based technique (see Basic Attacks).