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Published by bred, 2020-04-01 09:38:23

GURPS - 4th Edition - Basic Set

GURPS - 4th Edition - Basic Set

APPENDIX

TABLES

COMBAT MODIFIERS

These three lists summarize the Major distraction (e.g., all clothes on Target (choose one)
success rolls and modifiers used to fire): -3 or more (GM’s option)
attack and defend. Hit location: 0 for torso, -2 for arm or
Minor distraction (e.g., part of clothes leg, -3 for groin, -4 for hand or foot,
MELEE ATTACK on fire): -2 -5 for face, -7 for skull; impaling
MODIFIERS and piercing attacks can target
Mounted, and mount attacked on its vitals at -3 or eyes at -9
When attacking in melee combat, last turn: -2
figure your effective skill by: Hit location, through chink in armor:
Mounted, and mount’s velocity rela- -8 for torso, -10 anywhere else (e.g.,
1. Taking your base skill with the tive to target is 7+: -1 eyeslits)
weapon or unarmed attack you are
using. (In some situations, another Shock: -HP of injury received last turn Weapon, to damage: -5 to hit a reach
skill – e.g., Free Fall, Riding, or (maximum -4) “C” weapon (e.g., knife) or pistol; -4
Environment Suit – will limit this to hit a reach 1 weapon (e.g.,
skill.) ST below that required for weapon: -1 broadsword); -3 to hit a reach 2+
per point of deficit weapon (e.g., spear) or rifle
2. Applying the relevant condition-
al modifiers below. Modifiers are Wearing a shield in close combat: -DB
cumulative, but combined visibility of shield
penalties cannot exceed -10 (-6, if
used to blindness). If any modifier Violence, naked force, has settled more issues in
marked with an asterisk (*) applies, history than has any other factor, and the contrary
adjusted skill after all modifiers can- opinion is wishful thinking at its worst.
not exceed 9.
– Robert A. Heinlein
A roll of this number, or less, is
a hit. Other Actions by Attacker Weapon, to disarm: as above, plus an
extra -2 if not using a fencing
Attacker’s Maneuver Deceptive Attack: -2 per -1 penalty to weapon
foe’s defense
All-Out Attack (Determined): +4 Visibility
Move and Attack: -4* Dual-Weapon Attack: -4/-8 with
primary/off hand (-4/-4 w. Cannot see anything: -10 (-6, if used to
Attacker’s Posture Ambidexterity) blindness)*

Crawling or lying down: -4 (if crawl- Evaluate: +1 per turn (maximum +3) Cannot see foe: -6, or -4 if you know
ing, can only make reach “C” Off-hand attack: -4 (no penalty w. his location to within 1 yard*
attacks)
Ambidexterity) Partial darkness, fog, smoke, etc.: -1 to
Crouching, kneeling, or sitting: -2 Rapid Strike: -6 on both attacks (-3 w. -9 (GM’s option)

Attacker’s Situation Trained By A Master or Weapon
Master)
Affliction (coughing, retching, etc.): Striking into close combat: -2
see Afflictions (p. 428) Wild Swing: -5*

Bad footing: -2 or more (GM’s option)
Grappled: -4
Holding a large shield: -2

TABLES 547

RANGED ATTACK Ground vehicle, good road: -1 if hand- (shots that hit a covered location
MODIFIERS held weapon, 0 otherwise always strike full cover, and hit partial
cover on 4-6 on 1d) or target an
When making a ranged attack, fig- Ground vehicle, bad road: 0 if stabi- exposed hit location (add an extra -2 if
ure your effective skill by: lized turret or stabilized open only partly exposed).
mount; -1 if fixed mount, hard-
1. Taking your base skill with your point, or carriage; -2 if external Shooting through light cover: -2
ranged weapon. open mount; -3 if handheld weapon Target behind someone else: -4 per

2. Applying the target’s Size Ground vehicle, off-road: -1 if stabi- intervening figure
Modifier (SM). lized turret or stabilized open Target crouching, kneeling, sitting, or
mount; -2 if fixed mount, hard-
3. Modifying for the target’s range point, or carriage; -3 if external lying down: an extra -2 to hit torso,
and speed; see Size and Speed/Range open mount; -4 if handheld weapon groin, or legs
Table (p. 550). Target only partly exposed: -2
Space vehicle: 0
4. Applying the relevant condition- Turning in exposed saddle/seat of vehi- Targeting Systems
al modifiers below. Modifiers are
cumulative, but combined visibility cle/mount to fire at foe behind: -4 Laser sight: +1
penalties cannot exceed -10. If any Vehicle/mount dodged last turn and Scope: +1 per second of Aim, to a
modifier marked with an asterisk (*)
applies, adjusted skill after all modi- you’re not operator/rider: -2, or -4 if maximum of the scope’s bonus
fiers cannot exceed 9. flying Vehicular targeting system: +1 to +3 if
Vehicle/mount failed control roll:
A roll of this number, or less, is a penalty equal to margin of failure shooter took a turn to Aim
hit. If using rapid fire, you score one Water vehicle, calm water: 0 if stabi- Unfamiliar weapon or targeting sys-
extra hit for every full multiple of lized turret or stabilized open
Recoil by which you make your attack mount; -1 if fixed mount, hard- tem: -2
roll. point, or carriage; -2 if external
open mount; -3 if handheld weapon Visibility
Attacker’s Maneuver Water vehicle, rough water: -1 if stabi-
lized turret or stabilized open Blind, target completely invisible, or
All-Out Attack (Determined): +1 mount; -2 if fixed mount, hard- in total darkness: -10*
Move and Attack: -2 or -Bulk of point, or carriage; -3 if external
open mount; -4 if handheld weapon Cannot see foe: -6, or -4 if you know
weapon, whichever is worse his location to within 1 yard*
Opportunity Fire
Attacker’s Situation Partial darkness, fog, smoke, etc.: -1 to
Checking target before firing: -2 -9 (GM’s option)
Affliction (coughing, retching, etc.): Hexes watched: 0 if 1 hex; -1 if 2 hexes;
see Afflictions (p. 428) Target has light concealment (e.g.,
-2 if 3-4 hexes or a line; -3 if 5-6 bushes): -2
Bad footing: -2 or more (GM’s option) hexes; -4 if 7-10 hexes; -5 if 11+
Close combat: a penalty equal to the hexes watched ACTIVE DEFENSE
MODIFIERS
weapon’s Bulk statistic (see Other Actions by Attacker
Weapons for Close Combat, p. 391) When performing a dodge, block, or
Damaged weapon: -HP of injury Aim for one turn: +Accuracy of parry, figure your active defense roll by:
received last turn (maximum -4) weapon
Major distraction (e.g., all clothes on 1. Taking your calculated Dodge,
fire): -3 or more (GM’s option) Braced weapon: +1 if stationary and Block, or Parry score. (The Combat
Minor distraction (e.g., part of clothes took a turn to Aim Reflexes and Enhanced Defenses
on fire): -2 advantages increase these values
Shock: -HP of injury received last turn Dual-Weapon Attack: -4/-8 with pri- above their base.)
(maximum -4) mary/off hand (-4/-4 w.
ST below that required for weapon: -1 Ambidexterity) 2. Applying the relevant condition-
per point of deficit al modifiers below. All modifiers are
Extra Aim: +1 for 2 seconds, +2 for 3+ cumulative.
Attacking from Moving seconds
Vehicle or Mount A roll of this number, or less,
Off-hand attack: -4 (no penalty w. means you avoid the attack.
If weapon is not in a stabilized Ambidexterity)
mount, the combined bonus for Defender’s Equipment
Accuracy, Aim, bracing, and targeting Pop-up attack: -2, and no Aim possible
systems cannot exceed the vehicle’s Rapid fire: 0 if 2-4 shots; +1 if 5-8 Parrying with dagger or knife: -1 to
SR. Parry
shots; +2 if 9-12 shots; +3 if 13-16
Air vehicle: -1 if handheld weapon, 0 shots; +4 if 17-24 shots; +5 if 25-49 Parrying with kusari or whip: -2 to
otherwise shots; +6 if 50-99 shots; +7 if 100- Parry
199 shots; etc.
Exposed rider hanging on side of vehi- Parrying with quarterstaff: +2 to Parry
cle/mount and shooting over/under Target Shield or cloak: +DB of shield (see
it: -6
To attack hit locations or weapons, Shield Table, p. 287), except vs.
use the penalties under Melee Attack firearms
Modifiers (p. 547). If the target has Unarmed parry vs. weapon: -3 to
cover, you can either choose to take no Parry (+0 vs. thrust, or w. Judo or
penalty and roll hit location randomly Karate)

548 TABLES

Defender’s Maneuver Thrown weapon: -1 to Parry, or -2 to Multiple parries: -4 to Parry per parry
Parry if small (1 lb. or less) after the first, cumulative (halved
All-Out Attack: no defense possible! for fencing weapons, and for
All-Out Defense (Increased Defense): Other Actions by Defender Trained By A Master or Weapon
Master)
+2 to one of Dodge, Block, or Parry Acrobatic Dodge: +2 to Dodge if
Move and Attack: dodge or block only; Acrobatics roll succeeds, -2 if it Off-hand parry: -2 to Parry (no penal-
fails ty w. Ambidexterity)
you cannot parry
Dodge and Drop: +3 to Dodge vs. Retreat: +3 to Dodge, or to Boxing,
Defender’s Posture ranged attack Judo, Karate, or any fencing Parry;
+1 otherwise
Crawling or lying down: -3 Feverish Defense: +2 (costs 1 FP)
Kneeling or sitting: -2

Defender’s Situation

Above attacker: +1 if 3’ difference, +2
if 4’, or +3 if 5’

Affliction (cough-
ing, retching,
etc.): see
Afflictions
(p. 428)

Bad footing:
-1 or
more
(GM’s option)

Below attacker: -1 if 3’
difference, -2 if 4’,
or -3 if 5’

Can’t see attacker: -4,
and a block or parry requires
a Hearing-2 roll

Close combat: only reach “C” weapons
can parry

Distraction (e.g., clothes on fire): -1 or
more (GM’s option)

Encumbered: penalty equal to
encumbrance level to Dodge, or
to Judo, Karate, or any fencing
Parry

Mounted: penalty equal to differ-
ence between 12 and Riding
skill (no penalty for Riding at
12+)

Stunned: -4

Nature of Attack

Attack from behind: no defense possi-
ble (defense at -2 w. Peripheral
Vision)

Attack from side or “runaround”
attack: -2 (no penalty w. Peripheral
Vision)

Attacker used laser sight: +1 to Dodge
if dot is visible

Deceptive Attack: -1 per -2 the attack-
er took to his attack

Dual-Weapon Attack: -1 if both attacks
strike the same target

Flail: -4 to Parry/-2 to Block (-2/-1 vs.
nunchaku); fencing weapons can’t
parry at all

Successful feint: penalty equal to
attacker’s margin of victory

TABLES 549

SIZE AND Size and Speed/Range Table
SPEED/RANGE
Speed/Range Size Linear Measurement
TABLE
0 -15 1/5”
The main use for this table is ranged combat, but the GM can
also use it for Sense rolls and other success rolls that size, speed, 0 -14 1/3”
or range might believably affect.
0 -13 1/2”
This table uses the same progression for size as it does for the
sum of speed and range, but the modifiers for size have the oppo- 0 -12 2/3”
site sign from those for speed/range: large size give a bonus, while
large speed and range give a penalty. Thus, if a target is twice as 0 -11 1”
big but also twice as far away and twice as fast, the net modifier
to hit stays the same. 0 -10 1.5”

Size of Target 0 -9 2”

The larger the target, the easier it is to hit. The modifier to hit 0 -8 3”
an object due to its size is its “Size Modifier” (SM). Humans have
SM 0. Objects larger than man-sized give a bonus to hit, while 0 -7 5”
smaller objects give a penalty.
0 -6 8”
The statistics for most nonhuman races, vehicles, etc. include
SM. You can find the SM of other things using the table. Simply 0 -5 1 ft
look up the being or object’s longest dimension (e.g., height, for
a humanoid) in the “Linear Measurement” column, and then 0 -4 1.5 ft
read across to the “Size” column to find SM. If size falls between
two values, base SM on the next-highest size. 0 -3 2 ft

Box-, sphere-, or blob-shaped objects or characters add +2 to 0 -2 1 yd
SM; elongated boxes, like most ground vehicles, add +1. If an
object is much smaller in two of three dimensions (e.g., a steel 0 -1 1.5 yd
cable 100 yards long but only 2” thick), use the smallest dimen-
sion instead of the largest. 0 0 2 yd

Examples: A giant whose longest dimension is 4 yards has SM -1 +1 3 yd
+2. A car with the same dimensions would have SM +3. A build-
ing 4 yards across would have SM +4. -2 +2 5 yd

Target’s Speed and Range -3 +3 7 yd

In most combat between fighters on foot, and when attacking -4 +4 10 yd
inanimate objects, you can ignore speed. Simply look up range
in yards in the “Linear Measurement” column, and then read -5 +5 15 yd
across to the “Speed/Range” column to find the speed/range
modifier. If the range falls between two values, use the higher; -6 +6 20 yd
e.g., treat 8 yards as 10 yards.
-7 +7 30 yd
Note that there is no modifier at ranges of 2 yards or less –
shooting a close target is no easier (and no harder) than attack- -8 +8 50 yd
ing it in melee combat!
-9 +9 70 yd
But for fast targets – including anything that requires the
High-Speed Movement rules (p. 394) – the GM may rule that -10 +10 100 yd
speed is important enough to consider. In that case, add speed in
yards/second (2 mph = 1 yard/second) to range before looking it -11 +11 150 yd
up in the “Linear Measurement” column.
-12 +12 200 yd
Examples: A man 8 yards away is -4 to hit. A motorcycle rider
40 yards away, traveling at 30 yards/second (60 mph), has a -13 +13 300 yd
speed/range of 40 + 30 = 70 yards, which gives -9 to hit. A missile
passing within 5 yards while moving 1,000 yards/second has a -14 +14 500 yd
speed/range of 5 + 1,000 = 1,005 yards, for -17 to hit.
-15 +15 700 yd

-16 +16 1,000 yd

-17 +17 1,500 yd

-18 +18 2,000 yd (1 mile)

-19 +19 3,000 yd

-20 +20 5,000 yd (2.5 miles)

-21 +21 7,000 yd

-22 +22 10,000 yd (5 miles)

-23 +23 15,000 yd

-24 +24 20,000 yd (10 miles)

-25 +25 30,000 yd

-26 +26 50,000 yd (25 miles)

-27 +27 70,000 yd

-28 +28 100,000 yd (50 miles)

-29 +29 150,000 yd

-30 +30 200,000 yd (100 miles)

etc. etc. etc.

Continue this progression indefinitely, with each
10¥ increase in linear measurement giving +6 to SM
or -6 to speed/range modifier.

Example: Erin the archer shoots at a dragon. It is
40 yards away and flying at Move 15 (30 mph): 40 +
15 = 55 yards. Erin rounds up to 70 yards, for a
speed/range modifier of -9. The dragon is 6 yards
long, which rounds up to 7 yards, for SM +3. Erin’s
final modifier to hit is -6.

550 TABLES

By using the sum of range and 1,000 yards away, it hardly matters range to less than half the real
speed, the table ensures that when whether it is walking at 1 yard/sec- ground distance, use half the ground
one of range or speed is large relative ond or 2 yards/second. distance instead.
to the other, only that factor has a
significant impact on the outcome. Firing Upward and Downward: Sense Rolls: If making a Sense
Small variations in speed are negligi- For every yard of elevation your tar- roll, or an Electronics Operation roll
ble when firing at targets at extreme get has over you, add one yard to for sensors, do not add speed to
ranges, and vice versa. If a rocket is effective range. For every two yards range. Instead, subtract speed from
moving at 1,000 yards/second, it of elevation you have over your tar- range (but don’t reduce it below 0). It
doesn’t really matter whether it’s 50 get, subtract one yard from effective is actually easier to notice a moving
or 100 yards away. If an elephant is range; if this would reduce effective target!

MANEUVERS

Taking an active defense may spoil your aim In combat, you may perform one
or concentration. maneuver on your turn. The following
table summarizes these maneuvers
and their effects.

Maneuver Table

Maneuver Description Active Defense Movement Page
Any* Step 364
Aim Aim a ranged weapon to get its Accuracy bonus. None Half Move 365
Any† Varies 366
All-Out Attack Attack at a bonus or multiple times. Any Step 365
Any None 364
All-Out Defense Increased or double defense. Any* Step 366
Any‡ None 364
Attack Attack unarmed or with a weapon. Any Step 364
Any Step 365
Change Posture Stand up, sit down, etc. No Parry Full Move 365
Any Full Move 364
Concentrate Focus on a mental task. Any Step 366
Any Varies 366
Do Nothing Take no action but recover from stun.

Evaluate Study a foe prior to a melee attack.

Feint Fake a melee attack.

Move and Attack Move and attack at a penalty.

Move Do nothing but move.

Ready Prepare a weapon or other item.

Wait Hold yourself in readiness to act.

* Taking an active defense may spoil your aim or concentration.
† Gives +2 to Dodge, Block, or Parry, or allows two defenses against each attack.
‡ Defenses are at -4 if taking Do Nothing due to stun.

POSTURES

Attack: The modifier when making Posture Table
a melee attack from this posture.
There is no effect on ranged attacks. Posture Attack Defense Target Movement
Normal Normal Normal; may sprint
Defense: The modifier to all active Standing Normal Normal -2 2/3 (+1/2 per hex)
defense rolls. -2 -2 1/3 (+2 per hex)
Crouching -2 -3 -2† 1/3 (+2 per hex)
Target: The modifier to hit your -2 -2 None
torso, groin, or legs with a ranged Kneeling -2 -3 -2† 1 yard/second
attack. No penalty to strike other hit
locations, if they are visible from that Crawling -4*
posture.
Sitting -2
Movement: The effect on move-
ment. For tactical combat, movement Lying Down -4
point costs appear in parentheses, and
note that a human occupies two hexes * Only reach “C” melee attacks are allowed.
while crawling or lying down. † If attacker is at the same or lower elevation and farther away than his own
height, he attacks your torso as if it were half exposed (-2 to hit), and cannot
attack your groin, legs, or feet at all. If you also have your head down, he cannot
attack your neck, eyes, or face.

TABLES 551

HIT LOCATION TABLES

Use these tables in conjunction [1] An attack that misses by 1 hits Increase the wounding modifier for a
tight-beam burning attack to ¥2. Other
with the Hit Location rules (p. 398). the torso instead. attacks cannot target the vitals.

Missing Parts: If a random roll indi- [2] Only impaling, piercing, and Injury Tolerance
cates that a missing body part would tight-beam burning attacks can target and Hit Location
be hit (e.g., the neck, on a target with the eye – and only from the front or
Injury Tolerance (No Neck)), treat it as sides. Injury over HP/10 blinds the Diffuse: Ignore special knockdown,
a torso hit. eye. Otherwise, treat as skull, but shock, and wounding modifiers.
without the extra DR! (Eyes, limbs, and extremities can still
be crippled.) Impaling and piercing
HUMAN AND [3] The skull gets an extra DR 2. attacks can never do more than 1 HP
HUMANOID HIT Wounding modifier is ¥4. Knockdown of injury. Other attacks can never do
rolls are at -10. Critical hits use the more than 2 HP of injury.
Critical Head Blow Table (p. 556).
Homogenous: Ignore special
LOCATION TABLE Exception: These special effects do not knockdown, shock, and wounding
apply to toxic damage. modifiers. (Eyes, limbs, and extremi-
ties can still be crippled.) Wounding
Use this table for humans, [4] Jaw, cheeks, nose, ears, etc. If modifier is ¥1/2 for impaling or huge
piercing, ¥1/3 for large piercing,
humanoids (e.g., giants and goblins), the target has an open-faced helmet, ¥1/5 for piercing, and ¥1/10 for small
piercing.
and semi-upright creatures (e.g., apes ignore its DR. Knockdown rolls are at
No Brain: Hits to the skull or face
and bears). If rolling randomly, roll 3d. -5. Critical hits use the Critical Head get no special knockdown or wound-
ing modifier. Hits to the eye can crip-
If deliberately targeting a specific hit Blow Table. Corrosion damage gets a ple the eye; otherwise, treat them as
face hits, not skull hits.
location, apply the listed penalty. For ¥1.5 wounding modifier, and if it
No Vitals: Treat hits to the vitals or
example, a random hit to the skull inflicts a major wound, it also blinds groin as torso hits.

would occur on a roll of 3-4, while a one eye (both eyes on damage over full Unliving: Hit location has its usual
effect, except that impaling or pierc-
deliberate attack targeting the skull HP). Random attacks from behind hit ing damage to any location but the
eye, skull, or vitals gets a reduced
would be at -7 to hit. the skull instead. wounding modifier: ¥1 for impaling
or huge piercing, ¥1/2 for large pierc-
Winged Humanoids: A deliberate [5] Limb. Reduce the wounding ing, ¥1/3 for piercing, and ¥1/5 for
attack on a wing is at -2 to hit. If multiplier of large piercing, huge pierc- small piercing.
rolling randomly, a 9 indicates a wing ing, and impaling damage to ¥1. Any
hit (roll randomly to see which wing) major wound (loss of over 1/2 HP NON-HUMANOID
and a 10 indicates a torso hit. For from one blow) cripples the limb. HIT LOCATION
wounding purposes, treat wings as Damage beyond that threshold is lost. TABLES
limbs.
[6] If holding a shield, double the Use the next two tables for the fol-
Fish-Tailed Humanoids (Mermen): A penalty to hit: -4 for shield arm, -8 for lowing categories of non-humanoid:
deliberate attack on the tail is at -3 to shield hand.
hit. If rolling randomly, treat random Arachnoid: A spider or similar
leg hits as torso hits and random foot [7] Human males and the males of eight-legged creature.
hits as tail hits. For effects, see similar species suffer double shock
Quadruped, Hexapod, Centaur, and from crushing damage, and get -5 to Avian: A creature with two wings,
Avian Hit Location (p. 553). knockdown rolls. Otherwise, treat as a two legs, and no arms; e.g., a bird.
torso hit.
Cancroid: A crab, lobster, scorpi-
[8] Extremity. Treat as a limb, on, or similar creature with forelimb
pincers.
except that damage over 1/3 HP in one
Centaur: Any humanoid-quadru-
Human and Humanoid blow inflicts a crippling major ped hybrid.
wound. Excess damage is still
Hexapod: A six-legged creature;
Hit Location Table Notes lost. e.g., an insect. A winged hexapod also
[1, 2] [9] If rolling randomly, roll has wings, like a fly.
Roll Location (Penalty) [1, 3]
– Eye (-9) [1, 4] 1d: 1-3 is right, 4-6 is left.
3-4 Skull (-7) [5] [10] Neck and throat.
5 Face (-5) [5, 6]
6-7 Right Leg (-2) Increase the wounding multi-
8 Right Arm (-2) [1, 7] plier of crushing and corro-
9-10 Torso (0) [5, 6] sion attacks to ¥1.5, and that
11 Groin (-3) [5] of cutting damage to ¥2. At
12 Left Arm (-2) [6, 8, 9] the GM’s option, anyone
13-14 Left Leg (-2) [8, 9] killed by a cutting blow to the
15 Hand (-4) [1, 10] neck is decapitated!
16 Foot (-4) [1, 11]
17-18 Neck (-5) [11] Heart, lungs, kidneys,
– Vitals (-3) etc. Increase the wounding
modifier for an impaling or
any piercing attack to ¥3.

552 TABLES

Ichthyoid: A fish, cetacean, or simi- Quadruped: A creature with four Vermiform: Any slithering creature
lar creature. legs and no arms. A winged quadruped (snake, worm, etc.) or variant (winged
also has a pair of wings, like a dragon. serpent, snake-man with arms but not
Octopod: An octopus or similar crea- legs, etc.).
ture with “arms” that double as legs.

Quadruped, Hexapod, Centaur, and Avian Hit Location Table

Roll Quadruped Winged Hexapod Winged Centaur Avian

(3d) Quadruped Hexapod Eye (-9)
Skull (-7)
– Eye (-9) Eye (-9) Eye (-9) Eye (-9) Eye (-9) Face (-5)
Neck (-5)
3-4 Skull (-7) Skull (-7) Skull (-7) Skull (-7) Skull (-7) Wing (-2)*
Torso (0)
5 Face (-5) Face (-5) Neck (-5) Neck (-5) Neck (-5) Torso (0)
Groin (-3)
6 Neck (-5) Neck (-5) Face (-5) Face (-5) Face (-5) Leg (-2)*
Foot (-4)*
7-8 Foreleg (-2)* Foreleg (-2)* Foreleg (-2)* Foreleg (-2)* Foreleg (-2)* Tail (-3)
Vitals (-3)
9-10 Torso (0) Torso (0) Torso (0) Torso (0) Torso (0)†

11 Torso (0) Torso (0) Mid Leg (-2)* Mid Leg (-2)* Torso (0)†

12 Groin (-3) Wing (-2)* Groin (-3) Wing (-2)* Groin (-3)

13-14 Hind Leg (-2)* Hind Leg (-2)* Hind Leg (-2)* Hind Leg (-2)* Hind Leg (-2)*

15-16 Foot (-4)* Foot (-4)* Foot (-4)* Mid Leg (-2)* Arm (-2)*

17-18 Tail (-3) Tail (-3) Mid Leg (-2)* Foot (-4)* Extremity (-4)

– Vitals (-3) Vitals (-3) Vitals (-3) Vitals (-3) Vitals (-3)

* If using random hit location, roll 1d: 1-3 is right, 4-6 is left. If it is somehow holding a shield, double the penalty to hit:
-4 for a limb, -8 for an extremity.

† For centaurs, 9-10 means the animal body is hit, while 11 means the humanoid upper body is hit. Deliberate attacks on
either are at no penalty.

Arm, Eye, Face, Foot, Groin, Leg, Neck, Skull, Torso, Mid Leg: The right or left middle leg of a six-legged
Vitals: Use the rules for humans and humanoids. “Arm” creature.
means a human upper-body arm for a centaur. “Foot”
includes paw, hoof, etc. “Torso” includes fore- and hindquar- Tail: If a tail counts as an Extra Arm or a Striker, or is a
ters, thorax, abdomen, etc. fish tail, treat it as a limb (arm, leg) for crippling purposes;
otherwise, treat it as an extremity (hand, foot). A crippled
Extremity: For centaurs, roll 1d: 1-2 is a human upper- tail affects balance. For a ground creature, this gives -1 DX.
body hand, 3-4 is a forefoot, and 5-6 is a hind foot; odd num- For a swimmer or flyer, this gives -2 DX and halves Move. If
bers are left, even numbers are right. the creature has no tail, or a very short one (like a rabbit),
treat as “torso.”
Foreleg: The right or left front leg.
Hind Leg: The right or left back leg. Wing: Treat a wing as a limb (arm, leg) for crippling pur-
poses. A flyer with a crippled wing cannot fly.

Vermiform, Octopod, Cancroid, Ichthyoid, and Arachnoid Hit Location Table

Roll (3d) Vermiform† Octopod‡ Cancroid§ Ichthyoid Arachnoid

– Eye (-9) Eye (-8) Eye (-9) Eye (-8) Eye (-9)

3-4 Skull (-7) Brain (-7) Skull (-7) Skull (-7) Brain (-7)

5 Face (-5) Face (-5) Face (-5) Face (-5) Neck (-5)

6 Neck (-5) Neck (-5) Neck (-5) Fin (-4) Face (-5)

7-8 Neck (-5) Arm 1-2 (-2)* Arm (-2)* Torso (0) Leg 1-2 (-2)*

9-11 Torso (0) Torso (0) Torso (0) Torso (0) Torso (0)

12 Torso (0) Torso (0) Torso (0) Torso (0) Groin (-3)

13-14 Torso (0) Arm 3-4 (-2)* Leg (-2)* Fin (-4) Leg 3-4 (-2)*

15-16 Torso (0) Arm 5-6 (-2)* Leg (-2)* Fin (-4) Leg 5-6 (-2)*

17-18 Torso (0) Arm 7-8 (-2)* Foot (-4)* Tail (-3) Leg 7-8 (-2)*

– Vitals (-3) Vitals (-3) Vitals (-3) Vitals (-3) Vitals (-3)

* If using random hit location, roll 1d: 1-3 is right, 4-6 is left. If it is somehow holding a shield, double the penalty to hit:
-4 for a limb, -8 for an extremity.

† For winged serpents, treat 15-18 as Wing (-2). For snake-men, treat 7-8 as Right Arm (-2), 13-14 as Left Arm (-2), and
17-18 as Hand (-4).

‡ For squid, treat 17-18 as Torso (0). All arms other than arms 1-2 are extremities for injury purposes, and targeted at -3.
§ For scorpions, treat 12 as Tail (-3).

TABLES 553

Arm: For an octopod, arms 1-4 are Eye, Face, Foot, Groin, Neck, Skull, arachnoid, legs 1-2 are the front pair,
those it is currently using for manipu- Torso, Vitals: Use the rules for humans legs 3-4 are the mid-front pair, legs 5-6
lation, while arms 5-8 are those it is and humanoids. are the mid-back pair, and legs 7-8 are
using for locomotion. For a cancroid, the back pair. Handle wounding, etc.
an arm is a forelimb pincer. Handle Fin: An ichthyoid often has two or as for humans and humanoids.
wounding, etc. as for humans and three fins or ray-like wings; roll ran-
humanoids. domly. Treat a fin as an extremity Tail: See note under Quadruped,
(hand, foot) for crippling purposes. A Hexapod, Centaur, and Avian Hit
Brain: As skull, but only DR 1. crippled fin affects balance: -3 DX. Location Table. For ichthyoids, most of
the “tail” is considered the torso; this
Leg: For a cancroid, this is any of is just the tip.
its true legs; roll randomly. For an

VEHICLE HIT Vehicle Hit Location Table
LOCATION TABLE
Roll Location (Penalty)
Every vehicle has a “body” hit loca- 3-4 Small Glass Window [g] or Exposed Weapon Mount [X] (-7)
tion. To find a vehicle’s other hit loca- 5 Small Superstructure* [s] or Independent Turret [t] (-5)
tions (if any), look up the vehicle on 6-7 Caterpillar Track [C], Draft Animal** [D], Helicopter Rotor [H],
the relevant vehicle table and check the
“Locations” column. See Vehicle Mast [M], or Wing [Wi] (-2)
Statistics (p. 462) for details. 8 Arm [A], Large Superstructure* [S], or Main Turret* [T] (-2)
9 Body* or Exposed Rider [E] (0)
To choose a random hit location, 10 Body* (0)
roll 3d on the table below. If deliberate- 11 Large Glass Window [G] or Open Cabin [O] (-3)
ly targeting a location, apply the penal- 12 Arm [A], Large Superstructure* [S], or Main Turret* [T] (-2)
ty in parentheses plus the vehicle’s SM. 13-14 Caterpillar Track [C], Draft Animal** [D], Helicopter Rotor [H],
For example, a random hit to a small
glass window or exposed weapon Mast [M], or Wing [Wi] (-2)
mount would occur on a roll of 3-4, 15-16 Runner or Skid [R] or Wheel [W] (-4)
while a deliberate attack on either 17-18 Vital Area (-3)
location would be at -7 to hit – or -3 on
a vehicle with SM +4. * Usually manned; see Occupants and Vehicle Damage, below.
** The modifier to target a draft animal deliberately is the animal’s SM.
If a random location doesn’t exist, is
retracted, or isn’t a logical target given with small glass windows and an or propulsion system is damaged, halv-
the angle of attack (e.g., a window for exposed weapon mount), the attacker ing Move.
a car attacked from below, or a vehicle picks which was hit.
with no windows), treat it as body hit. Caterpillar Track [C]: A track is hit.
If multiple locations or possibilities Body: The vehicle’s hull. If a pow- Most tracked vehicles have two tracks.
exist (e.g., a roll of 3-4 for a vehicle ered vehicle sustains a major wound, Damage over HP/2 cripples one track,
roll against HT. On a failure, the power reducing ground Move to 0. Excess
damage is lost.

554 TABLES

Draft Animal [D]: A harnessed ani- number of masts on vehicle) cripples • Many vehicles are Fragile: “c”
mal is hit instead of the vehicle. The one mast, reducing a sailing vessel’s after HT means Combustible, “f”
vehicle takes no damage, and its DR Move by 1/(number of masts), rounded means Flammable, and “x” means
doesn’t protect the animal. up; e.g., if three masts, loss of one Explosive.
results in 2/3 Move. Excess damage is
Exposed Rider [E] or Open Cabin lost. • Large-area injury will affect
[O]: A person in an exposed position exposed occupants and the vehicle’s
(e.g., riding a bike, sitting in a jeep, or Runner or Skids [R]: A skid, sled body; see Large-Area Injury (p. 400).
sticking his head out a hatch) is struck runner, or ski is hit. Damage over HP/3
instead of the vehicle. The vehicle takes cripples one skid, reducing ground Occupants and
no damage, and its DR doesn’t protect Move to 0 and toppling a parked vehi- Vehicle Damage
the occupant. If no one occupies this cle. Excess damage is lost.
position, treat as a body hit. When damage penetrates a vehicle’s
Small Superstructure [s] or DR, the occupants may suffer damage
Exposed Weapon Mount [X]: A Independent Turret [t]: A turret or as well as the vehicle – the result of ric-
small external mount for a weapon, structure whose loss the vehicle could ocheting projectiles, flying debris, etc.
sensor, etc. is hit. Damage over HP/5 survive; e.g., the turrets on most naval Whenever five or more points of dam-
cripples it; excess damage is lost. vessels and infantry fighting vehicles. age penetrate an occupied location
Damage over HP/3 cripples it, knock- (usually the body, main turret, or a
Helicopter Rotor [H] or Wing [Wi]: A ing out any weapons or equipment it superstructure), roll 3d on the
main or tail rotor, or major wing or tail contains. Excess damage is lost. Occupant Hit Table, below. If an occu-
section. Damage over HP/2 (wing) or pant is hit, he takes 1d cutting damage
HP/3 (rotor) cripples it, causing an air- Vital Area: A powered vehicle (any- per five full points of penetrating dam-
borne vehicle to lose control and thing with a ST attribute) has vital age the vehicle sustained. Roll ran-
crash! Excess damage is lost. areas: engines, fuel tanks, etc. The domly for hit location. The occupant’s
wounding modifier for a tight-beam own DR protects him.
Large Glass Window [G] or Small burning attack is ¥2; that for an impal-
Glass Window [g]: A window or canopy ing or any piercing attack is ¥3! If occupant damage exceeds 4d, the
is struck. Check for an occupant hit Unpowered vehicles (e.g., sailing ships GM may opt to divide it among multi-
(see Occupant Hit Table, below). If a hit and wagons) don’t usually have vital ple occupants in 4d (or smaller) incre-
occurs, the attack strikes an occupant areas – treat as a body hit. ments; e.g., 7d damage might inflict 4d
instead of the vehicle. A closed window on one occupant and 3d on another.
gives half the vehicle’s DR (round up). Wheel [W]: A wheel is hit. Damage
over HP/(2 ¥ number of wheels on Note that occupant damage is sepa-
Large Superstructure [S]: A large, vehicle) cripples the wheel; effects are rate from damage to the vehicle.
raised structure – e.g., conning tower, the same as for a character with an
bridge, or castle – that often houses equal number of legs losing one leg. OCCUPANT
officers’ cabins or important control Excess damage is lost. If the wheel of a HIT TABLE
rooms. On an airship or a balloon, this vehicle with tires sustains any damage,
is the gondola. If it sustains a major roll vs. HT. Failure means a flat tire Use this table when an attack pen-
wound, roll against HT. On a failure, that cripples the wheel until changed. etrates an object containing occupants
an important item of equipment is (e.g., a vehicle body). Cross-index the
knocked out (GM’s option). Notes on number of occupants with the vehicle
Vehicle Damage or structure’s Size Modifier, and then
Main Turret [T]: A turret large roll 3d against the resulting number;
enough to be a vital part of the vehicle, In addition to hit location effects, the more tightly packed the object, the
such as a tank’s turret. If it sustains a note that: higher the number. On a roll of this
major wound, roll against HT. On a number or less, an occupant is hit. If
failure, a major item in the turret (e.g., • Most powered vehicles are multiple occupants could be hit, the
a tank’s main gun) is knocked out, or Unliving; most unpowered vehicles GM determines who was hit random-
the turret jams and can’t rotate (GM’s are Homogenous. See Injury to ly or by fiat.
option). Unliving, Homogenous, and Diffuse
Targets (p. 380).
Mast [M]: A mast and associated
sails and rigging. Damage over HP/(2 ¥

Number of Size Modifier (SM)

Occupants +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11

1 10 9 8 7 6 5 4 3 3 3 3

2 12 10 9 8 7 6 5 4 3 3 3

3-5 14 12 10 9 8 7 6 5 4 3 3

6-10 16 14 12 10 9 8 7 6 5 4 3

11-20 17 16 14 12 10 9 8 7 6 5 4

21-50 17 17 16 14 12 10 9 8 7 6 5

51-100 17 17 17 16 14 12 10 9 8 7 6

101-200 17 17 17 17 16 14 12 10 9 8 7

201-500 17 17 17 17 17 16 14 12 10 9 8

etc.

TABLES 555

CRITICAL SUCCESS
AND FAILURE

A roll of 3 or 4 is always a critical 15 – The blow does maximum normal 17 – The target’s DR protects at half
success. damage. value (round up) after applying any
armor divisors.
A roll of 5 is a critical success if 16 – The blow does double damage.
your effective skill is 15+. 17 – The target’s DR protects at half 18 – The blow does triple damage.

A roll of 6 is a critical success if value (round down) after applying CRITICAL
your effective skill is 16+. any armor divisors. MISS TABLE
18 – The blow does triple damage.
A roll of 18 is always a critical 3, 4 – Your weapon breaks and is use-
failure. CRITICAL HEAD less. Exception: Certain weapons
BLOW TABLE are resistant to breakage. These
A roll of 17 is a critical failure if include solid crushing weapons
your effective skill is 15 or less; other- Use this table only for critical hits (maces, flails, mauls, metal bars,
wise, it is an ordinary failure. to the head (face, skull, or eye). In all etc.); magic weapons; firearms
cases, the target gets no active defense (other than wheel-locks, guided
Any roll of 10 greater than your against the attack. missiles, and beam weapons); and
effective skill is a critical failure: 16 on fine and very fine weapons of all
a skill of 6, 15 on a skill of 5, and so on. 3 – The blow does maximum normal kinds. If you have a weapon like
damage and ignores the target’s that, roll again. Only if you get a
CRITICAL DR. “broken weapon” result a second
HIT TABLE time does the weapon really break.
4, 5 – The target’s DR protects at half If you get any other result, you
All doublings or triplings of dam- value (round up) after applying any drop the weapon instead. See
age refer to basic damage (not injury). armor divisors. If any damage pen- Broken Weapons (p. 485).
In all cases, the target gets no active etrates, treat it as if it were a major
defense against the attack. wound, regardless of the actual 5 – You manage to hit yourself in the
injury inflicted. arm or leg (50% chance each way).
3 – The blow does triple damage. Exception: If making an impaling
4 – The target’s DR protects at half 6, 7 – If the attack targeted the face or or piercing melee attack, or any
skull, treat it as an eye hit instead, kind of ranged attack, roll again. If
value (round down) after applying even if the attack could not nor- you get a “hit yourself” result a sec-
any armor divisors. mally target the eye! If an eye hit is ond time, use that result – half or
5 – The blow does double damage. impossible (e.g., from behind), full damage, as the case may be. If
6 – The blow does maximum normal treat as 4. you get something other than “hit
damage. yourself,” use that result.
7 – If any damage penetrates DR, treat 8 – Normal head-blow damage, and
it as if it were a major wound, the victim is knocked off balance: 6 – As 5, but half damage only.
regardless of the actual injury he must Do Nothing next turn (but 7 – You lose your balance. You can do
inflicted. may defend normally).
8 – If any damage penetrates DR, it nothing else (not even a free action)
inflicts double normal shock (to a 9, 10, 11 – Normal head-blow damage until your next turn, and all your
maximum penalty of -8). If the only. active defenses are at -2 until then.
injury is to a limb or extremity, that 8 – The weapon turns in your hand.
body part is crippled as well. This 12, 13 – Normal head-blow damage, You must take an extra Ready
is only a “funny-bone” injury: crip- and if any damage penetrates DR, a maneuver before you can use it
pling wears off in (16 - HT) sec- crushing attack deafens the victim again.
onds, minimum two seconds, (for recovery, see Duration of 9, 10, 11 – You drop the weapon.
unless the injury was enough to Crippling Injuries, p. 422), while Exception: A cheap weapon breaks;
cripple the body part anyway. any other attack causes severe scar- see 3.
9, 10, 11 – Normal damage only. ring (the victim loses one appear- 12 – As 8.
12 – Normal damage, and the victim ance level, or two levels if a burning 13 – As 7.
drops anything he is holding, or corrosion attack). 14 – If making a swinging melee
regardless of whether any damage attack, your weapon flies 1d yards
penetrates DR. 14 – Normal head-blow damage, and from your hand – 50% chance
13, 14 – If any damage penetrates DR, the victim drops his weapon (if he straight forward or straight back.
treat it as if it were a major wound, has two weapons, roll randomly to Anyone on the target spot must
regardless of the actual injury see which one he drops).
inflicted.
15 – The blow does maximum normal
damage.

16 – The blow does double damage.

556 TABLES

make a DX roll or take half dam- (20 - HT) minutes, minimum one 13 – You drop your guard. All your
age from the falling weapon! If minute. active defenses are at -2 for the
making a thrusting melee attack or 5 – You hit a solid object (wall, floor, next turn, and any Evaluate bonus
any kind of ranged attack, or par- etc.) instead of striking your foe or or Feint penalty against you until
rying, you simply drop the parrying his attack. You take crush- your next turn counts double! This
weapon, as in 9. ing damage equal to your thrusting is obvious to nearby opponents.
15 – You strain your shoulder! Your damage to the body part you were
weapon arm is “crippled.” You do using; DR protects normally. 14 – You stumble; see 7.
not have to drop your weapon, but Exception: If attacking a foe armed 15 – You tear a muscle. Take 1d-3 of
you cannot use it, either to attack with a ready impaling weapon, you
or defend, for 30 minutes. fall on his weapon! You suffer the injury to the limb you used (to one
16 – You fall down! If making a ranged weapon’s damage, but based on limb, if you used two), or to your
attack, see 7 instead. your ST rather than his. neck if biting, butting, etc. You are
17, 18 – Your weapon breaks; see 3. 6 – As 5, but half damage only. off balance and at -1 to all attacks
Exception: If attacking with natural and defenses for the next turn. You
UNARMED weapons, such as claws or teeth, are at -3 to any action involving
CRITICAL they break: -1 damage on future that limb (or to any action, if you
MISS TABLE attacks until you heal (for recovery, injure your neck!) until this dam-
see Duration of Crippling Injuries, age heals. Reduce this penalty to -1
Use this table only for critical miss- p. 422). if you have High Pain Threshold.
es on unarmed attacks (bites, claws, 7 – You stumble. On an attack, you 16 – You hit a solid object; see 5.
grapples, head butts, kicks, punches, advance one yard past your oppo- 17 – You strain a limb or pull a mus-
slams, etc.) or parries, including those nent and end your turn facing cle, as in 4. Exception: An IQ 3-5
by animals. away from him; he is now behind animal fails so miserably that it
you! On a parry, you fall down; loses its nerve. It will turn and flee
3 – You knock yourself out! Details are see 8. on its next turn, if possible. If
up to the GM – perhaps you trip 8 – You fall down! backed into a corner, it will assume
and fall on your head, or walk face- 9, 10, 11 – You lose your balance. You a surrender position (throat bared,
first into an opponent’s fist or can do nothing else (not even a free belly exposed, etc.).
shield. Roll vs. HT every 30 min- action) until your next turn, and all 18 – You knock yourself out; see 3.
utes to recover. your active defenses are at -2 until
then. Fighters that cannot fall down (e.g.,
4 – If attacking or parrying with a 12 – You trip. Make a DX roll to avoid snakes, and anyone already on the
limb, you strain it: take 1 HP of falling down. Roll at DX-4 if kick- ground): Treat any “fall down” result
injury and the limb is “crippled.” ing, or at twice the usual DX penal- as 1d-3 of general injury instead.
You cannot use it, either to attack ty for a technique that requires a Details are up to the GM – perhaps
or defend, for 30 minutes. If biting, DX roll to avoid mishap even on a your opponent steps on you!
butting, etc., you pull a muscle and normal failure (e.g., DX-8 for a
suffer moderate pain (see Irritating Jump Kick). Fliers and swimmers: Treat any “fall
Conditions, p. 428) for the next down” result as being forced into an
awkward flying or swimming position
with the same effective results (-4 to
attack, -3 to defend).

HP AND DR OF
OBJECTS AND COVER

Use the table below to determine the HP of nonliv- If you have a choice between extra
ing artifacts. makeup or extra weapons, always take
the weapons.
Weight: The artifact’s weight. If this falls between
two values, use the lower of the two. – Laurell K. Hamilton

Unliving/Machine: The HP of an Unliving object of
this weight. This includes anything with complex or
moving parts; e.g., electronics, firearms, powered vehi-
cles, robots, and most other machines.

Homogenous/Diffuse: The HP of a Homogenous or
Diffuse object of this weight. This includes anything
that lacks a complex internal structure; e.g., fabric
(cloaks, drapes, etc.), furniture, and muscle-powered
melee weapons.

TABLES 557

Object Hit Points Table Structural Damage Table

Weight Unliving/ Homogenous/ Object DR HP Notes

Machine Diffuse Ropes and Cables

1/64 lb. 1 HP 2 HP Rope, light (3/8” diameter) 1 2 Combustible;
No Crushing
1/8 lb. 2 HP 4 HP Rope, heavy (3/4” diameter)
2 3 Combustible;
1/2 lb. 3 HP 6 HP Steel cable (1/4” diameter) No Crushing
Steel cable (1/2” diameter)
1 lb. 4 HP 8 HP Steel cable (1” diameter) 14 22 No Crushing
28 28 No Crushing
2 lbs. 5 HP 10 HP 56 36 No Crushing

3 lbs. 6 HP 12 HP

5 lbs. 7 HP 14 HP

8 lbs. 8 HP 16 HP

11 lbs. 9 HP 18 HP Bars, Poles, Logs, and Trees

16 lbs. 10 HP 20 HP Bronze/iron bar (1/2” diameter)
Bronze/iron bar (1” diameter)
27 lbs. 12 HP 24 HP Bronze/iron bar (2” diameter) 6 12
Steel bar (1/2” diameter) 12 23
43 lbs. 14 HP 28 HP Steel bar (1” diameter) 24 46
Steel bar (2” diameter) 11 22
64 lbs. 16 HP 32 HP Wood (1” thick) 22 44
Wood (2” thick) 44 88
91 lbs. 18 HP 36 HP Wood (4” thick) 1* 14
Wood (8” thick) 2* 18
125 lbs. 20 HP 40 HP Wood (16” thick) 4* 23
8* 30
216 lbs. 24 HP 48 HP 16* 37

343 lbs. 28 HP 56 HP Combustible
Combustible
512 lbs. 32 HP 64 HP Combustible
Combustible
729 lbs. 36 HP 72 HP Combustible

1,000 lbs. 40 HP 80 HP

Optionally, calculate HP as 4 ¥ (cube root Doors and Walls (per 1-hex or 10-square-foot area)
of empty weight in lbs.) for Unliving objects
and 8 ¥ (cube root of empty weight in lbs.) for Brick Wall (3” thick) 8* 54
Homogenous or Diffuse ones. Round up in
both cases. The GM may alter HP for unusu- Brick Wall (6” thick) 16* 67
ally frail or tough objects.
Brick Wall (9” thick) 24* 77
HP AND DR
OF STRUCTURES Brick Wall (18” thick) 48* 97

The table below gives DR and HP for some Concrete, reinforced (8” thick) 96* 80
common objects. All of these structures are
Homogenous (see Injury to Unliving, Concrete, reinforced (2’ thick) 288* 115
Homogenous, and Diffuse Targets, p. 380). For
the effects of damage, see Damage to Buildings Concrete, reinforced (5’ thick) 720* 156
and Structures (p. 484). Assume a structure in
good repair has HT 12, should this become Glass, plate (1/5” thick) 1 3 Brittle
important (e.g., when rolling to see if a rope
snaps under stress). Iron/bronze (1/4” thick) 12 36

DR: The structure’s Damage Resistance. Iron (1/2” thick) 25 46
HP: The structure’s Hit Points. Optionally,
this can be calculated for buildings: HP = 100 Iron (1” thick) 50 58
¥ (cube root of building’s empty weight in
tons), and typical weights per 1,000 square Steel, mild (1/8” thick) 7 30
feet (sf) of area are 50 tons for wood frame or
mud brick, 100 tons for steel frame or brick, Steel, mild (1/4” thick) 14 38
and 150 tons for stone.
Notes: “No Crushing” indicates a structure Steel, mild (1/2” thick) 28 47
so resilient that crushing damage cannot
destroy it. Structures marked “Combustible” Steel, mild (1” thick) 56 60
or “Brittle” are Fragile (p. 136).
Steel, mild (2” thick) 112 75

Stone wall (1’ thick) 156* 94

Stone wall (3’ thick) 468* 135

Stone wall (8’ thick) 1,250* 188

Wallboard (1/2” thick) 1* 18 Combustible

Wood (1” thick) 1* 23 Combustible

Wood (2” thick) 2* 29 Combustible

Wood (3” thick) 3* 33 Combustible

Wood (6” thick) 6* 42 Combustible

Wood (12” thick) 12* 54 Combustible

Buildings 2* 370 Combustible
6* 1,000 Combustible
Farmhouse (1,000 sf) 6* 580 Combustible
Mansion or manor (10,000 sf) 1,440* 460
Modern House (2,000 sf) 10 3,700 Combustible
Pillbox (10’-thick concrete) 780* 1,200
Skyscraper (50-story, 500,000 sf)
Stone Keep (5’-thick walls)

558 TABLES

* Repeated impaling, piercing, and large Cover DR Table DR/Inch Notes
piercing attacks against the same small spot 20-30
(an area with SM 0 or less) lower DR at that Material 5-8* Brittle
specific point as if it were semi-ablative; Aluminum 6-9* Brittle
repeated burning, corrosion, crushing, cutting, Brick 10-12*
or huge piercing attacks at that same spot Concrete 5-8 Combustible
reduce DR at that point as if it were ablative. Concrete, reinforced 10-20
DR never falls below 1 for wood or 3 for brick, Glass, window 40-60
concrete, or stone. For rules governing semi- Glass, bullet resistant 3
ablative and ablative DR, see the Damage Iron 50-60
Resistance advantage (p. 46). Sandbags 60-70
Steel, mild 8-13*
COVER DR Steel, hard 0.5-1*
Stone
The following table gives the DR per inch Wood
of thickness that common materials afford as
cover. This isn’t always identical to an object’s * Repeated damage to a small area lowers DR, as explained under the
own DR! For details, see Cover (p. 407). Structural Damage Table.

NPC REACTIONS

When the PCs meet an NPC whose then follows the guidelines on the that makes NPCs friendlier, while a
reaction to them is not predeter- Reaction Table, below. For more infor- reaction penalty is something that bias-
mined, the GM can opt to make a mation, see Reaction Rolls (p. 494). es NPCs against the PCs. Some com-
“reaction roll” on 3d. The higher the mon modifiers:
roll, the better the reaction. The GM Many factors can influence a reac-
tion roll. A reaction bonus is any factor

TABLES 559

REACTION TABLE

Roll 3d and apply the modifiers (probably taking everything he can Requests for aid are denied, but
described above. carry) or sell them out as soon as bribes, pleas, or threats might
possible. work. The PCs may roll again, at
0 or less: Disastrous -2.
4 to 6: Bad
General reaction: The NPC hates Requests for information are
the PCs and acts in their worst General reaction: The NPC cares unproductive. The NPCs claim not
interest. nothing for the PCs and acts to know, or give incomplete data. A
against them if he can profit by bribe may improve their memory;
In a potential combat situation, doing so. roll again if a bribe is offered.
the NPCs attack viciously, asking
no quarter and giving none. In a potential combat situation, Loyalty: The NPC is unim-
the NPCs attack unless outnum- pressed with the PCs or dislikes the
Commercial transactions are bered. If they are outnumbered job; he thinks he’s overworked and
doomed: The merchant has noth- they flee, possibly to attempt an underpaid. He’ll probably betray
ing to do with the PCs. Make a ambush later. (A fight in progress them if offered enough, and would
“potential combat” roll at -2. continues.) certainly take a “better” job if he
thought he had one.
Requests for aid are denied Commercial transactions go
totally. Make a “potential combat” badly. The merchant asks twice the 10 to 12: Neutral
roll at -4. If combat is called for but fair price, or offers half the fair
not possible, the NPC works price. General reaction: The NPC
against the PCs in any way possi- ignores the PCs as much as possi-
ble. Requests for aid are denied. The ble. He is totally uninterested.
NPCs go about their business,
Requests for information are ignoring the PCs. In a potential combat situation,
met with anger. Make a “potential the NPCs are inclined to go their
combat” roll at -2. Requests for information are own way and let the PCs go theirs.
denied. NPCs lie maliciously or (If a fight is in progress, the NPCs
Loyalty: The NPC hates the PCs demand payment for information. try to back off.)
or is in the pay of their enemies, If paid, the NPC gives true, but
and takes the first good chance to incomplete, information. Commercial transactions go
betray them. routinely. The merchant buys and
Loyalty: The NPC has no respect sells at fair prices.
1 to 3: Very Bad for the PCs. He leaves or betrays
them given even moderate tempta- Requests for aid are granted – if
General reaction: The NPC dis- tion, and is a sluggish worker. they are simple. Complex requests
likes the PCs and acts against them are denied, but the PCs can try
if it’s convenient to do so. 7 to 9: Poor again at -2.

In a potential combat situation, General reaction: The NPC is Requests for information are
the NPCs attack, and flee only if unimpressed. He may become hos- successful. The NPC gives the
they see they have no chance. (A tile if there is much profit in it, or information requested if it is sim-
fight in progress continues.) little danger. ple. If the question is complex, the
answer is sketchy.
Commercial transactions are In a potential combat situation,
next to impossible. The merchant the NPCs shout threats or insults. Loyalty: The NPC views the PCs
asks three times the fair price, or They demand that the PCs leave as “just another boss,” and this is
offers 1/3 the fair price. the area. If the PCs stick around, just another job. He works hard
the NPCs attack unless outnum- enough to keep them happy, but no
Requests for aid are denied. bered, in which case they flee. (A harder. He does not leave unless he
Make a “potential combat” roll; no fight in progress continues.) is sure the new job is better, and
reaction better than “Neutral” is does not betray them unless the
possible. Commercial transactions are temptation is very strong.
unprofitable. The merchant asks
Requests for information are 120% of the fair price, or offers Continued on next page . . .
met with malicious lies. 75% of the fair price.

Loyalty: The NPC dislikes the
PCs, and will leave their service

• Personal appearance and behav- in most situations. Below-average when partying, etc.) can give +2 to
ior: Especially true for the PC who appearance and numerous disadvan- reactions. A few skills (e.g., Diplomacy
does the talking! Above-average tages give a penalty. and Fast-Talk) give an automatic +2 to
appearance, Charisma, Fashion reactions at skill 20+.
Sense, Pitiable, and Voice all give a • Skills: A successful roll against an
bonus; so does high apparent Status, appropriate skill (Administration to • Racial or national biases: These
deal with bureaucrats, Carousing are usually penalties, and take the

560 TABLES

REACTION TABLE (CONT’D)

13 to 15: Good In a potential combat situation, times, within the limits of his own
the NPCs are friendly. The PCs may ability.
General reaction: The NPC likes ask for aid or information (roll
the PCs and is helpful within rea- again at +3). Even sworn foes find In a potential combat situation,
sonable, everyday limits. an excuse to let the PCs go . . . for the NPCs are extremely friendly.
now. (If a fight is in progress, the They may even join the party tem-
In a potential combat situation, NPCs flee if they can, or surrender porarily. The PCs may ask for aid
the NPCs find the PCs likeable, or otherwise.) or information; roll again at +5. (If
else too formidable to attack. The a fight is in progress, the NPCs sur-
PCs may request aid or informa- Commercial transactions go render.)
tion; roll again at +1. (If a fight is in very well. The merchant accepts
progress, the NPCs flee.) the PCs’ offer unless they tried to Commercial transactions go
buy below 80% of the fair price or extremely well. The merchant
Commercial transactions go sell above 150% of the fair price. In accepts the PCs’ offer unless they
pleasantly. The merchant buys and that case, he offers those rates. He tried to buy below 50% of fair price
sells at fair prices, and volunteers also offers help and advice. or sell above 200% of fair price. In
useful information or small bits of that case, he offers those rates. He
help if possible. Requests for aid are granted also offers help and advice.
unless they are totally unreason-
Requests for aid are granted if able. Any useful information NPCs Requests for aid are granted.
the request is reasonable. The have is volunteered freely. NPCs help in every way within
NPCs’ attitude is helpful. Even if their power, offering extra aid.
the request is silly and must be Requests for information are
denied, they offer helpful advice. successful. The NPC answers in Requests for information are
detail and volunteers any related extremely successful. The question
Requests for information are information he has. is answered completely. If the NPC
successful. The question is doesn’t know everything the PCs
answered accurately. Loyalty: The NPC works very need, he exerts himself to find out.
hard, and risks his life if need be. He may even offer to help: roll a
Loyalty: The NPC likes the PCs Under most circumstances, he request for aid at +2, with no reac-
or the job. He is loyal, works hard, puts the PCs’ interests ahead of his tion worse than “Poor” possible.
and accepts any reasonable hazard own.
that the PCs accept. Loyalty: The NPC worships the
19 or better: Excellent PCs or their cause, works incredi-
16 to 18: Very Good bly hard, puts the PCs’ interests
General reaction: The NPC is ahead of his own at all times, and
General reaction: The NPC extremely impressed by the PCs, would even die for them.
thinks highly of the PCs and is and acts in their best interests at all
quite helpful and friendly.

form of a Social Stigma disadvantage General Reactions appropriate unless the GM has prede-
for the PC or an Intolerance disadvan- termined their actions.
tage on the part of the NPC. Make this roll to see, in general,
how any NPC feels about the PCs. When NPCs are losing a fight, the
• Appropriate behavior by the play- When nothing else seems appropriate, GM can make a combat reaction roll
ers: A good approach should be worth make a general reaction roll and wing during the fight as a “morale check.” A
+1 or more! A wholly inappropriate it! The GM can use any modifiers he “Good” or higher reaction indicates
approach should give the party -1 thinks appropriate, especially those flight or surrender, as appropriate –
or -2. for personal appearance. not sudden friendship.

Remember that reaction rolls are Potential Special Modifiers for
meant to flesh out a situation, NOT to Combat Situations Combat Reactions
control it! In general, the GM should (and Morale Checks)
reserve them for incidental encoun- +1 to +5 if the PCs seem notably
ters, unplanned situations, etc. He Roll in any encounter where com- stronger than the NPCs.
should decide in advance how he bat is possible but not certain. For a
intends to play the NPCs in vital foe in a pitched battle, no roll is nec- -1 to -5 if the PCs seem notably
encounters . . . but he can still pretend essary. For a group of armed strangers weaker than the NPCs.
to roll, so that the players won’t know on a wilderness trail, a reaction roll is
for sure what is going on! -2 if the PCs have no language in
common with the NPCs.

-2 if the PCs are intruders on the
NPCs’ home turf.

TABLES 561

Commercial Special Modifiers for If there is a question as to whether
Transactions Request for Aid a given NPC (or PC, for that matter)
knows some specific fact, roll against
Roll when the PCs try to buy or sell +1 if the request is very simple. his IQ or an appropriate skill.
goods, find a job, or hire someone. If -1 to -3 (or more) if the request is
no bargaining is involved, no roll is very complex or unreasonable. Special Modifiers for
necessary – unless there is a chance -1 if the request would inconven- Information Requests
that the merchant won’t deal with the ience the NPC or cost him money.
PCs at all. -2 or more if the request would -1 for a complex question; -2 for a
endanger the NPC’s job or social very complex question.
As used below, “fair price” means status.
the normal price, at that particular -1 or more if the request would -3 if the NPC thinks it’s none of the
time and place, for the goods or serv- physically endanger the NPC. This PCs’ business!
ices in question. The PCs can try to get depends on the degree of the risk and
a better price, at a -1 penalty for every the bravery of the NPC! -3 or more if an answer would
10% difference. Likewise, offering endanger the NPC.
more than the fair price, Requests
or asking less than the for Information +1 to +4 if the PCs offer a bribe. To
fair price, will give a +1 be effective, a bribe must be appropri-
bonus for every 10% Roll when the PCs ask NPCs for
difference. directions or advice, “Have you seen ate in size; use the Money Talks rule
this man?,” etc. Note: If the NPC is a for Contacts (p. 44), reading the
If the players vary professional information dealer, roll bonus as a reaction modifier. It
their offer, determine for a commercial transaction instead. must also be discreet. Not everyone
the NPC’s counteroffer If the PCs are interrogating the NPC, will take a cash payoff. You don’t
based on the proposed they must use the Interrogation skill. offer a newspaper reporter a $50
price instead of the bill – he would be insulted – but
fair price, if that is less Remember that no NPC can tell buy him a good dinner and he’ll
favorable to the PCs. more than he knows. Sometimes an appreciate it.
Example: If they ask NPC will tell the truth as he knows it +2 to +4 if the NPC is a librar-
120% of the fair price . . . but be terribly mistaken! And cer- ian, historian, scribe, teacher, etc.
and get a “Bad” reac- tain NPCs may pretend to know more Most such people are naturally
tion, the NPC will than they do, in order to earn money disposed to help any seeker of
offer half of that, or or impress the PCs. knowledge.
50%.
Loyalty
Bargaining never
reduces the price When the PCs hire someone, the
below 50% of “fair” GM should determine his loyalty.
unless the NPC has This determines only the NPC’s
an ulterior motive! attitude – not his competence. If
the NPC is important, the GM
Special Modifiers should predetermine both his skills
and his general attitude. Otherwise,
for Transactions a random roll is fine.

-1 per 10% by which proposed When the PCs take service with an
price favors the PC, relative to the fair employer, the GM should also deter-
price. mine (randomly or otherwise) how
the employer feels about them.
+1 per 10% by which proposed
price favors the NPC. Loyalty reactions are known to the
GM, but not to the players (unless they
+1 if the PC has Merchant skill at successfully use Empathy). The GM
any level. should record each NPC’s loyalty
secretly, and let it guide him in deter-
+2 if the PC has Merchant skill at mining all that NPC’s later behavior.
level 20+. Note that loyalty can change; see
Changes in Loyalty (p. 519).
Requests for Aid
Special Modifiers for Loyalty
Roll when the PCs ask for any sort
of help. (If appropriate, make a roll for +1 per 10% the PCs offer above the
a “potential combat situation” first!) going pay rate.
Examples include an interview with a
bureaucrat; an attempt to get a news- -1 per 10% the PCs offer below the
paper editor or police captain to listen going pay rate.
to your story about the mad scientist’s
plot; or just a cry for help to the +2 or more if the PCs are serving a
bystanders watching you get mugged! cause that the NPC believes in, or a
leader to whom the NPC is very loyal.

+ or - as appropriate for the PCs’
reputation in the area (if any).

562 TABLES

GLOSSARY

Experienced gamers will recognize Basic Lift (BL): The weight you can pick cinematic: A style of play where the
some of these terms – but GURPS uses up in one hand in one second in com- needs of the story always outweigh
several of them differently, and also coins bat. All carrying, lifting, and throwing those of realism, even when this
a few of its own. See also Glossary of capacities are multiples of Basic Lift. would produce improbable results.
Magical Terms (p. 234), Glossary of Psi See p. 15. See p. 488.
Terminology (p. 254), and Glossary of
Arms and Armor (p. 268). Basic Move: A secondary characteristic, close combat: Combat between fighters
computed from Basic Speed, which less than one yard apart. See p. 391.
active defense: An active attempt to rates ground speed (in yards per sec-
avoid an attack: a block, dodge, or ond) without encumbrance. See comprehension level: A measure of
parry. See p. 374. p. 17. your command of a language. Your
spoken ability (fluency) and written
advantage: A useful trait that gives you Basic Speed: A secondary characteris- ability (literacy) may differ. See p. 24.
an “edge” over another person with tic, computed from HT and DX,
comparable attributes and skills. See which measures reflexes. See p. 17. Contest: A competition between two
Chapter 2. characters in which each tries to
BL: See Basic Lift. make his success roll, to see who gets
adventure: The basic “unit” of play in a block: The active defense of interposing the better of the other. See p. 348.
roleplaying game, representing a sin-
gle mission or plot. It might require your shield or cloak to stop an attack. Control Rating (CR): A general measure
several sessions of play, or just one See p. 375. of governmental control in a society:
play session. See p. 500. bonus points: Character points awarded the higher the CR, the more restric-
by the GM as a reward for good role- tive the society. See p. 506.
Adversary: An “assistant GM” who plays playing or for advancing the mission.
“enemy” non-player characters. The You can use these to add or improve controlling attribute: The attribute
Adversary knows only as much about beneficial traits, or to buy off disad- most closely associated with a skill,
the game world and the player char- vantages. See p. 498. used to calculate your base skill level.
acters as the GM tells him. See p. 493. build: Your height and weight, along See p. 167.
with associated traits such as Size
affliction: A debilitating or incapacitat- Modifier. See p. 18. CR: See Control Rating.
ing condition (choking, paralysis, buy off: To spend bonus points to get rid critical failure: A skill roll missed so
unconsciousness, etc.), most often of a disadvantage. See p. 121.
caused by a non-damaging attack. campaign: A continuing series of adven- badly that something disastrous hap-
See p. 428. tures. A campaign will usually have a pens to the character who tried the
continuing cast of player characters, roll. See p. 348.
armor divisor: A rating of an attack’s and the same GM (or team of GMs). critical hit: A blow so well struck that
armor-defeating power, given in It may move from one game world to the foe does not get to make a defense
parentheses after its damage dice. another, with a logical reason. See roll. It may also do special and unusu-
Divide Damage Resistance by this p. 504. al damage. See p. 381.
number before you subtract it from character: Any being – person, animal, critical miss: An attack that fails so
basic damage to find penetrating robot, etc. – played by the GM, the badly that the attacker is hurt, drops
damage. See p. 378. Adversary, or a player. See Chapter 1. his weapon, etc. See p. 382.
character points: The unit of “currency” critical success: A skill roll that suc-
Associated NPC: A non-player character spent to buy traits for a character. The ceeds so well that the character has
linked to a player character by an more points you have, the more capa- an extra or unusual degree of success.
advantage (Ally or Patron) or disad- ble you are. Point costs often appear See p. 347.
vantage (Dependent or Enemy). See in brackets; e.g., “Combat Reflexes d: Short for “dice,” which are always
p. 31. [15]” means Combat Reflexes costs ordinary six-sided dice. “3d” means
15 points. See p. 10. “roll three dice and add them up.” See
attack roll: A success roll against a com- character sheet: A written description p. 9.
bat skill to see if you can hit your tar- (possibly including a picture) of a Damage Resistance (DR): The protec-
get. See p. 369. character, including a complete list of tion against damage afforded by skin,
his traits and their point costs. See armor, force fields, etc. When an
attributes: The most basic traits that p. 13. attack hits a target, subtract the tar-
describe a character: Strength (ST), character story: The fictional life histo- get’s DR from the damage roll. See
Dexterity (DX), Intelligence (IQ), and ry of a character, invented by the per- p. 46.
Health (HT). For all four, the human son playing that character. See p. 11. damage roll: A die roll made to see how
norm is a score of 10, and higher is character template: A list of traits the much damage you do when you hit
better! See p. 14. GM feels a character should have to with your weapon. Damage is meas-
fill a specific role in the campaign. ured in “dice plus adds.” For a “3d+2”
base skill: Your actual learned level in a This is a “quick reference,” not a strict weapon, roll 3 dice and add 2 to the
skill – the number recorded on your requirement. See p. 258. total. Higher is better (for the attack-
character sheet – before any modi- er!). See p. 378.
fiers. See p. 171.

basic damage: The result of a damage
roll, before accounting for the target’s
Damage Resistance. See p. 378.

GLOSSARY 563

damage type: The kind of injury a game time: Time that passes in the game margin of victory: A numerical compar-
weapon causes, which determines its world. See p. 497. ison of the winner’s margin of success
wounding modifier. See p. 269. or failure to the loser’s in a Contest.
game world: A background for play; a See p. 348.
default: Your level with a skill on which setting. “World” might mean “planet,”
you have spent no points. This is usu- but it could also refer to a region and melee combat: Combat with melee
ally equal to one of your four attrib- historical period . . . or an entire uni- weapons (axes, swords, etc.) or bare
utes or another skill, minus a signifi- verse. See Chapter 19. hands. See p. 369.
cant penalty. See p. 173.
GM: See Game Master. melee weapon: A (usually) muscle-pow-
Defense Bonus: A bonus to all defense Health (HT): A measure of a character’s ered weapon held in the hand and
rolls. The most common Defense used to strike the foe directly; e.g., an
Bonus is that for carrying a shield. energy and vitality. See p. 15. axe. The opposite of ranged weapon.
See p. 374. hex: A hexagonal space on a game map. See p. 271.

defense roll: A die roll made after your Different maps have different scales. mental trait: A trait associated with
foe’s attack roll succeeds, to see if you A hex on a combat map is one yard your mind, and that will come with
can use an active defense to avoid across. See p. 384. you should you move to a new body.
being hit. See p. 374. Hit Points (HP): A secondary character- See p. 32.
istic, computed from ST, which rates
Dexterity (DX): A measure of a charac- a character’s ability to absorb punish- meta-trait: A single trait that is actually
ter’s agility and coordination. See ment. Physical threats such as acci- shorthand for a collection of traits
p. 15. dents, attacks, and hazards can tem- that represent one simple concept.
porarily deplete HP. See p. 16. Example: Machine. See p. 262.
disadvantage: A problem that renders HP: See Hit Points.
you less capable than your other HT: See Health. modifier: 1. A number added to or sub-
traits would suggest. See Chapter 3. Influence roll: A Contest of skill against tracted from the target number of a
Will made to see if a character is success roll – or the actual die roll, for
disadvantage limit: The maximum affected by an Influence skill. a reaction roll – in order to allow for
number of extra character points you Reaction modifiers always apply to a specific situation. See p. 344. 2. An
can claim from all traits with negative Influence rolls. See p. 359. enhancement or a limitation. See
point costs. The GM sets this value, if Influence skill: A skill used to influence p. 101.
he wishes. See p. 11. others: Diplomacy, Fast-Talk,
Intimidation, Savoir-Faire, Sex Move: Movement speed in yards per sec-
dodge: The active defense of ducking or Appeal, or Streetwise. See p. 494. ond. Find ground Move by modifying
evading an attack. See p. 374. injury: Temporary Hit Point loss due to Basic Move for your encumbrance
an attack, found by subtracting the level. See p. 17.
DR: See Damage Resistance. target’s Damage Resistance from the
DX: See Dexterity. attack’s basic damage and modifying nonplayer character (NPC): Any char-
earned points: Same as bonus points. the resulting penetrating damage for acter played by the GM or the
effective skill: Your base skill plus or damage type. See p. 419. Adversary. See p. 493.
Intelligence (IQ): A broad measure of a
minus any modifiers for the task at character’s brainpower. See p. 15. NPC: See nonplayer character.
hand. See p. 171. IQ: See Intelligence. parry: The active defense of using a hand
encounter: One “scene” of an adventure, job roll: A monthly success roll made to
usually a meeting between the PCs determine your performance at a job. or a weapon to ward off an attack.
and one or more NPCs. See p. 502. See p. 516. See p. 376.
encumbrance: The weight of all objects LC: See Legality Class. party: A group of PCs taking part in the
you are carrying. The greater your Legality Class (LC): A statistic that rates same adventure. See p. 8.
encumbrance, the slower your move- society’s willingness to allow easy PC: See player character.
ment will be. See p. 17. access to a piece of equipment. The penetrating damage: The amount by
enhancement: An extra capability lower an item’s LC, the more likely it which an attack’s damage roll exceeds
added to a trait. This increases the is controlled or illegal. See p. 267. the target’s Damage Resistance. Find
point cost of the trait by a percentage. life history: Same as character story. this by subtracting the target’s DR
See p. 102. limitation: A restriction on the use of a from basic damage. If DR is greater
extra effort: Pushing your physical abil- trait. This reduces the point cost of than the damage roll, penetrating
ities beyond their usual limits by the trait by a percentage. See p. 110. damage is 0. See p. 379.
spending FP. See p. 356. major wound: A single injury equal to Perception (Per): A secondary charac-
Fatigue Points (FP): A secondary char- half the target’s HP or more. See teristic, computed from IQ, which
acteristic, computed from HT, which p. 420. rates general alertness. See p. 16.
measures resistance to exhaustion. maneuver: An action you may choose perk: A 1-point advantage. See p. 100.
Strenuous activity and the use of on your turn in combat, such as physical trait: A trait associated with
some special abilities “cost” FP tem- Attack, Change Posture, or Feint. See your body, and that you will leave
porarily. See p. 16. p. 363. behind if you switch bodies. See
feature: A trait (usually racial) that can margin of failure: The amount by p. 32.
affect game play but that costs 0 which you overshoot your effective player: A gamer who plays the role of a
points. See p. 260. skill on a failed success roll. See character participating in adventures
FP: See Fatigue Points. p. 347. refereed by the Game Master (GM).
Fright Check: A Will roll made to see margin of success: The amount by See p. 7.
how you react in a frightening situa- which you beat your effective skill on player character (PC): A character cre-
tion. See p. 360. a successful success roll. See p. 347. ated and played by one of the players.
Game Master (GM): The referee, who See p. 7.
chooses the adventure, talks the points: See character points.
players through it, judges the results, posture: Your bodily profile in combat:
and gives out bonus points. See standing, crouching, kneeling, sitting,
Chapter 18. prone, or lying down. See p. 364.

564 GLOSSARY

power level: The average point total of self-imposed mental disadvantage: A common types are sourcebooks and
the PCs in a campaign. See p. 487. mental disadvantage that comes from worldbooks. See p. 566.
a belief or an honor code as opposed tactical combat: Combat played out
prerequisite: A trait you must have in to a mental defect. See p. 121. with figures on a map. See Chapter
order to buy some other trait. If the 12.
prerequisite is a skill, you must have Sense roll: A success roll against tech level: See technology level.
at least one point in it. See p. 169. Perception, made to see whether you technique: A trait that represents train-
notice something with one of your ing at one specific task covered by a
quirk: A -1-point trait taken to flesh out senses. See p. 358. skill. See p. 229.
a character. It is not necessarily a dis- technological skill: Any skill that has a
advantage. See p. 162. setting: Same as game world. tech level (marked “/TL”) and that
Size Modifier (SM): A numerical index takes a penalty when used with the
racial template: A package of traits that equipment or ideas of a different tech
all characters of a given race must of size, used as a modifier to rolls to level. See p. 168.
purchase. See p. 260. see you or to hit you in combat, Technology Level (TL): A number indi-
among other things. See p. 19. cating a society’s technological
ranged weapon: A thrown or missile skill: A number defining your trained sophistication: the higher the TL, the
weapon; a weapon used at a distance. ability in one specific area of knowl- more advanced the society. Used to
See p. 372. edge or narrow class of tasks. See describe characters, equipment, and
Chapter 4. skills native to that technological era.
reaction modifier: A penalty or bonus SM: See Size Modifier. See p. 22.
to reaction rolls. A bonus means you social trait: A trait associated with your template: A partially completed charac-
are especially likeable; a penalty identity. Identity might be primarily ter sheet that contains all the traits
means you are disreputable, obnox- physical or mental, depending on the needed to play a role (character tem-
ious, unattractive, etc. See p. 494. setting. See p. 32. plate) or a member of a given race
sourcebook: A game supplement that (racial template). See Chapter 7.
reaction roll: A die roll made by the GM contains information that is not asso- TL: See Technology Level.
to determine an NPC’s reaction to a ciated with any particular setting; for trait: A character “building block” that
request or proposal made by the PCs. instance, a catalog of statistics for affects game play and costs character
Higher is better. See p. 494. animals, vehicles, or weapons, or a points to add, modify, or remove.
collection of additional rules for Includes attributes, secondary char-
real time: The time that passes in the magic, psionics, or martial arts. acteristics, advantages, disadvan-
real world, as opposed to game time. specialty: A narrow focus within a skill. tages, quirks, skills, and techniques.
See p. 497. Some skills require you to pick a spe- See p. 13.
cialty; others leave this optional. See turn: One second of combat action by a
relative skill level: The difference p. 169. specific character. It starts when he
between the base skill level and con- ST: See Strength. picks a maneuver and ends when he
trolling attribute for a skill. For exam- starting points: The number of charac- picks his next maneuver. It overlaps
ple, if you had DX 12 and a DX-based ter points the GM gives the players to the turns of other combatants, but it
skill at 14, your relative skill level build their characters with at the start is not entirely simultaneous with
would be +2. See p. 171. of the campaign. See p. 10. them. See p. 362.
starting wealth: The amount of discre- wealth level: A description of a charac-
repeated attempt: The second or later tionary cash a PC has available at the ter’s financial situation. Positive
attempt at a success roll, after a failed start of the campaign. See p. 26. wealth levels are an advantage, and
initial attempt. Often subject to spe- statistics: The numerical values that increase starting wealth; negative
cial penalties. See p. 348. describe a character, piece of equip- wealth levels are a disadvantage, and
ment, etc., taken collectively. Often reduce starting wealth. See p. 25.
resistance roll: A Contest of skill against called “stats.” Will: A secondary characteristic, com-
Will or HT, made to see if a character step: A small amount of movement (1 puted from IQ, which measures
is affected by a supernatural ability yard, for most humans) allowed as resistance to fear, stress, social pres-
such as magical mind control. See part of a combat maneuver. It can sure, and supernatural powers. See
p. 241. come before or after the action por- p. 16.
tion of the maneuver. See p. 368. Will roll: A success roll against Will,
roleplaying game: A game in which Strength (ST): A measure of a charac- made to determine whether a charac-
players take on the personalities of ter’s physical muscle and bulk. See ter has the “willpower” to do (or not
imaginary individuals, or characters, p. 14. do) something. See p. 360.
in a fictional or historical setting, and stun: The result of an enemy blow, sur- worldbook: A game supplement that
try to act as those characters would. prise, or a failed Fright Check. A gives a detailed background for a par-
See p. 7. stunned character defends at -4, and ticular game world, along with rules
cannot initiate any action until he for the special situations, abilities,
sapient: Capable of possessing recovers. See p. 420. hazards, rewards, etc., found there.
Languages and learning technologi- success roll: A die roll (on 3 six-sided wounding modifier: A conversion fac-
cal skills. This requires IQ 6+. See dice) made whenever a character tor between penetrating damage and
p. 15. attempts to do something, to deter- actual injury. This depends on dam-
mine whether he succeeds. Lower is age type, and also on the nature of the
scenario: Same as adventure. better. See Chapter 10. target. See p. 379.
score: The numerical value of an attrib- super: A comic-book style hero or villain
with superhuman powers.
ute, secondary characteristic, or skill. supplement: Anything designed to add
secondary characteristics: Several sta- to the basic GURPS rules. The most

tistics determined from basic attrib-
utes: Damage (Dmg), Basic Lift (BL),
Hit Points (HP), Will, Perception
(Per), Fatigue Points (FP), Basic
Speed, and Basic Move. See p. 15.
self-control roll: A roll to resist one of
your mental disadvantages. Roll
against the self-control number of the
disadvantage. Lower is better. See
p. 120.

GLOSSARY 565

LUDOGRAPHY

With so many supplements already in Warehouse 23. Warehouse of weird Vikings. Scandinavia during the “Viking
print for the first three editions of GURPS, items, from UFOs to the Spear of Destiny. Age” of the eighth through 11th centuries.
there’s lots of support material available to
jump-start your game. The following books WORLDBOOKS WWII. A detailed and self-contained
are still in print and easy to use with World War II game setting. Has several sup-
GURPS Fourth Edition. The descriptive A “worldbook” presents one particular plements which cover the nations, technolo-
material, of course, is usable as is. Rules game world in detail. It gives extensive gy, and militaries of WWII; of special note
adaptation will be minor . . . e.g., recalculat- advice on how to run a campaign there, rec- for Infinite Worlds games is Weird War II.
ing point totals and changing the names of ommends suitable characters, and includes
some abilities. rules for setting-specific abilities, artifacts, Y2K. An anthology of late 20th-century
creatures, and so on. fatalism by noted GURPS authors.
SOURCEBOOKS
Players of Infinite Worlds, GURPS LICENSES
“Sourcebook” supplements are not asso- Fourth Edition’s official setting, will find
ciated with particular game worlds. They these books extremely valuable. The histori- These worldbooks are based on popular
provide support material that the GM can cal worldbooks can be used as guides to books, films, or other games. They can be
mix and match in almost any campaign. “echo” timelines, and the others provide used for standalone GURPS campaigns, for
more-fantastic parallel worlds. Infinite Worlds crossovers, or as source
Atomic Horror. B-movie “reality” of the material for fans of the original property.
1950s: commie spies, giant ants, and bug- Age of Napoleon. The world, especially
eyed aliens. Europe, during the life and times of Alpha Centauri. Adaptation of Sid
Napoleon Bonaparte (1769-1821). Meier’s Alpha Centauri, a computer game
Best Of Pyramid 1 and Best Of from Electronic Arts Inc. “Transhuman” sci-
Pyramid 2. Digests of selected GURPS arti- Alternate Earths and Alternate Earths ence fiction set on an alien world.
cles from SJ Games’ Pyramid magazine. 2. Samplers of “what if” worlds, split off
from Earth’s actual timeline. Highly recom- Blue Planet. Futuristic adventure on an
Cliffhangers. Two-fisted heroism in the mended for Infinite Worlds games. alien water world. Adapted from the
spirit of 1920s and ’30s pulp fiction. Fantasy Flight Games RPG.
Arabian Nights. The Islamic Middle
Cops. Police adventure of all kinds, from East of the seventh through 13th centuries. Castle Falkenstein. A world of steam-
no-nonsense procedurals to the excesses of punk and sorcery. Adapted from the R.
action movies. Cabal. Horror-conspiracy setting in Talsorian Games RPG. Supported by a sup-
which the Earth – in fact, the entire universe plement on the Near East, The Ottoman
Covert Ops. Secret wars – whether they – is controlled by a secret alliance of power- Empire. Easily usable with Infinite Worlds.
involve commandos, criminals, spies, or ter- ful wizards and demigods.
rorists. Discworld Roleplaying Game. Based
Celtic Myth. Britain and Ireland, from on the humorous fantasy of Terry Pratchett.
Horror. Terrifying tales, supernatural prehistory up to the fifth century, with spe- Supported by Discworld Also.
suspense, and gory splatter. cial emphasis on folklore and myth.
Hellboy Sourcebook and Roleplaying
Illuminati. How to run a conspiracy Egypt. Ancient Egypt, from prehistory to Game. Based on Mike Mignola’s Hellboy
campaign: high weirdness, Men in Black, the end of the Ptolemaic Period (30 B.C.). comics. Defend the Earth from paranormal
and Secret Masters. threats and evil Nazis! Prime material for an
Goblins. Twisted, humorous version of Infinite Worlds game.
Magic Items 1, Magic Items 2, and Georgian England populated by deformed
Magic Items 3. Treasuries of magical arti- (and mostly insane) goblins. Traveller. The GURPS version of the
facts. classic Game Designers’ Workshop RPG.
Greece. The Heroic Age (1600 B.C.-1150 Space adventure at its finest! There are
Space. Adventures in space, from “hard” B.C.) and Classical Age (800 B.C.-323 B.C.) dozens of supplements; see our website for
science fiction to “ray gun and cutlass” of ancient Greece. a list. GURPS Traveller: The Interstellar
space opera. Wars will include GURPS Fourth Edition
Imperial Rome. Rome during the rules for the Traveller setting.
Special Ops. Hard-core military action Republic (509 B.C.-28 B.C.) and Empire (27
involving elite troops. B.C.-476 A.D.). Lensman. Space opera on a galactic
scale, set in the starkly astounding world of
Steampunk. Historical science fiction in In Nomine. Adaptation of SJ Games’ In E.E. “Doc” Smith’s Lensman novels.
the spirit of Verne and Wells, with steam- Nomine RPG. The PCs are angels and
powered difference engines and giant air- demons involved in the struggle between Myth. High-powered fantasy in a world
ships. The Screampunk supplement gives Heaven and Hell. of never-ending conflict. Adapted from the
advice on adding in horror elements. Steam- Myth and Myth II computer games, from
Tech is a catalog of steampunk gear; the IOU. Anything goes at Illuminati Bungie Software Products Corporation.
game stats will require some conversion, but University, as long as it’s weird. The only
the ideas behind the items are usable as is. entrance requirement is your sense of New Sun. Dark fantasy . . . in a futuris-
humor! tic world. Based on the award-winning nov-
Transhuman Space. Optimistic future els of Gene Wolfe.
history where biotechnology, cybernetics, Mars. The planet Mars, in reality and as
and nanotechnology redefine “human” and it appears in speculative fiction. Planet of Adventure. Based on the
make it possible to colonize the solar sys- works of Jack Vance. Classic science-fiction
tem. Ten supplements flesh out the setting; Middle Ages 1. England, 410-1485: the adventure on the planet Tschai.
all but Personnel Files and Spacecraft of end of Roman rule to the death of Richard
the Solar System should be usable in III. Uplift. Far-future space adventure in the
GURPS Fourth Edition with very little universe of David Brin’s Uplift series.
trouble. Old West. The 19th-century American
West. Cowboys, Indians, frontiersmen, and
the Gold Rush.

566 LUDOGRAPHY

CAMPAIGN PLANNING FORM GM: Date:

Campaign name: Starting year: Rate game time passes:
Are there multiple planes of existence?
Genre: Realistic or cinematic?

General theme of campaign:

Campaign Background

Campaign’s base city, nation, empire, or planet: (Suggestion: provide a map.)

Society/government type: Control Rating: Exceptions to general CR:

Tech level: Exceptions to general TL:

Brief description of important neighboring powers, political/economic situation, etc.:

Suggested or required reading for players:

Information for PCs

Starting point value allowed for PCs: Disadvantage limit:

Especially useful/useless character types:

(Suggestion: provide character templates.)

Especially appropriate/inappropriate professions:

(Suggestion: provide job descriptions.)

PC races allowed: (Suggestion: provide racial templates.)

Starting wealth: Starting Wealth levels allowed:

Starting Status levels allowed: Starting TLs allowed:

Languages available:

Cultural Familiarities available:

Required advantages, disadvantages, and skills:

Especially appropriate or inappropriate advantages, disadvantages, and skills:

Appropriate Patrons (and base value):
Appropriate Enemies (and base value):

Special Abilities Allowed for PCs
• Exotic/supernatural traits:

• Cinematic skills:

• Are PC mages allowed? General mana level: Do areas of higher/lower mana exist?

Are any of the spells from Chapter 5 off limits?

• Are PC psis allowed? Are any of the powers from Chapter 6 off limits?

• Are PC gadgeteers allowed? Are there special limits on gadgeteering?

• Unusual Background cost(s) for these abilities:

• Legal or social restrictions on these abilities:

Other Notes
Book 1 optional rules or variants (advantages, disadvantages, skills, etc.):

Book 2 optional rules or variants (success rolls, combat, injury, etc.):

This form, those on the following pages, the Character Sheet, and other GURPS forms and 567
support material may also be downloaded at www.sjgames.com/gurps/resources/.

CAMPAIGN PLANNING FORM

GM CONTROL
SHEET

Character Name and Player Reaction ST DX IQ HT Will Per Basic Speed Move DR HP Current HP
+ or -

SPECIAL ABILITIES REQUIRED ROLLS

Character Abilities Character Roll To Avoid

568 GM CONTROL SHEET

Name: Reaction +/-: Point Total: Time Use Sheet 569
Appearance:
Advantages, Disadvantages, Quirks:

ST HP: Character Played by
Period of time covered
DX Basic Damage

IQ Thrust:

HT Swing: Time use:
Sleep: 56 hrs/week (+/-7 per level of Extra/Less Sleep) . . . . . . . . . . .
FP: Skills: Meals, personal care, etc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Job: time spent depends on job (if unsure, assume 40 hrs) . . . . . . .
Will Per Travel (depends on adventure and situation) . . . . . . . . . . . . . . . . . . . 20
Religious observances, etc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Basic Speed: Move: Entertainment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . * NPC RECORD CARD AND TIME USE SHEET
Study of . . . . . . . . . . . . . . . . . . . . . . . .skill . . . . . . . . . . . . . . . . . . . . . . *
Encumbrance: Study of . . . . . . . . . . . . . . . . . . . . . . . .skill . . . . . . . . . . . . . . . . . . . . . . *
Study of . . . . . . . . . . . . . . . . . . . . . . . .skill . . . . . . . . . . . . . . . . . . . . . . *
Dodge: Parry: Block: Study of . . . . . . . . . . . . . . . . . . . . . . . .skill . . . . . . . . . . . . . . . . . . . . . . *
Study of . . . . . . . . . . . . . . . . . . . . . . . .skill . . . . . . . . . . . . . . . . . . . . . . *
Shield DB Size Modifier Study of . . . . . . . . . . . . . . . . . . . . . . . .skill . . . . . . . . . . . . . . . . . . . . . .
Long Task:
Weapon Statistics: Long Task:
Long Task:
Head
Torso
Arms
Hands
Legs
Feet

DR

NPC Record Card TOTAL: per week . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 hours

To make it easy to keep track of NPCs, all necessary data can be kept on a 3” ¥ 5” card. A box- Automatic Cultural Familiarity and Language study: If you are in a foreign
land and interacting with the locals in day-to-day life, you can claim an
ful of foes is easy to use; you can even use a paper clip to fasten the appropriate Cardboard automatic 4 hours per day toward both the local Language and Cultural
Familiarity with the local culture (see p. 23).
Heroes figure to each card. Hours of automatic Cultural Familiarity study (4/day):
Hours of automatic Language study (4/day):
Name: Dai Blackthorn Reaction +/-: 0, usually Point Total: 250
Appearance: Short; Honest face Advantages, Disadvantages, Quirks:
Absolute Direction, Danger Sense,
8 ST HP: 10 Automatic study on the job: If your job involves a skill (and most do)
Flexibility, Perfect Balance, Warp; you can count 1⁄4 of the time spent on the job as “study.” This time may

15 DX Basic Damage Overconfidence (12), Sense of Duty; be split between multiple, job-related skills.
Hours of automatic job study (1⁄4 time spent at work):
12 IQ Thrust: 1d-3 Dislikes deep water (quirk)
12 HT Swing: 1d-2

FP: 10 Skills:

Will 12 Per 15 Acrobatics-15, Body Sense-16, Fast-Draw Study bonuses for magical intervention, mechanical education, etc.:

Basic Speed: 7.00 Move: 7 (Knife)-15, Guns (Pistol)-15, Knife-17, Skill: Study equivalent (hours):

Encumbrance: None (0) Shortsword-15, Thrown Weapon (Knife)-17 Skill: Study equivalent (hours):

Dodge: 10 Parry: 10 Block: N/A Skill: Study equivalent (hours):

Shield DB N/ASize Modifier 0 Skill: Study equivalent (hours):

Weapon Statistics: Other notes:
Fine Large Knife: 1d-3 cut/1d-2 imp

Head (thrown: 1d-2 imp, Acc 0, Range
Torso
Arms 6/12, Bulk -2)
Hands
Legs Holdout Pistol: 2d pi, Acc 1,
Feet

DR 0 0 0 Range 125/1,500, RoF 3, Shots 5+1(3), * Every 2 hours of self-teaching, 1 hour of education, or 0.5 hour of
0 0 0 Bulk -1, Rcl 3 intensive training counts as 1 hour toward learning the skill.

Purchaser may copy this form for personal use only.

INDEX

This index covers both books of the Alternative attacks, 61. Atmospheric pressure, 429.
Basic Set. The pages are sequentially Always on; advantages, 34, Attack maneuver, 325, 365.
numbered; Book 2 starts on p. 337. Attack roll, 369.
magic items, 482. Attacks, 326, 369; alternative, 61;
With rare exceptions, traits (advan- Ammunition, 278.
tages, disadvantages, skills, spells, and Anarchy, 509. after being grappled, 371; Deceptive
so on) are not listed in this index. Animals, 40, 87, 90, 137, 175, 187, Attack, 369; dual-weapon, 417; from
Instead, they have their own alpha- above, 402; in tactical combat, 388;
betical listings. See the Trait Lists on 210, 211, 217, 223, 225, 226, 228, innate, 51; linked effects, 381;
pp. 297-306. 395, 455-460; in combat, 461; modified, 114; runaround, 391;
individualizing, 457; draft, 459; surprise, 393; swarm, 461;
Acceleration, see Gravity. pets, 458-459; riding, 459; trained, without damage, 381.
Accents, 24. 458-459; see also Mounted Combat. Attributes, see Basic Attributes.
Acid, 428. Apes, 455. Automatic weapons, 408.
Acrobatic dodge, 375. Appearance, 21. Banestorms, 533.
Active Defense Modifiers Table, 548. Arc of vision, 389. Baron Janos Telkozep, character sheet,
Active defenses, 326, 363, 374; Area class, 176. 312-313; illustration, 290.
Area maps, 491. Basic attributes, 14; in templates, 447;
modifiers table, 548. improving, 290.
Advantages, 32; always on, 34; Area spells, 239. Basic Lift, 15; table, 17.
Area-effect attacks, 413; scatter, 414. Basic Move, 17.
cinematic, 33; exotic, 32, 34; in Arm lock, 370, 403. Basic Speed, 17.
templates, 447; magic, 34; mental, Armor divisors, 378. Basilisks, 460.
32; mundane, 32; new, 117-118; Armor, 110, 282-286; changing posture Bats, 461.
learnable, 294; list, 297; physical, 34; Battle maps, 239.
potential, 33; Schrödinger’s, 33; in armor, 395; combining and Battlesuits, 192.
secret, 33; social, 32; switchable, 34. layering, 286; flexible armor and Bears, 456.
Adventures, e23, 494; finale, 503; blunt trauma, 379; wearing, Bees, 461.
pre-packaged, 495; writing donning, and removing, 286. Bends, the, 435.
your own, 500-504. Arrows, flaming, 410. Biotech tech levels, 512.
Adversary, 493. Artifacts, anachronistic, 478; futuristic Bipods, 412.
Afflictions, 35, 416, 428. and alien, 478, magic, 240, 480-483. BL, see Basic Lift.
Age, 20. Artificial intelligences, 528. Bleeding, 68, 420.
Aging, 53, 66, 95, 153, 154, 444. Atmospheres, hazardous, 429; Block, 51, 324, 327;
Aim maneuver, 58, 324, 364. vacuum, 437. in tactical combat, 390.
Aimed fire, 372. Blocking spells, 241.
Air spells, 242. Blunt trauma, 379.
Aircraft, 466; table, 465. Boars, 458.
Alcohol, 122, 439-440. Body Control spells, 244.
Alien artifacts, 478. Body modification, 294.
Allies, 36; ally groups, 37. Bolas, 410.
All-Out Attack maneuver, 54, 324, 365, Bounty hunters, 539.
385; after being grappled, 371. Break Free, 370.
All-Out Defense maneuver, 324, 366, Breakdowns, 485.
385. Breaking a weapon, 401.
Ally groups, 37. Breathing, 49, 55, 63, 68, 108;
Alternate worlds, 64, 160; travel, 189, holding your breath, 351;
190; Centrum, 541-542, 545-546; smothering a foe, 401.
classes, 526; close parallels, 526; Build, 18.
Coventry, 540; echoes, 546; hell Bulletproof nudity, 417.
parallels, 528; myth parallels, 527;
Reich-5, 543; weird parallels, 527,
world classes, 535. See also
Crossworld Travel,
Infinite Worlds Campaign.

570 INDEX

C-31, character sheet, 307-309; 528; complexity, 472; software, 472; Darkness, 47, 60, 71, 394; spells, 249;
illustrations, 264, 549. virtual reality worlds, 520. torches, 394.
Concentrate maneuver, 325, 366.
Cabal, the, 543. Cone attacks, 413. David Pulver, 6.
Camels, 459. Conspiracies, see Illuminati. Dead worlds, 527.
Campaigns, 486-489; cinematic, 488; Contacts, 31. Dealing with players, 493.
Contagion, 443; see also Disease. Death, 296, 423; dying actions, 423;
continuing, 504; planning form, Contests, 348; quick, 348; regular, 349;
567; power level, 10, 486; shared instant death, 423.
campaigns, 504; travel between resistance rolls, Decade scale damage, 470.
campaigns, 504; see also 348. Deceptive attack, 369.
Game Worlds. Deer, 457.
Camping and survival gear, 288. Control Rating, 506; see also Defaults, 344; double, 173, 232;
Cannon fodder, 417. Legality Class.
Caster (of spells), 236. skills, 173; techniques, 229.
Catching things, 355. Conventions of play, 9. Defending, 326, 374;
Cats, 456. Copper, see Wealth.
Centrum, 541-542, 545-546. Cosmic powers, 33. in tactical combat, 390.
Century scale damage, 470. Cost of living, 265, 516. Defenses, 46; enhanced, 51;
Ceremonial magic, 237. Coventry, 540.
Change Posture maneuver, Cover, 377, 407; Cover DR Table, 559. limited, 46.
325, 364. Crippling, 59, 420-423. Dehydration, 426.
Character classes, no such thing, 259. Critical failure, spells, 236. Demolition, 415.
Character points, 10, 119, 258, 290; Critical Head Blow Table, 556. Depressants, 441.
awarding bonus points, 498. Critical Hit Table, 556. Design skills, 190.
Characters, 7; concept, 11; creation, 9, Critical hits, 381; table, 556. Dexterity, 15.
10, 258; development, 290, 499; Critical Miss Table, 556; Dice, 8, 9.
origins, 33; sheet, 13, 335-336; Digging, 350, 357.
stories, 12; types, 12. Unarmed Critical Miss Table, 557. Dimensional highways, 534.
Chi, 33, 93, 192, 214. Critical misses, 381; table, 556-557. Dirty tricks, 405.
Children, 20. Critical success, 347; on defense, 381. Disadvantages, 11, 119; buying off,
Chimpanzees, 456. Crossbows, 410.
Choke hold, 371, 404; see also Crosstime bandits, 542. 121, 291; disadvantage limit, 11;
Suffocation. Crossworld campaigns, 519-522; good, 119; exotic, 120; in templates,
Cinematic advantages, 33; campaigns, 447; list, 299; mental, 120;
488; characters, 489; combat, 417; see also Infinite Worlds Campaign. mundane, 120; new, 162; physical,
explosions, 417; knockback, 417. Crossworld travel, 514, 519-522; 120; secret, 120; social, 120;
Clerical magic, 77, 242; spells, 77. self-imposed, 121; supernatural, 120.
Climbing, 89, 349. Infinite Worlds campaign Disease, 442-444; worldwide, 528.
Cloaks, 404. background, 523-546; Dive for cover, 377, 407.
Close combat, 391. instant wealth, 514. Divine origins; 33; see also Gods.
Clothing, 265. Crouching, 368. Dmg, see Damage.
Cold, 430. Cultures, 23, 505-508. Do Nothing maneuver, 325, 364.
Collisions, 430; whiplash, 432. Customizing rules, 486. Dodge, 17, 51, 324, 327, 374;
Coma, 429; see also Unconsciousness. Dai Blackthorn, 12, 18, 22, 116, 162, and drop, 377.
Combat Lite, 324. 164, 227; character sheet, 310-311; Dogs, 457, 458.
Combat maps, 384, 492. illustrations, 32, 418. Donkeys, 459.
Combat, 9, 362-417; at different levels, Damage Resistance, 378; Double defaults, allowed for
402; cinematic, 417; maneuvers, HP and DR of Structures Table, 558; techniques, 229; not allowed
324; table of combat modifiers, 547; Cover DR Table, 559. for skills, 173.
techniques, 230; turn sequence, 324, Damage, 15, 327, 377; by animals, DR, see Damage Resistance.
362; vehicular, 467-470. 461; Damage Table, 16; damage Dragging things, 353.
Communication and Empathy rolls, 9, 378; scaling, 470; to objects, Dragon template, 261.
spells, 245. 483-485. Dropping prone, 374.
Communications and information Drugs, 122, 130, 440; Eraser, 540;
gear, 288, 471. overdose, 441; ultra-tech, 425;
Competence, 24. withdrawal, 440.
Comprehension rolls, 359. Dual-weapon attacks, 417.
Computers, 48, 51, 55, 69, 71, 76, 100, Dungeons, 501.
124, 184, 472; artificial intelligence, Dwarf template, 261.
DX, see Dexterity.
Dying actions, 423.
e23 scenario warehouse, 494.
Earth spells, 245.

INDEX 571

Echo timelines, 546. Follow-up damage, 381. Hit Location Tables, 552-555.
Economics, 514. Food, 95, 139, 159, 160, 265; Hit location, 369, 398; and Injury
Elbow strike, 404.
Elderly characters, 20; foraging, 427; starvation, 426. Tolerance, 400; random, 400.
FP, see Fatigue Points. Hit points, 16, 418-419;
see also Age, Aging. Fragmentation damage, 414.
Electricity, 432-433. Free actions, 363. HP and DR of Structures Table, 558;
Electronics, 471. Friends and foes, 31. see also Injuries.
Elemental meta-traits, 262. Fright Checks, 55, 93, 95, 121, 360; Home gravity, 17; see also Gravity.
Elephants, 460; pink, 440. Homing weapons, 412-413.
Enchantment, 480-483; spells, 245. Fright Check Table, 360-361. Horses, 459-460; equestrian gear, 289;
Encounters, 502; Gadgeteering, see Gadgets. see also Mounted Combat, Riding
Gadgets, 56-58, 473-477, 479; Animals, Weapons (Cavalry).
sample encounter table, 503. HP and DR of Structures Table, 558.
Encumbrance, 17. limitations, 116. HP, see Hit Points.
Enhanced defenses, 51. Game balance, 11. HT (Health), 15.
Enhancements, 101-102; limited, 111. Game Mastering, 486-504. I-Cops, 536-538.
Equestrian gear, 289. Game preparation, 490. Identities, 31, 39.
Equipment, 264-289; Game worlds, 505-522; Illuminati, 60, 130, 193, 200, 525;
the Cabal, 543.
modifying success rolls, 345. economics, 514. Immunity, 443.
Eraser drug, 540. Garrotes, 405. Importance in society, see Rank,
Evading, 368. Gate spells, 247. Status.
Evaluate maneuver, 325, 364. Gerbils, 113. Incompetence, 24.
Exotic advantages, 32, 34. G-Increment, 350. Index, 329-334, 570-575.
Exotic disadvantages, 120. Glossary, 563-565; arms and armor, Infection, 444.
Explosions, 414-415; cinematic, 417. Infinite ammunition, 417.
Extra effort, 356. 268; basic terms, 7; magic, 234; Infinite Worlds campaign
Facing (in combat), 385, 386. Infinite Worlds, 524; psionics, 254. background, 523-546.
Falcons, 457. GM Control Sheet, 490, 568. Infinity Development, 536.
Falling, 430-431; damage Gods, 33, 40, 59, 76, 113, 132, 143. Infinity Patrol, 536-538.
Gold, see Wealth. Infinity Unlimited, 524, 535-538.
from falling objects, 431. Gorillas, 456. Influence rolls, 359.
Fallout, 435; see also Radiation. Government types, 509-510; Influence skills, 494.
Familiars, 38. see also Laws. Information spells, 241.
Fatigue, 16; 328, 426; fatigue Grabbing and grappling, 370; and hit Initiative, 393.
location, 400. Injuries, 327, 377, 380, 418-425;
points, 16; recovering, 427. Gravity, 60, 350, 434; different gravity, accumulated wounds, 420; and
Feint maneuver, 325, 365. 350; home gravity, 17.
Felinoid template, 261. Grenades, 277, 410. active defense, 374; bleeding,
Fencing weapons, 404. Ground vehicles, 466; table, 464. 420; crippling, 420-423;
Fire, 61; burning things, 433, 434; Gryphons, 460. flesh wounds, 417;
Guided weapons, 412. large-area injury, 400; last
damage, 433; flaming arrows, 410; Hallucinations, 429, 440. wounds, 420; major wounds,
incendiary weapons, 277, 411, 433; Hallucinogens, 440. 420; mortal wounds, 423;
spells, 246; tight-beam burning Handedness, 14. shock, 419; to objects,
attacks, 399. Harpoons, 411. 483-485; to shields, 484;
Firearms, 278-281; accessories, 289, Healing, 59, 79, 80, 155, 160, see also Crippling, Healing.
411; aim, 364; automatic, 408; 162; magic, 248; Instant death, 423.
bracing, 364; firing upward and medical gear, 289; Intelligence, 15; and dirty tricks, 405.
downward, 407; malfunction, 382, medical tech levels, Intoxication, see Alcohol.
407; quality, 280; 512; psychic, 256. Introduction, 5, 342.
rapid fire, 408; shotguns, 409; Health, 15. Investigator template, 259.
suppression fire, 409; ultra-tech, Hearing, 49, 72, 89, Iotha, character sheet, 314-315,
280. 94, 138. 358. illustrations, 343.
Firing upward and downward, 407. Heart attacks, 429. IQ (Intelligence), 15.
First aid, 424. Heat, 434; see also Fire. ISWAT, 162, 536.
Flails, 405. Hell parallels, 528. Jobs, 292, 499, 516-518; finding, 518.
Flame, see Fire. Heroic Knight template, 448. Jumping, 89, 203, 352, 357.
Flaming arrows, 410. Hexes, 384. Knee strike, 404.
Flashlights, 394. High-speed movement, 394. Knockback, 378.
Flesh wounds, 417. Hiking, 351, 357, 426. Knowledge spells, 249.
Flight, 56, 354; flying combat, 398. Hirelings, 517, 518.
Fnord, you’re not cleared for that.

572 INDEX

Knowledge, NPC, 496; Mentality meta-traits, 263. NPC Record Card, 569.
player vs. character, 495. Meta-Spells, 250. NPCs, 31, 493; NPC Reactions Table,
Meta-traits, 262.
Languages, 23, 205, 506. Metric conversions, 9. 559-562; NPC Record Card, 569.
Lariats, 411. Military, 218, 221, 222, 260. Oil flasks, 411.
Lasers, 280, 399; seeker heads, 412; Mind Control spells, 250. Omens, 72.
Mind reading, see Telepathy. Online gaming, 494.
sights, 412. Mind transfer, 296. Optics and sensors, 289.
Last wounds, 420. Miniature figures, 383. Origins of characters, 33.
Law enforcement, 507; Miracle Workers Inc., 538. Overpenetration, 379, 408.
Missile spells, 240. Overrun, by multi-hex figures, 392.
police gear, 289. Missile weapon attacks, 373. Oxen, 460.
Laws, 65, 204, 506-508, 518; Modifiers (to traits), 101; list, 300. Parachronic Laboratories Inc., 538.
Molotov cocktails, 411. Parachronics, bogus scientific
punishment, 508; trials, 507. Money, see Wealth.
LC, see Legality Class. Monsters, 460-461. explanation, 530; conveyor, 529;
Legality Class, 267, 270, 507; Morphology meta-traits, 263. detector, 532; disasters, 532; minor
accidents, 531; paradoxes, 533;
legality of spells, 507. Mortal conditions, 429; wounds, 423. projector; 524, 530; see also
Lethal strike, 404. Mounted combat, 395-398. Infinite Worlds Campaign.
Lifting, 14, 15, 65, 205, 353, 357. Move (character stat), 52.
Light and Darkness spells, 249. Move and Attack maneuver, 325, 365, Parachronozoids, 544.
Limitations, 101, 110; gadgets, 116. Parallel worlds, see Alternate Worlds.
Limited defenses, 46. 385. Paralysis, 429.
Linked effects, 381. Move maneuver, 325, 364, 385. Parry, 51, 93, 324, 327, 376; unarmed,
Lions, 456. Movement and combat, 367;
Literacy, 24. 376; in tactical combat, 390.
Long actions, 383. and facing, 386; high-speed Patient status, 421.
Long tasks, 346, 499. movement, 394; movement in Patrons, 72-73.
Louis d’Antares, character sheet, tactical combat, 386. Penetrating damage, 379.
Movement points, 386, 387. Penetration modifiers, 378, 416;
322-323; illustrations, 368, 422, 505. Movement spells, 251.
Loyalty, 518-519. Mules, 459. overpenetration, 379, 408.
Luck, 83, 89, 160. Multi-hex figures, 392. Per, see Perception.
Ludography, 566. Mundane advantages, 32; Perception, 16.
Lycanthropy, see Werewolves. disadvantages, 120. Perks, 100.
Machine guns, 281. Mutations, 33. Pets, 458-459; see also Animals.
Machines, 16; Machine meta-trait, 263. Neck Snap attack, 370, 404. Physical advantages, 32;
Mage template, 260. Necromantic spells, 251.
Magery, 66. Nets, 411. disadvantages, 120.
Magic Resistance, 67. New disadvantages, 162. Physical feats, 349; extra effort, 356.
Magic, 66, 143, 144, 150, 218, 224, New inventions, 473, 475; Picking things up, 383.
see also Gadgets. Picks, 405.
225, 234-253; advantages, 34; Nexus portals, 534. Pinning (in combat), 370.
ceremonial, 237; clerical, 242; Nonhumans, 32. Planet types, 180.
colleges, 239; enchanted objects, 240, Non-player characters, see NPCs. Plants, 75, 87, 90, 142, 197, 199, 211.
480-483; racial, 453; ritual, 237, NPC Reactions Table, 559-562. Pocket multiverses, 529.
242; staffs, 240. Poison, 62, 437-439; treatment, 439.
Major wounds, 420. Police gear, 289.
Malf, see Malfunction. Pop-up attacks, 390.
Malfunction, 278, 382, 407.
Mana, 235.
Maneuvers, 324, 363, 385; table, 551.
Maps, 384, 490-491; mapping by
players, 491; mapping for adventure
design, 502.
Medical care, 424; surgery, 424.
Medical gear, 289.
Medicine tech levels, 512.
Melee Attack Modifiers Table, 547.
Melee etiquette, 417.
Melee spells, 240.
Mental advantages, 32; disadvantages,
120; powers, see Psionics.
Mental stun, 420.

INDEX 573

Postures, 367; changing posture Reich-5, 543. list, 301; maintaining, 294;
in armor, 395; table, 551. Religion, 30, 226; see also Gods. physiology modifiers, 181;
Reloading missile weapons, 373. prerequisites, 169; racially learned,
Potential advantages, 33. Repair skills, 190; 453; repair, 190; scope, 176;
Power level for campaigns, 10, 486. specialties, 169; studying, 292, 499;
Power tech levels, 512. repairing things, 484. teachers, 293; technological, 168;
Preparing for play, 490. Reputation, 27. wildcard, 175.
Prerequisites, skills, 169; spells, 235; Resisted spells, 241.
Resuscitation, 425. Slam, 371; by multi-hex figures, 392.
techniques, 229. Retreat (in active defense), 377.
Pressure, atmospheric, 429, 435; Retreating, 391. Slaves, 518.
Ritual magic, 237, 242.
the bends, 435; water, 435. Roads, 351. Sleep, 50, 65, 136, 140, 142, 154, 155;
Privilege, 30. RoF (Rate of Fire), 270, 373. drowsy, 428; missed sleep, 426.
Professor William Headley, Roleplaying, 7.
Rolling to hit, 369. SM, see Size Modifier.
character sheet, 318-319; Room maps, 492.
illustrations, 234, 486. Rounding, 9. Smartguns, 278.
Protection and Warning spells, 252. Rule of 14, 360.
Psi powers, see Psionics. Rule of 16, 349. Smell, 49, 243.
Psionics, 71, 78, 150, 254-257; Rule of 20, 173, 344.
Antipsi, 255; ESP, 255; learning, Rules, customizing, 486; Snakes, 458; cobra venom, 439;
294; new powers, 257; pside pythons, 458; rattlesnakes, 458.
effects, 255; Psychic Healing, 256; questions, 492.
Psychokinesis, 256; Telepathy, 257; Runaround attacks, 391. Social advantages, 32;
Teleportation, 257. Runes, 224. adding and improving, 291.
Psychological warfare, 359. Running, 354, 357; fatigue, 426.
Pulling things, 353. Sacrificial dodge, 375. Social background, 22.
Punishment, legal, 508. Sapience, 15, 23.
Pyramid Magazine, 494. Scopes, 412. Social disadvantages, 120.
Quick contests, 348. Sean Punch, 6.
Quick learning under pressure, 292. Seasickness, 436. Social restraints, 30.
Quick Start rules, 8. Secondary characteristics, 15;
Quirks, 162; racial, 452. Society types, 509-510.
Radiation, 80, 105, 192, 435. improving, 290; in templates, 447.
Ranged attacks, 327, 372; half damage Secret disadvantages, 120. Soldier of Fortune template, 260.
range, 378; hitting the wrong Secret identities, 31.
target, 389; modifiers table, 548; Self-control, 120. Sora, character sheet, 320-321;
opportunity fire, 390; overshooting, Senses, 35, 78; sense rolls, 358. illustrations, 10, 258, 356, 362,
390; pop-up attacks, 390; Sensors, 471. 375, 402.
shooting blind, 389. Sentience, 15.
Ranged Combat Modifiers Table, 548. Sharks, 457. Sounds, see Hearing.
Rank, 29. Shields, 287, 374; damage, 484;
Rapid fire, 373, 408. Space sickness, 434.
Rapid Strike, 54, 93, 370. in close combat, 392;
Rate of Fire, 270, 373. offensive use, 406. Spacecraft, 466; table, 465.
Rats, 461. Shiftrealms, 534.
Rattlesnakes, 458. Shock, electrical, 432-433; Spacing (in combat), 368.
Rcl, see Recoil. from injury, 419.
Reaction rolls, 8, 494-495, Shooting blind, 389. Special spells, 241.
NPC Reactions Table, 559-562. Shotguns, 409.
Reading, 134; see also Literacy. Shove, 372. Speed/Range Table, 550.
Ready maneuver, 325, 366, 382, 385. Sign language, 25.
Ready weapons, 369; readying, 382. Silencers, 412. Spells, 66; Air, 242; area, 239; backfire,
Realism, 11. Silver, see Wealth. 235; blocking, 241; Body Control,
Reality Liberation Force, 543. Size and Speed/Range Table, 550. 244; caster, 236; casting, 235-238;
Reality quakes, 534. Size Modifier, 19, 372; and reach, 402. clerical, 77; Communication
Recoil, 271. Skills, 167, 174-233; buying, 170; and Empathy, 245; Earth, 245;
Recovery, 328; see also Healing. defaults, 170; design, 190; Enchantment, 246, 480-482;
Recovery, 423-424; difficulty level, 168; familiarity, 169; Fire, 246; Gate, 247; Healing, 248;
from unconsciousness, 423. improving, 170, 292; in templates, information, 241; Knowledge, 249;
Regular spells, 239. 447; influence, 495; levels, 171; legality, 507; Light and Darkness,
249; Meta-Spells, 250; melee, 240;
Mind Control, 250; missile, 240;
Movement, 251; list, 304;
Necromantic, 251; prerequisites,
235; Protection and Warning, 252;
regular, 239; resisted, 241; special,
242; subject, 236; Water, 253;
see also Magic.

Spirits, 41, 55, 68, 76, 113, 193,
200, 212; spirit advantages, 34;
Spirit meta-trait, 263.

Spy gear, 289.

ST, see Strength.

Staffs, 240.

Starvation, 426.

Status, 28, 265, 516.

Step (in maneuvers), 368, 386.

Steve Jackson, 6.

574 INDEX

Stimulants, 440. Tech level, see Technology Levels. Vehicle Occupant Hit Location
Strangle, 370, 401, 404. Techniques, 229; combat, 230; Table, 555.
Strength, 14.
Striges, 461. improving, 292; list, 304. Vehicles, 188, 214, 223, 462-470;
Striking at weapons, 400. Technological skills, 168. aircraft, 465; breakdowns, 485;
Structural Damage Table, 558. Technology Levels, 22, 99, 511-512; combat, 467-470; control rolls, 466;
Study, 292. damage, 555; ground vehicles, 464;
Stunning, 35; mental stun, 420. and equipment, 27; and genre, 514; hit location, 400, 554; movement,
Subduing a foe, 401. and starting wealth, 27; divergent, 463; spacecraft, 465; vehicular
Subject (of spells), 236. 513; superscience, 513; table of TLs dodge, 375; watercraft, 464.
Success rolls, 342; buying success, by field, 512.
Teeth, 91. Virtual realities, 520.
347; critical failure, 348; critical Telepathy, 69-71, 91, 210, 245.
success, 347; difficulty, 345; Temperature, 9. Visibility, 394; see also Darkness.
equipment modifiers, 345; Templates, 258, 445-454; cultural, 446;
influencing rolls, 347; dramatic, 446; occupational, 446; Vision, 92, 123, 124, 144, 151, 358.
player guidance, 347; racial, 260, 450-454.
repeated attempts, 348. Terrain, 351. Voice, 132.
Success rolls, 8. Thief and spy gear, 289.
Suffocation, 428, 436. Throwing things, 355, 357. Wait maneuver, 325, 366, 385.
Sunburn, 434. Thrown weapon attacks, 373.
Supernatural advantages, 32, 33, 34; Thrusting damage, 15. Warhorses, see Horses.
disadvantages, 120. Tigers, 456.
Supers, 34. Time Tours, Ltd., 539. Warrior template, 449.
Superscience, 513. Time travel, 64, 93, 158, 189, 190.
Suppression fire, 409. Time Use Sheets, 499, 569. Water spells, 253.
Surprise attacks, 393. Time, between adventures, 498;
Swarm attacks, 461. between sessions, 497; Watercraft, 466; table, 464.
Swimming, 354, 357; fatigue, 426. during adventures, 497.
Swinging damage, 15. Timeline shifts, 544-546. Wealth, 25, 26, 264, 517; and Status,
Switchable advantages, 34. TL, see Technology Level. 26, 516; cost of living, 265, 516;
Table talk, 493. To-hit roll, 326, 369. economics, 514; gold and
Taboo traits, 261. Tools, 289. silver, 515; improving character
Takedown, 370. Torches, 394. wealth level, 291; moving money
Taste and smell, Tragic flaws, 119. between worlds, 514.
49, 358. Trait lists, 297.
Traits, meta-traits, 262; taboo traits, Weapon and armor tech levels, 512.
26; see also Character Creation.
Trampling, 404. Weapons, 267-281; accessories, 289,
Transformations, 294. 411; accuracy, 269; ammunition,
Transportation tech levels, 512. 278; breaking, 401, 485; bulk, 270;
Traps, 502. carrying, 287; cavalry, 397; cost,
Travel maps, 491. 270; fencing, 404; firearms, 278-281;
Trials, 507; punishment, 508. grenades, 277; heavy, 281;
Tripods, 412. incendiaries, 277; infinite cinematic
Tunnels, 94. ammunition, 417; Legality Class,
Turning radius, 394. 271; malfunction, 278, 407; melee,
TV action violence, 417. 271-275; missiles, 281; parry, 269;
Unarmed combat, 370; hurting range, 269; ranged, 275-277,
yourself, 379; parrying, 376. 278-281; rate of fire, 270; reach, 269;
Unarmed Critical Miss Table, 557. reach and Size Modifier, 388, 402;
Unconsciousness, 419, 423, 429; recoil, 271; shots, 270; smartguns,
recovery from, 329. 278; strength, 270; striking at
Undead, 50; see also Vampires, weapons, 400; thrown, 356;
Zombies. weight, 270.
United Nations, 535, 538.
Utopia, 510. Weather, 243, 351.
Vacuum, 437.
Vampires, 137, 212; see also Weirdness, 161; weird parallel worlds,
Baron Janos Telkozep. 527; weird science, 228, 479.
Vehicle Hit Location Table, 554.
Werewolves, 83, 84, 137.

Whiplash, 432.

Whips, 406.

White Star Trading, 524, 539.

Wild swings, 388.

Wildcard skills, 175.

Will, 16; Will rolls, 360.

Wolves, 458.

World-jumpers, 544.

Wounding modifier, 379.

Wounds, see Injuries.

Wrench Limb attack, 370, 404.

Xing La, character sheet, 316-317;
illustrations, 167, 188, 418, 445.

Zombies, 74, 94, 252, 380.

INDEX 575

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