Martial Arts: Cinematic Techniques

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Martial Arts: Cinematic Techniques

These techniques are so risky – or so unlikely to be effective in a real fight – that few reputable real-world schools teach them. This doesn't mean they're impossible, only that a martial artist needs Trained by a Master or Weapon Master to improve them. Anybody can attempt a cinematic technique at default, if the GM permits.

The GM is free to forbid a technique – even at default – if he feels it would spoil the game's "feel." This might be because the campaign is realistic, but cinematic techniques don't automatically fit every cinematic setting, either. Conversely, if the GM believes that a technique is realistic, it is ... at least in his game.

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Kiai

See Kiai skill.

This skill has a Japanese name but isn't restricted to practitioners of Japanese styles. It can represent any kind of war cry, and suits cinematic warriors of all stripes. The GM may want to waive the Trained by a Master or Weapon Master prerequisite. He might even allow those with Musical Instrument skills to gain the Intimidation bonus (but not stun enemies) at fairly long distances by playing instruments such as bagpipes.

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Silly Techniques

Humorous movies often feature silly techniques that embarrass or distract the victim. These aren’t "cinematic" in the usual sense – they aren't legendary, high-powered, or chi-based – but neither are they realistic. Most simply wouldn't work in a real fight. The GM may rule that such techniques are useless (see Useless Techniques), but in a silly game it's more fun to let them work!

Flying Atomic Wedgie

Hard
Defaults: Brawling-8 or Wrestling-8.
Prerequisite: Brawling or Wrestling; cannot exceed prerequisite skill.

The Flying Atomic Wedgie is a Move and Attack: you leap past the target, grab hold of his underpants, and pull at full power – hopefully getting the shorts up over his head. If you hit, roll a Quick Contest of ST with the victim. You're at +1 per yard you ran toward him. If you win, he suffers agony for minutes equal to your margin of victory and embarrassment for considerably longer.

Halitosis Attack

Average
Defaults: HT-5; cannot exceed HT.
Prerequisite: Odious Personal Habit (Foul Breath).

This dreaded attack is an attempt to overcome the enemy with bad breath in close combat. To use it, you must grapple your foe from the front or he must do the same to you. On later turns, roll a Quick Contest: your Halitosis Attack vs. your victim's HT. This counts as an attack. If you win, you stun your victim for seconds equal to your margin of victory. If you critically succeed or he critically fails, he's retching for that time instead. If he has No Sense of Smell/Taste, though, he's immune!

There are persistent rumors of a Flatulence Attack that works on foes who grapple you from behind. The GM should decide whether martial farts suit his campaign.

See Also

Realistic Techniques

Cinematic Techniques

Creating New Techniques