GURPS Martial Arts: Technical Grappling (2013) is a supplement for GURPS Martial Arts written by Douglas Cole.
How Tough is My Stuff[]
When fighting zombies or gear-rending claw-creatures, you can use this optional rule to roll for HT when gear is grabbed.[1]
HT | Example |
---|---|
HT 8 | T-shirts, sweatpants |
HT 10 | Windbreakers, Oxford-cloth shirts, sweaters |
HT 12 | Most armor; jackets, sweatshirts, jeans, gi pants, backpacks; fitness clothing
such as wrestling singlets and sports bras |
HT 14 | Judo gi tops; military load-bearing equipment; possibly fantasy equivalents like
Delver's Webbing[2] |
Examples[]
- wrestler v 4 swordsmen (forum 2013)
Forums[]
Cole[]
- (Technical Grappling) Does the ST penalty affect mim ST to use a weapon?
if you are wielding a weapon and you're being grappled such that you aren't strong enough to meet the ST requirements, you may well take extra penalties.
- Low Velocity Slams, a Murphy? post 31 mentioned idea for a Ready to resist Slam and Shove, not incorporated
Gaming Ballistic[]
GURPS 101:HT-and-Fatigue Points (2014/01/09)
Note that a lot of grappling attacks allow rolls vs. HT, and a very high HT can render you very, very resistant (nearly immune) to anyone but the strongest and most skilled. The percentages are extreme enough to make me almost want to waive the โspending Control Points can never drop your foeโs resistance roll lower than HTโ that we introduced in Technical Grappling to prevent an epidemic of crippled limbs!
Less Technical Grappling (GURPS. 2017/04/26) has charts