Autohypnosis: Difference between revisions

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''Negate Pain/Fatigue.'' Cancels the negative effects of being reduced to less than 1/3 of your [[FP]] or [[HP]] (but not the fatigue or injury itself). This roll is at -4, and you may only make one attempt per hour.
''Negate Pain/Fatigue.'' Cancels the negative effects of being reduced to less than 1/3 of your [[FP]] or [[HP]] (but not the fatigue or injury itself). This roll is at -4, and you may only make one attempt per hour.
==Martial Arts==
This skill is valuable to martial artists who wish to "fight
through" pain and fatigue. In a cinematic campaign, the
GM may want to replace the mandatory (20 - skill) seconds
of concentration with a variable concentration time and
apply the time-based modifiers used for [[Breaking Blow]] and
[[Power Blow]]: -10 if used ''instantly'', dropping to -5 after a turn
of concentration, -4 after two turns, -3 after four turns, -2
after eight turns, -1 after 16 turns, and no penalty after 32
turns.
{{unfinished}}
[[Category:Martial Arts]]


{{Esoteric Skill}}
{{Esoteric Skill}}

Revision as of 05:53, 9 September 2021

Will/Hard

Defaults: Meditation-4.

This skill allows you to tap reserves of inner strength by entering a trance-like state. It requires a concentration period of (20 - skill) seconds, minimum one second. You cannot talk or move during the initiation of the trance state. A successful skill roll allows you to do one of the following:

Improve Concentration. You get +2 to skill to perform a specific, lengthy mental task (e.g., break a code or write a computer program), but -2 to all unrelated IQ, Perception, and skill rolls. The task must be a relatively sedate one, done in a quiet place (library, lab, monastery, or placid wilderness).

Increase Will. You get +2 to Will (+5 on a critical success) for one hour. This applies to all attempts to resist interrogation, torture, or magical or psionic attack. This roll is at -2.

Negate Pain/Fatigue. Cancels the negative effects of being reduced to less than 1/3 of your FP or HP (but not the fatigue or injury itself). This roll is at -4, and you may only make one attempt per hour.

Martial Arts

This skill is valuable to martial artists who wish to "fight through" pain and fatigue. In a cinematic campaign, the GM may want to replace the mandatory (20 - skill) seconds of concentration with a variable concentration time and apply the time-based modifiers used for Breaking Blow and Power Blow: -10 if used instantly, dropping to -5 after a turn of concentration, -4 after two turns, -3 after four turns, -2 after eight turns, -1 after 16 turns, and no penalty after 32 turns.

This page has not been finished up!