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Designers' Notes: GURPS Martial Arts 

by Peter Dell'Orto & Sean Punch 

Appropriately enough, GURPS Martial Arts was written by a tag team: 

Peter was the book's lead author. Sure, Sean wrote lots of material, but that was almost 
entirely rules text. Peter did the hard work of researching print resources, interviewing 
martial artists, and actually fighting. He also wrote up all the styles and historical 
material . . . which is to say, the larger part of the book. 

Sean was the project's designer and editor. Ultimately, it was his job to structure a 
rulebook around the research. Which isn't to say that Peter didn't do his share of the 
rules brainstorming, organizing, and trimming. 

We're going to tell you the book's story from both perspectives. 

Peter Takes a Trip . . . 

I came home late one night in 2003 to find an e-mail from 
Sean titled "Wanna write a book?" My first thought was "No! 
Writing a book is a lot of work!" But this wasn't just an offer 
to write any book. It was a chance to work with Sean on 
GURPS Martial Arts for Fourth Edition. I'd be the subject-
matter expert and he'd provide the rules expertise. I couldn't 
say no. I'd been playing combat-heavy GURPS games since 
Man to Man and doing martial arts since junior high school. I 
couldn't imagine letting anyone else write it! 

I was living in New Jersey at the time, so I drove up to 
Montréal to visit Sean and draft the outline in person. It took a 
couple of days of systematic work, with breaks for local food 
and to watch an imported copy of Zhang Yimou's wuxia epic, 
Hero. The trip was dimmed by someone breaking into my car the night before I'd have 
left for home, forcing me to stay another day to get window repairs. (No, we didn't track 
the guy down and do a little reality checking on him.) But the important work was done: 
We'd outlined a major revision to a critical Fourth Edition book. It was the first step on 
a long journey. By the time we'd finished, I had moved to Japan and become an amateur 
fighter. 

The Mission Statement 

A crucial preliminary to writing the book was outlining our mission. Sean and I tossed 
around phrases like "GURPS Magic, but for fighters," "combat book," and "expanding 
the Basic Set" until we settled on the South Park-derived phrase "Fightin' Round the 
World." It was funny enough and it did summarize exactly what we wanted: to ensure 
that the book covered fighting from all over the world . . . from antiquity to modern day 

Pai Mei: It is 
your wish to 
possess this kind 
of power? 
The Bride: Yes! 
Pai Mei: Your 
training 
begins . . . 
tomorrow. 

-- Kill Bill: Vol. 

2

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and beyond . . . armed and unarmed . . . from the hyper-realistic to comic-book ninjas 
and wuxia movies. We wanted to expand coverage of martial arts that were sadly 
overlooked in earlier editions of Martial Arts -- or that had expanded like wildfire since 
those were written. We also wanted to correct the perceived bias of previous editions 
toward barehanded martial arts from Asia, as well as the European armed-combat bias 
of GURPS Swashbucklers. 

Early on, Sean decreed that techniques wouldn't be required purchases, which freed us 
to interpret each style's techniques list as both "recommended purchases" and "moves 
that gamers playing stylists should try to favor in play." I suggested that we include a 
paragraph of common tactics for each style in game terms, to make roleplaying a Goju 
Ryu karateka different from playing a Wushu practitioner or a Pankration stylist -- even 
if they all had the same skills. Sean thought this was a great idea, so in it went for every 
style! This was central to our goal of making the book a (hopefully!) complete 
roleplaying sourcebook for martial artists, not just a rulebook. 

Reality Checking and Reliable Sources 

The first two editions of Martial Arts were great books. Two 
of my favorite books, and ones that heavily influenced 
GURPS. But they were relatively old. 

The explosion of the Internet in the 1990s blew the doors off a 
vault holding a wealth of information about the martial arts. A 
trend emerged toward academically rigorous works and away 
from books based on hearsay and odd speculation. Lots of 
primary source material became available. Obscure fencing 
manuals once published solely in their original languages and 
accessible only to historians were translated by enthusiastic 
recreationists and published. Martial-arts styles virtually 
unknown 20 years ago became widespread. As the subject-
matter expert of our tag-team pair, researching and reality 
checking this material fell to me. Reality checking was the 
easy part . . . 

Our biggest problem was finding reliable, academically rigorous sources. Ad copy was 
commonly passed off as truth, while far too many books reported second-hand 
information as fact. Often, an assertion would be repeated across many works . . . all of 
which could be traced to a single source that provided no evidence to support its claim. 
"Common knowledge" was rampant, much of which was rumor cloaked in the guise of 
fact. 

These obstacles to research afflicted the martial arts of every culture. Statements like 
"Boxers don't close their fists" and "Knights were honorable warriors but 
unsophisticated hackers" were as common as "Black belts must register their hands as 
lethal weapons" and "Ninjas hated samurai." Then there were the claims that Western 
martial arts are "pragmatic" while Eastern ones are "showy." Such myths are persistent 
and highly resistant to being debunked. We needed to separate fact from fiction, to back 
our facts with reliable sources. GURPS books are held to high standards, and this one 
was to be no exception! 

This meant lots of research. I read or reread every book on the martial arts that I could 
get my hands on, and then read the books in their bibliographies. I borrowed DVDs and 
tapes from friends, and rented movies. I even bought a few important books for Sean so 

"If the masters in 
the old days 
could really jump 
30 feet high," he 
snarled, "then 
why the hell did 
they build 
staircases in 
their houses?"

 

-- Pan Qingfu to 

Mark Salzman, 

Iron and Silk

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that I could have a second pair of eyes looking at critical sources.

I also grilled every knowledgeable person that I could find. I talked to USMC recruits 
and former hand-to-hand instructors, high-ranking karateka, competitive judo 
practitioners, BJJ stylists, professional fighters, and more. I contacted local and not-so-
local schools and asked for permission to visit. With Sean's encouragement, I posted a 
message on the SJ Games forums looking for style experts to question. Then I 
researched again to confirm or refute everything I'd seen and heard. 

The same went for equipment. I had weapon owners weigh their weapons, and I 
weighed mine as well. We checked training gear costs by comparison shopping on the 
net and picking representative prices. 

Interestingly, the schools tended to be dry wells. Some gave 
me a hard sell or flat-out ignored my requests to visit. Only 
two invited me in and freely answered my questions. One 
particular instructor in NJ, Phil Dunlap, opened his doors to 
me, inviting me to train at his school and ask any questions I 
had. He encouraged me to continue training mixed martial arts 
in Japan, and found me a school in my new town. This in turn 
led me to compete in amateur Shooto, a form of full-contact 
mixed martial arts. Try saying "No, thank you" to a group of enthusiastic Japanese gym 
buddies and you'll end up gloved-up as well! I'd like to think I'm the first GURPS author 
to score a knockout with a knee strike and call it "reality checking." 

Reality checking was crucial. For both personal interest and reality-checking needs, I 
trained karate, two forms of mixed martial arts, muay thai, escrima, Brazilian jiu-jitsu, 
kendo, and more. Our pool of research experts added even more styles, providing vital 
feedback on styles that I couldn't try personally. We included experts and non-martial 
artists alike in the playtest to ensure accuracy, clarity, and ease of use. We needed to 
make sure that everything was accurate -- and more important, fun and playable! 

In short, before we included a style, a weapon, or a technique, we insisted on checking 
the facts and the sources -- and if possible, reality checking it in person! 

Combat Skills vs. Combat Art vs. Combat Sport 

A GM who's designing a style needs to decide if it uses the basic combat skill, a Combat 
Art or Combat Sport variation, or some combination of the three. Sean and I had to 
decide this for every single style in the book. Martial skills, for game purposes, consist 
of three competing elements: form, distancing/timing, and power. Form is the elegance 
and attractiveness of the moves -- techniques with good form look good. Distancing is 
gauging where you and your weapons (hands, swords, whatever) are relative to the 
opponent, while timing is your ability to spot an opportunity and take advantage of it. 
Power is simply that -- strong techniques, delivered forcefully and efficiently to the 
target. Each of the three skill types emphasizes one or two of these at the cost of the rest: 

Combat skills emphasize power and distancing/timing at 
the expense of form. Any move that allows powerful 
strikes against a mobile, resisting foe gets used, 
regardless of attractiveness. Such things might not be 
pretty, or effective in a sporting situation, but they work. 

Art skills emphasize form at the cost of power and 

Boss: Is that your 
blood? 
Narrator: Some 
of it, yeah.

 

-- Fight Club

I'm a chain belt 
in kung-fu!

 

-- Billy Ray 

Valentine, 

Trading Places

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distancing/timing. They sacrifice a lot, but form is 
outstanding. The moves might not work in a combat situation, but they look 
good -- and sometimes, especially on film or in certain competitions, that's 
all that matters. 

Sport skills emphasize distancing/timing -- and to a lesser extent, form -- 
over power. Because sport events generally reward proper form over injury-
causing attacks, power isn't a priority. But distancing is critical if one wants 
to score on a resisting opponent. Some sports forms do include powerful 
strikes, but these generally have a very limited target set (perhaps just one 
area of the body) or limit scoring to only one class of strikes. How pretty it 
looks is secondary, although it isn't ignored; many scoring systems only 
reward correct technique, but you still need to hit the target! 

Thus, full-contact, limited-rules bouts where knockout is a real possibility use combat 
skills. At the resolution level of GURPS, if you can strike, grapple, or throw a resisting 
opponent with limited regard for his safety, then that's indistinguishable from combat! 
Safety gear, immediate medical support, matched opponents, and referee stoppages -- 
not the underlying skill -- are what changes the contest from combat to sport. 

"Why is <style> so <good/bad> in GURPS?" 

Martial artists often have very strong opinions about specific styles -- usually their own, 
but also others. These range from "This is the ultimate style!" to "That style sucks!" We 
tried to present a fair and reasonable description and rules treatment of each martial art. 
GURPS is a game, though, so we deliberately erred on the side of combat utility and 
function. Even the most questionable styles might have emerged from combat arts, may 
purport to teach combat-effective techniques, and are likely to be depicted as extremely 
deadly in the martial-arts fiction that people want to emulate in an RPG! 

"Why did you call it that?" 

We tried to use accurate names for all styles, but we favored the names most commonly 
found in widely available sources to make it easy to use Martial Arts to adapt real and 
fictional material. This led to a mishmash of two different transliteration methods for 
Chinese, complicated by styles having different names in Cantonese and Mandarin (with 
different transliterations for each one . . .). Other languages presented their own unique 
difficulties. For this reason, we often listed alternate names as well. Our main goal was 
to make it easy to find more information -- to give GMs and players the names they'd 
find on school signboards, book titles, and the Internet. 

"Why did you cut <style>?" 

Because we added so much to our edition of Martial Arts, a few styles presented in 
earlier versions didn't make it back into print. First, we cut many of the fictional martial 
arts, keeping only a small selection that covered a broad range of genres and play styles. 
It's easier for the GM to make up such styles than to research real ones, after all! 
Second, we cut a few historical styles. Generally, this was because we needed the space 
for another style that covered the same ground, geographically or otherwise -- but some 
were cut for being less-than-historical. The rundown: 

An Ch'i -- This art was supposedly used by legendary Chinese gypsies, 
assassins, and proto-ninjas. It's an unverifiable style for unverifiable people. 
Amusingly, I own a book on the Chinese gypsies who supposedly used 

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it . . . but even that book doesn't contain these techniques, nor does it 
provide any evidence beyond the author's assertions. 

Kuk Sool Won -- Korean styles were possibly overrepresented in earlier 
books. More importantly, I had little access to solid information on this art. 
was able to question a dedicated, willing practitioner of the widely 
available style of Hwa Rang Do, though, and I had numerous sources 
against which I could double-check his information. Thus, we chose to 
replace KSW with HRD. 

Military Hand-to-Hand -- This became a greatly expanded section covering 
specific styles: the USMC's MCMAP, Israel's Krav Maga, and the 
combative version of Russia's Sambo. We also added a lens for converting 
any style to a military one. 

Ninjutsu -- The biggest cut, but a necessary one. Ninjutsu isn't a martial-arts 
style. It's an occupational skill set that has a component fighting style, 
taijutsu, that we did include. The same goes for "Hashishin style" -- it's not 
a style, but a job for suicidal assassins who need Fanaticism and the 
willingness to take a few All-Out Attack maneuvers. There's no evidence 
that the Hashishin even trained in a dedicated system. 

Police Hand-to-Hand -- This became a lens for just about any style. 

Streetfighting -- This isn't a style. We replaced it with a lens for other styles 
and a discussion of "untrained" brawlers. This is both more accurate and 
easier on potential street-fightin' PCs. 

Uechi Ryu -- A popular style, but . . . We needed to add Shotokan, founded 
by the man who brought karate to Japan. We wanted to add Kyokushin, 
because of its wide availability and colorful founder. We insisted on having 
Te, as it represented the root from which all karate sprung. Karate was 
overrepresented, so something had to go. 

Wudong -- Wudong is a region, not a specific style. The Wudong family of 
martial arts consists of the Taoist styles, also known as the "internal" styles: 
T'ai Chi Chuan, Pa Kua Chuan, and Hsing I Chuan. We couldn't find 
verifiable sources on any style called "Wudong." 

None of the above styles made it past the initial discussions, so they weren't converted 
to Fourth Edition. Don't look for them in the outtakes below! 

. . . and Sean Snips 

A consequence of all this research and double-checking was 
that we had to snip some first-draft text that was merely "nice 
to have" in order to accommodate playtester recommendations 
for material that was necessary. Even with cuts, though, we 
were running long . . . until SJ Games decided that Martial 
Arts
 would have 256 pages instead of 240. This greatly 
reduced the number of necessary outtakes. There were still a 
few, however, as well as many rough write-ups proposed 
during the playtest that we lacked the time to properly test, or 

It's not daily 
increase but 
daily decrease -- 
hack away the 
unessential!

 

-- Bruce Lee, 

The Tao of Jeet 

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that overlapped existing material. 

The remainder of this article is a mixture of things that had to 
come out and items that didn't quite make it in. Fair warning: we didn't spend much time 
playtesting rules that wouldn't fit. Anything involving game mechanics might need a 
little adjustment to be balanced in play! 

Chapter 1 -- History 

We made a concerted effort not to hack on this chapter. The styles in Chapter 5 were so 
heavily dependent on laying a solid historical groundwork that every word cut here 
meant adding a word in 10 places later in the book -- a false economy if there ever was 
one. The biographies, however, were mostly for color . . . so with great reluctance, we 
took a famous American fighter out of contention. 

Chapter 2 -- Characters 

When it came to bulking up during the playtest, this was the only chapter that seriously 
challenged Chapter 4. At the request of the testers, we added a lot of notes on 
advantages and how to use them in Martial Arts campaigns, as well as several perks. 
Not everything made it in, though, and a few items had to come out to make room. The 
largest outtake was one of our sample NPCs. 

Kune Do

Martin "Farmer" Burns (1861-1937) 

Martin Burns earned his nickname when he wrestled in a $25-prize 
challenge match in Chicago in 1889. His overalls and obvious rural 
upbringing marked him as someone from the sticks, hence the 
moniker. Burns wrestled two matches, winning both despite being 
outweighed by his professional opponents. 

Burns continued to wrestle for the rest of his adult life, fighting an 
estimated 6,000 matches and losing only seven. He weighed a 
relatively modest 175 lbs. yet had a 20" neck. Pure muscle, Burns 
credited his development to a youth spent at hard labor and wrestling 
practice. He later came into demand as a trainer, and taught champion 
wrestlers such as Frank Gotch. 

In the early 20th century, Burns published a mail-order fitness manual 
that he sold for the then-tremendous sum of $35. It covered 
weightlifting, calisthenics, and self-defense using wrestling and 
jujutsu. It also described the "deep breathing" that he believed was so 
critical. These breathing exercises and the benefits Burns claimed for 
them were almost indistinguishable from Chinese qi gong. Unlike 
jujutsu, qi gong was unknown in the West. Burns' explanations didn't 
mention chi, but rather the invigorating and strengthening effects of 
deep breathing! 

João Dias (150 points) 

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João spent his childhood in a half-dozen Brazilian cities, dragged 
around by his mother, Ana, as she searched for "something better" -- 
which, as far as João could make out, meant "somewhere his father 
wasn't." Eventually, Ana got the cash to take her boy and move to the 
United States. Unfortunately, the money ran out shortly thereafter. 

João's teenage years went by in a half-dozen American cities in which 
being a poor immigrant was grounds for prejudice and violence. Los 
Angeles was the low point -- Ana found work, but the gangs found 
João. He spent over two years not exactly on the street but not exactly 
doing anything with his life. 

The day João's best friend, Roque, was shot by a fellow gang member 
was the day he vowed to get out of the life. As luck would have it, his 
roots provided the means: a Brazilian Jiu-jitsu school owner saw a bit 
of himself in João and decided to get him off the street. João trained 
with the dedication of a madman, and learned more about his culture 
during his training than he ever did busing between cities in Brazil. 

Today, João is a serious contender. He's fast, hard to catch, and 
excellent at grappling. He has won seven local tournaments -- most by 
triangle choke -- and is ready to tackle a regional event. He plans to 
fight his way to the top through hard work, and refuses to do anything 
remotely questionable. His secret weapon against second thoughts is 
the ringing in his right ear . . . it's a constant reminder of the shot that 
killed Roque, and only training seems to drown it out. 

João is his early 20s, and stands a fit 5'9" at 153 lbs. He was designed 
using the Contender template (p. 32), and practices Brazilian Jiu-jitsu 
(p. 167) with the "Street" lens (p. 145). 

ST 11 [10]; DX 13 [60]; IQ 10 [0]; HT 13 [30].  
Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [0]; 
Per 10 [0]; FP 13 [0].  
Basic Speed 7.00 [10]; Basic Move 7 [0]; Dodge 11; 
Parry 12.  

Social Background 

TL: 8 [0].  
CF: Latin [0]; Western [1].  
Languages: English (Accented) [4]; Portuguese (Native) 
[0].  

Advantages 

Enhanced Dodge 1 [15]; Fit [5]. Perks: Ground Guard; 
Style Familiarity (Brazilian Jiu-jitsu). [2]  

Disadvantages 

Obsession (Win a title and get off the street) (12) [-5]; 

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We also decided to cut one of our Innate Attack examples, since we felt that it was 
somewhat redundant with Flying Fists (p. 45). Still, it shows up in plenty of video 
games, and illustrates that not all chi attacks have to be "hard," damaging abilities. 

The playtesters proposed a lot of additional Style Perks, and many of them went into the 
book -- including Clinch (p. 51), Neck Control (p. 50), and Strongbow (p. 51). Some 
didn't make it in, though. In most cases, this was because the testers felt that the 
proposed perk was unbalanced, or at least needed more testing than we could give it. 
One perk lost out by only a slim margin, largely because the playtest ended before the 
debate as to whether it was balanced. 

Overconfidence (12) [-5]; Pacifism (Cannot Kill) [-15]; 
Stubbornness [-5]; Workaholic [-5]. 

Quirks: Believes that most people are lazy, not that he 
pushes himself hard; Curses in English around Brazilians 
and in Portuguese around Americans; Hates being called 
"Joe"; Minor Addiction (Guarana); Minor Handicap 
(Tinnitus in right ear). [-5] 

Skills 

Brawling (E) DX [1]-13; Fast-Talk (A) IQ [2]-10; 
Intimidation (A) Will [2]-10; Judo (H) DX+5 [24]-18; 
Knife (E) DX [1]-13; Lifting (A) HT-1 [1]-12; Running 
(A) HT-1 [1]-12; Streetwise (A) IQ+1 [4]-11; Urban 
Survival (A) Per+1 [4]-11; Wrestling (A) DX+2 [8]-15. 

Techniques: Triangle Choke (Judo) (H) [5]-18. 

Chi Shove (-50%): Crushing Attack 1d (Blockable, -10%; Costs 
Fatigue, 1 FP, -5%; Double Knockback, +20%; Low Signature, +10%; 
No Blunt Trauma, -20%; No Wounding, -50%; Variable, +5%) [3]. 
Notes: You can push around a distant target by miming a shove or a 
Judo Throw. If the victim has never witnessed this ability, he must 
make a Sense roll at -4 to realize that he's being attacked! (He may 
defend normally against later uses.) This is a standard ranged attack 
with Acc 3, 1/2D 10, Max 100, and RoF 1. It requires an Attack 
maneuver and a roll against Judo or Push to hit. On a hit, roll damage, 
double it, and assess knockback but no injury. 3 points. 

Focused Fury 

Unlike most fighters, you can combine Mighty Blows (p. B357) with 
Committed Attack (Strong), raising the damage bonus to +1 per die or 
a flat +2, whichever is better -- like All-Out Attack (Strong). You can 
also "stack" it with All-Out Attack (Strong), improving its damage 
bonus to the better of +2 per die or a flat +3. Either use costs 1 FP per 

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Chapter 3 -- Techniques 

This chapter was jam-packed even in the first draft, and the few techniques that the 
playtesters really felt needed to be added all ended up playtested and shoehorned in. 
Still, there was one outtake, cut mostly because not everyone agreed that we needed it in 
light of Counterattack (p. 70), Stop Hits (p. 108), and Riposte (p. 124). 

Chapter 4 -- Combat 

We were strongly opposed to outtakes here. Whenever several styles in Chapter 5 
required the same special combat rule, it was more efficient simply to add it once in 
Chapter 4 . . . so as with Chapter 1, every word cut here meant several new words later 
on. Another way to put it would be to say that this part of the book represented a lot of 
research and rules design, and everything in it was something that we really wanted to 
include. 

This was also the chapter that grew the most due to playtester-requested additions -- 
mostly, we agreed and added things. We decided not to include controversial items, 
though. The following optional rule is just one example. 

blow. 

Deceptive Parry 

Hard  

Default: prerequisite skill Parry-4.  
Prerequisite: Any unarmed or Melee Weapon skill; 
cannot exceed prerequisite Parry.

  

This technique involves a risky defensive maneuver that opens up 
your attacker to a counter. In effect, you start your own attack early to 
take advantage of your parry . . . at the risk of failing to defend! You 
must declare this gambit before you defend against a given opponent. 
It gives you -4 to all defenses against that foe. Deceptive Parry lets 
you buy off this penalty for Parry, but not for Block or Dodge. If you 
successfully parry your enemy's melee attack, he has -4 to defend 
against your first attack if he tries to parry with the weapon or limb 
that you just parried. This has no effect on his other defenses, 
including parry attempts with other weapons or limbs. 

Practice Makes Perfect 

When rolling to hit with a technique, how you achieved your skill 
level is unimportant; e.g., a karateka with Karate at 18 and Jump Kick 
at default and one with Karate at 14 and 5 points in Jump Kick both 
have Jump Kick at 14. But constantly practicing one move toughens 
body parts and provides hard-won experience that accuracy doesn't 

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Chapter 5 -- Styles 

By now you're probably sensing a trend: "If the playtesters convinced us that something 
was necessary to make Martial Arts a complete work, we added it." Guilty as charged! 
And even with the extra 16 pages that a 256-page book gave us, we had to make space 
for all of this somewhere. Chapter 5 bore the brunt of the cutting simply because it was 
the longest chapter by far, and many of the styles it described were very similar to other 
styles. 

Here are the missing styles in all their glory. These first two were originally part of 
Stickfighting (p. 157). 

really reflect. For every two full points in a technique, you get +1 on 
rolls to avoid any negative consequences it has (falls, self-inflicted 
harm, etc.), and on non-combat skill rolls required to set it up or 
recover from it. For instance, if you raise Flying Jump Kick from 
Karate-7 to Karate for 8 points, you get +4 to the DX or Jumping roll 
to set it up and the DX or Acrobatics roll to avoid falling if you fail. 
This bonus never modifies attack or defense rolls -- only incidental 
rolls. 

Egyptian Stickfighting 

4 points  

Ancient Egyptian tomb murals depict stickfighting done for the 
amusement of the pharaoh. They also show boys practicing 
stickfighting -- either as training for war or as a combat form in itself. 
Shields aren't in evidence, but warriors of that era would have used 
them in warfare. 

Skills: Shield; Smallsword; Wrestling.  
Techniques: Arm Lock (Wrestling); Armed Grapple 
(Smallsword); Disarming (Smallsword); Feint 
(Smallsword).

  

Optional Traits 

Advantages: Combat Reflexes.  

Tapado 

3 points  

Tapado is a form of Filipino stickfighting that uses a jo-like stick 
wielded in two hands. Practitioners usually study it in conjunction 
with other Filipino martial arts. 

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The third and final style we removed was part of Jujutsu (p. 166). As a matter of trivia, 
it was also the original inspiration for the Styleô box on p. 27. 

Skills: Staff; Two-Handed Sword.  
Techniques: Disarming (Staff or Two-Handed Sword); 
Feint (Staff or Two-Handed Sword).  
Perks: Form Mastery (Staff).

  

Optional Traits 

Advantages: Enhanced Parry (Staff).  

Small-Circle Jujitsu 

4 points  

Small-Circle Jujitsu is the style of Hawaiian judo and jujutsu master 
Wally Jay. It depends more on stand-up locks than on ground fighting 
and throws. Its name refers to the art's basic principle for manipulating 
an adversary's limbs or joints: the practitioner pushes the opponent 
with the thumb and hand while pulling with the arms, the resulting 
motion describing a small circle. This simultaneous push-pull action 
uses the victim's body to provide the leverage needed to throw him or 
place him in a lock. 

Small-Circle Jujitsu emphasizes controlling the opponent via joint 
locks, finger locks, arm bars, and pain compliance. The stylist 
counters an assailant's strikes and grabs with locks and throws. He 
rarely lets go after a throw, instead holding on and following up with a 
painful lock. In a lethal situation, he might incapacitate his foe with 
chokes and damaging locks -- but the style stresses rendering the 
adversary helpless, not crippling him. This defensive emphasis is 
evident in the stylist's preferred maneuvers: Wait, All-Out Defense 
(Increased Parry), and Defensive Attack. 

Cinematic Small-Circle Jujitsu masters have little access to chi 
abilities. They should have remarkably high levels of Judo, Arm Lock, 
and Finger Lock, however, and use the Technique Mastery perk to 
exceed the normal limits of those techniques! 

Small-Circle Jujitsu has both combat and sport aspects. Fighters train 
for self-defense and uncontrolled conditions, but also learn to control 
or choke out an opponent safely in a dojo. Training covers reviving a 
partner rendered unconscious by jujitsu techniques, and many students 
go on to learn full-fledged first aid as well as basic CPR. Because of 
these factors -- and the style's emphasis on controlling an opponent 
with pain instead of injuring him -- Pacifism (Cannot Kill) suits many 
stylists. 

Skills: Judo; Judo Sport; Savoir-Faire (Dojo).  

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As in earlier chapters, not every idea that came up during the playtest made it into print. 
Here's a small box that didn't quite make the grade. We thought it was kind of neat, 
because it really suited certain kinds of martial-arts fiction. The playtesters assured us 
that it was also rather obvious . . . so we quietly set it aside for this article. 

Chapter 6 -- Weapons and Equipment 

Needless to say, given Man's gift for coming up with new and brutal ways to kill his 
fellow man, weapons could have filled all 256 pages by themselves. The abbreviated 
glossary format let us include a lot of weapons. Then the day after we submitted the 
final draft, Sean saw a picture in his local paper and realized that he had left out one of 
his favorites . . . 

This article is provided FREE in support of a SJ Games product, but Pyramid runs 
many other articles each week that are available only to subscribers! Become a Pyramid 
subscriber today! You'll get access to our complete archive of Pyramid articles, plus the 
latest industry news, access to SJ Games playtest material, and more! 

 

Techniques: Arm Lock; Breakfall; Choke Hold; Finger 
Lock; Leg Lock.  
Cinematic Skills: Mental Strength.  
Perks: Technique Mastery (Arm Lock); Technique 
Mastery (Finger Lock).

  

Optional Traits 

Advantages: Empathy.  
Disadvantages: Pacifism (Cannot Kill).  
Skills: First Aid; Judo Art; Karate.  
Techniques: Leg Grapple.  

Balanced Development 

Meditation, Philosophy, Theology, and even Mathematics are core 
skills for styles with a strong intellectual element. In a game that 
favors this angle over violence, the GM may forbid warriors to learn 
combat skills at a higher level than their style's more intellectual skills. 
In return, Mental Strength and Tactics default to such cerebral skills at 
no penalty -- as does the Feint technique, making wise masters as 
tricky as agile ones. 

Haladie -- India, Sudan. A knife with blades above and below the 
grip. Treat as a L

ARGE

 K

NIFE

 (pp. B272, B276) that lets the user 

choose freely between the rules for a normal grip and a Reversed Grip 
(p. 111), as best suits the task at hand. It cannot pummel and gives -1 
to skill. $80, 1.5 lbs. 

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Article publication date: July 13, 2007 

Copyright © 2007 by 

Steve Jackson Games

. All rights reserved. Pyramid subscribers are permitted to read 

this article online, or download it and print out a single hardcopy for personal use. Copying this text to 
any other online system or BBS, or making more than one hardcopy, is strictly prohibited. So please don't. 
And if you encounter copies of this article elsewhere on the web, please report it to 

webmaster@sjgames.com

 

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