Roll 3 dice and apply modifiers described on p. 204.0 or less: Disastrous.General reaction: The NPC hates the characters and will act in theirworst interest.In a potential combat situation, the NPCs will attack viciously, askingno quarter and giving none.Commercial transactions are doomed: The merchant will havenothing to do with you. Make a "potential combat" roll at -2.Requests for aid are denied totally. Make a "potential combat" roll at-4. If combat is called for but not possible, the NPC will work againstthe PCs in any way possible.Requests for information are met with anger. Make a "potentialcombat" reaction roll, at -2.Loyalty: The NPC hates you or is in the pay of your enemies, andwill take the first good chance to betray you.1 to 3: Very Bad.General reaction: The NPC dislikes the characters and will actagainst them if it's convenient to do so.In a potential combat situation, the NPCs attack, and flee only ifthey see they have no chance. (A fight in progress will continue.)Commercial transactions are next to impossible. The merchant asksthree times the fair price, or offers 1/3 the fair price.Requests for aid are denied. Make a "potential combat" roll; noreaction better than neutral is possible.Requests for information are met with malicious lies.Loyalty: The NPC dislikes you, and will leave your service (probablytaking everything he can carry) or sell you out as soon as possible.4 to 6: Bad.General reaction: The NPC cares nothing for the characters andwill act against them if he can profit by doing so.In a potential combat situation, the NPCs will attack unless outnumbered.If they are outnumbered they will flee, possibly to attempt anambush later. (A fight already in progress will continue.)Commercial transactions go badly. The merchant asks twice the fairprice, or offers half the fair price.Requests for aid are denied. The NPCs go about their business,ignoring the player characters.Requests for information are denied. NPCs will lie maliciously ordemand payment for information. If paid, the NPC will give true, butincomplete, information.Loyalty: The NPC has no respect for you. He will leave or betrayyou given even moderate temptation, and will be a sluggish worker.7 to 9: Poor.General reaction: The NPC is unimpressed. He may become hostile ifthere is much profit in it. or little danger.In a potential combat situation, the NPCs will shout threats orinsults. They will demand the PCs leave the area. If the PCs stickaround, the NPCs will attack unless outnumbered, in which case theywill flee. (If a fight is in progress, it will continue.)Commercial transactions are unprofitable. The merchant asks 120% ofthe fair price , or offers 75% of the fair price.Requests for aid are denied, but bribes, pleas, or threats might work.PCs may roll again, at -2.Requests for information are unproductive. The NPCs will claim not toknow, or will give incomplete data. A bribe may improve their memory;roll again if a bribe is offered.Loyalty: The NPC is unimpressed with you and/or dislikes the job; hethinks he's overworked and underpaid. He'll probably betray you if offeredenough, and would certainly take a "better" job if he thought he had one.10 to 12: Neutral.General reaction: The NPC ignores the characters as much as possible.He is totally uninterested.In a potential combat situation, the NPCs are inclined to go theirown way and let the PCs go theirs. (If a fight is already in progress, theNPCs will try to back off.)Commercial transactions go routinely. The merchant will buy andsell at fair prices.Requests for aid are granted - if they are simple. Complex requestsare denied, but the PCs can try again at -2.Requests for information will be successful. The NPC will give theinformation requested if it is simple. If the question is complex, theanswer will be sketchy.Loyalty: The NPC thinks you're just another boss, and this is justanother job. He will work hard enough to keep you happy, but noharder. He will not leave unless he is sure the new job is better, and willnot betray you unless the temptation is very strong.13 to 15: Good.General reaction: The NPC likes the characters and will be helpfulwithin reasonable, everyday limits.In a potential combat situation, the NPCs find the characters likeable,or else too formidable to attack. The characters may request aid orinformation - +1 on a second roll. (If a fight is in progress, the NPCswill flee.)Commercial transactions go pleasantly. The merchant will buy andsell at fair prices, and will volunteer useful information or small bits ofhelp if possible.Requests for aid will be granted if the request is reasonable. TheNPCs' attitude is helpful. Even if the request is silly and must bedenied, they will offer helpful advice.Requests for information will be successful. The question will beanswered accurately.Loyalty: The NPC likes you and/or the job. He will be loyal, workhard, and accept any reasonable hazard that you will accept.16 to 18: Very Good.General reaction: The NPC thinks highly of the characters and willbe quite helpful and friendly.In a potential combat situation, the NPCs are friendly. The PCs may askfor aid or information (+3 on a reaction roll). Even sworn foes will findan excuse to let the PCs go . .. for now. (If a fight has already started,the NPCs will flee if they can, or surrender otherwise.)Commercial transactions will go very well. The merchant willaccept your offer unless you tried to buy below 80% of the fair price orsell above 150% of the fair price. In that case, he will offer those rates.He will also offer help and advice.Requests for aid are granted unless they are totally unreasonable.Any useful information NPCs have will be volunteered freely.Requests for information will be successful. The NPC will answer indetail and volunteer any related information he has.Loyalty: The NPC will work very hard, and risk his life if need be.Under most circumstances, he puts your interests ahead of his own.19 or better: Excellent.General reaction: The NPC is extremely impressed by the characters,and will act in their best interests at all times, within the limits of hisown ability. Merchants will offer very good deals.In a potential combat situation, the NPCs are extremely friendly.They may even join the party temporarily. The PCs may ask for aid orinformation: +5 on this reaction roll. (If the fight has already started,the NPCs will surrender.)Commercial transactions will go extremely well. The merchant willaccept your offer unless you tried to buy below 50% of fair price or sellabove 200% of fair price. In that case, he will offer those rates. He willalso offer help and advice.Requests for aid will be granted. NPCs will help in every way withintheir power, offering extra aid.Requests for information will be extremely successful. The questionwill be answered completely. If the NPC doesn't know everything youneed, he will exert himself to find out. He may even offer to help; roll arequest for aid (at +2). with no reaction worse than "poor" possible.Loyalty: The NPC worships you (or your cause), will work incrediblyhard, puts your interests ahead of his own at all times, and would evendie for you.
Weapons are listed in groups, according to the skill required to use them. The skill's default level, and any defaults from other skills, are alsoshown. For swords, daggers, etc., the weight includes a good scabbard. Weapons which can be used in two ways have two separate lines - one foreach type of attack. Some weapons can be used with two different techniques. These weapons are listed twice - one under each applicable skill.Weapon Type Damage Reach Cost Weight Min ST Special NotesAXE/MACE (DX-5)*Hatchet cut sw 1 $40 2 lbs. 7 Throwable. 1 turn to ready.Axe cut sw+2 1 $50 4 lbs. 12 1 turn to ready.Throwing axe cut sw+2 1 $60 4 lbs. 12 Throwable. 1 turn to ready.Small mace cr sw+2 1 $35 3 lbs. 11 1 turn to ready.Mace cr sw+3 1 $50 5 lbs. 12 1 turn to ready.Pick imp sw+1 1 $70 3 lbs. 11 1 turn to ready. May get stuck.BLACKJACK (DX-4)Blackjack or sap cr thr C $20 1lb. 7 May not parryBROADSWORD (DX-5, Shortsword-2 or Force Sword -3)Broadsword cut sw+1 1 $500 3 lbs. 10cr thr+1 1 Standard broadsword has blunt point.Thrusting " cut sw+1 1 $600 3 lbs. 10 More expensive because of sharp point.imp thr+2 1Bastard sword cut sw+1 1,2 $650 5 lbs. 11 1 turn to ready after swing. *cr thr+1 2 Standard bastard sword has blunt point.Thrusting " cut sw+1 1,2 $750 5 lbs. 11 Same as above, with thrusting point.*imp thr+2 2Light club cr sw+1 1 $10 3 lbs. 10FENCING (DX-5) See p. 99 for fencing parry rules.Smallsword imp thr+1 1 $400 1 lb. - Maximum damage ld+1.Rapier imp thr+1 1,2 $500 1,5 lbs. - Maximum damage ld+1Saber cut sw 1 $700 2 lbs. 7imp thr+1 1 Thrust: maximum damage ld+2.FLAIL (DX-6) Any attempt to parry a flail weapon is at a -4. Fencing weapons cannot parry flails, *Morningstar cr sw+3 1 $80 6 lbs. 12 1 turn to ready.Flail cr sw+4 1 2* $100 8 lbs. 13 2-handed. 1 turn to ready.KNIFE (DX-4)Large knife cut sw-2 C, 1 $40 1 lb. - Maximum damage ld+2.imp thr C Throwable; Maximum damage ld+2.Small knife cut sw-3 C, 1 $30 1/2 lb. - Maximum damage ld+1.imp thr-1 Throwable; Maximum damage ld+1.Dagger imp thr-1c$20 1/4 lb. - Throwable; Maximum damage 1d.LANCE (Spear-3 for those who have Riding I2+; DX-6 for others)Lance imp thrust+3 4 $60 6 lbs. 12 May not parry. See p. 136 for readying.POLEARM (DX-5) All polearms require 2 hands.Glaive cut sw+3 2,3* $100 8 lbs. 11 2 turns to ready.imp thr+3 1-3* 1 turn to ready after thrust.Poleaxe cut or cr sw+4 2, 3* $120 10 lbs. 12 2 turns to ready after swing.Halberd cut sw+5 2,3* $150 12 lbs. 13 2 turns to ready after swing.imp sw+4 2,3* 2 turns to ready after swing. May get stuck.imp thr+3 1-3* 1 turn to ready after thrust.SHORTSWORD (DX-5, Broadsword-2 or Force Sword-3)Shortsword cut sw 1 $400 2 lbs. 7 Sabers can be used w/Shortsword skill.imp thr 1Baton crcrswthr11$20 1 lb. 7 A short, well-balanced club.SPEAR (DX-5 or Staff- 2)2) Javelin imp thr+1 1 $30 2 lbs. - Primarily for throwing.Spear imp thr+2 1* $40 4 lbs. 9 Used 1-handed. Throwable.thr+3 1,2* Same spear used 2-handed.STAFF (DX-5 or Spear-2) Requires two hands.Quarterstaff cr sw+2 1,2 $10 4 lbs. 6 Parry is 2/3 Staff skill.cr thr+2 1,2TWO-HANDED AXE/MACE (DX-5) Requires two hands. *Great axe cut sw+3 1,2* $100 8 lbs. 13 1 turn to ready.Warhammer imp sw+3 1,2* $100 7 lbs. 13 1 turn to ready. May get stuck.Maul cr sw+4 1,2* $80 12 lbs. 14 1 turn to ready.Scythe cut sw+2 1 $15 5 lbs 12 2-handed. 1 turn to readyimp sw 1 6 -2 to hit when impaling.
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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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Swarm AttacksA group of small creat
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Encumbrance and MovementEncumbrance
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A critical miss means the energy co
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oll will not end the spell, but the
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If the subject makes the resistance
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won't work. If anyone but the caste
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- Page 191 and 192: JobsThe jobs available in each game
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INSTANT CHARACTERSThis quick refere