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CHOOSING A STYLE<br />

Every would-be student asks, “Which style should I<br />

study?” The answer depends in part on that to a more fundamental<br />

question: “What do I want to do?” Possibilities<br />

include getting in shape, competing, fending off muggers,<br />

fighting crime, and killing enemy soldiers. It’s tempting to<br />

select a style whose history and reputation seem compatible<br />

with your objectives, but it’s crucial to realize that the goals<br />

of the school you choose, and of its teachers, are far more<br />

important than the style itself. The police academy and<br />

YWCA anti-rape program might both teach “karate” – and<br />

even share instructors – but you can be sure that the two<br />

courses are very different!<br />

The short answer, then, is that nearly any style will do –<br />

if your instructor puts the right “spin” on it. Pick a style<br />

that’s common in your game world . . . or one you’ve heard<br />

of in real life . . . or simply one that sounds interesting. It<br />

really doesn’t matter, as long as your choice isn’t too outlandish<br />

(e.g., Yabusame – horse archery – isn’t practical for<br />

self-defense!). Then modify the style’s training with the<br />

“lens” below that best matches your goals. All of these style<br />

variations, being practical, automatically exclude cinematic<br />

skills and techniques.<br />

In some game worlds, Style vs. Style (p. 143) is hokum.<br />

There is an “ultimate” style (or styles – some settings have<br />

several), and it’s the wellspring of all other martial arts.<br />

Other styles are merely aspects of the True Way. The ultimate<br />

style is the True Way.<br />

Trained by a Master is always a prerequisite for learning<br />

an ultimate style. By definition, anyone who knows<br />

the ultimate source of the martial arts is a master!<br />

Weapon Master is suitable for an armed ultimate style –<br />

although most ultimate styles profess that “a true master<br />

needs no weapons” and provide the ability to back up the<br />

claim. Those trained in an ultimate style are familiar with<br />

every style derived from it and must purchase a 20-point<br />

Unusual Background that counts as Style Familiarity<br />

with all styles.<br />

An ultimate style contains all techniques and all of the<br />

skills from which they default, as well as all cinematic<br />

skills. It may also contain a few “invincible” or “unstoppable”<br />

moves with ludicrously steep default penalties;<br />

design these using Creating New Techniques (p. 89-95). It<br />

sometimes contains Combat Art and Sport versions of its<br />

combat skills, but a master can usually get by on defaults<br />

from his extraordinarily high combat skills. The GM<br />

might even consider using Wildcard Skills for Styles<br />

(p. 60).<br />

Fictional ultimate styles include Sumito (from Steven<br />

Perry’s “Matador Series”) and Sinanju (from Warren<br />

Murphy and Richard Sapir’s Destroyer books). Some people<br />

claim that certain real-world styles are ultimate styles.<br />

T’ai Chi Chuan (pp. 200-201), Shaolin Kung Fu (p. 194),<br />

Ultimate Styles<br />

144 STYLES<br />

Military: Start with any non-military style and spend an<br />

extra point on each of Knife and Spear. If the style includes<br />

Combat Art/Sport, Games, or Savoir-Faire (Dojo), make<br />

these skills optional – although services that encourage<br />

competition might teach Combat Sport or Games. Add<br />

Retain Weapon for Knife, Pistol, and Rifle to the style’s techniques.<br />

Remove any “fancy” technique that would be difficult<br />

to teach usefully in a few weeks of training; this<br />

includes any Average technique with a default penalty of -5<br />

or worse and any Hard technique with a default of -4 or<br />

worse. The result is a no-nonsense variation on the local<br />

fighting style. In affluent nations, recruits might learn a dedicated<br />

military style instead; see Styles for Soldiers (p. 145).<br />

Police: Start with any style and spend two extra points:<br />

one on Judo or Wrestling, one on Shortsword or Tonfa.<br />

Combat Art/Sport, Games, and Savoir-Faire (Dojo) become<br />

optional skills – officers may learn them on their own time.<br />

Some instructors integrate Guns (Pistol), Guns (Shotgun),<br />

and Liquid Projector (Sprayer) into the training. Add<br />

Handcuffing and Retain Weapon (with any weapon your<br />

department issues) to the style’s techniques. Omit Average<br />

techniques with a default penalty of -5 or worse and Hard<br />

Ninjutsu (see Ninja and Ninjutsu, p. 202), and Te (pp. 169-<br />

170) would all work as the basis for an ultimate style. So<br />

would Pankration (pp. 188-189), which some speculate<br />

came to India with Alexander the Great and went on to<br />

China. In all cases, use the details below and ignore the<br />

entry for the style’s realistic version (which might still<br />

exist for use by lesser martial artists).<br />

Ultimate Combat<br />

9 points<br />

Skills: Acrobatics; Breath Control; Judo; Jumping;<br />

Karate; Parry Missile Weapons; Sumo Wrestling;<br />

Wrestling.<br />

Techniques: All.<br />

Cinematic Skills: Blind Fighting; Body Control;<br />

Breaking Blow; Flying Leap; Hypnotic Hands;<br />

Immovable Stance; Invisibility Art; Kiai; Light Walk;<br />

Lizard Climb; Mental Strength; Power Blow; Precognitive<br />

Parry; Pressure Points; Pressure Secrets; Push;<br />

Sensitivity; Throwing Art; Zen Archery.<br />

Cinematic Techniques: All.<br />

Perks: Skill Adaptation (Brawling techniques default<br />

to Karate); Style Adaptation (All); any cinematic Style<br />

Perk; any Style Perk from a style descended from the ultimate<br />

style (GM chooses).<br />

Optional Traits: Altered Time Rate; Ambidexterity;<br />

Combat Reflexes; Enhanced Time Sense; Extra Attack;<br />

Weapon Master.

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