When you improve a skill, the cost is the difference between your current skill leveland the cost of the new skill level. Example: You have a DX of 10 and a Shortswordskill of 13. This is DX+3 level, which, from the table on p. 43, costs 16 points for aPhysical/Average skill. The next level of skill, DX+4, costs 24 points. The differencebetween 16 and 24 is 8, so it will cost you 8 points to raise your Shortsword skill to alevel of 14.MoneyYou may also trade your earned character points for money. Each point is worthone month's income at your current rate, whatever that is (see Jobs, p. 192). The GMshould provide a reasonable explanation for your windfall: tax refund, buried treasure,inheritance, gambling winnings or whatever seems appropriate. Be creative. If a characteris a spy, and his cover is "professional tennis player," you could tell him that he earnedthe money by making a commercial for cornflakes.AGE AND AGINGHeroes, just like other people, eventually grow old . . . though they are less likely to diein bed.A character is assumed to be 18 years old when created, unless the player specifiedotherwise. Youth is a slight "disadvantage" - see p. 29. Age is not a "disadvantage"unless the character is over 50 when created - see p. 27. A character who is older than 18when he is created can put more character points into skills, because he has had longerto learn. (He does not get any bonus points unless he is over 50 - he is just allowed tospend more on education. See Choosing Your Beginning Skills, p. 43.)Decline Due to AgeBeginning on his or her 50th birthday, each character must roll yearly to see if oldage is taking its toll. If you do not wish to keep track of a character's exact birthday, justassume it as January 1, and roll every game-year as needed. Starting at age 70. roll every6 months. Starting at age 90, roll every 3 months!Roll 3 dice vs. Health for each of the four basic attributes; add your world's medicaltech level (see p. 186), minus 3, to your HT for the purpose of this roll. Thus, in amedieval (TL4) world, a person with HT 10 needs an 11 or less to succeed. A failed rollmeans that the attribute in question is reduced by one point - and a roll of 17 or 18 automaticallyfails and causes the loss of two points. Roll in the following order: ST, DX,IQ, HT.Obviously, if the last roll is failed, HT itself goes down by one . . . and the next "oldage" roll is more likely to fail. Thus, the decline accelerates. When an attribute is reducedby age (or by anything else, for that matter), all skills involving that attribute are alsoreduced. Thus, if aging reduces your IQ by 1, all your mental skills are lowered by 1. Ifany attribute reaches 0 from aging, the character dies a natural death. In a "real life"situation, a person would be carried away by a "minor" disease or accident long beforeHT reached zero, and this would still be considered as natural death.Certain magical and technological processes can halt aging, or even "set the clockback" to make a character younger. These devices, potions, etc., are extremely valuable,and will be described in specific game world books. If lost IQ (for instance) is restored,lost skill levels in mental skills are also restored.The timetable above is for humans. Aging for other races is described in the appropriategame world books.ImprovementThrough Study(Continued)Self-TeachingMost skills can be self-taught under theproper circumstances. If a skill cannot beself-taught, this will be indicated in theskill description. In any case, double thetraining time for a self-taught skill. A goodteacher - one who can guide your studiesand answer your questions - is tremendouslyvaluable in any field of learning.JobsIf you have a job, that counts as "study"of the skill (if any) used in the job.However, since most of the time on the jobis spent doing what you already know,rather than learning new things, time onthe job counts only 1/4 for learning. If youput in a 40-hour week, you can count it as10 hours of training in the work you'redoing. That works out to 500 hours oftraining in a year. If a job requires morethan one skill, you can split the trainingtime between them as you like.SchoolOn the other hand, if you go to school,you might spend three to six hours a weekin each class, plus another three to six inhomework - say an average of nine hoursper week. A semester is 21 weeks - so asemester of classroom study equals around200 hours per subject.Adventuring TimeAdventuring time can also count as"study" of the appropriate things; GMsshould be generous in allowing this. Forexample, a trek through the Amazon wouldcount for every waking moment - say 16hours a day - as study of Jungle Survival.You may study any number of skills atone time, but each hour of time onlycounts toward study of one subject unlessthe GM allows an exception. Languagestudy is a good example of an exception: Ifyou already speak French well, going toschool in Paris would count both forimproving your command of the languageand for study of the classroom subject. As arule, time spent in a foreign country,speaking the native language, counts asfour hours per day of language study nomatter what else you are doing, until yourskill with the language is equal to your IQlevel.
Skin, Hair and EyesYou may give your character any coloringyou like, as long as it is appropriate to hisor her background. If a random character isbeing rolled up, the following table may beuseful. Roll 3 dice three times - one roll forskin, one for hair and one for eyes. Discardany result (or combination of results)inappropriate to the adventure being played.A light-haired Oriental, for instance, would bequite possible in San Francisco in 1930, butmost unlikely in Peking in 1870. If you areplaying in a far-future game world, youmay wish to add some even more exoticpossibilities to the table.Die RollSkin Color3 Blue-black4-6 Black7 White with freckles8 White, tanned9-10 White11-12 Brown13-15 Light golden (Oriental)16 Golden17-18 Red-bronzeDie Roll Hair Color3 Blue-black4-5 Black6 Blond7 Bald (males only)8 Red-brown9 Light brown10-11 Brown12-13 Dark brown14 Gray15 Strawberry blond16 Bright red/orange17 Golden blond18 Pure whiteDie Roll Eye Color3 Purple4 Black5 Ice-blue6 Gray7-8 Blue9-11 Brown12 Hazel13 Green1415-16Dark blueDark green17 Golden18 Different colors! Roll again foreach.This system lets you create a character just by rolling dice. It can be used when theGM needs a non-player character in a hurry, or when you want to play without takingtime to create detailed characters. The average character will be about 100 points - butthere will be lots of variation! This can be fun, especially if you like to "take what thedice give you" and then roleplay that character faithfully. It is likely to give you at least oneattribute far lower than anything you would choose on your own!<strong>Basic</strong> AttributesRoll 3 dice for each of the four basic attributes - ST, DX, IQ and HT. If you wish,you may discard any one of the four rolls and try again - but you must keep the newroll, whatever it is!Completing Your CharacterAfter rolling up basic attributes, you have two choices. If you want a completelyrandom character, skip down to Physical Appearance. Determine advantages, disadvantagesand skills randomly, as described.Alternatively, you can keep your randomly-rolled attributes and take an additional 50points (assuming your campaign uses 100-point characters) to finish him any way youwant, choosing advantages, disadvantages and skills for yourself. Do not take 50 pointsand roll random skills, etc. - you'll get a superman.Physical AppearanceAll characters have average appearance unless they roll good or bad looks as anadvantage or disadvantage (below). Height and weight are determined as per p. 15. Skin,hair and eye color are determined by the table in the sidebar.Roll three dice and consult the table below to find your advantage (usually oneper character). Then roll again for a disadvantage.Die Roll Advantage(s) Disadvantage(s)3 Roll twice more Roll twice more4 Voice Poor5 Charisma (+6) Cowardly6 Alertness (+4) Odious Personal7 Common Sense Habit; -2 reaction8 Magical Aptitude (+2) Bad Temper9 Acute Vision (+5) Unlucky10 Alertness (+2) Greedy11 Charisma (+3) Overconfident12 Acute Taste/Smell (+5) Honest13 Danger Sense Hard of Hearing14 Attractive Appearance Unattractive Appearance15 Acute Hearing (+5) Bad Sight16 Handsome/Beautiful Hideous Appearance17 Roll twice more Roll twice more18 Roll twice more Roll twice moreIgnore any roll, and roll again, if:(a) you roll the same advantage or disadvantage twice;(b) you roll two kinds of personal Appearance (only the first one counts);(c) you roll a disadvantage that conflicts with an advantage you already have(e.g., Bad Sight after you have Acute Vision);(d) you roll an advantage or disadvantage that is meaningless in your gameworld (e.g., Magical Aptitude in a game world without magic).
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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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Four numbers called "attributes" ar
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You are free to set the physical ap
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REPUTATIONSome characters are so we
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These are character traits that are
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Legal Enforcement Powers 5, 10 or 1
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Rapid Healing5 pointsThis advantage
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A minor deity as Patron to a travel
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ReputationVariable (see p. 17)Socia
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Lame-15,-25, or -35 pointsYou have
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Bad Temper-10 pointsYou are not in
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- Page 42 and 43: SpecializingRequired Specialization
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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