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#1 |
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Join Date: Dec 2004
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We've had a few takes on Batman in GURPS in previous threads. Inspired by these articles, I decided to create a martial arts style fitting the fighting system of the 1940s Batman.
Batman Jutsu (7 points) The traditional martial art of 1940s costumed urban vigilantes, Batman Justu is primarily a synthesis of Boxing and Jujutsu supplemented with methods from Combat Wrestling and Savate. The style emphasizes hitting multiple opponents without being hit. BMJ practitioners prefer to stay on their feet – punches are favored over kicks and standing locks and throws are favored over going to the ground. The goal is to avoid becoming open to another attacker. However, ground fighting techniques are also taught. Sneaking up on opponents and striking from ambush is also encouraged and included in training. Advanced students learn fencing weapons and other weapons. BMJ also teaches the importance of general fitness and athleticism. The combat philosophy of BMJ bears some resemblance to the Fairbarn close combat system but BMJ stylists prefer to avoid using deadly force, seeking to incapacitate rather than kill. Skills: Acrobatics, Boxing, Cloak, Judo, Stealth, Wrestling Techniques: Arm Lock (Judo), Choke Hold (Judo or Wrestling), Counterattack (Boxing), Disarming (Judo), Feint (Boxing), Ground Fighting (Judo or Wrestling), Head Lock (Judo or Wrestling), Scissors Hold, Targeted Attack (Boxing Punch/Face), Targeted Attack (Boxing Punch/Vitals), Targeted Attack (Boxing Uppercut/Face), Uppercut Cinematic Skills: Invisibility Art, Mental Strength, Power Blow Cinematic Techniques: Roll with Blow Perks: Cloaked, Ground Guard, Neck Control (Boxing), Power Grappling, Skill Adaption (Kicking defaults to Boxing), Skill Adaption (Knee Strike defaults to Boxing), Special Exercises (Damage Resistance/Tough Skin), Special Exercise (FP can exceed HT by 50%), Special Exercises (Striking Strength), Style Adaption, Sure Footed (Uneven) Optional Traits Attributes: Increased ST, DX and HT Secondary Characteristics: Increased Basic Speed, FP, HP, Per and Will Advantages: Combat Reflexes, Danger Sense, Enhanced Dodge, Enhanced Parry (Unarmed), Fit or Very Fit, High Pain Threshold, Night Vision, Striking ST Disadvantages: Code of Honor (Superhero), Obsession (Fight Crime), Pacifism (Reluctant Killer or Cannot Kill) Skills: Brawling, Climbing, Intimidation, Jumping, Karate, Rapier, Running, Smallsword, Tactics, Throwing Techniques: Knee Strike Note that BMJ is a unique style as Batman created it. The GM might require a 5 point unusual background to learn this style, since practicing a very rare style will give a small advantage to the character. If you're not comfortable with letting Kicking and Knee Strike default to Boxing, replace Boxing with Karate in skills and move Boxing to optional skills. I now have a wicked urge to write up a style for Captain Kirk. Last edited by Infornific; 12-29-2013 at 10:12 PM. Reason: Refined the style |
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#2 |
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Join Date: Jun 2005
Location: Lawrence, KS
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#3 |
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Join Date: Sep 2006
Location: Seoul, Korea
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#4 |
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Join Date: Jul 2009
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#5 |
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Join Date: Jul 2007
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Climbing, Base Jumping (parachute technique?) and Throwing seem like good optional skills. I've got no idea what the skill is for swinging from ropes and the like.
Techniques that take advantage of elevation, as part of the sneak attack training, would also be useful. Dropping on someone from swinging or controlled dive; kick, all out attack, charge, good chance to knock an opponent down, follow through movement. BMJ also takes advantage of theatrics and intimidation to gain a psychological advantage over opponents. It's one of the major tenets of the approach and is used to control fights against multiple, mentally weak, foes. |
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#6 |
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Join Date: Sep 2007
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#7 |
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Banned
Join Date: Apr 2008
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#8 |
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Join Date: Sep 2004
Location: The Enchanted Land-O-Cheese
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I remember seeing William Shatner on a talk show years ago telling a story about being robbed once. He briefly considered trying to use a flying drop kick to knock down the muggers, a maneuver he'd practiced often enough with his stunt men.
Then he remembered that unlike his stunt crew, the muggers were NOT trained to fall down when he kicked at them. And since the two of them had more combined mass than he did, he was unlikely to knock them down. So he decided to leave the heroics for the starship captains.
__________________
Read "Danger Cay" at Hannibal Tesla Adventure Magazine! Pulp Era Adventure and Two-Fisted Science in the futuristic world of 1935! |
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#9 |
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Join Date: Dec 2004
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In game terms - Acrobatics, Climbing and Stealth to make surprise attacks from unexpected directions. Intimidation with the Cloaked perk for surprise visits that don't begin with a punch to the face. Psychology, Body Language and Detect Lie to read opponents and figure out what will scare them. Not all of this would be part of a conventional martial art.
So the bad guys are sneaking around - Batman springs out of nowhere and beats the crap out of them, possibly asking the leader some questions afterward. The goal is to take them down before they even realize they're under attack. Or if he wants to ask questions first, he suddenly appears with his cape flowing dramatically. |
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#10 |
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Join Date: Jul 2007
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I'd generally think swooping in from surprise shrouded in cloak with a convincing threat of violence would count as an intimidation check. Some mooks will choose not to fight, some will hesitate. I'd count it as an additional chance to leave foes mentally stunned, or a penalty for them to recover from surprise. Then end result is that ten gang members don't attack all at once.
It looks like they're taking turns, in reality, they're just trying to wrap their head around the fact that BATMAN is here to beat the crap out of them. |
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| martial arts |
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