Dyslexia-5 or -15 pointsYou have a severe reading disability. (Minor forms of dyslexiaare common, not crippling, and not significant in game terms,except possibly as a quirk.) You can never learn to read or write;even simple maps and road signs are beyond you. You can learnany skill at normal speed if you have a teacher. If you try to learn amental skill without a teacher, you will learn at only 1/4 speed, andonly if it can be self-taught without books (GMs may vary this forspecial circumstances). You also cannot learn magic (you cannothandle the symbolism required) though you can still use magicalitems.The value of this disadvantage depends upon the type of culturethe character is originally from, as follows:Primitive or medieval (Tech Level 4 and below): -5 points. Mostpeople around you can't read, either.Post-printing-press (Tech Level 5 and above): -15 points. Thishandicap will cause you problems every day. You are automaticallyilliterate, but you get no extra points for it.Fanaticism-15 pointsYou believe very strongly in one country, religion, et cetera. It ismore important to you than anything. You might not die for it(depending on your degree of personal bravery), but you will put itahead of everything else. If your country/religion/whateverrequires obedience to a certain code of behavior, you will followthat code rigidly. If it requires obedience to a leader, you willfollow that leader with total loyalty. You must roleplay yourfanaticism.Note that fanatics do not have to be either mindless or evil. Aglaring priest of <strong>Set</strong>, brandishing his bloody dagger, is a fanatic. So isa kamikaze pilot, exchanging himself for an aircraft carrier. So is apatriot who says, "Give me liberty or give me death!" Fanaticism is astate of mind; it is what you are fanatic about that makes thedifference.Gluttony-5 pointsYou are overfond of good food and drink. Given the chance, youmust always burden yourself with extra provisions. You shouldnever willingly miss a meal. Presented with a tempting morsel orgood wine which, for some reason, you should resist, you mustmake a successful Will roll to do so. Gluttony is not a terribleweakness, but by its nature it will soon be obvious to everyone whomeets you.Greed-15 pointsYou lust for wealth. Any time riches are offered - as payment forfair work, gains from adventure, spoils of crime, or just bait youmust make a Will roll to avoid temptation. The GM may modify thisroll if the money involved is small relative to your own wealth.Small amounts of money will not tempt a rich character (much), buta poor character will have to roll at -5 or even more if a rich prize is inthe offing. Honest characters (see below) roll at +5 to resist a shadydeal and +10 to resist outright crime. However, almost any greedycharacter will eventually do something illegal.Gullibility-10 pointsThere's one born every minute, and you're it. A gullible personnaturally believes everything he hears; he'll swallow even the mostridiculous story, if it's told with conviction.In order to not believe a lie - or an improbable truth, for thatmatter - you must roll against IQ, modified by the plausibility ofMENTAL DISADVANTAGESthe story. A lie well-told, or involving something the character hasno familiarity with - "My father is the chief of police in this town,and he won't stand for this!" - calls for a -6 penalty to IQ. A lieconcerning a topic the gullible character is familiar with - "Didn'tyou know they bred ducks in your village, Torg?" - calls for a -3 tothe roll; and even a totally outlandish tale - "Of course the Eskimosare descended from Spanish conquistadors; everyone knows that!" -will be believed if the victim fails a roll against unmodified IQ.Furthermore, a gullible character suffers a -3 penalty on anyMerchant skill roll, or in any situation in which his credulity mightbe exploited. A gullible person can never learn the Detect Lies skill.Honesty-10 pointsYou MUST obey the law, and do your best to get others to do so aswell. You are compulsive about it; this is essentially another type ofCode of Honor (see above).In an area with little or no law, you will not "go wild" - you willact as though the laws of your own home were in force. This is adisadvantage, because it will often limit your options! Faced withunreasonable laws, you must roll against IQ to see the "need" tobreak them, and against Will to avoid turning yourself in afterward! Ifyou ever behave dishonestly, the GM may penalize you for badroleplaying.You may fight (or even start a fight, if you do it in a legal way).You may even kill in a legal duel, or in self-defense - but you maynever murder. You may steal if there is great need, but only as a lastresort, and you must attempt to pay your victims back later. If youare jailed for a crime you did not commit, but treated fairly andassured of a trial, you will not try to escape.You will always keep your word. (In a war, you may act "dishonestly"against the enemy, but you will not be happy about it!)You will also assume others are honest unless you know otherwise(make an IQ roll to realize someone may be dishonest if you haven'tseen proof).Honesty has its rewards, of course. If you stay alive and in oneplace long enough for your honesty to become known, GMs shouldallow you a +1 on any non-combat reaction roll, or a +3 if a ques tionof trust or honor is actually involved. This is essentially a free"reputation" reaction bonus.You are allowed to lie if it does not involve breaking the law.Truthfulness (p. 37) is a separate disadvantage.Illiteracy0 or -10 pointsThis is the normal condition in a low-tech culture, and gives nobonus in such cases. In a TL5 or later culture, where the printingpress is common, it is a disadvantage. See p. 17.Impulsiveness-10 pointsYou hate talk and debate. You prefer action! When you arealone, you will act first and think later. In a group, when yourfriends want to stop and discuss something, you should put in yourtwo cents' worth quickly - if at all - and then do something.Roleplay it! If it is absolutely necessary to wait and ponder, youmust make a Will roll to do so.
MENTAL DISADVANTAGESIntolerance-5/-10 pointsYou dislike and distrust some (or all) people who are differentfrom you. A thoroughly intolerant character (-10 points) has a -<strong>3r</strong>eaction against anyone not of his own race and/or class. On a"good" reaction, he will tolerate the person and be as civil as possible(but will be stiff and cold toward him); on a "neutral" reaction hewill still tolerate him, but make it plain in words and deeds hedoesn't care to be around him and considers him inferior and/oroffensive; on a worse reaction, he may attack or refuse to associatewith the victim at all.Intolerance directed at only one specific race or class is worthfrom -5 for a commonly-encountered victim, to -1 (just a nastyquirk) for a rare victim.Members of a disliked group will sense intolerance, and willnormally react to the intolerant person at -1 to -5.Intolerance may manifest itself in other ways as well. Religiousintolerance may take the form of a -3 reaction against those of aparticular faith (-5 points) or to anyone not of your own faith (-10points). On a "neutral" reaction or better, an intolerant person willattempt to convert unbelievers to his own faith.Jealousy-10 pointsYou have an automatic bad reaction toward anyone who seemssmarter, more attractive, or better-off than you! You will resist anyplan proposed by a "rival," and will hate it if someone else is in thelimelight. (This disadvantage goes well with Megalomania.) If anNPC is Jealous, the GM will subtract 2 to 4 points from his reaction tothe victim(s) of his jealousy.Kleptomania-15 pointsYou are compelled to steal - not necessarily things of value, butanything you can get away with. Whenever you are presented with achance to steal, you must make a Wi ll roll, at up to -3 if the item isespecially interesting to you (not necessarily valuable unless you arepoor or Greedy, just "interesting"). If you fail the roll, you must try tosteal it. Stolen items may be kept or sold, but not returned ordiscarded.Laziness-10 pointsYou are violently averse to physical labor. Your chances of get tinga raise or promotion in any job are halved. If you are selfemployed,your weekly income is halved. You must avoid work -especially hard work - at all costs. Roleplay it!Lecherousness- 15 pointsYou suffer from an unusually strong desire for romance.Whenever in more than the briefest contact with an attractive memberof the opposite sex, you must roll vs. Will (at a -5 if the otherperson is Beautiful, or a -10 if Very Beautiful). A failed roll meansyou must make a "pass," using whatever wiles or skills you canbring to bear. You must then suffer the consequences of youractions, successful or not. . . physical retribution, jail, communicabledisease, or (possibly) an adoring new friend.Unless the object of your affection is Very Handsome orBeautiful, you need not roll more than once a day to avoid making apass. If a specific character turns you down very firmly (e.g., ablack eye, or an arrest for sexual harassment) the GM may allowyou a bonus on further rolls . . .Note also that a Lecherous person may change his or her standardsof attractiveness if no truly attractive members of the oppositesex are available!Megalomania-10 pointsYou believe that you are a superman, or that you have been chosenfor some great task, or that you are destined to conquer. You muststart by taking the Fanatic disadvantage - but you are fanatic foryourself! You must choose some great goal - usually either conquestor the completion of some fantastic task. You may let nothing standbetween you and this goal. You may attract followers who are alsoFanatics; nobody else will enjoy hearing you talk about yourbrilliance and your great plans. Young or naive characters, andFanatics looking for a new cause, will react to you at +2. Otherswill have a -2. This is a better disadvantage for NPCs than it is forplayer characters.Miserliness-10 pointsLike Greed (p. 33), except that you are more concerned withholding on to what you already have. You may be both greedy andmiserly! You must make a Will roll any time you are called on tospend money, and you must always hunt for the best deal possible. Ifthe expenditure is large, the Will roll may be at a -5 (or evengreater) penalty. A failed roll means you will refuse to spend themoney — or, if the money absolutely must be spent, you should haggleand complain interminably.Overconfidence-10 pointsYou feel yourself to be far more powerful, intelligent and/orcompetent than you really are, and you should behave that way.Any time (in the GM's opinion) you show an unreasonable degree ofcaution, you must roll against your IQ. A failed roll means you maynot be cautious, but must go ahead as though you were able to handlethe situation. An overconfident character will receive +2 on allreaction rolls from young or naive individuals (they believe he is asgood as he says he is), but -2 on reactions from experiencedNPCs.This is like Megalomania (above) but on a smaller scale. RobinHood was overconfident - he challenged strangers to quarterstaffduels. Hitler was a megalomaniac - he invaded Russia! Heroes arerarely megalomaniacal but often overconfident.This characteristic requires roleplaying. An overconfident charactermay be proud and boastful, or just quietly determined - butplay it up!
- 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 30 and 31: Bad Temper-10 pointsYou are not in
- 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
- Page 80 and 81: 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