By Peter Dell'Orto
Inscrutable masters from hidden temples. designated Forces infantrymen. Swashbuckling pirates. Bare-chested brawlers.
GURPS Martial Arts brings battling kinds from all through background to Fourth version. From well known Asian bare-handed recommendations to eu strive against arts to marvelous non-human education, this booklet balances sensible ancient colleges with cinematic feats from Hong Kong, Tokyo, and Hollywood. Recreate the best combatants on this planet, or create a mode to slot a brand new crusade, Martial Arts has the suggestions and guidance you would like.
no longer all wrestle techniques map to strategies and types, besides the fact that. Many require extensions to the wrestle process itself, so Martial Arts expands at the strive against and damage principles from GURPS easy Set. a few of these additions are hugely lifelike, whereas others are super cinematic - yet they're all not obligatory, permitting the GM to determine which principles observe. Customizing the GURPS strive against method hasn't ever been more uncomplicated.
This e-book replaces and expands at the details and ideas from the former version of GURPS Martial Arts for 3rd version.
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Extra resources for GURPS Martial Arts
Disadvantages: -20 points chosen from among Enemy (Glory-seeker or rival duelist; Hunter; 6 or less) [-5] or (9 or less) [-10], Enemy (Past victim’s vengeful relatives; Hunter; 6 or less) [-5] or (9 or less) [-10], Reputation -1 or -2 (Ruthless killer) [-5 or -10], Secret (Illegal dueling deaths) [-20], or Social Stigma (Criminal Record) [-5]. 34 • An additional -20 points chosen from among Bloodlust [-10*], Callous [-5] or Low Empathy [-20], Code of Honor (Professional) [-5] or (Gentleman’s) [-10], Distinctive Features (Dueling scars) [-1], Greed [-15*], Loner [-5*], or Overconfidence [-5*].
156-159), Kenjutsu (pp. 173-175), Longsword Fighting (pp. 180-182), Shortsword Fighting (p. 195), Swordand-Buckler Play (p. 199), and Sword-and-Shield Fighting (pp. 199-200). Historical duelists might instead know Glaive Fighting (p. 187), Pollaxe Fighting (p. 191), or Quarterstaff (pp. 192-193). A duelist might supplement any of these styles with Combat Wrestling (pp. 204-205) and/or Dagger Fighting (p. 155). An alternative for the well-rounded 15th- through 17th-century European duelist is the very complete Masters of Defence Weapon Training (p.
Are quieter and less random than firearms or explosives. The trick is to get close enough . . and you’re an expert at that. Attributes: ST 10 ; DX 12 ; IQ 12 ; HT 10 . 50 ; Basic Move 5 . Advantages: 20 points chosen from among DX +1 , IQ +1 , Per +1 to +4 [5/level], Acute Senses (any) 1-5 [2/level], Alternate Identity (Illegal)  or Zeroed , Cultural Familiarity [1/culture], Danger Sense , Honest Face , Night Vision 1-9 [1/level], Perfect Balance , Peripheral Vision , Style Familiarity (any) [1/style], or Style Perks [1/perk].