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| They call me hadouken, because I wobble from downwards all the way forward. |
I make some GURPS content from time to time, and it takes me a long time to make it. So, since it takes me a long time to do that, I thought I'd start a blog so that my GURPS stuff would exist for all eternity. I plan on posting assets, conversations about complicated rules, session recaps, etc. I dunno if this will be useful to anyone, or only useful to myself, but here we go.
Showing posts with label Technique. Show all posts
Showing posts with label Technique. Show all posts
Wednesday, April 27, 2016
Technique: "Sneaky Broom Neck Attack"
Wednesday, March 16, 2016
Combination Attacks: Reverse Engineering, and Applying Fast Bow.
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| Either get Heroic Archer, or buy this bow. (Source) Use The Deadly Spring to stat it out though. {=^) |
Friday, December 18, 2015
Martial Arts: Combination Attacks Example
The rules for combination attacks in Martial Arts were a little confusing to me, but I believe I have unraveled them. I think they are still a bit complicated, so for future reference, I will spell out here the process of creating a two-hit combination attack involving a sweep with a quarterstaff followed up by a Stamp Kick to the face.
Tuesday, December 15, 2015
Technique: Fast Sneak
This is something really quick I just devised. I think I read somewhere that when attempting to be stealthy, one must travel at half speed. Using the rules in Basic Set Campaigns p. 346 for Time Spent, one can double the rate of the work they are doing for a -5 penalty. Using the design rules for techniques in Basic Set Characters on p. 231, we can call it a "Hard Difficulty" technique because the consequences of failure are usually dangerous. The default is Stealth -5, and because it is predicated on Stealth, the obvious prerequisite is Stealth, and its maximum level is prerequisite skill. All together, it is:
Fast-Sneak
Hard
Default: Stealth-5
Prerequisites: Stealth; cannot exceed prerequisite skill
When attempting to be stealthy and travel at normal pace, roll against Fast-Sneak instead. Success allows stealthiness at full move. Failure has the normal consequences of a failed stealth roll.
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