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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 />

134

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