Called Shot [GURPS 4e]

Called Shot [Protection and Warning]

Regular; Resisted by DX

This spell shifts all attacks to a specific Hit Location on the target.  That Hit Location does not receive extra protection!  Any attempt to aim at a different Hit Location will take double the usual penalty to hit, while aiming at the spell’s designated Hit Location ignores the usual penalty to hit.  Attempting to hit chinks in armor is at an additional -4, before doubling the penalty.

Called Shot is usually used benignly, to ‘encourage’ attacks on a particular piece of armor (typically breastplates or other torso armor; shields are too flimsy to hold up for long), but can be also cast as an indirect assassination tool.  If this is the case, then the target may use his Maneuver to make a DX roll; if successful, he will ignore the effects of Called Shot for the rest of the turn.

Duration: 1 minute.

Cost: 4 to cast, 2 to maintain.

Prerequisites: Magery 2, Deflect Missile, Missile Shield.

Item: Jewelry or armor.  Always on. If multiple pieces of armor with Called Shot are worn, attacks will target the piece affecting the Hit Location with the highest ‘natural’ to-hit penalty.  Jewelry is typically cursed, and almost invariably ‘protects’ the eyes or vitals.  Energy cost to create: 5,000.

The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

No Comments

Comments are closed.

RSS feed for comments on this post.

Site by Neil Stevens | Theme by