By Peter Dell'Orto

Inscrutable masters from hidden temples. specific Forces squaddies. Swashbuckling pirates. Bare-chested brawlers.
GURPS Martial Arts brings battling kinds from all through background to Fourth version. From renowned Asian bare-handed strategies to ecu strive against arts to incredible non-human education, this e-book balances practical ancient colleges with cinematic feats from Hong Kong, Tokyo, and Hollywood. Recreate the best combatants on this planet, or create a mode to slot a brand new crusade, Martial Arts has the strategies and directions you would like.
now not all strive against strategies map to options and types, even if. Many require extensions to the wrestle method itself, so Martial Arts expands at the wrestle and harm ideas from GURPS easy Set. a few of these additions are hugely real looking, whereas others are tremendous cinematic - yet they're all not obligatory, permitting the GM to come to a decision which ideas follow. Customizing the GURPS strive against method hasn't ever been more uncomplicated.
This booklet replaces and expands at the details and principles from the former variation of GURPS Martial Arts for 3rd version.

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"It is ever so with the issues that males start: there's a frost in Spring or a blight in summer season, and so they fail in their promise" (LotR III, p. 182).

Elendil and his heirs prepared kingdoms once they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and filthy rich kingdoms at first of the 3rd Age. at the moment the background of the 2 kingdoms parted; the megastar of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North country. the 1st was once the waning of the Dunedain who dwelt in Arnor. the second one, and much larger was once the shadow that got here from the land of Angmar. the lads of Arnor withstood the evil strength of the Witch King for 6 lengthy centuries, a tribute to the energy and gear of the Dunedain of the North.

Arnor had suffered relatively little within the conflict opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even if the numbers of the Dunedain were decreased, they have been nonetheless nice. The weather of Arnor used to be light and the land used to be fertile and freed from enemies. For a couple of hundred years concerns went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy ahead of the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the seashores of Lake Nennuial, and withdrew to the lesser fort urban of Fornost.

The nation of Arnor used to be doomed to "a frost in Spring, and a blight in summer time. " The heirs of the dominion may well not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T. A. 861 the energy of the northern realm used to be divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling endured; Rhudaur and Cardolan contested the ownership of the tower of Amon Sul and its Palantir. The watch on evil slept within the north; males grew to become inwards and anxious themselves with their very own affairs. The rumours of evil multiplying within the mountains didn't curiosity them; for Arthedain and Cardolan at the least, the mountains have been some distance off. None gave their awareness to the unpromising valley in a northern fork of the Misty Mountains.

The Witch King arose in Angmar throughout the realm of Malvegil of Arthedain, a while among T. A. 1272-1349. males turned conscious of the starting to be evil within the mountains, yet Angmar was once nonetheless getting ready its strength. No attacks at the Dunedain got here until eventually Argeleb, the son of Malvegil, assumed the throne.

The subsequent sixty years have been darkish ones for the Dunedain of the North. The Dunedain of Rhudaur have been pushed out through evil hillmen in league with Angmar and Argeleb was once slain in conflict. jointly Arthedain and Cardolan held the elements Hills opposed to Angmar. In 1409 T. A. the Witch King of Angmar published his deadliest attack. Amon Sul used to be raised and burned and the Dunedain have been compelled to escape westward. Cardolan used to be laid to waste. aid got here to the Dunedain from the Elves of the gray Havens, Rivendell, and Lorien. The armies of Angmar have been repelled from Fornost and the North Downs, and compelled to withdraw to Angmar. The shadow of the North used to be contained for a time.

ANGMAR

The land of Angmar is without doubt one of the grimmest areas in all of Middle-earth. it isn't black and twisted like Mordor, yet heartbreakingly chilly and barren. It lies in a northern fork within the Western Misty Mountains, and within the japanese Misty Mountains. Little task is headquartered upon the barren undeniable among the fork within the mountains; the border safeguard of fellows is decided within the rolling hills upon the sting of the low plateau. those males watch the lengthy border street that runs from Carn Dûm to the southern tip of Angmar. The orcs want the security of the tunnels within the mountains. within the East the Witch King has no border protect; the mountains bar access into Angmar from that course, other than to people who comprehend the orcish tunnels.

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45) [5]; Perfect Balance [15]; Trained by a Master [30]. , p. 132). [4] Disadvantages Duty (Shining Temple of the Autumn Wind; 15 or less; Extremely Hazardous) [-20]; Shyness (Mild) [-5]; Social Stigma (Second-Class Citizen) [-5]; Vow (Fight without weapons) [-15]; Wealth (Poor) [-15]. Quirks: Believes that users of TL4+ gadgetry are weak; Finds big moustaches exceptionally silly; Humble; Incompetence (Riding); Shouts out the name of each technique before attacking (much to the puzzlement of American foes).

This level is ideal for realistic Martial Arts games. It lets the PCs be capable without being godlike or one-dimensional. Larger-than-Life (200-300 points): As the Basic Set says, this level suits the leading roles in kung fu movies! Those with ordinary jobs can afford to be world-class in their field and heroic martial artists. Both character types are only borderline-realistic, but this is a good starting level for cinematic Martial Arts games and action-movie campaigns. Legendary (300-500 points): Any character who starts out this powerful and has more than a few points in martial-arts skills will be an adept martial artist – even if ostensibly something else – unless intentionally designed to be physically incompetent.

Her job is a tough one: retrieve the Five Tigers Jade Buddha statue, which was stolen from its guardian monks by American crooks. To them, it was merely a valuable antique. To those who know better, it’s a powerful relic, capable of binding evil spirits. The Temple chose Kai Lian for her stealth and fighting abilities, and the fact that she learned broken English from her master. None of this has helped her much when it comes to dealing with American culture and technology. “Frisco” was nothing like China, and it took all of her acrobatic skills to dodge the bullets of those thugs at the docks.

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