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GURPS Martial Arts - Home

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POWER LEVEL<br />

The power levels discussed on p. B487 remain valid for<br />

both part-time and full-time martial artists. Some<br />

guidelines:<br />

Feeble (under 25 points): No successful career martial<br />

artist will have so few points! Those in other professions<br />

will need their points for job skills – they won’t have<br />

enough left over for martial-arts abilities. This level best<br />

suits the legions of hopeless goons that action heroes wade<br />

through in martial-arts movies.<br />

Average (25-50 points): Too low for a dedicated martial<br />

artist other than a youth who’s just starting out. “Ordinary<br />

folks” at this level can spare a point or two for martial-arts<br />

lessons, but dangerous occupations that include martial<br />

arts as on-the-job training remain out of reach.<br />

Competent (50-75 points): This is probably the lowest<br />

level where a dedicated martial artist can work as an<br />

adventurer – and only if he takes a few disadvantages and<br />

focuses exclusively on the martial arts. Green military or<br />

police recruits will have enough points to cover their basic<br />

job skills and still learn the rudiments of a martial art.<br />

Exceptional (75-100 points): At this level, it’s possible to<br />

create a respectable career martial artist, although being a<br />

“star” requires extra points from disadvantages and leaves<br />

little room for other skills. A cop, soldier, etc., could be<br />

good at his job and have enough points left over to be competent<br />

at the martial arts, too.<br />

Heroic (100-200 points): Most famous real-world martial<br />

artists are at this level. If they focus on the martial arts,<br />

they’ll be very good – but many spread their points across<br />

abilities useful for acting, teaching, or writing. Individuals<br />

in other professions will have enough points to perform<br />

solidly at a job and a martial art. This level is ideal for realistic<br />

<strong>Martial</strong> <strong>Arts</strong> games. It lets the PCs be capable without<br />

being godlike or one-dimensional.<br />

Larger-than-Life (200-300 points): As the Basic Set says,<br />

this level suits the leading roles in kung fu movies! Those<br />

with ordinary jobs can afford to be world-class in their<br />

field and heroic martial artists. Both character types are<br />

only borderline-realistic, but this is a good starting level for<br />

cinematic <strong>Martial</strong> <strong>Arts</strong> games and action-movie<br />

campaigns.<br />

Legendary (300-500 points): Any character who starts<br />

out this powerful and has more than a few points in<br />

martial-arts skills will be an adept martial artist – even if<br />

ostensibly something else – unless intentionally designed<br />

to be physically incompetent. This level is suitable for style<br />

founders and the heroes of wuxia and chambara movies.<br />

Superhuman/Godlike (500+ points): This is the realm of<br />

comics and video games, where “martial arts” is often code<br />

for “super-powers.” Superhuman attributes and exotic<br />

advantages don’t have to overshadow skills, though. By<br />

requiring the PCs to spend their many points on believable<br />

attribute levels and mundane traits, with the only exceptions<br />

being cinematic martial-arts skills and the special<br />

advantages in this chapter, the GM can run a campaign<br />

that’s truly superheroic but nothing like “mutants in<br />

tights.”<br />

REALISM LEVEL<br />

Few fields are as fertile ground for extravagant claims as<br />

the martial arts. Such claims, in turn, drive skeptics to doubt<br />

even believable, well-documented feats, further obscuring<br />

matters. Fortunately, the GM has the final say about what’s<br />

“real” in his campaign – which is as important as the power<br />

level.<br />

Realistic <strong>Martial</strong> Artists<br />

Realistic martial artists are limited to normal human abilities.<br />

Attribute scores above 15 should be rare – and DX, IQ,<br />

and HT can’t exceed 20 in any event. ST might go past 20, but<br />

the GM may restrict such scores to practitioners of styles that<br />

emphasize bulk (e.g., Sumo, pp. 198-199). The GM should<br />

strictly enforce secondary characteristic limits, too:<br />

• HP and FP can’t vary by more than 30% of ST and HT,<br />

respectively.<br />

•Will and Per can’t exceed 20 or be lowered by more than<br />

four levels.<br />

• Basic Speed must stay within ±2.00 of its calculated<br />

value.<br />

• Basic Move must remain within ±3 yards/second of its<br />

base value.<br />

Only mundane advantages and disadvantages are allowed;<br />

those labeled exotic 1 or supernatural 5 are off-limits.<br />

Mundane traits described as “cinematic” – Enhanced<br />

Defenses, Gadgeteer, Gizmos, Gunslinger, Rapier Wit,<br />

Trained by a Master, Weapon Master, etc. – are also forbidden.<br />

The GM might even wish to rule out such borderlinesupernatural<br />

advantages as Danger Sense, Daredevil,<br />

Empathy, Luck, and Serendipity.<br />

The above restrictions weaken somewhat in TL8+ campaigns.<br />

Steroids, surgery, and so on can grant “superhuman”<br />

physical abilities even in realistic settings. <strong>GURPS</strong> Bio-Tech<br />

is indispensable for such games.<br />

Realistic PCs can’t learn skills that have prohibited advantages<br />

as prerequisites. This eliminates all cinematic martialarts<br />

skills (for a list, see Trained by a Master, p. 48) and magic<br />

spells. It would be reasonable to forbid skills that produce<br />

supernatural effects, too, such as Alchemy, Enthrallment,<br />

Exorcism, Herb Lore, Musical Influence, and Ritual Magic.<br />

Realistic martial artists can have any point total the GM<br />

likes . . . but as suggested under Power Level (above), anything<br />

over 200 points verges on unrealistic. A fighter with 250 or<br />

more points in purely realistic abilities won’t seem realistic in<br />

play! He’ll be a “combat monster” whose extreme attribute<br />

and skill levels let him duplicate the effects of cinematic abilities<br />

through brute force.<br />

Even at low power levels, believable martial artists should<br />

spend their points evenly on all of their style’s skills, not just<br />

on those useful in a fight. Unless they’re cops, street fighters,<br />

or soldiers, they’re liable to have Combat Art or Sport skills<br />

rather than combat skills, and are highly unlikely to have<br />

Combat Reflexes. There’s no special reason to let high-tech<br />

martial artists capitalize on their typically high DX to have<br />

awesome Guns skills, either – not unless they’re police or military<br />

sharpshooters. If the players want to play lethal fighters<br />

above all, consider running a cinematic campaign!<br />

CHARACTERS 29

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