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Basic Set: Characters

GURPS Game Design by STEVE JACKSON GURPS Fourth Edition Revision by DAVID L. PULVER and SEAN M. PUNCH Cover Design by VICTOR R. FERNANDES Cover Art by JOHN ZELEZNIK Edited by ANDREW HACKARD and STEVE JACKSON Illustrated by ABRAR AJMAL, ALEX FERNANDEZ, TED GALADAY, ERIC LOFGREN, JOHN MORIARTY, TORSTEIN NORDSTRAND, GLEN OSTERBERGER, V. SHANE, BOB STEVLIC, ERIC WILKERSON, and JIM ZUBKAVICH ISBN 978-1-55634-729-0 3 4 5 6 7 8 9 10 GURPS System Design ❚ STEVE JACKSON Managing Editor ❚ ANDREW HACKARD GURPS Line Editor ❚ SEAN PUNCH Production Manager ❚ MONIQUE CHAPMAN Art Director ❚ PHILIP REED Page Design ❚ PHILIP REED Production Artists ❚ JUSTIN DE WITT, ALEX FERNANDEZ, and PHILIP REED Prepress Checkers ❚ FADE MANLEY and MONICA STEPHENS Print Buyer ❚ MONICA STEPHENS Marketing Director ❚ PAUL CHAPMAN Sales Manager ❚ ROSS JEPSON Errata Coordinator ❚ ANDY VETROMILE GURPS FAQ Maintainer ❚ STEPHANE´ THERIAULT´

Infinite Worlds Concept by John M. Ford and Steve Jackson Iconic Characters Created by Kenneth Hite Editorial Assistance by Jeff Rose Proofreading by Steve Jackson and Sean M. Punch Additional Material: Kenneth Hite, Robert M. Schroeck, William H. Stoddard Fourth Edition Testing and Rules Refinement: James Cambias, Paul Chapman, Mark Cogan, Peter V. Dell'Orto, John M. Ford, Devin L. Ganger, Robert Gilson, Kenneth Hite, Roberto Hoyle, Steven Marsh, Phil Masters, Elizabeth McCoy, Walter Milliken, Bill Oliver, Kenneth Peters, Giles Schildt, Gene Seabolt, William H. Stoddard, Michael Suileabhain-Wilson, William Toporek, Brian J. Underhill, Andy Vetromile, Hans-Christian Vortisch, Jeff Wilson, Jonathan Woodward Helpful Comments: Michelle Barrett, Kim Bernard, T. Bone, C. Lee Davis, Shawn Fisher, Bob Portnell, Lisa Steele, Stéphane Thériault, Chad Underkoffler

Credits for earlier editions: Additional Material: Steve Beeman, Craig Brown, Jerry Epperson, Jeff George, Scott Haring, Mike Hurst, Stefan Jones, Jim Kennedy, David Ladyman, Jeff Lease, Walter Milliken, Steffan O’Sullivan, Ravi Rai, W. Dow Rieder, Art Samuels, Scorpia, Curtis Scott Playtest: Norman Banduch, Jeb Boyt, Keith Carter, Caroline Chase, James Crouchet, Jim Gould, Scott Haring, Rob Kirk, David Ladyman, Martha Ladyman, Creede Lambard, Sharleen Lambard, C. Mara Lee, Mike Lopez, Michael Moe, David Noel, Susan Poelma, , Gerald Swick, Allen Varney, Dan Willems Blindtest: Aaron Allston, Mark Babik, Sean Barrett, Bill Barton, Vicki Barton, James D. Bergman, David Castro, Bruce Coleman, Jerry Epperson, Jeff Flowers, Dave Franz, Cheryl Freedman, Jeff George, Kevin Gona, Kevin Heacox, Carl Leatherman, Guy McLimore, Alexis Mirsky, Joseph G. Paul, Greg Poehlein, Greg Porter, Randy Porter, Mark Redigan, Glenn Spicer, John Sullivan, Rick Swan, Kirk Tate, David Tepool, Bob Traynor, Alexander von Thorn, and many others Reality Checking: Warren Spector, Monica Stephens, Allen Varney, Jim Gould, David Noel, Rob Kirk Research Assistance: Mike Hurst, Jeffrey K. Greason, Walter Milliken Helpful Comments: Many of the above, plus Tim Carroll, Nick Christenson, Jim Duncan, David Dyche, Ron Findling, Mike Ford, Steve Maurer, John Meyer, Ken Rolston, Dave Seagraves, Bill Seurer, Brett Slocum, Gus Smedstad, Karl Wu, and Phil Yanov Many thanks to everyone above – and for all the others we couldn’t list. And special thanks to everyone who enjoyed the first three editions and said so!

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Basic Set: Characters is copyright © 1986, 1987, 1988, 1989, 1991, 1992, 1993, 1994, 1996, 1998, 1999, 2002, 2004, 2008 by Steve Jackson Games Incorporated. All rights reserved. Printed in the Thailand. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

2 CREDITS CONTENTS INTRODUCTION ...... 5 Other Physical Features ...... 21 Modifying Existing Example of Character Advantages ...... 117 About the Authors ...... 6 Creation (cont’d) ...... 22 Designing Entirely WHAT IS ROLEPLAYING? ...... 7 SOCIAL BACKGROUND ...... 22 New Advantages ...... 118 Mini-Glossary ...... 7 Technology Level (TL)...... 22 Materials Needed for Play...... 8 Culture ...... 23 3. DISADVANTAGES...... 119 QUICK START ...... 8 Language ...... 23 Metric Conversions...... 9 Disadvantages for Heroes ...... 119 Sapience and Language ...... 23 Restrictions on Disadvantages . . 120 Accents ...... 24 Types of Disadvantages...... 120 Broken to Broken ...... 24 Secret Disadvantages ...... 120 Example of Character Self-Control for Mental Creation (cont’d) ...... 25 Disadvantages ...... 120 WEALTH AND INFLUENCE ...... 25 Self-Imposed Mental Wealth...... 25 Disadvantages ...... 121 Starting Wealth ...... 26 “Buying Off” Disadvantages . . . . 121 Reputation ...... 26 DISADVANTAGE LIST ...... 122 Tech Level and Starting Wealth . . . 27 Example of Character Importance...... 28 Creation (cont’d) ...... 162 Classless Meritocracies...... 28 QUIRKS ...... 162 Special Rules for Rank...... 29 Mental Quirks ...... 162 Example of Character Example of Character Creation (cont’d) ...... 30 Creation (cont’d) ...... 164 Privilege ...... 30 Physical Quirks ...... 165 1. CREATING A Social Restraints...... 30 NEW DISADVANTAGES ...... 165 CHARACTER ...... 10 FRIENDS AND FOES ...... 31 Modifying Existing Associated NPCs ...... 31 Character Points ...... 10 Disadvantages ...... 165 Contacts ...... 31 Character Concept...... 11 Brand-New Problems ...... 166 IDENTITIES ...... 31 How GURPS Works: Realism Alternate Identity vs. and Game Balance ...... 11 Secret Identity ...... 31 Character Types ...... 12 Example of Character 2. ADVANTAGES ...... 32 Creation: Dai Blackthorn . . . . . 12 Character Creation Types of Advantages ...... 32 Checklist ...... 13 Advantage Origins ...... 33 SAMPLE CHARACTER SHEET ...... 13 Potential Advantages ...... 33 Things Not Shown on the What’s Allowed ...... 34 Character Sheets ...... 13 Turning Advantages BASIC ATTRIBUTES ...... 14 Off and On ...... 34 How to Select ADVANTAGE LIST ...... 34 Basic Attributes ...... 14 Frequency of Appearance ...... 36 Handedness...... 14 Limited Defenses...... 46 How GURPS Works: IQ, Alternative Attacks ...... 61 Sentience, and Sapience ...... 15 Perks ...... 100 SECONDARY CHARACTERISTICS...... 15 MODIFIERS ...... 101 4. SKILLS ...... 167 DAMAGE TABLE ...... 16 Enhancements ...... 102 Machines and Fatigue ...... 16 Attack Enhancements Controlling Attribute...... 167 BASIC LIFT AND and Limitations...... 102 Choosing Your ENCUMBRANCE TABLE ...... 17 Turning Enhancements Beginning Skills...... 167 Example of Character Off and On...... 102 Difficulty Level...... 168 Creation (cont’d) ...... 18 Limitations...... 110 Technological Skills...... 168 BUILD ...... 18 Optional Rule: Tech-Level Modifiers...... 168 Size Modifier (SM) ...... 19 Limited Enhancements...... 111 Prerequisites...... 169 How GURPS Works: Examples of Modified Specialties...... 169 ST, Mass, and Move ...... 19 Attacks ...... 114 Grouped Skills ...... 169 Shopping for the Big, Tall, Gadget Limitations ...... 116 Familiarity ...... 169 Thin, and Small...... 20 Example of Character BUYING SKILLS ...... 170 AGE AND BEAUTY...... 20 Creation (cont’d) ...... 116 Skill Notation ...... 170 Age...... 20 NEW ADVANTAGES ...... 117 Improving Your Skills ...... 170 Physical Appearance ...... 21

CONTENTS 3 SKILL COST TABLE ...... 170 Healing Spells ...... 248 WEAPONS...... 267 MEANING OF SKILL LEVELS...... 171 Knowledge Spells ...... 249 Choosing Your Weapons...... 267 Probability of Success...... 171 Light and Darkness Spells . . . . . 249 Weapon Statistics ...... 268 Relative Skill Level ...... 171 Meta-Spells...... 250 Glossary of Arms and Armor. . . . 268 Choosing Your Skill Levels . . . . . 172 Mind Control Spells ...... 250 Optional Rule: SKILL DEFAULTS: USING Movement Spells ...... 251 Modifying Dice + Adds ...... 269 SKILLS YOU DON’T KNOW ...... 173 Necromantic Spells ...... 251 Melee Weapons ...... 271 SKILL LIST...... 174 Protection and Silver Weapons ...... 275 Optional Rule: Wildcard Skills . . 175 Warning Spells ...... 252 Muscle-Powered Geographical and Water Spells ...... 253 Ranged Weapons ...... 275 Temporal Scope ...... 176 Bodkin Points ...... 277 Planet Types ...... 180 6. PSIONICS ...... 254 Hand Grenades and Physiology Modifiers ...... 181 Glossary of Psi Terminology . . . . 254 Incendiaries...... 277 Skills for Design, POWERS, TALENTS, AND ABILITIES. . . . 254 Firearms ...... 278 Repair, and Use ...... 190 Pside Effects...... 255 “Smartgun” Electronics ...... 278 Example of Character Gaining New Psi Abilities...... 255 Optional Rule: Malfunction. . . . . 279 Creation (concluded)...... 227 USING PSI ABILITIES ...... 255 Heavy Weapons ...... 281 TECHNIQUES ...... 229 PSIONIC POWERS ...... 255 ARMOR...... 282 Creating Techniques ...... 229 Antipsi...... 255 Armor Tables ...... 282 Buying and Improving ESP ...... 255 Wearing Armor ...... 286 Techniques ...... 230 Psychic Healing ...... 256 SHIELDS...... 287 TECHNIQUE COST TABLE ...... 230 Psychokinesis (PK) ...... 256 Carrying Weapons and Using Techniques...... 230 Psionics and Magic ...... 256 Other Gear ...... 287 Sample Combat Telepathy ...... 257 MISCELLANEOUS EQUIPMENT ...... 288 Techniques ...... 230 Teleportation ...... 257 9. CHARACTER Double Defaults and Examples of Psionic Powers . . . . 257 Techniques ...... 232 Other Powers ...... 257 DEVELOPMENT...... 290 Sample Noncombat IMPROVEMENT THROUGH Techniques ...... 232 7. TEMPLATES ...... 258 ADVENTURE ...... 290 Traits Gained in Play ...... 291 5. MAGIC ...... 234 CHARACTER TEMPLATES...... 258 How to Use Character Money ...... 291 Glossary of Magical Terms...... 234 Templates ...... 258 Quick Learning LEARNING MAGIC ...... 235 Are Character Templates Under Pressure ...... 292 IMPROVEMENT THROUGH STUDY . . . . . 292 Prerequistes ...... 235 “Character Classes”? ...... 259 Jobs ...... 292 Mana ...... 235 Sample Character Templates . . . 259 Finding a Teacher ...... 293 CASTING SPELLS ...... 235 Uniqueness ...... 259 Distraction and Injury...... 236 Optional Rule: RACIAL TEMPLATES ...... 260 Caster and Subject ...... 236 How to Use Racial Templates . . 261 Maintaining Skills...... 294 Time Required ...... 236 Sample Racial Templates ...... 261 Learnable Advantages ...... 294 TRANSFORMATIONS ...... 294 Energy Cost ...... 236 Omitting Racial Traits ...... 262 Body Modification...... 294 Critical Spell Failure Table ...... 236 META-TRAITS...... 262 Magic Rituals ...... 237 Mind Transfer ...... 296 Limits on Effect...... 237 Supernatural Afflictions ...... 296 Duration of Spells and Death...... 296 Maintaining Spells ...... 237 Canceling Spells ...... 237 TRAIT LISTS ...... 297 Casting Spells While ADVANTAGES ...... 297 Maintaining Other Spells . . . 238 DISADVANTAGES ...... 299 Ceremonial Magic...... 238 MODIFIERS ...... 300 DIFFERENT KINDS OF MAGIC...... 239 SKILLS ...... 301 Colleges of Magic...... 239 TECHNIQUES ...... 304 Spell Classes...... 239 SPELLS...... 304 Area Spells on a Battle Map. . . . . 239 ICONIC CHARACTERS . . . . 307 Magic Staffs ...... 240 Dissipating Held Melee COMBAT LITE ...... 324 and Missile Spells ...... 241 Long-Distance Modifiers ...... 241 COMBAT TURN SEQUENCE ...... 324 MANEUVERS ...... 324 Alternative Magic Systems ...... 242 RANGED ATTACKS ...... 326 SPELL LIST ...... 242 8. EQUIPMENT ...... 264 ATTACKING ...... 326 Air Spells ...... 242 Money ...... 264 DEFENDING ...... 326 Body Control Spells...... 244 COST OF LIVING...... 265 DAMAGE AND INJURY ...... 327 Communication and COST OF LIVING TABLE ...... 265 RECOVERY ...... 328 Empathy Spells...... 245 What Cost of Living FATIGUE ...... 328 Earth Spells ...... 245 Gets You: Enchantment Spells ...... 246 A Modern Example ...... 266 INDEX ...... 329 Fire Spells...... 246 BUYING EQUIPMENT ...... 266 Gate Spells ...... 247 Legality Class ...... 267 CHARACTER SHEET . . . . . 335

4 CONTENTS INTRODUCTION GURPS stands for “Generic the Fourth Edition, is a unified whole. GURPS is extensively cross-referenced, Universal RolePlaying System.” It was We’ve gone to a great deal of effort to with a Table of Contents, an Index, and originally a joke . . . a code word to make sure that it all works together, and a Glossary of terms used in the game. describe the game while we looked for a it all works. GURPS will let you create Third is ease of play. In GURPS, “real” name. Years went by – literally! – any character you can imagine, and do most of the detailed calculations are as the game developed. We never found anything you can think of . . . and it all done before you start play . . . they are a better name, and now that the Fourth makes sense. entered on the character sheet, and Edition is in your hands, the name is saved until you need them. Once play more appropriate than ever. GURPS has been in print now for actually begins, it should not be com- nearly 20 years. It was not plex. I’ve tried to make GURPS as fast- “Generic.” Some people designed in a vacuum; moving yet realistic as possible. It’s up like quick, fast-moving every game builds on to you to decide whether I succeeded. games, where the referee the ones that came Most roleplaying systems depend makes lots of decisions before. We learn from for their success on a continual flow of to keep things moving. our successes – and “official” supplements and adventures. Others want ultimate from the successes of GURPS is different. True, we’ve detail, with rules for others. I think the best released a lot of material already, and every contingency. Most games are those that are we plan to do much more; a totally uni- of us fall somewhere in simple, clear and easy to versal system offers great leeway, and between. GURPS starts read, and I’ve tried hard to we’ve got a supplement list as long as with simple rules, and – make GURPS “friendly.” your arm. But GURPS is designed to especially in the combat One important influ- be as compatible as possible with sup- system – builds up to as ence was Hero Games’ plements written for different games. much optional detail as Champions, for the The reason? Simple. Suppose that you like. But it’s still the flexibility of its charac- you’re a GURPS player. You’re at the same game. You may all use ter-creation system. hobby shop, and you see a really inter- it differently, but your campaigns will Another was Flying Buffalo’s Tunnels & esting supplement package. But it’s by all be compatible. Trolls, for its appeal to solitaire gamers. another publisher, for another game. “Universal.” I’ve always thought it Finally, M.A.R. Barker’s Empire of the No problem. The GURPS system was silly for game companies to publish Petal Throne remains noteworthy, even breaks everything down into plain one set of rules for , another one after decades of competition and imita- English and simple numbers. for Old West, another one for science tion, for the detail and richness of its Distances are given in feet and miles, fiction, and another one for super pow- alien game world. rather than arbitrary units; times are ers. GURPS is one set of rules that’s But there’s more to GURPS than try- given in minutes and seconds. That’s comprehensive enough to let you use ing to repeat past success. The failures what makes it generic. That also makes any background. There are worldbooks of earlier systems are important, too. In it easy to translate. If you see an inter- and supplements that “fine-tune” the GURPS, I’ve tried to achieve several esting supplement for another game, generic system for any game world you things I think earlier designs missed. go right ahead and get it. You can use it want. But they are still compatible. If First and foremost, of course, is the as a sourcebook for GURPS. you want to take your Wild West gun- flexibility of a “universal” system. Likewise, if your gaming group slinger and your WWII commando for- Others have tried this, but have fallen favors other systems . . . you can still tune hunting in Renaissance Italy . . . go into the twin traps of watered-down use your GURPS adventures. As long as for it! And because that’s exactly the combat (where a lightning bolt is just that other game uses units that you can kind of game that so many of our fans like a .45 pistol) or incompatibility translate into feet, minutes, and other play, the Fourth Edition adds an over- (where players have to learn so many plain-English terms, you can import arching background created to support alternate rules for each new game and your GURPS adventures. just such campaigns. characters don’t easily cross over). When GURPS was launched, we “RolePlaying.” This is not just a hack- GURPS presents a single, unified sys- dreamed of its becoming the “standard” and-slash game. The rules are written tem that allows for great diversity with- roleplaying system. The hobby has to make true roleplaying possible – and, out losing its coherence. This Fourth grown hugely since then! There will in fact, to encourage it. GURPS is a Edition incorporates dozens of rules never be a single standard . . . but game in which you take on the persona that originally appeared in supplements GURPS is one of the standards, and of another character – and pretend, for published for the Third Edition. They that’s fine. We have never tried to drive a little while, to be that character. seemed important enough to bring into others out of the market, or even to “System.” It really is. Most other the Basic Set – so here they are. force them to conform to us. Instead, RPGs started out as a simple set of Second is organization. Every gamer we are conforming to them – by pro- rules, and then were patched and mod- has had the experience of hunting fran- ducing a system that will work with any ified, ad infinitum. That makes them tically through one book after another, clearly written adventure. hard to play. GURPS, more than ever in looking for a rule . . . and not finding it.

INTRODUCTION 5 At any rate, here it is. I’m satisfied that GURPS is the most realistic, flex- ible, and “universal” system ever developed. This Fourth Edition is the About the Authors culmination of 18 years of continuous Steve Jackson development and two years of con- Steve Jackson has been playing games for entirely too many years, certed revision. I hope you like it. and designing them professionally since 1977. His other game-design In closing, I want to acknowledge credits include Ogre and G.E.V., the award-winning Illuminati, the and thank the two revisors of this edi- best-selling Car Wars, the atrocious Munchkin and its offshoots, and tion. Sean Punch, the GURPS line edi- many others. He has served as an officer and volunteer for various tor, and David Pulver spent two years industry associations, and was the youngest person ever inducted into collating feedback, experimenting the Origins “Hall of Fame.” with variant systems, and knitting a He is the founder of Steve Jackson Games, in Austin, Texas. decade and a half of rules material Steve is an active member of the Science Fiction Writers of America. into a coherent whole. It would not have happened without them. He is a semi-retired science fiction fan, and once spent a great deal of – Steve Jackson time writing for various zines and helping to run conventions. He now enjoys reading others’ writing and attending others’ cons. So it goes. Notes on the His other hobbies include surfing the net, playing with Lego and rolling-ball toys, gardening (especially water lilies), and tropical fish. Fourth Edition This edition represents a leap for- David L. Pulver ward in more ways than just rules. As David L. Pulver grew up in Canada, England, and New Zealand. He the hobby has grown, standards have has been a science fiction fan for most of his life, an avid gamer since become higher. You expect more from 1978, and a professional author since 1988. GURPS Ultra-Tech was his a roleplaying game than you did a first book. He has since written over 50 RPGs and supplements, among decade ago; it’s our job to deliver. them Transhuman Space, GURPS Bio-Tech, and Big Eyes, Small So . . . Mouth, Second Edition. He lives in Victoria, British Columbia. • The book is bigger. Future Sean M. Punch GURPS releases will also be large . . . Sean “Dr. Kromm” Punch set out to become a particle physicist and most will be over 200 pages . . . and ended up as the GURPS Line Editor. Since 1995, he has compiled the they’ll be hardback. Feedback has two-volume GURPS Compendium and GURPS Lite, written GURPS been clear on this point; most people Wizards and Undead, edited or revised more than 20 other GURPS want more material in each book, and books, and masterminded the rules behind dozens more. they want the durability and looks of Sean has been a fanatical gamer since 1979. His nongaming inter- hardcover. ests include cinema, computers, and wine. He lives in Montréal, • The art is better. It’s full-color Québec, with his wife, Bonnie. They have three cats and one bird. throughout, and it’s treated as an inte- gral part of the book, not as filler material. Many will find this the most dramatic change in the new edition! • Regular support will continue. We By the time of the third edition Character Creation and Compen- plan to release one high-quality hard- (1988), gamers had come to prefer dium II: Combat and Campaigns. cover sourcebook every month . . . economical all-in-one rulebooks to Most GURPS supplements written indefinitely. As I write this in April of expensive boxed sets. We decided to between 1996 and 2003 required one 2004, we’re already scheduled more dispense with the box and release or both of the Compendia. The basic than three years out. Basic Set, Third Edition as a single rules had effectively spread to three book. We managed to shoehorn every- books. In the process, several internal Holding this book, you might ask, thing into one volume. We continued inconsistencies became evident – the “Why does this edition of the Basic to call it the Basic Set – even though it almost-inevitable result of growth by Set come in two volumes? Why not was not a boxed set – so that retailers agglomeration. one big book, like the Third Edition and customers would know that it was Basic Set, Fourth Edition address- and lots of other RPGs?” The answer the same game. es the inconsistencies by recasting involves a bit of history . . . By 1995, we had published over Basic Set, Third Edition and the two The first two editions of Basic Set 100 titles for GURPS. However, it just Compendia as a unified system. It – released in 1986 and 1987 – were wasn’t feasible to keep them all in occupies two volumes not because we boxed sets containing cardboard fig- print, so it became progressively hard- think we will make more money that ures, combat maps, dice, and two rule- er to find certain supplements. way, but because condensing three books (sound familiar?). Book 1: Meanwhile, gamers with large books into one proved impossible – Characters was aimed mainly at play- GURPS libraries were finding it there was too much material! But ers, while Book 2: Adventuring was increasingly difficult to locate specific these two volumes contain the best of more of a GM’s guide. This was a logi- rules. To solve these problems, we 18 years of GURPS development, cal division of content for a RPG, and compiled the most frequently used making Fourth Edition comprehensive quite common in the ’80s. rules from all of GURPS into two in a way that few other RPGs are. expansion volumes: Compendium I:

6 INTRODUCTION And because this edition’s Basic put the brakes on growth by agglom- ...anything. We believe that’s a big Set is comprehensive, there is no need eration The Basic Set is truly all you win, and we think you will agree! to “bolt on” extra rules that will come need to run nearly any kind of game: – Sean Punch to be seen as mandatory. This should fantasy, science fiction, supers, horror WHAT IS ROLEPLAYING? In a roleplaying game (RPG), each the “audience” joins in the creation. mass-produced to please the widest player takes the part of a “character” The GM is the chief storyteller, but the possible audience, but each roleplay- participating in a fictional adventure. A players are responsible for portraying ing adventure is an individual gem, referee, called the Game Master (GM), their characters. If they want some- crafted by those who take part in it. chooses the adventure. He determines thing to happen in the story, they The GM provides the raw material, but the background and plays the part of make it happen, because they’re in the the final polish comes from the players the other people the characters meet story. Other types of media are themselves. during their adventure. The adventure may have a fixed objective – save the Princess, find the treasure, stop the invasion – or it may be open-ended, with the characters moving from one Mini-Glossary escapade to the next. A roleplaying Below are a few important terms used in this book. The complete “campaign” can be open-ended, lasting glossary appears on pp. 563-565. for years, as characters (and players) trait come and go. It’s all up to the GM and advantage: A useful that gives you an “edge” over another person the players. with comparable attributes and skills. See Chapter 2. No game board is necessary for a attributes: Four numbers – Strength, Dexterity, Intelligence, and Health roleplaying game – although some sys- – that rate a character’s most basic abilities. Higher is always better! tems, including GURPS, include See pp. 14-15. optional “boardgame” rules for combat cinematic: A style of play where the needs of the story outweigh those situations. Instead, the game is played of realism, even when that would produce improbable results. See verbally. The GM describes the situa- p. 488. tion and tells the players what their d: Short for “dice.” “Roll 3d” means “roll three ordinary six-sided dice characters see and hear. The players and add them up.” See p. 9. then describe what they are doing to Dexterity (DX): An attribute that measures agility and coordination. meet the challenge. The GM describes See p. 15. the results of these actions . . . and so disadvantage: A problem that renders you less capable than your other on. Depending on the situation, the GM traits would indicate. See Chapter 3. may determine what happens arbitrar- enhancement: An extra capability added to a trait. This increases the ily (for the best possible story), by refer- point cost of the trait by a percentage. See pp. 102-109. ring to specific game rules (to decide Fatigue Points (FP): A measure of resistance to exhaustion. See p. 16. what is realistically possible), or by Health (HT): An attribute that measures physical grit and vitality. See rolling dice (to give an interesting ran- p. 15. dom result). Hit Points (HP): A measure of ability to absorb punishment. See p. 16. Part of the object of a roleplaying Intelligence (IQ): An attribute that measures brainpower. See p. 15. game is to have each player meet the situation as his character would. A role- limitation: A restriction on the use of a trait. This reduces the point cost playing game can let a player take the of the trait by a percentage. See pp. 110-117. part of a stern Japanese samurai, a point: The unit of “currency” spent to buy traits for a character. The medieval jester, a wise priest, a stow- more points you have, the more capable you are. Point costs for away gutter kid on her first star-trip . . . traits are often written in brackets; e.g., “Combat Reflexes [15]” or absolutely anyone else. In a given means the Combat Reflexes trait costs 15 points. See p. 10. situation, all those characters would prerequisite: A trait you must have to qualify for another trait. If the react differently. And that’s what role- prerequisite is a skill, you must have at least one point in it. See playing is about! Thus, good roleplay- p. 169. ing teaches cooperation among skill: A number defining your trained ability in an area of knowledge the players, and broadens their or broad class of tasks. See Chapter 4. viewpoints. Strength (ST): An attribute that measures physical muscle and bulk. But roleplaying is not purely educa- See p. 14. tional. It’s also one of the most creative trait: An advantage, attribute, disadvantage, skill, or other character possible entertainments. Most enter- “building block” that affects game play and costs points to add, tainment is passive: the audience just modify, or remove. sits and watches, without taking part in the creative process. In roleplaying,

INTRODUCTION 7 We’ve also added several features to make the rules easier to learn. The Quick-Start (below) and Conventions Materials Needed for Play (p. 9) sections cover the most impor- • GURPS Basic Set Characters. Everyone will need access to this tant game concepts. The Glossary book in order to create characters and look up character abilities. A large (pp. 563-565) defines the terms used group will find it handy to have several copies available, especially during in the game – and an abridged version character creation. (see Mini-Glossary, p. 7) appears here • GURPS Basic Set Campaigns. The GM will need a copy of this so you can understand the Quick Start book, which contains rules for success rolls, physical feats, combat, rules without flipping pages. injury, animals, and vehicles, as well as advice on how to run the game The best way to learn GURPS is to and design a campaign. join a group of friends who already •Character sheets. Each player will need a copy of the Character Sheet play. If you’re starting out on your (pp. 335-336) on which to record his PC’s statistics. You may make as own, here’s what we recommend: many copies as you like for your own use (but not for resale). 1. Quickly skim this book, just to • Three six-sided dice. A set of three dice for each player, and another get the flavor of the game. Don’t worry set for the GM, is even better. about the details yet. • Pencils and scratch paper. For taking notes, sketching maps, etc. 2. Read the Mini-Glossary (p. 7) to learn the basic terminology. 3. Read the Quick-Start and Conventions sections to learn the basic The other important thing about game concepts. roleplaying is that it doesn’t have to be HOW TO LEARN 4. Read Creating a Character competitive. In most roleplaying situ- (pp. 10-12) to get an idea of the differ- ations, the party will succeed or fail as GURPS ent things characters can do. a group, depending on how well they If you have some experience with 5. Read the rest of the rules in cooperate. The greatest rewards of roleplaying games already, you should detail, as your time permits. good roleplaying come not in “win- find GURPS easy to pick up. But if ning,” but in character development. this is your first RPG, you’ll have a lit- GURPS Lite may also be useful to The more successfully a player por- tle more to learn. Relax – if you got you. It’s a 32-page distillation of the trays his character (as judged by the this far, you’ll be fine! basic system; you can download it free GM), the more that character will gain Don’t be alarmed by the physical at www.sjgames.com/gurps/lite/. in ability. size of the game. There’s a lot of mate- rial here – two thick books – but we’ve Once you have absorbed the rules, When it’s all said and done, the GM you can be the GM for your friends, and the players will have created a done our best to make it easy to use. The tables of contents (pp. 3-4 and and help them learn the game. You story . . . the story of how the charac- can do whatever you want . . . that’s ters met, learned to work together, 339-341) and the index (pp. 329-334 or 570-575) are as detailed as we could the whole point of the system. encountered a challenge, and (we Most important: Have fun! hope) triumphed! manage. QUICK START This section is a brief guide to the your Strength to stop a heavy door heavy door is harder than stopping an whole GURPS game system. The Basic from closing, or against your Guns skill ordinary one. Set spans two thick volumes, but most to hit an enemy with your pistol. For an especially easy task, you of that is detail, “color,” and special The only dice used in GURPS are would get a bonus to your attempt. You cases. The game system is actually easy. six-sided ones. Roll three dice for a suc- might roll “Animal Handling+4” to GURPS is designed to be “friendly,” cess roll. If your roll is less than or equal make friends with a very friendly dog. If both for the player and the Game to the skill or ability you are testing, your Animal Handling skill were 12, a Master. The rulebooks include a lot of you succeeded. Otherwise, you failed. roll of 16 or less would succeed. Making detail, but they’re indexed and cross- For example, if you are rolling against a roll of 16 or less is easier than making referenced to make things easy to find. Strength, and your ST level is 12, a roll the base skill roll of 12 or less, because And all the detail is optional – use it of 12 or less succeeds. a friendly dog is easy to deal with. only when it makes the game more fun. Sometimes you will have modifiers For details on success rolls, see There are only three basic “game to a roll. For instance, if you were try- pp. 343-361. mechanics” in GURPS. Learn these ing to stop a very heavy door from clos- and you can start to play. ing, you might have to roll against (2) Reaction Rolls. A “reaction roll” Strength at -2 (or ST-2, for short). In is a roll made by the Game Master (or (1) Success Rolls. A “success roll” is that case, with a Strength of 12, you GM) to determine how his nonplayer a die roll made when you need to “test” would need to roll a 10 or less to suc- characters (NPCs) react to the player one of your skills or attributes. For ceed. Rolling a 10 or less is harder than characters. This roll is always optional; instance, you might test, or roll against, rolling a 12 or less, just as stopping a the GM may predetermine reactions.

8 INTRODUCTION But sometimes it’s more fun to let the To figure combat damage, and for Round up for point costs. When you dice control the reactions. many other things, GURPS uses the modify a point cost by a percentage, or To check reactions, the GM rolls 3 “dice+adds” system. If a weapon does multiply it by a factor, round all frac- dice and consults the Reaction Table “4d+2” damage, this is shorthand for tions up. For instance, a 25% enhance- (pp. 560-561). The higher his roll, the “roll 4 dice and add 2 to the total.” ment to a 15-point ability would result better the NPCs will react, and the bet- Likewise, “3d-3” means “roll 3 dice and in 18.75 points, which would round to ter the treatment they will give the PCs. subtract 3 from the total.” 19 points. For negative numbers, “up” Many traits give reaction modifiers If you see just “2d,” that means “roll means “in the positive direction”; e.g., if that add to or subtract from reaction two dice.” For instance, if an adventure you multiply -7 points by 1/2 to get -3.5 rolls. If you have a +2 reaction due to says, “The base is guarded by 5d points, round the result to -3 points. your good looks, the GM will add 2 to human soldiers and 2d+1 robots,” that’s Round down for character feats and any reaction roll made by someone who short for, “Roll five dice for the number combat results. When you do math to can see you. This is likely to improve the of human guards at the base. Then roll determine what a character can do – way they behave toward you! two dice, and add 1, for the number of how much he can lift, how far he can For details on reaction rolls, see robots.” jump, etc. – or to calculate injury or p. 494. For really huge numbers, dice can other combat results, round all frac- be multiplied. For instance, “2d¥10” tions down. For instance, for an attack (3) Damage Rolls. A “damage roll” is means “roll 2 dice and multiply by 10.” that inflicts 3 points of injury with a a roll made in a fight, to see how much 50% damage bonus, round down from harm you did to your foe. Damage rolls 4.5 to 4 points. use the “dice+adds” system (see Dice, Rounding A mathematical formula is often the below). Exceptions and special cases (such best way to ensure that a rule is fair, Many things can affect the final as “round to the nearest whole num- realistic, or universal. But formulas injury inflicted by your attack. Armor ber” or “do not round off”) are noted sometimes yield inconvenient frac- reduces the damage received by the explicitly with the relevant rule. tions. Except where instructed other- wearer. Certain attacks do extra dam- wise, round off fractions as follows: age if they get through armor. “Critical hits” can do extra damage. All these things are explained in the combat rules – see Chapters 11-13. But the combat system is “modular”; you can use all the rules for a complex, detailed, Metric Conversions realistic combat simulation – or just GURPS uses the old imperial units of measurement, rather than those in Chapter 11 for a quick game. metric, because most of our readers are Americans who use the old sys- tem. But not all! Every year, more and more people in the rest of the There’s another important system – world start GURPS campaigns. And outside the U.S., people think in but you don’t need to know it to start metric. We can’t afford to do two editions of everything, but we can pro- with. It’s the character creation system. vide this conversion table. The GM will give each player a number Note that there are two conversion columns. The first column is an of points to spend on his character. approximation, easy to do in your head, and good enough for gaming. High attribute levels cost points, as do advantages and skills. Disadvantages, The second column is the real metric equivalent, for those times when such as Greed and Berserk, are also you want to be exact. available; these give you extra points. Details appear in Chapters 1-4. Imperial Game Metric Real Metric These rules let you do all your cal- 1 inch (in.) 2.5 cm 2.54 cm culations before play starts, and enter 1 foot (ft.) 30 cm 30.48 cm them on the Character Sheet (p. 13). 1 yard (yd.) 1 meter 0.914 meters That way, you don’t have to bother with 1 mile (mi.) 1.5 km 1.609 km calculations during play! 1 pound (lb.) 0.5 kg 0.454 kg Got all that? Good. Now you can 1 ton 1 metric ton 0.907 metric tons play GURPS. The rest is just detail. 1 gallon (gal.) 4 liters 3.785 liters Have fun. 1 quart (qt.) 1 liter 0.946 liters 1 ounce (oz.) 30 grams 28.349 grams 1 cubic inch (ci) 16 cubic cm 16.387 cu. cm CONVENTIONS 1 cubic yard (cy) 0.75 cubic m 0.765 cubic m GURPS uses the following mathe- matical conventions. Temperature: When dealing with changes in temperature, one Fahrenheit degree is 5/9 the size of a degree Celsius. So a change of Dice 45°F is equal to a change of 25°C. To convert actual thermometer read- GURPS uses six-sided dice only. All ings, subtract 32 from the Fahrenheit temperature and multiply the “success rolls,” and most other rolls, result by 5/9. So 95°F is 5/9 of (95-32), or 5/9 of 63, or 35°C. require you to throw three dice (“3d”) at once, add up the number of pips, and compare the total to a “target number.”

INTRODUCTION 9 CHAPTER ONE CREATING A CHARACTER

When you roleplay, you take the part of another person – a “character” that you cre- ate. GURPS lets you decide exactly what kind of hero you will become. Asteroid miner? Wizard? Professional time-traveler? You can take your inspiration from a fic- tional hero or heroine, or create your new “self” from the ground up. Once you know what role you want to play, it’s time to bring that character to life! The GM (Game Master – the person “running” the game) will give you a num- ber of character points with which to “buy” your abilities. For instance, the stronger you want to be, the more points it will cost. You can also buy advanta- geous social traits, such as wealth, and special abilities called advantages (see Chapter 2). If you want more abilities than you can afford on the budget given to you by your GM, you can get extra points by accepting below-average strength, appearance, wealth, social status, etc., or by taking disadvantages – specif- ic handicaps such as bad vision or fear of heights (see Chapter 3). Advanced players can fine-tune these traits by adding enhancements and limitations; see pp. 101-117. Such modifiers will raise or lower the basic point cost of the modified trait. Start with a character sheet (see p. 13) and fill it in as you go along, keeping track of the points you spend. We have included examples at each stage to illustrate the process. CHARACTER POINTS Character points are the “currency” of character creation. Anything that improves your abilities costs character points: you must spend points equal to the listed price of an ability to add that ability to your character sheet and use it in play. Anything that reduces your capabilities has a negative cost – that is, it gives you back some points. For instance, if you start with 125 points, buy 75 points of advantages, and take -15 points of disadvantages, you have 125 - 75 + 15 = 65 points remaining. Starting Points The GM decides how many character points the player characters (PCs) – the heroes – start with. This depends on how capable he wants them to be, and can range from under 25 points (small children) to 1,000 points or more (godlike beings), with 100-200 points being typical for career adven- turers. This beginning point level is sometimes referred to as the power level of the campaign (see Power Level, p. 487). This is not the same as the “stakes” of the campaign! Heroes with abilities that let them overcome even the toughest opposition in an optimistic fantasy campaign might face mortal danger in a dark horror scenario. In most campaigns, all the PCs start at the same power level. This is simple and fair. However, not all people are equally capable in real life, and it is common in fiction for one character to be obviously superi- or. If everyone agrees, some players might play “lead protagonists,”

10 CREATING A CHARACTER worth more points than the other PCs, (e.g., all the PCs are spies, with a Duty in his adventures. Find out what kind or “sidekicks,” worth fewer points. to their agency), these “campaign dis- of game the GM plans to run and what advantages” should not count against kinds of characters he intends to Disadvantage Limit the disadvantage limit. Disadvantages allow. Then start filling in the details. A disadvantage is anything with a that are part of your racial makeup There are several ways to approach negative cost, including low attributes, (your “racial template”; see p. 260) are this. reduced social status, and all the spe- also exempt. You can choose the abilities you cific disabilities listed in Chapter 3. In want, spend your character points, theory, you could keep adding disad- Character Points in Play and work out a character concept that vantages until you had enough points Your character’s starting point total fits the abilities. A good character is to buy whatever advantages and skills is only relevant when he first enters much more than a collection of abili- you wanted. In practice, most GMs play. Shortly thereafter, he will start to ties, but “shopping” for abilities can be will want to set a limit on the disad- change. The GM will sometimes a great inspiration. vantage points a PC may have. reward you with extra points to spend, You might instead decide on your The purpose of a disadvantage or even new abilities . . . but you might character’s focal qualities first – the limit is to keep the game from becom- lose capabilities, too. All of these handful of things that define him, such ing a circus, with the PCs’ troubles things will change your point total. as personal history, appearance, stealing the spotlight from the setting, Eventually, your PC will be worth behavior, aptitudes, and skills. Think the adventure, and everything else the more or fewer points than those of about how he acquired those qualities, GM has created. Most GMs find it dif- your companions, even though you all then spend your points on features ficult to run an engaging game if the started out equal. Don’t worry about that go with these traits. (You might PCs are completely dysfunctional – it! Develop the habit of regarding your find it useful to work out a biography e.g., clumsy, one-eyed, alcoholic out- point total as a useful measure of your first, as described below.) laws who are afraid of the dark. capability at this time – not as a gauge Finally, you might find it helpful to A disadvantage cap serves another of overall campaign power level, or of answer some basic questions about purpose as well: it restricts the abili- your personal success or importance your character, using the answers to ties available to starting characters, relative to the other players or PCs. develop a biography before you spend allowing the GM to set an upper limit For more on character evolution, any points. For instance: on the capabilities of the PCs. A good see Chapter 9. • Where was he born and where rule of thumb is to hold disadvantages did he grow up? Where does he live to 50% of starting points – for now? instance, -75 points in a 150-point CHARACTER • Who were his parents? (Does he game – although this is entirely up to know?) Are they still alive? If not, the GM. CONCEPT what became of them? If so, does he However, if the GM rules that all The two most important things to get along with them? PCs must have certain disadvantages know about your character are who he is and what role you want him to play • What training does he have? Was he an apprentice? A student? Or is he self-taught? • What is his current occupation? What other jobs has he held? How GURPS Works: • What social class does he belong Realism and Game Balance to? How wealthy is he? • Who are his friends? His ene- Character design in GURPS is intended to give a balanced hero, mies? His closest professional associ- someone whose strengths and weaknesses more or less cancel each ates? other out. • What were the most important In real life, of course, being super-strong doesn’t necessarily mean moments of his life? you have to give up something else. And being weak in body doesn’t • What are his likes and dislikes? mean you’ll automatically be good at something else. A totally realistic Hobbies and interests? Morals and system would be one in which a character’s strength (for instance) was beliefs? determined randomly, with no relationship to his intelligence or social • What are his motivations? Plans status . . . and so on for all his other capabilities. for the future? But random choices aren’t really satisfactory for heroes. You might end up with a superman . . . or a weak, stupid, boring clod. You avoid You can answer such questions in people like that in real life; why would you want to become one, even for your head, on paper, or in an interview a minute, in a game? with the GM. You can even discuss In GURPS, two characters built on the same number of points start them with the other players (but you off “equal,” but not the same. You can design the type of character you will want to keep some secrets, even want while leaving room for growth and improvement. from your friends). Or you might pre- fer to answer them by writing a life history.

CREATING A CHARACTER 11 Life Histories To really solidify your character concept, you can write your charac- Example of Character Creation: ter’s life history, or “character story.” You don’t have to write a character Dai Blackthorn To illustrate character creation, we present Dai Blackthorn, thief story – but it’s recommended. If you extraordinaire! Dai hails from the Infinite Worlds setting in Chapter 20. do, then you should show this story to Dai’s career started on Yrth, a medieval fantasy world populated by the GM, but not necessarily to the descendants of Crusades-era folk pulled from Earth by a dimensional other players. This can serve as a great rift. He remembers nothing of his birth or early childhood; he was a aid to roleplaying, and can help the street kid. When he was about seven, he was taken in by an old thief GM integrate your character into his who taught him to be a pickpocket and second-story man, and Dai campaign world. learned well. But the Thieves’ Guild didn’t like the competition, and As your character adventures and when Dai was 15, the Guild set fire to the old man’s house, and picked gains experience, his “story” will get off the fleeing occupants with crossbows. Only Dai escaped. longer and more detailed. Not only At the time, he thought that he had made a terror-fueled leap from will you have the adventures them- the burning building’s roof to the next one. Later he realized that that selves to remember . . . the more you jump had been impossible. Something else had happened. In fact, the play your character, the more you’ll fear of death had unlocked his psionic gift of teleportation, though it work out his background, history, and took time before he realized the truth and gained control of his abilities. motivations. When he did, he became a master thief indeed, living in quiet comfort and reveling in the marketplace talk of “impossible robberies” that no Characterization Bonus lock and no wizard could stop. Writing a life history amounts to Then Dai crossed paths, and swords, with an equally formidable roleplaying a character before the rival . . . a world-jumping criminal using stolen technology to loot Yrth’s campaign begins. The GM might treasures. Matters were complicated further by the arrival of an ISWAT choose to reward players who write team pursuing the world-jumper. When the dust had settled, two of the detailed character stories with a few agents owed their lives to the little thief . . . but he knew too much. They extra character points for good role- couldn’t just let him go. playing (see p. 498) – perhaps 1 to 5 So they recruited him. After all, a good teleport is hard to find. As for points. The story need not be a literary Dai, he was ready for new challenges . . . masterpiece to merit bonus points, We’ll create Dai as a full member of ISWAT. As an established hero, but it should be more than just a token he’ll have a base of 250 points. effort, and should attempt to answer all of the questions listed under Character Concept that are relevant to the character. Jack-of-All-Trades. A many-skilled related IQ/Hard skills in obscure fields hero: mercenary, bush pilot, reporter, (Expert Skills are especially suitable), CHARACTER etc. DX and IQ are most important. as well as Research, Teaching, and Advantages such as Talent and Writing. TYPES Versatile can help. Pick one or two Scout. A seasoned outdoorsman or A character can have any combina- skills from those suggested for each of “ranger.” All attributes are equally tion of abilities he can afford, provided the other character types. A Jack-of- important; some extra Basic Move and the GM agrees. (Players of other RPGs All-Trades isn’t as good as a dedicated Perception can be extremely useful. take note: this means that GURPS expert, but he has some skill in many The archetypal scout advantage is does not use character classes.) areas. Absolute Direction. Valuable skills However, all of his abilities should Mouthpiece. A bard, con man, or include Area Knowledge, Camouflage, paint a picture consistent with his other person who exploits wit and Naturalist, Navigation, Survival, and character concept. Some inspirations charm. IQ is crucial. Charisma, Tracking. from heroic fiction: Cultural Familiarity, Rapier Wit, Voice, Sneak. Thieves and spies need high and a good appearance are all useful. DX and IQ, as well as good Perception. Exotic. An alien, angel, robot, Most important are skills that empha- Helpful advantages include High “super” (a comic-book superhuman), size social interaction: Carousing, Manual Dexterity and Night Vision. or other hero defined by his unusual Fast-Talk, Merchant, Public Speaking, Many skills are appropriate – Acting, powers or nature. Most of his starting and so on. Current Affairs, Disguise, and Savoir- points should go toward high attrib- Sage. A “wise man” – priest, profes- Faire suit a worldly spy, while a fanta- utes, exotic or supernatural advan- sor, scientist, etc. High IQ is essential. sy thief should pick Climbing, tages (see p. 32), or a racial template Classic advantages are Eidetic Lockpicking, Pickpocket, and Traps. (see p. 260). As a result, he probably Memory, Intuition, Language Talent, Stealth skill is universal! has fewer mundane abilities than his and Languages (and, in some cam- Specialist. An expert at one skill. His fellow adventurers. paigns, Illuminated!). He needs several knowledge runs deep and narrow; he is

12 CREATING A CHARACTER the opposite of the Jack-of-All-Trades. His skill is very high (at least 18), with a good score in the attribute it is based on. Any advantage that gives a skill bonus is helpful – especially Talent. Tinkerer. An engineer, inventor, technician, or other mechanical genius. IQ is vital; DX is useful. Any kind of technological skill fits this sort of character (see Skills for Design, Repair, and Use, p. 190), and Scroung- ing skill is de rigueur. Cinematic inven- tors should also have High TL, Gadgeteer, and Gizmos. Warrior. A professional fighter needs high ST, DX, and HT, and might wish to buy up Hit Points and Basic Speed. Useful advantages include Combat Reflexes, Hard to Kill, and High Pain Threshold; cinematic war- riors should also consider Extra Attack and Weapon Master. Combat skills are a must, and Leadership, Strategy, and Tactics can help. Modern commandos should add skills such as Explosives, Forward Observer, and Parachuting. Wizard. IQ and Magery are crucial. Extra Fatigue Points are useful for powering magic. Of course, a wizard needs spells – as many as he can afford! Although wizards are most common in magical worlds, the “sur- prise value” of a mage on a low-magic world can compensate for his reduced effectiveness.

See pp. 335-336 for a full-sized, two-page character sheet which you may CHARACTER copy for your own use. This and other GURPS forms may also be CREATION downloaded at www.sjgames.com/gurps/resources/. CHECKLIST Be sure to visit all of the following sections during character creation: Things Not Shown on the Character Sheet There are several things you might want to keep track of separately: • Basic Attributes (p. 14) and Secondary Characteristics (p. 15). Job Details. It can be important to know what you do for a living when These affect almost everything else on you’re not adventuring (unless adventuring is your job – lucky you!) and your character sheet, so pick them how long you spend doing it. This determines your income and on-the-job first. training opportunities. Military characters should keep a service record. • Build (p. 18) and Age and Beauty Life History. If you write down your character story, keep it in a sepa- (p. 20). These sections describe the in- rate file so you can easily expand it as your adventures unfold. game effects of height, weight, age, Spells. Wizards often know dozens of spells – more than easily fit on a looks, etc. character sheet. If you wish, you can just note the total point cost of all • Social Background (p. 22), Wealth your spells under “Skills” and write out your full spell list on a separate and Influence (p. 25), Friends and Foes “grimoire” or “spellbook” sheet. (p. 31), and Identities (p. 31). Vital Statistics. If you think your parents’ names, your place and date Determine what kind of society you of birth (or zodiacal birth sign), your bloodline (or race – in some settings, are from, where you stand in the game you might need to specify that you are an ordinary human!), and similar world, how others regard you, and traits are likely to matter, keep a separate “personnel file” on yourself that who you can count on for support – or contains such details. for a knife in the back!

CREATING A CHARACTER 13 •Advantages (p. 32). Chapter 2 lists Mental disadvantages and Quirks Aside from attributes, which you dozens of special talents and powers. (p. 162), special mini-disadvantages, should normally select first, the order Perks (p. 100) are special “mini-advan- can help you define your personality. you work through these sections tages” that can help individualize your • Skills (p. 167) and Techniques makes little difference . . . start with character. (p. 229). The abilities in Chapter 4 the one most important to you, and • Disadvantages (p. 119). Chapter 3 describe what you can actually do. Be work from there. lists a wide variety of negative traits, sure to match your skills to your occu- from inconvenient to crippling. pation and character type. BASIC ATTRIBUTES Four numbers called “attributes” define your basic abilities: Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT). How to Select Basic Attributes A score of 10 in any attribute is free, The basic attributes you select will determine your abilities – your and represents the human average. strengths and weaknesses – throughout the game. Choose wisely. Higher scores cost points: 10 points to 6 or less: Crippling. An attribute this bad severely constrains your raise ST or HT by one level, 20 points lifestyle. to raise DX or IQ by one level. 7: Poor. Your limitations are immediately obvious to anyone who Similarly, scores lower than 10 have a meets you. This is the lowest score you can have and still pass for “able- negative cost: -10 points per level for bodied.” ST or HT, -20 points per level for DX or 8 or 9: Below average. Such scores are limiting, but within the human IQ. (Remember – negative point values norm. The GM may forbid attributes below 8 to active adventurers. mean you get those points back to 10: Average. Most humans get by just fine with a score of 10! spend on something else!) 11 or 12: Above average. These scores are superior, but within the Most characters have attributes in human norm. the 1-20 range, and most normal 13 or 14: Exceptional. Such an attribute is immediately apparent – as humans have scores in the 8-12 range. bulging muscles, feline grace, witty dialog, or glowing health – to those Scores above 20 are possible but typi- who meet you. cally reserved for godlike beings – ask 15 or more: Amazing. An attribute this high draws constant comment the GM before buying such a value. and probably guides your career choices. The exception is ST, which can range significantly beyond 20 even for nor- All of the above assumes a human. For nonhumans, read each point mal humans. At the other end of the above or below the human norm of 10 as a 10% deviation from the racial scale, a score of 0 is defined in special norm instead. cases, but 1 is the minimum score for a human. No one may have a negative score. warrior in a primitive world, as high lifting and throwing things, moving Strength (ST) ST lets you dish out and absorb more quickly with a load, etc. ST directly ±10 points/level damage in hand-to-hand combat. Any determines Basic Lift (p. 15), basic Strength measures physical power adventurer will find ST useful for damage (p. 15), and Hit Points (p. 16), and bulk. It is crucial if you are a and affects your character’s Build (p. 18). Lifting capacity is proportional to the square of ST. Compared to the average human adult (ST 10 – 10¥10 = Handedness 100), ST 14 is about twice as strong Decide whether you are right-handed or left-handed. Whenever you (14¥14 = 196), ST 17 is roughly three try to do anything significant with the other hand, you are at -4 to skill. times as strong (17¥17 = 289), and ST This does not apply to things you normally do with your “off” hand, like 20 is four times as strong (20¥20 = 400 using a shield. = 4¥100). Likewise, ST 7 is about half GURPS assumes you are right-handed unless you decide otherwise or as strong (7¥7 = 49), ST 6 is approxi- buy Ambidexterity (p. 39). If you choose to be left-handed, any combat mately 1/3 as strong (6¥6 = 36), and ST result that would damage your right hand affects your left instead, and 5 is only 1/4 as strong (5¥5 = 25 = vice versa. Left-handedness is a feature worth 0 points. 100/4).

14 CREATING A CHARACTER Strength is more “open-ended” than other attributes; scores greater than 20 are common among beings such as large animals, fantasy mon- How GURPS Works: sters, and robots. Even a human could IQ, Sentience, and Sapience have a ST over 20 – record-setting Sentience is self-awareness. Any being with a GURPS IQ of at least 1 weightlifters can be very strong! is sentient by definition. To create nonsentient beings – plants, brainless Those with nonhuman physiolo- clone bodies, etc. – take IQ 0, for -200 points. Nonsentient creatures can- gies may, with the GM’s permission, not learn skills or have any purely mental traits. purchase their ST with one or both of Sapience is defined as the ability to use tools and language. In GURPS, the limitations below. You may not this requires at least IQ 6. Those with IQ 5 or less cannot learn techno- reduce a point cost by more than 80% logical skills (see p. 168) or possess Languages (see p. 23) – not even the through limitations; treat any total initial Language that most characters get for free. They can still commu- over -80% as -80%. (For more on nicate primitive concepts (such as hunger or danger) through gesture or limitations, see p. 110.) vocalization, and may be trained to respond to a few commands (see Pets Special Limitations and Trained Animals, p. 458). No Fine Manipulators: If you have either level of the disadvantage No Fine Manipulators (p. 145), you may purchase ST more cheaply. -40%. Those with nonhuman physiolo- sciences, social interaction, magic, Size: Large creatures may purchase gies may, with the GM’s permission, etc. Any wizard, scientist, or gadgeteer ST more cheaply; see p. 19 for details. purchase their DX with the following needs a high IQ first of all. The sec- -10% ¥ Size Modifier, to a maximum limitation. ondary characteristics of Will (p. 16) limitation of -80% (for Size Modifier Special Limitations and Perception (p. 16) are based on +8 or higher). No Fine Manipulators: If you have IQ. either level of the disadvantage No Dexterity (DX) Fine Manipulators (p. 145), you may Health (HT) ±20 points/level purchase DX more cheaply. -40%. ±10 points/level Dexterity measures a combination Health measures energy and vitali- of agility, coordination, and fine Intelligence (IQ) ty. It represents stamina, resistance (to motor ability. It controls your basic ±20 points/level poison, disease, radiation, etc.), and ability at most athletic, fighting, and Intelligence broadly measures basic “grit.” A high HT is good for any- vehicle-operation skills, and at craft brainpower, including creativity, intu- one – but it is vital for low-tech war- skills that call for a delicate touch. DX ition, memory, perception, reason, riors. HT determines Fatigue Points also helps determine Basic Speed (a sanity, and willpower. It rules your (p. 16), and helps determine Basic measure of reaction time, p. 17) and basic ability with all “mental” skills – Speed (p. 17) and Basic Move (p. 17). Basic Move (how fast you run, p. 17). SECONDARY CHARACTERISTICS “Secondary characteristics” are Thrusting damage (abbreviated Damage is often abbreviated quantities that depend directly on “thrust” or “thr”) is your basic damage “Dmg.” On your character sheet, list your attributes. You can raise or lower with a punch, kick, or bite, or an thrust followed by swing, separated by these scores by adjusting your attrib- attack with a thrusting weapon such a slash; e.g., if you had ST 13, you utes. You can modify some of them as a spear or a rapier. would list “Dmg 1d/2d-1.” directly: start with the value calculated Swinging damage (abbreviated from your attributes and spend the “swing” or “sw”) is your basic damage Basic Lift (BL) required points to adjust it away from with a swung weapon, such as an axe, see Lifting ST (p. 65) that base level. This does not affect the club, or sword – anything that acts as Basic Lift is the maximum weight related attribute scores. a lever to multiply your ST. you can lift over your head with one Damage (Dmg) Consult the Damage Table (p. 16) hand in one second. It is equal to for your basic damage. This is given in (ST¥ST)/5 lbs. If BL is 10 lbs. or more, see Striking ST (p. 88) “dice+adds” format; see Dice (p. 9). round to the nearest whole number; e.g., Your ST determines how much Note that specific attack forms and 16.2 lbs. becomes 16 lbs. The average damage you do in unarmed combat or weapons can modify this! human has ST 10 and a BL of 20 lbs. with a melee weapon. Two types of Add 1d to both thrust and swing Doubling the time lets you lift damage derive from ST: damage per full 10 points of ST above 2¥BL overhead in one hand. 100. Quadrupling the time, and using two hands, you can lift 8¥BL overhead.

CREATING A CHARACTER 15 Damage Table limitation of -80% (for Size Modifier ST Thrust Swing ST Thrust Swing +8 or higher). 1 1d-6 1d-5 27 3d-1 5d+1 2 1d-6 1d-5 28 3d-1 5d+1 Will 3 1d-5 1d-4 29 3d 5d+2 ±5 points per ±1 Will 4 1d-5 1d-4 30 3d 5d+2 Will measures your ability to with- 5 1d-4 1d-3 31 3d+1 6d-1 stand psychological stress (brainwash- 6 1d-4 1d-3 32 3d+1 6d-1 ing, fear, hypnotism, interrogation, 7 1d-3 1d-2 33 3d+2 6d seduction, torture, etc.) and your 8 1d-3 1d-2 34 3d+2 6d resistance to supernatural attacks 9 1d-2 1d-1 35 4d-1 6d+1 (magic, psionics, etc.). By default, Will 10 1d-2 1d 36 4d-1 6d+1 is equal to IQ. You can increase it at 11 1d-1 1d+1 37 4d 6d+2 the cost of 5 points per +1, or reduce it 12 1d-1 1d+2 38 4d 6d+2 for -5 points per -1. You cannot raise 13 1d 2d-1 39 4d+1 7d-1 Will past 20, or lower it by more than 14 1d 2d 40 4d+1 7d-1 4, without GM permission. 15 1d+1 2d+1 45 5d 7d+1 Note that Will does not represent 16 1d+1 2d+2 50 5d+2 8d-1 physical resistance – buy HT for that! 17 1d+2 3d-1 55 6d 8d+1 18 1d+2 3d 60 7d-1 9d Perception (Per) 19 2d-1 3d+1 65 7d+1 9d+2 ±5 points per ±1 Per 20 2d-1 3d+2 70 8d 10d Perception represents your general 21 2d 4d-1 75 8d+2 10d+2 alertness. The GM makes a “Sense 22 2d 4d 80 9d 11d roll” against your Per to determine 23 2d+1 4d+1 85 9d+2 11d+2 whether you notice something (see 24 2d+1 4d+2 90 10d 12d Sense Rolls, p. 358). By default, Per 25 2d+2 5d-1 95 10d+2 12d+2 equals IQ, but you can increase it for 5 26 2d+2 5d 100 11d 13d points per +1, or reduce it for -5 points per -1. You cannot raise Per past 20, or The amount of equipment you can Injury is often compared to a mul- lower it by more than 4, without GM carry – armor, backpacks, weapons, tiple of your HP; e.g., “2¥HP” or permission. etc. – is derived from BL. For more on “HP/2.” Where this is the case, use this, as well as a ST-to-BL table, see your basic HP score in the formula, Fatigue Points (FP) Encumbrance and Move (p. 17). not your current HP total. For information on the effects of ±3 points per ±1 FP Hit Points (HP) injury and on recovering lost HP, see Fatigue Points represent your ±2 points per ±1 HP pp. 418-425. body’s “energy supply.” By default, you have FP equal to your HT. For Hit Points represent your body’s Those with nonhuman physiolo- instance, HT 10 gives 10 FP. ability to sustain injury. By default, gies may, with the GM’s permission, You can increase FP at the cost of 3 you have HP equal to your ST. For buy additional HP with the following points per FP, or reduce FP for -3 instance, ST 10 gives 10 HP. limitation. points per FP. In a realistic campaign, You can increase HP at the cost of Special Limitations the GM should not allow FP to vary by 2 points per HP, or reduce HP for -2 Size: Large creatures may purchase more than ±30% of HT; e.g., a HT 10 points per HP. In a realistic campaign, HP more cheaply; see p. 19 for details. character could have between 7 and the GM should not allow HP to vary -10% ¥ Size Modifier, to a maximum by more than ±30% of ST; e.g., a ST 10 character could have between 7 and 13 HP. Nonhumans and supers are not subject to this limit. You can temporarily lose HP to Machines and Fatigue physical attacks (such as swords), Those with the Machine meta-trait (p. 263) should list FP as “N/A,” energy attacks (such as lasers), super- regardless of HT. They can neither buy extra FP nor reduce FP to save natural attacks, disease, poison, haz- points. This is both an advantage and a disadvantage: machines do not ards, and anything else that can injure fatigue, but they cannot spend FP to use extra effort or fuel special abili- or kill. You can also “burn” HP to ties. When a machine operates beyond its normal limits, it risks lasting power certain supernatural abilities. If structural damage. This takes the form of reduced HT, not lost FP. A char- you lose enough HP, you will eventu- acter with the Machine meta-trait should buy up HT to be more tolerant ally fall unconscious; if you lose too of being “redlined.” many HP, you will die. Lost HP do not Overall, this is a 0-point feature (see Features and Taboo Traits, p. 261). reduce ST, despite being based on ST.

16 CREATING A CHARACTER 13 FP. Nonhumans and supers are not fast you can run – or roll, slither, etc. – fraction of your Basic Move and give a subject to this limit. Also, while HT is without encumbrance (although you penalty to Dodge, as follows: usually limited to 20, there is no such can go a little faster if you “sprint” in a No Encumbrance (0): Weight up to limit on FP. straight line; see p. 354). Basic Lift. Move = Basic Move. Full You burn FP gradually during Basic Move starts out equal to Dodge. strenuous activity. Disease, heat, Basic Speed, less any fractions; e.g., Light Encumbrance (1): Weight up hunger, missed sleep, and the like can Basic Speed 5.75 gives Basic Move 5. to 2¥BL. Move = Basic Move ¥ 0.8. also sap FP. You can deliberately An average person has Basic Move 5; Dodge -1. “spend” FP to fuel extra effort (see therefore, he can run about 5 yards Medium Encumbrance (2): Weight p. 356) and supernatural powers (e.g., per second if unencumbered. up to 3¥BL. Move = Basic Move ¥ 0.6. magic spells). As well, some attacks You can increase Basic Move for 5 Dodge -2. cause FP damage instead of or in addi- points per yard/second or reduce it for Heavy Encumbrance (3): Weight up tion to HP damage. If you lose enough -5 points per yard/second. For normal to 6¥BL. Move = Basic Move ¥ 0.4. FP, you will slow down or fall uncon- humans, training or a sleek build can Dodge -3. scious – and if you lose too many, you justify up to 3 yards/second of Extra-Heavy Encumbrance (4): risk death from overexertion! Lost FP increased Basic Move, while disability Weight up to 10¥BL. Move = Basic do not reduce HT, despite being based or poor fitness can explain up to 3 Move ¥ 0.2. Dodge -4. on HT. yards/second of reduced Basic Move. Fatigue is often compared to some Nonhumans and supers are not sub- Drop all fractions. Encumbrance multiple of your FP; e.g., “2¥FP” or ject to these limits. Races and supers can never reduce Move or Dodge “FP/2.” Where this is the case, use who can move very fast should see below 1. your basic FP score in the formula, not Enhanced Move (p. 52). Note that these levels are num- your current FP total. Your Move score in combat is your bered from 0 to 4. When a rule tells For more on losing and recovering Basic Move modified for your encum- you to add or subtract your encum- FP, see pp. 426-427. brance level; see Encumbrance and brance level from a die roll, this is the Move (below). number to use. For instance, encum- Basic Speed Encumbrance and Move brance gives a penalty to Climbing, ±5 points per ±0.25 Speed “Encumbrance” is a measure of the Stealth, and Swimming skills. Your Basic Speed is a measure of total weight you are carrying, relative Home Gravity your reflexes and general physical to your ST. The effects of encum- Gravity is measured in “Gs.” quickness. It helps determine your brance are divided into five “encum- Earth’s gravity is 1G. Note the gravity running speed (see Basic Move, brance levels.” All but the lowest level of your home world if it differs from below), your chance of dodging an will reduce your actual Move to a 1G; e.g., “1.2G” for a world with 1.2 attack, and the order in which you act in combat (a high Basic Speed will let you “out-react” your foes). Basic Lift and Encumbrance Table To calculate Basic Speed, add your This table summarizes Basic Lift and encumbrance levels for ST 1-20. HT and DX together, and then divide ST BL Encumbrance Levels (lbs.) the total by 4. Do not round it off. A (lbs.) None (0) Light (1) Medium (2) Heavy (3) Extra-Heavy (4) 5.25 is better than a 5! 1 0.2 0.2 0.4 0.6 1.2 2 You can increase Basic Speed for 5 2 0.8 0.8 1.6 2.4 4.8 8 points per +0.25, or reduce it for -5 3 1.8 1.8 3.6 5.4 10.8 18 points per -0.25. In a realistic cam- 4 3.2 3.2 6.4 9.6 19.2 32 paign, the GM should not allow char- 55 5 101530 50 acters to alter Basic Speed by more 6 7.2 7.2 14.4 21.6 43.2 72 than 2.00 either way. Nonhumans and 7 9.8 9.8 19.6 29.4 58.8 98 supers are not subject to this limit. 8 13 13 26 39 78 130 Dodge: Your Dodge defense (see 9 16 16 32 48 96 160 Dodging, p. 374) equals Basic Speed + 10 20 20 40 60 120 200 3, dropping all fractions. For instance, 11 24 24 48 72 144 240 if your Basic Speed is 5.25, your Dodge 12 29 29 58 87 174 290 is 8. Encumbrance reduces Dodge; see 13 34 34 68 102 204 340 Encumbrance and Move (below). You 14 39 39 78 117 234 390 must roll under your Dodge on 3d to 15 45 45 90 135 270 450 duck or sidestep an attack. 16 51 51 102 153 306 510 17 58 58 116 174 348 580 Basic Move 18 65 65 130 195 390 650 ±5 points per ±1 yard/second 19 72 72 144 216 432 720 Your Basic Move is your ground 20 80 80 160 240 480 800 speed in yards per second. This is how

CREATING A CHARACTER 17 times Earth’s gravity. All weights are multiplied by local gravity, so to func- tion like someone with a given BL on Earth, multiply the desired BL by your Example of Character Creation (cont’d) Dai is on the small side: ST 8 (-20 points). A “thief extraordinaire” home gravity and buy the ST corre- should have catlike grace, so we give him an amazing DX 15 (100 points). sponding to the adjusted BL. For Dai is also cunning and tough enough to survive on the street; therefore, instance, to operate in 1.2G as if you we take IQ 12 (40 points) and HT 12 (20 points) – above average without were a ST 10 person in 1G, start with being extreme. BL for ST 10, which is 20 lbs., and Now we look at the secondary characteristics these choices give: multiply by 1.2 for gravity to get a BL of 24 lbs. This BL corresponds to ST ST 8 gives a thrust damage of 1d-3, a swing damage of 1d-2, a Basic 11, so you’d need ST 11 in 1.2G to Lift of 13 lbs., and 8 HP. But Dai is tough, and no easier to kill than the function as well as a ST 10 person in average man, so we raise HP to 10 (4 points). 1G. IQ 12 gives Dai a Will and Perception of 12. Since a talented thief must Move in Other Environments be able to spot traps and pursuers, we increase Per to 15 (15 points) – Water Move is normally Basic amazing, and a match for his DX! Move/5, rounded down. You can HT 12 gives Dai 12 FP, but Dai prefers to avoid fatiguing labor in the increase water Move directly for 5 first place, so we lower FP to 10 (-6 points), which is average. points per yard/second, or reduce it Dai’s Basic Speed is (15 + 12)/4 = 6.75. To get Dodge 10 and Basic Move for -5 points per yard/second. 7 – useful for evading enemies when his teleportation fails – we raise Members of land-dwelling races must Basic Speed to an even 7.00 (5 points). have Swimming skill (p. 224) to Adding everything up, these traits cost Dai 158 points. increase water Move, and cannot buy more than +2 yards/second. If you’re Amphibious (p. 40), both water and ground Move equal Basic Move, and Air Move is 0 without special yard/second, or reduce it for -2 points changes to Basic Move adjust both advantages. If you have Flight (p. 56), per yard/second. If you have Walk on scores. If you’re Aquatic (p. 145), air Move equals Basic Speed ¥ 2 (not Air (p. 97), your air Move equals your water move equals Basic Move and Basic Move ¥ 2). You can increase air ground Move, because the air is like ground Move is 0. Move directly for 2 points per solid ground beneath your feet. BUILD You are free to select any height and The extremes of each weight range 250 lbs. with “Average” build, the GM weight the GM deems reasonable for a usually match the extremes of the should allow it. member of your race. These choices do associated height range. Overlaps are Build-related disadvantages are occasionally matter in play – for intentional. Consider two ST 10 men described below. In some settings, the instance, when you attempt to imper- who stand 5’8” and weigh 175 lbs.: one GM may require you to take reaction sonate an enemy, wear someone else’s might be big-boned and lean, the modifiers if you select these traits, but armor, cross a rickety bridge, reach a other fine-boned and chubby. this is not automatic. high ledge, or hide behind cover. Depending on muscle tone, a 160-lb. If you are lighter or heavier than man could have any ST from 9 to 13 Skinny usual for your ST, you may qualify for and claim “Average” build. -5 points a build-related disadvantage. The fol- Regardless of weight, you never You have approximately 2/3 the lowing table gives the thresholds for have to take a build-related disadvan- average weight for your ST. This these disadvantages for normal tage. If you want to be ST 9, 5’1,” and gives you -2 to ST when you resist humans. Build Table ST Height Weight Range by Build Range Skinny Average Overweight Fat Very Fat 6 or less 4’4”-5’2” 40-80 lbs. 60-120 lbs. 80-160 lbs. 90-180 lbs. 120-240 lbs. 7 4’7”-5’5” 50-90 lbs. 75-135 lbs. 100-175 lbs. 115-205 lbs. 150-270 lbs. 8 4’10”-5’8” 60-100 lbs. 90-150 lbs. 120-195 lbs. 135-225 lbs. 180-300 lbs. 9 5’1”-5’11” 70-110 lbs. 105-165 lbs. 140-215 lbs. 160-250 lbs. 210-330 lbs. 10 5’3”-6’1” 80-120 lbs. 115-175 lbs. 150-230 lbs. 175-265 lbs. 230-350 lbs. 11 5’5”-6’3” 85-130 lbs. 125-195 lbs. 165-255 lbs. 190-295 lbs. 250-390 lbs. 12 5’8”-6’6” 95-150 lbs. 140-220 lbs. 185-290 lbs. 210-330 lbs. 280-440 lbs. 13 5’11”-6’9” 105-165 lbs. 155-245 lbs. 205-320 lbs. 235-370 lbs. 310-490 lbs. 14 or more 6’2”-7’ 115-180 lbs. 170-270 lbs. 225-355 lbs. 255-405 lbs. 340-540 lbs.

18 CREATING A CHARACTER knockback. You get -2 to Disguise – or Size Modifier Table to Shadowing, if you are trying to fol- Longest Size Longest Size low someone in a crowd. Your HT Dimension Modifier Dimension Modifier may not be above 14. 0.05 yard (1.8”) -10 3 yards (9’) +1 0.07 yard (2.5”) -9 5 yards (15’) +2 Overweight 0.1 yard (3.5”) -8 7 yards (21’) +3 -1 point 0.15 yard (5”) -7 10 yards (30’) +4 You have approximately 130% the 0.2 yard (7”) -6 15 yards (45’) +5 average weight for your ST. You get -1 0.3 yard (10”) -5 20 yards (60’) +6 to Disguise – or to Shadowing, if you 0.5 yard (18”) -4 30 yards (90’) +7 are trying to follow someone in a 0.7 yard (2’) -3 50 yards (150’) +8 crowd. However, your extra fat gives 1 yard (3’) -2 70 yards (210’) +9 you +1 to Swimming rolls, and +1 to 1.5 yards (4.5’) -1 100 yards (300’) +10 ST when you resist knockback. 2 yards (6’) 0 150 yards (450’) +11 Fat giants, length for horizontal creatures -3 points SIZE MODIFIER such as cats and dragons, diameter for You have approximately 150% the (SM) blobs – on the Size Modifier Table average weight for your ST. You get -2 (above). Size Modifier rates a person or If a creature’s longest dimension to Disguise – or to Shadowing, if you object’s most significant dimension: are trying to follow someone in a falls between two entries on the table, length, width, or height. It is a modifi- base its SM on the higher value. Box-, crowd. However, your extra fat gives er to rolls to hit you in combat and to you +3 to Swimming rolls, and +2 to sphere-, or blob-shaped characters add Vision rolls made to spot you. Thus, it +2 to SM; elongated boxes, like most ST when you resist knockback. Your is a bonus for large creatures, a penal- HT may not be above 15. ground vehicles, add +1. ty for small ones. Although large crea- It is neither an advantage nor a dis- Very Fat tures are easier targets, a positive SM advantage to have a nonzero SM – the qualifies them to buy ST and HP more benefits and drawbacks tend to cancel -5 points cheaply by taking the “Size” limitation. out. The exceptions are genetic You have approximately twice the Most humans – and humanoids, dwarfism and gigantism, as these con- average weight for your ST. You get -3 robots, etc. that can pass for human – ditions affect bodily proportions to Disguise – or to Shadowing, if you have SM 0, and can ignore this rule. (notably relative arm and leg length) are trying to follow someone in a Nonhumans use the SM on their racial and have social ramifications (you crowd. However, the extra fat gives template. However, your SM may devi- stand out in a crowd). you +5 to Swimming rolls, and +3 to ate from racial average if you are not ST when you resist knockback. Your full-grown, or if you are a genetic Dwarfism (-1 SM) HT may not be above 13. dwarf or giant. -15 points When creating a creature that is You are abnormally short for your larger or smaller than a human, find its species. Regardless of ST, your height SM by looking up its longest dimension falls below the lowest value on the – height for upright creatures such as Build Table – under 4’4,” for a human. This gives you Size Modifier -1. Choose your weight from the first line of the Build Table and reduce it by 15%. How GURPS Works: ST, Mass, and Move You have -1 to Basic Move (short It would be more realistic to calculate Basic Move from ST-to-mass legs). In combat, your reach is ratio; for instance, a Fat character would move slower than one of Average reduced by 1 yard. This is partly build. If you want to simulate this, buy +1 Basic Move if your PC is Skinny, because you have short arms and part- -1 if he is Overweight, -2 if he is Fat, or -3 if he is Very Fat, all at the usual ly because you must use scaled-down point cost. weapons (regardless of your ST, your Women are on average lighter and weaker than men. You can simulate arms lack the leverage to control full- this by buying -1 or -2 to ST for the usual point cost. Choose a weight sized weapons). appropriate to this lower ST. You get -2 to Disguise – or to The GM should never require either of the above options. Most players Shadowing, if your are trying to follow prefer to choose ST, height, weight, and sex without being penalized! someone in a crowd. In backward set- GURPS handles mass considerations descriptively for nonhumans; tings, the GM may require you to take e.g., a race that stumbles along under excess body weight will have a racial a Social Stigma if you suffer from penalty to Basic Move. Dwarfism.

CREATING A CHARACTER 19 Build Table – over 7’, for a human. This gives you Size Modifier +1 and +1 to Basic Move (long legs), and quali- Shopping for the fies you to buy ST and HP at a dis- Big, Tall, Thin, and Small count. Choose your weight from the If you are Skinny, Fat, or Very Fat, or have Dwarfism or Gigantism, last line of the Build Table and clothing and armor tailored for average folk will not fit you! A shop in a increase it by 10%. city or large town, especially at TL6+, might have a selection that fits. You get -2 to Disguise – or to Otherwise, you will have to pay an extra 10% or 20% for Gigantism or Shadowing, if you are trying to follow Very Fat – to have something made for you. This premium almost always someone in a crowd. On the other applies to medieval/fantasy armor. hand, height often provides a bonus to Intimidation skill (see p. 202). In back- ward settings, the GM may require you to take a Social Stigma if you suf- A member of any race may be a fer from Gigantism. Gigantism (+1 SM) A member of any race may be a dwarf. Scale down height by a factor 0 points of 0.75 from the racial average, and giant. Scale your height up by a factor modify racial SM by -1. Otherwise, the You are abnormally tall for your of 1.25 from the racial average, and rules remain the same. species. Regardless of ST, your height modify racial SM by +1. Otherwise, falls above the highest value on the the rules remain the same. AGE AND BEAUTY Age and physical appearance play a A human infant has 30% of his the appearance roll for his Patron major role in how others perceive you. adult ST score, 40% of his adult DX, (and eventually get rid of it altogeth- Choose carefully! Except in settings 50% of his adult IQ, and Size Modifier er), increase his wealth, and buy off with magic or advanced biotechnolo- -3. A 5-year-old has 60% of his adult his Social Stigma. These changes have gy, you will be unable to change your ST, 70% of his adult DX and IQ, and their usual point costs. mind after the game begins. SM -2. A 10-year-old has 80% of his adult ST, 90% of his adult DX and IQ, The Elderly and SM -1. A 15-year-old has adult If you age in play, you will eventual- AGE scores. Interpolate between these val- ly have to make HT rolls to avoid attrib- You are free to pick any age the GM ues for children in other age groups. ute loss (see Age and Aging, p. 444). agrees is within the usual lifespan for HT is usually unaffected by age, but These rolls start at the first “aging your race. Adventurers usually fall young children might be at -1 or so threshold” for your race, becoming somewhere between “young adult” relative to their adult HT. Note that more frequent at the second threshold and “old” – 18 to 70 years, for humans there is no point cost for Size and again at the third. These thresholds – but fiction is full of heroic youths Modifier; this is merely a special are 50, 70, and 90 years for humans. and sharp 90-year-old veterans. effect. If you start at an advanced age, you For nonhumans, use the above have no special disadvantages. Not Children rules, but adjust the age categories everyone ages well, but heroes are In many game worlds, especially upward or downward in proportion to exceptional, and you are free to make those based on cartoons and fairy- the race’s rate of development. For elderly characters as fit and as capable tales, children are just small adults. By instance, a race that reaches adult- as you wish. There are plenty of exam- real-world standards, such children hood at age 36 instead of age 18 dou- ples of this kind of person in fiction – would be exceptional. However, even bles the age thresholds given above. and in real life! in a realistic campaign, those who Size Modifier is equal to the sum of To create a character who has wish to roleplay “heroic” children do the SM given for a human child and declined with age, first decide what his not have to play less-capable charac- the racial SM. attributes were before he got old. ters – they can create their characters In many societies, children are sub- Reduce his ST, DX, and HT by 10% at normally. ject to social restrictions. A child gen- the second aging threshold, or reduce Players interested in complete real- erally is Dead Broke (see p. 25), worth ST, DX, and HT by 20% and IQ by 10% ism are welcome to make children -25 points, and has Social Stigma at the third aging threshold. Then pur- smaller and less capable than adults. (Minor) (see p. 155), for -5 points. chase the reduced values instead of the To create a believable child, decide These traits are usually balanced values he had in his prime. what his attributes will be when he is against Patron (Parents; 15 or less), Note that in many societies, the eld- full-grown, reduce them, and pur- worth 30 points – see Patrons (p. 72). erly enjoy great respect. Represent this chase the reduced values instead of the As a child grows up, he should by taking Social Regard (Venerated) – full values. gradually improve his attributes see p. 86. toward their full adult values, reduce

20 CREATING A CHARACTER can put a finger on. This gives -1 on royalty. If your appearance is PHYSICAL reaction rolls. -4 points. Handsome (Beautiful) or above, use Average: Your appearance gives you the “flat” reaction bonuses given for APPEARANCE no reaction modifiers either way; you Androgynous. Appearance is mostly a “special can blend easily into a crowd. A view- effect” – you may choose any physical Special Enhancements er’s impression of your looks depends Universal: Your reaction modifier appearance you like. At minimum, on your behavior. If you smile and act note the color of your skin, hair, and applies to everyone who can see you, friendly, you will be remembered as regardless of race. If your appearance eyes (or other features appropriate to pleasant-looking; if you frown and your race: scales, feathers, paint job, is Handsome (Beautiful) or above, use mutter, you will be remembered as the “flat” reaction bonuses given for etc.). However, certain traits count as unattractive. 0 points. advantages or disadvantages. Androgynous. This modifier is most Attractive: You don’t enter beauty common for Hideous or worse mon- Appearance Levels contests, but are definitely good-look- sters and for Attractive or better gods, ing. This gives +1 on reaction rolls. 4 faeries, and the like. The GM may Appearance is rated in levels. Most points. people have “Average” appearance, for deem it off-limits to normal mortals. Handsome (or Beautiful): You could +25%. 0 points. Good looks give a reaction enter beauty contests. This gives +4 on bonus; this is an advantage and costs reaction rolls made by those attracted Special Limitations points. Unappealing looks give a reac- to members of your sex, +2 from every- Off-the-Shelf Looks: You can apply tion penalty; this is a disadvantage, one else. 12 points. this to any appearance better than and gives you back points. These reac- Very Handsome (or Very Beautiful): Attractive. Through ultra-tech or tion modifiers only affect those who You could win beauty contests – regu- magic, your looks are a variation on a can see you! Those who cannot see you larly. This gives +6 on reaction rolls standard type or famous person. might have to make a new reaction roll made by those attracted to members of You’re as beautiful as ever, but you get upon first meeting you in person (GM’s your sex, +2 from others. Exception: half the usual reaction bonus with option). Members of the same sex with reason people from your own culture, Reaction modifiers due to appear- to dislike you (more than -4 in reaction because they’ve seen it all before. ance only affect members of your own penalties, regardless of bonuses) resent (“Oh, look! Another Mr. Universe race, a very similar race, or a dissimi- your good looks, and react at -2 2003!”) -50%. lar race that finds your race attractive instead. As well, talent scouts, friendly (for whatever reason). In all cases, the drunks, slave traders, and other nui- GM’s word is final; humans are “very sances are liable to become a problem OTHER PHYSICAL similar” to elves, but bug-eyed mon- for you. 16 points. FEATURES sters are unlikely to care about a Transcendent: You are an “ideal There is more to appearance than human’s appearance except in a silly specimen.” This gives +8 (!) on reac- good (or not-so-good) looks. You may campaign. tion rolls made by those attracted to take any combination of the following members of your sex, +2 from others, Horrific: You are indescribably traits in conjunction with any appear- and all the troublesome side effects of monstrous or unspeakably foul, and ance level. cannot interact with normal mortals. Very Handsome. The GM is free to This gives -6 on reaction rolls. The GM reserve this trait for angels, deities, and the like. Such entities frequently Fashion Sense may decide that this trait is supernatu- 5 points ral and unavailable to normal charac- possess Charisma (p. 41) or Terror Your look is always one step ahead ters. -24 points. (p. 93) as well. 20 points. of the crowd. You have the ability to Monstrous: You are hideous and Special Options create a fashion statement out of the clearly unnatural. Most people react to The following options are available cheapest and most nondescript mate- you as a monster rather than a sapient for above-average appearance, and do rials. This gives +1 to reaction rolls in being. This gives -5 on reaction rolls. not affect point costs: social situations when you have a Again, this trait might not be appropri- chance to plan your attire in advance. ate for normal characters. -20 points. Androgynous: If your appearance is You can also give someone else a +1 Hideous: You have any sort of dis- Handsome (Beautiful) or better, you reaction bonus when you put together gusting looks you can come up with: a may specify that your looks appeal the outfit. severe skin disease, wall-eye . . . prefer- equally to both sexes. You get a flat ably several things at once. This gives reaction modifier instead of a sex- -4 on reaction rolls. -16 points. dependent bonus: +3 for Handsome, Mistaken Identity Ugly: As above, but not so bad – +4 for Very Handsome, or +5 for -5 points maybe only stringy hair and snaggle Transcendent. You are often mistaken for some- teeth. This gives -2 on reaction rolls. -8 Impressive: If you are Attractive or one else. Your “double’s” allies points. better, you can specify that you have approach you and tell you things you Unattractive: You look vaguely exceptional physical presence that don’t want to know, and his acquain- unappealing, but it’s nothing anyone doesn’t manifest as sexual magnetism. tances will treat you in strange and This is typical of tigers and aged irritating ways. His enemies are after

CREATING A CHARACTER 21 you, too! You might eventually get puns or spitting on the floor would a position of helplessness, weakness, things straightened out, but not with- give -2 to reactions, worth -10 points or need (which never includes those out some effort. apiece. We leave -15-point habits (-3 to with the Callous disadvantage). Taken If every member of your race looks reactions) to the imagination of those in conjunction with above-average the same, your race qualifies for a depraved enough to want them! looks, Pitiable means you are “cute” bizarre feature (see Features and instead of “sexy”; in combination with The reaction penalty for an OPH Taboo Traits, p. 261), but you do not below-average looks, it means you are applies only to members of your race. have Mistaken Identity. “appealingly homely,” like a basset It is up to the GM to handle the reac- hound. Odious Personal Habits tions of other races. A constant drool will irritate other humans, but a Unnatural Features -5, -10, or -15 points Martian might not even notice – and a You usually or always behave in a troll might think it was cute! Of -1 point/level fashion repugnant to others. An course, an entire race can behave in a You are superficially “normal” but Odious Personal Habit (OPH) is worth manner repugnant to most other have one or more disturbing cosmetic -5 points for every -1 to reaction rolls races. These “Odious Racial Habits” features. To qualify for points, these made by people who notice your prob- are priced identically to OPHs. must be unnatural for your race. lem. Specify the behavior when you Pointed ears and eyes like hot coals create your character, and work out Pitiable would be unnatural for a human, but the point value with the GM. 5 points not for a demon from Hell! You must specify the origin of your Unnatural Examples: Body odor, constant Something about you makes peo- Features: magical curse, ultra-tech scratching, or tuneless humming ple pity you and want to take care of surgery, rare disease, etc. would give -1 to reactions, and are you. You get +3 on all reaction rolls Unnatural Features need not be worth -5 points apiece. Constant bad from those who consider you to be in unattractive (if they are, you can also claim points for below-average appearance), but they make it easy for others to identify you and hard for you Example of Character Creation (cont’d) to blend into a crowd. Each level, to a We want Dai to look unremarkable – thieves who stand out don’t last maximum of five levels, gives -1 to long! So we choose an Average build. For ST 8, this suggests a height your Disguise and Shadowing skills between 4’10” and 5’8,” and a weight of 90 to 150 lbs. We pick 5’6” and 115 and +1 to others’ attempts to identify lbs. We make Dai’s appearance Average as well. Since Dai is average in all or follow you (including their respects, he pays 0 points. His point total remains at 158 points. Observation and Shadowing rolls), unless almost everyone else in the crowd happens to share your features. SOCIAL BACKGROUND The next few sections discuss your access to certain traits – notably skills being from a lower TL is a society’s level of technological devel- – and equipment. disadvantage. opment, cultures, and languages. It is Characters also have a TL, equal to an advantage to be technologically that of the technology with which they Low TL advanced, culturally literate, or lin- are most familiar. Unless you are espe- -5 points/TL below guistically talented. Inadequacy in cially primitive or advanced, you campaign TL these areas can be a crippling should record the TL of your game Your personal TL is below that of disadvantage. world as your personal TL and move the campaign world. You start with no on. knowledge (or default skill) relating to In some game worlds, your person- equipment above your personal TL. TECHNOLOGY al TL may differ from the campaign You will be able to learn DX-based average. A world might be TL8 on technological skills (pertaining to LEVEL (TL) average, but the citizens of one vehicles, weapons, etc.) in play, if you “Technology level” (or “tech level”) advanced nation might be TL9 while can find a teacher, but fundamental is a number that rates technological those from an underdeveloped region differences in thinking prevent you development. The more advanced the might be TL7. And the TL of a space, from learning IQ-based technological society, the higher its TL; see Tech time, or dimension traveler might dif- skills. To overcome this limitation, you Level and Starting Wealth (p. 27) for fer radically from that of his current must buy off this trait, increasing your examples from Earth’s history. The surroundings. personal TL. This usually requires a GM will tell you the TL of his world. Being from a higher TL than the lengthy period of re-education (see Be sure to note this, as it affects your campaign norm is an advantage; Chapter 9).

22 CREATING A CHARACTER High TL Appeal, Sociology, Streetwise, and race; in a futuristic setting, an entire 5 points/TL above Teaching. To get rid of this penalty, buy planet or even a galactic empire might the following advantage: have a single, monolithic culture. campaign TL See Cultural Adaptability (p. 46) for Your personal TL is above that of Cultural Familiarity additional options. the campaign world. You may enter 1 or 2 points/culture play with skills relating to equipment You are familiar with cultures up to your personal TL. This is most ANGUAGE other than your own, and do not suf- L useful if you also have access to high- GURPS assumes that most charac- fer the -3 penalty for unfamiliarity. TL equipment (see Tech Level and ters can read and write their “native” This costs 1 point per culture of the Equipment, p. 27), but the knowledge language. This ability costs no points, same (or very similar) race, or 2 points of a high-tech doctor or scientist can but you should note your native lan- per alien culture. be very useful in a low-tech setting, guage on your character sheet; e.g., To prevent point-cost inflation, the even without specialized equipment! “English (Native) [0].” GM should use broad definitions of The rest of this section is only culture: East Asian, Muslim, Western, important if you can communicate in etc. A single nation would have to be CULTURE more than one language (an advan- very different to merit its own Cultural You are automatically familiar with tage) or have difficulty with your Familiarity. In fantasy worlds, the GM the social peculiarities of one major native tongue (a disadvantage). culture of your choice. You suffer no might wish to have one culture per skill penalties when interacting with people from that culture. The GM will provide a list of cultures to choose from (or let you invent your own – many GMs appreciate players’ contri- butions to the game world!). Sapience and Language When dealing with an unfamiliar The Language rules are for sapient characters. You must have at least culture, you have -3 to use any skill IQ 6 to receive a native tongue for free and be able to learn new languages. with a significant cultural component, Sapience does not guarantee the physical capacity for speech, though – including Carousing, Connoisseur, you might need to rely on sign language. Criminology, Dancing, Detect Lies, Those with IQ 5 or less do not get a native tongue for free and cannot Diplomacy, Fast-Talk, Games, Gesture, learn languages. They can only communicate basic concepts. They can be Heraldry, Intimidation, Leadership, taught a few commands, however – see Chapter 16. Merchant, Poetry, Politics, Psychology, Public Speaking, Savoir-Faire, Sex

CREATING A CHARACTER 23 Comprehension Levels speech, bad phone connections, etc., learn skills such as Public Speaking The point cost to learn an addition- this roll is at -2 to -8! Native speakers and Writing at very high levels. al language depends on your “compre- who already dislike foreigners (see Poorly educated individuals who hension level”: a measure of how well Intolerance, p. 140) react to you at an can barely get by in their native tongue you function in that language overall. extra -1. 2 points/language. should take the point difference There are four comprehension levels: Accented: You can communicate between their actual level and Native clearly, even under stress. However, level as a disadvantage. For instance, None: You are completely incapable your speech and writing are idiosyn- someone who has his native tongue at of functioning in the language. If you cratic, and it is obvious that this is not Broken level has a -4-point do not spend points on a non-native your native language. You have -1 disadvantage. language, this comprehension level is when using skills that depend on lan- assumed – there is no need to note it guage, doubled to -2 for artistic skills. Spoken vs. for every language you don’t know! 0 You receive no reaction penalty from points/language. Written Language native speakers, but you will be unable The point costs above assume that Broken: You can recognize impor- to pass for a native (this can be a you read/write and speak the language tant words and understand simple major problem for would-be spies!). 4 equally well. If your written and spo- sentences if they are spoken slowly. points/language. ken ability differ, select separate spo- You have -3 when using skills that Native: You have full mastery of the ken and written comprehension levels depend on language, such as Fast- language, including idioms. You can and pay half cost for each. For Talk, Public Speaking, Research, think in the language. You have no instance, if you learned to write Speed-Reading, Teaching, and penalty to use skills that depend on French from a book, you might have Writing. This doubles to -6 for artistic language. You start with one language “French: Spoken (None)/Written skills that rely on the beauty of the lan- at this level for free. If you buy Native (Native) [3].” guage (Poetry, Singing, etc.). In stress- comprehension in a foreign tongue, ful situations – e.g., encounters involv- you can pass for a native speaker. 6 ing combat or reaction rolls – you Literacy points/language. Your written comprehension level must roll against IQ to understand or determines your degree of literacy in make yourself understood in the lan- Exceptional Competence that language: guage. On a failure, you convey no and Incompetence information, but you may try again. Literacy is a written comprehen- Great orators, writers, and other Critical failure means you convey the sion of Accented or better. You can masters of the language should start wrong information! For hurried read and write competently and at full with Native-level comprehension, then speed. Semi-literacy is a written compre- hension of Broken. A semi-literate person would require three minutes to read this sentence, and would have to Accents make an IQ roll to understand the full If your spoken comprehension is Broken or better, you can attempt to meaning! Many words are always fake a regional accent. To fool someone, you must win a Quick Contest of unintelligible to a semi-literate person, Acting (p. 174) or Mimicry (Speech) (p. 210) vs. his IQ. You are at -6 for including some in this paragraph. Broken comprehension, or -2 for Accented . . . but a non-Native listener Illiteracy is a written comprehen- has similar penalties to his IQ roll! sion of None. If this is the case, you Each accent is a separate familiarity (see p. 169) for Acting or Mimicry. really can’t read! Signs, scrolls, books, To memorize a new accent, you must listen to that accent used in con- and names on maps (though not the versation for at least one hour and make a successful roll against the high- maps themselves) are completely er of IQ or Linguistics, at +5 for Eidetic Memory or +10 for Photographic incomprehensible to you. The player Memory (see Eidetic Memory, p. 51). may pass secret notes to the GM (and vice versa), but the character cannot Broken to Broken read anything. At TL4 and below, it is quite possi- If you and the person with whom you are speaking both have a com- ble to go all your life without needing prehension level of Broken, conversation will be difficult. This is definite- to read. In settings like this, illiteracy ly a “stressful situation”! Each of you must roll against IQ once per piece or semi-literacy is the norm. Most peo- of information; all the usual modifiers apply. If you both succeed, you get ple have a spoken comprehension the point across. If one of you fails, you just fail to communicate. But if level of Native, but their written com- both of you fail, the listener gets the wrong idea. This could be prehension is Broken or None. embarrassing or dangerous – possibly for both of you. The GM should be Illiteracy in your native tongue – creative! Spoken (Native)/Written (None) – is a disadvantage worth -3 points. Semi- literacy – Spoken (Native)/Written

24 CREATING A CHARACTER Characters with the Deafness (p. 129) or Mute (p. 125) disadvan- tages start with one sign language and Example of Character Creation (cont’d) written ability in one regular language Dai is from a TL3 (medieval) world, but that’s “background color” – his – both at Native level – instead of spo- ISWAT trainers corrected this deficiency. He currently functions at TL8, ken and written ability in one lan- which is standard in the Infinite Worlds setting. The cost to be at the cam- guage. Those who are illiterate, or paign-average tech level is 0 points. incompetent at sign language, can buy Dai is familiar with Yrth’s culture and knows one of its languages: down their language abilities using Anglish. This costs 0 points; everybody gets a culture and a language for the usual rules. free. But Dai is also familiar with the culture of ISWAT’s world, Homeline, and has passable English. Cultural Familiarity (Homeline) is 1 point, while English (Accented) is another 4 points. Learning Languages To learn a new language, use the Dai pays a total of 5 points for his social background. This makes his rules for learning skills (p. 292): 200 current point total 163 points. hours of learning gives you one point to spend. Note that language study is four times as hard without a teacher! If you live in another country and (Broken) – is worth -2 points. The GM stylized, and can communicate almost speak its language at all times, that should not count these points against any concept. Treat it as any other lan- is the automatic equivalent of 4 the disadvantage limit if illiteracy is guage, with one important difference: hours/day of training; there is no need the norm in the game world. a sign language has one form (signed) to allocate specific study time unless instead of two (spoken and written). As you want to get more than this default. Sign Language a result, sign languages costs half as Thus, every 50 days, you get a A true sign language – e.g., much: 1 point for Broken, 2 points for character point to spend in that American Sign Language – is complex, Accented, and 3 points for Native language. comprehension. WEALTH AND INFLUENCE Now you need to determine your Wealth appropriate if you are, for instance, a position in your society: How much Variable 21st-century student. -10 points. money do you have, what privileges Average: The default wealth level, as do you enjoy, and how do others react Above-average Wealth is an advan- explained above. 0 points. to you? tage; it means you start with two or Comfortable: You work for a living, more times the average starting wealth but your lifestyle is better than most. of your game world. Below-average Your starting wealth is twice the aver- WEALTH Wealth is a disadvantage; it means you age. 10 points. Wealth is relative. A middle-class start with only a fraction of average Wealthy: Your starting wealth is five American lives in more luxury than a starting wealth. The precise meaning of times average; you live very well medieval king, though he may have each wealth level in a particular game indeed. 20 points. fewer gold coins in his basement. It all world will be defined in the associated Very Wealthy: Your starting wealth is depends on the game world – see Tech worldbook. 20 times the average. 30 points. Level and Starting Wealth (p. 27). In Dead Broke: You have no job, no Filthy Rich: Your starting wealth is most worlds, the range of standard source of income, no money, and no 100 times average. You can buy almost starting wealth and income is relative- property other than the clothes you are anything you want without considering ly great, and your skills determine wearing. Either you are unable to work the cost. 50 points. your job and income; see Economics or there are no jobs to be found. -25 Multimillionaire: “Filthy rich” (p. 514) for more information. points. doesn’t even begin to describe your Personal wealth is rated in “wealth Poor: Your starting wealth is only wealth! For every 25 points you spend levels.” A level of “Average” costs no 1/5 of the average for your society. beyond the 50 points to be Filthy Rich, points, and lets you support an aver- Some jobs are not available to you, and increase your starting wealth by anoth- age lifestyle for your game world. The no job you find pays very well. -15 er factor of 10: Multimillionaire 1 costs rest of these rules apply if you are points. 75 points and gives 1,000 times average unusually poor or wealthy, have a Struggling: Your starting wealth is starting wealth, Multimillionaire 2 source of income that does not require only 1/2 of the average for your socie- costs 100 points gives 10,000 times you to work, or are in debt. ty. Any job is open to you (you can be starting wealth, and so on. 50 points + a Struggling doctor or movie actor), 25 points/level of Multimillionaire. but you don’t earn much. This is

CREATING A CHARACTER 25 Wealth and Status income is 1% of your starting wealth However, you can have Independent In some game worlds, Status (see (adjusted for wealth level) per level of Income and a job; just add the income p. 28) is closely tied to Wealth. In a set- this trait, to a maximum of 20%. If from both sources. If you are wealthy, ting like this, if you are Wealthy or bet- your income derives from invest- this allows you to work less than full ter, you get +1 Status for free. This ments, you need not specify their time (e.g., 10 hours per week instead bonus increases to +2 at Multi- value; this trait assumes that you of 40, for 1/4 the usual salary) and still millionaire 1 and to +3 at cannot or will not invade your make a good living. Multimillionaire 2. No one may claim capital. more than +3 Status from Wealth. This trait is unrelated to wealth Debt level. A Filthy Rich heiress has -1 point/level Independent Income Independent Income . . . but so do an You owe money. This could repre- 1 point/level Average pensioner and a Poor welfare sent a loan, back taxes, child support, You have a source of income that recipient. or alimony . . . or “hush money” paid does not require you to work: stock Independent Income most often to blackmailers . . . or “protection portfolio, trust fund, rental property, means your occupation is something money” extorted by gangsters. You royalties, pension, etc. Your monthly like dilettante, retiree, or welfare must make a monthly payment equal recipient – not an actual “job.” to 1% of your starting wealth (adjust- ed for wealth level) per level of this trait, to a maximum of 20%. Debt can accompany any wealth level above Dead Broke; plenty of multimillion- Starting Wealth aires owe significant amounts of “Starting wealth” covers both money and property. Start with the money! amount of money your wealth level entitles you to for your game world. Your monthly payment is deducted Buy the possessions you want to start with (see Chapter 8, or consult the from your monthly earnings at your equipment list in the relevant worldbook). Any unspent money is your job. If your job cannot cover your “bank account.” Debt, you have to pay out of your cash Realistically, if you have a settled lifestyle, you should put 80% of your reserves, take a second job, or steal. starting wealth into home, clothing, etc., which leaves only 20% for If you cannot pay – or choose not to “adventuring” gear. If you are a wanderer (pioneer, knight-errant, Free pay – there will be trouble. For bank Trader, etc.), or Poor or worse, the GM might allow you to spend all your loans, this means repossession of your starting wealth on movable possessions. worldly goods. For alimony, child sup- The GM should not allow wealthy PCs to bankroll their poorer associ- port, fines, or taxes, this means a court ates. This makes below-average Wealth little more than “free points.” The date. And if you owe money to the GM might allow rich characters to hire poor ones. If so, he should make mob, you might end up being strong- it obvious – through such means as NPC reactions (“Oh, so you’re the armed into criminal activities . . . or hired help?”) – that the poorer PC is earning his disadvantage points by staring down the barrel of a shotgun. giving up some of his independence. The GM should be creative! It is assumed that you cannot easi- Trading Points for Money ly rid yourself of this obligation. It If you need a little extra money, you may trade character points for it takes more than money to buy off – either at the time of creation or in play. Each point yields 10% of the Debt – you must pay off the points and campaign’s average starting wealth. Money obtained this way can be work out a logical in-game explana- saved, invested, gambled, spent on equipment, etc. You are free to spend tion with the GM. as many points as you wish, but if you plan to spend more than 10 points, you would be better off just buying Wealth! Unlike Wealth, points traded for money do not appear on your char- REPUTATION acter sheet – they are gone. If you exercise this option during character It is possible to be so well-known creation, you are worth fewer points than your associates (but you are that your reputation becomes an better equipped!). advantage or a disadvantage. This You can also spend points on specific equipment, if it’s key to your affects reaction rolls made by NPCs character concept. See Signature Gear, p. 85. (see p. 494). A reputation has four ele- ments: Details, Reaction Modifier, Later Earnings People Affected, and Frequency of You can depend on your adventures to bring in money . . . or you can Recognition. get a job (see p. 516). Remember that in many worlds, unemployment is cause for grave suspicion and bad reaction rolls. Details If a poor PC becomes wealthy, the GM should require the player to The details of your reputation are “buy off” the disadvantage with character points – see p. 121. entirely up to you; you can be known for bravery, ferocity, eating green

26 CREATING A CHARACTER snakes, or whatever you want. However, you must give specifics. Reputation is, by definition, some- Tech Level and thing noteworthy; there is no such thing as a “generic” reputation. Starting Wealth Tech level (p. 22) determines starting wealth, as technologically Reaction Modifier advanced societies tend to be richer. Below is a comparison of TLs and Specify the reaction-roll modifier suggested starting wealth. that you get from people who recog- nize you. This determines the base TL0 Stone Age (Prehistory and later). $250. cost of your reputation. For every +1 TL1 Bronze Age (3500 B.C.+). $500. bonus to reaction rolls (up to +4), the TL2 Iron Age (1200 B.C.+). $750. cost is 5 points. For every -1 penalty TL3 Medieval (600 A.D.+). $1,000. (up to -4), the cost is -5 points. TL4 Age of Sail (1450+). $2,000. TL5 Industrial Revolution (1730+). $5,000. People Affected TL6 Mechanized Age (1880+). $10,000. The size of the group of people who TL7 Nuclear Age (1940+). $15,000. might have heard of you modifies the TL8 Digital Age (1980+). $20,000. base cost: TL9 Microtech Age (2025+?). $30,000. Almost everyone in your game TL10 Robotic Age (2070+?). $50,000. world (but not those from other uni- TL11 Age of Exotic Matter. $75,000. verses – at least, not until they have TL12+ Whatever the GM likes! $100,000. met you!): ¥1. Almost everyone in your game GURPS gives wealth and prices in “$” for convenience. The $ can stand world except one large class (everyone for “dollars,” “credits,” “pennies,” or even units of barter. In a contempo- but the French, everyone but Elves, rary setting, $1 is a modern U.S. dollar. In other periods, $1 equates rough- everyone but offworld visitors): ¥2/3 ly with the amount of local currency needed to buy a loaf of bread or equiv- (round down). alent staple – not with historical U.S. dollars. Large class of people (all people of For example, in a high medieval society, each $ might be a copper far- a particular faith, all mercenaries, all thing. In WWII-era America, each $ would convert to $0.10 in deflated tradesmen, etc.): ¥1/2 (round down). 1940s-era dollars. And in a cyberpunk world with hyperinflation, each $ Small class of people (all priests of might equal $1,000 in grossly devalued 2030-era dollars! The GURPS $ is Wazoo, all literate people in 12th-cen- a constant, however. Variations in starting wealth by TL reflect increased tury England, all mages in modern prosperity due to civilization’s progress – not inflation. Alabama): ¥1/3 (round down). Worldbooks might give starting wealth, wages, and prices in local cur- rency – historical U.S. dollars, British pounds, pieces of eight, etc. In such If the class of people affected is so cases, they will always give a conversion factor to constant $. small that, in the GM’s opinion, you would not meet even one in the aver- Tech Level and Equipment age adventure, your reputation isn’t You enter play with “starting wealth” appropriate worth points. This depends to the campaign TL. If you are from a higher TL, you on the setting; for instance, may start with access to the equipment of your per- mercenary soldiers are rare sonal TL. However, the price of an item of equipment is in some game worlds, doubled for every TL by which its TL exceeds that of the common in others. campaign! For instance, a TL8 character in a TL3 game world Frequency of starts with the same $1,000 as everyone else at TL3. If Recognition he wants a TL8 assault rifle that normally costs Either your name or $1,500, it costs him 32 times as much (five TLs of dif- your face is enough to trig- ference results in five doublings, or a factor of 32) – or ger a “reputation roll” to $48,000 – since the rifle is far more valuable in a low- see if the people you meet tech setting. He’d need to start with some Wealth! have heard of you. Roll There is no guarantee that high-TL adventurers once for each person or will continue to have access to high-tech gear in play. small group you meet. For If you want a piece of gear, then you should buy it a large group, the GM may when you start out. If your TL8 adventurer is dropped roll more than once if he into a TL3 world with 100 rounds of ammunition for likes. The frequency with his assault rifle, then he had better use it wisely. Once which you are recognized it’s gone, it’s gone . . . modifies the cost of your reputation:

CREATING A CHARACTER 27 fame and fortune. To influence others through established channels (as opposed to relying on popularity or Classless Meritocracies bribery), you must purchase one or In many societies, especially feudal ones, Status is the primary form of more types of social rank, each of social rank. However, some societies, notably modern and futuristic ones, which has unique benefits and claim to be “classless.” This does not mean that social rank doesn’t exist! drawbacks. It just means that merit – most often in the form of wealth, education, or public service – replaces entitlement or birthright as the determiner of rel- Status ative social position. 5 points/level In a classless society, the GM may wish to limit the amount of Status Status is a measure of social stand- that PCs can buy directly to only two levels. This represents some combi- ing. In most game worlds, Status lev- nation of higher education, professional license (such as in law or medi- els range from -2 (serf or street per- cine), respected family name, and cultural achievements (anything from son) to 8 (powerful emperor or god- “rock star” to “poet laureate”). The only way to obtain higher Status is to king), with the average man being get it for “free” from high Wealth (p. 25) or Rank (p. 29). Status 0 (freeman or ordinary citizen). In a society where some form of Rank – not Status – is the official If you do not specifically buy Status, yardstick of power, it takes finesse to turn high Status to your advantage. you have Status 0. Status costs 5 For instance, you might come from a “good” family and have a decent points per level. For instance, Status 5 education, allowing you to buy Status 2 outright. You might also be rich costs 25 points, while Status -2 is -10 (Multimillionaire 1) for +2 Status and hold local office (Administrative points. Status also costs money to Rank 3) for +1 Status. This would give you Status 5 in total. To overrule maintain (see p. 516). a senior bureaucrat with Administrative Rank 6 and Status 2, though, Status is not the same as personal you’ll have to use your social connections. You might have more clout in popularity (see Reputation, p. 26) or high society (Status 5 vs. Status 2), but he outranks you in the eyes of the the popularity of your racial or ethnic law (Rank 6 vs. Rank 3)! group (see Social Regard, p. 86, and Social Stigma, p. 155). Status can sometimes influence others’ reactions, but its main effect is to spell out where All the time: ¥1. resulting costs. Modify this total for you stand in the social pecking order. Sometimes (roll of 10 or less): ¥1/2 frequency of recognition. The reputa- In short, Status represents power. (round down). tion is an advantage if the net point High Status Occasionally (roll of 7 or less): ¥1/3 cost is positive, a disadvantage if neg- Status greater than 0 means you (round down). ative. The final point cost may be 0, are a member of the ruling class in Of course, your reputation extends but you should still record it on your your culture. Your family may be only within a certain area. If you trav- character sheet! hereditary nobles (e.g., Plantagenet, el far enough away, the GM may Example 1: Sir Anacreon has a rep- Windsor), successful businessmen or require you to “buy off” the disadvan- utation for fearless monster-slaying. politicians (Rockefeller, Kennedy), or tage points you received for a bad rep- This earns him a +2 reaction from some other type of big shots. You may utation. (There is no corresponding those who recognize him. Everyone even have achieved Status by your bonus for losing a good reputation.) has heard of him (no modifier), and own efforts. As a result, others in your culture only defer to you, giving you a Multiple Reputations he is recognized on a roll of 10 or less (¥1/2). He has a 5-point advantage. bonus on all reaction rolls. You may have more than one repu- High Status carries various privi- tation, and your reputations can over- Example 2: The Green Dragon has leges, different in every game world; lap. The GM should check each one a reputation as a crimefighter. He gets your GM will give you this informa- before determining how an NPC reacts +3 reactions from honest citizens – tion. Note that any high-Status person to you. Your total reaction modifier which is almost everyone except the is a likely target for kidnappers and from reputations cannot be better than large class of dishonest citizens (¥2/3) social climbers, and that some +4 or worse than -4 in a given – for 10 points. He receives a -4 reac- criminal types hate “the ruling class.” situation. tion from the underworld – a large Low Status group (¥1/2) – for -10 points. The net Status less than 0 means you are a Multifaceted point cost for his reputation is 0 serf or a slave, or simply very poor. points. If his player wished, he could Reputations This is not the same thing as Social specify a frequency of recognition, but A single reputation can give differ- Stigma (p. 155). In medieval Japan, the final cost would still be 0 points. ent reaction modifiers with different for instance, a woman could have high groups, provided the groups do not Status, but still get a -1 on reactions overlap. Set the reaction modifier for MPORTANCE due to the Social Stigma of being each group, modify the cost for the I Your formally recognized place in female. A modern-day criminal could size of the group, and then add up the society is distinct from your personal theoretically have any level of Status

28 CREATING A CHARACTER in conjunction with the Social Stigma before you will be recognized. Status typically one of the traits given under of a criminal record. costs no fewer points in such societies; Privilege (p. 30) or a minimum skill The interaction of Status, Social you may get fewer reaction bonuses, level. These things have their own Stigma, and Reputation can give inter- but you can also live a normal life, and point costs, not included in the cost of esting results. For instance, a person it is far more difficult for someone to the Rank. who is obviously from a lower social impersonate you. In a given society, there are usually class, or even a disdained minority several systems of Rank; the precise group, might earn such a reputation Rank varieties depend on the game world. as a hero that others react well to him. 5 or 10 points/level In most cases, you may hold more Status as a Reaction Modifier Specific sectors of society – e.g., the than one kind of Rank, although the When the GM makes a reaction civil service, the military, and certain GM is free to rule that holding one roll (see p. 494), the relative Status of powerful religions – often have inter- sort of Rank precludes holding the characters involved can affect the nal ranking systems, distinct from another. reaction. The GM can roleplay NPCs Status. If an organization like this has Rank may coexist with Status. If as he likes, of course, but here are significant social influence, or access so, then high Rank grants additional some general guidelines: to useful resources, then its members Status at no extra cost: +1 to Status at must pay points for their rank within Rank 2-4, +2 to Status at Rank 5-7, Higher Status usually gives a reac- the organization. and +3 to Status at Rank 8 or higher. tion bonus. When dealing with a social Rank comes in levels. Each Rank This represents society’s respect for inferior, apply the difference between has authority over those of lower senior members of important social your Status levels as a reaction bonus Rank – regardless of personal ability. institutions. If you hold multiple types – except, of course, when dealing with In most cases, there are six to eight of Rank, then you may claim a Status someone who resents Status. For levels of Rank. The GM should deter- bonus for each of them. instance, if you have Status 3, those of mine the highest Rank available to Alternatively, one form of Rank Status 1 react to you at +2, and those starting characters, usually Rank 3-5. might replace Status; for instance, of Status 0 react at +3. Unlike Status, Rank costs no Religious Rank in a theocracy. In soci- Lower Status may give a penalty. If money to maintain. On the other eties like this, Status does not exist. you are dealing with a higher-Status hand, almost all forms of Rank come Each level of Rank gives all its usual NPC who is basically friendly, your with a Duty (see p. 133). Rank often benefits plus the effect of an Status doesn’t matter (as long as it’s has stringent prerequisites, too – equivalent level of Status. positive). After all, the king has a far higher Status than his knights, but he reacts well to them . . . most of the time. But if the NPC is neutral or already angry, lower Status makes it worse (“How dare you, a mere knight, Special Rules for Rank tell me my battle plan is foolish?”). A number of special situations might arise in play for those with Rank. Again, apply the difference in Status levels as a reaction modifier, but in this case it gives a penalty. Temporary Rank Those of higher Rank may temporarily increase your Rank for a prede- Negative Status usually gives a termined amount of time – until the end of a project, battle, etc. This penalty. If your Status is so low as to process is called brevetting in the case of Military Rank. To keep temporary be negative, those of higher Status Rank, you must meet all the usual requirements and pay the appropriate always react badly to you. Apply the point cost. difference between your Status and the NPC’s as a reaction penalty, but no worse than -4. Courtesy Rank Those who have formerly held Rank may retain that Rank as “Courtesy Recognizing Status Rank” for only 1 point per level. Those who currently hold a title that car- Status only affects reaction rolls if ries little real authority may also take Courtesy Rank. Courtesy Rank is for it is obvious to those around you. In social situations only; it gives you a fancier title. some settings, your bearing, dress, and speech communicate your Status. Rank for Spies Indeed, if you have very high Status, Officers of national intelligence services often possess a special catego- your face may be easily recognized – ry of Military Rank, distinct from that of line soldiers. Employees of civil- or perhaps the gaggle of servants that ian intelligence agencies usually possess some variety of Administrative surrounds you gets the message Rank instead. Finally, some counterintelligence officers are actually across. police, and hold Police Rank. Those playing spies should consult with the In other societies, you will have to GM before purchasing Rank of any kind! produce physical proof (ID cards, signet rings, etc.), pass a test, or submit to ultra-tech or magical scans

CREATING A CHARACTER 29 Rank is worth 5 points per level if it coexists with Status, or 10 points per level if it replaces Status. Common varieties of Rank include: Example of Character Creation (cont’d) ISWAT feeds and clothes Dai, and issues him the equipment he needs Administrative Rank: Position with- on a mission, but does not let him fetch his loot from Yrth. Thus, he does in a governmental bureaucracy. When not personally own much. We give him Wealth (Poor), for -15 points. This dealing with other administrators, dif- gives 1/5 starting wealth for TL8, or $4,000. Still, by Yrth standards (start- ferences in Rank work just like differ- ing wealth at TL3 is only $1,000), he lives in more luxury than he knew as ences in Status (see p. 28). At TL5 and a master thief! higher, a large bureaucracy might Looking at the traits listed under Privilege and Social Restraints, we have several varieties of Rank: one per choose two to reflect Dai’s job. ISWAT is powerful, and its agents’ Legal government department, and possibly Enforcement Powers (p. 65) reach across time and space, for 15 points. extra categories for the senate, judici- But these powers come with a Duty (p. 133), which occurs on 15 or less ary, etc. (Defense or law-enforcement and is extremely hazardous, for -20 points. officials use Military or Police Rank Dai’s wealth and influence are worth a net -20 points. This lowers his instead.) Note this on your character running point total to 143 points. sheet; e.g., Administrative Rank (Judiciary). Merchant Rank: Position within a national or transnational organization Police Rank: Position in a police of merchants. This could be anything force. Each agency has its own variety PRIVILEGE from the mercantile culture of the of Rank. You must buy Legal You may buy special privileges Aztecs (where Merchant Rank verged Enforcement Powers (p. 65) before within your society – e.g., a hard-to- on being Status) to the “merchant you can buy Police Rank; this is the obtain license, an “in” with an influen- marine” of a modern or futuristic soci- difference between a patrol officer tial social group, or an exemption ety (where Merchant Rank often par- (Police Rank 0, for 0 points) and an from certain laws – that allow you allels Military Rank during wartime). ordinary citizen (no Police Rank, also more latitude in your actions. Such Military Rank: Position within a 0 points). Note that in a police state, advantages are not directly linked to military organization. Each organiza- there is no difference between Police Rank or Status. For instance, a spy tion is structured differently. In gener- Rank and Military Rank. with low Rank might have a “license al, personnel that are not specifically Religious Rank: Position in a reli- to kill,” while his commander, a leaders will be Rank 0-2, while low- gious hierarchy. Each religion has its bureaucrat with much higher Rank, is level officers and senior enlisted men own variety of Rank. You must buy bound by all the rules of polite society. will be Rank 3-4. Rank 5 and higher is Clerical Investment (p. 43) before you Privileges include the advantages normally limited to major commands can buy Religious Rank; this is the dif- of Claim to Hospitality (p. 41), and duties where the officer is respon- ference between a novice (Religious Clerical Investment (p. 43), Legal sible for extremely valuable or rare Rank 0, for 0 points) and a layperson Enforcement Powers (p. 65), Legal resources. Limited-duty officers, spe- (no Religious Rank, also 0 points). Immunity (p. 65), Security Clearance cialists, and personnel with little actu- Other common requirements include (p. 82), Social Regard (p. 86), and al responsibility or command authori- a minimum level of Theology skill and Tenure (p. 93). ty have a lower Rank in GURPS being of a particular sex or race. terms, despite possibly possessing Differences in Rank work just like dif- titles identical to those of a higher ferences in Status (see p. 28) when SOCIAL Rank; represent this with one or more dealing with co-religionists and those ESTRAINTS levels of Courtesy Rank (see Courtesy who respect your faith. R Rank, p. 29) Your social situation can instead deprive you of freedom. This can take many forms: an onerous obligation; the need to hide your deeds or lifestyle in order to avoid persecution; or wide- spread disdain for your cultural group, occupation, or social class. Such traits are considered disadvan- tages – see Duty (p. 133), Secret (p. 152), and Social Stigma (p. 155). All of these traits are externally imposed. If you are limited by your values, see Self-Imposed Mental Disadvantages (p. 121) instead.

30 CREATING A CHARACTER FRIENDS AND FOES You can claim to know just about life histories, and character sheets, inappropriate. He might even choose anyone – and maybe you really do! just like PCs. In each case, the GM will to forbid entire classes of NPCs – Your life history should include at interview you regarding the attitude, Dependents, Enemies, Patrons, least some details about your relation- character story, and general abilities etc. – if he feels they would unduly ships – good, neutral, or bad – with of the NPC, and then use this infor- disrupt the flow of the game. other people in the game world. mation to create a character sheet. It costs points to have associates Character sheets for Associated you can rely on for assistance during NPCs – like those of all NPCs – are for CONTACTS an adventure. Likewise, individuals the GM’s eyes only. You will not have You may also have associates who who complicate your life or actively access to them! When these NPCs provide useful information or very seek to thwart you, personally, are become involved in the game, the GM minor favors, but who do not become worth points as disadvantages. Note plays their roles and control their physically involved in dangerous that these NPCs need not be people– actions. Thus, even your closest asso- adventures. They appear only for long they might be spirits, animal side- ciates are never 100% predictable. enough to help out, and then quickly kicks, or robots. Buy advantageous Associated depart. The GM will roleplay them NPCs as Allies (p. 36) or Patrons and give them personalities, but since (p. 72). Disadvantageous ones include they are no more likely than any other ASSOCIATED Dependents (p. 131) and Enemies friendly NPC to get involved in the (p. 135). The GM’s word is final action, they do not require full charac- NPCS in all cases. The GM is free to forbid ter sheets. Purchase such NPCs as Some friends and foes physically an Associated NPC that he feels Contacts (p. 44) or Contact Groups enter play when they appear. These would be disruptive, unbalanced, or (p. 44). “Associated NPCs” have personalities, IDENTITIES By now, you should have a good Pseudonyms While useful, such a false identity will idea of what you look like and who In many countries – including the eventually be noticed and eliminated you are . . . but this might be only one present-day United States – it is legal to (and the user sought after!). This kind of several faces that you show the use a false name for privacy as long as of identity is not considered an world. Most people have just one iden- you do not attempt to defraud or inter- advantage, and costs no points; buy it tity – but a criminal, spy, super, or vig- fere with public records. You can rent with cash. ilante might have multiple identities. an apartment as “Mr. Smith,” paying A standard Temporary Identity is A functional alternate identity costs cash, without problems. But you can’t guaranteed to be good for one week. points; see Alternate Identity (p. 39). get a driver’s license, etc., legally. This At the end of that week, the GM rolls On the other hand, keeping your iden- sort of “weak identity” costs no points, 3d. On a roll of 8 or less, the authori- tity a secret can be troublesome and and is popular with rock stars and ties have discovered the false records. expensive enough to qualify as a actors (who often use a “stage name”), Otherwise, the identity holds up for Secret Identity disadvantage (p. 153). writers (in the form of a nom de another week and the process repeats And if you have no legal identity, you plume), and traveling royalty. itself, but the “discovery roll” is at a are Zeroed (p. 100). cumulative +1 for every week past the Temporary Identities first (9 or less at the end of the second Anyone can have a hasty or low- week, 10 or less at the end of the third quality Alternate Identity (p. 39). week, and so on). The price of a Temporary Identity is negotiable, and depends on your contacts, skills, and the setting. The cheaper the identity, the more fre- Alternate Identity vs. Secret Identity quently the GM will roll – a really A Secret Identity (p. 153) isn’t the same as an Alternate Identity (p. 39). cheap one might only be good for a If there are no false records to back up a Secret Identity, it doesn’t count day, with rolls every day! More expen- as an Alternate Identity. And if you use an Alternate Identity only to hold sive identities, lasting longer or start- a secret bank account (for instance), and never try to “live” that persona, ing at a lower number, might also be it isn’t a Secret Identity. available. Someone who is Zeroed (p. 100) can use a Temporary Identity.

CREATING A CHARACTER 31 CHAPTER TWO ADVANTAGES

An “advantage” is a useful trait that gives you a mental, physical, or social “edge” over someone else who otherwise has the same abilities as you. Each advan- tage has a cost in character points. This is fixed for some advantages; others can be bought in “levels,” at a cost per level (e.g., Acute Vision costs 2 points/level, so if you want Acute Vision 6, you must pay 12 points). Advantages with “Variable” cost are more complicated; read the advantage description for details. You can start out with many advantages as you can afford – although some advantages are forbidden to certain kinds of characters. You can also add advan- tages in play, if the GM permits. For instance, all the beneficial social traits in Chapter 1 (Status, Wealth, etc.) are advantages, and you could realistically any of these in the course of the game. Magic and high technology can often grant advantages as well. For information on adding advantages in play, see Chapter 9. TYPES OF ADVANTAGES Advantages fall into several broad categories, each of which has affects who can possess those advantages and how they work in play. Mental 2, Physical 3, and Social 4 Mental advantages originate from your mind, or perhaps even your soul. They stay with you even if your mind ends up in a new body due to possession, a brain transplant, etc. Magical, psionic, and spiritual traits usually fall into this catego- ry. Most mental advantages work automatically, but a few require a roll against IQ, Perception, or Will to use. Mental advantages are marked 2. Physical advantages are part of your body. You lose these traits if your mind moves to a new body – and if another mind takes over your body, the body’s new owner gains your physical advantages. Advantages provided by bionics and similar implants usually fall into this category. Make a HT roll to acti- vate any physical advantage that does not work automatically. Physical advantages are marked 3. Social advantages are associated with your identity. Whether identity is a facet of mind or of body depends on the game world. In a fantasy setting, a demon might possess a duke and “become” a respected noble instead of a feared demon, while in a far-future society, people might routinely “upload” into new bodies with no effect on social standing. As with all things, the GM’s word is final. Note that this category includes Rank, Status, Wealth, and related traits from Chapter 1. Social advantages are marked 4. Many exotic and supernatural advantages (see below) could belong to more than one of these categories. This is noted (e.g., as 2/3) where espe- cially appropriate. The GM has the final say. The 2, 3, and 4 markers are meant to assist GM judgment, not replace it. Exotic 1, Supernatural 5, and Mundane Exotic advantages are traits that ordinary humans cannot have with- out ultra-tech body modification or similar tampering; for instance, extra arms or death-ray vision. Nonhumans will often have exotic advantages on a racial basis, but this does not entitle them to add such traits freely. You need the GM’s permission to add exotic traits that do not appear on your racial template (see Chapter 7). Exotic advantages are marked 1.

32 ADVANTAGES Supernatural advantages are impossible in nature and cannot be justified by science – or even “super- science.” They rely on divine interven- Potential Advantages tion, magic, psionics, etc. The classic You will sometimes see an advantage you would like to have but that example is magical talent (see Magery, would not make sense at the start of your career – or that you cannot p. 66). Supernatural traits differ from afford on your starting points! Or you might just want to start your adven- exotic ones in that anyone might be turing career with unrealized potential, like countless fictional heroes. In supernaturally gifted – even a “nor- either situation, the GM may choose to let you set aside 50% of the cost of mal” human, if the GM permits. an advantage as a “down payment” against acquiring the advantage later Having a trait like this does not auto- on. matically mark you as an alien or a When you take a potential advantage like this, sit down with the GM mutant. Supernatural advantages are and work out the in-game conditions under which you will acquire the marked 5. desired trait. When these conditions are met, you must use bonus charac- Mundane advantages are inborn or ter points to pay the other half of the price as soon as possible; see learned edges and knacks that anyone Improvement Through Adventure (p. 290). The GM is free to assess partial might have. There are normally no or uncontrollable benefits befitting the trait until you finish paying for the restrictions on who may possess a full, controllable advantage. mundane advantage. Mundane advan- Examples of potential advantages include: tages are not specially marked – if you Heir: You stand to inherit wealth or a title. The GM decides when you 1 5 don’t see or , the advantage is mun- will come into your inheritance. At that time, you acquire Status, Wealth, dane and available to anyone with the or other social privileges worth twice the points set aside for this trait. GM’s permission. This last point is Until then, you enjoy extra money, reaction modifiers, etc. equal to half important! Some mundane traits are what you stand to gain. For instance, if you stood to inherit +2 to Status intended for cinematic campaigns [10] and Comfortable wealth [10], Heir would cost 10 points, and give +1 (see The Cinematic Campaign, p. 488); to Status and a 50% bonus to starting wealth. the GM may forbid them in realistic games. Cinematic traits are always Schrödinger’s Advantage: You can specify that at some critical juncture clearly indicated in the text. in an adventure, just when all seems lost, you will suddenly discover a new ability – worth twice the points you have set aside – that will help you out of trouble. You must immediately pay the remaining points to use your ADVANTAGE new ability. This is a powerful option. To keep things fair, points set aside ORIGINS this way provide no benefit until you discover your hidden talent. When you select exotic or super- Secret Advantage: You have an advantage you don’t know about! The natural advantages, you must also GM picks an advantage or set of advantages worth twice the points you choose an in-game justification for have set aside . . . but he will not tell you what it is, or even give you a clue! those abilities: biology, high technolo- The GM will reveal the truth at a suitably dramatic moment. Until then, gy, a divine gift, etc. Explaining your the advantage provides the usual benefits – but it isn’t under your control, capabilities in terms that have mean- so you won’t be able to rely on it. The advantage functions normally once ing in the game world will give you a revealed and paid for. better “feel” for your character and give the GM some additional “adven- ture hooks.” Origins are usually just special of your advantages if you wish, subject for instance, by throwing your yin and effects. For instance, if you can sprout to GM approval. The GM sets the ori- yang out of balance. claws, they use the rules under Claws gins available in his campaign. Cosmic: Abilities that emanate (p. 42) whether they are natural, Examples include: from the universe itself or otherwise cybernetic, or a gift from the Tiger defy explanation. This is reserved for Biological: Inborn features (unique God. Sometimes, though, you will gods, powerful spirits, supers, etc. If to you or part of your racial makeup) encounter things that can only affect your ability produces effects that only and mutations. Medical science can or be affected by a specific class of other cosmic powers can counteract, detect and analyze these traits, and – abilities. Furthermore, the GM may this is an enhancement; see Cosmic at higher tech levels – add or remove rule that talents with certain origins (p. 103). them through genetic engineering, are more or less effective in a particu- Divine: Gifts from the gods (if you implants, or surgery. lar situation. In those cases, it is are a god, use Cosmic). In areas of low Chi: Powers that originate from the important to know how your advan- “sanctity” for your god – e.g., the tem- “inner strength” of martial artists and tage works. ple of a rival god, or a foreign land yoga masters (also known as ki and Most characters have only one ori- where your god is unknown – you prana). Disease and similar afflictions gin for all of their abilities, but you might find your abilities reduced or can sometimes weaken such abilities – may choose a separate origin for each unavailable.

ADVANTAGES 33 TURNING ADVANTAGES What’s Allowed The GM determines which exotic and supernatural traits are allowed – OFF AND ON and to whom – in his campaign. In a futuristic “transhuman” game world, An advantage that never inconven- the GM might declare that it is possible to add specific exotic advantages iences you (e.g., Intuition), that has to via surgery or genetic modification, but rule that supernatural advantages be on at all times to be of benefit (e.g., simply do not exist. In a 1920s horror game, the GM might allow many Resistant), or that reflects a perma- supernatural abilities, but no exotic ones. And in a supers campaign, the nent trait of your species (e.g., Extra GM could let the players buy anything they have points for, vetting trou- Arms) is always on. You cannot turn it blesome traits on a case-by-case basis. Players should develop the habit of off. reading 1 and 5 as “requires GM permission.” Most other advantages are switch- able: you can turn them off and on at will. To do so requires a one-second Ready maneuver, with activation or deactivation occurring as soon as you High-Tech: Nonbiological implants Psionic: Advantages that originate execute the maneuver. Unlike certain in biological characters, as well as all from the power of the mind. In most skills and magic spells, this does not abilities of cyborgs, robots, and vehi- settings where psi powers exist, there require concentration; switching an cles. Sensors can detect and analyze are drugs, gadgets, and specialized advantage is second nature, and can- such traits, and certain high-tech anti-psi powers that can detect and not be “interrupted.” The default con- countermeasures might be able to defeat them. As a result, they are dition (while sleeping, unconscious, neutralize them. bought with a special limitation; see etc.) is “on.” Magic: Talents that draw upon Chapter 6. Attacks – notably Affliction (p. 35), magical energy, or mana. You need Spirit: Abilities enabled by invoking Binding (p. 40), and Innate Attack not be a wizard yourself; this category spirits. You only seem to be the focus (p. 61) – are only “on” while you are includes such lasting sorcerous effects of the effects; in reality, invisible attacking. An advantage like this as personal enchantments. If your supernatural beings are doing your requires a one-second Attack maneu- gifts do not function at all in areas bidding. Obviously, if the spirits can- ver to use; you cannot switch it on without mana, and function at -5 not reach you, your abilities do not continuously without a special to die rolls in low mana (like spells; work. enhancement. see p. 235), then this is a limitation Exceptions to these guidelines are (see p. 110): Mana Sensitive, -10%. noted explicitly. ADVANTAGE LIST 360° Vision 31 Special Limitations ability does not work in environments 25 points Easy to Hit: Your eyes are on stalks, such as interstellar space or the limbo unusually large, or otherwise more of the astral plane, but it does work You have a 360° field of vision. You vulnerable to attack. Others can target underground, underwater, and on have no penalty to defend against your eyes from within their arc of other planets. This gives +3 to Body attacks from the sides or rear. You can vision at only -6 to hit. -20%. Sense and Navigation (Air, Land, or attack foes to your sides or rear with- Sea). (Note: The navigational sense out making a Wild Swing, but you are that guides migratory creatures to at -2 to hit due to the clumsy angle of 3D Spatial Sense see Absolute Direction, below their destination is too crude to quali- attack (note that some Karate tech- fy; treat it as a 0-point feature.) 5 niques do not suffer this penalty). Absolute Direction 2/3 points. Finally, you are at +5 to detect 3D Spatial Sense: As above, but Shadowing attempts, and are never 5 or 10 points works in three dimensions. This abili- surprised by a danger that comes from You have an excellent sense of ty is useful in deep space – although it behind, unless it also is concealed direction. This ability comes in two does not help you if you travel across from sight. levels: dimensions. You get the skill bonuses Extra eyes are merely a special given for Absolute Direction, plus +1 effect of this trait – you can have any Absolute Direction: You always know which way is north, and you can to Piloting and +2 to Aerobatics, Free number of eyes, but the point cost Fall, and Navigation (Hyperspace or remains the same. always retrace a path you have followed within the past month, no Space). 10 points. matter how faint or confusing. This

34 ADVANTAGES Special Limitations Acute Vision gives you a bonus to DR, add the Armor Divisor enhance- Requires Signal: You rely on signals spot things visually, and whenever you ment. The victim gets a further +3 if he from a navigational satellite network do a visual search (for instance, look- is beyond 1/2D range. (like Earth’s GPS) or similar system. ing for traps or footprints). 2 If the victim makes his HT roll, he Your ability does not function in the points/level. is unaffected. If he fails, he suffers the absence of such a system, and it can effects of the Affliction. By default, he With the GM’s permission, you may be jammed. -20%. is stunned (see p. 420). He may roll vs. also buy Acute Sense advantages for HT+1 once per second to recover, but specialized senses such as Scanning 2 once again at a penalty equal to the Absolute Timing Sense and Vibration Sense. level of the Affliction (DR has no effect 2 or 5 points You cannot usually buy Acute on this roll). You have an accurate mental clock. Senses in play – raise your Perception If your Affliction causes an effect This ability comes in two levels, both instead. However, if you lose a sense, other than stunning, this is a special of which are somewhat cinematic: the GM may allow you to spend earned enhancement (see below). You can points on other Acute Senses to Absolute Timing: You always know inflict more than one effect by giving compensate. For instance, if you are what time it is, with a precision equal your Affliction multiple special blinded, you might acquire Acute to the best personal timepieces widely enhancements. These effects occur Hearing. available in your culture (but never simultaneously, except where noted. better than a few seconds). You can measure elapsed time with equal accuracy. Neither changes of time zone nor sleep interferes with this ability, and you can wake up at a pre- determined time if you choose. Being The GM determines which exotic and knocked unconscious, hypnotized, etc. may prevent this advantage from supernatural traits are allowed – and to whom – working, and time travel will confuse in his campaign. you until you find out what the “new” time is. 2 points. Chronolocation: As above, but time travel does not interfere – you always know what time it is in an absolute sense. Note that things like Daylight Administrative Rank Successive Afflictions that produce Savings Time and calendar reform can see Rank, p. 29 the same effects are not normally still confuse you! When you travel in cumulative. Use the single worst effect. time, the GM may tell you, “You have 31 Use the special enhancements gone back exactly 92,876.3 days,” and Affliction below to create specific Afflictions. let you – or your character – deal with 10 points/level Many Attack Enhancements and questions like, “What about leap You have an attack that causes a Limitations (p. 102) are also logical. year?” 5 points. baneful, nondamaging effect: blind- For instance, a blinding flash is Sense- ness, paralysis, weakness, etc. This Based (p. 109); most drugs have Acute Senses 3 might be an ultra-tech beam weapon, Follow-Up (p. 105), Blood Agent 2 points/level a chemical spray, a supernatural gaze (p. 102), or Contact Agent (p. 103); attack, or almost anything else. You have superior senses. Each supernatural attacks like the “evil eye” Specify the details when you buy the Acute Sense is a separate advantage use Malediction (p. 106); and touch advantage. that gives +1 per level to all Sense rolls attacks call for Melee Attack (p. 112). By default, Affliction is a ranged (p. 358) you make – or the GM makes If an Affliction produces two or attack with 1/2D 10, Max 100, Acc 3, for you – using that one sense. more effects due to the special RoF 1, Shots N/A, and Recoil 1, enhancements below, some of these Acute Hearing gives you a bonus to although you can apply modifiers to effects may be secondary. Secondary hear something, or to notice a sound change these statistics (see pp. 101- effects occur only if the victim fails his (for instance, someone taking the safe- 116). HT roll by 5 or more or rolls a critical ty off a gun in the dark). 2 points/level. If you hit, your victim gets a HT+1 failure. A secondary effect is worth 1/5 Acute Taste and Smell gives you a roll to resist. Apply a penalty equal to as much; e.g., Secondary Heart Attack bonus to notice a taste or smell (for the level of the Affliction (so Affliction is +60% rather than +300%. instance, poison in your drink). 2 1 gives an unmodified HT roll). The Once you have chosen all the mod- points/level. victim gets a bonus equal to his DR ifiers on your Affliction, describe the Acute Touch gives you a bonus to unless the Affliction has one of the fol- nature of the attack as detailed for detect something by touch (for lowing modifiers: Blood Agent, Innate Attack (p. 61). instance, a concealed weapon when Contact Agent, Cosmic, Follow-Up, patting down a suspect). 2 points/level. Malediction, Respiratory Agent or Sense-Based. To reduce the effects of

ADVANTAGES 35 Special Enhancements Incapacitation: The victim is inca- victim lacks that advantage! This Advantage: The victim immediately pacitated for a number of minutes enhancement is worth +1% per point experiences the effects of a specific equal to the margin of failure on his the advantage is worth. If the advan- physical or mental advantage. HT roll. After that, he is stunned until tage comes in levels, you must specify Advantages with instantaneous effects he can make a HT roll (roll once per the level negated. affect the target once, as soon as he is second). If you combine Incap- Stunning: May only accompany hit, if he fails his HT roll; e.g., Warp acitation with other effects (such as Advantage, Attribute Penalty, Dis- immediately teleports the subject. Irritant), those effects occur after the advantage, or Negated Advantage. If Advantages that can be switched on Incapacitation wears off; they replace the victim fails to resist, he is stunned and off (such as Insubstantiality) are the stunning and last for the same (per an unmodified Affliction) in addi- automatically “on” for one minute per length of time the Incapacitation did. tion to the effects of the other point by which the victim fails his HT Incapacitation can take the form of enhancement(s). +10%. roll, and are not under the subject’s any of the following: Daze, +50%; control. This is worth +10% per point Hallucinating, +50%; Retching, +50%; Allies 4 the advantage is worth; e.g., Agony, +100%; Choking, +100%; Variable Insubstantiality would be +800%! If Ecstasy, +100%; Seizure, +100%; Many fictional heroes have part- the advantage comes in levels, specify Paralysis, +150%; Sleep, +150%; or ners – loyal comrades, faithful side- the level. Unconsciousness, +200%. See kicks, trusted retainers, or lifelong Attribute Penalty: The victim suffers Incapacitating Conditions (p. 428) for friends – who accompany them on temporary attribute loss. This is +5% the game effects. adventures. These partners are per -1 to ST or HT, or +10% per -1 to Irritant: The victim suffers an “Allies.” DX or IQ. For instance, an attack that impairing but non-incapacitating con- The other PCs in your adventur- caused DX-3 and IQ-2 would be +50%. dition instead of being stunned. It lasts ing party are, in a sense, “allies.” But Lower all skills based on reduced for a number of minutes equal to the they can be unreliable allies indeed. attributes by a like amount. ST penal- margin of failure on his HT roll. The Often they are chance acquaintanc- ties also reduce BL and damage, while possibilities are Tipsy +10%; es, first encountered at a roadside IQ reductions also apply to Will and Coughing, +20%; Drunk, +20%; tavern only hours ago. They have Perception. Secondary characteristics Moderate Pain, +20%; Euphoria, their own hidden goals, ethics, and are not otherwise affected; for +30%; Nauseated, +30%; Severe Pain, motives, which might not coincide instance, HT reduction does not affect +40%; or Terrible Pain, +60%. For def- with your own. Basic Speed or FP. Penalties last for initions, see Irritating Conditions An NPC Ally, on the other hand, is one minute per point by which the vic- (p. 428). wholly reliable. Perhaps you fought tim fails his HT roll. Negated Advantage: The victim side by side in a long war, trained Coma: The victim collapses, pro- loses a specific advantage for one under the same master, or grew up in foundly unconscious, and will likely minute per point by which he failed the same village. The two of you trust die in days unless treated; see Mortal his HT roll. There is no effect if the each other implicitly. You travel Conditions (p. 429). +250%. Cumulative: Repeated attacks are cumulative! You must take this in con- junction with Attribute Penalty, or with an Advantage, Disadvantage, or Frequency of Appearance Negated Advantage Enhancement Whether you pay points for a useful relationship with an NPC or col- that inflicts a “leveled” trait. +400%. lect points for a troublesome one, it is unlikely that the NPC will be a con- Disadvantage: The victim tem- stant presence. Each friend or foe has a frequency of appearance, and will porarily gains one or more specific figure into a given adventure only if the GM rolls less than or equal to that physical or mental disadvantages (but number on 3d at the start of the adventure. How the NPC interacts with not self-imposed mental disadvan- you if the roll succeeds depends on the nature of the relationship. tages – see p. 121). This is worth +1% Frequency of appearance multiplies the point cost for an Associated per point the temporary disadvan- NPC (see p. 31) after determining power level and group size (as applica- tages are worth; e.g., Paranoia [-10] is ble), but before you apply any special modifiers: worth +10%. If a disadvantage comes in levels, specify the level. The disad- Constantly (no roll required): ¥4. The NPC is always present. This level vantages last for one minute per point is reserved for NPCs – usually Allies – that are implanted, worn like cloth- by which the victim fails his HT roll. ing, or supernaturally attached. Heart Attack: The victim suffers an Almost all the time (roll of 15 or less): ¥3. incapacitating heart attack, and will Quite often (roll of 12 or less): ¥2. die in minutes unless treated; see Fairly often (roll of 9 or less): ¥1. Mortal Conditions (p. 429). +300%. Quite rarely (roll of 6 or less): ¥1/2 (round up).

36 ADVANTAGES together, fight back-to-back, share Allies built on no more than 100% Allies, or even prohibit groups larger rations in hard times, and trade of the PC’s starting points may also be than a certain size – although he watches through the night. Dependents (see p. 131). Add the cost might permit an army or other large Your Ally is usually agreeable to of Ally and Dependent together, and group as a Patron. Frequency of your suggestions, but he is not your treat the combination as a single appearance multipliers and special puppet. He will disagree with you trait: an advantage if the total point modifiers (if any) apply to the final from time to time. An Ally may try to cost is positive, a disadvantage if it is cost of the entire group. dissuade you from a plan that seems negative. foolish to him – and if he can’t talk you out of the plan, he may refuse to coop- erate. An Ally may even cause prob- lems for you: picking fights, landing in jail, insulting a high noble . . . Of course, the Ally will also try to bail you out when you make mistakes. The GM will not award you bonus character points for any play session in which you betray, attack, or unnec- essarily endanger your Ally. Blatant, prolonged, or severe betrayal will break the trust between you and your Ally, and he will leave you permanent- ly. If you drive your Ally off in this way, the points you spent on him are gone, reducing your point value. Leading your Ally into danger is all right, as long as you face the same danger and are a responsible leader. The point cost for an Ally depends Ally Groups Frequency of Appearance on his power and frequency of appear- You may purchase as many Allies Choose a frequency of appearance ance. Only PCs who take NPCs as as you can afford. Each Ally is nor- (see p. 36). If your Ally appears at the Allies pay points for the privilege. Two mally a separate advantage, but you start of an adventure, he accompanies PCs can be mutual “allies” for free, as can treat a group of related Allies as a you for the duration of that adventure. can two NPCs – and NPCs never pay single trait to save space on your char- Allies in Play points for PCs as Allies. An Ally is acter sheet. For a group of individuals As with Dependents (p. 131), the specifically a skilled NPC associate for – with their own unique abilities and GM will adjust your Ally’s abilities in one PC. character sheets – add the costs of the order to keep his point total a fixed individual Allies to find the cost of the Ally’s Power percentage of your own as you earn group, adjust the total cost for fre- Consult the following table to points. This will keep his value as an quency of appearance, and then apply determine how many points you must advantage constant. The GM decides any special modifiers. spend on your Ally. “Point Total” is the how the Ally evolves, although he For a group of more than five iden- Ally’s point total expressed as a per- might ask you for your input. tical and interchangeable allies that centage of the PC’s starting points; If your Ally dies through no fault of share a single character sheet – for “Cost” is the cost of the Ally. If the yours, the GM will not penalize you. instance, an army of low-grade thugs Ally’s point total falls between two You may put the points spent on the or a swarm of robot drones – find the percentages, use the higher. deceased Ally toward a new Ally. The point cost to have one member of the new relationship should normally Point Total Cost group as an Ally, and then multiply develop gradually, but the GM might 25% 1 point that cost as follows to find the cost of allow an NPC to become an Ally on 50% 2 points the group: 75% 3 points the spot if you have done something 100% 5 points Size of Group Multiplier that would win him over (e.g., saving 150% 10 points 6-10 ¥6 his life). This is especially appropriate 11-20 ¥8 in cultures where debts of honor are Allies built on more than 150% of 21-50 ¥10 taken seriously! the PC’s starting points are not allowed; 51-100 ¥12 There is no penalty for amicably treat such NPCs as Patrons (see p. 72). parting ways with your Ally. You may Exception: The progression above Add ¥6 to the multiplier per tenfold use the points spent on him to buy a extends indefinitely for nonsentient (IQ increase in number (e.g., 100,000 new Ally met during play. At the GM’s 0) Allies; each +50% of the PC’s starting Allies would be ¥30). The GM may discretion, you may trade in any points costs a further +5 points. require an Unusual Background remaining points for money (see (p. 96) if you wish to have hordes of p. 26), reflecting parting gifts.

ADVANTAGES 37 Familiars You can apply the following Special Limitations Wizards, telepaths, and so on are enhancements and limitations after Sympathy: If you are stunned, often supernaturally linked to special calculating group cost (if applicable) knocked out, mind-controlled, etc., Allies known as familiars. These are and multiplying for frequency of your Ally is similarly affected. The usually animals or spirits. appearance: reverse is also true, so you should take special care of your Ally! -25% if the death of one party reduces the other to 0 HP; -50% if the death of one party automatically kills the other. If your wounds affect your Ally, but your Ally’s Your Ally is usually agreeable to your wounds don’t affect you, reduce these suggestions, but he is not your puppet. He will values to -5% and -10%. Unwilling: You have obtained your disagree with you from time to time. Ally through coercion (e.g., blackmail or magical binding). You do not have to treat him as well as you would a normal Ally. However, he hates you and is likely to act accordingly, reduc- Special Enhancements ing his overall reliability level. If you Work out a familiar’s basic abilities Minion: Your Ally continues to endanger such an Ally or order him to with the GM, starting with the racial serve you regardless of how well you do something unpleasant, he may template of an ordinary creature of its treat him. This might be due to pro- rebel (GM’s option) if the conse- kind. If its racial IQ is 5 or less, raise it gramming, fear, awe, or lack of self- quences of doing so would be less to at least 6. Consider buying off awareness. Examples include robots, severe than those of doing your bid- Cannot Speak, if applicable. Most zombies, and magical slaves. You are ding. An Ally who rebels is gone, along familiars have supernatural advan- free of the usual obligation to treat with the points you spent on him. tages: Extra Lives for a cat (it has nine your Ally well. Mistreatment might -50%. lives, after all!), Mindlink and Telesend result in an inconvenient breakdown 21 for a familiar that can transmit its (mental or physical), but the Ally will Altered Time Rate thoughts, etc. not leave. See Puppet (p. 78) for addi- 100 points/level Once you have determined the tional options. +0% if the Minion has Your rate of time perception is familiar’s abilities, work out its point IQ 0 or Slave Mentality (p. 154), as the faster than that of a normal human. total and its base value as an Ally. benefits of total loyalty are offset by The first level of this advantage lets Select frequency of appearance as the need for close supervision; +50% you experience time twice as fast as a usual. This may be how often your otherwise. normal – that is, you experience two familiar is available (on a failed Special Abilities: Your Ally wields subjective seconds for each real sec- appearance roll, it is sleeping, report- power out of proportion to his point ond that passes. Each level past the ing to a demon lord, etc.) or how often value. Perhaps he has extensive politi- first increases this ratio by one: three its powers work (on a failure, it is no cal clout or access to equipment from times as fast at level 2, four times as more capable than an ordinary mem- a TL higher than your own; perhaps fast at level 3, and so on. ber of its species, and cannot use or he grants you exotic powers. Don’t Each level of Altered Time Rate lets grant special powers) – your choice. apply this enhancement simply you take one additional maneuver on This kind of Ally usually has one or because your Ally has exotic abilities. your turn in combat, allowing you to more special modifiers. Minion, If his powers are very uncommon, you cast spells quickly by taking multiple Summonable, and Sympathy are com- will already be paying extra: your Ally Concentrate maneuvers, run very fast mon. Unwilling is typical of demonic requires an Unusual Background, by taking multiple Move maneuvers, or otherwise evil familiars. Take which raises his point total and his etc. Your turn doesn’t come any soon- Special Abilities only if your familiar value as an Ally. +50%. er, however! This advantage affects grants you powers; e.g., extra Fatigue Summonable: You conjure your how fast you move when you react, but Points with which to fuel spells or Ally instead of rolling to see whether not how quickly you react in the first exotic or supernatural advantages that he appears at the start of an adven- place. emulate the familiar’s own abilities ture. To do so, take a Concentrate Out of combat, Altered Time Rate (such as Flight, for a bird). You have maneuver and roll against frequency allows you the luxury of extensive no access to these abilities on a failed of appearance. On a success, your Ally planning, even in crisis situations, as appearance roll; if your familiar is appears nearby. On a failure, you can- everything seems to happen in slow stunned, unconscious, or dead; or in not attempt to summon him again for motion. You may always attempt a areas where your special link does not one full day. Dismissing your Ally is a Sense roll, or an IQ-based skill roll to function (GM’s decision). Buy these free action, but you may only dismiss make plans or recall information abilities with a -40% Accessibility him if he is physically present. +100%. (GM’s decision), at no penalty to limitation: “Granted by familiar.” additional actions.

38 ADVANTAGES In order to do anything that depends on someone else’s reactions, you must deliberately “slow down” and function at his speed. This applies both when making a Feint in combat and when making an Influence roll (see p. 359) out of combat. For instance, if you choose to Feint, that is all you can do on your turn – you can- not take extra actions. (On the other hand, you could make an All-Out Attack followed by an Attack in order to beat down his defenses through sheer blinding speed!) Alternate Identity 4 5 or 15 points per identity You have multiple, seemingly legal identities. Each time you purchase this trait, your fingerprints (or other biometrics used to verify identity in your world) are registered under another name, and you have an extra set of identity documents (birth cer- tificate, licenses, passport, etc.) good enough to pass close inspection. These identities may also have valid credit cards and bank accounts, but you must supply the money – additional wealth is not included in the package! If an intelligence or law-enforce- ment agency attempts to identify you with no clue as to your name – for instance, using biometrics or photo- analysis – there is an equal chance for each of your identities to come up. The search will stop . . . unless they have reason to believe you are a ringer. If the search continues, your other identities will eventually surface, and you will be unmasked. Once a govern- ment agency determines who you really are, your Alternate Identities are lost for good. There are two types of Alternate Identity: Legal: Some spies and undercover policemen – and even supers, in set- tings where they are backed by the Identity combined with a Secret 3 government – may have a legal Ambidexterity Identity (see p. 153). 5 points. 5 points Alternate Identity. This requires at Illegal: A criminal or foreign agent least 10 points in Legal Enforcement may have an illegal Alternate Identity. You can fight or otherwise act Powers, Legal Immunity, Police Rank, This has the advantage of being com- equally well with either hand, and Security Clearance, etc.; the GM sets pletely unknown when you first start never suffer the -4 DX penalty for the precise prerequisites. If a super out, and of course it cannot be using the “off” hand (see p. 14). Note has official permission to conceal his revoked by the government. On the that this does not allow you to take original name (e.g., to protect his fam- other hand, should it ever be discov- extra actions in combat – that’s Extra ily) and to hold property in his “super” ered, you will face a stiff fine, a jail Attack (p. 53). Should some accident name, then that is a legal Alternate sentence, or execution, depending on befall one of your arms or hands, the time and place. 15 points. assume it is the left one.

ADVANTAGES 39 Amphibious 31 Arm ST 31 damage reduces ST by one. At ST 0, 10 points 3, 5, or 8 points per +1 ST the Binding is destroyed and the victim is freed. You are well-adapted to movement Some of your arms have extra ST To simulate vines, webs, and so in the water. You do not suffer skill relative to the ST of your body. This forth, add one or more of Area Effect penalties for working underwater, and ST applies only to efforts to lift, throw, (p. 102), Persistent (p. 107), and Wall you can swim at your full Basic Move. or attack with those arms or hands. It (p. 109) – and possibly some of the You still require air (but see Doesn’t does not affect HP or overall Basic special modifiers below. Breathe, p. 49). Typical features Lift! If a task requires multiple hands, include smooth, seal-like skin and and they don’t have the same ST, use Special Enhancements webbed fingers and toes. the average ST. Engulfing: Your attack pins the tar- If you can move only in the water, Arm ST costs 3 points per +1 ST for get. He cannot move his limbs or take the Aquatic disadvantage (p. 145) one arm, 5 points per +1 ST for two speak; his only options are to use instead. arms, and 8 points per +1 ST for three purely mental abilities, to attack the arms. To raise the ST of four or more Binding with an Innate Attack, or to Animal Empathy 2 arms, buy up overall ST. If you bought try to break free using ST (not Escape 5 points your ST with the No Fine skill). If he tries to break free and fails, he is only allowed a repeated attempt You are unusually talented at read- Manipulators or Size limitations, every 10 seconds – and on a 17 or 18, ing the motivations of animals. When apply the same limitation(s) to Arm he becomes so entangled that he can- you meet an animal, the GM rolls ST. not escape on his own! +60%. against your IQ and tells you what you Only Damaged By X: Only specific “feel.” This reveals the beast’s emo- Artificer damage types can damage your tional state – friendly, frightened, hos- see Talent, p. 89 Binding. +30% for one of burning, tile, hungry, etc. – and whether it is corrosion, crushing, or cutting; +20% under supernatural control. You may 31 Binding for any two; +10% for any three. also use your Influence skills (see 2 points/level Sticky: Your Binding is treated as p. 359) on animals just as you would You have an attack that can hold Persistent (p. 107), but only affects on sapient beings, which usually your target in place. Specify how this those who actually touch the original ensures a positive reaction. works when you buy the advantage: target of your attack. +20%. This ability frequently accompa- entangling your victim in vines, tying Unbreakable: Your Binding cannot nies some level of Animal Friend (see him up with webs, freezing him inside be destroyed. The only way to escape Talent, p. 89), and often Sense of Duty a block of ice, turning the ground to is to break free. +40%. (Animals) or Vow (Vegetarianism). quicksand beneath his feet, etc. Binding is a ranged attack with Special Limitations Animal Friend 1/2D –, Max 100, Acc 3, RoF 1, Shots Environmental: Your Binding see Talent, p. 89 N/A, and Recoil 1. You can add modi- manipulates an existing condition or fiers to change these statistics (see object in the environment, and won’t Appearance pp. 101-116). work in its absence. This is worth from -20% (victim must be touching see Appearance Levels, p. 21 On a hit, your victim is grappled (see p. 370) and rooted in place. He the ground) to -40% (victim must be Above-average appearance is treat- standing in dense vegetation), at the ed as an advantage. cannot select the Move or Change Posture maneuvers or change facing, GM’s option. 31 and is at -4 to DX. The ST of this effect One-Shot: You cannot layer your Arm DX Binding to increase its ST. -10%. 12 or 16 points per +1 DX is equal to your Binding level, but you can layer additional attacks on a suc- 25 Some of your arms have extra DX cessfully bound victim. Each extra Blessed relative to the DX of your body. This layer gives +1 to ST. 10 or more points DX applies only to things done with To break free, the victim must win You are attuned to a god, demon those arms or hands. It does not affect a Quick Contest of ST or Escape skill lord, great spirit, cosmic power, etc. Basic Speed! If a task requires two or against the ST of your Binding. Each This can take various forms, but in all more hands, and they don’t have the attempt takes one second. If the victim cases, you will lose this advantage if same DX, use the lowest DX. Combat fails to break free, he loses 1 FP but you fail to act in accordance with your skills rely on bodily DX, and do not may try again. Alternatively, he may deity’s rules and values. benefit from this DX at all. try to destroy the Binding. Innate Blessed: You sometimes receive Arm DX costs 12 points per +1 DX Attacks hit automatically; other wisdom from your deity. After com- for one arm and 16 points per +1 DX attacks are at -4. External attacks on muning with your god (meditating, for two arms. To raise the DX of three the Binding take no penalty, but risk praying, etc.) for at least one hour, you or more arms, buy up overall DX. If hitting the victim on a miss (see see visions or witness omens that have you bought your DX with the No Fine Striking Into a Close Combat, p. 392). some bearing on future events. Work Manipulators limitation, apply this The Binding has DR equal to 1/3 your out the details with your GM; for limitation to Arm DX as well. level (rounded down). Each point of

40 ADVANTAGES instance, the God of Fire might Catfall 31 This is a minor form of possession: require you to stare into flames for an 10 points the spirit can use your body only to hour, after which you hear a voice in communicate. However, if it has the the flames. The GM rolls secretly You subtract five yards from a fall Possession ability (p. 75), it is consid- against your IQ to determine whether automatically (treat this as an auto- ered to be touching you, and can you gain any useful insight from this matic Acrobatics success – don’t check attempt full possession while you are experience. The ritual is fatiguing, again for it). In addition, a successful in a trance. You are considered “wary,” however; at the end of the hour, you DX roll halves damage from any fall. and thus get +5 to resist. lose 10 FP. As a side benefit, followers To enjoy these benefits, your limbs of your deity sense your special status must be unbound and your body free Charisma 2 to twist as you fall. and react to you at +1. 10 points. 5 points/level Very Blessed: As above, but your IQ 31 You have a natural ability to roll to interpret visions is at +5 and Chameleon 5 points/level impress and lead others. Anyone can the reaction bonus from your god’s acquire a semblance of charisma followers is +2. 20 points. You can change your surface pat- through looks, manners, and intelli- Heroic Feats: Your blessing gives tern to blend into your surroundings. gence – but real charisma is independ- you the ability to perform a particular In any situation where being seen is a ent of these things. Each level gives +1 heroic feat. Once per game session, factor, you get +2 per level to Stealth on all reaction rolls made by sapient you may add 1d to one of ST, DX, or skill when perfectly still, or +1 per beings with whom you actively inter- HT (other traits, such as Basic Move, level if moving. Clothing reduces this act (converse, lecture, etc.); +1 to are at the GM’s discretion). You must bonus to +1 per level when you are Influence rolls (see Influence Rolls, specify which trait is boosted when motionless, with no bonus if you are p. 359); and +1 to Fortune-Telling, you buy the advantage. This bonus moving (unless the clothing is, in the Leadership, Panhandling, and Public lasts 3d seconds, after which your abil- GM’s opinion, camouflaged relative to Speaking skills. The GM may rule that ities revert to normal and you suffer your current environment). your Charisma does not affect any penalties amassed during the Chameleon does not normally help members of extremely alien races. “heroic” period. (For instance, if your in the dark or against someone relying blessing boosts HP and you are upon senses other than sight. Chronolocation However, you can specify that your reduced to -5 ¥ your normal HP but see Absolute Timing, p. 35 not -5 ¥ your “blessed” HP, you will die ability is effective against a particular when the bonus HP wear off unless visual or scanning sense (e.g., 4 you receive some sort of healing.) 10 Infravision or Radar) instead of Claim to Hospitality points. normal vision. 1 to 10 points The GM may choose to allow other Special Enhancements You belong to a social group that encourages its members to assist one blessings as well. Extended: Your ability affects more another. When you are away from than one visual or scanning sense. 31 home, you may call on other members Brachiator Each sense beyond the first is +20%. 5 points of this group for food, shelter, and Special Limitations You can travel by swinging on basic aid. Always On: You cannot turn this vines, tree branches, ropes, chande- The point cost depends on the ability off. Strangers react at -1; the liers, etc. You get +2 to Climbing skill, extent and wealth of the group. A sin- flickering effect is irritating. -10%. and can move at half your Basic Move gle friend with a house in another city while brachiating. is worth 1 point; a small family, 2 Channeling 25 points; a society of merchants along Breath-Holding 31 10 points an important trade route, 5 points; and a vast alliance of wealthy figures, 2 points/level You can become a conduit for the spirit world, allowing spirits to speak such as “every merchant in the world,” You are adept at holding your through you. To do so, you must enter 10 points. In the appropriate situation, breath. Each level doubles the length a trance, achieved through one minute members of the group should be easy of time you can do so (see Holding of concentration and a Will roll (at +2 to find (14 or less after 1d-1 hours of Your Breath, p. 351). Normal humans if you have Autotrance, p. 101). You searching), but the chance of meeting may not take this advantage – to be a are unaware of the world around you one at random is small (6 or less to world-record diver, learn Breath while you are in this state. meet one in a small crowd in an Control (p. 182). Nonhumans and Once you have entered your trance, appropriate place). supers can combine this advantage any spirit in the immediate vicinity Claim to Hospitality mainly saves with Breath Control! can enter your body and use it to the cost and trouble of finding lodg- speak or write messages. The GM con- ing while “on the road” (although if Business Acumen trols what the spirit does or says. The you are wealthy, you might be expect- see Talent, p. 89 spirit answers questions put to it by ed to give gifts to your hosts), but others, but it is not bound to tell the there are side benefits. Members of truth. the group are friendly to each other

ADVANTAGES 41 (+3 reactions), and may provide However, a viewpoint inside a moving Claws 31 small advice, introductions, and object (e.g., a car) will move with that Variable loans, if asked. The level of assistance object with no special concentration might occasionally approach that of on your part. You can only have one You have claws. This advantage Contacts (p. 44). If you expect any- viewpoint at a time – you cannot put modifies all your hands and feet; there thing more, though, buy Allies (p. 36) hearing in one location, vision in is no discount for claws on only some or Patrons (p. 72). another, etc. of your limbs. There are several variations: This advantage cuts both ways. If Special Limitations you take it, you can be asked, when at Clairaudience: Only your sense of Blunt Claws: Very short claws, like home (at the GM’s whim), to provide hearing is displaced. -30%. those of a dog. Add +1 per die to the NPCs with exactly the same sort of Clairosmia: Only your sense of damage you inflict with a punch or hospitality you claim while away. This smell is displaced. -60%. kick; e.g., 2d-3 becomes 2d-1. 3 points. may become an adventure hook! If Clairvoyance: Only your sense of Hooves: Hard hooves, like those of you refuse such aid, you will eventual- sight is displaced. -10%. a horse. Add +1 per die to the damage ly get a bad name and lose this ESP: Your ability is part of the ESP you inflict with a kick, and give your advantage. psi power (see p. 255). -10%. feet (only) +1 DR. 3 points. 25 Visible: Your senses have a visible Sharp Claws: Short claws, like those Clairsentience manifestation – for instance, a floating of a cat. Change the damage you inflict 50 points face. -10%. with a punch or kick from crushing to You can displace all of your ranged cutting. 5 points. senses (for humans: sight, hearing, and smell) to a point outside your body. This “viewpoint” must be a spe- cific location within 10 yards. You can modify this range with Increased Range (p. 106) or Reduced Range (p. 115). You can double your range temporarily by spending 2 FP per minute. To initiate Clairsentience, pick the desired viewpoint (which can be inside something) and its facing, con- centrate for one minute, and then make an IQ roll. If the viewpoint is out of sight, you must specify distance and direction, and the roll is at -5. On a success, you can use your ranged senses as if you were physical- ly present at the viewpoint (this means you cannot sense the environment around your body!). Your vision ignores darkness penalties completely. You cannot see through solid objects, but if your viewpoint were inside (for example) a closed chest, you would see what was inside despite the lack of light. If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Clairsentience for as long as you like. On failure by 1, your senses go to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours. To return your displaced senses, move them elsewhere, or change their facing (usually only important for vision), you must concentrate for one second and make another IQ roll.

42 ADVANTAGES Talons: Longer claws – up to 12” from the height of the fall thanks to may be physical or mental. Each level long. Change the damage you inflict the slowing effect of the failed of Compartmentalized Mind adds with a punch or kick from crushing to Clinging attempt. Variations in gravity one extra mental maneuver to your choice of cutting or impaling affect these distances; e.g., in 0.5G, the this allotment. For instance, Compart- (choose before you roll to hit). 8 points. ST roll would be at -1 per 10 yards. mentalized Mind 1 would let you per- Long Talons: Huge claws, like Special Limitations form one mental maneuver and one sword blades extending from your Specific: You can only cling to a physical maneuver (e.g., Concentrate body! Treat these as Talons, but dam- particular substance. Common mate- on a spell and Attack) or two mental age is +1 per die. 11 points. rials, such as brick, metal, rock, or maneuvers (e.g., Concentrate on two 4 wood, are -40%; uncommon materi- spells), but never more than one physi- Clerical Investment als, such as adobe, ice, or rubber, are cal maneuver – for that, see Extra 5 points -60%; absurd materials, such as Attack (p. 53). You are an ordained priest of a rec- chocolate, are -80%. If one compartment is under exter- ognized religion. You enjoy a number nal influence, roll a Quick Contest of of privileges that a layman lacks, Combat Reflexes 2 Will to see whether it gains control of the body. The compartment currently notably the authority to preside over 15 points weddings, funerals, and similar cere- in control of the body rolls at +1. You have extraordinary reactions, Battling compartments may attempt to monies. This gives you a +1 reaction and are rarely surprised for more than bonus from co-religionists and those use mental powers on each other. Treat a moment. You get +1 to all active them as completely separate minds for who respect your faith, and entitles you defense rolls (see Defending, p. 374), to use a title – Father, Sister, Rabbi, etc. this purpose, each with your IQ, Will, +1 to Fast-Draw skill, and +2 to Fright and mental abilities (such as Mind Remember that not all clerics are Checks (see Fright Checks, p. 360). You “good”! Aka’Ar, high priest of the Shield). never “freeze” in a surprise situation, Two variations on this advantage unholy Cult of Set, is also a vested and get +6 on all IQ rolls to wake up, priest. The blessings and marriages he are available for vehicles built as or to recover from surprise or mental characters: performs are as meaningful to his fol- “stun.” Your side gets +1 on initiative lowers as those of a vicar are to his rolls to avoid a surprise attack – +2 if Controls: Each level buys one set of parish. And – if Set so wills – Aka’Ar can you are the leader. For details, see controls. Controls let an operator per- perform exorcisms as potent as those Surprise Attacks and Initiative (p. 393). form his own physical or mental of a Christian priest, if not more so. Combat Reflexes is included in maneuvers using your abilities (e.g., After all, Aka’Ar has a better working Enhanced Time Sense (p. 52). If you Innate Attack or Radar), as per the knowledge of demons . . . have ETS, you cannot also take rules for vehicular combat (see p. 467). Clerical Investment is purely social Combat Reflexes. The operator directs all actions of an IQ in nature. It does not confer miracu- 0 vehicle with this advantage. Physical lous powers. If you wish to wield divine Common Sense 2 limits still apply; for instance, a vehicle power by proxy, take Blessed (p. 40), 10 points can make no more attacks than it has Power Investiture (p. 77), or True Faith ready weapons. Resolve conflicts Any time you start to do something (p. 94). between operators by rolling a Quick the GM feels is STUPID, he will roll Clerical Investment includes Contest of vehicle operation skill. 25 against your IQ. A successful roll Religious Rank 0 (see p. 30). If you points/level. means he must warn you: “Hadn’t you want more influence within your Dedicated Controls: As Controls, but better think about that?” This advan- church, buy up your Rank. each set of controls handles a specific tage lets an impulsive player take the task; e.g., “tail gunner.” The person 31 part of a thoughtful character. Clinging manning them can’t operate anything 20 points Compartmentalized else. 10 points/level. You can walk or crawl on walls and ceilings. You can stop at any point and Mind 21 Constriction Attack 31 stick to the surface without fear of 50 points/level 15 points falling. Neither feat requires a roll Your mental coordination gives Your musculature is optimized for against Climbing skill, provided the you, in effect, more than one mind. crushing your opponents – whether by surface is one you can cling to. Move Each mind – or “compartment” – func- “hugging” like a bear or constricting while clinging is half your Basic Move. tions independently and at full capabil- like a python. To use this ability, you If you are falling and try to grab a ity. Your compartments are identical, must first successfully grapple your vertical surface to break your fall, the but hypnotism, magic, psionics, and intended victim, whose Size Modifier GM must first decide whether there is the like affect them separately (e.g., one (p. 19) cannot exceed your own. On anything in reach. If there is, make a compartment could be hypnotized your next turn, and each successive DX roll to touch the surface, and then without affecting any of the others). turn, roll a Quick Contest: your ST vs. make a ST roll at -1 per 5 yards This advantage does not allow your your victim’s ST or HT, whichever is already fallen. If you succeed, you stop body to perform more than one task. A higher. If you win, your victim takes your fall. Otherwise, you continue to normal character may select one damage equal to your margin of vic- fall – but you may subtract 5 yards maneuver on his turn in combat. This tory; otherwise, he takes no damage.

ADVANTAGES 43 Contact Group 4 Effective Skill of Contact No Contact may be reached more Variable First, decide on the type of Contact than once per day, even if several PCs you have. He might be anything from share the same Contact. If you have You have a network of Contacts a wino in the right gutter to a head of several questions to ask, you should (see Contacts, below) placed through- state, depending on your background. have them all in mind when you first out a particular organization or social What is important is that he has reach your Contact. The Contact stratum. You must specify a corpora- access to information, knows you, and answers the first question at his full tion, criminal syndicate, military unit, is likely to react favorably. (Of course, effective skill. Each subsequent ques- police department, or similar organi- offering cash or favors is never a bad tion is at a cumulative -2. Don’t over- zation, or the underworld, merchants, idea; the GM will set the Contact’s use your Contacts! upper class, etc. of one particular “price.”) A Contact can never supply infor- town. Broader Contact Groups are not Next, choose the useful skill your mation outside his area of knowledge. allowed. Contact provides. This skill must Use common sense. Likewise, the GM You may request information from match the Contact’s background; e.g., must not allow a Contact to give infor- a Contact Group exactly as you would Finance for a banker or Forensics for mation that short-circuits an impor- an individual Contact, using the same a lab technician. Since the GM rolls tant part of the adventure. rules for frequency of appearance, against this skill when you request aid You must explain how you normal- effective skill, and reliability. The dif- from your Contact, you should select a ly get in touch with your Contact. ference is that a Contact Group’s effec- skill that can provide the results you Regardless of frequency of appear- tive skill reflects ability at an entire cat- expect. If you want ballistics compar- ance, you cannot reach your Contact if egory of skills – e.g., “business skills” if isons, take a Contact with Forensics, those channels are closed. your Contact Group is a corporation, not Finance! or “military skills” if your Contact Reliability After that, select an effective skill Group is a military unit – as opposed Contacts are not guaranteed to be level. This reflects the Contact’s con- to one specific skill. You must define truthful. Reliability multiplies the nections, other skills, Status, etc. It this area of knowledge when you pur- Contact’s point cost as follows: need not be his actual skill level (the chase the Contact Group, and it must GM will set this, if it matters). For Completely Reliable: Even on a crit- be appropriate to the organization. instance, the president of a local steel ical failure on his effective skill roll, The GM rolls against the group’s mill might have business-related skills the Contact’s worst response will be “I effective skill when you request any of 12-14, but his effective skill might don’t know.” On an ordinary failure, information that it could reasonably be 18 because of his position in the he can find information in 1d days. ¥3. provide. However, this is an abstract company. This skill level determines Usually Reliable: On a critical fail- success roll, not a roll against a specif- the Contact’s base cost: ure, the Contact lies. On any other fail- ic skill. For instance, a police Contact ure, he doesn’t know now, “. . . but Group could provide ballistics com- Effective Skill Base Cost check back in (1d) days.” Roll again at parisons, criminal profiles, legal 12 1 point that time; a failure then means he advice, police records, and introduc- 15 2 points can’t find out at all. ¥2. tions to criminals. It would not specif- 18 3 points Somewhat Reliable: On a failure, ically use Forensics, Criminology, 21 4 points the Contact doesn’t know and can’t Law, Administration, or Streetwise Add 1 point to these costs for find out. On a critical failure, he lies – skills for this, but the information pro- Contacts who can obtain information and on a natural 18, he lets the oppo- vided might be appropriate to any of using supernatural talents (ESP, mag- sition or authorities (as appropriate) these “police skills.” ical divination, etc.). This is common know who is asking questions. ¥1. To determine the point cost of a for spirits, wizards, etc. Unreliable: Reduce effective skill by Contact Group, select its effective skill, 2. On any failure, he lies; on a critical frequency of appearance, and reliabil- Frequency of Appearance failure, he notifies the enemy. ¥1/2 ity level just as you would for a simple Select a frequency of appearance, (round up; minimum final cost is 1 Contact, then multiply the resulting as explained under Frequency of point). cost by 5. Appearance (p. 36), and apply its mul- tiplier to the base cost of the Contact. Money Talks Contacts 4 When you wish to reach your Contact, Bribery, whether cash or favors, Variable the GM rolls against his frequency of motivates a Contact and increases his reliability level. Once reliability reach- You have an associate who provides appearance. On a failure, the Contact es “usually reliable,” further levels of you with useful information, or who is busy or cannot be located that day. increase go to effective skill; bribery does small (pick any two of “quick,” On a 17 or 18, the Contact cannot be cannot make anyone completely “nonhazardous,” and “inexpensive”) reached for the entire adventure! On a reliable! favors for you. The point value of a success, the GM will roll against the A cash bribe should be about Contact is based on the skill he uses to Contact’s effective skill once per piece equivalent to one day’s income for a assist you, the frequency with which of information or minor favor you +1 bonus, one week’s income for +2, he provides information or favors, and request. one month’s for +3, and one year’s his reliability as a person.

44 ADVANTAGES for +4. Favors should be of equivalent Contacts in Play Here are just a few examples: worth, and should always be some- You may add new Contacts in play, Business. Business owners, execu- thing that you actually play out in the provided you can come up with a good tives, secretaries, and even the mail- game. in-game justification. The GM might room flunky can supply information The bribe must also be appropriate even turn an existing NPC into a on business dealings. They generally to the Contact. A diplomat would be Contact for one or more PCs – possi- provide a business skill, such as insulted by a cash bribe, but might bly in lieu of character points for the Accounting, Administration, or welcome an introduction into the right adventure in which the PCs developed Finance. A mail boy or typist might social circle. A criminal might ask for the NPC as a Contact. For instance, have effective skill 12; the president’s cash but settle for favors that could get the reward for an adventure in which secretary has skill 15; a senior execu- you in trouble. A police detective the party helped solve a bank rob- tive or accountant has skill 18; and the or wealthy executive bery might be a knowledge- CEO, president, or chairman of the might simply want able, reliable police Contact. board has skill 21. you to “owe him one” Examples of Military. This could be anyone from for later . . . which an enlisted grunt to a general. Such could set off a whole Contacts Contacts might provide information new adventure, some- The list of all possible on troop movements, details on secret where down the Contacts – and their weapons or tactics, or top-level strate- road. skills – would fill an entire gy. This could take the form of Savoir- book. Faire (Military), Strategy, or Tactics skill – or perhaps a technical skill, such as Engineer. A Rank 0 soldier would have effective skill 12, a Rank 1- 2 NCO would have skill 15, a Rank 3- 5 officer would have skill 18, and a Rank 6 or higher officer would have skill 21. Police. Anyone connected with law enforcement and criminal investiga- tions: beat cops, corporate security, government agents, forensics special- ists, coroners, etc. Typical skills are Criminology, Forensics, Intelligence Analysis, and Law. Beat cops and regular private security officers have effective skill 12; detectives, federal agents, and records clerks are skill 15; administrators (lieutenants, captains, Special Agents in Charge, etc.) are skill 18; and senior officers (sheriffs, chiefs of police, District Superintendents, Security Chiefs, etc.) are skill 21. Street. Thugs, fences, gang mem- bers, mobsters, and the like can pro- vide information on illicit activities, local criminal gossip, upcoming crimes, etc. Most provide Streetwise skill. “Unconnected” crooks (those who are not part of the local criminal organization) have effective skill 12; “connected” ones are skill 15; mob lieutenants and other powerful crimi- nals are skill 18; and an actual crime lord (e.g., the Don, clan chief, or Master of the Thieves’ Guild) has skill 21.

ADVANTAGES 45 Courtesy Rank a bionic eye, Damage Resistance for rhinoceros hide or a pangolin’s armor see Rank, p. 29 dermal armor, etc. Some implants plates would be DR 3; alligator scales may qualify for the Temporary or elephant hide would be DR 4; and a 2 Disadvantage limitation (p. 115); suit- giant tortoise would have DR 5. Cultural Adaptability able temporary disadvantages include Robots, supers, supernatural entities, 10 or 20 points Electrical (p. 134) and Maintenance etc. can purchase any amount of DR, You are familiar with a broad (p. 143). These apply to the implant, subject to GM approval. spectrum of cultures. When dealing not to your overall capabilities. with those cultures, you never suffer Many special modifiers are avail- the -3 “cultural unfamiliarity” penalty Damage Resistance 31 able to change the basic assumptions of this advantage. given under Culture (p. 23). This is 5 points/level definitely a cinematic ability! Point Your body itself has a Damage Special Enhancements cost depends on the scope of your Resistance score. Subtract this from Absorption: You can absorb dam- familiarity: the damage done by any physical or age and use it to enhance your abili- ties. Each point of DR stops one point Cultural Adaptability: You are energy attack after the DR of artificial of damage and turns it into one char- familiar with all cultures of your race. armor (you can normally wear armor acter point that you can use to 10 points. over natural DR) but before multiply- improve traits (anything but skills) Xeno-Adaptability: You are familiar ing the injury for damage type. By temporarily. You store these points in with all cultures in your game world, default, natural DR does not protect a “battery” with capacity equal to DR regardless of race. 20 points. your eyes (or windows, if you are a vehicle) or help against purely mental (e.g., DR 10 gives a 10-point battery). attacks, such as telepathy. Once this battery is full, each point of Cultural Familiarity DR will still stop one point of dam- see p. 23 Normal humans cannot purchase DR at all. Creatures with natural age, but will not convert it into a character point. You do not have to Cybernetics 3 armor can buy DR 1 to 5. Thick skin or a pelt would be DR 1; pig hide, use stored points immediately, but Variable armadillo shell, a heavy pelt, or scales you cannot reallocate points once Treat most cybernetic implants as like those of a lizard would be DR 2; used. You lose absorbed points – equivalent advantages: Infravision for unused ones first – at the rate of one

Limited Defenses

When you buy Damage Resistance – or any advan- Occasional: A fairly specific category of damage. tage that protects against damage (as opposed to non- Examples: a common substance (e.g., steel or lead), any damaging effects) – you may specify that it is only one specific class of damage that is usually produced effective against certain damage types. This is a limita- only by exotic abilities or technology (e.g., particle tion that reduces the cost of the advantage. Attacks fall beams, lasers, disintegrators, or shaped charges), or a into four rarity classes for this purpose: refinement of a “Common” category (e.g., magical elec- tricity, piercing metal). -60%. Very Common: An extremely broad category of dam- Rare: An extremely narrow category of damage. age that you are likely to encounter in almost any set- Examples: charged particle beams, dragon’s fire, pierc- ting. Examples: ranged attacks, melee attacks, physical ing lead, ultraviolet lasers, or an uncommon substance attacks (from any material substance), energy attacks (e.g., silver or blessed weapons). -80%. (e.g., beam weapons, electricity, fire, heat and cold, and sound), or all damage with a specified advantage origin Unless specified otherwise, limited DR works only (chi, magic, psionics, etc.). -20%. against direct effects. If you are levitated using magic Common: A broad category of damage. Examples: a and then dropped, the damage is from the fall; “DR vs. standard damage type (one of burning, corrosion, magic” would not protect. If a magic sword struck you, crushing, cutting, impaling, piercing, or toxic), a com- “DR vs. magic” would only protect against the magical monly encountered class of substances (e.g., metal, component of its damage. Similarly, “DR vs. trolls” stone, water, wood, or flesh), a threat encountered in would not help against a boulder hurled by a troll – the nature and produced by exotic powers or technology damage is from a boulder, not a troll. Be sure to work (e.g., acid, cold, electricity, or heat/fire), or a refinement out such details with the GM before setting the value of of a “Very Common” category (e.g., magical energy). the limitation. If the GM feels that a quality would -40%. never directly influence damage, he need not allow it as a limitation!

46 ADVANTAGES point per second. You lose enhanced cannot or will not wear body armor modifiers. You must specify the order abilities as the points drain away. or clothing. -40%. of the layers – from outermost to (Exception: If you are missing HP or Directional: Your DR only protects innermost – when you create your FP, you can heal yourself. Restoring against attacks from one direction. character. You may not change this one HP drains 2 stored points imme- -20% for the front (F); -40% for the order once set. diately; restoring one FP drains 3 back (B), right (R), left (L), top (T), or points. Such healing is permanent. underside (U). Humanoids may only Danger Sense 2 Only HP or FP in excess of your usual take this limitation for front and 15 points scores drain away.) You cannot back. You can’t depend on it, but some- absorb damage from your own ST or Flexible: Your DR is not rigid. This times you get this prickly feeling right attack abilities. +80% if absorbed leaves you vulnerable to blunt trauma at the back of your neck, and you points can only enhance one trait (see p. 379). -20%. know something’s wrong . . . If you (determined when you create your Limited: Your DR applies only to have Danger Sense, the GM rolls character) or can only heal; +100% if certain attack forms or damage types. once against your Perception, secret- you can raise any trait. See Limited Defenses (box) for details. ly, in any situation involving an Force Field: Your DR takes the Partial: Your DR only protects a ambush, impending disaster, or simi- form of a field projected a short dis- specific hit location. This is worth lar hazard. On a success, you get tance from your body. This protects -10% per -1 penalty to hit that body enough of a warning that you can your entire body – including your part (see p. 398). For instance, an ani- take action. A roll of 3 or 4 means you eyes – as well as anything you are car- mal with butting horns and a thick get a little detail as to the nature of rying, and reduces the damage from skull might have “Skull only,” for the danger. attacks before armor DR. Effects that -70%. “Torso only” is -10%, and also Danger Sense is included in rely on touch (such as many magic protects the vital organs. When you Precognition (p. 77); if you have the spells) only affect you if carried by an take this limitation for arms, legs, latter trait, you cannot also have attack that does enough damage to hands, or feet, the DR protects all Danger Sense. pierce your DR. +20%. limbs of that type. If it only protects Hardened: Each level of Hardened one limb, the limitation value dou- Special Limitations reduces the armor divisor of an bles (e.g., arms are -2 to hit, so a sin- ESP: Your ability is part of the ESP attack by one step. These steps are, in gle arm would be -40%). If you have psi power (see p. 255). -10%. order: “ignores DR,” 100, 10, 5, 3, 2, arms, legs, etc. with different penal- 2 and 1 (no divisor). +20% per level. ties, use the least severe penalty to Daredevil Reflection: Your DR “bounces calculate limitation value. 15 points back” any damage it stops at your Semi-Ablative: When an attack Fortune seems to smile on you attacker. The remaining damage strikes semi-ablative DR, every 10 when you take risks! Any time you affects you normally. The attacker points of basic damage rolled take an unnecessary risk (in the GM’s doesn’t get an active defense against removes one point of DR, regardless opinion), you get a +1 to all skill rolls. the first attack you reflect back at of whether the attack penetrates DR. Furthermore, you may reroll any crit- him, but gets his usual defenses Lost DR “heals” as for Ablative (and ical failure that occurs during such against subsequent reflected attacks. you cannot combine the two). -20%. high-risk behavior. Reflection only works vs. direct hits! Tough Skin: By default, Damage Example: A gang of thugs opens It cannot reflect damage from explo- Resistance is “hard”: armor plate, fire on you with automatic weapons. sions, fragments, poison gas, or any- chitin, etc. With this limitation, your If you crouch down behind a wall and thing else that affects an entire area. DR is merely tough skin. Any effect return fire from cover, Daredevil gives This enhancement is mutually exclu- that requires a scratch (e.g., poison) no bonuses. If you vault over the wall sive with Absorption. +100%. or skin contact (e.g., electrical shock and charge the gunmen, screaming, it or Pressure Points skill) affects you if Special Limitations provides all of its benefits! Ablative: Your DR stops damage the attack carrying it penetrates the once. Each point of DR stops one DR of any armor you are wearing – 31 even if it does exactly 0 damage! Your Dark Vision point of basic damage but is 25 points destroyed in the process. Lost DR natural DR, being living tissue, pro- vides no protection at all against such You can see in absolute darkness “heals” at the same rate as lost using some means other than light, HP (including the effects of attacks. This limitation includes all the effects of the Flexible limitation radar, or sonar. You suffer no skill Regeneration, p. 80). Use this to rep- penalties for darkness, no matter what resent supers who can absorb mas- (see above); you cannot take both. It is mutually incompatible with Force its origin. However, you cannot see sive punishment but who lack the colors in the dark. mass to justify a large HP score. Field. -40%. -80%. “Layered” Defenses Special Enhancements Can’t Wear Armor: Your body is You may have multiple “layers” of Color Vision: You can see colors in designed in such a way that you DR with different combinations of the dark. +20%.

ADVANTAGES 47 Destiny 25 Mt. Vesuvius might bury you under Very Common (all life, all supernat- Variable tons of ash. 10 points. ural phenomena and beings, all min- Minor Advantage: You are fated to erals, all energy): 30 points. Your fate is preordained. This is play a small part in a larger story, but Note that the ability to detect cer- considered an advantage if you are this part will reflect to your credit. In tain phenomena can often justify destined for great things – although game terms, you are guaranteed one other advantages. For instance, Detect this might not always be clear, and significant victory. 5 points. might even be inconvenient at times. (Magnetic Fields) could explain For a disadvantageous Destiny, see If you fulfill your Destiny and sur- Absolute Direction. p. 131. vive, it’s over – but you might feel its Special Enhancements When you choose this advantage, repercussions for years to come. In Precise: On a successful Sense roll, you may only specify its point value. general, the GM should let you put the you also learn the distance to whatev- The GM will secretly determine the character points spent on an advanta- er you detect. +100%. nature of your Destiny, according to geous Destiny toward a positive Signal Detection: You can detect an its point value and the dictates of the Reputation. A Destiny that goes unno- active transmission of some sort, such campaign. You might discover some ticed once fulfilled is not much of a as a radio, radar, or laser; see Scanning clues about your Destiny via magical Destiny! Sense (p. 81) and Telecommunication divination or similar techniques, but 2 31 (p. 91). You suffer no range penalties, you are highly unlikely to learn its full Detect / but must be within twice the signal’s extent until it is fulfilled. Note also Variable own range and (if the signal is direc- that a Destiny may change as the cam- You can detect a specific substance tional) within in its path. +0%. paign develops. or condition, even when it is shielded Be aware that this advantage gives from the five human senses. This Special Limitations Vague: You can only detect the the GM absolute license to meddle requires one second of concentration, presence or absence of the target sub- with your life – the GM must make the after which the GM will secretly make stance. Direction and quantity are Destiny work out! Working out a good a Sense roll for you (see Sense Rolls, revealed only on a critical success, and Destiny and making sure it comes to p. 358). The range modifiers from the you cannot analyze what you detect. pass require considerable ingenuity Size and Speed/Range Table (p. 550) This limitation is mutually exclusive on the part of the GM. The GM may apply. You may buy a special Acute with Precise. -50%. wish to forbid this advantage if he Sense (p. 35) to improve the roll, feels it would send the campaign off thereby increasing your effective 31 the rails. range. Digital Mind The point value of the Destiny On a success, the GM tells you the 5 points determines its impact: direction to the nearest significant You are a sentient computer pro- gram – possibly an artificial intelli- Great Advantage: You are fated to source of the substance, and give you gence or an “upload” of a living mind. achieve greatness within your lifetime. a clue as to the quantity present. On a By default, you inhabit a body that In the end, everyone will know and failure, you sense nothing. includes a computer with Complexity praise your name! Sooner or later, Detect also includes the ability to equal to at least half your IQ; see something will happen to bring this analyze what you detect. This requires Computers (p. 472). Destiny to fruition. Note that this does an IQ roll; the better the roll, the more You are completely immune to any not guarantee “success.” If you choose precise the details. For instance, if you power defined as “Telepathic,” and to to jump in front of an assassin’s knife had Detect (Metal), you could tell gold magic spells that specifically affect liv- during your first game session, the from iron on a successful IQ roll, and ing minds. However, computer viruses GM might just decide the Destiny is might learn details – such as whether and abilities that affect Digital Minds fulfilled . . . you died a hero! 15 points. the gold is in the form of ore or bars, can affect you; you can be taken Major Advantage: As above, but to a and its precise purity – on a critical offline (or even stored, unconscious, lesser extent. Alternatively, you might success. as data); and those with Computer be doomed to die in a particular place The base cost of Detect is as Hacking or Computer Programming or in a particular fashion: at sea, by follows: skill can gain access to your data . . . the hand of an emperor, underground, Rare (sorceresses, fire magic, zom- and possibly read or alter your con- or whatever. You can be grievously bies, gold, radar, radio): 5 points. sciousness! wounded – even maimed – under Occasional (spellcasters, magic, You are likely to have the Machine other circumstances, but you will not undead, precious metal, electric fields, meta-trait (p. 263), but this is not die. If you avoid the circumstances magnetic fields, radar and radio): 10 mandatory, as you could be a comput- that would fulfill your Destiny, know- points. er-like mind inside an organic body ingly or otherwise, you might find that Common (humans, supernatural (e.g., a bio-computer or a brain Fate has a few surprises. The sea phenomena, supernatural beings, implant). The Reprogrammable disad- might flood your home while you metal, electric and magnetic fields): 20 vantage (p. 150) is also common for sleep, the general against whom you points. Digital Minds, as is the Automaton march might be the future emperor, or meta-trait (p. 263), but you do not

48 ADVANTAGES have to possess either trait. Many least one full day before making a you, and you are immune to inhaled advantages are also possible but not repeated attempt. toxins. You are still affected by contact automatic: You get +4 (in addition to any poisons, pressure, and vacuum; take Acute Taste and Smell bonuses) on Sealed (p. 82), Pressure Support Computing Power: If you operate any task that utilizes the sense of (p. 77), and Vacuum Support (p. 96), faster than a human mind, buy smell, and receive +4 to Tracking skill. respectively, to resist those threats. Enhanced Time Sense (p. 52). If you can add advantages or skills tem- porarily by running programs, buy Modular Abilities (p. 71). Copies: If you can run multiple copies of your mind on a single com- puter system, buy Compartmentalized Destiny is considered an advantage if you Mind (p. 43). If you can create loyal are destined for great things – although this copies that run on other systems, buy Duplication (p. 50) with the Digital might not always be clear, and might even limitation. If you have copies backed be inconvenient at times. up offline, buy Extra Life (p. 55). Uploading: If you can actively “upload” yourself into other comput- ers, buy Possession (p. 75) with the If you actually become ill when Digital limitation. If you can do this Special Limitations exposed to the odor of a particular easily, buy extra bodies as Puppets Gills: You can extract oxygen from substance, take the Temporary (p. 78). water, allowing you to remain sub- Disadvantage limitation (p. 115). The merged indefinitely. You suffocate if Discriminatory Hearing most common effect is Revulsion the water contains no dissolved oxy- 31 (p. 151), but the GM may choose to gen. You are immune to strangulation allow other temporary disadvantages. and “the bends.” If you can only sur- 15 points Special Enhancements vive underwater, and suffocate in air You have a superhuman ability to Emotion Sense: You can detect a as quickly as a normal human would distinguish between sounds. You can person or animal’s emotional state by drown underwater, Doesn’t Breathe always identify people by voice, and odor. This functions as the Empathy (Gills) is a 0-point feature; otherwise, can recognize individual machines by advantage (p. 51), but you must be -50%. their “sound signature.” You may within 2 yards of the subject. +50%. Oxygen Absorption: As Gills, but memorize a sound by listening to it for you can absorb oxygen through the at least one minute and making a suc- Discriminatory Taste surface of your body whether it is in cessful IQ roll. On a failure, you must 31 the air, a liquid, or another medium. wait at least one full day before mak- Your body does not absorb poisonous ing a repeated attempt. 10 points gases, but you will suffocate if there is You get +4 (in addition to any This talent functions in most ways no oxygen available. You can use Acute Hearing bonuses) on any task like Discriminatory Smell (above), but breathing equipment in space (your that utilizes hearing, and receive +4 to enhances the sense of taste instead, so lungs are capable of working normal- Shadowing skill when following a tracking is not possible. You must ly). You may not have the Sealed noisy target. ingest a small quantity of the material advantage. -25%. To simulate the passive sonar used to be examined; for a living subject, Oxygen Combustion: As Oxygen by submarines, add a -30% Acces- this means bodily fluids. This gives Absorption, but you cannot breathe sibility limitation, “Only underwater.” you an IQ roll to recognize the taste, underwater or anywhere else fire can- identify whether a substance is safe to not burn. -50%. Discriminatory Smell 3 eat, etc. You can perform a detailed Oxygen Storage: You need to 1 “analysis” with a roll against a suitable breathe, but you can go for extended skill (Chemistry, Cooking, Pharmacy, periods of time without doing so; per- 15 points Poisons . . .). You get +4 (in addition to haps you store oxygen (like a whale) Your sense of smell is far beyond any Acute Taste and Smell bonuses) or have superior blood oxygenation. the human norm, and can register dis- on any task that utilizes the sense of This differs from Breath-Holding in tinctive odors for practically every- taste. that you are completely immune to thing you may encounter. This allows “the bends” while your oxygen supply you to recognize people, places, and Doesn’t Breathe 31 holds out. If you can effectively “hold things by scent. You may memorize a 20 points your breath” for 25 times as long as scent by sniffing it for at least one You do not breathe or require oxy- usual, this is -50%; 50 times, -40%; 100 minute and making a successful IQ gen. Choking and strangulation times, -30%; 200 times, -20%; 300 roll. On a failure, you must wait at attempts cannot harm (or silence!) times, -10%.

ADVANTAGES 49 Doesn’t Eat or Drink 31 10 points You do not require food, water, or fuel. Your body is powered in some other manner: solar power, ambient magical energy, etc. A sufficiently rare energy source might qualify you for Dependency (p. 130). Doesn’t Sleep 31 20 points You do not have to sleep at all. You can ignore all ill effects from missed nights of rest. Dominance 25 20 points You can “infect” others with a supernatural condition – vampirism, lycanthropy, etc. – and exert absolute control over them. This trait is only appropriate for supernatural beings that spread their “curse” through infection, and only affects members of susceptible races (typically your origi- nal race and very similar races). The GM is the judge of which curses are spread this way and who is susceptible. When you buy Dominance, you must specify one natural attack – Claws, Innate Attack, Vampiric Bite, etc. – that delivers the infection. Anyone you damage this way must roll 3d vs. the HP of injury he received (maximum one roll per day). If he rolls under the damage amount, he becomes infected, and will change into the same kind of creature as you in 2d days, or at the GM’s discretion, him as an Ally (p. 36) with the and become free-willed. You may use without suitable supernatural inter- enhancements “Minion” (due to his the points spent on your former Ally to vention. The GM is free to impose Slave Mentality) and “Special Abilities” dominate new victims. additional conditions for infection; for (because he can create new servitors See Infectious Attack (p. 140) instance, the victim might have to suf- for you). You can choose any frequen- for the disadvantageous form of fer three attacks, or share your blood, cy of appearance, and may improve Dominance. or even die before making the roll this later on with earned points. If you above. lack the points to buy you victim as an Double-Jointed Once the transition is complete, Ally – even at a frequency of “6 or less” see Flexibility, p. 56 the victim acquires your supernatural – he will still be infected but he will not racial template (Vampire, Werewolf, become your slave. Duplication 2/31 etc.) plus Slave Mentality (p. 154). He Dominance persists until you die 35 points/copy becomes your subordinate. If he goes (truly die, for undead), or your slave You can split into two or more bod- on to infect others, his victims will grows in power and you cannot (or ies (“Dupes”), each possessing your full acquire the same traits and serve you choose not to) spend the points to knowledge and powers (but not copies as well. keep him as an Ally, or the GM rules of your equipment, unless you buy a Dominance itself costs 20 points, the curse is broken via supernatural special enhancement). It takes one sec- but to control a new victim, you must means. If any of these things occur, ond and a Concentrate maneuver to have sufficient unspent points to buy your victim will lose Slave Mentality separate or merge. When your Dupes

50 ADVANTAGES merge, your FP and HP are the average and 15 FP, you could give one copy 3 This talent is excellent for spotting of all your copies’ FP and HP at that FP and 9 HP and the other 12 FP and impostors, possession, etc., and for time. Your combined self remembers 6 HP. When your bodies re-combine, determining the true loyalties of everything experienced by any Dupe. add their FP and HP instead of aver- NPCs. You can also use it to determine Dupes have no special ability to aging. -40%. whether someone is lying . . . not what coordinate with one another. For that, the truth is, but just whether they are buy Telesend (see Telecommunication, Eidetic Memory 2 being truthful with you. p. 91). If your Telesend works only 5 or 10 points This advantage comes in two levels: with your Dupes, you may take the You have an exceptionally good Sensitive: Your ability is not entire- Racial limitation. You may combine memory. Anyone may attempt an IQ ly reliable; the IQ roll is at -3. You get Telesend with a Mindlink (p. 70) with roll to recall the general sense of past +1 to your Detect Lies and Fortune- your Dupes, in which case you are in events – the better the roll, the truer Telling skills, and to Psychology rolls constant telepathic contact – no die the memory, but the details are to analyze a subject you can converse rolls required. sketchy. With this talent, you automat- with. 5 points. If one of your Dupes dies, all the ically succeed at these “memory rolls,” Empathy: Your ability works at full others immediately take 2d damage and you often recall precise details. IQ, and the bonus to Detect Lies, and are stunned. This is mental stun if This trait comes in two levels: Fortune-Telling, and Psychology is +3. you define Duplication as a mental 15 points. trait, physical stun if you define it as a Eidetic Memory: You automatically physical trait. The IQ or HT roll to remember the general sense of every- This advantage works only on sapi- recover is at -6. You also lose the thing you concentrate on, and can ent (IQ 6+), natural beings. The equiv- points you spent for that Dupe. The recall specific details by making an IQ alent talents for animals, plants, and GM may allow you to buy back a roll. It is possible to “learn” this advan- supernatural entities are Animal dead Dupe with unspent points. tage in play (bards and skalds often Empathy (p. 40), Plant Empathy Alternatively, an Extra Life (p. 55) will acquire it to recall poems and songs). (p. 75), and Spirit Empathy (p. 88), let you bring back any one dead Dupe. 5 points. respectively. Your point value drops by the price of Photographic Memory: As above, the Extra Life, but this is cheaper than but you automatically recall specific Enhanced Defenses 2 buying back a Dupe. details, too. Any time you, the player Variable forget a detail your character has seen You are unusually adept at evading Special Enhancements or heard, the GM or other players must attacks! This may be due to careful Duplicated Gear: Your Dupes remind you – truthfully! 10 points. appear with copies of Signature Gear observation of your foe, focusing chi, (p. 85) that you are carrying or wear- This trait affects recall, not com- or anything else that fits your back- ing. Duplicated equipment vanishes prehension, and so does not benefit ground. There are three versions: when you merge, even if it becomes skills. However, it gives a bonus when- Enhanced Block: You have +1 to separated from you. Treat your equip- ever the GM requires an IQ roll for your Block score with either Cloak or ment’s HP, ammunition, energy sup- learning: +5 for Eidetic Memory, +10 Shield skill. You must specialize in ply, etc. just like your own HP and FP for Photographic Memory. one particular Block defense. 5 points. when you merge. +100%. Enhanced Dodge: You have +1 to No Sympathetic Injury: If one of Elastic Skin 31 your Dodge score. 15 points. your Dupes is killed, the others are not 20 points Enhanced Parry: You have +1 to stunned or hurt. +20%. You can alter your skin and facial your Parry score. You may take this Special Limitations features (but not clothing or makeup) advantage for bare hands (5 points), Digital: Your Dupes are software to duplicate those of another member for any one Melee Weapon skill (5 copies of your mind, not physical of your race or a very similar race. points), or for all parries (10 points). 5 copies of your body. They can possess This takes 10 seconds, and requires a or 10 points. other computers or occupy spare Disguise roll if you try to duplicate a Puppets (p. 78). You may only take particular individual. It takes three This talent is definitely cinematic! this limitation if you have both Digital seconds to return to your original The GM might require Trained By A Mind (p. 48) and Possession (Digital) form. This ability gives +4 to all Master (p. 93) or Weapon Master (p. 75). -60%. Disguise rolls. (p. 99) as a prerequisite. He may Shared Resources: Your Dupes do choose to allow warriors to buy this not share your full FP and HP; Empathy 2 trait with earned points. He might instead, you must distribute your FP 5 or 15 points even permit multiple levels of each Enhanced Defense, in which case the and HP among them. For instance, if You have a “feeling” for people. point cost is per +1 bonus. Note that you had 15 HP and one Dupe, you When you first meet someone – or are bonuses larger than +3 are almost cer- could split your HP 7 and 8, 2 and 13, reunited after an absence – you may tainly unbalanced, even in “over-the- or in any other combination that ask the GM to roll against your IQ. He top” games! totaled 15. You need not distribute FP will tell you what you “feel” about that and HP proportionally; with 15 HP person. On a failed IQ roll, he will lie!

ADVANTAGES 51 Enhanced Move 31 (Air) requires Flight (p. 56). Enhanced move once you react. This has several 20 points/level Move (Space) requires Flight with the game benefits. Space Flight or Newtonian Space First, Enhanced Time Sense (ETS) You can really move! Each level of Flight enhancement, and affects includes Combat Reflexes (p. 43), and Enhanced Move doubles your top movement in space – not airspeed. To provides all the benefits of that advan- speed in one environment: Air, move faster in air and in space, buy tage. You cannot buy Combat Reflexes Ground, Space, or Water. You may both Enhanced Move (Air) and if you have ETS; the two advantages also take a half-level of Enhanced Enhanced Move (Space). are not cumulative. Move, either alone or with any whole Special Enhancements In combat, you automatically act number of levels; this costs 10 points before those without ETS, regardless and multiplies Move by 1.5. Handling Bonus: You get a bonus to DX or vehicle operation skill (e.g., of Basic Speed. If more than one com- Example 1: A super buys Enhanced Driving) for the sole purpose of main- batant has ETS, they act in order of Move 4 (Ground), for 80 points. He taining control at speeds above your Basic Speed, and they all get to act multiplies his Move by 2 ¥ 2 ¥ 2 ¥ 2 = Basic Move. +5% per +1, to a before those who lack ETS. 16. If his Basic Move were 8, he could maximum of +5. You can perceive things that hap- run at 128 yards/second (262 mph). pen too fast for most people to dis- Example 2: An avian race has Special Limitations cern. For example, you cannot be Enhanced Move 2.5 (Air), for 50 Handling Penalty: You have a fooled by a projected image, because points. All members of the race multi- penalty to DX or vehicle operation you can see the individual frames of ply their top airspeed by 2 ¥ 2 ¥ 1.5 = 6. skill at high speeds. -5% per -1, to a the film. If secret information is being maximum of -5. sent as a high-speed “burst,” you can detect it if you’re monitoring the transmission (you cannot necessarily decipher it, but you know it’s there). At the GM’s discretion, you get a Sense roll to spot objects moving so fast that Extra Attack: The “default” assumption in they are effectively invisible; for GURPS is that you can make one attack per instance, bullets in flight. ETS is extremely valuable if you possess mag- turn, no matter how many limbs you have. ical or psionic defenses that work at the speed of thought. If you have ETS, your rapid thought processes always allow you to ponder a problem thoroughly and respond in the manner you think best. Your multiplied Move is your top Newtonian: This is a limitation for You never suffer skill penalties for speed. Record it in parentheses after Enhanced Move (Space). Your space being mentally “rushed” – although your Enhanced Move trait; for “top speed” is actually your “delta-v”: you still need the usual amount of instance, the super in the example the total velocity change you can man- time to complete a physical task, and above would write “Enhanced Move 4 age before running out of reaction suffer the usual penalties for hasty (Ground Speed 128).” You can always mass. Once you have made velocity work. The GM can almost never tell choose to accept a slightly lower top changes equal to your top speed, you you to make up your mind right now. speed if you want your speed to match must refuel before you can change (But don’t abuse this privilege by tak- that of a real-world or fictional crea- velocity again. -50%. ing half an hour to decide what to do ture or vehicle with a known top Road-Bound: This is a limitation in each turn in combat!) speed. This does not give you back any for Enhanced Move (Ground). Your The exception is when something points. Enhanced Move is effective only on a happens so fast that most people can’t Enhanced Move does not affect smooth, flat surface, such as a road or perceive it at all. In that case, the GM Basic Speed, Basic Move, or Dodge. building floor. This is often taken in is justified in asking you for an imme- Its benefits apply only when moving conjunction with the Wheeled diate response, since those without along a relatively straight, smooth disadvantage (p. 145). -50%. ETS get no response. course (see Sprinting, p. 354). It does ETS does not “slow down” the have some defensive value, however: Enhanced Time world from your viewpoint. You can those who attack you with ranged 21 still enjoy a movie by simply ignoring attacks must take your speed into Sense 45 points the frames, much as a literate person account when calculating speed/range can choose whether or not to notice You can receive and process infor- modifiers (see p. 550). the individual letters in the words he’s mation dramatically faster than the Most forms of Enhanced Move reading. ETS also does not let you vio- human norm. This improves your have prerequisites. Enhanced Move late the laws of physics. Some things mental speed – notably your reaction (Water) requires Amphibious (p. 40) (e.g., laser beams) simply travel too time – but not how fast you physically or Aquatic (p. 145). Enhanced Move fast for you to react.

52 ADVANTAGES Enhanced Tracking 31 use a shield and one-handed weapon swung. Subtract one yard from the 5 points/level at the same time. reach of any melee weapon wielded by No matter how many arms you that limb. If all of your arms are short, You can “track” more than one tar- have, though, you do not get addition- you are at -2 on any attempt to grap- get – whether with a built-in sensor al attacks (or other extra maneuvers) ple. -50%. array or eyes that can swivel inde- in combat unless you buy Extra Weak: The arm has less than your pendently, like those of a chameleon. Attacks (see below). full body ST for lifting, striking, and An Aim (p. 364) or Evaluate (p. 364) grappling. -25% if the arm has half maneuver normally applies to a single Close Combat With Extra Arms your body ST, or -50% if it has 1/4 your target. Each level of Enhanced body ST (round down in both cases). Extra arms give a huge advantage Tracking allows your maneuver to Weapon Mount: Instead of an arm, in close combat. You cannot punch apply to one additional target. You can you have a “hardpoint” where you can with more than one arm at a time only track targets that you can detect, mount a weapon. This may be biolog- unless you have Extra Attack, but you and you cannot Aim at more targets ical, mechanical, or a hybrid of the may grapple with all of your arms at than you have ready weapons to Aim two, depending on whether you are a once. Each extra arm of regular length with. living being, a machine, or a cyborg. or longer, over and above the generic You cannot use this mount for any 31 set of two, gives +2 to any attempt to Extended Lifespan purpose other than bearing a weapon. grapple or break free from a grapple. 2 points/level This limitation is incompatible with Having more arms than your oppo- An average life cycle is defined as Feet Manipulator, No Physical Attack, nent also gives +3 on any attempt to maturity at age 18, with aging effects Short, and Weak. -80%. pin or resist a pin. (see p. 444) starting at age 50 and Modifying Beings With accelerating at ages 70 and 90. Each Special Enhancements level of Extended Lifespan doubles all Extra-Flexible: Limbs with this One or Two Arms these values. Note that if you need to enhancement are more flexible than Beings with one or two arms can take more than seven levels of this human arms, like tentacles or an ele- use the special modifiers above. Point trait (giving maturity at age 2,304 and phant’s trunk. These limbs can always cost is equal to 1/10 the percentile the onset of aging at age 6,400), it is reach and work with other limbs, modifier per affected arm. Thus, more efficient to take Unaging (p. 95). regardless of body positioning, gener- enhancements become advantages al layout, or “right” and “left.” +50%. and limitations become disadvan- Extra Arms 31 Long: Your arm is longer in propor- tages. For instance, Short is -50%, so it is worth -5 points per arm. Someone Variable tion to your body than a human arm relative to the human body. This with two short arms would have a -10- In GURPS, a limb with which you point disadvantage. can manipulate objects is an arm, increases your effective SM for the purpose of calculating reach with that Those with one arm can only apply regardless of where it grows or what it these modifiers once, but also get the looks like. A normal arm can strike a arm (see Size Modifier and Reach, p. 402). This does affect the reach of -20 points for One Arm (p. 147). For blow that inflicts thrust-1 crushing instance, an elephant’s trunk would be damage based on ST. The human melee weapons wielded in that hand. Each +1 to SM also adds +1 per die to Extra-Flexible (+50%), Long (+100%), norm is two arms for 0 points. Extra and Weak (-50%). These modifiers arms have a base cost of 10 points swinging damage. +100% per +1 to SM. total +100%, for a 10-point advantage. apiece. The -20 points for One Arm would Coordination Special Limitations make the net cost -10 points. You can use extra arms freely for Foot Manipulators: Your “arm” is multiple noncombat tasks. For really an unusually dextrous leg. You Extra Attack 3 instance, with three arms, you could cannot walk while you are manipulat- 25 points/attack ing objects with it (although you can perform a one-handed task (e.g., use a You can attack more than once per sit, float, or fly). This is a Temporary computer mouse) and a two-handed turn. The “default” assumption in Disadvantage limitation, the disadvan- task (e.g., type) simultaneously. You GURPS is that you can make one tage being Legless (p. 141). This kind need Enhanced Tracking (p. 53) to attack per turn, no matter how many of arm is usually – but not always – perform tasks that require attention to limbs you have. Each Extra Attack Short (see below). -30%. events in more than one place at a allows one additional attack per turn. No Physical Attack: The limb can time, however. You may not have more attacks than manipulate but cannot punch or wield You can also use all of your arms in you have limbs (arms, legs, etc.), natu- melee weapons, and gives no bonus in concert for a single combat maneuver ral weapons (Strikers, Teeth, etc.), and close combat. It can still wield a where extra arms would be helpful; attack powers (Afflictions, Bindings, firearm or similar ranged weapon. e.g., grappling in close combat. And if and Innate Attacks) with which to -50%. you have at least three arms, you can attack. The GM’s word on what Short: The arm has reach “C” (close use a shield normally with one arm constitutes an “attack” is final. combat only), and lacks the leverage and still wield a two-handed weapon, A normal human can purchase one to use any weapon that must be just as a normal human fighter can Extra Attack. This lets him attack with

ADVANTAGES 53 both hands at once, and represents unusually good coordination. Supers and nonhumans have no such limita- tion. A super-powered cop could buy two Extra Attacks, enabling him to shoot rays from his eyes, fire his pis- tol, and swing his nightstick all at once. A dragon might take four Extra Attacks and attack five times with any combination of his four clawed limbs, teeth, horns, tail, and fiery breath! Extra Attack is exactly that: an extra Attack maneuver on your turn in combat. It does not eliminate the -4 penalty for an “off” hand (see Ambidexterity, p. 39) or let you take multiple Aim maneuvers (see Enhanced Tracking, p. 53). You may use some of your attacks for Feint maneuvers, but you many not take multiple actions of other kinds – that requires Altered Time Rate (p. 38). Extra Attacks and All-Out Attack When an individual with Extra Attacks makes an All-Out Attack, he must select one type of bonus for all his attacks that turn. He could not, for instance, take All-Out Attack (Determined) with one attack and All- Out Attack (Strong) with another. If he chooses All-Out Attack (Double) to increase his number of attacks, he gets one additional attack. Extra Attacks and Rapid Strike You may use one of your melee attacks to make a Rapid Strike (see p. 370) on your turn, at the usual penalty. Your remaining attacks are in addition to this Rapid Strike, and receive no penalty. You may not use You cannot suffer more than 2 ¥ HP/(1.5 ¥ number of heads) points of Rapid Strike with two or more attacks (your HP/number of heads) points of injury, but blows to your real head can in one turn. injury from any single attack to your cause stun, knockout, or death even if 31 head or neck. Any head blow that your other heads are unharmed. -20%. Extra Head causes unconsciousness only knocks 15 points/head out that one head; the others continue Extra Legs 31 You have more than one head, to function! A critical head blow that Variable each with fully functional ears, eyes, would normally kill you simply If you can walk on a limb but can- mouth, etc. Each Extra Head gives destroys that head, inflicting the max- not use it to manipulate objects, it is a you one Extra Mouth (p. 55) and one imum injury noted above and crush- leg in GURPS (for legs that double as level of Enhanced Tracking (p. 53) at ing, severing, or exploding the head arms, see Extra Arms, p. 53). A normal no extra charge. Each head also con- (GM’s option). leg can kick for thrust/crushing dam- tains an extra brain with a complete age at your usual reach (1 yard for a copy of your memories, personality, Special Limitations Extraneous: Your Extra Head human). The human norm is two legs, and skills. These extra brains are grants Extra Mouth and Enhanced which costs 0 points. It costs points to “backups,” however, and do not grant Tracking, but does not contain a have more than two legs: additional mental actions – for that, backup brain. A single blow to an take Compartmentalized Mind (p. 43). Three or four legs: If you lose a leg, Extraneous head can do no more than you can continue to move at half

54 ADVANTAGES Move (round down). Loss of a second copy exists before you die. You must On a success, you get what you leg causes you to fall. 5 points. tell the GM where you store it. You want (subject to the limits of the Five or six legs: Each leg lost will return to life at that location . . . advantage). But this discharges the reduces Move by 20% until only three and if your enemies discover where obligation: remove the Favor from legs are left. At that point, your Move you store your copy, they may tamper your character sheet and reduce your is 40% normal. Loss of another leg with it! -20%. point total appropriately. However, if causes you to fall. 10 points. Requires Body: You come back in the roll is a 3 or 4, your “friend” still Seven or more legs: Each leg lost disembodied state – for instance, as a feels indebted to you, and you retain reduces Move by 10% until only three spirit or a digital copy on a computer. the Favor . . . at least until next time. legs are left. At that point, your Move All your experiences and abilities are You may buy a Favor in play, just is 40% normal. Loss of another leg intact (unless you took Copy), but you like any trait of this kind. The GM may causes you to fall. 15 points. cannot interact with the physical also wish to include a Favor as part of world at all until you acquire a new the reward for a successful adventure. You can apply the following modi- body. This might be a clone, an fiers to all your legs: undead corpse, or even a robot “shell.” Fearlessness 2 Special Enhancements -20%, or -40% if the required body is 2 points/level Long: Your legs are longer in pro- illegal, rare, or expensive (GM’s You are difficult to frighten or portion to your body than human legs decision). intimidate! Add your level of relative to the human body. This 31 Fearlessness to your Will whenever increases your effective SM for the Extra Mouth you make a Fright Check or must purpose of calculating reach when 5 points/mouth resist the Intimidation skill (p. 202) or kicking (see Size Modifier and Reach, You have more than one functional a supernatural power that induces p. 402) and when clambering over mouth, which can be anywhere on fear. You also subtract your obstacles. +100% per +1 to SM. your body. All of your mouths are Fearlessness level from all Intim- Special Limitations capable of breathing, eating, and idation rolls made against you. Cannot Kick: You cannot use your speaking. An Extra Mouth lets you legs to kick for damage. -50%. bite more than once if you have Filter Lungs 31 Modifying Beings Extra Attacks (p. 53). If you have 5 points Compartmentalized Mind (p. 43), you Your respiratory system can filter With Two Legs can carry on multiple conversations, The modifiers above can be applied out ordinary contaminants; e.g., or cast two spells that require spoken dust, pollen, smoke, and even tear to creatures with only two legs. Point words. Other benefits include being cost is equal to 1/10 the percentile gas (but not nerve gas or other con- hard to silence or suffocate, and being tact agents). You suffer no ill effects modifier. For instance, a human with able to sing in harmony with yourself! Cannot Kick (-50%) would have a -5- from such things. This is especially point disadvantage. useful in polluted cities and on alien Fashion Sense worlds. Note that if you have Doesn’t Extra Life 21 see p. 21 Breathe (p. 49), you do not need this advantage! 25 points/life Favor 4 You can come back from the dead! Fit 3 No matter how sure your foes were Variable that they killed you, you didn’t really You saved someone’s life, kept 5 or 15 points die. Work out the details with the GM. silent at the right time, or otherwise You have better cardiovascular Every time you come back from the did someone a good turn. Now he health than your HT alone would indi- dead, you use up one Extra Life – owes you one. cate. This comes in two levels: A Favor is a one-shot Ally, Contact, remove it from your character sheet Fit: You get +1 to all HT rolls (to Contact Group, or Patron. Work out and reduce your point total by 25 stay conscious, avoid death, resist dis- the point cost of the parent advantage, points. The GM may wish to let play- ease or poison, etc.). This does not and then divide it by 5 (round up) to ers spend earned points to buy Extra improve your HT attribute or HT- get the cost of the Favor. The catch is Lives in play. based skills! You also recover FP at that the NPC(s) in question will help twice the normal rate. 5 points. Special Limitations you out once . . . and only once. Very Fit: As above, but the bonus to Copy: When you die, you revert to a When you wish to “collect” on HT rolls is +2. In addition, you lose FP “backup copy.” To create this copy your Favor, the GM rolls against the at only half the normal rate. 15 points. takes minutes or hours, possibly at a frequency of appearance of the under- special facility. Details are up to the lying advantage. On a failure, you In both cases, this advantage GM. Make a copy of your character couldn’t reach your “friend” in time, applies only to FP lost to exertion, sheet whenever you update your back- or he couldn’t comply, but you still heat, etc. It has no effect on FP spent up. If you die, you revert to those have your Favor coming. You may try to power psi or magic spells. statistics, losing any traits or character again on a later adventure. points acquired since then. Note that a

ADVANTAGES 55 Flexibility 3 Move – or your space top speed, if you level of Enhanced Move (Air) either 5 or 15 points have Enhanced Move (Space) – is doubles top speed or halves decelera- actually your “delta-v”: the total veloc- tion in level flight (e.g., one level Your body is unusually flexible. ity change you can manage in space means you only lose 0.5 yard/second This advantage comes in two levels: before running out of reaction mass. in level flight); specify which when Flexibility: You get +3 on Climbing For instance, you could accelerate up you buy it. -50%. rolls; on Escape rolls to get free of to your delta-v and stay there (like a Lighter Than Air: You fly by becom- ropes, handcuffs, and similar missile), or to half your delta-v and ing lighter than air (or gaseous). A restraints; on Erotic Art skill; and on then decelerate to a stop at the end of wind moves you 1 yard/second, in the all attempts to break free in close com- your trip (like a conventional space- direction it is blowing, per 5 mph of bat (see p. 391). You may ignore up to craft). Once you have made velocity wind speed. If the wind happens to be -3 in penalties for working in close changes equal to your delta-v, you blowing in the direction you wish to quarters (including many Explosives must refuel before you can change travel, this adds to your Move; other- and Mechanic rolls). 5 points. your velocity in space again. +25%. wise, your Move goes down as you Double-Jointed: As above, but Space Flight: You can fly in space or fight against the breeze. -10%. more so. You cannot stretch or a vacuum (such as on the moon). Your Low Ceiling: You cannot fly very squeeze yourself abnormally, but any space Move is Basic Speed ¥ 2. If you high. This does not limit speed in any part of your body may bend any way. want to be able to accelerate constant- way, but the GM may require You get +5 on Climbing, Erotic Art, ly to reach a higher top speed, like a Aerobatics rolls to dodge obstacles and Escape rolls, and on attempts to rocket, buy Enhanced Move (Space) near the ground. A 30-foot ceiling is break free. You may ignore up to -5 in (p. 52). This will let you accelerate or -10%; a 10-foot ceiling is -20%; and a penalties for close quarters. 15 points. decelerate each turn by an amount 5-foot ceiling is -25%. equal to your space Move, up to your Small Wings: As Winged (below), Flight 31 enhanced top speed. For a “realistic” except that your wingspan is no more 40 points space move that lets you accelerate than half your height. You use your indefinitely in a vacuum (up to the wings to steer and to stabilize your You can fly. The “default” is full- speed of light), you’ll want Enhanced flight – not to lift. If your wings are fledged, self-powered flight without Move 25-27 (Space). This is incompat- crippled in flight, roll against wings or gliding surfaces. This works ible with all other special modifiers Aerobatics skill (or default) to land at any altitude where there is still sig- except Space Flight Only. +50%. safely. -10%. nificant atmosphere – but in the upper Space Flight Only: You can only atmosphere, you’ll need a way to sur- Special Limitations take this in conjunction with Space vive in very thin, cold air (e.g., Doesn’t Cannot Hover: You must always Flight or Newtonian Space Flight. You Breathe and Temperature Tolerance). move at least 1/4 your top airspeed can fly only in space; you have air You cannot fly in a trace atmosphere (round up) when flying. This is incom- Move 0 in atmosphere. You require a or vacuum. patible with Controlled Gliding and boost to reach space from any planet Your flight Move is Basic Speed ¥ 2 Gliding. -15%. with an atmosphere, and are inca- (drop all fractions). As explained in Controlled Gliding: Like Gliding pable of atmospheric reentry. -75%. Move in Other Environments (p. 18), (below) in most respects, but you can Winged: You use large wings or skin you can adjust this for ±2 points per gain altitude by riding updrafts or flaps to fly. Wingspan is at least twice ±1 yard/second. For very high speeds, “thermals.” A typical ascent rate is one your height. In order to take off, land, take Enhanced Move (Air). If you do yard per second. You can locate ther- or maneuver, you must have an open not have any of the Controlled mals, if any are present, on a success- area with a radius equal to your Gliding, Gliding, Lighter Than Air, ful IQ or Meteorology roll (one wingspan in all directions. If your Small Wings, Space Flight Only, or attempt per minute). -45%. wings are bound, or if a wing is crip- Winged Flight limitations, you can Gliding: You cannot gain altitude. pled (more than 1/3 of your wings, if also “fly” at half-speed underwater. With a running leap, you can launch you have more than two), you cannot Flight includes the ability to hover at yourself with an air Move equal to fly. Treat wings as arms for the pur- Move 0 as well. Basic Move. Each turn, you can pose of targeting and crippling. If you Flight does not confer the ability to change velocity by up to 10 yards/sec- wish to strike blows or manipulate do complex acrobatics and tight turns; ond ¥ local gravity in Gs (Earth’s grav- objects with your wings, you must pay for that, buy Aerobatics skill ity is 1G). To accelerate, you must for them as Strikers or Extra Arms in (p. 174). Flight skill (p. 195) improves descend by 1 yard for each 1 yard/sec- addition to the cost of Flight. -25%. endurance. ond added to velocity; top speed is Basic Move ¥ 4 (but you can go faster 2 You can alter most of the above if towed). To decelerate, you must fly Gadgeteer assumptions through special modi- level. If you do not descend at least 1 25 or 50 points fiers. yard, you automatically decelerate by You are a natural inventor. You can Special Enhancements 1 yard/second that turn. When work- modify existing equipment and – Newtonian Space Flight: As Space ing out turning radius, your basic air given sufficient time and money – Flight (below), except that your space Move is 10 ¥ local gravity in Gs. Each invent entirely new gadgets as described under Gadgeteering (p. 475).

56 ADVANTAGES This trait costs 1 point per gravity field with which you have experience. For instance, an Earth native who works on the moon might have G-Experience (0.16G). To enjoy the benefits of G-Experience in all gravity fields, buy G-Experience (All) for 10 points. Gifted Artist see Talent, p. 89 Gizmos 2 5 points/gizmo You always seem to have just the piece of gear you need. Once per game session per level of this advantage, you may pull out one small item of equip- ment that you could have been carry- ing. This “Gizmo” remains undefined until you reveal it. It does not even “enter play” until you take it out; thus, it cannot be damaged, lost, stolen, or found in a search. A Gizmo must be small enough to fit in an ordinary coat pocket, and must meet one of three criteria: 1. An item you own but did not specifically state you were carrying. For instance, if you own a handgun, and get ambushed while driving to church, you could pull out your pistol – even if the police searched your vehi- cle five minutes ago and found no weapons! 2. An item that you probably own, and that is in keeping with your char- acter concept, but that is minor or ignorable enough to leave unspecified. For instance, a policeman might hap- pen to be carrying a spare handcuff key, while a wizard might have some eye of newt. The GM has the final say, This lets you design gadgets quickly, G-Experience 2 but should be lenient if the item you and makes it easy to realize higher-TL 1 to 10 points wish to have is consistent with your innovations. This advantage comes in character story. two levels: You have experience working in one or more gravitational fields other 3. An inexpensive device widely Gadgeteer: You are a “cinematic” than your native one, and your reflex- available at your tech level. For gadgeteer, but your work still takes es adapt quickly to the way objects instance, if you need to light the fuse days or months, and requires a good move and fall in those fields. You suf- on some dynamite, you could pull out deal of money and expensive equip- fer only half the usual DX penalty for a box of matches – and they would ment. 25 points. different gravity (see Different Gravity, work, even if you just took an involun- Quick Gadgeteer: You can throw p. 350). In situations where low gravi- tary swim in the creek. together wondrous gadgets in minutes ty would make a task easier, you roll at Each Gizmo you can use per game or hours, and can get by with full DX, plus the bonus for low gravity, session (maximum of three) costs 5 scrounged-together spare parts that plus an extra +1. For instance, if a nor- points. Note that this ability is not cost a few percent of what a “realistic” mal person would get +2 to catch a realistic! The GM may wish to limit it inventor would have to spend. This ball in low gravity, you would get +3. further, or forbid it, in a realistic level is definitely unsuitable for campaign. realistic campaigns! 50 points.

ADVANTAGES 57 Gadgeteers and Gizmos by +1 (or by -1 as you return to normal Instead of growing at +1 SM per sec- Those with the Gadgeteer advan- size). ond, you grow to your maximum SM tage (p. 56) have more latitude. In If you attempt to grow in a room, – or revert back to your usual SM – in addition to the usual items available, a vehicle, container, etc. that isn’t large one second. The limitation of no inter- Gadgeteer may specify that his Gizmo enough to hold you, your growth nor- mediate SMs (restricting your use of is one of his inventions (which must mally stops. However, if maximum this ability in close quarters) cancels still be small). Instead of pulling an thrust damage for your current ST is out the enhancement of rapid growth existing gadget “out of his pocket,” a greater than the wall or ceiling’s DR, (a useful benefit in combat). +0%. Gadgeteer can use his Gizmo to let you burst through it. This takes one him build what he needs on the spot. second per point of DR. Gunslinger 2 He must still possess or find the You must buy the ST necessary to 25 points appropriate materials, and know any support your form separately. This is 5 You can make uncannily precise required skills. The GM should roll ¥ final height in yards. If your ST shots without aiming. This ability secretly against the relevant skill, at -2 increases with height and is only avail- works with any weapon that uses or worse. A failed roll means the able when you grow, you may buy it Beam Weapons, Gunner, Guns, or device doesn’t work (this still “uses up” with the Size limitation (see Strength, Liquid Projector skill. It gives no the Gizmo). A critical failure means p. 14). Use your maximum SM to bonuses when using muscle-powered the device backfires spectacularly! determine the limitation value. At missile weapons (but the GM is free to intermediate SMs, find your height as introduce a low-tech version that Green Thumb a fraction of your maximum height. works with Blowpipe, Bow, Crossbow, see Talent, p. 89 This is the fraction of your extra ST Sling, etc.). available to you at that SM (round When firing single shots (RoF 1-3) down). from a one-handed weapon, you get the Accuracy bonus of your weapon without the need for an Aim maneu- ver. When using a two-handed weapon or automatic fire, you get half the Accuracy bonus (round up) without Gizmos: You may pull out one the need to Aim. If you do Aim, you always get full Acc, and bracing, small item of equipment that you scopes, and additional seconds of Aim provide the usual benefits. could have been carrying. This This ability is intended for cine- matic games with an “action movie” “Gizmo” remains undefined until you ambience. The GM may wish to forbid reveal it. It cannot be lost, stolen, or it in a completely realistic campaign. found in a search. Hard to Kill 3 2 points/level You are incredibly difficult to kill. Each level of Hard to Kill gives +1 to HT rolls made for survival at -HP or below, and on any HT roll where fail- Growth 31 Example: A 6’-tall character (SM 0) ure means instant death (due to heart 10 points/level has Growth 4. He can grow to SM +4, failure, poison, etc.). If this bonus giving him a maximum height of 10 makes the difference between success You can grow – really grow! As your yards. He must buy ST 50 to support and failure, you collapse, apparently size increases, so must your ST (or himself. If he has ST 15 and gains +35 dead (or disabled), but come to in the you would collapse under your own ST only at full height, he may buy his usual amount of time – see Recovering weight). Your equipment doesn’t +35 ST with a -40% Size limitation. At from Unconsciousness (p. 423). A suc- change size! SM +1, he will be 3 yards tall. This is cessful Diagnosis roll (or a Mechanic Each level of Growth lets you 30% of his final height, so he will have roll, for machines) reveals the truth. increase your Size Modifier by +1. 30% of +35 ST, or +10 ST, for ST 25. Find your final height from the Size Similarly, he’ll be 5 yards tall with ST Example: Bruno has HT 12, 15 HP, Modifier Table (p. 19). Increases in SM 32 at SM +2, 7 yards tall with ST 39 at and Hard to Kill 4. He takes 45 points affect your arm and leg length when SM +3, and 10 yards tall with ST 50 at of damage, which reduces him to -30 calculating reach and determining SM +4. HP. He must make two HT rolls to sur- whether you can negotiate obstacles; vive: one at -15 HP, one at -30 HP. He see Size Modifier and Reach (p. 402). It Special Modifiers rolls an 11 for the first one, but on the takes one second to modify your SM Maximum Size Only: You can only second roll, he gets a 14. This is above assume normal or maximum size. his HT (12), but below his modified

58 ADVANTAGES HT (12 + 4 = 16). He passes out, and (injury or disease) on that subject. all DX-based rolls against Artist, his foes leave him for dead. Roughly a This penalty accumulates until a full Jeweler, Knot-Tying, Leatherworking, day later, he’ll regain consciousness – day has passed since the most recent Lockpicking, Pickpocket, Sewing, injured, but not dead! healing. Sleight of Hand, and Surgery, as well Healing works on your own race as DX-based rolls to do fine work with In a realistic campaign, the GM and on all “similar” races. In a fantasy Machinist or Mechanic (e.g., on clock- may wish to limit characters to Hard campaign, for instance, all warm- work). This bonus doesn’t apply to IQ- to Kill 1 or 2. blooded humanoid races (elves, based tasks or large-scale DX-based 3 dwarves, , , etc.) would be tasks, nor does it apply to combat- Hard to Subdue “similar.” related die rolls of any kind. 2 points/level You are hard to knock out. Each Special Enhancements 3 Faith Healing: Your power works High Pain Threshold level of Hard to Subdue gives +1 to 10 points any HT roll to avoid unconsciousness by channeling spiritual energy. This You are as susceptible to injury as – whether as a result of injury, drugs, lets you cure anyone the spirits or gods anyone else, but you don’t feel it as or ultra-tech weapons – and to resist deem worthy of healing, regardless of much. You never suffer a shock penal- supernatural abilities that cause race. However, you (and possibly your ty when you are injured. In addition, unconsciousness. In a realistic cam- subject) must behave in a manner you get +3 on all HT rolls to avoid paign, the GM may wish to limit consistent with the interests and knockdown and stunning – and if you characters to Hard to Subdue 1 or 2. moral codes of your supernatural allies, or this ability will not work. You are tortured physically, you get +3 to Healer may not combine Faith Healing with resist. The GM may let you roll at Own Race Only or Xenohealing. Will+3 to ignore pain in other situa- see Talent, p. 89 +20%. tions. 21 Xenohealing: You can heal beings High Pain Threshold is included in Healing quite dissimilar from yourself. Supernatural Durability (p. 89); if you 30 points Examples, assuming you are human: have the latter advantage, you cannot You have the ability to heal others. All Mammals, +20%; All Earthly Life, take this one. You must be in physical contact with +40%; All Carbon-Based Life, +60%; the subject. To activate your power, Anything Alive, +80%; Anything High TL concentrate for one second and make Animate (including undead, golems, see p. 23 an IQ roll. Roll at -2 if the subject is etc.), +100%. unconscious. Special Limitations Higher Purpose 25 You can use Healing in two ways: Disease Only: You can only cure 5 points Heal Injuries: On a success, you can disease. -40%. You are driven to exceed your nor- heal any number of HP. This costs you Injuries Only: You can only heal mal limits in one specific pursuit. You 1 FP per 2 HP healed (round up). injuries. -20%. must state this exactly as if it were a Failure costs 1d FP, but you can try Own Race Only: This is only avail- Code of Honor disadvantage (p. 127): again; critical failure also causes the able in campaigns with multiple sapi- “Defend all women,” “Slay all recipient 1d damage. Even 1 HP of ent races. -20%. demons,” etc. If, in the GM’s judg- healing will stop bleeding. By rolling Psychic Healing: Your ability is part ment, you are unfaltering in your pur- at -6, you can repair a crippled but of the Psychic Healing psi power (see suit of your Higher Purpose, you get whole limb if you completely heal the p. 256). -10%. +1 to all die rolls that pertain directly HP lost to the crippling injury. For to the pursuit of your cause. If you instance, to heal a hand crippled by 4 Hermaphromorph 31 deviate from your Higher Purpose, points of damage, make an IQ-6 roll 5 points you lose this bonus . . . and the GM is and spend 2 FP. Each healer gets only You can switch among fully func- free to penalize you for bad roleplay- one attempt per crippled limb. tional neuter, male, and female forms. ing just as if you had ignored a Code of Healing cannot restore lost limbs or The process takes 10 seconds Honor. bring back the dead. (Preparation Required, Takes Extra A Higher Purpose must be specific. Cure Disease: This requires an IQ Time, and Takes Recharge are com- Higher Purposes such as “Fight evil” roll at a modifier determined by the mon limitations). or “Oppose authority figures” are too GM – from +1 for the common cold to broad to be balanced. In addition, a -15 for AIDS. The FP cost is equal to High Manual Dexterity Higher Purpose must entail genuine twice the penalty, minimum 1 FP. For 3 risk and inconvenience. The GM instance, it would cost 6 FP to cure a should not allow pragmatic Higher disease that calls for an IQ-3 roll. 5 points/level Purposes like “Faithfully serve my You have remarkably fine motor superiors.” All Higher Purposes are If used more than once per day on skills. Each level (to a maximum of subject to GM approval. a given subject, apply a cumulative -3 four) gives +1 to DX for tasks that per successful healing of the same type require a delicate touch. This includes

ADVANTAGES 59 Hyperspectral Vision 3 question. Finally, you can perceive and heat (this includes all living beings 1 communicate with supernatural and most machines). It also gives you beings who are tied to Illuminated +2 on all Vision rolls to spot such tar- 25 points conspiracies in your game world gets, since their heat stands out from Your vision extends across the (GM’s decision). This gives you no spe- the background. You can follow a heat infrared, visible, and ultraviolet por- cial ability to control them, but they trail when tracking: add +3 to tions of the spectrum. This integrated recognize you and treat you with a Tracking rolls if the trail is no more picture often reveals details that are certain respect: +3 on reaction rolls. than an hour old. invisible to those who merely possess The only drawback is that other Infravision does not let you distin- normal vision, Infravision (p. 60), or Illuminati and spiritual beings are guish colors, and only allows you to Ultravision (p. 94). able to perceive your Illuminated judge the general size and shape of Hyperspectral Vision grants near- nature, and there’s nothing you can do heat-emitting objects, including living perfect night vision: you suffer no about it except stay out of sight. beings (for instance, you might have vision or combat penalties if there is This advantage is best suited to trouble telling two people of the same any light at all. In total darkness, it mystical or fantastic campaigns. It is size apart). Roll at -4 to distinguish functions exactly like Infravision. This rarely appropriate in “mundane” con- objects of similar size and shape. The trait also gives +3 on all Vision rolls; spiracy campaigns. The GM is the final GM may also require a Vision-4 roll to on all rolls to spot hidden clues or judge of who may possess this trait. read by reflected heat. Sudden flashes objects with Forensics, Observation, of heat (e.g., a flare, fiery explosion, or or Search skill; and on all Tracking Improved G-Tolerance infrared laser) can blind you, just as a rolls. 3 flash of light can blind ordinary vision. If you possess Hyperspectral Cost depends on your capabilities: Vision, you cannot also have 5 to 25 points You can only see using Infravision, Infravision or Ultravision. This trait is You can function under a wide and are subject to its limitations at all essentially a higher level of both those range of gravities. For a normal times: 0 points. advantages. Its game effects replace human, the penalties for non-native You can switch freely between nor- the specific effects of those traits. gravity accrue in increments of 0.2G; mal vision and Infravision: 10 points. As described, this trait emulates see Different Gravity (p. 350). A larger realistic TL7+ sensors. The GM may increment costs points: 5 points for 31 permit supers to take the two special 0.3G, 10 points for 0.5G, 15 points for Injury Tolerance enhancements below. Neither is 1G, 20 points for 5G, and 25 points for Variable appropriate for real-world sensors! 10G. Normal humans are limited to 10 You have fewer physiological points in this trait. weaknesses than ordinary living Special Enhancements beings. The cost of this advantage Extended Low-Band: You perceive Independent Income depends on the precise frailties elimi- radiation below the infrared, allowing see p. 26 nated. Note that some forms of Injury you to “see” microwave, radar, and Tolerance include others, and that radio sources. This gives no special 2 Diffuse, Homogenous, and Unliving understand Indomitable ability to radio signals! are mutually incompatible. +30%. 15 points Extended High-Band: You sense You are impossible to influence Diffuse: Your body is fluid or par- radiation above the ultraviolet, allow- through ordinary words or actions. ticulate, composed of a swarm of ing you to “see” X-ray and gamma ray Those who wish to use Influence skills smaller entities, or perhaps made of sources. +30%. on you (see Influence Rolls, p. 359) pure energy. This makes you immune must possess a suitable advantage: to crippling injuries and reduces the Illuminated 25 Empathy (p. 51) if you are a human or damage you suffer from most physical 15 points similar being, Animal Empathy (p. 40) blows; see Injury to Unliving, if you’re a beast, Plant Empathy (p. 75) You are an “Illuminatus” in the Homogenous, and Diffuse Targets if you’re a plant, or Spirit Empathy original sense of the word – you are (p. 380). Most foes (GM’s decision) (p. 88) if you’re a demon, ghost, etc. enlightened. You know what’s going cannot slam or grapple you! Diffuse Everyone else – however convincing – on, and you know it intuitively. includes all the benefits of No Blood, fails automatically. This trait often You can discern other Illuminati No Brain, and No Vitals. 100 points. accompanies Unfazeable (p. 95). on sight, with no possibility of error. Homogenous: Your body has no Furthermore, whenever the GM 31 vulnerable internal organs, bones, requires a roll against a skill such as Infravision muscles, or other mechanisms. As a Current Affairs, Hidden Lore, or 0 or 10 points result, you are less susceptible to Intelligence Analysis to tell whether a You can see into the infrared por- piercing and impaling attacks; see certain strange occurrence is truly a tion of the spectrum, allowing you to Injury to Unliving, Homogenous, and coincidence or the result of a conspir- detect varying degrees of heat. This Diffuse Targets (p. 380). Homogenous acy, you may roll against the higher of lets you fight at no penalty even in includes the benefits of No Brain and your IQ and the specific skill in absolute darkness, if your target emits No Vitals. This trait is intended for

60 ADVANTAGES entities such as iron golems, trees, and physical damage (for nondamaging trauma (p. 379) than other types of slimes. 40 points. attacks, see Affliction, p. 35, and damage. 5 points/level. No Blood: You do not rely upon a Binding, p. 40). Examples include a Cutting (cut) vital bodily fluid (like blood) for sur- dragon’s fiery breath, a robot’s built-in Your attack inflicts lacerations, like vival. You do not bleed (see Bleeding, blaster, and a god’s ability to hurl light- those caused by an axe or broken p. 420), are unaffected by blood-borne ning bolts. glass. Multiply penetrating damage by toxins, and are immune to attacks that By default, this is a ranged attack 1.5. Cutting attacks can inflict blunt rely on cutting off blood to part of with 1/2D 10, Max 100, Acc 3, RoF 1, trauma and cause knockback. 7 your body. 5 points. Shots N/A, and Recoil 1, although you points/level. No Brain: Your brain – if you have can apply modifiers to change these one – is distributed throughout your statistics (see pp. 101-116). Fatigue (fat) body, or isn’t your true seat of con- An Innate Attack inflicts 1d dam- Your attack is nonlethal. It might sciousness. Your opponents cannot age per level. Its cost per level depends involve a low-amperage electric shock target it for extra damage. You may on the type of damage it inflicts: or a “mind blast,” or even inflict a have a head, but a blow to the skull or weakening effect such as hypothermia Burning (burn) or starvation. It reduces FP, not HP, eye is treated no differently than a Your attack inflicts damage using blow to the face (except that an eye and cannot affect machines. 10 flame, an energy beam, or localized points/level. injury can still cripple that eye). 5 electrical burns. It may ignite fires! 5 points. points/level. No Eyes: You lack eyes or other vul- nerable optics, but can somehow see despite this (unless of course you suf- fer from Blindness, p. 124). As you have no eyes, they cannot be attacked. You are also immune to blinding Alternative Attacks attacks. 5 points. If you have multiple Innate Attacks, you may define them as being the No Head: You have no head at all. same basic attack, but with different settings, ammo types, etc. Determine This includes the benefits of No Brain. the cost of these “alternative attacks” as usual, but only pay full price for As well, you lack “skull” and “face” hit the most expensive attack. Buy additional attacks at 1/5 cost (round up). locations, and have no need for head This can save a lot of points, but there are drawbacks. First, since the armor. You can still see, speak, hear, attacks represent a single ability, you cannot use them simultaneously, smell, taste, etc. unless you take the even if you are capable of multiple attacks. This also prevents you from appropriate disadvantages. Specify combining them with the Link enhancement (p. 106). As well, any critical how you do this (supernaturally, tech- failure or malfunction that disables one of your attacks disables all of nologically, via organs on your torso, them. Finally, if your most expensive attack is somehow drained or neu- etc.). It is common – but not manda- tralized, none of the cheaper attacks will work. tory – for those with No Head to have You may also apply this rule to multiple Afflictions (p. 35) or Bindings No Neck, No Eyes, or both. 7 points. (p. 40), or any combination of these with Innate Attacks that you cannot No Neck: You have no neck. As a use simultaneously. With the GM’s permission, you can apply this rule to result, you have no “neck” hit location, multipurpose Strikers (p. 88) as well. and cannot be decapitated, choked, or strangled. 5 points. No Vitals: You have no vital organs (such as a heart or engine) that attack- ers can target for extra damage. Treat Impaling (imp) hits to the “vitals” or “groin” as torso Corrosion (cor) Your attack inflicts stab wounds, hits. 5 points. Your attack involves acid, disinte- like a spear or an arrow. Double pene- Unliving: Your body is not com- gration, or something similar. For trating damage in flesh! Impaling posed of living flesh. You take reduced every 5 points of basic damage you attacks can target the eyes and vital damage from piercing and impaling inflict, reduce the target’s DR by 1, in organs, can inflict blunt trauma, and attacks, but are not quite as resilient addition to regular damage. (Living may slip through high-tech flexible as if you were Homogenous; see Injury beings heal natural DR at the same armor. 8 points/level. to Unliving, Homogenous, and Diffuse rate as HP.) 10 points/level. Targets (p. 380). This trait is intended Piercing Crushing (cr) Your attack involves a fast, blunt mainly for machines and corporeal Your attack inflicts damage undead. 20 points. projectile, such as a bullet, or is sharp through blunt impact, like a bludg- but too small to qualify as impaling, 31 eoning weapon or an explosive blast. like a dart or a stinger. It may inflict Innate Attack It is likely to cause knockback (p. 378), Variable blunt trauma, and can target the eyes and is more effective at inflicting blunt and vital organs. There are four sub- You have a natural or built-in classes of piercing attack: attack with which you can inflict

ADVANTAGES 61 Small Piercing (pi-): Use this for use Respiratory Agent (p. 108) or noncombat abilities; for instance, a jet very low-energy projectiles (e.g., blow- Contact Agent (p. 103), often with of high-pressure water could put out gun darts), or for attacks that tend to Area Effect (p. 102), Cone (p. 103), or fires. The GM has the final say as to punch through the target and leave a Jet (p. 106). Attacks that depend on whether your description fits the cam- small wound channel (e.g., armor- touch or on skin contact use Blood paign setting, and may modify the piercing bullets). Against flesh, halve Agent (p. 102) or Contact Agent, plus attack if necessary. damage that penetrates DR. 3 one of Aura (p. 102) or Melee Attack points/level. (p. 112). Insubstantiality 2/31 Piercing (pi): Use this for most rifle Regardless of other modifiers, 80 points and pistol bullets. 5 points/level. Innate Attacks are treated as ranged You can become intangible, pass- Large Piercing (pi+): Use this for attacks unless given the Melee Attack ing through solid objects as though attacks similar to large-caliber solid limitation; then they’re considered they weren’t there. In this state, gravi- bullets, or for smaller projectiles that melee weapons. ty does not affect you – you can move create large wound channels (e.g., hol- Description in any direction at full Move (and low-point bullets). Multiply penetrat- After applying all relevant modi- make no noise when you move). You ing damage in flesh by 1.5. 6 fiers, name and describe the attack. can perceive the tangible world, and points/level. You can be as general as “dragon speak normally to those within it, but Huge Piercing (pi++): Use this for fire” or as specific as “9mm machine you cannot pick up normal objects or attacks that leave an even larger pistol cybernetically implanted in affect them in any way. wound channel than large piercing. right arm.” At the GM’s discretion, Physical and energy attacks cannot Double penetrating damage in flesh! 8 the description can imply additional harm you, but you’re still vulnerable points/level. Toxic (tox) Your attack inflicts cellular dam- age, in the manner of disease, poison, or radiation. It cannot normally affect machines. The modifiers Cyclic (p. 103), Onset (p. 113), and Resistible (p. 115) are usual, but not required. 4 points/level. Partial Dice You do not have to buy whole- numbered dice of damage. Each ±1 to damage counts as ±0.3 dice. Round the final cost up. For instance, an Innate Attack that does 1d+2 damage counts as 1.6 dice. If it were crushing (5 points/die), it would cost 1.6 ¥ 5 = 8 points. Some attacks do only 1 point of damage. This counts as 0.25 dice. Once again, round cost up. Such attacks can still be deadly – especially if they involve the Follow-Up (p. 105) or Cyclic (p. 103) enhancement! Special Modifiers Many special modifiers for Innate Attack appear under Attack Enhancements and Limitations (p. 102). You can use these to create almost any attack – built-in guns, lasers, jets of liquid fire, gale-force winds, etc. – and to duplicate the capa- bilities of weapons listed in GURPS books. Fatigue and toxic attacks intended to simulate poison or disease require modifiers. Noxious agents on Claws (p. 42), Teeth (p. 91), darts, etc. use Follow-Up (p. 105). Gases and sprays

62 ADVANTAGES to psionic and (nonmaterial) magical hand, pick up material objects, and Individuals using paranormal attacks. Likewise, your physical and carry them while insubstantial. +20%, remote viewing (crystal balls, Clair- energy attacks cannot affect physical or +100% if you can turn an item you voyance, etc.) cannot see you if you opponents. Your psi abilities and are carrying substantial without drop- would be invisible to their normal magic spells can affect the physical ping it (this requires turning your vision. Devices with these powers can world, but at -3 to all skill rolls. hand substantial, too). still sense you, as can paranormal abil- Although you can pass through Special Limitations ities that detect enemies, life, and so solids, you must still breathe. When Always On: You are always insub- on nonvisually. moving through a solid object, treat stantial and cannot materialize. If you Invisibility only works against one this as if you were swimming under- have this limitation, there is no -3 to sort of vision. Types include electro- water for purposes of suffocation. You use magic or psionics. -50%. magnetic vision (which encompasses cannot materialize inside a solid Usually On: Similar to Always On, ordinary vision, Infravision, Ultra- object. but you can materialize for short peri- vision, and radar), sonar, magnetic Your “natural” form (physical or ods with great effort. Materialization fields, and anything else the GM insubstantial) is considered a special costs 1 FP per second. -40%. comes up with. If you are invisible to effect. You must take this advantage if electromagnetic vision, you do not you can change between a physical Intuition 2 cast a shadow and don’t show up in and an insubstantial form. mirrors. 15 points This trait can represent any num- Special Enhancements ber of abilities from folklore and fic- You usually guess right. When faced with a number of alternatives, Affects Machines: You are invisible tion. You should work out its origins even to machines. You cannot be pho- (see p. 33) and special effects with the and no logical way to choose among them, you can ask the GM to let you tographed, and you don’t show up on GM – perhaps you “vibrate” out of cameras or other detectors. Devices synch with reality, phase into a differ- use your Intuition. The GM makes a secret IQ roll, with a bonus equal to such as pressure plates still notice you, ent dimension, or become a spirit. This but you could walk past a robot sentry determines your appearance, which the number of “good” choices and a penalty equal to the number of “bad” undetected. Electronically targeted may be transparent, misty . . . or com- weapons get no bonuses to hit you. pletely normal (but you can’t be invisi- choices. On a success, he steers you to a good choice; on a critical success, he +50%. ble without the Invisibility advantage). Can Carry Objects: The objects you Your physical and energy attacks affect tells you the best choice. On a failure, he gives you no information; on a crit- carry, including clothing and armor, other beings using the same form of become invisible. They regain visibili- Insubstantiality, and their attacks ical failure, he steers you toward a bad choice. The GM can modify this as he ty when put down. No encumbrance is affect you. The GM may rule that cer- +10%; Light, +20%; Medium, +50%; tain materials, energy barriers, magic sees fit for other situations where Intuition might logically help. Only Heavy, +100%. spells, etc. are impenetrable to your Extended: You are invisible to more particular form of Insubstantiality. one roll per question is allowed. The GM should never allow than one type of vision (for instance, Special Enhancements Intuition to short-circuit an adventure electromagnetic vision and magnetic Affect Substantial: If you have any – for instance, by letting the intuitive fields). +20% per additional type of abilities that can affect the substantial detective walk into a room, slap the vision. world when you are insubstantial – cuffs on the guilty party, and close the Switchable: You are normally visi- including magic, psionics, or powers case. At the most, Intuition would ble, but can become invisible at will. with the Affects Substantial enhance- point the detective in the direction of a +10%. ment (p. 102) – this advantage costs good clue. GMs who don’t think they Usually On: You are normally invis- more. +100%. can control Intuition should not allow ible, but can become visible for short Can Carry Objects: Normally, you it in their games. periods with great effort. Turning visi- cannot carry anything while insub- ble costs 1 FP per second. +5%. stantial. This enhancement lets you Intuitive Mathematician Special Limitations carry objects, including clothing and see Lightning Calculator, p. 66 Machines Only: Similar to Affects armor. They become physical if Machines, but you are only invisible to dropped. You cannot materialize these 2 31 machines. Living beings can see you objects inside other objects or charac- Invisibility / 40 points normally. -50%. ters. No encumbrance is +10%; Light, Substantial Only: Your invisibility You are invisible. Unlike most +20%; Medium, +50%; Heavy, +100%. only hides you in the material world. advantages, this one is “always on” Partial Change: You can turn part Insubstantial beings (ghosts, etc.) can unless you take a special enhance- of your body substantial while other see you normally. -10%. ment. You still make noise, leave foot- parts remain insubstantial, or vice Visible Reflection: You can be seen prints, and have a scent – and by versa. Thus, you could reach through in mirrors! -10%. default, anything you carry remains a wall and tap someone on the shoul- Visible Shadow: You cast a shadow! visible. If you are carrying nothing, der. If you also have Can Carry -10%. Objects, you can materialize your you get a +9 to Stealth in any situation where being seen would matter.

ADVANTAGES 63 Jumper 25 p. 74). Take the Extra Carrying a single IQ roll – for instance, from the 100 points Capacity enhancement (below) if you present day in our timeline to 1066 wish to carry more weight, or bring A.D. in a parallel timeline where the You can travel through time or to along other people. Norman invasion of England failed. parallel worlds (sometimes known as However, if multiple Jumpers of the +10%. “timelines”) merely by willing the same kind are in physical contact, Tracking: You can travel to the “jump.” Decide whether you are a when one jumps, the others can “hitch “home” time or world of any man- time-jumper or a world-jumper. To do a ride” if they wish – even if the made artifact you can hold or touch. both, you must buy Jumper (Time) Jumper who initiates the jump does Time-jumpers will arrive shortly after and Jumper (World) separately, at full not want company. Only the person the item was created; world-jumpers cost. initiating the jump makes a die roll; will arrive at the current date on the To initiate a jump, you must visual- wherever he ends up, the others do, item’s home timeline. Any such ize your destination, concentrate for too. attempt is at IQ-2, and each Jumper 10 seconds, and make an IQ roll. You If you are a world-jumper, “hitch- only gets one try per artifact. +20%. may hurry the jump, but your roll will ing a ride” is the only way to visit a Tunnel: You always create a portal be at -1 per second of concentration new parallel world (save for a critical (of about your size) when you jump. omitted (-10 to jump with no prepara- failure!). However, once you reach a Others may pass through it, even if tion at all). Regardless of IQ, a roll of world, you can memorize its “feel” by they can’t jump. The portal lingers for 14 or more always fails. On a success, concentrating and spending character 3d seconds, which can be good or bad you appear at your target destination. points to “learn” that world as an – it means enemies can follow you! On a failure, you go nowhere. On a IQ/Easy skill. This takes one hour per +40%. critical failure, you arrive at the wrong point you wish to spend. Use this skill Warp Jump: This enhancement is destination, which can be any time or in place of IQ when you travel to that only available if you have the Warp world the GM wishes! world in the future. You never have to advantage (p. 97). You must apply it to You appear at your destination at memorize a world, but if you do not, both Jumper and Warp. When you exactly the same place you left your you roll at IQ-3 to attempt to return. jump, you can simultaneously use previous time or world – or as close as Time-jumpers have no similar Warp to appear anywhere at your des- possible. When jumping through time, restriction. tination. Two die rolls are necessary – this means the same place at a differ- one per ability – and it is possible for You can improve this ability with ent time. When jumping between one to succeed while the other fails, or practice, spending points to add worlds, this means the same place at for both to fail. +10%. the same time, but on a parallel world. enhancements or remove limitations. If there is no corresponding “safe” GMs who do not want the PCs jump- Special Limitations location within 100 yards of your des- ing multiple times per adventure are Cannot Escort: This is only avail- tination – for instance, if you jump free to impose mandatory limitations able for world-jumpers. Other while on an airplane to a destination (e.g., Limited Use) that cannot be Jumpers cannot “hitch a ride,” even if with no plane at your location, or bought off. you want to bring them along. -10%. from a half-mile deep mine to a desti- Cannot Follow: This is only avail- Special Enhancements able for world-jumpers. You cannot nation with no corresponding mine – Extra Carrying Capacity: You can “hitch a ride” with another Jumper. the jump will fail and you will know carry more than your Basic Lift. If -20%. why it failed. This does not prevent your carrying capacity is high enough, Drift: You do not arrive in exactly you from jumping into other types of you may transport one person with the location you left from. You won’t danger, such as radiation, gunfire, or you. Light encumbrance is +10%; arrive in thin air or underground, but wild animals. If you have Danger Medium, +20%; Heavy, +30%; Extra- you may show up anywhere within 10 Sense, the GM should roll before you Heavy, +50%. miles of your planned destination. The make a hazardous jump; on a success, New Worlds: This is only available better your IQ roll when you jump, the you get a warning. for world-jumpers. You can deliber- closer you will be to where you want- This ability always costs at least 1 ately aim for worlds you haven’t visit- ed to arrive, but it’s the GM’s call as to FP to use, whether it succeeds or fails. ed. The IQ roll is always at -3 or worse exactly where you appear. -15%. Particularly “distant” times or worlds (GM’s decision). Of course, it is always Limited Jump: You can only travel might cost more, perhaps up to 10 FP, possible that the desired destination a certain distance through time, or a at the GM’s discretion. If you are a does not exist, in which case the certain number of “removes” between machine, this ability does not cost you attempt automatically fails – although parallel worlds, per jump. To go fur- FP – but if you have passengers, each the GM will not tell you why. All FP ther, you must make multiple hops. of them must pay the FP cost. costs are doubled when using this The GM must set the value of this lim- For an example of how Jumper enhancement. +50%. itation for his campaign; it will be might work in a particular game Omni-Jump: This is only available more of a handicap in some settings world, see World-Jumpers (p. 544). if you are both a world-jumper and a than in others. A suggested value is time-jumper! You must apply it to Carrying Things -10%. You can carry up to Basic Lift both Jumper advantages. This lets you when you travel, plus any Payload (see move between times and timelines on

64 ADVANTAGES Maximum Range: You can only • You have three or more of the it, but you can’t be whipped, impris- jump a certain total distance through above abilities. Examples: a Gestapo, oned, or killed. Anyone who violates time, or a certain number of KGB, or Stasi agent. 15 points. your immunity risks damage to his “removes” between parallel worlds, no name and reputation. Other bards will Legal Enforcement Powers almost matter how many hops you make. compose and distribute vicious satires always require an appropriate Duty Like Limited Jump, the GM must set about him, giving him a bad (p. 133). In some cases, a Reputation the value of this limitation. Reputation. They might even expose a (positive, negative, or mixed) is also Naked: You can carry nothing Secret, if he has one! This advantage appropriate. All levels of Legal when you jump! You always arrive applies to the content of your Enforcement Powers include Police naked. -30%. performances and nothing else. It is Rank 0 (see p. 30). To become a senior Stunning: You are always mentally only available to true bards, in fanta- law enforcer, buy more Rank. stunned after a jump. -10%. sy/medieval settings. To qualify for 4 this advantage, you must spend at Language Talent 2 Legal Immunity least 1 point apiece on the 10 points 5 to 20 points Performance, Poetry, and Singing You are exempt from some or all of You have a knack for languages. skills. 10 points. the laws of your society. When you learn a language at a Diplomatic Immunity: You are an Should you break the law, comprehension level above None, international diplomat. You may ordinary law enforcers do you automatically function at ignore the laws of all countries except not have the power to the next-highest level; thus, your own. While abroad, you cannot charge you. Only one par- you can purchase a language be prosecuted for any crime, no mat- ticular authority – your at Accented level for 2 points ter how grave; the local police may own church or social or at Native level for 4 points. arrest you, but they cannot press class, a special court, For full language rules, see charges. The only recourse for a for- perhaps even your ruler – Language (p. 23). eign government is to declare you per- can judge or punish you. sona non grata. This means you must Legal Enforcement The point cost depends leave the country at once, ending your 4 on how sweeping the immu- current assignment – and possibly Powers nity is (GM’s judgment): your career. Foreign powers may 5, 10, or 15 points • You are not subject to request your extradition for normal You are a law enforcer, with ordinary laws, but the prosecution, but your government is the accompanying powers and rules that govern your unlikely to comply. This trait always restrictions. In some times and behavior are just as strict. comes with a Duty (p. 133) to a gov- places, this amounts to a Examples: a medieval abbot ernment agency, and often has some license to kill. In others, it’s or a modern UN observer. 5 level of Administrative Rank (p. 30) as little more than the right to points. a prerequisite. 20 points. carry a badge and write parking • As above, but the laws that tickets. 3 apply to you are less strict than those Less Sleep The point cost depends on the that apply to most people. Example: a 2 points/level kinds of laws you enforce, the size of medieval bard (see below). 10 points. You need less sleep than most peo- your jurisdiction, how answerable you • You can do nearly anything you ple. A normal human requires 8 hours are for your actions, and the degree of please provided you don’t injure the of sleep per night. Each level of this respect you must show for the civil nation, church, or other power that advantage – to a maximum of four lev- rights of others: granted you Legal Immunity in the els – lets you get by with one hour less • You have local jurisdiction, the first place. Examples: a medieval duke than this, giving you a few extra hours ability to arrest suspected criminals, or an international diplomat (see each day in which to study or work on the power to perform searches with an below). 15 points. other projects. appropriate warrant, and possibly the For an extra 5 points, you may add right to carry a concealed weapon. Lifting ST 31 “diplomatic pouch” privileges: you Examples: a Victorian bobby or a can send and receive mail or objects 3 points per +1 ST modern policeman. 5 points. that the ordinary authorities cannot You have lifting capacity out of pro- • As above, but you also have legally stop or examine. portion to your mass. This is common national or international jurisdiction, Two classes of Legal Immunity are for vehicles and supers. Add your or are not obligated to respect the civil of special interest to adventurers: Lifting ST to your ordinary ST when rights of others, or are free to engage you determine Basic Lift (p. 15) for the in covert investigations, or may kill Bardic Immunity: You have the purposes of carrying, lifting, pushing, with relative impunity. Examples: an right to sing what you please without and pulling. Lifting ST also adds to ST FBI agent or a medieval Royal fear of serious consequences. You may in situations where you can apply slow, Guardsman. 10 points. even sing a grossly insulting song to steady pressure (grappling, choking, the king – you might get banished for

ADVANTAGES 65 etc.). Lifting ST does not boost ST (or (e.g., to see if you notice something), Magery 0: This is basic “magical Basic Lift) for the purpose of deter- you may tell him you are using your awareness,” a prerequisite for learn- mining HP, throwing distance, or dam- Luck ahead of time, and he must roll ing magic in most worlds. The GM age inflicted by melee attacks or three times and give you the best makes a Sense roll (p. 358) when you thrown weapons. result. 15 points. first see a magic item, and again when If you bought your ST with the Size Extraordinary Luck: As above, but you first touch it. On a success, you limitation, apply the same limitation usable every 30 minutes. 30 points. intuitively know that the item is mag- to Lifting ST. The No Fine Ridiculous Luck: As above, but ical. A roll of 3 or 4 also tells you Manipulators limitation does not give usable every 10 minutes! 60 points. whether the magic is helpful or a discount, however. dangerous, and about how strong it Your Luck only applies to your is. Those without Magery do not get own success, damage, or reaction Lightning Calculator 2 this roll! 5 points. rolls, or on outside events that affect Magery 1+: Higher levels of Magery 2 or 5 points you or your whole party, or when you make it much easier to learn and use You have the ability to do math in are being attacked (in which case you magic. Add your Magery to IQ when your head, instantly. This talent comes may make the attacker roll three times you learn spells. For instance, if you in two levels: and take the worst roll!). have IQ 14, Magery 3 lets you learn You cannot share Luck. If Strong Lightning Calculator: You, the play- spells as if you had IQ 17. Add your Sam is trying to kick open a door, er, may use a calculator at any time, to Magery level to Perception when you Lucky Lou can’t stand behind him and figure anything you want – even if roll to sense magic items, and to IQ transfer his Luck. He’ll have to kick your character is fleeing for his life! when you learn Thaumatology skill that door himself. For simple math problems, the GM (p. 225). Once you use Luck, you must wait may just say that your character Reduce the time required to learn an hour of real time (30 minutes for knows the answer. 2 points. new spells in play (but not the point Extraordinary Luck, 10 minutes for Intuitive Mathematician: As above, cost) by 10% per Magery level, to a Ridiculous Luck) before using it but your ability is not limited to arith- minimum of 60% of the usual time at again. You cannot use Luck at 11:58 metic. You can perform astrogation Magery 4. For instance, with Magery and then again at 12:01. And you can- without a computer, do any level of 3, you would learn spells in 70% the not save up Luck. You cannot play for engineering design in your head, and usual time. hours without using Luck and then solve differential equations almost Powerful spells require a minimum use it several times in a row! instantaneously. You never need a cal- level of Magery as a prerequisite, so be culator; you yourself are far faster Special Limitations sure to skim the Spell List (pp. 242- than that, and even faster than many Active: Your Luck is a conscious 253) when deciding how much computers. 5 points. supernatural power. You must declare Magery you need. Note that high True mathematical geniuses will that you are using it before you roll the Magery lets you produce powerful have one of the above traits and one or dice. It cannot be used “after the fact” results with even the most basic spells; more levels of Mathematical Ability to reroll a bad result. -40%. see Magery and Effect (p. 237). The GM (see Talent, p. 89). Aspected: Your Luck applies only to sets the maximum Magery allowed to one specific class of related tasks, such PCs. Magery 3 is about right for “clas- Longevity 3 as athletics, social interactions, or sic fantasy.” 10 points/level (on top of skills you use at your job. “Combat” is the 5 points for Magery 0). 2 points a valid choice, but it only affects Mages in Nonmagical Settings Your lifespan is naturally very long. weapon skill rolls, active defenses, and The use of Magery becomes tricky You fail aging rolls (see p. 444) only on ST or DX rolls for close combat – not in nonmagical backgrounds. You still a 17 or 18 – or only on an 18, if your DX rolls to avoid tripping, HT rolls to have the ability to sense magic, but modified HT is 17 or better! survive, etc. -20%. until you gain experience with magic, Defensive: You can only use your 2 the GM should not say, “That idol is Luck Luck to reroll failed active defense magical,” but, “That idol looks very Variable rolls, resistance rolls, or HT rolls to strange to you, very sinister. You sense You were born lucky! There are resist the effects of injury, or to make there is something special about it.” three progressively more “cinematic” an opponent reroll a critical hit against If you are from a nonmagical cul- levels of Luck: you. -20%. ture, you do not start with any spells, Luck: Once per hour of play, you Magery 25 but you can still learn magic if you may reroll a single bad die roll twice find an opportunity. When you enter a and take the best of the three rolls! 5 points for Magery 0, +10 magical world, those who can detect You must declare that you are using points/level your aura recognize you as a potential your Luck immediately after you roll You are magically adept. This magic-user. How they react depends the dice. Once you or anyone else has advantage comes in levels. You must on the setting. made another die roll, it is too late to purchase Magery 0 before buying Magery 0 costs 5 points for all use Luck. If the GM is rolling in secret higher levels of Magery. mages, but you may apply one of the

66 ADVANTAGES limitations below to the 10 points/level when it is one minute to sunrise and to let friendly wizards cast spells on for Magery 1+. Limited Magery is one minute to sunset. -40%. you (e.g., to heal you) or to benefit sometimes known as “aspected One College Only: Your Magery from helpful elixirs! Magery.” only benefits the spells of a single Magic Resistance only interferes Special Limitations college and the Recover Energy spell with spells cast directly on you. It Dance: You must be free to use (p. 248). You learn other spells as provides no benefit against Missile bodily motions in order to cast spells. though you were a nonmage, and can spells (which are cast on the wizard’s You are not freed from rituals only cast them in high-mana areas. hand and hurled at you), attacks by requiring movement as your spell level You may still count such spells as pre- magic weapons, or information- increases (see Magic Rituals, p. 237). requisites for spells in your own col- gathering spells that aren’t cast However, you need not speak at all to lege. You cannot detect magic items directly on you. It also has no effect cast your spells. -40%. unless they contain at least one spell on supernatural powers other than Dark-Aspected: You can only use of your college, in which case you roll magic; e.g., divine miracles, psionics, your powers in darkness. Regardless normally for detection on first sight or the innate powers of spirits. of the time of day or night, any light and first touch. -40%. Magic Resistance, and its precise greater than candlelight or starlight Solitary: Your magical abilities are level, can be recognized by any mage deprives you of your abilities, though at -3 for every sapient being within who looks at your aura, or by anyone your aura reveals that you are a mage. five yards of you, and -6 for anyone who casts a spell on you. -50%. touching you. As partial compensa- You cannot combine Magic Day-Aspected: You can use your tion, you get a roll vs. IQ to notice any Resistance with Magery. If you have powers only when the sun is in the sky time a sapient creature enters or even one level of Magic Resistance, – on average, from 6 a.m. to 6 p.m. leaves the five-yard area around you – you can’t cast spells at all (although During solar eclipses, you have no but this only works on a single person. you can still use magic weapons). powers! The effects of other astro- If there is already someone standing Special Enhancements nomical events are up to the GM. next to you, you won’t notice if some- Improved: You Magic Resistance When the sun is down, you have none one else approaches. -40%. does not interfere with your own abil- of your magical abilities, although a Song: You must be able to sing in ity to cast spells. This allows you to look at your aura reveals that you are order to cast your spells. You are not possess both Magery and Magic a mage. You are not affected by being freed from the ritual of speaking to Resistance. +150%. in buildings, underground, and so on; cast spells as your spell level increases only the sun’s position matters. You (see Magic Rituals, p. 237). -40%. Mana Damper 25 know automatically (if you are awake) 10 points/level when it is one minute to sunrise and You negate magical energy one minute to sunset. -40%. (“mana”) in your vicinity, making it difficult or impossible for others to cast spells. You can never cast spells Magic Resistance, and its precise level, can be yourself, nor can you have any level of Magery. recognized by any mage who looks at your aura, Each level of Mana Damper (to a or by anyone who casts a spell on you. If you maximum of three) reduces the local have even one level of Magic Resistance, you mana level by one step, but only for you and people or things that you’re can’t cast spells at all. carrying. For instance, a wizard could throw a fireball at you unhindered, but he would find it difficult to use magic to turn you to stone or read Musical: You must use a musical Magic Resistance 25 your mind. For details, see Mana instrument in order to cast spells. You 2 points/level (p. 235). can never cast spells silently. -50%. You are less likely to be affected by Night-Aspected: You can only use Special Enhancements magic. Subtract your Magic your powers when the sun is not in the Area Effect: Your ability affects Resistance from the skill of anyone sky – on average, from 6 p.m. to 6 a.m. everything in an area centered on you. casting a spell on you, and add it to When the sun is up, you have none of The first level of Area Effect gives you your roll to resist any spell that offers your magical abilities, although a look a radius of one yard. Each level after a resistance roll. For instance, if you at your aura reveals that you are a the first doubles this radius as usual; have Magic Resistance 3, wizards have mage. You are not affected by being in see Area Effect (p. 102). +50%/level. -3 to cast spells on you and you get +3 buildings, underground, and so on; Switchable: You can switch this to resist. In addition, you may roll only the sun’s position matters. You power off – for instance, to let a friend- against HT + Magic Resistance to know automatically (if you are awake) ly wizard affect you or operate within resist the effects of magical elixirs. your area of effect. +100%. You cannot “turn off” this advantage

ADVANTAGES 67 Mana Enhancer 25 Merchant Rank 100¥, and so on. This magnification 50 points/level see Rank, p. 29 only applies to objects within 1 foot. Level 1 suffices for ordinary foren- You radiate magical energy, or sic investigation. Level 3 (1,000¥) is “mana.” Each level of Mana Enhancer Metabolism Control equivalent to the best optical micro- (to a maximum of two) increases the 31 scopes. Level 5 (100,000¥) is compara- local mana level by one step, but only 5 points/level ble to an electron microscope, capable for you and people or things that of imaging viruses. Level 6 you’re carrying. If more than one You can control normally involun- tary biological functions such as (1,000,000¥) is on par with a scan- character with Mana Enhancer could ning-tunneling or atomic force micro- increase the mana level, apply only the pulse, blood flow, digestion, and respi- ration. Each level of Metabolism scope, and can study an object’s atom- highest increase; do not add the effects ic structure. together. Control gives +1 on any HT roll that would benefit from such control This ability does not directly confer Military Rank the ability to cast spells; for that, take (GM’s decision), including bleeding Magery (p. 66). However, if you can rolls (see Bleeding, p. 420) and rolls to see Rank, p. 29 recover from (not resist) disease and raise the mana level to “high” or better, 21 you can cast many spells without poison. Mimicry Magery! For details, see Mana (p. 235). You can also enter a deathlike 10 points This ability has its drawbacks: you trance. Anyone unfamiliar with your You can duplicate any simple cannot have Magic Resistance, and metabolism must win a Quick Contest sound (alarm, gunshot, etc.) by listen- mages get an IQ + Magery roll to sense of Diagnosis vs. your HT + ing to it for one second and making a that you possess this trait. In some Metabolism Control to discover that successful IQ roll. You can also imitate game worlds, this combination may you aren’t dead. In this state, each voices by spending at least 10 seconds force you to hide from unethical wiz- level of Metabolism Control reduces listening to them – live, recorded, or ards! by 10% the amount of oxygen you remotely – and making an IQ roll. The GM should keep this trait need to stay alive (at level 10 or high- This trait gives you no special abil- under strict control, as it is powerful er, you don’t breathe at all), and doubles ity to stun or deafen others with loud and easily abused in fantasy settings. the amount of time you can safely go sounds, or to speak unpronounceable without food or water. You are Special Enhancements magic words. Buy any such capabili- unaware of your surroundings while ties separately. Area Effect: Your ability affects in your trance, but awaken automati- everything in an area centered on you. cally if injured. You may also set a 21 The first level of Area Effect gives you Mind Control mental “alarm clock” to awaken you 50 points a radius of one yard. Each level after after a certain amount of time has the first doubles this radius as usual; passed. You can mentally dominate those see Area Effect (p. 102). +50%/level. This ability is incompatible with you can see or touch. To use this abili- Switchable: You can switch this the Machine meta-trait (see p. 263). ty, concentrate for one second and power off in order to deprive enemy then roll a Quick Contest: your IQ vs. wizards of its benefits (or simply to Special Limitations your subject’s Will. hide from them!). +100%. Hibernation: You can only use the trance ability, and get no bonus to HT Modifiers: Range penalties to the Mathematical Ability rolls. Furthermore, you automatically subject (see p. 550); -1 per slave enter a trance when exposed to certain already under your control; +2 if you see Talent, p. 89 environmental conditions – great cold, concentrate for a full minute, or +4 if you concentrate for a full hour. Medium 25 drought, etc. Work this out with the GM. In such conditions, you must If you win, your victim will obey 10 points make a Will roll to avoid hibernation. your every command until you free You can perceive and communi- You can induce hibernation voluntari- him. In effect, he temporarily gains cate with spirits – particularly spirits ly. To do so, roll vs. Will-4 hourly until the Reprogrammable disadvantage of the dead. You don’t see them visu- you succeed. You cannot set a precise (p. 150), with you as his master. Your ally, but you know when they’re near- “wake up” time. Set a duration, then control persists for as long as you take by. You can speak with any spirit in multiply by (2d+3)/10. -60%. uninterrupted Concentrate maneu- your presence, provided you share a 31 vers. Once you stop, your control language. You can also call spirits to Microscopic Vision lingers for one minute per point by you; there is no guarantee that they 5 points/level which you won the Quick Contest. (To will answer your summons, but they You can see details that would nor- increase this, add Extended Duration, will hear it. Note that this trait does mally be invisible without a magnify- p. 105.) If you are incapacitated not give you a reaction bonus with ing glass or a microscope. Each level (stunned, knocked out, etc.), or spirits, or any power to control their increases magnification by a factor of attempt to force the subject to act behavior. 10: 5 points gives 10¥, 10 points gives against his principles (e.g., commit suicide or harm a loved one), roll

68 ADVANTAGES another Quick Contest. If your victim Mind Probe 21 understand the language, or if your wins, he breaks free. Roll at the 20 points subject isn’t sapient, you only pick up moment of truth – you can march him feelings, images, and general intent. to the edge of a cliff, but he doesn’t roll You can perform a deep “mind You can maintain Mind Reading for until he’s about to leap. probe.” In effect, you can force the as long as you wish without further If you lose, you cannot attempt to subject to answer any one specific concentration. If you switch to anoth- control that subject again for 24 question that he can answer with a er person, you must stop reading your hours, and he feels a sense of mental brief sentence. To attempt a probe, current subject and roll a Quick coercion emanating from you. On a you must first either touch your sub- Contest with the new subject. To read critical failure, you also lose control of ject or successfully read his mind with multiple subjects at once, take anyone else under the influence of this Mind Reading (below). You must also Compartmentalized Mind (p. 43). ability! share a language with him. If you lose, you may try again, at a Mind Control often has limitations: To use Mind Probe, you must con- cumulative -2 per repeated attempt on Accessibility (Only on opposite sex), centrate for one second and roll a that subject in the past hour. Should Sense-Based (for hypnotic voices, Quick Contest of your IQ (or you critically fail, you cannot read that eyes, scents, etc.), and so on. It may Interrogation skill, if higher) vs. your person again for 24 hours. also have attack modifiers, subject to subject’s Will. If you win, you rip the Mind Reading is often psionic in the restrictions that apply to attacks answer from his mind. The answer is origin, but it is just as likely to be a with Malediction (p. 106). Finally, you what the subject believes to be true – if magical, divine, or even technological may apply the Cybernetic and he doesn’t know, he’ll tell you. If you ability. Cybernetic Only modifiers from Mind lose, you may try again, at a cumula- The Sense-Based limitation Reading (see below). tive -2 per repeated attempt to ask the (p. 115) – especially Touch-Based – is same (or very similar) question in the Special Enhancements common. If you take Hearing-Based, past hour. Should you critically fail, you can only read the thoughts of Conditioning: You can reconstruct you cannot probe that person again the subject’s psyche and implant sug- someone whose words you can hear, for 24 hours. but can function as a “truthreader” gestions. In effect, you can add or You may use Mind Probe to ask as remove any mundane mental disad- or (with Universal) a “universal many questions as you wish, but each translator.” vantage. Add Delusions for false mem- question is a new use of your ability, ories, or Amnesia to wipe memories. and requires a second of concentra- Your victim must be under your con- tion and its own Quick Contest. trol, cooperative, and conscious. Roll a second Quick Contest. You are at -1 per full -5 points of disadvantages changed, but you may substitute Brainwashing skill (p. 182) for IQ. You can “hear” everything the subject says, Duration in days is equal to your mar- gin of victory. If you win and roll a crit- subvocalizes, or actively thinks about. ical success, the conditioning is per- manent! A conditioned subject who is no longer under your direct control imposes no penalty on the use of Mind Special Modifiers Special Enhancements Control on others. Note that another The special enhancements and lim- Cybernetic: You can affect entities person with this ability can use it to itations given for Mind Reading with the Digital Mind trait (p. 48), undo your work. +50%. (below) are also available for Mind including all ordinary computers. No Memory: Your victims have no Probe. Your IQ roll has a penalty equal to the memory of anything that occurred system’s Complexity. A nonsentient while under your control. +10%. Mind Reading 21 system does not resist; just roll vs. IQ - Complexity to succeed. +50%. Special Limitations 30 points Conditioning Only: You cannot Sensory: You can also tap into your You can eavesdrop on others’ sur- subject’s senses. This lets you experi- use regular Mind Control – only face thoughts. You must be able to see Conditioning (above). Uncooperative ence everything he experiences. If he or touch the subject to affect him. is tortured, knocked out, or killed, the victims must be restrained before you Concentrate for one second and roll a can use your ability. -50%. GM may require a Will roll to avoid Quick Contest of IQ vs. the subject’s stunning – or perhaps even a Fright Puppet: Your victims have no ini- Will. Modify the roll for range penal- tiative while under your control, and Check! +20%. ties to the subject (see p. 550). Universal: You automatically temporarily acquire Slave Mentality If you win, you can “hear” every- (p. 154). -40%. understand thoughts, even those of thing the subject says, subvocalizes, or nonsapient subjects and those with Telepathic: Your ability is part of actively thinks about as a voice in your the Telepathy psi power (see p. 257). whom you do not share a language. head. Received thought comes at the +50%. -10%. speed of speech. If you do not

ADVANTAGES 69 Special Limitations thoughts through biochemical means. Mind Shield 21 Cybernetic Only: As for Cybernetic, -20%. 4 points/level but you can only read Digital Minds. Sensory Only: As for Sensory, but You have a “shield” that warns you -50%. you can’t read thoughts at all. -20%. of and defends against mental attacks. Racial: Your ability only works on Telecommunication: Your ability Add your Mind Shield level to IQ or those of your own race or a very simi- only works on those with whom you Will whenever you resist an advantage lar race (for instance, humans are sim- are presently in contact via with the Telepathic limitation (see ilar to elves, but not to dogs or trolls). Telecommunication (p. 91). -20%. Chapter 6) and whenever you resist a Combine this with the Sense-Based Telepathic: Your ability is part of spell listed under Communication and limitation (Touch or Scent) to the Telepathy psi power (see p. 257). Empathy Spells (p. 245) or Mind represent a race that can share -10%. Control Spells (p. 250). Your shield also resists attempts to locate your mind using magic or psionics. Such abilities must win a Quick Contest against your Will + Mind Shield level to find you. You may voluntarily lower your Mind Shield if you wish – for instance, to let a friend read your mind. Lowering or raising your shield is a free action, but it must take place at the start of your turn. Mind Shield does protect you while you are asleep or unconscious, unless you fell asleep or were knocked out while your shield was voluntarily lowered. Special Limitations Cybernetic: Your shield protects against computer-related attacks – e.g., the “Digital” form of Possession and the “Cybernetic” form of Mind Probe or Mind Reading – instead of magic and psi. This limitation is only available to those with Digital Mind (p. 48). -50%. Telepathic: Your ability is part of the Telepathy psi power (see p. 257). -10%. Mindlink 25 Variable You have a permanent telepathic rapport with someone – often a twin, loved one, hive member, etc. You auto- matically succeed at all attempts to contact him with Telesend (see Telecommunication, p. 91) and Mind Reading (p. 69), provided he chooses not to resist or has Slave Mentality. Mindlink does not allow automatic contact across interstellar distances (more than 0.1 light-year), nor can it reach other dimensions, parallel worlds, etc. Mindlink costs 5 points for a single person, 10 points for 2-9 people, 20 points for 10-99 people, 30 points for 100-999 people, and so on – add 10 points per tenfold increase in the number of people.

70 ADVANTAGES As a rule, the GM should only per- determines the cash cost of such To use Neutralize, you must touch mit PCs to buy Mindlinks with Allies, works. Cost per slot: 5 points base + 3 the subject (requires an Attack maneu- Contacts, and Dependents; duplicates points per point of abilities. ver) and win a Quick Contest of Will. (see Duplication, p. 50); and other PCs Cosmic Power: You simply wish If you succeed, you successfully neu- (if their players permit). new abilities into being. This takes tralize all your victim’s psionic powers Special Modifiers one second per ability. Unlike other (see Chapter 6) for a number of min- You may give Mindlink the same Modular Abilities, you only ever have utes equal to your margin of victory. modifiers as your Mind Reading or one “slot,” and can rearrange your This has no effect on the subject’s Telesend advantage. In most cases, the points into as many or as few abili- psionic Talents. Once you have neu- GM should require this. ties as you wish, to the limit of tralized someone, you cannot affect your advantage. 10 points per point of him again until his power recovers. A Modular Abilities 2/31 abilities. critical failure with this ability crip- ples it for 1d hours. Variable Example: Alex buys two Chip Slots You have a pool of character points at a base cost of 5 points/slot. This Special Enhancements that you can reallocate under certain costs 10 points. One slot can hold a Power Theft: When you successful- conditions. You may rearrange these chip with a single ability worth up to 2 ly neutralize a psi, you acquire his points to add a skill (spell, technique, points, and costs 6 points. The other powers! You gain all the psionic abili- etc.) or mental advantage temporarily can hold up to 5 points, and costs 15 ties you neutralized – including their – or to improve such a trait, if you points. Total cost is 31 points. This enhancements and limitations – for already have it. When you do, you lose appears on Alex’s character sheet as the duration. You can’t use Neutralize any abilities to which those points “Chip Slots 2 (2, 5).” Alex will have to again until these powers wear off. were previously assigned. buy, borrow, or steal the chips he uses +200%. This advantage comes in “slots.” A – but he need not pay character points Special Limitations slot can hold one skill or mental for them. One Power: You can only neutralize advantage at a time. Each slot has a Use Preparation Required (p. 114) a specific psionic power; e.g., ESP or fixed base cost, plus a cost per point in to increase the time needed to Telepathy. See Chapter 6 for a list of the pool for that slot. Both costs rearrange your points, and Limited standard psi powers. -50%. depend on the type of Modular Use (p. 112) to represent an ability Abilities you have. that you forget immediately after Nictitating Membrane Computer Brain: Your abilities are using it. 31 actually computer programs. The GM Special Enhancements 1 point/level decides whether a program exists for a Physical: Your ability is not limited You have a transparent lens over given ability. If you have Telecom- to skills and mental advantages. your eyes that you can open and close munication (p. 91), you may download +50% for physical advantages only, like an eyelid. This lets you see nor- programs, usually from a network. or +100% for any mental or physical mally underwater, and protects your How long this takes depends on the ability. eyes from sand, irritants, etc. Each speed of data transfer in the setting – a Special Limitations level of Nictitating Membrane pro- second per character point works well. vides your eyes (only) with DR 1 and Spells Only: Your ability only works In some worlds, you must pay for such adds +1 to all HT rolls concerned with with magic spells, which must usually programs; $100 per character point is eye damage. typical. Cost per slot: 6 points base + 4 be “memorized” from a grimoire. This points per point of abilities. is mutually exclusive with Physical. 3 -20%. Night Vision Chip Slots: As above, but the pro- 1 point/level grams come on physical chips that Virtual: The abilities gained only Your eyes adapt rapidly to dark- you must plug into a socket – usually apply in virtual reality, astral space, or ness. Each level of this ability (maxi- in your skull. It takes three seconds to another limited realm. -50%. mum nine levels) allows you to ignore insert or remove a chip. Chips typical- -1 in combat or vision penalties due to ly have negligible weight, but cost Musical Ability darkness, provided there is at least $100 to $1,000 per point of abilities. see Talent, p. 89 some light. Cost per slot: 5 points base + 3 points per point of abilities. Neutralize 21 Example: Night Vision 4 would Super-Memorization: You gain new 50 points completely eliminate darkness penal- abilities through rapid study. This You can neutralize the psi powers ties up to -4, and would reduce a takes a second per character point. of a single psionic individual. This is penalty of -7 to only -3. You can “forget” a memorized ability an active ability with an ongoing effect instantly. You can only memorize abil- Regardless of level, Night Vision on the subject. It does not have to be only works in partial darkness. It has ities if you have a suitable reference psionic – it might represent a magical work (book, film, tape, etc.). The GM no effect on the -10 for total darkness or high-tech way to drain psi abilities. (for that, get Dark Vision, p. 47).

ADVANTAGES 71 Obscure 31 requires at least an hour, but if the GM Patrons 4 2 points/level has something in particular he wants Variable to communicate, he may arbitrarily You produce an effect that actively put it in your path. The GM rolls A “Patron” is an NPC – or even an “jams” one particular sense, making it twice, in secret, when you use this entire organization – that serves as difficult to detect you and everything ability: once to determine whether you your advisor, employer, mentor, or in your vicinity. You must specify the discover the omen, once to see if you protector. An employer must be excep- affected sense. This can be one of the interpret it correctly. tional to qualify as a Patron, though; a five human senses or a sensory advan- Patron is much more than an ordinary tage such as Infravision, Radar, or one Discovery: To detect an omen boss! particular Detect. Examples include requires a Sense roll. On a success, Power you discover the omen; on a critical Obscure (Vision) for fog, Obscure The base point cost of a Patron success, you get +5 on the subsequent (Hearing) for white noise, and Obscure depends on its power. Use the cate- interpretation roll. On a failure, you (Radar) for electronic jamming. gories below as a guide, but note that find nothing of oracular significance. Obscure affects a two-yard radius some Patrons won’t fit neatly into any On a critical failure, the GM lies – he centered on you. Add the Area Effect of them. The GM’s word is final. enhancement (p. 102) to increase this tells you that you have found an omen, radius. The affected sense is at -1 per but this is, in reality, a product of your level of Obscure to detect anything own fears or wishes. within your radius. Ten levels will block the sense completely. The boundaries of the zone are easily You can move your consciousness from body detected by the affected sense, however; roll at +1 per level. to body. In theory, you could live forever this Special Enhancements way . . . however, you cannot survive outside a Defensive: You are unaffected by living host. your own Obscure ability. +50%. Extended: Each related sense (Infravision as well as normal vision, Sonar as well as normal hearing, etc.) Interpretation: To interpret an omen A powerful individual (usually built blocked beyond the first is +20%. requires an IQ roll. On a success, the on at least 150% of the PC’s starting Ranged: You produce your obscur- omen is very general; e.g., “an enemy points) or a fairly powerful organiza- ing effect at a distant point rather than approaches” or “a great power, long tion (assets of at least 1,000 times around your body. This is a ranged dormant, is stirring.” On a critical suc- starting wealth for the world). 10 attack with 1/2D –, Max 100, Acc 3, cess, the information is more specific: points. RoF 1, Shots N/A, and Recoil 1. “you risk the wrath of the king,” “seek An extremely powerful individual Duration is 10 seconds. You can apply out the mage in the tower,” etc. On a (built on at least twice the PC’s starting other modifiers to change these statis- failure, the omen is simply too vague points) or a powerful organization tics. Unlike the usual Ranged to be useful. On a critical failure, you (assets of at least 10,000 times starting enhancement (p. 107), this modifier blatantly misinterpret the omen – pos- wealth). Examples: a limited manifes- lets you use your ability again before sibly in a dangerous manner. tation of a minor god, a billionaire, or its duration has expired (e.g., to simu- a big-city police department. 15 late multiple smoke grenades); thus, it This ability differs from points. is more expensive. +50%. Precognition (p. 77), which requires An ultra-powerful individual (built Stealthy: Your ability works invisi- no interpretation. on as many points as the GM wants!) bly, like a magical zone of silence. or a very powerful organization There is no bonus to detect the bound- Outdoorsman (assets of at least 100,000 times start- aries of your area of effect. +100%. see Talent, p. 89 ing wealth). Examples: a super, a limit- Special Limitations ed manifestation of a major god, or a Always On: You cannot turn this Parabolic Hearing 31 big city. 20 points. ability off. -50%. 4 points/level An extremely powerful organiza- You can “zoom in” on a particular tion (assets of at least 1 million times Oracle 25 sound or area, and can filter out back- starting wealth). Examples: a large 15 points ground noise from sounds of interest corporation or a very small nation. 25 You are sensitive to omens, and see to you. Each level of Parabolic points. hidden significance in such things as Hearing doubles the distance at which A national government or giant the way plants grow, the behavior of you can clearly hear any given sound multinational organization (net worth animals, and even changes in the (see Hearing, p. 358). basically incalculable), or a true god weather and the sky. Once per day, you who appears personally to intervene may check the omens. This normally on your behalf. 30 points.

72 ADVANTAGES Note that the base cost to have a Drawbacks of Patrons your own purposes, and that you deity as a Patron is comparable to that If your Patron is an army, corpora- would otherwise have to buy. This for a powerful mundane Patron, but tion, feudal lord, etc., you may owe it a enhancement only applies if the divine power requires the Special Duty (p. 133). A god or similar Patron equipment is yours once given. A sol- Abilities enhancement (see below), may require a stringent code of behav- dier with a military Patron would not which will greatly increase the final ior in return for its aid; see Self- pay extra for his weapons, since when cost of a divine Patron! Imposed Mental Disadvantages (p. 121). he goes off duty, he can’t take them Frequency of Appearance A Patron might also have powerful foes along. An adventurer in the employ of Choose a frequency of appearance, that are now your foes; this can give a generous noble who hands out use- as explained under Frequency of you an Enemy (p. 135). Such factors ful “gifts” would pay extra. +50% if the Appearance (p. 36). If the GM deter- can cut the effective cost of a Patron equipment is worth no more than the mines that your Patron appears at the significantly, and turn it from a benefit average starting wealth in the cam- start of an adventure, he may design to a considerable liability! paign, or +100% if it is worth more the adventure to include an assign- Employers and Patrons than that. Highly Accessible: You can attempt ment or aid from the Patron. He may Not every employer is a Patron. If to contact your Patron at any time – also choose to leave out your Patron, if you can depend on your employer to even when you are locked in a dun- its appearance would make no sense get you out of trouble (at least some- geon, lost in the desert, etc. This is or disrupt the adventure. times), it might really be a Patron. most appropriate if your Patron is a However, if the GM determined Otherwise, it’s just a job. For example, spirit, a god you can petition via that your Patron could have appeared, a small police department is a 10- prayer, etc. +50%. and you try to contact your Patron point Patron if, as most do, it takes Special Abilities: Your Patron during the adventure (for help, advice, care of its own. But the U.S. Army, wields power out of proportion to its etc.), then the contact is likely to be though powerful, is not a likely Patron wealth or point value. +50% if your successful and you may receive aid. – at least for an ordinary trooper. You Patron has extensive social or political (Within reason – if you’re locked in a could say, “The Colonel takes care of power (e.g., the Governor of New York dungeon without any means of com- his men.” But you could just as easily or the Pope), or +100% if your Patron munication, you won’t be contacting say, “I’m on my own if I get in trouble,” has magical powers in a nonmagical anybody.) You will not know whether and play a soldier who does not have a world, possesses equipment from a TL your Patron is “available” on a given Patron. greater than yours, grants you special adventure until you attempt to request Examples of Patrons aid. As a rule, you should only be able powers, or has unusual reach in time • A powerful wizard as Patron to to reach your Patron for help once per or space (e.g., a super, spirit, or god). warriors (or young wizards) whom he adventure. Special Limitations sends to find magical items or slay Remember that a powerful Patron Minimal Intervention: Your Patron foes. could be helpful without actually is less useful than its power level • A crime lord as Patron to free- intervening! A Chicago hood who can would suggest. On a successful lance thieves or assassins. say, “I’m from Big Eddie,” or a crime- appearance roll, the GM makes a reac- • A minor deity as Patron to a trav- fighter who can flash a Q-clearance tion roll for your Patron to determine eling Righter of Wrongs. card, may carry some extra weight in whether it actually provides aid; see • A local police department as a tough spot. Requests for Aid (p. 562). On a Neutral Patron to a private detective. (They or better reaction, you receive the aid Party Patrons might find him annoying at times, but your Patron thinks you need – which Often, several PCs – perhaps the he helps them out, and vice versa.) may or may not be what you want. entire party – share a Patron (they are • A local ruler (in any world) as This is the classic modifier for gods all agents of the same government, Patron to an adventurer. who have many other minions to aid, servants of the same cult, etc.). No • A large company as Patron to a and frequently accompanies the Pact matter how many characters share a troubleshooter or spy. limitation (see p. 113). -50%. Patron, the cost is not shared; each • A super-crimefighter or politician Secret: Your Patron works behind character must pay full price for the as Patron to a news reporter. the scenes. You do not know who it is Patron. On the other hand, the GM • Any intelligence organization as and you cannot request aid directly. will make an appearance roll for each occasional Patron to a freelance oper- You might be able to call for help in character at the start of each adven- ative, or full-time Patron to its own such a way that the Patron gets the ture – and if the Patron appears for agents. (The difference between this message (GM’s decision), but there is any of them, then it is usually avail- and ordinary jobs is that you can’t no guarantee that the Patron will take able for all of them. The GM should quit . . .) scale the quality and quantity of the action. The only evidence of this kind aid provided in proportion to the You can apply the following modi- of Patron is minor incidents and number of successful appearance fiers after multiplying for frequency of “lucky breaks.” This may take the form rolls. appearance. of information, equipment, or even Special Enhancements direct aid . . . but only when it suits the Patron, and always in an untraceable Equipment: Your Patron supplies way. A Patron like this often regards its useful equipment that you can use for

ADVANTAGES 73 aid as an investment on which it expects some return; therefore, it might not have your best interests at heart! Only the GM knows any of these details. You know nothing other than the fact that you have a Patron. -50%. Unwilling: You obtained your Patron through coercion (e.g., black- mail). It provides aid only because there is no other choice, and it defi- nitely does not have your best interests at heart! You will eventually make one request too many (GM’s judgment – perhaps if the appearance roll comes up 18) and lose the Patron: remove the Patron from your character sheet and lower your point value accordingly. Since a Patron is by definition more powerful than you are, taking an Unwilling Patron is risky. If the Patron can find a way to break your “hold,” it Special Limitations will, and may well become an Enemy! Treat your Payload as part of your Blockable: Some substance com- -50%. body, not as encumbrance or carried pletely blocks your vision. Common 31 weight, when calculating Move and substances, such as plastic, stone, or Payload using advantages with limited carry- wood, are -30%; less common materi- 1 point/level ing capacity, such as Invisibility, als, such as brick or asphalt, are -20%; You can carry cargo or occupants Jumper, and Warp. one specific material, such as lead, is inside your body! This might be a Machines that can push or pull -10%. superficial feature (e.g., a surgically large external loads – or pick them up Specific: Your ability only works implanted “flesh pocket” or a natural and carry them with arms, cranes, etc. through one particular substance. pouch like that of a kangaroo) or an – have Lifting ST (p. 65), not Payload. Common materials, such as brick, actual internal compartment. The lat- Ordinary cars and trucks have metal, or wood, are -40%; uncommon ter is not just for machines – a zombie Payload, but forklifts, tugboats, and materials, such as ice or adobe, are might have a colony of spiders or the like should buy Lifting ST to rep- -60%; absurd materials, such as snakes living in its body, for example. resent their abilities. chocolate or silk, are -80%. Each level of Payload lets you carry Special Limitations up to Basic Lift/10 lbs. inside you. 3 Exposed: Your Payload cannot be Perfect Balance Those without Injury Tolerance concealed and is not protected by your 15 points (Homogenous) (p. 60) or the Machine defensive advantages. You can apply You can always keep your footing, meta-trait (p. 263) should ask the this to any portion of your Payload. no matter how narrow the walking GM’s permission before taking more The main use of this limitation is to surface, under normal conditions. than five levels of Payload. You must create motorcycles and similar unen- This lets you walk along a tightrope, allocate your Payload between cargo closed vehicles. -50%. ledge, tree limb, or other anchored and occupants when you buy the surface without having to make a die advantage: Penetrating Vision 31 roll. If the surface is wet, slippery, or Cargo: 20 lbs. of cargo space is 10 points/level unstable, you get +6 on all rolls to keep roughly equal to one cubic foot of Penetrating Vision (sometimes your feet. In combat, you get +4 to DX capacity. A typical car has about 10-20 called “X-ray vision”) lets you see and DX-based skill rolls to keep your cubic feet of storage space; a semi- through solid objects. Each level of feet or avoid being knocked down. trailer has about 2,400 cf. this advantage allows you to see Finally, you get +1 to Acrobatics, Occupants: A human-sized being through up to six inches of normal Climbing, and Piloting skills. requires about 200 lbs. of capacity. For matter. You can just barely see the out- 3 others, take average racial weight and line of the substance you are looking Peripheral Vision increase it by 1/3. An actual cabin through – not enough to impair vision 15 points requires 10 times that weight. Your in any way. Penetrating Vision auto- You have an unusually wide field of defensive advantages (DR, Sealed, matically works in conjunction with vision. You can see a 180° arc in front etc.) also protect your occupants. If all your other vision advantages of you without turning your head, and your occupants can control you, buy (Infravision, Ultravision, etc.). have 30° of peripheral vision to either Controls separately – see Compart- side of that. This gives you a 240° “arc mentalized Mind (p. 43). of vision” for observation and ranged

74 ADVANTAGES attacks. The figure above shows the “Common” substance, but since walls use your Influence skills (see p. 359) arc of vision for a normal character of paper are uncommon, it is treated on such entities, which will usually (white) and for someone with as “Rare” for the purpose of ensure a positive reaction. Peripheral Vision (gray plus white). Permeation. This ability frequently accompa- If you are playing with a battle nies some level of Green Thumb (see Very Common: Earth (including map, you can make melee attacks into Talent, p. 89) and often Sense of Duty clay, mud, and sand), metal, stone “side” (“right” and “left”) hexes as well (Plants) or Vow (Use plant material (including brick, concrete, and plas- as “front” hexes – although a one- only if gathered without severe injury ter), wood, and other ubiquitous handed attack to the opposite side to the plant). structural materials. 40 points. (e.g., attacking your left hex with your Common: Concrete, plastic, steel, right hand) is clumsy and considered Police Rank and other specific, common structural a Wild Swing (see p. 388). You still materials. 20 points. see Rank, p. 29 cannot attack a foe directly behind Occasional: Glass, ice (including you except with a Wild Swing. 21 snow), sand, and anything else that a Possession This also helps on defense! If you normal person could eventually break 100 points are attacked from a “side” hex, you or tunnel through using muscle defend at no penalty. Even against You can move your consciousness power, as well as somewhat unusual attacks from the rear, your active from body to body. In theory, you structural materials, such as alu- defense is only at -2. could live forever this way, moving minum and copper. 10 points. Out of combat, you get +3 to all from dying bodies to healthy ones. Rare: Bone, flesh, paper, and other rolls to detect Shadowing attempts or However, you cannot survive outside a materials rarely encountered in large ambushes from behind, and the GM living host. Should your current body quantities or as barriers. 5 points. will always make a Vision roll for you die, you will die! Thus, you must keep to spot dangers “behind your back.” Special Enhancements your current host alive . . . at least until you can find a replacement. Special Limitations Can Carry Objects: Normally, you cannot carry anything while moving To possess a new host, you must Easy to Hit: Your eyes are on stalks, through matter. This enhancement concentrate for one second and physi- unusually large, or otherwise more lets you carry objects, including cloth- cally touch him. Attempts to possess vulnerable to attack. Others can target ing and armor. If dropped, they “pop” your own Puppet (p. 78) succeed auto- your eyes from within their arc of into open space at the point where you matically. In all other cases, roll a vision at only -6 to hit. -20%. entered the material. You cannot leave Quick Contest: your IQ vs. the sub- ject’s Will. Your victim resists at +5 if Permeation 31 things inside solid matter! No encum- brance is +10%; Light, +20%; he is in combat with you or otherwise Variable Medium, +50%; Heavy, +100%. wary of you, so it is best to be subtle. You can move through a particular Tunnel: You can leave a tunnel (of If you lose or tie, you are mentally solid material as if it didn’t exist. You about your size) behind you, if you stunned for 1d seconds. In addition, do not open a passage behind you; choose. This rearranges the object you you may never attempt to possess that observers just see you “melt” into the are moving though without inflicting subject again – he is “immune” to you. surface and disappear. You need damage, and does not work at all on If you win, you take over your vic- Penetrating Vision (p. 74) to see where living targets. For an ability that can tim’s body, completely suppressing his you’re going. You must still breathe rip holes in objects and people, see personality. Your previous host regains (unless you have Doesn’t Breathe), Innate Attack (p. 61). +40%. control of his body (if sentient) after 1d which limits trips to the length of time seconds of mental stun, and “comes you can hold your breath (see Holding Photographic Memory to” with no memory of the possession. You gain your new host’s ST, DX, Your Breath, p. 351). see Eidetic Memory, p. 51 Permeation differs from Insub- and HT (and secondary characteris- stantiality. You are affected by gravity, tics calculated from these scores), as and you are limited to normal move- Pitiable well as his physical advantages and ment; if you lack Flight or another see p. 22 disadvantages. You keep your own IQ, movement advantage, you must walk Perception, and Will, and all of your at your Basic Move. Furthermore, you Plant Empathy 2 mental traits. Your social traits may can be affected by any attack that can 5 points apply, depending on the laws and val- reach you within a solid object. You You have an unusual rapport with ues of your society. also remain vulnerable to attacks with growing things. On encountering a Skills are a special case. Your IQ-, the material you can pass through, plant, the GM will roll against your IQ. Perception-, and Will-based skills are unless you purchase Damage On a success, he will give you a gener- unchanged. Other skills remain at the Resistance to such attacks. al sense of its health and whether it is same relative skill level. For instance, if Cost depends on how often you are natural or supernatural in origin. you have Acrobatics at DX+3, then likely to encounter the material you Furthermore, this advantage func- you would have Acrobatics-12 in a DX can permeate in the form of a barrier. tions as Empathy (p. 51) with respect 9 body and Acrobatics-14 in a DX 11 For instance, paper might be a to sentient plants, and allows you to body.

ADVANTAGES 75 If you occupy a sentient host, you Telecontrol: You remotely control implant, telepresence, or similar tech- have sufficient access to his memories your new host as if he were a puppet, nology. -40%. for the first few hours of the takeover leaving your original body in a trance. No Memory Access: You have no to learn his name and daily routine, You may choose to return to your access to your host’s memories. -10%. but not enough to learn IQ-based body at any time, and must do so if Parasitic: You enter your host’s skills. To recall a specific fact from the your host falls unconscious or dies body physically. You must have host’s memories, you must roll vs. IQ, (but not if he sleeps). As a result, you Permeation (Flesh) (p. 75) to do this, at -1 per hour since the takeover. Only do not die if your host dies. +50%. unless your host has sufficient one attempt is allowed for any given Payload (p. 74) to contain you – and memory! your victim must have a higher Size Modifier than you. After entering your victim’s body, you may attempt to pos- Precognition: You cannot control the content sess him. He resists with the higher of HT or Will. You aren’t forced out if you of these flashes – you just know that lose, but he is “immune” to you, so something interesting or important might you need to find another host soon. While you are in someone else’s body, happen, at some unspecified future date. he (if he is still uncontrolled) or his friends might be able to use techno- logical means to detect you – and pos- If you occupy a host for a long Special Limitations sibly remove you. Attacks that pene- time, or hop between multiple bodies, trate or ignore your host’s DR can Digital: This limitation is only avail- the GM is free to adjust your point injure you, but his HP act as extra DR able to Digital Minds (p. 48). You take value to reflect the most expensive for this purpose. If you are microbial, over computers, not living bodies. The body you regularly occupy. For more you should purchase Injury Tolerance target system must be connected to on this subject, see Chapter 9. (Diffuse) (p. 60), which will protect your current host computer via a net- you. The host nourishes you, and may With suitable modifiers, Posses- work, and you must have complete have to eat extra food as a result. You sion can represent diverse abilities access to it – voluntary or otherwise can choose to leave at any time, the seen in speculative fiction. Note that (see Computer Hacking, p. 184). The tar- same way you entered. You may also the Digital, Magical, Parasitic, get computer’s hardware must be com- temporarily release your host while Spiritual, and Telepathic limitations plex enough to run your computer pro- continuing occupation. If you do, you are mutually exclusive. gram; in general, its Complexity must will have to win a new Quick Contest be at least half your IQ (round up). You Special Enhancements to regain control. -60%. can also take over a computer using a Assimilation: When you enter a Puppet Only: You may possess your copy of yourself while leaving the origi- new body, you may choose to “forget” own Puppets automatically, but you nal intact! However, unless you have the any of your current skills and use the cannot possess anyone else. -30%. Digital version of Duplication (p. 50), points this frees up – and any unspent Spiritual: You must have the Spirit any system you take over this way points – to learn ST-, DX-, or HT-based meta-trait (p. 263) to take this limita- becomes an independent NPC that skills known by the host, at up to tion. Your spirit body merges with thinks it is you. This can be good or bad (host’s level)-1. For instance, if you do and occupies the body of your host. It – the duplicate could become any type not know Acrobatics, but your host remains insubstantial during the pos- of Associated NPC (see p. 31). -40%. knows it at DX+3, you can pick it up at session, traveling inside the host but Magical: Your advantage is an DX+2 . . . if you have enough points. otherwise inaccessible to you and innate magic talent. If the subject is Skills forgotten in order to learn new effectively mindless. It can be injured protected by a spell that repels hostile skills are gone. Skills learned from as detailed under Parasitic, but only magic, you must win a Quick Contest your host will move from body to by attacks that affect insubstantial of your IQ vs. that spell before you can body with you. +10%. things. A genuine exorcist can cast make a possession attempt. If your Chronic: When you exit a host, you you out by winning a Quick Contest victim has Magic Resistance, it sub- can leave a “back door” that lets you of his exorcism ability vs. your Will. tracts from your IQ and adds to his possess him again without a Quick You cannot return to a body you have Will during the actual possession Contest. This lets you buy your former been cast out of for at least 24 hours. attempt. -10%. host as a Puppet. You can only use this You may choose to release your host Mindlink Required: You can only enhancement if you have enough at any time. If you are exorcised or possess someone with whom you have unspent points to buy a Puppet at the leave voluntarily, the host recovers a Mindlink. If the link is ever jammed, time you leave your host. +20%. after 1d seconds of mental stun. -20%. out of range, etc., the possession ends. Mind Swap: Your host’s mind Telepathic: Your ability is part of the If the Mindlink has the Telecom- moves into your previous body instead Telepathy psi power (see p. 257). -10%. munication limitation, Mindlink of being suppressed – in effect, you Required can represent control via an “trade places.” +10%.

76 ADVANTAGES Power Investiture 25 (such as virginity), your Power affect you in some way. Similarly, seeing 10 points/level Investiture may be diminished or lost, a picture of a place could set off a vision reducing your point value accordingly. involving that location. A deity – god, demon lord, great You can have both Magery and A deliberate attempt to use spirit, cosmic power, etc. – has Power Investiture (unless your deity Precognition requires 10 minutes of empowered you to cast “clerical” forbids this), but Magery does not concentration, 2 FP, and an IQ roll at spells. Add your Power Investiture to improve clerical spells and Power -8. You can attempt to read your own your IQ when you learn spells granted Investiture does not aid magical future, or that of another person. To by the deity who bestowed this advan- spells. The clerical and magical ver- deliberately read the future of someone tage. For instance, IQ 12 and Power sions of a given spell are entirely differ- else, you must be able to touch him. Investiture 2 (Thor) would let you ent spells, and clerical spells never Precognition is normally limited to learn spells granted by the god Thor count as prerequisites for magical “seeing” into the near future – perhaps (and only Thor) as if you had IQ 14. spells. If you know both versions of a a week or so. At the GM’s option, how- You may only learn clerical spells spell, they do not affect one another. ever, a critical success or a very impor- from a fixed list set by your deity, who Power Investiture is one possible tant event might result in visions from may even dictate which specific spells way to handle “holy powers.” It is much further in the future. you learn. The GM determines this list most appropriate in settings where Note that Precognition includes and takes on the role of your deity when priests are divinely inspired wizards. Danger Sense (p. 47) – do not take you wish to learn new spells. However, For other views of divine gifts, see both. because you are channeling divine will Blessed (p. 40) and True Faith (p. 94). as opposed to studying magic, clerical Special Limitations spells do not have prerequisites. Precognition 25 Can’t See Own Death: Your In general, the more Power Precognition cannot detect people or Investiture you have, the “holier” you 25 points events that the GM believes have a are. The maximum level of Power You receive glimpses of future high probability of causing your Investiture depends on your deity, as events. You cannot control the content death. Your ability does not include determined by the GM. Minor deities of these flashes – you just know that Danger Sense. -60%. who have a limited ability to transfer something interesting or important ESP: Your ability is part of the ESP power to their chosen, or a small might happen, at some unspecified psi power (see p. 255). -10%. range of possible spell effects, might future date. You might learn this One Event: Your ability works only grant only one level, while major through visions, voices, or “sudden for a particular type of event: events deities might be more generous. knowledge.” A vivid premonition of a involving you personally (if you Note that Power Investiture is a terrible event might even require a scanned another, you would only see a measure of your bond with your deity, Fright Check (p. 360)! significant event if you were involved); while Clerical Investment (p. 43) and Precognition only gives informa- disasters; events related to death; Religious Rank (p. 30) measure social tion that your “future self” could learn events related to love, etc. This limita- power. These need not be related. and that would matter to you. For tion is mutually exclusive with Can’t Power Investiture might be restricted to instance, if you’re in New York, you See Own Death. -40%. high-ranking clerics . . . but a deity can are unlikely to have a premonition grant power to anyone it wants (possi- about a random murder in Los Pressure Support 31 bly to the chagrin of the church!). Angeles. But if the victim was a friend, 5 to 15 points In some cases, you can add or or if the killing was important enough Every character has a “native pres- increase Power Investiture in play. to make national news, you might sure.” For ordinary humans, this is the What this entails depends on the deity. “flash” on it. pressure of Earth’s atmosphere (“1 To gain, keep, or improve Power Nothing about the future is cer- atmosphere”). A native pressure other Investiture, you nearly always have to tain, though. Even if the GM has than 1 atmosphere is a 0-point feature, take and adhere to one or more of the made up his mind, he could reconsid- but if you can survive for a prolonged traits listed under Self-Imposed Mental er . . . although something related to period of time at a wide range of pres- Disadvantages (p. 121). If you break the premonition should still happen. sures, you have an advantage. This these vows, you will lose some or all of In most settings, predicted events will trait comes in three levels: your powers – perhaps until you have occur unless you take specific action made proper penance, perhaps perma- to prevent them. (But the GM is free Pressure Support 1: You can survive nently. In effect, Power Investiture to rule that the future is immutable in at pressures between your native pres- comes with a built-in Pact limitation his setting!) sure and 10 times that. (This would (see p. 113); do not apply this modifier Whenever the GM feels a premoni- enable a human to survive on most of again. tion would be appropriate, he will Earth’s continental shelves.) 5 points. You may also need to meet certain secretly make an IQ roll for you – usu- Pressure Support 2: You can with- physical requirements. Some deities ally during an encounter with a person stand pressures between your native only empower men, women, eunuchs, or object. For instance, meeting some- pressure and 100 times that. (This virgins . . . the GM should be creative. one with an important event in his would enable a human to survive any- Should you lose a special requirement future might set off a premonition relat- where in Earth’s oceans, save the ed to that event, especially if it would deepest trenches.) 10 points.

ADVANTAGES 77 Pressure Support 3: You are usual; see Area Effect (p. 102). Puppet 21 immune to the effects of high pressure. +50%/level. 5 or 10 points 15 points. Switchable: You can switch this advantage off in order to allow friend- Prerequisites: Possession and either Pressure Support lets your body ly psis to affect you or operate within Ally or Dependent. stay at a constant internal pressure your area of effect. +100%. with respect to a constant and uni- A Puppet is an Ally (p. 36) or form external pressure. This protects Special Limitations Dependent (p. 131) who cannot resist against attacks that manipulate ambi- Resistible: Your ability is not your Possession advantage (p. 75). ent pressure or crush the entire body, absolute. A psi can “burn” through When you use Possession on him, you but provides no defense against local- your static and affect those protected succeed automatically! This may be ized or transient pressure changes. In by it by winning a Quick Contest of due to his nature or some special particular, Pressure Support does not Will with you. If the attacking psi abil- knowledge you have: a curse, his true reduce or prevent damage from crush- ity already requires a Quick Contest, name, the key to his mind, etc. ing attacks or explosions of any kind. the attacker rolls only once but the tar- A Puppet will always have IQ 0, or Those with Pressure Support often get gets +5 to resist. -50%. owe you a Duty (p. 133), or be have the Sealed advantage (p. 82), but Reprogrammable (p. 150). If he has a this is not required. Psychometry 25 Duty, it must be Involuntary, and its 20 points frequency must be identical to the Puppet’s own frequency of appearance Protected Sense 31 You can sense the history of a place as an Ally or Dependent. or inanimate object – its use, its user’s 5 points/sense Each Puppet costs 5 points. You personality, etc. This is usually a One of your ranged senses is pro- can buy an entire group of related supernatural gift of some sort (such as tected against overload. It rapidly Allies as Puppets for 10 points. These psi), but it could also represent a tech- adapts to the most intense of stimuli, costs are for the Puppet advantage nological “time-scanning” power that allowing you to function normally only; you must pay for your Ally or can see the past. after a maximum of two seconds of Dependent separately. It is common To use Psychometry, you must impairment. You will never suffer per- but not mandatory for such Allies to touch the subject item or location, manent damage to that sense as a have the Minion enhancement or the concentrate for one second, and make result of excessive sensory input, and Unwilling limitation. you get +5 to rolls to resist temporary an IQ roll. This roll is at no penalty for damage and Sense-Based attacks tar- an event that occurred the same day, 21 -1 for one that occurred up to 10 days Racial Memory geting that sense. 15 or 40 points Protected Senses cost 5 points ago, -2 if up to 100 days ago, -3 if up to apiece. Protected Vision resists glare 3 years ago, -4 if up to 30 years ago, -5 You have access to the memories of and eye damage from lasers, and lets if up to 300 years ago, and so on. At your direct ancestors (or earlier soft- Dark Vision, Infravision, and Night the GM’s option, you might notice very ware generations, for Digital Minds). Vision adjust instantly from bright strong “vibes” on an IQ-4 roll, even if This ability comes in two forms: light to darkness. Protected Hearing you aren’t concentrating. Racial Memory (Passive): Your tal- protects against loud noises. Protected On a success, you receive the gen- ent is vague and totally passive. The Taste/Smell filters out strong odors eral sense of emotions and events tied GM secretly makes an IQ roll for you and tastes (but not toxins). The GM to the object or place . . . if it is linked in any situation that your ancestors may permit other Protected Senses to emotionally charged events (an might have encountered. On a suc- (Detect, Scanning Sense, etc.), with uneventful history might leave no cess, you get a feeling of déjà vu about suitable justification. impressions at all). This is not always the situation. It is up to you to inter- a good thing – a terrifying impression pret this. A critical success gives a Psi Static 25 might require a Fright Check (p. 360)! vivid replay of ancient ancestral mem- 30 points On a critical success, you experience ories. On a failure, nothing happens. A You are a psionic “null.” Psionic an actual vision. No matter how well critical failure results in a wrong abilities cannot directly affect you or you roll, you cannot detect magic, impression. 15 points. anything you are carrying or wearing. spirits, etc. Still, a magic item, ghostly Racial Memory (Active): You may For instance, a telekinetic could throw haunt, or ritual site is likely to have an use this advantage actively. If you want a rock at you, but he could not levitate emotionally charged history, giving to know something, the GM first you or grab a sword from your hand. strong impressions. determines whether or not your On a failure, you receive no Special Enhancements ancestors knew the answer. Then he impressions at all, and cannot attempt rolls against your IQ to see if you can Area Effect: You emit static in an to read that object or place again for gain access to the information. If your area centered on you. The first level of 24 hours. ancestors didn’t have the answer and Area Effect extends your static to the roll succeeds, you will know that. everything within one yard. Each level Special Limitations On a critical failure, you will believe after the first doubles this radius as ESP: Your ability is part of the ESP psi power (see p. 255). -10%. your ancestors didn’t know, even if

78 ADVANTAGES they really did. This requires one turn of absolute concentration (the GM may require more elaborate preparations to recall very ancient memories). 40 points. Radiation Tolerance 31 Variable Your cells or circuits are resistant to radiation. The cost of this advantage depends on the divisor of the effective dose of radiation you receive – after dividing by the Protection Factor (PF) of artificial protection such as armor. Divisor Cost 2 5 points 5 10 points 10 15 points 20 20 points 50 25 points 100 30 points 200 35 points 500 40 points 1,000 45 points Rank see p. 29 Rapid Healing 3 5 or 15 points Your wounds heal quickly. This trait comes in two levels: Rapid Healing: Whenever you roll to recover lost HP or to see if you can get over a crippling injury, you get +5 to your effective HT. Prerequisite: HT 10+. 5 points. Very Rapid Healing: As above, but when you roll to recover lost HT, a successful HT roll means you heal two HP, not one. Prerequisite: HT 12+. 15 points. Note that this advantage does not hasten recovery from the short-term effects of injury, such as stunning and knockout; get Recovery (p. 80) for that. Rapier Wit 2 5 points You can use witty repartee to stun your foes in combat. This does not require a combat maneuver – talking is a free action (p. 363). Roll a Quick Contest of Public Speaking skill vs. your opponent’s Will. Modifiers: -2 if your target has the Clueless or No Sense of Humor disadvantage; any modifier the GM assigns based on your description of the verbal attack; -1 per opponent beyond the first to affect a group (and you must know something the entire group has in common; e.g., they’re all flunkies of the same household or members of the same military unit). Opponents with the Unfazeable advantage (p. 95) are immune to Rapier Wit. If you win, your opponent is mentally stunned (see p. 420). A critical success causes one HP of physical dam- age as well – your victim injures himself accidentally (drops something on his foot, chokes on his own tongue, etc.). If you lose, there is no effect. On a critical failure, you enrage your opponent, possibly triggering such disadvantages as Berserk and Bloodlust! This advantage is usually only appropriate in a silly campaign!

ADVANTAGES 79 Reawakened 25 green meat, and drink dishwater and Regrowth 31 10 points sour milk. Instead of reducing how 40 points often you must eat, reduce your You can “remember” skills (spells, demands on life support (and your You can regrow lost limbs and techniques, etc.) learned during previ- food costs) by a like amount: to 2/3 organs! A lost ear, finger, toe, claw, ten- ous lives. You must purchase these normal at level 1, 1/3 normal at level 2, tacle tip, etc. regrows in 1d weeks; a abilities normally; Reawakened is just 5% normal at level 3, and 1% normal lost hand or foot in 1d+1 months; and a special Unusual Background (p. 96) at level 4. You get a bonus equal to a lost eye, arm, or leg in 2d+2 months. that explains how you learned them your level (+1 to +4) to resist the If you also have Regeneration (above), without a teacher. This trait is only effects of food-borne poisons or dis- Regrowth works much faster: all lost available if reincarnation is a fact in eases not tailored expressly for you, body parts regrow in the time it takes the setting (GM’s decision). but -3 on reactions from anyone you to heal to full HP. 31 watching you eat! -50%. Special Limitations Recovery Food Only: You require less food, Minor: You can only regrow ears, 10 points but the usual amount of water. -50%. fingers, toes, and other small bits – not You recover from unconsciousness Water Only: You require less water, hands, feet, eyes, etc. -50%. very quickly. When determining the but the usual amount of food. -50%. length of time you remain uncon- Religious Rank scious for any reason, divide by all Regeneration 31 see Rank, p. 29 times by 60: hours become minutes, Variable minutes become seconds . . . even a Your wounds heal in mere hours, Reputation month-long coma becomes a mere 12- minutes, or seconds! To regenerate hour sleep. see p. 26 lost limbs, you will also need A positive Reputation is an advan- Reduced Consumption Regrowth (below) – but Regeneration tage and should be noted as such on will greatly accelerate that ability. your character sheet. 3 Regeneration includes Rapid Healing 2 points/level (p. 79) at no extra cost. Resistant 3 You can go for a long time without You cannot have Regeneration if Variable food and water, or fuel – although you you have Slow Healing (p. 155) or Unhealing (p. 160). Regeneration is You are naturally resistant (or even still require these things. (For indefi- immune) to noxious items or sub- nite endurance, see Doesn’t Eat or compatible with Draining (p. 132), but it does not restore the daily HP loss stances that are not direct, physical Drink, p. 50.) This advantage comes in attacks. This gives you a bonus on all four levels: due to that disadvantage. The cost of this trait depends on HT rolls to resist incapacitation or Reduced Consumption 1: You your regeneration speed: injury from such things. require 2/3 as much food and water, or The bonus from Resistant applies fuel, as usual (“two meals a day”). 2 Regeneration (Slow): You recover 1 to all rolls to resist noxious effects points. HP every 12 hours, in addition to nor- within a particular category – usually Reduced Consumption 2: You mal healing. 10 points. some combination of disease, poison, require 1/3 as much food and water, or Regeneration (Regular): You recov- and environmental syndromes (alti- fuel, as usual (“one meal a day”). 4 er 1 HP per hour. 25 points. tude sickness, the bends, space sick- points. Regeneration (Fast): You recover 1 ness, etc.). It also applies to rolls to Reduced Consumption 3: You HP per minute. 50 points. resist attacks that use these effects. require food and water only once per Regeneration (Very Fast): You This includes Afflictions with one of week (“one meal a week,” or about 5% recover 1 HP per second. 100 points. Blood Agent, Contact Agent, Follow- as much). 6 points. Regeneration (Extreme): You recov- Up, or Respiratory Agent, and Innate Reduced Consumption 4: You er 10 HP per second. 150 points. Attacks that have such modifiers and require food and water only once per Special Enhancements inflict toxic or fatigue damage. month (“one meal a month,” or about Heals Radiation: You shed accumu- Resistant does not protect against 1% as much). 8 points. lated rads at 10 times the rate at which effects that Damage Resistance or Protected Sense either stop or provide Note that one or even two levels of you heal missing HP. For instance, Regeneration (Regular) removes 10 a HT bonus to resist. This includes this advantage might be appropriate Afflictions and Innate Attacks that do for ascetics in cinematic games! rads per hour. This will heal “perma- nent” radiation damage. +40%. not have any of the modifiers given Special Limitations above. Cast-Iron Stomach: You require the Special Limitations The base cost for Resistant standard amount of food and water, Radiation Only: As Heals depends on the rarity of the effects it but the quality is irrelevant. You can Radiation, but you only shed rads – counteracts: eat rotten vegetables and fuzzy blue- you do not heal HP. -60%.

80 ADVANTAGES Very Common: A broad category Poison (+3) [5]. Anything more would Sense roll, you get a general idea of the within the noxious items described be superhuman. Golems, robots, relative size of the object, and whether above. Example: Metabolic Hazards undead, and other beings that are not it is moving, but nothing more precise. (all threats that only affect the living, truly “alive” must take Immunity to You cannot get an actual “image” with including all disease and poison, plus Metabolic Hazards [30]; this is already Radar, or use it to aim attacks. Radar such syndromes as altitude sickness, included in the Machine meta-trait works best on flying targets; roll at -4 bends, seasickness, and jet lag). 30 (p. 263). When in doubt, the GM’s to spot anyone who is not silhouetted points. word is final. against the sky. Radar does not work at Common: A group of related items all underwater. 20 points. Mental Resistance: It is possible to encountered as often in nature as in Imaging Radar: Your Scanning be Resistant to a purely mental threat. an attack, or some other suitably Sense uses millimeter-wave radar. This works as described above, except broad subset of “Very Common.” Base range is 200 yards. You can spot that the bonus applies to resistance Example: Poison (all toxins, but not small objects and determine their rolls against IQ and Will instead of HT. asphyxiants or corrosives) or Sickness shape, but you must make a Sense roll “Psionics” is an allowed category, and (all diseases and environmental syn- to distinguish fine relief (e.g., to iden- is considered Very Common. dromes). 15 points. tify a face). Imaging Radar can see Occasional: A group of closely 31 through thin fabric or vegetation. You related items more often encountered Scanning Sense get +3 to locate objects like concealed in nature than as a deliberate attack, Variable weapons, and may ignore penalties for or a subset of a “Common” group. You can emit energy, bounce it off spotting objects hidden behind light Examples: Disease (all bacteria, objects, and analyze the returned sig- brush. Ordinary radar detectors detect viruses, fungus infections, etc.) or nal to build up a “picture” of your sur- Imaging Radar at -4. Imaging Radar Ingested Poison. 10 points. roundings. This lets you discern size does not work underwater. 20 points. Rare: A specific item or environ- and shape, but not color or fine detail Ladar: Your Scanning Sense uses a mental syndrome, or a subset of an (such as writing). It has nothing to do laser beam. Base range is 200 yards. “Occasional” group. Examples: with the normal human sense of sight, Ladar is very similar to Imaging Acceleration (blackouts due to and requires no light. As a result, you Radar, but the beam is narrower and extreme G-forces), Altitude Sickness, may ignore darkness penalties in com- offers better resolution. This gives -4 Bends (decompression sickness), on rolls to locate objects of interest, but +4 on rolls to identify them. Only specialized ladar detectors can detect Ladar, and at -4 even then. Ladar can- Resistant does not protect against effects that not penetrate dense smoke or solid Damage Resistance or Protected Sense either objects. It has 10-50% range in falling stop or provide a bonus to resist. rain or snow, and 1% range underwa- ter. 20 points. Para-Radar: Your Scanning Sense uses energy unknown to 21st-century Seasickness, or Space Sickness; bat. Perception is limited to a 120° arc science. Treat Para-Radar as Imaging Nanomachines. 5 points. in front of you. Radar, except that it functions in any Your sense is “active.” Anyone who environment! Ordinary radar detec- Multiply base cost to reflect your can sense the signal you emit can tors cannot detect Para-Radar, degree of resistance: detect you, out to twice your own although some ultra-tech sensors You are totally immune to all nox- range. Unlike other sensory advan- might be able to do so. 40 points. ious effects, and never have to make tages, however, you can turn this abil- Sonar: Your Scanning Sense uses resistance rolls (write this as ity off; see Turning Advantages Off and ultrasonic sound waves. Base range is “Immunity” on your character sheet): On (p. 34). 2,000 yards underwater. You can spot ¥1. Below are several varieties of small objects and determine their You have +8 to all HT rolls to resist: Scanning Sense. Each is a separate shape, but you must make a Sense roll ¥1/2. advantage, with its own special rules. to distinguish fine relief (e.g., to iden- You have +3 to all HT rolls to resist: Where these rules contradict the gen- tify a face). Sonar does not function if ¥1/3. eral ones given above, follow the spe- you are deafened, and can be Drop all fractions from the final cial rules. Each sense also has a base “jammed” or fooled by a very loud cost. range. To adjust this, take Increased noise (e.g., an explosion). Individuals Range (p. 106) or Reduced Range with Ultrahearing can detect Sonar. An ordinary human could believ- (p. 115). Sonar is much less effective in air: ably have any level of resistance to a range is only 20 yards multiplied by mundane “Rare” item, such as Radar: Your Scanning Sense uses radio waves. Base range is 2,000 yards. air pressure in atmospheres (one Seasickness. He might also have atmosphere on Earth). Sonar is com- Resistant to Disease (+3) [3], Resistant You can only detect large (human- sized or larger), dense objects. On a pletely ineffective in vacuum. 20 to Disease (+8) [5], or Resistant to points.

ADVANTAGES 81 Special Enhancements Extended Arc: You can scan an arc greater than 120°. A 240° arc (as described for Peripheral Vision, p. 74) is +75%; a 360° arc (as described for 360° Vision, p. 34) is +125%. Low-Probability Intercept (LPI): This is only available for Radar and Sonar. You can switch this enhance- ment on and off. Turning it on makes your signal difficult to detect. This halves range, but your Scanning Sense can only be detected at 1.5 times the halved range. +10%. Multi-Mode: This is only available for Radar. You can switch between Radar and Imaging Radar. (This is much cheaper than buying the two advantages separately, because they overlap to some extent.) +50%. Penetrating: This is only available for Para-Radar. You can “see” inside any object within range. This func- tions exactly as Penetrating Vision 2 (p. 74). +50%. Targeting: By taking an Aim maneuver, you can “lock onto” any object within range and determine its precise range and speed – just as if you had a high-tech rangefinder. This gives you +3 to hit that target with an aimed ranged attack. +20%. Special Limitations Targeting Only: As Targeting, but you can only use your sense to “lock onto” targets already spotted with another sense; you cannot use it to spot things. -40%. Sealed 31 15 points You are encased in a gas- and liq- uid-impermeable layer. This makes you waterproof, and grants complete immunity to corrosive or toxic agents that must touch skin or exposed machinery to work. You must still information that would otherwise be know” basis. Example: a strategic breathe, unless you also have Doesn’t “off limits” to someone of your Rank bomber pilot, who might know secrets Breathe (p. 49); however, your exterior or Status. For instance, a general about aircraft, weapons, and targets. breathing apparatus (nose, snorkel, “cleared” for military secrets commen- 5 points. etc.) is protected by this trait. surate with his Military Rank would • You have either free access to a Likewise, you are not automatically not have to buy Security Clearance narrow range of secrets or “need to pressurized; for that, take Pressure separately, but a civilian with exactly know” access to a broad range of Support (p. 77) or Vacuum Support the same level of access would have to secrets. Example: a counterintelli- (p. 96). pay points for the privilege. gence officer, who would have limited Point cost depends on your degree access to many secrets, as part of his Security Clearance 4 of access: job is to protect them. 10 points. Variable • You have free access to a broad • You have access to a relatively A government agency or corpora- range of secrets. Example: a cinematic narrow range of secrets on a “need to tion trusts you with access to sensitive secret agent, who will know almost

82 ADVANTAGES any secret the plot requires him to the mechanic at the local garage has native form. To shift between forms, know. 15 points. all the parts you need to complete you must concentrate for 10 seconds. your ultra-tech contragrav belt). To speed this up, add Reduced Time Halve these values (round up) if the You are free to suggest serendipi- (p. 108). organization that grants the Security tous occurrences to the GM, but he Fatigue, injury, crippling, and Clearance is of relatively minor impor- gets the final say. Should he reject all afflictions carry over between forms – tance (e.g., a small corporation or your suggestions but fail to work although HP and FP losses scale in municipal government). Serendipity into the game session, you proportion to the HP and FP of the You cannot receive a security clear- will get your lucky breaks next game form. For instance, if you suffer 10 HP ance without a thorough background session. of damage and a broken leg in a form check. The GM is free to forbid this that has 20 HP, you will have 5 HP of advantage to any PC who has a suspi- Shadow Form 31 damage and a broken leg when you cious past (including such traits as switch to a form that has only 10 HP. Debt or Secret) or an unstable person- 50 points If you are knocked out or killed, ality (for instance, Paranoia or You can become a two-dimension- you immediately revert to your native Sadism). al shadow. This lets you slip along walls and floors – and through the form (which will also be unconscious 31 thinnest cracks (anything wide or dead). In addition, you must speci- See Invisible fy a single, reasonably common exter- 15 points enough to fit your shoulders through) – at your usual ground Move. You can nal influence that can force you to You can see objects or individuals also defy gravity, creeping up walls return to your native form against that are normally invisible. Buy this and across ceilings at half Move. your will. This should suit the advan- advantage separately for each kind of Physical attacks do half damage to tage’s origin: a Dispel Magic spell if invisibility. you in this form. Energy attacks do your ability is magical, exorcism if a normal damage, except for light-based spirit power, strong magnetic fields if Sensitive attacks, which do 50% extra damage. technological, etc. see Empathy, p. 51 Magic, psi, and other purely mental Shapeshifting comprises two dif- abilities affect you normally. ferent traits: Alternate Form and Sensitive Touch 31 You are subject to a few major Morph. 10 points restrictions while in this form. You Alternate Form Your fingertips or equivalent cannot walk through three-dimen- Variable organs are extremely sensitive, allow- sional space; you must slide along an Like the werewolf of folklore, you ing you to sense residual heat in a object. Furthermore, you cannot per- can assume a specific form other than chair, faint vibrations in the floor as form any purely physical attacks or your own. This can be anything built someone approaches, etc. You get +4 actions, and you cannot carry ordi- with points: humanoid, animal, robot, (in addition to any Acute Touch nary items or affect them in any way. etc. Create your alternate form as a bonuses) on any task that utilizes the You can use magic, psi, and similar racial template (p. 260); however, you sense of touch; e.g., a Forensics roll to abilities, however. can switch it “on” and “off.” This tem- note the similarities or differences If you cannot switch out of plate need not be a “stock” template. between two pieces of fabric, or a Shadow Form, Shadow Form is a dis- For instance, if you wish to retain Search roll to feel out tiny concealed advantage worth -20 points. This will human intelligence in beast form, you objects. make it difficult to interact with oth- could shift into a template that lacks ers! You may still add enhancements, 2 the beast’s low IQ (although this Serendipity but they will work like limitations, increases the template cost and hence 15 points/level reducing the value of the disadvan- the cost of Alternate Form). The GM is You have the knack of being in the tage. For instance, a +50% enhance- the final judge of what templates are right place at the right time. Each level ment would reduce the value of the allowed as Alternate Forms. of this trait entitles you to one fortu- disadvantage by 50%, to -10 points. While it is turned on, your itous but plausible coincidence per Special Enhancements Alternate Form’s racial template game session. The details are up to the Can Carry Objects: You may carry replaces your native racial template. GM. For instance, the GM might objects. They take Shadow Form Apply its racial traits – attribute modi- declare that one of the guards you when picked up and return to normal fiers, racial advantages and disadvan- need to talk your way past just hap- when put down. You still may not tages, etc. – instead of those of your pens to be your cousin, or that there is affect non-shadow objects. No encum- native race. Personal traits (including a sports car idling in front of the bank brance is +10%; Light, +20%; all attribute levels, advantages, disad- just as you run outside in pursuit of Medium, +50%; Heavy, +100%. vantages, and skills bought over and the fleeing bank robbers. above racial norms) remain intact, From time to time, the GM may Shapeshifting 31 although your skill levels are affected rule that a single implausible coinci- Variable by changes to the controlling attribute dence counts as some or all of your You can physically change into one scores. lucky breaks for a given session (e.g., or more forms different from your

ADVANTAGES 83 If the Alternate Form’s racial tem- such as Emergencies Only (p. 112), makes many forms available – any- plate has traits that conflict with your Unconscious Only (p. 115), and thing no more powerful than your personal traits, the traits of your Uncontrollable (p. 116) to Alternate native form. For a human, this Alternate Form take precedence. For Form, as applicable. If you can only includes cats, insects, owls, and instance, if you become a dolphin with change during the full moon, add a wolves. If you can assume more pow- No Manipulators, you will temporari- -40% Trigger limitation (p. 115) as erful forms, add the difference ly lose personal advantages that affect well. between the maximum racial tem- your hands, such as High Manual Shapeshifting Races: When creating plate cost and the cost of your native Dexterity, while you are in dolphin an entire race that has Alternate Form, template to the base 100 points. For form – and some skills (for instance, work out the details of Alternate Form instance, a human who can take on Lockpicking) will be relatively useless, last. Total the cost of all the race’s any racial template worth up to 75 although you do remember them. traits other than Alternate Form, sub- points would pay 175 points for If you have a single Alternate tract this total from the cost of the Morph. You may improve this limit Form, it costs 15 points for a racial template the race transforms into, and with earned character points. template worth no more than your use the difference to calculate the cost You can always take on the form of native racial template. A more power- of Alternate Form for the race. Add the a being you can see or touch, provided ful form costs 15 points plus 90% of cost of Alternate Form to that of the its racial template cost does not the difference in cost between your race’s other abilities to determine final exceed your maximum. Once you native template and that of your racial cost. have assumed a form, you can opt to Alternate Form. memorize it by concentrating for one Example: Forest Dwarves can turn If you have multiple forms, pay full minute. This allows you to shapeshift into sapient bears. Excluding cost for the most expensive form. The into that form at any time. You can Alternate Form, the racial traits of less powerful Alternate Forms cost a memorize a number of forms equal to Forest Dwarves total 25 points. The flat 15 points apiece. Minimum cost your IQ. If all your “slots” are full, you bear template is worth 125 points. The per form is still 15 points. must overwrite a previously memo- difference is 125 - 25 = 100 points. rized form (your choice) to add the Example: Consider four racial tem- Thus, the cost of Alternate Form is 15 new form. plates: a -100-point “cuddly critter,” a + (0.9 ¥ 100) = 105 points. This makes As with Alternate Form, the racial 0-point human, an 80-point “ravenous the Forest Dwarf template worth 25 + template of whatever you turn into beast,” and a 100-point troll. A human 105 = 130 points. replaces your native racial template. who can turn into a cuddly critter pays Special Limitations You may not add traits to templates, 15 points, as the cuddly critter tem- Cosmetic: You can assume a sec- but you may freely omit racial mental plate is worth less than his native tem- ond, distinct appearance with no disadvantages (e.g., Bestial), and you plate. A cuddly critter who can turn change in abilities or racial template. may always choose to drop the racial into a human pays 15 + (0.9 ¥ 100) = -50%. IQ modifier from a template and use 105 points, since the human racial your own IQ. Such changes raise the template is worth 100 points more Morph cost of animal templates, which are than his own. A human who can Variable cheap due to limited mental capabili- become a troll also pays 15 + (0.9 ¥ This ability is similar to Alternate ties. If you intend to do this, you 100) = 105 points. A human who can Form, but not limited to specific racial should spend more than the mini- assume any of the other three tem- templates. You can assume any racial mum 100 points on Morph. plates would pay full cost for his most template, within certain limits. Morph includes the ability to make expensive form, the troll: 105 points. First, the racial template must cosmetic changes. This lets you imper- The ravenous beast and cuddly critter already exist in your game world. The sonate a specific member of any race forms would cost the minimum 15 GM might design the template himself you can turn into. You can always points apiece. Total cost would be 135 or take one from a GURPS world- impersonate someone who is present points. book, but you cannot design totally – but to assume his form later on, you new templates for the purpose of Were-Creatures: To create the clas- must commit a memory “slot” to that Morph (you can adjust existing ones, sic “were-creature,” start by purchas- form. With enough points in Morph, though; see below). ing any trait that applies in both forms you can use this function to improve Second, you can only turn into a – Infectious Attack, Vulnerability appearance. For instance, 115 points living being, or a formerly living being (Silver), etc. – as a personal trait. Next, in Morph would let you give yourself such as a vampire. To change into buy an animal template as an any appearance from Horrific to a machine requires a special Alternate Form. Since most beast tem- Handsome. Cosmetic changes still enhancement. plates are worth 0 or fewer points, this take the usual 10 seconds. Finally, the template’s point value will usually cost 15 points, but power- must be within a limit determined by Shapeshifting Races: Members of a ful creatures (e.g., bears and tigers) the number of points you have in race with the Morph ability must sub- may cost more. If the beast form is Morph. tract the point cost of Morph from savage, the template should include If you can assume any racial tem- racial cost when determining what such traits as Berserk, Bestial, and plate worth no more than your native forms they can assume. Bloodlust. Finally, apply limitations one, Morph costs 100 points. This

84 ADVANTAGES Example: Blue Blobs have a racial by a factor of 10. Reduce Move, reach, never cash). For anything built as a Morph ability worth 125 points – the damage (with unarmed attacks, character, use the rules under Allies basic ability, plus 25 points of extra Innate Attacks, or shrunken weapons), (p. 36) instead. It is up to the GM capacity. This lets them assume forms HP, and DR in proportion to height. whether to treat android companions, worth 25 points more than their native Every full -2 to SM also reduces faithful steeds, custom vehicles, etc. as one. With their other traits, their total weight by a factor of 10; for odd-num- equipment (with a cash cost) or char- racial cost is 175 points. However, for bered levels, treat the extra -1 as an acters (with a point cost). the purpose of Morph, they are consid- additional factor of 3 (e.g., -3 to SM If you misplace Signature Gear or ered to have a racial cost of 175 - 125 = reduces weight by a factor of 30). sell it unwillingly, or an NPC steals or 50 points. With their 25 points of addi- confiscates it, the GM must give you Example: A 5’10”-tall character tional capacity, Blue Blobs can turn an opportunity to recover it in the (SM 0) has Shrinking 12. This lets him into creatures worth up to 75 points. course of the adventure. If it is truly shrink until he has SM -12, reducing lost forever through no fault of your Special Enhancements his height by a factor of 100 (to about own, the GM will give you back your Unlimited: You can become any- 0.7”). However, at that size he has only points (or replace the item with anoth- thing the GM has defined with a racial 1% his usual Move, reach, HP, and er of equal value). However, should template. This lets you turn into DR, and must divide any damage he you sell or give away your Signature robots, vehicles, etc. as well as living inflicts by 100. His weight goes down Gear of your own free will, it is gone, beings. Most ordinary inanimate by a factor of 1,000,000! objects – such as bricks and toasters – along with the points spent on it! are worth 0 points or less. With the Special Enhancements Affects Others: You can bring your 31 GM’s permission, you can become a Silence friends with you when you shrink! typical example of an object like this 5 points/level +50% per person you can affect at the without the need for a specific racial You can move and breathe noise- same time. template. +50%. lessly. You get +2 per level to Stealth Can Carry Objects: You may carry skill when you are perfectly motion- Special Limitations objects. This is limited to equipment less, or +1 if moving (even in armor, Cosmetic: You can only change you are actually carrying or wearing etc.). These bonuses help only in the your outward appearance. Your abili- when you shrink. Such items regain dark, or against listening devices, ties and racial template are unaffected. normal size when put down; at the blind creatures, and others who must -50%. This limitation includes Mass GM’s option, they might sweep you rely on hearing to find you. Conservation, but not Retains Shape. aside as they grow, or even return to Mass Conservation: All your forms normal size beneath you, stranding Single-Minded 2 have the same weight. If the weight of you high above the ground! No 5 points your native form falls outside the nor- encumbrance is +10%; Light, +20%; mal racial weight range for a race, you Medium, +50%; Heavy, +100%. You can really concentrate! You get simply cannot become a member of Full Damage: You inflict full dam- +3 to success rolls for any lengthy that race. The GM should be merciless age when shrunk. (GMs be warned: mental task you concentrate on to the when enforcing this limitation – no this makes for an almost perfect assas- exclusion of other activities, if the GM 150-lb. mice or elephants! -20%. sin.) +100%. feels such focus would be beneficial. Retains Shape: You can only Full DR: You retain full DR when You tend to ignore everything else assume forms with the same number shrunk. +30%. while obsessed (roll vs. Will to avoid of limbs, body layout, posture, etc. as Full HP: You retain full HP when this), and have -5 to all rolls to notice your native form. This would limit a shrunk. +30%. interruptions. human Morph to humanoids (e.g., Full Move: You retain full Move The GM may rule that certain com- elves and giants), a wolf Morph to hor- when shrunk. +30%. plex tasks (e.g., inventing, magic, and izontal quadrupeds, and a bird Morph social activities) require you to divide to other birds. -20%. Signature Gear 4 your attention. This trait has no effect in such situations. 31 Variable Shrinking You have distinctive, valuable pos- 31 5 points/level Slippery sessions unrelated to your wealth level. 2 points/level You can shrink at will. Each level This gear is as much a part of your per- of Shrinking lets you change your Size sonal legend as are your reputation You are hard to hold! You might be Modifier by -1, at the rate of -1 SM per and skills. You must explain where it slimy, molecularly smooth, or sur- second. You return to normal size at came from: you won your starship in a rounded by a force field that negates the same rate. By default, you cannot card game, inherited your magic friction. Each level of this trait (maxi- carry any equipment, not even cloth- sword from your mentor, etc. mum five levels) gives +1 on all ST, ing, when you shrink. The ability to For equipment normally bought DX, and Escape rolls to slip restraints, carry objects while shrunk is an with money, such as weapons and break free in close combat, or squeeze enhancement. armor, each point in Signature Gear through narrow openings. When you shrink, find your new gives goods worth up to 50% of the height from the Size Modifier Table average campaign starting wealth (but Smooth Operator (p. 19). Every -6 to SM reduces height see Talent, p. 89.

ADVANTAGES 85 Snatcher 25 You cannot clearly visualize what Special Enhancements 80 points you want: -4 or worse (GM’s option). Permanent: Objects you snatch Even on a “success,” you might not get don’t vanish when you use your ability You have the power to find almost what you were really hoping for. again. The GM is free to forbid this any small item you desire in an alter- enhancement, as it allows a single nate world and “snatch” it across the You cannot get an item that works Snatcher to amass boundless wealth dimensions to you. The items you by natural laws wholly different from by snatching small, valuable objects. snatch do not come from your own those in your world. For instance, if +300%. world, but from some nameless paral- your world is nonmagical (or has no lel; therefore, you can never intention- magic that you know of), you cannot Special Limitations ally take something away from a spe- snatch a magic item, because you are Less Weight: Your weight limit is cific other person. Note that this talent unable to visualize it properly; you lower than 5 lbs. does not allow you to visit alternate would get a pretty but powerless mun- Limit Cost Modifier worlds in person – only to steal from dane item. Similarly, if you are from a 3 lbs. -5% them. low-TL world, you could not get a 2 lbs. -10% To make a snatch, you must first laser pistol; you wouldn’t be able to 1 lb. -15% concentrate for 10 seconds and clearly visualize it well, and your best effort 4 oz. -25% visualize the item you want. The item would be a broken or toy gun. (A gen- 1 oz. -30% must be able to fit in one hand, and erous GM might bend this rule on a cannot weigh more than 5 lbs. You critical success . . . and then let the Specialized: You can only grab a should have a hand free (if your hands poor Snatcher try to figure out how to certain type of object, or cannot touch are tied, you roll at -3), and others can use his amulet or laser pistol without a certain class of thing. Examples: see you making “reaching” motions killing himself.) Only metal, -5%; Only money, -10%; with that hand. Information is not available except Only weapons, -10%; Only informa- Next, make an IQ roll for the in the form of “ordinary” textbooks, tion, -20%; No metal, -20%; Only blue snatch attempt. If you are trying for reports, etc. You can grab a history things, -25%. The GM sets the limita- information in any form, the GM book, but you can’t ask for “The Book tion value using the guidelines under makes this roll for you (see below). of What Happens Next in My Accessibility (p. 110). Regardless of IQ, a roll of 14 or more Adventure.” Note that the GM makes Stunning: You are mentally always fails. the roll if information is requested. If stunned after a successful snatch. On a success, the desired item the roll fails by 5 or more, the infor- -10%. appears in your hand – or sitting with- mation comes from an alternate world Unpredictable: On a failed IQ roll, in arm’s reach, if you prefer. On a fail- with different history, physics, etc., you get something, but it isn’t what ure, you obtain nothing. On a critical and is wrong – maybe subtly, maybe you wanted. The worse the failure, the failure, you snatched the wrong item! not subtly at all! more different the item is. If you want- This item is not immediately danger- Repeated Attempts ed a loaded pistol, failure by 1 might ous unless you were trying for some- If your snatch attempt is unsuc- bring an unloaded pistol. Failure by 2 thing dangerous. cessful, you can immediately try to could mean a water pistol, failure by 3 Regardless of success or failure, snatch the same or a similar object a book on “How to Shoot,” and so on each snatch attempt costs 2 FP. again. These “repeated attempts” are . . . with a critical failure bringing a Items Available made at a cumulative -1 to the IQ roll. live hand grenade. Any critical failure In theory, you can get anything. In Each repeated attempt costs 4 FP is dangerous, regardless of what you practice, some things are so hard to instead of the usual 2 FP. To eliminate were looking for! -25%. find that it is little use trying for them. these penalties, wait one hour 2 You have a good chance of getting any between attempts. Social Chameleon item that exists, or that ever existed, in The GM should be strict about 5 points your own world – or any reasonably attempts to circumvent this. For You have the knack of knowing similar item. If the desired item is instance, a “.45 pistol” is not very dif- exactly what to say – and when to say unusual, the GM may apply a penalty ferent from a “.357 pistol” for the pur- it – around your social “betters.” You to the IQ roll: pose of this advantage. Furthermore, are exempt from reaction penalties ignore critical successes on repeated due to differences in Rank or Status. Item is significantly different from attempts made in quick succession. If In situations where there would be no anything that ever appeared in your the snatch being attempted is very dif- such penalty, you get +1 on reactions own world: -1 or more (GM’s option). ficult, there is little choice but to wait from those who demand respect You could visualize “a perfect dia- an hour between attempts. (priests, kings, etc.). This is a cine- mond, bright green, the size of a hen’s matic advantage! egg, carved into the shape of a type- Duration writer,” but you might be rolling at The objects you snatch remain 4 until you voluntarily return them or Social Regard -20! 5 points per +1 reaction Item is unique or almost unique use your Snatcher ability again. To in any one world (e.g., the Hope keep objects indefinitely, take the You are a member of a class, race, Diamond): -3 or worse (GM’s option). Permanent enhancement (below). sex, or other group that your society

86 ADVANTAGES holds in high regard. To be an advan- Venerated: Total strangers react to speak at all. The GM may require a tage, this must be obvious to anyone you in a caring way. They give up reaction roll (+2 to reactions if you who meets you. This is the opposite of seats, let you ahead of them in lines, offer food). Social Stigma (p. 155); membership in and receive your every word as pearls The GM is free to rule that alien, a given social group cannot result in of wisdom. They also take great pains unnatural, or mythical beasts don’t both Social Regard and Social Stigma. to prevent you from putting yourself count as “animals” for the purpose of Social Regard costs 5 points per +1 in danger or even discomfort – even this advantage. to reaction rolls, to a maximum of +4. when you need to do so! Example: an Special Limitations This is not a Reputation, despite the elderly person in many societies. Specialized: You can only commu- similarities in cost and effect. You are 31 nicate with certain animals. “All land treated well because of what you are, Speak Underwater animals” (including birds, insects, and not because of who you are. Think of 5 points land-dwelling mammals and reptiles) it as “privilege by association.” You can talk normally while sub- or “All aquatic animals” (including The way you are treated on a good merged, and you can understand what amphibians, fish, mollusks, crus- reaction roll will depend on the type of others say while underwater. taceans, and cetaceans) is -40%; one Regard: Special Enhancements class (e.g., “Mammals” or “Birds”), Feared: Others will react to you Interface Crossing: You can talk to -50%; one family (e.g., “Felines” or much as if you had successfully used those outside of the water while sub- “Parrots”), -60%; one species (e.g., Intimidation skill (p. 202). Those who merged, and can understand people “House Cats” or “Macaws”), -80%. like you stand aside, while those who on the surface talking to you. +50%. dislike you flee rather than risk a con- Speak With Plants 21 frontation. You are met with silent Speak With Animals 21 15 points deference, and perhaps even respect, 25 points You can communicate empathical- but never friendly familiarity. You can converse with animals. ly with plants. All earthly plants are IQ Examples: a god among men or an The quality of information you receive 0, but a large tree might be “wiser” Amazon warrior. depends on the beast’s IQ and the GM’s than the average ivy, at the GM’s Respected: You receive polite and decision on what the animal has to say. whim. A plant might know how obsequious deference, much as if you Insects and other tiny creatures might recently it was watered or walked on, had high Status (p. 28), regardless of only be able to convey emotions such or something else that directly bears your actual Status. Social interactions as hunger and fear, while a chimp or a on its well-being, but would be unable other than combat usually go smooth- cat might be able to engage in a rea- to relate an overheard phone conver- ly for you – but there will be times sonably intelligent discussion. It takes sation. Any normal plant will always when the kowtowing gets in the way. one minute to ask one question and get cooperate, within the limits of its abil- Examples: a member of a priest caste the answer – if the animal decides to ity. A mutant cabbage from Mars or a ruling race. might require a reaction roll!

ADVANTAGES 87 Special Rapport 25 can get a feeling for the general Striker 31 5 points intentions of any spirit you 5, 6, 7, or 8 points encounter by making a successful IQ You have a unique bond with roll. As well, your Influence skills You have a body part that you can another person. This acts as a potent (Diplomacy, Sex Appeal, etc.) work use to strike an aimed blow, but not to version of Empathy (p. 51) that works normally on spirits, which sets you manipulate objects (see Extra Arms, only with one person, without regard aside from most mortals. Spirit p. 53) or walk on (see Extra Legs, to distance. You always know when Empathy does not prevent evil or p. 54). This might be a set of horns or your partner is in trouble, in pain, mischievous spirits from seeking to protruding tusks, a heavy tail, a lying, or in need of help, no matter harm you, but at the GM’s option, it stinger, or any number of other natu- where he is. This requires no IQ roll. might make it easier to detect and ral weapons. Your partner receives the same bene- counter their plots. Your Striker can attack at reach C fits with respect to you. (“close combat only”), inflicting thrust Both partners in a Special Rapport Special Limitations damage at +1 per die; e.g., 2d-1 must buy this advantage. Your partner Specialized: You are naturally in becomes 2d+1. Damage is crushing or need not be a lover, or even a close tune with the customs and moods of piercing for 5 points, large piercing for friend, but the GM has the final say. In one specific class of spirits. 6 points, cutting for 7 points, or impal- particular, the GM may wish to forbid Possibilities include angels, demons, ing for 8 points. See Innate Attack PCs from buying Special Rapports elementals, faerie, ghosts, and any- (p. 61) for details. with powerful NPCs who would other- thing else the GM wishes to allow. Roll against DX or Brawling to hit wise qualify as Patrons (or allow it, -50%. with your Striker. You can also use it but require an Unusual Background). to parry as if you had a weapon. Use the higher of (DX/2) + 3 or your Brawling parry. Stretching is ideal for machines with Special Enhancements Long: Your Striker is long relative telescoping mechanisms. A super with a “rubber to your body. This increases your body” should add some combination of Elastic effective SM for the purpose of calcu- lating reach (see Size Modifier and Skin, Double-Jointed, Morph, and Super Jump. Reach, p. 402). +100% per +1 to SM if you can attack at any reach from C to maximum, or +75% per +1 to SM if 31 Status you can only attack at maximum Spines reach (and never in close combat). 1 or 3 points see p. 28 You have sharp spines, like those of High Status is an advantage, and Special Limitations Cannot Parry: You cannot parry a porcupine or an echidna, located on should be noted on your character with your Striker. -40%. strategic parts of your body. This is sheet. Clumsy: Your Striker is unusually defensive weaponry, intended to dis- 31 inaccurate. This is common for tails courage attackers; you cannot use Stretching and similar Strikers aimed from out- your Spines actively. However, you get 6 points/level side your usual arc of vision. -20% per a DX-4 roll to hit each foe in close You can stretch your body in any -1 to hit. combat with you once per turn, as a direction. Each level of Stretching lets Limited Arc: Your Striker can only free action. Roll at +2 against foes who you increase your effective SM by +1 attack straight ahead, straight behind, attacked you from behind. Those who with any body part without increasing etc. Specify a direction when you buy grapple or slam you are hit immedi- your overall SM. You can elongate the Striker. If your target isn’t in the ately and automatically – and those your arms to increase reach (but not right place, and you cannot maneuver who slam you take maximum damage! swinging damage, as Stretching gives to put him there, you cannot attack no extra mass or muscle), your legs to Short Spines: One or two inches him at all. -40%. negotiate obstacles, your neck to see long. Do 1d-2 impaling damage. Weak: Your Striker is unusually over barriers, etc. For more informa- Reach C. 1 point. blunt or light, or simply incapable of tion, see Size Modifier and Reach Long Spines: One or two feet long. using your full ST. It inflicts only basic (p. 402). Your body parts grow or Do 1d impaling damage. Reach C. 3 thrust damage, without the +1 per die. shrink at the rate of ±1 SM per second. points. -50%. By itself, Stretching is ideal for 25 machines with telescoping manipula- 31 Spirit Empathy tors. A super with a “rubber body” Striking ST 10 points should add some combination of 5 points per +1 ST You are in tune with spirits, and Elastic Skin (p. 51), Double-Jointed You can strike more powerful receive the benefits of Empathy (p. 56), Morph (p. 84), and Super blows than your ST score would indi- (p. 51) when dealing with them. You Jump (p. 89). cate. Add Striking ST to base ST

88 ADVANTAGES solely for the purpose of calculating distance and height you can achieve injury of 10¥HP or more. That much thrust and swing damage (see Damage when jumping (see Jumping, p. 352). damage at once will blow you apart, Table, p. 16). Striking ST has no effect Your Move while jumping is the killing you. on HP or Basic Lift. If you bought greater of your normal ground Move To die, you must first be wounded your ST with the No Fine and 1/5 your maximum long jump dis- to -HP or worse. After that, one specif- Manipulators or Size limitation, apply tance (thus, your maximum jump ic item can kill you. You must specify the same limitation(s) to Striking ST. never takes more than five seconds). this when you buy Supernatural For instance, if your long jump were Durability. Valid categories appear Subsonic Hearing 31 100 yards, your jumping Move would under Limited Defenses (p. 46); the 0 or 5 points be the greater of 20 and your normal item that can kill you must be of You can hear very low-frequency ground Move. “Occasional” rarity or higher. If sounds (under 40 Hz), such as the You can jump at a foe in order to wounds from this item ever reduce rumble of distant storms, the vibra- slam him. Figure the slam at your your HP to the point where a normal tions from incipient earthquakes, and maximum jumping Move! You don’t human would have to make HT rolls the approach of stampeding herd need to make a separate roll to jump to survive, you must make those HT beasts, armored vehicles, or dragons. accurately. rolls or die. If this item wounds you to This gives +1 to Tracking skill if your Finally, if you fall a distance less -5¥HP, you die automatically. If you quarry is moving on the ground. Cost than or equal to your maximum high are already below -5¥HP from other depends on your capabilities: jump, you take no damage. You can damage, any wound from this item increase this distance by five yards will kill you. Any item to which you You can hear very low-frequency with a successful Acrobatics roll. have a Vulnerability (p. 161) can also sounds only: 0 points. kill you in this way. You can hear very low-frequency Super Luck 25 sounds and other sounds: 5 points. 100 points Talent 2 Note that Subsonic Hearing is You are not just lucky – you have Variable included in the cost of Subsonic limited control over probability. Once You have a natural aptitude for a Speech (below); you cannot take both per hour of play, you may dictate the set of closely related skills. “Talents” traits. result of any one die roll you make (or come in levels, and give the following the GM makes for you) instead of benefits: 31 rolling the dice. Wholly impossible Subsonic Speech • A bonus of +1 per level with all attempts cannot succeed (your effec- 0 or 10 points affected skills, even for default use. tive skill level must be at least 3), but You can converse using extremely This effectively raises your attribute you can choose any result that would low-frequency sounds. This trait scores for the purpose of those skills be possible – however improbable – on includes Subsonic Hearing, above. only; thus, this is an inexpensive way a single normal die roll. Subsonic speech is slow (half-speed), to be adept at small class of skills. You can have Super Luck and any and even if the frequency is shifted (Generalists will find it more cost- degree of “normal” Luck, but no one into the normal range, subsonic effective to raise attributes.) can take Super Luck more than once! speakers are at -2 to Fast-Talk and any • A bonus of +1 per level on all other skill where versatile speaking is Supernatural Durability reaction rolls made by anyone in a important. However, subsonic speech position to notice your Talent, if he carries twice as far as normal speech. 35 would be impressed by your aptitude Cost depends on your capabilities: 150 points (GM’s judgment). To receive this You can only communicate via Like a vampire or psycho killer bonus, you must demonstrate your Subsonic Speech: 0 points. from a horror movie, you can “shake Talent – most often by using the affect- You can switch between regular off” most wounds. Injury comes off ed skills. speech and Subsonic Speech at will: HP as usual, and you suffer knock- • A reduction in the time required 10 points. back, but you are completely immune to learn the affected skills in play, to shock, physical stun, and knockout. regardless of how you learn them. Super Climbing 31 You don’t need High Pain Threshold – Reduce the time required by 10% per level of Talent; e.g., Animal Friend 2 3 points/level this ability includes that one, and is far more potent! would let you learn animal-related You can climb very quickly. Each As long as you have 0 or more HP, skills in 80% the usual time. This has level of Super Climbing gives you +1 you are also immune to crippling no effect on the point cost of your Move when climbing or using the injuries, and have your full Move. skills. Clinging advantage (p. 43). Below 0 HP, you are at half Move, and You may never have more than can be crippled, but you won’t die 31 four levels of a particular Talent. Super Jump unless you are wounded by an attack However, overlapping Talents can give 10 points/level to which you are specifically vulnera- skill bonuses (only) in excess of +4. You can make superhuman leaps! ble (see below). The sole exception to Each level of Super Jump doubles the this is a single attack that inflicts an

ADVANTAGES 89 Cost of Talents The cost of a Talent depends on the size of the group of skills affected: Small (6 or fewer related skills): 5 points/level. Medium (7 to 12 related skills): 10 points/level. Large (13 or more related skills): 15 points/level. Skills with multiple specialties are considered to be one skill for this pur- pose. Once you buy a Talent, the list of affected skills is fixed. (Exception: The GM may rule that a Talent affects new skills appearing in later GURPS sup- plements, or skills he invents in the course of the campaign, if the Talent would logically be of value to those skills.) Examples of Talents The following Talents are consid- ered standard, and exist in most cam- paigns: Animal Friend: Animal Handling, Falconry, Packing, Riding, Teamster, and Veterinary. Reaction bonus: all animals. 5 points/level. Artificer: Armoury, Carpentry, Electrician, Electronics Repair, Engineer, Machinist, Masonry, Mechanic, and Smith. Reaction bonus: anyone you do work for. 10 points/level. Business Acumen: Accounting, Administration, Economics, Finance, Gambling, Market Analysis, Merchant, and Propaganda. Reaction bonus: anyone you do business with. 10 points/level. Gifted Artist: Artist, Jeweler, Leatherworking, Photography, and Sewing. Reaction bonus: anyone buy- ing or critiquing your work. 5 points/level. Green Thumb: Biology, Farming, Gardening, Herb Lore, and Naturalist. Reaction bonus: gardeners and sen- tient plants. 5 points/level. Healer: Diagnosis, Esoteric Medicine, First Aid, Pharmacy, Physician, Physiology, Psychology, Surgery, and Veterinary. Reaction bonus: patients, both past and present. 10 points/level. Mathematical Ability: Accounting, Astronomy, Cryptography, Engineer, Finance, Market Analysis, Mathe- matics, and Physics. Reaction bonus: engineers and scientists. 10 points/level.

90 ADVANTAGES Musical Ability: Group speed at which you could draw them. Telesend: You can transmit Performance (Conducting), Musical To establish contact requires one sec- thoughts directly to others via magic, Composition, Musical Influence, ond of concentration and an IQ roll. psi, or other exotic means (be specif- Musical Instrument, and Singing. After that, no concentration is ic!). Your subject receives your Reaction bonus: anyone listening to or required. You can maintain multiple thoughts even if he lacks this ability. critiquing your work. 5 points/level. contacts, but the IQ roll is at a cumu- Range is theoretically unlimited, but Outdoorsman: Camouflage, lative -1 per contact after the first. the IQ roll to use this ability takes the Fishing, Mimicry, Naturalist, Telecommunication works amid range penalties given under Long- Navigation, Survival, and Tracking. even the loudest noises, although Distance Modifiers (p. 241). If you can- Reaction bonus: explorers, nature interference and jamming can disrupt not see or otherwise sense your sub- lovers, and the like. 10 points/level. your signal. Those with suitable ject, you have an additional penalty: -1 Smooth Operator: Acting, equipment may attempt to locate, for family, lovers, or close friends; -3 Carousing, Detect Lies, Diplomacy, intercept, or jam your transmission. for casual friends and acquaintances; Fast-Talk, Intimidation, Leadership, This requires an Electronics Opera- or -5 for someone met only briefly. 30 Panhandling, Politics, Public tion (Communications) roll for an points. Speaking, Savoir-Faire, Sex Appeal, electromagnetic signal, an Electronics Special Enhancements and Streetwise. Reaction bonus: con Operation (Psychotronics) roll for a Broadcast: This enhancement is artists, politicians, salesmen, etc. – psionic signal, and so forth. only available for Telesend. It lets you but only if you are not trying to Each variety of Telecommu- send your thoughts to everyone in a manipulate them. 15 points/level. nication is a separate advantage with radius around you. This requires an Custom Talents its own benefits and drawbacks. Some IQ roll at the long-distance modifier At the GM’s option, you may create forms have limited range, which you for the desired radius, plus an addi- your own Talent with a custom skill can adjust using Increased Range tional -4. +50%. list. However, the GM’s word is law (p. 106) or Reduced Range (p. 115). Short Wave: This is only available when determining which skills are Infrared Communication: You for Radio. You can bounce your signal “related” and how may points the communicate using a modulated off a planet’s ionosphere (if the planet Talent is worth. Talents should always infrared beam. Base range is 500 has one). This lets you transmit to (or be believable inborn aptitudes. For yards in a direct line of sight. The receive from) any point on the planet. instance, Sports Talent might make short range and line-of-sight require- Note that solar flares, weather, etc. can sense – some athletes really do seem to ment make jamming and eavesdrop- disrupt short-wave communications. have a gift – but the GM ought to for- ping almost impossible under normal +50%. bid Ninja Talent or Weapon Talent circumstances. You can only commu- Universal: Your messages are auto- (but see Weapon Master, p. 99). nicate with those who have this matically translated into your subject’s advantage or an infrared communica- language. The GM may limit this Teeth 31 tor. 10 points. enhancement to individuals from 0, 1, or 2 points Laser Communication: You com- advanced tech levels, or restrict it to Anyone with a mouth has blunt municate using a modulated laser Telesend. +50%. teeth that can bite for thrust-1 crush- beam. Base range is 50 miles in a Video: You are not limited to simple ing damage. This costs 0 points, and is direct line of sight. The narrow beam pictures! You can transmit real-time typical of most herbivores. You have a and line-of-sight requirement make it video of anything you can see. +40%. more damaging bite: extremely hard to eavesdrop on you. Special Limitations You can only communicate with peo- Sharp Teeth: Like those of most car- Racial: Your ability only works on ple who have this advantage or a laser those of your own race or a very simi- nivores. Inflict thrust-1 cutting dam- communicator. 15 points. age. 1 point. lar race, per Mind Reading (p. 69). Radio: You communicate using -20%. Sharp Beak: Like that of a bird of radio waves. Base range is 10 miles. prey. Inflicts thrust-1 large piercing Receive Only: You can receive but Your signal is omnidirectional, but not send. This limitation is not avail- damage. 1 point. because you can shift frequencies, Fangs: Like those of a Smilodon. able for Telesend. -50%. eavesdroppers must still roll vs. Send Only: You can send but not Inflict thrust-1 impaling damage. 2 Electronics Operation (Communi- points. receive. This limitation is not available cations) to listen in. A side benefit of for Telesend. -50%. Telecommunication this ability is that you can receive AM, Telepathic: Your ability is part of FM, CB, and other ordinary radio sig- the Telepathy psi power (see p. 257). 2/31 nals on an IQ roll (takes one second). -10%. Variable Note that radio-frequency “noise” Vague: You cannot send speech or You can communicate over long from lightning and unshielded elec- pictures. You can only send a simple distances without speaking aloud. You tronics can interfere with Radio. code (e.g., Morse code) – or general can send words at the speed of Radio does not work at all underwater. concepts and emotions, in the case of ordinary speech or pictures at the 10 points. Telesend. -50%.

ADVANTAGES 91 Telekinesis 2/31 GM may assess any penalty he feels is metals: iron (including steel), nickel, 5 points/level appropriate. and cobalt. -50%. Psychokinetic: Your ability is part Grappling and Striking: You can use You can move objects without of the Psychokinesis psi power (see TK to attack a foe directly. Roll against touching them. In effect, you manifest p. 256). This makes it mental (2) DX or an unarmed combat skill to hit. an invisible force that acts under your rather than physical (3). -10%. Your foe defends as if attacked by an conscious direction at a distant point. Visible: Your TK is not an invisible invisible opponent (see Visibility, Specify how you do this; possibilities force, but a disembodied hand, glow- p. 394). If you grapple, your foe can- include magnetism, psionic psychoki- ing “tractor beam,” or similar. This not grab hold of the TK force, but he nesis, an ultra-tech “tractor beam,” or makes it much easier for others to can try to break free as usual – and if a supernatural “poltergeist effect.” defend against your TK attacks (do he also has TK, he can take a You can manipulate distant objects not use the Visibility rules). -20%. just as if you were grasping them in a Concentrate maneuver and use his TK pair of hands with ST equal to your level instead of his ST. The turn after Telescopic Vision 31 Telekinesis (TK) level. You can move you grapple a foe using TK, your TK any object you have strength enough can use a Move maneuver to pick him 5 points/level to lift, at a Move equal to your TK up off the ground, provided you have You can “zoom in” with your eyes level, modified as usual for encum- enough TK to lift his weight. Someone as if using binoculars. Each level lets brance level (see Encumbrance and in this position can’t do anything that you ignore -1 in range penalties to Move, p. 17). Regardless of level, max- relies on ground contact (run, retreat, Vision rolls at all times, or -2 in range imum range is 10 yards. To modify etc.), but can perform any other action penalties if you take an Aim maneuver range, take Increased Range (p. 106) that is possible while grappled. to zoom in on a particular target. This or Reduced Range (p. 115). Telekinesis requires constant con- centration to use. In combat, this Telekinesis: Possibilities include magnetism, means you must take a Concentrate maneuver on your turn. Your TK may psionic psychokinesis, an ultra-tech “tractor then perform one standard maneuver beam,” or a supernatural “poltergeist effect.” as if were a disembodied pair of hands at some point within your range: a Ready maneuver to pick up an object; a Move maneuver to lift and carry it; Levitation: If you have enough TK ability can also function as a telescop- an Attack maneuver to throw it, or to to lift your own body weight, you can ic sight, giving up to +1 Accuracy per grab or strike directly; and so on. levitate. Take the Concentrate maneu- level with ranged attacks provided you ver and have your TK take Move take an Aim maneuver for seconds Example: On your turn in combat, maneuvers to propel your body. For equal to the bonus (see Scopes under you take a Concentrate maneuver and true psychokinetic flight, take Flight Firearm Accessories, p. 411). state that your TK is taking an Attack (p. 56) with the Psychokinetic limita- The benefits of this trait are not maneuver to grab a gun from a foe. tion (below). cumulative with those of technologi- The following turn, you can Throwing: By applying a TK cal aids such as binoculars or scopes. Concentrate again and specify that impulse for a fraction of a second, you If you have both, you must opt to use your TK is taking an Aim or Wait can throw objects faster (and farther) one or the other. maneuver to cover your enemy with than you can move them. Take a Special Limitations the gun, an Attack maneuver to shoot Concentrate maneuver and have your No Targeting: Your field of vision is him, or a Move maneuver to bring the TK take an Attack maneuver. This broad and not “zeroed” to your ranged gun to your hand. works just as if you were throwing the attacks. You get no Accuracy bonus in No rolls are necessary for ordinary object with ST equal to your TK level. combat. -60%. lifting and movement. For more com- Roll against Throwing or Thrown plex actions, the GM might require Weapon skill to hit, depending on the Temperature Control you to make a DX or skill roll. In situ- object being hurled. For 1/2D and Max 2/31 ations where you would roll against purposes, measure range from the ST, roll against your TK level instead. object (not yourself!) to the target; for 5 points/level All of the above assumes that you the purpose of range penalties, use the You can alter the ambient temper- are using TK to perform a task at a sum of the distance from you to the ature. Heating or cooling is limited to distance. TK can also discreetly assist object and from the object to the tar- 20° per level, and occurs at a rate of 2° you with such skills as Gambling get. Once you throw something, you per level per second of concentration. (especially to cheat!), Lockpicking, have “released” your telekinetic grip – You can affect a two-yard radius at a and Surgery. In general, anything that your TK must take a Ready maneuver distance of up to 10 yards. Use would benefit from High Manual to pick it up again. Increased Range (p. 106) or Reduced Range (p. 115) to modify range; add Dexterity (p. 59) gets a +4 bonus if you Special Limitations can successfully make an IQ roll to use levels of Area Effect (p. 102) to Magnetic: Your TK is “super increase radius. your TK properly. On a failure, the magnetism,” and only affects ferrous

92 ADVANTAGES This ability never does damage IQ roll any time you have to distin- mind-warping body geometry, or even directly. For that, buy Innate Attack – guish between them under stress . . . divine awe or unbearable beauty. usually either burning (for flame) or you might need Acting skill to stay out When you activate this ability, anyone fatigue (for attacks that damage by of the lunatic asylum.) who sees you or hears you (choose one altering body temperature). There is a drawback: there is a when you buy this trait) must roll an Special Limitations “you” in any parallel or split timeline immediate Fright Check (see Fright Cold: You can only decrease the you encounter, and he is as similar to Checks, p. 360). you as the timeline allows. temperature. -50%. Modifiers: All applicable modifiers This trait is only worthwhile in a Heat: You can only increase the under Fright Check Modifiers (p. 360). campaign in which paradoxes or temperature. -50%. You can buy extra penalties to this changes in history – erasing past Psychokinetic: Your ability is part Fright Check for 10 points per -1 to the events or whole timelines – are of the Psychokinesis psi power (see roll. Your victims get +1 per Fright possible. See Unique (p. 160) for the p. 256), often called “cryokinesis” (for Check after the first within 24 hours. cold) or “pyrokinesis” (for heat). -10%. opposite of this advantage. If a victim succeeds at his Fright Temperature Tolerance Temporary Rank Check, he will be unaffected by your 3 see Rank, p. 29 Terror for one hour. Add the Melee Attack limitation 1 point/level Tenure 4 (p. 112) if your Terror affects only Every character has a temperature 5 points those you touch. “comfort zone” within which he suf- You have a job from which you Special Limitations fers no ill effects (such as FP or HP cannot normally be fired. You can Always On: You cannot turn off loss) due to heat or cold. For ordinary only lose your job (and this trait) as your Terror to engage in normal social humans, this zone is 55° wide and falls the result of extraordinary misbehav- activities. This limitation often accom- between 35° and 90°. For nonhumans, ior: assault, gross immorality, etc. panies the extreme levels of the zone can be centered anywhere, Otherwise, your employment and Appearance – usually Hideous or but this is a 0-point feature for a zone salary are guaranteed for life. This is worse, but possibly also Transcendent! no larger than 55°. A larger zone is an most common among modern-day -20%. advantage. Each level of Temperature university professors, but also applies Tolerance adds HT degrees to your to judges, priests, senators, etc. in Trained By A Master 2 comfort zone, distributed in any way many societies. you wish between the “cold” and “hot” 30 points ends of the zone. 31 You have been trained by – or are – Temperature Tolerance confers no Terrain Adaptation a true master of the martial arts. Your special resistance to attacks by fire or 0 or 5 points exceptional talent means you have half ice unless the only damage is a result You do not suffer DX or Move the usual penalty to make a Rapid of a rise or fall in the ambient temper- penalties for one specific type of Strike (see Melee Attack Options, ature. In particular, it cannot help you unstable terrain: ice, sand, snow, etc. p. 370), or to parry more than once per if your body temperature is being Cost depends on your capabilities: turn (see Parrying, p. 376). These ben- manipulated. efits apply to all your unarmed com- You can function normally on one bat skills (Judo, Karate, etc.) and In a realistic campaign, the GM specific type of unstable terrain, but should limit normal humans to Melee Weapon skills. suffer the DX and Move penalties that Furthermore, you can focus your Temperature Tolerance 1 or 2. most characters experience on that However, high levels of this trait are inner strength (often called “chi”) to terrain type when you traverse solid perform amazing feats! This permits likely for nonhumans with fur or a ground: 0 points. heavy layer of fat. you to learn Flying Leap, Invisibility You can function at full DX and Art, Power Blow, and many other 25 Move both on solid ground and on one skills – anything that requires this Temporal Inertia particular type of unstable terrain: 5 15 points advantage as a prerequisite (see points. Chapter 4). You are strongly rooted in proba- The GM is free to set prerequisites bility. If history changes, you can You must buy this ability separate- for this advantage if he wishes. remember both versions. If you are ly for each terrain type. Common examples from fiction involved in a genuine time paradox, 25 include Judo, Karate, Melee Weapon you are not erased, even if the rest of Terror skills, Philosophy, and Theology. your world is! You have a place in the 30 points + 10 points per This ability is definitely “larger new timeline, whatever it is, and -1 to Fright Check than life.” The GM may wish to forbid remember all your experiences – even You can unhinge the minds of it in a realistic campaign. the ones that never happened. (In an others. There are many way this effect extreme case, you have two complete can manifest: a chilling howl, sets of memories, and must make an

ADVANTAGES 93 True Faith 25 downward for soft rock or loose earth. You can only communicate via 0 points. 15 points Each halving of your Tunneling Move Ultrasonic Speech: gives +1 on this roll. You can switch between regular You have a profound religious speech and Ultrasonic Speech at will: faith that protects you from “evil” Ultrahearing 31 10 points. supernatural beings such as demons 0 or 5 points and vampires. To enjoy this protec- Ultravision 31 tion, you must actively assert your You can hear sounds in the fre- faith by wielding a physical symbol quencies above the normal range of 0 or 10 points revered by your religion (e.g., crucifix, human hearing (20 kHz). This allows You can see ultraviolet light (UV). Torah, or Koran), chanting, dancing, you to hear dog whistles, sonar, Solar UV is present outdoors during or whatever else is appropriate to motion detectors, etc. You can detect the day, even under cloud cover, but is your beliefs. If you wish to use this active sonar at twice its effective range. stopped by window glass or any solid ability in combat – to repel zombies, Cost depends on your capabilities: barrier (earth, stone, etc.). Fluorescent lamps also emit UV. Provided UV is for instance – then you must choose You can hear only high-frequency present, you can make out more col- the Concentrate maneuver each turn, sounds: 0 points. ors than those with normal vision. and can do nothing else. You can hear high-frequency This helps you discern outlines; spot For as long as you assert your faith, sounds and other sounds: 5 points. no malign supernatural entity (GM’s trace quantities of dust, dyes, etc.; and judgment as to what this covers) may This advantage is included in identify minerals and plants. You get approach within one yard of you. If Ultrasonic Speech, below; if you have +2 to all Vision rolls made in the pres- one is forced into this radius, it must Ultrasonic Speech, you cannot take ence of UV, as well as to all Forensics, leave by the most direct route possi- this as well (but don’t need to). Observation, and Search rolls to spot ble, as if it suffered from Dread clues or hidden objects. (p. 132). If it cannot leave without coming closer, it must make a Will roll. On a success, it may run past you to escape, pushing you aside if neces- sary (but using only the minimum force required to escape). On a failure, the monster is cowed. It must cower, helplessly, and cannot move, defend itself, or take any other action. To keep True Faith, you must behave in a manner consistent with your religion. You will nearly always have to take and adhere to one or more of the traits listed under Self-Imposed Mental Disadvantages (p. 121). In effect, True Faith comes with a built-in Pact limitation (p. 113); do not apply this modifier again. You do not have to be kind, loving, or law-abiding, howev- er. A violent bigot or religious terrorist can be just as sincere in his religious devotion as a saintly ascetic. Tunneling 31 30 points + 5 points per point of Tunneling Move You can bore through earth and Ultrasonic Speech 31 At night, a small amount of UV stone, spewing rubble behind you. The reaches the ground from the stars. passage you dig is wide enough for you 0 or 10 points This doesn’t let you see in the dark, but to walk through. You move through You can converse in the ultrasonic it does let you ignore -2 in darkness stone at half normal Tunneling Move. range. This advantage includes penalties (cumulative with Night The GM may wish to assess a chance Ultrahearing, above. Note that many Vision). UV penetrates farther under- that your tunnel collapses behind you. creatures find it intensely annoying or water than visible light. This lets you Roll each minute vs. the highest of even painful to be within earshot of halve all vision penalties underwater Engineer (Mining), Prospecting-3, and sustained ultrasonic pitches! Cost (but in total darkness, you are as blind IQ-4 to dig a stable tunnel. This can be depends on your capabilities: as anyone else). modified upward for hard rock and Cost depends on your capabilities:

94 ADVANTAGES You can only see UV, and are blind no special resistance to poison, will coalesce in a location of the GM’s indoors, underground, or anywhere though; for that, buy Resistant (p. 80). choosing. 150 points. else there is no UV, even when there One side benefit of this trait is that you With the GM’s permission, if you are normal light sources present: 0 can quickly and safely dispose of any have Unkillable 2 or 3 and are taken to points. nontoxic, organic evidence by eating it! -10¥HP, you can trade in Unkillable You can see both visible light and and use the points to buy a spirit or UV: 10 points. Unkillable 31 undead racial template (if such things 50 to 150 points Unaging 31 exist in the setting), becoming a ghost, You cannot be killed! You are sub- revenant, etc. once you heal all your 15 points ject to all the other effects of injury. HP. You never grow old naturally and You feel pain, your wounds slow you, By default, you age normally, and cannot be aged unnaturally. Your age and you can be stunned or knocked will eventually die of old age. To be is fixed at any point you choose and out. You lose the use of any limb that truly immortal, combine Unkillable will never change. You never have to receives a crippling wound, and you with Unaging (above) – and possibly make aging rolls. might even lose the limb itself. You one or more of Doesn’t Breathe (p.49), Special Enhancements can even lose attribute levels, advan- Injury Tolerance (p. 60), Regeneration Age Control: You can “age” in either tages, etc. to disease, injury, or poison. (p. 80), and Resistant (p. 80). However, you will only die if your body direction at will, at up to 10 times the Special Limitations normal rate. +20%. is physically destroyed – and some- times not even then. Achilles’ Heel: Damage from one particular source (possibly one to Unfazeable 2 This advantage comes in three levels: which you have a Vulnerability, p. 161) 15 points can kill you normally. You must make Nothing surprises you – at least, Unkillable 1: Injury affects you nor- normal HT rolls to survive at -HP and nothing that’s not obviously a threat. mally, but you need never make a HT below, and die automatically if this The world is full of strange things, and roll to stay alive. You can survive (and damage takes you below -5¥HP. The as long as they don’t bother you, you even function, if you remain con- limitation value depends on the rarity don’t bother them. scious) down to -10¥HP, at which of the attack, as defined under Limited You are exempt from Fright point your body is physically Defenses (p. 46): -10% if “Rare,” -30% Checks, and reaction modifiers rarely destroyed and you die. As long as you if “Occasional,” or -50% if “Common” affect you either way. You treat are alive, you heal at your usual rate – or “Very Common.” strangers with distant courtesy, no typically 1 HP/day, modified for any Hindrance: A specific substance matter how strange they are, as long as Regeneration (p. 80) you may have. (e.g., silver or wood) prevents healing they’re well-behaved. You have the Crippled limbs do heal, but severed – whether by natural means or normal reaction penalty toward any- limbs are gone for good unless you Regeneration – for as long as it one who does something rude or have Regrowth (p. 80). 50 points. remains in your body. Once you pass rowdy, but you remain civil even if Unkillable 2: As Unkillable 1, but out from your injuries, you stay dor- forced to violence. Intimidation you do not die at -10¥HP. Once you mant until this substance is removed. (p. 202) just does not work on you. reach -10¥HP, you are reduced to an The limitation value depends on the You are not emotionless – you just indestructible skeleton and automati- rarity of the substance: -5% if “Rare,” never display strong feelings. The cally fall unconscious. You sustain no -15% if “Occasional,” or -25% if stereotypical aged kung fu master or further damage from any attack. Once “Common.” English butler has this trait. the damage stops, you heal normally – Reincarnation: This is only avail- You must roleplay this advantage even if you’ve been hacked to pieces – able for Unkillable 2 or 3. When fully, or the GM can declare that it has and any severed body parts will grow reduced to -10¥HP, you recover at been lost. In a campaign where Fright back. You regain consciousness once your usual rate, but you wake up in an Checks are an hourly occurrence, the you have positive HP. Note that your entirely new body with new abilities. GM can charge 20 points – or more! – enemies can imprison your remains The GM creates the new form (or may or disallow Unfazeable altogether. while you are unconscious, or even allow you to do so), but you always This advantage is incompatible with expose them to a source of continuous retain the Unkillable advantage. -20%. all Phobias. damage (fire is a common choice) to Trigger: This is only available for prevent you from healing. 100 points. Unkillable 2 or 3. Once reduced to Universal Digestion 31 Unkillable 3: As Unkillable 2, except -10¥HP, you require some substance 5 points that at -10¥HP, you become a ghost, (such as human blood) or condition an energy pattern, or some other You have remarkably adaptable (such as a ritual) before you will start incorporeal form that cannot be con- digestive processes that let you derive to heal. Until then, you will remain tained or damaged through normal nutrition from any nontoxic animal or dormant. The limitation value depends means. At this stage, you fall uncon- plant protein, no matter how alien or on the rarity of the trigger: -25% if scious and heal normally. Once you fantastic. This enables you to subsist “Rare,” -15% if “Occasional,” or -5% if are at full HP, your fully intact body on things that would normally be “Common” or “Very Common.” harmless but non-nutritious. You have

ADVANTAGES 95 Unusual Background 2 (p. 93), but none of these traits are a perfectly still, dark chamber, you required. Variable would have only a vague notion of the size of the area, but you would be able This is a “catch-all” trait that the Vampiric Bite 31 to sense a barrier before you ran into GM can use to adjust the point total it, and could find openings by sensing of any character with special abilities 30 points + 5 points per extra HP drained the flow of air or water. that are not widely available in the To use Vibration Sense, make a You can bite people and drain their game world. “Special abilities” might Sense roll. Consult the Size and life force, healing your own wounds in mean cinematic traits, magic spells, Speed/Range Table (p. 550) and apply the process. You can only feed if your exotic advantages (for a human), separate bonuses for the target’s size victim is helpless (pinned, stunned, supernatural advantages (for any- and speed, and a penalty for the range unconscious, etc.), grappled, or will- one), or almost anything else – it to the target. Wind (in air) or swift ing. If he is wearing armor, your biting depends on the setting. Players are currents (in water) will generate damage must penetrate its DR. Once free to suggest Unusual Backgrounds “noise” that interferes with your sense. you’ve bitten through your victim’s to the GM, but the GM decides Find the speed of the wind or current DR, you can drain 1 HP per second whether a proposed Unusual on the table and assess the relevant from him. For every 3 HP stolen, you Background is acceptable, and if so, speed penalty. heal 1 HP or 1 FP (your choice). You what its cost and benefits are. A successful roll reveals the rough cannot raise your HP or FP above nor- size, location, speed, and direction of Example 1: “Raised by wizards” to mal this way. movement of the target. It does not justify access to magic spells might be The basic Vampiric Bite described provide any information about the a 0-point special effect in a fantasy above costs 30 points. You may buy object’s shape, color, etc. Once you world where magic is common, a 10- increased HP drain for 5 points per have detected something, you may tar- point Unusual Background in a con- additional HP drained per second; for get it with an attack. The modifiers spiracy campaign where magic is instance, to drain 10 HP per second, that applied to your Sense roll also known but kept secret, and a 50-point pay 75 points. apply to your attack roll, but can never Unusual Background – or simply for- Vampiric Bite also lets you bite in give you a bonus to hit. bidden – in a horror game where a PC combat without feeding. Treat this as Note that if you are outside the ele- who wields supernatural power would Teeth (Sharp Teeth) or Teeth (Sharp ment (air or water) where your ability reduce the suspense. Beak) (p. 91) – your choice. You do not functions, or if you are wearing a Example 2: “Daughter of the God need to purchase that advantage sealed suit, this ability does not work of Magic” to justify the Unkillable separately. advantage would be an Unusual at all! Background in any setting, and would Versatile 2 Special Enhancements be worth as much as the advantage 5 points Universal: Your Vibration Sense itself – 50 points or more – if the GM works both in the air and in the water. allowed it at all. You are extremely imaginative. You get a +1 bonus on any task that +50%. Not every unusual character con- requires creativity or invention, 25 cept merits an Unusual Background. including most rolls against Artist Visualization The GM should only charge points skill, all Engineer rolls for new inven- 10 points when the character enjoys a tangible tions, and all skill rolls made to use the You can improve your chances at a benefit. For instance, it would be Gadgeteer advantage. task by visualizing yourself successful- unusual for a human to be raised by ly performing it. The closer your men- wolves, but unless this gave him spe- Very Fit tal picture is to the actual circum- cial capabilities (such as Speak with see Fit, p. 55 stances, the greater the bonus. The Animals), it would be background visualization must be detailed and color, worth 0 points. Very Rapid Healing must involve a clear and specific action. This makes it useless in com- see Rapid Healing, p. 79 Vacuum Support 31 bat, where the situation changes faster 5 points Vibration Sense 31 than you can visualize it. You are immune to deleterious To use this talent, you must con- effects associated with vacuum and 10 points centrate for one minute. You, the play- decompression (see Vacuum, p. 437). You can detect the location and er, must describe the scene you visual- This advantage does not give you an size of objects by sensing vibrations ize (which can include senses other air supply; buy Doesn’t Breathe (p. 49) with your skin, whiskers, or antennae. than sight) and the results you hope to for that. You must specify whether this ability achieve. Then make an IQ roll. Those with Vacuum Support usual- works in the air or in the water. You get a +1 bonus to the action ly have the Sealed advantage (p. 82), Vibration Sense is not a substitute you visualized for every point by and often have Radiation Tolerance for vision. You can locate an opponent which you succeed – if the circum- (p. 79) and Temperature Tolerance in the dark, but you cannot detect stances correspond almost exactly to details (e.g., whether he is armed). In the visualization. If they are not quite

96 ADVANTAGES the same, which will almost always be true, halve the bonus (minimum +1). And if something is clearly different, divide the bonus by 3 (no minimum). The GM can assess a further bonus of up to +2, or a penalty of any size, for a good or bad description! Voice 3 10 points You have a naturally clear, reso- nant, and attractive voice. This gives you +2 with the following skills: Diplomacy, Fast-Talk, Mimicry, Per- formance, Politics, Public Speaking, Sex Appeal, and Singing. You also get +2 on any reaction roll made by someone who can hear your voice. Walk on Air 31 20 points Air, smoke, and other gases are like solid ground beneath your feet, allowing you to walk up and down “invisible stairs” at your ground Move. This won’t work in a vacuum – there has to be some kind of air present. If you get knocked down or slip, you fall! You may attempt one DX roll per second of falling. If you succeed, you stop in thin air, unharmed. Otherwise, you hit the ground for normal falling damage (see Falling, p. 431). Walk on Liquid 31 15 points You can walk on the surface of any liquid as if it were solid ground. You move at your usual ground Move. This doesn’t protect you from any damage that you would take from coming into contact with the liquid, however. You can’t traverse volcanic lava or boiling acid without taking damage! Warp 25 100 points You have the ability to teleport, traveling from point to point without moving through the intervening space. To do so, you must be able to see your destination with your own eyes, or view it remotely (via closed-circuit TV, someone else’s eyes using Mind Reading with the Sensory enhancement, etc.), or visualize it clearly (which is only possible if you have visited it previously in person).

ADVANTAGES 97 You can carry up to Basic Lift before you roll, and you lose the FP your carrying capacity is high enough, when you travel, plus any Payload whether you succeed or fail. You never you may transport one person with (p. 74). To carry more, or to bring have to spend FP, but it is usually a you. Light encumbrance is +10%; along other people, take the Extra good idea if you must travel far or Medium, +20%; Heavy, +30%; Extra- Carrying Capacity enhancement without much preparation. Heavy, +50%. (below). Make an IQ roll to activate your ability, modified as follows: Distance: Distance penalties appear on the table below. If actual distance Wild Talent: You can simply do things without falls between two values, use the higher. knowing how. It does apply to skills that Distance Penalty normally have no default, provided you meet any 10 yards 0 advantage requirements. It has no effect on skills 20 yards -1 100 yards -2 you already know. 500 yards -3 2 miles -4 10 miles -5 100 miles -6 1,000 miles -7 On a success, you appear at your Reliable: Your power is stable and Add an additional -1 for each 10¥ target destination. On a failure, you go predictable. Each level of this increase in distance. nowhere and strain your power: you enhancement gives +1 to the IQ roll to Preparation Time: The amount of are at -5 to use it again in the next 10 use this ability, allowing you to tele- time taken to prepare for the teleport minutes. On a critical failure, you port with little preparation (e.g., in affects the IQ roll, as follows: arrive at the wrong destination. This combat) or over long distances with- can be anywhere the GM wishes! It out spending as many FP to improve Preparation Time IQ Modifier need not be dangerous, but it should your odds. +5% per +1, to a maximum None -10 seriously inconvenience you. In addi- of +10. 1 second -5 tion, your power temporarily “burns Warp Jump: This enhancement is 2 seconds -4 out” and will not function again for 1d only available if you have the Jumper 4 seconds -3 hours. advantage (p. 64). You must apply it to 8 seconds -2 You can use Warp to evade attacks both Jumper and Warp. If you are 15 seconds -1 in combat. Once per turn, you may both a time- and world-jumper, and 30 seconds 0 teleport to any location you can see wish to use Warp with both abilities, 1 minute +1 within 10 yards, instantly. This is con- buy this enhancement twice. When 2 minutes +2 sidered a dodge. Of course, the IQ roll you jump, you can simultaneously use 4 minutes +3 will be at -10 for instant use, so you Warp to appear anywhere at your des- 8 minutes +4 might want to spend FP to improve tination. Two die rolls are necessary – 15 minutes +5 your odds! one per ability – and it is possible for 30 minutes +6 You can improve this ability with one to succeed while the other fails, or 1 hour +7 practice, spending points to add for both to fail. +10% per linked 2 hours +8 enhancements or remove limitations. Jumper advantage. 4 hours +9 You cannot take Reduced Fatigue 8 hours +10 Special Limitations Cost or Reduced Time (p. 108); Hyperjump: You physically move This table is not open-ended; +10 is instead, take Reliable (below) so that through “hyperspace” or “jump space” the maximum possible bonus. you will need less time or fewer FP to to journey between destinations. This Removal: If you have a “second- teleport reliably. is not true, instantaneous teleporta- hand” view of the destination, you are Special Enhancements tion; you have an effective speed, at -2 per level of removal. For instance, Blind: You can teleport to a specif- which means the trip takes time. On seeing it on TV or through someone ic set of coordinates (distance and long trips, you will need to address else’s eyes would give -2, while seeing direction) without seeing or having life-support needs! In addition, you it on a television set that you are view- visited the destination. This gives you cannot activate Hyperjump in atmos- ing through someone else’s eyes would an extra -5 to your IQ roll! You must phere and you cannot travel distances give -4. There is an additional -2 to pay two FP per +1 bonus when using shorter than one light-second (186,000 teleport to a place you have visited but this enhancement. +50%. miles, -10 to IQ). This effectively limits cannot see. Extra Carrying Capacity: You can you to space travel. There is one bene- Fatigue Points: Apply a bonus of +1 carry more than your Basic Lift. If fit to Hyperjump: if you possess per FP spent. You must declare this

98 ADVANTAGES Navigation (Hyperspace) skill, you may substitute it for IQ. -50% if your effective speed is the speed of light (every 186,000 miles traveled takes one second); -25% if you can travel one light-year (-17 to IQ) per day. Naked: You can carry nothing when you teleport! You always arrive naked. -30%. Psionic Teleportation: Your ability is part of the Teleportation psi power (see p. 257). -10%. Range Limit: You cannot teleport more than a certain distance per hop. Choose a range and find its distance penalty above. The limitation is worth -5% ¥ (10 + penalty); e.g., 10 yards (-0) would be -50%, while 100 miles (-6) would be -20%. A range limit of more than 100,000 miles is not a meaningful limitation. Wealth damage if you know the relevant for DX-based skills, etc. You do not see p. 25 weapon skill at DX+1. Add +2 per die incur any default penalties, but situa- Above-average Wealth is an advan- if you know that skill at DX+2 or bet- tional and equipment modifiers apply tage, and should be noted on your ter. You also have half the usual penal- normally, as do any modifiers for character sheet. ty to make a Rapid Strike (see Melee advantages or disadvantages. Tech 2 Attack Options, p. 369), or to parry level is irrelevant: a TL3 monk could Weapon Master more than once per turn (see Parrying, make an IQ roll to use Computer Variable p. 376). None of these benefits apply Programming/TL12! You have a high degree of training to default use. Wild Talent does apply to skills that or unnerving talent with a particular You are familiar with – if not profi- normally have no default, provided class of muscle-powered weapons cient in – every weapon within your you meet any advantage require- (swords, bows, etc. – not guns). class. This gives you an improved ments. For instance, you could cast Available classes are: default: DX/Easy weapon skills default unknown magic spells provided you to DX-1, DX/Average ones to DX-2, had Magery, or use unknown cinemat- All muscle-powered weapons. 45 and DX/Hard ones to DX-3. Note that ic martial-arts skills provided you points. these skills are no easier to learn, and have Trained By A Master. A large class of weapons. may not be “bought up” from the Wild Talent has no effect on skills Examples: all bladed weapons, all one- improved defaults in order to save you already know. handed weapons. 40 points. points. A medium class of weapons. Special Enhancements Finally, you may learn any cine- Examples: all swords, all ninja Retention: You can learn the skills matic skill that names this advantage weapons. 35 points. you use! To do so, you must have one as a prerequisite (see Chapter 4) – e.g., A small class of weapons. unspent character point available Blind Fighting and Power Blow – if Examples: fencing weapons (main- when you attempt the skill roll. On a you could reasonably use that skill gauche, rapier, saber, and success, you may buy the skill at the with your weapons of choice. The GM smallsword), knightly weapons one-point level. You cannot improve a is the final arbiter in all cases. (broadsword, mace, shield, and skill learned this way for one month, This trait is best suited to a “cine- lance). 30 points. during which time you use it at -2. On matic” swashbuckling game. The GM Two weapons normally used a critical success, you can start may wish to forbid it in a realistic together. Examples: broadsword and improving the skill immediately, and campaign. shield, rapier and main-gauche. 25 there is no -2. On a failure, you cannot points. 25 learn the skill; on a critical failure, you One specific weapon. 20 points. Wild Talent also lose your unspent character 20 points/level point! Regardless of success, if you In all cases, if a weapon can be You can simply do things without lack any of the skill’s prerequisites, thrown, the benefits of this advantage knowing how. Once per game session your skill is at -4 until you acquire also apply when throwing that per level of this advantage, you may them, and you cannot improve the weapon. attempt a roll against any skill, using skill in the interim. This enhancement When using a suitable weapon, add your score in the appropriate does not let you learn skills from a TL +1 per die to basic thrust or swing attribute: IQ for IQ-based skills, DX higher than your own. +25%.

ADVANTAGES 99 Special Limitations Focused: You can only use (and if contain no evidence of your existence. Emergencies Only: Your Wild you have Retention, learn) one specif- You must provide a reason for this; Talent only works in life-threatening ic class of skills. Options include e.g., your parents hid you away at situations, such as mortal combat. To Mental (mundane skills based on IQ, birth, you are legally dead, or you use it, you must ask for a particular Perception, or Will), Physical (mun- somehow managed to destroy all the result related to your predicament. dane skills based on ST, DX, or HT), records (explain how!). Your request must be specific (e.g., Magical (spells), and Chi (cinematic To maintain this status, you must “Get him away from me.”), but you martial-arts skill). -20%. deal strictly in cash or commodities. cannot specify a skill (e.g., “Use Judo” Credit and bank accounts must be or “Cast the Command spell”). The Xeno-Adaptability blind (keyed to pass-code, not a per- GM will then choose a skill that could see Cultural Adaptability, p. 46 son – the “Swiss bank account”) or set bring about the desired result. He is up through a Temporary Identity (see not limited to mundane skills; he may Zeroed 4 p. 31). choose a spell if you have Magery, a 10 points If the authorities investigate you, cinematic martial-arts skill if you have they will initially assume that there You do not officially exist. Even the Trained By A Master, and so forth. has been an error. They will become highest authorities in the land know Once the GM has chosen, roll against increasingly concerned as no informa- nothing about you. In a fantasy set- the governing attribute, as usual. If the tion can be found about your life. ting, you are a “mysterious wanderer”; GM feels you already have skills equal Eventually, they will attempt to appre- magical divination cannot discover to the task, he will advise you on hend you. If they can’t find you, then conclusive details about your past or which skill to use. This still counts as they’re likely to give up. But if they true identity. In a high-tech world, you one of your uses of Wild catch you, you are in for a thorough don’t appear in the public Talent! -30%. interrogation, possibly involving tor- records – and if computer ture, mind probes, or worse. After all, databases exist, they a nonperson has no rights . . . and it will be very difficult for your allies to prove that you are being held, as you don’t officially exist! PERKS A “perk” is a very minor advantage, worth only 1 point. Perks cannot be modified with enhancements or limi- tations, and they can be added in play without upsetting game balance. Otherwise, perks use the same rules as other advantages. The GM is encouraged to create new perks. No perk should provide wealth, social standing, or combat bonuses. A perk can provide a modest bonus (up to +2) to an attribute, skill, or reaction roll in relatively rare cir- cumstances. The GM may allow more generous bonuses, if they apply only in extremely rare situations. Accessory 31 Your body incorporates a tool or other useful gadget (e.g., a siren or a vacuum cleaner) that provides minor, noncombat benefits not otherwise covered by a specific advantage. Alcohol Tolerance 3 Your body metabolizes alcohol with remarkable efficiency. You can drink steadily for an indefinite period with no major detrimental effects. Binging affects you as it would anyone else. You get +2 on all HT rolls related to drinking.

100 ADVANTAGES Autotrance 2 Honest Face 3 Hearing roll. At the GM’s option, you You can enter a trance at will. This You simply look honest, reliable, or get +1 to Intimidation rolls if you sur- requires one minute of complete con- generally harmless. This has nothing prise someone by yelling or roaring. centration and a successful Will roll, to do with your reputation among Sanitized Metabolism 31 at -1 per additional attempt per hour. those who know you, or how virtuous You are totally clean. Your body This trance gives +2 on rolls to contact you really are! People who don’t know produces minimal, sanitized waste spirits, etc. You must make a Will roll you will tend to pick you as the one to products, and you never suffer from to break your trance. If you fail, you confide in, or not to pick you if they bad breath, excessive perspiration, or can try again every five minutes. are looking for a potential criminal or unsightly skin problems. This gives -1 Deep Sleeper 3 troublemaker. You won’t be spot- to attempts to track you by scent and You can fall asleep in all but the checked by customs agents and the +1 to reaction rolls in close confines worst conditions, and can sleep like unless they have another reason to (cramped spaceships, submarines, through most disturbances. You never suspect you, or unless they are truly elevators, etc.). suffer any ill effects due to the quality choosing at random. You have a +1 to 2 3 trained Acting skill for the sole pur- Shtick / of your sleep. You get an IQ roll to You have a cool move or slick fea- notice disturbances and awaken, just pose of “acting innocent.” 3 ture that sets you apart from the mass- like anyone else; success is automatic No Hangover es. This provides no combat or reac- if you have Combat Reflexes. No matter how much you drink, tion bonuses, and you can’t use it to Fur 31 you will never get a hangover. This earn money, but it might occasionally You have fur. This prevents sun- does not mitigate the effects of intoxi- give you some minor benefit in play burn. Thicker fur might justify 1-3 lev- cation – it just eliminates the unpleas- (GM’s discretion). Example: your els each of Damage Resistance (p. 46) ant aftereffects. clothing is always spotless, even after and Temperature Tolerance (p. 93), Penetrating Voice 3 combat or swimming the Nile; you while spiky “fur” might grant Spines You can really make yourself heard! can run, climb, fight, etc. while wear- (p. 88). You must buy these other In situations where you want to be ing high heels without suffering any traits separately. heard over noise, others get +3 to their special penalty for bad footing. MODIFIERS A modifier is a feature that you can Modifiers adjust the base cost of a You can apply any number of modi- add to a trait – usually an advantage – trait in proportion to their effects. fiers to a trait. Total them to find the to change the way it works. There are Enhancements increase the cost, while net modifier, and then apply this modi- two basic types of modifiers: enhance- limitations reduce the cost. This is fier to the base cost of the trait. Round ments and limitations. Adding an expressed as a percentage. For instance, the resulting cost up to the next-highest enhancement makes the underlying a +20% enhancement would increase whole number. For example, a +10% trait more useful, while applying a lim- the point cost of an advantage by 1/5 its enhancement, a +40% enhancement, a itation attaches additional restrictions base cost, while a -50% limitation -30% limitation, and a -45% limitation to your ability. would reduce it by half its base cost. would give a net modifier of -25%. This would reduce the cost of a 10-point advantage to 7.5 points, which would round up to 8 points. Modifiers can never reduce cost by Special Modifiers more than 80%. Treat a net modifier of Many advantages, and some disadvantages, offer “special enhance- -80% or worse as -80%. Thus, no mat- ments” and “special limitations.” These modifiers are generally applicable ter how many limitations you take, you only to the specific trait(s) with which they are described. However, the cannot lower the cost of a trait to less GM may choose to extend the special modifiers of one particular trait to than 1/5 its base cost. other, very similar traits. The GM has the final say as to which traits you can modify, and in Range, Area, and Duration for Advantages what ways. Some combinations make When applying modifiers, you occasionally need to know the range, no sense (imagine Unaging with the area of effect, or duration of an advantage for which one or more of these Limited Use limitation!), others have quantities is not specified – for instance, when applying an enhancement potential for abuse, and still others that gives a range to an ability that normally has none. Assume that range might not suit the campaign. Percentile is 100 yards, area is a circle 2 yards in radius (and 12’ high, should volume modifiers can also result in a lot of matter), and duration is 10 seconds, unless the advantage specifies other- extra math. GMs who prefer to keep wise. Exceptions will be noted. things simple may wish to prohibit modifiers altogether.

ADVANTAGES 101 ENHANCEMENTS Note to GMs: This enhancement is Armor Divisor 6 very powerful. It lets insubstantial Variable You can apply enhancements to characters affect the material world advantages, and more rarely to basic with little fear of retribution. Feel free Your attack can pierce more armor attributes and secondary characteris- to disallow it, restrict it to NPCs, or to than its base damage would indicate. tics. The GM might even permit spe- make sure that lots of foes have the Armor Divisor Modifier cific enhancements on certain skills, Affects Insubstantial enhancement! (2) +50% but this is difficult to justify unless the (3) +100% skill functions much as an advantage Area Effect 6 (5) +150% (which is sometimes true of +50%/level (10) +200% racially innate skills possessed by non- Your ability works as an area power humans). Only Innate Attacks and Afflictions instead of affecting a single target. can have this enhancement. Armor 6 Everything in the area suffers the Divisor is a “penetration modifier”; Accurate attack’s damage or other effects. On a +5%/level you cannot combine it with other pen- miss, use the scatter rules (p. 414) to etration modifiers, such as Contact Your attack is unusually accurate. see where the area is centered. Active Agent (p. 103) and Follow-Up (p. 105). Each +1 to Accuracy is a +5% defenses don’t protect against an area enhancement. attack, but victims may attempt to dive Aura 6 for cover or dodge and retreat to leave Affects Insubstantial the area. For more information, see +80% +20% Area and Spreading Attacks (p. 413). Your attack takes the form of a malefic aura that affects anyone you Your ability affects insubstantial Radius Modifier touch (reach C) or who touches you. If targets in addition to normal, 2 yards +50% a weapon strikes you, your aura substantial things. 4 yards +100% affects the weapon. You can switch the 8 yards +150% aura on or off at the start of your turn 16 yards +200% (if not, take Always On, p. 110). You must take Aura in conjunction with Melee Attack (p. 112) at the -30% level (reach C), and you cannot claim the extra -5% for “cannot parry” – an aura cannot parry in the first place. Attack Enhancements and Limitations The classic example of an Aura is Some enhancements and limitations are intended only for Affliction, the sheath of flame surrounding a fire Binding, and Innate Attack, and for advantages modified with the Ranged elemental. See Body of Fire (p. 262) for enhancement (p. 107). They are called “attack” modifiers. Certain of these how to write this up. have additional restrictions; e.g., Armor Divisor applies only to Affliction and Innate Attack. Attack enhancements and limitations are marked 6. Based on (Different Attribute) 6 +20% Turning Enhancements Off and On This enhancement is only available When you use an enhanced trait, you must use all of its enhancements for abilities that allow a resistance roll unless a particular enhancement – or the underlying ability itself – explic- against ST, DX, IQ, HT, Perception, or itly allows you to turn an enhancement “off.” (The extended capabilities Will. It moves the resistance roll from that many enhancements provide might have no effect in certain situa- the usual attribute or characteristic to tions, but they are still on.) To be able to pick which enhancements are a different one, specified when you “on” at any given moment, take the Selectivity enhancement (p. 108). buy the ability. This is considered an enhancement because it lets you fine- tune your ability to be more effective against targets with known weaknesses. Affects Substantial Further levels continue to double +40% the radius. If applied to an advantage Blood Agent 6 Your ability affects substantial tar- that already covers an area, each level +100% gets even when you are insubstantial. doubles the base radius. On an attack with Area Effect or It also affects insubstantial creatures Area Effect is a prerequisite for Cone, this is an enhancement. See the normally. (Do not add this enhance- Mobile (p. 107), Persistent (p. 107), Blood Agent limitation (p. 110) for ment to magical or psi abilities; these Selective Area (p. 108), Bombardment details. can already affect the substantial (p. 111), and Emanation (p. 112). world at -3.)

102 ADVANTAGES Cone 6 Variable Your attack spreads to affect every- one in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. 413). Decide on the maxi- mum width of the cone, in yards, at the attack’s maximum range. Cone costs +50% plus +10% per yard of maximum width. You cannot combine Cone with Area Effect, Aura, Jet, Melee Attack, Rapid Fire, or Emanation. Contact Agent 6 +150% On an attack with Area Effect or Cone, this is an enhancement. See the Contact Agent limitation (p. 111) for more information. Cosmic Variable Your ability operates on a “higher level” than is usual in your game world. This allows it to work under all circumstances, and possibly even ignore opposing powers! The value of the enhancement depends on the underlying trait: Ability other than an attack or a defense. Your ability is not subject to the usual built-in restrictions. For instance, your Healing might cure oth- erwise “incurable” diseases, your Insubstantiality might allow you to penetrate barriers that would block other insubstantial beings, or your Shapeshifting might be immune to negation by external forces. +50%. Defense or countermeasure. Your defensive trait provides its usual bene- fits against offensive abilities modified with the Cosmic enhancement. +50%. Attack with a lingering special effect. Mind Control that ignores Mind poison, etc. (For attacks that linger in Your attack has an enduring effect Shield. The target may still attempt an the environment, see Persistent, that only another Cosmic power can active defense against the attack, if p. 107.) counteract; e.g., a burning Innate applicable. You cannot combine this A Cyclic attack damages its target Attack that sets fires that water cannot enhancement with other “penetration normally – but once the target has extinguish, or a toxic Innate Attack modifiers,” such as Follow-Up been exposed, the attack damages him that inflicts Cyclic (below) damage (p. 105). +300%. again each time a set interval passes! that medical technology cannot halt. All penetration modifiers (e.g., This does not negate the target’s pro- Cyclic 6 Contact or Follow-Up) continue to tection! DR still affects Innate Attack, Variable apply; for instance, a Cyclic attack a HT roll is still allowed for a This enhancement is only available with Follow-Up continues to ignore Resistible (p. 115) attack, etc. +100%. for Innate Attacks that inflict burning, DR. Worst of all, the victim cannot Irresistible attack. Your attack does corrosion, fatigue, or toxic damage. It recover HP or FP lost to a Cyclic negate the target’s protection; e.g., an represents an attack that persists on attack until the attack stops damaging Innate Attack that ignores DR, or the victim: acid, disease, liquid fire, him!

ADVANTAGES 103 You must specify a reasonably or piercing damage. Burning and cor- Fragmentation (frag) common set of circumstances that rosion attacks enhanced this way +15% per die halt any further damage from your inflict 1 HP of blunt trauma injury per The attack scatters damaging frag- attack. For instance, to halt cyclic cor- 10 points of basic damage resisted by ments on impact. Decide on the dice rosion or burning damage, the victim flexible armor. Cutting, impaling, and of fragmentation damage and note might have to wash the acid off or roll piercing attacks with this enhance- this in brackets after the attack’s basic on the ground to extinguish the ment inflict the same blunt trauma as damage. Everyone within 5 yards per flames, taking one or more seconds a crushing attack: 1 HP of blunt trau- die of fragmentation damage is and a DX or IQ roll. Fatigue or toxic ma injury per 5 points of basic damage attacked with effective skill 15, modi- damage might require drugs or med- resisted by flexible armor. fied by range penalties from the point ical care (use Physician skill). Details of impact; see Fragmentation Damage are up to the GM. (p. 414). The base value of Cyclic depends on the damage interval. Interval Modifier 1 second +100% 10 seconds +50% 1 minute +40% When you use an enhanced trait, you must 1 hour +20% use all of its enhancements unless a particular 1 day +10% enhancement – or the underlying ability itself – Burning or corrosion attacks shouldn’t have intervals longer than 10 explicitly allows you to turn an enhancement seconds. At the GM’s option, someone “off.” taking damage at one-second intervals might have to make a Fright Check! Multiply the base value by the number of cycles after the first. The GM should consider limiting large numbers of cycles to attacks that do Fragments inflict cutting damage. less than 1d damage. Double Knockback (dkb) If you add Fragmentation to a burning Cyclic attacks are often Resistible +20% attack or one with the Incendiary (p. 115); if so, an extra resistance roll This lets a crushing or cutting enhancement (below), the fragments is allowed for each cycle, with a suc- attack inflict twice as much knock- are Incendiary at no extra cost. If you cess preventing any further damage. If back as usual; see Knockback (p. 378). apply it to an attack with Follow-Up the attack is Resistible, halve the value (p. 105), penetration indicates the of Cyclic. Explosion (exp) fragments automatically hit the victim Some Cyclic attacks are conta- +50%/level but no one else. Fragmentation often gious. While affected, the victim can The attack produces an explosion accompanies Explosion (above), but inadvertently infect others, per Illness at the point of impact (on a miss, this is not required. (p. 442). This increases the final cost check for scatter; see p. 414). The tar- Fragmentation costs +15% per die of the enhancement, after all other get takes damage normally; anything of fragmentation damage. A damage factors: +20% for a “mildly conta- nearby receives “collateral damage” of [2d] or [3d] is typical of a grenade- gious” attack or +50% for a “highly equal to basic damage divided (3 ¥ the sized blast. Maximum fragmentation contagious” one. distance in yards from the blast). If the damage is [12d] or the attack’s basic These factors are cumulative. For attack also has an Armor Divisor damage, whichever is less. instance, a resistible disease with 31 (p. 102), it does not apply to this col- daily cycles would cost +10% ¥ 30 ¥ lateral damage. Hot Fragments: The fragments 1/2 = +150%. If it were highly You can take up to two additional inflict burning damage with the mod- contagious, it would cost +200%. levels of Explosion if you desire a blast ifiers Cyclic (Six 10-second cycles) and that isn’t as affected by distance. The Armor Divisor (0.2) instead of cutting Damage Modifiers 6 second level divides basic damage by damage. Cost is unchanged. Variable twice the distance in yards and is Hazard You may give an Innate Attack one +100%; the third level divides damage Variable or more of these modifiers to further by the distance in yards and is +150%. You may give an Innate Attack that qualify the way it does damage. Explosion is usually limited to inflicts fatigue damage one of these Double Blunt Trauma (dbt) crushing and burning attacks, but the enhancements: Dehydration, +20%; GM may permit other combinations. +20% Drowning, +0%; Freezing, +20%; For more on explosions, see Missed Sleep, +50%; Starvation, Available for Innate Attacks that do Explosions (p. 414). +40%; or Suffocation, +0%. Treat FP burning, corrosion, cutting, impaling,

104 ADVANTAGES lost to the attack identically to FP lost Triggered Delay: Instead of a time the cloud persists; to do both, buy this to the relevant hazard for all purposes, delay, the effects are triggered by a enhancement twice. notably recovery (see Chapter 14). simple action: a radio signal, touch, Traits that protect the target from pressure, a metal object passing with- Follow-Up 6 the hazard in question also shield him in a yard, etc. Specify the trigger when Variable from this damage. For instance, a you buy the attack. +50%. Your attack’s effects are delivered Starvation attack would inflict FP that 6 by a “carrier.” Use this to represent could only be recovered by eating a Drifting poison on a dart, an explosive in an meal, but someone with Doesn’t Eat +20% armor-piercing shell, etc. Pick a differ- or Drink would be immune. You may add this enhancement to ent attack as the carrier. This can be Incendiary (inc) any attack with Delay (above) or either body weaponry (e.g., Claws or +10% Persistent (p. 107). The initial attack Teeth) or an Innate Attack (usually An Innate Attack other than a burn- roll places the effect. It then drifts from one that does cutting, impaling, or ing attack may be Incendiary. This that point with the wind, water cur- piercing damage). gives the damage a secondary flame rents, solar wind, etc., as appropriate. A Follow-Up attack need only list effect that can ignite volatile material Use this for poison gas, ball lightning, its damage amount and type. All other (fuel, dry tinder, etc.). floating mines, and so forth. details depend on the carrier attack. The Follow-Up attack only hits if the Radiation (rad) Extended Duration carrier attack hits. If the carrier attack +25% or +100% Variable penetrates the target’s DR, DR has no The attack irradiates the subject. This enhancement increases the effect on the Follow-Up attack’s dam- Roll damage normally, but whether or normal duration of your ability. age or HT rolls. not the attack penetrates DR, it inflicts “Multiple” applies to the original dura- If the carrier attack is a natural 1 rad per point of basic damage rolled. tion (or changes it to permanent). weapon, such as Claws or Teeth, See Radiation (p. 435) for effects. For Follow-Up is a +0% enhancement. a toxic attack, this dosage is instead of Multiple Modifier (Exception: On a passive carrier attack regular damage, and the enhancement 3¥ duration +20% such as Spines, Follow-Up is a -50% is worth +25%; this is typical of “ordi- 10¥ duration +40% limitation.) nary” radioactivity. For a burning 30¥ duration +60% If the carrier attack is an Innate attack, the radiation dose is as well as 100¥ duration +80% Attack, the cost of Follow-Up depends regular damage, and the enhancement 300¥ duration +100% on the modifiers on the carrier attack. is +100%; use this for particle beams. 1,000¥ duration +120% The cost of Follow-Up equals the sum Other damage types cannot have this Permanent* +150% of the costs of whichever of the fol- enhancement. * You must specify a reasonable lowing modifiers apply to the carrier Surge (sur) set of conditions that will dispel the attack: Always On, Aura, Cone, Drifting, Emanation, Emergencies +20% effect (or cure it, for abilities such as Affliction and Mind Control). The Only, Extra Recoil, Guided, Homing, The attack produces an electrical Increased Range, Jet, Limited Use, surge or pulse that can disable elec- GM is the judge of what is “reason- able.” If there is no way to end the Malediction, Melee Attack, Prepara- tronics or anything with the Electrical tion Required, Rapid Fire, Reduced disadvantage (p. 134). effect, the enhancement is +300%. To keep PCs from granting each other Range, Takes Extra Time, Takes Recharge, Unconscious Only, Delay 6 free advantages, the GM may wish to forbid this level of Extended Uncontrollable, or Unreliable. If none Variable Duration on Afflictions with the of these modifiers apply to the carrier This enhancement delays the Advantage modifier. attack, Follow-Up costs +0%. Note attack’s effects until sometime after that the Follow-Up attack itself can- you hit the target. This lets you simu- To add Extended Duration to an not take any of these modifiers. Only late time bombs and the like. You attack, the attack must either have its carrier attack may have them. must specify some way to neutralize Aura, Persistent, or Wall, or specifical- Follow-Up is a “penetration modi- the effect before it occurs. Work out ly allow this enhancement. You can fier”; you cannot combine it with this detail with the GM. also add Extended Duration to any other penetration modifiers (although A fixed delay (e.g., 2 seconds) is advantage that has the Ranged the carrier attack can have them). +0%. enhancement (p. 107). A variable delay is +10% if you can If the modified trait has multiple Guided or Homing 6 set it for any time from “no delay” to facets with separate durations, you Variable 10 seconds, or +20% if you can set it must specify which duration you are You can guide your attack – or per- for longer (minutes, hours, days . . .). extending. For instance, a cloud of haps it “homes in” by itself! Use this You must select the delay before you sleeping gas could have this enhance- enhancement to create guided mis- roll to hit. ment to extend the duration of the siles and supernatural effects such as sleep it induces or the length of time magical javelins that seek your foes.

ADVANTAGES 105 Guided: You steer your attack to If applied to a ranged attack, each Low Signature: The attack is no the target using your own skill. This level increases 1/2D and Max. You may more easily identifiable as an attack lets you ignore all range penalties to increase 1/2D or Max individually at than the loud pop of a champagne hit! If the target is so distant that your half cost (that is, “Increased 1/2D” and cork; e.g., a suppressed pistol shot. attack needs multiple turns to reach it “Increased Max” are +5%/level). +10%. (see below), you must take a However, you cannot increase 1/2D No Signature: The attack is almost Concentrate maneuver each turn. If past Max. At most, you can make 1/2D completely unnoticeable; e.g., a blow- you lose sight of the target while the equal to Max – this means the attack gun’s dart. Alternatively, it is utterly attack is en route, your attack auto- has no 1/2D range. For attacks that undetectable by normal means, but matically misses. +50%. already have no 1/2D range, you can leaves a magical or psionic trace. Homing: Your attack steers itself. increase Max for +5%/level. +20%. Decide how it seeks its target: with ordinary vision or a sensory advantage Jet 6 Malediction 6 such as Detect (p. 48), Infravision +0% Variable (p. 60), Night Vision (p. 71), Scanning Your attack is a continuous stream, Your attack is not a conventional Sense (p. 81), or Vibration Sense like a flamethrower. Treat it as a melee ranged attack; it works more like a (p. 96). The attack uses this sense for weapon with a very long reach rather Regular spell (p. 239). It lacks Malf., the purpose of combat modifiers; e.g., than as a ranged weapon. Do not 1/2D, Max, Acc, RoF, Shots, and radar ignores darkness but can be apply penalties for target range and Recoil statistics, and cannot have any jammed. To “lock on,” you must Aim speed. enhancement or limitation that modi- at the target and make an unmodified An attack with Jet has no Acc, and fies those statistics. Most importantly, skill roll. Do not roll against your skill has 1/2D 5 and Max 10 instead of its the target’s DR has no effect on the to hit. Instead, use the attack’s skill of usual range. Increased Range increas- attack’s damage, resistance roll, or 10 – plus Accuracy, if you made your es range by 100% per level instead of other effects! skill roll – and ignore all range penal- its usual effects. Malediction requires a Concentrate ties. Homing costs a base +50%, plus Jet is incompatible with Area maneuver rather than an Attack 1% per point the chosen homing Effect, Aura, Cone, Follow-Up, Melee maneuver to use. It can target any vic- mechanism would cost if bought as an Attack, and Rapid Fire. tim you can see or otherwise clearly advantage (without any modifiers); perceive. To determine if the attack e.g., Infravision costs 10 points, mak- Link succeeds, roll against your Will, apply- ing Homing (Infravision) +60%. +10% or +20% ing the range penalties detailed below. Ordinary vision uses the base +50%. You can use two or more advan- Your foe may choose to resist; if so, If a Guided or Homing attack has a tages simultaneously, as if they were a resolve the attack as a Quick Contest 1/2D statistic, read this as the attack’s single ability. For +10%, your abilities of Will. You must win to affect the vic- speed in yards/second. The attack can are permanently linked into a single tim. hit a target at up to its 1/2D range on power, and must be used together – When enhancing an Affliction, the the turn you launch it. It requires mul- you cannot use them separately. For Quick Contest above replaces the usual tiple turns to reach more distant tar- +20%, you can also use them sepa- resistance roll. You roll against Will, gets. Do not halve damage, but defer rately. You must add this enhance- but your target rolls against HT – or the attack roll until the attack reaches ment to all the abilities you wish to other attribute, if the attack has Based its target. link. on (Different Attribute) – modified as For more information, see Guided If you link two attacks into one and usual for the Affliction. For instance, and Homing Weapons (p. 412). give them identical Malf., 1/2D, Max, an Affliction that allows a HT-1 roll to Acc, RoF, Shots, and Recoil, you can resist would result in a Quick Contest Increased Range treat them as a single attack with one of your Will vs. the target’s HT-1. +10%/level attack roll but separate rolls for dam- The value of Malediction depends on the range modifiers it uses. If it You may add this enhancement to age. This is not the same as the takes -1 per yard of range, like a any advantage that has a range; e.g., Follow-Up enhancement (p. 105)! Regular spell, it costs +100%. If it uses Innate Attack or Scanning Sense. the range penalties on the Size and Each level increases range as follows: Low or No Signature 6 +10% or +20% Speed/Range Table (p. 550), it costs Range Multiple Modifier +150%. And if it uses the penalties An attack normally has a “signa- 2¥ +10% given under Long-Distance Modifiers ture”: a flash of light, a sound, etc. If 5¥ +20% (p. 241), it costs +200%. left unspecified, this is assumed to be 10¥ +30% Malediction is a “penetration mod- similar to a gunshot or a stroke of 20¥ +40% ifier”; you cannot combine it with lightning – that is, a brilliant flash and 50¥ +50% other penetration modifiers, nor with a loud report. This enhancement 100¥ +60% modifiers that apply only to makes your attack less obvious. conventional ranged attacks. Further levels follow the same “2-5- 10” progression.

106 ADVANTAGES Mobile 6 Overhead 6 Ranged +40%/level +30% +40% You may only add this enhance- Your attack can alter its angle to This enhancement gives range to ment to an attack that has both Area strike from a different side of the tar- an advantage that normally affects Effect (p. 102) and Persistent (below). get – usually the top. This bypasses your immediate area, or that requires The area of effect moves under your any cover that does not provide over- a touch to affect others. By default, it control. Move equals the level of the head protection, and negates attack has 1/2D 10, Max 100, Acc 3, RoF 1, enhancement (Move 1 at +40%, Move penalties to hit crouching, kneeling, Shots N/A, and Recoil 1. Duration is 2 at +80%, and so on), and cannot sitting, or prone targets. (If you are 10 seconds, unless the ability lists exceed the attack’s Max range. already above or below your target, another duration (like Neutralize or To move the area of effect, you adjust this appropriately.) Use this to Possession) or is instantaneous (like must take a Concentrate maneuver. To represent a rain of fire, a missile that Healing), and you cannot use the abil- make the mobile area autonomous, swoops up and then dives down at the ity again until all existing effects have add Homing (which causes it to attack last moment, an airburst grenade, etc. worn off. You can apply other modi- the nearest valid target) and possibly fiers to change the ranged combat sta- Selective Area (so it only seeks out Persistent 6 tistics and duration. enemies). Buy these enhancements +40% This enhancement is normally twice if they’re intended to apply to You may only add this enhance- restricted to Healing, Mana Damper, both the initial attack roll and the ment to an Area Effect (p. 102) attack. Mana Enhancer, Neutralize, Posses- autonomous area. This causes the area of effect to remain sion, and Psi Static. The GM is free to Mobile is mutually exclusive with in place for 10 seconds, continuing to allow it on other traits, but it should Drifting (p. 105). damage (or attack and possibly dam- never modify body weaponry (such as age, if taken with Bombardment, Strikers or Vampiric Bite) or abilities p. 111) anyone entering or passing that already have a range. through it. Use Extended Duration to increase the duration.

ADVANTAGES 107 Rapid Fire 6 modifier “Usually On.” You can take it Attack that inflicts toxic or fatigue Variable any number of times. Each level cuts damage, and you must combine it the cost to use the ability by 1 FP. If with one of Area Effect (p. 102), Cone An Innate Attack’s base Rate of Fire you must “maintain” the ability by (p. 103), or Jet (p. 106). Persistent (RoF) is 1. Consult the table below to spending FP on a regular basis, reduce (p. 107) is common but not required. find the cost for a higher RoF: this maintenance cost by a like Respiratory Agent is a “penetration amount. modifier”; you cannot combine it with RoF Cost other penetration modifiers, such as 2 +40% Reduced Time Follow-Up (p. 105). 3 +50% +20%/level 4-7 +70% Selective Area 6 8-15 +100% You may only add this enhance- 16-30 +150% ment to abilities that require time to +20% 31-70 +200% activate. You can take it any number You may add this enhancement to 71-150 +250% of times. Each level halves the time any Area Effect (p. 102) or Cone 151-300 +300% required to use the ability (round up). (p. 103) attack. It lets you choose Once time is reduced to one second, a which targets within your area are Two special options are available further level of Reduced Time makes actually affected. for attacks with this enhancement: the ability instantaneous – using it is a free action. Selectivity Multiple Projectile: Each shot splits Note that you cannot add Reduced +10% into multiple projectiles after you Time to attack powers, to traits that This enhancement lets you turn a attack, like a shotgun blast or forked list any kind of special modifier that trait’s other enhancements off and on lightning. Express this as a multiplier affects activation time, or to Magery at will. For instance, if you had an following RoF; for instance, RoF 3¥4 (to reduce casting times). attack with Area Effect, you could means each of three shots fired 6 turn this enhancement off to affect divides into four individual projectiles. Respiratory Agent only one other person. You must spec- Modifier cost is based on the RoF +50% ify which enhancements you wish to times the multiplier; e.g., RoF 3¥4 Your attack must be inhaled to ignore before you activate the ability. costs the same as RoF 12. have any effect, but it ignores all DR. The default assumption is that you are Selective Fire: You may designate a Only Doesn’t Breathe and Filter Lungs always using all of your enhance- RoF 5+ attack as Selective Fire, allow- protect completely – although a victim ments. ing it to fire as if it had RoF 1-3. This who makes a Sense roll to notice the By allowing you to select which costs an extra +10%. attack in time may hold his breath enhancements you use, Selectivity (see Holding Your Breath, p. 351). To permits you to have multiple versions Reduced Fatigue Cost make your attack less noticeable, take of the same ability without having to +20%/level Low Signature (p. 106). buy the ability multiple times. This You may only take this enhance- You may only add this enhance- can be extremely useful when creating ment for abilities that cost FP, and ment to an Affliction or to an Innate comic-book supers! never in conjunction with the special

108 ADVANTAGES Sense-Based 6 Choose the side effects from the An Innate Attack can have multiple Variable effects described for Affliction (p. 35). Symptoms, representing different Valid choices are stunning, Attribute effects that that occur at different Your attack is channeled through Penalty, Disadvantage, and Incapaci- damage thresholds. your victim’s senses, allowing it to tation. The cost of Side Effect is a ignore DR! You must specify the base +50%, plus the cost of Underwater 6 sense(s) affected. Examples include the Affliction enhancements. For +20% vision, hearing, smell, and exotic sens- instance, stunning would be +50%, es such as Detect. This is worth Attacks are assumed to be usable in while Disadvantage (Blindness) air or in vacuum, but ineffective in liq- +150%, plus an extra +50% per sense would be +100%. after the first; e.g., Vision and uid. This enhancement lets an attack You may specify more than one work underwater at 1/10 range. Hearing-Based would be +200%. side effect. If the victim gets a single Your attack only affects someone resistance roll against all of them, 6 who is using the targeted sense. For Variable treat them as a single Side Effect +5% instance, a Vision-Based attack cannot enhancement, totaling their cost. If affect a blind subject or someone with the victim must resist each effect indi- You can reduce the level of your his eyes closed, while a Smell-Based vidually, take a separate Side Effect attack. For example, if you have an attack doesn’t work underwater or on enhancement for each effect. Innate Attack that normally does 3d a target with a gas mask. Advantages Stunning wears off normally, while damage, you could reduce it to 1d or (such as Protected Sense, p. 78) and other effects last (20 - HT) minutes, 2d damage. You must indicate this equipment that protect the sense in minimum 1 minute. If Incapacitation before you make your attack roll. question either negate the attack com- is combined with other effects, the 6 pletely or, in the case of attacks that other effects last for another (20 - HT) Wall allow a roll to resist (such as minutes after the Incapacitation +30% or +60% Afflictions, Maledictions, and wears off. You may only add this enhance- Resistible attacks), give a bonus to the ment to an attack that has both Area resistance roll. Symptoms 6 Effect (p. 102) and Persistent (p. 107). The most common Sense-Based Variable For +30%, you can set up your attack is an Affliction that knocks out Area Effect as a wall filled with the the sense it is based on; for instance, Symptoms are effects that occur if the cumulative damage (HP or FP substance or effect of your ability. This Affliction (Blindness; Vision-Based) affects anyone or anything passing for a blinding flash. However, Sense- loss) inflicted by the enhanced Innate Attack exceeds a fraction of the vic- through it. You get a three-yard-long Based attacks can also be deadly, like by one-yard-wide wall per yard of a banshee’s wail or basilisk’s gaze. tim’s basic HP or FP. The victim does not get a HT roll to resist Symptoms! radius in your area. Sense-Based is a “penetration For +60%, your wall works as modifier”; you cannot combine it with The GM should consider limiting Symptoms to attacks that inflict 1d above, but you can form it into any other penetration modifiers, such as shape you choose. Follow-Up (p. 105). damage or less. Choose Symptoms from the fol- You must define your wall as either Exception: You can combine Sense- lowing effects described as enhance- permeable or rigid: Based with Malediction (p. 106). In ments for Affliction (p. 35): Permeable: The wall is composed of conjunction with Malediction, or Advantage, Attribute Penalty, liquid, gas, energy, or an amorphous when added to an ability that already Disadvantage, Irritant, and Negated solid (e.g., thorn bushes). It impedes ignores DR (e.g., Mind Control or Advantage. If the threshold for the vision, and inflicts damage on anyone Mind Reading), Sense-Based becomes Symptom is 2/3 the victim’s basic HP, who attempts to cross it, but an a limitation. It is worth -20% if it works use the cost under Affliction. If the intruder can traverse it provided he is through one sense, -15% if two senses, threshold is 1/2 basic HP, double this not stunned, knocked out, killed, etc. or -10% if three senses. If it works cost. If it’s 1/3 basic HP, triple this cost. by its effects. Anything effective through more than three senses, it is against the substance of the wall will not a significant limitation. Example: Blindness is worth +50% as an Affliction, but as a Symptom disperse it; e.g., water or a fire extin- that occurs when the victim has lost guisher could extinguish a wall of fire. Side Effect 6 Rigid: The wall is a material barrier. Variable half his HP to an Innate Attack, it is a +100% enhancement. This is only possible for Innate Attacks You may only add this enhance- that deal crushing, cutting, impaling, ment to an Innate Attack, and you Unlike Afflictions, Symptoms or piercing damage. Each yard of wall cannot combine it with penetration abate only when the damage that has DR 3 and 1/2 HP per die of damage modifiers other than Armor Divisor. If caused them is healed. In the example (round up); e.g., a 6d attack produces a any damage penetrates the target’s above, the Blindness would only end wall with DR 18 and 3 HP. The wall DR, he must make a HT roll, at -1 per when the victim’s HP healed past the does no damage itself, but the damage 2 points of penetrating damage, or halfway point. type applies to the injury inflicted on suffer a “side effect.” anyone crashing into it.

ADVANTAGES 109 LIMITATIONS settings. “Not on redheads” is identical Always On to “On everyone but redheads,” and is Variable You can apply limitations to almost worth -10%. any trait (although as with enhance- The same yardstick applies to limi- You cannot switch your advantage ments, skills are normally off-limits). tations based on the situation. “Only off. You may only add this to an abili- When you apply a limitation to a dis- at day” or “Only at night” is worth ty that can normally be switched off advantage, you reduce its value as a -20%. “Only in direct sunlight” is and that is inconvenient if you can’t disadvantage; e.g., a -10% limitation worth -30%. “Only in water” is worth turn it off. It is worth -10% if the on a -25-point disadvantage would -30% on Earth – but more on a desert effects are social or cosmetic, -20% if make it a -22.5-point trait, which planet and less on an ocean world. they are physically inconvenient, and rounds to -22 points. Limited disad- “Only during full moon” or “Only dur- -40% if they are dangerous (to you!). vantages are worth fewer points ing new moon” is worth -40%. And Always On appears as a “special limi- because they affect you under more “Useless under stress” is a whopping tation” for most of the traits to which restricted circumstances. -60%, since it makes the ability worth- it would apply. The GM can add new Remember that no matter how less in most adventuring situations! costs as appropriate for other abilities. many limitations you take, you cannot You can also link situational 6 reduce the cost of a trait by more than Accessibility to your actions. The Armor Divisor 80%. That is, when totaling modifiers, more unusual, difficult, or obnoxious Variable treat net modifiers below -80% as the required action is, the greater the Your attack can pierce less armor -80%. limitation value. Some examples: than its base damage would indicate. “Divisor” is the factor by which you divide. “DR Multiplier” is an equiva- lent calculation – multiply your oppo- You can apply limitations to almost any trait. nent’s DR by this number. Divisor DR Multiplier Modifier When you apply a limitation to a disadvantage, (0.5) 2 -30% you reduce its value as a disadvantage. Limited (0.2) 5 -50% disadvantages are worth fewer points because (0.1) 10 -70% they affect you under more restricted In addition, if you have any level of this limitation, targets that have DR 0 circumstances. (e.g., bare flesh) get DR 1 against your attack. Only Innate Attacks and Afflictions can have this limitation. Armor Divisor is a “penetration modifier”; Accessibility Only in altered body form you cannot combine it with other pen- Variable (Invisible, Insubstantial, etc.): -10%. etration modifiers, such as Contact Accessibility is a catchall limitation Only while playing trumpet: -20%. Agent (p. 103) and Follow-Up (p. 105). you can use to cover any restriction Only while flying, Only while not specifically defined elsewhere. swimming, Only in hypnotic trance: Blood Agent 6 Accessibility limitations fall into two -30%. -40% Only by one side of split personali- broad categories: those that limit the Your attack must reach a mucous ty: -40%. targets your ability can affect and membrane (eyes, open mouth, nose, those that limit the situations in which In all cases, if the ability is only etc.) or an open wound to have any it works. weakened (half power) instead of effect at all. DR always stops it. If your ability can only affect cer- becoming useless, halve the value of This limitation is intended for tain targets, the limitation depends on the limitation. Afflictions, and for Innate Attacks that how common the target group is. The GM shouldn’t allow meaning- inflict fatigue or toxic damage. It is “Only on women,” “Only on men,” or less Accessibility limitations. For especially appropriate for poisonous anything else that covers about half of instance, buying a helpful ability with spit or spray. In conjunction with Aura the population is worth -20%. “Only the limitation “Only on friends” gives (p. 102), it can also represent an attack on Electrical” or “Only on machines” no cost break. Buying it with “Only on that is delivered via intimate physical is worth -20% in a technological set- enemies” would be interesting, contact. ting. “Only on sea creatures” is worth though! Likewise, the GM should Exception: If the attack also has -30% – unless the campaign is set on a reject any proposed limitation that is Area Effect (p. 102) or Cone (p. 103), world mostly covered with water, in already implicit in the ability. For Blood Agent works as described above which case it isn’t worth more than instance, “Only while flying” is not an and also when inhaled (like -10%. “Only on aliens” is worth -30% acceptable limitation for Enhanced Respiratory Agent, p. 108). This lets it or -40%, depending on the world. Move (Air). “Only on psis” is worth -50% in most ignore all DR. Only targets with the

110 ADVANTAGES Sealed advantage (p. 82) – or with one of Doesn’t Breathe (p. 49) or Filter Lungs (p. 55) and one of Nictitating Membrane (p. 71) or Protected Vision Optional Rule: Limited Enhancements (p. 78) – are immune. This powerful If the GM allows, you can add a limitation to an enhancement. This enhancement, ability converts Blood Agent into a restricts the reducing its value as an enhancement without +100% enhancement when combined directly affecting the underlying ability. with Area Effect or Cone! Apply the limitation to the percentage value of the enhancement exact- ly as if it were a point value. This cannot reduce the value of the enhance- This is a “penetration modifier”; ment below 1/5 normal. Then apply the cheaper enhancement to the cost you cannot combine it with other pen- of the ability. etration modifiers, such as Follow-Up Example: (p. 105). Your Selective Area (+20%) enhancement has the Vision- Based (-20%) limitation. You don’t need eye contact to make the attack Bombardment 6 work, but you must make eye contact with someone in your area of effect in order to single him out. A -20% limitation on a +20% enhancement Variable reduces the net enhancement to +16%. You may only take this limitation in conjunction with Area Effect A few limitations require a specific enhancement. For instance, (p. 102) or Cone (p. 103). The attack Emanation (p. 112) always accompanies Area Effect (p. 102). Such limi- does not automatically hit everyone in tations affect the underlying ability. You cannot use this rule to apply them the area. Instead, it attacks each to just the enhancement. potential target in the area at an effec- The GM may choose not to use this option, as it requires extra book- tive skill, which sets the value of the keeping. limitation. Effective Skill Modifier 14 -5% 12 -10% This is a “penetration modifier”; No Blunt Trauma (nbt) 10 -15% you cannot combine it with other pen- -20% 8 -20% etration modifiers, such as Follow-Up An attack that inflicts crushing, (p. 105). cutting, impaling, or piercing damage Modify effective skill for target size normally inflicts blunt trauma (see only – not for range or for any other Costs Fatigue p. 379). Add this limitation if it does factor. Determine hit location ran- Variable not. domly. If the target is under cover, the Your ability costs FP to use. This is No Knockback (nkb) cover protects normally against the worth -5% per FP per use. What con- damage. stitutes a “use” depends on the under- -10% This limitation is intended for lying trait. An attack that inflicts crushing or attacks like electrical or ice storms, For abilities that produce instanta- cutting damage normally inflicts which could affect some but not all neous effects (e.g., Innate Attack), you knockback (see p. 378). Add this individuals within a given area. must pay this FP cost every time you limitation if it does not. Contact Agent 6 trigger the ability. No Wounding (nw) For advantages that produce con- -50% -30% tinuing effects (e.g., Flight), you The attack inflicts basic damage, Your attack must touch bare skin must pay this FP cost to activate the and may cause knockback and blunt or porous clothing to have any effect ability for one minute. However, trauma, but its penetrating damage at all. DR always stops it. once you have paid this initial cost, has no wounding effect (HP or FP This enhancement is intended for you need only pay half as many FP loss). Apply this limitation to a crush- Afflictions, and for Innate Attacks that (round up) per minute to keep the ing attack to represent effects such as inflict fatigue or toxic damage. Taken ability active. If an advantage that a mighty gust of wind or jet of water. with Aura (p. 102), it can represent a produces continuing effects only Use it with impaling, piercing, or cut- “contagious” attack that spreads via lasts one second, and you must pay ting attacks that are carriers for skin contact. the cost to maintain it every second, Afflictions or Innate Attacks (usually this doubles the value of the limita- Exception: If the attack also has those that inflict fatigue or toxic dam- tion to -10% per FP. Area Effect (p. 102) or Cone (p. 103), age) with the Follow-Up modifier Contact Agent lets it ignore all DR. 6 (p. 105); this represents small poison Only targets with the Sealed advan- Damage Limitations darts, stings, etc. that can slip through tage (p. 82) are immune. This power- Variable armor without inflicting grievous ful ability converts Contact Agent You may add the following wounds. into a +150% enhancement when limitations to an Innate Attack: combined with Area Effect or Cone!

ADVANTAGES 111 Dissipation 6 -5% limitation. You may not reduce If your attack cannot parry, it is -50% Acc below 0. worth an extra -5%. You may only take this limitation Limited Use Mitigator in conjunction with Area Effect (p. 102) or Cone (p. 103). The further Variable Variable the victim is from the center of the You can use your ability only a lim- You may only apply this limitation area or the apex of the cone, the less ited number of times in a 24-hour peri- to a disadvantage. A particular item or effective your attack is. See Area and od. For most advantages, each “use” is substance – the mitigator – temporari- Spreading Attacks (p. 413) for details. 1 minute of activation. For an attack, ly negates your disadvantage. The each “use” gives shots equal to your more effective the mitigator, the fewer Emanation 6 RoF, with a minimum one shot per points you get for the disadvantage. -20% use; for instance, three uses of an Use the following guidelines: attack with RoF 2 would give six shots. Mitigator is vulnerable, and easily You may only take this limitation The value depends on the number of stolen, broken, or misplaced (e.g., a in conjunction with Area Effect uses you get. (p. 102). It means the effect has no pair of glasses). -60%. range or Accuracy, but radiates from Uses Per Day Modifier Mitigator is a drug or other treat- your body (without affecting you, if 1 -40% ment that you must take daily. -60%. the effect is a bad one). This is incom- 2 -30% Mitigator is a weekly treatment. patible with Melee Attack and ranged 3-4 -20% -65%. attack modifiers. 5-10 -10% Mitigator is a monthly treatment. -70%. More than 10 uses per day is not a Emergencies Only significant limitation. This assumes your treatments are -30% Two special options are available available at pharmacies. If you require Your ability is triggered by your for attacks (and optionally, other abil- a special (and possibly expensive) pre- fear or excitement; you cannot use it ities) that have this enhancement: scription, add +5% to the values under “routine” conditions. The GM is above; e.g., -70% becomes -65%. If you Fast Reload: You can replace all the final arbiter. He may rule that mul- can only get your treatments from one your uses in 3 to 5 seconds simply by tiple successive failures of your power specific source, such as an experimen- replenishing ammunition. The GM make you angry enough that it begins tal drug program, add +10%; e.g., determines the weight and cost of the to work, but this is entirely up to him. -70% becomes -60%. ammunition. This halves the value of Full Power in Emergencies Only: If the limitation; e.g., three or four uses Example 1: Bad Sight is worth -25 your ability works at half power under would be worth only -10%. points. Glasses cure Bad Sight while normal conditions, but at full power Slow Reload: As above, except if you worn, but are breakable, for a -60% under stress, this limitation is not have two or more shots (not uses!) you Mitigator limitation. This reduces Bad worth as much. For traits that come in must reload each shot individually Sight to -10 points. levels, “half power” means half as (taking 3 or more seconds per shot). If Example 2: Jan has AIDS, and many levels. The GM must decide you have only one shot, it must take at would die in a month without treat- what this means for other traits (half least 6 seconds to reload – possibly ment. This level of Terminally Ill is range, duration, bonuses, etc.). -20%. longer, if using this limitation to repre- normally worth -100 points. Fortu- sent a very slow-firing weapon such as nately, Jan is on an experimental drug Extra Recoil 6 a flintlock. This makes the limitation plan that is holding him in remission. -10% per +1 Recoil worth 5% less than usual; e.g., three or The treatments are weekly (-65%) but By default, a ranged attack has four uses would be worth only -15%. impossible to find outside his pro- Recoil 1, making it virtually recoilless gram (+10%), for a -55% Mitigator (see p. 271). You may give an attack Melee Attack 6 limitation. This reduces Terminally Ill with Rapid Fire (p. 108) a higher Variable to -45 points. As long as Jan stays with Recoil (Rcl) as a limitation. Your attack functions as a melee the program, his countdown to death is halted. Recoil (Rcl) Modifier weapon. It has no range, but allows 2 -10% you to parry, use Rapid Strike, Feint, Nuisance Effect 3 -20% etc. It lacks Malf., 1/2D, Max, Acc, 4 -30% RoF, Shots, and Recoil statistics, and Variable 5+ -40% may not have any enhancement or Your ability has a “side effect” that limitation that modifies these statis- causes you serious inconvenience. The Inaccurate 6 tics. Instead, it has a Reach statistic. GM must approve this limitation and determine its value in each case, and Reach Modifier -5%/level should ruthlessly forbid effects that C -30% Your attack benefits little from are abusive or that do not genuinely 1 or 2 -25% careful aiming. Most attacks start with limit the ability’s value. A few Accuracy (Acc) 3. Each -1 to Acc is a C, 1, or 1, 2, or 2, 3 -20% 1-4 (like a whip) -15%

112 ADVANTAGES guidelines (a given trait can have more Pact (p. 121). These disadvantages give you than one of these drawbacks): Variable the usual number of points. Should you ever stray from the path, your • Your ability earns a reaction A Higher Power – god, spirit, etc. – ability immediately ceases to function penalty from those around you. grants your ability under the condi- until you repent. The limitation value Perhaps it makes you look disgusting, tion that you follow a strict moral is numerically equivalent to the point or requires you to perform some sort code. This code must take the form of cost of the required disadvantages; of distressing ritual. -5% per -1 to reac- one or more of the traits listed under e.g., a -10-point Vow gives a -10% Pact tions (maximum -4). Self-Imposed Mental Disadvantages limitation. • Your ability makes you obvious, limiting stealth and attracting ene- mies. -5%. • Your ability physically inconven- iences you – it attracts stinging insects, causes your armor to rust, makes you ravenously hungry, etc. -5%. You cannot take a valuable power as a Nuisance Effect. For instance, “Kills everyone within a mile” is not an acceptable Nuisance Effect! Neither can you claim a limitation for a harmless nuisance. If your Terror advantage attracts gerbils instead of frightening them, this is amusing but not a limitation. Onset 6 Variable You must “stack” this limitation with one of Blood Agent, Contact Agent, Follow-Up, Malediction, or Respiratory Agent. It delays the dam- age or affliction caused by the attack until some time after exposure. The delay determines the value of the lim- itation. Delay Modifier 1 minute -10% 1 hour -20% 1 day -30% 1 week (or more) -40% Delays that fall between two values use the smaller limitation; e.g., 30 minutes is -10%. If you can control the onset time, take Delay (p. 105) instead. A variant limitation is Exposure Time, which is only available for attacks with Aura or Persistent. Use it to represent radioactivity, mildly toxic gases, etc. It works just like Onset, except that the victim must be exposed for the entire period to suffer the effect (or repeat it, if you continue exposure). This is worth an extra -20%; e.g., 1 minute is -30%.

ADVANTAGES 113 Preparation Required This limitation is particularly appro- amount of time. You need not specify Variable priate for supernatural traits such as how you plan to use your ability while Channeling (p. 41) and Medium you are preparing it, but you must Your ability requires special prepa- (p. 68). specify which ability you are prepar- ration before you can use it. Perhaps You cannot use an unprepared ing if you have more than one trait you have to meditate first, or perform ability. To prepare, take the Con- with this limitation. some ritual to focus concentration. centrate maneuver for the required You can use a prepared ability nor- mally – either immediately or at a later time. However, you can only have one advantage with this limitation pre- pared at a time, and it becomes unpre- Examples of pared immediately after use, regard- less of success or failure (but if your Modified Attacks ability has continuing effects, you can Banshee’s Wail: Affliction 3 (HT-2; Area Effect, 64 yards, +300%; maintain them once activated). Emanation, -20%; Hearing-Based, +150%; Heart Attack, +300%; Limited The value of this limitation Use, 1/day, -40%; Selective Area, +20%) [243]. depends on the time required to pre- Dragon’s Breath: Burning Attack 4d (Cone, 5 yards, +100%; Limited pare the ability. Use, 3/day, -20%; Reduced Range, ¥1/5, -20%) [32]. Preparation Time Modifier Hand of Death: Toxic Attack 6d (Contact Agent, -30%; Costs Fatigue, 2 1 minute -20% FP, -10%; Delay, Variable, +20%; Low Signature, +10%; Melee Attack, 10 minutes -30% Reach C, -30%; Resistible, HT-4, -10%) [12]. 1 hour -50% Implanted 9mm SMG: Piercing Attack 3d-1 (Accurate +2, +10%; Extra 8 hours -60% Recoil +1, -10%; Increased Range, ¥20, +40%; Limited Use, 3 uses/30 shots, Fast Reload, -10%; Rapid Fire, RoF 10, +100%) [33]. Weakened Without Preparation: Lightning Bolt: Burning Attack 6d (Side Effect, Stunning, +50%; Surge, Your ability works if you do not pre- +20%) [51]. pare it beforehand, but at half dura- Mind Blast: Affliction 1 (Will; Based on Will, +20%; Malediction 2, tion, range, effect, etc. This does not +150%; Secondary Unconsciousness, +40%; Telepathic, -10%) [30]. make sense for all advantages (GM’s Poison Bite: Sharp Teeth [1], plus Toxic Attack 2d (Cyclic, 1 hour, 5 decision as to when it does). cycles, resistible, +40%; Follow-Up, Sharp Teeth, +0%; Resistible, HT-3, Weakened Without Preparation is -15%) [10]. worth exactly half as much as listed above.

114 ADVANTAGES Reduced Range For abilities that require a Ready therefore, it reduces the cost of Altered -10%/level or Concentrate maneuver, each level Time Rate by 24 points (to 76 points) of Takes Extra Time doubles the time and not by 30 points (to 70 points). You may add this limitation to any required. Activation occurs at the end You may only take Temporary advantage that has a range; e.g., of this time. For instance, Takes Extra Disadvantages that could logically Innate Attack or Scanning Sense. It Time 1 on an advantage that usually inconvenience you for the period of comes in three levels, depending on requires a one-second Ready maneu- time the advantage is normally on. In the range divisor. ver would increase the Ready time to the case of mental disadvantages 2 seconds. Range Divisor Modifier (Berserk, Lecherousness, etc.), if a For attacks, the first level of Takes 2 -10% failed self-control roll indicates that Extra Time results in a one-second 5 -20% you give in to the disadvantage, you Ready maneuver before you can make 10 -30% will suffer the disadvantage’s effects your Attack maneuver. Successive lev- until the GM rules you have regained If applied to a ranged attack that els double the Ready time. has a 1/2D range, each level reduces your composure – which might be both 1/2D and Max. You may reduce Takes Recharge long after you deactivate the advan- tage with this limitation! 1/2D only at half value (that is, Variable “Reduced 1/2D” is -5%/level). You may You can also use this limitation to not reduce Max independently. Your ability requires “recharging” remove an advantage temporarily. after each use. It is unavailable during This is worth -1% per point the negat- Resistible 6 the recharge period. Value depends on ed advantage is worth, and the point the time between uses: five seconds break cannot exceed 80% of the deac- Variable (or twice the time required to use the This limitation is only available for tivated advantage’s cost. Only one of ability, if longer) is -10%, 15 seconds the involved advantages can take this Innate Attacks that inflict fatigue or (or 5 times the time required to use toxic damage. You must combine it limitation – you cannot take two the ability, if longer) is -20%, and one advantages, both with this limitation, with one of Blood Agent, Contact hour (or 10 times the time required to Agent, Follow-Up, Respiratory Agent, each of which negates the other when use the ability, if longer) is -30%. used. or Sense-Based. It represents poison, Longer recharge times are not valid as disease, or a similar effect that a suffi- limitations (but see Limited Use, Trigger ciently healthy victim can resist or p. 112). “shrug off.” Variable The victim gets a HT roll to avoid Temporary Your advantage requires exposure the effect. A resistance roll against HT- to a specific substance or condition 5 is worth -5%. Each +1 to the roll is a Disadvantage (e.g., a dose of a drug) to function. worth another -5% (e.g., HT-4 is -10%, Variable One dose or exposure is required per and HT+4 is -50%). You may add this limitation to any one-minute “use.” Cost depends on If the attack is also Cyclic (p. 103), advantage that can be switched off the rarity of the Trigger: and on at will, and that takes at least the victim rolls before each cycle Very Common (available almost one second to switch. When you (including the first). Success means anywhere): -10%. switch on the advantage, you suffer the attack ends without further injury; Common (expensive, somewhat one or more disadvantages until you failure means the target takes damage hard to find): -20%. switch it off again. This limitation is normally and the attack continues. Occasional (very expensive and worth -1% per point the temporary hard to find): -30%. 6 disadvantages are worth, to a maxi- Sense-Based Rare (cannot be bought; must be mum of -80%. Variable found or made): -40%. On an attack with Malediction or Example: You can use your feet as Multiply the limitation value by 1.5 an ability that normally ignores DR hands, but can’t walk while doing so. if the Trigger is illegal, addictive, or (e.g., Mind Control), this is a limita- This is Extra Arms 2 (20 points) with otherwise dangerous. tion. See the Sense-Based enhance- Temporary Disadvantage: Legless ment (p. 109) for details. (-30%), for 14 points. Unconscious Only Takes Extra Time The point break due to Temporary -20% -10%/level Disadvantage cannot exceed 80% of You may only take this limitation the value of the original disadvantage. You can only apply this limitation in conjunction with Uncontrollable to abilities that require time to acti- Example: You have Altered Time (below). You cannot consciously acti- vate and that work fast enough to be Rate 1 (100 points) with Temporary vate your ability at all; it can only useful in an emergency (e.g., combat). Disadvantage: Hemophilia (-30%) – come into play under GM control, as a This is up to the GM, who is free to you bleed faster, too! Since result of stress. Like Uncontrollable, restrict this limitation to advantages Hemophilia is worth -30 points nor- you may buy this off later on, as you that take only 1 or 2 seconds to mally, the most it can be worth as a gain control over your ability. activate. Nuisance Effect is -24 points;

ADVANTAGES 115 Uncontrollable If you cannot activate your ability skill to use. You can’t learn to control -10% or -30% on your first attempt, you may try your power well. You learn all skills again once per second after that, at no associated with it as though the rele- Your ability tends to manifest itself penalty. Each successive attempt costs vant attribute were only 8 (or at one at undesirable or inappropriate times. one FP. If you are reduced to three or less than its usual value, if already at 8 Whenever the GM rules that you are fewer FP, you must rest until all FP are or worse), and your maximum skill in a stressful situation – including any regained before you can attempt to level is 10. situation that requires a Fright Check use your ability again. or a self-control roll for a mental dis- advantage – you must make a Will roll to keep your ability under control, even if you did not intend to use it! You need only roll once per stressful situation, but a roll of 14+ always fails, Example of Character Creation (cont’d) Dai’s main advantage is that he can teleport. This is Warp (p. 97), which regardless of Will. costs 100 points! But Dai has two special limitations to lower the cost. On a failure, the GM takes over First, his Warp is psionic, so “anti-psi” can keep it from working. This gives your ability, playing it as though it the Psionic Teleportation limitation, worth -10%. Second, his ability has a were an entity of a prankish or hostile very short range: 10 yards. That’s a Range Limit limitation worth -50%. nature. The actions of your ability will These limitations mean that Dai gets Warp at 60% off, for 40 points. often reflect your “suppressed We decide to give Dai another psi ability useful to a thief: a “sixth desires,” as reflected in your quirks sense” that warns him of traps and similar dangers. This is Danger Sense and mental disadvantages. (p. 47), with the ESP special limitation. Danger Sense costs a basic 15 An ability that cannot inflict dam- points, but the -10% limitation reduces this to 13.5 points, which rounds age – for instance, Flight or Jumper – up to 14 points. will activate unexpectedly. This is Even without his psi abilities, Dai is a gifted thief. His specialty is sec- inconvenient and embarrassing, but ond-story work, so we add Flexibility (p. 56), for 5 points, because it gives not overly dangerous. After each a big bonus when climbing; Perfect Balance (p. 74), for 15 points, so he uncontrolled act, you get another Will won’t lose his balance and fall off; and Absolute Direction (p. 34), for 5 roll to control your power. This goes points, to help him negotiate back alleys and rooftops. on until you make a Will roll. In this Since we want Dai to be able to disappear into a crowd, we throw in case, Uncontrollable is worth -10%. the 1-point Honest Face perk (p. 101) – he doesn’t “look like a thief.” A harmful ability goes after obvi- Dai’s advantages total 80 points, raising his current point total to 223 ous foes first, and will never turn on points. you . . . but nobody else is safe! After each uncontrolled act (or before an attack on a Dependent or other loved one), you get another Will roll to con- trol your power. This continues until you make a Will roll or destroy every- Activation Number Modifier GADGET thing around you! For destructive 5 -80% powers, Uncontrollable is worth -30%. 8 -40% LIMITATIONS You may buy this limitation off 11 -20% The GM may require you to pay later on, as you gain control over your 14 -10% points for any “gadget” that grants ability. traits that usually cost points (attrib- Unreliable works differently when ute levels, advantages, etc.). However, Unreliable applied to attacks which are also gadg- he should charge points only for items Variable ets or built-in firearms. Instead of that even the most advanced technolo- Sometimes your ability works and requiring an activation roll, it gives a gy could not produce (e.g., a ring that sometimes it doesn’t! It just comes and Malfunction number worse than 17. bestows Luck) – and even then, only if goes, and you’ve never identified why. Malf. Modifier those items are not for sale at any This is completely separate from any 12 -25% price in the game world. roll normally needed to activate the 13 -20% In particular, the GM should never ability. You can have skill 20 and still 14 -15% charge points for ordinary, manufac- have problems making it work! 15 -10% tured equipment – or even for special Every time you want to use the 16 -5% equipment, if it is for sale – unless it power, you must roll the activation happens to be Signature Gear (p. 85). number (see below) or less on 3d. Untrainable Body armor, a rifle, and night-vision Once you succeed, the ability will -40% goggles effectively bestow Damage work for that particular use. When Resistance, Innate Attack, and You may only apply this limitation you cease to use it, you must make Infravision, respectively . . . but since to abilities that normally require a another activation roll to start it again.

116 ADVANTAGES anyone could buy these items, they chooses the skill(s) needed to make Easily snatched with an unopposed have a cash cost, not a point cost. repairs. If you cannot repair it, and it DX roll (e.g., a hat): -40%. Traits bestowed by items have requires inconvenient time, effort, or Thief must win a Quick Contest of their usual point cost. You can give expense to replace (GM’s decision), it DX (e.g., a bracelet) or ST (e.g., a them any logical combination of is worth an additional -15%. wand) with you: -30%. modifiers, plus one or more of the Size: The item’s Size Modifier Can only by taken by stealth or special limitations below. affects Vision rolls to identify it out of trickery (e.g., a coin in a pocket): combat and rolls to hit it in combat. -20%. Breakable Must be forcefully removed (e.g., a SM Modifier suit of armor): -10%. Variable -9 or less 0% Your foes can destroy the item. -7 or -8 -5% Halve the value of the limitation if Once destroyed, it will cease to grant -5 or -6 -10% the gadget will not immediately work you its benefits until repaired. Add the -3 or -4 -15% for the thief. following elements together to find -1 or -2 -20% the final limitation value. 0 or more -25% Unique Durability: The easier the object is -25% to break, the greater the limitation. Can Be Stolen You may only take this limitation Decide on the gadget’s weight and DR. Variable in conjunction with Breakable or Can Your foes can take this item from Be Stolen. Normally, you can replace a DR Modifier you, depriving you of its benefits. This broken or stolen gadget – although 2 or less -20% is only a limitation if the item is obvi- this might require significant time and 3-5 -15% ously powerful and likely to be the tar- effort (GM’s decision). If the item is 6-15 -10% get of theft! The value of the limitation Unique, you cannot replace it! 16-25 -5% depends on how hard it is to steal: Character points spent for the item are 26 or higher 0% lost for good if it is broken or stolen. If the object is a machine that can break down (as opposed to a simple artifact, like a ring or a hat), add The GM is free to add as many new another -5%. See Damage to Objects (p. 483) to determine HP and the advantages as he can think of. Players take note: effects of damage. You may invent new advantages only with the Reparability: You can normally repair your gadget if it breaks; the GM GM’s permission. NEW ADVANTAGES The GM (no doubt with the enthusi- Rename Vision assumes natural, dark-adapted astic advice of the players!) is free to The advantage you’re looking for eyes, but you are free to explain it as add as many new advantages as he can might already exist, but under a ultra-tech implants, if that suits your think of. What follows are some guide- moniker you dislike or find unintuitive. campaign better. lines on how to balance the costs of In this case, creating a “new” advantage such advantages in light of the traits in is just a matter of changing the name! Combine this chapter. For instance, if you want a Light Still other “new” advantages are Players take note: these rules are for Intensification advantage that lets combinations of existing traits. If a mix GMs. You may invent new advantages those who have it see in the dark, just of advantages (possibly with a few dis- only with the GM’s permission. rename “Night Vision” to “Light advantages, to bring the cost down) col- Intensification.” lectively provide the effects you want, ODIFYING just group them together, add their M Redefine costs, and rename the whole thing. EXISTING Many “new” advantages amount to For instance, you might lump existing advantages with revised special together Acute Vision 5 [10], Night ADVANTAGES effects. If an existing advantage pro- Vision 5 [5], and Colorblindness [-10] as the “Cat’s Eye Mk. V” implant. GURPS has a lot of advantages. vides the right ability with the wrong Players would just list “Cat’s Eye Mk. V Often, one of these is similar to what justification, use the game mechanics [5]” on their character sheet. you had in mind, in which case you can and point cost of the existing trait but Note that this is identical to the way “tweak” an existing ability instead of come up with a new explanation for meta-traits work in Chapter 7. inventing a new one. how it works. For instance, Night

ADVANTAGES 117 Modify 5 points, but you don’t want to make ultra-tech healing, the point value of The game mechanics for an exist- the ability to see ghosts a freebie. To the bonus is reduced to 1/10 of nor- ing advantage will sometimes be justify shaving the cost down to 5 mal, for a net cost of 5 points. almost, but not quite, what you want. points, you toss in a -1 to Vision rolls 2. Bonuses to skill rolls. In general, In that case, start with the nearest made in bright daylight. After all, simply work out the equivalent Talent existing advantage, apply enhance- everyone knows the undead don’t like (p. 89) and add its cost to the advan- ments and limitations that add the sunlight! tage. If the advantage modifies one desired effects, and present the final skill, then assume it is worth 2 points product as an entirely new advantage. per +1 to skill, to a maximum of +3 to skill for 6 points. 3. Bonuses to reaction rolls. Work out reaction bonuses as described for Reputation (p. 26). You may include a bonus that applies to a very small class of people (e.g., “anyone with a Ph.D. in Comparative Anatomy from Harvard,” unless the campaign hap- pens to be set at Harvard Medical School) for free as a “special effect.” Note that these bonuses need not be actual Reputations – they could as eas- ily be due to looks, a psionic aura, or mind-control lasers. 4. Unique abilities that those with- out the advantage do not have in any measure. You should price these abili- ties by comparison. Examine other traits in the rules and assign a similar cost for an advantage that is about equal in power. Reduce or increase the cost if the ability is slightly more or less powerful than the one to which you are comparing it. For instance, “automatically makes all normal Vision rolls” is about as useful as For instance, suppose undead “automatically makes all Fright beings in your campaign can see the DESIGNING Checks,” so you might price that abili- Spectral Plane. This gives them Night NTIRELY EW ty along the lines of Unfazeable, for 15 Vision with the side effects that they E N points. see ghosts and have glowing red eyes. ADVANTAGES You could write this as “Night Vision 5 Finalizing the Cost There are times when nothing less (Affects Insubstantial, +20%; To determine the final cost of a than a totally new advantage will do. Temporary Disadvantage: Unnatural new advantage, add up the costs of all Advantages in GURPS usually grant Feature, -5%) [6],” but it would be the abilities it grants. If the advantage one of four basic types of abilities simpler to write “Spectral Vision [6]” is extremely rare, and those who have (although a single advantage often on character sheets and leave the it could reliably use it as a surprise qualifies in more than one category). design details in your notes. tactic or as a means of making money, 1. Situational bonuses to attributes. increase its final cost by up to 100%. Fine-Tune Handle attribute bonuses by assuming Conversely, if the GM wants it to be After applying the above processes that each +1 is worth 10 points for ST extremely common, he may reduce its to achieve the effects you seek, you or HT, or 20 points for DX or IQ, and final cost by as much as 50%. Use fine- might wish to add some “color” or then modifying the cost downward to tuning (above) to further adjust the adjust the cost – perhaps by adding reflect how often the bonus applies. cost. minor side effects, such as small mod- See Accessibility (p. 110) for inspira- The GM is the final arbiter when it ifiers to certain success rolls. The tion. For instance, Rapid Healing is comes to the cost of new advantages. guidelines and examples under Perks basically +5 HT (base cost 50 points) He is free to charge an Unusual (p. 100) and Quirks (p. 162) can be that only applies to rolls to recover Background – over and above the cost useful here. from damage. Since most people go to of the advantage – for any new advan- For instance, you might want great pains to avoid damage, and since tage he wishes to restrict to a certain “Spectral Vision” to cost a nice, round rolls for natural recovery rarely matter class of characters. This is in addition in settings with magical, psionic, or to any “built-in” rarity modifier.

118 ADVANTAGES CHAPTER THREE DISADVANTAGES

A “disadvantage” is a problem or imperfection that renders you less capable than your attrib- utes, advantages, and skills would indicate. In addition to the traits in this chapter, this includes anything with a negative point cost in Chapter 1: low Status, below-average Wealth, etc. You are probably wondering, “Why would I want to give my character disadvantages?” There are two good reasons: 1. Each disadvantage has a negative cost in character points. Thus, disadvantages give you extra character points, which let you improve your character in other ways. But note that dis- advantages limit you in proportion to their cost. Be sure to read the disadvantage description in full to know what you are getting into! 2. An imperfection or two makes your char- acter more interesting and realistic, and adds to the fun of roleplaying!

Disadvantages for Heroes Two kinds of disadvantages are particularly suitable for hero- ic PCs. Roleplayed well, they might limit the character’s choices, but they should make the player’s experience more fun. “Good” Disadvantages It might seem strange that virtues such as Truthfulness and Sense of Duty are listed as “disadvantages.” In the real world, we regard such traits as advantages! Their disadvantage value in GURPS comes from the fact that these virtues limit your free- dom of action. For instance, someone with Truthfulness will have trouble lying, even for a good cause; therefore, within the framework of the game, he has a disadvantage. This has one very worthwhile benefit: if you want to create a wholly heroic character, you don’t have to take any “character flaws” at all. You can get points by choosing only those disadvantages that are actually virtuous! Tragic Flaws Many of the greatest heroes of history and literature had a “tragic flaw.” Alcoholism, great ugliness, bad temper, compulsive behavior, and even drug addiction – all are found in the heroes of fact and fiction. So don’t assume that your heroes have to be per- fect . . . try giving them significant problems to overcome.

DISADVANTAGES 119 adventure fiction, so they are included back” points with which to buy abili- RESTRICTIONS ON in the interest of good NPC creation. ties – they just lower your point value! DISADVANTAGES Example: If you start out blind, you Your GM might wish to “cap” the TYPES OF start with an extra 50 points . . . but if extra points you can gain from disad- an explosion blinds you during the vantages; see Disadvantage Limit DISADVANTAGES game, you’re just blind and that’s that. (p. 11). This limit applies to the total Like advantages, disadvantages are Reduce your point total by 50 points points you can get from all traits with classified according to how they work to reflect your new disadvantage. You negative point costs, from Chapter 1 in play and who can have them. should not keep the same point total (reduced attributes, low Status, etc.) and take 50 points of compensating or the list below. Mandatory disadvan- Mental 2, Physical 3, advantages! tages assigned by the GM don’t count and Social 4 Physical disadvantages are marked against this limit. Mental disadvantages originate 3. Most GMs will want to enforce two from your mind or soul. They stay Social disadvantages are associated additional restrictions: with you if your mind ends up in a with your identity. Should it become new body. This category includes the important to know whether they go Negated Disadvantages vast majority of “magical,” “psionic,” with mind or body, the GM’s word is You cannot take a disadvantage and “spiritual” traits. Mental disad- final. Note that this category includes that one of your advantages would vantages are marked 2. below-average Status, Wealth, and so mitigate or negate! For instance, if you Physical disadvantages are associ- forth from Chapter 1. Social disadvan- have Acute Hearing, you cannot take ated with your body. You can escape tages are marked 4. Hard of Hearing. Contradictory disad- them by moving to a new body! If vantages, such as Curious and another mind occupies your body, the The GM is the final judge of which Incurious, are also mutually exclusive. new owner gains your physical category a disadvantage belongs in. It The GM has the final say as to which disadvantages. is possible to interpret certain disad- traits are compatible. vantages in more than one way! Exotic 1, Supernatural 5, and Mundane Exotic disadvantages are forbidden to normal humans. Nonhumans may acquire such traits from their racial Secret Disadvantages template (see Chapter 7), but they still You may give your character a disadvantage unknown both to him and need the GM’s permission to take to you. Choose a point value and tell the GM. The GM will select a disad- additional exotic disadvantages. vantage and give you its value plus an additional -5 points (e.g., Exotic disadvantages are marked 1. Unluckiness, normally worth -10 points, gives -15 points as a secret dis- Supernatural disadvantages are the advantage) . . . but he will not give you any hints as to what it is! When result of divine intervention, magic, your disadvantage finally becomes obvious in the course of play (GM’s psionics, etc. With the GM’s permis- decision), you must buy off the extra -5 points as soon as possible. sion, anyone might be cursed in this The GM must pick a secret disadvantage carefully. It should be some- way – but only if supernatural powers thing that you could believably not know about. If it is a mental disad- exist in the game world. Supernatural vantage, the conditions that trigger it should never have arisen (Berserk, disadvantages are marked 5. Bloodlust, Combat Paralysis, the less-common Phobias, and Split Mundane disadvantages are every- Personality all work well here). Most physical disadvantages are too obvi- thing else. They are inborn, acquired, ous – although something like Hemophilia might go unnoticed. or self-imposed handicaps that any- You can only list one secret disadvantage on your character sheet, but one might have. Mundane disadvan- this might represent more than one trait. The GM is free to select multi- tages are not marked in any special ple, related disadvantages worth the appropriate number of points. way. Assume that a disadvantage with neither 1 nor 5 is available to anyone. SELF-CONTROL You can acquire a physical disad- FOR ENTAL Villain Disadvantages vantage during play, most likely due to M Some disadvantages – Sadism, for accident or combat. In this case, you DISADVANTAGES instance – are not at all suitable for a immediately suffer the bad effects of Many mental disadvantages do not “hero,” and the GM is free to forbid the disadvantage. Unlike starting dis- affect you constantly – you may them to PCs. But they are often found advantages, however, physical handi- attempt to control your urges. An in the more fiendish villains of caps acquired in play do not “give

120 DISADVANTAGES asterisk (*) appears next to the point cost of any disadvantage that offers a chance to resist. For each disadvan- tage like this, you must choose a self- Self-Imposed Mental Disadvantages control number: the number you must Certain mental disadvantages – Code of Honor (p. 127), Disciplines of roll on 3d to avoid giving in. This mod- Faith (p. 132), Fanaticism (p. 136), Honesty (p. 138), Intolerance (p. 140), ifies point value as follows: Sense of Duty (p. 153), Trademark (p. 159), and Vow (p. 160) – are not psy- You resist quite rarely (roll of 6 or chiatric problems, but beliefs or codes of conduct. Such “self-imposed less): 2 ¥ listed cost. mental disadvantages” share three features that distinguish them from You resist fairly often (roll of 9 or other mental disadvantages: less): 1.5 ¥ listed cost. • They can be “bought off” with earned points at any time. People real- You resist quite often (roll of 12 or ly do wake up in the morning and resolve to live their lives differently for less): listed cost. no apparent reason! You resist almost all the time (roll • They cannot be caused by Afflictions (p. 35), drugs, brain surgery, and of 15 or less): 0.5 ¥ listed cost. similar “quick and dirty” behavior alteration. Such techniques can create Drop all fractions (e.g., -22.5 points a pacifist or a maniac, but you need magic, Mind Control (p. 68), or pro- becomes -22 points). longed Brainwashing (p. 182) to impose anything as complex as a code of The “default” self-control number conduct. is 12: you must roll 12 or less on 3d to • They can be used with the Pact limitation (p. 113) as conditions to avoid giving in to your problem. This which you must adhere to retain certain supernatural powers. lets you use disadvantage costs as written. Choose a self-control number of 15 if you wish to have a tendency toward a disadvantage instead of a full-blown case. A self-control number and afflictions can make you more or gone for good, but there will be times of 9 will regularly limit your options. A less likely to give in. Other disadvan- when staying on the straight and nar- self-control number of 6 can be crip- tages can make you irritable, reducing row is worth the sacrifice. In this case, pling (especially with genuine psychi- your odds of resisting. See the disad- the GM should not penalize you for atric problems). vantage descriptions for details. bad roleplaying, because you are penalizing yourself! Note your self-control number in Example: Your self-control number Note that high Will helps you make parentheses after the name of the dis- is 15, but you are in a highly stressful Fright Checks and resist supernatural advantage on your character sheet. situation that gives -5 to your self-con- emotion control, but it does not For instance, if you can resist Berserk trol roll. You must roll 10 or less to improve self-control rolls – not even on a roll of 9 or less, write this as resist your disadvantage. “Berserk (9).” for disadvantages with effects identi- cal to these things. Mental disadvan- tages represent an aspect of your per- sonality that you cannot simply will (or reason) away. This is part of what Many mental disadvantages do not affect you makes them disadvantages! constantly – you may attempt to control your urges. “BUYING OFF” DISADVANTAGES You may use bonus points to “buy Self-Control Rolls You never have to try a self-control off” many disadvantages – whether In circumstances that are likely to roll – you can always give in willingly, you started with them or acquired trigger your problem, you may opt to and it is good roleplaying to do so. them in play. This costs as many roll 3d against your self-control num- However, there will be times when you points as the disadvantage originally ber to see whether your disadvantage really need to resist your urges, and gave you. If the GM permits, you may actually affects you. If you roll less that is what the roll is for. Be aware buy off leveled disadvantages one than or equal to this number, you that if you attempt self-control rolls level at a time. Likewise, you can buy resist your disadvantage – this time. too often, the GM may penalize you off those with self-control numbers Otherwise, you suffer the listed effects. for bad roleplaying by awarding you gradually, by raising the self-control This is called a self-control roll. fewer earned points. number. In both cases, the point cost Like all success rolls, self-control Optionally, the GM may permit you is the difference between your former rolls are subject to modifiers. to use one unspent character point to level and your current one. For more Exceptionally mild or severe stimuli “buy” an automatic success on a self- on buying off disadvantages, see can give bonuses or penalties. Drugs control roll. Points spent this way are Chapter 9.

DISADVANTAGES 121 DISADVANTAGE LIST Absent-Mindedness 2 Expensive (up to 0.5% of average causes psychological dependency is a 10 points. -15 points starting wealth): - mental disadvantage; withdrawal Very expensive (more than 0.5% of from such a drug requires a series of You have trouble focusing on any- average starting wealth): -20 points. Will rolls, and may result in mental thing not of immediate interest. You Effects problems. Addiction to a drug that have -5 on all IQ and IQ-based skill induces physiological dependency is a rolls, save those for the task you are Incapacitating or hallucinogenic: -10 points. physical disadvantage; withdrawal is a currently concentrating on. If no function of your HT, and may cause engaging task or topic presents itself, Highly addictive (-5 on withdrawal roll): -5 points. physical injury. For details, see Drug your attention will drift to more inter- Withdrawal (p. 440). Should you suc- esting matters in five minutes, and Totally addictive (-10 on withdraw- al roll): -10 points. cessfully withdraw from an Addiction, you will ignore your immediate sur- you must immediately buy off this dis- roundings until something catches Legality advantage. your attention and brings you back. Illegal: +0 points. Once adrift in your own thoughts, you Legal: +5 points. Minor Addictions must roll against Perception-5 in For an Addiction worth only -5 order to notice any event short of per- Examples: Tobacco is cheap, highly points, the GM may rule that the sonal physical injury. addictive, and legal; a chain-smoker expense, stigma, and detrimental You may attempt to rivet your has a -5-point Addiction. Heroin is long-term effects of use are the whole attention on a boring topic through very expensive, incapacitating, totally of the disadvantage, and waive the sheer strength of will. To do so, make addictive, and illegal; a heroin addict usual withdrawal rules. This is appro- a Will-5 roll once every five minutes. has a -40-point Addiction. priate for such drugs as tobacco and caffeine. If forced to go without, you “Boring topics” include small talk, Non-Chemical Addictions: You can must make a Will or HT roll as usual, repetitive manual tasks, guard duty, take Addiction to an activity instead of but the only effects on a failure are driving on an empty highway . . . a drug – for instance, telepathic con- general anxiety, irritability, or restless- Absent-minded individuals also tact or spending time in virtual reality. ness. This manifests as a temporary -1 tend to forget trivial tasks (like paying If this costs money, price the to DX, IQ, self-control rolls, or reac- the bills) and items (like car keys and Addiction based on its daily cost. If it tion rolls (GM’s choice) – not as insan- checkbooks). Whenever it becomes is free (e.g., telepathic contact), treat it ity or injury. Successive failures pro- important that you have performed as “Cheap” if it you can do it almost long the duration of the effects; they such a task or brought such an item, anywhere (telepathic contact with do not increase the size of the penalty. the GM should call for a roll against anyone) or as “Expensive” if restrictive If you can make 14 successful rolls in IQ-2. On a failure, this detail slipped conditions apply (telepathic contact succession, you must buy off your your attention. with one specific person). Such Addiction. Addictions almost always cause psy- Example: An absent-minded detec- It is also possible to create a 0- chological dependency (see With- tive is in a shootout. He was involved point Addiction using these rules. drawal, below). in gunplay earlier in the day, in which Such Addictions are always Minor he fired four rounds, so the GM calls Effects of Drugs Addictions, and you may take them as for an IQ-2 roll. The detective fails the A stimulating drug leaves you feel- -1-point quirks (see Quirks, p. 162). roll, and discovers too late that he for- ing energized . . . until it wears off. got to reload his weapon, so his Then you are depressed and irritable. Alcoholism 3 revolver has only two bullets left! An incapacitating drug renders you -15 or -20 points This is the classic disadvantage for unconscious (or just blissfully, useless- You are an alcohol addict. eccentric geniuses. ly drowsy) for about two hours. A hal- Alcoholism uses the Addiction rules lucinogenic drug renders you useless (above). It is cheap, incapacitating, Addiction 2/3 for work or combat, though you might and usually legal, so it would normal- be active and talkative. Some drugs ly be a -10-point Addiction. But it is Variable (e.g., tobacco) have none of these You are addicted to a drug, which also insidious; therefore, it is worth effects, while others have unique -15 points – or -20 points if it is illegal. you must use daily or suffer with- effects. Side effects are also possible. drawal. The value of this disadvantage Most of the time, you may confine For detailed rules, see Addictive Drugs your drinking to the evenings, and depends on the cost, effects, and legal- (p. 440). ity of the drug: therefore function normally (for game Withdrawal purposes). However, any time you are Cost (per day) Sometimes, voluntarily or other- in the presence of alcohol, you must Cheap (up to 0.1% of average wise, you must try to give up your roll vs. Will to avoid partaking. A failed starting wealth): -5 points. Addiction. Addiction to a drug that roll means you go on a “binge” lasting

122 DISADVANTAGES 2d hours, followed by a hangover; see it! Your IQ-based skill rolls are at -2 constant agony. On a critical failure, Drinking and Intoxication (p. 439). unless the GM feels that memory you take 1d-3 damage and are at -6 DX Alcoholics on a binge are character- would have no effect at all on the task and -4 IQ. -25 points. ized by sudden mood swings – from at hand. -25 points. High Pain Threshold (p. 59) halves extreme friendliness to extreme hostil- You can only buy off Amnesia if all DX and IQ penalties (drop frac- ity – and may attack friends, talk too there is some reason why you might tions), but does not eliminate them freely, or make other mistakes. recover your memory; e.g., meeting an completely. The other drawback of Alcoholism old friend, reliving some fateful event, is that it is hard to get rid of. Should or the ever-popular blow to the head. 3 you manage to “withdraw,” you no Bad Grip In most cases, the cure will be related longer need to drink daily . . . but you -5 points/level to the cause of the memory loss. must still make a Will+4 roll whenever You have a penalty on tasks that Particularly twisted GMs might enjoy you are in the presence of alcohol. A require a firm grip. Each level (maxi- making the cause in question some failed roll does not reinstate the addic- mum three levels) gives -2 with such form of brainwashing. In this case, tion, but does set off a binge. (Three tasks. This penalty is overall – not per one of the hidden disadvantages will binges in a week will reinstate the hand. Affected tasks include melee probably be an Enemy with sufficient addiction.) Thus, there is no normal weapon use, climbing, catching resources to have arranged the brain- way to “buy off” this disadvantage. things, and anything else the GM washing in the first place. Continued Alcoholism will steal deems requires a firm grip (e.g., an your abilities. You must roll yearly Acrobatics roll to catch a trapeze). against HT+2 until you withdraw. Appearance This disadvantage is mutually Failure means you lose a level from see p. 21 exclusive with No Fine Manipulators one of your four basic attributes – roll Below-average appearance is a dis- (p. 145). randomly to determine which. advantage, and should be noted as such on your character sheet. Bad Sight 3 2 Amnesia 3 -25 points -10 or -25 points Bad Back You have poor vision. This applies You’ve lost your memory. You can’t -15 or -25 points to all your visual senses: regular remember any of your past life, For whatever reason, your spinal vision, Infravision, Ultravision, etc. including your name. This disadvan- column is in bad shape. During stren- You may be nearsighted or farsighted tage comes in two levels: uous physical activity, you may “throw – your choice. your back” and suffer crippling pain Nearsighted: You cannot read small Partial Amnesia: You, the player, or further injury. Whenever you make print, computer displays, etc., more can see your character sheet, but the a ST roll, and whenever you roll 17 or than a foot away, or road signs, etc., at GM may reserve up to -30 points of 18 on an attack or defense roll in more than about 10 yards. You are at your disadvantage allotment for melee combat, or on a roll for an “ath- -6 to Vision rolls to spot items more “secret” disadvantages of his choos- letic” skill such as Acrobatics, make a than one yard away. When making a ing. You know that you can use certain HT roll as well. skills, but have no idea where you melee attack, you are at -2 to skill. learned them. You are likely to have Modifiers: Any modifiers to the suc- When making a ranged attack, double enemies – and possibly friends – that cess roll for the activity that triggered the actual distance to the target when you can’t remember. If you turn your- the HT roll. For a long task that allows calculating the range modifier. -25 self in to the police, they can perform the luxury of planning, you can try to points. their standard ID checks . . . but you minimize the strain on your back; a Farsighted: You cannot read text might turn out to be a wanted crimi- successful IQ-2 or Physiology+4 roll except with great difficulty (triple nor- nal. Even if you aren’t, finding out gives +2 on the HT roll. mal time). You are at -6 to Vision rolls to spot items within one yard, and you your name won’t restore your memo- On a failure, you throw your back. have -3 to DX on any close manual ry! -10 points. Consequences depend on the severity task, including close combat. -25 Total Amnesia: The only traits you of your case: can specify during character creation points. are those you could see in a mirror. Mild: You are at -3 DX until you Special Limitations The GM assigns everything else – and rest or someone helps you; a First Aid- Mitigator: At TL5+, you can acquire holds onto your full character sheet 2 roll will reset your back. You are also glasses that compensate totally for until your memory returns! You have at -3 IQ, but during the next second Bad Sight while they are worn. At no idea of your full abilities. Since the only (for your next turn, in combat). TL7+, contact lenses are available. In GM knows your quirks and mental On a critical failure, you are at -5 DX both cases, remember that accidents traits, and you don’t, he will some- and must make a Will roll to perform can happen . . . and that enemies can times overrule your statements about any physical action. -15 points. deprive you of these items. If you are what you’re doing. He will also make Severe: The HT roll is at -2. On a starting at a tech level in which vision all skill rolls for you, because you have failure, DX and IQ are both at -4 until can be corrected, you must take this no idea what you can do until you try you receive rest or help; you are in limitation. -60%.

DISADVANTAGES 123 Bad Smell 3 take no more than one second). Once avoid doing damage to objects on -10 points your gun is empty, you must either another’s territory. Whether you draw another gun or charge into regard humans as individuals with ter- You exude an appalling odor that melee combat. ritory rights is an open question! You you cannot remove, such as the stench • You are immune to stun and might also understand dominance, of death and decay. This causes a -2 shock, and your injuries cause no and respect or even obey a human reaction from most people and ani- penalty to your Move score. You make who has proved to be stronger than mals (although pests or carrion-eating all rolls to remain conscious or alive at you. scavengers might be unusually attract- +4 to HT. If you don’t fail any rolls, you You cannot take an Odious ed to you!). You can mask the smell remain alive and madly attacking Personal Habit for your beast-like with perfumes, but the overpowering until you reach -5¥HP. Then you fall – behavior; that’s included in the cost of amount needed results in the same dead! Bestial. But if your behavior is reaction penalty. • When you down a foe, you may extremely repugnant to humans – 2 (if you wish) attempt another self-con- equivalent in severity to a -15-point Bad Temper trol roll to see if you snap out of the Odious Personal Habit – the GM -10 points* berserk state. If you fail (or do not might rule that Bestial is worth -15 You are not in full control of your roll), you remain berserk and attack points instead of the usual -10. You are emotions. Make a self-control roll in the next foe. Treat any friend who free to take Odious Personal Habits any stressful situation. If you fail, you attempts to restrain you as a foe! You unrelated to beast-like behavior lose your temper and must insult, get to roll again each time you down a (including “eats humans”), however. attack, or otherwise act against the foe, and you get one extra roll when no Bestial is not necessarily tied to low cause of the stress. more foes remain. If you are still IQ, but roleplaying a character who is berserk, you start to attack your both Bestial and remarkably intelli- Berserk 2 friends . . . gent would be a major challenge requiring a lot of thought and effort. -10 points* Once you snap out of the berserk The GM may therefore choose to You tend to rampage out of control state, all your wounds immediately restrict Bestial to characters with IQ when you or a loved one is harmed, affect you. Roll at normal HT to see scores under 10 (or even under 6!), or making frenzied attacks against who- whether you remain conscious and simply reserve it for NPCs. ever or whatever you see as the cause alive. of the trouble. If you also suffer from Note that the Wild Animal meta- Bad Temper (above), any stress may Special Enhancements trait (p. 263) includes this disadvan- trigger Berserk. Battle Rage. You go berserk in any tage. Make a self-control roll any time combat situation, regardless of you suffer damage over 1/4 your HP in whether you have been injured. To Blindness 3 the space of one second, and whenev- avoid this, you must make a self-con- -50 points er you witness equivalent harm to a trol roll when you first enter combat You cannot see at all. In unfamiliar loved one. If you fail, you go berserk. (even a barroom brawl or a boxing territory, you must travel slowly and You go berserk automatically if you match). +50%. carefully, or have a companion or fail a self-control roll for Bad Temper! 21 guide animal lead you. Many actions You may deliberately go berserk by tak- Bestial are impossible for you; the GM should ing the Concentrate maneuver and -10 or -15 points use common sense. making a successful Will roll. Once You think and react like a wild ani- You are at -6 to all combat skills. you are berserk, the following rules mal. You have no concept of “civi- You can use hand weapons, but you apply: lized” standards of morality or propri- cannot target a particular hit location. ety, and no concept of property. You If using a ranged weapon, you can • If armed with a hand weapon, fight or flee from those who frighten only attack randomly, or engage tar- you must make an All-Out Attack each or threaten you. You cannot learn gets so close that you can hear them. turn a foe is in range. If no foe is in skills that, in the GM’s opinion, rely on All this assumes you are accustomed range, you must use a Move maneuver “civilized” notions of art or social to blindness. If you suddenly lose your to get as close as possible to a foe – interaction, and you have no default eyesight, you fight at -10, just as if you and if you can Move and Attack, or with such skills. were in total darkness. In either case, end your Move with a slam, you will. You are not necessarily out of con- you suffer no extra penalties for oper- • If the enemy is more than 20 trol; you simply react in an animalistic ating in the dark. yards away, you may attack with a manner. You will usually ignore those If you have Blindness, you cannot ranged weapon if you have one, but who leave you alone (unless they’re purchase superhuman vision abilities. you may not take the Aim maneuver. If food!), and might even come to dis- If you see in a spectrum other than the using a gun, you blaze away at your play affection for those who treat you visible one, you have the 0-point ver- maximum rate of fire until your gun is with special kindness. You cannot sion of Infravision (p. 60) or empty. You cannot reload unless your understand property in the human Ultravision (p. 94) – not Blindness and weapon – and your Fast-Draw skill – sense, but (depending on your race) the 10-point version of one of those lets you reload “without thought” (can you might understand territory and advantages. Note that Scanning Sense

124 DISADVANTAGES (p. 81) and Vibration Sense (p. 96) are with those who have suffered the con- Cannot Speak: You can make vocal not vision; you may take either of sequences of your callousness in the sounds (bark, growl, trill, etc., as these traits in conjunction with past (GM’s decision). As well, past vic- appropriate), but your speech organs Blindness, at the usual point costs. tims, and anyone with Empathy, will are incapable of the subtle modula- react to you at -1. But ruthlessness has tions required for language. You may Bloodlust 2 its perks: you get an extra +1 to still have the Mimicry or Voice advan- -10 points* Interrogation and Intimidation rolls tage, or the Disturbing Voice disadvan- You want to see your foes dead. In when you use threats or torture. tage (but not Stuttering). Most animals battle, you must go for killing blows, have this trait. -15 points. and put in an extra shot to make sure of a downed foe. You must make a self-control roll whenever you need to accept a surrender, evade a sentry, take a prisoner, etc. If you fail, you attempt to kill your foe instead – even if that means breaking the law, com- promising stealth, wasting ammo, or violating orders. Out of combat, you never forget that a foe is a foe. This may seem a truly evil trait, but many fictional heroes suffer from it. The hero is not a fiend or sadist; his animosity is limited to “legitimate” enemies, be they criminals, enemy sol- diers, or feuding clansmen. He often has a good reason for feeling as he does. And, in an ordinary tavern brawl, he would use his fists like any- one else. On the other hand, a gladia- tor or duelist with Bloodlust would be very unpopular, a policeman would soon be up on charges, and a soldier would risk a court-martial. 2 2 Cannot Learn Mute: You cannot vocalize at all. All Bully -30 points -10 points* communications with others must be You cannot spend earned character nonverbal: writing, sign language, You like to push people around points to add or improve DX, IQ, Morse code, telepathy, etc. Time spent whenever you can get away with it. skills, or mental advantages, nor can communicating this way counts at full Depending on your personality and you acquire new techniques (see value for study of the related skills (see position, this might take the form of Techniques, p. 229) or familiarities Chapter 9). No roll is required (or physical attacks, intellectual harass- (see Familiarity, p. 169) to accompany allowed!) when you try to communi- ment, or social “cutting.” Make a self- existing skills. You are stuck with your cate with PCs who don’t know your control roll to avoid gross bullying starting abilities! sign language – roleplay this on your when you know you shouldn’t – but to You can still increase your ST and own! You cannot have any other voice- roleplay your character properly, you HT, and add physical advantages (with related traits. -25 points. should bully anybody you can. Since the GM’s permission). As well, Cannot nobody likes a bully, others react to Learn doesn’t prevent you from tem- Charitable 2 you at -2. porarily acquiring skills using the -15 points* Modular Abilities advantage (p. 71). You are acutely aware of others’ Callous 2 Those with computer brains often emotions, and feel compelled to help -5 points possess both traits. those around you – even legitimate This trait is most suitable for You are merciless, if not cruel. You enemies. Make a self-control roll in golems, mindless undead, robots, and can decipher others’ emotions, but any situation where you could render other automata. you do so only to manipulate them – aid or are specifically asked for help, you don’t care about their feelings or 3 but should resist the urge. If you fail, pain. This gives you -3 on all Teaching Cannot Speak you must offer assistance, even if that rolls, on Psychology rolls made to help -15 or -25 points means violating orders or walking into others (as opposed to deduce weak- You have a limited capacity for a potential trap. nesses or conduct scientific research), speech. This trait comes in two levels: and on any skill roll made to interact

DISADVANTAGES 125 Chronic Depression 2 While in pain, reduce your DX and Attack occurs on a roll of 12 or less: 2. -15 points* IQ by the amount specified for the ¥ severity of your pain (see below). Attack occurs on a roll of 15 or less: You’ve lost your will to live. You’d Reduce self-control rolls to resist dis- ¥3. commit suicide, but it seems like so advantages such as Bad Temper and much trouble. Make a self-control roll Berserk by the same amount – some- Chummy 2 to do anything but acquire and con- one in pain is more likely to lose his sume the minimum necessities for -5 or -10 points cool. If the GM rules that the attack You work well with others and seek survival (for instance, to motivate occurs while you are trying to sleep, yourself to go to a movie, attend a job out company. This trait comes in two you suffer penalties for sleep depriva- levels: interview, or keep a date), or whenev- tion instead of the usual effects of this er you must choose between two or disadvantage. Chummy: You react to others at +2 more actions. If you fail, you take the Chronic Pain attacks endure for a most of the time. When alone, you are path of least resistance. This usually fixed “interval,” after which you may unhappy and distracted, and suffer a means staying put and doing nothing. attempt a HT roll to recover. If you -1 penalty to IQ-based skills. -5 points. If your self-control number is suffi- succeed, you have dealt with your pain Gregarious: You usually react to ciently low, you will find it almost . . . today. If you fail, the attack contin- others at +4. You are miserable when impossible to do anything at all for ues for another interval, after which alone, and use IQ-based skills at -2 – or yourself, unless someone physically you may attempt another HT roll. And at -1 if in a group of four or less. -10 drags you out of your lair. If somebody so on. points. shows up and demands that you go out and do something with him, make a self-control roll. If you fail, you go along with his plan out of apathy. You may eventually replace this disadvantage with another one of equivalent value that is more con- If your self-control number is sufficiently low, ducive to self-esteem. The GM need only allow this evolution if you role- you will find it almost impossible to do anything play it convincingly. The GM may also at all for yourself, unless someone physically require you to roleplay both disadvan- tages (the new one constantly, the drags you out of your lair. Chronic Depression whenever the GM decides to bring it into play) during the transition period. You may also acquire this disad- vantage in play. If you violate a self- imposed mental disadvantage (see Find the point cost of Chronic Pain 2 p. 121), or lose a Dependent, the GM Clueless by choosing a severity and then multi- -10 points may replace that disadvantage with plying the given cost to reflect the You totally miss the point of any this one. interval and frequency of attacks. wit aimed at you, and are oblivious to Drop all fractions. Chronic Pain 3 attempts to seduce you (+4 to resist Variable Severity Sex Appeal). The meanings of collo- Mild: -2 to DX, IQ, and self-control You have an injury, disorder, or ill- quial expressions escape you. rolls: -5 points. ness that leaves you in severe pain on Sophisticated manners are also Severe: -4 to DX, IQ, and self-con- a regular basis – perhaps even con- beyond you, giving -4 to Savoir-Faire trol rolls: -10 points. stantly. Examples include arthritis, skill. You have many minor habits that Agonizing: -6 to DX, IQ, and self- bone cancer, migraines, and pieces of annoy others (e.g., leaving the turn control rolls: -15 points. shrapnel embedded in the body (an signal on while driving from Chicago “old war wound”). Interval to Albuquerque), and may take one or Roll against the frequency of 1 hour: ¥0.5. two of these as quirks. Most people appearance for your Chronic Pain 2 hours: ¥1. will react to you at -2. once per day. If you roll below this 4 hours: ¥1.5. Unlike No Sense of Humor number, you suffer a bout of pain. The 8 hours: ¥2. (p. 146), you may make jokes – albeit timing of this attack is up to the GM, lame ones – and you can appreciate Frequency of Appearance slapstick and written humor. However, but it usually occurs during waking Attack occurs on a roll of 6 or less: hours – you might wake up with it, or you rarely “get” verbal humor, espe- ¥0.5. cially if you are the target (roll vs. IQ-4 it might be set off by stress (fatigue, Attack occurs on a roll of 9 or less: exertion, etc.) during the day. roll to realize you’re the butt of the ¥1. joke). And unlike Gullibility (p. 137),

126 DISADVANTAGES you normally realize when someone is Anything else goes. This is also suit- Temperature Tolerance), you get -1 to trying to take advantage of you, except able for brigands, bikers, etc. -5 points. Basic Speed and DX per 10° below in social situations. You are no more Code of Honor (Professional): your “threshold temperature” (see susceptible to Fast-Talk than normal, Adhere to the ethics of your profes- below). At temperatures below 32°, save when someone is trying to con- sion; always do your job to the best of you must roll vs. HT or take 1 HP of vince you that an attractive member of your ability; support your guild, damage. Warm clothing gives +2 to the appropriate sex is interested in union, or professional association. this roll. you . . . This is most suitable for lawyers and You regain lost Basic Speed and This disadvantage is most appro- physicians (Hippocratic Oath), but DX at the rate of one point of each per priate for ivory-tower geniuses, aliens dedicated tradesmen, merchants, and hour once you return to a warm cli- from Mars, etc. so forth may have a similar Code. -5 mate. Double this rate in an excep- points. tionally warm environment. Code of Honor 2 Code of Honor (Gentleman’s): Never Point value depends on your -5 to -15 points break your word. Never ignore an “threshold temperature”: insult to yourself, a lady, or your flag; You take pride in a set of principles You “stiffen up” below 50°: -5 insults may only be wiped out by an that you follow at all times. The points. apology or a duel (not necessarily to specifics can vary, but they always You “stiffen up” below 65°: -10 the death!). Never take advantage of involve “honorable” behavior. You will points. do nearly anything – perhaps even risk an opponent in any way; weapons and death – to avoid the label “dishonor- circumstances must be equal (except 3 in open war). This only applies Colorblindness able” (whatever that means). -10 points You must do more than pay lip between gentlemen. A discourtesy You cannot see any colors at all service to a set of principles to get from anyone of Status 0 or less calls (this is total colorblindness). In any points for a Code of Honor. You must for a whipping, not a duel! -10 points. situation requiring color identification be a true follower of the Code! This is Code of Honor (Soldier’s): An officer (e.g., gem buying, livery identification, a disadvantage because it often should be tough but fair, lead from the or pushing the red button to start the requires dangerous – if not reckless – front, and look out for his men; an motor), the GM should give you behavior. Furthermore, you can often enlisted man should look out for his appropriate difficulties. Certain skills be forced into unfair situations, buddies and take care of his kit. Every are always harder for you. In particu- because your foes know you are soldier should be willing to fight and lar, you are at -1 on most Artist, honorable. die for the honor of his unit, service, Chemistry, Driving, Merchant, Code of Honor is not the same as and country; follow orders; obey the Piloting, and Tracking rolls. Duty (p. 133) or Sense of Duty “rules of war”; treat an honorable (p. 153). A samurai or British enemy with respect (a dishonorable 3 grenadier marches into battle against enemy deserves a bullet); and wear the Combat Paralysis fearful odds out of duty, not for his uniform with pride. -10 points. -15 points personal honor (though of course he Code of Honor (Chivalry): As Code You tend to “freeze up” in combat would lose honor by fleeing). The risks of Honor (Gentleman’s), except that situations, and receive -2 to all Fright you take for your honor are solely on flags haven’t been invented. Respond Checks. This has nothing to do with your own account. to any insult to your liege-lord or to Cowardice (p. 129) – you may be The point value of a particular your faith. Protect any lady, and any- brave, but your body betrays you. Code of Honor depends on how much one weaker than yourself. Accept any In any situation in which personal trouble it is liable to get you into and challenge to arms from anyone of harm seems imminent, make a HT how arbitrary and irrational its greater or equal rank. Even in open roll. Do not roll until the instant you requirements are. An informal Code war, sides and weapons must be equal need to fight, run, pull the trigger, or that applies only among your peers is if the foe is also noble and chivalrous. whatever. Any roll over 13 is a failure, worth -5 points. A formal Code that -15 points. even if you have HT 14+. On a success, applies only among peers, or an infor- 31 you can act normally. On a failure, you mal one that applies all the time, is Cold-Blooded are mentally stunned (see Effects of worth -10 points. A formal Code that -5 or -10 points Stun, p. 420). Make another HT roll applies all the time, or that requires Your body temperature fluctuates every second, at a cumulative +1 per suicide if broken, is worth -15 points. with the temperature of the environ- turn after the first, to break the freeze. The GM has the final say! Some ment. You are less susceptible to dam- A quick slap from a friend gives +1 to examples: age from high or low body tempera- your cumulative roll. ture (+2 HT to resist the effects of tem- Once you unfreeze, you will not Code of Honor (Pirate’s): Always perature), and require only 1/3 the freeze again until the immediate dan- avenge an insult, regardless of the food needed by a warm-blooded being ger is over. Then, in the next dangerous danger; your buddy’s foe is your own; of equal mass, but you tend to “stiffen situation, you may freeze once again. never attack a fellow crewman or up” in cold weather. This trait is the opposite of Combat buddy except in a fair, open duel. After 30 minutes in cold conditions Reflexes (p. 43). You cannot have (or one hour if you have any level of both.

DISADVANTAGES 127 Compulsive Behavior 2 crash the party; if there is no party, Compulsive Generosity: You are too -5 to -15 points* you attempt to liven things up. Money open-handed. If a beggar asks for is no object! If you have it, you will cash, you give – and where others give You have a habit – often a vice – spend it. You try almost any mind- copper, you give silver. You always lis- that wastes a good deal of your time or altering substance without a second ten to larger requests for financial aid, money. You must indulge at least once thought, never refuse a social drink, if they are even remotely plausible, per day, if at all possible, and do so any and aren’t particularly picky about and you must make a self-control roll time you have the opportunity unless your romantic partners. You get +1 to whenever you hear a good hard-luck you can make a self-control roll. You reactions from like-minded extroverts, story (if you are broke when asked, seek to avoid any situation where you but -1 or worse from sober-minded cit- you apologize profusely). You aren’t a know you will be unable to indulge for izens – and -4 in puritanical settings. complete sucker – you just feel guilty more than a day. You must make a -5 points* (-10 points* in puritanical about being better off than others. In a self-control roll to enter into such a sit- settings). society with a lot of beggars around, uation; if you succeed (or are forced Compulsive Gambling: You cannot increase your cost of living: into the situation), you suffer from pass up an opportunity to gamble. Self-Control Cost of Bad Temper (p. 124) the whole time, Bets, wagers, games of chance, and Number Living Increase with the same self-control roll as your even lotteries hold an uncanny fasci- 6 20% Compulsive Behavior. It’s bad role- nation for you. If there is no game of 9 15% playing to try to avoid your compul- chance or bet going, you will start one. 12 10% sion regularly! You try any gambling game proposed 15 5% The point value of this disadvan- to you, whether you know it or not. tage depends on how much your habit You do not have to have the Gambling This may earn you a +1 reaction costs and how much trouble it is like- skill, but if you don’t, you will need a bonus from pious folk; if you are poor ly to get you into. The GM is the final steady source of wealth! If you are pre- yourself, the reaction bonus may be judge. Examples include: vented from gambling – for instance, even higher. This trait is incompatible Compulsive Carousing: You cannot by traveling with nongamblers – you with Miserliness. -5 points.* resist the urge to party! Once per day, will quickly earn a reaction penalty (-1 Compulsive Lying: You lie constant- you must seek out a social gathering per -5 points in this disadvantage, ly, for no reason other than the joy of and lounge around – feasting, drink- after the self-control multiplier) by telling the tale. You delight in invent- ing, singing, and joking – for at least constantly talking about gambling and ing stories about your deeds, lineage, an hour. If you are not invited, you attempting to draw others into games wealth – whatever might impress your or wagers. -5 points.*

128 DISADVANTAGES audience. Even when exposed as a liar, strange place, or when there’s a com- push buttons, pull levers, open doors, you cling to your stories tenaciously, motion going on, you must make a unwrap presents, etc. – even if you calling your accuser a liar and a self-control roll. On a failure, you know it could be dangerous. Good scoundrel. Make a self-control roll to freeze up instead of taking decisive or roleplayers won’t try to make this roll tell the pure, unvarnished truth. If you appropriate action. This often pre- very often . . . fail, you lie – no matter how dire the vents you from making Tactics rolls In general, you do everything in consequences. When you roll to tell and engaging in other sorts of long- your power to investigate any situa- the truth to your fellow party mem- range planning. The GM should adjust tion with which you aren’t 100% bers, roll out of sight of the other play- the self-control roll in accordance familiar. When faced with a real mys- ers. Thus, they can never be sure they with the stimuli in the area. To resist tery, you simply cannot turn your back are getting accurate information. -15 confusion from two friends chatting on it. You try to rationalize your points.* quietly in a familiar room would curiosity to others who try to talk you Compulsive Spending: Cash just require an unmodified roll, but a out of it. Common Sense doesn’t help runs through your fingers! You enjoy nightclub with flashing lights and – you know you are taking a risk, but being seen as a big spender, are too pounding music might give -5, and a you’re curious anyway! fond of luxury, or find the experience full-scale riot or battle would give -10! of buying to be fun – perhaps all three. If this disadvantage strikes in com- Cursed 25 Make a self-control roll whenever bat, you must take the Do Nothing -75 points someone offers you a purchase that maneuver each turn. You are not Like Unluckiness (p. 160), but matches any of your quirks or inter- stunned, and if you are directly and worse. When anything goes wrong for ests, and the cash in your pocket is physically attacked, you can defend your party, it happens to you, first and more than twice the asking price. If yourself normally. You can even worst. If something goes right, it miss- you fail, you buy. This raises your cost launch a counterattack against that es you. Any time the GM feels like hos- of living, and gives you a penalty to one foe. But you never act – only react. ing you, he can, and you have no com- Merchant skill when you bargain or 2 plaint coming, because you are haggle: Cowardice Cursed. You can’t buy this off just by Self-Control Cost of Merchant -10 points* spending points – you must determine Number Living Skill You are extremely careful about what has cursed you and deal with it, Increase Penalty your physical well-being. Make a self- and then spend the points. 6 80% -4 control roll any time you are called on 9 40% -3 to risk physical danger. Roll at -5 if you Deafness 3 12 20% -2 must risk death. If you fail, you must -20 points 15 10% -1 refuse to endanger yourself unless You cannot hear anything. You threatened with greater danger! must receive information in writing (if Compulsive Spending is not limit- Cowardice gives a penalty to Fright you are literate) or sign language. ed to the wealthy! A poor farmer can Checks whenever physical danger is However, time you spend communi- be a spendthrift. This trait is incom- involved: cating this way counts at full value for patible with Miserliness (it’s the oppo- study of the skills used (Gesture, Lip- site!), but you can combine it with Fright Reading, etc.); see Chapter 9. Greed. -5 points.* Self-Control Check Compulsive Vowing: You never sim- Number Penalty ply decide to do something; you must 6-4Debt make it an oath. Although these vows 9-3 see p. 26 are often trivial in nature, you 12 -2 approach them all with the same 15 -1 Decreased Time Rate solemnity and dedication. You may In some times and places, soldiers, 21 tack extraneous vows onto legitimate police, etc., react to you at a similar -100 points ones. -5 points.* penalty if they know you are a coward. This is the disadvantageous coun- 2 terpart to Altered Time Rate (p. 38). Confused Curious 2 You experience time half as fast as -10 points* -5 points* normal: one subjective second for To you, the world seems a strange You are naturally very inquisitive. every two real seconds that pass. You and incomprehensible place most of This is not the curiosity that affects all only get a turn every two seconds in the time. You are not necessarily stu- PCs (“What’s in that cave? Where did combat! (Gaming groups that enjoy pid, but you are slow to pick up on the flying saucer come from?”), but extra detail might wish to give charac- new facts or situations. the real thing (“What happens if I push ters with Decreased Time Rate “half- In particular, you respond poorly to this button?”). turns” instead: splitting a Move excessive stimulation. When alone in Make a self-control roll when pre- maneuver across two turns, declaring the peace and quiet of your own sented with an interesting item or an Attack maneuver one turn and home, you function normally. But in a situation. If you fail, you examine it – rolling to hit the next, etc.)

DISADVANTAGES 129 Delusions 2 say hello, that’s a quirk. If you won’t Very Common (available almost -5 to -15 points discuss serious matters with purple anywhere): -5 points. things in the room, it’s a Minor Add -5 points to these values for You believe something that simply Delusion. If you picket the Capitol items that are illegal in your game is not true. This may cause others to demanding Civil Rights For Purple world. consider you insane. And they may be Things, that’s Major. If you Apply a multiplier based on the fre- right! If you suffer from a Delusion, attack purple things on sight, that’s quency with which you must receive you must roleplay your belief at all Severe! the item: times. The point value of the Delusion Regardless of how insane you real- depends on its nature: ly are, you may not get more than -40 Constantly: You must carry and use Minor: This Delusion affects your points, total, from Delusions. the substance at all times – for exam- behavior, and anyone around you will A GM who wants to shake up his ple, an exotic atmosphere. Lose 1 HP soon notice it, but it does not keep you players can have a Delusion turn out per minute without the substance. ¥5. from functioning more-or-less nor- to be true. This does not suit all Hourly: Lose 1 HP per 10 minutes mally. Those who notice your Delusions. Of those listed above, for after missing an hourly dose. ¥4. Delusion will react at -1. Examples: instance, the ones about squirrels, ice Daily: Lose 1 HP per hour after “Squirrels are messengers from God.” cream, and Napoleon seem unlikely. missing a daily dose. ¥3. “The Illuminati are watching me con- But the Illuminati might really exist, Weekly: Lose 1 HP per six hours stantly – but only to protect me.” “I am or Gypsies might really have stolen the after missing a weekly dose. ¥2. the rightful Duke of Fnordia, stolen at heir to the throne of Fnordia . . . Have Monthly: Lose 1 HP per day after birth by Gypsies and doomed to live fun! missing a monthly dose. ¥1. among commoners.” -5 points. If your Delusion turns out to be Seasonally: Lose 1 HP per three Major: This Delusion strongly true, you don’t have to buy it off until days after missing a seasonal dose (a affects your behavior, but does not the other players realize it’s true. (And “season” is three months for this pur- keep you from living a fairly normal remember: the GM won’t tell you that pose). ¥1/3 (drop all fractions). life. Others will react at -2. Examples: you are not really crazy. You can be Yearly: Lose 1 HP per two weeks “The government has all phones right and still be crazy . . .) after missing a yearly dose. ¥1/10 tapped.” “I have Eidetic Memory and (drop all fractions). Absolute Direction.” -10 points. If you need to touch an object or spend time in an environment, you must do so for time equal to your A GM who wants to shake up his players can damage interval in order to avoid damage. For instance, to avoid losing have a Delusion turn out to be true. (And 1 HP per hour to a daily Dependency remember: the GM won’t tell you that you are on rest in your coffin, you must spend not really crazy. You can be right and still be at least one hour per day in your cof- fin. To avoid losing 1 HP every two crazy . . .) weeks to a yearly Dependency on visit- ing your home planet, you must visit your home planet for at least two weeks per year. Severe: This Delusion affects your 31 Dependency With the GM’s permission, normal behavior so much that it may keep Variable humans may take this disadvantage to you from functioning in the everyday You must regularly ingest a sub- represent the special requirements of world. Others react to you at -3, but stance (e.g., a drug or magic potion), certain chronic illnesses. they are more likely to fear or pity you touch or carry an object (e.g., a holy Not every life-support requirement than to attack. A Delusion this severe shrine or magical amulet), or spend qualifies as Dependency. Use can keep you from participating time in an environment (e.g., your cof- Maintenance (p. 143) if you require meaningfully in the campaign; there- fin or your home country, planet, or skilled care – not a substance, object, fore, you should always clear it with plane) in order to survive. If you fail to or environment – to avoid HT loss (not the GM first. Examples: “I am do so, you start to lose HP and will injury). Use Restricted Diet (p. 151) Napoleon.” “I am immortal.” “Ice eventually die. Point value depends on for special dietary requirements that cream makes machines work better, the rarity of the item you depend on: result in slow starvation as opposed to especially computers. Spoon it right rapid HP loss when you are forced to in.” -15 points. Rare (cannot be bought; must be found or made): -30 points. do without. Depending on your behavior, the Occasional (very expensive or hard Special Enhancements same Delusion could be a quirk (-1 to find): -20 points. Aging: You age unnaturally without point) or worth -5, -10, or -15 points. Common (expensive, somewhat the item you depend on. For each HP Consider “Everything colored purple hard to find): -10 points. lost, you also age two years (even if is alive.” If you pat purple things and you are normally Unaging). +30%.

130 DISADVANTAGES Dependents 4 he manages to be helpful and take change. Children grow up, adults earn Variable care of himself. If he appears as both, money, and everyone learns new skills. he is helpful and troublesome at the Dependents who spend a lot of time A “Dependent” is an NPC for whom same time; for instance, he uses his around you might become adventur- you are responsible; e.g., your child, skills to assist you, but also wanders ers in their own right. You are free to kid brother, or spouse. You must take off, is singled out by the enemy, or oth- suggest reasonable improvements for care of your Dependents. erwise causes problems equal to the your Dependents, but the GM’s word Furthermore, your foes can strike at assistance he offers. is final. you through them. (If you have both Importance If your Dependent is killed, or so an Enemy and a Dependent, and the seriously injured that the GM decides dice indicate that both appear, then The more important your Dependent is to you, the more you he is effectively out of the campaign, the GM can build an entire adventure you must make up the bonus points around this theme!) multiply his intrinsic “nuisance value” and worth in points. you got for him. You have three If your Dependent ends up kid- options: buy off the amount by spend- napped or otherwise in danger during Employer or acquaintance: You feel ing earned character points, take a play, you must go to the rescue as soon a responsibility toward this person, new disadvantage (e.g., Chronic as possible. If you don’t go to his aid but you may weigh risks to him in a Depression, p. 126), or get a new immediately, the GM can deny you rational fashion. ¥1/2. Dependent. New Dependents are usu- bonus character points for “acting out Friend: You must always try to pro- ally inappropriate, but a mental dis- of character.” Furthermore, you never tect this person. You may only risk ability brought on by the loss is a earn any character points for a game harm to him if something very impor- good solution. (Ever since the octopus session in which your Dependent is tant (such as the safety of many other got Amy, you’ve been afraid of the killed or badly hurt. people) is at stake. ¥1. ocean . . .) Three factors determine the disad- Loved one: The Dependent is a rel- Examples of Dependents vantage value of a Dependent: his ative or a lover. You may not put any- • For anyone: elderly relatives, competence, his importance (to you!), thing before his safety! ¥2. and his frequency of appearance. teachers, friends, children, younger Frequency of Appearance brothers or sisters, lovers, husbands Competence Choose a frequency of appearance, or wives. Specify the number of points your as explained under Frequency of • For crimefighters: young side- Dependent is built on. The more points Appearance (p. 36). This should fit the kicks, reporters, or wards. you use to “build” your Dependent, the “story” behind the Dependent. If the • For wizards: apprentices. more competent he will be, and the Dependent were your infant child, for • For ship captains (ocean- or fewer points he will be worth as a dis- instance, it would be odd for him to space-going): ensigns or cabin boys. advantage. “Point Total” is the appear “quite rarely”! • For soldiers: orphans or new Dependent’s point total as a fraction of recruits. the PC’s, except for the last line, which Multiple Dependents You cannot earn points for more • For criminals or mad scientists: is absolute; “Cost” is the number of incompetent henchmen. character points the disadvantage is than two Dependents. However, if you worth. have a group of Dependents, you may 25 count the entire group as your two Destiny Point Total Cost Dependents. Work out the value of an Variable No more than 100% -1 point average member of the group as a A disadvantageous Destiny func- No more than 75% -2 points Dependent, and then claim twice this tions identically to an advantageous No more than 50% -5 points point value. one (see p. 48), save that it always No more than 25% -10 points leads to something bad – but perhaps 0 or fewer points -15 points Example: A vigilante who is a not immediately, and not without a schoolteacher by day could have The same person can be both a chance to gain honor by dealing with “generic dependents”: all pupils. They it well. A fated, tragic death can be an Dependent and an Ally (p. 36)! Add the are young (-10 points), around “quite cost of Ally and Dependent together, end worthy of a hero! This kind of often” (¥2), and count as “friends” (¥1), Destiny comes in three levels: and treat the combination as a single for -20 points each. However, the two- trait: an advantage if the total point Dependent limit lets the hero claim -40 Minor Disadvantage: You are fated cost is positive, a disadvantage if it is points’ worth of Dependents. (And if to play a small part in a larger story, negative. You must use the same point one gets hurt, there are always others.) and you will not come off so well. You total for him in both cases, but fre- Dependents in Play are guaranteed at least one tragic quency of appearance can differ. Roll experience or embarrassing failure – As you earn points, the GM will separately for his appearance as a although these things are unlikely to scale your Dependent’s abilities pro- Dependent and as an Ally. If he result in your death except under the portionally to keep his point total a appears as a Dependent, he shows up most desperate and heroic of fixed percentage of your own. Thus, in a way that causes you trouble (e.g., circumstances. -5 points. he’s captured). If he appears as an Ally, his value as a disadvantage will not

DISADVANTAGES 131 Major Disadvantage: You are fated and in any event cannot have above- Divine Curse can take any form the to play a key role in a sorry turn of average Wealth, or Status beyond that GM desires. It can be a continuing events. For instance, you might be late granted by your Religious Rank (if commandment (e.g., “You may never with a message that could save the day any). -15 points. sleep at night,” -10 points), a misfor- . . . or execute the only competent gen- Monasticism: You lead a life apart tune (e.g., “Every child born to you eral in a threatened province, causing from worldly concerns. You are com- will die young,” -5 points), or even a its loss to barbarian invaders. Still, pletely devoted to religious pursuits, particularly nasty disadvantage such you will survive. -10 points. which often involves the denial of ego as Berserk, Blindness, or Epilepsy (at Great Disadvantage: Death stalks and self. You must spend at least 75% the usual cost). What makes it distinct you. Something out there has your of your time sequestered from the from other disadvantages is the poten- name on it. It knows where you are world, and cannot have above-average tial for removal. The curse was given and it’s getting closer all the time. You Wealth, or Status beyond that granted for a reason, and you can try to uncov- will either die or be ruined, and your by your Religious Rank (if any). -10 er this reason and atone in play, there- fall will have terrible repercussions for points. by lifting the curse. others. This kind of Destiny is not suit- Mysticism: You engage in deep The GM should judge the point able for every campaign! The GM does meditation and trance-like contempla- value of Divine Curse on a case-by- not have to allow it – and if he does, he tion, with the aim of obtaining a clos- case basis, using existing disadvan- should plan on letting the campaign er union with the divine. You spend tages as guidelines: the more encom- take a radical turn, or end, when the most of your time engaged in these rit- passing or debilitating the curse, the Destiny is fulfilled. -15 points. uals, complete with chanting and any higher its value. Curses that result in other necessary trappings. Individuals standard disadvantages should never You must buy off a disadvanta- other than devout co-religionists will be worth more points than those dis- geous Destiny as soon as it is fulfilled. consider you a bit mad, and will react advantages. Price commandments as This is automatic if the outcome strips at -2. -10 points. if they were Vows. The terms of atone- you of Allies, Status, Wealth, etc. Ritualism: You adhere strictly to ment will often be nearly as bad as the worth the same number of points. If elaborate rituals regarding every curse itself, or require great effort to you lack the points to buy off your aspect of life – from waking to eating discover and satisfy. Halve the point Destiny, you gain Unluckiness to bathing to sex. Each ritual has its value if this is not the case. (p. 160), regardless of the point value proper place, time, words, trappings, of the Destiny. It is up to the GM and ceremony. Your fundamental Draining 35 whether you can buy off the belief is that, through the perfect per- Unluckiness! Alternatively, the GM Variable formance of these rituals, you bring might assign you a new bad Destiny, Once per day, at a specific time – each aspect of your life closer to the Divine Curse (below), or other super- sunrise, noon, sunset, midnight, etc. – divine. -5 points. natural disadvantage. you take 2 HP of damage. You can do 3 nothing to prevent this, and cannot Disciplines of Faith 2 Disturbing Voice heal the damage naturally (even if you -10 points -5 to -15 points have Regeneration!), technologically, Your voice is naturally unpleasant or supernaturally. The only way to You live by a strict set of rules in or obviously artificial. Details can regain your lost HP is to receive a order to achieve a greater understand- vary. You might be a robot, or use a daily dose of a particular substance. ing of your faith. This might be a per- technological aid to mitigate the Mute Point cost depends on the rarity of this sonal decision or a requirement of disadvantage. Your voice might be substance: your religion. Such rules are optional raspy, hollow, or squeaky, or your in many faiths, though – indeed, some Rare (e.g., a special potion): -15 speech might be monotonous and religions might forbid them as excess- points. without inflection. The game effects in es! Disciplines of Faith are often a pre- Occasional (e.g., virgin’s blood): -10 all cases are identical to those of requisite for abilities that channel points. Stuttering (p. 157), although you do divine power: Power Investiture, True Common (e.g., human blood): -5 not necessarily stutter. Faith, etc. points. This trait is the opposite of the Some examples of Disciplines of Voice advantage (p. 97); you cannot Add -5 points to these values for Faith: have both. items that are illegal in your game Asceticism: You have renounced world. the comforts of society to lead a life of Divine Curse 25 This is not the same as self-denial and self-discipline. This Variable Dependency (p. 130). You can have often involves some sort of isolation in You suffer from a curse placed by a both! bleak, austere settings. It might even god or similar supernatural force. The involve sporadic bouts of severe self- curse might be on just you, on your Dread 25 punishment to excise the mortal taint entire family, or even on your nation Variable of earthly desire. You must try to tran- or race. You suffer from a supernatural scend all need for worldly possessions, aversion that compels you to keep a

132 DISADVANTAGES certain, minimum distance from a particular item or substance. If out- side forces bring you and the item you dread closer together than that, you must move away as fast as you can, by the most direct route possible. You may do nothing else until you are beyond the range of your Dread. If you cannot put at least that much distance between yourself and the object of your Dread, your Dread will render you helpless! You can instantly sense the pres- ence of the dreaded substance as soon as you enter the forbidden radius. You do not know exactly where it is, but you know what direction it lies in and are compelled to go exactly the other way. Base value of Dread is -10 points, which prohibits you from coming within one yard of the dreaded sub- stance. A larger radius gives an addi- tional -1 point per yard, to a maxi- mum of -20 points at 11 yards. Find the final disadvantage value by multi- plying the point value for your range to reflect the rarity of the substance, as described for Weakness (p. 161). Special Enhancements Cannot Be Trapped: You cannot enter the forbidden zone of your own volition, but if carried there by an out- side force, you no longer feel your Dread. You can act normally in the forbidden zone until you leave the substance’s presence, at which time the prohibition reactivates. -50%. Duty 4 Variable If your occupation and social situ- ation saddle you with a significant personal obligation toward others, and occasionally require you to obey hazardous orders, you have a “Duty.” Duty most often accompanies Rank (p. 29), a Patron (p. 72), or one of the traits discussed under Privilege (p. 30). A particularly arduous job might qualify as a Duty, but most ordinary jobs would not. A wholly self-imposed feeling of duty is not a Duty, either (but it can still be a disadvantage; see Sense of Duty, p. 153). Finally, you can- not claim points for a Duty toward Dependents (p. 131); the points you get for Dependents already reflect your obligations in this regard.

DISADVANTAGES 133 The GM may restrict the Duties Examples Easy to Kill gives -1 to HT rolls made allowed in a campaign, or even forbid for survival at -HP or below, and on them entirely, if he feels they would Example 1: A mayor is indebted to any HT roll where failure would mean unduly disrupt the flow of the adven- the crime lord who got him elected. instant death (e.g., heart failure). This ture. His benefactor rarely calls on him for does not affect most normal HT rolls – If you have a Duty, the GM rolls at favors (-2 points), but since the mayor only those to avoid certain death. You the beginning of each adventure to see faces blackmail or violence if he refus- may not reduce your HT roll below 3. whether it comes into play. Being es to comply, his Duty is Involuntary. For instance, if you have HT 10, you “called to duty” could delay your plans Duty (Crime Lord, 6 or less; are limited to Easy to Kill 7. . . . or be the reason for the adventure! Involuntary) is worth -7 points. Alternatively, your master might give Example 2: A commando is always Easy to Read 2 on duty (-15 points). He might see you a secret agenda to pursue, or his -10 points associates might harass you while you only a handful of combat assignments in his whole career, but these will be Your body language betrays your are officially “on leave.” If you try to true intentions. This is not the same as avoid your Duty, your GM is within his deadly. And his daily routine calls for him to jump out of planes, hike Truthfulness (p. 159). You have no rights to penalize you for bad role- moral problem with lying, and may playing. through snake-infested jungles, and train with live ammo. A commando even possess Fast-Talk at a high level, The basic point cost of a Duty but your face or stance gives the game depends on the frequency with which has Duty (Army, 15 or less; Extremely Hazardous), for -20 points. away. comes up in play: Easy to Read gives others +4 on all Almost all the time (roll of 15 or Dwarfism Empathy, Body Language, and Psychology rolls to discern your less): -15 points. At this level, the GM see p. 19 may rule that you are always on duty. intentions or the truth of your words. Quite often (roll of 12 or less): -10 Dyslexia 2 As well, they get +4 to their IQ, Detect points. Lies, and Gambling rolls in any Quick Fairly often (roll of 9 or less): -5 -10 points Contest with your Acting, Fast-Talk, points. You have a crippling reading dis- or Gambling skill when you try to lie Quite rarely (roll of 6 or less): -2 ability. Even simple maps and road or bluff. (If you also have points. signs are beyond you. You start with a Truthfulness, your Fast-Talk skill is at written comprehension level of -5 on top of this.) This is a crippling This cost is for an occasionally haz- “None” in your native language. This disadvantage for a would-be spy, con ardous Duty imposed through normal is included in Dyslexia; you get no man, or gambler! social means. If this does not describe extra points for it. Furthermore, you This is a mental disadvantage, your Duty, you should modify the cost: may never improve your written com- despite its physical manifestations; Extremely Hazardous: You are prehension level beyond “None” in with enough practice, you can “buy it always at risk of death or serious any language. For more on language off.” comprehension, see Language (p. 23). injury when your Duty comes up. 31 There are significant penalties if you You can learn “book-learned” skills Electrical refuse to take these risks: dismissal in at normal speed if you have a teacher -20 points disgrace, imprisonment, perhaps even to substitute for your inability to use Your body contains unshielded death. The GM has the final say as to texts. Attempts to learn such a skill electronics, or relies on electrical whether a given Duty is “extremely without a teacher progress at 1/4 power for its vital energy. This makes hazardous” in his campaign. -5 points. speed – if the skill is one you can teach you susceptible to attacks that only Involuntary: Your Duty is enforced yourself without books. The GM’s affect electrical systems, such as by threats to you or your loved ones, word is final in all cases. In tradition- spells, advantages, and ultra-tech or is imposed by exotic mind control, al fantasy settings, magic is a book- weapons that drain power or produce a curse, etc. This is unrelated to how learned skill, and Dyslexia prevents “surge” effects, and the electromagnet- hazardous the Duty is when you carry you from ever becoming a wizard. ic pulse from a nuclear blast. A critical it out – the danger here lies in what Note that this is a severe case. Mild hit from an electrical attack causes will happen if you don’t carry it out! A dyslexia is not significant in game you to “short-circuit,” rendering you Duty can be Involuntary and either terms, except possibly as a quirk. unconscious in addition to any other Extremely Hazardous or 3 damage effects. Nonhazardous. -5 points. Easy to Kill This disadvantage usually accom- Nonhazardous: Your Duty never -2 points/level panies the Machine meta-trait requires you to risk your life. This You have a health problem or struc- (p. 263), but this is not required. option is mutually exclusive with tural weakness that leaves you prone Afflictions and Innate Attacks that Extremely Hazardous. +5 points. (If to catastrophic system failure if you only affect those with this trait are this raises the cost of your Duty to 0 suffer enough damage. Each level of possible. Apply the -20% Accessibility points or more, the obligation is too limitation “Only on Electrical” to all trivial to qualify as a Duty.) such attacks.

134 DISADVANTAGES Enemies 4 Evil Twin: Your Enemy looks and detectives out to arrest a suspected Variable sounds like you, and perhaps even criminal. ¥1. uses your name, but acts completely An “Enemy” is an NPC, group of Frequency of Appearance opposite. Often, others will think you Choose a frequency of appearance, NPCs, or organization that actively suffer from Split Personality (p. 156), works against you, personally, on your as explained under Frequency of and react appropriately (-3 to reac- Appearance (p. 36). Roll at the begin- adventures. Some Enemies want to kill tions). You might never meet your Evil you . . . others have more devious goals. ning of each adventure, or at the start of Twin, but you will hear about him – each session of a continuing adventure. Determine the nature of your usually when you’re taking the blame Enemy when you create your charac- for something you didn’t do. Normally, Limits on Enemies ter, and explain to the GM why the an Evil Twin has exactly the same You may not take more than two Enemy is after you. The GM is free to skills and abilities as you, but his men- Enemies, or claim more than -60 fill in additional details as he sees fit. tal disadvantages are opposite or points in Enemies. (If the whole U.S. Three factors determine the disad- skewed. This makes him an even government is out to get you, the fact vantage value of an Enemy: its power, match: a -10-point Enemy. If he is that your old college professor has lost its intent, and its frequency of more capable than you, he is worth his mind, and is also after you, pales to appearance. extra points, because he is better insignificance.) Power equipped to make you look insane, Enemies in Play The more powerful the Enemy, the and you are less able to predict and If the dice indicate that an Enemy more points it is worth as a disadvan- thwart his actions. should show up, the GM must decide tage. The GM sets this value. Note that Evil Twin is more skilled than you how and where the Enemy becomes when your Enemy is an organization, or possesses abilities that you do not involved. If an Enemy is very power- the point value is based on the num- (GM decides): -5 points. ful, or if a number of different Enemies ber of individuals who are after you – Evil Twin is more skilled than you show up at the same time, this may not on the total size of the group! and possesses abilities that you do not influence the whole adventure. One person, less powerful than the (GM decides): -10 points. If you take an extremely powerful PC (built on about 50% of the PC’s Enemy, you are likely to be jailed or Unknown: You know you have an starting points). -5 points. killed before long. So it goes. You can Enemy, but you have no idea who it is. One person, equal in power to the get a 60-point bonus by taking Enemy Tell the GM the power level of your PC (built on about 100% of the PC’s (FBI, 12 or less; Hunter), but your Enemy. He will create the Enemy in starting points), or a small group of every adventure will be that of a hunt- secret and give you no details whatso- less-powerful people (3 to 5 people). ed criminal. Even with an extra 60 ever! The advantage of surprise Examples: A mad scientist, or the four points, your career may be short. increases your Enemy’s effective brothers of the man you killed in a If you start with a weak Enemy, or power level, and hence its disadvan- duel. -10 points. play cleverly, you might manage to tage value. -5 points. One person, more powerful than eliminate your foe or permanently the PC (built on at least 150% of the Intent change his attitude toward you. But as PC’s starting points), or a medium- The more unpleasant the Enemy’s the saying goes, “There ain’t no such sized group of less-powerful people (6 intentions, the more you multiply its thing as a free lunch.” If you get rid of to 20 people). Examples: a single worth in points. an Enemy, you have three choices: superhuman or a city police depart- Watcher: Your Enemy stalks you or 1. Pay enough character points to ment (which numbers in the hun- spies on you. This is annoying, and buy off the original bonus you got for dreds, but they’re not all after you at makes it hard to keep secrets, but it is that Enemy. once). -20 points. rarely more than a minor inconven- 2. Take a disadvantage to make up A large group of less-powerful peo- ience. Examples: an aggressive jour- for the point bonus. For instance, you ple (21 to 1,000 people), or a medium- nalist dogging a politician, detectives might have been kicked in the head sized group that includes some formi- shadowing a suspected criminal. ¥1/4. during the final battle, leaving you dable or superhuman individuals. Rival: Your Enemy wishes to partially deaf. Or a giant spider might Examples: the FBI or the Mafia. -30 upstage or inconvenience you, or have attacked you, leaving you with points. plays cruel practical jokes on you (this arachnophobia. The new disadvan- An entire government, a whole is typical of most Evil Twins), but tage should have the same point cost guild of powerful wizards, an organi- stops short of anything that would do as your former Enemy (or less, if you zation of supers, or some other utterly lasting harm. Examples: a politician’s want to buy off part of the disadvan- formidable group. -40 points. bitter political rival, detectives harass- tage). If you cannot think of a good Special Cases ing a suspected criminal. ¥1/2. substitute disadvantage, the GM will There are two special cases for Hunter: The Enemy intends to be more than happy to supply one! which you should adjust the costs arrest, bankrupt, injure, or otherwise 3. Take a new Enemy of equal given above before multiplying for harm you in some lasting way – or value. You might have destroyed the intent and frequency of appearance: simply wants to kill you. Examples: an fiendish Dr. Scorpion – but his assassin gunning for a politician, brother is continuing his evil work.

DISADVANTAGES 135 Epilepsy 3 Fanaticism does not make you less, you have a flashback. The GM -30 points mindless or evil. A glaring priest of will roll whenever you miss a Fright Set, brandishing his bloody dagger, is Check or make the roll exactly, and You suffer from severe epilepsy. a fanatic. But so is a kamikaze pilot, whenever you fail a self-control roll You are subject to seizures during exchanging himself for an aircraft car- for another stress-related disadvan- which your limbs tremble uncontrol- rier. And so is a patriot who says, “Give tage. The flashback occurs in addition lably and you cannot speak or think me liberty or give me death!” to any other results! clearly. Fanaticism is a state of mind; it is Point value depends on the severity Make a HT roll whenever you are what you are fanatic about that makes of the flashback: in a stressful situation (especially if the difference. your life or the life of a friend is threat- Mild: Duration is 2d seconds. The ened). If you have any sort of Phobia, Extreme Fanaticism: This is an attendant hallucinations give -2 on all exposure to the object of your fear advanced case of Fanaticism. You get skill rolls, but they are minor – you counts as a stressful situation; roll vs. +3 on Will rolls to resist realize that you are experiencing a HT once every 10 minutes. On a fail- Brainwashing, Interrogation, and flashback. -5 points. ure, you suffer a seizure that lasts 1d supernatural mind control in any situ- Severe: Duration is 1d minutes. The minutes and costs you 1d FP. You can ation where failure to resist would hallucinations give -5 on all skill rolls, do nothing during that time. lead to betrayal of your cult or organi- and seem real. -10 points. You may attempt to induce a zation. On the other hand, you will not Crippling: Duration is 3d minutes. seizure through autohypnosis. This hesitate to die for your cause, and will The hallucinations are so severe that requires one minute of concentration undertake suicide missions “matter- they preclude all skill use. The flash- and a successful Will or Autohypnosis of-factly.” This is still worth -15 points. back seems completely, 100% real, roll. Seizures near areas charged with Your willingness to die is offset by the and can be potentially fatal, as you are supernatural energies might produce significant bonus to Will (which will receiving no input from the real world. visions. Whether these are useful is up apply a good deal of the time, if you -20 points. to the GM. are roleplaying properly). Low-tech individuals who do not Fragile 31 understand “fits” may be awed by Fat Variable them, and perhaps even believe your see p. 19 You are susceptible to wounding seizure represents a communication effects that do not apply to normal from the gods. Make a reaction roll at Fearfulness 2 humans. Attacks do not injure you any +1. A reaction of “Very Good” or better -2 points/level more than usual (that’s Vulnerability, indicates religious awe! “Poor” or You are nervous and timid. p. 161), but enough penetrating dam- worse causes the observers to flee – Subtract your Fearfulness from your age can trigger results more cata- not to attack (unless they had other Will whenever you make a Fright strophic than stunning, unconscious- provocation). Check, and whenever you must resist ness, or bleeding. Possibilities include: 3 the Intimidation skill (p. 202) or a Brittle: You are brittle (like a crea- Extra Sleep supernatural power that causes fear. -2 points/level ture of ice or crystal) or rotten (like a As well, add your Fearfulness level to decaying undead monster). Whenever You need more sleep than most all Intimidation rolls made against an injury cripples one of your limbs or people. A normal human requires 8 you. extremities, it breaks off. If you can hours of sleep per night. Each level You may not reduce your Will roll make a HT roll, it falls off in one piece; (maximum of four levels) means you below 3. For instance, if you have Will otherwise, it shatters or liquefies need one additional hour of sleep. 11, you are limited to Fearfulness 8. irrecoverably. Furthermore, should Thus, you must go to bed early or This trait is the opposite of you fail any HT roll to avoid death, sleep in for a few hours each day. This Fearlessness (p. 55); you cannot have you are instantly destroyed – you shat- gives you less time each day in which both. ter, melt, decay to goo, etc., and to study or work on other projects. 2 instantly go to -10¥HP. -15 points. 2 Flashbacks Combustible: Your body burns Fanaticism Variable more easily than flesh. Perhaps it is -15 points You tend to experience “flash- dry, resinous, or made of wood. Make You believe so strongly in a coun- backs” when under stress. These are a HT roll to avoid catching fire when- try, organization, philosophy, or reli- vivid hallucinations, full-participation ever you receive a major wound from a gion that you put it ahead of every- replays of memories, or similar phe- burning or explosive attack. You catch thing else. You might even be willing nomena. You should choose the type fire automatically if such an attack to die for it! If the object of your of flashback you experience when you inflicts 10+ HP of injury. Once aflame, Fanaticism demands obedience to a take this disadvantage. The content of you suffer 1d-1 injury per second until code of behavior or loyalty to a leader, each episode is up to the GM. you extinguish the fire by immersion you oblige willingly and unquestion- In any situation that the GM feels in water, rolling on the ground (takes 3 ingly. You must roleplay your is stressful, he will roll 3d. On a 6 or seconds), etc. -5 points. unwavering dedication.

136 DISADVANTAGES Explosive: Your body contains If your disadvantage is due to Guilt Complex 2 explosives, compressed gas, or some- lycanthropy, vampirism, or a similar -5 points thing else unstable. On any critical trait, observers get +1 on all rolls to failure on the HT roll for a major deduce your secret! You feel personally responsible for wound, you explode! You also explode those who play a significant role in if you fail any HT roll to avoid death G-Intolerance 3 your life. This includes adventuring by 3+. Treat this as a 6d¥(HP/10) companions, employers, subordi- -10 or -20 points nates, Allies, Dependents, and those crushing explosion. The blast instant- You function well under a narrow ly reduces you to -10¥HP, regardless of toward whom you have a Duty or a range of gravities. For a normal Sense of Duty. If anything bad hap- the damage it inflicts. -15 points. human, the penalties for non-native Flammable: Your body contains pens to someone like this, you will be gravity accrue in increments of 0.2G; wracked by anxiety and guilt – even if something highly flammable: gaso- see Different Gravity (p. 350). An incre- line, hydrogen gas, etc. Make a HT roll there was nothing you could have ment of 0.1G is worth -10 points. An done to avert the disaster. to avoid catching fire, with effects as increment of 0.05G is worth -20 per Combustible, after a major wound If the mishap was not your fault, points. you will suffer the effects of Chronic from any kind of attack. Roll at -3 for This disadvantage is only allowed a burning or explosive attack, -3 if the Depression (p. 126) for (15 - Will) in campaigns that feature regular days, minimum one day. Use your Will attack struck the vitals, and -6 if both. space travel. Once you are burning, a critical fail- as your effective self-control number. ure on any HT roll to avoid death If the mishap was your fault, the Gigantism effects of Chronic Depression will last means you explode as described for see p. 20 Explosive. You may be Combustible as (20 - Will) days, minimum two days, well. If so, any burning or explosive 2 and your effective self-control number attack that inflicts either a major Gluttony is Will-3. wound or 10+ HP of injury automati- -5 points* Others may attempt to help you cally sets you ablaze. -10 points. You are overly fond of good food overcome your feelings of guilt by Unnatural: You are summoned, and drink. Given the chance, you must making Fast-Talk or Psychology rolls. conjured, or a magical or weird-sci- always burden yourself with extra pro- The GM is free to modify their rolls, ence “construct” (e.g., demon, golem, visions. You should never willingly depending on how convincing they or undead). You automatically fail the miss a meal. Make a self-control roll sounded. Roleplay it! HT roll to stay alive if reduced to -HP when presented with a tempting 2 or below, as that much damage severs morsel or good wine that, for some Gullibility your ties with the force that animates reason, you should resist. If you fail, -10 points* you. -50 points. you partake – regardless of the conse- There’s one born every minute, and quences. you’re it. You believe everything you It sometimes makes sense to take hear. You’ll swallow even the most more than one of the above (in partic- Greed 2 ridiculous story, if it’s told with convic- ular, Explosive and Flammable often -15 points* tion. Make a self-control roll, modified occur together). The GM must person- You lust for wealth. Make a self- by the plausibility of the story, when- ally approve any combination of ever you are confronted with a lie – or Fragile with Injury Tolerance (p. 60), control roll any time riches are offered – as payment for fair work, gains from an improbable truth, for that matter. If as these traits are in many ways oppo- you fail, you believe what you were sites. adventure, spoils of crime, or just bait. If you fail, you do whatever it takes to told! Frightens Animals 25 get the payoff. The GM may modify A lie well told, or involving some- this roll if the money involved is small thing you have no familiarity with -10 points relative to your own wealth. Small (“My father is the chief of police in this Animals react to you with fear and sums do not tempt you much if you town, and he won’t stand for this!”) aggression. Horses do not permit you are rich, but if you are poor, you get -5 gives -6 to the self-control roll. A lie to ride them, dogs shy away from you or more on your self-control roll if a concerning a topic you are familiar or attack savagely, and your mere rich prize is in the offing. If you have with (“Didn’t you know they bred scent is enough to panic most crea- Honesty (p. 138), your self-control roll ducks in your village, Torg?”) gives -3. tures. You get -4 on all reaction rolls is at +5 for a shady deal and +10 for You believe even a totally outlandish made by animals. Anyone who sees outright crime. However, it is almost a tale (“Of course the Eskimos are how animals react to you – and those foregone conclusion that you will descended from Spanish conquista- with Animal Empathy – reacts to you eventually do something illegal. dors; everyone knows that!”), if you at -1. Note that guards or police with fail an unmodified self-control roll. guard animals, “sniffer” dogs, etc. Gregarious You also suffer a -3 penalty on any decide how to deal with you based on see Chummy, p. 126 Merchant skill roll, or in any situation the animal’s reaction roll, not their in which your credulity might be own! exploited. You can never learn the Detect Lies skill.

DISADVANTAGES 137 Ham-Fisted 3 -5 or -10 points You have unusually poor motor skills. You suffer a penalty to any DX- based roll to do fine work using the skills listed under High Manual Dexterity (p. 59), and to Fast-Draw skill. For -5 points, the penalty is -3; for -10 points, it is -6. This does not affect IQ-based tasks or large-scale DX-based tasks, nor does it modify combat-related die rolls other than Fast-Draw. You are also a messy eater, can’t tie a necktie properly, and so on. At the GM’s option, you get -1 per level of this trait on any Influence or reaction roll where being tidy or well-groomed would matter. This disadvantage is mutually exclusive with High Manual Dexterity. Hard of Hearing 3 -10 points You are not deaf, but you have some hearing loss. You are at -4 on any Hearing roll, and on any skill roll where it is important that you under- stand someone (if you are the one talk- ing, this disadvantage doesn’t affect you). Hemophilia 3 -30 points You are a “bleeder.” Even a small wound will not heal unless well-band- aged – and you may bleed to death. Any untreated wound bleeds at a rate equal to its original damage every minute. For instance, an untreated 3 HP wound bleeds for 3 HP of damage per minute until stanched. First Aid is enough to staunch most wounds, but an impaling wound to the torso causes slow internal bleed- Hidebound 2 In an area with little or no law, you do ing. It does damage every minute, as -5 points not “go wild” – you act as though the above, until you receive First Aid. laws of your own home were in force. You find it difficult to come up You also assume that others are hon- Furthermore, it continues to do dam- with an original thought. You have a age equal to its original damage once est unless you know otherwise (make -2 penalty on any task that requires an IQ roll to realize someone might be per day until properly treated. Only a creativity or invention, including most Surgery roll or supernatural healing dishonest if you haven’t seen proof). rolls against Artist skill, all Engineer This is a disadvantage, because it can stop internal bleeding or restore rolls for new inventions, and all skill HP lost to it. If proper treatment is not often limits your options! Make a self- rolls made to use the Gadgeteer control roll when faced with the available, you will soon die. advantage. If you suffer from this disadvan- “need” to break unreasonable laws; if tage, your HT score may not exceed Honesty 2 you fail, you must obey the law, what- 10. ever the consequences. If you manage -10 points* to resist your urges and break the law, You must obey the law, and do make a second self-control roll your best to get others to do so as well.

138 DISADVANTAGES afterward. If you fail, you must turn position, usually resulting in a notice- trait is appropriate for normal yourself in to the authorities! able hump or lump on one or both humans who have a build of You may fight (or even start a fight, shoulders. This reduces height by 6” Overweight or heavier (see Build, if you do it in a legal way). You may without changing weight or build. p. 19), or the Gluttony disadvantage even kill in a legal duel or in self- Normal clothing and armor will fit (p. 137). defense – but you may never murder. badly, giving you -1 to DX; to avoid You may steal if there is great need, but this, you must pay an extra 10% for Increased Life Support only as a last resort, and you must specially made gear. 31 attempt to pay your victims back later. Most people find you disturbing to If you are jailed for a crime you did not see and react at -1. This penalty is Variable commit, but treated fairly and assured cumulative with regular appearance Your environmental requirements of a trial, you will not try to escape. modifiers (see Physical Appearance, in a life-support situation are greater You always keep your word. (In a p. 21), and you may have no better than those of a normal human. Some war, you may act “dishonestly” against than Average appearance. Your examples: the enemy, but you will not be happy appearance is also distinctive, which Extreme Heat/Cold: You require a about it!) However, you are allowed to gives you -3 to Disguise or Shadowing temperature above 200° or below 0°. lie if it does not involve breaking the skill, and +3 to others’ attempts to -10 points. law. Truthfulness (p. 159) is a separate identify or follow you. Massive: You require more than a disadvantage. Realistic hunchbacks should have ton of additional weight in order to Honesty has its rewards, of course. the Bad Back disadvantage (p. 123) as survive aboard a spacecraft or a sub- If you stay alive and in one place long well, but this is not required. marine, or in any other setting where enough for your honesty to become resources and space are limited. If you known, the GM should give you +1 on Impulsiveness 2 can wear an environment suit, this any noncombat reaction roll – or +3 if -10 points* always weighs at least a ton. -10 a question of trust or honor is You hate talk and debate. You pre- points. involved. This is essentially a free fer action! When you are alone, you Pressurized: You require a separate Reputation (see Reputation, p. 26). act first and think later. In a group, pressurized compartment to survive. 31 when your friends want to stop and -10 points. Horizontal discuss something, you should put in Radioactive: You are radioactive or -10 points your two cents’ worth quickly – if at all require a radioactive environment. -10 You have a horizontal posture, like – and then do something. Roleplay it! points. a cat. You can stand on your hind legs Make a self-control roll whenever it The GM may allow other kinds of for short periods, but find this very would be wise to wait and ponder. If Increased Life Support. These should uncomfortable. You can use one hand you fail, you must act. worth no more than -10 points apiece (if you have hands) while standing on unless they are extremely exotic. Add your other limbs, or two hands while Increased Consumption together the value of multiple special sitting on your haunches; in both 3 requirements, but note that the total cases, your ground Move is 0 while disadvantage value cannot exceed -40 doing so. You can carry but not use an -10 points/level points. object in one hand if moving at half One “meal” keeps you going for a Increased Life Support represents Move. If you are human-sized, you much shorter period of time than it the logistical inconvenience of special take up two hexes on a battle map. would a normal human. This is suit- life-support requirements, while A horizontal build does not let you able for small creatures that must eat Dependency (p. 130), Maintenance put your full weight behind a kick. As often, or for machines that rapidly (p. 143), and Restricted Diet (p. 151) a result, your thrusting damage is at -1 exhaust their fuel or energy supply. all reflect the health effects of doing per die when you kick. Ignore this Increased Consumption 1: You without such requirements. The same penalty if you have Claws (p. 42) – that must eat six meals a day. If you have requirement can qualify in both cate- trait includes the necessary adapta- the Machine meta-trait (p. 263), you gories if it has consequences for both tions to strike at full power. The penal- have a 4-hour endurance. health and logistics. But note that a ty does apply if you have Hooves, how- Increased Consumption 2: You Dependency you can satisfy with a ever. must eat 12 meals a day. If you have one-ounce inhaler of a drug does not Do not take this disadvantage if the Machine meta-trait, you have a 2- let you claim Increased Life Support you are Aerial or Aquatic (see No Legs, hour endurance. for a pressurized cabin full of the stuff! p. 145). If you are fully adapted to a Increased Consumption 3: You The GM’s word is final. three-dimensional environment, body must eat 24 meals a day. If you have With the GM’s permission, normal posture is irrelevant. the Machine meta-trait, you have a 1- humans may take this disadvantage to 3 hour endurance. represent the special requirements of Hunchback certain chronic illnesses. -10 points . . . and so on, doubling consump- tion and halving endurance for each You have a spinal deformity that additional level. A single level of this forces you into a twisted or hunched

DISADVANTAGES 139 Incurious 2 Innumerate 2 You may be prejudiced on the basis of -5 points* -5 points class, ethnicity, nationality, religion, sex, or species. Victims of your You hardly ever notice things unre- You have little or no grasp of math- Intolerance will react to you at -1 to -5 lated to the business at hand. Make a ematics. You cannot learn – and get no (GM’s decision). Point value depends self-control roll when confronted with default with – Computer Program- on the scope of your Intolerance. something strange. If you fail, you ming, Economics, or any of the skills If you are thoroughly intolerant, ignore it! You react at -1 to new things. that benefit from Mathematical you react at -3 toward anyone not of 2 Ability (see Talent, p. 89). You effec- your own class, ethnicity, nationality, Indecisive tively have Incompetence (p. 164) in religion, or species (pick one). On a -10 points* those areas. This has many frustrating “Good” reaction, you tolerate the per- You find it difficult to make up side effects: you must use your fingers son and are as civil as possible (but are your mind. As long as there is a single to count or perform arithmetic, you stiff and cold toward him). On a path before you, you are fine, but as have no idea if the results computed “Neutral” reaction, you still tolerate soon as there is a choice, you begin to by calculating machines are correct him, but make it plain in words and dither. Make a self-control roll when- (making them basically useless), and deeds that you don’t care to be around ever a choice confronts you, modified you are easily cheated by dishonest him and consider him inferior or downward by the number of alterna- merchants (-4 to rolls to notice you’ve offensive. On any worse reaction, you tives you can see: -2 if there are two been had). attack or refuse to associate with the choices, -3 if there are three, etc. If you In “innumerate” cultures, includ- victim. Total Intolerance of this kind is fail, you do nothing. Roll again every ing many cultures at TL4 or below, worth -10 points. minute (or every second in combat or this disadvantage is widespread, and Intolerance directed at only one a similar high-stress situation) until the GM should not count it against the specific class, ethnicity, nationality, you make up your mind, after which campaign disadvantage limit (if any). religion, sex, or species is worth from you may act normally until the next In societies that prize technological or -5 points for a commonly encountered time you face a decision. mercantile ability, Innumerate indi- victim to -1 point (a nasty quirk) for a If you are Indecisive and Confused viduals are liable to have a Social rare victim. (p. 129), you must roll as described Stigma as well. This is worth an addi- above to decide on a course of action. tional -5 points and gives -1 to reaction Invertebrate 31 rolls. When you finally succeed, you must -20 points make another self-control roll – this 3 You have no spine, exoskeleton, or one for Confused – to see whether you Insomniac -10 or -15 points other natural body support. Use your can act on your decision immediately. full Basic Lift for the purpose of push- 35 You go through periods where ing, but only 1/4 your BL to calculate Infectious Attack falling asleep is very difficult. During the weight you can lift, carry, or pull. -5 points such an episode, you must make a HT- This trait has a small side benefit, You have an infectious supernatu- 1 roll once per night. On a success, however: you can squeeze through ral condition. This works identically to you fall asleep easily, ending that much smaller openings than your size the Dominance advantage (p. 50), episode of insomnia. On a failure, you might suggest! except that you do not control those lose two hours of sleep that night (and Note that this trait differs some- you infect and cannot add them as suffer all the usual effects; see Missed what from the biological term “inver- Allies. This is a disadvantage, because Sleep, p. 426) and the episode contin- tebrate.” enemies who survive (or don’t sur- ues for another night. On a critical vive!) violent encounters with you failure, you get no sleep that night. Jealousy 2 Point value depends on severity: become stronger through the “gift” of -10 points supernatural powers, and are com- Mild: The GM secretly rolls 3d for You react poorly toward those who pletely free to use their new abilities to the number of days between episodes. seem smarter, more attractive, or bet- seek vengeance for what you have -10 points. ter off than you! You resist any plan done to them. Severe: The GM rolls 2d-1 for the proposed by a “rival,” and hate it if To prevent PCs with this trait from number of days between episodes. -15 someone else is in the limelight. turning their friends into powerful points. (Jealousy goes well with monsters for free, the GM should con- Regardless of severity, whenever Megalomania.) If an NPC is jealous, sider making infected PCs pay points the GM will apply a -2 to -4 reaction for supernatural racial templates you suffer prolonged stress, the GM can require a HT roll. Failure means penalty toward the victim(s) of his gained this way. If they cannot afford jealousy. such a template, the GM is free to bal- an episode starts immediately. ance its point cost with supernatural Killjoy 3 drawbacks such as Cursed, Dread, Intolerance 2 Revulsion, and Weakness. Variable -15 points You dislike and distrust some (or Your brain’s pleasure center is all) people who are different from you. burned out or absent. You cannot

140 DISADVANTAGES appreciate the taste of good food, the Lame 3 use of your legs. Using crutches or a joy of sex, the savage beauty of combat, -10 to -30 points peg leg, you can stand up and walk and so on. You might not even remem- slowly. You must reduce Basic Move ber what these pleasures were like! You This disadvantage assumes that to 2, but you get full points for this. can “go through the motions,” but you you are a member of a race with legs. You can still kick, but between the have -3 on all Carousing, Connoisseur, If your entire race is legless, see No standard -2 for a kick and the -6 for Erotic Art, and Gambling rolls. Others Legs (p. 145). this disadvantage, you do so at DX-8! react to you at -1 to -3 in any situation where your lack of appreciation becomes obvious (GM’s decision). A bad reaction indicates ridicule from cultured folk, rejection by a lover, etc. – not violence. Some ultra-tech societies might use surgery to inflict this state as a form of punishment! If so, you won’t plot your revenge . . . because there won’t be any pleasure in it. Kleptomania 2 -15 points* You are compelled to steal – not necessarily things of value, but any- thing you can get away with. Make a self-control roll whenever you are pre- sented with a chance to steal, at up to -3 if the item is especially interesting to you (not necessarily valuable, unless you are poor or have Greed). If fail, you must try to steal it. You may keep or sell stolen items, but you may not return or discard them. Klutz 3 -5 or -15 points You have an uncanny affinity for gross physical blunders. You do not necessarily have a low DX (you may have up to DX 13 and still select this trait) but you are more awkward than your DX would suggest. This disad- vantage comes in two levels: Klutz: Make a DX roll to get You have some degree of impaired Without your crutches or peg leg, you through the day without doing a prat- mobility: cannot stand, walk, or kick. -20 points. fall, dropping books, or knocking over Legless: You are missing all of your shelves filled with fragile items. This is Crippled Legs: You have all of your legs, no matter how many you started rarely life-threatening, but it is incon- legs, but some of them are damaged. out with. You are at -6 to use any skill venient and often expensive. The GM For a human, this means one bad leg. that requires the use of your legs, and should be creative in inventing minor You are at -3 to use any skill that you cannot stand, kick, or walk at all. torments. You should especially avoid requires the use of your legs, including You must reduce Basic Move to 0, but laboratories, explosives, china shops, all Melee Weapon and unarmed com- you get full points for this. -30 points. etc. -5 points. bat skills (but not ranged combat Paraplegic: You have all of your Total Klutz: As above, but in addi- skills). You must reduce your Basic legs, but they are paralyzed. The tion, any failure on a DX roll or DX- Move to half your Basic Speed (round effects and point value are identical to based skill roll is considered a critical down), but you get full points for this Legless. Unlike a Legless character, failure for you! -15 points. (see Basic Move, p. 17). -10 points. you can be struck in the legs for dam- Missing Legs: You have lost some, age. This is balanced by the fact that it This trait might seem silly, but it but not all, of your legs. For a human, isn’t inconceivable that you could need not be. Most realistic TL7-8 this means you have one leg. You are regain the use of your legs (a Legless robots have this disadvantage! at -6 to use any skill that requires the character is out of luck). -30 points.

DISADVANTAGES 141 Technological Assistance Lifebane 25 over your shoulder, etc. If you fail, you A muscle-powered wheelchair or -10 points lash out at that person just as if you had wheeled platform has ground Move Bad Temper (p. 124). Loner NPCs You have a supernatural aura of equal to 1/4 your ST (round down), always react to others at a penalty. death about you. Grass dies in your but cannot pass through narrow door- footprints and will never grow there Self-Control Reaction ways, negotiate staircases or steep again, larger plants wilt instantly in Number Penalty curbs, enter most vehicles, etc. your presence, and insects and other 6-4 If you have advanced prosthetics tiny creatures die if they get within a 9-3 that cancel this disadvantage while yard of you. Your aura has no effect on 12 -2 worn, apply a Mitigator limitation animals that weigh more than a few 15 -1 (p. 112) to Lame and any reduced ounces, on very large plants such as Basic Move. If surgery or ultra-tech trees (but the leaves closest to you Low Empathy 2 replacement parts eliminate this dis- might die, and a tree you pass daily for advantage completely, you must pay -20 points years will eventually be affected), on back the points you received for Lame You cannot understand emotions ordinary life forms controlled by and reduced Basic Move. at all. This doesn’t prevent you from supernatural means (e.g., insect having and showing emotions of your 2 swarms conjured up using magic), or own (unless you have something like Laziness on supernatural entities of any kind. -10 points No Sense of Humor) – your problem is Lifebane gives -2 on reaction rolls that you don’t really understand them. You are violently averse to labor. made by anyone in a position to notice As a result, you have difficulty inter- Your chances of getting a raise or pro- it. If it stems from demonic powers, acting socially. motion in any job are halved. If you vampirism, etc., observers get +2 on You may not take the Empathy are self-employed, halve your monthly all rolls to deduce your secret! This advantage, and suffer a -3 penalty on pay (see Jobs, p. 516). You must avoid trait makes it difficult to use stealth- all skills that rely in whole or in part work – especially hard work – at all or invisibility-related abilities out- on understanding someone’s emotion- costs. Roleplay it! doors, too: +2 on rolls to locate you in al motivation, including Acting, 2 most outdoor environments. It has its Carousing, Criminology, Detect Lies, Lecherousness side benefits, however. For instance, Diplomacy, Enthrallment, Fast-Talk, -15 points* you need never buy insect repellent! Interrogation, Leadership, Merchant, You have an unusually strong Politics, Psychology, Savoir-Faire, Sex desire for romance. Make a self-con- Light Sleeper 3 Appeal, Sociology, and Streetwise. You trol roll whenever you have more than -5 points can still have these skills – you just the briefest contact with an appealing You do not sleep as soundly or as aren’t as good at them as someone member of the sex you find easily as most people. Whenever you without this disadvantage. attractive – at -5 if this person is must sleep in an uncomfortable place, Low Empathy is common in Handsome/Beautiful, or at -10 if Very or whenever there is more than the androids, demons, golems, the Handsome/Very Beautiful. If you fail, slightest noise, you must make a HT undead, and some aliens. It is also you must make a “pass,” using what- roll in order to fall asleep. On a failure, appropriate for certain humans! This ever wiles and skills you can bring to you can try again after one hour, but trait is mutually exclusive with the bear. You must then suffer the conse- you will suffer all the usual effects of somewhat similar disadvantages quences of your actions, successful or one hour of missed sleep (see Missed Callous (p. 125) and Oblivious not: physical retribution, jail, commu- Sleep, p. 426). (p. 146), both of which assume some nicable disease, or (possibly) an ador- You usually wake up if there is understanding of emotions, however ing new friend. activity going on around you (but you flawed. Unless the object of your affection are stunned unless you have Combat is Very Handsome/Very Beautiful, you Reflexes). If you wish to continue Low Pain Threshold 3 need not roll more than once a day to sleeping, you must fail a Sense roll. If -10 points avoid making a pass. If someone you wake up, you must make HT rolls You are very sensitive to pain of all turns you down very firmly (e.g., a to get back to asleep, as above. This kinds. Double the shock from any black eye, or an arrest for sexual can occasionally be to your advantage, injury; e.g., if you take 2 HP of dam- harassment) the GM may give you a but the most likely effect is that you age, you are at -4 to DX on your next bonus to future self-control rolls miss sleep whenever inconsiderate turn. You roll at -4 to resist knock- regarding that individual . . . companions trade watches or return down, stunning, and physical torture. Note that you are likely to change from a night on the town. Whenever you take a wound that does your standards of attractiveness if no more than 1 HP of damage, you must truly attractive members of the Loner 2 make a Will roll to avoid crying out. appropriate sex are available! -5 points* This can give away your presence, and You require a great deal of “person- may earn you a -1 reaction from al space.” Make a self-control roll when- “macho” individuals. ever anyone lingers nearby, watches

142 DISADVANTAGES Low Self-Image 2 Magic Susceptibility, and its pre- The frequency with which you -10 points cise level, can be recognized by any require maintenance modifies this mage who looks at your aura or by base cost. You lack self-confidence and under- anyone who casts a spell on you. You Maintenance rate your abilities to such a degree that may have no more than five levels of Interval Multiplier it interferes with your performance. Magic Susceptibility. Monthly 1/5 You are at -3 to all skill rolls whenever You can combine Magic Bi-weekly 1/3 you believe that the odds are against Susceptibility with Magery but not Weekly 1/2 you or others expect you to fail (GM’s with Magic Resistance. judgment). For instance, if you’re a Every other day 3/4 mechanic, you have no penalty to Maintenance 3 Daily 1 repair an engine in your shop . . . but Twice daily 2 you are at -3 to make the same repairs Variable Three to five times daily 3 on the road, in the rain, with only a You require skilled attention at reg- Constant 5 portable tool kit, and an enemy hot on ular intervals to avoid HT loss. If you miss a maintenance period, your trail – on top of the usual modi- Examples include a robot that needs a your HT attribute drops by 1 and you fiers that would apply in that situation! mechanic, a chronically ill person who needs a doctor’s attention, or a god must make a HT roll. Failure results in that requires devout prayer. some additional incapacity of the Low TL GM’s choosing. Critical failure means see p. 22 Decide on the care you require and the skill needed to provide it. a potentially fatal outcome; e.g., a 2 Possibilities include electronic main- human might suffer a heart attack, or Lunacy tenance (use Electronics Repair), a vehicle’s brakes might fail while it is -10 points mechanical maintenance (use moving. The moon has a dramatic and Mechanic), medical care (use To restore lost HT and capabilities inconvenient effect on your personali- Physician), and physical repairs (use requires suitable intervention and skill ty. During the full moon, you are Carpentry, Electrician, etc.). You may rolls (repairs if you’re a machine, sur- extremely emotional and volatile (-2 to specify an advantage or disadvantage gery if you’re a living being, etc.). If all Will and self-control rolls), while on instead; e.g., a god might require wor- you require an unusual form of main- nights of the new moon, you are very shippers with Disciplines of Faith. You tenance, this might call for exotic passive (you temporarily suffer from can split Maintenance between multi- measures! the Laziness disadvantage, p. 142). ple skills; for instance, a robot might While the moon is waxing, you are require Electronics Repair and Manic-Depressive 2 focused and pleasant; while it is wan- Mechanic. -20 points ing, you are apathetic and a little Those who maintain you must Your moods are on a seesaw. You touchy. Roleplay it! have access to the appropriate facili- bounce back and forth between bub- ties: a mechanic needs tools, worship- bling enthusiasm and morose with- Magic Susceptibility 25 pers must pray at a temple, etc. No drawal. At the beginning of each play -3 points/level resources are consumed, however; for session, roll 1d. On 1-3, you are in Magic is more likely to affect you. that, take Dependency (p. 130). your manic phase; 4-6 indicates Add your Magic Susceptibility to the Each installment of maintenance depression. Every five hours of game skill of anyone casting a spell on you, takes one hour. The base point value time thereafter, roll 3d. A 10 or less and subtract it from your roll to resist depends on the number of people indicates that you begin a mood any spell that you can resist. For needed to perform it: swing. Over the next hour, you shift instance, if you have Magic from your current phase to the oppo- Susceptibility 4, wizards have +4 to Number of Point site one. You remain in the new phase cast spells on you and you get -4 to People Value for at least five hours, after which you resist. 1 -10 must again roll 3d. Magic Susceptibility only makes 2 -20 In the manic phase, you suffer the you more vulnerable to spells cast 3-5 -30 effects of Overconfidence (p. 148) and directly on you. It does not affect 6-10 -40 Workaholic (p. 162). You are friendly, Missile spells, attacks by magic 11-20 -50 outgoing, and excited about whatever weapons, or information-gathering 21-50 -60 it is you’re doing. In the depressive spells that aren’t cast directly on you. 51-100 -70 phase, you suffer the effects of It also has no effect on supernatural Chronic Depression (p. 126). You are powers other than magic; e.g., divine Add another -10 points per full not interested in doing anything but miracles, psionics, or the innate pow- doubling of the number of people lying in bed, sitting in a dark room ers of spirits. Magic Susceptibility required; e.g., a god that requires and moping, etc. Your effective self- works normally against Area spells; do 10,000 worshippers would have a base control number for these effects is not double its effects as you would -130-point disadvantage. Extra man- equal to your Will. those of Magic Resistance (p. 67). hours of maintenance may substitute for extra people, if the GM approves.

DISADVANTAGES 143 Emergencies can also cause mood automobile, train, airplane, balloon, would be apparent (GM’s decision). swings; in that case, the switch is ship, or spacecraft. You may never -15 points. immediate. On a roll of 10 or less on learn any vehicle-operation skill. You Severe: You find it difficult to func- 3d, you change phases. This can be must roll vs. HT as soon as you are tion in normal society. You are at -4 to good (an emergency jars you into aboard a moving vehicle. On a failure, tasks that involve fine manipulation, action) or bad (a problem triggers you vomit and are at -5 on all DX, IQ, and such tasks take four times as long. depression and you become and skill rolls for the rest of the jour- Your DX and Basic Move cannot worthless). ney. On a success, you are merely exceed your racial average (DX 10 and miserably queasy and at -2 on DX, Move 5 for a human), and might be Megalomania 2 IQ, and skill rolls. Roll daily on long lower. You get -4 to social skills when- -10 points journeys. ever your condition becomes appar- You believe you are a superman, 2 ent. -35 points. that you have been chosen for some Mundane Background Crippling: You find it almost impos- great task, or that you are destined to -10 points sible to function in normal society. conquer. You must choose a grand You have a complete lack of experi- You are at -6 to tasks that involve fine goal – most often conquest or the ence with the supernatural and the manipulation, and such tasks take six completion of some fantastic task. weird. When you first enter play, you times as long. Your DX and Basic You must let nothing stand between can only have mundane skills and Move cannot exceed 80% of your you and this goal. equipment. Magic spells, cinematic racial average (DX 8 and Move 4 for a You may attract followers with skills, etc. are off-limits. So are Hidden human), and might be considerably Fanaticism, but nobody else enjoys Lore and Occultism! You can have lower. You get -6 to social skills most hearing you talk about your brilliance supernatural advantages, but you can of the time. -55 points. and great plans. Young or naive char- neither use them nor learn any skills Many other symptoms are possi- acters, and fanatics looking for a new that would allow you to use them. In ble, including gross motor impairment cause, react to you at +2; others will fact, you have no idea that you possess (buy down DX or Move), involuntary react at -2. such talents, save perhaps for the odd vocalizations (treat as Noisy, p. 146), This is a better disadvantage for dream now and then. You must buy and facial contortions (reduce appear- NPCs than it is for PCs. off this disadvantage if you wish to use ance level; see Physical Appearance, 2 supernatural advantages actively or p. 21). Violent tics and profane invol- Miserliness learn any skill related to the supernat- untary vocalizations might qualify as -10 points* ural or the weird. Odious Personal Habits (p. 22). You are preoccupied with conserv- Mundane Background is only ing your wealth. You must always available in settings with supernatural Night Blindness 3 hunt for the best deal possible. Make a or weird elements! It is not a valid dis- -10 points advantage in perfectly mundane game self-control roll any time you are You have poor night vision. If the worlds. called on to spend money. If the vision or combat penalty for poor light- expenditure is large, this roll may be at Mute ing is between -1 and -4 for most peo- -5 or worse (GM’s decision). If you fail, ple, your penalty is the worse of double you refuse to spend the money. If you see Cannot Speak, p. 125 the usual penalty or -3. If the usual absolutely must spend the money, you penalty is -5 or worse, you function as should haggle and complain inter- Neurological Disorder though you were completely blind (see minably. Note that you may have both 3 Blindness, p. 124). If you have Acute Greed (p. 137) and Miserliness! Variable Vision (p. 35), it only applies in situa- tions with no darkness penalty. Missing Digit 3 You suffer from one of several neu- rological disorders that cause tremors, This trait is mutually exclusive -2 or -5 points involuntary movements, facial contor- with both Night Vision (p. 71) and You are missing a finger or thumb. tions, etc. Point value depends on Dark Vision (p. 47). Missing Finger: Gives -1 DX with severity: Nightmares 2 that hand (only). -2 points. Mild: Your condition is obvious to -5 points* Missing Thumb: Gives -5 DX with anyone who observes you for more that hand (only). -5 points. You are tormented each night by than a few seconds. You are at -2 to horrible nightmares. Sometimes tasks that involve fine manipulation they’re so harrowing that they affect Mistaken Identity (see High Manual Dexterity, p. 59), and see p. 21 your efficiency during waking hours. such tasks take twice the normal time. Make a self-control roll each morning 3 You also have -2 to social skills such as upon awakening. If you fail, you suf- Motion Sickness Acting, Leadership, Performance, fered nightmares; this costs you 1 FP -10 points Public Speaking, and Sex Appeal in that you can only recover through You are miserable whenever you any situation where your condition sleep. On a roll of 17 or 18, you are left are in a moving vehicle, be it an

144 DISADVANTAGES shaking, and are at -1 to all skill and No Manipulators: You have no Bounces, Rolls, or Slithers: You Perception rolls for the entire day. limbs. The only way for you to move on land without using legs, like These nightmares can be so vivid manipulate objects is to push them a snake or a wheel-form robot. Work that they’re indistinguishable from around with your body or head. You out Basic Move and use it as your reality. The GM might choose to play can still move, and are capable of ground Move, just as a legged charac- them out in the game, starting out like rolling, wriggling, bouncing, etc. at ter would. 0 points. a normal scenario and steadily becom- ing more horrible. The victim should only gradually come to suspect that he These nightmares can be so vivid that they’re is dreaming. Such dreams can have a dramatic effect on the dreamer’s wak- indistinguishable from reality. The GM might ing life, such as temporary Obsessions choose to play them out in the game, starting or Phobias, or even a psychosomatic loss of HP or attribute levels. out like a normal scenario and steadily If other PCs are involved in the becoming more horrible. nightmare, they’re completely unaf- fected by anything that occurs there (but if the nightmare takes a long time your Basic Move unless you buy it Semi-Aquatic: You “walk” on flip- to play out, the GM might wish to down to 0. -50 points. pers, like a seal. Use Basic Move as reward the players with a bonus char- your basic water Move and 1/5 this as Note that this trait is limited to non- acter point as a token of appreciation your ground Move – that is, reverse the humans and supers. Either level quali- for their time – maybe two points if normal relationship between ground fies you to buy ST and DX with the they roleplayed the dream-situation and water Move. You suffer standard -40% No Fine Manipulators limitation. particularly well). It’s the GM’s option skill penalties in the water. 0 points. whether to let the other players know 31 Sessile: Your base is anchored in advance that the scenario is a No Legs where you sit, like a tree or a building. dream. Either way can lead to unique Variable You can’t move under your own power and fascinating roleplaying. This disadvantage assumes that in any environment, and lack the your race lacks legs. If your race has option of using a moving platform No Depth Perception 3 legs, but you are missing yours, see (although you can be moved, with -15 points Lame (p. 141). considerable effort). Your Basic Move You have two eyes, but you lack You are a member of a legless race. is automatically 0, and you get no effective binocular vision and cannot There are several different forms of extra points for this. You can still have visually judge distances. This might be this trait, but in all cases, you cannot manipulators. If so, you wield due to a vision disorder or a quirk of kick, cannot be struck in the legs in weapons at no DX penalty, because your racial neurology. The game combat, and need not wear leg armor. unlike those with the Lame disadvan- effects are identical to One Eye The point costs below assume that the tage, you have a very stable base! -50 (p. 147); you may not take both disad- benefit of having no legs for foes to points. vantages. target in combat balances the draw- Tracked or Wheeled: You have back of being unable to kick. tracks or wheels instead of legs. No Fine Manipulators Specify how many – one to four, or 31 Aerial: You cannot move on land, any higher even number. If using hit but you can hover, glide, or fly. You locations, treat each track or wheel as -30 or -50 points must purchase the Flight advantage if it were a leg. You can neither jump Your body lacks hands and possi- (p. 56). Calculate Basic Speed as usual nor negotiate obstacles that require bly limbs. Point value depends on the and use twice this value to determine arms and legs working together (e.g., a extent of your limitation: your basic air Move, as described for ladder or rope). You always leave a vis- Flight. Your ground Move is 0. 0 ible trail (giving others a Tracking No Fine Manipulators: You have no points. bonus: +1 for Wheeled, +2 for body part more agile than paws or Aquatic: You cannot move on land, Tracked). Tracks are also noisy (+2 to hooves. You cannot use your limbs to but you are adapted to movement on all Hearing rolls to detect you), but let make repairs, pick locks, tie knots, or in water, like a ship or a fish. you handle rough terrain more easily. wield weapons, etc., or even to grasp Calculate Basic Move and use this as Tracked and Wheeled do not reduce firmly. You may only select this trait if your basic water Move. Your ground Move; in fact, you may buy up to three you have nothing approaching the Move is 0. You suffer no skill penalties levels of Enhanced Move (Ground). human hand in terms of overall versa- for working in or under water. 0 This disadvantage usually accompa- tility. If you have a beak, tongue, pre- points. If your mobility depends on nies the Machine meta-trait (p. 263). hensile tail, etc. that is as good as a fins, masts, paddles, or sails that you -20 points. hand, you do not have No Fine can’t armor, or you can’t dive: -5 Manipulators! -30 points. points. If both: -10 points.

DISADVANTAGES 145 No Manipulators level gives +2 to Sense rolls to hear you First Aid on yourself if you can’t see see No Fine or -2 to your Stealth rolls, as the situa- the injury. tion warrants. In some circumstances Manipulators, p. 145 (e.g., at the opera), each level might Oblivious 2 2 also give -1 to reactions! You may not -5 points No Sense of Humor take more than five levels of Noisy You understand others’ emotions -10 points without the GM’s permission. but not their motivations. This makes You never get any jokes; you think 2 you awkward in situations involving everyone is earnestly serious at all Non-Iconographic social manipulation. You are the clas- times. Likewise, you never joke, and -10 points sic “nerd”! You have -1 to use or resist you are earnestly serious at all times. You are incapable of processing Influence skills (see Influence Rolls, Others react at -2 to you in any situa- abstract images and symbols. p. 359): Diplomacy, Fast-Talk, tion where this disadvantage becomes Graphical computer interfaces, maps, Intimidation, Savoir-Faire, Sex evident. heraldic devices, and magical runes Appeal, and Streetwise. are completely meaningless to you. No Sense of Smell/Taste Like Dyslexia (p. 134), this is a struc- Obsession 2 3 tural shortcoming of your brain; you -5 or -10 points* -5 points cannot normally buy it off. Your entire life revolves around a This affliction – known as anosmia You cannot learn Cartography, single goal. Unlike Compulsive – prevents you from smelling or tast- Heraldry, Symbol Drawing, or any Behavior (p. 128), this is not a daily ing anything. Thus, you are unable to similar skill used mainly to design or habit, but an overpowering fixation detect certain hazards that ordinary arrange patterns and symbols. You that motivates all of your actions. And people spot quickly. However, the dis- also cannot use graphical computer unlike Fanaticism (p. 136), this does ability has its advantages . . . you need interfaces; you are limited to text not necessarily imply a set of philo- never worry about skunks, and can interfaces and immersive virtual reali- sophical beliefs. always eat what is set before you. ties. Finally, since you cannot grasp You must rationalize all of your magical symbols, you cannot learn actions as an attempt to reach your Nocturnal 31 magic save through oral tradition. goal. Make a self-control roll whenev- Note that you can process text er it would be wise to deviate from -20 points without difficulty, and may learn writ- You can only be active when the your goal. If you fail, you continue to ten languages normally (see Language, pursue your Obsession, regardless of sun is below the horizon. This repre- p. 23). sents more than a preference for night the consequences. over day! As soon as dawn starts to 3 Point cost depends on the time Numb needed to realize your goal. A short- break, you become lethargic – and -20 points when the sun clears the horizon, you term goal (e.g., assassinating some- fall paralyzed and comatose until the You have no sense of touch. You one) is worth -5 points, while a long- sun goes down again. have a limited degree of pressure term goal (e.g., becoming President) is Note that this is not the same as the sense – enough to feel your weight and worth -10 points. In both cases, modi- biological term “nocturnal.” stand up and walk without falling over fy the base cost to reflect your self- – but you cannot distinguish textures control number. If your Obsession Special Enhancements by touch at all. Feats that depend on causes others to react badly, take Permanent Paralysis: You turn to touch alone (e.g., touch-typing, or Odious Personal Habit (p. 22) or stone or suffer some other permanent untying your hands behind your back) Delusion (p. 130) as well. incapacitation if struck by the sun’s are impossible for you. Should you ever reach your goal, rays. Only one specific power or item When performing a task that you must either substitute a new goal – most often a powerful magic spell – requires hand-eye coordination, you or buy off your Obsession. can reverse this effect. Details are up suffer all the effects of one level of to the GM. +100%. Ham-Fisted (p. 138) unless you take Odious Personal Habits twice as long to perform the action see p. 22 Noisy 3 and can clearly see what you’re doing. -2 points/level If you also have Ham-Fisted, add its On the Edge 2 You make a lot of noise! Perhaps effects. -15 points* you’re a ghost with clanking chains, a You experience pain, temperature, You take grossly unreasonable risks cyborg with a rasping ventilator, or a and shock as acutely as anyone else, in the face of mortal danger. Make a machine with a loud engine . . . or per- unless you also have High Pain self-control roll whenever you face a haps you’re absurdly inept at stealth. Threshold (p. 59), but you won’t know life-threatening situation: piloting a You make noise constantly – even where you were injured without look- burning vehicle, staring down an when standing still – unless you are ing. Instead, you feel pain as general- entire street gang while armed only comatose (for animate beings) or ized shock throughout your entire with a toothbrush, etc. If you fail, you powered down (for machines). Each body. As a result, you cannot perform

146 DISADVANTAGES may not back down from the One Arm 3 need not be an arm at all – it can be challenge – but you may roll again -20 points any appendage capable of fine manip- after every success roll or reaction roll ulation. For instance, a parrot that relating to the situation. This might be You have only one arm. You cannot used its beak and tongue would have once per second in a potential combat use two-handed weapons, wield two One Arm (and not No Fine situation but only once per day on a weapons at once (or a weapon and a Manipulators). dangerous space mission. shield), or perform any task that If you have advanced prosthetics In combat, make a self-control roll requires two arms. You get -4 on tasks that cancel One Arm while worn, every time you take your turn. If you that are possible with one arm but that apply a Mitigator limitation (p. 112). fail, you must make an All-Out attack are usually executed with two (e.g., Should you ever eliminate One Arm or engage in some other kind of near- most Climbing and Wrestling rolls). completely through surgery or an insane, suicidal behavior. You have no penalty on tasks that ultra-tech replacement limb, you must Most people think you’re crazy if require only one arm. In all cases, the pay back the points you received for it. they witness this behavior, giving -2 on GM’s ruling is final. When in doubt, reaction rolls. Individuals who value try a quick reality check if possible! One Eye 3 If you originally had two arms, bravery over self-preservation (GM’s -15 points decision) will react at +2. assume that you lost the left arm if you were right-handed, or vice versa. You have only one eye. Either you If you are a nonhuman who only are missing an eye (in which case you had one arm to begin with, your “arm” may wear a glass eye or cover the missing eye with a patch) or you have only a single, cyclopean eye. You suf- fer -1 to DX in combat and on any task involving hand-eye coordination, and -3 on ranged attacks (unless you Aim first) and on rolls to operate any vehi- cle faster than a horse and buggy. Some cultures regard those who are missing an eye as unattractive. If this is generally true in your game world, losing an eye will also reduce your appearance by one level (see Physical Appearance, p. 21). If you start with this trait, assume that it is already factored into your appearance – do not apply an additional reaction modifier. One Hand 3 -15 points You have only one hand. For the most part, use the rules under One Arm (above). The difference is that you may make unarmed parries with a handless arm, and possibly strap something to it (e.g., a shield). Good-quality prosthetic replace- ments use the rules under One Arm. Not all prosthetics are good enough to count as Mitigators, though. A low- tech mechanical replacement gives you -2 (for a grabber) or -4 (for a hook or claw) on tasks involving that hand. A hook or claw also counts as an undroppable large knife in combat (use Knife skill), and gives +1 to Intimidation skill if waved at your foes. In some societies, such crude replacements will reduce appearance as described under One Eye (above).

DISADVANTAGES 147 Overconfidence 2 just can’t do the killing yourself. -5 -2. A paranoid NPC reacts at -4 toward any -5 points* points. stranger, and any “legitimate” Cannot Harm Innocents: You may reaction penalty (e.g., for an unfriend- You believe that you are far more fight – you may even start fights – but ly race or nationality) is doubled. powerful, intelligent, or competent you may only use deadly force on a foe Paranoia goes very well with than you really are. You may be proud that is attempting to do you serious Delusions (p. 130), which of course and boastful or just quietly deter- harm. Capture is not “serious harm” have their own disadvantage value! mined, but you must roleplay this unless you are already under penalty trait. of death or have a Code of Honor that Phantom Voices 2 You must make a self-control roll would require suicide if captured. You any time the GM feels you show an -5 to -15 points never intentionally do anything that You are plagued by whispered unreasonable degree of caution. If you causes, or even threatens to cause, fail, you must go ahead as though you phrases that only you can hear. These injury to the uninvolved – particularly voices might be unintelligible, or they were able to handle the situation! if they are “ordinary folks.” This trait Caution is not an option. might repeat the same words over and is especially appropriate for crime- over. Eventually, your sanity (such as You receive +2 on all reaction rolls fighters, supers, etc. -10 points. from young or naive individuals (who it is) will start to erode. Cannot Kill: You may fight – you In any situation that the GM feels believe you are as good as you say may even start fights – but you may you are), but -2 on reactions from is stressful, he may roll 3d. On a 6 or never do anything that seems likely to less, you hear voices. The GM will experienced NPCs. kill another. This includes abandoning Overconfidence is like Megalo- always roll whenever you miss a a wounded foe to die “on his own”! Fright Check or make the roll exactly, mania (p. 144) on a smaller scale. You must do your best to keep your Robin Hood was overconfident – he and whenever you fail a self-control companions from killing, too. If you roll for another stress-related disad- challenged strangers to quarterstaff do kill someone (or feel responsible duels. Hitler was a megalomaniac – vantage. The voices occur in addition for a death), you immediately suffer a to any other results! he invaded Russia! Heroes are nervous breakdown. Roll 3d and be rarely megalomaniacal but often Point value depends on the nature totally morose and useless (roleplay of the voices: overconfident. it!) for that many days. During this time, you must make a Will roll to Annoying: You hear voices, but you Overweight offer any sort of violence toward any- are reasonably sure that they are not see p. 19 one, for any reason. -15 points. real, and they do not harm you direct- Self-Defense Only: You only fight to ly. Still, most people who see you Pacifism 2 defend yourself or those in your care, responding to unheard noises will Variable using only as much force as necessary react at -2. -5 points. You are opposed to violence. This (no pre-emptive strikes allowed!). You Disturbing: As above, but in addi- can take several forms. Choose one of must do your best to discourage oth- tion, the voices can drown out normal the following: ers from starting fights. -15 points. sounds, and may even startle and Total Nonviolence: You will not lift frighten you (possibly requiring a Reluctant Killer: You are psycholog- a hand against another intelligent Fright Check). -10 points. ically unprepared to kill people. creature, for any reason. You must do Diabolical: The voices tell you to Whenever you make a deadly attack your nonviolent best to discourage kill – yourself or others – or perform (e.g., with a knife or a gun) against an violent behavior in others, too. You other terrible deeds. If you are already obvious person whose face is visible to are free to defend yourself against under stress, or under the influence of you, you are at -4 to hit and may not attacks by animals, mosquitoes, etc. drugs, you might need to make a Will Aim. If you cannot see the foe’s face -30 points. roll to avoid carrying out the “orders” (due to a mask, darkness, or distance, (GM’s discretion). -15 points. or because you attacked from behind), In a high-realism campaign, the the penalty is only -2, save in close GM might require all PCs to start out Phantom Voices are usually due to combat. You have no penalty to attack with Reluctant Killer or even Cannot mental problems, but they may also be a vehicle (even an occupied one), an Kill, giving them extra points but symptomatic of some form of super- opponent you do not believe is a per- putting them at a disadvantage when natural possession. If so, psychothera- son (including things with Horrific or facing hardened foes. py cannot reveal the cause, much less Monstrous appearance), or a target cure the problem. If you manage to you can’t actually see (e.g., a set of Paranoia 2 exorcise the evil spirits, you are cured map coordinates or a blip on a radar -10 points and must buy off this disadvantage. screen). If you kill a recognizable per- You are out of touch with reality, 2 son, the effect on you is the same as and think that everyone is plotting Phobias for Cannot Kill (see below). You have against you. You never trust anyone Variable* no problem with your allies killing; except old friends . . . and you keep an You are afraid of a specific item, you may even supply ammo, loaded eye on them, too, just in case. Most creature, or circumstance. Many fears weapons, and encouragement! You people, understandably, react to you at are reasonable, but a Phobia is an

148 DISADVANTAGES unreasonable, unreasoning, morbid although this is at +4. If your enemies being underground if possible; if some- fear. The point value depends on how actually inflict the feared object on thing happens to your flashlight or common the object of your fear is – you, you must make an unmodified torch, you might well lose your mind fear of darkness is far more trouble- self-control roll, as described above. If before you can relight it. -15 points.* some than fear of left-handed you fail, you might break down, Death and the Dead (Necrophobia): plumbers. depending on the Fright Check You are terrified by the idea of death. Make a self-control roll whenever results, but you won’t necessarily talk. Make a self-control roll in the pres- you are exposed to the object of your Some people can panic and fall apart, ence of any dead body (animals don’t Phobia. If you fail, roll 3d, add the but still refuse to talk – just as some count, but portions of human bodies amount by which you failed your self- people do not talk under torture. do). Roll at -4 if the body is that of control roll, and look up the result on A phobic situation is by definition someone you know, or -6 if the body is the Fright Check Table (p. 360). For stressful. If you have other mental dis- unnaturally animated in some way. A instance, if your self-control number advantages that are triggered by ghost (or apparent ghost) also requires is 9 but you rolled a 13, roll 3d+4 on stress, you are likely to have these a roll at -6. -10 points.* the table. The result from the table reactions if you fail to resist a Phobia. Dirt (Mysophobia): You are deathly affects you immediately! Some common phobias: afraid of infection, or just of dirt and If you succeed, you have success- filth. Make a self-control roll when Being Alone (Autophobia): You can- fully mastered your Phobia (for now), you must do something that might get not stand to be alone, and do anything but you are still shaken, and have a you dirty. Roll at -5 to eat any unac- in your power to avoid it. -15 points.* penalty to all DX, IQ, and skill rolls customed food. You should act as Blood (Hemophobia): The sight of while the cause of your fear persists. “finicky” as possible. -10 points.* blood gives you the screaming willies! The penalty depends on your self- Dogs (Cynophobia): This includes You need to make a self-control roll control number. all canines: foxes, wolves, coyotes, during most combats . . . -10 points.* wild dogs, etc. -5 points.* Self-Control Number Penalty Cats (Ailurophobia): -5 points.* Enclosed Spaces (Claustrophobia): 6-4Crowds (Demophobia): Any group A common, crippling fear. You are 9-3of over a dozen people sets off this fear uncomfortable any time you can’t see 12 -2 unless they are all well known to you. the sky – or at least a very high ceiling. 15 -1 The self-control roll is at -1 for over 25 In a small room or vehicle, you feel the people, -2 for a crowd of 100 or more, You must roll again every 10 min- walls closing in on you . . . You need -3 for 1,000, -4 for 10,000, and so on. utes to see if the fear overcomes you. air! This is a dangerous fear for some- -15 points.* Even the mere threat of the feared one who plans to go underground. -15 Darkness (Scotophobia): A common object requires a self-control roll, points.* fear, but crippling. You should avoid

DISADVANTAGES 149 Fire (Pyrophobia): Even a burning Oceans (Thalassophobia): You are Post-Combat Shakes 2 cigarette bothers you if it comes with- afraid of any large body of water. -5 points* in five yards. -5 points.* Ocean travel, or even air travel over Heights (Acrophobia): You may not the ocean, is basically impossible for You are shaken and sickened by voluntarily go more than 15 feet above you, and encounters with aquatic combat, but only after it’s over. Make a ground, unless you are inside a build- monsters are also upsetting. -10 self-control roll at the end of any bat- ing and away from windows. If there points.* tle. It is up to the GM to determine is some chance of an actual fall, self- Open Spaces (Agoraphobia): You when a battle has truly ended, and he control rolls are at -5. -10 points.* are uncomfortable whenever you are may apply a penalty if the combat was Insects (Entomophobia): You are outside, and actually become fright- particularly dangerous or gruesome. If afraid of all “bugs.” Large or poison- ened when there are no walls within you fail, roll 3d, add the amount by ous ones give -3 to self-control rolls. 50 feet. -10 points.* which you failed your self-control roll, Very large ones, or large numbers, give Psionic Powers (Psionophobia): and look up the result on the Fright -6. Avoid hills of giant ants. -10 You are afraid of those with known Check Table (p. 360). For instance, if points.* psionic powers. An actual exhibition your self-control number is 12 but you Loud Noises (Brontophobia): You of power in your presence requires a rolled a 14, roll 3d+2 on the table. The avoid any situation where loud noises self-control roll. You do not voluntari- result from the table affects you are likely. A sudden loud noise ly allow anyone to use a psionic power immediately! requires an immediate self-control on you. The power does not have to be 2 roll. A thunderstorm is a traumatic real – all that matters is that you Pyromania experience for you! -10 points.* believe it is! -15 points if psi powers are -5 points* Machinery (Technophobia): You common, -10 if they are uncommon, -5 You like fires! You like to set fires, can never learn to repair any sort of if they are essentially unknown.* too. For good roleplaying, you must machine and refuse to learn to use Reptiles (Herpetophobia): You never miss a chance to set a fire, or to anything more complicated than a come unglued at the thought of rep- appreciate one you encounter. Make a crossbow or bicycle. Any highly tech- tiles, amphibians, and similar scaly self-control roll whenever you have an nological environment calls for a self- slimies. A very large reptile, or a poi- opportunity to set a fire. control roll; dealings with robots or sonous one, gives -2 to self-control computers require a roll at -3, and rolls; a horde of reptiles (such as a Quadriplegic 3 hostility from intelligent machines snake pit) gives -4. -10 points.* -80 points requires a roll at -6. -5 points at TL4 or Sex (Coitophobia): You are terrified You are paralyzed in all your arms below, -15 points at TL5 or above.* by the idea of sexual relations or the and legs, or lack limbs entirely. You Magic (Manaphobia): You can loss of your virginity. -10 points* can neither manipulate objects nor never learn to use magic, and you Sharp Things (Aichmophobia): You move yourself without assistance. You react badly to any user of magic. Make are afraid of anything pointed. suffer all the bad effects of Paraplegic a self-control roll whenever you are in Swords, spears, knives, and hypoder- (see Lame, p. 141) and No the presence of magic. This roll is at -3 mic needles all give you fits. Trying to Manipulators (see No Fine if you are to be the target of friendly use a sharp weapon, or being threat- Manipulators, p. 145). If the GM is magic, and -6 if you are the target of ened with one, requires a self-control enforcing a disadvantage limit, hostile magic. (The magic does not roll at -2. -15 points at TL5 or below, Quadriplegic counts against the limit have to be real, if you believe in it!) -15 -10 at TL6 or above.* – but you may reduce ST and DX by points in a setting where magic is com- Spiders (Arachnophobia): -5 up to four levels each without the mon, -10 if it is known but uncommon, points.* resulting disadvantage points count- -5 if “real” magic is essentially Strange and Unknown Things ing against the limit (points gained unknown.* (Xenophobia): You are upset by any from further reductions count nor- Monsters (Teratophobia): Any sort of strange circumstances, and in mally). “unnatural” creature sets off this fear. particular by strange people. Make a For rules governing prosthetic You have -1 to -4 on the self-control self-control roll when surrounded by limbs and surgical cures, see Lame roll if the monster seems very large or people of another race or nationality; (p. 141) and One Arm (p. 147) for legs dangerous, or if there are a lot of roll at -3 if the people are not human. and arms, respectively. them. Note that the definition of If you lose control, you might well “monster” depends on experience. An attack strangers out of fear. -15 Reprogrammable 21 American Indian would consider an points.* -10 points elephant monstrous, while an African Sun (Heliophobia): -15 points.* You can be programmed to obey a pygmy would not! -15 points.* Weapons (Hoplophobia): The pres- master. If you have Slave Mentality Number 13 (Triskaidekaphobia): ence of any sort of weaponry is stress- (p. 154), you must obey slavishly, and You must make a self-control roll ful. Trying to use a weapon, or being remain strictly within the letter of whenever you have to deal with the threatened with one, requires a self- your master’s commands. If you lack number 13 – visit the 13th floor, buy control roll at -2. -20 points.* Slave Mentality, you may interpret his something for $13.00, etc. Roll at -5 if orders creatively, as long as you Friday the 13th is involved! -5 points.*

150 DISADVANTAGES remain within either their letter or attention. Critical failure means an your only “front” hex is the one spirit (your choice). If you are nonsen- incapacitating reaction (GM’s deci- directly ahead of you. The hexes to tient (IQ 0), you have no interest in sion): severe immune response, either side of this are “side” hexes: you doing anything but following your engine failure, etc. Those who lack are at -2 to defend against attacks programming! this limitation but for some reason from these hexes, and can only attack You may have both Duty and attempt substitution derive no suste- into those hexes with a Wild Swing. Reprogrammable. If so, you must do nance at all and must still make the Everything else is a “back” hex, as your best to fulfill both obligations. HT roll above; treat success as failure above. -30 points. Should the two come into conflict, and failure as critical failure. -50%. your programming always comes Revulsion 35 first. Restricted Vision 3 -5 to -15 points This trait is most appropriate for -15 or -30 points You have an incapacitating super- golems, mindless undead, robots, and You have an unusually narrow field natural reaction to an ordinarily similar automata. It is rarely suitable of vision. A normal character can see a innocuous substance. If you touch or for PCs, and the GM may choose to 120° arc in front of him without turn- breathe the substance, you must forbid it entirely. ing his head, and has 30° of peripher- immediately make a HT roll. On a al vision to either side, giving him a failure, you are at -5 to all skills and Reputation 180° “arc of vision” for observation attributes for the next 10 minutes. If see p. 26 and ranged attacks. On a battle map, you ingest the substance, you are at -5 A negative reputation counts as a this means he has three “front” hexes, to attributes and -10 to all skills and disadvantage. Note it as such on your two “side” hexes (“left” and “right”), Sense rolls for 10 minutes. Point character sheet! and a single “back” hex. Your vision is value depends on the rarity of the sub- considerably more restricted. This stance: Restricted Diet 3 comes in two levels: Occasional (leather, soap): -5 -10 to -40 points No Peripheral Vision: Your arc of points. You require a specialized food or vision is a 120° wedge to the front. On Common (smoke, wood): -10 fuel that is hard to come by. Unlike a map, your “left” and “right” hexes points. Dependency (p. 130), you do not take become “back” hexes – that is, you Very Common (grass, metal): -15 damage if you go without . . . you just have three “back” hexes, and get no points. can’t eat or refuel, which will eventu- defense against attacks originating This reaction is physical in nature. ally incapacitate you. Point value from these hexes! -15 points. For mental aversions, see Dread depends on the rarity of the item you Tunnel Vision: Your arc of vision is (p. 132). consume: a 60° wedge to the front. On a map, Rare: Dragon’s blood, exotic nutri- ent mixture, weapons-grade uranium. -40 points. Occasional: Virgin’s blood, rocket fuel, babies, radioactives. -30 points. Common: Human flesh, gasoline, liquid hydrogen. -20 points. Very Common: Fresh meat, any hydrocarbon fuel (gasoline, diesel, etc.), electric batteries, fresh blood. -10 points. Restricted Diet is appropriate for normal humans with chronic gas- trointestinal disorders. Special Limitations Substitution: You can try to con- sume a food or fuel similar to the one you require. For instance, a cyborg that requires exotic nutrients could try ordinary human food, or a machine that requires gasoline could try diesel. This sustains you, but you must make a HT roll after each meal or refueling. Failure means your HT attribute drops by one until you receive appro- priate medical or mechanical

DISADVANTAGES 151 Sadism 2 Secret 4 relatives, or the press will harass you. -15 points* -5 to -30 points -10 points. Imprisonment or Exile: If the You delight in cruelty . . . mental, A Secret is an aspect of your life or authorities uncover your Secret, you’ll physical, or both. Make a self-control your past that you must keep hidden. have to flee, or be imprisoned for a roll whenever you have an opportuni- Revelation would result in lasting neg- long time (GM’s discretion). -20 ty to indulge your desires and know ative consequences. The point value points. you shouldn’t (e.g., because the pris- depends on the severity of those con- Possible Death: Your Secret is so oner is one who should be released sequences: terrible that you might be executed by unharmed). If you fail, you cannot Serious Embarrassment: If this the authorities, lynched by a mob, or restrain yourself. Those who become information gets around, you can for- assassinated (by the Mafia, CIA, etc.) aware of your problem react at -3 get about ever getting a promotion, were it revealed. You would be a hunt- unless they are from a culture that getting elected, or marrying well. ed man. -30 points. holds life in little esteem. Alternatively, revelation of your Secret This is a particularly “evil” trait, Frequency of Appearance might simply attract unwelcome pub- more appropriate to villainous NPCs In general, a Secret appears in a lic attention. -5 points. than to heroic PCs. The GM may com- particular game session if the GM rolls Utter Rejection: If your Secret is pletely prohibit Sadism if he does not a 6 or less on 3d before the adventure revealed, it will change your whole want anyone roleplaying it in his cam- begins. However, as for all other dis- life. Perhaps you will lose your job and paign. advantages of this type, the GM need be rejected by friends and loved ones. It is possible, though despicable, to not feel constrained by the appear- Perhaps admirers, cultists, long-lost possess both Bully (p. 125) and Sadism. ance roll. If he thinks that the Secret should come into play, it does! When a Secret appears in play, it is not automatically made public. The GM will give you a chance to prevent your Secret from being revealed. This might require you to cave in to black- mail or extortion, steal incriminating documents, or even silence the person who knows the Secret. Regardless of the solution, however, it’s only tempo- rary – the Secret will appear again and again until either you buy it off with earned character points or it is finally revealed. Effects of Revelation If a Secret is made public, there is an immediate negative effect ranging from serious embarrassment to possi- ble death, depending on the severity of the Secret (see above). There is also a lasting effect: you suddenly acquire new, permanent disadvantages – or lose advantages – worth points equal to twice what the Secret was worth! These new disadvantages replace the Secret on your character sheet, and reduce your point value accordingly. The GM chooses the new disadvan- tages and lost advantages, which should always be appropriate to the Secret. Most Secrets turn into Enemies (p. 135), negative Reputations (p. 26), and Social Stigmas (p. 155), or reduce or remove advantages described under Wealth and Influence (pp. 25-30). Some could even turn into mental or physical dis- advantages.

152 DISADVANTAGES Example: A city guardsman has a Selfish 2 whether they trust you in a dangerous -20-point Secret: at night, he is a thief. -5 points* situation. However, if you go against When he is finally caught and brought your Sense of Duty by acting against to justice, his Secret is revealed and You are self-important and status- the interests of those you are supposed immediately replaced with -40 points conscious, and spend much of your to be looking out for, the GM will in disadvantages and lost advantages! time striving for social dominance. penalize you for bad roleplaying. The GM rules that he is stripped of his Make a self-control roll whenever you The GM will assign a point value to 5-point Legal Enforcement Powers (-5 experience a clear social slight or your Sense of Duty based on the size points), gains Social Stigma (Criminal “snub.” On a failure, you lash out at of the group you feel compelled to aid: Record) (-5 points), and is punished the offending party just as if you had Individual (the President, your by having his right hand chopped off Bad Temper (p. 124) – likely resulting wingman, etc.): -2 points. (One Hand, -15 points) and being in a bad reaction (-3 to the target’s Small Group (e.g., your close forced to pay reparations that reduce reactions toward you) and putting you friends, adventuring companions, or his Wealth from Average to Poor (-15 in an awkward social situation. squad): -5 points. points). Selfish NPCs react to perceived slights at a penalty: Large Group (e.g., a nation or reli- Secret Identity 4 gion, or everyone you know personal- Self-Control Number Penalty ly): -10 points. Variable 6-5Entire Race (all humanity, all elves, A Secret Identity is a special kind 9-4etc.): -15 points. of Secret (above): it is another persona 12 -3 Every Living Being: -20 points. that you use for deeds that you don’t 15 -2 want connected with your “public” You cannot claim points for a self. Only your closest family and Selfless 2 Sense of Duty toward Allies, friends know, and you are willing to go -5 points* Dependents, or Patrons. The point to great lengths to keep your privacy. You are altruistic and self-sacrific- costs of these traits already take such a This is a disadvantage because it lim- ing, and put little importance on per- bond into account. its your behavior. It is difficult (and sonal fame and wealth. You must You can take a Sense of Duty often illegal) to maintain a Secret make a self-control roll to put your toward adventuring companions. If Identity. needs – even survival – before those of you do, you must share equipment The GM will roll to see whether someone else. A Selfless race will have with and render aid to the other mem- your Secret Identity factors into a a “hive mentality.” bers of your adventuring party, and go game session, just as for any Secret. If along with majority decisions. The it does, this usually takes the form of Semi-Upright 31 GM might make this mandatory in games where the party needs to get someone who threatens to expose -5 points your real identity. Anyone with Status along. This gives everyone a “free” 5 You have a semi-upright posture, 3 or higher gets an extra -10 points for points to spend . . . but if you start like a chimpanzee. You can stand up a Secret Identity, because of the atten- backstabbing, running off on your more-or-less comfortably, allowing tion the media and public pay to his own, etc., the GM is free to overrule you to use your forelimbs to bash ene- every move, but the GM will introduce your actions and point to these bonus mies, hold babies, or even manipulate a challenge to his identity on a roll of points as the reason why. objects. You can manage a clumsy gait 7 or less instead of the usual 6 or less. while upright (-40% to Move), but you A Secret Identity otherwise works Shadow Form 31 must use all of your limbs to run at just like any other Secret, its point -20 points full Move. If you have DX 12 or more, value depending on the severity of the you can carry a small object or two See p. 83. If you cannot turn this consequences should it be exposed. while walking. ability off, it is a disadvantage. 31 2 Self-Destruct Sense of Duty 2 Short Attention Span -10 points -2 to -20 points -10 points* As soon as you reach your aging You feel a strong sense of commit- You find it difficult to concentrate threshold (age 50 for a normal ment toward a particular class of peo- on a single task for longer than a few human), your organs and immune ple. You will never betray them, aban- minutes. Make a self-control roll system begin to fail. You start to age don them when they’re in trouble, or whenever you must maintain interest rapidly, making aging rolls every day let them suffer or go hungry if you can in something for an extended period at -3 to HT. help. This is different from a Duty of time, or whenever a distraction is You cannot get points for both this (p. 133), which is imposed upon you. offered. If you fail, you automatically disadvantage and Terminally Ill A Sense of Duty always comes from fail at the task at hand. The GM might (p. 158). If you are going to self- within. give you a small bonus to the self-con- destruct soon, take Terminally Ill If you are known to have a Sense of trol roll in situations where concentra- instead of Self-Destruct. Duty, the GM will adjust the reactions tion is crucial, such as when your of others by +2 when rolling to see survival is at stake.

DISADVANTAGES 153 Short Lifespan Level Maturity Aging [Frequency of Aging Rolls] 31 0 (Human) 18 years 50 years [1 year] 70 years [6 months] 90 years [3 months] 1 9 years 25 years [6 months] 35 years [3 months] 45 years [45 days] -10 points/level 2 4 years 12 years [3 months] 17 years [45 days] 22 years [22 days] Your lifespan is 3 2 years 6 years [45 days] 8 years [22 days] 11 years [11 days] much shorter than the 4 1 year 3 years [22 days] 4 years [11 days] 5 years [5 days] human norm. Each level of this disadvan- tage halves your lifespan (round that success might be possible, in rough ground – if this happens, you down). This affects the age at which which case you roll at -6. wake up suddenly and are mentally you reach maturity, the ages at which This doesn’t necessarily imply low stunned. aging rolls begin and increase in fre- IQ or Will. You might be intelligent You are considered to be in a hyp- quency, and the interval between enough to obey the command, nagogic state while sleepwalking, and aging rolls; see the table (above right). “Program the computer to detect thus are very susceptible to telepathic No more than four levels are possible. quarks,” but if you were starving and influences. If you possess supernatu- Short Lifespan is often found in con- found $10, you would have to roll vs. ral abilities, you might use these while junction with Self-Destruct (p. 153). IQ-8 to decide to pick up the money sleepwalking (e.g., if you have Warp, and go buy food without being told to you might “sleepwarp” instead). 2 Shyness do so. Similarly, you might be strong- 31 -5, -10, or -20 points willed enough to make all your Fright Sleepy You are uncomfortable around Checks in the presence of terrifying Variable strangers. Roleplay it! This disadvan- monsters, yet roll at Will-6 to resist the This is a racial trait. Members of tage comes in three levels; you can buy unsubtle manipulations of an obvious the race need to sleep more than the it off one level at a time. con man. human norm of 1/3 of the time. Point This disadvantage is rarely appro- value depends on the fraction of the Mild: You are uneasy with priate for PCs, and the GM may time they must spend asleep: strangers, especially assertive or choose to forbid it entirely. attractive ones. You have -1 on skills Time Spent Asleep Cost that require you to deal with people, Sleepwalker 2 1/2 of the time -8 points including Acting, Carousing, -5 points* 2/3 of the time -16 points 3/4 of the time -20 points Diplomacy, Fast-Talk, Intimidation, You walk in your sleep (“somnam- 7/8 of the time -26 points Leadership, Merchant, Panhandling, bulate”). This is merely annoying or Performance, Politics, Public embarrassing under most circum- The race’s precise schedule is a Speaking, Savoir-Faire, Sex Appeal, stances (unless you fall down the “special effect.” For instance, a race Streetwise, and Teaching. -5 points. stairs), but it can be very dangerous to that sleeps 3/4 of the time might be Severe: You are very uncomfortable sleepwalk while encamped in awake and active for three days around strangers, and tend to be quiet hostile territory! straight and then sleep for a full nine even among friends. -2 the skills listed days. above. -10 points. Crippling: You avoid strangers whenever possible. You may not learn the skills listed above at all, and are at -4 on default rolls on such skills. -20 points. Sleepwalking is merely annoying or embarrassing under most circumstances, Skinny but it can be very dangerous to sleepwalk see p. 18 while encamped in hostile territory! Slave Mentality 2 -40 points You have no initiative, and become confused and ineffectual without a “master” to give you orders. You must If sleepwalking would matter dur- This trait can also represent hiber- make an IQ roll at -8 before you can ing an adventure, the GM will make a nation. For instance, if a race is awake take any action that isn’t either obey- self-control roll for you whenever you and active on a human schedule for ing a direct order or part of an estab- go to sleep. If you fail, you sleepwalk six months, and then hibernates for lished routine. As well, you automati- sometime during the night. You wake two months straight, then on the aver- cally fail any Will roll to assert your- up after walking for 1d minutes, or if age, that’s equivalent to sleeping 1/2 of self or resist social influence except in someone awakens you. The GM will the time. circumstances where the GM rules make DX rolls to see if you trip while going down stairs or walking over

154 DISADVANTAGES Slow Eater 31 speech; or easily learned by anyone Ignorant: You have not learned a -10 points who cares to check up on you (only skill required of all responsible adults valid in societies with free and easy in your society (that is, you have no You spend a lot of your time eating. access to information); or the result of points in the skill). Others look down Each meal takes about two hours, as public denouncement (e.g., by a pow- upon you as a slacker or a fool. This opposed to about 1/2 hour for most erful leader or media figure) that gives -1 on reactions for each “expect- humans. This reduces the time avail- ensures that everyone you meet knows ed” skill you lack, up to a maximum of able for study, long tasks, and travel on that you, personally, belong to the dis- four skills. This is only worth points in foot by 4 1/2 hours per day. dained group. highly structured societies, or in prim- 3 A Social Stigma gives you a reac- itive ones where individuals depend Slow Healing tion penalty (-1 per -5 points of Social on one another for survival. -5 -5 points/level Stigma), restricts your social mobility, points/skill. Your body heals very slowly. Each or both. Examples include: Minor: You are underage by your level (maximum three levels) doubles culture’s standards. You suffer -2 on Criminal Record: You have been the interval between HT rolls to regain reaction rolls whenever you try to deal convicted of a crime that your society lost HP: roll every two days for Slow with others as an adult; they might considers serious. You may be prohib- Healing 1, every four days for Slow like you, but they do not fully respect ited from legally acquiring certain Healing 2, and every eight days for you. You might also be barred from items (e.g., weapons), taking certain Slow Healing 3. Take Unhealing nightclubs, vehicle operation, war par- kinds of employment, receiving secu- (p. 160) if you heal even more slowly. ties, guild membership, etc., depend- rity clearances, or even traveling out- Each level also doubles the time ing on the culture and setting. You side your country. Many noncriminals allowed between Physician rolls must buy off this trait when you reach who learn of your past react at -1; when under the care of a competent “legal age” (usually 18) for your time police, judges, vigilantes, and other physician (see Medical Care, p. 424). and place. -5 points. law-and-order types usually react at Normal humans may take no more Minority Group: You are a member -2. If you are also wanted, take an than one level of Slow Healing. of a minority that the dominant cul- appropriate Enemy. -5 points. ture around you regards as “barbar- Disowned: Your family has publicly Slow Riser 3 ians” or “inferior.” You get -2 on all snubbed you. This is only worth reaction rolls made by anyone except -5 points points in settings where family ties your own kind. In an area, profession, You are not a “morning person.” play a significant social role, and or situation where your minority is For one hour after you awaken from never applies to those who voluntarily especially rare, you get +2 on reaction any sleep longer than a one-hour nap, part ways with their family. This rolls made by your own kind. -10 you have -2 on all self-control rolls and Social Stigma comes in two levels: -1 to IQ and IQ-based skills. points. Furthermore, whenever the GM • You would normally be an heir in Monster: You are a large carnivore, assesses attribute penalties for missed your culture, but someone else has magical abomination, or other being sleep, you suffer an extra -1. been named in your stead. This is that is hated or feared regardless of embarrassing, but you may still count actual appearance or disposition. This Social Disease 3 yourself as part of the family. This gives you -3 on all reaction rolls, and -5 points gives -1 on reaction rolls. -5 points. you are liable to be hunted on sight. However, you get +3 to Intimidation You have contracted a contagious, • The head of your family – or your rolls in situations where you have the antibiotic-resistant bacteria, retro- entire clan – has wholly and publicly upper hand (GM’s opinion). Examples: virus, or similar disease. This is only disowned you. This gives -2 on reac- a bear or a vampire. -15 points. transmitted by close, unprotected tion rolls. -10 points. Second-Class Citizen: You belong to physical contact. Those who know Excommunicated: Your church has a group that receives fewer rights and about it react to you at -1 and auto- cast you out. Followers of your faith privileges than “full citizens.” This matically resist your seduction react to you at -3. This is only a disad- gives -1 on all reaction rolls except attempts. The disease isn’t fatal – at vantage if you are excommunicated by from others of your own kind. least not immediately – but may pro- a powerful and widespread religion Examples: a woman in 19th-century duce physical symptoms (left to the (most likely state-backed) that plays a America, or members of some reli- imagination of the player or GM). significant role in day-to-day life. -5 gions. -5 points. 4 points. Subjugated: You are a member of a Social Stigma If your religion has true supernatu- slave nation or race. Within the over- -5 to -20 points ral power, and you are surrounded by lords’ culture, you have no rights, and You belong to a race, class, sex, or an aura that conveys your shame to suffer the negative effects of Second- other group that your society deems co-religionists, angels, and anyone Class Citizen and Valuable Property. If inferior. To be worth points, this must else who would care, no matter how you manage to escape to freedom, you be obvious from your physical appear- well you disguise yourself, your Social acquire the entire overlord nation or ance (a visible brand, tattoo, or magi- Stigma is worth twice as much. -10 race as an Enemy. -20 points. cal mark counts), dress, manner, or points.

DISADVANTAGES 155 Uneducated: You are from a class, Split Personality 2 Squeamish 2 race, or subculture that lacks a cultur- -15 points* -10 points* al repository of wisdom, eschews for- mal schooling, and takes a dim view of You have two or more distinct per- You dislike “yucky stuff”: little bugs activities that do not relate directly to sonalities, each with its own set of and crawly things, blood and dead survival or procreation. You receive -1 behavior patterns. They may interpret bodies, slime, etc. When exposed to to reactions from more sophisticated their memories differently, and even such things, you react just as if you folk in any situation where your lack use different names. had a Phobia; see Phobias, p. 148. of schooling would be apparent, and For each personality, select a Note that you do not suffer from the you may not start with any “book- “package” of mental disadvantages standard fears of insects, reptiles, dirt, learned” skills (GM’s discretion; most and up to five quirks. The GM may and the dead! What bothers you isn’t IQ/Hard skills qualify). You may buy also permit variations in IQ, huge bugs or reptiles, ordinary “clean” off this trait once you have lived in Perception, Will, and mental advan- dirt, and ghosts; it’s nasty creepy “civilized” parts for long enough (GM’s tages, where these would make sense. things, filth, and bits of grue. decision). -5 points. Each package of mental traits must be Valuable Property: Your society worth the same number of points. Status regards you as somebody’s property When calculating the value of your see p. 28 rather than as a “legal person.” This character, count the “package price” Status below 0 is a disadvantage. takes the form of limited freedom or once – not once for each personality. Almost everyone reacts negatively to lack of intellectual respect more than All your personalities have the same you! as a reaction modifier. Examples: a physical traits and skills (although woman in 18th-century America or some personalities might not use cer- Stress Atavism 21 16th-century Japan. -10 points. tain skills), and share any mental Variable* trait that is not part of one of these Social Stigmas must bind those packages. This disadvantage is normally who take them. For example, a available only to characters who are medieval Japanese lady must pay for Example: Bob Smith has three per- members of races “uplifted” from an her 10-point bonus by giving up her sonalities. “Col. Smith” is a stern dis- animal state. freedom of movement in many cases, ciplinarian with Delusion (“I am a mil- itary officer”) [-10], Code of Honor You temporarily “regress” when and must defer to older male relatives frightened, angered, fatigued, or when they are present. A black slave in (Soldier’s) [-10], and the quirk “Stands on ceremony” [-1]. “Bobby” is a party injured. Make a self-control roll in 19th-century America is allowed to those situations. On a failure, you learn very little and own almost no animal with -2 to Will [-10], Compulsive Carousing (6) [-10], and behave like an animal, acting on property, and has little freedom of any impulse and instinct. kind unless he manages to escape. (If the quirk “Sleeps all day and goes out at night” [-1]. “Smitty” is a trouble- Once the stressful situation has he does escape, he has traded his passed, make a self-control roll every Social Stigma for a powerful Enemy!) maker with Overconfidence (12) [-5], Trickster [-15], and the quirk “Steals minute. If friends comfort you, roll at It is possible to have multiple +2. If one of these people has Animal Social Stigmas, provided they do not for fun” [-1]. All three personalities share all of Bob’s other traits. Each Empathy or Empathy, apply an addi- significantly overlap (GM’s decision). tional +2. On a success, the attack For instance, a teenager who drops package totals -21 points. Bob’s player claims the -21 points once. With -15 ends and you return to normal. If you out of school and joins a street gang pass out from fatigue or injury before could believably end up with Minor, points for Split Personality (12), the total point value is -36 points. you succeed, you recover automatical- Uneducated, and Criminal Record. ly when you wake up. You must make a self-control roll Point value depends on the severity Space Sickness 3 in any stressful situation (but no more of the attacks: -10 points than once per hour of game time). On Mild: You have trouble speaking, You are miserable in free fall. You a failure, one of your other personali- and must roll vs. IQ to utter a sen- can never learn Free Fall skill; you ties emerges, and you behave accord- tence. You cannot operate complicat- must always roll at default. In addi- ing to its mental disadvantages and ed machinery, although you may tion, you are at -4 on your HT roll to quirks. If there are several possibili- attack wildly with weapons (-4 to hit). avoid “space adaptation syndrome” ties, the GM should either choose a -10 points.* (see p. 434) – and if you fail the first personality appropriate to the situa- Moderate: You suffer from all of the HT roll, the only way for you to recov- tion or roll randomly. above problems, and have trouble er is to return to normal gravity. All your personalities are some- understanding commands from oth- This trait is only allowed in what shallow and affected, which ers as well: roll vs. IQ to understand a campaigns that feature regular space gives -1 to reactions at all times. Those sentence spoken by someone else. If travel. who witness a personality change will feel (possibly with justification) that you are attacked or challenged, you you are a dangerous nutcase, and must make a self-control roll to avoid react at -3. acting “on instinct.” -15 points.*

156 DISADVANTAGES Severe: You cannot speak or under- Appearance, p. 21). You cannot get soul! -2 on reaction rolls made by stand others, or use tools (except pos- points for Supernatural Features if those who notice; +2 on all rolls to sibly as clubs), and automatically act you are Monstrous or Horrific, howev- deduce your secret. -10 points. on instinct at all times. You behave er. If you look that scary, you’re not like your primitive ancestors! -20 hiding any secrets! points.* Stress Atavism may result in addi- tional troublesome behavior. Pick a suitable mental disadvantage, halve its value (drop all fractions), and add this point cost to the above costs before applying the self-control multiplier. Stubbornness 2 -5 points You always want your own way. Make yourself generally hard to get along with – roleplay it! Your friends may have to make a lot of Fast-Talk rolls to get you to go along with per- fectly reasonable plans. Others react to you at -1. Stuttering 3 -10 points You suffer from a stammer or other speech impediment. This gives -2 on any reaction roll where conver- sation is required, and -2 to Diplomacy, Fast-Talk, Performance, Public Speaking, Sex Appeal, and Singing. Certain occupations (inter- preter, newsreader, etc.) are always closed to you. Supernatural Features 35 Variable You have disturbing features that mark you as a demon, vampire, or other supernatural being. You can pass for a normal mortal to casual observers, but closer inspection reveals that you are not quite right. This might give away your secret to the trained eye. No Body Heat: You are cold to the No Shadow: You produce no shad- Supernatural Features differ from touch. -1 on reaction rolls made by ow, regardless of the intensity or direc- Unnatural Features (p. 22) in that they those who touch you, shake your tion of the light source. -2 on reaction aren’t usually obvious; they only hand, kiss you, etc.; +1 on all rolls to rolls made by those who notice; +2 on become apparent under a specific set deduce your secret. -5 points (-1 point all rolls to deduce your secret. -10 of circumstances. When they are if you can gain warmth temporarily; points. noticed, though, they result in a reac- e.g., after feeding, for a vampire). Pallor: You look like a corpse, with tion penalty. They also give those who No Reflection: You produce no bloodless skin, sunken eyes, etc. -2 on know what to look for a bonus to any reflection. You do not show up in mir- reaction rolls made by anyone who skill roll (against Hidden Lore, rors, still water, and similar reflective can see you without makeup in good Occultism, etc.) made to identify your surfaces, and technological devices light; +2 on all rolls to deduce your true nature. such as cameras do not display your secret. -10 points (-5 points if you can Supernatural Features can accom- image. In some places and times, gain the flush of life temporarily; e.g., pany appearance levels Hideous people will assume that you have no after feeding, for a vampire). through Transcendent (see Physical

DISADVANTAGES 157 Supersensitive 25 Point cost depends on the item’s More than two years is worth noth- -15 points rarity in the environment: ing. Anyone might be hit by a truck in that time! Very Common (e.g., Disease, You are telepathically sensitive to If you acquire a “miracle cure,” Poison): -4 points/-1 to HT rolls. the presence of others all the time. You upload yourself into a new body, or Common (e.g., Bacteria, Gases): -2 experience a constant, irritating buzz otherwise extend your life past your points/-1 to HT rolls. of low-level psychic noise. This does termination date during the course of Occasional (e.g., Intestinal Disease, not imply any kind of useful telepath- the campaign, you must buy off this Ingested Poison): -1 point/-1 to HT ic ability – the thoughts and emotions disadvantage. If you cannot afford to rolls. you receive remain just below the do so, the GM is free to make up the threshold of conscious understanding. You may not take more than five difference with new disadvantages If there are any sapient beings (IQ levels of Susceptible to a given item, or related to your illness or its cure (e.g., 6+) with 20 yards, you suffer -1 to DX more than two separate Susceptible Chronic Pain, Dependency, Mainten- and IQ. This becomes -2 for 10 or more disadvantages, without the GM’s per- ance, or Susceptible). people, -3 for 100 or more, -4 for 1,000 mission. You cannot take more levels If the GM is running a one-shot or more, and so on. If DX or IQ drops of Susceptible than would reduce your adventure or short campaign, he below half its original score because of effective HT to 3. For instance, if your should disallow this disadvantage as this penalty, you collapse and can take HT is 7, you are limited to four levels meaningless. no action until the “noise” goes away. of Susceptible. If you have any form of Machine intelligences and individuals behind telepathic shielding (psionic, technological, or otherwise) do not bother you. There is one beneficial side effect to Supersensitive: the psychic noise you receive warns you if there are peo- A Trademark is an action separate from ple within 20 yards, and the noise level capturing the crooks, committing the tells you roughly how many. The noise is too diffuse to let you determine their crime, etc. Destroying files on a computer locations, however. is not a Trademark; trashing them by Susceptible 3 substituting a “7” for each “5” is. Variable You are extremely sensitive to a particular class of noxious items or substances; e.g., disease or poison. You have a penalty to all HT rolls to resist the negative effects of these Resistant (p. 80) that protects against 3 things. You do not suffer extra dam- a given item, you cannot also be Timesickness age, however; for that, see Susceptible to that item. -10 points Vulnerability (p. 161). This trait can simulate many com- Time travel, dimension travel, and If you are exposed to trace quanti- mon health problems. Use Susceptible teleportation make you ill. You cannot ties of an item to which you are to Disease for a weak immune system, have psionic talents, magic spells, or Susceptible – a dose so tiny that it Susceptible to Ingested Poison for a technological skills that have to do would not affect most people – you tendency not to vomit up noxious sub- with this kind of travel, nor can you must roll against HT+1, modified by stances (a “weak vomit reflex”), etc. learn the Body Sense skill. You must your usual penalty for this disadvan- make a HT roll whenever you journey tage. If you fail, you suffer half the Terminally Ill 3 through time or across dimensions, effects (fatigue, injury, attribute loss, -50, -75, or -100 points and whenever you teleport. On a fail- period of incapacitation, etc.) you You are going to die . . . soon. This ure, you are effectively stunned for 1d would suffer from a full dose. For could be due to a nasty disease, a hours (doubled on a critical failure!). instance, Susceptible to Poison would potent curse, an irremovable explosive On a success, you are only stunned for require a roll if you ingested highly device embedded in the base of your 1d¥10 minutes. diluted industrial waste in drinking skull, or something else that will result Timesickness is only allowed if water, while Susceptible to Disease in certain death. Point cost depends dimension travel, teleportation, or would require a roll if you received a on how much time you have left: time travel occur regularly in the “live” vaccine (one that contains weak- campaign. The GM may wish to per- ened microbes). Should there be any Time Until Death Cost mit a variation on this trait in settings doubt as to exposure or effects, the Up to one month -100 points with faster-than-light hyperdrives GM’s decision is final. Up to one year -75 points (“Hypersickness”) or jump drives Up to two years -50 points (“Jump Sickness”).

158 DISADVANTAGES Total Klutz minimum of 30 seconds. Anyone Trademark; trashing them by substi- see Klutz, p. 141 searching the scene receives +2 to tuting a “7” for each “5” is. Criminology and Forensics rolls to 2 Trademark 2 trace or identify you. -10 points. Trickster Elaborate: Your trademark is so -15 points* -5 to -15 points elaborate – dousing the captured You crave the excitement of outwit- You have a special symbol – some- thugs with a certain cologne, painting ting dangerous foes. This is not ordi- thing that you leave at the scene of the entire crime scene pink, writing a nary practical joking. Playing simple action, as a way of “signing your long poem to the police – that it virtu- tricks on innocent or harmless folk is work.” The classic fictional example is ally ensures your eventual capture. no fun at all – it has to be perilous! the carved initial “Z” of Zorro. The GM may give investigators clues There may be no need for this at all (in Simple: Your Trademark takes very without a successful Criminology or fact, there probably isn’t), but you little time to leave and cannot be used Forensics roll! -15 points. need the thrill of a battle of wits and to trace your identity, but you You may have only one Trademark. dexterity. absolutely must leave it. You cannot Multiple actions (e.g., binding your Make a self-control roll each day. If leave the scene until you do, even if victims with purple phone wire, paint- you fail, you must try to trick a dan- your enemies are breaking down the ing a frog on the wall, and wrecking gerous subject: a skilled warrior, a door. A typical example is something every computer in the building) sim- dangerous monster, a whole group of left at the scene – a playing card, a ply give you a higher level of reasonably competent opponents, etc. small stuffed animal, etc. – as long as Trademark – they are not multiple If you resist, you get a cumulative -1 it can’t be traced and takes little time. Trademarks. per day to your self-control roll until -5 points. Note also that a Trademark is an you finally fail a roll! Complex: As above, but leaving action separate from capturing the 2 your Trademark measurably increases crooks, committing the crime, etc. It’s Truthfulness your chances of being caught – initial the particular way that it is done. -5 points* carving, notes, traceable clues, etc. Destroying files on a computer is not a You hate to tell a lie – or you are Leaving this sort of Trademark takes a just very bad at it. Make a self-control roll whenever you must keep silent about an uncomfortable truth (lying by omission). Roll at -5 if you actually have to tell a falsehood! If you fail, you blurt out the truth, or stumble so much that your lie is obvious. You have a permanent -5 to Fast Talk skill, and your Acting skill is at -5 when your purpose is to deceive. Uncontrollable Appetite 25 -15 points* You consume something that you must obtain from other sapient beings through force or guile, and you have difficulty controlling your appetites. You must specify what it is you crave. This could be blood, “life force,” sex, or anything else the GM permits. Whenever you have an opportunity to indulge, you must make a self-con- trol roll. Roll at -2 if someone deliber- ately tempts you, or if the item you feed on is available in large quantities within range of your senses. If feeding would restore lost HP, this roll is at -1 per missing HP. If you fail, you must feed. Make a second self-control roll to stop feeding once you have had your fill. If you fail, you go into frenzy and overindulge, which could kill your victim.

DISADVANTAGES 159 Unfit 3 Depending on your nature, you is fine. (For lethally bad luck, see -5 or -15 points might be able to regain lost HP and Cursed, p. 129.) the use of crippled limbs unnaturally If you wish, you may specify a You have worse cardiovascular through surgery, repairs (if you’re a recurring “theme” for your health than your HT alone would indi- machine), or exotic means (healing Unluckiness – for instance, your cate. This comes in two levels: spells, alchemy, psionics, etc.). weapons tend to break, you’re always Unfit: You get -1 to all HT rolls to 5 minutes late, or objects have a nasty remain conscious, avoid death, resist Unique 25 habit of falling on your head. The GM disease or poison, etc. This does not -5 points should do his best to make your reduce your HT attribute or HT-based You exist only in one timeline. If a Unluckiness work this way. However, skills! As well, you lose FP at twice the time paradox occurs, you have no this is a characterization tool and not normal rate. -5 points. memory of it. If it is particularly a hard-and-fast game mechanic. Bad Very Unfit: As above, but the penal- severe, you are likely to vanish. In luck can always manifest in other ty to HT rolls is -2. In addition, you most settings, you would be unaware ways if the GM wants to keep you on recover FP at only half the normal rate. of this danger until it happened . . . your toes! You may not purchase any level of and then nobody would even remem- Resistant (p. 80). -15 points. ber you! Thus, this disadvantage is Unnatural Features usually inappropriate for PCs. see p. 22 Unusual Biochemistry 31 You have rotten luck. If the plot of the -5 points adventure calls for something bad to happen You can subsist on human food, to someone, it’s you. The GM may not kill you but your biochemistry is sufficiently different from that of humans that outright with “bad luck,” but anything less than drugs intended for humans don’t work that is fine. or have unpredictable effects. Drugs that are specific to your biochemistry work normally, but cost 10 times as much as usual. In an alternate-world campaign, When you receive a drug intended In both cases, this disadvantage for humans, roll 1d: applies only to FP lost to exertion, being Unique means that you do not heat, etc. It has no effect on FP “spent” exist in any form in an alternate world, 1-3 – Normal effect. to power psi or magic spells. even one very much like your own. 4-5 – Normal effect, plus an addi- This deprives you of the chance to tional harmful effect of the GM’s Unhealing 31 befriend “yourself” when you visit such choosing: lose 1d FP (sickness and a world. There is one benefit, though: -20 or -30 points nausea), suffer an amplified version of you are effectively Zeroed (p. 100) at the drug’s usual negative side effects, You cannot heal naturally. You get no point cost in any alternate world. etc. no daily HT roll to recover lost HP, Unique is only a disadvantage in 6 – No effect at all. and you cannot recuperate from crip- campaigns in which paradoxes or pling injuries on your own. The First changes in history – erasing past Aid skill can stop your bleeding, but Very Fat events or whole timelines – are possi- see p. 19 neither it nor the Physician skill can ble. See Temporal Inertia (p. 93) for the restore missing HP. Technologies that opposite of this trait. accelerate natural healing (including Very Unfit herbs, drugs, etc.) are useless. This Unluckiness 2 see Unfit, above trait comes in two levels: -10 points 2 Partial: You can heal naturally if a You have rotten luck. Things go Vow rare condition is met (e.g., when you wrong for you – and usually at the -5 to -15 points are immersed in blood or bathed in worst possible time. Once per play ses- You have sworn an oath to do (or lava). You can also heal yourself by sion, the GM will arbitrarily and mali- not to do) something. Whatever the stealing HP from others using ciously make something go wrong for oath, you take it seriously; if you didn’t, Vampiric Bite (p. 96), magic, or psion- you. You miss a vital die roll, or the it would not be a disadvantage. This ics. -20 points. enemy (against all odds) shows up at trait is especially appropriate for Total: You can never heal naturally, the worst possible time. If the plot of knights, holy men, and fanatics. and you cannot steal HP from others. the adventure calls for something bad The point value of a Vow should be -30 points. to happen to someone, it’s you. The directly related to the inconvenience it GM may not kill you outright with causes you. The GM is the final judge. “bad luck,” but anything less than that Some examples:

160 DISADVANTAGES Minor Vow: Silence during daylight Use the categories under Limited Common (e.g., smoke, nearby hours; vegetarianism; chastity (yes, for Defenses (p. 46) to assess rarity. The magic, horses, loud noises): ¥2. game purposes, this is minor). -5 GM has the final say on the rarity of a Very Common (e.g., sunlight, living points. given attack form. You may not take plants): ¥3. Major Vow: Use no edged weapons; more than two types of Vulnerability Example: An anaerobic organism keep silence at all times; never sleep without GM permission. takes 1d per minute from oxygen. The indoors; own no more than your horse You cannot have Vulnerability to base value of a Weakness that inflicts can carry. -10 points. anything against which you have a 1d per minute is -20 points. Since oxy- Great Vow: Never refuse any specific defense: Resistant, Damage gen is “Very Common,” final cost is -60 request for aid; always fight with the Resistance limited to work only points. wrong hand; hunt a given foe until you against that attack form, etc. You can destroy him; challenge every knight have both Vulnerability and You may not take more than two you meet to combat. -15 points. Supernatural Durability (p. 89), but types of Weakness without GM this reduces the utility of Supernatural permission. Note that if you could represent Durability. your Vow using another disadvantage, Special Limitations you only get points for one of the two Special Limitations Fatigue Only: Your Weakness disadvantages (your choice). No one Fatigue Only: You are vulnerable to drains FP instead of HP. -50%. may get points for Vow (Poverty) and an attack that drains FP instead of HP, Variable: Your Weakness is sensi- Wealth (Dead Broke), Vow (Never kill) or to some form of mundane fatigue tive to received intensity. You may and Pacifism (Cannot Kill), etc. loss (e.g., ¥2 FP from hot weather). specify one relatively common class of Many Vows end after a specified -50%. barriers that halves the rate at which period of time. You must buy off such you take damage (e.g., heavy clothing a Vow when it ends. Vows for a period Weak Bite 31 or sunscreen, for sunlight). On the of less than a year are frivolous! If you -2 points other hand, intense sources (GM’s want to end a Vow before its stated Your jaw is not structured to make decision) double the rate at which you time, the GM may exact a penalty; for full use of your strength while biting. suffer harm! -40%. instance, in a medieval world, you Calculate biting damage normally, might have to undertake a quest by then apply an extra -2 per die. This Wealth way of penance. trait is common for large herbivores see p. 25 (e.g., horses), uncommon for small Below-average levels of Wealth are Vulnerability 31 herbivores and omnivores, and very a disadvantage; be sure to note them Variable rare for carnivores. on your character sheet. You take extra damage from a par- ticular attack form. Whenever this Weakness 31 Weirdness Magnet 25 type of attack hits you, the GM applies Variable -15 points a special wounding multiplier to dam- You suffer injury merely by being Strange and bizarre things happen age that penetrates your DR. Regular in the presence of a particular sub- to you with alarming frequency. You wounding multipliers (for cutting, stance or condition (which cannot be are the one demons stop and chat impaling, etc.) further multiply the a food item or something equally easy with. Magic items with disturbing damage. to avoid). This injury comes off your properties find their way to you. The Example: A werewolf with HP directly, regardless of your DR or only talking dog on 21st-century Earth Vulnerability (Silver ¥4) is nicked with defensive advantages. The more comes to you with his problems. a silver knife for 1 point of cutting quickly you take damage, the more Dimensional gates sealed for centuries damage. The GM multiplies this by 4 points your Weakness is worth: crack open just so that you can be bathed in the energies released . . . or for Vulnerability, giving 4 points of Frequency of Damage Value perhaps the entities on the other side damage, and then multiplies by 1.5 for 1d per minute -20 points invite you to tea. a cutting attack. The final injury is 6 1d per 5 minutes -10 points Nothing lethal happens to you, at HP. 1d per 30 minutes -5 points least not immediately, and occasional- Point value depends on the wound- Multiply the base value to reflect ly some weirdness is beneficial. But ing multiplier and the rarity of the the rarity of the damaging substance most of the time it is terribly, terribly attack: or condition: inconvenient. People who understand what a Weirdness Magnet is (and that Rare (e.g., exot- Vulnerability Table you are one) react to you at -2. The ic radiation or Rarity of Wounding Multiplier exceptions are parapsychologists, minerals): ¥1/2. Attack ¥2 ¥3 ¥4 fringe cultists, unhinged conspiracy Occasional Rare -10 points -15 points -20 points theorists, and thrill-seekers, who (e.g., microwave Occasional -20 points -30 points -40 points follow you around! radiation, intense Common -30 points -45 points -60 points normal cold, air- Very Common -40 points -60 points -80 points borne pollen): ¥1.

DISADVANTAGES 161 Workaholic 2 -5 points You tend to drive yourself past Example of Character Creation (cont’d) your limits, and find it hard to relax Dai believes he can steal anything and escape any situation. He defi- and turn away from your work. You nitely suffers from Overconfidence (p. 148)! This trait is worth “-5 always work at least half again as long points*.” The “*” indicates a trait that requires a self-control number. To as a normal working day. This often avoid crippling Dai, we decide that he can set his attitude aside to weigh results in missed sleep (see Missed risks “quite often,” or on a 12 or less. Overconfidence (12) is worth the list- Sleep, p. 426). Most people regard you ed cost: -5 points. with respect at first (+1 to reaction To play up Dai’s twitchy, catlike side, we decide that because of his high rolls), but you eventually suffer -1 or -2 Perception and Danger Sense, almost any little disturbance wakes him to reactions – especially from friends up. This gives him Light Sleeper (p. 142), for -5 points. and loved ones who rarely get to spend Finally, since an overconfident thief isn’t a typical team player, Dai time with you. needs a reason to stay with ISWAT. We decide that he has come to see 3 those in his squad as a replacement for the “family” slain by the Thieves’ Wounded Guild. Although he’d never admit it, he would die rather than let anything -5 points bad happen to this family. We represent this with a Sense of Duty (p. 153) You have an open wound that will to his squad – a small group – for -5 points. not completely heal, for whatever rea- These disadvantages come to -15 points. This lowers Dai’s running son (botched surgery, backfired heal- point total to 208 points. ing spell, etc.). You are not missing Note that when we looked at Dai’s wealth and influence, we chose any HP, but your wound serves as a Duty (ISWAT; 15 or less; Extremely Hazardous) and Wealth (Poor) – path for infection and toxins, and may another -35 points of disadvantages. And Dai also got -20 points for ST 8 complicate new injuries. and -6 points for FP 10. In a campaign with a disadvantage limit, the A foe who knows about your entire -76 points from these traits would count against the limit. wound may deliberately target it, at -7 to hit. Such attacks have a wounding multiplier of 1.5 (that is, you take 50% more damage). Blood agents that reach your wound affect you as if car- Xenophilia 2 Man Was Not Meant To Know while ried on a weapon that broke your skin. -10 points* his companions are pointing weapons You must carefully dress your wound or running the other way . . . You are instinctively fascinated each day (requires a First Aid or As partial compensation, you get a and attracted by strangers and aliens, Physician roll) or get -3 to all HT rolls bonus to Fright Checks when meeting no matter how dangerous or to resist infection in a plague-ridden strange creatures frightening they appear to be. Make a area. self-control roll whenever you meet Self-Control Bonus At the GM’s option, you may someone (or something) like this. If Number acquire a wound like this in play due you fail, you assume that this person 6+4 to torture, scalping, etc. Certain is interested in interacting with you 9+3 wounds have other effects; for socially. A xenophile finds himself 12 +2 instance, scalping would cost you a offering drinks to glaring foreign sol- 15 +1 level of appearance. diers, making passes at cute vampires, NPCs with this trait will react to and shaking tentacles with Things exotic PCs at a similar bonus. QUIRKS A “quirk” is a minor feature that on by paying 1 point, but as a rule, sets you aside from others. It has a you shouldn’t do that. Quirks might MENTAL QUIRKS negative point value, but it is not nec- have a small cost, but they are a big Mental quirks are minor personali- essarily a disadvantage. For instance, part of what makes a character seem ty traits. They are a contract between a major trait like Greed is a disadvan- “real”! you and the GM: “I agree to roleplay tage. But if you insist on being paid in Quirks can be either mental or these character foibles. In return, you gold, that’s a quirk. physical. This distinction implies for agree to give me a few extra points to You may take up to five quirks at quirks exactly what it implies for spend.” However, you must roleplay -1 point apiece . . . and if you do, you advantages and disadvantages. them. If you take the quirk “Dislikes will have five more points to spend. heights,” but blithely climb trees and You can also “buy off” a quirk later cliffs whenever you need to, the GM

162 DISADVANTAGES will penalize you for bad roleplaying. out in the course of the game; it cannot Broad-Minded The points you lose this way will cost be totally passive. A trivial form of Xenophilia (p. 162). you much more than you earned for • It gives you a small penalty very You get along well with other races and taking the quirk. So don’t choose a occasionally, or to a narrow set of species, and strange looks rarely bother quirk you aren’t willing to roleplay! actions. Negotiate the game effects you. This doesn’t mean the GM should be with the GM. You may take almost any Careful inflexible about mental quirks. A player mundane mental disadvantage at A quirk-level version of Cowardice should be allowed to change a quirk if quirk level, in which case the rules for (p. 129). You are naturally cautious, something happens during play to jus- that disadvantage are used as guide- always on the lookout for danger. You tify a noticeable change in his charac- lines, although the effects will be much dedicate extra time and money to ter’s personality. The GM should also less severe. preparations before venturing into a allow players to leave a few of their five Example: “Wears black” is not a dangerous situation. “quirk slots” open during character cre- valid quirk – it is completely passive, ation and fill them in after the first cou- Chauvinistic and there are no negative side effects. ple of play sessions. The most interest- An extremely low level of Intolerance “Dresses like the stereotypical necro- ing quirks often emerge as the result of (p. 140). You are always aware of differ- mancer” is a permissible quirk if the roleplaying! ences in sex, skin color, etc. even if you player and GM agree that it gives -1 to To qualify as a mental quirk, a do not actually react poorly to others. reactions from unusually pious folk. personality trait must meet one of two Thin-skinned individuals might occa- criteria: Attentive sionally react to you at -1 as a result. You tend to stick to one task until it’s Code of Honor • It requires a specific action, done. You get a +1 bonus when work- behavior, or choice on your part from You may take a minor Code of ing on lengthy tasks, but -3 to notice Honor (p. 127) as a quirk. For instance, time to time. This need not take hours, any important interruption! or be especially inconvenient, but it you might insist on exhibiting “gentle- must be something that you can act manly” behavior toward all females, or spurning “chauvinistic” behavior from all males.

DISADVANTAGES 163 Congenial Incompetence goal. For instance, you hope to get just This is a milder version of Chummy You are inept at one specific skill. enough money to buy a farm (or boat, (p. 126). You like company and you You cannot learn that skill, and your or spaceship, or castle) of your own. work well with others. You always default is at an extra -4. You cannot be Personality Change choose group action over individual incompetent in a single specialty of a This is quirk-level Split Personality action. skill; if you are incompetent with (p. 156). You suffer from a full-blown Delusions Guns, for instance, you are incom- mental disadvantage, but only in cir- You may take a completely trivial petent with all guns. The GM may dis- cumstances that are normally under Delusion (p. 130) as a quirk. This does allow Incompetence if the skill would your control; e.g., Bully when you not affect your everyday behavior, and be irrelevant to a given character, or is drink too much, or Pyromania when is unlikely to be noticed by casual unlikely to play a role in the campaign. you cast your Create Fire spell. acquaintances, but you must believe it! Likes Proud Examples: “The Earth is flat.” “The If you like something, you will seek This is Selfish (p. 153) at quirk Pentagon controls the Boy Scouts and it out whenever possible. Gadgets, kit- level. Individual success, wealth, or the health food stores.” “Socks cause tens, shiny knives, ceramic owls, fine social standing concerns you greatly. diseases of the feet.” art . . . whatever. This is not a compul- NPCs with this quirk react at -1 to Dislikes sion – just a preference. orders, insults, or social slights. You can have any of the Phobias on Minor Addiction Responsive p. 148 at the level of a mere “dislike.” If You may take Addiction (p. 122) as A mild case of Charitable (p. 125). you dislike something, you must avoid a quirk, if you are addicted to a drug You are able to imagine the feelings it whenever possible, but it does not that causes psychological dependency and motivations of others – and all actually harm you as a Phobia would. and works out to 0 points under the other things being equal, you are Dislikes don’t have to be watered-down Addiction rules. inclined to help them. Phobias. There is a whole world full of Nosy things to dislike: carrots, cats, neckties, Staid A lesser version of Curious (p. 129). You may take this very low level of violence, telephones, telephone You are always poking your nose into solicitors, income tax . . . Incurious (p. 140) as a quirk. You are corners and everyone else’s business likely to ignore matters that don’t Distractible (which is likely to result in a small immediately affect you. Quirk-level Short Attention Span reaction penalty once in a while). Trademark (p. 153). You are easily distracted, and Obsessions don’t do well on long-term projects. A quirk-level Trademark (p. 159) You may take an almost-rational takes almost no time to leave, cannot You are at -1 when rolling to accom- and not especially unusual Obsession plish long tasks. be used to trace your identity, and can (p. 146) as a quirk, to reflect a minor be overlooked when inconvenient. Dreamer You have a -1 on any long task, because you tend to spend time think- ing of better ways to do it, rather than working. Dull Example of Character Creation (cont’d) You are not quite Hidebound Now it’s time to define Dai’s quirks – five minor character traits that (p. 138), but you tend to stick with help to define his personality. We choose the following: tried and true methods. Habits or Expressions 1. “Dislikes deep water.” Thieves’ Guild enforcers threw the young Dai Saying “Jehoshaphat!” or “Bless off a pier, and he nearly drowned. To this day, he is leery of deep water. my collar-button” constantly. . . or car- 2. “Loves high places.” Given Dai’s gifts, he can get to some very high rying a silver piece that you flip into places indeed. When he cases a joint, he always wants a view from the top. the air . . . or never sitting with your 3. “No drugs or alcohol.” Dai is no Puritan, but growing up on the back to the door. streets he saw too many people destroy themselves that way. 4. “Sensitive about his height.” Dai is self-assured, but he cannot deny Humble one physical shortcoming: he isn’t very tall. This is a topic best avoided in A weak form of Selfless (p. 153). conversation . . . You tend to put the concerns of others, 5. “Showoff.” Dai isn’t quietly overconfident. He has more than his fair or of the group, before your own. share of natural talents, and is all too happy to demonstrate them. Imaginative Dai’s quirks are worth -1 point apiece, or -5 points total. As a result, his You are a font of ideas, and are point total becomes 203 points. more than willing to share them with others! They may or may not be good ideas, of course . . .

164 DISADVANTAGES Uncongenial Bowlegged and works out to 0 points under the A lesser version of Loner (p. 142). You are bowlegged. This doesn’t Addiction rules. You prefer to be alone. You always normally affect Move, but you have -1 Minor Handicaps choose individual action over group to Jumping skill. This quirk may elicit You may take most mundane phys- action. a -1 reaction from those who think it ical disadvantages at quirk level; for Vow looks funny. instance, you could use a watered- A trivial Vow (p. 160) – e.g., never Cannot Float down version of Lame for a “bum drink alcohol, treat all ladies with You always sink in water. This is knee.” Difficulties rarely crop up, but courtesy, or pay 10% of your income most applicable to machines, but it are genuinely inconvenient when they to your church – is a quirk. might also afflict fantasy races or do. If you have this kind of handicap, result from a curse. the GM may give you -1 to attribute, Distinctive Features skill, or reaction rolls, as appropriate, PHYSICAL in situations where it would logically You have a physical feature – e.g., interfere. QUIRKS “Brilliant blue hair” – that makes you Physical quirks are physical disad- stand out in a crowd. This gives -1 to Nervous Stomach vantages that are only mildly or rarely your Disguise and Shadowing skills, You have -3 to HT rolls to avoid ill- limiting. They do not require roleplay- and +1 to others’ attempts to identify ness (typically in the form of attribute ing, but they give specific, minor or follow you. Some Distinctive penalties or vomiting) brought on by penalties in play. Features may stem from full-blown rich or spicy food, strong drink, etc. Unlike mental quirks, you cannot disadvantages. For instance, an albino Neutered or Sexless normally change physical quirks – (someone with no natural body pig- You are missing sex organs that that would make no more sense than ment, resulting in pink eyes and pink- someone of your race, sex, and age exchanging One Eye for One Hand, white hair and skin) would also have would normally possess – or perhaps under most circumstances. Also, you Weakness (Sunlight). Compare you are a genuinely sexless being that must define physical quirks when you Supernatural Features (p. 157) and only looks like someone of a particular create your character; you cannot use Unnatural Features (p. 22). race and sex. This might qualify you them to fill open “quirk slots” once the Horrible Hangovers for reduced appearance, Social campaign begins. You suffer an additional -3 to any Stigma, or Unnatural Features in Acceleration Weakness penalties the GM assesses for exces- some settings. However, there are You are susceptible to the bad sive drinking the previous evening, minor benefits: you are immune to effects of extreme acceleration, and and add three hours to hangover seduction and will never accidentally get -3 to HT rolls to avoid them. duration. become a parent. This is more than Minor Addiction simple sterility (which is a feature Alcohol Intolerance worth 0 points). Alcohol “goes right to your head.” You may take Addiction (p. 122) as You become intoxicated much more a quirk, if you are addicted to a drug quickly than normal. You get -2 on any that causes physiological dependency HT roll related to drinking. NEW DISADVANTAGES The GM is welcome to develop new points to note when doing this kind of disadvantages. The guidelines given MODIFYING thing. under New Advantages (p. 117) apply Some existing disadvantages are here as well – but note that it is easier EXISTING essentially “user-defined.” This proper- to abuse disadvantages than advan- ISADVANTAGES ty makes them particularly useful for tages. A badly designed advantage D building “new” disadvantages. The You can turn existing disadvantages might be too powerful, but it costs most versatile traits of this kind are into new ones using the processes rec- points, so it isn’t a free lunch. On the Addiction, Code of Honor, Compulsive ommended for advantages: rename, other hand, a disadvantage that does Behavior, Delusions, Dependency, redefine, combine, modify, and fine- not restrict the character gives away Destiny, Disciplines of Faith, Dread, tune. For instance, you could combine points. It is a free lunch! Remember the Fanaticism, Increased Life Support, the modified disadvantage Weakness “golden rule” of disadvantage design: Intolerance, Maintenance, Obsession, (Sunlight; 1d/30 minutes; Variable, Odious Personal Habits, Phobias, A “disadvantage” that does not limit -40%) [-9] with the quirk Distinctive Restricted Diet, Revulsion, Sense of the character is not a disadvantage. Features [-1] and rename it “Albinism,” Duty, Susceptible, Unnatural Features, giving you a new disadvantage worth Vows, Vulnerability, and Weakness. -10 points. There are a few additional

DISADVANTAGES 165 Price a blanket penalty to an entire group of related skills exactly as if you were pricing a Talent (p. 89), but with minus sign in front of the cost. This makes a penalty to a group of skills a far more serious disadvantage than a penalty to one skill. This reflects the fact that it is difficult to work around ineptitude with every skill in a large, useful category. 3. Penalties to reaction rolls. Reaction penalties use the Reputation rules on p. 26. As explained for new advantages, these modifiers need not be actual Reputations – they could as easily be due to looks, a supernatural aura, etc. 4. Unique disabilities. You can only price unique disadvantages by com- parison. Look at comparable disad- vantages in the system and assign a similar point value, and then adjust it if the new disadvantage is more or less limiting than the existing one. Finalizing the Cost The final cost of a disadvantage equals the sum of the costs of its com- When combining multiple disad- for designing entirely new advantages ponent parts, modified for rarity as vantages to create new ones, remem- (p. 118): the GM sees fit. A rare disadvantage is ber that advantages can be added to sometimes worth more points because 1. Situational penalties to attributes. the mix, reducing the value of the com- it is less likely to be treatable, or Assume that each -1 to an attribute is posite disadvantage. For instance, a because it is more likely to generate worth a basic -10 points for ST or HT, positive Reputation can be associated shock and disgust on a bad reaction or -20 points for DX or IQ, and then with a “good” personality trait (such as roll. A common disadvantage may be reduce the final cost to reflect the lim- Honesty or Sense of Duty) that is con- worth fewer points by the same logic – ited circumstances under which the sidered a disadvantage in GURPS that is, it is easy to circumvent using penalty applies. For instance, because it restricts the hero’s choice of technology, or its social ramifications Susceptible to Poison (-2) is -2 to HT actions. If the restrictions outweigh are mitigated by others’ indifference. (base cost -20 points), reduced to 40% the reaction bonus, the overall trait is In general, though, the point value its normal value because it applies still a disadvantage. of a disadvantage won’t be that of the only to rolls to resist poison – which Finally, when you apply limitations “opposite” advantage with a minus are common enough but still a spe- (pp. 110-116) to a disadvantage, sign in front. This is mainly because cialized use of HT – for a net value of remember that they reduce the points most traits in GURPS are asymmetric, -8 points. gained from the disadvantage. For skewed toward the human norm and 2. Penalties to skill rolls. Handle instance, if you apply an Accessibility biased toward adventuring heroes. skill penalties using the Incompetence limitation worth -40% to a -15-point For instance, One Arm is a serious dis- quirk (p. 164). This gives -1 point for disadvantage, it becomes a -9-point advantage worth -20 points because each -4 to a specific skill. These skill disadvantage. See the “special limita- having only one arm severely limits penalties are not symmetrical with the tions” throughout this chapter for skill use, while Extra Arms are a mere skill bonuses given on p. 118. This is examples of suitable limitations. (A 10 points apiece because additional intentional! It reflects the reality that few disadvantages have special arms rarely benefit most skills. It is most players select skills for which enhancements that increase disadvan- also important to realize that for their characters have an aptitude and tage value, but these are less common.) adventurers, there are many qualities ignore those at which their characters where either extreme is an effective are inept. The Incompetence penalty disadvantage (for instance, Curious BRAND-NEW can be changed to -3 or -5 without and Incurious) or advantage (consider much effect on game balance, but it Common Sense and Daredevil). PROBLEMS must apply to a reasonably common The guidelines for creating totally skill to be worth points at all. new disadvantages are similar to those

166 DISADVANTAGES CHAPTER FOUR SKILLS

A “skill” is a particular kind of knowledge; for instance, judo, physics, auto mechanics, or a death spell. Every skill is separate, though some skills help you to learn others. Just as in real life, you start your career with some skills and can learn more if you spend time training. A number called “skill level” measures your ability with each of your skills: the higher the number, the greater your skill. For instance, “Shortsword-17” means a skill level of 17 with the shortsword. When you try to do something, you (or the GM) roll 3d against the appropriate skill, modified for that particular sit- uation. If the number you roll is less than or equal to your mod- ified score for that skill, you succeed! But a roll of 17 or 18 is an automatic failure. For more on skill rolls, modifiers, success, and failure, see Chapter 10. Each skill is qualified in several ways to indicate what basic attribute represents talent with that skill, how easy the skill is to learn, any special restrictions on who can learn the skill, and whether the skill is broad or narrow in focus. CONTROLLING ATTRIBUTE Each skill is based on one of the four basic attributes or, more rarely, on Perception or Will. Your skill level is calculated direct- ly from this “controlling attribute”: the higher your attribute score, the more effective you are with every skill based on it! If your char- acter concept calls for many skills based on a given attribute, you should consider starting with a high level in that attribute, as this will be most cost-effective in the long run.

Choosing Your Beginning Skills Like attributes and advantages, skills cost points. You should spend at least a few of your starting character points on skills. It would be extraordinarily unusual for anyone – even a young child – to have no skills at all! Your starting skills must suit your background. The greater your Wealth and Status, the more leeway the GM will allow you in skill choice – the rich and powerful can arrange to learn the most surpris- ing things. You cannot start with inappropriate skills, however. The GM is free to forbid any skill that simply would not be available to someone of your background. For instance, a stone-age hunter could not be a jet pilot, a Victorian gentleman would need an excellent expla- nation (and an Unusual Background) to start out as a skilled sorcerer, and a futuristic adventurer would have difficulty finding training in “archaic” weapon skills . . . though a military background would help.

SKILLS 167 ST-based skills depend wholly on You learn technological skills at brawn, and are very rare. ST deter- TECHNOLOGICAL your personal TL. You may also mines the power you can bring to bear choose skills from a lower TL. You can with DX-based skills far more often SKILLS only learn skills from a higher TL in than it affects skill levels directly. Certain skills are different at each play – and only if you have a teacher DX-based skills rely on coordina- tech level (see Technology Level, p. 22). and the skill is not based on IQ. To tion, reflexes, and steady hands. This These “technological skills” are desig- learn IQ-based technological skills is representative of athletic and com- nated by “/TL.” This means that when from a higher TL, you must first raise bat skills, and most vehicle-operation you learn the skill, you must learn it at your personal TL. skills. a specific tech level (TL). Always note Technological skills rely on lan- IQ-based skills require knowledge, the TL when you write down such a guage, tool use, or both. This means creativity, and reasoning ability. This skill; e.g., “Surgery/TL4” for the TL4 that only sapient characters – those includes all artistic, scientific, and version of Surgery skill. Surgery/TL4 with IQ 6 or higher – may learn them. social skills, as well as magic spells. (cut his arm off with an axe) is nothing Exception: Robots and the like can HT-based skills are governed by like Surgery/TL9 (graft on a have IQ 5 or less and perform such physical fitness. This includes any replacement arm from his clone)! skills by running programs . . . but of activity influenced by hygiene, pos- course programming isn’t learning. ture, or lung capacity. Perception-based skills involve spot- ting subtle differences. This is typical of skills used to detect clues and hid- den objects. Tech-Level Modifiers Will-based skills hinge on mental Technological skills work best with the specific artifacts and tech- focus and clarity of thought. Most niques of their own TL. When you work with equipment or concepts of a allow one to resist mental attacks, TL different from that of your skill, you suffer a penalty to your skill roll. bring about an altered mental state, or focus “inner strength.” IQ-Based Technological Skills IQ-based technological skills represent a studied technical under- IFFICULTY standing of the specific methods and tools common at a particular TL. D There is a penalty to your skill roll when you use these skills with the LEVEL equipment of a higher TL (which relies on scientific and engineering prin- ciples unknown to you) or a lower TL (which depends on principles that Some fields demand more study were, at best, a “historical footnote” during your training). and practice than others. GURPS uses four “difficulty levels” to rate the effort Equipment’s TL Skill Penalty required to learn and improve a skill. Skill’s TL+4 or more Impossible! The more difficult the skill, the more Skill’s TL+3 -15 points you must spend to buy it at a Skill’s TL+2 -10 given skill level. Skill’s TL+1 -5 Easy skills are things that anyone Skill’s TL 0 could do reasonably well after a short Skill’s TL-1 -1 learning period – whether because they Skill’s TL-2 -3 are second nature to most people or Skill’s TL-3 -5 because there isn’t a whole lot to learn. Skill’s TL-4 -7 Average skills include most combat Per extra -1 to TL -2 skills, mundane job skills, and the practical social and survival skills that ordinary people use daily. This is the most common difficulty level. Other Technological Skills Hard skills require intensive formal Technological skills based on attributes other than IQ let you use tech- study. This is typical of most “academ- nology; they do not assume any real understanding of the science or engi- ic” skills, complex athletic and combat neering behind the tools. For instance, a TL5 gunslinger accustomed to skills that require years of training, firing a Colt Peacemaker might find a TL7 Colt Python a bit strange, but and all but the most powerful of magic he would have little difficulty shooting it. spells. For skills like this, apply a flat penalty of -1 per TL of difference Very Hard skills have prodigious between the skill and the equipment. For instance, a TL5 gunman would scope, or are alien, counterintuitive, or be at -2 to shoot a TL7 revolver. It is irrelevant whether the equipment is deliberately shrouded in secrecy. The more or less advanced – a TL7 policeman would be at -2 to fire a TL5 most fundamental of sciences, and revolver, too. many potent magic spells and secret martial-arts techniques, are Very Hard.

168 SKILLS (see Skill Defaults, p. 173), which may let you purchase additional specialties more cheaply. Grouped Skills A set of distantly related skills that use identical rules may appear Optional Specialties under a single heading to avoid repetition. If a skill description does not Many IQ-based skills – notably say that you must specialize, and indicates that it represents a collection “academic” skills such as Literature of skills, then the subentries represent stand-alone skills – not specialties. and Physics – have countless subfields Use only the name of the relevant subentry when you refer to such skills. but do not require you to select a spe- cialty. As written, if you learn a skill Example: Hand-to-hand weapon skills are grouped under Melee like this, you are a generalist, knowl- Weapon (p. 208), but if you learn to use a shortsword, write “Shortsword,” edgeable about every aspect of the not “Melee Weapon (Shortsword).” skill. However, you may opt to special- ize in a single, narrow area. You may only do this with an Average or harder IQ-based skill, and only if the GM agrees that the chosen subfield is PREREQUISITES logical given the skill and your TL. Some skills have other skills as pre- requisites. This is the case when an advanced skill is based on, and in some ways an outgrowth of, a basic one. To study the advanced skill, you Familiarity must have at least one point in the pre- Any skill used to operate equipment – e.g., Beam Weapons/TL11 requisite skill. (Pistol) or Driving/TL7 (Automobile) – takes a penalty when you are faced Certain skills also require that you with an unfamiliar type of item. For instance, if you were trained on a know a prerequisite skill at a mini- laser pistol, a blaster pistol would be “unfamiliar.” Assume that an unfa- mum skill level. Where this is the case, miliar piece of equipment gives -2 to skill except where an individual skill you must spend the points required to description specifies otherwise. learn the prerequisite skill at the spec- In general, if you have the skill to use a piece of equipment, you are ified level before you can learn the considered familiar with a new make or model after you have had eight advanced skill. hours of practice with it. Some skills require more or less practice than A few skills have advantages as pre- this, so be sure to read the skill description. requisites. In order to learn such a There is no limit to the number of types of gun, car, plane, etc. you can skill, you must possess the required become familiar with. Each of these items is called a “familiarity.” If you advantage. If you do not have the have at least six familiarities for a given skill, the GM may roll against advantage, and cannot acquire it in your skill when you pick up a new piece of equipment. On a success, you play, you can never learn that skill. are already familiar with something similar and may use the new device at no penalty. The GM may also rule that a new item is so similar to a PECIALTIES known one that it is familiar – for instance, two similar models of Colt S revolver should be considered identical. An entry on the skill list may repre- Equipment from another tech level will usually be unfamiliar. This sent an entire category of closely relat- gives both TL and familiarity modifiers. Practice can eliminate unfamil- ed skills that share a single skill name. iarity penalties, but to shed TL penalties, you must relearn the operation Examples include Armoury (p. 178) skill at the equipment’s TL. Exception: Improved or obsolete versions of and Survival (p. 223). Skills like this items with which you are already familiar do not give unfamiliarity penal- are marked with a dagger (†) in the list ties. on pp. 174-228. The skills within such a category are called “specialties.” Familiarity for Beginning Characters When you buy a general skill of this Starting characters may specify two familiarities per point spent on a kind, you must specify which special- skill. For instance, if you have four points in Guns (Pistol), you can be ty you are learning. On your character familiar with up to eight handguns. sheet, note the name of the specialty Both specialization and familiarity come into play with many skills, in parentheses after the general skill but they are not the same thing. Driving (Automobile) is a specialty of name; e.g., “Armoury (Small Arms)” Driving: it is a separate skill from Driving (Locomotive), and to know or “Survival (Arctic).” both, you must pay points for both. “Volkswagen Bug” is a familiarity of You may learn skills like this any Driving (Automobile): you can select it for free as one of your starting number of times, with a different spe- familiarities. cialty each time, because each specialty is a different skill. There is usually a favorable “default” between specialties

SKILLS 169 When you choose an optional spe- roll against this whenever you must could learn the optional specialty cialty, write down the skill and its spe- answer questions outside your field. Chemistry (Analytical) as if it were cialty just as if you were selecting a Any skill that defaults to the general one level easier, or IQ/Average. required specialty. You learn the spe- skill also defaults to all of its optional Your general Chemistry skill would cialized skill as if it were one level eas- specialties, but at an additional -2. default to Chemistry (Analytical)-2. ier. Unless otherwise noted, prerequi- Metallurgy, which normally defaults Example: Chemistry is IQ/Hard sites are unchanged. The general skill to Chemistry-5, would default to and does not require a specialty. You defaults to the specialized one at -2; Chemistry (Analytical)-7. BUYING SKILLS In order to learn or improve a skill, you must spend character points. When you spend points on a skill, you are get- ting training to bring that skill up to a useful level. Skills are easy to learn at Skill Notation first – a little training goes a long way! When you write down a skill with a single specialty, either required or But added improvement costs more. optional, do so in the form “Skill Name (Specialty)”; e.g., Artist (Painting). The point cost of a skill depends on If such a skill has multiple qualifiers, follow these guidelines: two things: its difficulty and the final skill level you wish to attain. Use the Technological skills: Place the tech level after the skill name and before Skill Cost Table (below) to calculate a the specialty; e.g., Engineer/TL8 (Civil). skill’s point cost. Skills with both required and optional specialties: If a skill that requires The first column shows the skill you to specialize also allows an optional specialty, write the required spe- level you are trying to attain, relative to cialty before the optional specialty and separate the two with a comma; the skill’s controlling attribute – DX for e.g., Artist (Painting, Oil). DX-based skills, IQ for IQ-based skills, Skills that require two specialties: In the rare case where a skill requires and so forth. For instance, if your DX you to select two specialties, separate them with a slash; e.g., were 12, a level of “Attribute-1” would Geography/TL7 (Physical/Earth-like). be DX-1, or 11; “Attribute+0” would be DX, or 12; and “Attribute+1” would be DX+1, or 13. The next four columns show the There is no limit (except lifespan) to adventuring on new or better skills, or character point costs to learn skills of the amount of improvement possible dedicate game time to study, which different difficulties – Easy, Average, with any skill. However, the useful max- gives you points you can use to add or Hard, and Very Hard – at the desired imum for most skills is between 20 and improve the skills you studied. In either skill level. Harder skills cost more 30. Problems to challenge a greater skill case, the cost to improve a skill is the dif- points to learn! are rare! ference between the cost of the desired skill level and the cost of your current Example: A warrior with DX 14 skill level. For more information, see wishes to learn Shortsword IMPROVING YOUR Chapter 9. (DX/Average) at level 17. Since skill 17 is equal to his DX+3, he goes to the SKILLS Free Increases in Skills “Attribute+3” row. Then he reads along There are two direct ways to There is one way to increase many the row to the “Average” column to find increase your skills in play: spend the skills at once: pay the points to improve the point cost: 12 points. bonus points you earn for successful an attribute (see Chapter 9). If you do this, all your skills based on that attrib- Skill Cost Table ute go up by the same amount, at no Your Final Difficulty of Skill extra cost. For instance, if you raise DX Skill Level Easy Average Hard Very Hard by one level, all of your DX-based skills Attribute-3 – – – 1 also go up by one level. Further Attribute-2 – – 1 2 improvements are based on the new Attribute-1 – 1 2 4 DX value. Attribute+0 1 2 4 8 You can also base skills on Attribute+1 2 4 8 12 “defaults” from other skills; see Attribute+2 4 8 12 16 Defaulting to Other Skills (p. 173). Any Attribute+3 8 12 16 20 skill bought up from such a default is Attribute+4 12 16 20 24 likely to enjoy a free increase when you Attribute+5 16 20 24 28 raise the skill to which it defaults. Extra +1 +4 +4 +4 +4

170 SKILLS MEANING OF SKILL LEVELS So you have Literature-9, Savoir- Base Skill vs. this bonus at mundane tasks, even if Faire-22, and Shortsword-13. What they are working from default skill! does that mean? What is good, bad, Effective Skill Example: An airline pilot has and average? That’s very important Your unmodified skill level is called Piloting-12 – normally a 74% chance when you create a character. It’s also your base skill. It measures your odds of success. For day-to-day flying, how- important if you’re converting charac- of success at an “average” task under ever, he rolls at +4. This makes his ters from another system into adventuring conditions – in other effective skill 16, for a 98% chance of GURPS, or vice versa. There are two words, in a stressful situation where success. equally valid – but different – ways to the consequences of failure are make skill-level comparisons. significant. Some examples: On the other hand, especially tough adventuring situations can result in penalties. See Culture (p. 23), Language (p. 23), Tech-Level Modifiers (p. 168), Familiarity (p. 169), Equipment Modifiers (p. 345), and Your base skill measures your Task Difficulty (p. 345) for some com- mon modifiers. Be sure to take these odds of success at an “average” factors into account when buying task in a stressful situation where your skills. the consequences of failure are RELATIVE SKILL significant. LEVEL Skill level reflects a combination of talent and training. For instance, a DX 17 warrior has a lot of raw talent. He could quickly learn Shortsword-17, as • Battles and chase scenes. this is only DX level for him. A DX 10 PROBABILITY OF • Races against the clock. fighter would need considerably more • Situations where your health, practice to become that skilled, as SUCCESS freedom, finances, or equipment is at Shortsword-17 is DX+7 level for him. The easiest way to get a feel for risk. your skill levels is to look at your odds Such details are often unimpor- of success. To use a skill, you must roll The GM may modify your skill tant; two warriors with Shortsword-17 3d against your skill level. This is level to reflect the difficulty of a task. are equally good at smiting foes, called a “success roll” (see Chapter Your final skill level, after applying all regardless of whether their skill is due 10). For instance, if your skill is 13, modifiers for the task at hand, is your to talent or training. However, there you must roll 13 or less on 3d to suc- effective skill for that task. are times when you need (or want) to ceed. The table below shows the prob- In nonadventuring situations when know the difference. ability of success at each skill level – you have lots of time to prepare and It is easy to compare talent – just that is, your chance of rolling less than face minimal risk, the GM may give look at the controlling attribute for the or equal to a given number on 3d. you +4 or more to skill. (The GM skill. In the example above, the DX 17 Note that skill levels can be over 18, might even declare such actions suc- swordsman is clearly more talented but a roll of 17 or 18 is automatically cessful instead of wasting time on a than the DX 10 fighter. a failure. Nobody succeeds 100% of skill roll; see When to Roll, p. 343). To compare training, you must the time! Ordinary people almost always receive look at relative skill level. You can cal- culate it quickly by subtracting con- trolling attribute from skill level. In our example, the DX 17 warrior has a Skill Probability Skill Probability relative skill level of 0, while the DX 10 Level of Success Level of Success fighter has a relative skill level of +7, 3 0.5% 10 50.0% and is better trained. 4 1.9% 11 62.5% Relative skill level becomes impor- 5 4.6% 12 74.1% tant when using the next two rules; 6 9.3% 13 83.8% therefore, you might opt to note it in 7 16.2% 14 90.7% parentheses after your skill level; e.g., 8 25.9% 15 95.4% “Shortsword-17 (+7).” 9 37.5% 16+ 98.1%

SKILLS 171 Some skill descriptions present sit- uations where skill rolls using other attributes would be appropriate. The Choosing Your Skill Levels GM is encouraged to dream up more! Gauging what skill levels you need to survive is no easy task. A few examples: Determining how much skill is realistic can be tricky as well. When cre- • DX-based rolls against IQ-based ating a PC (or an NPC), bear the following guidelines in mind. repair skills to reach into tight cor- Ordinary Folks ners; ST-based rolls against these skills For an “average” person, it is reasonable to assume attributes between to manhandle engine blocks and other 9 and 11, and from 20 to 40 points in “life skills” (varying with education heavy parts into place. and dedication). Most people spread these points fairly evenly over rough- • IQ-based rolls against DX-based ly a dozen skills. This will result in skill levels between 8 and 13. Skills combat skills to feint an opponent, used to earn a living tend toward the upper end of this range (12 or 13), formulate tactics, or perform minor while little-used skills and those originating from long-forgotten college maintenance on weapons; ST-based courses are at the lower end (8 or 9). rolls against these skills to disarm someone using brute strength rather Experts than finesse. Once your skill level reaches 14, additional levels of skill don’t improve • IQ-based rolls against DX-based your odds of success much. Furthermore, it can cost a lot of points to vehicle-operation skills to recall traffic acquire higher skill levels. If you are an adventurer, though, the invest- regulations, remember to change the ment is worthwhile, to help you overcome the penalties for difficult tasks. oil, or identify the make and model of For instance, if you have Lockpicking-23, ordinary locks are no easier for a vehicle; HT-based rolls against these you – you fail on a 17 or 18, no matter what. But when you run into a hard skills to stay awake at the wheel. lock that gives -6 to skill, your effective skill is 17 and you still only fail on Your relative skill level will some- a 17 or 18! times modify ST for a specific task (e.g., kicking in doors). Only modify Masters ST if your relative skill level is positive If you are a “master” in your field, you might be tempted to increase – you get a bonus for high skill, but your skill levels ad infinitum. However, a true master has a detailed under- you never get a penalty for low skill. standing of every aspect of his calling, best represented by stopping at a masterful level (20 to 25) in the “main” skill and branching out into sev- Using Skills Without eral “subsidiary” skills. An extreme level (anything over 25) in one skill tends to be excessive and unbelievable – and is frequently less useful than Attributes a lesser level combined with one or more subsidiary skills. The GM might occasionally want two people with identical training to Example: Instead of improving Karate skill to 30, a kung fu master have similar odds of success regardless would be better off using those points to buy Karate at 25 and decent lev- of their attributes, in a situation where els of Acrobatics, Judo, Meditation, etc. training really does matter more than Masters should also consider putting some points into advantages that innate talent. In this case, just add rel- negate skill penalties for adverse conditions. For instance, a kung fu mas- ative skill level to a flat number – ter might buy Trained By A Master (reducing his penalties for multiple usually 10 – and roll against the result. attacks and parries) and Combat Reflexes (improving his chances of Example: Two accountants are defending himself), extending his capabilities in ways that high skill alone vying for a promotion. One is talented, cannot. with IQ 14 and Accounting-18 (+4). To encourage players to develop their characters laterally instead of The other is dull but experienced, with sinking all their points into just one or two skills, the GM might wish to IQ 8 and Accounting-15 (+7). The GM consider limiting PCs to skill levels somewhere in the 20-25 range. decides to handle this as a Quick Contest: each accountant must attempt his Accounting roll, and the one who succeeds by the most will get Using Skills With Other attribute you wish to use and make a the promotion. However, the boss success roll against the total. cares about seniority above all, so the Attributes GM applies relative skill level – which The GM will sometimes find it use- Example: A warrior with DX 10, IQ reflects experience – to a flat base of ful to ask for a skill roll based on an 14, and Shortsword-17 has a relative 10. This leaves IQ out of the picture! attribute other than the controlling skill level of +7 in Shortsword. If the The talented accountant rolls one for a skill. This is realistic; few GM asked for an IQ-based Shortsword against 10 + 4 = 14, while his rival rolls skills really depend just on brains, just roll, the swordsman would roll against against 10 + 7 = 17. Sometimes, life on agility, etc. To make a roll like this, 14 + 7 = 21 instead of his Shortsword isn’t fair . . . simply add the relative skill level to the skill of 17.

172 SKILLS SKILL DEFAULTS: USING SKILLS YOU DON’T KNOW

Most skills have a “default level”: Defaulting to from 13 to 14 (from DX+1 to DX+2). the level at which you use the skill if Does your Broadsword skill also go you have no training. A skill has a Other Skills up a level? No. Your new default from default level if it is something that Some skills default to another skill Shortsword is now 12 (Shortsword at everybody can do . . . a little bit. As a instead of or as well as an attribute. 14, minus 2), but to go from level 12 general rule, a skill defaults to its Example: Broadsword defaults to to level 13 (from DX to DX+1) with controlling attribute at -4 if Easy, -5 if Shortsword-2, because the two skills Broadsword costs 2 points, and Average, or -6 if Hard. There are are very similar. A Shortsword skill of you’ve only spent 1 point on exceptions to this, but not many. 13 gives you a “default” Broadsword Broadsword. Keep track of that point, though. When you spend one Example: The “default” for skill of 11. more point on Broadsword, it goes Broadsword (DX/Average) is DX-5. If up a level, too. your DX is 11, and you have to swing Double Defaults a broadsword without training, then A skill can’t default to another skill When two skills default to one your “default” skill at Broadsword is known only by default. If Skill A another and you have improved both, 11 - 5 = 6. You need a roll of 6 or less defaults to Skill B-5, and Skill B you may switch the “direction” of to hit. defaults to IQ-5, does Skill A default to your default if this would give you IQ-10? No. better skill levels. Redistribute the Some skills have no default level. points spent on both skills as needed. For instance, Alchemy, Hypnotism, Improving Skills You may never decrease either skill and Karate are complex enough that level this way, however; you must you cannot use them at all without from Default If your default level in a skill is always spend enough points to keep training. high enough that you would normal- each skill at its current level. Regardless of your default skill ly have to pay points for that level, level, you do not get the special bene- Example: Keeping Shortsword at you may improve the skill past its fits of a skill – especially combat 14, you spend a total of 22 points on default level by paying only the differ- bonuses such as improved damage, Broadsword, improving your skill ence in point costs between your new special defenses, and unpenalized from its default of 12 (DX) to 18 level and your default level. off-hand use – when you use a skill at (DX+6). You’d like to default default. To enjoy these benefits, you Example: Suppose you have DX 12 Shortsword from Broadsword now, must spend at least one point on the and Shortsword at 13. Since rather than vice versa. Taking the 8 skill. Broadsword defaults to Shortsword- points you spent on Shortsword and 2, your default Broadsword skill is the 22 points you spent on The Rule of 20 11. Skill 11 is equal to DX-1 for you. Broadsword, you have 30 points to If a skill defaults to a basic attrib- This would have cost 1 point had you work with. First, buy Broadsword at ute that is higher than 20, treat that bought it directly. The next level (DX) 18 (DX+6) for 24 points. Then default attribute as 20 when figuring default costs 2 points. The difference is 1 Shortsword from Broadsword, get- skill. Superhuman characters get point; to raise your Broadsword skill ting 16 (that is, Broadsword-2). good defaults, but not super ones. from its default level of 11 (DX-1) to Finally, spend the remaining 6 points 12 (DX), you need only pay 1 charac- on Shortsword. This will be enough Who Gets a Default? ter point. You do not have to pay the to raise Shortsword skill to 17 (and 2 Only individuals from a society full 2 points for DX level! more points will make that 18). where a skill is known may attempt a This feels like an abstract number default roll against that skill. For If you increase a skill, skills that shuffle, but it works. You’re instance, the default for Scuba skill default to it go up as well. However, if no better off than if you assumes you are from a world where you have spent points to improve had started out with scuba gear exists and where most these defaults, you may not see an Broadsword skill, and people would have some idea – if only increase when you raise the skill to you aren’t penalized for from TV – of how to use it. A which they default. This is best illus- learning Shortsword medieval knight transported to the trated with our running example: first. 21st century would not get a default Example: Suppose you spend the roll to use scuba gear the first time he point to raise Broadsword to 12 (DX). saw it! Now you spend 4 more points on Shortsword, improving that skill

SKILLS 173 SKILL LIST The skill list is sorted alphabetically Acrobatics successful Acting roll lets you pretend by skill name. Each entry gives the DX/Hard to feel something that you do not. The following information: GM may also require an Acting roll Default: DX-6. whenever you try to fool someone, play Name: The skill’s name. dead in combat, etc. Technological skills are noted as such; This is the ability to perform gym- Impersonation is a special type of e.g., “Machinist/TL.” Skills marked nastic stunts, roll, take falls, etc. This acting. To impersonate someone, you with a dagger (†) require you to choose can be handy on an adventure, as must first successfully disguise yourself a specialty (see Specialties, p. 169). tightrope walking, human pyramids, (see Disguise, p. 187) – unless your vic- Type: The skill’s controlling attribute and trapeze swinging all have useful tims cannot see you! and difficulty level; e.g., “IQ/Average.” applications. Each trick requires a sep- Note that Acting is not the same Defaults: The attributes or other arate skill roll, at whatever penalties the Fast-Talk (the art of the “quick con”) or skills to which the skill defaults if you GM sees fit. If you are performing Performance (the skill of screen and have not studied it. Where there is stunts on a moving vehicle or mount, stage acting). more than one possible default, use the roll against the lower of Acrobatics and most favorable. Some skills have no the appropriate Driving or Riding skill. Modifiers: +1 for every point of IQ default – you cannot attempt to use You may substitute an Acrobatics you have over the person you are trying these skills if you don’t know them. roll for a DX roll in any attempt to to fool (or the smartest one in the Prerequisites: Traits you must pos- jump, roll, avoid falling down, etc. As group), or -1 for every point of differ- sess before you can spend points on the well, you may attempt an Acrobatic ence if your victim is smarter than you; skill. If the prerequisite is another skill, Dodge in combat – a jump or roll that -3 for Low Empathy (p. 142); -1 to -4 you must have at least one point in that avoids an attack in a flashy way (see for Shyness (p. 154); -5 for Truthfulness skill. Not all skills have prerequisites. Acrobatic Dodge, p. 375). Finally, a suc- (p. 159), but only if you are trying to Description: An explanation of what cessful Acrobatics roll will reduce the deceive someone. For impersonation the skill is for and how it works in play. effective distance of any fall by five only: -5 if you are not well acquainted Modifiers: A list of common bonuses yards (see Falling, p. 431). with your subject; -5 if those you wish and penalties for use of the skill. The Two special versions of Acrobatics to fool are acquaintances of the subject GM decides whether a particular mod- are also available: (-10 for close acquaintances). ifier applies in a given situation. If an Aerobatics: The ability to execute advantage or disadvantage permanently tight turns, loops, power dives, etc. in Administration modifies base skill level rather than flight. You must be able to fly to learn IQ/Average simply giving a bonus or a penalty for a this skill – although how you fly (magic, Defaults: IQ-5 or Merchant-3. specific task, add this permanent mod- wings, jet pack, etc.) is irrelevant. ifier to the skill level listed on your Natural fliers might find flight to be as This is the skill of running a large character sheet. effortless as humans find walking, but organization. It is often a prerequisite they must still learn Aerobatics in order for high Rank (p. 29). A successful Accounting to engage in complex acrobatics. Add Administration roll gives you a +2 reac- IQ/Hard +2 to skill if you have 3D Spatial Sense tion bonus when dealing with a bureaucrat, and allows you to predict Defaults: IQ-6, Finance-4, (p. 34). the best way to go about dealing with a Mathematics (Statistics)-5, or Aquabatics: The ability to engage in bureaucracy. Merchant-5. underwater acrobatics. Prerequisites: Swimming, or the Amphibious advan- This is the ability to keep books of tage (p. 40) or the Aquatic disadvantage Aerobatics account, to examine the condition of a (p. 145). see Acrobatics, above business, etc. A successful Accounting roll (requires at least two hours of Acrobatics, Aerobatics, and Airshipman/TL Aquabatics default to one another at -4. study, and possibly months to audit a see Crewman, p. 185 large corporation) can tell you whether Add +1 to these three skills if you have financial records are correct, and possi- Perfect Balance (p. 74). bly reveal evidence of forgery, tamper- Alchemy/TL ing, and similar criminal activity. Acting IQ/Very Hard IQ/Average Defaults: None. Modifiers: The time modifiers under Time Spent (p. 346) often apply; the Defaults: IQ-5, Performance-2, or This is the study of magical trans- Talents (p. 89) of Business Acumen and Public Speaking-5. formations and transmutations. In a Mathematical Ability both provide a This is the ability to counterfeit magical game world, an alchemist bonus. moods, emotions, and voices, and to lie would be able to identify concoctions convincingly over a period of time. A with magical effects (“elixirs”), such as

174 SKILLS love potions and healing unguents, This is the science of evolution and specialization by species (if left and prepare them from suitable ingre- culture. An anthropologist is knowl- unspecified, assume the anthropolo- dients. This is a mechanical process, edgeable in the ways of primitive gist’s own species). Specialties usually using the mana inherent in certain (and not-so-primitive) societies. An default to one another at -2 to -5, things; therefore, those without Anthropology roll might explain, although there may be no default for Magery can learn and use Alchemy, or even predict, unusual rituals and completely alien species. and Magery confers no benefit. folk customs. This skill requires Animal Handling† IQ/Average Default: IQ-5. Optional Rule: Wildcard Skills This is the ability to train and work The professor who has studied every science, the swordsman who can with animals. You must specialize in a fight with any blade . . . cinematic fiction is full of heroes who know a lit- category of animals – the more intelli- tle bit about everything in one broad area. The time required to list every gent the animals, the narrower the last skill such a hero might need, and the difficulty of figuring out which category. Examples of interest to skills to take (and which to use), might discourage many gamers from adventurers: Big Cats (jaguars, lions, playing cinematic experts. Such broad expertise doesn’t exist in real life, tigers, etc.), Dogs, Equines (horses but it is all part of the fun in cinematic games! and donkeys), and Raptors (eagles, A solution to this problem is “wildcard skills” or “bang skills”: skills falcons, and hawks). The default that cover extremely broad categories of ability. The names of these skills between specialties is -2 within the end in an exclamation point in order to distinguish them from normal same order (e.g., Dogs to Big Cats), -4 skills; e.g., “Science!” is the skill of “all science.” Wildcard skills include and across orders (e.g., Dogs to Equines), replace all specific skills within their area. For instance, a hero could and -6 for larger differences (e.g., Dogs attempt a Science! roll whenever the adventure calls for a roll against to Raptors). Chemistry, Physics, or another science skill. To train an animal, make an Wildcard skills that cover mainly intellectual pursuits are IQ-based, Animal Handling roll once per day of while those that pertain chiefly to physical actions are DX-based. Such training. A failed roll means the ani- skills have no default; to use them, you must spend points on them. Buy mal learned nothing; a badly failed wildcard skills as Very Hard skills, but at triple the usual point cost. For roll means you are attacked. The time instance, it would normally cost 8 points to buy an IQ/Very Hard skill at it takes to train an animal depends on IQ level, so Science! skill at IQ level would cost 24 points. the beast’s intelligence and tractability The GM might choose to limit wildcard skills to those with a suitable (see Chapter 16). Unusual Background – perhaps “Cinematic Hero.” This Unusual When working with a trained ani- Background should never be available to sidekicks and random thugs! To mal, roll against skill for each task you give each hero a well-defined dramatic niche, the GM might wish to limit set the animal. This roll is at -5 if the PCs to one or two wildcard skills apiece (preferably those that emerge nat- animal is not familiar with you, -5 if urally from their character stories). the circumstances are stressful to the Some examples: animal, and -3 or more if the task is a complex one. To put on an entertaining Detective! (IQ). Replaces Criminology, Detect Lies, Electronics circus act, snake-charming show, etc., Operation (Security and Surveillance), Forensics, Interrogation, Law, you must make a separate Observation, Research, Savoir-Faire (Police), Search, Shadowing, Performance roll! Streetwise, etc. This skill can also (sometimes) be Gun! (DX). Replaces all specialties of Beam Weapons, Gunner, Guns, used to quiet a wild, dangerous, or and Liquid Projector, as well as all related Fast-Draw skills. Make an IQ- untrained animal. This roll is at -5 if based roll for Armoury pertaining to these weapons. the creature is wild or very frightened, Science! (IQ). Replaces Astronomy, Bioengineering, Biology, or -10 if it is a man-eater or man-killer. Chemistry, Engineer, Geology, Mathematics, Metallurgy, Meteorology, Finally, this skill gives an advantage Naturalist, Paleontology, Physics, Psychology, etc. in combat against animals within your Sword! (DX). Replaces Broadsword, Force Sword, Jitte/Sai, Knife, specialty. If you have Animal Handling Main-Gauche, Rapier, Saber, Shortsword, Smallsword, and Two-Handed at level 15, an animal’s attack and Sword, as well as related Fast-Draw skills. Use in place of such skills as defense rolls are at -1 against you, Acrobatics and Jumping for physical stunts while fighting. because you can predict its behavior. Wildcard skills are useful for omniproficient characters. Someone At skill 20, the animal’s rolls are at -2. who can pick up and play any instrument, or sight-read any choral work, would have the Music! skill. If he’s gifted with several instruments and Anthropology† can pick up others easily (but does have to learn them first), that’s the IQ/Hard Musical Ability Talent. Defaults: IQ-6, Paleontology (Paleoanthropology)-2, or Sociology-3.

SKILLS 175 Aquabatics Architecture/TL * You have an IQ default only for Area see Acrobatics, p. 174 IQ/Average Knowledge of a place where you live or once lived. Geography only gives a Defaults: IQ-5 or Engineer (Civil)-4. Archaeology default for Area Knowledge of the spe- This is the ability to design build- cialty region. IQ/Hard ings, and to deduce the design of build- Default: IQ-6. This skill represents familiarity ings from their function (and vice with the people, places, and politics of This is the study of ancient civiliza- versa). A successful Architecture roll a given region. You usually have Area tions. An archaeologist is at home with lets you learn things about a strange Knowledge only for the area you con- excavations, old potsherds, inscrip- building, find a secret room or door, etc. sider your “home base,” whether that’s tions, etc. An Archaeology roll lets you Modifiers: -2 if the building is of a a single farm or a solar system. If answer questions about ancient histo- strange type; -5 if it is alien. information about other areas is avail- ry, or identify artifacts and dead lan- able, the GM may allow you to learn guages. It might even reveal informa- Area Knowledge† additional Area Knowledge skills. tion relating to the occult; e.g., Ancient IQ/Easy The GM should not require Area Secrets and Things Man Was Not Defaults: IQ-4 or Geography Knowledge rolls for ordinary situa- Meant To Know . . . (Regional)-3* tions; e.g., to find the blacksmith, tav- ern, or your own home. But he could require a roll to locate a smith to shoe

Geographical and Temporal Scope Skills such as Area Knowledge, Current Affairs Area Class (Regional) (p. 186), Geography (Regional) (p. 198), and “Area classes” are defined under Area Knowledge History (p. 200) require specialization to specific places skill: Neighborhood; Village or Town; City; Barony, and times. In reality, this kind of knowledge is never County, Duchy, or Small Nation; Large Nation; Planet; “clear cut,” and tends to spill over into related areas. Interplanetary State; and Galaxy. Area class becomes The following penalties apply when you wish to use important in campaigns that involve a lot of travel. We such a skill outside your specialty. assume here that the smaller areas are contained with- in the larger ones. Distance If you have specialized in a larger area and want For an area far from your “stomping grounds,” use information about a smaller area within it, the penalty the penalties under Long-Distance Modifiers (p. 241). is -2 for one class of difference, -4 for two, -8 for three, However, the speed at which knowledge propagates and so on, doubling each time. increases as progressively more powerful tools for man- If you have specialized in a smaller area and want aging information appear: printing press, telephone, tel- information about a specific locale within the larger evision, computers, faster-than-light radio, etc. To area containing it, the most appropriate solution is usu- reflect this, at TL5 and above, the GM may choose to ally to use the distance penalties described above. roll 3d against TL+1 (e.g., 9 or less at TL8) to determine However, questions having to do with the entire large whether you are familiar with the distant region from area use a flat -2 per difference in levels. TV, the Internet, etc. On a success, you may ignore all distance penalties. (The GM might also wish to use this Example: Someone with Area Knowledge (Earth) rule to determine whether a character’s Reputation is would be at -8 – due to three classes of difference – to known far from home in a high-tech setting.) know the mayor of Los Angeles. However, someone with Area Knowledge (Los Angeles) would be at -4 to Time know the location of Mount Rushmore. The same per- Time is usually only a concern for History skill – but son would be at -10 to know the location of the Library it could also apply to Area Knowledge skill in a time- of Congress in Washington, D.C.; the Library of travel game, or if someone has been away from home Congress has more to do with Washington than with the for a long time. Use the Long-Distance Modifiers once United States as a whole, and it’s more appropriate to again, substituting years for miles. For each point of resolve the question by considering distance. tech-level difference, double the time modifier (a two-TL Note that in a setting with multiple planes of exis- difference would be ¥4, etc.). This is because societies tence, Area Knowledge skills for one reality can be dan- change drastically on all levels when technology gerously unreliable in another. The GM decides the increases. penalty that he will apply when you try to apply your knowledge of your San Francisco to his version.

176 SKILLS your horse at 3 a.m., or to find the best ambush spot along a stretch of road. “Secret” or obscure information might give a penalty, require a Hidden Lore skill (p. 199), or simply be unavailable – GM’s decision. For instance, Area Knowledge of Washington, D.C. gives you the location of the Russian Embassy, but not the KGB’s current safe house. The information covered by Area Knowledge often overlaps such skills as Current Affairs, Geography, Naturalist, and Streetwise. The differ- ence is that Area Knowledge works for a single area: you know the habits of this tiger or gang boss, but have no special insight into tigers or gangs in general. You can learn Area Knowledge for any sort of area. The larger the territo- ry, the less “personal” and more gener- al your knowledge becomes. Almost everyone will have Area Knowledge of some type. The “canonical” area classes are: Neighborhood: For an urban area: the residents and buildings of a few city blocks. For a rural area: the inhab- itants, trails, streams, hiding places, ambush sites, flora, and fauna of a few hundred acres. Village or Town: All important citi- zens and businesses, and most unim- portant ones; all public buildings and most houses. City: All important businesses, streets, citizens, leaders, etc. Barony, County, Duchy, or Small Nation: General nature of its settle- ments and towns, political allegiances, leaders, and most citizens of Status 5+. Large Nation: Location of its major cities and important sites; awareness of its major customs, ethnic groups, and languages (but not necessarily expertise); names of folk of Status 6+; and a general understanding of the homeworlds of major races; general default for every level up to “Village or economic and political situation. awareness of all major races; knowl- Town,” while a TL8 student would Planet: As for a large nation, but edge of individuals of Status 8; gener- have defaults up to “Planet” level. You more general; knowledge of people of al understanding of relations between must live in an interplanetary or inter- Status 7+ only. interplanetary states. stellar state to have defaults for levels Interplanetary State: Location of Area Knowledge for anything larg- above “Planet.” major planets; familiarity with all er than a galaxy would be meaning- In some game worlds, Area known races (but not necessarily lessly vague. Knowledge specialties may exist for expertise); knowledge of people of parallel realities and other dimensions Your IQ-4 default applies to any of Status 7+; general understanding of – Area Knowledge (Cyberspace), Area these classes, as long as you have lived the economic and political situation. Knowledge (Dream Realms), etc. The in the area. Defaults are limited by Galaxy: Location of the capitals knowledge such skills provide is left to “common knowledge” at your tech of interplanetary states and the the GM’s judgment. level! A TL0 hunter would have a

SKILLS 177 Armoury/TL† (Bronze)-3 at TL1, to Smith (Iron)-3 at Artillery/TL† IQ/Average TL2-4, and to Machinist-3 at TL5+. IQ/Average Missile Weapons: Man-portable, Defaults: IQ-5 or Engineer (same)- pre-gunpowder projectile weapons of Default: IQ-5. 4. all kinds – bows, crossbows, slings, etc. This is the ability to use a heavy This is the ability to build, modify, Small Arms: All weapons used with weapon, such as a trebuchet or a how- and repair a specific class of weapons the Beam Weapons and Guns skills. itzer, for indirect fire – that is, to put or armor. (It does not include skill at Also defaults to Machinist-5 at TL5+. fire onto a target area via a high bal- design; for that, see Engineer, p. 190.) Vehicular Armor: All kinds of listic arc or similar path. For direct A successful roll lets you find a prob- armored vehicle hulls. fire, use Gunner skill (p. 198). Roll lem, if it isn’t obvious; a second roll Most specialties default to one against Artillery skill to bombard the lets you repair it. Time required is up another at -4 – but above TL4, there is target. to the GM. no default between Armoury special- Loaders can make ST-based You must specialize in one of the ties dealing with armor and Armoury Artillery rolls to improve the rate of following fields: specialties dealing with weapons. The fire of certain crew-served heavy technologies covered by each specialty weapons. See the appropriate weapon Battlesuits: All kinds of powered vary with TL. For instance, Armoury description for details. armor, along with any built-in (Small Arms) covers black-powder You must specialize by weapon weaponry. small arms at TL4, repeating small type. The available specialties vary by Body Armor: Any kind of unpow- arms that fire cartridges at TL6, TL, but include one or more of: ered personal armor (but not shields). “smart” infantry weapons at TL8, and Also defaults to Smith (Bronze)-3 at portable beam weapons at TL10. Beams: Any kind of heavy energy TL1, to Smith (Iron)-3 at TL2-4, and to The GM should strictly enforce weapon that is fired from orbit, Machinist-3 at TL5+. penalties for unfamiliarity. bounced off a mirror, or otherwise Force Shields: Any kind of force Armoury/TL10 (Small Arms) might used against targets you cannot see. screen or deflector – be it personal or cover both beam weapons and Bombs: All kinds of unpowered, vehicular. This is the same skill as portable railguns, but going from one free-falling munitions. Electronics Repair (Force Shields). to the other gives you -2 to skill until Cannon: Any kind of heavy projec- Heavy Weapons: All weapons used you familiarize yourself with all the tile weapon – bombard, howitzer, with the Artillery and Gunner skills. differences. naval gun, etc. Catapult: Any kind of indirect-fire mechanical siege engine, such as a tre- buchet. Guided Missile: Any kind of seeking or remotely piloted missile. Torpedoes: Any kind of powered underwater projectile. There is no default between spe- cialties, some of which (e.g., Torpedoes) cover weapons that bear little or no resemblance to true artillery. Artillery is a single skill only because all the weapons it covers use the same rules. The weapons covered by each spe- cialty will vary by TL. For instance, Artillery (Cannon) would cover primi- tive bombards at TL3, brass cannon at TL4, breech-loading howitzers at TL6, and orbital railguns at TL9+. Familiarity is crucial here! Artillery (Cannon) covers both 81mm infantry mortars and 406mm naval guns, but going from one to the other will give -2 for weapon type (81mm vs. 406mm), -2 for fire-control (visual spotting vs. fire-direction center), and -2 for Melee Weapons: Any weapon used Modifiers: -2 for an unfamiliar item mount (bipod vs. naval turret), for a with a Melee Weapon or Thrown within your specialty (e.g., plate total of -6 to skill until you familiarize Weapon skill, as well as all kinds of armor when you’re used to mail); yourself with all the differences. shields. Also defaults to Smith equipment modifiers (p. 345).

178 SKILLS Note that Forward Observer skill paint, or something more exotic (like period of (20 - skill) seconds, mini- (p. 196) is generally required to desig- blood). mum one second. You cannot talk or nate targets for Artillery skill. Pottery: Working with various sorts move during the initiation of the of ceramics – especially clay. trance state. A successful skill roll Modifiers: All relevant combat Scene Design: Designing sets for the allows you to do one of the following: modifiers; -2 for an unfamiliar fire- stage. Default: Architecture-3. control system (e.g., map coordinates Improve Concentration. You get +2 Sculpting: Creating three-dimen- when you’re used to satellite imagery) to skill to perform a specific, lengthy sional art from ivory, stone, metal, etc. or mount (e.g., a naval turret when mental task (e.g., break a code or write Woodworking: All forms of fine you’re used to emplaced guns), or for a computer program), but -2 to all woodwork, including cabinet-making an unfamiliar weapon of a known type unrelated IQ, Perception, and skill and decorative carving. Default: (e.g., 155mm when you are used to rolls. The task must be a relatively Carpentry-3. 203mm); -4 or more for a weapon in sedate one, done in a quiet place bad repair. Calligraphy, Drawing, Illumina- (library, lab, monastery, or placid tion, and Painting default to one wilderness). Artist† another at -2, and to or from Body Art Increase Will. You get +2 to Will (+5 IQ/Hard at -4. Interior Decorating, Scene on a critical success) for one hour. Default: IQ-6. Design, and Woodworking default This applies to all attempts to resist among themselves at -4. All other interrogation, torture, or magical or This skill represents talent at a Artist specialties default to one anoth- psionic attack. This roll is at -2. visual art. A successful roll might let er at -6. Negate Pain/Fatigue. Cancels the you create a recognizable likeness of a An artist of any kind can take a fur- negative effects of being reduced to person or an object, or a work beauti- ther optional specialty (p. 169) in a less than 1/3 of your FP or HP (but not ful enough to sell (the GM should not particular medium or technique. the fatigue or injury itself). This roll is allow a default roll for this use!). Time Many Artist specialties are used to at -4, and you may only make one required is up to the GM. earn a living rather than to create fine attempt per hour. Artist is based on IQ, but there are art, and some people regard them as many situations in which the GM “craft” skills, not “art” skills. It is up to Axe/Mace could logically ask for a DX-based roll, you whether you focus on beauty, real- see Melee Weapon, p. 208 in which case modifiers for High ism, or functionality. Manual Dexterity (p. 59) or Ham- Battlesuit/TL Fisted (p. 138) would apply. In rare Modifiers: Equipment modifiers (p. cases, even a ST-based Artist roll might 345); -2 if the medium is unfamiliar see Environment Suit, p. 192 make sense – for instance, to work (e.g., tempera when you are used to with a physically tough material. oils); -5 if the medium is difficult (e.g., Beam Weapons/TL† You must specialize in an art form. marble, for a sculptor). DX/Easy Common specialties include: Astronomy/TL Default: DX-4. Body Art: Tattooing, piercing, and IQ/Hard This is the ability to use beam scarification. Both this specialty and Default: IQ-6. small arms. You must specialize by Painting suffice for henna or tempo- Prerequisite: Mathematics weapon type: rary tattoos, but cosmetic surgery (Applied). requires Surgery skill (p. 223). Pistol: Any handgun that fires an Calligraphy: Beautiful and decora- This is the study of stars and other energy or particle beam. tive handwriting. You need not be lit- extraplanetary objects. An astronomer Projector: Any energy weapon that erate! could answer questions about the emits an area-effect cone or field. Drawing: All forms of charcoal, ink, Sun, the planets of the solar system, Rifle: Any long arm that fires an pastel, and pencil work. etc. An amateur who can locate stars energy or particle beam. Illumination: Decorating written and use a telescope, but not perform These specialties default to one text with miniature paintings and pic- involved calculations, has an optional another at -4. Treat specific beam tures. specialty (p. 169): Astronomy types (blaster, laser, stunner, etc.) as Illusion: Creating believable or (Observational). This specialty does familiarities. Other modifiers are as evocative illusions. Prerequisite: magi- not require Mathematics as a per Guns (p. 198). In settings with cal or psionic illusion ability of some prerequisite. both beam and projectile weapons, kind. the Pistol and Rifle specialties of Interior Decorating: Creating pleas- Autohypnosis Beam Weapons default to the similar- ing building interiors by selecting Will/Hard ly named Guns specialties at -4, and appropriate paints, fixtures, and Default: Meditation-4. vice versa. furniture. Default: Architecture-3. See Artillery (p. 178) and Gunner Painting: All forms of painting, This skill allows you to tap reserves (p. 198) for heavier beam weapons. whether on paper, canvas, or a wall, of inner strength by entering a trance- and whether with tempera, oil-based like state. It requires a concentration

SKILLS 179 Bicycling DX/Easy Defaults: DX-4 or Driving Planet Types (Motorcycle)-4. Biology, Geology (p. 198), and Meteorology (p. 209) require you to spe- This is the ability to ride a bicycle cialize by “planet type,” as does the “Physical” specialty of Geography long distances, at high speeds, in ral- (p. 198). If you do not specify a planet type, your native planet type is lies, etc. Roll at +4 if all you want to do assumed – so if the campaign will never leave your home world, save is struggle along without falling off. space and just write “Geology,” “Biology,” etc. GURPS sorts planets into An IQ-based Bicycling roll allows you six broad categories for these purposes. to make simple repairs, assuming Earthlike: Essentially, all habitable worlds. tools and parts are available. Gas Giants: Jupiter/Uranus types. Hostile Terrestrial: Venus types. Bioengineering/TL† Ice Dwarfs: Comets and small moons composed almost entirely of IQ/Hard snow or ice. Default: Biology-5. Ice Worlds: Rock worlds covered by a frozen “ocean.” This is the ability to engineer living Rock Worlds: Most moons, asteroids, etc. organisms with specific characteris- Unless otherwise specified, all planet-type specialties for a given skill tics, or to create biotechnological default to one another at -4. products. You must specialize: Cloning: The creation and growth of clones. Genetic Engineering: The manipu- Blind Fighting area or heavy machinery, -4 for a full lation and modification of genes. Per/Very Hard football stadium, or -5 in the middle of Tissue Engineering: The manufac- an artillery barrage. If you cannot hear Defaults: None. ture of organs and tissues. at all, the roll is at -7, but you may still Prerequisites: Trained By A Master attempt a roll, as the skill is not com- These specialties default to each or Weapon Master. pletely based on hearing. Add your other at -4. You have learned to fight blindfold- level of Acute Hearing to the roll. Add ed or in absolute darkness. As a result, the higher of your ESP Talent (p. 256) Biology/TL† you can “sense” your targets without or Telepathy Talent (p. 257). IQ/Very Hard having to see them. Defaults: IQ-6 or Naturalist-6. This skill enables you to use senses Blowpipe This is the scientific study of the other than vision – mainly hearing, but DX/Hard structure, behavior, and habitats of liv- also touch and even smell – to pinpoint Default: DX-6. exactly where your opponents are. A ing organisms. You must specialize in This is the ability to use a blow- the life of a particular planet type (see successful roll allows one melee attack or active defense without any penalties pipe. You can use this weapon to box). If you do not specify a planet shoot small, usually poisoned, darts. type, your native planet type is for lighting (even total darkness), blindness (temporary or permanent), You can also use it to blow powders at assumed. The IQ default applies only targets within one yard. Treat this as a to the planet type you grew up on. The or an invisible foe. However, attacks made in total darkness, while blind, or melee attack, not as a ranged attack. default between different planet-type Such attacks are always at +2 to hit. specialties is -4. against invisible enemies have an extra At TL6+, most biologists have an -2 to target specific hit locations. Modifiers: -2 and up for wind, if optional specialty (p. 169) as well. The If you also know Zen Archery outdoors. most common options are biochem- (p. 228), you can shoot targets without istry (the study of the chemical reac- seeing them by making rolls on both Boating/TL† tions that sustain life), botany (the skills at -6. DX/Average An opponent who knows you pos- study of plants), ecology (the study of Defaults: DX-5 or IQ-5. environments), genetics (the study of sess this ability can foil it by winning a heredity and genomes), marine biolo- Quick Contest of Stealth-4 vs. your This is the ability to handle a spe- gy (the study of ocean life), microbiol- Blind Fighting each turn. If he wins, cific type of small watercraft. For large ogy (the study of microscopic organ- you cannot detect him. However, vessels that require multiple crewmen isms), and zoology (the study of ani- Invisibility Art (p. 202) never works on on a “bridge,” use Seamanship (see mals), but more obscure specialties you; it is completely useless against Crewman, p. 185) and Shiphandling are possible. this skill. (p. 220). Make a roll to get underway, to Modifiers: Background noise gives dock, and whenever you encounter a a penalty: -1 for rain, -2 for heavy rain hazard. If using this skill at default, or a storm, -3 for a crowded, noisy

180 SKILLS also roll when you first enter the boat flushes the poison in 1d hours, after and a mask gives -5 (and makes it – to avoid falling in the water! which it has no further effect. impossible to use this skill if you You must specialize: Finally, you may use the higher of cannot see the rest of the body!). this skill and basic HT to resist any Large Powerboat: Any boat with an Affliction, magic spell, or psionic Body Sense enclosed cabin and an inboard motor. attack that is normally resisted by HT. Includes cabin cruisers, houseboats, DX/Hard and patrol boats. Defaults: Motorboat- Body Language Defaults: DX-6 or Acrobatics-3. 2, Sailboat-4, or Unpowered-4. This Per/Average This is the ability to adjust quickly specialty (only) also defaults to after teleportation or similar “instant Defaults: Detect Lies-4 or Seamanship-4. movement.” A successful roll lets you Psychology-4. Motorboat: Any open powerboat – act normally on your next turn. A notably speedboats and any of the This is the ability to interpret a failed roll means disorientation: you boats used with the Sailboat or person’s facial expressions and body may take no action other than defense Unpowered specialty when outfitted posture in order to gauge his feelings. for one turn. A critical failure means with an outboard motor. Defaults: You can use it like the Empathy you fall down, physically stunned! Large Powerboat-2, Sailboat-3, or advantage (p. 51) or Detect Lies skill Modifiers: +3 for either level of Unpowered-3. (p. 187), but only on a subject you can Absolute Direction (p. 34). -2 if you Sailboat: Any small watercraft see. You can also use it to get a rough changed facing, or -5 if you went from moving under sail. Defaults: Large idea of what a party member is doing vertical to horizontal or vice versa Powerboat-4, Motorboat-3, or or about to do in a situation where he (you cannot change posture during a Unpowered-3. cannot communicate with you direct- teleport – only orientation). Unpowered: Any small watercraft ly (for instance, when using Stealth). that relies on muscle power, whether it You can only observe one subject at a is paddled, rowed, or poled. Includes time. Bolas canoes, rowboats, and rafts. Defaults: The ability to read body language DX/Average Large Powerboat-4, Motorboat-3, or in combat is a standard part of any Defaults: None. Sailboat-3. Melee Weapon or unarmed combat This is the ability to throw the Modifiers: -2 for an unfamiliar boat skill; see Feint (p. 365). bolas: a length of cord with two or within your specialty (e.g., a kayak Modifiers: All Vision modifiers; more weights attached. Its primary when you’re used to a rowboat); -3 or physiology modifiers (see box); +4 if uses are to stop herd animals and to worse for foul weather, navigational your subject is Easy to Read (p. 134). hunt small game, but it can also hazards, etc. Anything that makes the subject hard- entangle opponents in combat. See er to “read” gives a penalty: Special Ranged Weapons (p. 410) for Body Control baggy clothing gives -1, a shield or a bolas rules. HT/Very Hard voluminous cloak gives from -2 to -4, Defaults: None. Prerequisites: Trained By A Master, Breath Control, and Meditation. This ability lets you affect involun- tary bodily functions such as heart Physiology Modifiers rate, blood flow, and digestion. One The following skills deal with the health, function, or vital points of liv- use of this skill is to enter a deathlike ing beings: Body Language, Diagnosis (p. 187), First Aid (p. 195), trance, during which only those who Physician (p. 213), Pressure Points (p. 215), Pressure Secrets (p. 215), and can win a Quick Contest of Diagnosis Surgery (p. 223). These skills work as written when working with mem- vs. your Body Control skill even real- bers of your species. When dealing with a member of another species, ize that you are alive. This requires (30 apply the following modifiers: - skill) seconds of concentration, min- imum one second. Species with similar physiology: -2 (human vs. ) to -4 (human vs. You can also use this skill to flush troll). poisons from your body. To do so, you Species with very different physiology, but still from your world: -5. This must first roll against Poisons (or includes all normal animals. Alchemy, Pharmacy, etc., as appropri- Utterly alien species: -6 or worse (GM’s option). ate) to identify the poison. You cannot Machine: No roll possible! These skills do not work at all on creatures attempt this roll until you know you with the Machine meta-trait (p. 263). have been poisoned. In most cases, A successful roll against a suitable skill lets you avoid these penalties. you only discover this when the first This roll is usually against the relevant racial specialty of Physiology, symptoms show! A successful Body although Biology-4 suffices for common animals. Control roll – adjusted by any modifi- er to the HT roll to resist the poison –

SKILLS 181 Bow deprivation, sleep deprivation, social When you defend with bare hands, DX/Average pressure, subliminal messages, or sur- Brawling allows you to parry two dif- gery . . . and most likely a combination ferent attacks per turn, one with each Default: DX-5. of several of these. hand. Your Parry score is (skill/2) + 3, This is the ability to use the long- Regardless of the techniques rounded down. Brawling parries are bow, short bow, and all similar bows. employed, brainwashing is handled as at -3 vs. weapons other than thrusting It also covers the compound bow, a Regular Contest (not a Quick attacks. For more on barehanded par- although a person who had never seen Contest) between Brainwashing skill ries, see Parrying Unarmed (p. 376). a compound bow would suffer a -2 and the victim’s Will. Roll once per unfamiliarity penalty. day. Obviously, the brainwasher has a Breaking Blow tremendous advantage: even if the vic- IQ/Hard Boxing tim wins this time, it is only a matter Defaults: None. DX/Average of time before he slips. Prerequisite: Trained By A Master. Defaults: None. Results depend on how effective the GM deems brainwashing to be, This skill allows you to find the This is the skill of trained punch- but might include insanity, personality weakest spot in any object when mak- ing. Roll against Boxing to hit with a alteration, or suggestions that can be ing a barehanded attack. Each attack punch. Boxing does not improve kick- triggered by future events. In game requires a separate Breaking Blow ing ability – use Brawling (p. 182) or terms, the victim can acquire almost roll. Roll against skill after you hit. Karate (p. 203) for that. any mental quirk or disadvantage. Breaking Blow costs 1 FP per attempt, Boxing improves damage: if you In settings where neural interfaces whether or not you hit. know Boxing at DX+1 level, add +1 per exist, it might be possible to “hack” the On a success, your attack gains an die to basic thrust damage when you victim’s brain using a computer. This armor divisor of (5) against any calculate punching damage. Add +2 takes only a fraction of a second per braced, inanimate, homogenous tar- per die if you know Boxing at DX+2 or attempt! Brain Hacking should be get (see Injury to Unliving, better! Work out damage ahead of treated as its own skill, with Computer Homogenous, and Diffuse Targets, time and record it on your character Hacking instead of Psychology as a p. 380), and you may treat the target sheet. prerequisite. as if it were Fragile (Brittle) (p. 136) When you defend with bare hands, This skill normally has no default. for this one attack. Boxing allows you to parry two differ- However, GMs who wish to explore the In a cinematic game, you are not ent attacks per turn, one with each gory details can specify the techniques limited to inanimate targets. Your hand. Your Parry score is (skill/2) + 3, used in their campaign and have armor divisor affects any artificial rounded down. Boxing parries are at Brainwashing default to one or more armor or force field (not natural DR), -2 vs. kicks and -3 vs. weapons other of Electronics Operation (Medical)-6, and you may treat homogenous oppo- than thrusting attacks. Boxing also Hypnotism-6, Interrogation-6, nents as if they were Fragile (Brittle)! gives an improved retreating bonus Pharmacy-6, Psychology-6, or Surgery- On a failure, your attack gains no when you parry; see Retreat (p. 377). 6, as appropriate. special benefits. On a critical failure, For more on barehanded parries, see you do the damage to your own hand Parrying Unarmed (p. 376). Brawling or foot. DX/Easy Modifiers: -10 if used instantly, Brain Hacking Defaults: None. dropping to -5 after 1 turn of concen- see Brainwashing, below tration, -4 after 2 turns, -3 after 4 This is the skill of “unscientific” turns, -2 after 8 turns, -1 after 16 unarmed combat. Roll against Brainwashing/TL turns, and no penalty after 32 turns. -1 Brawling to hit with a punch, or if your target is wood or plastic, -3 if IQ/Hard Brawling-2 to hit with a kick. brick or stone, or -5 if metal or high- Defaults: Special. Brawling can also replace DX when tech composites. Prerequisite: Psychology. you attack with teeth, claws, horns, or This is the “black art” of technolog- other “natural weapons.” Brawling improves damage: if you Breath Control ical personality alteration and mind HT/Hard control. Only intelligence, military, know Brawling at DX+2 level or bet- and security services teach it – and ter, add +1 per die to basic thrust dam- Defaults: None. only to individuals with suitable Rank age when you calculate damage with This is the ability to breathe at or Security Clearance. Even then, it is Brawling attacks – punches, kicks, maximum efficiency. On a successful rare outside police states (except per- claws, bites, etc. Work out damage skill roll, you can increase the time haps during wartime). ahead of time and record it on your you can hold your breath for any rea- Brainwashing encompasses many character sheet. son (e.g., underwater) by 50%, or techniques – some proven, others little Brawling includes the ability to use regain one FP in only two minutes better than witchcraft. Depending on the blackjack or sap. An attack with (you cannot combine this with magic the setting, these might include drugs, such a fist load is considered a punch spells that restore FP). electroshock, hypnotism, sensory at +1 to damage.

182 SKILLS Broadsword Size Modifier of a large object (e.g., -5 Modifiers: Up to +3 for buying see Melee Weapon, p. 208 for a tank with SM +5). This makes it drinks or other entertainment for difficult to camouflage large objects, your fellow carousers; -3 for Killjoy but remember that distant observers (p. 140); -3 for Low Empathy (p. 142); Camouflage suffer large Vision penalties for range -1 to -4 for Shyness (p. 154). IQ/Easy – see Vision (p. 358). Defaults: IQ-4 or Survival-2. Carpentry This is the ability to use natural Captivate IQ/Easy materials, special fabrics and paints, see Enthrallment, p. 191 Default: IQ-4. etc. to hide yourself, your position, or Carousing This is the ability to build things your equipment. To see through your out of wood. A successful roll lets you camouflage, an observer must win a HT/Easy do one hour’s worth of competent car- Quick Contest of Vision or Observation Default: HT-4. pentry. A failed roll means the work skill (p. 211) vs. your Camouflage skill. was bad. The GM may require DX- Depending on the circumstances, This is the skill of socializing, par- tying, etc. A successful Carousing roll, based Carpentry rolls for certain kinds successful camouflage might hide its of fine work. subject entirely or merely blur its out- under the right circumstances, gives lines to make it harder to hit (-1 to you a +2 bonus on a request for aid or Modifiers: Equipment modifiers attacker’s skill). Camouflage will not information, or just on a general reac- (p. 345); +5 if you are being supervised improve your Stealth roll, but if you tion. A failed roll means you made a or assisted by someone with skill 15 or fail a Stealth roll while camouflaged, fool of yourself in some way; you get a better. those who heard you must still see -2 penalty on any reaction roll made through your camouflage to see you. by those you caroused with. If you do Cartography/TL your carousing in the wrong places, a IQ/Average Modifiers: Equipment modifiers failed roll can have other dangers! (p. 345). Apply a penalty equal to the Defaults: IQ-5, Geography (any) -2, Mathematics (Surveying)-2, or Navigation (any)-4. This is the ability to create and interpret maps and charts. Roll against this skill to map any location as you move through it. At TL7+, this skill includes knowledge of computer mapping techniques and generating maps from sensor information. Chemistry/TL IQ/Hard Default: IQ-6 or Alchemy-3. This is the study of matter. A chemist can identify elements and sim- ple compounds (but not necessarily drugs, magical substances, etc.). Given proper equipment, he could conduct complex analyses and syntheses. Climbing DX/Average Default: DX-5. This is the ability to climb moun- tains, rock walls, trees, the sides of buildings, etc. See Climbing (p. 349) for details. Modifiers: +2 for Brachiator (p. 41); +3 for Flexibility or +5 for Double- Jointed (p. 56); +1 for Perfect Balance (p. 74); a penalty equal to encum- brance level (e.g., -1 for Light encumbrance).

SKILLS 183 Cloak with Staff at 15 would have default games, etc. It is the only computer DX/Average Staff Art and Staff Sport skills of 12, skill needed by most end users. Learn while an athlete with Staff Sport at 15 Computer Programming (below) to Defaults: DX-5, Net-4, or Shield would have Staff and Staff Art skills at write software and Electronics Repair (any)-4. 12 by default. (Computers) (p. 190) to troubleshoot This is the skill of using a cloak or hardware. a cape as a weapon. It covers the use Computer Hacking/TL This skill only exists in game of two types of cloak: the waist-length IQ/Very Hard worlds with computers. Individuals “light cloak” (any cloak, cape, or coat Defaults: None. from settings without computers can- weighing less than 5 lbs.) and the full- Prerequisite: Computer not even use it by default until they length “heavy cloak” (any cloak weigh- Programming. have had time to gain familiarity with ing 5 lbs. or more). computers! In settings where it is pos- Offensively, you can use a cloak to This is the skill of gaining illegal sible to “jack” your brain into a com- entangle an opponent – see Special access to a computer system – usually puter, Computer Operation includes Melee Weapon Rules (p. 404) for using another computer over a com- the ability to use a neural interface, details. You can also snap a cloak in munications network. A successful but new users initially suffer a -4 your opponent’s face or simply use it Computer Hacking roll allows you to penalty for unfamiliarity (see to block his vision, either of which gain surreptitious access to a system, Familiarity, p. 169). or to find (or change) information on counts as a Feint maneuver. Modifiers: -2 or more for an unfa- Defensively, a cloak works much a system you have already broken into. On a critical failure, you fail to miliar computer, operating system, or like a shield. It provides a Defense program. Bonus (+1 if light, +2 if heavy) and gain access and leave some sort of gives a Block defense equal to (skill/2) incriminating evidence of your Computer + 3, rounded down. A cloak is not as attempt. robust as a shield, though! A light This skill is cinematic, and simu- Programming/TL cloak has only DR 1 and 3 HP, while a lates the way computer intrusion IQ/Hard heavy cloak has DR 1 and 5 HP. works in many movies and novels. It Defaults: None. does not exist in realistic settings! Combat Art or Sport Realistic “hackers” should learn a This is the ability to write and debug computer software. A success- DX/Varies combination of Computer Operation (to exploit OS loopholes and run ful roll lets you find a bug in a pro- Defaults: Special. intrusion software), Computer gram, determine a program’s purpose You can opt to learn most combat Programming (to write intrusion soft- by examining the code, answer a ques- skills in nonlethal forms aimed at ware), Cryptography, Electronics tion about computer programming, or either exhibition (Combat Art skill) or Operation (Communications or write a new program (time required is competition (Combat Sport skill). Surveillance), Electronics Repair up to the GM). Combat Art skills emphasize (Computers), Fast-Talk (to convince In settings where artificial intelli- graceful movements and perfect legitimate users to reveal passwords), gence (AI) exists, those who wish to stances. Since these skills still give a Research (to find documented securi- work with AI must learn Computer default to full-fledged, lethal combat ty holes), and Scrounging (to Programming (AI). There is no default skills (see below), they are a logical “Dumpster dive” for manuals, pass- between this skill and regular choice for Pacifists who want some words on discarded sticky notes, etc.). Computer Programming. When using Detect Lies, Fast-Talk, Psychology, combat ability. Modifiers: Equipment modifiers Combat Sport skills concentrate on Teaching, and similar “social” skills on (p. 345). -1 to -10 if you have been an AI, roll against the lower of speed of movement and nondamaging away from the field for a long time attacks. A failed skill roll means a foul Computer Programming (AI) and the and have not had a chance to become relevant skill. that might disqualify you from a tour- familiar with the changes. Security nament! You can make an IQ-based measures give a penalty, from -1 for Modifiers: -2 or more for an unfa- roll against Combat Sport to recall the cheapest commercial security soft- miliar programming language (see basic tournament rules, but to become ware to -15 for the latest technology. Familiarity, p. 169). The time modi- a qualified judge or referee, learn the Some measures resist your intrusion fiers under Time Spent (p. 346) will relevant Games skill (p. 197). attempt; treat this as a Quick Contest often apply. When writing a program Combat Art and Sport skills are of Hacking vs. the effective skill of the that deals with a specialized field of DX-based, with the same difficulty defenses. knowledge, the GM may require a roll level and defaults as the correspon- against the lower of Computer ding combat skill. A combat skill, its Computer Operation/TL Programming and your skill in that Art form, and its Sport form default field (e.g., a Mathematics specialty for among themselves at -3. For instance, IQ/Easy Default: IQ-4. a complex mathematical program, or Staff Art and Staff Sport are the lower of Teaching skill and a “sub- DX/Average skills that default to DX-5, This is the ability to use a comput- ject” skill for an expert system that will just like Staff skill (p. 208). A fighter er: call up data, run programs, play assist users with a particular subject).

184 SKILLS Connoisseur† A critical success means that the basic map or chart reading, practical IQ/Average fakes in that batch are as good as the meteorology, or to recall laws and reg- real thing. ulations that pertain to your vehicle. Defaults: IQ-5 and others. An ordinary success means that This skill also lets you steer the ves- This skill represents an educated your work is good but not perfect. sel. It is easier than Piloting, understanding of art and luxury items. Whenever you try to pass the counter- Submarine, and similar skills because It is vital to art dealers, critics, master feit money, the GM makes a second it only includes knowledge of how to thieves, and anyone who wishes to skill roll for you, with all the same steer. Specialists handle such activities appear cultured. A successful roll lets modifiers. If this roll fails, the recipi- as plotting courses and operating sen- you predict what critics will think of a ent spots your handiwork. To success- sors. These experts report to the cap- piece of art, assess how much it will fully pass bogus currency to someone tain, who in turn tells you how to fetch on the market (+1 to Merchant who has reason to be suspicious, you maneuver. Make a DX-based skill roll skill when trading it), or impress the must win a Quick Contest of whenever you take the helm – but note culturally literate (may give +1 to Counterfeiting vs. the highest of his that your effective skill cannot exceed Savoir-Faire or reaction rolls, at the Perception, Forensics, and Merchant. your captain’s Shiphandling skill GM’s option). Any failure on the initial Coun- (p. 220). You must specialize. Specialties terfeiting roll means that the first per- The average Crewman skill of an include Dance, Literature, Music, son to receive the money immediately entire crew can be used as a measure Visual Arts, and Wine. Each specialty realizes that it is bogus. Critical failure of overall crew quality. The GM rolls defaults to skills used to study or create – on the initial roll or any subsequent against average skill whenever the the art at -3: Connoisseur (Literature) roll – has other ramifications: the vehicle arrives or departs, in unfavor- defaults to Literature, Poetry, or recipient is an undercover cop, an able conditions, or in battle. Failure Writing at -3; Connoisseur (Music) armed and angry citizen, etc. and critical failure results depend on defaults to Group Performance the circumstances. (Conducting), Musical Composition, or Musical Instrument at -3; and so on. Modifiers: Cultural Familiarity Connoisseur represents an educated modifiers (p. 23); -3 for Killjoy (p. 140). understanding of art and luxury items. Cooking It is vital to art dealers, critics, master IQ/Average Defaults: IQ-5 or Housekeeping-5. thieves, and anyone who wishes to This is the skill of being a chef – appear cultured. you do not need it to heat water and open boxes, or to cook rat-on-a-stick over your campfire. A successful skill roll allows you to prepare a pleasing Modifiers: Equipment modifiers There is a separate skill for each meal. Many chefs have an optional (p. 345). Materials – ink, paper, class of vessel: specialty (p. 169), such as baking, bev- presses, etc. – stolen from the legiti- erage making, or a particular variety mate mint can give from +1 (a few Airshipman/TL: The skill of han- of ethnic cuisine (e.g., Chinese or rolls of paper) to +10 (actual plates or dling ballast, gas valves, mooring Martian). molds). You must have a sample of the lines, etc. on a blimp, zeppelin, or real thing or you cannot make the other large airship. Counterfeiting/TL attempt at all! Seamanship/TL: The skill of operat- IQ/Hard ing anchors, hatches, mooring lines, Defaults: IQ-6 or Forgery-2. Crewman/TL pumps, sails, windlasses, etc. aboard a IQ/Easy large surface ship (but not a subma- This is the art of duplicating bank- Default: IQ-4. rine). notes and coins. It is only taught by Spacer/TL: The skill of working the underworld and government agen- This is the ability to serve as crew with airlocks, docking clamps, hull cies (although this is rare outside of aboard a specific type of large vehicle. patches, pressure doors, etc. on a large rogue states, except in wartime). Time It includes familiarity with “shipboard spacecraft or space base. required varies from days to weeks life,” knowledge of safety measures, Submariner/TL: The skill of han- (GM’s option). The GM secretly rolls and training in damage control (the dling pressure doors, pumps, valves, against your Counterfeiting skill for use of emergency equipment to con- etc. aboard a submarine or in an each “batch” of money. trol flooding, fight fires, patch the undersea base. hull, and so forth). Make a skill roll for

SKILLS 185 The code-breaker is at +5 if he has a sample of the code with translation, and -5 if the message to be decoded is shorter than 25 words. The code- maker receives a bonus for the time taken to create the code: consult the Size and Speed/Range Table (p. 550), look up the time in days in the Range/Speed column (substituting “days” for “yards”), and use the corre- sponding bonus. Current Affairs/TL† IQ/Easy Defaults: IQ-4 or Research-4. This is the ability to assimilate quickly whatever qualifies as “news” in your world, and to recall it as needed. You must specialize in one of the following areas: Criminology/TL Knowledge of a specific system, code, Business: Exchange rates, invest- ment performance, etc. IQ/Average or cipher depends on your Security Clearance (p. 82) and allegiances Headline News: Usually bad news, Defaults: IQ-5 or Psychology-4. (national, administrative, or both). In such as assassinations, plagues, and This is the study of crime and the many settings, some level of Security wars. criminal mind. A successful skill roll Clearance is a prerequisite to learning High Culture: Information on gal- allows you to find and interpret clues, this skill at all. leries, operas, symphonies, and so guess how criminals might behave, Treat an attempt to break an forth. etc. Though this skill does not actually unknown code as a Quick Contest of People: The names of and gossip on default to Streetwise, the GM might Cryptography skill between the code- celebrities, heads of state, and the like. allow a Streetwise roll instead in cer- breaker and code-maker. The code- Politics: Election results, interna- tain situations – especially to predict or breaker must win to break the code. tional treaties, etc. outguess a criminal. Repeated attempts are possible, but Popular Culture: Hit songs, cool each attempt takes a day. The code- fashions, and hot products, among Modifiers: -3 for Low Empathy maker rolls only once, when he first other things. (p. 142). creates the code. Regional: News of all kinds for a Those with Cryptography skill may specific region (pick one). This is the Crossbow take an optional specialty (p. 169) in definitive “town crier” skill at low TLs. DX/Easy making or breaking codes. (The code- Science & Technology: New discov- Default: DX-4. breaking specialty is often called eries and inventions. “cryptanalysis.”) Sports: Scores for recent matches, This is the ability to use all types of Cryptography normally has no IQ names of star athletes, etc. crossbows, including the pistol cross- default, with two exceptions. Anyone Travel: Where the “beautiful peo- bow, prodd (which fires pellets or can devise a trivial code or cipher by ple” are going this year, and how stones), repeating crossbow, and high- making an IQ-5 roll. This won’t stall a much it all costs. tech compound crossbow. professional for long, of course. These specialties default to one Cryptography/TL Likewise, anyone can make an IQ-5 another at -4. It is hard to bone up on roll to attempt to break such a trivial one kind of news without learning IQ/Hard not code (but a code devised by some- about all the others! Default: Mathematics (Cryptology)- one with Cryptography skill), using 5. On a successful Current Affairs the Quick Contest system described roll, the GM will inform you of any This is the ability to create and above. news within your specialty that per- defeat encryption systems, codes, and Modifiers: Mathematical Ability tains to the current adventure (possi- ciphers. It is of use in wartime, espi- (p. 90). A computer with appropriate bly including clues, on a good roll) or onage, and even business dealings. It software gives a bonus (provided you give you a small skill bonus (e.g., a covers all the techniques of your TL, know Computer Operation skill): +1 success on Current Affairs (Sports) which can range from unsophisticat- for a home computer, +2 for a mini- might give +1 to Gambling skill when ed substitution ciphers to state-of-the- computer, +3 or +4 for a mainframe, betting on a boxing match). art tactical encryption schemes. and +5 or more for a supercomputer.

186 SKILLS Modifiers: -1 per day that you have This is the ability to tell what is requires a Disguise roll and 30 been unable to access news media; -3 if wrong with a sick or injured person, minutes to an hour of preparation. you only have one source; +1 or more or what killed a dead person. A suc- Roll a Quick Contest of Disguise for “inside” access to the news (a sub- cessful roll gives some information skill vs. the Perception of each person scription to an ordinary wire service is about the patient’s problem – limited your disguise must fool. Individuals worth +1, while a job at an intelligence to realistic knowledge for your tech with Criminology or Observation skill agency might give +3 or more). level. It might not determine the exact may substitute those skills for problem (if the GM feels the cause is Perception when rolling to penetrate a Dancing totally beyond your experience, for disguise. The GM may allow other DX/Average instance), but it always gives hints, skills to be of use – for instance, Default: DX-5. rule out impossibilities, etc. No Physician skill might help spot a rub- Diagnosis roll is required for obvious ber nose. This is the ability to perform things, like open wounds and missing When combining Acting (p. 174) dances appropriate to your own cul- limbs! with Disguise (that is, when you must ture, and to learn new dances quickly. change your face and your personali- Modifiers: Equipment modifiers Note that certain physical handicaps ty), you need only make one roll for (p. 345); physiology modifiers (p. 181); make this skill effectively impossible! each person or group – but it must be -5 for internal injuries; -5 or more for Exotic dances abound in fiction the harder of the two rolls. a rare disease. and history: blade dancing, bull danc- If there is more than one sapient ing, fire dancing, snake dancing, etc. species in your world, you must spe- The GM may decide that each is a sep- Diplomacy cialize by race – Disguise (Human) is arate DX/Average skill that defaults to IQ/Hard nothing like Disguise (Bug-Eyed Dancing-5. Defaults: IQ-6 or Politics-6. Monster). Disguise specialized in your Modifiers: Cultural Familiarity This is the skill of negotiating, own species is the most common modifiers (p. 23); -5 if the dance is compromising, and getting along with form; just list this as “Disguise” on unfamiliar (a dance is familiar once others. You may substitute a your character sheet. Disguise skills you have successfully performed it Diplomacy roll for any reaction roll in for physically similar species default three times). a noncombat situation, as described to one another at -2 to -4. under Influence Rolls (p. 359). Modifiers: Equipment modifiers Detect Lies Unlike other Influence skills, (p. 345). +4 for Elastic Skin (p. 51). Per/Hard Diplomacy never gives a worse result You are at -1 to -5 to disguise yourself Defaults: Perception-6, Body than if you had tried an ordinary reac- as someone very different from you Language-4, or Psychology-4. tion roll. Failure with Fast-Talk or Sex (GM’s discretion). Distinctive appear- Appeal alienates the subject, but ance also gives a penalty – see Build This is the ability to tell when Diplomacy is usually safe. (p. 18), Unnatural Features (p. 22), someone is lying to you. It is not the A successful roll also allows you to and specific disadvantages (e.g., same as Interrogation (p. 202); Detect predict the possible outcome of a Hunchback, p. 139) for details. Lies works in a casual or social situa- course of action when you are negoti- Differences in Size Modifier usually tion. When you ask to use this skill, ating, or to choose the best approach make Disguise impossible. the GM rolls a Quick Contest of your to take. Detect Lies skill vs. your subject’s IQ If you know Diplomacy at level 20 You can also learn Disguise (or Fast-Talk or Acting skill). If you or better, you get a +2 bonus on all (Animals) to deceive nonsapient crea- win, the GM tells you whether the sub- reaction rolls! tures. This involves wearing animal ject is lying. If you lose, the GM may skins, smearing your body with musk lie to you about whether you were lied Modifiers: +2 for Voice (p. 97); -3 or dung, etc. There is no default to . . . or just say, “You can’t tell.” for Low Empathy (p. 142); -1 for between this and other Disguise spe- Oblivious (p. 146); -1 to -4 for Shyness cialties. Use the following modifiers Modifiers: +1 for Sensitive or +3 for (p. 154); -2 for Stuttering (p. 157). instead of those given above. Empathy (p. 51), or -3 for Low Empathy (p. 142); +4 if your subject is Disguise/TL† Modifiers: +2 if approaching from Easy to Read (p. 134). If the subject is IQ/Average downwind; -1 for each animal over one of a different species, the GM may of the same type being approached (-1 Defaults: IQ-5 or Makeup-3. assess a penalty – see Physiology for every 10 in the case of herd ani- Modifiers (p. 181). This is the art of altering your mals); -1 to -3 if the skins are old or in appearance using clothing, makeup, poor condition. Make a Naturalist roll Diagnosis/TL and prosthetics. You do not need this to recall the habits of the animal being IQ/Hard skill to don a quick disguise – e.g., to imitated; success gives +1 to +3, while Defaults: IQ-6, First Aid-8, put on a lab coat when you enter a lab- failure gives -1 to -3. Physician-4, or Veterinary-5. oratory – but such disguises only fool the inattentive! A good disguise Diving Suit/TL see Environment Suit, p. 192

SKILLS 187 Dreaming Driving/TL† Hovercraft: Any kind of air-cushion Will/Hard DX/Average vehicle. Default: other Driving at -5. Locomotive: Any vehicle that Default: Will-6. Defaults: DX-5 or IQ-5. moves on conventional or maglev This is the skill of controlling and This is the ability to drive a specif- rails. Default: other Driving at -5. remembering your dreams. A success- ic type of ground vehicle. Mecha: Any kind of legged, bounc- ful skill roll lets you experience vivid Make an IQ-based Driving roll for ing, rolling, or slithering vehicle. dreams about a subject of your choos- basic map reading, to diagnose simple Defaults: Battlesuit-3 or other Driving ing. Use the Fortune-Telling (Dream malfunctions, or to recall rules of the at -5. Interpretation) skill to interpret your road. Motorcycle: Any powered one- or dreams. In some game worlds, this You must specialize: two-wheeled vehicle, including those might be a useful divinatory technique with sidecars. Large motorcycles often Automobile: Any vehicle with three (GM’s decision). have a Minimum ST, just like a or more wheels that weighs less than 5 A Dreaming roll can also help you weapon (see p. 270). Default: tons and does not move on rails. recall a previously forgotten piece of Bicycling-4. Defaults: Heavy Wheeled-2 or other information, or something you wit- Tracked: Any vehicle that moves on Driving at -4. nessed but did not consciously note. tracks. Defaults: Halftrack-2 or other Construction Equipment: Any kind This technique is much less reliable Driving at -4. of bulldozer, crane, plow, etc. Default: than Eidetic Memory (p. 51), though. other Driving at -5. Note that the ability to “drive” a The GM will describe your dreams to Halftrack: Any vehicle that moves team of animals is not Driving, but you, working clues into the narrative. on tracks and either wheels or skids. Teamster (p. 225). It is up to you, the player, to spot these Defaults: Tracked-2 or other Driving at hints! Modifiers: -2 or more for bad driv- -4. Finally, you can use this skill to ing conditions; -2 or more for a vehicle Heavy Wheeled: Any vehicle with combat malign supernatural influ- in bad repair; -2 for an unfamiliar con- three or more wheels that weighs 5 ences on your dreams. Resolve this as trol system (e.g., an automatic when tons or more and does not move on a Quick Contest between your you are used to a manual); -4 or more rails. Defaults: Automobile-2 or other Dreaming skill and your harasser’s for a vehicle of an unfamiliar type Driving at -4. skill at dream control. If you win, you within your specialty (e.g., a race car shut out the external influence. when you are used to stock cars).

188 SKILLS Dropping Make a skill roll in an emergency situ- any scientific skill on which you have DX/Average ation or for “abnormal” use of equip- spent at least one point. ment – not for ordinary, everyday use. Security: Both operating and cir- Defaults: DX-3 or Throwing-4. (Exception: Unskilled users must cumventing all forms of alarms, secu- This is the skill of dropping heavy always attempt their default roll!) rity sensors, and area-surveillance objects on your foes while flying. Treat You must specialize. Available spe- technology. this as a ranged attack made from cialties vary by game world, but might Sensors: Most forms of long-range above. Learn Dropping if you wish to include: detection gear, from air-defense radar to starship sensor suites. Certain high- drop boulders and similar projectiles Communications (Comm): All ly specialized sensors (such as sonar, on individual opponents while on the forms of electronic communications below) have their own specialties. wing. Use Artillery (Bombs) to attack technology: radios, satellite uplinks, Sonar: All types of acoustic detec- areas with explosive ordnance, etc. laser communicators, etc. Includes tion and ranging gear (normally used knowledge of any standard, current underwater). Economics communications codes appropriate to Surveillance: All forms of conceal- IQ/Hard your background. These do not able or remote surveillance gear: Defaults: IQ-6, Finance-3, Market require a skill roll – although attempts “bugs,” hidden cameras, long-range Analysis-5, or Merchant-6. to understand or use an unfamiliar microphones, wiretaps, etc. code do require a roll. At TL5-7, this This is the study of the theory of Temporal: All manner of time includes telegraphy: you can send or money, markets, and financial sys- machines. Critical failures can be dis- receive 2 words per minute (wpm) per tems. It is mainly an academic skill, astrous for the time travelers! Make point of skill at TL5, 3 wpm per point but a successful skill roll allows you to separate rolls to “lock onto” and trans- of skill at TL6-7. predict the economic impact of events fer the travelers. in the game world: the assassination Electronic Warfare (EW): All sig- of a political figure, the demolition of nals-intelligence and jamming equip- These specialties default to one a power plant, the introduction of a ment, including electronic counter- another at -4; however, the GM is free new invention, etc. Adventurers with measures (ECM) and electronic to rule that in his campaign, there is no intelligence and military backgrounds counter-countermeasures (ECCM). In default between exotic specialties frequently have some training in this most game worlds, only intelligence (Parachronic, Psychotronics, etc.) and skill. agencies and the military teach this mundane ones (Media, Security, etc.). specialty – and only to individuals The technologies covered by a particu- Electrician/TL with suitable Military Rank (p. 30) or lar specialty vary with TL. For instance, Security Clearance (p. 82). Electronics Operation (Comm) covers IQ/Average Force Shields: Portable, vehicular, telegraphs at TL5, telephones and Defaults: IQ-5 or Engineer base, and starship force shields and radios at TL6, and digital communica- (Electrical)-3. deflectors. tions systems at TL8 . . . and might This is the skill of building, main- Matter Transmitters (MT): All mat- cover faster-than-light or telepathic taining, and repairing electrical sys- ter transmitters and teleporters. communicators at higher TLs. tems. Make a skill roll to diagnose an Critical failures can be disastrous, Familiarity (p. 169) is crucial here! electrical fault, wire a building or vehi- especially when transmitting living Electronics Operation/TL8 (Sensors) cle, etc. Adventuring uses include beings! covers both thermographs on fighter damage control in combat (e.g., to Media: All forms of audio, film, and jets and ground-penetrating radars on restore power to a damaged vehicle video editing equipment. If three- satellites, but going from one to the system) and cutting the power to a dimensional video (“holographics”) or other gives you -2 for type (thermo- building prior to clandestine activities. sensory recordings (“sensies”) exist in graph to radar) and -2 for implemen- Note that electrical and electronic the setting, this specialty includes the tation (jet to satellite), for a net -4 to systems are not the same thing. The ability to operate the relevant equip- skill until you familiarize yourself equivalent skill for electronics is ment. Treat different media as mutu- with all the differences. ally unfamiliar technologies. Electronics Repair (p. 190). Modifiers: Equipment modifiers Medical: All manner of electronic (p. 345); -2 for an unfamiliar technol- Modifiers: Equipment modifiers diagnostic and life-support equip- ogy of a known type (e.g., radar when (p. 345). ment. you are used to thermograph) or an Parachronic: Technological means unfamiliar implementation of a famil- Electronics of travel between dimensions or time- iar technology (e.g., air-defense radar lines. Operation/TL† when you are used to weather radar); Psychotronics: Psionic technology, IQ/Average -1 to -10 if you have been away from such as telepathic shields and ampli- Defaults: IQ-5, Electronics Repair the field for a long time (this varies by fiers. (same)-5, or Engineer (Electronics)-5. field) and have not had a chance to Scientific: Laboratory electronics become familiar with the changes. This skill lets you use all electronic and survey gear. You are automatically equipment within a known specialty. familiar with the equipment used with

SKILLS 189 Artillery: Designing whatever pass- es for artillery at your TL, from tre- buchets to smart missiles. Default: Skills for Design, Repair, and Use Armoury (Heavy Weapons)-6. When choosing technological skills for your character, it can be Civil: Planning highways, aque- helpful to bear in mind that such skills govern three distinct classes of ducts, buildings, etc. Default: activity: Architecture-6. Design. An inventor, gadgeteer, or mad scientist requires skills that Clockwork: Designing wind-up let him design and build new inventions, redesign existing ones, and gadgetry – watches, mechanical men, deduce the function of (and reverse-engineer!) unknown technologies. and the like. Default: Mechanic The key skill here is Engineer – specialized in the inventor’s fields of (Clockwork)-6. interest – but Bioengineering (for biotechnology) and Computer Combat: Building or removing for- Programming (for software) are equally appropriate. tifications, trenches, etc. Default: Repair. A craftsman or technician needs skills that enable him to Explosives (Demolition)-6. troubleshoot and repair known devices, perform major overhauls and Electrical: Designing electrical sys- upgrades, install new equipment, and customize existing gear. The tems, such as power cells and trans- most important skills of this type are Armoury, Electrician, Electronics mission lines. Default: Electrician-6. Repair, Machinist, and Mechanic. Electronics: Designing and building Use. A detective, soldier, spy, or similar professional needs skills that electronic apparatus, from computers let him operate specialized equipment, conduct routine maintenance to starship sensor arrays. (The specific on his gear, and identify common makes and models (and their technologies involved – vacuum tubes, strengths and weaknesses). Such skills include Computer Operation, transistors, photonics, etc. – will Electronics Operation, Environment Suit, Explosives, vehicle skills depend on the tech level.) Default: (Crewman, Driving, Shiphandling, etc.), and weapon skills (Artillery, Electronics Repair (any)-6. Guns, etc.). Materials: Concocting new struc- tural materials. Prerequisites: These skills form “design-repair-use triads”; e.g., Engineer Chemistry or Metallurgy. Defaults: (Electronics)-Electronics Repair-Electronics Operation for electronic Chemistry-6 or Metallurgy-6. devices, Engineer (Vehicle)-Mechanic-Driving for vehicles, and Microtechnology: Designing micro- Engineer (Small Arms)-Armoury-Guns for firearms. Cinematic adven- machines. Default: Mechanic turers with great depth of knowledge often have all three skills in a triad! (Micromachines)-6. Mining: Designing underground structures. Defaults: Explosives (Demolition)-6 or Geology (any)-6. Nanotechnology: Designing Electronics Repair/TL† Engineer/TL† nanomachines. Default: Mechanic IQ/Average IQ/Hard (Nanomachines)-6. Defaults: IQ-5, Electronics Defaults: Special. Parachronic: Designing apparatus Operation (same)-3, or Engineer Prerequisites: Mathematics for crossing dimensions or timelines. (Electronics)-3. (Applied) at TL5+, plus others as Prerequisite: Physics. Default: noted. Electronics Operation (Parachronic)- This is the ability to diagnose and 6, but there is no default if your socie- repair known types of electronic This is the ability to design and ty has not discovered dimensional equipment. Time required for each build technological devices and sys- travel. attempt is up to the GM. You must tems. A successful roll lets you design Psychotronics: Designing psionic specialize in one of the areas listed a new system, diagnose a glitch, iden- technology, such as telepathic shields under Electronics Operation (above), tify the purpose of a strange device, or and amplifiers. Default: Electronics or in Computers (Electronics Repair improvise a gadget to solve a problem. Operation (Psychotronics)-6, but (Computers) defaults to Computer Time required for each attempt is up there is no default for individuals from Operation-5). These specialties default to the GM. backgrounds where psionics do not to one another at -4. Note that engineers are designers exist. and inventors; they are not necessarily Modifiers: Equipment modifiers Robotics: Designing robotics and skilled at the routine operation or (p. 345); -2 without plans or schemat- cybernetics. Default: Mechanic maintenance of the things they ics; -2 for an unfamiliar technology or (Robotics)-6. design! For instance, Engineer (Small implementation (just as for Small Arms: Designing personal Arms) lets you design a new assault Electronics Operation); -4 to modify a firearms, such as guns and portable rifle, but you need Armoury skill to device away from its intended rocket launchers. Default: Armoury maintain it and Guns skill to shoot it. purpose. (Small Arms)-6. You must specialize. Possible fields Temporal: Designing time include: machines. Prerequisite: Physics. Default: Electronics Operation

190 SKILLS (Temporal)-6, but there is no default your Enthrallment skill vs. the Will of asleep, you become unconscious or fall for individuals from backgrounds each audience member. If you win, asleep, you attack the subject, or the without time travel! you affect your audience – see the subject loses half his HP to injury. Vehicle Type: Designing a single, individual skill description for effects. Persuade broad class of vehicle. Examples If you lose or tie, there is no effect. include Engineer (Automobiles), However, if you critically fail, your Will/Hard Engineer (Ships), and Engineer audience instantly turns hostile! Defaults: None. (Starships). Default: Mechanic (same You may never learn these skills at This ability allows you to bring an vehicle type)-6. a skill level higher than your Public audience over to your point of view, Speaking skill. Engineer specialties normally granting you a bonus to your reaction default to one another at -4; however, Audience Size: An “audience” can rolls with them. You may use this skill the GM is free to rule that in his cam- be one listener or a hundred – as many whenever a reaction roll is called for. paign, there is no default between as can hear the tale. However, the If you win the Quick Contest, add exotic specialties (Nanotechnology, number of audience members that your margin of victory to any reaction Parachronic, Psychotronics, etc.) and you can enthrall at one sitting is limit- roll those in the audience make more mundane ones (Civil, Combat, ed to your Charisma level squared, to a regarding you – for any reason – to a Mining, etc.). maximum of 25 people at Charisma 5. maximum of +3 (+4 on a critical suc- cess). If you critically fail, the best pos- Modifiers: Equipment modifiers Modifiers: All four Enthrallment sible reaction is Poor (see p. 560). (p. 345). Up to +5 to build a gadget if skills are at -3 for Low Empathy you can give the GM a good descrip- (p. 142). If the player actually tells a Time: 1 minute. tion of what you want it to do. good tale, the GM should reward him Fatigue Cost: 2 FP, whether suc- with +1 to +3 to the Public Speaking cessful or not. and Enthrallment rolls! Duration: Until you do something to change the audience’s opinion! Suggest “Kill the king!” is acceptable; “Kill the king if Will/Hard he doesn’t accede to our demands!” is not. Defaults: None. Prerequisite: Persuade at 12+. This ability lets you give your audi- Enthrallment Captivate ence a single, simple suggestion. A Will/Hard Will/Hard suggestion should have no complex grammatical clauses – just a subject, Defaults: None. Defaults: None. verb, object, and at most two modi- Prerequisites: Charisma 1 and Prerequisite: Suggest at 12+. fiers. “Kill the king!” is acceptable; Public Speaking at 12+. This skill allows you to tell a story “Kill the king if he doesn’t accede to Bards in fantasy can often influ- so skillfully that those listening lose our demands!” is not. A given subject ence others through storytelling. The their will and do whatever you want gets +5 to resist if your suggestion GM may choose to represent this abil- them to do. In effect, they believe goes against his personal safety, and ity using the four Enthrallment skills themselves to be in the tale, and are +3 if it goes against his beliefs, convic- described below. Depending on the vulnerable to being manipulated by tions, or knowledge. setting, these skills might be magical, you, the teller of the tale. If you win the Quick Contest, the psionic, or a cinematic form of hypno- If you win the Quick Contest, the audience members try to act on the tism. Each has a time requirement, FP audience becomes intensely loyal to suggestion to the best of their abilities cost, and duration, and requires two you. They follow any direct order you – each assuming that the idea was his skill rolls to use. give. In the absence of a direct order, own. At the outset of the tale, roll vs. they act in your best interest, as they Time: 20 minutes of uninterrupted Public Speaking skill; if you can’t grab understand it. If you tell someone to storytelling. your audience’s attention early on, you do something very hazardous, or that Fatigue Cost: 6 FP, whether suc- won’t have much of a chance of con- goes against his usual code of behav- cessful or not. trolling them by the end. On a success, ior (GM’s decision), he gets a Will-5 Duration: 10 minutes – or longer, if proceed to the Enthrallment skill roll; roll to break the captivation. you continue to talk to the audience critical success gives +1 on that roll. On Otherwise, he is your loyal supporter and can make a successful Suggest roll a failure, you may still attempt the for all intents and purposes. every 10 minutes! Once the suggestion Enthrallment roll, but at a penalty Time: 30 minutes of uninterrupted lapses, audience members only won- equal to your margin of failure. Critical storytelling. der why they acted the way they did if failure means your Enthrallment Fatigue Cost: 8 FP, whether suc- the suggestion was something they attempt fails automatically. cessful or not. would never have done normally. After the time required to enthrall Duration: Captivation lasts until the has passed, roll a Quick Contest of subject becomes unconscious or falls

SKILLS 191 Sway Emotions Each suit type requires its own Escape Will/Hard skill. Examples include: DX/Hard Defaults: None. Battlesuit/TL: All kinds of powered Default: DX-6. Prerequisite: Persuade at 12+. battle armor and exoskeletons. Battle armor and exoskeletons are similar This is the ability to slip out of This ability allows you to instill the ropes, handcuffs, and similar audience with any one emotion. but not identical. If you only have experience with one, you are at -2 to restraints. The first attempt to escape Allowed emotions include anger, bore- takes one minute; each subsequent dom, depression, disgust, fear, greed, operate the other until you gain familiarity (see Familiarity, p. 169). attempt takes 10 minutes. hate, jealousy, joy, love, lust, patriot- The GM may apply a penalty for ism, peace, sadness, and unrest. Diving Suit/TL: All types of hard diving suits (as opposed to the wet- particularly secure bonds. For If you win the Quick Contest, your instance, modern police handcuffs audience experiences the emotion you suits and drysuits used with Scuba skill). This includes “open dress” gear would give -5 to Escape. You suffer select. How they act as a result is up to only half these penalties if you dislo- the GM. at TL5 and “hard hat” gear at TL6, both of which use a sealed helmet and cate the restrained limb (usually an Time: 10 minutes of uninterrupted supplied air, but not always a full, arm). This requires (20 - skill) minutes storytelling. sealed suit. At TL7+, this skill covers of concentration, minimum one Fatigue Cost: 4 FP, whether suc- true underwater “hardsuits.” The GM minute and a Will roll. However, if you cessful or not. may require Swimming rolls to fail your Escape roll by 3 or more Duration: One hour. maneuver while wearing such a suit. when dislocating a limb, the limb suf- Default: Scuba-2. fers 1d damage. On a critical failure, Environment Suit/TL NBC Suit/TL: All forms of haz- you automatically take enough DX/Average ardous materials (“HazMat”) gear – damage to cripple the limb! Defaults: DX-5 and others. including sealed, unpowered body Modifiers: +3 for Flexibility or +5 armor that can be buttoned down for Double-Jointed (p. 56); any bonus This is training in the use of a spe- against nuclear-biological-chemical for Slippery (p. 85). cific class of protective suit. Suits (NBC) threats. Without this skill, you designed to shield the wearer from run the risk of misusing the equipment Esoteric Medicine environmental or battlefield hazards and being exposed to contamination. frequently incorporate gadgets (such Per/Hard To improvise NBC gear, make an IQ- Default: Perception-6. as autoinjectors and sensors) and life- based skill roll at -5 to -15 to skill. support equipment. Some suits even Vacc Suit/TL: Any kind of spacesuit. This is the skill of treating illness contain motors to enhance ST or In addition to true vacuum suits, this and injury with techniques grounded Move. As a result, you do not merely includes suits intended for use in high- in esoteric theory rather than analyti- wear such gear – you operate it. pressure, corrosive, and poisonous cal science. It is usually associated Roll against Environment Suit skill atmospheres. with a magical or spiritual tradition. to get into or out of your suit quickly. The particulars vary by tradition, but A successful roll halves the time Battlesuit, NBC Suit, and Vacc Suit might include acupuncture, massage, required. To activate a specific subsys- default among themselves at -2. alchemical or herbal preparations, or tem of a suit, or to gauge whether a Diving Suit defaults to or from any such exercises as breath control and suit is in good repair, make an IQ- other Environment Suit skill at -4. meditation. based skill roll instead. Note that unpowered, unsealed The effectiveness of Esoteric When rolling against DX or any body armor never requires an Medicine relative to Physician (p. 213) DX-based skill while suited up, use the Environment Suit skill. is up to the GM. It might be more lower of your Environment Suit skill effective (especially if it can channel and your actual skill level. For Erotic Art real supernatural power), equivalent instance, if you have DX 14, Stealth- DX/Average but different, or less effective. It 15, and Vacc Suit-13, you will function Defaults: DX-5 or Acrobatics-5. should always be at least as good as at DX 13 and Stealth-13 while wearing This represents general knowledge First Aid (p. 195) – the attentions of a a spacesuit. Particularly ungainly suits trained healer of any kind are prefer- might give -1 or more to DX on top of of advanced sexual technique. IQ-, HT-, and even ST-based rolls are com- able to bleeding to death! In TL5+ set- this, regardless of skill level. On the tings, Esoteric Medicine is often per- other hand, some sleek, ultra-tech mon. Precise game effects are left to the GM’s discretion. ceived as “quack” medicine, regardless suits might not limit skills at all! of actual effectiveness. However, Environment Suit is Modifiers: +3 for Flexibility or +5 This skill might represent Ayurvedic strictly the skill of donning and operat- for Double-Jointed (p. 56); -3 for medicine, chi treatment, Hermetic ing the suit. Familiarity with and Killjoy (p. 140). medicine, yin/yang healing, or any knowledge of dangerous environments other historical or fictional healing dis- is covered by other skills: Free Fall, cipline. In settings where multiple Hazardous Materials, Survival, etc. forms of treatment exist, healers must specialize in one specific tradition.

192 SKILLS Exorcism When fighting a spirit in a living host, An Expert Skill represents cross- Will/Hard add higher of the ST or Will of the pos- disciplinary knowledge of a single, session victim to your Exorcism skill narrow theme. When answering fac- Defaults: Will-6, Religious Ritual as he tries to “push the spirit out.” tual questions on that theme, you may (any)-3, Ritual Magic (any)-3, or If the spirit wins or ties, it retains substitute a roll against your Expert Theology (any)-3. its current status and you must wait at Skill for any IQ-based roll against any This is the ability to drive a spirit least a week before you can repeat the skill that has a default. Expert Skills from a possessed person or haunted ritual. If you win, you drive the spirit do not exempt you from Cultural location. It is not a magical skill, but a from its haunt or victim. The spirit of Familiarity (p. 23) or Language religious ritual. Exorcism is not specif- a deceased mortal is laid to rest. For (p. 23) requirements, and never pro- ic to any one religion. A Malay witch demons and similar entities, make a vide the ability to do practical tasks. doctor and a Catholic priest can both reaction roll. On a “Poor” or better Experts sometimes complement perform exorcisms; their relative effec- reaction, the spirit flees in humilia- Expert Skills with related Area tiveness depends on the originating tion. On a “Bad” or worse reaction, the Knowledge skills (p. 176), but you culture of the spirit. spirit immediately uses whatever must learn these separately. The length of the ritual is 15 min- resources it has to take vengeance on You must specialize by theme, and utes ¥ the spirit’s HT. Some spirits wait you and those nearby. the GM is free to forbid any theme he patiently through the ritual, anticipat- If the exorcism fails at any stage, feels is too broad. Some examples: make an IQ roll afterward. A success ing the combat to come; others try to Computer Security: Expertise at means that you learned something distract or even attack you before you combating computer intrusion about the spirit that will help you in can complete the ritual. Once the ritu- (“hacking”). Can stand in for your next attempt to banish that foe, al is complete, roll against Exorcism Computer Operation, Cryptography, giving you +2 on later skill rolls. You skill. or Electronics Operation to spot may only claim this bonus once for a On a failure, the spirit remains and “holes” in the security of a computer particular spirit. you must wait at least a week before system. Use Computer Programming you can repeat the ritual. On a critical Modifiers: -4 if you do not have one to patch or exploit such holes. failure, immediately roll 3d+10 on the or more of Blessed (p. 40), Power Conspiracy Theory: The study of Fright Check Table (p. 360). Even if you Investiture (p. 77), or True Faith interlocking networks of conspiracies. keep your sanity, you may never (p. 94); you might understand the rit- Can substitute for Anthropology, attempt to exorcise this particular ual, but you lack holy support. Geography, History, Literature, or spirit again. Occultism to answer questions about On a critical success, you immedi- Expert Skill† conspiracies, and can also work as ately banish the spirit. On a regular Intelligence Analysis for this purpose success, you meet your opponent in a IQ/Hard Defaults: None. (only). This does not include hidden Quick Contest: your Exorcism skill vs. inner secrets, which are the province the higher of the spirit’s ST or Will. of Hidden Lore (p. 199).

SKILLS 193 Egyptology: The study of ancient Demolition: The ability to prepare You usually need Scuba skill – or at Egypt. Can function as Anthropology, and set explosives in order to blow least Swimming skill – to get into a Archaeology, History, Linguistics, or things up. Make a roll whenever you position where you can use this skill. Occultism for that purpose. use explosives in this way. A failure These specialties default to one Epidemiology: The study of the indicates an error. The gravity of the another at -4 except for Demolition spread of disease. Can serve as error depends on the amount by and UD, which default to one another Biology, Diagnosis, Forensics, which you failed; a badly failed roll in at -2, and EOD and NOD, which also Geography, or Mathematics when close quarters can blow you up! Time default to one another at -2. deducing how a disease was spread. required varies – it takes only a cou- Hydrology: The study of a planet’s ple of seconds to set a prepared Modifiers: Equipment modifiers water. Can be used in place of Biology, charge, but it might take hours to (p. 345); -1 to -5 for distractions (e.g., Chemistry, Geography, Geology, or demolish a large bridge or a sky- enemy fire or swarms of biting ants) Meteorology to answer questions scraper. When setting an explosive or physical motion (e.g., a rocking about precipitation, flooding, trap, use this skill rather than Traps. boat or speeding bus). The time mod- irrigation, etc. Rolls to set a “trap” fuse (e.g., a land ifiers under Time Spent (p. 346) will Military Science: General expertise mine) instead of a timed fuse are at often apply. on military capabilities. Can substi- -2. Defaults: Engineer (Combat) or tute for Artillery, Armoury, Strategy, or (Mining) at -3. Falconry Tactics to answer questions about – Explosive Ordnance Disposal IQ/Average but not use – weapons or strategies. (EOD): The ability to disarm and dis- Defaults: IQ-5 or Animal Handling Natural Philosophy: A general skill pose of bombs and other explosives. (Raptors)-3. that usually replaces specific science When disarming a trap, roll a Quick skills (which might not even exist yet!) Contest of your Explosives (EOD) This is the skill of “hawking”: hunt- for scholars at TL1-4. Can be used in skill vs. the Explosives (Demolition) ing small game with a trained hawk. It place of any science skill (e.g., Biology skill of the person who created the includes knowledge of hunting and or Physics) to answer questions about device. A failure (or even a critical training techniques, as well as how to how the universe is believed to work. failure) does not necessarily mean an care for a falcon. Finding a wild fal- Political Science: The academic explosion – the GM can be much con’s nest in spring requires a week’s study of politics. Can substitute for more creative than that! Sudden hiss- search and a successful Falconry roll; Geography, History, Law, Politics, or ing noises, mysterious parts falling a nest has 1d-3 chicks. Sociology when performing political off, cramps, itches, and alarm bells analysis. are all possible in the right circum- Farming/TL Psionics: The study of the psionic stances. It is best if the GM rolls the IQ/Average mind and brain. Can function as dice and describes the physical cir- Defaults: IQ-5, Biology-5, or Biology, Diagnosis, Physician, cumstances to the victim. Fright Gardening-3. Physiology, or Psychology when deal- Checks are appropriate for the sur- ing with psi phenomena in living vivors of a failed EOD attempt! This is the skill of growing things. beings. Cannot substitute for Prerequisite: DX 12+. It is usually used to earn a living, but Electronics Operation, Electronics Fireworks: The skill of making you can also use it to answer theoreti- Repair, and Engineer specialties that pyrotechnic devices – fireworks, cal questions about or solve problems deal with psychotronics. flares, smoke bombs, flash grenades, related to agriculture. Thanatology: The esoteric study of etc. Most of these things can be used death. Can stand in for Anthropology, by anyone. Default: Chemistry-3. Fast-Draw† Archaeology, Occultism, or Theology Nuclear Ordnance Disposal DX/Easy when dealing with death and the dead. (NOD): The equivalent of Explosives Defaults: None. Xenology: General knowledge of (EOD) for nuclear devices. Disarming the known races in your setting. Can a military nuclear weapon is straight- This skill lets you quickly draw a substitute for Anthropology, History, forward; disarming a homemade ter- weapon from its holster, sheath, or Physiology, or Psychology to identify a rorist bomb might be more difficult. hiding place. A successful roll means member of a race different from your Only a critical failure verified by a sec- you ready the weapon instantly. This own, or to answer general questions ond critical failure will result in a does not count as a combat maneuver; about the race and its culture. nuclear detonation. Any lesser failure you can use the weapon to attack on will – at worst – detonate the high- the same turn. On a failure, you ready Explosives/TL† explosive trigger and contaminate the your weapon normally but may do immediate area with radioactive nothing else on your turn. A critical IQ/Average failure means you drop the weapon! Defaults: IQ-5 and others. material . . . not that this is a great deal of consolation to those nearby. You must specialize in one of these This is the skill of working with Underwater Demolition (UD): The weapon types: Force Sword, Knife, explosives and incendiaries. ability to prepare and set explosives Long Arm (rifle, shotgun, submachine You must specialize: underwater. This is otherwise gun, etc.), Pistol, Sword (any one- identical to Explosives (Demolition). handed blade larger than a knife), or

194 SKILLS Two-Handed Sword. The GM may add However, there are situations in which This is the performance skill of Fast-Draw skills for other weapons (or the GM could allow a roll on either extinguishing flames in your mouth even tools) that one could reasonably skill. without burning yourself. Make a skill draw quickly. roll for each item you wish to extin- Modifiers: +2 for Voice (p. 97); -3 In addition to the above specialties, guish. On a success, you put out the for Low Empathy (p. 142); -1 for there are two Fast-Draw skills that flames. On a failure, you take 1d-3 Oblivious (p. 146); -1 to -4 for Shyness allow you to reload missile weapons damage (minimum 1) to your mouth. (p. 154); -2 for Stuttering (p. 157); -5 quickly: This skill also includes fire breath- for Truthfulness (p. 159). The GM may ing: igniting a stream of fuel blown Fast-Draw (Arrow): Lets you ready ask you for details of the story you are from the mouth. At the GM’s option, a single arrow, bolt, or dart instantly. using, rather than just let you say, “I’m you may use this as an attack (1d-3 This reduces the time required to using Fast-Talk.” Your approach and damage). reload a bow, crossbow, or blowgun by the plausibility of the story may fur- one second. ther modify the roll, at the GM’s dis- First Aid/TL Fast-Draw/TL (Ammo): Reduces cretion. the time required to reload any kind of IQ/Easy gun or beam weapon. The exact bene- Filch Defaults: IQ-4, Esoteric Medicine, fits depend on your weapon, but a suc- DX/Average Physician, or Veterinary-4. cessful roll always shaves at least one Defaults: DX-5, Pickpocket-4, or This is the ability to patch up an second off the reload time. This skill Sleight of Hand-4. injury in the field (see Recovery, varies greatly with TL! At TL4, it cov- p. 423). Make a skill roll to halt bleed- This skill lets you steal objects that ers powder-and-shot drills; at TL6+, it ing, suck out poison, give artificial res- are sitting in plain sight . . . without includes speed-loading techniques for piration to a drowning victim, etc. being spotted. Roll against skill to detachable magazines; and at higher Unusual problems must be identified shoplift, snatch documents off a desk, tech levels, it involves quickly replac- using Diagnosis skill first. ing energy cells and attaching power etc. If someone is actively watching cables. the item you wish to snatch, you must Modifiers: Equipment modifiers win a Quick Contest of Filch vs. his (p. 345); physiology modifiers (p. 181). For the Arrow and Ammo special- Vision roll (or Observation skill, ties, failure means you drop the arrow p. 211) to perform the theft unnoticed. Fishing or bolt, or accidentally discard one Filch only covers the theft itself. Per/Easy round of ammunition. On a critical The GM might require rolls against Default: Perception-4. failure, you drop the entire quiver, Stealth to get close enough to make powder horn, ammo box, magazine, the attempt and Holdout to conceal This is the ability to catch fish – etc., scattering loose ammunition stolen objects afterward. with a net, hook and line, or whatever everywhere! method is used in your culture. If you Modifiers: +3 if the light is dim; +3 Modifiers: Combat Reflexes (p. 43) have proper equipment and there are if you have a confederate to distract fish to be caught, a successful roll gives +1 to all Fast-Draw specialties; attention. Ham-Fisted (p. 138) gives -3 per level. catches them. If you lack equipment, Finance you can improvise. Fast-Talk IQ/Hard Modifiers: Equipment modifiers (p. 345). IQ/Average Defaults: Accounting-4, Defaults: IQ-5 or Acting-5. Economics-3, or Merchant-6. Flail This is the skill of talking others This is the skill of managing see Melee Weapon, p. 208 into doing things against their better money. It is a practical application judgment. It is not taught (intentional- of Economics (p. 189), much as ly, that is) in school; you study it by Flight Engineer skill is a practical applica- HT/Average working as a salesman, confidence tion of Physics. A successful skill roll man, lawyer, etc. In any situation that lets you broker a financial deal, raise Default: HT-5. calls for a reaction roll, you may make capital for a new corporation, balance Prerequisite: Flight advantage an Influence roll against Fast-Talk a budget, etc. (p. 56). instead; see Influence Rolls (p. 359). Modifiers: Business Acumen and This skill represents training for If you have Fast-Talk at level 20 or endurance flying. Use the better of better, you get +2 on all reaction rolls Mathematical Ability both provide a bonus. Flight or HT when rolling to avoid where you’re allowed to talk! fatigue due to flying. When traveling Note that Fast-Talk differs from Fire Eating long distances, a successful Flight roll Acting (p. 174). In general, Fast-Talk is increases the distance traveled by used to get someone to make a snap DX/Average 20%. If a group of fliers is traveling decision in your favor, while Acting is Defaults: None. together, all must make the Flight roll used for long-term dissimulation. in order to get the increased distance.

SKILLS 195 Flying Leap Forensics/TL tea leaves, etc. – can enhance the illu- IQ/Hard IQ/Hard sion. Knowledge of traditional occult or religious beliefs (especially those of Defaults: None. Defaults: IQ-6 or Criminology-4. your subject) can also lend an air of Prerequisites: Trained By A Master This is the ability to apply the prin- legitimacy. or Weapon Master, and both Jumping ciples of forensic science and crimi- With the GM’s permission, you can and Power Blow. nalistics, such as the computation of sometimes use Fortune-Telling in This skill allows you to make bullet paths and the microscopic or place of Fast-Talk (by making predic- incredible leaps. It costs 1 FP per chemical analysis of clues. Some dis- tions that guide the subject toward a attempt, successful or not. ciplines require other skills. For particular course of action), or On a success, you may immediate- instance, a forensic pathologist per- Interrogation or Psychology (by ask- ly attempt a jump. Use the standard forming an autopsy would roll against ing the subject leading questions jumping rules (see Jumping, p. 352), Surgery skill. under the pretense of telling his for- but triple your jumping distance. On a tune). This is only possible if the sub- failure, you may still attempt the Forgery/TL ject believes you are a genuine for- jump, but you receive no bonus and IQ/Hard tune-teller and you take the time to do make all jumping-related rolls at -5. Defaults: IQ-6 or Counterfeiting-2. a full “reading” for him. On a critical failure, you fall down! You must specialize in a particular You may use Flying Leap to jump This is the ability to create falsified mantic art. Available specialties into someone as part of an attack. documents (identity cards, passports, include Astrology, Augury (interpreta- Such attacks are at an extra -2 to hit, etc.). It is not taught except by intelli- tion of natural omens, such as flocks but if you do hit, triple your ST for gence agencies and the underworld – of birds), Crystal Gazing, Dream damage and knockback purposes. In although you can always study it on Interpretation, Feng Shui, Palmistry, a slam or collision, calculate Move your own. and Tarot. from jumping distance as described The time required to create a for- This skill is not a paranormal tal- for Super Jump (p. 89), and use this gery ranges from days to weeks (GM ent, and the GM is under no obligation velocity to calculate damage. decides). When you use a forged doc- to supply you with hints of future ument, make your Forgery roll each events. You might wish to learn this Modifiers: -10 if used instantly, time it is inspected – unless you roll a skill if you have actual divinatory abil- dropping to -5 after 1 turn of concen- critical success on your first attempt. ities, though, as it enables you to pres- tration, -4 after 2 turns, -3 after 4 Failure means someone spots the for- ent your predictions in a culturally turns, -2 after 8 turns, -1 after 16 gery. acceptable way. “I saw it in the stars” turns, and no penalty after 32 turns. Some tasks require DX-based skill may be less likely to get you burned as rolls, in which case modifiers for High a witch than “I cast a spell”! Force Sword Manual Dexterity (p. 59) or Ham- see Melee Weapon, p. 208 Fisted (p. 138) apply. The GM may Modifiers: +1 for Sensitive or +3 for allow Forgery to default to a suitable Empathy (p. 51); any Charisma Force Whip Artist specialty at -5 if you are doing bonus; -3 if using Fortune-Telling in the work entirely by hand. place of Fast-Talk, Interrogation, or see Melee Weapon, p. 208 Psychology. Modifiers: Equipment modifiers Forced Entry (p. 345); +3 if you merely altered a gen- Forward Observer/TL DX/Easy uine document; -5 if you did not have IQ/Average Defaults: None. a sample to copy. The GM may also Defaults: IQ-5, Artillery (any)-5, assign modifiers based on the severity and others. This is the ability to kick in doors of the inspection; a routine border and windows, or demolish them with check, for instance, would give a +5 This is the skill of being a “spotter” a crowbar, ram, or sledgehammer, bonus. for artillery. It includes locating tar- without necessarily being adept at gets (with map and compass at TL6-, melee combat. Make a skill roll to hit Fortune-Telling† global positioning systems and satel- an inanimate object with your foot or IQ/Average lite imagery at TL7+), marking targets an impact weapon. Add +1 per die to (using smoke, a laser designator, etc.), basic thrust or swing damage if you Defaults: IQ-5, Fast-Talk-3, or Occultism-3. matching ordnance to target for best have this skill at DX+1, +2 per die if effect, and calling in corrections to you know it at DX+2 or better. Add a This is the art of interviewing any fire you personally observe. similar bonus (+1 or +2) to ST rolls someone in order to learn more about Failure means the ordnance miss- made for forced entry. The damage his lifestyle and personality, and then es the target; critical failures result in bonus also applies when you use using this information to make an severe “collateral damage” or “friend- Melee Weapon skills to wreck inani- “educated guess” about his future that ly fire” incidents. The very worst crit- mate objects out of combat. you can pass off as supernatural div- ical failures (GM’s decision) drop the For subtle break-ins, use ination. Suitable props – star charts, ordnance on your position! Lockpicking skill (p. 206).

196 SKILLS At higher tech levels, Forward Gambling disputes. In a fantasy world, a power- Observer is less about observing tar- IQ/Average ful monster or wizard might even gets and more about operating spe- challenge a hero to a game – with his cialized technology such as drones, Defaults: IQ-5 or Mathematics life or the lives of his companions at GPS, and laser designators. To (Statistics)-5. stake! remotely pilot a drone or use a laser This is skill at playing games of Knowledge of the rules of a given designator to direct “smart” muni- chance. A successful Gambling roll sport is also a Games skill, but unlike tions onto a target, make a DX-based can (among other things) tell you if a other Games skills, sports specialties skill roll. At TL7+, Forward Observer game is rigged, identify a fellow gam- only allow you to judge an event. To defaults to Electronics Operation bler in a group of strangers, or “esti- play, learn the associated Sports (any)-5. mate the odds” in any tricky situation. (p. 222) or Combat Sport (p. 184) skill. As a referee, roll against skill to adju- Modifiers: Equipment modifiers When you gamble against the house, dicate a match, spot a subtle foul, (p. 345); -2 if you are unfamiliar with make a skill roll (the GM will secretly determine the winner in a “photo fin- the artillery (e.g., aircraft bombs when modify this roll if the odds are poor!). ish” situation, etc. As an athlete, you you are used to naval guns); -3 per 500 When you gamble against someone can use Games to make an Influence yards between you and the target – but else, roll a Regular Contest of roll (see Influence Rolls, p. 359) when divide the actual range by the magnifi- Gambling (p. 197) until one of you dealing with a referee or judge, but cation of any vision aid first. wins. this use is always at -3 or worse. When you take a sports specialty, specify both the sport and the league People often stake vast sums on games, or tournament type; e.g., Games (NFL and it might be possible to earn a living Football) or Games (Olympic Judo). The rules of different leagues within as a professional gamer. the same sport default to one another at -2. Modifiers: Cultural Familiarity modifiers (p. 23). Long-lived games Free Fall Sleight of Hand skill (p. 221) is DX/Average have a body of knowledge that grows helpful if you want to cheat! To spot a through time; therefore, when gamers Defaults: DX-5 or HT-5. cheater, roll a Quick Contest of your from different times compete, the This is the ability to operate in a Gambling or Vision roll, whichever is player from later in the timeline gets higher, free-fall (zero-gravity) environment. vs. your opponent’s Sleight of +1 to effective skill. Roll against the higher of HT or Free Hand skill (for card or dice tricks) or Fall when you first enter free fall; see IQ (for other kinds of cheating). Gardening Space Adaptation Syndrome (p. 434) Modifiers: +1 to +5 for familiarity IQ/Easy for the effects of failure. In addition, with the game being played; -1 to -5 if Defaults: IQ-4 or Farming-3. whenever you make a DX or DX-based the game is rigged against you; -3 for skill roll in free fall, use the lower of Killjoy (p. 140), since you don’t care if This is the ability to care for plants Free Fall and your DX or skill. For you win or lose. on a small scale. (For large-scale instance, if you had Free Fall-14 and crops, use Farming skill, p. 194.) A Karate-16, you would roll at 14 or less Games† skill roll lets you grow food, medicinal to land a punch. IQ/Easy herbs, attractive flowers and trees, etc. Modifiers: +2 for 3D Spatial Sense Default: IQ-4. Modifiers: -2 to -4 for an unfamiliar (p. 34). method (e.g., hydroponics or bonsai This is the ability to play a game when you’re used to your back yard), well. It includes knowledge of rules, crop (herbs, trees, and vegetables all Freight Handling/TL etiquette, and tournament regula- IQ/Average differ), or geographical region. These tions. You must specialize in a partic- three penalties are cumulative! Default: IQ-5. ular game; possibilities include tradi- Go, This is the skill of supervising the tional board games (such as chess, Garrote hnefatafl, mankala loading and unloading of vehicles and ), card games, war games, and computer games. DX/Easy (laborers do not require this skill – just Default: DX-4. their foreman). A successful skill roll Many cultures regard the ability to cuts the time required by 20%. Also play one or more games skillfully as a This is the ability to strangle a vic- roll against Freight Handling skill any worthwhile social accomplishment. tim with a rope or a wire. See Special time there is doubt as to whether an People often stake vast sums on Melee Weapon Rules (p. 404) for item of cargo was lost or damaged; on games, and it might be possible to details. Note that you cannot use a a success, it made the journey intact. earn a living as a professional gamer. garrote to parry. Games may also be played to settle

SKILLS 197 Geography/TL† understand one simple idea he is Make an IQ-based skill roll to take IQ/Hard attempting to get across to you. immediate action (e.g., clear a stop- Gesture is not suited to complex com- page or restart a crashed targeting Defaults: IQ-6 and others. munication, however. computer), should your weapon fail. Loaders can make ST-based skill rolls This is the study of the physical, Modifiers: Cultural Familiarity to improve the rate of fire of certain political, and economic divisions of a modifiers (p. 23) definitely apply! crew-served weapons; see individual planet, and how they interact. It is Different cultures develop distinct ges- weapon descriptions for details. part physical science, part social sci- ture vocabularies. ence. You must specialize: You must specialize by weapon type. The available specialties vary by Physical: The study of the physical Group Performance† TL, but include one or more of: properties of a planetary surface. A IQ/Average physical geographer could answer Defaults: IQ-5 and others. Beams: Any kind of heavy directed- questions about climate, terrain, and energy weapon: laser, particle beam, so forth. You must further specialize This is the ability to arrange a per- etc. by planet type; see Planet Types formance and direct a group of per- Cannon: Any kind of heavy projec- (p. 180). Defaults: Geology (same formers in its execution – in rehearsal, tile weapon – e.g., the main gun of a planet type)-4 or Meteorology (same in a studio, or before a live audience. A tank or an ultra-tech railgun on a star- planet type)-4. successful roll means the performance ship – that fires single shots. Political: The study of political is pleasing. You must specialize in a Catapult: Any kind of large, direct- regions – their borders, natural particular performing art. All special- fire mechanical bolt-thrower, such as resources, industries, etc. A political ties have prerequisites: the specific a ballista. geographer could answer questions skills listed below, plus any one of Machine Gun: Any kind of heavy about land claims, overpopulation, Diplomacy, Intimidation, or projectile weapon capable of firing regional economic disparities, trans- Leadership. bursts. portation networks, etc. Default: Choreography: The ability to Rockets: Any kind of free-flight Economics-4. instruct and lead a group of dancers. rocket fired from a mount. Regional: The study of all of the Prerequisite: Dancing. Default: These specialties default to one above, but specific to a single region: Dancing-2. another at -4. The weapons covered by New York, the United States, planet Conducting: The ability to coordi- each specialty vary by TL. For Earth, etc. The depth of knowledge nate a group of musicians. Choirs, instance, Gunner (Machine Gun) cov- decreases with the size of the region swing bands, symphony orchestras, ers hand-cranked Gatling guns at TL5, (see Area Knowledge, p. 176). Default: etc. are different familiarities; see automatic machine guns at TL6, auto- the relevant Area Knowledge skill at -6. Familiarity (p. 169). Prerequisites: Any cannon at TL7, and electromagnetic These specialties default among two Musical Instrument skills, or one machine guns at TL9+. themselves at -5. Musical Instrument and Singing. Familiarity is crucial here! Defaults: Musical Instrument-2 or Gunner/TL7 (Machine Gun) covers Geology/TL† Singing-2. both tripod-mounted machine guns IQ/Hard Directing: The ability to direct a and aircraft autocannon, but going group of actors. Film, opera, televi- from one to the other gives you -2 for Defaults: IQ-6, Geography sion, and theater are different famil- (Physical)-4, or Prospecting-5. weapon type (machine gun to auto- iarities. Prerequisite: Performance. cannon), -2 for aiming system (open This is the science dealing with the Default: Performance-5. sights to HUD), and -2 for mount (tri- structure of planets – their crust, man- Fight Choreography: Similar to pod to hull mount), for a net -6 to skill tle, and core. A geologist knows about Choreography, but for Stage Combat until you familiarize yourself with all minerals, oil, ores, etc.; about earth- (p. 222) instead of Dancing. the differences. quakes and volcanoes; and about fos- Prerequisite: Stage Combat. Default: sils. In the field, he can attempt to find Stage Combat-2. Modifiers: All applicable ranged water by using an “eye for country” combat modifiers; -2 for an unfamiliar (see Survival, p. 223). Gunner/TL† aiming system (e.g., a camera when You must specialize by planet type. DX/Easy you’re used to open sights) or mount See Planet Types (p. 180) for details. (e.g., a tripod when you’re used to a Default: DX-4. turret), or for an unfamiliar weapon of Gesture This is the ability to use a heavy a known type (e.g., .30-cal when you are used to .50s); -4 or more for a IQ/Easy weapon, usually one mounted on a tri- pod or a vehicle, to make a direct-fire weapon in bad repair. Default: IQ-4. attack – that is, to aim and fire at a tar- This is the ability to communicate get to which you have a line of sight. Guns/TL† through improvised hand signals. A For indirect fire, use Artillery skill DX/Easy successful skill roll will let you convey (p. 178). Roll against Gunner skill to Default: DX-4. one simple idea to another person, or hit the target.

198 SKILLS This is the ability to use a hand- (bolt-action to self-loader), and -2 for tartans, and other emblems. A suc- held chemical-propellant or mass- grip (bipod to hand-held), for a total of cessful roll lets you recognize a knight driver projectile weapon. Roll against -6 to skill until you familiarize yourself or a noble from his banner or shield, Guns skill to hit your target. with all the differences. create attractive and proper arms Make an IQ-based skill roll to take (without conflicting with existing Modifiers: All applicable ranged immediate action (e.g., eject a dud designs), etc. combat modifiers; -2 for an unfamiliar round), should your weapon fail. In some settings, you might have to action (e.g., an automatic when you’re You must specialize by weapon specialize in a particular type of used to a revolver) or grip (e.g., a type. The available specialties vary by Heraldry: Coats of Arms (the usual shoulder-fired antitank weapon when TL, but include one or more of: specialty, described above), Corporate you’re used to a bipod), or for an unfa- Logos (defaults to Current Affairs Grenade Launcher (GL): Any large- miliar weapon of a known type (e.g., a (Business)-3), or even Graffiti Tags bore, low-powered small arm that 5.56mm rifle when you are used to a (defaults to Streetwise-3). fires a bursting projectile. Includes 7.62mm rifle); -4 or more for a under-barrel grenade launchers, flare weapon in bad repair. Modifiers: Cultural Familiarity pistols, and ultra-tech “tanglers.” modifiers (p. 23). Up to +5 to recog- Gyroc: Any kind of small arm that Hazardous nize a well-known design, and down fires miniature rockets. Materials/TL† to -5 for an obscure design or one that Light Anti-Armor Weapon (LAW): was retired long ago. All forms of rocket launchers and IQ/Average recoilless rifles. Default: IQ-5. Herb Lore/TL Light Machine Gun (LMG): Any This is the skill of transporting, IQ/Very Hard machine gun fired from the hip or a storing, and disposing of hazardous Defaults: None. bipod. materials (“HazMat”). It includes Prerequisite: Naturalist. Musket: Any kind of smoothbore preparing the records that accompany long arm (usually, but not always, a HazMat shipments; applying and This is the ability to manufacture black powder weapon) that fires a identifying warning labels and mark- herbal concoctions that have magical solid projectile. ings; and knowledge of countermea- effects – healing balms, love potions, Pistol: All kinds of handguns, sures, antidotes, and containment and etc. It only exists in magical game including derringers, pepperboxes, decontamination procedures. (To worlds, where it functions much as revolvers, and automatics, but not operate personal protective gear, use Alchemy skill (p. 174). Unlike machine pistols. the NBC Suit skill, p. 192.) Alchemy, Herb Lore does not include Rifle: Any kind of rifled long arm – You must specialize by type of the ability to analyze “elixirs.” On the assault rifle, hunting rifle, sniper rifle, HazMat. Common specialties are other hand, an expert at this skill can etc. – that fires a solid projectile. Biological, Chemical, and Radio- locate magical ingredients for free in Shotgun: Any kind of smoothbore active, but more exotic options (e.g., the wild by making a few Naturalist long arm that fires multiple projectiles Magical or Nanotech) may exist in rolls, while an alchemist requires rare (flechettes, shot, etc.). some settings. Mundane specialties and expensive materials (such as alka- Submachine Gun (SMG): All short, default to one another at -5; exotic hest, dragon’s blood, gemstones, and fully automatic weapons that fire pis- specialties often have no default at all. gold) to do his work. tol-caliber ammunition, including Whenever you deal with HazMat in machine pistols. any capacity, roll against the lower of Hidden Lore† IQ/Average Most of these specialties default to the skill used for the task (Driving, one another at -2, but defaults involv- Freight Handling, etc.) and the appli- Defaults: None. cable Hazardous Materials specialty ing GL, Gyroc, or LAW are at -4 in This skill represents knowledge or default. Note that the IQ-5 default either direction. The weapons covered that is lost, deliberately hidden, or represents any layman’s knowledge of by each specialty vary by TL. For simply neglected. Whatever the rea- household hazards. HazMat profes- example, Guns (Rifle) covers muzzle- son, the general public is unaware of sionals deliberately keep certain loaders at TL4, lever actions at TL5, it. It is only available to those who aspects of this skill (notably HazMat and self-loaders at TL6+. In particular, study it specifically. markings) obscure to avoid alarming ammunition varies with TL, from You must specialize in a particular the general public. The default does black powder and loose shot at TL4, to body of secret knowledge. If you wish not apply when dealing with such smokeless powder cartridges at TL6, to enter play with Hidden Lore skills, things. to power cells and metallic slivers for you must account for this specific TL9+ electromagnetic guns. knowledge in your character story. Familiarity is crucial here! Guns Heraldry The GM might even require you to (Rifle) covers both bolt-action IQ/Average purchase an Unusual Background 12.7mm sniper rifles and 5.56mm Defaults: IQ-5 or Savoir-Faire before you can learn Hidden Lore assault rifles, but going from one to (High Society)-3. skills. Of course, the GM is also free to the other gives you -2 for weapon type This is the skill of recognizing and forbid Hidden Lore skills to starting (12.7mm to 5.56mm), -2 for action designing coats of arms, crests, flags, characters . . . or to PCs in general!

SKILLS 199 To acquire Hidden Lore in play, p. 176). A successful skill roll lets you (usually with their cooperation). An you must find a reliable source of rel- answer questions about history, and item’s size and shape govern its con- evant information. The GM may might (at the GM’s option) allow you cealability. Some examples: choose to tie skill increases in Hidden to remember a useful parallel: “Ah, +4: A BB-sized jewel, a postage Lore to specific acts – such as reading yes. Hannibal faced a situation like stamp. moldy tomes – instead of allowing you this once, and here’s what he did . . .” +3: A pea-sized jewel. to spend points freely. For instance, an You must specialize. There are two +2: One lockpick, a huge jewel, a ancient manuscript might let you general classes of specialty: dime, a TL9+ computer disk, a letter. spend up to eight points (and no • A limited geographical region – +1: A set of lockpicks, a silver dol- more) on a specific Hidden Lore skill. no larger than a small nation – over lar. Remember that most Hidden Lore multiple eras. Examples: History 0: A TL8 floppy disk or CD, without is secret because somebody powerful (Bavarian), History (Irish), or History case. wants it kept that way. Thus, dis- (New York State). -1: A dagger, a slingshot, the tiniest cussing or revealing your knowledge • A single era (e.g., Victorian peri- handgun or grenade. can be extremely hazardous. od, 20th century) and one of a broad -2: An average handgun (e.g., a Possible Hidden Lore specialties geographical region (e.g., Europe), Luger), a grenade, a large knife. include: a culture (e.g., Muslim), or an -3: A submachine gun, a short- Conspiracies: You know details idea (e.g., economic, esoteric, sword, a short carbine. about the conspiracies that underlie or military). Examples: History -4: A broadsword, an assault rifle. every aspect of society. This is factual (20th-Century American), History -5: A bastard sword, a battle rifle. knowledge (e.g., truths about the (Ottoman Muslim), or History -6: A crossbow, a heavy sniper rifle. Illuminati), not the ability to analyze (Napoleonic Military). Things that move or make noise conspiracies. Only available in set- The sheer variety of possible spe- give an additional -1 or more to skill. tings where vast conspiracies really do cialties makes it impossible to list all Clothing also modifies effective exist. possible defaults. In general, if two skill. A Carmelite nun in full habit (+5 Demon Lore: You know the secrets specialties overlap at all, then GM to skill) could conceal a bazooka or a of Hell, the goals of demons in the should permit a default at -2 to -4. battle-axe from an eyeball search. A mortal world, and possibly even the Las Vegas showgirl in costume (-5 to names of specific demons. skill) would have trouble hiding even a Faerie Lore: You have detailed Hobby Skill dagger. Of course, the showgirl might knowledge of the faeries and their DX or IQ/Easy escape search entirely (unless the secret kingdom(s). Default: DX-4 or IQ-4, depending guards were bored) because “She Spirit Lore: You know about ghosts on the controlling attribute. obviously couldn’t hide anything in and other spirit entities – names, Many fields of study have little to that outfit!” Full nudity is -7 to skill. motivations, etc. do with adventuring or making a liv- A proper concealment holster Hiking ing – but people study them nonethe- helps conceal a weapon; use the less. Each of these is a separate Hobby equipment modifiers on p. 345. HT/Average Skill. Those that require agility or a Clothing designed specifically to hide Default: HT-5. delicate touch (e.g., juggling, kite fly- things gives a bonus of up to +4. ing, needlepoint, and origami) are This skill represents training for To spot a concealed item, roll a DX/Easy skills that default to DX-4, endurance walking, hiking, and Quick Contest of Search skill vs. while those that focus on knowledge marching. It includes knowledge of Holdout. Search defaults to and trivia (e.g., comic books, rock how to pace yourself in different con- Perception-5 if you haven’t studied it. music, science fiction, and tropical ditions, and how best to carry a pack. See Search (p. 219) for additional fish) are IQ/Easy skills that default to Make a Hiking roll before each day’s rules. IQ-4. march; on a success, increase the dis- A few points in a Hobby Skill can tance traveled by 20%. The GM may Housekeeping make roleplaying more fun – and pos- allow bonuses for good maps and IQ/Easy sibly come in handy once in a while. good walking shoes, but not for ter- Default: IQ-4. You do not need a teacher to learn or rain. If a party is traveling together, all improve a Hobby Skill. However, you This is the ability to manage a must make the Hiking roll in order to cannot learn skills defined elsewhere household. It covers both home eco- get the increased distance. See Hiking in this chapter as Hobby Skills. nomics and domestic chores: clean- (p. 351). ing, cooking (but not haute cuisine, History† Holdout which requires the Cooking skill), minor repairs (any routine mainte- IQ/Hard IQ/Average Defaults: IQ-5 or Sleight of Hand-3. nance task that calls for a roll against Default: IQ-6. Carpentry, Sewing, or a similar skill at This is the skill of concealing items This is the study of the recorded +4 or better), etc. The main use of on your person or on other people past (compare Archaeology skill, Housekeeping is to qualify for the job

200 SKILLS of “homemaker,” but it can come in Immovable Stance Projectile: Any solid projectile or handy on adventures – for instance, to DX/Hard pseudo-solid energy bolt (e.g., Fireball clean up evidence! spell) emitted from the hands. To use Defaults: None. this skill, you must have at least one Hypnotism Prerequisite: Trained By A Master. unrestrained hand (although it need IQ/Hard This skill allows you to anchor not be empty). Defaults: None. yourself to the ground by properly These specialties default to one channeling your chi, using secret bal- This is the skill of inducing a sug- another at -2. ancing techniques, etc. Make a skill You use this skill to direct your gestible state in another person roll whenever an attack (e.g., a shove through verbal or mechanical means. attack, not to activate it; therefore, or the Push skill, p. 216) would result restrictions such as “you cannot be It requires five seconds and a success- in knockback or a fall. ful skill roll to use. If you fail on a gagged” apply strictly to your ability to On a success, you neither experi- make ranged attacks. If you can trigger cooperative subject, you may try again. ence knockback nor fall down. On a The second attempt takes five min- your attack while restrained, no skill failure, you are knocked back but still roll is needed to attack your restraints! utes, and the roll is at -5. If this get the usual DX roll to avoid falling attempt fails, you may not try to hyp- You can only learn this skill for down. On a critical failure, you auto- ranged attacks. Use Brawling (p. 182) notize the subject again that day. matically suffer full knockback and A successful Hypnotism attempt to improve your odds with abilities you fall down. that require a touch. puts the subject to sleep. This counts This skill also helps against attacks as an anesthetic for the purpose of with the Judo skill (p. 203). If you fail Intelligence Analysis/TL Surgery. At the GM’s option, further your active defense (or choose not to Hypnotism rolls might help the sub- defend) against a Judo throw, your IQ/Hard ject remember something he had for- attacker must win a Quick Contest of Defaults: IQ-6 or Strategy (any)-6. gotten, while Psychology rolls might Judo vs. your Immovable Stance skill, This is the ability to analyze and help him get over mental problems. or his throw fails. interpret intelligence data. It allows A hypnotized individual is extreme- you to deduce enemy plans and capa- ly suggestible. Roll a Quick Contest of Modifiers: -1 per yard of potential bilities, evaluate the accuracy of infor- Hypnotism vs. the victim’s Will for knockback; +4 for Perfect Balance mation, rate the reliability of sources, each suggestion. The subject resists (p. 74). etc. In most game worlds, only intelli- suggestions that threaten his life or his gence, military, and security services loved ones, or that go strongly against Innate Attack† teach this skill – often only to those his character, at +5. You may also give DX/Easy with a minimum level of Rank or “posthypnotic suggestions,” instruct- Default: DX-4. Security Clearance. ing the subject to do something in The GM makes all Intelligence response to a trigger after the hypno- This skill represents trained ability Analysis rolls in secret. On a success, sis ends. The subject’s resistance roll with a “built-in” ranged attack: fiery he provides details about the signifi- for such suggestions takes place when breath, super-powered energy bolts, cance and accuracy of your data, or he encounters the trigger. He resists at etc. Learn it to improve your odds of insights into what it means in terms of +1 to Will per week since he was hyp- hitting with Afflictions (p. 35), enemy planning. When you encounter notized. Bindings (p. 40), Innate Attacks deliberately falsified data, the GM You cannot use Hypnotism as an (p. 61), magical jets and missiles, and rolls a secret Quick Contest: your attack, except in highly cinematic similar attacks that originate from you Intelligence Analysis vs. the enemy’s games. You can use it on an unaware as opposed to a weapon in your hand. skill at disinformation (Forgery, or unwilling subject out of combat, Roll against skill to hit. Propaganda, etc.). If you win, the GM but he resists at Will+5. If he resists You must specialize: provides details on precisely what is the initial attempt, he is considered Beam: Any energy blast, magical wrong with the information. It is up to uncooperative, and you may not make jet, etc. emitted from the hands. To use you to deduce what this means, how- a second attempt that day. A subject this skill, you must have at least one ever! who is unfamiliar with Hypnotism unrestrained hand (although it need This skill has nothing to do with might not know what you attempted, not be empty). gathering intelligence. Use Current but he suspects something – possibly Breath: Any attack emitted from Affairs (p.186) and Research (p. 217) to witchcraft! the mouth, such as dragon’s fire or sift through public sources; Forensics In all cases, a hypnotic trance lasts acidic sputum. To use this skill, you (p. 196) and Search (p. 219) to find 1d hours unless you end it sooner. cannot be gagged and you must be physical clues; Observation (p. 211) for Modifiers: +2 if you send hypnotic facing your target. human surveillance; and Electronics suggestions via Telesend (see Tele- Gaze: Any attack emitted from the Operation (p. 189) to work with the communication, p. 91), since voices in eyes – heat vision, a petrifying stare, satellite imagery, communications the head are harder to ignore. etc. To use this skill, you cannot be intercepts, and related “technical blindfolded and you must be facing means” common at TL7+. your target.

SKILLS 201 You may take an optional specialty convince the subject that you are able your Size Modifier and subtract the (p. 169) in one particular type of intel- and willing, perhaps even eager, to do subject’s. Appropriate Reputation mod- ligence. A useful specialty at TL6+ is something awful to him. ifiers (positive or negative) certainly Intelligence Analysis (Traffic You can substitute an Intimidation count! You get -1 for Oblivious (p. 146) Analysis): identifying the purpose and attempt for any reaction roll; see and -1 to -4 for Shyness (p. 154). organization of targets by examining Influence Rolls (p. 359). Exception: Subtract the subject’s Fearlessness intercepted communications traffic. You cannot intimidate someone who (p. 55) from your roll. The GM may has the Unfazeable advantage! assign a +1 or -1 for especially appro- Modifiers: -1 to -5 for incomplete The results of a successful priate or clumsy dialog. Requests for information; -3 if all your information Intimidation attempt depend on the aid are always at -3 or worse. comes from a single source; -3 for target. An honest citizen probably intelligence concerning an arcane sci- cooperates, sullenly or with false Invisibility Art entific or bureaucratic principle, cheer. A low-life might lick your boots unless you have skill in that area (e.g., IQ/Very Hard (even becoming genuinely loyal). A Engineer (Electronics) for intelligence Defaults: None. really tough sort might react well regarding a radar installation). Prerequisites: Trained By A Master, without being frightened: “You’re my and both Hypnotism and Stealth at kind of scum!” The GM decides, and 14+. Interrogation roleplays it. If you rolled a critical suc- IQ/Average cess – or if the subject critically failed This is the fabled skill, often attrib- Defaults: IQ-5, Intimidation-3, or his Will roll – your victim must make uted to ninja and other martial-arts Psychology-4. a Fright Check in addition to the other masters, of being able to stand in plain sight without being noticed. It This is the ability to question a pris- results of the Influence roll! requires one second of concentration oner. Only intelligence agencies, police Group Intimidation: You may to activate. After that time, roll a and prison services, the military, and attempt to intimidate up to 25 people Quick Contest once per second: your the underworld teach this skill. at once, at -1 to skill per five people (or Invisibility Art vs. the Vision roll of Roll a Quick Contest of fraction thereof) in the group. each person who can see you. Interrogation vs. the prisoner’s Will for Multiple intimidators can attempt to Viewers must apply the current each question. This requires 5 minutes intimidate proportionally larger darkness penalty to their Vision roll. A per question. If you win, you get a groups; for instance, three thugs could viewer who is concentrating on some- truthful answer. If you tie or lose, the try to intimidate up to 75 people! Base thing else or otherwise distracted is at victim remains silent or lies. If you lose the skill penalty on the size of the tar- -3; one who is specifically looking for by more than five points, he tells you a get group divided by the number of intruders gets +3. If someone sees you good, believable lie! The GM roleplays intimidators (round up). Resolve the and raises the alarm, by pointing and the prisoner (or, if you are the prisoner, outcome with a single Quick Contest: crying out, those who believe the the GM will roleplay the interrogator) the highest effective Intimidation skill warning get +3 on their next roll. and makes all die rolls in secret. from among the intimidators vs. the If you win, that person is unable to Modifiers: -5 if the prisoner’s loyal- highest modified Will in the target see you for one second. Otherwise, he ty to his leader or cause is “Very Good” group. can see you normally. Once someone or “Excellent”; -3 for Low Empathy Specious Intimidation: You can notices you, he is unaffected by this (p. 142); +2 for a lengthy interrogation attempt a Quick Contest of Fast-Talk skill until you can get out of sight (over two hours); +3 if you use severe vs. the subject’s IQ before your somehow (which might be as easy as threats; +6 if you use torture*. Intimidation attempt in order to stepping into a shadow), whereupon Increase these last two bonuses by +1 appear to be intimidating when you you may try again. if you have the Callous disadvantage can’t back it up. If you win, you are at Note that this skill does not work at (p. 125)! +3 on the subsequent Intimidation all in combat. In particular, if you attempt, which can go a long way attack anyone, you will immediately * “Torture” does not necessarily toward offsetting the high Will and become visible to everyone! mean thumbscrews and the rack. Fearlessness of martial arts masters, Exposing a prisoner to the object of his world leaders, etc. If you tie or lose, Modifiers: +3 if you use a smoke phobia (see Phobias, p. 148) is an effec- however, your Intimidation attempt bomb or flash grenade before you tive torture, as is a believable threat fails automatically, and you suffer a attempt your roll (you appear to van- against a loved one. Note that tortur- “Very Bad” reaction instead of just a ish in a cloud of smoke). Your move- ing a prisoner is usually considered vile “Bad” one! ment modifies your skill roll rather behavior, likely bringing retribution. than viewers’ Vision rolls: no modifier Modifiers: +1 to +4 for displays of if you stand still (Move 0), -1 if you Intimidation strength, bloodthirstiness, or supernat- move at a slow walk (Move 1), -2 at a ural powers (GM’s judgment); increase fast walk (Move 2), or -5 at a run Will/Average this bonus by +1 if you are Callous Defaults: Will-5 or Acting-3. (Move 3+). If you stand perfectly still (p. 125). Appearance (p. 21) matters: +2 (requires a successful Breath Control This is the skill of hostile persua- if you are Hideous, +3 if Monstrous, or or Meditation roll), you get +1. sion. The essence of Intimidation is to +4 if Horrific. Size also matters: add

202 SKILLS Jeweler/TL weapon or drop a shield. If you grapple against an armed foe. In addition, IQ/Hard a foe using Judo, and he fails to break Karate gives an improved retreating free, you may make a Judo attack to bonus when you parry; see Retreat Defaults: IQ-6, Smith (Copper)-4, throw him on your next turn, exactly (p. 377). For more on parrying bare- or Smith (Lead and Tin)-4. as if you had parried his attack. handed, see Parrying Unarmed (p. 376). This is the ability to work with pre- To use Judo, any hand with which To use Karate, any hand with cious metals, make jewelry, decorate you wish to parry or grapple must be which you wish to strike or parry must weapons, etc. A successful skill roll empty. Because Judo relies heavily on be empty (but you are free to wear allows you to identify a precious metal footwork, all Judo rolls and Judo par- heavy gauntlets, brass knuckles, etc. to or gem, or determine the value of a ries take a penalty equal to your increase damage). Because Karate precious bauble. encumbrance level. For instance, relies heavily on footwork, all Karate Heavy encumbrance would give you attacks and parries take a penalty Jitte/Sai -3 to hit or to parry an enemy attack. equal to your encumbrance level. For see Melee Weapon, p. 208 instance, Heavy encumbrance would Jumping give you -3 to hit or to parry an enemy Judo DX/Easy attack. DX/Hard Defaults: None. Kiai Defaults: None. This skill represents trained jump- HT/Hard ing ability. When you attempt a diffi- This skill represents any advanced Defaults: None. cult jump, roll against the higher of training at unarmed throws and grap- Prerequisites: Trained By A Master Jumping or DX. In addition, you may ples – not just the eponymous or Weapon Master. Japanese martial art. use half your Jumping skill (round Judo allows you to parry two differ- down) instead of Basic Move when You can channel your chi outward ent attacks per turn, one with each calculating jumping distance. For in a mighty shout (kiai) that freezes hand. Your Parry score is (skill/2) + 3, instance, Jumping-14 would let you lesser foes. This counts as an attack, rounded down. This parry is not at the jump if you had Basic Move 7. See and costs 1 FP per attempt, successful usual -3 for parrying a weapon bare- Jumping (p. 352). or not. handed, greatly reducing the likeli- Roll a Quick Contest: your Kiai hood of injury when you defend Karate skill vs. your target’s Will. You are at -1 against an armed foe. In addition, DX/Hard for every full two yards of distance. Judo gives an improved retreating Defaults: None. Your victim resists at +1 if he is Hard of Hearing, at +2 if Deaf! If you win, bonus when you parry; see Retreat This skill represents any advanced (p. 377). For complete rules for parry- your target is mentally stunned (see training at unarmed striking, not just Effects of Stun, p. 420). ing barehanded, see Parrying Unarmed the Okinawan martial art of karate. (p. 376). This skill only works against a sin- Roll against Karate to hit with a gle victim; everyone can hear the On the turn immediately after a punch (at no -4 for the “off” hand), or successful Judo parry, you may shout, but your chi is focused on that Karate-2 to hit with a kick. You cannot one foe. However, a successful Kiai attempt to throw your attacker if he is use Karate to attack with claws, teeth, within one yard. This counts as an roll gives you +2 to Intimidation rolls etc., or with a blackjack – use vs. everyone within earshot. attack; roll vs. Judo skill to hit. (Note Brawling (p. 182) for that. Karate skill that in an All-Out Attack, you cannot does let you make several special attempt two throws, but you can make Knife attacks, however; see Special Unarmed see Melee Weapon, p. 208 one attempt at +4.) Your foe may use Combat Techniques (p. 403). any active defense – he can parry your Karate improves damage: if you Knot-Tying hand with a weapon! If his defense know Karate at DX level, add +1 per fails, you throw him. die to basic thrust damage when you DX/Easy When you throw a foe, he falls calculate damage with Karate attacks: Defaults: DX-4, Climbing-4, or where you please. On a battle map, he punches, kicks, elbow strikes, etc. Add Seamanship-4. lands in any two hexes near you. One +2 per die if you know Karate at DX+1 This is the ability to tie a wide vari- of these hexes must be his starting or better! Work out damage ahead of hex, your hex, or any hex adjacent to ety of knots quickly and efficiently. A time and record it on your character successful skill roll lets you make a one of those hexes. Your victim must sheet. roll against HT; a failed roll means he noose, tie someone up, etc. If you bind Karate allows you to parry two dif- someone using this skill, he must win is stunned! If you throw him into ferent attacks per turn, one with each someone else, that person must roll a Quick Contest of Escape vs. your hand. Your Parry score is (skill/2) + 3, Knot-Tying skill to free himself. against the higher of ST+3 or DX+3 to rounded down. This parry is not at the avoid being knocked down. usual -3 for parrying a weapon bare- Modifiers: +1 per level of High Finally, you may use your Judo skill handed, greatly reducing the likeli- Manual Dexterity (p. 59), or -3 per instead of your DX for any DX roll hood of injury when you defend level of Ham-Fisted (p. 138). made in close combat except to draw a

SKILLS 203 Law (British Police), or field, such as Law (British Criminal) and Law (French Criminal), default to one another at -4. If both region and field differ, the default is -6 or worse. In some times and places, a Quick Contest of Law (Criminal) between the defense and prosecution will determine the outcome of a trial. In others, Law functions as an Influence skill (see Influence Rolls, p. 359) used to sway the rulings of the judge. Law enforcers nearly always have a point or two in Law (Police) for their region. This represents knowledge of “proper procedure” when it comes to arrests, evidence handling, interroga- tion, etc. Leadership IQ/Average Default: IQ-5. This is the ability to coordinate a group. Make a Leadership roll to lead NPCs into a dangerous or stressful sit- uation. (PCs can decide for themselves if they want to follow you!) You may attempt a Leadership roll in combat if you spend your turn doing nothing but giving orders and encouragement. On a success, every- one on your side who can hear you Kusari Law† (including PCs) has +1 on all combat- see Melee Weapon, p. 208 IQ/Hard related Fright Checks and morale Default: IQ-6. checks, and on self-control rolls for Lance disadvantages that would reduce com- This skill represents knowledge of DX/Average bat efficiency (such as Berserk and law codes and jurisprudence. A suc- Cowardice – or Bloodlust, if you wish Defaults: DX-5 or Spear-3. cessful roll lets you remember, to take prisoners). A critical success Prerequisite: Riding. deduce, or figure out the answer to a gives +2. The bonus lasts until your The ability to use the lance: a long, question about the law. Few legal next turn, at which time you may roll spear-like weapon wielded from questions have clear-cut answers, again. A group can have only one horseback. This is not a Melee however – even an expert will hedge leader, however! If multiple people Weapon skill (see p. 208). You may not his advice! attempt Leadership rolls, no one gets a use a lance to parry – you must block You must specialize. There are two bonus. or dodge enemy attacks. general classes of specialty: Note that a minimum level of • The laws of a particular political Leadership is often a prerequisite for Lasso region (e.g., Canada or France) within high Rank (p. 29). DX/Average a specific field (constitutional, con- Modifiers: Any bonus for Charisma Defaults: None. tract, criminal, police, etc.). Examples: (p. 41); -3 for Low Empathy (p. 142); Law (British Criminal), Law -1 to -4 for Shyness (p. 154). -5 if the This is the skill of throwing the lar- (Canadian Constitutional), and Law iat: a long rope or thong with a sliding NPCs have never been in action with (U.S. Contract). you; -5 if you are sending them into noose at one end. Its intended purpose • A specialized body of law not is to snare animals, but it can also danger but not going yourself; +5 if associated with a political region. their loyalty to you is “Good”; +10 if entangle opponents in combat – see Examples: Law (Catholic Canon), Law Special Ranged Weapons (p. 410). their loyalty is “Very Good.” If their (International), and Law (Space). loyalty is “Excellent,” you do not have Specialties within the same region, to roll! such as Law (British Criminal) and

204 SKILLS Leatherworking Linguistics does not include plasma weapons, DX/Easy IQ/Hard which are often called “flamers”; use Beam Weapons skill for those.) Default: DX-4. Defaults: None. Sprayer: Any weapon that emits a This is the ability to work with This is the study of the principles gas or atomized liquid (nerve gas, leather to make belts, saddles, armor, upon which languages are based. A sleeping gas, etc.), including an ordi- etc. A successful skill roll lets you successful skill roll lets you identify a nary spray can used as an improvised repair or create leather goods. Make language from a snatch of speech or weapon. an IQ-based roll to design items that writing. As well, make a skill roll once Squirt Gun: Any weapon that fires a are more artistic than functional. per month when learning a language low-pressure stream of liquid at the without a teacher. On a success, you rate of one squirt per pull of the trigger. Modifiers: Equipment modifiers learn at full speed rather than at 1/4 Water Cannon: Any weapon that (p. 345); +1 per level of High Manual speed (see Learning Languages, p. 25). fires a continuous jet of high-pressure Dexterity (p. 59), or -3 per level of liquid, usually but not always water, Ham-Fisted (p. 138). with the intent of causing knockback. Lifting HT/Average Defaults: None. Literature can be useful for finding clues to This is the trained ability to use hidden treasure, sunken lands, Ancient Secrets, your strength to its best advantage and the like. when you lift. Roll once per lift. On a success, increase your Basic Lift by 5% per point by which you made your Lip Reading roll. This has no effect on encum- Per/Average These specialties default to one brance, or on how much you can Default: Perception-10. another at -4. The weapons covered by carry. See Lifting and Moving Things each specialty vary by TL; e.g., Liquid (p. 353). This is the ability to see what others Projector (Flamethrower) covers fire- are saying. You must be within seven siphons loaded with Greek fire at TL4, Light Walk yards, or have some means of bringing while at TL6, it covers backpack tanks DX/Hard your point of view this close. A suc- that project thickened fuel. Defaults: None. cessful skill roll lets you make out one Modifiers: All applicable ranged Prerequisites: Trained By A Master, sentence of a discussion – assuming, combat modifiers; -2 for heavy and both Acrobatics and Stealth at of course, that you know the language. weapons when you are used to 14+. If your subjects suspect that you can read lips, they can hide their mouths portable weapons (e.g., a flamethrow- This skill allows you to exert very or subvocalize to thwart you. A critical er mounted on a tank when you are little pressure when you walk. On a failure on a Lip Reading roll – if you used to a backpack model), or for an successful Light Walk roll, you leave are where your victims could see you – unfamiliar weapon of a known type; -4 no visible tracks. Tracking rolls to fol- means that you stared so much you or more for a weapon in bad repair. low you automatically fail unless they were noticed! rely on something more than sight; Literature thus, a human tracker would be baf- Modifiers: All Vision modifiers (see IQ/Hard Vision, p. 358). fled, but bloodhounds would suffer no Default: IQ-6. penalty at all. You can also attempt to walk over Liquid Projector/TL† This is the study of the great writ- fragile surfaces without falling DX/Easy ings. A student of literature would be through. Maximum Move under such Default: DX-4. knowledgeable in the realms of old circumstances is 1/3 normal (GM’s poetry, dusty tomes, criticism, etc. decision). Thin ice would require an This is the ability to use a weapon This can be useful for finding clues to unmodified Light Walk roll, while rice that projects a stream of liquid or gas. hidden treasure, sunken lands, paper would require a roll at -8! Roll against Liquid Projector skill to Ancient Secrets, and the like. The Finally, a successful Light Walk roll hit your target. work in question must be available in can give a bonus to Stealth when your Make an IQ-based Liquid Projector a language you read. intention is to move quietly. This roll to take immediate action (e.g., patch a leak), should your weapon fail. Modifiers: -5 if you’re illiterate (see bonus equals half your margin of suc- Literacy, p. 24) and relying on oral tra- cess, rounded down. Minimum bonus You must specialize by weapon type: dition, save in pre-literate cultures, is +1. where this is the norm. Flamethrower: Any weapon that projects burning liquid or gas. (This

SKILLS 205 Lockpicking/TL If you make the roll and open the lock, challenges can take more time, at the IQ/Average each point by which you succeeded GM’s discretion.) shaves five seconds off the required Note that if the lock has a trap or Default: IQ-5. time. (Safecracking and similar alarm attached, you must make a sep- This is the ability to open locks arate Traps roll to circumvent it. without the key or combination. Modifiers: Equipment modifiers Each attempt requires (p. 345); -5 if working by touch (e.g., in one minute. total darkness). Inside information gives a bonus at GM’s discretion. If the GM requires a DX-based roll (for instance, to work with a particularly delicate mechanism), modifiers for High Manual Dexterity (p. 59) or Ham-Fisted (p. 138) will apply. Machinist/TL IQ/Average Defaults: IQ-5 or Mechanic (any)-5. This is the skill of making and modifying mechanical parts and tools. A successful skill roll lets you build parts from raw materials, manufac- ture tools for use with another skill (such as Armoury or Lockpicking), or modify any simple mechanical device not explicitly covered by another skill. The GM may require an inventor to make one or more Machinist rolls before attempting an Engineer roll to assemble a gadget. Materials and component size vary significantly with tech level. A TL5 machinist works mainly with brass and steel components that can be seen with the naked eye; a TL10 machinist might work with carbon nanotubes. Modifiers: Equipment modifiers (p. 345). Main-Gauche see Melee Weapon, p. 208 Makeup/TL IQ/Easy Defaults: IQ-4 or Disguise-2. This is the skill of using theatrical makeup to enhance a performer’s appearance. It is not just the ability to make someone look “pretty” – you can make yourself or others look older, younger, or of a different race or nationality. At TL6+, you can use pros- thetics to further enhance the effect. However, you cannot make someone look taller or shorter than he actually is.

206 SKILLS Market Analysis others. To create or break codes, use powers. Types include Clockwork, IQ/Hard Cryptography skill (p. 186). Default: Steam Engine, Gasoline Engine, Cryptography-5. Diesel Engine, Gas Turbine, Fuel Cell, Defaults: IQ-6, Economics-5, or Pure: Generic “academic” mathe- Fission Reactor, Fusion Reactor, and Merchant-4. matics. Make a skill roll to answer any Antimatter Reactor. This is the skill of predicting the math-related question not covered by Vehicle Type: The controls, hull, short-term behavior of bond, stock, another specialty. Pure mathematics motive system, power plant, transmis- and currency markets – usually in encompasses dozens of obscure sub- sion, and even the paint job of one spe- order to make money! It is the main job fields that will never affect the game. If cific type of vehicle listed under a vehi- skill of professional traders and specu- you must be an expert in something cle-operation skill such as Driving lators. Make a skill roll to determine like “non-selfadjoint operator alge- (p. 188), Piloting (p. 214), or current market trends. On a critical bras,” you may further note an option- Submarine (p. 223). al specialty (p. 169). success, you also learn whether a trend Mechanic specialties default to one Statistics: The science of assem- will continue or reverse in the future. another at -4, although the GM may bling and analyzing data for the pur- On a failure, you get no clear answer. modify this for particularly close or dis- pose of calculating probabilities, con- On a critical failure, you guess wrong. tant specialties. The systems covered by structing models, and making fore- each specialty vary by TL. For instance, Modifiers: The Talents (p. 89) of casts. Roll vs. skill to determine the Mechanic (Light Airplane) covers sin- Business Acumen and Mathematical odds of a particular outcome, given gle-engine biplanes at early TL6, small Ability both provide a bonus. sufficient data about similar situa- private jets at TL7, and so forth. tions in the past. Familiarity is very important here. Masonry Surveying: The science of deter- For instance, Mechanic/TL7 (Light IQ/Easy mining the area of a portion of the Airplane) covers both propeller-pow- Default: IQ-4. Earth’s surface, the lengths and direc- ered seaplanes and small private jets, tions of the bounding lines, and the This is the ability to build things but going from one to the other gives contour of the surface. Make a skill out of brick or stone. you -2 for an unfamiliar item (prop- roll to determine the dimensions of powered plane to jet) and -2 for an Modifiers: Equipment modifiers any area you can see. More complex unfamiliar implementation (seaplane (p. 345); -3 for simple engineering determinations require specialized to regular plane), for a net -4 to skill (erecting scaffolding, moving large equipment. Defaults: Cartography-3 or until you familiarize yourself with all blocks of stone, etc.) rather than Navigation (any)-4. the differences. masonry per se. These specialties default to one Modifiers: -2 for an unfamiliar item another at -5. Mathematics/TL† within your specialty (e.g., a barge IQ/Hard Mechanic/TL† when you’re used to battleships), or Defaults: IQ-6 and others. for an unfamiliar implementation IQ/Average (e.g., a powerboat engine when you’re This is the scientific study of quan- Defaults: IQ-5, Engineer (same)-4, used to automobile engines); equip- tities and magnitudes, and their rela- or Machinist-5. ment modifiers (p. 345). tionships and attributes, through the This is the ability to diagnose and use of numbers and symbols. You fix ordinary mechanical problems. A Meditation must specialize: successful skill roll will let you find or Will/Hard Applied: The branch of mathematics repair one problem. Defaults: Will-6 or Autohypnosis-4. that interacts directly with the physical You must pick a specialty from This is the ability to calm the emo- sciences and engineering, dealing with within one of these four categories: tions, control the mind, and relax the mathematical models of the behavior of Machine Type: Any one class of body. To use this skill, you must con- physical systems. Defaults: Engineer nonvehicular machine. Types include centrate for (20 - skill) seconds, mini- (any)-5 or Physics-5. Micromachines (miniature machin- mum one second, and then roll vs. Computer Science: The theoretical ery, invisible to the naked eye; TL9+), skill. On a success, you enter a trance- study of data structures and computa- Nanomachines (molecular-scale like state, which you can maintain for tion. Roll vs. skill to answer questions machinery; TL10+), and Robotics hours. about what is possible with comput- (robots and automated factories; A meditative trance is required for ers. This gives you no special ability to TL7+). certain rituals and is a common use computers! Default: Computer Motive System Type: Any one type preparation for prayer. In addition, Programming-5. of propulsion system, regardless of the GM may permit you to meditate Cryptology: The mathematical vehicle type. Types include Legged, on a particular moral dilemma. On a study of codes and ciphers. This gives Tracked, Wheeled, Rockets, and successful Meditation roll, the GM you a theoretical understanding of Reactionless Thrusters. will “enlighten” you, providing a hint encryption schemes, including how Power Plant Type: Any one type as to which course of action “feels” they change with TL and why of power plant, no matter what it right. some schemes are more effective than

SKILLS 207 Melee Weapon Rapier (DX/Average): Any long (over Polearm (DX/Average): Any very long DX/Varies 1 yard), light thrusting sword. Default: (at least 2 yards), unbalanced pole Broadsword-4. weapon with a heavy striking head, Defaults: Special. Saber (DX/Average): Any light cut- including the glaive, halberd, poleaxe, and This is not one skill, but an entire and-thrust sword. Note that cavalry countless others. Polearms become collection of skills – one per class of sabers are quite heavy, and use unready after an attack, but not after a closely related melee weapons. Melee Broadsword instead. Defaults: parry. Defaults: Spear-4, Staff-4, or Two- Weapon skills are based on DX, and Broadsword-4 or Shortsword-4. Handed Axe/Mace-4. default to DX-4 if Easy, DX-5 if Smallsword (DX/Average): Any Spear (DX/Average): Any long, bal- Average, or DX-6 if Hard. See specific short (up to 1 yard), light thrusting anced pole weapon with a thrusting skill descriptions for other defaults. sword or one-handed short staff (such point, including spears, javelins, tri- Make a Melee Weapon roll to hit an as the sticks used in the martial arts dents, and fixed bayonets. Defaults: opponent in combat. You may also use arnis, escrima, and kali). Default: Polearm-4 or Staff-2. these skills to parry. Your Parry Shortsword-4. Staff (DX/Average): Any long, bal- defense is (skill/2) + 3, rounded down. Flails anced pole without a striking head. Melee weapons fall into broad cat- A flail is any flexible, unbalanced This skill makes good use of the staff’s egories on the basis of overall balance weapon with its mass concentrated in extensive parrying surface when and function. When a rule refers to the head. Such a weapon cannot parry defending, giving +2 to your Parry one of these categories, it applies to all if you have already attacked with it on score. Defaults: Polearm-4 or Spear-2. weapons in that category and all your turn. Because flails tend to wrap Swords Melee Weapon skills used to wield around the target’s shield or weapon, A sword is a rigid, hilted blade with them. For instance, “fencing attempts to block them are at -2 and a thrusting point, cutting edge, or both. weapons” means “all weapons used attempts to parry them are at -4. All swords are balanced, and can attack with any of Main-Gauche, Rapier, Fencing weapons and knives cannot and parry without becoming unready. Saber, or Smallsword skill.” parry them at all! An unarmed fighter Broadsword (DX/Average): Any bal- can parry a flail, but at -4 in addition Fencing Weapons anced, 2- to 4-foot blade wielded in to any penalty for parrying unarmed. Fencing weapons are light, one- one hand – broadsword, cavalry saber, The skills in this category default to handed weapons, usually hilted scimitar, etc. This skill also covers any one another at -3. blades, optimized for parrying. If you stick or club of similar size and bal- have a fencing weapon, you get an Flail (DX/Hard): Any one-handed ance to these blades, as well as bastard improved retreating bonus when you flail, such as a morningstar or nun- swords, katanas, and longswords used parry – see Retreat (p. 377). chaku. Default: Axe/Mace-4. one-handed. Defaults: Force Sword-4, Furthermore, you have half the usual Two-Handed Flail (DX/Hard): Any Rapier-4, Saber-4, Shortsword-2, or penalty for parrying more than once two-handed flail. Defaults: Kusari-4 or Two-Handed Sword-4. with the same hand (see Parrying, Two-Handed Axe/Mace-4. Force Sword (DX/Average): Any p. 376). sword with a “blade” made of energy Note that fencing weapons are light Impact Weapons An impact weapon is any rigid, instead of matter. This generally refers and likely to break when used to parry to an ultra-tech weapon that projects a heavier weapon. They cannot parry unbalanced weapon with most of its mass concentrated in the head. Such a energy from a powered hilt, but flail weapons at all! You must be rela- extends to similar effects produced tively mobile to capitalize on their weapon cannot parry if you have already attacked with it on your turn. using magic or psionics. Default: any speed and maneuverability: all attacks sword skill at -3. and parries take a penalty equal to The skills in this category default to one another at -3. Jitte/Sai (DX/Average): Any tined, your encumbrance level (e.g., Heavy one-handed sword designed to catch encumbrance gives -3 to hit or to Axe/Mace (DX/Average): Any short- rigid weapons. Jitte/Sai weapons are parry). or medium-length, one-handed impact built for disarming, and give +2 in the The skills in this category default to weapon, such as an axe, hatchet, Quick Contest to disarm an opponent one another at -3. They also default to knobbed club, or pick. Default: Flail-4. (see Knocking a Weapon Away, p. 401). sword skills, as noted below. Two-Handed Axe/Mace Furthermore, if you attempt to disarm Main-Gauche (DX/Average): Any (DX/Average): Any long, two-handed on the turn immediately after you weapon normally wielded with Knife impact weapon, such as a baseball parry your opponent’s weapon, you or Jitte/Sai skill (see below), used in bat, battleaxe, maul, or warhammer. need not roll to hit his weapon first. the “off” hand. With this skill, you may Defaults: Polearm-4 or Two-Handed Just state that you are attempting to ignore the penalty for using the “off” Flail-4. disarm and move directly to the Quick hand on defense (attacks are still at -4) Pole Weapons Contest! This still counts as an attack. and the -1 for parrying with a knife. To Pole weapons are long (usually Defaults: Force Sword-4, Main- wield a knife as a primary weapon, use wooden) shafts, often adorned with Gauche-4, or Shortsword-3. Knife skill. Defaults: Jitte/Sai-4 or striking heads. All require two hands. Knife (DX/Easy): Any rigid, hilted Knife-4. blade less than one foot long, from a pocketknife to a bowie knife. A knife

208 SKILLS has a very small parrying surface, hold it against the forearm in close specialize in such goods; -2 in an unfa- which gives you -1 to your Parry score. combat. This grip lets you jab for miliar area, until you have had time to Defaults: Force Sword-3, Main- thrust+1 crushing damage and parry familiarize yourself with local market Gauche-3, or Shortsword-3. close-combat attacks at (skill/2) + 3, conditions; Cultural Familiarity modi- Shortsword (DX/Average): Any bal- rounded down. Roll vs. skill to change fiers (p. 23). These last two modifiers anced, one-handed weapon 1-2 feet in grips. On a success, the grip change is “stack,” and frequently occur together. length – including the shortsword and a free action. On a failure, you must any club of comparable size and spend the entire turn changing grips. A Metallurgy/TL balance (e.g., a police baton). critical failure means you throw your IQ/Hard Defaults: Broadsword-2, Force weapon away! Default: Shortsword-3. Defaults: Chemistry-5, Jeweler-8, or Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smith (any)-8. Smallsword-4, or Tonfa-3. Mental Strength Two-Handed Sword (DX/Average): Will/Easy This is the study of metals and their properties. A successful roll lets Any balanced, two-handed blade over 4 Defaults: None. you identify metals or alloys, or solve feet in length: greatswords, zweihan- Prerequisites: Trained By A Master a problem concerning metals, their ders, etc. This skill also covers or Weapon Master*. use, mining, or refining. quarterstaffs wielded like swords, as * At the GM’s option, a mage or psi well as bastard swords, katanas, and may also learn this skill. longswords used two-handed. Defaults: Meteorology/TL† Broadsword-4 or Force Sword-4. You can actively focus your mind IQ/Average to resist mental attacks. This skill Default: IQ-5. Whips replaces Will when you resist magic A whip is a flexible weapon made spells, psi powers, Hypnotism, This is the study of the weather, from a length of chain, leather, wire, Invisibility Art, Kiai, and similar abili- and the ability to predict it. It includes etc. A whip can be up to seven yards ties. Mental Strength does not replace familiarity with technological aids long – but note that a whip two yards most normal Will rolls. Furthermore, such as barometers and satellite maps, or more in length cannot strike at one it does not work if you are stunned, but you can still function without your yard or closer, and is slow to ready asleep, or unconscious – for that, buy instruments. (If you can’t, you’re a after an attack. A whip tends to wind the Mind Shield advantage (p. 70). meter-reader, not a meteorologist!) around its target, making it an excel- When you wish to predict the lent disarming and entangling Merchant weather, the GM rolls against your skill weapon. However, a whip’s lack of IQ/Average in secret. On a success, he tells the rigidity makes it a poor parrying truth; on a failure, he answers ran- Defaults: IQ-5, Finance-6, or weapon. For details, see Special Melee domly, or lies. Each skill roll predicts Market Analysis-4. Weapon Rules (p. 404). the weather for one day. If one day’s The skills in this category default to This is the skill of buying, selling, roll fails, subsequent ones can’t suc- one another at -3. and trading retail and wholesale ceed. For instance, a three-day forecast Force Whip (DX/Average): Any whip goods. It involves bargaining, sales- would require three skill rolls: the first made of pure energy instead of matter. manship, and an understanding of for tomorrow, the second for the next These are usually ultra-tech devices trade practices. It covers all types of day, and the third for the day after that. that project energy from a powered merchandise, but many merchants A successful roll also allows you to hilt, but magical or psi-tech versions have an optional specialty (p. 169) in a deduce what sort of general climate to are possible. Most force whips can single class of goods. expect when you visit a new area. lash the target but not ensnare him. Make a skill roll to judge the value At TL4 or less, this skill is called Kusari (DX/Hard): A weighted of any piece of common goods, find Weather Sense, and you get +2 to skill chain wielded in two hands. Default: out where any commodity is bought in your home area. At TL5 and up, Two-Handed Flail-4. and sold, find the local fair market Meteorology is a scientific skill, and Monowire Whip (DX/Hard): A whip value of any commodity, etc. you must specialize by planet type; see made of a weighted length of When two merchants haggle, the Planet Types (p. 180) for details. GM may settle it with a Quick Contest. monomolecular wire attached to a Modifiers: Time is a major factor! The winner adds or subtracts 10% of handle. There is no penalty to predict tomor- fair value, depending on whether he Whip (DX/Average): Any ordinary row’s weather, but you have -1 for 2 was trying to sell or buy. whip. days, -2 for 3 days, -4 for 4 days, -6 for If you have this skill at any level, 5 days, and an additional -2 per day Other Weapons you get +1 on reaction rolls when buy- for each further day. Instrumentation Some hand weapons defy easy ing or selling. If you have this skill at becomes useful with the development classification. For instance: level 20 or better, you get +2. of the barometer at TL4, after which Tonfa (DX/Average): A tonfa is a Modifiers: -3 for Gullibility (p. 137); equipment modifiers (p. 345) apply. baton with a protruding handle on one -3 for Low Empathy (p. 142); -1 to -4 for You must know this skill at better than side. It can function as a baton, but Shyness (p. 154). -3 for illegal goods, default to claim bonuses for good you can also grasp it by the handle and unless you have Streetwise at 12+ or equipment.

SKILLS 209 Mimicry† If you succeed, anyone who reads skill level of IQ-2 with the rest. Roll at IQ/Hard your mind must win a Quick Contest -1 per “instrument group” after the of his mind-reading ability vs. your first used in the piece; e.g., a jazz com- Defaults: IQ-6 and others. Mind Block skill in order to get useful position for a saxophone section, This is the ability to imitate voices. information. Otherwise, he gets noth- drums, and bass would require a roll The Voice advantage (p. 97) gives +2 to ing but poetry, multiplication tables, at -2. skill. You must specialize: etc. However, if you ever critically fail To compose for an orchestra or a Mind Block roll, you thought about band with a conductor requires Group Animal Sounds: Lets you emulate a precisely what the mind reader want- Performance (Conducting) skill lion’s roar, a wolf’s howl, a frog’s croak, ed to know – in detail – right there in (p. 198) at IQ level. Roll at -1 per gen- etc. You can only imitate animals that the forefront of your mind! eral class of instruments after the first have distinctive sounds. Make a skill This skill only works against mind used in the piece. Classes include roll to attract animals of the type mim- reading, not mind control or other brass, percussion, strings, and wood- icked – or predators that normally mental attacks. If you have a super- winds. Treat choir, harp, organ, or hunt those animals – if any are nearby. natural mind shield, Mind Block acts piano as its own class. To fool people, you must win a Quick as a last-ditch defense: only mental This skill includes the ability to Contest of Mimicry vs. the listeners’ probes that pierce your magical or read, write, and transcribe music in Naturalist-3 or Perception-6. Default: psionic defenses and contact your your culture’s notation system (if any). Naturalist-6. mind will encounter the block. Treat different systems – and different Bird Calls: Allows you to reproduce musical traditions – as familiarities Modifiers: +2 if you do nothing but the whistles, chirps, and other sounds (see Familiarity, p. 169). made by birds. Otherwise, this concentrate on blocking; -3 if you are works as Animal Sounds. Default: mentally or physically stunned; -2 or Musical Influence more to hide emotions rather than Naturalist-6. IQ/Very Hard Speech: Enables you to imitate thoughts, depending on how strong vocal sounds. This does not allow you the GM rules your emotions are – it’s Defaults: None. to converse in a foreign language, but hard to block your emotions while Prerequisites: Musical Ability 1 and if you have heard it, you can repro- sneaking up on your most hated either Musical Instrument or Singing duce the sound of it. If you are trying enemy! at 12+. to mimic a specific person, roll at -3. This cinematic skill allows you to Treat this roll as a Quick Contest vs. Monowire Whip influence the emotions of others by the IQ of anyone who knows the per- see Melee Weapon, p. 208 playing a musical instrument or son mimicked well. Defaults: Acting-6 singing. In some settings, this is a or Linguistics-4. Mount magical or psionic talent, or a special Animal Sounds and Bird Calls DX/Average form of hypnotism, and works with default to one another at -6. There is Default: DX-5. any instrument, as well as with voice. no default between these specialties In other settings, this skill is associat- This is the trained ability to serve and Speech. ed with a specific type of magical or as a mount for a rider. If your Mount Note that if you have the Mimicry ultra-tech instrument. skill exceeds your rider’s Riding level, advantage (p. 68), there is no need to To attempt Musical Influence, you he may use the average of the two learn this skill! must first get your audience to sit and skills (round up) whenever he must listen to your performance. You must Mind Block make a Riding roll. If you have any also make a successful Musical points in this skill, your rider gets a Instrument or Singing roll. You may Will/Average minimum +1 to skill. To throw an then roll against your Musical Defaults: Will-5 or Meditation-5. unwelcome rider, win Quick Contest Influence skill. On a success, you can This ability allows you to establish of Mount vs. his Riding skill. adjust the reaction roll of your audi- a mental block against psionic or mag- ence – to you or to anyone present – ical attempts to eavesdrop on your Musical Composition up or down by an amount equal to thoughts and emotions. The tech- IQ/Hard your margin of success, to a maxi- niques involved are wholly mundane – Defaults: Musical Instrument-2, or mum of +3 (+4 for critical success). for instance, doing complicated math- to Poetry-2 for song. If you have only a few seconds, or ematical calculations, or repeating if the audience is not paying full atten- This is the ability to compose a poetry over and over again. With suffi- tion to your performance, you may piece of music. A successful skill roll cient training, anyone can learn this adjust reaction rolls by ±1 at most, means the piece is a pleasant listening skill. regardless of your margin of success. experience. To maintain a block, you must Listeners who do not wish to be To compose for an ensemble or make a Mind Block roll once per influenced may resist with Will. Hard band without a conductor, you must minute. You must roll every second in of Hearing (p. 138) gives +4 to resist, have a skill level of IQ with at least one combat or other stressful situations. and those with Deafness (p. 129) are instrument in the composition and a completely immune. However, some

210 SKILLS science-fiction devices generate vibra- tells you where you are or lets you This is the ability to use a net as a tions that affect the body, in which plot a course. thrown or melee weapon. For detailed case a listener’s sense of hearing is You must specialize: net rules, see Special Ranged Weapons irrelevant. (p. 410). Sea: Navigation by the stars and It is up to the GM to determine ocean currents. Modifiers: +3 if you whether this skill works on animals as Observation have Absolute Direction (p. 34), or a well as sapient beings. In classic high-tech global positioning system Per/Average fantasy, it just might! or inertial compass; -5 (and no use of Defaults: Perception-5 or Musical Instrument† Astronomy default) if you lack high- Shadowing-5. tech aids, the weather is bad, and the IQ/Hard This is the talent of observing dan- stars are hidden. Defaults: gerous or “interesting” situations Defaults: Special. Astronomy-5 or Seamanship-5. without letting others know that you This is the ability to play a musical Air: Navigation by the stars and by are watching. Use this skill to moni- instrument. With a successful skill the terrain below. Modifiers are as for tor a location, a group of people, or roll, you give a competent perform- Navigation (Sea). Default: your immediate surroundings for ance. You must specialize in a partic- Astronomy-5. concealed or tactically significant ular instrument. Defaults between Land: Navigation using landmarks details. This is not the same as gath- specialties range from -3 for similar and the stars; also called “orienteer- ering clues or making a hands-on instruments to “no default” for utterly ing.” Modifiers: +3 if you have search (use Forensics and Search, unrelated ones, such as Musical Absolute Direction or a high-tech respectively) – you always use Instrument (Drums) and Musical substitute. Defaults: IQ-5, Observation from a distance. Instrument (Harp). Cartography-4, or Mathematics A successful skill roll lets you This skill includes the ability to (Surveying)-4. gather information that is not specif- read music in your culture’s notation Space: Navigating through ordi- ically hidden. For instance, you could system (if any). Treat different sys- nary interplanetary and interstellar case a bank for obvious cameras tems as familiarities (see Familiarity, space, usually at less than the speed before a robbery, learn the schedule p. 169). of light (but some science-fiction of sentries, estimate the size of a “warp drives” let you travel at faster- crowd, or gauge the strength of Naturalist† than-light speeds in normal space). troops moving in the open. The GM IQ/Hard Modifiers: +2 for 3D Spatial Sense may require an Intelligence Analysis (p. 34). Defaults: Astronomy-4 or Defaults: IQ-6 or Biology-3. roll to interpret what you observe. Mathematics (Applied)-4. To spot deliberately hidden details This skill – crucial for fantasy Hyperspace: Also called “astroga- – e.g., someone trying to sneak up on druids and rangers – represents prac- tion.” Similar to Navigation (Space), you, an armed man hiding in the tical (as opposed to scientific) knowl- but used when traveling through crowd, or a concealed machine-gun edge of nature in its many forms. It “jump space” or “hyperspace.” In set- nest – you must win a Quick Contest includes just enough Biology to tell tings with multiple faster-than-light of Observation skill vs. the Stealth, dangerous plants and animals from drive technologies, there may be one Shadowing, or Camouflage skill (as benign ones; just enough Geology to Navigation specialty per drive type. appropriate) of the other party. The locate a cave to shelter in; and just Modifiers are as for Navigation GM should roll the Contest in secret, enough Meteorology to know when to (Space). Defaults: Astronomy-4 or and should not say, “You don’t see the take shelter. Roll vs. skill to do any of Mathematics (Applied)-4. machine gun nest concealed in the these things. Air, Land, and Sea default to one bushes.” In settings where it is possible to another at -2. Space and Hyperspace If your attempt fails, you get no visit other worlds, you must specialize default to one another at -5. There are details on an obvious item, or fail to by planet. The specialties for planets no defaults between these two groups. spot a hidden one. On a critical fail- of the same type (see Planet Types, ure, someone spots you and reacts p. 180) default to one another at -4. Modifiers: -1 to -10 for being in an poorly to the attention . . . Any larger difference results in no unfamiliar area (GM’s discretion, but default. an unfamiliar world, star system, etc. Modifiers: Acute Senses (p. 35), as should give at least -5); equipment appropriate; modifiers for cover, Navigation/TL† modifiers (p. 345). darkness, or size; -1 to -10 if the tar- IQ/Average get is concealed by high-tech camou- flage or “stealth” technology; +1 to Defaults: Special. NBC Suit/TL see Environment Suit, p. 192 +10 if you possess suitable surveil- This is the ability to find your lance devices (a thermograph to spot position through careful observation Net a concealed sniper, binoculars to of your surroundings and the use of observe troop movements, etc.) and instrumentation. A successful roll DX/Hard succeed at the skill roll to operate Default: Cloak-5. them.

SKILLS 211 Occultism structure, etc. from fossil evidence. A Parachuting/TL IQ/Average successful roll – with equipment DX/Easy modifiers (p. 345) for lab facilities – Default: IQ-5. identifies the approximate age of a Default: DX-4. This is the study of the mysterious fossil. This is the ability to survive a para- and the supernatural. An occultist is You must specialize: chute jump. Roll once per jump. an expert on ancient rituals, haunt- Micropaleontology: The study of Failure could mean anything from ings, mysticism, primitive magical fossils too small to be seen with the drifting off course to panic that makes beliefs, psychic phenomena, etc. Note naked eye. This skill requires a lab. you drop your gear (GM’s option). A that an occultist does not have to Paleoanthropology: The study of critical failure means the chute did believe in the material he studies! human fossils and tools, and the rela- not open or was fatally fouled (see In worlds where everyone knows tion of primitive tribes to their habi- Falling, p. 431). For a jump under bad that paranormal powers exist, tats. Also defaults to Anthropology-2. conditions, make a second roll on Occultism covers lore about these Paleobotany: The study of vegetable landing – for instance, to survive an powers and their users. A good roll fossils. “ankle-breaker” landing without might provide insights into phenome- Paleozoology: The study of prehis- injury, or to dodge trees on the way na that aren’t related to known pow- toric animals from fossilized bones, down. Make an IQ-based roll to pack a ers. However, Occultism provides no food, feces, footprints, etc. parachute. details on how talented individuals Modifiers: -2 if your body weight invoke their powers. For instance, a These specialties default to one plus encumbrance exceeds your Basic fantasy occultist would know what another at -2. Lift¥10. magic can accomplish, and could pro- vide advice on slaying demons, but without Thaumatology skill (p. 225), he could not explain the gestures, Note that an occultist does not have to believe words, and symbols used by wizards. in the material he studies! In campaigns where many super- natural forces coexist, the GM may require occultists to specialize in such fields as Demonology (the study of Panhandling Parry Missile Weapons demons, possession, and pacts), IQ/Easy DX/Hard Pneumatology (the study of spirits), Defaults: IQ-4, Fast Talk-2, or and Vampirology (the study of Public Speaking-3. Defaults: None. vampires). This is the art of effective begging: This skill lets you parry thrown or missile weapons with a ready melee Packing who to approach, how to approach them, and how to avoid legal entan- weapon. If you are wearing wrist- IQ/Average glements. Roll once per hour of beg- bands or gloves with DR 2+, or have at Defaults: IQ-5 or Animal Handling ging. least this much natural DR, you can (Equines)-5. On a success, you net $2.00 times also parry with your hands. Your your margin of success. On a critical Parry score is (skill/2) + 3, rounded This is the ability to get loads on down – but based on Parry Missile and off of pack animals quickly and success, you get some sort of unex- pected bonus – perhaps someone buys Weapons skill, not your Melee efficiently. It also lets you get the best Weapon or unarmed combat skill. performance from pack animals on you dinner or gives you a useful or the road, judge such beasts before saleable item (e.g., a raincoat or a new Modifiers (to Parry): +4 to parry purchase, and select the best route for pair of shoes). On a failure, you large thrown weapons (e.g., axes and a pack train. If the beasts are ornery receive nothing. On a critical failure, spears); +2 to parry small thrown or badly trained (GM’s judgment), you you are assaulted or have a run-in weapons (e.g., knives and shuriken); must make a successful Animal with the law. no modifier to parry arrows; -2 to Handling roll before you can attempt Modifiers: Any bonus for Charisma parry smaller low-tech missiles (e.g., a Packing roll. A caravan without at (p. 41); +3 for Pitiable (p. 22); -1 to -4 crossbow bolts and blowpipe darts). least one master packer (Packing at for Shyness (p. 154). You may, if you You cannot parry bullets or similar 15+) moves at 80% its normal speed. wish, apply the opposite of your usual high-tech projectiles! (Exception: appearance modifier – that is, a penal- Enhanced Time Sense allows you to Paleontology/TL† ty for being attractive or a bonus for parry bullets at -5.) IQ/Hard being unattractive – unless you are Defaults: Biology-4 and others. Horrific or Monstrous (p. 21). The GM Performance may assign a bonus if there is a lot of IQ/Average This is the science of fossil study. foot traffic in the area, or a penalty if Defaults: IQ-5, Acting-2, or Public Make a skill roll to recognize fossils or there is no one around. Speaking-2. to deduce an organism’s habitat,

212 SKILLS This is the ability to act on the You do not necessarily believe in This is the science dealing with the stage or screen. It is different from the ideals of the philosophy you study. properties and interactions of matter Acting in that you are trying to If you do, you may ask the GM to and energy. Beyond the basics (such impress and entertain people – not make a secret roll against your as the behavior of moving bodies), a deceive them. If you studied this skill Philosophy skill when you are faced physicist’s knowledge includes what- formally, it includes the knowledge with a moral dilemma. On a success, ever is understood about electricity, expected of a professional actor from the GM will “enlighten” you and pro- gravity, heat, light, magnetism, radia- your culture and tech level (stage vide a hint as to which course of tion, and sound at his tech level. directions, actor-agent-producer action “feels” right given your beliefs. At TL6+, most physicists have an relations, etc.). optional specialty (p. 169): acoustics, Photography/TL astrophysics, geophysics, nuclear Modifiers: +2 for Voice (p. 97); -1 to physics, optics, particle physics, quan- -4 for Shyness (p. 154); -2 for IQ/Average tum physics, relativity, solid-state Stuttering (p. 157). Defaults: IQ-5 or Electronics Operation (Media)-5. physics, etc. Some settings offer exotic options, such as hyperspace physics Persuade This is the ability to use a camera (the science of hyperspace and jump see Enthrallment, p. 191 competently, use a darkroom (TL5+) points), parachronic physics (the or digital imaging software (TL8+), study of other realities and timelines), Pharmacy/TL† etc., and to produce recognizable and paraphysics (the physics of psi phe- IQ/Hard attractive photos. You may roll at nomena), probability physics (the Defaults: IQ-6 and others. default to use a camera, but not to study of probability manipulation), develop film or prints in a darkroom. and temporal physics (the science of This is the skill of preparing medi- time travel). cines to treat illness. (To work with Modifiers: -3 for an unfamiliar cam- noxious drugs, use Poisons skill, era; -3 for a motion-picture camera. Physiology/TL† p. 214.) You must specialize: Physician/TL IQ/Hard Herbal: The ability to make and IQ/Hard Defaults: IQ-6, Diagnosis-5, administer remedies prepared from Defaults: IQ-7, First Aid-11, or Physician-5, or Surgery-5. plants. Make a Naturalist roll to locate Veterinary-5. herbs. Before TL5, this is the only spe- This is the study of the human cialty available. It replaces Physician This is the ability to aid the sick body and its function. A physiologist (below) and is frequently used in con- and the injured, prescribe drugs and knows how bones, muscles, and junction with Esoteric Medicine care, etc. Make a skill roll to hasten organs work, and where they are (p. 192). At TL5+, this specialty natural recovery from injury (see located. In settings with multiple sapi- remains available, but Pharmacy Recovery, p. 423), and whenever the ent species, you must specialize by (Synthetic) is much more common. GM requires a roll to test general med- race. Defaults between species (if any) Prerequisite: Naturalist. Defaults: ical competence or knowledge. Apply are up to the GM. Biology-5, Herb Lore-5, or physiology modifiers (p. 181) if your Naturalist-5. patient is of a different species from Pickpocket Synthetic: The skill of preparing you. DX/Hard drugs under “laboratory” conditions. At TL4 and below, this skill does not Defaults: DX-6, Filch-5, or Sleight To prescribe drugs, use Physician skill. exist in most game worlds. Instead, of Hand-4. This specialty is only available at use Esoteric Medicine (p. 192), This is the ability to steal a purse, TL5+. Defaults: Chemistry-5 or Pharmacy (Herbal) (above), or both. knife, etc., from someone’s person – or Physician-5. At TL5+, medical knowledge is to “plant” something on him. divided between Pharmacy If your victim is aware someone (Synthetic) and Physician. A physician Philosophy† may try to pick his pocket, or if he is knows a great deal about drugs. He IQ/Hard generally wary, you must win a Quick can identify most drugs fairly easily Default: IQ-6. Contest of Pickpocket vs. the higher of (at -5 without laboratory facilities but his Perception or Streetwise skill. To This is the study of a system of +3 if he takes the risk of smelling/tast- outwit a third party who is watching principles to live by. You must special- ing the substance), but he cannot for- you and the victim, you must win a ize in a particular school of philoso- mulate them unless he also learns Quick Contest of Pickpocket vs. the phy; e.g., Confucianism, Marxism, or Pharmacy. Stoicism. (If you study a religious phi- watcher’s Observation skill. losophy, buy Theology skill, p. 226.) Physics/TL Modifiers: +5 if the victim is dis- When confronted with someone who IQ/Very Hard tracted; +10 if he is asleep or drunk; subscribes to this philosophy, a suc- Default: IQ-6. up to -5 for goods in an inner pocket; cessful Philosophy roll might provide Prerequisite: Mathematics (Applied) and up to -10 for a ring or similar insights into his behavior. at TL5+. jewelry.

SKILLS 213 Piloting/TL† Helicopter: Any aircraft that uses Vertol: Any aircraft that flies by DX/Average rotors for both lift and thrust. brute-force application of thrust Defaults: Autogyro-2, Vertol-4, or rather than by using rotors or wings. Default: IQ-6. other Piloting at -5. Defaults: Contragravity-3, Helicopter- This is the ability to operate a spe- High-Performance Airplane: Any 4, or other Piloting at -5. winged aircraft capable of flying faster cific type of aircraft or spacecraft. The Modifiers: +1 for 3D Spatial Sense than 600 mph. Defaults: Aerospace, default is to IQ, because it takes intel- (p. 34); +1 for Perfect Balance (p. 74). Heavy Airplane, or Light Airplane at ligence to figure out the controls in an -2 for an unfamiliar vehicle within -2, or other Piloting at -4. emergency, but when you learn this your specialty (e.g., a twin-engine High-Performance Spacecraft: Any skill, always base it on DX. plane when you are used to single- space vehicle capable of accelerations Roll against Piloting for takeoffs engine craft); -2 or more for unusually of 0.1G or more. Defaults: Aerospace-4 and landings, and in any hazardous primitive or extremely complex con- or Low-Performance Spacecraft-2. situation. Failure by 1 indicates a trols; -4 or more for a plane in bad Light Airplane: Any winged aircraft rough job; failure by more indicates repair; -2 or more for bad flying weighing 10 tons or less and flying at damage to the vehicle. A critical failure conditions. is a crash! If you have skill 15+, a criti- 600 mph or slower. Defaults: Glider, cal failure requires an immediate sec- Heavy Airplane, High-Performance Poetry ond roll. Only if the second roll is a fail- Airplane, or Ultralight at -2, or other ure does a mishap occur. Otherwise, it Piloting at -4. IQ/Average was a “near thing,” averted by experi- Lighter-Than-Air: Any kind of air- Defaults: IQ-5 or Writing-5. ence. Air combat requires frequent ship or balloon. Default: other Piloting This is the ability to compose Piloting rolls as well. at -5. “good” poetry of any type native to Make an IQ-based Piloting roll for Lightsail: Any spacecraft that uses a your culture, in any language you basic map reading or practical mete- lightsail, regardless of thrust. Default: know. A successful roll lets you write orology, or to recall aviation laws and Low-Performance Spacecraft-4. one good poem in an appropriate regulations. Low-G Wings: Muscle-powered amount of time (GM’s decision). Remotely piloted vehicles (RPVs) strap-on wings used in a low-gravity A failed roll might mean that you use this skill if the pilot uses some environment with an atmosphere. couldn’t get inspired – or that your form of telepresence to mimic actual- Learn Flight (p. 195) for endurance audience just didn’t care for your work ly being in the cockpit. Otherwise, flying. Default: Glider-4. (for whatever reason). make a DX-based roll against the Low-Performance Spacecraft: Any appropriate skill for the task the RPV space vehicle that accelerates at less Modifiers: The time modifiers is performing (e.g., Forward Observer than 0.1G. Defaults: Aerospace-4 or under Time Spent (p. 346) will often for a surveillance drone). High-Performance Spacecraft-2. apply; Cultural Familiarity modifiers You must specialize: Ultralight: Any winged aircraft (p. 23); Language modifiers (p. 23). weighing 0.5 tons or less and flying at Aerospace: Any vehicle capable of 200 mph or slower. Defaults: Glider or Poisons/TL atmospheric flight to and from orbit. Light Airplane at -2, other Airplane IQ/Hard Defaults: High-Performance Airplane- specialties at -4, or other Piloting at -5. Defaults: IQ-6, Chemistry-5, 2 or other Piloting at -4. Pharmacy (any)-3, or Physician-3. Autogyro: Any rotor-equipped air- craft that uses its rotors for lift but not thrust. Defaults: Helicopter-3, any Airplane specialty at -4, or other Piloting at -5. Contragravity: Any aircraft that relies on ultra-tech or magical levita- tion. Defaults: Vertol-3 or other Piloting at -5. Flight Pack: Any “strap-on” aircraft. Defaults: Vertol-4 or other Piloting at -5. Glider: Any kind of unpowered, winged aircraft. Defaults: Light Airplane or Ultralight at -2, or other Piloting at -4. Heavy Airplane: Any winged air- craft weighing over 10 tons and flying at 600 mph or slower. Defaults: High- Performance Airplane or Light Airplane at -2, or other Piloting at -4.

214 SKILLS This skill represents practical can triple your ST by accepting an Modifiers: Physiology modifiers knowledge of poisons. A successful extra -10 to the skill roll. (p. 181). skill roll lets you (among other things) You can also use this skill in non- recognize a poison-bearing plant in combat situations. For instance, you Pressure Secrets the wild; extract the poison in a useful could use Power Blow to double or IQ/Very Hard form; recognize a poison by its taste in triple your ST momentarily in order to Defaults: None. food or drink; identify a poison by move a heavy object. Such feats cost 1 Prerequisites: Trained By A Master observing its effects (+3 if you are poi- FP and require a skill roll, as described and Pressure Points at 16+. soned); know a proper antidote; or above. recognize or prepare the antidote This skill represents knowledge of Modifiers: -10 if used instantly, from its sources. Each of these feats the most vulnerable vital points of the dropping to -5 after 1 turn of concen- requires a separate roll. human body. It allows you to maim tration, -4 after 2 turns, -3 after 4 and kill by crushing and tearing vital Modifiers: Acute Taste and Smell turns, -2 after 8 turns, -1 after 16 organs and nerve clusters with deadly (p. 35) gives a bonus to notice or rec- turns, and no penalty after 32 turns. precision. ognize a poison by taste or by scent. To use this ability, you must make a Likewise, Discriminatory Smell and Pressure Points successful unarmed attack. This Discriminatory Taste (p. 49) give +4 to IQ/Hard attack is at -2 in addition to any hit these tasks when working by smell or Defaults: None*. location modifier (see Hit Location, by taste, respectively. Prerequisites: Trained By A Master p. 398). If you hit, make a Pressure or Weapon Master. Secrets roll. Polearm * May default to Esoteric On a success, any damage that pen- see Melee Weapon, p. 208 Medicine-4 in a cinematic campaign. etrates DR is doubled – or tripled if you targeted the vital organs. In effect, This is the art of striking pressure Politics your hands and feet have become points in order to disable an oppo- impaling weapons! IQ/Average nent. To use this ability, you must You can also use this ability with Defaults: IQ-5 or Diplomacy-5. make a successful attack with Karate locks and similar grappling attacks. (or other appropriate combat skill; see This is the ability to get into office This represents knowledge of exactly below). This attack is at -2 in addition and get along with other politicians. It where to apply pressure to tear or to any hit location modifier (see Hit has nothing to do with administra- sprain joints and ligaments. After Location, p. 398). If at least one point tion! You can only learn Politics in applying the lock, make a Pressure of damage penetrates the target’s DR, office or by working for someone in Secrets roll. On a success, double the roll a Quick Contest of Pressure Points office. A successful skill roll will give damage, shock, or harmful effects of vs. the victim’s HT. you +2 on reactions from fellow the lock for that turn. If you win, you temporarily disable politicians. The GM may opt to han- This skill is unrealistic and poten- your target. A limb is paralyzed and dle an election as a Quick Contest of tially unbalancing. The GM should effectively crippled for 5d seconds. A Politics. carefully weigh its impact before hit to a torso pressure point interferes allowing it, and may wish to make it Modifiers: +2 for Voice (p. 97); -3 with the victim’s breathing, resulting very difficult for PCs to learn – or even for Low Empathy (p. 142); -1 to -4 in suffocation (see Suffocation, restrict it to deadly NPC opponents. for Shyness (p. 154). In some jurisdic- p. 436); he may roll against HT every tions, money is another important second to recover. A hit to the face Modifiers: Physiology modifiers modifier . . . stuns the victim; he gets an IQ roll (p. 181). every second to recover. A blow to the Power Blow skull blinds the victim for 2d seconds; Professional Skill Will/Hard see Blindness (p. 124). DX or IQ/Average Defaults: None. You can also use Pressure Points Defaults: Special. Prerequisites: Trained By A Master with Judo. Roll the Quick Contest or Weapon Master. described above after successfully Many realistic job skills are more applying a lock. This is in addition to useful for making a living than for This is the ability to draw on your any other effects of the lock. adventuring. Most such skills do not inner strength to deliver a devastating The GM may permit warriors to appear in this skill list – but you can blow in melee combat. Roll once per learn specialties of this skill for use still learn them if you want! Each is a attack. Power Blow costs 1 FP per with crushing weapons. Examples separate Professional Skill. If your attempt, successful or not. include Pressure Points (Bow) for use “adventuring” skills aren’t useful for If successful, double your ST for with blunt arrows, Pressure Points earning money, a Professional Skill damage purposes for the next attack (Shortsword) for use with a baton, can help you earn a steady income. To only. This attack takes all normal mod- and Pressure Points (Staff) for use qualify for most jobs, you will need ifiers, and must occur immediately with a staff. the relevant Professional Skill at after the Power Blow roll. If you know 12+ (unless you are supposed to be Power Blow at better than skill 20, you incompetent!).

SKILLS 215 Most professions encompass a civilian world. Use familiarity (p. 169) Experimental-5; Experimental does body of knowledge. The associated to reflect the differences between not default to Applied, as a shrewd Professional Skills are IQ/Average and these areas. observer of people may lack training default to IQ-5, because the smarter Propaganda works on groups, not in scientific procedures. you are, the better you can recall and individuals. The GM should set the Modifiers: +3 if you know the sub- employ the techniques used at your effective Will of the target group based ject well; +3 if the subject is of a job. Examples include air traffic con- on its size, composition, and resist- known deviant personality type; +1 for troller, barber, brewer, cooper, distiller, ance to the desired outcome, and then Sensitive or +3 for Empathy (p. 51), or dyer, florist, game designer, journalist, use the Influence Rolls (p. 359) rules to -3 for Low Empathy (p. 142), if diag- prostitute, tanner, vintner, and determine the results. Success might nosing a subject in your presence; -3 zookeeper. inform the target audience or even for Callous (p. 125), unless specifically A few professions – glassblower, alter its perceptions. Propaganda rolling to deduce someone’s weak- tailor, weaver, etc. – focus more on attempts nearly always take more time nesses so you can exploit them. precision than on recall. These and exposure than ordinary Influence Professional Skills are DX/Average rolls, however; how much time is up and default to DX-5. to the GM. Public Speaking At the GM’s option, a given IQ/Average Professional Skill might also default to Prospecting/TL Defaults: IQ-5, Acting-5, other skills. For instance, “Journalist” IQ/Average Performance-2, or Politics-5. would logically default to Writing-3. Defaults: IQ-5 or Geology (any)-4. This is general talent with the spo- The skills associated with highly ken word. A successful skill roll lets This is the skill of finding valuable paid or respected professions often you (for instance) give a good political minerals. A successful Prospecting roll have prerequisites. For instance, “Air speech, entertain a group around a lets you locate minerals, judge good Traffic Controller” might require campfire, incite or calm a riot, or put ore from a small sample (and gauge its Electronics Operation (Sensors) skill. on a successful “court jester” act. commercial value), and find water by Like defaults, prerequisites are up to Public Speaking includes skill with using an “eye for country,” as the GM. debate, oratory, and rhetoric, as well described for Survival skill (p. 223). You are free to create your own as ability with less formal activities This skill is “applied geology,” and Professional Skills, subject to GM such as “punning” and storytelling. requires on-site examination. approval. They should be unique and Not all speakers possess talent in all of Prospecting from a distance – using well defined, not just a compilation of these areas. You may take an optional maps, instrument readings, and existing skills. For example: specialty (p. 169) to represent this. extrapolation – uses Geology skill Bartender instead. Modifiers: Any bonus for Charisma IQ/Average (p. 41); +2 for Voice (p. 97); -1 to -4 for Modifiers: Equipment modifiers Defaults: IQ-5 or Carousing-3. Shyness (p. 154); -2 for Stuttering (p. 345); -1 in a new area of a familiar (p. 157); Cultural Familiarity modi- This is the skill of maintaining a type, or -2 or more in an unfamiliar fiers (p. 23); Language modifiers professional-quality bar and interact- type of area, until you have been there (p. 24). ing with customers in a professional for at least a month. yet friendly way. A successful skill roll lets you mix drinks, recall local laws Psychology Push regarding alcohol, gauge the intoxica- IQ/Hard DX/Hard tion level of a customer, or calm an Defaults: None. Defaults: IQ-6 or Sociology-4. unruly drunk before the bouncer Prerequisite: Trained By A Master. needs to get involved. At higher levels, This is the skill of applied psycholo- This skill allows you to channel this skill takes on an element of show- gy, which may be learned by academic your chi in order to “gently” push manship, allowing you to present study or lengthy observation of human away an adversary or cause him to drinks in unique and attractive ways, nature. Roll against skill to predict the lose his balance. Roll against Push and to mix them with showy tricks general behavior of an individual or skill to hit. This counts as a barehand- and flourishes. small group in a particular situation – ed attack (see Shove, p. 372), and your especially a stressful situation. target may attempt any legal active In settings with multiple sapient Propaganda/TL defense. species, you must specialize by race. IQ/Average If you hit, use the higher of your ST Defaults between specialties are up to Defaults: IQ-5, Merchant-5, or or your Push skill as your effective ST. the GM. Psychology-4. Roll swing damage for that ST, and If the GM desires extra detail, he double the result. For instance, if you This is the skill of indirect persua- may rule that Psychology is split into had ST 10 and Push-15, you would roll sion through the media. It is used for two specialties: Applied (described swing damage for ST 15 (2d+1), and psychological warfare by intelligence above) and Experimental (for double it. This damage inflicts knock- and military organizations, and scientists who run rats in mazes and back (see Knockback, p. 378) but never for advertising and marketing in the so forth). Applied defaults to actual physical injury.

216 SKILLS Rapier sacrifice – can give bonuses to spell Modifiers: Language modifiers see Melee Weapon, p. 208 rolls. You must always make a suc- (p. 24), for research materials in a for- cessful Religious Ritual roll to claim eign tongue. such a bonus. In other settings, a Religious Ritual† priest’s magic is only as good as his rit- Riding† IQ/Hard ual. If this is the case, your roll to work DX/Average Defaults: Ritual Magic (same)-6 or magic is against the lower of Religious Defaults: DX-5 or Animal Handling Theology (same)-4. Ritual and your actual spell skill. (same)-3. This is the ability to perform reli- This is the ability to ride a particu- gious rites – masses, funerals, wed- Research/TL IQ/Average lar kind of mount. Make a skill roll dings, etc. – before a congregation. when you first try to mount a riding Defaults: IQ-5 or Writing-3. You must specialize by religion. This animal, and again each time some- Prerequisite: literacy in at least one skill includes detailed knowledge of thing happens to frighten or challenge language (see p. 24)*. the ritual motions, prayers, and trap- the creature (e.g., a jump). * At TL8+, Computer Operation is pings of the faith, as well as the ability You must specialize by riding also a prerequisite. to capture and hold the attention of beast. Defaults between specialties worshipers. For religions that practice This is the ability to do library and vary from 0 to -10. For instance, if you sacrifice, Religious Ritual also covers file research. Roll against skill to find have Riding (Horse), Riding (Mule) is familiarity with sacrificial tools and a useful piece of data in an appropri- essentially the same skill (no default methods. ate place of research . . . if the infor- penalty), Riding (Camel) would To be a priest or holy man at TL1+, mation is there to be found. default at -3, Riding (Dolphin) at -6, you must have both Religious Ritual At the GM’s option, when research- and Riding (Dragon) at a whopping and Theology skill (p. 226) for your ing material connected with a “book- -10! religion. TL0 shamans need only learn learned” skill such as Forensics, Modifiers: +5 if the animal knows Religious Ritual. Literature, or Physics, you may roll and likes you; +1 or more for a mount In worlds where priests can per- against that skill at -2 instead, if that with the Mount skill (p. 210); -10 if the form miracles, each magical ritual or would be better than your Research animal has not been trained for riding. spell is a separate skill, but certain skill or default (but this is not a “mundane” religious rituals – such as general default level).

SKILLS 217 Ritual Magic† IQ/Very Hard Default: Religious Ritual (same)-6. This skill gives an understanding of the intellectual and mystical processes involved in the rituals of a particular tradition of spirit invocation. Make a skill roll to determine the purpose of a ritual conducted in your presence, the type of entity being summoned, etc. You must specialize by tradition; e.g., Voodoo or Witchcraft. Specialties default to one another at -5. The processes involved are comparable, but the specific rituals and spirits dif- fer significantly. In worlds with working ritual magic, Ritual Magic skill is the pri- mary skill of sorcerers. All rituals of power default to it! See the appropri- on. You may also substitute an even if not regulation, and what is for- ate worldbook for details. Influence roll against Savoir-Faire for bidden although there is nothing in This is the skill of invoking spirits any reaction roll required in a social writing against it. Military Rank to produce magical effects for nonreli- situation involving that subculture; determines relative standing. gious reasons. The equivalent skill for see Influence Rolls (p. 359). Roll Police: As Savoir-Faire (Military), the more direct, flashy magic of fanta- once per encounter. but for civilian police service. This sy is Thaumatology (p. 225); knowl- You must specialize. Common spe- gives knowledge of the social proto- edge of religious rites associated with a cialties include: cols for police officers; use Law tradition is Religious Ritual (p. 217). (Police) for the legal protocols. Police Dojo: How to greet masters, wear Rank determines relative standing. weapons, and issue challenges at a Running Servant: Knowledge of how to karate dojo, kung fu kwoon, fencing HT/Average serve the upper class. Certain proce- salle, or similar academy of the mar- Default: HT-5. dures are always done just so (the tial arts. Recognized skill determines salad fork goes outside the dinner This skill represents training in relative standing. In certain places and fork, the Duke is announced before both sprints and long-distance run- times, to flout tradition is to risk vio- the Earl, etc.), and certain attitudes in ning. Roll against the higher of lent retribution! For competitive mar- a servant are unacceptable. Running or HT to avoid fatigue or tial arts (only), this skill defaults to any injury due to running. When racing relevant Games skill at -3. Savoir-Faire (High Society) is the someone of equal Move on foot, roll a High Society: The manners of those most common specialty, and you may Quick Contest of Running skill to of “good” birth and breeding. Status list this as simply “Savoir-Faire” on determine the winner. determines relative standing. Roll your character sheet. Savoir Faire Note that you must have legs and against skill whenever you must (High Society) and (Servant) default be capable of land movement to learn impersonate someone more than to one another at -2. There are no this skill. three Status levels away from your defaults between other types of own. If your Status is negative and Savoir-Faire. Saber you are trying to pass yourself off as Modifiers: Cultural Familiarity see Melee Weapon, p. 208 someone of Status 1+, or vice versa, modifiers (p. 23). +2 if you are of high- this roll is at -2. er standing than those you are trying Mafia: Proper conduct within a for- Savoir-Faire† to impress, or -2 if you are of lower mal criminal organization. This IQ/Easy standing (“standing” might mean includes such things as codes of Defaults: IQ-4 and others. Rank, Status, skill level, or something silence and showing proper deference else). +2 if you seem to have important This is the skill of appropriate to “made men.” These protocols often friends. -4 for Clueless (p. 126); -3 for behavior in a subculture that has an ape those of high society . . . but the Low Empathy (p. 142); -1 for Oblivious established code of conduct – for penalties for misconduct are far more (p. 146); -1 to -4 for Shyness (p. 154). instance, high society or the military. severe. Default: Streetwise-3. When dealing with that social group, a Military: The customs, traditions, successful skill roll lets you interact and regulations of military service. Scrounging without embarrassing yourself, detect This also includes knowledge of the Per/Easy pretenders to high standing, and so unwritten rules: what is acceptable Default: Perception-4.

218 SKILLS This is the ability to find, salvage, skin search. In general, if the net as it does with looks. If you are not or improvise useful items that others bonus to the concealer’s Holdout roll willing to “vamp” someone to get what can’t locate. Each attempt takes an is +3 or more, a skin search is required. you want, you won’t have this skill – or hour. You do not necessarily steal your If his Holdout is at -2 or worse for size, want it. booty; you just locate it – somehow – a skin search will automatically find You may substitute an Influence and then acquire it by any means nec- the hidden item. roll against Sex Appeal for any reac- essary. Note that if you find something tion roll made by someone who is Modifiers: +1 for a “pat-down” of that is “nailed down,” you must decide attracted to members of your sex; see an unresisting person (takes one how to try to get it (which might Influence Rolls (p. 359). minute), +3 for a thorough “skin require a roll on another skill). Usually, you may make only one search” of a person’s hair and clothing attempt per “target,” although the GM Modifiers: As the GM sees fit, for (takes three minutes), or +5 for a com- might allow another attempt after a the rarity of the item sought. plete search, including body cavities few weeks. (takes five minutes). Bonuses for Scuba/TL Acute Touch (p. 35) and Sensitive Modifiers: +2 for Voice (p. 97); -3 for IQ/Average Touch (p. 83) apply to all hands-on Low Empathy (p. 142); -1 for Oblivious Defaults: IQ-5 or Diving Suit-2. searches. On a successful Electronics (p. 146); -1 to -4 for Shyness (p. 154); -2 Prerequisite: Swimming. Operation (Security) roll, specialized for Stuttering (p. 157). Apply any sensors – metal detectors, X-ray bonus for above-average appearance This is the ability to use self-con- machines, etc. – give from +1 to +5 to (p. 21) – or double the penalty for tained underwater breathing appara- find items they can detect (a metal below-average appearance! tus (scuba). Roll when you first enter detector won’t help you find plastic the water, and again every 30 minutes explosives!). Shadowing thereafter, to avoid inhaling water IQ/Average (treat as drowning; see Suffocation, Sewing/TL Defaults: IQ-5, Observation-5, or p. 436). If you know this skill above DX/Easy Stealth-4 (on foot only). default level, a successful roll also lets Default: DX-4. you spot problems with the equipment This is the ability to follow anoth- before you put it on. This is the ability to work with er person through a crowd without fabric using the tools of your tech being noticed. (In the wilderness, use Modifiers: -2 to -4 for unfamiliar level. A successful skill roll lets you Tracking and Stealth.) Roll a Quick scuba rigs; e.g., closed-circuit gear repair damaged clothing (or any Contest every 10 minutes: your when you’re used to open-circuit. other item made of cloth), modify Shadowing vs. the subject’s Vision garments (useful when you must roll. If you lose, you lost the subject; if Seamanship/TL wear another person’s clothing, per- you lose by more than 5, you were see Crewman, p. 185 haps to impersonate him), or create seen. new clothing or costumes from suit- Once the subject is aware you are Search able materials. shadowing him, roll a Quick Contest Per/Average Make an IQ-based roll to design every five minutes: your Shadowing Defaults: Perception-5 or clothing, at +1 if you have Fashion skill vs. his Shadowing or Stealth Criminology-5. Sense (p. 21). skill. If he wins, he eludes you. If he Before TL7, someone knows this loses by more than 5, he thinks he This is the ability to search people, skill in almost every household. At eluded you. If you critically fail, you baggage, and vehicles for items that TL7+, it is rare for anyone but a pro- lose him and follow the wrong person. aren’t in plain sight. The GM rolls fessional seamstress or tailor to know Following someone in a vehicle is once – in secret – per item of interest. Sewing – most people work at default harder than shadowing on foot. Use For deliberately concealed items, this (at +4 for a simple task like reattach- the same rules, but you roll at -2 (and is a Quick Contest of your Search skill ing a button) and discard items that may not use your Stealth default). vs. the Holdout or Smuggling skill they cannot mend. used to hide the item. If you fail, the Modifiers: -3 if the subject knows GM simply says, “You found noth- Modifiers: Equipment modifiers you. Distinctive appearance gives a ing.” (It defeats the purpose to say, (p. 345); modifiers for High Manual penalty – see Build (p. 18), Unnatural “You don’t find the gun under his Dexterity (p. 59) or Ham-Fisted Features (p. 22), and specific disadvan- jacket.”) (p. 138). tages (e.g., Hunchback, p. 139) for If more than one person is search- details. If you belong to a visibly dif- ing, roll separately for each searcher. Sex Appeal ferent race than most of the people The GM should avoid unnecessary HT/Average around you, the penalty is up to the rolls. For instance, no human can get Default: HT-3. GM; it is never smaller in magnitude a sawed-off shotgun through a body than the difference between your Size search. Likewise, a knife or jewel sim- This is the ability to impress those Modifier and that of those around ply cannot be found on a normally who are attracted to members of your you. dressed person without an X-ray or sex. It has as much to do with attitude

SKILLS 219 Shield† benefits of area defenses, fire support, Defaults: Submariner-5 or Submarine DX/Easy or tactical communications). (Large Sub)-5. A critical failure under any circum- Modifiers: -2 to master an unfamil- Default: DX-4. stances means an appropriate disaster. iar vessel (e.g., an aircraft carrier Depending on the TL and situation, This is the ability to use a shield, when you’re used to a battleship); -2 this could mean running aground, col- both to block and to attack. Your for an unfamiliar crew; -2 or more for liding with another vessel, being dis- active defense with any kind of shield a vehicle in bad repair. – your Block score – is (skill/2) + 3, masted, losing your screws or rudder, rounded down. You must specialize: or simply giving an order that your crew disregards. Whether they then Shortsword Shield: Any shield held in place save your ship for you, or mutiny and see Melee Weapon, p. 208 with straps. Such shields have the flee, is up to the GM. advantage that you can hold (but not wield) something in your shield hand, but the disadvantage of being slow to put on or take off. This is the most common specialty – list it as “Shield” on character sheets. Buckler: Any kind of shield, usually a small one, held in the hand. A buck- A critical failure under any circumstances ler occupies one hand completely, but you can ready it in only one turn and means an appropriate disaster: running drop it as a free action. aground, colliding with another vessel, being Force: Any shield with a blocking dismasted, losing your screws or rudder, or “surface” formed from energy rather than matter. simply giving an order that your crew disregards. Shield, Shield (Buckler), and Shield (Force) default to one another at -2. Shiphandling/TL† IQ/Hard You must specialize: Defaults: IQ-6 and others. Singing Prerequisites: see below. Airship: Blimps, zeppelins, and HT/Easy similar large airships. Prerequisites: Default: HT-4. This is the ability to act as the mas- Airshipman, Leadership, and ter of a large vessel. It involves direct- Navigation (Air). Defaults: This is the ability to sing in a pleas- ing the crew in the tasks necessary to Airshipman-5 or Piloting (Lighter- ing fashion. A successful roll means control the vehicle’s speed and direc- Than-Air)-5. the audience liked your song. tion. It also covers such duties as keep- Ship: Surface vessels, from tug- ing the captain’s log and inspecting the Modifiers: Language Modifiers boats to carriers. Prerequisites: crew. Someone with Shiphandling (p. 24), if you are singing in a foreign Leadership, Navigation (Sea), and skill (at better than default!) should language; -2 if the audience does not Seamanship. Defaults: Seamanship-5, stand watch at all times when the ves- understand the language; +2 for Voice or to Boating (Large Powerboat)-5 for sel is underway. Roll vs. skill when (p. 97); -2 for Stuttering (p. 157). ships with engines or Boating encountering hazards or maneuvering (Sailboat)-5 for tall ships. for battle. Skating Spaceship: Slower-than-light space- A failed roll when encountering HT/Hard craft. Prerequisites: Leadership, hazards means the vessel is damaged. Default: HT-6. Navigation (Space), and Spacer. This might mean anything from Defaults: Spacer-5 or any spaceship When you are moving on skates, scratched paint to crippling damage Piloting-5. this skill replaces Hiking skill (p. 200) that requires extensive repairs. Starship: Faster-than-light space- for routine travel and Running skill A failed roll in battle means the ves- craft. Prerequisites: Leadership, (p. 218) for racing. The GM may also sel did not go exactly where intended. Navigation (Hyperspace), and Spacer. require DX-based skill rolls in combat The details depend on the vessel, the Defaults: Spacer-5 or any spaceship or chases, or for hazardous maneu- tech level, and the GM’s judgment, but Piloting-5. vers, conditions, or speeds. Under might include weapons being Submarine: All forms of large sub- those circumstances, any failure indi- “masked” (unable to engage the mersibles. Prerequisites: Leadership, cates a fall, while critical failure enemy), a failed boarding attempt, or Navigation (Sea), and Submariner. results in 1d-2 damage to a randomly drifting out of formation with chosen limb. your fleet (which might deny you the

220 SKILLS Skiing This is the ability to work non- Soldier/TL HT/Hard precious metals by hand. You must IQ/Average specialize: Default: HT-6. Default: IQ-5. Copper: Copper itself and its alloys, This replaces Hiking skill (p. 200) including brass and bronze. This skill represents a combination when you are skiing cross-country Traditionally, a smith who worked of basic military training – the lessons and Running skill (p. 218) when you with these metals was called a taught at “boot camp” or its equivalent are racing. Roll once per day of rou- “brownsmith.” Default: Jeweler-4. in your game world – and actual com- tine travel. The GM may require Iron: The skill of being a black- bat experience. Only those who have much more frequent skill rolls – usu- smith. Also covers steel, at tech levels served in an army, militia, etc. are like- ally DX-based – in combat or chases, where it exists. ly to know it. or for hazardous maneuvers, condi- Lead and Tin: Any of the softer, The GM may require a Soldier roll tions, or speeds. In those situations, “white” metals, including alloys such whenever circumstances would test any failure indicates a fall, while crit- as pewter. The traditional name for your battlefield discipline (knowing ical failure means 1d damage to a ran- such a smith was “whitesmith.” when to shoot, use concealment, take domly chosen limb. Default: Jeweler-4. cover, etc.) or skill at practical field survival (e.g., keeping your feet dry Sleight of Hand These specialties default to one and eating when you get the chance). DX/Hard another at -4. Roll daily during prolonged military Default: Filch-5. This skill is IQ-based, but ST is action. Failure means an inconven- important, and some tools have a ience – perhaps a minor piece of This is the ability to “palm” small “Minimum ST,” just like weapons. equipment fails. Critical failure indi- objects, do coin and card tricks, etc. cates a disaster: “friendly fire” inci- Make a skill roll to perform one piece Smuggling dent, trench foot, etc. of simple “stage magic.” A failed roll IQ/Average Soldier includes basic lessons in means you blew the trick. Default: IQ-5. many fields covered by other skills. When you use this skill to steal, you For instance, a TL8 soldier learns to must win a Quick Contest of Sleight of This is the ability to conceal items strip his rifle without learning Hand vs. the Vision roll or in baggage and vehicles. You can also Armoury (Small Arms), to use a radio Observation skill of potential witness- use it to hide an object in a room or a without learning Electronics es to perform the theft unnoticed. building. Roll against skill to hide an Operation (Comm), to dig a foxhole You can also use this skill to cheat item from casual inspection. In an without learning Engineer (Combat), at cards, dice, etc. A successful Sleight active search, the searchers must win and so forth. In a situation where of Hand roll gives from +1 to +5 on a Quick Contest of Search vs. your someone with one of those skills your Gambling roll. Any failure causes Smuggling skill to find the item. would roll at +4 or better for a routine you to be denounced as a cheater! In Modifiers: Equipment modifiers task (see Task Difficulty, p. 345), the both cases, the exact results are up to (p. 345) for specialized smuggling GM may let you roll against Soldier the GM. gear. The difference between the Size skill instead. You do not receive the Modifiers: +3 if the light is dim; +3 Modifier (p. 19) of the package, vehi- bonus that someone with the full- if you have a confederate to distract cle, or room in which you are hiding fledged skill would get, but you do suf- attention; +5 if you have prepared in the item and that of the item itself; fer any situational penalties. advance (cards up your sleeve, etc.); -3 e.g., to hide a bottle of liquor (SM -5) Soldier can only substitute for skill if the person you want to fool knows in a family car (SM +3), you would roll rolls to do things that would be a Sleight of Hand himself; modifiers for at +8. believable part of basic training. This High Manual Dexterity (p. 59) or means the routine use of standard Ham-Fisted (p. 138). Sociology equipment by ordinary troops – not IQ/Hard research, improvisation, or design, Sling and never the operation of new or Defaults: IQ-6, Anthropology-3, or secret technologies! Soldier cannot DX/Hard Psychology-4. replace weapon skills, either; you Default: DX-6. This is the study of societies and must buy all such skills separately. This is the ability to use the sling or social relationships. A successful skill Example: If someone with staff sling. roll lets you judge how well a large Electronics Operation (Comm) would group of people will work together; be at +4 to call HQ on a standard-issue Smallsword deduce the social pressures contribut- radio, you could do so with a success- see Melee Weapon, p. 208 ing to a crime wave, revolution, war, ful Soldier roll. However, you could etc.; or predict the most probable out- not use Soldier to fix a broken radio, Smith/TL† come of dissimilar societies coming use an enemy radio, or transmit coded IQ/Average into contact. signals. Defaults: IQ-5 and others.

SKILLS 221 Spacer/TL Sports skill. Most Sports skills are conceal yourself anywhere except in a see Crewman, p. 185 DX/Average and default to DX-5, but totally bare room, or move so quietly those that put a premium on strength that nobody will hear you, or follow (e.g., rugby) might default to ST-5. someone without being noticed. (To Spear Some Sports skills might default to follow someone through a crowd, use see Melee Weapon, p. 208 one another or to other skills as well. Shadowing, p. 219.) Make an IQ-based roll to recall the If someone is specifically on the Spear Thrower basic rules of your sport. Detailed alert for intruders, the GM will roll a DX/Average knowledge of the full rules governing Quick Contest between your Stealth Defaults: DX-5 or Thrown Weapon leagues and tournaments – as would and the sentinel’s Perception. (Spear)-4. be expected of a coach or referee – is You can also use this skill to stalk covered by the relevant Games skill game. A successful roll (and about 30 This is the ability to use the spear (p. 197). minutes) gets you within 30 yards of thrower: a long, flat stick with a notch The GM may rule that certain most animals. Another roll, at -5, gets or a loop at one end. It increases the Sports are useful in combat situations. you within 15 yards. force with which you can hurl a javelin For instance, Sports (Baseball) might Modifiers: A penalty equal to your or similar weapon. It takes one turn to let you use a bat to parry hurled rocks encumbrance level. -5 to hide in an position the spear in the thrower after and grenades at (skill/2) + 3, Sports area without “natural” hiding places, both are in hand and ready. (Bullfighting) might give a Parry equal or +3 or more if there are many hiding to (skill/2) + 3 against a slam by a Modifiers: -5 in tight quarters (less places. -5 to move silently if you are beast that uses a “running head butt,” than two yards of overhead clear- moving faster than Move 1. -5 to fool and you might be able to roll against ance). those with Discriminatory Smell (e.g., Sports (Rugby) to hit with a slam. Speed-Reading dogs). IQ/Average Defaults: None. This is the ability to read much faster than normal. Whenever time is A successful Streetwise roll might let you learn of the essence (for instance, when where any sort of illegal “action” is; which local reading the instructions on a para- chute as you fall), multiply your read- cops or bureaucrats can be bought, and for how ing speed by a factor of 1 + (skill/10); much; and how to contact the local underworld. e.g., Speed-Reading-12 would give a factor of 2.2. Make a skill roll to deter- mine whether you retain what you have read. On a failure, your recall is shaky. Staff Every time you try to remember or use Strategy† see Melee Weapon, p. 208 what you read, you must make an IQ IQ/Hard roll at a penalty equal to your margin Stage Combat Defaults: IQ-6, Intelligence of failure. Roll at +5 if you have Analysis-6, or Tactics-6. Eidetic Memory, or +10 for DX/Average Photographic Memory. If this roll Defaults: Combat Art or Sport-2, an This is the ability to plan military fails, you cannot recall the informa- actual combat skill-3, or Performance- actions and predict the actions of the tion; on a critical failure, you recall 3. enemy. In most settings, only the badly flawed information but believe military teaches this skill. it to be true! To eliminate this IQ roll, This skill allows you to perform a A successful Strategy roll lets you you must go back and reread the choreographed fight safely, yet in an deduce, in advance, enemy military material slowly. entertaining manner. A critical failure plans unless another person with this indicates an injury: 1d-2 damage to a skill leads them. In that case, the GM Modifiers: Language modifiers random location. rolls a Quick Contest of Strategy. The (p. 24). Modifiers: -4 for an unfamiliar amount of information gained weapon. depends on how well you roll (but not Sports on the quality of the foe’s plans). If DX/Average Stealth you fail an uncontested roll or lose a Defaults: DX-5 and others. DX/Average Quick Contest, the GM gives you false information. This is the ability to play a particu- Defaults: DX-5 or IQ-5. You must specialize in a type of lar sport well – perhaps well enough to strategy – Land, Naval, Space, etc. earn a living. Each sport is a separate This is the ability to hide and to move silently. A successful roll lets you These specialties default to one

222 SKILLS another at -4. The specific units being Suit or Scuba. Defaults: Large Sub-5 This is skill at using invasive med- commanded are less important; even or Mini-Sub-4. ical techniques to treat sickness or the units of another nation or tech Large Sub: Any crewed, long-dura- injury. Roll once per operation. On a level would give -1 or -2 at most (GM’s tion submersible, including attack success, the operation proceeded judgment), as long as you had accurate subs and missile subs. Defaults: Free- without complications. On a failure, information about their capabilities. Flooding Sub-5 or Mini-Sub-4. the patient took damage – 2d for a Mini-Sub: Any small, closed, short- simple amputation, 3d for other pro- Streetwise duration submersible, typical of those cedures. Surgery rolls can also facili- IQ/Average used for scientific research. Defaults: tate recovery from wounds; see Default: IQ-5. Free-Flooding Sub-4 or Large Sub-4. Surgery (p. 424). This skill represents general surgi- Modifiers: -2 for an unfamiliar sub- This is the skill of getting along in cal expertise, which is relatively rare in marine within your specialty (e.g., a rough company. A successful real life. Most surgeons have an option- diesel attack sub when you are used to Streetwise roll might let you learn al specialty (p. 169) in a certain part of a nuclear missile sub); -4 or more for (among other things) where any sort the body (brain, heart, etc.) or a specif- a vessel in bad repair; -1 to -10 for nav- of illegal “action” is; which local cops ic type of surgery (cosmetic surgery, igational hazards. or bureaucrats can be bought, and for microsurgery, transplant surgery, etc.). how much; and how to contact the local underworld. Note that you might Submariner/TL Modifiers: Equipment modifiers also be able to get this information by see Crewman, p. 185 (p. 345); physiology modifiers (p. 181); asking a Contact (p. 44). This skill is a -3 if the area or equipment cannot be measure of your ability to make new Suggest properly cleaned and sterilized; -3 for connections as needed. see Enthrallment, p. 191 head or chest surgery; -5 for undiag- You may substitute an Influence nosed problems. If you lack Physician roll against Streetwise for any reaction skill, you are at -5 to do anything but Sumo Wrestling “field-expedient” surgery (e.g., stitch roll made in an underworld or “bad DX/Average neighborhood” situation; see Influence wounds or extract arrowheads, bul- Rolls (p. 359). Defaults: None. lets, and shrapnel). Modifiers: +3 if you have a tough This unarmed combat skill repre- sents any training at grabbing, shov- Survival† reputation (either “good” or “bad”) in Per/Average the area; -3 if you are obviously a ing, and tripping – not just the tradi- Defaults: Perception-5 or Naturalist stranger in the area. -3 for Low tional Japanese sport of sumo. Roll (same planet)-3. Empathy (p. 142); -1 for Oblivious against the higher of DX or Sumo (p. 146); -1 to -4 for Shyness (p. 154). Wrestling to hit with a grapple, slam, This is the ability to “live off the or shove, or to make or resist a take- land,” find safe food and water, avoid Submarine/TL† down. If you know this skill at DX+1 hazards, build shelter, etc. You may level, add +1 to ST whenever you look after up to 10 other people. To DX/Average make or resist a grapple or takedown, Default: IQ-6. live safely in a wilderness situation, and whenever you attempt to break you must make a successful Survival This is the ability to operate a spe- free, and +1 per die to your damage roll once per day. Failure inflicts 2d-4 cific type of underwater vehicle. As when you slam or shove. These bonus- injury on you and anyone in your care; with Piloting, the default is to IQ, but es increase to +2 if you know Sumo at roll separately for each victim. when you learn the skill, always base it DX+2 or better. This skill also gives an “eye for on DX. When you defend with bare hands, country.” A successful roll shows you Roll against Submarine to dive or Sumo Wrestling allows you to parry the best direction of travel to find to surface, to maneuver in underwater once per turn. You must use both flowing water, a mountain pass, or combat, or to negotiate hazardous hands. Your Parry score is (skill/2) + 3, whatever other terrain feature you waters. Failure can mean anything rounded down. This parry is meant to desire – assuming that it exists. from a slight drift off course to a colli- ward off slams, grapples, and bare- Finally, you can use this skill to trap sion; critical failure may strand the handed slaps. You parry at -2 vs. kicks wild animals. (A city-bred thief could vessel underwater! and -3 vs. weapons. For complete use Traps skill, but he’s used to differ- Make an IQ-based Submarine roll rules for parrying barehanded, see ent game . . . so the roll would be at a for basic chart reading or practical Parrying Unarmed (p. 376). -5.) Make one roll per trap. It takes oceanography, or to recall nautical about 30 minutes to improvise a trap laws and regulations. Surgery/TL from ordinary materials, or 10 minutes You must specialize: IQ/Very Hard to set and hide a commercial steel trap. Defaults: First Aid-12, Physician-5, Free-Flooding Sub: Any small, open Pit traps for large game take several Physiology-8, or Veterinary-5. submersible. The crew is exposed to hours to dig. Prerequisites: First Aid or the water, and must wear underwater Survival often requires skill rolls Physician. breathing gear. Prerequisites: Diving based on scores other than Percep-

SKILLS 223 tion. The GM might ask for a ST-based When racing someone of equal water Tactics roll to dig a pit trap or erect a log shel- Move, roll a Quick Contest of IQ/Hard ter, a DX-based roll to start a fire using Swimming to determine the winner. primitive techniques (flint sparking, See Swimming (p. 354). Defaults: IQ-6 or Strategy (any)-6. bow and palette, etc.), or even a HT- Note that Swimming does not This is the ability to outguess and based roll to avoid nutritional defi- cover high diving – that’s Sports outmaneuver the enemy in small-unit ciencies from an improvised diet. (Diving). or personal combat. In most settings, You must specialize by terrain only the military teaches this skill. type. Land-dwellers may choose from Symbol Drawing† When commanding a small unit, Arctic, Desert, Island/Beach, Jungle, IQ/Hard roll against Tactics to place your Mountain, Plains, Swampland, and Defaults: Special. troops correctly for an ambush, know Woodlands. Aquatic beings may take where to post sentries, etc. At the GM’s any of Bank, Deep Ocean Vent, Fresh- This is the art of scribing magical option, a successful roll might even Water Lake, Open Ocean, Reef, symbols. Depending on your magical provide clues as to immediate enemy River/Stream, Salt-Water Sea, and tradition, you might carve these sym- plans. To outmaneuver enemy units, Tropical Lagoon. Amphibious individ- bols with a ritual dagger, draw them you must win a Quick Contest of uals can pick from either list! on the ground or an altar using blood Tactics with their leader. All of this Land specialties default to one or ceremonial powders, write them in only applies when you lead a group another at -3, while aquatic specialties ink, trace them in the air with a wand small enough that you can give each default among themselves at -4. or your fingers, or something else. You warrior orders personally – or through Island/Beach and Tropical Lagoon must specialize in a particular magical at most one subordinate. Thus, radio default to each other at -4, as do tradition. and similar technologies can greatly Swampland and River/Stream, but In traditions where magical power enhance your command abilities! there are no other defaults between flows from the caster, nature, spirits, In personal combat, you may make land and aquatic specialties. etc. as opposed to the symbols them- a Tactics roll before the fight begins if In settings where it is possible to selves, the symbols provide a focus you had any time to prepare. On a suc- visit other worlds, you must also spe- that aids magic use. Roll against cess, you start the fight in an advanta- cialize by planet. Each Survival spe- Symbol Drawing before each ritual. geous position – e.g., behind cover or cialty defaults to the same terrain type On a success, add half your margin of on higher ground – as determined by for a different planet at -4. The defaults success (round down) to your skill the GM. The better the roll, the greater between terrain types given above are with the next ritual you conduct over your advantage. If you fail, or do not at an extra -4 between different plan- the symbols. This kind of Symbol attempt a Tactics roll, you are in a ran- ets. All this assumes the two planets Drawing defaults to Ritual Magic dom location (or one of the GM’s are of the same planet type (see Planet (same)-4. For instance, Symbol choosing) when combat begins. Types, p. 180). There is no default at all Drawing (Voodoo) defaults to Ritual Fighters without Tactics skill always between Survival skills for two planets Magic (Voodoo)-4, and lets you draw start combat this way. of different planet types. the vevers used in Voodoo ritual. Even in an ambush or similar “sur- At the GM’s option, extreme man- In traditions where the symbols prise” situation, the GM will use the made terrain may call for unique spe- themselves imbue items or places (or better of your Tactics skill and your cialties; e.g., Survival (Radioactive even people, in the case of tattoos) Perception to see if you spotted the Wasteland). Most such specialties with magic, the magic is only as good danger on time. have no default of any kind. as the symbols. Roll against the lower See also Urban Survival, p. 228. of Symbol Drawing and your skill with Teaching the enchantment itself. This is most IQ/Average Modifiers: Up to -5 for extreme common in rune magic. Each runic weather conditions. Equipment modi- alphabet is a separate Symbol Default: IQ-5. fiers (p. 345). Drawing skill with no default. For This is the ability to instruct others. instance, Symbol Drawing (Futhark If you have Teaching at level 12+, you Sway Emotions Runes) would let you scribe the runes may act as a teacher for game purpos- see Enthrallment, p. 191 used in Norse magic. es. For more on teaching and learning, More-exotic traditions may have see Improvement Through Study Swimming their own rules; see the appropriate (p. 292). HT/Easy worldbook for more information. Modifiers: -3 for Callous (p. 125); -1 Default: HT-4. Modifiers: -1 or more if using non- to -4 for Shyness (p. 142). Apply both This is the skill of swimming traditional means to mark the sym- the teacher’s and the student’s (whether on purpose or to keep afloat bols; -1 or more if placing the symbols Language penalties (p. 24) in the in emergencies) and lifesaving. Roll on any surface other than those language of instruction. against the higher of Swimming or HT prescribed by your tradition. to avoid fatigue while swimming or injury due to aquatic misfortunes.

224 SKILLS In traditions where magical power flows from the caster, nature, spirits, etc., as opposed to the symbols themselves, the symbols provide a focus that aids magic use.

Teamster† Thaumatology when you see it cast, deduce the rami- IQ/Average IQ/Very Hard fications of a critical success or failure with magic, determine the spells need- Defaults: IQ-5, Animal Handling Default: IQ-7*. ed to enchant a magic item to perform (same)-4, or Riding (same)-2. * There is no default in a nonmag- as desired, etc. The better your roll, ical setting, or for those who have This is the skill of driving a team of the more insight the GM will provide. never witnessed “real” magic. animals pulling a wagon, chariot, etc. This is the study of fantasy magic – It includes the ability to harness and This is the academic study of mag- fireball spells, rings of power, etc. The care for the beasts, and judge them for ical theory and the “physics” of mana. equivalent skill for traditional, spirit- quality before purchase. If the animals Anyone may learn this skill, but it is mediated sorcery is Ritual Magic are ornery or badly trained (GM’s easier for a mage; add Magery to IQ (p. 218), while holy magic might judgment), you must make a success- when learning this skill, just as for require Religious Ritual (p. 217) or ful Animal Handling roll before you spells. Theology (p. 226). However, a can attempt a Teamster roll. The main use for this skill is magi- Thaumatology roll at -5 will allow a For normal travel, make a cal research. When creating a new thaumatologist to relate these differ- Teamster roll once per day. When spell, use the rules for inventing (see ent varieties of magic to “standard” moving at a gallop (80% or more of Chapter 17), but replace Engineer skill wizardry. Exceptionally weird powers the animals’ full Move) or when exe- with Thaumatology. A successful skill or otherworldly artifacts might give a cuting complex maneuvers with a roll can also identify an unknown spell larger penalty! chariot in combat, roll every 10 seconds. A failure usually means nothing worse than lost time or a wider turn than intended. A critical failure – or any failure at a gallop – spills the wagon or chariot. Treat this as a five- yard fall for each passenger and animal involved (see Falling, p. 431). As well, roll 2d for each beast; on a 12, a leg is broken! You will have to make Animal Handling rolls to calm the beasts. Time required to reload the cargo depends on the load, terrain, and weather. You must specialize by animal type; the most common specialty is Teamster (Equines), which covers horses and mules. Teamster special- ties default to one another at -3. Modifiers: -2 for more than four animals; -2 for a team of unfamiliar animals; up to -5 for bad terrain.

SKILLS 225 Theology† Throwing Art Tonfa IQ/Hard DX/Hard see Melee Weapon, p. 208 Defaults: IQ-6 or Religious Ritual Defaults: None. (same)-4. Prerequisites: Trained By A Master Tracking or Weapon Master. This is the study of a particular Per/Average religion: its gods, cosmology, doc- This is the cinematic ability to Defaults: Perception-5 or trines, scriptures, etc. You must spe- throw anything you are strong enough Naturalist-5. cialize by religion. There are usually to lift: knives, medicine balls, televi- This is the ability to follow a man no defaults between specialties, but sions . . . anything! Roll against skill to or an animal by its tracks. Make a the GM might permit a default at -4 hit. Furthermore, if you know Tracking roll to pick up the trail, then or so for belief systems that have sim- Throwing Art at DX level, add +1 to ST roll periodically to avoid losing it. The ilar origins, or where one is derived when figuring throwing distance, and frequency and difficulty of these rolls from the other. +1 per die of damage with thrown depend on the terrain: Alternatively, you may study the weapons. These bonuses increase to similarities and differences between +2 if you know Throwing Art at DX+1 Jungle, Plains, or Woodlands: Roll religions; this is Theology or better. If you are a Weapon Master, every 30 minutes. (Comparative). The Theology of any this bonus is instead of the usual dam- Arctic, Desert, Island/Beach, or religion routinely studied by scholars age bonus for your weapon. Mountain: Roll at -2 every 15 minutes. in your game world defaults to this You can use the items you throw as Swampland: Roll at -4 every 5 min- specialty at -5. improvised weapons. Treat forks, utes. To be a priest or holy man at kitchen knives, and other long, sharp Urban: Roll at -6 every minute! TL1+, you must have both Theology objects as daggers. Any small, blunt You may also use this skill to cover and Religious Ritual skill (p. 217) for object does thrust+1 crushing dam- your tracks. This doubles your travel your religion. TL0 shamans need age. Baseball bats do swing+1 crush- time! A successful roll means you have only learn Religious Ritual. ing. Pencils do thrust-3 impaling. hidden your tracks well enough that You do not necessarily believe in Playing cards do thrust-3 cutting. only someone else with this skill can the religion you study – faith comes Throwing Art lets you throw any- see them. If another tracker follows from within, not from book learning! thing covered by the Throwing and you, the Tracking rolls above become If you do, you may ask the GM to Thrown Weapon skills. If you have Quick Contests of Tracking skill. If he make a secret roll against your Throwing Art, you do not need those loses any of the Contests, he loses your Theology skill when confronted with skills. trail. moral uncertainty. On a success, the To stalk game once you have GM will advise you on which course of Thrown Weapon† tracked it, use the Stealth skill (p. 222). action “feels” right, given your beliefs DX/Easy and understanding of scripture. Defaults: DX-4 and others. Modifiers: -5 if the trail is more than a day old, or -10 if more than a Throwing This is the ability to hurl any one week old. +3 if you are following a DX/Average type of thrown weapon. You must spe- man, or +6 if following a group of cialize: Defaults: DX-3 or Dropping-4. men. Superior senses help a lot: bonuses for Acute Vision (p. 35) and Axe/Mace: Any axe, hatchet, or This is the ability to throw any Discriminatory Smell (p. 49) usually mace balanced for throwing (but not small, relatively smooth object that apply, and many superhuman senses an unbalanced battleaxe or maul!). fits in the palm of your hand. (Infravision, Subsonic Hearing, etc.) Dart: Any sort of small, finned dart. Examples include baseballs, hand give situational bonuses. Games (Darts) defaults to this skill at grenades, and rocks. (Boomerangs, no penalty. Default: Throwing-2. javelins, knives, etc. require their own Harpoon: Any sort of tethered spear. Traps/TL specialized skills; see Thrown Weapon, Default: Thrown Weapon (Spear)-2. IQ/Average below.) Roll against skill to hit. Knife: Any sort of knife. Defaults: IQ-5 or Lockpicking-3*. Furthermore, if you know Throwing Shuriken: Any sort of hiltless blade, * Also defaults to DX-5 if you are at DX+1 level, add +1 to ST when fig- notably shuriken (“ninja stars”). disarming or resetting a trap, but not if uring throwing distance (but not dam- Default: Throwing-2. you are detecting or building one. age). Add +2 to ST for Throwing at Spear: Any sort of spear, javelin, DX+2 or better. This is the skill of building and nul- etc. Defaults: Spear Thrower-4 or If you do not have this skill, roll lifying traps. A successful Traps roll Thrown Weapon (Harpoon)-2. against your default to hit a specific will (among other things) disarm a Stick: Any balanced and shaped target, but against full DX to lob an trap once you have found it, reset it throwing stick, such as a boomerang. object into a general area. after you pass, or build a new trap This type of throwing stick does not (given suitable materials). Time return to the user. required is as for Lockpicking (p. 206).

226 SKILLS To detect a trap, make a Perception- Modifiers: Infinitely variable. The Bonuses for Acute Vision (p. 35) apply based skill roll. more sophisticated the trap, the hard- to rolls to detect traps (only). Note that for the purposes of Traps er it will be to disarm, reset, build, or skill, detection devices are “traps.” find – and a given trap might be (for Two-Handed Axe/Mace Thus, this skill covers everything from instance) easy to find but hard to dis- see Melee Weapon, p. 208 covered pits to elaborate electronic arm. The GM should be creative! security systems! Equipment modifiers (p. 345) apply to most rolls to set or disarm traps.

Example of Character Creation (concluded)

Dai has spent 203 of his 250 points, leaving him with To reflect Dai’s medieval background, we decide that 47 points for skills. Reading through the skill list, we see he is a fair hand with the shortsword. But not too good dozens of skills that suit a master thief – but since we’re – swords are expensive, and Dai grew up poor. We give on a budget, we settle on the following. him the Shortsword skill (p. 209) at 15. Shortsword is First, a thief must be stealthy. For this, Dai needs the DX/Average, so this costs 2 points. Stealth skill (p. 222). We want this to be reliable, so we As an ISWAT officer, Dai should know how to shoot. choose skill level 16. At that level, only a roll of 17 or 18 A slim target pistol sounds like his kind of gun. will fail . . . and that’s a failure for anyone. Stealth is a Reviewing the Guns skill (p. 198), we see that pistols call DX/Average skill. Since Dai’s DX is 15, level 16 is DX+1 for the “Pistol” specialty. Guns are new to Dai, so we for him. From the Skill Cost Table (p. 170), we learn that spend only 1 point. Since Guns (Pistol) is DX/Easy, this a level of Attribute+1 in an Average skill costs 4 points. buys DX level: a very adequate 15. Any thief worth his salt can pick pockets and open To conceal all these weapons, Dai needs Holdout skill locks. This calls for Pickpocket (p. 213) and Lockpicking (p. 200). This is IQ/Average. Dai doesn’t routinely carry (p. 206). We want to buy Dai a 15 in both – not as high concealed weapons, so we just give him IQ level – 12 – as his Stealth, but still reliable. Pickpocket is DX/Hard. for 2 points. Skill 15 is DX level, and from the table, we see this costs We decide to give Dai some “background skills” next. 4 points for a Hard skill. Lockpicking, on the other He grew up on the street, so Urban Survival (p. 228) fits: hand, is IQ/Average. With Dai’s IQ 12, skill 15 is IQ+3 it’s the ability to scrounge food and shelter in the city. A level. This costs 12 points – it’s very expensive to raise a Per/Average skill, 1 point buys Per-1 level, or 14. Filch skill so far above its controlling attribute! (p. 195) covers shoplifting. It’s DX/Average; 1 point buys We also want Dai to be an adept second-story man DX-1, also 14. Survival has a social side, too. We give and escape artist, so we spend 1 point apiece on Dai Fast-Talk (p. 195) to talk his way out of jams and Climbing (p. 183) and Escape (p. 192). Climbing is Streetwise (p. 223) to deal with professional criminals. DX/Average; 1 point buys DX-1 level, giving skill 14. Both are IQ/Average. We buy IQ level (12) in each, at 2 Escape is DX/Hard; 1 point is only good for DX-2 level, points a skill. or skill 13. Of course, we selected these skills knowing Dai has now spent 44 of his remaining 47 points. We that Dai’s Flexibility advantage would give +3 to both! decide to put his last three points into skills that com- His Perfect Balance adds another +1 to Climbing, too. plement his advantages. His final levels are Climbing at 18 and Escape at 16. Rereading the descriptions of his advantages, we see To case an area before he strikes, Dai needs that Perfect Balance gives +1 to Acrobatics (p. 174). Observation skill (p. 211). This is Per/Average. But Dai’s That’s definitely Dai’s style! Acrobatics is DX/Hard, so 2 Perception is a whopping 15, so he doesn’t need to points buys DX-1 level, or 14. With the +1 for Perfect spend many points: 2 points buys Observation at Per Balance, he gets a 15. level (15), which is more than good enough. We also discover that Absolute Direction gives +3 to Since stealth can fail, we want to give Dai some com- Body Sense (p. 181): the skill of reorienting yourself bat skills for backup. We decide that he prefers knives. after teleportation. This sounds ideal for Dai! We put 1 Knife skill (p. 208) is fine for melee combat, but we also point into Body Sense, which is DX/Hard. This buys want Dai to be good at the quick draw and with throw- DX-2 level, or 13. The +3 for Absolute Direction makes ing knives. Fast-Draw (p. 194) and Thrown Weapon this 16. (p. 226) fit the bill. Both require a specialty – in this case, At this stage, Dai has spent all 250 points. If we want- “Knife.” All of these skills are DX/Easy. With Dai’s low ed to add more abilities, we could add more disadvan- ST, he’ll need superb aim to make a knife effective, so we tages to pay for them – but we want Dai to be carefree, settle on 17 in Knife and Thrown Weapon (Knife). This not saddled with problems. is DX+2 level, which costs 4 points per skill. Fast-Draw Now it’s time to write it all down. Dai’s character (Knife) is a neat trick, but skill 15 is plenty. This costs 1 sheet appears on p. 311. point.

SKILLS 227 Two-Handed Flail Modifiers: +5 if you have a dummy This skill represents training at see Melee Weapon, p. 208 or confederate to distract your audi- grappling and pinning. Roll against ence (it’s easier to “see” a face talk the higher of DX or Wrestling to hit than it is to believe the voice comes with a grapple, or to make or resist a Two-Handed Sword from an immobile object); -3 if the takedown. Furthermore, if you know see Melee Weapon, p. 208 audience has reason to be suspicious. Wrestling at DX+1 level, add +1 to ST for the purpose of making or resisting Typing Veterinary/TL any choke, grapple, neck snap, take- DX/Easy IQ/Hard down, or pin, and whenever you Defaults: DX-4 and others. Defaults: Animal Handling (any)-6, attempt to break free. Add +2 to ST for Physician-5, or Surgery-5. Wrestling at DX+2 or better. This is the skill of using a type- When you defend with bare hands, writer. Typing speed is skill ¥ 3 words This is the ability to care for a sick Wrestling allows you to parry once per minute (wpm) on a manual, skill ¥ or wounded animal. You may take an per turn. You must use both hands. 5 wpm on an electric typewriter or optional specialty (p. 169) in a particu- Your Parry score is (skill/2) + 3, computer keyboard. lar type of animal. rounded down. This parry is at -3 vs. This skill defaults at -3 to any skill weapons. For complete rules for par- that involves a lot of typing, notably Modifiers: +5 if the animal knows and trusts you; -2 or worse if the ani- rying barehanded, see Parrying Administration, Computer Operation, Unarmed (p. 376). Research, and Writing, and mal is of an unfamiliar type. Professional Skills such as Journalist. Weather Sense Writing If you have such a skill, Typing skill is IQ/Average redundant (unless you wish to work as see Meteorology, p. 209 a professional typist). Default: IQ-5 Weird Science This is the ability to write in a clear Urban Survival IQ/Very Hard or entertaining manner. A successful Per/Average Defaults: None. roll means the work is readable and Default: Perception-5. accurate. This skill allows you to formulate This is mostly useful to earn a liv- This talent covers the physical part astonishing new crackpot scientific ing or write for GURPS, but can of staying alive in a city environment, theories that are far ahead of their sometimes help on adventures . . . or whether it’s overpopulated or empty. time . . . or at least utterly different after them. The report of a spy, soldier, (The social problems of city survival from the usual assumptions of your or private investigator is far more use- are covered by Streetwise skill.) A suc- tech level. You may attempt a Weird ful if it is well-written! cessful skill roll allows you to find Science roll whenever you work on a clean rainwater; locate manholes from new invention (see Chapter 17) or Modifiers: The time modifiers above or below; quickly locate build- investigate an existing item of weird under Time Spent (p. 346) will often ing entrances, exits, stairwells, etc.; technology (e.g., a UFO). apply; -5 if you are writing about an recognize and avoid physically dan- On a success, you get +5 on an unfamiliar subject; Language modi- gerous areas, such as crumbling build- invention attempt (but only +1 if using fiers (p. 24). ings; make and read city maps; find the Gadgeteer advantage, since your way out of strange city areas; Gadgeteer already gives you favorable Zen Archery find a warm place to sleep outside in die rolls for thinking “outside the IQ/Very Hard cold weather; and locate common box”). If investigating weird technolo- Defaults: None. types of buildings or businesses with- gy, success gives +2 to any skill roll Prerequisites: Trained By A Master out asking anyone, just by your “feel” you make for this purpose – and the or Weapon Master, Bow at 18+, and for the way cities are laid out. GM might even allow a default skill Meditation. roll to operate the device! Vacc Suit/TL On a critical success, you get these This skill allows you to strike diffi- see Environment Suit, p. 192 bonuses and some incredible insight cult targets with ease when using a into a totally different problem! bow. On a success, add up the penal- Critical failures are always spectacu- ties for size and speed/range, and then Ventriloquism divide them by three (round down). IQ/Hard lar, although not necessarily fatal or even dangerous. Defaults: None. Modifiers: -10 if used instantly, dropping to -5 after 1 turn of concen- This is the ability to disguise and Whip tration, -4 after 2 turns, -3 after 4 “throw” your voice a short distance. A see Melee Weapon, p. 208 turns, -2 after 8 turns, -1 after 16 successful roll lets you throw turns, and no penalty after 32 turns. your voice well enough to fool your Wrestling audience. DX/Average Defaults: None.

228 SKILLS TECHNIQUES You (or your GM!) may want a way not be a valid technique for Boxing Average. This affects point cost – see to improve your ability with a specific skill, which is all about punching! To Technique Cost Table (p. 230). application of a skill without increas- get better at the primary task covered Example 1: Motion-picture photog- ing the overall skill level. This is realis- by a skill, you must improve the skill raphy is rarely dangerous, and you tic – people do train at particular tasks itself. can usually do a second take if you to the exclusion of others – but allow- fail; therefore, Motion-Picture Camera ing this in the game makes play (and Prerequisites is an Average technique. character sheets) more complex. As a The skill with which a technique is Example 2: On a failed kick, you result, the following section is purely associated is automatically its prereq- can fall down – a potentially fatal turn optional. uisite – that is, you must have at least of events in combat – so Kicking is a A “technique” is any feat that you one point in a skill before you can Hard technique. can practice and perfect separately improve its techniques. If more than from the skill that allows you to per- one skill lets you perform the task cov- form that task. It is a specific action ered by the technique, any of these Maximum Level Tightly focused practice can only covered by the parent skill, studied on skills can count as the prerequisite. take you so far. Eventually, you’ll have its own. It differs from an optional The GM may require other skills to learn new fundamentals in order to specialty (p. 169), which covers a body and advantages as prerequisites for improve. To reflect this, techniques of theory, not an action. Techniques particularly complex techniques. often specify an upper limit relative to work a lot like skills, but with a few Example 1: The prerequisite of parent skill. On attaining this level, the important differences. Motion-Picture Camera is Photogra- only way to improve further is to raise phy skill. the underlying skill. For a technique CREATING Example 2: Either Brawling or that covers an important use of a skill, Karate skill can be the prerequisite of maximum level is usually equal to pre- TECHNIQUES Kicking, since both allow you to kick. requisite skill level. More peripheral There are six steps to creating a techniques might be able to exceed technique. We’ll walk through these Defaults and Specialties prerequisite skill level, or have no steps using two examples. Even those A technique always defaults to one maximum level. who plan to use only the sample tech- of its prerequisites. Usually, the Example 1: An adventurer could niques at the end of this section default penalty equals the modifier make a career of motion-picture pho- should read these rules, as they given for the feat in the skill descrip- tography without affecting game bal- explain the basic concepts involved. tion or elsewhere. There can be more ance. Thus, it seems believable and than one default. If a technique offers fair to leave Motion-Picture Camera a choice of defaults, those who learn it Concept and Name open-ended and specify no maximum must specialize in the version of the Decide what you want the tech- level. technique associated with the chosen nique to do, in general terms, and give Example 2: Kicking is a potent default. it a name that clearly describes the attack, and one of the main reasons to feat it represents. Example 1: Photography skill states learn Brawling or Karate skill; there- Example 1: Both still and motion- that motion-picture cameras are used fore, Kicking cannot be improved past picture cameras require Photography at -3, so Motion-Picture Camera prerequisite skill level. skill (p. 213). A photographer could defaults to Photography-3. study just motion-picture equipment Example 2: Both Brawling and Description in order to get rid of the -3 to use it; Karate let you kick at -2 to skill, so The prerequisite skill description therefore, “Motion-Picture Camera” Kicking defaults to Brawling-2 or provides the necessary rules for most would be a reasonable Photography Karate-2. Those who use the Brawling techniques, but some techniques sup- technique. default must specialize in Kicking ply optional additional detail, or out- Example 2: Karate skill (p. 203) (Brawling), while those who use the line entirely new uses of the skill. covers both kicks and punches. A Karate default must specialize in Example 1: There isn’t a lot to be karateka could spend extra time on Kicking (Karate). said about Motion-Picture Camera – it kicks, with the goal of eliminating the lets you use motion-picture cameras, -2 to kicking attacks. Thus, “Kicking” Difficulty Level per Photography skill. would be a logical technique for Techniques come in only two diffi- Example 2: Kicking does +1 dam- Karate. culties: Average and Hard. Feats that age relative to a punch, and you must have severe negative consequences on roll vs. DX to avoid a fall if you miss. A technique should never be the a failure, or that allow only one These rules bear mentioning in any “core” action undertaken with the attempt, are Hard; all others are skill. For instance, Punching would formal description of Kicking.

SKILLS 229 (p. 23), language (p. 23), equipment This technique lets you attack BUYING AND (p. 345), tech level (p. 168), and so someone behind you without changing forth – apply to its techniques, as do facing. You must know that he is there! IMPROVING any special critical success or failure Roll against Back Kick to hit, but oth- ECHNIQUES results. erwise resolve this as a normal kick. T After attempting a Back Kick, all your Buying a technique is a lot like active defenses are at -2 until next turn. buying a skill – point cost depends on SAMPLE COMBAT difficulty and desired relative skill Choke Hold level – but there are two differences. TECHNIQUES Hard You buy up a technique relative to its Special moves in combat are by far default, not relative to a controlling the most common techniques, and Defaults: Judo-2 or Wrestling-3. attribute, and you determine its point can give warriors a “bag of tricks” sim- Prerequisites: Judo or Wrestling; cost using the Technique Cost Table ilar to a wizard’s spells. If a combat cannot exceed prerequisite skill. (below) instead of the Skill Cost Table technique has multiple defaults, you This technique lets you to “buy off” (p. 170). must specialize by prerequisite skill. the basic -2 to Judo or -3 to Wrestling To improve a technique, pay the For instance, learning a technique for when using the rules given under difference in point cost between the Axe/Mace skill gives no special ability Choke Hold on p. 404. desired level and your current level – with the Broadsword version of that exactly as for a skill. And just as skills technique! Disarming increase for free when you raise attrib- Techniques marked with a * are Hard utes, techniques improve for free not particularly realistic. The GM may Default: prerequisite skill. when you raise the skill on which they wish to restrict these “cinematic” tech- Prerequisite: Any unarmed combat are based. For instance, if you have niques – even at default – to PCs with or Melee Weapon skill; cannot exceed Karate-15 and Kicking-15, and raise Trained By A Master (p. 93) or prerequisite skill+5. Karate to 16, Kicking also goes to 16 Weapon Master (p. 99). at no extra charge! If you know this technique above You need not buy a technique to Arm Lock default, you may use it instead of the use it. If you have even one point in a Average underlying skill whenever you attack skill, you may use all that skill’s tech- Defaults: Judo or Wrestling. to disarm (see Striking at Weapons, niques at default. To avoid a cluttered Prerequisites: Judo or Wrestling; p. 400). For instance, if you have character sheet, though, only note cannot exceed prerequisite skill+4. Broadsword-14 and Disarming techniques that you know at better (Broadsword)-17, you disarm as if you than default level. had Broadsword-17. Dual-Weapon Attack* Technique Cost Table Hard Your Final Difficulty of Technique Default: prerequisite skill-4. Skill Level* Average Hard Prerequisite: Any one-handed Default 0 points 0 points Melee Weapon skill; cannot exceed Default+1 1 point 2 points prerequisite skill*. Default+2 2 points 3 points * You may learn this technique for Default+3 3 points 4 points Guns (Pistol), even in a realistic cam- Default+4 4 points 5 points paign. +1 +1 point +1 point Normally, you are at -4 to attack with two weapons at once unless you * Most techniques have maximum This technique allows you to make an All-Out Attack. This tech- levels. For instance, a technique that improve your effective Judo or nique lets you “buy off” that penalty. “cannot exceed prerequisite skill level” Wrestling skill for the purpose of (Note that you must still learn Off- and that defaults to skill-5 tops out at applying an arm lock. For rules gov- Hand Weapon Training, p. 232, to default+5. erning arm locks, see Arm Lock reduce the -4 for using the “off” hand!) (p. 403). For detailed rules, see Dual-Weapon Attacks (p. 417). USING Back Kick ECHNIQUES Hard Elbow Strike T Average A technique works just like a skill Default: Karate-4. in play: make a success roll (see Prerequisites: Karate; cannot Defaults: Brawling-2 or Karate-2. Chapter 10) against your level in the exceed Karate skill. Prerequisites: Brawling or Karate; technique. Unless noted otherwise, all cannot exceed prerequisite skill. general modifiers to a skill – for culture

230 SKILLS This technique lets you “buy off” This technique lets you use a bow target parries at -2. However, if you the -2 penalty to strike with the elbow. effectively from horseback. The modi- miss – or if your target successfully See Elbow Strike (p. 404) for more fiers for firing from horseback (p. 397) defends – you fall down unless you can information. can never reduce your Bow skill below make a DX-4 or Acrobatics-2 roll. Hit your Horse Archery level. (Other or miss, a Jump Kick leaves you at -2 Feint penalties apply normally.) For on all your active defenses until your Hard instance, if you had Bow-13 and next turn. Default: prerequisite skill. Horse Archery-11, the penalties for Prerequisite: Any unarmed combat archery from horseback would never Kicking or Melee Weapon skill; cannot exceed reduce your skill below 11, before Hard prerequisite skill+4. other modifiers. Defaults: Brawling-2 or Karate-2. Prerequisite: Brawling or Karate; If you know this technique above Jump Kick cannot exceed prerequisite skill. default, you may use it instead of the Hard underlying skill whenever you feint This technique lets you improve Default: Karate-4. (see Feint, p. 365). For instance, if you your kicking ability. Roll against Prerequisite: Karate; cannot exceed have Broadsword-14 and Feint Kicking to hit. A kick does Karate skill. (Broadsword)-16, you feint as if you thrust/crushing damage based on ST. had Broadsword-16. This technique lets you leap into Use Brawling or Karate skill – not the air and kick at full extension, your Kicking level – to determine your Finger Lock increasing range and damage. It is a damage bonus, and use only the high- Hard showy but dangerous move! Roll est bonus. If you miss with a kick, roll Default: Arm Lock-3 against Jump Kick to hit. Add one vs. Kicking skill or DX to avoid falling. Prerequisite: Arm Lock; cannot yard to reach and +2 to damage. Your exceed Arm Lock. This technique lets you grab fin- gers and twist them painfully. Use the rules for Arm Lock (p. 403), except that all damage is to the hand – which is easier to cripple than the arm. Ground Fighting Hard Default: prerequisite skill-4. Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill. This technique lets you “buy off” the -4 for attacking from your back. Roll against this technique instead of the prerequisite skill whenever you use that skill to attack from the ground. For instance, if you had Wrestling-14 and Ground Fighting (Wrestling)-13, you could grapple from the ground at skill 13. In addition, make a roll against Ground Fighting whenever you must defend yourself from your back. On a success, you defend at -1 instead of at -3. Horse Archery Hard Default: Bow-4. Prerequisites: Bow and Riding; can- not exceed Bow skill.

SKILLS 231 Knee Strike With the GM’s permission, you can exactly the same way, but uses a leg Average learn this technique for any DX-based instead of a pole, and defaults to Judo- skill that requires only one hand. 3, Karate-3, or Sumo Wrestling-3. Defaults: Brawling-1 or Karate-1. Prerequisite: Brawling or Karate; Retain Weapon Whirlwind Attack* cannot exceed prerequisite skill. Hard Hard This technique lets you “buy off” Default: prerequisite skill. Default: prerequisite skill-5. the -1 penalty to strike with the knee – Prerequisite: Any Melee Weapon Prerequisites: Broadsword, Staff, or see Knee Strike (p. 404). skill; cannot exceed prerequisite Two-Handed Sword; cannot exceed skill+5. prerequisite skill. Neck Snap Hard If you know this technique above Whirlwind Attack is a special All- default, you may use it instead of the Out Attack that lets you attack every Default: ST-4; cannot exceed ST+3. underlying skill whenever someone foe adjacent to you with lightning This brute-force attack consists of attempts to disarm you (see Striking at speed! If you use this technique, it is grabbing and suddenly twisting the Weapons, p. 400). For instance, if you all you can do that turn, no matter victim’s head, with the intent of snap- have Staff-13 and Retain Weapon how fast or skilled you are. ping the neck – see Neck Snap o (Staff)-16, you resist disarm attempts Furthermore, since this is an All-Out Wrench Limb (p. 404). Unlike most as if you had Staff-16. Attack, you will have no active defens- techniques, Neck Snap defaults to ST, You can also learn this technique es afterward – see All-Out Attack not a skill. Wrestling gives its usual for missile weapons, such as guns and (p. 365). skill-based ST bonus. bows. In that case, it defaults to DX When you launch a Whirlwind and cannot exceed DX+5. Attack, you spin in place, attacking all adjacent foes within one yard. You must attack them in clockwise or counterclockwise order – your choice. All your attacks must be swung attacks, and you cannot combine a Double Defaults and Techniques Whirlwind Attack with other tech- A skill cannot default to another skill known only by default (see niques (such as Disarming) or with Double Defaults, p. 173). However, techniques are not skills. If two tech- cinematic skills (such as Power Blow). niques are based on the same underlying skill, one can default to the Determine a random hit location other, even if you only know the intermediate technique at default. for each target, and then roll against Whirlwind Attack to hit, with the Example: Finger Lock defaults to Arm Lock-3, and Arm Lock usual hit location penalties. You oppo- defaults to Judo or Wrestling. Effectively, Finger Lock also defaults to nent may defend normally. Resolve Judo-3 or Wrestling-3. each attack completely before moving on to the next one. If any of the attacks is a critical miss (or if any of your opponents critically succeeds on his defense), that attack and all remaining Off-Hand Weapon attacks are critical misses – roll on the Training Sweep Critical Miss Table (p. 556) once per Hard Hard attack! Default: prerequisite skill-3. You may end a Whirlwind Attack Default: prerequisite skill-4. Prerequisites: Polearm, Spear, or facing in any direction you wish. Prerequisite: Any Melee Weapon Staff; cannot exceed prerequisite skill. skill; cannot exceed prerequisite skill. This technique lets you sweep your This technique lets you “buy off” SAMPLE adversary’s legs out from under him the -4 for using your “off” hand with using a pole weapon. Roll against ONCOMBAT one specific Melee Weapon skill. Use N Sweep to hit. The target may defend your level with this technique instead normally. If he fails, roll a Quick TECHNIQUES of the prerequisite skill whenever you Contest: your Sweep or ST vs. your Nearly any task that calls for a skill use that skill to attack or parry with victim’s ST or DX. Use the higher value roll at a penalty could become a tech- your off hand. For instance, if you had in both cases. If the victim loses, he nique. The main purpose of such Rapier-14 and Off-Hand Weapon falls down unless he can make an techniques is to buy off skill penalties, Training (Rapier)-14, you could attack Acrobatics-5 roll to somersault in the but the GM might wish to provide and parry at full skill with your off air and land safely. additional details. hand. Unarmed fighters call this tech- nique “Sweeping Kick.” It works

232 SKILLS The “opposite” technique, Rope Down, defaults to Climbing-1 and can be improved to Climbing+3. Sliding down a rope is significantly easier than any kind of climbing! Scaling Hard Default: Climbing-3. Prerequisite: Climbing; cannot exceed prerequisite skill. This technique lets you eliminate some or all of the -3 to skill for climb- ing a relatively smooth, vertical sur- face such as a building or rock face (see Climbing, p. 349). Set Trap Hard Default: Explosives (Demolition)-2. Prerequisite: Explosives (Demoli- tion); cannot exceed prerequisite skill. With study, you can gain familiari- ty with “trap” triggers, allowing you to set traps without the usual -2 to skill. Assassins, commandos, spies, etc. often improve this technique. Slip Handcuffs Impersonate No-Landing Extraction Hard Average Hard Default: Escape-5. Default: Mimicry (Speech)-3. Default: Piloting-4. Prerequisite: Escape; cannot exceed Prerequisite: Mimicry (Speech); Prerequisite: Piloting; cannot prerequisite skill. cannot exceed prerequisite skill. exceed prerequisite skill. This technique represents study of Through practice, you can improve This technique lets you pick up a specific set of tricks for slipping out your ability to mimic one specific per- cargo from the ground without land- of handcuffs. With the GM’s permis- son, gradually buying off the -3 to ing. You can only fetch cargos outfit- sion, you can learn similar techniques impersonate him. Each person mim- ted with special no-landing extraction for other restraints commonly used in icked is a separate technique. apparatus. Someone on the ground your game world. must make a successful Freight Lifesaving Handling roll to prepare the cargo Work by Touch Hard (takes 2d hours). A failed Freight Hard Default: Swimming-5. Handling or No-Landing Extraction roll means a missed pick-up or dam- Default: Lockpicking-5. Prerequisite: Swimming; cannot Prerequisite: Lockpicking; cannot exceed prerequisite skill. aged cargo. Critical failure indicates the cargo is lost (critically injured, if a exceed prerequisite skill. You can study lifesaving separately living passenger). Lockpicking is normally at -5 if you from swimming in order to eliminate must work by touch, but if you rou- the basic -5 for that task. See Rope Up tinely practice this way, it will eventu- Lifesaving (p. 355) for detailed rules. Average ally become second nature. Default: Climbing-2. The GM might permit you to learn Motion-Picture Camera Prerequisite: Climbing; cannot a Work by Touch technique for other Average exceed prerequisite skill. “thief” skills – e.g., Explosives and Default: Photography-3. Traps – allowing you to operate in Prerequisite: Photography. A climber normally has -2 to climb total darkness, which is a common a dangling rope (see Climbing, p. 349). way to use such skills . . . This technique, common among With practice, you can buy off this professional cameramen, allows you penalty. to buy off the -3 to use a motion-pic- ture camera with Photography skill.

SKILLS 233 CHAPTER FIVE MAGIC

These rules only matter to wizards, and only in worlds where magic exists. If you are not creating a wizard for a magical setting, you can safely skip this chapter. Magic is a powerful force manipulated using skills called spells. By casting spells, a wizard can direct magical energy – known as mana – to produce almost any effect. This is a fickle art in some settings, a precise science in others. The best wizards have an inborn ability to learn and use magic, called Magery (p. 66). Anyone with any degree of Magery is called a mage. In many game worlds, only mages can use magic. In all Glossary of worlds, they are better with Magical Terms magic than abort: To stop the casting of a spell before its completion. non-mages. backfire: A critical failure when casting a spell. base skill: Your unmodified skill with a spell; compare with effective skill. basic spell: A spell with no other spells as prerequisites. cancel: To end your own spell before it would normally be over. caster: The person casting a spell. class: A group of spells that use the same special rules. Three examples appear in this glossary: Melee spells, Missile spells, and Resisted spells. college: A group of spells that deal with the same subject – fire, heal- ing, etc. effective skill: Your base skill, plus any modifiers (usually penalties) for range, circumstances, etc. A caster rolls against effective skill. Enchantment spell: A spell for creating permanent magic items. See Magic Items, p. 480. energy: The “cost” to cast a spell. You may pay this in either FP or HP. Some game worlds offer alternative energy sources. grimoire: The list of spells you know (and more generally, any book of spells). mage: Anyone with the Magery advantage. Magery: The advantage of being “in tune” with magic; see p. 66. maintain: To continue a spell after it would normally end. This costs more energy, unless you have high skill. mana: The ambient magical energy manipulated by spells. Different areas (or worlds) have different levels of mana; see Mana (p. 235). Melee spell: A spell that “charges” your hand or a magic staff with harmful energies that affect the first target you strike. Missile spell: A spell that summons a magical projectile that you must “throw” at the subject. Prerequisites: A requirement for learning a spell. Means exactly what it means for skills; see Prerequisites (p. 169). Resisted spell: Any spell that must overcome the “power” of its subject before it works. spell: A skill that produces a specific magical effect when used suc- cessfully. subject: The person, place, or thing on which a spell is cast. wizard: Any user of magic, whether he is a mage or not.

234 MAGIC LEARNING MAGIC Anyone can learn most spells – reduce the time required to learn although in some worlds, you must be spells (but not the point cost) by 10% PREREQUISITES a mage to use the spells you know. per Magery level, to a minimum of Any spell but the most basic has Some spells specify a particular level 60% the usual time at Magery 4; e.g., one or more prerequisites: require- of Magery as a prerequisites: if you Magery 3 would let you learn spells in ments you must meet in order to learn lack the required Magery level, you 70% the usual time. the spell. If the prerequisite is another cannot learn the spell. The maximum level of Magery spell, you must have at least one point Each magic spell is a separate skill, available in your world is up to the in the prerequisite spell before you learned just like any other skill. Most GM. Most GMs will want to limit PCs can study the advanced spell. Some spells are IQ/Hard skills, but a few to Magery 3 or 4. spells require a minimum Magery potent spells are IQ/Very Hard. Spells If you know more than a few spells, level; for instance, “Magery 2” means have no default – you can only cast you may wish to make a “grimoire.” you must have Magery 2 (or higher) to spells you know. This is a list of the spells you know learn the spell. A few spells require a Add your Magery to IQ when you and your skill with each, along with minimum basic attribute score, an learn spells. For instance, if you have the energy cost, time to cast, duration, advantage, or even a mundane skill. IQ 12 and Magery 3, you learn spells etc. for each spell. This saves a lot of as if you had IQ 15. In addition, reference time in play!

Mana Mana is the ambient energy that empowers magic. Normal Mana: Only mages can cast spells. These Magic will work only if the mana level of the game world spells work normally, according to all rules given in this or specific area allows it, as follows: chapter. This is the default mana level in most fantasy settings: mages use magic, others don’t. Very High Mana: Anyone who knows spells can cast Low Mana: Only mages can cast spells, and all spells them. A mage who spends FP to cast a spell on his turn perform at -5 to skill, for all purposes. (Magic items are gets those FP back at the start of his next turn. However, similarly affected; see Power of a Magic Item, p. 481.) all failures are treated as critical failures – and actual However, critical failures have mild effects or no effect critical failures produce spectacular disasters! Very high at all. mana is extremely rare in most settings. No Mana: No one can use magic at all. Magic items High Mana: Anyone who knows spells can cast them. do not function (but regain their powers when taken to This mana level is rare in most worlds, but some game an area with mana). This mana level occurs in isolated worlds have high mana throughout. spots in magical worlds, but entire game worlds can lack mana, making magic use impossible.

CASTING SPELLS You must know a spell in order to p. 239). If your roll is less than or equal On a failure, the spell does not work. cast it, unless you possess a magic item to your effective skill, the spell works. If If success would have cost energy, you that lets you cast it (see Magic Items, it is greater than your effective skill, the lose one energy point; otherwise, you p. 480). Tell the GM what spell you are spell fails. lose nothing. (Exception: You must pay casting, then take Concentrate maneu- On a success, mark off the spell’s the full energy cost even on a failure for vers for the requisite number of turns energy cost against your FP or HP (see an Information spell; see Information (see Time Required, p. 236). At the end Energy Cost, p. 236). Its effects take Spells, p. 241.) On a critical failure, you of the last second of concentration, place immediately. On a critical suc- must spend the full energy cost and the make a success roll for the spell. cess, the spell works especially well. spell fails . . . badly! The GM may use Casting a spell works like any other Details are up to the GM, who should the Critical Spell Failure Table or impro- use of a skill. Roll 3d and compare the be both generous and creative. vise some other “backfire” he finds total to your effective skill: your base Whatever else occurs, there is never an amusing. skill with the spell adjusted by any energy cost if you get a critical success applicable modifiers. Modifiers depend when you cast a spell. on the class of spell (see Spell Classes,

MAGIC 235 in combat. Make the skill roll at the need to cast it. If you know it well DISTRACTION end of the last turn of concentration. enough, you can cast it at no cost. You may “abort” an unfinished spell Exception: Never reduce the cost of a AND INJURY before it is cast, at no penalty, but you Blocking spell; see Blocking Spells If you use an active defense against must start over if you wish to try (p. 241). an attack, or are knocked back, again. knocked down, injured, grappled, or otherwise distracted while concentrat- ing, make a Will roll at -3 to continue casting your spell. On a failure, your spell is spoiled and you must start over. Critical Spell Failure If you are stunned while concen- Table trating, your spell is automatically Roll 3d on the table below. If the result is inappropriate – or if it is spoiled. the result that the caster intended – roll again. The GM is free to impro- If you are injured but not stunned vise instead of using the table. Improvisations should be appropriate to while concentrating, and succeed on the spell and the situation, and should never kill the caster outright. the roll to avoid distraction, you may cast your spell. However, the shock 3 – Spell fails entirely. Caster takes 1d of injury. penalty for your injury reduces your 4 – Spell is cast on caster (if harmful) or on a random nearby foe (if effective skill. See p. 419 for details on beneficial). shock. 5-6 – Spell is cast on one of the caster’s companions (if harmful) or on a random nearby foe (if beneficial). CASTER AND 7 – Spell affects someone or something other than its intended target – friend, foe, or random object. Roll randomly or make an interesting SUBJECT choice. The “caster” of a spell is the person 8 – Spell fails entirely. Caster takes 1 point of injury. who is attempting to cast it. 9 – Spell fails entirely. Caster is stunned (IQ roll to recover). The “subject” of a spell is the per- 10-11 – Spell produces nothing but a loud noise, bright flash of light, son, place, or thing upon which the awful odor, etc. spell is cast. If you are casting a spell 12 – Spell produces a weak and useless shadow of the intended effect. on yourself, you are both caster and 13 – Spell produces the reverse of the intended effect. subject. The subject can also be anoth- 14 – Spell seems to work, but it is only a useless illusion. The GM er being, an inanimate object, or even should do his best to convince the wizard and his companions that a patch of ground. If the subject is a the spell did work! place, the caster can “touch” it by 15-16 – Spell has the reverse of the intended effect, on the wrong tar- extending a hand over it or touching get. Roll randomly. the ground, as appropriate for the 17 – Spell fails entirely. Caster temporarily forgets the spell. Make an IQ spell. roll after a week, and again each following week, until he remem- bers. 18 – Spell fails entirely. A demon or other malign entity appropriate to TIME REQUIRED the setting appears and attacks the caster. (The GM may waive this Most spells take one second to cast. result if, in his opinion, caster and spell were both lily-white, pure Take the Concentrate maneuver for good in intent.) one turn and attempt your skill roll at the end of your turn. If you succeed, the spell takes effect instantly. Whether you succeed or fail, your turn If your base skill with a spell – mod- ends as soon as you roll the dice. Example: If a spell takes three sec- ified only by the -5 for low mana, if onds to cast, you must spend three Example: Wat wants to cast Create applicable – is 15 or higher, reduce the turns doing nothing but concentrat- Fire, a one-second spell. On his turn, cost to cast the spell by 1. If you have ing. You roll the dice at the end of your Wat says, “I’m concentrating on skill 20 or higher, reduce the cost by 2. third turn. Create Fire.” This uses his entire turn. Cost continues to decrease by 1 per He then rolls the dice for his spell. If full five skill levels beyond skill 20. he succeeds, he creates fire – but NERGY OST Apply the same reduction to the cost either way, Wat’s turn ends. E C Each spell has an energy cost. to maintain a spell. Calculate the Some spells take more than one When you cast the spell, you must pay entire cost for a spell (for instance, by second to cast. This requires multiple, this cost in either FP or HP. The better multiplying cost for the size of the consecutive Concentrate maneuvers you know the spell, the less energy you subject or the area affected) before applying energy cost reductions for

236 MAGIC high skill. Energy is still going into the enough), but not necessarily both. only the spell with the most powerful spell, but your skill lets you draw it You are allowed to move one yard effects counts – multiple instances of a from the surrounding mana rather per second while taking the given spell do not “stack” or add in any than supplying it yourself! Concentrate maneuver. Time: As way. Spells that heal, damage, or oth- You normally pay the energy cost listed. Cost: Reduced by 1. erwise permanently affect the subject of a spell in FP. You can recover lost Skill 20-24 – Ritual: None! You simply are an exception: you may cast such FP by resting. A mage with the stare into space as you concentrate. spells repeatedly, healing or damaging Recover Energy spell (p. 248) recovers Time: Halved (round fractions up the subject by the full amount each FP faster than normal. to the next second). Minimum cast- time. ing time is still one second. Cost: Burning HP Reduced by 2. Magery and Effect You may also expend life energy to Skill 25-29 – Ritual: None. Time: Talented mages may exceed the pay the cost of a spell. Mark off some Divided by 4 (round up). Cost: usual limits for spells that allow a or all of the cost against HP instead of Reduced by 3. finite number of “levels of effect” (dice FP – the spell is actually harming you! Skill 30 or more – As above, but for of damage, bonuses to skill, etc.). The You are at -1 on your spell roll per HP every five levels of skill beyond skill upper limit is the higher of the stan- used. This is instead of the usual shock 25 (that is, at levels 30, 35, 40, etc.), dard number of levels or the caster’s penalty for injury, and High Pain halve casting time again and reduce Magery level. Threshold has no effect. energy cost by one more point. Example: Major Healing (p. 248) Using HP to power spells is dan- Certain spells always require a spe- allows you to spend 1, 2, 3, or 4 ener- gerous, but it may be necessary if you cific ritual. Such requirements over- gy points to heal 2, 4, 6, or 8 HP. It has are badly fatigued and must cast ride the rules above. For instance, four levels of effect. Magery 10 would another spell. You may “burn” HP high skill has no effect on the cost to let you revise this limit to 10 levels of until you fall unconscious. Should a cast Blocking spells (p. 241) or the effect – you could spend 1-10 energy failed HT roll indicate that you have time to cast Missile spells (p. 240). points to heal 2-20 HP! died, you do not actually spend the HP. Instead, you fall unconscious. Treat HP lost this way just like any other injury. Canceling Spells MAGIC RITUALS Sometimes, you will want to end a spell before its full duration is up. To cast a spell, you must usually If you specify a shorter duration when you cast the spell, the spell lasts perform a ritual that involves gestures exactly the time desired. If you suddenly decide to “cancel” a spell and speech. If you can’t perform the before its time is up, though, you must pay one energy point (from FP ritual, you can’t cast the spell! For or HP) to do so, regardless of the spell or your skill level. instance, if the ritual for a spell requires you to speak, you cannot cast the spell if you are gagged or under a spell of silence. The higher your skill with a spell, The GM is free not to use this rule the easier it is to cast: it takes less time, if he thinks it would be unbalanced. Of requires less energy, and has less strin- LIMITS ON course, if he puts a limit on the high- gent ritual requirements. See the list est level of Magery available, this is below for details. In all cases, “skill” EFFECT not a problem! refers to base skill, not effective skill. The effects of many spells vary The only modifier that matters here is with the energy spent. For instance, a the -5 for low mana, if applicable. healing spell might heal 1 HP per DURATION OF energy point, or a combat spell might Skill 9 or less – Ritual: You must have inflict 1d damage per point. SPELLS AND both hands and both feet free for If the spell description sets no elaborate ritual movements, and upper limit, then you may spend as MAINTAINING you must speak certain words of much energy as you can afford! The power in a firm voice. Time: more you spend, the greater the effect. SPELLS Doubled. Cost: As listed. If the spell specifies a finite range Some spells produce an instanta- Skill 10-14 – Ritual: You must speak a of effects and associated energy costs, neous effect when cast and then end few quiet words and make a ges- though, you cannot exceed the upper immediately. Other spells last for a ture. Time: As listed. Cost: As listed. limit without a high level of Magery fixed “duration” (given for the particu- Skill 15-19 – Ritual: You must speak a (see below). lar spell, but most often one minute) word or two or make a small ges- If either type of variable spell is cast and then wear off – unless you ture (a couple of fingers are on the same subject more than once, maintain them.

MAGIC 237 If you can maintain a spell, the energy cost to do so is given in its description, following the casting cost. When the spell reaches the end of its Ceremonial Magic duration, you may continue the spell If you know a spell at skill 15+ and have a group of willing assistants, by paying its maintenance cost. If you you may opt to cast the spell by leading your assistants in an elaborate do, the spell continues for another ritual that maximizes the spell’s power. Such “ceremonial magic” is interval equal to its duration. This time-consuming, but lets you cast more powerful spells than you could takes no time and requires no skill cast on your own. roll. Distance is not a factor. When you work ceremonial magic, multiply casting time by 10. Example: The Light spell (p. 249) Energy cost does not change, but your assistants can supplement your notes “Duration: 1 minute” and “Cost: energy input as follows: 1 to cast; 1 to maintain.” It ends after Each mage who knows the spell at level 15+: as much energy as he a minute unless, at the end of that wishes to contribute. minute, you spend one more energy Each non-mage who knows the spell at level 15+: up to 3 points. point to maintain it. If you do, it lasts Each mage who knows the spell at level 14 or lower: up to 3 points. another minute. Each unskilled spectator who supports the casting (by chanting, hold- You may repeat this process for as ing candles, etc.): 1 point, to a maximum of 100 points from all specta- long as you wish, provided you can tors. supply the required energy. As long as Each spectator who opposes the casting: -5 points, to a maximum you are conscious, you know when penalty of -100 points from all spectators! one of your spells needs to be Sum the energy from all sources to find the total energy available. If renewed. However, you cannot main- this exceeds the cost to cast the spell, you receive a skill bonus. tain a spell while you sleep, and you cannot “hand off” a spell to someone Extra Energy Skill Bonus else so he can maintain it for you. 20% +1 40% +2 High Skill and Cost to 60% +3 Maintain 100% +4 Energy cost reduction for high skill Add another +1 per additional 100% of the required energy. also applies to the cost to maintain a At the end of the ritual, make a skill roll to cast the spell. Apply all spell. This can reduce maintenance standard modifiers for magic use and any bonus for extra energy. cost to zero. For instance, if you know Regardless of the outcome of the die roll, all contributed energy is spent a spell at skill 15-19, you may reduce when you roll the dice. its maintenance cost by 1; if this cost is 1 to begin with, you can maintain Notes on Ceremonial Magic the spell indefinitely at no energy cost! • High skill does not reduce casting time or energy cost. • A group aids concentration. If you are distracted during the ritual, Concentration and roll at Will as opposed to Will-3 to avoid distraction. Maintenance • Ceremonial magic is hard to coordinate. A roll of 16 is always a failure, and a roll of 17-18 is always a critical failure – even if effective You can maintain a spell without skill is 16+. concentration unless the spell requires • Once the spell is cast, the participants can continue to provide ener- constant manipulation and change; gy to maintain the spell. The composition of the group may change, as e.g., to maneuver a levitating object. long as the ritual continues uninterrupted. Thus, ceremonial magic lets Spells like this require you to take the you maintain a spell indefinitely. Concentrate maneuver only. If you are distracted, injured, or stunned, you must make a Will roll at -3. If you fail, the spell does not end, but it remains in precisely the state it was in when following modifiers whenever you cast you were distracted, and does not CASTING SPELLS spells while you have other spells active: respond to change until you can con- WHILE -3 per spell you are concentrating centrate on it again. On a critical fail- on at the moment. See the individual ure, the spell ends. MAINTAINING spell descriptions to learn which spells Casting another spell does not require concentration. break concentration, but you suffer a OTHER SPELLS -1 per other spell you have “on” at skill penalty for doing two things at You can only cast one new spell at a the moment. A spell that lasts perma- once (see below). time. However, you can cast new spells nently (as indicated in the spell before older ones end. Apply the description) does not carry a penalty.

238 MAGIC DIFFERENT KINDS OF MAGIC There are many different types of • Name a target location. For The size of the area governs the magic. Spells fall into “colleges” instance, if you specify “One yard energy cost, but not the difficulty of according to subject matter and beyond the other side of this door,” the roll. The cost listed for an Area “classes” according to the way they you’ll get whoever is standing on the spell is its “base cost.” The actual cost work. other side of the door. If there is to cast the spell is equal to base cost nobody there, you wasted the spell. multiplied by the radius of the area of • Name a subject; e.g., “The closest effect in yards (minimum one yard): COLLEGES OF person in the next room,” or, “George, ¥1 for a one-yard radius, ¥2 for a two- who I know is around here some- yard radius, ¥3 for a three-yard radius, MAGIC where.” The GM determines the actu- and so on. Spells related by subject matter – al range to the subject. This is risky! If Some Area spells have a fractional e.g., fire, healing, or mind control – the subject is farther away than you base cost, such as 1/2 or 1/10. You belong to the same college. The basic think – or simply absent – you are must spend a minimum of one energy spells of a college are prerequisites for inviting failure or even critical failure! point on these spells. A few Area spells the more advanced ones. Some spells specify a minimum cost; you must No physical barrier affects a fall into more than one college. For always pay the minimum cost, even if Regular spell. Unless the spell back- instance, Earth to Air (p. 243) is both this is larger than the base cost multi- fires, a Regular spell never hits the an Earth and an Air spell. This is only plied by the desired radius. wrong target. important when counting prerequi- If an Area spell affects living sites. beings, it affects everyone in the area Most wizards specialize in only a Area Spells of effect. You may choose to affect These spells affect an area rather few colleges. This is the most efficient only a part of the area, rather than the than an individual. They are cast on a way to learn advanced magic. whole circle, but the cost is still the surface – floor, ground, etc. – and their However, you may learn spells from as same. effects extend four yards (12 feet) up many colleges as you wish. If you cannot touch some part of from that surface. A few Area spells the affected area, apply a skill penalty work differently; see the individual equal to your distance in yards from SPELL CLASSES spell descriptions for details. the nearest edge of the area. Each spell falls into one or more Otherwise, Area spells work like classes that define how it works in Regular spells. play. These classes are not mutually exclusive, except as noted below. Regular Spells Most spells fall into this class. A Area Spells on a Battle Map Regular spell affects only one subject. Represent Area spells on a battle map as follows. The area of effect Its energy cost assumes a human- of a spell cast over a one-yard radius is a single hex. The area of effect sized subject – that is, one with Size of a spell cast over a Modifier 0. For a subject with a posi- two-yard radius tive SM, multiply cost by 1 + SM: ¥2 is a central hex energy for SM +1, ¥3 for SM +2, ¥4 for and all adjacent SM +3, and so on. There is no cost hexes. The area reduction for a subject with a negative of effect of a SM. A few Regular spells give special spell cast over cost schemes that override these rules. a three-yard Regular spells work best if you can radius is a cen- touch or see the subject. You do not tral two-yard have to see through your own eyes; area of effect any spell that lets you see by magical plus the ring of means will do. hexes adjacent If you cannot touch the subject, to that. And so apply a skill penalty equal to your dis- on, building up tance in yards from the subject; e.g., -5 larger areas by at five yards. Figure distance at the adding succes- moment you roll the dice for the spell. sive rings of If you cannot touch or see the sub- adjacent hexes. ject, there is a further -5 penalty. There are two ways to direct such a spell:

MAGIC 239 Melee Spells through the target’s armor or shield On your next turn, you have three Melee spells “charge” your hand or and affects him. options with your missile: make a magic staff (see box) with harmful Note that some Melee spells are ranged attack with it, hold it, or energies that affect the first target you Resisted (see p. 241). These spells enlarge it. If you opt to enlarge your strike. These spells require two skill require a second roll against spell skill, missile, you must concentrate for rolls: a roll against spell skill to cast when the spell actually takes effect, to another second. At the end of your the spell, and a normal melee attack overcome the target’s resistance. turn, you may invest more energy in roll to hit your target with your hand the spell – anything from one point to or staff. Missile Spells points equal to your Magery level. This To cast a Melee spell, concentrate This class of spells encompasses does not require a skill roll. for the required time, roll against spell long-distance “projectile” or “bolt” The turn after that, you have the skill at the end of the final turn of con- attacks, such as Fireball (p. 247) and same options: attack, hold, or enlarge. centration, and pay the energy cost. Lightning (p. 244). Missile spells On your fourth and subsequent turns, There is no distance modifier – you require two skill rolls: a roll against you may only attack or hold. You can- are casting the spell on yourself! On a spell skill to cast the spell, and a roll not spend more than three seconds success, you energize your hand or against Innate Attack skill (p. 201) to building up a Missile spell. staff with the spell’s magic. On your hit the target. Once you stop enlarging a Missile next turn, you must do one of two To cast a Missile spell, you must spell, you may “hold” it in hand, ready things with your spell: hold it or attack concentrate for one second. At the end to attack. You do not have to launch with it. of your turn, roll against your skill the missile until you want to. While If you hold your spell, your hand or with the spell. There is no modifier for holding a Missile spell, you may move staff remains “charged.” This has no distance – you are creating a magical up to your full Move, take a Wait or energy cost and requires no skill roll. missile in your hand. On a success, Aim maneuver, or even attack using You cannot cast another spell while you may invest one or more points of the hand that isn’t “holding” the mis- holding a Melee spell. You can take energy in the spell, to a maximum sile. You may defend normally. any other combat maneuver (but an number of energy points equal to your However, you cannot cast another attack with the energized hand or staff Magery level. The missile then appears spell. discharges the spell). A parry with that in your hand, “charged” to the desired There is one drawback: if you are hand or staff does not discharge the level. injured while you have a missile “in spell; an attack is part of the ritual, and nothing else works. A held Melee spell on a staff per- sists only for as long as you wield the staff. If you lose hold of your staff, even for an instant, the spell drains Magic Staffs away harmlessly. If someone grabs A “magic staff” is any wand or staff imbued with the power to extend your staff, and you are both holding your reach for the purpose of casting spells (see Staff, p. 481). It gives onto it on your turn, your attempt to three main benefits: wrench it free counts as an attack, and • Touching a subject with your staff lets you cast spells on that sub- your opponent instantly suffers the ject at no distance penalty. This is useful in situations where you must spell’s effects! cast a spell on a subject you cannot touch with your hand (e.g., when To attack, roll against DX or an casting a healing spell on someone trapped under rubble). unarmed combat skill to hit with a • Pointing with a staff reduces the range to a distant subject by the hand, or the appropriate Melee length of the staff. This is valuable for Regular spells, as a one-yard Weapon skill to hit with a staff. This is wand shaves -1 off distance penalties, while a two-yard quarterstaff a standard melee attack. Your target eliminates -2! You can point as part of the ritual to cast a spell. Tell the may attempt any active defense. If he GM you are pointing at the subject when you start concentrating. (This succeeds, your spell is not triggered; might warn an unwilling subject!) you may try again next turn. If he fails, • A staff can carry Melee spells. This gives them more reach, and lets your melee attack does its usual dam- you strike and parry without putting your hand in harm’s way. age and your spell affects him imme- diately. A magic staff can be any length up to two yards. A wand is Reach C, Armor protects normally against too light to do damage, and uses Knife or Main-Gauche skill. A long some Melee spells, not at all against wand or short staff is Reach 1, functions as a baton in combat, and uses others. If the spell is one that ignores Shortsword or Smallsword skill. A full-length staff is Reach 2, counts as armor, neither an unarmed parry a quarterstaff in combat, and uses Staff or Two-Handed Sword skill. In (even with an armored limb) nor a most game worlds, a suitable ordinary item can be enchanted as a block will protect the target from the magic staff for $30, but it must be made from once-living materials spell. Even if such a defense wards off (wood, bone, ivory, coral, etc.). the melee attack, the spell arcs

240 MAGIC hand,” you must make a Will roll. If you fail, the missile immediately affects you! When you are ready to attack, roll Dissipating Held Melee and Missile Spells You sometimes need to dispel a held Melee or Missile spell quickly, against your Innate Attack skill to hit. without taking a full turn to make an attack – for instance, so you can This is a standard ranged attack, sub- concentrate on another spell. You can do this as a free action at any ject to the usual modifiers for target point during your turn; simply state that you are dissipating the spell size, speed, and range. Once launched, and it “evaporates” harmlessly. the missile flies in a straight line to the You can also get rid of a Missile spell (not a Melee spell) by “drop- target. Physical barriers affect it just as ping” it at your feet. This, too, is a free action. This does not damage they would affect any missile weapon. you, unless the missile is explosive, but it damages whatever you are Your target may block or dodge, standing on. Missiles that inflict burning damage are liable to set fires! but not parry. If he fails, he is hit and the spell affects him. The strength of the effect depends on the energy invested. Most Missile spells inflict 1d of damage per point of energy. the spell fails, the GM says, “You sense The subject always has a chance to Damage Resistance – whether natural nothing.” On a critical failure, the GM resist, even if he is unconscious. A con- or from armor – protects normally lies to you! Regardless of the outcome, scious subject is aware that something against damaging Missile spells. you must always pay the full energy is happening, and may choose not to cost for the spell. resist. Individuals who are uncon- Blocking Spells Information spells generally allow scious, unfamiliar with magic, or wary A Blocking spell is cast instantly as only one attempt per day by each cast- of hostile magic always try to resist. a defense against either a physical er (or ceremonial group). “Seek” spells To resolve a Resisted spell, you attack or another spell. It is the magi- are an exception to this. must first succeed at your skill roll. If cal equivalent of a block, parry, or Except where specifically noted, the spell has a single subject (that is, it dodge (and often counts as one of Information spells have no duration. isn’t an Area spell), you have a penalty these defenses; see the spell descrip- They grant a momentary glimpse of equal to the subject’s Magic Resistance tion for details). You may cast only one insight and end immediately; there- (p. 67), if any – even if he is willing! On Blocking spell per turn, no matter how fore, you cannot maintain them. a failure, the spell fails and the subject skilled you are. You cannot attempt a notices nothing. On a success, note Blocking spell against a critical hit. Resisted Spells your margin of success; e.g., if you If you try a Blocking spell, it auto- A spell of any type can also be rolled a 6 against an effective skill of matically interrupts your own concen- “Resisted.” A spell like this works auto- 13, you succeeded by 7. If the subject is tration. You lose any spell you were matically only on a critical success. On living or sapient, the Rule of 16 applies preparing exactly as if you had failed a regular success, your spell must (see The Rule of 16, p. 349). There is no the Will roll to resist a distraction. If defeat the subject’s resistance to work. such limit if the subject is a spell. you are holding (not casting) a Melee spell, it is unaffected. If you are holding a Missile spell, you cannot enlarge it further but may retain it for later use. Blocking spells do not get an ener- gy cost reduction for high skill. Long-Distance Modifiers Use these modifiers for Information spells that work over long dis- Information Spells tances, such as “Seek” spells. Certain advantages also use these range penalties. If the distance falls between two values, use the higher. Information spells are cast to gain knowledge. Some require you to touch Distance Penalty the subject, while others function at a Up to 200 yards 0 distance; see Long-Distance Modifiers 1/2 mile -1 (box) for range penalties. Spells 1 mile -2 intended to find things are at -1 per 3 miles -3 “known” item you choose to ignore in 10 miles -4 your search. Most Information spells 30 miles -5 have additional special modifiers, so 100 miles -6 be sure to read the spell description 300 miles -7 carefully. 1,000 miles -8 When you cast an Information spell, the GM rolls for you in secret. If Add another -2 per additional the spell succeeds, the GM gives you factor of 10. the desired information – the better the roll, the better the information. If

MAGIC 241 The subject then attempts a resist- the subject. If you lose or tie, the spell record your margin of success if you ance roll. A character resists using the has no effect – but you must still pay succeed. Everyone in the area gets a attribute or other trait indicated in the the full energy cost! A conscious sub- resistance roll, and those with Magic spell description – usually HT or Will. ject feels a slight mental or physical Resistance get double the usual bene- The subject’s Magic Resistance, if any, wrench (depending on which attribute fit. Your spell affects those who make adds to his resistance. A spell resists he resisted with), but no other effect. their roll by less than you did. using the caster’s effective skill when You know whether or not the subject he cast the spell. resisted your spell. Special Spells Compare the subject’s resistance These spells follow special rules Resisted Area Spells: When casting roll to your skill roll in a Quick given in the spell description. an Area spell that is Resisted, make Contest. If you win, your spell affects the usual success roll for the spell and SPELL LIST

On the following pages are 93 spells, picked for their utility in a beginning fantasy or horror cam- paign. But this is only a glimpse of Alternative Magic what magic can do – see GURPS Systems Magic for hundreds more spells! Each spell includes: This chapter describes the “standard” magic system. It will work as is, or with minor changes, for wizards in most worlds inspired by fan- Name of Spell and the Class(es) it tasy literature. Some visions of magic will demand a radical redesign, belongs to. A “(VH)” indicates an however. Two sample variants appear below. IQ/Very Hard spell; otherwise, it’s IQ/Hard. Clerical Magic Description: The spell’s effects, spe- To handle the powers of magic-using priests, start with the standard cial rules, etc. If the spell requires par- magic system, but read “Magery” as “Power Investiture” (see p. 77) and ticular items, assume it uses them up “mana” as “sanctity.” Sanctity levels range from “no sanctity” (the tem- unless the description states other- ple of an opposed deity) to “very high sanctity” (in the god’s presence). wise. Clerics have Power Investiture instead of Magery, and their spells Duration: The time the spell’s have no prerequisites. A priest may acquire a new spell simply by pray- effects last. If you maintain the spell, ing for it, as long as he has at least one point to spend on the spell. This it lasts for another period equal to benefit is balanced by the fact that he can only learn those spells offered this. Spells with an instantaneous by his god (GM’s decision) and by the fact that his god may alter the effect do not list duration and cannot outcome of his magic – or suspend his magical powers – for reasons he be maintained. is unlikely to comprehend. Cost: The energy (FP or HP) spent when you cast the spell. If given as Ritual Magic Base Cost, this is the cost per yard of Magic use depends on a single “core skill,” typically Ritual Magic radius of an Area spell. Maintainable (p. 218) or Thaumatology (p. 225). Each college of magic is an IQ/Very spells also give a cost to maintain. Hard “college skill” or “path” that defaults to the core skill at -6. College Time to Cast: If no time is given, skills have the core skill as a prerequisite and may never exceed the core the spell requires one second of con- skill. centration and takes place at the end Ritual mages can cast spells at default! Each spell is a Hard tech- of your turn. nique with a default to the associated college skill. For each prerequi- Prerequisites: Other spells you site the spell or its prerequisites would have in the standard system, the must know (have placed at least one default is at a cumulative -1 (e.g., a spell with one prerequisite that itself point in the spell) before you may has one prerequisite defaults to college skill-2). To raise a spell past its study this spell, as well as any Magery, default level, the mage must have at least one point in the college skill, IQ, or other requirements. but he can ignore the spell’s prerequisites under the standard system. Spells cannot exceed the associated college skill. Magery adds to core skill, college skills, and spells. If standard and AIR SPELLS ritual magic coexist, normal Magery and Ritual Magery are separate These spells deal with the tradi- advantages. tional magical “element” of air. Except All other rules are the same. as noted, assume that “air” is normal breathing air at one atmosphere of pressure.

242 MAGIC Purify Air Area This spell removes all impurities from the air in its area of effect. It is often used to neutralize the effects of poisonous gas or vapors. Note that a room full of smoke may safely be puri- fied one section at a time – but truly deadly vapors must all be removed at once, or some may escape. This spell also turns old “stale” air into fresh breathable air. The air in a one-yard radius, if not renewed from the outside, will last 45 minutes for one person at rest, less for multiple persons or someone violently exercising (GM’s discretion). Cost: 1 to 10. 1 produces a gentle Duration: 1 minute. breeze; 4 a wind; 6 a heavy wind; 8 or Cost: 4 to cast; 2 to maintain. Duration: Works instantly. more a violent blast. Cost to maintain Prerequisites: Create Air and Purification is permanent. is the same as to cast. Destroy Water (p. 253). Base Cost: 1. Cannot be main- Prerequisite: Create Air. tained; must be recast. Walk on Air No-Smell Regular Create Air Regular Temporarily grants the subject the Area Removes the subject’s odor and Walk on Air advantage (p. 97). If the This spell manufactures air where makes it (or him) totally undetectable subject falls for any reason (e.g., none exists. When cast where there is by smell. Any possessions are also injury), the spell is broken! If the spell already air, it produces an outward affected. This spell changes no other is recast immediately, he falls for only breeze lasting about five seconds. properties of the subject. one second (about 5 yards) and then When cast in a vacuum, it instantly “lands” on the air (taking 1d damage) Duration: 1 hour. creates breathable air. When cast – unless he hits ground before then. If Cost: 2; same to maintain. within earth, stone, or other material, he’s 10 feet over a lava pit, too bad! it fills any empty spaces with air, but Prerequisite: Purify Air. does not burst the stone. When cast Duration: 1 minute. underwater, it makes bubbles! It can- Predict Weather Cost: 3 to cast; 2 to maintain. not be cast inside a living being. Information Prerequisite: Shape Air. Lets the caster forecast the weather Duration: Breeze, bubbles, etc. last accurately for a given location over a Earth to Air 5 seconds. Air created is permanent. given time. This forecast does not take Regular Base Cost: 1. Cannot be main- magical meddling into account, or This spell turns earth or stone into tained; must be recast. predict the actions of other wizards! air, which can be valuable to someone Prerequisite: Purify Air. who is trapped underground! The Cost: Twice the length of the fore- more energy the caster spends, the cast, in days. Double the cost for a Shape Air more earth he can transform, but he is location outside the general area (say, Regular limited to regular shapes with the over the horizon). Quadruple the cost This spell lets the caster create largest dimension no more than four for a place on another continent. This movements of air over a small area. times the smallest one. This spell is spell cannot predict weather on other The caster must choose a starting also considered an Earth spell. point (calculate distance penalties to planets or planes. that point). The wind starts there and Time to cast: 5 seconds per day Duration: Permanent. blows in a stream one yard wide, for a forecast. Cost: 1 to transform one cubic foot distance in yards equal to 5 times the Prerequisites: At least four Air of earth/stone to air, giving enough air energy put into the spell, and then dis- spells. for one person to breathe for 1 sipates. This may cause knockback minute. To transform larger quantities (see Knockback, p. 378) on someone it Breathe Water of earth/stone at once, the cost is 5 per hits; each second, roll 1d per full 2 Regular cubic yard. points of energy in the spell. Treat this Lets the subject breathe water as Time to cast: 2 seconds. as damage for knockback purposes though it were air. Subject does not Prerequisites: Create Air and Shape only (this spell does not cause injury). lose the ability to breathe ordinary air! Earth (p. 245). This spell is also considered a Water Duration: 1 minute. spell.

MAGIC 243 Stench BODY CONTROL Clumsiness Area Regular; Resisted by HT Produces a cloud of vile, yellowish SPELLS The subject suffers -1 to his DX and gas that reeks of brimstone. Until it These spells directly affect the DX-based skills for every point of dissipates, anyone who breathes it body. Except as noted, they only affect energy put into the spell. must make a HT roll or take 1d dam- living beings. Duration: 1 minute. age. Roll once per minute. Those in Cost: 1 to 5 to cast; half that the area also begin to suffocate (see Itch amount to maintain (round up). Suffocation, p. 436). The cloud is Regular; Resisted by HT Prerequisite: Spasm. heavy, and “rolls” downhill if the Causes the subject to itch fiercely ground is not level. The rate of dissi- in a spot of the caster’s choice. The pation depends on the area and pres- Hinder subject is at -2 DX until he takes one ence of wind; indoors, it usually lasts Regular; Resisted by HT full turn to scratch (more, if armor, until the spell expires, but outdoors on The subject is at -1 to his Move and etc. is in the way!). Only one Itch spell a windy day, it might only last 10 sec- Dodge scores for every point of energy can affect a given subject at a time. onds or so. put into the spell. This spell is also Duration: Until the subject takes a considered a Movement spell. Duration: 5 minutes, except in turn to scratch. windy areas. Duration: 1 minute. Cost: 2. Cannot be maintained; Base Cost: 1. Cannot be main- Cost: 1 to 4 to cast; same to main- must be recast. tained; must be recast. tain. Prerequisite: Purify Air. Prerequisite: Clumsiness or Haste Spasm (p. 251). Lightning Regular; Resisted by HT Missile Can be directed against any of the Rooted Feet subject’s voluntary muscles. Directed Lets the caster shoot a bolt of light- Regular; Resisted by ST against a hand, it causes the subject to ning from his fingertip. This has 1/2D The subject’s feet are glued in drop whatever he is holding (usually a 50, Max 100, Acc 3. Treat any metal place! He may try another resistance weapon). If the subject is in the mid- armor as DR 1 against this spell! If the roll at -5 every turn, against the origi- dle of a lengthy spell requiring ges- target is wounded, he must make a HT nal spell skill roll, to break free. While tures, he must make a DX roll or start roll, at -1 per 2 HP suffered, or be the spell continues, the subject’s skill over. Ingenious casters will find other stunned. He may attempt a HT roll with any weapon except a ranged uses . . . each turn thereafter to recover. weapon is at -2 and his Dodge score is Against electronic equipment, treat Duration: A moment. cut in half (round down). this attack as if it had the Surge dam- Cost: 2. Cannot be maintained; Duration: 1 minute, or until subject age modifier (see Surge, p. 105). must be recast. breaks free. Lightning behaves unpredictably Prerequisite: Itch. Cost: 3. Cannot be maintained; around conductors. A lightning bolt must be recast. cannot be fired through a metal grid, Pain Prerequisite: Hinder. between bars, from within a car, etc. – Regular; Resisted by HT it jumps to the metal and is lost. The subject feels a stab of agoniz- Paralyze Limb However, the GM may (for instance) ing pain. He must make a Will roll to allow a wizard to shoot a lightning Melee; Resisted by HT avoid crying out. If he is in a precari- The caster must strike the subject bolt into a metal floor. This would not ous position (climbing, for instance), electrocute those on it, but could on a limb to trigger this spell (hits else- he must make a DX roll to avoid catas- where have no effect). Armor does not shock them all, interrupting concen- trophe! His DX and all DX-based skills tration and doing slight damage (no protect. Resolve resistance on contact. are at -3 for the next turn only. If the If the caster wins, the subject’s limb is more than 1 point, and possibly none subject is in the middle of a spell at all). The GM may encourage cre- paralyzed; it is considered crippled for requiring gestures, he must roll vs. one minute. ative use of lightning until it becomes Will or start over. High Pain Threshold a nuisance . . . gives +3 to the Will and DX rolls Duration: 1 minute. Cost: Any amount up to your above; Low Pain Threshold gives -4. Cost: 3. Cannot be maintained; must be recast. Magery level per second, for three sec- Duration: 1 second. onds. The bolt does 1d-1 burning Prerequisites: Magery 1 and five Cost: 2. Cannot be maintained; Body Control spells, including Pain. damage per energy point. must be recast. Time to cast: 1 to 3 seconds (the Prerequisite: Spasm. caster’s fingers sparkle as the spell Wither Limb builds up). Melee; Resisted by HT Prerequisites: Magery 1 and at least The caster must strike the subject six other Air spells. on a limb to trigger this spell. Armor

244 MAGIC does not protect. Resolve resistance Truthsayer Seek Earth on contact. If the caster wins, the sub- Information; Resisted by Will Information ject’s limb withers immediately; it is crippled for all purposes. The subject This tells whether the subject is This spell tells the caster the direc- also takes 1d damage. lying or not. May be cast in two ways: tion and approximate distance of the nearest significant amount of any one 1. To tell whether the subject has Duration: Permanent unless healed type of earth, metal, or stone. Use the told any lies in the last five minutes. magically. long-distance modifiers (p. 241). Any 2. To tell whether the last thing the Cost: 5. known sources of that material may subject said was a lie. Prerequisites: Magery 2 and be excluded if the caster specifically Paralyze Limb. May also give an indication of how mentions them before beginning. great the lie is. If the caster is not Cost: 3. Deathtouch touching the subject, calculate range Time to cast: 10 seconds. Melee as for a Regular spell. The caster must strike the subject Cost: 2. Shape Earth to trigger this spell; hit location is Prerequisite: Sense Emotion. Regular irrelevant. The subject takes 1d dam- Lets the caster move earth and age per point of energy in the spell. Mind-Reading Armor does not protect. This spell shape it into any form. If the form is does affect the undead. Regular; Resisted by Will stable (e.g., a hill), it remains perma- Lets the caster read the subject’s nently after shaping. An unstable form Cost: 1 to 3. mind. Works on any living being, but (e.g., a column or wall) lasts only Prerequisite: Wither Limb. is most useful on sapient creatures. while the spell continues – no special Detects only surface thoughts (what concentration is required – and then the subject is thinking at that collapses. COMMUNICATION moment). The subject is not aware his Earth moved with this spell travels AND EMPATHY mind is being read, except in the case at only Move 2. It can harm no one of a critical failure. except by flowing over an immobile SPELLS person and burying him. If earth is Modifiers: -2 if the caster does not moved onto a person to bury him – or These spells deal with discerning know the subject’s native language; -2 from beneath him, to create a hole – (or concealing) thought and intent. if the subject is of a different race – or he may move normally on his next For spells that manipulate emotions -4 or more if the subject is totally turn, to escape. He is trapped only if and loyalties, see Mind Control Spells alien! he fails to do so. (p. 250). Duration: 1 minute. Anyone buried by this spell may try Sense Foes Cost: 4 to cast; 2 to maintain. to claw his way out of the loose earth. One roll, at ST-4, is allowed per turn. Information; Area Time to cast: 10 seconds. Prerequisite: Truthsayer. GMs may make this roll harder if the Tells the caster if the subject has victim is buried under more than two hostile intent, and what the degree of Hide Thoughts cubic yards of earth! The victim can hostility is. Can be cast on one person Regular hold his breath (see Holding Your or a whole area. If cast over an area, Breath, p. 351), but he eventually risks This spell resists all mind-reading this spell only detects that someone is suffocation (see Suffocation, p. 436). hostile, without telling who. and thought-control attempts on the subject. The “attacking” ability must Duration: 1 minute. Base Cost: 1 (minimum 2). win a Quick Contest against this spell Cost: 1 per cubic yard of earth in order to affect the subject. If the shaped (minimum 2); half that to Sense Emotion attacking ability pierces Hide maintain (round up). Regular Thoughts, the subject still gets his nor- Prerequisite: Seek Earth. Lets the caster know what emo- mal resistance roll (roll separately). tions the subject is feeling at the This spell does not affect previously Earth to Stone moment. It works on any living being, established mental control. Regular but is not much use except on sapient Duration: 10 minutes. Turns an item of earth or clay into creatures! This also tells how loyal the Cost: 3 to cast; 1 to maintain. hard stone (but not gemstone). subject is to the caster (see Loyalty of Prerequisite: Truthsayer. Hirelings, p. 518). Duration: Permanent. Cost: 3 per cubic yard (minimum Cost: 2. EARTH SPELLS 3). Prerequisite: Sense Foes. Prerequisites: Magery 1 and Shape These spells deal with the tradi- Earth. tional magical “element” of earth. Except as noted, none of these spells affect stone or metal.

MAGIC 245 Earth to Air animation, in a tiny spherical cham- 3 – for an effect as though a blow- Regular ber 50 feet underground, until rescued torch had been held to the subject: by tunneling or the reverse of this ignites dry firewood or clothes being As listed under Air Spells (p. 243). spell. A mage who casts Entombment worn in one second, leather in two on himself may elect to stay awake, seconds, heavy wood in six seconds. Create Earth but this is unwise unless he also 4 – for an effect as though burning Regular knows Earth to Air! magnesium or phosphorus had been Lets the caster create good, solid held to the subject: ignites coal in one Duration: Permanent, unless earth where none existed before. This second, heavy wood in two seconds. earth must be created in contact with reversed by this spell. the ground – not hanging in the air or Cost: 10 (but only 6 to reverse an Cost to maintain is the same as the floating in the sea! entombment). original cost to cast. Time to cast: 3 seconds. Duration: Permanent. Prerequisites: Magery 2 and five Create Fire Cost: 2 per cubic yard to create Earth spells. Area earth from nothingness (minimum 2); Fills the area of effect with fire that 1 per cubic yard to solidify mud into NCHANTMENT requires no fuel (if cast in midair, it good earth (minimum 1). E produces a sphere of flame, which Prerequisite: Earth to Stone. SPELLS falls to the ground). This is real fire, Enchantment spells allow mages to and will eventually ignite any flamma- Flesh to Stone ble objects it touches. Cannot be cast Regular; Resisted by HT create permanent magic items, and constitute both a college of magic and within rock, foes, etc. “Petrifies” a living subject (and all a class of spells. Since they are only his gear!), turning him to stone. Must Duration: 1 minute. ever used to create artifacts, they affect the entire subject. Base Cost: 2; half that to maintain. appear with the other rules for arti- Ordinary fires set by this spell do not Duration: Permanent, unless facts in Chapter 17 (see Enchantment require maintenance. reversed by Stone to Flesh. Spells, p. 480). Prerequisite: Ignite Fire. Cost: 10. Time to cast: 2 seconds. FIRE SPELLS Shape Fire Prerequisite: Earth to Stone. Area These spells deal with the tradi- tional magical “element” of fire. Lets the caster control the shape of Stone to Earth any flame. Each shape change requires Regular Should the volume of a particular fire matter in play, assume that the flames a second of concentration. Once Turns any kind of stone (including created or controlled by Fire spells shaped, the flame keeps that shape gemstone) into simple earth. Must be shoot six feet high. See Flame (p. 433) until the spell expires, without concen- cast on a whole stone or block, rather for rules for setting things on fire. tration. Moving a flame requires con- than a part of it. stant concentration (the flame moves Duration: Permanent. Ignite Fire at Move 5, on the caster’s turn). A nat- ural fire cannot move to a place that it Cost: 6 per cubic yard (minimum Regular 6). can’t burn, but flame made with the This spell produces a single spot of Create Fire spell needs no fuel and can Prerequisites: Earth to Stone or any heat, and is used to set fire to a readily four Earth spells. move almost anywhere. flammable object. It works best on Flame shaped with this spell nor- paper and cloth, and cannot affect any Stone to Flesh mally retains its volume. If the fire is item that would not burn in an ordi- “spread out” across twice its original Regular nary fire. In particular, it cannot set area, it only does half damage; if Reverses the effects of Flesh to fire to a living being! Once ignited, the spread across three times its original Stone and brings the victim back to life fire burns normally. area, it does 1/3 damage, and so on. (stunned). Cannot be used to animate Duration: One second. a statue that was never alive. Duration: 1 minute. Cost: Depends on the amount of Base Cost: 2; half that to maintain. Duration: Permanent. heat desired: Prerequisite: Ignite Fire. Cost: 10. 1 – for an effect as though a match Time to cast: 5 seconds. had been held to the subject: lights a Deflect Energy Prerequisites: Magery 2, Flesh to candle, pipe, or tinder in one second. Blocking Stone, and Stone to Earth. 2 – for an effect as though a torch Deflects one energy attack about to Entombment had been held to the subject: ignites hit the subject – including a beam paper or loose cloth in one second, weapon attack or a Fireball or Regular; Resisted by HT ordinary clothes being worn in four Lightning spell. Counts as a parry for The earth instantly swallows the seconds. combat purposes. If the caster is not subject. He remains in suspended

246 MAGIC the subject, apply distance modifiers as Resist Cold Cost: Any amount up to twice your for a Regular spell. Deflected attacks Regular Magery level per second, for three sec- may still hit a target beyond the subject. onds. The fireball does 1d burning The subject (person, creature, or damage per full 2 points of energy. Cost: 1. object) and anything he carries Time to cast: 1 to 3 seconds. Prerequisites: Magery 1 and Shape become immune to the effects of cold Prerequisite: Fireball. Fire. and frostbite (but not falling ice, magical ice spears, etc.). Extinguish Fire Duration: 1 minute. GATE SPELLS Area Cost: 2 to cast; 1 to maintain. Cost These spells manipulate time, Puts out all ordinary and magical doubles if subject must resist cold of space, and dimensions. fires in its area of effect. Has no effect -40° or more; cost triples if subject on molten steel, lava, plasma, etc. must resist the cold of absolute zero. Planar Summons Duration: Once out, a fire stays out. Prerequisite: Heat. Special Base Cost: 3. Summons a creature, such as a Prerequisite: Ignite Fire. Resist Fire demon or a Thing Man Was Not Regular Meant To Know, from another plane Heat The subject (person, creature, or of existence. The GM determines the Regular object) and anything he carries predisposition and abilities of this being. Each plane requires a different This spell raises the temperature of become immune to the effects of heat Planar Summons spell. Some excep- an object. It does not necessarily pro- and fire (but not electricity). tionally potent entities might require duce fire, though most things burn if Duration: 1 minute. their own unique spells! heated enough. Heat radiates away Cost: 2 to cast; 1 to maintain. Cost When the creature appears, the cast- normally. (Use this as a guideline for doubles if subject must resist a blast er must immediately try to control it. playable effects – don’t try to turn the furnace or volcano; cost triples if sub- Treat this as a Quick Contest between spell into a physics exercise!) ject must resist the heat of a star, the caster’s Planar Summons skill and Any wizard planning to make nuclear bomb, etc. Only the first level the entity’s Will. The caster is at +4 if he extensive use of this spell should arm of protection is necessary against knows the creature’s “true name.” himself with a list of the melting combat-type Fire spells. If the caster wins, he can give the points of various materials. The spell Prerequisites: Extinguish Fire and creature a single command, which it can have drawbacks. If you were in Cold. must carry out. On completing this jail, you might melt your way through task – or after one hour in any event – the bars . . . but the radiated heat Fireball the entity usually vanishes. However, would probably broil you first. Missile some powerful entities can stay for as Duration: 1 minute. Each minute Lets the caster throw a ball of fire long as they wish . . . raises the target’s temperature by 20°. from his hand. This has 1/2D 25, Max If the caster ties or loses, the crea- Maximum temperature possible with 50, Acc 1. When it strikes something, it ture reacts badly. An “evil” being com- this spell is 2,800°. vanishes in a puff of flame. This spell is mits violence or vandalism, while a Cost: 1 for an object up to the size likely to ignite flammable targets. “good” one is more likely to depart in a of a fist, 2 for an object up to one cubic huff and put in a bad word with the yard, and 2 per cubic yard for a larger Cost: Any amount up to your caster’s gods. Wild or chaotic creatures object. Temperature change can be Magery level per second, for three sec- are liable to engage in theft and mis- doubled to 40° per minute for double onds. The fireball does 1d burning chief. Extremely alien entities might cost, tripled to 60° per minute for damage per energy point. react in disturbing and unpredictable triple cost, and so on. Slower heating Time to cast: 1 to 3 seconds. ways. costs no less. Same cost to maintain. Prerequisites: Magery 1, Create Duration: Until the task is done or Time to cast: 1 minute. Fire, and Shape Fire. one hour, whichever is less. Usually. Prerequisites: Create Fire and Cost: 1 point per 10 character Shape Fire. Explosive Fireball Missile points used to build the summoned Creates a fireball that affects both entity. Minimum energy cost is 20 Cold (although this will not always sum- Regular its target and things nearby. This has 1/2D 25, Max 50, Acc 1. Can be thrown mon a 200-point being). The GM This spell is the reverse of Heat secretly determines the capabilities of (above). It can reduce the temperature at a wall, floor, etc. (at +4 to hit) to catch foes in the blast. The target and all summoned creatures. of any object to absolute zero, if main- Time to cast: 5 minutes. tained for long enough. anyone closer to the target than one yard take full damage. Those further Prerequisites: Magery 1 and at least Duration, Cost, and Time to cast: As away divide damage by 3 times their one spell from each of 10 different for Heat, except each minute lowers distance in yards (round down). colleges. the target’s temperature by 20°. Prerequisite: Heat.

MAGIC 247 Plane Shift (VH) Since restored HP vanish after one Minor Healing Special hour and the spell cannot be main- Regular tained, this spell is only a stopgap This spell bodily transports the measure. Restores up to 3 HP to the subject. caster – along with anything he is car- Does not eliminate disease or poison, rying (up to Heavy encumbrance) – to Duration: 1 hour. but cures the damage they cause. a particular plane of existence. Each Cost: Any amount; the energy spent This spell is risky when used more plane requires its own Plane Shift by the caster goes to the subject as than once per day by the same caster spell. This is a one-way trip. To get restored HP (e.g., if the caster spends on the same subject. If you try, roll at back, the caster must know Plane 5 energy, the subject regains 5 lost -3 for the first repetition, -6 for the sec- Shift for his home plane or get a wiz- HP). Casting cost is not reduced by ond, and so on. ard in the other plane to cast Banish high skill. Cannot be maintained; If you have the Physician skill at (p. 252) on him. must be recast. level 15 or higher, a critical failure This spell gives the caster no special Prerequisite: Lend Energy. with this spell counts only as an ordi- immunity to his surroundings. To safe- nary failure – unless you are trying the ly visit a plane where the natural con- Recover Energy spell more than once per day on the ditions are vacuum, flame, etc., you Special same subject. must learn the necessary protective This spell allows the caster to rest Cost: 1 to 3. The same amount is spells. and recover Fatigue Points more restored to the subject. Duration: Permanent. quickly than normal by drawing ener- Prerequisite: Lend Vitality. Cost: 20. gy from the mana around him. A nor- Time to cast: 5 seconds. mal person recovers 1 FP every 10 Major Healing (VH) Prerequisite: Planar Summons for minutes. A mage who knows this spell Regular the same plane. at skill 15 or higher recovers 1 FP every 5 minutes. A mage who knows Restores up to 8 HP to the subject. this spell at skill 20 or higher recovers Does not eliminate disease or poison, EALING PELLS 1 FP every 2 minutes. No further but cures the damage they cause. H S Otherwise, this spell functions just Anyone who tries to heal himself improvement is possible. Note that like Minor Healing: it is at -3 per cast- has a skill penalty equal to the amount this spell works on the caster himself; ing on the same subject in one day, of injury he has. For example, a wiz- it cannot restore FP to others. and Physician skill at level 15 or high- ard who is missing 4 HP rolls at -4 to The mage must rest quietly, but no er mitigates the effects of a critical heal himself. ritual or die roll is required. While failure. A critical failure with a Healing resting, he can maintain ordinary The penalties for repeated casting spell always has some appropriate bad spells, but not those that require con- accrue separately for Minor Healing effect on the patient, aggravating the centration. and Major Healing. For instance, a injury, creating a new wound, or the This spell does not function in low- caster could cast both spells on the like. or no-mana areas. same subject in the same day at no Cost: None. penalty. Lend Energy Prerequisites: Magery 1 and Lend Regular Energy. Cost: 1 to 4. Twice the amount Restores the subject’s lost Fatigue spent is restored to the subject. Points, at an energy cost to the caster. Awaken Prerequisites: Magery 1 and Minor Healing. Cannot increase the subject’s FP score Area above its normal maximum. This spell renders the subject(s) Great Healing (VH) Cost: Any amount; the energy spent awake and alert. It instantly counters Regular by the caster goes to the subject as the effects of stunning. If the subject Restores all of the subject’s missing restored FP (e.g., if the caster spends 5 is very fatigued (less than 1/3 basic HP. Does not eliminate disease or poi- energy, the subject regains 5 lost FP). FP), this spell renders him alert for an son, nor does it restore crippled or Casting cost is not reduced by high hour but costs him 1 FP at the end of missing body parts, but it can heal HP skill. that time. It has no effect on those lost to any of these things. Prerequisite: Magery 1 or Empathy with 0 or fewer FP. Sleeping or uncon- A given subject can only benefit (p. 51). scious subjects get a HT roll to awak- en, at a bonus equal to the caster’s from this spell once per day, whether margin of success. A subject rolls at -3 cast by the same caster or by a differ- Lend Vitality ent caster each time. Regular if unconscious due to injury, at -6 if drugged. If you have the Physician skill at Temporarily restores the subject’s level 15 or higher, a critical failure with lost Hit Points, at an energy cost to the Base Cost: 1. this spell counts only as an ordinary caster. Cannot increase the subject’s Prerequisite: Lend Vitality. failure. HP score above its normal maximum.

248 MAGIC Cost: 20. One try per day per success gives the caster a vision of the not heard of new spells created by the subject. item’s whereabouts – or leads him to GM or players. Time to cast: 1 minute. it, if it is within a mile. Cost: 2. Prerequisites: Magery 3 and Major To seek a person, the caster must Prerequisite: Detect Magic. Healing. either know his name or know him well enough to visualize him. For instance, you cannot use this spell to Analyze Magic KNOWLEDGE solve a murder by seeking “the mur- Information; Resisted by spells derer” if you don’t know who that is – that conceal magic SPELLS but if you do, Seeker will find him. Tells the caster exactly what spells These spells provide information. are on the subject. If the subject has Modifiers: Long-distance modifiers Duration is “instantaneous” unless more than one spell on it, Analyze (p. 241). Something associated with noted otherwise – that is, the caster Magic identifies the one that took the the item sought (e.g., part of a lost per- gets a flash of knowledge, not a least energy and tells the caster “there son’s clothing) should be available at continuing picture. are more spells.” It can then be cast the time of casting; if not, roll at -5. again to determine the next spell, and The roll is at +1 if the caster has held Detect Magic so on. Like Identify Spell, above, it or is otherwise familiar with the item Regular gives limited results when faced with a sought. Lets the caster determine whether spell the caster has never heard of. any one object is magical. If the spell Cost: 3. One try per week. Cost: 8. is successful, a second casting tells Prerequisites: Magery 1, IQ 12+, Time to cast: 1 hour. whether the magic is temporary or and at least two “Seek” spells (e.g., Prerequisite: Identify Spell. permanent. A critical success on Seek Earth and Seek Water). either roll fully identifies the spell, as for Analyze Magic. Trace LIGHT AND Cost: 2. Regular Time to cast: 5 seconds. May be cast on any object or living DARKNESS Prerequisite: Magery 1. being. As long as the spell is main- tained, the caster will know where the SPELLS Aura subject is if he concentrates for a sec- These spells affect not just visible ond. Either the subject must be with light, but also infrared and ultraviolet Information light. Spells that provide illumination Shows the caster a glowing halo, or the caster when the spell is first cast, or the caster must first cast Seeker allow those with Infravision and “aura,” around the subject. This aura Ultravision to see, while spells that gives the caster a general insight into successfully. Long-distance modifiers (p. 241) apply if subject is not in block ordinary vision also block those the subject’s personality – the better senses. the skill roll, the better the insight. The caster’s presence. aura also shows whether the subject is Duration: 1 hour. Light a mage (and about how powerful); Cost: 3 to cast; 1 to maintain. One Regular whether the subject is possessed or try per day. Produces a small light, like a can- controlled in any way; and whether Time to cast: 1 minute. dle flame. It stays still unless the cast- the subject is in the grip of any violent Prerequisite: Seeker. er concentrates on moving it; then it emotion. A critical success detects can travel at Move 5. “secret” traits, such as lycanthropy, Identify Spell vampirism, and unnatural longevity. Information Duration: 1 minute. All living beings have auras; inani- Lets the caster know what spell or Cost: 1 to cast; 1 to maintain. mate things do not. A zombie is spells have just been cast (within the detectable by his faint, death-haunted last five seconds), or are being cast at Continual Light aura, while a vampire retains the aura the moment, on or by the subject. It Regular he had in life. Illusions and created does not identify the spells on a per- When cast on a small object (up to beings have no aura, so a successful manently enchanted item. One casting fist-sized or 1 lb.) or a small part of a casting of this spell distinguishes them identifies all spells cast on or by the larger object, this spell makes that from real persons. subject. However, if any of these spells object glow with white light. are totally unknown to the caster – not Cost: 3 (for any size subject). Duration: Variable. Roll 2d for just spells he doesn’t know, but spells Prerequisite: Detect Magic. number of days. Does not count as a he has never heard of – the GM should spell “on.” provide only a general, vague descrip- Seeker Cost: 2 for a dim glow, 4 for the tion; e.g., “Some kind of physical pro- Information brightness of a fire, 6 for a glare so tection.” Wizards have heard of every Attunes the caster to one individual bright as to be painful at close range. spell in this list unless the GM rules or manmade object he is looking for. A Prerequisite: Light. that some are secret, but wizards have

MAGIC 249 Darkness Counterspell Dispel Magic is not selective! The cast- Area Regular; Resisted by subject er need not know the spell(s) being dispelled. To nullify a specific spell Cloaks the area of effect in pitch spell without affecting others, use darkness. A person inside the area can This spell nullifies any one ongoing Counterspell. see out normally, but can see nothing spell. It cannot “counter” spells that else within the area. Those outside the make a permanent change in the world Duration: Dispelled magic is per- area can see only darkness within. (e.g., Extinguish Fire, Flesh to Stone, manently gone. Thus, attacks out of darkness suffer no or Zombie) and it cannot affect per- Base Cost: 3. penalty, but attacks into darkness are manently enchanted items, but it can Time to cast: 1 second for each at a penalty; see Visibility (p. 394) for counter spells cast using magic items. energy point spent. combat rules. The “subject” of Counterspell may be Prerequisites: Counterspell and at The Dark Vision advantage lets you either the subject of the spell to be least 12 other spells (any type). see through a Darkness spell, but countered or the person who cast that Night Vision and Infravision do not. spell. MIND CONTROL Duration: 1 minute. Counterspell is a single spell – but Base Cost: 2 to cast; 1 to maintain. to counter a given spell, you must also SPELLS know that spell. Roll against the lower Prerequisite: Continual Light. These spells have no effect on sub- of your Counterspell skill or your skill jects that lack intelligence (IQ 0) or with the spell being countered. You Blur free will (in general, this means the must win a Quick Contest with the tar- Automaton meta-trait; see p. 263). Regular get spell to cancel it. You can cast mul- Thus, they do not work on most This spell makes the subject harder tiple Counterspells to negate an Area golems, robots, zombies, etc. to see and therefore harder to hit with spell piece by piece. attacks. Each point of energy gives -1 to the effective skill of any attack on Cost: Half that of the spell coun- Foolishness the subject, to a maximum of -5. tered, not counting bonuses the other Regular; Resisted by Will caster got for high skill. The subject suffers -1 to his IQ and Duration: 1 minute. Time to cast: 5 seconds. IQ-based skills (including spells) for Cost: 1 to 5 to cast; the same to Prerequisite: Magery 1. every point of energy put into the maintain. spell. The GM may also require an IQ Time to cast: 2 seconds. roll to remember complex things Prerequisite: Darkness. while under the influence of this spell. Duration: 1 minute. Cost: 1 to 5 to cast; half that amount to maintain (round up). Prerequisite: IQ 12+. Forgetfulness Regular; Resisted by Will or skill Causes the subject to forget one fact, skill, or spell temporarily. The skill or spell cannot be used while Forgetfulness is in effect. If (for instance) a forgotten spell is a prereq- uisite for other spells, the other spells can still be used, at -2 to skill. Duration: 1 hour. Cost: 3 to cast; 3 to maintain. Time to cast: 10 seconds. Prerequisites: Magery 1 and Foolishness. META-SPELLS Dispel Magic Daze Area; Resisted by subject spells These spells have to do with the Regular; Resisted by HT structure of magic itself. They are This spell, if successful, negates Subject looks and acts normal, but spells about spells, or spells that affect other spells within the area. It has no does not notice what is going on other spells. effect on enchanted items – just on around him, and will not remember it spells. Each spell resists separately.

250 MAGIC later. A dazed guard will stand quietly “Look!” – the subject looks in the additional 100 lbs. Cost to maintain is while a thief walks past! Any injury, or direction the caster indicates. the same. successful resistance to a spell, causes “Wait!” – the subject takes the Wait Prerequisite: Magery 1. the subject to snap out of the daze and maneuver on his next turn. return to full, alert status. Lockmaster Cost: 2. Duration: 1 minute. Prerequisites: Magery 2 and Regular; Resisted by Magelock Cost: 3 to cast; 2 to maintain. Forgetfulness. Opens locks magically. A Magelock Time to cast: 2 seconds. spell gets a roll to resist Lockmaster. Prerequisite: Foolishness. Any modifiers for the difficulty of the MOVEMENT lock that would apply Lockpicking Mass Daze SPELLS skill also affect this spell. Area; Resisted by HT These spells physically manipulate Duration: Once opened, a lock As Daze, but can be cast over an the subject or affect his movement stays open until closed. area. abilities. Cost: 3. Cannot be maintained. Time to cast: 10 seconds. Duration: 1 minute. Prerequisites: Magery 2 and Base Cost: 2 to cast; 1 to maintain. Haste Apportation. Minimum radius 2 yards. Regular Time to cast: 1 second for each Increases the subject’s Move and Deflect Missile energy point spent. Dodge scores by up to 3. Prerequisites: Daze and IQ 13+. Blocking Duration: 1 minute. Deflects one missile about to hit the Sleep Cost: 2 to cast, and 1 to maintain, subject – including any Missile spell. Regular; Resisted by HT per point added to the subject’s Move Counts as a parry for combat purpos- and Dodge. es. If the caster is not the subject, Subject falls asleep. If standing, he Time to cast: 2 seconds. apply distance modifiers as for a falls – but this does not wake him. He Regular spell. Deflected attacks may can be awakened by a blow, loud Hinder still hit a target beyond the subject. noise, etc., but will be mentally stunned (see Effects of Stun, p. 420). Regular; Resisted by HT Cost: 1. The Awaken spell (p. 248) arouses him As listed under Body Control Spells Prerequisite: Apportation. instantly. If not awakened, he will (p. 244). sleep for around eight hours and awaken normally. Great Haste (VH) NECROMANTIC Regular Cost: 4. Speeds the subject up a lot. In SPELLS Time to cast: 3 seconds. effect, the subject has one level of These spells deal with death, the Prerequisite: Daze. Altered Time Rate (p. 38) for the dura- dead, and spirits. They affect corpses tion of the spell. and spirits of all races, unless other- Mass Sleep wise noted in a racial description. Area; Resisted by HT Duration: 10 seconds. As Sleep, but can be cast over an Cost: 5. Cannot be maintained; Death Vision area. must be recast. At the spell’s end, the Regular subject also loses 5 FP (unless the cast- The subject sees a vivid presenti- Base Cost: 3. Minimum radius 2 er was the subject). ment of his own death. This might be yards. Time to cast: 3 seconds. a vision of the future or a false vision Time to cast: 1 second for each Prerequisites: Magery 1, IQ 12+, from another possible future – but it is energy point spent. and Haste. Prerequisites: Sleep and IQ 13+. always chilling. The subject is mental- Apportation ly stunned until he can make his IQ Command roll to shake off the effects of the spell. Regular; Resisted by Will This spell can also be useful to the sub- Blocking; Resisted by Will Lets the caster move physical ject, by pointing out a possibly deadly Lets the caster give the subject one objects without touching them. This hazard. immediate command – a word and a spell levitates its subject at Move 1 – gesture, or at most two words – which not fast enough to do damage with it. Duration: 1 second. the subject must obey. If the subject is Living subjects get to resist with Will. Cost: 2. unable to fulfill the command imme- Time to cast: 3 seconds. diately or on his next turn, the spell Duration: 1 minute. Prerequisite: Magery 1. has no effect. Some examples: Cost: 1 for an object up to 1 lb. in weight; 2 for an object up to 10 lbs.; 3 “Drop it!” – the subject drops what- for an object up to 50 lbs.; 4 for an ever he was holding. object up to 200 lbs.; and 4 for each

MAGIC 251 Sense Spirit skills. It does not have the “soul,” men- Banish Information; Area tal traits, IQ-based skills, or memories Special; Resisted by Will of the living person. The GM Tells the caster if there are any determines its exact abilities, as This spell sends an extradimen- ghosts, spirits, undead, or similar appropriate to the campaign. sional visitor (e.g., a demon) back to supernatural entities within the area its plane of origin. It can only be cast of effect. On a good roll, it gives a gen- Duration: The zombie remains ani- if the caster is in his home dimension. eral impression of what kind of being mated until destroyed. In an alien plane, you could not “ban- is present. Caster may, at the time of Cost: 8, multiplied by 1 + SM for ish” yourself back home, but a native casting, limit the spell to a specific creatures larger than human-sized. of that plane could banish you. This type of entity, or exclude a given type. Time to cast: 1 minute. spell does not work on a creature that Prerequisites: Summon Spirit and is already in its home dimension. Base Cost: 1/2. Lend Vitality. Resolve the Banish attempt as a Prerequisite: Death Vision. Quick Contest: the caster’s Banish skill Summon Spirit Turn Zombie vs. the subject’s Will. If the caster wins, Area the subject immediately returns to its Information; Resisted by Inflicts 1d of injury on anything in home plane. It cannot return for one spirit’s Will the area that was animated using the month. Anything that it brought with Lets the caster talk to the spirit of a Zombie spell; DR does not protect. In it when it appeared (e.g., weapons) dead person. The subject resists at -5 if addition, roll 1d for each zombie. On a vanishes with it. Other things it may he was a friend of the caster. If the 1, it turns and flees from the caster. be carrying (e.g., screaming victims) spell succeeds, the subject will answer stay behind. one question, to the best of his knowl- Duration: Successfully turned Note that certain powerful crea- edge as of the time he died, and one undead will avoid the caster for one tures are resistant or even immune to more per minute he remains. day. this spell. If the spell fails, that caster (or cer- Base Cost: 2. Cannot be main- Modifiers: +4 if the caster knows emonial group) may not summon that tained; must be recast. the entity’s “true name”; -5 if the cast- spirit again for one year. A critical fail- Time to cast: 4 seconds. er does not know the subject’s plane of ure means the caster summoned a Prerequisite: Zombie. (This spell is origin . . . and an extra -1 if he believes malign spirit, who lies deliberately. common among those who have Power Investiture.) he knows where the creature came Modifiers: -5 if you don’t know the from, but is wrong! subject’s full name. -1 if it has been Summon Demon Cost: 1 point per 10 character more than a week since the subject’s Special points the subject is worth. Minimum death, -2 if more than a month, -3 if This is the version of Planar energy cost is 10. The caster does not more than a year, -4 if more than 10 Summons (p. 247) that raises demons; know in advance how much energy years, -5 if more than 50 years, and -6 see that spell description for details. If the spell will require, and may fall if more than 500 years. the caster fails to control the demon, it unconscious or even wound himself in Duration: 1 minute. always attacks him! If he manages to casting the Banish. Cost: 20 to cast; 10 to maintain. control the demon and give it a com- Time to cast: 5 seconds. Halve these costs if the spell is cast at mand, the demon carries out the letter Prerequisites: Magery 1 and at least the site of death or over the corpse of of its orders, doing its best to pervert one spell from each of 10 different col- the person being contacted. their spirit to the caster’s disfavor. It leges. Time to cast: 5 minutes. also works incidental mischief, unless Prerequisites: Magery 2 and Death specifically instructed not to. Vision. PROTECTION AND Duration: Until the demon’s task is done, or one hour, whichever is less. WARNING SPELLS Zombie Cost: 1 point per 10 character Regular points used to build the demon. Shield The subject of this spell must be a Minimum energy cost is 20 (although relatively complete dead body. The Regular this will not always summon a 200- Conjures an invisible shield of condition of the corpse determines the point being). Those tempted to sum- result: a fresh body produces a zom- magical force that moves to protect mon powerful demons should bear in the subject from frontal attacks. The bie, a skeleton produces an animated mind that such demons tend to have skeleton, and an old, dry body pro- Defense Bonus granted by this spell is high Will, with all that implies for con- cumulative with that from an actual duces a walking mummy. The animat- trol . . . ed corpse becomes an undead servant shield, but this spell does not allow a Time to cast: 5 minutes. subject without a shield to block. of the caster. It attributes are based on Prerequisites: Magery 1 and at least those of the original body, as are its one spell from each of 10 different Duration: 1 minute. physical advantages and DX-based colleges. Cost: Twice the Defense Bonus given to the subject, to a maximum

252 MAGIC DB of 4 (cost 8); half that to maintain. Purify Water Breathe Water Prerequisite: Magery 2. Special Regular Armor Lets the caster remove all impuri- As listed under Air Spells (p. 243). ties from water by pouring it through Regular any hoop or ring (or, in a pinch, his Shape Water Adds to the Damage Resistance of own fingers) into a container. Only Regular a living subject. DR from this spell is one skill roll is required, as long as the Lets the caster sculpt water treated for all purposes like DR from flow continues. armor, and is cumulative with that (including ice or steam) into any form, from actual armor. Duration: Purified water stays pure and even move it about. Once given a unless re-contaminated. shape, the water holds it without fur- Duration: 1 minute. Cost: 1 per gallon purified. ther concentration until the spell ends. Cost: Twice the Damage Resistance Time to cast: Usually 5 to 10 sec- Water moved with this spell travels at given to the subject, to a maximum onds per gallon, unless a large con- Move 3. DR of 5 (cost 10); half that to main- tainer and ring are used. A useful shape is a wall of water to tain. Prerequisite: Seek Water. stop fiery attacks. Twenty gallons cre- Prerequisites: Magery 2 and Shield. ates a wall 2 yards high ¥ 1 yard wide. This stops Fireball spells and ordinary fire. Anyone can learn most spells – although in Duration: 1 minute. some worlds, you must be a mage to use the Cost: 1 per 20 gallons shaped; same cost to maintain. spells you know. Time to cast: 2 seconds. Prerequisite: Create Water.

Magelock Fog Area Regular; Create Water Regular Creates an area of dense fog. Even Resists Lockmaster spell Lets the caster create pure water one yard of fog blocks vision. Flaming Locks a door magically. The door out of nothing. This water may appear weapons and missiles lose their extra will not open unless the spell is in any of several forms. It may appear power in fog. A Fireball loses 1 point of removed (Counterspell and within a container, or as a globe in damage per yard of fog it must traverse Lockmaster are both able to counter midair (it falls immediately). Or it (e.g., a 3d Fireball that crosses 5 yards it) or the door itself is destroyed. may appear as a dense mist of of fog inflicts 3d-5 damage), while vic- Duration: 6 hours. droplets; in this form, one gallon of tims of an Explosive Fireball may Cost: 3 to cast; 2 to maintain. water extinguishes all fires in a one- count each yard of fog as two yards of Time to cast: 4 seconds. yard radius. Water cannot be created distance from the blast. However, no Prerequisite: Magery 1. inside a foe to drown him! amount of fog can extinguish a fire. Duration: water is per- Duration: 1 minute. ATER PELLS manent. Base Cost: 2; half that to maintain. W S Prerequisite: Shape Water. These spells deal with the tradi- Cost: 2 per gallon created. Prerequisite: Purify Water. tional magical “element” of water. Icy Weapon Except as noted, none of these spells affect the water in a human body or Destroy Water Regular any other living creature. Area Causes any weapon to become Causes water (in any form) to van- freezing cold. This does not harm the Seek Water ish, leaving a vacuum – or perhaps user or the weapon, but an attack with Information specks of dry impurities. If more the weapon does +2 damage to most water is all around, it rushes in to fill foes if it penetrates DR. Multiply this This spell lets the caster determine bonus for any Vulnerability (p. 161) to the direction, distance, and general the hole. Good for drying things out, saving a drowning victim, etc. Cannot ice or cold. Add this bonus to the final nature of the nearest significant injury inflicted by the attack – for source of water. Use the long-distance be used as a “dehydrating” attack on a foe. instance, an “impaling” icy attack is modifiers (p. 241). Any known sources still only good for +2 damage, not +4. of water may be excluded if the caster Duration: Permanent. specifically mentions them before Base Cost: 3. In deep water, the area Duration: 1 minute. beginning. Requires a forked stick; is only 2 yards in height (or depth). Cost: 3 to cast; 1 to maintain. roll at -3 if this is not available. Prerequisite: Create Water. Time to cast: 3 seconds. Prerequisite: Create Water. Cost: 2.

MAGIC 253 CHAPTER SIX PSIONICS

The rules in this chapter concern “Psionics” (or “psi powers”) are large group; or the result of deliberate psionic characters in worlds where psi paranormal mental abilities such as experimentation. powers are possible. If you are not cre- telepathy and ESP. They might be The GM decides whether psi exists ating a psi, you can safely ignore this mutations or gifts possessed by a rare in his game world – and if so, who can material. few individuals; powers common to have psionic powers. If psi powers are an entire civilization, race, or other rare, he is free to require an Unusual Background (p. 96). POWERS, ABILITIES, AND TALENTS The six basic psionic powers are • A set of advantages that represent You possess a given power if you Antipsi, ESP, Psychic Healing, different ways the power can manifest. have at least one of its psi abilities. You Psychokinesis (PK), Telepathy, and • A special limitation, called a power may spend earned points to add new Teleportation. Other psi powers exist in modifier, which, when applied to any of psi abilities within any power you some settings. Three things define each these advantages, turns it into a psi already possess, but you may not buy power: ability within the power. psi abilities associated with new pow- • A Talent that makes it easier to use ers without the GM’s permission. all the psi abilities within the power. If you possess a particular psi power, you may start out with its psion- ic Talent. You may also spend earned points to add or improve this Talent later on. Glossary of Psi You may also start with a Talent and no psi abilities. In that case, you are a Terminology “latent” – you have potential but no antipsi: The power to interfere with other psi powers. Also used to actual power. You may spend earned describe a psi who possesses this power. points to buy psi abilities within the ESP: Extrasensory perception – the power to see, hear, or know things power with which you have Talent. that the ordinary five senses cannot detect. Finally, you may take psi abilities as esper: A psi who possesses ESP. potential advantages (see Potential latent: Someone who possesses a psi Talent but no actual psi abilities. Advantages, p. 33), in which case they Psis whose abilities have the Unconscious Only limitation might will function as if they had the appear to be latent. limitations Unconscious Only (p. 115) PK: Psychokinesis – the power to affect matter with the mind. and Uncontrollable (p. 116) until fully psi: The generic term for superhuman mental powers. Also used to paid for. describe a person who possesses such powers. psionic: Of or pertaining to psi powers. Power Modifier psychic healing: The ability to heal injury and illness with the mind. All psi abilities have a special limita- screamer: An uncontrolled antipsi. Also called a “jammer.” tion called a “power modifier.” Each psi Talent: An advantage that makes it easier to use all psi abilities of one power has its own modifier, generally type. worth -10%. An advantage with a power telepath: A psi who can read or influence the minds of others. modifier becomes part of the associated telepathy: The power of mental communication and control. power, and is subject to the restrictions teleportation: The power to transport objects across space, time, or under Using Psi Abilities (p. 255). This is dimensions instantaneously. a limitation because it converts an abil- ity that would otherwise be impeded only by specific countermeasures into

254 PSIONICS one that is susceptible to interference by definition, have a power modifier. You may use earned points to “buy from anything that affects the entire The GM might rule that certain other off” any limitation the GM feels prac- power or all psi powers. limitations are intrinsic to the way psi tice could negate; e.g., Uncontrollable works in his game world, in which or Unreliable. You cannot buy off a Psionic Talents case these are mandatory as well. power modifier, though, or any limita- Each power has a psionic Talent; A psi may customize his abilities with tion the GM deems fundamental to e.g., Telepathy Talent. Talent repre- additional limitations; Costs Fatigue, the way psi functions in his game sents natural or learned ability to con- Emergencies Only, Nuisance Effect, world. trol that psi power. You may have Unconscious Only, Uncontrollable Talent without psi abilities (that is, (especially for children and teen- you are a “latent”) or psi abilities with- agers!), and Unreliable are common in GAINING NEW out Talent (you have raw power, but fiction. little flair for directing it). If you want to start with many psi PSI ABILITIES A Talent gives a bonus to any roll to abilities, consider taking severe limita- You can use earned points to add activate or otherwise use that particu- tions such as Emergencies Only, enhancements to your psi abilities, or lar psionic power; e.g., Telepathy Unconscious Only, and Unreliable. to buy higher levels of abilities that Talent 2 would give +2 to use any of You can purchase your abilities cheap- come in multiple levels. You can also your telepathic abilities. This most ly, but you can’t use them effectively – buy additional Talent with any power often modifies IQ, Will, and perhaps you don’t even realize you you possess. Finally, if you already Perception rolls. have them! Later in your career, you have a psionic power or Talent, you Most Talents cost 5 points/level. can buy off these limitations and add may buy new abilities within that You may not buy more than four lev- Talent to improve your capabilities. power. els of a given Talent without the GM’s If a psi ability comes in levels, it is However, like most advantages, psi permission. legal to buy some levels with limita- abilities are inborn. Under normal cir- tions and others without, provided all cumstances, you cannot add abilities have the power modifier. For instance, in powers you do not possess. The GM PSIDE EFFECTS you could have Telekinesis 5 with no might allow you to gain new powers Like other advantages, psi abilities extra limitations, plus another 20 lev- through dangerous superscience may have enhancements and limita- els that are Unconscious and experiments, divine intervention, etc. tions (see pp. 101-116). All psi abilities, Uncontrollable! USING PSI ABILITIES A psi ability is an advantage with a merely caught in the area of effect. This Other advantages, technology, etc. modifier. It functions just like the ordi- advantage has no effect on abilities that specifically noted as affecting psionics nary form of the advantage, with a few do not allow a resistance roll. in general or one power in particular exceptions. The advantages Neutralize (p. 71) can also impede psi. For instance, tech- Someone with the advantage and Psi Static (p. 78) can interfere with nological mind shields that only affect Resistant to Psionics (see Resistant, psi abilities. These traits may be part of telepathy are common in science- p. 80) has a bonus to all rolls to resist the Antipsi power (below) or have other fiction settings. psi abilities, whether he is the target or origins. PSIONIC POWERS

Six sample psi powers appear which is why psi is rarely noticed. If Obscure (p. 72) vs. Para-Radar or any below. The abilities listed for each are you have this power, you might not psionic Detect; Psi Static (p. 78); and only guidelines. The GM is free to mod- believe in psi, because it won’t work Resistant to Psionics (p. 80). ify these lists, or to permit players to do near you! Psis tend to shun uncon- Power Modifier: None, since Antipsi so themselves. trolled antipsis (called “jammers” or abilities cannot themselves be blocked! “screamers”). There is no Antipsi Talent, since ANTIPSI most of these abilities work passively. This is the power of interfering with ESP Extrasensory perception (ESP) cov- other psi use. Some psychic Antipsi Abilities ers a variety of “sixth sense” abilities. researchers think unconscious, uncon- The following advantages can be These are among the most commonly trollable Antipsi might be common . . . Antipsi abilities: Neutralize (p. 71); reported types of psi phenomena.

PSIONICS 255 The GM makes all ESP skill rolls in secret. The better the roll, the more accurate and useful the information he gives. On a failure, the GM says, Psionics and Magic “You learn nothing.” If a Psychometry Psi and magic can achieve many of the same effects, such as healing or Precognition roll fails by more than injuries. However, they are different. A spell that detects magic cannot 5, the GM lies! reveal a psi effect, nor can a drug that neutralizes psi powers affect a mage. Psi power comes from unique advantages that can be powerful ESP Talent even if used without Talent, while magic is built around learning indi- 5 points/level vidual skills (spells). You have a natural talent for ESP. However, purely physical or mental effects of the two disciplines can You get +1 per level to use any ESP interact – or even cancel. If a psychokinetic creates a fire, it is like any ability. You can use earned points to other fire, and water magic can extinguish it normally. And if a mage acquire new ESP abilities, even if you casts Mind-Reading (p. 245), a telepathic Mind Shield will resist it. did not start with them. So Which Is Better? ESP Abilities Magic can produce a more diverse range of effects, at a lower point The following advantages can be cost, and the average wizard knows far more spells than the typical psi ESP abilities: Channeling (p. 41); has advantages. So is magic better? Not exactly. Spellcasting requires Clairsentience (p. 42); Danger Sense energy and time, whereas psi abilities, like other advantages, usually (p. 47); Detect (p. 48), for psis, psionic need little or no concentration. Psi powers don’t require rituals and are activity, etc.; Medium (p. 68); Oracle not dependent on mana levels, making a psi effective even if he is (p. 72); Para-Radar (see Scanning bound and gagged, or operating in an area without mana. In the end, Sense, p. 81); Penetrating Vision both have strengths and weaknesses – and anyone mastering psi and (p. 74); Precognition (p. 77); magic will be formidable! Psychometry (p. 78); Racial Memory (p. 78); and See Invisible (p. 83).

Power Modifier: Psychic Healing. The advantage is a psi ability within the Psychic Healing power. Anything Is magic better than psi? Not exactly. that blocks Psychic Healing will block it, but it can benefit from Psychic Both have strengths and weaknesses – Healing Talent. -10%. and anyone mastering psi and magic will be formidable! PSYCHOKINESIS (PK) This is the power of mind over matter, most often manifesting through telekinesis: the ability to move Power Modifier: ESP. The advan- Psychic Healing Talent objects with the mind. Many parapsy- tage is a psi ability within the ESP 5 points/level chologists connect PK to poltergeist power. Anything that blocks ESP will You have a natural talent for phenomena, levitation, and fire-rais- block it, but it can benefit from ESP Psychic Healing. You get +1 per level ing (pyrokinesis). PK is sometimes Talent. -10%. to use any Psychic Healing ability. You linked to disturbed children or can use earned points to acquire new teenagers, for whom the Psychic Healing abilities, even if you Uncontrollable limitation is common. PSYCHIC did not start with them. HEALING PK Talent Psychic Healing Abilities 5 points/level This is the ability to heal injury and The following advantages can be You have a natural talent for PK. illness, and more generally, to channel Psychic Healing abilities: Detect You get +1 per level to use any PK abil- “positive” psychic energy to ensure (p. 48), for disease, poison, etc.; ity (this does include DX rolls for PK your own or others’ wellness. A “faith Healing (p. 59); Metabolism Control abilities). You can use earned points to healer” might have this ability, even if (p. 68); Regeneration (p. 80); acquire new PK abilities, even if you he believes he’s channeling divine Regrowth (p. 80); and Resistant did not start with them. power. (p. 80) against most noxious physical effects.

256 PSIONICS Power Modifier: Telepathic. The advantage is a psi ability within the Examples of Psionic Powers Telepathy power. Anything that blocks Telepathy will block it – in particular Danielle is a psychokinetic. She can levitate and create pyrokinetic Mind Shield – but it can benefit from flame. She buys these PK abilities as Burning Attack 4d (Psychokinetic, Telepathy Talent. -10%. -10%) [18] and Flight (Psychokinetic, -10%) [36]. She also has PK Talent 2 [10]. This gives her +2 to hit with her Innate Attack and to rolls to maneuver with her Flight. TELEPORTATION Dai Blackthorn is an esper and a teleporter, as mentioned in Chapter This is the power of mentally mov- 1 (see p. 12). His ESP takes the form of Danger Sense (ESP, -10%) [14]. ing yourself – or other things – across He buys his teleportation as Warp (Psionic Teleportation, -10%; Range space, time, or dimensions without Limit, 10 yards, -50%) [40]. He has no Talents . . . yet. But he could use traversing the distance between. earned points to buy ESP Talent or Teleportation Talent later on. Teleportation Talent 5 points/level You have a natural talent for PK Abilities Telepathy Abilities Teleportation. You get +1 per level to The following advantages can be The following advantages can be use any Teleportation ability. You can PK abilities: Binding (p. 40); Damage Telepathy abilities: Animal Empathy use earned points to acquire new Resistance (p. 46), with the Force (p. 40); Empathy (p. 51); Invisibility Teleportation abilities, even if you did Field enhancement; Enhanced Move (p. 63); Mind Control (p. 68); Mind not start with them. (Air or Water) (p. 52); Flight (p. 56); Probe (p. 69); Mind Reading (p. 69); Innate Attack (p. 60); Super Jump Mind Shield (p. 70); Mindlink Teleportation Abilities (p. 89); Telekinesis (p. 92); Tempera- (p. 70); Possession (p. 75); Speak with The following advantages can be ture Control (p. 92); Vibration Sense Animals (p. 87); Special Rapport Teleportation abilities: Jumper (p. 64); (p. 96); Walk on Air (p. 97); and Walk (p. 88); Telesend (see Telecommuni- Snatcher (p. 86); and Warp (p. 97). on Liquid (p. 97). cation, p. 91); and Terror (p. 93). An Affliction (p. 35) or Innate Power Modifier: Psionic Teleporta- Power Modifier: Psychokinetic. The Attack (p. 61) can also qualify if it has tion. The advantage is a psi ability advantage is a psi ability within the the Malediction enhancement (p. 106) within the Teleportation power. Any- PK power. Anything that blocks PK and only causes fatigue, stunning, thing that blocks Teleportation will will block it, but it can benefit from incapacitation, a temporary mental block it, but it can benefit from PK Talent. -10%. disadvantage, or a DX, IQ, or Will Teleportation Talent. -10%. penalty. TELEPATHY Telepathy is the power of mental communication and control. In most settings, it only works on living, sen- tient beings such as animals or humans. If for some reason you try Other Powers to use a telepathic ability on a record- The GM is free to create new psi powers. To do so, simply give the ing, dummy, etc., your attempt power a name, list the associated advantages, and assign a Talent and automatically fails. a power modifier. In most accounts of telepathy, This procedure also works for nonpsionic powers; see Advantage range is highly variable. Telepaths Origins (p. 33) for ideas. Talent should cost 5 points/level, except for very might send signals across the world or broad powers. The power modifier depends on the rarity of counter- even across interplanetary space. The measures against the power. If they are common, the modifier is -10% emotional connection between sender if they include variants of Neutralize and Psi Static that can defeat the and receiver is far more important. power, or -5% otherwise. If they are rare, there is no modifier. And if they are nonexistent, the Cosmic enhancement (p. 103) applies. Telepathy Talent 5 points/level Example: Comic-book supers often possess powers that encompass attacks (e.g., Binding or Innate Attack), defenses (e.g., Damage You have a natural talent for Resistance or Resistant), movement powers (e.g., Flight or Telepathy. You get +1 per level to use Permeation), and special senses (e.g., Detect or Scanning Sense) asso- any Telepathy ability. You can use ciated with a specific force or element. Each is blocked by an “opposite” earned points to acquire new power (for instance, Ice Powers can block Flame Powers). And all super Telepathy abilities, even if you did not powers are susceptible to variant forms of Neutralize and Psi Static. start with them.

PSIONICS 257 CHAPTER SEVEN TEMPLATES

The character-creation rules are simple, but offer a vast number of options in order to give players all the choices they could want. The sheer volume of mate- rial might overwhelm new players – especially gamers who are accustomed to RPGs that offer less flexibility. One way to make character generation less daunting is to use “templates.” A template is a “quick start” technique. It is a partially completed character sheet that contains only those traits required for a character to fill a certain role believably. It lists the point costs of those traits, and gives the sum as the template’s “cost.” When you select a template, pay its cost out of your starting points. Use your remaining points to customize the template by buying traits specific to the character concept you have in mind. You can customize fur- ther by choosing personal disadvantages and quirks . . . which will in turn give you a few more points you can spend on abilities that define who you are. There are two main types of templates: character templates and racial templates. CHARACTER TEMPLATES A “character template” is a blueprint for a PC who can fill a specific dra- matic role or function competently at a particular occupation in a given game world. By specifying many traits in advance, it reduces the work need- ed to create the character and guarantees that he has the abilities he needs to play his part. Character templates aren’t just for new players! Experienced players who are pressed for time may find them a useful starting point. GMs can use them to determine the abilities of NPCs, too, but should bear in mind that charac- ter templates are intended for heroic PCs as opposed to “generic NPCs.”

Some also let you increase or decrease you extra points to spend. The same HOW TO USE attributes and secondary characteris- goes for quirks, which you should tics (if so, these options appear with always select yourself. CHARACTER the advantages and disadvantages). You also need to determine your EMPLATES After you have finished selecting character’s build, and details such as T the template’s options, customize it by age and hair and eye color. Assume First, buy the template by spending spending your remaining character your tech level is that of the campaign points equal to its cost. Do this instead points. The template does not affect unless otherwise indicated. of buying individual attributes, sec- how you spend these points! You ondary characteristics, advantages, decide this – subject to GM approval, Altering Character disadvantages, skills, etc. of course. Next, select any options detailed in Templates If the template has fewer disadvan- the template. Many templates give you Character templates are not rules! tages than the campaign permits (see a number of choices from subsets of When customizing a template, you are Disadvantage Limit, p. 11), you may advantages, disadvantages, or skills. free to alter anything that came with take more, up to the limit. This gives it. After all, a hero plays a leading role

258 TEMPLATES in his saga, and starring roles are rarely typical ones. You can add, sub- tract, or substitute abilities – but be aware that subtracting items from an Are Character Templates occupational template might result in “Character Classes”? someone who is regarded as incompe- No. tent by his peers. Many RPGs employ “character classes,” which superficially resem- ble character templates in GURPS, but there are several important dif- Combining Character ferences. For one thing, you don’t have to choose a template. And if you Templates do choose one, this does not limit your options: you’re free to customize You may wish to select more than the template, and you can spend earned points to improve your char- one template, especially if the GM acter in any way you wish. designs many for the campaign (see Even in a campaign where many templates are available, you are Chapter 15). For instance, you might free to create your character from whole cloth – and many experienced want to take separate templates that players will wish to do so. This is fine, because templates don’t contain define your job, membership in one or hidden penalties or drawbacks and aren’t specially priced package more organizations, ethnic origin, and deals. Characters built on templates are 100% compatible with those place in the story. But since most tem- created by hand, and the two can mix freely in a campaign. plates assume you are taking just the one template, “stacking” them can be a problem. The guidelines below attempt to solve this. Advantages: 15 points chosen from When you combine templates, SAMPLE among Alternate Identity [5 or 15], choose the highest level of each attrib- Charisma 1-3 [5-15], Contacts ute and secondary characteristic from CHARACTER [Varies], Cultural Familiarity [1 per among the templates. Combine the TEMPLATES culture], Danger Sense [15], Gizmos advantage, disadvantage, and skill lists 1-3 [5-15], Languages (any) [2-6 per Below are three sample templates of all the templates, and take all language], Legal Enforcement for use in a wide variety of settings, required traits. If multiple templates Powers [5-15], Luck [15], Rapid from medieval fantasy to modern day. require a leveled trait, such as a skill, Healing [5], Security Clearance [5- They assume a 100- to 150-point cam- meet the most difficult requirement – 15], Smooth Operator 1 [15], Zeroed paign. Note that skills appear in the do not take repeated traits at higher [10], +1 to +3 to Per [5-15], and following format: Skill Name levels (e.g., a Status 2 knight who is Appearance (Attractive) [4] or (Difficulty) Relative Level [Point also a Status 1 merchant is Status 2, (Handsome) [12]. Cost]-Actual Level. For instance, not Status 3). Add the point costs of all Disadvantages: -30 points chosen from “First Aid (E) IQ [1]-11.” these requirements and pay it. If you among Alcoholism [-15], Curious have points remaining, consider cus- [-5*], Duty [-2 to -15], Greed [-15*], tomizing your character by choosing Investigator Honesty [-10*], Pacifism [-5 to -15], neglected options from the templates. 100 points Secret [-5 to -30], Sense of Duty If you encounter conflicting advan- You are a detective, investigative (Comrades) [-5], Stubbornness [-5], tages and disadvantages, they do not reporter, occult investigator, spy, or Wealth (Struggling) [-10], simply cancel out! This is a sign that thief. Workaholic [-5], and -1 to ST [-10]. the templates are incompatible, and Attributes: ST 10 [0]; DX 12 [40]; IQ Primary Skills: Select three skills from: that you should not take both. For 12 [40]; HT 11 [10]. Climbing, Filch, or Stealth, all instance, in most settings, it would be Secondary Characteristics: Dmg 1d- (A) DX+1 [4]-13; Criminology, illogical to combine a Status -3 beggar 2/1d; BL 20 lbs.; HP 11 [2]; Will 12 Disguise, Electronics Operation template and Status 2 knight template [0]; Per 13 [5]; FP 11 [0]; Basic (any), Holdout, Interrogation, to create a Status 2 beggar-knight. Speed 5.75 [0]; Basic Move 5 [0]. Lockpicking, Occultism, Photo- graphy, Research, Shadowing, Smuggling, Traps, or Writing, all (A) IQ+1 [4]-13; Observation or Search, both (A) Per+1 [4]-14; Pickpocket Uniqueness (H) DX [4]-12; Computer Program- You might think that two characters built on the same template ming, Diagnosis, Expert Skill (any), would be rather alike. In practice, though, players rarely pick the same Forensics, Intelligence Analysis, or options on a given template, and almost always make different pur- Law (any), all (H) IQ [4]-12; Detect chases with their remaining points. These choices, being the players’ Lies (H) Per [4]-13; or Computer own, color how the characters are played, which in turn keeps them Hacking (VH) IQ-1 [4]-11. You may distinct, even though they share a template. opt to trade one choice for two extra secondary or background skills.

TEMPLATES 259 Secondary Skills: Select two skills Primary Skills: Select two spells, each Outdoorsman 1 [10], Rank 1-4 [5- from: Beam Weapons (Pistol or (H) IQ+2 [4]-15† or (VH) IQ+1 [4]- 20], Rapid Healing [5], Reputation Rifle), Brawling, Crossbow, Forced 14†. Select 10 more spells, each (H) [varies], Status 1-4 [5-20], Wealth Entry, Garrote, Guns (Pistol, Rifle, IQ [1]-13† or (VH) IQ-1 [1]-12†. (Comfortable) [10], +1 to ST or HT or Shotgun), Knife, or Thrown See Chapter 5 for spell list. [10], +1 to +4 to HP [2-8], and +1 to Weapon (any), all (E) DX+1 [2]-13; Secondary Skills: Select two skills +4 to Per [5-20]. Boxing, Cloak, Rapier, or from: Hidden Lore (any), Occult- Disadvantages: -35 points chosen Shortsword, all (A) DX [2]-12; ism, or Research, all (A) IQ [2]-13; from among Alcoholism [-15], Acting or Fast-Talk, both (A) IQ [2]- Expert Skill (any), Mathematics Bad Temper [-10*], Bloodlust 12; Sex Appeal (A) HT [2]-11; or (any), Naturalist, or Theology [-10*], Code of Honor [-5 to Acrobatics, Judo, or Karate, all (H) (any), all (H) IQ-1 [2]-12; Dreaming -15], Compulsive Carousing or DX-1 [2]-11. or Meditation, both (H) Will-1 [2]- Spending [-5*], Duty [-2 to -15], Background Skills: Select one skill 12; or Alchemy or Thaumatology, Fanaticism [-15], Flashbacks from: Area Knowledge (any), both (VH) IQ-2 [2]-11. (Mild) [-5], Honesty [-10*], Computer Operation, or Current Background Skills: Select one skill Impulsiveness [-10*], Lecherous- Affairs (any), all (E) IQ+1 [2]-13; from: Guns (Pistol or Shotgun) or ness [-15*], Overconfidence [-5*], Carousing or Swimming, both (E) Knife, both (E) DX [1]-11; Sense of Duty (Comrades) [-5], and HT+1 [2]-12; Boating (any), Computer Operation (E) IQ [1]-13; Trademark (Simple) [-5]. Driving (any), Piloting (any), or or Driving (any), Riding (any), Primary Skills: Select two skills from: Riding (any), all (A) DX [2]-12; Shortsword, or Staff, all (A) DX-1 Beam Weapons (any), Crossbow, Streetwise (A) IQ [2]-12; or Hiking [1]-10. or Guns (any), all (E) DX+2 [4]-15; or Running, both (A) HT [2]-11. Axe/Mace, Bow, Broadsword, * Multiplied for self-control num- Lance, Rapier, or Spear, all (A) * Multiplied for self-control num- ber; see p. 120. DX+1 [4]-14; Karate (H) DX [4]-13; ber; see p. 120. † Includes +2 for Magery. or Tactics (H) IQ [4]-11. Mage Note: Choose your 12 spells from Secondary Skills: Select one skill pp. 242-253. Be sure to give each spell from: Brawling, Fast-Draw (any), 100 points the proper prerequisite. You can mod- Gunner (any), Knife, or Shield You’re a sorcerer, a wizard, a witch, ify template cost and your skill with (any), all (E) DX+1 [2]-14; or an adept of the black arts . . . spells by taking a higher or lower level Artillery (any) or Forward Observer, Attributes: ST 9 [-10]; DX 11 [20]; IQ of Magery, or by applying a limitation both (A) IQ [2]-11. Select one skill 13 [60]; HT 11 [10]. such as Dark-Aspected. from: Crewman (any) (E) IQ+1 Secondary Characteristics: Dmg 1d- [2]-12; Driving (any), Environment 2/1d-1; BL 16 lbs.; HP 10 [2]; Will Soldier of Fortune Suit (any), Piloting (any), Riding 13 [0]; Per 10 [-15]; FP 13 [6]; Basic 100 points (any), all (A) DX [2]-13; Hiking (A) Speed 5.50 [0]; Basic Move 5 [0]. You’re a warrior. You could be a HT [2]-11; or Acrobatics (H) DX-1 Advantages: Language (Accented) [4]; soldier, pirate, knight-errant, gun- [2]-12. Magery 2 [25]; and one of Eidetic slinger, street fighter, or guerrilla. Background Skills: First Aid (E) IQ Memory [5]; Reputation +1 [5], [1]-11. Select two skills from: Attributes: ST 11 [10]; DX 13 [60]; IQ Single-Minded [5], Status 1 [5], Camouflage or Savoir-Faire (any), 11 [20]; HT 11 [10]. Versatile [5], or +1 to Will [5]. both (E) IQ [1]-11; Carousing or Secondary Characteristics: Dmg 1d- Disadvantages: -30 points chosen Swimming, both (E) HT [1]-11; 1/1d+1; BL 24 lbs.; HP 11 [0]; Will from among Absent-Mindedness Free Fall or Stealth, both (A) DX-1 11 [0]; Per 11 [0]; FP 11 [0]; Basic [-15], Bad Sight (Mitigator: [1]-12; Electronics Operation Speed 6.00 [0]; Basic Move 6 [0]. Glasses, -60%) [-10], Bad Temper (Comm or Sensors), Explosives Advantages: 20 points chosen from [-10*], Curious [-5*], Duty [-2 to (any), or Leadership, all (A) IQ-1 among Ambidexterity [5], Char- -15], Gluttony [-5*], Obsession [-5* [1]-10; or Observation, Survival isma 1-4 [5-20], Combat Reflexes or -10*], Secret [-5 to -30], Sense of (any), Tracking, or Urban Survival, [15], Fit or Very Fit [5 or 15], High Duty [-2 to -15], and Shyness [-5, all (A) Per-1 [1]-10. Pain Threshold [10], Luck [15], -10, or -20]. Magic Resistance 1-10 [2-20], * Multiplied for self-control num- ber; see p. 120. RACIAL TEMPLATES In many game worlds, you can play vampire, or other undead, regardless race. These traits might define the a character that does not belong to the of its species in life); or a particular race’s physiology, its psychology, its human race. These rules define a variety of artificial construct (e.g., a supernatural powers (if any), and even “race” as a single, distinct nonhuman given model of robot). its dominant culture (at least for a species; or one specific type of super- A “racial template” is a collection of sapient race). natural being (which might be a ghost, traits that apply to every member of a

260 TEMPLATES ends up with HP 23! The racial ST and Indomitable (p. 60), Terror (p. 93), HOW TO USE HP bonuses have no extra cost – Unaging (p. 95), and Unfazeable Sangria paid for these when she pur- (p. 95). RACIAL TEMPLATES chased her racial template. When you play a member of a non- Attribute Modifiers: ST+15 (Size, human race, you must normally take all Features and -20%) [120]. the traits in its racial template. Secondary Characteristic Modifiers: Unlike the traits in a character tem- Taboo Traits SM +2; Will+3 [15]; Per+3 [15]. plate, racial traits are rarely optional. A “feature” is a note on how the race Advantages: Burning Attack 4d (Cone, The sum of the point costs of these differs from humanity when that differ- 5 yards, +100%; Limited Use, 3/day, traits is the race’s “racial cost.” You ence does not grant an advantage or a -20%; Reduced Range, ¥1/5, -20%) must pay this cost to belong to the race. disadvantage. Features cost 0 points. [32]; Claws (Talons) [8]; Racial templates express deviations Examples of features include sterility Discriminatory Smell [15]; DR 6 from the human norm; therefore, it and an ordinary tail. (Can’t Wear Armor, -40%) [18]; costs 0 points to play a human. A “taboo trait” is an attribute level, Enhanced Move 1/2 (Air) [10]; Extra Some templates are too expensive advantage, disadvantage, or skill that is Attack [25]; Extra Legs (Four Legs) for PCs in low-powered campaigns, but off-limits to members of the race. This, [5]; Flight (Winged, -25%) [30]; the GM may still use them for powerful too, is worth 0 points. Normally, only Longevity [2]; Magery 0 [5]; Night villains or patrons. The GM might wish mundane traits are labeled “taboo,” as Vision 8 [8]; Striker (Tail; Crushing) to produce weaker versions of such exotic or supernatural traits require the [5]; Teeth (Fangs) [2]. templates for PCs (e.g., a vampire that GM’s permission in any case. Disadvantages: Bad Grip 3 [-15]; lacks some of the powers given in leg- Gluttony (12) [-5]; Greed (12) [-15]; end), but he is also free to reserve such Stacking Templates Horizontal [-10]; Miserliness (12) templates for NPCs. You can buy both a racial template [-10]. Guidelines for creating racial tem- and a character template, if you have plates appear in Chapter 15. These are enough points. Use the guidelines given Dwarf intended for GMs, but the GM might under Combining Character Templates 35 points (p. 259), but bear in mind that while allow players to create their own racial Dwarves might be only 2/3 as tall as you can discard elements of character templates in campaigns that feature a humans, but they are much longer-lived, templates, you cannot do the same with vast array of nonhumans – especially with a nose for gold and a flair for all racial traits. supers games, where lone aliens with forms of craftsmanship. Dwarves often You might even be able to stack two amazing powers are common. Many live in underground halls, and their eyes racial templates in some situations. For GURPS books also feature racial are adapted to dim light. Many dwarves instance, an Elf might also be a templates. have Greed or Miserliness, but these are Vampire. Keep all compatible traits not racial traits. Attribute and Secondary from both templates. Add traits that come in levels (e.g., if an Elf has ST-1 Attribute Modifiers: HT+1 [10]. Characteristic Modifiers and a Vampire has ST+6, a Vampire Elf Secondary Characteristic Modifiers: Racial templates often have attrib- has ST+5). Where two traits conflict SM -1; Will+1 [5]. ute or secondary characteristic modi- (e.g., Acute Vision and Blindness), the Advantages: Artificer 1 [10]; Detect fiers; e.g., ST+2 or HP-3. Apply attribute GM decides which to keep and which Gold (Vague, -50%) [3]; Extended modifiers to the attributes you pur- to discard. Adjust the combined tem- Lifespan 1 [2]; Night Vision 5 [5]. chase for your character. Next, recalcu- plate cost appropriately. late your secondary characteristics to Felinoid reflect your modified attributes. 35 points Finally, apply secondary characteristic AMPLE ACIAL S R “Cat people” often appear in science modifiers. There is no added point cost fiction, fantasy, and horror settings. for any of this! You paid for these TEMPLATES This is a typical felinoid: humanoid, bonuses or penalties when you paid Below are four examples of racial but with a number of catlike features, your racial cost. templates. including a tail. This could also be the If an attribute or secondary charac- “were-form” of a human with the teristic does not appear in the racial Dragon Alternate Form advantage (p. 83). template, assume it is unchanged from 260 points the human norm. A winged, fire-breathing “lizard,” as Attribute Modifiers: ST-1 [-10]; DX+1 [20]. Example: Sangria spends 10 points smart as a man, and around 20 feet Advantages: Acute Hearing 2 [4]; Acute to buy ST 11. This gives her HP 11, and long excluding its tail. It can be good or Taste and Smell 1 [2]; Catfall [10]; she spends another 4 points to get HP evil, but it always lusts for treasure. Claws (Sharp) [5]; Combat Reflexes 13. She then buys the Vampire tem- This is a young dragon, but still a fierce [15]; DR 1 [5]; Teeth (Sharp) [1]; plate (p. 262). This template includes foe for a group of adventurers. It might Temperature Tolerance 1 [1]. ST+6, giving Sangria ST 17. This ST even be suitable as a PC in a high-pow- Disadvantages: Impulsiveness (12) improvement raises her HP to 19. Since ered game. Some dragons are reputed [-10]; Sleepy (1/2 of the time) [-8]. the template gives HP+4 as well, she to have other abilities, including Alternate Form (Human) (p. 83), Features: Purring Voice; Tail.

TEMPLATES 261 Vampire 150 points This is a “Bram Stoker”-style vam- pire. It possesses some, but not all, of Omitting Racial Traits the powers and weaknesses that fic- If you have a good explanation, the GM may permit you to omit a tion ascribes to bloodsucking undead. racial trait. If the missing trait has a positive point value, you have a dis- Notably, horror-movie vampires often advantage that exactly cancels its cost; e.g., omitting racial Combat do have Supernatural Durability instead Reflexes gives “No Combat Reflexes [-15].” Such disadvantages of Unkillable (increases cost by 100 count against campaign disadvantage limits. If the missing trait has a points). negative point value, you have an advantage worth just enough to negate it; e.g., omitting racial Paranoia [-10] results in “No Paranoia Attribute Modifiers: ST+6 [60]. [10].” You can apply enhancements and limitations to either kind of Secondary Characteristic Modifiers: “replacement trait.” HP+4 [8]; Per+3 [15]. Advantages: Alternate Forms (Bat, Wolf) [30]; Doesn’t Breathe [20]; Dominance [20]; Immunity to Disadvantages: Dependency (Coffin Supernatural Features (No Body Metabolic Hazards [30]; Injury with soil of homeland; Daily) [-60]; Heat*, No Reflection, Pallor*) Tolerance (Unliving) [20]; Insub- Divine Curse (Cannot enter [-16]; Uncontrollable Appetite (12) stantiality (Costs Fatigue, 2 FP, dwelling for first time unless invit- (Human Blood) [-15]; Unhealing -10%) [72]; Night Vision 5 [5]; ed) [-10]; Draining (Human Blood; (Partial) [-20]; Weakness (Sunlight; Speak With Animals (Wolves and Illegal) [-10]; Dread (Garlic) [-10]; 1d/minute) [-60]. bats, -60%) [10]; Unaging [15]; Dread (Religious Symbols; 5 yards) Features: Sterile. Unkillable 2 (Achilles’ Heel: Wood, [-14]; Dread (Running Water) [-20]; -50%) [50]; Vampiric Bite [30]. * Except after feeding. META-TRAITS A “meta-trait” is a collection of traits take the relevant meta-trait as their (Water; 1d/minute) [-40]; and Taboo that are typical of a particular mental, alternate racial template. Trait (Fixed ST) [0]. 6 points. physical, or supernatural state. In game Body of Ice: Your body is made of Body of Air: Your body is made of terms, it functions much like a regular ice. Doesn’t Breathe [20]; DR 3 [15]; gas. ST 0 [-100]; +10 HP [20]; Doesn’t advantage or disadvantage. A meta- Immunity to Metabolic Hazards [30]; Breathe [20]; Flight (Lighter Than Air, trait can be part of a racial template or Injury Tolerance (Homogenous, No -10%) [36]; Immunity to Metabolic bought by an individual with exotic Blood) [45]; Pressure Support 3 [15]; Hazards [30]; Injury Tolerance abilities. Record a meta-trait instead of Sealed [15]; Slippery 3 [6]; Terrain (Diffuse) [100]; No Legs (Aerial) [0]; No its components on templates and char- Adaptation (Ice) [5]; Vacuum Support Manipulators [-50]; Vulnerability acter sheets. [5]; Fragile (Brittle) [-15]; Vulnerability (Vacuum and wind-based attacks ¥2) With GM approval, you may modify (Heat/fire attacks ¥2) [-30]; and [-20]; and Taboo Trait (Fixed ST) [0]. 36 elements of a meta-trait, altering its Weakness (Intense normal heat; points. cost; e.g., to be able to carry things 1d/minute; Variable, -40%) [-12]. 99 Body of Earth: Your body is made of when you have Body of Air (see below), points. sand or earth. Doesn’t Breathe [20]; DR reduce the ST penalty and the corre- Body of Metal: Your body is made of 2 [10]; Immunity to Metabolic Hazards sponding HP bonus, and delete No metal. Doesn’t Breathe [20]; DR 9 [45]; [30]; Injury Tolerance (Diffuse) [100]; Manipulators. Immunity to Metabolic Hazards [30]; Pressure Support 3 [15]; Sealed [15]; Injury Tolerance (Homogenous, No Vacuum Support [5]; and Invertebrate Elemental Meta-Traits Blood) [45]; Pressure Support 3 [15]; [-20]. 175 points. Sealed [15]; and Vacuum Support [5]. 31 Body of Fire: Your body is a living 175 points. flame! If your flames are very hot, Variable Body of Stone: Your body is made of increase Burning Attack and DR. ST 0 Your body is wholly composed of a rock. Doesn’t Breathe [20]; DR 5 [25]; [-100]; +10 HP [20]; Burning Attack 1d particular substance. This is an entire Immunity to Metabolic Hazards [30]; (Always On, -40%; Aura, +80%; Melee category of meta-traits, one for each Injury Tolerance (Homogenous, No Attack, Reach C, -30%) [6]; Doesn’t class of substance (“element”). Blood) [45]; Pressure Support 3 [15]; Breathe (Oxygen Combustion, -50%) The main use for these meta-traits is Sealed [15]; Vacuum Support [5]; and [10]; DR 10 (Limited: Heat/Fire, -40%) to create “elemental” creatures. Those Fragile (Brittle) [-15]. 140 points. [30]; Immunity to Metabolic Hazards who can switch into and out of elemen- Body of Water: Your body is made of [30]; Injury Tolerance (Diffuse) [100]; tal form – a common super-ability – liquid. Amphibious [10]; Chameleon 1 No Manipulators [-50]; Weakness should buy Alternate Form (p. 83) and [5]; Constriction Attack [15]; Doesn’t

262 TEMPLATES Breathe [20]; Immunity to Metabolic Maintenance, Numb, Restricted Diet, Manipulators [-50]; and Numb [-20]. Hazards [30]; Injury Tolerance and Social Stigma (Valuable Property). -100 points. (Diffuse) [100]; Pressure Support 3 Ichthyoid: You have a fish-like body [15]; Slippery 5 [10]; Invertebrate [-20]; Mentality Meta-Traits (a “merman” would just delete No and Vulnerability (Dehydration attacks 21 Manipulators). No Legs (Aquatic) [0] ¥2) [-10]. 175 points. and No Manipulators [-50]. -50 points. Variable Quadruped: You are a four-legged Machine 31 These traits represent common creature with no arms (a “centauroid” types of nonhuman intelligence: 25 points would simply take Extra Legs – plus Your body is mostly or completely AI: A computer mind. Absolute Hooves, if equine). Extra Legs (Four mechanical, composed of non-living Timing [2]; Digital Mind [5]; Doesn’t Legs) [5]; Horizontal [-10]; and No materials such as metal, plastic, and Sleep [20]; Intuitive Mathematician Fine Manipulators [-30]. -35 points. composites – although you might have [5]; Photographic Memory [10]; and Vermiform. Your body is similar to a few organic parts, such as an outer Reprogrammable [-10]. 32 points. that of a snake or a worm (a snake- layer of skin or a brain. Examples Automaton: A mind lacking self- man with a humanoid upper torso include robots, vehicles, and full awareness and creativity. This is typi- would drop No Manipulators). cyborgs. cal of many hive-creatures, magical Double-Jointed [15]; No Legs This meta-trait includes Immunity constructs, undead, and simple AIs. (Slithers) [0]; and No Manipulators to Metabolic Hazards [30], Injury You can combine this with the AI [-50]. -35 points. Tolerance (No Blood, Unliving) [25], meta-trait. Hidebound [-5]; Incurious 35 Unhealing (Total) [-30], and several 0- (6) [-10]; Low Empathy [-20]; No Spirit point features: Sense of Humor [-10]; and Slave 261 points Mentality [-40]. -85 points. You are a noncorporeal entity: ghost, being of pure thought, etc. You are invisible and intangible (except to others with this meta-trait!). You can A “meta-trait” is a collection of traits that temporarily become visible, or even are typical of a particular mental, physical, or solid, but this is draining. However, your senses can perceive the material supernatural state; e.g., “machine,” “spirit,” world at all times, and your magical or or “quadruped.” psionic abilities, if any, can always affect the physical world. Spirit includes Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Doesn’t • You have an eight-hour energy Domestic Animal: A farm animal, Sleep [20], Immunity to Metabolic reserve and need refueling three times pet, mount, or a trained wild animal. Hazards [30], Insubstantiality (Affect a day. You can modify this with appro- Cannot Speak [-15]; Hidebound [-5]; Substantial, +100%; Usually On, priate advantages (e.g., Doesn’t Social Stigma (Valuable Property) -40%) [128], Invisibility (Substantial Eat or Drink, for a reactor that can [-10]; and Taboo Trait (Fixed IQ) [0]. Only, -10%; Usually On, +5%) [38], run for years) or disadvantages (e.g., -30 points. and Unaging [15]. Increased Consumption, for a “gas- Wild Animal: An ordinary animal Many spirit abilities from folklore guzzler” engine). found in nature. Bestial [-10]; Cannot are not part of this meta-trait; e.g., • You neither have nor can spend Speak [-15]; Hidebound [-5]; and Injury Tolerance (Homogenous or Fatigue Points; see Machines and Taboo Trait (Fixed IQ) [0]. -30 points. Diffuse), Magery, and almost any ESP, Fatigue (p. 16). PK, Telepathy, or Teleportation psi • Your body does not age. Instead, Morphology Meta-Traits ability (see Chapter 6). Common spir- it wears out, with effects similar to 31 it disadvantages include Compulsive aging. Variable Behavior, Dependency, Divine Curse, Note that your Unhealing disad- Dread, Maintenance, Obsession, and These meta-traits describe some vantage means that the only way for Weakness. nonhumanoid body configurations you to regain lost HP is through that might appear on the racial tem- Astral Entity: An astral entity is a repairs with Mechanic or Electronics plates of animals, robots, etc. Feel free spirit that cannot materialize, become Repair skill (as appropriate). to create meta-traits for other body visible, or use its supernatural powers Several traits not included above layouts, using these examples as in the physical world. Doesn’t Breathe are common among machines, guidelines. [20]; Doesn’t Eat or Drink [10]; Doesn’t notably the advantages Digital Mind, Sleep [20]; Immunity to Metabolic Doesn’t Breathe, Pressure Support, Ground Vehicle: Your body is like a Hazards [30]; Insubstantiality (Always Sealed, and Vacuum Support, and car, tank, etc. Horizontal [-10]; No On, -50%) [40]; Invisibility (Substan- the disadvantages Electrical, Fragile, Legs (Tracked or Wheeled) [-20]; No tial Only, -10%) [36]; and Unaging [15]. 171 points.

TEMPLATES 263 CHAPTER EIGHT EQUIPMENT

Now it’s time to decide what possessions you have! You can skip this step if you’re Dead Broke or plan to buy equip- ment only as needed . . . but otherwise, you should choose your gear and figure out how much it costs. If you are a warrior, you need to know how powerful your weapons are and how well your armor protects you. And if you plan to fight or travel, you need to determine the weight of your gear, and specify how you are carry- ing it. Starting Wealth The amount of money you have available to spend on equipment at the start of your career is your “starting wealth” – see Starting Wealth (p. 26). To calculate this, start with the basic amount appro- priate to your campaign’s tech level, found under Tech Level and Starting Wealth (p. 27), and multiply it for your “wealth level” (see Wealth, p. 25). Prices All prices in GURPS appear in “$”: a convenient abbre- viation for any baseline unit of currency suitable to the setting. One $ may be one dollar, one credit, one copper piece, or whatever else is appropriate – see Tech Level and Starting Wealth. Prices in this chapter assume a typical sale made by an ordinary merchant, in a locale where the item is usually found, at a time when there is neither a shortage nor a surplus.

Money The currency in use depends on the game world; see Economics (p. 514). Coin is almost universal. Paper money is conceivable at TL3, com- mon by TL5, and ubiquitous at TL6. Electronic cred- it and debit cards supplement or possibly replace other currency at TL8. Two specific examples: Medieval Coinage: The default assumption is that $1 is a copper farthing, $4 is a silver coin, and $1,000 in silver weighs 1 pound. Gold coins of the same weight are worth about 20 times as much. Modern Money: The default assumption is that $1 is a bank note (or alloy coin), its value backed by a government or private bank. These assumptions may vary from world to world.

264 EQUIPMENT COST OF LIVING Your monthly “cost of living” is an Savoir-Faire (High Society) skill roll as Inns, Hotels, and average of your typical expenses for well. But be aware that claiming more one month. It covers food, housing, Status than you actually possess can Other Temporary clothing, and entertainment . . . and, lead to a reaction penalty! Actually liv- Accommodations at Status 1 or higher, servants, if this is ing above your Status can earn you a When living away from home, you customary in your society. bad Reputation – or even qualify as an must pay a daily cost of living equal to Your cost of living depends on Odious Personal Habit. 20% of your usual monthly cost of liv- your Status (p. 28). The Cost of Living If you get Status free from Rank ing – but if you wish, you can live at Table (below) gives a “generic” cost of (p. 29), you need only pay the cost of one level below your Status without living for each Status level; you must living for your Status before this meaningful repercussions. The quality normally pay this at the beginning of bonus, not for your final Status level. of your accommodations depends on each month. However, the GM is free Someone else – your organization, the Status. In the modern world, Status -1 to vary both the amount of money taxpayers, etc. – covers the difference. means a dingy flophouse; Status 0, a involved and the payment scheme; for typical hotel or motel; Status 1, a good Example: A person from a good instance, he could ask for half at the hotel; Status 2, a luxury hotel suite; family (Status 1) who becomes presi- start of the month and half in the and Status 3 and higher, a swanky dent of a sizable country (Status 7) middle. resort. does not need to pay $60 million per In most game worlds, you may opt You can also use this price tag as a month to support the associated to pay the cost of living for a Status guideline for how much it costs to lifestyle: personal jet liner, multiple level higher or lower than your own entertain guests at the Status to which mansions, security service, etc. He (but never more than Status 8 or less they’re accustomed, and as a rough pays only the $1,200 per month for than Status -2). This affects how NPCs guide to suitable bribes. Status 1; the state pays the difference. react to you, and may have other Someone who just wanted to live in a effects as well. presidential style would have to pay Living below your Status saves you the full amount himself! money, but has negative repercus- sions. Depending on the level you drop to, these might include unpaid ser- vants quitting, threats from your land- “There’s a lot of statues in Europe you haven’t lord, malnutrition, eviction, or any- bought yet.” thing else the GM feels appropriate. The GM may also reduce your effec- “You can’t blame me. They’ve been making tive Status to the level you’re support- statues for some two thousand years, and I’ve only ing in any situation where your reduced circumstances would cause a been collecting for five.” negative reaction; e.g., at a “society” – Bernstein and Kane, Citizen Kane function or when meeting strangers who do not recognize your face. Living above your Status costs If you’re on vacation or traveling Food more, but gives you a more comfort- for most of a month, your expenses Cost of living assumes that you buy able lifestyle. It might even let you will be higher – usually about six times groceries and that you, your family, or pose as someone of higher Status – your cost of living, unless you have a your staff prepares your meals at although the GM is free to require a Claim to Hospitality (p. 41). home – or that if you always eat out, it’s at places one level below your Cost of Living Table Status. When you eat out or purchase Status Examples Cost of Living travel rations, use these guidelines. 8 Emperor, god-king, overlord $600,000,000 Treat Status greater than 3 as Status 3, 7 King, pope, president $60,000,000 except in unusual cases. 6 Royal family, governor $6,000,000 5 Great noble, multinational corporate boss $600,000 Restaurant: 1% of cost of living for 4 Lesser noble, congressional representative, Who’s Who $60,000 breakfast or lunch, or 2% for dinner, 3 Landed knight, guild master, big city mayor $12,000 based on the Status of the restaurant’s 2 Landless knight, mayor, business leader $3,000 typical patron. 1 Squire, merchant, priest, doctor, councilor $1,200 Travel Rations: 5% of cost of living 0 Freeman, apprentice, ordinary citizen $600 for one week. Weighs 14 lbs. -1 Bondsman, poor citizen $300 Liquor: 1% of cost of living per -2 Serf, street person $100 bottle.

EQUIPMENT 265 Clothing living covers normal wear and tear Use full Status to figure the cost of You start with a full wardrobe and gradual replacements, but if you a complete wardrobe. High-Status appropriate to your Status – you need suddenly need to replace your cloth- individuals own more clothes, and the not purchase this separately. Cost of ing, use the rules below. crown jewels of Status 7 and 8 rulers are worth tens or hundreds of mil- lions all by themselves! When buying just one outfit, though, treat Status greater than 3 as Status 3. Exception: What Cost of Living Gets Men’s clothing becomes more conser- vative on TL5 and higher Earth, You: A Modern Example allowing most men to treat Status 2 Your lifestyle will depend greatly on the campaign tech level. At TL3, and up as Status 2 when they buy one Status 7 means you will live like a medieval king: a couple of castles or outfit. Men at Status 3 and up with palaces, lands, and plenty of servants. At TL12, Status 7 is unimagin- Fashion Sense must still pay the full able . . . you probably have your own private planetoid! Status 3 cost in order to benefit Here’s a modern (TL8) example of how housing and transportation from it. would reflect Status: Complete Wardrobe: Includes one Status 8: An estate the size of a small country, multiple palatial man- to four sets of ordinary clothes, plus sions, an entire private airline, a yacht the size of an ocean liner, and an nightclothes, one set each of formal army of guards. wear and winter clothes, and usually Status 7: A palatial mansion, multiple rural estates or retreats, a pri- at least one outfit (lab coat, uniform, vate jumbo jet, a large yacht, a fleet of vehicles, and an entire agency of gym clothes, etc.) appropriate to your security guards. job or hobbies. 100% of cost of living; Status 6: A huge mansion on an estate, a couple of more modest res- 20+ lbs. idences, a private jet, a yacht, a fleet of vehicles, and hundreds of func- Ordinary Clothes: One complete tionaries (including a platoon of bodyguards). outfit, ranging in quality from castoff Status 5: A large mansion on an estate, one or two smaller town- rags to designer fashions, depending houses, an executive jet, a yacht, a small fleet of cars, and dozens of on Status. At minimum: undergar- functionaries (often including a team of bodyguards). ments, plus a tunic, blouse, or shirt Status 4: A mid-sized mansion, several other properties, a yacht or with hose, skirt, or trousers – or a long private light aircraft, a limousine, a few luxury cars, and many servants tunic, robe, or dress – and suitable (often including at least one bodyguard). footwear. 20% of cost of living; 2 lbs. Status 3: A small mansion, a few other properties, a small yacht, a Winter Clothes: As above, but heav- number of luxury cars or other vehicles, and a handful of servants. ier. Includes a hat or hood, boots, and Status 2: A large house with grounds, one or two other properties, a (at TL6 or less) furs. 30% of cost of liv- couple of expensive cars, a few other vehicles, and a housekeeper. ing; 4 lbs. Status 1: A comfortable house or condominium, a nice new car or a Formal Wear: Your “best outfit,” couple of older ones, and perhaps a boat or other recreational vehicle. which will usually include at least Status 0: A house (heavily mortgaged) or large apartment, and a car. some accessories (hat, gloves, etc.) or Status -1: A small or shared apartment, or a decaying or derelict jewelry. 40% of cost of living; 2 lbs. house in a bad neighborhood, and possibly a used (or stolen!) car. Cosmetics: Natural or synthetic Status -2: A room in a flophouse or shelter . . . or a patch of sidewalk. beauty aids. For one month’s supply: 10% of cost of living; 2 lbs.

BUYING EQUIPMENT

You are usually able to buy what impose more severe restrictions – your possessions you leave at home sepa- you want, within the limits of your choices will be extremely limited if you rately from those you carry in order to starting wealth and your society’s laws. are supposed to be a castaway on an keep track of encumbrance (see But sometimes, the GM or the adven- uninhabited island! The GM is the final Encumbrance and Move, p. 17). ture may specify some or all of your judge of what you can buy in all cases. equipment. For instance, if you’re a sol- However you acquire your equip- Equipment Lists dier on a military mission, you’ll be ment, you should list it on your charac- Each game world has one or more issued your gear; you don’t have to pay ter sheet. If you accumulate a lot of equipment lists that give cost, weight, for it, but you can’t choose it yourself. If gear, consider keeping it on a separate and other statistics for important the adventure calls for it, the GM might sheet. In all cases, you should list items. You can buy items that aren’t on

266 EQUIPMENT Legality Class Some equipment has a “Legality Class” (LC). LC LC3 – Licensed. The item requires registration with the rates how likely an item is to be legally or socially authorities in most societies. Registration might acceptable to own and carry. The availability of a given involve a fee or examination, and might be denied to item in a particular society depends on the interaction criminals, minors, etc. Examples: Automobile; hand- between the item’s LC and the society’s “Control gun; hunting rifle. Rating”; see Control Rating and Legality Class (p. 507). LC2 – Restricted. Only military, police, or intelligence An item has a LC only if it is likely to be controlled. agencies may possess the item in most societies – Ordinary clothing and tools normally do not require a although some licensed civilians might be permitted LC. Of course, every society will have exceptions; for to keep it on their own property. Examples: Assault instance, revealing clothing might be LC4 in a puritani- rifle; armored vehicles. cal society. LC1 – Military. The item is available only to armed forces or secret spy agencies in most societies. LC4 – Open. The item is openly available in most soci- Examples: Anti-tank weapons; fighting vehicles. eties, but tightly controlled societies might restrict LC0 – Banned. The item is restricted to the armed forces access or use. Examples: Computer; sword; shotgun; of certain governments, who will go to extremes to motor scooter. keep it out of the hands of individuals and “have-not” governments. Examples: nuclear and biological weapons.

the list, provided the GM agrees; the tech levels. You are welcome to make at which you can find the item as GM sets the price. The GM should be copies of these tables for your own described. Many items will remain in open-minded! In high-tech settings, use. use, with few or no changes, at later especially, hundreds of common items TLs. The notation “^” means the item are unlikely to be listed . . . items you Tech Level requires “superscience” that rewrites could go into any department store Each item of equipment has a tech the laws of physics; required TL is up and pick up. If somebody really wants level (see p. 22). This is the earliest TL to the GM. a vegetable dicer or a talking baby doll, let him buy one. This chapter includes lists of God made man, but Colonel Colt made weapons, armor, and general equip- ment for campaigns at a variety of men equal. WEAPONS Adventurers often carry weapons of or custom let you carry it openly? If knows how to use them. Low-tech some sort, whether it’s a knight’s you’re a pacifist, do you want a weapon weapons – clubs, swords, etc. – do broadsword, a detective’s snub-nosed just as a threat, or one that you can use much more damage if wielded by a .38, or a space pirate’s blaster pistol. to disarm or subdue a foe? strong person. Either may have a mini- Consider what the law allows, too. mum ST. Most settings have laws or customs Finally, look at the weapon’s statis- CHOOSING YOUR that govern the weapons and armor tics. Each weapon is rated for its TL, you may wear on the street or on the weight, cost, and relative legality. A WEAPONS job without attracting attention (see weapon’s damage rating is the basic To determine what weapons to Legality Class, box). This applies in his- measure of its effectiveness, but there carry, consider your situation first, and torical settings as well. A stranger visit- are also factors such as reach, range, then your skills, strength, and budget. If ing the average medieval village wear- rate of fire, and accuracy to consider. you can’t use it or don’t need it . . . don’t ing a suit of plate armor would be every To learn what the various statistics buy it. bit as conspicuous – and threatening – imply for combat, read Chapters 11-13. First, decide why you carry a as a person carrying an assault rifle This section contains information to weapon. Is it for self-defense, intimida- into a corner grocery store today! help you make the choices discussed tion (“Stop or I’ll shoot!”), battle, or Also review your skills and Strength. above. If you are a total nonfighter, you hunting? Do you need a concealed High-tech weapons (such as guns) can skim or skip this material! weapon – or a quiet one – or does law work equally well for anyone who

EQUIPMENT 267 EAPON is germane to the weapons on that TL (Tech Level) W table. In all cases, “–” means the statis- The tech level at which the weapon STATISTICS tic does not apply, “var.” means the first becomes widespread. You may value varies, and “spec.” means to see only buy weapons of your campaign’s Weapon tables provide the items of the relevant weapon skill in Chapter 4 information explained below. A given TL or less, unless you have the High or applicable section of Chapter 13 for TL trait (p. 23). column will only appear on a table if it special rules. Weapon The general class of weapon in question; e.g., “shortsword” or Glossary of Arms “assault rifle.” Each entry represents a wide range of individual types. and Armor For guns, this entry includes a pro- The following terms and abbreviations appear on the various jectile diameter, or “caliber,” given in weapon tables. millimeters (e.g., 9mm) or fractions of an inch (e.g., .50), as customary for 8G, 10G, 12G: The gauge of a shotgun – the number of lead balls of its the weapon. The letters M (Magnum), bore size that weigh one pound. Thus, 10G shot is larger than 12G P (Pistol), R (Revolver), and S (Short) shot. appear after caliber in situations ATGM: Anti-Tank Guided Missile. An anti-vehicular missile steered to where different guns have the same its target by the firer. caliber but fire different ammunition; auto: A term that designates a semi-automatic firearm. for instance, 7.62mm ammo is not blaster: A particle-beam weapon. interchangeable with shorter cartridge rifle: A breech-loading, single-shot rifle. 7.62mmS ammo. coif: A hood, usually made of mail. electrolaser: A weapon that transmits an electrical charge to its target Damage along a path ionized by a low-powered laser beam. For muscle-powered melee and Gauss: Jargon for any electromagnetic gun. missile weapons, such as swords and GL: Grenade Launcher. bows, damage is ST-based and glaive: A staff tipped with a heavy blade. expressed as a modifier to the wield- gyroc: A spin-stabilized (“gyrostabilized”) rocket. er’s basic thrusting (thr) or swinging HMG: Heavy Machine Gun. (sw) damage, as given on the Damage ICW: Infantry Combat Weapon. A rifle with an integral grenade Table (p. 16). For example, a spear launcher. does “thr+2,” so if you have ST 11, katana: A long, slightly curved sword used by Japanese samurai. which gives a basic thrusting damage laminated steel plate: Japanese samurai armor. of 1d-1, you inflict 1d+1 damage with LMG: Light Machine Gun. a spear. Note that swung weapons act lorica segmentata: Roman legionary armor. as a lever, and so do more damage. morningstar: A flail consisting of a metal ball attached to a haft with a For firearms, grenades, and some chain. powered melee weapons, damage is musket: A single-shot, smoothbore, muzzle-loading long gun. given as a fixed number of dice plus naginata: A staff tipped with a lightweight blade. adds; e.g., a 9mm auto pistol lists nunchaku: A flail consisting of a pair of short clubs joined by a chain. “2d+2,” which means that any user PDW: Personal Defense Weapon. A pistol- to SMG-sized automatic would roll 2d and add 2 to get weapon that fires powerful ammunition, intended as an emergency damage. weapon for vehicle crews. prodd: A crossbow that fires lead or stone pellets. Armor Divisors: A parenthetical rifle-musket: A single-shot, rifled, muzzle-loading number after damage – e.g., (2) – is an long gun. armor divisor. Divide the target’s DR RPG: Rocket-Propelled Grenade. from armor or other sources by this SAM: Surface to Air Missile (e.g., number before subtracting it from Stinger). your damage (or adding it to the tar- SAW: Squad Automatic Weapon. A get’s HT roll to resist an affliction). For kind of light machine gun. instance, an attack with a divisor of (2) scorpion: A bolt-throwing engine would halve DR. A fractional divisor that resembles a giant crossbow. increases DR: (0.5) multiplies DR by 2; shuriken: A throwing star. (0.2) multiplies it by 5; and (0.1) mul- Purportedly used by ninjas. tiplies it by 10. SMG: Submachine Gun. Damage Type: An abbreviation indi- sollerets: Metal-plated shoes. cating the type of injury or effect the attack causes.

268 EQUIPMENT means the weapon can only strike a foe two yards away – not a closer or more distant one. Optional Rule: Modifying Dice + Adds “C” indicates you can use the Accumulated modifiers will sometimes give large damage adds; e.g., weapon in close combat; see Close 2d+5. In this case, the GM may rule that any +4 becomes 1d and any +7 Combat (p. 391). becomes 2d. For instance, an attack of 2d+5 would be equivalent to Some weapons have a continuum 3d+1. If a modifier is given “per die of damage,” apply it per die of basic of reaches; e.g., a spear with reach “1, thrusting or swinging damage, before you convert adds to dice. 2” can strike targets either one or two This gives more realistic results, but requires an extra step when yards away. An asterisk (*) next to filling out character sheets, etc. reach means the weapon is awkward enough that it requires a Ready maneuver to change reach (e.g., between 1 and 2). Otherwise, you can this only applies to the DR of a target strike at foes that are at any distance Abbreviation Damage Type that takes a direct hit – not to those within the weapon’s reach. aff affliction caught in the blast radius or hit by burn burning fragments. Parry cor corrosion Afflictions: Some special weapons Melee weapons only. A number, cr crushing don’t list dice of damage. Instead, they such as “+2” or “-1,” indicates the cut cutting give a HT modifier; e.g., “HT-3.” bonus or penalty to your Parry fat fatigue Anyone who is hit must attempt a HT defense when using that weapon (see imp impaling roll at the listed penalty to avoid the Parrying, p. 376). For most weapons, pi- small piercing effects of the affliction (e.g., uncon- this is “0,” meaning “no modifier.” pi piercing sciousness). For example, a stun gun “F” means the weapon is a fencing pi+ large piercing calls for a HT-3 roll to avoid being weapon (see p. 404). pi++ huge piercing stunned for (20 - HT) seconds. Note “U” means the weapon is unbal- spec. special – see that DR (modified by any armor divi- anced: you cannot use it to parry if you weapon notes sor) normally adds to the victim’s HT; have already used it to attack this turn tox toxic for instance, a DR 2 leather jacket (or vice versa). would give +2 to your HT roll to resist A victim loses HP equal to the dam- “No” means the weapon cannot that stun gun. age that penetrates his DR. Halve this parry at all. Other Effects: A few weapons have for small piercing attacks; increase it additional linked or follow-up effects, by 50% for cutting and large piercing Acc (Accuracy) noted on a second line. These occur attacks; and double it for impaling Ranged weapons only. Add simultaneously with the primary and huge piercing attacks. Subtract Accuracy to your skill if you took an attack on a successful hit. For details, fatigue damage from FP instead of HP. Aim maneuver on the turn prior to see Linked Effects (p. 381) and Follow- Afflictions cause no injury, but impose your attack. If the weapon has a built- Up Damage (p. 381). a particular affliction on a failed HT in scope, the bonus for this appears as a separate modifier after the weapon’s roll, as specified in the weapon’s notes. Reach See Damage and Injury (p. 377) for base Acc; e.g., “7+2.” Melee weapons only. This is the dis- additional rules. tance in yards at which a human-sized Explosions: An “ex” after crushing Range or smaller wielder can strike with the or burning damage indicates the Ranged weapons only. If a weapon weapon. For example, reach “2” attack produces an explosion. This has only one range number, this is the may injure those nearby: divide dam- age by three times distance in yards from the center of the blast. Some explosions scatter fragments that inflict cutting damage on anyone nearby (see Fragmentation Damage, p. 414). Fragmentation damage appears in brackets; e.g., “3d [2d] cr ex” means an explosion that inflicts 3d crushing damage and throws frag- ments that do 2d cutting damage. The “danger radius” for fragments is five yards times the dice of fragmentation damage; e.g., 10 yards for [2d]. If an explosive attack has an armor divisor,

EQUIPMENT 269 Maximum Range (Max) in yards at ready another weapon. An “i” next to becomes unready after you attack with which it can attack a target. If two this means you must load shots indi- it. If you have at least twice the listed numbers appear, separated by a slash, vidually: the time listed is per shot ST, you can wield it one-handed with the first is Half-Damage Range (1/2D) rather than for all shots. no readiness penalty. But if it requires and the second is Max. Damaging A crossbow or prodd takes the indi- one hand to hold it and another to attacks on targets at or beyond 1/2D cated time to ready (4 turns) only if its operate a moving part, like a bow or a inflict half damage, and those that ST is no greater than yours (see pump shotgun, it always requires two require a HT roll to resist are resisted Crossbows and ST, below). Double this hands, regardless of ST. at +3. if the bow’s ST is 1 or 2 greater. If its “‡” means the weapon requires two Muscle-powered weapons usually ST is 3 or 4 greater, you need a “goat’s hands and becomes unready after you list 1/2D and Max as multiples of the foot” device to cock it; this takes 20 attack with it, unless you have at least wielder’s ST, not as a fixed range. For turns, and requires you to stand. If its 1.5 times the listed ST (round up). To example, “¥10/¥15” means 1/2D is ST is 5 or more above yours, you can- use it in one hand without it becoming 10¥ST and Max is 15¥ST, so someone not reload it at all. unready, you need at least three times with ST 10 would have 1/2D 100 and the listed ST. Max 150. For bows, crossbows and Cost “R” indicates a firearm that uses a mechanical artillery, use the weapon’s The price of a new weapon, in $. musket rest. The weapon’s weight ST in these formulas. For swords and knives, this includes a includes that of the rest. It takes a A few weapons have a minimum sheath or a scabbard. For firearms, Ready maneuver to balance the range, given in their Notes. The this includes the minimal necessary weapon on the rest – but after that, weapon cannot attack a target closer cleaning kit. any aimed shot fired while stationary than this range – usually because it and standing up is automatically fires in a high arc, or has safety, fusing, Weight braced (see Aim, p. 364). or guidance limitations. The weight of the weapon, in “B” indicates a firearm with an pounds; “neg.” means “negligible.” For attached bipod. When firing from a RoF (Rate of Fire) missile weapons with Shots 2+, this is prone position using the bipod, treat Ranged weapons only. The maxi- loaded weight. The weight of one full the weapon as if it were braced and mum number of shots an ordinary reload appears after a slash. reduce its ST requirement to 2/3 of the shooter can fire in a one-second turn. listed value (round up); e.g., ST 13 Exception: If the weapon has Shots A weapon can normally fire fewer becomes ST 9. 1 (like a bow or guided missile launch- shots (to a minimum of 1), if you wish, “M” means the weapon is usually er) or has a backpack power supply but some special notes apply: mounted in a vehicle or gun carriage, (noted with a “p”), the unloaded weight or on a tripod. Ignore the listed ST and “!” means the weapon can only fire is given. The weight after the slash is Bulk when firing the weapon from its on “full auto,” like many machine that of one shot (e.g., one arrow or tripod or mount; the ST requirement guns. Minimum RoF is 1/4 the listed guided missile) or the backpack. only applies when firing the weapon RoF, rounded up. without its mount. Removing the “m¥n” (e.g., 3¥9) means the ST (Strength) weapon from its mount (or reattach- weapon can fire a number of shots per The minimum Strength required to ing it) takes at least three one-second attack equal to the first number (m), use the weapon properly. If you try to Ready maneuvers. and that each shot releases smaller use a weapon that requires more ST projectiles equal to the second num- than you have, you will be at -1 to Crossbows and ST: Bows, cross- ber (n); see Shotguns and Multiple weapon skill per point of ST you lack bows, and prodds have their own ST Projectiles (p. 409). and lose one extra FP at the end of any value. Use this instead of your ST to “Jet” means the weapon shoots a fight that lasts long enough to fatigue determine range and damage. You continuous stream of fluid or energy, you. must specify the ST of such a weapon using the jet rules (p. 106). For a melee weapon, your effective when you buy it. You can always use a ST for damage purposes cannot exceed weapon that is weaker than you. You Shots triple the weapon’s minimum ST. For can use a stronger crossbow or prodd; Ranged weapons only. The number instance, a large knife has minimum it does more damage but take longer to of shots the weapon can fire before ST 6, so its “maximum ST” is 18; if cock (see Shots, above). You cannot you must reload or recharge it. “T” your ST were 19+, you would compute use a stronger bow. means the weapon is thrown. To your damage as if you had ST 18. “reload,” pick it up or ready a new Natural weapons (e.g., a punch or Bulk weapon! kick) have neither minimum nor max- Ranged weapons only. A measure of The parenthetical number follow- imum ST. the weapon’s size and handiness. Bulk ing Shots indicates the number of one- modifies your weapon skill when you “†” means the weapon requires two second Ready maneuvers needed to take a Move and Attack maneuver (see hands. If you have at least 1.5 times reload all of the weapon’s shots (e.g., Move and Attack, p. 365). It also serves the listed ST (round up), you can use a by changing magazines) – or, for a as a penalty to Holdout skill when you weapon like this in one hand, but it thrown weapon, the time needed to attempt to conceal the weapon.

270 EQUIPMENT Rcl (Recoil) LC (Legality Class) ELEE EAPONS Firearms only. A measure of how This is only noted for firearms and M W easy the weapon is to control when fir- grenades. All melee weapons and mus- Melee weapons are grouped under ing rapidly: the higher the value, the cle-powered ranged weapons intended the skills required to use them. Skill less controllable the weapon. Rcl 1 for combat are LC4. An exception is names appear in capital letters, with means the weapon is recoilless, or the force sword, which is LC2. Ignore defaults in parentheses; e.g., nearly so. LC for “weapons” intended as tools, or “AXE/MACE (DX-5, Flail-4, or Two- When firing at RoF 2+, every full for hunting or recreation, and for Handed Axe/Mace-3).” If there is multiple of Rcl by which you make those that are completely improvised more than one way to use a weapon, your attack roll means you score one (like a wooden stake). See Legality each method gets its own line. If mul- extra hit, to a maximum number of Class (p. 267). tiple skills let you use a weapon, the hits equal to total shots fired; see Rapid weapon appears under each skill. For Fire (p. 373). (Firearms with RoF 1 still Notes example, both Staff skill and Two- list Rcl, for use with certain rules.) The numbers listed here refer to Handed Sword skill let you wield a applicable footnotes (if any) at the end quarterstaff – and either lets you of the table. swing the staff or thrust with it. Melee Weapon Table AXE/MACE (DX-5, Flail-4, or Two-Handed Axe/Mace-3) TL Weapon Damage Reach Parry Cost Weight ST Notes 0 Axe sw+2 cut 1 0U $50 4 11 0 Hatchet sw cut 1 0 $40 2 8 [1] 0 Throwing Axe sw+2 cut 1 0U $60 4 11 [1] 2 Mace sw+3 cr 1 0U $50 5 12 [1] 2 Small Mace sw+2 cr 1 0U $35 3 10 [1] 3 Pick sw+1 imp 1 0U $70 3 10 [2] BOXING, BRAWLING, KARATE, or DX TL Weapon Damage Reach Parry Cost Weight ST Notes – Punch thr-1 cr C 0 – – – [3] 1 Brass Knuckles thr cr C 0 $10 0.25 – [3] BRAWLING-2, KARATE-2, or DX-2 TL Weapon Damage Reach Parry Cost Weight ST Notes – Kick thr cr C, 1 No – – – [3, 4] – Kick w. Boots thr+1 cr C, 1 No – – – [3, 4] BRAWLING or DX TL Weapon Damage Reach Parry Cost Weight ST Notes – Blunt Teeth thr-1 cr C No – – – [3] – Fangs thr-1 imp C No – – – [3] – Sharp Beak thr-1 pi+ C No – – – [3] – Sharp Teeth thr-1 cut C No – – – [3] – Striker var. var. var. – – – See p. 88. 1 Blackjack or Sap thr cr C 0 $20 1 7 [3] 8 Stun Gun HT-3(0.5) aff C, 1 No $100 1 2 [5] BROADSWORD (DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4) TL Weapon Damage Reach Parry Cost Weight ST Notes 0 Light Club sw+1 cr 1 0 $5 3 10 or thr+1 cr 1 0 – – 10 2 Broadsword sw+1 cut 1 0 $500 3 10 or thr+1 cr 1 0 – – 10 2 Thrusting Broadsword sw+1 cut 1 0 $600 3 10 or thr+2 imp 1 0 – – 10 3 Bastard Sword sw+1 cut 1, 2 0U $650 5 11 or thr+1 cr 2 0U – – 11 3 Katana sw+1 cut 1, 2 0 $650 5 11 or thr+1 imp 1 0 – – 11 3 Thrusting Bastard Sword sw+1 cut 1, 2 0U $750 5 11 or thr+2 imp 2 0U – – 11 4 Cavalry Saber sw+1 cut 1 0 $500 3 10 or thr+1 imp 1 0 – – 10

EQUIPMENT 271 FLAIL (DX-6, Axe/Mace-4, or Two-Handed Flail-3) TL Weapon Damage Reach Parry Cost Weight ST Notes 3 Morningstar sw+3 cr 1 0U $80 6 12 [6] 3 Nunchaku sw+1 cr 1 0U $20 2 7 [6] FORCE SWORD (DX-5 or any sword skill at -3) TL Weapon Damage Reach Parry Cost Weight ST Notes ^ Force Sword 8d(5) burn 1, 2 0 $10,000 2 3 [7] GARROTE (DX-4) TL Weapon Damage Reach Parry Cost Weight ST Notes 0 Garrote spec. C No $2 neg. – [8] KNIFE (DX-4, Force Sword-3, Main-Gauche-3, or Shortsword-3) TL Weapon Damage Reach Parry Cost Weight ST Notes 0 Large Knife sw-2 cut C, 1 -1 $40 1 6 or thr imp C -1 – – 6 [1] 0 Small Knife sw-3 cut C, 1 -1 $30 0.5 5 or thr-1 imp C -1 – – 5 [1] 0 Wooden Stake thr(0.5) imp C -1 $4 0.5 5 [1] 1 Dagger thr-1 imp C -1 $20 0.25 5 [1] KUSARI (DX-6, Monowire Whip-3, Two-Handed Flail-4, or Whip-3) TL Weapon Damage Reach Parry Cost Weight ST Notes 3 Kusari sw+2 cr 1-4* -2U $70 5 11 [6] LANCE (DX-5 or Spear-3) TL Weapon Damage Reach Parry Cost Weight ST Notes 2 Lance thr+3 imp 4 No $60 6 12 [9] MONOWIRE WHIP (DX-6, Kusari-3, or Whip-3) TL Weapon Damage Reach Parry Cost Weight ST Notes ^ Monowire Whip sw+1d-2(10) cut 1-7* -2U $900 0.5 5 POLEARM (DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4) TL Weapon Damage Reach Parry Cost Weight ST Notes 1 Glaive sw+3 cut 2, 3* 0U $100 8 11‡ or thr+3 imp 1-3* 0U – – 11† 2 Naginata sw+2 cut 1, 2* 0U $100 6 9† or thr+3 imp 2 0 – – 9† 3 Halberd sw+5 cut 2, 3* 0U $150 12 13‡ or sw+4 imp 2, 3* 0U – – 13‡ [2] or thr+3 imp 1-3* 0U – – 12† 3 Poleaxe sw+4 cut 2, 3* 0U $120 10 12‡ or sw+4 cr 2, 3* 0U – – 12‡

272 EQUIPMENT RAPIER (DX-5, Broadsword-4, Main-Gauche-3, Saber-3, or Smallsword-3) TL Weapon Damage Reach Parry Cost Weight ST Notes 4 Rapier thr+1 imp 1, 2 0F $500 2.75 9 SABER (DX-5, Broadsword-4, Main-Gauche-3, Rapier-3, Shortsword-4, or Smallsword-3) TL Weapon Damage Reach Parry Cost Weight ST Notes 4 Saber sw-1 cut 1 0F $700 2 8 or thr+1 imp 1 0F – – 8 SHIELD (DX-4) TL Weapon Damage Reach Parry Cost Weight ST Notes 0 Shield Bash thr cr 1 No var. var. – 1 Shield Bash w. Spike thr+1 cr 1 No +$20 +5 – SHORTSWORD (DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3) TL Weapon Damage Reach Parry Cost Weight ST Notes 0 Baton sw cr 1 0 $20 1 6 or thr cr 1 0 – – 6 2 Shortsword sw cut 1 0 $400 2 8 or thr imp 1 0 – – 8 4 Cutlass sw cut 1 0 $300 2 8 [10] or thr imp 1 0 – – 8 7 Cattle Prod 1d-3 burn 1 0 $50 2 3 linked HT-3(0.5) aff – – – – – [5] SMALLSWORD (DX-5, Main-Gauche-3, Rapier-3, Saber-3, or Shortsword-4) TL Weapon Damage Reach Parry Cost Weight ST Notes 0 Short Staff sw cr 1 0F $20 1 6 or thr cr 1 0F – – 6 4 Smallsword thr+1 imp 1 0F $400 1.5 5 SPEAR (DX-5, Polearm-4, or Staff-2) TL Weapon Damage Reach Parry Cost Weight ST Notes 0 Spear thr+2 imp 1* 0 $40 4 9 [1] two hands thr+3 imp 1, 2* 0 – – 9† 1 Javelin thr+1 imp 1 0 $30 2 6 [1] 2 Long Spear thr+2 imp 2, 3* 0U $60 5 10 two hands thr+3 imp 2, 3* 0 – – 10† STAFF (DX-5, Polearm-4, or Spear-2) TL Weapon Damage Reach Parry Cost Weight ST Notes 0 Quarterstaff sw+2 cr 1, 2 +2 $10 4 7† or thr+2 cr 1, 2 +2 – – 7† 2 Naginata sw+2 cr 1, 2 0U $100 6 9† Blunt end. or thr+2 cr 1, 2 0 – – 9†

EQUIPMENT 273 TWO-HANDED AXE/MACE (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4) TL Weapon Damage Reach Parry Cost Weight ST Notes 0 Maul sw+4 cr 1, 2* 0U $80 12 13‡ 1 Great Axe sw+3 cut 1, 2* 0U $100 8 12‡ 1 Scythe sw+2 cut 1 0U $15 5 11‡ or sw imp 1 0U – – 11‡ [2] 3 Warhammer sw+3 imp 1, 2* 0U $100 7 12‡ [2] 6 Chainsaw sw+1d cut 1 No $150 13 10‡ [11] TWO-HANDED FLAIL (DX-6, Flail-3, Kusari-4, or Two-Handed Axe/Mace-4) TL Weapon Damage Reach Parry Cost Weight ST Notes 2 Flail sw+4 cr 1, 2* 0U $100 8 13† [6] TWO-HANDED SWORD (DX-5, Broadsword-4, or Force Sword-4) TL Weapon Damage Reach Parry Cost Weight ST Notes 0 Quarterstaff sw+2 cr 1, 2 0 $10 4 9† or thr+1 cr 2 0 – – 9† 2 Naginata sw+3 cut 2 0U $100 6 9† or thr+3 imp 2 0 – – 9† 3 Bastard Sword sw+2 cut 1, 2 0 $650 5 10† or thr+2 cr 2 0 – – 10† 3 Greatsword sw+3 cut 1, 2 0 $800 7 12† or thr+2 cr 2 0 – – 12† 3 Katana sw+2 cut 1, 2 0 $650 5 10† or thr+1 imp 1 0 – – 10† 3 Thrusting Bastard Sword sw+2 cut 1, 2 0 $750 5 10† or thr+3 imp 2 0 – – 10† 3 Thrusting Greatsword sw+3 cut 1, 2 0 $900 7 12† or thr+3 imp 2 0 – – 12† WHIP (DX-5, Kusari-3, or Monowire Whip-3) TL Weapon Damage Reach Parry Cost Weight ST Notes 1 Whip sw-2(0.5) cr 1-7* -2U $20 2 var. [12] Notes [8] A piece of rope used to strangle; mass-produced swords issued to ordi- [1] Can be thrown. See Muscle- see Garrotes (p. 405). nary soldiers are often of cheap quality. Powered Ranged Weapon Table (p. 275). [9] Damage increases in a mounted Good: A good weapon has no break- [2] May get stuck; see Picks (p. 405). charge; see Cavalry Weapons (p. 397). age modifier. This is the standard qual- [3] Brawling (p. 182) increases all [10] Hilt counts as brass knuckles in ity through TL6. At TL7+, good-quality unarmed damage; Claws (p. 42) and close combat. weapons cost 40% of list price. Karate (p. 203) improve damage with [11] Noisy! Runs for two hours on Fine: Any fine weapon is -1 to break. punches and kicks (Claws don’t affect half a gallon of gasoline. A fine blade (cutting or impaling damage with brass knuckles or boots); [12] Specify maximum reach (up to weapon) also gets +1 to cutting and and Boxing (p. 182) improves punching 7 yards) when bought. Cost and weight impaling damage. At TL6 or less, a fine- damage. are per yard. ST is 5, +1 per yard. Many quality fencing- or sword-class weapon [4] If you miss with a kick, roll vs. special rules apply; be sure to see Whips of any type costs 4 times list price. DX to avoid falling. (p. 406). (Katanas are often fine!) Other weapon [5] On a failed HT roll, victim is types cost 3 times list price if they do stunned for as long as weapon is in con- Melee Weapon Quality only crushing or impaling damage tact plus (20 - HT) seconds longer, and Muscle-powered melee and thrown (e.g., a mace or spear), or 10 times list then can roll vs. HT-3 to recover. weapons come in several quality price if they can do cutting damage [6] Attempts to parry flails are at -4, grades, described below. Quality influ- (e.g., an axe or halberd). At TL7+, all and fencing weapons (“F” parry) cannot ences the odds of breakage when you weapons are “fine” at no extra cost. parry at all! Attempts to block flails are parry a very heavy weapon; see Parrying Very Fine: Only fencing weapons at -2. A nunchaku is small, and gives Heavy Weapons (p. 376). The prices list- and swords can be very fine. A very fine half these penalties. ed on the weapon tables buy good-qual- weapon is -2 to break and gets +2 to [7] This is an energy blade. Take a ity weapons at TL6 or less, fine-quality cutting and impaling damage. At TL6 Ready maneuver to activate/deactivate. ones at TL7+. or less, very fine weapons cost 20 times The blade cannot break, and damages list price; at TL7+, they cost only 4 Cheap: A cheap weapon is +2 to any weapon or body part it parries or times list price. break – and if it can be thrown, it has -1 which parries or blocks it. Extra energy Presentation weapons (decorated, Acc. It costs 40% of list price at TL6 or cells cost $100, weigh 0.5 lb., and last bejeweled, gilded, etc.) are also avail- less, or 20% of list price at TL7+. The 300 seconds. able. This will further increase cost (and resale value) by 5-20 times.

274 EQUIPMENT Blade Composition The tip or blade of any muscle- powered melee or thrown weapon Silver Weapons (TL1) that inflicts cutting or impaling dam- Those who must combat demons, werewolves, etc. may desire silver age (excluding wooden stakes, and weapons. Silver weapons typically require a special order from an arti- powered weapons such as chainsaws) san. Solid silver melee weapons or arrowheads cost 20 times list price, is assumed to be stone at TL0, bronze and break as if of cheap quality. Silver-coated and -edged weapons cost at TL1, iron at TL2, and steel at TL3+. only three times list price, and use the breakage properties of the under- For instance, a knife would be stone at lying material. Silver bullets (TL4+) must be solid, and cost 50 times list TL0 but steel at TL3, while a price! greatsword would always be steel, as Silver weapons only inflict extra damage on creatures with greatswords don’t exist before TL3. Vulnerability (p. 161) to silver. For a silver-coated or -edged weapon, Blade composition modifies effective reduce the wounding multiplier: ¥2 becomes ¥1.5, ¥3 becomes ¥2, and quality when parrying a very heavy ¥4 becomes ¥3. weapon. Weapons made from outdated materials are usually available at cheap-quality prices. actual quality, treat a bronze blade as that do only crushing damage (clubs, Stone (TL0): A stone blade has an cheap for breakage purposes when batons, etc.) are also available, in the armor divisor of (0.5) on its cutting parrying a swung weapon made of usual quality grades. The primary ben- and impaling damage, and receives no superior materials (e.g., iron or steel). efit of plastic weapons is that metal damage bonus for being of fine or bet- Iron (TL2): An iron blade receives detectors cannot detect them! ter quality. Regardless of actual quali- no damage bonus for being of fine or ty, treat a stone blade as cheap for better quality. Regardless of actual breakage purposes when parrying a quality, treat an iron blade as cheap for MUSCLE- swung weapon made of metal or other breakage purposes when parrying a POWERED high-tech materials. swung weapon made of superior Obsidian (TL1): A blade made of materials (e.g., steel). RANGED volcanic glass is very sharp, but easily Steel (TL3): Steel is the “default” broken or blunted. Treat as a good- material for blades. Use all rules as WEAPONS quality stone blade, but with +1 to cut- written. Muscle-powered ranged weapons ting and impaling damage (as if fine) Plastic (TL7): “Plastic” includes are hurled weapons (axes, spears, etc.) and +2 to breakage (as if cheap). It carbon composites and other and low-tech missile weapons such as loses its damage bonus if used to parry advanced, nonmetallic materials. bows and slings. Weapons appear any weapon (but not an unarmed Halve weight and double cost. Blades under the skill required to use them, attack) or to strike DR 2+. cannot exceed good quality (and are along with skill defaults. Some thrown Bronze (TL1): A bronze blade often cheap). Treat them as equivalent weapons also appear on the Melee receives no damage bonus for being of to steel for breakage – but their low Weapon Table; use the statistics below fine or better quality. Regardless of weight means they’re more likely to when they are thrown. encounter a heavier weapon. Weapons Muscle-Powered Ranged Weapon Table BLOWPIPE (DX-6) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 0 Blowpipe 1d-3 pi- 1 ¥4 1/0.05 1 1(2) $30 2 -6 [1, 2, 3] BOLAS (No default) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 0 Bolas thr-1 cr 0 ¥3 2 1 T(1) $20 7 -2 [4] BOW (DX-5) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 0 Longbow thr+2 imp 3 ¥15/¥20 3/0.1 1 1(2) $200 11† -8 [3] 0 Regular Bow thr+1 imp 2 ¥15/¥20 2/0.1 1 1(2) $100 10† -7 [3] 0 Short Bow thr imp 1 ¥10/¥15 2/0.1 1 1(2) $50 7† -6 [3] 1 Composite Bow thr+3 imp 3 ¥20/¥25 4/0.1 1 1(2) $900 10† -7 [3] CLOAK (DX-5, Net-4, or Shield-4) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 1 Heavy Cloak spec. 1 2 5 1 T(1) $50 8 -6 [4] 1 Light Cloak spec. 1 2 2 1 T(1) $20 5 -4 [4]

EQUIPMENT 275 CROSSBOW (DX-4) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 2 Crossbow thr+4 imp 4 ¥20/¥25 6/0.06 1 1(4) $150 7† -6 [3] 3 Pistol Crossbow thr+2 imp 1 ¥15/¥20 4/0.06 1 1(4) $150 7 -4 [2, 3] 3 Prodd thr+4 pi 2 ¥20/¥25 6/0.06 1 1(4) $150 7† -6 [3] 3 “Goat’s Foot” – – – 2 – (20) $50 7† – [5] LASSO (No default) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 1 Lariat spec. 0 spec. 3 1 T(spec.) $40 7† -2 [4] NET (Cloak-5) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 0 Large Net spec. 1 spec. 20 1 T(1) $40 11 -6 [4, 6] 2 Melee Net spec. 1 spec. 5 1 T(1) $20 8 -4 [4, 6] SLING (DX-6) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 0 Sling sw pi 0 ¥6/¥10 0.5/0.05 1 1(2) $20 6 -4 [2, 3, 7] 1 Staff Sling sw+1 pi 1 ¥10/¥15 2/0.05 1 1(2) $20 7† -6 [3, 7] SPEAR THROWER (DX-5 or Thrown Weapon (Spear)-4) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 0 Atlatl – – – 1 1 1(1) $20 – – [2] with Dart sw-1 imp 1 ¥3/¥4 1 – – $20 5 -3 with Javelin sw+1 imp 3 ¥2/¥3 2 – – $30 6 -4 THROWN WEAPON (AXE/MACE) (DX-4) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 0 Hatchet sw cut 1 ¥1.5/¥2.5 2 1 T(1) $40 8 -2 0 Throwing Axe sw+2 cut 2 ¥1/¥1.5 4 1 T(1) $60 11 -3 2 Mace sw+3 cr 1 ¥0.5/¥1 5 1 T(1) $50 12 -4 2 Small Mace sw+2 cr 1 ¥1/¥1.5 3 1 T(1) $35 10 -3 THROWN WEAPON (HARPOON) (DX-4 or Thrown Weapon (Spear)-2) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 2 Harpoon thr+5 imp 2 ¥1/¥1.5 6 1 T(1) $60 11 -6 [8] THROWN WEAPON (KNIFE) (DX-4) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 0 Large Knife thr imp 0 ¥0.8/¥1.5 1 1 T(1) $40 6 -2 0 Small Knife thr-1 imp 0 ¥0.5/¥1 0.5 1 T(1) $30 5 -1 0 Wooden Stake thr(0.5) imp 0 ¥0.5/¥1 0.5 1 T(1) $4 5 -2 1 Dagger thr-1 imp 0 ¥0.5/¥1 0.25 1 T(1) $20 5 -1 THROWN WEAPON (SHURIKEN) (DX-4 or Throwing-2) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 3 Shuriken thr-1 cut 1 ¥0.5/¥1 0.1 1 T(1) $3 5 0 THROWN WEAPON (SPEAR) (DX-4, Spear Thrower-4, or Thrown Weapon (Harpoon)-2) TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes 0 Spear thr+3 imp 2 ¥1/¥1.5 4 1 T(1) $40 9 -6 1 Javelin thr+1 imp 3 ¥1.5/¥2.5 2 1 T(1) $30 6 -4

Notes [5] Cocking lever to reload a high-ST crossbow or prodd. [1] Follow-up drug or poison attack if damage penetrates You can reload a weapon up to 4 ST over your own with 20 DR. Effects depend on the poison used; see Poison (p. 437). one-second Ready maneuvers. [2] Requires two hands to ready, but only one hand to [6] A net has no 1/2D range. Max range is (ST/2 + Skill/5) attack. for a large net and (ST + Skill/5) for a melee net. [3] An arrow or bolt for a bow or crossbow is $2. A dart [7] Can fire stones (TL0) or lead bullets (TL2). Lead for a blowpipe, or a lead pellet for a prodd or sling, is $0.1. bullets give +1 damage and double range. Sling stones are free. [8] Tethered. Requires a Ready maneuver and a success- [4] May entangle or ensnare the target; see Special Ranged ful ST roll to pull out (if you fail, you may try again next Weapons (p. 411). turn). Does half the damage coming out that it did going in.

276 EQUIPMENT HAND GRENADES Bodkin Points (TL3) AND At TL3+, arrows and bolts may have armor-piercing “bodkin” points instead of standard “quarrel” or “broadhead” points. This changes dam- INCENDIARIES age from impaling to piercing, and adds an armor divisor of (2). No effect Hand-tossed bombs date to the on cost or weight. earliest introduction of gunpowder; improvised gasoline bombs (“Molotov cocktails”) remain popular. See Throwing (p. 355) to determine how far you can throw such a device. and Max range by 20%. They cost 4 Muscle-Powered Ranged “Fuse” is the number of seconds it times list price. takes for the weapon to detonate once Weapon Quality Thrown weapons, and arrows and readied. Blowpipes, bows, and crossbows bolts, use the rules under Melee may be fine weapons. Increase 1/2D Weapon Quality (p. 274).

Hand Grenade and Incendiary Table THROWING (DX-3 or Dropping-4) TL Weapon Damage Weight Fuse Cost LC Notes 5 Black Powder 3d cr ex [1d] 1 3-5 $5 2 [1] 6 Concussion 6d cr ex 1 4 $15 2 [2] 6 Fragmentation 4d cr ex [2d] 1 4 $10 2 [2] 6 Molotov Cocktail spec. (1 yd.) 1 spec. $2 3 [1, 3] 7 Chemical spec. (2 yd.) 1 2 $10 3 [2, 4] 7 Concussion 5d¥2 cr ex 1 4 $40 2 [2] 7 Fragmentation 8d cr ex [3d] 1 4 $40 2 [2] 8 Stun HT-5 aff (10 yd.) 1 2 $40 2 [2, 5] ^ Plasma 6d¥4 burn ex 1 2 $100 1 [2]

Notes [3] A glass bottle filled with gasoline, lit by a burning rag. [1] Takes a Ready maneuver to light the fuse (impossible See Molotov Cocktails and Oil Flasks (p. 411). in rain, etc.) – or five Ready maneuvers if you must insert the [4] Fills a 2-yard radius with smoke, teargas, etc.; see fuse first! A Molotov cocktail shatters on impact; a black- Poison Examples (p. 439). The cloud lasts about 80 seconds powder grenade detonates 3-5 seconds later, depending on under normal conditions. Exotic chemicals may cost more fuse length. or have a lower LC. [2] Takes one Ready maneuver to draw the grenade and a [5] A Vision and Hearing-Based affliction that affects a second Ready maneuver to pull the pin. Detonates 2-4 10-yard radius. The Protected Hearing and Protected Vision seconds later, depending on grenade type. advantages each give +5 to the HT roll. If you fail to resist, you are stunned; roll against HT-5 to recover each turn. Also creates smoke in the area of effect.

EQUIPMENT 277 FIREARMS A “firearm” is any gun, rocket, or beam weapon that does not rely on muscle power. Guns are commonly Guns are commonly available by TL4 and available by TL4 and ubiquitous at ubiquitous at TL5+. TL5+. Beam weapons appear in late TL8 (mostly for vehicles), and may become common by TL9, ubiquitous at TL10+. Pistol and Submachine Gun Table GUNS (PISTOL) (DX-4, or most other Guns at -2) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 4 Flintlock Pistol, .51 2d-1 pi+ 1 75/450 3/0.01 1 1(20) 10 -3 2 $200 3 4 Wheel-Lock Pistol, .60 1d+1 pi+ 1 75/400 3.25/0.01 1 1(20) 10 -3 2 $200 3 5 Derringer, .41 1d pi+ 1 80/650 0.5/0.1 1 2(3i) 9 -1 2 $100 3 5 Revolver, .36 2d-1 pi 1 120/1,300 2.5/0.24 1 6(3i) 10 -2 2 $150 3 6 Auto Pistol, .45 2d pi+ 2 175/1,700 3/0.6 3 7+1(3) 10 -2 3 $300 3 6 Auto Pistol, 9mm 2d+2 pi 2 150/1,850 2.4/0.4 3 8+1(3) 9 -2 2 $350 3 6 Revolver, .38 2d-1 pi 2 120/1,500 2/0.2 3 6(3i) 8 -2 2 $400 3 6 Snub Revolver, .38 1d+2 pi 1 120/1,250 1.5/0.2 3 5(3i) 8 -1 3 $250 3 7 Auto Pistol, 9mm 2d+2 pi 2 150/1,850 2.6/0.6 3 15+1(3) 9 -2 2 $600 3 7 Holdout Pistol, .380 2d pi 1 125/1,500 1.3/0.2 3 5+1(3) 8 -1 3 $300 3 7 Revolver, .357M 3d-1 pi 2 185/2,000 3/0.21 3 6(3i) 10 -2 3 $500 3 7 Revolver, .44M 3d pi+ 2 200/2,500 3.25/0.3 3 6(3i) 11 -3 4 $900 3 8 Auto Pistol, .44M 3d pi+ 2 230/2,500 4.5/0.6 3 9+1(3) 12 -3 4 $750 3 8 Auto Pistol, .40 2d pi+ 2 150/1,900 2.1/0.7 3 15+1(3) 9 -2 2 $640 3 9 Auto Pistol, 9mm 2d+2 pi 2 150/1,900 2/0.7 3 18+1(3) 9 -2 2 $800 3 [1] GUNS (GYROC) (DX-4, or most other Guns at -4) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 9 Gyroc Pistol, 15mm 6d pi++ 1 1,900 1/0.4 3 4(3i) 9 -2 1 $200 3 [1, 2] GUNS (SMG) (DX-4, or most other Guns at -2) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 6 SMG, .45 2d+1 pi+ 3 190/1,750 15.7/4.9 13 50+1(5) 11† -4 3 $2,200 2 [3] 6 SMG, 9mm 3d-1 pi 3 160/1,900 10.5/1.5 8! 32(3) 10† -4 2 $700 2 [3] 7 Machine Pistol, 9mm 2d+2 pi 2 160/1,900 5.5/1.1 20 25+1(3) 12 -3 3 $900 2 [3] 7 SMG, 9mm 3d-1 pi 4 160/1,900 7.5/1.2 13 30+1(3) 10† -4 2 $1,200 2 [3] 8 PDW, 4.6mm 4d+1 pi- 3 200/2,000 3.9/0.5 15 20+1(3) 7† -3 2 $800 2 10 Gauss PDW, 4mm 4d(3) pi- 6+1 700/2,900 4.6/1 16 80(3) 9† -3 2 $3,600 2 [1] Notes [1] Includes “smartgun” electronics (see box). [2] Rockets take time to accelerate. Divide damage by 3 at 1-2 yards, and by 2 at 3-10 yards. [3] Civilian semi-automatic version is RoF 3, -25% to cost, and +1 to LC.

“Smartgun” Electronics (TL8) The following systems are optional on TL8 firearms (add $500 to price) and standard on TL9+ firearms (no extra cost):

• A built-in laser sight (p. 412). fire the weapon. Military and police weapons can be set • “Smart” electronics that give +1 to skill rolls to fix to allow everyone in a unit to share weapons. damage or malfunctions. • If the weapon has built-in sights (noted as a bonus • An electronic access system (usually a biometric after Acc), a video link to a helmet or goggle head-up dis- scanner, or a transponder in a ring or glove) that limits play (if worn), allowing faster target engagement; see usage to authorized persons. Unauthorized users cannot Targeting Systems (p. 548).

278 EQUIPMENT Rifle and Shotgun Table GUNS (MUSKET) (DX-4, or most other Guns at -2) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 3 Handgonne, .90 2d pi++ 0 100/600 15/0.1 1 1(60) 10† -6 4 $300 3 4 Matchlock Musket, .80 4d pi++ 2 100/600 20/0.05 1 1(60) 10R† -6 3 $150 4 4 Flintlock Musket, .75 4d pi++ 2 100/1,500 13/0.05 1 1(15) 10† -6 4 $200 4 GUNS (RIFLE) (DX-4, or most other Guns at -2) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 5 Rifle-Musket, .577 4d pi+ 4 700/2,100 8.5/0.05 1 1(15) 10† -6 3 $150 3 5 Cartridge Rifle, .45 5d pi+ 3 600/2,000 6/0.1 1 1(4) 10† -6 3 $200 3 5 Lever-Action Carbine, .30 5d pi 4 450/3,000 7/0.3 1 6+1(3i) 10† -4 2 $300 3 6 Bolt-Action Rifle, 7.62mm 7d pi 5 1,000/4,200 8.9/0.3 1 5+1(3) 10† -5 4 $350 3 6 Self-Loading Rifle, 7.62mm 7d pi 5 1,000/4,200 10/0.5 3 8(3) 10† -5 3 $600 3 7 Assault Rifle, 5.56mm 5d pi 5 500/3,500 9/1 12 30+1(3) 9† -4 2 $800 2 [1] 7 Assault Rifle, 7.62mmS 5d+1 pi 4 400/3,000 10.5/1.8 10 30+1(3) 10† -4 2 $300 2 [1] 7 Battle Rifle, 7.62mm 7d pi 5 1,000/4,200 11/1.7 11 20+1(3) 11† -5 3 $900 2 [1] 8 Assault Carbine, 5.56mm 4d+2 pi 4 400/3,000 7.3/1 15 30+1(3) 9† -3 2 $900 2 [1] 8 Dart Rifle, 11mm 1d(0.2) pi- 5+1 45/145 6.6/0.02 1 1(3) 9† -5 2 $1,200 4 [2] 8 Sniper Rifle, .338 9d+1 pi 6+3 1,500/5,500 17.5/0.8 1 4+1(3) 11B† -6 4 $5,600 3 9 ICW, 6.8mm 6d pi 4+2 700/4,000 12/1.5 15 25+1(3) 10† -5 2 $7,000 1 [3, 4] 10 Gauss Rifle, 4mm 6d+2(3) pi- 7+2 1,200/4,800 8.5/1.4 12 60(3) 10† -4 2 $7,100 2 [3] GUNS (SHOTGUN) (DX-4, or most other Guns at -2) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 4 Blunderbuss, 8G 1d pi 1 15/100 12/0.13 1¥9 1(15) 11† -5 1 $150 4 5 Double Shotgun, 10G 1d+2 pi 3 50/125 10/0.1 2¥9 2(3i) 11† -5 1 $450 4 6 Pump Shotgun, 12G 1d+1 pi 3 50/125 8/0.7 2¥9 5(3i) 10† -5 1 $240 4 7 Auto Shotgun, 12G 1d+1 pi 3 50/125 8.4/0.85 3¥9 6+1(3i) 10† -5 1 $950 3 Notes [1] Civilian semi-automatic version is RoF 3, -25% to cost, and +1 to LC. [2] If damage penetrates DR, the dart injects a drug or poison as a follow-up attack. For a tranquilizer dart, roll vs. HT-3; failure results in unconsciousness for minutes equal to the margin of failure. [3] Includes “smartgun” electronics (see p. 278). [4] Includes an integral 25mm grenade launcher (see p. 281). machine guns (but not shotguns, Gauss guns, and dart rifles): Hollow-Point (HP): Bullets designed Optional Rule: Malfunction to expand in flesh, causing bigger Optionally, all firearms and grenades have a “malfunction number,” wounds. This improves damage type: or “Malf.” The weapon will jam, misfire, or otherwise fail to function on pi- becomes pi, pi becomes pi+, and any attack roll equal to or greater than its Malf.; see Malfunctions pi+ becomes pi++. (HP ammo is not (p. 407). available for guns that already inflict Malfunction number is a function of tech level: it is 12 at TL3, 14 at pi++ damage.) However, HP ammo has TL4, 16 at TL5, and 17 at TL6+. A few weapons might be intrinsically trouble penetrating barriers or armor; more or less reliable. Weapon quality also affects Malf. Finally, lack of add an armor divisor of (0.5). HP maintenance (especially in dusty or humid conditions) can lower Malf. ammo is available at TL6+. It has nor- mal cost and LC. It is the most com- mon ammo type used by hunters and police. Armor-Piercing Hard Core (APHC): Ammunition Solid bullets with a dense, armor-pierc- The statistics given on the tables For a given gun, the weight of one ing core. Add a (2) armor divisor, but if assume that guns are firing ordinary, full load of ammunition, in pounds, the gun caliber is below 20mm (.80), solid projectiles (usually lead). At TL6+, appears after the slash in its “Weight” damage type degrades: pi++ drops to this means the common “ball” or “full statistic. Assume that ammo cost is $20 pi+, pi+ to pi, and pi to pi-. (There is no metal jacket” round, but other ammo times this weight. effect on pi-.) APHC ammo is available types are possible. A few examples for at TL7+. It has double normal cost and Example: The 5.56mm assault rifle pistols, submachine guns, rifles, and has a weight of “9/1.” Thus, a full reload is LC2. weighs 1 lb. and costs $20.

EQUIPMENT 279 Armor-Piercing Discarding-Sabot is available for small arms by TL9. It Should this result in a Malf. of 19 or (APDS): A small tungsten dart encased has five times normal cost and is LC1. more, the weapon will not malfunction in a larger plastic sheath that peels unless lack of maintenance lowers away when the round leaves the bar- Firearm Quality Malf. rel, increasing velocity. APDS works Fine firearms cost double list price, Presentation firearms (decorated, like APHC, but also adds 50% to range and get +1 to Acc and +1 to Malf. Very gilded, etc.) are also available. This and +1 damage per die. Used by tanks fine firearms cost 5 times list price, will further increase cost (and resale at TL6-7 and machine guns at TL8, it and get +2 to Acc and +1 to Malf. value) by 2 to 20 times.

Ultra-Tech Firearm Table BEAM WEAPONS (PISTOL) (DX-4, other Beam Weapons-4, or Guns (Pistol)-4) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 9 Electrolaser Pistol 1d-3 burn 4 40/80 2.2/0.5 3 180(3) 4 -2 1 $1,800 4 [1, 2, 3] linked HT-4(2) aff 10 Laser Pistol 3d(2) burn 6 250/750 3.3/0.5 10 400(3) 6 -2 1 $2,800 3 [3] 11 Blaster Pistol 3d(5) burn 5 300/900 1.6/0.5 3 200(3) 4 -2 1 $2,200 3 [4, 5] BEAM WEAPONS (RIFLE) (DX-4, other Beam Weapons-4, or Guns (Rifle)-4) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 9 Electrolaser Carbine 1d-3 burn 8+1 160/470 3.7/1 3 360(3) 4† -4 1 $3,900 3 [1, 2, 3] linked HT-4(2) aff 9 Laser Sniper Rifle 5d(2) burn 12+2 1,100/3,300 20/4p 3 75(3) 10† -8 1 $20,000 1 [3] 10 Laser Rifle 5d(2) burn 12+2 700/2,100 10/2 10 150(3) 7† -4 1 $10,000 2 [3] 11 Blaster Rifle 6d(5) burn 10+2 700/2,100 10/1 3 50(3) 7† -4 1 $18,000 2 [4, 5] 11 Heavy Blaster 8d(5) burn 10+4 900/2,700 20/4p 3 90(5) 10† -6 1 $23,000 1 [4] Notes [3] Smoke, fog, rain, cloud, etc. give the target additional All beam weapons include “smartgun” electronics (see DR equal to the visibility penalty. For instance, if rain gives a p. 278). penalty of -1 per 100 yards, a laser firing through 2,000 yards [1] Weapon requires atmosphere to function. No effect in of rain must penetrate an extra DR 20. trace atmosphere or vacuum! [4] Burn damage has the Surge damage modifier (p. 105). [2] Burn damage has the Surge damage modifier (p. 105). [5] In superscience games, an “omni-blaster” costs twice As well, whether or not any damage penetrates, the target as much, but has a “stun” setting: damage becomes HT-3(3) must make a HT roll at -4, plus half the DR on the location aff for a pistol, HT-6(3) aff for a rifle. On a failed HT roll, the struck (due to the armor divisor). On a failure, the electrical victim is unconsciousness for minutes equal to his margin of shock stuns him. He may roll against HT every turn at the failure. same penalty (but without the DR bonus) to recover.

280 EQUIPMENT Police and ordinary criminals rarely use such weapons – but HEAVY WEAPONS any infantry squad or well-funded terrorist group might The next table gives a few examples of the heaviest have access to them! weapons that adventurers are likely to carry or encounter. Heavy Weapon Table ARTILLERY (GUIDED MISSILE) (IQ-5) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 7 ATGM, 115mm 6d¥10(10) cr ex 3 200/2,000 37/26 1 1(20) 11B† -10 1 $20,000 1 [1, 2, 3] 8 SAM, 70mm 6d¥3 cr ex [6d] 7 1,000/8,800 18/22 1 1(20) 10† -8 1 $38,000 1 [1, 2, 4] GUNNER (CATAPULT) (DX-4, or other Gunner at -4) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 2 Scorpion 5d imp 3 415/520 110/0.9 1 1(30) 45M† -10 – $5,000 2 GUNNER (MACHINE GUN) (DX-4, or other Gunner at -4) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 6 HMG, .50 13d+1 pi+ 6 1,800/7,400 116/32 8! 100(5) 20M† -8 2 $14,000 1 [5] GUNS (GRENADE LAUNCHER) (DX-4, or most other Guns at -4) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 7 Under-Barrel, 40mm 4d(10) cr ex[2d] 2 150/440 +3.5/0.5 1 1(3) 11 – 2 $500 1 [1, 6, 7] 9 Integral, 25mm 7d cr ex[3d] 4+2 2,200 –/1.6 1 3(3) 10 – 3 – – [8] GUNS (LAW) (DX-4, or most other Guns at -4) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 7 Bazooka, 60mm 6d¥2(10) cr ex 3 100/650 16.7/3.4 1 1(4) 10† -6 1 $1,000 1 [2, 7] 7 RPG, 85mm 6d¥3(10) cr ex 3+1 300/1,000 21/5.7 1 1(5) 10† -6 1 $800 1 [2, 7] 8 LAW, 84mm 6d¥6(10) cr ex 3 330/2,300 14.7 1 1(–) 10† -5 1 $750 1 [2, 7] GUNS (LMG) (DX-4, or most other Guns at -2) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 6 Auto Rifle, 7.62mm 7d pi 5 1,000/4,200 22/1.6 9! 20(3) 12B† -6 3 $6,500 2 6 LMG, 7.62mm 7d pi 5 1,000/4,200 30/6 15! 100(5) 13B† -6 2 $6,600 1 7 SAW, 5.56mm 5d+1 pi 5 800/3,500 24/7 12! 200(5) 12B† -6 2 $4,800 1 LIQUID PROJECTOR (FLAMETHROWER) (DX-4, or other Liquid Projector at -4) TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes 6 Flamethrower 3d burn – 50 70 Jet 10 10† -8 – $1,800 1 Notes [1] Has a minimum range: 10 yards for 40mm GL, 30 yards for 115mm ATGM, and 200 yards for 70mm SAM. [2] Hazardous back-blast: 1d burn damage to anyone behind firer and within 15 yards (30 yards for ATGM). [3] Guided attack (see p. 412). Gunner uses Artillery (Guided Missile) to attack. “1/2D” range is speed in yards per second. Weight is for empty launcher/one mis- sile. [4] Homing (Hyperspectral Vision) attack (see p. 413), at the missile’s skill of 10. Firer rolls against Artillery (Guided Missile) to aim. On a success, the missile gets its Acc bonus. “1/2D” range is speed (yards/second). Weight is for empty launcher/one missile. [5] Detachable tripod weighs an extra 44 lbs. [6] Can clamp under the barrel of any TL7+ rifle or carbine. Use the rifle’s Bulk. [7] Damage is not halved at 1/2D range, but loses its armor divisor of (10). [8] Built into the TL9 ICW (p. 279). Use the ICW’s Bulk. Has “smartgun” electronics (see p. 278).

EQUIPMENT 281 ARMOR Armor is very useful in combat. A for high- and ultra-tech armor (TL6+), DR: The amount of Damage single sword blow or bullet can inca- and one for armoring mounts. Each Resistance the item gives. Subtract pacitate or kill you . . . but armor item on the tables includes an article this from any blow that strikes the might give you a second chance. Your of light, common clothing to wear armored location. For instance, if armor’s Damage Resistance, or DR, underneath – or padding, if this is you’re wearing a DR 6 corselet and are subtracts directly from the damage usual for the armor (e.g., mail hit in the torso for 8 points of damage, inflicted by your enemies’ weapons. includes cloth padding under the only 2 points penetrate and affect you. Armor requires no skill to use – you chain). The statistics already reflect Some armor has a split DR; e.g., “4/2.” just wear it! (Exception: Certain TL7+ this; you do not have to buy clothing This means DR varies by location or armor types require Environment Suit or padding separately, or account for by type of attack; see the notes for that skill, p. 192.) its DR and weight. piece of armor. Effective armor is heavy, though. The tables give the following infor- “*” means the armor is flexible. Its weight can hinder you (see mation for each item of armor: Flexible armor is easier to conceal or Encumbrance and Move, p. 17), reduc- wear under other armor, and quicker TL: The tech level at which the ing your Dodge – and also your Parry, to don or remove, but it is more vul- armor is commonly available. if you use fencing weapons, Judo, or nerable to blunt trauma damage. Armor: The item’s name. Karate. A swashbuckler who relies on “F” means the DR only protects Location: The area the armor pro- agility to avoid injury might choose against attacks from the front. tects on a humanoid wearer. light or no armor! (As a guideline, Cost: The item’s price, in $. “K” is Individual locations are skull (top of your Dodge, Block, or Parry – and thousands; “M” is millions. the head), face (the face, excluding the preferably two or all three of these – Weight: The item’s weight, in eyes), neck, eyes, arms, hands, torso should be at least 12 if you plan to go pounds. (the abdomen and chest), groin, legs, unarmored.) LC: The item’s Legality Class; see and feet. Limbs covers the arms and The best armor is expensive, too Legality Class (p. 267). legs, but not the hands or feet. Head You probably won’t be able to afford it Notes: Many items have special fea- covers skull, face, and eyes. Body is without lots of Wealth! tures or restrictions; see the notes neck, torso, and groin. Full suit is Armor is more important in some after each table. Some advanced everything but the head. periods than in others. Before TL4, it’s armor has built-in features that effec- a lifesaver. Warriors who expect to go tively grant the wearer advantages. into battle should wear the heaviest armor they can afford. On the other hand, few fighters wear metal armor in a city or on the road: it’s just too heavy and uncomfortable. At TL4, armor declines in impor- tance as firearms become common: anything that can stop a musket ball is too heavy to wear. Except for heavy cavalry, few soldiers or adventurers wear more than a pot helm and breastplate. At TL5-6, armor all but disappears – although TL6-7 infantry still wear a steel pot helmet to protect against bursting shell fragments. At TL7-9, this trend reverses, as lightweight, bullet-resistant synthetics (such as Kevlar) appear and gradually improve. In some TL10+ back- grounds, armor might be vital. In oth- ers, weapons can penetrate anything, and a good Dodge – or shooting first – is the best defense. ARMOR TABLES Three armor tables appear below: one for low-tech armor (TL0-5), one

282 EQUIPMENT Low-Tech Armor Table TL Armor Location DR Cost Weight LC Notes Body Armor 0 Fur Loincloth groin 1* $10 neg. – [1] 0 Fur Tunic torso 1* $25 2 – [1] 1 Bronze Breastplate torso 4F $400 20 3 [2] 1 Bronze Corselet torso, groin 5 $1,300 40 3 1 Cloth Armor torso, groin 1* $30 6 – [1] 1 Leather Armor torso, groin 2 $100 10 4 1 Leather Jacket arms, torso 1* $50 4 – [1] 2 Light Scale Armor torso 3 $150 15 4 2 Lorica Segmentata torso 5 $680 26 3 2 Mail Hauberk torso, groin 4/2* $230 25 3 [3] 2 Mail Shirt torso 4/2* $150 16 4 [1, 3] 2 Scale Armor torso, groin 4 $420 35 3 3 Double Mail Hauberk torso, groin 5/3* $520 44 3 [3] 3 Heavy Steel Corselet torso, groin 7 $2,300 45 3 3 Steel Breastplate torso 5F $500 18 3 [2] 3 Steel Corselet torso, groin 6 $1,300 35 3 3 Steel Laminate Plate torso, groin 5 $900 30 3 4 Buff Coat (Leather) body, limbs 2* $210 16 4

Limb Armor 1 Bronze Armbands arms 3 $180 9 4 1 Bronze Greaves legs 3 $270 17 4 1 Cloth Sleeves arms 1* $20 2 – [1] 1 Heavy Leather Leggings legs 2 $60 4 4 1 Heavy Leather Sleeves arms 2 $50 2 4 1 Leather Leggings legs 1* $40 2 – [1] 1 Leather Pants legs, groin 1* $40 3 – [1] 1 Studded Leather Skirt groin, legs 3/2* $60 4 – [3] 2 Mail Leggings legs 4/2* $110 15 3 [3] 2 Mail Sleeves arms 4/2* $70 9 3 [3] 2 Scale Leggings legs 4 $250 21 3 2 Scale Sleeves arms 4 $210 14 3 3 Heavy Plate Arms arms 7 $1,500 20 3 3 Heavy Plate Legs legs 7 $1,600 25 3 3 Plate Arms arms 6 $1,000 15 3 3 Plate Legs legs 6 $1,100 20 3

EQUIPMENT 283 TL Armor Location DR Cost Weight LC Notes Headgear 1 Bronze Helmet skull, face 3 $160 7.5 4 1 Bronze Pot-Helm skull 3 $60 5 4 1 Cloth Cap skull 1* $5 neg. – [1] 1 Leather Cap skull 1* $32 neg. 4 1 Leather Helm skull, face 2 $20 0.5 4 2 Legionary Helmet skull, face 4 $150 6 3 2 Mail Coif skull, neck 4/2* $55 4 3 [3] 3 Barrel Helm skull, face 6 $240 10 3 [4] 3 Face Mask face 4 $100 2 3 3 Greathelm skull, face, neck 7 $340 10 3 [4] 3 Pot-Helm skull 4 $100 5 4 Gloves 1 Cloth Gloves hands 1* $15 neg. – [1] 1 Leather Gloves hands 2* $30 neg. – 2 Gauntlets hands 4 $100 2 4 3 Heavy Gauntlets hands 5 $250 2.5 3 Footwear 0 Sandals feet 0 $25 0.5 – [1, 2] 1 Shoes feet 1* $40 2 – [1] 2 Boots feet 2* $80 3 – [1] 3 Sollerets feet 4 $150 7 3 Notes [1] Concealable as or under clothing. [2] Partial coverage: sandals give DR 1 to the underside of the foot, while breastplates protect only from the front. [3] Split DR: use the lower DR against crushing attacks. [4] Helmet gives wearer the No Peripheral Vision disadvantage (p. 151) while worn.

High- and Ultra-Tech Armor Table TL Armor Location DR Cost Weight LC Notes Body Armor 6 Flak Jacket torso 7 $500 20 3 7 Frag Vest torso, groin 5/2* $350 9 3 [1] + Plate Inserts torso +20 +$300 +15 3 8 Ballistic Vest torso 8/2* $400 2 3 [1, 2, 3] 8 Tactical Vest torso, groin 12/5* $900 9 2 [1, 3] + Trauma Plates torso +23 +$600 +9 2 9 Ballistic Suit body, limbs 12/4* $1,000 6 3 [1, 2, 3] 9 Tactical Suit full suit 20/10* $3,000 15 2 [1, 3, 4, 5] Gloves and Footwear 7 Reinforced Boots feet 5/2 $75 3 – [2, 6] 9 Assault Boots feet 12/6 $150 3 4 [3, 6] 9 Ballistic Gloves hands 8/2* $30 neg. 4 [1, 2, 3]

284 EQUIPMENT TL Armor Location DR Cost Weight LC Notes Headgear 6 Gas Mask eyes, face 2 $100 4 4 [7] 6 Steel Pot skull 4 $60 3 4 7 Frag Helmet skull 5 $125 3 4 + Visor eyes, face 1 +$25 +1.5 4 [8] 8 Ballistic Helmet skull 12 $250 3 3 [3] + Visor eyes, face 10 +$100 +3 3 [3, 8] Environment Suits 7 NBC Suit full suit 1 $150 3.5 4 [5, 9] 7 Space Suit full suit 2 $2,000,000 225 4 [4, 9, 10] + Space Helmet head 3 +$25,000 10 4 [7, 11] 9 Battlesuit full suit 70/50 $80,000 150 1 [3, 4, 6, 12] + Helmet head 70/50 +$10,000 15 1 [3, 6, 7, 11] 9 Combat Hardsuit full suit 50/30 $10,000 30 2 [3, 4, 5, 6] + Helmet head 18/12 +$2,000 5 2 [3, 6, 7, 11] 9 Space Armor full suit 50/30 $20,000 45 2 [3, 4, 6, 10] + Helmet head 40/30 +$3,000 7 2 [3, 6, 7, 11] 9 Vacc Suit full suit 6* $10,000 25 4 [3, 4, 10] + Vacc Helmet head 6 +$2,000 5 4 [3, 11] Notes All TL7+ armor electronics and powered systems (including the battlesuit) work for (TL - 6) ¥ 6 hours before they require recharging or refueling. [1] Split DR: use the first, higher DR against piercing and cutting attacks; use the second, lower DR against all other damage types. [2] Concealable as or under clothing. [3] DR increases with TL. After the TL of introduction, consult the following table: TL DR Multiplier Intro ¥1 Intro+1 ¥1.5 Intro+2 ¥2 Intro+3 ¥3 Any higher ¥4 [4] Biomedical sensors allow remote monitoring of vital signs, giving +1 to Diagnosis skill when examining the wearer. In addition, the suit is climate-controlled. [5] Requires NBC Suit skill – but at TL9+, the suit does not limit DX. Worn with a mask or a helmet with note [7], the combination provides the Sealed advantage. [6] Split DR: use the higher DR only if the attack strikes the torso (if body armor), skull (if headgear), or underside of the foot (if footwear). [7] Provides Filter Lungs, Protected Smell, and Protected Vision – but before TL9, it also gives the No Peripheral Vision disadvantage. Armor is more important in some periods [8] Provides Protected Vision. [9] Suit’s DR applies only against than in others. In some backgrounds, armor burning or corrosion damage. might be vital. In others, weapons can penetrate [10] Requires Vacc Suit skill. If worn with its helmet, the suit gives Doesn’t anything, and a good Dodge – or shooting first – Breathe (for 12 hours), Protected Smell, is the best defense. Sealed, and Vacuum Support. [11] Provides Protected Hearing, Protected Vision, and Radio. At TL9+, add Absolute Direction (Requires Signal), Infravision, Night Vision 9, and (TL - 8) levels of Telescopic Vision. TL9+ helmets also include a head-up display (HUD) compatible with “smartgun” electronics (p. 278). Battlesuits add Hyperspectral Vision and Laser Communication. [12] Requires Battlesuit skill. Gives Lifting ST +10, Striking ST +10, and Super Jump 1. Add +5 to Lifting ST, +5 to Striking ST, and +1 to Super Jump per TL past TL9. With its helmet in place, it also grants Doesn’t Breathe (for 12 hours), Protected Smell, Sealed, and Vacuum Support. Do not count suit weight toward encumbrance!

EQUIPMENT 285 Horse Armor (Barding) Table TL Armor Location DR Cost Weight LC Notes Face Masks 1 Leather & Cloth face 2 $40 3 4 [1] 2 Mail face 4/2* $60 7 3 [1, 2] 2 Scale face 4 $200 12 3 [1] 3 Plate face 5 $200 12 3 [1] Head/Neck Armor 2 Leather & Cloth neck, skull 2 $80 4 4 2 Mail neck, skull 4/2* $100 15 3 [2] 2 Scale neck, skull 4 $320 20 3 3 Plate neck, skull 5 $330 18 3 Partial Barding 1 Leather & Cloth torso 2F $260 12 4 2 Mail torso 4/2F* $440 20 3 [2] 2 Scale torso 4F $480 60 3 Full Barding 2 Leather & Cloth torso, groin 2 $345 30 4 3 Mail torso, groin 4/2* $670 59 3 [2] 3 Plate torso, groin 5 $1,650 90 3 Leggings 3 Plate legs 5 $400 20 3 [3] Notes [1] Gives mount the No Peripheral Vision disadvantage (p. 151) while worn. [2] Split DR: use the lower DR against crushing attacks. [3] Weight and cost are per pair of legs protected. Each pair gives -1 to Move. noncombat situation, armor that cov- recognizes the wearer’s need or right to WEARING ARMOR ers the face or entire head gives -2 to wear armor in the situation. Examples There are some social and practical reaction rolls. Nonconcealable armor of socially acceptable armor include a restrictions on wearing armor. with DR 2+ anywhere else (except the knight on campaign or at a tourney; an hands or feet) gives -1, or -2 if it isn’t astronaut wearing a vacc suit in space; Reaction Penalty flexible and covers the torso. These or a soldier, paramedic, or journalist A fully armored individual is some- penalties are cumulative: plate armor wearing body armor in a war zone. one who is expecting trouble . . . or and a full helm would give you -4! looking to make trouble. He is unlikely However, there is no reaction penal- Donning and Removing to receive a warm welcome! In a ty if the NPC making the reaction roll Armor It takes three seconds per piece to don or remove most armor. It takes 30 seconds per piece for vacc suits or bat- tlesuits, except for their helmets. Exception: TL8+ flexible armor with insert panels and all TL9+ nonflexible armor have some form of “quick release” mechanism to drop the insert panel or let the user step out of the armor in only one second. Combining and Layering Armor You can freely combine multiple pieces of armor that don’t cover the same hit location, but you can only layer armor if the inner layer is both flexible and concealable. Add the DR of both layers. Wearing an extra layer of armor anywhere but on the head gives -1 to DX and DX-based skills.

286 EQUIPMENT SHIELDS Shields are very valuable in low-tech particular effort. You can also use a even if you have no skill at all with a combat, but almost worthless against shield actively to block; see Blocking shield. This applies only against melee firearms. Historically, they were little (p. 375). or muscle-powered ranged weapons – used after the rise of firearms (TL4) – not against firearms, unless you use the with the exception of plastic riot Shield Statistics optional Damage to Shields rule (p. 484). shields. In some SF settings, though, The following statistics apply to Cost: The shield’s price, in $. they make a comeback as force shields. shields: Weight: The shield’s weight, in You normally wear a shield or force pounds. TL: The tech level at which the shield strapped to one arm. Your shield DR/HP: The shield’s DR and HP if shield is commonly available. hand can’t wield a weapon (preventing using the optional Damage to Shields Shield: The kind of shield. you from using two-handed weapons), rule. This DR protects the shield, not DB: Defense Bonus. The bonus the but it can still carry an item. the wielder. shield gives to all of your active defense A shield helps all your active defense LC: The shield’s Legality Class; see rolls (see Defending, p. 374) against rolls (Block, Dodge, and Parry) with no Legality Class (p. 267). attacks from the front or shield side, Shield Table TL Shield DB Cost Weight DR/HP LC Notes CLOAK (DX-5, Net-4, or Shield (any)-4) 1 Light Cloak 1 $20 2 1/3 – [1] 1 Heavy Cloak 2 $50 5 1/5 – [1] SHIELD (DX-4, or other Shield at -2) 0 Light Shield 1 $25 2 5/20 4 [2, 3, 4] 0 Small Shield 1 $40 8 6/30 4 [2, 3, 4] 1 Medium Shield 2 $60 15 7/40 4 [2, 3, 4] 1 Large Shield 3 $90 25 9/60 4 [2, 4] SHIELD (FORCE) (DX-4, or other Shield at -2) ^ Force Shield 3 $1,500 0.5 100/– 3 [3, 5]

Notes it always occupies one hand, and it does not allow a shield [1] Can be used offensively to entangle; see Cloaks rush. Use Shield (Buckler) instead of regular Shield skill. No (p. 404). effect on statistics. [2] Can be used offensively with a shield bash (see the [4] At TL3+, iron shields are available but uncommon: ¥5 Melee Weapon Table) or shield rush (see Slam, p. 371). At cost, ¥2 weight, +3 DR, and ¥2 HP. At TL7+, plastic riot TL2+, you can give your small, medium, or large shield a shields (made of Lexan, etc.) have ¥1/2 weight but otherwise spike to increase damage: add $20 and 5 lbs. identical statistics. Shield composition never affects DB. [3] Also available as a buckler. You can ready a buckler in [5] Worn on the wrist, leaving the hand free. DR is hard- one turn and drop it as a free action, just like a weapon – but ened (treat as one level of the Hardened enhancement, p. 47).

Carrying Weapons and Other Gear

You can normally carry one item per hand. This two-handed weapon like a rifle or a greatsword) slung doesn’t preclude your having a shield strapped to your over your back; and, with appropriate sheaths, one arm – but if you do, your shield hand can only hold, not small item or weapon (like a knife or holdout pistol) per wield, a weapon or other handheld device, and you can- wrist or ankle. If you have clothing with pockets, you not use items that require two free hands, like a bow, can stow one extra item per side pocket. A shoulder hol- rifle, or guitar. ster lets you strap a pistol-sized item over your chest. You can also stow gear about your person, leaving You can carry additional equipment in a bag, pack, your hands free. You can carry a one-handed item no or case, but it takes several seconds to remove it and get larger than a sword or a pistol in a scabbard or holster it ready. on each hip; an item of that size or larger (e.g., a

EQUIPMENT 287 MISCELLANEOUS EQUIPMENT The following equipment list Flashlight, Mini (TL7). 15’ beam. Tent, 1-Man (TL0). Includes ropes; should suffice to outfit most adventur- $10, 0.25 lb., 1 hr. no poles needed. $50, 5 lbs. ers. The GM is free to add items! Gasoline (TL6). Per gallon: $1.50, 6 Tent, 2-Man (TL0). Includes ropes; lbs. requires one 6-foot pole. $80, 12 lbs. TL: The tech level at which the item GPS Receiver (TL8). Satellite- Tent, 4-Man (TL0). Includes ropes; is commonly available. “Var.” indi- updated; grants Absolute Direction requires 2 poles. $150, 30 lbs. cates tools or instruments that are (Requires Signal). $200, 3 lbs., 24 hrs. Tent, 20-Man (TL1). Includes ropes; available at the same TL as the skill(s) Grapnel (TL5). Throw to ST¥2 requires 16 poles. $300, 100 lbs. they facilitate; e.g., you can buy surgi- yards. Supports 300 lbs. $20, 2 lbs. Thermos Bottle (TL5). Keeps 1 pint cal instruments for Surgery/TL2 at Group Basics (TL0). Basic equip- hot (24 hrs.) or cold (72 hrs.). $10, 2 TL2, instruments for Surgery/TL9 at ment for Cooking and Survival skill lbs. TL9. for a group. Cook pot, rope, hatchet, Torch (TL0). Burns for 1 hr. $3, 1 lb. Cost: The item’s price, in $. etc., for 3-8 campers. $50, 20 lbs. Traveler’s Rations (TL0). One meal Weight: The item’s weight, in Iron Spike (Piton) (TL2). For climb- of dried meat, cheese, etc. $2, 0.5 lb. pounds. Assume weight is negligible if ing, spiking doors, etc. $1, 0.5 lb. Water Purification Tablets (TL6). not listed. Kerosene (TL6). Per gallon: $1.50, 6 Bottle of 50. Purify 1 quart each. $5. LC: Items are LC4 unless specifi- lbs. Wineskin (TL0). Holds 1 gallon of cally noted otherwise; see Legality Lantern (TL2). Burns for 24 hours liquid (8 lbs. if water). $10, 0.25 lb. Class (p. 267). on 1 pint of oil. $20, 2 lbs. Wristwatch (TL6). $20. Other Notes: Items that require bat- Life Jacket (TL6). Floats up to 350 teries list an operating time in hours lbs. $100, 6 lbs. Communications and (hrs.). Equipment labeled “basic gear” Matches (TL6). Start fires. Box of is the minimum necessary to use the Information Gear 50, waterproof. $1.50. noted skill(s) at no penalty in most sit- Batteries (TL6). $1, neg. Oil (TL2). For lantern. Per pint: $2, uations. Cell Phone (TL8). Only works in 1 lb. some areas; $20/month fee. $250, 0.25 Camping and Survival Parachute (TL6). Use with lb., 10 hrs. Parachuting skill. The wearer will fall Computer, Laptop (TL8). Modem Gear at least 80 yards before it opens, and plugs into phone. $1,500, 3 lbs., 2 hrs. Backpack, Frame (TL1). Holds 100 then descend at 5 yards/second. Computer, Wearable (TL8). Display lbs. of gear. $100, 10 lbs. $1,000, 30 lbs. glasses and wireless modem. $1,000, 2 Backpack, Small (TL1). Holds 40 Personal Basics (TL0). Minimum lbs., 8 hrs. lbs. of gear. $60, 3 lbs. gear for camping: -2 to any Survival Drum (TL0). Audible for several Blanket (TL1). A warm sleeping roll without it. Includes utensils, tin- miles. $40, 2 lbs. blanket. $20, 4 lbs. derbox or flint and steel, towel, etc., as Mini-Recorder (TL7). Palm-sized, Bottle, Ceramic (TL1). Holds 1 TL permits. $5; 1 lb. with 3-hour tape (extra tapes are $5). quart of liquid (2 lbs. if water). $3, 1 lb. Piton. See Iron Spike, above. $200, 0.5 lb. Cable, Steel, 1.5” (TL5). Supports Pole, 6’ (TL0). For pitching tents, Mini-Recorder, Digital (TL8). As 3,700 lbs. Per 10 yards: $100, 17 lbs. fishing, or prodding items. $5, 3 lbs. above, but without the tape! $30, 0.5 Camp Stove, Small (TL6). Uses 0.25 Pole, 10’ (TL0). For things you lb. gallons kerosene per 4 hrs. $50, 2 lbs. wouldn’t touch with a 6’ pole. $8, 5 lbs. Radio, Backpack (TL7). VHF radio. Candle, Tallow (TL1). Smoky! Lasts Pouch or Purse, Small (TL1). Holds 20-mile range. $6,000, 15 lbs., 12 hrs. 12 hrs. $5, 1 lb. 3 lbs. $10. Radio, Hand (TL7). Classic “walkie- Canteen (TL5). Holds 1 quart of liq- Rope, 3/8” (TL0). Supports 300 lbs. talkie.” 2-mile range. $100, 1 lb., 12 uid (2 lbs. if water). $10, 1 lb. Per 10 yards: $5, 1.5 lbs. hrs. Cigarette Lighter (TL6). Lights fire. Rope, 3/4” (TL1). Supports 1,100 Radio, Headset (TL8). With throat $10. lbs. Per 10 yards: $25, 5 lbs. mike. 1-mile range. Multiply cost by Climbing Gear (TL2). Hammer, Scuba Gear (TL6). Basic equip- 10 for secure, encrypted version. $500, spikes, carabiners. $20, 4 lbs. ment for Scuba skill: 2-hour underwa- 0.5 lb., 12 hrs. Compass (TL6). +1 to Navigation ter air tank, with regulator, facemask, Satellite Phone (TL8). Global range, skill. $50. etc. $1,500, 32 lbs. satellite relay. $3,000, 3 lbs., 1 hr. Cord, 3/16” (TL0). Supports 90 lbs. Sleeping Bag (TL6). For normal Scribe’s Kit (TL3). Quills, inkbot- Per 10 yards: $1, 0.5 lb. conditions. $25, 7 lbs. tles, penknife, paper. $50, 2 lbs. Fishhooks and Line (TL0). Basic Sleeping Bag, Insulated (TL7). +3 Transistor Radio (TL7). Receive- gear for Fishing skill; needs a pole. HT to resist freezing. $100, 15 lbs. only; picks up radio stations. $15, 0.5 $50. Sleeping Fur (TL0). Warm unless lb., 8 hrs. Flashlight, Heavy (TL6). 30’ beam. wet. $50, 8 lbs. TV Set, Mini (TL7). 5” ¥ 5” flat- $20, 1 lb., 5 hrs. Suitcase, Hard (TL5). Holds 100 screen. $150, 3 lbs., 4 hrs. lbs. DR 4, with key lock. $250, 8 lbs.

288 EQUIPMENT Typewriter, Manual (TL6). $200, 10 Bandages (var.). Bandages for a Carpentry (TL1) is $300, 20 lbs.; lbs. half-dozen wounds. Might be clean Armoury (TL1), Explosives (TL5), Wax Tablet (TL1). For writing; eras- cloth, adhesive dressings, or spray-on Machinist (TL5), Mechanic (TL5), or able. $10, 2 lbs. “plastiskin,” depending on TL. Basic Electrician (TL6) is $600, 20 lbs.; equipment for First Aid skill. $10, 2 lbs. Electronics Repair (TL6) is $1,200, 10 Equestrian Gear Crash Kit (var.). A complete kit for lbs. Bonuses to control a mount only treating serious injuries. Includes ster- Saw (TL0). A lumberjack’s tool, not offset penalties to Riding skill; they ile bandages, sutures, and drugs a carpentry saw. $150, 3 lbs. never give a net bonus. appropriate for the TL. At TL6+, Shovel (TL1). Speeds up digging. includes IV drip, needle, and plasma. $12, 6 lbs. Bit and Bridle (TL1). +2 to control +2 to First Aid skill, and counts as Spinning Wheel (TL3). Produces horse, or +3 if using both hands. $35, improvised gear (-5) for Surgery. $200, yarn six times as fast. $100, 40 lbs. 3 lbs. 10 lbs. Suitcase Lab (var.). Basic equip- Horseshoes (TL3). Shod horses get First Aid Kit (var.). A complete kit ment for a specific scientific skill (e.g., +2 HT on any rolls for stamina on long for treating wounds, with bandages, Chemistry or Forensics). $3,000, 10 rides. Per set: $50, 4 lbs. ointments, etc. +1 to First Aid skill. lbs. Saddle and Tack (TL2). Basic equip- $50, 2 lbs. Wheelbarrow (TL2). Holds 350 lbs. ment for Riding skill. $150, 15 lbs. Surgical Instruments (var.). Divide effective weight of load by 5. Saddlebags (TL1). Hold 40 lbs. Includes scalpels, forceps, etc. Basic $60, 18 lbs. $100, 3 lbs. equipment for Surgery skill. $300, 15 Whetstone (TL1). For sharpening Spurs (TL2). +1 to control a mount. lbs. tools and weapons. $5, 1 lb. $25. Stirrups (TL3). Make it easy to Optics and Sensors Transportation mount a horse and give +1 to control Binoculars (TL6). Gives (TL - 4) lev- See Riding and Draft Animals mount. Required to use Lance skill. els of Telescopic Vision. $400, 2 lbs. (p. 459) and Vehicles (p. 462). With ordinary saddle: $125, 20 lbs. Camcorder (TL8). Has 10¥ zoom. War Saddle (TL3). +1 to Riding skill Gives Night Vision 5. $1,000, 1 lb., 7 Weapon and Combat to stay seated, 50% chance user will hrs. stay seated even if unconscious. With Accessories Camera, 35mm (TL6). Basic equip- stirrups: $250, 35 lbs. Ear Muffs (TL6). Block loud noises ment for Photography skill. Extra film (e.g., gunshots). Give Protected Law-Enforcement, is 32 shots ($10, neg.). Better cameras Hearing. $200, 1 lb. cost much more! $50, 3 lbs. Hip Quiver (TL0). Holds 20 arrows Thief, and Spy Gear Metal Detector Wand (TL7). +3 to or bolts. $15, 1 lb. Bug, Audio (TL7). -7 to spot, 1/4- find metal items. $50, 1 lb., 8 hrs. Holster, Belt (TL5). Fits most pis- mile range, transmits for 1 week. Mini-Camera, Digital (TL8). Stores tols. $25, 0.5 lb. $200. pictures on optical disk. $500. Holster, Shoulder (TL5). Allows use Bug Stomper (TL7). Jams bugs in a Night Vision Goggles (TL8). Give of Holdout, but gives -1 to Fast-Draw. 10-yard radius. $1,200, 2 lbs., 8 hrs. Night Vision 9. $600, 2 lbs., 8 hrs. $50, 1 lb. Disguise Kit (TL5). +1 to Disguise Spy Camera (TL6). Holds 36 expo- Lanyard, Leather (TL0). Lets you skill. $200, 10 lbs. sures, uses microfilm. $500. retrieve a dropped weapon on a DX Electronic “Lockpicks” (TL7). +2 to Telescope (TL4). Gives (TL-3) levels roll. Each attempt requires a Ready pick electronic locks. $1,500, 3 lbs. of Telescopic Vision. $500, 6 lbs. maneuver. Can be cut: -6 to hit, DR 2, Handcuffs (TL5). Give -5 to Escape. HP 2. $1. $40, 0.5 lb. Tools Lanyard, Woven Steel (TL6). As Homing Beacon (TL7). Scanner Balance and Weights (TL1). For leather lanyard, but DR 6, HP 4. $15. tracks at 1-mile range. $40, 12 hrs. weighing goods. $35, 3 lbs. Laser Sight (TL8). +1 to skill; see Laser Microphone (TL8). Crowbar, 3’ (TL2). Treat as a small Laser Sights (p. 412). $100, 6 hrs. Eavesdrop through glass. 300-yd. mace in combat, but at -1 to skill. $20, Scope, 4¥ (TL6). +2 to Acc for range. $500, 2 lbs. 3 lbs. aimed shots only. $150, 1.5 lbs. Lockpicks (TL3). Basic equipment Cutting Torch (TL6). 1d+3(2) burn Scope, 4¥, Thermal Imaging (TL8). for Lockpicking skill. $50. per second. Each gas bottle gives 30 As above, plus gives the user Nanobug (TL8). Pinhead-sized seconds of cutting. $500, 30 lbs. Extra Infravision. $8,000, 4 lbs., 2 hrs. audio-visual bug (-10 to spot). $100. gas bottles are $50, 15 lbs. per bottle. Shoulder Quiver (TL0). Holds 12 Shotgun Mike (TL6). Gives (TL-5) Knitting Needles (TL3). Per pair. $5. arrows or bolts. $10, 0.5 lb. levels of Parabolic Hearing. $250, 2 lbs. Pickaxe (TL2). Improves digging Silencer, Pistol or SMG (TL6). speed. $15, 8 lbs. Reduces damage by -1 per die; see Medical Gear Plow, Iron (TL2). Works rough Silencers (p. 412). $400, 1 lb. Antibiotic (TL6). Prevents or cures soils. $220, 120 lbs. Web Gear (TL6): Belt and sus- (in 1d days) infections. $20. Plow, Wooden (TL1). Pulled by penders with pouches and rings for Antitoxin Kit (TL6). Antidote for oxen. $55, 60 lbs. gear. $50, 2 lbs. specific poison. 10 uses. $25, 0.5 lb. Portable Tool Kit (var.). Basic equip- ment for one of the following skills:

EQUIPMENT 289 CHAPTER NINE CHARACTER DEVELOPMENT

Your character will improve – or simply change – with time. The longer you play your character, the more opportunities you will have for such development. IMPROVEMENT THROUGH ADVENTURE After each game session, the GM will award you “bonus” character points – the same kind of points you used to create your character. You may spend these points immediately to improve your character, or you can save them. You can save unspent points for as long as you like, but you should ignore them when you add up your character’s point value. The following rules apply when you spend bonus character points: • To add a new trait with a positive point cost, pay points equal to the trait’s usual point cost. • To improve an existing trait that comes in levels, pay points equal to the difference in cost between the new level and the old level. • To remove an existing trait with a negative point cost, pay points equal to the bonus originally earned when you took the trait. In all cases, increase the point value of your character by the number of points spent. Some additional rules apply to specific classes of traits. Improving Attributes and Secondary Characteristics For each level by which you wish to improve a basic attribute (ST, DX, IQ, or HT) or a secondary characteristic (HP, Will, Perception, FP, Basic Speed, or Basic Move), you must spend character points equal to the cost to raise that score by one level. If you improve an attribute, secondary characteristics and skills based on that attribute improve as well. For instance, if you raise your HT by one, you gain 1 FP and 0.25 point of Basic Speed (which might in turn increase Basic Move), and all your HT-based skills go up by one! Increases in ST do not affect height (except for a child), but if you wish, you may gain additional weight to go with higher ST.

290 CHARACTER DEVELOPMENT Adding and Improving Social Traits To improve social traits, you need Traits Gained in Play an in-play justification in addition to The GM may rule that you have suddenly acquired a new trait – most the expenditure of sufficient points. often an advantage or a disadvantage – as a consequence of events in the Some examples: game: social interaction, combat, divine intervention, etc. This has noth- Allies, Contacts, and Patrons: You ing to do with bonus points! must meet such NPCs during your When you acquire an advantage this way, write it on your character adventures and earn their trust sheet and increase your point total by the value of the advantage. You do through your actions. You cannot hire not have to pay for it with bonus points. For instance, if the GM rewards true Allies, Contacts, or Patrons. you with a 10-point Patron after you save the life of a powerful duke, Clerical Investment, Legal your point value goes up by 10 points and the game goes on. Enforcement Powers, Rank, Security The GM may allow you to refuse such an advantage if your character Clearance, Status, etc.: An individual in could refuse it in the game world. You could refuse wealth, but if the a position of relative authority must gods granted you Magery, you wouldn’t have much say in the matter! If bestow such privileges. This might you refuse an advantage, you do not get equivalent bonus points to require a background check, qualifica- spend on other things. tion course, valor in combat, years of Similarly, when you acquire a disadvantage this way, just write it service, or a large bribe. down and lower your point value accordingly. You do not get any extra Reputation: You must earn this points for it – that’s just the breaks of the game! For instance, if you lose through deeds and works. You cannot an arm in battle, add One Arm [-20] and reduce your point value by 20 buy a Reputation until you have done points; you do not get 20 points of new abilities to compensate. something to merit it! The GM may allow you to “buy off” a disadvantage acquired in play. Signature Gear: You must acquire a Save up enough character points and then talk to the GM. If he is feel- suitable item in the course of your ing merciful, he may arrange game-world events to eliminate the disad- adventures. vantage. Tech Level: You can raise your per- sonal TL (see Technology Level, p. 22) by living in a society of a higher TL Money than your own – but only if you are You may trade bonus character points for money – see Trading Points free to attend that society’s schools for Money (p. 26). Each point is worth 10% of the campaign’s average and benefit from its conveniences starting wealth. The GM should provide a suitable explanation for your (being an alien abductee, prisoner, etc. windfall: tax refund, buried treasure, gambling winnings, etc. Be cre- doesn’t count). The GM should con- ative. A spy under cover as an athlete might earn the money through sider limiting improvement to one TL product endorsements! per year of game time. Wealth: To improve your Wealth, you must amass money equal to the starting wealth of the desired wealth True Faith. In addition to points, these Dependents: When you buy off level after paying any necessary bribes, traits require the GM’s permission and Dependents, you or the GM should taxes, etc. suitable in-game events! provide a game-world explanation of Of course, the GM can allow you to where they went – died, grew up, Adding and Improving buy any advantage, if the results are in moved away, fell in love with someone Mental and Physical keeping with his vision of the game else . . . world. The GM may also challenge Enemies: If you wish to buy off Advantages you to provide a good explanation Enemies, you must deal with them in Most mental and physical advan- (dramatic, logical, or both) for why he the game world: kill them, jail them, tages are inborn; you cannot buy them should let you buy a new advantage. bribe them, flee from them, make after character creation. However, friends with them . . . whatever the there are some exceptions. Buying Off GM deems necessary. You can never You can learn some advantages as permanently dispose of Enemies if they were skills; see Learnable Disadvantages You can get rid of most beginning unless you buy them off . . . they will Advantages (p. 294). If the GM feels return or new Enemies will appear in that adventuring is as good as training disadvantages by “buying them off” with character points equal to the their place. to acquire such an advantage, you Mental Disadvantages and Odious may buy it with bonus points. bonus earned when you originally took the disadvantage. This generally Personal Habits: You may buy these Other advantages require extraor- off at their original bonus value. dinary circumstances: divine revela- requires a game-world justification in addition to the point expenditure. Assume that you simply got over your tion, ritual ordeal, etc. This is typical problem. of Magery, Power Investiture, and

CHARACTER DEVELOPMENT 291 Physical Disadvantages: Your game possible to remove a specific physical Each point is the equivalent of 200 world’s tech level – and the supernatu- disadvantage . . . and if so, what the hours of learning. This is not to say ral powers available – determine the cost and time will be. that you found time to hit the books degree to which you can buy off these Social Stigma: You cannot get rid of during your adventures – only that the traits. Consider Hard of Hearing. At this with points alone. You must either genuine experience of an adventure TL5 or less, you would have to settle change your position in society or can be equivalent to a much longer for an ear trumpet. At TL6-8, you change your society. The GM will tell period of study. could buy a hearing aid that would you when you have succeeded – at that You can only spend character solve your problem while worn, allow- time, you must pay enough points to points to improve skills or techniques ing you to apply a Mitigator limitation buy off the original disadvantage. that, in the GM’s opinion, saw signifi- (p. 112). At TL9+, surgery could fix the cant use in the adventure during problem permanently. And in a fanta- Adding and Improving which you earned the points. If the sy world, the right wizard could cure Skills and Techniques only thing you did on an adventure you with a powerful Healing spell! The You can use bonus character points was trek through forests and slay GM has the final say as to whether it is to increase your skills and techniques. monsters, you can only improve Hiking, Survival (Woodlands), and combat abilities. When you improve a skill or a tech- nique, the cost is the difference Quick Learning Under Pressure between the cost of the new level and If you attempt a default skill roll in a stressful situation, you may try the cost of your current level – see to acquire that skill during play, regardless of whether you succeeded or Improving Your Skills (p. 170). failed (you can learn from your mistakes!). The GM is the judge of You may only add a skill if you whether a given situation qualifies as “stressful”; see Base Skill vs. attempted a default roll (see Quick Effective Skill (p. 171) for examples. Learning Under Pressure, box) or if you At the start of the next game session, make an IQ roll to see whether spent most of the adventure around you learned from your experience. Eidetic Memory gives +5; people who were constantly using the Photographic Memory gives +10! On a success, you may spend one point skill. For instance, a city boy on a for- earned during the previous session to learn the skill. If you have no est trek with a group of skilled woods- points, you cannot learn the skill – and if you let more than one session men could add Survival (Woodlands). go by, you lose the opportunity. You may add a technique if, during Obviously, if a skill has no default, you cannot learn it this way. the adventure, you made significant use of the skill to which it defaults. In all cases, the GM has the final say. IMPROVEMENT THROUGH STUDY You may add or improve skills by Normally, it takes 200 hours of Some forms of study are more spending time studying them, if an learning to gain one point in a skill. effective than others. This means that opportunity for study is available. In You may study any number of skills at an hour of study does not always the discussion below, “skills” refers once, but a given hour of time counts equal an hour of learning – there is a not only to ordinary skills, but also to toward study of only one subject, “conversion factor” between the two. spells, techniques, and even some unless the GM allows an exception. Some guidelines appear below. advantages (see Learnable Advantages, p. 294). Improvement through study does not depend on earning bonus points. You could build a character, keep Jobs track of his age and income, and let Adventurers can, and probably should, get jobs. This lets them earn him study for 40 game-years without money and practice their skills. Most jobs have prerequisite skills; some ever bringing him into play. Of course, have other requirements (minimum attribute levels, advantages, etc.). In this would not be much fun . . . and general, more accomplished characters can get better jobs and earn things that happen during play can more money. For more information, see Jobs (p. 516). offer great opportunities for study. If you aid a master wizard, his gratitude might take the form of magic lessons!

292 CHARACTER DEVELOPMENT Learning on the Job level and more points in the skill does increase effective HT for this If you have a job, time spent on the being taught than you do. Quadruple purpose). job counts as “study” of the skills used all costs and tuition fees! Every hour in the job. However, since most time of intensive training counts as two Adventuring on the job is spent doing what you hours of learning. Intensive training Adventuring time can also count as already know, not learning new is rarely available outside the military, study of suitable skills. The “conver- things, every four hours on the job where you have little control over the sion factor” is up to the GM, who count as one hour of learning. You skills taught or the scheduling of should be generous. For example, a may claim a maximum of eight hours courses. It can last for up to 16 hours trek through the Amazon might count on the job per day (four hours per day per day. You must have HT 12+ to for every waking moment – say, 16 at a part-time job). Your actual work- make it through such training with- hours a day – as study of Survival ing hours may exceed this, but fatigue out “washing out” (the Fit advantage (Jungle). limits learning to this level. Thus, a year of full-time work will give you two to three points to spend on job- related skills. Finding a Teacher It is most efficient to learn new skills from a teacher. For some skills, Self-Teaching finding a teacher is automatic; for others, it can be difficult. The GM You can teach yourself a skill, should adjust availability to suit his concept of what is “reasonable.” unless the skill description attaches Most education costs money. The price is up to the GM. If the teacher specific conditions that would pre- wants to be paid, see Jobs (p. 516) to determine what his time is worth. clude this (such as “only taught by the Multiply all fees by 4 for intensive training! Barter may be possible, or military” or a prerequisite of Trained the teacher may demand a service in exchange for his aid – there are end- By A Master). Every two hours of reading, exercises, practice, etc. with- less adventure possibilities here. out an instructor count as one hour of learning. This must take place in time Learning Magic not used for adventuring, working, In a world where magic is common, you can learn a spell just as you eating, sleeping, or taking care of per- would any other IQ-based skill. You may apprentice yourself to a wizard sonal hygiene. The GM should limit to learn his whole craft . . . or hire a magic instructor to teach you a few self-teaching to 12 hours per day – or spells. eight hours/day for those with part- In a setting in which magic is secret or rare, finding an instructor is time jobs, only four hours/day for much harder. Most wizards shroud themselves in secrecy . . . or belong those with full-time jobs. to reclusive, mysterious cults . . . or prove to be fakes! You can learn magic without a teacher; use the rules described under Education Self-Teaching. You must be able to read and have access to good text- Every hour of instruction by a pro- books. Magical grimoires are often deliberately complex and obscure – fessional teacher counts as one hour especially in rare- or secret-magic settings! The GM is free to slow the of learning. A “professional teacher” pace of self-teaching as much as he wishes to reflect this. is someone with Teaching skill at 12 or higher. In order to teach you a Learning Secret Martial-Arts given skill, he must either know that skill at your current skill level or bet- Techniques ter, or have as many or more points in To acquire Trained By A Master (p. 93) or the skill as you do. Ordinary instruc- Weapon Master (p. 99), you must first find an tion rarely exceeds eight hours per appropriate school or teacher – an adventure in itself, day. A college semester (21 weeks) of often involving a dangerous pilgrimage to an exotic classroom study equals around one locale. Once you locate a master, you disappear from point per subject, and a full-time stu- play for 1d+1 game-years. After that, you might dent could study up to five subjects have to pass a series of hazardous tests, or make per semester. A semester of night a final quest to yet another remote land. school would give one point in one When you emerge from your training, you subject. have the desired advantage, plus 20 character points to spend on any special skills allowed in the cam- Intensive Training paign. The GM can treat these points like those gained Full-time study with expert teach- from any other kind of study, or he can “balance” them with an equal ers and lavish training materials is the number of points in additional disadvantages – perhaps an Enemy (e.g., most effective type of “normal” learn- a rival school), or a Duty or Sense of Duty to your school or teacher. ing. An expert teacher has Teaching skill at 12 (or higher), plus a higher

CHARACTER DEVELOPMENT 293 four hours per day toward both Cultural Familiarity and the local Language, no matter what else you are Optional Rule: Maintaining Skills doing (even studying skills – an excep- Realistically, if you do not use a skill, you will forget it or your knowl- tion to the “one skill at a time” rule). edge will grow obsolete. At the GM’s option, if you haven’t used or prac- Eidetic Memory: By apprenticing as ticed a skill for at least six months, you must make an IQ roll to avoid a bard or doing daily mental exercises, skill degradation. you can “learn” the first level of this Modifiers: +5 for Eidetic Memory, or +10 for Photographic Memory; advantage. This requires an hour a -2 if you learned the skill through intensive training (your training was day, meaning it takes a little less than good, but also brief). three years of constant practice to gain this trait. On a failure, the skill drops by one level. The points spent on that level Enhanced Defenses: Only those are gone, which lowers your point value. If a skill with only one point in with Trained By A Master or Weapon it degrades, it drops to default level (that is, you are no better than some- Master may “learn” these advantages. one without training) and cannot degrade further. The GM should handle them as if they If you go another six months without using the skill, roll again . . . and were martial-arts skills. so on. Fit: You can acquire either level of Extreme skill levels are even harder to maintain. Chess masters, star Fit through exercise – on your own or athletes, etc. spend a lot of time honing their “edge.” If you know a skill with a trainer – just as you would ath- above attribute+10, you must make the above IQ roll every day you go letic skills like Hiking and Running. without using the skill “in the field” or spending one hour in practice G-Experience: The standard way to (this hour does not count as study). Once your skill drops to attrib- “learn” G-Experience is to visit planets ute+10, use the normal rules for skill degradation. that have different gravity fields. This rule is intended for harshly realistic campaigns, where verisimil- Highly advanced societies that can itude justifies the extra bookkeeping. It is poorly suited to larger-than-life manipulate gravity might be able to games where old soldiers come out of retirement to go on adventures teach this advantage as if it were a and wizards live for centuries. skill. Psionic Abilities and Talents: In some game worlds, “psi academies” teach psionic Talents and abilities. The rules under Gaining New Psi LEARNABLE Combat Reflexes: The GM may rule Abilities (p. 255) apply to learning psi that fighting is the only way to “learn” advantages as well as to buying them ADVANTAGES Combat Reflexes before TL7, and with earned points: you must possess You can learn certain advantages require adventurers who want this Talent or abilities in a power to as if they were skills (200 hours = 1 advantage to pay for it with bonus acquire new abilities, and you must point), provided you have a suitable points. At TL7+, realistic military sim- have abilities to acquire Talent. instructor (professor, kung fu master, ulations can teach it as if it were a Trained By A Master and Weapon etc.). Use the standard rules for skill skill. Master: See Finding a Teacher (p. 293). learning; in particular, anyone Cultural Familiarity and Languages: teaching an advantage must possess it Time spent in a foreign land counts as himself. TRANSFORMATIONS Adventurers may encounter forces traits different from the ones you were and note which traits are due to artifi- that can transform them in body or in born with (or created with), without cial tinkering when you write your mind. This kind of character develop- moving your brain or mind to a new character story. This neither costs ment is significantly more complex body. This most often means surgery, money nor affects the point cost of the than simply spending points or study- or biological or mechanical implants traits – it merely justifies certain abili- ing, and can raise difficult questions. (often known as “biomods” and ties on your character sheet (see The next few sections suggest answers. “cyberwear,” respectively), but perma- Advantage Origins, p. 33). nent supernatural transformations Modifications added in play work also qualify. The GM determines what differently. In theory, if you have the BODY body modification can accomplish in cash and can locate a suitably skilled his campaign. surgeon, wizard, etc., you can buy MODIFICATION Modifications acquired before your modifications with money. In practice, “Body modification” is any artifi- character entered the game cost this gives wealthy characters a signifi- cial process that gives you a set of points. Build your character normally cant edge, as they can effectively

294 CHARACTER DEVELOPMENT convert money into character points – required. On a critical success, halve Supernatural often more points than they paid for recovery time. On a success, recovery their Wealth! The GM is the final time is normal. On a failure, the mod- Modifications judge of what is “fair” in his cam- ification fails, recovery time is normal, Divine will, magic, and so on may paign, but here are a few suggestions: and you suffer (recovery time in be able to produce permanent trans- weeks)/2 dice of damage to the affect- formations. There is no recovery time, Modifications cost points. You must ed body part. Critical failure doubles but if the GM is charging cash, this is have the requisite character points this damage and results in complica- usually very expensive – at least twice before you can add modifications. If tions – the GM is free to assign appro- as expensive as surgery, in the form of you get a modification you cannot priate disadvantages. wizard’s fees, temple donations, etc. afford, the process fails and you do If the GM is charging cash for not gain the hoped-for abilities . . . or modifications, assume that surgery Instant Learning perhaps you gain them, but lose other costs $1,000 per character point of Magical wishes, divine inspiration, abilities of equal value! The GM might traits added or removed. “neurotechnology,” etc. might be able opt to let you pay for your new abili- Triple the recovery time and dollar to grant skills as well as advantages ties by going into “point debt”: any cost for operations on the brain, eyes, and disadvantages. As with other point cost in excess of what you can or vital organs. modifications, the GM may charge afford becomes negative unspent Specific GURPS worldbooks cash or points, or simply grant the points, and until this debt is gone, all might supersede some or all of these skills. An amusing option is to balance future bonus points must go toward guidelines. the cost of such skills with mental dis- paying it off. Cash costs are irrelevant advantages or quirks related to them. (but one could see this as a special case of Trading Points for Money, p. 26). This option preserves game bal- ance but isn’t very realistic. Modifications cost money. If you have the cash, you can buy the modi- fication. Pay the requisite amount of money and alter your point value to reflect the point cost of your new traits. This option is realistic but allows rapid character improvement. To keep this under control, the GM should ruthlessly enforce recovery times for surgery (see below), and have gruesome consequences for failed attempts at modification. Modifications are free. If events in the campaign “inflict” modifications on you without giving you any say in the matter, you simply gain the rele- vant traits and adjust your point value accordingly – see Traits Gained in Play (p. 291). This option makes the most sense for involuntary modifications that give disadvantages, or for useful modifications that all the PCs receive from their employer or Patron (in which case the point cost is likely to be “balanced” by a significant Duty). Surgical Modifications Surgery to install biomods or cyberwear, or for its own sake (e.g., cosmetic surgery to improve appear- ance), is not risk-free. Even if all goes well, you will need time to recover. It takes one day to recover per character point of traits added or removed via surgery. The Surgery roll is at -1 per full week of recovery

CHARACTER DEVELOPMENT 295 Modular Abilities: If you bought the belong to a race with IQ+1 and move Modular Abilities advantage, you are to an animal body with racial IQ-5, SUPERNATURAL capable of temporary “instant learn- your IQ will drop by 6, lowering your ing” – for instance, by loading a com- point value by 120 points. AFFLICTIONS puter program or plugging in a chip. Realistically, DX also has a Certain supernatural beings can Use the rules under Modular Abilities “learned” component – although it is infect you with their “curse” via a bite (p. 71) instead of those above. likely smaller. The GM may decide or other attack, turning you into a that this rule applies to DX as well. similar kind of being. In effect, you acquire a new racial template. If this is MIND TRANSFER Multiple People involuntary (and it usually is), apply A hero in a fantasy or futuristic set- Certain techniques – such as the Traits Gained in Play rule (p. 291). ting might find himself inhabiting a “braintaping” (recording an image of Modify your character sheet to new body. There are many possibili- your thoughts and personality) and include your new racial traits, and ties – brain transplants, digital cinematic cloning – may let you copy adjust your point value as necessary. “uploading,” the Possession advantage your mind into multiple bodies. But if you willingly accept such a (p. 75), etc. – but they all use the same If you make a copy of yourself in fate in order to acquire powerful new basic rules. play, and intend to use it as a “backup” abilities, the GM should treat the When your mind moves to a new that will only enter play if you die, transformation as he would any other body, you gain that body’s ST, DX, and treat it as a suitably modified Extra body modification. To keep things fair, HT – as well as all secondary charac- Life (p. 55). The GM’s decisions he should charge points. If you cannot teristics based on those attributes – regarding body modification deter- afford the point cost, the GM may and its physical advantages and disad- mine whether you pay cash or points. make up the difference by assigning vantages. Your IQ, Perception, Will, Either way, you must update your you new disadvantages! Cursed and mental advantages and disadvan- backup regularly; otherwise, it will (p. 129) is particularly likely . . . tages don’t change. Keep your points have outdated memories and For more information, see in skills, but base your skill levels on skills – or its memories Dominance (p. 50) and Infectious your new attributes. might fade to the Attack (p. 140). Recalculate your point value to point where it will take your new traits into account. For not activate! If you EATH instance, if you switch from a body paid cash, the GM D with ST 10, DX 10, HT 10, and One is free to charge In general, when your char- Arm [-20] to one with ST 12 [20], DX fees for updates, acter dies, that’s the end of his 12 [40], HT 12 [20], and two arms, maintenance, and career. You must create a new your point value goes up by 100 the security of character to continue in the points. your backup. campaign. The GM might start The GM decides how to handle If you make copies you out close to the other PCs in not changes in point value. The options of yourself and acti- points, but it is acceptable to given under Body Modification (above) vate them while you are write a new name across the top of apply here as well. In general, if you alive, you control only one your old character sheet and declare, had no say in the transfer, the GM character. The copies diverge into dif- “This is his twin brother.” If you want should simply adjust your point value. ferent people, which the GM controls to do that, buy an Extra Life! If you chose to inhabit a superior body, as NPCs. They are not automatically In some settings, however, magic or the GM may charge you points (the your friends! The GM may permit you high technology might be able to res- difference in point value between your to buy copies as Allies (p. 36), at the urrect you. If so, you return from the new form and your old one) or money usual point cost. But if you make dead and pick up where you left off. (especially if the new body is a golem, copies indiscriminately, the GM might In other worlds, you might be able robot, etc. built for the purpose). rule that some of them dislike you, to become a being of pure thought becoming Enemies (p. 135) with the (especially if you are a psi), return Mind vs. Brain Evil Twin modifier. from the grave as undead (ghost, vam- The rules above assume that a If you have active copies, you may pire, etc.), or even be reincarnated as mind is unaffected by the brain in ask the GM to let you play one if you an animal. The net effect is that you which it resides. This is fine for fanta- die. However, you will have to accept acquire a new racial template. The GM sy mind transfer – fantasy rarely con- the GM’s decision on how your copy should handle this as explained under Mind Transfer cerns itself with the neurological ori- diverged from your original self. Your (above): combine your gin of consciousness – but in a “hard copy might have discovered his artis- mental traits with the physical traits of science” setting, the GM should modi- tic side and let Guns skills degrade your new form, and adjust your point fy IQ, Will, and Perception by the dif- while he learned Dancing . . . and value. The point cost, if any, is the ference in racial modifiers between since he’s his own person, you must same as for a supernatural affliction – the new body and the old one. roleplay this, or the GM will penalize going from “living” to “dead” to “vam- Recalculate the point value to reflect you for bad roleplaying. Such is the pire” is really no different from going such changes. For instance, if you price of a free Extra Life! directly from “living” to “vampire.”

296 CHARACTER DEVELOPMENT TRAIT LISTS ADVANTAGES M/P/Soc tells whether an advantage is mental, physical, or social. X/Sup tells whether an advantage is exotic or supernatural. A – in this column means it is mundane.

Advantage M/P/Soc X/Sup Cost Page Advantage M/P/Soc X/Sup Cost Page 360° Vision P X 25 34 Detect M/P X Variable 48 3D Spatial Sense P – 10 34 Digital Mind P X 5 48 Absolute Direction P – 5 34 Discriminatory Hearing P X 15 49 Absolute Timing M – 2 35 Discriminatory Smell P X 15 49 Accessory P X 1 100 Discriminatory Taste P X 10 49 Acute Hearing P – 2/level 35 Doesn’t Breathe P X 20 49 Acute Taste and Smell P – 2/level 35 Doesn’t Eat or Drink P X 10 50 Acute Touch P – 2/level 35 Doesn’t Sleep P X 20 50 Acute Vision P – 2/level 35 Dominance M Sup 20 50 Administrative Rank Soc – 5 or 10/level 30 Double-Jointed P – 15 56 Affliction P X 10/level 35 Duplication M/P X 35/copy 50 Alcohol Tolerance P – 1 100 Eidetic Memory M – 5 51 Allies Soc – Variable 36 Elastic Skin P X 20 51 Altered Time Rate M X 100/level 38 Empathy M – 15 51 Alternate Form P X Variable 83 Enhanced Defenses M – Variable 51 Alternate Identity Soc – 5 or 15 39 Enhanced Move P X 20/level 52 Ambidexterity P – 5 39 Enhanced Time Sense M X 45 52 Amphibious P X 10 40 Enhanced Tracking P X 5/level 53 Animal Empathy M – 5 40 Extended Lifespan P X 2/level 53 Animal Friend M – 5/level 90 Extra Arms P X Variable 53 Appearance P – Variable 21 Extra Attack P – 25/attack 53 Arm DX P X 12 or 16/level 40 Extra Head P X 15/head 54 Arm ST P X 3, 5, or 8/level 40 Extra Legs P X Variable 54 Artificer M – 10/level 90 Extra Life M X 25/life 55 Autotrance M – 1 101 Extra Mouth P X 5/mouth 55 Binding P X 2/level 40 Fashion Sense M – 5 21 Blessed M Sup 10+ 40 Favor Soc – Variable 55 Brachiator P X 5 41 Fearlessness M – 2/level 55 Breath-Holding P X 2/level 41 Filter Lungs P X 5 55 Business Acumen M – 10/level 90 Fit P – 5 55 Catfall P X 10 41 Flexibility P – 5 56 Chameleon P X 5/level 41 Flight P X 40 56 Channeling M Sup 10 41 Fur P X 1 101 Charisma M – 5/level 41 Gadgeteer M – 25 or 50 56 Chronolocation M – 5 35 G-Experience M – 1 to 10 57 Claim to Hospitality Soc – 1 to 10 41 Gifted Artist M – 5/level 90 Clairsentience M Sup 50 42 Gizmos M – 5/gizmo 57 Claws P X Variable 42 Green Thumb M – 5/level 90 Clerical Investment Soc – 5 43 Growth P X 10/level 58 Clinging P X 20 43 Gunslinger M – 25 58 Combat Reflexes M – 15 43 Hard to Kill P – 2/level 58 Common Sense M – 10 43 Hard to Subdue P – 2/level 59 Compartmentalized Mind M X 50/level 43 Healer M – 10/level 90 Constriction Attack P X 15 43 Healing M X 30 59 Contact Group Soc – Variable 44 Hermaphromorph P X 5 59 Contacts Soc – Variable 44 High Manual Dexterity P – 5/level 59 Courtesy Rank Soc – 1/level 29 High Pain Threshold P – 10 59 Cultural Adaptability M – 10 46 High TL M – 5/level 23 Cultural Familiarity Soc – 1 or 2/culture 23 Higher Purpose M Sup 5 59 Cybernetics P – Variable 46 Honest Face P – 1 101 Damage Resistance P X 5/level 46 Hyperspectral Vision P X 25 60 Danger Sense M – 15 47 Illuminated M Sup 15 60 Daredevil M – 15 47 Improved G-Tolerance P – 5 to 25 60 Dark Vision P X 25 47 Independent Income Soc – 1/level 26 Deep Sleeper P – 1 101 Indomitable M – 15 60 Destiny M Sup Variable 48 Infravision P X 0 or 10 60

TRAIT LISTS 297 Advantage M/P/Soc X/Sup Cost Page Advantage M/P/Soc X/Sup Cost Page Injury Tolerance P X Variable 60 Sanitized Metabolism P X 1 101 Innate Attack P X Variable 61 Scanning Sense P X Variable 81 Insubstantiality M/P X 80 62 Sealed P X 15 82 Intuition M – 15 63 Security Clearance Soc – Variable 82 Intuitive Mathematician M – 5 66 See Invisible P X 15 83 Invisibility M/P X 40 63 Sensitive M – 5 51 Jumper M Sup 100 64 Sensitive Touch P X 10 83 Language Talent M – 10 65 Serendipity M – 15/level 83 Legal Enforcement Powers Soc – 5, 10, or 15 65 Shadow Form P X 50 83 Legal Immunity Soc – 5 to 20 65 Shapeshifting P X Variable 83 Less Sleep P – 2/level 65 Shrinking P X 5/level 85 Lifting ST P X 3/level 65 Shtick M/P – 1 101 Lightning Calculator M – 2 66 Signature Gear Soc – Variable 85 Longevity P – 2 66 Silence P X 5/level 85 Luck M – Variable 66 Single-Minded M – 5 85 Magery M Sup 5 + 10/level 66 Slippery P X 2/level 85 Magic Resistance M Sup 2/level 67 Smooth Operator M – 15/level 91 Mana Damper M Sup 10/level 67 Snatcher M Sup 80 86 Mana Enhancer M Sup 50/level 68 Social Chameleon M – 5 86 Mathematical Ability M – 10/level 90 Social Regard Soc – 5/level 86 Medium M Sup 10 68 Speak Underwater P X 5 87 Merchant Rank Soc – 5 or 10/level 30 Speak With Animals M X 25 87 Metabolism Control P X 5/level 68 Speak With Plants M X 15 87 Microscopic Vision P X 5/level 68 Special Rapport M Sup 5 88 Military Rank Soc – 5 or 10/level 30 Spines P X 1 or 3 88 Mimicry M X 10 68 Spirit Empathy M Sup 10 88 Mind Control M X 50 68 Status Soc – 5/level 28 Mind Probe M X 20 69 Stretching P X 6/level 88 Mind Reading M X 30 69 Striker P X 5-8 88 Mind Shield M X 4/level 70 Striking ST P X 5/level 88 Mindlink M Sup Variable 70 Subsonic Hearing P X 0 or 5 89 Modular Abilities M/P X Variable 71 Subsonic Speech P X 0 or 10 89 Morph P X Variable 84 Super Climbing P X 3/level 89 Musical Ability M – 5/level 91 Super Jump P X 10/level 89 Neutralize M X 50 71 Super Luck M Sup 100 89 Nictitating Membrane P X 1/level 71 Supernatural Durability P Sup 150 89 Night Vision P – 1/level 71 Talent M – Variable 89 No Hangover P – 1 101 Teeth P X 0, 1, or 2 91 Obscure P X 2/level 72 Telecommunication M/P X Variable 91 Oracle M Sup 15 72 Telekinesis M/P X 5/level 92 Outdoorsman M – 10/level 91 Telescopic Vision P X 5/level 92 Parabolic Hearing P X 4/level 72 Temperature Control M/P X 5/level 92 Patrons Soc – Variable 72 Temperature Tolerance P – 1/level 93 Payload P X 1/level 74 Temporal Inertia M Sup 15 93 Penetrating Vision P X 10/level 74 Tenure Soc – 5 93 Penetrating Voice P – 1 101 Terrain Adaptation P X 0 or 5 93 Perfect Balance P – 15 74 Terror M Sup 30 + 10/level 93 Peripheral Vision P – 15 74 Trained By A Master M – 30 93 Permeation P X Variable 75 True Faith M Sup 15 94 Photographic Memory M – 10 51 Tunneling P X 30 + 5/level 94 Pitiable Soc – 5 22 Ultrahearing P X 0 or 5 94 Plant Empathy M – 5 75 Ultrasonic Speech P X 0 to 10 94 Police Rank Soc – 5 or 10/level 30 Ultravision P X 0 or 10 94 Possession M X 100 75 Unaging P X 15 95 Power Investiture M Sup 10/level 77 Unfazeable M – 15 95 Precognition M Sup 25 77 Universal Digestion P X 5 95 Pressure Support P X 5 to 15 77 Unkillable P X 50 to 150 95 Protected Sense P X 5/sense 78 Unusual Background M – Variable 96 Psi Static M Sup 30 78 Vacuum Support P X 5 96 Psychometry M Sup 20 78 Vampiric Bite P X 30 + 5/level 96 Puppet M X 5 or 10 78 Versatile M – 5 96 Racial Memory M X 15 or 40 78 Very Fit P – 15 55 Radiation Tolerance P X Variable 79 Very Rapid Healing P – 15 79 Rank Soc – 5 or 10/level 29 Vibration Sense P X 10 96 Rapid Healing P – 5 79 Visualization M Sup 10 96 Rapier Wit M – 5 79 Voice P – 10 97 Reawakened M Sup 10 80 Walk on Air P X 20 97 Recovery P X 10 80 Walk on Liquid P X 15 97 Reduced Consumption P – 2/level 80 Warp M Sup 100 97 Regeneration P X Variable 80 Wealth Soc – Variable 25 Regrowth P X 40 80 Weapon Master M – Variable 99 Religious Rank Soc – 5 or 10/level 30 Wild Talent M Sup 20/level 99 Reputation Soc – Variable 26 Xeno-Adaptability M – 20 46 Resistant P – Variable 80 Zeroed Soc – 10 100

298 TRAIT LISTS DISADVANTAGES M/P/Soc tells whether a disadvantage is mental, physical, or social. X/Sup tells whether a disadvantage is exotic or supernatural. A – in this column means it is mundane. If the cost of the disadvantage is followed by *, then you must select a self-control number; the cost given is for a self-control number of 12. Advantage M/P/Soc X/Sup Cost Page Advantage M/P/Soc X/Sup Cost Page Absent-Mindedness M – -15 122 Enemies Soc – Variable 135 Acceleration Weakness P – -1 165 Epilepsy P – -30 136 Addiction M/P – Variable 122, 164, 165 Extra Sleep P – -2/level 136 Alcohol Intolerance P – -1 165 Fanaticism M – -15 136 Alcoholism P – -15 or -20 122 Fat P – -3 19 Amnesia M – -10 or -25 123 Fearfulness M – -2/level 136 Appearance P – Variable 21 Flashbacks M – Variable 136 Attentive M – -1 163 Fragile P X Variable 136 Bad Back P – -15 or -25 123 Frightens Animals M Sup -10 137 Bad Grip P – -5/level 123 G-Intolerance P – -10 or -20 137 Bad Sight P – -25 123 Gigantism P – 0 20 Bad Smell P – -10 124 Gluttony M – -5* 137 Bad Temper M – -10* 124 Greed M – -15* 137 Berserk M – -10* 124 Gregarious M – -10 126 Bestial M X -10 or -15 124 Guilt Complex M – -5 137 Blindness P – -50 124 Gullibility M – -10* 137 Bloodlust M – -10* 125 Habits or Expressions M – -1 164 Bowlegged P – -1 165 Ham-Fisted P – -5 or -10 138 Broad-Minded M – -1 163 Hard of Hearing P – -10 138 Bully M – -10* 125 Hemophilia P – -30 138 Callous M – -5 125 Hidebound M – -5 138 Cannot Float P – -1 165 Honesty M – -10* 138 Cannot Learn M – -30 125 Horizontal P X -10 139 Cannot Speak P – -15 125 Horrible Hangovers P – -1 165 Careful M – -1 163 Humble M – -1 164 Charitable M – -15* 125 Hunchback P – -10 139 Chauvinistic M – -1 163 Imaginative M – -1 164 Chronic Depression M – -15* 126 Impulsiveness M – -10* 139 Chronic Pain P – Variable 126 Incompetence M – -1 164 Chummy M – -5 126 Increased Consumption P – -10/level 139 Clueless M – -10 126 Increased Life Support P X Variable 139 Code of Honor M – -1 or -5 to -15 127, 163 Incurious M – -5* 140 Cold-Blooded P X -5 or -10 127 Indecisive M – -10* 140 Colorblindness P – -10 127 Infectious Attack P Sup -5 140 Combat Paralysis P – -15 127 Innumerate M – -5 140 Compulsive Behavior M – -5 to -15* 128 Insomniac P – -10 or -15 140 Confused M – -10* 129 Intolerance M – Variable 140 Congenial M – -1 164 Invertebrate P X -20 140 Cowardice M – -10* 129 Jealousy M – -10 140 Curious M – -5* 129 Killjoy P – -15 140 Cursed M Sup -75 129 Kleptomania M – -15* 141 Deafness P – -20 129 Klutz P – -5 141 Debt Soc – -1/level 26 Lame P – -10 to -30 141 Decreased Time Rate M X -100 129 Laziness M – -10 142 Delusions M – -1 or -5 to -15 130, 164 Lecherousness M – -15* 142 Dependency P X Variable 130 Lifebane M Sup -10 142 Dependents Soc – Variable 131 Light Sleeper P – -5 142 Destiny M Sup Variable 131 Likes M – -1 164 Disciplines of Faith M – -5 to -15 132 Loner M – -5* 142 Dislikes M – -1 164 Low Empathy M – -20 142 Distinctive Features P – -1 165 Low Pain Threshold P – -10 142 Distractible M – -1 164 Low Self-Image M – -10 143 Disturbing Voice P – -10 132 Low TL M – -5/level 22 Divine Curse M Sup Variable 132 Lunacy M – -10 143 Draining P Sup Variable 132 Magic Susceptibility M Sup -3/level 143 Dread M Sup Variable 132 Maintenance P – Variable 143 Dreamer M – -1 164 Manic-Depressive M – -20 143 Dull M – -1 164 Megalomania M – -10 144 Duty Soc – Variable 133 Minor Handicaps P – -1 165 Dwarfism P – -15 19 Miserliness M – -10* 144 Dyslexia M – -10 134 Missing Digit P – -2 or -5 144 Easy to Kill P – -2/level 134 Mistaken Identity P – -5 21 Easy to Read M – -10 134 Motion Sickness P – -10 144 Electrical P X -20 134 Mundane Background M – -10 144

TRAIT LISTS 299 Advantage M/P/Soc X/Sup Cost Page Advantage M/P/Soc X/Sup Cost Page Mute P – -25 125 Shadow Form P X -20 153 Nervous Stomach P – -1 165 Short Attention Span M – -10* 153 Neurological Disorder P – Variable 144 Short Lifespan P X -10/level 154 Neutered P – -1 165 Shyness M – -5, -10, or -20 154 Night Blindness P – -10 144 Skinny P – -5 18 Nightmares M – -5* 144 Slave Mentality M – -40 154 No Depth Perception P – -15 145 Sleepwalker M – -5* 154 No Fine Manipulators P X -30 145 Sleepy P X Variable 154 No Legs P X Variable 145 Slow Eater P X -10 155 No Manipulators P X -50 145 Slow Healing P – -5/level 155 No Sense of Humor M – -10 146 Slow Riser P – -5 155 No Sense of Smell/Taste P – -5 146 Social Disease P – -5 155 Nocturnal P X -20 146 Social Stigma Soc – -5 to -20 155 Noisy P – -2/level 146 Space Sickness P – -10 156 Non-Iconographic M – -10 146 Split Personality M – -15* 156 Nosy M – -1 164 Squeamish M – -10* 156 Numb P – -20 146 Staid M – -1 164 Oblivious M – -5 146 Status Soc – -5/level 28 Obsession M – -1, -5, or -10* 146, 164 Stress Atavism M X Variable* 156 Odious Personal Habits M – -5, -10, or -15 22 Stubbornness M – -5 157 On the Edge M – -15* 146 Stuttering P – -10 157 One Arm P – -20 147 Supernatural Features P Sup Variable 157 One Eye P – -15 147 Supersensitive M Sup -15 158 One Hand P – -15 147 Susceptible P – Variable 158 Overconfidence M – -5* 148 Terminally Ill P – -50, -75, or -100 158 Overweight P – -1 19 Timesickness P – -10 158 Pacifism M – Variable 148 Total Klutz P – -15 141 Paranoia M – -10 148 Trademark M – -1 or -5 to -15 159, 164 Personality Change M – -1 164 Trickster M – -15* 159 Phantom Voices M – -5 to -15 148 Truthfulness M – -5* 159 Phobias M – Variable* 148 Uncongenial M – -1 165 Post-Combat Shakes M – -5* 150 Uncontrollable Appetite M Sup -15* 159 Proud M – -1 164 Unfit P – -5 160 Pyromania M – -5* 150 Unhealing P X -20 or -30 160 Quadriplegic P – -80 150 Unique M Sup -5 160 Reprogrammable M X -10 150 Unluckiness M – -10 160 Reputation Soc – Variable 26 Unnatural Features P – Variable 22 Responsive M – -1 164 Unusual Biochemistry P X -5 160 Restricted Diet P – -10 to -40 151 Very Fat P – -5 19 Restricted Vision P – -15 or -30 151 Very Unfit P – -15 160 Revulsion P Sup -5 to -15 151 Vow M – -1 or -5 to -15 160, 165 Sadism M – -15* 152 Vulnerability P X Variable 161 Secret Soc – -5 to -30 152 Weak Bite P X -2 161 Secret Identity Soc – Variable 153 Weakness P X Variable 161 Self-Destruct P X -10 153 Wealth Soc – Variable 25 Selfish M – -5* 153 Weirdness Magnet M Sup -15 161 Selfless M – -5* 153 Workaholic M – -5 162 Semi-Upright P X -5 153 Wounded P – -5 162 Sense of Duty M – -2 to -20 153 Xenophilia M – -10* 163 Sexless P X -1 165 MODIFIERS The following modifiers are generally applicable to advantages and disadvantages. Many traits have their own special modifiers as well; consult the specific trait description for details. Under Type, an attack modifier (see p. 102) is denoted by A; a gadget limitation (see p. 116) is denoted by G. A – means it is neither.

ENHANCEMENTS Name Type Value Page Name Type Value Page Cyclic A Variable 103 Accurate A +5%/level 102 Damage Modifiers A Variable 104 Affects Insubstantial – +20% 102 Delay A Variable 105 Affects Substantial – +40% 102 Double Blunt Trauma (dbt) A +20% 104 Area Effect A +50%/level 102 Double Knockback (dkb) A +20% 104 Armor Divisor A Variable 102 Drifting A +20% 105 Aura A +80% 102 Explosion (exp) A +50%/level 104 Based on (Different Attribute) A +20% 102 Extended Duration – Variable 105 Blood Agent A +100% 102 Follow-Up A Variable 105 Cone A Variable 103 Fragmentation (frag) A +15%/die 104 Contact Agent A +150% 103 Guided A +50% 105 Cosmic – Variable 103 Hazard A Variable 104

300 TRAIT LISTS Name Type Value Page Name Type Value Page Homing A Variable 105 Bombardment A Variable 111 Incendiary (inc) A +10% 105 Breakable G Variable 117 Increased Range – +10%/level 106 Can Be Stolen G Variable 117 Jet A +0% 106 Contact Agent A -30% 111 Link – +10% or +20% 106 Costs Fatigue – Variable 111 Low Signature A +10% 106 Damage Limitations A Variable 111 Malediction A Variable 106 Dissipation A -50% 112 Mobile A +40%/level 107 Emanation A -20% 112 No Signature A +20% 106 Emergencies Only – -30% 112 Overhead A +30% 107 Extra Recoil A -10%/level 112 Persistent A +40% 107 Full Power in Emergencies Only – -20% 112 Radiation (rad) A +25% or +100% 105 Inaccurate A -5%/level 112 Ranged – +40% 107 Limited Use – Variable 112 Rapid Fire A Variable 108 Melee Attack A Variable 112 Reduced Fatigue Cost – +20%/level 108 Mitigator – Variable 112 Reduced Time – +20%/level 108 No Blunt Trauma (nbt) A -20% 111 Respiratory Agent A +50% 108 No Knockback (nkb) A -10% 111 Selective Area A +20% 108 No Wounding (nw) A -50% 111 Selectivity – +10% 108 Nuisance Effect – Variable 112 Sense-Based A Variable 109 Onset A Variable 113 Side Effect A Variable 109 Pact – Variable 113 Surge (sur) A +20% 105 Preparation Required – Variable 114 Symptoms A Variable 109 Reduced Range – -10%/level 115 Underwater A +20% 109 Resistible A Variable 115 Variable A +5% 109 Sense-Based A Variable 115 Wall A +30% or +60% 109 Takes Extra Time – -10%/level 115 Takes Recharge – Variable 115 Temporary Disadvantage – Variable 115 LIMITATIONS Trigger – Variable 115 Name Type Value Page Unconscious Only – -20% 115 Accessibility – Variable 110 Uncontrollable – -10% or -30% 116 Always On – Variable 110 Unique G -25% 117 Armor Divisor A Variable 110 Unreliable – Variable 116 Blood Agent A -40% 110 Untrainable – -40% 116 SKILLS Difficulty is E for Easy, A for Average, H for Hard, or VH for Very Hard. Defaults marked with * either do not always apply or vary in special circumstances; see the entry in the main text. Skills marked with † require specialization. Skill Attr Diff Defaults Page Skill Attr Diff Defaults Page Accounting IQ H IQ-6, Finance-4, 174 Bicycling DX E DX-4, Driving 180 Mathematics (Statistics)-5, (Motorcycle)-4 Merchant-5 Bioengineering/TL† IQ H Biology-5 180 Acrobatics DX H DX-6 174 Biology/TL† IQ VH IQ-6, Naturalist-6 180 Acting IQ A IQ-5, Performance-2, 174 Blind Fighting Per VH None 180 Public Speaking-5 Blowpipe DX H DX-6 180 Administration IQ A IQ-5, Merchant-3 174 Boating/TL† DX A DX-5, IQ-5 180 Aerobatics DX H DX-6 174 Body Control HT VH None 181 Airshipman/TL IQ E IQ-4 185 Body Language Per A Detect Lies-4, Psychology-4 181 Alchemy/TL IQ VH None 174 Body Sense DX H DX-6, Acrobatics-3 181 Animal Handling† IQ A IQ-5 175 Bolas DX A None 181 Anthropology† IQ H IQ-6, Paleontology 175 Bow DX A DX-5 182 (Paleoanthropology)-2, Boxing DX A None 182 Sociology-3 Brain Hacking/TL IQ H Special 182 Aquabatics DX H DX-6 174 Brainwashing/TL IQ H Special 182 Archaeology IQ H IQ-6 176 Brawling DX E None 182 Architecture/TL IQ A IQ-5, Engineer (Civil)-4 176 Breaking Blow IQ H None 182 Area Knowledge† IQ E IQ-4, Geography 176 Breath Control HT H None 182 (Regional)-3* Broadsword DX A Force Sword-4, 208 Armoury/TL† IQ A IQ-5, Engineer (same)-4 178 Rapier-4, Saber-4, Artillery/TL† IQ A IQ-5 178 Shortsword-2, Artist† IQ H IQ-6 179 Two-Handed Sword-4 Astronomy/TL IQ H IQ-6 179 Camouflage IQ E IQ-4, Survival-2 183 Autohypnosis Will H Meditation-4 179 Captivate Will H None 191 Axe/Mace DX A Flail-4, 208 Carousing HT E HT-4 183 Two-Handed Axe/Mace-3 Carpentry IQ E IQ-4 183 Battlesuit/TL DX A DX-5, Diving Suit-4, 192 Cartography/TL IQ A IQ-5, Geography (any)-2, 183 NBC Suit-2, Vacc Suit-2 Mathematics (Surveying)-2, Beam Weapons/TL† DX E DX-4 179 Navigation (any)-4

TRAIT LISTS 301 Skill Attr Diff Defaults Page Skill Attr Diff Defaults Page Chemistry/TL IQ H IQ-6, Alchemy-3 183 Force Sword DX A Any Sword-3 208 Climbing DX A DX-5 183 Force Whip DX A Kusari-3, 209 Cloak DX A DX-5, Net-4, Shield (any)-4 184 Monowire Whip-3, Combat Art or Sport DX Varies Special 184 Whip-3 Computer Hacking/TL IQ VH None 184 Forced Entry DX E None 196 Computer IQ E IQ-4 184 Forensics/TL IQ H IQ-6, Criminology-4 196 Operation/TL Forgery/TL IQ H IQ-6, Counterfeiting-2 196 Computer IQ H None 184 Fortune-Telling† IQ A IQ-5, Fast-Talk-3, 196 Programming/TL Occultism-3 Connoisseur† IQ A IQ-5* 185 Forward Observer/TL IQ A IQ-5, Artillery (any)-5* 196 Cooking IQ A IQ-5, Housekeeping-5 185 Free Fall DX A DX-5, HT-5 197 Counterfeiting/TL IQ H IQ-6, Forgery-2 185 Freight Handling/TL IQ A IQ-5 197 Crewman/TL IQ E IQ-4 185 Gambling IQ A IQ-5, Mathematics 197 Criminology/TL IQ A IQ-5, Psychology-4 186 (Statistics)-5 Crossbow DX E DX-4 186 Games† IQ E IQ-4 197 Cryptography/TL IQ H Mathematics 186 Gardening IQ E IQ-4, Farming-3 197 (Cryptology)-5 Garrote DX E DX-4 197 Current Affairs/TL† IQ E IQ-4, Research-4 186 Geography/TL† IQ H IQ-6* 198 Dancing DX A DX-5 187 Geology/TL† IQ H IQ-6, Geography 198 Detect Lies Per H Per-6, Body Language-4, 187 (Physical)-4, Psychology-4 Prospecting-5 Diagnosis/TL IQ H IQ-6, First Aid-8, 187 Gesture IQ E IQ-4 198 Physician-4, Veterinary-5 Group Performance† IQ A IQ-5* 198 Diplomacy IQ H IQ-6, Politics-6 187 Gunner/TL† DX E DX-4 198 Disguise/TL† IQ A IQ-5, Makeup-3 187 Guns/TL† DX E DX-4 198 Diving Suit/TL DX A DX-5, Battlesuit-4, 192 Hazardous IQ A IQ-5 199 NBC Suit-4, Scuba-2, Materials/TL† Vacc Suit-4 Heraldry IQ A IQ-5, Savoir-Faire 199 Dreaming Will H Will-6 188 (High Society)-3 Driving/TL† DX A DX-5, IQ-5 188 Herb Lore/TL IQ VH None 199 Dropping DX A DX-3, Throwing-4 189 Hidden Lore† IQ A None 199 Economics IQ H IQ-6, Finance-3, 189 Hiking HT A HT-5 200 Market Analysis-5, History† IQ H IQ-6 200 Merchant-6 Hobby Skill DX or IQ E DX-4 or IQ-4 200 Electrician/TL IQ A IQ-5, Engineer 189 Holdout IQ A IQ-5, Sleight of Hand-3 200 (Electrical)-3 Housekeeping IQ E IQ-4 200 Electronics IQ A IQ-5, Electronics 189 Hypnotism IQ H None 201 Operation/TL† Repair (same)-5, Immovable Stance DX H None 201 Engineer (Electronics)-5 Innate Attack† DX E DX-4 201 Electronics Repair/TL†IQ A IQ-5, Electronics 190 Intelligence IQ H IQ-6, Strategy (any)-6 201 Operation (same)-3, Analysis/TL Engineer (Electronics)-3 Interrogation IQ A IQ-5, Intimidation-3, 202 Engineer/TL† IQ H Special 190 Psychology-4 Enthrallment Will H None 191 Intimidation Will A Will-5, Acting-3 202 Environment Suit/TL DX A DX-5* 192 Invisibility Art IQ VH None 202 Erotic Art DX A DX-5, Acrobatics-5 192 Jeweler/TL IQ H IQ-6, Smith (Copper)-4, 203 Escape DX H DX-6 192 Smith (Lead and Tin)-4 Esoteric Medicine Per H Per-6 192 Jitte/Sai DX A Force Sword-4, 208 Exorcism Will H Will-6, 193 Main-Gauche-4, Religious Ritual (any)-3, Shortsword-3 Ritual Magic (any)-3, Judo DX H None 203 Theology (any)-3 Jumping DX E None 203 Expert Skill† IQ H None 193 Karate DX H None 203 Explosives/TL† IQ A IQ-5* 194 Kiai HT H None 203 Falconry IQ A IQ-5, Animal Handling 194 Knife DX E Force Sword-3, 208 (Raptors)-3 Main-Gauche-3, Farming/TL IQ A IQ-5, Biology-5, 194 Shortsword-3 Gardening-3 Knot-Tying DX E DX-4, Climbing-4, 203 Fast-Draw† DX E None 194 Seamanship-4 Fast-Talk IQ A IQ-5, Acting-5 195 Kusari DX H Force Whip-3, 209 Filch DX A DX-5, Pickpocket-4, 195 Monowire Whip-3, Sleight of Hand-4 Two-Handed Flail-4, Finance IQ H Accounting-4, 195 Whip-3 Economics-3, Lance DX A DX-5, Spear-3 204 Merchant-6 Lasso DX A None 204 Fire Eating DX A None 195 Law† IQ H IQ-6 204 First Aid/TL IQ E IQ-4, Esoteric Medicine, 195 Leadership IQ A IQ-5 204 Physician, Veterinary-4 Leatherworking DX E DX-4 205 Fishing Per E Per-4 195 Lifting HT A None 205 Flail DX H Axe/Mace-4, 208 Light Walk DX H None 205 Two-Handed Flail-3 Linguistics IQ H None 205 Flight HT A HT-5 195 Lip Reading Per A Per-10 205 Flying Leap IQ H None 196 Liquid Projector/TL† DX E DX-4 205

302 TRAIT LISTS Skill Attr Diff Defaults Page Skill Attr Diff Defaults Page Literature IQ H IQ-6 205 Psychology IQ H IQ-6, Sociology-4 216 Lockpicking/TL IQ A IQ-5 206 Public Speaking IQ A IQ-5, Acting-5, 216 Machinist/TL IQ A IQ-5, Mechanic (any)-5 206 Performance-2, Main-Gauche DX A Jitte/Sai-4, Knife-4, 208 Politics-5 Rapier-3, Saber-3, Push DX H None 216 Smallsword-3 Rapier DX A Broadsword-4, 208 Makeup/TL IQ E IQ-4, Disguise-2 206 Main-Gauche-3, Market Analysis IQ H IQ-6, Economics-5, 207 Saber-3, Smallsword-3 Merchant-4 Religious Ritual† IQ H Ritual Magic (same)-6 217 Masonry IQ E IQ-4 207 Theology (same)-4 Mathematics/TL† IQ H IQ-6* 207 Research/TL IQ A IQ-5, Writing-3 217 Mechanic/TL† IQ A IQ-5, Engineer (same)-4, 207 Riding† DX A DX-5, Animal Handling 217 Machinist-5 (same)-3 Meditation Will H Will-6, Autohypnosis-4 207 Ritual Magic† IQ VH Religious Ritual (same)-6 218 Melee Weapon DX Varies Special 208 Running HT A HT-5 218 Mental Strength Will E None 209 Saber DX A Broadsword-4, 208 Merchant IQ A IQ-5, Finance-6, 209 Main-Gauche-3, Rapier-3, Market Analysis-4 Shortsword-4, Smallsword-3 Metallurgy/TL IQ H Chemistry-5, Jeweler-8, 209 Savoir-Faire† IQ E IQ-4* 218 Smith (any)-8 Scrounging Per E Per-4 218 Meteorology/TL† IQ A IQ-5 209 Scuba/TL IQ A IQ-5, Diving Suit-2 219 Mimicry† IQ H IQ-6* 210 Seamanship/TL IQ E IQ-4 185 Mind Block Will A Will-5, Meditation-5 210 Search Per A Per-5, Criminology-5 219 Monowire Whip DX H Force Whip-3, Kusari-3, 209 Sewing/TL DX E DX-4 219 Whip-3 Sex Appeal HT A HT-3 219 Mount DX A DX-5 210 Shadowing IQ A IQ-5, Observation-5, 219 Musical Composition IQ H Musical Instrument-2, 210 Stealth-4 (on foot only) Poetry-2 (for song) Shield† DX E DX-4 220 Musical Influence IQ VH None 210 Shiphandling/TL† IQ H IQ-6* 220 Musical Instrument† IQ H Special 211 Shortsword DX A Broadsword-2, 209 Naturalist† IQ H IQ-6, Biology-3 211 Force Sword-4, Navigation/TL† IQ A Special 211 Jitte/Sai-3, Knife-4, NBC Suit/TL DX A DX-5, Battlesuit-2, 192 Saber-4, Smallsword-4, Diving Suit-4, Tonfa-3 Vacc Suit-2 Singing HT E HT-4 220 Net DX H Cloak-5 211 Skating HT H HT-6 220 Observation Per A Per-5, Shadowing-5 211 Skiing HT H HT-6 221 Occultism IQ A IQ-5 212 Sleight of Hand DX H Filch-5 221 Packing IQ A IQ-5, Animal Handling 212 Sling DX H DX-6 221 (Equines)-5 Smallsword DX A Main-Gauche-3, 208 Paleontology/TL† IQ H Biology-4* 212 Rapier-3, Saber-3, Panhandling IQ E IQ-4, Fast Talk-2, 212 Shortsword-4 Public Speaking-3 Smith/TL† IQ A IQ-5* 221 Parachuting/TL DX E DX-4 212 Smuggling IQ A IQ-5 221 Parry Missile WeaponsDX H None 212 Sociology IQ H IQ-6, Anthropology-3, 221 Performance IQ A IQ-5, Acting-2, 212 Psychology-4 Public Speaking-2 Soldier/TL IQ A IQ-5 221 Persuade Will H None 191 Spacer/TL IQ E IQ-4 185 Pharmacy/TL† IQ H IQ-6* 213 Spear DX A Polearm-4, Staff-2 208 Philosophy† IQ H IQ-6 213 Spear Thrower DX A DX-5, Thrown Weapon 222 Photography/TL IQ A IQ-5, Electronics 213 (Spear)-4 Operation (Media)-5 Speed-Reading IQ A None 222 Physician/TL IQ H IQ-7, First Aid-11, 213 Sports DX A Special 222 Veterinary-5 Staff DX A Polearm-4, Spear-2 208 Physics/TL IQ VH IQ-6 213 Stage Combat DX A Combat Art or Sport-2, 222 Physiology/TL† IQ H IQ-6, Diagnosis-5, 213 an actual combat skill-3, Physician-5, Surgery-5 Performance-3 Pickpocket DX H DX-6, Filch-5, 213 Stealth DX A DX-5, IQ-5 222 Sleight of Hand-4 Strategy† IQ H IQ-6, Intelligence 222 Piloting/TL† DX A IQ-6 214 Analysis-6, Tactics-6 Poetry IQ A IQ-5, Writing-5 214 Streetwise IQ A IQ-5 223 Poisons/TL IQ H IQ-6, Chemistry-5, 214 Submarine/TL† DX A IQ-6 223 Pharmacy (any)-3, Submariner/TL IQ E IQ-4 185 Physician-3 Suggest Will H None 191 Polearm DX A Spear-4, Staff-4, 208 Sumo Wrestling DX A None 223 Two-Handed Axe/Mace-4 Surgery/TL IQ VH First Aid-12, Physician-5, 223 Politics IQ A IQ-5, Diplomacy-5 215 Physiology-8, Power Blow Will H None 215 Veterinary-5 Pressure Points IQ H None 215 Survival† Per A Per-5, Naturalist 223 Pressure Secrets IQ VH None 215 (same planet)-3 Professional Skill DX or IQ A Special 215 Sway Emotions Will H None 192 Propaganda/TL IQ A IQ-5, Merchant-5, 216 Swimming HT E HT-4 224 Psychology-4 Symbol Drawing† IQ H Special 224 Prospecting/TL IQ A IQ-5, Geology (any)-4 216 Tactics IQ H IQ-6, Strategy (any)-6 224

TRAIT LISTS 303 Skill Attr Diff Defaults Page Skill Attr Diff Defaults Page Teaching IQ A IQ-5 224 Two-Handed Sword DX A Broadsword-4, 209 Teamster† IQ A IQ-5, Animal Handling 225 Force Sword-4 (same)-4, Typing DX E DX-4, any skill 228 Riding (same)-2 requiring typing-3 Thaumatology IQ VH IQ-7 (magical settings only) 225 Urban Survival Per A Per-5 228 Theology† IQ H IQ-6, Religious Ritual 226 Vacc Suit/TL DX A DX-5, Battlesuit-2, 192 (same)-4 Diving Suit-4, Throwing DX A DX-3, Dropping-4 226 NBC Suit-2 Throwing Art DX H None 226 Ventriloquism IQ H None 228 Thrown Weapon† DX E DX-4* 226 Veterinary/TL IQ H Animal Handling (any)-6, 228 Tonfa DX A Shortsword-3 209 Physician-5, Surgery-5 Tracking Per A Per-5, Naturalist-5 226 Weather Sense IQ A IQ-5 209 Traps/TL IQ A IQ-5, Lockpicking-3 226 Weird Science IQ VH None 228 Two-Handed Axe/MaceDX A Axe/Mace-3, Polearm-4, 208 Whip DX A Force Whip-3, 209 Two-Handed Flail-4 Kusari-3, Monowire Whip-3 Two-Handed Flail DX H Flail-3, Kusari-4, 208 Wrestling DX A None 228 Two-Handed Writing IQ A IQ-5 228 Axe/Mace-4 Zen Archery IQ VH None 228 TECHNIQUES Techniques marked with * are highly cinematic and may not be appropriate for realistic games. Under Difficulty, A means Average and H means Hard. Under Defaults, PS means any prerequisite skill. Technique Difficulty Defaults Page Technique Difficulty Defaults Page Arm Lock A Judo or Wrestling 230 Motion-Picture A Photography-3 233 Back Kick H Karate-4 230 Camera Choke Hold H Judo-2 or Wrestling-3 230 Neck Snap H ST-4 232 Disarming H PS 230 No-Landing H Piloting-4 233 Dual-Weapon H PS-4 230 Extraction Attack* Off-Hand H PS-4 232 Elbow Strike A Brawling-2, Karate-2 230 Weapon Training Feint H PS 231 Retain Weapon H PS 232 Finger Lock H Arm Lock-3 231 Rope Up A Climbing-2 233 Ground Fighting H PS-4 231 Scaling H Climbing-3 233 Horse Archery H Bow-4 231 Set Trap H Explosives (Demolition)-2 233 Impersonate A Mimicry (Speech)-3 233 Slip Handcuffs H Escape-5 233 Jump Kick H Karate-4 231 Sweep H PS-3 232 Kicking H Brawling-2, Karate-2 231 Whirlwind Attack* H PS-5 232 Knee Strike A Brawling-1, Karate-1 232 Work by Touch H Lockpicking-5 233 Lifesaving H Swimming-5 233 SPELLS Difficulty is H for Hard and VH for Very Hard. Necro. for Necromantic, and P/W for Protection and Classes are Ench. for Enchantment or Info. for Infor- Warning. Other colleges are not abbreviated. mation (others are written in full). If the class is followed by Duration of I is instantaneous; P is permanent. a notation in brackets, that spell is resisted by the attribute Initial Cost followed by B denotes a base cost for Area or skill inside the brackets. spells. Colleges are BC for Body Control, C/E for Communi- Maintenance Cost is S if it is the same as the initial cost, cation and Empathy, Ench. for Enchantment, Know. for H if it is half the initial cost, or – if the spell cannot be Knowledge, L/D for Light and Darkness, MC for Mind maintained. Control, Meta for Meta-Spells, Move. for Movement, * means that the entry is explained more fully in the text.

Time to Initial Maintenance Spell Difficulty Class College Cast Duration Cost Cost Prerequisites Page Accuracy H Ench. Ench. Special – Special – Enchant, 480 five Air spells Analyze Magic H Info. [Special] Know. 1 hour – 8 – Identify Spell 249 Apportation H Regular [Will] Move. 1 sec. 1 min. Special S Magery 1 251 Armor H Regular P/W 1 sec. 1 min. Special H Magery 2, Shield 253 Aura H Info. Know. 1 sec. – 3 – Detect Magic 249 Awaken H Area Healing 1 sec. – 1B – Lend Vitality 248

304 TRAIT LISTS Time to Initial Maintenance Spell Difficulty Class College Cast Duration Cost Cost Prerequisites Page Banish H Special [Will] Necro. 5 sec. – Special – Magery 1, 252 at least one spell from 10 colleges Blur H Regular L/D 2 sec. 1 min. 1 to 5 S Darkness 250 Breathe Water H Regular Air, Water 1 sec. 1 min. 4 2 Create Air, 243 Destroy Water Clumsiness H Regular [HT] BC 1 sec. 1 min. 1 to 5 H Spasm 244 Cold H Regular Fire 1 min. 1 min. Special S Heat 247 Command H Blocking [Will] MC 1 sec. – 2 – Magery 2, 251 Forgetfulness Continual Light H Regular L/D 1 sec. Special Special – Light 249 Counterspell H Regular [Special]Meta 5 sec. – Special – Magery 1, 250 spell being countered Create Air H Area Air 1 sec. 5 sec.* 1B – Purify Air 243 Create Earth H Regular Earth 1 sec. P Special – Earth to Stone 246 Create Fire H Area Fire 1 sec. 1 min. 2B H Ignite Fire 246 Create Water H Regular Water 1 sec. P 2/gallon – Purify Water 253 Darkness H Area L/D 1 sec. 1 min. 2B 1 Continual Light 250 Daze H Regular [HT] MC 2 sec. 1 min. 3 2 Foolishness 250 Death Vision H Regular Necro. 3 sec. 1 sec. 2 – Magery 1 251 Deathtouch H Melee BC 1 sec. – 1 to 3 – Wither Limb 245 Deflect Energy H Blocking Fire 1 sec. – 1 – Magery 1, 246 Shape Fire Deflect Missile H Blocking Move. 1 sec. – 1 – Apportation 251 Deflect H Ench. Ench. Special – Special – Enchant 480 Destroy Water H Area Water 1 sec. P 3B – Create Water 253 Detect Magic H Regular Know. 5 sec. – 2 – Magery 1 249 Dispel Magic H Area [Special] Meta Special P 3B – Counterspell, 250 at least 12 other spells Earth to Air H Regular Air, Earth 2 sec. P Special – Create Air, 243 Shape Earth Earth to Stone H Regular Earth 1 sec. P 3/cy (min. 3) – Magery 1, 245 Shape Earth Enchant VH Ench. Ench. Special – Special – Magery 2, 480 at least one spell from 10 other colleges Entombment H Regular [HT] Earth 3 sec. P 10* – Magery 2, 246 five Earth spells Explosive H Missile Fire 1 to 3 sec. Special Special – Fireball 247 Fireball Extinguish Fire H Area Fire 1 sec. P 3B – Ignite Fire 247 Fireball H Missile Fire 1 to 3 sec. Special Special – Magery 1, 247 Create Fire, Shape Fire Flesh to Stone H Regular [HT] Earth 2 sec. P 10 – Earth to Stone 246 Fog H Area Water 1 sec. 1 min. 2B H Shape Water 253 Foolishness H Regular [Will] MC 1 sec. 1 min. 1 to 5 H IQ 12+ 250 Forgetfulness H Regular [Special] MC 10 sec. 1 hour 3 3 Magery 1, 250 Foolishness Fortify H Ench. Ench. Special – Special – Enchant 480 Great Haste VH Regular Move. 3 sec. 10 sec. 5* – Magery 1, 251 IQ 12+, Haste Great Healing VH Regular Healing 1 min. – 20 – Magery 3, 248 Major Healing Haste H Regular Move. 2 sec. 1 min. 2* 1* – 251 Heat H Regular Fire 1 min. 1 min. Special S Create Fire, 247 Shape Fire Hide Thoughts H Regular C/E 1 sec. 10 min. 3 1 Truthsayer 245 Hinder H Regular [HT] BC, Move. 1 sec. 1 min. 1 to 4 S Clumsiness 244 or Haste Icy Weapon H Regular Water 3 sec. 1 min. 3 1 Create Water 253 Identify Spell H Info. Know. 1 sec. – 2 – Detect Magic 249 Ignite Fire H Regular Fire 1 sec. 1 sec. Special S – 246 Itch H Regular [HT] BC 1 sec. Special 2 –– 244 Lend Energy H Regular Healing 1 sec. – Special – Magery 1 248 or Empathy

TRAIT LISTS 305 Time to Initial Maintenance Spell Difficulty Class College Cast Duration Cost Cost Prerequisites Page Lend Vitality H Regular Healing 1 sec. 1 hour Special – Lend Energy 248 Light H Regular L/D 1 sec. 1 min. 1 1 – 249 Lightning H Missile Air 1 to 3 sec. – Special – Magery 1, 244 six other Air spells Lockmaster H Regular Move. 10 sec.– 3 – Magery 2, 251 [Magelock] Apportation Magelock H Regular P/W 4 sec. 6 hours 3 2 Magery 1 253 Major Healing VH Regular Healing 1 sec. – 1 to 4 – Magery 1, 248 Minor Healing Mass Daze H Area [HT] MC Special 1 min. 2B* 1 Daze, IQ 13+ 251 Mass Sleep H Area [HT] MC Special – 3B* – Sleep, IQ 13+ 251 Mind-Reading H Regular [Will] C/E 10 sec. 1 min. 4 2 Truthsayer 245 Minor Healing H Regular Healing 1 sec. – 1 to 3 – Lend Vitality 248 No-Smell H Regular Air 1 sec. 1 hour 2 2 Purify Air 243 Pain H Regular [HT] BC 1 sec. 1 sec. 2 – Spasm 244 Paralyze Limb H Melee [HT] BC 1 sec. 1 min. 3 – Magery 1, Pain, 244 four other BC spells Planar Summons H Special Gate 5 min. Special Special – Magery 1, 247 at least one spell from 10 other colleges Plane Shift VH Special Gate 5 sec. P 20 – Planar Summons 248 Power H Ench. Ench. Special – Special – Enchant, 480 Recover Energy Predict Weather H Info. Air 5 sec./day forecast I Special – Four Air spells 243 Puissance H Ench. Ench. Special – Special – Enchant, 481 five Earth spells Purify Air H Area Air 1 sec. I (effect is P) 1B –– 243 Purify Water H Special Water Special – Special – Seek Water 253 Recover Energy H Special Healing 1 sec. P – – Magery 1, Lend Energy 248 Resist Cold H Regular Fire 1 sec. 1 min. 2* 1* Heat 247 Resist Fire H Regular Fire 1 sec. 1 min. 2* 1* Extinguish Fire, 247 Cold Rooted Feet H Regular [ST] BC 1 sec. 1 min. 3 – Hinder 244 Seek Earth H Info. Earth 10 sec. – 3 – – 245 Seek Water H Info. Water 1 sec. – 2 –– 253 Seeker H Info. Know. 1 sec. – 3 – Magery 1, 249 IQ 12+, two “Seek” spells Sense Emotion H Regular C/E 1 sec. – 2 – Sense Foes 245 Sense Foes H Info., Area C/E 1 sec. – 1 (B; min. 2) – – 245 Sense Spirit H Info.; Area Necro. 1 sec. – 1/2B – Death Vision 252 Shape Air H Regular Air 1 sec. 1 min. 1 to 10 S Create Air 243 Shape Earth H Regular Earth 1 sec. 1 min. Special H Seek Earth 245 Shape Fire H Area Fire 1 sec. 1 min. 2B H Ignite Fire 246 Shape Water H Regular Water 2 sec. 1 min. 1/20 gallons S Create Water 253 Shield H Regular P/W 1 sec. 1 min. Special H Magery 2 252 Sleep H Regular [HT] MC 3 sec. – 4 – Daze 251 Spasm H Regular [HT] BC 1 sec. I 2 – Itch 244 Staff H Ench. Ench. Special – 30 – Enchant 481 Stench H Area Air 1 sec. 5 min.* 1B – Purify Air 244 Stone to Earth H Regular Earth 1 sec. P 6/cy (min. 6) – Earth to Stone 246 or four Earth spells Stone to Flesh H Regular Earth 5 sec. P 10 – Magery 2, 246 Flesh to Stone, Stone to Earth Summon Demon H Special Necro. 5 min. Special Special – Magery 1, 252 at least one spell from 10 colleges Summon Spirit H Info. [Will*] Necro. 5 min. 1 min. 20* 10* Magery 2, 252 Death Vision Trace H Regular Know. 1 min. 1 hour 3 1 Seeker 249 Truthsayer H Info. [Will] C/E 1 sec. – 2 – Sense Emotion 245 Turn Zombie H Area Necro. 4 sec. 1 day 2B – Zombie 252 Walk on Air H Regular Air 1 sec. 1 min. 3 2 Shape Air 243 Wither Limb H Melee [HT] BC 1 sec. P 5 – Magery 2, 244 Paralyze Limb Zombie H Regular Necro. 1 min. – 8* – Summon Spirit, 252 Lend Vitality

306 TRAIT LISTS ICONIC CHARACTERS The eight heroes on the following pages make up an ISWAT team (see p. 536). They are presented as com- plete examples of character design . . . and a demonstration of the variety of heroes you can build with these rules. You can use them for inspiration for your own characters or (with the GM’s permission!) take one of them as a PC. (We’ve used them in the art throughout the book; see the index for the page numbers.) They range in point value from Professor William Headley, at 200 points, up to C31R07, at 1,665. For more details about their home time- lines, see GURPS Infinite Worlds. C31R07 In the 16 centuries since the death of Alexander the Great, the Hegemony he founded has only had one true rival – the Chinese Kingdom of Heaven. Their world is highly advanced, but hardly peaceful. The empires clash in the fractured states of the New World (which the Hegemony calls the Hesperides, and China names Penglai). By mutual agreement they leave their common Asian border alone to grind along as it has for most of the last 1,600 years. Sometimes, under the rare coincidence of simulta- neous peaceable rulers in Nanjing and

POINTS SUMMARY Attributes/Secondary Characteristics [ 258 ] Advantages/Perks/TL/Languages/ Cultural Familiarity [1,524 ] Disadvantages/Quirks [ -180 ] Skills/Techniques [ 63 ] Other [ ]

ICONIC CHARACTERS 307 Alexandria, rich trade routes spring One night in the lamasery, while Weapon Pod up between the two domains. Always, contemplating a mandala, C-31 297 points/pod technical innovations travel from one thought it detected yet another band to the other and back again – neither of robbers creeping across the snows Each of C-31’s two weapon pods empire will allow its rival to keep any toward its sanctuary. Engaging its tac- contains a chain gun and a plasma technological edge, and what the tical mode, the robot stealthily cannon. Statistics for these attacks scholars of Babylon or Londinium can ambushed the thieves a mile or so appear below. The plasma cannon is invent, the mandarins of Guangzhou from the temple. To C-31’s amaze- an alternative attack (see Alternative or Edo can perfect, or vice versa. ment, its initial subduing attacks were Attacks, p. 61), at 1/5 cost. Buying this Hence, only the most painstaking brushed aside. To the attackers’ entire combination twice allows C-31 historians can say precisely which side amazement, the robot evaded their to choose a different attack for each invented combat robots, or in which countermeasures . . . Very soon each pod, and to fire each pod at a different battle they were first deployed. But for party realized that the other would not target (thanks to Enhanced Tracking the last century or so, they have be the first to launch a killing attack. and Extra Attack). become the core of both powers’ And they began to talk. Chain Gun: Large Piercing Attack defenses. The intruders, it transpired, were 15d (Accurate +6, +30%; Armor C31R07 (“C-31”) was a fully con- from a different world entirely, though Divisor 2, +50%; Extra Recoil +3, ventional Dexamenos-class centauroid they did not wish to say just where -30%; Increased Range, ¥20, +40%; combat robot when it rolled off the that world lay. They needed a certain Rapid Fire, RoF 15, +100%) [261]. production lines in Sarmatopolis. incantation from a Buddhist text in Plasma Cannon: Burning Attack 6d Programmed for complex, original C-31’s temple, to defeat a vile demon (Cone, 4 yards, +90%; Cyclic, 1 sec- thought and tactical initiative, it served summoned by a wizard emperor. On ond, 5 cycles, +400%) [177] ([36] as an well during a “live fire” exercise, put- C-31’s world, which they called alternative attack). ting down a rebel tribe in Assam. Iskander-2, the incantation was mere However, its programming was appar- mysticism. Elsewhere, it was a power- ently a little too complex and original – ful weapon against forces of darkness. Centauroid Robot C-31 deserted after the battle and C-31, more flexible than most 247 points crossed the Himalayas into the neutral humans, realized that there was little This template represents the traits buffer state of Tibet, where it joined a to lose by providing a holographic unique to C-31’s usual form: a four- Buddhist lamasery. copy of the ancient text – if they were legged robot with two manipulators. Through study and meditation, truly virtuous warriors, it was right C-31 attempted to eradicate the urge to action, and if they were merely clever Attribute Modifiers: ST+18 (Size, violence from its spirit, but it could not and powerful bandits, perhaps they -10%) [162]; DX+3 [60]. completely counter its basic program- would go away and leave his monks Secondary Characteristic Modifiers: ming. The steel warrior did make itself alone. SM +1. useful to the monks, subduing bandits A month later, after the intruders Advantages: Enhanced Move 1 and thieves, protecting pilgrims, and had returned to their Homeline, a sin- (Ground Speed 16) [20]; Extra Legs rescuing lost or stranded travelers gle shadowed figure appeared and (Four Legs) [5]. from avalanches and yeti attacks. But called to C-31 in a way no other could these actions, though meritorious, detect. They talked long into the night lacked challenge – C-31 was still . . . and again the next night, and the Hexapod Robot Hellenist enough to believe that its true next. On the third morning the steel 162 points destiny required it to exceed itself and warrior was gone, to seek learning and This template gives the traits fulfill a greater potential. merit in other worlds. unique to C-31’s alternate form: a six- legged robot with no fine manipula- tors and visual surface camouflage. Attribute Modifiers: ST+18 (No Fine The art of war is governed by five Manipulators, -40%) [108]; DX+3 constant factors, to be taken into account (No Fine Manipulators, -40%) [36]. Advantages: Chameleon 3 (Extended, in one’s deliberations, when seeking to Ladar, +20%) [18]; Enhanced Move 1.5 (Ground Speed 24) [30]; Extra determine the conditions obtaining in the Legs (Six Legs) [10]. field. These are: The Moral Law, Heaven, Disadvantages: Horizontal [-10]; No Earth, The Commander, [and] Method Fine Manipulators [-30]. and discipline. – Sun Tzu, The Art of War

308 ICONIC CHARACTERS Name ______C31R07 (“C-31”) Player ______Point Total ______1,665 Ht ______7’8” Wt ______1.21 Tons Size Modifier ______+1 Age ______3 Unspent Pts ______Appearance ______Gleaming centauroid robot bristling with weapons and sensors. CHARACTER SHEET CURRENT Languages Spoken Written ST 28[ 0 ] HP 42[ 28 ] ______English (Accented) [ 4 ] ______Koine Greek (Native) [ 6 ] ______Machine Language (Native) [ 0 ] DX 15[ 40 ] WILL 16[ 0 ] ______Tibetan (Native) [ 6 ] DR TL: ______95 [ ] 18 10 Cultural Familiarities IQ 16[ 120 ] PER [ ] 53 ______[ ] CURRENT Hegemony 0 PARRY ______Homeline [ 1 ] HT 15[ 50 ] FP NA[ 0 ] Reaction Modifiers 11* Appearance ______(Brawling) BASIC LIFT (ST × ST)/5 ______157 DAMAGE Thr ______3d-1 Sw ______5d+1 Status ______-2 for Clueless, most of the time BASIC SPEED ______8.00 [ 10 ] BASIC MOVE ______8 [ 0 ] BLOCK ______ENCUMBRANCE MOVE DODGE* — ______None (0) = BL _____157 BM × 1 _____8 Dodge _____12 DISADVANTAGES AND QUIRKS Light (1) = 2 × BL _____314 BM × 0.8 _____6 Dodge -1 _____11 Clueless [ -10 ] Medium (2) = 3 × BL _____471 BM × 0.6 _____4 Dodge -2 _____10 Discipline of Faith (Asceticism) [ -15 ] [ ] Heavy (3) = 6 × BL _____942 BM × 0.4 _____3 Dodge -3 _____9 Electrical -20 Fragile (Explosive) [ -15 ] X-Heavy (4) = 10 × BL _____1570 BM × 0.2 _____1 Dodge -4 _____8 Low Empathy [ -20 ] ADVANTAGES AND PERKS Numb [ -20 ] [ ] AI (not Reprogrammable) [ 42 ] Pacifism (Cannot Harm Innocents) -10 Restricted Diet (Fissionables) [ -30 ] Alternate Form (Hexapod Robot; see p. 308) [ 15 ] Truthfulness (6) [ -10 ] Centauroid Robot (see p. 308) [ 247 ] Wealth (Dead Broke) [ -25 ] Combat Reflexes [ 15 ] Always takes time to search out new sutras[ -1 ] Damage Resistance 53 (Can’t Wear Armor, Broad-Minded[ -1 ] -40%; Hardened 1, +20%) [ 212 ] Cannot Float[ -1 ] Detect (Electromagnetic Emissions; Constantly looking for challenges[ -1 ] Signal Detection, +0%) [ 20 ] Humble[ -1 ] Doesn’t Breathe [ 20 ] Enhanced Tracking 1 [ 5 ] SKILLS Extra Attack 1 [ 25 ] Name Level Relative Level Hooves [ 3 ] Armoury/TL9 Hyperspectral Vision [ 25 ] (Heavy Weapons) 16 IQ+0[ 2 ] Machine [ 25 ] Brawling 15 DX+0[ 1 ] Computer Operation/TL9 16 IQ+0[ 1 ] Obscure 5 (Radar; Area Effect 6, +300%; Electronics Repair Defensive, +50%; Extended, (Computers) 18 IQ+2[ 8 ] Para-Radar, +20%) [ 47 ] Expert Skill Para-Radar (Extended Arc, 360°, (Military Science) 15 IQ-1 [ 2 ] +125%; Penetrating, +50%; Targeting, +20%) [ 118 ] Forward Observer/TL9 15 IQ-1[ 1 ] [ ] Payload 14 (Exposed, -50%) [ 7 ] Innate Attack (Beam) 15 DX+0 1 Innate Attack (Projectile) 15 DX+0[ 1 ] [ ] Payload 5 5 Mechanic/TL9 (Robotics) 18 IQ+2[ 8 ] Pressure Support 2 [ 10 ] Meditation 14 Will-2[ 1 ] Protected Para-Radar [ 5 ] Mount 15 DX+0[ 2 ] Protected Vision [ 5 ] Navigation/TL9 (Land) 15 IQ-1[ 1 ] Radio (Short Wave, +50%; Video, +40%) [ 19 ] Parachuting/TL9 15 DX[ 1 ] Strategy (Land) 18† IQ+2[ 11 ] Sealed [ 15 ] Tactics 20 IQ+4[ 20 ] [ ] Talons 8 Theology (Buddhist) 15 IQ-1[ 2 ] True Faith [ 15 ] Weapon Pods (see p. 308) [ 594 ] * +1 for Combat Reflexes. † Default from Tactics.

ICONIC CHARACTERS 309 DAI BLACKTHORN Dai’s career started on Yrth, a medieval fantasy world populated by descendants of Crusades-era folk pulled from Earth by a dimensional rift. He remembers nothing of his birth or early childhood; he was a street kid. When he was about seven, he was taken in by an old thief who taught him to be a pickpocket and sec- ond-story man, and Dai learned well. But the Thieves’ Guild didn’t like the competition, and when Dai was 15, the Guild set fire to the old man’s house, and picked off the fleeing occu- pants with crossbows. Only Dai escaped. At the time, he thought that he had made a terror-fueled leap from the burning building’s roof to the next one. Later he realized that that jump had been impossible. Something else had happened. In fact, the fear of death had unlocked his psionic gift of teleportation, though it took time before he realized the truth and gained control of his abilities. When he did, he became a master thief indeed, living in quiet comfort and reveling in the marketplace talk of “impossible robberies” that no lock and no wizard could stop. Then Dai crossed paths, and swords, with an equally formidable rival . . . a world-jumping criminal using stolen technology to loot Yrth’s treasures. Matters were complicated further by the arrival of an ISWAT team pursuing the world-jumper. When the dust had settled, two of the agents owed their lives to the little thief . . . but he knew too much. They couldn’t just let him go. So they recruited him. After all, a good teleport is hard to find. As for Dai, he was ready for new challenges . . .

POINTS SUMMARY Attributes/Secondary Characteristics [ 158 ] Advantages/Perks/TL/Languages/ Cultural Familiarity [ 100 ] Disadvantages/Quirks [ -55 ] Skills/Techniques [ 47 ] Other [ ]

310 ICONIC CHARACTERS Name ______Dai Blackthorn Player ______Point Total ______250 Ht ______5’6” Wt ______115 lbs. Size Modifier ______0 Age ______32 Unspent Pts ______Appearance ______Very average with an honest face CHARACTER SHEET CURRENT Languages Spoken Written ST 8[ -20 ] HP 10[ 4 ] ______Anglish (Native) [ 0 ] ______English (Accented) [ 4 ] ______[ ] DX 15[ 100 ] WILL 12[ 0 ] ______[ ] ______[ ] 15 15 DR TL: ______80 [ ] IQ 12[ 40 ] PER [ ] Cultural Familiarities CURRENT 0 ______Homeline [ 1 ] 12 20 10 -6 ______Yrth [ 0 ] HT [ ] FP [ ] ______[ ]

BASIC LIFT (ST × ST)/5 ______13 DAMAGE Thr ______1d-3 Sw ______1d-2 PARRY Reaction Modifiers BASIC SPEED ______75 [ ] BASIC MOVE ______70 [ ] Appearance ______ENCUMBRANCE MOVE DODGE 10 Status ______None (0) = BL _____13 BM × 1 _____7 Dodge _____10 Reputation +2/-2______from naive/experienced Light (1) = 2 × BL _____26 BM × 0.8 _____5 Dodge -1 _____9 BLOCK ______people (Overconfidence) Medium (2) = 3 × BL _____39 BM × 0.6 _____4 Dodge -2 _____8 ______+2 in dangerous situations, if Sense of Heavy (3) = 6 × BL _____78 BM × 0.4 _____2 Dodge -3 _____7 — ______Duty is known X-Heavy (4) = 10 × BL _____130 BM × 0.2 _____1 Dodge -4 _____6 ______ADVANTAGES AND PERKS SKILLS Absolute Direction [ 5 ] Name Level Relative Level Danger Sense (ESP, -10%) [ 14 ] Acrobatics 15* DX+0 [ 2 ] Flexibility [ 5 ] Body Sense 16† DX+1[ 1 ] Honest Face [ 1 ] Climbing 18*‡ DX+3 [ 1 ] Legal Enforcement Powers [ 15 ] Escape 16‡ DX+1 [ 1 ] Perfect Balance [ 15 ] Fast-Draw (Knife) 15 DX+0 [ 1 ] Warp (Psionic Teleportation, -10%; Fast-Talk 12 IQ+0 [ 2 ] Range Limit: 10 yards, -50%) [ 40 ] Filch 14 DX-1 [ 1 ] Guns/TL8 (Pistol) 15 DX+0 [ 1 ] Holdout 12 IQ+0 [ 2 ] Knife 17 DX+2 [ 4 ] Lockpicking/TL8 15 IQ+3 [ 12 ] DISADVANTAGES AND QUIRKS Observation 15 Per+0 [ 2 ] Duty (To ISWAT; 15 or less; Pickpocket 15 DX+0 [ 4 ] Extremely Hazardous) [ -20 ] Shortsword 15 DX+0 [ 2 ] Light Sleeper [ -5 ] Stealth 16 DX+1 [ 4 ] Overconfidence (12) [ -5 ] Streetwise 12 IQ+0 [ 2 ] Sense of Duty (To his squad) [ -5 ] Thrown Weapon (Knife) 17 DX+2 [ 4 ] Wealth (Poor) [ -15 ] Urban Survival 14 Per-1 [ 1 ]

Dislikes deep water [ -1 ] * +1 for Perfect Balance Loves high places [ -1 ] † +3 for Absolute Direction No drugs or alcohol [ -1 ] ‡ +3 for Flexibility Sensitive about his height [ -1 ] Showoff [ -1 ]

ICONIC CHARACTERS 311 HAUT-CORNET LOUIS D’ANTARES When the armies of the Han war- With a few picked men, d’Antares had meant to murder, and then proved lords conquered Europe a century tracked the Voice to a hidden fastness their cowardice by engaging him three ago, the court of France (and the in the Gobi Desert, in the center of the on one. From their boasts as the battle other, lesser, courts of Christendom) Han domains. They managed to infil- began, and then their dying defiance, removed to the new worlds: Mars, trate the fortress – but inside, they were Louis learned the truth. He had been Venus, and the Americas. King Louis discovered, and Louis was separated cast aside by the King himself; the XXV reigns from Haut-Paris, on the from his men in a running battle. intrigues of the court, combined with banks of the Martian Grand Canal; his After some time, Louis heard a the power offered by the otherworldly cousins and relations rule the other familiar voice call his name. He Voice, had destroyed the France he provinces across the three worlds. looked over a balcony to see an amaz- knew. To the new order, a man of This far-flung Realm is knit together ing sight. Three of his men had just honor was a threat to be crushed. by the Jansenist Order, founded by greeted . . . Louis himself? The other None of which explained the slain disciples of Cornelius Jansen, the Louis, clad in the uniform of an double! Louis, despairing, donned the Bishop of Ypres who discovered “the enemy guard, looked at them in obvi- double’s uniform and set out to sell his methods of Necessary Grace” – psy- ous surprise but made no hostile move life dearly against the foes of France chic healing and psychokinesis – and . . . yet one of the guardsmen stepped that was. It was clear that some third published them posthumously in behind him, laughed, and ran the force was also attacking the citadel, 1638. The Order helps guide and other Louis through the back with his and Louis did no little damage in the develop inventions, from the steam- force sword. And what the guardsmen confusion . . . but eventually, one man car to the crystalwave communicator said to his dying double, as Louis against a fortress, he fell. to the Pascal Drive that propels space watched in amazement, turned his He awakened in a hospital bed, frigates between the three planets. It blood first cold with shock and then under the care of doctors who called also trains the royal guards – the only hot with rage. him “Louis” . . . but everything else ones permitted to wield the deadly Louis sprang over the balcony to was strange. Eventually much became force sword – in the disciplines of confront the three traitors. They clear. Through fate or strange coinci- Necessary Grace while attempting stared slack-jawed at the man they dence, Louis had had a double in the (with some occasional success) to crossworld guardsmen called the “I- instill in them morality and Cops.” They had sacked the cita- respect for righteousness. del of the Voice and then brought One such occasional success, him back to their base, thinking Haut-Cornet Louis d’Antares of he was their comrade. Louis was Her Majesty’s Martian Guards, a willing font of information while on patrol in the Tharsis about his world and the Voice . . . Mountains, uncovered a ring of but he also knew far too much to slave traders protected by a pow- be allowed back to his home. erful count. As he investigated But it transpired that Louis further, he discovered that the had no desire to return to his count was the tool of a hidden world, which his rescuers called figure of vast power, known only “Cyrano.” His King’s betrayal had as the Voice of the Phantom, with released him from his oaths. dark plans of conquest. Louis was no threat to the Secret . . . he was deeply convinced that contact with other worlds was, for now, the worst thing that could happen to what remained POINTS SUMMARY of his own land. Instead, he Attributes/Secondary Characteristics [ 129 ] begged to be allowed to put his Advantages/Perks/TL/Languages/ considerable talents at the dispos- Cultural Familiarity [ 156 ] al of ISWAT. Some day, wiser and with strong allies, he may be able Disadvantages/Quirks [ -83 ] to free his beloved France. For Skills/Techniques [ 48 ] now, with a thin smile and a Other [ ] steely eye, he fights crosstime evil wherever it appears.

312 ICONIC CHARACTERS Name ______Louis d’Antares Player ______Point Total ______250 Ht ______6’ Wt ______145 lbs. Size Modifier ______0 Age ______29 Unspent Pts ______Appearance ______Dashingly handsome and very well-dressed CHARACTER SHEET CURRENT Languages Spoken Written ST 10[ 0 ] HP 12[ 4 ] ______French (Native) [ 0 ] ______English (Accented) [ 4 ] ______Latin (Accented) [ 4 ] DX 14[ 80 ] WILL 12[ 5 ] ______[ ] ______[ ] 11 0 DR TL: ______(5+4) [ 5 ] IQ 11[ 20 ] PER [ ] Cultural Familiarities CURRENT 0 ______Homeline [ 1 ] 12 20 12 0 ______France Outremonde [ 0 ] HT [ ] FP [ ] ______[ ]

BASIC LIFT (ST × ST)/5 ______20 DAMAGE Thr ______1d-2 Sw ______1d PARRY Reaction Modifiers BASIC SPEED ______6.5 [ 0 ] BASIC MOVE ______6 [ 0 ] 12* Appearance +2/+4______from women/men (Handsome) ENCUMBRANCE MOVE DODGE* (Force Sword) Status ______+2 at all times for Charisma! , +1 when None (0) = BL _____20 BM × 1 _____6 Dodge _____10 ______dressed up (Fashion Sense), +2 from con artists, Light (1) = 2 × BL _____40 BM × 0.8 _____4 Dodge -1 _____9 BLOCK ______politicians, etc. (Smooth Operator), +2/-2 from Medium (2) = 3 × BL _____60 BM × 0.6 _____3 Dodge -2 _____8 ______naïve/experienced people (Overconfidence) Heavy (3) = 6 × BL _____120 BM × 0.4 _____2 Dodge -3 _____7 — ______X-Heavy (4) = 10 × BL _____200 BM × 0.2 _____1 Dodge -4 _____6 ______ADVANTAGES AND PERKS SKILLS Alcohol Tolerance [ 1 ] Name Level Relative Level Appearance (Handsome) [ 12 ] Acrobatics 12 DX-2 [ 1 ] Charisma 2 [ 10 ] Autohypnosis 10 Will-2 [ 1 ] Combat Reflexes [ 15 ] Beam Weapons/ [ ] Danger Sense [ 15 ] TL(5+4) (Pistol) 14 DX+0 1 Connoisseur (Fashion) 11 IQ+0 [ 2 ] Daredevil [ 15 ] Connoisseur (Wine) 12 IQ+1 [ 4 ] Fashion Sense [ 5 ] Current Affairs Fit [ 5 ] (High Culture) 12 IQ+1 [ 2 ] Legal Enforcement Powers [ 15 ] Current Affairs (People) 11 IQ+0 [ 1 ] Metabolism Control 1 [ 5 ] Dancing 13 DX-1 [ 1 ] PK Talent 1 [ 5 ] Fast-Draw (Force Sword) 16* DX+2 [ 2 ] Talent (Smooth Operator) 2 [ 30 ] Force Sword 17 DX+3 [ 12 ] Telekinesis 2 (PK, -10%) [ 9 ] Gambling 10 IQ-1 [ 1 ] DISADVANTAGES AND QUIRKS Guns/TL(5+4) (Pistol) 14 DX+0 [ 1 ] Code of Honor (Gentleman’s) [ -10 ] Hobby Skill Compulsive Gambling (12) [ -5 ] (Martian Orchids) 11 IQ+0 [ 1 ] Leadership 15†‡ IQ+4 [ 2 ] Duty (To ISWAT; 15 or less; Musical Instrument Extremely Hazardous) [ -20 ] (Harpsichord) 9 IQ-2 [ 1 ] Extra Sleep 3 [ -6 ] Rapier 14 DX+0 [ 2 ] Gregarious [ -10 ] Riding (Hadrosaur) 13 DX-1 [ 1 ] Insomniac (Mild) [ -10 ] Savoir-Faire (High Society) 15† IQ+4 [ 4 ] Overconfidence (9) [ -7 ] Sex Appeal 17†§ HT+5 [ 1 ] Phobia (Ailurophobia) (6) [ -10 ] Survival (Desert) 11 Per+0 [ 2 ] Tactics 10 IQ-1 [ 2 ] Always drinks the best wine available [ -1 ] Considers psionics ungentlemanly [ -1 ] Techniques Devoutly believes in monarchy [ -1 ] Feint (Force Sword) 19 [ 3 ] Flashy dresser (-1 to Disguise and Shadowing, * +1 from Combat Reflexes +1 to attempts to identify or follow him)[ -1 ] † +2 from Smooth Operator Wears his old Guards uniform, or a duplicate, ‡ +2 from Charisma whenever it’s not obviously stupid to do so![ -1 ] § +4 from Handsome ICONIC CHARACTERS 313 PROFESSOR WILLIAM HEADLEY Dr. William Headley was a promi- the crimes he investigated fit a pat- After V-E Day, Headley managed to nent parapsychologist at Columbia tern, one Headley had begun to asso- obtain much of the SS library from University. He labored to separate the ciate with a vile German cult, tied to their cult center at Wewelsburg. These myths and lore of primitive man from the Nazi SS, who worshiped the books told him of another world, a the rational truth being uncovered by Ancient Ones. With the occasional parallel Earth where the Ancient Ones modern experimentation. But, in “off-duty” FBI agent, one or two stu- had reigned and departed, leaving 1933, he discovered that his beloved dents, and a few trusted professional vital clues to their nature and weak- scientific truths pointed to beings colleagues, Headley built a team of ness. Using spells from these gri- from primordial eras and unholy investigators who peeled back the skin moires, Headley opened a gateway to stars, beings that existed to ravage and of the onion, exposing layer after layer this devastated Earth, and stepped kill not just mankind but the Earth of the cult’s activities and burning through to investigate the spoor of his itself. He dedicated himself to an them out where they could. In 1941, hated foes. Much to his surprise, he unceasing war against these horrors, he joined the OSS, working to stop discovered a team of explorers from these Things Man Was Not Meant To Hitler — and the Cosmic Entities his yet another Earth (one they called Know. Slowly, he accumulated knowl- minions served — from conquering “Homeline”), attempting to determine edge from the outer places of the the world. what had destroyed this one (which world, from Spitsbergen to the they called “Taft-7”). They Belgian Congo to the mean streets were as surprised to of Brooklyn’s Red Hook district. see him as he was to He obtained tomes bound in see them, but fool- mysterious leathers, and written ishly disregarded his in nonhuman scripts; in dreams warnings about the and sorceries he gradually deci- Ancient Ones’ cities, phered their secrets. He and the danger that mastered many of the conven- still remained from tional magical arts, from Tarot their abandoned divination to crystal-gazing, and servitors. When the collected artifacts of subtle and Things attacked that terrifying nature. night, most of the His slow mastery of forbid- explorers died horri- den lore allowed him to defeat bly — and the two the Things’ minions here and survivors fled back there, and incidentally to clear to their own world up a number of other unpleas- raving in madness. ant supernatural occurrences. Only Headley real- He began to get a reputation for ized that their flight solving seemingly motiveless had opened a path to crimes with his “unique insights their own world for into abnormal psychology.” The the Things that had New York Police Department been trapped on this came to rely on him for assis- hellish Earth. tance with “the weird stuff” and He had to follow the FBI called him in once or the explorers and twice to help out — unofficially, warn their comrades you understand. Every so often that unimaginable terror would soon descend upon them. Once more, he con- POINTS SUMMARY structed a gateway to Attributes/Secondary Characteristics [ 124 ] cross the worlds, Advantages/Perks/TL/Languages/ hoping against hope that his warning Cultural Familiarity [ ] 82 would be believed Disadvantages/Quirks [ -90 ] and acted on before Skills/Techniques [ 48 ] “Homeline” went the Other [ 36 ] way of Taft-7.

314 ICONIC CHARACTERS Name ______Prof. William Headley Player ______Point Total ______200 Ht ______5’8” Wt ______165 lbs. Size Modifier ______0 Age ______43 Unspent Pts ______Appearance ______Bespectacled and academic-looking, with a magical walking stick CHARACTER SHEET CURRENT Languages Spoken Written ______Ancient Egyptian (Accented) [2* ] ST 9[ -10 ] HP 90[ ] ______Arabic (Accented) [2* ] ______German (Accented) [2* ] 17 5 ______English (Native) [ 0 ] DX 10[ 0 ] WILL [ ] ______Latin (Native) [4* ] DR TL: ______7- [ 5 ] IQ 16[ 120 ] PER 15[ -5 ] Cultural Familiarities CURRENT 0 ______Western [ 0 ] ______Homeline [ 1 ] 11 10 14 9 HT [ ] FP [ ] PARRY Reaction Modifiers Appearance ______BASIC LIFT (ST × ST)/5 ______16 DAMAGE Thr ______1d-2 Sw ______1d-1 — Status ______+1 from patients, past and present BASIC SPEED ______5-5 [ ] BASIC MOVE ______50 [ ] ______(Healer), -2 from those who realize he ENCUMBRANCE MOVE DODGE BLOCK ______is a Weirdness Magnet, None (0) = BL _____16 BM × 1 _____5 Dodge _____8 ______-1 reaction from especially touchy Light (1) = 2 × BL _____32 BM × 0.8 _____4 Dodge -1 _____7 — ______Germans (quirk) Medium (2) = 3 × BL _____48 BM × 0.6 _____3 Dodge -2 _____6 ______Heavy (3) = 6 × BL _____96 BM × 0.4 _____2 Dodge -3 _____5 SKILLS X-Heavy (4) = 10 × BL _____160 BM × 0.2 _____1 Dodge -4 _____4 Name Level Relative Level Anthropology 14 IQ-2 [ 1 ] ADVANTAGES AND PERKS Biology/TL7 Language Talent [ 10 ] (Earthlike, Biochemistry) 14 IQ-2 [ 1 ] Criminology/TL7 16 IQ+0 [ 2 ] Legal Enforcement Powers [ 15 ] Detect Lies 14 Per-1 [ 2 ] Ritual Magery 1 [ 15 ] Diagnosis/TL7 15† IQ-1 [ 1 ] [ ] Dreaming 17 Will+0 [ 4 ] Signature Gear (Magic staff) 1 Exorcism 15 Will-2 [ 1 ] Talent (Healer) 1 [ 10 ] Expert Skill (Psionics) 14 IQ-2 [ 1 ] Unfazeable [ 15 ] First Aid 15†‡ IQ-1 [ 0 ] Forensics/TL7 14 IQ-2 [ 1 ] Wealth (Comfortable) [ 10 ] Guns/TL7 (Pistol) 12 DX+2 [ 4 ] Hidden Lore (Things Man Was Not Meant To Know) 15 IQ-1 [ 1 ] Hypnotism 14 IQ-2 [ 1 ] DISADVANTAGES AND QUIRKS Literature 14 IQ-2 [ 1 ] Mental Strength 17 Will+0 [ 1 ] Bad Sight (Nearsighted; Mitigator: Occultism 17 IQ+1 [ 4 ] Eyeglasses, -60%) [ -10 ] Pharmacy/TL7 (Synthetic) 15† IQ-1 [ 1 ] Duty (To ISWAT; 15 or less; Physician/TL7 15† IQ-1 [ 1 ] Psychology 15† IQ-1 [ 1 ] Extremely Hazardous) [ -20 ] Public Speaking 15 IQ-1 [ 1 ] Fanaticism (Destroy all Things Man Was Research/TL7 17 IQ+1 [ 4 ] Ritual Magic (Hermetic) 17§ IQ+1 [ 8 ] Not Meant To Know; Extreme) [ -15 ] Savoir-Faire (Police) 16 IQ+0 [ 1 ] Guilt Complex [ -5 ] Symbol Drawing (Hermetic Sigils) 14 IQ-2 [ 1 ] [ ] Teaching 15 IQ-1 [ 1 ] Insomniac (Severe) -15 Thaumatology 14§ IQ-2 [ 1 ] Nightmares (12) [ -5 ] Theology (Satanism) 14 IQ-2 [ 1 ] Weirdness Magnet [ -15 ] Writing 15 IQ-1 [ 1 ] Ritual Paths Path of Communication and Empathy 16§ IQ+0 [ 4 ] Bad knee [ -1 ] Path of Gate 17§ IQ+1 [ 8 ] Bibliophile [ -1 ] Path of Necromancy 14§ IQ-2 [ 1 ] Distrusts Germans (-1 reaction from Ritual Spells [ ] Banish 9§ [ 6 ] especially touchy Germans) -1 Planar Summons 11§ [ 5 ] Makes decisions by consulting Plane Shift 11§ [ 6 ] the tarot (Compulsion) [ -1 ] Sense Emotion 16§ [ 2 ] Sense Spirit 14§ [ 2 ] Pipe smoker (0-point Addiction to Tobacco)[ -1 ] Truthsayer 15§ [ 2 ] * Cost modified for Language Talent † +1 from Healer ‡ Default from Physician § +1 from Magery ICONIC CHARACTERS 315 IOTHA On the world where Iotha was born, giants. Elves she greeted, orcs she things, only a gray cloud that made the forests were tall and old, and with- hunted, dwarves she bargained with, freedom lies, and music discordant, in them walked the elves, her people. and giants she slew. As she journeyed and passion furtive. The huntsmen and Being elves, they knew that there were farther though, she found more and warriors of this world had – as they felt doorways between the worlds, and they more of the worlds contained men, of – moved beyond the bow to mecha- taught her how to know those door- whom she had heard stories but had nisms of subtle device that, once ways and their uses. Although she never seen. They were as fascinating as understood, had their own deadly never learned to open the doors of the songs her mother sang her as a girl, beauty. So she learned the rifle, and the shadow and shift, she learned to spot every one of them a Tamlin or a laser sight, and the ways of the hunt in the gateways and trackpaths left by Thomas the Rhymer to her eager eyes. the City of the Wall. She hunted the those who did. On her 400th birthday, Although among the elves she was gray men from the other side of the then, she packed up a good longbow of counted plain, the men seemed to wall, and gained a reputation in her yew, and a lyre, and one or two secret delight in her as much as she did them, new world as a deadly assassin. The things of her own, and set out upon her and once or twice she put off her trav- greatest sniper from the other side of Time of Wandering. els to dally with one for the traditional the wall marked her as his own, and For the first few decades, she mere- year and a day. they tracked each other through the ly found doors and roads to other Even among her own folk, Iotha cities and across the barbed wire bor- worlds much like her own, with their had been a master archer. In the worlds ders and into fields and frozen forests. own elves and orcs and dwarves and of men she was matchless at butt or Finally, in the Black Forest, she killed target, on hunt or in bat- him and took his weapon as her trophy, tle; she gained a repu- for it was made on the Moon by the tation on any world gray men, and weighed even less than where she stayed for her bow. long. Legends, and a It was much later, in a world of religion or two, grew steaming jungle and glittering plains, up around the tall when Iotha found her destiny. For a maid who never decade and a half she had been seemed to age and journeying among the human clans, whose arrows never helping them defeat the winged terrors missed their mark. that preyed on their children. At first But always Iotha Iotha stood them off in desperate moved on, giving defenses . . . then she defeated them in each world a verse in pitched battles . . . and finally she took the song she would the battle to their fetid eyries and slew someday sing to her the last of them with her gleaming own people. shafts. In a world of con- And at the festival of celebration, a crete, glass, and woman who looked like any other clan- steel, she came to mother drew her aside and said “That live in a city split by was very well done. There are others a great wall. On one who need your help now. Would you side was freedom, like to hear more?” and music, and pas- sion. On the other Elf was none of these 70 points Attribute Modifiers: ST -1 [-10]; HT +1 [10]. Secondary Characteristic Modifiers: POINTS SUMMARY Per +1 [5]. Attributes/Secondary Characteristics [ 115 ] Advantages: Appearance (Attractive) Advantages/Perks/TL/Languages/ [4]; Language Talent [10]; Magery Cultural Familiarity [ 140 ] 0 [5]; Perfect Balance [15]; Telescopic Vision 1 [5]; Unaging Disadvantages/Quirks [ -49 ] [15]; Voice [10]. Skills/Techniques [ 119 ] Racially Learned Skills: Connoisseur Other [ ] (Natural Environments) (A) IQ-1 [1].

316 ICONIC CHARACTERS Name ______Iotha Player ______Point Total ______325 Ht ______6’1” Wt ______125 lbs. Size Modifier ______0 Age ______453 Unspent Pts ______Appearance ______Tall, slender, and attractive, with ash-blonde hair with green highlights CHARACTER SHEET CURRENT Languages Spoken Written ST 90[ ] HP 90[ ] ______Elvish (Native) [ 0 ] ______English (Native) [4* ] ______Russian (Native) [4* ] DX 13[ 60 ] WILL 12[ 0 ] ______[ ] ______[ ] 14 5 DR TL: ______80 [ ] IQ 12[ 40 ] PER [ ] Cultural Familiarities CURRENT 0 ______Elvish [ 0 ] 11 0 11 0 ______Homeline [ 1 ] HT [ ] FP [ ] ______[ ]

BASIC LIFT (ST × ST)/5 ______16 DAMAGE Thr ______1d-2 Sw ______1d-1 PARRY Reaction Modifiers BASIC SPEED ______60 [ ] BASIC MOVE ______810 [ ] — Appearance ______+1 for Attractive appearance ENCUMBRANCE MOVE DODGE Status ______+2 from those who can hear her None (0) = BL _____16 BM × 1 _____8 Dodge _____9 ______voice (Voice), +1 from explorers and Light (1) = 2 × BL _____32 BM × 0.8 _____6 Dodge -1 _____8 BLOCK ______nature lovers (Outdoorsman) Medium (2) = 3 × BL _____48 BM × 0.6 _____4 Dodge -2 _____7 ______Heavy (3) = 6 × BL _____96 BM × 0.4 _____3 Dodge -3 _____6 — ______X-Heavy (4) = 10 × BL _____160 BM × 0.2 _____1 Dodge -4 _____5 ______ADVANTAGES AND PERKS SKILLS Acute Vision 3 [ 6 ] Name Level Relative Level Detect (Extradimensional Phenomena) [ 10 ] Bow 21 DX+8 [ 32 ] Elf [ 70 ] Camouflage 15† IQ+3 [ 4 ] [ ] Legal Enforcement Powers [ 15 ] Climbing 13§ DX+0 1 Crossbow 13 DX+0 [ 1 ] Talent (Outdoorsman) 1 [ 10 ] Fast-Draw (Arrow) 16 DX+3 [ 8 ] Weapon Master (Bow) [ 20 ] Guns/TL8 (Rifle) 16 DX+3 [ 8 ] Hiking 13 HT+2 [ 8 ] DISADVANTAGES AND QUIRKS Meditation 12 Will+0 [ 4 ] Musical Instrument (Lyre) 13 IQ+1 [ 8 ] Duty (To ISWAT; 15 or less; Naturalist 14† IQ+2 [ 8 ] Extremely Hazardous) [ -20 ] Poetry 11 IQ-1 [ 1 ] Jealousy [ -10 ] Riding (Horse) 13 DX+0 [ 2 ] Supernatural Feature (Hair turns dark green Running 14 HT+3 [ 12 ] in strong sunlight) [ -5 ] Shadowing 11 IQ-1 [ 1 ] Vow (Always keeps her word, once given) [ -10 ] Singing 13‡ HT+2 [ 1 ] Stealth 15 DX+2 [ 8 ] Dislikes hawthorn [ -1 ] Survival (Woodlands) 14† Per+0 [ 1 ] Dislikes iron [ -1 ] Throwing 13 DX+0 [ 2 ] Tracking 14† Per+0 [ 1 ] Intolerant of orcs and dwarves [ -1 ] Zen Archery 12 IQ+0 [ 8 ] Practices faerie etiquette (Minor Code of Honor)[ -1 ]

* Cost reduced by Language Talent (see Elf template) † Includes +1 from Outdoorsman ‡ Includes +2 from Voice (see Elf template) § Includes +1 from Perfect Balance (see Elf template)

ICONIC CHARACTERS 317 SORA Manila exists in many worlds. In zaibatsu, the underground, or whoev- Crooks, and was taken from behind by some worlds, its masters speak Japan- er else could pay her increasing fees. a dart. Still conscious, she was bun- ese; in others Russian; in others Though she was no computer whiz, dled into a machine that looked on the Spanish or English. But in every she also managed a surprising num- inside like a bus . . . and then out Manila, the real bosses hide in the ber of successful hacks through again, without going anywhere. She stark tropical shadows. They are the “social engineering,” dumpster diving, was thrown into a crude cell. It would Triads, interlocking networks of crimi- and good old- fashioned breaking and have held most people, but not the nal gangs with a finger in everything entering. As a Triad-hunting vigilante, daughter of the Esclamados, not a stu- from traditional thuggery and kidnap- she slowly earned the trust of Manila’s dent of Inosanto. She fled the ware- ping to high-tech organlegging and small shopkeepers and churches; as a house . . . but found herself in another holopiracy. corporate agent, she gained contacts Manila, where everything was the In one Manila, the local Triads among the wealthy and powerful. same yet different . . . in this one, needed a powerful computer system to One trail led to a suspiciously lucra- America had won the Pacific War! But use as an illegal data haven – and a rel- tive warehouse operation in the here, too, the Triads were the bosses. atively innocuous place to store it. Quiapo district. Sora set up a surveil- Sora made a place for herself in this They chose a local circus, setting their lance pattern, rigorously tracking who strange Manila’s underworld and comp up, seemingly, for holographic entered and who left – and discovered resumed her watching. Soon she real- set projections. Anyone who asked too that some people entered the ware- ized that the Triads of her world and many questions . . . well, they just dis- house and did not leave for days, or this one were cooperating, and that the appeared into those tropical shadows. even weeks! But some of those who warehouse was the gateway. Well, fine Two of those who disappeared were entered and left were Triad kingpins. . . . if that was their scheme, she’d the circus’ headlining acrobats, the Clearly, though, this was the front destroy it. And them. husband-and-wife team who anchored for a very secret smuggling operation. A mid-level Triad was strangled the Esclamado Family troupe. Their It was time for direct action. She from behind in a gambling den. Sora bodies turned up in the city dump, din- broke in, slew more than a dozen now had a warehouse key. Soon she ner for rats and gulls. Sora, their mooks and three Very Important knew the place better than its masters. daughter, and a rising star of the show, Sora learned that the vanished as well . . . hiding in Manila’s “bus” she had ridden urban maze, avoiding every eye, living in was a “conveyor,” a by petty theft and trickery. Somehow – shuttle between the she doesn’t speak of it – she came to worlds, and the only the attention of the legendary Guro one the Triads had. Dan Inosanto, master of the deadly One night she broke Filipino martial arts of escrima and a guard’s neck, kali. He recognized her potential, and walked into the con- took her in as pupil and ward. He kept veyor, ripped the her from the sight of the Triads, and improvised cover off taught her to combine her rage, her the red Panic button, alertness, and her acrobatics into a and hit it. fluid system of death and life. Ten seconds later, Sora could not stay under his wing on yet another world, forever, though. She had to hunt down she was telling her and kill the Triad bosses who had story in broken murdered her parents. She worked English. A month in the meantime for other gangs, after that, she was in the first wave of the I- Cops team that visit- ed her original world POINTS SUMMARY to take out “her” Attributes/Secondary Characteristics [ 215 ] Triads for good. Advantages/Perks/TL/Languages/ And when the operation was over, Cultural Familiarity [ 99 ] Infinity had a choice: Disadvantages/Quirks [ -65 ] either send her to Skills/Techniques [ 86 ] Coventry or offer her Other [ ] a job. And Sora was too good to waste.

318 ICONIC CHARACTERS Name ______Sora Player ______Point Total ______335 Ht ______5’2” Wt ______130 lbs. Size Modifier ______0 Age ______23 Unspent Pts ______Appearance ______Compact and athletic Filipina CHARACTER SHEET CURRENT Languages Spoken Written ST 12[ 20 ] HP 12[ 0 ] ______Chinese (Broken) [ 2 ] ______English (Broken) [ 2 ] ______Japanese (Accented) [ 4 ] DX 16[ 120 ] WILL 13[ 0 ] ______Tagalog (Native) [ 0 ] ______[ ] 12 -5 DR TL: ______80 [ ] IQ 13[ 60 ] PER [ ] Cultural Familiarities CURRENT 0 ______East Asian [ 0 ] HT 11[ 10 ] FP 11[ 0 ] PARRY ______Homeline [ 1 ] Reaction Modifiers × 12* BASIC LIFT (ST ST)/5 ______29 DAMAGE Thr ______1d-1 Sw ______1d+2 (Judo or Karate) Appearance ______BASIC SPEED ______75 [ ] BASIC MOVE ______85 [ ] Status ______BLOCK -1 from those who notice her ENCUMBRANCE MOVE DODGE* ______Delusion ______None (0) = BL _____29 BM × 1 _____8 Dodge _____11 — Light (1) = 2 × BL _____58 BM × 0.8 _____6 Dodge -1 _____10 SKILLS Medium (2) = 3 × BL _____87 BM × 0.6 _____4 Dodge -2 _____9 Name Level Relative Level Heavy (3) = 6 × BL _____174 BM × 0.4 _____3 Dodge -3 _____8 Acrobatics 17† DX+1 [ 4 ] Area Knowledge (Manila) 14 IQ+1 [ 2 ] X-Heavy (4) = 10 × BL _____290 BM × 0.2 _____1 Dodge -4 _____7 Broadsword 15 DX-1 [ 1 ] Climbing 17† DX+1 [ 2 ] ADVANTAGES AND PERKS Computer Hacking/TL8 11 IQ-2 [ 2 ] Computer Programming/TL8 11 IQ-2 [ 1 ] Catfall [ 10 ] Fast-Draw (Knife) 17* DX+1 [ 1 ] Fast-Draw Combat Reflexes [ 15 ] (Small Thrown Weapon) 17* DX+1 [ 1 ] Fit [ 5 ] Fast-Draw (Tonfa) 17* DX+1 [ 1 ] Fast-Talk 13 IQ+0 [ 2 ] Legal Enforcement Powers [ 15 ] Filch 15 DX-1 [ 1 ] Garrote 16 DX+0 [ 1 ] Perfect Balance [ 15 ] Holdout 12 IQ-1 [ 1 ] Judo 16 DX+0 [ 4 ] Trained by a Master [ 30 ] Jumping 16 DX+0 [ 1 ] Karate 16 DX+0 [ 4 ] Knife 16 DX+0 [ 1 ] DISADVANTAGES AND QUIRKS Lockpicking/TL8 15 IQ+2 [ 8 ] Makeup/TL8 13 IQ+0 [ 1 ] Main-Gauche 16 DX+0 [ 2 ] Observation 11 Per-1 [ 1 ] Code of Honor (Professional) [ -5 ] Performance 12 IQ-1 [ 1 ] Photography/TL8 12 IQ-1 [ 1 ] Delusion (“My mother is an angel in Pickpocket 14 DX-2 [ 1 ] Heaven watching over me”) [ -5 ] Search 11 Per-1 [ 1 ] Shadowing 13 IQ+0 [ 2 ] Duty (To ISWAT; 15 or less; Smallsword 17 DX+1 [ 4 ] Stealth 15 DX-1 [ 1 ] Extremely Hazardous) [ -20 ] Streetwise 13 IQ+0 [ 2 ] Throwing Art 15 DX-1 [ 2 ] Enemy (Large group: Manila Triads; Tonfa 15 DX-1 [ 1 ] Hunter; 6 or less) [ -15 ] Traps/TL8 12 IQ-1 [ 1 ] Urban Survival 11 Per-1 [ 1 ] Light Sleeper [ -5 ] Techniques Pacifism (Cannot Harm Innocents) [ -10 ] Arm Lock 17 [ 1 ] Back Kick 13 [ 2 ] Choke Hold 15 [ 2 ] Careful [ -1 ] Disarming (Smallsword) 18 [ 2 ] Dual-Weapon Attack (Smallsword) 15 [ 3 ] Devout Roman Catholic (reacts at +1 to Elbow Strike 15 [ 1 ] Jump Kick 14 [ 3 ] Catholic clergy, tithes, attends church regularly)[ -1 ] Knee Strike 16 [ 1 ] Off-Hand Weapon Training (Smallsword) 16 [ 4 ] Dislikes wide-open spaces [ -1 ] Rope Up 17† [ 2 ] Uncongenial [ -1 ] Scaling 15† [ 2 ] Sweeping Kick 15 [ 3 ] Vow (“Never reject a challenge to single combat”)[ -1 ] * Includes +1 for Combat Reflexes. † Includes +1 for Perfect Balance. ICONIC CHARACTERS 319 BARON JANOS TELKOZEP Born in Castle Telkozep, Hungary in European politics. Recognizing earlier enemies – and one of them dwelt on 1571, the year of the great victory at than most nobles that the wave of the another Earth, where the Countess’ Lepanto, Janos Telkozep succeeded to future would be in banks and trading- reach could not so easily extend. the barony when his father died fight- houses, rather than acres of barley or Telkozep put all his liquid wealth into ing the Turks in 1589. At a glittering ransomed Turkish generals, the Baron portable assets and waited for an open- Twelfth Night feast at Castle Bathori a taught himself the new intricacies of ing. In 1989, he walked through a few years later, the young Baron retired ducats and marks, pounds and roubles. megalithic barrow under a full moon, to the chambers of the beautiful, wid- By the 19th century, he had steadily and into another Earth. He flitted from owed Countess Bathori. To his shock enriched himself through six or seven timeline to timeline, through gateways (though not entirely, it must be admit- wars, three changes of dynasty, and marked in an ancient codex he had ted, to his surprise) he discovered the two vampire panics. During the latter, purchased from the bankrupt National next morning that she had transformed he often acquired the estates of the Museum of Budapest, until he was sure him into a vampire. Telkozep’s family condemned at knock-down prices, feel- he had eluded the Cabal. He then set connections kept him out of trouble ing no guilt at profiting from the deaths out to attract the attention of outtimers when the King of Hungary eventually of vampires more foolish and rash than like himself, with clever advertisements tried the Countess for murder and himself. Slowly, he began to accumu- in the papers and subtle manipulations imprisoned her in a distant castle with- late vampiric foes – the great Pavane of key stocks. When the Infinity Patrol out food or light, but he learned from des Vampires in Paris declared him knocked on his office door, he was able her example. She had allowed her vam- anathema, and others tried to stalk or to present them (and eventually ISWAT, piric appetites to corrupt her judge- betray him in their turn. who took over once they realized what ment, and that, Telkozep vowed, would He studied the occult, seeking new they had) with an attractive offer – never be his fate. weapons against his fellows, and employment as their star vampire (and Over the next two centuries, the learned that his ancient lover, the financial expert) in exchange for Baron repeatedly “died” and took over Countess Bathori, had somehow protection from the Cabal. the Castle as his own heir, continuing escaped her prison through sorcerous to ally himself to kings and archbish- means. She had become a Grand Vampire ops, maneuvering ever more gracefully Master of the Cabal, a secret society of 150 points through the byzantine paths of monsters and magi descended from Attribute Modifiers: ST+6 [60]. ancient Egypt, and she offered him Secondary Characteristic Modifiers: sanctuary. Telkozep accepted . . . but HP+4 [8]; Per+3 [15]. she had learned little from her long life. Advantages: Alternate Forms (Bat, During the disasters of the 1940s, her Wolf) [30]; Doesn’t Breathe [20]; rashness nearly destroyed the vampire Dominance [20]; Immunity to brotherhood in the Cabal – and the war Metabolic Hazards [30]; Injury she helped spark did destroy Telkozep’s Tolerance (Unliving) [20]; beloved Hungary. In 1956, he left Insubstantiality (Costs Fatigue, 2 Bathori and the Cabal behind, begin- FP, -10%) [72]; Night Vision 5 [5]; ning 30 years of shadow warfare in Speak With Animals (Wolves and boardrooms and blasted heaths across bats, -60%) [10]; Unaging [15]; Europe and America. Unkillable 2 (Achilles’ Heel: Wood, Although his vampiric powers kept -50%) [50]; Vampiric Bite [30]. him alive, and his fortune kept him Disadvantages: Dependency (Coffin hidden, the Cabal (and his vengeful ex- with soil of homeland; Daily) [-60]; lover the Countess) came ever closer to Divine Curse (Cannot enter destroying him. Telkozep could see the dwelling for first time unless invit- inevitable future; just like the ed) [-10]; Draining (Human Blood; pathetic vampires of the Illegal) [-10]; Dread (Garlic) [-10]; 17th century, he was alone Dread (Religious Symbols; 5 yards) POINTS SUMMARY and friendless, with every [-14]; Dread (Running Water) [-20]; Attributes/Secondary Characteristics [ 220 ] hand against him. A stake Supernatural Features (No Body Advantages/Perks/TL/Languages/ in the night, or the Final Heat*, No Reflection, Pallor*) Dawn, awaited him – Cultural Familiarity [ 369 ] [-16]; Uncontrollable Appetite (12) unless he could change the (Human Blood) [-15]; Unhealing Disadvantages/Quirks [ -120 ] game. Where once he had (Partial) [-20]; Weakness (Sunlight; Skills/Techniques [ 66 ] researched money, and 1d/minute) [-60]. Other [ ] then magic, he now sought Features: Sterile. allies. He discovered that the Cabal had their own * Except after feeding.

320 ICONIC CHARACTERS Name Baron______Janos Telkozep Player ______Point Total ______535 Ht ______5’8” Wt ______197 lbs. Size Modifier ______0 Age ______421 Unspent Pts ______Appearance ______Strongly built and charismatic . . . yet strangely menacing CHARACTER SHEET CURRENT Languages Spoken Written ST 20[ 40 ] HP 24[ 0 ] ______English (Accented) (Native) [ 5 ] ______French (Native) [ 6 ] ______Hungarian (Native) [ 0 ] DX 11[ 20 ] WILL 16[ 5 ] ______Latin (Broken) (Native) [ 4 ] ______Russian (Broken) [ 2 ] 18 0 DR TL: ______80 [ ] IQ 15[ 100 ] PER [ ] Cultural Familiarities CURRENT 0 ______18th-Century Europe [ 0 ] 10 0 10 0 ______Homeline [ 1 ] HT [ ] FP [ ] ______[ ]

BASIC LIFT (ST × ST)/5 ______80 DAMAGE Thr ______2d+2* Sw ______5d-1* PARRY Reaction Modifiers BASIC SPEED ______855 [ ] BASIC MOVE ______8 [ 0 ] 9 Appearance ______ENCUMBRANCE MOVE DODGE (Saber) Status ______+3 at all times for Charisma! None (0) = BL _____80 BM × 1 _____8 Dodge _____11 +3 from those he does business with (Business Acumen), -5 from those who notice his × 160 × 6 10 BLOCK Light (1) = 2 BL _____ BM 0.8 _____ Dodge -1 _____ Supernatural Features, -4 from animals Medium (2) = 3 × BL _____240 BM × 0.6 _____4 Dodge -2 _____9 (Frightens Animals), -1 from past victims and Heavy (3) = 6 × BL _____480 BM × 0.4 _____3 Dodge -3 _____8 — those with Empathy (Callous), -1 reaction from X-Heavy (4) = 10 × BL _____800 BM × 0.2 _____1 Dodge -4 _____7 patriotic Turks and Romanians (quirk) ADVANTAGES AND PERKS SKILLS Charisma 3 [ 15 ] Name Level Relative Level Independent Income 10 [ 10 ] Administration 17† IQ+2 [ 1 ] Legal Enforcement Powers [ 15 ] Area Knowledge (Hungary) 15 IQ+0 [ 1 ] Mind Control [ 50 ] Body Language 17 Per-1 [ 1 ] Striking ST 5 [ 25 ] Brawling 12 DX+1 [ 2 ] Talent (Business Acumen) 3 [ 30 ] Connoisseur (Visual Arts) 15 IQ+0 [ 2 ] Temperature Control 3 (Cold, -50%; Current Affairs/TL8 Uncontrollable, -10%) [ 6 ] (Business) 16 IQ+1 [ 2 ] Vampire (see below) [ 150 ] Detect Lies 17 Per-1 [ 2 ] Wealth (Filthy Rich) [ 50 ] Diplomacy 14 IQ-1 [ 2 ] DISADVANTAGES AND QUIRKS Economics 16† IQ+1 [ 1 ] Finance 16† IQ+1 [ 1 ] Berserk (9) [ -15 ] Guns/TL5 (Pistol) 12 DX+1 [ 2 ] Bloodlust (9) [ -15 ] History (Hungary) 15 IQ+0 [ 4 ] Callous [ -5 ] Intimidation 20 Will+4 [ 16 ] Duty (To ISWAT; 15 or less; Market Analysis 17† IQ+2 [ 2 ] Extremely Hazardous) [ -20 ] Merchant 13†‡ IQ-2 [ 0 ] Enemy (The Cabal; Hunter; 6 or less) [ -20 ] Mimicry (Animal Sounds) 14 IQ-1 [ 2 ] Frightens Animals [ -10 ] Occultism (Vampirology) 18 IQ+3 [ 12 ] Greed (6) [ -30 ] Propaganda/TL8 17† IQ+2 [ 1 ] Saber 12 DX+1 [ 4 ] Code of Honor (Aristocratic manners) [ -1 ] Savoir-Faire (High Society) 15 IQ+0 [ 1 ] Dislikes mirrors [ -1 ] Sex Appeal 11 HT+1 [ 4 ] Old-fashioned language and idioms (-1 to some uses Teamster (Equines) 14 IQ-1[ 1 ] of Fast-Talk, Propaganda, etc; GM’s option)[ -1 ] Tracking 18 Per+0 [ 2 ] Patriot (Hungary; minor Fanaticism; -1 reaction from patriotic Turks and Romanians) [ -1 ] * Includes Striking ST Vow (“Never let vampiric appetites † Includes +3 for Business Acumen corrupt my judgment”) [ -1 ] ‡ Default from Market Analysis

ICONIC CHARACTERS 321 XING LA All missions on Lenin-2 are hell. I We run surveys all over the planet, lost conveyer before the cannibals got guess that’s why they call it a “Hell trying to see if we can somehow jump- to it. We’ve probably hired her for parallel.” It’s way too hot, and there’s start the ecology again, just like China some kind of work on every mission in nothing but bugs and carp to eat, and was trying to do before the ax fell. We Lenin-2 for the past four years, and if you close your eyes for two seconds, wind up trying to salvage a lot of the she’s been more places and done a bet- some kind of savage is going to try and Chinese records, and so we’ve kind of ter job than plenty of folks from smash in your skull with a rusted-out made Soochow Island our “hell away Homeline. electrical transformer bar. The major from hell.” They’ve got liquor, and So what I’m trying to say, I guess, is powers (except the British Empire) electric lights, and cooked food, and that the team and I, we feel kind of went Communist in the late 19th cen- gambling, and all the comforts of bad about leaving her there in her mis- tury and, just like the Soviets did to home. A lot of these coastal Chinese erable hole to die with the rest of the Russia in Homeline, they wrecked the got genetic grafts during the last, des- human race on that ball of mud. I environment big time over the next perate “try anything” times; with some mean, if it turns out that we can’t re- century. Britain lost what the Chinese of them, it seems to have helped. One seed the krill, and we can’t fix the called “the Summer Wars” to the really sharp local – I mean sharp as a North Atlantic, and we can’t find any Communist powers in the 1950s, and nanofiber, nothing gets past her – earthworms that can stay alive in the that knocked the struts out from probably has some water-rat DNA in plague zones for more than a month. under the global economy, too. Hong her; her eyes are red, and her teeth And she’s got nothing but talent, and Kong and expatriate Americans in aren’t quite right. But she can hold her drive, and pluck to spare, and it’s even Shanghai had managed to spread cap- breath for half an hour, track stuff by more wasted than most of Lenin-2 is. italism to China, though, so techno- the smell, and see in the dark. More Anyhow, we’ve sent her name and pro- logical progress kept progressing – importantly, Xing La (that’s her name) file upstairs to – well, I’d better not say until the ecological collapse took can drive, fly, or float anything that who, but you know who I mean – and everything down with it. The Gulf moves. And if it doesn’t move, she can hopefully, they need someone who can Stream shut down and shifted global make it move. She’s a natural pilot, drive a motorcycle up a sheer cliff, or weather patterns. Catastrophic warm- too, and she doesn’t depend on radio thread an airship through the eye of a ing melted the ice caps and flooded or instruments like half the people typhoon. If not, so help me Buddha, the coastlines; mega-storms tore Infinity sends out here. She has like a I’ll smuggle her back to Homeline through the desertified continental sixth sense for these wrecks, and with- myself. interiors; famines killed billions of out her, we wouldn’t have found that people. While all this was going on, the Bolsheviks, the Mitteleuropan DKAP, and the Christian Communist Congressional Party fought “the Autumn Wars” over the stinking remains of the fresh water and the fish. The few million survivors are grinding along at medieval tech levels, except for the Chinese, who had enough stuff that some survivor settle- ments can keep the lights on and the engines running. Until the plankton all dies, anyhow.

POINTS SUMMARY Attributes/Secondary Characteristics [ 101 ] Advantages/Perks/TL/Languages/ Cultural Familiarity [ 106 ] Disadvantages/Quirks [ -109 ] Skills/Techniques [ 127 ] Other [ ]

322 ICONIC CHARACTERS Name ______Xing La Player ______Point Total ______225 Ht ______5’4” Wt ______100 lbs. Size Modifier ______0 Age ______27 Unspent Pts ______Appearance ______Skinny East Asian woman with gleaming eyes and bony teeth CHARACTER SHEET CURRENT Languages Spoken Written ST 10[ 0 ] HP 10[ 0 ] ______Cantonese (Broken) [ 2 ] ______English (Accented) [ 4 ] ______Mandarin (Broken) [ 2 ] DX 12[ 40 ] WILL 12[ 0 ] ______Shanghainese (Native) [ 0 ] ______[ ] 12 0 DR TL: ______80 [ ] IQ 12[ 40 ] PER [ ] Cultural Familiarities CURRENT 0 ______East Asian [ 0 ] 13 30 10 -9 ______Homeline [ 1 ] HT [ ] FP [ ] ______[ ]

BASIC LIFT (ST × ST)/5 ______20 DAMAGE Thr ______1d-2 Sw ______1d PARRY Reaction Modifiers BASIC SPEED ______6.25 [ 0 ] BASIC MOVE ______6 [ 0 ] — Appearance ______ENCUMBRANCE MOVE DODGE Status ______None (0) = BL _____20 BM × 1 _____6 Dodge _____9 Reputation ______+2 from anyone she does work Light (1) = 2 × BL _____40 BM × 0.8 _____4 Dodge -1 _____8 BLOCK ______for (Artificer), +1 in close confines Medium (2) = 3 × BL _____60 BM × 0.6 _____3 Dodge -2 _____7 ______(Sanitized Metabolism), -2 for Clueless, Heavy (3) = 6 × BL _____120 BM × 0.4 _____2 Dodge -3 _____6 — ______most of the time, -2 from those who X-Heavy (4) = 10 × BL _____200 BM × 0.2 _____1 Dodge -4 _____5 ______can hear her voice (Disturbing Voice) ADVANTAGES AND PERKS SKILLS Absolute Direction [ 5 ] Name Level Relative Level Breath-Holding 3 [ 6 ] Airshipman/TL7 13 IQ+1 [ 2 ] Discriminatory Smell [ 15 ] Armoury/TL7 Infravision [ 10 ] (Heavy Weapons) 13* IQ+1 [ 1 ] Legal Enforcement Powers [ 15 ] Axe/Mace 12 DX+0 [ 2 ] Pressure Support 1 [ 5 ] Breath Control 14 HT+1 [ 8 ] Sanitized Metabolism [ 1 ] Drive! 16 DX+4 [ 72 ] Striking ST +10 (Bite Only, -60%) [ 20 ] Electrician/TL7 13* IQ+1 [ 1 ] Talent (Artificer) 2 [ 20 ] Electronics Repair /TL7 (Sensors) 15* IQ+3 [ 4 ] DISADVANTAGES AND QUIRKS Electronics Repair Clueless [ -10 ] /TL7 (Sonar) 14* IQ+2 [ 2 ] Disturbing Voice [ -10 ] Fishing 12 Per+0 [ 1 ] Duty (To ISWAT; 15 or less; Gunner/TL7 (Rockets) 14 DX+2 [ 4 ] Extremely Hazardous) [ -20 ] Knot-Tying 13 DX+1 [ 2 ] Gluttony (15) [ -2 ] Machinist/TL7 13* IQ+1 [ 1 ] Hard of Hearing [ -10 ] Mechanic/TL7 Low Empathy [ -20 ] (Gasoline Engine) 14* IQ+2 [ 2 ] Shyness (Severe) [ -10 ] Navigation/TL2 (Sea) 15† IQ+3 [ 2 ] Skinny [ -5 ] Navigation/TL7 (Sea) 14† IQ+2[ 1 ] Unnatural Features Scrounging 15 Per+3 [ 8 ] (Lambent eyes and bony teeth) [ -2 ] Scuba/TL8 11 IQ-1 [ 1 ] Unusual Biochemistry [ -5 ] Seamanship/TL7 13 IQ+1 [ 2 ] Wealth (Struggling) [ -10 ] Smuggling 11 IQ-1 [ 1 ] Spear Thrower 13 DX+1 [ 4 ] Attentive [ -1 ] Survival (Island/Beach) 11 Per-1 [ 1 ] Bad posture (-1 to Dancing and Sex Appeal)[ -1 ] Survival (Swampland) 11 Per-1 [ 1 ] Code of Honor Swimming 15 HT+2 [ 4 ] (“Stay bought and finish the job”) [ -1 ] Incompetence (Finance) [ -1 ] * Includes +2 from Artificer. Likes processed food (especially fast food)[ -1 ] † Includes +3 from Absolute Direction.

ICONIC CHARACTERS 323 COMBAT LITE

This appendix summarizes the core combat rules found in the Basic Set, Book 2. GMs interested in combat with counters or figures on a hexagonal grid, special combat situations, etc., should consult Chapters 12-13, in Book 2.

COMBAT TURN SEQUENCE Each character’s turn normally noncombat action gives way to more Speed goes first, followed by the next- gives him one opportunity to act per fighting. highest Basic Speed, and so on. The second. After everyone takes his turn, The turn sequence is the order in GM decides the order of multiple one second has passed. which active characters take their NPCs on the same side with the same The one-second time scale breaks turns. It is set at the start of the fight Basic Speed. If PCs are involved, the battle into manageable chunks. A and does not change during combat. precedence goes to the highest DX. If GM can drop out of combat time The combatant with the highest Basic there’s still a tie, the GM should roll at whenever dramatically appropriate, the start of combat to determine who and resume combat time when acts first. MANEUVERS A maneuver is an action taken dur- aiming, you must make a Will roll or You may take no active defenses at all ing combat. Each turn, you must lose your aim. until your next turn. choose one of the following maneu- These are the two All-Out Attack vers: Aim, All-Out Attack, All-Out All-Out Attack options for ranged combat: Defense, Attack, Change Posture, Attack any foe with a ready • Determined: Make a single attack at Concentrate, Do Nothing, Evaluate, weapon, making no effort to defend +1 to hit. Feint, Move, Move and Attack, Ready, against enemy attacks. If you make a • Suppression Fire: Take your entire or Wait. Your choice determines what melee attack, you must specify one of turn to spray an area with auto- you can do and your options for active these four options: matic fire. Your weapon must have defense and movement. • Determined: Make a single attack at RoF 5+. Ask the GM for details or Aim +4 to hit. see Suppression Fire (p. 410). • Double: Make two attacks against Aiming a ranged weapon (or a the same foe, if you have two ready device such as a camera) takes a full All-Out Defense weapons or one weapon that does The maneuver of choice when turn. Specify your weapon and your not have to be readied after use. beset by foes. Specify one of the fol- target. You can’t aim at something that Attacks with a second weapon held lowing two options: you can’t see or detect. in the off hand are at the usual -4. If you follow an Aim maneuver • Increased Defense: Add +2 to one • Feint: Make one Feint (see below) with an Attack or All-Out Attack with active defense of your choice: and then one attack against the the same weapon against the same tar- Dodge, Parry, or Block. This bonus same foe. get, you get a bonus to hit. Add the persists until your next turn. • Strong: Make a single attack, at nor- weapon’s Accuracy to your skill. If you • Double Defense: Apply two different mal skill. If you hit, you get +2 to Aim for more than one second, you active defenses against the same damage – or +1 damage per die, if receive an additional bonus: +1 for attack. If you fail your defense roll that would be better. This only two seconds of Aim, or +2 for three or against an attack, you may try a applies to melee attacks doing ST- more seconds. second, different defense against based thrust or swing damage, not While aiming, you can move a step. that attack. If you try a parry to weapons such as force swords. Any Active Defense automatically (armed or unarmed) with one hand spoils your aim and removes all accu- You may move up to half your and fail, a parry using the other mulated benefits. If injured while Move, but you can only move forward. hand does count as a “different defense.”

324 COMBAT LITE With Increased Dodge, you may Someone stunned or surprised must Move move up to half your Move. Other- take this maneuver. A stunned charac- Move any number of yards up to wise, the only movement is a step. ter defends at -4. your full Move score, but take no other Choose any legal active defense, with To recover from physical or mental action. Most other maneuvers allow at bonuses as described above. stun, he may attempt a HT or an IQ least some movement on your turn; roll. A success allows recovery at the take this maneuver if all you want to Attack end of a turn. do is move. Make an armed or unarmed attack During a Move, a character can in melee combat, or to use a thrown or Evaluate defend themselves normally. missile weapon in ranged combat. A Study an adversary to gain a com- weapon used in an attack must be bat bonus on a subsequent attack. You Move and Attack ready. must specify a visible opponent close Move as described for the Move If using a melee weapon or enough to attack or reachable with a maneuver, but during or after your unarmed attack, your target must be single Move and Attack maneuver (see move, make a single, poorly aimed within reach. If using a ranged below). attack – either unarmed or with a weapon, your target must be within An Evaluate maneuver gives +1 to ready weapon. the weapon’s Max range. skill for an Attack, Feint, All-Out You attack as described for the To move more than one step dur- Attack, or Move and Attack made Attack maneuver, but at a penalty. If ing an attack, use a Move and Attack against that opponent, on your next making a ranged attack, you have a or All-Out Attack. turn only. You may take up to three penalty of -2 or the weapon’s Bulk rat- consecutive Evaluate maneuvers ing, whichever is worse. If you are Change Posture before you strike, giving a cumulative making a melee attack, you have a flat Change between the following +1 per turn. -4 to skill, and your adjusted skill can- postures: standing, sitting, kneeling, not exceed 9. crawling, lying prone (face down), and Feint You can only dodge or block dur- lying face up. Any posture other than “Fake” a melee attack if your ing this maneuver. standing slows movement and penal- weapon is ready and your foe is with- izes attack and defense rolls, but also in reach. This maneuver is not an Ready creates a smaller target for ranged attack and does not make your A Ready maneuver can be used to: attacks. weapon unready. Standing up from a lying position To Feint, choose a single opponent • Pick up or draw any item, prepare it requires two Change Posture maneu- and roll a Quick Contest of Melee for use, regain control of an vers: one to rise to crawling, kneeling, Weapon skills. Your opponent may unwieldy weapon after a swing, or or sitting, and another to stand. roll against his Melee Weapon skill, adjust the reach of a long weapon. You can switch between kneeling unarmed combat skill, Cloak or • Complete physical actions other and standing as a step with another Shield skill, or DX. than fighting: opening or closing a maneuver. If you fail your roll, your Feint is door, picking a lock, etc. unsuccessful. Likewise, if you suc- • Switch an advantage “off” or “on” if Concentrate ceed, but your foe succeeds by as it is not always on and does not You concentrate on one primarily much as or more than you do, your require an Attack or Concentrate mental task (even it has a minor phys- Feint fails. If you make your roll, and maneuver. ical component, like operating con- your foe fails, subtract your margin The combatant can both step and trols, gesturing, or speaking). This of success from the foe’s active defend while taking a Ready. may be casting a magical spell, using a defense if you attack him with Attack, psi ability, making a Sense roll to spot All-Out Attack, or Move and Attack Wait an invisible warrior, or any similar on your next turn. If you and your foe Do nothing unless an event you action, including most IQ-based skill both succeed, but you succeed by specified in advance occurs before rolls. This is a full-turn maneuver. more, subtract your margin of victo- your next turn; e.g., a foe moves into If you are forced to use an active ry from the foe’s defense. range. If that happens, you may defense, knocked down, injured, or A Feint lasts one second. But if transform your Wait into an Attack, otherwise distracted before you finish, you Feint and then make an All-Out Feint, All-Out Attack (you must spec- you must make a Will-3 roll. On a fail- Attack (Double), the Feint applies to ify the option before acting), or ure, you lose your concentration and both attacks. Ready maneuver. You interrupt the must start over. You can move one step while turn sequence, but it resumes after feinting and it allows any active you’ve acted. Do Nothing defense. Allies cannot take advantage Specify your action and its trigger Standing still is Doing Nothing. A of your successful Feint. when you take the Wait maneuver. character Doing Nothing may still You may Wait with a ready ranged defend normally, unless stunned. weapon if you have specified the zone that you are covering.

COMBAT LITE 325 RANGED ATTACKS A “ranged attack” is any attack Max range; 1/2D range only affects 3. Applying the target’s Size with a weapon used at a distance, damage. Modifier (SM). from a thrown rock to a laser rifle to a A few weapons have a minimum 4. Modifying for the target’s range specified spell. range, as they lob projectiles in a high and speed (done as a single modifier). Make a ranged attack on a target arc, or have fusing or guidance limits. 5. Modifying for circumstances only if it falls within your weapon’s Figure your adjusted chance to hit (rapid fire, movement, darkness, range. To find this, see the relevant by: cover, etc.), including any special con- weapon table or advantage or spell ditions determined by the GM. 1. Taking your base skill with your description. Most ranged attacks list ranged weapon. The result is your effective skill. A Half Damage (1/2D) range and 2. Adding your weapon’s Accuracy roll of this number or less is a suc- Maximum (Max) range, in yards. Your (Acc) if you preceded your attack with cessful attack roll (see below). It will target must be no farther away than an Aim maneuver. hit, unless the target succeeds with an active defense. ATTACKING You attempt to hit a foe or other your blow. If he makes this roll, he If your roll is greater than your target by executing an Attack, All-Out evaded or stopped the attack, and is effective skill, you missed! Attack, or Move and Attack maneuver. not hit. No matter what your effective skill, You can only attack with a weapon if • If he misses his defense roll, your a roll of 3 or 4 always hits, and is a crit- it’s ready (see Ready, p. 325). blow struck and you roll for damage. ical hit. Depending on your effective Two basic types of attacks exist: skill, a roll of 5 or 6 may also be a crit- melee attacks and ranged attacks. Your Attack Roll ical hit. An attacker with an effective target must be within reach to make a Your “attack roll” is a regular suc- skill of 15 gets a critical hit on a roll of melee attack, or within range to make cess roll (see Chapter 10, Book 2). 5 or less; one with effective skill 16+ a ranged attack. Resolving either type Figure your effective skill (base skill gets a critical hit on a roll of 6 or less. of attack takes three die rolls: plus or minus any appropriate modi- On an attack roll of 3, you do not fiers) with the weapon you are using. roll for damage – your blow automati- • First is your attack roll. If your roll is If your roll is less than or equal to cally does the maximum damage. successful, your attack was a good your effective skill, your attack will hit Other critical hits bypass the defense one. unless your foe successfully defends roll, but roll normally for damage. • Now your foe must make a defense (see Defending, below). If he fails to A roll of 17 or 18 always misses. roll to see if he can defend against defend – or if he can’t – you’ve hit him. DEFENDING If your attack roll succeeds, you The active defense chosen depends An active defense roll of 3 or 4 is have not (yet) actually struck your foe, on the situation – especially the always successful – even if the effec- unless you rolled a critical hit. Your maneuver chosen last turn. Some tive defense score was only 1 or 2! A attack is good enough to hit him – if he maneuvers restrict which active roll of 17 or 18 always fails. fails to defend. defenses can be made. No active A fighter can use three active defense is available if the PC is Dodging defenses to evade or ward off an unaware of the attack. And active A Dodge is an active attempt to attack: Dodge, Parry, and Block. These defenses don’t apply to fighters who move out of the perceived path of an active defense scores should be calcu- are unconscious, immobilized, or oth- attack. It is normally the only active lated in advance and recorded on the erwise unable to react. defense you can take against firearms. character’s sheet. Your Dodge active defense is Basic If a foe makes a successful attack Active Defense Rolls Speed + 3, dropping all fractions, roll, choose one active defense and The defender rolls 3d against his minus a penalty equal to your encum- attempt a “defense roll” against it. active defense score. If his roll is less brance level (see Encumbrance and Exception: The All-Out Defense than or equal to his effective defense, Move, p. 17). List Dodge on your char- (Double Defense) maneuver lets you he dodged, parried, or blocked the acter sheet for quick reference. attempt a second defense against a attack. Otherwise, his active defense You may dodge any attack except particular attack if your first defense was ineffective and the attack hit. If one that you did not know about! You fails. this occurs, roll for damage.

326 COMBAT LITE only get one Dodge roll against a given – or, if unarmed, you have an empty missile weapon and he is within reach attack. hand. of your melee weapon, you may parry. If a single rapid-fire attack scores You can use most melee weapons Success would mean that you slapped multiple hits, a successful Dodge roll to parry. Some hefty weapons (e.g., his bow or gun aside, causing him to lets you avoid one hit, plus additional axes) are unbalanced: you cannot use fire wide of your body. hits equal to your margin of success. A critical success lets you dodge all hits you took from that attack. Usually, you are still in the fight as long as Blocking you have positive HP. Blocking requires a ready shield or cloak. Your Block active defense is 3 + half your Shield or Cloak skill, drop- ping all fractions. them to parry if you’ve already used You can parry thrown weapons, You can block any melee attack, them to attack on your turn. (You can but at a penalty: -1 for most thrown thrown weapon, projected liquid, or still parry with a weapon in your other weapons, or -2 for small ones such as muscle-powered missile weapon. You hand, if you have one.) A few long, knives, shuriken, and other weapons cannot block bullets or beam weapons well-balanced weapons (e.g., the quar- that weigh 1 lb. or less. . . . these come too fast to be stopped terstaff) get a +1 or +2 bonus to parry If you successfully parry an this way. due to their ability to keep a foe at bay. unarmed attack (bite, punch, etc.) You may attempt to block only one Your Parry active defense with a with a weapon, you may injure your attack per turn. given weapon is 3 + half your skill with attacker. Immediately roll against that weapon, dropping all fractions. your skill with the weapon used to Parrying A parry won’t stop anything except parry. If you succeed, your parry Parry to deflect a blow using a melee attacks or thrown weapons, struck the attacker’s limb squarely. He weapon or your bare hands. You can- unless you have special skills. gets no defense roll against this! Roll not parry unless your weapon is ready Exception: If a foe attacks you with a damage normally.

DAMAGE AND INJURY If your attack roll succeeds and General Damage The sudden loss of HP can have your target fails his defense roll (if If injured, subtract the points of additional effects: any), you may make a damage roll. injury from your Hit Points. Usually, Major Wounds: Any single injury This tells you how much basic damage you are still in the fight as long as you that inflicts a wound in excess of 1/2 you dealt to your target. have positive HP. The most important your HP is a major wound. For a Your weapon (and, for muscle- effects are: major wound to the torso, you must powered weapons, your ST), or your make a HT roll. Failure means you’re natural or Innate Attack, determines • If you have less than 1/3 of your HP stunned or knocked out; failure by 5+ the number of dice you roll for dam- remaining, you reel from your means you pass out. age. If your target has any Damage wounds. Halve your Move and Shock: Any injury that causes a loss Resistance (DR), he subtracts this Dodge (round up). of HP also causes “shock.” Shock is a from your damage roll. • If you have zero or fewer HP left, you penalty to DX, IQ, and skills based on If your damage roll is less than or hang onto consciousness through those attributes on your next turn equal to your target’s effective DR, sheer willpower and adrenaline – (only). This is -1 per HP lost unless your attack failed to penetrate – it or barely hold together, if you’re a you have 20 or more HP, in which case bounced off or was absorbed. If your machine. You must roll vs. HT each it is -1 per (HP/10) lost, rounded damage roll exceeds your target’s DR, turn to avoid falling unconscious. down. The shock penalty cannot the excess is the penetrating damage. If • If you go to fully negative HP (for exceed -4 no matter how much injury your foe has no DR, the entire damage instance, -10 if you have 10 HP), you suffer. roll is penetrating damage. you risk death! You must make an Stunning: If you’re stunned, you Your foe suffers injury (lost HP) immediate HT roll to avoid dying. are -4 to active defenses, and must Do equal to the penetrating damage for a You must make another HT roll to Nothing on your next turn. At the end crushing attack, 1.5¥ penetrating avoid death each time you lose an of your turn, attempt a HT roll to damage for a cutting attack, or 2¥ pen- extra multiple of your HP – that is, recover. If you fail, you’re still stunned etrating damage for an impaling at -2¥HP, -3¥HP, and so on. If you and must Do Nothing for another attack. Other damage types exist, and reach -5¥HP, you die automatically. turn. And so on. have further effects.

COMBAT LITE 327 RECOVERY

The Damage rules may seem harsh, you must roll vs. HT every 12 (see Illness, p. 442). At the end of each but don’t despair . . . you can get bet- hours; if you fail, you die. day of rest and decent food, make a ter! HT roll. On a success, you recover 1 Natural Recovery HP. The GM may give a penalty if con- Recovering from Rest lets you recover lost HP, ditions are bad, or a bonus if condi- Unconsciousness unless the damage is of a type that tions are very good. The GM decides whether you are specifically does not heal naturally truly unconscious or just totally inca- pacitated by pain and injury – but either way, you can’t do anything. If unconscious, you recover as follows: • If you have 1 or more HP remaining, you awaken automatically in 15 minutes. • At 0 HP or worse, but above -1¥HP, make a HT roll to awaken every hour. Once you succeed, you can act normally. You do not have to roll against HT every second to remain conscious unless you receive new injury. But since you are below 1/3 your HP, you are at half Move and Dodge. • At -1¥HP or below, you are in bad shape. You get a single HT roll to awaken after 12 hours. If you suc- ceed, you regain consciousness and can act as described above. But if you fail, you won’t regain consciousness without medical treatment. Until you receive help,

FATIGUE Fatigue represents lost energy and fatigue, each FP you lose also positive FP. Your FP can never fall reduces FP, just as injury represents causes 1 HP of injury. To do any- below this level. After this stage, physical trauma and comes off of HP. thing besides talk or rest, you any FP cost comes off your HP Your Fatigue Points (FP) score starts must make a Will roll; in combat, instead! out equal to your HT, but can be roll before each maneuver other modified. than Do Nothing. On a success, Recovering from Fatigue you can act normally. You can use You can recover “ordinary” lost FP Lost Fatigue Points FP to cast spells, etc., and if by resting quietly. Reading, talking, The chart below summarizes the drowning, you can continue to and thinking are all right; walking effects of being at low or negative FP. struggle, but you suffer the usual 1 around, or anything more strenuous, All effects are cumulative. HP per FP lost. On a failure, you is not. Lost FP return at the rate of 1 collapse, incapacitated, and can FP per 10 minutes of rest. The GM Less than 1/3 your FP left – You are do nothing until you recover to may allow you to regain one extra FP very tired. Halve your Move, positive FP. if you eat a decent meal while resting. Dodge, and ST (round up). This -1¥FP – You fall unconscious. While Certain drugs, magic potions, etc. can does not affect ST-based quanti- unconscious, you recover lost FP restore missing FP, as can spells such ties, such as HP and damage. at the same rate as for normal as Lend Energy and Recover Energy. 0 FP or less – You are on the verge of rest. You awaken when you reach collapse. If you suffer further

328 COMBAT LITE 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. magic items, 482. Attack roll, 369. With rare exceptions, traits (advan- Ammunition, 278. Attacks, 326, 369; alternative, 61; 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- 210, 211, 217, 223, 225, 226, 228, above, 402; in tactical combat, 388; betical listings. See the Trait Lists on 395, 455-460; in combat, 461; innate, 51; linked effects, 381; pp. 297-306. individualizing, 457; draft, 459; modified, 114; runaround, 391; pets, 458-459; riding, 459; trained, surprise, 393; swarm, 461; Acceleration, see Gravity. 458-459; see also Mounted Combat. without damage, 381. Accents, 24. Apes, 455. Attributes, see Basic Attributes. Acid, 428. Appearance, 21. Automatic weapons, 408. Acrobatic dodge, 375. Arc of vision, 389. Banestorms, 533. Active Defense Modifiers Table, 548. Area class, 176. Baron Janos Telkozep, character sheet, Active defenses, 326, 363, 374; Area maps, 491. 312-313; illustration, 290. modifiers table, 548. Basic attributes, 14; in templates, 447; Advantages, 32; always on, 34; improving, 290. cinematic, 33; exotic, 32, 34; in Basic Lift, 15; table, 17. templates, 447; magic, 34; mental, Basic Move, 17. 32; mundane, 32; new, 117-118; Basic Speed, 17. learnable, 294; list, 297; physical, 34; Basilisks, 460. potential, 33; Schrödinger’s, 33; Bats, 461. secret, 33; social, 32; switchable, 34. Battle maps, 239. Adventures, e23, 494; finale, 503; Battlesuits, 192. pre-packaged, 495; writing Bears, 456. your own, 500-504. Bees, 461. Adversary, 493. Bends, the, 435. Afflictions, 35, 416, 428. Biotech tech levels, 512. Age, 20. Bipods, 412. Aging, 53, 66, 95, 153, 154, 444. BL, see Basic Lift. Aim maneuver, 58, 324, 364. Bleeding, 68, 420. Aimed fire, 372. Block, 51, 324, 327; Air spells, 242. in tactical combat, 390. Aircraft, 466; table, 465. Blocking spells, 241. Alcohol, 122, 439-440. Blunt trauma, 379. Alien artifacts, 478. Area spells, 239. Boars, 458. Allies, 36; ally groups, 37. Area-effect attacks, 413; scatter, 414. Body Control spells, 244. All-Out Attack maneuver, 54, 324, 365, Arm lock, 370, 403. Body modification, 294. 385; after being grappled, 371. Armor divisors, 378. Bolas, 410. All-Out Defense maneuver, 324, 366, Armor, 110, 282-286; changing posture Bounty hunters, 539. 385. in armor, 395; combining and Break Free, 370. Ally groups, 37. layering, 286; flexible armor and Alternate worlds, 64, 160; travel, 189, blunt trauma, 379; wearing, Breakdowns, 485. 190; Centrum, 541-542, 545-546; donning, and removing, 286. Breaking a weapon, 401. classes, 526; close parallels, 526; Arrows, flaming, 410. Breathing, 49, 55, 63, 68, 108; Coventry, 540; echoes, 546; hell Artifacts, anachronistic, 478; futuristic holding your breath, 351; parallels, 528; myth parallels, 527; and alien, 478, magic, 240, 480-483. smothering a foe, 401. Reich-5, 543; weird parallels, 527, Artificial intelligences, 528. Build, 18. world classes, 535. See also Atmospheres, hazardous, 429; Bulletproof nudity, 417. Crossworld Travel, vacuum, 437. Infinite Worlds Campaign.

INDEX 329 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. Cabal, the, 543. Concentrate maneuver, 325, 366. David Pulver, 6. Camels, 459. Cone attacks, 413. Dead worlds, 527. Campaigns, 486-489; cinematic, 488; Conspiracies, see Illuminati. Dealing with players, 493. continuing, 504; planning form, Contacts, 31. Death, 296, 423; dying actions, 423; 567; power level, 10, 486; shared Contagion, 443; see also Disease. instant death, 423. campaigns, 504; travel between Contests, 348; quick, 348; regular, 349; Decade scale damage, 470. campaigns, 504; see also resistance Deceptive attack, 369. Game Worlds. rolls, 348. Deer, 457. Camping and survival gear, 288. Defaults, 344; double, 173, 232; Cannon fodder, 417. skills, 173; techniques, 229. Caster (of spells), 236. Defending, 326, 374; Catching things, 355. in tactical combat, 390. Cats, 456. Defenses, 46; enhanced, 51; Centrum, 541-542, 545-546. limited, 46. Century scale damage, 470. Dehydration, 426. Ceremonial magic, 237. Demolition, 415. Change Posture maneuver, Depressants, 441. 325, 364. Control Rating, 506; see also Design skills, 190. Character classes, no such thing, 259. Legality Class. Dexterity, 15. Character points, 10, 119, 258, 290; Conventions of play, 9. Dice, 8, 9. awarding bonus points, 498. Copper, see Wealth. Digging, 350, 357. Characters, 7; concept, 11; creation, 9, Cosmic powers, 33. Dimensional highways, 534. 10, 258; development, 290, 499; Dirty tricks, 405. origins, 33; sheet, 13, 335-336; Cost of living, 265, 516. Disadvantages, 11, 119; buying off, stories, 12; types, 12. Coventry, 540. Cover, 377, 407; Cover DR Table, 559. 121, 291; disadvantage limit, 11; Chi, 33, 93, 192, 214. good, 119; exotic, 120; in templates, Crippling, 59, 420-423. Children, 20. 447; list, 299; mental, 120; Critical failure, spells, 236. Chimpanzees, 456. mundane, 120; new, 162; physical, Choke hold, 371, 404; see also Critical Head Blow Table, 556. 120; secret, 120; social, 120; Suffocation. Critical Hit Table, 556. self-imposed, 121; supernatural, 120. Cinematic advantages, 33; campaigns, Critical hits, 381; table, 556. Disease, 442-444; worldwide, 528. 488; characters, 489; combat, 417; Critical Miss Table, 556; Dive for cover, 377, 407. explosions, 417; knockback, 417. Unarmed Critical Miss Table, 557. Divine origins; 33; see also Gods. Clerical magic, 77, 242; spells, 77. Critical misses, 381; table, 556-557. Dmg, see Damage. Climbing, 89, 349. Critical success, 347; on defense, 381. Do Nothing maneuver, 325, 364. Cloaks, 404. Crossbows, 410. Dodge, 17, 51, 324, 327, 374; Close combat, 391. Crosstime bandits, 542. and drop, 377. Clothing, 265. Crossworld campaigns, 519-522; Dogs, 457, 458. Cold, 430. see also Infinite Worlds Campaign. Donkeys, 459. Collisions, 430; whiplash, 432. Crossworld travel, 514, 519-522; Double defaults, allowed for Coma, 429; see also Unconsciousness. Infinite Worlds campaign techniques, 229; not allowed Combat Lite, 324. background, 523-546; for skills, 173. instant wealth, 514. Combat maps, 384, 492. DR, see Damage Resistance. Crouching, 368. Combat, 9, 362-417; at different levels, Dragging things, 353. Cultures, 23, 505-508. 402; cinematic, 417; maneuvers, Dragon template, 261. Customizing rules, 486. 324; table of combat modifiers, 547; Dropping prone, 374. Dai Blackthorn, 12, 18, 22, 116, 162, techniques, 230; turn sequence, 324, Drugs, 122, 130, 440; Eraser, 540; 164, 227; character sheet, 310-311; 362; vehicular, 467-470. overdose, 441; ultra-tech, 425; illustrations, 32, 418. Communication and Empathy withdrawal, 440. Damage Resistance, 378; spells, 245. Dual-weapon attacks, 417. HP and DR of Structures Table, 558; Communications and information Dungeons, 501. Cover DR Table, 559. gear, 288, 471. Dwarf template, 261. Damage, 15, 327, 377; by animals, Competence, 24. DX, see Dexterity. Comprehension rolls, 359. 461; Damage Table, 16; damage rolls, 9, 378; scaling, 470; to objects, Dying actions, 423. Computers, 48, 51, 55, 69, 71, 76, 100, 483-485. e23 scenario warehouse, 494. 124, 184, 472; artificial intelligence, Earth spells, 245.

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

INDEX 331 Knowledge, NPC, 496; Mentality meta-traits, 263. NPC Record Card, 569. player vs. character, 495. Meta-Spells, 250. NPCs, 31, 493; NPC Reactions Table, Languages, 23, 205, 506. Meta-traits, 262. 559-562; NPC Record Card, 569. Lariats, 411. Metric conversions, 9. Oil flasks, 411. Lasers, 280, 399; seeker heads, 412; Military, 218, 221, 222, 260. Omens, 72. sights, 412. Mind Control spells, 250. Online gaming, 494. Last wounds, 420. Mind reading, see Telepathy. Optics and sensors, 289. Law enforcement, 507; Mind transfer, 296. Origins of characters, 33. police gear, 289. Miniature figures, 383. Overpenetration, 379, 408. Laws, 65, 204, 506-508, 518; Miracle Workers Inc., 538. Overrun, by multi-hex figures, 392. punishment, 508; trials, 507. Missile spells, 240. Oxen, 460. LC, see Legality Class. Missile weapon attacks, 373. Parachronic Laboratories Inc., 538. Legality Class, 267, 270, 507; Modifiers (to traits), 101; list, 300. Parachronics, bogus scientific legality of spells, 507. Molotov cocktails, 411. explanation, 530; conveyor, 529; Lethal strike, 404. Money, see Wealth. detector, 532; disasters, 532; minor Lifting, 14, 15, 65, 205, 353, 357. Monsters, 460-461. accidents, 531; paradoxes, 533; Light and Darkness spells, 249. projector; 524, 530; see also Morphology meta-traits, 263. Limitations, 101, 110; gadgets, 116. Infinite Worlds Campaign. Limited defenses, 46. Linked effects, 381. Lions, 456. Literacy, 24. Long actions, 383. Long tasks, 346, 499. Louis d’Antares, character sheet, 322-323; illustrations, 368, 422, 505. Loyalty, 518-519. Luck, 83, 89, 160. Ludography, 566. Lycanthropy, see Werewolves. Machine guns, 281. Machines, 16; Machine meta-trait, 263. Mortal conditions, 429; wounds, 423. Parachronozoids, 544. Mage template, 260. Mounted combat, 395-398. Parallel worlds, see Alternate Worlds. Magery, 66. Move (character stat), 52. Paralysis, 429. Magic Resistance, 67. Move and Attack maneuver, 325, 365, Parry, 51, 93, 324, 327, 376; unarmed, Magic, 66, 143, 144, 150, 218, 224, 385. 376; in tactical combat, 390. 225, 234-253; advantages, 34; Move maneuver, 325, 364, 385. Patient status, 421. ceremonial, 237; clerical, 242; Movement and combat, 367; Patrons, 72-73. colleges, 239; enchanted objects, 240, and facing, 386; high-speed Penetrating damage, 379. 480-483; racial, 453; ritual, 237, movement, 394; movement in Penetration modifiers, 378, 416; 242; staffs, 240. tactical combat, 386. overpenetration, 379, 408. Major wounds, 420. Movement points, 386, 387. Per, see Perception. Malf, see Malfunction. Movement spells, 251. Perception, 16. Malfunction, 278, 382, 407. Mules, 459. Perks, 100. Mana, 235. Multi-hex figures, 392. Pets, 458-459; see also Animals. Maneuvers, 324, 363, 385; table, 551. Mundane advantages, 32; Physical advantages, 32; Maps, 384, 490-491; mapping by disadvantages, 120. disadvantages, 120. players, 491; mapping for adventure Mutations, 33. Physical feats, 349; extra effort, 356. design, 502. Neck Snap attack, 370, 404. Picking things up, 383. Medical care, 424; surgery, 424. Necromantic spells, 251. Picks, 405. Medical gear, 289. Nets, 411. Pinning (in combat), 370. Medicine tech levels, 512. New disadvantages, 162. Planet types, 180. Melee Attack Modifiers Table, 547. New inventions, 473, 475; Plants, 75, 87, 90, 142, 197, 199, 211. Melee etiquette, 417. see also Gadgets. Pocket multiverses, 529. Melee spells, 240. Nexus portals, 534. Poison, 62, 437-439; treatment, 439. Mental advantages, 32; disadvantages, Nonhumans, 32. Police gear, 289. 120; powers, see Psionics. Non-player characters, see NPCs. Pop-up attacks, 390. Mental stun, 420. NPC Reactions Table, 559-562.

332 INDEX 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; Potential advantages, 33. Reloading missile weapons, 373. prerequisites, 169; racially learned, Power level for campaigns, 10, 486. Repair skills, 190; 453; repair, 190; scope, 176; Power tech levels, 512. repairing things, 484. specialties, 169; studying, 292, 499; Preparing for play, 490. Reputation, 27. teachers, 293; technological, 168; wildcard, 175. Prerequisites, skills, 169; spells, 235; Resisted spells, 241. Slam, 371; by multi-hex figures, 392. techniques, 229. Resuscitation, 425. Slaves, 518. Pressure, atmospheric, 429, 435; Retreat (in active defense), 377. Sleep, 50, 65, 136, 140, 142, 154, 155; the bends, 435; water, 435. Retreating, 391. drowsy, 428; missed sleep, 426. Privilege, 30. Ritual magic, 237, 242. SM, see Size Modifier. Professor William Headley, Roads, 351. Smartguns, 278. character sheet, 318-319; RoF (Rate of Fire), 270, 373. Smell, 49, 243. illustrations, 234, 486. Roleplaying, 7. Snakes, 458; cobra venom, 439; Protection and Warning spells, 252. Rolling to hit, 369. pythons, 458; rattlesnakes, 458. Psi powers, see Psionics. Room maps, 492. Social advantages, 32; Psionics, 71, 78, 150, 254-257; Rounding, 9. Antipsi, 255; ESP, 255; learning, adding and improving, 291. Rule of 14, 360. 294; new powers, 257; pside Social background, 22. Rule of 16, 349. effects, 255; Psychic Healing, 256; Social disadvantages, 120. Psychokinesis, 256; Telepathy, 257; Rule of 20, 173, 344. Social restraints, 30. Teleportation, 257. Rules, customizing, 486; Society types, 509-510. questions, 492. Psychological warfare, 359. Soldier of Fortune template, 260. Runaround attacks, 391. Pulling things, 353. Sora, character sheet, 320-321; Punishment, legal, 508. Runes, 224. illustrations, 10, 258, 356, 362, Pyramid Magazine, 494. Running, 354, 357; fatigue, 426. 375, 402. Quick contests, 348. Sacrificial dodge, 375. Sounds, see Hearing. Quick learning under pressure, 292. Sapience, 15, 23. Space sickness, 434. Quick Start rules, 8. Scopes, 412. Spacecraft, 466; table, 465. Quirks, 162; racial, 452. Sean Punch, 6. Spacing (in combat), 368. Radiation, 80, 105, 192, 435. Seasickness, 436. Special spells, 241. Ranged attacks, 327, 372; half damage Secondary characteristics, 15; Speed/Range Table, 550. range, 378; hitting the wrong improving, 290; in templates, 447. Spells, 66; Air, 242; area, 239; backfire, target, 389; modifiers table, 548; Secret disadvantages, 120. 235; blocking, 241; Body Control, opportunity fire, 390; overshooting, Secret identities, 31. 244; caster, 236; casting, 235-238; 390; pop-up attacks, 390; Self-control, 120. clerical, 77; Communication shooting blind, 389. Senses, 35, 78; sense rolls, 358. and Empathy, 245; Earth, 245; Ranged Combat Modifiers Table, 548. Sensors, 471. Enchantment, 246, 480-482; Rank, 29. Sentience, 15. Fire, 246; Gate, 247; Healing, 248; Rapid fire, 373, 408. Sharks, 457. information, 241; Knowledge, 249; Rapid Strike, 54, 93, 370. Shields, 287, 374; damage, 484; legality, 507; Light and Darkness, 249; Meta-Spells, 250; melee, 240; Rate of Fire, 270, 373. in close combat, 392; Mind Control, 250; missile, 240; Rats, 461. offensive use, 406. Movement, 251; list, 304; Shiftrealms, 534. Rattlesnakes, 458. Necromantic, 251; prerequisites, Rcl, see Recoil. Shock, electrical, 432-433; 235; Protection and Warning, 252; Reaction rolls, 8, 494-495, from injury, 419. regular, 239; resisted, 241; special, NPC Reactions Table, 559-562. Shooting blind, 389. 242; subject, 236; Water, 253; Reading, 134; see also Literacy. Shotguns, 409. see also Magic. Ready maneuver, 325, 366, 382, 385. Shove, 372. Spirits, 41, 55, 68, 76, 113, 193, Ready weapons, 369; readying, 382. Sign language, 25. 200, 212; spirit advantages, 34; Realism, 11. Silencers, 412. Spirit meta-trait, 263. Reality Liberation Force, 543. Silver, see Wealth. Spy gear, 289. Reality quakes, 534. Size and Speed/Range Table, 550. ST, see Strength. Recoil, 271. Size Modifier, 19, 372; and reach, 402. Staffs, 240. Recovery, 328; see also Healing. Skills, 167, 174-233; buying, 170; Starvation, 426. Recovery, 423-424; defaults, 170; design, 190; Status, 28, 265, 516. from unconsciousness, 423. difficulty level, 168; familiarity, 169; Step (in maneuvers), 368, 386. Regular spells, 239. improving, 170, 292; in templates, Steve Jackson, 6. 447; influence, 495; levels, 171;

INDEX 333 Stimulants, 440. Tech level, see Technology Levels. Vehicle Occupant Hit Location Strangle, 370, 401, 404. Techniques, 229; combat, 230; Table, 555. Strength, 14. improving, 292; list, 304. Vehicles, 188, 214, 223, 462-470; Striges, 461. Technological skills, 168. aircraft, 465; breakdowns, 485; Striking at weapons, 400. Technology Levels, 22, 99, 511-512; combat, 467-470; control rolls, 466; Structural Damage Table, 558. and equipment, 27; and genre, 514; damage, 555; ground vehicles, 464; hit location, 400, 554; movement, Study, 292. and starting wealth, 27; divergent, 463; spacecraft, 465; vehicular Stunning, 35; mental stun, 420. 513; superscience, 513; table of TLs by field, 512. dodge, 375; watercraft, 464. Subduing a foe, 401. Teeth, 91. Virtual realities, 520. Subject (of spells), 236. Telepathy, 69-71, 91, 210, 245. Visibility, 394; see also Darkness. Success rolls, 342; buying success, Vision, 92, 123, 124, 144, 151, 358. 347; critical failure, 348; critical Temperature, 9. Voice, 132. success, 347; difficulty, 345; Templates, 258, 445-454; cultural, 446; equipment modifiers, 345; dramatic, 446; occupational, 446; Wait maneuver, 325, 366, 385. influencing rolls, 347; racial, 260, 450-454. Warhorses, see Horses. player guidance, 347; Terrain, 351. Warrior template, 449. repeated attempts, 348. Thief and spy gear, 289. Water spells, 253. Success rolls, 8. Throwing things, 355, 357. Watercraft, 466; table, 464. Suffocation, 428, 436. Thrown weapon attacks, 373. Wealth, 25, 26, 264, 517; and Status, Sunburn, 434. Thrusting damage, 15. 26, 516; cost of living, 265, 516; Supernatural advantages, 32, 33, 34; Tigers, 456. economics, 514; gold and disadvantages, 120. Time Tours, Ltd., 539. silver, 515; improving character Supers, 34. Time travel, 64, 93, 158, 189, 190. wealth level, 291; moving money between worlds, 514. Superscience, 513. Time Use Sheets, 499, 569. Weapon and armor tech levels, 512. Suppression fire, 409. Time, between adventures, 498; Weapons, 267-281; accessories, 289, Surprise attacks, 393. between sessions, 497; 411; accuracy, 269; ammunition, Swarm attacks, 461. during adventures, 497. 278; breaking, 401, 485; bulk, 270; Timeline shifts, 544-546. Swimming, 354, 357; fatigue, 426. carrying, 287; cavalry, 397; cost, TL, see Technology Level. Swinging damage, 15. 270; fencing, 404; firearms, 278-281; Switchable advantages, 34. To-hit roll, 326, 369. grenades, 277; heavy, 281; Table talk, 493. Tools, 289. incendiaries, 277; infinite cinematic Taboo traits, 261. Torches, 394. ammunition, 417; Legality Class, Takedown, 370. Tragic flaws, 119. 271; malfunction, 278, 407; melee, Taste and smell, Trait lists, 297. 271-275; missiles, 281; parry, 269; 49, 358. Traits, meta-traits, 262; taboo traits, range, 269; ranged, 275-277, 26; see also Character Creation. 278-281; rate of fire, 270; reach, 269; Trampling, 404. reach and Size Modifier, 388, 402; Transformations, 294. recoil, 271; shots, 270; smartguns, Transportation tech levels, 512. 278; strength, 270; striking at weapons, 400; thrown, 356; Traps, 502. weight, 270. Travel maps, 491. Weather, 243, 351. Trials, 507; punishment, 508. Weirdness, 161; weird parallel worlds, Tripods, 412. 527; weird science, 228, 479. Tunnels, 94. Werewolves, 83, 84, 137. Turning radius, 394. Whiplash, 432. TV action violence, 417. Whips, 406. Unarmed combat, 370; hurting White Star Trading, 524, 539. yourself, 379; parrying, 376. Wild swings, 388. Unarmed Critical Miss Table, 557. Wildcard skills, 175. Unconsciousness, 419, 423, 429; Will, 16; Will rolls, 360. recovery from, 329. Wolves, 458. Undead, 50; see also Vampires, Zombies. World-jumpers, 544. United Nations, 535, 538. Wounding modifier, 379. Utopia, 510. Wounds, see Injuries. Vacuum, 437. Wrench Limb attack, 370, 404. Vampires, 137, 212; see also Xing La, character sheet, 316-317; Baron Janos Telkozep. illustrations, 167, 188, 418, 445. Vehicle Hit Location Table, 554. Zombies, 74, 94, 252, 380.

334 INDEX Name ______Player ______Point Total ______Ht ______Wt ______Size Modifier ______Age ______Unspent Pts ______Appearance ______CHARACTER SHEET CURRENT Languages Spoken Written ST [ ] HP [ ] ______[ ] ______[ ] ______[ ] DX [ ] WILL [ ] ______[ ] ______[ ] DR TL: ______[ ] IQ [ ] PER [ ] Cultural Familiarities CURRENT ______[ ] ______[ ] HT [ ] FP [ ] ______[ ]

BASIC LIFT (ST × ST)/5 ______DAMAGE Thr ______Sw ______PARRY Reaction Modifiers BASIC SPEED ______[ ] BASIC MOVE ______[ ] Appearance ______ENCUMBRANCE MOVE DODGE Status ______None (0) = BL _____ BM × 1 _____ Dodge _____ Reputation ______Light (1) = 2 × BL _____ BM × 0.8 _____ Dodge -1 _____ BLOCK ______Medium (2) = 3 × BL _____ BM × 0.6 _____ Dodge -2 ______Heavy (3) = 6 × BL _____ BM × 0.4 _____ Dodge -3 ______X-Heavy (4) = 10 × BL _____ BM × 0.2 _____ Dodge -4 ______ADVANTAGES AND PERKS SKILLS ______[ ] Name Level Relative Level ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] DISADVANTAGES AND QUIRKS ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] CHARACTER SHEET 335 HAND WEAPONS Weapon Damage Reach Parry Notes Cost Weight ______CHARACTER SHEET ______Name ______RANGED WEAPONS Weapon Damage Acc Range RoF Shots ST Bulk Rcl LC Notes Cost Weight ______SPEED/RANGE TABLE HIT LOCATION ARMOR & POSSESSIONS For complete table, see p. 550. Item Location Cost Weight Modifier Location ______Speed/ Linear 0 Torso ______Range Measurement -2 Arm/Leg ______Modifier (range/speed) -3 Groin 0 2 yd or less -4 Hand ______-1 3 yd -5 Face ______-2 5 yd -7 Skull ______-3 7 yd ______Imp Pi -4 10 yd or attacks can ______-5 15 yd target vitals at -3 or -6 20 yd eyes at -9. ______-7 30 yd ______-8 50 yd You may copy this form ______for personal use only. -9 70 yd This and other ______-10 100 yd GURPS forms ® ______-11 150 yd may also be downloaded at ______-12 200 yd www.sjgames.com/gurps/resources/. -13 300 yd ______Copyright © 2004 -14 500 yd Steve Jackson Games Incorporated. ______-15 700 yd All rights reserved. ______CHARACTER NOTES ______POINTS SUMMARY ______Attributes/Secondary Characteristics ______[ ] ______Advantages/Perks/TL/Languages/ ______Cultural Familitarity ______[ ] ______Disadvantages/Quirks ______[ ] ______Skills/Techniques ______[ ] ______Other ______[ ] Totals: $ Lbs. 336 CHARACTER SHEET GURPS is the most flexible roleplaying system ever created. With just this book, you can adventure in any world you can imagine. Use all types of weapons from clubs to lasers . . . magic and martial arts . . . psionics and superpowers. Create exactly the character you want to play . . . your favorite fictional hero, or your own invention. Choose from over 400 advantages and disadvantages, over 350 skills, spells, and techniques. Customize your character with individual perks and quirks, and you’re ready to go. No more switching game systems when you change campaigns! GURPS gives you one set of clear, comprehensive rules to cover any background. This new Fourth Edition is based on 16 years of gamer feedback from the Third Edition, and is faster and easier to play than ever before. GURPS makes the Game Master’s job easy and fun. All rules are carefully organized, indexed, and cross-referenced. Charts and tables are clear and legible. And to help you introduce new players to the system, there’s a “Quick Start” section which covers the basics in a few pages . . . and the introductory version of the rules, GURPS Lite, is available free online! This is Book 1 of the two-volume Basic Set. Only this book is necessary to play. Game Masters, and players wanting more detail, will find Book 2 valuable.

4TH EDITION,3RD PRINTING PUBLISHED FEBRUARY 2008 ISBN 978-1-55634-729-0 9!BMF@JA:RSVQXOoY`Z^ZnZnZ` Printed in SJG03995 01-0001 Thailand