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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

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