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GURPS - Compendium 1..

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Blind Fighting (Mental/Very Hard) No default<br />

Prerequisite: Trained By A Master<br />

or Weapon Master<br />

Users of this skill have learned to fight blindfolded or in<br />

absolute darkness. As a result, they "sense" their targets without<br />

having to see them. There are legends of blind masters who are<br />

deadlier than any sighted man.<br />

This skill allows you to use your other senses, mainly hearing,<br />

but also smell and even touch, to exactly pinpoint where your<br />

attackers are. Each successful roll allows one hand-to-hand attack or<br />

active defense without any lighting modifiers, even in total<br />

darkness; the user will also have no penalty when fighting against<br />

invisible enemies. A blind (either temporarily or permanently)<br />

character with this skill can attack and defend without penalty (see p.<br />

B27). However, attacks in total darkness, while blind or against<br />

invisible enemies, are at -2 to target specific parts of the body.<br />

Characters with this skill and Zen Archery (p. 145) can shoot<br />

targets without seeing them, by making rolls on both skills at -6.<br />

Modifiers: Acute Hearing and Alertness. Background noise<br />

will affect the roll; -1 for rain, -2 for heavy rain or a storm, -3<br />

for a crowded, noisy area or heavy machinery, -4 for a full football<br />

stadium, -5 in the middle of an artillery barrage. If the character<br />

cannot hear at all, the roll is at -7, but he can still attempt a roll, as<br />

the skill is not completely based on hearing. If the user has any<br />

Telepathy or ESP Power (see the Basic Set or Psionics), he<br />

can add 1/3 of his total Power to this skill.<br />

An attacker can try to use Stealth against a foe with the Blind<br />

Fighting skill; in that case, roll a Quick Contest between those<br />

skills, with Stealth at -4 on any turn the stealthy fighter tries to<br />

attack. Invisibility Art (see p. 141) is completely useless against a<br />

character with this skill.<br />

Blinding Touch (Mental/Very Hard) No default<br />

Prerequisites: Trained By A Master,<br />

Pressure Points-15+<br />

This is an attack to a specific pressure point that blinds the<br />

target temporarily. To use the skill, the attacker first has to suc -<br />

cessfully hit the target's forehead in a particular spot, making a<br />

Karate-8 roll or Hit Location (Karate)-5 roll, whichever is higher.<br />

This attack does no damage, but roll a Quick Contest between the<br />

attacker's Blinding Touch skill and the defender's HT. If the<br />

defender loses, he is blinded for 2d seconds. During that time, all<br />

attacks will be at -10, and active defenses will be at -4 if the victim<br />

makes a Hearing-2 roll; otherwise he cannot defend at all!<br />

Body Control (Mental/Very Hard) No default<br />

Prerequisites: Trained By A Master,<br />

Breath Control, Meditation<br />

This skill allows the user to control and affect involuntary<br />

biological functions like heart rate, blood flow and digestion. A<br />

character with this skill can enter into a deathlike trance; 30-skill<br />

turns of concentration (minimum 1) are required. A trained doctor<br />

must win a Quick Contest (Physician-2 vs. Body Control) to<br />

realize that the character is alive, and no one else will have a<br />

chance of determining otherwise.<br />

This skill can also be used to flush poisons out of the system.<br />

First, a successful Poisons roll (or Naturalist, for a natural<br />

venom or poison) must be made to recognize the type of poison.<br />

This roll cannot be attempted, of course, until the first symptoms<br />

show, unless the victim knows beforehand that he has been<br />

poisoned. A roll against the skill will flush the poison, in 1d<br />

hours, without further damage. The roll is modified by any HT<br />

modifier to resist the poison (see p. B132).<br />

Breaking Blow (Mental/Hard)<br />

No default<br />

Prerequisite: Trained By A Master<br />

This skill allows the user to mystically find the weakest spot in<br />

any object. 20-skill turns of concentration (minimum 1) are<br />

required. On a successful roll, he can break the object if he<br />

inflicts over 10% of its hit points.<br />

Modifiers: +1 if the object is made of wood or a similar<br />

material; -1 if it is made of brick or concrete, -3 if it is stone,<br />

and -5 for metal.<br />

In combat, this skill can be used to find the weakest spots of<br />

any artificial armor or force field; on a successful roll, only 20%<br />

(1/5) of the target's DR for armor only is counted against the<br />

attack. For each additional attack, another Breaking Blow roll is<br />

required.<br />

On a failed roll, the attack is carried out normally. On a critical<br />

failure, the user does the damage to his hand or foot; if he was<br />

using Power Blow in the attack, it's time to break out the plaster<br />

and the bandages!<br />

This skill can be allowed in a realistic campaign. Martial<br />

artists can and do break solid objects with seemingly impossible<br />

ease. The following restrictions apply, however. First, eliminate<br />

the ability to bypass armor; that is cinematic. Second, the skill<br />

works at an additional -6 unless it is performed in a carefullycontrolled<br />

environment, i.e., the object must be on a wellbraced,<br />

well-balanced stand, the user must have time to concentrate<br />

(double concentration time) and any other restriction the<br />

GM finds convenient. Any ordinary failure in a non-controlled<br />

situation is considered a critical failure (see above).<br />

Change Control (Mental/Hard)<br />

No default<br />

Prerequisite: Multiple Forms<br />

This skill allows a natural Shapeshifter (see Multiple Forms, p.<br />

62) to perform much finer metamorphoses than simply from<br />

form to form, which requires no skill roll. With a successful<br />

Change Control roll, he can Shapeshift only a part of his body to<br />

another form. Most of the time, the desired changes will be to<br />

use the advantages of another form. More than one such trait<br />

can be "transplanted" at a time, but all must come from the<br />

same form. Every trait after the first adds a -1 to the roll.<br />

The change made with this skill remains until the character<br />

chooses to end it. No roll is necessary to undo a change.<br />

Chi Treatment (Mental/Hard) Defaults to IQ-6<br />

This treatment attempts to correct the flow of Chi, or spiritsubstance,<br />

through a network of vessels resembling the bloodstream.<br />

It involves acupuncture and burning lumps of moxa<br />

(mugwort) on body points which correspond to major organs. It<br />

does not immediately alter a sick person's status. However, each<br />

time a Chi healer makes a Chi Treatment skill roll, the patient<br />

gains a +1 on his next HT roll to resist or overcome effects of<br />

the disease. Chi treatment may never give the patient more than a<br />

+3 bonus on these rolls.<br />

Dislocating (Physical/Hard)<br />

No default<br />

Prerequisites: Trained By A Master, Escape-15+<br />

This advanced escape technique is rumored to be taught to<br />

some ninja clans and other assassin cults. The user can temporary<br />

dislocate limb joints in order to slip through bonds. For<br />

instance, by displacing certain hand bones, the ninja can easily<br />

slip out of handcuffs.<br />

To use this skill, the character has to concentrate for 20-Will<br />

minutes (minimum one minute) and make a Dislocating roll, at<br />

half the penalties to the Escape roll; if successful, he receives a<br />

138

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