Bad Temper-10 pointsYou are not in full control of your emotions. In any stressful situation,you must make a Will roll. A failed roll means you loseyour temper, and must insult, attack or otherwise act against thecause of the stress.Berserk-15 pointsLike Bad Temper, but worse. You tend to lose control of yourselfunder stress, making frenzied attacks against whoever or whatever yousee as the cause of the trouble. (You cannot take both Bad Temperand Berserk.)Any time you take more than 3 hits in one turn, you must roll vs.Will. A failed roll means you go berserk. Other conditions ofextreme stress (GM's option) may also require a Will roll to avoidberserking. A berserker may deliberately go berserk by taking the"Concentrate" maneuver and making a successful Will roll.While berserk, you must make an All-Out Attack each turn a foeis in range, and Move as close as possible to a foe if none is in range.Or, if the enemy is more than 20 yards away, a berserker mayattack with ranged weapons - but he may not take time to aim.High-tech berserk: If an experienced gunman goes berserk, hewill fire as many shots as he can every turn, until his gun is empty.He will not reload unless he has a Fast-Draw skill for reloading, let tinghim reload "without thought." When his gun is empty, he will attackwith his hands or another weapon. He may never aim.While berserk, you cannot be stunned, and injuries cause nopenalty to your Move score or attack rolls. All rolls to remain consciousor alive are made at a +4 bonus to HT; if you don't fail anyrolls, you remain alive and madly attacking until your HT reaches (-5xHT). Then you fall dead!When a berserker downs his foe, he may (at the player's discretion)roll vs. Will to snap out of the berserk state. If he fails the roll (ordoes not roll), he continues berserk and attacks the next foe. Anyfriend attempting to restrain the berserker will be treated as a foe!The berserker gets one Will roll each time he downs a foe, and oneextra roll when the last foe is downed. If he is still berserk, he willstart attacking his friends . . .If you snap out of the berserk state, all your wounds immediatelyaffect you; roll at normal HT, to see whether you remain consciousand alive.Bloodlust-10 pointsYou want to see your foes dead. You will go for killing blows in abattle, put in an extra shot to make sure of a downed foe, attackguards you could have avoided, and so on. A Will roll is necessaryto accept a surrender, or even to take a prisoner under orders. Evenin a non-combat situation, you will never forget that a foe is a foe.MENTAL DISADVANTAGESThis may seem a truly evil trait, but many fictional heroes sufferfrom it. The character is not a fiend or sadist; his animosity is limitedto "legitimate" enemies, whether they are criminals, enemy soldiers,feuding clansmen, or tavern scum. Often he has a very good reasonfor feeling as he does. And, in an ordinary tavern brawl, he woulduse his fists like anyone else.On the other hand, a gladiator or duellist with this disadvantagewould be very unpopular, and a policeman would soon be up oncharges.Bully-10 pointsYou like to push people around whenever you can get away with it.Depending on your personality and position, this may take the formof physical attacks, intellectual harassment or social "cutting." Make aWill roll to avoid gross bullying when you know you shouldn't - butto roleplay your character properly, you should bully anybody youcan. Since nobody likes a bully, others react to you at a -2.Code of Honor-5 to -15 pointsYou take pride in a set of principles which you follow at alltimes. Codes of honor differ, but all require (by their own standards)"brave," "manly," and "honorable" behavior. A Code ofHonor may also be called "pride," "machismo," or "face." Underany name, it is the willingness to risk death rather than be thoughtdishonorable . . . whatever that means.In any culture, there are those who pretend to have honor buthave none, and those who truly try to follow the code but often failto live up to it. But only one who truly follows the code may getpoints for it as a disadvantage.A Code of Honor is a disadvantage because it will often requiredangerous (if not reckless) behavior. Furthermore, an honorableperson can often be forced into unfair situations, because his foesknow he is honorable.This is not the same as a Duty or Sense of Duty. A samurai orBritish grenadier will march into battle against fearful odds out ofduty, not for his personal honor (though of course he would losehonor by fleeing). The risks a person takes for his honor are solely onhis own account.The point value of a specific Code varies, depending on justhow much trouble it gets its followers into, and how arbitrary andirrational its requirements are. Some examples:Pirate's Code of Honor: Always avenge an insult, regardless ofthe danger; your buddy's foe is your own; never attack a fellowcrewmanor buddy except in a fair, open duel. Anything else goes.This code of honor is also suitable for brigands, motorcycle gangs,and so on. -5 points.Gentleman's Code of Honor: Never break your word. Neverignore an insult to yourself, to a lady, or to your flag; insults mayonly be wiped out by apology or a duel (not necessarily to thedeath!). Never take advantage of an opponent in any way; weaponsand circumstances must be equal (except, of course, in open war).This code of honor is especially appropriate for the swashbucklingperiod, whether British, European or Colonial. Note that it onlyapplies between gentlemen; a discourtesy from anyone of SocialStatus 0 or less calls for a whipping, not a duel! - 10 points.Chivalric Code of Honor: As above, except that flags haven'tbeen invented; you must resent any insult to your liege-lord or toyour faith. In addition, you must protect any lady and anyone weakerthan yourself. You must accept any challenge to arms from any one ofgreater or equal rank. Even in open war, sides and weapons must beequal if the foe is also noble and Chivalric. -15 points.
MENTAL DISADVANTAGESCombat Paralysis-15 pointsThis is the opposite of Combat Reflexes; you tend to "freeze up" ina combat situation. It is not Cowardice; you don't have to roleplayfear. You may be brave, but your body betrays you.In any situation in which personal harm seems imminent, rollagainst HT (not IQ). Any roll over 13 is a failure, even if you havehigh HT. You do not roll until the instant when you need to fight,run, pull the trigger and so on.A successful roll means you can act normally. A failed rollmeans you are mentally Stunned (see p. 122). You must roll everyturn, at +1 to your effective HT each turn, to break the freeze. Aquick slap from a friend will give +1 to your cumulative roll.Once you unfreeze, you will not freeze again until the immediatedanger is over. Then, in the next dangerous situation, you may freezeonce again.Compulsive Behavior-5 to -15 pointsYou have a habit (usually, but not always, a vice) which youfeel compelled to indulge on a daily basis. You waste a good dealof your time indulging your habit.Examples of compulsive behavior include gambling,attraction to another person, arguing (or even fighting).In general, a Will roll is required if the player wantshis character to avoid the compulsion in a specificinstance (or for a specific day). Note that it is very badroleplaying to attempt to avoid the compulsion often!The specific point value of the disadvantagedepends on what the behavior is, how much it costs, andhow much trouble it is likely to get the PC into. The GMis the final judge. Compulsive Lying, below, is oneexample; see <strong>GURPS</strong> Compendium I for more examples.Compulsive Lying-15 pointsYou lie constantly, for no reason other than the joy oftelling the tale. A compulsive liar delights in inventing stories abouthis deeds, lineage, wealth - whatever might impress his audience.Even when exposed as a liar, he will cling tenaciously to his stories,calling his accuser a liar and a scoundrel.In order to tell the pure, unvarnished truth, a compulsive liarmust roll against Will-4. A charitable GM might allow a liar to tell aslightly-fractured version of the truth if he narrowly fails this roll.When a PC liar makes a roll to tell the truth to his fellow partymembers, he should roll out of sight of the other players. Thus, theycan never be sure that they are getting accurate information fromtheir comrade.Cowardice-10 pointsYou are extremely careful about your physical well-being. Anytime you are called on to risk physical danger, you must roll againstWill. If there is a risk of death, the roll is at a -5. If you fail the roll,you must refuse to endanger yourself unless you are threatenedwith greater danger! Soldiers, police, etc., will react to you at -2once they know you are a coward.Delusions-1, -5, -10 or -15 pointsYou believe something (or several things) that are simply nottrue. This may cause others to consider you insane. They may beright. If you suffer from a delusion, you must roleplay your delu-sionary belief at all times. The point value of the delusion dependson its nature; you may not get more than 40 points from delusions,regardless of how insane you really are.Quirk. -1 point. Any or all of your five Quirks may be a trivialdelusion that does not affect your everyday behavior, and is notlikely to be noticed by a casual acquaintance. Examples: "The Earth isflat." "The Pentagon controls the Boy Scouts and the health foodstores." "Socks cause disease of the feet."Minor delusion. -5 points. This delusion affects your behavior,and is likely to be noticed quickly by anyone around you, but itdoes not keep you from functioning more or less normally.Examples: "Squirrels are messengers from God." "The Illuminatiare watching me constantly - but only to protect me." "I am therightful Duke of Fnordia, stolen at birth by gypsies and doomed tolive among commoners." Strangers who notice your delusion react at-1.Major delusion. -10 points. This delusion affects your behaviorstrongly, but does not keep you from living a fairly normal life.Examples: "The government has all phones tapped." "I have EideticMemory and Absolute Direction." Others will react to you at -2.What are youstaring at?Severe delusion. -15 points. This delusion affects your behavior somuch that it may keep you from functioning in the everydayworld. Examples: "I am Napoleon." "I am immortal." "Ice creammakes machines work better, especially computers. Spoon it rightin." Others will react to you at -3, though they are more likely tofear or pity you than to attack. GMs should limit this sort of delusioncarefully, or the character may not be able to participate meaningfullyin the campaign.Note that the character's behavior is the important thing.Depending on behavior, the same delusion could be any level fromquirk to severe. Suppose you believe that "Everything colored purpleis alive." If you pat purple things and say hello, that's a quirk. If youwon't discuss serious matters with purple things in the room, it's aminor delusion. If you picket the Capitol demanding Civil RightsFor Purple Things, that's major. If you attack purple things on sight,that's severe!A GM who wants to shake up his players can make a delusionbe true. Not all delusions are suitable for this. Of those listed above,for instance, the ones about squirrels, ice cream and Napoleon seemunlikely. The one about socks isn't too interesting. But the Earthmight really be flat in your game-world, or the Illuminati mightreally exist, or the gypsies might really have stolen the heir to thethrone of Fnordia . . . Have fun.If a delusion turns out to be true, it does not have to be "boughtoff until the other players realize that it's true. (And remember: theplayer should not be told that his character is not really crazy.Somebody can be right and still be crazy . . .)
- 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 24 and 25: A minor deity as Patron to a travel
- Page 26 and 27: ReputationVariable (see p. 17)Socia
- Page 28 and 29: Lame-15,-25, or -35 pointsYou have
- 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
- Page 70 and 71: Now you need to decide what equipme
- Page 72 and 73: Each suit of "real" armor includes
- Page 74 and 75: Listing Weapons On Your Character S
- Page 76 and 77: Recording Encumbrance on YourCharac
- Page 78 and 79: 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"
- Page 120 and 121:
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