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Items listed under “Optional Traits” are less cut-and-dried.<br />

They aren’t so much components of the style as they are elements<br />

frequently associated with it. Possibilities include extra<br />

“entrance requirements” enforced by demanding masters;<br />

prerequisites for instruction in the art’s more mainstream<br />

teachings at certain schools; advanced training; and consequences<br />

of training. Where left unspecified, such details are<br />

up to the GM.<br />

Advantages<br />

Optional advantages are most often either traits that<br />

would lead somebody to study and succeed at the style<br />

or learnable advantages (p. B294) taught only at particular<br />

schools. More rarely, they’re entrance requirements<br />

for exceptionally strict schools. See Desirable<br />

Advantages (p. 43) for many suitable examples. A few<br />

traits bear special mention:<br />

Cultural Familiarity: <strong>Martial</strong> artists might have no<br />

choice but to travel abroad if they wish to study certain<br />

styles. Even if they learn at home, a martial art from a<br />

foreign land might encourage or even pressure them to<br />

become familiar with the art, food, music, and values<br />

of its background culture. This is especially true when<br />

the master hails from that culture! Any of these situations<br />

could justify Cultural Familiarity (p. B23).<br />

Languages: As noted for Cultural Familiarity, those<br />

who study foreign styles might end up immersed in<br />

foreign ways. This definitely includes Languages<br />

(p. B23). A given master or school might refuse to<br />

instruct students in any language but that of the style’s<br />

homeland, because only that tongue has a vocabulary<br />

capable of properly explaining the style’s moves . . . or<br />

because the master speaks only that language!<br />

Unusual Abilities: The style’s teachings might even<br />

enable students to buy cinematic advantages:<br />

Enhanced Time Sense, Extra Attack, Innate Attack,<br />

etc. These are subject to the same prerequisites as cinematic<br />

skills. See Chapter 2 for many examples.<br />

Disadvantages<br />

Optional disadvantages are a mixture of traits that<br />

might influence a martial artist to pick this style over<br />

another, pledges required of new students at strict<br />

schools (most of which are self-imposed mental disadvantages;<br />

see p. B121), and side effects of training.<br />

A particular disadvantage can fall into more than one<br />

category. For instance, someone might elect to study<br />

Sumo because he’s Fat . . . or end up Fat after practicing<br />

Sumo and eating the diet it prescribes. See<br />

Common Disadvantages (p. 53) for possibilities.<br />

Skills<br />

Optional skills fall into three categories:<br />

•Skills that only some masters regard as “basic.” If<br />

the GM rules that an optional skill works this way, it<br />

goes on the main skill list for that school and adds a<br />

point to style cost.<br />

• Skills that all students of the style are encouraged to<br />

study in order to gain a fuller understanding of the style.<br />

These are never necessary for the skilled practice of the style.<br />

•Skills reserved for advanced students. These play a similar<br />

role to techniques, Style Perks, and cinematic skills:<br />

they’re never required, but martial artists who wish to learn<br />

them must first buy Style Familiarity and put a point into<br />

each of the style’s basic skills.<br />

The GM decides which niche each optional skill<br />

occupies.<br />

Style vs. Style<br />

A source of perpetual debate in the martial-arts world is<br />

the question “Which styles are better than what others?” The<br />

reality – which <strong>GURPS</strong> tries to model – is that almost any<br />

martial art can make a capable fighter out of somebody with<br />

suitable physical, mental, and emotional potential . . . but<br />

some styles do so more readily than others.<br />

Not all styles are created equal – some truly are superior for<br />

certain purposes. Styles created for combat turn out apt fighters<br />

but rarely graceful kata performers or tournament winners.<br />

Dedicated sports styles produce contenders who perform<br />

better under controlled conditions than in a “street<br />

fight.” And styles optimized for fitness and relaxation rarely<br />

train warriors or champs, but are more likely than other styles<br />

to have a positive effect on the average person’s health.<br />

There is no “best” or “ultimate” style, though. Styles are<br />

good for what they’re designed for. Judo, Tae Kwon Do, and<br />

Karate were designed as sports. Their practitioners focus on<br />

competition – although some become tough fighters. On the<br />

other hand, a Jeet Kune Do, MCMAP, or Krav Maga stylist<br />

learns to fight. He’d probably lose badly in a kata competition<br />

or a light-contact match scored on proper form, but pit him<br />

against an assailant in a dark alley and the result would be<br />

quite different. Mixed martial arts (p. 189) attempt to bridge<br />

this gap, training martial artists for full-contact matches but<br />

sharply limiting the use of techniques that are effective but<br />

likely to inflict crippling injury.<br />

In a cinematic game, all bets are off. A realistic combat<br />

style might churn out capable warriors . . . but these would<br />

face easy defeat at the hands of disciples of more artistic styles<br />

with working chi powers. Sports styles might be every bit as<br />

effective in a deadly fight as in the ring. And the most “peaceful”<br />

arts might teach techniques capable of defeating any foe!<br />

School vs. School<br />

It’s rare for every school of a style to teach in an identical<br />

fashion – or even to profess a uniform style. Some belong to<br />

large federations that attempt to dictate a standardized curriculum.<br />

Others are independent, however, or part of a loose<br />

group that doesn’t try to enforce standards.<br />

The GM can use this to justify modifying a style for the students<br />

of a specific school or master. He should be generous in<br />

allowing players to request changes to styles – within limits.<br />

Players who desire custom-designed styles should refer to<br />

Creating New Styles (p. 146) instead.<br />

STYLES 143

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