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GURPS - Compendium 1..

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Hypnotic Hands (Mental/Hard) No default<br />

Prerequisites: Trained By A Master,<br />

Hypnotism-15+<br />

The fighter makes hypnotic motions with his hands, lulling<br />

the enemy into a trance-like state. To use the skill, the target<br />

must be within (skill/2) yards, and he must be able to see the<br />

attacker. The martial artist must then spend at least one turn performing<br />

the hand motions; during that time he can not make any<br />

attacks, and all Active Defenses are at -2. At the end of this<br />

period, the martial artist projects his Chi at the (hopefully) nowsuggestible<br />

victim. A Quick Contest between Hypnotic Hands<br />

and Will or Mental Strength is rolled; if the target wins, he is<br />

unaffected. The victim is at -1 for every turn above 1 that the<br />

attacker spent making the motions - if performed long enough,<br />

the technique will wear down the strongest-willed foe.<br />

If the victim loses the contest, he is Mentally Stunned (see p.<br />

B127) for 1 turn for every point by which he lost the Contest<br />

(roll against IQ normally to recover after that). During that period,<br />

he will also be vulnerable to hypnotic suggestions: all<br />

Hypnotism rolls made against the victim for that period are<br />

resisted at -5 to Will (this -5 penalty also applies to such<br />

Hypnotism-based skills as Invisibility Art).<br />

Immovable Stance (Physical/Hard) No default<br />

Prerequisite: Trained By A Master<br />

This skill allows the user to anchor himself to the ground in<br />

such a way that it may take many strong men to move him. It is a<br />

combination of expert balance and the channelling of one's Chi<br />

in the proper way.<br />

A fighter with this skill can resist slam attacks with it, by<br />

either using the Immovable Stance skill in place of ST, or<br />

adding 1/5 of his skill to ST, whichever is greater. The fighter<br />

can also resist Judo throws (see p. B51), and the Push skill (see p.<br />

144) with this skill.<br />

Invisibility Art (Mental/Very Hard) No default<br />

Prerequisites: Trained By A Master,<br />

both Hypnotism and Stealth at 16+<br />

This is the fabled skill of the master ninja and other assassin<br />

cults. A user of this skill can stand in plain sight without being<br />

noticed; it is said that true masters<br />

can walk through a crowd<br />

unobserved.<br />

To use this skill, the character must<br />

take a turn of concentration after<br />

announcing this action. If he is<br />

standing perfectly still (a<br />

Meditation or Breath Control roll will<br />

achieve this), he gets a +2 on all his<br />

rolls. He must then win a Contest of<br />

Skills (Invisibility Art vs. Vision roll)<br />

against each and every person who<br />

can see him. Each win for the user<br />

means that one subject is unable to see<br />

him.<br />

Modifiers: If the viewer is<br />

concentrating on something else, or is<br />

otherwise distracted, the resistance<br />

roll is made at -3. By the same token,<br />

anyone specifically looking for<br />

intruders will resist at +3. If<br />

someone sees the ninja and raises<br />

the alarm, by<br />

pointing and crying out, anyone who believes the warning will<br />

resist at +3 on the next turn.<br />

Once a person notices the user of Invisibility Art, that person<br />

will continue to be able to see him until the "invisible" intruder<br />

can get out of sight somehow. (In a darkened area, this can be as<br />

easy as stepping into a shadow.)<br />

If the ninja uses a smoke bomb or flash grenade before<br />

attempting his roll, the resistance roll is also at -3. Thus, he<br />

seems to vanish in a cloud of smoke.<br />

The person making the Invisibility Art roll gets a bonus equal to<br />

the darkness penalty in the area, if any; this ability works best in<br />

the dark. Movement, on the other hand, impairs the use of this<br />

skill; if the character is moving slowly (walking speed or less),<br />

the roll is at -2, and he must also make a Stealth roll to avoid<br />

being heard. If he is running or participating in any strenuous<br />

activity, his skill is at -5. This skill cannot be used once the user is<br />

in combat; he must remove himself from the subject's line of<br />

sight before trying again.<br />

Each successful roll allows the ninja to remain invisible for<br />

one turn.<br />

Kiai (Physical/Hard)<br />

No default<br />

Prerequisite: Trained By A Master<br />

This skill is based on HT, not DX. The character channels his<br />

Chi outward, giving a mighty shout that freezes lesser foes.<br />

Once every 20-skill turns, the fighter can attempt the Kiai on a<br />

victim; this counts as an attack. Roll a Quick Contest (Kiai skill<br />

vs. Will). If the target loses, he is mentally stunned, as per p.<br />

B127.<br />

Modifiers: -1 to Kiai skill for every full two hexes of distance.<br />

The victim resists at +1 if he is Hard of Hearing, at +2 if<br />

Deaf!<br />

Normally, this skill only works against one victim at a time;<br />

although everyone can hear the shout, the attacker's Chi is<br />

focused against a single foe. However, when a skilled martial<br />

artist announces his presence with a Kiai, all foes may be affected<br />

as part of an Intimidation attempt (see p. 159). A Kiai delivered<br />

with this skill subtracts 2 from the Will of all enemies for this<br />

purpose.<br />

141

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