Pacifism-15 or -30 pointsYou are opposed to violence. This opposition can take threeforms, each with its own point value.Total nonviolence is just that: you will not lift a hand againstanother intelligent creature, for any reason. You must do your nonviolentbest to discourage violent behavior in others, too. You arefree to defend yourself against attacks by animals, mosquitoes, etc. -30 points.Self-defense only means that you will only fight to defend yourselfor those in your care, using only as much force as may be necessary(no pre-emptive strikes allowed!). You must do your best todiscourage others from starting fights. -15 points.Cannot kill means that you may fight freely, and even start afight, but you may never do anything that seems likely to killanother. This includes abandoning a wounded foe to die "on hisown"! You must do your best to keep your companions fromkilling, too. If you do kill someone (or feel yourself responsible for adeath), you immediately suffer a nervous breakdown. Roll 3 dice andbe totally morose and useless (roleplay it!) for that many days.During this time, you must make a Will roll to offer any sort of violencetoward anyone, for any reason. -15 points.Paranoia-10 pointsYou are out of touch with reality. Specifically, you think thateveryone is plotting against you. You will never trust anyoneexcept old friends . . . and you keep an eye on them, too, just incase. Other characters, understandably, react to paranoids at -2. Aparanoid NPC has an automatic -4 reaction against any stranger,and any "legitimate" reaction penalty (e.g., unfriendly race ornationality) is doubled. This goes very well with Delusions, which ofcourse have their own disadvantage value!PhobiasVariableA "phobia" is a fear of a specific item, creature, orcircumstance. Many fears are reasonable, but a phobia is anunreasonable, unreasoning, morbid fear.The more common an object or situation, the greater the pointvalue of a phobia against it. Fear of darkness is far more troublesomethan fear of left-handed plumbers. Phobias may be mild orsevere; the severe version is worth twice as much.If you have a mild phobia, you may master it by a successfulWill roll. This is also called a "Fright Check" - see p. 93. Forexample, if you have acrophobia (fear of heights), you may still goonto the roof of a tall building if you can first make your Will roll.However, the fear persists. If you successfully master a mild phobia,you will be at -2 IQ and -2 DX while the cause of your fear persists,and you must roll again every ten minutes to see if the fear overcomesyou. If it does (that is, if you fail your Fright Check) you will reactbadly, rolling on the table on p. 94.If you suffer from a severe phobia (worth double points), youare deathly afraid. Under normal circumstances, you must simplyrefuse contact with the feared situation. If forced into contact withthe object of your fear, roll a Fright Check . .. at -4 to Will! Youwill be at -3 IQ and -3 DX while the cause of your fear persists,rolling again every 10 minutes.If a phobia victim is threatened with the feared object, he mustimmediately make a Fright Check at +4 to Will (whether the phobia ismild or severe). If enemies actually inflict the feared object on him.he must make the normal Fright Check (as above). If the roll is failed,the victim breaks down, but does not necessarily talk - see theInterrogation skill. Some people can panic and fall apart butMENTAL DISADVANTAGESwill still refuse to talk, just as some people will not talk under torture.A phobic situation is, by definition, stressful. Anyone who isprone to personality shifts, berserking, etc., is likely to have thesereactions when he encount ers something he fears and fails his FrightCheck.Some common phobias:Crowds (demophobia): Any group of over a dozen people setsoff this fear unless they are all well-known to you. Roll at -1 forover 25 people, -2 for a crowd of 100 or more, -3 for 1,000, -4 for10,000, and so on. -15/-30 points.Darkness (scotophobia): A common fear, but crippling. Youshould avoid being underground if possible; if something happens toyour flashlight or torch, you may well lose your mind before you canrelight it. -15/-30 points.Death and the dead (necrophobia): You are terrified by the idea ofdeath. A Will roll is required in the presence of any dead body(animals, etc., don't count, but portions of bodies do). This roll is at -4if the body is that of someone you know, or -6 if the body isunnaturally animated in some way. A ghost (or apparent ghost) willalso require a roll at -6. -10/-20 points.Dirt (rupophobia): You are deathly afraid of infection, or just ofdirt and filth. You must make a Will roll before you can do anythingthat might get you dirty; you must roll at -5 to eat any unaccustomedfood. You should act as "finicky" as possible. -10/-20 points.Enclosed spaces (claustrophobia): Another common, cripplingfear. You are uncomfortable any time you can't see the sky - or atleast a very high ceiling. In a small room or vehicle, you feel thewalls closing in on you . . . You need air! A dangerous fear forsomeone who plans to go underground. -15/-30 points.Heights (acrophobia): You may not voluntarily go more than 15feet above ground, unless you are inside a building and away fromwindows. If there is some chance of an actual fall, all Will rolls are atan extra -5. -10/-20 points.
MENTAL DISADVANTAGESInsects (entomophobia): You are afraid of all "bugs." Large orpoisonous ones subtract 3 from the self-control roll. Very largeones, or large numbers, subtract 6. Avoid hills of giant ants. -10/-20points.Loud noises (brontophobia): You will avoid any situation whereloud noises are likely. A sudden loud noise will require a Will rollimmediately, or panic will ensue. Thunderstorms are traumaticexperiences. -10/-20 points.Machinery (technophobia): You can never learn to repair anysort of machine, and you will refuse to learn to use anything morecomplicated than a crossbow or bicycle. Any highly technologicalenvironment will call for a control roll; dealings with robots orcomputers will require a roll at -3, and hostility from intelligentmachines will require a roll at -6. -15/-30 points in a culture of TL5 orbetter; -5/-10 below TL5.Magic (manaphobia): You can never learn to use magic, and youreact badly to any user of magic. You must make a self-control rollwhenever you are in the presence of magic. This roll is at -3 if youare to be the target, of friendly magic, and -6 if you are the target ofhostile magic. (The magic does not have to be real, if YOU believe init!) -15/-30 points in a culture where magic is common, -10/-20 if it isknown but uncommon, -5/-10 if "real" magic is essentiallyunknown.Monsters (teratophobia): Any "unnatural" creature will set offthis fear - at a -1 to -4 penalty if the monster seems very large ordangerous, or if there are a lot of them. Note that the definition of"monster" depends on experience. An American Indian would consideran elephant monstrous, while an African pygmy would not! -15/-30 points.Squeamishness (no technical name): You areafraid of "yucky stuff." You are upset by little bugsand crawly things, blood and dead bodies, slimeand the like. But this is not just a combination of thestandard fears of insects, reptiles, dirt and the dead. Huge bugs orreptiles don't bother you unduly; neither does ordinary "clean" dirt;neither do ghosts. But nasty creepy things, filth, and bits of gruewill get to you. Mild squeamishness, as a "dislike," is a commonquirk that is fun to roleplay. -10/-20 points.Strange and unknown things (xenophobia): You are upset by anysort of strange circumstances, and particularly by strange people. Youmust make a Will roll when surrounded by people of another race ornationality; this roll will be at -3 if the people are not human. Axenophobe who loses control may very well attack strangers, simplyout of fear. -15/-30 points.Weapons (hoplophobia): Any sort of weaponry upsets you; thepresence of weaponry is stressful, and using any weapon, or beingthreatened with one, would require a Will roll at -2. -20/-40 points.DislikesTo give your character depth, you may take any of the abovephobias, in a very mild form, as "dislikes." These are quirks, worth -1 point each, and have no specific penalties; they are merely anopportunity for roleplaying. Or, if you suffer from a real phobia,you may try to pass it off as a mere dislike - until the crunch comesand you fail a Will roll! The GM may be requested to make yourrolls in secret, to help conceal your phobia as long as possible. SeeQuirks, p. 41.Number 13 (triskadekaphobia): You must make a self-controlroll in order to do anything with a 13 in it - visit the 13th floor, buysomething for $13.00, et cetera. This roll is at -5 if Friday the 13th isinvolved! -5/-10points.Oceans (thalassophobia): You are afraid of any large body ofwater. Ocean travel, or air travel over the ocean, will be basicallyimpossible, and encounters with aquatic monsters will also beupsetting. -10/-20 points.Open spaces (agoraphobia): You are uncomfortable wheneveryou are outside, and become actually frightened when there are nowalls within 50 feet. -10/-20 points.Reptiles (ophiophobia): You come unglued at the thought ofreptiles, amphibians and similar scaly-slimies. A very large reptile,or a poisonous one, would require a roll at -2; a horde of rep tiles(such as a snake pit) would require a roll at -4. -10/-20 points.Sharp things (aichmophobia): You are afraid of anything pointed.Swords, spears, knives and hypodermic needles all give you fits.Trying to use a sharp weapon, or being threatened with one, wouldrequire a Will roll at -2. -15/-30 points at TL5 and below; -10/-20points above TL5.Pyromania-5 pointsYou like fires! You like setting fires, too. For good roleplaying,you must never miss a chance to set a fire, or to appreciate one youencounter. When absolutely necessary, make a Will roll to overrideyour love of flame.Sadism-15 pointsYou delight in cruelty . . . mental, physical, or both. (This is aparticularly "evil" trait, more appropriate to NPC villains than toheroic characters.) The GM may completely prohibit this disadvantage(or any other advantage or disadvantage) if he does not wantanyone roleplaying it in his campaign.People react to a known sadist at -3, unless they are from culturesholding life in little esteem. When a sadistic character has anopportunity to indulge his desires, but knows he shouldn't (e.g.,because the prisoner is one that should be released unharmed), hemust make a successful Will roll to restrain himself. Note that it ispossible, though despicable, to be both a bully and a sadist.Sense of DutySee p. 39.-5, -10, -15, -20 points
- 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 32 and 33: Dyslexia-5 or -15 pointsYou have a
- 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
- Page 82 and 83: 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