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GURPS Martial Arts - Home

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Stone: Sling ammo and throwing stones, when carried in<br />

a container. Works like Fast-Draw (Arrow).<br />

Tonfa: Any baton with a protruding side handle, for use<br />

with Tonfa skill.<br />

For special Fast-Draw rules, see Multiple Fast-Draw<br />

(p. 103), Fast-Draw from Odd Positions (pp. 103-104), Who<br />

Draws First? (p. 103), and Quick-Readying Nearby Weapons<br />

(p. 104).<br />

Flying Leap*<br />

see p. B196<br />

Flying Leap is vital for chambara or wuxia fighters! See<br />

Special Feats for Cinematic Skills (p. 129) for optional rules<br />

that greatly enhance this skill in highly cinematic games.<br />

Games†<br />

see p. B197<br />

Judges of competitive martial-arts events must know<br />

Games, unless the standards are very low. Most contenders<br />

get by with IQ-based rolls against Combat Sport (p. B184).<br />

Any style with a sport version in Chapter 5 has its own<br />

Games specialty – or several, if there are multiple competition<br />

types in the setting.<br />

All-in fighting championships are a special case. Some<br />

have a Games specialty that’s unassociated with a style.<br />

Others have no rules . . . and no Games skill.<br />

Group Performance†<br />

see p. B198<br />

See Faking It (p. 130) for rules for using the Fight<br />

Choreography specialty with Stage Combat. This skill also<br />

lets you coordinate demo bouts between fighters using<br />

Combat Art or Sport skills.<br />

Hidden Lore†<br />

see p. B199<br />

A new specialty is available in <strong>Martial</strong> <strong>Arts</strong> games:<br />

Secret Styles: You know about styles not widely taught in<br />

your world – their legends, living masters (and where to<br />

find them), techniques, and cinematic abilities, if any. This<br />

doesn’t mean you know how to use them.<br />

Hobby Skill†<br />

see p. B200<br />

The following skill is DX/Easy and often learned by martial<br />

artists in settings where they moonlight as fakirs and<br />

strongmen:<br />

Feats of Strength: You collect tricks that show off your<br />

physical grit. Base the skill roll on the score that suits the<br />

feat (see p. B172): ST to tear a phone book in half or lift in<br />

a showy way (e.g., using teeth or a body piercing), DX to<br />

“punch out” a candle flame, Will to walk on hot coals or rest<br />

on a bed of nails, and so on. A -4 for lack of familiarity<br />

applies to tricks you haven’t practiced. This skill doesn’t<br />

improve your capabilities. You can only lift what your ST<br />

allows – and while a roll might mean you don’t flinch when<br />

punched, you’re still hurt. Also, while you know the secrets<br />

of hot coals and beds of nails, you suffer injury if you fail. In<br />

a cinematic game, Body Control, Power Blow, etc., replace<br />

this skill and do add new capabilities.<br />

Judo<br />

see p. B203<br />

Judo is the generic skill of “advanced” unarmed grappling.<br />

It’s part of any style that incorporates a systematic<br />

body of grabs, grapples, sweeps, and throws, regardless of<br />

the style’s provenance. It isn’t uniquely associated with the<br />

Judo style (p. 166); in fact, that art teaches the Judo Sport<br />

skill, not Judo!<br />

Sumo Wrestling and Wrestling don’t lend their ST bonuses<br />

to Judo techniques – even techniques that also default to<br />

those skills. Unless a rule explicitly states otherwise, you<br />

only receive these bonuses when using Sumo Wrestling or<br />

Wrestling, or their techniques.<br />

Jumping<br />

see p. B203<br />

Jumping is necessary to get the most out of several<br />

optional combat rules, including Acrobatic Movement<br />

(pp. 105-107) and Flying Attack (p. 107) in any campaign,<br />

and Chambara Fighting (pp. 128-130) in cinematic games.<br />

Though we cannot make it<br />

possible to fly to the heavens like<br />

Superman or to make your body<br />

transparent like the Invisible Man,<br />

we can make things that are impossible<br />

for ordinary people possible, if<br />

you practice diligently.<br />

– Mas Oyama, This Is Karate<br />

Karate<br />

see p. B203<br />

Despite its name, the Karate skill isn’t exclusively associated<br />

with Karate styles (pp. 169-172). It’s the generic skill of<br />

“advanced” unarmed striking. It constitutes part of any art<br />

that teaches a complete system of strikes with hands,<br />

elbows, knees, and feet – whether that style comes from<br />

Okinawa, ancient Greece, or Alpha Centauri.<br />

The damage bonus from Karate only applies when<br />

attacking with the Karate skill or one of its techniques. It<br />

never “stacks” with damage bonuses from Boxing or<br />

Brawling. At the GM’s option, though, martial artists who<br />

gain Claws or Strikers as part of their training – or who<br />

belong to races with natural Claws or Strikers – may wield<br />

them with Karate to further enhance damage. To be able to<br />

apply Karate bonuses to biting damage, take the Biting<br />

Mastery perk (p. 49).<br />

CHARACTERS 57

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