From: duncanj@snoopy.umd.edu (James Duncan)
Subject: GURPS: GURPS FAQ version 2.1 Part 8 of 8
Followup-To: rec.games.frp.misc
Summary: Last file of GURPS FAQ
Keywords: GURPS FAQ
Organization: University of Maryland, College Park
Date: Wed, 6 Jan 1993 19:10:02 GMT


Part 8 of 8 of GURPS FAQ

  Supers
  ------
 
  SU1: Are there any adventures available for GURPS Supers?
	Yes. _GURPS Supers Adventures_ is a book of four adventures.
	Two other adventures exist. They are _Death_Wish_ by Loyd
	Blankenship, and _School_of_Hard_Knocks_ by Aaron Allston.
	The later two were written for first edition Supers rules.
  
  SU2: Is there a conversion system between Champions and GURPS?
       Yes, see the GURPS FAQ section on Conversions.

  Martial Arts
  ------------
  MA1: Can Kicking be improved?
	Yes but it may not be raised over the skill level of the skill
	to which it defaults. Kicking defaults to either Karate - 2 or
	Brawling - 2.
	
  MA2: Can a Martial Artist use techniques not covered under their
       particular art/style.

	Yes, if they have seen the technique performed they can
	attempt it at their default.
	
% MA3: Is there a defense against Arm Lock?
 
	[Still waiting on input on this one. Note that the default
	 for Arm Lock has been lowered by 2]. 

* MA4:  Unarmed martial artist vs. armed fighters (melee weapons).
	
	Unarmed martial artists may be faster than armed and armored
	non-martial arts types but they are at a disadvantage for the
	following reasons:

	1. Armed opponents usually strike first.
	   Armed opponents usually have a longer reach than unarmed
	   opponents. Using the Step and Wait maneuver the armed
	   opponent will usually have a longer reach and will be able
	   to strike first.
	   [NOTE: I personally assess affects of weapons damage IMMEDIATELY.
	   For instance shock takes place as soon as the damage is
	   done and lasts until the end of the NEXT turn. Therefore
	   striking first holds a definite advantage! Tied initiative
	   scores are the only simultaneous actions I allow. This is
	   contrary to the stated rules but I have always felt that
	   the effects of shock are two brief anyway. - JRD]

	2. Parries are DANGEROUS!
	   Unarmed combatants attempting to parry run the risk of
	   having the parrying limb seriously injured. On a failed
	   parry the attacker can choose to either have the attack
	   count against the parrying limb or the original target
	   (B101). 

	3. Bare handed attacks can be parried with weapons!
	   An unarmed fighter attacking an armed foe with a wapon can
	   have their attack parried with the weapon. If the armed
	   opponent parries with the weapon and succeeds the unarmed
	   fighter takes damage.

	4. Punching armor is painful.
	   Anytime an armored opponent with DR 3 or better is attacked
	   you need to roll vs. HT to avoid taking 1d-2 damage to the
	   attacking hand or foot (B51).

      In order to be successful against an armed opponent the martial
      artist needs to either disarm or knock the armed fighter to the
      ground. Since weapon reach normally will give the armed fighter
      first strike, a martial artist will need to make at least one
      defensive manuever before he can move into close combat.

End of Part 8 of 8 of GURPS FAQ

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