By Steve Jackson
With GURPS, you will be an individual you will want - an elf hero combating for the forces of excellent, a shadowy femme fatale on a deep-cover undertaking, a futuristic swashbuckler carving up foes with a strength sword in his hand and a stunning lady by way of his aspect . . . or actually anything! GURPS has been the most excellent common roleplaying video game for nearly twenty years. the recent Fourth variation makes it even greater! GURPS easy Set: Campaigns combines info from the 3rd variation GURPS simple Set and GURPS Compendium II - plus our new center atmosphere, with limitless probabilities for timeline-hopping experience! (You do not have to play within the middle environment - there is not a few game-altering metaplot - yet it really is there if you'd like it.)
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Extra resources for GURPS Basic Set: Campaigns (4th Edition)
If you are pinned, you can’t take any maneuver that requires physical movement! Otherwise, you can do the following: Attack or All-Out Attack You can take either maneuver, with certain limitations. You cannot use any limb that has been grappled – or bite, if your neck or head was grappled. You’re limited to unarmed attacks (striking or grappling) or attacks using weapons with reach C. You can stab with a dagger, but not swing a sword! If you have Judo or Wrestling skill, you may try to apply a hold that can incapacitate without crushing the throat or torso.
For ranges that fall between two values on the table, use the larger penalty. For very distant targets, the table also provides the equivalent range in miles. Example: Infinity Patrol agent Jenny Atkins is shooting on the firing range. The target is 17 yards (50’) away. This rounds up to 20 yards, for -6 to hit. A fast-moving target is also harder to hit. Consult the same column of the table, but use speed in yards per second (2 mph = 1 yard/second) instead of range in yards to find the penalty.
379) for the effects of striking an armored target barehanded . . Grabbing You can grab something a foe is holding, like a weapon. To do so, you must have an empty hand (but some weapons, such as whips, can also grab). Make an attack using DX or a grappling skill, with the usual penalty 370 to hit the hand (-4). Your opponent defends normally. If you hit, you’ve grabbed hold of your foe’s weapon. On subsequent turns, you may try to wrest it from him. Each attempt is a full-turn maneuver. Roll a Regular Contest of ST.