GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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A problem with this rule is that high-IQ characters have a thicker accent and<br />
must invest more points in their Language skill to get rid of it!<br />
Example: Arthur has IQ 10, while Bob has IQ 18; they both have 1 point in<br />
Vogelpuk (M/E). Arthur's skill is 10/2 = 5, giving him a "5" accent. Bob's skill is<br />
18/2 = 9, making him a better conversationalist, but he has a "9" accent! So<br />
nobody understands him . . .<br />
Make Language Talent more costly or less effective: Most levels with language<br />
skills cost 2 points - the same as a level of Language Talent. Why pay for +<br />
1 to one skill when you can have +1 to all of them? Make Language Talent a onetime<br />
advantage, giving +3 to all language abilities for 10 points.<br />
Specifically define the Unusual Background required for extra "native" languages:<br />
Some individuals are raised to speak more than one language, and have<br />
each of these languages as a "native" language. This is a special case of Unusual<br />
Background. To be bilingual is an advantage worth 5 points. Each additional<br />
native language costs 3 points. Those who might possess this advantage include<br />
second-generation immigrants, itinerants (such as gypsies) and people who<br />
grew up in a multicultural area.<br />
GADGETS AND<br />
GADGETEERING<br />
Characters in fiction often use equipment that is years ahead of its time<br />
technologically. In keeping with this, players in cinematic campaigns may create<br />
"gadgeteer" characters who are able to design and build high-tech weapons, tools,<br />
armor, etc. according to the rules that follow.<br />
To become a gadgeteer, one must buy the 25-point Gadgeteer advantage (p.<br />
25). This advantage reflects the character's aptitude for modifying existing<br />
devices and creating new ones. It does not mean the hero is unusually smart or<br />
knowledgeable; it simply represents a broad, intuitive capacity for inventing.<br />
Creating new gear requires the character to have a good understanding of<br />
the field he is working in. For example, someone trying to invent a new type of<br />
weapon must have a high score in Engineer (Weapon Type) in order to succeed.<br />
The gadgeteer may wish to specialize in one or two areas to start, then expand his<br />
horizons as he progresses in experience.<br />
The level of expertise required to create a gadget depends on its complexity<br />
(as decided by the GM):<br />
Simple gadget: requires skill 12-14. Average gadget:<br />
requires skill 15-17. Complex gadget: requires skill 18-<br />
20. Amazing gadget: requires skill 21+.<br />
Inventing Gadgets<br />
A character must meet all the requirements, including monetary cost, before he<br />
is allowed to use the gadget in play.<br />
Description<br />
Players who want to create a new gadget must have an explanation for its<br />
operation, and must describe it to the GM in a logical manner. The GM is free to<br />
accept or reject the design, depending on its feasibility. If he accepts the item, he<br />
decides how "complex" it is, and what tech level it is. A pulp-adventure world<br />
is TL6, today's world is TL7, and futuristic settings will be TL8+. The stronger,<br />
smaller, more effective, etc., the item is, the higher its TL should be.<br />
Firearms Specialization<br />
and familiarity<br />
(Continued)<br />
Guns Specializations<br />
Rifle - Firing a rifled, sighted, shoulderstocked<br />
weapon with one shot for each pull<br />
of the trigger.<br />
Shotgun - Firing a smoothbore, shoulder-stocked<br />
weapon with multiple-projectile<br />
loads with one shot for each pull of the<br />
trigger.<br />
Light Automatic - Firing a shoulderstocked<br />
weapon (submachine gun, assault<br />
rifle, machine carbine or light machine<br />
gun) in bursts of automatic fire.<br />
Pistol - Firing a stockless gun with one<br />
shot for each pull of the trigger.<br />
Machine Pistol - Firing a stockless gun<br />
in bursts.<br />
Grenade Launcher - Firing grenades<br />
from guns, either specialized grenade<br />
launchers or attachments to other guns.<br />
Light Antitank Weapon — Firing<br />
unguided projectiles from shoulder-mount ed<br />
weapons such as rocket launchers and<br />
recoilless rifles.<br />
Flamethrower - Firing portable<br />
flamethrowers.<br />
Special Weapon - Firing any peculiar<br />
firearm: glove guns, walking stick guns,<br />
belt buckle guns, shoe guns, briefcase<br />
guns, etc. A separate skill is required for<br />
each special weapon.<br />
Defaults: Rifle and Shotgun default to<br />
each other at -2; to Pistol at -4. Defaults<br />
between auto and non-auto (Rifle/Shotgun<br />
to Light Automatic; Pistol to Machine<br />
Pistol) are -4; Long Gun (shotgun, rifle,<br />
submachine gun, etc.) to Machine Pistol is -5.<br />
Long guns default to LAWs and Grenade<br />
Launchers at -3; Light Automatics and pis -<br />
tols default at -5. Firing rolls usually<br />
default to similar Black Powder Weapons<br />
skills - Guns (Rifle) to Black Powder<br />
Weapons (Caplock Rifle), for instance - at -<br />
2 plus the lock-type difference from<br />
caplock. Guns (Rifle) defaults to Black<br />
Powder Weapons (CL Rifle) at -2; to flint -<br />
lock rifles at -4; to matchlock rifles at -7.<br />
Gunner Specializations<br />
Machine Gun - Firing bursts from<br />
mounted automatic weapons.<br />
Mechanical Machine Gun - Firing<br />
bursts from man-powered machine guns.<br />
Cannon/TL - Firing artillery pieces.<br />
Mortar/TL - Firing mortars.<br />
ATGM/TL - Firing antitank guided missiles.<br />
Continued on next page ...<br />
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