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GURPS - Compendium 1..

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3. Read across to the Distance Modifier and multiply this by your ST. This<br />

gives you the distance in yards that you can throw the object.<br />

You cannot normally throw an object weighing more than 25xST lbs.<br />

However, "extra effort" will increase your effective ST - see p. 12.<br />

Ratio Distance<br />

Modifier<br />

Ratio Distance<br />

Modifier<br />

0.100 3.5 2.000 0.60<br />

0.125 3.0 2.500 0.50<br />

0.200 2.5 3.000 0.40<br />

0.300 <strong>1.</strong>9 4.000 0.30<br />

0.400 <strong>1.</strong>5 5.000 0.25<br />

0.500 <strong>1.</strong>2 6.000 0.20<br />

0.750 <strong>1.</strong>0 8.000 0.15<br />

<strong>1.</strong>000 0.8 10.000 0.10<br />

<strong>1.</strong>500 0.7 20.000+ 0.05<br />

Example 1: You have ST 14 and need to throw a 120-lb. body over a 6'<br />

pit. Divide 120/14 = 8.57<strong>1.</strong> Looking at the Ratio column, this rounds up to<br />

10.000. The Distance Modifier is 0.<strong>1.</strong> That's 0.1 x 14 = <strong>1.</strong>4 yards. Oooops.<br />

The body just hit the bottom of the pit.<br />

Example 2: You have ST 80 and want to throw a 50-lb. bag of cement at a<br />

foe. 50/80 = 0.625 which rounds up to 0.750. The mult iplier is <strong>1.</strong>0. so you<br />

could throw the bag <strong>1.</strong>0 x 80 = 80 yards. Thunk.<br />

Damage from Thrown Objects<br />

A thrown object will do approximately thrust damage, as shown on the table<br />

below, depending on its weight. Round damage down.<br />

Object Weight<br />

Damage<br />

Less than 2 lbs.<br />

Thrust-2 per die<br />

2 lbs. to 5 lbs.<br />

5 lbs. to ST lbs.<br />

Thrust-1 per die<br />

Thrust<br />

ST to 3xST lbs.<br />

Thrust+1 per die<br />

3xST to 7xST lbs.<br />

Thrust<br />

7xST to llxST lbs. Thrust-'/ 2 per die<br />

Over llxST lbs.<br />

Thrust-1 per die<br />

Example 1: You hit your foe with that 50-lb. bag of cement thrown with<br />

your ST 80. It is between five lbs. and (your ST) lbs. As shown on the table<br />

above, it does straight thrust damage. Now check the damage table (or refer to<br />

your character sheet!). Thrust damage for ST 80 is 9d damage, so you do 9 dice<br />

with the cement bag.<br />

Example 2: You throw a 750-lb. motorcycle with your ST 80. On the table<br />

above, 750 lbs. is between 7 and 1 1 times your ST, so it does (Thrust-1/2 per<br />

die) damage. You would do 9d minus 4.5 damage with it, which rounds to 9d-5.<br />

The motorcycle actually does less damage than the bag of cement; it's too<br />

heavy for you to throw with your maximum effectiveness.<br />

The Much-Maligned Will:<br />

Optional Will Rules<br />

(Continued)<br />

Cowardice: Use the optional rule. If<br />

there is a risk of death, increase the number<br />

to roll against to the next level (those who<br />

already submit almost all the time will<br />

submit on a roll of 16 or less). The reaction<br />

penalty is unchanged; since it applies only<br />

to those who know the character is a coward,<br />

having the disadvantage at higher levels<br />

ensures that it will affect more people.<br />

Greed: Use the optional rule. Honest<br />

characters roll against the next lower number<br />

to submit to a shady deal, or to the number<br />

two levels down to submit to outright crime<br />

(one level past "Quite Rarely." the<br />

character submits on a 5 or less: two<br />

levels past "Quite Rarely." the character<br />

submits on a 4 or less).<br />

Honesty: This is an unusual case. In<br />

the official rules, honest characters who<br />

need to break the law must first make an<br />

IQ roll to see the need to commit the<br />

crime, then they must make a Will roll to<br />

avoid turning themselves in afterward. To<br />

use this with the new optional rule, some<br />

changes need to be made. First, buy<br />

Honesty with a base cost of -10 points,<br />

modified by Frequency of Submission.<br />

Then, if your character needs to commit a<br />

crime, he must avoid submitting to his<br />

honest nature. If he does manage to commit<br />

the crime (or if he commits a crime<br />

unknowingly and later learns that his<br />

actions were against the law), he must roll<br />

again. If he submits, he must turn himself<br />

in.<br />

Phobias: Use the optional rule. The<br />

distinctions of Mild and Severe phobias are<br />

no longer necessary. If a character successfully<br />

masters his phobia, he will be at a<br />

penalty to IQ and DX while the cause of<br />

the fear persists. This penalty depends on<br />

the Frequency of Submission chosen.<br />

"Quite Rarely" means a -1 penalty; "Fairly<br />

Often" gives a -2 penalty: "Quite Often"<br />

gives a -3 penalty; and "Almost All The<br />

Time" means a -4 penalty. Merely being<br />

threatened with the feared object gives a<br />

roll at the next lower level. Use the mild<br />

cost as the base cost.<br />

Truthfulness: Use the optional rule.<br />

Telling an outright lie (as opposed to lying<br />

by omission) is checked against the next<br />

higher level.<br />

11

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