GURPS 4th edition. ranshuman Space: Martial Arts 2100
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http://www.sjgames.com/gurps/transhuman/martialarts2100/ Contents Introduction Using This Book Publication History About the Author 1. Martial Arts in the 21st Century The Early 21st Century The Fitness Arts Self-Defense Full-Contact Sports The Coming of the Virtual Arts Military Training Regimes Fast Prototyping in the Dojo The Quest for the Ultimate Style The State of Play in 2100 Fitness, Self-Defense, and Show Combat Sports Derived Fictional Arts Police and Military Doctrines Famous Masters in 2100 The Importance of Mars 2. Martial Artists Advantages, Disadvantages, and Skills Advantages Perks Cinematic Elements Disadvantages Skills Retreating in 3D Techniques New Techniques Nonhuman Physiology 3. New and Changed Styles Style Choices in 2100 Legal Concerns Off Earth New Lenses Finding a Teacher New Styles ARC-P Bantu Boxing (Bantujutsu) Battledress Training Cocerdelmi Countermech Training Il Ballo di Salute Freefighting Hishôjutsu (“Flight Art”) Margaretian Karate Derived Styles Martian Swordplay Military Zero-G Remote Sniping Sact Shan Chuan (Killer Fist Kung Fu) Zhua Rival “Martian” Styles 4. New Weapons and Equipment Weapons Martial Arts and GURPS Ultra-Tech Armor and Training Gear Software Recreating Lost Styles Index
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