GURPS - Compendium 1..
GURPS - Compendium 1..
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