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GURPS 4th edition. Martial Arts

✍ Scribed by Sean Punch, Peter V. Dell'Orto


Publisher
Steve Jackson Games Incorporated
Year
2007
Tongue
English
Leaves
258
Edition
3
Category
Library

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✦ Synopsis


http://www.sjgames.com/gurps/books/martialarts/

✦ Table of Contents


Introduction
Publication History
About the Authors
1. History
Timelines
Asia
China
Xia
Monks and Martial Arts
India
Northern vs. Southern Kung Fu
Religion, Philosophy, and Fists
Indonesian Archipelago
Japan
Ryu
Ninja: Legend vs. History
Korea
Other Nations
Europe and the Middle East
Ancient Greece and Rome
Gladiators
Medieval Europe
Yeomen Archers
Masters of Defence
FechtbΓΌcher and Traveling Masters
Renaissance Europe
Modern Europe
Beyond Western Europe
Africa
The New World
Brazil
United States
Women in the Martial Arts
Some Famous Martial Artists
Myths and Misconceptions
Boards Don’t Hit Back
Don’t Bring a Fist to a Knife Fight
When Do I Learn Weapons?
Martial Arts and the Law
Bad Reenactments
Styleβ„’
2. Characters
Power Level
Realism Level
Beginning Students as PCs
Character Templates
Del Duque (350 points)
Frauds
Adrian Froste (200 points)
Kai Lian (250 points)
Advantages, Disadvantages, and Skills
Advantages
Desirable Advantages
Chi Powers for Martial Artists
Perks
Disadvantages
Common Disadvantages
Skills
Combat Skills
Wildcard Skills for Styles
New Skills
3. Techniques
Learning Techniques
Realistic Techniques
Techniques That Aren’t
Optional Rule: Targeted Attacks
β€œGo for the eyes!”
Dirty Tricks
Using Your Legs
Optional Rule: Combinations
Cinematic Techniques
Secret Techniques
Silly Techniques
Creating New Techniques
Designing Realistic Techniques
Designing Cinematic Techniques
Useless Techniques
Designing Techniques
for Nonhumans
4. Combat
Expanded Combat Maneuvers
Aim
All-Out Attack
Attack
Change Posture
Committed Attack
Defensive Attack
Evaluate
Feint
Ready
Who Draws First?
Move
Move and Attack
Wait
Additional Combat Options
Melee Attack Options
A Matter of Inches
Untrained Fighters
Close-Combat Options
Teeth
Grab and Smash!
Ranged Attack Options
Rapid Fire with Thrown Weapons
Active Defense Options
Harsh Realism for
Unarmed Fighters
Cinematic Combat
Multiple Attacks
Chambara Fighting
Mind Games
Extra Effort in Combat
More Cinematic Combat Rules
Tournament Combat
Roleplaying Tournaments
Competition Types
Injury and Recovery
Realistic Injury
Cinematic Injury
5. Styles
Cinematic Abilities and Prerequisites
Components of a Style
Skills
Techniques
Perks
Optional Traits
Style vs. Style
Choosing a Style
Ultimate Styles
Self-Defense
Styles for Cops
Styles for Soldiers
Streetfighting
Buying a Style
Styles Bought During Character Creation
Learning New Styles During Play
Creating New Styles
Combining Styles
The Training Sequence
Historical and Modern Styles
Do vs. Jutsu
Aikijutsu
Armatura
Armatura Equestris
Bajutsu
Bando
Bando Animal Forms
Boxing
Capoeira
The Sweet Science
Chin Na
Dagger Fighting
Escrima
β€œKung Fu”
Fencing Styles
Stickfighting
Furusiyya
Sport Fencing
Hapkido
Hoplomachia
Hsing I Chuan
External vs. Internal, Hard vs. Soft
Hung Gar Kung Fu
(Tiger-Crane Style)
Hwa Rang Do
Jeet Kune Do
Martial-Arts Uniforms
Judo
Jujutsu
Kajukenbo
Kalaripayit
Karate
Marma
Kempo
Kenjutsu
Knightly Mounted Combat
Armed Styles
Kobujutsu
Kuntao
Kusarijutsu
Kyujutsu
Longsword Fighting
Archery
Masters of Defence Weapon Training
Military Hand-to-Hand
The Purpose of Military Hand-to-Hand
Muay Thai
Naginatajutsu
Pa Kua Chuan
Polearm Fighting
Pak Hok
Pankration
Pentjak Silat
Mixed Martial Arts
Silat Traditions
Pollaxe Fighting
Praying Mantis Kung Fu
Quarterstaff
Staff Fighting
Savate
Savate Rankings
Shaolin Kung Fu
Shortsword Fighting
Shurikenjutsu
Shaolin Traditions
Spear Fighting
Sojutsu
Sumo
Sumo Traditions
Sword-and-Buckler Play
Sword-and-Shield Fighting
Tae Kwon Do
T’ai Chi Chuan
Taihojutsu
Taijutsu
Ninja and Ninjutsu
Wing Chun
Wrestling
Wushu
Fictional Styles
Death Fist
Dragon-Man Kung Fu
Force-Swordsmanship
Freefighting
Smasha
6. Weapons and Equipment
Weapons
Cross-Cultural Encounters
Combination Weapons
Weapons of Quality
Hidden Weapons
Unorthodox Attacks
Silly Weapons
Improvised Weapons
Melee Weapon Table
Muscle-Powered Ranged Weapon Table
Training Equipment
Special Arrows
Gloves
Targets
Training Weapons
Weights
Armor
7. Campaigns
Cinematic vs. Realistic Campaigns
The Realistic Campaign
The Cinematic Campaign
Special-Case NPCs
Hybrid Campaigns
Campaign Setting
Classical Greece and Rome
Historical China
Historical Japan
Post-Classical Europe
Fantasy
Modern Day
Post-Apocalypse
Science Fiction
Campaign Themes
The Quest for the Master
Glossary
Bibliography
Index

✦ Subjects


GURPS


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