(d) The treasure is itself illegal or immoral and must be hidden.(e) The treasure is perishable or dangerous and requires special handling.(f) Somebody else is hunting the treasure.(g) The treasure is not goods, but information - a clue to the real loot.In spite of your best planning, the players will occasionally find "loot" you had notanticipated. For instance, the slavers had them trapped in iron cages - and when theyescape, they take the cages with them to sell for scrap. This is when you improvise. Ifyou have no clear idea what the goods are worth, just make the story interesting. If youwant the party to have money, then there's a demand for scrap iron in the next village. If not- nobody is interested. Simple.Social Level and Cost of LivingAll characters are considered "middle class" unless specified otherwise, either by aspecific game world or adventure, or because they have a specific advantage or dis -advantage that changes their social level. In most game worlds, social level is directlyrelated to wealth. In some societies, it is possible to be noble but dead broke, or wealthybut scorned. Therefore, Wealth and Status are separate though related advantages; see p.16.Anyone above the level of "slave" will have a cost of living related to their socialclass. This cost of living is subtracted from a character's job income to determine theamount that he has for his own use. Characters must spend the cost associated with theirsocial class. Failure to do so should bring appropriate penalties from the GM. You mayalways spend more than the required amount; sometimes (GM's option) this may getyou general reaction benefits or even help you into the next social level.Social levels will be defined in each worldbook. A generic social level chart forfantasy/medieval and modern Western cultures is given below. Note that status is considerably"fuzzier" for modern-day cultures . . .Moving MoneyBetween WorldsWhen characters move between gameworlds (see p. 200) they will naturallywant to take some cash with them. Butwhat is "legal tender" in one world may beworthless in another. There are two principlesfor the GM to remember here:First: Money in a new world isn't"legal tender." It is a commodity. If youtake medieval gold coins to the 20th century,they will sell as curios - or as gold, forperhaps $400 a troy ounce. If you takeAmerican paper money to the 10th century,it will be worthless. So, rather thanmoney, better take along a few plastichard-hats and maybe a cassette taperecorder. ("What am I bid for this miraculousorchestra in a box?")Second: A cross-world trading operationcan get very rich very quickly. If aGM allows cross-world travel, it is up tohim to preserve balance by limiting thequantity and/or type of goods that can bemoved between worlds. A suggested limit:only what the travelers can carry on theirpersons - and trips should not be frequent.LevelFantasy/Medieval Example; Monthly Costof LivingModern Western Example;Monthly Cost of Living8 Divine ruler: $50,000+ No equivalent7 King, pope: $20,000+ President: $20,000+6 Prince, duke, archbishop: $10,000 Governor, senator: $10,0005 Baron, count, bishop: $5,000 Corporate head: $8,0004 Landed lord: $2,500 Who's Who: $6,00032Lesser lord: $ 1,500Knight, mayor, great merchant: $800Large-city mayor: $4,000Mayor: $2,4001 Squire, captain, merchant: $400 Doctor, councilman: $1,2000 Freeman: $200 Ordinary citizen: $600-1 Bondsman or servant: $100 Poor: $300-2-3Outsider, underworld: $50Street beggar: $50Street beggarNo equivalent-4 Serf or slave: $50 No equivalentIn a campaign that does not use jobs, you can (a) subtract the cost of living fromthe characters' adventuring income, or (b) ignore this rule entirely!In general, a high social level is more expensive to maintain, but gets you reactionbonuses and other benefits. Depending on the game world and the GM, your socialclass may bring various special benefits.Making Your Own GoodsCharacters with the appropriate skillswill probably want to save money bymaking their own equipment. This islegal, as long as the GM is willing to goalong with it.In general, this works better in lowtechworlds. Any Indian hunter ought tobe able to make his own bow; a medievalsmith or leatherworker could build hisown armor. But a Tech Level 6 gunsmith,though he certainly could make his ownflintlock, would be quite a while at the job -and a TL8 gunsmith would certainlyfind it easier to buy a .45 automatic thanto go into the shop and build one. Theavailability of mass-produced items makes alot of difference.Things to consider:(a) What raw materials are needed, andhow much will they cost?(b) How long will it take to do thework?(c) Is there a chance that the workmight be useless when finished? Example:forging of a high-quality sword blade is atricky job, and would require repeatedBlacksmith skill rolls.Listings of all possible items, raw materials,skills and building times would takeup several books - so this must be left upto the GM.
JobsThe jobs available in each game world, and the pay for those jobs,will be defined in the Job Table of that game world book. This is importantboth when players need to find a hireling (see p. 194) and when they wantto find jobs of their own. A very simple Job Table is given on p. 194 as anexample.Some jobs have skill or exp erience prerequisites. Default values don'tcount here; you must have at least a half-point invested in the skill.Finding a JobIf a job is one requiring an employer, a PC may roll once per week tosee if he found work. His base roll is equal to his IQ. Modifiers are asfollows:City size. The more people in the city, the better your chance to findthe particular type of job that you are looking for:Under 99:...............-5100-999:..............-41,000-4,999:........-25,000-9,999:.......... 010,000-49,999: ............+150,000-99,999: ............+2100,000 or more:............+3Defining New JobsPlayers are certain to come up withideas for new jobs suited to their characters'talents. In general, the GM shouldallow any job that seems reasonable andrealistic.Required skills and monthly incomecan be set by common sense for modernworlds, and by the GM's fiat for fictionalworlds. For a historical campaign, researchmay be required ... the GM should invitethe players to find and submit reliableinformation about the jobs they want!Whatever the campaign period, monthlyincome should be kept in line with existingjobs, to avoid unbalancing the campaign.The success roll and critical failureresults are always set by the GM, by analogywith jobs already listed on the JobTable in use by the campaign.Remember that unless the economy isunder some sort of stress or outside control,jobs will never be high-paying unlessthey are difficult (hard success roll), dangerous(severe consequences of a failedsuccess roll), highly trained (difficult skillprerequisites), or privileged (difficultStatus or Wealth prerequisites). If someonewants to be a wealthy movie star, he mustbuy appropriate Status and Wealth withcharacter points, as well as the neededskills!Scarcity. Higher-paying jobs are harder to find. If the job (see p. 194)would be "lower-class," you are at +1 to find such a job. If "middle-class,"no modifier. -1 for each "class" above middle-class.Advertising. You can advertise that you are looking for work. +1 ifyou spend $30 to advertise, +2 for $300, +3 for $3,000, and so on. In alow-tech setting, "advertising" means posting handbills, hiring criers, etc.Overqualification. If your skill for the job in question is higher thanthe minimum prerequisite, you are likelier to find the job. If your skill is 1higher than required, add 1 to your chance. If it is 2 or 3 higher, add 2.GMs may improve a character's roll as they see fit if he has extra skillsthat would logically help him do a job (or impress a potential employer).Multiple jobs. If you are qualified for more than one job, you can lookfor two jobs at once, at a -1 to each roll; 3 at once, for a -2 to each roll, and so on. Unlesstime and the GM allow, you can't actually hold two jobs at once - find one and keep it.Income from JobsA character earns income from his job for every week spent on the job. Time spentadventuring is usually not "on the job." The GM can make exceptions for vacations,work done while traveling, etc., as he wishes.The difference between a job's pay and the cost of living for a character's social levelis his to save or spend as he wishes. In a fantasy world, an adventurer will save up to buygear, training, etc. In other game worlds, he may have other things to do with his earnings.Character's Job's Wealth LevelWealth LevelPoor Struggling Average Comfortable WealthyPoor 1 2 / 1 5 / 1 5 / 10 NAStruggling 1 1 1 / 1 2 / 1 4 / 10Average 1 1 1 1 / 2 1 / 5Comfortable 1 1 1 1 2 / 5Wealthy 1 1 1 2 1Very Wealthy 1 1 1 4 2Filthy Rich 1 1 1 10 10A character earns the standard monthly wage for his job if his wealth level is thesame as that of the job. For example, someone with Comfortable wealth and aComfortable job earns the wage listed for that job.
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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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ClimbingTo climb anything more diff
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SwimmingThe Swimming skill (p. 49)
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WILL ROLLSWhen a character is faced
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The GURPS combat system is designed
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WaitDo nothing unless a foe comes w
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You may only block one attack per t
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Missile WeaponsMissile weapons are
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At the end of your move, if you hav
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The rules for attacking a foe are e
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tell you how long it will take. In
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You may normally parry only one att
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CLOSE COMBATUsing the Move, Step an
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(adjusted) ST! Note that a shield h
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Ranged Weapon StatsFor each ranged
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second. On the table, this rounds u
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If you are using the "hit location"
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Removing or folding the stock of a
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After the initial "freeze" ends, ea
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ATTACKING INANIMATE OBJECTSThere ar
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This subtraction will mostoften aff
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Psionic healing (p. 175) and magica
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DrowningSee the rules for Swimming,
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protects completely. Toughness prot
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Resolving mounted or vehicular comb
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Using Ranged Weapons From Horseback
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This section covers special rules f
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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