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
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, 3RD PRINTING
PUBLISHED FEBRUARY 2008
ISBN 978-1-55634-729-0
9!BMF@JA:RSVQXOoY`Z^ZnZnZ`
SJG03995 01-0001 Printed in
Thailand
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 3 4 5 6 7 8 9 10
STEVE JACKSON GAMES
GURPS System Design ❚ STEVE JACKSON
Managing Editor ❚ ANDREW HACKARD
GURPS Line Editor ❚ SEAN PUNCH
Production Manager ❚ MONIQUE CHAPMAN
Art Director ❚ PHILIP REED
Page Design ❚ PHILIP REED
Production Artists ❚ JUSTIN DE WITT, ALEX FERNANDEZ, and PHILIP REED
Prepress Checkers ❚ FADE MANLEY and MONICA STEPHENS
Print Buyer ❚ MONICA STEPHENS
Marketing Director ❚ PAUL CHAPMAN
Sales Manager ❚ ROSS JEPSON
Errata Coordinator ❚ ANDY VETROMILE
GURPS FAQ Maintainer ❚ STE´ PHANE THE´ RIAULT
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 all-seeing pyramid 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, 1987, 1988, 1989, 1991, 1992, 1993, 1994, 1996, 1998, 1999, 2002, 2004, 2008
by Steve Jackson Games Incorporated. All rights reserved. Printed in the Thailand.
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
WHAT IS ROLEPLAYING? . . . . . . . . . . . . . 7 Creation (cont’d) . . . . . . . . . . . . 22 Designing Entirely
SOCIAL BACKGROUND . . . . . . . . . . . . . . 22 New Advantages . . . . . . . . . . . 118
Mini-Glossary . . . . . . . . . . . . . . . . . . . . 7
Materials Needed for Play. . . . . . . . . 8 Technology Level (TL). . . . . . . . . . 22 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
1. CREATING A Accents . . . . . . . . . . . . . . . . . . . . . . 24 Types of Disadvantages . . . . . . . . 120
CHARACTER . . . . . . . . . 10 Broken to Broken . . . . . . . . . . . . . . 24 Secret Disadvantages . . . . . . . . . . 120
Example of Character Self-Control for Mental
Character Points . . . . . . . . . . . . . . 10
Character Concept. . . . . . . . . . . . . 11 Creation (cont’d) . . . . . . . . . . . . 25 Disadvantages . . . . . . . . . . . . . 120
How GURPS Works: Realism WEALTH AND INFLUENCE . . . . . . . . . . . . 25 Self-Imposed Mental
and Game Balance . . . . . . . . . . 11 Wealth. . . . . . . . . . . . . . . . . . . . . . . 25 Disadvantages . . . . . . . . . . . . . 121
Character Types . . . . . . . . . . . . . . . 12 Starting Wealth . . . . . . . . . . . . . . . . 26 “Buying Off” Disadvantages . . . . 121
Example of Character Reputation . . . . . . . . . . . . . . . . . . . 26 DISADVANTAGE LIST . . . . . . . . . . . . . . . 122
Tech Level and Starting Wealth . . . 27 Example of Character
Creation: Dai Blackthorn . . . . . 12 Importance. . . . . . . . . . . . . . . . . . . 28
Character Creation Classless Meritocracies. . . . . . . . . . 28 Creation (cont’d) . . . . . . . . . . . 162
Special Rules for Rank. . . . . . . . . . 29 QUIRKS . . . . . . . . . . . . . . . . . . . . . . . . 162
Checklist . . . . . . . . . . . . . . . . . . 13 Example of Character
SAMPLE CHARACTER SHEET . . . . . . 13 Mental Quirks . . . . . . . . . . . . . . . 162
Creation (cont’d) . . . . . . . . . . . . 30 Example of Character
Things Not Shown on the Privilege . . . . . . . . . . . . . . . . . . . . . . 30
Character Sheets . . . . . . . . . . . . 13 Social Restraints . . . . . . . . . . . . . . . 30 Creation (cont’d) . . . . . . . . . . . 164
FRIENDS AND FOES . . . . . . . . . . . . . . . . 31 Physical Quirks . . . . . . . . . . . . . . 165
BASIC ATTRIBUTES . . . . . . . . . . . . . . . . . 14 Associated NPCs . . . . . . . . . . . . . . 31 NEW DISADVANTAGES . . . . . . . . . . . . . 165
How to Select Contacts . . . . . . . . . . . . . . . . . . . . . 31 Modifying Existing
Basic Attributes . . . . . . . . . . . . . 14 IDENTITIES. . . . . . . . . . . . . . . . . . . . . . . 31
Handedness. . . . . . . . . . . . . . . . . . . 14 Alternate Identity vs. Disadvantages . . . . . . . . . . . . . 165
How GURPS Works: IQ, Brand-New Problems . . . . . . . . . 166
Sentience, and Sapience . . . . . . 15 Secret Identity . . . . . . . . . . . . . . 31
4. SKILLS . . . . . . . . . . . . . 167
SECONDARY CHARACTERISTICS. . . . . . . . 15 2. ADVANTAGES . . . . . . . . . 32
DAMAGE TABLE . . . . . . . . . . . . . . . . . 16 Controlling Attribute. . . . . . . . . . 167
Types of Advantages . . . . . . . . . . . 32 Choosing Your
Machines and Fatigue . . . . . . . . . . 16 Advantage Origins . . . . . . . . . . . . . 33
BASIC LIFT AND Potential Advantages . . . . . . . . . . . 33 Beginning Skills. . . . . . . . . . . . 167
What’s Allowed . . . . . . . . . . . . . . . . 34 Difficulty Level. . . . . . . . . . . . . . . 168
ENCUMBRANCE TABLE . . . . . . 17 Turning Advantages Technological Skills. . . . . . . . . . . 168
Example of Character Tech-Level Modifiers. . . . . . . . . . . 168
Off and On . . . . . . . . . . . . . . . . 34 Prerequisites. . . . . . . . . . . . . . . . . 169
Creation (cont’d) . . . . . . . . . . . . 18 ADVANTAGE LIST . . . . . . . . . . . . . . . . . . 34 Specialties. . . . . . . . . . . . . . . . . . . 169
BUILD . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Grouped Skills . . . . . . . . . . . . . . . 169
Frequency of Appearance . . . . . . . . 36 Familiarity . . . . . . . . . . . . . . . . . . 169
Size Modifier (SM) . . . . . . . . . . . . 19 Limited Defenses. . . . . . . . . . . . . . . 46 BUYING SKILLS . . . . . . . . . . . . . . . . . . 170
How GURPS Works: Alternative Attacks . . . . . . . . . . . . . 61 Skill Notation . . . . . . . . . . . . . . . . 170
Perks . . . . . . . . . . . . . . . . . . . . . . . 100 Improving Your Skills . . . . . . . . . 170
ST, Mass, and Move . . . . . . . . . 19 MODIFIERS . . . . . . . . . . . . . . . . . . . . . 101
Shopping for the Big, Tall, Enhancements . . . . . . . . . . . . . . . 102
Attack Enhancements
Thin, and Small. . . . . . . . . . . . . 20
AGE AND BEAUTY. . . . . . . . . . . . . . . . . . 20 and Limitations. . . . . . . . . . . . 102
Turning Enhancements
Age. . . . . . . . . . . . . . . . . . . . . . . . . . 20
Physical Appearance . . . . . . . . . . . 21 Off and On. . . . . . . . . . . . . . . . 102
Limitations . . . . . . . . . . . . . . . . . . 110
Optional Rule:
Limited Enhancements. . . . . . 111
Examples of Modified
Attacks . . . . . . . . . . . . . . . . . . . 114
Gadget Limitations . . . . . . . . . . . 116
Example of Character
Creation (cont’d) . . . . . . . . . . . 116
NEW ADVANTAGES . . . . . . . . . . . . . . . . 117
CONTENTS 3
SKILL COST TABLE . . . . . . . . . . . . . 170 Healing Spells . . . . . . . . . . . . . . . 248 WEAPONS. . . . . . . . . . . . . . . . . . . . . . . 267
MEANING OF SKILL LEVELS. . . . . . . . . 171 Knowledge Spells . . . . . . . . . . . . 249 Choosing Your Weapons. . . . . . . 267
Light and Darkness Spells . . . . . 249 Weapon Statistics . . . . . . . . . . . . 268
Probability of Success. . . . . . . . . 171 Meta-Spells. . . . . . . . . . . . . . . . . . 250 Glossary of Arms and Armor. . . . 268
Relative Skill Level . . . . . . . . . . . 171 Mind Control Spells . . . . . . . . . . 250 Optional Rule:
Choosing Your Skill Levels . . . . . 172 Movement Spells . . . . . . . . . . . . . 251 Modifying Dice + Adds . . . . . . 269
SKILL DEFAULTS: USING Necromantic Spells . . . . . . . . . . . 251 Melee Weapons . . . . . . . . . . . . . . 271
SKILLS YOU DON’T KNOW . . . . . . . 173 Protection and Silver Weapons . . . . . . . . . . . . . . . 275
SKILL LIST. . . . . . . . . . . . . . . . . . . . . . 174 Muscle-Powered
Optional Rule: Wildcard Skills . . 175 Warning Spells . . . . . . . . . . . . 252 Ranged Weapons . . . . . . . . . . 275
Geographical and Water Spells . . . . . . . . . . . . . . . . . 253 Bodkin Points . . . . . . . . . . . . . . . . 277
Hand Grenades and
Temporal Scope . . . . . . . . . . . . 176 6. PSIONICS . . . . . . . . . . . 254 Incendiaries. . . . . . . . . . . . . . . 277
Planet Types . . . . . . . . . . . . . . . . . 180 Firearms . . . . . . . . . . . . . . . . . . . . 278
Physiology Modifiers . . . . . . . . . . 181 Glossary of Psi Terminology . . . . 254 “Smartgun” Electronics . . . . . . . . 278
Skills for Design, POWERS, TALENTS, AND ABILITIES. . . . 254 Optional Rule: Malfunction. . . . . 279
Heavy Weapons . . . . . . . . . . . . . . 281
Repair, and Use . . . . . . . . . . . . 190 Pside Effects. . . . . . . . . . . . . . . . . 255
Example of Character Gaining New Psi Abilities. . . . . . 255 ARMOR. . . . . . . . . . . . . . . . . . . . . . . . . 282
USING PSI ABILITIES . . . . . . . . . . . . . . 255 Armor Tables . . . . . . . . . . . . . . . . 282
Creation (concluded). . . . . . . . 227 PSIONIC POWERS . . . . . . . . . . . . . . . . . 255 Wearing Armor . . . . . . . . . . . . . . 286
TECHNIQUES . . . . . . . . . . . . . . . . . . . . 229 Antipsi. . . . . . . . . . . . . . . . . . . . . . 255
ESP . . . . . . . . . . . . . . . . . . . . . . . . 255 SHIELDS. . . . . . . . . . . . . . . . . . . . . . . . 287
Creating Techniques . . . . . . . . . . 229 Psychic Healing . . . . . . . . . . . . . . 256 Carrying Weapons and
Buying and Improving Psychokinesis (PK) . . . . . . . . . . . 256 Other Gear . . . . . . . . . . . . . . . . 287
Psionics and Magic . . . . . . . . . . . 256
Techniques . . . . . . . . . . . . . . . 230 Telepathy . . . . . . . . . . . . . . . . . . . 257 MISCELLANEOUS EQUIPMENT . . . . . . . 288
TECHNIQUE COST TABLE . . . . . . . . 230 Teleportation . . . . . . . . . . . . . . . . 257
Examples of Psionic Powers . . . . 257 9. CHARACTER
Using Techniques. . . . . . . . . . . . . 230 Other Powers . . . . . . . . . . . . . . . . 257 DEVELOPMENT. . . . . . . 290
Sample Combat
7. TEMPLATES . . . . . . . . . 258 IMPROVEMENT THROUGH
Techniques . . . . . . . . . . . . . . . 230 ADVENTURE . . . . . . . . . . . . . . . . . . 290
Double Defaults and CHARACTER TEMPLATES. . . . . . . . . . . . 258 Traits Gained in Play . . . . . . . . . . 291
How to Use Character Money . . . . . . . . . . . . . . . . . . . . . . 291
Techniques . . . . . . . . . . . . . . . . 232 Templates . . . . . . . . . . . . . . . . 258 Quick Learning
Sample Noncombat Are Character Templates Under Pressure . . . . . . . . . . . . 292
“Character Classes”? . . . . . . . . 259
Techniques . . . . . . . . . . . . . . . 232 Sample Character Templates . . . 259 IMPROVEMENT THROUGH STUDY . . . . . 292
Uniqueness . . . . . . . . . . . . . . . . . . 259 Jobs . . . . . . . . . . . . . . . . . . . . . . . . 292
5. MAGIC . . . . . . . . . . . . 234 Finding a Teacher . . . . . . . . . . . . . 293
RACIAL TEMPLATES . . . . . . . . . . . . . . . 260 Optional Rule:
Glossary of Magical Terms. . . . . . 234 How to Use Racial Templates . . 261 Maintaining Skills. . . . . . . . . . 294
LEARNING MAGIC . . . . . . . . . . . . . . . . 235 Sample Racial Templates . . . . . . 261 Learnable Advantages . . . . . . . . . 294
Omitting Racial Traits . . . . . . . . . 262
Prerequistes . . . . . . . . . . . . . . . . . 235 TRANSFORMATIONS . . . . . . . . . . . . . . . 294
Mana . . . . . . . . . . . . . . . . . . . . . . . 235 META-TRAITS. . . . . . . . . . . . . . . . . . . . 262 Body Modification. . . . . . . . . . . . 294
CASTING SPELLS . . . . . . . . . . . . . . . . . 235 Mind Transfer . . . . . . . . . . . . . . . 296
Distraction and Injury. . . . . . . . . 236 8. EQUIPMENT . . . . . . . . . 264 Supernatural Afflictions . . . . . . . 296
Caster and Subject . . . . . . . . . . . 236 Death. . . . . . . . . . . . . . . . . . . . . . . 296
Time Required . . . . . . . . . . . . . . . 236 Money . . . . . . . . . . . . . . . . . . . . . . 264
Energy Cost . . . . . . . . . . . . . . . . . 236 COST OF LIVING. . . . . . . . . . . . . . . . . . 265 TRAIT LISTS . . . . . . . . . . 297
Critical Spell Failure Table . . . . . . 236 COST OF LIVING TABLE . . . . . . . . . 265
Magic Rituals . . . . . . . . . . . . . . . . 237 ADVANTAGES . . . . . . . . . . . . . . . . . . . . 297
Limits on Effect . . . . . . . . . . . . . . 237 What Cost of Living DISADVANTAGES . . . . . . . . . . . . . . . . . . 299
Duration of Spells and Gets You: MODIFIERS . . . . . . . . . . . . . . . . . . . . . . 300
A Modern Example . . . . . . . . . 266 SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . 301
Maintaining Spells . . . . . . . . . 237 TECHNIQUES . . . . . . . . . . . . . . . . . . . . 304
Canceling Spells . . . . . . . . . . . . . . 237 BUYING EQUIPMENT . . . . . . . . . . . . . . 266 SPELLS. . . . . . . . . . . . . . . . . . . . . . . . . 304
Casting Spells While Legality Class . . . . . . . . . . . . . . . . 267
ICONIC CHARACTERS . . . . 307
Maintaining Other Spells . . . 238
Ceremonial Magic. . . . . . . . . . . . . 238 COMBAT LITE . . . . . . . . . 324
DIFFERENT KINDS OF MAGIC. . . . . . . . 239
Colleges of Magic. . . . . . . . . . . . . 239 COMBAT TURN SEQUENCE . . . . . . . . . . 324
Spell Classes. . . . . . . . . . . . . . . . . 239 MANEUVERS . . . . . . . . . . . . . . . . . . . . 324
Area Spells on a Battle Map. . . . . 239 RANGED ATTACKS . . . . . . . . . . . . . . . . 326
Magic Staffs . . . . . . . . . . . . . . . . . 240 ATTACKING . . . . . . . . . . . . . . . . . . . . . . 326
Dissipating Held Melee DEFENDING . . . . . . . . . . . . . . . . . . . . . 326
DAMAGE AND INJURY . . . . . . . . . . . . . . 327
and Missile Spells . . . . . . . . . . 241 RECOVERY . . . . . . . . . . . . . . . . . . . . . . 328
Long-Distance Modifiers . . . . . . . 241 FATIGUE . . . . . . . . . . . . . . . . . . . . . . . . 328
Alternative Magic Systems . . . . . . 242
SPELL LIST . . . . . . . . . . . . . . . . . . . . . 242 INDEX . . . . . . . . . . . . . . . 329
Air Spells . . . . . . . . . . . . . . . . . . . 242
Body Control Spells. . . . . . . . . . . 244 CHARACTER SHEET . . . . . 335
Communication and
Empathy Spells. . . . . . . . . . . . 245
Earth Spells . . . . . . . . . . . . . . . . . 245
Enchantment Spells . . . . . . . . . . 246
Fire Spells. . . . . . . . . . . . . . . . . . . 246
Gate Spells . . . . . . . . . . . . . . . . . . 247
4 CONTENTS
INTRODUCTION
GURPS stands for “Generic the Fourth Edition, is a unified whole. GURPS is extensively cross-referenced,
Universal RolePlaying System.” It was We’ve gone to a great deal of effort to with a Table of Contents, an Index, and
originally a joke . . . a code word to make sure that it all works together, and a Glossary of terms used in the game.
describe the game while we looked for a it all works. GURPS will let you create
“real” name. Years went by – literally! – any character you can imagine, and do Third is ease of play. In GURPS,
as the game developed. We never found anything you can think of . . . and it all most of the detailed calculations are
a better name, and now that the Fourth 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 20 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
to keep things moving. our successes – and Most roleplaying systems depend
Others want ultimate from the successes of for their success on a continual flow of
detail, with rules for others. I think the best “official” supplements and adventures.
every contingency. Most games are those that are GURPS is different. True, we’ve
of us fall somewhere in simple, clear and easy to released a lot of material already, and
between. GURPS starts read, and I’ve tried hard to we plan to do much more; a totally uni-
with simple rules, and – make GURPS “friendly.” versal system offers great leeway, and
especially in the combat One important influ- we’ve got a supplement list as long as
system – builds up to as ence was Hero Games’ your arm. But GURPS is designed to
much optional detail as Champions, for the be as compatible as possible with sup-
you like. But it’s still the flexibility of its charac- plements written for different games.
same game. You may all use ter-creation system. The reason? Simple. Suppose that
it differently, but your campaigns will you’re a GURPS player. You’re at the
all be compatible. Another was Flying Buffalo’s Tunnels & hobby shop, and you see a really inter-
Trolls, for its appeal to solitaire gamers. esting supplement package. But it’s by
“Universal.” I’ve always thought it Finally, M.A.R. Barker’s Empire of the another publisher, for another game.
was silly for game companies to publish Petal Throne remains noteworthy, even
one set of rules for fantasy, another one after decades of competition and imita- No problem. The GURPS system
for Old West, another one for science tion, for the detail and richness of its breaks everything down into plain
fiction, and another one for super pow- alien game world. English and simple numbers.
ers. GURPS is one set of rules that’s Distances are given in feet and miles,
comprehensive enough to let you use But there’s more to GURPS than try- rather than arbitrary units; times are
any background. There are worldbooks ing to repeat past success. The failures given in minutes and seconds. That’s
and supplements that “fine-tune” the of earlier systems are important, too. In what makes it generic. That also makes
generic system for any game world you GURPS, I’ve tried to achieve several it easy to translate. If you see an inter-
want. But they are still compatible. If things I think earlier designs missed. esting supplement for another game,
you want to take your Wild West gun- go right ahead and get it. You can use it
slinger and your WWII commando for- First and foremost, of course, is the as a sourcebook for GURPS.
tune hunting in Renaissance Italy . . . go flexibility of a “universal” system.
for it! And because that’s exactly the Others have tried this, but have fallen Likewise, if your gaming group
kind of game that so many of our fans into the twin traps of watered-down favors other systems . . . you can still
play, the Fourth Edition adds an over- combat (where a lightning bolt is just use your GURPS adventures. As long as
arching background created to support like a .45 pistol) or incompatibility that other game uses units that you can
just such campaigns. (where players have to learn so many translate into feet, minutes, and other
alternate rules for each new game and plain-English terms, you can import
“RolePlaying.” This is not just a hack- characters don’t easily cross over). your GURPS adventures.
and-slash game. The rules are written GURPS presents a single, unified sys-
to make true roleplaying possible – and, tem that allows for great diversity with- When GURPS was launched, we
in fact, to encourage it. GURPS is a out losing its coherence. This Fourth dreamed of its becoming the “standard”
game in which you take on the persona Edition incorporates dozens of rules roleplaying system. The hobby has
of another character – and pretend, for that originally appeared in supplements grown hugely since then! There will
a little while, to be that character. published for the Third Edition. They never be a single standard . . . but
seemed important enough to bring into GURPS is one of the standards, and
“System.” It really is. Most other the Basic Set – so here they are. that’s fine. We have never tried to drive
RPGs started out as a simple set of others out of the market, or even to
rules, and then were patched and mod- Second is organization. Every gamer force them to conform to us. Instead,
ified, ad infinitum. That makes them has had the experience of hunting fran- we are conforming to them – by pro-
hard to play. GURPS, more than ever in tically through one book after another, ducing a system that will work with any
looking for a rule . . . and not finding it. clearly written adventure.
INTRODUCTION 5
At any rate, here it is. I’m satisfied About the Authors
that GURPS is the most realistic, flex-
ible, and “universal” system ever Steve Jackson
developed. This Fourth Edition is the
culmination of 18 years of continuous Steve Jackson has been playing games for entirely too many years,
development and two years of con- and designing them professionally since 1977. His other game-design
certed revision. I hope you like it. credits include Ogre and G.E.V., the award-winning Illuminati, the
best-selling Car Wars, the atrocious Munchkin and its offshoots, and
In closing, I want to acknowledge many others. He has served as an officer and volunteer for various
and thank the two revisors of this edi- industry associations, and was the youngest person ever inducted into
tion. Sean Punch, the GURPS line edi- the Origins “Hall of Fame.”
tor, and David Pulver spent two years
collating feedback, experimenting He is the founder of Steve Jackson Games, in Austin, Texas.
with variant systems, and knitting a Steve is an active member of the Science Fiction Writers of America.
decade and a half of rules material He is a semi-retired science fiction fan, and once spent a great deal of
into a coherent whole. It would not time writing for various zines and helping to run conventions. He now
have happened without them. enjoys reading others’ writing and attending others’ cons. So it goes.
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
Fourth Edition
David L. Pulver grew up in Canada, England, and New Zealand. He
This edition represents a leap for- has been a science fiction fan for most of his life, an avid gamer since
ward in more ways than just rules. As 1978, and a professional author since 1988. GURPS Ultra-Tech was his
the hobby has grown, standards have first book. He has since written over 50 RPGs and supplements, among
become higher. You expect more from them Transhuman Space, GURPS Bio-Tech, and Big Eyes, Small
a roleplaying game than you did a Mouth, Second Edition. He lives in Victoria, British Columbia.
decade ago; it’s our job to deliver.
So . . . Sean M. Punch
• The book is bigger. Future Sean “Dr. Kromm” Punch set out to become a particle physicist and
GURPS releases will also be large . . . ended up as the GURPS Line Editor. Since 1995, he has compiled the
most will be over 200 pages . . . and two-volume GURPS Compendium and GURPS Lite, written GURPS
they’ll be hardback. Feedback has Wizards and Undead, edited or revised more than 20 other GURPS
been clear on this point; most people books, and masterminded the rules behind dozens more.
want more material in each book, and
they want the durability and looks of Sean has been a fanatical gamer since 1979. His nongaming inter-
hardcover. ests include cinema, computers, and wine. He lives in Montréal,
Québec, with his wife, Bonnie. They have three cats and one bird.
• The art is better. It’s full-color
throughout, and it’s treated as an inte- By the time of the third edition Character Creation and Compen-
gral part of the book, not as filler (1988), gamers had come to prefer dium II: Combat and Campaigns.
material. Many will find this the most economical all-in-one rulebooks to
dramatic change in the new edition! expensive boxed sets. We decided to Most GURPS supplements written
dispense with the box and release between 1996 and 2003 required one
• Regular support will continue. We Basic Set, Third Edition as a single or both of the Compendia. The basic
plan to release one high-quality hard- book. We managed to shoehorn every- rules had effectively spread to three
cover sourcebook every month . . . thing into one volume. We continued books. In the process, several internal
indefinitely. As I write this in April of to call it the Basic Set – even though it inconsistencies became evident – the
2004, we’re already scheduled more was not a boxed set – so that retailers almost-inevitable result of growth by
than three years out. and customers would know that it was agglomeration.
the same game.
Holding this book, you might ask, Basic Set, Fourth Edition address-
“Why does this edition of the Basic By 1995, we had published over es the inconsistencies by recasting
Set come in two volumes? Why not 100 titles for GURPS. However, it just Basic Set, Third Edition and the two
one big book, like the Third Edition wasn’t feasible to keep them all in Compendia as a unified system. It
and lots of other RPGs?” The answer print, so it became progressively hard- occupies two volumes not because we
involves a bit of history . . . er to find certain supplements. think we will make more money that
Meanwhile, gamers with large way, but because condensing three
The first two editions of Basic Set GURPS libraries were finding it books into one proved impossible –
– released in 1986 and 1987 – were increasingly difficult to locate specific there was too much material! But
boxed sets containing cardboard fig- rules. To solve these problems, we these two volumes contain the best of
ures, combat maps, dice, and two rule- compiled the most frequently used 18 years of GURPS development,
books (sound familiar?). Book 1: rules from all of GURPS into two making Fourth Edition comprehensive
Characters was aimed mainly at play- expansion volumes: Compendium I: in a way that few other RPGs are.
ers, while Book 2: Adventuring was
more of a GM’s guide. This was a logi-
cal division of content for a RPG, and
quite common in the ’80s.
6 INTRODUCTION
And because this edition’s Basic put the brakes on growth by agglom- . . . anything. We believe that’s a big
Set is comprehensive, there is no need eration The Basic Set is truly all you win, and we think you will agree!
to “bolt on” extra rules that will come need to run nearly any kind of game:
to be seen as mandatory. This should fantasy, science fiction, supers, horror – 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 Mini-Glossary
Princess, find the treasure, stop the
invasion – or it may be open-ended, Below are a few important terms used in this book. The complete
with the characters moving from one glossary appears on pp. 563-565.
escapade to the next. A roleplaying
“campaign” can be open-ended, lasting advantage: A useful trait that gives you an “edge” over another person
for years, as characters (and players) with comparable attributes and skills. See Chapter 2.
come and go. It’s all up to the GM and
the players. attributes: Four numbers – Strength, Dexterity, Intelligence, and Health
– that rate a character’s most basic abilities. Higher is always better!
No game board is necessary for a See pp. 14-15.
roleplaying game – although some sys-
tems, including GURPS, include cinematic: A style of play where the needs of the story outweigh those
optional “boardgame” rules for combat of realism, even when that would produce improbable results. See
situations. Instead, the game is played p. 488.
verbally. The GM describes the situa-
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
meet the challenge. The GM describes Dexterity (DX): An attribute that measures agility and coordination.
the results of these actions . . . and so See p. 15.
on. Depending on the situation, the GM
may determine what happens arbitrar- disadvantage: A problem that renders you less capable than your other
ily (for the best possible story), by refer- traits would indicate. See Chapter 3.
ring to specific game rules (to decide
what is realistically possible), or by enhancement: An extra capability added to a trait. This increases the
rolling dice (to give an interesting ran- point cost of the trait by a percentage. See pp. 102-109.
dom result).
Fatigue Points (FP): A measure of resistance to exhaustion. See p. 16.
Part of the object of a roleplaying Health (HT): An attribute that measures physical grit and vitality. See
game is to have each player meet the
situation as his character would. A role- p. 15.
playing game can let a player take the Hit Points (HP): A measure of ability to absorb punishment. See p. 16.
part of a stern Japanese samurai, a Intelligence (IQ): An attribute that measures brainpower. See p. 15.
medieval jester, a wise priest, a stow- limitation: A restriction on the use of a trait. This reduces the point cost
away gutter kid on her first star-trip . . .
or absolutely anyone else. In a given of the trait by a percentage. See pp. 110-117.
situation, all those characters would point: The unit of “currency” spent to buy traits for a character. The
react differently. And that’s what role-
playing is about! Thus, good roleplay- more points you have, the more capable you are. Point costs for
ing teaches cooperation among traits are often written in brackets; e.g., “Combat Reflexes [15]”
the players, and broadens their means the Combat Reflexes trait costs 15 points. See p. 10.
viewpoints. prerequisite: A trait you must have to qualify for another trait. If the
prerequisite is a skill, you must have at least one point in it. See
But roleplaying is not purely educa- p. 169.
tional. It’s also one of the most creative skill: A number defining your trained ability in an area of knowledge
possible entertainments. Most enter- or broad class of tasks. See Chapter 4.
tainment is passive: the audience just Strength (ST): An attribute that measures physical muscle and bulk.
sits and watches, without taking part See p. 14.
in the creative process. In roleplaying, trait: An advantage, attribute, disadvantage, skill, or other character
“building block” that affects game play and costs points to add,
modify, or remove.
INTRODUCTION 7
Materials Needed for Play We’ve also added several features
to make the rules easier to learn. The
• GURPS Basic Set Characters. Everyone will need access to this Quick-Start (below) and Conventions
book in order to create characters and look up character abilities. A large (p. 9) sections cover the most impor-
group will find it handy to have several copies available, especially during tant game concepts. The Glossary
character creation. (pp. 563-565) defines the terms used
in the game – and an abridged version
• GURPS Basic Set Campaigns. The GM will need a copy of this (see Mini-Glossary, p. 7) appears here
book, which contains rules for success rolls, physical feats, combat, so you can understand the Quick Start
injury, animals, and vehicles, as well as advice on how to run the game rules without flipping pages.
and design a campaign.
The best way to learn GURPS is to
•Character sheets. Each player will need a copy of the Character Sheet join a group of friends who already
(pp. 335-336) on which to record his PC’s statistics. You may make as play. If you’re starting out on your
many copies as you like for your own use (but not for resale). own, here’s what we recommend:
• Three six-sided dice. A set of three dice for each player, and another 1. Quickly skim this book, just to
set for the GM, is even better. get the flavor of the game. Don’t worry
about the details yet.
• Pencils and scratch paper. For taking notes, sketching maps, etc.
2. Read the Mini-Glossary (p. 7) to
The other important thing about HOW TO LEARN learn the basic terminology.
roleplaying is that it doesn’t have to be GURPS
competitive. In most roleplaying situ- 3. Read the Quick-Start and
ations, the party will succeed or fail as If you have some experience with Conventions sections to learn the basic
a group, depending on how well they roleplaying games already, you should game concepts.
cooperate. The greatest rewards of find GURPS easy to pick up. But if
good roleplaying come not in “win- this is your first RPG, you’ll have a lit- 4. Read Creating a Character
ning,” but in character development. tle more to learn. Relax – if you got (pp. 10-12) to get an idea of the differ-
The more successfully a player por- this far, you’ll be fine! ent things characters can do.
trays his character (as judged by the
GM), the more that character will gain Don’t be alarmed by the physical 5. Read the rest of the rules in
in ability. size of the game. There’s a lot of mate- detail, as your time permits.
rial here – two thick books – but we’ve
When it’s all said and done, the GM done our best to make it easy to use. GURPS Lite may also be useful to
and the players will have created a you. It’s a 32-page distillation of the
story . . . the story of how the charac- The tables of contents (pp. 3-4 and basic system; you can download it free
ters met, learned to work together, 339-341) and the index (pp. 329-334 or at www.sjgames.com/gurps/lite/.
encountered a challenge, and (we 570-575) are as detailed as we could
hope) triumphed! manage. Once you have absorbed the rules,
you can be the GM for your friends,
and help them learn the game. You
can do whatever you want . . . that’s
the whole point of the system.
Most important: Have fun!
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.
of that is detail, “color,” and special For an especially easy task, you
cases. The game system is actually easy. The only dice used in GURPS are would get a bonus to your attempt. You
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, rolling a 12 or less, just as stopping a the GM may predetermine reactions.
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
“dice+adds” system. If a weapon does multiply it by a factor, round all frac-
To check reactions, the GM rolls 3 “4d+2” damage, this is shorthand for tions up. For instance, a 25% enhance-
dice and consults the Reaction Table “roll 4 dice and add 2 to the total.” ment to a 15-point ability would result
(pp. 560-561). The higher his roll, the Likewise, “3d-3” means “roll 3 dice and in 18.75 points, which would round to
better the NPCs will react, and the bet- subtract 3 from the total.” 19 points. For negative numbers, “up”
ter the treatment they will give the PCs. means “in the positive direction”; e.g., if
If you see just “2d,” that means “roll you multiply -7 points by 1/2 to get -3.5
Many traits give reaction modifiers two dice.” For instance, if an adventure points, round the result to -3 points.
that add to or subtract from reaction says, “The base is guarded by 5d
rolls. If you have a +2 reaction due to human soldiers and 2d+1 robots,” that’s Round down for character feats and
your good looks, the GM will add 2 to short for, “Roll five dice for the number combat results. When you do math to
any reaction roll made by someone who of human guards at the base. Then roll determine what a character can do –
can see you. This is likely to improve the two dice, and add 1, for the number of how much he can lift, how far he can
way they behave toward you! robots.” jump, etc. – or to calculate injury or
other combat results, round all frac-
For details on reaction rolls, see For really huge numbers, dice can tions down. For instance, for an attack
p. 494. be multiplied. For instance, “2d¥10” that inflicts 3 points of injury with a
means “roll 2 dice and multiply by 10.” 50% damage bonus, round down from
(3) Damage Rolls. A “damage roll” is 4.5 to 4 points.
a roll made in a fight, to see how much Rounding
harm you did to your foe. Damage rolls Exceptions and special cases (such
use the “dice+adds” system (see Dice, A mathematical formula is often the as “round to the nearest whole num-
below). best way to ensure that a rule is fair, ber” or “do not round off”) are noted
realistic, or universal. But formulas explicitly with the relevant rule.
Many things can affect the final sometimes yield inconvenient frac-
injury inflicted by your attack. Armor tions. Except where instructed other-
reduces the damage received by the wise, round off fractions as follows:
wearer. Certain attacks do extra dam-
age if they get through armor. “Critical Metric Conversions
hits” can do extra damage. All these
things are explained in the combat GURPS uses the old imperial units of measurement, rather than
rules – see Chapters 11-13. But the metric, because most of our readers are Americans who use the old sys-
combat system is “modular”; you can tem. But not all! Every year, more and more people in the rest of the
use all the rules for a complex, detailed, world start GURPS campaigns. And outside the U.S., people think in
realistic combat simulation – or just metric. We can’t afford to do two editions of everything, but we can pro-
those in Chapter 11 for a quick game. vide this conversion table.
There’s another important system – Note that there are two conversion columns. The first column is an
but you don’t need to know it to start approximation, easy to do in your head, and good enough for gaming.
with. It’s the character creation system. The second column is the real metric equivalent, for those times when
The GM will give each player a number you want to be exact.
of points to spend on his character.
High attribute levels cost points, as do Imperial Game Metric Real Metric
advantages and skills. Disadvantages, 1 inch (in.) 2.5 cm 2.54 cm
such as Greed and Berserk, are also 1 foot (ft.) 30 cm 30.48 cm
available; these give you extra points. 1 yard (yd.) 1 meter
Details appear in Chapters 1-4. 1 mile (mi.) 1.5 km 0.914 meters
1 pound (lb.) 0.5 kg 1.609 km
These rules let you do all your cal- 1 ton 0.454 kg
culations before play starts, and enter 1 gallon (gal.) 1 metric ton
them on the Character Sheet (p. 13). 1 quart (qt.) 4 liters 0.907 metric tons
That way, you don’t have to bother with 1 ounce (oz.) 1 liter 3.785 liters
calculations during play! 1 cubic inch (ci) 0.946 liters
1 cubic yard (cy) 30 grams
Got all that? Good. Now you can 16 cubic cm 28.349 grams
play GURPS. The rest is just detail. 0.75 cubic m 16.387 cu. cm
Have fun. 0.765 cubic m
CONVENTIONS Temperature: When dealing with changes in temperature, one
Fahrenheit degree is 5/9 the size of a degree Celsius. So a change of
GURPS uses the following mathe- 45°F is equal to a change of 25°C. To convert actual thermometer read-
matical conventions. ings, subtract 32 from the Fahrenheit temperature and multiply the
result by 5/9. So 95°F is 5/9 of (95-32), or 5/9 of 63, or 35°C.
Dice
GURPS uses six-sided dice only. All
“success rolls,” and most other rolls,
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
10 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 mortal 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 superi-
or. If everyone agrees, some players might play “lead protagonists,”
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.
that are part of your racial makeup There are several ways to approach
A disadvantage is anything with a (your “racial template”; see p. 260) are this.
negative cost, including low attributes, also exempt.
reduced social status, and all the spe- You can choose the abilities you
cific disabilities listed in Chapter 3. In Character Points in Play want, spend your character points,
theory, you could keep adding disad- 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,
or even new abilities . . . but you might You might instead decide on your
The purpose of a disadvantage lose capabilities, too. All of these character’s focal qualities first – the
limit is to keep the game from becom- things will change your point total. handful of things that define him, such
ing a circus, with the PCs’ troubles 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
of overall campaign power level, or of Finally, you might find it helpful to
A disadvantage cap serves another your personal success or importance answer some basic questions about
purpose as well: it restricts the abili- relative to the other players or PCs. your character, using the answers to
ties available to starting characters, 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 CHARACTER did he grow up? Where does he live
instance, -75 points in a 150-point CONCEPT now?
game – although this is entirely up to
the GM. The two most important things to • Who were his parents? (Does he
know about your character are who he know?) Are they still alive? If not,
However, if the GM rules that all is and what role you want him to play what became of them? If so, does he
PCs must have certain disadvantages get along with them?
How GURPS Works: • What training does he have? Was
Realism and Game Balance he an apprentice? A student? Or is he
self-taught?
Character design in GURPS is intended to give a balanced hero,
someone whose strengths and weaknesses more or less cancel each • What is his current occupation?
other out. What other jobs has he held?
In real life, of course, being super-strong doesn’t necessarily mean • What social class does he belong
you have to give up something else. And being weak in body doesn’t to? How wealthy is he?
mean you’ll automatically be good at something else. A totally realistic
system would be one in which a character’s strength (for instance) was • Who are his friends? His ene-
determined randomly, with no relationship to his intelligence or social mies? His closest professional associ-
status . . . and so on for all his other capabilities. ates?
But random choices aren’t really satisfactory for heroes. You might • What were the most important
end up with a superman . . . or a weak, stupid, boring clod. You avoid moments of his life?
people like that in real life; why would you want to become one, even for
a minute, in a game? • What are his likes and dislikes?
Hobbies and interests? Morals and
In GURPS, two characters built on the same number of points start beliefs?
off “equal,” but not the same. You can design the type of character you
want while leaving room for growth and improvement. • What are his motivations? Plans
for the future?
You can answer such questions in
your head, on paper, or in an interview
with the GM. You can even discuss
them with the other players (but you
will want to keep some secrets, even
from your friends). Or you might pre-
fer to answer them by writing a life
history.
CREATING A CHARACTER 11
Life Histories Example of Character Creation:
Dai Blackthorn
To really solidify your character
concept, you can write your charac- To illustrate character creation, we present Dai Blackthorn, thief
ter’s life history, or “character story.” extraordinaire! Dai hails from the Infinite Worlds setting in Chapter 20.
You don’t have to write a character
story – but it’s recommended. If you Dai’s career started on Yrth, a medieval fantasy world populated by
do, then you should show this story to descendants of Crusades-era folk pulled from Earth by a dimensional
the GM, but not necessarily to the rift. He remembers nothing of his birth or early childhood; he was a
other players. This can serve as a great street kid. When he was about seven, he was taken in by an old thief
aid to roleplaying, and can help the who taught him to be a pickpocket and second-story man, and Dai
GM integrate your character into his learned well. But the Thieves’ Guild didn’t like the competition, and
campaign world. when Dai was 15, the Guild set fire to the old man’s house, and picked
off the fleeing occupants with crossbows. Only Dai escaped.
As your character adventures and
gains experience, his “story” will get At the time, he thought that he had made a terror-fueled leap from
longer and more detailed. Not only the burning building’s roof to the next one. Later he realized that that
will you have the adventures them- jump had been impossible. Something else had happened. In fact, the
selves to remember . . . the more you fear of death had unlocked his psionic gift of teleportation, though it
play your character, the more you’ll took time before he realized the truth and gained control of his abilities.
work out his background, history, and When he did, he became a master thief indeed, living in quiet comfort
motivations. and reveling in the marketplace talk of “impossible robberies” that no
lock and no wizard could stop.
Characterization Bonus
Then Dai crossed paths, and swords, with an equally formidable
Writing a life history amounts to rival . . . a world-jumping criminal using stolen technology to loot Yrth’s
roleplaying a character before the treasures. Matters were complicated further by the arrival of an ISWAT
campaign begins. The GM might team pursuing the world-jumper. When the dust had settled, two of the
choose to reward players who write agents owed their lives to the little thief . . . but he knew too much. They
detailed character stories with a few couldn’t just let him go.
extra character points for good role-
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,
but it should be more than just a token We’ll create Dai as a full member of ISWAT. As an established hero,
effort, and should attempt to answer he’ll have a base of 250 points.
all of the questions listed under
Character Concept that are relevant to Jack-of-All-Trades. A many-skilled related IQ/Hard skills in obscure fields
the character. hero: mercenary, bush pilot, reporter, (Expert Skills are especially suitable),
etc. DX and IQ are most important. as well as Research, Teaching, and
CHARACTER Advantages such as Talent and Writing.
TYPES Versatile can help. Pick one or two
skills from those suggested for each of Scout. A seasoned outdoorsman or
A character can have any combina- the other character types. A Jack-of- “ranger.” All attributes are equally
tion of abilities he can afford, provided All-Trades isn’t as good as a dedicated important; some extra Basic Move and
the GM agrees. (Players of other RPGs expert, but he has some skill in many Perception can be extremely useful.
take note: this means that GURPS areas. The archetypal scout advantage is
does not use character classes.) 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,
and a good appearance are all useful. Sneak. Thieves and spies need high
Exotic. An alien, angel, robot, Most important are skills that empha- DX and IQ, as well as good Perception.
“super” (a comic-book superhuman), size social interaction: Carousing, Helpful advantages include High
or other hero defined by his unusual Fast-Talk, Merchant, Public Speaking, Manual Dexterity and Night Vision.
powers or nature. Most of his starting and so on. Many skills are appropriate – Acting,
points should go toward high attrib- 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-
paigns, Illuminated!). He needs several Specialist. An expert at one skill. His
knowledge runs deep and narrow; he is
12 CREATING A CHARACTER
the opposite of the Jack-of-All-Trades. See pp. 335-336 for a full-sized, two-page character sheet which you may
His skill is very high (at least 18), with copy for your own use. This and other GURPS forms may also be
a good score in the attribute it is based downloaded at www.sjgames.com/gurps/resources/.
on. Any advantage that gives a skill
bonus is helpful – especially Talent. Things Not Shown on the Character Sheet
Tinkerer. An engineer, inventor, There are several things you might want to keep track of separately:
technician, or other mechanical
genius. IQ is vital; DX is useful. Any Job Details. It can be important to know what you do for a living when
kind of technological skill fits this sort you’re not adventuring (unless adventuring is your job – lucky you!) and
of character (see Skills for Design, how long you spend doing it. This determines your income and on-the-job
Repair, and Use, p. 190), and Scroung- training opportunities. Military characters should keep a service record.
ing skill is de rigueur. Cinematic inven-
tors should also have High TL, Life History. If you write down your character story, keep it in a sepa-
Gadgeteer, and Gizmos. rate file so you can easily expand it as your adventures unfold.
Warrior. A professional fighter Spells. Wizards often know dozens of spells – more than easily fit on a
needs high ST, DX, and HT, and might character sheet. If you wish, you can just note the total point cost of all
wish to buy up Hit Points and Basic your spells under “Skills” and write out your full spell list on a separate
Speed. Useful advantages include “grimoire” or “spellbook” sheet.
Combat Reflexes, Hard to Kill, and
High Pain Threshold; cinematic war- Vital Statistics. If you think your parents’ names, your place and date
riors should also consider Extra Attack of birth (or zodiacal birth sign), your bloodline (or race – in some settings,
and Weapon Master. Combat skills are you might need to specify that you are an ordinary human!), and similar
a must, and Leadership, Strategy, and traits are likely to matter, keep a separate “personnel file” on yourself that
Tactics can help. Modern commandos contains such details.
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.
CHARACTER
CREATION
CHECKLIST
Be sure to visit all of the following
sections during character creation:
• Basic Attributes (p. 14) and
Secondary Characteristics (p. 15).
These affect almost everything else on
your character sheet, so pick them
first.
• Build (p. 18) and Age and Beauty
(p. 20). These sections describe the in-
game effects of height, weight, age,
looks, etc.
• Social Background (p. 22), Wealth
and Influence (p. 25), Friends and Foes
(p. 31), and Identities (p. 31).
Determine what kind of society you
are from, where you stand in the game
world, how others regard you, and
who you can count on for support – or
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 makes little difference . . . start with
character. • Skills (p. 167) and Techniques the one most important to you, and
(p. 229). The abilities in Chapter 4 work from there.
• Disadvantages (p. 119). Chapter 3 describe what you can actually do. Be
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” How to Select Basic Attributes
define your basic abilities: Strength
(ST), Dexterity (DX), Intelligence (IQ), The basic attributes you select will determine your abilities – your
and Health (HT). strengths and weaknesses – throughout the game. Choose wisely.
A score of 10 in any attribute is free, 6 or less: Crippling. An attribute this bad severely constrains your
and represents the human average. lifestyle.
Higher scores cost points: 10 points to
raise ST or HT by one level, 20 points 7: Poor. Your limitations are immediately obvious to anyone who
to raise DX or IQ by one level. meets you. This is the lowest score you can have and still pass for “able-
Similarly, scores lower than 10 have a bodied.”
negative cost: -10 points per level for
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
spend on something else!) 10: Average. Most humans get by just fine with a score of 10!
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
adventurer will find ST useful for damage (p. 15), and Hit Points (p. 16),
Strength measures physical power and affects your character’s Build
and bulk. It is crucial if you are a (p. 18).
Handedness Lifting capacity is proportional to
the square of ST. Compared to the
Decide whether you are right-handed or left-handed. Whenever you average human adult (ST 10 – 10¥10 =
try to do anything significant with the other hand, you are at -4 to skill. 100), ST 14 is about twice as strong
This does not apply to things you normally do with your “off” hand, like (14¥14 = 196), ST 17 is roughly three
using a shield. times as strong (17¥17 = 289), and ST
20 is four times as strong (20¥20 = 400
GURPS assumes you are right-handed unless you decide otherwise or = 4¥100). Likewise, ST 7 is about half
buy Ambidexterity (p. 39). If you choose to be left-handed, any combat as strong (7¥7 = 49), ST 6 is approxi-
result that would damage your right hand affects your left instead, and mately 1/3 as strong (6¥6 = 36), and ST
vice versa. Left-handedness is a feature worth 0 points. 5 is only 1/4 as strong (5¥5 = 25 =
100/4).
14 CREATING A CHARACTER
Strength is more “open-ended” How GURPS Works:
than other attributes; scores greater IQ, Sentience, and Sapience
than 20 are common among beings
such as large animals, fantasy mon- Sentience is self-awareness. Any being with a GURPS IQ of at least 1
sters, and robots. Even a human could is sentient by definition. To create nonsentient beings – plants, brainless
have a ST over 20 – record-setting clone bodies, etc. – take IQ 0, for -200 points. Nonsentient creatures can-
weightlifters can be very strong! not learn skills or have any purely mental traits.
Those with nonhuman physiolo- Sapience is defined as the ability to use tools and language. In GURPS,
gies may, with the GM’s permission, this requires at least IQ 6. Those with IQ 5 or less cannot learn techno-
purchase their ST with one or both of logical skills (see p. 168) or possess Languages (see p. 23) – not even the
the limitations below. You may not initial Language that most characters get for free. They can still commu-
reduce a point cost by more than 80% nicate primitive concepts (such as hunger or danger) through gesture or
through limitations; treat any total vocalization, and may be trained to respond to a few commands (see Pets
over -80% as -80%. (For more on and Trained Animals, p. 458).
limitations, see p. 110.)
Those with nonhuman physiolo- sciences, social interaction, magic,
Special Limitations gies may, with the GM’s permission, etc. Any wizard, scientist, or gadgeteer
purchase their DX with the following needs a high IQ first of all. The sec-
No Fine Manipulators: If you have limitation. ondary characteristics of Will (p. 16)
either level of the disadvantage No and Perception (p. 16) are based on
Fine Manipulators (p. 145), you may Special Limitations IQ.
purchase ST more cheaply. -40%.
No Fine Manipulators: If you have Health (HT)
Size: Large creatures may purchase either level of the disadvantage No
ST more cheaply; see p. 19 for details. Fine Manipulators (p. 145), you may ±10 points/level
-10% ¥ Size Modifier, to a maximum purchase DX more cheaply. -40%.
limitation of -80% (for Size Modifier Health measures energy and vitali-
+8 or higher). Intelligence (IQ) ty. It represents stamina, resistance (to
poison, disease, radiation, etc.), and
Dexterity (DX) ±20 points/level basic “grit.” A high HT is good for any-
one – but it is vital for low-tech war-
±20 points/level Intelligence broadly measures riors. HT determines Fatigue Points
brainpower, including creativity, intu- (p. 16), and helps determine Basic
Dexterity measures a combination ition, memory, perception, reason, Speed (p. 17) and Basic Move (p. 17).
of agility, coordination, and fine sanity, and willpower. It rules your
motor ability. It controls your basic basic ability with all “mental” skills –
ability at most athletic, fighting, and
vehicle-operation skills, and at craft
skills that call for a delicate touch. DX
also helps determine Basic Speed (a
measure of reaction time, p. 17) and
Basic Move (how fast you run, 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
from your attributes and spend the Swinging damage (abbreviated Basic Lift (BL)
required points to adjust it away from “swing” or “sw”) is your basic damage
that base level. This does not affect the with a swung weapon, such as an axe, see Lifting ST (p. 65)
related attribute scores. club, or sword – anything that acts as
a lever to multiply your ST. Basic Lift is the maximum weight
Damage (Dmg) you can lift over your head with one
Consult the Damage Table (p. 16) hand in one second. It is equal to
see Striking ST (p. 88) for your basic damage. This is given in (ST¥ST)/5 lbs. If BL is 10 lbs. or more,
“dice+adds” format; see Dice (p. 9). round to the nearest whole number; e.g.,
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
damage derive from ST: Add 1d to both thrust and swing Doubling the time lets you lift
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 Swing ST Thrust Swing limitation of -80% (for Size Modifier
1d-5 +8 or higher).
ST Thrust 1d-5 27 3d-1 5d+1
1 1d-6 1d-4 Will
2 1d-6 1d-4 28 3d-1 5d+1
3 1d-5 1d-3 ±5 points per ±1 Will
4 1d-5 1d-3 29 3d 5d+2
5 1d-4 1d-2 Will measures your ability to with-
6 1d-4 1d-2 30 3d 5d+2 stand psychological stress (brainwash-
7 1d-3 1d-1 ing, fear, hypnotism, interrogation,
8 1d-3 1d 31 3d+1 6d-1 seduction, torture, etc.) and your
9 1d-2 1d+1 resistance to supernatural attacks
10 1d-2 1d+2 32 3d+1 6d-1 (magic, psionics, etc.). By default, Will
11 1d-1 2d-1 is equal to IQ. You can increase it at
12 1d-1 2d 33 3d+2 6d the cost of 5 points per +1, or reduce it
13 1d 2d+1 for -5 points per -1. You cannot raise
14 1d 2d+2 34 3d+2 6d Will past 20, or lower it by more than
15 1d+1 3d-1 4, without GM permission.
16 1d+1 3d 35 4d-1 6d+1
17 1d+2 3d+1 Note that Will does not represent
18 1d+2 3d+2 36 4d-1 6d+1 physical resistance – buy HT for that!
19 2d-1 4d-1
20 2d-1 4d 37 4d 6d+2 Perception (Per)
21 2d 4d+1
22 2d 4d+2 38 4d 6d+2 ±5 points per ±1 Per
23 2d+1 5d-1
24 2d+1 5d 39 4d+1 7d-1 Perception represents your general
25 2d+2 alertness. The GM makes a “Sense
26 2d+2 40 4d+1 7d-1 roll” against your Per to determine
whether you notice something (see
45 5d 7d+1 Sense Rolls, p. 358). By default, Per
equals IQ, but you can increase it for 5
50 5d+2 8d-1 points per +1, or reduce it for -5 points
per -1. You cannot raise Per past 20, or
55 6d 8d+1 lower it by more than 4, without GM
permission.
60 7d-1 9d
Fatigue Points (FP)
65 7d+1 9d+2
±3 points per ±1 FP
70 8d 10d
Fatigue Points represent your
75 8d+2 10d+2 body’s “energy supply.” By default, you
have FP equal to your HT. For
80 9d 11d instance, HT 10 gives 10 FP.
85 9d+2 11d+2 You can increase FP at the cost of 3
points per FP, or reduce FP for -3
90 10d 12d points per FP. In a realistic campaign,
the GM should not allow FP to vary by
95 10d+2 12d+2 more than ±30% of HT; e.g., a HT 10
character could have between 7 and
100 11d 13d
The amount of equipment you can Injury is often compared to a mul-
carry – armor, backpacks, weapons, tiple of your HP; e.g., “2¥HP” or
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,
Encumbrance and Move (p. 17). not your current HP total.
Hit Points (HP) For information on the effects of
injury and on recovering lost HP, see
±2 points per ±1 HP pp. 418-425.
Hit Points represent your body’s Those with nonhuman physiolo-
ability to sustain injury. By default, gies may, with the GM’s permission,
you have HP equal to your ST. For buy additional HP with the following
instance, ST 10 gives 10 HP. limitation.
You can increase HP at the cost of Special Limitations
2 points per HP, or reduce HP for -2
points per HP. In a realistic campaign, Size: Large creatures may purchase
the GM should not allow HP to vary HP more cheaply; see p. 19 for details.
by more than ±30% of ST; e.g., a ST 10 -10% ¥ Size Modifier, to a maximum
character could have between 7 and
13 HP. Nonhumans and supers are not Machines and Fatigue
subject to this limit.
Those with the Machine meta-trait (p. 263) should list FP as “N/A,”
You can temporarily lose HP to regardless of HT. They can neither buy extra FP nor reduce FP to save
physical attacks (such as swords), points. This is both an advantage and a disadvantage: machines do not
energy attacks (such as lasers), super- fatigue, but they cannot spend FP to use extra effort or fuel special abili-
natural attacks, disease, poison, haz- ties. When a machine operates beyond its normal limits, it risks lasting
ards, and anything else that can injure structural damage. This takes the form of reduced HT, not lost FP. A char-
or kill. You can also “burn” HP to acter with the Machine meta-trait should buy up HT to be more tolerant
power certain supernatural abilities. If of being “redlined.”
you lose enough HP, you will eventu-
ally fall unconscious; if you lose too Overall, this is a 0-point feature (see Features and Taboo Traits, p. 261).
many HP, you will die. Lost HP do not
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
Basic Lift. Move = Basic Move. Full
You burn FP gradually during Basic Move starts out equal to Dodge.
strenuous activity. Disease, heat, Basic Speed, less any fractions; e.g.,
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.
magic spells). As well, some attacks Medium Encumbrance (2): Weight
cause FP damage instead of or in addi- You can increase Basic Move for 5 up to 3¥BL. Move = Basic Move ¥ 0.6.
tion to HP damage. If you lose enough points per yard/second or reduce it for Dodge -2.
FP, you will slow down or fall uncon- -5 points per yard/second. For normal
scious – and if you lose too many, you humans, training or a sleek build can Heavy Encumbrance (3): Weight up
risk death from overexertion! Lost FP justify up to 3 yards/second of to 6¥BL. Move = Basic Move ¥ 0.4.
do not reduce HT, despite being based increased Basic Move, while disability Dodge -3.
on HT. or poor fitness can explain up to 3
yards/second of reduced Basic Move. Extra-Heavy Encumbrance (4):
Fatigue is often compared to some Nonhumans and supers are not sub- Weight up to 10¥BL. Move = Basic
multiple of your FP; e.g., “2¥FP” or ject to these limits. Races and supers Move ¥ 0.2. Dodge -4.
“FP/2.” Where this is the case, use who can move very fast should see
your basic FP score in the formula, not Enhanced Move (p. 52). Drop all fractions. Encumbrance
your current FP total. can never reduce Move or Dodge
Your Move score in combat is your below 1.
For more on losing and recovering Basic Move modified for your encum-
FP, see pp. 426-427. brance level; see Encumbrance and Note that these levels are num-
Move (below). bered from 0 to 4. When a rule tells
Basic Speed you to add or subtract your encum-
Encumbrance and Move brance level from a die roll, this is the
±5 points per ±0.25 Speed number to use. For instance, encum-
“Encumbrance” is a measure of the brance gives a penalty to Climbing,
Your Basic Speed is a measure of total weight you are carrying, relative Stealth, and Swimming skills.
your reflexes and general physical to your ST. The effects of encum-
quickness. It helps determine your brance are divided into five “encum- Home Gravity
running speed (see Basic Move, brance levels.” All but the lowest level
below), your chance of dodging an will reduce your actual Move to a Gravity is measured in “Gs.”
attack, and the order in which you act Earth’s gravity is 1G. Note the gravity
in combat (a high Basic Speed will let of your home world if it differs from
you “out-react” your foes). 1G; e.g., “1.2G” for a world with 1.2
To calculate Basic Speed, add your Basic Lift and Encumbrance Table
HT and DX together, and then divide
the total by 4. Do not round it off. A This table summarizes Basic Lift and encumbrance levels for ST 1-20.
5.25 is better than a 5!
ST BL Encumbrance Levels (lbs.)
You can increase Basic Speed for 5 (lbs.)
points per +0.25, or reduce it for -5 1 0.2 None (0) Light (1) Medium (2) Heavy (3) Extra-Heavy (4)
points per -0.25. In a realistic cam- 2 0.8
paign, the GM should not allow char- 3 1.8 0.2 0.4 0.6 1.2 2
acters to alter Basic Speed by more 4 3.2
than 2.00 either way. Nonhumans and 55 0.8 1.6 2.4 4.8 8
supers are not subject to this limit. 6 7.2
7 9.8 1.8 3.6 5.4 10.8 18
Dodge: Your Dodge defense (see 8 13
Dodging, p. 374) equals Basic Speed + 9 16 3.2 6.4 9.6 19.2 32
3, dropping all fractions. For instance, 10 20
if your Basic Speed is 5.25, your Dodge 11 24 5 10 15 30 50
is 8. Encumbrance reduces Dodge; see 12 29
Encumbrance and Move (below). You 13 34 7.2 14.4 21.6 43.2 72
must roll under your Dodge on 3d to 14 39
duck or sidestep an attack. 15 45 9.8 19.6 29.4 58.8 98
16 51
Basic Move 17 58 13 26 39 78 130
18 65
±5 points per ±1 yard/second 19 72 16 32 48 96 160
20 80
Your Basic Move is your ground 20 40 60 120 200
speed in yards per second. This is how
24 48 72 144 240
29 58 87 174 290
34 68 102 204 340
39 78 117 234 390
45 90 135 270 450
51 102 153 306 510
58 116 174 348 580
65 130 195 390 650
72 144 216 432 720
80 160 240 480 800
CREATING A CHARACTER 17
times Earth’s gravity. All weights are Example of Character Creation (cont’d)
multiplied by local gravity, so to func-
tion like someone with a given BL on Dai is on the small side: ST 8 (-20 points). A “thief extraordinaire”
Earth, multiply the desired BL by your should have catlike grace, so we give him an amazing DX 15 (100 points).
home gravity and buy the ST corre- Dai is also cunning and tough enough to survive on the street; therefore,
sponding to the adjusted BL. For we take IQ 12 (40 points) and HT 12 (20 points) – above average without
instance, to operate in 1.2G as if you being extreme.
were a ST 10 person in 1G, start with
BL for ST 10, which is 20 lbs., and Now we look at the secondary characteristics these choices give:
multiply by 1.2 for gravity to get a BL
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) –
amazing, and a match for his DX!
Water Move is normally Basic
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
for -5 points per yard/second. Dai’s Basic Speed is (15 + 12)/4 = 6.75. To get Dodge 10 and Basic Move
Members of land-dwelling races must 7 – useful for evading enemies when his teleportation fails – we raise
have Swimming skill (p. 224) to Basic Speed to an even 7.00 (5 points).
increase water Move, and cannot buy
more than +2 yards/second. If you’re Adding everything up, these traits cost Dai 158 points.
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.
You are free to select any height and BUILD 250 lbs. with “Average” build, the GM
weight the GM deems reasonable for a should allow it.
member of your race. These choices do The extremes of each weight range
occasionally matter in play – for usually match the extremes of the Build-related disadvantages are
instance, when you attempt to imper- associated height range. Overlaps are described below. In some settings, the
sonate an enemy, wear someone else’s intentional. Consider two ST 10 men GM may require you to take reaction
armor, cross a rickety bridge, reach a who stand 5’8” and weigh 175 lbs.: one modifiers if you select these traits, but
high ledge, or hide behind cover. might be big-boned and lean, the this is not automatic.
other fine-boned and chubby.
If you are lighter or heavier than Depending on muscle tone, a 160-lb. Skinny
usual for your ST, you may qualify for man could have any ST from 9 to 13
a build-related disadvantage. The fol- and claim “Average” build. -5 points
lowing table gives the thresholds for
these disadvantages for normal Regardless of weight, you never You have approximately 2/3 the
humans. have to take a build-related disadvan- average weight for your ST. This
tage. If you want to be ST 9, 5’1,” and gives you -2 to ST when you resist
Build Table
ST Height Weight Range by Build
Range Skinny Average Overweight Fat Very Fat
40-80 lbs. 60-120 lbs. 120-240 lbs.
6 or less 4’4”-5’2” 50-90 lbs. 75-135 lbs. 80-160 lbs. 90-180 lbs. 150-270 lbs.
60-100 lbs. 90-150 lbs. 180-300 lbs.
7 4’7”-5’5” 70-110 lbs. 105-165 lbs. 100-175 lbs. 115-205 lbs. 210-330 lbs.
80-120 lbs. 115-175 lbs. 230-350 lbs.
8 4’10”-5’8” 85-130 lbs. 125-195 lbs. 120-195 lbs. 135-225 lbs. 250-390 lbs.
95-150 lbs. 140-220 lbs. 280-440 lbs.
9 5’1”-5’11” 105-165 lbs. 155-245 lbs. 140-215 lbs. 160-250 lbs. 310-490 lbs.
115-180 lbs. 170-270 lbs. 340-540 lbs.
10 5’3”-6’1” 150-230 lbs. 175-265 lbs.
11 5’5”-6’3” 165-255 lbs. 190-295 lbs.
12 5’8”-6’6” 185-290 lbs. 210-330 lbs.
13 5’11”-6’9” 205-320 lbs. 235-370 lbs.
14 or more 6’2”-7’ 225-355 lbs. 255-405 lbs.
18 CREATING A CHARACTER
knockback. You get -2 to Disguise – or Size Modifier Table
to Shadowing, if you are trying to fol-
low someone in a crowd. Your HT Longest Size Longest Size
may not be above 14. Dimension Modifier
Dimension Modifier 3 yards (9’)
Overweight 5 yards (15’) +1
0.05 yard (1.8”) -10 7 yards (21’) +2
-1 point 10 yards (30’) +3
0.07 yard (2.5”) -9 15 yards (45’) +4
You have approximately 130% the 20 yards (60’) +5
average weight for your ST. You get -1 0.1 yard (3.5”) -8 30 yards (90’) +6
to Disguise – or to Shadowing, if you 50 yards (150’) +7
are trying to follow someone in a 0.15 yard (5”) -7 70 yards (210’) +8
crowd. However, your extra fat gives 100 yards (300’) +9
you +1 to Swimming rolls, and +1 to 0.2 yard (7”) -6 150 yards (450’) +10
ST when you resist knockback. +11
0.3 yard (10”) -5
Fat
0.5 yard (18”) -4
-3 points
0.7 yard (2’) -3
You have approximately 150% the
average weight for your ST. You get -2 1 yard (3’) -2
to Disguise – or to Shadowing, if you
are trying to follow someone in a 1.5 yards (4.5’) -1
crowd. However, your extra fat gives
you +3 to Swimming rolls, and +2 to 2 yards (6’) 0
ST when you resist knockback. Your
HT may not be above 15. SIZE MODIFIER giants, length for horizontal creatures
(SM) such as cats and dragons, diameter for
Very Fat blobs – on the Size Modifier Table
Size Modifier rates a person or (above).
-5 points object’s most significant dimension:
length, width, or height. It is a modifi- If a creature’s longest dimension
You have approximately twice the er to rolls to hit you in combat and to falls between two entries on the table,
average weight for your ST. You get -3 Vision rolls made to spot you. Thus, it base its SM on the higher value. Box-,
to Disguise – or to Shadowing, if you is a bonus for large creatures, a penal- sphere-, or blob-shaped characters add
are trying to follow someone in a ty for small ones. Although large crea- +2 to SM; elongated boxes, like most
crowd. However, the extra fat gives tures are easier targets, a positive SM ground vehicles, add +1.
you +5 to Swimming rolls, and +3 to qualifies them to buy ST and HP more
ST when you resist knockback. Your cheaply by taking the “Size” limitation. It is neither an advantage nor a dis-
HT may not be above 13. advantage to have a nonzero SM – the
Most humans – and humanoids, benefits and drawbacks tend to cancel
robots, etc. that can pass for human – out. The exceptions are genetic
have SM 0, and can ignore this rule. dwarfism and gigantism, as these con-
Nonhumans use the SM on their racial ditions affect bodily proportions
template. However, your SM may devi- (notably relative arm and leg length)
ate from racial average if you are not and have social ramifications (you
full-grown, or if you are a genetic stand out in a crowd).
dwarf or giant.
Dwarfism (-1 SM)
When creating a creature that is
larger or smaller than a human, find its -15 points
SM by looking up its longest dimension
– height for upright creatures such as You are abnormally short for your
species. Regardless of ST, your height
How GURPS Works: ST, Mass, and Move falls below the lowest value on the
Build Table – under 4’4,” for a human.
It would be more realistic to calculate Basic Move from ST-to-mass This gives you Size Modifier -1.
ratio; for instance, a Fat character would move slower than one of Average Choose your weight from the first line
build. If you want to simulate this, buy +1 Basic Move if your PC is Skinny, of the Build Table and reduce it by
-1 if he is Overweight, -2 if he is Fat, or -3 if he is Very Fat, all at the usual 15%.
point cost.
You have -1 to Basic Move (short
Women are on average lighter and weaker than men. You can simulate legs). In combat, your reach is
this by buying -1 or -2 to ST for the usual point cost. Choose a weight reduced by 1 yard. This is partly
appropriate to this lower ST. because you have short arms and part-
ly because you must use scaled-down
The GM should never require either of the above options. Most players weapons (regardless of your ST, your
prefer to choose ST, height, weight, and sex without being penalized! arms lack the leverage to control full-
sized weapons).
GURPS handles mass considerations descriptively for nonhumans;
e.g., a race that stumbles along under excess body weight will have a racial You get -2 to Disguise – or to
penalty to Basic Move. Shadowing, if your are trying to follow
someone in a crowd. In backward set-
tings, the GM may require you to take
a Social Stigma if you suffer from
Dwarfism.
CREATING A CHARACTER 19
Shopping for the Build Table – over 7’, for a human.
Big, Tall, Thin, and Small This gives you Size Modifier +1 and +1
to Basic Move (long legs), and quali-
If you are Skinny, Fat, or Very Fat, or have Dwarfism or Gigantism, fies you to buy ST and HP at a dis-
clothing and armor tailored for average folk will not fit you! A shop in a count. Choose your weight from the
city or large town, especially at TL6+, might have a selection that fits. last line of the Build Table and
Otherwise, you will have to pay an extra 10% or 20% for Gigantism or increase it by 10%.
Very Fat – to have something made for you. This premium almost always
applies to medieval/fantasy armor. You get -2 to Disguise – or to
Shadowing, if you are trying to follow
A member of any race may be a Gigantism (+1 SM) someone in a crowd. On the other
dwarf. Scale down height by a factor hand, height often provides a bonus to
of 0.75 from the racial average, and 0 points Intimidation skill (see p. 202). In back-
modify racial SM by -1. Otherwise, the ward settings, the GM may require
rules remain the same. You are abnormally tall for your you to take a Social Stigma if you suf-
species. Regardless of ST, your height fer from Gigantism.
falls above the highest value on the
A member of any race may be a
giant. Scale your height up by a factor
of 1.25 from the racial average, and
modify racial SM by +1. Otherwise,
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 Modifier er), increase his wealth, and buy off
with magic or advanced biotechnolo- -3. A 5-year-old has 60% of his adult his Social Stigma. These changes have
gy, you will be unable to change your ST, 70% of his adult DX and IQ, and their usual point costs.
mind after the game begins. SM -2. A 10-year-old has 80% of his
adult ST, 90% of his adult DX and IQ, The Elderly
AGE and SM -1. A 15-year-old has adult
scores. Interpolate between these val- If you age in play, you will eventual-
You are free to pick any age the GM ues for children in other age groups. ly have to make HT rolls to avoid attrib-
agrees is within the usual lifespan for HT is usually unaffected by age, but ute loss (see Age and Aging, p. 444).
your race. Adventurers usually fall young children might be at -1 or so These rolls start at the first “aging
somewhere between “young adult” relative to their adult HT. Note that threshold” for your race, becoming
and “old” – 18 to 70 years, for humans there is no point cost for Size more frequent at the second threshold
– but fiction is full of heroic youths Modifier; this is merely a special and again at the third. These thresholds
and sharp 90-year-old veterans. effect. are 50, 70, and 90 years for humans.
Children For nonhumans, use the above If you start at an advanced age, you
rules, but adjust the age categories have no special disadvantages. Not
In many game worlds, especially upward or downward in proportion to everyone ages well, but heroes are
those based on cartoons and fairy- the race’s rate of development. For exceptional, and you are free to make
tales, children are just small adults. By instance, a race that reaches adult- elderly characters as fit and as capable
real-world standards, such children hood at age 36 instead of age 18 dou- as you wish. There are plenty of exam-
would be exceptional. However, even bles the age thresholds given above. ples of this kind of person in fiction –
in a realistic campaign, those who Size Modifier is equal to the sum of and in real life!
wish to roleplay “heroic” children do the SM given for a human child and
not have to play less-capable charac- the racial SM. To create a character who has
ters – they can create their characters declined with age, first decide what his
normally. In many societies, children are sub- attributes were before he got old.
ject to social restrictions. A child gen- Reduce his ST, DX, and HT by 10% at
Players interested in complete real- erally is Dead Broke (see p. 25), worth the second aging threshold, or reduce
ism are welcome to make children -25 points, and has Social Stigma ST, DX, and HT by 20% and IQ by 10%
smaller and less capable than adults. (Minor) (see p. 155), for -5 points. at the third aging threshold. Then pur-
To create a believable child, decide These traits are usually balanced chase the reduced values instead of the
what his attributes will be when he is against Patron (Parents; 15 or less), values he had in his prime.
full-grown, reduce them, and pur- worth 30 points – see Patrons (p. 72).
chase the reduced values instead of the Note that in many societies, the eld-
full values. As a child grows up, he should erly enjoy great respect. Represent this
gradually improve his attributes by taking Social Regard (Venerated) –
toward their full adult values, reduce see p. 86.
20 CREATING A CHARACTER
PHYSICAL can put a finger on. This gives -1 on royalty. If your appearance is
APPEARANCE reaction rolls. -4 points. Handsome (Beautiful) or above, use
the “flat” reaction bonuses given for
Appearance is mostly a “special Average: Your appearance gives you Androgynous.
effect” – you may choose any physical no reaction modifiers either way; you
appearance you like. At minimum, can blend easily into a crowd. A view- Special Enhancements
note the color of your skin, hair, and er’s impression of your looks depends
eyes (or other features appropriate to on your behavior. If you smile and act Universal: Your reaction modifier
your race: scales, feathers, paint job, friendly, you will be remembered as applies to everyone who can see you,
etc.). However, certain traits count as pleasant-looking; if you frown and regardless of race. If your appearance
advantages or disadvantages. mutter, you will be remembered as is Handsome (Beautiful) or above, use
unattractive. 0 points. the “flat” reaction bonuses given for
Appearance Levels Androgynous. This modifier is most
Attractive: You don’t enter beauty common for Hideous or worse mon-
Appearance is rated in levels. Most contests, but are definitely good-look- sters and for Attractive or better gods,
people have “Average” appearance, for ing. This gives +1 on reaction rolls. 4 faeries, and the like. The GM may
0 points. Good looks give a reaction points. deem it off-limits to normal mortals.
bonus; this is an advantage and costs +25%.
points. Unappealing looks give a reac- Handsome (or Beautiful): You could
tion penalty; this is a disadvantage, enter beauty contests. This gives +4 on Special Limitations
and gives you back points. These reac- reaction rolls made by those attracted
tion modifiers only affect those who to members of your sex, +2 from every- Off-the-Shelf Looks: You can apply
can see you! Those who cannot see you one else. 12 points. this to any appearance better than
might have to make a new reaction roll Attractive. Through ultra-tech or
upon first meeting you in person (GM’s Very Handsome (or Very Beautiful): magic, your looks are a variation on a
option). You could win beauty contests – regu- standard type or famous person.
larly. This gives +6 on reaction rolls You’re as beautiful as ever, but you get
Reaction modifiers due to appear- made by those attracted to members of half the usual reaction bonus with
ance only affect members of your own your sex, +2 from others. Exception: people from your own culture,
race, a very similar race, or a dissimi- Members of the same sex with reason because they’ve seen it all before.
lar race that finds your race attractive to dislike you (more than -4 in reaction (“Oh, look! Another Mr. Universe
(for whatever reason). In all cases, the penalties, regardless of bonuses) resent 2003!”) -50%.
GM’s word is final; humans are “very your good looks, and react at -2
similar” to elves, but bug-eyed mon- instead. As well, talent scouts, friendly OTHER PHYSICAL
sters are unlikely to care about a drunks, slave traders, and other nui- FEATURES
human’s appearance except in a silly sances are liable to become a problem
campaign. for you. 16 points. There is more to appearance than
good (or not-so-good) looks. You may
Horrific: You are indescribably Transcendent: You are an “ideal take any combination of the following
monstrous or unspeakably foul, and specimen.” This gives +8 (!) on reac- traits in conjunction with any appear-
cannot interact with normal mortals. tion rolls made by those attracted to ance level.
This gives -6 on reaction rolls. The GM members of your sex, +2 from others,
may decide that this trait is supernatu- and all the troublesome side effects of Fashion Sense
ral and unavailable to normal charac- Very Handsome. The GM is free to
ters. -24 points. reserve this trait for angels, deities, 5 points
and the like. Such entities frequently
Monstrous: You are hideous and possess Charisma (p. 41) or Terror Your look is always one step ahead
clearly unnatural. Most people react to (p. 93) as well. 20 points. of the crowd. You have the ability to
you as a monster rather than a sapient create a fashion statement out of the
being. This gives -5 on reaction rolls. Special Options cheapest and most nondescript mate-
Again, this trait might not be appropri- rials. This gives +1 to reaction rolls in
ate for normal characters. -20 points. The following options are available social situations when you have a
for above-average appearance, and do chance to plan your attire in advance.
Hideous: You have any sort of dis- not affect point costs: You can also give someone else a +1
gusting looks you can come up with: a reaction bonus when you put together
severe skin disease, wall-eye . . . prefer- Androgynous: If your appearance is the outfit.
ably several things at once. This gives Handsome (Beautiful) or better, you
-4 on reaction rolls. -16 points. may specify that your looks appeal Mistaken Identity
equally to both sexes. You get a flat
Ugly: As above, but not so bad – reaction modifier instead of a sex- -5 points
maybe only stringy hair and snaggle dependent bonus: +3 for Handsome,
teeth. This gives -2 on reaction rolls. -8 +4 for Very Handsome, or +5 for You are often mistaken for some-
points. Transcendent. one else. Your “double’s” allies
approach you and tell you things you
Unattractive: You look vaguely Impressive: If you are Attractive or don’t want to know, and his acquain-
unappealing, but it’s nothing anyone better, you can specify that you have tances will treat you in strange and
exceptional physical presence that irritating ways. His enemies are after
doesn’t manifest as sexual magnetism.
This is typical of tigers and aged
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
reactions) to the imagination of those in conjunction with above-average
If every member of your race looks depraved enough to want them! looks, Pitiable means you are “cute”
the same, your race qualifies for a instead of “sexy”; in combination with
bizarre feature (see Features and The reaction penalty for an OPH below-average looks, it means you are
Taboo Traits, p. 261), but you do not applies only to members of your race. “appealingly homely,” like a basset
have Mistaken Identity. It is up to the GM to handle the reac- hound.
tions of other races. A constant drool
Odious Personal Habits will irritate other humans, but a Unnatural Features
Martian might not even notice – and a
-5, -10, or -15 points troll might think it was cute! Of -1 point/level
course, an entire race can behave in a
You usually or always behave in a manner repugnant to most other You are superficially “normal” but
fashion repugnant to others. An races. These “Odious Racial Habits” have one or more disturbing cosmetic
Odious Personal Habit (OPH) is worth are priced identically to OPHs. features. To qualify for points, these
-5 points for every -1 to reaction rolls must be unnatural for your race.
made by people who notice your prob- Pitiable Pointed ears and eyes like hot coals
lem. Specify the behavior when you would be unnatural for a human, but
create your character, and work out 5 points not for a demon from Hell! You must
the point value with the GM. specify the origin of your Unnatural
Something about you makes peo- Features: magical curse, ultra-tech
Examples: Body odor, constant ple pity you and want to take care of surgery, rare disease, etc.
scratching, or tuneless humming you. You get +3 on all reaction rolls
would give -1 to reactions, and are from those who consider you to be in Unnatural Features need not be
worth -5 points apiece. Constant bad unattractive (if they are, you can also
claim points for below-average
Example of Character Creation (cont’d) appearance), but they make it easy for
others to identify you and hard for you
We want Dai to look unremarkable – thieves who stand out don’t last to blend into a crowd. Each level, to a
long! So we choose an Average build. For ST 8, this suggests a height maximum of five levels, gives -1 to
between 4’10” and 5’8,” and a weight of 90 to 150 lbs. We pick 5’6” and 115 your Disguise and Shadowing skills
lbs. We make Dai’s appearance Average as well. Since Dai is average in all and +1 to others’ attempts to identify
respects, he pays 0 points. His point total remains at 158 points. or follow you (including their
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
an advantage to be technologically Characters also have a TL, equal to Low TL
advanced, culturally literate, or lin- that of the technology with which they
guistically talented. Inadequacy in are most familiar. Unless you are espe- -5 points/TL below
these areas can be a crippling cially primitive or advanced, you
disadvantage. should record the TL of your game campaign TL
world as your personal TL and move
TECHNOLOGY on. Your personal TL is below that of
LEVEL (TL) the campaign world. You start with no
In some game worlds, your person- knowledge (or default skill) relating to
“Technology level” (or “tech level”) al TL may differ from the campaign equipment above your personal TL.
is a number that rates technological average. A world might be TL8 on You will be able to learn DX-based
development. The more advanced the average, but the citizens of one technological skills (pertaining to
society, the higher its TL; see Tech advanced nation might be TL9 while vehicles, weapons, etc.) in play, if you
Level and Starting Wealth (p. 27) for those from an underdeveloped region can find a teacher, but fundamental
examples from Earth’s history. The might be TL7. And the TL of a space, differences in thinking prevent you
GM will tell you the TL of his world. time, or dimension traveler might dif- from learning IQ-based technological
Be sure to note this, as it affects your fer radically from that of his current skills. To overcome this limitation, you
surroundings. must buy off this trait, increasing your
personal TL. This usually requires a
Being from a higher TL than the lengthy period of re-education (see
campaign norm is an advantage; 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
Cultural Familiarity See Cultural Adaptability (p. 46) for
Your personal TL is above that of additional options.
the campaign world. You may enter 1 or 2 points/culture
play with skills relating to equipment LANGUAGE
up to your personal TL. This is most You are familiar with cultures
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! “English (Native) [0].”
To prevent point-cost inflation, the
CULTURE GM should use broad definitions of The rest of this section is only
culture: East Asian, Muslim, Western, important if you can communicate in
You are automatically familiar with etc. A single nation would have to be more than one language (an advan-
the social peculiarities of one major very different to merit its own Cultural tage) or have difficulty with your
culture of your choice. You suffer no Familiarity. In fantasy worlds, the GM native tongue (a disadvantage).
skill penalties when interacting with might wish to have one culture per
people from that culture. The GM will
provide a list of cultures to choose Sapience and Language
from (or let you invent your own –
many GMs appreciate players’ contri- The Language rules are for sapient characters. You must have at least
butions to the game world!). IQ 6 to receive a native tongue for free and be able to learn new languages.
Sapience does not guarantee the physical capacity for speech, though –
When dealing with an unfamiliar you might need to rely on sign language.
culture, you have -3 to use any skill
with a significant cultural component, Those with IQ 5 or less do not get a native tongue for free and cannot
including Carousing, Connoisseur, learn languages. They can only communicate basic concepts. They can be
Criminology, Dancing, Detect Lies, taught a few commands, however – see Chapter 16.
Diplomacy, Fast-Talk, Games, Gesture,
Heraldry, Intimidation, Leadership,
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
this roll is at -2 to -8! Native speakers and Writing at very high levels.
The point cost to learn an addition- who already dislike foreigners (see
al language depends on your “compre- Intolerance, p. 140) react to you at an Poorly educated individuals who
hension level”: a measure of how well extra -1. 2 points/language. can barely get by in their native tongue
you function in that language overall. should take the point difference
There are four comprehension levels: Accented: You can communicate between their actual level and Native
clearly, even under stress. However, level as a disadvantage. For instance,
None: You are completely incapable your speech and writing are idiosyn- someone who has his native tongue at
of functioning in the language. If you cratic, and it is obvious that this is not 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
to pass for a native (this can be a The point costs above assume that
Broken: You can recognize impor- major problem for would-be spies!). 4 you read/write and speak the language
tant words and understand simple points/language. equally well. If your written and spo-
sentences if they are spoken slowly. 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.
Critical failure means you convey the Great orators, writers, and other Literacy is a written comprehen-
wrong information! For hurried masters of the language should start sion of Accented or better. You can
with Native-level comprehension, then read and write competently and at full
speed.
Accents
Semi-literacy is a written compre-
If your spoken comprehension is Broken or better, you can attempt to hension of Broken. A semi-literate
fake a regional accent. To fool someone, you must win a Quick Contest of person would require three minutes to
Acting (p. 174) or Mimicry (Speech) (p. 210) vs. his IQ. You are at -6 for read this sentence, and would have to
Broken comprehension, or -2 for Accented . . . but a non-Native listener make an IQ roll to understand the full
has similar penalties to his IQ roll! meaning! Many words are always
unintelligible to a semi-literate person,
Each accent is a separate familiarity (see p. 169) for Acting or Mimicry. including some in this paragraph.
To memorize a new accent, you must listen to that accent used in con-
versation for at least one hour and make a successful roll against the high- Illiteracy is a written comprehen-
er of IQ or Linguistics, at +5 for Eidetic Memory or +10 for Photographic sion of None. If this is the case, you
Memory (see Eidetic Memory, p. 51). really can’t read! Signs, scrolls, books,
and names on maps (though not the
Broken to Broken maps themselves) are completely
incomprehensible to you. The player
If you and the person with whom you are speaking both have a com- may pass secret notes to the GM (and
prehension level of Broken, conversation will be difficult. This is definite- vice versa), but the character cannot
ly a “stressful situation”! Each of you must roll against IQ once per piece read anything.
of information; all the usual modifiers apply. If you both succeed, you get
the point across. If one of you fails, you just fail to communicate. But if At TL4 and below, it is quite possi-
both of you fail, the listener gets the wrong idea. This could be ble to go all your life without needing
embarrassing or dangerous – possibly for both of you. The GM should be to read. In settings like this, illiteracy
creative! or semi-literacy is the norm. Most peo-
ple have a spoken comprehension
level of Native, but their written com-
prehension is Broken or None.
Illiteracy in your native tongue –
Spoken (Native)/Written (None) – is a
disadvantage worth -3 points. Semi-
literacy – Spoken (Native)/Written
24 CREATING A CHARACTER
Example of Character Creation (cont’d) Characters with the Deafness
(p. 129) or Mute (p. 125) disadvan-
Dai is from a TL3 (medieval) world, but that’s “background color” – his tages start with one sign language and
ISWAT trainers corrected this deficiency. He currently functions at TL8, written ability in one regular language
which is standard in the Infinite Worlds setting. The cost to be at the cam- – both at Native level – instead of spo-
paign-average tech level is 0 points. ken and written ability in one lan-
guage. Those who are illiterate, or
Dai is familiar with Yrth’s culture and knows one of its languages: incompetent at sign language, can buy
Anglish. This costs 0 points; everybody gets a culture and a language for down their language abilities using
free. But Dai is also familiar with the culture of ISWAT’s world, Homeline, the usual rules.
and has passable English. Cultural Familiarity (Homeline) is 1 point,
while English (Accented) is another 4 points. Learning Languages
Dai pays a total of 5 points for his social background. This makes his To learn a new language, use the
current point total 163 points. rules for learning skills (p. 292): 200
hours of learning gives you one point
(Broken) – is worth -2 points. The GM stylized, and can communicate almost to spend. Note that language study is
should not count these points against any concept. Treat it as any other lan- four times as hard without a teacher!
the disadvantage limit if illiteracy is guage, with one important difference:
the norm in the game world. a sign language has one form (signed) If you live in another country and
instead of two (spoken and written). As speak its language at all times, that
Sign Language a result, sign languages costs half as is the automatic equivalent of 4
much: 1 point for Broken, 2 points for hours/day of training; there is no need
A true sign language – e.g., Accented, and 3 points for Native to allocate specific study time unless
American Sign Language – is complex, comprehension. you want to get more than this default.
Thus, every 50 days, you get a
character point to spend in that
language.
WEALTH AND INFLUENCE
Now you need to determine your Wealth appropriate if you are, for instance, a
position in your society: How much 21st-century student. -10 points.
money do you have, what privileges Variable
do you enjoy, and how do others react Average: The default wealth level, as
to you? Above-average Wealth is an advan- explained above. 0 points.
tage; it means you start with two or
WEALTH more times the average starting wealth Comfortable: You work for a living,
of your game world. Below-average but your lifestyle is better than most.
Wealth is relative. A middle-class Wealth is a disadvantage; it means you Your starting wealth is twice the aver-
American lives in more luxury than a start with only a fraction of average age. 10 points.
medieval king, though he may have starting wealth. The precise meaning of
fewer gold coins in his basement. It all each wealth level in a particular game Wealthy: Your starting wealth is five
depends on the game world – see Tech world will be defined in the associated times average; you live very well
Level and Starting Wealth (p. 27). In worldbook. indeed. 20 points.
most worlds, the range of standard
starting wealth and income is relative- Dead Broke: You have no job, no Very Wealthy: Your starting wealth is
ly great, and your skills determine source of income, no money, and no 20 times the average. 30 points.
your job and income; see Economics property other than the clothes you are
(p. 514) for more information. wearing. Either you are unable to work Filthy Rich: Your starting wealth is
or there are no jobs to be found. -25 100 times average. You can buy almost
Personal wealth is rated in “wealth points. anything you want without considering
levels.” A level of “Average” costs no the cost. 50 points.
points, and lets you support an aver- Poor: Your starting wealth is only
age lifestyle for your game world. The 1/5 of the average for your society. Multimillionaire: “Filthy rich”
rest of these rules apply if you are Some jobs are not available to you, and doesn’t even begin to describe your
unusually poor or wealthy, have a no job you find pays very well. -15 wealth! For every 25 points you spend
source of income that does not require points. beyond the 50 points to be Filthy Rich,
you to work, or are in debt. increase your starting wealth by anoth-
Struggling: Your starting wealth is er factor of 10: Multimillionaire 1 costs
only 1/2 of the average for your socie- 75 points and gives 1,000 times average
ty. Any job is open to you (you can be starting wealth, Multimillionaire 2
a Struggling doctor or movie actor), costs 100 points gives 10,000 times
but you don’t earn much. This is starting wealth, and so on. 50 points +
25 points/level of Multimillionaire.
CREATING A CHARACTER 25
Wealth and Status income is 1% of your starting wealth However, you can have Independent
(adjusted for wealth level) per level of Income and a job; just add the income
In some game worlds, Status (see this trait, to a maximum of 20%. If from both sources. If you are wealthy,
p. 28) is closely tied to Wealth. In a set- your income derives from invest- this allows you to work less than full
ting like this, if you are Wealthy or bet- ments, you need not specify their time (e.g., 10 hours per week instead
ter, you get +1 Status for free. This value; this trait assumes that you of 40, for 1/4 the usual salary) and still
bonus increases to +2 at Multi- cannot or will not invade your make a good living.
millionaire 1 and to +3 at capital.
Multimillionaire 2. No one may claim Debt
more than +3 Status from Wealth. This trait is unrelated to wealth
level. A Filthy Rich heiress has -1 point/level
Independent Income Independent Income . . . but so do an
Average pensioner and a Poor welfare You owe money. This could repre-
1 point/level recipient. sent a loan, back taxes, child support,
or alimony . . . or “hush money” paid
You have a source of income that Independent Income most often to blackmailers . . . or “protection
does not require you to work: stock means your occupation is something money” extorted by gangsters. You
portfolio, trust fund, rental property, like dilettante, retiree, or welfare must make a monthly payment equal
royalties, pension, etc. Your monthly recipient – not an actual “job.” to 1% of your starting wealth (adjust-
ed for wealth level) per level of this
Starting Wealth trait, to a maximum of 20%. Debt can
accompany any wealth level above
“Starting wealth” covers both money and property. Start with the Dead Broke; plenty of multimillion-
amount of money your wealth level entitles you to for your game world. aires owe significant amounts of
Buy the possessions you want to start with (see Chapter 8, or consult the money!
equipment list in the relevant worldbook). Any unspent money is your
“bank account.” Your monthly payment is deducted
from your monthly earnings at your
Realistically, if you have a settled lifestyle, you should put 80% of your job. If your job cannot cover your
starting wealth into home, clothing, etc., which leaves only 20% for Debt, you have to pay out of your cash
“adventuring” gear. If you are a wanderer (pioneer, knight-errant, Free reserves, take a second job, or steal.
Trader, etc.), or Poor or worse, the GM might allow you to spend all your
starting wealth on movable possessions. If you cannot pay – or choose not to
pay – there will be trouble. For bank
The GM should not allow wealthy PCs to bankroll their poorer associ- loans, this means repossession of your
ates. This makes below-average Wealth little more than “free points.” The worldly goods. For alimony, child sup-
GM might allow rich characters to hire poor ones. If so, he should make port, fines, or taxes, this means a court
it obvious – through such means as NPC reactions (“Oh, so you’re the date. And if you owe money to the
hired help?”) – that the poorer PC is earning his disadvantage points by mob, you might end up being strong-
giving up some of his independence. armed into criminal activities . . . or
staring down the barrel of a shotgun.
Trading Points for Money The GM should be creative!
If you need a little extra money, you may trade character points for it It is assumed that you cannot easi-
– either at the time of creation or in play. Each point yields 10% of the ly rid yourself of this obligation. It
campaign’s average starting wealth. Money obtained this way can be takes more than money to buy off
saved, invested, gambled, spent on equipment, etc. You are free to spend Debt – you must pay off the points and
as many points as you wish, but if you plan to spend more than 10 points, work out a logical in-game explana-
you would be better off just buying Wealth! tion with the GM.
Unlike Wealth, points traded for money do not appear on your char- REPUTATION
acter sheet – they are gone. If you exercise this option during character
creation, you are worth fewer points than your associates (but you are It is possible to be so well-known
better equipped!). that your reputation becomes an
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
Recognition.
You can depend on your adventures to bring in money . . . or you can
get a job (see p. 516). Remember that in many worlds, unemployment is Details
cause for grave suspicion and bad reaction rolls.
The details of your reputation are
If a poor PC becomes wealthy, the GM should require the player to entirely up to you; you can be known
“buy off” the disadvantage with character points – see p. 121. for bravery, ferocity, eating green
26 CREATING A CHARACTER
snakes, or whatever you want. Tech Level and
However, you must give specifics. Starting Wealth
Reputation is, by definition, some-
thing noteworthy; there is no such Tech level (p. 22) determines starting wealth, as technologically
thing as a “generic” reputation. advanced societies tend to be richer. Below is a comparison of TLs and
suggested starting wealth.
Reaction Modifier
TL0 Stone Age (Prehistory and later). $250.
Specify the reaction-roll modifier TL1 Bronze Age (3500 B.C.+). $500.
that you get from people who recog- TL2 Iron Age (1200 B.C.+). $750.
nize you. This determines the base TL3 Medieval (600 A.D.+). $1,000.
cost of your reputation. For every +1 TL4 Age of Sail (1450+). $2,000.
bonus to reaction rolls (up to +4), the TL5 Industrial Revolution (1730+). $5,000.
cost is 5 points. For every -1 penalty TL6 Mechanized Age (1880+). $10,000.
(up to -4), the cost is -5 points. TL7 Nuclear Age (1940+). $15,000.
TL8 Digital Age (1980+). $20,000.
People Affected TL9 Microtech Age (2025+?). $30,000.
TL10 Robotic Age (2070+?). $50,000.
The size of the group of people who TL11 Age of Exotic Matter. $75,000.
might have heard of you modifies the TL12+ Whatever the GM likes! $100,000.
base cost:
GURPS gives wealth and prices in “$” for convenience. The $ can stand
Almost everyone in your game for “dollars,” “credits,” “pennies,” or even units of barter. In a contempo-
world (but not those from other uni- rary setting, $1 is a modern U.S. dollar. In other periods, $1 equates rough-
verses – at least, not until they have ly with the amount of local currency needed to buy a loaf of bread or equiv-
met you!): ¥1. alent staple – not with historical U.S. dollars.
Almost everyone in your game For example, in a high medieval society, each $ might be a copper far-
world except one large class (everyone thing. In WWII-era America, each $ would convert to $0.10 in deflated
but the French, everyone but Elves, 1940s-era dollars. And in a cyberpunk world with hyperinflation, each $
everyone but offworld visitors): ¥2/3 might equal $1,000 in grossly devalued 2030-era dollars! The GURPS $ is
(round down). a constant, however. Variations in starting wealth by TL reflect increased
prosperity due to civilization’s progress – not inflation.
Large class of people (all people of
a particular faith, all mercenaries, all Worldbooks might give starting wealth, wages, and prices in local cur-
tradesmen, etc.): ¥1/2 (round down). rency – historical U.S. dollars, British pounds, pieces of eight, etc. In such
cases, they will always give a conversion factor to constant $.
Small class of people (all priests of
Wazoo, all literate people in 12th-cen- Tech Level and Equipment
tury England, all mages in modern
Alabama): ¥1/3 (round down). You enter play with “starting wealth” appropriate
to the campaign TL. If you are from a higher TL, you
If the class of people affected is so may start with access to the equipment of your per-
small that, in the GM’s opinion, you sonal TL. However, the price of an item of equipment is
would not meet even one in the aver- doubled for every TL by which its TL exceeds that of the
age adventure, your reputation isn’t campaign!
worth points. This depends
on the setting; for instance, For instance, a TL8 character in a TL3 game world
mercenary soldiers are rare starts with the same $1,000 as everyone else at TL3. If
in some game worlds, he wants a TL8 assault rifle that normally costs
common in others. $1,500, it costs him 32 times as much (five TLs of dif-
ference results in five doublings, or a factor of 32) – or
Frequency of $48,000 – since the rifle is far more valuable in a low-
Recognition tech setting. He’d need to start with some Wealth!
Either your name or There is no guarantee that high-TL adventurers
your face is enough to trig- will continue to have access to high-tech gear in play.
ger a “reputation roll” to If you want a piece of gear, then you should buy it
see if the people you meet when you start out. If your TL8 adventurer is dropped
have heard of you. Roll into a TL3 world with 100 rounds of ammunition for
once for each person or his assault rifle, then he had better use it wisely. Once
small group you meet. For it’s gone, it’s gone . . .
a large group, the GM may
roll more than once if he
likes. The frequency with
which you are recognized
modifies the cost of your
reputation:
CREATING A CHARACTER 27
Classless Meritocracies fame and fortune. To influence others
through established channels (as
In many societies, especially feudal ones, Status is the primary form of opposed to relying on popularity or
social rank. However, some societies, notably modern and futuristic ones, bribery), you must purchase one or
claim to be “classless.” This does not mean that social rank doesn’t exist! more types of social rank, each of
It just means that merit – most often in the form of wealth, education, or which has unique benefits and
public service – replaces entitlement or birthright as the determiner of rel- drawbacks.
ative social position.
Status
In a classless society, the GM may wish to limit the amount of Status
that PCs can buy directly to only two levels. This represents some combi- 5 points/level
nation of higher education, professional license (such as in law or medi-
cine), respected family name, and cultural achievements (anything from Status is a measure of social stand-
“rock star” to “poet laureate”). The only way to obtain higher Status is to ing. In most game worlds, Status lev-
get it for “free” from high Wealth (p. 25) or Rank (p. 29). els range from -2 (serf or street per-
son) to 8 (powerful emperor or god-
In a society where some form of Rank – not Status – is the official king), with the average man being
yardstick of power, it takes finesse to turn high Status to your advantage. Status 0 (freeman or ordinary citizen).
For instance, you might come from a “good” family and have a decent If you do not specifically buy Status,
education, allowing you to buy Status 2 outright. You might also be rich you have Status 0. Status costs 5
(Multimillionaire 1) for +2 Status and hold local office (Administrative points per level. For instance, Status 5
Rank 3) for +1 Status. This would give you Status 5 in total. To overrule costs 25 points, while Status -2 is -10
a senior bureaucrat with Administrative Rank 6 and Status 2, though, points. Status also costs money to
you’ll have to use your social connections. You might have more clout in maintain (see p. 516).
high society (Status 5 vs. Status 2), but he outranks you in the eyes of the
law (Rank 6 vs. Rank 3)! Status is not the same as personal
popularity (see Reputation, p. 26) or
All the time: ¥1. resulting costs. Modify this total for the popularity of your racial or ethnic
Sometimes (roll of 10 or less): ¥1/2 frequency of recognition. The reputa- group (see Social Regard, p. 86, and
(round down). tion is an advantage if the net point Social Stigma, p. 155). Status can
Occasionally (roll of 7 or less): ¥1/3 cost is positive, a disadvantage if neg- sometimes influence others’ reactions,
(round down). ative. The final point cost may be 0, but its main effect is to spell out where
Of course, your reputation extends but you should still record it on your you stand in the social pecking order.
only within a certain area. If you trav- character sheet! In short, Status represents power.
el far enough away, the GM may
require you to “buy off” the disadvan- Example 1: Sir Anacreon has a rep- High Status
tage points you received for a bad rep- utation for fearless monster-slaying.
utation. (There is no corresponding This earns him a +2 reaction from Status greater than 0 means you
bonus for losing a good reputation.) those who recognize him. Everyone are a member of the ruling class in
has heard of him (no modifier), and your culture. Your family may be
Multiple Reputations he is recognized on a roll of 10 or less hereditary nobles (e.g., Plantagenet,
(¥1/2). He has a 5-point advantage. Windsor), successful businessmen or
You may have more than one repu- politicians (Rockefeller, Kennedy), or
tation, and your reputations can over- Example 2: The Green Dragon has some other type of big shots. You may
lap. The GM should check each one a reputation as a crimefighter. He gets even have achieved Status by your
before determining how an NPC reacts +3 reactions from honest citizens – own efforts. As a result, others in your
to you. Your total reaction modifier which is almost everyone except the culture only defer to you, giving you a
from reputations cannot be better than large class of dishonest citizens (¥2/3) bonus on all reaction rolls.
+4 or worse than -4 in a given – for 10 points. He receives a -4 reac-
situation. tion from the underworld – a large High Status carries various privi-
group (¥1/2) – for -10 points. The net leges, different in every game world;
Multifaceted point cost for his reputation is 0 your GM will give you this informa-
Reputations points. If his player wished, he could tion. Note that any high-Status person
specify a frequency of recognition, but is a likely target for kidnappers and
A single reputation can give differ- the final cost would still be 0 points. social climbers, and that some
ent reaction modifiers with different criminal types hate “the ruling class.”
groups, provided the groups do not IMPORTANCE
overlap. Set the reaction modifier for Low Status
each group, modify the cost for the Your formally recognized place in
size of the group, and then add up the society is distinct from your personal Status less than 0 means you are a
serf or a slave, or simply very poor.
This is not the same thing as Social
Stigma (p. 155). In medieval Japan,
for instance, a woman could have high
Status, but still get a -1 on reactions
due to the Social Stigma of being
female. A modern-day criminal could
theoretically have any level of Status
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
you may get fewer reaction bonuses, level. These things have their own
The interaction of Status, Social but you can also live a normal life, and point costs, not included in the cost of
Stigma, and Reputation can give inter- it is far more difficult for someone to the Rank.
esting results. For instance, a person impersonate you.
who is obviously from a lower social In a given society, there are usually
class, or even a disdained minority Rank several systems of Rank; the precise
group, might earn such a reputation 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
than one kind of Rank, although the
Status as a Reaction Modifier Specific sectors of society – e.g., the GM is free to rule that holding one
civil service, the military, and certain sort of Rank precludes holding
When the GM makes a reaction powerful religions – often have inter- another.
roll (see p. 494), the relative Status of nal ranking systems, distinct from
the characters involved can affect the Status. If an organization like this has Rank may coexist with Status. If
reaction. The GM can roleplay NPCs significant social influence, or access so, then high Rank grants additional
as he likes, of course, but here are to useful resources, then its members Status at no extra cost: +1 to Status at
some general guidelines: must pay points for their rank within Rank 2-4, +2 to Status at Rank 5-7,
the organization. and +3 to Status at Rank 8 or higher.
Higher Status usually gives a reac- This represents society’s respect for
tion bonus. When dealing with a social Rank comes in levels. Each Rank senior members of important social
inferior, apply the difference between has authority over those of lower institutions. If you hold multiple types
your Status levels as a reaction bonus Rank – regardless of personal ability. of Rank, then you may claim a Status
– except, of course, when dealing with In most cases, there are six to eight bonus for each of them.
someone who resents Status. For levels of Rank. The GM should deter-
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. Religious Rank in a theocracy. In soci-
Unlike Status, Rank costs no eties like this, Status does not exist.
Lower Status may give a penalty. If money to maintain. On the other Each level of Rank gives all its usual
you are dealing with a higher-Status hand, almost all forms of Rank come benefits plus the effect of an
NPC who is basically friendly, your with a Duty (see p. 133). Rank often equivalent level of Status.
Status doesn’t matter (as long as it’s has stringent prerequisites, too –
positive). After all, the king has a far
higher Status than his knights, but he Special Rules for Rank
reacts well to them . . . most of the
time. But if the NPC is neutral or A number of special situations might arise in play for those with Rank.
already angry, lower Status makes it
worse (“How dare you, a mere knight, Temporary Rank
tell me my battle plan is foolish?”).
Again, apply the difference in Status Those of higher Rank may temporarily increase your Rank for a prede-
levels as a reaction modifier, but in termined amount of time – until the end of a project, battle, etc. This
this case it gives a penalty. process is called brevetting in the case of Military Rank. To keep temporary
Rank, you must meet all the usual requirements and pay the appropriate
Negative Status usually gives a point cost.
penalty. If your Status is so low as to
be negative, those of higher Status Courtesy Rank
always react badly to you. Apply the
difference between your Status and Those who have formerly held Rank may retain that Rank as “Courtesy
the NPC’s as a reaction penalty, but no Rank” for only 1 point per level. Those who currently hold a title that car-
worse than -4. ries little real authority may also take Courtesy Rank. Courtesy Rank is for
social situations only; it gives you a fancier title.
Recognizing Status
Rank for Spies
Status only affects reaction rolls if
it is obvious to those around you. In Officers of national intelligence services often possess a special catego-
some settings, your bearing, dress, ry of Military Rank, distinct from that of line soldiers. Employees of civil-
and speech communicate your Status. ian intelligence agencies usually possess some variety of Administrative
Indeed, if you have very high Status, Rank instead. Finally, some counterintelligence officers are actually
your face may be easily recognized – police, and hold Police Rank. Those playing spies should consult with the
or perhaps the gaggle of servants that GM before purchasing Rank of any kind!
surrounds you gets the message
across.
In other societies, you will have to
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 Example of Character Creation (cont’d)
coexists with Status, or 10 points per
level if it replaces Status. Common ISWAT feeds and clothes Dai, and issues him the equipment he needs
varieties of Rank include: on a mission, but does not let him fetch his loot from Yrth. Thus, he does
not personally own much. We give him Wealth (Poor), for -15 points. This
Administrative Rank: Position with- gives 1/5 starting wealth for TL8, or $4,000. Still, by Yrth standards (start-
in a governmental bureaucracy. When ing wealth at TL3 is only $1,000), he lives in more luxury than he knew as
dealing with other administrators, dif- a master thief!
ferences in Rank work just like differ-
ences in Status (see p. 28). At TL5 and Looking at the traits listed under Privilege and Social Restraints, we
higher, a large bureaucracy might choose two to reflect Dai’s job. ISWAT is powerful, and its agents’ Legal
have several varieties of Rank: one per Enforcement Powers (p. 65) reach across time and space, for 15 points.
government department, and possibly But these powers come with a Duty (p. 133), which occurs on 15 or less
extra categories for the senate, judici- and is extremely hazardous, for -20 points.
ary, etc. (Defense or law-enforcement
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). Police Rank: Position in a police PRIVILEGE
force. Each agency has its own variety
Merchant Rank: Position within a of Rank. You must buy Legal You may buy special privileges
national or transnational organization Enforcement Powers (p. 65) before within your society – e.g., a hard-to-
of merchants. This could be anything you can buy Police Rank; this is the obtain license, an “in” with an influen-
from the mercantile culture of the difference between a patrol officer tial social group, or an exemption
Aztecs (where Merchant Rank verged (Police Rank 0, for 0 points) and an from certain laws – that allow you
on being Status) to the “merchant ordinary citizen (no Police Rank, also more latitude in your actions. Such
marine” of a modern or futuristic soci- 0 points). Note that in a police state, advantages are not directly linked to
ety (where Merchant Rank often par- there is no difference between Police Rank or Status. For instance, a spy
allels Military Rank during wartime). Rank and Military Rank. with low Rank might have a “license
to kill,” while his commander, a
Military Rank: Position within a Religious Rank: Position in a reli- bureaucrat with much higher Rank, is
military organization. Each organiza- gious hierarchy. Each religion has its bound by all the rules of polite society.
tion is structured differently. In gener- own variety of Rank. You must buy
al, personnel that are not specifically Clerical Investment (p. 43) before you Privileges include the advantages
leaders will be Rank 0-2, while low- can buy Religious Rank; this is the dif- of Claim to Hospitality (p. 41),
level officers and senior enlisted men ference between a novice (Religious Clerical Investment (p. 43), Legal
will be Rank 3-4. Rank 5 and higher is Rank 0, for 0 points) and a layperson Enforcement Powers (p. 65), Legal
normally limited to major commands (no Religious Rank, also 0 points). Immunity (p. 65), Security Clearance
and duties where the officer is respon- Other common requirements include (p. 82), Social Regard (p. 86), and
sible for extremely valuable or rare a minimum level of Theology skill and Tenure (p. 93).
resources. Limited-duty officers, spe- being of a particular sex or race.
cialists, and personnel with little actu- Differences in Rank work just like dif- SOCIAL
al responsibility or command authori- ferences in Status (see p. 28) when RESTRAINTS
ty have a lower Rank in GURPS dealing with co-religionists and those
terms, despite possibly possessing who respect your faith. Your social situation can instead
titles identical to those of a higher deprive you of freedom. This can take
Rank; represent this with one or more many forms: an onerous obligation;
levels of Courtesy Rank (see Courtesy the need to hide your deeds or lifestyle
Rank, p. 29) 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.
CONTACTS
It costs points to have associates Character sheets for Associated
you can rely on for assistance during NPCs – like those of all NPCs – are for You may also have associates who
an adventure. Likewise, individuals the GM’s eyes only. You will not have provide useful information or very
who complicate your life or actively access to them! When these NPCs minor favors, but who do not become
seek to thwart you, personally, are become involved in the game, the GM physically involved in dangerous
worth points as disadvantages. Note plays their roles and control their adventures. They appear only for long
that these NPCs need not be people– actions. Thus, even your closest asso- enough to help out, and then quickly
they might be spirits, animal side- ciates are never 100% predictable. depart. The GM will roleplay them
kicks, or robots. and give them personalities, but since
Buy advantageous Associated they are no more likely than any other
ASSOCIATED NPCs as Allies (p. 36) or Patrons friendly NPC to get involved in the
NPCS (p. 72). Disadvantageous ones include action, they do not require full charac-
Dependents (p. 131) and Enemies ter sheets. Purchase such NPCs as
Some friends and foes physically (p. 135). The GM’s word is final Contacts (p. 44) or Contact Groups
enter play when they appear. These in all cases. The GM is free to forbid (p. 44).
“Associated NPCs” have personalities, an Associated NPC that he feels
would be disruptive, unbalanced, or
IDENTITIES
By now, you should have a good Pseudonyms While useful, such a false identity will
idea of what you look like and who eventually be noticed and eliminated
you are . . . but this might be only one In many countries – including the (and the user sought after!). This kind
of several faces that you show the present-day United States – it is legal to of identity is not considered an
world. Most people have just one iden- use a false name for privacy as long as advantage, and costs no points; buy it
tity – but a criminal, spy, super, or vig- you do not attempt to defraud or inter- with cash.
ilante might have multiple identities. fere with public records. You can rent
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
week, 10 or less at the end of the third
Anyone can have a hasty or low- week, and so on).
quality Alternate Identity (p. 39).
The price of a Temporary Identity
Alternate Identity vs. Secret Identity is negotiable, and depends on your
contacts, skills, and the setting. The
A Secret Identity (p. 153) isn’t the same as an Alternate Identity (p. 39). cheaper the identity, the more fre-
If there are no false records to back up a Secret Identity, it doesn’t count quently the GM will roll – a really
as an Alternate Identity. And if you use an Alternate Identity only to hold cheap one might only be good for a
a secret bank account (for instance), and never try to “live” that persona, day, with rolls every day! More expen-
it isn’t a Secret Identity. sive identities, lasting longer or start-
ing at a lower number, might also be
available.
Someone who is Zeroed (p. 100)
can use a Temporary Identity.
CREATING A CHARACTER 31
CHAPTER TWO
ADVANTAGES
32 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 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 has 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 acti-
vate 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.
ADVANTAGES
Supernatural advantages are Potential Advantages
impossible in nature and cannot be
justified by science – or even “super- You will sometimes see an advantage you would like to have but that
science.” They rely on divine interven- would not make sense at the start of your career – or that you cannot
tion, magic, psionics, etc. The classic afford on your starting points! Or you might just want to start your adven-
example is magical talent (see Magery, turing career with unrealized potential, like countless fictional heroes. In
p. 66). Supernatural traits differ from either situation, the GM may choose to let you set aside 50% of the cost of
exotic ones in that anyone might be an advantage as a “down payment” against acquiring the advantage later
supernaturally gifted – even a “nor- on.
mal” human, if the GM permits.
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
Improvement Through Adventure (p. 290). The GM is free to assess partial
Mundane advantages are inborn or or uncontrollable benefits befitting the trait until you finish paying for the
learned edges and knacks that anyone full, controllable advantage.
might have. There are normally no
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
games. Cinematic traits are always Schrödinger’s Advantage: You can specify that at some critical juncture
clearly indicated in the text. in an adventure, just when all seems lost, you will suddenly discover a new
ability – worth twice the points you have set aside – that will help you out
ADVANTAGE of trouble. You must immediately pay the remaining points to use your
ORIGINS 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.
When you select exotic or super-
natural advantages, you must also Secret Advantage: You have an advantage you don’t know about! The
choose an in-game justification for GM picks an advantage or set of advantages worth twice the points you
those abilities: biology, high technolo- have set aside . . . but he will not tell you what it is, or even give you a clue!
gy, a divine gift, etc. Explaining your The GM will reveal the truth at a suitably dramatic moment. Until then,
capabilities in terms that have mean- the advantage provides the usual benefits – but it isn’t under your control,
ing in the game world will give you a so you won’t be able to rely on it. The advantage functions normally once
better “feel” for your character and revealed and paid for.
give the GM some additional “adven-
ture hooks.” of your advantages if you wish, subject for instance, by throwing your yin and
to GM approval. The GM sets the ori- yang out of balance.
Origins are usually just special gins available in his campaign.
effects. For instance, if you can sprout Examples include: Cosmic: Abilities that emanate
claws, they use the rules under Claws from the universe itself or otherwise
(p. 42) whether they are natural, Biological: Inborn features (unique defy explanation. This is reserved for
cybernetic, or a gift from the Tiger to you or part of your racial makeup) gods, powerful spirits, supers, etc. If
God. Sometimes, though, you will and mutations. Medical science can your ability produces effects that only
encounter things that can only affect detect and analyze these traits, and – other cosmic powers can counteract,
or be affected by a specific class of at higher tech levels – add or remove this is an enhancement; see Cosmic
abilities. Furthermore, the GM may them through genetic engineering, (p. 103).
rule that talents with certain origins implants, or surgery.
are more or less effective in a particu- 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- “inner strength” of martial artists and “sanctity” for your god – e.g., the tem-
tage works. yoga masters (also known as ki and ple of a rival god, or a foreign land
prana). Disease and similar afflictions where your god is unknown – you
Most characters have only one ori- can sometimes weaken such abilities – might find your abilities reduced or
gin for all of their abilities, but you unavailable.
may choose a separate origin for each
ADVANTAGES 33
What’s Allowed TURNING
ADVANTAGES
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,
the GM might declare that it is possible to add specific exotic advantages An advantage that never inconven-
via surgery or genetic modification, but rule that supernatural advantages iences you (e.g., Intuition), that has to
simply do not exist. In a 1920s horror game, the GM might allow many be on at all times to be of benefit (e.g.,
supernatural abilities, but no exotic ones. And in a supers campaign, the Resistant), or that reflects a perma-
GM could let the players buy anything they have points for, vetting trou- nent trait of your species (e.g., Extra
blesome traits on a case-by-case basis. Players should develop the habit of Arms) is always on. You cannot turn it
reading 1 and 5 as “requires GM permission.” off.
High-Tech: Nonbiological implants Psionic: Advantages that originate Most other advantages are switch-
in biological characters, as well as all from the power of the mind. In most able: you can turn them off and on at
abilities of cyborgs, robots, and vehi- settings where psi powers exist, there will. To do so requires a one-second
cles. Sensors can detect and analyze are drugs, gadgets, and specialized Ready maneuver, with activation or
such traits, and certain high-tech anti-psi powers that can detect and deactivation occurring as soon as you
countermeasures might be able to defeat them. As a result, they are execute the maneuver. Unlike certain
neutralize them. bought with a special limitation; see skills and magic spells, this does not
Chapter 6. require concentration; switching an
Magic: Talents that draw upon advantage is second nature, and can-
magical energy, or mana. You need Spirit: Abilities enabled by invoking not be “interrupted.” The default con-
not be a wizard yourself; this category spirits. You only seem to be the focus dition (while sleeping, unconscious,
includes such lasting sorcerous effects of the effects; in reality, invisible etc.) is “on.”
as personal enchantments. If your supernatural beings are doing your
gifts do not function at all in areas bidding. Obviously, if the spirits can- Attacks – notably Affliction (p. 35),
without mana, and function at -5 not reach you, your abilities do not Binding (p. 40), and Innate Attack
to die rolls in low mana (like spells; work. (p. 61) – are only “on” while you are
see p. 235), then this is a limitation attacking. An advantage like this
(see p. 110): Mana Sensitive, -10%. requires a one-second Attack maneu-
ver to use; you cannot switch it on
continuously without a special
enhancement.
Exceptions to these guidelines are
noted explicitly.
ADVANTAGE LIST
360° Vision 3 1 Special Limitations ability does not work in environments
such as interstellar space or the limbo
25 points Easy to Hit: Your eyes are on stalks, of the astral plane, but it does work
unusually large, or otherwise more underground, underwater, and on
You have a 360° field of vision. You vulnerable to attack. Others can target other planets. This gives +3 to Body
have no penalty to defend against your eyes from within their arc of Sense and Navigation (Air, Land, or
attacks from the sides or rear. You can vision at only -6 to hit. -20%. Sea). (Note: The navigational sense
attack foes to your sides or rear with- that guides migratory creatures to
out making a Wild Swing, but you are 3D Spatial Sense 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- see Absolute Direction, below points.
niques do not suffer this penalty).
Finally, you are at +5 to detect Absolute Direction 2/3 3D Spatial Sense: As above, but
Shadowing attempts, and are never works in three dimensions. This abili-
surprised by a danger that comes from 5 or 10 points ty is useful in deep space – although it
behind, unless it also is concealed does not help you if you travel across
from sight. You have an excellent sense of dimensions. You get the skill bonuses
direction. This ability comes in two given for Absolute Direction, plus +1
Extra eyes are merely a special levels: to Piloting and +2 to Aerobatics, Free
effect of this trait – you can have any Fall, and Navigation (Hyperspace or
number of eyes, but the point cost Absolute Direction: You always Space). 10 points.
remains the same. know which way is north, and you can
always retrace a path you have
followed within the past month, no
matter how faint or confusing. This
34 ADVANTAGES
Special Limitations Acute Vision gives you a bonus to DR, add the Armor Divisor enhance-
spot things visually, and whenever you ment. The victim gets a further +3 if he
Requires Signal: You rely on signals do a visual search (for instance, look- is beyond 1/2D range.
from a navigational satellite network ing for traps or footprints). 2
(like Earth’s GPS) or similar system. points/level. If the victim makes his HT roll, he
Your ability does not function in the 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%. also buy Acute Sense advantages for is stunned (see p. 420). He may roll vs.
specialized senses such as Scanning HT+1 once per second to recover, but
Absolute Timing 2 Sense and Vibration Sense. once again at a penalty equal to the
level of the Affliction (DR has no effect
2 or 5 points You cannot usually buy Acute on this roll).
Senses in play – raise your Perception
You have an accurate mental clock. instead. However, if you lose a sense, If your Affliction causes an effect
This ability comes in two levels, both the GM may allow you to spend earned other than stunning, this is a special
of which are somewhat cinematic: points on other Acute Senses to enhancement (see below). You can
compensate. For instance, if you are inflict more than one effect by giving
Absolute Timing: You always know blinded, you might acquire Acute your Affliction multiple special
what time it is, with a precision equal Hearing. enhancements. These effects occur
to the best personal timepieces widely simultaneously, except where noted.
available in your culture (but never
better than a few seconds). You can The GM determines which exotic and
measure elapsed time with equal supernatural traits are allowed – and to whom –
accuracy. Neither changes of time in his campaign.
zone nor sleep interferes with this
ability, and you can wake up at a pre- Administrative Rank Successive Afflictions that produce
determined time if you choose. Being the same effects are not normally
knocked unconscious, hypnotized, see Rank, p. 29 cumulative. Use the single worst effect.
etc. may prevent this advantage from
working, and time travel will confuse Affliction 3 1 Use the special enhancements
you until you find out what the “new” below to create specific Afflictions.
time is. 2 points. 10 points/level Many Attack Enhancements and
Limitations (p. 102) are also logical.
Chronolocation: As above, but time You have an attack that causes a For instance, a blinding flash is Sense-
travel does not interfere – you always baneful, nondamaging effect: blind- Based (p. 109); most drugs have
know what time it is in an absolute ness, paralysis, weakness, etc. This Follow-Up (p. 105), Blood Agent
sense. Note that things like Daylight might be an ultra-tech beam weapon, (p. 102), or Contact Agent (p. 103);
Savings Time and calendar reform can a chemical spray, a supernatural gaze supernatural attacks like the “evil eye”
still confuse you! When you travel in attack, or almost anything else. use Malediction (p. 106); and touch
time, the GM may tell you, “You have Specify the details when you buy the attacks call for Melee Attack (p. 112).
gone back exactly 92,876.3 days,” and advantage.
let you – or your character – deal with If an Affliction produces two or
questions like, “What about leap By default, Affliction is a ranged more effects due to the special
year?” 5 points. attack with 1/2D 10, Max 100, Acc 3, enhancements below, some of these
RoF 1, Shots N/A, and Recoil 1, effects may be secondary. Secondary
Acute Senses 3 although you can apply modifiers to effects occur only if the victim fails his
change these statistics (see pp. 101- HT roll by 5 or more or rolls a critical
2 points/level 116). failure. A secondary effect is worth 1/5
as much; e.g., Secondary Heart Attack
You have superior senses. Each If you hit, your victim gets a HT+1 is +60% rather than +300%.
Acute Sense is a separate advantage roll to resist. Apply a penalty equal to
that gives +1 per level to all Sense rolls the level of the Affliction (so Affliction Once you have chosen all the mod-
(p. 358) you make – or the GM makes 1 gives an unmodified HT roll). The ifiers on your Affliction, describe the
for you – using that one sense. victim gets a bonus equal to his DR nature of the attack as detailed for
unless the Affliction has one of the fol- Innate Attack (p. 61).
Acute Hearing gives you a bonus to lowing modifiers: Blood Agent,
hear something, or to notice a sound Contact Agent, Cosmic, Follow-Up,
(for instance, someone taking the safe- Malediction, Respiratory Agent or
ty off a gun in the dark). 2 points/level. Sense-Based. To reduce the effects of
Acute Taste and Smell gives you a
bonus to notice a taste or smell (for
instance, poison in your drink). 2
points/level.
Acute Touch gives you a bonus to
detect something by touch (for
instance, a concealed weapon when
patting down a suspect). 2 points/level.
ADVANTAGES 35
Special Enhancements Incapacitation: The victim is inca- victim lacks that advantage! This
pacitated for a number of minutes enhancement is worth +1% per point
Advantage: The victim immediately equal to the margin of failure on his the advantage is worth. If the advan-
experiences the effects of a specific HT roll. After that, he is stunned until tage comes in levels, you must specify
physical or mental advantage. he can make a HT roll (roll once per the level negated.
Advantages with instantaneous effects second). If you combine Incap-
affect the target once, as soon as he is acitation with other effects (such as Stunning: May only accompany
hit, if he fails his HT roll; e.g., Warp Irritant), those effects occur after the Advantage, Attribute Penalty, Dis-
immediately teleports the subject. Incapacitation wears off; they replace advantage, or Negated Advantage. If
Advantages that can be switched on the stunning and last for the same the victim fails to resist, he is stunned
and off (such as Insubstantiality) are length of time the Incapacitation did. (per an unmodified Affliction) in addi-
automatically “on” for one minute per Incapacitation can take the form of tion to the effects of the other
point by which the victim fails his HT any of the following: Daze, +50%; enhancement(s). +10%.
roll, and are not under the subject’s Hallucinating, +50%; Retching, +50%;
control. This is worth +10% per point Agony, +100%; Choking, +100%; Allies 4
the advantage is worth; e.g., Ecstasy, +100%; Seizure, +100%;
Insubstantiality would be +800%! If Paralysis, +150%; Sleep, +150%; or Variable
the advantage comes in levels, specify Unconsciousness, +200%. See
the level. Incapacitating Conditions (p. 428) for Many fictional heroes have part-
the game effects. ners – loyal comrades, faithful side-
Attribute Penalty: The victim suffers kicks, trusted retainers, or lifelong
temporary attribute loss. This is +5% Irritant: The victim suffers an friends – who accompany them on
per -1 to ST or HT, or +10% per -1 to impairing but non-incapacitating con- adventures. These partners are
DX or IQ. For instance, an attack that dition instead of being stunned. It lasts “Allies.”
caused DX-3 and IQ-2 would be +50%. for a number of minutes equal to the
Lower all skills based on reduced margin of failure on his HT roll. The The other PCs in your adventur-
attributes by a like amount. ST penal- possibilities are Tipsy +10%; ing party are, in a sense, “allies.” But
ties also reduce BL and damage, while Coughing, +20%; Drunk, +20%; they can be unreliable allies indeed.
IQ reductions also apply to Will and Moderate Pain, +20%; Euphoria, Often they are chance acquaintanc-
Perception. Secondary characteristics +30%; Nauseated, +30%; Severe Pain, es, first encountered at a roadside
are not otherwise affected; for +40%; or Terrible Pain, +60%. For def- tavern only hours ago. They have
instance, HT reduction does not affect initions, see Irritating Conditions their own hidden goals, ethics, and
Basic Speed or FP. Penalties last for (p. 428). motives, which might not coincide
one minute per point by which the vic- with your own.
tim fails his HT roll. Negated Advantage: The victim
loses a specific advantage for one An NPC Ally, on the other hand, is
Coma: The victim collapses, pro- minute per point by which he failed wholly reliable. Perhaps you fought
foundly unconscious, and will likely his HT roll. There is no effect if the side by side in a long war, trained
die in days unless treated; see Mortal under the same master, or grew up in
Conditions (p. 429). +250%. the same village. The two of you trust
each other implicitly. You travel
Cumulative: Repeated attacks are
cumulative! You must take this in con- Frequency of Appearance
junction with Attribute Penalty, or
with an Advantage, Disadvantage, or Whether you pay points for a useful relationship with an NPC or col-
Negated Advantage Enhancement lect points for a troublesome one, it is unlikely that the NPC will be a con-
that inflicts a “leveled” trait. +400%. stant presence. Each friend or foe has a frequency of appearance, and will
figure into a given adventure only if the GM rolls less than or equal to that
Disadvantage: The victim tem- number on 3d at the start of the adventure. How the NPC interacts with
porarily gains one or more specific you if the roll succeeds depends on the nature of the relationship.
physical or mental disadvantages (but
not self-imposed mental disadvan- Frequency of appearance multiplies the point cost for an Associated
tages – see p. 121). This is worth +1% NPC (see p. 31) after determining power level and group size (as applica-
per point the temporary disadvan- ble), but before you apply any special modifiers:
tages are worth; e.g., Paranoia [-10] is
worth +10%. If a disadvantage comes Constantly (no roll required): ¥4. The NPC is always present. This level
in levels, specify the level. The disad- is reserved for NPCs – usually Allies – that are implanted, worn like cloth-
vantages last for one minute per point ing, or supernaturally attached.
by which the victim fails his HT roll.
Almost all the time (roll of 15 or less): ¥3.
Heart Attack: The victim suffers an Quite often (roll of 12 or less): ¥2.
incapacitating heart attack, and will Fairly often (roll of 9 or less): ¥1.
die in minutes unless treated; see Quite rarely (roll of 6 or less): ¥1/2 (round up).
Mortal Conditions (p. 429). +300%.
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 be than a certain size – although he
watches through the night. Dependents (see p. 131). Add the cost might permit an army or other large
of Ally and Dependent together, and group as a Patron. Frequency of
Your Ally is usually agreeable to treat the combination as a single appearance multipliers and special
your suggestions, but he is not your trait: an advantage if the total point modifiers (if any) apply to the final
puppet. He will disagree with you cost is positive, a disadvantage if it is cost of the entire group.
from time to time. An Ally may try to negative.
dissuade you from a plan that seems Frequency of Appearance
foolish to him – and if he can’t talk you Ally Groups
out of the plan, he may refuse to coop- Choose a frequency of appearance
erate. An Ally may even cause prob- You may purchase as many Allies (see p. 36). If your Ally appears at the
lems for you: picking fights, landing in as you can afford. Each Ally is nor- start of an adventure, he accompanies
jail, insulting a high noble . . . Of mally a separate advantage, but you you for the duration of that adventure.
course, the Ally will also try to bail you can treat a group of related Allies as a
out when you make mistakes. single trait to save space on your char- Allies in Play
acter sheet. For a group of individuals
The GM will not award you bonus – with their own unique abilities and As with Dependents (p. 131), the
character points for any play session character sheets – add the costs of the GM will adjust your Ally’s abilities in
in which you betray, attack, or unnec- individual Allies to find the cost of the order to keep his point total a fixed
essarily endanger your Ally. Blatant, group, adjust the total cost for fre- percentage of your own as you earn
prolonged, or severe betrayal will quency of appearance, and then apply points. This will keep his value as an
break the trust between you and your any special modifiers. advantage constant. The GM decides
Ally, and he will leave you permanent- how the Ally evolves, although he
ly. If you drive your Ally off in this way, For a group of more than five iden- might ask you for your input.
the points you spent on him are gone, tical and interchangeable allies that
reducing your point value. Leading share a single character sheet – for If your Ally dies through no fault of
your Ally into danger is all right, as instance, an army of low-grade thugs yours, the GM will not penalize you.
long as you face the same danger and or a swarm of robot drones – find the You may put the points spent on the
are a responsible leader. point cost to have one member of the deceased Ally toward a new Ally. The
group as an Ally, and then multiply new relationship should normally
The point cost for an Ally depends that cost as follows to find the cost of develop gradually, but the GM might
on his power and frequency of appear- the group: allow an NPC to become an Ally on
ance. Only PCs who take NPCs as the spot if you have done something
Allies pay points for the privilege. Two that would win him over (e.g., saving
PCs can be mutual “allies” for free, as his life). This is especially appropriate
can two NPCs – and NPCs never pay in cultures where debts of honor are
points for PCs as Allies. An Ally is taken seriously!
specifically a skilled NPC associate for
one PC. There is no penalty for amicably
parting ways with your Ally. You may
Ally’s Power use the points spent on him to buy a
new Ally met during play. At the GM’s
Consult the following table to discretion, you may trade in any
determine how many points you must remaining points for money (see
spend on your Ally. “Point Total” is the p. 26), reflecting parting gifts.
Ally’s point total expressed as a per-
centage of the PC’s starting points;
“Cost” is the cost of the Ally. If the
Ally’s point total falls between two
percentages, use the higher.
Point Total Cost Size of Group Multiplier
25% 1 point 6-10 ¥6
50% 2 points 11-20 ¥8
75% 3 points 21-50 ¥10
100% 5 points 51-100 ¥12
150% 10 points
Allies built on more than 150% of Add ¥6 to the multiplier per tenfold
the PC’s starting points are not allowed; increase in number (e.g., 100,000
treat such NPCs as Patrons (see p. 72). Allies would be ¥30). The GM may
Exception: The progression above require an Unusual Background
extends indefinitely for nonsentient (IQ (p. 96) if you wish to have hordes of
0) Allies; each +50% of the PC’s starting
points costs a further +5 points.
ADVANTAGES 37
Familiars You can apply the following Special Limitations
enhancements and limitations after
Wizards, telepaths, and so on are calculating group cost (if applicable) Sympathy: If you are stunned,
often supernaturally linked to special and multiplying for frequency of knocked out, mind-controlled, etc.,
Allies known as familiars. These are appearance: your Ally is similarly affected. The
usually animals or spirits. reverse is also true, so you should take
special care of your Ally! -25% if the
Your Ally is usually agreeable to your death of one party reduces the other to
suggestions, but he is not your puppet. He will 0 HP; -50% if the death of one party
disagree with you from time to time. automatically kills the other. If your
wounds affect your Ally, but your Ally’s
Work out a familiar’s basic abilities Special Enhancements wounds don’t affect you, reduce these
with the GM, starting with the racial values to -5% and -10%.
template of an ordinary creature of its Minion: Your Ally continues to
kind. If its racial IQ is 5 or less, raise it serve you regardless of how well you Unwilling: You have obtained your
to at least 6. Consider buying off treat him. This might be due to pro- Ally through coercion (e.g., blackmail
Cannot Speak, if applicable. Most gramming, fear, awe, or lack of self- or magical binding). You do not have
familiars have supernatural advan- awareness. Examples include robots, to treat him as well as you would a
tages: Extra Lives for a cat (it has nine zombies, and magical slaves. You are normal Ally. However, he hates you
lives, after all!), Mindlink and Telesend free of the usual obligation to treat and is likely to act accordingly, reduc-
for a familiar that can transmit its your Ally well. Mistreatment might ing his overall reliability level. If you
thoughts, etc. result in an inconvenient breakdown endanger such an Ally or order him to
(mental or physical), but the Ally will do something unpleasant, he may
Once you have determined the not leave. See Puppet (p. 78) for addi- rebel (GM’s option) if the conse-
familiar’s abilities, work out its point tional options. +0% if the Minion has quences of doing so would be less
total and its base value as an Ally. IQ 0 or Slave Mentality (p. 154), as the severe than those of doing your bid-
Select frequency of appearance as benefits of total loyalty are offset by ding. An Ally who rebels is gone, along
usual. This may be how often your the need for close supervision; +50% with the points you spent on him.
familiar is available (on a failed otherwise. -50%.
appearance roll, it is sleeping, report-
ing to a demon lord, etc.) or how often Special Abilities: Your Ally wields Altered Time Rate 2 1
its powers work (on a failure, it is no power out of proportion to his point
more capable than an ordinary mem- value. Perhaps he has extensive politi- 100 points/level
ber of its species, and cannot use or cal clout or access to equipment from
grant special powers) – your choice. a TL higher than your own; perhaps Your rate of time perception is
he grants you exotic powers. Don’t faster than that of a normal human.
This kind of Ally usually has one or apply this enhancement simply The first level of this advantage lets
more special modifiers. Minion, because your Ally has exotic abilities. you experience time twice as fast as a
Summonable, and Sympathy are com- If his powers are very uncommon, you normal – that is, you experience two
mon. Unwilling is typical of demonic will already be paying extra: your Ally subjective seconds for each real sec-
or otherwise evil familiars. Take requires an Unusual Background, ond that passes. Each level past the
Special Abilities only if your familiar which raises his point total and his first increases this ratio by one: three
grants you powers; e.g., extra Fatigue value as an Ally. +50%. times as fast at level 2, four times as
Points with which to fuel spells or fast at level 3, and so on.
exotic or supernatural advantages that Summonable: You conjure your
emulate the familiar’s own abilities Ally instead of rolling to see whether Each level of Altered Time Rate lets
(such as Flight, for a bird). You have he appears at the start of an adven- you take one additional maneuver on
no access to these abilities on a failed ture. To do so, take a Concentrate your turn in combat, allowing you to
appearance roll; if your familiar is maneuver and roll against frequency cast spells quickly by taking multiple
stunned, unconscious, or dead; or in of appearance. On a success, your Ally Concentrate maneuvers, run very fast
areas where your special link does not appears nearby. On a failure, you can- by taking multiple Move maneuvers,
function (GM’s decision). Buy these not attempt to summon him again for etc. Your turn doesn’t come any soon-
abilities with a -40% Accessibility one full day. Dismissing your Ally is a er, however! This advantage affects
limitation: “Granted by familiar.” free action, but you may only dismiss how fast you move when you react, but
him if he is physically present. +100%. not how quickly you react in the first
place.
Out of combat, Altered Time Rate
allows you the luxury of extensive
planning, even in crisis situations, as
everything seems to happen in slow
motion. You may always attempt a
Sense roll, or an IQ-based skill roll to
make plans or recall information
(GM’s decision), at no penalty to
additional actions.
38 ADVANTAGES
In order to do anything that Identity combined with a Secret Ambidexterity 3
depends on someone else’s reactions, Identity (see p. 153). 5 points.
you must deliberately “slow down” 5 points
and function at his speed. This applies Illegal: A criminal or foreign agent
both when making a Feint in combat may have an illegal Alternate Identity. You can fight or otherwise act
and when making an Influence roll This has the advantage of being com- equally well with either hand, and
(see p. 359) out of combat. For pletely unknown when you first start never suffer the -4 DX penalty for
instance, if you choose to Feint, that is out, and of course it cannot be using the “off” hand (see p. 14). Note
all you can do on your turn – you can- revoked by the government. On the that this does not allow you to take
not take extra actions. (On the other other hand, should it ever be discov- extra actions in combat – that’s Extra
hand, you could make an All-Out ered, you will face a stiff fine, a jail Attack (p. 53). Should some accident
Attack followed by an Attack in order sentence, or execution, depending on befall one of your arms or hands,
to beat down his defenses through the time and place. 15 points. assume it is the left one.
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
Alternate Identity. This requires at
least 10 points in Legal Enforcement
Powers, Legal Immunity, Police Rank,
Security Clearance, etc.; the GM sets
the precise prerequisites. If a super
has official permission to conceal his
original name (e.g., to protect his fam-
ily) and to hold property in his “super”
name, then that is a legal Alternate
ADVANTAGES 39
Amphibious 3 1 Arm ST 3 1 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
your ST with the No Fine skill). If he tries to break free and fails,
5 points Manipulators or Size limitations, he is only allowed a repeated attempt
apply the same limitation(s) to Arm every 10 seconds – and on a 17 or 18,
You are unusually talented at read- ST. he becomes so entangled that he can-
ing the motivations of animals. When not escape on his own! +60%.
you meet an animal, the GM rolls Artificer
against your IQ and tells you what you Only Damaged By X: Only specific
“feel.” This reveals the beast’s emo- see Talent, p. 89 damage types can damage your
tional state – friendly, frightened, hos- Binding. +30% for one of burning,
tile, hungry, etc. – and whether it is Binding 3 1 corrosion, crushing, or cutting; +20%
under supernatural control. You may for any two; +10% for any three.
also use your Influence skills (see 2 points/level
p. 359) on animals just as you would Sticky: Your Binding is treated as
on sapient beings, which usually You have an attack that can hold Persistent (p. 107), but only affects
ensures a positive reaction. your target in place. Specify how this those who actually touch the original
works when you buy the advantage: target of your attack. +20%.
This ability frequently accompa- entangling your victim in vines, tying
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%.
Animal Friend Binding is a ranged attack with Special Limitations
1/2D –, Max 100, Acc 3, RoF 1, Shots
see Talent, p. 89 N/A, and Recoil 1. You can add modi- Environmental: Your Binding
fiers to change these statistics (see manipulates an existing condition or
Appearance pp. 101-116). object in the environment, and won’t
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
(see p. 370) and rooted in place. He the ground) to -40% (victim must be
Above-average appearance is treat- cannot select the Move or Change standing in dense vegetation), at the
ed as an advantage. Posture maneuvers or change facing, GM’s option.
and is at -4 to DX. The ST of this effect
Arm DX 3 1 is equal to your Binding level, but you One-Shot: You cannot layer your
can layer additional attacks on a suc- Binding to increase its ST. -10%.
12 or 16 points per +1 DX cessfully bound victim. Each extra
layer gives +1 to ST. Blessed 2 5
Some of your arms have extra DX
relative to the DX of your body. This To break free, the victim must win 10 or more points
DX applies only to things done with a Quick Contest of ST or Escape skill
those arms or hands. It does not affect against the ST of your Binding. Each You are attuned to a god, demon
Basic Speed! If a task requires two or attempt takes one second. If the victim lord, great spirit, cosmic power, etc.
more hands, and they don’t have the fails to break free, he loses 1 FP but This can take various forms, but in all
same DX, use the lowest DX. Combat may try again. Alternatively, he may cases, you will lose this advantage if
skills rely on bodily DX, and do not try to destroy the Binding. Innate you fail to act in accordance with your
benefit from this DX at all. Attacks hit automatically; other deity’s rules and values.
attacks are at -4. External attacks on
Arm DX costs 12 points per +1 DX the Binding take no penalty, but risk Blessed: You sometimes receive
for one arm and 16 points per +1 DX hitting the victim on a miss (see wisdom from your deity. After com-
for two arms. To raise the DX of three Striking Into a Close Combat, p. 392). muning with your god (meditating,
or more arms, buy up overall DX. If The Binding has DR equal to 1/3 your praying, etc.) for at least one hour, you
you bought your DX with the No Fine level (rounded down). Each point of see visions or witness omens that have
Manipulators limitation, apply this some bearing on future events. Work
limitation to Arm DX as well. out the details with your GM; for
40 ADVANTAGES
instance, the God of Fire might Catfall 3 1 This is a minor form of possession:
require you to stare into flames for an the spirit can use your body only to
hour, after which you hear a voice in 10 points communicate. However, if it has the
the flames. The GM rolls secretly Possession ability (p. 75), it is consid-
against your IQ to determine whether You subtract five yards from a fall ered to be touching you, and can
you gain any useful insight from this automatically (treat this as an auto- attempt full possession while you are
experience. The ritual is fatiguing, matic Acrobatics success – don’t check in a trance. You are considered “wary,”
however; at the end of the hour, you again for it). In addition, a successful and thus get +5 to resist.
lose 10 FP. As a side benefit, followers DX roll halves damage from any fall.
of your deity sense your special status To enjoy these benefits, your limbs Charisma 2
and react to you at +1. 10 points. must be unbound and your body free
to twist as you fall. 5 points/level
Very Blessed: As above, but your IQ
roll to interpret visions is at +5 and Chameleon 3 1 You have a natural ability to
the reaction bonus from your god’s impress and lead others. Anyone can
followers is +2. 20 points. 5 points/level acquire a semblance of charisma
through looks, manners, and intelli-
Heroic Feats: Your blessing gives You can change your surface pat- gence – but real charisma is independ-
you the ability to perform a particular tern to blend into your surroundings. ent of these things. Each level gives +1
heroic feat. Once per game session, In any situation where being seen is a on all reaction rolls made by sapient
you may add 1d to one of ST, DX, or factor, you get +2 per level to Stealth beings with whom you actively inter-
HT (other traits, such as Basic Move, skill when perfectly still, or +1 per act (converse, lecture, etc.); +1 to
are at the GM’s discretion). You must level if moving. Clothing reduces this Influence rolls (see Influence Rolls,
specify which trait is boosted when bonus to +1 per level when you are p. 359); and +1 to Fortune-Telling,
you buy the advantage. This bonus motionless, with no bonus if you are Leadership, Panhandling, and Public
lasts 3d seconds, after which your abil- moving (unless the clothing is, in the Speaking skills. The GM may rule that
ities revert to normal and you suffer GM’s opinion, camouflaged relative to your Charisma does not affect
any penalties amassed during the your current environment). members of extremely alien races.
“heroic” period. (For instance, if your
blessing boosts HP and you are Chameleon does not normally help Chronolocation
reduced to -5 ¥ your normal HP but in the dark or against someone relying
not -5 ¥ your “blessed” HP, you will die upon senses other than sight. see Absolute Timing, p. 35
when the bonus HP wear off unless However, you can specify that your
you receive some sort of healing.) 10 ability is effective against a particular Claim to Hospitality 4
points. visual or scanning sense (e.g.,
Infravision or Radar) instead of 1 to 10 points
The GM may choose to allow other normal vision.
blessings as well. You belong to a social group that
Special Enhancements encourages its members to assist one
Brachiator 3 1 another. When you are away from
Extended: Your ability affects more home, you may call on other members
5 points than one visual or scanning sense. of this group for food, shelter, and
Each sense beyond the first is +20%. basic aid.
You can travel by swinging on
vines, tree branches, ropes, chande- Special Limitations The point cost depends on the
liers, etc. You get +2 to Climbing skill, extent and wealth of the group. A sin-
and can move at half your Basic Move Always On: You cannot turn this gle friend with a house in another city
while brachiating. ability off. Strangers react at -1; the is worth 1 point; a small family, 2
flickering effect is irritating. -10%. points; a society of merchants along
Breath-Holding 3 1 an important trade route, 5 points;
Channeling 2 5 and a vast alliance of wealthy figures,
2 points/level such as “every merchant in the world,”
10 points 10 points. In the appropriate situation,
You are adept at holding your members of the group should be easy
breath. Each level doubles the length You can become a conduit for the to find (14 or less after 1d-1 hours of
of time you can do so (see Holding spirit world, allowing spirits to speak searching), but the chance of meeting
Your Breath, p. 351). Normal humans through you. To do so, you must enter one at random is small (6 or less to
may not take this advantage – to be a a trance, achieved through one minute meet one in a small crowd in an
world-record diver, learn Breath of concentration and a Will roll (at +2 appropriate place).
Control (p. 182). Nonhumans and if you have Autotrance, p. 101). You
supers can combine this advantage are unaware of the world around you Claim to Hospitality mainly saves
with Breath Control! while you are in this state. the cost and trouble of finding lodg-
ing while “on the road” (although if
Business Acumen Once you have entered your trance, you are wealthy, you might be expect-
any spirit in the immediate vicinity ed to give gifts to your hosts), but
see Talent, p. 89 can enter your body and use it to there are side benefits. Members of
speak or write messages. The GM con- the group are friendly to each other
trols what the spirit does or says. The
spirit answers questions put to it by
others, but it is not bound to tell the
truth.
ADVANTAGES 41
(+3 reactions), and may provide However, a viewpoint inside a moving Claws 3 1
advice, introductions, and small object (e.g., a car) will move with that
loans, if asked. The level of assistance object with no special concentration Variable
might occasionally approach that of on your part. You can only have one
Contacts (p. 44). If you expect any- viewpoint at a time – you cannot put You have claws. This advantage
thing more, though, buy Allies (p. 36) hearing in one location, vision in modifies all your hands and feet; there
or Patrons (p. 72). another, etc. is no discount for claws on only some
of your limbs. There are several
This advantage cuts both ways. If Special Limitations variations:
you take it, you can be asked, when at
home (at the GM’s whim), to provide Clairaudience: Only your sense of Blunt Claws: Very short claws, like
NPCs with exactly the same sort of hearing is displaced. -30%. those of a dog. Add +1 per die to the
hospitality you claim while away. This damage you inflict with a punch or
may become an adventure hook! If Clairosmia: Only your sense of kick; e.g., 2d-3 becomes 2d-1. 3 points.
you refuse such aid, you will eventual- smell is displaced. -60%.
ly get a bad name and lose this Hooves: Hard hooves, like those of
advantage. Clairvoyance: Only your sense of a horse. Add +1 per die to the damage
sight is displaced. -10%. you inflict with a kick, and give your
Clairsentience 2 5 feet (only) +1 DR. 3 points.
ESP: Your ability is part of the ESP
50 points psi power (see p. 255). -10%. Sharp Claws: Short claws, like those
of a cat. Change the damage you inflict
You can displace all of your ranged Visible: Your senses have a visible with a punch or kick from crushing to
senses (for humans: sight, hearing, manifestation – for instance, a floating cutting. 5 points.
and smell) to a point outside your face. -10%.
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-
form one mental maneuver and one
Long Talons: Huge claws, like Special Limitations physical maneuver (e.g., Concentrate
sword blades extending from your on a spell and Attack) or two mental
body! Treat these as Talons, but dam- Specific: You can only cling to a maneuvers (e.g., Concentrate on two
age is +1 per die. 11 points. particular substance. Common mate- spells), but never more than one physi-
rials, such as brick, metal, rock, or cal maneuver – for that, see Extra
Clerical Investment 4 wood, are -40%; uncommon materi- Attack (p. 53).
als, such as adobe, ice, or rubber, are
5 points -60%; absurd materials, such as If one compartment is under exter-
chocolate, are -80%. nal influence, roll a Quick Contest of
You are an ordained priest of a rec- Will to see whether it gains control of
ognized religion. You enjoy a number Combat Reflexes 2 the body. The compartment currently
of privileges that a layman lacks, in control of the body rolls at +1.
notably the authority to preside over 15 points Battling compartments may attempt to
weddings, funerals, and similar cere- use mental powers on each other. Treat
monies. This gives you a +1 reaction You have extraordinary reactions, them as completely separate minds for
bonus from co-religionists and those and are rarely surprised for more than this purpose, each with your IQ, Will,
who respect your faith, and entitles you a moment. You get +1 to all active and mental abilities (such as Mind
to use a title – Father, Sister, Rabbi, etc. defense rolls (see Defending, p. 374), Shield).
+1 to Fast-Draw skill, and +2 to Fright
Remember that not all clerics are Checks (see Fright Checks, p. 360). You Two variations on this advantage
“good”! Aka’Ar, high priest of the never “freeze” in a surprise situation, are available for vehicles built as
unholy Cult of Set, is also a vested and get +6 on all IQ rolls to wake up, characters:
priest. The blessings and marriages he or to recover from surprise or mental
performs are as meaningful to his fol- “stun.” Your side gets +1 on initiative Controls: Each level buys one set of
lowers as those of a vicar are to his rolls to avoid a surprise attack – +2 if controls. Controls let an operator per-
parish. And – if Set so wills – Aka’Ar can you are the leader. For details, see form his own physical or mental
perform exorcisms as potent as those Surprise Attacks and Initiative (p. 393). maneuvers using your abilities (e.g.,
of a Christian priest, if not more so. Innate Attack or Radar), as per the
After all, Aka’Ar has a better working Combat Reflexes is included in rules for vehicular combat (see p. 467).
knowledge of demons . . . Enhanced Time Sense (p. 52). If you The operator directs all actions of an IQ
have ETS, you cannot also take 0 vehicle with this advantage. Physical
Clerical Investment is purely social Combat Reflexes. limits still apply; for instance, a vehicle
in nature. It does not confer miracu- can make no more attacks than it has
lous powers. If you wish to wield divine Common Sense 2 ready weapons. Resolve conflicts
power by proxy, take Blessed (p. 40), between operators by rolling a Quick
Power Investiture (p. 77), or True Faith 10 points Contest of vehicle operation skill. 25
(p. 94). points/level.
Any time you start to do something
Clerical Investment includes the GM feels is STUPID, he will roll Dedicated Controls: As Controls, but
Religious Rank 0 (see p. 30). If you against your IQ. A successful roll each set of controls handles a specific
want more influence within your means he must warn you: “Hadn’t you task; e.g., “tail gunner.” The person
church, buy up your Rank. better think about that?” This advan- manning them can’t operate anything
tage lets an impulsive player take the else. 10 points/level.
Clinging 3 1 part of a thoughtful character.
Constriction Attack 3 1
20 points Compartmentalized
Mind 2 1 15 points
You can walk or crawl on walls and
ceilings. You can stop at any point and 50 points/level Your musculature is optimized for
stick to the surface without fear of crushing your opponents – whether by
falling. Neither feat requires a roll Your mental coordination gives “hugging” like a bear or constricting
against Climbing skill, provided the you, in effect, more than one mind. like a python. To use this ability, you
surface is one you can cling to. Move Each mind – or “compartment” – func- must first successfully grapple your
while clinging is half your Basic Move. tions independently and at full capabil- intended victim, whose Size Modifier
ity. Your compartments are identical, (p. 19) cannot exceed your own. On
If you are falling and try to grab a but hypnotism, magic, psionics, and your next turn, and each successive
vertical surface to break your fall, the the like affect them separately (e.g., one turn, roll a Quick Contest: your ST vs.
GM must first decide whether there is compartment could be hypnotized your victim’s ST or HT, whichever is
anything in reach. If there is, make a without affecting any of the others). higher. If you win, your victim takes
DX roll to touch the surface, and then damage equal to your margin of vic-
make a ST roll at -1 per 5 yards This advantage does not allow your tory; otherwise, he takes no damage.
already fallen. If you succeed, you stop body to perform more than one task. A
your fall. Otherwise, you continue to normal character may select one
fall – but you may subtract 5 yards maneuver on his turn in combat. This
ADVANTAGES 43
Contact Group 4 Effective Skill of Contact No Contact may be reached more
than once per day, even if several PCs
Variable First, decide on the type of Contact share the same Contact. If you have
you have. He might be anything from several questions to ask, you should
You have a network of Contacts a wino in the right gutter to a head of have them all in mind when you first
(see Contacts, below) placed through- state, depending on your background. reach your Contact. The Contact
out a particular organization or social What is important is that he has answers the first question at his full
stratum. You must specify a corpora- access to information, knows you, and effective skill. Each subsequent ques-
tion, criminal syndicate, military unit, is likely to react favorably. (Of course, tion is at a cumulative -2. Don’t over-
police department, or similar organi- offering cash or favors is never a bad use your Contacts!
zation, or the underworld, merchants, idea; the GM will set the Contact’s
upper class, etc. of one particular “price.”) A Contact can never supply infor-
town. Broader Contact Groups are not mation outside his area of knowledge.
allowed. Next, choose the useful skill your Use common sense. Likewise, the GM
Contact provides. This skill must must not allow a Contact to give infor-
You may request information from match the Contact’s background; e.g., mation that short-circuits an impor-
a Contact Group exactly as you would Finance for a banker or Forensics for tant part of the adventure.
an individual Contact, using the same a lab technician. Since the GM rolls
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 Reliability
Group is a military unit – as opposed After that, select an effective skill
to one specific skill. You must define level. This reflects the Contact’s con- Contacts are not guaranteed to be
this area of knowledge when you pur- nections, other skills, Status, etc. It truthful. Reliability multiplies the
chase the Contact Group, and it must need not be his actual skill level (the Contact’s point cost as follows:
be appropriate to the organization. GM will set this, if it matters). For
instance, the president of a local steel Completely Reliable: Even on a crit-
The GM rolls against the group’s mill might have business-related skills ical failure on his effective skill roll,
effective skill when you request any of 12-14, but his effective skill might the Contact’s worst response will be “I
information that it could reasonably be 18 because of his position in the don’t know.” On an ordinary failure,
provide. However, this is an abstract company. This skill level determines he can find information in 1d days. ¥3.
success roll, not a roll against a specif- the Contact’s base cost:
ic skill. For instance, a police Contact Usually Reliable: On a critical fail-
Group could provide ballistics com- Effective Skill Base Cost ure, the Contact lies. On any other fail-
parisons, criminal profiles, legal 12 1 point ure, he doesn’t know now, “. . . but
advice, police records, and introduc- 15 2 points check back in (1d) days.” Roll again at
tions to criminals. It would not specif- 18 3 points that time; a failure then means he
ically use Forensics, Criminology, 21 4 points can’t find out at all. ¥2.
Law, Administration, or Streetwise
skills for this, but the information pro- Add 1 point to these costs for Somewhat Reliable: On a failure,
vided might be appropriate to any of Contacts who can obtain information the Contact doesn’t know and can’t
these “police skills.” using supernatural talents (ESP, mag- find out. On a critical failure, he lies –
ical divination, etc.). This is common and on a natural 18, he lets the oppo-
To determine the point cost of a for spirits, wizards, etc. sition or authorities (as appropriate)
Contact Group, select its effective skill, know who is asking questions. ¥1.
frequency of appearance, and reliabil- Frequency of Appearance
ity level just as you would for a simple Unreliable: Reduce effective skill by
Contact, then multiply the resulting Select a frequency of appearance, 2. On any failure, he lies; on a critical
cost by 5. as explained under Frequency of failure, he notifies the enemy. ¥1/2
Appearance (p. 36), and apply its mul- (round up; minimum final cost is 1
Contacts 4 tiplier to the base cost of the Contact. point).
When you wish to reach your Contact,
Variable the GM rolls against his frequency of Money Talks
appearance. On a failure, the Contact
You have an associate who provides is busy or cannot be located that day. Bribery, whether cash or favors,
you with useful information, or who On a 17 or 18, the Contact cannot be motivates a Contact and increases his
does small (pick any two of “quick,” reached for the entire adventure! On a reliability level. Once reliability reach-
“nonhazardous,” and “inexpensive”) success, the GM will roll against the es “usually reliable,” further levels of
favors for you. The point value of a Contact’s effective skill once per piece increase go to effective skill; bribery
Contact is based on the skill he uses to of information or minor favor you cannot make anyone completely
assist you, the frequency with which request. reliable!
he provides information or favors, and
his reliability as a person. A cash bribe should be about
equivalent to one day’s income for a
+1 bonus, one week’s income for +2,
one month’s for +3, and one year’s
44 ADVANTAGES
for +4. Favors should be of equivalent Contacts in Play Here are just a few examples:
worth, and should always be some-
thing that you actually play out in the You may add new Contacts in play, Business. Business owners, execu-
game. provided you can come up with a good tives, secretaries, and even the mail-
in-game justification. The GM might room flunky can supply information
The bribe must also be appropriate even turn an existing NPC into a on business dealings. They generally
to the Contact. A diplomat would be Contact for one or more PCs – possi- provide a business skill, such as
insulted by a cash bribe, but might bly in lieu of character points for the Accounting, Administration, or
welcome an introduction into the right adventure in which the PCs developed Finance. A mail boy or typist might
social circle. A criminal might ask for the NPC as a Contact. For instance, have effective skill 12; the president’s
cash but settle for favors that could get the reward for an adventure in which secretary has skill 15; a senior execu-
you in trouble. A police detective tive or accountant has skill 18; and the
or wealthy executive the party helped solve a bank rob- CEO, president, or chairman of the
might simply want bery might be a knowledge- board has skill 21.
you to “owe him one” able, reliable police Contact.
for later . . . which Military. This could be anyone from
could set off a whole Examples of an enlisted grunt to a general. Such
new adventure, some- Contacts Contacts might provide information
where down the on troop movements, details on secret
road. The list of all possible weapons or tactics, or top-level strate-
Contacts – and their gy. This could take the form of Savoir-
skills – would Faire (Military), Strategy, or Tactics
fill an entire skill – or perhaps a technical skill,
book. 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;
detectives, federal agents,
and records clerks are
skill 15; administrators
(lieutenants, 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
dermal armor, etc. Some implants plates would be DR 3; alligator scales
see Rank, p. 29 may qualify for the Temporary or elephant hide would be DR 4; and a
Disadvantage limitation (p. 115); suit- giant tortoise would have DR 5.
Cultural Adaptability 2 able temporary disadvantages include Robots, supers, supernatural entities,
Electrical (p. 134) and Maintenance etc. can purchase any amount of DR,
10 or 20 points (p. 143). These apply to the implant, subject to GM approval.
not to your overall capabilities.
You are familiar with a broad Many special modifiers are avail-
spectrum of cultures. When dealing Damage Resistance 3 1 able to change the basic assumptions
with those cultures, you never suffer of this advantage.
the -3 “cultural unfamiliarity” penalty 5 points/level
given under Culture (p. 23). This is Special Enhancements
definitely a cinematic ability! Point Your body itself has a Damage
cost depends on the scope of your Resistance score. Subtract this from Absorption: You can absorb dam-
familiarity: the damage done by any physical or age and use it to enhance your abili-
energy attack after the DR of artificial ties. Each point of DR stops one point
Cultural Adaptability: You are armor (you can normally wear armor of damage and turns it into one char-
familiar with all cultures of your race. over natural DR) but before multiply- acter point that you can use to
10 points. ing the injury for damage type. By improve traits (anything but skills)
default, natural DR does not protect temporarily. You store these points in
Xeno-Adaptability: You are familiar your eyes (or windows, if you are a a “battery” with capacity equal to DR
with all cultures in your game world, vehicle) or help against purely mental (e.g., DR 10 gives a 10-point battery).
regardless of race. 20 points. attacks, such as telepathy. Once this battery is full, each point of
DR will still stop one point of dam-
Cultural Familiarity Normal humans cannot purchase age, but will not convert it into a
DR at all. Creatures with natural character point. You do not have to
see p. 23 armor can buy DR 1 to 5. Thick skin use stored points immediately, but
or a pelt would be DR 1; pig hide, you cannot reallocate points once
Cybernetics 3 armadillo shell, a heavy pelt, or scales used. You lose absorbed points –
like those of a lizard would be DR 2; unused ones first – at the rate of one
Variable
Treat most cybernetic implants as
equivalent advantages: Infravision for
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-
age that you are likely to encounter in almost any set- Rare: An extremely narrow category of damage.
ting. Examples: ranged attacks, melee attacks, physical Examples: charged particle beams, dragon’s fire, pierc-
attacks (from any material substance), energy attacks ing lead, ultraviolet lasers, or an uncommon substance
(e.g., beam weapons, electricity, fire, heat and cold, and (e.g., silver or blessed weapons). -80%.
sound), or all damage with a specified advantage origin
(chi, magic, psionics, etc.). -20%. Unless specified otherwise, limited DR works only
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 energy). the limitation. If the GM feels that a quality would
-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 innermost – when you create your
FP, you can heal yourself. Restoring Directional: Your DR only protects character. You may not change this
one HP drains 2 stored points imme- against attacks from one direction. order once set.
diately; restoring one FP drains 3 -20% for the front (F); -40% for the
points. Such healing is permanent. back (B), right (R), left (L), top (T), or Danger Sense 2
Only HP or FP in excess of your usual underside (U). Humanoids may only
scores drain away.) You cannot take this limitation for front and 15 points
absorb damage from your own ST or back.
attack abilities. +80% if absorbed You can’t depend on it, but some-
points can only enhance one trait Flexible: Your DR is not rigid. This times you get this prickly feeling right
(determined when you create your leaves you vulnerable to blunt trauma at the back of your neck, and you
character) or can only heal; +100% if (see p. 379). -20%. know something’s wrong . . . If you
you can raise any trait. have Danger Sense, the GM rolls
Limited: Your DR applies only to once against your Perception, secret-
Force Field: Your DR takes the certain attack forms or damage types. ly, in any situation involving an
form of a field projected a short dis- See Limited Defenses (box) for details. ambush, impending disaster, or simi-
tance from your body. This protects lar hazard. On a success, you get
your entire body – including your Partial: Your DR only protects a enough of a warning that you can
eyes – as well as anything you are car- specific hit location. This is worth take action. A roll of 3 or 4 means you
rying, and reduces the damage from -10% per -1 penalty to hit that body get a little detail as to the nature of
attacks before armor DR. Effects that part (see p. 398). For instance, an ani- the danger.
rely on touch (such as many magic mal with butting horns and a thick
spells) only affect you if carried by an skull might have “Skull only,” for Danger Sense is included in
attack that does enough damage to -70%. “Torso only” is -10%, and also Precognition (p. 77); if you have the
pierce your DR. +20%. protects the vital organs. When you latter trait, you cannot also have
take this limitation for arms, legs, Danger Sense.
Hardened: Each level of Hardened hands, or feet, the DR protects all
reduces the armor divisor of an limbs of that type. If it only protects Special Limitations
attack by one step. These steps are, in one limb, the limitation value dou-
order: “ignores DR,” 100, 10, 5, 3, 2, bles (e.g., arms are -2 to hit, so a sin- ESP: Your ability is part of the ESP
and 1 (no divisor). +20% per level. gle arm would be -40%). If you have psi power (see p. 255). -10%.
arms, legs, etc. with different penal-
Reflection: Your DR “bounces ties, use the least severe penalty to Daredevil 2
back” any damage it stops at your calculate limitation value.
attacker. The remaining damage 15 points
affects you normally. The attacker Semi-Ablative: When an attack
doesn’t get an active defense against strikes semi-ablative DR, every 10 Fortune seems to smile on you
the first attack you reflect back at points of basic damage rolled when you take risks! Any time you
him, but gets his usual defenses removes one point of DR, regardless take an unnecessary risk (in the GM’s
against subsequent reflected attacks. of whether the attack penetrates DR. opinion), you get a +1 to all skill rolls.
Reflection only works vs. direct hits! Lost DR “heals” as for Ablative (and Furthermore, you may reroll any crit-
It cannot reflect damage from explo- you cannot combine the two). -20%. ical failure that occurs during such
sions, fragments, poison gas, or any- high-risk behavior.
thing else that affects an entire area. Tough Skin: By default, Damage
This enhancement is mutually exclu- Resistance is “hard”: armor plate, Example: A gang of thugs opens
sive with Absorption. +100%. chitin, etc. With this limitation, your fire on you with automatic weapons.
DR is merely tough skin. Any effect If you crouch down behind a wall and
Special Limitations that requires a scratch (e.g., poison) return fire from cover, Daredevil gives
or skin contact (e.g., electrical shock no bonuses. If you vault over the wall
Ablative: Your DR stops damage or Pressure Points skill) affects you if and charge the gunmen, screaming, it
once. Each point of DR stops one the attack carrying it penetrates the provides all of its benefits!
point of basic damage but is DR of any armor you are wearing –
destroyed in the process. Lost DR even if it does exactly 0 damage! Your Dark Vision 3 1
“heals” at the same rate as lost natural DR, being living tissue, pro-
HP (including the effects of vides no protection at all against such 25 points
Regeneration, p. 80). Use this to rep- attacks. This limitation includes all
resent supers who can absorb mas- the effects of the Flexible limitation You can see in absolute darkness
sive punishment but who lack the (see above); you cannot take both. It using some means other than light,
mass to justify a large HP score. is mutually incompatible with Force radar, or sonar. You suffer no skill
-80%. Field. -40%. penalties for darkness, no matter what
its origin. However, you cannot see
Can’t Wear Armor: Your body is “Layered” Defenses colors in the dark.
designed in such a way that you
You may have multiple “layers” of Special Enhancements
DR with different combinations of
Color Vision: You can see colors in
the dark. +20%.
ADVANTAGES 47
Destiny 2 5 Mt. Vesuvius might bury you under Very Common (all life, all supernat-
tons of ash. 10 points. ural phenomena and beings, all min-
Variable erals, all energy): 30 points.
Minor Advantage: You are fated to
Your fate is preordained. This is play a small part in a larger story, but Note that the ability to detect cer-
considered an advantage if you are this part will reflect to your credit. In tain phenomena can often justify
destined for great things – although game terms, you are guaranteed one other advantages. For instance, Detect
this might not always be clear, and significant victory. 5 points. (Magnetic Fields) could explain
might even be inconvenient at times. Absolute Direction.
For a disadvantageous Destiny, see If you fulfill your Destiny and sur-
p. 131. vive, it’s over – but you might feel its Special Enhancements
repercussions for years to come. In
When you choose this advantage, general, the GM should let you put the Precise: On a successful Sense roll,
you may only specify its point value. character points spent on an advanta- you also learn the distance to whatev-
The GM will secretly determine the geous Destiny toward a positive er you detect. +100%.
nature of your Destiny, according to Reputation. A Destiny that goes unno-
its point value and the dictates of the ticed once fulfilled is not much of a Signal Detection: You can detect an
campaign. You might discover some Destiny! active transmission of some sort, such
clues about your Destiny via magical as a radio, radar, or laser; see Scanning
divination or similar techniques, but Detect 2/3 1 Sense (p. 81) and Telecommunication
you are highly unlikely to learn its full (p. 91). You suffer no range penalties,
extent until it is fulfilled. Note also Variable but must be within twice the signal’s
that a Destiny may change as the cam- own range and (if the signal is direc-
paign develops. You can detect a specific substance tional) within in its path. +0%.
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,
with your life – the GM must make the after which the GM will secretly make Vague: You can only detect the
Destiny work out! Working out a good a Sense roll for you (see Sense Rolls, presence or absence of the target sub-
Destiny and making sure it comes to p. 358). The range modifiers from the stance. Direction and quantity are
pass require considerable ingenuity Size and Speed/Range Table (p. 550) revealed only on a critical success, and
on the part of the GM. The GM may apply. You may buy a special Acute you cannot analyze what you detect.
wish to forbid this advantage if he Sense (p. 35) to improve the roll, This limitation is mutually exclusive
feels it would send the campaign off thereby increasing your effective with Precise. -50%.
the rails. range.
Digital Mind 3 1
The point value of the Destiny On a success, the GM tells you the
determines its impact: direction to the nearest significant 5 points
source of the substance, and give you
Great Advantage: You are fated to a clue as to the quantity present. On a You are a sentient computer pro-
achieve greatness within your lifetime. failure, you sense nothing. gram – possibly an artificial intelli-
In the end, everyone will know and gence or an “upload” of a living mind.
praise your name! Sooner or later, Detect also includes the ability to By default, you inhabit a body that
something will happen to bring this analyze what you detect. This requires includes a computer with Complexity
Destiny to fruition. Note that this does an IQ roll; the better the roll, the more equal to at least half your IQ; see
not guarantee “success.” If you choose precise the details. For instance, if you Computers (p. 472).
to jump in front of an assassin’s knife had Detect (Metal), you could tell gold
during your first game session, the from iron on a successful IQ roll, and You are completely immune to any
GM might just decide the Destiny is might learn details – such as whether power defined as “Telepathic,” and to
fulfilled . . . you died a hero! 15 points. the gold is in the form of ore or bars, magic spells that specifically affect liv-
and its precise purity – on a critical ing minds. However, computer viruses
Major Advantage: As above, but to a success. and abilities that affect Digital Minds
lesser extent. Alternatively, you might can affect you; you can be taken
be doomed to die in a particular place The base cost of Detect is as offline (or even stored, unconscious,
or in a particular fashion: at sea, by follows: as data); and those with Computer
the hand of an emperor, underground, Hacking or Computer Programming
or whatever. You can be grievously Rare (sorceresses, fire magic, zom- skill can gain access to your data . . .
wounded – even maimed – under bies, gold, radar, radio): 5 points. and possibly read or alter your con-
other circumstances, but you will not sciousness!
die. If you avoid the circumstances Occasional (spellcasters, magic,
that would fulfill your Destiny, know- undead, precious metal, electric fields, You are likely to have the Machine
ingly or otherwise, you might find that magnetic fields, radar and radio): 10 meta-trait (p. 263), but this is not
Fate has a few surprises. The sea points. mandatory, as you could be a comput-
might flood your home while you er-like mind inside an organic body
sleep, the general against whom you Common (humans, supernatural (e.g., a bio-computer or a brain
march might be the future emperor, or phenomena, supernatural beings, implant). The Reprogrammable disad-
metal, electric and magnetic fields): 20 vantage (p. 150) is also common for
points. Digital Minds, as is the Automaton
meta-trait (p. 263), but you do not
48 ADVANTAGES