Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 09-05-2013, 07:16 PM   #1
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default GURPS Martial Arts: Technical Grappling

Without fine technique,
Strength and flexibility
Are empty treasures
— Some hack
Some of the greatest warriors of myth and legend were famed for their aptitude at grappling. Almost every historical culture had a patron god of wrestling (from Hermes to Hanuman) and accounts of heroes adept at the art (Herakles managed to strangle a dragon). Prior to the age of gunpowder, no professional soldier went into battle without some training in what to do when the hostilities moved to very close quarters indeed. Even today, policemen and soldiers learn to grapple, if only because that's the most instinctive form of combat for human beings.

Despite all this, RPG protagonists tend to avoid holds, throws, and locks in favor of flashy strikes. In GURPS Martial Arts: Technical Grappling, Douglas Cole redresses this imbalance by expanding GURPS Martial Arts in ways that make grappling as exciting – and often as deadly – as gunslinging, swordplay, and fisticuffs. Inside you'll find the new concept of Control Points (CP), which quantify your ability to twist and mangle your foe . . . and once you rack up enough CP, you can cut loose with all kinds of new combat options, perks, and techniques, whether your goal is to restrain your rival, incapacitate him, or brutally snap his neck.

This supplement contains all the rules and abilities you need to handle every kind of grappling, from ritualistic sumo to scrappy street fighting. It also covers the use of hardware, whether that means exploiting a police baton for extra oomph in an arm lock, entangling your opponent in a net or a kusari, or restraining a captive with rope or handcuffs. It offers optional "harsh realism" rules for everything from body weight to the effects of clothing and sweaty bodies on getting a firm grip. It even has something for fighters who aren't ordinary humans, addressing Size Modifiers and superhuman abilities, and presenting grappling styles suited to bears, canines, constrictor snakes, and felines.

Why not grab a copy today?
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is offline   Reply With Quote
 

Tags
technical grappling


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:38 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.