GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Fire-Siphon (Physical/Average) Defaults to DX-5<br />
This is the skill of using various low-tech devices to spray<br />
burning incendiary mixtures at a target. For high-tech devices,<br />
use Guns (Flamethrower). When these weapons are in use,<br />
experts in their handling are a necessity - but it is a dangerous<br />
profession.<br />
On a critical failure, roll 3 dice. On a 5 or less, the target is<br />
sprayed, but there is no flame unless the sprayer strikes a flame at<br />
the target. No fuel is sprayed on 5-17. An 18 indicates a backfire;<br />
the weapon explodes and does its normal damage to the firer's<br />
hex and all adjacent hexes.<br />
Force Whip/TL (Physical/Average) Defaults to<br />
Whip-3<br />
This is the ability to fight with any kind of whip-like force<br />
weapon, as opposed to "rigid" force weapons such as force<br />
swords.<br />
Garrote (Physical/Easy)<br />
Defaults to DX-5<br />
This is the skill used to strangle a victim with rope or wire. It<br />
can only be used on an unaware or helpless victim. The first<br />
attack is made from behind (a number of Stealth rolls may be<br />
required to reach the intended victim), at -5 for attacking the<br />
throat but +4 since the victim is unaware, giving the attacker a<br />
net -1 to skill. The victim (if he is not stunned) may attempt to<br />
parry at -3. On a success, he manages to put his hand (or any<br />
ready one-handed weapon) between his throat and the garrote.<br />
The hand takes no damage unless a wire garrote (see below) is<br />
being used.<br />
On the turn of the attack, and every turn thereafter, the attacker<br />
does thrust damage to the throat (this damage is multiplied by <strong>1.</strong>5<br />
if it is crushing, or by 2 if it is cutting). A rope garrote does<br />
crushing damage, while a thin wire one does cutting damage;<br />
with either, the target also starts to suffocate (see sidebar, p.<br />
B122). The victim can try to break free by winning a Quick<br />
Contest of ST-5 or Judo-3 against the attacker's Garrote skill.<br />
If an improvised Garrote is used (almost any piece of rope<br />
will do), the skill is at -2. A wire garrote must have handles on<br />
both ends, or the attacker will take thrust/cutting damage to each<br />
hand! However, a genuine garrote is an illegal weapon almost<br />
everywhere.<br />
Harpoon (Physical/Hard)<br />
Defaults to<br />
Spear Throwing-2<br />
A harpoon, used for mainly for whaling, is a large, heavy<br />
spear with a line attached to it. Its damage is thrus t+5, minimum<br />
Strength is 11 and weight is six pounds. If used in hand-to-hand<br />
combat, it only inflicts normal spear damage, and takes one turn to<br />
ready between thrusts. Otherwise, treat it as a thrown spear.<br />
Jitte/Sai (Physical/Average) Defaults to DX-5<br />
or Shortsword-3<br />
This skill is a variation on the Shortsword skill. The jitte, or<br />
sai, is hilled like a sword, but the "blade" is lined like a huge<br />
fork. It may be blunt, or have a sharp point, but it has no edge. It<br />
can be used as a baton or stabbing weapon, or to disarm by<br />
twisting an opponent's sword from his hands.<br />
A jitte wielder can initiate the disarm by striking at the opponent's<br />
weapon with the declared intention to disarm (see p.<br />
B111). If he hits, roll a Quick Contest of Weapon Skills; the<br />
Jitte user is at +2. If The jitte wielder wins, the foe drops the<br />
weapon; if he loses, there is no special effect. If the jitte wielder<br />
loses by 5 or more, he loses the jitte.<br />
On any successful parry, by either opponent, the jitte wielder<br />
can immediately try to disarm his opponent by twisting his<br />
weapon from his hand. Roll a Quick Contest of Weapon Skills, as<br />
above.<br />
A weapon held in two hands is at +2 to resist the disarm<br />
attempt. Note that a jitte can only be used to disarm a foe armed<br />
with a rigid weapon; it is ineffective against flexible weapons<br />
such as whips.<br />
Katana (Physical/Average) Defaults to DX-5<br />
or Broadsword-2<br />
This is the skill of using the Japanese longsword, the katana.<br />
This weapon can be used either one-handed or two-handed.<br />
Style and stance are totally different from Western techniques.<br />
Swinging damage is increased by 1 when swinging the sword<br />
two-handed.<br />
Parry when used one-handed is 1/2 skill. Used two-handed,<br />
and carrying no more than Light Encumbrance, Parry is 2/3<br />
skill. Default is Broadsword-2 for one-handed use, or Two-<br />
Handed Sword-2 if used in two hands.<br />
Kusari (Weighted Chain) (Physical/Hard) Defaults<br />
to DX-5 or Flail-2<br />
A kusari is a weighted chain of length equal to about twice<br />
the wielder's height. It is difficult to defend against: -2 to Block, -<br />
4 to Parry. The kusari is used two-handed: the wielder uses one<br />
hand to hold the chain while his other hand whirls it around<br />
over his head until he lets it fly. He can shorten the reach of the<br />
chain to fit the situation; maximum reach is four yards. A kusari<br />
cannot be used if there is no headroom (for instance, inside an<br />
average-sized room) or in an area full of obstacles (for instance, a<br />
bamboo grove). People standing around the wielder count as<br />
obstacles.<br />
A successful kusari attack is like a successful hand-to-hand<br />
grapple (see p. B111). An entangled victim cannot move, attack<br />
or make any active defenses until he frees himself; this requires a<br />
DX-4 roll. A kusari grapple can also be used to grab the foe's<br />
weapon. If a weapon parry against a kus ari succeeds, the kusari<br />
wielder must immediately roll against his skill. Success means<br />
the kusari wrapped around the foe's weapon or weapon arm; a<br />
critical failure means the kusari flew from its user's hand! On<br />
the next turn, roll a Quick Contest of ST. The loser loses his<br />
weapon; the lost weapon falls to the ground. On a lie, the kusari<br />
pulls free. The kusari cannot be readied until it has been freed.<br />
Like a ranged weapon, a kusari miss can hit someone else,<br />
including the wielder (see p. B117). On a critical miss, a roll of 3,<br />
4, 17 or 18 indicates that the wielder has hit himself in the<br />
head.<br />
A kusari is an unbalanced weapon and becomes unready as<br />
soon as it is swung. It takes one turn to ready for each hex of<br />
length, and two turns to wrap up and put away for each hex of<br />
length.<br />
Main-Gauche (Physical/Average) Defaults to DX-5<br />
This is the skill of using a knife in the off-hand, offensively<br />
and defensively, in conjunction with a weapon in the other<br />
hand. It includes the Knife skill, but not Knife Throwing.<br />
The advantages of this skill over the Knife skill are:<br />
<strong>1.</strong> The parry is 2/3 of the skill.<br />
2. There is no penally for using the off-hand on defense.<br />
3. There is no -1 penally for parrying with a knife.<br />
Attacking with a knife in the off hand is still at -4 for using<br />
the off-hand, unless the user is Ambidextrous or knows the Off-<br />
Hand Weapon Training maneuver.<br />
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