- A - Abbreviations. <strong>GURPS</strong> titles, 18<strong>1.</strong> Accents, 119. Accessibility limitation. 110. Acrobatics skill. 166. Advantages, 15-73: list of, 182-184; modifying, 108: mundane, 19; occult, 33: paranormal, 33; racial, 49; secret. 16; super, 49. Aerial Acrobatics maneuver, 169. Affects Insubstantial enhancement, 109. Affects Others enhancement, 109. Affects Substantial enhancement, 109. Alcohol, 19. Alternate worlds, 45, 48. Always On limitation, 110. Animals, 33, 71, 128; skills, 128. Appearance, 80. Area Class, 118. Area Effect enhancement, 109. Area Knowledge skill, 118. Arm or Wrist Lock maneuver, 165. Artistic skills, 129. Athletic skills, 13<strong>1.</strong> Attributes, 5-14, 175; levels, 6; low, 6. - B - Back Kick maneuver. 166. Beasts, 9. Black powder weapons. 120. Blocking, 24. Breakfall maneuver. 166. - C - Choke Hold maneuver, 166. Clerics, 22, 35. Close Combat maneuver, 167. Combat skills, 132. Contests of Strength, 13. Note: This index does not list individual advantages, disadvantages or skills. Page references for these can be found in the Appendices (pp. 181 -190) . Costs Fatigue limitation, 110. Craft skills, 136. - D - Damage, 10, 11,52. Death, 64, 69, 70, 102. Defaults. 163. Defense. 49. 63. Dexterity. 6. 6<strong>1.</strong> 83. Disadvantages, 6, 74-106; doing away with, 76; list of, 185-187; mental, 86; modifying, 108; occult, 96; paranormal, 96; physical, 79; racial, 101; secret, 75; social, 77; super, 10<strong>1.</strong> Disarming maneuver, 167. Disease, 24, 85. Dodge, 24. Dreams, 92, 139, 142. Drinking, 19. Dual-Weapon Attack maneuver, 167. - E - Elbow Strike maneuver, 167. Emergencies Only limitation, 110. Encumbrance, 14, 55. Enhanced Strength, 7-8. Enhancements, 107- 109; linked, 108. Equipment, trading points for, 17. Esoteric skills, 137. Exclusivity limitation, 110. Extended Duration enhancement, 109. Extra effort, 12. Extra limbs, 54, 55. Eye Contact Only limitation, 110. - F - Familiarity, 119. Familiars, 37. Fatigue, 7, 13,24, 109, 110. Faz, 55. Feint maneuver, 168. Fickle limitation, 11<strong>1.</strong> Figured quantities, 13. Firearms, 119. Flying, 14, 56, 67. Fright Checks, 22, 25. - G - Gadgeteering, 121-127; during adventures, 123; lending gadgets, 127; quick, 123. Giants, 8. Gizmos, 124. Ground Fighting maneuver, 168. Group Skill Bonus, 17, 177. Guns, 119, 12<strong>1.</strong> Gymnastics maneuver, 170. - H - Head Lock maneuver, 168. Healing, 31,36, 57, 104, 150. Health, 6. Heroic Strength, 7. Hit Location maneuver, 168. Hit Points, 7, 13,24,83. Hobby skills, 145. Horse Archery maneuver, 169. Hybrid races, 9. - I- Increased Area enhancement, 109. Inherent magic, 38. Instantaneous enhancement, 109. Intelligence, 6. Intoxication, 19. Inventing, 121, 125. IQ, 6. - J- Jab maneuver, 169. Jump Kick maneuver, 170. Jumping, 68. 191
- K - Kicking maneuver, 170. Knacks, 38. Knee Strike maneuver, 170. Knowledge skills, 146. - L - Language rules, 119-12<strong>1.</strong> Learning skills, 114-117. Leaves Mental Signature limitation, 11<strong>1.</strong> Limitations, 107, 108, 110-112; linked, 108. Limited Use limitation, 11<strong>1.</strong> Link enhancement, 109. - M- Magic, 35, 38, 39, 41, 98; inherent, 38; racial, 179; skills, 148. Maneuvers, 162-172; and familiarity, 165; combinations, 171; creating, 163; learning, 164. Medical skills, 150. Military skills, 150. Move, 54, 103. Moveable Area enhancement, 109. - N - Natural attacks, 72. Neck Snap maneuver, 170. No Obvious Effect enhancement, 109. Nonhumans, 14, 49, 101, 173- 180. Nuisance Effect limitation, 11<strong>1.</strong> - O - Off-Hand Weapon Training maneuver, 170. Outdoor skills, 152. - P - Pacifism disadvantage, 86. Parry, 24. Perception, 13. Personality traits, 180. Poison, 29, 71,84. Preparation Required limitation, 11<strong>1.</strong> Professional skills, 153. Psionics, 42, 99; skills, 155. Pyramid magazine, 4, 8. - R - Rabbit Punch maneuver, 17<strong>1.</strong> Races, 9, 14, 173-180; advantages, 49, 177; disadvantages, 101, 177; generation, 173-180; humanoid, 8; hybrids, 176; magic, 179; player-created, 178; racial attribute modifiers, 175; skill bonuses, 177. Reaction modifiers, 18. Reduced Fatigue Cost enhancement, 109. Reduced Range limitation, 112. Religion, 22, 35, 9<strong>1.</strong> Roleplayer magazine, 4, 118, 119. Roundhouse Punch maneuver, 17<strong>1.</strong> Rule of 12, 174. Running, 68. -S- Scientific skills, 155. Selective Effect enhancement, 109. Sense rolls, 13. Shapeshifting, 43-44, 61, 62, 105, 144. Skills, 17, 113-161; animal, 128; artistic, 129; athletic, 131; combat/weapon, 132; craft, 136; degradation, 117; esoteric, 137; hobby, 145; knowledge, 146; learning, 114-117; list of, 187- 190; magical, 148; maintaining, 116; mastery, 114; medical, 150; military, 150; outdoor, 152; professional, 153; psionic, 155; racial, 177, 178; recognizing, scientific, 155; social, 159; thief/spy, 160; using, 118; weapon, 132. Sleep, 64, 81, 82, 92, 104, 139, 142. Social skills, 159. Specialization, 119, 123, 165. Speed, 13. Spin Kick maneuver, 17<strong>1.</strong> Stamp Kick maneuver, 172. Stilt Walking maneuver, 169. Strength, 6, 7, 10, 24, 58, 61, 176, 177; enhanced, 7. Stunning, 24. Sub-races, 175. Super Strength, 7. Superhumans, 14, 49, 10<strong>1.</strong> Sweeping Kick maneuver, 172. Swimming, 10<strong>1.</strong> - T - Taboo traits, 176. Takes Extra Time limitation, 112. Takes Recharge limitation, 112. Teaching, 115, 116. Team Acrobatics maneuver, 168. Temporary Wealth, 18. Thief/Spy skills, 160. Throwing, 10. Thrown objects, damage from, 1<strong>1.</strong> Tightrope Walking maneuver, 170. Time travel, 26, 46. Touch Only limitation, 112. Toughness advantage, 52. Training, 116. Tumbling maneuver, 167. - U - Unconscious Only limitation, 112. Uncontrollable limitation, 112. Unreliable limitation, 112. - V - Vampires, 70, 106. Vehicles, 123- 125; aerospace, 125-Jand, 123; water, 124. - W- Wall enhancement, 109. Wealth, temporary, 18. Weapons, 32, 119- 122, 132-136; skills, 132. Were-creatures, 43-44. Will, 8, 14, 25. 192
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CHARACTER CREATION COVER BY JEFF KO
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5. SKILLS .........................
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ATTRIBUTE LEVELS AND THEIR MEANINGS
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The Much-Maligned Will: Optional Wi
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The Much-Maligned Will: Optional Wi
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Extra Effort Lifting with High ST T
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Optional Rule: Treating Figured Qua
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Fine-Tune Once you have taken exist
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NEW ADVANTAGES The following are al
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This advantage is useful to shamans
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Frequency of Assistance Frequency r
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Favor Variable You saved someone's
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A character with the Iron Hand will
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Pious 5 points Some people have an
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Tenure 5 points This social advanta
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OCCULT AND PARANORMAL ADVANTAGES Th
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Clerical Magic Variable In some wor
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Familiar Variable Familiars are sma
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Karmic Ties Variable Some people ar
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Medium 10 points You possess the na
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failure, you will believe your ance
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Snatcher Variable This is the power
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Drift: The Jumper does not arrive i
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RACIAL AND SUPER ADVANTAGES These a
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Body of Stone 8 points/level Your b
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the presence of the odor and for 30
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one-handed task (e.g., swinging a s
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You must buy the ST to support your
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No Vitals 5 points You have no part
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Type of Drone Mindless: -10 points.
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Passive Defense 25 points/level up
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Special limitation: One class of da
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Claws 15/25/40/55 points The charac
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d) The transformation is not instan
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Note: Modifiers for multiple limita
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"wrong" with the image (not necessa
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Doing Away With Disadvantages By Bi
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The base value of an Evil Twin is m
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Obnoxious Drunk -1 point As you dri
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than that (in fact, he is more like
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Scalped -5 points You have survived
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MENTAL DISADVANTAGES Mental disadva
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Compulsive Gambling -5/-10/-15 poin
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Edgy -5 points This is a mild form
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Low Self-Image -10 points You lack
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Self-Centered -10 points Like Self
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OCCULT AND PARANORMAL DISADVANTAGES
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Jinxed -20/-40/-60 points This disa
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Unliving -50 points You are not tru
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Lost Speed and DX are regained at a
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Reprogrammable Duty -25 points You
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Unhealing -20/-30 points You do not
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Turning Enhancements On and Off Eac
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LIMITATIONS Limitations reduce the
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Reduced Range -5% Each time this li
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Mastery High Skill vs. Diversity Ha
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Extraordinary Diligence to Maintain
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USING SKILLS Two sets of skills nor
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Firearms Specialization and Familia
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Firearms Specialization and Familia
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Vehicle Skill Specializations (Cont
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+ 1 to +5 if the item is a variant
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NEW SKILLS The following list inclu
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The composer must have a skill in e
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Lifting (Physical/Hard) No default
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Fire-Siphon (Physical/Average) Defa
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Modifiers: All Vision modifiers app
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Blind Fighting (Mental/Very Hard) N
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- Page 153 and 154: OUTDOOR SKILLS Animal Guise (Mental
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