In my previous post, I discussed my relationship with GURPS Martial Arts and my struggles with using it to get what I wanted for a particular sort of campaign and the slow revelation as to what I could do to fix it.
Today, I'm going to go through a worked example using Smasha, which is freely available in the Martial Arts pdf preview, so you can follow along, and is a fictional style. I personally find that real-world styles are, realistically, way too complex to perfectly capture in a more "gamist" system like what we're going to create, so inevitably some real practitioner of it will complain about how you inevitably miss some fundamental aspect of the style and turned it into a caricature of itself, because that's precisely what we'll be doing. Fictional styles, by contrast, beg to be caricatures, because the point is to be something that a fictional hero learns, and fictional heroes need to be painted in broad, obvious strokes.
It should be noted that Smasha, like several GURPS Martial Arts styles if examined up close, has some issues. Some of them come down to age or editorial mistakes, like traits that probably changed their rules in an edit and become obsolete for a particular style (such as the Clinch perk for Smasha), or the innovation of new rules in later works that didn't make it into Martial Arts, because Martial Arts is an older book (Dirty Fighting and Finishing Moves for Smasha). Thus, we'll also be adjusting and updating Smasha as we go, which means the final version won't be the same as the original, and you might not agree with it, and that's okay. The point here is not to "fix" Smasha so much as show how you can structure any martial art this way, and to give you inspiration about how you might do it yourself.