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GURPS - Basic Set 3r..

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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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