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 ...... 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 . . . . . 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

4CONTENTS 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 designed in a plex. I’ve tried to make GURPS as fast- “Generic.” Some people vacuum; every game builds moving yet realistic as possible. It’s up like quick, fast-moving on the ones that came to you to decide whether I succeeded. games, where the referee before. We learn from Most roleplaying systems depend makes lots of decisions to our successes – and for their success on a continual flow of keep things moving. from the successes of “official” supplements and adventures. Others want ultimate others. I think the best GURPS is different. True, we’ve detail, with rules for games are those that are released a lot of material already, and every contingency. Most simple, clear and easy to we plan to do much more; a totally uni- of us fall somewhere in read, and I’ve tried hard versal system offers great leeway, and between. GURPS starts to make GURPS “friend- we’ve got a supplement list as long as with simple rules, and – ly.” One important influ- your arm. But GURPS is designed to especially in the combat ence was Hero Games’ be as compatible as possible with sup- system – builds up to as Champions, for the plements written for different games. much optional detail as flexibility of its charac- The reason? Simple. Suppose that you like. But it’s still the ter-creation system. you’re a GURPS player. You’re at the same game. You may all Another was Flying hobby shop, and you see a really inter- use it differently, but your campaigns Buffalo’s Tunnels & esting supplement package. But it’s by will 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 fantasy, 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 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 Ally groups, 37. layering, 286; flexible armor and Break Free, 370. 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. , 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; Fire, 61; burning things, 433, 434; Gryphons, 460. bleeding, 420; crippling, damage, 433; flaming arrows, 410; Guided weapons, 412. 420-423; 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, 267, 291. 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