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GURPS - Compendium 1..

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The Spin Kick allows a simultaneous feint and attack. The attacker must roll<br />

twice. First, roll a Quick Contest of Spin Kick vs. the opponent's Karate,<br />

Brawling or DX for the feint, then roll a second time to deliver the attack. If the<br />

feint is successful, use the rules on p. B96 to determine the enemy's defense<br />

penalties. However, if the defender wins the contest, he gets a bonus equal to the<br />

amount by which he won the contest; the kick was badly delivered and the<br />

attacker "telegraphed" the kick, making it easier to defend against. The Spin<br />

Kick does normal kicking damage.<br />

Optional Rule:<br />

Combinations<br />

(Continued)<br />

Example: Terry the karate master has<br />

two combinations: Kick-Punch, and Parry-<br />

Punch-Kick. On his combat turn, he can<br />

make one normal attack, and use the Parry-<br />

Punch-Kick combination as his Active<br />

Defense. Alternatively, he can attack with<br />

the Kick-Punch set, and defend normally.<br />

The player must announce his intention<br />

to use a combination at the beginning of<br />

the round. The GM secretly rolls a Quick<br />

Contest between the first skill used in the<br />

combination (for instance, if the first<br />

maneuver is a Karate Parry, use the<br />

unmodified Karate skill) and the opponent's<br />

highest hand-to-hand combat skill<br />

(this can be an armed or unarmed combat<br />

skill, and his weapon training will help<br />

him, even if he doesn't have a weapon). If<br />

the combination-user wins, he proceeds<br />

with the combination. The target can only<br />

defend until all the combination moves are<br />

finished. If the user loses, he can only use<br />

the first maneuver, and his opponent<br />

defends at +3.<br />

Defenders who are familiar with the<br />

attacker's style, or who have the Body<br />

Language skill (p. 132), get a +1 bonus in<br />

the contest against attackers using combinations.<br />

Defenders with both get a +2<br />

bonus.<br />

This rule can be unbalancing, as it<br />

allows characters to perform multiple<br />

attacks on each turn. If it distorts your<br />

combats, increase the bonus allowed to the<br />

defender if he wins the Quick Contest.<br />

Combinations require both speed and<br />

precision to work. This mixture can only<br />

rarely obtained with any weapon of significant<br />

heft or length. Except in a highly-cinematic<br />

campaign, the GM should limit<br />

combinations to bare-handed maneuvers<br />

and maneuvers made with weapons that<br />

weigh no more than one pound and whose<br />

Reach is given as either "C" or "C, <strong>1.</strong>"<br />

This usually means blackjacks, daggers<br />

and knives, and exotic martial-arts<br />

weapons such as combat fans, Chinese<br />

slashing wheels, jittes and neko-de.<br />

Stamp Kick (Average)<br />

Defaults to Brawling-3,<br />

Karate-3 or Kicking-1<br />

Prerequisite: Karate or Brawling;<br />

cannot exceed prerequisite skill level<br />

This attack consists of a swift, downward stamp with the heel, using the<br />

attacker's entire body weight to give additional force to the kick. The attack does<br />

more damage than a normal kick, but can only be used to attack the foot of a<br />

standing opponent or to attack an opponent who is lying on the ground. It is<br />

commonly used as a finishing move on a downed foe. Use of this attack in a<br />

tournament is frowned upon. Damage is thrust+1, plus Brawling or Karate<br />

bonuses. On a miss, the attacker must roll vs. HT or take this damage to the foot he<br />

was striking with.<br />

Sweeping Kick (Hard)<br />

Defaults to Karate-3<br />

or Kicking-1<br />

Prerequisite: Karate;<br />

cannot exceed Karate skill level<br />

This is an attempt to kick the adversary's legs out from under him. If the<br />

attack is not successfully Parried or Dodged, roll a contest between Sweeping<br />

Kick skill and the victim's DX. Modifiers: +1 to the stronger of the two. If the<br />

victim loses, he is knocked down, unless he can make an Acrobatics-5 roll to<br />

somersault in the air and land safely.<br />

172

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