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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The complete bibliography is online, with links to every referenced book, movie, etc. Find More Posts by Figleaf Even so, I did make some changes. All times are GMT 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 really felt like an interesting game every time, even though I was facing the same Ashigaru and the same bandits. 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.

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. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many mzrtial our other game lines.

Find More Posts by Abaddon 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?


Surf our site for the files you want. 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.

I also allowed players who were evaluating to make rolls against certain skills or IQ to understand something about their opponent. 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.

As with the classic edition, general concepts like Marma or pressure points are scattered through the style section.

April Japanese edition. GURPS actually runs a really great martial arts game.

The extreme potential complexity of GURPS martial arts becomes a feature, not a bug, and people begin fighting in a very complex way. 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 second time, it was a different game, with spearmen losing arms and getting disarmed left and right. Find More Posts by Kuroshima. I didn’t mention how often I thought a rule needed to be changed, when it didn’t.

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.

GURPS Martial Arts

However, I found that there are so many consequences to attacking a capable foe Counterattacks, ripostes, judo throws, arm locks, exposing the trick to your secret Combo awesomeness that people often fell into Evaluate when it became obvious that their opponent was more powerful than expected. Psi-Warsa step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games!


Perks are almost always worth it unlike Techniquesgurrps they tend to encourage specialized tactics. Made all the difference in the world. By working it out in advance, you only have to glance at a piece martiql paper to pull of this off. Take my example above about the Judo 18 guy who doesn’t bother with Arm Lock because his Judo is more than high enough.

Perks are where it’s at!

GURPS Martial Arts

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. If you want to support me, check out my Patreon! As I said before, Techniques aren’t the best way to add lots of character to your fighter, because you can only really take so many and eventually you’re better off simply making him a better, all-around fighter. 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.

If you want to charge 1 point more for a trick, make it -1 more difficult. You get distinct fighters within a given style, which artw you can get a lot of mileage out of a single style, and that’s great. What’s your effective skill between Counter Attack and going after the Vitals? What you currently have is that Hard techniques are easier atts 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.

And this isn’t entirely unrealistic.

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