The following styles focus on pragmatic unarmed martial arts, techniques that focus foremost on survival, stealth or grappling tactics without fancy flourishes. Nearly any unarmed style will work in Psi-Wars, as nothing substantially has changed from TL 8 to TL 11 when it comes to purely unarmed techniques.
Streetfighting: 3 points
Star Wars has a
strong emphasis on crime, street-life and rebellion, and Psi-Wars
looks to have an even stronger emphasis on that, with its more
detailed bounty hunters, spies and con-artists. That means players
will expect some kind of streetfighter style. Martial Arts contains
suggestions on how to handle streetfighting on page 145.
In Psi-Wars, a punch
is never going to do anything against someone in full armor (not
that, in our world, streetfighters expect to be able to go toe-to-toe
with soldiers or cops in riot gear), but it’ll remain useful in
cantinas and back alleys where characters wear little armor and carry
lighter weapons. The sort of people who will learn it will be the
kind of people who don't have better options. Streetfighters become
streetfighters because they have to survive the mean streets of some
ruined urban world, not because they think it's the most ideal way of
defeating their opponent. These characters are a far cry from an
elegant space knight.
Most such fighters
won’t actually have a true style, but simply a set of techniques or
perks and a few skills. GURPS Action 3 has several suggested
techniques, which I have listed below (not as a complete style, but
as a list of things certain characters might have access to). If a
world or a culture has a deep tradition of “cinematic
streetfighting,” consider adapting one of the following styles:
Krav Maga (183), Jeet Kun Do (163-164), Combat Wrestling (204-205),
and Smasha (210).
The techniques below
assume a fighter who is desperate to end a conflict very quickly. A
street fighter is willing to engage in low-down tricks and to take
dangerous risks, whatever it takes, to end the fight and survive.
Typically, the character will use Sucker Punch, Body Check or
Juke'n'Pop to stun his opponent, and then finish him off with a
Grab'n'smash, followed by either a Ground'n'Pound or a Curb Stomp.
Skills: Brawl,
Wrestling.
Techniques:
Choke Hold (Wrestling), Disarming (Wrestling), Elbow Strike
(Brawling), Feint (Brawling), Ground Fighting (Brawling or
Wrestling), Knee Strike (Brawling), Stamp Kick (Brawling), Uppercut
(Brawling).
Perks: Dirty
Fighting, Finishing Move, Improvised Weapons, Iron Hands, Neck
Control (Brawling), Sure-Footed (Slippery), Sure-Footed (Uneven),
Trademark Move
Cinematic
Techniques: Roll with Blow
Optional Skills:
Axe/Mace, Knife, Kusari, Shortsword, Streetwise, Two-Handed Axe/Mace
Signature Moves
Sucker Punch: Stepping into Close Combat, the streetfighter makes a Committed (+1 damage) Attack for the Vitals (-3). Roll Brawl -3. Success inflicts thr(+Brawl bonuses) and any crushing damage that inflicts shock forces a knockdown/stun roll. You may not parry with the hand you attacked with, and your remaining defenses are at -2 and you may not retreat. If this is used on the first turn of a fight, it is a Dirty Trick. Setup: Opponent is not expecting a fight.Body Check: Charge up to half of your move and make an All-Out Slam (Strong). Opponent defends normally. For simplicity, deal thr+2 (+brawling bonuses) and take your opponent’s thr in damage. If you deal more damage, opponent must roll DX or fall, and if you deal twice as much damage as your opponent, they’re automatically prone. The reverse applies too. You cannot defend. Setup: Start at a range from your opponent.
Juke’n’Pop: Make a quick fake to one side, and then make a quick jab to your opponent’s face. Make a rapid (-6 or -3) defensive (-2) Feint using Boxing or Brawling (Roll Skill-8 or -5), then make a Rapid (-6 or -3) Defensive (-2 damage) Punch to the Face (-5) (Roll Skill-11 or -8). If successful, deal thr-3 (+ brawling bonus) and opponent must make a Stun check if you inflict any shock. You defend at +1 for the remainder of the turn.
Grab’n’Smash: Make an All-Out Attack (Double). First, Deceptively (-2) grapple the head (-3) (Wrestling-5). If successful, roll Uppercut(-1) to strike the head (-5) (add +1 if you have Neck Control). Roll Brawl-6. If you hit, deal thr+3(+Brawling bonuses). Opponent defends against the wrestling attack at -1, and defends against the uppercut at -2 (for block or parry) or -1 (for dodge). You cannot defend. Setup: You are already in close combat with your foe.
Ground’n’Pound: If your opponent is pinned, shift your grip so that you can sit atop him. Roll a contest of ST- or DX-based Wrestling (+Wrestling Bonus), and your opponent rolls the better of ST, DX or his best grappling skill. If you succeed, your arms are freed. Opponent attacks at -8 and defends at -3, and you have +5 to attempts to resist his break free attempts. You may freely punch him on later turns. Setup: Your opponent is Pinned.
Curb Stomp: If your opponent is prone, make a Stomp Kick (-3) on the Neck (-5). Roll Brawl-8 to hit. Opponent defends at -3 (for being prone). On a success, deal thr+1(+brawling bonuses), and double any damage that exceeds DR. If you miss, roll DX or be unable to retreat. Setup: Opponent is prone.
Commando Knife Tactics
Or,
in the real-world, Fairbairn Close-Combat System. The point of this
technique is sentry removal,
which is the primary reason a soldier would carry a knife, especially
in a world where weapons are unlikely to run out of power. No
changes need to be made to the style, other than perhaps adding the
Disappear technique as a cinematic technique, allowing masters to
vanish back into the shadows. Given the nature of a cut to the neck
and how vibro-blades work, consider treating a draw of the knife
across the throat as a cutting attack made with thr damage. Given
its ninja-like themes, it will unsurprisingly look remeniscent of a
brutally pragmatic space ninjutsu.
Signature Moves – Commando Knife Tactics
Commando Vanish!:
Make a Move maneuver towards
some kind of cover and roll Disappear (Stealth-10). Success means
that you are sufficiently hidden that you may attack an opponent
“from behind” (See “Death from the Shadows” Action 2 page
37).
Sleeping
Sentry: While
unseen, initiate an All-Out (+4) Telegraphic (+4) Choke Hold (Judo-2)
from behind your opponent. Roll Judo+6. Characters with Trained by
a Master, Weapon Master or who make a successful use of Danger Sense
may defend at +0, all other characters get no defense except a chin
tuck (Wrestling or Judo Parry+0). A successful chin-tuck defense
means the character is grappled, but not in a choke hold. You're at
+5 to quick contests to break free for using two hands, and you may
choke/strangle with a +3, inflicting either crushing damage or FP
damage. Your opponent may not cry out. You may not defend. Setup:
You're
currently hidden and behind your opponent.
Broken
Sentry:
After successfully grappling your opponent by the head, you may
initiate a Neck Snap Contest. Roll Neck Snap (ST-4) vs the higher of
your opponent’s ST or HT. If you succeed, inflict sw crushing
damage on the target’s neck (1.5x whatever gets through rigid
DR). Setup: You
have grappled your opponent’s head (for example, after a Sleeping
Sentry where your opponent initiated a Chin-Tuck).
Death-World
Smile: After
grappling your opponent’s head (with your hand across his mouth),
draw the vibro-knife across your target’s throat. Treat this as a
targeted attack (knife thrust/neck, -5), but deal cutting damage
instead. This deals thr+1d-1(5) cutting damage (Double all damage
that gets through DR). Your opponent parries at -2 and dodges at -1.
Setup: Your
target’s head grappled from behind (for example, after a Sleeping
Sentry where your opponent successfully tucked his chin).
Grab-and-Stab:
If you don’t have the drop on your opponent but you still need to
end it quickly, make an All-Out Attack (Double). Grapple your
target’s head with Judo (-3), and then make a thrust into the neck
(-5). Your opponent parries at -2 and dodges at -1 for being
grappled. If you hit, deal thr+2(5) imp damage to the neck. Setup:
You’re in front of, rather than behind, your opponent.
Submission Tactics: 4 points
Not
every fight needs to end in a death. Often, someone wants to defeat
an opponent without
killing him, either as a show of superior strength, or because one is
a law-enforcement officer, or a bounty hunter tasked with bringing
back the bounty alive. GURPS Martial Arts suggests some variation of
Combat Wrestling or Jujutsu as a companion to dagger fighting for
Dune-Like settings. For that, Commando Knife Tactics might be
better, but a variation of various wrestling styles and Jujutsu might
serve well for bringing a reluctant opponent down.
Skills:
Brawling,
Judo, Wrestling
Techniques:
Arm
lock, Breakfall, Choke Hold, Disarming (Brawling, Judo or Wrestling),
Elbow Strike, Ground Fighting (Brawling, Judo, Wrestling), Hammer
Fist, Head Lock, Knee Strike, Sweep (Judo), Targeted Attack (Brawling
Kick/Groin), Targeted Attack (Brawling Punch/Face),
Cinematic
Skills: Immovable
Stance, Mental Strength, Power-Blow
Cinematic
Techniques: Binding
Perks:
Power
Grappling,
Sure-Footed
(Slippery or Uneven), Trademark Move
Optional
Traits:
ST
Optional
Advantages: Fit
or Very Fit, Hard to Subdue
Optional
Skills: Karate,
Savoir-Faire (Dojo),
Optional
Techniques: Kicking,
Ground
Fighting (Karate), Leg Lock, Low Fighting (Wrestling), Lower-Body Arm
Lock, Lower-Body Leg Lock,
Triangle Choke
Signature Moves – Submission Tactics
Block and Lock: After making a barehanded Judo parry, if your
opponent is still within one yard, step into close combat and make a
deceptive (-4), representing sheer speed, Arm-Lock (-0) attempt.
Roll Judo-4. Your opponent defends at -2. If you hit, you have your
opponent in an arm lock. You may defend normally. Setup: You
parried your opponent’s melee attack last turn with a barehanded
parry.
Take-Down: Step into close combat with your opponent and
initiate a Deceptive (-4) Judo Sweep using a stiff arm to the upper
torso (requiring an empty hand). Roll against Sweep to hit. Opponent
defends at -2. If you hit, roll Sweep or ST (or ST-based sweep if a
Power Grappler), vs your opponent’s DX, Acrobatics or best
Grappling skill. Success forces opponent prone. You may defend
normally. Setup: Both you and your opponent are standing and
you’re within one yard.
Body Check: Move your full movement and make an All-Out
(Strong) deceptive (-4) flying tackle with a reach of C or 1. Roll
Brawling at +0. Your opponent defends at -2. If you hit, deal slam
damage (for most HP 10 characters who moved 6 yards, deal 1d-1
damage)+2 (+Brawl bonus) and be sure to apply knockback if
appropriate. You are automatically prone and in the same hex as your
opponent. You may not defend.
Submission: While your opponent is prone and grappled, make a
Regular Contest of ST(+Wrestling bonus, or ST-based Wrestling or Judo
if a power-grappler). If successful, your opponent can do nothing so
long as you remain there to pin them (You can free one hand to do
other things). Setup: Your opponent is prone and grappled.
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