This subtraction will mostoften affect weapon attacks orattempts to cast magical spells -but any use of IQ, DX or skillyou initiate is affected.Defensive reactions (resistingpsionic powers. Fright Checks,etc.) are not penalized.Therefore, on the turn after youare badly hurt, it may be a goodidea to try flight, all-outdefense, etc., rather than counterattackinginstantly.This is only a temporary effect from shock. On your following turn, your skills areback to normal.KnockoutAny blow to the head or brain, or any crushing blow to the vitals, may knock thevictim out, even if it does exactly 0 damage (in other words, one more hit would havecaused actual injury). The victim must make a HT roll. On a failed roll, the victim fallsunconscious.A blow to the "brain" area which does more than HT/2 hits is an automatic knockout.KnockdownAnyone who is hit for more than half his HT in one blow must immediately rollagainst his basic HT. If he fails the roll, he falls and is stunned (see below). If he makes hisHT roll, he keeps his footing, but he is still stunned.Note that this is not the same as knockback (see p. 106). in which a blow mayknock you backwards, but not necessarily make you fall down.StunningA character may be "stunned" by taking damage of more than half his HT in oneblow - or by a critical hit - or by a brain blow that does more than HT/3 damage. Acrippling or blinding injury also causes stunning.If you are stunned, all your active defenses are at -4 until your next rum. At thattime, roll against basic HT to see whether you recover. A successful roll means you can actnormally on that turn. A failed roll means you are still stunned and stand theremindlessly . . . The "stunned" state continues until you can make your HT roll and snapout of it. You may act again on the turn you roll successfully and shake off the daze.A surprised or shocked character may also be mentally "stunned" - this is whathappens when the foe gets the initiative on you (see p. 122). The effects of this sort ofstunning are just the same, but you must make your IQ roll, rather than your HT roll, tosnap out of it. You're not hurt - you're confused.Crippling InjuriesIn the Advanced Combat System, you do not take "generic" damage: each woundhits a specific part of the body. Enough damage to a hand, foot or limb in one blow willcripple it. A hand or foot is crippled by being hit for 1/3 your HT or more. An arm orleg is crippled by being hit for 1/2 your HT or more. Damage over the cripplingamount, either in that blow or a later one, does not affect you at all: ignore it.A crippling injury may (or may not) take the hand, foot or limb right off: it depends onthe type and amount of damage - GM's ruling. For simplicity, any part that has beenrendered useless will be referred to as "crippled." Effects of crippling injuries aredescribed in the sidebar. See p. 129 for recovery.First AidMost of the HT loss from an injury is due to shock rather than actual physical damage.Therefore, prompt treatment after a fight can restore some of the lost hit points. Amedical kit (see the appropriate Equipment List) will help!Simple bandaging, etc., even done by a totally unskilled person, will restore onelost hit point per fight - but no more, no matter how badly you were hurt. This takes 30minutes per victim.Effects ofCrippling InjuriesHand: Anything in the hand is dropped.You cannot hold anything (includingweapons!) in that hand. You can still holda shield with that arm, and even block withit, but you cannot attack with it. Until theinjury heals, you will have the One Handdisadvantage - see p. 29.Arm: As for a lost hand - but a characterwith a lost hand could still manage to carrysomething in the crook of the arm. If the armis lost, nothing can be carried. Unless thearm is lopped right off (GM's decision),your shield is not dropped; it hangs in frontof you. You cannot block, but it still givesyou its former PD. minus 2. Until the injuryheals, you will have the One Armdisadvantage (p. 29); whether you still retainthe injured arm is up to the GM.Foot: You fall to the ground. You cannotstand or walk without a crutch, orsomething to lean on. A character who has losta foot can still fight, if he braces himselfagainst a wall. If you have nothing to braceagainst, go to a kneeling or sitting position(see pp. 103, 203). Your maxi mum Moveis now 3. Until the injury heals, you willhave the "crippled leg" disadvantage - see p.29.Leg: You fall down. If you continue tofight, you must assume a sitting or lyingposition. Until the injury heals, you willhave the "crippled leg" or "one leg" disadvantage(p. 29), depending on the type ofinjury - GM's option.Eyes: A critical hit to the head, or anattack aimed at your eyes, can blind you.Unless you have some magical or technologicalsubstitute for your eyes, you fight ata -10 (swinging wildly).The effects of a crippling injury always lastuntil the fight is over. If the crippledcharacter fails his HT roll, the effects arelasting or even permanent (see p. 129).Otherwise, they are healed as soon as all lostHT is restored.Note that though the effects of a cripplinginjury may give you a disadvantage, you donot get extra character points fordisadvantages that happen during play!Instead, the point value of your character islowered.
Starvation andDehydrationWhen the party buys equipment, theyshouldn't forget food! The traveler's rationslisted in the equipment table are theminimum necessary to keep you healthyon the road; missing even one meal willweaken you.For each meal that you miss, lose 1point of ST. Treat this as fatigue, exceptthat "starvation" fatigue can be recoveredonly by a day of rest - no fighting or travel,and three full meals. Each day of restwill make up for three skipped meals.When your ST reaches 3 due to "starvation"fatigue, you start losing HT instead,at the same rate. This HT loss is regainedin the normal fashion.Water: In temperate areas, where wateris easy to come by, just assume that sup -plies are renewed as needed. But if water isin short supply, watch out! A person(human, elf, dwarf, etc.) needs 2 quarts ofwater a day - 3 in hot climates, 5 in theheat of the desert! If you get less than youneed, you lose a fatigue point and a HTpoint each day. If you drink less than aquart a day, you lose 2 fatigue and HTpoints a day. If ST or HT goes to 0 fromlack of water (even if that is not the onlycause) you become delirious and - if in thedesert - die within a day if no help arrives.Fatigue lost due to lack of water isregained after a day of rest with amplewater supplies. Lost HT is regained in thenormal fashion.Foraging: In hospitable terrain, youcan supplement your supplies by foragingfor food. On any day, each character can"forage" as the party travels. A successfulSurvival or Naturalist roll will collectenough edible plants and berries for onemeal. (A roll of 17 means you poisonedyourself; make your HT roll. Lose 1 hit ifyou make the roll, 1d hits otherwise. A rollof 18 means you shared with your friendsand the whole party suffers likewise.)In the right terrain, a successful skillroll with a missile weapon (at -4) will baga rabbit, providing enough meat for twomeals. Each character gets oneSurvivalist/Naturalist roll and one missileroll each day.Alternatively, the party can take sometime off from travel and do some seriousforaging. Each character can make fiveSurvivalist/Naturalist rolls and five missile-weaponskill rolls per day. Meat canbe smoked over a fire and added to the regularstore of rations.Game Masters: If keeping up with theparty's meals doesn't sound like fun, feelfree to ignore this whole section. Travel ismuch more hazardous if you have to keeptrack of food and water!Technological level 0 (Stone Age): No First Time per victimAid skill exists. Use bandaging only.Hits restored1 (Bronze Age) 30 minutes ld-42, 3 (Roman/medieval) 30 minutes ld-34 (up to U.S. Civil War)5 (Civil War - WWI)30 minutes20 minutesld-2ld-26, 7 (WWII/modern) 20 minutes8 (near future) 10 minutesld-11d9 and up: As for TL8, with the addition of various special healing drugs and devices.See science-fiction game-world books.First aid (a successful First Aid skill or default roll) will restore a variable number ofhit points, depending on the tech level of the First Aid skill and the degree of success. Aminimum of one 1 point is always restored. This is not cumulative with simple bandaging- i.e., sometimes the first aid is no more effective than plain bandaging.Great Success or Failure: On a critical success, the victim regains the maxi mumpossible HT. On a critical failure, the victim loses 2 hit points, and bandaging will nothelp.Natural RecoveryGradual recovery will cure any number of hits, unless the victim gets sick (seeIllness). At the end of each day of rest and decent food, the victim may roll against hisbasic HT. A successful roll results in the recovery of one hit point. The GM may modifythe roll downward if conditions are bad, or upward if conditions are very good.Medical CareIf the victim is under the care of a competent Physician (skill level 12 or better) thevictim gets a +1 on all healing rolls. The healer may also roll against his Physician skill tocure the patient. Frequency of this roll depends on the tech level of his skill (seebelow). Medieval-level Physicians, for instance, roll once per week. A successful rolllets the patient recover 1 extra hit point; a critical success gives 2. A badly-failed rollcosts the patient 1 hit point.Exotic methods of healing are available in some game worlds.MedicalTLFrequencyof rollPatients perdoctorMedical TL Frequencyof roll0 There are no physicians. Get well by yourself.1-3 Weekly 104 Every 3 days 10 10 3xdaily 505 Every 2 days 15 11 4xdaily 1006 Daily 20 12 5xdaily 1007 Daily 25 13 6xdaily 1008 Daily 50 14 8xdaily 2009 Twice daily 50 15+ l0xdaily 200Patients perdoctorPhysicians at high tech levels depend heavily on equipment, but are still given goodbasic training in med school. Therefore, a physician above TL6 performs as though hewere TL6 if he has to make do without the gadgetry to which he is accustomed, as long asthe surroundings are clean.Only one physician per patient may roll (no, 20 doctors can't cure you in a day).However, one doctor can be responsible for up to 200 patients at a time, depending on thetech level of his skill and whether he has assistance.
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17. FLIGHT.........................
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Materials Needed for PlayThe GURPS
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WHAT IS ROLEPLAYING?A roleplaying g
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Character TypesThere are no "charac
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Four numbers called "attributes" ar
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You are free to set the physical ap
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REPUTATIONSome characters are so we
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These are character traits that are
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Legal Enforcement Powers 5, 10 or 1
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Rapid Healing5 pointsThis advantage
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A minor deity as Patron to a travel
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ReputationVariable (see p. 17)Socia
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Lame-15,-25, or -35 pointsYou have
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Bad Temper-10 pointsYou are not in
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Dyslexia-5 or -15 pointsYou have a
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Pacifism-15 or -30 pointsYou are op
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Shyness-5,-10,-15 pointsYou are unc
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You have a significant responsibili
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A "quirk" is a minor personality tr
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SpecializingRequired Specialization
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MEANING OF SKILL LEVELSSo you have
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Teamster (Mental/Average)Defaults t
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Skiing (Physical/Hard)Defaults to D
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Guns/TL (Physical/Easy)Defaults to
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Any of these skills can be self-tau
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Levels of Language SkillThis table
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Most outdoor skills can be learned
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PSIONIC SKILLSThese are special men
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Forensics/TL (Mental/Hard)Defaults
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Few Hundred Acres: Knowledge of far
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Many skills in this category are ta
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Lockpicking/TL (Mental/Average) Def
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Gunner/TL See Combat Skills, p. 50M
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Now you need to decide what equipme
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Each suit of "real" armor includes
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Listing Weapons On Your Character S
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Player-Made MapsWhenever the player
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Predetermined ReactionsCertain NPCs
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Dealing with the PlayersArgumentsAs
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Time Use SheetsThe Time Use Sheet (
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Weapons and Armor0. Fists and stone
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Weather(Continued)WindWinds from ga
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Gold and SilverA traditional assump
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JobsThe jobs available in each game
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Job (Prerequisites), Monthly Income
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Sooner or later, every GM wants to
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Features of a GoodAdventureA good a
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World-BuildingA game world is a com
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CRITICAL HIT TABLEAll doublings or
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When the players meet an NPC whose
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Weapons are listed in groups, accor
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MODERN AND ULTRA-TECH WEAPONSWeapon
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ANCIENT/MEDIEVAL ARMORUse this tabl
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FANTASY/MEDIEVAL EQUIPMENTThe follo
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After eight printings of the GURPS
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of Divination should match the "fla
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Minor disadvantage: -5 points. Agai
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Whether through an accident of birt
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Note that this disadvantage is inco
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SKILLSARTISTIC SKILLSVideo Producti
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traders, and chess-like games are c
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If, during an adventure, a philosop
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VITAL ORGANSThese are optional rule
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INSTANT CHARACTERSThis quick refere