However, a Struggling character, at the same Comfortable job, earns only 1/4 asmuch, while a Wealthy person would earn twice the listed amount. Use the table above todetermine what multiple of the listed wage each PC earns. Note that low-level jobs neverpay very much - you can't be a wealthy tenant farmer. And high-level jobs are notavailable to those in low brackets - no top administrator makes merely average money.Skill Increases through JobsIf the GM is using Time Use Sheets to keep track of the characters' doings betweenadventures, every eight hours spent on the job counts as two hours of training in that jobskill. See p. 82 for complete rules.Job Success RollsAt the end of every month in which a character works, refer to the Success Roll columnof the Job Table, and roll against the skill, attribute, or other number given there. PRstands for prerequisite; roll against the prerequisite given for that job. When there are twoor more prerequisites, roll against your best unless worst PR is specified. Ignore advantages(e.g., Status, Charisma) unless they are specifically mentioned. One advantage that will bespecified as helping some job rolls is Reaction: the total of all positive and negativegeneral-reaction modifiers.Thus, a servant always needs to roll his IQ or less, a merchant rolls against hisMerchant skill-2, and a knight rolls against Strategy, Savoir-Faire, or his best weaponskill, whichever is best.Most jobs are with an established business or master. If you roll anything but a criticalsuccess or critical failure, just collect that month's pay and go on. On a critical success,you get a 10% permanent raise in income (but no more than one raise every six months).Results of a critical failure vary; check the table.Some occupations are freelance (or at least variable) in nature. These are markedwith an asterisk on the table. For these jobs, the base income is earned when the skill rollis made exactly. For other successful rolls, increase that month's income by 10% for everypoint the roll was made by. If the roll is failed, reduce income by 10% for every point theroll was missed by. A critical success triples the month's income. If a critical failure isrolled, earn nothing - and check the table for other penalties.If a PC's time spent adventuring is part of his job (e.g., for our sample character,Dai), his success should depend mainly on regular play, not success rolls.Critical Failures on Job RollsThe last column on the table shows the consequence of a Critical Failure. "LJ"stands for Lost Job - you were fired, demoted or lost the client. The "d" means dice ofdamage - you were in an accident, fight, etc. The "i" indicates a lost month's income("2i" means losing 2 months income) - you were fined, forced to pay for damages, had toreplace equipment, etc. If there are two entries separated by a "/". use the second resultonly when a natural 18 is rolled.Note that for some dangerous jobs, the result of a critical failure can be seriousinjury. The GM may choose to play out these episodes to give the PC a fighting chance.Sample Job Table (Fantasy/Medieval)The table on the next page is a very simplified guideline, suitable for campaignswithout a heavy economic component. GMs requiring more detail (or a different background)can check the appropriate <strong>GURPS</strong> worldbook, or develop their own table: see thesidebar on p. 192.SlaveryIn some places, as determined by the GM,slavery will be legal. PCs may buy slaveseither for workers or as an investment. On theother hand, the PCs may be enslaved themselves!Anywhere slavery is legal, slaves willmake up a large part of the job market. Thus,there is a 50% chance that any hireling foundwill actually be a slave. Slaves can sometimesbe rented but must usually be bought.The price of a slave is generally equal tothe amount he could earn in five years, if freeand working at the standard rate for his highestskill. The GM may adjust this selling pricefor any number of reasons: extra skills,good/bad attitude toward slavery, physicalappearance, health, etc. Slavemasters rarelygive a real bargain!Loyalty of SlavesDetermine a slave's loyalty per p. 195.However, slaves are less predictable thanordinary hirelings. After a slave's initialloyalty is determined, roll two dice on thefollowing table to determine a modifier for theslave's loyalty:2-7 - No modifier.8 - He was enslaved for some crime, andresents it. Reduce loyalty by 1.9 - As above, but reduce loyalty by 2.10 - His previous master was very cruel. If heis treated with kindness during the firstweek, his loyalty will increase by 2;otherwise, no change.11 - He has a fanatic hatred of slavery. If he istreated well, he may like his mas ters aspeople, but will still escape as soon aspossible. If treated badly (or even"average" for a slave) his loyalty drops to6.12 - He has a "slave mentality" and considershimself truly the property of his owner.His loyalty is automatically 20. You neednever check loyalty; he will not demureven if he is given orders that condemnhim to death.Make loyalty checks for slaves as for anyother hirelings. Modify loyalty by +1 or +2 ifthey are in a situation where they havenowhere to run!Legal ComplicationsWhen slave-holding PCs enter an areawhere slavery is illegal, they must dispose oftheir slaves, or disguise the fact that theyare slaves. Non-slave areas have differentattitudes toward slavery. It may be: legal toown slaves, but not to buy or sell themlocally; legal for non-citizens to own slaveswhile passing through, but illegal forpermanent residents to own them; or illegalto own slaves at all.A creative GM may impose other laws andcustoms regarding slavery. For instance,some races may be enslaved in a given area,while others may not. There may be waysfor a slave to earn freedom. Slaves mayeven be permitted to own property and buytheir freedom.
Job (Prerequisites), Monthly Income Success Roll Critical FailurePoor Jobs Generic servant (no attribute below 7), $120 IQ LJ/LJ, whipped, 2dThief* (at least 4 Thief skills at 13 +, or 2 at 16 + ), $150 DX 3d/3d, caught and triedStruggling JobsBravo*: low-class bodyguard, thug, fighter (ST 13 + and any Combat skill at Best PR-22d/4d and jailed14+), $300Jongleur* (traveling entertainer). (Bard or Musical skill at 14+), $25 x skill, PR-21d, audience throwsplus $5 x skill for each additional musical abilitytomatoes/2d, rocks!Porter (ST 12+), $300 ST 1d, LJ/2d, LJTenant farmer* (Agronomy 12+, ST 10+), $300 12 -li/-2i, LJAverage JobsArtisan (any Craft skill at 14 + ), $80x skill Best PR-2 LJ/-2J, LJFree farmer* (Agronomy 12 +, ST 10 +, some land), $800 12 -li/-3i, 2dGuard or soldier (Combat skill levels totaling at least 40), $700 Best Weapon skill 2d/4d, CShopkeeper* (Merchant skill at 14+, $1,000 in goods), $80x skill PR-1 -1 i/bankruptComfortable JobsMaster artisan* (any Craft skill at 20+), $170x skill PR-4 LJ/LJ,-2iMaster Merchant* (Merchant skill at 16+, $10,000 in capital), $175x skill PR -2i/-6iMilitary officer or knight (Weapon skill levels totaling at least 60; appropriate Best PR-2i, -3d/-3i, -5d, LJ, . loseequipment: Strategy at 14+), $1,100equipmentWealthy JobsCourt noble/diplomat (Diplomacy 12 +, Politics 12+, Savoir-Faire 14+),$100x PR total and upHigh church official (Administration 12+, Theology 15 +; others dependingupon specific creed), $5,000 and up* freelance jobsPR-1Best PR- 1 i/-2i, expelled from court-li/-2i, LJ, declared hereticHIRELINGSA "hireling" is any non-player character employed by the adventurers. Hirelings arecontrolled by the GM; though the players can give any orders they like, the GM decideshow they are followed.A hireling provides an excellent way to add muscle or special talents to a partywithout bringing in more PCs. A party may have any number of hirelings. The number ofimportant "personality" hirelings should be kept down to two or three at a time. The GMcan manage any number of generic swordsmen - but keeping up with an importanthireling, whose personality and record sheet are as detailed as any PC's, is challenging.The GM keeps the record sheet for a hireling; the players may not see it. For unimportanthirelings, only a card or note is needed; important hirelings will require a fullrecord sheet.The GM may decide a hireling's attributes, appearance, skills, etc., in any way helikes. The Random Character Generation system is good for this.Finding a HirelingThe players can't pull a hireling out of thin air. When they need to employ someone,they must search for a suitable person, just as in real life. They may not always get whatthey want. Of course, the GM can provide a hireling as part of a pre-planned adventure.He may do this overtly (the character approaches the party in a bar and asks for a job) orcovertly (the players announce that they are looking for hirelings; the GM pretends toroll, but actually gives them a pre-planned character). To find a hireling of the desiredtype, a character makes an IQ roll. (Only one roll per hireling per party.) In a
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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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HT: Health and Hit PointsFor a roug
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- Page 162 and 163: AuraInformationShows the caster a g
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- Page 191: JobsThe jobs available in each game
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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