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Furious Fist

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ACTION 3

TM

FURIOUS FISTS
TM

Written by SEAN PUNCH


Editorial Assistance by JASON "PK" LEVINE
Illustrated by SHEA RYAN and DAN SMITH

AN E23 SOURCEBOOK FOR GURPS ®

STEVE JACKSON GAMES ®


Stock #37-0312 Version 1.0 – August 2009
INTRODUCTION . . . . . . . . . 3
CONTENTS Dual-Weapon Attack . . . . . . . . . . . . 16 Uppercut . . . . . . . . . . . . . . . . . . . . . . 19
About the Author . . . . . . . . . . . . . . 3 Elbow Drop. . . . . . . . . . . . . . . . . . . . 16 Wrench (Limb) . . . . . . . . . . . . . . . . . 19
About GURPS . . . . . . . . . . . . . . . . . 3 Elbow Strike . . . . . . . . . . . . . . . . . . . 16 How Much Damage
Evade .. . . . . . . . . . . . . . . . . . . . . . . . 16 Do I Do? . . . . . . . . . . . . . . . . . . 19
1. MARTIAL-ARTIST Feint . . . . . . . . . . . . . . . . . . . . . . . . . 17
TEMPLATES . . . . . . . . . 4 Flying Jump Kick . . . . . . . . . . . . . . . 17 3. MARTIAL-ARTS
Ground Fighting. . . . . . . . . . . . . . . . 17 WEAPONS . . . . . . . . . 20
LENSES . . . . . . . . . . . . . . . . . . . . . 4 Jump Kick. . . . . . . . . . . . . . . . . . . . . 17
New Lens: Wise Master . . . . . . . . . . . 4 Dressing to Kill. . . . . . . . . . . . . . . . 20
Kicking . . . . . . . . . . . . . . . . . . . . . . . 17 Martial-Arts Melee
Campaign Types . . . . . . . . . . . . . . . . 5 Knee Strike . . . . . . . . . . . . . . . . . . . . 17 Weapon Table . . . . . . . . . . . . 20
TEMPLATES. . . . . . . . . . . . . . . . . . . 5 Leg Lock . . . . . . . . . . . . . . . . . . . . . . 17 Martial-Arts Ranged
Big Guy . . . . . . . . . . . . . . . . . . . . . . 5 Lethal Kick . . . . . . . . . . . . . . . . . . . . 17 Weapon Table . . . . . . . . . . . . 22
Fast Guy. . . . . . . . . . . . . . . . . . . . . . 6 Lethal Strike . . . . . . . . . . . . . . . . . . . 17 Poison . . . . . . . . . . . . . . . . . . . . . . . . 22
Ninja. . . . . . . . . . . . . . . . . . . . . . . . . 8 Neck Snap. . . . . . . . . . . . . . . . . . . . . 17
Traceur . . . . . . . . . . . . . . . . . . . . . . . 9 Piledriver. . . . . . . . . . . . . . . . . . . . . . 17 4. COMBAT RULES . . . . . 23
Weapon Master . . . . . . . . . . . . . . . 11 Finishing Moves. . . . . . . . . . . . . . . 17 Acrobatic Stand . . . . . . . . . . . . . . . . 23
Proxy Fighting . . . . . . . . . . . . . . . . . 18 Acrobatics Galore. . . . . . . . . . . . . . . 23
2. MARTIAL-ARTS Rappelling . . . . . . . . . . . . . . . . . . . . . 18 Bear Hugs . . . . . . . . . . . . . . . . . . . . . 23
Retain Weapon . . . . . . . . . . . . . . . . . 18 Bonk! . . . . . . . . . . . . . . . . . . . . . . . . . 23
ABILITIES . . . . . . . . . 13 Roll with Blow . . . . . . . . . . . . . . . . . 18 Don’t Shoot! . . . . . . . . . . . . . . . . . . . 23
ADVANTAGES. . . . . . . . . . . . . . . . . 13 Rope Up . . . . . . . . . . . . . . . . . . . . . . 18 Extra Effort in Combat . . . . . . . . . . 23
Arm ST . . . . . . . . . . . . . . . . . . . . . . . 13 Running Climb . . . . . . . . . . . . . . . . . 18 Extra Steps . . . . . . . . . . . . . . . . . . . . 24
Claws . . . . . . . . . . . . . . . . . . . . . . . . . 13 Scaling. . . . . . . . . . . . . . . . . . . . . . . . 18 Kayo . . . . . . . . . . . . . . . . . . . . . . . . . 24
Damage Resistance . . . . . . . . . . . . . 13 Skidding . . . . . . . . . . . . . . . . . . . . . . 18 Multiple Fast-Draws. . . . . . . . . . . . . 24
Enhanced Defenses . . . . . . . . . . . . . 13 Sliding . . . . . . . . . . . . . . . . . . . . . . . . 18 Ranged Rapid Strike . . . . . . . . . . . . 24
Extra Attack . . . . . . . . . . . . . . . . . . . 13 Spinning . . . . . . . . . . . . . . . . . . . . . . 18 Some Bulletproof Advice . . . . . . . . 24
Lifting ST . . . . . . . . . . . . . . . . . . . . . 13 Spinning Kick. . . . . . . . . . . . . . . . . . 18 Techniques as New Options . . . . . . 25
Striker . . . . . . . . . . . . . . . . . . . . . . . . 14 Spinning Punch . . . . . . . . . . . . . . . . 19 Very Rapid Strike . . . . . . . . . . . . . . . 25
Striking ST . . . . . . . . . . . . . . . . . . . . 14 Stamp Kick . . . . . . . . . . . . . . . . . . . . 19
Talent . . . . . . . . . . . . . . . . . . . . . . . . 14 GURPS Martial Arts . . . . . . . . . . 25
Sweeping Kick . . . . . . . . . . . . . . . . . 19
Trained by a Master . . . . . . . . . . . . . 14 Toe Flip . . . . . . . . . . . . . . . . . . . . . . . 19
Weapon Master. . . . . . . . . . . . . . . . . 14
INDEX . . . . . . . . . . . . . . 26
Zeroed . . . . . . . . . . . . . . . . . . . . . . . . 14
Perks. . . . . . . . . . . . . . . . . . . . . . . . 15
TECHNIQUES . . . . . . . . . . . . . . . . 16
Acrobatic Stand . . . . . . . . . . . . . . . . 16
Jake, why don’t you take your fists of fury
Arm Lock . . . . . . . . . . . . . . . . . . . . . 16
Back Kick . . . . . . . . . . . . . . . . . . . . . 16
outside. You’re making the poor man
Balancing . . . . . . . . . . . . . . . . . . . . . 16 nervous.
Choke Hold . . . . . . . . . . . . . . . . . . . . 16
Disappear . . . . . . . . . . . . . . . . . . . . . 16
Disarming . . . . . . . . . . . . . . . . . . . . . 16
– Mace Ryan, Rapid Fire
Dive n’ Roll . . . . . . . . . . . . . . . . . . . . 16

GURPS System Design ❚ STEVE JACKSON Page Design ❚ PHIL REED and Marketing Director ❚ PAUL CHAPMAN
GURPS Line Editor ❚ SEAN PUNCH JUSTIN DE WITT Director of Sales ❚ ROSS JEPSON
e23 Manager ❚ STEVEN MARSH Art Director ❚ WILL SCHOONOVER GURPS FAQ Maintainer ❚ –––––––
Managing Editor ❚ PHILIP REED Production Artist & Indexer ❚ NIKOLA VRTIS VICKY “MOLOKH” KOLENKO
Prepress Checker ❚ MONICA STEPHENS

Additional Material: Peter Dell’Orto


Reviewers: Peter Dell’Orto and Steven Marsh
GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Action, Furious Fists, e23, and the names of all
products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
GURPS Action 3: Furious Fists is copyright © 2009 by Steve Jackson Games Incorporated. Some art © 2009 JupiterImages Corporation. All rights reserved.
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CONTENTS 2
INTRODUCTION
Action movies have a love affair with hand-to-hand may- It also assumes a campaign that uses the cinematic combat
hem. Want to underline how tough the hero is? Set aside the rules found in Exploits. GURPS Martial Arts isn’t required
high-tech equalizers – guns, cars, spy gizmos, etc. – and have reading, however; Furious Fists includes all the necessary
the good guy square off against the villain in single combat. content in simplified, rules-light form. Still, if you enjoy Furi-
Better yet, have him defeat gun-waving mooks using only a ous Fists, you’ll want Martial Arts eventually.
sword, a stick, or his bare hands.
Two words leap to mind here: martial arts. Of course, not
everyone who can throw a punch or use a melee weapon is a
martial artist. Nearly every template in GURPS Action 1:
Heroes includes basic roughhousing skills: the lifesaving medic
can restrain unruly patients, and might even wield his scalpel in
anger; the geeky wire rat still receives basic hand-to-hand train-
ing; and so on. Only the hacker lacks such chops. But the true
martial artist focuses on punches and kicks, on nunchaku and
ninja stars – that’s his primary role on the squad!
Likewise, not every martial-arts film is an action movie.
ABOUT THE AUTHOR
Sean “Dr. Kromm” Punch set out to become a particle
Many are historical costume pieces, while Action makes its physicist in 1985, ended up the GURPS Line Editor in 1995,
home in the world of jets, the Internet, and full-automatic and has engineered rules for almost every GURPS product
weapons. Good martial-arts cinema often minimizes since. He developed, edited, or wrote dozens of GURPS Third
escapades like those in GURPS Action 2: Exploits, preferring Edition projects between 1995 and 2002. In 2004, he produced
instead to tell a master or style’s tale, and focusing mainly on the GURPS Basic Set, Fourth Edition with David Pulver. Since
aesthetics, technical accuracy, and/or the heroes’ philosophy. then, he has created GURPS Powers (with Phil Masters),
Action concerns itself with just the fighting! GURPS Martial Arts (with Peter Dell’Orto), and the GURPS
Thus, GURPS Action 3: Furious Fists cuts to the chase Action, GURPS Dungeon Fantasy, and GURPS Power-Ups
and offers rules for creating and playing martial-artist PCs series . . . and the list keeps growing.
with a straightforward role: Defeat bad guys in situations Sean has been a gamer since 1979. His non-gaming inter-
where guns are forbidden, too noisy, or flat-out uncool, and ests include cinema, cooking, and wine. He lives in Montréal,
kick the butt of rival martial artists. Québec with his wife, Bonnie. They have two cats, Banshee
Be aware that Furious Fists expands the character-creation and Zephyra, and a noisy parrot, Circe.
guidelines in Heroes and is meant to be used alongside them.

About GURPS
Steve Jackson Games is committed to full support of Errata. Everyone makes mistakes, including us – but we
GURPS players. Our address is SJ Games, P.O. Box 18957, do our best to fix our errors. Up-to-date errata sheets for all
Austin, TX 78760. Please include a self-addressed, stamped GURPS releases, including this book, are available on our
envelope (SASE) any time you write us! We can also be website – see below.
reached by e-mail: info@sjgames.com. Resources include: Internet. Visit us on the World Wide Web at
www.sjgames.com for errata, updates, Q&A, and much
Pyramid (www.sjgames.com/pyramid). Our online
more. To discuss GURPS with SJ Games staff and fellow
magazine includes new GURPS rules and articles. It also
gamers, come to our forums at forums.sjgames.com. The
covers the d20 system, Ars Magica, BESM, Call of
GURPS Action 3: Furious Fists web page can be found at
Cthulhu, and many more top games – and other Steve
www.sjgames.com/gurps/books/action/action3.
Jackson Games releases like Illuminati, Car Wars, Tran-
Bibliographies. Many of our books have extensive bibli-
shuman Space, and more. Pyramid subscribers also get
ographies, and we’re putting them online – with links to let
opportunities to playtest new GURPS books!
you buy the books that interest you! Go to the book’s web
New supplements and adventures. GURPS continues to
page and look for the “Bibliography” link.
grow, and we’ll be happy to let you know what’s new. For a
current catalog, send us a legal-sized SASE, or just visit Rules and statistics in this book are specifically for the
www.warehouse23.com. GURPS Basic Set, Fourth Edition. Page references that
e23. Our e-publishing division offers GURPS adven- begin with B refer to that book, not this one.
tures, play aids, and support not available anywhere else!
Just head over to e23.sjgames.com.

INTRODUCTION 3
Campaign Types
Some notes on adjusting the standard campaign types but weapon masters with sword canes have been around
(Heroes, pp. 5-6) to accommodate martial artists: since the 1960s, traceurs are the latest craze, and the big
guy and fast guy offer suitably sneaky muscle.
Brotherhood in Blue: Any martial-artist template might
Task Force: Any martial artist with the intelligence, law
work; just add the law enforcement or security lens. How-
enforcement, military, or security lens could work. Other-
ever, chasing scumbags through city streets is classic cop
wise, the advice for the caper campaign holds: The GM
action, so traceurs fit particularly well. Ninjas and weapon
should confront the task force with obstacles that require
masters border on inappropriate – few detectives have
the traceur, ninja, etc.
leave to behead suspects with a katana!
Troubleshooters: The fact that martial artists don’t wield
Caper: The GM can make martial artists vital to elabo-
guns makes them useful to private operators who lack legal
rate capers by including a heavy obstacle for the big guy, a
authority and don’t want the attention of people who have
high wall for the traceur, and so on. As most crews avoid
it. A team assembled by professionals will want a martial
noise and murder, unarmed combat skills are valuable. The
artist who’s a career expert, making the athlete and mar-
criminal lens remains appropriate – but masterminds
tial-arts master lenses most suitable.
employ specialists, and the athlete lens better suits those
Vigilante Justice: Action tales are full of martial artists
whose specialty is strength or speed.
who deal street justice. The usual lenses – notably law
Commandos: Modern battlefield weaponry makes it
enforcement – could work, but in movies, heroes with the
difficult to keep hand-to-hand fighters alive, even in over-
martial-arts master and wise master lenses regularly seek
the-top campaigns. At minimum, the GM should require
revenge on scum, while those with the rich adventurer lens
the military lens and encourage players to choose the big
battle crime using costly toys and equally expensive mar-
guy (tough enough to survive), ninja (sneaky enough to
tial-arts lessons.
avoid harm), or weapon master (melee weapons are bet-
War Against Terror: Hand-to-hand combat is no match
ter than nothing!).
for high-tech weapons wielded by killers who fight dirty.
Mercs: If the campaign is genuinely military, the notes
Martial artists should have the law enforcement, military,
for commandos apply. If civilian, see the advice for caper
or security lens, and load up on Guns skills. The ninja and
and troubleshooters campaigns.
traceur have the greatest odds of being useful.
Spy vs. Spy: Martial-artist agents should have the intel-
ligence or security lens. The ninja is a spy, and fits best –

TEMPLATES
BIG GUY Hands) [5/level], Fearlessness [2/level], Fit [5] or Very Fit [15],
Hard to Kill 1-2 [2/level], Hard to Subdue 1-2 [2/level], High
250 points Pain Threshold [10], Lifting ST 1-2 [3/level], Rapid Healing
Time to separate the men from the boys. [5] or Very Rapid Healing [15], Serendipity 1-2 [15/level],
– Ray Jackson, Bloodsport Striker (Crushing; Shin, -20%) [4], Striking ST 1-2 [5/level],
Strong Chi 1-4 [5/level], Wild Talent 1 [20], raise DR to DR 2
You’re a master of barehanded combat – but not the sort who (Limited, Crushing, -40%) [6] for 3 points, or replace Luck
jumps readily to mind. In fact, you prefer not to jump, and favor [15] with Extraordinary Luck [30] for 15 points.
physical strength and grit over acrobatics. This doesn’t mean Disadvantages: -20 points chosen from among Compulsive
that you lack finesse; you simply like to settle scraps with solid Behavior (Brawling) [-10*], Duty (Agency, mob, service, or
hits, not by dancing around. As far as you’re concerned, leaping similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15,
is a way to exit moving vehicles and second-story windows . . . or -20], Obsession (Beat a specific rival or win a certain
and in those situations, you’re tough enough to take the fall! tournament) [-5*], Sense of Duty (Team) [-5], or Vow
Attributes: ST 15 [50]; DX 13 [60]; IQ 10 [0]; HT 14 [40]. (Always fight unarmed) [-15]. • Another -15 points chosen
Secondary Characteristics: Damage 1d+1/2d+1; BL 45 lbs.; from among those traits or Bad Temper [-10*], Berserk
HP 15 [0]; Will 11 [5]; Per 10 [0]; FP 14 [0]; Basic Speed 7.00 [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5], Honesty
[5]; Basic Move 7 [0]. [-10*], Impulsiveness [-10*], On the Edge [-15*], Overconfi-
Advantages: DR 1 (Limited, Crushing, -40%) [3]; Luck [15]; and dence [-5*], Pacifism (Cannot Harm Innocents) [-10], or
Trained by a Master [30]. • A further 30 points chosen from Stubbornness [-5]. • A further -15 points chosen from either
among lens advantages (p. 4 and Heroes, pp. 4-5), additional of the previous lists or Basic Move -1 or -2 [-5/level], Alco-
martial-arts abilities, ST +1 to +3 [10/level], DX +1 [20], HT holism [-15], Appearance (Unattractive or Ugly) [-4 or -8],
+1 to +3 [10/level], HP +1 to +5 [2/level], Will +1 to +6 Chummy [-5] or Loner [-5*], Gluttony [-5*], Ham-Fisted 1-
[5/level], FP +1 to +5 [3/level], Arm ST 1-2 [5/level], Combat 2 [-5/level], Odious Personal Habits [-5 to -15], Overweight
Reflexes [15], Daredevil [15], Enhanced Parry 1-3 (Bare [-1] or Fat [-3], or Social Stigma (Criminal Record) [-5].

MARTIAL-ARTIST TEMPLATES 5
Flurry of Blows: Pay 1 FP per strike to halve the Rapid Strike of suffering injury, the victim must make a HT roll at a penalty
or Very Rapid Strike penalty, dropping fractions. An ordinary equal to the penetrating damage (if damage is exactly 0 after DR,
fighter could pay 1 FP to strike at -3/-6, or 2 FP to hit at -3/-3. roll at full HT) or be knocked out for 15 minutes.
A martial artist with Trained by a Master could, for instance,
attempt four attacks at -9, but spend 1-4 FP to make one to Multiple Fast-Draws
four of those blows at just -4.
Ninjas, especially, like to whip out multiple throwing
Mighty Blows: Pay 1 FP per blow to get the damage bonus of
weapons for Ranged Rapid Strike (below). Every turn, you may
All-Out Attack (Strong) while retaining defenses. This nor-
Fast-Draw one weapon per hand at no penalty (draws with the
mally can’t be combined with All-Out Attack (Strong), but see
“off” hand have the usual -4). If you willingly discard or hurl a
Focused Fury (p. 15).
weapon – but not if you fail at Fast-Draw or lose a weapon on
a critical miss – you may continue to make Fast-Draw attempts
Extra Steps on your turn. Attempts with a given hand have a cumulative -2
A martial artist with Trained by a Master or Weapon Mas- per Fast-Draw roll after the first. Two-handed Fast-Draw
ter, and who has more than one melee attack thanks to Extra attempts count against the total for both hands, and use the
Attack or All-Out Attack (Double), can “trade” some of his worst penalty accrued for either hand.
attacks for extra steps on a one-for-one basis. He can insert It’s possible to Fast-Draw multiple, identical weapons at
these steps anywhere in his attack sequence – even amidst a once. These must weigh less than 1 lb. Make a single roll at -2
Dual-Weapon Attack or a Rapid Strike (neither of which can be per weapon. For the sake of future Fast-Draw rolls, this counts
traded for steps) – or use them to leap away after attacking. as one previous attempt per weapon.
Success and failure have their usual effects in all cases.
Kayo
If an attacker has managed to sneak up behind someone – Ranged Rapid Strike
typically thanks to Stealth – he may attempt to use a crushing Those with Weapon Master – most often ninjas – can use
attack to knock out his quarry without grievous bodily harm. He Rapid Strike (p. B370), including Very Rapid Strike (p. 25), with
must declare this before striking. Roll an attack to the head, with thrown weapons. Apply the usual penalties to hit, adjusted for
all the usual modifiers. On a hit, roll damage normally and sub- Weapon Master: -3 for two throws, -6 for three, etc. This move
tract the DR of headgear, plus another DR 2 for the skull. Instead can target multiple opponents.

Some Bulletproof Advice


Realistically, bringing fists to a gunfight means being • Tumbling (Exploits, p. 37). In a battle where decep-
massacred. In an action-movie campaign, the first defense tion fails, this rule lets a martial artist skilled at Acrobatics
against this is the GM’s common sense. If all the PCs are give gun-toting enemies -2 to hit as he closes to melee
martial artists, this might be as trivial as making every range, while he enjoys +2 to Dodge. With Acrobatics Galore
fight a melee. If the squad includes gunmen, however, it’s (p. 23), this bonus can thwart many foes.
unfair to eliminate gunplay. Here are some tips for keeping • Dodge! Don’t forget that GURPS allows a Dodge roll
martial artists alive: against bullets. Martial artists can exploit this by raising
Dodge via Combat Reflexes, Enhanced Dodge, or higher
• Chases (Exploits, pp. 31-35). Consider running
Basic Speed. They can get +2 more from Acrobatic Dodge
encounters between gun-waving mooks and martial artists
(p. B375) – more than once, with Acrobatics Galore. And
as chases. High-skill heroes will easily win the Quick Con-
they can claim +3 from Dodge and Drop (p. B377), using
test of Chase Rolls and control the range. Reducing range
Acrobatic Stand (p. 16) to spring up in time to do it again.
to Close neutralizes the guns’ range advantage and allows
• Extra Effort Rules (Exploits, pp. 37-38). Most martial
Move and Attack maneuvers to deliver melee attacks –
artists have many FP to spend on Feverish Defense to
which cause no Chase Roll penalties with Trained by a
dodge gunfire (another Dodge bonus!) and Heroic Charge
Master or Weapon Master! Widening the gap gives mooks
to run down gunmen.
insurmountable range penalties and lets martial artists flee
• Cinematic Combat Rules (Exploits, p. 38). Even the
via Hide (the ninja’s standby), Stunt Escape (the traceur’s),
GM who doesn’t allow every cinematic option should con-
or dashing beyond Extreme range.
sider permitting Bulletproof Nudity, Cinematic Explosions,
• Sneaky Fighting (Exploits, p. 37). If a pitched battle is
Gun Control Law, Melee Etiquette, Mook Marksmanship, TV
unavoidable, martial artists should attempt Death from the
Action Violence, and/or Unarmed Etiquette – and offensive
Shadows at the outset. Success means a close-range surprise
use of Flawless Firearms – when heroes with Trained by a
attack on a mook gunman! A beleaguered martial artist who
Master or Weapon Master face guns.
reaches concealment can try Disappear (p. 16) to escape.
• It’s Better to Be Lucky (Exploits, p. 41). The GM
• Banter (Exploits, p. 39). Cunning heroes may be able
should remind players of martial artists that they can
to play mind games. Martial artists might drive off better-
“push their luck” or buy success to survive a mook firing
armed foes through Uttering Threats, while teammates
squad. Every PC starts with Luck and should consider sav-
with guns can take the heat off via Drawing Aggression. See
ing points gained from quirks for lucky breaks.
Don’t Shoot! (p. 23) for a third option.

COMBAT RULES 24
Acrobat template option, 7.
INDEX
Enhanced Defenses advantage, Martial-arts, melee weapon Spinning Punch technique, 19.
Acrobatic Feints perk, 15. 13. table, 20-22; ranged weapon Spinning technique, 18.
Acrobatic Kicks perk, 15. Evade technique, 16. table, 22. Spy vs. Spy campaign type, 5.
Acrobatic Stand, combat Excrimador template option, Melee weapons, 20-22. Stamp Kick technique, 19.
maneuver, 23; technique, 16. 12. Mercs campaign type, 5. Streetfighter template option,
Acrobatics combat options, 23. Extra Attack advantage, 13. 5.
Advantages, 13-15. Extra Effort in combat, 23-24.
Arm Lock technique, 16. Extra Steps combat option, 24.
Arm ST advantage, 13. Fast Guy template, 6-8. We tried to stop her by hitting her fists
Athlete lens, 4. Fast-Draw skill, 24.
Back Kick technique, 16. Feint technique, 17. and feet with our faces, but . . .
Balancing technique, 16. Fencer template option, 12. – Charles Gunn, Angel #3.7
Banter, 23, 24. Fine-quality weapons, 20.
Bear Hug combat maneuver, Finishing Move perk, 15.
23. Finishing moves suggestions,
Big Guy template, 5-6. 17. Mighty Blows combat option, Striker advantage, 14.
Bonk! combat maneuver, 23. Fists in a gunfight, options, 24. 24. Striking ST advantage, 14.
Boxer template option, 8. Flying Jump Kick technique, Military lens, 4. Styled weapons, 20.
Brotherhood in Blue campaign 17. Mister Pain template option, 8. Sumotori template option, 5.
type, 5. Flury of Blows combat option, Mixed martial artist template Sweeping Kick technique, 19.
Bruce Lee template option, 8. 24. option, 6, 8. Talent advantage, 14.
Bulletproof advice, 24. Focused Fury perk, 15. Monkey template option, 10. Talking in combat, 23.
Buying success, 24. Free runner template option, Multiple Fast-Draws, 24. Task Force campaign type, 5.
Calculating damage, 19. 10. Neck Snap technique, 17. Techniques, 16-19; as new
Campaign types, 5. Ghost template option, 9. Ninja, advantage for, 14-15; combat options, 25; suitable
Caper campaign type, 5. Ground Fighting technique, suit, 20; template, 8-9. for finishing moves, 17.
Chases, 24. 17. No lens, 4. Techno-ninja template option,
Choke Hold technique, 16. Gunfights and martial artists, Parkour (PK), 9. 9.
Cinematic combat rules, 24. options, 24. Perks, 15. Templates, 5-12.
Claws advantage, 13. GURPS Action, 3, 6, 16, 22, Piledriver technique, 17-18. Toe Flip technique, 19.
Clothes and weapons, 20. 25; Action 1: Heroes, 3, 4, Poison, 22. Traceur template, 9-11.
Combat Pole-Vaulting perk, 15. 5, 6, 7, 8, 9, 10, 11, 14, 15, Proxy Fighting technique, 18. Trademark Move perk, 15.
Combat rules, 23-25. 20; Action 2: Exploits, 3, Punk template option, 10. Trained by a Master advantage,
Commandos campaign type, 5. 14-16, 18, 19, 23, 24; Basic Pushing luck, 24. 14.
Compact Frame perk, 15. Set, 14; Martial Arts, 3, 13, Quality of weapons, 20. Troubleshooters campaign
Convincing gunmen not to 25. Ranged Rapid Strike combat type, 5.
shoot, 23. GURPS Martial Arts, maneuver, 24-25. Tumbling, 24.
Cowpoker perk, 15. suggestions for using, 25. Ranged weapons, 22. Uppercut technique, 19.
Criminal lens, 4. High-Heeled Heroine perk, 15. Rappelling technique, 18. Urban Explorer template
Damage Resistance advantage, High-Heeled Hurt perk, 15. Rassler template option, 5. option, 11.
13. Holdout penalty and clothing, Retain Weapon technique, 18. Urban Jungle Gym perk, 15.
Damage, calculating, 19. 20. Rich adventure lens, 4. Very fine-quality weapons, 20.
Deadly poison, 22. Intelligence lens, 4. Roll with Blow technique, 18. Very Rapid Strike combat
Deadly Pose perk, 15. Iron Hands perk, 15. Rope Up technique, 18. maneuver, 25.
Dirty Fighting perk, 15. Jump Kick technique, 17. Running Climb technique, 18. Vigilante Justice campaign
Disappear technique, 16. Kayo combat maneuver, 24. Samurai template option, 12. type, 5.
Disarming technique, 16. Kicking technique, 17. Sarge template option, 12. War Against Terror campaign
Disguised weapons, 20. Knee Strike technique, 17. Scaling technique, 18. type, 5.
Dive n’ Roll technique, 16. Knife-fighter template option, Security lens, 4. Warrior of the night template
Dodging, 24. 12. Silent death template option, option, 9.
Don’t Shoot! combat Knockout poison, 22. 9. Weapon Master, advantage, 14;
maneuver, 23. Law enforcement lens, 4. Skidding technique, 18. template, 11-12.
Dressing to kill, 20. Leg Lock technique, 17. Skull-smashing, 23. Weapons, 20-22; clothing and,
Dual-Weapon Attack Lenses, 4. Sliding technique, 18. 20.
technique, 16. Lethal Kick technique, 17. Slugger template option, 5. Wise Master lens, 4.
Elbow Drop technique, 16. Lethal Strike technique, 17. Sneaky fighting, 24. Wrench (Limb) technique, 19.
Elbow Strike technique, 16. Lifting ST advantage, 13. Spinning Kick technique, Zeroed (Ninja) advantage,
Martial-arts master lens, 4. 18-19. 14-15.

INDEX 26
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