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GURPS Martial Arts - Technical Grappling

โœ Scribed by Douglas H Cole, Jason 'PK' Levine, Peter V Dell'Orto, David Thomas Moore, Sean Punch


Publisher
Steve Jackson Games
Year
2013
Tongue
English
Leaves
51
Series
GURPS 4th Edition
Category
Library

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โœฆ Table of Contents


Contents
Introduction
Recommended Books
About the Author
Glossary
1. Grappling Concepts
Training Bonus and Trained ST
Rounding Conventions
Control Points
Ready to Rumble
Grappling With the Whole Body
Nonhuman and Superhuman Grapplers
Grappling and Hit Location
Harsh Realism: Scaling Trained ST
How Tough Is My Stuff?
Weight and Grappling
Bigger and Stronger!
Posture
Position
Contests
2. Armed Grappling
Grabbing Weapons, Shields, and Objects
Straps and Slings
Weapons
Characteristics of Grappling Weapons
Escaping Cuffs
3. Combat
Know Yourself
Know Your Goals
Know Your Foe
Maneuvers
Changes to All-Out and Committed Attacks When Grappling
Attack Options
Defending
Even More Actions After a Grapple
Locks, Throws, Damage, and Multiple Attacks
4. Character Traits
Attributes
Muscling It
Advantages
Funky Powers and CP
Perks
Disadvantages
Skills
Techniques
Realistic Techniques
Chokes
Pile On!
Inflicting More Pain With Locks
Harsh Realism: Judo Throw
Cinematic Techniques
5. Lenses and Styles
Lenses
Trial by Combat
Animal Styles
Character Styles
Appendix: Tables
Index

โœฆ Subjects


GURPS


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