GURPS Martial Arts brings fighting styles from throughout history to Fourth Edition. GURPS Martial Arts for 4th edition is a mature product that embodies the. GURPS Martial Arts is a source book for the GURPS role-playing game, published by Steve Jackson Games; the most recent edition was scheduled to be . or point your World Wide Web browser to: ~ftp/GURPSnet/www. The GURPS Martial Arts web page is at

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Originally Posted by Abaddon87 That sounds great! It’s a subtle mechanic, but I found it made quite a difference. Tricks like Iron Body PartTeamwork, Resistant to Chi PowerSchticks, Drunken Fighting, Sexy Feints, and so on, all shift and change the nature of the character in neat little ways or provide him powerful advantages that, if he’s clever, he can really exploit. Perks are where it’s at! Take my example above about the Judo 18 guy who doesn’t bother with Arm Lock because his Judo is more than high enough.

I doubt anyone remembers it, but I found many of the suggestions useful. It’s just that techniques aren’t where you go to write out how your character fights If you want to support me, check out my Patreon!

The extreme potential complexity of GURPS martial arts becomes a feature, not a bug, and people begin fighting in a very complex way. GURPS actually runs a really great martial arts game. The whole point of things like kata is that they teach you to use very complex tactics that you’d never think of in the middle of a harried fight.

Likewise, I worried that GURPS would overwhelm some of my players we had one player who generally hates system and fears any game with any level of complexity much beyond free-formand yet, I found that gur;s the Signature Moves and how GURPS normally handles, the game was surprisingly intuitive, people could do what they wanted, the fights played out swiftly, and even the system-phobe had a great experience.

What you currently have is that Hard techniques are easier to pull off by default than Average techniques That is, both a Hard technique at -2 and an Average technique at -3 cost 3 points to max out, but the Hard Technique is paradoxically easier to pull off by default, and less worth your time to study. Nobody’s going to think of that move in the middle of a fight, and there are numerous things that you need to calculate can you take a gurs to your defense with a riposte?


Mratial of these additions are highly realistic, while others are extremely cinematic — but they’re all optionalallowing the GM to decide which rules apply.

GURPS Martial Arts – Wikipedia

Moreover, having all those techiques listed on one’s sheet encouraged players to try those moves out. April Japanese edition. Nobody made straight attacks, because they had customized their fighting styles to support far better tactics, and clever opponents zrts exploit the weaknesses of a given move with their own tactics, which would lead martixl rapid exchanges of constantly flowing and evolving tactics.

Recreate the greatest fighters in the world, or create a style to fit a new campaign, Martial Arts has the techniques and guidelines you need. A good martial arts game is about turning every character into a “fighter,” and still seeing plenty of diversity. Martial Arts has two sections of advantages, skills, and maneuvers for most styles: All times are GMT So, I need to make sure that if I attack martiao, I do so in a way that you can’t defend properly against, which means that I should feint against you, but knowing that I’ll feint, you might evaluate and, if so, I might be better off evaluating first as well.

For example, if I attack you with Karate and you successfully parry with Judo, then you might lock me into an arm lock or judo throw me, and thereafter start kicking me in the head. Internal and Hard vs. Technical Grappling — An expansion of Martial Arts that adds lots of options and greatly expanded rules, for those who need detailed possibilities gurpx grappling combat. Find More Posts by Mailanka. Gladiators — Visit the world of the Roman gladiator, and bring his fighting styles, weapons, and way of life to your campaign.


If you want to charge 1 point more for a trick, make it -1 more difficult. It really felt like an interesting game every time, even though I was facing the same Ashigaru and the same bandits. Scattered through this section is information on the Belt system and other ranking systems as well as information on specific styles and thinking like External vs.

I also allowed players who were evaluating to make rolls against certain skills or IQ to understand something about their opponent. The time now is From popular Asian bare-handed techniques to European combat arts to fantastic non-human training, this book balances realistic historical schools with cinematic feats from Hong Kong, Tokyo, and Hollywood.

I’ve mqrtial finished my playtesting and actually run the damn game, and I thought I would share my experience. Many of these styles have realistic and cinematic totals. Ages ago, I posted a thread asking questions about how to run a successful and dynamic martial arts game. And this isn’t entirely unrealistic.

GURPS Martial Arts

A Maneuver is a specific type of attack or defense and gurpd treated like a skill with each one each one defaulting to one or more prerequisite skills, or to DX “Kicking, for instance, is a Hard maneuver defaulting to Karate-2”. Read the Designer’s Notes for free on Medium! As with the classic edition, general concepts like Marma or pressure e4 are scattered through the style section.

Chinese Elemental Powers — An extensive and flavorful example of using powers to represent Chinese-inspired magical arts.

As a Taekwondo instructor, I’m always interested in how game systems handle Martial Arts. By working it out in advance, you only have to glance at a piece of paper to pull of this off. Inscrutable masters from hidden temples. Way of the Warrior — A bounty of material of interest to Martial Arts fans, including new styles, kartial for Technical Grapplingand more.

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