The player may choose the Ally Group when the character iscreated. With the GM's approval, a character may also acquire anAlly Group later. Either way, the GM may fill in the details of thegroup, including the circumstances under which the Ally Groupmay be available. The GM may also require the UnusualBackground advantage to explain the ties between the character andthe Ally Group.If members of the Ally Group are lost during an adventure, theywill be replaced . . . though, perhaps, not immediately. The detailsare up to the GM, and may be based on the circumstances in whichthe leader "acquired" the group.A PC should get not character points for any game session inwhich he betrays or attacks his Ally Group. Leading a group intodanger is all right - as long as the PC is a responsible leader.Any prolonged or severe mistreatment of the group, though, willbreak the ties; the Ally Group and points are lost.If a PC and his Ally Group part waysamicably, the PC should not be penalized.The point cost of the Ally Group may buyanother Ally Group met during roleplaying,or individual members of the group maycontinue as Allies (see p. 23). At the GM'sdiscretion, remaining points may be tradedin for money (see sidebar, p. 16),reflecting parting gifts.Alternate Identity15 or 5 pointsper identityYou have an extra identity, which to allappearances is legally established. Yourfingerprints (and retina prints, if this is acommon method of ID) are registered undertwo different names, you have two sets oflicenses, passports, birth certificates, and soon. This can be extremely useful for anyoneinvolved in illegal activities, or for anyonetrying to conceal a super identity. Thisadvantage may be purchased as many times asdesired, giving another set of papers each time.While the new identity may includecredit cards and bank accounts, all money inthese accounts must be supplied from the"real" character's bank account - it isn'tincluded in the package.If a law enforcement agency attempts toidentify you from your prints, with no cluesas to your name, there is an equal chance foreach of your identities to come up. The searchwill stop at that point . . . unless they alreadyhave reason to believe you are a ringer. If thesearch continues, the second identity will, ofcourse, surface, and you will be unmasked. Atthat point, once the agency determines who youreally are, the alternate identity(s) are lost.Alternate identities are illegal for ordinarypeople. If you are caught, you will face a stifffine and possibly a jail sentence. An alternateidentity can also be a "secret " identity, but itdoesn't have to be!Legal Alternate Identities: Certain PCs might have access to an AlternateIdentity legally. An undercover FBI agent, for example, could have acomplete set of papers, history, etc., in a fake name. Or a super-hero mighthave government help in creating a secret identity! A character musthave at least 10 points of Legal Enforcement Powers (p. 21) to have alegal identity such as this but the point cost of the Alternate Identitydrops from 15 to 5 points. If a super has official permission to concealhis original name (to protect his family, etc.) and to hold property, etc., inhis "super" name, that is a Legal Alternate Identity combined with a SecretIdentity - see <strong>GURPS</strong> Supers (his real name is hidden)."Weak" Identities: In many countries, including the U.S., it is legal touse false names for privacy, as long as you do not attempt to defraud orinterfere with "public records." You can usually rent an apartment as "Mr.Smith," paying cash, without problems. Butyou can't get a driver's license, etc., legally.This sort of weak identity is worth nopoints.Temporary IdentityYou have obtained a set of identity papers,and had the appropriate records altered, to setup an Alternate Identity. However, the qualityof the work is poor. The new identity willeventually be noticed and eliminated (and the usersought after!). Therefore, a Temporary Identity isnot considered an "advantage," and costsno points. It is a convenience to be boughtwith cash.A standard Temporary Identity is guaranteedto be good for one week. At the end of thatweek, a roll is made. On an 8 or less, the falserecords have been discovered. Each week anadditional roll is made at a cumulative +1 (e.g.,the discrepancies are discovered at the end ofweek 2 on a 9 or less, and at the end of week 3on a 10 or less).Cost of a temporary identity is negotiable,and depends entirely on the background.The cheaper the identity, the more often theGM will roll: a really cheap one might begood only for a day. with rolls every day!More expensive identities, lasting longer orstarting at a lower number, might also beavailable.In a high-tech background, where a temporaryidentity is a matter of tamperingwith computer files, the netrunner whobuilds the identity can put a "daemon" inthe file. This will automatically place awarning phone call when the identity isblown! This will often be as expensive asthe Temporary Identity itself.Someone who has been Zeroed (p. 237)can use a Temporary Identity.Blessed VariableYou are in tune with some specifichigher power. The simplest version of thisadvantage costs 10 points and grants theability to use any one Divination spell at IQlevel (see <strong>GURPS</strong> Magic, p. 55). The type
of Divination should match the "flavor" of the deity. The Blessedperson (often a cleric) also gains a +1 reaction from any of thedeity's followers who know him to be Blessed.For 20 points, one can be Very Blessed, which confers a +5bonus to Divination skill.Any Blessed character must act in accordance with the rules orvalues associated with his deity, or the advantage will be lost.A deity might also grant powers beyond Divination to especiallyBlessed characters. These powers must match the power or capabilityof the deity (a goddess of mercy and healing could grant healing gifts,for instance). These abilities come in many different forms, theexact cost of each depending on the ability granted. In addition, manyof the standard advantages can be explained as divine gifts, at theGM's discretion. Some examples:Immunity: Your blessing involves an immunity to (or protectionfrom) certain substances, usually those associated with the deitygranting the blessing. A fire god might, for example, bless his clericswith an immunity to fire damage. When determining the cost, theGM should keep in mind that these are powerful blessings, andcharge accordingly. Costs for immunities in <strong>GURPS</strong> Supers are agood guide.Aptitude: Your blessing gives you an added bonus to a particularskill. For Physical skills, the point cost for a +1 aptitude is equivalentto the cost (see p. 44) to learn the skill at DX level. The cost for a 2-point aptitude is equal to the cost for DX+1. and so on. For Mentalskills, the cost for a +1 aptitude is equal to the cost of learning the skillat IQ level. A 2-point aptitude costs the same as learning it at IQ+1and so on. The bonus applies to default skill levels as well as to thoseyou have training in.Magical Knack: Your blessing gives you the innate ability to do aparticular magical spell. The cost is 2% of the price of a magic itemthat would be able to cast the same spell. See <strong>GURPS</strong> Magic.Heroic Feats: 10 points. Your blessing gives you the innate abilityto perform a particular heroic feat. Once per playing session you mayadd 1d to either ST. DX. or HT (the attribute is specified at the timeof the blessing) for up to 3d seconds. At the end of this time, yourevert to your normal attribute and must suffer all penaltiesamassed during the heroic period. (For instance, if you take morethan 5 times your normal HT in damage during a time of raised HT.then without some sort of healing you will immediately die whenthe effects wear off.)Other blessings can be defined at the GM's discretion.ContactsVariableNote: The price of this advantage has been significantly reducedfrom that described in earlier books.A Contact is an NPC. like an Ally or a Patron. However, theContact only provides information. A Contact may be anythingfrom a wino in the right gutter to the Chief of State of a country,depending on the character's background. The Contact has access toinformation, and he already knows the character and is likely toreact favorably. Of course, offering a price, in cash or favors, isnever a bad idea. The Contact is always played and controlled bythe GM. and any price he asks will be set by the GM.The GM may assume that a Contact is. in general, well-disposedtoward the PC. However, the Contact is not an Ally or Patron, and isno more likely to give special help than any other generally friendlyNPC!A Contact doesn't have to be created when the PC is first developed.Contacts may be added later. When appropriate, the GM canturn an existing NPC into a Contact for one or more players, possiblyin lieu of character points for the adventure in which the Contactwas developed and encountered. For instance, the reward for anadventure in which the party helped solve a bank robberymight be a knowledgeable, reliable police contact, shared by thewhole party. He's worth 18 points - more than any one characterearned on the adventure, but a fair reward for the whole group.Whatever the case, the Contact can provide information onlyabout his own area of expertise. The technician at the forensics labprobably has no information about currency transfers, and the VP ofthe local bank probably can't do a ballistics comparison. The GMassigns a skill (Streetwise for a minor criminal. Forensics for a labtech, etc.) to the Contact. All attempts to get information from himrequire a secret roll by the GM against the Contact's "effective"skill. Note that the effective skill is not necessarily the NPC's actualskill; the actual skill can be set by the GM if the NPC comes intoregular play. For instance, the president of a local steel mill mightactually have business-related skills of 16-18. but he has an effectiveskill of 21. making him worth 4 points, because he himself has goodconnections!Point values for Contacts are based on the type of informationand its effective skill, modified by the frequency with which theycan provide information and the reliability of the information.Importance of information is relative and the list of possibleContacts is virtually endless: a few are listed below as a guide tohelp the GM determine value.Type of InformationStreet Contacts. These are minor criminals, derelicts, streetthugs, gang members, small-time fences and other streetwise NPCswho provide information on illicit activities, local criminal gossip,upcoming crimes and so forth. Base cost is 1 point for "unconnected"Contacts (not part of the local criminal organization: Streetwise-12)and 2 points for "connected" Contacts (Streetwise-15). If theContact is a major figure in a criminal organization (the Don. ClanChief, or member of the "inner circle" of the Family: Streetwise-21). the cost doubles to 4 points.Business Contacts. Executives, business owners, secretaries -even the mail room flunky - can provide information on businessesand business dealings. Base cost depends on how much thecontact can be expected to know: 1 point for a mail boy or typist(effective skill 12). 2 points for the pres ident's secretary (effectiveskill 15). 3 points for an accountant (effective skill 18) or 4 pointsfor the president or Chairman of the Board (effective skill 21).Police Contacts. This includes anyone connected with lawenforcement and criminal investigations: beat cops, corporatesecurity, government agents, forensics specialists, coroners, etc.Cost depends on access to information or services. Beat cops andregular private security officers are 1 point (effective skill 12);detectives, federal agents, or record clerks are 2 points (effectiveskill 15): administrators (lieutenants, captains. Special Agents inCharge. Heads of Departmental Security, etc.) are 3 points (effectiveskill of 18) and senior officers (sheriffs, chiefs of police, DistrictSuperintendents. Security Chiefs, etc.) are 4 points (effective skill21).Frequency of AssistanceFrequency refers to the chance that the Contact can be foundwhen needed. When creating the character, the player must definethe way the Contact is normally contacted! Regardless of the chosenfrequency, a Contact cannot be reached if the PCs could notreasonably speak to him.Available almost all of the time (roll of 15 or less): triple cost.Available quite often (roll of 12 or less): double cost.Available fairly often (roll of 9 or less): listed cost.Available rarely (roll of 6 or less): half cost (round up: minimumcost is always 1).
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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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ANIMAL SPELLSThese are the spells r
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If the summoning spell is repeated,
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Cost: 1 for an object up to the siz
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Armor EnchantmentsThese spells work
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AuraInformationShows the caster a g
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Psionics, or "psi" abilities, are p
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GlossaryESP - Extra-Sensory Percept
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Psionics and MagicMagic and psionic
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PSYCHOKINESISThis power covers movi
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Pside EffectsPsi skills can have "s
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Limitations(Continued)Fickle: varia
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Player-Made MapsWhenever the player
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Predetermined ReactionsCertain NPCs
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