Shyness-5,-10,-15 pointsYou are uncomfortable around strangers. This disadvantagecomes in three grades: Mild, Severe and Crippling. You must roleplayyour shyness! This disadvantage can be "bought off one level at atime.Mild Shyness: Somewhat uncomfortable around strangers, especiallyassertive or attractive ones. -1 on any skill that requires you todeal with the public - in particular, Acting, Bard, Carousing,Diplomacy, Fast-Talk, Leadership, Merchant, Politics, Savoir-Faire, Sex Appeal, Streetwise and Teaching. -5 points.Severe Shyness: Very uncomfortable around strangers, and tends tobe quiet even among friends. -2 on any skill that requires you to dealwith the public. -10 points.Crippling Shyness: Avoids strangers whenever possible.Incapable of public speaking. May not learn any skill that involvesdealing with the public; -4 on default rolls on such skills. -75points.Split Personality-10 or -15 pointsYou have two or more distinct personalities, each of which mayhave its own set of mental problems or behavior patterns. Thisallows you to have mental disadvantages that would otherwise beincompatible (e.g., Pacifism and Berserk, or Paranoia andLecherousness).Each personality should have his or her own character sheet.There should be at least 50 points' worth of differences. Even theirbasic stats may vary somewhat (ST, DX, and HT being artificiallylowered for personalities that "think" they're weak, clumsy or sickly).IQ and skills may be different, and personality traits can be totallydifferent. The personalities' character point values should averageto 100 when you start, but they need not be the same! Distributionof earned character points between the personalities is up to the GM.In any stress situation, the GM rolls against your IQ; a failed rollmeans a switch to another personality. No more than one roll perhour (game time) is required.Any NPC who is aware of this problem will feel (possibly withjustification) that you are a dange rous nutcase, and will react at -3 toyou.If your personalities are facets of a single "individual," this is a -10-point disadvantage. If the personalities are largely unaware ofeach other, interpret their memories differently, and have differentnames, it is a -15-point disadvantage.MENTAL DISADVANTAGESStubbornness-5 pointsYou always want your own way. Make yourself generally hard toget along with - roleplay it! Your friends may have to make a lot ofFast-Talk rolls to get you to go along with perfectly reasonableplans. Others react to you at -1.Truthfulness-5 pointsYou hate to tell a lie - or you are just very bad at it. In order tokeep silent about an uncomfortable truth (lying by omission), youmust make your Will roll. To actually tell a falsehood, you mustmake your Will roll at a -5 penalty! A failed roll means you blurtout the truth, or stumble so much that your lie is obvious. (If someoneis using Detect Lies on you, you are also at a -5 penalty.)Unluckiness-10 pointsYou just have bad luck. Things go wrong for you - and usually atthe worst possible time. Once per play session, the GM will arbitrarilyand maliciously make something go wrong for you. You will miss avital die roll, or the enemy will (against all odds) show up at theworst possible time. If the plot of the adventure calls for somethingbad to happen to someone, you're the one.The GM may not kill a character outright with "bad luck," butanything less than that is fine.Vow-1 to -15 pointsYou have sworn an oath to do (or not to do) something. Thisdisadvantage is especially appropriate for knights, holy men andfanatics. Note that, whatever the oath, you take it seriously. If youdidn't, it would not be a disadvantage. The precise value of a vow isup to the GM, but should be directly related to the inconvenience itcauses the character. Some examples:Trivial vow: -1 point (a quirk). Always wear red; never drinkalcohol; treat all ladies with courtesy; pay 10% of your income toyour church.Minor vow: -5 points. Vow of silence during daylight hours;vegetarianism; chastity. (Yes, for game purposes, this is minor).Major vow: -10 points. Use no edged weapons; keep silence at alltimes; never sleep indoors; own no more than your horse can carry.Great vow: -15 points. Never refuse any request for aid; alwaysfight with the wrong hand; hunt a given foe until you destroy him;challenge every knight you meet to combat.If you make a "vow of poverty," you may not also take pointsfor being dead broke. Neither may you make a vow not to kill andthen take points for Cannot Kill pacifism ... and so on.Most vows end after a specified period of time. You must buyoff a vow's point value when it ends. Vows for a period of less than ayear are frivolous! If a character wants to end a vow before itsstated time, the GM may exact a penalty; in a medieval world, forinstance, a quest or other penance would be appropriate. (A questcan itself be a vow, too.)Weak Will-8 points/levelYou are easily persuaded, frightened, bullied, coerced, temptedand so on. For every level taken, your IQ is effectively reduced by 1whenever you make a Will roll, including attempts to resistDiplomacy, Fast-Talk, Sex Appeal, Interrogation, Hypnotism, ormagical or psionic attempts to take over, read, or affect your mind.Weak Will also affects all attempts to master phobias, to resist hostilemagic, to make Fright Checks (see p. 93), and to avoid giving in toAddictions, Berserk behavior, and the like. A character cannot haveboth Strong and Weak Will.
DEPENDENTSA dep endent is a non-player character for whom you areresponsible - e.g., your child, younger brother or spouse.Dependents can be a problem: you have to take care of them, andyour foes can strike at you through them! Therefore, a dependent is adisadvantage, worth negative character points. The point value of adependent is set by his or her competence, importance in your life,and frequency of appearance, as shown below.The GM may restrict the dependents allowed in a campaign, oreven forbid them entirely, if they would unduly disrupt the flow ofthe adventure.Competence of DependentThe dependent is created just like any other character, butinstead of the 100 points used to create a player character, you use 50points or less. The more character points you use to "build" yourdependents, the more competent they will be and the fewer pointsthey will be worth as a bonus to you.A dependent built with over 50 points is not helpless enough tobe worth any bonus points. Indeed, a "dependent" built on 51-75points may be capable enough to be helpful... in essence, an Ally(p. 23) who costs no character points. The only drawback to such a"competent dependent" is that you must still look after him or her.Dependent built with 26-50 points: Slightly more competentthan average. -6 points.Dependent built with 1-25 points: Average. -12 points.Dependent built with 0 or fewer points: Possibly a young childor feeble older person. -16 points.Importance of DependentThe more important the dependent is to you, the more you multiplyhis or her intrinsic "nuisance value" and worth in points.Employer or acquaintance: You feel a responsibility toward thisperson, but you may weigh risks to them in a rational fashion. Usehalf the listed value.Friend: You must always try to protect this person; you mayonly risk harm to him or her if something very important (such asthe safety of many other people) is at stake. Use the listed value.Loved one: The dependent is a relative or lover. You may not putanything before the safety of this dependent. Double the listed value.Frequency of AppearanceThe more often a dependent shows up, the more bonus points he isworth. Pick a frequency of appearance that fits the "story" behind thedependent. If the dependent is your infant child, for instance, itwould be odd for him to appear "quite rarely"!Dependent appears almost all the time (roll of 15 or less): triplethe listed value.Dependent appears quite often (roll of 12 or less): double thelisted value.Dependent appears fairly often (roll of 9 or less): use the listedvalue.Dependent appears quite rarely (roll of 6 or less): use half thelisted value.Example: Marshal Jack O'Rourke is in love with the town'spretty schoolmarm. She is a better-than-average character, createdwith 50 points (a 6-point bonus for O'Rourke). He is in love withher (double her value to 12). And she's around almost all the time(triple her value to 36). The net result: -36 character points forMarshal Jack. But he'll spend a lot of his time rescuing that schoolmarmfrom rustlers, Indians and train robbers.If your dependent is kidnapped or otherwise mislaid during play,you must go to the rescue as soon as you can. (If a powerful enemyand a dependent are both "rolled up" at the beginning of an adventure,the GM can start off by letting the enemy kidnap the dependent andgo on from there!) If your dependent is in trouble and you don't go tohis aid immediately, the GM can deny you bonus character points for"acting out of character." Furthermore, you can never get anycharacter points for a play session in which your dependent is killedor badly hurt. So ... if you have dependents, take good care ofthem!If your dependent is lost (killed, or so seriously injured that theGM decides he is effectively out of the campaign), you must makeup the bonus points you got for them. There are three ways to dothis: "buy off the amount by spending points earned during youradventures, take a new disadvantage, or get a new dependent. Newdependents are usually inappropriate, but a mental disabilitybrought on by the loss is a good solution. (Ever since the octopusgot Amy, you've been afraid of the ocean . . .)No character may ever earn points for more than two dependents atonce. However, GMs may interpret this rule creatively. Forinstance, a crimefighter who is a schoolteacher in his mundaneidentity could have "generic dependents" - all pupils. They areyoung (12 points) and around quite often (double value, for 24points each). They count only as "friends" - but, even so, the twodependentlimit allows that character 48 points' worth of dependents.(And if one gets hurt, there will always be others.)Some good dependents . . . For anyone: elderly relatives, teachers,friends, children, young brothers or sisters, lovers, husbands, orwives. For crimefighters: young sidekicks, reporters, or wards. Forwizards: apprentices. For ship captains (ocean- or space-going):ensigns or cabin boys. For soldiers: orphans, new recruits. Forcriminals or mad scientists: incompetent henchmen.
- 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 34 and 35: Pacifism-15 or -30 pointsYou are op
- 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
- Page 84 and 85: 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