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GURPS - Compendium 1..

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Horse Archery (Hard)<br />

Defaults to Bow-4<br />

Prerequisites: Bow and Riding at 12;<br />

cannot exceed Bow skill<br />

This represents lengthy training in the use of the short, composite bow from<br />

horseback, and associated tactics. It might conceivably be learned "in play," but<br />

the sheer amount of practice involved would make this hard; it is probably best<br />

limited to steppe nomads (and characters with an appropriate Unusual<br />

Background).<br />

This reduces the penalties for using a bow from horseback (see p. B137).<br />

For example, 1 point decreases the penalty for turning in the saddle to fire to the<br />

rear to -3 (and removes the Riding penalty); 2 points will reduce the penalty to -<br />

2. and so on. Other trick shots will take only half the usual penalties (round up) if<br />

the archer can make his Horse Archery roll. The character can also use horsearcher<br />

tactics and will recognize others' use of them on an IQ roll.<br />

Jab (Average) Defaults to Boxing-3 or Karate-3<br />

Prerequisite: Boxing; cannot<br />

exceed Boxing skill level<br />

This is a quick snapping blow which can either allow multiple light attacks or<br />

be used as a feint for a more powerful attack. Using a jab allows one extra attack<br />

that round, but both attacks must be jabs. Jab damage is thrust-3 plus Boxing<br />

bonuses. Also, a single jab can be used instead of a Feint maneuver; the jab is<br />

counted as an attack, and if it hits can do damage normally, but the same to-hit<br />

roll is used as a Feint roll (see p. B105); the next attack will get the bonuses of<br />

the Feint (if any).<br />

Example: Leon "the Drill" Martinez has Boxing-14 and Jab-13. He attacks an<br />

adversary with Boxing-12 with a Jab. He rolls a 9, making his Jab roll by 4; the<br />

other boxer rolls his Parry successfully. However, the boxer also has to roll<br />

against his Boxing skill; he rolls a 12, losing the Contest by 4 points. On the<br />

next round, Leon throws a punch; his enemy will be at -4 to defend.<br />

Just Watch This One!<br />

(Continued)<br />

Example: Two ST 11 characters doing a<br />

voltige maneuver with a two-yard running<br />

start could get the voltigeur's feet<br />

68" (5" 8") off the ground! If the<br />

voltigeur were six feet tall, he could<br />

grasp the top of a 13-foot wall, since the<br />

arms stretched upward add two feet to the<br />

reach. The advantage of voltige over<br />

stacking is speed: stacking takes at least<br />

four seconds, while voltige is a single action.<br />

There are other voltige maneuvers.<br />

Some are more complicated, even involving<br />

three persons, such as one person being<br />

swung for momentum by two people, then<br />

"tossed" upright to a stacking position atop<br />

the other acrobats' hands, which are held<br />

straight up! Each member needs to make a<br />

Team Acrobatics-2 roll, but it takes only<br />

one second to prepare (if the voltigeur is<br />

already lying down), and two seconds to<br />

swing into position.<br />

Stilt Walking (Average)<br />

Defaults to Acrobatics<br />

An acrobat may walk on stilts with a<br />

successful Stilt Walking roll every ten minutes.<br />

Skill dictates how high the feet may<br />

be off the ground: an acrobat's feet may be<br />

Stilt Walking-8 feet off the ground for<br />

hand-held stilts (minimum one foot), and<br />

Stilt Walking-12 feet for strapped-on stilts<br />

that do not come above the knee (allowing<br />

both hands free). Other acrobatic feats<br />

while wearing strap-on stilts are at -5: combat<br />

is at -3. Both hands are needed to operate the<br />

stilts for hand-held stilts. Ladder Walking<br />

defaults to Stilt Walking-3.<br />

Aerial Acrobatics (Hard)<br />

Defaults to Acrobatics-2<br />

The Aerial Acrobatics maneuver includes<br />

swinging on ropes, chandeliers, suspended<br />

rings, trapezes, etc. It is called<br />

Rigging Acrobatics in circuses.<br />

Simple, straightforward swinging with<br />

the arms is rolled at Aerial Acrobatics+2<br />

(defaults to Acrobatics), while anything<br />

involving active use of the legs or flipping<br />

or twisting is at Aerial Acrobatics - or<br />

worse, at the GM's option. Aerial Acrobatics<br />

is the maneuver to use for any fancy<br />

maneuvers while hanging by your arms or<br />

legs - such as swinging up to a balcony<br />

you're dangling from, for example, or imitating<br />

Tarzan.<br />

Aerial Acrobatics effects are too complicated<br />

to give in detail here - notice that<br />

rules for simple rope and chandelier<br />

swinging take up a full page in <strong>GURPS</strong><br />

Swashbucklers! (Such swashbuckling<br />

maneuvers will also appear in <strong>Compendium</strong><br />

II.)<br />

Continued on next page ...<br />

169

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