GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
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