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GURPS Martial Arts - Home

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An especially appropriate theme for the Classical campaign<br />

is The Contender (p. 250), with the PCs playing<br />

Olympic wrestlers, boxers, and pankrationists. Greek fighters<br />

such as Milo of Croton (p. 21) and Theogenes of Thasos<br />

(p. 21) were professionals, fighting full-time. Theogenes<br />

fought so often that he lacked the time to earn his keep any<br />

other way! Between Olympic events, athletes toured, competing<br />

for prize money in regional matches. The Olympics<br />

were the season’s peak event. Roman gladiators suit this<br />

theme equally well – pampered, massaged, fed, and trained<br />

to fight. The call of the arena seduced free men and women,<br />

even nobles, to take up the trident and net.<br />

Another excellent theme is War is Hell (p. 248). Warrior<br />

PCs might be elite members of Alexander’s Companions,<br />

Spartan hoplites, or Roman legionaries. Appropriate Greek<br />

styles are Hoplomachia (pp. 161-162) for hoplites and Heroic<br />

Spear Fighting (p. 196) for the early Greek warriors of<br />

<strong>Home</strong>ric epic. Armatura and Armatura Equestris suit<br />

Roman troops.<br />

The Quest (p. 247) is almost required for a mythic Greek<br />

game. The Gods are always sending strapping young heroes<br />

(sometimes demigods) on quests that demand much swordplay,<br />

spear combat, and wrestling. On completing their<br />

quest, the heroes usually end up in charge. This sets the stage<br />

for a mythic War is Hell game, as the heroes fight to expand<br />

– or merely to keep – their kingdom.<br />

HISTORICAL CHINA<br />

No place is more storied in the martial arts than China. In<br />

fact, China’s influence is so profound that many people associate<br />

the term “martial arts” exclusively with Asian arts – and<br />

sometimes specifically with Chinese ones.<br />

Spring and Autumn<br />

The period known as “Spring and Autumn” lasted from<br />

722 to 481 B.C. It was during this time that the xia lived (see<br />

Xia, p. 8). The xia are a <strong>Martial</strong> <strong>Arts</strong> campaign waiting to<br />

happen. Many modern martial-arts legends originate in tales<br />

of the xia.<br />

The xia confront bandits, corrupt bureaucrats, evil warlords,<br />

and injustice in general. In a magical campaign, they<br />

face the supernatural as well. The Vigilante Justice (p. 249)<br />

theme is tailor-made for them – they aren’t government officials<br />

but self-motivated do-gooders bent on justice, not law!<br />

The period of the xia is rather short, but there’s no good reason<br />

not to extend it. Later xia might confront Mongol<br />

invaders, fight the Manchu, and stand side-by-side with<br />

Shaolin monks.<br />

Virtually any kung fu style is appropriate for xia. In a cinematic<br />

game, any Chinese style works, no matter how<br />

anachronistic. Cinematic Wushu (pp. 206-207) is especially<br />

suitable. It’s a 20th-century style, but actors in wuxia movies<br />

are frequently Wushu practitioners.<br />

Campaigns featuring xia work best if using the realism<br />

level described for Epic (p. 239) or even Over-the-Top (p. 239),<br />

as legends of the xia emphasize abilities far beyond the constraints<br />

of reality. Almost any power level can work if cinematic<br />

abilities exist – although players familiar with the<br />

genre might be disappointed if the game lacks wire-work,<br />

invincible swordsmen, and magic, all of which drive up the<br />

power level. Even in games that lack cinematic abilities, the<br />

242 CAMPAIGNS<br />

PCs should firmly believe in such things and expect and<br />

respect the supernatural.<br />

Medieval China<br />

“Medieval China” describes a long period for a huge<br />

country. This can be daunting to those unfamiliar with<br />

Chinese history, but the necessary research is worth the<br />

effort – frequent warfare, secret societies, invasion, and<br />

rebellion make it a time of high adventure! Many kung fu<br />

styles claim origins in this era, too, so PCs can interact directly<br />

with style founders . . . or be them, in a high-powered<br />

game. Finally, the Shaolin Temple is at the height of its<br />

power during this age.<br />

Any kung fu style would fit a game set in medieval China.<br />

Styles with a verifiable existence during the early years, such<br />

as Shaolin Kung Fu (p. 194), are appropriate throughout the<br />

period. Later styles, such as Pak Hok (p. 188) and T’ai Chi<br />

Chuan (pp. 200-201), claim earlier origins and wouldn’t be<br />

out of place. As always, Wushu (pp. 206-207) works well in a<br />

cinematic campaign thanks to its appearance in modern<br />

films.<br />

Modern China<br />

Modern China is fertile ground for adventure – especially<br />

during the tail end of the 19th century and opening decades<br />

of the 20th.<br />

From 1899 until 1901, the Boxer Rebellion raged. Those<br />

events make an excellent backdrop for confrontations<br />

between martial arts and modern firepower. A campaign<br />

could focus on waves of sword-wielding kung fu artists versus<br />

small groups of heroic Japanese, Americans, and<br />

Europeans . . . or on heroic Chinese martial artists rallying<br />

their brethren against colonial oppressors!<br />

A down side to this kind of campaign is that the Boxer<br />

Rebellion demonstrated just how ineffective the martial arts<br />

are against guns and disciplined troops. This might still be<br />

true in a game with cinematic abilities – Hypnotic Hands<br />

and Power Blow won’t stop bullets. Heroes with unrealistically<br />

high Dodge scores can handle gunfire routinely, but this<br />

unbalances melee combat. The Rebellion is a great background<br />

for a Secret Abilities campaign (p. 240), though: perhaps<br />

the Boxers had special abilities, just not enough masters<br />

to defeat the numbers and technology of the colonial powers.<br />

In the decades after the Boxer Rebellion and before<br />

World War II, China is a land in chaos, with enemies inside<br />

and out. Foreigners and Chinese can adventure side-by-side.<br />

In the 1920s and 1930s, feuding warlords, White Russian<br />

refugees, Western adventurers, encroaching Japanese, and a<br />

Communist revolution provide an explosive mix . . . all in a<br />

land steeped in martial arts. Many period-piece movies are<br />

set in this time, including the Once Upon a Time in China<br />

series and Bruce Lee’s The Chinese Connection.<br />

William Fairbairn’s (pp. 23-24) special police unit in<br />

Shanghai – constantly involved in tricky situations and fights<br />

(armed and unarmed), and with a colorful character in<br />

charge – is a great employer for PCs in this period. It’s also a<br />

good backdrop for a high-realism campaign. Fairbairn himself<br />

suffered serious injury using his martial arts against<br />

troublemakers!<br />

After WWII, Communist China suppressed the association<br />

of superhuman powers with the martial arts. Chinese

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