15.11.2012 Views

GURPS Martial Arts - Home

GURPS Martial Arts - Home

GURPS Martial Arts - Home

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Customization Notes<br />

Styles: Unarmed styles with a strong body of kicks are<br />

popular on the big screen. These include Hapkido (p. 161),<br />

Kyokushin (pp. 171-172), Muay Thai (pp. 185-186), Tae<br />

Kwon Do (p. 200), and Wushu (pp. 206-207). Other styles<br />

made famous by movie stars are Aikido (p. 149), Jeet Kune<br />

Do (pp. 164-165), Professional Wrestling (p. 206), and Wing<br />

Chun (pp. 203-204). Actors often use training in modern art<br />

and sport forms to simulate Shaolin Kung Fu (p. 194) and<br />

Taijutsu (pp. 202-203) – but in a cinematic game, their skills<br />

might be real. Weapons show up in film, too, led by the<br />

whippy swords of Sport Fencing (p. 160), the trademark<br />

nunchaku and sais of Kobujutsu (p. 178), and the “ninja<br />

stars” of Shurikenjutsu (pp. 195-197).<br />

Style Lenses: The watered-down styles that result from<br />

“Self-Defense” and “Trained by a Fraud” are suitable for a<br />

phony. An ex-contender would know the unmodified style.<br />

Spy<br />

100 points<br />

You spy for an intelligence, military, or security service.<br />

You aren’t an analyst or a diplomat, though – you’re a more<br />

“hands-on” kind of spy. Your specialties are physical infiltration,<br />

gathering information, and getting out in one piece.<br />

You employ martial arts because they’re hard to trace,<br />

silent, and the ultimate concealed weapon. These features<br />

make them handy for taking out inconvenient sentries and<br />

making informants talk.<br />

Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 10 [0].<br />

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.;<br />

HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed<br />

5.50 [0]; Basic Move 5 [0].<br />

Advantages: 15 points chosen from among Alternate<br />

Identity (Legal) [5] or (Illegal) [15], Claim to Hospitality<br />

(Safe-houses of allied nations) [10], Contact Group (Spy<br />

network; Skill-15; 9 or less; Somewhat Reliable) [10] or<br />

(Skill-18) [15], Rank 1-3 (Administrative or Military)<br />

[5/level], or Security Clearance [5, 10, or 15]. • Another<br />

15 points chosen from among Will +1 to +3 [5/level], Per<br />

+1 to +3 [5/level], Acute Senses (any) 1-5 [2/level],<br />

Cultural Familiarity [1/culture], Danger Sense [15],<br />

Eidetic Memory [5] or Photographic Memory [10],<br />

Flexibility [5], High Pain Threshold [10], Languages<br />

(any) [2-6/language], Peripheral Vision [15], Style<br />

Familiarity (any) [1/style], or Style Perks [1/perk].<br />

Perks: Style Familiarity (own style) [1].<br />

Disadvantages: Duty (Intelligence service; Extremely<br />

Hazardous; 15 or less) [-20]. • One of Enemy<br />

(Counterintelligence cell; Hunter; 9 or less) [-20], Enemy<br />

(Enemy nation; Watcher; 12 or less) [-20], or Secret (Spy)<br />

[-20]. • Another -10 points chosen from among Callous [-<br />

5], Curious [-5*], Intolerance (Enemy nation) [-5] or (All<br />

nations but own) [-10], Paranoia [-10], or Sense of Duty<br />

(Own nation) [-10].<br />

Primary Skills: Area Knowledge (any) (E) IQ [1]-12;<br />

Observation (A) Per [2]-12; Stealth (A) DX [2]-12; and 20<br />

points in the skills and techniques of a combat style (see<br />

Chapter 5).<br />

Secondary Skills: Pick one of these three options: Acting (A)<br />

IQ [2]-12 and Disguise (A) IQ [2]-12; Parachuting (E)<br />

DX+2 [4]-14; or Scuba (A) IQ [2]-12 and Swimming (E)<br />

HT+1 [2]-11. • Choose two of Forced Entry (E) DX+1 [2]-<br />

13; Climbing (A) DX [2]-12; or Electronics Operation<br />

(Security), Lockpicking, or Traps, all (A) IQ [2]-12.<br />

• Select one of Filch (A) DX [2]-12; Electronics Operation<br />

(Surveillance), Interrogation, or Photography, all (A) IQ<br />

[2]-12; or Lip Reading or Search, both (A) Per [2]-12.<br />

• Take one of Escape (H) DX-1 [2]-11, Holdout (A) IQ<br />

[2]-12, or Smuggling (A) IQ [2]-12.<br />

Background Skills: Pick two of Cartography or Propaganda,<br />

both (A) IQ-1 [1]-11; or Cryptography, Diplomacy,<br />

Economics, Expert Skill (Computer Security, Military<br />

Science, or Political Science), Forensics, Geography<br />

(Political), or Intelligence Analysis, all (H) IQ-2 [1]-10.<br />

* Multiplied for self-control number; see p. B120.<br />

Lens<br />

Cinematic (+100 points): Add 80 points chosen from among<br />

Enhanced Dodge 1-3 [15/level], Enhanced Parry 1-3 [5 or<br />

10/level], Enhanced Time Sense [45], Extra Attack 1 or 2<br />

(Multi-Strike, +20%) [30 or 60], Forceful Chi 1-4<br />

[15/level], Gizmos [5/level], Innate Attack [Varies], Inner<br />

Balance 1-4 [15/level], Resistant to Chi Abilities (+3) [10],<br />

Trained by a Master [30], Weapon Master [20-45], or<br />

Wild Talent 1-3 [20/level]. You must take either Trained<br />

by a Master or Weapon Master! • Add 20 points in your<br />

style’s cinematic skills (and prerequisites); Invisibility Art<br />

and Light Walk work wonders.<br />

Customization Notes<br />

Styles: Historical ninja were spies, and used Taijutsu<br />

(pp. 202-203) when undercover and unarmed. Today, guns<br />

relegate martial arts to the court of last resort, for use when<br />

the spy is disarmed and has nothing to lose. Various forms<br />

of Military Hand-to-Hand (pp. 182-185) are most common,<br />

but such training is easily traced. To avoid this, some officers<br />

learn popular “civilian” styles: Boxing (pp. 152-153),<br />

Jujutsu (pp. 166-168), Karate (pp. 169-172), Wrestling<br />

(pp. 204-205), etc. Any style works in a cinematic game, but<br />

Western super-spies from the 1960s generally know Judo<br />

(p. 166) and Karate, while Russian and Chinese secret<br />

agents seem to prefer Sambo (p. 185) and Wushu (pp. 206-<br />

207), respectively.<br />

Style Lenses: For a ninja, none. For a modern spy, the<br />

“Military” or “Police” lens, depending on the agency. A good<br />

spy avoids fights and could get by with “Self-Defense.” A<br />

wartime spy can’t always circumvent violence and might<br />

end up with a skill set that looks a lot like the “Street” lens.<br />

Student<br />

38 CHARACTERS<br />

75 points<br />

You’re a martial-arts neophyte – but a talented, driven<br />

one. You make up in youthful energy what you lack in experience.<br />

In time, you could become a model example of any<br />

of the archetypes portrayed by the other templates. For now,<br />

you train, making whatever sacrifices this requires of you.<br />

You might spend all of your spare time at the gym – or, if<br />

you’re a traditional student, live with your master and work<br />

as his servant.<br />

Attributes: ST 10 [0]; DX 12 [40]; IQ 10 [0]; HT 12 [20].

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!