GURPS is the most flexible roleplaying system
ever created. With just this book, you can
adventure in any world you can imagine. Use all
types of weapons from clubs to lasers . . . magic
and martial arts . . . psionics and superpowers.
Create exactly the character you want to play
.. . your favorite fictional hero, or your own
invention. Choose from over 400 advantages
and disadvantages, over 350 skills, spells, and
techniques. Customize your character with
individual perks and quirks, and you’re ready
to go.
No more switching game systems when you
change campaigns! GURPS gives you one set of
clear, comprehensive rules to cover any BASIC SET CHARACTERS
background. This new Fourth Edition is based
on 16 years of gamer feedback from the Third
Edition, and is faster and easier to play than ever before.
GURPS makes the Game Master’s job easy and fun. All rules are carefully organized, indexed,
and cross-referenced. Charts and tables are clear and legible. And to help you introduce new
players to the system, there’s a “Quick Start” section which covers the basics in a few pages . . .
and the introductory version of the rules, GURPS Lite, is available free online!
This is Book 1 of the two-volume Basic Set. Only this book is necessary to play.
Game Masters, and players wanting more detail, will find Book 2 valuable.
4TH EDITION, 7TH PRINTING
PUBLISHED JANUARY 2020
ISBN 1-55634-729-0
9!BMF@JA:RSVQXOoY`Z`ZiZnZ` STEVE
JACKSON
GAMES
Made in
SJG 01-0001 Hong Kong
01-0001
Basic Set: Characters
GURPS Game Design by STEVE JACKSON
GURPS Fourth Edition Revision by DAVID L. PULVER and SEAN M. PUNCH
Cover Design by VICTOR R. FERNANDES
Cover Art by JOHN ZELEZNIK
Edited by ANDREW HACKARD and STEVE JACKSON
Illustrated by ABRAR AJMAL, ALEX FERNANDEZ, TED GALADAY, ERIC LOFGREN,
JOHN MORIARTY, TORSTEIN NORDSTRAND, GLEN OSTERBERGER, V. SHANE,
BOB STEVLIC, ERIC WILKERSON, and JIM ZUBKAVICH
ISBN 978-1-55634-729-0 7 8 9 10
STEVE JACKSON GAMES
President/Editor-in-Chief/GURPS System Design STEVE JACKSON
Chief Executive Officer PHILIP REED
Chief Creative Officer SAM MITSCHKE
Chief Operating Officer SUSAN BUENO
GURPS Line Editor SEAN PUNCH
GURPS Project Manager STEVEN MARSH
Project Manager DARRYLL SILVA
Production Manager SABRINA GONZALEZ
Art Direction and Page Design PHILIP REED
Production Artists JUSTIN DE WITT, ALEX FERNANDEZ,
PHILIP REED, and NIKOLA VRTIS
Prepress Checkers SUSAN BUENO, MIRANDA HORNER, and LEONARD BALSERA
Director of Sales ROSS JEPSON
GURPS FAQ Maintainer VICKY “MOLOKH” KOLENKO
Infinite Worlds Concept by John M. Ford and Steve Jackson
Iconic Characters Created by Kenneth Hite
Editorial Assistance by Jeff Rose
Proofreading by Steve Jackson and Sean M. Punch
Additional Material: Kenneth Hite, Robert M. Schroeck, William H. Stoddard
Fourth Edition Testing and Rules Refinement: James Cambias, Paul Chapman, Mark Cogan, Peter V. Dell'Orto, John M. Ford,
Devin L. Ganger, Robert Gilson, Kenneth Hite, Roberto Hoyle, Steven Marsh, Phil Masters, Elizabeth McCoy, Walter Milliken,
Bill Oliver, Kenneth Peters, Giles Schildt, Gene Seabolt, William H. Stoddard, Michael Suileabhain-Wilson, William Toporek,
Brian J. Underhill, Andy Vetromile, Hans-Christian Vortisch, Jeff Wilson, Jonathan Woodward
Helpful Comments: Michelle Barrett, Kim Bernard, T. Bone, C. Lee Davis, Shawn Fisher, Bob Portnell,
Lisa Steele, Stéphane Thériault, Chad Underkoffler
Credits for earlier editions:
Additional Material: Steve Beeman, Craig Brown, Jerry Epperson, Jeff George, Scott Haring, Mike Hurst, Stefan Jones,
Jim Kennedy, David Ladyman, Jeff Lease, Walter Milliken, Steffan O’Sullivan, Ravi Rai, W. Dow Rieder,
Art Samuels, Scorpia, Curtis Scott
Playtest: Norman Banduch, Jeb Boyt, Keith Carter, Caroline Chase, James Crouchet, Jim Gould, Scott Haring,
Rob Kirk, David Ladyman, Martha Ladyman, Creede Lambard, Sharleen Lambard, C. Mara Lee, Mike Lopez,
Michael Moe, David Noel, Susan Poelma, Warren Spector, Gerald Swick, Allen Varney, Dan Willems
Blindtest: Aaron Allston, Mark Babik, Sean Barrett, Bill Barton, Vicki Barton, James D. Bergman, David Castro,
Bruce Coleman, Jerry Epperson, Jeff Flowers, Dave Franz, Cheryl Freedman, Jeff George, Kevin Gona, Kevin Heacox,
Carl Leatherman, Guy McLimore, Alexis Mirsky, Joseph G. Paul, Greg Poehlein, Greg Porter, Randy Porter, Mark Redigan,
Glenn Spicer, John Sullivan, Rick Swan, Kirk Tate, David Tepool, Bob Traynor, Alexander von Thorn, and many others
Reality Checking: Warren Spector, Monica Stephens, Allen Varney, Jim Gould, David Noel, Rob Kirk
Research Assistance: Mike Hurst, Jeffrey K. Greason, Walter Milliken
Helpful Comments: Many of the above, plus Tim Carroll, Nick Christenson, Jim Duncan, David Dyche, Ron Findling, Mike Ford,
Steve Maurer, John Meyer, Ken Rolston, Dave Seagraves, Bill Seurer, Brett Slocum, Gus Smedstad, Karl Wu, and Phil Yanov
Many thanks to everyone above – and for all the others we couldn’t list.
And special thanks to everyone who enjoyed the first three editions and said so!
GURPS, Warehouse 23, and the pyramid logo are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names
of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated,
or used under license. GURPS Basic Set: Characters is copyright © 1986-1989, 1991-1994, 1996, 1998, 1999, 2002, 2004, 2008, 2010, 2012, 2015, 2020
by Steve Jackson Games Incorporated. All rights reserved. Printed in Hong Kong.
The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal,
and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage
the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
2 CREDITS
CONTENTS
INTRODUCTION . . . . . . . . . . 5 Other Physical Features . . . . . . . . 21 Modifying Existing
Example of Character Advantages . . . . . . . . . . . . . . . 117
About the Authors . . . . . . . . . . . . . . 6
Creation (cont’d). . . . . . . . . . . . 22
WHAT IS ROLEPLAYING?. . . . . . . . . . . . . 7 SOCIAL BACKGROUND . . . . . . . . . . . . . . 22 Designing Entirely
New Advantages . . . . . . . . . . . 118
Mini-Glossary . . . . . . . . . . . . . . . . . . . . 7 Technology Level (TL) . . . . . . . . . 22
Materials Needed for Play . . . . . . . . 8 3. DISADVANTAGES. . . . . . 119
QUICK START . . . . . . . . . . . . . . . . . . . . . 8 Culture . . . . . . . . . . . . . . . . . . . . . . 23
Metric Conversions . . . . . . . . . . . . . 9 Language . . . . . . . . . . . . . . . . . . . . 23 Disadvantages for Heroes . . . . . . 119
Sapience and Language . . . . . . . . . 23 Restrictions on Disadvantages. . 120
Accents . . . . . . . . . . . . . . . . . . . . . . 24 Types of Disadvantages. . . . . . . . 120
Broken to Broken. . . . . . . . . . . . . . 24 Secret Disadvantages . . . . . . . . . . 120
Example of Character Self-Control for Mental
Creation (cont’d). . . . . . . . . . . . 25 Disadvantages. . . . . . . . . . . . . 120
WEALTH AND INFLUENCE . . . . . . . . . . . 25 Self-Imposed Mental
Wealth. . . . . . . . . . . . . . . . . . . . . . . 25 Disadvantages . . . . . . . . . . . . . 121
Starting Wealth. . . . . . . . . . . . . . . . 26 “Buying Off” Disadvantages. . . . 121
Reputation . . . . . . . . . . . . . . . . . . . 26 DISADVANTAGE LIST . . . . . . . . . . . . . . 122
Tech Level and Starting Wealth . . . 27 Example of Character
Importance. . . . . . . . . . . . . . . . . . . 28 Creation (cont’d). . . . . . . . . . . 162
Classless Meritocracies. . . . . . . . . . 28 QUIRKS . . . . . . . . . . . . . . . . . . . . . . . . 162
Special Rules for Rank. . . . . . . . . . 29 Mental Quirks . . . . . . . . . . . . . . . 162
Example of Character Example of Character
Creation (cont’d) . . . . . . . . . . . . 30 Creation (cont’d). . . . . . . . . . . 164
Privilege . . . . . . . . . . . . . . . . . . . . . . 30 Physical Quirks . . . . . . . . . . . . . . 165
1. CREATING A Social Restraints. . . . . . . . . . . . . . . 30 NEW DISADVANTAGES . . . . . . . . . . . . . 165
CHARACTER . . . . . . . . . 10 FRIENDS AND FOES . . . . . . . . . . . . . . . . 31 Modifying Existing
Associated NPCs . . . . . . . . . . . . . . 31
Character Points . . . . . . . . . . . . . . 10 Contacts . . . . . . . . . . . . . . . . . . . . . 31 Disadvantages. . . . . . . . . . . . . 165
Character Concept. . . . . . . . . . . . . 11 IDENTITIES . . . . . . . . . . . . . . . . . . . . . . 31 Brand-New Problems . . . . . . . . . 166
How GURPS Works: Realism Alternate Identity vs.
and Game Balance . . . . . . . . . . 11 Secret Identity . . . . . . . . . . . . . . 31
Character Types. . . . . . . . . . . . . . . 12
Example of Character 2. ADVANTAGES . . . . . . . . . 32
Creation: Dai Blackthorn . . . . . 12
Character Creation Types of Advantages . . . . . . . . . . . 32
Checklist . . . . . . . . . . . . . . . . . . 13 Advantage Origins . . . . . . . . . . . . . 33
SAMPLE CHARACTER SHEET. . . . . . 13 Potential Advantages . . . . . . . . . . . 33
Things Not Shown on the What’s Allowed . . . . . . . . . . . . . . . . 34
Character Sheets . . . . . . . . . . . . 13 Turning Advantages
BASIC ATTRIBUTES . . . . . . . . . . . . . . . . 14 Off and On . . . . . . . . . . . . . . . . 34
How to Select ADVANTAGE LIST. . . . . . . . . . . . . . . . . . 34
Basic Attributes. . . . . . . . . . . . . 14 Frequency of Appearance. . . . . . . . 36
Handedness . . . . . . . . . . . . . . . . . . 14 Limited Defenses . . . . . . . . . . . . . . 46
How GURPS Works: IQ, Alternative Attacks . . . . . . . . . . . . . 61
Sentience, and Sapience . . . . . . 15 Perks . . . . . . . . . . . . . . . . . . . . . . . 100
SECONDARY CHARACTERISTICS . . . . . . . 15 MODIFIERS . . . . . . . . . . . . . . . . . . . . . 101 4. SKILLS . . . . . . . . . . . . . 167
DAMAGE TABLE . . . . . . . . . . . . . . . . . 16 Enhancements . . . . . . . . . . . . . . . 102
Machines and Fatigue . . . . . . . . . . 16 Attack Enhancements Controlling Attribute. . . . . . . . . . 167
and Limitations . . . . . . . . . . . 102 Choosing Your
BASIC LIFT AND
ENCUMBRANCE TABLE . . . . . . 17 Turning Enhancements Beginning Skills . . . . . . . . . . . 167
Example of Character Off and On . . . . . . . . . . . . . . . 102 Difficulty Level. . . . . . . . . . . . . . . 168
Creation (cont’d). . . . . . . . . . . . 18 Limitations. . . . . . . . . . . . . . . . . . 110 Technological Skills . . . . . . . . . . 168
BUILD . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Optional Rule: Tech-Level Modifiers. . . . . . . . . . . 168
Size Modifier (SM) . . . . . . . . . . . . 19 Limited Enhancements. . . . . . 111 Prerequisites. . . . . . . . . . . . . . . . . 169
How GURPS Works: Examples of Modified Specialties. . . . . . . . . . . . . . . . . . . 169
ST, Mass, and Move . . . . . . . . . 19 Attacks . . . . . . . . . . . . . . . . . . . 114 Grouped Skills . . . . . . . . . . . . . . . 169
Shopping for the Big, Tall, Gadget Limitations . . . . . . . . . . . 116 Familiarity . . . . . . . . . . . . . . . . . . 169
Thin, and Small . . . . . . . . . . . . 20 Example of Character BUYING SKILLS . . . . . . . . . . . . . . . . . . 170
AGE AND BEAUTY . . . . . . . . . . . . . . . . . 20 Creation (cont’d). . . . . . . . . . . 116 Skill Notation. . . . . . . . . . . . . . . . 170
Age. . . . . . . . . . . . . . . . . . . . . . . . . . 20 NEW ADVANTAGES . . . . . . . . . . . . . . . 117 Improving Your Skills. . . . . . . . . 170
Physical Appearance . . . . . . . . . . . 21
CONTENTS 3
SKILL COST TABLE . . . . . . . . . . . . . 170 Fire Spells. . . . . . . . . . . . . . . . . . . 246 WEAPONS . . . . . . . . . . . . . . . . . . . . . . 267
MEANING OF SKILL LEVELS . . . . . . . . 171 Gate Spells . . . . . . . . . . . . . . . . . . 247 Choosing Your Weapons . . . . . . 267
Probability of Success. . . . . . . . . 171 Healing Spells . . . . . . . . . . . . . . . 248 Weapon Statistics . . . . . . . . . . . . 268
Relative Skill Level . . . . . . . . . . . 171 Knowledge Spells . . . . . . . . . . . . 249 Glossary of Arms and Armor. . . . 268
Choosing Your Skill Levels . . . . . 172 Light and Darkness Spells . . . . . 249 Optional Rule:
SKILL DEFAULTS: USING Meta-Spells. . . . . . . . . . . . . . . . . . 250 Modifying Dice + Adds . . . . . . 269
SKILLS YOU DON’T KNOW . . . . . . . 173 Mind Control Spells . . . . . . . . . . 250 Melee Weapons . . . . . . . . . . . . . . 271
SKILL LIST . . . . . . . . . . . . . . . . . . . . . 174 Movement Spells . . . . . . . . . . . . . 251 Silver Weapons. . . . . . . . . . . . . . . 275
Optional Rule: Wildcard Skills . . 175 Necromantic Spells . . . . . . . . . . . 251 Muscle-Powered
Geographical and Protection and Ranged Weapons . . . . . . . . . . 275
Temporal Scope. . . . . . . . . . . . 176 Warning Spells . . . . . . . . . . . . 252 Bodkin Points. . . . . . . . . . . . . . . . 277
Planet Types . . . . . . . . . . . . . . . . . 180 Water Spells . . . . . . . . . . . . . . . . . 253 Hand Grenades and
Physiology Modifiers . . . . . . . . . . 181 Incendiaries. . . . . . . . . . . . . . . 277
Team Efforts . . . . . . . . . . . . . . . . . 185 6. PSIONICS . . . . . . . . . . . 254 Firearms . . . . . . . . . . . . . . . . . . . . 278
Skills for Design, Glossary of Psi Terminology . . . . 254 “Smartgun” Electronics . . . . . . . . 278
Repair, and Use. . . . . . . . . . . . 190 POWERS, TALENTS, AND ABILITIES . . . 254 Optional Rule: Malfunction . . . . 279
Complementary Skills . . . . . . . . . . 206 Pside Effects. . . . . . . . . . . . . . . . . 255 Heavy Weapons . . . . . . . . . . . . . . 281
Example of Character Gaining New Psi Abilities. . . . . . 255 ARMOR . . . . . . . . . . . . . . . . . . . . . . . . 282
Creation (concluded) . . . . . . . 227 USING PSI ABILITIES . . . . . . . . . . . . . . 255 Armor Tables . . . . . . . . . . . . . . . . 282
TECHNIQUES . . . . . . . . . . . . . . . . . . . . 229 PSIONIC POWERS. . . . . . . . . . . . . . . . . 255 Wearing Armor . . . . . . . . . . . . . . 286
Creating Techniques . . . . . . . . . . 229 Antipsi. . . . . . . . . . . . . . . . . . . . . . 255 SHIELDS . . . . . . . . . . . . . . . . . . . . . . . 287
Buying and Improving ESP . . . . . . . . . . . . . . . . . . . . . . . . 255 Carrying Weapons and
Techniques . . . . . . . . . . . . . . . 230 Psychic Healing . . . . . . . . . . . . . . 256 Other Gear. . . . . . . . . . . . . . . . 287
TECHNIQUE COST TABLE. . . . . . . . 230 Psychokinesis (PK) . . . . . . . . . . . 256 MISCELLANEOUS EQUIPMENT . . . . . . . 288
Using Techniques . . . . . . . . . . . . 230 Psionics and Magic . . . . . . . . . . . 256
Sample Combat Telepathy . . . . . . . . . . . . . . . . . . . 257 9. CHARACTER
Techniques . . . . . . . . . . . . . . . 230 Teleportation . . . . . . . . . . . . . . . . 257 DEVELOPMENT. . . . . . . 290
Double Defaults and Examples of Psionic Powers . . . . 257 IMPROVEMENT THROUGH
Techniques . . . . . . . . . . . . . . . . 232 Other Powers . . . . . . . . . . . . . . . . 257 ADVENTURE . . . . . . . . . . . . . . . . . . 290
Sample Noncombat Traits Gained in Play . . . . . . . . . . 291
Techniques . . . . . . . . . . . . . . . 232 7. TEMPLATES . . . . . . . . . 258 Money. . . . . . . . . . . . . . . . . . . . . . 291
Quick Learning
5. MAGIC . . . . . . . . . . . . 234 CHARACTER TEMPLATES . . . . . . . . . . . 258 Under Pressure . . . . . . . . . . . . 292
How to Use Character
Glossary of Magical Terms. . . . . . 234 Templates . . . . . . . . . . . . . . . . 258 IMPROVEMENT THROUGH STUDY. . . . . 292
LEARNING MAGIC . . . . . . . . . . . . . . . . 235 Are Character Templates Jobs. . . . . . . . . . . . . . . . . . . . . . . . 292
Prerequistes . . . . . . . . . . . . . . . . . 235 “Character Classes”? . . . . . . . . 259 Finding a Teacher. . . . . . . . . . . . . 293
Mana . . . . . . . . . . . . . . . . . . . . . . 235 Sample Character Templates. . . 259 Optional Rule:
CASTING SPELLS . . . . . . . . . . . . . . . . . 235 Uniqueness. . . . . . . . . . . . . . . . . . 259 Maintaining Skills. . . . . . . . . . 294
Distraction and Injury. . . . . . . . . 236 RACIAL TEMPLATES . . . . . . . . . . . . . . . 260 Learnable Advantages. . . . . . . . . 294
Caster and Subject . . . . . . . . . . . 236 How to Use Racial Templates . . 261 TRANSFORMATIONS . . . . . . . . . . . . . . . 294
Time Required. . . . . . . . . . . . . . . 236 Sample Racial Templates. . . . . . 261 Body Modification. . . . . . . . . . . . 294
Energy Cost . . . . . . . . . . . . . . . . . 236 Omitting Racial Traits . . . . . . . . . 262 Mind Transfer . . . . . . . . . . . . . . . 296
Critical Spell Failure Table. . . . . . 236 META-TRAITS . . . . . . . . . . . . . . . . . . . 262 Supernatural Afflictions . . . . . . . 296
Magic Rituals. . . . . . . . . . . . . . . . 237 Death. . . . . . . . . . . . . . . . . . . . . . . 296
Limits on Effect. . . . . . . . . . . . . . 237 TRAIT LISTS . . . . . . . . . . 297
Duration of Spells and
Maintaining Spells . . . . . . . . . 237 ADVANTAGES . . . . . . . . . . . . . . . . . . . . 297
Canceling Spells . . . . . . . . . . . . . . 237 DISADVANTAGES . . . . . . . . . . . . . . . . . 299
Casting Spells While MODIFIERS. . . . . . . . . . . . . . . . . . . . . . 300
Maintaining Other Spells . . . 238 SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . 301
Ceremonial Magic . . . . . . . . . . . . 238 TECHNIQUES . . . . . . . . . . . . . . . . . . . . 304
DIFFERENT KINDS OF MAGIC . . . . . . . 239 SPELLS . . . . . . . . . . . . . . . . . . . . . . . . 304
Colleges of Magic. . . . . . . . . . . . . 239 ICONIC CHARACTERS . . . . 307
Spell Classes. . . . . . . . . . . . . . . . . 239
Area Spells on a Battle Map. . . . . 239 COMBAT LITE . . . . . . . . . 324
Magic Staffs . . . . . . . . . . . . . . . . . 240
Dissipating Held Melee COMBAT TURN SEQUENCE. . . . . . . . . . 324
and Missile Spells . . . . . . . . . . 241 8. EQUIPMENT. . . . . . . . . 264 MANEUVERS . . . . . . . . . . . . . . . . . . . . 324
Long-Distance Modifiers . . . . . . . 241 RANGED ATTACKS . . . . . . . . . . . . . . . . 326
ATTACKING . . . . . . . . . . . . . . . . . . . . . 326
Alternative Magic Systems. . . . . . 242 Money. . . . . . . . . . . . . . . . . . . . . . 264 DEFENDING. . . . . . . . . . . . . . . . . . . . . 326
SPELL LIST . . . . . . . . . . . . . . . . . . . . . 242 COST OF LIVING . . . . . . . . . . . . . . . . . 265 DAMAGE AND INJURY. . . . . . . . . . . . . . 327
Air Spells . . . . . . . . . . . . . . . . . . . 242 COST OF LIVING TABLE . . . . . . . . . 265 RECOVERY. . . . . . . . . . . . . . . . . . . . . . 328
Body Control Spells. . . . . . . . . . . 244 What Cost of Living FATIGUE . . . . . . . . . . . . . . . . . . . . . . . 328
Communication and Gets You:
Empathy Spells. . . . . . . . . . . . 245 A Modern Example . . . . . . . . . 266 INDEX . . . . . . . . . . . . . . . 329
Earth Spells . . . . . . . . . . . . . . . . . 245 BUYING EQUIPMENT . . . . . . . . . . . . . . 266
Enchantment Spells . . . . . . . . . . 246 Legality Class . . . . . . . . . . . . . . . . 267 CHARACTER SHEET . . . . . 335
4 CONTENTS
INTRODUCTION
GURPS stands for “Generic the Fourth Edition, is a unified whole. looking for a rule . . . and not finding it.
Universal RolePlaying System.” It was We’ve gone to a great deal of effort to GURPS is extensively cross-referenced,
originally a joke . . . a code word to make sure that it all works together, with a Table of Contents, an Index, and
describe the game while we looked for a and it all works. GURPS will let you cre- a Glossary of terms used in the game.
“real” name. Years went by – literally! – ate any character you can imagine, and Third is ease of play. In GURPS,
as the game developed. We never found do anything you can think of . . . and it most of the detailed calculations are
a better name, and now that the Fourth all makes sense. done before you start play . . . they are
Edition is in your hands, the name is entered on the character sheet, and
more appropriate than ever. GURPS has been in print now for saved until you need them. Once play
nearly 35 years. It was not actually begins, it should not be com-
“Generic.” Some people designed in a vacuum; plex. I’ve tried to make GURPS as fast-
like quick, fast-moving every game builds on moving yet realistic as possible. It’s up
games, where the referee the ones that came to you to decide whether I succeeded.
makes lots of decisions before. We learn from Most roleplaying systems depend
to keep things moving. our successes – and for their success on a continual flow of
Others want ultimate from the successes of “official” supplements and adventures.
detail, with rules for others. I think the best GURPS is different. True, we’ve
every contingency. Most of games are those that are released a lot of material already, and
us fall somewhere in simple, clear and easy to we plan to do much more; a totally uni-
between. GURPS starts read, and I’ve tried hard to versal system offers great leeway, and
with simple rules, and – make GURPS “friendly.” we’ve got a supplement list as long as
especially in the combat One important influ- your arm. But GURPS is designed to
system – builds up to as ence was Hero Games’ be as compatible as possible with sup-
much optional detail as Champions, for the plements written for different games.
you like. But it’s still the flexibility of its char - The reason? Simple. Suppose that
same game. You may all use it differ- acter-creation system. Another was you’re a GURPS player. You’re at the
ently, but your campaigns will all be Flying Buffalo’s Tunnels & Trolls, for hobby shop, and you see a really inter-
compatible. its appeal to solitaire gamers. Finally, esting supplement package. But it’s by
“Universal.” I’ve always thought it M.A.R. Barker’s Empire of the Petal another publisher, for another game.
was silly for game companies to publish Throne remains noteworthy, even after No problem. The GURPS system
one set of rules for fantasy, another one decades of competition and imitation, breaks everything down into plain
for Old West, another one for science for the detail and richness of its alien English and simple numbers.
fiction, and another one for super pow- game world. Distances are given in feet and miles,
ers. GURPS is one set of rules that’s But there’s more to GURPS than rather than arbitrary units; times are
comprehensive enough to let you use trying to repeat past success. The fail- given in minutes and seconds. That’s
any background. There are worldbooks ures of earlier systems are important, what makes it generic. That also makes
and supplements that “fine-tune” the too. In GURPS, I’ve tried to achieve sev- it easy to translate. If you see an inter-
generic system for any game world you eral things I think earlier designs esting supplement for another game,
want. But they are still compatible. If missed. go right ahead and get it. You can use
you want to take your Wild West gun- First and foremost, of course, is the it as a sourcebook for GURPS.
slinger and your WWII commando for- flexibility of a “universal” system. Likewise, if your gaming group
tune hunting in Renaissance Italy . . . go Others have tried this, but have fallen favors other systems . . . you can still
for it! And because that’s exactly the into the twin traps of watered-down use your GURPS adventures. As long as
kind of game that so many of our fans combat (where a lightning bolt is just that other game uses units that you can
play, the Fourth Edition adds an over- like a .45 pistol) or incompatibility translate into feet, minutes, and other
arching background created to support (where players have to learn so many plain-English terms, you can import
just such campaigns. alternate rules for each new game and your GURPS adventures.
“RolePlaying.” This is not just a hack- characters don’t easily cross over). When GURPS was launched, we
and-slash game. The rules are written GURPS presents a single, unified sys- dreamed of its becoming the “standard”
to make true roleplaying possible – and, tem that allows for great diversity with- roleplaying system. The hobby has
in fact, to encourage it. GURPS is a out losing its coherence. This Fourth grown hugely since then! There will
game in which you take on the persona Edition incorporates dozens of rules never be a single standard . . . but
of another character – and pretend, for that originally appeared in supplements GURPS is one of the standards, and
a little while, to be that character. published for the Third Edition. They that’s fine. We have never tried to drive
“System.” It really is. Most other seemed important enough to bring into others out of the market, or even to
RPGs started out as a simple set of the Basic Set – so here they are. force them to conform to us. Instead,
rules, and then were patched and mod- Second is organization. Every gamer we are conforming to them – by pro-
ified, ad infinitum. That makes them has had the experience of hunting fran- ducing a system that will work with any
hard to play. GURPS, more than ever in tically through one book after another,
clearly written adventure.
INTRODUCTION 5
At any rate, here it is. I’m satisfied
that GURPS is the most realistic, flex- About the Authors
ible, and “universal” system ever
developed. This Fourth Edition is the Steve Jackson
culmination of 18 years of continuous Steve Jackson has been playing games for entirely too many years, and
development and two years of con- designing them professionally since 1977. His other game-design credits
certed revision. I hope you like it. include Ogre and G.E.V., the award-winning Illuminati, the best-selling
In closing, I want to acknowledge Car Wars, the atrocious Munchkin and its offshoots, and many others. He
and thank the two revisors of this edi- has served as an officer and volunteer for various industry associations,
tion. Sean Punch, the GURPS line edi- and was the youngest person ever inducted into the Origins “Hall of Fame.”
tor, and David Pulver spent two years He is the founder of Steve Jackson Games, in Austin, Texas.
collating feedback, experimenting Steve is an active member of the Science Fiction Writers of America.
with variant systems, and knitting a He is a semi-retired science fiction fan, and once spent a great deal of
decade and a half of rules material time writing for various zines and helping to run conventions. He now
into a coherent whole. It would not enjoys reading others’ writing and attending others’ cons. So it goes.
have happened without them. His other hobbies include surfing the net, playing with Lego and
– Steve Jackson rolling-ball toys, gardening (especially water lilies), and tropical fish.
Notes on the David L. Pulver
David L. Pulver was born in Kingston, Ontario and grew up in
Fourth Edition Canada, England, and New Zealand. He has been a science fiction fan
This edition represents a leap for- for most of his life, an avid gamer since 1978, and a professional author
ward in more ways than just rules. As since 1988. GURPS Ultra-Tech was his first book. He has written or co-
the hobby has changed, so have the authored over 75 RPG books including Transhuman Space, the
standards and expectations for role- Second and Third Editions of Big Eyes, Small Mouth, and the GURPS
playing-game supplements. So . . . Spaceships series, as well as hundreds of magazine articles. David lives
on Vancouver Island.
• The core rulebooks are bigger.
Feedback has been clear on this point. Sean M. Punch
Gamers dislike it when basic rules are Sean Punch set out to become a particle physicist in 1985 and ended
“held hostage” in supplements. They up as GURPS Line Editor in 1995. In that capacity, he has written, edit-
want as much as possible in the Basic ed, or contributed to some 150 GURPS releases, revised the game into
Set so they can use it to run almost any its fourth edition (2004), and been a regular contributor to Pyramid
kind of game. magazine. From 2008, he has served as the lead creator of the GURPS
• Support is ongoing. Still, there will Dungeon Fantasy series, which led to his design of the Dungeon
be lots of supplements! Thanks to our Fantasy Roleplaying Game, released in 2017. Sean has been a gamer
online store, Warehouse 23, we can since 1979, but devotes most of his spare time to Argentine tango (and
quickly and easily release these in digi- occasionally tending bar). He lives in Montréal, Québec with son
tal form, and update them to fix errata. amour, Geneviève.
• Supplements are modular. Print
books aren't profitable below a certain
size, but digital releases can be short,
which allows more focus and special- economical all-in-one rulebooks to Character Creation and Compen-
ization. This lets you customize the expensive boxed sets. We decided to dium II: Combat and Campaigns.
perfect toolkit without investing a ton dispense with the box and release Most GURPS supplements written
of money. Basic Set, Third Edition as a single between 1996 and 2003 required one
book. We managed to shoehorn every- or both of the Compendia. The basic
Holding this book, you might ask, thing into one volume. We continued rules had effectively spread to three
“Why does this edition of the Basic Set to call it the Basic Set – even though it books. In the process, several internal
come in two volumes? Why not one big was not a boxed set – so that retailers inconsistencies became evident – the
book, like the Third Edition and lots of and customers would know that it was almost-inevitable result of growth by
other RPGs?” The answer involves a the same game. agglomeration.
bit of history . .. By 1995, we had published over Basic Set, Fourth Edition addresses
The first two editions of Basic Set – 100 titles for GURPS. However, it just the inconsistencies by recasting Basic
released in 1986 and 1987 – were wasn’t feasible to keep them all in Set, Third Edition and the two
boxed sets containing cardboard fig- print, so it became progressively hard- Compendia as a unified system. It
ures, combat maps, dice, and two rule- er to find certain supplements. occupies two volumes not because we
books (sound familiar?). Book 1: Meanwhile, gamers with large think we will make more money that
Characters was aimed mainly at play- GURPS libraries were finding it way, but because condensing three
ers, while Book 2: Adventuring was increasingly difficult to locate specific books into one proved impossible –
more of a GM’s guide. This was a rules. To solve these problems, we there was too much material! But
logical division of content for a RPG, compiled the most frequently used these two volumes contain the best of
and quite common in the ’80s. rules from all of GURPS into two 18 years of GURPS development,
By the time of the third edition expansion volumes: Compendium I: making Fourth Edition comprehensive
(1988), gamers had come to prefer in a way that few other RPGs are.
6 INTRODUCTION
And because this edition’s Basic put the brakes on growth by agglom- fantasy, science fiction, supers, horror
Set is comprehensive, there is no need eration The Basic Set is truly all you ... anything. We believe that’s a big
to “bolt on” extra rules that will come need to run nearly any kind of game: win, and we think you will agree!
to be seen as mandatory. This should – Sean Punch
WHAT IS ROLEPLAYING?
In a roleplaying game (RPG), each the “audience” joins in the creation. mass-produced to please the widest
player takes the part of a “character” The GM is the chief storyteller, but the possible audience, but each roleplay-
participating in a fictional adventure. A players are responsible for portraying ing adventure is an individual gem,
referee, called the Game Master (GM), their characters. If they want some- crafted by those who take part in it.
chooses the adventure. He determines thing to happen in the story, they The GM provides the raw material, but
the background and plays the part of make it happen, because they’re in the the final polish comes from the players
the other people the characters meet story. Other types of media are themselves.
during their adventure. The adventure
may have a fixed objective – save the
Princess, find the treasure, stop the
invasion – or it may be open-ended,
with the characters moving from one Mini-Glossary
escapade to the next. A roleplaying Below are a few important terms used in this book. The complete
“campaign” can be open-ended, lasting glossary appears on pp. 563-565.
for years, as characters (and players)
come and go. It’s all up to the GM and advantage: A useful trait that gives you an “edge” over another person
the players. with comparable attributes and skills. See Chapter 2.
No game board is necessary for a attributes: Four numbers – Strength, Dexterity, Intelligence, and Health
roleplaying game – although some sys- – that rate a character’s most basic abilities. Higher is always better!
tems, including GURPS, include See pp. 14-15.
optional “boardgame” rules for combat cinematic: A style of play where the needs of the story outweigh those
situations. Instead, the game is played of realism, even when that would produce improbable results. See
verbally. The GM describes the situa- p. 488.
tion and tells the players what their d: Short for “dice.” “Roll 3d” means “roll three ordinary six-sided dice
characters see and hear. The players and add them up.” See p. 9.
then describe what they are doing to Dexterity (DX): An attribute that measures agility and coordination.
meet the challenge. The GM describes See p. 15.
the results of these actions . . . and so disadvantage: A problem that renders you less capable than your other
on. Depending on the situation, the GM traits would indicate. See Chapter 3.
may determine what happens arbitrar- enhancement: An extra capability added to a trait. This increases the
ily (for the best possible story), by refer- point cost of the trait by a percentage. See pp. 102-109.
ring to specific game rules (to decide Fatigue Points (FP): A measure of resistance to exhaustion. See p. 16.
what is realistically possible), or by Health (HT): An attribute that measures physical grit and vitality. See
rolling dice (to give an interesting ran- p. 15.
dom result). Hit Points (HP): A measure of ability to absorb punishment. See p. 16.
Part of the object of a roleplaying
game is to have each player meet the Intelligence (IQ): An attribute that measures brainpower. See p. 15.
situation as his character would. A role- limitation: A restriction on the use of a trait. This reduces the point cost
playing game can let a player take the of the trait by a percentage. See pp. 110-117.
part of a stern Japanese samurai, a point: The unit of “currency” spent to buy traits for a character. The
medieval jester, a wise priest, a stow- more points you have, the more capable you are. Point costs for
away gutter kid on her first star-trip . .. traits are often written in brackets; e.g., “Combat Reflexes [15]”
or absolutely anyone else. In a given means the Combat Reflexes trait costs 15 points. See p. 10.
situation, all those characters would prerequisite: A trait you must have to qualify for another trait. If the
react differently. And that’s what role- prerequisite is a skill, you must have at least one point in it. See
playing is about! Thus, good roleplay- p. 169.
ing teaches cooperation among skill: A number defining your trained ability in an area of knowledge
the players, and broadens their or broad class of tasks. See Chapter 4.
viewpoints. Strength (ST): An attribute that measures physical muscle and bulk.
But roleplaying is not purely educa- See p. 14.
tional. It’s also one of the most creative trait: An advantage, attribute, disadvantage, skill, or other character
possible entertainments. Most enter- “building block” that affects game play and costs points to add,
tainment is passive: the audience just modify, or remove.
sits and watches, without taking part
in the creative process. In roleplaying,
INTRODUCTION 7
We’ve also added several features
to make the rules easier to learn. The
Materials Needed for Play Quick-Start (below) and Conventions
• GURPS Basic Set Characters. Everyone will need access to this (p. 9) sections cover the most impor-
tant game concepts. The Glossary
book in order to create characters and look up character abilities. A large (pp. 563-565) defines the terms used
group will find it handy to have several copies available, especially during in the game – and an abridged version
character creation. (see Mini-Glossary, p. 7) appears here
• GURPS Basic Set Campaigns. The GM will need a copy of this so you can understand the Quick Start
book, which contains rules for success rolls, physical feats, combat, rules without flipping pages.
injury, animals, and vehicles, as well as advice on how to run the game The best way to learn GURPS is to
and design a campaign. join a group of friends who already
• Character sheets. Each player will need a copy of the Character Sheet play. If you’re starting out on your
(pp. 335-336) on which to record his PC’s statistics. You may make as own, here’s what we recommend:
many copies as you like for your own use (but not for resale). 1. Quickly skim this book, just to
• Three six-sided dice. A set of three dice for each player, and another get the flavor of the game. Don’t worry
set for the GM, is even better. about the details yet.
• Pencils and scratch paper. For taking notes, sketching maps, etc. 2. Read the Mini-Glossary (p. 7) to
learn the basic terminology.
3. Read the Quick-Start and
Conventions sections to learn the basic
The other important thing about game concepts.
roleplaying is that it doesn’t have to be HOW TO LEARN 4. Read Creating a Character
competitive. In most roleplaying situ- GURPS (pp. 10-12) to get an idea of the differ-
ations, the party will succeed or fail as ent things characters can do.
a group, depending on how well they If you have some experience with 5. Read the rest of the rules in
cooperate. The greatest rewards of roleplaying games already, you should detail, as your time permits.
good roleplaying come not in “win- find GURPS easy to pick up. But if
ning,” but in character development. this is your first RPG, you’ll have a lit- GURPS Lite may also be useful to
The more successfully a player por- tle more to learn. Relax – if you got you. It’s a 32-page distillation of the
trays his character (as judged by the this far, you’ll be fine! basic system; you can download it free
GM), the more that character will gain Don’t be alarmed by the physical at gurps.sjgames.com/lite.
in ability. size of the game. There’s a lot of mate- Once you have absorbed the rules,
When it’s all said and done, the GM rial here – two thick books – but we’ve
and the players will have created a done our best to make it easy to use. you can be the GM for your friends,
and help them learn the game. You
story . . . the story of how the charac- The tables of contents (pp. 3-4 and can do whatever you want . . . that’s
ters met, learned to work together, 339-341) and the index (pp. 329-334 or the whole point of the system.
encountered a challenge, and (we 570-575) are as detailed as we could Most important: Have fun!
hope) triumphed! manage.
QUICK START
This section is a brief guide to the your Strength to stop a heavy door heavy door is harder than stopping an
whole GURPS game system. The Basic from closing, or against your Guns skill ordinary one.
Set spans two thick volumes, but most to hit an enemy with your pistol. For an especially easy task, you
of that is detail, “color,” and special The only dice used in GURPS are would get a bonus to your attempt. You
cases. The game system is actually easy. six-sided ones. Roll three dice for a suc- might roll “Animal Handling+4” to
GURPS is designed to be “friendly,” cess roll. If your roll is less than or equal make friends with a very friendly dog. If
both for the player and the Game to the skill or ability you are testing, your Animal Handling skill were 12, a
Master. The rulebooks include a lot of you succeeded. Otherwise, you failed. roll of 16 or less would succeed. Making
detail, but they’re indexed and cross- For example, if you are rolling against a roll of 16 or less is easier than making
referenced to make things easy to find. Strength, and your ST level is 12, a roll the base skill roll of 12 or less, because
And all the detail is optional – use it of 12 or less succeeds. a friendly dog is easy to deal with.
only when it makes the game more fun. Sometimes you will have modifiers For details on success rolls, see
There are only three basic “game to a roll. For instance, if you were try- pp. 343-361.
mechanics” in GURPS. Learn these ing to stop a very heavy door from clos-
and you can start to play. ing, you might have to roll against (2) Reaction Rolls. A “reaction roll”
Strength at -2 (or ST-2, for short). In is a roll made by the Game Master (or
(1) Success Rolls. A “success roll” is that case, with a Strength of 12, you GM) to determine how his nonplayer
a die roll made when you need to “test” would need to roll a 10 or less to suc- characters (NPCs) react to the player
one of your skills or attributes. For ceed. Rolling a 10 or less is harder than characters. This roll is always optional;
instance, you might test, or roll against, the GM may predetermine reactions.
rolling a 12 or less, just as stopping a
8 INTRODUCTION
But sometimes it’s more fun to let the To figure combat damage, and for Round up for point costs. When you
dice control the reactions. many other things, GURPS uses the modify a point cost by a percentage, or
To check reactions, the GM rolls 3 “dice+adds” system. If a weapon does multiply it by a factor, round all frac-
dice and consults the Reaction Table “4d+2” damage, this is shorthand for tions up. For instance, a 25% enhance-
(pp. 560-561). The higher his roll, the “roll 4 dice and add 2 to the total.” ment to a 15-point ability would result
better the NPCs will react, and the bet- Likewise, “3d-3” means “roll 3 dice and in 18.75 points, which would round to
ter the treatment they will give the PCs. subtract 3 from the total.” 19 points. For negative numbers, “up”
Many traits give reaction modifiers If you see just “2d,” that means “roll means “in the positive direction”; e.g., if
that add to or subtract from reaction two dice.” For instance, if an adventure you multiply -7 points by 1/2 to get -3.5
rolls. If you have a +2 reaction due to says, “The base is guarded by 5d points, round the result to -3 points.
your good looks, the GM will add 2 to human soldiers and 2d+1 robots,” that’s Round down for character feats and
any reaction roll made by someone who short for, “Roll five dice for the number combat results. When you do math to
can see you. This is likely to improve the of human guards at the base. Then roll determine what a character can do –
way they behave toward you! two dice, and add 1, for the number of how much he can lift, how far he can
For details on reaction rolls, see robots.” jump, etc. – or to calculate injury or
p. 494. For really huge numbers, dice can other combat results, round all frac-
be multiplied. For instance, “2d¥10” tions down. For instance, for an attack
(3) Damage Rolls. A “damage roll” is means “roll 2 dice and multiply by 10.” that inflicts 3 points of injury with a
a roll made in a fight, to see how much 50% damage bonus, round down from
harm you did to your foe. Damage rolls Rounding 4.5 to 4 points.
use the “dice+adds” system (see Dice, A mathematical formula is often the
below). Exceptions and special cases (such
Many things can affect the final best way to ensure that a rule is fair, as “round to the nearest whole num-
injury inflicted by your attack. Armor realistic, or universal. But formulas ber” or “do not round off”) are noted
reduces the damage received by the sometimes yield inconvenient frac- explicitly with the relevant rule.
tions. Except where instructed other-
wearer. Certain attacks do extra dam-
age if they get through armor. “Critical wise, round off fractions as follows:
hits” can do extra damage. All these
things are explained in the combat
rules – see Chapters 11-13. But the
combat system is “modular”; you can Metric Conversions
use all the rules for a complex, detailed,
realistic combat simulation – or just GURPS uses the old imperial units of measurement, rather than
those in Chapter 11 for a quick game. metric, because most of our readers are Americans who use the old sys-
tem. But not all! Every year, more and more people in the rest of the
There’s another important system – world start GURPS campaigns. And outside the U.S., people think in
but you don’t need to know it to start metric. We can’t afford to do two editions of everything, but we can
with. It’s the character creation system. provide this conversion table.
The GM will give each player a number Note that there are two conversion columns. The first column is an
of points to spend on his character. approximation, easy to do in your head, and good enough for gaming.
High attribute levels cost points, as do
advantages and skills. Disadvantages, The second column is the real metric equivalent, for those times when
such as Greed and Berserk, are also you want to be exact.
available; these give you extra points.
Details appear in Chapters 1-4. Imperial Game Metric Real Metric
These rules let you do all your cal- 1 inch (in.) 2.5 cm 2.54 cm
culations before play starts, and enter 1 foot (ft.) 30 cm 30.48 cm
them on the Character Sheet (p. 13). 1 yard (yd.) 1 meter 0.914 meters
That way, you don’t have to bother with 1 mile (mi.) 1.5 km 1.609 km
calculations during play! 1 pound (lb.) 0.5 kg 0.454 kg
Got all that? Good. Now you can 1 ton 1 metric ton 0.907 metric tons
play GURPS. The rest is just detail. 1 gallon (gal.) 4 liters 3.785 liters
Have fun. 1 quart (qt.) 1 liter 0.946 liters
1 ounce (oz.) 30 grams 28.349 grams
CONVENTIONS 1 cubic inch (ci) 16 cubic cm 16.387 cu. cm
1 cubic yard (cy) 0.75 cubic m 0.765 cubic m
GURPS uses the following mathe-
matical conventions. Temperature: When dealing with changes in temperature, one
Fahrenheit degree is 5/9 the size of a degree Celsius. So a change of
Dice 45°F is equal to a change of 25°C. To convert actual thermometer read-
GURPS uses six-sided dice only. All ings, subtract 32 from the Fahrenheit temperature and multiply the
“success rolls,” and most other rolls, result by 5/9. So 95°F is 5/9 of (95-32), or 5/9 of 63, or 35°C.
require you to throw three dice (“3d”)
at once, add up the number of pips, and
compare the total to a “target number.”
INTRODUCTION 9
CHAPTER ONE
CREATING A
CHARACTER
When you roleplay, you take the part of another person – a “character” that you cre-
ate. GURPS lets you decide exactly what kind of hero you will become. Asteroid
miner? Wizard? Professional time-traveler? You can take your inspiration from a fic-
tional hero or heroine, or create your new “self” from the ground up. Once you know
what role you want to play, it’s time to bring that character to life!
The GM (Game Master – the person “running” the game) will give you a num-
ber of character points with which to “buy” your abilities. For instance, the
stronger you want to be, the more points it will cost. You can also buy advanta-
geous social traits, such as wealth, and special abilities called advantages (see
Chapter 2).
If you want more abilities than you can afford on the budget given to you
by your GM, you can get extra points by accepting below-average strength,
appearance, wealth, social status, etc., or by taking disadvantages – specif-
ic handicaps such as bad vision or fear of heights (see Chapter 3).
Advanced players can fine-tune these traits by adding enhancements
and limitations; see pp. 101-117. Such modifiers will raise or lower the
basic point cost of the modified trait.
Start with a character sheet (see p. 13) and fill it in as you go
along, keeping track of the points you spend. We have included
examples at each stage to illustrate the process.
CHARACTER POINTS
Character points are the “currency” of character creation.
Anything that improves your abilities costs character points: you
must spend points equal to the listed price of an ability to add that
ability to your character sheet and use it in play. Anything that
reduces your capabilities has a negative cost – that is, it gives you
back some points. For instance, if you start with 125 points, buy 75
points of advantages, and take -15 points of disadvantages, you have 125
- 75 + 15 = 65 points remaining.
Starting Points
The GM decides how many character points the player characters (PCs)
– the heroes – start with. This depends on how capable he wants them to be,
and can range from under 25 points (small children) to 1,000 points or
more (godlike beings), with 100-200 points being typical for career adven-
turers.
This beginning point level is sometimes referred to as the power level of
the campaign (see Power Level, p. 487). This is not the same as the “stakes”
of the campaign! Heroes with abilities that let them overcome even the
toughest opposition in an optimistic fantasy campaign might face mor-
tal danger in a dark horror scenario.
In most campaigns, all the PCs start at the same power level. This is
simple and fair. However, not all people are equally capable in real life,
and it is common in fiction for one character to be obviously superior.
If everyone agrees, some players might play “lead protagonists,”
10 CREATING A CHARACTER
worth more points than the other PCs, (e.g., all the PCs are spies, with a Duty in his adventures. Find out what kind
or “sidekicks,” worth fewer points. to their agency), these “campaign dis- of game the GM plans to run and what
advantages” should not count against kinds of characters he intends to
Disadvantage Limit the disadvantage limit. Disadvantages allow. Then start filling in the details.
A disadvantage is anything with a that are part of your racial makeup There are several ways to approach
negative cost, including low attributes, (your “racial template”; see p. 260) are this.
reduced social status, and all the spe- also exempt. You can choose the abilities you
cific disabilities listed in Chapter 3. In want, spend your character points,
theory, you could keep adding disad- Character Points in Play and work out a character concept that
vantages until you had enough points Your character’s starting point total fits the abilities. A good character is
to buy whatever advantages and skills is only relevant when he first enters much more than a collection of abili-
you wanted. In practice, most GMs play. Shortly thereafter, he will start to ties, but “shopping” for abilities can be
will want to set a limit on the disad- change. The GM will sometimes a great inspiration.
vantage points a PC may have. reward you with extra points to spend, You might instead decide on your
The purpose of a disadvantage or even new abilities . . . but you might character’s focal qualities first – the
limit is to keep the game from becom- lose capabilities, too. All of these things handful of things that define him, such
ing a circus, with the PCs’ troubles will change your point total. as personal history, appearance,
stealing the spotlight from the setting, Eventually, your PC will be worth behavior, aptitudes, and skills. Think
the adventure, and everything else the more or fewer points than those of about how he acquired those qualities,
GM has created. Most GMs find it dif- your companions, even though you all then spend your points on features
ficult to run an engaging game if the started out equal. Don’t worry about that go with these traits. (You might
PCs are completely dysfunctional – it! Develop the habit of regarding your find it useful to work out a biography
e.g., clumsy, one-eyed, alcoholic out- point total as a useful measure of your first, as described below.)
laws who are afraid of the dark. capability at this time – not as a gauge Finally, you might find it helpful to
A disadvantage cap serves another of overall campaign power level, or of answer some basic questions about
purpose as well: it restricts the abili- your personal success or importance your character, using the answers to
ties available to starting characters, relative to the other players or PCs. develop a biography before you spend
allowing the GM to set an upper limit For more on character evolution, any points. For instance:
on the capabilities of the PCs. A good see Chapter 9.
rule of thumb is to hold disadvantages • Where was he born and where
to 50% of starting points – for did he grow up? Where does he live
instance, -75 points in a 150-point CHARACTER now?
game – although this is entirely up to CONCEPT • Who were his parents? (Does he
the GM. know?) Are they still alive? If not,
However, if the GM rules that all The two most important things to what became of them? If so, does he
PCs must have certain disadvantages know about your character are who he get along with them?
is and what role you want him to play • What training does he have? Was
he an apprentice? A student? Or is he
self-taught?
• What is his current occupation?
What other jobs has he held?
How GURPS Works: • What social class does he belong
Realism and Game Balance to? How wealthy is he?
Character design in GURPS is intended to give a balanced hero, • Who are his friends? His ene-
someone whose strengths and weaknesses more or less cancel each mies? His closest professional associ-
other out. ates?
In real life, of course, being super-strong doesn’t necessarily mean • What were the most important
you have to give up something else. And being weak in body doesn’t moments of his life?
mean you’ll automatically be good at something else. A totally realistic • What are his likes and dislikes?
system would be one in which a character’s strength (for instance) was Hobbies and interests? Morals and
determined randomly, with no relationship to his intelligence or social beliefs?
status . . . and so on for all his other capabilities. • What are his motivations? Plans
But random choices aren’t really satisfactory for heroes. You might for the future?
end up with a superman . . . or a weak, stupid, boring clod. You avoid You can answer such questions in
people like that in real life; why would you want to become one, even for your head, on paper, or in an interview
a minute, in a game? with the GM. You can even discuss
In GURPS, two characters built on the same number of points start them with the other players (but you
off “equal,” but not the same. You can design the type of character you will want to keep some secrets, even
want while leaving room for growth and improvement. from your friends). Or you might pre-
fer to answer them by writing a life
history.
CREATING A CHARACTER 11
Life Histories
To really solidify your character
concept, you can write your charac- Example of Character Creation:
ter’s life history, or “character story.” Dai Blackthorn
You don’t have to write a character To illustrate character creation, we present Dai Blackthorn, thief
story – but it’s recommended. If you extraordinaire! Dai hails from the Infinite Worlds setting in Chapter 20.
do, then you should show this story to Dai’s career started on Yrth, a medieval fantasy world populated by
the GM, but not necessarily to the descendants of Crusades-era folk pulled from Earth by a dimensional
other players. This can serve as a great rift. He remembers nothing of his birth or early childhood; he was a
aid to roleplaying, and can help the street kid. When he was about seven, he was taken in by an old thief
GM integrate your character into his who taught him to be a pickpocket and second-story man, and Dai
campaign world. learned well. But the Thieves’ Guild didn’t like the competition, and
As your character adventures and when Dai was 15, the Guild set fire to the old man’s house, and picked
gains experience, his “story” will get off the fleeing occupants with crossbows. Only Dai escaped.
longer and more detailed. Not only At the time, he thought that he had made a terror-fueled leap from
will you have the adventures them- the burning building’s roof to the next one. Later he realized that that
selves to remember . . . the more you jump had been impossible. Something else had happened. In fact, the
play your character, the more you’ll fear of death had unlocked his psionic gift of teleportation, though it
work out his background, history, and took time before he realized the truth and gained control of his abilities.
motivations.
When he did, he became a master thief indeed, living in quiet comfort
Characterization Bonus and reveling in the marketplace talk of “impossible robberies” that no
Writing a life history amounts to lock and no wizard could stop.
Then Dai crossed paths, and swords, with an equally formidable
roleplaying a character before the rival . . . a world-jumping criminal using stolen technology to loot Yrth’s
campaign begins. The GM might treasures. Matters were complicated further by the arrival of an ISWAT
choose to reward players who write team pursuing the world-jumper. When the dust had settled, two of the
detailed character stories with a few agents owed their lives to the little thief . . . but he knew too much. They
extra character points for good role- couldn’t just let him go.
playing (see p. 498) – perhaps 1 to 5 So they recruited him. After all, a good teleport is hard to find. As for
points. The story need not be a literary Dai, he was ready for new challenges . . .
masterpiece to merit bonus points, We’ll create Dai as a full member of ISWAT. As an established hero,
but it should be more than just a token he’ll have a base of 250 points.
effort, and should attempt to answer
all of the questions listed under
Character Concept that are relevant to
the character.
Jack-of-All-Trades. A many-skilled related IQ/Hard skills in obscure fields
hero: mercenary, bush pilot, reporter, (Expert Skills are especially suitable),
CHARACTER etc. DX and IQ are most important. as well as Research, Teaching, and
Advantages such as Talent and Writing.
TYPES Versatile can help. Pick one or two Scout. A seasoned outdoorsman or
A character can have any combina- skills from those suggested for each of “ranger.” All attributes are equally
tion of abilities he can afford, provided the other character types. A Jack-of- important; some extra Basic Move and
the GM agrees. (Players of other RPGs All-Trades isn’t as good as a dedicated Perception can be extremely useful.
take note: this means that GURPS expert, but he has some skill in many The archetypal scout advantage is
does not use character classes.) areas. Absolute Direction. Valuable skills
However, all of his abilities should Mouthpiece. A bard, con man, or include Area Knowledge, Camouflage,
paint a picture consistent with his other person who exploits wit and Naturalist, Navigation, Survival, and
character concept. Some inspirations charm. IQ is crucial. Charisma, Tracking.
from heroic fiction: Cultural Familiarity, Rapier Wit, Voice, Sneak. Thieves and spies need high
and a good appearance are all useful. DX and IQ, as well as good Perception.
Exotic. An alien, angel, robot,
“super” (a comic-book superhuman), Most important are skills that empha- Helpful advantages include High
or other hero defined by his unusual size social interaction: Carousing, Manual Dexterity and Night Vision.
powers or nature. Most of his starting Fast-Talk, Merchant, Public Speaking, Many skills are appropriate – Acting,
points should go toward high attrib- and so on. Current Affairs, Disguise, and Savoir-
utes, exotic or supernatural advan- Sage. A “wise man” – priest, profes- Faire suit a worldly spy, while a fanta-
tages (see p. 32), or a racial template sor, scientist, etc. High IQ is essential. sy thief should pick Climbing,
(see p. 260). As a result, he probably Classic advantages are Eidetic Lockpicking, Pickpocket, and Traps.
has fewer mundane abilities than his Memory, Intuition, Language Talent, Stealth skill is universal!
fellow adventurers. and Languages (and, in some cam- Specialist. An expert at one skill. His
paigns, Illuminated!). He needs several knowledge runs deep and narrow; he is
12 CREATING A CHARACTER
the opposite of the Jack-of-All-Trades.
His skill is very high (at least 18), with
a good score in the attribute it is based
on. Any advantage that gives a skill
bonus is helpful – especially Talent.
Tinkerer. An engineer, inventor,
technician, or other mechanical
genius. IQ is vital; DX is useful. Any
kind of technological skill fits this sort
of character (see Skills for Design,
Repair, and Use, p. 190), and Scroung -
ing skill is de rigueur. Cine matic inven-
tors should also have High TL,
Gadgeteer, and Gizmos.
Warrior. A professional fighter
needs high ST, DX, and HT, and might
wish to buy up Hit Points and Basic
Speed. Useful advantages include
Combat Reflexes, Hard to Kill, and
High Pain Threshold; cinematic war-
riors should also consider Extra Attack
and Weapon Master. Combat skills are
a must, and Leadership, Strategy, and
Tactics can help. Modern commandos
should add skills such as Explosives,
Forward Observer, and Parachuting.
Wizard. IQ and Magery are crucial.
Extra Fatigue Points are useful for
powering magic. Of course, a wizard
needs spells – as many as he can
afford! Although wizards are most
common in magical worlds, the “sur-
prise value” of a mage on a low-magic
world can compensate for his reduced
effectiveness.
See pp. 335-336 for a full-sized, two-page character sheet which you may
CHARACTER copy for your own use. This and other GURPS forms may also be
CREATION downloaded at gurps.sjgames.com/resources.
CHECKLIST
Be sure to visit all of the following Things Not Shown on the Character Sheet
sections during character creation:
There are several things you might want to keep track of separately:
• Basic Attributes (p. 14) and
Secondary Characteristics (p. 15). Job Details. It can be important to know what you do for a living when
These affect almost everything else on you’re not adventuring (unless adventuring is your job – lucky you!) and
your character sheet, so pick them how long you spend doing it. This determines your income and on-the-job
first. training opportunities. Military characters should keep a service record.
• Build (p. 18) and Age and Beauty Life History. If you write down your character story, keep it in a sepa-
(p. 20). These sections describe the in- rate file so you can easily expand it as your adventures unfold.
game effects of height, weight, age, Spells. Wizards often know dozens of spells – more than easily fit on a
looks, etc. character sheet. If you wish, you can just note the total point cost of all
• Social Background (p. 22), Wealth your spells under “Skills” and write out your full spell list on a separate
and Influence (p. 25), Friends and Foes “grimoire” or “spellbook” sheet.
(p. 31), and Identities (p. 31). Vital Statistics. If you think your parents’ names, your place and date
Determine what kind of society you of birth (or zodiacal birth sign), your bloodline (or race – in some settings,
are from, where you stand in the game you might need to specify that you are an ordinary human!), and similar
world, how others regard you, and traits are likely to matter, keep a separate “personnel file” on yourself that
who you can count on for support – or contains such details.
for a knife in the back!
CREATING A CHARACTER 13
• Advantages (p. 32). Chapter 2 lists Mental disadvantages and Quirks Aside from attributes, which you
dozens of special talents and powers. (p. 162), special mini-disadvantages, should normally select first, the order
Perks (p. 100) are special “mini-advan- can help you define your personality. you work through these sections
tages” that can help individualize your • Skills (p. 167) and Techniques makes little difference . . . start with
character. (p. 229). The abilities in Chapter 4 the one most important to you, and
• Disadvantages (p. 119). Chapter 3 describe what you can actually do. Be work from there.
lists a wide variety of negative traits, sure to match your skills to your occu-
from inconvenient to crippling. pation and character type.
BASIC ATTRIBUTES
Four numbers called “attributes”
define your basic abilities: Strength
(ST), Dexterity (DX), Intelligence (IQ),
and Health (HT). How to Select Basic Attributes
A score of 10 in any attribute is free, The basic attributes you select will determine your abilities – your
and represents the human average. strengths and weaknesses – throughout the game. Choose wisely.
Higher scores cost points: 10 points to 6 or less: Crippling. An attribute this bad severely constrains your
raise ST or HT by one level, 20 points lifestyle.
to raise DX or IQ by one level. 7: Poor. Your limitations are immediately obvious to anyone who
Similarly, scores lower than 10 have a meets you. This is the lowest score you can have and still pass for “able-
negative cost: -10 points per level for bodied.”
ST or HT, -20 points per level for DX or 8 or 9: Below average. Such scores are limiting, but within the human
IQ. (Remember – negative point values norm. The GM may forbid attributes below 8 to active adventurers.
mean you get those points back to 10: Average. Most humans get by just fine with a score of 10!
spend on something else!) 11 or 12: Above average. These scores are superior, but within the
Most characters have attributes in human norm.
the 1-20 range, and most normal 13 or 14: Exceptional. Such an attribute is immediately apparent – as
humans have scores in the 8-12 range. bulging muscles, feline grace, witty dialog, or glowing health – to those
Scores above 20 are possible but typi- who meet you.
cally reserved for godlike beings – ask 15 or more: Amazing. An attribute this high draws constant comment
the GM before buying such a value. and probably guides your career choices.
The exception is ST, which can range
significantly beyond 20 even for nor- All of the above assumes a human. For nonhumans, read each point
mal humans. At the other end of the above or below the human norm of 10 as a 10% deviation from the racial
scale, a score of 0 is defined in special norm instead.
cases, but 1 is the minimum score for
a human. No one may have a negative
score.
Strength (ST) warrior in a primitive world, as high lifting and throwing things, moving
ST lets you dish out and absorb more quickly with a load, etc. ST directly
±10 points/level damage in hand-to-hand combat. Any determines Basic Lift (p. 15), basic
Strength measures physical power adventurer will find ST useful for damage (p. 15), and Hit Points (p. 16),
and bulk. It is crucial if you are a and affects your character’s Build
(p. 18).
Lifting capacity is proportional to
the square of ST. Compared to the
average human adult (ST 10 – 10¥10 =
Handedness 100), ST 14 is about twice as strong
Decide whether you are right-handed or left-handed. Whenever you (14¥14 = 196), ST 17 is roughly three
try to do anything significant with the other hand, you are at -4 to skill. times as strong (17¥17 = 289), and ST
This does not apply to things you normally do with your “off” hand, like 20 is four times as strong (20¥20 = 400
using a shield. = 4¥100). Likewise, ST 7 is about half
GURPS assumes you are right-handed unless you decide otherwise or as strong (7¥7 = 49), ST 6 is approxi-
buy Ambidexterity (p. 39). If you choose to be left-handed, any combat mately 1/3 as strong (6¥6 = 36), and ST
result that would damage your right hand affects your left instead, and 5 is only 1/4 as strong (5¥5 = 25 =
vice versa. Left-handedness is a feature worth 0 points. 100/4).
14 CREATING A CHARACTER
Strength is more “open-ended”
than other attributes; scores greater
than 20 are common among beings How GURPS Works:
such as large animals, fantasy mon-
sters, and robots. Even a human could IQ, Sentience, and Sapience
have a ST over 20 – record-setting Sentience is self-awareness. Any being with a GURPS IQ of at least 1
weightlifters can be very strong! is sentient by definition. To create nonsentient beings – plants, brainless
Those with nonhuman physiolo- clone bodies, etc. – take IQ 0, for -200 points. Nonsentient creatures can-
gies may, with the GM’s permission, not learn skills or have any purely mental traits.
purchase their ST with one or both of Sapience is defined as the ability to use tools and language. In GURPS,
the limitations below. You may not this requires at least IQ 6. Those with IQ 5 or less cannot learn techno-
reduce a point cost by more than 80% logical skills (see p. 168) or possess Languages (see p. 23) – not even the
through limitations; treat any total initial Language that most characters get for free. They can still commu-
over -80% as -80%. (For more on nicate primitive concepts (such as hunger or danger) through gesture or
limitations, see p. 110.) vocalization, and may be trained to respond to a few commands (see Pets
and Trained Animals, p. 458).
Special Limitations
No Fine Manipulators: If you have
either level of the disadvantage No
Fine Manipulators (p. 145), you may
purchase ST more cheaply. -40%. Those with nonhuman physiolo- sciences, social interaction, magic,
Size: Large creatures may purchase gies may, with the GM’s permission, etc. Any wizard, scientist, or gadgeteer
ST more cheaply; see p. 19 for purchase their DX with the following needs a high IQ first of all. The sec-
details. -10% ¥ Size Modifier, to a limitation. ondary characteristics of Will (p. 16)
maximum limitation of -80% (for Size Special Limitations and Perception (p. 16) are based on
Modifier +8 or higher). No Fine Manipulators: If you have IQ.
either level of the disadvantage No
Dexterity (DX) Fine Manipulators (p. 145), you may Health (HT)
±20 points/level purchase DX more cheaply. -40%. ±10 points/level
Dexterity measures a combination Health measures energy and vitali-
of agility, coordination, and fine Intelligence (IQ) ty. It represents stamina, resistance
motor ability. It controls your basic ±20 points/level (to poison, disease, radiation, etc.),
ability at most athletic, fighting, and Intelligence broadly measures and basic “grit.” A high HT is good for
vehicle-operation skills, and at craft brainpower, including creativity, intu- anyone – but it is vital for low-tech
skills that call for a delicate touch. DX ition, memory, perception, reason, warriors. HT determines Fatigue
also helps determine Basic Speed (a sanity, and willpower. It rules your Points (p. 16), and helps determine
measure of reaction time, p. 17) and basic ability with all “mental” skills – Basic Speed (p. 17) and Basic Move
Basic Move (how fast you run, p. 17). (p. 17).
SECONDARY CHARACTERISTICS
“Secondary characteristics” are Thrusting damage (abbreviated Damage is often abbreviated
quantities that depend directly on “thrust” or “thr”) is your basic damage “Dmg.” On your character sheet, list
your attributes. You can raise or lower with a punch, kick, or bite, or an thrust followed by swing, separated by
these scores by adjusting your attrib- attack with a thrusting weapon such a slash; e.g., if you had ST 13, you
utes. You can modify some of them as a spear or a rapier. would list “Dmg 1d/2d-1.”
directly: start with the value calculated Swinging damage (abbreviated
from your attributes and spend the “swing” or “sw”) is your basic damage Basic Lift (BL)
required points to adjust it away from with a swung weapon, such as an axe, see Lifting ST (p. 65)
that base level. This does not affect the club, or sword – anything that acts as Basic Lift is the maximum weight
related attribute scores. a lever to multiply your ST. you can lift over your head with one
Damage (Dmg) Consult the Damage Table (p. 16) hand in one second. It is equal to
for your basic damage. This is given in (ST¥ST)/5 lbs. If BL is 10 lbs. or more,
see Striking ST (p. 88) round to the nearest whole number; e.g.,
“dice+adds” format; see Dice (p. 9).
Your ST determines how much Note that specific attack forms and 16.2 lbs. becomes 16 lbs. The average
damage you do in unarmed combat or weapons can modify this! human has ST 10 and a BL of 20 lbs.
with a melee weapon. Two types of Add 1d to both thrust and swing Doubling the time lets you lift
damage derive from ST: damage per full 10 points of ST above 2¥BL overhead in one hand.
100. Quadrupling the time, and using two
hands, you can lift 8¥BL overhead.
CREATING A CHARACTER 15
Damage Table maximum limitation of -80% (for Size
ST Thrust Swing ST Thrust Swing Modifier +8 or higher).
1 1d-6 1d-5 27 3d-1 5d+1
2 1d-6 1d-5 28 3d-1 5d+1 Will
3 1d-5 1d-4 29 3d 5d+2 ±5 points per ±1 Will
4 1d-5 1d-4 30 3d 5d+2 Will measures your ability to with-
5 1d-4 1d-3 31 3d+1 6d-1 stand psychological stress (brainwash-
6 1d-4 1d-3 32 3d+1 6d-1 ing, fear, hypnotism, interrogation,
7 1d-3 1d-2 33 3d+2 6d seduction, torture, etc.) and your
8 1d-3 1d-2 34 3d+2 6d resistance to supernatural attacks
9 1d-2 1d-1 35 4d-1 6d+1 (magic, psionics, etc.). By default, Will
10 1d-2 1d 36 4d-1 6d+1 is equal to IQ. You can increase it at
11 1d-1 1d+1 37 4d 6d+2 the cost of 5 points per +1, or reduce it
12 1d-1 1d+2 38 4d 6d+2 for -5 points per -1. You cannot raise
13 1d 2d-1 39 4d+1 7d-1 Will past 20, or lower it by more than
14 1d 2d 40 4d+1 7d-1 4, without GM permission.
15 1d+1 2d+1 45 5d 7d+1 Note that Will does not represent
16 1d+1 2d+2 50 5d+2 8d-1 physical resistance – buy HT for that!
17 1d+2 3d-1 55 6d 8d+1
18 1d+2 3d 60 7d-1 9d Perception (Per)
19 2d-1 3d+1 65 7d+1 9d+2 ±5 points per ±1 Per
20 2d-1 3d+2 70 8d 10d Perception represents your general
21 2d 4d-1 75 8d+2 10d+2 alertness. The GM makes a “Sense
22 2d 4d 80 9d 11d roll” against your Per to determine
23 2d+1 4d+1 85 9d+2 11d+2 whether you notice something (see
24 2d+1 4d+2 90 10d 12d Sense Rolls, p. 358). By default, Per
25 2d+2 5d-1 95 10d+2 12d+2 equals IQ, but you can increase it for 5
26 2d+2 5d 100 11d 13d points per +1, or reduce it for -5 points
per -1. You cannot raise Per past 20, or
The amount of equipment you can Injury is often compared to a mul- lower it by more than 4, without GM
carry – armor, backpacks, weapons, tiple of your HP; e.g., “2¥HP” or permission.
etc. – is derived from BL. For more on “HP/2.” Where this is the case, use
this, as well as a ST-to-BL table, see your basic HP score in the formula, Fatigue Points (FP)
Encumbrance and Move (p. 17). not your current HP total.
For information on the effects of ±3 points per ±1 FP
Hit Points (HP) injury and on recovering lost HP, see Fatigue Points represent your
±2 points per ±1 HP pp. 418-425. body’s “energy supply.” By default,
Hit Points represent your body’s Those with nonhuman physiolo- you have FP equal to your HT. For
instance, HT 10 gives 10 FP.
ability to sustain injury. By default, gies may, with the GM’s permission, You can increase FP at the cost of
you have HP equal to your ST. For buy additional HP with the following 3 points per FP, or reduce FP for -3
instance, ST 10 gives 10 HP. limitation. points per FP. In a realistic campaign,
You can increase HP at the cost of Special Limitations the GM should not allow FP to vary by
2 points per HP, or reduce HP for -2 Size: Large creatures may purchase more than ±30% of HT; e.g., a HT 10
points per HP. In a realistic campaign, HP more cheaply; see p. 19 for character could have between 7 and
the GM should not allow HP to vary details. -10% ¥ Size Modifier, to a
by more than ±30% of ST; e.g., a ST 10
character could have between 7 and
13 HP. Nonhumans and supers are
not subject to this limit.
You can temporarily lose HP to Machines and Fatigue
physical attacks (such as swords), Those with the Machine meta-trait (p. 263) should list FP as “N/A,”
energy attacks (such as lasers), super- regardless of HT. They can neither buy extra FP nor reduce FP to save
natural attacks, disease, poison, haz- points. This is both an advantage and a disadvantage: machines do not
ards, and anything else that can injure fatigue, but they cannot spend FP to use extra effort or fuel special abili-
or kill. You can also “burn” HP to ties. When a machine operates beyond its normal limits, it risks lasting
power certain supernatural abilities. If structural damage. This takes the form of reduced HT, not lost FP. A char-
you lose enough HP, you will eventu- acter with the Machine meta-trait should buy up HT to be more tolerant
ally fall unconscious; if you lose too of being “redlined.”
many HP, you will die. Lost HP do not Overall, this is a 0-point feature (see Features and Taboo Traits, p. 261).
reduce ST, despite being based on ST.
16 CREATING A CHARACTER
13 FP. Nonhumans and supers are not fast you can run – or roll, slither, etc. – fraction of your Basic Move and give a
subject to this limit. Also, while HT is without encumbrance (although you penalty to Dodge, as follows:
usually limited to 20, there is no such can go a little faster if you “sprint” in a
limit on FP. straight line; see p. 354). No Encumbrance (0): Weight up to
You burn FP gradually during Basic Move starts out equal to Basic Lift. Move = Basic Move. Full
strenuous activity. Disease, heat, Basic Speed, less any fractions; e.g., Dodge.
hunger, missed sleep, and the like can Basic Speed 5.75 gives Basic Move 5. Light Encumbrance (1): Weight up
also sap FP. You can deliberately An average person has Basic Move 5; to 2¥BL. Move = Basic Move ¥ 0.8.
“spend” FP to fuel extra effort (see therefore, he can run about 5 yards Dodge -1.
p. 356) and supernatural powers (e.g., per second if unencumbered. Medium Encumbrance (2): Weight
magic spells). As well, some attacks You can increase Basic Move for 5 up to 3¥BL. Move = Basic Move ¥ 0.6.
cause FP damage instead of or in addi- points per yard/second or reduce it Dodge -2.
tion to HP damage. If you lose enough for -5 points per yard/second. For nor- Heavy Encumbrance (3): Weight up
FP, you will slow down or fall uncon- mal humans, training or a sleek build to 6¥BL. Move = Basic Move ¥ 0.4.
scious – and if you lose too many, you can justify up to 3 yards/second of Dodge -3.
risk death from overexertion! Lost FP increased Basic Move, while disability Extra-Heavy Encumbrance (4):
do not reduce HT, despite being based or poor fitness can explain up to 3 Weight up to 10¥BL. Move = Basic
on HT. yards/second of reduced Basic Move. Move ¥ 0.2. Dodge -4.
Fatigue is often compared to some Nonhumans and supers are not sub- Drop all fractions. Encumbrance
multiple of your FP; e.g., “2¥FP” or ject to these limits. Races and supers can never reduce Move or Dodge
“FP/2.” Where this is the case, use who can move very fast should see below 1.
your basic FP score in the formula, not Enhanced Move (p. 52). Note that these levels are num-
your current FP total. Your Move score in combat is your bered from 0 to 4. When a rule tells
For more on losing and recovering Basic Move modified for your encum- you to add or subtract your encum-
FP, see pp. 426-427. brance level; see Encumbrance and brance level from a die roll, this is the
Move (below). number to use. For instance, encum-
Basic Speed Encumbrance and Move brance gives a penalty to Climbing,
±5 points per ±0.25 Speed “Encumbrance” is a measure of the Stealth, and Swimming skills.
Your Basic Speed is a measure of total weight you are carrying, relative Home Gravity
your reflexes and general physical to your ST. The effects of encum- Gravity is measured in “Gs.”
quickness. It helps determine your brance are divided into five “encum- Earth’s gravity is 1G. Note the gravity
running speed (see Basic Move, brance levels.” All but the lowest level of your home world if it differs from
below), your chance of dodging an will reduce your actual Move to a 1G; e.g., “1.2G” for a world with 1.2
attack, and the order in which you act
in combat (a high Basic Speed will let
you “out-react” your foes). Basic Lift and Encumbrance Table
To calculate Basic Speed, add your This table summarizes Basic Lift and encumbrance levels for ST 1-20.
HT and DX together, and then divide ST BL Encumbrance Levels (lbs.)
the total by 4. Do not round it off. A (lbs.) None (0) Light (1) Medium (2) Heavy (3) Extra-Heavy (4)
5.25 is better than a 5! 1 0.2 0.2 0.4 0.6 1.2 2
You can increase Basic Speed for 5 2 0.8 0.8 1.6 2.4 4.8 8
points per +0.25, or reduce it for -5 3 1.8 1.8 3.6 5.4 10.8 18
points per -0.25. In a realistic cam- 4 3.2 3.2 6.4 9.6 19.2 32
paign, the GM should not allow char- 5 5 5 10 15 30 50
acters to alter Basic Speed by more 6 7.2 7.2 14.4 21.6 43.2 72
than 2.00 either way. Nonhumans and 7 9.8 9.8 19.6 29.4 58.8 98
supers are not subject to this limit. 8 13 13 26 39 78 130
Dodge: Your Dodge defense (see 9 16 16 32 48 96 160
Dodging, p. 374) equals Basic Speed + 10 20 20 40 60 120 200
3, dropping all fractions. For instance, 11 24 24 48 72 144 240
if your Basic Speed is 5.25, your Dodge 12 29 29 58 87 174 290
is 8. Encumbrance reduces Dodge; see 13 34 34 68 102 204 340
Encumbrance and Move (below). You 14 39 39 78 117 234 390
must roll under your Dodge on 3d to 15 45 45 90 135 270 450
duck or sidestep an attack. 16 51 51 102 153 306 510
17 58 58 116 174 348 580
Basic Move 18 65 65 130 195 390 650
±5 points per ±1 yard/second 19 72 72 144 216 432 720
Your Basic Move is your ground 20 80 80 160 240 480 800
speed in yards per second. This is how
CREATING A CHARACTER 17
times Earth’s gravity. All weights are
multiplied by local gravity, so to func-
tion like someone with a given BL on Example of Character Creation (cont’d)
Earth, multiply the desired BL by your
home gravity and buy the ST corre- Dai is on the small side: ST 8 (-20 points). A “thief extraordinaire”
sponding to the adjusted BL. For should have catlike grace, so we give him an amazing DX 15 (100 points).
instance, to operate in 1.2G as if you Dai is also cunning and tough enough to survive on the street; therefore,
were a ST 10 person in 1G, start with we take IQ 12 (40 points) and HT 12 (20 points) – above average without
BL for ST 10, which is 20 lbs., and being extreme.
multiply by 1.2 for gravity to get a BL Now we look at the secondary characteristics these choices give:
of 24 lbs. This BL corresponds to ST ST 8 gives a thrust damage of 1d-3, a swing damage of 1d-2, a Basic
11, so you’d need ST 11 in 1.2G to Lift of 13 lbs., and 8 HP. But Dai is tough, and no easier to kill than the
function as well as a ST 10 person in average man, so we raise HP to 10 (4 points).
1G. IQ 12 gives Dai a Will and Perception of 12. Since a talented thief must
Move in Other Environments be able to spot traps and pursuers, we increase Per to 15 (15 points) –
Water Move is normally Basic amazing, and a match for his DX!
Move/5, rounded down. You can HT 12 gives Dai 12 FP, but Dai prefers to avoid fatiguing labor in the
increase water Move directly for 5 first place, so we lower FP to 10 (-6 points), which is average.
points per yard/second, or reduce it Dai’s Basic Speed is (15 + 12)/4 = 6.75. To get Dodge 10 and Basic
for -5 points per yard/second. Move 7 – useful for evading enemies when his teleportation fails – we raise
Members of land-dwelling races must Basic Speed to an even 7.00 (5 points).
have Swimming skill (p. 224) to Adding everything up, these traits cost Dai 158 points.
increase water Move, and cannot buy
more than +2 yards/second. If you’re
Amphibious (p. 40), both water and
ground Move equal Basic Move, and Air Move is 0 without special yard/second, or reduce it for -2 points
changes to Basic Move adjust both advantages. If you have Flight (p. 56), per yard/second. If you have Walk on
scores. If you’re Aquatic (p. 145), air Move equals Basic Speed ¥ 2 (not Air (p. 97), your air Move equals your
water move equals Basic Move and Basic Move ¥ 2). You can increase air ground Move, because the air is like
ground Move is 0.
Move directly for 2 points per solid ground beneath your feet.
BUILD
You are free to select any height and The extremes of each weight range 250 lbs. with “Average” build, the GM
weight the GM deems reasonable for a usually match the extremes of the should allow it.
member of your race. These choices do associated height range. Overlaps are Build-related disadvantages are
occasionally matter in play – for intentional. Consider two ST 10 men described below. In some settings, the
instance, when you attempt to imper- who stand 5’8” and weigh 175 lbs.: one GM may require you to take reaction
sonate an enemy, wear someone else’s might be big-boned and lean, the modifiers if you select these traits, but
armor, cross a rickety bridge, reach a other fine-boned and chubby. this is not automatic.
high ledge, or hide behind cover. Depending on muscle tone, a 160-lb.
If you are lighter or heavier than man could have any ST from 9 to 13 Skinny
usual for your ST, you may qualify for and claim “Average” build. -5 points
a build-related disadvantage. The fol- Regardless of weight, you never You have approximately 2/3 the
lowing table gives the thresholds for have to take a build-related disadvan- average weight for your ST. This
these disadvantages for normal tage. If you want to be ST 9, 5’1,” and gives you -2 to ST when you resist
humans.
Build Table
ST Height Weight Range by Build
Range Skinny Average Overweight Fat Very Fat
6 or less 4’4”-5’2” 40-80 lbs. 60-120 lbs. 80-160 lbs. 90-180 lbs. 120-240 lbs.
7 4’7”-5’5” 50-90 lbs. 75-135 lbs. 100-175 lbs. 115-205 lbs. 150-270 lbs.
8 4’10”-5’8” 60-100 lbs. 90-150 lbs. 120-195 lbs. 135-225 lbs. 180-300 lbs.
9 5’1”-5’11” 70-110 lbs. 105-165 lbs. 140-215 lbs. 160-250 lbs. 210-330 lbs.
10 5’3”-6’1” 80-120 lbs. 115-175 lbs. 150-230 lbs. 175-265 lbs. 230-350 lbs.
11 5’5”-6’3” 85-130 lbs. 125-195 lbs. 165-255 lbs. 190-295 lbs. 250-390 lbs.
12 5’8”-6’6” 95-150 lbs. 140-220 lbs. 185-290 lbs. 210-330 lbs. 280-440 lbs.
13 5’11”-6’9” 105-165 lbs. 155-245 lbs. 205-320 lbs. 235-370 lbs. 310-490 lbs.
14 or more 6’2”-7’ 115-180 lbs. 170-270 lbs. 225-355 lbs. 255-405 lbs. 340-540 lbs.
18 CREATING A CHARACTER
knockback. You get -2 to Disguise – or Size Modifier Table
to Shadowing, if you are trying to fol- Longest Size Longest Size
low someone in a crowd. Your HT Dimension Modifier Dimension Modifier
may not be above 14.
0.05 yard (1.8”) -10 3 yards (9’) +1
0.07 yard (2.5”) -9 5 yards (15’) +2
Overweight 0.1 yard (3.5”) -8 7 yards (21’) +3
-1 point 0.15 yard (5”) -7 10 yards (30’) +4
You have approximately 130% the 0.2 yard (7”) -6 15 yards (45’) +5
average weight for your ST. You get -1 0.3 yard (10”) -5 20 yards (60’) +6
to Disguise – or to Shadowing, if you 0.5 yard (18”) -4 30 yards (90’) +7
are trying to follow someone in a 0.7 yard (2’) -3 50 yards (150’) +8
crowd. However, your extra fat gives 1 yard (3’) -2 70 yards (210’) +9
you +1 to Swimming rolls, and +1 to 1.5 yards (4.5’) -1 100 yards (300’) +10
ST when you resist knockback. 2 yards (6’) 0 150 yards (450’) +11
Fat
-3 points SIZE MODIFIER giants, length for horizontal creatures
such as cats and dragons, diameter for
You have approximately 150% the (SM) blobs – on the Size Modifier Table
average weight for your ST. You get -2 (above).
to Disguise – or to Shadowing, if you Size Modifier rates a person or If a creature’s longest dimension
are trying to follow someone in a object’s most significant dimension: falls between two entries on the table,
crowd. However, your extra fat gives length, width, or height. It is a modifi- base its SM on the higher value. Box-,
you +3 to Swimming rolls, and +2 to er to rolls to hit you in combat and to sphere-, or blob-shaped characters add
ST when you resist knockback. Your Vision rolls made to spot you. Thus, it +2 to SM; elongated boxes, like most
HT may not be above 15. is a bonus for large creatures, a penal- ground vehicles, add +1.
ty for small ones. Although large crea- It is neither an advantage nor a dis-
Very Fat tures are easier targets, a positive SM advantage to have a nonzero SM – the
-5 points qualifies them to buy ST and HP more benefits and drawbacks tend to cancel
cheaply by taking the “Size” limitation.
You have approximately twice the out. The exceptions are genetic
average weight for your ST. You get -3 Most humans – and humanoids, dwarfism and gigantism, as these con-
to Disguise – or to Shadowing, if you robots, etc. that can pass for human – ditions affect bodily proportions
are trying to follow someone in a have SM 0, and can ignore this rule. (notably relative arm and leg length)
crowd. However, the extra fat gives Nonhumans use the SM on their racial and have social ramifications (you
you +5 to Swimming rolls, and +3 to template. However, your SM may devi- stand out in a crowd).
ST when you resist knockback. Your ate from racial average if you are not
HT may not be above 13. full-grown, or if you are a genetic Dwarfism (-1 SM)
dwarf or giant. -15 points
When creating a creature that is
larger or smaller than a human, find its You are abnormally short for your
SM by looking up its longest dimension species. Regardless of ST, your height
– height for upright creatures such as falls below the lowest value on the
Build Table – under 4’4,” for a human.
This gives you Size Modifier -1.
Choose your weight from the first line
of the Build Table and reduce it by
How GURPS Works: ST, Mass, and Move 15%.
It would be more realistic to calculate Basic Move from ST-to-mass You have -1 to Basic Move (short
ratio; for instance, a Fat character would move slower than one of Average legs). In combat, your reach is
build. If you want to simulate this, buy +1 Basic Move if your PC is reduced by 1 yard. This is partly
Skinny, -1 if he is Overweight, -2 if he is Fat, or -3 if he is Very Fat, all at because you have short arms and part-
the usual point cost. ly because you must use scaled-down
Women are on average lighter and weaker than men. You can simulate weapons (regardless of your ST, your
this by buying -1 or -2 to ST for the usual point cost. Choose a weight arms lack the leverage to control full-
appropriate to this lower ST. sized weapons).
The GM should never require either of the above options. Most players You get -2 to Disguise – or to
prefer to choose ST, height, weight, and sex without being penalized! Shadowing, if your are trying to follow
GURPS handles mass considerations descriptively for nonhumans; someone in a crowd. In backward set-
e.g., a race that stumbles along under excess body weight will have a racial tings, the GM may require you to take
penalty to Basic Move. a Social Stigma if you suffer from
Dwarfism.
CREATING A CHARACTER 19
Build Table – over 7’, for a human.
This gives you Size Modifier +1 and +1
to Basic Move (long legs), and quali-
Shopping for the fies you to buy ST and HP at a dis-
Big, Tall, Thin, and Small count. Choose your weight from the
If you are Skinny, Fat, or Very Fat, or have Dwarfism or Gigantism, last line of the Build Table and
clothing and armor tailored for average folk will not fit you! A shop in a increase it by 10%.
city or large town, especially at TL6+, might have a selection that fits. You get -2 to Disguise – or to
Otherwise, you will have to pay an extra 10% or 20% for Gigantism or Shadowing, if you are trying to follow
Very Fat – to have something made for you. This premium almost always someone in a crowd. On the other
applies to medieval/fantasy armor. hand, height often provides a bonus to
Intimidation skill (see p. 202). In back-
ward settings, the GM may require
you to take a Social Stigma if you suf-
fer from Gigantism.
A member of any race may be a Gigantism (+1 SM)
dwarf. Scale down height by a factor 0 points A member of any race may be a
of 0.75 from the racial average, and giant. Scale your height up by a factor
modify racial SM by -1. Otherwise, the You are abnormally tall for your of 1.25 from the racial average, and
rules remain the same. species. Regardless of ST, your height modify racial SM by +1. Otherwise,
falls above the highest value on the the rules remain the same.
AGE AND BEAUTY
Age and physical appearance play a A human infant has 30% of his the appearance roll for his Patron
major role in how others perceive you. adult ST score, 40% of his adult DX, (and eventually get rid of it altogeth-
Choose carefully! Except in settings 50% of his adult IQ, and Size er), increase his wealth, and buy off
with magic or advanced biotechnolo- Modifier -3. A 5-year-old has 60% of his Social Stigma. These changes have
gy, you will be unable to change your his adult ST, 70% of his adult DX and their usual point costs.
mind after the game begins. IQ, and SM -2. A 10-year-old has 80%
of his adult ST, 90% of his adult DX The Elderly
AGE and IQ, and SM -1. A 15-year-old has If you age in play, you will eventual-
adult scores. Interpolate between ly have to make HT rolls to avoid attrib-
You are free to pick any age the GM these values for children in other age ute loss (see Age and Aging, p. 444).
agrees is within the usual lifespan for groups. HT is usually unaffected by These rolls start at the first “aging
your race. Adventurers usually fall age, but young children might be at -1 threshold” for your race, becoming
somewhere between “young adult” or so relative to their adult HT. Note more frequent at the second threshold
and “old” – 18 to 70 years, for humans that there is no point cost for Size and again at the third. These thresholds
– but fiction is full of heroic youths Modifier; this is merely a special are 50, 70, and 90 years for humans.
and sharp 90-year-old veterans. effect. If you start at an advanced age, you
For nonhumans, use the above have no special disadvantages. Not
Children rules, but adjust the age categories everyone ages well, but heroes are
In many game worlds, especially upward or downward in proportion to exceptional, and you are free to make
those based on cartoons and fairy- the race’s rate of development. For elderly characters as fit and as capable
tales, children are just small adults. By instance, a race that reaches adult- as you wish. There are plenty of exam-
real-world standards, such children hood at age 36 instead of age 18 dou- ples of this kind of person in fiction –
would be exceptional. However, even bles the age thresholds given above. and in real life!
in a realistic campaign, those who Size Modifier is equal to the sum of To create a character who has
wish to roleplay “heroic” children do the SM given for a human child and declined with age, first decide what his
not have to play less-capable charac- the racial SM. attributes were before he got old.
ters – they can create their characters In many societies, children are sub- Reduce his ST, DX, and HT by 10% at
normally. ject to social restrictions. A child gen- the second aging threshold, or reduce
Players interested in complete real- erally is Dead Broke (see p. 25), worth ST, DX, and HT by 20% and IQ by 10%
ism are welcome to make children -25 points, and has Social Stigma at the third aging threshold. Then pur-
smaller and less capable than adults. (Minor) (see p. 155), for -5 points. chase the reduced values instead of the
To create a believable child, decide These traits are usually balanced values he had in his prime.
what his attributes will be when he is against Patron (Parents; 15 or less), Note that in many societies, the eld-
full-grown, reduce them, and pur- worth 30 points – see Patrons (p. 72). erly enjoy great respect. Represent this
chase the reduced values instead of the As a child grows up, he should by taking Social Regard (Venerated) –
full values. gradually improve his attributes see p. 86.
toward their full adult values, reduce
20 CREATING A CHARACTER
can put a finger on. This gives -1 on royalty. If your appearance is
PHYSICAL reaction rolls. -4 points. Handsome (Beautiful) or above, use
APPEARANCE Average: Your appearance gives you the “flat” reaction bonuses given for
no reaction modifiers either way; you Androgynous.
Appearance is mostly a “special can blend easily into a crowd. A view-
effect” – you may choose any physical er’s impression of your looks depends Special Enhancements
appearance you like. At minimum, on your behavior. If you smile and act Universal: Your reaction modifier
note the color of your skin, hair, and friendly, you will be remembered as applies to everyone who can see you,
eyes (or other features appropriate to pleasant-looking; if you frown and regardless of race. If your appearance
your race: scales, feathers, paint job, mutter, you will be remembered as is Handsome (Beautiful) or above, use
etc.). However, certain traits count as unattractive. 0 points. the “flat” reaction bonuses given for
advantages or disadvantages. Attractive: You don’t enter beauty Androgynous. This modifier is most
contests, but are definitely good-look- common for Hideous or worse mon-
Appearance Levels ing. This gives +1 on reaction rolls. 4 sters and for Attractive or better gods,
Appearance is rated in levels. Most points. faeries, and the like. The GM may
people have “Average” appearance, for Handsome (or Beautiful): You could deem it off-limits to normal mortals.
0 points. Good looks give a reaction enter beauty contests. This gives +4 on +25%.
bonus; this is an advantage and costs reaction rolls made by those attracted Special Limitations
points. Unappealing looks give a reac- to members of your sex, +2 from every- Off-the-Shelf Looks: You can apply
tion penalty; this is a disadvantage, one else. 12 points. this to any appearance better than
and gives you back points. These reac- Very Handsome (or Very Beautiful): Attractive. Through ultra-tech or
tion modifiers only affect those who You could win beauty contests – regu- magic, your looks are a variation on a
can see you! Those who cannot see you larly. This gives +6 on reaction rolls standard type or famous person.
might have to make a new reaction roll made by those attracted to members of You’re as beautiful as ever, but you get
upon first meeting you in person (GM’s your sex, +2 from others. Exception: half the usual reaction bonus with
option). Members of the same sex with reason people from your own culture,
Reaction modifiers due to appear- to dislike you (more than -4 in reaction because they’ve seen it all before.
ance only affect members of your own penalties, regardless of bonuses) resent (“Oh, look! Another Mr. Universe
race, a very similar race, or a dissimi- your good looks, and react at -2 2003!”) -50%.
lar race that finds your race attractive instead. As well, talent scouts, friendly
(for whatever reason). In all cases, the drunks, slave traders, and other nui-
GM’s word is final; humans are “very sances are liable to become a problem OTHER PHYSICAL
similar” to elves, but bug-eyed mon- for you. 16 points. FEATURES
sters are unlikely to care about a Transcendent: You are an “ideal
human’s appearance except in a silly specimen.” This gives +8 (!) on reac- There is more to appearance than
campaign. tion rolls made by those attracted to good (or not-so-good) looks. You may
Horrific: You are indescribably members of your sex, +2 from others, take any combination of the following
traits in conjunction with any appear-
monstrous or unspeakably foul, and and all the troublesome side effects of ance level.
cannot interact with normal mortals. Very Handsome. The GM is free to
This gives -6 on reaction rolls. The GM reserve this trait for angels, deities, Fashion Sense
may decide that this trait is supernatu- and the like. Such entities frequently 5 points
ral and unavailable to normal charac- possess Charisma (p. 41) or Terror
ters. -24 points. (p. 93) as well. 20 points. Your look is always one step ahead
Monstrous: You are hideous and Special Options of the crowd. You have the ability to
clearly unnatural. Most people react to The following options are available create a fashion statement out of the
you as a monster rather than a sapient for above-average appearance, and do cheapest and most nondescript mate-
being. This gives -5 on reaction rolls. not affect point costs: rials. This gives +1 to reaction rolls in
Again, this trait might not be appropri- social situations when you have a
ate for normal characters. -20 points. Androgynous: If your appearance is chance to plan your attire in advance.
Hideous: You have any sort of dis- Handsome (Beautiful) or better, you You can also give someone else a +1
gusting looks you can come up with: a may specify that your looks appeal reaction bonus when you put together
severe skin disease, wall-eye . . . prefer- equally to both sexes. You get a flat the outfit.
ably several things at once. This reaction modifier instead of a sex- Mistaken Identity
gives -4 on reaction rolls. -16 points. dependent bonus: +3 for Handsome,
Ugly: As above, but not so bad – +4 for Very Handsome, or +5 for -5 points
maybe only stringy hair and snaggle Transcendent. You are often mistaken for some-
teeth. This gives -2 on reaction rolls. -8 Impressive: If you are Attractive or one else. Your “double’s” allies
points. better, you can specify that you have approach you and tell you things you
Unattractive: You look vaguely exceptional physical presence that don’t want to know, and his acquain-
unappealing, but it’s nothing anyone doesn’t manifest as sexual magnetism. tances will treat you in strange and
This is typical of tigers and aged irritating ways. His enemies are after
CREATING A CHARACTER 21
you, too! You might eventually get puns or spitting on the floor would a position of helplessness, weakness,
things straightened out, but not with- give -2 to reactions, worth -10 points or need (which never includes those
out some effort. apiece. We leave -15-point habits (-3 to with the Callous disadvantage). Taken
If every member of your race looks reactions) to the imagination of those in conjunction with above-average
the same, your race qualifies for a depraved enough to want them! looks, Pitiable means you are “cute”
bizarre feature (see Features and instead of “sexy”; in combination with
Taboo Traits, p. 261), but you do not The reaction penalty for an OPH below-average looks, it means you are
have Mistaken Identity. applies only to members of your race. “appealingly homely,” like a basset
It is up to the GM to handle the reac- hound.
Odious Personal Habits tions of other races. A constant drool
-5, -10, or -15 points will irritate other humans, but a Unnatural Features
Martian might not even notice – and a
You usually or always behave in a troll might think it was cute! Of -1 point/level
fashion repugnant to others. An course, an entire race can behave in a You are superficially “normal” but
Odious Personal Habit (OPH) is manner repugnant to most other have one or more disturbing cosmetic
worth -5 points for every -1 to reaction races. These “Odious Racial Habits” features. To qualify for points, these
rolls made by people who notice your are priced identically to OPHs. must be unnatural for your race.
problem. Specify the behavior when Pointed ears and eyes like hot coals
you create your character, and work Pitiable would be unnatural for a human, but
out the point value with the GM. not for a demon from Hell! You must
5 points
Examples: Body odor, constant Something about you makes peo- specify the origin of your Unnatural
Features: magical curse, ultra-tech
scratching, or tuneless humming ple pity you and want to take care of surgery, rare disease, etc.
would give -1 to reactions, and are you. You get +3 on all reaction rolls Unnatural Features need not be
worth -5 points apiece. Constant bad from those who consider you to be in
unattractive (if they are, you can also
claim points for below-average
appearance), but they make it easy for
others to identify you and hard for you
Example of Character Creation (cont’d) to blend into a crowd. Each level, to a
We want Dai to look unremarkable – thieves who stand out don’t last maximum of five levels, gives -1 to
long! So we choose an Average build. For ST 8, this suggests a height your Disguise and Shadowing skills
between 4’10” and 5’8,” and a weight of 90 to 150 lbs. We pick 5’6” and 115 and +1 to others’ attempts to identify
lbs. We make Dai’s appearance Average as well. Since Dai is average in all or follow you (including their
respects, he pays 0 points. His point total remains at 158 points. Observation and Shadowing rolls),
unless almost everyone else in the
crowd happens to share your features.
SOCIAL BACKGROUND
The next few sections discuss your access to certain traits – notably skills being from a lower TL is a
society’s level of technological devel- – and equipment. disadvantage.
opment, cultures, and languages. It is Characters also have a TL, equal to
an advantage to be technologically that of the technology with which they Low TL
advanced, culturally literate, or lin- are most familiar. Unless you are espe- -5 points/TL below
guistically talented. Inadequacy in cially primitive or advanced, you campaign TL
these areas can be a crippling should record the TL of your game
disadvantage. world as your personal TL and move Your personal TL is below that of
on. the campaign world. You start with no
knowledge (or default skill) relating to
TECHNOLOGY In some game worlds, your person- equipment above your personal TL.
al TL may differ from the campaign
LEVEL (TL) average. A world might be TL8 on You will be able to learn DX-based
technological skills (pertaining to
average, but the citizens of one
“Technology level” (or “tech level”) advanced nation might be TL9 while vehicles, weapons, etc.) in play, if you
is a number that rates technological those from an underdeveloped region can find a teacher, but fundamental
development. The more advanced the might be TL7. And the TL of a space, differences in thinking prevent you
society, the higher its TL; see Tech time, or dimension traveler might dif- from learning IQ-based technological
Level and Starting Wealth (p. 27) for fer radically from that of his current skills. To overcome this limitation, you
examples from Earth’s history. The surroundings. must buy off this trait, increasing your
GM will tell you the TL of his world. Being from a higher TL than the personal TL. This usually requires a
Be sure to note this, as it affects your campaign norm is an advantage; lengthy period of re-education (see
Chapter 9).
22 CREATING A CHARACTER
High TL Appeal, Sociology, Streetwise, and race; in a futuristic setting, an entire
Teaching. To get rid of this penalty, buy planet or even a galactic empire might
5 points/TL above
the following advantage: have a single, monolithic culture.
campaign TL See Cultural Adaptability (p. 46) for
Your personal TL is above that of Cultural Familiarity additional options.
the campaign world. You may enter 1 or 2 points/culture
play with skills relating to equipment
up to your personal TL. This is most You are familiar with cultures LANGUAGE
useful if you also have access to high- other than your own, and do not suf- GURPS assumes that most charac-
TL equipment (see Tech Level and fer the -3 penalty for unfamiliarity. ters can read and write their “native”
Equipment, p. 27), but the knowledge This costs 1 point per culture of the language. This ability costs no points,
of a high-tech doctor or scientist can same (or very similar) race, or 2 points but you should note your native lan-
be very useful in a low-tech setting, per alien culture. guage on your character sheet; e.g.,
even without specialized equipment! To prevent point-cost inflation, the “English (Native) [0].”
GM should use broad definitions of
culture: East Asian, Muslim, Western, The rest of this section is only
CULTURE etc. A single nation would have to be important if you can communicate in
more than one language (an advan-
You are automatically familiar with very different to merit its own Cultural tage) or have difficulty with your
the social peculiarities of one major Familiarity. In fantasy worlds, the GM native tongue (a disadvantage).
culture of your choice. You suffer no might wish to have one culture per
skill penalties when interacting with
people from that culture. The GM will
provide a list of cultures to choose
from (or let you invent your own –
many GMs appreciate players’ contri-
butions to the game world!). Sapience and Language
When dealing with an unfamiliar The Language rules are for sapient characters. You must have at least
culture, you have -3 to use any skill IQ 6 to receive a native tongue for free and be able to learn new languages.
with a significant cultural component, Sapience does not guarantee the physical capacity for speech, though –
including Carousing, Connoisseur, you might need to rely on sign language.
Criminology, Dancing, Detect Lies, Those with IQ 5 or less do not get a native tongue for free and cannot
Diplomacy, Fast-Talk, Games, Gesture, learn languages. They can only communicate basic concepts. They can be
Heraldry, Intimidation, Leadership, taught a few commands, however – see Chapter 16.
Merchant, Poetry, Politics, Psychology,
Public Speaking, Savoir-Faire, Sex
CREATING A CHARACTER 23
Comprehension Levels speech, bad phone connections, etc., learn skills such as Public Speaking
The point cost to learn an addition- this roll is at -2 to -8! Native speakers and Writing at very high levels.
al language depends on your “compre- who already dislike foreigners (see Poorly educated individuals who
hension level”: a measure of how well Intolerance, p. 140) react to you at an can barely get by in their native
you function in that language overall. extra -1. 2 points/language. tongue should take the point differ-
There are four comprehension levels: Accented: You can communicate ence between their actual level and
clearly, even under stress. However, Native level as a disadvantage. For
None: You are completely incapable your speech and writing are idiosyn- instance, someone who has his native
of functioning in the language. If you cratic, and it is obvious that this is not tongue at Broken level has a -4-point
do not spend points on a non-native your native language. You have -1 disadvantage.
language, this comprehension level is when using skills that depend on lan-
assumed – there is no need to note it guage, doubled to -2 for artistic skills. Spoken vs.
for every language you don’t know! 0 You receive no reaction penalty from Written Language
points/language. native speakers, but you will be unable The point costs above assume that
Broken: You can recognize impor- to pass for a native (this can be a you read/write and speak the language
tant words and understand simple major problem for would-be spies!). 4 equally well. If your written and spo-
sentences if they are spoken slowly. points/language. ken ability differ, select separate spo-
You have -3 when using skills that Native: You have full mastery of the ken and written comprehension levels
depend on language, such as Fast- language, including idioms. You can and pay half cost for each. For
Talk, Public Speaking, Research, think in the language. You have no instance, if you learned to write
Speed-Reading, Teaching, and penalty to use skills that depend on French from a book, you might have
Writing. This doubles to -6 for artistic language. You start with one language “French: Spoken (None)/Written
skills that rely on the beauty of the lan- at this level for free. If you buy Native (Native) [3].”
guage (Poetry, Singing, etc.). In stress- comprehension in a foreign tongue,
ful situations – e.g., encounters involv- you can pass for a native speaker. 6 Literacy
ing combat or reaction rolls – you points/language.
must roll against IQ to understand or Your written comprehension level
make yourself understood in the lan- Exceptional Competence determines your degree of literacy in
guage. On a failure, you convey no and Incompetence that language:
information, but you may try again. Great orators, writers, and other Literacy is a written comprehen-
Critical failure means you convey the masters of the language should start sion of Accented or better. You can
wrong information! For hurried read and write competently and at full
with Native-level comprehension, then
speed.
Semi-literacy is a written compre-
hension of Broken. A semi-literate
person would require three minutes to
Accents read this sentence, and would have to
make an IQ roll to understand the full
If your spoken comprehension is Broken or better, you can attempt to meaning! Many words are always
fake a regional accent. To fool someone, you must win a Quick Contest of unintelligible to a semi-literate person,
Acting (p. 174) or Mimicry (Speech) (p. 210) vs. his IQ. You are at -6 for including some in this paragraph.
Broken comprehension, or -2 for Accented . . . but a non-Native listener Illiteracy is a written comprehen-
has similar penalties to his IQ roll! sion of None. If this is the case, you
Each accent is a separate familiarity (see p. 169) for Acting or really can’t read! Signs, scrolls, books,
Mimicry. To memorize a new accent, you must listen to that accent used and names on maps (though not the
in conversation for at least one hour and make a successful roll against maps themselves) are completely
the higher of IQ or Linguistics, at +5 for Eidetic Memory or +10 for incomprehensible to you. The player
Photographic Memory (see Eidetic Memory, p. 51). may pass secret notes to the GM (and
vice versa), but the character cannot
Broken to Broken read anything.
At TL4 and below, it is quite possi-
If you and the person with whom you are speaking both have a com- ble to go all your life without needing
prehension level of Broken, conversation will be difficult. This is definite-
ly a “stressful situation”! Each of you must roll against IQ once per piece to read. In settings like this, illiteracy
of information; all the usual modifiers apply. If you both succeed, you get or semi-literacy is the norm. Most peo-
the point across. If one of you fails, you just fail to communicate. But if ple have a spoken comprehension
both of you fail, the listener gets the wrong idea. This could be level of Native, but their written com-
embarrassing or dangerous – possibly for both of you. The GM should be prehension is Broken or None.
creative! Illiteracy in your native tongue –
Spoken (Native)/Written (None) – is a
disadvantage worth -3 points. Semi-
literacy – Spoken (Native)/Written
24 CREATING A CHARACTER
Characters with the Deafness
(p. 129) or Mute (p. 125) disadvan-
Example of Character Creation (cont’d) tages start with one sign language and
Dai is from a TL3 (medieval) world, but that’s “background color” – his written ability in one regular language
– both at Native level – instead of spo-
ISWAT trainers corrected this deficiency. He currently functions at TL8, ken and written ability in one lan-
which is standard in the Infinite Worlds setting. The cost to be at the cam- guage. Those who are illiterate, or
paign-average tech level is 0 points. incompetent at sign language, can buy
Dai is familiar with Yrth’s culture and knows one of its languages: down their language abilities using
Anglish. This costs 0 points; everybody gets a culture and a language for the usual rules.
free. But Dai is also familiar with the culture of ISWAT’s world, Homeline,
and has passable English. Cultural Familiarity (Homeline) is 1 point, Learning Languages
while English (Accented) is another 4 points. To learn a new language, use the
Dai pays a total of 5 points for his social background. This makes his rules for learning skills (p. 292): 200
current point total 163 points.
hours of learning gives you one point
to spend. Note that language study is
four times as hard without a teacher!
If you live in another country and
(Broken) – is worth -2 points. The GM stylized, and can communicate almost speak its language at all times, that
should not count these points against any concept. Treat it as any other lan- is the automatic equivalent of 4
the disadvantage limit if illiteracy is guage, with one important difference: hours/day of training; there is no need
the norm in the game world. a sign language has one form (signed) to allocate specific study time unless
instead of two (spoken and written). As you want to get more than this default.
Sign Language a result, sign languages costs half as Thus, every 50 days, you get a
A true sign language – e.g., much: 1 point for Broken, 2 points for character point to spend in that
American Sign Language – is complex, Accented, and 3 points for Native language.
comprehension.
WEALTH AND INFLUENCE
Now you need to determine your Wealth Average: The default wealth level, as
position in your society: How much Variable explained above. 0 points.
money do you have, what privileges Comfortable: You work for a living,
do you enjoy, and how do others react Above-average Wealth is an advan- but your lifestyle is better than most.
to you? tage; it means you start with two or Your starting wealth is twice the aver-
more times the average starting wealth age. 10 points.
of your game world. Below-average
Wealthy: Your starting wealth is five
WEALTH Wealth is a disadvantage; it means you times average; you live very well
Wealth is relative. A middle-class start with only a fraction of average indeed. 20 points.
American lives in more luxury than a starting wealth. The precise meaning of Very Wealthy: Your starting wealth is
medieval king, though he may have each wealth level in a particular game 20 times the average. 30 points.
fewer gold coins in his basement. It all world will be defined in the associated Filthy Rich: Your starting wealth is
depends on the game world – see Tech worldbook. 100 times average. You can buy almost
Level and Starting Wealth (p. 27). In Dead Broke: You have no job, no anything you want without considering
most worlds, the range of standard source of income, no money, and no the cost. 50 points.
starting wealth and income is relative- property other than the clothes you are Multimillionaire: “Filthy rich”
ly great, and your skills determine wearing. Either you are unable to work doesn’t even begin to describe your
your job and income; see Economics or there are no jobs to be found. -25 wealth! For every 25 points you spend
(p. 514) for more information. points. beyond the 50 points to be Filthy Rich,
Personal wealth is rated in “wealth Poor: Your starting wealth is only 1/5 increase your starting wealth by anoth-
levels.” A level of “Average” costs no of the average for your society. Some er factor of 10: Multimillionaire 1 costs
points, and lets you support an aver- jobs are not available to you, and no job 75 points and gives 1,000 times average
age lifestyle for your game world. The you find pays very well. -15 points. starting wealth, Multimillionaire 2
rest of these rules apply if you are Struggling: Your starting wealth is costs 100 points and gives 10,000 times
unusually poor or wealthy, have a only 1/2 of the average for your socie- starting wealth, and so on, to a maxi-
source of income that does not require ty. Any job is open to you (you can be mum level (ususlly 3 or 4) set by the
you to work, or are in debt. a Struggling doctor or movie actor), GM. 50 points + 25 points/level of
but you don’t earn much. This is Multimillionaire.
appropriate if you are, for instance, a
21st-century student. -10 points.
CREATING A CHARACTER 25
Wealth and Status income is 1% of your starting wealth However, you can have Independent
In some game worlds, Status (see (adjusted for wealth level) per level of Income and a job; just add the income
p. 28) is closely tied to Wealth. In a set- this trait, to a maximum of 20%. If from both sources. If you are wealthy,
ting like this, if you are Wealthy or bet- your income derives from invest- this allows you to work less than full
ter, you get +1 Status for free. This ments, you need not specify their time (e.g., 10 hours per week instead
bonus increases to +2 at Multi - value; this trait assumes that you of 40, for 1/4 the usual salary) and still
millionaire 1 and to +3 at cannot or will not invade your make a good living.
Multimillionaire 2. No one may claim capital.
more than +3 Status from Wealth. This trait is unrelated to wealth Debt
level. A Filthy Rich heiress has -1 point/level
Independent Income Independent Income . . . but so do an You owe money. This could repre-
1 point/level Average pensioner and a Poor welfare sent a loan, back taxes, child support,
You have a source of income that recipient. or alimony . . . or “hush money” paid
does not require you to work: stock Independent Income most often to blackmailers . . . or “protection
portfolio, trust fund, rental property, means your occupation is something money” extorted by gangsters. You
royalties, pension, etc. Your monthly like dilettante, retiree, or welfare must make a monthly payment equal
recipient – not an actual “job.” to 1% of your starting wealth (adjust-
ed for wealth level) per level of this
trait, to a maximum of 20%. Debt can
accompany any wealth level above
Starting Wealth Dead Broke; plenty of multimillion-
aires owe significant amounts of
“Starting wealth” covers both money and property. Start with the money!
amount of money your wealth level entitles you to for your game world. Your monthly payment is deducted
Buy the possessions you want to start with (see Chapter 8, or consult the from your monthly earnings at your
equipment list in the relevant worldbook). Any unspent money is your job. If your job cannot cover your
“bank account.” Debt, you have to pay out of your cash
Realistically, if you have a settled lifestyle, you should put 80% of your reserves, take a second job, or steal.
starting wealth into home, clothing, etc., which leaves only 20% for If you cannot pay – or choose not to
“adventuring” gear. If you are a wanderer (pioneer, knight-errant, Free pay – there will be trouble. For bank
Trader, etc.), or Poor or worse, the GM might allow you to spend all your loans, this means repossession of your
starting wealth on movable possessions. worldly goods. For alimony, child sup-
The GM should not allow wealthy PCs to bankroll their poorer associ- port, fines, or taxes, this means a court
ates. This makes below-average Wealth little more than “free points.” The date. And if you owe money to the
GM might allow rich characters to hire poor ones. If so, he should make mob, you might end up being strong-
it obvious – through such means as NPC reactions (“Oh, so you’re the armed into criminal activities . . . or
hired help?”) – that the poorer PC is earning his disadvantage points by staring down the barrel of a shotgun.
giving up some of his independence. The GM should be creative!
It is assumed that you cannot easi-
Trading Points for Money ly rid yourself of this obligation. It
If you need a little extra money, you may trade character points for it takes more than money to buy off
– either at the time of creation or in play. Each point yields 10% of the Debt – you must pay off the points and
campaign’s average starting wealth. Money obtained this way can be work out a logical in-game explana-
saved, invested, gambled, spent on equipment, etc. You are free to spend tion with the GM.
as many points as you wish, but if you plan to spend more than 10 points,
you would be better off just buying Wealth! REPUTATION
Unlike Wealth, points traded for money do not appear on your char-
acter sheet – they are gone. If you exercise this option during character It is possible to be so well-known
creation, you are worth fewer points than your associates (but you are that your reputation becomes an
better equipped!). advantage or a disadvantage. This
You can also spend points on specific equipment, if it’s key to your affects reaction rolls made by NPCs
character concept. See Signature Gear, p. 85. (see p. 494). A reputation has four ele-
ments: Details, Reaction Modifier,
Later Earnings People Affected, and Frequency of
You can depend on your adventures to bring in money . . . or you can Recognition.
get a job (see p. 516). Remember that in many worlds, unemployment is
cause for grave suspicion and bad reaction rolls. Details
If a poor PC becomes wealthy, the GM should require the player to The details of your reputation are
“buy off” the disadvantage with character points – see p. 121. entirely up to you; you can be known
for bravery, ferocity, eating green
26 CREATING A CHARACTER
snakes, or whatever you want.
However, you must give specifics.
Reputation is, by definition, some- Tech Level and
thing noteworthy; there is no such
thing as a “generic” reputation. Starting Wealth
Tech level (p. 22) determines starting wealth, as technologically
Reaction Modifier advanced societies tend to be richer. Below is a comparison of TLs and
Specify the reaction-roll modifier suggested starting wealth.
that you get from people who recog-
nize you. This determines the base TL0 Stone Age (Prehistory and later). $250.
cost of your reputation. For every +1 TL1 Bronze Age (3500 B.C.+). $500.
bonus to reaction rolls (up to +4), TL2 Iron Age (1200 B.C.+). $750.
the cost is 5 points. For every -1 TL3 Medieval (600 A.D.+). $1,000.
penalty (up to -4), the cost is -5 TL4 Age of Sail (1450+). $2,000.
points. TL5 Industrial Revolution (1730+). $5,000.
TL6 Mechanized Age (1880+). $10,000.
People Affected TL7 Nuclear Age (1940+). $15,000.
The size of the group of people who TL8 Digital Age (1980+). $20,000.
might have heard of you modifies the TL9 Microtech Age (2025+?). $30,000.
base cost: TL10 Robotic Age (2070+?). $50,000.
TL11 Age of Exotic Matter. $75,000.
Almost everyone in your game
world (but not those from other uni- TL12+ Whatever the GM likes! $100,000.
verses – at least, not until they have
met you!): ¥1. GURPS gives wealth and prices in “$” for convenience. The $ can stand
Almost everyone in your game for “dollars,” “credits,” “pennies,” or even units of barter. In a contempo-
world except one large class (everyone rary setting, $1 is a modern U.S. dollar. In other periods, $1 equates rough-
but the French, everyone but Elves, ly with the amount of local currency needed to buy a loaf of bread or equiv-
everyone but offworld visitors): ¥2/3. alent staple – not with historical U.S. dollars.
Large class of people (all people of For example, in a high medieval society, each $ might be a copper far-
a particular faith, all mercenaries, all thing. In WWII-era America, each $ would convert to $0.10 in deflated
tradesmen, etc.): ¥1/2. 1940s-era dollars. And in a cyberpunk world with hyperinflation, each $
Small class of people (all priests of might equal $1,000 in grossly devalued 2030-era dollars! The GURPS $ is
Wazoo, all literate people in 12th-cen- a constant, however. Variations in starting wealth by TL reflect increased
tury England, all mages in modern prosperity due to civilization’s progress – not inflation.
Alabama): ¥1/3. Worldbooks might give starting wealth, wages, and prices in local cur-
rency – historical U.S. dollars, British pounds, pieces of eight, etc. In such
If the class of people affected is so cases, they will always give a conversion factor to constant $.
small that, in the GM’s opinion, you
would not meet even one in the aver- Tech Level and Equipment
age adventure, your reputation isn’t You enter play with “starting wealth” appropriate
worth points. This depends to the campaign TL. If you are from a higher TL, you
on the setting; for instance, may start with access to the equipment of your per-
mercenary soldiers are rare sonal TL. However, the price of an item of equipment is
in some game worlds, doubled for every TL by which its TL exceeds that of the
common in others. campaign!
For instance, a TL8 character in a TL3 game world
Frequency of starts with the same $1,000 as everyone else at TL3. If
Recognition he wants a TL8 assault rifle that normally costs
Either your name or $1,500, it costs him 32 times as much (five TLs of dif-
your face is enough to trig- ference results in five doublings, or a factor of 32) – or
ger a “reputation roll” to $48,000 – since the rifle is far more valuable in a low-
see if the people you meet tech setting. He’d need to start with some Wealth!
have heard of you. Roll There is no guarantee that high-TL adventurers
once for each person or will continue to have access to high-tech gear in play.
small group you meet. For If you want a piece of gear, then you should buy it
a large group, the GM may when you start out. If your TL8 adventurer is dropped
roll more than once if he into a TL3 world with 100 rounds of ammunition for
likes. The frequency with his assault rifle, then he had better use it wisely. Once
which you are recognized it’s gone, it’s gone . ..
modifies the cost of your
reputation:
CREATING A CHARACTER 27
fame and fortune. To influence others
through established channels (as
Classless Meritocracies opposed to relying on popularity or
bribery), you must purchase one or
In many societies, especially feudal ones, Status is the primary form of more types of social rank, each of
social rank. However, some societies, notably modern and futuristic ones, which has unique benefits and
claim to be “classless.” This does not mean that social rank doesn’t exist! drawbacks.
It just means that merit – most often in the form of wealth, education, or
public service – replaces entitlement or birthright as the determiner of rel- Status
ative social position. 5 points/level
In a classless society, the GM may wish to limit the amount of Status Status is a measure of social stand-
that PCs can buy directly to only two levels. This represents some combi- ing. In most game worlds, Status lev-
nation of higher education, professional license (such as in law or medi- els range from -2 (serf or street per-
cine), respected family name, and cultural achievements (anything from son) to 8 (powerful emperor or god-
“rock star” to “poet laureate”). The only way to obtain higher Status is to king), with the average man being
get it for “free” from high Wealth (p. 25) or Rank (p. 29). Status 0 (freeman or ordinary citizen).
In a society where some form of Rank – not Status – is the official If you do not specifically buy Status,
yardstick of power, it takes finesse to turn high Status to your advantage. you have Status 0. Status costs 5
For instance, you might come from a “good” family and have a decent points per level. For instance, Status 5
education, allowing you to buy Status 2 outright. You might also be rich costs 25 points, while Status -2 is -10
(Multimillionaire 1) for +2 Status and hold local office (Administrative points. Status also costs money to
Rank 3) for +1 Status. This would give you Status 5 in total. To overrule maintain (see p. 516).
a senior bureaucrat with Administrative Rank 6 and Status 2, though, Status is not the same as personal
you’ll have to use your social connections. You might have more clout in popularity (see Reputation, p. 26) or
high society (Status 5 vs. Status 2), but he outranks you in the eyes of the the popularity of your racial or ethnic
law (Rank 6 vs. Rank 3)! group (see Social Regard, p. 86, and
Social Stigma, p. 155). Status can
sometimes influence others’ reactions,
but its main effect is to spell out where
All the time: ¥1. resulting costs. Modify this total for you stand in the social pecking order.
Sometimes (roll of 10 or less): ¥1/2. frequency of recognition. The reputa- In short, Status represents power.
Occasionally (roll of 7 or less): ¥1/3. tion is an advantage if the net point High Status
Of course, your reputation extends cost is positive, a disadvantage if neg- Status greater than 0 means you
only within a certain area. If you trav- ative. The final point cost may be 0, are a member of the ruling class in
el far enough away, the GM may but you should still record it on your your culture. Your family may be
require you to “buy off” the disadvan- character sheet! hereditary nobles (e.g., Plantagenet,
tage points you received for a bad rep- Windsor), successful businessmen or
utation. (There is no corresponding Example 1: Sir Anacreon has a rep- politicians (Rockefeller, Kennedy), or
bonus for losing a good reputation.) utation for fearless monster-slaying. some other type of big shots. You may
Apply multipliers for people affected This earns him a +2 reaction from even have achieved Status by your
and frequency of recognition, and those who recognize him. Everyone own efforts. As a result, others in your
then drop all fractions at the end. has heard of him (no modifier), and culture only defer to you, giving you a
he is recognized on a roll of 10 or less
Multiple Reputations (¥1/2). He has a 5-point advantage. bonus on all reaction rolls.
High Status carries various privi-
You may have more than one repu- Example 2: The Green Dragon has leges, different in every game world;
tation, and your reputations can over- a reputation as a crimefighter. He gets your GM will give you this informa-
lap. The GM should check each one +3 reactions from honest citizens – tion. Note that any high-Status person
before determining how an NPC reacts which is almost everyone except the is a likely target for kidnappers and
to you. Your total reaction modifier large class of dishonest citizens (¥2/3) social climbers, and that some
from reputations cannot be better than – for 10 points. He receives a -4 reac- criminal types hate “the ruling class.”
+4 or worse than -4 in a given tion from the underworld – a large Low Status
situation. group (¥1/2) – for -10 points. The net
point cost for his reputation is 0 Status less than 0 means you are a
Multifaceted points. If his player wished, he could serf or a slave, or simply very poor.
Reputations specify a frequency of recognition, but This is not the same thing as Social
Stigma (p. 155). In medieval Japan,
A single reputation can give differ- the final cost would still be 0 points. for instance, a woman could have high
ent reaction modifiers with different Status, but still get a -1 on reactions
groups, provided the groups do not IMPORTANCE due to the Social Stigma of being
overlap. Set the reaction modifier for female. A modern-day criminal could
each group, modify the cost for the Your formally recognized place in theoretically have any level of Status
size of the group, and then add up the society is distinct from your personal
28 CREATING A CHARACTER
in conjunction with the Social Stigma before you will be recognized. Status typically one of the traits given under
of a criminal record. costs no fewer points in such societies; Privilege (p. 30) or a minimum skill
The interaction of Status, Social you may get fewer reaction bonuses, level. These things have their own
Stigma, and Reputation can give inter- but you can also live a normal life, and point costs, not included in the cost of
esting results. For instance, a person it is far more difficult for someone to the Rank.
who is obviously from a lower social impersonate you. In a given society, there are usually
class, or even a disdained minority several systems of Rank; the precise
group, might earn such a reputation Rank varieties depend on the game world.
as a hero that others react well to him. 5 or 10 points/level In most cases, you may hold more
Status as a Reaction Modifier Specific sectors of society – e.g., the than one kind of Rank, although the
When the GM makes a reaction civil service, the military, and certain GM is free to rule that holding one
roll (see p. 494), the relative Status of powerful religions – often have inter- sort of Rank precludes holding
the characters involved can affect the nal ranking systems, distinct from another.
reaction. The GM can roleplay NPCs Status. If an organization like this has Rank may coexist with Status. If
as he likes, of course, but here are significant social influence, or access so, then high Rank grants additional
some general guidelines: to useful resources, then its members Status at no extra cost: +1 to Status at
must pay points for their rank within Rank 2-4, +2 to Status at Rank 5-7,
Higher Status usually gives a reac- the organization. and +3 to Status at Rank 8 or higher.
tion bonus. When dealing with a social Rank comes in levels. Each Rank This represents society’s respect for
inferior, apply the difference between has authority over those of lower senior members of important social
your Status levels as a reaction bonus Rank – regardless of personal ability. institutions. If you hold multiple types
– except, of course, when dealing with In most cases, there are six to eight of Rank, then you may claim a Status
someone who resents Status. For levels of Rank. The GM should deter- bonus for each of them.
instance, if you have Status 3, those of mine the highest Rank available to Alternatively, one form of Rank
Status 1 react to you at +2, and those starting characters, usually Rank 3-5. might replace Status; for instance,
of Status 0 react at +3. Unlike Status, Rank costs no Religious Rank in a theocracy. In soci-
Lower Status may give a penalty. If money to maintain. On the other eties like this, Status does not exist.
you are dealing with a higher-Status hand, almost all forms of Rank come Each level of Rank gives all its usual
NPC who is basically friendly, your with a Duty (see p. 133). Rank often benefits plus the effect of an
Status doesn’t matter (as long as it’s has stringent prerequisites, too – equivalent level of Status.
positive). After all, the king has a far
higher Status than his knights, but he
reacts well to them . . . most of the
time. But if the NPC is neutral or
already angry, lower Status makes it
worse (“How dare you, a mere knight, Special Rules for Rank
tell me my battle plan is foolish?”). A number of special situations might arise in play for those with Rank.
Again, apply the difference in Status
levels as a reaction modifier, but in Temporary Rank
this case it gives a penalty.
Negative Status usually gives a Those of higher Rank may temporarily increase your Rank for a prede-
penalty. If your Status is so low as to termined amount of time – until the end of a project, battle, etc. This
be negative, those of higher Status process is called brevetting in the case of Military Rank. To keep temporary
always react badly to you. Apply the Rank, you must meet all the usual requirements and pay the appropriate
difference between your Status and point cost.
the NPC’s as a reaction penalty, but no Courtesy Rank
worse than -4.
Those who have formerly held Rank may retain that Rank as “Courtesy
Recognizing Status Rank” for only 1 point per level. Those who currently hold a title that car-
Status only affects reaction rolls if ries little real authority may also take Courtesy Rank. Courtesy Rank is for
it is obvious to those around you. In social situations only; it gives you a fancier title.
some settings, your bearing, dress,
and speech communicate your Status. Rank for Spies
Indeed, if you have very high Status, Officers of national intelligence services often possess a special catego-
your face may be easily recognized – ry of Military Rank, distinct from that of line soldiers. Employees of civil-
or perhaps the gaggle of servants that ian intelligence agencies usually possess some variety of Administrative
surrounds you gets the message Rank instead. Finally, some counterintelligence officers are actually
across. police, and hold Police Rank. Those playing spies should consult with the
In other societies, you will have to GM before purchasing Rank of any kind!
produce physical proof (ID cards,
signet rings, etc.), pass a test, or
submit to ultra-tech or magical scans
CREATING A CHARACTER 29
Rank is worth 5 points per level if it
coexists with Status, or 10 points per
level if it replaces Status. Common Example of Character Creation (cont’d)
varieties of Rank include:
ISWAT feeds and clothes Dai, and issues him the equipment he needs
Administrative Rank: Position with- on a mission, but does not let him fetch his loot from Yrth. Thus, he does
in a governmental bureaucracy. When not personally own much. We give him Wealth (Poor), for -15 points. This
dealing with other administrators, dif- gives 1/5 starting wealth for TL8, or $4,000. Still, by Yrth standards (start-
ferences in Rank work just like differ- ing wealth at TL3 is only $1,000), he lives in more luxury than he knew as
ences in Status (see p. 28). At TL5 and a master thief!
higher, a large bureaucracy might Looking at the traits listed under Privilege and Social Restraints, we
have several varieties of Rank: one per choose two to reflect Dai’s job. ISWAT is powerful, and its agents’ Legal
government department, and possibly Enforcement Powers (p. 65) reach across time and space, for 15 points.
extra categories for the senate, judici- But these powers come with a Duty (p. 133), which occurs on 15 or less
ary, etc. (Defense or law-enforcement and is extremely hazardous, for -20 points.
officials use Military or Police Rank Dai’s wealth and influence are worth a net -20 points. This lowers his
instead.) Note this on your character running point total to 143 points.
sheet; e.g., Administrative Rank
(Judiciary).
Merchant Rank: Position within a
national or transnational organization Police Rank: Position in a police
of merchants. This could be anything force. Each agency has its own variety PRIVILEGE
from the mercantile culture of the of Rank. You must buy Legal You may buy special privileges
Aztecs (where Merchant Rank verged Enforcement Powers (p. 65) before within your society – e.g., a hard-to-
on being Status) to the “merchant you can buy Police Rank; this is the obtain license, an “in” with an influen-
marine” of a modern or futuristic soci- difference between a patrol officer tial social group, or an exemption
ety (where Merchant Rank often par- (Police Rank 0, for 0 points) and an from certain laws – that allow you
allels Military Rank during wartime). ordinary citizen (no Police Rank, also more latitude in your actions. Such
Military Rank: Position within a 0 points). Note that in a police state, advantages are not directly linked to
military organization. Each organiza- there is no difference between Police Rank or Status. For instance, a spy
tion is structured differently. In gener- Rank and Military Rank. with low Rank might have a “license
al, personnel that are not specifically Religious Rank: Position in a reli- to kill,” while his commander, a
leaders will be Rank 0-2, while low- gious hierarchy. Each religion has its bureaucrat with much higher Rank, is
level officers and senior enlisted men own variety of Rank. You must buy bound by all the rules of polite society.
will be Rank 3-4. Rank 5 and higher is Clerical Investment (p. 43) before you Privileges include the advantages
normally limited to major commands can buy Religious Rank; this is the dif- of Claim to Hospitality (p. 41),
and duties where the officer is respon- ference between a novice (Religious Clerical Investment (p. 43), Legal
sible for extremely valuable or rare Rank 0, for 0 points) and a layperson Enforcement Powers (p. 65), Legal
resources. Limited-duty officers, spe- (no Religious Rank, also 0 points). Immunity (p. 65), Security Clearance
cialists, and personnel with little actu- Other common requirements include (p. 82), Social Regard (p. 86), and
al responsibility or command authori- a minimum level of Theology skill and Tenure (p. 93).
ty have a lower Rank in GURPS being of a particular sex or race.
terms, despite possibly possessing Differences in Rank work just like dif-
titles identical to those of a higher ferences in Status (see p. 28) when SOCIAL
Rank; represent this with one or more dealing with co-religionists and those RESTRAINTS
levels of Courtesy Rank (see Courtesy who respect your faith.
Rank, p. 29) Your social situation can instead
deprive you of freedom. This can take
many forms: an onerous obligation;
the need to hide your deeds or lifestyle
in order to avoid persecution; or wide-
spread disdain for your cultural
group, occupation, or social class.
Such traits are considered disadvan-
tages – see Duty (p. 133), Secret
(p. 152), and Social Stigma (p. 155).
All of these traits are externally
imposed. If you are limited by your
values, see Self-Imposed Mental
Disadvantages (p. 121) instead.
30 CREATING A CHARACTER
FRIENDS AND FOES
You can claim to know just about life histories, and character sheets, inappropriate. He might even choose
anyone – and maybe you really do! just like PCs. In each case, the GM will to forbid entire classes of NPCs –
Your life history should include at interview you regarding the attitude, Dependents, Enemies, Patrons,
least some details about your relation- character story, and general abilities etc. – if he feels they would unduly
ships – good, neutral, or bad – with of the NPC, and then use this infor- disrupt the flow of the game.
other people in the game world. mation to create a character sheet.
It costs points to have associates Character sheets for Associated CONTACTS
you can rely on for assistance during NPCs – like those of all NPCs – are for
an adventure. Likewise, individuals the GM’s eyes only. You will not have You may also have associates who
who complicate your life or actively access to them! When these NPCs provide useful information or very
seek to thwart you, personally, are become involved in the game, the GM minor favors, but who do not become
worth points as disadvantages. Note plays their roles and control their physically involved in dangerous
that these NPCs need not be people– actions. Thus, even your closest asso- adventures. They appear only for long
they might be spirits, animal side- ciates are never 100% predictable. enough to help out, and then quickly
kicks, or robots. Buy advantageous Associated depart. The GM will roleplay them
NPCs as Allies (p. 36) or Patrons and give them personalities, but since
ASSOCIATED (p. 72). Disadvantageous ones include they are no more likely than any other
friendly NPC to get involved in the
Dependents (p. 131) and Enemies
NPCS (p. 135). The GM’s word is final action, they do not require full charac-
in all cases. The GM is free to forbid ter sheets. Purchase such NPCs as
Some friends and foes physically an Associated NPC that he feels Contacts (p. 44) or Contact Groups
enter play when they appear. These would be disruptive, unbalanced, or (p. 44).
“Associated NPCs” have personalities,
IDENTITIES
By now, you should have a good Pseudonyms While useful, such a false identity will
idea of what you look like and who In many countries – including the eventually be noticed and eliminated
you are . . . but this might be only one present-day United States – it is legal to (and the user sought after!). This kind
of several faces that you show the use a false name for privacy as long as of identity is not considered an
world. Most people have just one iden- you do not attempt to defraud or inter- advantage, and costs no points; buy it
tity – but a criminal, spy, super, or vig- fere with public records. You can rent with cash.
ilante might have multiple identities. an apartment as “Mr. Smith,” paying A standard Temporary Identity is
A functional alternate identity costs cash, without problems. But you can’t guaranteed to be good for one week.
points; see Alternate Identity (p. 39). get a driver’s license, etc., legally. This At the end of that week, the GM rolls
On the other hand, keeping your iden- sort of “weak identity” costs no points, 3d. On a roll of 8 or less, the authori-
tity a secret can be troublesome and and is popular with rock stars and ties have discovered the false records.
expensive enough to qualify as a actors (who often use a “stage name”), Otherwise, the identity holds up for
Secret Identity disadvantage (p. 153). writers (in the form of a nom de another week and the process repeats
And if you have no legal identity, you plume), and traveling royalty. itself, but the “discovery roll” is at a
are Zeroed (p. 100). cumulative +1 for every week past the
Temporary Identities first (9 or less at the end of the second
Anyone can have a hasty or low- week, 10 or less at the end of the third
quality Alternate Identity (p. 39). week, and so on).
The price of a Temporary Identity
is negotiable, and depends on your
contacts, skills, and the setting. The
cheaper the identity, the more fre-
Alternate Identity vs. Secret Identity quently the GM will roll – a really
A Secret Identity (p. 153) isn’t the same as an Alternate Identity (p. 39). cheap one might only be good for a
If there are no false records to back up a Secret Identity, it doesn’t count day, with rolls every day! More expen-
as an Alternate Identity. And if you use an Alternate Identity only to hold sive identities, lasting longer or start-
a secret bank account (for instance), and never try to “live” that persona, ing at a lower number, might also be
it isn’t a Secret Identity. available.
Someone who is Zeroed (p. 100)
can use a Temporary Identity.
CREATING A CHARACTER 31
CHAPTER TWO
ADVANTAGES
An “advantage” is a useful trait that gives you a mental, physical, or social
“edge” over someone else who otherwise has the same abilities as you. Each advan-
tage has a cost in character points. This is fixed for some advantages; others can
be bought in “levels,” at a cost per level (e.g., Acute Vision costs 2 points/level, so if
you want Acute Vision 6, you must pay 12 points). Advantages with “Variable” cost
are more complicated; read the advantage description for details.
You can start out with as many advantages as you can afford – although some
advantages are forbidden to certain kinds of characters. You can also add advan-
tages in play, if the GM permits. For instance, all the beneficial social traits in
Chapter 1 (Status, Wealth, etc.) are advantages, and you could realistically
acquire any of these in the course of the game. Magic and high technology can
often grant advantages as well. For information on adding advantages in play, see
Chapter 9.
TYPES OF ADVANTAGES
Advantages fall into several broad categories, each of which affects who can
possess those advantages and how they work in play.
Mental 2, Physical 3, and Social 4
Mental advantages originate from your mind, or perhaps even your soul. They
stay with you even if your mind ends up in a new body due to possession, a brain
transplant, etc. Magical, psionic, and spiritual traits usually fall into this catego-
ry. Most mental advantages work automatically, but a few require a roll against
IQ, Perception, or Will to use. Mental advantages are marked 2.
Physical advantages are part of your body. You lose these traits if your
mind moves to a new body – and if another mind takes over your body, the
body’s new owner gains your physical advantages. Advantages provided by
bionics and similar implants usually fall into this category. Make a HT roll
to activate any physical advantage that does not work automatically.
Physical advantages are marked 3.
Social advantages are associated with your identity.
Whether identity is a facet of mind or of body depends on
the game world. In a fantasy setting, a demon might
possess a duke and “become” a respected noble instead
of a feared demon, while in a far-future society, people
might routinely “upload” into new bodies with no effect
on social standing. As with all things, the GM’s word is final.
Note that this category includes Rank, Status, Wealth, and
related traits from Chapter 1. Social advantages are marked 4.
Many exotic and supernatural advantages (see below) could belong
to more than one of these categories. This is noted (e.g., as 2/3) where espe-
cially appropriate. The GM has the final say. The 2, 3, and 4 markers are
meant to assist GM judgment, not replace it.
Exotic 1, Supernatural 5, and Mundane
Exotic advantages are traits that ordinary humans cannot have with-
out ultra-tech body modification or similar tampering; for instance, extra
arms or death-ray vision. Nonhumans will often have exotic advantages
on a racial basis, but this does not entitle them to add such traits freely.
You need the GM’s permission to add exotic traits that do not appear on
your racial template (see Chapter 7). Exotic advantages are marked 1.
32 ADVANTAGES
Supernatural advantages are
impossible in nature and cannot be
justified by science – or even “super- Potential Advantages
science.” They rely on divine interven- You will sometimes see an advantage you would like to have but that
tion, magic, psionics, etc. The classic would not make sense at the start of your career – or that you cannot
example is magical talent (see Magery, afford on your starting points! Or you might just want to start your
p. 66). Supernatural traits differ from adventuring career with unrealized potential, like countless fictional
exotic ones in that anyone might be heroes. In either situation, the GM may choose to let you set aside 50%
supernaturally gifted – even a “nor- of the cost of an advantage as a “down payment” against acquiring the
mal” human, if the GM permits. advantage later on.
Having a trait like this does not auto- When you take a potential advantage like this, sit down with the GM
matically mark you as an alien or a and work out the in-game conditions under which you will acquire the
mutant. Supernatural advantages are desired trait. When these conditions are met, you must use bonus charac-
marked 5. ter points to pay the other half of the price as soon as possible; see
Mundane advantages are inborn or Improvement Through Adventure (p. 290). The GM is free to assess partial
learned edges and knacks that anyone or uncontrollable benefits befitting the trait until you finish paying for the
might have. There are normally no full, controllable advantage.
restrictions on who may possess a Examples of potential advantages include:
mundane advantage. Mundane advan-
tages are not specially marked – if you Heir: You stand to inherit wealth or a title. The GM decides when you
don’t see 1 or 5, the advantage is mun- will come into your inheritance. At that time, you acquire Status, Wealth,
dane and available to anyone with the or other social privileges worth twice the points set aside for this trait.
GM’s permission. This last point is Until then, you enjoy extra money, reaction modifiers, etc. equal to half
important! Some mundane traits are what you stand to gain. For instance, if you stood to inherit +2 to Status
intended for cinematic campaigns [10] and Comfortable wealth [10], Heir would cost 10 points, and give +1
(see The Cinematic Campaign, p. 488); to Status and a 50% bonus to starting wealth.
the GM may forbid them in realistic Schrödinger’s Advantage: You can specify that at some critical juncture
games. Cinematic traits are always in an adventure, just when all seems lost, you will suddenly discover a new
clearly indicated in the text.
ability – worth twice the points you have set aside – that will help you out
of trouble. You must immediately pay the remaining points to use your
ADVANTAGE new ability. This is a powerful option. To keep things fair, points set aside
this way provide no benefit until you discover your hidden talent.
ORIGINS
Secret Advantage: You have an advantage you don’t know about! The
When you select exotic or super- GM picks an advantage or set of advantages worth twice the points you
natural advantages, you must also have set aside . . . but he will not tell you what it is, or even give you a clue!
choose an in-game justification for The GM will reveal the truth at a suitably dramatic moment. Until then,
those abilities: biology, high technolo- the advantage provides the usual benefits – but it isn’t under your control,
gy, a divine gift, etc. Explaining your so you won’t be able to rely on it. The advantage functions normally once
capabilities in terms that have mean- revealed and paid for.
ing in the game world will give you a
better “feel” for your character and
give the GM some additional “adven-
ture hooks.”
Origins are usually just special of your advantages if you wish, subject for instance, by throwing your yin and
effects. For instance, if you can sprout to GM approval. The GM sets the ori- yang out of balance.
claws, they use the rules under Claws gins available in his campaign. Cosmic: Abilities that emanate
(p. 42) whether they are natural, Examples include: from the universe itself or otherwise
cybernetic, or a gift from the Tiger Biological: Inborn features (unique defy explanation. This is reserved for
God. Sometimes, though, you will to you or part of your racial makeup) gods, powerful spirits, supers, etc. If
encounter things that can only affect and mutations. Medical science can your ability produces effects that only
or be affected by a specific class of detect and analyze these traits, and – other cosmic powers can counteract,
abilities. Furthermore, the GM may at higher tech levels – add or remove this is an enhancement; see Cosmic
rule that talents with certain origins them through genetic engineering, (p. 103).
are more or less effective in a particu- implants, or surgery. Divine: Gifts from the gods (if you
lar situation. In those cases, it is Chi: Powers that originate from the are a god, use Cosmic). In areas of low
important to know how your advan- “sanctity” for your god – e.g., the tem-
tage works. “inner strength” of martial artists and ple of a rival god, or a foreign land
yoga masters (also known as ki and
Most characters have only one ori- prana). Disease and similar afflictions where your god is unknown – you
gin for all of their abilities, but you can sometimes weaken such abilities – might find your abilities reduced or
may choose a separate origin for each unavailable.
ADVANTAGES 33
TURNING
ADVANTAGES
What’s Allowed
The GM determines which exotic and supernatural traits are allowed – OFF AND ON
and to whom – in his campaign. In a futuristic “transhuman” game world, An advantage that never inconven-
the GM might declare that it is possible to add specific exotic advantages iences you (e.g., Intuition), that has to
via surgery or genetic modification, but rule that supernatural advantages be on at all times to be of benefit (e.g.,
simply do not exist. In a 1920s horror game, the GM might allow many Resistant), or that reflects a perma-
supernatural abilities, but no exotic ones. And in a supers campaign, the nent trait of your species (e.g., Extra
GM could let the players buy anything they have points for, vetting trou- Arms) is always on. You cannot turn it
blesome traits on a case-by-case basis. Players should develop the habit of off.
reading 1 and 5 as “requires GM permission.” Most other advantages are switch-
able: you can turn them off and on at
will. To do so requires a one-second
Ready maneuver, with activation or
deactivation occurring as soon as you
High-Tech: Nonbiological implants Psionic: Advantages that originate execute the maneuver. Unlike certain
in biological characters, as well as all from the power of the mind. In most skills and magic spells, this does not
abilities of cyborgs, robots, and vehi- settings where psi powers exist, there require concentration; switching an
cles. Sensors can detect and analyze are drugs, gadgets, and specialized advantage is second nature, and can-
such traits, and certain high-tech anti-psi powers that can detect and not be “interrupted.” The default con-
countermeasures might be able to defeat them. As a result, they are dition (while sleeping, unconscious,
neutralize them. bought with a special limitation; see etc.) is “on.”
Magic: Talents that draw upon Chapter 6. Attacks – notably Affliction (p. 35),
magical energy, or mana. You need Spirit: Abilities enabled by invoking Binding (p. 40), and Innate Attack
not be a wizard yourself; this category spirits. You only seem to be the focus (p. 61) – are only “on” while you are
includes such lasting sorcerous effects of the effects; in reality, invisible attacking. An advantage like this
as personal enchantments. If your supernatural beings are doing your requires a one-second Attack maneu-
gifts do not function at all in areas bidding. Obviously, if the spirits can- ver to use; you cannot switch it on
without mana, and function at -5 not reach you, your abilities do not continuously without a special
to die rolls in low mana (like spells; work. enhancement.
see p. 235), then this is a limitation Exceptions to these guidelines are
(see p. 110): Mana Sensitive, -10%. noted explicitly.
ADVANTAGE LIST
For more detail on and modifiers number of eyes, but the point cost followed within the past month, no
for many advantages, see GURPS remains the same. matter how faint or confusing. This
Powers. Special Limitations ability does not work in environments
360° Vision 31 Easy to Hit: Your eyes are on stalks, such as interstellar space or the limbo
of the astral plane, but it does work
unusually large, or otherwise more
25 points vulnerable to attack. Others can target underground, underwater, and on
You have a 360° field of vision. You your eyes from within their arc of other planets. This gives +3 to Body
have no penalty to defend against vision at only -6 to hit. -20%. Sense and Navigation (Air, Land, or
attacks from the sides or rear. You can Sea). (Note: The navigational sense
attack foes to your sides or rear with- 3D Spatial Sense that guides migratory creatures to
out making a Wild Swing, but you are see Absolute Direction, below their destination is too crude to quali-
at -2 to hit due to the clumsy angle of fy; treat it as a 0-point feature.) 5
attack (note that some Karate tech- Absolute Direction 2/3 points.
niques do not suffer this penalty). 5 or 10 points 3D Spatial Sense: As above, but
Finally, you are at +5 to detect works in three dimensions. This abili-
Shadowing attempts, and are never You have an excellent sense of ty is useful in deep space – although it
surprised by a danger that comes from direction. This ability comes in two does not help you if you travel across
behind, unless it also is concealed levels: dimensions. You get the skill bonuses
from sight. Absolute Direction: You always given for Absolute Direction, plus +1
Extra eyes are merely a special know which way is north, and you can to Piloting and +2 to Aerobatics, Free
effect of this trait – you can have any always retrace a path you have Fall, and Navigation (Hyperspace or
Space). 10 points.
34 ADVANTAGES
Special Limitations Acute Vision gives you a bonus to DR, add the Armor Divisor enhance-
Requires Signal: You rely on signals spot things visually, and whenever you ment. The victim gets a further +3 if he
from a navigational satellite network do a visual search (for instance, look- is beyond 1/2D range.
(like Earth’s GPS) or similar system. ing for traps or footprints). 2 If the victim makes his HT roll, he
Your ability does not function in the points/level. is unaffected. If he fails, he suffers the
absence of such a system, and it can With the GM’s permission, you may effects of the Affliction. By default, he
be jammed. -20%. is stunned (see p. 420). He may roll vs.
also buy Acute Sense advantages for HT+1 once per second to recover, but
Absolute Timing 2 specialized senses such as Scanning once again at a penalty equal to the
Sense and Vibration Sense.
2 or 5 points You cannot usually buy Acute level of the Affliction (DR has no effect
You have an accurate mental clock. Senses in play – raise your Perception on this roll).
This ability comes in two levels, both instead. However, if you lose a sense, If your Affliction causes an effect
of which are somewhat cinematic: the GM may allow you to spend earned other than stunning, this is a special
points on other Acute Senses to enhancement (see below). You can
Absolute Timing: You always know inflict more than one effect by giving
what time it is, with a precision equal compensate. For instance, if you are your Affliction multiple special
to the best personal timepieces widely blinded, you might acquire Acute enhancements. These effects occur
available in your culture (but never Hearing. simultaneously, except where noted.
better than a few seconds). You can
measure elapsed time with equal
accuracy. Neither changes of time
zone nor sleep interferes with this
ability, and you can wake up at a pre-
determined time if you choose. Being The GM determines which exotic and
knocked unconscious, hypnotized, supernatural traits are allowed – and to whom –
etc. may prevent this advantage from
working, and time travel will confuse in his campaign.
you until you find out what the “new”
time is. 2 points.
Chronolocation: As above, but time
travel does not interfere – you always
know what time it is in an absolute
sense. Note that things like Daylight Administrative Rank Successive Afflictions that produce
Savings Time and calendar reform can see Rank, p. 29 the same effects are not normally
still confuse you! When you travel in cumulative. Use the single worst effect.
time, the GM may tell you, “You have Affliction 31 Use the special enhancements
gone back exactly 92,876.3 days,” and below to create specific Afflictions.
let you – or your character – deal with 10 points/level Many Attack Enhancements and
questions like, “What about leap You have an attack that causes a Limitations (p. 102) are also logical.
year?” 5 points. baneful, nondamaging effect: blind- For instance, a blinding flash is Sense-
ness, paralysis, weakness, etc. This Based (p. 109); most drugs have
Acute Senses 3 might be an ultra-tech beam weapon, Follow-Up (p. 105), Blood Agent
2 points/level a chemical spray, a supernatural gaze (p. 102), or Contact Agent (p. 103);
attack, or almost anything else. supernatural attacks like the “evil eye”
You have superior senses. Each
Acute Sense is a separate advantage Specify the details when you buy the use Malediction (p. 106); and touch
that gives +1 per level to all Sense rolls advantage. attacks call for Melee Attack (p. 112).
(p. 358) you make – or the GM makes By default, Affliction is a ranged If an Affliction produces two or
for you – using that one sense. attack with 1/2D 10, Max 100, Acc 3, more effects due to the special
RoF 1, Shots N/A, and Recoil 1, enhancements below, some of these
Acute Hearing gives you a bonus to although you can apply modifiers to effects may be secondary. Secondary
hear something, or to notice a sound change these statistics (see pp. 101- effects occur only if the victim fails his
(for instance, someone taking the safe- 116). HT roll by 5 or more or rolls a critical
ty off a gun in the dark). 2 points/level. If you hit, your victim gets a HT+1 failure. A secondary effect is worth 1/5
Acute Taste and Smell gives you a roll to resist. Apply a penalty equal to as much; e.g., Secondary Heart Attack
bonus to notice a taste or smell (for the level of the Affliction (so Affliction is +60% rather than +300%.
instance, poison in your drink). 2 1 gives an unmodified HT roll). The Once you have chosen all the mod-
points/level. victim gets a bonus equal to his DR ifiers on your Affliction, describe the
Acute Touch gives you a bonus to unless the Affliction has one of the fol- nature of the attack as detailed for
detect something by touch (for lowing modifiers: Blood Agent, Innate Attack (p. 61).
instance, a concealed weapon when Contact Agent, Cosmic, Follow-Up,
patting down a suspect). 2 points/level. Malediction, Respiratory Agent or
Sense-Based. To reduce the effects of
ADVANTAGES 35
Special Enhancements Incapacitation: The victim is inca- victim lacks that advantage! This
Advantage: The victim immediately pacitated for a number of minutes enhancement is worth +1% per point
experiences the effects of a specific equal to the margin of failure on his the advantage is worth. If the advan-
physical or mental advantage. HT roll. After that, he is stunned until tage comes in levels, you must specify
Advantages with instantaneous effects he can make a HT roll (roll once per the level negated.
affect the target once, as soon as he is second). If you combine Incap - Stunning: May only accompany
hit, if he fails his HT roll; e.g., Warp acitation with other effects (such as Advantage, Attribute Penalty, Dis -
immediately teleports the subject. Irritant), those effects occur after the advantage, or Negated Advantage. If
Advantages that can be switched on Incapacitation wears off; they replace the victim fails to resist, he is stunned
and off (such as Insubstantiality) are the stunning and last for the same (per an unmodified Affliction) in addi-
automatically “on” for one minute per length of time the Incapacitation did. tion to the effects of the other
point by which the victim fails his HT Incapacitation can take the form of enhancement(s). +10%.
roll, and are not under the subject’s any of the following: Daze, +50%;
control. This is worth +10% per point Hallucinating, +50%; Retching, +50%; Allies 4
the advantage is worth; e.g., Agony, +100%; Choking, +100%; Variable
Insubstantiality would be +800%! If Ecstasy, +100%; Seizure, +100%; Many fictional heroes have part-
the advantage comes in levels, specify Paralysis, +150%; Sleep, +150%; ners – loyal comrades, faithful side-
the level. or Unconsciousness, +200%. See kicks, trusted retainers, or lifelong
Attribute Penalty: The victim suffers Incapacitating Conditions (p. 428) for friends – who accompany them on
temporary attribute loss. This is +5% the game effects. adventures. These partners are
per -1 to ST or HT, or +10% per -1 to Irritant: The victim suffers an “Allies.”
DX or IQ. For instance, an attack that impairing but non-incapacitating con- The other PCs in your adventur-
caused DX-3 and IQ-2 would be +50%. dition instead of being stunned. It lasts ing party are, in a sense, “allies.” But
Lower all skills based on reduced for a number of minutes equal to the they can be unreliable allies indeed.
attributes by a like amount. ST penal- margin of failure on his HT roll. The Often they are chance acquaintanc-
ties also reduce BL and damage, while possibilities are Tipsy +10%; es, first encountered at a roadside
IQ reductions also apply to Will and Coughing, +20%; Drunk, +20%; tavern only hours ago. They have
Perception. Secondary characteristics Moderate Pain, +20%; Euphoria, their own hidden goals, ethics, and
are not otherwise affected; for +30%; Nauseated, +30%; Severe Pain, motives, which might not coincide
instance, HT reduction does not affect +40%; or Terrible Pain, +60%. For def- with your own.
Basic Speed or FP. Penalties last for initions, see Irritating Conditions An NPC Ally, on the other hand, is
one minute per point by which the vic- (p. 428). wholly reliable. Perhaps you fought
tim fails his HT roll. Negated Advantage: The victim side by side in a long war, trained
Coma: The victim collapses, pro- loses a specific advantage for one under the same master, or grew up in
foundly unconscious, and will likely minute per point by which he failed the same village. The two of you trust
die in days unless treated; see Mortal his HT roll. There is no effect if the each other implicitly. You travel
Conditions (p. 429). +250%.
Cumulative: Repeated attacks are
cumulative! You must take this in con-
junction with Attribute Penalty, or
with an Advantage, Disadvantage, or Frequency of Appearance
Negated Advantage Enhancement Whether you pay points for a useful relationship with an NPC or col-
that inflicts a “leveled” trait. +400%. lect points for a troublesome one, it is unlikely that the NPC will be a con-
Disadvantage: The victim tem- stant presence. Each friend or foe has a frequency of appearance, and will
porarily gains one or more specific figure into a given adventure only if the GM rolls less than or equal to that
physical or mental disadvantages (but number on 3d at the start of the adventure. How the NPC interacts with
not self-imposed mental disadvan- you if the roll succeeds depends on the nature of the relationship.
tages – see p. 121). This is worth +1% Frequency of appearance multiplies the point cost for an Associated
per point the temporary disadvan- NPC (see p. 31) after determining power level and group size (as applica-
tages are worth; e.g., Paranoia [-10] is ble), but before you apply any special modifiers:
worth +10%. If a disadvantage comes
in levels, specify the level. The disad- Constantly (no roll required): ¥4. The NPC is always present. This level
vantages last for one minute per point is reserved for NPCs – usually Allies – that are implanted, worn like cloth-
by which the victim fails his HT roll. ing, or supernaturally attached.
Heart Attack: The victim suffers an Almost all the time (roll of 15 or less): ¥3.
incapacitating heart attack, and will Quite often (roll of 12 or less): ¥2.
die in minutes unless treated; see Fairly often (roll of 9 or less): ¥1.
Mortal Conditions (p. 429). +300%. Quite rarely (roll of 6 or less): ¥1/2 (round up).
36 ADVANTAGES
together, fight back-to-back, share Allies built on no more than 100% Allies, or even prohibit groups larger
rations in hard times, and trade of the PC’s starting points may also than a certain size – although he
watches through the night. be Dependents (see p. 131). Add the might permit an army or other large
Your Ally is usually agreeable to cost of Ally and Dependent together, group as a Patron. Frequency of
your suggestions, but he is not your and treat the combination as a single appearance multipliers and special
puppet. He will disagree with you trait: an advantage if the total point modifiers (if any) apply to the final
from time to time. An Ally may try to cost is positive, a disadvantage if it is cost of the entire group.
dissuade you from a plan that seems negative.
foolish to him – and if he can’t talk you
out of the plan, he may refuse to coop-
erate. An Ally may even cause prob-
lems for you: picking fights, landing in
jail, insulting a high noble . . . Of
course, the Ally will also try to bail you
out when you make mistakes.
The GM will not award you bonus
character points for any play session
in which you betray, attack, or unnec-
essarily endanger your Ally. Blatant,
prolonged, or severe betrayal will
break the trust between you and your
Ally, and he will leave you permanent-
ly. If you drive your Ally off in this way,
the points you spent on him are gone,
reducing your point value. Leading
your Ally into danger is all right, as
long as you face the same danger and
are a responsible leader.
The point cost for an Ally depends Ally Groups Frequency of Appearance
on his power and frequency of appear- You may purchase as many Allies Choose a frequency of appearance
ance. Only PCs who take NPCs as as you can afford. Each Ally is nor- (see p. 36). If your Ally appears at the
Allies pay points for the privilege. Two mally a separate advantage, but you start of an adventure, he accompanies
PCs can be mutual “allies” for free, as can treat a group of related Allies as a you for the duration of that adventure.
can two NPCs – and NPCs never pay single trait to save space on your char- Allies in Play
points for PCs as Allies. An Ally is acter sheet. For a group of individuals
specifically a skilled NPC associate for – with their own unique abilities and As with Dependents (p. 131), the
one PC. character sheets – add the costs of the GM will adjust your Ally’s abilities in
order to keep his point total a fixed
Ally’s Power individual Allies to find the cost of the percentage of your own as you earn
Consult the following table to group, adjust the total cost for fre- points. This will keep his value as an
determine how many points you must quency of appearance, and then apply advantage constant. The GM decides
spend on your Ally. “Point Total” is the any special modifiers. how the Ally evolves, although he
Ally’s point total expressed as a per- For a group of more than five iden- might ask you for your input.
centage of the PC’s starting points; tical and interchangeable allies that If your Ally dies through no fault of
“Cost” is the cost of the Ally. If the share a single character sheet – for yours, the GM will not penalize you.
Ally’s point total falls between two instance, an army of low-grade thugs You may put the points spent on the
percentages, use the higher. or a swarm of robot drones – find the deceased Ally toward a new Ally. The
point cost to have one member of the
Point Total Cost group as an Ally, and then multiply new relationship should normally
25% 1 point that cost as follows to find the cost of develop gradually, but the GM might
50% 2 points the group: allow an NPC to become an Ally on
75% 3 points the spot if you have done something
100% 5 points Size of Group Multiplier that would win him over (e.g., saving
150% 10 points 6-10 ¥6 his life). This is especially appropriate
11-20 ¥8 in cultures where debts of honor are
Allies built on more than 150% of 21-50 ¥10 taken seriously!
the PC’s starting points are not allowed; 51-100 ¥12 There is no penalty for amicably
treat such NPCs as Patrons (see p. 72). parting ways with your Ally. You may
Exception: The progression above Add ¥6 to the multiplier per tenfold use the points spent on him to buy a
extends indefinitely for nonsentient (IQ increase in number (e.g., 100,000 new Ally met during play. At the GM’s
0) Allies; each +50% of the PC’s starting Allies would be ¥30). The GM may discretion, you may trade in any
points costs a further +5 points. require an Unusual Background remaining points for money (see
(p. 96) if you wish to have hordes of
p. 26), reflecting parting gifts.
ADVANTAGES 37
Familiars You can apply the following Special Limitations
Wizards, telepaths, and so on are enhancements and limitations after Sympathy: If you are stunned,
often supernaturally linked to special calculating group cost (if applicable) knocked out, mind-controlled, etc.,
Allies known as familiars. These are and multiplying for frequency of your Ally is similarly affected. The
usually animals or spirits. appearance: reverse is also true, so you should take
special care of your Ally! -25% if the
death of one party reduces the other to
0 HP; -50% if the death of one party
automatically kills the other. If your
wounds affect your Ally, but your Ally’s
Your Ally is usually agreeable to your wounds don’t affect you, reduce these
suggestions, but he is not your puppet. values to -5% and -10%.
Unwilling: You have obtained your
He will disagree with you from time to time. Ally through coercion (e.g., blackmail
or magical binding). You do not have
to treat him as well as you would a
normal Ally. However, he hates you
and is likely to act accordingly, reduc-
ing his overall reliability level. If you
Special Enhancements
Work out a familiar’s basic abilities Minion: Your Ally continues to endanger such an Ally or order him to
with the GM, starting with the racial serve you regardless of how well you do something unpleasant, he may
template of an ordinary creature of its treat him. This might be due to pro- rebel (GM’s option) if the conse-
kind. If its racial IQ is 5 or less, raise it gramming, fear, awe, or lack of self- quences of doing so would be less
to at least 6. Consider buying off awareness. Examples include robots, severe than those of doing your bid-
Cannot Speak, if applicable. Most zombies, and magical slaves. You are ding. An Ally who rebels is gone, along
familiars have supernatural advan- free of the usual obligation to treat with the points you spent on
tages: Extra Lives for a cat (it has nine your Ally well. Mistreatment might him. -50%.
lives, after all!), Mindlink and Telesend result in an inconvenient breakdown
for a familiar that can transmit its (mental or physical), but the Ally will Altered Time Rate 21
thoughts, etc. not leave. See Puppet (p. 78) for addi- 100 points/level
Once you have determined the tional options. +0% if the Minion has Your rate of time perception is
familiar’s abilities, work out its point IQ 0 or Slave Mentality (p. 154), as the faster than that of a normal human.
total and its base value as an Ally. benefits of total loyalty are offset by The first level of this advantage lets
Select frequency of appearance as the need for close supervision; +50% you experience time twice as fast as a
usual. This may be how often your otherwise. normal – that is, you experience two
familiar is available (on a failed Special Abilities: Your Ally wields subjective seconds for each real sec-
appearance roll, it is sleeping, report- power out of proportion to his point ond that passes. Each level past the
ing to a demon lord, etc.) or how often value. Perhaps he has extensive politi- first increases this ratio by one: three
its powers work (on a failure, it is no cal clout or access to equipment from times as fast at level 2, four times as
more capable than an ordinary mem- a TL higher than your own; perhaps fast at level 3, and so on.
ber of its species, and cannot use or he grants you exotic powers. Don’t Each level of Altered Time Rate lets
grant special powers) – your choice. apply this enhancement simply you take one additional maneuver on
This kind of Ally usually has one or because your Ally has exotic abilities. your turn in combat, allowing you to
more special modifiers. Minion, If his powers are very uncommon, you cast spells quickly by taking multiple
Summonable, and Sympathy are com- will already be paying extra: your Ally Concentrate maneuvers, run very fast
mon. Unwilling is typical of demonic requires an Unusual Background, by taking multiple Move maneuvers,
or otherwise evil familiars. Take which raises his point total and his etc. Your turn doesn’t come any soon-
Special Abilities only if your familiar value as an Ally. +50%. er, however! This advantage affects
grants you powers; e.g., extra Fatigue Summonable: You conjure your how fast you move when you react, but
Points with which to fuel spells or Ally instead of rolling to see whether not how quickly you react in the first
exotic or supernatural advantages that he appears at the start of an adven- place.
emulate the familiar’s own abilities ture. To do so, take a Concentrate Out of combat, Altered Time Rate
(such as Flight, for a bird). You have maneuver and roll against frequency allows you the luxury of extensive
no access to these abilities on a failed of appearance. On a success, your Ally planning, even in crisis situations, as
appearance roll; if your familiar is appears nearby. On a failure, you can- everything seems to happen in slow
stunned, unconscious, or dead; or in not attempt to summon him again for motion. You may always attempt a
areas where your special link does not one full day. Dismissing your Ally is a Sense roll, or an IQ-based skill roll to
function (GM’s decision). Buy these free action, but you may only dismiss make plans or recall information
abilities with a -40% Accessibility him if he is physically present. +100%. (GM’s decision), at no penalty to
limitation: “Granted by familiar.” additional actions.
38 ADVANTAGES
In order to do anything that
depends on someone else’s reactions,
you must deliberately “slow down”
and function at his speed. This applies
both when making a Feint in combat
and when making an Influence roll
(see p. 359) out of combat. For
instance, if you choose to Feint, that is
all you can do on your turn – you can-
not take extra actions. (On the other
hand, you could make an All-Out
Attack followed by an Attack in order
to beat down his defenses through
sheer blinding speed!)
Alternate Identity 4
5 or 15 points per identity
You have multiple, seemingly legal
identities. Each time you purchase
this trait, your fingerprints (or other
biometrics used to verify identity in
your world) are registered under
another name, and you have an extra
set of identity documents (birth cer-
tificate, licenses, passport, etc.) good
enough to pass close inspection. These
identities may also have valid credit
cards and bank accounts, but you
must supply the money – additional
wealth is not included in the package!
If an intelligence or law-enforce-
ment agency attempts to identify you
with no clue as to your name – for
instance, using biometrics or photo-
analysis – there is an equal chance for
each of your identities to come up.
The search will stop . . . unless they
have reason to believe you are a ringer.
If the search continues, your other
identities will eventually surface, and
you will be unmasked. Once a govern-
ment agency determines who you
really are, your Alternate Identities are
lost for good.
There are two types of Alternate
Identity:
Legal: Some spies and undercover
policemen – and even supers, in set-
tings where they are backed by the
government – may have a legal Identity combined with a Secret Ambidexterity 3
Alternate Identity. This requires at Identity (see p. 153). 5 points. 5 points
least 10 points in Legal Enforcement Illegal: A criminal or foreign agent You can fight or otherwise act
Powers, Legal Immunity, Police Rank, may have an illegal Alternate Identity. equally well with either hand, and
Security Clearance, etc.; the GM sets This has the advantage of being com- never suffer the -4 DX penalty for
the precise prerequisites. If a super pletely unknown when you first start using the “off” hand (see p. 14). Note
has official permission to conceal his out, and of course it cannot be that this does not allow you to take
original name (e.g., to protect his fam- revoked by the government. On the extra actions in combat – that’s Extra
ily) and to hold property in his “super” other hand, should it ever be discov- Attack (p. 53). Should some accident
name, then that is a legal Alternate ered, you will face a stiff fine, a jail befall one of your arms or hands,
sentence, or execution, depending on
the time and place. 15 points. assume it is the left one.
ADVANTAGES 39
Amphibious 31 Arm ST 31 damage reduces ST by one. At ST 0,
the Binding is destroyed and the
10 points 3, 5, or 8 points per +1 ST
victim is freed.
You are well-adapted to movement Some of your arms have extra ST To simulate vines, webs, and so
in the water. You do not suffer skill relative to the ST of your body. This forth, add one or more of Area Effect
penalties for working underwater, and ST applies only to efforts to lift, throw, (p. 102), Persistent (p. 107), and Wall
you can swim at your full Basic Move. or attack with those arms or hands. It (p. 109) – and possibly some of the
You still require air (but see Doesn’t does not affect HP or overall Basic special modifiers below.
Breathe, p. 49). Typical features Lift! If a task requires multiple hands,
include smooth, seal-like skin and and they don’t have the same ST, use Special Enhancements
webbed fingers and toes. the average ST. Engulfing: Your attack pins the tar-
If you can move only in the water, Arm ST costs 3 points per +1 ST for get. He cannot move his limbs or
take the Aquatic disadvantage (p. 145) one arm, 5 points per +1 ST for two speak; his only options are to use
instead. arms, and 8 points per +1 ST for three purely mental abilities, to attack the
arms. To raise the ST of four or more Binding with an Innate Attack, or to
Animal Empathy 2 arms, buy up overall ST. If you bought try to break free using ST (not Escape
5 points your ST with the No Fine skill). If he tries to break free and fails,
You are unusually talented at read- Manipulators or Size limitations, he is only allowed a repeated attempt
ing the motivations of animals. When apply the same limitation(s) to Arm every 10 seconds – and on a 17 or 18,
you meet an animal, the GM rolls ST. he becomes so entangled that he can-
against your IQ and tells you what you not escape on his own! +60%.
“feel.” This reveals the beast’s emo- Artificer Only Damaged By X: Only specific
tional state – friendly, frightened, hos- see Talent, p. 89 damage types can damage your
tile, hungry, etc. – and whether it is Binding. +30% for one of burning,
under supernatural control. You may Binding 31 corrosion, crushing, or cutting; +20%
also use your Influence skills (see 2 points/level for any two; +10% for any three.
p. 359) on animals just as you would You have an attack that can hold Sticky: Your Binding is treated as
on sapient beings, which usually your target in place. Specify how this Persistent (p. 107), but only affects
ensures a positive reaction. works when you buy the advantage: those who actually touch the original
This ability frequently accompa- entangling your victim in vines, tying target of your attack. +20%.
nies some level of Animal Friend (see him up with webs, freezing him inside Unbreakable: Your Binding cannot
Talent, p. 89), and often Sense of Duty a block of ice, turning the ground to be destroyed. The only way to escape
(Animals) or Vow (Vegetarianism). quicksand beneath his feet, etc. is to break free. +40%.
Binding is a ranged attack with Special Limitations
Animal Friend 1/2D –, Max 100, Acc 3, RoF 1, Shots Environmental: Your Binding
see Talent, p. 89 N/A, and Recoil 1. You can add modi- manipulates an existing condition or
fiers to change these statistics (see object in the environment, and won’t
Appearance pp. 101-116). work in its absence. This is worth
see Appearance Levels, p. 21 On a hit, your victim is grappled from -20% (victim must be touching
the ground) to -40% (victim must be
Above-average appearance is treat- (see p. 370) and rooted in place. He standing in dense vegetation), at the
ed as an advantage. cannot select the Move or Change GM’s option.
Posture maneuvers or change facing,
One-Shot: You cannot layer your
Arm DX 31 and is at -4 to DX. The ST of this effect Binding to increase its ST. -10%.
12 or 16 points per +1 DX is equal to your Binding level, but you
can layer additional attacks on a suc-
Some of your arms have extra DX cessfully bound victim. Each extra Blessed 25
relative to the DX of your body. This layer gives +1 to ST. 10 or more points
DX applies only to things done with To break free, the victim must win You are attuned to a god, demon
those arms or hands. It does not affect a Quick Contest of ST or Escape skill lord, great spirit, cosmic power, etc.
Basic Speed! If a task requires two or against the ST of your Binding. Each This can take various forms, but in all
more hands, and they don’t have the attempt takes one second. If the victim cases, you will lose this advantage if
same DX, use the lowest DX. Combat fails to break free, he loses 1 FP but you fail to act in accordance with your
skills rely on bodily DX, and do not may try again. Alternatively, he may deity’s rules and values.
benefit from this DX at all. try to destroy the Binding. Innate
Arm DX costs 12 points per +1 DX Attacks hit automatically; other Blessed: You sometimes receive
for one arm and 16 points per +1 DX attacks are at -4. External attacks on wisdom from your deity. After com-
for two arms. To raise the DX of three the Binding take no penalty, but risk muning with your god (meditating,
or more arms, buy up overall DX. If hitting the victim on a miss (see praying, etc.) for at least one hour, you
you bought your DX with the No Fine Striking Into a Close Combat, p. 392). see visions or witness omens that have
Manipulators limitation, apply this The Binding has DR equal to 1/3 your some bearing on future events. Work
limitation to Arm DX as well. out the details with your GM; for
level (rounded down). Each point of
40 ADVANTAGES
instance, the God of Fire might Catfall 31 This is a minor form of possession:
require you to stare into flames for an 10 points the spirit can use your body only to
hour, after which you hear a voice in communicate. However, if it has the
the flames. The GM rolls secretly You subtract five yards from a fall Possession ability (p. 75), it is consid-
against your IQ to determine whether automatically (treat this as an auto- ered to be touching you, and can
you gain any useful insight from this matic Acrobatics success – don’t check attempt full possession while you are
experience. The ritual is fatiguing, again for it). In addition, a successful in a trance. You are considered “wary,”
however; at the end of the hour, you DX roll halves damage from any fall. and thus get +5 to resist.
lose 10 FP. As a side benefit, followers To enjoy these benefits, your limbs
of your deity sense your special status must be unbound and your body free Charisma 2
and react to you at +1. 10 points. to twist as you fall. 5 points/level
Very Blessed: As above, but your IQ Chameleon 31 You have a natural ability to
roll to interpret visions is at +5 and impress and lead others. Anyone can
the reaction bonus from your god’s 5 points/level acquire a semblance of charisma
followers is +2. 20 points. You can change your surface pat- through looks, manners, and intelli-
Heroic Feats: Your blessing gives tern to blend into your surroundings. gence – but real charisma is independ-
you the ability to perform a particular In any situation where being seen is a ent of these things. Each level gives +1
heroic feat. Once per game session, factor, you get +2 per level to Stealth on all reaction rolls made by sapient
you may add 1d to one of ST, DX, or skill when perfectly still, or +1 per beings with whom you actively inter-
HT (other traits, such as Basic Move, level if moving. Clothing reduces this act (converse, lecture, etc.); +1 to
are at the GM’s discretion). You must bonus to +1 per level when you are Influence rolls (see Influence Rolls,
specify which trait is boosted when motionless, with no bonus if you are p. 359); and +1 to Fortune-Telling,
you buy the advantage. This bonus moving (unless the clothing is, in the Leadership, Panhandling, and Public
lasts 3d seconds, after which your abil- GM’s opinion, camouflaged relative to Speaking skills. The GM may rule that
ities revert to normal and you suffer your current environment). your Charisma does not affect
any penalties amassed during the Chameleon does not normally help members of extremely alien races.
“heroic” period. (For instance, if your in the dark or against someone relying
blessing boosts HP and you are upon senses other than sight. Chronolocation
reduced to -5 ¥ your normal HP but However, you can specify that your see Absolute Timing, p. 35
not -5 ¥ your “blessed” HP, you will die ability is effective against a particular
when the bonus HP wear off unless visual or scanning sense (e.g., Claim to Hospitality 4
you receive some sort of healing.) 10 Infravision or Radar) instead of
points. normal vision. 1 to 10 points
The GM may choose to allow other Special Enhancements You belong to a social group that
blessings as well. encourages its members to assist one
Extended: Your ability affects more another. When you are away from
Brachiator 31 than one visual or scanning sense. home, you may call on other members
Each sense beyond the first is +20%.
5 points Special Limitations of this group for food, shelter, and
You can travel by swinging on Always On: You cannot turn this basic aid.
vines, tree branches, ropes, chande- ability off. Strangers react at -1; the The point cost depends on the
liers, etc. You get +2 to Climbing skill, flickering effect is irritating. -10%. extent and wealth of the group. A sin-
and can move at half your Basic Move gle friend with a house in another city
while brachiating. Channeling 25 is worth 1 point; a small family, 2
points; a society of merchants along
Breath-Holding 31 10 points an important trade route, 5 points;
2 points/level You can become a conduit for the and a vast alliance of wealthy figures,
spirit world, allowing spirits to speak such as “every merchant in the world,”
You are adept at holding your through you. To do so, you must enter 10 points. In the appropriate situation,
breath. Each level doubles the length a trance, achieved through one minute members of the group should be easy
of time you can do so (see Holding of concentration and a Will roll (at +2 to find (14 or less after 1d-1 hours of
Your Breath, p. 351). Normal humans if you have Autotrance, p. 101). You searching), but the chance of meeting
may not take this advantage – to be a are unaware of the world around you one at random is small (6 or less to
world-record diver, learn Breath while you are in this state. meet one in a small crowd in an
Control (p. 182). Nonhumans and Once you have entered your trance, appropriate place).
supers can combine this advantage any spirit in the immediate vicinity Claim to Hospitality mainly saves
with Breath Control!
can enter your body and use it to the cost and trouble of finding lodg-
Business Acumen speak or write messages. The GM con- ing while “on the road” (although if
trols what the spirit does or says. The you are wealthy, you might be expect-
see Talent, p. 89 spirit answers questions put to it by ed to give gifts to your hosts), but
others, but it is not bound to tell the there are side benefits. Members of
truth. the group are friendly to each other
ADVANTAGES 41
(+3 reactions), and may provide However, a viewpoint inside a moving Claws 31
advice, introductions, and small object (e.g., a car) will move with that Variable
loans, if asked. The level of assistance object with no special concentration
might occasionally approach that of on your part. You can only have one You have claws. This advantage
Contacts (p. 44). If you expect any- viewpoint at a time – you cannot put modifies all your hands and feet; there
thing more, though, buy Allies (p. 36) hearing in one location, vision in is no discount for claws on only some
or Patrons (p. 72). another, etc. of your limbs. There are several
This advantage cuts both ways. If Special Limitations variations:
you take it, you can be asked, when at Clairaudience: Only your sense of Blunt Claws: Very short claws, like
home (at the GM’s whim), to provide hearing is displaced. -30%. those of a dog. Add +1 per die to the
NPCs with exactly the same sort of Clairosmia: Only your sense of damage you inflict with a punch or
hospitality you claim while away. This smell is displaced. -60%. kick; e.g., 2d-3 becomes 2d-1. 3 points.
may become an adventure hook! If Clairvoyance: Only your sense of Hooves: Hard hooves, like those of
you refuse such aid, you will eventual- sight is displaced. -10%. a horse. Add +1 per die to the damage
ly get a bad name and lose this ESP: Your ability is part of the ESP you inflict with a kick, and give your
advantage. feet (only) +1 DR. 3 points.
psi power (see p. 255). -10%.
Sharp Claws: Short claws, like those
Visible: Your senses have a visible
Clairsentience 25 manifestation – for instance, a floating of a cat. Change the damage you inflict
50 points face. -10%. with a punch or kick from crushing to
You can displace all of your ranged cutting. 5 points.
senses (for humans: sight, hearing,
and smell) to a point outside your
body. This “viewpoint” must be a spe-
cific location within 10 yards. You can
modify this range with Increased
Range (p. 106) or Reduced Range
(p. 115). You can double your range
temporarily by spending 2 FP per
minute.
To initiate Clairsentience, pick the
desired viewpoint (which can be
inside something) and its facing, con-
centrate for one minute, and then
make an IQ roll. If the viewpoint is out
of sight, you must specify distance and
direction, and the roll is at -5.
On a success, you can use your
ranged senses as if you were physical-
ly present at the viewpoint (this means
you cannot sense the environment
around your body!). Your vision
ignores darkness penalties completely.
You cannot see through solid objects,
but if your viewpoint were inside (for
example) a closed chest, you would
see what was inside despite the lack of
light. If you are using or subjected to
range-dependent abilities (e.g., spells),
calculate all ranges from your body,
not your viewpoint. You can maintain
Clairsentience for as long as you like.
On failure by 1, your senses go to
some other viewpoint of the GM’s
choosing. On any greater failure,
nothing happens at all. Critical failure
cripples your ability for 1d hours.
To return your displaced senses,
move them elsewhere, or change their
facing (usually only important for
vision), you must concentrate for one
second and make another IQ roll.
42 ADVANTAGES
Talons: Longer claws – up to 12” from the height of the fall thanks to may be physical or mental. Each level
long. Change the damage you inflict the slowing effect of the failed of Compartmentalized Mind adds
with a punch or kick from crushing to Clinging attempt. Variations in gravity one extra mental maneuver to
your choice of cutting or impaling affect these distances; e.g., in 0.5G, the this allotment. For instance, Compart -
(choose before you roll to hit). 8 points. ST roll would be at -1 per 10 yards. mentalized Mind 1 would let you per-
Long Talons: Huge claws, like Special Limitations form one mental maneuver and one
sword blades extending from your Specific: You can only cling to a physical maneuver (e.g., Concentrate
body! Treat these as Talons, but dam- particular substance. Common mate- on a spell and Attack) or two mental
age is +1 per die. 11 points. maneuvers (e.g., Concentrate on two
rials, such as brick, metal, rock, or spells), but never more than one physi-
Clerical Investment 4 wood, are -40%; uncommon materi- cal maneuver – for that, see Extra
als, such as adobe, ice, or rubber,
5 points are -60%; absurd materials, such as Attack (p. 53).
You are an ordained priest of a rec- chocolate, are -80%. If one compartment is under exter-
ognized religion. You enjoy a number nal influence, roll a Quick Contest of
of privileges that a layman lacks, Combat Reflexes 2 Will to see whether it gains control of
notably the authority to preside over 15 points the body. The compartment currently
weddings, funerals, and similar cere- You have extraordinary reactions, in control of the body rolls at +1.
monies. This gives you a +1 reaction and are rarely surprised for more than Battling compartments may attempt to
bonus from co-religionists and those a moment. You get +1 to all active use mental powers on each other. Treat
who respect your faith, and entitles you defense rolls (see Defending, p. 374), them as completely separate minds for
to use a title – Father, Sister, Rabbi, etc. +1 to Fast-Draw skill, and +2 to Fright this purpose, each with your IQ, Will,
Remember that not all clerics are Checks (see Fright Checks, p. 360). You and mental abilities (such as Mind
“good”! Aka’Ar, high priest of the never “freeze” in a surprise situation, Shield).
unholy Cult of Set, is also a vested and get +6 on all IQ rolls to wake up, Two variations on this advantage
priest. The blessings and marriages he or to recover from surprise or mental are available for vehicles built as
performs are as meaningful to his fol- “stun.” Your side gets +1 on initiative characters:
lowers as those of a vicar are to his rolls to avoid a surprise attack – +2 if Controls: Each level buys one set of
parish. And – if Set so wills – Aka’Ar can you are the leader. For details, see controls. Controls let an operator per-
perform exorcisms as potent as those Surprise Attacks and Initiative (p. 393). form his own physical or mental
of a Christian priest, if not more so. Combat Reflexes is included in maneuvers using your abilities (e.g.,
After all, Aka’Ar has a better working Enhanced Time Sense (p. 52). If you Innate Attack or Radar), as per the
knowledge of demons . .. have ETS, you cannot also take rules for vehicular combat (see p. 467).
Clerical Investment is purely social Combat Reflexes. The operator directs all actions of an IQ
in nature. It does not confer miracu- 0 vehicle with this advantage. Physical
lous powers. If you wish to wield divine Common Sense 2 limits still apply; for instance, a vehicle
power by proxy, take Blessed (p. 40), can make no more attacks than it has
Power Investiture (p. 77), or True Faith 10 points ready weapons. Resolve conflicts
(p. 94). Any time you start to do something between operators by rolling a Quick
Clerical Investment includes the GM feels is STUPID, he will roll Contest of vehicle operation skill. 25
Religious Rank 0 (see p. 30). If you against your IQ. A successful roll points/level.
want more influence within your means he must warn you: “Hadn’t you Dedicated Controls: As Controls, but
church, buy up your Rank. better think about that?” This advan- each set of controls handles a specific
tage lets an impulsive player take the task; e.g., “tail gunner.” The person
Clinging 31 part of a thoughtful character. manning them can’t operate anything
20 points Compartmentalized else. 10 points/level.
You can walk or crawl on walls and
ceilings. You can stop at any point and Mind 21 Constriction Attack 31
stick to the surface without fear of 50 points/level 15 points
falling. Neither feat requires a roll Your mental coordination gives Your musculature is optimized for
against Climbing skill, provided the you, in effect, more than one mind. crushing your opponents – whether by
surface is one you can cling to. Move Each mind – or “compartment” – func- “hugging” like a bear or constricting
while clinging is half your Basic Move. tions independently and at full capabil- like a python. To use this ability, you
If you are falling and try to grab a ity. Your compartments are identical, must first successfully grapple your
vertical surface to break your fall, the but hypnotism, magic, psionics, and intended victim, whose Size Modifier
GM must first decide whether there is the like affect them separately (e.g., one (p. 19) cannot exceed your own. On
anything in reach. If there is, make a compartment could be hypnotized your next turn, and each successive
DX roll to touch the surface, and then without affecting any of the others). turn, roll a Quick Contest: your ST vs.
make a ST roll at -1 per 5 yards This advantage does not allow your your victim’s ST or HT, whichever is
already fallen. If you succeed, you stop body to perform more than one task. A higher. If you win, your victim takes
your fall. Otherwise, you continue to normal character may select one damage equal to your margin of vic -
fall – but you may subtract 5 yards maneuver on his turn in combat. This tory; otherwise, he takes no damage.
ADVANTAGES 43
Contact Group 4 Effective Skill of Contact No Contact may be reached more
First, decide on the type of Contact than once per day, even if several PCs
Variable
you have. He might be anything from share the same Contact. If you have
You have a network of Contacts a wino in the right gutter to a head of several questions to ask, you should
(see Contacts, below) placed through- state, depending on your background. have them all in mind when you first
out a particular organization or social What is important is that he has reach your Contact. The Contact
stratum. You must specify a corpora- access to information, knows you, and answers the first question at his full
tion, criminal syndicate, military unit, is likely to react favorably. (Of course, effective skill. Each subsequent ques-
police department, or similar organi- offering cash or favors is never a bad tion is at a cumulative -2. Don’t over-
zation, or the underworld, merchants, idea; the GM will set the Contact’s use your Contacts!
upper class, etc. of one particular “price.”) A Contact can never supply infor-
town. Broader Contact Groups are not Next, choose the useful skill your mation outside his area of knowledge.
allowed. Contact provides. This skill must Use common sense. Likewise, the GM
You may request information from match the Contact’s background; e.g., must not allow a Contact to give infor-
a Contact Group exactly as you would Finance for a banker or Forensics for mation that short-circuits an impor-
an individual Contact, using the same a lab technician. Since the GM rolls tant part of the adventure.
rules for frequency of appearance, against this skill when you request aid You must explain how you normal-
effective skill, and reliability. The dif- from your Contact, you should select a ly get in touch with your Contact.
ference is that a Contact Group’s effec- skill that can provide the results you Regardless of frequency of appear-
tive skill reflects ability at an entire cat- expect. If you want ballistics compar- ance, you cannot reach your Contact if
egory of skills – e.g., “business skills” if isons, take a Contact with Forensics, those channels are closed.
your Contact Group is a corporation, not Finance!
or “military skills” if your Contact After that, select an effective skill Reliability
Group is a military unit – as opposed level. This reflects the Contact’s con- Contacts are not guaranteed to be
to one specific skill. You must define nections, other skills, Status, etc. It truthful. Reliability multiplies the
this area of knowledge when you pur- need not be his actual skill level (the Contact’s point cost as follows:
chase the Contact Group, and it must GM will set this, if it matters). For Completely Reliable: Even on a crit-
be appropriate to the organization. instance, the president of a local steel ical failure on his effective skill roll,
The GM rolls against the group’s mill might have business-related skills the Contact’s worst response will be “I
effective skill when you request any of 12-14, but his effective skill might don’t know.” On an ordinary failure,
information that it could reasonably be 18 because of his position in the he can find information in 1d days. ¥3.
provide. However, this is an abstract company. This skill level determines Usually Reliable: On a critical fail-
success roll, not a roll against a specif- the Contact’s base cost: ure, the Contact lies. On any other fail-
ic skill. For instance, a police Contact ure, he doesn’t know now, “. . . but
Group could provide ballistics com- Effective Skill Base Cost check back in (1d) days.” Roll again at
parisons, criminal profiles, legal 12 1 point that time; a failure then means he
advice, police records, and introduc- 15 2 points can’t find out at all. ¥2.
tions to criminals. It would not specif- 18 3 points Somewhat Reliable: On a failure,
ically use Forensics, Criminology, 21 4 points the Contact doesn’t know and can’t
Law, Administration, or Streetwise find out. On a critical failure, he lies –
skills for this, but the information pro- Add 1 point to these costs for and on a natural 18, he lets the oppo-
vided might be appropriate to any of Contacts who can obtain information sition or authorities (as appropriate)
these “police skills.” using supernatural talents (ESP, mag- know who is asking questions. ¥1.
To determine the point cost of a ical divination, etc.). This is common Unreliable: Reduce effective skill by
Contact Group, select its effective skill, for spirits, wizards, etc. 2. On any failure, he lies; on a critical
frequency of appearance, and reliabil- Frequency of Appearance failure, he notifies the enemy. ¥1/2
ity level just as you would for a simple Select a frequency of appearance, (round up; minimum final cost is 1
Contact, then multiply the resulting as explained under Frequency of point).
cost by 5. Appearance (p. 36), and apply its mul-
tiplier to the base cost of the Contact. Money Talks
Contacts 4 When you wish to reach your Contact, Bribery, whether cash or favors,
Variable the GM rolls against his frequency of motivates a Contact and increases his
You have an associate who provides appearance. On a failure, the Contact reliability level. Once reliability reach-
es “usually reliable,” further levels of
you with useful information, or who is busy or cannot be located that day. increase go to effective skill; bribery
does small (pick any two of “quick,” On a 17 or 18, the Contact cannot be cannot make anyone completely
“nonhazardous,” and “inexpensive”) reached for the entire adventure! On a reliable!
favors for you. The point value of a success, the GM will roll against the A cash bribe should be about
Contact is based on the skill he uses to Contact’s effective skill once per piece equivalent to one day’s income for a
assist you, the frequency with which of information or minor favor you +1 bonus, one week’s income for +2,
he provides information or favors, and request. one month’s for +3, and one year’s
his reliability as a person.
44 ADVANTAGES
for +4. Favors should be of equivalent Contacts in Play Here are just a few examples:
worth, and should always be some- You may add new Contacts in play,
thing that you actually play out in the provided you can come up with a good Business. Business owners, execu-
game. in-game justification. The GM might tives, secretaries, and even the mail-
The bribe must also be appropriate even turn an existing NPC into a room flunky can supply information
to the Contact. A diplomat would be Contact for one or more PCs – possi- on business dealings. They generally
insulted by a cash bribe, but might bly in lieu of character points for the provide a business skill, such as
welcome an introduction into the right adventure in which the PCs developed Accounting, Administration, or
social circle. A criminal might ask for the NPC as a Contact. For instance, Finance. A mail boy or typist might
cash but settle for favors that could get the reward for an adventure in which have effective skill 12; the president’s
you in trouble. A police detec- the party helped solve a bank rob- secretary has skill 15; a senior execu-
tive or wealthy executive bery might be a knowledge- tive or accountant has skill 18; and the
might simply want able, reliable police Contact. CEO, president, or chairman of the
you to “owe him Examples of board has skill 21.
one” for later . .. Military. This could be anyone from
which could set off a Contacts an enlisted grunt to a general. Such
whole new adventure, The list of all possible Contacts might provide information
somewhere down Contacts – and their on troop movements, details on secret
the road. skills – would weapons or tactics, or top-level strate-
fill an entire gy. This could take the form of Savoir-
book. Faire (Military), Strategy, or Tactics
skill – or perhaps a technical skill,
such as Engineer. A Rank 0 soldier
would have effective skill 12, a Rank 1-
2 NCO would have skill 15, a Rank 3-
5 officer would have skill 18, and a
Rank 6 or higher officer would have
skill 21.
Police. Anyone connected with law
enforcement and criminal investiga-
tions: beat cops, corporate security,
government agents, forensics special-
ists, coroners, etc. Typical skills are
Criminology, Forensics, Intelligence
Analysis, and Law. Beat
cops and regular private
security officers have
effective skill 12; detec-
tives, federal agents, and
records clerks are skill 15;
administrators (lieu-
tenants, captains,
Special Agents in Charge, etc.) are skill
18; and senior officers (sheriffs, chiefs
of police, District Superintendents,
Security Chiefs, etc.) are skill 21.
Street. Thugs, fences, gang mem-
bers, mobsters, and the like can pro-
vide information on illicit activities,
local criminal gossip, upcoming
crimes, etc. Most provide Streetwise
skill. “Unconnected” crooks (those
who are not part of the local criminal
organization) have effective skill 12;
“connected” ones are skill 15; mob
lieutenants and other powerful crimi-
nals are skill 18; and an actual crime
lord (e.g., the Don, clan chief, or
Master of the Thieves’ Guild) has
skill 21.
ADVANTAGES 45
Courtesy Rank a bionic eye, Damage Resistance for rhinoceros hide or a pangolin’s armor
see Rank, p. 29 dermal armor, etc. Some implants plates would be DR 3; alligator scales
may qualify for the Temporary or elephant hide would be DR 4; and a
Cultural Adaptability 2 Disadvantage limitation (p. 115); suit- giant tortoise would have DR 5.
able temporary disadvantages include Robots, supers, supernatural entities,
10 or 20 points Electrical (p. 134) and Maintenance etc. can purchase any amount of DR,
You are familiar with a broad (p. 143). These apply to the implant, subject to GM approval.
spectrum of cultures. When dealing not to your overall capabilities.
with those cultures, you never suffer Many special modifiers are avail-
the -3 “cultural unfamiliarity” penalty Damage Resistance 31 able to change the basic assumptions
given under Culture (p. 23). This is 5 points/level of this advantage.
definitely a cinematic ability! Point Your body itself has a Damage Special Enhancements
cost depends on the scope of your Resistance score. Subtract this from Absorption: You can absorb dam-
familiarity: age and use it to enhance your abili-
the damage done by any physical or
Cultural Adaptability: You are energy attack after the DR of artificial ties. Each point of DR stops one point
familiar with all cultures of your race. armor (you can normally wear armor of damage and turns it into one char-
10 points. over natural DR) but before multiply- acter point that you can use to
Xeno-Adaptability: You are familiar ing the injury for damage type. By improve traits (anything but skills)
with all cultures in your game world, default, natural DR does not protect temporarily. You store these points in
regardless of race. 20 points. your eyes (or windows, if you are a a “battery” with capacity equal to DR
vehicle) or help against purely mental (e.g., DR 10 gives a 10-point battery).
Cultural Familiarity attacks, such as telepathy. Once this battery is full, each point of
see p. 23 Normal humans cannot purchase DR will still stop one point of dam-
DR at all. Creatures with natural age, but will not convert it into a
Cybernetics 3 armor can buy DR 1 to 5. Thick skin character point. You do not have to
use stored points immediately, but
Variable or a pelt would be DR 1; pig hide, you cannot reallocate points once
armadillo shell, a heavy pelt, or scales
Treat most cybernetic implants as like those of a lizard would be DR 2; used. You lose absorbed points –
equivalent advantages: Infravision for unused ones first – at the rate of one
Limited Defenses
When you buy Damage Resistance – or any advan- Occasional: A fairly specific category of damage.
tage that protects against damage (as opposed to non- Examples: a common substance (e.g., steel or lead), any
damaging effects) – you may specify that it is only one specific class of damage that is usually produced
effective against certain damage types. This is a limita- only by exotic abilities or technology (e.g., particle
tion that reduces the cost of the advantage. Attacks fall beams, lasers, disintegrators, or shaped charges), or a
into four rarity classes for this purpose: refinement of a “Common” category (e.g., magical elec-
tricity, piercing metal). -60%.
Very Common: An extremely broad category of dam- Rare: An extremely narrow category of damage.
age that you are likely to encounter in almost any set- Examples: charged particle beams, dragon’s fire, pierc-
ting. Examples: ranged attacks, melee attacks, physical ing lead, ultraviolet lasers, or an uncommon substance
attacks (from any material substance), energy attacks (e.g., silver or blessed weapons). -80%.
(e.g., beam weapons, electricity, fire, heat and cold, and
sound), or all damage with a specified advantage origin Unless specified otherwise, limited DR works only
(chi, magic, psionics, etc.). -20%. against direct effects. If you are levitated using magic
Common: A broad category of damage. Examples: a and then dropped, the damage is from the fall; “DR vs.
standard damage type (one of burning, corrosion, magic” would not protect. If a magic sword struck you,
crushing, cutting, impaling, piercing, or toxic), a com- “DR vs. magic” would only protect against the magical
monly encountered class of substances (e.g., metal, component of its damage. Similarly, “DR vs. trolls”
stone, water, wood, or flesh), a threat encountered in would not help against a boulder hurled by a troll – the
nature and produced by exotic powers or technology damage is from a boulder, not a troll. Be sure to work
(e.g., acid, cold, electricity, or heat/fire), or a refinement out such details with the GM before setting the value of
of a “Very Common” category (e.g., magical ener- the limitation. If the GM feels that a quality would
gy). -40%. never directly influence damage, he need not allow it as
a limitation!
46 ADVANTAGES
point per second. You lose enhanced cannot or will not wear body armor modifiers. You must specify the order
abilities as the points drain away. or clothing. -40%. of the layers – from outermost to
(Exception: If you are missing HP or Directional: Your DR only protects innermost – when you create your
FP, you can heal yourself. Restoring against attacks from one direc- character. You may not change this
one HP drains 2 stored points imme- tion. -20% for the front (F); -40% for order once set.
diately; restoring one FP drains 3 the back (B), right (R), left (L), top
points. Such healing is permanent. (T), or underside (U). Humanoids Danger Sense 2
Only HP or FP in excess of your usual may only take this limitation for front 15 points
scores drain away.) You cannot and back. You can’t depend on it, but some-
absorb damage from your own ST or Flexible: Your DR is not rigid. This times you get this prickly feeling right
attack abilities. +80% if absorbed leaves you vulnerable to blunt trauma at the back of your neck, and you
points can only enhance one trait (see p. 379). -20%. know something’s wrong . . . If you
(determined when you create your Limited: Your DR applies only to have Danger Sense, the GM rolls
character) or can only heal; +100% if certain attack forms or damage types. once against your Perception, secret-
you can raise any trait. See Limited Defenses (box) for details. ly, in any situation involving an
Force Field: Your DR takes the Partial: Your DR only protects a ambush, impending disaster, or simi-
form of a field projected a short dis- specific hit location. This is lar hazard. On a success, you get
tance from your body. This protects worth -10% per -1 penalty to hit that enough of a warning that you can
your entire body – including your body part (see p. 398). For instance, take action. A roll of 3 or 4 means you
eyes – as well as anything you are car- an animal with butting horns and a get a little detail as to the nature of
rying, and reduces the damage from thick skull might have “Skull only,” the danger.
attacks before armor DR. Effects that for -70%. “Torso only” is -10%, and Danger Sense is included in
rely on touch (such as many magic also protects the vital organs. When Precognition (p. 77); if you have the
spells) only affect you if carried by an you take this limitation for arms, latter trait, you cannot also have
attack that does enough damage to legs, hands, or feet, the DR protects Danger Sense.
pierce your DR. +20%. all limbs of that type. If it only pro-
Hardened: Each level of Hardened tects one limb, the limitation value Special Limitations
reduces the armor divisor of an doubles (e.g., arms are -2 to hit, so a ESP: Your ability is part of the ESP
attack by one step. These steps are, in single arm would be -40%). If you psi power (see p. 255). -10%.
order: “ignores DR,” 100, 10, 5, 3, 2, have arms, legs, etc. with different
and 1 (no divisor). +20% per level. penalties, use the least severe penalty Daredevil 2
Reflection: Your DR “bounces to calculate limitation value. 15 points
back” any damage it stops at your Semi-Ablative: When an attack Fortune seems to smile on you
attacker. The remaining damage strikes semi-ablative DR, every 10 when you take risks! Any time you
affects you normally. The attacker points of basic damage rolled take an unnecessary risk (in the GM’s
doesn’t get an active defense against removes one point of DR, regardless opinion), you get a +1 to all skill rolls.
the first attack you reflect back at of whether the attack penetrates DR. Furthermore, you may reroll any crit-
him, but gets his usual defenses Lost DR “heals” as for Ablative (and ical failure that occurs during such
against subsequent reflected attacks. you cannot combine the two). -20%. high-risk behavior.
Reflection only works vs. direct hits! Tough Skin: By default, Damage
It cannot reflect damage from explo- Resistance is “hard”: armor plate, Example: A gang of thugs opens
sions, fragments, poison gas, or any- chitin, etc. With this limitation, your fire on you with automatic weapons.
thing else that affects an entire area. DR is merely tough skin. Any effect If you crouch down behind a wall and
This enhancement is mutually exclu- that requires a scratch (e.g., poison) return fire from cover, Daredevil gives
sive with Absorption. +100%. or skin contact (e.g., electrical shock no bonuses. If you vault over the wall
or Pressure Points skill) affects you if and charge the gunmen, screaming, it
Special Limitations provides all of its benefits!
Ablative: Your DR stops damage the attack carrying it penetrates the
once. Each point of DR stops one DR of any armor you are wearing – Dark Vision 31
point of basic damage but is even if it does exactly 0 damage! Your 25 points
destroyed in the process. Lost DR natural DR, being living tissue, pro- You can see in absolute darkness
“heals” at the same rate as lost vides no protection at all against such using some means other than light,
HP (including the effects of attacks. This limitation includes all radar, or sonar. You suffer no skill
Regeneration, p. 80). Use this to rep- the effects of the Flexible limitation penalties for darkness, no matter what
resent supers who can absorb mas- (see above); you cannot take both. It its origin. However, you cannot see
sive punishment but who lack the is mutually incompatible with Force colors in the dark.
mass to justify a large HP Field. -40%.
score. -80%. “Layered” Defenses Special Enhancements
Can’t Wear Armor: Your body is You may have multiple “layers” of Color Vision: You can see colors in
designed in such a way that you DR with different combinations of the dark. +20%.
ADVANTAGES 47
Destiny 25 or Mt. Vesuvius might bury you under Very Common (all life, all supernat-
tons of ash. 10 points. ural phenomena and beings, all min-
Variable
Minor Advantage: You are fated to erals, all energy): 30 points.
Your fate is preordained. This is play a small part in a larger story, but
considered an advantage if you are this part will reflect to your credit. In Note that the ability to detect cer-
destined for great things – although game terms, you are guaranteed one tain phenomena can often justify
this might not always be clear, and significant victory. 5 points. other advantages. For instance, Detect
might even be inconvenient at times. (Magnetic Fields) could explain
For a disadvantageous Destiny, see If you fulfill your Destiny and sur- Absolute Direction.
p. 131. vive, it’s over – but you might feel its Special Enhancements
When you choose this advantage, repercussions for years to come. In Precise: On a successful Sense roll,
you may only specify its point value. general, the GM should let you put the you also learn the distance to whatev-
The GM will secretly determine the character points spent on an advanta- er you detect. +100%.
nature of your Destiny, according to geous Destiny toward a positive Signal Detection: You can detect an
its point value and the dictates of the Reputation. A Destiny that goes unno- active transmission of some sort, such
campaign. You might discover some ticed once fulfilled is not much of a as a radio, radar, or laser; see Scanning
clues about your Destiny via magical Destiny! Sense (p. 81) and Telecommunication
divination or similar techniques, but (p. 91). You suffer no range penalties,
you are highly unlikely to learn its full Detect 2/31 but must be within twice the signal’s
extent until it is fulfilled. Note also Variable own range and (if the signal is direc-
that a Destiny may change as the cam- You can detect a specific substance tional) within in its path. +0%.
paign develops. or condition, even when it is shielded
Be aware that this advantage gives from the five human senses. This Special Limitations
the GM absolute license to meddle requires one second of concentration, Vague: You can only detect the
with your life – the GM must make the after which the GM will secretly make presence or absence of the target sub-
Destiny work out! Working out a good a Sense roll for you (see Sense Rolls, stance. Direction and quantity are
Destiny and making sure it comes to p. 358). The range modifiers from the revealed only on a critical success, and
pass require considerable ingenuity Size and Speed/Range Table (p. 550) you cannot analyze what you detect.
on the part of the GM. The GM may apply. You may buy a special Acute This limitation is mutually exclusive
wish to forbid this advantage if he Sense (p. 35) to improve the roll, with Precise. -50%.
feels it would send the campaign off thereby increasing your effective
the rails. range. Digital Mind 31
The point value of the Destiny On a success, the GM tells you the 5 points
determines its impact: direction to the nearest significant You are a sentient computer pro-
Great Advantage: You are fated to source of the substance, and give you gram – possibly an artificial intelli-
achieve greatness within your lifetime. a clue as to the quantity present. On a gence or an “upload” of a living mind.
In the end, everyone will know and failure, you sense nothing. By default, you inhabit a body that
praise your name! Sooner or later, Detect also includes the ability to includes a computer with Complexity
something will happen to bring this analyze what you detect. This requires equal to at least half your IQ; see
Destiny to fruition. Note that this does an IQ roll; the better the roll, the more Computers (p. 472).
not guarantee “success.” If you choose precise the details. For instance, if you You are completely immune to any
to jump in front of an assassin’s knife had Detect (Metal), you could tell gold power defined as “Telepathic,” and to
during your first game session, the from iron on a successful IQ roll, and magic spells that specifically affect liv-
GM might just decide the Destiny is might learn details – such as whether ing minds. However, computer viruses
fulfilled . . . you died a hero! 15 points. the gold is in the form of ore or bars, and abilities that affect Digital Minds
Major Advantage: As above, but to a and its precise purity – on a critical can affect you; you can be taken
lesser extent. Alternatively, you might success. offline (or even stored, unconscious,
be doomed to die in a particular place The base cost of Detect is as as data); and those with Computer
or in a particular fashion: at sea, by follows: Hacking or Computer Programming
the hand of an emperor, underground, Rare (sorceresses, fire magic, zom- skill can gain access to your data . ..
or whatever. You can be grievously bies, gold, radar, radio): 5 points. and possibly read or alter your con-
wounded – even maimed – under Occasional (spellcasters, magic, sciousness!
other circumstances, but you will not undead, precious metal, electric fields, You are likely to have the Machine
die. If you avoid the circumstances magnetic fields, radar and radio): 10 meta-trait (p. 263), but this is not
that would fulfill your Destiny, know- points. mandatory, as you could be a comput-
ingly or otherwise, you might find that Common (humans, supernatural er-like mind inside an organic body
Fate has a few surprises. The sea phenomena, supernatural beings, (e.g., a bio-computer or a brain
might flood your home while you metal, electric and magnetic fields): 20 implant). The Reprogrammable disad-
sleep, the general against whom you points. vantage (p. 150) is also common for
march might be the future emperor, Digital Minds, as is the Automaton
meta-trait (p. 263), but you do not
48 ADVANTAGES