02.11.2014 Views

GURPS - Compendium 1..

GURPS - Compendium 1..

GURPS - Compendium 1..

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

+3 bonus to his Escape skill, or can add 1/5 of his Dislocating<br />

skill to the Escape roll, whichever is higher. On a failure by 2 or<br />

less, nothing happens. On a failure by 3 or more, the character<br />

hurt himself, taking 1d damage if he was dislocating the hand or<br />

ankle, or ld+1 if he was trying to dislocate an arm or leg joint,<br />

which may cripple the limb. On a critical failure, he automatically<br />

takes enough damage to cripple the limb.<br />

Dreaming (Mental/Very Hard) Defaults to IQ-10<br />

This skill allows you to remember and control your dreams,<br />

and to gain insight into their meanings.<br />

To use this skill, you go to sleep concentrating on a single<br />

problem. On a successful roll, the GM will provide some relevant<br />

insight or piece of advice. This advice will not necessarily<br />

be the safest or most profitable course of action, but will be the<br />

course most true to your nature and morals. The GM might also<br />

call your attention to some relevant detail that you might previously<br />

have been only subconsciously aware of.<br />

Drunken Fighting (Physical/Hard) No default<br />

Prerequisites: Trained By A Master<br />

or Weapon Master and Karate or Judo<br />

at DX+3 or 16, whichever is higher<br />

This skill cannot be higher than the character's skill with<br />

Judo or Karate. Many martial arts styles have a "Drunken" substyle.<br />

This complex skill is considered by some to be a fancy<br />

technique, unsuited for practical purposes. Others claim that<br />

master Drunken Fighters are deadly opponents. The rules below<br />

subscribe to the latter school of thought.<br />

In theory, the staggering, unpredictable movements of the<br />

Drunken Fighter confuse attackers; the fighter seems to stumble<br />

just in time to dodge a blow, or trip and "accidentally" hit an<br />

enemy. To simulate this deceptive movement, whenever a<br />

Drunken Fighter is in combat, roll a Quick Contest between the<br />

Drunken Fighting skill and the opponent's IQ at the beginning of<br />

every turn. Roll IQ at +3 if the attacker knows about the<br />

Drunken Fighting style; he must also be familiar with the<br />

attacker's fighting style. If the Drunken Fighter wins the contest,<br />

his enemy is at -1 to either hit or defend during the round<br />

(Drunken Fighter's choice) for every point by which he lost the<br />

contest. If the Drunken Fighter loses, however, he suffers a similar<br />

penalty. On a tie, combat is resolved normally.<br />

Experts (skill 18+) can fight while intoxicated without penalty.<br />

Enthrallment (see specific skill)<br />

No default<br />

These four skills can be used to represent the near -magical<br />

effects achieved by bards in fantasy fiction. For game purposes,<br />

these are not psionic or magic powers, but are more closely<br />

related to hypnotism. All have prerequisites of Bard skill and at<br />

least one level of the Charisma advantage. Neither Charisma nor<br />

Voice modifies these skills, however.<br />

Each of the four Enthrallment skills has its own time and<br />

fatigue requirements, as well as duration. All follow the same<br />

general procedure, however. Each requires two skill rolls: Bard<br />

and the appropriate Enthrallment skill.<br />

At the outset of the tale, roll versus Bard skill to start the<br />

Enthrallment process. If a storyteller can't grab the audience's<br />

attention at the outset of the tale, he won't have much of a<br />

chance of controlling them by the end.<br />

Normal success on the Bard skill roll does not affect the<br />

Enthrallment roll. Critical success grants a +1 bonus. The<br />

amount a Bard roll is missed by is subtracted from the<br />

Enthrallment roll. Critical failure means Enthrallment has no<br />

chance of success with this audience this session.<br />

If a player actually tells a good tale, the GM should grant a<br />

+1 to +3 to both the Bard and Enthrallment rolls!<br />

After the minimum amount of time needed to Enthrall has<br />

passed, the storyteller rolls against his Enthrallment skill. This is<br />

a Quick Contest of his Enthrallment Skill vs. each audience<br />

member's Will.<br />

If the storyteller ties or loses a Quick Contest, there is no<br />

effect. A critical failure, however, results in a hostile audience!<br />

Details are listed with each skill.<br />

Audience size: An "audience" can be one listener or a hundred<br />

- as many as can hear the tale. However, the number of<br />

audience members that can be Enthralled at one sitting is limited to<br />

the Charisma level of the storyteller squared, to a maximum of<br />

25 people for five levels of Charisma.<br />

These skills may never be known at a skill level higher than<br />

one's Bard skill.<br />

Persuade (Mental/Average)<br />

No default<br />

Prerequisites: Bard-12+ and Charisma 1 +<br />

A storyteller may attempt to Persuade an audience to his<br />

views. This may be used whenever a reaction roll is called for,<br />

and grants a bonus to the reaction roll.<br />

The amount the bard wins the Quick Contest by is added to a<br />

reaction roll, up to a maximum of +3 for ordinary success, and<br />

+4 for critical success. If the storyteller fails the Quick Contest,<br />

there is neither bonus nor penalty to the reaction roll. On a critical<br />

failure, the best possible reaction is Poor.<br />

Time and fatigue requirements: The attempt takes one<br />

minute and costs the storyteller 2 Fatigue, whether it is successful<br />

or not.<br />

Duration: As long as the reaction lasts. That is, until the storyteller<br />

does something to change the NPC's opinion!<br />

Sway Emotions (Mental/Average) No default<br />

Prerequisites: Persuade-12+ and Charisma 1 +<br />

The storyteller may attempt to instill the audience with any one<br />

emotion he desires for one hour. If the storyteller wins the Quick<br />

Contest, the audience, up to the maximum number the teller can<br />

influence, becomes imbued with an emotion of the storyteller's<br />

choice for the next hour. Critical failure results in a hostile audience!<br />

Some sample emotions are love, hate, lust, anger, greed, jealousy,<br />

fear, sadness, joy, peace, unrest, depression, boredom,<br />

patriotism and disgust.<br />

Time and fatigue requirements: It takes a minimum of ten<br />

minutes of uninterrupted storytelling to Sway an audience's<br />

emotions. The attempt costs the storyteller 4 Fatigue whether it is<br />

successful or not.<br />

Duration: One hour.<br />

Suggest (Mental/Hard)<br />

No default<br />

Prerequisites: Persuade-12+ and Charisma 1 +<br />

The storyteller may attempt to instill the minds of the audience<br />

with a single, simple suggestion. A suggestion should have no<br />

complex grammatical clauses - just a subject, verb, object and at<br />

most two modifiers. "Kill the king!" is an acceptable suggestion,<br />

but "Kill the king if he doesn't accede to our demands!" is not.<br />

If the suggestion goes against the personal safety of the audience,<br />

it is resisted at +5; if it goes against their beliefs, convic -<br />

tions or knowledge, it is resisted at +3. If the storyteller wins the<br />

Quick Contest, the audience will try to act on the suggestion to<br />

the best of their abilities - each assuming that the idea was his<br />

own! On a critical failure, the storyteller is so clumsy in his<br />

attempt to manipulate the audience that they realize it, and<br />

become hostile to the storyteller!<br />

139

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!