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GURPS - Compendium 1..

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Light Walk (Mental/Hard)<br />

No default<br />

Prerequisites: Trained By A Master,<br />

and Acrobatics and Stealth, both at 15+<br />

This skill, called Ch'in Rung, allows a character to walk<br />

without leaving visible traces. The training involves walking on<br />

the edge of a large jar without tipping it over; the jar is at first<br />

filled with water, but at the end of the training the character will<br />

be able to walk over an empty jar without moving it. More<br />

intensive training follows, and eventually the student will be<br />

able to walk over snow or mud leaving no trace. Experts were<br />

rumored to be able to walk over thin paper without breaking it.<br />

On a successful Light Walk roll, the user will leave no visible<br />

tracks; no Trac king rolls will succeed unless they rely on<br />

something more than sight. Thus, a human tracker would be<br />

baffled, but bloodhounds would suffer no penalty at all.<br />

A character with Light Walk can also attempt to walk over<br />

thin ice or flimsy surfaces. His Move during these circumstances<br />

is 1/3 normal, modified as the GM sees fit. Thin ice will<br />

require a normal Light Walk roll; attempting to walk over rice<br />

paper strung over a room, on the other hand, requires a roll at -8!<br />

Furthermore, add 1/5 of the Light Walk skill to Stealth skill<br />

when the intention is to move quietly.<br />

Lucid Dreaming (Mental/Easy) Defaults to Will-4<br />

This is the skill of controlling your dreams. When the dream is<br />

caused by an external agency (such as a spell, spirit or deity), a<br />

Quick Contest between the dreamer's skill and the agency's<br />

effective skill (or its IQ) determines who controls the dream.<br />

This is not the same as the Dreaming skill (p. 139), which<br />

includes the ability to analyze your dreams.<br />

Meditation (Mental/Very Hard) No default<br />

Meditation is the skill of calming the emotions, controlling<br />

the mind and relaxing the physical body. It allows one to reach a<br />

state of self-induced trance in which the mind is totally relaxed<br />

but able to react immediately. A concentration period equal to<br />

18-skill turns (minimum 1) is required.<br />

A successful Meditation roll keeps an injured person from<br />

falling unconscious, being shocked or stunned. It also allows<br />

the user to concentrate on the task at hand and ignore outside<br />

disturbances. A successful Meditation roll will give the user a<br />

+2 on any Mental skill (other than magic, psionics and other<br />

metahuman abilities) used in the next turn, and the intense concentration<br />

also gives the user +2 to resist direct mental control<br />

by psionic or magical means; all other IQ rolls on that turn will<br />

be at -2, however.<br />

The art of meditation requires a long course of study and<br />

discipline, and the GM may wish to attach an Unusual<br />

Background to this skill in some campaigns. Note also that the<br />

skill described above is better-suited to cinematic campaigns<br />

than to realistic ones. In realistic games, use the following skill<br />

instead:<br />

Meditation (Mental/Hard)<br />

Defaults to IQ-5<br />

This is the ability to enter a trance-like state which may then<br />

be maintained for several hours. A meditative trance may be<br />

required for certain rituals, as well as being a common prepara<br />

tion for prayer. While in a such a trance, Fatigue is regained at<br />

twice the normal rate.<br />

Mental Strength (Mental/Hard) No default<br />

Prerequisite: Trained By A Master<br />

or Weapon Master<br />

The character has learned to focus his Chi to resist mental<br />

attacks. This skill replaces IQ in any resistance roll against<br />

spells and psionic abilities, as well as Hypnotism, Hypnotic<br />

Hands and Invisibility Art.<br />

Modifiers: Strong and Weak Will. This skill does not replace<br />

most normal Will rolls.<br />

This skill may also be learned by a mage or psionicist character,<br />

at the GM's option.<br />

Mountain Heart (Mental/Very Hard) No default<br />

Prerequisites: Trained By A Master,<br />

Body Control 15+<br />

This (extremely cinematic) skill allows you to actually convince<br />

your body that it has taken less damage than it really has!<br />

To call upon Mountain Heart requires at least three seconds.<br />

You must first make a Breath Control roll, then a Body Control<br />

roll, then the Mountain Heart roll itself. If any of these rolls are<br />

failed, the process must start over again, beginning with the<br />

Breath Control roll.<br />

If the Mountain Heart roll is successful, you take back 1d of<br />

lost hit points. You may never exceed your normal Hit Point<br />

total with Mountain Heart, nor may you use Mountain Heart to<br />

recover more Hit Points than you had after your last successful<br />

use of Mountain Heart.<br />

Example: Shadow Lotus' last successful use of Mountain<br />

Heart brought her to 11 Hit Points; she takes three more points of<br />

damage and uses Mountain Heart again - she may not recover<br />

more than three Hit Points from this use of Mountain Heart.<br />

Once you've successfully used Mountain Heart, you may not<br />

use it again until you take fresh damage.<br />

Characters should keep track of their "real" damage, irrespective<br />

of Mountain Heart rolls, since this damage indicates the<br />

amount of time necessary for a full recovery.<br />

Example: If Leaping Dragon takes 25 points of damage, and<br />

regains 13 of them through Mountain Heart, he'll have to recuperate<br />

long enough to heal all 25 points, not just the 12 he still<br />

felt after Mountain Heart.<br />

Also, a character who takes HTx6 points of "real" damage<br />

dies of massive internal trauma, regardless of Mountain Heart.<br />

Mountain Heart is a very powerful cinematic ability, and<br />

GMs should exercise extreme caution in introducing it into the<br />

campaign.<br />

142

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