Few Hundred Acres: Knowledge of farmers or tribesmen, trails,streams, hiding places, ambush sites, flora and fauna.Hamlet, Village, or Small Town: All important citizens and businessesand most unimportant ones; all public buildings and mosthouses.City: All important businesses, streets, citizens, leaders, etc.Barony, County, Duchy, or Small Nation: General nature of itssettlements and towns, political allegiances, leaders, and most citizensof Status 5 and up.Large Nation: Location of its major cities and important sites;awareness of its major customs, races, and languages (but not necessarilyexpertise); names of folk of Status 6+, and a general understandingof the economic and political situation.Planet: As for a large nation, but more general; knowledge ofpeople of Status 7+ only.Interplanetary State: Location of major planets; awareness ofmajor races (though not necessarily expertise); knowledge of peopleof Status 7+; general understanding of economic and politicalsituation.SOCIAL SKILLSon all reaction rolls where you're allowed to talk! The GM mayrequire the player to give details of the story he is using, rather thanjust letting him say "I'm using Fast-Talk."Fast-Talk is not the same as Acting. In general, Fast-Talk is used toget someone to make a snap decision in your favor. Acting is usedfor long-term dissimulation. But there are many situations in whichthe GM could allow a roll on either skill.In any situation where a reaction roll is called for, you may substitutea Fast-Talk roll instead; all normal reaction modifiers apply tothe Fast-Talk roll. A successful roll gives you a "Good" reaction. Afailed roll gives you a "Bad" reaction.When knowledge is needed about a place distant from the"home base" area, the GM should assess a penalty. For instance, ifthe home base is a small town, facts about the neighboring farmsmight be rolled at -1. The next town (a mile away) would be at -2;the big city 50 miles away would be at -5. The capital of a neighboringstate or nation would be at -7, and a faraway country wouldbe at -10. The long-distance modifiers in the sidebar on p. 151 can beused if specific rules are needed.Bard (Mental/Average)See Artistic Skills., p. 47Carousing (Physical/Average)Buy this skill based on your HT, not DX. This is the skill ofsocializing, partying, etc. A successful Carousing roll, made underthe right circumstances, will give you a +2 bonus on a request foraid or information, or just on a general reaction. A failed roll meansyou made a fool of yourself in some way; you get a -2 penalty onany reaction roll made by those you caroused with. If you do yourcarousing in the wrong places, a failed roll can have other dangers!Modifiers: GM's discretion, but up to a +3 for buying drinks orother entertainment for your fellow carousers.Diplomacy (Mental/Hard)Defaults to IQ-6This is the skill of negotiating, compromising and getting alongwith others. A Diplomacy roll may be substituted for any reactionroll in a non-combat situation (see Influence Rolls, p. 93). A successfulroll will also allow you to predict the possible outcome of acourse of action when you are negotiating, or to choose the bestapproach to take. If you have the Diplomacy skill at an expert level(20 or better), you get a +2 bonus on all reaction rolls! Modifier: +2 ifyou have the Voice advantage.Unlike other influence skills, Diplomacy will never give you aworse result than if you had tried an ordinary reaction roll. A failure ofFast-Talk or Sex Appeal will alienate the subject, but Diplomacy isalways safe.Fast-Talk (Mental/Average) Defaults to IQ-5or Acting-5This is the skill of talking others into doing things against theirbetter judgment. It is not taught (intentionally, that is) in school;you study it by working as a salesman, confidence man, lawyer, etc. Ifyou have Fast-Talk at an expert level (20 or better), you get a +2Defaults to HT-4Gambling (Mental/Average) Defaults to IQ-5or Mathematics-5This is skill at playing games of chance. A successful Gamblingroll can (among other things) tell you if a game is rigged; identify afellow gambler in a group of strangers; or "estimate the odds" inany tricky situation. When you gamble against the house, just makeyour own roll (with a modifier if the GM says the odds are poor).When you gamble against someone else, you both make yourGambling rolls (see Contes ts of Skill, p. 87) until one of you wins.Modifiers: +1 to +5 for familiarity with the game being played; -1 to-5 if the game is rigged against the players. The Sleight of Hand skill(p. 67) can be helpful if you want to cheat!To spot a cheater, roll a Contest of Skills; your Gambling roll(or just your Vision roll) vs. the opponent's Sleight of Hand for cardor dice tricks, or IQ for other kinds of cheating.Leadership (Mental/Average)Defaults to ST-5This is the ability to coordinate a group in a dangerous or stressfulsituation. Some level of Leadership is required to hold rank in amilitary or paramilitary group. A successful Leadership roll isrequired to lead NPCs into a dangerous situation (player characterscan decide for themselves if they will follow you!). Modifiers:Charisma (if you have it); -5 if the NPCs have never been in actionwith you; -5 if you are sending them into danger but not goingyourself; +5 if their loyalty to you is "Good"; +10 if their loyalty is"Very Good." If their loyalty is "Excellent," no roll is necessary!(Defaults to ST because in a random group, if nobody has leadershiptraining, the strongest usually leads.)
SOCIAL SKILLSMerchant (Mental/Average)Defaults to IQ-5This is the ability to act as a "trader," buying and selling merchandise.It involves salesmanship, understanding of trade practices,and psychology. On a successful skill roll, a Merchant can(among other things): judge the value, in his own culture, of anypiece of common goods; find out where any commodity is boughtand sold; find the local fair market value of any commodity; etc.Modifiers: If the commodity is illegal, the Merchant is at a -3penalty unless he has Streetwise at 12+ or specializes in thosegoods.A merchant in an unfamiliar area will have a penalty (-2 to -6,GM's decision) until he has had time to become familiar with thecustoms and prices there.A merchant can choose to specialize (see p. 43) in some singleclass of goods. In this case, he has a +5 when dealing with this class ofgoods, but a -1 with other goods.When two merchants are haggling, the GM may settle it quicklyby a Contest of Skills between the two. The winner adds or subtracts10% of fair value, depending on whether he was trying to sell orbuy.A character who has this ability at any level gets a +1 on reactionrolls when buying or selling. A character who has this skill atexpert level - 20 or better - gets a +2.Performance (Mental/Average) Defaults to IQ-5,Acting-2 or Bard-2This is the ability to act on the stage or screen. It is differentfrom Acting in that you are trying to impress and entertain people,but not necessarily to fool them. If this skill is studied, it alsoincludes the professional knowledge of the type of acting appropriatefor the period (stage directions, actor/agent/producer relations, typesof cameras, etc.).Politics (Mental/Average)Defaults to IQ-5or Diplomacy-5This is the ability to get into office, and to get along with otherpoliticians. It has nothing to do with administration! This skill canonly be learned in office or by working for someone in office. Asuccessful Politics roll will give you +2 on any reaction from afellow politician. When running for office, roll a Contest ofPolitics Skills. Modifier: +2 if you have the Voice advantage. Insome jurisdictions, money is another important reactionmodifier . . .Public SpeakingSee Bard, p. 47Savoir-Faire (Mental/Easy)Defaults to IQ-4This is the skill of "good manners" - whatever they may be inthis particular culture. A successful Savoir-Faire roll is required toget along in "high society" without embarrassing yourself - rollonce for each party or meeting. A successful roll can also detectsomeone who is pretending to high rank or good breeding.In any "high society" situation where a reaction roll is called for,you may substitute a Savoir-Faire roll instead; all normal reactionmodifiers apply to the Savoir-Faire roll. A successful roll gives you a"Good" reaction. A failed roll gives you a "Bad" reaction.Modifiers: +2 if you have higher rank or "class" than the NPC youare trying to impress; -2 if your social status is lower; +2 if youseem to have important friends!; -2 or more if the culture is verydifferent from your own (-6 would be appropriate for an alien culture).It can also be difficult to pass yourself off as a wildly differentsocial class than yours. The prince would have a hard a time portrayinga pauper and vice versa. In general, a Savoir-Faire roll isrequired to impersonate anybody more than 3 social levels awayfrom your own. If your "native" social level is negative and you aretrying to pass yourself off as someone from level 1 or better, or viceversa, a Savoir-Faire roll is required at -2.Sex Appeal (Mental/Average)Defaults to HT-3Based on HT, not IQ. This is the ability to impress the oppositesex. It can only be studied in your "free time" - say, a maximum ofthree hours a day - unless you are a member of a harem or theequivalent. The Sex Appeal ability has as much to do with yourattitude as it does with your looks. If you are not willing to "vamp"someone to get what you want, you won't have this talent or want it.Modifier: +2 if you have the Voice advantage. Double all normaldisadvantages for appearance!In any encounter with the opposite sex, if a reaction roll is calledfor, you may substitute a Sex Appeal roll instead; all normal reactionmodifiers apply to the Sex Appeal roll. See Influence Rolls, p. 93. Asuccessful roll gives you a "Very Good" reaction. A failed roll givesyou a "Bad" or worse reaction. Usually, only one attempt is allowedper "victim," though the GM might allow you another attempt after afew weeks.Strategy (Mental/Hard) Defaults to IQ-6, Tactics-6or other Strategy type-4This is the ability to plan military actions and to predict theactions of the enemy. It is usually taught only by the military. Asuccessful Strategy roll will let you deduce, in advance, enemy militaryplans unless they are led by another person with this skill. Inthat case, the GM rolls a Contest of Skills between the two strategists;if the player-character loses, he guesses wrong (i.e., is givenfalse information) about the enemy plans. The amount of informationthe strategist gets depends on how good his roll was, but not howgood the foe's plans are. A howling mob uses strategy - they justdon't know it themselves, and they are easy to out-think.A strategist must specialize (p. 43) in a type of strategy: importanttypes are land, naval and space. The specific units being commandedare less important; at worst, a strategist might have a -1 or -2 whenplanning for units of another nation or TL, as long as he hasaccurate information about their capabilities.Tactics (Mental/Hard) Defaults to IQ-6 or Strategy-6This is the ability to outguess the enemy when the fight is manto-manor in small groups. It is usually taught only by the military. Asuccessful Tactics roll during a battle will sometimes (GM's discretion)allow you information about immediate enemy plans. Ifyou have studied this skill at all, you get a +1 bonus on initiativerolls. If you have Tactics at an expert level (20 or above), you get a+2 bonus on initiative rolls.Teaching (Mental/Average)Defaults to IQ-5This is the ability to instruct others. In order to teach someone,you must know the skill being taught at a higher level than yourstudent knows it. Anyone with a Teaching skill of 12 or bettershould be allowed to act as a teacher for most game purposes. A rollshould only be required if it is vital to the "plot" of the adventure thatsome difficult point be taught to someone. If a language barrierexists, the GM should also roll to see if the teacher and student arecommunicating properly!
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17. FLIGHT.........................
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Materials Needed for PlayThe GURPS
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WHAT IS ROLEPLAYING?A roleplaying g
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Character TypesThere are no "charac
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- Page 18 and 19: These are character traits that are
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- Page 36 and 37: Shyness-5,-10,-15 pointsYou are unc
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- Page 42 and 43: SpecializingRequired Specialization
- Page 44 and 45: MEANING OF SKILL LEVELSSo you have
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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