NEW TRAITS
Last update: Wed. November 20 2013
New Advantages
- Claws (Iron Hand) 5 points Physical
This advantage is a variation of Claws (see
GURPS Basic Set
, P.42) only appropriate in a cinematic campeign (see
GURPS Basic Set
, P.488) but not exotic.
This advantage represents the toughening of the hands that some martial artists undergo, literally reshaping their hands into lethal weapons. (Most martial artists will modify only one of their hands in this manner, however.) This advantage can be acquired after character creation.
The punch with the Claws (Iron Hand) will inflict +1 damage per die to basic damage. Note that this bonus is cumulative with any bonus of Boxing, Brawling, Forced Entry (this advantage enables you to use Forced Entry skill with punching) or Karate skill! Also, Claws (Iron Hand) will gain a DR of 1 to your hand (only) and give +2 bonus to Breaking Blow skill.
However, any skill that requires delicate finger manipulation (skills listed under High Manual Dexterity (see
GURPS Basic Set
, P.59) will be at -4 penalty with the Claws (Iron Hand). This penalty is cumulative with Ham-Fisted (see
GURPS Basic Set
, P.138) or High Manual Dexterity (see
GURPS Basic Set
, P.59).
- Invulnerability (Unarmed Attacks) 104 points Physical Supernatural!
You are completely resintant to damage from any unarmed attack forms, including Claws, Strikers, and Teeth. Knockback and any kind of follow-ups can still occur, however.
Special Limitation
Limited: Your Invulnerability is only effective against one unarmed attack form (e.g., Teeth). -25%.
- Monkey-Grip 3 or 8 points/level Physical
This advantage is only appropriate in a cinematic campeign (see
GURPS Basic Set
, P.488).
You have a high degree of training or unnerving talent with huge equipments. These are not limited to weapons but tools or other gear. (Oversized armors cannot be worn at all.)
When using oversized equipments, each level of Monkey-Grip enables you to ignore one point of difference in SM. (For details, see
GURPS Fantasy
, P.137.) Note that penalties from other probrems (e.g., required ST) are not eliminated by Monkey-Grip.
Monkey-Grip costs 3 points for one arm or 8 points for two or more arms. These are cheaper than
Tiny-Wielder
, for there are more penalties from probrems other than SM.
- Strikers (Huge Piercing) 8 points Physical Exotic!
Just as Strikers (see
GURPS Basic Set
, P.88), but does huge piercing damage.
- Strikers (Piercing Limb) 3, 4, 5 or 7 points Physical
This advantage is only appropriate in a cinematic campeign (see
GURPS Basic Set
, P.488) but not exotic.
Just as Strikers with Limb limitation (see
GURPS Martial Arts
, P.47), but does any piercing damage.
Strikers (Piercing Limb) costs 3 points (3 points with -20% limitation) for small piercing (see
Strikers (Small Piercing)
), 4 points (5 points with -20% limitation) for piercing, 5 points (6 points with -20% limitation) for large piercing or 7 points (8 points with -20% limitation) for huge piercing (see
Strikers (Huge Piercing)
).
- Strikers (Small Piercing) 3 points Physical Exotic!
Just as Strikers (see
GURPS Basic Set
, P.88), but does small piercing damage.
- Strong Arms 8 points/arm Physical Exotic!
Some of your arms are stronger and more massive than others. One Strong Arm can support and manipulate objects just like two normal arms if not obviously impossible. One Strong Arm can attack by Greatsword or Two-Handed Punch technique (see
GURPS Martial Arts
, P.81), but cannot shoot a bow. Furthermore, your Strong Arms can absorb more damage than normal arms. (When crippling Strong Arms, consider one Strong Arm as two normal arms.)
You can puechase Strong Arms several times, but of cource, you can have no more Strong Arms than your total arms.
- Stun Points 4 points/level Mental/Physical Supernatural!
You can absorb more damage than normal. Treat Stun Points as hit points, except that they are not counted when considering colligion damage (see
GURPS Basic Set
, P.430), for Stun Points are independent from the size. For supers without massive body, Stun Points will be life-savers in the world where attacks with high armor divisors are in common.
- Tiny-Wielder 8 or 18 points/level Physical
This advantage is only appropriate in a cinematic campeign (see
GURPS Basic Set
, P.488).
You have a high degree of training or unnerving talent with tiny equipments. These are not limited to weapons but tools or other gear. (Small armors cannot be worn at all.)
When using tiny equipments, each level of Tiny-Wielder enables you to ignore one point of difference in SM. (For details, see
GURPS Fantasy
, P.137.) Note that penalties from other probrems (e.g., required ST) are not eliminated by Tiny-Wielder.
Tiny-Wielder costs 8 points for one arm or 18 points for two or more arms. These are more expensive than
Monkey-Grip
, for there are less penalties from probrems other than SM.
- Warning Colouration 5 points/level Physical Exotic!
You have highly noticeable appearance and distinct from harmless beings. Everyone who can see you reacts at -1 per level if not hostile, in which case the foe reacts at +1 per level. You also gets +2 per level in Intimidation and -2 per level in Stealth. (Clothing reduces this penalty to -1 per level.)
Warning Colouration does not normally help in the dark or against someone relying upon senses other than sight. You may have no more than four levels of Warning Colouration and may combine Warning Colouration with Chameleon (see
GURPS Basic Set
, P.41) only when "Alternative Attacks" rules (see
GURPS Basic Set
, P.61) are applied.
New Perks
- Cool 1 point Mental
You are cool at any moment. Roleplay it! Instead, you get +1 to any fright checks.
New Disadvantages
- Bad Sight (Astigmatism) -25 points Physical
You have poor vision for astigmatism. It gives -6 to vision rolls and -2 to attack in any situation. Astigmatism is not sometimes correctable: even if you are from a
TL that provides ready access to glasses or contact lenses, you may have this disadvantage with or without Mitigator limitation.
- Disoriented -5 points Mental
You have an uncanny affinity for losing their bearings. Make a IQ roll to get through the day without getting your way lost. This is rarely life-threating, but it is inconvenient and often expensive. You do not necessarily have a low IQ, but if final, modified IQ exceeds 13, reduce it to 13 for the purpose of the roll required. (You have an inferior sense of direction to your IQ suggest.) The GM should be creative in inventing minor torments. You should especially avoid going to where you have never been without a guide.
- Exhalted Spirit -25 points Mental
You must follow the path of the highest ideals of "good", and do your best to get others to be "good"doer. Note that this disadvantage does not give the definition of "good"; it may be any one type of ethical category. So you may freely rename this disadvantage as "Vile Spirit", "Chaotic Spirit", "Static Spirit" or the like.
In an area with a few or many definitions of "good" that contradict each other, you do not "go wild" - you act as though the "good" defined at your own home were in force. You also assume that others are or can be "redeemed" unless you know otherwise (make a skill roll that reveals someone's nature to realize they are utterly beyond redemption).
This is a disadvantage, because it often limit your options! You always act as an exemplar of deeds regarded as "good" and do never commit or turn a blind eye to anything that opposes the "good", whatever the consequences. You must roleplay this disadvantage fully, or the GM can declare that it has been lost and make you buy it off.
Exhalted Spirit has its rewards, of cource. If you stay alive and in one place long enough for your exhalted deeds to become known, the GM should give you +1 on a reaction roll against anyone who does not damn the "good" - or +3 against anyone who honors it. This is essentially a free Reputation (see
GURPS Basic Set
, P.26).
New Skills
- Flag Signals (Per/Average)
Defaults: Perception-5.
This is the low-tech version of the Electronics Operation (Communications). On succcessful skill roll, you can send or recieve a word with flags (or something like). Like Electronics Operation/TL5 (Communications), every point you spend on this skill makes you to communicate two words in a minute.
Modifiers: Any vision modifiers (see
GURPS Basic Set
, P.358) will be applied when recieving messages; The rule of communicators (see
GURPS Basic Set
, P.471) must be used. See Size and Speed/Range Table (
GURPS Basic Set
, P.550) for the range of the "communicator" but with -11; it is 150 yard (Range -11) for humans (SM 0) and 1 mile (Range -18) for a "signal tower" (SM +7). A telescope or Telescopic Vision advantage increases the range, though.
- Shudo (Will/Hard)
Defaults: None.
This is the ability to pace when drinking. On a successful skill roll, you may ignore up to -2 in penalties for being intoxicated and have +1 to IQ (but not to Perception and Will) if you are tipsy (see
GURPS Basic Set
, P.428). In realistic campaigns, you may use Shudo skill only in drinking party, but there are no such limitations in cinematic campaigns.
In silly and very cinematic campaigns, you can sober up by one intoxication level immediately, if Shudo-5 roll is made. Furthermore, experts (Shudo at Will+1 or better) may ignore any penalties from alcohol.
Modifiers: -1 per drink over ST/4 that hour (for details, see
GURPS Basic Set
, P.439); -2 on an empty stomach, or +1 if you have recently eaten; +2 for the Alcohol Tolerance perk (see
GURPS Basic Set
, P.100) or -2 for the Alcohol Intolerance quirk (see
GURPS Basic Set
, P.165); +2 if you had much excited or tired in one hour (Physically or mentally: A whole day's hiking or labor, any Fright Checks or a combat at any length are all good examples.); -1 to -10 when you are affected by drugs (Depending on drugs: Note that alcohol will change some drugs into poison.).
- Two-Handed Saber (DX/Average)
Defaults: DX-5, any fencing skill at -3, Broadsword-4 or Two-Handed Sword-4.
Two-Handed Saber is a light, two-handed weapon, usually hilted blades, optimized for parrying. Katanas that weigh 3 lbs. or less are good examples. Note that fencing weapons default to Two-Handed Saber at -3 and Broadsword or Two-Handed Sword at -4.
The "ready" position of a fighter using Two-Handed Saber skill keeps his weapon toward his foe at all times. As well, the "two-handed sabers" used with this skill are light and maneuverable. These factors make it easy for a warrior to recover from a parry or fall back in the face of an attack.
With a two-handed saber, you get +3 to parry instead of the usual +1 when you retreat (see
GURPS Basic Set
, P.377). You also suffer only half the usual penalty for multiple parries (see
GURPS Basic Set
, P.376). However, you must be relatively mobile to capitalize on its speed and maneuverability: all attacks and parries take a penalty equal to your encumbrance level (e.g., Medium encumbrance gives -2 to hit or to parry).
New Techniques
- Fighting in (Terrain) (Average)
Prerequisites: None.
Defaults to DX-2*; Cannot exceed DX*.
*: Some terrain might require a harder default; in such a case, Fighting in (Terrain) cannot exceed default+2.
This technique allows one to eliminate any penalties from a specific terrain (only). For instance, a warrior with Fighting in Swamp may fight normally in swamp, while deep snow remains to be a problem.
- Fire Breathing (Average)
Prerequisites: Fire Eating.
Defaults to Fire Eating-3; Cannot exceed prerequisite skill.
This technique lets you ignite a stream of fuel blown from your mouth and use it as a burning attack. Roll against Fire Breathing and the stream does 1d damage (No Parry, Reach 1, 2). It needs two-seconds Ready maneuver before you can make your Attack maneuver.
- Off-Hand Training (Hard)
Prerequisites: None.
Defaults to DX-4; Cannot exceed DX.
This technique allows one to eliminate any off-hand penalty. Note that the mastery of this technique (5 points) is equivalent to the Ambidexterity advantage.
- Penetrating Fist (Hard) Cinematic!
Prerequisites: Brawling.
Defaults to Brawling-5; Cannot exceed prerequisite skill-2.
This is a powerful strike that might sometimes penetrate the foe's body. Roll against Penetrating Fist and the punch does thrust pi+ (plus Brawling bunus). It is not allowed to use by default, for this tequnique is unbalancing in most worlds.
- Roundhouse Punch (Hard)
Prerequisites: Brawling.
Defaults to Brawling-6; Cannot exceed prerequisite skill.
This is a very strong blow with maximum effort but without concerning any difence. Treat it as a punch with All-Out Attack (Strong), but its increase in damage is doubled. It is not allowed to use by default in most worlds, for this tequnique might be unbalancing.
- Slipping the Hammer (Average)
Prerequisites: Guns (Pistol).
Defaults to Guns (Pistol)-2; Cannot exceed prerequisite skill.
Usually, single-action revolvers, most of them are TL5, have the rate of fire 1. This technique, however, makes them to fire two bullets per second. To make shoots, increase RoF and Rcl by one and roll against Slipping the Hammer.
- Speed Skating (Hard)
Prerequisites: Skating.
Defaults to DX-based Skating; Cannot exceed prerequisite skill+2.
You can skate faster than you run with this technique. Speed Skating increases your Move by 25% when Splinting (see
GURPS Basic Set
, P.364). This technique is so difficult that the GM may prohibit to use Speed Skating by default.
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