Template:Active Defense Modifiers

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Active Defense Modifiers

When performing a dodge, block, or parry, figure your active defense roll by:

  1. Taking your calculated Dodge, Block, or Parry score. (The Combat Reflexes and Enhanced Defenses advantages increase these values above their base.)
  2. Applying the relevant conditional modifiers below. All modifiers are cumulative.

A roll of this number, or less, means you avoid the attack.

Defender's Equipment

Parrying with dagger or knife: -1 to Parry
Parrying with kusari or whip: -2 to Parry
Parrying with quarterstaff: +2 to Parry
Shield or cloak: +DB of shield (see Shield Table), except vs. firearms
Unarmed parry vs. weapon: -3 to Parry (+0 vs. thrust, or w. Judo or Karate)

Defender's Maneuver

All-Out Attack: no defense possible! All-Out Defense (Increased Defense): +2 to one of Dodge, Block, or Parry
Move and Attack: dodge or block only; you cannot parry

Defender's Posture

Crawling or lying down: -3
Kneeling or sitting: -2

Defender's Situation

Above attacker: +1 if 3' difference, +2 if 4', or +3 if 5'
Affliction (coughing, retching, etc.): see Afflictions
Bad footing: -1 or more (GM's option)
Below attacker: -1 if 3' difference, -2 if 4', or -3 if 5'
Can't see attacker: -4, and a block or parry requires a Hearing-2 roll
Close combat: only reach "C" weapons can parry
Distraction (e.g., clothes on fire): -1 or more (GM's option)
Encumbered: penalty equal to encumbrance level to Dodge, or to Judo, Karate, or any fencing Parry
Mounted: penalty equal to difference between 12 and Riding skill (no penalty for Riding at 12+)
Stunned: -4

Nature of Attack

Attack from behind: no defense possible (defense at -2 w. Peripheral Vision)
Attack from side or "runaround" attack: -2 (no penalty w. Peripheral Vision)
Attacker used laser sight: +1 to Dodge if dot is visible
Deceptive Attack: -1 per -2 the attacker took to his attack
Dual-Weapon Attack: -1 if both attacks strike the same target
Flail: -4 to Parry/-2 to Block (-2/-1 vs. nunchaku); fencing weapons can't parry at all
Successful feint: penalty equal to attacker's margin of victory
Thrown weapon: -1 to Parry, or -2 to Parry if small (1 lb. or less)

Other Actions by Defender

Acrobatic Dodge: +2 to Dodge if Acrobatics roll succeeds, -2 if it fails
Dodge and Drop: +3 to Dodge vs. ranged attack
Feverish Defense: +2 (costs 1 FP)
Multiple parries: -4 to Parry per parry after the first, cumulative (halved for fencing weapons, and for Trained By A Master or Weapon Master)
Off-hand parry: -2 to Parry (no penalty w. Ambidexterity)
Retreat: +3 to Dodge, or to Boxing, Judo, Karate, or any fencing Parry; +1 otherwise