Rules and Resrouces.   Posted by Maestro.Group: 0
Maestro
 GM, 5 posts
Fri 8 Jan 2021
at 13:20
Rules and Resrouces
If you ever intend to punch somebody, it's worth having this.

DX: Punching, kicking, grappling, biting, slamming into people.

Brawling (DX/Easy): Punching, kicking, slamming into people, biting. Blackjacks, saps, and other fist-loads. +1 damage at DX+2 level.

Boxing (DX/Average): Punching. Retreating parries get +3 instead of +1. +1 damage at DX+1, +2 at DX+2. Not so good at parrying swung weapons.

Karate (DX/Hard): Punching. Kicking. Retreating parries get +3 instead of +1. +1 damage at DX+1, +2 at DX+2.

Wrestling (DX/Average): Grabbing people. Making or resisting a takedown. Add +1 to effective ST at DX+1, +2 at DX+2.

Judo (DX/Hard): Grabbing people. Throws. Retreating parries get +3 instead of +1.

Sumo (DX/Average): Slamming into people. Grappling. Shoves. Retreating parries get +3 instead of +1. +1 to effective ST at DX+1, +2 at DX+2.

That's the basics. Different martial arts techniques are based on different skills; Arm Lock, for example, can be performed with Wrestling or Judo but not Brawling, Boxing, or Karate.

This list may be information overload, so you're free to ignore it, but from GURPS Martial Arts, here's how the different skills allow different "techniques." You can still attempt any technique even if you haven't put any points in it; defaults are listed. Generally you need to study a particular style to improve that style's techniques.
Technique       Boxing Brawling Karate   Judo Wrestling  Sumo
Aggressive Parry -1 -1 -1 - - - do thr-4 against attacking weapon or body part
Arm or Wrist Lock - - - 0 0 - follow up unarmed parry or grapple
Axe Kick - - -4 - - - bonus dmg, reduces defenses
Back Kick/Strike -2 -2 -2 - - - Attack behind you. -2 more for kicks.
Breakfall - - - 0 0 - Less damage when thrown or falling
Choke Hold - - - -2 -3 - Choke a guy.
Counterattack -5 -5 -5 -5 -5 -5 Followup a defense; penalize defense
Disarming 0 0 0 0 0 0
Drop Kick - -1 - - -2 -1 A type of slam attack.
Ear Clap -3 -3 -3 - - - Can deafen your foe.
Elbow drop - -4 - - -5 - -2 to defend against.
Elbow Strike - -2 -2 - - - thr-1 cr, targets people behind you.
Evade - - - 0 - - Run through enemy hexes (replaces DX)
Exotic Hand Strike - - -1 - - - does +1 damage but you can hurt yourself
Eye Gouging - -5 - -5 -5 - Thumbs into the eyes.
Hammer Fist - -1 -1 - - - less damage but less likely to hurt self
Head Butt - -1 -1 - - -
Head Lock - - - -3 -3 - Used after a grapple to the neck.
Jam - -1 -1 - - - Aggressive Parry but with a kick
Judo Throw - - - 0 - - Flip someone after parry or grapple
Jump Kick - - -4 - - - showy. Dangerous.
Kicking - -2 -2 - - -
Knee Drop - -3 - - -4 -
Knee Strike - -1 -1 - - - only close combat. thr cr damage
Leg Grapple - - - 0 0 - catch the leg of a kicking foe after parry.
Leg Lock - - - 0 0 - followup to leg grapple
Neck Snap - - - - - - Defaults to ST-4. Must have neck grapple.
Push Kick - -3 -3 - - - shove with a kick.
Sacrifice Throw - - - 0 - - Like judo throw, but you fall too.
Scissor Hold - - - - -2 - grapple legs with your legs
Spinning Attack - - -2 - - - -3 for a kick.
Stamp Kick - -3 -3 - - - Stomp.
Sweep - - -3 - -3 -3 Take down foe in single action
Trip - - - -1 -1 -1 Trip foe who is slamming or running past you
Two-Handed Punch - -2 - - - - thr+1 dmg
Uppercut -1 -1 -1 - - -
Wrench Limb - - - - - - Defaults from ST
Wrench spine - - - -4 - - or default from ST.
Again, if you don't care, ignore this; when you attack someone I'll choose whatever is closest to what you've described.

There are also a ton of weapon-techniques:
Technique      Default Notes
Arm Lock 0 With a weapon after a parry or armed grapple.
Armed Grapple -2 With a cloak no penalty; one handed weapons must be Readied in 2 hands first
Back Strike -2 Attack behind you.
Bind Weapon -3 Lock weapons. Jitte/Sai or Fencing weapons.
Choke Hold -3 cutting weapons do cutting damage
Counterattack -5 Harder to defend against
Crack -4 Whips. Bonus damage.
Disarming 0
Entangle -4 Kusari or Whip. Wraps around foe.
Hook -5 Using a weapon with a hook to pull foe off balance. Most weapons can't.
Return Strike -5 Flail or Kusari. Swing around foe to hit them.
Reverse Grip -6 instantly switch to underhand grip. -4 for two-handed weapons.
Spinning Attack -2
Sweep -3 Use with any two-handed weapon with reach 2+
There are also a few other techniques that you can try if you have Acrobatics.
Technique Default Effect
Acrobatic Stand Acrobatics -6 Go from lying to standing in a single action
Breakfall Acrobatics Less damage from falling or being thrown
Evade Acrobatics flip over/tumble under when passing through foe's hex

This message was last edited by the GM at 13:23, Fri 08 Jan.

Maestro
 GM, 6 posts
Fri 8 Jan 2021
at 13:24
Rules and Resrouces
Random Body Part Penalty Notes
3 - 4 Skull -7(f)/-5(b) [1, 3]
5 Face -5(f)/-7(b) [1, 4]
6 - 7 Right Leg -2 [5]
8 Right Arm -2 [5, 6]
9 - 10 Torso 0 [18]
11 Abdomen -1 [20]
12 Left Arm -2 [5, 6]
13 - 14 Left Leg -2 [5]
15 Hand -4 [6, 8, 9]
16 Foot -4 [8, 9]
17 - 18 Neck -5 [1, 10]
Vitals -3 [1, 11]
Eye -9 [1, 2]
Ear -7 [1, 12]
Nose -7 [1, 15]
Jaw -6 [1, 13]
Spine -8 [1, 16]
Limb vascular -5 [17]
Neck vascular -8 [17]
Arm/Leg Joint -5 [14]
Hand/Foot Joint -7 [14]
Groin -3 [1, 7]
Pelvis -3 [19]
Digestive Tract -2 [21]
Heart -5 [1,11]

[1] Attack that misses by 1 hits the torso instead.
[2] Only imp, pi, and tbb attacks can target the eye Ė and only from the front or sides. Injury over HP/10 blinds the eye. Otherwise, treat as skull [3], but without the extra DR!
[3] The skull gets an extra DR 2. Wounding modifier is ◊4. Knockdown rolls are at -10. Critical hits use the Critical Head Blow Table (B556). Exception: These special effects do not apply to tox damage.
[4] Jaw, cheeks, nose, ears, etc. If the target has an open-faced helmet, ignore its DR. Knockdown rolls are at -5. Critical hits use the Critical Head Blow Table (B556). Cor damage gets a ◊1.5 wounding modifier, and if it inflicts a major wound, it also blinds one eye (both eyes on damage over full HP). Random attacks from behind hit the skull instead. On front hit, roll 1d. 1 means skull [3] hit if attack is imp, pi, tbb. Otherwise itís a nose hit [15].
[5] Limb. Reduce the wounding multiplier of large pi, huge pi and imp damage to ◊1. Any major wound (loss of over 1/2 HP from one blow) cripples the limb. Damage beyond that threshold is lost. Roll 1d, on a 1 cut, imp, pi, tbb hit vein/artery, see [17]. Cr hits a joint [15]
[6] If holding a shield, double the penalty to hit: -4 for shield arm, -8 for shield hand.
[7] Human males/males of similar species suffer double shock from cr damage, and get -5 to knockdown rolls. Otherwise, treat as a torso hit.
[8] Extremity. Treat as a limb, except that damage over 1/3 HP in one blow inflicts a crippling major wound. Excess damage is still lost. Roll 1d, on a 1 with cr, cut, pi, tbb hits a joint [14].
[9] If rolling randomly, roll 1d: 1-3 is right, 4-6 is left.
[10] Neck and throat. Increase the wounding multiplier of cr and cor attacks to ◊1.5, and that of cutting damage to ◊2. At the GMís option, anyone killed by a cutting blow to the neck is decapitated! Roll 1d, on a 1 with cut, imp, pi, tbb hits vein/artery [17], if cr from behind, counts as [16] and gives Quadriplegic. Automatic if dmg > HP from Neck Snap or throw from Head Lock.
[11] Heart, lungs, kidneys, etc. Increase wounding modifier for imp or pi attack to ◊3. Increase wounding modifier for tbb attack to ◊2. cr is only ◊1, if caused shock roll vs. knockdown, -5 if major wound, other attacks cannot target the vitals.
[12] Ear, if cutting max Dmg = HP/4, double HP/4 removes ear which gives -1 Appearance
[13] Jaw, if crushing extra -1 to knockdown
[14] Joints, limb crippeld at HP/3, extremity at HP4, HT roll to recover from crippling -2, miss by 1 hits the limb or extremity not the joint
[15] Nose, only targetable from the front, treat like facehit, HP/4 breaks nose gives major wound and no Sense of Smell/Taste until healed. Cut lops off nose if HP/4◊2 (major wound) but knockdown not at -5 for face. Cutting off nose = Appearance -2
[16] Spine, only targetable from behind with cr, cut, imp, pi, tbb. DR3, if shock-penatly roll against knockdown, crippled if dmg = HP which causes automatic knockdown and stunning
[17] Veins and Arteries, only targetable by cut, imp, pi, tbb. Increases wounding modifier plus 0.5, no crippling and no dmg limit, an attack that misses by 1 hits the neck, arm or leg, as appropriate
[18] Roll 1d if cr, imp, pi or tbb. On 1, hit to the vitals [11], cut from behind hits the spine [16]
[19] Like [18] but if major wound you fall down. Until healed youíre Lame(Missing Leg). Canít stand, fight sitting or lying. Armor for torso and groin or specific protects normal.
[20] Roll 1d, 1 is Vitals [11], 2-4 is Digestive Tract [21], 5 Pelvis [19] and 6 is Groin [7].
[21] If major wound HT-3 or get a special infection (B444)