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GURPS - Compendium 1..

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Just Watch This One!<br />

Expanding the Acrobatics<br />

Skill with Maneuvers<br />

These rules are from an article by<br />

Steffan O'Sullivan in Roleplayer magazine,<br />

issue #25.<br />

The concept of maneuvers can be easily<br />

expanded to the Acrobatics skill - in fact,<br />

some of the martial arts maneuvers default<br />

to Acrobatics already. Many people feel<br />

that the Acrobatics skill is too comprehensive<br />

to be only one skill; by using maneuvers,<br />

we can expand the skill to the dimensions<br />

it deserves without crippling the<br />

basic skill by dividing it.<br />

Ground Rules<br />

The Acrobatics skill includes all of the<br />

following maneuvers, at the defaults listed.<br />

No one with Acrobatics needs to raise any<br />

maneuvers to be able to try them!<br />

In order to raise an individual maneuver,<br />

the character must have Acrobatics at<br />

skill 12 or higher (i.e., Acrobatics is a prerequisite<br />

for all of these maneuvers).<br />

An individual maneuver cannot have<br />

more points put into it than the character<br />

has in Acrobatics itself. E.g., if an acrobat<br />

wishes to put 4 points into the Tightrope<br />

Walking maneuver, he must have at least 4<br />

points in Acrobatics first.<br />

Points in all Acrobatic maneuvers<br />

totalled cannot exceed twice the points in<br />

Acrobatics skill. E.g., a character with 4<br />

points in Acrobatics can put no more than<br />

8 points into Acrobatic maneuvers.<br />

All maneuvers have a maximum of<br />

Acrobatics+4.<br />

Please note that Tumbling is of Special<br />

difficulty. It cannot be raised above the level<br />

of Acrobatics, since it is what people consider<br />

Acrobatics for most game purposes.<br />

The Acrobatics Maneuvers<br />

Acrobatics is divided here into six<br />

maneuvers - individual GMs are free to<br />

expand this.<br />

Back Kick (Hard) Defaults to Karate-4 or Kicking-2<br />

Prerequisite: Karate; cannot exceed Karate skill level<br />

This maneuver lets a fighter attack back hexes without changing facing. The<br />

roll is at Karate-4, in addition to any other modifiers. The user must be aware of the<br />

attacker behind him. The kicker's Active Defenses against all attacks are at -2 for<br />

that round.<br />

Breakfall (Average) Defaults to Judo or Acrobatics<br />

Prerequisite: Judo<br />

This is a basic Judo maneuver, involving slapping the mat or ground to<br />

absorb the shock of landing. When the user is thrown for damage (see Judo<br />

Throw, p. MA51), a successful Breakfall roll will prevent damage. In any fall, a<br />

roll against Breakfall will reduce the effective distance of the fall by one yard.<br />

This is not cumulative with the results of a successful Acrobatics roll (p. B48).<br />

Choke Hold (Hard) Defaults to Judo-2 or Wrestling-3<br />

Prerequisite: Judo or Wrestling; cannot<br />

exceed prerequisite skill level<br />

This special grapple consist of locking one forearm around the target's<br />

neck, applying pressure to the windpipe and effectively shutting off the vic -<br />

tim's oxygen supply. A Choke Hold is very difficult to break: the more the<br />

target struggles, the tighter the choke becomes. This maneuver can also result in<br />

permanent damage to the target's throat. It was used by police to control<br />

dangerous criminals until its potential lethality prompted the authorities to<br />

ban it.<br />

To effect a Choke Hold, the attacker must have grappled the victim with<br />

both hands from behind. After a successful grapple, a Choke Hold roll is necessary<br />

to place the victim in the hold (the target can make any Active Defense<br />

against this; PD does not protect). Once the hold is in place, the victim starts to<br />

suffocate (see p. B122). Breaking Free is very difficult; the victim is at -5 to all<br />

rolls to do so (attacks like Elbow Strikes can be used without any additional<br />

penalties, however). Also, the Choke Hold can inflict damage as per<br />

Strangling (see p. Bl12), if the user so desires; this may happen accidentally, if<br />

the victim is struggling wildly. Against an uncontrolled victim, make a<br />

Choke Hold roll at an additional -2 to avoid inflicting damage. If the attacker<br />

intends to hurt a thrashing victim, add +3 to the ST of the attacker for damage<br />

purposes.<br />

Continued on next page . . .<br />

166

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