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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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