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Martial Maneuvers

Martial Maneuvers
Author: Phillip Starr
Publisher: Blue Snake Books
Total Pages: 273
Release: 2009-08-04
Genre: Sports & Recreation
ISBN: 1583942300

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In Martial Maneuvers, Phillip Starr demonstrates that while the internal martial arts—Taijiquan, Bagua Zhang, and Xingyi Quan—might be considered ineffective for practical self-defense, they in fact have a long history of combat use. Starr argues that most teachers and practitioners of the internal arts have forgotten their rich martial heritage, focusing instead on their applicability for health or spiritual practices. Starr returns to the roots of the three major internal arts, demonstrating the combative principles upon which they were originally based. Martial Maneuvers often takes a lighthearted and humorous approach to what can often be challenging material, and provides training routines in easy-to-understand language. Numerous photos demonstrate the step-by-step implementation of fighting techniques, teaching readers how to apply them to their own chosen martial disciplines. While designed primarily for the internal martial artist, the techniques demonstrated in Martial Maneuvers can also benefit and enrich the training of a student of any discipline, including karate and kung fu.


Tome of Battle

Tome of Battle
Author: Richard Baker
Publisher:
Total Pages: 0
Release: 2006
Genre: Dungeons and Dragons (Game)
ISBN: 9780786939220

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The nine martial disciplines presented in this supplement allow a character with the proper knowledge and focus to perform special combat maneuvers and nearly magical effects. Information is also included on new magic items and spells and new monsters and organizations.


The Character Codex II: Book of Modern & Sci-fi Character Classes

The Character Codex II: Book of Modern & Sci-fi Character Classes
Author: Robert Neri
Publisher: Lulu.com
Total Pages: 101
Release: 2015-07
Genre: Games & Activities
ISBN: 0997267437

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A new supplement from Ranger Games for the Dice & Glory game system containing specialist (traditional) character classes for modern and science fiction settings. Requires the Dice & Glory Core Rulebook. This book contains: Over 60 Specialist Classes with full descriptions of class abilities and level progression tables! Of these, there are 3 Brick classes, 8 Fighter classes, 14 Adventurer classes, 8 Rogue classes, 12 Psychic classes, 6 mage classes, 4 Clergy classes and 8 NPC classes! NPC tables which can be applied to NPC's to easily apply specialist class levels! Multiple forms of stylized Martial Arts forms including Gun Kata, Jeet Kune Do, KFM and Capoeira! New Character Concepts and Character Flaws! ...And advice for Game Masters about NPC's and monsters with specialist classes, campaign magic levels for modern settings, and story/character elements found in modern game settings. This book is an invaluable resource for any player or GM of the D&G system.


The Dragon Pool

The Dragon Pool
Author: Jason Pasch
Publisher: Lulu.com
Total Pages: 199
Release: 2015-11
Genre: Games & Activities
ISBN: 1329661907

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Come experience mythic China in The Dragon Pool, a game of Wuxia Fantasy in the Middle Kingdom. The Dragon Pool includes: 1. An easy to use and quick resolution system 2. Action Cards for ease of play 3. Over 30 Martial Arts styles and rules for making your own 4. Much, much more!


What Is Jiu Jitsu?

What Is Jiu Jitsu?
Author: D.S. Hopkins
Publisher: First Edition Design Pub.
Total Pages: 174
Release: 2015-10-02
Genre: Sports & Recreation
ISBN: 1506900429

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'What Is Jiu Jitsu? The Martial Arts And How To Understand Them' is a book that considers first and foremost the Japanese feudal discipline of Jiu Jitsu, its life and lineage. From linguistics to its relationships with the martial arts of its immediate family, the offspring of that family and their characteristics are all regarded. The forces that shaped these martial arts are identified in an attempt to create a perspective of the parent discipline itself and the distance it has traveled to reach its present state. It is placed in historical context and considered for its role in the life of the Samurai, the eras that changed it, until finally its role today in the wider world. In close conjunction with the exploration of Jiu Jitsu and its survival of the turbulent eras from which it came is also the consideration of other martial practices from other parts of the globe that also survived, as well as those that didn't. The almost inseparable relationship of martial arts and martial sports is assessed, the personages that defined different disciplines and were responsible for some of the later milestones on the martial science landscape. Even the prospective student is provided a few road signs to watch for on the path to study. In the later parts of the work the underlying theory of function for a martial art is simplified to create some small illumination for the processes that govern the operation of the martial sciences. And finally the factors outside the training hall's indoctrination and preparation are given form and name, from anatomical limitations to artificial enhancements and the impact they all have on the performance of a martial art. Comparative techniques are illustrated in black and white within the book to better serve the goal of contrasting one style of Jiu Jitsu to another, and to provide the reader an idea of what the different martial arts related to Jiu Jitsu look like, and more importantly how their apt to behave. Various diagrams and maps throughout the book help to facilitate the aim of the work, which is to create an insight into Jiu Jitsu and what it is. Keywords: Martial Art, Jiu Jitsu, Jujitsu, Jujutsu, Grappling, Samurai, Fighting, Combat, MMA, Sport


Military Cultures and Martial Enterprises in the Middle Ages

Military Cultures and Martial Enterprises in the Middle Ages
Author: John D. Hosler
Publisher: Boydell & Brewer
Total Pages: 289
Release: 2020
Genre: Europe
ISBN: 1783275332

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Essays on aspects of medieval military history, encompassing the most recent critical approaches.


Ultraverse Roleplaying System

Ultraverse Roleplaying System
Author: Bruce Adams
Publisher: Bruce Adams
Total Pages: 217
Release: 2018-01-23
Genre:
ISBN:

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Ultraverse is a fast-paced system designed to create superheroic, fantasy, science fiction and countless other types of adventures for players. Each player assumes their own role as a character in each campaign that the Gamemaster (GM) creates. Ultraverse is designed to emulate the fictional powers and abilities found in the pages of four-color comic books. Polyhedral dice such as d20, d12, d10, d8, d6 and d4 are required for play in Ultraverse. Hexagonal or Square maps are useful but not required for playing. I have tried to make the system easy to understand, fast-paced, and simple for players to get started. I am proud to have created Ultraverse and hope the readers have fun gaming!


Dice & Glory Core Rulebook

Dice & Glory Core Rulebook
Author: Robert Neri
Publisher: Lulu.com
Total Pages: 214
Release: 2008-03-11
Genre: Games & Activities
ISBN: 0578036436

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Dice and Glory is a complete, self-contained pen & paper role-playing system for those yearning for more creativity and flexibility. This book provides all the basic parts of the D&G system to craft your own unique worlds. This game system was designed to be ultimately flexible for any campaign type needing no rewrites to the core system to function in either sci-fi or high fantasy settings or in any other imaginable setting! It was also written with maximum customization of all characters in mind allowing Players almost complete freedom in customizing their own characters. It boasts a detailed but easy-to-use Combat system using its own class-like level system. A skill system that is easy to use and adapt to any situation. A unique and in depth Magic system which allows for custom Player-made spells and a skill based Psionics system that distinguishes itself from the magic system! Also there is a full chapter on constructing monsters and races for GM's.