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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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. 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. Surf our site for the files you want.

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. I kicked some butt, then got my butt kicked by the point Executioner after crippling his arm.

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 gjrps paradoxically easier to pull off by default, and less worth your time to study.

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

GURPS Martial Arts

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 4w -5 to your defense with a riposte? For example, many people argue that Evaluate is a poor tactical choice, so few people use it.


Some styles were put in information boxes throughout the style section resulting in the list not being entirely alphabetical. 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.

Perks are where it’s at! Nobody made straight attacks, because they had customized their fighting styles to support far better tactics, and clever opponents would exploit the weaknesses of a given move with their own tactics, which would lead to rapid exchanges of constantly flowing and evolving tactics.

A few maneuvers have lasting consequences, like feints or AoAs, but those tend to last no longer than a single turn, and then everything resets to its original point. Originally Posted by Abaddon87 That sounds great! Perks are almost always worth it unlike Techniquesand they tend to encourage specialized tactics. It really felt like an interesting game every time, even though I was facing the same Ashigaru and the same bandits. Internal and Hard vs.

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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. 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.

Moreover, in 3e, you were required to take every technique in a martial art to “know” that martial art. Gurpw japanmartial artsmartial arts campaignsignature movestrademark qrts Thread Tools. 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.


I didn’t mention how often I thought a rule needed to be changed, when it didn’t. All costs are per 4e rules:. Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games!

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.

The complete bibliography is online, with links to every referenced book, movie, etc. Retrieved from ” http: I dont suppose I could get a link to your previous post that started this? Sean Punch black-and-white pages, softcover. By giving the player’s signature moves and including signature moves with the NPCs, I found that my fights exploded with details and rich tactical depth. Contents [ show ].

GURPS Martial Arts

Congrats on having success with a martial arts themes game. Sign In Don’t have an account? 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.

The whole point of things like kata is that they maryial you to use very complex tactics that you’d never think of in the middle of a harried fight. Privacy Policy Contact Us. A Maneuver is a specific type of attack or defense and is treated like a skill with each one each one defaulting to one or more prerequisite skills, or to DX “Kicking, for instance, is a Hard maneuver defaulting to Karate-2”.

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