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GURPS 4th edition. Martial Arts

โœ 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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โœฆ Synopsis


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

โœฆ Table of Contents


GURPS Martial Arts
Contents
Introduction
Publication History
About the Authors
Chapter 1: History
Timeline
Asia
China
Spring and Autumn Period
The Shaolin Temple
Secret Societies
Communism
India
Wrestlers
Other Indian Martial Arts
Indonesia Archipelago
Indonesia
Philippines
Japan
The Samurai
The Ninja
Okinawa
Korea
The Hwarang
Modern Korea
Other Nations
Burma
Thailand
Europe and the Middle East
Ancient Greece and Rome
The Games
Medieval Europe
Renaissance Europe
Modern Europe
Victorian Europe
20th-Century Europe
Beyond Western Europe
Middle East
Israel
Russia
Africa
Ancient Egypt
The Zulus
Stickfighting
The New World
Brazil
United States
Some Famous Martial Artists
Milo of Croton (6th Century BC)
Theogenes of Thasos (5th Century BC)
William Marshal (1146-1219)
Musashi Miyamoto (1584-1645)
George Silver (Late 16th/Early 17th Century)
Wong Fei-Hung (1847-1924)
John L. Sullivan (1858-1918)
Funakoshi Gichin (1868-1957)
Ghulam Muhammad ("Gama") (1878-1960)
William E. Fairbairn (1885-1960)
Oyama Masutatsu ("Mas Oyama") (1923-1994)
Bruce Lee (1940-1973)
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
Martial Arts in Court
Teaching
Chapter 2: Characters
Power Level
Realism Level
Realistic Martial Artists
Cinematic Martial Artists
Character Templates
Assassin
Contender
Crimefighter
Duelist
Instructor
Monk
Movie Star
Spy
Student
Stuntman
Warrior
Advantages, Disadvantages, and Skills
Advantages
Altered Time Rate
Claws
Damage Resistance
Enhanced Defenses
Enhanced Time Sense
Extra Attack
Fearlessness
Flexibility
Gizmos
Gunslinger
Injury Tolerance
Innate Attack
Regeneration
Resistant
Striker
Talent
Trained by a Master
Weapon Master
Wild Talent
Perks
Style Familiarity
Style Perks
Weapon Bond
Disadvantages
Code of Honor
Delusions
Reputation
Skills
Acrobatics
Autohypnosis
Blind Fighting
Body Control
Boxing
Brawling
Breaking Blow
Combat Art or Sport
Connoisseur
Esoteric Medicine
Expert Skill
Fast-Draw
Flying Leap
Games
Group Performance
Hidden Lore
Hobby Skill
Judo
Jumping
Karate
Kiai
Knot-Tying
Light Walk
Main-Gauche
Mental Strength
Parry Missile Weapons
Power Blow
Pressure Points
Pressure Secrets
Push
Savoir-Faire
Sports
Stage Combat
Sumo Wrestling
Tactics
Throwing Art
Tonfa
Wrestling
Zen Archery
New Skills
Hypnotic Hands
Lizard Climb
Precognitive Parry
Sensitivity
Chapter 3: Techniques
Techniques and Combat Art/Sport Skills
Using Techniques Together
Learning Techniques
Realistic Techniques
Acrobatic Stand
Aggressive Parry
Arm or Wrist Lock
Armed Grapple
Attack from Above
Axe Kick
Back Kick or Back Strike
Bind Weapon
Breakfall
Cavalry Training
Choke Hold
Close Combat
Combat Riding
Counterattack
Crack
Disarming
Drop Kick
Ear Clap
Elbow Drop
Elbow Strike
Entangle
Evade
Exotic Hand Strike
Eye-Gouging
Feint
Finger Lock
Ground Fighting
Hammer Fist
Handcuffing
Hands-Free Riding
Head Butt
Head Lock
Hook
Horse Archery
Jam
Judo Throw
Jump Kick
Kicking
Knee Drop
Knee Strike
Leg Grapple
Leg Lock
Low Fighting
Low-Line Defense
Mounted Shooting
Neck Snap
Push Kick
Quick Mount
Retain Weapon
Return Strike
Reverse Grip
Sacrifice Throw
Scissors Hold
Spinning (Attack)
Stamp Kick
Staying Seated
Sweep
Trip
Two-Handed Punch
Uppercut
Wrench (Limb)
Wrench Spine
Cinematic Techniques
Backbreaker
Binding
Dual-Weapon Attack
Dual-Weapon Defense
Fighting While Seated
Flying Jump Kick or Flying Lunge
Grand Disarm
Hand Catch
Hand-Clap Parry
Initial Carving
Lethal Kick
Lethal Strike
Piledriver
Pole-Vault Kick
Pressure-Point Strike
Roll with Blow
Snap Weapon
Springing Attack
Timed Defense
Whirlwind Attack
Creating New Techniques
Name
Concept
Prerequisites
Defaults
Specialties
Difficulty Level
Maximum Level
Description
Designing Realistic Techniques
Designing Cinematic Techniques
Useless Techniques
Designing Techniques for Nonhumans
Chapter 4: Combat
Expanded Combat Maneuvers
Aim
All-Out Attack
All-Out Attack (Long)
Slams as All-Out Attacks
Attack
Change Posture
Acrobatic Stand
Postures, Hit Locations, and Techniques
Committed Attack
Defensive Attack
Evaluate
Countering Feints and deceptive Attacks
Evaluate and Non-Combat Skills
Feint
Beats
Ruses
Defensive Feints
Spotting Feints
Ready
Defensive Grip
Reversed Grip
Multiple Fast-Draw
Fast-Draw from Odd Positions
Quick-Readying Nearby Weapons
Switching Weapon Skills
Move
Acrobatic Movement
Move and Attack
Acrobatic Attack
Flying Attack
Wait
Stop Hits
Cascading Waits
Additional Combat Options
Melee Attack Options
Combinations
Defensive Grip
Pummeling
Reversed Grip
Shin Kicks
Shoves with Weapons
Slams with Long Weapons
Striking at Shields
Telegraphic Attack
Tip Slash
Close-Combat Options
All-Out and Committed Attacks When Grappling
Close Combat and Body Morphology
Long Weapons in Close Combat
More Actions After a Grapple
Pain in Close Combat
Sprawling
Ranged Attack Options
Quick-Shooting Bows
Rapid Strike with Thrown Weapons
Tricky Shooting
Active Defense Options
Cross Parry
Defense While Grappling
Fencing Parries
Limiting Dodges
Multiple Blocks
Parries with Legs or Feet
Parrying with Two-Handed Weapons
Retreat Options
Riposte
Unbalanced Parries
Cinematic Combat
Multiple Attacks
Rapid Strike
Feints and Multiple Attacks
Multiple Targets
Grappling and Multiple Attacks
Chambara Fighting
Chambara Movement
Chambara Attacks
Chambara Defenses
Special Feats for Cinematic Skills
Extra Effort in Combat
Existing Options
New Options
More Cinematic Combat Rules
Unarmed Etiquette
Gun Control Law
Imperial Stormtrooper Marksmanship Academy
Shaking It Off
Shout It Out!
Proxy Fighting
Bullet Time
Tournament Combat
Roleplaying Tournaments
Quick Contest Method
Detailed Method
Competition Types
Sport Competitions
Other Competitions
Injury and Recovery
Realistic Injury
Partial Injuries
Extreme Dismemberment
New Hit Locations
Severe Bleeding
Lasting and Permanent Injuries
Cinematic Injury
Chapter 5: Styles
Components of a Style
Skills
Cinematic Skills
Techniques
Cinematic Techniques
Perks
Style Familiarity
Style Perks
Optional Traits
Advantages
Disadvantages
Skills
Choosing a Style
Self-Defense
Styles for Cops
Styles for Soldiers
Streetfighting
Buying a Style
Styles Bought During CHaracter Creation
Learning New Styles During Play
Combining Styles
Historical and Modern Styles
Style Origin
Style Variations
Aikijutsu
Armatura
Armatura Equestris
Bajutsu
Bando
ABA Bando
Kachin Bando
Boxing
Capoeira
Chin Na
Dagger Fighting
Escrima
Fencing Styles
Italian School
La Verdadera Destreza
Transitional French School
French Smallsword
Furusiyya
Hapkido
Hoplomachia
Hsing I Chuan
Hung Gar Kung Fu (Tiger-Crane Style)
Hwa Rang Do
Jeet Kune Do
Judo
Jujutsu
Jujutsu
Brazilian Jiu-jitsu
Kajukenbo
Kalaripayit
Karate
Te
Shotokan
Goju Ryu
Isshinryu
Kyokushin
Kempo
Kenjutsu
Iaijutsu
Nito Ryu
Knightly Mounted Combat
Early Medieval
High Medieval
Late Medieval
Kobujutsu
Kuntao
Kusarijutsu
Kyujutsu
Longsword Fighting
Masters of Defence Weapon Training
Military Hand-to-Hand
Fairbairn Close Combat Training
Krav Maga
MCMAP (US Marine Corps Martial Arts Program)
Sambo
Muay Thai
Naginatajutsu
Pa Kua Chuan
Pak Hok
Pankration
Pentjak Silat
Kumango Silat
Tapak Sutji Pentjak Silat
Pollaxe Fighting
Praying Mantis Kung Fu
Quarterstaff
Savate
Shaolin Kung Fu
Shortsword Fighting
Shurikenjutsu
Sojutsu
Sumo
Sword-and-Buckler Play
Sword-and-Shield Fighting
Tae Kwon Do
T'ai Chi Chuan
Taihojutsu
Taijutsu
Wing Chun
Wrestling
Combat Wrestling
Greco-Roman Wrestling
Indian Wrestling
Professional Wrestling
Wushu
Fictional Styles
Death Fist
Dragon-Man Kung Fu
Force-Swordsmanship
Freefighting
Smasha
Chapter 6: Weapons and Equipment
Weapons
Melee Weapon Table
Muscle-Powered Ranged Weapon Table
Training Equipment
Training Equipment Quality
Gloves
Boxing Gloves
Open-Palmed Gloves
Mixed Martial Arts Gloves
Hand Wraps
Targets
Heavy Bag
Makiwara
Muk Yang Jong
Pads
Training Weapons
Weights
Chapter 7: Campaigns
Cinematic vs. Realistic Campaigns
The Realistic Campaign
Realistic Characters
Combat Realism
The Cinematic Campaign
Cinematic Characters
Mad, Crazy Action
Hybrid Campaigns
Amazing Abilities
Rubber Realism
Campaign Setting
Tech Level
Other Fantastical Abilities
Time and Place
Classical Greece and Rome
Historical China
Spring and Autumn
Medieval China
Modern China
Historical Japan
The "Samurai Era" and Tokugawa Era
Modern Japan
Post-Classical Europe
Medieval Europe
Renaissance Europe
Swashbuckling Europe
Fantasy
Yrth
Modern Day
Post-Apocalypse
Science Fiction
Space Opera
Hard Science
Campaign Themes
The Quest
To Serve and Protect
War is Hell
A Learning Experience
Vigilante Justice
Wanted!
Warriors of the Night
The Contender
The Silly Campaign
Glossary
Bibliography
Books (Nonfiction)
Books (Fiction)
Comic Books
Movies
Television
Index

โœฆ Subjects


GURPS


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GURPS 4th edition. Martial Arts
โœ Sean Punch, Peter V. Dell'Orto ๐Ÿ“‚ Library ๐Ÿ“… 2007 ๐Ÿ› Steve Jackson Games Incorporated ๐ŸŒ English

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

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