GURPS - Compendium 1..
GURPS - Compendium 1..
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 />
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