You have a significant responsibility toward others, and you arepersonally committed to that responsibility. Duties may come froman arduous job, a feudal responsibility, or elsewhere. (Duty towarddependents doesn't count separately.) By definition, a duty isimposed from outside. A wholly "self-imposed" feeling of duty is"Sense of Duty" (see below.)The GM rolls at the beginning of each adventure to see if eachcharacter will be "called to duty" in that adventure. The point cost ofa duty depends on the frequency with which it is demanded:Almost all the time (roll of 15 or less): -75 points. For a Duty ofthis level, the GM may always rule that the character is on duty,without rolling.Quite often (roll of 12 or less): -10 points.Fairly often (roll of 9 or less): -5 points.Occasionally (roll of 6 or less): -2 points.To be significant, a duty should be dangerous. An ordinary job isnot a "duty." If a duty does not require you to risk your life, at leastoccasionally, reduce its value by 5, which negates those lessfrequent than "quite often."Some examples of duties: Feudal responsibility toward one'sliege-lord. A good military officer's responsibility to his men andhis superiors. A loyal spy's duty to the Agency.The GM can make good use of duties (by "fixing" the die-rolls, ifnecessary) to send characters on adventures or interesting sidetrips.A character who tries to avoid such a situation should beYou have an enemy (or enemies) that may enter some or all ofyour adventures, to work against you or just to try to kill you! Thepoint value of an enemy is governed by his (or its) strength, plus thelikelihood that it will show up in any given adventure. Enemies willbe NPCs or Adversary Characters (see p. 180).The GM may restrict the enemies allowed in a campaign, oreven forbid them entirely, if they would unduly disrupt the flow ofthe adventure.PowerThe more powerful your enemy, the more points he, she or it isworth as a disadvantage. The GM sets this value. Some guidelines:A single above-average individual (created with 50 points): -5points.A single very formidable individual (created with 100 points) or agroup of 3 to 5 "normal" or "average" 25-point people: -10 points.Examples: A mad scientist, or the four brothers of the man you killedin a duel.A medium-sized group (6 to 20 people): -20 points. Exampleswould be a small gang of criminals, or a city police department(which numbers in the hundreds, but they're not all after you at once).A large group (20 to 1,000 people), or a medium-sized groupwhich includes some formidable or superhuman individuals: -30points. Examples would be the FBI and the Mafia.An entire government, a whole guild of powerful wizards, theSpace Patrol, an organization of supers, or some other utterly formidablegroup: -40 points.Frequency of AppearanceAt the beginning of each adventure, or each session of a continuingadventure, the GM rolls 3 dice for each enemy to see if he appears.DUTIESpenalized for bad roleplaying. However, the GM may restrict theduties allowed in a campaign, or even forbid them entirely, if theywould unduly disrupt the flow of the adventure.Sense of Duty-5, -10, -15, -20 pointsThis is different from a real Duty (see above). A real Duty canbe enforced upon you. A Sense of Duty comes from within.It is not the same as Honesty (see p. 33). A dishonest personmay still have a sense of duty. Robin Hood was dishonest; he stole!But he felt a strong sense of duty, both toward his men and towardthe poor folk he met.If you feel a sense of duty toward someone, you will neverbetray them, abandon them when they're in trouble, or even let themsuffer or go hungry if you can help. If you are known to have a senseof duty, others will react to you at a +2 to trust you in a dangeroussituation. If you have a sense of duty, and go against it by actingagainst the interests of those you are supposed to feel duty toward,the GM will penalize you for bad roleplaying.The player defines the group to which the character will feel thesense of duty, and the GM sets its point value. Examples: onlytoward close friends and companions (-5 points); toward a nation orother large group (-10 points); toward everyone you know personally (-70 points); toward all humanity (-75 points); or toward every livingbeing (-20 points . . . and you are a saint, and very hard to tolerate).ENEMIESIf the enemy appears almost all the time (roll of 15 or less):triple the listed value.If the enemy appears quite often (roll of 12 or less): double thelisted value.If the enemy appears fairly often (roll of 9 or less): use the listedvalue.If the enemy appears quite rarely (roll of 6 or less): halve thelisted value (round up).You are responsible for determining the nature of your enemywhen you first create your character; you should explain to the GMwhy this enemy is after you. However, the GM should feel free tofill in the details - because the enemies, once created, are
his characters. Whenever the GM determines that an enemyshould show up, he must decide how and where he will becomeinvolved. If an enemy is very powerful, or if several characters'enemies show up at the same time, the whole adventure may beinfluenced.If you take a very powerful enemy, you are likely to be jailed orkilled before long. So it goes. You can get a 60-point bonus by takingthe FBI as a "quite often" enemy, but your every adventure will bethat of a hunted criminal, and even with the extra 60 points, yourcareer may be short.On the other hand, if you start with a weak enemy or play cleverly,you may manage to kill or eliminate your foe, or permanently changehis attitude toward you. But there ain't no such thing as a free lunch!When you eliminate an enemy this way, you have three choices:(a) Pay enough character points to "buy off the original bonusyou got for that enemy.(b) Take a mental or physical disadvantage to make up for thepoint bonus. For instance, you might have been kicked in the headduring the final battle, leaving you partially deaf. Or you mighthave been attacked by a giant spider, leaving you with a phobiaabout bugs. The new disadvantage should have the same point costthat the enemy did (or less, if you want to buy off part of the disadvantage).If you cannot think of a good substitute disadvantage, theGM should supply one.(c) Take another enemy of the same type and start over. Youmay have destroyed the fiendish Dr. Scorpion - but his brother iscontinuing his evil work.Since too many enemies can disrupt a game, no character maytake more than two enemies, or total more than 60 points bonusfrom enemies. (If the whole U.S. Government is out to get you, thefact that your old college professor has lost his mind, and is alsoafter you, will pale to insignificance.)The GM always has the right to veto a player's choice of enemy, ifit seems silly or if it will be too hard to fit into the campaign.Notes on DisadvantagesNegating Disadvantages. GMs should never allow players totake a disadvantage (or a quirk) that is negated by an advantage!For instance, no one may take both Hard of Hearing and AcuteHearing.Dramatic Villains. Some disadvantages - Sadism, for instance -are not at all suitable to a "heroic" player character. But they areoften found in the more fiendish villains of adventure fiction. So, inthe interest of good NPC creation, they are included.Tragic Heroes. Many of the greatest heroes of history and literaturehad a "tragic flaw." Alcoholism, great ugliness, missing limbs, andeven drug addiction - all are found in the heroes of fact and fiction.So don't assume that your heroes have to be perfect... try givingthem a significant problem to overcome.New DisadvantagesGMs (and players, with GM approval) are welcome to developnew disadvantages. The only constraints are:(1) If the character is not penalized in some way, it's not a disadvantage!(2) Make sure that the point bonus allowed is fair with regard tothe existing disadvantages! Suppose you want to introduce "allergies"as a new physical disadvantage. It would be ridiculous tomake an allergy a 20-point disadvantage! The exact level of disadvantagewould depend on the physical effect of an allergy, but 5points, or 10 for a really crippling one, would be more reasonable.(3) Make sure that the disadvantage isn't just another kind ofOdious Personal Habit, easily covered by a reaction penalty.Example of DisadvantageSelectionWe know that Dai Blackthorn will need some disadvantages.When we left him on p. 25, after selecting his advantages, he was at-5 character points. He will need to take some disadvantages . . .because he still needs character points to gain some skills.We are limited to 40 points of disadvantages. (We could take asingle massive disadvantage, worth more than 40 points, but wedon't want to do that - it would make Dai too unusual.) Our quirksdo not count toward these totals.Poverty is a natural social disadvantage for a thief or rogue. Wealready decided to take "poor" back on page 18; it was good for -15points, which we've already counted into our point total for thecharacter.Most of the physical disadvantages seem crippling, and we pictureDai as being healthy and of average appearance. So our seconddisadvantage will be another social disadvantage ... an enemy.We've already decided that Dai is a thief. Let's say that he's a freelanceoperator, not affiliated with the local Thieves' Guild.Naturally, they object! The guild is a very powerful organization -normally a 30-point enemy. But Dai is a trivial nuisance by theirstandards, and they don't often bother with him; they will intrude in agiven adventure only on a roll of 6 or less. That halves theirvalue, making this a 15-point disadvantage.Mental disadvantages are a lot of fun; there's a lot of roleplayingpotential here. Greed? Too obvious. Honesty? Contradictory.Cowardice? Doesn't go with the character conception. How aboutOverconfidence? That goes well with Dai as we see him. It's goodfor another -10 points.That makes up our limit of 40 points worth of "bonuses." We'dalready counted 15 of them. The other 25 add to our current total of-5, to bring Dai back up to 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 34 and 35: Pacifism-15 or -30 pointsYou are op
- Page 36 and 37: Shyness-5,-10,-15 pointsYou are unc
- 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
- Page 86 and 87: But remember . . . some skills have
- Page 88 and 89:
ClimbingTo climb anything more diff
- Page 90 and 91:
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
- Page 100 and 101:
Missile WeaponsMissile weapons are
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At the end of your move, if you hav
- Page 104 and 105:
The rules for attacking a foe are e
- Page 106 and 107:
tell you how long it will take. In
- Page 108 and 109:
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
- Page 116 and 117:
second. On the table, this rounds u
- Page 118 and 119:
If you are using the "hit location"
- Page 120 and 121:
Removing or folding the stock of a
- Page 122 and 123:
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
- Page 150 and 151:
If the subject makes the resistance
- Page 152 and 153:
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