GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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A critical success automatically banishes the demon or ghost. If<br />
a regular success is rolled, the exorcist and his opponent meet in a<br />
Quick Contest, pitting the exorcist's Will + Exorcism skill<br />
against the total of the spirit's ST + IQ. When fighting a spirit in a<br />
living host, the exorcist adds to his total the ST and Will of the<br />
possessed subject, as the victim tries to "push" the spirit out<br />
(obviously, this is not applicable to corpses and locations). If the<br />
spirit wins, it remains and the exorcist may not repeat the ritual<br />
for a week.<br />
However, a succes sful IQ roll after a failed exorcism may<br />
reveal something about the spirit that will help the exorcist in<br />
his next attempt to banish that foe, giving him a +2 on later skill<br />
rolls. Only one such +2 bonus is allowed.<br />
Should the exorcist win the Contest of Wills, the spirit of a<br />
deceased mortal will be laid to rest. A successfully exorcised<br />
demon or non-human spirit loses its hold on the possessed person<br />
or body, and will usually flee in humiliation. Make a reaction roll<br />
for the spirit. On any Poor or better reaction, it will flee, but on a<br />
Bad or Very Bad reaction, the spirit will immediately use<br />
whatever resources it has to take vengeance on the exorcist and<br />
those nearby.<br />
Fortune Telling (Mental/Average) Defaults to IQ-4<br />
or Fast Talk -3<br />
This represents the professional fortune teller's ability to<br />
read a subject's character and wishes and leave him feeling<br />
satisfied with a reading. It does not actually have anything to<br />
do with real psychic gifts. Very skilled Fortune Tellers will<br />
command a high wage for their counsel. This skill includes<br />
familiarity with all the popular fortune telling methods - palmistry,<br />
phrenology, tea-leaves, crystal gazing and tarot.<br />
Astrology is an exception - that requires a much more specialized<br />
knowledge, and is a skill in its own right (see the<br />
Astronomy skill, p. B60), but Astrology and Fortune Telling<br />
skills can be used together, to allow the Fortune Teller to present<br />
the horoscope with the maximum possible persuasion and<br />
emotional effect.<br />
If the Fortune Teller is willing to accept a -3 penalty to his<br />
skill roll, he may use it to attempt to extract personal information<br />
from his subject:<br />
"I see a great sadness in your recent past."<br />
"Yes! My wife just left me."<br />
"And she is not the only one close to you who has betrayed<br />
you."<br />
"That's right - she ran off with my business partner."<br />
This skill is modified by Charisma. Characters with the<br />
Empathy advantage also get a +3 to Fortune Telling (including<br />
default use).<br />
Musical Notation (Mental/Easy)<br />
No default<br />
This is the skill of reading and writing musical notation. Note<br />
that this skill does not let you compose music or write lyrics<br />
but if you do compose a piece, writing it in musical notation<br />
will allow others to play it.<br />
Panhandling (Mental/Easy) Defaults to Fast Talk -2,<br />
Bard-3 or IQ-5<br />
This is the ability to successfully beg food and money from<br />
strangers. It tells you who to approach and how, and how to<br />
avoid legal entanglements. A successful Panhandling roll will<br />
yield $0.50 times the number the roll succeeded by. A failure<br />
will result in a rebuff, and a critical failure will cause your target to<br />
call the police or attack you physically. A critical success will<br />
yield some sort of unexpected bonus - your target will buy you<br />
dinner, or give you something useful (a raincoat, new shoes) or<br />
at least pawnable. A busy beggar can make up to 2d rolls per<br />
hour on a reasonably well-traveled thoroughfare.<br />
Panhandling is modified by Charisma, and characters with<br />
the Pitiable advantage (see p. 29) get a +3 to all rolls.<br />
Appearance modifies Panhandling inversely to its normal effects -<br />
in other words, attractive people get a penalty to Panhandling, and<br />
unattractive people get a bonus (this does not apply, however, to<br />
those with Horrific or Monstrous appearance; see p. 80).<br />
Panhandlers may use the Disguise skill to appear less attractive<br />
than they otherwise might.<br />
Sailor/TL (Mental/Average) Defaults to IQ-5<br />
Professional sailors require a body of additional knowledge<br />
beyond that required to steer the vessel. This normally covers<br />
the basics of map reading and navigation, practical meteorology,<br />
nautical laws and regulations, and so on.<br />
See Shiphandling, p. 16<strong>1.</strong><br />
Temporal Operation/TL (Mental/Average)<br />
Defaults to Temporal<br />
Electronics-2<br />
This is the skill of running time machines. Successful<br />
Operation rolls get the travelers precisely to the target place and<br />
time, without unpleasant side effects. Failed rolls may cause them to<br />
arrive a week too early, 15 feet in the air, without some of their<br />
equipment, or suffering from Timesickness (p. 84). The GM may<br />
establish a "failure table," or just make it up as he goes along.<br />
In campaigns where the operators remain behind their consoles<br />
at "home time" while the agents are in the field, Operation<br />
rolls may be required to "lock on" and transfer the agents.<br />
("Beam us up!") This is always necessary if the operators are<br />
PCs. If the GM plays "control," he may use die rolls or act when it<br />
is dramatically convenient. ("Roger, team, we can see the<br />
charging Cossacks, and we're doing our best to get you outta<br />
there, just be a couple more minutes. . .")<br />
If the method of travel in the campaign involves drugs or<br />
hypnosis instead of a machine, this is the only Temporal skill,<br />
and it defaults to Physician-5 or Biochemistry-7.<br />
The GM may allow other defaults for other types of time<br />
travel. For a campaign set in the Victorian era, with a wonderful<br />
Wellsian time machine crafted all of brass and crystal with<br />
hundreds of moving parts, operation could default to<br />
Mechanic-5 ... if a mechanic studies it long enough, he might<br />
actually figure it out!<br />
For a cross-time campaign, this is "Parachronic Operation."<br />
Typing (Physical/Easy) Defaults to DX-4 or<br />
special default (see below)<br />
This is the skill of using a typewriter. Typing speed is skillx3<br />
words per minute on a manual, or skillx5 on a TL7 electric.<br />
After 1880, skill at typing is always saleable. After 1900 it is<br />
practically a necessity for office employment. Journalism, law<br />
and many other crafts and professions require at least a huntand-peck<br />
familiarity with the typewriter. (Members of these<br />
professions can assume a default Typing skill of 3 less than their<br />
Professional skill.)<br />
Video Production/TL (Mental/Average) Defaults to<br />
IQ-6 or any Performance<br />
skill-4<br />
See p. 130 under Artistic Skills.<br />
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