Roleplayer #2, June 1986
Take Your Pick
In Man to Man, a pick (or other swingin/impaling
weapon) has a chance of getting stuck when it strikes a foe. These rules
will be slightly modified in the GURPS
Basic Set. The revisions:
(1) When you hit with a pick, you must wait until you next turn
to attempt your ST roll to free it. If you free the pick, you can re-ready
it on the following turn.
(2) When the pick comes free, it does half as much damage as it did in the
original wound. For example, if the final damage done by the original wound
was 4 or 5 hits, it does another 2 hits when it is pulled free.
(3) If you cannot pull your pick free during combat, your attempts do your
foe no extra damage (for game purposes). After combat, you will be able
to recover the pick if perchance your foe is lying around the battlefield.
(4) If your weapon is stuck in a foe, and he tries to move away, roll a
quick Contest of Strength. If your foe wins, he pulls the weapon out of
your hands. If you win, your foe can't move. If you tie, the weapon comes
loose and does damage as in #2 above.
(Back to Roleplayer #2
Table of Contents)