GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Muscle Reading (Mental/Very Hard) No default<br />
Prerequisites: Physiology, Psychology<br />
and Trained By A Master<br />
Muscle Reading is the skill of learning a subject's intentions<br />
by feeling involuntary muscular tensions. The player must ask<br />
the GM a single yes/no question, while the character hints about<br />
the desired information to the subject of the Reading. A successful<br />
skill roll answers the question. Critical success yields extra<br />
information, while failure provides no information, and critical<br />
failure produces misinformation. A roll of a natural 18 causes<br />
the subject to notice that the reader is groping him in an odd<br />
place.<br />
A separate version of this skill must be learned for each<br />
species. Knowledge of the appropriate species' physiology is<br />
required to locate the appropriate muscle groups, and of psychology<br />
to successfully make the leading comments that will<br />
cause the subject to subconsciously react.<br />
This skill differs from the Body Language skill (p. 132) in<br />
what is read (tension versus posture), what is learned (the subject's<br />
attitudes rather than his next physical move), and the<br />
method of sensing the signals (a blind person can be an excellent<br />
Muscle Reader). It is not related to Detect Lies at all, which is a<br />
psychological technique.<br />
This is a tactile skill. Touching the subject's torso is required<br />
(for humanoids - requirements for other races are GM's option).<br />
Bonuses for Sensitive Touch (p. 65) apply. Each question takes<br />
one second. There is no bonus or penalty for repeated attempts.<br />
Modifiers: For clothing: +2 if touching the subject's bare<br />
skin, no modifier for a shirt, -1 for a suit jacket, -2 for a sweater, -3<br />
for clothing with DR 1 and -10 for DR 2. Reading through<br />
clothing or armor with DR 3+ is impossible.<br />
For contact: a hearty handshake (hand on shoulder) gives no<br />
modifier, chaste dancing gives +1, a chaste hug +2, a lascivious<br />
hug (or dancing) gives +4 and full body contact gives +6. Under<br />
most circumstanc es, these last two forms of contact will be<br />
interpreted as a seduction attempt!<br />
If the subject is intoxicated: a +1 if he is Cheerful/Mellow,<br />
no modifier if he is Elated, -1 if he is Boisterous, -2 if he is<br />
Unsteady, -4 if he is Drowsy and -8 if he is Weaving. If he is<br />
Vomiting or worse, the attempt is impossible.<br />
Muscle Reading does not have to be subtle. It is possible to<br />
use it for direct, overt interrogation - stripping a prisoner, grabbing<br />
him in the most effective way possible and asking direct<br />
questions. This would result in a +8 to the skill rolls, and possibly<br />
affect the interrogator's Reputation in interesting ways.<br />
Attempted use of Muscle Reading may be detected. A<br />
Muscle Reader who suspects an attempt to read him may roll<br />
against his own skill (modified for degree of contact as above,<br />
but by his own clothing). Success reveals whether or not an<br />
attempt is being made. Failure reveals nothing ("You can't<br />
tell"), and critical failure gives the wrong answer. Note that just as<br />
an enthusiastic Reading can be mistaken for a seduction<br />
attempt, seduction may make a suspicious person worry about<br />
being read.<br />
A skilled Reader can also spot a Reading attempt on someone<br />
else, by sight - roll as above, but with an additional -5.<br />
Muscle Reading may be resisted only by the Body Control skill, as<br />
a Quick Contest of Skills. Note that it is irrelevant whether or how<br />
the victim answers the leading comments or questions - his body is<br />
providing the answers involuntarily.<br />
Muscle Reading can be used simultaneously with any other<br />
skills that can be used while touching someone. A person skilled in<br />
both Muscle Reading and Detect Lies may appear to be telepathic!<br />
Net Tan (Mental/Very Hard)<br />
No default<br />
This Oriental skill allows the user to nourish his body with<br />
its own substances. This involves breath control and other dis<br />
ciplines such as refusing to spit. On a successful skill roll, Nei<br />
Tan triples the length of time the user can hold his breath. A<br />
successful roll also allows the practitioner to regain a point of<br />
lost Fatigue in only two minutes. At the GM's option, Nei Tan<br />
may also give its user a +1 to HT for purposes of Aging rolls.<br />
GMs may choose not to permit this skill in their campaigns, or<br />
might require a difficult quest to find a master before it can be<br />
learned.<br />
Power Blow (Mental/Hard)<br />
No default<br />
Prerequisite: Trained By A Master<br />
or Weapon Master<br />
The user draws from his inner strength to deliver a devastating<br />
punch or kick. This requires 20-skill turns of concentration<br />
(minimum one), followed by a Power Blow roll. Then the attack is<br />
made, with all normal modifiers. If successful, the fighter's ST<br />
is doubled for damage purposes. With a skill level higher than<br />
20, ST can be tripled if the user concentrates for 30-skill turns.<br />
This skill can be used in non-combat situations. For instance, a<br />
character trying to move a heavy object can try to use Power<br />
Blow to momentarily double or triple his Strength. This could<br />
explain the tale that Shaolin monks were able to lift a 500-<br />
pound metal cauldron (filled with hot coals to boot!) as the last<br />
part of their initiation test. Prodigious leaps can also be achieved<br />
with this skill, although the Flying Leap skill (above) is more<br />
effective in this regard.<br />
Example: A martial artist with ST 11 and Power Blow-17<br />
could leap almost five feet straight up, or make a standing broad<br />
jump of 19 feet!<br />
Using Power Blow for feats of strength costs 1 d Fatigue.<br />
Precognitive Parry (Mental/Hard) No default<br />
Prerequisites: Trained By A Master<br />
or Weapon Master;<br />
Danger Sense or ESP Power 3<br />
and Precognition-15+;<br />
one weapon skill at 20+<br />
This is a combination of psionic and Chi skills that allows a<br />
martial artist to parry attacks he could not possibly defend<br />
against, like bullets and beam weapons. This is done by sensing<br />
where the incoming attack will arrive, and intercepting it with<br />
one's limb or weapon before the attack gets there. To use this<br />
skill, one must be aware that he is about to be attacked (a gunman<br />
aiming at him, for instance). A roll against Precognitive<br />
Parry is then made. On a success, the fighter can make a Parry<br />
roll normally.<br />
This doesn't mean he can swat bullets away with impunity,<br />
however. All he is doing is interposing a weapon (or maybe a<br />
limb) between himself and the bullet or beam. The attack will<br />
do damage normally against the weapon (use the Breaking<br />
Weapons rules on p. B111) unless the fighter makes his Parry<br />
roll by 5 or more, or scores a critical success; any damage<br />
past that necessary to break the weapon (or cripple the hand or<br />
arm parrying the attack) will affect the defender. The only<br />
weapon exempt from this rule is the Force Sword, which<br />
either burns up the bullet or deflects the energy beam. In fact,<br />
the skill is almost useless without Force Swords, so it is best<br />
limited to space-opera campaigns. When used against normal<br />
attacks, the skill gives a +1 bonus on any Active Defense.<br />
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