A minor deity as Patron to a traveling Righter of Wrongs.A local police department as Patron to a private detective. Theymay resent him, but he helps them out, and vice versa.A local ruler (in any world) as Patron to an adventurer.A large company as Patron to a troubleshooter or spy.A super-crimefighter or politician as Patron to a news reporter.Any intelligence organization as occasional Patron to a freelanceoperative, or full-time Patron to its own agents. (The differencebetween this and ordinary jobs is that you can't quit. . .)The GM is the final authority on the cost of a Patron. The GMmay also simply reject a proposed Patron if he feels that he/she/it isunworkable within the frame of the campaign, or just too silly.It will often prove useful to have several characters share thesame Patron (they are all agents of the same government, servantsof the same cult, etc.). This is an advantage to the players,too; if the Patron appears for one of them to give an assignmentor offer help, the GM will usually find it reasonable to assumethat the Patron is available for the other characters as well,regardless of their rolls at the beginning of the adventure.However, the cost of the Patron is not split; each character paysfull price.Players and GMs should both remember that a powerfulPatron can be helpful without actually intervening! A Chicagohood who can say, "I'm from Big Eddie," or a crimefighter whocan flash a Q-clearance card, may carry some extra weight in atough spot.ADVANTAGESDrawbacks of PatronsIf your Patron is an employer, feudal lord, etc., you may owehim a duty. This is considered a disadvantage - see p. 39. A sizableduty can cut the cost of a Patron considerably, and turn him from abenefit to a considerable liability!A Patron may have powerful foes who are now your foes, too.This can give you the Enemy disadvantage - see p. 39.Employers and PatronsNot every employer is a Patron. If your employer can be dependedon to get you out of trouble (at least sometimes), then that might really bea Patron. Otherwise, it's just a job. For example, a small policedepartment is a 10-point Patron if, as most do, it takes care of its own.But the U.S. Army, though powerful, is not a likely Patron, at least foran ordinary trooper. You could say, "The Colonel takes care of hismen." But you could just as easily say, "I'm on my own if I get introuble," and be a soldier character who pays no points for a Patron.New AdvantagesThe GM (no doubt with the enthusiastic advice of the players) isfree to add as many new advantages as he can think of. It will be necessaryto balance the costs of these new advantages to make themcomparable to the existing ones. Don't add picky, complicated advantagesunless you are willing to put up with the increased bookkeeping.Mental "psi" powers are also considered advantages. They arelisted in the chapter on Psionics, p. 165.EXAMPLE OF ADVANTAGE SELECTIONDai Blackthorn, at the moment, has 30 character points to spend.Let's see what inborn advantages we want to give him.At this point, we need to think about what sort of career Dai isgoing to take up. He has far more intelligence and coordination thanhe does strength. Since we want to start him off in a fantasy worldwith low (medieval) technology, we have a couple of logical choices.He could be a wizard-in-training ... or a thief. How about it, Dai?Got a preference?Magic is hard work. But 'thief is such a low-class term. Howabout 'rogue' or 'gentleman adventurer'?Okay, Dai. Rogue it is. So ... looking back through the list ofadvantages, we immediately see Absolute Direction. That could bevery handy for someone exploring where he doesn't belong, and it'sonly 5 points.Acute Hearing looks attractive, too. We don't want Dai to betaken by surprise. It costs 2 points for each +1 bonus. Dai's regularHearing roll is based on his IQ, which is 12. That's already prettyfood. Raise that by 5 and he'll have a 17 - which means he'llalmost always hear ordinary sounds, and will be likely to catch evenfaint ones. That's another 10 character points.Being Double-Jointed could be useful, since it gives a +3 bonusfar climbing and escaping from bonds. It's only 5 points. We'll takeit"High Status" doesn't seem appropriate here, so we pass it by.Likewise. "Patron" doesn't seem right for an independent spirit likeDai "Rich" is right out! Similarly, we rule out most of the otheradvantages as inappropriate or not useful.But "Danger Sense" looks like it would be useful to a thief. Theonly problem is . .. it costs 15 points. That's very expensive, butit's also useful. We'll take it, and stop; that ought to be enoughadvantages.At this point, Dai has advantages worth a total of 35 points. Hestarted this section with only 30 to spend, so right now his total is -5. It looks like Dai will need some disadvantages before he'sthrough, to balance his point totals. We'll get to those in the nextchapter.
These are problems acquired before the character first comesinto play. As a rule, a character may only be given disadvantageswhen he is first created.You are probably wondering, "Why would I want to give mycharacter disadvantages?" There's a reason. Each disadvantage hasa negative cost in character points - the worse the disadvantage, thehigher this cost. Thus, disadvantages give you extra characterpoints, which will let you improve your character in other ways.Besides, an imperfection or two makes your character moreinteresting and realistic, and adds to the fun of roleplaying.It is possible to "buy off certain disadvantages and get rid ofthem. But if a character eliminates a disadvantage without spendingthe points to "buy off that disadvantage, the GM may assign areplacement disadvantage. Example: You kill your blood-enemy.Unless you spend the points to buy off the Enemy disadvantage, theGM will give you a new foe!"Good" DisadvantagesIt may seem strange that virtues such as Truthfulness and Sense ofDuty are listed as "disadvantages." In most senses, such traits areadvantages! Nevertheless, these virtues limit your freedom ofaction. For instance, a Truthful person will have trouble lying, evenfor a good cause.SOCIAL DISADVANTAGESOdious Personal Habits -5,-10, -15 pointsYou behave, some or all of the time, in a fashion repugnant toothers. The worse your behavior, the more bonus points. You mayspecify the behavior when the character is first created, and workthe bonus out with the GM. Some samples: Body odor, constantscratching or tuneless humming might be worth -5 points apiece.Constant bad puns or spitting on the floor would be worth -10points apiece. -15-point habits are possible, but are left to the imaginationof those depraved enough to want them.For each -5 points your habit is worth, subtract 1 from all reactionrolls made by someone in a position to notice your problem.Example: Ragnar Foulbreath, who has halitosis worth -10 characterpoints, suffers an automatic -2 on reaction from anyone who comesface-to-face with him.Therefore, within the framework of the game, several virtues aretreated as "disadvantages." This has one very worthwhile benefit; ifyou want to create a wholly heroic character, you don't have to takeany "character flaws" at all. You can get points by choosing onlythose disadvantages that are actually virtuous!Limiting DisadvantagesGame Masters should be careful how many disadvantages theyallow players to take. This problem is often self-correcting; someonewho spends a couple of hours playing a one-eyed, berserk, deafhunchback who is afraid of the dark will either (a) kill the poor fellowoff to be rid of him, or (b) have so much fun that nobody else willmind. But too many disadvantages can turn your game into a circus.A suggested limit: Disadvantages should not total more than -40points. However, if only a single severe disadvantage (e.g., blindness)is taken, it may have any cost. Poverty, ugliness, bad reputationand attributes of 7 or less count as disadvantages.In a campaign where all characters, or at least all PCs, have acertain disadvantage, it does count for points, but should not countagainst the 40-point limit. In an espionage campaign, for instance,all the PCs could have 40 points of disadvantages in addition totheir "required" Duty to the Agency.But GMs should set their own limits and guidelines, as appropriatefor each campaign. Keep it fun.Note that certain sorts of disgusting behavior will notbother non-humans. A person with a constant drool willirritate other humans, but a Martian would not evennotice, and a troll might think it was cute. The reactionpenalty for an odious personal habit is for members of your ownrace; it is up to the GM to handle differing reactions from other races.PovertyVariableYou were born poor, relative to the norm of your culture, or lostyour money somehow. You start with only a fraction of the moneynormal for a beginning character, and your income is limited. Thevarious degrees of poverty are discussed under Wealth (p. 16).Primitive-5 points per tech levelYou are from a culture with a lower TL than that of the campaign.You have no knowledge (or default skill) relating to equipmentabove your own tech level. You can start only with skills orequipment from your local culture. (To play a character of a primi tiverace without this disadvantage, assume he is from an area near"civilization.")The value of this disadvantage is 5 points for each TL by whichyour native TL is less than that of the campaign. If the ruling raceor culture looks down on your people, that is a separate SocialStigma disadvantage.You may not acquire Mental skills relating to high-tech equipmentuntil you buy off this disadvantage. Physical skills (driving,weaponry, etc.) may be acquired at no penalty if you find a teacher.
- Page 3 and 4: 17. FLIGHT.........................
- Page 5 and 6: Materials Needed for PlayThe GURPS
- Page 7 and 8: WHAT IS ROLEPLAYING?A roleplaying g
- Page 9 and 10: Character TypesThere are no "charac
- Page 12 and 13: Four numbers called "attributes" ar
- Page 14 and 15: You are free to set the physical ap
- Page 16 and 17: REPUTATIONSome characters are so we
- Page 18 and 19: These are character traits that are
- Page 20 and 21: Legal Enforcement Powers 5, 10 or 1
- Page 22 and 23: Rapid Healing5 pointsThis advantage
- Page 26 and 27: ReputationVariable (see p. 17)Socia
- Page 28 and 29: Lame-15,-25, or -35 pointsYou have
- Page 30 and 31: Bad Temper-10 pointsYou are not in
- Page 32 and 33: Dyslexia-5 or -15 pointsYou have a
- Page 34 and 35: Pacifism-15 or -30 pointsYou are op
- Page 36 and 37: Shyness-5,-10,-15 pointsYou are unc
- Page 38 and 39: You have a significant responsibili
- Page 40 and 41: A "quirk" is a minor personality tr
- Page 42 and 43: SpecializingRequired Specialization
- Page 44 and 45: MEANING OF SKILL LEVELSSo you have
- Page 46 and 47: Teamster (Mental/Average)Defaults t
- Page 48 and 49: Skiing (Physical/Hard)Defaults to D
- Page 50 and 51: Guns/TL (Physical/Easy)Defaults to
- Page 52 and 53: Any of these skills can be self-tau
- Page 54 and 55: Levels of Language SkillThis table
- Page 56 and 57: Most outdoor skills can be learned
- Page 58 and 59: PSIONIC SKILLSThese are special men
- Page 60 and 61: Forensics/TL (Mental/Hard)Defaults
- Page 62 and 63: Few Hundred Acres: Knowledge of far
- Page 64 and 65: Many skills in this category are ta
- Page 66 and 67: Lockpicking/TL (Mental/Average) Def
- Page 68 and 69: Gunner/TL See Combat Skills, p. 50M
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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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Weapons and Armor0. Fists and stone
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Weather(Continued)WindWinds from ga
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Gold and SilverA traditional assump
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JobsThe jobs available in each game
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Job (Prerequisites), Monthly Income
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Sooner or later, every GM wants to
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Features of a GoodAdventureA good a
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World-BuildingA game world is a com
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CRITICAL HIT TABLEAll doublings or
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When the players meet an NPC whose
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Weapons are listed in groups, accor
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MODERN AND ULTRA-TECH WEAPONSWeapon
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ANCIENT/MEDIEVAL ARMORUse this tabl
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FANTASY/MEDIEVAL EQUIPMENTThe follo
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After eight printings of the GURPS
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of Divination should match the "fla
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Minor disadvantage: -5 points. Agai
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Whether through an accident of birt
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Note that this disadvantage is inco
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SKILLSARTISTIC SKILLSVideo Producti
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traders, and chess-like games are c
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If, during an adventure, a philosop
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VITAL ORGANSThese are optional rule
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INSTANT CHARACTERSThis quick refere