ENGLISH

GURPS 4th edition. Martial Arts

Book information

Publisher
Steve Jackson Games Incorporated
Year
2007
ISBN
9781556347627
Language
english
Format
PDF
Filesize
4 MB (3844816 bytes)
Edition
3
Pages
256\258
Time added
2021-03-04 16:39:36

Description

http://www.sjgames.com/gurps/books/martialarts/ GURPS Martial Arts Contents Introduction Publication History About the Authors Chapter 1: History Timeline Asia China Spring and Autumn Period The Shaolin Temple Secret Societies Communism India Wrestlers Other Indian Martial Arts Indonesia Archipelago Indonesia Philippines Japan The Samurai The Ninja Okinawa Korea The Hwarang Modern Korea Other Nations Burma Thailand Europe and the Middle East Ancient Greece and Rome The Games Medieval Europe Renaissance Europe Modern Europe Victorian Europe 20th-Century Europe Beyond Western Europe Middle East Israel Russia Africa Ancient Egypt The Zulus Stickfighting The New World Brazil United States Some Famous Martial Artists Milo of Croton (6th Century BC) Theogenes of Thasos (5th Century BC) William Marshal (1146-1219) Musashi Miyamoto (1584-1645) George Silver (Late 16th/Early 17th Century) Wong Fei-Hung (1847-1924) John L. Sullivan (1858-1918) Funakoshi Gichin (1868-1957) Ghulam Muhammad ("Gama") (1878-1960) William E. Fairbairn (1885-1960) Oyama Masutatsu ("Mas Oyama") (1923-1994) Bruce Lee (1940-1973) Myths and Misconceptions Boards Don't Hit Back Don't Bring a Fist to a Knife Fight When Do I Learn Weapons? Martial Arts and the Law Martial Arts in Court Teaching Chapter 2: Characters Power Level Realism Level Realistic Martial Artists Cinematic Martial Artists Character Templates Assassin Contender Crimefighter Duelist Instructor Monk Movie Star Spy Student Stuntman Warrior Advantages, Disadvantages, and Skills Advantages Altered Time Rate Claws Damage Resistance Enhanced Defenses Enhanced Time Sense Extra Attack Fearlessness Flexibility Gizmos Gunslinger Injury Tolerance Innate Attack Regeneration Resistant Striker Talent Trained by a Master Weapon Master Wild Talent Perks Style Familiarity Style Perks Weapon Bond Disadvantages Code of Honor Delusions Reputation Skills Acrobatics Autohypnosis Blind Fighting Body Control Boxing Brawling Breaking Blow Combat Art or Sport Connoisseur Esoteric Medicine Expert Skill Fast-Draw Flying Leap Games Group Performance Hidden Lore Hobby Skill Judo Jumping Karate Kiai Knot-Tying Light Walk Main-Gauche Mental Strength Parry Missile Weapons Power Blow Pressure Points Pressure Secrets Push Savoir-Faire Sports Stage Combat Sumo Wrestling Tactics Throwing Art Tonfa Wrestling Zen Archery New Skills Hypnotic Hands Lizard Climb Precognitive Parry Sensitivity Chapter 3: Techniques Techniques and Combat Art/Sport Skills Using Techniques Together Learning Techniques Realistic Techniques Acrobatic Stand Aggressive Parry Arm or Wrist Lock Armed Grapple Attack from Above Axe Kick Back Kick or Back Strike Bind Weapon Breakfall Cavalry Training Choke Hold Close Combat Combat Riding Counterattack Crack Disarming Drop Kick Ear Clap Elbow Drop Elbow Strike Entangle Evade Exotic Hand Strike Eye-Gouging Feint Finger Lock Ground Fighting Hammer Fist Handcuffing Hands-Free Riding Head Butt Head Lock Hook Horse Archery Jam Judo Throw Jump Kick Kicking Knee Drop Knee Strike Leg Grapple Leg Lock Low Fighting Low-Line Defense Mounted Shooting Neck Snap Push Kick Quick Mount Retain Weapon Return Strike Reverse Grip Sacrifice Throw Scissors Hold Spinning (Attack) Stamp Kick Staying Seated Sweep Trip Two-Handed Punch Uppercut Wrench (Limb) Wrench Spine Cinematic Techniques Backbreaker Binding Dual-Weapon Attack Dual-Weapon Defense Fighting While Seated Flying Jump Kick or Flying Lunge Grand Disarm Hand Catch Hand-Clap Parry Initial Carving Lethal Kick Lethal Strike Piledriver Pole-Vault Kick Pressure-Point Strike Roll with Blow Snap Weapon Springing Attack Timed Defense Whirlwind Attack Creating New Techniques Name Concept Prerequisites Defaults Specialties Difficulty Level Maximum Level Description Designing Realistic Techniques Designing Cinematic Techniques Useless Techniques Designing Techniques for Nonhumans Chapter 4: Combat Expanded Combat Maneuvers Aim All-Out Attack All-Out Attack (Long) Slams as All-Out Attacks Attack Change Posture Acrobatic Stand Postures, Hit Locations, and Techniques Committed Attack Defensive Attack Evaluate Countering Feints and deceptive Attacks Evaluate and Non-Combat Skills Feint Beats Ruses Defensive Feints Spotting Feints Ready Defensive Grip Reversed Grip Multiple Fast-Draw Fast-Draw from Odd Positions Quick-Readying Nearby Weapons Switching Weapon Skills Move Acrobatic Movement Move and Attack Acrobatic Attack Flying Attack Wait Stop Hits Cascading Waits Additional Combat Options Melee Attack Options Combinations Defensive Grip Pummeling Reversed Grip Shin Kicks Shoves with Weapons Slams with Long Weapons Striking at Shields Telegraphic Attack Tip Slash Close-Combat Options All-Out and Committed Attacks When Grappling Close Combat and Body Morphology Long Weapons in Close Combat More Actions After a Grapple Pain in Close Combat Sprawling Ranged Attack Options Quick-Shooting Bows Rapid Strike with Thrown Weapons Tricky Shooting Active Defense Options Cross Parry Defense While Grappling Fencing Parries Limiting Dodges Multiple Blocks Parries with Legs or Feet Parrying with Two-Handed Weapons Retreat Options Riposte Unbalanced Parries Cinematic Combat Multiple Attacks Rapid Strike Feints and Multiple Attacks Multiple Targets Grappling and Multiple Attacks Chambara Fighting Chambara Movement Chambara Attacks Chambara Defenses Special Feats for Cinematic Skills Extra Effort in Combat Existing Options New Options More Cinematic Combat Rules Unarmed Etiquette Gun Control Law Imperial Stormtrooper Marksmanship Academy Shaking It Off Shout It Out! Proxy Fighting Bullet Time Tournament Combat Roleplaying Tournaments Quick Contest Method Detailed Method Competition Types Sport Competitions Other Competitions Injury and Recovery Realistic Injury Partial Injuries Extreme Dismemberment New Hit Locations Severe Bleeding Lasting and Permanent Injuries Cinematic Injury Chapter 5: Styles Components of a Style Skills Cinematic Skills Techniques Cinematic Techniques Perks Style Familiarity Style Perks Optional Traits Advantages Disadvantages Skills Choosing a Style Self-Defense Styles for Cops Styles for Soldiers Streetfighting Buying a Style Styles Bought During CHaracter Creation Learning New Styles During Play Combining Styles Historical and Modern Styles Style Origin Style Variations Aikijutsu Armatura Armatura Equestris Bajutsu Bando ABA Bando Kachin Bando Boxing Capoeira Chin Na Dagger Fighting Escrima Fencing Styles Italian School La Verdadera Destreza Transitional French School French Smallsword Furusiyya Hapkido Hoplomachia Hsing I Chuan Hung Gar Kung Fu (Tiger-Crane Style) Hwa Rang Do Jeet Kune Do Judo Jujutsu Jujutsu Brazilian Jiu-jitsu Kajukenbo Kalaripayit Karate Te Shotokan Goju Ryu Isshinryu Kyokushin Kempo Kenjutsu Iaijutsu Nito Ryu Knightly Mounted Combat Early Medieval High Medieval Late Medieval Kobujutsu Kuntao Kusarijutsu Kyujutsu Longsword Fighting Masters of Defence Weapon Training Military Hand-to-Hand Fairbairn Close Combat Training Krav Maga MCMAP (US Marine Corps Martial Arts Program) Sambo Muay Thai Naginatajutsu Pa Kua Chuan Pak Hok Pankration Pentjak Silat Kumango Silat Tapak Sutji Pentjak Silat Pollaxe Fighting Praying Mantis Kung Fu Quarterstaff Savate Shaolin Kung Fu Shortsword Fighting Shurikenjutsu Sojutsu Sumo Sword-and-Buckler Play Sword-and-Shield Fighting Tae Kwon Do T'ai Chi Chuan Taihojutsu Taijutsu Wing Chun Wrestling Combat Wrestling Greco-Roman Wrestling Indian Wrestling Professional Wrestling Wushu Fictional Styles Death Fist Dragon-Man Kung Fu Force-Swordsmanship Freefighting Smasha Chapter 6: Weapons and Equipment Weapons Melee Weapon Table Muscle-Powered Ranged Weapon Table Training Equipment Training Equipment Quality Gloves Boxing Gloves Open-Palmed Gloves Mixed Martial Arts Gloves Hand Wraps Targets Heavy Bag Makiwara Muk Yang Jong Pads Training Weapons Weights Chapter 7: Campaigns Cinematic vs. Realistic Campaigns The Realistic Campaign Realistic Characters Combat Realism The Cinematic Campaign Cinematic Characters Mad, Crazy Action Hybrid Campaigns Amazing Abilities Rubber Realism Campaign Setting Tech Level Other Fantastical Abilities Time and Place Classical Greece and Rome Historical China Spring and Autumn Medieval China Modern China Historical Japan The "Samurai Era" and Tokugawa Era Modern Japan Post-Classical Europe Medieval Europe Renaissance Europe Swashbuckling Europe Fantasy Yrth Modern Day Post-Apocalypse Science Fiction Space Opera Hard Science Campaign Themes The Quest To Serve and Protect War is Hell A Learning Experience Vigilante Justice Wanted! Warriors of the Night The Contender The Silly Campaign Glossary Bibliography Books (Nonfiction) Books (Fiction) Comic Books Movies Television Index

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