GURPS - Compendium 1..
GURPS - Compendium 1..
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 />
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