Breaking Blow

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IQ/Hard

Defaults: None.

Prerequisites: Trained By A Master.

This skill allows you to find the weakest spot in any object when making a barehanded attack. Each attack requires a separate Breaking Blow roll. Roll against skill after you hit. Breaking Blow costs 1 FP per attempt, whether or not you hit.

On a success, your attack gains an armor divisor of (5) against any braced, inanimate, homogenous target (see [[Injury to Unliving, Homogenous, and Diffuse Targets), and you may treat the target as if it were Fragile (Brittle) for this one attack.

In a cinematic game, you are not limited to inanimate targets. Your armor divisor affects any artificial armor or force field (not natural DR), and you may treat homogenous opponents as if they were Fragile (Brittle)! On a failure, your attack gains no special benefits. On a critical failure, you do the damage to your own hand or foot.

Modifiers: -10 if used instantly, dropping to -5 after 1 turn of concentration, -4 after 2 turns, -3 after 4 turns, -2 after 8 turns, -1 after 16 turns, and no penalty after 32 turns. -1 if your target is wood or plastic, -3 if brick or stone, or -5 if metal or high-tech composites.

Martial Arts

Breaking Blow normally only affects unarmed attacks. However, legendary warriors routinely use massive axes, mauls, and swords to lay waste to castles and splinter mighty trees. In a high-powered cinematic game, the GM may permit those who know Breaking Blow and Forced Entry to use this skill when attacking inanimate objects with melee weapons (and even battering rams!).