Healing25 pointsThis advantage is intended for nonhumans or supers; normalhumans cannot have it without paying considerably more (GM'schoice) for Unusual Background.You have the ability to heal others. You must be in physicalcontact with the subject. On a successful Healing roll, you canrestore lost HT up to half your own health. Failure costs the healer1d of Fatigue; critical failure also causes 1d damage. The Fatiguecost of successful healing is equal to twice the hits healed.The Healing roll is at -2 when the victim is unconscious, and -2or worse to cure disease. It can't restore a lost limb. Freshly brokenlimbs should be carefully set before healing is attempted, or thehealing will result in a crippled limb. Crippled limbs are restored at a-6, and each healer only gets one try at any one limb. Healingcannot bring back the dead.It is assumed that this power works on the user's own race and onall "similar" races. In a fantasy campaign, all the warm-bloodedhumanoid races (elves, dwarves, orcs, halflings, etc.) would be "similar"Special Limitation: Works on user's own race only. -20%. This isnot available in a campaign where there is onlyone intelligent race.Special enhancement: Xenohealing. The user can heal creaturesquite dissimilar from himself. Examples, assuming the healer ishuman: "All Mammals" (+20%), "All Earthly Life" (+40%), "AllCarbon-Based Life" (+60%), "Anything Alive" (+80%), "AnythingAnimate" (including the undead, golems, etc.) (+100%).Infravision15 pointsThis advantage is intended for nonhumans or supers; normalhumans cannot have it without paying considerably more (GM'schoice) for Unusual Background.Your vision extends into the infrared portion of the spectrum,allowing you to see varying degrees of heat. You can even see inabsolute darkness if the temperature is above 70 degrees. No matterwhat the temperature, you suffer only a -1 when fighting at night, aslong as your foe is someone or something that emits heat! You get+2 to see any living beings during daylight if you are scanning anarea visually.This advantage also allows you to follow a heat trail when tracking.Add +3 to any tracking rolls if the trail is no more than an hour old.A sudden flash of heat, such as an explosion, acts as a Flash spell(see p. 163) to anyone with Infravision.Note: Infravision can be taken in conjunction w ith theBlindness disadvantage. Blind creatures with Infravision alwaysoperate as though at night. They can only track if the trail is lessthan one hour old.Legal Immunity5, 10, 15 or 20 pointsYou are a diplomat, a cleric, a privileged noble, or otherwiseoutside the traditional legal structures of your society. You cannot bearrested or charged with a crime by the "temporal authorities" thatis, by the normal government. Only your "own kind" - your ownchurch, your own government, your own social class - can imprisonor judge you.Cost of this advantage depends on how sweeping the immunityis. For 5 points, the character is not subject to temporal authority,but the rules which govern his behavior are still strict, as determinedby the GM. On the other hand, if the laws that apply to thecharacter are less strict than the temporal ones, this is a 10-pointadvantage. And if the character can do pretty much what he pleases aslong as he doesn't injure his own nation, church or organization, thatis a 15-point advantage.For an extra 5 points, you also have "diplomatic pouch" privi-leges. You can send or receive mail or objects that may not bestopped or examined by the temporal authorities.20th-century diplomats have the full 20-point version of thisadvantage, as Diplomatic Immunity. Many medieval noblemen, andthe very rich in some countries today, have this advantage at the 15-point level. Clerics will normally have this advantage only if theirchurches are so powerful that they have their own religious law outsidethe bounds of the state. The GM determines this when a religion iscreated, and may simply add the cost of this advantage to the valueof the religion.Multimillionaire25 points/levelA character with the Filthy Rich advantage can buy additionallevels of Wealth, at 25 character points per level. Each level of theMultimillionaire advantage increases total wealth by a factor of ten(the first level would increase total wealth to 1,000 times the average,two levels would increase this to 10,000 times the average, and so on).For every level of Multimillionaire, the character also gets a freelevel of Status, to a maximum bonus of +2 over the free levelalready given for high Wealth (see p. 18).Perfect Balance15 pointsThis advantage is intended for nonhumans or supers; normalhumans cannot have it without paying considerably more (GM'schoice) for Unusual Background.You have no problem keeping your footing, no matter how narrowthe walking surface, under normal conditions. You can walk ontightropes, ledges, tree limbs or any other anchored surface withouthaving to make a DX roll. If the surface is wet, slippery or otherwiseunstable, you are at +6 on all rolls to keep your feet. In combat, you get+4 to DX on any rolls to keep your feet or avoid being knocked down.This advantage adds +1 to the Piloting, Flight and Acrobatics skills.Unfazeable15 points,or more by GM fiatNothing surprises you - at least, nothing that's not obviously athreat. The world is full of strange things, and as long as they don'tbother you. you don't bother them. You are exempt from FrightChecks, and almost no reaction modifiers affect you. either way.You treat strangers with distant courtesy, no matter how strangethey are. as long as they're well-behaved. You will have the normalreaction penalty toward anyone who does something rude or rowdy.but you will remain civil even if you are forced to violence.Intimidation (p. 246) just does not work on you.This advantage is incompatible with all phobias. A characterwith this advantage is not emotionless - he just never displaysstrong feelings. The stereotypical Maine Yankee or English butlerhas this advantage. E.g.. two fellows in rocking chairs on the porch ofa general store:Ed: "What'd that little feller with them orange tentacles on hishead want?"Bun: "Just another lost summer tourist. Took a wrong turn atMars. " (Looks up at the sky) "Looks like it's gonna rain tomorra. "Ed: "Ayuh. Looks like. "This advantage must be roleplayed fully, or the GM can declarethat it has been lost. In a campaign where Fright Checks are anhourly occurrence, the GM can charge 20 or more points, or disallowthe advantage.Zeroed10 pointsAs computer information networks become more comprehensive,there are many times when it is an advantage to be anunknown. You are the sand in the gears, the wrench in the works.
Whether through an accident of birth, a recordkeeping foulup, acomputer crash, or something else, the authorities (and their computersystems) know nothing about you. You do not officially exist.No records of you exist in any paper or computer files at the timeplay begins. Thus, you are immune to most varieties of government(or corporate) enforcement or harassment.To maintain this status, you must deal strictly in cash or commodities.Any credit or bank accounts must be blind (the accountisn't keyed to an individual, but to whoever knows a certain passcode)or set up through a Temporary Identity (see p. 233).If you are investigated by the authorities, they will at firstassume that there is a computer malfunction when they can't findyou. They will become increasingly concerned over the next fewdays as no information can be found about your life. They will thentry to pick you up. If they can't find you, they're likely to shrug andgive up.But if they apprehend you, you will be in for a long-drawn-outquestioning session, possibly involving truth drugs and/or torture.After all, a non-person has no civil rights! Unless you have takenthe right precautions in advance, no one can prove that you arebeing held, as you don't officially exist!It is possible to become Zeroed, but it's not easy; the nationaldatabanks are well-guarded and multiply redundant. Treat cost anddifficulty as to gain an Alternate Identity (p. 233).DISADVANTAGESSOCIAL DISADVANTAGESDestinyVariableDestiny is described above, under Advantages, but can also be adisadvantage. See p. 235.Duty (Involuntary) An extra -5 points;see p. 39Some duties are enforced by threats, by threats to loved ones, orby exotic methods of mind control. Such a forced duty can result indifficult decisions or surprising insights for the affected character.An involuntary duty would not include military service by draft(although service by impressment, as practiced by the British navyof the 18th century, would qualify), nor would any other "normal"service. Only cases where life or sanity are directly at stake qualify.For instance, if the Flying Avocado's brain was taken over byDr. Zod's Orbital Mind Control Laser, and the hero is now beingforced to rob banks, he would have an involuntary duty bonus. If aduty is involuntary, add an additional -5 points to its value.SecretVariableA Secret is some aspect of your life (or your past I thatyou must keep hidden. Were it made public, the information couldharm your reputation, ruin your career, wreck your friendships, andpossibly even threaten your life!The point value of a Secret depends on the consequences if it isrevealed. The worse the results, the higher the value, as follows:Serious Embarrassment. If this information gets around, you canforget about ever getting a promotion, getting elected, or mam ingwell. Alternatively, your Secret could be one that will simply attractunwelcome public attention if it is known. -5 points.Utter Rejection. If your Secret is discovered, your whole lifewill be changed. Perhaps you would lose your job and be rejectedby friends and loved ones. Perhaps you will merely be harassed byadmirers, cultists. long-lost relatives, or the press. -10 points.Imprisonment or Exile. If the authorities uncover your Secret,you'll have to flee, or be imprisoned for a long time (GM's discretion).-20 points.Possible Death. Your Secret is so terrible that you might be executedby the authorities, lynched by a mob. or assassinated by theMafia (or the CIA) if it were ever revealed - you would be a huntedman. -30 points.If a Secret is made public, there will be an immediate negativeeffect, as described above, ranging from embarrassment to possibledeath. There is a lasting effect - you suddenly acquire new. perma-nent disadvantages whose point value equals twice that of the Secretitself! The points from these new disadvantages go first to buy offthe Secret, and may then (at the GM's option only) be used to buyoff other disadvantages or (rarely) to buy new advantages. Anyunused points are lost, and the character's point value is reduced.The new disadvantages acquired must be appropriate to the Secretand should be determined (with the GM's assistance) when the characteris created. Most Secrets rum into Enemies. Bad Reputations andSocial Stigmas. They might also reduce your Status or Wealth -going from Filthy Rich to merely Very Wealthy is effectively a -10-point disadvantage. Some Secrets could even turn into mental orphysical disadvantages, though this would be rare.Similarly, if the GM allows you to buy off old disadvantageswith the new points, these too must be appropriate to the Secret.The most common disadvantages that could be bought off areDuties and Dependents.In general, a Secret appears in a particular game session if theGM rolls a 6 or less on three dice before the adventure begins.However, as for all other disadvantages of this type, the GM neednot feel constrained by the appearance roll - if he thinks the Secretshould come into play, it does!When a Secret appears in play, it is not automatically made public.The character must have the chance to prevent the Secret from beingrevealed. This may require him to cave in to blackmail or extortion,to steal the incriminating documents, or even to silence the personwho knows the Secret. Regardless of the solution, however, it's onlytemporary - the Secret will appear again and again until it is finallybought off. Secrets may be bought off either automatically throughexposure (see above) or with earned character points over the courseof play.
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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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Time Use SheetsThe Time Use Sheet (
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