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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GURPS Martial Arts

For example, many people argue that Evaluate is a poor tactical choice, so few people use it. April Japanese edition. 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.

Find More Posts by Abaddon He can and should still use Arm Lock, and if you want to remind a player to do that, you simply note down a special armlock “signature move. What’s your effective skill between Counter Attack and going after the Vitals? 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. Cinematic Magic — New magical options for martial artists.

As a Taekwondo instructor, I’m always interested in how game systems handle Martial Arts.

Mailanka put me and another friend of his through the same tactical situation several times. Many of these styles have realistic and cinematic totals. 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.


It’s a subtle mechanic, but I found it made quite a difference. Technical Grappling — An expansion of Martial Arts that adds lots of options and greatly expanded rules, for those who need detailed possibilities for grappling combat. A Maneuver is a specific type of attack or defense and is 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”.

It results in dynamic fights that make the average kung-fu movie look like toddlers duking it out in kindergarden. It really felt like an interesting game every time, even though I was facing the same Ashigaru and the same bandits.

[Martial Arts] What I learned running GURPS Martial Arts is – Steve Jackson Games Forums

The extreme potential complexity of GURPS martial arts becomes a feature, not a bug, and people begin fighting in a very complex way. Gladiators — Visit the world of the Roman gladiator, and bring his fighting styles, weapons, and way of life to your campaign.

It’s true that GURPS has lots of options, but in my experience up to that pointmost of them boil down to configuring your attack and defense into optimal values and then using those again and again.

Also only the realistic point gurpa for each style is given. 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 -5 to your defense with a riposte?


Take my example above about the Judo 18 guy who doesn’t bother with Arm Lock because his Judo is more than high enough. Originally Posted by Abaddon Find Mxrtial Posts by Figleaf If you want to charge 1 point more for a trick, make it -1 more difficult. All costs are per 4e rules:. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. Surf our site for the files you want.

From popular Asian bare-handed techniques to European combat arts to fantastic non-human guros, this book balances realistic historical schools with cinematic feats from Hong Kong, Tokyo, and Hollywood.

Perks really provide that.

GURPS Martial Arts

Not all combat options map to techniques and styles, however. The complete bibliography is online, with links to every referenced book, movie, etc. Find More Posts by Wraithe. Contents [ show ]. If you have a Judo of 18 and that’s “enough” for Arm Lock, you martiao take the Arm Lock technique, while another fighter might focus almost exclusively on Arm Lock.

Read the Designer’s Notes for free on Medium! Made all the difference in the world. As with the classic edition, general concepts like Marma or pressure points are scattered through the style section. The second time, it was a different game, with spearmen losing arms and getting ugrps left and right. The first time, it was fairly basic.