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GURPS - Basic Set 3r..

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SKILLSARTISTIC SKILLSVideo Production (Mental/Average)Defaults to IQ-6 or anyPerformance skill -4You are familiar with video production equipment, and cancompetently direct a show (TV, holovid, movie, etc.). This can be aATHLETIC SKILLSBody Sense (Physical/Hard) Defaults toDX-6 or Acrobatics-3This is the ability to adjust quickly after teleporting or any simi larsort of magical or psionic "instant movement." Roll at -2 if you arechanging facing, -5 if you are going from vertical to horizontal orvice versa. Note that you cannot change physical position during ateleport - only orientation.A successful roll allows you to act normally on your next turn. Afailed roll means disorientation - no actions except defense areCOMBAT/WEAPON SKILLSBoxing (Physical/Average)No defaultAlthough not considered a martial art by the average Westerner,boxing is a scientific unarmed combat technique. Boxing fallssomewhere between Brawling and Karate in terms of precision andfinesse.Boxing punches add 1/5 of the character's Boxing skill to damage.There is no similar bonus for kicks. In fact, the Boxing skilldoes not teach one how to kick; use DX-2 or Brawling-2 instead.Parries are 2/3 of the skill, at -3 against weapons other than thrustingattacks, and at -2 against kicks (boxing does not train to specificallydefend against kicks).Where Boxing does excel, however, is in teaching fighters how tododge, by reading the foe's body language before a punch isthrown. Against bare-handed or thrusting attacks, a boxer gets aDodge bonus equal to 1/8 his skill (rounding down). This Dodgebonus does not count against swinging or ranged attacks.In a <strong>GURPS</strong> Martial Arts cinematic campaign, Boxers get thesame extra attack bonuses as martial artists (see <strong>GURPS</strong> MartialArts, p. 47). They cannot have the Trained by a Master advantage,however, so they cannot make Chambara attacks.Note that some Asian styles have incorporated Western boxing orvery similar techniques.Cloak (Physical/Average)Defaults to DX-5,Buckler-4 or Shield-4This is the skill of using a cloak or cape, both offensively anddefensively. Treat a cloak in close combat as if it were a shield (seesidebar, p. 114).very useful skill in a modern or post-modern campaign, letting youdeal with a world of rock videos, politicians-as-performers andmass media. Note that if you're using the skill by default, technicalproblems with the equipment are almost a certainty, even if you rollwell and know exactly what effect you want.possible for 1 turn. A critical failure means you fall down, physicallystunned.Modifiers: +3 for Absolute Direction.Flight (Physical/Average)Defaults to DX-4This is the skill to use a non-technological Flight power well, foracrobatics, tight turns, and so on. It's the same skill, whether theflight is magical or psionic.For a naturally winged creature, Flight skill defaults to DXrather than DX-4, but can still be improved as a normal P/A skill.There are two types of cloaks used in combat:a large, heavy, hooded full-length cloak, and thesmaller, light-weight, torso-length dress cloak thatmost supers wear as a cape.Heavy CloakThe heavy cloak is used as a shield; treat the defensive maneuveras a Block, figured at half cloak skill with PD 2.The offensive maneuver with a heavy cloak is to attempt toenvelop the opponent. The cloak is treated as a thrown weapon (SS12, Acc 1, Max 2, no half damage). The maximum aiming bonus is+1. A thrown heavy cloak may be Dodged or Blocked, and Parried bya weapon of 2 lbs. or more. A heavy cloak weighs 5 lbs.At a 1-yard range, the attacker may hold on to the heavy cloakwhile throwing it. If the throw misses or the defense is successful,one turn is needed to ready it again for offensive or defensive use. Ifthe throw is successful, the attacker may attempt to pull his opponentoff-balance. Roll a Quick Contest of ST; the attacker is at +2. If thedefender loses the contest, he is at -2 DX the next turn. If he losesby 5 or more, he is pulled off his feet onto his knees. On a criticalfailure, the defender falls down. It takes a successful DX roll andone turn to remove the cloak. In the meantime, the cloak blinds thedefender and prevents any attack or active defense.Light CloakThe light cloak is more versatile. Although it only has PD 1when used as a shield, it can be used more creatively as an attackweapon. A light cloak weighs 2 lbs. As a weapon, it can:Be thrown over the opponent's head.Entangle the opponent's weapon or arm.Be snapped at the opponent's face.

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