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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 />

154

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