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GURPS - Compendium 1..

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ATHLETIC SKILLS<br />

Body Sense (Physical/Hard) Defaults to DX-6 or<br />

Acrobatics-3<br />

This is the ability to adjust quickly after blinking, teleporting<br />

or any similar sort of magical or psionic "instant movement."<br />

Roll at -2 if you are changing facing, -5 if you are going from<br />

vertical to horizontal or vice versa. Note that you cannot change<br />

physical position during a teleport - only orientation. (Yes, you<br />

can use Teleport to get up in one turn if knocked prone - but it's<br />

not easy!)<br />

A successful roll allows you to act normally on your next<br />

turn. A failed roll means disorientation - no actions except<br />

defense are possible for one turn. A critical failure means you<br />

fall down, physically stunned.<br />

Modifiers: +3 for Absolute Direction or 3D Spatial Sense (p.<br />

31).<br />

Bulldancing (Physical/Hard)<br />

See p. 128 under Animal Skills.<br />

Defaults to Acrobatics-5<br />

Flight (Winged)<br />

This is the Flight skill for beings who possess Flight with the<br />

Winged limitation. It defaults to DX for races that can fly naturally,<br />

and to DX-4 for beings (such as winged supers or wizards<br />

using the Shapeshift (Giant Eagle) spell) who somehow gain the<br />

ability to sprout wings and fly unnaturally.<br />

Flying Races and the Flight Skill<br />

For creatures that can fly naturally - whether they fly via a<br />

magic spell, psionic levitation or wings - flight is as effortless as<br />

walking is for land-bound creatures. However, in the same way<br />

that land-bound creatures have to be taught to execute tactical<br />

movement or complex acrobatics, flying creat ures must train in<br />

order to fight while airborne or to carry out complex aerial<br />

maneuvers. This ability is covered by the Flight skill.<br />

Note that since the Flight skill defaults to DX for flying<br />

races, they effectively get 2 points in the Flight skill for free and<br />

can buy their skill up from this default (see p. B44).<br />

Combat/Weapon Sport (Variable)<br />

See p. 133 under Combat/Weapon Skills.<br />

Default varies<br />

Hiking (Physical/Average)<br />

See p. 152 under Outdoor Skills.<br />

No default<br />

Darts (Physical/Easy) Defaults to DX-4 or Throwing<br />

See p. 146 under Hobby Skills.<br />

Equestrian Acrobatics (Physical/Hard) Defaults to<br />

Acrobatics-3 or Riding-3<br />

Prerequisite: Riding<br />

See p. 128 under Animal Skills.<br />

Flight (Physical/Average)<br />

Default varies<br />

These rules differ slightly from those originally presented on p.<br />

B242 and under the Levitation skill in <strong>GURPS</strong> Psionics.<br />

This is the skill to use a non-technological flight power well,<br />

for acrobatics, tight turns and so on. The Flight skill requires<br />

specialization (see p. B43) in a particular mode of flight. Each<br />

specialization of the Flight skill defaults to every other at -2. In<br />

all cases, the Perfect Balance advantage (p. 63) gives +1 to the<br />

Flight skill, and the 3D Spatial Sense advantage (p. 31) gives +2.<br />

Specializations of the Flight Skill:<br />

Flight (Gliding)<br />

This is the Flight skill for winged beings who possess Flight<br />

with the Gliding limitation. It defaults to DX for races that can<br />

glide naturally, and to DX-4 for beings (such as supers or wiz -<br />

ards) who somehow gain the ability to glide unnaturally.<br />

Flight (Unwinged)<br />

This is the Flight skill for beings whose flight involves some<br />

means other than wings - be that an air jet, a magic spell, a psi<br />

talent or generic "super" Flight. It defaults to DX for races that<br />

can fly this way naturally. For a psi using the PK Levitation<br />

skill or for a wizard using the Flight or Hawk Flight spell, it<br />

defaults to DX-4; however, such flyers receive a bonus equal to<br />

1/8 their skill with the psi ability or spell being used. These<br />

skills mostly represent the ability to activate the power, but give a<br />

slight bonus for controlling that power as well. In all other cases,<br />

this skill defaults to a flat DX-4.<br />

Inertialess Agility (Physical/Hard) No default<br />

This is the ability to handle yourself under "free" (inertialess)<br />

conditions. It is handled identically to the Free Fall skill; see p.<br />

B48. Inertialess drives are pure space opera - this is not a realis tic<br />

skill!<br />

Juggling (Physical/Easy)<br />

Defaults to<br />

Sleight of Hand-3<br />

Basic Juggling is extremely easy to learn. The juggler rolls at<br />

base level to keep three balanced objects in the air, or two balanced<br />

objects with one hand. More complicated tricks simply<br />

require more extreme penalties:<br />

Each extra object is a -3 to skill. Unbalanced objects are -2 to<br />

skill. Unmatched objects are -1 to -6, depending on how close<br />

they are in weight. Various maneuvers each have their own<br />

penalty, starting at -2 for a simple under-the-leg pass. Juggling<br />

full shot glasses without spilling anything is about -12! Penalties<br />

are doubled for any trick which the juggler has not previously<br />

rehearsed for a number of hours equal to the base penalty of the<br />

trick.<br />

Team Juggling is a separate P/E skill, but the two skills<br />

default to each other at -2.<br />

A juggler must make a skill roll whenever he tries a new<br />

maneuver or trick, or every 15 seconds, whichever comes first. If<br />

he fails the roll, he will drop as many objects as he failed by. On<br />

a critical failure the juggler overreaches himself. He drops all of<br />

the objects and must make an immediate unmodified DX roll or<br />

fall down. If he's juggling dangerous objects (knives, torches,<br />

bowling balls), he will take damage from one or more of the<br />

objects on a critical failure (GM should roll the number of objects<br />

that cause damage randomly). No active defense is possible, but<br />

PD and DR protect normally. Damage is equal to thrust damage<br />

for the juggler's ST -2, taken to either the left or right hand<br />

(choose randomly) or any other body part used in the act<br />

(including feet, forearms, the mouth, the top of the head or the<br />

back of the neck).<br />

131

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