Melee and Unarmed Combat Skills

If you spend 4 character points on any melee or unarmed combat skill, you cause +1 damage per die to damage from using that skill. If you spend 12 character points, you cause +2 damage per die. This applies to damage from shoves, slams, takedowns, throws, armlocks, chokes, strangles, constriction, neck snaps, and the like performed using the Wrestling skill.

All listed melee weapon defaults are halved (round penalty up: -3 becomes -2). If there is no listed default, then the default is at -4. Brawling defaults to all melee weapon skills at -4 and vice versa.

The skills Boxing and Karate are subsumed into Brawling. This gives one skill for all unarmed striking attacks. The special benifits of Boxing and Karate can be reproduced by buying techniques.

The skills Wrestling and Sumo are combined into a new Wrestling skill (average, DX). This skill can replace any DX roll made in close combat, to hit with a grapple, or to slam or shove. The Judo skill no longer exists as such, to reproduce Judo, you can buy up the appropriate techniques from Westling.

Retreating Parry
Hard
Defaults: Brawling parry +1 or Wrestling parry +1
Prerequisite: Brawling or Wrestling, cannot exceed Brawling parry +3 or Wrestling parry +2
When performing a parry with a retreat, use your retreating parry technique instead of your normal unarmed parry.

Parry Melee Weapon
Hard
Defaults: Brawling parry -3 or Wrestling parry -3
Prerequisite: Brawling or wrestling, cannot exceed Brawling parry or Wrestling parry
When parrying a melee weapon, a roll of more than your Parry Melee Weapon technique (with the same modifiers as your normal unarmed parry) means the weapon you parried injured your arm.

Throw
Average
Defaults: Wrestling-2
Prerequisite: wrestling, cannot exceed Wrestling
This technique lets you perform a throw, as described under the Judo skill in the Basic Set.

Back to GURPS Skills