GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Just Watch This One!<br />
(Continued)<br />
Multiple acrobats increase the difficulty of a<br />
trick: -2 for two acrobats working together, -3<br />
for three people, and so on. (Alternately, the<br />
GM may make the acrobats roll against two<br />
maneuvers at no penalties: Team<br />
Acrobatics and Aerial Acrobatics.) This modifier<br />
(or additional roll) is applied to each<br />
acrobat involved in the stunt, but can dramatically<br />
increase reach. Figure that a person<br />
hanging from a trapeze by his knees has a<br />
reach equal to his height. Each additional person<br />
can add up to eight feet in reach, and three<br />
yards in length for leaping purposes.<br />
Nine out of ten aerial accidents in circuses<br />
occur because the rigging failed, not<br />
the performer. See pp. B212-213 for<br />
weight-bearing capacity of rope. Grapnels<br />
and S hooks make lousy trapeze attachments<br />
- swing the tiniest bit out of rhythm,<br />
and off they come . . . and off you go!<br />
Tightrope Walking (Hard)<br />
Defaults to Acrobatics-2<br />
Tightrope walking can be very useful to<br />
an adventurer - if he can get a rope in the<br />
right place to begin with. Using a balancing<br />
pole adds +5 for a very long and limber<br />
pole, down to +1 for something rigid and<br />
short like a spear or umbrella. You have a<br />
penalty to your roll equal to your encumbrance<br />
level. The GM may assess other<br />
penalties based on factors like a slick or<br />
frayed rope, the distance of the walk, wind<br />
or other distractions.<br />
Slack-Rope Walking is at Tightrope<br />
Walking-3, and may be learned as a separate<br />
maneuver if the GM is willing - starting<br />
at Acrobatics-5! (This is an example of a<br />
"double default.")<br />
Characters with the Perfect Balance<br />
advantage (see p. 63) have no reason to<br />
learn this maneuver.<br />
Gymnastics (Hard) Defaults<br />
to Acrobatics<br />
It is very unfair to lump so many different<br />
and beautiful maneuvers under one<br />
heading. This "maneuver" includes the<br />
showy cartwheels, flip-flops, walkovers,<br />
handsprings, somersaults, tinsikas, splits,<br />
balancing positions, etc., that wouldn't be<br />
used in many game situations, but might<br />
be useful in a performance. The GM may<br />
make any one of these types of skills into<br />
its own maneuver, if desired. Certain<br />
types, such as the various somersaults,<br />
might have a penalty to the default for difficulty.<br />
The maneuver difficulty in general<br />
is listed as Hard, above, because it is<br />
assumed that for a performance, the acrobat<br />
will be using only his best tricks. The GM<br />
should usually require two skill rolls for<br />
Gymnastics: one against this maneuver for<br />
flawless execution of the skill, and one<br />
against Performance skill to rate the showmanship<br />
quality.<br />
Jump Kick (Hard) Defaults to Karate-4 or Kicking-2<br />
Prerequisite: Karate; cannot<br />
exceed Karate skill level<br />
A classic maneuver in fiction, although most martial arts teachers discourage<br />
its use in real-life situations. This kick increases the attack's reach to 2 hexes;<br />
damage is thrust+2 (plus Karate bonuses), and the attack is at -2 to parry. If you<br />
miss, roll vs. DX-4 or Acrobatics-2 to avoid falling.<br />
Kicking (Hard) Defaults to Karate-2 or Brawling-2<br />
Prerequisite: Karate or Brawling;<br />
cannot exceed prerequisite skill level<br />
This maneuver allows kicking to be improved separately. Other types of<br />
kick can default to either Kicking or Karate; use whichever default is higher.<br />
The skill level with the Kicking maneuver does not affect damage; use the<br />
unmodified Karate skill for this. If a kick misses, roll vs. Kicking skill or DX to<br />
avoid falling. Damage from a regular kick is thrust/crushing, plus 1/5 (round<br />
down) of Karate skill or 1/10 (round down) of Brawling skill.<br />
Knee Strike (Average)<br />
Defaults to Karate-1<br />
or Brawling-1<br />
Prerequisite: Karate or Brawling;<br />
cannot exceed prerequisite skill+2<br />
This attack does thrust-1 damage, plus Karate or Brawling bonuses. If the<br />
target has been grappled successfully, he defends at -2. If the target has been<br />
grappled from the front, the natural target of a Knee Strike is the groin, and<br />
there is no hit location penalty to attack the groin! Unlike most Karate attacks.<br />
which have Reach C. 1, this attack is Reach C only.<br />
Neck Snap (Hard)<br />
Defaults to ST-4<br />
Prerequisite: None; cannot exceed ST+3<br />
This brute-force attack consists of grabbing and suddenly twisting the vic -<br />
tim's head, hoping to snap the neck. A very strong man can kill instantly with it.<br />
First, the attacker must grapple the victim by the head with both hands. On<br />
the following round, the attacker rolls a Quick Contest, his Neck Snap maneuver<br />
versus the victim's ST or HT (whichever is greater), plus Toughness, if any. If the<br />
attacker wins the contest, he does swing/crushing damage, which is multiplied by <strong>1.</strong>5<br />
against the neck. On a tie, or if the victim wins, no damage is inflicted.<br />
Neck damage, even if not lethal, can be crippling. If the victim survives, he<br />
must roll vs. HT, as for a crippling injury (p. B129); a lasting injury will keep<br />
him in a neck brace for the allotted period, and all crushing damage done to his<br />
neck during that time will be doubled (representing the chance that the injury<br />
will aggravate itself).<br />
Off-Hand Weapon Training (Hard) Defaults to<br />
any Combat/Weapon Skill-4<br />
Prerequisite: Any Combat/Weapon Skill;<br />
must specialize; cannot exceed prerequisite skill level<br />
Anyone who has learned to use a weapon with the master hand can learn to<br />
use the same weapon with the off hand. This maneuver allows one to eliminate<br />
the -4 off-hand penalty, but only for that particular weapon. This maneuver is<br />
very useful when using paired weapons (see also Dual-Weapon Attack, p. 167).<br />
Off-hand training can also be applied to other skills, and to train the off-hand<br />
skill up if the master hand is lost or crippled.<br />
Note: This maneuver appeared as a skill in earlier <strong>GURPS</strong> supplements.<br />
170