During the adventure, if a PC wants to talk with his Contact, theGM rolls against the availability number for that Contact. A failedroll means the Contact is busy or cannot be located that day. If theContact is available, then the GM must roll against the Contact'seffective skill for each general piece of information the PCrequests.No Contact may be reached more than once per day, even if severalPCs share the same Contact. If the PC has several questions to ask,he should have them all in mind when he first reaches his Contact.The Contact will answer the first question at his full effective skill,and each subsequent question at a cumulative -2. Don't overuseyour Contacts!A Contact can never supply information outside his particulararea of knowledge. Use common sense. Likewise, the GM must notallow a Contact to give information that short-circuits the adventureor part of it!If a PC gets a critical failure when trying to reach his Contact,that Contact can't be reached during that entire adventure.Reliability of InformationContacts are not guaranteed to know anything useful, and arenot guaranteed to be truthful. Use the following modifiers (cumulativewith frequency modifiers).Completely reliable: Even on a critical failure, the worstresponse will be "I don't know." On an ordinary failure he can findinformation in 1d days. Triple cost.Usually reliable: On a critical failure, the Contact will lie; onany other failure he "doesn't know now but check back in 1d days."Roll again at that time; a failure then means he can't find out at all.Double cost.Somewhat reliable: On a failure, the Contact doesn't know andcan't find out; on a critical failure he will lie; on a natural 18 he will letthe opposition or authorities (whichever is appropriate) know whois asking questions. Listed cost.Unreliable: Reduce effective skill by 2. On any failure he willlie; on a critical failure he will notify the enemy. Half cost (roundup; minimum cost is always 1).Money TalksBribery, whether cash or favors, motivates the Contact andincreases his reliability level. Once reliability reaches "usually reliable,"further levels of increase go to effective skill; bribery cannotmake anyone totally reliable!A cash bribe should be about equivalent to one day's income fora +1 bonus, one week's income for +2. one month's for +3 and oneyear's for +4. Favors should be of equivalent worth. The favorshould always be something that the character actually performs inthe game. The GM must maintain proper roleplaying - a diplomatmight be insulted by a cash bribe, but welcome an introduction intothe right social circle. A criminal may ask for cash, but settle forfavors that will get the PCs in trouble. A police detective or wealthyexecutive might simply want the party to "owe him one" for later . .. which could set off a whole new adventure, somewhere down theroad.Dark Vision25 pointsThis advantage is intended for nonhumans or supers: normalhumans cannot have it without paying considerably more (GM'schoice) for Unusual Background.You can see in absolute darkness, using some means other thanlight, radar or sonar. The ability to detect colors in the darknessadds 5 points to the cost.DestinyVariableDestiny is an irresistible force that can pull a hero's life this wayand that, bringing good and bad luck by turns as it carries himblindly to his pre-ordained fate. One's destiny can be discovered bymagical divination, the interpretation of omens, and similar magicaltechniques, but the true meaning of an omen is often not discovereduntil after the prophecy it revealed is fulfilled. A character with aDestiny is likely to become the subject of songs and stories for generations.Destiny can be taken as an advantage or as a disadvantage, at avalue of 15 to -15 points. When the player decides to take aDestiny, he tells the GM the point value he wants. The GM thensecretly determines the nature of the character's Destiny, according toits value and the dictates of the campaign. Of course, the GM canchange his mind later, as the campaign develops!When a player chooses Destiny, he is giving the GM absolutelicense to meddle with his character's life. The more subtle the GM is,the better, but the GM must make the destiny work out. The pointvalue of the Destiny determines the kind of impact it has on thehero's life, while the precise details are determined by the GM andthe flow of the campaign. A hero should never know the nature of hisDestiny, except through ambiguous omens or a supernatural agency.Destiny taken as an advantage will work to the character's good inthe end - although this may not always be clear, and is likely to beinconvenient at times. Destiny taken as a disadvantage leads tosomething bad - but perhaps not immediately, and not without achance to gain honor by dealing with it well. A fated, tragic deathcan be an end worthy of a hero.Great Advantage: 15 points. The character is fated to achievegreatness in his lifetime - in the end. everyone will know his nameand praise it! Sooner or later a fortunate event will fulfill the character'sfate. Note that this does not guarantee the "success" of thecharacter. If he chooses to jump in front of an assassin's knife duringthe very next game session, the GM might just decide the des tiny isfulfilled ... he died a hero!Major Advantage: 10 points. As above, but a lesser success.Alternatively, the character may be doomed to die in a particularplace, or in a particular fashion: at sea. by the hand of an Emperor,underground, or whatever. Although he can be grievously woundedelsewhere and by other means, he will not die: all damage isapplied normally, but he does not die. If he avoids the circumstanceswhich would fulfill his Destiny, knowingly or otherwise, hemay find that Fate has a few surprises. The sea may flood his homewhile he sleeps, the general against whom he marches may be thefuture Emperor, or Mt. Vesuvius may bury him under tons of ash.The GM may need to use these twists if a PC discovers that he has aDestiny of this kind.Minor Advantage: 5 points. The character is fated to play asmall part in a larger story, but this part will reflect to his credit. Ingame terms, he is guaranteed one significant victory.
Minor disadvantage: -5 points. Again, the character is fated toplay a small part in a larger story, but this time he will not come off sowell. He is guaranteed one tragic experience or one embarrassingfailure. These things should not cause the fated character's deathexcept in the most desperate and heroic of circumstances.Major disadvantage: -10 points. The character is fated to play akey role in a sorry turn of events. For instance, he might arrive with amessage which could have saved the day . .. but he came too late. Orhe might have executed the only competent general in a threatenedprovince, causing its loss to barbarian invaders. Still, the character willsurvive.Great Disadvantage: -15 points. Death stalks the character.Something out there has his name on it, and it knows where he is,and it's getting closer all the time. He will either die, or be ruined,and his fall will have terrible repercussions for others. This level ofDestiny is not suitable for every campaign! The GM does not have toallow it, and if he does, he should plan on letting the campaign takea radical turn, or simply end, when destiny is fulfilled.Working out a good Destiny - and making sure it comes to pass -requires considerable ingenuity on the part of the GM. Before youdecide on a Destiny, be sure that it won't drag the campaign off therails.If someone fulfills his Destiny and still lives, it is over -although its repercussions might haunt him for years to come. Adisadvantageous Destiny must be bought off as soon as it is fulfilled. . . although this may be automatic, if the working-out of theDestiny costs the character riches or allies worth equivalent points.If the character does not have enough points to buy off hisDestiny at the time it is fulfilled, he gains the Unluckiness disadvantage,regardless of the level of the Destiny disadvantage (or, theGM might assign a new bad Destiny to the PC). The Unluckinesscan then be bought off in the normal way. No extra character pointsare earned for fulfilling an advantageous Destiny.Extra Fatigue3/pointYour fatigue is higher than normal for your ST. You can run fartherand fight longer than others, and you have more power available forpowering magical spells. Extra fatigue goes into a separate pool thatcan be used to power super-powers, psionics, extra effort or magicalspells. This pool recharges at the same rate as normal fatigue, butwill only begin to regain points if regular fatigue (based on ST) hasbeen completely regained first.Extra Hit Points5/pointYou can take more damagethan a normal human of yourHT. Hit points are initiallyequal to HT, so a character withHT 14 could buy his hit pointtotal up to 20 for 30 points. Thiswould be written as HT 14/20. Allrolls versus HT, Contests of HT,resis tances, calculation ofunconsciousness and survivalrolls, and anything elseinvolving HT would still bemade against his health of 14.Only damage is subtracted from20.If the Stun Damage Only optional rule from <strong>GURPS</strong> Supers is ineffect, stun is based on hit points, not basic HT.Example: If a character has HT 14/20, he would have to roll tostay alive at -14 HT (and every -5 thereafter) rather than at -20.FavorVariableYou saved someone's life, kept silent at the right time, or otherwisedid someone a good turn. Now they owe you one.Think of a favor as a one-shot version of the Ally, Patron, orContact advantages. You have one of these for one time only, foreach time you buy the advantage. Work out the point cost for Favorexactly as you would the parent advantage, and divide the cost by5. Round up to the nearest full point. Any time that you wish to"collect" on the Favor, the GM rolls against the "frequency" of theadvantage. If it is successful, you get what you want, within thelimits of the advantage. Remove the advantage from your charactersheet unless you rolled a critical success; on a critical success, your"friend" still feels indebted to you.If the roll is failed, you couldn't reach them in time, or theycouldn't comply. You still have your favor coming. You may tryagain in another adventure.Favors gained in play are treated as all other advantages, andshould be paid for, but the GM may also wish to include a favor aspart of the general reward for a successful adventure, in addition toearned points.Fearlessness2 points/levelFearlessness is a special case of Strong Will (p. 23) that onlyapplies to Fright Checks and attempts to intimidate (see p. 246).Example: A PC has an IQ of 13, plus 2 levels of Strong Will and 3levels of Fearlessness. He would make regular Will rolls at 15 (13 plus2), but his Fright Checks would be at 18(13 plus 3 plus 2). Any attempt tointimidate him would be at a -3 - if the intimidation is handled as aContest of Wills, both his Will and Fearlessness would help him.Hard to Kill5 points/levelThis is a "cinematic" advantage, and the GM is free to forbid it in arealistic campaign. On the other hand, the life expectancy of anadventurer in a fully realistic campaign can be depressingly short. . .You are incredibly difficult to kill. Each level of this advantageconfers a +1 on all HT rolls made for survival. If you miss your normalHT roll, but make it with your Hard to Kill bonus added in, youappear dead (a successful Diagnosis roll will reveal signs of life), butwill come to in the normal 1 hour per point of negative HT.Example: Bruno has HT 12 and 4levels of Hard to Kill. He is hit bya LAW rocket doing 30 pointsdamage, reducing his HT to -18.This will require him to make twoHT rolls to stay alive (one at -12, then one at -17).He rolls an 11 for the first one - noproblem, still alive. On the second roll, hegets a 14. This is above his regular HT(12), but below his modified HT (12 + 4levels of Hard to Kill). He passes out, andis left for dead by his foes. Roughly aday later, he'll regain consciousness stillinjured, but not dead!
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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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Dealing with the PlayersArgumentsAs
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- Page 247 and 248: VITAL ORGANSThese are optional rule
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