This section covers special rules for aerial movement and combat.PCs themselves could fly using psi powers: powerful magic, notcovered in the <strong>Basic</strong> <strong>Set</strong>, will also let wizards fly. And Spacecampaigns can include personal grav belts and flying alien races . . .For much more detail, though, see <strong>GURPS</strong> Vehicles.MovementIf the ceiling is high enough, fliers can go over other figures.Humans normally fly in a horizontal position (so they can watch theground and see where they're going), making them 2-hex figures.Changing heigh!: Vertical movement costs the same as horizontal.A yard of diagonal movement at 45 would cost the same as 1.5horizontal yards.Turning RadiusThe faster anything moves, in the air or on the ground, the morespace it needs in which to turn. A tight turn on the ground can make avehicle (or creature) lose traction and fall/spin out of control.The safety of a turn depends on speed and turning radius. Ingame terms, turning radius equals the number of hexes a figuretravels between one 60° (one-hexside) facing change and the next.See illustration.If, for instance, turning radius is 1, you move 1 hex between facingchanges (describing a circle whose radius is 1). If your turningradius is 2, you move 2 hexes between turns, and so on.To find the turning radius, square the figure's current speed anddivide by (10 times G). where G is the G-force of the turn. Rounddown for movement on land or water: round up for air movement.For most cases, use G=1. More than that is unlikely for men. animals,unpowered fliers and most automobiles. To make a one-hexsharperturn, roll vs. your control skill (DX. Piloting or Flight skill.levitation. etc.) minus 4! A failed roll means you fall, lose controlof the vehicle, or lose control in the air. as the case may be. (Forsimplicity, you may ignore this tor running humans unless they aremoving at super-speeds.)Example: A gryphon's flight speed is 15: with light encumbrance(see below) that becomes 11. 11 squared is 121: 121/10(rounded up) is 13. At full speed, this creature can change facing by60° (one hexside) even, 13 hexes. If it makes a DX-4 roll, it canchange facing after moving only 12 hexes. A failed roll wouldmake it tumble in the air: in this case, the GM should make therider roll vs. Riding to stay on!Because turning at high speeds requires making a wide circle, it isoften faster to slow down. turn, and speed up again.EncumbranceUse the following encumbrance rules for flying animals:No encumbrance (up to 2xST): Move is unaffected.Light encumbrance (up to 6xST): reduce Move by 4.Medium encumbrance (up to l0xST): reduce Move by 8.Heavy encumbrance (up to 15xST): reduce Move by 12. Mostcreatures cannot fly with Heavy encumbrance, and some cannot flyeven with Medium.Flight CeilingOn Earth, an unprotected human will have trouble breathing past10.000 feet. Double Fatigue costs for any exertion between 10,000and 15.000 feet. Past 15.000 feet, an oxygen mask (or magicalassistance) is needed. Some nonhumans will be able to fly muchhigher. On worlds with a greater air pressure, higher flight will bepossible. On worlds with little atmosphere, the reverse will be true.Combat ManeuversCombat maneuvers are the same for flyers as for other characters,with the following exceptions:Change Position is a free action in flight.Aim is treated as for a man on horseback (p. 137).Step and. .. maneuvers allow a 3-yard "step" in flight.Concentrate can be performed during a full move, if the flyer isgoing in a straight line.Ail-Out Attack: A flyer can go up to half his Move and make anall-out attack.Attacks and DefensesWeapon use is difficult in flight. The penalty for use of aweapon in flight is (15-Skill): if your skill is 15 or better, you haveno penalty. The penalty for use of a ranged weapon in flight is (17-Skilli. Note also that a flyer's own speed counts into hisspeed/range total for a ranged weapon attack!When flyers use hand weapons against foes on the ground, usethe modifications for relative height (p. 123). Weapon reachbecomes very important! But don't worry about relative height oftwo battling flyers.Flying humans have a +2 to Dodge. They have a -2 to Parry andBlock unless the skill (or spell) used for flying is at 15 or better.
Biting DamageWhen a carnivore bites, this is treated as acutting attack, unless specified otherwise.Fangs and claws are much more effectiveon flesh than they are on armor. The bite of aherbivorous creature like a horse is crushingdamage and usually does damageappropriate to about half its actual ST.An animal bite - even from a carnivore -can do zero damage. A small dog. forinstance, doesn't necessarily do significantharm every time it bites.In general, an animal's biting damagedepends on its ST. But there are alwaysexceptions. For instance, a sabertooth tigerwould do extra damage!STBiting Damagel-2.........................................1d-53-5......................................... ld-46-8.........................................ld-39-11.......................................ld-2l2-l5.....................................ld-l16-20.......................................1d21-25.....................................ld+126-30.....................................1d+231-35 .....................................2d-l36-40......................................2d41-45.....................................2d+l46-50.....................................2d+251-55.....................................3d-land so on...Each <strong>GURPS</strong> worldbook includes a listing of animals, monsters, etc., peculiar tothat setting. Also available is the <strong>GURPS</strong> Bestiary, with complete descriptions of morethan 200 creatures. A few very common beasts will be described here.All animals and monsters are controlled by the GM or Adversary. Since these creaturesare not PCs. they are not built on a point system, but described in simple terms. For eachanimal, the following data will be given:General description, including size, weight and habits.Value for a domestic animal. No values are given for wild animals, though a specificcampaign or adventure may assign them specific values.Attributes. If two numbers are given for HT. the second is hit points. Note that GMsmay vary animal attributes - see p. 145.<strong>Basic</strong> speed. Except in the case of loaded riding and draft animals, this will also be thecreature's Move. Note that Dodge (an animal's only active defense) is half DX or halfMove, whichever is better, up to a maximum of 10.PD and DR. if any. from the creature's hide or armor.Attacks, if the creature is likely to be involved in combat.Special abilities and other information relevant to gaming the creature.Abilities and SkillsMost creatures that live in the wild have keen senses. The "generic" roll for an animalto sense something (sight, hearing, smell, etc.) is 14. regardless of its IQ. This varies, asnoted, for specific creatures.Some animals also have the equivalent of human skills. For instance, a bloodhound isconsidered to have the Tracking skill at a level of 18.SizeSmall creatures take up less than a hex: several can fit in the same hex. See SwarmAttacks, p. 143.If it is necessary to calculate (for instance) a dose of poison for a nonhuman, compareits weight to the 150-lb. human average. For instance, it would take twice as much poisonto affect a 300-lb. beast as it would to affect a man.CombatIn general, use the same combat rules for ananimal that you would for a human. A few specialcases - e.g.. trampling by a heavy creature -arenoted in the chapters on combat, earlier in thisbook. Some special notes:Attacks: To hit. an animal rolls against itsDX: use the same modifiers as if a human wereattacking.Reach: Most animals attack by "close combat"- a grapple or slam, followed by an attemptto crush the foe or tear him to pieces. Assumethat any creature's "reach" is "C" - close -unless the description states otherwise.Defense: Animals do not block or parry, butmay defend by dodging. A creature's Dodgescore is equal to half its Move, or half its DX,whichever is better, up to a maximum of 10.(Some small creatures can't run as fast as man,but dodge much better.)Armor: Many creatures have PD and/or DRfrom hides, shells, etc.
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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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Recording Encumbrance on YourCharac
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Passive Defense. The first blank is
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The longer (and the more skillfully
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When you improve a skill, the cost
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Not all the advantages and disadvan
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But remember . . . some skills have
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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