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GURPS Martial Arts - Home

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A Learning Experience<br />

The PCs might be students. They might practice at a dojo,<br />

kwoon, salle, or boxing gym . . . or belong to a gladiator<br />

school . . . or train under a wizened old master in his remote<br />

hideout (or suburban home). Or perhaps they are the<br />

instructors. Whatever the situation, the campaign focuses<br />

primarily on the students’ training and advancement.<br />

This type of game works well in settings where inter- or<br />

intra-school competition can turn violent, or where martialarts<br />

academies are centers of political intrigue. Even in a<br />

modern-day campaign, street fights between schools can<br />

occur. Realistic rivalries are mostly friendly; rivals might<br />

compete and then go out together after the tournament to<br />

celebrate. But cinematic (and many historical) settings feature<br />

more violent relationships.<br />

The Shaolin Temple is the most famous martial-arts<br />

school of all time. Scores if not hundreds of movies have featured<br />

students training there. Historically, the Temple was a<br />

refuge for rebels and wanderers, and was ultimately<br />

destroyed by a besieging army. This catapulted its surviving<br />

students into a life on the run – a desperate situation, but an<br />

ideal premise for an adventure-filled campaign.<br />

This theme often segues into others. If the school teaches<br />

fighters for competition, the campaign can cross over with<br />

The Contender (p. 250) theme. If events force the academy<br />

underground, the game will take on elements of Wanted! (see<br />

below).<br />

The Karate Kid illustrates this theme well: a bullied teen<br />

in a new town pairs up with a wise old master. The Paladin,<br />

by C.J. Cherryh, is another example. It later adds elements<br />

of War is Hell (p. 248) and The Quest (p. 247), all in the same<br />

story!<br />

Vigilante Justice<br />

The PCs are rogue crimefighters – not merely maverick<br />

lawmen. They might be in cahoots with the police, tolerated<br />

by them, or actively hunted by criminal and cop alike. If<br />

the vigilantes are wanted by the authorities, then a secret<br />

identity is a must.<br />

Suitable characters and martial-arts styles depend on the<br />

campaign’s location, time period, and realism level. In a<br />

realistic, modern-day game, guns are more useful than martial<br />

arts. In cinematic settings, though, vigilantes tend to be<br />

as good with their fists as they are with firearms, and use<br />

Jeet Kune Do (pp. 164-165), Taijutsu (pp. 202-203), etc., to<br />

defeat crooks. Templates such as Crimefighter (pp. 32-34),<br />

Assassin (pp. 31-32), and Spy (p. 38) suit fictional heroes<br />

well. While implausible in real life, even Movie Star (pp. 36-<br />

38) or Stuntman (p. 40) could work, for a vigilante with a<br />

secret identity.<br />

Without investigation or some other form of activity, this<br />

kind of campaign quickly degenerates into a series of fights<br />

against the Bad Guy of the Week. To keep the game fresh,<br />

the GM might want to combine this theme with another. The<br />

Quest (p. 247) works well if the heroes are hunting a longterm<br />

foe or criminal mastermind, while stepping too far<br />

over the line can lead to a Wanted! (see right) campaign.<br />

This theme is extremely popular in martial-arts fiction.<br />

The Green Hornet television series is a perfect example, with<br />

secretly police-sanctioned vigilantes and a nod and wink to<br />

reality. Kung Fu features a Shaolin monk wandering the<br />

American West, dispensing fortune-cookie wisdom and<br />

hard kicks to bad guys. Other sources include Yojimbo, with<br />

a feudal Japanese ronin playing both sides of a conflict to<br />

further his personal sense of justice, and most Jackie Chan<br />

and Bruce Lee movies. In fact, all of Lee’s movies except<br />

Enter the Dragon feature him as a private citizen bent on justice<br />

– in that movie, he’s a sanctioned agent!<br />

Wanted!<br />

A powerful enemy such as a rival school, the mob, or a<br />

ninja clan hunts the PCs. Or perhaps the authorities seek<br />

them, in which case they could be heroic rebels, vigilantes<br />

who went too far, or loyal spies who happen to work for the<br />

wrong side. Of course, they might simply be common criminals<br />

– assassins, thieves, etc.<br />

The protagonists must either keep moving or operate out<br />

of a hideout that their enemies can’t easily locate or penetrate.<br />

Regardless, they can’t let down their guard because<br />

their hunters could be anywhere . . . or have gotten to anyone.<br />

To give them more to do than flee or hide, the GM<br />

should consider adding elements of The Quest (p. 247).<br />

Perhaps the fugitives seek the piece of information that can<br />

prove their innocence, the secret style that will let them turn<br />

the tables on their opponents, or the one person who can<br />

help them escape to freedom.<br />

The GM can run any <strong>Martial</strong> <strong>Arts</strong> game with a small<br />

group or a single player, but this theme works especially well<br />

under such circumstances. A small group is less prone to<br />

squabbles that risk compromising everyone. A single PC,<br />

however powerful, will often need to deal with NPCs to get<br />

by – exposing himself to adventure and possible betrayal.<br />

The Lone Wolf and Cub series is about a ronin-turnedassassin<br />

hunted by a powerful, government-connected ninja<br />

clan. It’s also a quest, because the hero seeks revenge – on a<br />

huge scale. Robin Hood and his Merry Men (a showcase for<br />

Heroic Archer, p. 45, and Quarterstaff, pp. 192-193) constitute<br />

another excellent example.<br />

Warriors of the Night<br />

The PCs might be ninja or sulsa . . . or members of a<br />

secret society such as a tong or a Triad . . . or guerrillas using<br />

their martial-arts skills to wreak havoc after an invasion.<br />

Alternatively, they might be on the other side, tracking down<br />

and destroying such a group. Or they might be on neither<br />

side, and caught in the middle.<br />

CAMPAIGNS 249

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