GURPS - Compendium 1..
GURPS - Compendium 1..
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 />
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