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GURPS Martial Arts - Home

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shiny armor, and never die from an infected wound, but<br />

it’s all thanks to destiny, valor, or divine favor – not strange<br />

martial-arts abilities.<br />

Strengths: At the combat realism level of Larger-than-Life<br />

(p. 239), this type of game shares the strengths of Borderline<br />

Realism (p. 237-238); in fact, many roleplayers are willing to<br />

accept the realism level of Epic (p. 239) as long as the characters<br />

are believable. This approach is handy for cinematic<br />

games where martial arts exist but aren’t supposed to be in<br />

the spotlight.<br />

Weaknesses: Devotees of historical fiction will find the lack<br />

of festering wounds and bad breath disappointing. Cinema<br />

enthusiasts might not see the point of allowing flashy forms of<br />

Move and Attack without cinematic techniques to remove the<br />

penalties, large numbers of Rapid Strikes without Trained by a<br />

Master to offset those penalties, and so on. Thus, rubber realism<br />

can further split a divided group if the GM isn’t diplomatic.<br />

CAMPAIGN SETTING<br />

After determining the realism level of his <strong>Martial</strong> <strong>Arts</strong><br />

campaign – including its power level – the GM must choose<br />

its setting. This decision influences the types of martial<br />

artists suitable as PCs, the styles they can learn, and the<br />

kinds of adventures they’ll have.<br />

Tech Level<br />

Tech level (see pp. B511-514) is a crucial parameter in<br />

any setting but particularly important in a <strong>Martial</strong> <strong>Arts</strong> campaign.<br />

Technology – guns in particular – can diminish the<br />

importance of martial-arts skills or render them completely<br />

irrelevant!<br />

When you get into a fight,<br />

everybody reacts differently.<br />

– Bruce Lee<br />

At TL0-3, portable firearms are nonexistent – or so weak<br />

as to be no more threatening than muscle-powered<br />

weapons. Melee weapons and low-tech missile weapons<br />

decide battles, making martial-arts skills vital for warriors.<br />

Cinematic abilities can make their wielders supreme!<br />

Metallic armor, especially in TL3, makes unarmed combat<br />

difficult . . . but armed styles take into account both wearing<br />

and defeating such armor.<br />

At TL4, guns begin to dominate the battlefield. <strong>Martial</strong><br />

artists become less relevant; warfare is about massed firepower<br />

more than individual skills. Armor remains heavy but<br />

grows less common as firearms advance, and is rare off the<br />

battlefield. <strong>Martial</strong>-arts skills remain important when the<br />

powder runs out, for missions where guns aren’t ideal (taking<br />

prisoners, stealthy operations, etc.), and in civilian<br />

affrays.<br />

At TL5-8, increasingly efficient repeating firearms<br />

appear. Armor is rare, so unarmed fighters and melee<br />

weapons can in theory be effective . . . but guns are many<br />

times as lethal. To be relevant, martial artists need to pour<br />

far more points into their skills than do their gun-armed<br />

friends and foes. By TL6, even potent cinematic abilities<br />

are less useful than an automatic weapon and a point or<br />

two in Guns.<br />

At TL9+, realistic ultra-tech renders martial arts little<br />

more than a specialized niche. The trend might reverse in a<br />

space-opera universe, though. For instance, fighters might<br />

wear personal force screens that can stop bullets and beams<br />

from small arms, but which have little effect on relatively<br />

slow melee attacks. Or they might wield force swords and be<br />

able to parry incoming fire with impunity!<br />

Other Fantastic Abilities<br />

There’s no need to limit superhuman abilities to chi powers<br />

and cinematic skills and techniques in a <strong>Martial</strong> <strong>Arts</strong><br />

game. Gamers expect magic in fantasy and psionics in space<br />

opera. Regardless of genre, such elements are an excellent<br />

match for the myths associated with some styles. The GM<br />

should also consider the role of nonhumans and supernatural<br />

events. These might be the campaign’s focus or inexplicable<br />

elements on its fringes, but both feature prominently in<br />

martial-arts legend. For details about the folklore and<br />

remarkable claims surrounding particular arts, see Chapter 5.<br />

Time and Place<br />

A campaign’s location and period largely determine the<br />

available martial arts. A style doesn’t exist until it’s founded<br />

. . . and often disappears after its heyday. For instance,<br />

heroes can’t learn Jeet Kune Do (pp. 164-165) in<br />

19th-century China and will have difficulty finding training<br />

in Knightly Mounted Combat (pp. 175-177) in 20th-century<br />

America. These considerations needn’t be rigid, though – a<br />

globetrotting game can include styles from all over, a<br />

time-travel campaign can feature the arts of any period, and<br />

the Infinite Worlds setting knows no limits!<br />

CLASSICAL GREECE<br />

AND ROME<br />

Classical Greece was home to some of the world’s oldest<br />

verifiable fighting arts. Those described in <strong>Martial</strong> <strong>Arts</strong><br />

include Ancient Greek Boxing (p. 153), Pankration (pp. 188-<br />

189), and Wrestling (pp. 204-206). Treat Greek wrestling as<br />

Submission Wrestling (p. 205) – the styles are very similar.<br />

The most important martial arts of ancient Rome were<br />

Armatura (p. 150) and Armatura Equestris (p. 150), developed<br />

for the legions. Rome had relatively few native<br />

unarmed arts. Gladiators and dedicated legionaries tended<br />

to adopt Greek styles of barehanded fighting.<br />

CAMPAIGNS 241

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