Brutes rely on strength
Victorious warriors
Prefer wits and art— Some hack
Let's be honest – the talking, thinking, planning part of gaming is all well and good, but most of us look forward to a bit of the old ultraviolence before packing away the dice for the night. That's why
e23 just unleashed
Pyramid #3/61: Way of the Warrior. New ways to crush your enemies and see them driven before you include:
- The thugs who brought you GURPS Martial Arts and collaborated on two violent GURPS Dungeon Fantasy supplements (to name names, Peter V. Dell'Orto and Sean Punch) are up to their old tricks again. More Power to Dungeon Warriors! should help sword-, bow-, and fist-wielding delvers keep up with the spell-slingers in the "cool-and-destructive special abilities" department.
- Whether you're using the basic grappling rules or going ape with every twisty, mangly option from GURPS Martial Arts and GURPS Martial Arts: Technical Grappling, it's good to know how to pull off those sweet moves you see in professional fights. Douglas Cole's Takedown Sequences aren't only smart from a tactical perspective, but can also help your grappler look and feel like the pro he is!
- Some martial arts predate recorded history. Could this one predate Creation itself? The Devil's Fist may be the fighting style used by Lucifer's soon-to-be-infernal troops in the War of Heaven. In this month's Eidetic Memory, David Pulver reveals how its details have been leaked onto the corporeal plane . . . and exposes the war on Earth that's slowly brewing over its teachings.
- One of the things that makes the world of GURPS Banestorm so interesting is its mashup of cultures: Scandinavian-derived nomads live next to a Roman-influenced society, Araterre is a mix of French and Balinese, and so on. In Fusion Styles of Ytarria, David T. Moore explores the logical result of this clash of cultures, adding to the groundwork laid down in his GURPS Martial Arts: Yrth Fighting Styles.
- Douglas Cole returns for round two in Coming to Grips with Realism, a peek behind the scenes of GURPS Martial Arts: Technical Grappling to explain the thought process behind its design decisions and reveal a big chunk of optional rules that were cut for space. Some of these add complexity; others strip down and simplify the system for those who love the concept of Control Points but not the bookkeeping. And who doesn't love new critical hit and miss tables?
- Of course, this issue has even more weapons in its arsenal, including a Random Thought Table that will help you merge detailed game mechanics with the dramatic narration of events, and Odds and Ends that provide four martial adventure seeds for your fantasy games.