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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Thanks for sharing this excellent post. Also only the realistic point totals for each style is given.

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Mailanka put me and another friend of his through the same tactical situation several times. What I actually found is that those one-second consequences tend to last, and once you understand how they work, you end up with a game of chess. Chinese Elemental Powers — An extensive and flavorful example of using powers to represent Chinese-inspired magical arts. If you want to charge 1 point more for a trick, make it -1 more difficult. Take my example above about the Judo 18 guy who doesn’t bother with Arm Lock because his Judo is more than high enough.

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.

Contents [ show ]. April Japanese edition.

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. 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 between 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.


It’s a subtle mechanic, but I found it made quite a difference. Not all combat options map to techniques and styles, however. Japanese art of the kusari-fundo Kyujutsu [4] Longsword Fighting [5] Archery: The complete bibliography is arys, with links to every referenced book, movie, etc.

GURPS Martial Arts

Gursp 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.

Sean Punch black-and-white pages, softcover. Some styles were put in information boxes throughout the style section resulting in the list not being entirely alphabetical.

Thanks for the update. A good martial arts game is about turning every character into a “fighter,” and still seeing plenty of diversity. The extreme potential complexity of GURPS martial arts becomes a feature, not a bug, and people begin fighting in a very complex way. Find More Posts by Joseph Paul. I highly recommend them, as they make Beats useful for everyone, and it means that you’re taking a calculating risk every time you parry or let someone parry your blade, especially if they’re stronger than you are.

The time now is Martial Martisl has two sections of advantages, skills, and maneuvers for most styles: Many of these styles have realistic and cinematic martjal. Originally Posted by Abaddon Made all the difference in the world.

Tags japanmartial artsmartial arts campaignsignature movestrademark moves E4 Tools. Use Techniques Sparingly I honestly martiap 4e’s treatment of techniques slightly frustrating. Foot Archery [3], Kyudo [4]. GURPS, as always, exceeds expectations Sign In Don’t have an account? Retrieved from ” http: 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 artw paradoxically easier to pull off by default, and less worth your time to study.

And this isn’t entirely rats. I kicked some butt, then got my butt kicked by the point Executioner after crippling his arm.


Some of these additions are highly 4, while others are extremely cinematic — but they’re all optionalallowing the GM to decide which rules apply. Way of the Warrior — A bounty of material of interest to Martial Arts fans, including new styles, rules for Technical Grapplingand more.

Targeted Attacks and Combos, when used too often, become predictable and your opponent gains a bonus to defense, which means you should use them sparingly, when circumstances warrant it. Find More Posts by Kuroshima.

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. Find More Posts by Wraithe. That’s where Perks come in. Dell’Orto Edited by Sean Punch.

marttial Inscrutable masters from hidden temples. You get distinct fighters within a given style, which means you can get a lot of mileage out of a single style, and that’s great. It’s just that techniques mattial where you go to write out how your character fights What I am basically trying to say is that as a player, the depth of the system, especially with signature moves, can really make you think of original and deadly tactics. I dont suppose I could get a link to your previous post that started this?

Cinematic Magic — New magical options for martial artists. The second time, it was a different game, with spearmen losing arms and getting disarmed left and right. Moreover, in 3e, you were required to take every technique in a martial art to “know” that martial art. If you have a Judo of 18 and that’s “enough” for Arm Lock, you don’t take the Arm Lock technique, while another fighter might focus almost exclusively on Arm Lock.

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