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Old 10-06-2007, 03:12 AM   #1
Dangerious P. Cats
 
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Default [MA] Created your own styles?

Has anyone created their own styles with GURPS martial arts yet? I'd be interested in seeing them.
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Old 10-06-2007, 04:53 AM   #2
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Default Re: [MA] Created your own styles?

Quote:
Originally Posted by Dangerious P. Cats
Has anyone created their own styles with GURPS martial arts yet? I'd be interested in seeing them.
See http://www.sjgames.com/pyramid/login...e.html?id=6589

(And I've got another relevant piece in the Pyramid slush pile.)
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Old 10-10-2007, 06:57 AM   #3
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Default Re: [MA] Created your own styles?

Here's a dwarven style from my campaign. Dwarves also have a more regular wrestling form that shares both sport and practical combat wrestling elements. There's also a mystical style that I haven't quite written up yet. Armed styles will follow at some point in the future.

Battlerager Rasslin'

'Corltharn' (lit. 'Killing Lust')
__________________________________________________ _______________________________________________4 points


The unarmed style of dwarven battleragers, all fury and no fancy form. It does contain some advanced grappling techniques and can be devastingly effective when used by a strong dwarven warrior. This style is nearly always combined with a dwarven armed style, but some crazy dwarves fight only in their spiked armour.

The battlerager will nearly always aim to close with his foe and achieve a standing grapple. He will then pummel his opponent into insensibility and beyond. Knocking foes down and pummelling them there is sometimes done and some stylists prefer to fight on the ground. This makes them somewhat unique among dwarves, who tend to prize balance and sure footing above all else.

Defence is done without giving ground and usually with a hard block to inflict damage. Committed Attacks often follow a successful defence and Defensive Attack is rare or even unknown. The running slam is a signature move for this style, either a Drop Kick or a regular slam where the stylist leads with a Headbutt or another attack.

Skills: Brawling; Sumo Wrestling; Wrestling.
Techniques: Agressive Parry (Brawling); Arm Lock (Wrestling); Beat; Choke Hold; Drop Kick; Elbow Strike (Brawling); Elbow Drop (Brawling); Ear Clap (Brawling); Eye Gouge (Brawling); Eye Rake (Brawling); Hammer Fist (Brawling); Head Butt (Brawling); Head Lock; Knee Drop (Brawling); Knee Strike (Brawling); Neck Snap; Stamp Kick (Brawling); Targeted Attack (Brawling Punch/Face); Targeted Attack (Elbow Strike/Skull); Targeted Attack (Hammer Fist/Skull); Uppercut (Brawling); Two-handed Punch (Brawling); Wrench Limb (Wrestling); Wrench Spine (Wrestling).
Cinematic Skills: Breaking Blow; Flying Leap; Immovable Stance; Kiai; Power Blow.
Cinematic Techniques: Backbreaker (Wrestling); Eye Pluck; Grabbing Parry; Piledriver (Wrestling); Roll with Blow.
Perks: Drunken Fighting*; Focused Fury*; Improvised Weapons (Brawling); Iron Arms; Iron Hands; Iron Neck; Neck Control (Brawling); Special Exercises (DR 1 with Tough Skin); Special Exercises (HP may exceed ST by 50%); Special Exercises (Lifting ST up to 3); Style Adaptation (Any Dwarven); Sure-Footed (Uneven); Sure-Footed (Slippery); Technique Mastery (Head Butt).


Optional Traits

Secondary Characteristics: Improved HP
Advantages: Combat Reflexes; Fearlessness; Fit or Very Fit; High Pain Threshold.
Disadvantages: Bad Temper; Berserk; Bloodlust; Code of Honor (Dwarven); Compulsive Carousing; On the Edge; Overconfidence; Vow (Never retreat from battle).
Skills: Autohypnosis; Judo; Jumping; Karate.
Techniques: Ground Fighting (Wrestling or Brawling); Leg Lock (Wrestling); Low-Fighting (Wrestling or Brawling); Lower-body Head Lock (Wrestling); Lower-body Leg Lock (Wrestling); Lower-body Neck Snap; Scissor Hold (Wrestling); Targeted Attack (Brawling Punch/Leg Joint); Targeted Attack (Brawling Punch/Foot Joint); Targeted Attack (Brawling Kick/Leg Joint); Triangle Choke (Wrestling). For a stylist with the Karate skill, any Brawling technique which can default to Karate is also available in a Karate version.
Perks: Armour Familitarity (Judo or Karate); Biting Mastery; Ground Guard; Improvised Weapon (Karate); Iron Legs.
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Old 10-10-2007, 07:24 AM   #4
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Default Re: [MA] Created your own styles?

Earthfast

'Deladar Sonn' (lit: 'Sink into the solid rock')
(Gold Dwarven Wrestling)__________________________________________________ _______________________ 8 points


This style is the ancestral wrestling form of Gold Dwarves. It is a popular sport among dwarves, with nearly all dwarves learning the basics, and it also functions as practical self-defence. Matches are fought in a very religious setting and dwarven Earthfast masters are usually priests or monks of Clangeddin Silverbeard or Moradin.

The style is emphasises staying on one's feet and outlasting the enemy. It teaches various ways to rush at foes and unbalance them or even sweep them off their feet, but against another Earthfast master, matches usually become standing grapple contests where the steady and slow application of pressure decides the victor.

Skills: Games (Earthfast); Judo; Judo Sport; Sumo Wrestling; Sumo Wrestling Art; Wrestling; Wrestling Sport.
Techniques: Arm Lock; Beat; Bear Hug; Change Position; Choke Hold; Escaping Parry; Force Posture Change; Head Lock; Neck Snap; Sweep (Any skill in style); Trip; Wrench Limb; Wrench Spine.
Cinematic Skills: Immovable Stance; Kiai, Push.
Cinematic Techniques: Backbreaker (Wrestling); Grabbing Parry.
Perks: Armour Familitarity (Judo); Iron Arms; Iron Legs; Iron Neck; Special Exercises (FP may exceed HT by 50%); Special Exercises (Lifting ST up to 3); Style Adaptation (Any Dwarven); Sure-Footed (Uneven); Sure-Footed (Slippery); Technique Mastery (Change Position); Technique Mastery (Force Posture Change); Technique Mastery (Judo Throw); Technique Mastery (Sweep); Unusual Training (Immovable Stance, only on prepared Earthfast Hall ground).


Optional Traits

Secondary Characteristics: Improved FP
Advantages: Fearlessness; Fit or Very Fit; High Pain Threshold.
Disadvantages: Code of Honor (Dwarven); Disciples of Faith (Dwarven religions); Overconfidence; Sense of Duty (Dwarves).
Skills: Autohypnosis; Breath Control; Dancing (Earthfast Rumbling); History (Clan History); Judo Sport or Art; Meditation; Philosophy (Dwarven mysticism); Religious Ritual (Any Dwarven); Savoir-Faire (Earthfast Hall); Theology (Any Dwarven); Wrestling Art.
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Old 10-10-2007, 07:59 AM   #5
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Default Re: [MA] Created your own styles?

Shield Wrestling

'Barak Torst' (lit. 'Shield/Strength play')
(Shield Dwarf Combat Wrestling) __________________________________________________ ___________________6 points


Shield Wrestling is the primary combat wrestling form of the northern Shield Dwarves, being a practical style that teaches dwarves to use their shield for offence as well as defence. The style is also popular as a sport, with matches being fought both with and without shields. Commonly, dwarves learn Shield Wrestling as a sport form when they are young, in matches where striking is disallowed and shields are rarely used, moving on the the full style in conjunction with an armed fighting style once they enter the militia.

The style is heavily based on balance and standing against larger opponents. Defensive Attacks with the shield or leading hand are common and even if unarmed, the stylist maintains a typical shield-forward defensive stance. Strikes are usually done from a grapple.

Skills: Brawling; Judo; Shield; Sumo Wrestling; Wrestling.
Techniques: Arm Lock; Armed Grapple (Shield); Beat; Choke Hold; Elbow Strike; Escaping Parry; Hammer Fist; Head Butt; Head Lock; Knee Strike (Brawling); Stamp Kick (Brawling); Sweep (Sumo Wrestling); Targeted Attack (Brawling Punch/Face); Targeted Attack (Shield Slam/Skull); Targeted Attack (Hammer Fist/Skull); Uppercut (Brawling); Two-handed Punch (Brawling); Trip; Wrench Limb; Wrench Spine.
Cinematic Skills: Immovable Stance; Kiai.
Cinematic Techniques: Grabbing Parry.
Perks: Armour Familitarity (Judo); Improvised Weapons (Shield); Iron Arms; Iron Legs; Iron Neck; Leading Shield (Shield); Shield Wrestling (Shield); Shoves and Tackles (Shield); Skill Adaptation (Judo Throw with Shield); Special Set-Up (Shield Block > Wrestling Arm Lock); Style Adaptation (Any Dwarven); Sure-Footed (Uneven); Sure-Footed (Slippery).


Optional Traits

Secondary Characteristics: Improved FP or HP
Advantages: Combat Reflexes; Enhanced Block; Fearlessness; Fit or Very Fit; High Pain Threshold.
Disadvantages: Code of Honor (Dwarven); Overconfidence; Sense of Duty (Dwarves).
Skills: Any weapon skill from Dwarven armed styles; Games (Shield Wrestling); Judo Sport; Shield Sport; Wrestling Sport.
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Old 10-10-2007, 08:27 AM   #6
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Warrior Training

'Barak Kuld Samman' (lit. 'Brother of the Axe and Shield')
(Shield Dwarf Militia Style) __________________________________________________ ________________________4 points


The military training of Dwarven holds in the North imparts these skills to dedicated dwarven warriors. Unarmed skills are part of the Shield Wrestling style and taught seperately, so generally a stylist will know both.

Straight Attack manuevers are more common than either Defensive Attacks or Committed Attacks, with Defensive Attacks primarily seeing use when forming part of a shield wall or defence line. The shield hand always leads and the axe or hammer is used in one hand. Only when the shield is destroyed or unreadied does the typical stylist take the weapon in both hands.

Skills: Axe/Mace; Shield; Two-handed Axe/Mace.
Techniques: Beat; Close-Combat (Axe/Mace or Two-handed Axe/Mace); Counterattack (Any in style); Feint (Shield); Hook (Axe/Mace or Two-Handed Axe/Mace); Retain Weapon (Axe/Mace or Two-handed Axe/Mace); Sweep (Two-Handed Axe/Mace); Targeted Attack (Axe/Mace Swing/Arm); Targeted Attack (Axe/Mace Swing/Leg); Targeted Attack (Axe/Mace Swing/Neck); Targeted Attack (Axe/Mace Swing/Skull); Targeted Attack (Shield Slam/Face); Targeted Attack (Shield Slam/Leg); Targeted Attack (Two-handed Axe/Mace Swing/Neck); Targeted Attack (Two-handed Axe/Mace Swing/Skull).
Cinematic Skills: Immovable Stance; Kiai; Power Blow.
Cinematic Techniques: Dual Weapon Attack (Axe/Mace or Shield), Dual Weapon Defence.
Perks: Grip Mastery (Dwarven Waraxe or Dwarven Hammer); Huge Weapons (ST); Leading Shield (Shield); Melee Shieldfighting (Shield); Rapid Ready (Shield); Shield-Wall Training; Shoves and Tackles; Style Familitarity (Shield Wrestling); Sure-Footed (Uneven); Sure-Footed (Slippery); Teamwork (Warrior Training).


Optional Traits

Secondary Characteristics: Improved HP
Advantages: Combat Reflexes; Enhanced Block; Fearlessness; Fit or Very Fit; High Pain Threshold.
Disadvantages: Code of Honor (Dwarven); Overconfidence; Sense of Duty (Dwarves).
Skills: Broadsword; Climbing; Crossbow; Fast-Draw (Arrow or Knife); Hiking; Knife; Shortsword; Spear; Soldier; Survival (Mountains or Underground); Tactics; Throw Axe/Mace.
Perks: Weapon Bond
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Old 10-10-2007, 07:23 PM   #7
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Spirit of the Axe

'Xoth Kuld Olara' (lit. 'Secrets of the Essential Magical Nature (which is pure and unsullied by mortals) of the Axe')
(The Art of Dumathoin, the Keeper of Secrets Under the Mountain)___________________________________________ 5 points


The servants of Dumathoin, the mysterious dwarf God of secrets, mining and deep mountain halls, learn to use an axe like all dwarves. Some of them even give demonstration of dwarven martial might with artistic axe dancing. The axe is the primary weapon of this style, but most stylists also know Shield from their militia training and may choose to fight with one in a pitched battle.

The real version of the art, however, taught only to advanced students and kept carefully hidden from outsiders, involves using the body as a weapon even in the absence of the axe. Stylists who have mastered this usually do not demonstrate their skill publicly and rarely focus on the axe dancing aspects of their art.

Strikes and moves are very much the same as in the armed version, with the hand substituting for the axe. Stylists Evaluate and Wait, only committing to an Attack as a Counterattack after a successful defence. The goal is usually to disable to opponent with one blow and the neck is a popular target, especially with an Exotic Hand Strike. Judo techniques are used for defence and to circle the opponent and keep him off balance.

Legendary practisioners are said to be capable of striking powerful axe blows even when unarmed, even severing goblin heads from their shoulders with the side of their hand.

Skills: Axe/Mace or Two-Handed Axe/Mace; Judo; Karate; Meditation.
Techniques: Agressive Parry (Karate); Arm Lock (Judo or weapon skill); Back Strike (Axe/Mace); Choke Hold (Judo or weapon skill); Close-Combat (Axe/Mace or Two-handed Axe/Mace); Counterattack (Any skill in style); Disarming (Judo); Elbow Strike (Karate); Exotic Hand Strike (Karate); Feint (Any skill in style); Hammer Fist (Karate); Hook (Axe/Mace or Two-handed Axe/Mace); Knee Strike (Karate); Retain Weapon (Axe/Mace or Two-handed Axe/Mace); Spinning Strike (Karate or weapon skill); Sweep (Judo; Karate or Two-handed Axe/Mace); Targeted Attack (Axe/Mace or Two-Handed Axe/Mace Swing/Neck); Targeted Attack (Exotic Hand Strike/Neck); Targeted Attack (Hammer Fist/Neck); Trip (Judo).
Cinematic Skills: Blind Fighting; Body Control; Breaking Blow; Immovable Stance; Mental Strength; Power Blow; Pressure Points; Pressure Secrets; Push; Sensitivity.
Cinematic Techniques: Grabbing Parry (Judo); Hand Clap Parry (Judo or Karate); Pressure Point Strike (Karate); Roll With Blow (Judo or Karate); Springing Attack (Karate or weapon skill); Targeted Attack (Thinking of the Axe/Neck); Thinking of the Axe* (Karate), Whirlwind Attack (Karate or weapon skill).
Perks: Armour Familitarity (Judo or Karate); Iron Hands; Sure-Footed (Uneven); Sure-Footed (Slippery); Technique Mastery (Exotic Hand Strike); Technique Mastery (Hammer Fist); Unique Training (Thinking of the Axe).


Optional Traits

Secondary Characteristics: Improved Will
Advantages: Blessed; Clerical Investment; Fearlessness; Inner Balance; Power Investure; Racial Memory.
Disadvantages: Code of Honor (Dwarven); Compulsive Behavior (Secrecy); Disciples of Faith (Dumathoin); Sense of Duty (Dwarves).
Skills: Art versions of style skills; whichever of Axe/Mace or Two-handed Axe/Mace not taken as a primary skill; Breath Control; Dancing (Axe Dancing); Esoteric Medicine; Hidden Lore (Dwarven); History (Clan History); Hypnotism; Occultism; Philosophy (Dwarven mysticism); Religious Ritual (Dumathoin); Savoir-Faire (Clerical); Shield; Theology (Dumathoin).
Cinematic Skills: Hypnotic Hands.

*Thinking of the Axe
_______________________________Hard

Defaults Karate-3
Prerequisites Karate and Pressure Points; cannot exceed Karate skill

With this technique, the character strikes a blow with the side of his hand that inflicts thr-2 cutting damage. If he strikes any DR, Hurting Yourself (B379) applies.

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Old 10-10-2007, 08:26 PM   #8
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Default Re: [MA] Created your own styles?

I did several for a recent campaign.
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Old 10-10-2007, 09:19 PM   #9
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Thayvian Stickfighting
(Red Wizard Wand Fighting)__________________________________________________ _______________________ 5 points


Descended from Mulhorandi stickfighting techniques, the self-defence style of the Red Wizards emphasises defensive stances and circular movement. The stylist uses either a short, stiff wand or a longer wizard's staff; often enchanted with the Staff spell. Often, two sticks are used, one of them for parrying and the other for offence.

A Defensive Grip is the standard stance and most attacks are Defensive Attacks. The aim is to retreat from the opponent to be able to cast a spell or to injure him or sweep off the feet to gain more time. Most grapples are done with the weapons and usually only long enough to inflict damage, not until submission.

Skills: Judo; Main-Gauche; Saber; Staff.
Techniques: Arm Lock; Armed Grapple (Main-Gauche, Saber or Staff); Back Strike (Main-Gauche, Saber or Staff); Breakfall; Choke Hold; Countarattack (Judo, Main-Gauche, Saber or Staff); Disarming (Judo, Main-Gauche, Saber or Staff); Evade (Judo); Feint (Main-Gauche, Saber or Staff); Sweep (Judo or Staff); Trip.
Cinematic Skills: Mental Strength.
Cinematic Techniques: Dual Weapon Attack (Main-Gauche or Saber), Dual Weapon Defence (Main-Gauche, Saber or Staff); Roll with Blow.
Perks: Grip Mastery (Staff), OHWT (Main-Gauche or Saber); Weapon Adaptation (Shortsword with Saber); Weapon Adaptation (Knife with Main-Gauche).


Optional Traits

Advantages: Compartmentalised Mind, Enhanced Dodge; Enhanced Parry (Main-Gauche, Saber, Staff or All); Magery.
Disadvantages: Enemies; Overconfidence; Reputation (Red Wizard).
Skills: Acrobatics; Aerobatics; Body Sense; Innate Attack; Judo Art, Main-Gauche Art; Parry Missile Weapons; Saber Art; Staff Art.
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Old 10-10-2007, 09:25 PM   #10
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Default Re: [MA] Created your own styles?

Ice Hockey
6 points

Ice Hockey is the venerable art of self-defense and aggression while skating with a stick. Often mistaken for a sport due to the friendly games sometimes played for practice, it is in fact an earnest martial art built around body slams and vicious stickwork. The jury is out as to its true origins, but the Canadian and Russian schools are especially proud and belligerent.

The Ice Hockey man is at home on skates; see GURPS High-Tech for details. Students may learn Sure-Footed (Slippery) as soon as they meet the style's minimum requirements; this doesn't count against the usual limit for Style Perks. Ice Hockey fighters intent on escaping bad situations or pummeling specific foes also make good use of Evade (Skating) -- although this requires a Skill Adaptation perk (see below) that's the mark of a more experienced player. Generally, an Ice Hockey stylist will make good use of Move maneuvers to circle around and behind his opponent before striking.

Common opening attacks include a slam with the hockey stick held across the body (see Slams with Long Weapons, p. 112) -- often executed as an All-Out Attack or a Move and Attack (with Heroic Charge, p. 131) from behind -- and a Hook followed by an attempt to drag the target to the ground. Spearing attacks (thr+2 cr) at full speed are also popular, and the high HP of many Ice Hockey fighters, combined with the Move values that Skating allows, can lend this attack devastating slam damage; see Move and Attack (p. 107). Other common Ice Hockey moves include attempts to Sweep and Trip with the stick, and straightfoward slashing blows (sw+2 cr).

These openers generally lead to close combat. Some Ice Hockey fighters use the stick to shove the opponent away (see Shoves with Weapons, p. 112), while others make an Armed Grapple and try for a takedown. Still others drop their stick in order to use Clinch, followed by ordinary Brawling punches and uppercuts; this is quite effective, as hockey gear counts as "elaborate garb," giving -1 to break free (see Martial Arts Uniforms, p. 165). Grab and Smash! (p. 118) attempts are common against the boards -- although many Ice Hockey men are adept at Roll with Blow that situation, thanks to the style's Unusual Training perk (see below), so this isn't always especially damaging.

Whils most fighting is focused on striking the foe with stick and fist, the stick is also useful for launching pucks. A regulation puck has SM -6, but the Ice Hockey fighter can learn Shot (Polearm), an Average technique that defaults to Polearm-6, to improve his odds up to full skill. To hit a distant target with a puck, roll against skill-6 or the Shot technique, at standard range penalties; against regulation nets, apply a further SM +2. Such shots are nearly always done using one of the options under Tricky Shooting (p. 121). Figure range and damage as for any thrown object (see Throwing, p. B355), but at +2 to ST; a regulation puck weighs about 0.4 lb.

Ice Hockey men are good at intercepting pucks, too -- with gloves, skates, and sticks. Use Parry Missile Weapon with Catching (p. B355) for this. Note that goalies are generally far better at this skill than they are with Polearm, and their extra-large sticks give +2 to all attempts but -2 to Polearm skill.

Cinematic Ice Hockey stylists are common. Most know Push, for use with shoves. Legendary players are frequently adept with Zen Shot -- which works much like Zen Archery, but with stick-launched pucks. Goalies are more likely to master the Hand Catch technique, however. There are many tales of the greatest players being even more deadly after drinking beer (Drunken Fighting), and nearly every cinematic Ice Hockey man will have the maximum HP and Basic Move allowed to him.
Skills: Brawling; Parry Missile Weapons; Polearm; Skating; Sports (Ice Hockey).
Techniques: Armed Grapple (Polearm); Evade (Skating); Hook (Polearm); Retain Weapon (Polearm); Shot (Polearm); Sweep (Polearm); Trip (Polearm); Uppercut.
Cinematic Skills: Push; Zen Shot.
Cinematic Techniques: Hand Catch (Parry Missile Weapons); Roll with Blow.
Perks: Clinch (Brawling); Drunken Fighting; Grip Mastery (Hockey Stick); Skill Adaptation (Evade defaults to Skating); Skill Adaptation (Trip defaults to Polearm); Special Exercises (DR 1 with Tough Skin); Sure-Footed (Slippery); Teamwork; Unusual Training (Roll with Blow, Only against the boards).
Optional Traits
Secondary Characteristics: Improved HP and Basic Move.
Advantages: Cultural Familiarity (Canuck); Fit or Very Fit; High Pain Threshold; Peripheral Vision.
Disadvantages: Reduced Appearance (missing teeth, mullet, etc.).
Skills: Acting; Boxing; Carousing; Games (Hockey); Intimidation.
Techniques: Eye-Pluck (Polearm).
Perks: Skill Adaptation (Eye-Pluck defaults to Polearm).
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