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Basic Set: Campaigns

GURPS 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 JEFF KOKE, CHRISTOPHER SHY, and ROGERIO´ VILELA Edited by ANDREW HACKARD and STEVE JACKSON

Illustrated by ABRAR AJMAL, MICHAEL CLARKE, CHRIS DIEN, ALEX FERNANDEZ, ROBERTO MARCHESI, TORSTEIN NORDSTRAND, BOB STEVLIC, DAN WILLEMS, ERIC WILKERSON, and LEO WINSTEAD ISBN 978-1-55634-730-6 4 5 6 7 8 9 10 STEVE JACKSON 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 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, , 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, , 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 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: Campaigns 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 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.

338 CREDITS CONTENTS INTRODUCTION ...... 342 Movement ...... 367 Readying Weapons and Step ...... 368 Other Gear ...... 382 Spacing ...... 368 When Is a Weapon Ready? . . . . . 383 UCCESS OLLS Moving Through Typical Long Actions ...... 383 10. S R . . . 343 Other Characters ...... 368 When to Roll ...... 343 Crouching ...... 368 Modifiers ...... 344 ATTACKING ...... 369 12. TACTICAL Default Rolls ...... 344 MELEE ATTACKS ...... 369 COMBAT ...... 384 Task Difficulty ...... 345 Melee Attack Options ...... 369 Equipment Modifiers ...... 345 Unarmed Combat ...... 370 Figures ...... 384 Long Tasks ...... 346 Actions After Being Grappled . . . . 371 THE COMBAT MAP ...... 384 Hexes ...... 384 Degree of Success or Failure . . . 347 RANGED ATTACKS ...... 372 Optional Rule: Thrown Weapon Attacks ...... 373 Facing ...... 385 Influencing Success Rolls . . . . 347 Missile Weapon Attacks ...... 373 MANEUVERS IN TACTICAL COMBAT ...... 385 Repeated Attempts ...... 348 DEFENDING ...... 374 CONTESTS ...... 348 Active Defense Rolls ...... 374 Wait Maneuver Strategy ...... 385 Quick Contests ...... 348 Dodging ...... 374 MOVEMENT IN TACTICAL COMBAT . . . . . 386 Regular Contests ...... 349 Blocking ...... 375 The “Step” in Tactical The Rule of 16 ...... 349 Parrying ...... 376 Combat ...... 386 PHYSICAL ACTIVITIES ...... 349 Parrying Heavy Weapons ...... 376 Movement Point Costs ...... 387 Climbing ...... 349 Active Defense Options ...... 377 ATTACKING IN TACTICAL COMBAT ...... 388 Digging ...... 350 Melee Attacks ...... 388 Different Gravity ...... 350 Long Weapon Tactics ...... 388 Hiking ...... 351 Ranged Attacks ...... 389 Holding Your Breath ...... 351 Pop-Up Attacks ...... 390 Jumping ...... 352 DEFENDING IN TACTICAL COMBAT . . . . . 390 Optional Jumping Rules ...... 352 “Runaround” Attacks ...... 391 Lifting and Moving Things . . . . . 353 CLOSE COMBAT ...... 391 Running ...... 354 Entering a Foe’s Hex ...... 391 Swimming ...... 354 Leaving a Foe’s Hex ...... 391 Flying ...... 354 Weapons for Close Combat . . . . 391 Throwing ...... 355 Readying in Close Combat . . . . . 391 Catching ...... 355 Defense in Close Combat ...... 392 Extra Effort ...... 356 Multiple Close Combat ...... 392 SENSE ROLLS ...... 358 Striking Into a Close Combat . . . . 392 Vision ...... 358 MULTI-HEX FIGURES ...... 392 Hearing ...... 358 Taste/Smell ...... 358 PECIAL OMBAT INFLUENCE ROLLS ...... 359 13. S C Influencing the PCs ...... 359 SITUATIONS ...... 393 WILL ROLLS ...... 360 SURPRISE ATTACKS Fright Checks ...... 360 AND INITIATIVE ...... 393 FRIGHT CHECK TABLE ...... 360 VISIBILITY ...... 394 SPECIAL MOVEMENT ...... 394 DAMAGE AND INJURY ...... 377 OMBAT High-Speed Movement ...... 394 11. C ...... 362 Damage Roll ...... 378 Optional Rule: Changing COMBAT TURN SEQUENCE ...... 362 Damage Resistance Posture in Armor ...... 395 MANEUVERS ...... 363 and Penetration ...... 378 Mounted Combat ...... 396 Multiple Maneuvers and Knockback ...... 378 Flying Combat ...... 398 Full-Turn Maneuvers ...... 363 Fast Damage Resolution HIT LOCATION ...... 398 Do Nothing ...... 364 for Multiple Hits ...... 379 Tight-Beam Burning Attacks . . . . 399 Move ...... 364 Wounding Modifiers Targeting Chinks in Armor ...... 400 Change Posture ...... 364 and Injury ...... 379 Striking at Weapons ...... 400 Aim ...... 364 Injury to Unliving, Homogenous, Subduing a Foe ...... 401 Evaluate ...... 364 and Diffuse Targets ...... 380 SPECIAL MELEE COMBAT RULES . . . . . 402 Attack ...... 365 Effects of Injury ...... 380 Attack from Above ...... 402 Feint ...... 365 Special Damage ...... 381 Combat at Different Levels . . . . . 402 All-Out Attack ...... 365 Attacks Without Damage ...... 381 Size Modifier and Reach ...... 402 Move and Attack ...... 365 CRITICAL HITS AND MISSES ...... 381 Special Unarmed Combat All-Out Defense ...... 366 Critical Hits ...... 381 Techniques ...... 403 Concentrate ...... 366 Critical Misses ...... 382 Special Melee Weapon Rules . . . . 404 Ready ...... 366 Example of Combat ...... 382 Improvised Weapons ...... 404 Wait ...... 366 OTHER ACTIONS IN COMBAT ...... 382 Dirty Tricks ...... 405 MOVEMENT AND COMBAT ...... 367 SPECIAL RANGED COMBAT RULES . . . . . 407

CONTENTS 339 Malfunctions ...... 407 Medical Care ...... 424 16. ANIMALS AND Firing Upward and Resuscitation ...... 425 Downward ...... 407 Ultra-Tech Drugs ...... 425 MONSTERS ...... 455 Cover ...... 407 FATIGUE ...... 426 COMMON ANIMALS ...... 455 Overpenetration ...... 408 Lost Fatigue Points ...... 426 Animal and Monster Special Rules for Rapid Fire . . . 408 Fatigue Costs ...... 426 Statistics ...... 456 Special Ranged Weapons ...... 410 Starvation and Dehydration . . . . 426 Individualizing Animals ...... 457 Firearm Accessories ...... 411 Missed Sleep ...... 426 PETS AND TRAINED ANIMALS ...... 458 Guided and Homing Recovering from Fatigue ...... 427 Riding and Draft Animals ...... 459 Weapons ...... 412 Foraging ...... 427 War-Trained Mounts ...... 459 Semi-Active Homing HAZARDS ...... 428 MONSTERS ...... 460 Weapons ...... 412 Acid ...... 428 Damage for Animals ...... 460 Area and Spreading Attacks . . . . 413 Afflictions ...... 428 ANIMALS IN COMBAT ...... 461 Attacking an Area ...... 414 Atmospheric Pressure ...... 429 Swarm Attack Examples ...... 461 Scatter ...... 414 Hazardous Atmospheres ...... 429 EXPLOSIONS ...... 414 Cold ...... 430 Explosions in Other Collisions and Falls ...... 430 17. TECHNOLOGY AND Environments ...... 415 Hit Location from a Fall ...... 431 ARTIFACTS ...... 462 SPECIAL DAMAGE ...... 416 ...... 432 Afflictions ...... 416 Flame ...... 433 VEHICLES ...... 462 Special Penetration Modifiers . . . 416 Making Things Burn ...... 433 Vehicle Statistics ...... 462 CINEMATIC COMBAT RULES ...... 417 Gravity and Acceleration ...... 434 Basic Vehicle Movement ...... 463 Dual-Weapon Attacks ...... 417 Heat ...... 434 GROUND VEHICLE TABLE ...... 464 Pressure ...... 435 WATERCRAFT TABLE ...... 464 Radiation ...... 435 AIRCRAFT TABLE ...... 465 Radiation Hazards ...... 435 SPACECRAFT TABLE ...... 465 Seasickness ...... 436 Basic Vehicle Combat ...... 467 Suffocation ...... 436 Vehicle Weapon Mounts ...... 467 Vacuum ...... 437 Weapons Fire from a POISON ...... 437 Moving Vehicle ...... 469 Describing Poisons ...... 437 Scaling Damage ...... 470 Special Delivery ...... 438 ELECTRONICS ...... 471 Poison Examples ...... 439 Communicators ...... 471 Drinking and Intoxication . . . . . 439 Sensors ...... 471 Addictive Drugs ...... 440 Computers ...... 472 Drug Withdrawal ...... 440 NEW INVENTIONS ...... 473 Overdose ...... 441 Required Skills ...... 473 ILLNESS ...... 442 Complexity ...... 473 Disease ...... 442 Concept ...... 473 Contagion ...... 443 Prototype ...... 473 Infection ...... 444 Reinventing the Wheel ...... 473 AGE AND AGING ...... 444 Testing and Bugs ...... 474 Production ...... 474 Funding ...... 474 15. CREATING GADGETEERING ...... 475 Inventing Gadgets ...... 475 TEMPLATES ...... 445 Quick Gadgeteering ...... 476 CHARACTER TEMPLATES ...... 445 Gadget Bugs Table ...... 476 How GURPS Works: Character Gadgeteering During Templates Aren’t Rules! ...... 445 Adventures ...... 477 Types of Character Gadgets for Non-Gadgeteers . . . . 477 14. INJURIES, ILLNESS, Templates ...... 446 FUTURISTIC AND Concept ...... 446 ALIEN ARTIFACTS ...... 478 AND FATIGUE . . . . . 418 Flexibility ...... 446 Enigmatic Device Table ...... 478 INJURIES ...... 418 Character Templates and Anachronistic Devices ...... 478 General Injury: Player Perceptions ...... 446 WEIRD TECHNOLOGY ...... 479 Lost Hit Points ...... 419 Selecting Traits ...... 447 Random Side Effects Table . . . . 479 Shock ...... 419 Setting the Price ...... 448 MAGIC ITEMS ...... 480 Example of Injury ...... 419 Writing it Up ...... 448 Enchantment Spells ...... 480 Major Wounds ...... 420 Listing Skills ...... 448 Enchanting ...... 481 Knockdown and Stunning . . . . . 420 Discounts ...... 448 Interruptions ...... 481 Crippling Injury ...... 420 Adjusting for Player Using Magic Items ...... 482 Optional Rules for Injury ...... 420 Experience ...... 448 Buying Magic Items ...... 482 Patient Status ...... 421 Customization Notes ...... 449 DAMAGE TO OBJECTS ...... 483 Temporary Attribute Additional Options ...... 449 Detailed HP Calculation ...... 483 Penalties ...... 421 RACIAL TEMPLATES ...... 450 Effects of Injury ...... 483 Mortal Wounds ...... 423 Concept ...... 450 Damage to Buildings Death ...... 423 Selecting Traits ...... 451 and Structures ...... 484 RECOVERY ...... 423 PC Races vs. NPC Races ...... 451 Damage to Shields ...... 484 Recovering from Player-Created Races ...... 451 Repairs ...... 484 Unconsciousness ...... 423 Setting the Price ...... 454 Breakdowns ...... 485 Natural Recovery ...... 424 Sub-Races ...... 454 Broken Weapons ...... 485 High HP and Healing ...... 424 Filling in the Blanks ...... 454 First Aid ...... 424 Character Costs vs. Surgery ...... 424 Racial Strength ...... 454

340 CONTENTS 18. GAME Legality ...... 507 Law Enforcement and Jail . . . . . 507 MASTERING ...... 486 Trials ...... 507 Customizing the Rules ...... 486 Bribery ...... 508 CHOOSING A CAMPAIGN TYPE ...... 486 Criminal Punishment ...... 508 Power Level ...... 487 SOCIETY AND High-Powered Campaigns . . . . . 487 GOVERNMENT TYPES ...... 509 The Cinematic Campaign ...... 488 The Big Picture ...... 509 Damn the Rules, Variations ...... 510 Full Speed Ahead! ...... 489 Restrictions ...... 510 STARTING A GAME SESSION ...... 490 TECH LEVELS ...... 511 Advance Preparation ...... 490 Variations Within a Maps ...... 490 Tech Level ...... 511 Player-Made Maps ...... 491 Tech Level by Field ...... 512 RUNNING THE GAME ...... 492 Building up Local Settling Rules Questions ...... 492 Technology ...... 513 Dealing with the Players ...... 493 Different Technologies ...... 513 Research Foundations ...... 539 Playing the NPCs ...... 493 Improving Skills in Crosstime Bounty Hunters . . . . . 539 Gaming Online ...... 494 Alternate Tech Levels ...... 513 Corporations ...... 539 Reaction Rolls ...... 494 Tech Level and Genre ...... 514 Keeping the Secret ...... 540 Knowledge ...... 495 ECONOMICS ...... 514 The Very Rich ...... 540 I open the door, duck under . . . . .495 Buying and Selling ...... 514 Crosstime Colonies ...... 541 Keeping the Characters Alive . . . . 496 Moving Money ADVERSARIES ...... 541 Game Time ...... 497 Between Worlds ...... 514 Centrum ...... 541 When in Doubt, Roll Loot, and Disposing of It ...... 515 Crosstime Bandits ...... 542 and Shout ...... 497 Gold and Silver ...... 515 Reality Liberation Force ...... 543 ENDING A PLAY SESSION ...... 498 Making Your Own Goods ...... 515 The Cabal: Awarding Bonus Wealth and Status ...... 516 Masters of Infinity ...... 543 Character Points ...... 498 Jobs ...... 516 Reich-5 ...... 543 Time Use Sheets ...... 499 Hirelings ...... 517 PARACHRONOZOIDS ...... 544 WRITING YOUR OWN Finding a Job ...... 518 World-Jumpers ...... 544 ADVENTURES ...... 500 Slaves ...... 518 TIMELINE SHIFTS ...... 544 Where Do You Get Loyalty Checks ...... 519 Centran Intervention ...... 545 Your Ideas? ...... 500 OTHER PLANES OF EXISTENCE ...... 519 Mysteries ...... 545 Adventure Design ...... 500 Travel Between Game Worlds . . . . 520 Effects of Tampering Dungeons ...... 501 Types of Realities ...... 520 with Echoes ...... 546 Traps ...... 503 Planar Cosmology ...... 521 Marooned! ...... 546 Features of a Interplanar Travel ...... 522 Locating a Shifted Timeline . . . . 546 Good Adventure ...... 504 Organizing a Continuing Campaign ...... 504 20. INFINITE WORLDS . . 523 TABLES ...... 547 Shared Campaigns and Travel THE CAMPAIGN ...... 524 COMBAT MODIFIERS ...... 547 Between Campaigns ...... 504 Infinite Worlds Glossary ...... 524 SIZE AND SPEED/RANGE TABLE ...... 550 The Interworld Treaty ...... 525 MANEUVERS ...... 551 Dark Infinity ...... 525 POSTURES ...... 551 AME ORLDS 19. G W . . . 505 AN INFINITY OF WORLDS ...... 526 HIT LOCATION TABLES ...... 552 CULTURES AND LANGUAGES ...... 505 Classes of Alternate Worlds . . . . 526 CRITICAL SUCCESS AND FAILURE . . . . . 556 LAWS AND CUSTOMS ...... 506 Close Parallels ...... 526 HP AND DR OF OBJECTS Travel Etiquette ...... 506 Farther Parallels ...... 527 AND COVER ...... 557 Control Rating ...... 506 Weird Parallels ...... 527 NPC REACTIONS ...... 559 Myth Parallels ...... 527 REACTION TABLE ...... 560 Hell Parallels ...... 528 Worlds That Break the Rules . . . 528 Pocket Multiverses ...... 529 GLOSSARY ...... 563 INTERDIMENSIONAL TRAVEL ...... 529 Parachronic Conveyors ...... 529 Parachronic Projectors ...... 530 LUDOGRAPHY ...... 566 Parachronic Coordinates ...... 530 Operations and Accidents ...... 531 Parachronic Detectors ...... 532 CAMPAIGN PLANNING Natural Parachronic Phenomena ...... 533 FORM ...... 567 Dimensional Highways ...... 534 Infinity’s World Classes ...... 535 INFINITY UNLIMITED ...... 535 GM CONTROL SHEET . . 568 Infinity Development ...... 536 Infinity Patrol ...... 536 Crosstime Recruitment ...... 536 NPC RECORD CARD . . 569 ISWAT ...... 536 Miracle Workers ...... 538 Parachronic Laboratories ...... 538 TIME USE SHEET . . . . . 569 OUTSIDE ORGANIZATIONS ...... 538 The United Nations ...... 538 Governments ...... 538 INDEX ...... 570

CONTENTS 341 INTRODUCTION This is Book 2 of the GURPS Basic of combat. Now a player needs only Set not just easier to carry around, but Set, Fourth Edition. Book 1 to get into the game. also a better introduction to the sys- Why two books? The last edition, Who needs this book? Well, first tem. Let us know how we did. after all, was a single book of 256 and foremost, the GM. This book goes – Steve Jackson pages, plus the Instant Characters sec- into detail about physical feats and tion. combat. It also covers vehicles and The short answer is: we added a lot technology, animals and monsters, OTHER SUPPORT of material. Which translated to a lot world design, and Game Mastering. of pages. This new edition brings in a “Tool kit” chapters let the GM create AND GM TOOLS great deal of material that’s either new creatures (and even PC races), Game Masters will also find useful brand new or previously appeared in artifacts, character abilities, and material in the GURPS GM’s Screen, other books (especially the two entire game worlds. which includes all the tables necessary Compendiums). This new Basic Set But it’s not just for GMs. Players to run a GURPS Fourth Edition game, weighs in at a total of 576 pages, more who enjoy detail and who want to par- copies of GURPS Lite and the tables than double the length of the last edi- ticipate in the creative side of the of advantages, disadvantages, and tion. That’s quite a stack of paper. game will definitely find this book use- skills from the Basic Set, Book 1, as We could still have done it as a sin- ful . . . and so will players who want to well as several variant character gle book. But for two reasons, we did- become GMs someday. The point is sheets and other useful tools. n’t. First, that would be a thick, heavy simply that it’s not required. If you have access to the Internet book, suitable for stopping bullets but Nevertheless, the books are intended . . . and nowadays that’s almost a just a bit unwieldy to use. And second, to work together. The pages and chap- given . . . there’s a great deal of sup- it would be an expensive book. Really, ters are consecutively numbered, and port available, including: too expensive. the index covers both books and is • The free SJ Games webforums at By dividing the manuscript into repeated in both. forums.sjgames.com. two parts, we were able to get every- In the final analysis, the answer to thing that a player has to have into “why two books?” is simply accessibil- • Pyramid Magazine, which, for Book 1. That book has the basic sys- ity. We want the system to be easy to $20 a year, gives subscribers several tem rules and everything for character play, easy to learn, and easy to get into. articles a week. A lot of these relate creation. What it didn’t have, in the By dividing the text into “necessary for directly or indirectly to GURPS. There early drafts, was any combat at all . . . the new player” and “everything else,” are also reviews, cartoons, and other so we added a section with the basics we hope we’ve made the new Basic bits of data and inspiration. • e23 is our electronic publish- ing division. Browse over to www.sjgames.com/e23/ and see what you find. We have already prepared dozens of PDFs, ranging from short adventures to whole GURPS source- books, and we get more ready every week. This will be a very valuable resource. You can purchase game material online, in PDF format, in the same shopping cart you use for your Warehouse 23 orders! • And, of course, the GURPS web- site itself (www.sjgames.com/gurps/) is constantly being updated with information about all GURPS prod- ucts in and out of print. One brand- new feature will be implemented for many GURPS books by the time you read this: the book’s complete bibliog- raphy will be online, and every book that’s currently in print will have a hotlink to amazon.com!

342 INTRODUCTION CHAPTER TEN SUCCESS ROLLS

Whenever a character attempts to perform an action (e.g., use a skill), roll three to determine the out- come. This is called a success roll. The task in question succeeds if the total rolled on the dice is less than or equal to the num- ber that governs the action – most often a skill or an attribute. Otherwise, it fails. Example: If you attempt to pick a lock with a Lockpicking skill of 9, you must roll 9 or less on 3d to succeed. On a roll of 10 or more, you fail. Regardless of the score you are rolling against, a roll of 3 or 4 is always a success, while a roll of 17 or 18 is always a failure. In general, the player makes the die rolls for his character’s actions. However, the GM may always choose to roll the dice in secret – see When the GM Rolls (p. 344). WHEN TO ROLL To avoid bogging down the game in endless die rolls, the GM should only require a suc- cess roll if there is a chance of meaning- ful failure or gainful success. In par- ticular, the GM should require suc- cess rolls when . . . • A PC’s health, wealth, friends, reputation, or equipment are at risk. This includes chases, combat (even if the target is stationary and at point-blank range!), espionage, thievery, and similar “adventur- ing” activities. • A PC stands to gain allies, information, new abilities, social stand- ing, or wealth. The GM should not require rolls for . . . • Utterly trivial tasks, such as crossing the street, driving into town, feeding the dog, finding the corner store, or turning on the computer. • Daily work at a mundane, nonadventuring job. (To evaluate job performance, make monthly “job rolls”; see Jobs, p. 516.)

Regardless of the score you are rolling against, a roll of 3 or 4 is always a success, while a roll of 17 or 18 is always a failure.

SUCCESS ROLLS 343 When the GM Rolls or difficulty of a particular situation. Modifiers (p. 345), and Task Difficulty There are two sets of circum- For instance, an adventure might state (p. 345) for discussions of common stances under which the GM should that a lock is +10 to open due to the modifiers. roll for a PC and not let the player see fact that it is primitive and clumsy. If the results: your Lockpicking skill were 9, you Base Skill vs. would roll against 9 + 10, or 19. Since Effective Skill 1. When the character wouldn’t the highest roll possible on 3d is 18, it Your base skill is your actual level know for sure whether he had succeed- would seem that success is assured. in a skill, as recorded on your charac- ed. This is true of all rolls to gain infor- This is almost true, but not quite – see ter sheet. Your effective skill for a par- mation, whether through skills such Critical Failure (p. 348). ticular task is your base skill plus or as Detect Lies, Interrogation, Modifiers are cumulative unless minus any modifiers for that task. In Meteorology, and Search, advantages stated otherwise. For instance, if you the Lockpicking examples above, base like Intuition and Oracle, or supernat- tried to open that primitive lock in the skill is 9 in all cases, while effective ural divinatory abilities. In this situa- dark, both modifiers would apply, and skill is 4, 19, and 14 in three different tion, the player declares that he is you would roll against 9 - 5 + 10, or 14. situations. using his ability and the GM rolls in See Culture (p. 23), Language The terms “base skill” and “effec- secret. On a success, the GM gives the (p. 23), Tech-Level Modifiers (p. 168), tive skill” apply to all success rolls, not player true information – the lower Familiarity (p. 169), Equipment just to skill rolls. When you make an the roll, the better the information. On a failure, the GM either gives no infor- mation at all or lies (the higher the roll, the more severe the lie), as appro- priate. 2. When the player shouldn’t know Default Rolls what’s going on. This includes most When a task calls for a skill roll, you must have some ability with the Sense rolls, rolls to use Danger Sense, required skill in order to attempt the task. Ideally, you want points in etc. Suppose the party is walking that skill . . . but an untrained person can take a stab at most tasks. For along a jungle trail. A jaguar is on a instance, anyone can swing a sword – although only a trained warrior limb ahead. The GM should not say, is likely to have much success at it. “There’s a jaguar ahead of you. Roll to A skill that anyone can attempt without study is said to “default” to see if you notice it.” Neither should he an attribute or another skill. This means you can attempt the desired say, “Everybody make a Vision roll. action by rolling against one of your attributes or other skills at a penal- Does anybody have Danger Sense?” ty. This “default roll” is just an ordinary success roll. Either of these approaches gives too Example: Lockpicking skill defaults to “IQ-5”; that is, anyone can much away. Instead, the GM should open a lock, without training, by making a success roll against 5 less roll for each character in secret. If any- than his IQ. If your IQ is 10, you can open an ordinary lock on a roll of one succeeds, the GM can say, “You 5 or less on 3d. The smarter you are, the better your chances – but train- notice a jaguar on a branch 20 yards ing is always preferable! ahead!” If nobody succeeds . . . they’re in for a surprise. The description of each skill shows what skills or attributes it defaults to, and at what penalties. If a skill offers multiple defaults, MODIFIERS always choose the best one. The rules often specify modifiers Example: Interrogation defaults to “IQ-5, Intimidation-3, or for certain success rolls. These bonus- Psychology-4.” If you’re not a trained interrogator, you can still get es and penalties affect the number you answers out of a prisoner by outthinking him (IQ-5), frightening him are rolling against – your “target num- (Intimidation-3), or playing “mind games” with him (Psychology-4). If ber” – and not the total rolled on the you had IQ 12, Intimidation at 14, and Psychology at 13, your defaults dice. Bonuses always improve your would be 7, 11, and 9, respectively. Roll against 11, the highest of the odds, while penalties always reduce three. them. For instance, the Lockpicking skill The Rule of 20 description states, “-5 if working by If you have a basic attribute over 20, treat it as 20 for default pur- touch (e.g., in total darkness).” This poses. For instance, if you have IQ 25, your default Lockpicking skill means that if you are working in the (IQ-5) is 15 – not 20. No such limit applies to defaults to other skills. dark, you must subtract 5 from your Lockpicking skill for that attempt. If “No Default” your Lockpicking skill is 9, you roll Some actions are impossible without training. Skills like Alchemy, against 9 minus 5, or 4, in the dark. Karate, and magic spells have no default. If you lack the proper train- A specific scenario might provide ing, you can’t attempt these things at all. modifiers to allow for the relative ease

344 SUCCESS ROLLS Equipment Modifiers The quality of your equipment modifies your skill Equipment modifiers reflect the quality of: rolls for tasks that normally require equipment: • Special “tools of the trade,” for criminal, military, No equipment: -10 for technological skills, -5 for and espionage skills such as Disguise, Explosives, other skills. Note that many skills cannot be used at all Forgery, Forward Observer, Holdout, and Lockpicking. without equipment! • The contents of your backpack, for outdoor skills Improvised equipment: -5 for technological skills, -2 like Fishing and Survival. for other skills. • Your instruments or lab, for scientific and medical Basic equipment: No modifier. This is the case most skills such as Alchemy, Diagnosis, Meteorology, of the time. Navigation, and Surgery. Good-quality equipment: +1. Costs about 5¥ basic • Your shop or toolkit, for Armoury, Carpentry, price. Electrician, Electronics Repair, Engineer, Machinist, Fine-quality equipment: +2. Costs about 20¥ basic Masonry, Mechanic, Smith, and other skills used to price. build or repair things. Best equipment possible at your TL: +TL/2, round • Your studio, for artistic skills – Artist, Jeweler, down (minimum +2). Not usually for sale! Photography, etc. If you have “basic” or better equipment that is not Example: For First Aid skill, “improvised” might in perfect condition, the following modifiers apply in mean leaves and clean mud; “basic,” sterile bandages; addition to quality modifiers: “good,” a standard first-aid kit; “fine,” a crash kit (found in most ambulances); and “best,” an entire hos- Missing important items: -1 per item. pital. Missing antiseptic would give -1, while a first-aid Damaged equipment: -1 to -3. kit salvaged from a wrecked vehicle might give -1 or worse for damaged equipment.

attribute roll, defense roll (p. 374), Many skills suggest difficulty mod- commute to work in a teeming self-control roll (p. 120), etc., your ifiers – e.g., the -5 to use Lockpicking metropolis. base skill is your unmodified score, skill by touch – but the possible variety +1 – Favorable. Tasks that most people while your effective skill is your final, of tasks is essentially infinite. Here are would hesitate at, due to the risk, modified target number. some guidelines for GMs: but that a career adventurer would regard as easy. Example: A Driving You may not attempt a success roll +10 – Automatic. Tasks so trivial that roll to compete in a road rally. if your effective skill is less than 3, the GM should waive the need for a 0 – Average. Most adventuring tasks, unless you are attempting a defense success roll, except under extraor- and the majority of skill use under roll (p. 374). dinary circumstances. Example: A stress. Example: A Driving roll in a Driving roll to start a car. car chase. +8 or +9 – Trivial. Situations where -1 – Unfavorable. Stressful tasks that TASK DIFFICULTY failure is extremely unlikely, and would challenge a novice adventur- If the GM feels that a success roll would require incredibly bad luck. er, but not an old hand. Example: A should be easier or harder in a partic- Example: A Driving roll to drive Driving roll in a high-speed car ular situation, he may assess a difficul- around an empty parking lot. chase. ty modifier. This is separate from mod- +6 or +7 – Very Easy. Tasks where fail- -2 or -3 – Very Unfavorable. Stressful ifiers for the culture, equipment, lan- ure is possible, but would require tasks that would challenge a pro- guage, tech level, etc. of the person bad luck. Example: A Driving roll to fessional. Skilled adventurers still attempting the task, in that it applies drive down an empty suburban routinely accept such risks! to anyone who attempts the task. It is street. Example: A Driving roll in a high- cumulative with all other modifiers. +4 or +5 – Easy. Most mundane tasks, speed car chase on a busy freeway. For instance, if the GM rules that including rolls made by ordinary -4 or -5 – Hard. Tasks so challenging the only way to sway a particular audi- people at day-to-day jobs. Example: that even an expert will look for ence is to make a Public Speaking roll A Driving roll to commute to work alternatives. A true “master” is still at -2, the difficulty modifier is -2. Any in a small town. unlikely to feel challenged. speaker has -2, in addition to personal +2 or +3 – Very Favorable. Mildly Example: A Driving roll to keep the modifiers (for culture, language, risky tasks that most people car on the road while shooting a Voice, etc.), when dealing with that would undertake without hesita- gun out the window during a high- audience. tion. Example: A Driving roll to speed chase.

SUCCESS ROLLS 345 -6 or -7 – Very Hard. Situations that and almost certainly a stressful take extra time for the task at hand even the masters might have sec- experience! (GM’s judgment). You can take extra ond thoughts about. Example: A time to open a safe or figure out an The GM can use difficulty modi- Driving roll in a high-speed chase alien artifact, but not to neutralize fiers in place of other modifiers if the during a blizzard. poison or chase a fleeing suspect! outcome of a task is too unimportant -8 or -9 – Dangerous. Tasks at which Haste: Hurrying gives a penalty: -1 – or the action too hot – to justify stop- even the greatest masters expect to per 10% less time taken. For ping to add up a long string of modi- fail. Example: A Driving roll while instance, attempting a task in half the fiers. For instance, in a car chase shooting a gun in a high-speed usual time (-50%) is at -5. The maxi- involving a car in bad repair, the GM chase during a blizzard. mum time reduction is normally 90% might bump the difficulty up a level or -10 – Impossible. No sane person (taking 1/10 the prescribed time), at two instead of assessing an equipment would attempt such a task. The -9. In a cinematic game, the GM modifier for the car. GM may wish to forbid such might allow one attempt at -10 to attempts altogether. Example: A Time Spent complete a task instantly; e.g., a Driving roll to steer a car with the Mechanic roll at -10 to fix a machine You can reduce the penalty for a knees while firing a bazooka two- by kicking it! However, you cannot tough task – or even get a bonus – by handed during a chase through a hasten tasks that require a certain working slowly and deliberately, tak- blizzard. amount of time due to natural laws ing the time to get things right. (e.g., a chemical reaction) or the lim- These modifiers assume a trained Conversely, if you are racing to beat a itations of equipment (e.g., the top character. To get an idea of how tough deadline, even the simplest task can speed of a vehicle). When in doubt, a task would be for someone working become tricky. the GM’s decision is final. at default, add the default penalty to Extra Time: Taking more time than the difficulty modifier. Note that if a skill specifies time usual for a task (as specified by the modifiers, these override the generic Example: Someone who never rules or the GM) gives a bonus to a modifiers above. For instance, magic learned to drive is using Driving at its noncombat action: 2¥ as long gives +1, spells have their own rules for extra DX-5 default. For him, an everyday 4¥ gives +2, 8¥ gives +3, 15¥ gives +4, time (see Ceremonial Magic, p. 238) commute – “Easy” (+4 or +5) for a and 30¥ gives +5. For instance, taking and cannot be rushed save by those trained driver – would be “Average” a work day (eight hours) to do a one- with high skill (see Magic Rituals, (DX) or even “Unfavorable” (DX-1), hour task would give +3. This bonus p. 237). only applies if it would make sense to

Long Tasks The GM may define major projects as “long tasks” It is possible to work longer shifts. To get an NPC to that require a number of man-hours of work with one do this, make an Influence roll (see Influence Rolls, or more attributes or skills. For instance, the GM p. 359). Roll against HT on any day you work more than might rule that building a rope bridge over a chasm eight hours, at -1 per hour over 10. On a success, make requires 40 man-hours of DX-based ordinary labor, 24 the usual skill roll and (except on a critical failure) base man-hours of Carpentry work, and eight man-hours of the man-hours contributed on the time worked. On a Engineer work. failure, your skill roll has a penalty equal to your mar- The normal limit on labor for each person involved gin of failure or -2, whichever is worse, and you lose FP is eight hours per 24-hour day. At the end of each day, equal to the size of your penalty – but you still con- each worker rolls vs. the skill used that day (the GM tribute extra labor if your skill roll succeeds. Treat a crit- rolls for NPCs). A success puts eight man-hours of ical failure as any other failure, except that you are so work toward the task; a critical success counts 50% exhausted that you cannot work the next day! extra. A failure counts as half as much. A critical fail- It is possible to cut corners and reduce the man- ure contributes nothing, and ruins 2d man-hours of hours of labor required, as described under Time work already done! Spent. All workers doing a given type of labor make A supervisor who works a full shift with his work- their skill rolls at the usual penalty for haste. For ers may opt to coordinate his staff instead of working instance, the manual laborers working on the rope himself. Make an Administration roll if organization bridge above could reduce their work to 20 man- matters more than inspiration, or a Leadership roll in hours, but they would roll at DX-5. the opposite situation (GM’s judgment). On a success, Likewise, it is possible to take extra time to get a the workers get +1 to their rolls for the day; on a criti- bonus. For instance, if those laborers put in 80 man- cal success, they get +2. On any failure, the supervisor hours, they would roll at DX+1. This strategy is likely contributes nothing at all. to backfire if the extra time takes the form of long shifts, however.

346 SUCCESS ROLLS DEGREE OF SUCCESS Optional Rule: OR FAILURE Influencing Success Rolls Once you have calculated effective Here are two options for GMs who wish to let players spend bonus skill by applying all relevant modifiers character points (see p. 498) to influence game-world outcomes. Be to base skill, roll 3d to determine the aware that rules of this kind tend to encourage players to sacrifice long- outcome. If the total rolled on the dice term development for short-term success. This is most appropriate for is less than or equal to your effective genres where the heroes usually “win” but don’t develop much; e.g., skill, you succeed, and the difference classic comic-book supers. The GM might want to set a limit on how between your effective skill and your many points each player can spend this way per game session. die roll is your margin of success. Buying Success Example: If you have effective skill A player can spend bonus character points to alter the outcome of 18 and roll a 12, you succeed; your his last success roll. It costs 2 points to turn critical failure into failure, margin of success is 6. 1 point to convert failure to success, or 2 points to turn success into crit- If you roll higher than your effec- ical success. Add these costs for multiple shifts (e.g., critical failure to tive skill, you fail, and the difference critical success costs 5 points). To keep the PCs from winning every bat- between the die roll and your effective tle with a series of critical hits, the GM may choose to forbid purchase skill is your margin of failure. of critical successes, at least in combat. Note that because “guaranteed success” Example: If you have effective skill can destroy suspense, this optional rule is 9 and roll a 12, you fail; your margin not recommended for horror or mystery of failure is 3. games. Always note your margin of suc- cess or failure, as many rules use these Player Guidance margins to calculate results that mat- A player can spend bonus character ter in play. Even when the rules don’t points to specify the game-world effects of a call for these numbers, the GM might recent success. Whenever he rolls a success wish to reward a large margin of suc- (or in a situation that didn’t call for a roll), cess with a particularly favorable out- he may spend 2 points and add a plausible come, or assess especially dire conse- element to the world or scene. A player who quences for a large margin of failure! rolls a critical success may spend 1 point for Extremely high or low rolls have the same effect. This replaces any other ben- special effects – beyond those for nor- eficial effects of the critical success. mal success and failure – regardless Example: Dr. Smith is working at the of your exact margin of success or Federal Laboratory for Advanced Weapons failure. when a giant robot bursts through the front doors, four stories below. Smith makes his Critical Success Sense roll and notices the attack. Smith’s A critical success is an especially player suggests, “I was walking past the good result. You score a critical suc- security station and spotted the robot on a cess as follows: monitor. I go over to the console and train • A roll of 3 or 4 is always a critical the sensors on the robot.” The GM hadn’t success. previously mentioned a security station or • A roll of 5 is a critical success if sensors, but since that fits his view of the your effective skill is 15+. FLAW, he agrees. Smith’s player pays 2 • A roll of 6 is a critical success if points and the GM fits the scene in. your effective skill is 16+. In addition to being plausible, a suggestion When you roll a critical success, must be acceptable to the GM and the other players. In general, the GM the GM determines what happens to should go along with suggestions that are imaginative, that move the you. It is always something good! The plot forward, or that save a PC’s life. The GM should not approve a lower the roll, the better “bonus” he suggestion that would short-circuit the plot, contradict a previously gives you. established fact, or harm or steal the scene from another PC. In bor- A is a critical success derline cases, the player and GM can negotiate. scored on an attack. The GM does not The GM should make a note of any element added using this rule, as determine the result. Instead, use the it becomes a permanent part of the game world! Critical Hit Table (p. 556).

SUCCESS ROLLS 347 Critical Failure A critical miss is a critical failure know whether you succeeded or failed A critical failure is an especially bad scored on an attack. The GM does not until it’s too late to try again (translate result. You score a critical failure as determine the result. Instead, use the an old treasure map, order in a French follows: Critical Miss Table (p. 556). restaurant, build a ship). Finally, there are times when you are injured by fail- • A roll of 18 is always a critical ure but can afford to fail a few times failure. REPEATED (climb a wall, impress a savage • A roll of 17 is a critical failure if tribesman). your effective skill is 15 or less; other- ATTEMPTS The GM must use common sense wise, it is an ordinary failure. Sometimes you will only get one to distinguish between these cases, • Any roll of 10 greater than your chance to do something (defuse a according to the exact situation in effective skill is a critical failure: 16 on bomb, jump over a crevasse, remove which the players find themselves. As a skill of 6, 15 on a skill of 5, and so on. an inflamed appendix, please the King a rule: with a song). Other times you can try When you roll a critical failure, the over and over again until you succeed • If the first failure kills them or GM determines what happens to you. (pick a lock, catch a fish, analyze a destroys the object of the attempt, It is always something bad – the high- poison). Still other times you will not that’s that. er the roll, the worse the result. • If a failure causes damage of some kind, assess the damage and let them try again after a “reasonable” time passes. (Skill descriptions fre- quently state the time required.) • If a failure causes no damage, let them try again after a reasonable time, but at -1 per repeated attempt – that is, -1 on the second attempt, -2 on the third, and so on – until they succeed or give up. • If repeated attempts are the norm for the task (e.g., when attacking in combat), or if it’s long task, tell them that their attempt failed but let them try again at no special penalty, in the usual amount of time. CONTESTS Sometimes a situation will arise in Each competitor attempts his suc- succeeded and the loser failed, or the which two characters must compare cess roll. If one succeeds and the other difference between the loser’s margin attributes, skills, or other traits to settle fails, the winner is obvious. If both of failure and his margin of failure if a competition. The one with the highest succeed, the winner is the one with the both failed. score doesn’t always win . . . but that’s largest margin of success; if both fail, the way to bet. A “Contest” is a quick the winner is the one with the smallest Resistance Rolls way to handle such a competitive situa- margin of failure. A tie means nobody Most abilities that can affect an tion without playing it out in detail. won (in the examples above, both unwilling subject offer the subject an In a Contest, each competitor fighters grabbed the weapon at once, attempt to resist using an attribute, attempts a success roll against the abil- or the knives hit the same distance skill, or supernatural ability. This is ity being tested – with all applicable from the bull’s-eye). sometimes a Quick Contest between modifiers – and then compares his the attacking ability and the defender’s result to his opponent’s. There are Margin of Victory resistance, in which case two special two different ways to make this The amount by which the winner rules apply: comparison. beat the loser is often important – suc- 1. The attacker must succeed to cess by 5 vs. failure by 5 generally win. He cannot win by having the means more than success by 2 vs. suc- smallest margin of failure. If he fails QUICK CONTESTS cess by 1! The winner’s “margin of vic- his roll, he loses automatically and his A “Quick Contest” is a competition tory” is the difference between his subject does not need to attempt a that is over in very little time – often in margin of success and the loser’s resistance roll. one second, perhaps even instantly. margin of success if both succeeded, 2. The attacker must win to affect Examples include two enemies lung- the sum of his margin of success and the subject. All ties go to the defender. ing for a gun, or two knife throwers the loser’s margin of failure if he seeing who gets closer to the bull’s-eye.

348 SUCCESS ROLLS REGULAR CONTESTS The Rule of 16 A “Regular Contest” is a slow com- If a supernatural attack (magic spell, psi ability, etc.) offers a resist- petition with much give and take – for ance roll and the subject is living or sapient, the attacker’s effective skill instance, arm wrestling. cannot exceed the higher of 16 and the defender’s actual resistance. If it Each character attempts his suc- does, reduce it to that level. cess roll. If one succeeds and the other fails, the winner is obvious. If both Example: A wizard has an effective skill of 18 with his Mind-Reading succeed or both fail, the competitors’ spell. If he tries to read the mind of someone with a Will of 16 or less, relative positions are unchanged and he rolls against 16. If his subject has a Will of 17, he rolls against 17. they roll again. Eventually, one char- And if his target has a Will of 18 or higher, he rolls against 18. acter succeeds when the other fails. At this point, the one who made his roll is the winner. The length of game time each moving, raise the lower score to 10 Example: For a 19 vs. 16 Contest, attempt takes depends on the activity, and add the same amount to the subtract 6 from each score to make it and is up to the GM. In a combat situ- higher score. 13 vs. 10. ation, each attempt takes one second . . . but in a library-research contest, Example: For a 5 vs. 3 Contest, add When both scores are greater than with the fate of the world hanging on 7 to each score to make it 12 vs. 10. 20 – e.g., a Contest of ST between who finds a certain obscure reference dinosaurs – even this will not suffice. Likewise, a Regular Contest can first, each attempt could represent Instead, reduce the lower score to 10 become deadlocked if both contest- days of time. and multiply the higher score by ants have scores of 14 or more, (10/lower score), rounding down. Extreme Scores because it can take a long time before If both contestants have a score of anyone rolls a failure. To speed up the Example: For a 600 vs. 500 Contest, 6 or less, a Regular Contest can bog process, reduce the lower score to 10 multiply the higher score by 10/500 down the game as both sides roll fail- and subtract the same amount from and set the lower one to 10 to make it ure after failure. To keep the game the higher score. 12 vs. 10.

PHYSICAL FEATS

Below are rules for common phys- while heavily laden is a dangerous The table below gives skill modi- ical tasks of importance to adventur- matter! fiers and climbing speeds for some ers. For tasks not listed here, make DX Make one roll to start the climb common climbs. In most cases, use rolls for matters of precision and HT and another roll every five minutes. the speeds in the “Regular” column. rolls for feats of endurance. To deter- Any failure means you fall (see Falling, The “Combat” column is for climbs mine weight moved or work done, use p. 431). If you secured yourself with a inspired by rage or terror, which Basic Lift. Movement speed should rope, you will fall only to the end of always cost at least 1 FP – or double generally be proportional to Basic the rope unless you rolled a critical the FP cost given in an adventure or Move. For more on basic attributes failure. assessed by the GM. Climbs in combat and secondary characteristics, see require a Move maneuver. Chapter 1. Type of Climb Modifier Combat Regular LIMBING Ladder going up no roll 3 rungs/sec 1 rung/sec C Ladder going down no roll 2 rungs/sec 1 rung/sec To climb anything more difficult Ordinary tree +5 1 ft/sec 1 ft/3 sec than a ladder, roll against Climbing Ordinary mountain 0 1 ft/2 sec 10 ft/min skill (p. 183). This defaults to DX-5. Vertical stone wall -3 1 ft/5 sec 4 ft/min Modifiers to the roll depend on the dif- Modern building -3 1 ft/10 sec 2 ft/min ficulty of the climb (see below). In all Rope-up -2 1 ft/sec 20 ft/min cases, subtract your encumbrance Rope-down level from your roll as well. Climbing (w/o equipment) -1 2 ft/sec 30 ft/min (w/ equipment) -1 12 ft/sec 12 ft/sec

SUCCESS ROLLS 349 soil, which is easier to remove. The DIGGING Loose Soil, Sand, etc.: A man can most efficient way to dig is with one Digging rate depends on the type of dig 2¥BL cubic feet per hour (cf/hr). man with a pick, and two shovelers soil, the digger’s Basic Lift (that is, Ordinary Soil: A man can dig BL clearing behind him. ST¥ST/5), and the quality of the tools cf/hr. One man with a pick can break Hard Soil, Clay, etc.: Must be bro- available. up 4¥BL cf/hr, making it into loose ken up first by a pick, at 2¥BL cf/hr,

Different Gravity A world’s gravity is measured in “Gs,” with 1G being as far as normal, use the rules under Super Jump (p. 89) Earth-normal conditions. In comparison, Mars has to determine how fast you can move by bounding along. 0.38G and the Moon has 0.17G. When throwing (p. 355), multiply distance by the ratio of 1G to local gravity, just as you would for jump- Microgravity is extremely low gravity (e.g., that of an ing. Damage from thrown objects does not change, as asteroid or small moon) – for game purposes, anything this is based on mass. below 0.1G. Gravity also affects falls. Multiply terminal velocity Zero gravity is weightlessness, or “free fall,” as found by local gravity. See Falling (p. 431) for what this in space and aboard any spacecraft not spinning, accel- implies. erating, or otherwise generating artificial gravity. In zero gravity, your skills and DX rolls are affected In higher or lower gravity, mass stays the same, but as well; see Free Fall (p. 197). This does not apply when weight changes. firing beam weapons (unless they have Recoil 2 or more) or operating vehicles or tools specifically Encumbrance and designed for zero gravity (e.g., a spacecraft). Move in Different Gravity If local gravity is more than 1G, multiply the sum of G-Increments and your body weight and the weight of everything you’re car- Attribute Penalties rying by (local gravity in Gs)-1. This is the extra weight If local gravity differs from your home gravity (see you’re carrying due to high gravity. Add this to your Home Gravity, p. 17), you might become disoriented encumbrance when determining Move. and suffer physiological effects. The change in gravity you can tolerate without penalties is your “G- Example: You weigh 150 lbs. and are carrying 30 lbs. Increment.” This is 0.2G unless you have the Improved of gear. On a 1.2-G world, that amounts to an extra weight G-Tolerance advantage (p. 60). of (150 + 30) ¥ (1.2 - 1) = 36 lbs. Since you’re already car- In higher or lower gravity than usual, count the rying 30 lbs., your total encumbrance is 66 lbs. number of G-Increments from your home gravity, If local gravity is less than 1G, multiply the weight of rounding down. This determines the penalties you suf- the gear you’re carrying by the local gravity, and use the fer. For instance, an Earth native used to 1G treats modified weight to determine your encumbrance. There 0.81G to 1.19G as zero G-Increments, but 0.8G or 1.2G is a similar reduction in your body weight; this does not counts as one G-Increment. affect encumbrance, but it lets you jump further (see DX: You are at -1 DX per G-Increment of difference below). In very low gravity, you may be able to move (-1 per two full G-Increments, if you have the G- faster than your Basic Move by making a series of run- Experience advantage, p. 57). This applies to activities ning broad jumps instead of walking! that require agility or judging ballistic trajectories; it In zero gravity, you float in space (unless using mag- affects Broadsword, Driving, and Guns, but not Beam netic boots, thrusters, etc.). If you can’t fly, you must push Weapons or Lockpicking. off from a solid surface to move. Your Move when doing IQ: You are at -1 IQ per two full G-Increments of so is equal to ST/2, rounded down. You will keep going at higher gravity, due to reduced blood flow to the brain that speed until you grab or collide with something! and general fatigue. Lower gravity has no effect. HT: You are at -1 HT per two full G-Increments of Actions in Different Gravity higher gravity, because the heart has to work harder. In gravities other than 1G, the jumping rules (p. 352) Lower your FP score by the same amount. There is no need modification. Multiply your normal jumping dis- effect in lower gravity – although microgravity or zero tances by the ratio of 1G to local gravity. For instance, gravity might cause space sickness (see Space under 1.25G, you jump 1/1.25 = 0.8 times as far, while Adaptation Syndrome, p. 434), or even have lasting ill under 0.2G, you jump 1/0.2 = 5 times as far. (Exception: effects in the long term. Do not multiply the bonus high-jump distance you get See Temporary Attribute Penalties (p. 421) to learn from a running start!) If this lets you jump at least twice how attribute penalties affect secondary characteristics and skills.

350 SUCCESS ROLLS and then shoveled at 2¥BL cf/hr. A the speed of its slowest member or Roads lone man with both pick and shovel split up. Note that a party that has In fine weather, most roads count can only remove 0.6¥BL cf/hr – he opted to make a single Hiking roll for as Average terrain, regardless of the loses time switching between tools. the entire group has already chosen surrounding terrain. The best roads Hard Rock: Must be broken by a not to split up! might even count as Good terrain, giv- pick at BL cf/hr (or slower, for very ing a bonus. hard rock!), and then shoveled at BL Terrain In rain, low-quality roads – unsur- cf/hr. Once you know your ideal daily faced dirt or gravel – turn to mud. mileage, modify it for terrain as fol- Treat them as Very Bad terrain. Better All of the above assumes iron or lows: steel tools! Halve speeds for wooden roads behave as Average (but never tools (common at TL5 and below). Very Bad: Deep snow, dense forest, Good) terrain in the rain. Divide by 4 (or more) for improvised jungle, mountains, soft sand, or In snow or ice, treat roads as tools – bare hands, mess kits, etc. swamp. ¥0.20. Average terrain, but apply the move- Bad: Broken ground (including ment penalties given under Weather Time Required streams), forest, or steep hills. ¥0.50. (above) unless the road is cleared. and Fatigue Cost Average: Light forest or rolling hills To find the time required to dig a ¥1.00. Time Required given hole, find the volume of the hole Good: Hard-packed desert or level and Fatigue Cost in cubic feet by multiplying height ¥ plains. ¥1.25. These rules assume you spend the width ¥ depth (all in feet). Then divide entire day preparing for your hike, the number of cubic feet by the dig- ging rate to find the hours of work required. Each hour of work costs 1 FP for loose soil, 2 FP for ordinary soil, 3 FP for hard soil, and 4 FP for hard rock. When these rules result in different speeds for different members of a party, the party must either HIKING move at the speed of its slowest member or split up. Sustainable cross-country speed on foot depends on ground Move. Start with Basic Move and reduce it for encumbrance (see Encumbrance and Move, p. 17), injury (see General hiking, or resting, leaving no time for Injury, p. 419), and exhaustion (see Weather study or other activities. This is true Lost Fatigue Points, p. 426), as appli- Weather conditions can further however small your daily mileage – cable. The distance in miles you can modify distance traveled: the heavier your load and the worse march in one day, under ideal condi- Rain: Rain halves off-road speed in the traveling conditions, the more tions, equals 10 ¥ Move. any terrain. See Roads (below) for the slowly you walk and the more fre- If you have the Enhanced Move effects of rain on roads. quently you stop to rest. (Ground) advantage, you may apply Snow: Ankle-deep snow halves Should you interrupt your travels your movement multiple to this dis- speed in any terrain. Anything deeper for adventuring matters, you will be Fatigue tance. For instance, Enhanced Move 1 divides speed by 4 or more. Exception: missing FP when you stop. See Costs (Ground) multiplies Move by two, Skis allow travelers to treat any depth (p. 426) for details. doubling daily marching distance. See of snow as Average terrain. Replace Enhanced Move (p. 52). Hiking skill with Skiing skill (p. 221) HOLDING YOUR A successful roll against Hiking when traveling on skis. skill (p. 200) increases marching dis- Ice: Cold combined with moisture BREATH tance by 20%. Roll daily. A group led – due to rain, sleet, snowmelt, etc. – by someone with Leadership skill at Adventurers often need to hold results in ice. A coating of ice halves their breath – whether to dive or to 12+ may make a single roll against the speed in any terrain. Solid ice, such as group’s average Hiking skill. (Hiking survive poison gas, strangulation, vac- a frozen lake or river, is effectively its uum, etc. Your HT determines the defaults to HT-5 for those who have own terrain type; treat it as Bad ter- not studied it.) Success lets the entire length of time you can hold your rain. Exception: Treat solid ice as breath, as follows: group march 20% farther; failure Good terrain for those with skates. means the whole group must forgo the Skating skill (p. 220) replaces Hiking No Exertion (e.g., sitting quietly or bonus. skill when traveling on skates. meditating): HT¥10 seconds. When these rules result in different Mild Exertion (e.g., operating a speeds for different members of a vehicle, treading water, or walking): party, the party must either move at HT¥4 seconds.

SUCCESS ROLLS 351 Heavy Exertion (e.g., climbing, Those with the Enhanced Move To jump over a larger obstruction combat, or running): HT seconds. (Ground) advantage (p. 52) may apply (e.g., a chair) or onto something (e.g., their movement multiplier to Basic a table) during a fight takes your These times assume you have one Move before inserting it into these for- entire turn and requires a Move second to take a deep breath (requires mulas when they have a running start. maneuver. Unless the jump is extreme, a Concentrate maneuver in combat). This is instead of adding the number the GM will assume you can make the Multiply all times by 1.5 if you hyper- of yards run! For instance, a horse jump. (Don’t interrupt a battle to cal- ventilate first – or by 2.5 if you hyper- with Basic Move 6 and Enhanced culate jumping distance every time ventilate with pure oxygen. A success- Move 1 makes running jumps as if its somebody jumps onto a chair!) ful roll against Breath Control skill Basic Move were 12. However, you must make a DX roll (p. 182) multiplies these times by a Those who have Super Jump when you make a vertical jump or a further factor of 1.5. However, if you (p. 89) double the final jumping dis- long horizontal one. A difficult jump are surprised and don’t have a chance tance for each level of that advantage. (into a pit, for instance) might give -1 to take a deep breath – e.g., when a gas This is cumulative with the effects of to -5 to this DX roll. The GM deter- grenade goes off in combat – halve Enhanced Move! mines whether you must roll, and at these times instead. Remember that 12 inches equal what penalty. On a failure, you fall. It Regardless of circumstances, each one foot, and that 3 feet equal one takes two Change Posture maneuvers level of the Breath-Holding advantage yard (or one hex on a battle map). to stand up again. On a critical failure, (p. 41) doubles the time you can hold your breath. At the end of this time, you start to lose 1 FP per second. At 0 FP, you must make a Will roll every second or fall unconscious, and are likely to die Optional unless you are rescued. See Suffocation (p. 436) for details. Jumping Rules The following rules for jumping are optional. Only use them if you JUMPING enjoy extra detail! When you want to jump over ST and Jumping something with a Size Modifier 3 less Basic Move is a ready-made measure of jumping ability – after all, it than yours or smaller (which encom- measures running speed, and running is just a series of rapid hops. passes most “ordinary” obstacles), the However, unnaturally strong supers and monsters in fiction can often GM should say, “Okay, you jumped make mighty leaps without being speedsters. To emulate this, the GM over it,” and get on with play. Such may allow those with Basic Lift in excess of body weight to use the high- jumps succeed automatically. But er of ST/4 (round down) or Basic Move in the jumping distance formulas. when the obstacle seems really signif- icant, or if the GM put it there as a Jumping with Encumbrance deliberate hazard, use the following For added realism, multiply jumping distances by the encumbrance rules. factors given under Encumbrance and Move (p. 17): ¥1 for None, ¥0.8 for Light, ¥0.6 for Medium, ¥0.4 for Heavy, and ¥0.2 for Extra-Heavy. Jumping Distance Your Basic Move determines jump- ing distance, as follows: High Jump: (6 ¥ Basic Move) - 10 Jumping During you fall off the thing you jumped onto, inches. For example, a Basic Move of or land badly if you were jumping 6 lets you jump 26” straight up. For a Combat down, and take normal falling damage running jump, add the number of The jumping distance formulas for that height (see Falling, p. 431). yards you run to Basic Move in this assume you take the time to crouch To clamber onto a vertical obstacle formula. Maximum running high- and prepare for the jump. In combat, without risking a DX roll, take two jump height is twice standing high- this takes two consecutive consecutive Move maneuvers. Success jump height. Concentrate maneuvers. Halve all dis- is automatic. Broad Jump: (2 ¥ Basic Move) - 3 tances if you jump without such feet. For example, a Basic Move of 6 preparation. Jumping Skill lets you jump 9 feet from a standing If you jump over a small obstacle If you have the Jumping skill start. For a running jump, add the during a fight (anything with a Size (p. 203), you may substitute half your number of yards you run to Basic Modifier 3 less than yours or smaller), skill level, rounded down, for Basic Move in this formula. Maximum run- you must use a Move maneuver, and Move in the distance formulas. In ning broad-jump distance is twice the jump costs one extra movement addition, you may roll against standing broad-jump distance. point. Jumping instead of DX whenever you make a difficult jump.

352 SUCCESS ROLLS hand, four if using two hands. To pick indicate an object that has been LIFTING AND up an unwilling character, you must knocked over. This is especially impor- take a second to grapple him first (see tant for a feature that was drawn on MOVING THINGS Grappling, p. 370). He may attempt to the map! Likewise, objects picked up Basic Lift – ST¥ST/5 pounds – gov- break free during the time it takes you by fighters should be removed from erns the weight you can pick up and to pick him up! the map. move. The GM may let multiple char- To kick, body-block, shove, or oth- In all cases, if an attempt seems acters add their BL (not their ST) erwise shift an obstacle in combat reasonable, do not pause the battle to whenever it seems reasonable; e.g., to requires an Attack maneuver. You can compare weight to BL. Use common carry a stretcher or pull a wagon. move or knock over up to 12¥BL this sense. Make it fun! One-Handed Lift: 2¥BL (takes two way. If you have enough space to run seconds). your full Move, you can knock over Lifting Skill Two-Handed Lift: 8¥BL (takes four twice this weight (24¥BL) by slam- A successful roll against Lifting seconds). ming into it at a run. This requires a skill (p. 205) increases your Basic Lift Shove and Knock Over: 12¥BL. Move maneuver. These rules are for by 5% times your margin of success Double this if you have a running start. inanimate objects; see Slam (p. 371) for the purpose of picking up heavy The GM can also make allowances for for rules governing attempts to knock objects. For instance, if you have precariously balanced objects, to over someone who can actively resist. Lifting at 14, a roll of 9 lets you lift an make them easier to tilt. If using a combat map, be sure to extra 25%. Roll once per lift. Carry on Back: 15¥BL. Thus, you mark the map or place a counter to can carry more than you can lift by yourself . . . but every second that your encumbrance is over 10¥BL (that is, Extra-Heavy encumbrance), you lose 1 FP. Shift Slightly: Depending on your footing and the way you are braced, you could shift or rock 50¥BL. Pulling and Dragging When you pull a load behind you unassisted, use its full weight. Halve effective weight if you are pulling a sledge over snow or ice, divide effec- tive weight by 10 for a two-wheeled cart, and divide effective weight by 20 for a four-wheeled wagon. (Remember to add the weight of the sledge, cart, or wagon to that of the load before divid- ing!) In all cases, if the surface is smooth and relatively level – for instance, a concrete floor, a proper road, or a frozen lake – halve the effective weight of the load. This is cumulative with the effects of a sledge, cart, or wagon. Final effective weight pulled, after all modifiers, cannot exceed 15¥BL if you are to have any hope of moving the object at all. Determine your encumbrance level using effective weight, and work out Move normally. Lifting and Moving Things During Combat In combat, you can pick up an item that weighs no more than your Basic Lift by taking a one-second Ready maneuver. To pick up anything heav- ier requires multiple, consecutive Ready maneuvers: two if using one

SUCCESS ROLLS 353 Move 7 and Enhanced Move 2, you because they do not fatigue – in gener- RUNNING run at Move 7 the first second, Move al, such characters will always sprint. Your running speed, or ground 14 the next second, Move 21 the third Move, is equal to your Basic Move second, and your top speed of Move 28 score modified for encumbrance – see in the fourth second. SWIMMING Encumbrance and Move (p. 17). In You may only move at your maxi- Unless you are Amphibious (p. 40) combat, running is just a series of mum sprinting speed if the ground is or Aquatic (p. 145), you must roll Move maneuvers. Use the more good and you are running more or less against Swimming skill (p. 224) any detailed rules below when it is impor- straight at some goal. Any deviation time you enter water over your head. tant to know whether the heroes catch from “forward” movement requires Swimming defaults to HT-4. Roll the plane, escape the savage pygmies, you to run at normal ground Move for when you first enter the water, and or whatever. one second before you can resume again every five minutes. sprinting. Sprinting Modifiers: +3 if you entered the water intentionally; a penalty equal to Sprinting is all-out running. It is Paced Running twice your encumbrance level (e.g., very fast, but also fatiguing (see If you need to run a long distance, Heavy encumbrance gives -6); +1 if Fatigue Cost, below). Use it when you you will want to pace yourself to avoid you are Overweight, +3 if Fat, or +5 if need to cover a short distance quickly, exhaustion. Paced running averages Very Fat (see Build, p. 18). and can afford to arrive at your objec- exactly half the sprinting speed calcu- tive somewhat fatigued. lated above. For instance, with a On a failure, you inhale water! Lose 1 FP and roll again in five sec- onds – and so on, until you drown, are rescued (see Lifesaving, below), or make a successful Swimming roll and Flying get your head above water. If you suc- When flying, use the Hiking (p. 351) and Running rules with these cessfully recover, roll again in one changes: minute; if you succeed, go back to making rolls five minutes apart. Yes, • Substitute “air Move” (equal to twice Basic Speed, dropping all you can shout for help! fractions) for “ground Move” (equal to Basic Move). Apply modifiers You may try to get rid of armor, etc. for encumbrance, injury, and fatigue exactly as you would for ground after making your first successful Move. Swimming roll. Roll vs. DX for each • Substitute “Enhanced Move (Air)” for “Enhanced Move item you try to remove; roll at -4 to (Ground).” For high-speed flight (“running”), handle acceleration with remove shields, helmets, or torso Enhanced Move as described under Sprinting. armor. A failed roll means you inhale • Substitute “Flight skill” (p. 195) for “Hiking skill” and “Running water, with penalties as above. skill.” Once you reach 0 FP, you must • Ignore terrain, but note that wind and other weather conditions make a Will roll every second or fall can have comparable effects. unconscious, and are likely to die unless you are rescued. See Suffocation (p. 436) for details.

You can sprint if you run forward ground Move of 7, you would run at Swimming Speed for two or more seconds. Add 20% to 4.2 yards/second on good ground; Land-dwellers such as humans your Move after one second. For thus, you could run a 7-minute mile. have water Move equal to Basic instance, with a Move of 7, you could Move/5 (round down), although it is sprint at 8.4 yards/second after run- Fatigue Cost possible to modify this slightly; see ning for one second at 7 yards/second. After every 15 seconds of sprinting Move in Other Environments (p. 18). On a battle map, where movement or every minute of paced running, Minimum water Move for such char- involves discrete one-yard hexes, drop roll against the higher of HT or acters is 1 yard/second. all fractions to get a round Move score; Running skill (p. 218). On a failure, Amphibious and Aquatic beings in the example above, you would have you lose 1 FP. Once you are reduced have water Move equal to their full Move 8. Assume that even the slowest to less than 1/3 your FP, halve your Basic Move. sprinter gets +1 Move. Thus, sprinters Move for any kind of running; see When swimming long distances, with Move 9 or less can move one extra Fatigue (p. 426). use a 10-second time scale. The num- hex on a battle map. Note that since paced running is ber of yards you can swim in 10 sec- If you have Enhanced Move half as fast as sprinting but burns FP onds is equal to 10 times your water (Ground), you can accelerate by your at one-quarter the rate, you can run Move, modified downward for Basic Move every second until you twice as far before you run out of encumbrance (see Encumbrance and reach top speed. Use your Enhanced energy. This is not true for those with Move, p. 17). For instance, water Move Move multiplier instead of the 20% the Machine meta-trait (p. 263), 1 and Heavy encumbrance would let bonus above. For instance, with Basic you swim four yards in 10 seconds.

354 SUCCESS ROLLS Fatigue Cost against DX-3 to hit a specific target, Example: You have ST 12, giving a After every minute of top-speed or against DX to lob something into BL of 29 lbs. You need to throw a 120- swimming, roll against the higher of a general area. Apply the usual lb. body over a two-yard pit. Divide HT or Swimming skill. On a failure, modifiers for target size, speed, and weight by BL: 120/29 = 4.1. This falls you lose 1 FP. Once you are reduced to distance. between 4.0 and 5.0 in the Weight less than 1/3 your FP, halve your water Ratio column, so treat it as 5.0. The Move; see Fatigue (p. 426). associated distance modifier is 0.12. Multiplying by ST, your range is 0.12 ¥ 12 = 1.4 yards. Oops! The body just hit the bottom of the pit. Catching Damage From If someone throws an object at you, you may make an active defense Thrown Objects roll to avoid it. However, if he deliberately throws it to you – by suc- Thrown objects inflict thrust dam- cessfully lobbing it into your general area – you can try to catch it. Roll age for your ST (see Damage Table, against DX or a suitable Sports skill to make the catch, at -4 if you are p. 16), modified for weight as shown not taking a Wait maneuver, but at +1 per two full points by which the on the table below. Damage is usually thrower made his roll. This counts as a parry with your catching hand. crushing, but the GM may rule that a You can also attempt to intercept a thrown object en route to a catch- sharp object does cutting, piercing, or er. Treat this as a parry against a thrown weapon (see Parrying, p. 376). impaling damage instead. A fragile On a success, you snatch the thrown object out of the air. object (or a thrown character) takes the same amount of damage it inflicts; roll damage separately for the object and the target.

If you are swimming slowly, or just Throwing Distance Weight Damage staying afloat, make this roll every 30 To avoid slowing down the game Up to BL/8 Thrust, -2 per die minutes. with math, the GM should allow any Up to BL/4 Thrust, -1 per die throw he deems reasonable . . . but Up to BL/2 Thrust Lifesaving when you need to know the exact dis- Up to BL Thrust, +1 per die You can use the Swimming skill to tance you can throw an object, use the Up to 2¥BL Thrust rescue a drowning person. Make a following procedure: Up to 4¥BL Thrust, -1/2 per die Swimming roll at -5, plus or minus the (round down) 1. Divide the object’s weight in difference in ST between you and the Up to 8¥BL Thrust, -1 per die pounds by your Basic Lift to get the person you are rescuing. If the players “weight ratio.” think of good lifesaving techniques, Example: You have ST 28, which 2. Find the weight ratio in the the GM may give them a bonus to this gives you a BL of 157 lbs. and a thrust Weight Ratio column of the table roll. damage of 3d-1. You hit a foe with a below. If it falls between two values, On a failure, you inhale water and hurled 50-lb. bag of cement. It is use the higher value. lose 1 FP, but may try again after one between BL/4 (39 lbs.) and BL/2 (78 3. Read across to the Distance minute. On a critical failure, the vic- lbs.). As shown on the table above, it Modifier column and find the “dis- tim nearly drowned you! This costs 6 does straight thrust damage, or 3d-1. tance modifier.” FP, and you must break off the rescue 4. Multiply your ST by the distance attempt. modifier to find the distance in yards you can throw the object. THROWING You can throw anything you can pick up – that is, anything with a Weight Distance Weight Distance weight of 8¥BL or less. If the object Ratio Modifier Ratio Modifier you wish to throw is not already in 0.05 3.5 2.0 0.30 your hands, you must take one or 0.10 2.5 2.5 0.25 more Ready maneuvers to pick it up. 0.15 2.0 3.0 0.20 See Lifting and Moving Things (p. 353) 0.20 1.5 4.0 0.15 for details. 0.25 1.2 5.0 0.12 Throwing an object during combat 0.30 1.1 6.0 0.10 – whether as an attack or not – 0.40 1.0 7.0 0.09 requires an Attack maneuver. You can 0.50 0.8 8.0 0.08 throw objects that weigh up to 2¥BL 0.75 0.7 9.0 0.07 using one hand; heavier objects 1.00 0.6 10.0 0.06 require a two-handed throw. Roll 1.50 0.4 12.0 0.05

SUCCESS ROLLS 355 Throwing Skill and Throwing Art When you throw an object that fits into the palm of your hand – such as a bottle, rock, or grenade – you may roll against Throwing skill (p. 226) to hit a target or a general area. Furthermore, if you know Throwing at DX+1 level, add +1 to ST before you multiply it by the distance modifier. Add +2 to ST if you know Throwing at DX+2 or better. If you have Throwing Art skill (p. 226), you can use it to throw any- thing. Roll against skill to hit. If you know Throwing Art at DX level, add +1 to ST before you multiply it by the distance modifier, and add +1 per die to thrust damage. These bonuses increase to +2 if you know Throwing Art at DX+1 or better. Thrown Weapons The rules above are for throwing rocks, bodies, televisions . . . anything but weapons. Hurled weapons differ in three important ways: 1. Thrown weapons use Thrown Weapon skills (p. 226) to hit, not DX or Throwing (but Throwing Art does allow you to throw weapons). 2. Many throwing weapons travel significantly farther than “ordinary” objects due to streamlining and stabi- lization. Others have less range, due to the way they are thrown. For instance, you can hurl a throwing knife as far as these rules suggest, but the range at which it will hit point-first and inflict damage is considerably shorter. 3. Throwing weapons have points, edges, dense striking heads, etc. that focus the force of impact. They almost always do more damage than these rules would indicate. EXTRA EFFORT Through sheer force of will, you can push your body past its usual lim- its when you perform physical tasks. This is called “extra effort.” Note that if you have the Machine meta-trait, you cannot use extra effort! You can use extra effort to increase Basic Lift (but not ST itself) when dig- ging or lifting; daily mileage when hik- ing; Move when running or swim- ming; distance (but not Basic Move itself) when jumping; and ST for the purposes of throwing, making a single

356 SUCCESS ROLLS ST roll, or drawing or cocking a bow Will-based roll against a relevant skill the Crippled Leg disadvantage or crossbow that’s too strong for you. (Hiking, Jumping, Lifting, Running, (see Lame, p. 141). You cannot use extra effort to increase Swimming, or Throwing, as applica- Swimming: For every minute of the time you can hold your breath – ble), if that would be better. swimming, make an extra effort roll that would be self-defeating! and pay 1 FP. This adds to the FP cost Digging: For every hour of digging, To apply extra effort, make a Will for failed HT rolls while swimming. make an extra-effort roll and pay 1 FP. roll. Throwing: Increases to ST affect This adds to the usual FP cost. On a both damage and distance, but not Modifiers: -1 per 5% increase in critical failure, the injury is to your Basic Lift for the purpose of what you capabilities (e.g., to add 10% to ST, back, and will heal only with rest (not can throw in the first place. For that, roll at -2). If you are fatigued, apply a First Aid); on an 18, you temporarily make a separate extra-effort lifting penalty equal to the missing FP. Roll at acquire the Bad Back disadvantage attempt! Add bonuses for Throwing or +5 if you are motivated by fear, anger, (p. 123). Throwing Art skill after those for extra or concern for a loved one (GM’s deci- Hiking: Make one extra-effort roll effort. sion, but you must usually fail a Fright per day. Extra effort increases the FP Check or a self-control roll for a suit- you suffer by two when you stop on Optional Rule: Extra able disadvantage, or be the victim of the march (see Fatigue, p. 426). Assess a successful Intimidation attempt, to injury due to critical failure at the end Effort in Combat get this bonus). of the day, and base it on the modified At the GM’s option, fighters can use FP penalty. For instance, if you would extra effort in combat. These rules Extra effort costs FP whether you normally be missing 5 FP when you work differently from those above – succeed or fail. Instantaneous feats stopped, you would be missing 7 FP if mainly to avoid bogging down combat (e.g., jumps and throws) cost a flat 1 you used extra effort – and if you crit- with extra die rolls and calculations. FP per attempt. Ongoing tasks (dig- ically failed, you would end the day You must declare that you are using ging, running, swimming, etc.) require with 7 HP of injury! When using extra effort and spend the required FP repeated extra effort rolls, and cost 1 Hiking skill, make a single Will-based before you make your attack or defense FP per roll. Hiking works differently – Hiking roll at -1 per 5% extra mileage roll. A critical failure on the roll causes see below. Pay the FP cost for extra beyond the basic +20% for a success- 1 HP of injury to the arm (if blocking, effort immediately after you attempt ful Hiking roll (-1 for +25%, -2 for parrying, or attacking with a shield, your Will roll. Note that the FP spent +30%, and so on). weapon, or hand) or leg (if dodging or on extra effort do not penalize this attempt, but give a penalty to future attempts until you recover the FP. On a success, you gain the desired Through sheer force of will, you can push increase in your physical capabilities. your body past its usual limits when you perform This does not guarantee success at the task at hand – you could still fail the physical tasks. DX roll for an extra-effort jump, for instance. On a critical success, you do Jumping: On a critical failure, kicking) in addition to the usual critical not have to pay FP for your extra apply the injury to the foot or leg miss results. DR does not protect you effort. (GM’s option, or roll randomly); on an from this damage! On a failure, you achieve only what 18, you temporarily acquire the you would have accomplished without Feverish Defense: If you take any Crippled Leg disadvantage (see Lame, extra effort. maneuver other than All-Out Attack, p. 141). A critical failure means you lose you can spend 1 FP to get +2 to a sin- Lifting and Moving Things: For HP equal to the FP spent on the gle active defense roll. (You can use every minute of continuing effort, attempt – including any FP the task this bonus to offset the penalty for par- make an extra-effort roll and pay 1 FP. would have cost without extra effort – rying multiple times with one hand; (This cost adds to the 1 FP per second and the task fails automatically! If you see Parrying, p. 376.) for carrying encumbrance over roll a natural 18, you must also make Flurry of Blows: If you take an 10¥BL, if applicable.) Handle critical an immediate HT roll to avoid acquir- Attack maneuver, you can halve the failures as described for digging. ing a temporary disadvantage appro- penalty for Rapid Strike (see Rapid When using Lifting skill, make a single priate to the task (see below for exam- Strike, p. 370) by spending 1 FP per Will-based Lifting roll, at -1 per 10% ples). Handle recovery as described in attack. extra Basic Lift. This is instead of the Duration of Crippling Injuries (p. 422). Mighty Blows: If you take an Attack usual 5% bonus per point of success. A sufficiently bad HT roll can result in maneuver in melee combat, you can Running: For every 15 seconds of a permanent disadvantage! spend FP to gain the damage bonus of sprinting or minute of paced running, an All-Out Attack (Strong) (see All-Out Notes for Specific make an extra-effort roll and pay 1 FP. Attack, p. 365) without sacrificing your This adds to the FP cost for failed HT defenses. This costs 1 FP per attack. Physical Tasks rolls while running! On a critical fail- You cannot use Flurry of Blows Instead of rolling against Will to ure, apply the injury to one of your and Mighty Blows at the same time! use extra effort, you may make a legs; on an 18, you temporarily

SUCCESS ROLLS 357 SENSE ROLLS “Sense rolls” include Vision rolls, Observation or Search to replace the GM may treat this roll as a Quick Hearing rolls, Taste/Smell rolls, and Perception for the roll. Contest against his Stealth skill. If all rolls to use special senses such as Note that the curvature of a plan- you are actively listening for such Scanning Sense (p. 81) and Vibration et blocks vision beyond the horizon. activity, the GM may allow you to Sense (p. 96). The normal horizon on an Earth- substitute Observation skill for To notice something using a given sized planet is about three miles for Perception. sense, roll against your Perception an observer five to six feet in height. Useful Advantages: Parabolic score, modified by the applicable The GM should increase this for Hearing allows you to hear distant Acute Senses advantage (p. 35): Acute taller observers or those in elevated sounds as if they were nearby. Vision for Vision rolls, Acute Hearing positions. There is no horizon in Subsonic Hearing and Ultrahearing for Hearing rolls, and so on. space! can detect sounds that are inaudible Comprehension Rolls: A successful Useful Advantages: Night Vision to normal humans. Sense roll means you noticed some- cancels -1 in partial darkness penal- Limiting Disadvantage: If you suf- thing. That is often sufficient, but in ties per level, and Dark Vision lets fer from Deafness, you can hear some cases, the GM may require a you ignore darkness penalties. nothing! second roll to understand what you Peripheral Vision gives you a Vision have sensed; e.g., to realize that the roll to see anything that is Hearing Distance Table “owl hoot” you heard is really an not absolutely, positively, directly Sound Range (yards) Indian warrior, or that the faint scent behind you – and 360° Vision lets Leaves rustling 1/4 you noticed belongs to the flower of a you see even that! Telescopic Vision Quiet conversation 1/2 man-eating plant. This roll is against cancels -1 in range penalties per Normal conversation 1 IQ for details that anyone could fig- level. Light traffic 2 ure out, or against an appropriate Limiting Disadvantages: Bad Sight Loud conversation 4 skill if the significance would be lost gives -6 to Vision rolls to spot items Noisy office 8 on anyone but an expert. more than one yard away if you are Normal traffic 16 Danger Sense: If you have the nearsighted, or items within one yard “Quiet” rock band 32 Danger Sense advantage (p. 47) and if you are farsighted. Restricted Heavy traffic 64 fail a Sense roll or comprehension Vision prevents you from noticing Jet takeoff 128 roll to notice something dangerous, anything that isn’t in the direction Very loud rock band 256 the GM will secretly make a you are looking. Blindness means Metallica 512 Perception roll for you. On a success, you can see nothing! you sense the danger anyhow! TASTE/SMELL HEARING Taste and smell are two manifesta- VISION Make a Hearing roll whenever it is tions of the same sense. Make a Taste Make a Vision roll whenever it is important that you hear a sound. The roll to notice a flavor, or a Smell roll to important that you see something. GM will often require a separate IQ notice a scent. roll to make out speech, especially in Modifiers: Any Acute Vision Modifiers: Any Acute Taste and a foreign language. bonus; +3 for Hyperspectral Vision; Smell bonus; +4 for Discriminatory modifiers for the size and range of Modifiers: Any Acute Hearing Smell or Taste (as applicable). The GM the target (see p. 550); -1 to -9 in par- bonus; +4 for Discriminatory may modify this roll for a particularly tial darkness. In total darkness, Hearing; -4 for Hard of Hearing. The strong or weak taste or odor, and may Vision rolls are impossible without GM may make this roll easier or apply a penalty if it is specifically special advantages or technological harder, depending on the loudness of disguised. aids. To spot something in plain sight the sound, surrounding noises, etc. Useful Advantages: In addition to – e.g., a car coming toward you on The range at which you can hear a giving a bonus to your roll, the road – roll at +10. This does not sound at no penalty is given on the Discriminatory Smell and Discri- apply to attempts to spot hidden table below. For each step by which minatory Taste can reveal sufficient objects, read text, identify faces, etc. you are closer than this, apply +1 to detail to allow you to identify people, When you try to spot something the roll, while for each step by which locations, and objects with precision that is deliberately hidden, the GM you are more distant, apply -1. equivalent to hearing or vision for a may treat this roll as a Quick Contest For instance, to hear normal conver- normal human. against a concealment skill sation at 8 yards would require a roll Limiting Disadvantage: No Sense of (Camouflage, Holdout, etc.), and may at -3. Smell/Taste means that you cannot allow – or require – a skill such as When you try to hear someone taste or smell anything. who is attempting to move silently,

358 SUCCESS ROLLS INFLUENCE ROLLS An “Influence roll” is a deliberate attempt to ensure a positive reaction from an NPC. A PC with an appropri- ate “Influence skill” can always elect Influencing the PCs to substitute an Influence roll for a Influence rolls are designed to allow PCs to affect NPC reactions. regular reaction roll in suitable cir- The GM should not make Influence rolls on behalf of NPCs and tell the cumstances (GM’s decision). See players how to react. Most players form an opinion of an NPC based on Reaction Rolls (p. 494) for more on the GM’s portrayal of the character, and few appreciate being told that NPC reactions. they must roleplay a good reaction toward an NPC they do not like or Decide which Influence skill you trust. are using: Diplomacy, Fast-Talk, This does not mean that NPCs cannot influence PCs! When an NPC Intimidation, Savoir-Faire, Sex makes a successful Influence roll against a PC, the GM should apply the Appeal, or Streetwise. Choose wisely! NPC’s margin of victory as a bonus or penalty (as appropriate) to the The GM may allow other skills to PC’s die rolls when dealing with that NPC. For instance, if a beautiful work as Influence skills in certain sit- spy beats the PC’s Will by 3 using Sex Appeal, the hero might suffer -3 uations (e.g., Law skill, when dealing on self-controls roll for his Lecherousness and -3 to his Detect Lies skill with a judge). Then roll a Quick where that spy is concerned. Be creative! Contest: your Influence skill vs. the subject’s Will.

Modifiers: All your personal reac- you a “Bad” reaction – “Very Bad” if advantage (p. 95) also fail automati- tion modifiers (although the GM or you attempted specious intimidation cally. On the other hand, you win auto- the skill description may rule that (see Intimidation, p. 202). Exception: matically – no roll required – against some modifiers do not apply); any If you used Diplomacy, the GM will those with Slave Mentality (p. 154). specific modifiers given in the skill also make a regular reaction roll and description; -1 to -10 for using an use the better of the two reactions. Psychological Warfare inappropriate Influence skill (GM’s Thus, Diplomacy is relatively safe . . . You can use Propaganda skill for decision). If the subject is Indomitable media manipulation, and Psychology (p. 60), you lose automatically unless If you win, you get a “Good” reac- skill for other “psyops.” This is an you have Empathy, Animal Empathy, tion from the NPC – “Very Good” if Influence roll. Apply your cause’s reac- Plant Empathy, or Spirit Empathy, as you used Sex Appeal. On any other tion modifiers rather than your own, appropriate. Intimidation attempts outcome, the NPC resents your clum- and use the average Will of the target against those with the Unfazeable sy attempt at manipulation. This gives group in the Quick Contest.

SUCCESS ROLLS 359 WILL ROLLS When you are faced with a stressful can be helpful! An ordinary, 21st-cen- Preparation: +1 if you have previ- situation or a distraction, the GM may tury American might have to make ous personal experience with this kind require you to roll against your Will to Fright Checks for encounters with of threat; +1 per exposure to this par- stay focused. On a success, you may monsters, dead bodies, and the super- ticular threat in 24 hours; +1 to +3 act normally. On a failure, you submit natural. A battle-hardened comman- (depending on the quality of the to the fear, give in to the pressure, are do in the same game might not have report) if you learned the details of distracted from your task, etc. to roll for dead bodies. And in a fan- this particular situation before you The effects of a failed Will roll in a tasy campaign, all these things may witnessed it. stressful situation are often identical be quite normal . . . threatening, but to those of a failed self-control roll for normal. On the other hand, a fantasy The Rule of 14 a mental disadvantage. This does not character might have to make a If final, modified Will exceeds 13, make Will rolls and self-control rolls Fright Check if transported to the 21st reduce it to 13 for the purpose of the interchangeable. Which kind of roll century and given a ride down the Fright Check. This means that a roll of you must make depends on the cause interstate . . . 14 or more is automatically a failure. of the stress, not on its effects. This rule does not apply to other Will If a game-world event causes nega- Fright Check Modifiers rolls (resistance rolls, rolls to avoid tive effects (distraction, stunning, etc.) The following modifiers are cumu- distraction, etc.) – only to Fright for anyone who fails a Will roll, you lative. Checks. roll against Will just like anyone else – Advantages and Disadvantages: Any even if your self-control roll to resist Fright Check Table Fearlessness bonus or Fearfulness identical effects from a mental disad- When you fail a Fright Check, roll penalty; +2 for Combat Reflexes, or -2 vantage would be easier or harder. 3d, add your margin of failure on the for Combat Paralysis. Other modifiers If a mental disadvantage causes a Fright Check, and consult the table are conditional: -1 to -4 for Cowardice negative effect on a failed self-control below. This sometimes gives implausi- when your physical safety is at risk; +1 roll, you roll against your self-control ble results. The GM should either for Daredevil when charging into a number to resist – even if your Will reroll these or change them to some- scary situation; +1 for Higher Purpose roll to avoid that same effect under thing more appropriate – especially when confronting threats you are other circumstances would differ. for Fright Checks stemming from awe sworn to oppose; +1 to +4 for However, modifiers to self-control (e.g., divine beauty) or mind-warping Xenophilia when confronting mon- rolls and Will rolls to resist a particu- complexity (e.g., otherworldly geome- sters. Unfazeable characters don’t lar effect are usually interchangeable. try or radical philosophical concepts) make Fright Checks! For instance, a drug that gives +2 to instead of fear. Bodies: +6 for a peaceful-looking Will rolls to resist distraction would Many of these results give a new body, prepared for burial; +2 for a also give +2 to self-control rolls to mental quirk or disadvantage. The dead body with no signs of violence; resist disadvantages that result in dis- GM assigns this trait, which must be no modifier for most victims of vio- traction. related to the frightening event. If pos- lence; and from -1 to -3 for grisly muti- sible, it should also be related to the lations. Apply another -6 if the victim victim’s existing mental traits! Traits FRIGHT CHECKS was your Dependent! acquired this way reduce the victim’s A Fright Check is a Will roll made Heat of Battle: +5 if you are in com- point value. to resist fear. Fright Checks can occur bat when the terrifying thing happens 4, 5 – Stunned for one second, then as often or as rarely as the GM wishes. or you first notice it. recover automatically. In a horror campaign where ordinary Monsters: A given monster might 6, 7 – Stunned for one second. Every people meet shockingly gruesome give a basic -1 to -10 to Fright Checks. second after that, roll vs. unmodi- Things, Fright Checks might be very For hordes of monsters, roll at -1 for 5 fied Will to snap out of it. common! With only minor adapta- monsters, -2 for 10, -3 for 20, -4 for 50, 8, 9 – Stunned for one second. Every tion, the GM can use these rules for and -5 for 100 or more. second after that, roll vs. Will, plus awe, confusion, etc. as well as fear. Physical Circumstances: -1 if the whatever bonuses or penalties you As a general rule, “ordinary” fright- body, monster, etc. touches you; +1 if had on your original roll, to snap ening things do not require Fright you witness it at a great distance (at out of it. Checks. Fright Checks are for events least 100 yards); or +3 if you view it 10 – Stunned for 1d seconds. Every so unusual and terrifying that they remotely (using Clairsentience, second after that, roll vs. modified might stun or even permanently scar closed-circuit TV, etc.). Apply -1 if the Will, as above, to snap out of it. someone. area is physically isolated, -1 at night 11 – Stunned for 2d seconds. Every What counts as “ordinary” depends or in the dark (or in daylight, if you’re second after that, roll vs. modified on the characters and the setting. This a night-dweller!), and -2 if you are (or Will, as above, to snap out of it. is one place where a character story think you are) alone.

360 SUCCESS ROLLS 12 – Lose your lunch. Treat this as roll vs. unmodified Will once per 28 – Light coma. You fall uncon- retching for (25 - HT) seconds, minute to snap out of it. scious, rolling vs. HT every 30 min- and then roll vs. HT each second 22 – Acquire a -10-point Delusion utes to recover. For 6 hours after to recover; see Incapacitating (p. 130). you come to, all skill rolls and Conditions (p. 428). Depending 23 – Acquire a -10-point Phobia attribute checks are at -2. on the circumstances, this may (p. 148) or other -10-point mental 29 – Coma. As above, but you are be merely inconvenient, or humil- disadvantage. unconscious for 1d hours. Then iating. 24 – Major physical effect, set by GM: roll vs. HT. If the roll fails, remain 13 – Acquire a new mental quirk (see hair turns white, age five years in a coma for another 1d hours, Quirks, p. 162). This is the only way overnight, go partially deaf, etc. In and so on. to acquire more than five quirks. game terms, acquire -15 points 30 – Catatonia. Stare into space for 1d 14, 15 – Lose 1d FP, and take 1d sec- worth of physical disadvantages days. Then roll vs. HT. On a failed onds of stunning as per 10. (for this purpose, each year of age roll, remain catatonic for another 16 – Stunned for 1d seconds, as per counts as -3 points). 1d days, and so on. If you have no 10, and acquire a new quirk, as per 25 – If you already have a Phobia or medical care, lose 1 HP the first 13. other mental disadvantage that is day, 2 the second, and so on. If you 17 – Faint for 1d minutes, then roll vs. logically related to the frightening survive and awaken, all skill rolls HT each minute to recover. incident, your self-control number and attribute checks are at -2 for as many days as the catatonia lasted. 31 – Seizure. You lose control of your body and fall to the ground in a fit lasting 1d minutes and costing 1d FP. Also, roll vs. HT. On a failure, take 1d of injury. On a critical failure, you also lose 1 HT permanently. 32 – Stricken. You fall to the ground, taking 2d of injury in the form of a mild heart attack or stroke. 33 – Total panic. You are out of con- trol; you might do anything (the GM rolls 3d: the higher the roll, the more useless your reaction). For instance, you might jump off a cliff to avoid the monster. If you survive your first reaction, roll vs. Will to come out of the panic. If you fail, the GM rolls for another panic reaction, and so on! 34 – Acquire a -15-point Delusion (p. 130). 35 – Acquire a -15-point Phobia (p. 148) or other mental disadvan- tage worth -15 points. 36 – Severe physical effect, as per 24, but equivalent to -20 points of physical disadvantages. 37 – Severe physical effect, as per 24, but equivalent to -30 points of 18 – Faint as above, and roll vs. HT becomes one step worse. If not, or physical disadvantages. immediately. On a failed roll, take 1 if your self-control number is 38 – Coma, as per 29, and a -15-point HP of injury as you collapse. already 6, add a new -10-point Delusion, as per 34. 19 – Severe faint, lasting for 2d min- Phobia or other -10-point mental 39 – Coma, as per 29, and a -15-point utes. Roll vs. HT each minute to disadvantage. Phobia or other -15-point mental recover. Take 1 HP of injury. 26 – Faint for 1d minutes, as per 18, disadvantage, as per 35. 20 – Faint bordering on shock, lasting and acquire a new -10-point 40+ – As 39, above, but victim also for 4d minutes. Also, lose 1d FP. Delusion, as per 22. loses 1 point of IQ permanently. 21 – Panic. You run around scream- 27 – Faint for 1d minutes, as per 18, This automatically reduces all IQ- ing, sit down and cry, or do some- and acquire a new -10-point men- based skills, including magic spells, thing else equally pointless for 1d tal disadvantage, as per 23. by 1. minutes. At the end of that time,

SUCCESS ROLLS 361 CHAPTER ELEVEN COMBAT

The complete combat system occupies three chapters. This chapter contains the core com- bat rules. Chapter 12 adds rules for playing out combat using counters or figures on a hexagonal grid. Chapter 13 provides rules for a number of special combat situations. Like the character-creation system in Book 1, the combat system applies equally to PCs and NPCs. The GM decides when to start using the combat rules. This will gener- ally be when fighting seems likely and combatants begin maneuvering for tacti- cal advantage. The GM may also use these rules to resolve “action” situations such as chases and tournaments. COMBAT TURN SEQUENCE Combat takes place second by second. Each character actively involved in the combat gets one opportunity to act per second, referred to as his “turn.” After everyone has taken his turn, one second has passed. The GM shouldn’t feel constrained by the one-second time scale. This is just a way of breaking a battle into manageable chunks! He should feel free to drop out of combat time whenever dramatically appropriate, and to resume combat time when noncombat action gives way to more fighting. Consider a running gunfight in which the combatants leap across rooftops and chase each other up and down rickety fire escapes: the GM could resolve this through roleplaying and DX or skill rolls (against Jumping, etc.), interspersed with a few seconds of combat whenever he feels the opponents have a clear shot at each other. Active Characters An “active character” is involved in the combat and able to take action. A character who is knocked out, asleep, etc. is not active. But someone who chooses to do nothing is still active – “Do Nothing” is a valid combat maneuver (see p. 364).

362 COMBAT Turn Sequence DX. If there’s still a tie, GM should roll “Your Turn” The “turn sequence” is the order in randomly at the start of the combat to A given participant’s turn is the which active characters take their determine who acts first, and use that one-second period that stretches turns. It is set at the start of the fight order throughout the combat. from when he chooses a maneuver and does not change during combat. Sequence Chart: If a combat has until his next opportunity to select a The combatant with the highest Basic many participants, the GM may find it maneuver. This overlaps the turns of Speed goes first and takes his turn, useful to make a quick list of the order other characters. then the one with the next-highest in which the combatants take their Basic Speed, and so on, in descending turns. order by Basic Speed. Once every active character has taken his turn, one second has passed and another Each character actively involved in the combat second begins. gets one opportunity to act per second, referred to Tied Speeds: If multiple NPCs on the same side have the same Basic as his “turn.” After everyone has taken his turn, Speed, the GM simply decides who one second has passed. goes first – it isn’t really important. If PCs are involved, ties go to the highest MANEUVERS A “maneuver” is an action that attacked. Your most recent maneuver Movement you can take on your turn. Each turn, governs the active defenses you can you must choose one of the following use. and Maneuvers maneuvers: Aim, All-Out Attack, All- For the purpose of active defenses, Most maneuvers allow some form Out Defense, Attack, Change Posture, your maneuver is considered to be in of movement. The Move and Move Concentrate, Do Nothing, Evaluate, effect until you select another maneu- and Attack maneuvers allow you to Feint, Move, Move and Attack, Ready, ver on your next turn. For instance, if move quickly, up to a number of yards or Wait. Your choice determines what you chose All-Out Defense (which equal to your full Move score. Other you can do on your turn, and sets gives a defensive advantage), its bene- maneuvers, such as All-Out Attack, your options for active defense and fits would apply if you were attacked limit you to a fraction of your full movement. after you took your turn, and would Move. Many maneuvers restrict move- ment to a “step.” This is movement up to 1/10 your Move, minimum 1 yard, in any direction, a change of facing Multiple Maneuvers and (for instance, to turn around), or both. You can perform your step before or Full-Turn Maneuvers after the rest of the maneuver; for Ordinary characters can only take a single maneuver when it is their instance, you could step and attack or turn to act, limiting them to one maneuver per second. However, a few attack and step. traits allow you to act with superhuman speed and take multiple Some maneuvers allow no move- maneuvers per turn! ment. In particular, you cannot move Some maneuvers are described as “full-turn” maneuvers. If you take if you Change Posture or Do Nothing. one of these, it’s the only maneuver you can perform on your turn, For more on movement, see Move regardless of how fast you can act. You are assumed to be performing (p. 364) and Movement and Combat that maneuver for an entire second. (p. 367). Free Actions “Free actions” are things you can do during any maneuver. Some persist until it was your turn again and examples: Active Defense you took a different maneuver. and Maneuvers If you’re attacked before you’ve had Talk. You can always talk. If the GM The maneuver you choose affects a chance to choose a maneuver – usu- wants to be realistic, he should allow your “active defenses” – your ability to ally at the start of combat – you’re con- only one sentence of communication dodge, parry, or block attacks (see sidered to be taking a Do Nothing per second . . . but it is usually more Defending, p. 374). You only have to maneuver (see p. 364). fun when you ignore this limitation! select an active defense if you are

COMBAT 363 Maintain spells or psi. As long as If you are controlling a vehicle or you remain active, you can maintain a riding a mount, take a Move maneu- AIM spell or ongoing psi ability, no matter ver to spend the turn actively control- This is a full-turn maneuver used what else you do. ling it. Instead of you moving, the to aim a ranged weapon (or a device Drop an item. You can drop any vehicle or mount moves on your turn such as a camera or telescope). You “ready” item at any time during any (carrying you and other occupants). must choose a specific target. You maneuver. If you’re moving, you may See Mounted Combat (p. 396) and can’t aim at something that you can’t drop it at any point within your reach Vehicles (p. 462) for details. see or otherwise detect. during your movement. Specify the weapon you’re aiming Sprinting: If you run forward for Crouch. If standing, you may opt with and your target. If you follow an two or more turns in a row, you get to crouch (to make yourself a smaller Aim maneuver with an Attack or All- bonus movement on your second and target for ranged attacks) at the Out Attack with the same weapon later moves; see Sprinting (p. 354). beginning of your turn. This will usu- against the same target, you get a ally slow your movement speed (see Movement: See above. bonus to hit. Add the weapon’s Movement, p. 367), and you cannot Active Defense: Any. Accuracy (Acc) to your skill, plus any crouch and sprint. If you were bonuses for targeting systems used: already crouching, it is a free action sights, targeting computers, etc. to rise from a crouching position at CHANGE If you brace a firearm or crossbow, any time. you get an extra +1 to Acc. A firearm POSTURE or crossbow is braced if you can rest it This maneuver lets you switch on a sandbag, low wall, car, etc. A one- DO NOTHING between any two “postures” (stances handed firearm (e.g., a pistol) is con- Anyone who is just standing still is in which you can pose your body). sidered braced if used two-handed. A assumed to be doing nothing. In par- Valid postures are standing, sitting, two-handed firearm (e.g., a rifle) is ticular, when combat begins, anyone kneeling, crawling, lying prone (face considered braced if you are prone who has not yet taken a turn is treated down), and lying face up. Any posture and using a bipod. as if he took this maneuver before other than standing slows your move- If you Aim for more than one sec- entering combat. ment and penalizes your attack and ond, you receive an additional bonus: Someone who is conscious but defense rolls, but also makes you a +1 for two seconds of Aim, or +2 for stunned or surprised must take this smaller target for ranged attacks. three or more seconds. maneuver. On each turn of Do You cannot stand up directly from Your combined bonus from all tar- Nothing, he may attempt a HT roll to a lying position. If you are lying (prone geting systems (scopes, sights, com- recover from physical stun or an IQ or face up), you must take a Change puters, etc.) cannot exceed the roll to recover from mental stun. On a Posture maneuver to rise to a crawl- weapon’s base Accuracy. For instance, success, he recovers at the end of his ing, kneeling, or sitting posture first. A if you add a telescopic sight that gives turn – that is, he Does Nothing this second Change Posture maneuver lets +4 Acc to a pistol with Acc 2, the turn, but may act normally next turn. you stand from any of these postures. bonus is +2, not +4. (Going from standing up to lying Movement: None! down, however, only takes one maneu- Movement: Step. Exception: You Active Defense: Any (unless you’re ver – or none at all, if the change was cannot step if using a braced, two- tied up, etc.). If you are stunned, how- involuntary!) handed weapon. ever, your active defenses are at -4 You can switch between kneeling Active Defense: Any, but you auto- until your next turn – even if you and standing (only) as the “step” por- matically spoil your aim and lose all recover. tion of any maneuver that allows a accumulated benefits. If you are step – you don’t need Change Posture injured while aiming, you must make MOVE for that. This is instead of using the a Will roll or lose your aim. step to move. Thus, you could go from Move, but take no other action prone to kneeling with a Change except those specified under Free VALUATE Posture maneuver on one turn, and E Actions (p. 363). You may move any This maneuver is the melee combat then stand up in place on your next number of yards up to your full Move equivalent of Aim. It lets you take time turn by taking a maneuver that allows score. Most other maneuvers allow at to study an adversary in order to gain a step. least some movement on your turn; a combat bonus on a subsequent Crouching does not require a take this maneuver if all you want to attack. You must specify one visible Change Posture maneuver; see Free do is move. opponent who is close enough to Actions (p. 363). Players must tell the GM exactly attack unarmed or with a ready melee where their PCs move to so that he Movement: None. You remain in weapon, or whom you could reach can keep track of the combat. The GM place as you change posture. with a single Move and Attack maneu- decides where his NPCs move, and Active Defense: Any. Postures other ver. You are sizing him up and looking will inform any players whose PCs are than standing penalize your defense for the right moment to strike. in a position to witness the movement. rolls, but also make you a smaller tar- An Evaluate maneuver gives you get for ranged attacks. +1 to skill for the purpose of an Attack,

364 COMBAT Feint, All-Out Attack, or Move and If you fail your roll, your Feint is • Determined: Make a single attack Attack made against that opponent, on unsuccessful. Likewise, if you suc- at +4 to hit! your next turn only. You may take mul- ceed, but your foe succeeds by as •Double: Make two attacks against tiple, consecutive Evaluate maneuvers much as or more than you do, your the same foe, if you have two ready before you strike, giving a cumulative Feint fails. weapons or one weapon that does not +1 per turn, to a maximum of +3. If you make your roll, and your foe have to be readied after use. Attacks fails, subtract your margin of success with a second weapon held in the off Movement: Step. from the foe’s active defense if you hand are at the usual -4 (see Active Defense: Any. This does not attack him with Attack, All-Out Handedness, p. 14) unless you have spoil your evaluation. Attack, or Move and Attack on your Ambidexterity (p. 39). next turn. For instance, if your skill is •Feint: Make one Feint (see above) ATTACK 15 and you roll a 12, your foe defends and then one attack against the same Use this maneuver to make an against you at -3 next turn. foe. The Feint applies to this attack armed or unarmed attack in melee If you and your foe both succeed, instead of one you make on your next combat, or to use a thrown or missile but you succeed by more, subtract turn. weapon in ranged combat. To use a your margin of victory from the foe’s • Strong: Make a single attack, at weapon to attack, it must be ready. defense. For instance, if your skill is 15 normal skill. If you hit, you get +2 to If you are using a melee weapon or and you roll a 10 (success by 5), and damage – or +1 damage per die, if that unarmed attack, your target must be your foe’s skill is 14 and he rolls 12 would be better. This only applies to within reach. Resolve the attack as (success by 2), you win by 3, so he will melee attacks doing ST-based thrust explained under Melee Attacks defend at -3 if your next maneuver is or swing damage, not to weapons (pp. 369-372). If you took an Evaluate to attack him. such as force swords. You cannot Feint if your foe is maneuver (above) last turn, you will If you are making a ranged attack, unable to observe you! However, if have a bonus to hit. If you took a Feint you must specify one of these two your foe runs away, turns his back on (below), your opponent may have a options before you attack: penalty to defend. you, or loses sight of you in some way If you are using a ranged weapon, after you successfully Feint, he will • Determined: Make a single attack your target must be within the still suffer his defense penalty if you at +1 to hit. weapon’s Max range. Resolve the attack him on your next turn. If you • Suppression Fire: Take the entire attack according to Ranged Attacks lose track of the foe, or cannot attack turn to spray an area with automatic (pp. 372-374). If you took an Aim him next turn, your foe’s defense fire. This is a full-turn maneuver, and maneuver (p. 364) last turn, you will penalty vanishes. you can only choose this option if your have a bonus to hit. A Feint is good for one second! But weapon has RoF 5+. See Suppression if you Feint and then make an All-Out Fire (p. 409). Movement: Step. You may step and Attack (Double), the feint applies to then attack or attack and then step – both attacks. Movement: You may move up to your choice. To move further and still In all cases, your allies cannot take half your Move, but you can only attack, take All-Out Attack or Move advantage of your Feint. The defense move forward. and Attack. penalty applies only to your next Active Defense: You may make no Active Defense: Any. attack. active defenses at all from the point you take this maneuver until your next Shield Feints: After you have turn. If someone attacks you after you FEINT attacked your foe once by striking make an All-Out attack, all you can do “Fake” a melee attack. You cannot with your shield (see p. 406), you may is hope he misses – you can’t dodge, Feint someone unless you could have also Feint with your shield, rolling parry, or block! hit him with a melee attack – that is, against Shield skill. your weapon is ready and your foe is Movement: Step. MOVE AND within reach. This maneuver is not an Active Defense: Any. However, if you attack, though, and does not make Feint and then parry with an unbal- ATTACK your weapon unready. anced weapon, you cannot attack on Move as described for the Move When you Feint, roll a Quick your next turn, making your Feint maneuver (p. 364), but during or after Contest of Melee Weapon skills with pointless. your move, make a single, poorly your foe; if either of you is unarmed, aimed attack – either unarmed or with you may roll against an unarmed a ready weapon. combat skill instead. Your opponent LL UT TTACK A -O A You attack as described for the may opt to roll against Cloak or Shield Attack any foe with a ready Attack maneuver (above), but at a skill, if he is suitably equipped and this weapon, making no effort to defend penalty. If you are making a ranged would give him a better roll. If his DX against enemy attacks. If you are mak- attack, you have a penalty of -2 or the is better than his combat skills, he ing a melee attack, you must specify weapon’s Bulk rating, whichever is may roll against DX instead. one of these four options before you worse – and if you took an Aim, attack: you lose all of its bonuses. If you are

COMBAT 365 making a melee attack other than a Some activities (e.g., casting spells) You must specify exactly what your slam (p. 371), you have a flat -4 to require you to take the Concentrate action will be when you take the Wait skill, and your adjusted skill cannot maneuver for multiple seconds. If you maneuver, and what will trigger it. For exceed 9. are forced to use an active defense, instance, “I’ll make an All-Out Attack knocked down, injured, or otherwise (Determined) with my sword on the Movement: As described under the distracted before you finish, you must first to move toward me.” Move maneuver – but since you are make a Will-3 roll. On a failure, you You may take a Wait with a ready trying to do two things at once, you lose your concentration and must ranged weapon; this is known as “cov- are -2 on any rolls the GM requires to start over. ering” a target or area. If so, you must avoid falling, tripping over obstacles, specify the zone that you are covering etc. Movement: Step. with that weapon. There is no penalty Active Defense: Dodge or block Active Defense: Any. However, it to cover a one-yard area. For larger only. You cannot parry and you may interferes with concentration as noted areas and additional rules, see not retreat (see Retreat, p. 377). above. Opportunity Fire (p. 390). You can use the Wait maneuver ALL-OUT READY for any “reflex action” you want to Take a Ready maneuver to pick up plan in advance, provided you speci- DEFENSE or draw any item and prepare it for fy both the response and the action This is the maneuver to choose use; e.g., to pull a sword from its that will trigger it. This can include when you’re beset by foes – especially sheath or a gun from its holster, or to holding a knife at a hostage’s throat, foes who like All-Out Attacks! You reload a firearm. In some cases, you or even a noncombat action (e.g., “If must specify one of the following two may also need a Ready maneuver to Dora sees any , she will pull this options: regain control of an unwieldy weapon rope immediately – otherwise, she after a swing, or to adjust the reach of does nothing.”). An action only qual- • Increased Defense: Add +2 to one ifies as a “reflex” if you could do it in active defense of your choice: Dodge, a long weapon – see the Melee Weapon Table (p. 271). a single motion. The GM’s decision is Parry, or Block. This bonus persists final. until your next turn. You can use a Ready maneuver to perform physical actions other than Finally, you can use Wait to coor- • Double Defense: Apply two differ- dinate actions with slower friends. ent active defenses against the same fighting: opening or closing a door, attack. If you fail your defense roll picking a lock, digging, lifting, etc. Stop Thrust: If you have a ready against an attack, you may try a sec- Continuing activities may require thrusting weapon, you can use a ond, different defense against that multiple, consecutive Ready maneu- Wait to brace your weapon to receive attack. For instance, if you fail a block, vers; see Other Actions in Combat a possible enemy charge. Simply you may try a dodge or a parry. If you (p. 382). state, “I brace for a stop thrust.” You try a parry (armed or unarmed) with Finally, a Ready maneuver lets you can convert your Wait into an Attack one hand and fail, a parry using the switch an advantage “off” or “on” if it or All-Out Attack against any one foe other hand does count as a “different is not always on and does not require that moves one or more yards defense.” an Attack or Concentrate maneuver to toward you to make a melee attack use. (armed or unarmed, including a Movement: If you choose Increased For more information, see slam or a grapple) or evade (see Dodge, you may move up to half your Readying Weapons and Other Gear Evading, p. 368). You strike first if Move. Otherwise, the only movement (p. 382) and When Is a Weapon Ready? you have the longer reach. If you hit you may take is a step. (p. 382). and your foe fails to defend, add +1 Active Defense: You may choose to thrust damage for every two full any legal active defense, with bonuses Movement: Step. Active Defense: Any. yards your attacker moved toward as described above. you. Movement: None until your Wait is CONCENTRATE WAIT triggered. At that point, you may move You concentrate on one primarily Do nothing unless a particular as allowed by the maneuver you spec- mental task (even it has a minor phys- event you specified in advance ified (Attack, Feint, All-Out Attack, or ical component, like operating con- occurs before your next turn; e.g., a Ready). trols, gesturing, or speaking). This foe moves into range. If that hap- Active Defense: You may defend may be casting a magical spell, using a pens, you may transform your Wait normally while you are waiting or psi ability, making a Sense roll to spot into an Attack, Feint, All-Out Attack after your Wait is triggered. But if you an invisible warrior, making a (you must specify the option before defend while taking a Wait, you may Leadership roll to give orders, making acting), or Ready maneuver. If you not transform your Wait into an All- an Electronics Operation roll to oper- are reacting to someone else, this Out Attack; you must convert your ate a sensor, or any similar action, interrupts his turn, but he can Wait into an Attack instead. including most IQ-based skill rolls. resume it after you’ve acted. This is a full-turn maneuver.

366 COMBAT MOVEMENT AND COMBAT Basic movement does not require a for notes on mounted and vehicular decides how many yards of movement game board. Instead, the GM should combat, respectively. a fighter must give up to cover one have a general idea of the environ- yard of difficult terrain or to cross a ment, and mentally keep track of rela- given obstacle. For instance, tangled tive distances between combatants or MOVEMENT brush might cut Move in half, while objects – possibly referring to maps, A combatant can move a maxi- climbing over a fallen body might cost notes, or diagrams. Should the players mum number of yards equal to his full an extra yard of movement. ask about reach or distance (“I want to Move score if he took a Move or Move You can move while in almost any run up and swing at him . . . how far and Attack maneuver. He can move up posture, but you only get your full away is he?”), the GM’s judgment is to half his Move if he chose an All-Out Move if standing. You have 1/3 your final. Attack or All Out Defense (Increased Move while crawling or kneeling – and Since movement and facing issues Dodge) maneuver. you have a flat Move 1 while lying are in the GM’s head, it’s up to the GM Obstacles and bad footing will down (belly crawl or rolling). You can- how much detail to give the players. generally slow movement. The GM not move at all while sitting! The GM might carefully keep track of every yard of movement, taking notes on paper . . . or he might only worry about exact distances when they are of vital importance. Most GMs will want to adopt a middle ground. For example: GM: “You see Indigo Joe 90 yards north of you. He’s at the edge of the cemetery, crouched behind a tomb- stone, aiming his rifle at Kim.” Player: “Damn, he spotted us. Is there any cover nearby? I want to run toward it.” GM: “An outcropping of rock starts 7 yards to your northwest, and there are some trees about 10 yards to the east. Your helicopter is parked 10 yards behind you, if you want to fall back.” Player: “No way! Kim will use a Move and Attack. She runs her full Move toward the rocks, while firing at Indigo Joe with her Gauss rifle.” GM: “Fine. You have Move 5? Okay, you’re now 2 yards from cover. Now it’s Joe’s turn. He fires an aimed shot . . .” The GM should always provide enough detail to give the players tacti- cal choices, but not so much as to overwhelm them. If things get confus- ing, a sketch map with a few notes can often help. Groups that desire more detail than that should consider using the tactical combat system in Chapter 12 – or at least adopting some of those rules to add extra detail to the guide- lines given here. Here are a few “rules of thumb” for movement and combat. See Mounted Combat (p. 396) and Vehicles (p. 462)

COMBAT 367 much more tightly, but they would +5 if you are approaching your foe STEP have no room to react. from behind. Most maneuvers allow you to take +5 if your foe is lying down. a step, either before or after another action. You may step a distance equal MOVING If you win, you evade him and are to 1/10 your Move, but never less than free to move on. If you lose or tie, he one yard. Round all fractions up. THROUGH OTHER got in your way and stopped you. Thus, Move 1-10 gives a one-yard step, HARACTERS You cannot evade anyone while Move 11-20 gives a two-yard step, and C you are being grappled (see Grappling, so on. You can always move through p. 370). You cannot evade a foe if there If you are capable of steps greater space occupied by your allies in com- is no logical way you could avoid hit- around than one yard, you may break up your bat, and you can run an adver- ting him, either (GM’s decision) . . . movement in a turn. For instance, if sary who does not completely block but note that huge creatures can step Spacing, you had a two-yard step, you could your path (see above). But if over smaller ones, while small crea- move one yard, make an attack, and the GM rules that the only way past an tures can duck between the legs of through move another yard during an Attack opponent is him, you must larger ones! Slam maneuver. either bowl him over (see , On the other hand, if you can use You can use a step to go from a p. 371) or “evade” him. an advantage such as Flight or Super kneeling to a standing posture (or vice Jump to move up and over the foe’s versa) instead of moving. This requires Evading reach in the vertical plane, you can “Evading” is moving through your entire step, no matter how far evade him automatically! ground occupied by an opponent you could normally move. without trying to knock him down. You may always turn to face a dif- You can attempt this as part of any CROUCHING ferent direction as part of any step (or maneuver that allows movement, pro- If you are in a standing position, as the step, if you just want to change vided you can move fast enough to go you can elect to crouch at the begin- your facing). past your foe – not just up to him. ning of your turn, as part of any First, ask if your foe is trying to maneuver. If you don’t move, or if you SPACING stop you. If he chooses to let you past, only step, you may also crouch after A human-sized fighter needs about you “evade” him automatically – no performing another action such as one yard (3’) of space; thus, two war- roll is needed. If your foe wants to stop attacking or readying. However, you riors could move down a passage two you, roll a Quick Contest of DX. may not move more than a step and yards wide shoulder-to-shoulder – or Modify your DX as follows: then crouch at the end of your move- ment to avoid attacks – not in one sec- hold it against a foe. A doorway is -5 if your foe is standing up. ond! But if you are already crouching, about one yard wide, so a single per- -2 if your foe is kneeling. you may leave your crouch at any time son could hold it. All this assumes +2 if you are approaching your foe as a free action. room to attack and defend. from his right or left side. Noncombatants could be packed in

368 COMBAT ATTACKING An “attack” is an attempt to hit a within range if you’re making a foe or other target. If you execute an ranged attack. Resolving either type of ATTACK ROLL Attack, All-Out Attack, or Move and attack takes three die rolls: Your “attack roll” is a regular suc- Attack maneuver (or convert a Wait cess roll – see Chapter 10. Figure your • First is your attack roll. If your into any of these), you may try to hit a effective skill (base skill plus or minus roll is successful, your attack was a foe. You can only attack with a any appropriate modifiers) with the good one. weapon if it’s ready (see Ready, p. 366). weapon you are using. • Now your foe must make a The GM always has the option of If your roll is less than or equal to defense roll to see if he can defend ruling, for any reason having to do your “effective” skill, your attack will against your blow. If he makes this with the situation, that some fighters hit unless your foe successfully roll, he evaded or stopped the attack, cannot attack certain opponents. For defends (see Defending, p. 374). If he and is not hit. instance, eight attackers could not hit fails to defend – or if he can’t – you’ve • If he misses his defense roll, your one human-sized foe at the same time. hit him. blow struck home and you roll for (Even three or four attackers at once If your roll is greater than your damage. would be unlikely, unless their victim effective skill, you missed! had no allies!) Some advantages (e.g., Extra No matter what your effective skill, There are two basic types Attack) and combat options (see All- a roll of 3 or 4 always hits, and is a of attacks: melee attacks (pp. 369-372) Out Attack, p. 365, and Rapid Strike, “critical hit”; see Critical Hits (p. 381). and ranged attacks (pp. 372-374). p. 370) let you attack more than once. A roll of 17 or 18 always misses. Your target must be within reach Resolve such attacks one at a time. if you’re making a melee attack, or MELEE ATTACKS When you take a maneuver that the target succeeds with an active Weapon Table. Most weapons have a lets you make a melee attack, you defense. reach of 1, which means you must be must specify who you are attacking, adjacent to your target (that is, within and with what weapon. You can make Ready Weapons one yard of him). Reach plays a much a melee attack using any ready melee A one-handed weapon is ready if larger role if using a game board; see weapon (including a natural weapon it’s being held in your hand. A two- Chapter 12. such as a kick, bite, or punch) against handed weapon is ready if you are any target that is within reach. gripping it with both hands. Some You can use some weapons in unwieldy weapons (e.g., the great axe) MELEE ATTACK more than one way; e.g., you can become unready after each attack swing or thrust with a shortsword. unless you are extremely strong; see OPTIONS Such weapons have multiple lines on the Melee Weapon Table to learn which Before making a melee attack, you the Melee Weapon Table (p. 271). When weapons are unwieldy, and their ST may specify some additional options. you attack with a weapon like this, requirements (always marked ‡). you must indicate how you are using To draw a new weapon from a Hit Location it before you roll. sheath, scabbard, or sling, or to ready It is assumed that you are attacking an unwieldy weapon that became the target’s center of mass (the torso, To Hit unready after an attack, you must take on a human), unless you specify oth- Figure your adjusted chance to hit a Ready maneuver (p. 366). erwise. If you wish to target another by: A natural weapon (punch, kick, body part (e.g., the head), see Hit etc.) is always ready unless the body Location (p. 398). If you choose to 1. Taking your base skill with the part in question is occupied or attack his weapon, see Striking at weapon or unarmed attack you are restrained; e.g., you can’t punch if you Weapons (p. 400). using. are holding a weapon with the same 2. Applying all conditional modi- hand, or bite while wearing a full-face Deceptive Attack fiers for your maneuver, situation, helmet or gripping something with You may designate any melee posture, and the target’s visibility. A your teeth. attack as “deceptive” before you roll to detailed list appears under Melee hit. A Deceptive Attack is intended to Attack Modifiers (p. 547). Reach get past an opponent’s defenses through sheer skill. You can use this The result is your effective skill. A A melee weapon can only attack a option to represent any number of roll of this number or less is a suc- target that is within its reach (meas- advanced fighting techniques. cessful attack roll. It will hit, unless ured in yards), as given on the Melee

COMBAT 369 For every -2 you accept to your to hit the hand (-4). Your opponent you hit, your foe has -4 to DX only own skill, your foe suffers a -1 penalty defends normally. when using that body part. You could on his active defenses against this If you hit, you’ve grabbed hold of grab a weapon arm or hand (to disarm attack. You may not reduce your final your foe’s weapon. On subsequent your victim), a leg (to trip him), or the effective skill below 10 with a turns, you may try to wrest it from neck (to strangle him). If you grab an Deceptive Attack, which normally lim- him. Each attempt is a full-turn arm or hand, you cannot snatch a its it to skilled fighters. maneuver. Roll a Regular Contest of weapon away, but you can force your The GM may opt to speed play by ST. If you win, you take his weapon foe to drop it by winning a Regular limiting Deceptive Attacks to a flat -4 away. If you lose, you lose your grip on Contest of ST – roll once per turn, as to skill, giving the target -2 on his his weapon. explained under Grabbing (above). active defenses. For a related technique, see Arm Lock Grappling (p. 230). Rapid Strike “Grappling” is an attempt to grab A Rapid Strike is a melee attack your foe’s body. You must have at least Actions After a Grapple executed swiftly enough that you get one empty hand. On a game board, Once you have grappled a foe, you one extra attack. You must take an you must also move into your foe’s hex may attempt the following moves on Attack or All-Out Attack maneuver, (“close combat”). subsequent turns (provided your and you must use a ready weapon to Each attempt requires an Attack, opponent does not break free!). Each make the extra attack. Make two All-Out Attack, or Move and Attack action requires an Attack or All-Out attacks, both at -6 to skill. You can tar- maneuver. Roll against basic DX or a Attack maneuver. get multiple opponents this way. grappling skill to hit. Your foe may Takedown If you already have multiple defend normally – he can parry, This is an attempt to bear your attacks, for whatever reason, you can dodge, or block. You may Evaluate or opponent to the ground. You may only replace one of them (and only one!) Feint beforehand to improve your try this on a standing foe. Roll a Quick with two attacks at -6. odds of success. Contest, with each contestant using Grappling does no damage, but if the highest of ST, DX, or his best grap- UNARMED you successfully hit, the foe has -4 to pling skill. If you are not standing, you DX as long as you’re holding on. He have a penalty equal to the usual COMBAT may not move away until he breaks penalty to hit for your posture. If you free (see Actions After Being Grappled, win, your victim falls down next to Sometimes you have to fight with- p. 371) or you let go. Exception: If you out weapons, or with improvised you (on a game board, he falls in your grapple a foe of more than twice your hex and any adjacent hex of your weapons. This is unarmed combat. ST, you do not prevent him from mov- Anyone can engage in unarmed com- choice). If he was grappling you, he ing away – you’re just extra encum- loses his grip. If you lose, you suffer bat, but certain skills make you a more brance for him! effective unarmed fighter. For this the same effects! On a tie, nothing You may grapple with any or all of happens. purpose: your arms. If you grapple with more • Striking skills are Boxing (p. 182), than two arms, each arm beyond the Pin Brawling (p. 182), and Karate (p. 203). first two gives a bonus of +2 to hit. An You may only attempt a pin if your • Grappling skills are Judo (p. 203), arm committed to grappling cannot foe is on the ground and you are grap- Sumo Wrestling (p. 223), and make unarmed parries until you let pling his torso. Roll a Regular Contest Wrestling (p. 228). go. Letting go is a free action on your of Strength. The larger fighter gets +3 turn. for every point by which his Size Striking If you are holding onto your foe Modifier exceeds that of his foe. The See the Melee Weapon Table (p. 271) with all your arms, the only further fighter with the most free hands gets for the reach, damage, etc., of punch- attacks you can make are those listed +3. If you win, your foe is pinned and es, kicks, bites, and other unarmed under Actions After a Grapple, below. helpless. You must stay there to hold him down, but you can free one of strikes. For additional options, see Posture: To grapple a prone, kneel- Sample Combat Techniques (p. 230) your hands for other actions. If you ing, or sitting opponent, you must lose or tie, nothing happens. and Special Unarmed Combat kneel or lie down yourself, unless his Techniques (p. 403). And see Hurting Size Modifier is two or more greater Choke or Strangle Yourself (p. 379) for the effects of strik- than yours. You may do this as part of You must have grappled your foe ing an armored target barehanded . . . the “step” component of an Attack by the neck. You must normally use maneuver. your hands, and can’t do anything else Grabbing Hit Location: The rules above with them (e.g., parry) while holding You can grab something a foe is assume that you are grappling the on – but if you have the Constriction holding, like a weapon. To do so, you torso. To grab another body part, Attack advantage (p. 43), you can use must have an empty hand (but some apply half the penalty given under Hit your body instead. Roll a Quick weapons, such as whips, can also Location (p. 398) to your roll; see Contest: your ST vs. the higher of your grab). Make an attack using DX or a Grappling and Hit Location, p. 400. If foe’s ST or HT. You are at -5 if you use grappling skill, with the usual penalty only one hand, but at +2 per hand

370 COMBAT after the first two. If your Size Modifier exceeds your foe’s, you can grapple and squeeze his torso instead, in which case you roll at -5 unless you Actions After Being Grappled If you have been grappled, you cannot take a Move maneuver unless have Constriction Attack. If you win, you have at least twice your foe’s ST. Aim, Feint, Concentrate, and Wait your foe takes crushing damage equal maneuvers – and ranged attacks – are completely impossible. If you are to your margin of victory. DR protects pinned, you can’t take any maneuver that requires physical movement! normally. Multiply injury to the neck Otherwise, you can do the following: by 1.5. If any damage – even blunt trauma (p. 379) – penetrates the vic- Attack or All-Out Attack tim’s DR, you also start to suffocate You can take either maneuver, with certain limitations. You cannot him! On his next turn and every sub- use any limb that has been grappled – or bite, if your neck or head was sequent turn until he escapes, he loses grappled. You’re limited to unarmed attacks (striking or grappling) or 1 FP; see Suffocation (p. 436). attacks using weapons with reach C. You can stab with a dagger, but Choke Hold not swing a sword! If you have Judo or Wrestling skill, Ready you may try to apply a hold that can You can Ready an item if you have a hand free, but you must make incapacitate without crushing the a DX roll. Failure means you drop the item. Ready maneuvers to switch throat or torso. See Choke Hold advantages off and on succeed automatically. (p. 404). Break Free Arm Lock If you are grappled, you cannot move away until you break free by If you have Judo or Wrestling skill, winning a Quick Contest of ST. Your foe has +5 if he is grappling you you may try to apply a lock to restrain with two hands. If he has you pinned, he rolls at +10 if using two hands or cripple your opponent’s arm. See or at +5 if using only one, and you may only attempt to break free once Arm Lock (p. 403). every 10 seconds. If either of you has three or more arms, each arm Neck Snap or Wrench Limb beyond the first two gives +2. If your foe is stunned, he rolls at -4; if he falls unconscious, you are automatically free! If you successfully break If you grappled your foe’s neck or free, you may immediately move one yard in any direction. skull, or a limb or other extremity, you can twist. See Neck Snap or Wrench Limb (p. 404). Other Actions You can bite or use a Striker (pro- reducing your Move. If you haven’t a head-on collision, add the distance vided it has reach C) even if all your pinned him, moving away from him your foe moved toward you on his last hands are busy. If you’re not using a means you automatically release your turn (that is, use relative velocity). hand to grapple your foe, you can use grip unless you have at least twice his If damage is less than 1d, treat frac- it to Attack or All-Out Attack (either ST. If you’re that strong, you can pull tions up to 0.25 as 1d-3, fractions up unarmed or with a reach C weapon), or carry him with you! to 0.5 as 1d-2, and any larger fraction or to take a Ready maneuver. You can- as 1d-1. Otherwise, round fractions of not Aim, Feint, Concentrate, Wait, or Slam 0.5 or more up to a full die. You can You can deliberately collide with make ranged attacks unless you’ve use All-Out Attack (Strong) to increase an opponent. This requires an Attack, pinned your foe. You may also per- your damage! All-Out Attack, or Move and Attack form the following free actions: If your damage roll equals or maneuver. Roll against DX, Brawling, exceeds that of your foe, he must • Release your grip. Let go of the or Sumo Wrestling to hit. Note that make a DX roll or fall down. You foe, if you are grappling or pinning the -4 to hit and effective skill cap of 9 knock him down automatically if you him. Or you can release just one hand for a Move and Attack do not apply to roll twice his damage or more. If he – but this makes it easier for him to slams. rolls twice your damage or more, escape. Your foe may block, dodge, or though, you fall down instead! • Throw away a ready weapon. This parry (but your body counts as a If your opponent dodged and you automatically succeeds and takes no heavy weapon; see Parrying Heavy went past him and hit a solid obstacle, time. You may do this to get a useless Weapons, p. 376). If your foe dodges, apply your damage roll to yourself weapon out of your way, or to deprive you must move at least two yards past (and to the obstacle, if it matters). the foe of a chance to grab a useful him if you have enough movement. If You can also slam with a vehicle or weapon (e.g., a blackjack) from you. you would hit someone else, see mount. Roll against your vehicle-oper- • Drag or carry your victim. If Hitting the Wrong Target (p. 389). ation skill to hit with a vehicle, or you’ve pinned your foe, you can move If you hit, you and your foe each Riding skill to hit with a mount. or step normally, dragging or carrying inflict dice of crushing damage on the Figure damage based on the HP of him; see Lifting and Moving Things other equal to (HP ¥ velocity)/100. your vehicle or mount. (p. 353) for how much you can lift or “Velocity” is usually just the number For additional rules and special drag. He counts as encumbrance, of yards you moved this turn – but in cases, see Collisions and Falls (p. 430).

COMBAT 371 Flying Tackle: As slam, but you Jumping roll. On a success, you stay if your opponent rolls twice your must have at least two legs and one on your feet! This is how some ani- basic damage or more. arm free – most animals and vehicles mals attack, especially cats: they can’t do this! A flying tackle gives you knock down their foe and then claw or Shove +4 to hit and an extra yard of reach, bite. If a mount tries this, the rider You can shove a foe with one or and you may opt to roll against must roll vs. Riding-4 or fall off! both arms. Roll against DX or Sumo Jumping skill to hit. However, whether Shield Rush: As slam, but you Wrestling to hit. Your foe may block, you succeed or fail, you end up lying must have a shield. Roll against dodge, or parry. If you hit, roll down (in the same hex as your foe, if Shield skill to hit, and add your thrust/crushing damage – at -1 per die, you are using a combat map). shield’s Defense Bonus to your dam- if you used only one hand – and dou- Pounce: As flying tackle, but you age roll. Your shield takes damage ble it. This inflicts knockback (see must have four or more legs. After you instead of you, but you still fall down Knockback, p. 378), but never actual attack, make a DX, Acrobatics, or physical injury. RANGED ATTACKS A “ranged attack” is any attack from the Size and Speed/Range Table Target’s Range with a weapon used at a distance, (p. 550). from a thrown rock to a laser rifle. 5. Modifying for circumstances and Speed This includes Missile spells and the (rapid fire, movement, darkness, A distant target is harder to hit. As Affliction, Binding, and Innate Attack cover, etc.), including any special con- a rule of thumb, a target up to 2 yards advantages (unless given the Aura, ditions determined by the GM. See away is close enough that there’s no Malediction, or Melee Attack modi- Ranged Attack Modifiers (p. 548) for a penalty to hit. At 3 yards, you have -1 fiers). Most other spells and advan- summary. to hit; at up to 5 yards, -2; at up to 7 tages are not considered ranged yards, -3; at up to 10 yards, -4; and so The result is your effective skill. A attacks. on, with each approximately 50% roll of this number or less is a suc- increase in range giving a further -1 Range cessful attack roll. It will hit, unless to hit. You can only make a ranged attack the target succeeds with an active Consult the Speed/Range column on a target that falls within your defense. of the Size and Speed/Range Table weapon’s range. To find this, see the (p. 550) to find the exact penalty. For relevant weapon table or advantage or Accuracy and ranges that fall between two values on spell description. Most ranged attacks Aimed Fire the table, use the larger penalty. For list Half Damage (1/2D) range and All ranged weapons have an very distant targets, the table also pro- Maximum (Max) range, in yards. Your Accuracy (Acc) statistic. This is the vides the equivalent range in miles. target must be no farther away than bonus you get if you take one or more Example: Infinity Patrol agent Max range; 1/2D range only affects Aim maneuvers immediately before Jenny Atkins is shooting on the firing damage. you attack. range. The target is 17 yards (50’) A few weapons have a minimum When you Aim, you can receive away. This rounds up to 20 yards, for range, as they lob projectiles in a high other bonuses for extra seconds of -6 to hit. arc, or have fusing or guidance limits. aim, bracing your weapon, or using a When using a weapon like this, your scope or a laser sight. These benefits A fast-moving target is also harder target can’t be any closer than the are discussed under Aim (p. 364) and to hit. Consult the same column of the minimum range. summarized under Ranged Combat table, but use speed in yards per sec- Modifiers (p. 548). The sum of Acc and ond (2 mph = 1 yard/second) instead To Hit all extra aimed-fire bonuses can never of range in yards to find the penalty. Figure your adjusted chance to hit exceed twice the base Acc of the If the target is both distant and fast by: attack. moving, add range (in yards) to speed (in yards per second), and look up the 1. Taking your base skill with your Size Modifier total in the Speed/Range column to ranged weapon. A human-sized target has a Size find the penalty to hit. (Do not look up 2. Adding your weapon’s Accuracy Modifier (SM) of 0; there is no bonus the range and speed penalties sepa- (Acc) if you preceded your attack with or penalty to hit. Larger targets have a rately and add them together! Great an Aim maneuver. positive SM, while smaller targets range mitigates the effects of speed, 3. Applying the target’s Size have a negative SM. Add SM to your and vice versa.) Modifier (SM). See Size Modifier skill. The SM of a character or a vehi- Examples: Agent Atkins fires her (p. 19). cle appears on its character sheet or pistol at a Centrum spy who is mak- 4. Modifying for the target’s range vehicle description. For other objects, ing a getaway on a speeding motorcy- and speed (done as a single modifier), use the Size and Speed/Range Table cle. Her target is 50 yards away and (p. 550).

372 COMBAT traveling at 60 mph, or Move 30. This belt, etc. The exception to this is multi- is a speed/range of 50 + 30 = 80. Per MISSILE shot weapons that have cylinders, the Size and Speed/Range Table, this hoppers, or internal magazines. Their gives -10 to hit. WEAPON loading time is designated “i” (for TTACKS “individually loaded”), and is per shot Ranged Attacks A (unless sped up by some mechanism, “Missile weapons” are ranged such as a speed loader). on Human Targets attacks other than thrown weapons: When using a ranged weapon bows, firearms, Missile spells, ranged Examples: A bow has Shots 1(2); it against a target moving at human Innate Attacks, and so on. They fall can fire one arrow, after which it takes speeds – anything up to Move 10 – you into two broad categories. the archer two seconds to prepare may simplify the calculation by using another. A .38 revolver has Shots 6(3i); Muscle-Powered Missile Weapons: just a range modifier and neglecting it can fire six shots, after which each These include bows, slings, and cross- speed (unless the target is flying, shot takes 3 seconds to reload. A bows. As with thrown weapons, your sprinting, or something similar). machine gun has Shots 200(5); it can range and damage are determined by Assume that the target’s ability to take fire 200 shots, after which it takes 5 your ST – or in the case of a bow or a a dodge defense adequately represents seconds to change the belt. the effects of movement. crossbow, by the weapon’s ST. See the Muscle-Powered Ranged Weapon Table Rapid Fire HROWN (p. 275) for details. Some missile weapons have RoF 2 T Firearms: These include guns, or more. This means they can fire WEAPON beam weapons, and self-propelled multiple shots per attack, up to a max- projectiles. See the Firearms Table imum equal to their RoF. For exam- TTACKS (pp. 278-280) for statistics and special ple, a .38 revolver with RoF 3 could A rules for all types of high-tech missile “Thrown weapons” are weapons fire 1, 2, or 3 shots per attack. Of weapons – from black-powder course, you can never fire more shots you must physically hurl at the target: weapons through contemporary guns rocks, hand grenades, ninja stars than your weapon currently has and on to science-fiction weapons remaining, regardless of its RoF. (shuriken), etc. You can also throw such as . certain melee weapons, such as hatch- Rapid-fire weapons use the Recoil ets, knives, and spears. See the (Rcl) statistic, which measures how Rate of Fire controllable the weapon is when firing Muscle-Powered Ranged Weapon Table All missile weapons have a Rate of multiple shots. Rcl helps determine (p. 275) for statistics and skills Fire (RoF) statistic. If RoF is 1, the the number of hits a rapid-fire attack required. See Chapter 13 for the weapon can fire one shot per attack. If can inflict. The lower the Rcl, the easi- effects of grenades and incendiaries. RoF is 2 or more, the weapon is capa- er the weapon is to control. Rcl 1 Treat a thrown weapon just like ble of firing more than one shot per means the weapon is recoilless, like any other ranged attack, with a few attack; see Rapid Fire (below). special rules: most beam weapons. Examples: A bow has RoF 1; it can If a weapon has RoF 2 or more, • Once you throw a weapon, it’s no fire one shot per attack. A .38 revolver you must decide how many shots (up longer ready! Hit or miss, your has RoF 3; it can fire up to three shots to RoF) you wish to fire before you weapon is now somewhere else. If you per attack. A machine gun has RoF 10; make your attack roll. Firearms fired want to attack again, you’ll have to go it can fire up to 10 shots per attack . . . at RoF 1-3 are firing one shot per trig- fetch your weapon (from the ground but this is still one attack roll, not 10 ger pull; those fired at RoF 4+ are . . . or your foe’s body) or ready a new separate attacks! usually firing “full auto” like a one. machine gun – either in short bursts • The range of a thrown weapon is Reloading and Shots or continuously. usually a multiple of your ST; e.g., Missile weapons also have a Shots Firing a large number of shots per “ST¥2.” This is given on the Muscle- statistic. Once you have fired this attack gives a bonus to hit, as shown Powered Ranged Weapon Table for many shots, you must reload before on this table: many common thrown weapons. To you can fire the weapon again. Shots Bonus to Hit determine range (and damage) for Reloading requires a number of 2-4 +0 anything not listed there, see Ready maneuvers; see Readying 5-8 +1 Throwing (p. 355). Weapons and Other Gear (p. 382). The 9-12 +2 • A thrown weapon travels fairly time required to reload appears in 13-16 +3 slowly. Your target has the option of parentheses after the weapon’s Shots 17-24 +4 using a block or a parry active defense entry in the weapon tables. 25-49 +5 instead of a dodge. Success by 5+ (or Reloading restores the weapon’s 50-99 +6 critical success) with an unarmed full number of shots. If a weapon has each ¥2 +1 to hit parry means your target has caught only one shot, this represents loading the weapon! a new one. If it has multiple shots, this represents changing the magazine,

COMBAT 373 Rapid fire may score multiple hits An attack scores one extra hit for High-RoF weapons (those with from a single attack. A successful every full multiple of Recoil by which RoF 5+) can also spread fire among attack means you scored at least one you make your attack roll. The total multiple targets (see Spraying Fire, hit – and possibly a number of extra number of hits cannot exceed shots p. 409) or fire lots of shots to “sup- hits, up to a maximum equal to the fired. For instance, if your attack had press” an area (see Suppression Fire, number of shots you fired. To find the Rcl 2, success by 0-1 would mean one p. 409). Other special rules apply to number of hits you scored, compare hit; success by 2-3, one extra hit; suc- rapid fire with certain weapons – see your margin of success on the attack cess by 4-5, two extra hits; success by Special Rules for Rapid Fire (p. 408). roll to your weapon’s Recoil. 6-7, three extra hits; and so on. DEFENDING If you make your attack roll, you A shield’s DB adds to active defense have not (yet) actually struck your foe, ACTIVE DEFENSE rolls against melee attacks, thrown unless you rolled a critical hit. Your weapons, and muscle-powered missile attack is good enough to hit him – if he ROLLS weapons – not against firearms fails to defend. The defender rolls 3d against his (unless the GM wishes to use the There are three “active defenses” active defense score. If his roll is less optional Damage to Shields rules, that a fighter can use to evade or ward than or equal to his effective defense, p. 484). off an attack: Dodge (see Dodging, he dodged, parried, or blocked the below), Parry (see Parrying, p. 376), attack. Otherwise, his active defense Retreating and and Block (see Blocking, p. 375). You was ineffective and the attack struck Dropping Prone home. If this occurs, roll for damage. should calculate these active defense In some situations, you may give scores in advance and record them on An active defense roll of 3 or 4 is ground or drop prone for a bonus to your character sheet. always successful – even if your effec- your Dodge, Parry, or Block score. See An active defense is a deliberate tive defense score was only 1 or 2! A Active Defense Options (p. 377). attempt to avoid a particular attack. roll of 17 or 18 always fails. It’s only possible if the defender is aware of the possibility of an attack Your foe does not get to attempt a DODGING from his assailant and is free to react defense roll if you rolled a critical hit A “dodge” is an active attempt to . . . by moving out of the way of the against him. move out of the perceived path of an attack (a dodge), deflecting the attack Several modifiers apply to active attack. This is often the best defense with a weapon or empty hand (a defense rolls; see below for explana- when you’re not skilled with your parry), or interposing a shield (a tions of a few of these. For a complete weapon and you have no shield, when block). list of modifiers, see Active Defense you’re attacked multiple times, or If a foe makes a successful attack Modifiers (p. 548). when your foe has such a powerful roll against you, you may choose one weapon that you fear parrying or active defense and attempt a “defense Injury and blocking it may destroy your weapon roll” against it. Exception: The All-Out Active Defenses or shield. Defense (Double Defense) maneuver If you are stunned, any active Dodge is normally the only active lets you attempt a second defense defense is at -4. Active defenses never defense you can take against firearms. against a particular attack if your first take a penalty for shock, however. For This does not mean you can actually defense fails. more on stunning and shock, see dodge bullets! A dodge against this The active defense you choose Effects of Injury (p. 380). kind of attack represents an attempt depends on your situation – especially not to be where you think your oppo- the maneuver you chose last turn. Shields and nent will shoot, by weaving or ducking Some maneuvers restrict the active Defense Bonus at the right moment. defenses you can make. Notably, if you If you have a ready shield, add its Your Dodge active defense is Basic made an All-Out Attack, you have no Defense Bonus (DB) to any Dodge, Speed + 3, dropping all fractions, less active defense. Parry, or Block roll against an attack a penalty equal to your encumbrance You also get no active defense if that came from in front of you or from level (see Encumbrance and Move, you’re unaware of the attack. your shield side. p. 17). List Dodge on your character Examples of situations in which no Defense Bonus is 1 for a small sheet for quick reference. active defense is possible include a shield, light cloak, and most impro- You may dodge any attack except stab in the back from a “friend,” a sur- vised shields; 2 for a medium shield or one that you did not know about! You prise sniper’s shot, and a totally unex- heavy cloak; and 3 for a large shield or only get one Dodge roll against a given pected booby trap. And you get no force shield. The Shield spell (p. 252) attack. active defense if you are unconscious, gives a DB of 1-4. immobilized, or otherwise unable to react.

374 COMBAT If a single rapid-fire attack scores get +2 to that Dodge roll. On a failure, (Driving, Piloting, etc.), rounded multiple hits, a successful Dodge roll you get -2. down, modified by the vehicle’s lets you avoid one hit, plus additional You can combine this option with a Handling statistic. For example, a hits equal to your margin of success. A retreat (see Retreat, p. 377). biker with Driving (Motorcycle)-14 on critical success lets you dodge all hits a motorcycle with Handling +1 would you took from that attack. Sacrificial Dodge have a Dodge of 8. You can defend a friend by throw- Example: A machine gun gets four ing yourself into the path of an attack hits against you. Your Dodge is 10. against him. To do so, you must be BLOCKING You roll an 8, succeeding by 2. You close enough to interpose yourself A “block” is an attempt to interpose dodge three of the hits; only one bullet between your friend and his attacker a shield, cloak, or similar large object strikes you. by taking a step (see Step, p. 368). between yourself and an attack. This You only get one active defense Announce this after the enemy makes requires a ready shield or cloak. (If against each attack, unless you use All- his attack roll but before your friend you’re strong enough to grab and lift Out Defense (Double Defense), but attempts his defense roll. someone, you can block with his there is no limit to the number of Use the ordinary rules for a dodge, body!) times you may dodge different attacks except that you cannot combine this Your Block active defense is 3 + during your turn. with a retreat (see Retreat, p. 377). If half your Shield or Cloak skill, drop- you succeed, you are hit by the attack. ping all fractions. For instance, Acrobatic Dodge If you fail, you didn’t move in time, Shield-11 would give a Block of 3 + If you have put at least one point but your friend still gets his normal (11/2) = 8.5, which rounds down to 8. into the Acrobatics skill, you can try a defense roll. In either case, since you In general, you can block any “fancy” dodge once during your turn. moved, you cannot retreat if you are melee attack, thrown weapon, project- You may define this as jumping over a attacked before your next turn. ed liquid, or muscle-powered missile sword blow, cartwheeling away, or weapon. You cannot block bullets or whatever else you like. Make an Vehicular Dodge beam weapons . . . these come too fast Acrobatics roll before you attempt An evasively maneuvering vehicle to be stopped this way. your Dodge roll. (If flying, roll against gets a Dodge roll. Instead of Basic You may attempt to block only one Aerobatics instead.) On a success, you Speed + 3, use half the operator’s skill attack per turn.

COMBAT 375 Parrying Heavy Weapons You cannot use a flimsy rapier to parry a titan’s tree- modifies these odds: +2 if the parrying weapon is sized club, the slam of a charging linebacker, or the cheap, -1 if fine, or -2 if very fine. sword of a giant robot! Heavy weapons are liable to If your weapon breaks, the parry still counts unless knock your weapon away – or even break it. the odds of breakage exceeded 6 in 6. If so, your The same is true for unarmed attacks from high-ST weapon offered so little resistance that the parry does creatures. For the purpose of these rules, treat a punch, not count! kick, bite, etc. as a weapon with an effective weight of Regardless of the weight of your weapon, if you are 1/10 the attacker’s ST. Use his full ST if he made a slam, parrying unarmed or using a one-handed weapon, you flying tackle, pounce, or shield rush! cannot parry a weapon heavier than your Basic Lift – Your weapon may break if it parries anything three or twice BL, if using a two-handed weapon. Attempts or more times its own weight. (This does not apply to to parry anything heavier fail automatically; whether or barehanded parries; for damage to limbs when parry- not your weapon breaks, the attack sweeps it aside and ing unarmed, see Parrying Unarmed.) damages you normally. If your weapon does not break, A weapon parrying three times its own weight has a you drop it; if you are unarmed, you are knocked back 2 in 6 chance of breaking: it breaks on a roll of 1 or 2 one yard (make a DX roll to avoid falling over). on 1d. Add +1 to these odds per whole-numbered mul- An attacker can also deliberately break or knock tiple past 3 (a 3 in 6 chance at 4 times weapon weight, away weapons; see Striking at Weapons (p. 400). a 4 in 6 chance at 5 times, and so on). Weapon quality

barehanded. Success would mean that may injure your attacker. Immediately PARRYING you slapped his arm or gun aside, roll against your skill with the weapon A “parry” is an attempt to deflect a causing him to fire wide of your body. you used to parry. This roll is at -4 if blow using a weapon or your bare your attacker used Judo or Karate. If Number of Parries: Once you have hands. You cannot parry unless your you succeed, your parry struck the attempted a parry with a particular weapon is ready – or, if you are attacker’s limb squarely. He gets no weapon or bare hand, further unarmed, you have an empty hand. defense roll against this! Roll damage attempts to parry with that weapon or You can use most melee weapons normally. to parry; see the Parry column of the hand are at a cumulative -4 per parry Melee Weapon Table (p. 271) for special after the first. Reduce this to -2 per Parrying With restrictions and modifiers. Some hefty parry if you are using a fencing Improvised Weapons weapons (e.g., axes) are unbalanced: weapon or have the Trained By A Master or Weapon Master advantage – You can parry with anything of you cannot use them to parry if you’ve suitable size and shape, using the clos- already used them to attack on your or to -1 per parry if both conditions are true. This penalty only applies to est weapon skill. A pole or rifle could turn. (You can still parry with a parry like a staff, a bow like a light weapon in your other hand, if you multiple parries on the same turn; it does not carry over between turns. club. However, parrying just once with have one.) A few long, well-balanced a bow will ruin it as a bow – although weapons (e.g., the quarterstaff) get a Parrying with the Off Hand: You parry with your “off” hand (your left it may survive for a few seconds longer +1 or +2 bonus to parry due to their as a club! Other fragile objects may be ability to keep a foe at bay. or “shield” hand if right handed; see Handedness, p. 17), or with a weapon similarly ruined. Most improvised Your Parry active defense with a weapons count as “cheap” for break- given weapon is 3 + half your skill with held in it, at -4 to skill. Since Parry is calculated off half skill, this gives -2 to age; see Parrying Heavy Weapons (box) that weapon, dropping all fractions. for what this implies. For instance, Broadsword-13 would Parry. You may ignore this penalty if give a Parry of 9. you have the Ambidexterity advantage Parrying Unarmed A parry won’t stop anything except (p. 39). Parrying Thrown Weapons: You can If you are fighting without melee attacks or thrown weapons, weapons, or with at least one hand unless you have special skills. parry thrown weapons, but at a penal- ty: -1 for most thrown weapons, or -2 free, you may choose to parry bare- Exception: If a foe attacks you with a handed. Beings that lack hands (like missile weapon and he is within reach for small ones such as knives, shuriken, and other weapons that most animals) can’t parry unarmed – of your melee weapon, you may parry. they can only dodge. You’re parrying the weapon, not the weigh 1 lb. or less. Parrying Unarmed Attacks: If you You can use Boxing, Brawling, projectile! For example, if an attacker Judo, or Karate skill – or DX, if high- fired a pistol at you from only one successfully parry an unarmed attack (bite, punch, etc.) with a weapon, you er – to parry with one hand. You can yard away, you could attempt to parry also parry with Sumo Wrestling or

376 COMBAT Wrestling skill, but this requires both parry using Boxing, Judo, Karate, or Like a retreat, a dodge and drop hands. Your Parry active defense is 3 any fencing skill (Main-Gauche, applies to all of your defenses against + half your skill or DX, dropping all Rapier, Saber, or Smallsword), a one foe for one turn. Any cover you fractions. retreat gives +3 to Parry, as these drop behind does not count against There’s no penalty to parry another forms make superior use of mobility. the initial attack that inspired the unarmed attack. You are at -3 to parry Your step back takes place immedi- dodge and drop, but is effective weapons, unless the attack is a thrust ately. It is assumed to occur as your against subsequent attacks directed at or you are using Judo or Karate (in foe is striking. If it would take you out you. either case, use your full parry). See of your attacker’s reach, he still gets his Sacrificial Dodge and Drop: You can individual unarmed-combat skill attack. If he has multiple attacks (e.g., use dodge and drop in conjunction descriptions for other limitations. from an Extra Attack, All-Out Attack, with sacrificial dodge (p. 375) to pro- A failed parry means you are hit. If or Rapid Strike), your retreat does not tect a friend who is no more than a you are using hit locations, a failed put you beyond the reach of his step away from you. If you succeed, parry against a weapon means your remaining attacks. However, you get you both fall prone and you take the attacker may choose to hit his original your retreating bonus on all active hit . . . unless you succeed by 3 or target or the arm you parried with! If defense rolls against all of his attacks more, in which case neither of you is your arm suffers more than half your until your next turn. hit! You can also use a sacrificial Hit Points in injury, it is automatically If your opponent attacked you with dodge and drop to throw yourself on crippled (see Crippling Injury, p. 420). a maneuver that allows a step, but has an explosive (e.g., a hand grenade). If Some unarmed skills (e.g., Judo) not yet taken his step, he can choose you succeed, treat the blast as a con- give you special options after a suc- to follow you by taking his unused tact explosion (see p. 415). cessful parry. See individual skill step. In effect, he is forcing you back! Diving for Cover: You may also descriptions for details. You can retreat only once during attempt a dodge and drop if you are your turn. In other words, once you within the area of effect of an explo- retreat, you may not retreat again sion, cone, or area-effect attack and ACTIVE DEFENSE until after your next turn. there is cover (such as a trench) only a You cannot retreat while in a sit- step away. Success means you reach it OPTIONS ting or kneeling posture, or while in time; failure means you don’t. Even You can improve your odds of suc- stunned. You also cannot retreat if you if there is no cover handy, an extra cess with an active defense by choos- moved faster than your Basic Move on yard or two of distance from a blast ing one of these options to go along your last turn (that is, if you were can still help, since explosive damage with it. sprinting or using Enhanced Move). declines with distance. If you succeed, You can retreat (by rolling) if you you are a step farther away; if you fail, Retreat are lying down. “Retreat” is not a separate defense, you suffer the effect before you make but an option you may add to any Dodge and Drop your step. active defense against a melee attack. When under fire, hit the dirt! You Flying or Swimming: Dodge and To exercise this option, you must may drop to the ground while dodg- drop is possible only if a step would move away from your attacker: at ing, earning a +3 bonus to Dodge. This take you below concealing terrain least one yard, but not more than 1/10 is a “dodge and drop.” It is similar to a (e.g., a flyer dropping below a hill- your Move – exactly as for a step (see retreat, but only effective against crest). You don’t end up prone. You Step, p. 368). ranged attacks. It also has a drawback: can still dive for cover to increase your Retreating gives +3 to Dodge, or +1 it leaves you prone on the ground. distance from an explosion, etc. to Block or Parry. Exception: If you DAMAGE AND INJURY If your attack roll succeeds and protective magic spells, etc. – he sub- If your damage roll exceeds your your target fails his defense roll (if tracts this from your damage roll. If target’s DR, the excess is the penetrat- any), you hit him! If your attack is one your attack has an armor divisor (see ing damage. If your foe has no DR, that can do damage, you must now pp. 102, 110), this modifies your tar- the entire damage roll is penetrating make a “damage roll.” This tells you get’s DR. damage. how much basic damage you deal to If your damage roll is less than or Once you know the penetrating your target. equal to your target’s effective DR, damage of your attack, apply the Your weapon (and, for muscle- your attack failed to penetrate – it wounding modifier for damage type powered weapons, your ST), or your bounced off or was absorbed. A cut- (this matters only for cutting, impal- natural or Innate Attack, determines ting, crushing, impaling, or piercing ing, and certain types of piercing dam- the number of dice you roll for dam- attack can sometimes cause damage age; see p. 379). This gives the injury age. If your target has any Damage without penetrating, however; see the foe suffers, which is subtracted Resistance (DR) – from armor, the Flexible Armor and Blunt Trauma from his Hit Points. Damage Resistance advantage (p. 46), (p. 379).

COMBAT 377 Example: Your “basic damage” with your sword is 2d+1 cutting. You roll 2 dice, add 1, and do 8 points of basic damage. Your foe has DR 3, so Knockback your penetrating damage is 5 points. When you hit someone very hard, you may knock him away from You then apply the ¥1.5 wounding you! This is called “knockback.” Only crushing and cutting attacks can modifier for cutting attacks, resulting cause knockback. A crushing attack can cause knockback regardless of in 7 points of injury (always round whether it penetrates DR. A cutting attack can cause knockback only if down). Your foe loses 7 HP. it fails to penetrate DR. Knockback depends on basic damage rolled before subtracting DR. For every full multiple of the target’s ST-2 rolled, move the target one DAMAGE ROLL yard away from the attacker. For instance, a man with ST 10 would be You usually make your own dam- knocked back one yard per full 8 points of basic damage. If the target age rolls, and the GM rolls for NPCs. has ST 3 or less, knockback is one yard per point of basic damage! If Damage rolls are expressed as a num- the target has no ST score at all (like a wall), or is not resisting, use its ber of dice, sometimes with a modifi- HP instead. er; e.g., “6d-1” or “1d+2.” A negative Anyone who suffers knockback must attempt a roll against the high- modifier can’t reduce damage below 0 est of DX, Acrobatics, or Judo. If he is knocked back more than one if the attack does crushing damage, or yard, he rolls at -1 per yard after the first. Perfect Balance (p. 74) gives below 1 if it does any other type of +4 to this roll. On a failure, he falls down. damage. If you knock your foe into something solid, the result – including High-damage attacks may express damage to him and whatever he hit – is as if he had collided with it damage as a number of dice with a at a speed equal to the yards of knockback. See Collisions and Falls multiplier. For instance, “6d¥3” means (p. 430). “roll 6d and multiply the total by 3.” If “Knockback Only”: Some attacks – a jet of water, a shove (p. 372), those six dice came up 21, you would etc. – do knockback but no damage. Roll the listed damage and work do 63 points of damage. This is just a out knockback as usual, but no actual injury occurs (unless the target quick way to roll lots of dice. collides with something!). The result of the damage roll (after any additive or multiplicative modi- fiers, as explained above) is the hit’s “basic damage.” The DR of armor often varies by DAMAGE body part. If you are not using the hit Half Damage (1/2D) location rules (see Hit Location, for Ranged Weapons RESISTANCE AND p. 398), just assume that any hit If a ranged weapon has two range PENETRATION strikes the torso, and apply its DR. statistics, the first is its Half Damage Finally, note that DR from certain Damage Resistance (DR) rates the (1/2D) range, in yards. If the target is sources may provide differing degrees degree of protection that natural or at or beyond 1/2D range, divide basic of protection against different damage worn armor, a force field, tough skin, damage by 2, rounding down. (This is types. etc. affords against damage. Objects a simplification! Realistically, most For more on DR, see Damage and vehicles have their own DR values weapons lose striking power gradually Resistance (p. 46) and Armor (p. 282). that protect against any damage they as air resistance slows them down, but suffer – and if you take cover behind a detailed calculation would be Armor Divisors and or inside them, their DR also protects unplayable.) you. Penetration Modifiers Some ranged weapons (e.g., Subtract DR from basic damage. An “armor divisor” indicates that grenades) do not suffer a reduction in The result is the “penetrating damage” an attack is especially good (or bad) damage; these do not list a 1/2D range. that punched through or deformed the at penetrating Damage Resistance. The damage of an attack modified armor enough to cause a significant Armor divisors appear on weapon with Follow-Up (p. 105) is never injury. For instance, if you are hit by tables as numbers in parentheses halved, either – although its “carrier” an attack that inflicts 6 points of basic after damage dice; e.g., “3d(2) pi” attack is subject to 1/2D effects as damage and you’re wearing mail with means 3d piercing damage with a (2) usual. DR 4, you take 2 points of penetrating armor divisor. Finally, if an attack has a 1/2D damage. A divisor of (2) or more means that range but requires a resistance roll to In general, DR from multiple DR protects at reduced value against avoid an affliction of some sort, add sources is additive; e.g., if you have a the attack. Divide the target’s DR by +3 to the resistance roll instead of natural DR of 2 and put on a tactical the number in parentheses before sub- halving damage (if any). vest with DR 15, your total DR is 17. tracting it from basic damage; e.g., (2) Exceptions will always be noted. means DR protects at half value. Round DR down. Minimum DR is 0.

378 COMBAT Some divisors are fractions, such damage rolled. This affects armor as (0.5), (0.2), or (0.1). DR is increased first, then natural DR. This reduces WOUNDING against such attacks: multiply DR by 2 DR against future attacks, not against for (0.5), by 5 for (0.2), and by 10 for the attack that burned off the DR! MODIFIERS (0.1). In addition, treat DR 0 (e.g., bare Natural DR lost by living beings heals AND NJURY skin) as if it were DR 1 against any at the same rate as lost HP. I Any damage left over after sub- fractional armor divisor! tracting DR from basic damage is “penetrating damage.” If there is any penetrating damage, multiply it by the attack’s “wounding modifier.” This is a Fast Damage Resolution for Multiple Hits multiplier that depends on damage If a rapid-fire attack scores multiple hits, you can speed play as fol- type: lows: instead of rolling damage per hit, determine damage for one hit, • Small piercing (pi-): ¥0.5. subtract DR, and multiply the resulting penetrating damage (or blunt • Burning (burn), corrosion (cor), trauma) by the number of hits. crushing (cr), fatigue (fat), piercing (pi), and toxic (tox): ¥1 (damage is unchanged). • Cutting (cut) and large piercing (pi+): ¥1.5. There are several other “penetra- Overpenetration • Impaling (imp) and huge piercing tion modifiers” that affect the protec- and Cover (pi++): ¥2. tion required to stop a given attack – Some attacks are powerful enough see Blood Agent (p. 110), Contact to pass right through cover, a shield, The damage after this multiplier Agent (p. 111), Follow-Up (p. 105), or a victim, and damage someone on determines the injury: the HP lost by Respiratory Agent (p. 108), and Sense- the other side. It’s usually too much the target. Round fractions down, but Based (pp. 109, 115). These are often trouble to worry about this, but if it the minimum injury is 1 HP for any found on Afflictions and toxic becomes important (e.g., shooting attack that penetrates DR at all. attacks. See Special Penetration through a door, or a bystander behind Reduce the victim’s current HP total Modifiers (p. 416) for details. your target), see Overpenetration by the injury sustained. (p. 408). Flexible Armor and Blunt Trauma Flexible armor such as a leather jacket, mail hauberk, or a modern bal- listic vest is much lighter than rigid armor, but it doesn’t absorb the full Some attacks are powerful enough to pass right force of the blows it stops. An attack through cover, a shield, or a victim, and damage that does crushing (cr), cutting (cut), someone on the other side. impaling (imp), or piercing (pi-, pi, pi+, pi++) damage may inflict “blunt trau- ma” if it fails to penetrate flexible DR. For every full 10 points of cutting, impaling, or piercing damage or 5 points of crushing damage stopped by Hurting Yourself Example: Filthy Pierre is struck by your DR, you suffer 1 HP of injury due Any time you strike unarmed (with an axe, which does cutting damage. to blunt trauma. This is actual injury, bare hands, feet, fangs, etc.) and hit a His attacker’s basic damage roll is 7, not basic damage. There is no wound- target with DR 3+, you may hurt your- but Pierre is wearing DR 2 leather ing multiplier. self! For every 5 points of basic dam- armor, so he suffers 5 points of pene- If even one point of damage pene- age you roll, you take one point of trating damage. Multiplying by 1.5 for trates your flexible DR, however, you crushing damage, up to a maximum cutting damage, Pierre ends up losing do not suffer blunt trauma. equal to the DR of the target you hit. 7.5 HP, which rounds to 7 HP – a nasty If you layer other DR over flexible Apply this damage to the body part wound! DR, only damage that penetrates the you used to attack, if you are using hit Note that blunt trauma injury has outer layer can inflict blunt trauma. locations. Your own DR protects no wounding modifier. against this damage. Exception: This Where you were hit may further Corrosion rule does not apply if the target’s DR An attack that inflicts corrosion affect the wounding modifier; see Hit has the Tough Skin limitation (see (cor) damage – acids, disintegration Location (p. 398). The rules above Damage Resistance, p. 46). beams, etc. – destroys one point of assume a hit to the torso or face. the target’s DR per 5 points of basic

COMBAT 379 EFFECTS Injury to Unliving, Homogenous, OF INJURY and Diffuse Targets If you are injured, subtract the The Wounding Modifiers and Injury rules assume a human, animal, points of injury from your Hit Points. or other ordinary living being. Machines, corporeal undead, swarms, Usually, you are still in the fight as and other unusual entities are much less vulnerable to certain damage long as you have positive HP; see types: General Injury: Lost Hit Points (p. 419) Unliving: Machines and anyone with Injury Tolerance (Unliving) for details. The most important (p. 60), such as most corporeal undead, are less vulnerable to impaling effects are: and piercing damage. This gives impaling and huge piercing a wound- • If you have less than 1/3 of your ing modifier of ¥1; large piercing, ¥1/2; piercing, ¥1/3; and small pierc- HP remaining, you are reeling from ing, ¥1/5. your wounds. Halve your Basic Speed Homogenous: Things that lack vulnerable internal parts or mecha- and Move (round up), which also nisms – such as uniformly solid or hollow objects (e.g., melee weapons, reduces your Dodge. shields, and furniture), unpowered vehicles, trees, and walls – are even • If you have zero or fewer HP left, less vulnerable! This includes animated statues, blobs, and anything you are hanging onto consciousness else with Injury Tolerance (Homogenous). Impaling and huge piercing through sheer willpower and adrena- have a wounding modifier of ¥1/2; large piercing, ¥1/3; piercing, ¥1/5; line – or are barely holding together, if and small piercing, ¥1/10. you’re a machine. You must roll vs. HT Diffuse: A target with Injury Tolerance (Diffuse) is even harder to each turn to avoid falling unconscious. damage! This includes swarms, air elementals, nets, etc. Impaling and If you pass out, see Recovering from piercing attacks (of any size) never do more than 1 HP of injury, regard- Unconsciousness (p. 423) for how long less of penetrating damage! Other attacks can never do more than 2 HP it will take to recover. of injury. Exception: Area-effect, cone, and explosion attacks cause nor- • If you go to fully negative HP (for mal injury. instance, -10 if you have 10 HP), you Example: Edmund Zhang empties his 9mm machine pistol (2d+2 pi risk death! You must make an imme- damage) at an approaching zombie. He hits three times. After sub- diate HT roll to avoid dying. You must tracting the zombie’s DR 1, he scores 8 points of penetrating damage make another HT roll to avoid death with the first bullet, 7 with the second, and 10 with the third. The zom- each time you lose an extra multiple of bie has Injury Tolerance (Unliving), so the usual ¥1 wounding modifier your HP – that is, at -2¥HP, -3¥HP, and for piercing damage drops to ¥1/3. Rounding down, the three bullets so on. If you reach -5¥HP, you die inflict 2 HP, 2 HP, and 3 HP of injury. The zombie had 24 HP, so it has automatically. See Death (p. 423). 17 HP left. Undaunted, it shambles forward. Edmund should have The sudden loss of HP can have brought an axe or a flamethrower! additional effects:

380 COMBAT Shock: Any injury that causes a loss of HP also causes “shock.” Shock is a penalty to DX, IQ, and skills based on those attributes on your next turn Attacks Without Damage Not all attacks inflict damage. Some – stun rays, drugs, etc. – offer a (only). This is -1 per HP lost unless modified HT roll to resist (e.g., HT-2). If the victim is hit and fails his you have 20 or more HP, in which case HT roll, he’s affected; see Affliction (p. 35) for details. Other attacks it is -1 per (HP/10) lost, rounded restrain the victim, requiring ST rolls to break free; see Binding (p. 40). down. The shock penalty cannot exceed -4, no matter how much injury you suffer. Major Wounds: Any single injury that inflicts a wound in excess of 1/2 etc. See the weapon tables, specific a linked effect (see below). Thus, poi- your HP is a major wound. For a attack enhancements in Chapter 2, son that must enter the bloodstream major wound to the torso, you must and the relevant sections of Chapters would have no effect if the arrow that make a HT roll. Failure means you’re 13 and 14 for details. carried it failed to penetrate. On the stunned and knocked down; failure by other hand, an explosive projectile 5+ means you pass out. For details, Follow-Up Damage would still do damage . . . but the DR see Major Wounds (p. 420) and Some attacks, such as poison darts that stopped the primary damage Knockdown and Stunning (p. 420). and exploding bullets, have “follow- would protect against it. Stunning: If you’re stunned, you up” damage: a second type of damage are -4 to active defenses and cannot that occurs an instant after the pri- Linked Effects retreat, and must Do Nothing on your mary effect. The primary effect is Some attacks have a linked effect. next turn. At the end of your turn, always ordinary damage of some type This is a second type of damage or attempt a HT roll to recover. If you – piercing, impaling, etc. other effect that occurs simultaneous- fail, you’re still stunned and must Do If the primary damage penetrates ly with the primary effect. Make one Nothing for another turn. And so on. the target’s DR, the follow-up effect roll to hit, but resolve all damage and occurs inside the target. DR has no resistance rolls separately for the pri- For more about injuries – and how effect! Follow-up effects that occur mary effect and the linked effect. An to recover from them! – see Injuries internally never inflict knockback or example of a linked effect is a grenade (p. 418). blunt trauma – even if their damage that inflicts both a crushing explosion type usually does. and a blinding flash of light on deto- If the primary damage fails to pen- nation. A person in armor might be SPECIAL DAMAGE etrate DR, the follow-up effect occurs blinded but unhurt, while an unar- Certain attacks have “special outside the target, if appropriate, as if mored person with eye protection effects”: poison, electrical shocks, the target had been touched – just like might be wounded but not blinded. stunning, setting the victim on fire, CRITICAL HITS AND MISSES “Critical hits” and “critical misses” critical hit. Bonuses to hit (e.g., for All- extra damage.” Even if you get lucky are critical successes and failures (see Out Attack or a large target) do make and hit a superior foe, your blow Degree of Success or Failure, p. 347) on critical hits more likely, while penal- might not be especially hard . . . rolls to attack or defend in combat. ties (e.g., for a difficult target) make critical hits less likely. Critical Success on Example: Louis LeBlanc needs to Defense Rolls CRITICAL HITS If you get a critical success on a A “critical hit” is an especially lucky roll 15 or less to hit Filthy Pierre. He rolls a 5. That’s a critical hit for him! defense roll against a melee attack, or good blow. It automatically hits then your foe goes immediately to the home – your foe does not get an active (A 3 or 4 would be a critical hit for anyone!) Because this is a critical hit, Critical Miss Table (p. 556). You “faked defense roll! him out,” knocked his weapon from Whenever you roll a natural 3 or 4 Pierre gets no defense roll. The blow automatically hits! his hand, or otherwise defended very when attacking, you get a critical hit well! and you roll on the Critical Hit Table A critical hit is often the only way A critical success on a defense roll (p. 556). If you have high skill or a par- for an unskilled character to injure a against a ranged attack has no special ticularly good shot at your foe, you superior opponent in a fair fight or get effect, with one exception: if the attack will get critical hits more often. With through heavy armor with a light was a thrown weapon, a critical suc- an effective skill of 15+, any roll of 5 or weapon. Once in a while, everybody cess on a bare-handed parry lets you less is a critical hit; with an effective gets a lucky shot. But note that the catch the incoming weapon without skill of 16+, any roll of 6 or less is a most likely result on the table is “no hurting yourself, if you so desire.

COMBAT 381 Example of Combat Louis LeBlanc’s weapon is a shortsword. He is To continue the example: Louis is attacking Pierre. standing two yards from his foe, Filthy Pierre. On his His blow was good, and Pierre failed to defend. So the turn, Louis takes the Attack maneuver, steps one yard blow got through. toward Pierre, and strikes! Now Louis rolls for damage. Louis’ player has Louis has Shortsword-15, and there are no adverse already figured how much damage he does with a conditions that would give him a skill penalty; there- shortsword and written it on his character sheet. He fore, he needs to roll 15 or less to hit. He swings and has ST 11, so his swing does 1d+1 damage. He rolls rolls a 13, so he hits. one die and gets a 4. Adding one point yields a 5, so Pierre has a Dodge of 8, Shield-12 (giving him a Pierre takes 5 points of basic damage. Block of 9), and Shortsword-11 (giving him a Parry of However, Pierre is wearing cloth armor, which has 8). His Block is his best defense, so he’ll use it when- DR 1. This subtracts a point from Louis’ damage roll – ever he can. Pierre’s small shield gives a +1 Defense only 4 points of damage penetrate Pierre’s armor. Bonus (see Shields, p. 287); this increases all of his A shortsword is a cutting weapon, with a ¥1.5 defenses by 1. wounding modifier. This multiplies the penetrating Pierre’s Block defense is therefore 9 + 1, for a total damage . . . so Pierre takes a 6 HP wound! That blow of 10 . . . or 11, if he retreats. If he blocks and retreats, could knock a lesser man down. Sad but true . . . one and rolls 11 or less, he can defend against the accurate good sword blow can settle a fight. blow that Louis just threw. But he gets a 12. Too bad! The GM subtracts 6 from Pierre’s HP. Luckily for He’s hit. Pierre, this is not more than half of his original 12 HP, Although the combat calculations may seem com- so he does not have to roll to see if he is knocked down plex at first, they are simple in play! The attacker rolls or stunned. However, if he attacks on his next turn, he against his skill, as shown on his character sheet. The will have a shock penalty equal to the HP he lost or -4, defender adds up his defenses, as shown on his char- whichever is the lower penalty. Since he lost 6 HP, he’s acter sheet, and rolls against the total. That’s it! at -4 to skill. And the fight continues.

your effective skill is 16 or better; in and fall prone (no effect if already CRITICAL MISSES that case, it is an ordinary miss. A prone). If you tried to block, you lose The opposite of a “critical hit” is a melee attack (but not a ranged attack) your grip on your shield and must “critical miss.” You suffer a critical or defense roll that fails by 10 or more take a turn to ready it before you can miss when you fail badly on an attack is also a critical miss. use it to block again. or defense roll. You might break your If you get a critical miss on an A firearm may also malfunction on weapon, throw it away, or even hit attack or a parry, roll on the appropri- a bad roll; see Malfunctions (p. 407). A yourself! ate Critical Miss Table (p. 556). Apply malfunction has “priority” over a crit- A roll of 18 is always a critical miss. the result immediately. If you critical- ical miss: if both would occur, only the A roll of 17 is a critical miss unless ly miss a dodge, you lose your footing malfunction takes place. OTHER ACTIONS IN COMBAT Combatants can perform actions other device is unready if in a holster, holding out to you. He must be close other than attacking and moving. scabbard, pocket, belt, or pack; on the enough to reach you (one yard, for a Physical actions usually require Ready floor or a table; etc. human), and he must have taken a maneuvers, while mental ones call for It generally takes a single Ready Ready maneuver on his turn in order Concentrate maneuvers. maneuver to ready an item that is on to hold out the item for you. You must your belt, in a pocket, in a scabbard or both stand still. Note that you cannot holster, or slung over your back. exchange two items simultaneously. READYING If you stand still, a single Ready Each object exchanged requires a sep- maneuver also lets you ready an item arate Ready maneuver on the part of WEAPONS AND from a table, wall rack, etc., provided each person involved. (Recall that OTHER GEAR it is within your reach (normally one these rules are for combat; obviously yard). two people walking down the street A “ready” item is one that is in A single Ready maneuver lets you can hand things back and forth at hand, ready for action. A weapon or accept one item that another person is will.)

382 COMBAT Some additional rules: Action Time Pick up a heavy object in one hand (weight up to 2¥BL) 2 sec. Picking something up from the Pick up a heavy object in two hands (weight up to 8¥BL) 4 sec. ground. You must be kneeling, crawl- Open an unlocked box, briefcase, chest, door, etc. 1 sec. ing, sitting, or lying down to do so, Find a loose item in a box, briefcase, pack, etc. unless you have arms with a two-yard (if it’s not hidden) 2d seconds reach! If you are standing, you must Find an item in your own pocket 1d seconds first take a Change Posture maneuver Write a brief note 5 sec. per sentence to kneel, sit, etc. Read a brief note 2 sec. per sentence Readying a weapon. You can only Swallow a pill or potion 2 sec. attack or parry with a weapon that is Light a candle, cigarette, fuse, match, torch, etc. 2 sec. in your hand and ready to use. You Replace a weapon in its scabbard, drop a small item must “ready” some weapons again into your pocket 2 sec. after each attack! For instance, you Search an unresisting person fairly thoroughly 1 min. must ready a poleaxe after each swing, Put on a suit of armor 3 sec. per piece (30 sec./piece because its momentum carries it for a vacc suit or battlesuit) away. See the weapon tables in Chapter 8 to learn which weapons ground with a single Ready maneuver If an action takes a long time, you require readying after use. (not a free action!). For the purpose of can help the GM keep track of events Reloading a weapon. This requires readying, treat a buckler as a weapon, by counting the seconds each time you several consecutive Ready maneuvers. not as a shield. announce the maneuver. For instance, The number of Ready maneuvers Long actions. Many physical to reload a weapon, you would say, required appears in parentheses after actions take more than one second to “Reloading my gun – one second” on the weapon’s Shots statistic. For complete. In combat, choose the your first turn, and, “Reloading my example, a longbow requires two Ready maneuver each turn until you gun – two seconds and finished” on Ready maneuvers: one to ready the are finished. This is not a specific your second turn. arrow by removing it from your maneuver, but a “generic” choice that quiver, and one to ready the bow by lets you do one second’s worth of any placing the arrow to the string and multi-second action. The GM decides TYPICAL drawing it. That takes two turns. On how many turns each action takes; see the third turn, you can Aim or Attack. Typical Long Actions (p. 383) for exam- LONG ACTIONS Readying a shield or cloak. If a ples. Some things (like piling up rocks See the table above for the dura- shield or cloak is on the ground, or to stand on) can be interrupted in the tion of typical long actions. You must slung on your back, it takes a number middle if necessary, to take any neces- take a Ready maneuver each second. of Ready maneuvers equal to its sary maneuver or other action. Other The times required for long actions Defense Bonus to prepare it for com- things (like ritual magic) can’t be are realistic, but they can also sideline bat. It takes the same amount of time interrupted; if you stop in the middle, a player – for instance, if his character to don your cloak or sling your shield you must start over. rummages through his backpack. If again – but you can drop it on the the GM deems it dramatically appropri- ate, he may let PCs shave off a few seconds by making a successful DX or When Is a Weapon Ready? IQ roll, at the cost of failure having A weapon is “ready” if it is in your hand and ready to attack. It takes other problems (e.g., dropping the one turn to ready a weapon from its scabbard (but see Fast-Draw, backpack and spilling its contents). p. 194). A few special rules: This completes the combat system. Changing Grips: Some long weapons require one extra turn of Get out there and fight! readying to go from a one-yard to a two-yard reach, or from a two-yard When you are comfortable with to a three-yard reach, or vice versa. An unready weapon may be re-read- these rules, you can proceed to ied to any legal reach, regardless of how you used it before; this is just Chapter 12, Tactical Combat, if you part of the Ready maneuver. wish to use a hex grid for more precise Unbalanced Weapons: A few large and unwieldy weapons are car- resolution of battles. GMs may also ried out of line by their momentum when you attack. Unless your ST consult Chapter 13 for advanced rules is at least 1.5 times that required to wield the weapon, they become concerning factors that might not unready after you attack with them; to use them again, take a Ready come into play in every battle: hit loca- maneuver. If you fall down, lose your balance, or are stunned, and your tions, mounted opponents, surprise weapon is one that requires readying after each use, it becomes attacks, and various exotic weapons. unready! See also pp. 462-470 for rules for vehi- Holstering: It takes one second to return a pistol to a holster. cles, pp. 455-461 for rules for animals, Scabbarding: It takes two seconds to return a weapon to a scabbard and p. 547-559 for the collected com- or belt-loop. bat tables.

COMBAT 383 CHAPTER TWELVE TACTICAL COMBAT

These rules let you resolve combat using counters or figures on a hexago- nal grid. They assume you have already mastered the combat system in Chapter 11, and cover only the exceptions and special cases that arise when using that system on a map. FIGURES You need a marker or miniature figure to represent each combatant. This can be metal, plastic . . . even cardboard. These rules assume one- inch hexes, or a 50mm scale, for maps – but 25mm figures are easier to handle. Of course, you need not use figures! Any counter will do, as long as it has a “front” to indicate facing and some way to show when the fighter it represents is prone. Gamers who want the fun of detailed figures at the cost of card- board counters should consider Cardboard Heroes, SJ Games’ line of upright cardboard figures. THE COMBAT MAP Tactical combat uses a “combat map” marked off in hexagons, or hexes. Each one-inch hex on the map represents an area one yard across. At the start of com- bat, pick a suitable map, typically one you have drawn on a blank sheet of hexa- gon paper. HEXES One hex on the combat map represents one yard of distance. It is also the basic unit of movement: each hex a fighter moves represents one yard of movement. The number of hexes you can move on your turn depends on your Move score and your maneuver (see Maneuvers in Tactical Combat, p. 385). Each human-sized or smaller fighter must occupy one hex. Exceptions include close combat (see Close Combat, p. 391), swarms (see Swarm Attacks, p. 461), and situations in which people are crowded together but not fighting (you could cram up to four ordinary-sized humans into a single hex, if they were friendly).

You need not use figures! Any counter will do, as long as it has a “front” to indicate facing and some way to show when the fighter it represents is prone.

384 TACTICAL COMBAT A human-sized fighter who is lying left side is the “shield side.” For a left- down or who has the Horizontal dis- FACING handed fighter, these are reversed. advantage occupies two hexes; see You must “face” toward one of Change Posture (below). Larger fight- the six hexes adjacent to your hex at ers also occupy more than one hex; all times. Your facing defines your see Multi-Hex Figures (p. 392). front, right, left, and back hexes (see Treat a fractional hex (e.g., one cut illustration). in half by a wall) as if it were a full hex: Your front hexes are the hexes you you can move through it and occupy it can see into and easily move into. You without penalty, unless the GM rules can move into any adjacent hex – but otherwise. You can also move through sideways and backward movement is an ally’s hex, although the movement slower. cost is higher. You cannot move For a right-handed fighter, the through or occupy a hex completely right side is the “weapon side” and the filled by a solid barrier (e.g., a pillar). MANEUVERS IN TACTICAL COMBAT Tactical combat uses the maneu- adjacent hex. If you get up from a All-Out Defense vers described in Chapter 11 under prone posture, you may choose to get If you choose the Increased Dodge Maneuvers (p. 363), but some of these up into either of your hexes. option, you may use movement points have additional complications on a equal to half your Move (round up). hex grid. Several of these notes refer to All-Out Attack “movement points”; see Movement in You must move first and then Ready Tactical Combat (p. 386) for details. attack – not vice versa. You may You can pick up an item that is in remain stationary, turn in place, or your own hex or any hex within your Move move forward. If you choose to move reach (usually one hex). You receive movement points forward, you may move up to two equal to your Move. hexes or expend movement points Wait equal to half your Move (round up), The greater precision of tactical Change Posture whichever is more. You may not combat on a hex grid allows many If a human-sized fighter lies prone change facing at the end of your move. more options with this maneuver; see or has the Horizontal disadvantage, he Wait Maneuver Strategy (below) and takes up two hexes. If you lie down or Move and Attack Opportunity Fire (p. 390). If you are are knocked prone, your lower half You receive movement points waiting with a melee weapon, your occupies the hex you were standing in equal to your Move. weapon’s reach is crucial: a long and your upper half can occupy any weapon lets you strike a charging foe before he can get to you!

Wait Maneuver Strategy The Wait maneuver can be very useful in a tactical This is the best way (and almost the only way) to situation where you want to block a fleeing foe – or to keep a faster foe from running past you on a clear protect someone behind you. field. If you take another maneuver (for instance, to If you have taken a Wait maneuver, you can attack fight with someone else), you are distracted – and, on at any time – even in the middle of someone else’s a one-second time scale, a faster foe should be able to movement! If you did not move at all on your turn, you run past you! But if you are waiting for him, you’ll may take a step (see The “Step” in Tactical Combat, have a chance to intercept him, or hit him, as he tries p. 386) and then strike. If your foe is still standing after to go by. your blow falls, he may continue his movement.

TACTICAL COMBAT 385 MOVEMENT IN TACTICAL COMBAT In tactical combat, movement is measured more precisely, on a hex-by- hex basis, and a fighter’s facing becomes very important.

The “Step” in Tactical Combat Some maneuvers, such as Attack or Ready, allow you to take your usual step in any direction (see Step, p. 368). Each yard of step – usually one yard, for humans – equals one hex of movement. You may change facing OVEMENT Thus, you can change direction freely before or after you M while moving “forward.” Three con- move. secutive hexes of “forward” move- AND FACING ment let you run in a half-circle and Movement and facing interact end up facing the opposite direction when you move as part of a Move, (see illustration below). Move and Attack, All-Out Attack, or Movement Points All-Out Defense (Increased Dodge) Backward and Sideways An easy way to keep track of move- maneuver. Movement and Facing ment is to assume that a Move or Move Forward Movement If you take a Move, Move and and Attack maneuver gives you a num- Attack, or All-Out Defense (Increased ber of “movement points” equal to and Facing Dodge) – but not an All-Out Attack – your Move score; e.g., Move 5 would It costs one movement point to and don’t want to move forward, you give you 5 movement points to use enter each hex when moving forward. can move backward (A) or sideways during a Move or Move and Attack. An A “forward” move is a move into one (B), keeping the same facing (see the All-Out Attack or All-Out Defense of your three front hexes. If you go illustration to the right). Each side- (Increased Dodge) maneuver gives half straight ahead, your facing will not ways or backward hex costs two as many movement points, rounded change; otherwise it will change by movement points. up; e.g., Move 5 would give 3 move- one hex-side: you must turn to face the ment points during these maneuvers. hex as you enter it (see illustration above).

In these diagrams, a red arrow indicates a figure and its facing. A yellow arrow indicates movement.

386 TACTICAL COMBAT Movement Point Costs

Use these movement point costs when you take a Move, Move and Attack, All-Out Attack, or All-Out Defense (Increased Dodge) maneuver. You can always move at least one hex per turn, no matter how severe the penalties. Most other maneuvers allow a step (see Step, p. 368). In this case, “cost” does not matter – you can move your full step (usually one hex), regardless of facing, posture, or terrain.

Direction of Travel Obstructions Forward: 1 movement point per hex. Minor obstruction in hex (e.g., an ally, or a body on Sidestep or backward: 2 movement points per hex. the ground): +1 movement point per obstruction. Severe obstruction in hex (several bodies, a barricade, Posture etc.): You must either bypass the hex or jump over (see Crouching: +1/2 movement point per hex. Jumping, p. 352). Kneeling: +2 movement points per hex. Enemy in hex: You must evade (see Evading, Crawling: +2 movement points per hex. p. 368). Lying down: All movement points to move one hex. Sitting: Cannot move! Bad Footing Treacherous ground (mud, waxed floors, etc.): +1 Facing Changes movement point per hex (or more, at the GM’s option). Change facing before or during a move: +1 move- Stairs (up or down): +1 movement point per hex. ment point per hex-side of change. Shallow water (no more than 1/6 your height): +1 Change facing at end of move: Free! You may face movement point per hex. any direction if you used no more than half your move- Deeper water: All movement points to move 1 hex. ment points; otherwise, you may opt to change facing by one hex-side.

You can also “sidestep” into a front hex (C) while keeping your original facing. This is allowed during an All- Out attack (as well as on a Move, etc.). It also costs two movement points. Facing Changes and Movement At the end of your turn, if you took a Move or Move and Attack maneuver and used no more than half of your movement points – or if you chose the All-Out Defense (Increased Dodge) movement points, you may change (Increased Dodge) maneuver, but this maneuver – you may turn to face in your facing by one hex-side. costs movement points. Each hex-side any direction. You may also change facing before of facing change counts as one yard of If you took a Move or Move and or during your movement on a Move, movement; e.g., turning 180° costs Attack and used more than half of your Move and Attack, or All-Out Defense three movement points.

TACTICAL COMBAT 387 ATTACKING IN TACTICAL COMBAT

Attacks work as described in Chapter 11, with the difference that a hex grid permits precise determina- tion of range, facing, arc of vision, and Long Weapon Tactics area of effect. This calls for a few extra The Attack maneuver lets you step before or after you attack. rules – especially for combat in the Stepping after you attack in melee combat can give you the upper hand same hex as your foe (see Close if your weapon has more reach than your opponent’s. Suppose you Combat, p. 391). have a spear and your adversary has a broadsword. You could attack from two hexes away and then step back, ending your turn three hexes from your foe. Since his weapon has a one-hex reach, he could not MELEE ATTACKS reach you with an Attack, as the Attack maneuver limits him to a one- Normally, you can only attack into yard step (of course, a foe with Move 11 or higher could step farther). your front hexes. The distance at To strike back, he would have to take an All-Out Attack or a Move and which you can attack depends on your Attack . . . either of which would restrict his defenses, leaving him open weapon’s “reach.” to your next attack! And even if he does get close enough to attack, you can always retreat when you defend . . . Reach of a Weapon A melee weapon’s “reach,” as given on the Melee Weapon Table (p. 271), defines the hexes into which you can Some weapons have more than weapons (e.g., the greatsword and attack with it, as follows: one reach. For instance, a knife can quarterstaff) let you attack at more slash at “close” and one-yard reach. than one reach without taking a Ready Reach C (“Close”): You can strike With a spear, you can have a reach of maneuver. The Melee Weapon Table only at targets in your own hex. either one or two yards, depending on shows which weapons require a grip Reach 1 (1 yard): You can strike how you hold it. Larger pole weapons change and which do not. into any hex marked “Front” in the can have a reach of one, two, or three Note that if you’re very large, your diagram below. yards! reach will increase – see Size Modifier and Reach (p. 402). Attacking Through an Occupied Hex You can attack “through” someone else in melee if you are using a weapon with a reach of two yards or more. You may attack through a friend at no penalty (this is a basic part of your training with any long weapon). If you attack through an enemy’s hex, the penalty is -4. If your attack passes along a line between two hexes, there is no penalty unless both hexes are occupied. If they are, treat the situation as a single occupied hex – friendly, unless foes occupy both Reach 2 (2 yards): You can strike Most weapons with a reach of two hexes. into any hex marked “2” in the dia- or more yards require a Ready maneu- gram below. ver to “change grips” and go from one Wild Swings Reach 3 (3 yards): You can strike reach to another. For instance, if you A Wild Swing is a melee attack into any hex marked “3” in the dia- are holding a halberd with a grip that against a foe to your side (left or right) gram below. lets you strike three hexes away, you or back, or against a foe you can’t see. Most melee weapons have a one- have to ready it for one turn before It’s unlikely to hit, but sometimes it’s yard reach, and can hit only your you can use it to strike someone one better than nothing. three front hexes. or two hexes away. A few balanced

388 TACTICAL COMBAT A Wild Swing is at -5 to hit or the current visibility penalty, whichever is worse, and your effective skill cannot exceed 9 after all modifiers. You can- not target a particular part of the foe’s body; if using hit locations, roll ran- domly. A Wild Swing need not be a swing – it could be a thrust. However, you cannot make a “wild thrust” at a dis- tance of more than one yard. You can combine a Wild Swing with an All-Out Attack, but you may not choose the “Determined” option to get +4 to hit to offset the Wild Swing penalty. You can also make a Wild Swing during a Move and Attack; use Anyone in the way (friend or foe) the more severe penalties of the two. RANGED ATTACKS gives you a -4 penalty. If your attack Ranged combat on a hex grid also passes through several occupied requires a few additional rules. hexes, apply this penalty for each per- son in the way! Arc of Vision If your attack passes along a line If you have a ranged weapon, you between two hexes, there is no penalty can attack into any of the white hexes unless both hexes are occupied. If they in the diagram above. If you have are, treat it as a single hex penalty (-4). Peripheral Vision (p. 74), you can Someone lying down is never “in attack into any of the white or gray the way” unless you, too, are on the hexes. And if you have 360° Vision ground. Someone kneeling or sitting (p. 34), you can attack into any of the is not in the way unless either you or white, gray, or black hexes. In all three your target is also kneeling or sitting. cases, the hexes you can attack into These rules assume human-sized define your “arc of vision.” or smaller combatants. A fighter with a Size Modifier 2 or more greater than Shooting Blind yours (3 or more if he’s kneeling or has If you have a ranged weapon, you the Horizontal disadvantage, 4 or may attack someone outside your arc more if he’s prone) completely blocks of vision – or in total darkness, or your line of sight – you can’t shoot past while blinded – by “shooting blind.” him – unless you’re higher up. Use the rules for Wild Swings (above), but the penalty is -10 and your effec- Hitting the tive skill cannot exceed 9 after all Wrong Target modifiers. (As Murphy’s Law predicts, If you attack with a ranged weapon you are often less likely to hit your tar- and miss, you may hit someone else. If you have Peripheral Vision get than anyone else in the vicinity; see You must check for this if you fail your (p. 74), two-handed melee attacks into Hitting the Wrong Target, below.) attack roll. your right and left hexes, and one- Needless to say, you cannot take the You may hit anyone – friend or foe handed attacks to the same side (e.g., Aim maneuver! – if he was in your line of fire. To right hand to right hex), are not Wild determine this, check the line along Swings. However, one-handed attacks Firing Through which you attacked. Any hex this line to the opposite side (e.g., right hand to an Occupied Hex passes through is “in the way.” left hex), and attacks on foes behind You can target an enemy if you can Combatants who are kneeling or lying you, are still Wild Swings. draw a straight line between any part down are not in the way unless you, If you have 360° Vision (p. 34), no of your hex and any part of his with- too, are at their level. attack to your sides or back is a Wild out passing through a solid obstacle. Because hitting the wrong target is Swing – but attacks to the back and Use a straightedge (such as a ruler) to a matter of pure chance, your attack opposite side at -2 due to the clumsy determine this. However, if your cho- roll against each possible target is the angle of attack. sen straight line passes through an same: a flat 9 or the number you Note that some martial-arts tech- occupied hex, the occupants of that would have had to roll to hit him on niques (e.g., Back Kick, p. 230) allow hex are “in the way.” You may hit them purpose, whichever is worse. you to attack foes behind you without if you miss your intended target – see making a Wild Swing. Hitting the Wrong Target, below.

TACTICAL COMBAT 389 Roll first for the target closest to Opportunity Fire Hexes Watched Attack Penalty you. If you miss, or if that target If you have a ranged weapon, you 10 dodges, roll for the next target. And so may watch a specified area and attack 2-1 on. Keep rolling until you hit, or some- as soon as a target presents itself. This 3-4 -2 one blocks or parries your attack, or is called “opportunity fire.” 5-6 -3 you run out of targets. If your attack To use opportunity fire, you must 7-10 -4 went along a line between two occu- take the Wait maneuver. You must 11+ -5 pied hexes, roll randomly to see which stand still and watch for a target in a You may also specify a single one you check first. specified area. You must face the area straight line, and say that you will fire Anyone (friend or foe) gets the you are “covering.” You may do noth- at the first target that crosses the line. same defense against this attack that ing else. The penalty for this kind of opportuni- he would have had had your attack ty fire is only -2. been intentional. When you attack, apply the appro- priate penalty above as well as all rele- vant ranged-combat modifiers. You cannot claim any of the bonuses listed for the Aim maneuver (p. 364). Pop-Up Attacks Exception: If you watch a single hex A “pop-up attack” is a special Attack maneuver in which you emerge (only), you can Aim and Wait. Each from cover, move no more than one hex, make a ranged attack, and second you wait for a target also return to cover – all in the space of one turn! Examples include ducking counts as an Aim maneuver, and you around a corner or a tree, or out of a trench. This is possible with any will get the normal bonus for that thrown weapon, firearm, or crossbow, but not with a bow or a sling. amount of aiming when you finally You cannot aim a pop-up attack. In fact, there is an extra -2 to hit attack. because you couldn’t see your target at the beginning of your turn. The GM should make sure that Note that when you emerge from cover to attack, anyone targeting players carefully specify the area they your hex with opportunity fire can attack you. If so, your only legal are watching for opportunity fire. In defense is a dodge. conflicts between PCs, the players should tell the GM in secret so that their opponents do not know where they are planning to fire. Overshooting If a target appears in the specified area, you must attack it (you can try to Target Discrimination: Normally, and Stray Shots discriminate, but this will give a penal- when you take opportunity fire, you If you make your attack roll but ty to hit – see below). Your attack takes must attack the first target that your foe blocks or parries successfully, place immediately. If two or more peo- appears in the designated area – assume your weapon or missile hits ple are taking opportunity fire at the friend or foe! You are free to specify the ground. It has no chance of hitting same target, assume that their attacks that you are not attacking automati- anyone. are simultaneous. cally, usually to avoid shooting a If your foe dodges, however, the If no target appears, you simply friend. If so, the GM will make a projectile goes past him and may hit wasted your turn! Vision roll for you when a target someone else. Proceed as for Hitting All of the area to be “covered” must appears and tell you whether you the Wrong Target, above, but start with be within your arc of vision (see think it is friend or foe. However, you the closest target on the other side of p. 389). The larger the area you have have an extra -2 to hit because of the your foe. (You already know you didn’t to watch, the greater the penalty when time you spent deciding. hit anybody between you and your foe, you attack: or he would not have had to defend.) DEFENDING IN TACTICAL COMBAT Active defenses work as described in -2 unless you have Peripheral Vision • If you have a one-handed melee Chapter 11, with a few additional rules. (p. 74) or 360° Vision (p. 34). weapon, you cannot parry an attack that Regardless of those advantages: comes from the other side of your body, Defending Against only one that comes from the same • If you have a shield, you cannot side, unless your weapon arm has the Attacks from the Side block an attack that comes from your Extra-Flexible enhancement or you Against an attack that comes from weapon side, only one that comes from possess the Double-Jointed advantage. one of your side hexes, you defend at your shield side.

390 TACTICAL COMBAT “Runaround” Attacks A fast-moving fighter can sometimes start in front of a foe and run behind him to strike from his back hex. Against a true attack from behind, no active defense is possible, because the victim did not know the attack was coming. If the attacker starts in front and runs behind, outmaneuvering his victim through sheer speed, the victim does know he’s being attacked. Treat it as a side attack: -2 to active defenses, unless the victim has compensating advantages.

Defending Against shield arm has the Extra-Flexible enhancement or you have the Double- Attacks from the Back Jointed advantage. Against an attack that comes from your back hex, you cannot defend at all Retreating unless you have Peripheral Vision A retreat takes you one step – nor- (which lets you defend at -2) or 360° mally one hex – directly away from the Vision (which lets you defend at no foe you are defending against. You penalty). Even if you have one of those cannot retreat into an occupied hex. advantages, you have an extra -2 to You may change facing by one hex- parry an attack from behind, and can- side, if you wish, as you retreat. not block at all, unless your weapon or CLOSE COMBAT “Close combat” is any situation in Evading in If your foe has grappled you, you which you occupy the same hex as may still choose a maneuver on your your foe or try to move through his Tactical Combat turn, but you cannot leave the hex hex. Use the rules given under Evading To evade a foe, you must have until you break free (see Actions After (p. 368) and Unarmed Combat (p. 370) enough movement points not only to Being Grappled, p. 371). in Chapter 11, but with the additions enter his hex, but also to leave his hex! below. If your movement ends in his hex, you cannot evade on that turn. WEAPONS FOR ENTERING A CLOSE COMBAT LEAVING A You can only use small, easily man- FOE’S HEX OE S EX aged weapons in close combat. You You may move or step into an F ’ H can attack with any melee weapon enemy’s hex using any maneuver that If you start your turn in a foe’s hex with reach “C.” If using a ranged allows you enough movement to enter and he isn’t grappling you, you can weapon, ignore the usual speed/range that hex. You are in “close combat” as move out of the hex through any of the penalty and apply the weapon’s Bulk soon as you enter an opponent’s hex, three hexes on your side of the hex. If statistic as a penalty to hit. regardless of your maneuver or that of you do this using a Move or Move and your foe. Attack, you must spend movement If you take a Move, Move and points to change facing, sidestep, or READYING IN Attack, or All-Out Attack maneuver, you step backward. To use forward move- can always run into a foe’s hex and stop ment to leave through one of the three CLOSE COMBAT there, facing him. If you do not wish to hexes on your foe’s side, you must You must make a DX roll to ready stop, you must attempt to evade (p. 368) evade him (see above). a weapon in close combat. If you fail, or slam (p. 368) your foe – your choice, If you take a maneuver that allows you still take a Ready maneuver but within the limits of your maneuver. a step, you can step out of the hex and you accomplish nothing. If you have When you enter an enemy-occu- attack, feint, etc. with a one-hex reach the Fast-Draw skill, you must make pied hex, you occupy half the hex. You weapon – or you can make a close- two rolls: the DX roll above and a Fast- have the half of the hex from which combat attack and then step out – but Draw roll to get your weapon quickly. you entered; he has the other half. To your step can only take you into one of If you fail the Fast-Draw roll, you enter any of your front hexes on the the three hexes on your side of the hex. ready the weapon but it takes a full enemy’s side, you have to “move Ready maneuver. through” him by evading.

TACTICAL COMBAT 391 close combat with an opponent while DEFENSE IN MULTIPLE CLOSE still in an adjacent hex. Up to two fighters may combine CLOSE COMBAT COMBAT their efforts in a takedown attempt You can dodge normally in close Any number of people may partici- against a single foe; up to three may combat. You can only parry using an pate in close combat in the same hex. work together in a pin attempt against empty hand or a weapon with reach This is easy to depict with flat coun- a single foe. In either case, use the ST, “C” (e.g., a knife). You cannot block at ters, but it can be difficult to show DX, or grappling skill of the attacker all! with 3D figures – especially if some with the best score, and add 1/5 (round You can retreat (see p. 377) in close fighters are standing and others are down) of the score of each of his combat, if you aren’t being grappled. lying down. A good compromise is to helpers. Simply step out of close combat and allow a fighter to declare himself in into any of the three hexes on your side of the close-combat hex. This gives the usual bonus to your active defense roll. Striking Into a Close Combat Shields in Close Combat If you are not in close combat yourself, you may help allies who are A shield becomes a potentially in close combat by standing outside the close-combat hex and attack- deadly nuisance in close combat. It ing an enemy who is in close combat with them. Your attack is at -2, still provides its Defense Bonus, but it plus any modifier for the target’s posture (lying down, for instance). hampers you while you wear it. If you hit, your foe may only defend as explained in Defense in Close Any attack you make in close com- Combat. bat – except for the initial slam, attack, If you miss, or your foe successfully dodges, you may hit someone etc. when you first move into the foe’s else – friend or foe – in the hex. If there is more than one possible tar- hex – has a penalty equal to the get, roll randomly to see who you “attack” first. Your attack roll is a flat Defense Bonus of your shield! Any DX 9 or the number you would have had to roll to hit him on purpose, roll you attempt in close combat after whichever is worse. If you hit, the victim may attempt any legal close- your first turn of close combat has the combat defense. Keep rolling until you run out of targets or you actu- same penalty. ally hit someone. It takes a one-turn Ready maneu- ver and a successful DX roll to get rid of your shield in close combat. MULTI-HEX FIGURES Giants, large animals, monsters, that a dragon’s head moves only 3 Arc of Vision vehicles, etc. often occupy more than hexes while its tail sweeps through The head of a multi-hex creature one hex. It can be helpful to make 10. That’s all right – and it’s a good determines its arc of vision. This does multi-hex counters or, if using figures, way for the dragon to knock people mean that much of a large creature’s to cut cardboard bases of the appro- over. body may fall outside its own arc of priate size. A multi-hex figure cannot fit vision! However, many large creatures The head or front of a multi-hex through a map space narrower than also have Peripheral Vision (p. 74). figure controls its movement. Handle its widest point. However, the GM distance moved, direction of move- should be lenient in allowing large fig- Front, Side, ment, and facing exactly as if the ures to overlap walls and the like. creature’s head were a normal one- Remember that when a hex is cut by a and Back Hexes Each multi-hex creature has hex figure. The rest of the body fol- straight wall, etc., a partial hex counts front, right, left, and back hexes, cor- lows. This might mean, for instance, as a full hex. responding to those of a human (see illustration). Slam and Overrun When a figure two or more hexes in size moves through a smaller one, treat it as a slam (see Slam, p. 371). This gives the small figure a chance to get out of the way. If it fails to do so, it will probably be knocked down! The larger figure can keep right on moving unless it is itself knocked down.

392 TACTICAL COMBAT CHAPTER THIRTEEN SPECIAL COMBAT SITUATIONS

SURPRISE ATTACKS AND INITIATIVE When the PCs surprise a group of Adventurers, guards, etc. rarely suf- To determine who gets the initia- adversaries, or vice versa, the sur- fer total surprise unless they are actu- tive, the leader of each side rolls 1d. A prised party may not be able to react ally asleep. But total surprise would be leader with Combat Reflexes gets +2, immediately. In this case, the attack- appropriate if a group of werewolves or +1 if he doesn’t have Combat ers should get one or more “free came charging through the door of the Reflexes but someone else on his side turns.” The GM is responsible for local library. (In fact, such an extreme does (this bonus is not cumulative for determining when the attackers have case might justify a Fright Check – at more than one character). The leader achieved surprise. least for the librarian.) with the higher IQ gets +1. Having even one point in Tactics skill gives +1 on initiative rolls; Tactics at level 20+ These advanced combat rules cover less-common gives +2. The GM can apply other tactical situations, or offer additional detail. They modifiers as he sees fit; e.g., if he thinks one side was more alert than are modular – the GM decides which rules are in the other. force in a given situation. If one side is totally leaderless, the GM rolls for them. They get an auto- matic -2 to initiative. (This does not A character with Combat Reflexes is After the initial “freeze” ends, each apply to animals or any other group rarely surprised, and will never “freeze.” defender must roll against his basic IQ with IQ 5 or less.) He also gets +6 on all IQ rolls to recov- at the start of his turn until he recov- The side that gets the highest roll er from surprise. Note that many wild ers. On a success, he must take Do gets the initiative, and can move and animals have Combat Reflexes – see Nothing that turn, but can act nor- act normally. Everyone on the other Chapter 16 for examples. mally for the rest of the combat. On a side is mentally stunned, and must failure, he is still mentally stunned; he make IQ rolls on their turns, as Total Surprise may roll again at the start of his next described for total surprise, to snap When the defenders are taken com- turn. A low-IQ character, taken totally out of it. However, with partial sur- pletely by surprise, they “freeze.” The by surprise, could miss the whole prise, there is a +1 bonus to IQ on the GM rolls 1d. This is the number of sec- combat! second turn, +2 on the third turn, and onds that pass before the defenders so on . . . even low IQ characters catch can react at all. Until that time is up, Partial Surprise on after a few seconds. Note that ani- they are mentally stunned and must This may occur when the defend- mals often have Combat Reflexes, take the Do Nothing maneuver. ers were expecting trouble . . . or when which counteracts their low IQ. Exception: Those with Combat each party surprised the other! The If the initiative roll is a tie, nobody Reflexes never freeze, and treat total GM should require each side to roll for was taken by surprise. surprise as partial surprise. initiative.

SPECIAL COMBAT SITUATIONS 393 VISIBILITY A combat situation where some invisible but the defender is aware You can also use a torch as a fighters can’t see their foes affects that he is being attacked, he may weapon: treat it as a baton that does attacks and defenses. dodge at -4. If the defender makes a one point of burning damage as a Hearing-2 roll, he may also parry or linked effect (see Linked Effects, Attacker cannot see anything. If the block – still at -4. If he is completely p. 381). A torch can set things afire, attacker is blind or in total darkness, unaware of his attacker, he gets no given enough time. Most oil you’re he can make a Hearing-2 roll – or use defense at all! If the attacker is in likely to encounter in a medieval some other method – to discover his smoke or unnatural darkness, but the world catches fire after three seconds foe’s location. If he fails his Hearing defender is not, he defends normally, of contact with an open flame; ordi- roll, he may attack in a randomly cho- since he can see the weapon coming. nary clothing ignites after four sec- sen direction (on a map, he must spec- onds, and kindling after 10 seconds. ify the hex). He attacks at -10 (-6 if he Note also that an unseen fighter Other things are left to the GM’s judg- is accustomed to being blind). Roll hit can safely try things that a normal ment. location randomly. fighter could never do – or he may just It’s possible to carry a light in your Attacker cannot see his foe, but can wait in a corner until his foe is “off” hand, leaving your weapon hand see his other surroundings. If only the exhausted! free for combat. It’s even possible to attacker’s foe is invisible, use the rules parry with it – at the usual penalties above, but the attack penalty is only Torches and Flashlights for using the off hand. A torch or ordi- -6. A torch or flashlight reduces the nary flashlight will smash on the first Attacker cannot see his foe, but penalty to attack rolls for darkness. blow if it is used to parry a weapon knows his location for sure. If the foe is Assume that any such light within line three times its weight or more! TL7+ in a single smoke-filled hex or the like, of sight reduces the penalty from -10 “police” flashlights are serviceable use the rules above, but no Hearing (total darkness) to -3. Almost every batons: triple the cost and weight for roll is required and the attack penalty light source has a limited range or an ordinary heavy flashlight (see is only -4. radius – see the item description for Camping and Survival Gear, p. 288). Defender cannot see his attacker. If details. the attacker (including his weapon) is SPECIAL MOVEMENT Most forms of enhanced mobility 20% greater than your Move (at mini- mount, but not to riders or vehicle have significant effects on combat. mum, +1 Move). If you have the crew. If you don’t (or if no one is con- Enhanced Move advantage, or are a trolling a vehicle), see Losing Control, vehicle with a top speed greater than p. 395. HIGH-SPEED your Move, you may start your next turn with a velocity up to 100% Direction and MOVEMENT greater than Basic Move. In all cases, It’s possible to go so fast that you Turning Radius use the high-speed movement rules At high speeds, it’s hard to change can’t easily stop or change course. below. direction quickly. You must continue Such “high-speed movement” occurs to move in a generally forward direc- whenever your present velocity Velocity tion. A major change of direction (up exceeds your Basic Move. These rules Keep track of your velocity (in to 60°) is only possible after you’ve apply equally to living beings and to yards per second). You can increase it moved straight ahead for a distance fast-moving vehicles. or decrease it at the end of each turn; equal to at least (current You may decide to accelerate to see Accelerating, below. You must velocity/Basic Move) yards, rounded high speed at the end of any turn dur- move as fast as your velocity – that is, down. This number is your turning ing which you’ve moved your full if your velocity is 17, you must move radius. For instance, if your current Basic Move – modified for encum- 17 yards that turn unless something velocity is 13 and you have Basic Move brance, if any – in one direction, more (e.g., bad footing) slows you down. 5, you must move at least 13/5 = 2.6 or less (no more than one 60° turn). yards, which rounds to 2 yards, You must have taken either a Move or Maneuvers During between each change of facing. a Move and Attack maneuver that High-Speed Movement Until you have moved a distance turn, and you must be standing up. If you’re moving at high speed equal to your turning radius, you must Once you switch to high-speed under your own power, you should continue to move forward. If you are movement, you move as described take either a Move or a Move and using the Tactical Combat rules, you under Sprinting (p. 354). You may Attack maneuver. This applies to a can move into any of your three front start the next turn with a velocity up to

394 SPECIAL COMBAT SITUATIONS which your velocity exceeds your Basic Move. For instance, if you’re moving at 23 yards/second and have Basic Move 3, you must roll at -6. If you fail, you lose traction and fall or spin out of control – see Losing Control, below. Tactical Movement If you are using the tactical move- ment rules with high-speed move- ment, your movement points equal your velocity at the start of your turn. You cannot sidestep or step back. Turning radius limits facing changes: a 60° turn is a one hex-side facing change. Minor obstructions and bad foot- ing cost movement points as usual (see Movement Point Costs, p. 387), and also decelerate you at the end of hexes, but without changing facing. If an amount up to your Basic Move (or your turn by an amount equal to the you have legs or similar, you can roll more, with some risk – see below). If extra movement points paid. For against DX or Jumping to cross obsta- your deceleration reduces your veloci- example, if your high-speed velocity is cles; otherwise, you collide with any- ty to Basic Move or less at the end of 14 and you run through six yards of thing you can’t maneuver around or your turn, you are no longer at high mud (+1 movement point per hex), which doesn’t dodge out of the way. speed, and may use the ordinary you’ll automatically decelerate to a movement rules next turn. Note: These rules are cinematic but velocity of 8 at the end of the turn. Add easy to use. A more realistic turning Pushing the Envelope this to any voluntary deceleration. If radius would be (velocity squared)/10 the total exceeds your Basic Move, roll You can try to decelerate by up to as described for Pushing the Envelope, yards; those who enjoy complexity are Basic Move ¥ 2. You can also attempt welcome to use this. above. If it exceeds Basic Move ¥ 2, to change direction before you’ve you lose control automatically. If your Basic Move is 0, do not use moved the requisite distance. Either the rules above. You cannot turn at all requires a DX+3 roll – or a vehicle Losing Control under your own power! You can only operation skill roll, modified by the If you are running on the ground drift. To execute a turn, you must be vehicle’s Handling statistic, if you are and lose control, you trip. You fall pushed, towed, etc. driving a vehicle. over, skid for 1/4 your remaining Hasty deceleration requires a roll movement straight ahead (unless you Attacking and Defending at -1 per two full yards/second beyond hit something), and then stop. If you You can fight normally during Basic Move by which you cut your land on the ground and skid to a stop high-speed movement, subject to the speed. For instance, if your Basic without hitting anything, you suffer limits of your combat maneuver. You Move is 5 and you decelerate by 9 damage for a fall at your current can dodge, but you cannot retreat or yards/second, you must roll at -2. velocity; see Falling (p. 431). If you hit dive for cover. The GM should always An earlier turn (or a tighter turn; something, you suffer (and inflict) col- apply speed modifiers when you’re e.g., 120° instead 60°) calls for a roll at lision damage instead; see Damage under attack – or attacking! -1 per full increment of Basic Move by from Collisions (p. 430). Accelerating If your velocity is less than your top speed at the end of your turn, you can increase it by an amount up to Optional Rule: your Basic Move, to a maximum of Changing Posture in Armor your rated top speed. Top speed is For enhanced realism, you can let encumbrance level affect the time 20% over your Move if you are sprint- it takes to perform a Change Posture maneuver. At encumbrance level ing and don’t have the Enhanced 0 (None) or 1 (Light), Change Posture takes one second, as usual. At Move advantage. level 2 (Medium), it takes two seconds to change posture – and so on. While you are partway through a posture change, you are considered to Decelerating be in the old posture. This rule may slow play, but it can also give a real- Instead of accelerating, you can istic edge to lightly armored combatants. decelerate, reducing your velocity by

SPECIAL COMBAT SITUATIONS 395 You also lose control if you are scabbard while a mount is bucking; a elephant or similar mount would knocked out, or take any combat critical failure means you drop it! have a flat back, and a rider could maneuver but Move or Move and Nonsapient mounts without war stand up and move around; tradition- Attack, while moving at high speed. training (see War-Trained Mounts, ally, an elephant carries the driver, or For instance, if you were stunned and p. 459) are liable to “spook” at danger mahout, on its neck, and a howdah, a forced to Do Nothing, you would trip – especially at the sounds of gunfire platform with several fighters, on its as described above. and injured animals of their own back. species! All combat Riding rolls are at Exception: If you are moving on -3 for a well-broken mount without Movement three or more wheels, you’re more sta- war training – and at -6 or worse for ble. The GM may rule that you merely and Maneuvers one that is not fully broken. decelerate your maximum safe decel- See Riding and Draft Animals The rider must make a Riding+2 eration each turn instead of tripping, (p. 459) for the Move of various roll to get any mount except a war- unless your loss of control was the mounts. The animal’s Basic Move is trained mount to charge into or over result was a critical failure or injury the pace it can achieve while walking any obstacle, or onto bad footing, or to (stunned, etc.). or trotting; its Enhanced Move is perform risky maneuvers like jumps, for a gallop, and uses the rules under High-Speed Flying tight turns, etc., unless they’re a mat- High-Speed Movement (p. 394). ter of life and death for the mount! Encumbrance penalties apply normal- and Swimming Failure means the mount disobeys; ly (see Encumbrance and Move, p. 17) Only use Basic Move if you are see Spooked Mounts, p. 397. moving on the ground. Use basic air Move when flying, and basic water Move when swimming (see Move in Other Environments, p. 18). If you lose control in the air or water, you don’t trip; instead, you must move your cur- rent velocity straight ahead and then decelerate by your maximum safe deceleration. You can do nothing else – this effectively ends your turn! MOUNTED COMBAT Knights, cowboys and Indians, and other adventurers often fight from the saddle. A mount not only provides additional mobility, but its extra height and momentum can make the rider’s attacks more effective, while the shock of a mounted charge can panic unprepared opponents. Some mounts even fight in their own right. With the exception of the occasion- al camel or elephant, mounted war- riors usually ride horses, and these rules assume that. For the differences Mounting Up . . . but few mounts willingly carry between horses and various mounts Mounting a horse or similar crea- more than Medium encumbrance. from fantasy and science fiction, see ture takes two consecutive maneuvers: In combat, the mount can take any the pertinent animal descriptions. Move to jump or climb up, followed maneuver, unless it’s moving at high Ordinarily, a rider can direct a war- by Change Posture to seat yourself. speed. Then it is limited to Move or trained mount by voice and foot pres- You can leap astride in only one turn if Move and Attack. sure, leaving both hands free for you make a Riding, Acrobatics, or The rider can take any maneuver. weapon use. However, all Riding rolls Jumping roll at -3 (no penalty if you Use Change Posture to dismount safe- are at -3 for “no hands,” or -1 if only are using stirrups) – but on any fail- ly from a mount that hasn’t moved, or one hand is on the reins. Riders who ure, you fall! that has moved only a step. Otherwise, need both hands to control their When you are using Tactical the only way to get off is to jump or mount may drop what they are hold- Combat, a rider is in the center of a 3- fall. To jump off safely, take a Move or ing. It requires a Ready maneuver and hex mount like a horse, or the front Move and Attack maneuver and make DX-3 roll to return a weapon to its of a 2-hex mount like a gryphon. An an Acrobatics or Jumping roll. On any failure, you fall!

396 SPECIAL COMBAT SITUATIONS Falling Off: If the mount makes a 8-9 – The mount seems to settle down, open vehicle (substitute Driving skill successful DX roll for a difficult action but is now fractious: -1 to all for Riding skill above). like a jump, tight turn, or hasty decel- Riding rolls for the rest of this Lances: Lance skill appears on eration, the rider must make a Riding engagement. If you get this result p. 204. To couch a lance, a rider must roll. On a failure, the rider is unseated, multiple times, the penalty is have a saddle and stirrups. A couched even though the mount performed the cumulative. lance’s damage depends on the maneuver. If the mount fails its DX 10 – The mount charges directly away mount’s mass and velocity. Work out roll for a risky action, see result 12 on from the foe, hazard, etc. damage for a collision between the the Mount Loss of Control Table 11 – The saddle comes loose. All mount and the target – (mount’s ST) (below) for effects. Riding rolls and attack rolls made ¥ (distance moved last turn)/100 dice while riding are at -3 until you dis- of damage, rounded down – and add Spooked Mounts mount and spend 4d seconds tight- the lance’s thrust/impaling bonus of If a mount fails a Fright Check, or ening the straps. If you’re riding +3. Example: A ST 25 warhorse refuses to perform a particular feat, it without a saddle, treat as 3, above. charging at Move 8 inflicts 2d+3 will usually shy and buck. The rider 12 – The mount falls! It must make a impaling damage. must make a Riding roll and take a DX+1 roll or it breaks a leg. In any Tournament jousting uses blunted Ready maneuver every second to case, the rider must roll vs. Riding- wooden lances, specially designed to regain control. 2. On a failure, he is unseated and break if they strike very hard. These A critical success calms the mount takes damage for a three-yard fall. inflict the same amount of damage, immediately; three ordinary successes On a success, he must make anoth- but it is crushing – and if the damage in a row will have the same result. er Riding roll, this one at a penalty exceeds 15 points, the lance snaps, Three failures in a row, or a single crit- equal to his Encumbrance, to leap limiting damage to 15 points. ical failure, means a total loss of con- clear of the falling mount. On a trol (see below). A long alternation of success, he leaps clear and takes Using Ranged Weapons successes and failures means you damage as per 3, above. On a fail- While Mounted spend your time fighting your mount ure, the mount falls on him, inflict- Attack: Firing from atop a moving instead of the enemy! Fortunately, a ing thrust/crushing damage based animal tests both marksmanship and bucking mount is still free to dodge, as on its ST, plus the damage for a 2- riding. Roll against the lower of Riding is the rider – although no other defens- yard fall. or ranged weapon skill to hit. If you es are possible. are firing a noisy weapon (e.g., an Attacks by Mounts unsilenced gun), you must make a Mount Loss A war-trained mount can attack if Riding roll after each attack. On a fail- of Control Table it takes an appropriate maneuver; see ure, the mount is spooked (see Roll 2d on the following table if Chapter 16 for details. A horse can Spooked Mounts, above); on a critical you completely lose control of a bite, kick with hooves, or trample; failure, you lose control (see Mount mount. Also refer to the appropriate iron horseshoes give +1 to kicking or Loss of Control Table, above). result – without rolling – whenever a trampling damage. The rider’s attack is Aim: You may Aim a ranged rider is thrown, a mount falls, etc. at an extra -2 if the mount attacked on weapon while mounted, but if the its last turn. mount moves more than a step, you 2 – You are thrown from your mount. suffer the same penalties that you Take damage for a three-yard fall Panic: If a mounted fighter charges would if firing from a moving vehicle: (adjust this for an unusually tall or directly toward an NPC who is unused you can’t benefit from extra turns of short mount). If you remain con- to facing cavalry (GM’s option), the Aim, or from telescopic scopes and scious, you may attempt an imme- GM may require him to make a Will other targeting systems. diate Animal Handling-3 roll to call roll to stand his ground and fight. If he Tricks: To turn in the saddle and your mount back. If you fail, you fails, he’ll try to run instead. Anyone fire at the foe behind you: -4 to may make a repeated attempt with Combat Reflexes gets +6 to this weapon skill, and -1 to any Riding roll every 5 minutes. roll. Those with a SM equal to or made that turn. To hang on the far 3 – You lose your grip and fall. Take greater than that of the mount do not side of the mount and shoot over it or damage for a two-yard fall; a have to roll! underneath it: -6 to weapon skill, -3 to Jumping or Acrobatics roll will any Riding roll. This latter move negate this. Otherwise, as 2, above. Cavalry Weapons means your foe’s only targets are your 4 – You drop whatever you were hold- Melee Weapons: A rider uses melee foot, face, eyes, skull, and one hand. ing. Now roll again! weapons at the lower of his Melee But if he attacks and misses by 4 or 5 – The mount charges directly toward Weapon skill or Riding skill. Thus, a less, he hits your mount! the foe, hazard, etc. trained rider has no penalties to use 6-7 – The mount is exhausted and will melee weapons while mounted. If the Mounted Defense not fight, or move at faster than a mount’s velocity is 7 or more relative A mount’s only defense is Dodge. slow walk (Move 2), until it gets to the foe, the attack has -1 to hit but Some mounts may have barding (see several hours of rest. +1 damage. Use the same rules when attacking from a motorcycle or similar Horse Armor (Barding) Table, p. 286) or natural DR.

SPECIAL COMBAT SITUATIONS 397 A rider can Dodge, Block, or Parry. rider’s skill or his own ST on any roll to top airspeed each turn, or you’ll stall If he has Riding at 12+, all of these avoid falling off, but does so at -3. and start to fall. You might also stall if defenses are at normal levels. For a you lose control during high-speed less-skilled rider, reduce active defens- movement (p. 394) and suffer sudden es by the difference between 12 and FLYING COMBAT deceleration that pushes you below the rider’s skill; e.g., someone with Heroes may fly using advantages 1/4 your top airspeed. You may recov- Riding-9 would have -3 to all active (Flight, Telekinesis, etc.), magic spells, er from a stall by turning your fall into defenses. antigravity belts, and so forth. A few a dive and regaining speed. Roll vs. special rules apply to combat while DX-4 each turn to do so. Height Difference airborne. A cavalryman on horseback is Flight Ceiling effectively three feet above a standing Aerial Movement On Earth, an unprotected human foe. See Combat at Different Levels If the ceiling is high enough, fliers has trouble breathing past 6,000’, and (p. 402). can move over other fighters! Humans needs an oxygen mask or an advan- normally fly in a horizontal position tage such as Doesn’t Breathe past Mounted Combat (so that they can watch the ground 20,000’; see Atmospheric Pressure Results and see where they’re going); treat (p. 429). On worlds with greater air A rider who is stunned must make them as two-hex figures when using pressure, higher flight is possible. On a Riding roll at -4 or fall off. A rider the Tactical Combat rules. worlds with little atmosphere, the who suffers any knockback is auto- Changing Height: Vertical move- reverse is true. If you use wings to fly, matically knocked off unless he has a ment costs the same as horizontal you can’t fly in a trace atmosphere or saddle and stirrups, in which case he movement. Moving a yard vertically a vacuum. gets a Riding roll at -4 per yard of and a yard horizontally simultaneous- knockback to stay on. ly (diagonal movement at 45°) costs Aerial Attack If any attack aimed at a rider miss- the same as 1.5 horizontal yards. and Defense es by 1, it hits the mount unless it Steps and Retreats: Use your basic There is no penalty to attack or makes its active defense roll; the air Move to calculate the distance you defense rolls in flight. Flyers are nor- reverse is true for attacks aimed at the can step or retreat during combat mally no less stable than fighters on mount. Of course, either may be (see Step, p. 368); flyers are often fast the ground. attacked intentionally! enough to step 2+ yards. If a flyer Attack: When flyers attack foes on If the mount is hit, the rider must retreats as part of an active defense, the ground, use the Combat at roll vs. Riding, minus the shock penal- he can specify that he is doing so Different Levels rules (p. 402). Weapon ty suffered by the mount, to keep it vertically. reach becomes very important! Don’t from spooking (see p. 397). If the Flying Fast: See High-Speed worry about the relative height of two mount is crippled and falls, effects are Movement (p. 394). A diving flyer can battling flyers – as long as they’re close as per result 12 on the Mount Loss of accelerate faster: add +10 to basic air enough to engage at all. Control Table. Move and double top airspeed on any Defense: When a flyer retreats, he Multiple Riders turn spent diving and doing nothing can retreat out of the plane of an else (a Move maneuver). attack – not merely away from his On a horse-sized or larger mount, a Cannot Hover: If you are flying second human-sized or smaller rider attacker. If a flyer can hover, and has under your own power using Flight enough space to move one step up or can hang on behind the one control- with the Cannot Hover, Controlled ling the mount. The controlling rider down, he gets +1 over and above the Gliding, or Gliding limitation, you usual retreating bonus when he has an extra -1 to Riding skill. The pas- must take a Move or Move and Attack senger uses the lower of the controlling retreats. To perform an Acrobatic maneuver and move at least 1/4 your Dodge (p. 375), use Aerobatics skill. HIT LOCATION When you strike at an enemy, you • Attacks that cover a large area – him! A humanoid target has the loca- can usually choose what part of his such as an avalanche or a cone of tions listed below (see the hit location body to attack. Some body parts, or dragon fire – make hit location irrele- tables on pp. 552-554 for non- “hit locations,” are harder than others vant. See Large-Area Injury (p. 400). humanoids). Each location gives the to hit in a fight; some are more (or • Fatigue damage always ignores penalty to attack rolls to hit that loca- less) vulnerable to specific damage hit location. tion (in parentheses), followed by any types. There are a few exceptions: special damage effects. Deciding Where • Completely unaimed attacks – Torso (0): The chest and abdomen. Wild Swings, stabs in the dark, to Attack No penalty to hit, and no effect on grenade fragments, etc. – cannot delib- Where to hit a foe depends on damage. This is the default target for erately target a hit location. Use many things – your skill, your foe’s attacks: if you don’t specify a hit loca- Random Hit Location (p. 400) instead. armor, and whether you want to kill tion, you are attacking the torso.

398 SPECIAL COMBAT SITUATIONS Vitals (-3): The heart or lungs (from the front) or the kidneys (from behind). Certain attacks can target the vitals for increased damage. Increase the wounding modifier for an impal- ing or any piercing attack to ¥3. Increase the wounding modifier for a tight-beam burning attack (see box) to ¥2. Other attacks cannot target the vitals. Skull (-7): The part of the head that houses the brain. The skull gets an extra DR 2, the wounding modifier for all attacks increases to ¥4, knockdown rolls are at -10, and critical hits use the Critical Head Blow Table (p. 556). Exception: None of these effects apply to toxic damage. Eye (-9): Impaling, piercing, and tight-beam burning attacks can specif- ically target the eye. Injury over HP/10 blinds the eye; otherwise, treat as a skull hit without the extra DR 2! (As with skull hits, toxic damage has no special effect.) Face (-5): The jaw, cheeks, nose, and ears. Many helmets have an open face, allowing this attack to ignore armor DR! Knockdown rolls are at -5, and critical hits use the Critical Head Blow Table. Corrosion damage (only) gets a ¥1.5 wounding modifier . . . and if it inflicts a major wound, it also blinds one eye (both eyes on damage greater than full HP). Neck (-5): The neck and throat. Increase the wounding multiplier of crushing and corrosion attacks to ¥1.5, and that of cutting damage to ¥2. The GM may rule that anyone killed by a cutting blow to the neck is decapitated! Groin (-3): The lower torso. Jackets and light armor don’t always cover Arm or Leg (-2): A good way to dis- beyond the minimum required to this area. Treat as a torso hit, except able without killing! Against a living inflict a crippling injury is lost. Note: that human males (and the males of target, reduce the wounding multipli- The penalty to hit an arm with a shield similar species) suffer double the usual er of large piercing, huge piercing, and is -4. shock from crushing damage (to a impaling damage to ¥1. Any major Hands or Feet (-4): As for an arm or maximum of -8), and get -5 to knock- wound (loss of over 1/2 HP from one leg, but damage over 1/3 HP in one down rolls. blow) cripples the limb – but damage blow inflicts a crippling major wound (excess damage is still lost). This gives you a chance to cripple the foe with little real damage. However, your foe Tight-Beam Burning Attacks might just switch hands (or hop) and A “tight-beam burning attack” is any ranged burning attack that isn’t finish you off! Note: The penalty to hit a jet, cone, area-effect, explosion, or follow-up attack. For instance, a a hand holding a shield is -8. laser is a tight-beam burning attack, while a torch or a flamethrower is Weapon (varies): The place to strike not. Such attacks can target the eyes and vitals for bonus damage, but if you need to take the foe unharmed, divide damage by 10 for the purposes of Making Things Burn (p. 433) if you have to disarm a friend, or if and Catching Fire (p. 434). you just want to show off. See Striking at Weapons (p. 400).

SPECIAL COMBAT SITUATIONS 399 Grappling and Hit Location Halve hit location penalties (round Targeting Chinks in Armor up) if you are grappling a body part – You may use a piercing, impaling, or tight-beam burning attack to tar- it’s easier to grab a body part than to get joints or weak points in a suit of armor, vehicle, etc. Roll at -8 to hit strike it. This does not apply to grab- a chink in the foe’s torso armor, or at -10 for any other location (face, bing a weapon! eyes, vitals, arm, etc.), instead of using the usual hit location penalty. If you hit, halve DR. This is cumulative with any armor divisors. Random Hit Location You never have to target a hit loca- tion – you can always just strike at “whatever target presents itself.” To do Large-Area Injury Hit Location so, attack with no modifier for hit Some attacks affect much or most for Non-Humanoids location. If you hit, and your foe fails of the victim’s body – for instance, to defend, roll 3d on the appropriate dragon’s breath, a bomb blast, a huge and Vehicles It is impossible to supply hit loca- hit location table to find out where the fire, or immersion in an acid pit. In tion rules for every type of animal or blow fell; see Hit Location Tables particular, any damage described as machine. Instead, we provide some (p. 552). The GM decides what table to being “area effect” or “cone,” and any guidelines: see Non-Humanoid Hit use for non-humanoids. external explosion, inflicts large-area Location Tables (pp. 552-554) and Use random hit location for a Wild injury. Vehicle Hit Location Table (pp. 554-555). Swing (p. 388), shooting blind A melee attack from an attacker (p. 389), suppression fire (p. 409), whose Size Modifier exceeds that of fragmentation damage (p. 414), and his target by seven or more is also a STRIKING any other situation where the GM large-area injury – if the attacker is feels targeting a location is unrealistic. striking unarmed or with a weapon AT EAPONS If a random attack comes from direct- W scaled to his body size. (If he wishes You might strike at a weapon ly above, treat “feet” as “hands” and to target a hit location, his tiny vic- because you want to take its user alive “legs” as “arms.” tim must be pinned or otherwise . . . or because the weapon is the only Injury Tolerance immobile.) thing you can reach, or is less well- Damage Resistance protects nor- armored than its wielder. and Hit Location mally against large-area injury – but if State whether you are striking to The Injury Tolerance advantage your DR varies by location, your disarm or to break the weapon, and (p. 60) can alter the effects of hit “effective DR” is the average of your then roll to hit. You are at -5 to hit a location. torso DR and the DR of the least pro- reach “C” melee weapon (e.g., a knife) Diffuse or Homogenous: Ignore all tected hit location exposed to the or a pistol; -4 to hit a melee weapon knockdown or wounding modifiers attack (which could still be your with reach 1 (broadsword, mace, etc.) for hit location. (Eyes and limbs can torso), rounding up. If your DR varies or a medium-sized firearm (e.g., a car- still be crippled.) All injuries use the against different attacks, “least pro- bine or sawed-off shotgun); and -3 to wounding modifiers from Injury to tected” refers to the location with the hit a melee weapon with reach 2+ Unliving, Homogenous, and Diffuse lowest DR against that particular type (spear, greatsword, polearm, etc.) or a Targets (p. 380). of attack. rifle. Attempts to disarm are generally No Brain: Hits to the skull get no A location protected by cover or at an extra -2, but see next page. extra knockdown or wounding modi- masked by the body does not count as fier. Hits to the eye can cripple the eye; “exposed to the attack.” Against an otherwise, treat them as face hits, not explosion or cone, only locations fac- skull hits. ing the blast or cone are exposed (e.g., No Eyes, No Head, or No Neck: You if you’re turned away, your face and lack the hit location(s) in question, eyes aren’t exposed). For damage and your foes cannot target it. caused by immersion in a hazardous No Vitals: Hits to the vitals or groin environment (e.g., fire or acid), only have the same effect as torso hits. the immersed locations are exposed. Unliving: Hit location has its usual Against a true area effect, all locations effect, save that piercing and impaling are exposed. damage to any location other than the Don’t modify large-area injury for eye, skull, or vitals uses the wounding hit location (that is, treat it as a torso modifiers from Injury to Unliving, hit) unless only one location is Homogenous, and Diffuse Targets. exposed. If a single limb (hand, arm, etc.) is exposed, damage in excess of that required to inflict a major wound is lost.

400 SPECIAL COMBAT SITUATIONS Striking at Weapons in Tactical If you roll a critical failure, you are the If you hit and your foe fails to Combat: A reach “C” weapon is in its one disarmed! defend, roll your normal damage wielder’s hex. A weapon with a one- against his weapon. See Damage to yard reach is in the user’s hex and in Breaking a Weapon Objects (p. 483) for effects. A weapon’s the hex directly in front of him. A 2- or You can instead target a weapon weight and composition will deter- 3-yard weapon is in the two or three with the intent to chop through, shat- mine its DR and HP. (For weapons hexes directly in front of the user. See ter, or otherwise wreck it. You may bought as advantages, see Gadget the diagram on p. 400. However, you make such an attack with any weapon Limitations, p. 116.) can always strike at a reach 2+ – even a firearm. weapon on your first turn after it was used to attack or feint against you. Defending Your Weapon Dodge: You can dodge normally to Subduing a Foe protect your weapon. At times, you want to subdue an enemy without killing him. Parry: You can only parry using Knockout gas, high-tech stunners, magic, and similar tricks are the best the weapon that was attacked – and ways to take prisoners – most weapons are entirely too final! But if you only if it’s ready. If you have a need to defeat someone without harming him, and you have only ordi- broadsword in one hand and a knife nary weapons, you still have several options: in the other, and your foe targeted the knife, you can’t parry with the sword. Disarm him. You can do this by striking at his weapon to knock A parry represents turning your it out of his hand or break it. Of course, he might not surrender, even weapon so that the foe’s blow misses then . . . or slides off harmlessly. Pull your punches. You do not have to strike at full strength. You can Blocking: You cannot block an choose to use any ST value less than your own when you strike with attack on your weapon. bare hands or a melee weapon, thrown weapon, bow, or sling (but not with a crossbow or a firearm). For example, if your normal ST is 10, You may combine a dodge or a you could strike at only ST 9 in order to deliver a lighter wound . . . or parry with a retreat to get the usual tap at ST 1 to touch your foe without doing any harm. bonus. The Defense Bonus of a shield Turn your blade. You can strike with the flat side of any swing/cut- provides no benefit whatsoever. ting weapon (sword, axe, etc.); this turns its usual cutting damage into crushing damage. You can also poke with the blunt end of a Knocking a thrust/impaling weapon (spear, halberd, etc.); this reduces damage by 1 Weapon Away point and makes damage crushing. Reversing a reach 2+ impaling A strike to disarm is an attempt to weapon to attack with its blunt end requires a Ready maneuver. knock or twist the weapon out of your Pin him. If you can grapple your foe, you can “pin” him (see foe’s grasp without damaging it. Only Unarmed Combat, p. 370) and then tie him up. This takes about a a weapon that can parry can attempt minute with ropes, two seconds with ready handcuffs. For another to disarm, which limits disarming to option, see Arm Lock (p. 403). unarmed attacks, melee weapons, and Suffocate him. For details, see Choke or Strangle (p. 370), Choke Hold certain thrown weapons. You have an (p. 404), and Suffocation (p. 436). extra -2 to hit unless you use a fencing weapon (main-gauche, rapier, saber, Strangulation and Smothering or smallsword). It is possible to render someone unconscious – or even kill him – If you hit and your foe fails to through suffocation without inflicting significant HP damage. See defend, roll a Quick Contest of Suffocation (p. 436) for details. weapon skills with your foe; if you’re If you do not wish to choke your victim (see Actions After a Grapple, attempting to knock away a missile p. 370), you must somehow prevent him from breathing, or restrict the weapon, your opponent rolls against flow of blood (and thus oxygen) to his brain, without crushing his DX. Either of you may opt to make a throat. If he is restrained, unconscious, or otherwise unresisting, you ST-based skill roll instead of the stan- have many options: hold his nose and mouth shut by hand, cover his dard DX-based one, if that would be face with a pillow or similar object, or constrict either of his carotid better. You get +2 if you use Jitte/Sai or arteries (on his neck). Whip skill (having it is not enough!). If you are conscious and being smothered, you can choose not to Your foe gets +2 if he is using a two- resist and feign unconsciousness. In most cases, you can only fool your handed weapon. attacker if he has been smothering or strangling you for at least 10 sec- If you win, you disarm your foe; his onds. You must make a Will roll to lie passively in the grip of an weapon flies one yard in a random assailant who is suffocating you! Winning a Quick Contest of Acting vs. direction. If your foe wins or ties, he your attacker’s IQ may fool a hasty or squeamish foe into believing keeps his weapon, but it will be you’re unconscious. unready unless he won by 3 or more.

SPECIAL COMBAT SITUATIONS 401 SPECIAL MELEE COMBAT RULES These rules add additional options You can drop from any height One foot of vertical difference, or – and complexity – to melee before attacking (a special kind of less: Ignore it. attacks and defenses. “step”). You have an extra -2 to hit. Up to two feet of vertical difference: Regardless of the results of your Ignore it unless you are using hit loca- attack, you take falling damage if you tions. In that case, the higher fighter dropped from more than two yards – has -2 to hit the feet or legs, and +1 to see Falling (p. 431). You may attempt hit the head (skull, face, or eyes) or an Acrobatics roll to reduce this. neck. The lower fighter has +2 to hit Natural ambushers-from-above (e.g., the feet or legs, and -2 to hit the head. jaguars) have Catfall (p. 41). These modifiers are in addition to nor- You can opt to drop onto your vic- mal hit location penalties. tim instead – animals often attack this Up to three feet of vertical difference: way! Resolve damage to yourself and As above, but the lower fighter is at -1 your target sep- to any active defense, while the upper arately from fighter is at +1 to his active defenses. your attack. Up to four feet of vertical difference: Note that a As above, but the lower fighter is at -2 victim is a to defend, while the upper fighter is at soft thing to +2. The upper fighter cannot strike at land on, unless the lower fighter’s feet or legs. he has DR 3+.

Size Modifier and Reach If your SM is greater than 0, you SM Reach have a longer reach with your arms. +1 +0* Increase the upper end of the reach of +2 +1 any melee weapon according to the +3 +2 table at right. +4 +3 ATTACK You also get +1 to hit when you grap- +5 +5 ple per +1 SM advantage you have over +6 +7 FROM ABOVE your target. +7 +10 Ambush from above is a good sur- Example: A giant with SM +3 gets +2 +8 +15 prise tactic. Roll a Quick Contest to to the upper end of reach – a weapon +9 +20 see if it works: your Stealth vs. the vic- with reach 2-3 has reach 2-5 in his +10 +30 tim’s Vision. A victim walking along a hands! If he grapples a human (SM 0), * A reach “C” weapon trail, alley, etc. is at -2 to notice some- he gets +3 to hit. He gets no bonus to increases to reach 1, but one lurking above, unless he specifi- grapple another giant. there are no other effects. cally states he is looking in the trees, high windows, etc.; then he gets +2 (but -2 to notice things on his own level!). Peripheral Vision is of no spe- cial value in this situation. Up to five feet of vertical difference: If you win the Quick Contest, your OMBAT AT The lower fighter cannot strike at the victim fails to spot you. He gets no C upper fighter’s head, and the upper active defense against your attack! At DIFFERENT fighter cannot strike at the lower fight- the GM’s option, a particularly unwary er’s feet or legs. The lower fighter is at individual might “freeze up”; see LEVELS -3 to defend, while the upper fighter is Surprise Attacks and Initiative (p. 393). Suppose you want to jump onto a at +3. Even if you lose – or your target is table and strike down at a foe? Or Up to six feet of vertical difference: warned – your victim’s active defenses fight your way up a staircase? If you The upper fighter may only strike at are at -2 against your attack. However, and your foe are at different levels, the the lower fighter’s head. The lower an alerted foe can take a Wait maneu- vertical distance affects combat. This fighter may only strike at the upper ver and make a “stop thrust” when you rule is for melee combat. For ranged fighter’s feet or legs. Neither gets any drop (see Wait, p. 366). weapons, see Firing Upward and special bonus or penalty to attack. The Downward (p. 407). lower fighter is at -3 to defend, while the upper fighter is at +3.

402 SPECIAL COMBAT SITUATIONS Over six feet of vertical difference: twisting his arm. It uses Judo or damage equal to your margin of victo- Combat is impossible unless the fight- Wrestling skill. To perform an arm ry. The target’s natural DR (unless it ers adopt some strange position; e.g., lock, you must have two hands free has the Tough Skin limitation) and the the upper fighter lies down and reach- and make a successful barehanded DR of his rigid armor protect normal- es over the edge. In that particular parry with Judo or Wrestling against ly. Flexible armor has no effect! case, he would effectively bring him- your opponent’s melee attack. If you cripple your victim’s arm, he self three feet closer, and his foe could On your first turn following the drops anything in that hand. You can strike at his head and arm. The GM parry, you may attempt to capture inflict no further damage on a crip- may offer appropriate bonuses and your attacker’s arm if he is still within pled limb, but you can continue to roll penalties for any odd tactics that the one yard. This is an attack: step into the Contest each turn. If you win, your players employ. close combat and roll against Judo or target suffers shock and stunning just Wrestling to hit. Your foe may use any as if you had inflicted damage. Effects of Reach active defense – he can parry your The rolls to inflict damage are If your weapon or Size Modifier hand with a weapon! If his defense completely passive and do not count gives you more than one yard of reach, fails, you trap his arm in a lock. as attacks! You can simultaneously each yard past the first brings the foe Your foe may attempt to break free make close combat attacks on your three feet closer to you. This does not (see Actions After Being Grappled, opponent, who defends at -4 in addi- bring you any closer to your foe! For p. 371) on his next turn, but you are at tion to any other penalties due to the example, a greatsword (two-yard +4 in the Quick Contest. If he loses, he damage caused by the lock itself. reach) would let you fight as if your has a cumulative -1 on future attempts You can also use this ability offen- foe were three feet closer. If you were to break free. sively. Instead of waiting to parry an standing six feet below him, you On your next turn – and on each attack, grapple your foe normally with would fight as though he were only turn thereafter, until your foe breaks Judo or Wrestling skill. If he fails to three feet higher. He would not enjoy a free – you may try to damage the break free on his next turn, you may similar benefit unless he, too, had long trapped arm. Roll a Quick Contest: the attempt an arm lock on your next reach. highest of your Judo, Wrestling, or ST turn, just as if you had parried his vs. the higher of your victim’s ST or attack. Typical Distances HT. If you win, you inflict crushing Set distances by common sense and mutual agreement (beforehand, if possible). Some examples: Ordinary stairs rise eight inches per step (for simplicity, you may want to call them one foot). The seat of a chair is less than two feet tall. An ordinary dining table is less than three feet tall. The counter in a shop is about four feet tall. The hood of a car, or the bed of a wagon, is about three feet tall. The roof of a car, or the seat of a wagon, is over four feet tall. SPECIAL UNARMED COMBAT TECHNIQUES Here are some additional options for unarmed fighters who are not con- tent merely to punch, kick, and grap- ple. Most require Brawling, Judo, Karate, or Wrestling skill. You can improve your ability with some of these techniques – see Sample Combat Techniques (p. 230). Arm Lock An arm lock is an attempt to restrain or cripple an opponent by

SPECIAL COMBAT SITUATIONS 403 Choke Hold point: a toe, a few stiffened fingers, – or by only 1, if he’s lying prone and This Judo and Wrestling technique etc. It is an option for any punch or you’re not. involves locking one forearm around kick with Karate. Roll against Karate Trampling is a melee attack: roll vs. the target’s neck and applying pres- to hit, but at -2 over and above any the higher of DX or Brawling to hit. sure to the windpipe. The more the other penalties. You get -1 to damage, The victim’s only legal defense is a victim struggles, the tighter the choke but your blow is piercing instead of dodge. If you hit, you inflict becomes. This can quickly subdue an crushing. This lets you target the vitals thrust/crushing damage based on your opponent. or eyes! There is a down side: the ST; if you have Hooves, add +1 per die To apply a choke hold, you must Hurting Yourself rule (p. 379) applies if of damage. grapple your victim from behind using your target has DR 1+ (as opposed to If you knock down a foe in a colli- both hands. Treat this as a normal DR 3+). sion or slam and keep on moving, you grapple (see Grappling, p. 370), but automatically overrun and trample roll against your Judo at -2 or Neck Snap or your opponent. Do not make any Wrestling at -3 to hit. A victim who is Wrench Limb attack or defense rolls – roll damage aware of you may attempt any legal This brute-force technique consists immediately, based on half your ST, defense, but suffers the usual penalties of grabbing and suddenly twisting the rounded down. for an attack from behind. victim’s head to break the neck, or a In all cases, if your SM exceeds On your foe’s next turn and on sub- limb to dislocate or break it. your victim’s by 3 or more, don’t worry sequent turns, he may attempt to You must first grapple your oppo- about hit location – your attack counts break free. You are at +5 in the Quick nent by the neck or desired limb using as a large-area injury (see Large-Area Contest. But note that you control Injury, p. 400). your victim’s neck and head – not his arms and legs. He can attack you with a Wild Swing (p. 388), Back Kick (p. 230), etc., at the usual -4 for being Improvised Weapons grappled. You sometimes want to hit a foe with something other than a “real” On your next turn – and on each weapon. If so, the GM should treat the object as the weapon it resem- turn thereafter, until your foe breaks bles most closely: a stick would be a baton, light club, or quarterstaff; a free – your victim loses 1 FP, per heavy tool would be equivalent to a mace or a maul; a length of chain Suffocation (p. 436). If you wish, you would serve as a clumsy morningstar; and so on. may choke him for crushing damage If an improvised weapon is especially clumsy, add a penalty of -1 to at the same time (see Actions After a -3 to hit or parry with it, or increase the minimum ST required. If it is Grapple, p. 370), and get +3 to ST for shorter or lighter than a “real” weapon of the same type (or not very this purpose. sharp, for a blade), reduce damage. Elbow Strike You can attack an enemy behind you in close combat by jabbing back- ward with your elbow. Roll against both hands; see Grappling (p. 370). Brawling-2 or Karate-2 to hit. There is Your victim may attempt to break free SPECIAL MELEE no modifier for not facing the enemy, on his turn. If he fails, then on your but apply an extra -1 to hit if you tar- next turn, roll a Quick Contest: your WEAPON RULES get a specific hit location. On a hit, roll ST-4 vs. the higher of your victim’s ST Some melee weapons are more your usual punching damage. Treat an or HT. If you win, you inflict complicated than others! Below are elbow strike at a foe in front of you as swing/crushing damage on the neck or some special cases. a normal punch. limb. Damage to the neck has the usual ¥1.5 wounding modifier for hit Cloaks Knee Strike location. The target’s natural DR You can snap a cloak in your oppo- This is a vicious, snapping blow (unless it has the Tough Skin limita- nent’s face or use it to block his vision; with the knee. Unlike a kick, it only tion) and the DR of his rigid armor treat either as a Feint (see Feint, has reach C. Roll against Brawling-1 protect normally. Flexible armor has p. 365). You can also use a cloak to or Karate-1 to hit. If you have grap- no effect! grapple. Roll against Cloak skill to hit; pled your target, he defends at -2 . . . You may make repeated attempts reach is C, 1. Otherwise, treat this just and if you grappled from the front, on successive turns, but your oppo- like an unarmed grapple (see you may attack his groin at no penal- nent may attack you or attempt to Grappling, p. 370). ty! On a hit, roll your usual kicking break free, subject to the usual limita- damage. tions of being grappled. Fencing Weapons The “ready” position of a fighter Lethal Strike Trampling using Main-Gauche, Rapier, Saber, or This is a blow that focuses all of You can trample a victim if your Smallsword skill keeps his weapon your strength onto a single narrow Size Modifier exceeds his by 2 or more pointed toward his foe at all times. As

404 SPECIAL COMBAT SITUATIONS well, the “fencing weapons” used with these skills are light and maneuver- able. These factors make it easy for a fencer to recover from a parry or fall Dirty Tricks back in the face of an attack. Creative players will constantly invent new combat tricks – for With a fencing weapon, you get +3 instance, throwing sand in the enemy’s face to blind him. This presents to Parry instead of the usual +1 when a problem for the GM. On the one hand, creativity should be encour- you retreat (see Retreat, p. 377). You aged; it makes the game more interesting. On the other hand, tricks also suffer only half the usual penalty only work when they’re new and original. If sand in the face worked for multiple parries (see Parrying, every time, barbarian warriors would leave their swords at home and p. 376). However, your Parry has a carry bags of sand instead! penalty equal to your encumbrance The best solution is to let “tricks” work once – maybe twice – and level, and you cannot parry flails at all. then assume that word has gotten around. If you, as the GM, think that the players’ clever idea is a good one, you should give it a fair chance to Flails work. But remember that elaborate tricks can fail elaborately . . . and A weapon with a length of chain word gets around. The first Trojan horse was a great success. It hasn’t between the handle and the head is a worked since then. “flail.” Because of the chain, a flail can wrap around a foe’s weapon or shield IQ and Dirty Tricks when he tries to defend against it. Any Often, the GM will find it appropriate to require an IQ roll when a attempt to parry a flail is at -4; fencing fighter attempts a clever trick. Depending on the circumstance, the GM weapons, with their light blades, can- may: not parry flails at all! Even a shield is less useful against a flail: all blocks are • Make the trickster roll vs. his IQ to pull off the trick properly. at -2. • Make the victim roll vs. his IQ to see through the trick. • Require a Quick Contest of IQ to see who outsmarts whom. Garrotes There’s no hard-and-fast rule! Just remember: nobody who takes an A “garrote” is a cord or wire used IQ 8 fighter should be allowed to play him as a genius! for strangling. You can only use it on an unaware or helpless victim, and Liquids in the Face you must attack from behind (this This is one of the most common “dirty tricks.” Treat liquid tossed in often requires Stealth rolls!). the face as a thrown weapon with Acc 1 and Max 3. Remember the -5 Once you are in position, roll to target the face! against Garrote skill to hit. You must On a critical hit, the liquid gets in the victim’s eyes, blinding him for target the neck, at the usual -5 to hit. 1d seconds (the GM rolls secretly). On any other hit, the target may In most cases, your target is unaware, defend normally – but note that it is impossible to parry a liquid. If he so you can safely make an All-Out fails to defend, he must make a Will roll to avoid flinching. On a failure, Attack (Determined) for +4 to hit. he flinches: -2 to further defenses that turn, and -2 to any DX or Sense The victim may attempt to parry roll on his next turn. On a success, the attack has no effect . . . unless with his hand or a ready close-combat the victim has Bad Temper! weapon, but he does so at -3. Unless This assumes a relatively harmless substance, like beer. Acid, poison, he has Combat Reflexes, he is most etc. have their usual effects. likely mentally stunned, for an addi- tional -4 to his defense roll. On a suc- cess, he manages to put his hand or weapon between his throat and the An improvised garrote (almost any in your foe (a free action), or attempt garrote. The hand takes no damage piece of rope) gives -2 to skill. A wire a ST roll to free it (a Ready maneuver). unless you are using a wire garrote. garrote must be equipped with han- On a successful ST roll, your On the turn of the attack and every dles, or you will take thrust/cutting weapon comes free. If it is one that subsequent turn, you may choke the damage to each hand! must be readied after an attack (any victim (see Actions After a Grapple, weapon with “‡” next to its ST statis- p. 370), and get +3 to ST in the ensu- Picks tic), you can ready it next turn. On a ing Quick Contest. Treat the damage Melee weapons that inflict failure, it is stuck. You can’t use it or as crushing (¥1.5 to the neck) for a swing/impaling damage – picks, ready it – and if you wish to move, rope garrote, cutting (¥2 to the neck) warhammers, etc. – do a lot of dam- you’ll have to let go. On later turns, for a wire one. In addition, your victim age, but may get stuck in your foe! At you have two choices: let go of your starts to suffocate (see Suffocation, the start of the turn following any weapon or try another ST roll. Should p. 436). To break free, the victim must attack that penetrates the foe’s DR and you ever get a critical failure on the ST win a Quick Contest of ST-5, Judo-3, inflicts damage, you must either relin- roll, the weapon is permanently stuck or Wrestling-3 against your Garrote quish your weapon and leave it stuck (but you can retrieve it from a fallen skill. foe after the battle).

SPECIAL COMBAT SITUATIONS 405 When the weapon comes free, it Quick Contest; see Knocking a Weapon and -4 to parry. If someone parries does half as much damage as it did Away (p. 401). your kusari with a weapon, make a going in. For example, if the original You may try to entangle your oppo- skill roll immediately. On a success, wound was 4 points, it does another 2 nent instead of his weapon. This your kusari entangles his weapon. A points. Failed ST rolls cause no extra attack is at an extra -4 to hit, and failure has no special effect; a critical damage. inflicts no damage, but follows the failure means you drop the kusari! If your foe tries to move away Lariat rules (p. 411) if successful. Your opponent may disentangle his while your weapon is stuck in him, Whips are poor defensive weapons, weapon on his turn. This requires a roll a Quick Contest of ST. If he wins, and get -2 to Parry. Whips are also free hand and a DX roll. If he does not, he pulls the weapon from your grasp! unbalanced, and cannot attack and you may make a disarm attempt on If you win, your foe can’t move. On a parry on the same turn – and long your next turn without rolling to hit tie, the weapon comes free and does whips actually become unready after first: state that you are attempting to damage as above. an attack or a parry. It takes one turn disarm and immediately roll the to ready a two-yard whip, two turns to Quick Contest. This still counts as an Shields ready a whip three yards or longer. attack. You cannot use a kusari if A shield is an excellent defense Additional rules apply, depending there is no headroom, or in an area against low-tech weapons, but you can on the type of whip: full of obstacles (nearby people count also use it offensively: as obstacles). On a critical miss, a roll Whip: You can “crack” an ordinary of 3, 4, 17, or 18 indicates that you Shield Bash: A shield “bash” is an bullwhip – this is the sound of the tip have hit yourself in the face! ordinary melee weapon attack. A breaking the sound barrier! This Monowire Whip: An ultra-tech shield can only hit foes in your front requires an attack at -4 to skill, but whip made of superfine wire. A con- or shield-side hexes. See the Melee inflicts +2 damage. Any whip blow is trol allows you to vary length from 1 to Weapon Table (p. 271) for statistics. painful: anyone who suffers a whip 7 yards, changing both reach and Shield Rush: A shield “rush” is an wound to his arm or hand must roll ready time. Adjusting the length attempt to knock your foe down by against Will, modified by the shock requires a Ready maneuver. When running into him shield-first. See penalty for the injury. On a failure, he used to snare an opponent or a Slam (p. 368) for details. You cannot drops anything in that hand. weapon, the whip cuts into its target, do this with a buckler. Kusari: This is a weighted chain. inflicting thrust+1d(10) cutting dam- You can adjust reach from 1 to 4 yards age every turn it is pulled taut until the Whips with a Ready maneuver. Treat it as a victim escapes. A “drop weapon” criti- Whips are effective disarming whip when disarming, entangling cal miss indicates that you have hit weapons. When you strike to disarm opponents, or readying. Treat it as a yourself or a friend. with a whip, you get +2 in the ensuing flail vs. enemy defenses: -2 to block

406 SPECIAL COMBAT SITUATIONS SPECIAL RANGED COMBAT RULES The following rules add extra detail diagnose the problem. Once the prob- in ranged combat situations. lem is known, make an Armoury skill FIRING UPWARD roll to correct it. Each repair attempt takes one hour, and any critical failure AND DOWNWARD MALFUNCTIONS destroys the weapon. Firing downward increases the dis- This optional rule applies only to tance you can throw or fire a projec- firearms, grenades, and incendiaries. Grenades: This represents a fusing tile; firing upward decreases it. This A “malfunction” is a mechanical fail- problem: the weapon detonates 1d effect is unlikely to matter at short dis- ure of the weapon; e.g., a misfire or a seconds late. tances, but can be important at long jam. Unlike a critical failure, a mal- Misfire range. Ignore it entirely for beam function does not normally endanger The weapon fails to fire. A suc- weapons like lasers! the user. cessful Armory+2 or IQ-based Firing Downward: For every two For the purpose of this rule, weapon skill roll (takes a Ready yards of elevation you have over your firearms, grenades, and incendiaries maneuver) can identify the problem. target, subtract one yard from the have a “malfunction number,” or If the weapon is a revolver, the next effective distance, to a minimum of “Malf.,” a function of TL. shot will fire normally. Otherwise, half the real ground distance. TL Malf. each attempt to fix the problem (Example: You are 40 yards away from requires three Ready maneuvers, two 312 your target, and 10 yards higher. hands free, and a successful 414 Subtract 5 yards from effective range. Armoury+2 or IQ-based weapon skill 516 You fire as though you were only 35 roll. Critical failure causes a mechan- 6 or higher 17 yards away.) ical or electrical problem. Firing Upward: For every yard of A fine or very fine firearm gets +1 Grenades: The grenade is a dud, elevation your target has over you, add to Malf.; a cheap weapon gets -1. and will never explode. one yard to the effective distance. Specific types of weapons might have (Example: You are 40 yards away from a higher or lower Malf., as indicated Stoppage your target, and 10 yards lower. Add in their descriptions. The GM is free The weapon fires one shot, then 10 yards to effective range. You fire as to lower a weapon’s Malf. for mis- jams or otherwise stops working. though you were 50 yards away.) treatment, lack of maintenance, or (Treat the fired shot as a normal damage. attack.) Each attempt to clear the Regardless of the attacker’s skill, a stoppage requires three Ready maneu- COVER weapon will malfunction instead of vers, two hands free, and a successful To take cover behind an obstacle, firing on any unmodified attack roll Armoury roll, or IQ-based weapon simply move so that it is between you equal to or greater than its Malf. The skill roll at -4. A success fixes the and your attacker. You might also exact effects depend on the weapon. weapon. Failure means it isn’t fixed have to kneel or lie prone, depending yet, but you can try again. Critical fail- on the obstacle’s height. Cover pro- Firearm Malfunction ure causes a mechanical or electrical tects one or more hit locations, mak- Table problem. ing you harder to hit with ranged When a weapon malfunctions, roll Beam weapons: Treat as a mechan- weapons. 3d on the following table: ical or electrical problem. You must normally expose your skull, eyes, face, and neck to see a tar- 3-4 – Mechanical or electrical Grenades and other single-use get. You must expose your weapon problem. weapons: The weapon is a dud; it will arm and hand to fire a one-handed 5-8 – Misfire. never fire or explode. weapon. You must normally expose 9-11 – Stoppage. Explosion both arms and hands to fire a two- 12-14 – Misfire. Any TL3 firearm or TL4 grenade, handed weapon, plus half of your 15-18 – Mechanical or electrical prob- breechloader, or repeating firearm torso and vitals, unless you are firing lem, and possible explosion. may blow up in the gunner’s face, through a narrow slit. Your groin, legs, inflicting 1d+2 cr ex [2d]. If the Mechanical or Electrical and feet can remain hidden if the weapon uses an explosive warhead, cover is sufficient to protect them. You Problem use the warhead’s damage instead. might have to expose more of your The weapon fails to fire. A success- TL5+ weapons do not explode – treat body if the cover is partial, or if you ful Armoury or IQ-based weapon skill as a mechanical or electrical problem. are unable to kneel, sit, or lie prone roll (takes a Ready maneuver) can behind low cover.

SPECIAL COMBAT SITUATIONS 407 protecting just as the gunman fires. The armor-piercing rifle bullet – a 7d(2) pi- attack – hits him in the chest! The bullet’s basic damage is 20 points. Gray’s DR 8 ballistic vest stops only 4 points due to the armor divisor of (2). Gray takes 16 points of penetrating damage. Halved for small piercing, this inflicts an 8 HP wound. What about the VIP? Gray’s vest gives DR 16, since both sides count, and Gray has 12 HP. The total cover DR is 28, halved for the armor divisor of (2) to give DR 14. Since the bullet’s basic damage was 20, it overpenetrated. The VIP wasn’t wearing armor, so he takes 6 points of damage, halved for small piercing, and suffers a 3 HP injury. He’s wounded, but not badly – Special If your foe is partially behind cover, Agent Gray saved his life. you have three options: OVERPENETRATION When you inflict piercing, impal- • Target a location that is not ing, or tight-beam burning damage SPECIAL RULES behind cover. Your attack takes the with a ranged attack, there is a usual hit location penalty. If the loca- chance that damage might pass FOR RAPID FIRE tion is only half exposed, you have an through your target and harm some- The following additional rules are extra -2 to hit. thing on the far side; e.g., an innocent for use in conjunction with Rapid Fire • Roll randomly for hit location. bystander. Similarly, a powerful (p. 373). They only apply when mak- Your attack takes no hit location attack might go right through cover ing a ranged attack at RoF 2+. penalty, but shots that hit a covered (see Cover, above) or a shield (see location strike the cover instead. For Damage to Shields, p. 484) – or even Automatic Weapons shots that hit a location that is only penetrate a building or vehicle, dam- half exposed, roll 1d: on a roll of 4-6, and Full-Auto Only aging it and its occupants. Automatic weapons – firearms the shot strikes cover, not the target. The GM decides who is likely to be with RoF 4+ – use the Rapid Fire rules. • Ignore the cover and try to shoot hit due to overpenetration. A hit is Most can fire both controlled bursts right through it! This is only likely to automatic if the second target is and “full auto” (that is, for as long as be effective if you have a powerful immediately behind the first; e.g., the trigger is held down). weapon or your target is behind light someone taking cover or blocking Some automatic weapons (e.g., cover. You have an extra -2 to hit. with a shield. Otherwise, see Hitting machine guns) can only fire full auto; (Exception: If your foe is completely the Wrong Target (p. 389) and they lack a semi-automatic or limit- concealed by cover, you suffer the Occupant Hit Table (p. 555) to deter- ed-burst setting (“selective fire”). A usual penalty for shooting blind, typi- mine who is hit. weapon that is “full-auto only” has a cally -10.) The cover adds its “cover An attack only overpenetrates if its “!” after its RoF statistic. The only DR” against the attack. For structures, basic damage exceeds the target’s way to fire a short burst with such a this is typically the barrier’s DR + “cover DR.” To find this value, add weapon is to hold down the trigger (HP/4); see the Structural Damage together the target or cover’s DR – on for a fraction of a second. Minimum Table (p. 558) and Cover DR Table both sides, for a person in armor – and RoF is one-quarter full RoF (round (p. 559) for more information. For the HP (for flesh), 1/2 HP (for a machine, up) or shots remaining, whichever is cover DR of living things, see Over- vehicle, or other Unliving target), or less. penetration, below. 1/4 HP (for a Homogenous object). Cover is normally only effective Use the object’s DR alone if it’s a thin Rapid Fire vs. Close against ranged weapons, but certain slab, like a wall or a door. Finally, Stationary Targets obstacles might interfere with melee apply any armor divisor. Rapid fire generally results in only attacks as well. You can fight across a If the attack does enough damage a fraction of the shots fired hitting the low obstacle if your attacks have suffi- to penetrate cover DR, determine if target. This is realistic . . . except when cient reach to strike past it. Thus, two anyone on the other side is hit. If so, the target is up close and unable to fencers could duel across an interven- they get the cover DR plus their own move. This situation arises when ing table, but could not strike each DR against the damage. shooting your way through a wall, other’s legs or feet. Example: Special Agent Ira Gray door, or parked car with a shotgun or spots an assassin with a rifle, and assault rifle – or when performing an throws himself in front of the VIP he’s execution.

408 SPECIAL COMBAT SITUATIONS If your target is totally immobile Spraying Fire first two terrorists are standing 2 (for instance, an inanimate object, or A weapon fired at RoF 5+ can yards apart; the third is 4 yards from someone who is completely restrained attack multiple targets. All the targets either. Kelly fires 5 shots at the first, or unconscious) and has a Size must be in the same general direction wastes 1 shot traversing to the second, Modifier high enough to completely (within a 30° angle), and you must fires 4 shots at him, wastes 3 shots tra- counteract the range penalty, a suc- engage them in succession – from versing to the third, and fires his last 2 cessful attack roll means that half the right to left or from left to right, your shots. He resolves this as three sepa- shots fired (round up) hit. If the attack choice. rate rapid-fire attacks: one at RoF 5 succeeds by the weapon’s Recoil or Announce how many shots you with the PDW’s normal Recoil of 2, more, all of the shots hit. will fire at each target before you roll one at RoF 4 and Recoil 3, and one at RoF 2 and Recoil 4. Example: When shooting at a door to hit. You may split up your RoF with SM +2, this rule would apply at however you wish. If the targets are Suppression Fire any range up to 5 yards (range modifi- more than one yard apart, traversing between them wastes some shots. For If you have a weapon with RoF 5+, er -2). If the target were a man (SM 0), you can lay down “suppression fire.” this would only apply at a range of up RoF 16 or less, you lose one shot for each yard between targets. For RoF This involves holding down the trigger to 2 yards (range modifier 0) – and and “hosing down” an area with fire. only if he were tied up or unconscious. 16+, you lose two shots per yard. These “wasted” shots may hit unin- This will affect anyone who enters the tended targets (see Hitting the Wrong area before the start of your next turn. Shotguns and There needn’t be a target in the area Multiple Projectiles Target, p. 389). separate when you start! A weapon with a RoF followed by a Make a attack roll against each target. Your effective RoF for To use suppression fire, select a tar- multiplier (e.g., RoF 3¥9) fires shots get zone two yards across at some that release multiple, smaller projec- each attack is just the number of shots you fired at that target. Since a point within your weapon’s range, tiles. The most common example is a take the All-Out Attack (Suppression shotgun. The first number is the num- weapon is harder to control when you swing it to engage multiple targets, Fire) maneuver, and start shooting. ber of shots the weapon can actually This maneuver takes an entire second; fire; this is how much ammunition is add +1 to effective Recoil for your attack on the second target, +2 to you can do nothing else that turn. used up. When resolving the attack, Specify how many shots you are however, multiply shots fired by the Recoil when you engage the third tar- get, and so on. firing, up to your weapon’s full RoF. If second number to get the effective RoF. your weapon has RoF 10+, you can Example: Sgt. Kelly, Special Air suppress multiple two-yard zones, as Example: Father O’Leary’s shotgun Service, kicks open the door and sees long as they are adjacent and you fire has RoF 3¥9. He chooses to fire three three armed terrorists. With no at least five shots into each zone. Your times at a demon flapping toward hostages in sight, Kelly opens fire! His effective RoF in each zone is the num- him. For the purpose of the Rapid Fire weapon is a 4.6mm PDW (see p. 278). ber of shots you fired into that zone, rules, he his three shots are an attack He sprays fire at all three terrorists, not your total shots. at RoF 3 ¥ 9 = 27, because each shell using his weapon’s full RoF of 15. The releases multiple buckshot pellets. At extremely close range, multiple projectiles don’t have time to spread. This increases lethality! At ranges less than 10% of 1/2D, don’t apply the RoF multiplier to RoF. Instead, multiply both basic damage dice and the target’s DR by half that value (round down). Example: Father O’Leary’s shotgun has 1/2D 50, so once that demon flies to within 5 yards, it is close enough that the pellets won’t disperse much. If O’Leary fires three times, his RoF is 3, not 27. But since the attack is a ¥9 multiple-projectile round, a ¥4 multi- plier applies to both basic damage and the demon’s DR. The shotgun’s basic damage is 1d+1, so O’Leary rolls 4d+4 for each hit (up to three, depending on how well he rolls). However, the demon’s DR 3 becomes DR 12 against the damage.

SPECIAL COMBAT SITUATIONS 409 Once you start suppression fire, you must attack anyone – friend or foe – who enters the zone or a swath that extends one yard to either side of a line drawn from you to the center of Suppression fire involves holding down the the zone. With the exception of penal- trigger and “hosing down” an area with fire. This ties for target visibility, all normal will affect anyone who enters the area before the attack modifiers apply – including the rapid-fire bonus for your effective RoF start of your next turn. There needn’t be a target and any bonus for aiming prior to sup- in the area when you start! pressing. Your final effective skill can- not exceed 6 + your rapid-fire bonus for most weapons, or 8 + your rapid- fire bonus for vehicle- or tripod- mounted ones. bolas cuts off the target’s breathing If you hit, use Random Hit Flaming Arrows (see Suffocation, p. 436) until he A flaming arrow is made by wrap- Location (p. 400) – you cannot target a escapes. ping oil- or fat-soaked cloth, grass, etc. particular hit location with suppres- around the shaft just behind the sion fire. This may result in some Crossbows arrowhead; it takes 10 seconds to pre- shots hitting cover (see Cover, p. 407). When you buy a crossbow, you pare, and must be used within three If all your shots somehow manage to must specify its ST. It takes two sec- seconds of preparation. It is clumsy in strike targets, you can score no further onds to cock any crossbow of your ST flight, giving -2 to hit. If it hits, treat it hits that turn. or less. as an arrow that does one point of A stronger bow does more dam- burning damage as a linked effect (see SPECIAL RANGED age but takes longer to cock. A cross- Linked Effects, p. 381). The chance of bow with ST 1 or 2 greater than your the flame spreading depends on what WEAPONS own takes six seconds to cock. A the arrow strikes. crossbow with ST 3 or 4 greater than Certain ranged weapons are “spe- yours requires a “goat’s foot” device cial cases,” and require additional Hand Grenades to cock (takes 20 seconds). You can- notes. It takes a Ready maneuver to grab not cock a stronger crossbow, except a hand grenade from your belt, web Bolas using slow mechanical devices. You gear, etc. To use it, you must arm it can still fire it! The bolas is a thrown entangling (“pull the pin”); this requires a second Remember that in addition to weapon. The target can dodge or Ready maneuver. After that, you can cocking time, it takes one turn to block, but if he tries to parry, the throw it normally. ready a bolt – unless you have Fast- bolas hits his parrying arm, with Most grenades have a fixed delay Draw (Arrow) – and one turn to load effects as described below. (typically under 5 seconds), but some the bolt into the crossbow. (Exception: A successful parry with a detonate on impact. If the grenade has cutting weapon cuts the cords, ruin- ing the bolas!) You may aim a bolas at any body part. If it hits, it does its damage and wraps around its target. To escape, the victim requires a free hand, and must make three successful DX rolls. Each attempt counts as a Ready maneuver, during which time the victim may take no other actions. Animals roll to escape at -3 for paws or at -6 for hooves. If you hit a weapon, or an arm or hand that is holding something, roll a Quick Contest: your Bolas skill vs. the target’s ST. If you win, the target drops what he’s carrying (this does not affect a shield strapped to the arm). If you hit a leg or foot, you entangle two legs; a running target must make a DX roll or fall, taking 1d-2 damage. If you hit the neck, the

410 SPECIAL COMBAT SITUATIONS a delay, you can take one or two sec- To escape from a taut lariat, cut the distilled from crude oil, roughly simi- onds to Aim (and hope no one shoots rope (DR 1, 2 HP). To escape from a lar to gasoline – mixed with fat or tar you!) before you throw it. Otherwise, limp lariat (including one pulled from and saltpeter to make it sticky and it is just barely possible for the enemy the attacker’s grasp), use the rules burn hotter. It should be very expen- to pick up a grenade that lands next to given under Bolas (p. 410). sive! Treat earthenware flasks filled him and throw it back! It takes him A lariat takes 1 turn per 5 yards to with Greek fire as Molotov cocktails. one second to kneel down, one to ready after a miss. A typical lariat is 10 This is the classic fantasy “oil flask.” ready the grenade, one to throw . . . yards long. Below TL3, flammable, hot-burn- ing liquids are unavailable in realistic Harpoons Molotov Cocktails game worlds. Most harpoons are barbed. Use the and Oil Flasks Note that these weapons are fragile. rules under Picks (p. 405), except that A “Molotov cocktail” (TL6) is a bot- Roll 1d for each bottle if you fall; it the tether lets you attempt the ST roll tle filled with gasoline and fitted with breaks on a roll of 1-4. A foe may to free the weapon at a distance. A a burning “fuse” – often just a rag. strike at a bottle on your belt (-5 to harpooned victim can move, but no Once you have it in hand, it takes a hit); it breaks automatically if hit. farther than the tether’s length; to go Ready maneuver to light its fuse (if Either result soaks you in flammable further, he must win a Quick Contest you have a torch or lighter) and an liquid: any burning damage will set of ST to pull the tether out of your Attack maneuver to throw. you on fire! hands. He might have to beat ST 50 In theory, the bottle bursts upon (or even higher!) to escape if the teth- hitting a hard surface (anything with Nets er is made of thick rope and tied DR 3+), spilling the gasoline, which A net is a thrown entangling securely to something solid (e.g., a immediately catches fire. In reality, weapon. The target may dodge or ship). Molotov cocktails are notoriously parry it. If he successfully parries with unreliable. They have a Malf. of 12, a cutting weapon, he damages the net; Lariats regardless of tech level (see treat a net of any size as a diffuse Like a harpoon, treat a lariat as a Malfunctions, p. 407): on any attack object with DR 1 and normal HP for thrown weapon, despite the fact that roll of 12+, the fuse separates from the its weight. If the target fails to defend, you hold onto one end. You may aim a bottle in flight, the bottle fails to he is entangled, and cannot move or lariat at any body part. Your target break, or the fuel doesn’t ignite. attack until freed. may dodge or parry – and if he suc- If your target is a person, he may To escape, the victim requires at cessfully parries with a cutting dodge or block, but not parry. If he least one free hand, and must make weapon, he damages the lariat as if he dodges, the bottle shatters on the three successful DX-4 rolls. Each had tried to cut it (see below). But if he ground at his feet. The same thing attempt counts as a Ready maneuver, tries to parry and fails, you automati- happens if he fails to defend but does during which time the victim may cally ensnare his parrying arm! not have DR 3+ (the bottle bounces off take no other actions. Animals roll at If you hit the target’s arm or torso, without breaking). If he blocks, it an extra -2, as do humans with only you ensnare it. On subsequent turns, breaks on his shield. one hand available; rolls to escape you must take a Ready maneuver to If your target is the ground, or if from a small net are at +3. If the victim keep the victim snared. Roll a Quick you targeted a person but hit the fails three consecutive rolls, he Contest of ST on your turn. If you win, ground instead, the Molotov cocktail becomes so entangled that he must be you immobilize your opponent; if you sets fire to a one-yard radius; see Area- cut free. lose, he pulls the lariat from your Effect Attacks (p. 413). On a battle It is also possible to escape a net by grasp. map, the target hex is filled with damaging it. The victim can only use If you lasso the neck, use the same flame. attacks with reach “C,” but they hit rules, but your victim is at -5 in the If the Molotov cocktail bursts on automatically. Use the Breaking a Contest. If you win, the lariat cuts off the target, it inflicts 3d burning dam- Weapon rules (p. 401) – but treat a net the victim’s breathing – see age, and then 1d burning damage per as diffuse (see Injury to Unliving, Suffocation (p. 436). second. Most DR protects at only 1/5 Homogenous, and Diffuse Targets, If you rope the foot, the target value; sealed armor protects com- p. 380). must make a DX roll to remain stand- pletely. If you hit the target’s shield, it You may also use a small net as a ing (this is instead of the Contest takes this damage instead, and the melee weapon. It has a reach of 1 or 2 above). He rolls at -4 if he was run- wielder may continue to use his shield yards. Handle the attack as per Lariats ning. If he falls, he takes 1d-4 damage until it is destroyed (the fire is on the (above) and the victim’s attempt to – or 1d-2 if he was running. On sub- outside). Use the Damage to Shields break free as per Bolas (p. 410). sequent turns, use the rules above to rule (p. 484), or just assume that he keep him entangled. must discard his shield after the bat- IREARM You must keep the lariat taut at all tle. If you hit the ground, the flame F times to immobilize or suffocate your does 1d-1 burning damage per second victim. This requires a Ready maneu- ACCESSORIES in a one-yard radius. In all cases, the These rules cover the effects of the ver each turn. If your horse is trained flame burns for 10d seconds. to do this for you, substitute its ST for firearm accessories mentioned in “Greek fire” (TL3) consists of Chapter 8. yours in the Quick Contest. naphtha – a light petroleum product

SPECIAL COMBAT SITUATIONS 411 Bipods and Tripods Silencers Guided Weapons If a weapon has an attached bipod, A silencer muffles the sound of A “guided” weapon is a projectile a prone shooter may treat it as if it gunshots. Someone several rooms that can receive steering commands in were braced (see Aim, p. 364) and away indoors, or out of your line of flight. This enables the firer to keep it reduce its ST requirement to 2/3 nor- sight outdoors, gets a Hearing+5 roll on course. The weapon relies on the mal (round up). To open or close a to hear an unsilenced shot. This roll operator’s skill to reach its target. Early folding bipod requires a Ready may be at up to +4 for a high-powered guided missiles had to be steered by maneuver. weapon or quiet environment, or the operator using a joystick. Modern A heavy weapon may be mounted, down to -4 for a low-powered gun or systems merely require him to keep on a tripod or similar device. The gun- noisy environment (GM’s discretion). the launcher’s sights trained on the tar- ner cannot move or step on any turn A typical silencer gives an extra -4, get; the missile and launcher’s elec- he fires the weapon, but he can defend while the best commercial silencers tronics do the rest. normally. He may ignore the weapon’s might give -6. Most reference works categorize ST requirement while it is on its Anyone who is in front of your guided weapons according to how the mount. Removing a weapon from its weapon and exposed and close launcher communicates with the pro- mount, or reattaching it, requires enough for you to attack with it auto- jectile. For instance, a “wire-guided” three Ready maneuvers – more, for matically hears the shot – even with a missile or torpedo receives commands some very heavy weapons. silencer. However, the silencer makes via thin wires that spool out behind the the sound difficult to localize: the lis- projectile in flight, while a “radio-guid- Laser Sights tener must make an IQ roll (not a ed” weapon receives commands via These devices use a low-powered Hearing roll) to deduce your location radio. There are many other systems! laser beam to project an aiming dot unless you’re in plain sight. Treat an attack with a guided onto the target. Some use a visible Silencers are most common for weapon exactly like any other ranged beam; others use a beam visible only auto pistols and submachine guns, but attack, except for these special rules: to infrared or ultraviolet vision. exist for many other weapons. Laser sights have a maximum range at which they are effective; beyond that range, the dot is too dis- persed to be visible. If no maximum range is given, assume the sight’s Semi-Active Homing Weapons range is matched to the 1/2D range of “Semi-active” laser or radar homing is common on TL7+ missiles. the weapon on which it is mounted. The seeker head on this type of projectile detects and homes in on the If you can see your own aiming reflections of a laser or radar beam directed at the target. As for other dot, you get +1 to hit, regardless of homing weapons, the firer does not need to do anything once the whether you took an Aim maneuver. weapon is launched. However, someone (the firer or an ally) must aim But if the target can see it, he gets +1 a properly modulated laser or radar beam at the target until the mis- to Dodge! Activating a laser sight is a sile hits. free action; specify whether it’s on Modern soldiers often sneak up close to their targets and use rifle- before you Aim or Attack. sized “laser designators” to direct laser-homing “smart bombs” or missiles launched by distant aircraft or artillery. Designating a target Scopes requires continued Aim maneuvers and a DX-based roll against A telescopic sight, or “scope,” gives Forward Observer skill (p. 196); failure means the weapon misses its a bonus to hit if you take an Aim target. maneuver. With a fixed-power scope, you must Aim for at least as many sec- onds as the scope’s bonus. With a vari- able-power scope, you may Aim for fewer seconds, but this reduces your GUIDED Aim: If you Aim a guided weapon bonus by a like amount. Scopes are before you Attack, you receive its Acc variable-power unless otherwise AND HOMING bonus – but you don’t have to aim. If noted. EAPONS the projectile takes multiple seconds to A scope may be integral to a W reach its target (see Time to Target, weapon, attached, or part of a vehicle’s Some weapons can be steered, or below), the attack is automatically sighting system. Telescopic Vision steer themselves, once launched. This aimed and gets its Acc bonus. (p. 92) also gives a scope bonus. You makes it easier to hit distant targets! Attack: If the target is within the can only use one scope (including These weapons appear late in TL6, weapon’s 1/2D range, the weapon can Telescopic Vision) at a time. Some and are commonly available from TL7 hit on the turn you fire it. Use an advanced scopes also function as on. Most are rocket-propelled, save for Attack or All-Out Attack maneuver to night-vision devices. underwater torpedoes – but magical fire. If the target is more distant, use a or exotic examples may exist in some Concentrate maneuver – and since the game worlds. projectile will be in flight for several

412 SPECIAL COMBAT SITUATIONS seconds, you will also have to take Modifiers: Homing missiles ignore the victim is so big that only a single Concentrate maneuvers on one or range modifiers and all modifiers for body part is contained within the area. more subsequent turns. your injury, movement, posture, etc.! Modifiers: Treat a guided weapon Base visibility modifiers on the projec- Area-Effect Attacks as any other firearm when assessing tile’s homing sense, not on your sens- Gas bombs, Molotov cocktails, and modifiers, but ignore range modi- es. Anything that jams this sense (e.g., similar attacks – including anything fiers! Your target might have “elec- radar jammer vs. radar homing) gives with the Area Effect enhancement tronic countermeasures” (ECM) that a penalty to hit. All other ranged com- (p. 102) – affect everyone within a give a penalty to hit. Details depend bat modifiers (for size, speed, etc.) specified radius. Damage does not on the ECM and the guidance system, apply normally. usually decline with distance. On a and are outside the scope of the miss, use the Scatter rule (see p. 414) Basic Set. Time to Target to determine where the area is cen- If a guided or homing attack has a tered. Active defenses don’t protect Homing Weapons 1/2D statistic, do not halve damage. against an area attack, but victims A “homing” weapon is a projectile Instead, read this as the attack’s speed may dive for cover or retreat out of the that steers itself to the target. It has its in yards/second. The projectile can hit area; see Dodge and Drop (p. 377). own homing sense – called a “seeker a target at up to its 1/2D range on the head,” on a missile – that determines turn you launch it. It requires multiple Cone Attacks how it tracks its target. This equates to turns to reach a more distant target. Dragon’s fire, wide-beam micro- a sensory advantage; e.g., an infrared- Defer the attack roll until the projec- wave and sonic weapons, and any- homing missile uses Infravision, while tile actually reaches its target. thing with the Cone enhancement a radar-homing missile uses Scanning The projectile continues to close at (p. 103) are examples of cone attacks. Sense (Radar). Some weapons have a speed equal to its 1/2D until it has A cone attack requires a roll to hit . . . multiple homing senses! Use the traveled a total distance equal to its but it might still catch the target in the weapon’s homing sense(s) instead of Max (that is, for Max/speed seconds, area of effect on a miss! On a hit, the your senses when assessing combat including the turn of firing). If it still cone is on target; otherwise, use the modifiers; e.g., radar ignores darkness has not hit, it will crash, self-destruct, Scatter rule (see p. 414) to determine a but can be jammed. etc. Thus, it’s possible to “outrun” a new target point. Once you know the Homing weapons use the usual guided or homing attack . . . if you’re target point, imagine (or trace on a ranged combat rules, with these mod- fast enough! battle map) a line between the attack- ifications: Some further special rules: er and that point. The cone spreads to either side of this line, out to its maxi- Preparation Time: Some launchers Guided Weapons: Take a mum range. require several seconds to insert bat- Concentrate maneuver each turn to A cone is one yard wide at its ori- teries, turn on and warm up electron- steer the weapon. Should you lose gin, but increases in width at a “rate of ic systems, etc. These activities require sight of the target while the attack is spread” equal to its specified maxi- Ready maneuvers, but are already fac- en route, your attack misses automat- mum width divided by its maximum tored into the time to ready a new ically! You must make an Attack or range. For instance, a cone with a shot, as listed with the Shots statistic. All-Out Attack (Determined) on the maximum range of 100 yards and a Aim: Your weapon must “lock on” turn the projectile reaches the target. maximum width of 5 yards would to the target before you can fire. This Resolve the attack as if you had fired spread by one yard per 20 yards of takes an Aim maneuver, and usually the weapon that turn. If you cannot range; out at 60 yards, it would be requires you to be able to see the tar- make an Attack or All-Out Attack, the three yards wide. If maximum width get. This special Aim maneuver projectile will fly past the target and is unspecified, assume the cone requires a roll against your weapon crash. spreads by one yard per yard of range. skill: Artillery (Guided Missile), for Homing Weapons: You are no A cone affects everyone within its homing missiles – not Guns or longer in control of the projectile once area, but anyone who is completely Gunner. you launch it. It will home on its own. screened from the attacker by an Attack: Fire a homing weapon The projectile itself will take an Attack object or person is behind cover, using a Ready maneuver, not an maneuver on the turn that it reaches which protects normally. Targets may Attack maneuver – the projectile the target. attempt a dodge defense to leave the attacks on its own! If the target is area or get to cover; see Dodge and within the weapon’s 1/2D range, the Drop (p. 377). weapon attacks on the same turn; oth- AREA AND erwise, see Time to Target, below. SPREADING Dissipation When you make the attack roll, do not Certain cone and area attacks dissi- roll against your skill to hit. Instead, ATTACKS pate with distance. This is common for use the weapon’s skill of 10, adding its Some attacks – dragon’s breath, gas realistic wide-area beam weapons and Acc if you made your skill roll for bombs, etc. – affect a wide area. area-effect burning attacks. Attacks “lock on.” Damage from all such attacks uses the with the Dissipation limitation Large-Area Injury rule (p. 400), unless (p. 112) also use these rules.

SPECIAL COMBAT SITUATIONS 413 Attacking an Area You can deliberately attack an area of ground with arc. Roll to hit at +4. There’s no defense roll, but any- an area-effect or explosive attack. For a Molotov cock- one in the area can dive for cover; see Dodge and Drop tail, grenade, etc., this means you lobbed it in a high (p. 377). Scatter When an area-effect, cone, or explosive attack miss- es its target, it’s important to know where it actually ends up! If you fail your attack roll, you missed your target by a number of yards equal to your margin of failure, to a maximum of half the distance to the target (round up). If the enemy dodges, use his margin of success to determine distance instead. Exception: If your target was flying or underwater, or you’re using the Artillery or Dropping skill to fire upon or bomb a target you can’t see, you miss by yards equal to the square of your margin of failure. This does not apply to a dodge. To determine the direction of your miss, roll one die. Take the direction you are facing as a roll of 1, 60° clockwise (the next facing, on a hex map) as a roll of 2, and so on. Your attack misses in that direction, by the number of yards determined above.

In the case of a damaging attack distance from the apex. For an area “damage divisor” as above, but do not (e.g., Innate Attack), damage declines effect, divide damage by the distance apply it to damage (if any). Instead, with the target’s distance from the cen- in yards between the target and the use the divisor as a bonus to the HT ter of the area or the apex of the cone. center of the effect. roll to resist; e.g., two yards from the For a cone, divide damage by the For an attack that allows a HT roll center of an area effect, add +2 to HT. cone’s width in yards at the target’s to resist (e.g., Affliction), find the EXPLOSIONS Certain attacks, such as hand The listed damage only applies “as ally strikes; those nearby get their full grenades and Explosive Fireball spells, is” to the target struck. For everything DR against the blast. produce a blast when they hit. Such else caught in the blast, roll this dam- Explosions are considered incendi- attacks have the notation “ex” after age but divide it by (3 ¥ distance in ary attacks, and can start fires; see their damage type: “cr ex” for a crush- yards from the center of the blast), Catching Fire (p. 434). ing explosion, “burn ex” for a burning rounding down. Roll damage individ- Anyone caught in a blast may explosion, and so on. ually (but the GM can save time by attempt an active defense roll to dive In addition to doing the listed dam- using one roll for several NPCs). Use for cover from the explosion’s collater- age to whoever was struck directly, an torso armor to determine DR against al damage and fragmentation; see explosion inflicts “collateral damage” explosion damage. Dodge and Drop (p. 377). on everything within (2 ¥ dice of dam- If an explosive attack has an armor age) yards. For instance, if an explo- divisor, it does not apply to the collat- Fragmentation Damage sion does 6d¥2 damage, everyone eral damage. For example, the shaped- Many grenades, bombs, and within 24 yards is vulnerable – charge warhead of an anti-tank rocket artillery shells have metal casings although some might be lucky enough has an armor divisor of (10), but this designed to shatter when they to take little or no damage. only reduces the DR of a target it actu- explode, producing a storm of sharp fragments. Some are packed with

414 SPECIAL COMBAT SITUATIONS extra material (pellets, nails, etc.) to enhance this effect. Fragmentation damage, if any, appears in brackets after explosive Explosions in Other Environments Other Atmospheres: These rules assume Earth-normal air pressure. damage; e.g., “[2d]” means 2d frag- A thicker or thinner atmosphere enhances or reduces the blast effect. mentation damage. Everyone within Underwater, divide collateral damage by range in yards instead of 3 ¥ (5 ¥ dice of fragmentation damage) range in yards. In a vacuum or trace atmosphere, with no medium to yards is vulnerable. For example, that carry the shockwave, damage comes only from the expanding gases [2d] attack would throw fragments themselves: divide damage by 10 ¥ range in yards. out to 5 ¥ 2 = 10 yards. Contact Explosions: A person can throw himself on a grenade, etc. to The farther a target is from the protect his friends; see Sacrificial Dodge and Drop, p. 377. He takes max- blast, the less likely the fragments are imum possible damage; his DR protects him normally. Everyone else to hit him. A hit is automatic if the gets his torso’s DR + HP as “cover DR.” explosive attack actually strikes the Internal Explosions: If an explosive goes off inside someone – e.g., a target. The fragments attack everyone follow-up attack penetrates the target’s DR, or a dragon swallows a else in the area at skill 15. Only three hand grenade – DR has no effect! In addition, treat the blast as an attack modifiers apply: the range modifier on the vitals, with a ¥3 wounding modifier. for the distance from the center of the blast to the target, the modifier for the target’s posture (prone, etc.), and the target’s Size Modifier. It is possible for several fragments to hit! For every explosives, the PCs or GM should explosive force (REF) – see the three points by which the attack roll decide how many dice of damage – in Relative Explosive Force Table, below. succeeds, one additional fragment multiples of 6d – the blasting charge How Big a Blast? Reverse the for- strikes the target. is supposed to do, and what kind of mula to determine how much damage The only active defense against explosive it is. a given weight of explosive will do: fragments is to dive away from the Explosives normally do crushing damage is 6d ¥ square root of (weight explosion that produced them; see damage with the Explosion modifier of explosive in lbs. ¥ 4 ¥ REF). Dodge and Drop (p. 377). (p. 104) – and often the Fragmentation For each hit, roll hit location ran- modifier (p. 104). Example: A 1920s Chicago safe- domly. If that location is behind cover, cracker plans to blast through a bank How Much Explosive? An explo- the fragment hits cover. vault. Estimating the toughness of the sion doing 6d¥n damage takes (n¥n)/4 Fragmentation damage is cutting. vault (see p. 557), he decides he needs a pounds of TNT. If you are using an Note that if an explosive attack has an blast that does 6d¥8 damage. He’s using explosive other than TNT, divide armor divisor, this does not apply to dynamite. The weight of dynamite he the weight required by its relative the fragments it produces. needs is (8 ¥ 8)/(4 ¥ 0.8) = 20 lbs. Airbursts: Against an airburst, do not apply posture modifiers – lying prone under an airburst does not Relative Explosive Force Table decrease the body area exposed to the TL Type REF Description rain of fragments! Only overhead 3 Serpentine Powder 0.3 Standard gunpowder, pre-1600. cover protects. 4 Ammonium Nitrate 0.4 Common improvised explosive. Incidental Fragmentation: An 4 Black Powder 0.4 Standard gunpowder, 1600-1850. explosion with no listed fragmenta- 5 Black Powder 0.5 Standard gunpowder, 1850-1890. tion damage can still create fragments 6 Diesel Fuel/ if there is any loose or frangible mate- Nitrate Fertilizer 0.5 Common improvised explosive. rial at the explosion site. Incidental 6 Dynamite 0.8 Commercially available for mining, fragmentation damage ranges from demolition. 1d-4 for ordinary earth to 1d for an 6 TNT 1.0 The basic, stable, high explosive. explosion on loose scrap. 6 Amatol 1.2 TNT-ammonium nitrate. Fills Hot Fragments: White phosphorus- bombs & shells in WWII. type smoke warheads produce this 6 Nitroglycerine 1.5 Unstable! If dropped, detonates effect. The fragments typically inflict on 13+ on 3d. 1d(0.2) burning damage every 10 sec- 7 Tetryl 1.3 Common for smaller explosive onds for one minute. shells and bullets. 7 Composition B 1.4 Another common explosive filler. Demolition 7 C4 Plastic Explosive 1.4 Standard military and Sometimes the only way to deal covert-ops explosive. with a problem is to blow it up! If the 9 Octanitrocubane 4 Theoretical advanced explosive. adventurers are using or facing 10 Stabilized Metallic Hydrogen 6 Exotic science-fiction explosive.

SPECIAL COMBAT SITUATIONS 415 SPECIAL DAMAGE These rules cover attacks that don’t psionic mind blasts – you should con- membrane (eyes, open mouth, nose, simply bash through the target’s DR to sult the footnotes to the relevant etc.) to be effective. If it does not, it injure him. weapon table for full details. has no effect at all. See Blood Agent (p. 110) for detailed rules. Linked Afflictions: Some attacks Contact Agent: This is most com- that inflict ordinary damage have an AFFLICTIONS mon for contact poison, nerve gas, affliction “linked” to them. For exam- An “affliction” is any attack that and exotic “hand of death” effects. ple, a cattle prod does burning dam- causes a baneful effect – blindness, The attack must touch bare skin or age and requires the victim to make a choking, stunning, etc. – instead of porous clothing to have any effect. HT-3 roll to avoid stunning. Anyone damage. Examples include tear gas, Any DR stops it, unless the DR is lim- hit by such an attack must attempt his stun guns, the Affliction advantage ited with Tough Skin. Exception: If the resistance roll or suffer the affliction, (p. 35), and most other “nonlethal” attack is an Area Effect (p. 102) or regardless of whether any damage pen- weapons and powers. Cone (p. 103), it affects everyone in etrates his DR. The target of an affliction always the area who lacks the Sealed advan- Side Effects: Certain damaging gets a modified HT roll to resist; e.g., tage (either innate or granted by a attacks cause an affliction as a “side HT-3. His DR normally adds to this sealed suit). effect” . . . if they inflict injury. The vic- roll; for instance, DR 1 gives +1 to HT. Respiratory Agent: The attack tim gets a HT roll to resist, but typi- However, afflictions often have armor affects only those who inhale it. DR cally at -1 per 2 points of injury. divisors or special “penetration modi- has no effect – but the attack cannot fiers” (see below) that bypass some or harm those who are holding their all of the target’s DR. For example, DR SPECIAL breath, breathing supplied air (e.g., in gives no HT bonus against a follow-up a vacuum suit), or using a gas mask or affliction if the “carrier” attack pene- PENETRATION respirator. It is also totally ineffective trates DR. against anyone who has either the On a failed HT roll, the victim suf- MODIFIERS Doesn’t Breathe or Filter Lungs fers the effects of the affliction: stun- In addition to armor divisors advantage. ning for high-tech stun guns, choking (see Armor Divisors and Penetration Sense-Based: The attack is chan- and partial blindness for tear gas, Modifiers, p. 378) and follow-up neled through one or more of the vic- etc. See Afflictions (p. 428) for descrip- attacks (see Follow-Up Damage, tim’s senses (e.g., vision or hearing), tions of the most common effects. p. 381), there are several other “pene- as specified for the attack. It can only Since afflictions represent a huge tration modifiers”: affect someone using the targeted variety of different attacks – from sense. See Sense-Based (p. 109) for beam weapons to chemical agents to Blood Agent: The attack must details. reach an open wound or mucous

416 SPECIAL COMBAT SITUATIONS CINEMATIC COMBAT RULES The following rules are shameless- Flesh Wounds If the foe is a super-strong monster ly unrealistic and strictly optional, but Immediately after you suffer dam- that could kill or maim the hero with can be fun in larger-than-life games! age, you may declare that the attack a single blow, it rarely strikes to inflict that damaged you (which can include damage directly. Instead it slams the Bulletproof Nudity multiple hits, if the foe used rapid fire) hero, or grabs him and tosses him PCs with Attractive or better was a glancing blow or “just a flesh around! appearance can get a bonus to active wound.” This lets you ignore all but 1 defenses simply by undressing! Any HP (or FP) of damage . . . at the cost of TV Action Violence outfit that bares legs, chest, or midriff one unspent character point. If you If struck by a potentially lethal is +1. Just a loincloth or skimpy have no unspent points, the GM might attack (including a rapid-fire attack swimwear is +2. Topless females get let you go into “debt”: he will subtract that inflicts multiple hits), the hero an extra +1. Total nudity gives no fur- these points from those you earn for can choose to convert his failed ther bonus to defense, but adds +1 to the adventure. defense roll into a success. This costs Move and +2 water Move. him 1 FP and he loses his next turn. Infinite Ammunition The hero cannot spend FP to avoid Cannon Fodder PCs always have spare ammuni- unarmed attacks or melee or thrown The GM may rule that minor NPCs tion or power cells. If they use up all weapon attacks that inflict crushing are mere “cannon fodder,” with these they are carrying, they immediately damage (or no damage, such as a effects: find more. Furthermore, weapons grapple), unless they would hit the skull or neck. Likewise, he cannot 1. They automatically fail all never malfunction. avert attacks on his weapons or non- defense rolls . . . yet never All-Out living possessions. Attack. Melee Etiquette With this rule in effect, those 2. They collapse (unconscious or If a PC chooses to fight unarmed or involved in a fight with lethal weapons dead) if any penetrating damage gets with melee weapons, his opponents “duck for cover” and are forced “onto through DR. If they are unprotected, always face him one-on-one, one at a the defensive” until they’re exhausted. or if the hero’s attacks are such that time. Unengaged NPCs can dance damage would always penetrate, around the fight uttering shrill cries of there’s no need to roll damage at all. In encouragement, but wait their turn to any event, don’t bother keeping track attack. of HP! Cinematic Explosions In reality, a grenade or anti-tank rocket will almost certainly kill an unarmored man. In cinematic com- bat, explosions do no direct damage! Dual-Weapon Attacks Ignore fragmentation, too. All a blast This optional rule might be cinematic . . . but it is balanced enough does is disarray clothing, blacken to use in a realistic campaign. The GM has the final say. faces, and (most importantly) cause If you have at least two hands, you can strike with two hands at once knockback. Every yard of knockback using an Attack maneuver instead of an All-Out Attack (Double) maneu- from a cinematic explosion causes a ver. Each hand can attack unarmed, with a one-handed melee weapon, token 1 HP of crushing damage. or with a pistol. Of course, if your ST is high enough, you can wield a two-handed weapon in one hand! Cinematic Knockback Each attack is at -4 to hit, but you can learn the Dual-Weapon Attack In reality, guns cause little or no technique (p. 230) to reduce this penalty. You have an extra -4 (total -8) knockback. But in cinematic combat, with your “off” hand, unless you have Ambidexterity (p. 39) or learn a big gun can blast foes through win- Off-Hand Weapon Training (p. 232). dows and even walls! Work out Roll to hit separately for each hand. You can attack one target or two knockback for a piercing attack just – but to strike two foes with melee attacks, they must be adjacent. If you as if it were a crushing attack. In aim both attacks at a single opponent, he defends at -1 against them, as addition to rolling to see if he falls his attention is divided! down, anyone who suffers knockback If you already have multiple attacks – for instance, from an Extra from any attack must make an IQ roll Attack (p. 53) – you may “trade” only one of these for a Dual-Weapon or be mentally stunned on his next Attack. All your remaining attacks must be simple, single-weapon turn. This roll is at -1 per yard of attacks. knockback.

SPECIAL COMBAT SITUATIONS 417 CHAPTER FOURTEEN INJURIES, ILLNESS, AND FATIGUE

The life of an adventurer is not all song and glory. You get tired. You get your clothes dirty. You might actually get hurt – or even worse, killed! Fortunately, all these problems can be cured. Even death. Read on . . . INJURIES Wounds and ailments cause “injury”: a (usually) tempo- rary loss of Hit Points. Thus, your HP score measures your ability to sustain injury; see Hit Points (p. 16). Injury often results from “penetrating damage”: the damage left after Damage Resistance is subtracted from the basic damage of an attack. However, disease, overex- ertion, and the like can cause injury without damage. If any injury reduces you to 0 or fewer HP, you will soon fall unconscious. You can even go to negative HP . . . but if you go too far, you risk death. For the average man, the difference between full HP and negative HP is one or two sword blows or bullets. This is realistic . . . and dramatic. Even in cinematic battles, heroes rarely shrug off dozens of blows. Instead, they avoid being hit. Armor helps . . . but fights can be deadly, so think before you act!

The life of an adventurer is not all song and glory. You get tired. You get your clothes dirty. You might actually get hurt – or even worse, killed! Fortunately, all these problems can be cured. Even death.

418 INJURIES, ILLNESS, AND FATIGUE Example of Injury Fiendish Friedrick has HT 12 and HP 14. He has the However, Friedrick now has less than 1/3 his HP ill fortune to be trapped in a dead-end corridor by a left. His movements slow and falter: he is at half Move horde of orcs. He fights valiantly, but the monsters and Dodge. keep coming. Soon, Friedrick takes another blow. This inflicts 2 The first wound Friedrick receives is a spear thrust HP of injury, reducing him to 0 HP. At the beginning of that inflicts 4 HP of injury. This reduces him to 10 HP. his next turn, he rolls vs. HT – and succeeds! Grimly, he He will have a -4 shock penalty on his next turn. hangs on to consciousness. Despite the -2 for shock, he Then the orc leader swings a halberd. The GM is slays another orc. For two more turns, he makes suc- using hit locations, and says the orc strikes at cessful HT rolls. He is wounded again, dropping to -3 Friedrick’s right arm. Friedrick fails to block and suf- HP, but fights on. But on his third turn, he fails his HT fers 11 HP of injury. This is over Friedrick’s HP/2, so it roll and instantly falls unconscious. cripples his arm. But injury to a limb can’t exceed the Friedrick has desecrated the orcs’ sacred burial minimum required to cripple it. For Friedrick, HP/2 is grounds, so they’re mad. They keep hacking at him 7. Damage over HP/2 is 8 HP, so he only loses 8 HP. after he falls! When he reaches -14 HP, he must roll vs. Now he is at 2 HP . . . and has the One Arm disadvan- HT or die. He succeeds . . . and the orcs keep hacking. tage! At -28 HP, and again at -42 HP, he must make another Since a crippling wound is also a major wound, HT roll to survive. Each time, he rolls a 12 or less and Friedrick must make a HT roll to avoid being stunned clings to life. But the orcs keep hacking. Eventually, and knocked down. If he fails by 5 or more, he could Friedrick reaches -70 HP (-5¥HP) and dies automati- even pass out! Luckily, he succeeds. He’ll have a -4 cally. shock penalty (the maximum) next turn, but he can Only strong magic can help Friedrick now! And if keep on fighting. He picks up his axe left-handed . . . the angry orcs keep hacking until he is at -140 HP (-10¥HP), there won’t even be a body to revive – just Friedrickburger.

and do not attempt any defense unrecognizable lump of charcoal. GENERAL INJURY: rolls, you can remain conscious The difference can be important in without rolling. Roll only on turns settings where resurrection, reani- LOST HIT during which you attempt a mation, etc. are possible! OINTS defense roll or choose a maneuver P other than Do Nothing. Repeated wounding eventually -1¥HP – In addition to the above SHOCK causes anyone or anything to weaken effects, make an immediate HT roll Whenever you suffer injury, and collapse, even if no single injury is or die. (If you fail by only 1 or 2, reduce your DX and IQ by the num- very great. The chart below summa- you’re dying, but not dead – see ber of HP you lost – to a maximum rizes the effects of being at low or neg- Mortal Wounds, p. 423). If you suc- penalty of -4, regardless of your ative HP. All effects are cumulative. ceed, you can still talk, fight, etc., injuries – on your next turn only. This Less than 1/3 your HP left – You as above (until you fail a HT roll effect, called “shock,” is temporary; are reeling from your wounds. and collapse). Roll again each time your attributes return to normal on Halve your Move and Dodge you suffer injury equal to a further the turn after that. (round up). multiple of your HP, whether as a Shock affects DX- and IQ-based 0 HP or less – You are in immediate result of one wound or many. For skills, but not active defenses or other danger of collapse. In addition to instance, if you have 11 HP, you defensive reactions; see Temporary the above effects, make a HT roll at must roll to avoid death at -11 HP. Attribute Penalties (p. 421). Therefore, the start of your next turn, at -1 per If you survive, you must roll again on the turn after you are badly hurt, it full multiple of HP below zero. at -22 HP, -33 HP, and so on . . . is often a good idea to try flight or All- Failure means you fall unconscious -5¥HP – You die immediately. You Out Defense instead of an immediate (or simply stop working, if you have lost a total of 6 times your HP! counterattack! weren’t truly alive or conscious in Nobody can survive that much High HP and Shock: If you have 20 the first place); see Recovering from injury. or more Hit Points, your shock penal- Unconsciousness (p. 423). Success -10¥HP – Total bodily destruction, if ty is -1 per HP/10 of injury (drop all means you can act normally, but this makes sense given the source fractions). Thus, if you have 20-29 HP, must roll again every turn to con- of the damage – 200 points of it’s -1 per 2 HP lost; if you have 30-39 tinue functioning. Exception: If you arrow wounds leave a messy but HP, it’s -1 per 3 HP lost, and so forth. choose Do Nothing on your turn, recognizable corpse; 200 points of The maximum penalty is still -4. fire injury leaves nothing but an

INJURIES, ILLNESS, AND FATIGUE 419 On a failure, you’re stunned; see active defense while stunned, but your MAJOR WOUNDS Effects of Stun, below. You fall prone (if defense rolls are at -4 and you cannot A “major wound” is any single you weren’t already), and if you were retreat. injury of greater than 1/2 your HP. If holding anything, you drop it. This At the end of your turn, you may you are using hit locations, a lesser effect is called “knockdown,” and isn’t roll against HT. On a success, you injury that cripples a body part also the same as “knockback” (see p. 378). recover from stun and can act nor- counts as a major wound – see On a failure by 5 or more, or any mally on subsequent turns. On a fail- Crippling Injury (below). Any major critical failure, you fall unconscious! ure, you remain stunned; your next wound requires a HT roll to avoid See Recovering from Unconsciousness maneuver must also be Do Nothing, knockdown and stunning (see below). (p. 423). but you get another roll at the end of Those with Injury Tolerance (p. 60) that turn . . . and so on, until you suffer reduced effects: No Brain means recover from stun. KNOCKDOWN that skull, face, and eye injuries don’t Mental Stun: If you are surprised, AND TUNNING cause knockdown or stunning unless you might be mentally stunned; see S they are major wounds – and even Surprise Attacks and Initiative (p. 393). Whenever you suffer a major then, the roll is at no special penalty. This sort of stunning works as wound, and whenever you are struck No Vitals means that vitals and groin described above, but you must make in the head (skull, face, or eye) or vitals injuries don’t cause knockdown or an IQ roll, not a HT roll, to snap out of for enough injury to cause a shock stunning unless they are major it. You’re not hurt – you’re confused! penalty (see Shock, p. 419), you must wounds, in which case the roll has no make an immediate HT roll to avoid special penalties. Homogenous and knockdown and stunning. Diffuse include No Brain and No CRIPPLING Modifiers: -5 for a major wound to Vitals. INJURY the face or vitals (or to the groin, on a When using hit locations, sufficient humanoid male); -10 for a major Effects of Stun injury to a limb, extremity, or eye may wound to the skull or eye; +3 for High A failed knockdown roll can cause cripple it. This requires a single injury Pain Threshold, or -4 for Low Pain “stun,” as can certain critical hit that exceeds a certain fraction of the Threshold. results and some afflictions. If you are stunned, you must Do Nothing on target’s HP. For humans and On a success, you suffer no penalty your next turn. You may perform any humanoids, these thresholds are: beyond ordinary shock.

Optional Rules for Injury These rules add realism, and give heroes with med- Accumulated Wounds ical skills or healing abilities exciting tasks to perform It normally takes a single injury over HP/3 to cripple – but they also require extra record keeping, so they are an extremity – or over HP/2 to cripple a limb. For extra optional. realism, you can keep track of injury by hit location, in which case total injury over HP/3 or HP/2, as appropri- Bleeding ate, cripples the body part. Be aware that this leads to If you are injured, you may continue to lose HP to complicated record keeping! One good way to handle bleeding. At the end of every minute after being this is to make tally marks by the affected body part on wounded, make a HT roll, at -1 per 5 HP lost. On a fail- the character’s picture. ure, you bleed for a loss of 1 HP. On a critical failure, Excess injury is still lost under this rule. For you bleed for 3 HP. On a critical success, the bleeding instance, if you have 11 HP, a total of 6 HP of injury stops completely. On an ordinary success, you do not cripples your arm. Ignore further injury, except for the bleed this minute, but must continue to roll every purpose of determining dismemberment. Repeated minute. If you do not bleed for three consecutive min- blows to a limb or extremity cannot kill you. utes, the bleeding stops for good. Otherwise, you or someone else will need to make a First Aid roll to stop Last Wounds the bleeding; see First Aid (p. 424). It can happen that a sorely wounded hero is The GM decides which wounds bleed. Cutting, knocked out, or even killed, by a 1 HP blow to the foot. impaling, and piercing wounds usually bleed; crushing There are those who find this unrealistic. If you wish, wounds generally don’t, but there are always excep- use this optional rule: once you have less than 1/3 your tions. Minor burning and corrosion injury does not HP left, you can totally ignore any wound to a limb or bleed significantly: the damage sears the flesh, cauter- extremity unless: (a) it is a critical hit; (b) it is enough izing the wound and preventing blood loss. However, if to cripple that body part; or (c) it inflicts injury equal such injury causes a major wound, treat it as a bleed- to 1/3 your HP or more at once. ing wound, oozing blood until properly treated.

420 INJURIES, ILLNESS, AND FATIGUE Limb (arm, leg, wing, striker, or prehensile tail): Injury over HP/2. Extremity (hand, foot, tail, fin, or Patient Status extraneous head): Injury over HP/3. Hospitals often describe a patient as being in Good, Fair, Serious, or Eye: Injury over HP/10. Critical condition. Here’s how these familiar terms equate with injury in GURPS. It is sometimes possible to cripple a body part with less damage or no Good: Vital signs are stable and within normal limits; indicators are damage at all; e.g., with a specific crit- excellent; patient is conscious. This means he has 1/2 or more his full ical hit result. HP; e.g., an average human (10 HP) with 5 to 10 HP remaining. A blow to a limb or extremity can Fair: Vital signs are stable and within normal limits; indicators are never cause more injury than the min- favorable; patient is conscious but in moderate to severe discomfort. He imum required to cripple that body has at least 1 HP, but less than 1/2 his full HP; e.g., the same person at part. For example, if a man has 10 HP 1 to 4 HP. and suffers 9 points of injury to his Serious: Vital signs may be unstable or outside normal limits; indi- right arm, he loses only 6 HP – the cators are questionable; patient is badly injured or acutely ill, and may minimum required to cripple his arm. be unconscious. He is at 0 HP or worse, but above -1¥HP; e.g., our vic- Exception: No such limit applies to the tim at -9 to 0 HP. eyes! Critical: Vital signs are unstable and outside normal limits; indica- tors are unfavorable; patient is often unconscious, and may not survive. Dismemberment: If injury to a body He is at -1¥HP or worse; e.g., our patient at -10 HP or below. part before applying the above limit was at least twice what was needed to Temporary Attribute Penalties cripple it, the body part is not just Shock, afflictions, and many other things can temporarily lower your crippled but destroyed. A cutting attributes. ST reductions affect the damage you inflict with muscle- attack or explosion severs a limb or powered weapons. IQ penalties apply equally to Will and Per. However, extremity; otherwise, it’s irrevocably there are no other effects on secondary characteristics; for instance, ST, crushed, burned, etc. DX, and HT reductions do not affect HP, Basic Speed, Basic Move, or FP. Crippling Extra Limbs An attribute penalty always reduces skills governed by the lowered If you have more than two of a par- attribute by a like amount. For example, -2 to IQ would give -2 to all IQ- ticular limb (arm, leg, etc.), a crippling based skills (and to all Per- and Will-based skills, since IQ reductions blow is injury over HP/(number of lower Per and Will). limbs of that kind); e.g., if you have four arms, injury over HP/4 cripples Exception: Defensive reactions that don’t require a maneuver to per- an arm. form – active defenses, resistance rolls, Fright Checks, etc. – never suf- If you have more than two of a fer penalties for attribute reductions. For instance, -2 to DX would not given extremity (hand, foot, etc.), a affect Block, Dodge, or Parry. crippling blow is injury over HP/(1.5 ¥ Note that permanent attribute losses require recalculation of all sec- number of extremities of that kind); ondary attributes and skills! e.g., if you have four feet, injury over HP/6 cripples a foot. Effects of Crippling Injury Any crippling injury is also a major block, but you cannot attack with it. something to lean on. You can still wound, and requires a HT roll for Until healed, you have the One Hand fight if you brace yourself against knockdown and stunning; see disadvantage (p. 147). a wall. If you have nothing to lean on, Knockdown and Stunning (p. 420). Arm: As for a crippled hand . . . you may assume a kneeling or sitting Below are some additional effects spe- but while someone with a crippled posture. Until healed, you have cific to particular body parts; all these hand could at least carry something in the Lame (Crippled Legs) disadvan- effects apply to dismemberment as the crook of the arm, you cannot use a tage (p. 141). well. These last until the fight is over, crippled arm to carry anything! You Leg: You fall down! You can still and possibly longer – see Duration of do not drop a shield on that arm fight if you assume a sitting or lying Crippling Injuries (p. 422). (unless the arm is severed), but posture. Until healed, you have the you cannot use it to block – and since Lame (Missing Legs) disadvantage Hand: You drop anything you were it’s just hanging in front of you, reduce (p. 141). carrying in that hand. If you were its usual Defense Bonus by one. Until Eye: You are blind in that eye. Until using two or more hands to hold healed, you have the One Arm disad- healed, you have the One Eye (p. 147) an object, roll vs. DX to avoid drop- vantage (p. 147). disadvantage – or Blindness (p. 124), if ping it. You cannot hold anything Foot: You fall down! You cannot you lose all your eyes – unless you (e.g., a weapon) in that hand. You can stand or walk without a crutch or have some substitute for eyes. wear a shield on that arm and use it to

INJURIES, ILLNESS, AND FATIGUE 421 Nonhuman Body Parts Extra Arms: If you have three or more arms, a crippled arm (hand) simply reduces the number of arms (hands) you can use. You only suffer an actual disadvantage if reduced to fewer than two arms (hands). Extra Head: If an extraneous head is crippled, you lose the benefits of that Extra Head; see Extra Head (p. 54). Extra Legs: If you have three or more legs, see Extra Legs (p. 54) for the effects of a crip- pled foot or leg. Striker: You cannot use your Striker to attack. If your Striker is also a wing or a tail, see below for additional effects. Tail: Any advantages the tail provides (e.g., Extra Arm or Striker) no longer function. As well, your balance is off: -1 DX, except for close manual tasks. If you’re a swimmer or winged flyer, the DX penalty is -2 and you are at half your usual water or air Move (which will also halve your top speed with Enhanced Move). Wing: If you have Flight (Winged), you cannot fly – and if you were airborne, you fall. If your wing is also a Striker, you cannot use it to attack. Duration of Crippling Injuries If you suffer a crippling injury, make a HT roll to see how serious it is. For battlefield injuries, roll at the end of combat. Success means the crippling is temporary, failure means it’s last- ing, and critical failure means it’s permanent. Dismemberment is automatically permanent – don’t bother rolling! Temporary Crippling: Until you are back at full HP, you suffer the disadvantages described under Effects of Crippling Injury, above. Once you are fully healed, these effects disappear. Lasting Crippling: You suffered a broken bone, badly torn (or burned) muscle, or other lingering damage. Roll 1d. This is the number of months it will take for the injury to heal fully. (If the injury is treated by a physician, subtract 3 from the roll at medical TL7+, 2 at TL6, or 1 at TL5 – but the period of healing is never less than one month.)

Permanent Crippling: You lose the use of that body part. It is either nonfunctional or gone. Either way, you acquire a new disadvantage (One

422 INJURIES, ILLNESS, AND FATIGUE Hand, Lame, etc., as appropriate). You If you recover from a mortal wound, This does not apply to a merely get no extra character points for this! make a HT roll. On a failure, you lose a unaware victim. If you sneak up It simply lowers your point value. In point of HT permanently. On a critical behind a sentry with a knife, you can’t some settings, even this degree of failure, the GM may apply the automatically kill him. Game it out injury is curable; see Repairing Wounded disadvantage (p. 162) or realistically. Target the vitals or neck. Permanent Crippling Injuries (p. 424). some other effect (e.g., reduced appear- Since it’s a surprise attack, he won’t be ance due to scarring). hitting back: make an All-Out attack! MORTAL WOUNDS Your attack roll will almost certainly If you fail a HT roll to avoid death by 1 or 2, you don’t drop dead, but suf- fer a “mortal wound.” This is a wound “Now stand aside.” so severe that your internal injuries “ ’Tis but a scratch.” might kill you even after you stop bleeding. “A scratch? Your arm’s off.” If you are mortally wounded, you “No it isn’t.” are instantly incapacitated. You may or may not be conscious (GM’s deci- “Then what’s that?” sion). If you suffer further injury and “. . . I’ve had worse.” must make another HT roll to avoid death, any failure kills you. – King Arthur and the Black Knight, While mortally wounded, you must Monty Python and the Holy Grail make a HT roll every half-hour to avoid death. On any failure, you die. On a suc- cess, you linger for another half-hour – then roll again. On a critical success, DEATH succeed. Your victim gets no active you pull through miraculously: you are If your character is killed, you may defense at all. You will probably inflict no longer mortally wounded (but you still wish to keep track of further enough injury to incapacitate or kill are still incapacitated). injury. In certain futuristic or magical him. But it isn’t automatic. If you’re alive but mortally wound- worlds, the dead can be brought back ed, surgery may be able to stabilize to life by prompt treatment, as long as Dying Actions your condition – see Stabilizing a the body is mostly intact (not reduced When a PC or important NPC is Mortal Wound (p. 424). At TL6+, “trau- to -10¥HP). killed in any but the most sudden and ma maintenance” can keep you alive thorough fashion, the GM should while waiting for surgery. This involves Instant Death allow a “dying action.” If this is a final CPR, oxygen, transfusions, etc. Instead Decapitation, a cut throat, etc. can blow at the enemy, it should take no of rolling vs. HT every half-hour, roll kill anyone, regardless of HT and HP. more than a turn. If it’s a deathbed against the higher of your HT or your If a helpless or unconscious person is speech, the GM should stretch time a caregiver’s Physician skill every hour – attacked in an obviously lethal way, little bit for dramatic purposes! or every day, if you are on a heart-lung he’s dead. Don’t bother to roll for dam- This has nothing to do with realism, machine or similar life support. You age, calculate remaining HP, etc. Just but it’s fun. do not need to roll at all if you’re put assume that he drops to -5¥HP. into magical or ultra-tech suspended animation! RECOVERY The Injuries rules may seem harsh, GM to decide whether you are truly unless you receive new injury. But since but don’t despair . . . you can get better! unconscious or just totally incapacitat- you are below 1/3 your HP, you are at ed by pain and injury – but either way, half Move and Dodge. you can’t do anything. You recover as • At -1¥HP or below, you are in bad RECOVERING follows: shape. You get a single HT roll to awaken after 12 hours. If you succeed, • If you have 1 or more HP remain- FROM you regain consciousness and can act ing, you awaken automatically in 15 as described above. But if you fail, you UNCONSCIOUSNESS minutes. won’t regain consciousness without Failure by 5 or more on a knock- • At 0 HP or worse, but above -1¥HP, medical treatment – use the rules down roll, a failed HT roll to stay con- make a HT roll to awaken every hour. given under Stabilizing a Mortal scious at 0 HP or less, and many other Once you succeed, you can act normal- Wound (p. 424). Until you receive things (e.g., certain critical hits) can ly. You do not have to roll against HT help, you must roll vs. HT every 12 leave you unconscious. It is up to the every second to remain conscious hours; if you fail, you die.

INJURIES, ILLNESS, AND FATIGUE 423 Stabilizing a Mortal Wound High HP and Healing Each attempt takes one hour. The The healing rates given for natural recovery, first aid, magical heal- roll is at -2 if the patient is at -3¥HP or ing spells, the Regeneration advantage, etc. assume someone with worse, or -4 if he’s at -4¥HP or worse. human-scale Hit Points; that is, with fewer than 20 HP. Those with On a failure, repeated attempts are more HP heal in proportion to their HP score. Multiply HP healed by 2 allowed, at a cumulative -2 per at 20-29 HP, by 3 at 30-39 HP, by 4 at 40-49 HP, and so on, with each attempt. If the victim dies on the table, full 10 HP adding 1 to the multiple. resuscitation may be possible; see Resuscitation (p. 425). Repairing Lasting Aid Table, he may roll against First Aid Crippling Injuries NATURAL skill. It is possible to fix a lasting crip- On a success, the medic rolls as pling injury (see Duration of Crippling RECOVERY indicated on the table to see how Injuries, p. 422) through surgery Rest lets you recover lost HP, many HP the victim recovers – mini- rather than leaving it to heal on its unless the damage is of a type that mum 1 HP. A critical success restores own. This takes 2 hours. On a success, specifically does not heal naturally the maximum possible HP! This roll measure the injury’s remaining recov- (for an example, see Illness, p. 442). At includes the 1 HP for bandaging; thus, ery time in weeks rather than months. the end of each day of rest and decent a roll of 1 HP restores no further HP. But on a critical failure, the injury food, make a HT roll. On a success, On a critical failure, the victim becomes permanent! you recover 1 HP. The GM may give a loses 2 HP instead of recovering any penalty if conditions are bad, or a HP at all! Repairing Permanent bonus if conditions are very good. Crippling Injuries Radical surgery can fix certain per- First Aid Table manent crippling injuries at TL7+; Tech Level Time per Victim HP Restored exact details are up to the GM. This 0-1 30 minutes 1d-4 often requires prosthetic or transplant 2-3 30 minutes 1d-3 parts, which might be costly or hard to 4 30 minutes 1d-2 find. At TL7-8, the procedure might 5 20 minutes 1d-2 only restore partial functionality. This 6-7 20 minutes 1d-1 kind of operation is also tricky: -3 or 8 10 minutes 1d worse to skill. On a failure, the patient 9+ 10 minutes 1d+1 needs 1d months to recover before another attempt is possible. FIRST AID SURGERY Surgery can physically repair dam- EDICAL ARE The two main uses for First Aid M C age to the body, but it’s risky at low TLs skill (p. 195) are bandaging and treat- Anyone under the care of a – especially prior to the invention of ing shock. competent physician (Physician skill anesthesia (mid-TL5) and blood typ- 12+) gets +1 on all rolls for natural Bandaging ing (TL6). See Surgery skill (p. 223) recovery. It takes one minute to apply pres- for general modifiers and for the The healer may also make a sure or a tourniquet to stop bleeding. effects of a failed skill roll. Some addi- Physician roll to cure the patient. This restores 1 HP. tional rules: Only one physician may roll per Using the Bleeding rule (p. 420), Equipment: Basic equipment gives patient, but a single physician can someone who is wounded but receives -6 at TL1, -5 at TL2-3, -4 at TL4, -2 at care for up to 200 patients. The exact a successful First Aid roll within one TL5, and +(TL-6) at TL6+. Equipment number of patients a physician can minute of his injury loses no HP to quality further modifies the roll; see attend to and the frequency with bleeding. A later roll will prevent fur- Equipment Modifiers (p. 345). The which he may roll to cure them ther HP loss. modifiers for TL5+ surgery assume depend on the TL of his Physician that anesthetic is available. If it isn’t, skill; see the Medical Help Table, Treating Shock apply a -2 penalty to skill. This is below. On a success, the patient After bandaging, the aid-giver may instead of the usual -1 for a missing recovers 1 HP; on a critical success, take extra time to apply a more elabo- item. he recovers 2 HP. This is in addition rate dressing and treat the victim for Infection: Before TL5 (and, at the to natural healing. However, a criti- shock. He must keep the victim GM’s option, even during much of cal failure costs the patient 1 HP! warm, comfortable, calm, and still. TL5), antiseptic practice is poor. High-tech physicians depend heav- After the time indicated on the First Check for infection (see Infection, ily on equipment but still receive good p. 444) after any surgery.

424 INJURIES, ILLNESS, AND FATIGUE Medical Help Table Medical Frequency Patients TL of Rolls per Doctor 0 There are no physicians. Get well by yourself. 1-3 Weekly 10 4 Every 3 days 10 5 Every 2 days 15 6 Daily 20 7 Daily 25 8 Daily 50 9 2 ¥ daily 50 10 3 ¥ daily 50 11 4 ¥ daily 100 12+ 5 ¥ daily 200

It just so happens that your friend here Ultra-Tech Drugs Miraculous drugs are a staple of science-fiction medicine. Below is is only MOSTLY a quick-and-dirty system for designing TL9+ drugs. dead. There’s a big Effects: Select one or more attribute modifiers, advantages, or dis- difference between advantages to represent the drug’s effects and (usually bad) side effects. Most medical drugs give Rapid Healing, Resistant to Disease, HT mostly dead and all bonuses, or similar benefits. Some mitigate disadvantages, canceling dead. them for the drug’s duration (e.g., a psychiatric drug might suppress Delusions and Paranoia). A few provide unique effects, such as healing – Miracle Max, lost HP or FP. The Princess Duration: Select the duration of the effects. Standard durations are Bride short-term (lasts [25 - HT] minutes), medium-term ([25 - HT]/4 hours), long-term (one full day), or very long-term (up to a week). Multiple doses generally extend duration rather than increasing effect; e.g., two doses of a long-term drug last two days. Potency: The subject gets a HT roll to resist disadvantages and other basic training; therefore, a TL6+ negative effects. The drug’s potency is a modifier to this roll. Assume physician performs as though he were that each doubling of dosage gives an extra -1 to the roll. TL6 if he has to make do without the Form: A drug may be a pill, injection, aerosol, contact agent, or gadgetry to which he is accustomed, aerosol contact agent. Many drugs are available in multiple forms. Most as long as the surroundings are clean. pills require 30 minutes or more to take effect, but can be dissolved in drinks. Contact agents (e.g., patches) take at least 5 minutes. Aerosols and injections take effect almost immediately. RESUSCITATION Cost: This can vary, but here’s a rule of thumb. Sum the absolute Reviving a drowning, asphyxiation, point values of all traits the drug adds or removes. Multiply the sum by or heart attack victim requires a base cost for duration: $2 for short-term, $10 for medium-term, $50 resuscitation. Make a successful for long-term, or $250 for very long-term. For drugs that heal, use the Physician/TL7+ roll – or a First point cost of HP or FP, as appropriate, and treat permanent healing as Aid/TL7+ roll at -4. Each attempt takes “long-term.” Potency modifies price: double cost for each -1 to HT rolls. one minute. Repeated attempts are Multiply final cost by 2 for aerosols or contact agents, by 10 for aerosol possible, but there is almost always a contact agents. time limit. LC: This will vary by society and with the nature of the drug. Medical Cardiopulmonary resuscitation drugs are typically LC3. Drugs perceived as socially harmful might be (CPR) and rescue breathing, widely LC2 or even LC1. taught after 1960, are more effective than earlier forms of resuscitation. Example: A “truth drug” that forces the subject to roll HT-3 or suffer First Aid rolls (but not default rolls) to -4 to Will for (25 - HT) minutes would cost 20 (point value) ¥ $2 (short- revive victims of drowning or asphyxi- term) ¥ 8 (potency) ¥ 1 (injection) = $320 per dose. It would probably ation are at -2 instead of -4. only be available to spies: LC2.

INJURIES, ILLNESS, AND FATIGUE 425 FATIGUE Running long distances, using effect on this, but you run or swim extra effort, being suffocated, casting FATIGUE COSTS more slowly. See Running (p. 354) and magic spells, and many other things The following activities commonly Swimming (p. 354). can cause “fatigue”: a temporary loss result in FP loss. of Fatigue Points. Your Fatigue Points Special Abilities (FP) score starts out equal to your HT, Fighting a Battle Most magic spells (see Chapter 5), but you can modify this; see Fatigue Any battle that lasts more than 10 many advantages (such as Healing, Points (p. 16). Just as injury represents seconds will cost FP – you expend p. 59), and a few cinematic skills (for physical trauma and comes off of HP, energy quickly when you fight for instance, Power Blow, p. 215) cost FP fatigue represents lost energy and your life! Those who make no attack to use, as does any trait with the Costs reduces FP. When you lose FP, keep or defense rolls during the fight are Fatigue limitation (p. 111). track of it on your character sheet. exempt from this fatigue, but other actions (e.g., casting magic spells) still have their usual FP cost. Assess the STARVATION AND LOST FATIGUE following costs at the end of the battle: DEHYDRATION POINTS No Encumbrance: 1 FP. When you buy equipment, don’t The chart below summarizes the Light Encumbrance: 2 FP. forget food! The traveler’s rations effects of being at low or negative FP. Medium Encumbrance: 3 FP. under Camping and Survival Gear All effects are cumulative. Heavy Encumbrance: 4 FP. (p. 288) are the minimum necessary to Extra-Heavy Encumbrance: 5 FP. keep you healthy on the road; missing Less than 1/3 your FP left – You are even one meal weakens you. very tired. Halve your Move, If the day is hot, add 1 FP to the Dodge, and ST (round up). This above – or 2 FP for anyone in plate Note to the GM: If keeping up with does not affect ST-based quantities, armor, an overcoat, etc. Full-coverage the party’s meals doesn’t sound like such as HP and damage. armor at TL9+ is climate-controlled. fun, feel free to ignore this whole sec- 0 FP or less – You are on the verge of This counts as a cooling system, and tion. Travel is much more hazardous if collapse. If you suffer further negates the penalties for hot weather. you have to keep track of food and fatigue, each FP you lose also caus- These costs are per battle, not per water! es 1 HP of injury. Thus, fatigue 10 seconds of battle. A very long battle from starvation, dehydration, etc. may cost more (GM’s decision), but it Starvation will eventually kill you – and you would have to run for 2 or 3 minutes A human needs three meals per can work yourself to death! To do (120 to 180 turns!) before extra FP day. For each meal you miss, take 1 anything besides talk or rest, you costs would be realistic. FP. You can only recover “starvation” must make a Will roll; in combat, fatigue with a day of rest: no fighting roll before each maneuver other Hiking or travel, and three full meals. Each than Do Nothing. On a success, Use the FP costs for fighting a bat- day of rest makes up for three skipped you can act normally. You can use tle, but assess them per hour of road meals. FP to cast spells, etc., and if you are travel; e.g., one hour of marching with drowning, you can continue to light encumbrance costs 2 FP (3 FP on Dehydration struggle, but you suffer the usual 1 a hot day). If the party enters combat In temperate areas, where water is HP per FP lost. On a failure, you while on the march, assume they’ve easy to come by, assume that you can collapse, incapacitated, and can do been walking for an hour, unless renew your supplies as needed. But if nothing until you recover to posi- events dictate otherwise, and assess water is in short supply, watch out! A tive FP. On a critical failure, make fatigue accordingly. human (or , dwarf, etc.) needs 2 an immediate HT roll. If you fail, quarts of water a day – 3 in hot cli- you suffer a heart attack; see Overexertion mates, 5 in the heat of the desert! If Mortal Conditions (p. 429). Carrying more than extra-heavy you get less than you need, you lose 1 -1¥FP – You fall unconscious. While encumbrance, or pushing/pulling a FP every eight hours. If you drink less unconscious, you recover lost FP at very heavy load, costs 1 FP per second than a quart a day, you lose an extra 1 the same rate as for normal rest. (see Lifting and Moving Things, p. 353). FP and 1 HP per day. You can regain You awaken when you reach posi- For FP costs for other forms of heavy all FP lost to dehydration after a day of tive FP. Your FP can never fall exertion, see Extra Effort (p. 356). rest with ample water supplies. You below this level. After this stage, recover lost HP at the usual rate. any FP cost comes off your HP Running or Swimming Every 15 seconds of sprinting, or instead! minute of paced running or swim- MISSED SLEEP ming, requires a HT roll to avoid los- The average human can function ing 1 FP. Encumbrance has no direct for a 16-hour “day.” He must then rest

426 INJURIES, ILLNESS, AND FATIGUE for an eight-hour “sleep period.” Less Sleep (p. 65) shortens this sleep peri- od, thereby increasing useful day Foraging length; Extra Sleep (p. 136) and Sleepy In hospitable terrain, you can supplement your supplies by forag- (p. 154) do the opposite. Getting less ing for food. On any day, each character can “forage” as the party trav- sleep than your sleep period costs FP els. A successful Survival or Naturalist roll collects enough edible that you can only recover by sleeping. plants and berries for one meal. (On a 17, you poisoned yourself. Roll Interruptions, noise, and disadvan- vs. HT. On a success, you lose 1 HP; otherwise, lose 1d HP. On an 18, tages such as Chronic Pain (p. 126), you shared with your friends: the whole party suffers – each PC rolls Insomniac (p. 140), Light Sleeper independently.) (p. 142), and Nightmares (p. 144) can In suitable terrain, a successful skill roll with a missile weapon (at reduce the quality of your sleep. In -4) bags a rabbit or similar creature, providing meat for two meals. game terms, your sleep counts as Near water or at sea, a successful Fishing roll has similar results. fewer hours – or none at all. Each forager gets one Survival or Naturalist roll and one missile or Those who have the Doesn’t Sleep Fishing roll per day. advantage (p. 50) can ignore this entire Alternatively, the party can take some time off from travel and do section! some serious foraging. Each character can make five Survival or Naturalist rolls and five missile or Fishing rolls per day. Foragers can Staying Up Late smoke meat and fish over a fire and add it to the regular store of If you’ve been awake for more than rations. your normal day (typically 16 hours), The GM can impose penalties in areas with little plant or animal life you start to get tired. You lose 1 FP if (e.g., -3 in snow, -6 in desert), and cumulative penalties for repeated you fail to go to sleep, and 1 FP per foraging in an area. quarter-day (usually four hours) you stay awake after that. If you’ve lost half or more of your you wake up. Subtract twice the hours around, or anything more strenuous, FP to lack of sleep, you must make a of missed sleep from your day to deter- is not. Lost FP return at the rate of 1 Will roll every two hours you spend mine how long you can stay awake. FP per 10 minutes of rest. The GM inactive (e.g., standing watch). On a For example, if your sleep period is may allow you to regain one extra FP failure, you fall asleep, sleeping until eight hours and you sleep only six if you eat a decent meal while resting. you are awakened or get a full night’s hours, you’ve missed two hours of Certain drugs, magic potions, etc. can sleep. On a success, you have -2 to DX, sleep. You will suffer the effects of stay- restore missing FP, as can spells such IQ, and self-control rolls. Those with ing up late after only 12 hours: your as Lend Energy and Recover Energy the Slow Riser disadvantage (p. 155) usual 16-hour day, minus four hours (see p. 248). get an extra -1. (twice your hours of missed sleep). You can only recover from fatigue If you’re down to less than 1/3 caused by missed sleep by sleeping for your FP due to lack of sleep, roll as at least one full sleep period. This above once per 30 minutes of inac- RECOVERING restores 1 FP. Further uninterrupted tion or two hours of action. This can sleep restores 1 FP per hour. be very dangerous! FROM FATIGUE You need food or water to recover You can recover “ordinary” lost FP Getting Up Early FP lost to starvation or dehydration; by resting quietly. Reading, talking, see Starvation and Dehydration If you sleep for less than your full and thinking are all right; walking (above). sleep period, you’ll still be tired when

INJURIES, ILLNESS, AND FATIGUE 427 HAZARDS Besides the ordinary combat risks Irritating Conditions active defenses). In combat, you must of swords, guns, and spells, adventur- Coughing or Sneezing: You are at -3 Do Nothing on your turn. If an afflic- ers commonly face other hazards. to DX and -1 to IQ, and cannot use tion lets you drop, you can sit, kneel, go Stealth. prone, etc. if standing, or go prone if ACID Drowsy: You are on the verge of kneeling or sitting. If it lets you stagger, falling asleep. Make a Will roll every you can drop, change facing, or step or Acids range from extremely weak two hours you spend inactive. On a crawl one yard. In all cases, you are to extremely strong (e.g., hydrochlo- failure, you fall asleep, and sleep until still effectively stunned. ric, perchloric, nitric, and sulfuric you are awakened or get a full night’s acids). Most laboratory acids are dan- Agony: You are conscious but in sleep. On a success, you have -2 to DX, gerous only to the eyes, but strong or such terrible pain that you can do IQ, and self-control rolls. highly concentrated acids can “burn” nothing but moan or scream. If stand- Drunk: You are highly intoxicated: through equipment and flesh. For ing or sitting, you fall down. While the -2 to DX and IQ, and -4 to self-control game purposes, treat strong alkalis affliction endures, you lose 1 FP per rolls except those to resist Cowardice. just like strong acids. minute or fraction thereof. After you Reduce Shyness by two levels, if you If the victim is splashed with strong recover, anyone who can credibly have it. acid, he suffers 1d-3 points of corro- threaten you with a resumption of the sion damage. If the acid splashes on his face, he must make a HT roll to avoid eye damage. On a failure, or on a direct hit to the eyes, the damage is I laugh in the face of danger, and then I hide to his eyes. Use the Crippling Injury rules (p. 420) to see whether he is until it goes away. blinded – and if so, whether the blind- – Xander, Buffy the Vampire Slayer ness is permanent. On a critical fail- ure, permanent blindness is certain (acquire the Blindness disadvantage, p. 124). Euphoria: You have a -3 penalty to If the victim is immersed in acid, he pain gets +3 to Interrogation and all DX, IQ, skill, and self-control rolls. takes 1d-1 corrosion damage per sec- Intimidation skill rolls. Low Pain Nauseated: You have -2 to all attrib- ond. If his face is immersed, he must Threshold doubles the FP loss and tor- ute and skill rolls, and -1 to active also roll for eye damage (see above) ture bonus. High Pain Threshold lets defenses. As well, roll vs. HT after you every second. you overcome the agony enough to eat, are exposed to a foul odor, fail a If the victim swallows acid, he function, but at -3 to DX and IQ. Fright Check, or are stunned, and takes 3d damage at the rate of 1 HP Choking: You are unable to breathe every hour in free fall or in any situa- per 15 minutes. A successful Physician or speak. You may do nothing but tion where you might suffer motion or Poisons roll can halt this damage; drop. While the choking endures, you sickness. A rich meal in the past hour treatment requires 2d minutes. suffer the effects of suffocation (see gives -2; anti-nausea remedies give +2. Used against a lock’s pins or other Suffocation, p. 436). If you have an On a failure, you vomit for (25 - HT) small, vulnerable items, acid requires object lodged in your throat, a friend seconds – treat as Retching, below. 3d minutes to eat through the item. can try a First Aid roll to clear it; roll at Pain: You have a penalty to all DX, A vial of acid powerful enough to -2 before TL7. Each attempt takes 2 IQ, skill, and self-control rolls. This is produce these effects is a TL3 item, seconds. If you have Doesn’t Breathe -2 for Moderate Pain, -4 for Severe and costs $10. or Injury Tolerance (Homogenous), Pain, and -6 for Terrible Pain. High you cannot choke! Pain Threshold halves these penalties; Daze: You are conscious – if you are AFFLICTIONS Low Pain Threshold doubles them. standing, you remain upright – but you An “affliction” is a harmful effect Tipsy: You are slightly intoxicated: can do nothing. If you are struck, other than direct injury or fatigue, -1 to DX and IQ, and -2 to self-control slapped, or shaken, you recover on usually the result of an attack, hazard, rolls except those to resist Cowardice. your next turn. illness, magic spell, or toxin. In most Reduce Shyness by one level, if you Ecstasy: You’re incapacitated with cases, the victim gets a HT roll to have it. overwhelming pleasure. Treat as resist, and only suffers the affliction Agony, but neither Low Pain on a failure. Duration depends on the Incapacitating Threshold nor High Pain Threshold cause; see the relevant disease, haz- Conditions has any effect – and instead of a bonus ard, poison, spell, or weapon descrip- All of these afflictions prevent you for torture, someone offering to con- tion for details. from taking voluntary action for the tinue the pleasure gets +3 to any duration. In addition to their other Influence roll! If you have Killjoy, effects, you’re effectively stunned (-4 to you’re immune.

428 INJURIES, ILLNESS, AND FATIGUE Hallucinating: You can try to act, but you must roll vs. Will before each success roll. On a success, you merely suffer 2d seconds of disorientation. This gives -2 on success rolls. On a fail- Hazardous Atmospheres ure, you actually hallucinate for 1d Earth’s atmosphere is 78% nitrogen and 21% oxygen (plus 1% com- minutes. In this case, the penalty is -5. prising a number of other gases). Visitors to other planets (and victims The GM is free to specify the details of of lab accidents or death traps) might encounter other atmospheres, your hallucinations, which need not be most of which are unsafe for humans without proper protection. Of visual. On a critical failure, you “freak course, “breathable air” for humans might be deadly for nonhumans, out” for 3d minutes. You might do any- and vice versa! thing! The GM rolls 3d: the higher the Corrosive: The atmosphere reacts with exposed flesh. Those with the roll, the more dangerous your action. Sealed advantage are safe; those in sealed suits might be safe, but some Paralysis: You cannot move any vol- gases eat away at seals. Small concentrations in otherwise breathable untary muscles, and fall over if you are air require a roll at HT to HT-4 every minute to avoid 1 point of corro- not in a balanced position. You remain sion damage. Victims suffer coughing (see Afflictions, p. 428) after los- conscious, and can still use advantages ing 1/3 their HP, blindness (as the disadvantage) after losing 2/3 their or spells that require neither speech HP. Atmospheres made up mostly of corrosive gases have effects com- nor movement. parable to immersion in acid (see Acid, p. 428) and count as suffocat- Retching: You are conscious but ing. Corrosives include ammonia and nitrides. Chlorine and fluorine vomiting (or suffering dry heaves). You are extremely corrosive and toxic! can try to act, but you will be at -5 to Toxic: The atmosphere is poisonous. Individuals without respirators, DX, IQ, and Per, and automatically fail Doesn’t Breathe, Filter Lungs, etc. are susceptible. Ordinary airborne at any action that requires a industrial pollutants might require a daily HT roll to avoid 1 point of Concentrate maneuver. At the end of toxic damage. Lethal gases would call for a HT-2 to HT-6 roll every the retching spell, you lose 1 FP. You minute to avoid 1 point of toxic damage. If such gases make up most of gain no benefit from recent meals or the atmosphere, they inflict at least 1d toxic damage per 15 seconds (no oral medication – you’ve thrown it up. resistance possible) and count as suffocating. A typical toxic gas is car- Seizure: You suffer a fit of some bon monoxide. Chlorine and fluorine are deadly in tiny concentrations, kind. Your limbs tremble uncontrol- and also corrosive. lably, you fall down if standing, and Suffocating: The atmosphere is unbreathable. For humans, this you cannot speak or think clearly. You means it lacks oxygen. Those without Doesn’t Breathe or an air supply can do nothing. At the end of the start to suffocate (see Suffocation, p. 436). Hydrogen, methane, and seizure, you lose 1d FP. nitrogen are all suffocating. As noted above, an atmosphere made up Unconsciousness: You are knocked mostly of corrosive or toxic gases is suffocating as well – but these usu- out, just as if you had suffered injury. ally kill so rapidly that suffocation becomes irrelevant. Mortal Conditions Coma: You collapse just as if you had been wounded to -1¥HP or below and passed out; see Recovering from Unconsciousness (p. 423). You get a TMOSPHERIC Thin (0.51-0.8 atm.): Earth’s atmos- single HT roll to awaken after 12 A phere is “thin” between 6,000’ and hours. On a failure, you won’t recover PRESSURE 20,000’. Thin air is breathable if oxy- without medical treatment. Until you gen is present in Earthlike percent- Regardless of its composition, an ages, but it is hard on unprotected receive treatment, roll vs. HT every 12 atmosphere may be difficult or impos- hours. On any failure, you die. individuals. Increase all fatigue costs sible to breathe if its pressure is wrong. for exertion by 1 FP. Vision rolls are at Heart Attack: Your heart stops We measure air pressure in “atmos- functioning (“cardiac arrest”). You -1 without eye protection. Finally, any- pheres” (atm.); 1 atm. is air pressure at one who breathes thin air for an hour immediately drop to -1¥FP. Regardless sea level on Earth. of your current HP, you will die in or more must check for “altitude sick- HT/3 minutes unless resuscitated – see Trace (up to 0.01 atm.): Treat an ness.” Make a daily HT roll at +4. Resuscitation (p. 425). If you survive, atmosphere this thin as vacuum (see Critical success means acclimatiza- you will be at 0 HP or your current HP, Vacuum, p. 437). tion – do not roll again. Success whichever is worse. Missing HP heal Very Thin (up to 0.5 atm.): The air means no effect today. Failure means normally. If you die and it matters is too thin to breathe. Earth’s atmos- headaches, nausea, etc., giving -2 to what your HP total was, treat this as phere becomes “very thin” above DX and IQ. Critical failure means the death at -1¥HP or your current HP, 20,000’. If you lack protection (e.g., the victim falls into a coma after 1d hours; whichever is worse. Injury Tolerance Doesn’t Breathe advantage, or a respi- see Mortal Conditions (above). Roll (Diffuse, Homogenous, or No Vitals) rator and oxygen tanks), you suffocate against Physician skill once per day to grants immunity to this affliction. – see Suffocation (p. 436). Vision rolls revive the victim before he dies. are at -2 without eye protection.

INJURIES, ILLNESS, AND FATIGUE 429 Failure costs 1 FP. As usual, once you go below 0 FP, you will start to lose 1 HP per FP. Recovery of FP or HP lost to cold requires adequate shel- ter and a heat source (flame, electric heat, body warmth, etc.). Thermal Shock: Sudden immersion in icy waters (e.g., any of Earth’s oceans far from the equator) or a cryo- genic environment can cause death by thermal shock. Note that impure water (e.g., saltwater oceans) can be below the usual freezing temperature! If you are wearing a completely water- proof “dry suit,” you are only affected as per normal freezing. Otherwise, roll against HT once per minute of immer- sion. Do not modify this for clothing. On a success, you lose 1 FP. On a fail- ure, you lose FP equal to the margin of failure. Don’t forget to check for drowning as well! COLLISIONS AND FALLS Dense (1.21-1.5 atm.): The air is When a moving object hits another breathable, with some discomfort: -1 object, this is a collision. Use the rules to all HT rolls, unless you have a pres- COLD below for ramming attempts, acciden- sure suit. If the air contains more than tal crashes, falls, and dropped objects. 50% oxygen, you must wear a “reduc- Cold can be deadly, but only magic ing respirator” that lowers oxygen par- or superscience can produce cold quickly enough to cause damage in Damage from Collisions tial pressure, or suffer -2 to DX due to An object or person’s Hit Points combat. Armor offers its usual DR coughing and lung damage. and velocity determine collision dam- against such “instant” cold attacks, Very Dense (1.51+ atm.): As age. Mass only matters indirectly: but it must be insulated or heated to “dense,” but a reducing respirator is massive objects usually have high HP, shield against prolonged exposure to required if the air is more than 10% but it would hurt more to collide with ambient cold. oxygen. Usually quite hot from green- a locomotive than with a pillow of the Make a HT or HT-based Survival house effects. same mass! HP take into account both (Arctic) roll, whichever is better, every Superdense (10+ atm.): As “very mass and structural strength. 30 minutes in “normal” freezing dense,” but the atmospheric pressure “Velocity” is how fast the character weather. For most humans, this is so great that it can actually crush or object is moving in yards per sec- means temperatures below 35°F, but someone who is not native to it, unless ond (2 mph = 1 yard per second). see Temperature Tolerance (p. 93). In he has Pressure Support or an armored Velocity could be anything up to light wind (10+ mph), roll every 15 suit that provides this advantage; see Move. It might exceed Move when div- minutes. In strong wind (30+ mph), Pressure (p. 435). Visitors to Venus, or ing or falling; see High-Speed roll every 10 minutes. Additionally, deep inside Jupiter, experience hun- Movement (p. 394). strong wind can dramatically reduce dreds of atmospheres of pressure! Such An object in a collision inflicts the effective temperature (the “wind atmospheres are often poisonous, dice of crushing damage equal to (HP chill factor”). Also see the modifiers which presents a separate problem. ¥ velocity)/100. If this is less than 1d, below: These rules assume you are native treat fractions up to 0.25 as 1d-3, to 1 atm. and can function normally Modifier to fractions up to 0.5 as 1d-2, and any at 0.81-1.2 atm. If your native pres- Situation HT Roll larger fraction as 1d-1. Otherwise, sure differs from 1 atm., multiply all Light or no clothing -5 round fractions of 0.5 or more up to a the pressure ranges above by your Ordinary winter clothing +0 full die. native pressure in atm. For example, “Arctic” clothing +5 If an object is bullet-shaped, sharp, if you’re native to 0.5 atm., a “dense” Heated suit +10 or spiked, it does half damage, but this atmosphere for you would be 0.61- Wet clothes additional -5 damage is piercing, cutting, or impal- 0.75 atm. and a “thin” one would be Every 10° below 0°F ing, rather than crushing. 0.26-0.4 atm. effective temperature -1

430 INJURIES, ILLNESS, AND FATIGUE Falling Velocity Table Fall Velocity Fall Velocity Fall Velocity Fall Velocity 1 yard 5 13-14 yards 17 35-37 yards 28 68-71 yards 39 2 yards 7 15 yards 18 38-39 yards 29 72-75 yards 40 3 yards 8 16-17 yards 19 40-42 yards 30 76-79 yards 41 4 yards 9 18-19 yards 20 43-45 yards 31 80-82 yards 42 5 yards 10 20-21 yards 21 46-48 yards 32 83-86 yards 43 6 yards 11 22-23 yards 22 49-51 yards 33 87-90 yards 44 7 yards 12 24-25 yards 23 52-54 yards 34 91-95 yards 45 8 yards 13 26-27 yards 24 55-57 yards 35 96-99 yards 46 9 yards 14 28-29 yards 25 58-61 yards 36 100-103 yards 47 10-11 yards 15 30-32 yards 26 62-64 yards 37 104-108 yards 48 12 yards 16 33-34 yards 27 65-67 yards 38 109-112 yards 49 Alternatively, calculate velocity in yards per second as the square root of (21.4 ¥ g ¥ distance fallen in yards), where g is the local gravity in Gs (g = 1 on Earth). Round to the nearest whole number. Immovable Objects Falls and Armor: All armor, flexible The terminal velocity rules assume If a moving object hits a stationary or not (but not innate DR), counts as Earth-normal gravity (1G) and atmos- object that is too big to push aside – “flexible” for the purpose of calculat- pheric pressure (1 atm.). Multiply ter- like the ground, a mountain, or an ice- ing blunt trauma from falling damage. minal velocity by the square root of berg – it inflicts its usual collision Thus, even if the victim has enough gravity in Gs. Then divide it by the damage on that object and on itself. If armor DR to stop the falling damage, square root of pressure in atm. Thus, the obstacle is breakable, the moving he suffers 1 HP of injury per 5 points gravity under 1G, or pressure above 1 object cannot inflict or take more of falling damage. See Flexible Armor atm., reduces terminal velocity; gravi- damage than the obstacle’s HP + DR. and Blunt Trauma (p. 379). ty over 1G, or pressure below 1 atm., Controlled Falls: If you are free to increases it. Note that terminal veloci- Hard Objects: If the immovable move, you can use Acrobatics skill to ty is unlimited in a vacuum! object is hard, use twice the HP of the land properly. On a success, reduce moving object to calculate damage. falling distance by five yards when cal- Damage from Clay, concrete, ordinary soil, and sand culating velocity. If falling into water, Falling Objects are all “hard,” as is a building, moun- you can do this or attempt a proper If an object falls on someone, find tain, or similar obstacle. dive (see above) – decide which first! its velocity on the table above and cal- Soft Objects: If the immovable Terminal Velocity: “Terminal veloci- culate damage as for an ordinary col- object is soft – e.g., forest litter, hay, ty” is the maximum speed a falling lision. To hit someone with a dropped swamp, or water – damage is normal. object can achieve before air resist- object, use Dropping skill (p. 189). However, elastic objects (mattresses, ance negates further acceleration Most dropped objects will have Acc 1. nets, airbags, etc.) give extra DR under gravity. Air resistance is rela- Your target cannot avoid the object against collision damage, ranging tively negligible for distances shown unless he knows it’s coming. If he’s from DR 2 for a feather bed to DR 10 on the table, but increases drastically aware of it, he can dodge. for a safety net, trampoline, or airbag. for longer falls. A falling object with a Size When striking water or a similar fluid, Terminal velocity varies greatly by Modifier equal to or greater than that a successful Swimming roll (or vehicle object. For human-shaped objects on of whoever it lands on impedes the control roll, if “ditching” a vehicle) Earth, it is 60-100 yards/second. Use victim’s movement. He may move only means a clean dive that negates all the low end for a spread-eagled fall, one yard on his next turn, and his damage. This roll is at a penalty for the high end for a swan dive. For active defenses are -3. These penalties velocity; use the speed penalty from dense objects (e.g., rocks) or stream- result from bulk, not mass, so ST is the Size and Speed/Range Table (p. 550). lined objects, it can be 200 yards/sec- irrelevant. ond or more! Falling A fall is a collision with an immov- able object: the ground. Find your velocity when you hit using the Falling Velocity Table. Hit Location from a Fall Example: Bill is pushed out a fifth- If using hit locations, roll randomly for the hit location damaged in story window. He falls 17 yards. When a fall. If the injury is to an extremity or a limb, do not ignore injury in he hits the street, his velocity is 19 excess of that required to cripple it. Instead, subtract the full amount yards/second. Bill has 10 HP, but he from HP! If the fall would cripple a limb, roll 1d. On 5-6, all limbs of uses twice this because he hit a “hard” that type are crippled, although there is no extra injury. surface. Damage is (2 ¥ 10 ¥ 19)/100 = 3.8d, which rounds up to 4d crushing.

INJURIES, ILLNESS, AND FATIGUE 431 Collision Angle someone who doesn’t get out of the an immediate HT roll whenever The angle at which you hit adjusts way. This rule does not apply to falls. someone is zapped. velocity, affecting damage. This is Anything with a ST attribute can especially true in collisions between deliberately trample as well; see Modifiers: From +2 for a short cir- two moving objects! Trampling (p. 404). cuit in a battery-powered gadget down to -3 or -4 for a specially designed stun Head-On: In a head-on collision Whiplash and Collision weapon. Nonmetallic armor gives a between two moving objects, collision Anyone inside an object that comes bonus equal to its DR – but surface velocity is the sum of the objects’ to a sudden stop in a fall or a collision shocks (e.g., from a cattle prod) tend velocities. The slower object cannot (a falling elevator, a crashing car, etc.) to flow over armor rather than inflict more dice of damage than the takes damage. Find the speed lost in through it, and have an armor divisor faster one. the “stop” and work out falling dam- of (0.5), while energy weapons Rear-End: If a faster object over- age for this velocity. Seatbelts or straps designed to arc through armor have takes and strikes a slower one, colli- give DR 5 vs. this damage; airbags give an armor divisor of (2) or even (5). sion velocity is that of the striking DR 10. In a collision involving an open object minus that of the struck object. vehicle, also work out knockback from On a failure, the victim is stunned. The struck object cannot inflict more this damage for those who weren’t An instantaneous jolt (static electrici- dice of damage than the striking one. strapped in. This is how far they fly . . . ty, electrolaser, etc.) stuns for one sec- ond, after which time the victim may roll vs. HT once per second to recover. A continuous shock (stun gun, electric fence, etc.) stuns for as long as the vic- tim is in contact with the source, and for (20 - HT) seconds after that, with a In a collision involving an open vehicle, work minimum of 1 second. After this time, out knockback for those who weren’t strapped the victim may roll vs. HT each second in. This is how far they fly . . . to recover. The basic HT modifier for the strength of the shock (but not for DR) applies to all recovery rolls. Electromuscular Disruption (EMD): Some ultra-tech weapons deliver a more powerful current that induces Side-On Collisions and Falls: If a convulsions. The HT roll is at -5, and if moving object strikes a stationary one, ELECTRICITY If an uninsulated person is exposed the victim fails, he is knocked down or strikes a moving object side-on, col- and paralyzed instead of merely lision velocity is that of the striking or to electricity, he may receive a shock. The effects of electric shock are highly stunned. Otherwise, the effects are as falling object. The struck object can- above. not inflict more dice of damage than variable, ranging from momentary the striking or falling one. stunning to instant death! This section helps the GM assess these effects if a Lethal Electrical Example: A car with 60 HP, moving character receives a shock during an Damage at 50 mph (velocity 25), strikes a adventure. If a specific attack or sce- High-power shocks cook flesh and pedestrian with 10 HP. The pedestrian nario gives different rules, they over- inflict real damage; they can even stop was fleeing from the car at Move 5, so ride the guidelines below. the victim’s heart! This is called “lethal this is a “rear-end” collision. Collision All electrical damage falls into one electrical damage.” Examples include velocity is 25 (car) - 5 (pedestrian) = of two classes: nonlethal or lethal. power mains, bolts (natural 20. The car inflicts (60 ¥ 20)/100 = 12d Against either, metallic armor (e.g., and magical), and cinematic electric crushing damage on the pedestrian; plate armor) provides only DR 1 – and fences. the pedestrian inflicts (10 ¥ 20)/100 = if the wearer is grounded, he actually Lethal electric shocks inflict burning 2d crushing damage on the car. attracts electrical attacks, giving the damage: only 1d-3 to 3d around the attacker +2 to hit. house, but 6d on up for lightning, trans- Overruns mission lines, etc. A victim who suffers If the Size Modifier of the striking Nonlethal Electrical any injury must make a HT roll at -1 per object in a collision exceeds that of the Damage 2 points of injury suffered. On a failure, struck object by two or more (e.g., a High-voltage, low-power shocks he falls unconscious for as long as the car hitting a man) the striking object are unlikely to kill, but can stun the current is applied, and for (20 - HT) “overruns” the struck object. This victim or even render him uncon- minutes afterward, with a minimum of inflicts additional crushing damage: scious. This is called “nonlethal elec- 1 minute. He will be at -2 DX for anoth- roll thrust damage for ST equal to half trical damage.” Examples include er (20 - HT) minutes when he recovers. the striking object’s HP (or half its ST electric stun weapons, realistic elec- Failure by 5 or more, or any critical fail- score, if it has one). Even a slow- tric fences, and static shocks on a ure, results in a heart attack; see Mortal moving elephant or a tank can crush cool, dry day. The GM should require Conditions (p. 429). Lethal electrical

432 INJURIES, ILLNESS, AND FATIGUE damage also causes “surge” effects in victims who have the Electrical disad- vantage (p. 134). Making Things Burn Localized Injury: Attacks that don’t Materials are grouped into six “flammability classes,” based on the affect the target’s entire body – includ- amount of burning or incendiary damage needed to set them aflame: ing most magical electricity attacks – Super-Flammable (e.g., black powder, ether): Negligible damage cause pain and burns, but not uncon- (candle flame). sciousness or cardiac arrest. Treat this Highly Flammable (e.g., alcohol, paper, tinder): 1 point. as normal burning damage, except that Flammable (e.g., dry wood, kindling, oil): 3 points. the victim must make a HT roll at -1 per Resistant (e.g., seasoned wood, clothing, rope, leather): 10 points. 2 points of injury suffered. On a failure, Highly Resistant (e.g., green wood, flesh): 30 points. he is stunned for one second, after Nonflammable (e.g., brick, metal, rock, fireproof synthetics): N/A. which time he may roll vs. HT once per second to recover. If the injury is to the A fire source (including any incendiary attack) that inflicts the list- arm or hand, he must also make a Will ed amount of burning damage in a single damage roll ignites the mate- roll or drop anything carried in that rial immediately. Divide damage by 10 for tight-beam burning attacks. hand. If the flame fails to ignite the material immediately, but could do so on its best damage roll, roll damage once per second for as long as it is in contact. Even if the flame is incapable of inflicting enough damage on FLAME its best roll, it may set things afire with prolonged contact. Roll 3d for Exposure to flame inflicts burning every 10 seconds of contact. Materials one category up (e.g., Flammable damage. See Wounding Modifiers and materials taking 1 point per second) catch fire on a 16 or less; those two Injury (p. 379) and Hit Location categories up (e.g., Flammable materials touching a candle flame) (p. 398) for wounding effects. Below catch on a 6 or less. are some additional special rules. Once a material starts burning, it may ignite adjacent materials. Make separate rolls for it based on the fire’s damage (1d-1 per second Fire Sources for an ordinary fire). Adventurers often encounter flam- ing oil (see Molotov Cocktails and Oil Flasks, p. 411), high-tech weapons, Innate Attacks, and battle magic (see Fire Spells, p. 246) . . . not to mention the burning rubble these attacks leave behind! If you spend part of a turn in a fire (e.g., running through the flames), you take 1d-3 burning damage. If you spend all of a turn in a fire of ordinary intensity – or if you are on fire – you take 1d-1 damage per second. Very intense fires inflict more damage; for instance, molten metal or a furnace would inflict 3d per second! Use Large- Area Injury (p. 400) in all cases. Continued exposure to a fire can result in intense heat that can rapidly fatigue you even if the flames them- selves cannot penetrate your DR. See Heat (p. 434). Incendiary Attacks: Any attack with the Incendiary damage modifier (p. 105) does one point of burning damage in addition to its other dam- age; in effect, it has a one-point linked burning attack. Examples include torches (see Torches and Flashlights, p. 394) and flaming arrows (see Flaming Arrows, p. 410). High-tech tracer bullets also qualify.

INJURIES, ILLNESS, AND FATIGUE 433 Catching Fire RAVITY AND happens, treat it as a collision with A single hit that inflicts at least 3 G that object at a velocity equal to 10 ¥ points of basic burning damage ACCELERATION G-force of the acceleration. ignites part of the victim’s clothing. A change in gravity can be harmful. (The Ignite Fire spell does this at its These rules describe health effects; see HEAT third level of effect; see p. 246). This Different Gravity (p. 350) for the effects In ordinary hot weather, you will does 1d-4 burning damage per second of gravity on common tasks. experience no ill effects if you stay in and is distracting (-2 to DX, unless the the shade and don’t move around damage simply cannot harm the tar- Space Adaptation much. But if you are active in temper- get). To put out the fire, the victim atures in the top 10° of your comfort must beat it with his hands. This Syndrome zone or above – over 80°F, for humans requires a DX roll, and each attempt (“Space Sickness”) without Temperature Tolerance (p. 93) takes a Ready maneuver. Those who are not native to micro- – make a HT or HT-based Survival A single hit that inflicts 10 or more or zero gravity (“free fall”) may (Desert) roll, whichever is better, every points of basic burning damage become nauseated and disoriented by 30 minutes. ignites all of the victim’s clothes. This the constant falling sensation. Roll does 1d-1 burning damage per second against the higher of HT or Free Fall Modifiers: A penalty equal to your and is very distracting (-3 to DX, when you first enter free fall. The encumbrance level (-1 for Light, -2 for except when rolling to put out the Space Sickness disadvantage (p. 156) Medium, and so on); -1 per extra 10° fire). To put out the fire, the victim gives -4. heat. must roll on the ground. This requires On a success, you are unaffected. a DX roll, and each attempt takes three On a failure, you are nauseated (see Failure costs 1 FP. On a critical fail- Ready maneuvers. Jumping into Afflictions, p. 428), which may trigger ure, you suffer heat stroke: lose 1d FP. water takes only one second, and vomiting. If you begin to retch while As usual, if you go below 0 FP, you automatically extinguishes the fire. wearing a vacc suit, you may choke; start to lose 1 HP per FP. You cannot If a wooden shield takes 10 or more treat this as drowning (see Swimming, recover FP or HP lost to heat until you points of burning damage in one sec- p. 354). Roll against the better of HT or move into cooler surroundings. ond, the bearer is at -2 to DX, and Free Fall every 8 hours to recover. If In addition, at temperatures up to takes 1d-5 burning damage per second you suffer from Space Sickness, you 30° over your comfort zone (91-120° until he gets rid of it. cannot adapt! for humans), you lose an extra 1 FP whenever you lose FP to exertion or dehydration. At temperatures up to 60° over your comfort zone (121-150° for Clothing that is wet or worn under armor is humans), this becomes an extra 2 FP. almost impossible to ignite, and won’t stay lit. Intense Heat: Human skin starts to burn at 160°; see Flame (p. 433) for On the other hand, fancy dresses, lace cuffs, and damage. Even if no damage pene- so on, ignite if they take even 1 point of burning trates your DR, you will rapidly over- heat if the ambient temperature is damage! more than 6 ¥ your comfort zone’s width over your comfort zone (e.g., in a fire). After 3 ¥ DR seconds, make a HT roll every second. On a failure, you In all cases, remember to apply lose 1 FP. Your DR provides its usual shock penalties to DX if the flame High Acceleration Make a HT roll whenever you expe- protection against burning damage, inflicts injury! rience a sudden acceleration (“G- but it has no effect on this FP loss. The above guidelines assume ordi- force”) of at least 2.5 times your home Sunburn: After a day of full sun on nary clothing. Armor is good protec- gravity. Treat a home gravity under unprotected skin, an albino will be tion against fire; clothing worn over 0.1G as 0.1G for this purpose. near death and a light-skinned armor (e.g., a surcoat) might burn, but Caucasian will be very uncomfortable the armor’s DR reduces the damage Modifiers: -2 per doubling of accel- (1d-3 damage). Darker-skinned indi- normally. Clothing that is wet or worn eration (-2 at 5¥ home gravity, -4 at viduals may itch, but aren’t in much under armor is almost impossible to 10¥, and so on); +2 if seated or lying danger. Details are up to the GM. ignite, and won’t stay lit. On the other prone, or -2 if upside down. Armor: Armor prevents sunburn hand, fancy dresses, lace cuffs, and so and provides its full DR against burn- On a failure, you lose FP equal to on, ignite if they take even 1 point of ing damage – but only armor that pro- your margin of failure. On a critical burning damage! vides Temperature Tolerance (through failure, you also black out for 10 sec- Remember to divide damage from insulation or a cooling system) can onds times your margin of failure. tight-beam burning attacks by 10 prevent FP loss due to heat. This fea- A sudden acceleration may throw when applying the rules above. ture is standard on battlesuits and you against a solid object. If this TL9+ combat armor.

434 INJURIES, ILLNESS, AND FATIGUE RESSURE The Bends decompression: at 4 atm. (100’ P When you are breathing air that depth), it’s about 22 minutes; at 5.5+ Adventurers are most likely to has been compressed (e.g., using atm. (150’ depth), there is no safe encounter extreme pressure in super- scuba gear), your blood and tissues period. dense atmospheres (see Atmospheric absorb some of the nitrogen gas in the Safe decompression involves slow- Pressure, p. 429) or deep underwater compressed air. When you return to ly lowering the pressure, either natu- (where pressure increases by about 1 normal pressure, or “decompress,” rally (e.g., a diver deliberately taking atmosphere per 33’ of depth). this nitrogen escapes, forming small hours to reach the surface) or in a Pressures in excess of your native pres- bubbles in the blood and muscles. decompression chamber. The time sure – 1 atm., for a human – are not This can result in joint pains, dizzy required increases with both pressure always immediately lethal, but present spells, possibly even death. These and exposure time. It can be several serious risks. symptoms are known as “the bends.” hours – or even days. If you fail to decompress slowly Over 2 ¥ native pressure: You risk You risk the bends if you return to enough, make a HT roll. Critical suc- “the bends” (see below) if you experi- normal pressure after experiencing cess means no ill effects. Success ence over 2 ¥ native pressure and then pressure greater than twice your means severe joint pain, causing return to normal pressure. With native pressure (or 10 times native agony (see Incapacitating Conditions, Pressure Support 1, the bends are only pressure, with Pressure Support 1). p. 428); roll vs. HT hourly to recover. a risk when returning from over 10 ¥ To avoid this, you must decompress Failure means unconsciousness or native pressure. With Pressure slowly, spending time at intermediate painful paralysis; roll vs. HT hourly to Support 2 or 3, you are immune to the pressures to allow the nitrogen to regain consciousness, with each fail- bends. escape harmlessly. ure causing 1d of injury. Once con- Over 10 ¥ native pressure: You may Divers and mountaineers use pre- scious, you suffer joint pain, as be crushed! On initial exposure and cise tables to determine decompres- described above. Critical failure every minute thereafter, roll vs. HT at a sion times based on time spent at a results in painful death. Recom- basic +3, but -1 per 10 ¥ native pres- given pressure. For game purposes, at pression to the highest pressure expe- sure. If you fail, you suffer HP of injury up to 2 atm. (about 33’ underwater), a rienced lets you roll at HT+4 every equal to your margin of failure. If your human can operate for any amount of five minutes to recover from all Size Modifier is +2 or more, multiply time and return without risk. At up to effects short of death. injury by SM. With Pressure Support 2.5 atm. (50’ depth), a human can An instant pressure reduction can 2, read this as “Over 100 ¥ native pres- safely operate for up to 80 minutes also result in explosive decompres- sure” and “-1 per 100 ¥ native pres- and return without requiring slow sion; see Vacuum (p. 437) for details. sure.” With Pressure Support 3, you decompression. Greater pressures All effects are cumulative! are immune to pressure. reduce the safe time without slow RADIATION Radiation threatens high-tech heroes in the form of solar flares, cos- mic rays, nuclear accidents, radioac- Radiation Hazards tive materials, and lethal weapons (nuclear bombs, particle beams, etc.). Cosmic Rays: A constant hazard for space travelers. Inflict 1 Exposure is measured in rads. The rad/week. Only massive shielding protects people. more rads received, the greater the : Small radioactive particles, such as those produced by a chance of ill effects. ground-burst nuclear bomb. Inflicts 2-5 rads/minute within a few hours Whenever a character is exposed to of the blast, and several rads/hour over the next day. If you breathe or radiation, the GM should note both swallow fallout (in contaminated food or water), the ingested material the dose and the date. Each dose delivers a continuing dose (see below). diminishes separately from all others; Fission Plant Accident: 1,000 rads/hour or more! This is only in close it starts to heal after 30 days, at the proximity (e.g., the reactor room); divide dose by the square of the dis- rate of 10 rads per day. However, 10% tance in yards from the source. of the original dose never heals (except Ingested Radioactive Material: Plutonium, radium-226, uranium- via ultra-tech, magic, etc.). 235, etc. Even tiny doses can cause 1 rad/day to several rads/minute, depending on the isotope. (Some radioactive materials, such as pluto- Example: A reactor technician nium, are also extremely toxic!) spends a day in a “hot” environment Innate Attack: An attack with the Radiation damage modifier and receives a 200-rad dose. After 30 (p. 105) delivers one rad per point of damage rolled. days, that particular dose starts to heal Nuclear Blast: One-megaton fission air or space burst at 2,000 yards: at 10 rads/day. After another 18 days, 6,600 rads! the remaining dose is 20 rads – 10% of 200 rads – and stops healing.

INJURIES, ILLNESS, AND FATIGUE 435 Effects of Radiation body hair and must make daily HT dose. Divide your dose by PF; e.g., PF rolls. On a critical failure, you suffer 100 means 1/100 the dose. Half an on Living Things 1d points of injury; on a failure, 2 inch of lead, 1.5 inches of steel, or 750 When a living being accumulates points of injury; on a success, 1 point yards of air has PF 2; a yard of water at least 1 rad (but no more than once of injury; and on a critical success, has PF 8; a yard of earth has PF 27; per day, for continued exposure to a injury stops and normal recovery can and a yard of concrete has PF 64. given source), he must make a HT roll. occur (and hair starts to grow back). Shielding protects differently On the Radiation Effects Table, below, Until injury stops, you have against certain types of radiation. find his current accumulated dose in Susceptible to Disease -3 (p. 158) and Radiation from solar flares and plane- the “Accumulated Dose” column. suffer from nausea. If you lose more tary radiation belts (like the Van Allen Apply the modifier in the “HT” col- than 2/3 of your HP to radiation, your belt) is mostly free electrons and alpha umn to his HT roll. Then roll the dice. teeth and nails start to fall out. particles: multiply PF by 20. Against Use the first result in the “Effects” col- D: Terminal radiation sickness. As cosmic rays, divide PF by 100! umn on a critical success, the second C, except HP loss begins in 1d/2 days, on a success, the third on a failure, and even a critical success won’t stop Radiation Treatment and the last on a critical failure. daily HP loss – it only postpones it for All costs below are per treatment. a day. Death is certain. At TL7, drugs are available that can E: Rapid cerebrovascular death. Radiation Effects Table halve your effective rad dosage if a After one hour, you lose 1d from each Accumulated dose ($500) is taken 1-3 hours in of DX, IQ, and FP; take 1d of injury; Dose HT Effects advance. Chelating drugs are also gain Hemophilia, Low Pain 1-10 rads +0 –/–/A/B available to get radioactive fallout out Threshold, and Susceptible to Disease 11-20 rads +0 –/A/B/C of your system; a dose ($500) halves -3; and are nauseated. Make an hourly 21-40 rads +0 A/B/C/D exposure after 3 days and eliminates it HT roll. Critical failure means instant 41-80 rads -1 A/B/C/D entirely after a week. This has no death from brain hemorrhage; failure 81-160 rads -3 A/B/C/D effect on radiation already absorbed! means loss of another 2 points of DX, 161-800 rads -4 A/B/C/D At TL8, advanced chelating drugs IQ, and FP, and 2 more points of 800-4,000 rads -5 C/D/E/E ($500) encapsulate and remove fallout injury; success means 1 extra point of Over 4,000 rads -5 D/E/E/E in 12 hours. each; critical success mean no decline At TL9, advanced anti-radiation –: The dose has no obvious effect, that hour. drugs or cell-repair nanotechnology but doses continue to accumulate. Other Effects: In addition to these ($1,000) can give +3 to all HT rolls vs. A: Radiation burns and chronic effects, a single dose of 200+ rads caus- radiation for 2 weeks. “somatic” damage. HT hours after irra- es sterility and blindness for 1d At TL10+, cell-repair nanotech or diation, suffer 1d of injury and gain months; a dose of 500+ rads makes it rejuvenation technology might be Low Pain Threshold for one week permanent. An accumulated dose of able to completely repair the ravages (those with High Pain Threshold lose 100+ rads increases the risk of birth of radiation, provided the victim is this instead). If you recover, make two defects. Should you become a parent, still alive. more HT rolls with the modifier on make a HT roll, at +3 if you are male. the table: one to avoid sterility, the On a failure, the child has some sort of other to avoid gaining the Terminally birth defect (GM’s option). Ill (1 year) disadvantage. Gain either SEASICKNESS condition only on a critical failure. Radiation and Those aboard a seagoing vessel B: Hematopoietic syndrome. As A, (excluding large, modern vessels with but as well, after HT hours you are Nonhumans roll stabilizers) must check for sea- nauseated (see Irritating Conditions, The above effects apply to humans sickness on their first day afloat. Use p. 428) for a further (40 - HT) hours; and most other mammals. Other crea- the rules for the Motion Sickness dis- lose 1d each from DX, IQ, and FP; and tures may have Radiation Tolerance advantage (p. 144) – but if you lack acquire the Hemophilia disadvantage. (p. 79). that disadvantage, you roll at HT+5, Each day, make a HT roll with the Machines are not affected unless and with a success by 5 or more, or a modifier on the table. On a critical they have the Electrical disadvantage critical success, you suffer no ill success, you heal 2 points each of DX, (p. 134). Each time such a machine effects at all. IQ, and FP; on a success, you recover accumulates a dose of 100 rads, make 1 point of each; on a failure, there is a HT roll at a basic +4, -1 per 100 rads UFFOCATION no improvement; and on a critical fail- accumulated dose. On a failure, it S completely ure, you lose 1 point of each and are ceases to function until repaired. On a If you lack air – see Actions After a Grapple Choke nauseated that day. After recovering critical failure, it is destroyed (any (p. 370), Hold Holding Your Breath all lost DX, IQ, and FP, you no longer data stored on it is also lost). (p. 371), and suffer from Hemophilia or need to (p. 351) for examples – you lose 1 FP make daily HT rolls. Radiation Protection per second. If you are drowning after Any material between you and the C: Gastrointestinal syndrome. As B, a failed Swimming roll, you can get radiation source grants a Protection some but in 1d/2 weeks, you also lose all air, but you also inhale water: Factor (PF) that reduces your received roll vs. Swimming every five seconds;

436 INJURIES, ILLNESS, AND FATIGUE failure costs 1 FP (see Swimming, pressure to little or none (a p. 354). VACUUM “blowout”), body fluids boil, blood At 0 FP, you must make a Will Vacuum is the absence of air – but vessels rupture, and eardrums pop. roll every second or fall unconscious. these rules also apply in trace atmos- Take 1d of injury immediately, and You are likely to die unless rescued pheres, where there is almost no air. If roll vs. HT to avoid the bends (see The (see Lost Fatigue Points, p. 426). you are exposed to vacuum without Bends, p. 435). Also roll vs. HT+2 for Regardless of FP or HP, you die after protection (e.g., a vacc suit or the each eye; failure means One Eye or four minutes without air. Vacuum Support advantage), the fol- Blindness, as appropriate. Finally, roll If you get clean air before you die, lowing rules apply. vs. HT-1 to avoid Hard of Hearing. you stop losing FP and start to recov- Use the Duration of Crippling Injuries Breathing Vacuum: You can’t hold er FP at the usual rate (see Recovering rules (p. 422) to determine how long your breath in vacuum – and you may from Fatigue, p. 427). If you are these disadvantages last. rupture your lungs if you try (1d of unconscious, you awaken once you Extreme Temperatures: Vacuum injury). If you exhale and leave your have 1 FP. If you were drowning, a res- itself is neither “cold” nor “hot,” but in mouth open, you can operate on the cuer must also make a First Aid roll to the absence of air, surfaces in shadow oxygen in your blood for half the time get the water out of your lungs in will eventually grow very cold, while listed under Holding Your Breath order to save you – see Resuscitation those in sunlight will become extreme- (p. 351). After that, you begin to suffo- (p. 425). ly hot. For example, on the moon – cate (see Suffocation, p. 436). If you went without air for more with its month-long “day” – the tem- Explosive Decompression: When than two minutes, roll vs. HT to avoid perature can range from -243°F (at an area suddenly goes from normal permanent brain damage: -1 to IQ. night) to 225°F (at noon).

POISON Poison can show up on weapons; Blood Agent: The poison must time. Poisons that are easier to detect on darts, needles, or spikes in traps; in reach a mucous membrane (eyes, give a bonus; those that are harder to food or drink offered by a treacherous open mouth, nose, etc.) or an open detect, or whose taste is masked by foe; and anywhere else you did not wound. If it is sprayed or spat, it must suitable food or drink, give a penalty. expect it. Human foes are not the only actually strike one of these vulnerable To force someone to swallow a poison ones who can poison you. Snakes, areas (so a spitting cobra must target rather than spit it out, you must grap- insects, and certain other creatures the face). If it is delivered as a gas or ple him by the head or neck and main- have natural poison (usually blood wide-area spray, only those with the tain your hold for 10 seconds. agents) – and eating the wrong plant Sealed advantage (p. 82) – or with one Follow-Up Poison: The poison must or animal may treat you to a dose of of Doesn’t Breathe (p. 49) or Filter be placed on a piercing or impaling digestive poison. Lungs (p. 55) and one of Nictitating weapon, or injected using a hollow Membrane (p. 71) or Protected Vision projectile, hypodermic needle, etc. If (p. 78) – are immune. These advan- the weapon penetrates DR and does DESCRIBING tages might be natural or provided by any damage, it delivers the poison. equipment. Most “follow-up” poisons are simply POISONS Contact Agent: The poison must be blood or contact agents injected into A poison’s description includes its inhaled or touch skin to take effect. If the body. name, means of delivery, delay, resist- it is use to poison a melee weapon, the Respiratory Agent: The poison is a ance roll, effects (injury and symp- weapon must hit an unarmored and gas that only affects those who inhale toms), and cost per dose – and possi- unclad hit location for the poison to it into their lungs. Delivery is usually bly notes on what constitutes a affect the target. If it is delivered as a via an area or cone attack (e.g., gas “dose,” how to use or conceal the poi- gas or wide-area spray, it affects every- grenade, spray gun, or dragon’s son, and how to treat it (including any one in the area who lacks the Sealed breath), but an entire atmosphere antidotes). advantage (whether natural or provid- could be poisonous! Only Doesn’t A poison can have multiple sets of ed by a suit, vehicle, etc.). Breathe and Filter Lungs protect com- effects. For example, tear gas is both a Digestive Agent: The victim must pletely against respiratory agents – but respiratory agent (with one set of swallow the poison. This is typical of a victim who makes a Sense roll to effects) and a vision-based agent (with poisonous plants and toxic substances notice the poison in time may hold his other effects). such as arsenic. If the poison has a breath (see Holding Your Breath, slight but distinctive taste (e.g., p. 351). Unconscious or stunned vic- Delivery cyanide), the GM can allow the victim tims inhale automatically. An impro- A given poison might reach its vic- a Taste roll or Perception-based vised mask, such as a wet towel over tim in any of several ways: Poisons roll – at a basic -2, but +2 per the face, gives +1 to HT to resist. doubling of dosage – to notice it in

INJURIES, ILLNESS, AND FATIGUE 437 Sense-Based Agent: The poison until the poison affects you or you symptoms such as swelling, headache, affects the victim through a specific leave the area. If the poison has a and fever. Poisons that inflict toxic sense. It has no effect on those who delay, roll after each delay period damage may have more severe symp- lack that sense or have appropriate instead. toms that occur automatically after protection. A smell-based agent is usu- Some poisons are specific to cer- the poison causes enough injury (usu- ally a foul stench that induces nausea; tain species and do not affect others. ally 1/3, 1/2, or 2/3 of the victim’s HP). suitable protection is nose plugs, a res- Others are easier or harder for partic- For example, a poison might result in pirator, or the Protected Sense (Smell) ular species to resist. These effects are blindness once the victim loses 1/2 his advantage. A vision-based agent is up to the GM. HP. Symptoms vanish when the vic- generally a cloud of gas that irritates tim’s HP rise above this threshold. the eyes; appropriate protection is a Effects of Poison Some poisons cause effects other gas mask, goggles, or the Protected The most common effect of poison than injury or fatigue, including Sense (Vision) advantage. See Sense- is toxic or fatigue damage. Mild poi- attribute penalties, irritating or inca- Based (p. 109). sons might only inflict 1 HP or FP; pacitating conditions (see Afflictions, more severe poisons might inflict 1d p. 428), temporary disadvantages, or Delay or more. DR has no effect on this dam- even the removal of existing advan- Most poisons require a few sec- age. These HP and FP losses heal nor- tages (e.g., an alchemical poison that onds to several hours to take effect. mally, but if the poison is cyclic (see negates Magery). The victim usually This is nearly always true for digestive below), no healing is possible until gets a resistance roll against these agents. after the final cycle! effects, and the effects always have a Delays given are for victims with Damaging poisons sometimes specific duration. The default dura- Size Modifier 0. The victim’s size mod- affect their victims gradually, causing tion is a number of minutes equal to ifies delay: each +1 to SM doubles the damage each time a specified interval the margin of failure on the resistance delay; each -1 to SM halves the delay. of time passes. The description of roll. In a poisonous environment, a For example, if the delay is 1 hour, such a poison specifies the length of failed resistance roll means the effects someone with SM -2 is affected in only this interval and the total number of last for as long as you’re in the envi- 15 minutes. cycles. The interval may vary from ronment plus the duration. one second (for a fast-acting agent) Cost Per Dose It is up to the GM whether a par- ticular poison is for sale – it might be impossible to extract in a useful Special Delivery form, or the authorities might want Two qualifiers can apply to several of the standard means of delivery: to keep it off the market. If a poison is available, its cost often reflects how Cumulative: A poison may be mild in low concentrations but become difficult it is to obtain, not its effec- harmful with continued exposure. The GM must decide how much tiveness. In most game worlds, peo- exposure constitutes a “dose.” This might be time-based (e.g., a toxic ple who sell poisons are criminals. All atmosphere that requires an hour of exposure) or based on the victim’s of these factors make cost per dose bulk or body mass (ST/10 ounces of liquid, HP/5 pills, etc.). See Drinking highly variable. See Poison Examples and Intoxication (p. 439) for a detailed example. (p. 439) for suggestions . . . but the Persistent Gas: A respiratory agent or area-effect blood or contact GM is free to use whatever prices he agent typically persists for 10 seconds or more, depending on wind. feels are reasonable. Some contact agents leave a poisonous residue on exposed surfaces until they’re washed away. Dosage The statistics given in a poison’s description always assume one “dose”: enough poison to produce the Resistance Roll to one day (for a slow poison). The described effects in one victim. Some Some poisons give the victim a HT total number of cycles may be two to additional notes: several dozen. roll to resist. Make this roll after the Contact Agents: One dose of a con- If a resistible poison is cyclic, the delay, if any, has passed. There is often tact agent coats or affects a single hit victim gets a new HT roll to resist a modifier: a mild poison might call location. every cycle. On a success, he shakes for a HT+2 roll, while one that is Gases and Sprays: One dose of a off the poison; on a failure, an addi- almost impossible to resist might respiratory agent, or a blood or con- tional cycle of damage occurs. Note require a HT-8 roll! HT to HT-4 is typ- tact agent in gas or spray form, affects that even a poison that inflicts 1 HP of ical. DR never affects this roll. one hit location on one victim. For a injury per day can be lethal if it’s hard If you’re in a poisonous environ- respiratory agent, this must be the to resist and lasts for two dozen cycles! ment (like a gas cloud or toxic atmos- face. Ten doses are enough to affect A poison always has some symp- phere) and make your initial HT roll, everyone in a room (say, a 2-yard toms. The basic damage includes you must roll again once per second radius).

438 INJURIES, ILLNESS, AND FATIGUE Poison Examples Arsenic (TL1): A digestive agent with a one-hour Nerve Gas (TL6): An area-effect contact agent with delay and a HT-2 roll to resist. Inflicts 1d toxic damage, no delay and a HT-6 roll to resist. Inflicts 2d toxic dam- repeating at hourly intervals for eight cycles. $1/dose. age, repeating at one-minute intervals for six cycles. A LC1. nerve gas usually causes agony, paralysis, retching, or Cobra Venom (TL0): A follow-up poison with a one- seizure as well; see Afflictions (p. 428) $20/dose. LC0. minute delay and a HT-3 roll to resist. Inflicts 2d toxic Smoke: Ordinary smoke is an area-effect respiratory damage, repeating at hourly intervals for six cycles. A agent with a 10-second delay and a HT roll to resist. victim who loses 1/3, 1/2, or 2/3 HP has -2, -4, or -6 DX, Causes coughing (see Afflictions, p. 428) for the time respectively. $10/dose. LC1. spent in the smoke plus one minute times the margin Cyanide (TL4): This fast-acting poison is deadly in of failure. Dense smoke can cause actual damage. LC4. any form. As a follow-up poison or respiratory agent, it Tear Gas (TL6): An area-effect respiratory and has no delay. As a contact or digestive agent, it has a 15- vision-based agent. As a respiratory agent, it has no minute delay. In all cases, there is no HT roll to resist! delay and a HT-2 roll to resist, and causes coughing (see Inflicts 4d toxic damage. $2/dose. LC1. Afflictions, p. 428). As a vision-based agent, it has no Mustard Gas (TL6): An area-effect respiratory and delay and a HT-2 roll to resist, and causes blindness. contact agent. As a contact agent, it has no delay and a Both effects endure for the time spent in the gas plus HT-4 roll to resist, and inflicts 1 point of toxic damage, one minute times the margin of failure. Tear gas is repeating at 8-hour intervals for 24 cycles. As a respira- opaque: Vision rolls are at -1 to -3 per affected yard. tory agent, it has a two-hour delay and a HT-1 roll to $10/dose. LC2. resist, and inflicts 1d toxic damage, repeating at one- Individuals unprepared for mustard, nerve, or tear hour intervals for six cycles. $10/dose. LC0. gas may have to make Fright Checks!

Poisoned Weapons: One dose of a A poisonous animal bite is usually poison. This is tricky before symp- follow-up poison envenoms the tip of obvious – but the GM may require a toms appear! The GM may require a piercing or impaling weapon, or fills Naturalist roll to realize that an ani- rolls against Poisons (to identify a a hypo. Poisoning the edge of a mal is venomous. Sucking the poison residue on a dart, in a glass, etc.), weapon, so that a cutting attack can from the wound takes a minute, Naturalist (to identify a venomous deliver it, requires three doses per requires a First Aid or Physician roll at animal), or even Intimidation (to force yard of reach. Most poisons on blades -2, and gives +2 on HT rolls to resist. the poisoner to reveal what he used). only last for one successful strike or If the victim suspects a digestive Once the victim takes damage, three blocked or parried ones. Misses agent, he or a friend can induce vom- symptoms appear. At this point, a and dodged attacks do not rub off the iting to expel the poison. This takes 10 Diagnosis or Poisons roll can identify poison. seconds, calls for a First Aid or the poison. If the poison is cyclic, the Varying the Dosage: It is possible to Physician roll, and gives +2 to resist correct antidote or medical proce- vary the dosage of a digestive agent or the poison. But for some poisons, dures can help prevent further dam- a follow-up poison delivered by hypo- vomiting is a bad idea – it can increase age, providing their bonus to future dermic. Each doubling of dosage (and injury! HT rolls. cost!) halves the delay and interval, It might also be possible to take an doubles damage, gives -2 to HT rolls to antidote. Antidotes exist for only a few resist, and gives +2 to all rolls to detect poisons. Where they do exist, they are DRINKING AND the poison (including the victim’s usually specific to the poison. The cor- Sense rolls, and any Diagnosis or rect antidote gives the victim a bonus INTOXICATION Forensics roll made to investigate the to HT rolls to resist the poison, or even If you drink too much alcohol in a victim’s symptoms or death). Using completely halts the poison. short period of time, you may become less than one full dose may reverse Medical procedures – chelation, intoxicated. Keep track of how many these modifiers or simply make the gastric lavage, intravenous fluids, oxy- “drinks” you consume each hour. For poison ineffective, at the GM’s option. genation, etc. – can also give a HT simplicity, one drink is a full mug or bonus, but only if the treatment suits can of beer (12 oz.), a full glass of wine Treatment the poison. Such measures require a (4-5 oz.), or a shot of spirits (1.5 oz.). If the poison has a delay, there may Physician roll. The HT bonus never At the end of any hour during be time to treat the victim before he exceeds TL/2 (round up, minimum which you consume more than ST/4 suffers any ill effects. Since he will not +1). drinks, roll against the higher of HT or yet be showing symptoms, he must be To learn whether it is safe to induce Carousing. If you continue to drink, aware of his predicament in order to vomiting, or which antidotes or proce- continue to roll once per hour. seek help! dures to use, you must identify the

INJURIES, ILLNESS, AND FATIGUE 439 Modifiers: -1 per drink over ST/4 treatment (including drinking plenty restore 1d FP, and give Doesn’t Sleep that hour; -2 on an empty stomach, or of water and possibly taking a mild and Overconfidence (12). These +1 if you have recently eaten; +2 for analgesic) gives you a bonus to this effects endure for (12 - HT) hours, the Alcohol Tolerance perk (p. 100), or roll. minimum one hour. After that time, -2 for the Alcohol Intolerance quirk the user loses twice the FP he recov- (p. 165). ered (e.g., if his FP jumped from 8 to ADDICTIVE 10, he drops to 6 FP), and gains the Each failure shifts you one level disadvantages Bad Temper (12) and from sober to tipsy to drunk to uncon- DRUGS Chronic Depression (9) for an equal scious (drunken stupor) to coma; see The habitual use of a mind-altering length of time. Afflictions (p. 428) for details. A criti- substance can lead to dependency. If the user takes multiple doses in cal failure drops you two levels: sober Abusers have the Addiction disadvan- 24 hours, he must roll vs. HT after the to drunk, tipsy to unconscious, or tage (p. 122), and may suffer with- second and later doses, at a cumula- drunk to coma. If penalties reduce drawal (see box) if forced to go with- tive -1 per dose after the first. On a your roll to 2 or less, critical failure out the drug. critical failure, he suffers a heart means you drop three levels! Below are rules for three common attack (see Mortal Conditions, p. 429). Remember that any roll 10 or more classes of addictive drugs. Note that Stimulants are cheap and only above effective skill is a critical failure; these are also poisons. If someone slightly addictive. If they are legal, e.g., a roll of 11+ against a modified takes a large dose, follow all the usual stimulant addiction is a Minor HT of 1. rules for poison on pp. 437-439, except Addiction (-1 point); if they are illegal, Pink Elephants: If you are drunk, where specified otherwise. it is a -5-point Addiction. make one additional HT+4 roll. On a failure, you are also hallucinating (see Stimulants Hallucinogens Stimulants elevate the user’s mood Incapacitating Conditions, p. 428). Hallucinogens – e.g., LSD and and energy level . . . temporarily. The Heaves: If you are drunk and mescaline – cause disorientation, Potent ones – e.g., amphetamine – keep drinking, your body will try to purge itself of the alcohol (which is a toxin, after all!). When a failed HT roll indicates that you would fall uncon- scious or into a coma, make a second, Drug Withdrawal unmodified HT roll. On a success, you Use these rules when you try to give up an Addiction, either volun- vomit up the alcohol instead of pass- tarily or because you are broke, imprisoned, or in a place where your ing out; treat this as retching (p. 429). drug just isn’t available. On a critical failure, however, you pass Withdrawal is a painful process that requires a series of daily with- out and then retch; treat this as chok- drawal rolls. It normally takes 14 successful rolls to shake the habit ing (p. 428). (thus, it always takes at least two weeks), but the GM is free to vary this. Sobering Up: To sober up, you must Should you manage to withdraw, you must “buy off” your Addiction first stop drinking. After half as many disadvantage immediately. hours as the total number of drinks The effects of withdrawal rolls depend on whether the drug is phys- you consumed, roll vs. HT. Various iologically or psychologically addictive. remedies may give a bonus. On a suc- Physiological Dependency: Your body has come to rely on the drug! cess, you move one step toward sober. Make daily withdrawal rolls against HT (maximum 13). Each success Continue to roll each time this many puts you a day closer to shaking off your Addiction. The results of fail- hours pass until you are sober. ure depend on whether the drug is available. If it is, you give in and take Exception: To recover from a coma, a dose; if you still want to try to withdraw, you must restart the process you need medical help! from day one. If the drug is not available, you take 1 HP of injury and Hangovers: If you are tipsy or may continue the process . . . but that day doesn’t count toward the 14 worse, you must roll vs. HT when you successful rolls needed to withdraw. You cannot naturally recover HP stop drinking, at -2 if you’re drunk or lost to withdrawal until you either succeed or abandon the attempt. -4 if you’re unconscious. On a failure, Psychological Dependency: You’ve convinced yourself that you can- you will suffer a hangover. This kicks not function without the drug. Make withdrawal rolls against Will in 1d hours after the end of the drink- (maximum 13). Use the physiological dependency rules, except that if ing session – or on awakening, if you you fail a roll and the drug is unavailable, you don’t take injury. Instead, pass out or fall asleep before this time you gain -1 point of drug-related quirks, chosen by the GM. These van- – and lasts hours equal to your margin ish if you give in and take a dose of the drug (but then you must restart of failure. During this time, you will the process). If you don’t give in, these quirks grow into progressively suffer from moderate pain (see more severe mental disadvantages. If you make 14 successful Will rolls, Irritating Conditions, p. 428) and you withdraw – but you must make one final Will roll. On a failure, you acquire Low Pain Threshold (or lose keep any quirks or disadvantages incurred along the way! High Pain Threshold, if you have it). The GM may decide that preventative

440 INJURIES, ILLNESS, AND FATIGUE hallucinations, and fits of paranoia. increasing the risk of overdose. They may induce psychological Sedatives are cheap and highly addic- dependency, but not physiological tive. If the user acquires them legally, addiction. he has a -5-point Addiction; otherwise, Most of these drugs are taken oral- he has a -10-point Addiction. ly and require about 20 minutes to Painkillers: Potent painkillers, such work. Make a HT-2 roll to resist. On a as morphine, are used to treat chronic failure, the user starts hallucinating or surgical pain. Abuse is often the (see Incapacitating Conditions, p. 428). unintended result of legitimate use. This lasts for hours equal to the mar- Taken orally, there is a delay of 20 gin of failure. After that time, the user minutes; injected, there is no delay. may roll vs. HT-2 once per hour to Roll vs. HT-4 to resist. On a failure, the shake off the drug’s influence. user acquires the High Pain Threshold Addiction is typically worth -10 (p. 59) and Unfazeable (p. 95) advan- points if the drugs are legal, -15 points tages, and the Laziness disadvantage otherwise. (p. 142), and experiences euphoria

Overdose Anyone who takes two or more doses of depressants risks an “over- dose.” This definitely includes taking a single dose of two or more depressants! Any alcohol at all counts as an extra dose. Drug interac- tions can kill . . . Overdose occurs on a critical failure on any resistance roll for mul- tiple doses. As with any poison, each doubling of dosage gives -2 to resistance rolls – and as for all success rolls, a roll of 10 or more above effective skill is a critical failure. For instance, heroin offers a HT-4 roll to resist. If a HT 10 man takes a double dose, his effective HT is 10 - 4 - 2 = 4. He overdoses on a 14 or higher. Overdose causes unconsciousness for hours equal to the margin of failure. As well, the drug acts as a poison with a resistance roll equal to its usual resistance roll (the most difficult roll, for two or more drugs); e.g., HT-4, for heroin. It inflicts 1 point of toxic damage, repeating at 15- minute intervals for 24 cycles. If the victim reaches -1¥HP, he slips into a coma (see Mortal Conditions, p. 429).

(see Irritating Conditions, p. 428). All Depressants effects last for hours equal to the mar- Depressants induce drowsiness, gin of failure. Painkillers powerful lassitude, and (in large doses) insensi- enough to produce these effects are bility. All offer a HT roll to resist. As expensive and totally addictive. with any poison, a large dose gives a Addiction is worth -15 points if the penalty – see Dosage (p. 438). Massive drugs are legal, -20 points otherwise. doses may lead to overdose (see box). Heroin: This opium derivative has Commonly abused depressants few legitimate uses. It is typically include: injected, in which case there is no delay. Roll vs. HT-4 to resist. Failure Sedatives: These include sleep aids, incapacitates the user for hours equal anti-anxiety drugs, and many psychi- to the margin of failure – treat this as atric drugs. A typical sedative is taken ecstasy (see Incapacitating Conditions, orally and requires 20 minutes to take p. 428). In addition to the usual risk of effect. Make a HT-2 roll to resist. On a overdose, there is always the chance failure, the user becomes drowsy (see the heroin was “cut” with toxic filler; Irritating Conditions, p. 428) for hours effects are up to the GM. Heroin is equal to the margin of failure. very expensive, incapacitating, totally Habitual users need larger and larger addictive, and illegal; Addiction to doses to produce the same effect, heroin is a -40-point disadvantage.

INJURIES, ILLNESS, AND FATIGUE 441 ILLNESS Maladies and strange diseases may ISEASE Defining a Disease affect adventurers in far-off lands . . . D Diseases are defined in much the or even at home. The search for a cure Most diseases are caused by same way as poisons (see Poison, – whether for the Princess’ wasting microorganisms and spread by infect- p. 437). For each disease the PCs disease, an alien plague, or a terrorist’s ed people or animals – but some have encounter, the GM should specify: bioweapon – is a wonderful plot other causes! device. The invention of diseases is an News about disease-ridden areas Vector: How the disease spreads. excellent opportunity for the GM to travels fast; a successful Current Diseases are generally blood, contact, exercise a morbid sort of creativity. Affairs roll can alert adventurers to the digestive, or respiratory agents. These Magical or technological items, the presence of disease in a region. terms mean just what they do for poi- Resistant advantage (p. 80), and high Spotting locals suffering from symp- sons; see Delivery (p. 437). HT can all protect you from disease. toms requires a Perception-based Resistance Roll: The HT roll to Risks are greatest in warm, moist Diagnosis or Physician roll. And in an avoid the disease. Anyone exposed areas. If you catch something, you area where animals are carrying a dis- must roll, possibly at a penalty. Most won’t know until the symptoms start ease that people can catch, investiga- diseases allow a roll at HT to HT-6. to show . . . the GM makes your roll to tors would need to examine an infect- The means of exposure can modify avoid it! ed specimen and make a successful this roll; see Contagion (p. 443). On a Veterinary roll to realize the danger. success, the victim does not contract

442 INJURIES, ILLNESS, AND FATIGUE the disease. On a failure, he does, but specified fraction (typically 1/3, 1/2, animal illness. This cannot identify a he gets further rolls – once per “cycle” 2/3, or all) of his HP to it. totally new illness, but a good roll – to throw off the disease. Contagion: Some diseases are mild- might give enough information to Delay: This is the incubation period ly or highly contagious – although allow treatment. – the time between initial exposure to sometimes not until after the incuba- the disease and the appearance of the tion period. first symptoms in those who fail to resist. This is 24 hours for a “generic” disease, but can vary considerably for real-life diseases. Most diseases are caused by microorganisms Damage: The disease’s effects in and spread by infected people or animals – but game terms. This is typically 1 point of toxic damage, but it might be higher – some have other causes! up to 1d – for virulent diseases. DR does not protect against disease! Symptoms (fever, sneezing, coughing, spots, rash, etc.) appear after the sub- The combination of resistance roll, Treatment ject starts to suffer injury. Injury from damage, and cycles determines “dead- Appropriate remedies – herbs, disease will not heal naturally until the liness.” By carefully selecting these drugs, etc. – can provide a bonus to victim makes his HT roll to recover! statistics, the GM can distinguish the cyclic HT rolls to shake off certain Cycles: Like a cyclic poison, a dis- between a virulent but mild flu that diseases. At TL6+, antibiotics (e.g., ease damages its victim at regular ends in a day or two (24-hour delay, penicillin) give +3 to recover from intervals until he makes a HT roll or a HT-2, 1 point of toxic damage, 12-hour most bacterial diseases. At any TL, a maximum number of cycles passes. interval, six cycles) and a slower but physician’s care provides the same The “default” interval between HT usually fatal disease (72-hour delay, bonuses to recover from disease that it rolls is one day. The number of cycles HT-5, 1 point of toxic damage, daily gives to recover from injuries (see varies with the deadliness of the dis- interval, 30 cycles). Medical Care, p. 424). ease; for instance, a potentially fatal However, some diseases are drug- disease might only inflict 1 HP per Diagnosis resistant, in which case ordinary cycle but endure for 20-30 cycles. Once the symptoms of a medicine gives no bonus. At TL7+, Symptoms: A disease can cause disease become apparent, identifica- drug treatments can often mitigate attribute penalties, temporary disad- tion requires a successful roll the effects of such illnesses – usually vantages, etc. after the victim loses a against Diagnosis or Expert Skill by reducing damage or lengthening (Epidemiology) – or Veterinary, for an interval – but these aren’t cures. Radiation treatment, gene therapy, nanotech, magic, and psi might still work, however. Immunity and Contagion Susceptibility If you enter a disease-ridden area or encounter a disease carrier, Differential Susceptibility: Members make a HT roll at the end of the day to resist the disease. On a failure, of a given ethnicity, sex, or race may you catch the disease! Modifiers to this roll include the disease’s basic be more or less susceptible to a partic- virulence modifier and the least advantageous applicable modifier from ular disease. For instance, the GM this list: might decide that dwarves are Avoided all contact with possible victims: +4. immune to the Purple Shakes, and Entered dwelling or shop of victim: +3. that elves get +2 on their HT rolls Spoke with victim at close quarters: +2. against it . . . but that the mortality Touched victim briefly: +1. rate among male giants is 100% unless Used victim’s clothes, blankets, etc.: +0. they are treated within two days. A Ate victim’s cooked flesh (animal, we hope!): +0. successful Diagnosis or Physician roll Ate victim’s raw flesh (ditto!!): -1. reveals differential susceptibility, if Prolonged contact with living victim: -2. applicable. Kissing or other intimate contact with victim: -3. Natural Immunity: Some individu- als are simply immune to a specific Proper precautions – masks, antiseptics, etc. – provide a bonus to disease. If the GM rolls a 3 or 4 for those who know and understand them. The GM should consider limit- your first attempt to resist a disease, ing such measures to PCs from cultures that understand the germ you are immune! He should note this theory of disease (late TL5). fact and not tell you – under normal circumstances, you have no real way of knowing about your immunity.

INJURIES, ILLNESS, AND FATIGUE 443 Acquired Immunity: Anyone who Infections are possible anywhere, but progress until the victim either makes survives a given disease may be some places (especially jungles) may a HT roll, ending the infection, or immune in the future. This depends harbor especially severe forms of takes so much injury that he dies. on the illness. You only catch measles infection. Treatment with antibiotics (TL6+) once, for instance – but mumps can Open wounds treated with antibi- gives +3 to HT rolls. This usually halts come back over and over. otics (TL6+) never become infected the infection before serious injury can Vaccination: Vaccination won’t except on a critically failed First Aid or occur. cure disease, but it provides almost Physician roll. People wounded under If drugs are unavailable, or if the certain immunity. At TL5, vaccines less-than-clean circumstances (GM’s patient doesn’t respond, a surgeon can exist for a few diseases – notably decision) and who do not receive cut out the infected tissue if the injury smallpox – but aren’t widespread. At treatment must make a HT+3 roll, from infection hasn’t progressed TL6+, new vaccines appear constantly, modified as follows: beyond a certain point. On the head or and most can be stored for long peri- torso, this limit is the patient’s HP/2. Ordinary “clean” dirt in wound: +0. ods of time, like other medicines. On a limb or extremity, it is the Dung or other infected matter in Developing a new vaccine is difficult amount of injury required to cripple wound: -2. and time-consuming; use the rules the body part. Surgery cannot help Locale harbors a special infection: under New Inventions (p. 473), rolling infections more severe than this. -3. against Bioengineering skill. At The surgeon must make a Surgery TL10+, exotic treatments (e.g., These modifiers are cumulative, roll. This inflicts 2d of injury to the nanomachine colonies) can give indi- and replace those listed under head or torso, or amputates a limb or viduals or entire societies the Contagion (p. 443). extremity. On a success, it cures the Resistant to Disease advantage. On a failure, the wound is infected. infection. On a failure, damage or Treat this as any other disease. A typi- amputation occurs but the patient cal infection requires a daily HT roll, remains infected. INFECTION modified as above, with failure indi- A microorganism that attacks open cating the loss of 1 HP. Most infections wounds may cause an “infection.” AGE AND AGING As discussed under Age (p. 20), you Modifiers: Your world’s medical by one. If any attribute reaches 0 from can start your adventuring career at tech level minus 3; e.g., -3 at TL0, or aging, you die a “natural” death. any age that falls within your race’s +4 at TL7. +2 if you are Very Fit, +1 if At the GM’s option, you may lose usual lifespan. However, unless you Fit, -1 if Unfit, or -2 if Very Unfit. advantages or gain disadvantages of are Unaging (p. 95), you will experi- equivalent point value instead of los- On a failure, reduce the attribute in ence gradual decline once you age ing an attribute point. For example, question by one level. A critical failure, past a certain point. your Appearance could decline, or you or any roll of 17 or 18, causes the loss Beginning at age 50, make a series could gain Hard of Hearing. of two levels. Exception: If you have of “aging rolls” each year to see if old Longevity (p. 66), treat any roll of 16 age is taking its toll. (If you did not Artificial Youth or less as a success, and treat a 17 or note an exact birthday, roll on the first In some settings, magic or technol- 18 as an ordinary failure – and if your day of every game year.) At age 70, roll ogy can halt or reverse aging. Should modified HT is 17+, only an 18 fails! every six months. At age 90, roll every you become younger through any When you lose an attribute level to three months! means, you regain all attribute levels age, reduce your point value accord- If you have Extended Lifespan lost between your new age and your ingly. Reduce all secondary character- (p. 53), each level doubles the age at old one. This simply increases your istics and skills based on that attribute which you must make aging rolls (50 point value; you do not have to “buy to reflect its new level. For instance, if years), the ages at which aging rolls back” the recovered attribute levels. aging reduces your IQ by one, your become more frequent (70 and 90 Even without magic or high technolo- Perception, Will, and skills based on years), and the time intervals gy, you can spend earned character any of those three quantities also drop between aging rolls (1 year, 6 months, points to raise your attributes to com- and 3 months). If you have Short bat aging. Lifespan (p. 154), each level halves these numbers. Aging rolls are a series of four HT I’m 37. I’m not old. rolls – one for each of your four basic attributes, in the following order: ST, – Dennis, DX, IQ, HT. You may not use any form Monty Python and the Holy Grail of Luck (p. 66) on these rolls.

444 INJURIES, ILLNESS, AND FATIGUE CHAPTER FIFTEEN CREATING TEMPLATES

The GM is responsible for establishing which professional, social, and racial origins are (and aren’t) appropriate for PCs. No GM can hope to anticipate every possible character concept, but a good GM shares his expectations with his play- ers and helps those who are struggling for ideas. One effective way to do this is to provide the players with a set of “templates”: collections of traits that typify the kinds of characters that are likely to figure prominently in the campaign. This section gives rules for template design, and is intended for GMs. It assumes you have read the rules for template use in Chapter 7. CHARACTER TEMPLATES A “character template” is a carefully structured list of the attrib- ute levels, secondary characteristics, advantages, disadvantages, and skills the GM feels a PC should possess to fill a particular pro- fessional, social, or dramatic role in the campaign. The GM calcu- lates all point costs in advance and gives the results with the tem- plate, reducing the amount of math involved in . The main purpose of a character template is to prevent new players from overlooking vital abilities when choosing from among all the options in Chapters 1-6. The secondary goal is to accelerate character design. Thus, a template should list only necessary traits – not everything that might fit. The player should always have room to customize his PC!

How GURPS Works: Character Templates Aren’t Rules! Character templates are not rules. They are just a char- acter-design aid with no effect on point costs, success rolls, NPC reactions, character development, or any other aspect of game play. The traits on templates are suggestions as to what abilities a hero will need to fill his role in the game world. Make sure your players know this! They should feel free to customize or alter templates, or to create characters without using templates at all.

CREATING TEMPLATES 445 YPES OF Cultural Templates ONCEPT T Cultural background is a powerful C CHARACTER defining concept in many settings. For A character template is a partially instance, Alexander the Great was first built character. To design it, you need TEMPLATES and foremost a Macedonian, and this a “concept” – a clear idea of what it identified him throughout his adven- represents and where it fits in – just as Most character templates fall into for a fully realized character (see one of the general categories below – a tures. A cultural template might spec- ify the genetic traits of a closed breed- Character Concept, p. 11). Decide on few will fall into more than one. There the type of template you are designing is no harm in mixing PCs built using ing group, skills taught to all members of a culture, or the beliefs and preju- and what role it will fill, and then visu- different classes of templates within a alize which traits would best meet the single campaign. of a given tribe, nation, or reli- gion. It will often include Cultural demands of that role in your cam- Familiarity and Languages. paign. Use your knowledge of the game world to help you here! Example: We shall construct a “heroic knight” template for a fantasy Character Templates campaign. This template is both dra- matic (the “heroic” part) and occupa- and Player Perceptions tional (the “knight” part). We could The character templates you offer your players will affect their view create separate templates for each of the game world and the type of campaign you intend to run. Suppose aspect – or even treat one as a “lens” you are planning a fantasy campaign. If you present only thief and war- on the other (see Lenses, p. 449) – but rior templates, your players will justifiably conclude that you intend to we have chosen to keep things simple. run a freebooting campaign set in a world where rough-and-tumble We decide that a heroic knight should “professional adventurers” are common. But if you also include tem- be strong, honorable, a wise leader, plates for farmers, herbalists, and minstrels, your players may infer and a skilled warrior. that you intend a more staid campaign, set in a quasi-medieval world. Make sure your template list sends the right message! Always make clear when templates are for PCs and NPCs alike – FLEXIBILITY and when they aren’t. Players usually assume that the abilities listed The concept behind a template on templates reflect status quo in the game world. For instance, they should be sufficiently flexible that the will expect enemy thieves and warriors to have certain abilities . . . player can easily individualize his and spend their points and cash to prepare accordingly. If this character. Leave enough creative assumption proves costly or fatal, you might end up with confused or “space” that the player is not stuck angry players! playing a stereotype. There are two Finally, design your templates as a complementary set. If some tem- useful measures of flexibility: the plates outshine others, or are clearly of lower quality, the players might number of abilities on the character feel that you favor those who play certain character types – even if that template (its degree of detail) and the is not actually the case. extent to which those abilities use up the player’s “budget” for character cre- ation (its point cost). Degree of Detail Occupational Templates A “dense” character template Someone who does a certain job Dramatic Templates A dramatic template defines a includes many traits. It defines a par- (e.g., a physician or a mechanic) character’s role in the plot – often in ticular role precisely . . . so precisely should have the necessary job skills – terms of an archetype such as “wise that it can rob a PC of individuality. A see Jobs (p. 516). Not all occupations man” or “trickster.” Some roles are “sparse” template makes a few sugges- are jobs, however; you could create genre-specific (“screaming victim” is tions, perhaps only a skill or two. It occupational templates for hereditary rare except in horror, for instance); makes the resulting PC easier to cus- nobles, idle rich, slaves, students, etc. others are universal (e.g., “femme tomize, but leaves inexperienced play- These latter templates might include fatale”). The dramatic template ers wondering, “What’s my role?” The Duties, codes of conduct (see Self- ensures that the PC has the traits he secret is to strike a balance between Imposed Mental Disadvantages, needs to advance the plot, regardless of the two: don’t try to give the template p. 121), and “entrance requirements.” his exact occupation or culture. This every trait that might fit – just focus on All occupational templates should type of template attempts to define the traits that define the role! suggest Wealth and Status appropri- personality as much as ability; there- ate to the occupation, and should fore, it often includes more mental Template Cost specify attribute levels and advantages disadvantages than other kinds of The more expensive the template, that would lead to success at – or suc- templates. the more points you’re spending for cessful adaptation to – that career. the player. Keep the campaign power

446 CREATING TEMPLATES level in mind and come in under the Secondary Example: A knight requires Status 2 point budget for PCs, leaving enough [10]. His Wealth should be at least unspent points (and enough unused Characteristics Comfortable [10], to cover his cost of points in disadvantages, if you are It is usually best to leave Hit Points, living and buy his expensive equip- enforcing such a limit) that the player Will, Perception, Fatigue Points, Basic ment. This costs 20 points. can customize his character. If a tem- Speed, and Basic Move at their base plate absolutely must tie up a lot of values. Tweaking these numbers is Disadvantages points, make it “interactive” (see likely to confuse new players. Unless For the most part, follow the advice p. 449). the concept absolutely requires excep- given for advantages. In the case of tional talent in one of these areas (e.g., occupational templates, avoid disad- Example: We’ll design our heroic high Perception for a detective), just vantages that are liable to inhibit job knight for a 150-point game with a choose attributes that give fair sec- performance (e.g., Honesty for a -75-point disadvantage limit. This ondary characteristics and leave fine- thief). Focus instead on those that are means we’ll try to spend fewer than tuning to the adventurous player. likely to help with the chosen career 150 points total, and take less than the (e.g., Fat for a sumo wrestler) and full -75 points of disadvantages. those that are expected (e.g., Disciplines of Faith or Vows for a priest). Some professions tend to lead to disadvantages, a few of which might be so common that they merit a place in the template (e.g., Social The character templates you offer your players Stigma for a thief). will affect their view of the game world and the Dramatic templates are often type of campaign you intend to run. defined almost entirely by their men- tal disadvantages, and frequently have “good” disadvantages or tragic flaws – see Disadvantages for Heroes (p. 119). Example: Our knight owes fealty to Advantages his liege lord, so we give him Duty SELECTING For occupational templates, list the (Liege lord, 9 or less) [-5]. Since he’s a job’s requirements (e.g., Languages for heroic knight out of fantasy, we also TRAITS a translator) or benefits (e.g., Clerical give him Code of Honor (Chivalry) [-15], Honesty (6) [-20], and Vow The next few sections offer Investment for a priest). Other possi- (Never refuse a request for aid) [-15]. concrete advice on selecting the actu- bilities include “tricks of the trade” This comes to -55 points. al traits that appear on character (e.g., Combat Reflexes for a soldier) templates. and talents that would lead a person to select this particular career (e.g., Skills Attributes Night Vision for a thief). Pick the skills needed for the char- acter to be competent at the role the The 9-13 range is suitable for most For cultural templates, also consid- template describes. Avoid excessive characters. “Adventuring” templates er genetic and cultural traits (e.g., “All numbers of skills, but include all nec- should have one or two above-average Northerners have Temperature essary skills, a few skills that are com- scores, but those for most normal jobs Tolerance”), as well as Cultural plementary but not vital, and perhaps should leave everything at 10. Familiarity (p. 23), Languages (p. 23), one or two skills that serve mostly to Remember that an 11 or 12 is note- and Social Regard (p. 86). provide background color. worthy, and that a 13 or 14 is excep- For dramatic templates, include When assigning skill levels, tional – see How to Select Basic traits that are invariably found in liter- assume that skill 12 suffices for “safe” Attributes (p. 14). Dramatic templates ary and cinematic examples of the jobs (e.g., accountant or librarian) are a special case, as it often serves the archetype (e.g., Charisma or and that skill 14 is plenty for “risky” purposes of drama for an archetype to Handsome appearance for a swash- jobs (e.g., assassin or surgeon) – have extreme attributes. Still, try to buckler). including most “adventuring profes- avoid excessive stereotyping. Justify each advantage using an argument similar to one of those sions.” Save skill 16+ for those who Example: We see our knight as a above – which means that most advan- truly stand out in their field; don’t capable warrior, so we give him supe- tages on a character template should water down the value of high skill by rior physical attributes: ST 12 [20], be learned or social in nature. Also, try making it commonplace. DX 12 [40], and HT 12 [20]. To reflect to avoid unusual advantages. If every Of course, these guidelines assume his wisdom and resolve, we give him single character of a given type has a relatively realistic characters. Many IQ 11 [20] – he is supposed to be a rare advantage, it will dilute the value larger-than-life heroes have dozens of wise leader, not a genius. This comes of the advantage and possibly strain skills at high levels. It is up to the GM to 100 points. the suspension of disbelief. whether he wishes to encourage this pattern of skill buying in his campaign.

CREATING TEMPLATES 447 1. Select attribute levels that mini- mize the cost of the chosen skills. For instance, an Average skill at DX+2 Listing Skills level costs 8 points; six such skills When listing skills, include all relevant information in the following would cost 48 points. An Average skill format: at DX+1 costs 4 points; six skills at this level would cost only 24 points. By Skill Name (Difficulty) Relative Level [Point Cost]-Actual Level lowering six skills from DX+2 to For instance, “Broadsword (A) DX+2 [8]-14.” This might look odd DX+1, you could free up 24 points – now, but it makes things much more transparent when the time comes and if you then spent 20 points on DX, to customize the character! you could raise DX by one level, It can also be helpful to break down skill listings as follows: regain the original skill levels, and save 4 points! Primary Skills: Vital skills, at level 12+ – or at 14+, if they are likely 2. Add advantages that give skill to matter in life-or-death situations. bonuses at discount rates – notably Secondary Skills: Helpful skills that it’s hard to imagine the charac- Talents (see p. 89). ter not having, at level 11+. Background Skills: Anything else that fits, chosen for descriptive rea- If you have trouble justifying this, sons rather than utility, usually at a lower level than primary and sec- remember: templates are blueprints ondary skills. for adventurers – exceptional charac- ters built with more points than the average person – so high attributes and rare advantages are going to be Examples: Our knight is an adven- Example: Our knight has spent 100 more common than in the general turer first, so we make his primary points on attributes, 20 on advantages, population. skills Broadsword-14 [8], Lance-14 -55 on disadvantages, and 30 on skills. [8], Riding (Horse)-12 [2], and That’s 95 points, which is well within WRITING IT UP Shield-14 [4]. We make his leadership the recommended 90% limit for a 150- Use the following format for the abilities secondary: Leadership-11 [2] point campaign (135 points). final character template (illustrated and Tactics-11 [4]. Finally, we add here using our heroic knight): Armoury (Melee Weapons)-10 [1] and Optimization Heraldry-10 [1] as background skills, Experienced players usually Heroic Knight to cover his knowledge of arms and attempt to minimize the point cost armor. Total cost is 30 points. and maximize the effectiveness of 95 points their characters. New players are You are a brave knight out of fan- unlikely to do so; therefore, it is a good tasy or fairy tales – strong, honorable, SETTING idea to optimize templates so that a wise leader, and a skilled warrior. THE PRICE characters built with them are not less Attributes: ST 12 [20]; DX 12 [40]; IQ efficient than scratch-built PCs. There 11 [20]; HT 12 [20]. Total the cost of everything on are two main methods for doing this: Secondary Characteristics: Dmg 1d- the character template. This is the 1/1d+2; BL 29 lbs.; HP 12 [0]; Will “template cost”: the number of points the player must pay to pur- chase the template. If template cost comes to more than 90% of the campaign’s starting points (see Starting Points, p. 10), play- Discounts Avoid the temptation – often carried over from other RPGs – to offer ers are liable to find it restrictive. To a discount on template cost. A character built using a template should remedy this, lower attribute levels, be indistinguishable from an equivalent character designed from the remove noncritical advantages and ground up. skills, or add a few appropriate disad- vantages. Alternatively, you can try to Adjusting for Player Experience optimize the template (see below). When designing character templates, be sure that they take into If you still can’t get template cost account the character-creation habits of your experienced players. For down to a reasonable level, it is likely instance, if all their warriors have Combat Reflexes and all their wiz- that the starting points you’ve selected ards have Magery 3, your templates should follow suit – even if the are less than ideal for the heroes you “typical” warrior or wizard in the setting lacks this level of talent. This see working well in the game world. It puts the characters of inexperienced players who use your templates on might be a good idea to revise the an equal footing with those of more experienced players. campaign power level! See Power Level (p. 487) for advice.

448 CREATING TEMPLATES 11 [0]; Per 11 [0]; FP 12 [0]; Basic Lenses Interactive Templates Speed 6.00 [0]; Basic Move 6 [0]. You can treat common variations Along with fixed character traits, Advantages: Status 2 [10]; Wealth on templates as “lenses” through you may wish to include a number of (Comfortable) [10]. which to view the basic design. A lens choices with identical point costs. Disadvantages: Code of Honor is a package of advantages, disadvan- These can be specific (e.g., High Pain (Chivalry) [-15]; Duty (Liege lord; 9 tages, and skills that adds to the base Threshold or +1 ST; Chemistry-14 or or less) [-5]; Honesty (6) [-20]; Vow template, changing its emphasis. It Mathematics-14) or general (e.g., any (Never refuse a request for aid) might be specific to just one template DX/Average weapon skill at 15; any [-15]. or applicable to several (or all) tem- three IQ/Hard sciences at 14), as long Primary Skills: Broadsword (A) plates in your campaign. Some lenses as the point cost is the same. A good DX+2 [8]-14; Lance (A) DX+2 are mutually exclusive; others can compromise is to set aside a pool of [8]-14; Riding (Horse) (A) DX “stack.” points that the player can spend on a [2]-12; Shield (E) DX+2 [4]-14. A lens should not add traits that specific list of options however he Secondary Skills: Leadership (A) IQ oppose or that are redundant with sees fit. [2]-11; Tactics (H) IQ [4]-11. those on the base template(s). If this is Once you are comfortable with Background Skills: Armoury (Melee inevitable, explain what to do when template design, consider using this Weapons) (A) IQ-1 [1]-10; Heraldry conflict occurs. A lens should also be option for all your templates. It sim- (A) IQ-1 [1]-10. compatible with all other lenses the plifies the player’s choices without player can select at the same time (but eliminating them and is an effective CUSTOMIZATION don’t worry about mutually exclusive stepping-stone to unassisted character lenses). design. It is especially useful for men- NOTES The player adds the cost of any tal disadvantages, because it gives the Give the player a few thoughts on lenses selected to the cost of the base player more latitude in defining his how he can make his character differ- template and writes down both sets of character’s personality. ent from other PCs built using the abilities. same character template. For Example: It is possible to represent instance, you might include a brief list the “heroic knight” in our example as of useful traits to buy with leftover a “warrior” template modified by points, advice on how to flesh out the “heroic” and “knight” lenses: player-defined traits in the template (e.g., self-imposed mental disadvan- Warrior tages, Patrons, and the details of Ugly 101 points appearance), or thoughts on appropri- You are a fantasy warrior – a bar- ate or necessary equipment. barian, knight, swashbuckler, or Example: We mention that the someone else who lives by the sword. player should specify his knight’s coat Attributes: ST 12 [20]; DX 12 [40]; IQ of arms and liege lord. He also needs 10 [0]; HT 12 [20]. weapons, armor, and a mount! Since Secondary Characteristics: Dmg 1d- Wealth (Comfortable) cannot cover all 1/1d+2; BL 29 lbs.; HP 12 [0]; Will Example: Not all knights use that, we suggest using a few leftover 10 [0]; Per 10 [0]; FP 12 [0]; Basic broadswords; many prefer the mace. points to purchase additional Wealth – Speed 6.00 [0]; Basic Move 6 [0]. On our heroic knight template, we or to buy his liege lord as a Patron Skills: Armoury (Melee Weapons) (A) could replace “Broadsword (A) DX+2 who can provide these things. IQ-1 [1]-9; Shield (E) DX+2 [4]-14; [8]-14” with “Axe/Mace or Broad- sword, both (A) DX+2 [8]-14” and let For an occupational template, this and two weapon skills, each (A) the player choose. is the place to note the job roll, month- DX+2 [8]-14. We could also offer a choice of ly pay, and wealth level for the job – Lenses mental disadvantages. Instead of see Jobs (p. 516). Job prerequisites Heroic (-9 points): You are wise, hon- requiring Code of Honor, Honesty, and should appear in the template; there is orable, and a leader of men. Add +1 Vow, we could say: “A total of -50 no need to reiterate them here. IQ [20], Honesty (6) [-20], Vow points chosen from Charitable [-15*], (Never refuse a request for aid) Code of Honor (Chivalry) [-15], ADDITIONAL [-15], Leadership (A) IQ [2], and Honesty [-10*], Selfless [-5*], Sense of Tactics (H) IQ [4]. Duty [-2 to -20], Truthfulness [-5*], OPTIONS Knight (+3 points): You are an invest- and Vow [-5 to -15].” Note how disad- Character templates need not be ed knight, with all the attendant vantages with variable values offer a “set pieces.” With a little extra effort, privileges and duties. Add range of point costs, and how disad- you can greatly expand the versatility Comfortable [10], Status 2 [10], vantages that require self-control rolls of templates by building in tools that Code of Honor (Chivalry) [-15], are marked (*) to indicate that they let the player customize his character Duty (Liege Lord, 9 or less) [-5], might be at ¥.5, ¥1, ¥1.5, or ¥2 value, in the course of buying the template. Heraldry (A) IQ-1 [1], and Riding depending on the self-control number. (Horse) (A) DX [2].

CREATING TEMPLATES 449 RACIAL TEMPLATES The baseline character in GURPS What Is a Race? Be sure to distinguish between is human, but nonhumans are com- A “race” is normally a biological purely cosmetic features and those mon in many game worlds. The col- species – human, tiger, elf, Gray alien, that actually affect play. Outward lection of traits that differentiate a etc. – but you need not limit yourself appearance is often just a “special nonhuman species from humanity is to this definition. A race might be a effect,” and special effects should not called a “racial template.” genetically engineered subspecies, a cost points – see Features and Taboo Unlike character templates, racial particular category of fantastic crea- Traits (p. 452). Only genuine differ- templates are not normally optional or ture (for instance, “faerie” or “vam- ences in function, relative to a human, customizable – every member of a pire”), or a specific make or model of call for definition in terms of attrib- species must purchase its racial tem- construct (golem, robot, sentient utes, advantages, and disadvantages. plate, exactly as written. Furthermore, computer program, etc.). What mat- Assigning point values to racial char- racial templates are subject to a num- ters is that every member of the group acteristics unnecessarily is a sure-fire ber of special rules that have ramifica- possesses a common set of identifi- way to make a multiracial campaign tions in play, and may even include able traits. confusing, if not unbalanced. “hidden features” that can affect out- comes in the game. What Do They How Do They Think? Decide how members of the race Look Like? act, and lend some thought to the CONCEPT A race’s appearance suggests many race’s dominant cultural background. Before building a racial template, of its racial traits. For instance, a These things determine the race’s you should develop a clear idea of species with four arms needs to pur- mental traits, including racial skills. what it is you are designing. A racial chase Extra Arms, because it has two Here again, be careful to distinguish concept is not a character concept – more arms than a human, which is an features that affect play from those you are creating an entire species, and advantage. Likewise, a species with that do not. must consider morphology, survival one eye should have One Eye, as its The most challenging problem is to strategies (biological, technological, or lack of binocular vision puts it at a dis- determine how the race thinks. This is magical), group behavior, and culture. advantage next to a human. crucial if you expect people to roleplay

450 CREATING TEMPLATES members of the race! Humanity’s two primary motivations seem to be sex and material comfort. Other races might not share these drives. Of PC Races vs. NPC Races course, any biological creature must A “player ” is one that the PCs can belong to at the feel some instinct to preserve its young time of character creation. A “nonplayer character race” is one reserved and itself, or the race will vanish. for NPCs under the GM’s control. There is no rule distinction between Races that lack this drive would have a PC race and an NPC race. As the GM, you are free to assign a race to psychologies that humanity would either category – or even to move a race from one category to the other find truly alien. during the course of the campaign. Try not to be too restrictive, however. GURPS, being a generic sys- tem, has rules for most situations. This makes it feasible to allow PCs SELECTING to belong to races reserved for NPCs in other games (ghosts, monsters, TRAITS robots, etc.) if the players and GM are up to the roleplaying challenge. A racial template consists of attrib- Player-Created Races ute modifiers, secondary characteris- It is the GM’s job to design the racial templates for his campaign. tic modifiers, advantages, disadvan- The rules given here have fewer arbitrary limitations and balancing fac- tages, quirks, and skills that apply to tors than do those for creating individual characters, because this is every member of the race. A race may intended to be a GM’s system, and the GM is free to decide what is bal- also have features that do not have a anced in his campaign. point cost but that do have in-game That said, the adventurous GM might allow an especially good play- effects. er or group to design races for their characters. This can be a major Most of the mental and physical time-saver for the GM in a campaign that calls for a plethora of non- traits in Chapters 1-3 are suitable as human species! racial traits. More rarely, social traits A few tips for GMs who wish to allow player-created races: are appropriate – for instance, an entire race might enjoy Social Regard • Watch out for abuse. The lack of balancing factors in these rules or suffer from Social Stigma. makes it possible to create a race that has a significant advantage in As the GM, you are free to assign effectiveness over the human race. Do not allow such races – at least, exotic (1) and supernatural (5) traits not as PCs. to racial templates as needed – even if • Do not allow abilities (or combinations of abilities) that you do not such traits are otherwise forbidden (in want in the PCs’ hands, however balanced they may be. In particular, which case nonhumans are likely to keep an eye on exotic and supernatural traits. If a trait is strictly off-lim- be the only ones who have such traits). its to all PCs, then the race of the PC should be unimportant. A few traits explicitly note that they • Player-generated races work best in game worlds that already have are reserved for racial templates, and many different races, because “yet another race” will rarely upset the cannot occur otherwise. campaign. Be sure to have a few ready-made PC races on hand for play- In all cases, make sure that the ers who do not wish to create their own, however – and to serve as traits you choose are in line with the examples for those who do. racial concept and, more importantly, • Be leery of player-created NPC races. In most game worlds, NPC make sense. races are supposed to be somewhat mysterious. Mystery is hard to maintain when the creator is a member of the party! Racial Attribute Modifiers If the ST, DX, IQ, or HT of an aver- age member of a race differs from the A member of this race buys a per- Example: A racial -0.75 to Basic human norm of 10, that race has a sonal ST 9 [-10], IQ 14 [80]. He then Speed would cost -15 points. A racial “racial attribute modifier.” This costs applies his racial attribute modifiers: template with this modifier would ±10 points per ±1 to racial average ST ST+10 gives ST 19, and IQ-1 gives IQ note “Basic Speed-0.75 [-15].” or HT, or ±20 points per ±1 to racial 13. average DX or IQ. A member of a race with such A member of a race with such Racial Secondary modifiers calculates his basic second- modifiers pays for his personal scores ary characteristics from his attributes Characteristic Modifiers as usual, after applying all racial as usual, and then applies his racial These work much as do racial modifiers to find his final scores. attribute modifiers. He may buy these attribute modifiers. The main differ- characteristics up or down, as usual. Example: A racial +10 to ST costs ence is the point cost: ±1 to HP costs After that, he applies racial secondary 100 points, while a racial -1 to IQ costs ±2 points; ±1 to FP costs ±3 points; characteristic modifiers to find his -20 points. A racial template with and ±0.25 to Basic Speed or ±1 to Will, final scores. these modifiers notes “ST+10 [100]” Perception, or Basic Move costs ±5 and “IQ-1 [-20].” points.

CREATING TEMPLATES 451 Example: A member of a race with capabilities. Such traits cost 0 points, bonus allowed). Write this as, for DX+2, HT+1, and Basic Speed-0.75 and fall into two categories: instance, “+1 to Forgery [2]” or “+3 to buys a personal DX 12 [40], HT 12 Features: A “feature” is just a note Fast-Talk [6].” This trait does not actu- [20]. His racial attribute modifiers on how the race differs cosmetically or ally grant the skill – it gives a bonus make this DX 14, HT 13. These attrib- physiologically from humanity when whenever a member of the race rolls utes give Basic Speed 6.75. Next, he that difference does not grant an against that skill or its default. buys his Basic Speed up to 7.75, for 20 advantage or a disadvantage. For Treat a racial knack for a group of points. At the very end, he applies his instance, a human subspecies geneti- related skills as a Talent (see p. 89). racial Basic Speed-0.75 to get a final cally modified to lack an appendix has Each +1 to those skills costs 5 points Basic Speed 7.00. a feature; so does a fantasy race that for six or fewer skills, 10 points for bears a magical mark from birth. seven to 12 skills, or 15 points for 13 Racial Advantages Faster and slower maturation are fea- or more skills. The maximum bonus is and Disadvantages tures as well. A race’s native environ- +4. If this is not a standard Talent, A nonhuman race could conceiv- mental conditions are also features, if note which skills get the bonus. (Keep ably possess almost any advantage or they differ from the human norm an open mind – some unusual things disadvantage that an individual could (humans are adapted to 1G of gravity, might be “closely related” for a race . . . within reason. When in doubt, the have a temperature “comfort zone” of that thinks nothing like humanity!) GM should exercise common sense. 35° to 90°, and breathe 78% nitro- Racial ineptitude at one skill is a Traits related to build – Skinny, gen/21% oxygen at 1 atm of pressure). flat -1 point for -4 to skill. This is just Overweight, Fat, Very Fat, Dwarfism, A race that can tolerate a broader spec- a racial Incompetence quirk (see and Gigantism (see Build, p. 18) – are trum of conditions than humanity has p. 164), and is subject to all the usual relative to the racial norm. They’re an advantage, however! rules for Incompetence. To keep valid for individuals, not races. To cre- ate an entire race that is smaller or larger than humanity, assign an appropriate Size Modifier (see Size Any biological creature must feel some instinct Modifier, p. 19). This has no point cost to preserve its young and itself, or the race – the advantage of longer reach can- cels out the disadvantage of being a would vanish. Races that lack this drive would large target, while the disadvantages have psychologies that humanity would find of being short balance the advantage of being hard to hit. Individual mem- truly alien. bers of such races can have any build; e.g., an ogre with racial SM +1 could take Dwarfism and have a personal SM of 0. Taboo Traits: A specific advantage, things balanced, no race can be Note that racial disadvantages do disadvantage, or skill might be off- incompetent at more than five individ- not count against the campaign disad- limits (“taboo”) for the race – that is, ual skills (-5 points), and the affected vantage limit (see Disadvantage Limit, no member of the race can possess skills must be important in the game p. 11). This limit applies only to per- that trait. Given the number of possi- world to qualify for points. sonal disadvantages. For instance, a ble choices, and the small odds that a Evaluate racial incompetence at a player in a campaign with a -75-point given character would actually take a group of related skills like a Talent, but disadvantage limit may take up to -75 particular trait, this is not considered put a minus sign in front of the cost. points in disadvantages, regardless of a disadvantage. Often, “taboo traits” For instance, -2 with 7-12 skills which race he selects for his PC. result from racial disadvantages; for would be a -20-point racial disadvan- instance, No Legs (Sessile) logically tage. A race can have only one “group Racial Quirks forbids movement-related traits. To incompetence.” It can be useful to assign a few keep a race fun to play, do not assign The bonuses and penalties above quirks on a racial basis to define a excessive numbers of taboo traits, apply to all specialties of any affected race’s minor disadvantages or person- and give a plausible cultural, psycho- skills. logical, or physiological reason for ality traits. Use these sparingly, how- Effects of Experience: When an indi- each one. ever – players are obligated to roleplay vidual improves a racially modified their quirks, and too many racial Racial Skill Bonuses skill, disregard the racial modifiers quirks can result in a complicated, and calculate the new level based sole- unplayable character. and Penalties ly on the points he spent. Apply the Racial quirks do not count against A race with a particular gift for a racial skill bonus to his final skill level. the normal limit of five quirks. skill or a set of skills has an advantage, For example, a member of a race with while a race that is unusually inept +1 to Fast-Talk would pay only 1 point Features and has a disadvantage. to have Fast-Talk at IQ. If he wanted to Taboo Traits Racial talent for one skill costs 2 improve Fast-Talk to IQ+1 later on, he Many traits distinguish a race with- points for +1 to skill, 4 points for +2, would pay 1 more point. out actually increasing or reducing its or 6 points for +3 (the maximum

452 CREATING TEMPLATES Racially Learned Skills A “racially learned skill” is an auto- matic level of proficiency acquired by every member of the race. It is usually innate or instinctive. For instance, a fly- ing race might possess racial Flight skill, while a race with padded feet might have Stealth skill on a racial basis. Price racially learned skills just as if an individual character were learning them; see the Skill Cost Table (p. 170). Write them in the format used on char- acter templates (see Listing Skills, p. 448), calculating the final skill level based on the racial average attribute score. For instance, a race with DX+4, HT-1 would have racial average DX 14, HT 9, and would write “Flight (A) HT [2]-9” and “Stealth (A) DX+1 [4]-15.” The actual skill levels that an individual member of the race enjoys vary accord- ing to his personal attribute scores. Effects of Experience: Members of a race may improve racially learned skills just as they would any other skill. For instance, if a race has Flight at HT, it would cost an individual member of that race 2 points to increase his skill to HT+1. Racial Magic Many races of fantasy and horror are magical. Below are two possible ways to handle magical powers. Advantages: Any advantage might stem from the race’s magical nature as a “special effect” (see Advantage Origins, p. 33). Such advantages require mana to work. If regions without mana are common in the campaign world, apply the limitation “Mana Sensitive,” worth -10%, to the cost of such abilities. Racially Innate Spells: Every member of the race might have the inborn abili- ty to cast one or more spells; see Chapter 5. Ignore the usual prerequi- sites and buy the spells using the rules for racially learned skills (above). Add racial Magery, if any, to the race’s skill level. Magery is not required for racial- ly innate spells – but without Magery, the race’s magic only works in areas of high or very high mana (see Mana, p. 235). A race that can only cast racial- ly innate spells pays the usual 5 points for Magery 0, but may buy Magery 1+ with a -40% Accessibility limitation: “Racially innate spells only.”

CREATING TEMPLATES 453 race to the players and help them role- gregarious, do they favor large cities, SETTING play members of that race! small villages, or family groups? • How do they think? Do they have • What do they look like? How big? THE PRICE a racial philosophy? Do they have a How tall? What shape? What color? The point cost of a racial template religion? Do they have many religions? Do they have hair? What color? Do – called the “racial cost” – is the sum How do they react in an emergency? they have eyes? Do they have distinc- of the point values of its constituent Do they like new things, or are they tive markings? Do they have hands or traits. Anyone who wishes to play a complacent? Can they be trusted? claws? What direction do their joints member of the race must pay its • How do they get along with oth- bend? racial cost. If racial cost is 0 points or ers? Do they fight among themselves? • Were they created or did they more, treat the template as an advan- How do they react to new races? evolve? Where? What environmental tage; if racial cost is negative, treat it Suspiciously? Enthusiastically? Do pressures combined to give them their as a disadvantage. (It costs 0 points to they trade with other races? Are there advantages and disadvantages? play a human, but there is no need to other races they particularly like or • How do they live? How do they note this, as characters are assumed dislike? to be human unless they buy a racial govern themselves? Are they gregari- template.) ous or solitary in nature? If they are A template with a negative racial cost does not count against the cam- paign disadvantage limit, if any (see Disadvantage Limit, p. 11). Individual mental, physical, and social problems Character Cost vs. Racial Strength are as likely for members of low-pow- Many GMs will want to create at least a few races with powers far ered races as they are for humans and beyond those of normal humans. In game terms, this means a high members of high-powered races! racial cost. This may create an apparent contradiction in the campaign: Players must normally purchase all “If these guys are so great, why don’t they control the whole world?” elements of a racial template as a unit, The most obvious answer is “They do!” There’s no reason why and may only “opt out” of a given trait humanity has to be the dominant race of the campaign. Mankind could with the GM’s permission. Opting out be an insignificant minor race or an audacious upstart to the ancient of an advantageous trait saves points, civilizations of the nonhumans! while opting out of a disadvantageous However, the GM needn’t forsake superhuman races in an anthro- one costs points. In both cases, pay pocentric campaign. The factors that allow individuals to excel are racial cost normally and note the quite different from those that allow one race to dominate another. An changes separately – for instance, “No anthropocentric story or campaign usually assumes that humanity has Infravision [-10]” or “No Bad Sight several advantages, relative to other races, that would never show up on [25].” See Omitting Racial Traits a character sheet. (p. 262) for additional details. Humans are prolific. A woman can easily bear six to 12 children in her lifetime; a man can father children with a huge number of women. SUB-RACES Other races might be strictly monogamous, tied to a complex fertility A “sub-race” is a sizeable portion of cycle, or generally infertile, allowing humanity to dominate them a race that differs significantly from through sheer numbers. This is borne out in nature, where extremely the racial norm. Examples include capable species – such as the dominant carnivores – inevitably have extreme sexual dimorphism, true bio- smaller populations than “lesser” species. logical subspecies, half-breeds, and Humans are aggressive. They tend to want money, property, and radical mutations (or even upgrades, power for its own sake. A pragmatic race might let the humans move in the case of robots). in and assume the burden of running things! They might insist on a few Sub-races should share most of the basic rights, but not necessarily political power. Of course, an extreme- parent racial template, but with a few ly powerful or supernatural race might pursue goals that humans can- important differences (and a match- not comprehend, leaving humanity to do as it pleases. ing adjustment to racial cost). Write Humans are organized. A super-race might never need to band up sub-races exactly as you would together for protection from nature as humanity’s ancestors did. Such “lenses” for a character template – see a race might be unable to withstand an organized human military cam- Lenses (p. 449). paign or political program. Indeed, such a race might find real eco- nomic and cultural benefit in accepting organization by humanity. FILLING IN This discussion applies equally to extremely low-powered races vis- à-vis humanity. The members of a hive mind or primitive horde might THE BLANKS be no match for us individually, but be more prolific, aggressive, and After finalizing any racial template, organized than we are as a race! try to answer the following questions. The answers will help you present the

454 CREATING TEMPLATES CHAPTER SIXTEEN ANIMALS AND MONSTERS

An “animal” is any nonsapient natural creature; for instance, a rhinoceros or a tiger. A “monster” is any fantastic or unnat- ural creature – either sapient, like a drag- on, or nonsapient, like a flesh-eating slime – that lacks a civilization. Both are consid- ered characters, with racial templates (see Chapter 15) that show how they differ from human beings. Since animals are normally nonsapient and have few or no skills, and since mon- sters are most often intended as adver- saries for the PCs, the GM need not create them as fully fleshed-out characters. If the GM controls a creature, he can simply refer to its unmodified racial template – or just list a few combat statistics, if the thing is intended as an opponent. However, animals and monsters intend- ed as PCs always require full statistics. The GM might wish to create some animal and monster NPCs as fully realized characters, too. This is the difference between “a wolf” and “the canny old wolf that terrorized the village”! COMMON ANIMALS Below are descriptions of a few com- monly encountered beasts. Use these as guidelines when assigning statistics to ani- mals not listed here. Apes Apes are intelligent – too intelligent to be really predictable. Animal Handling rolls are at -1 with such creatures. Apes attack in close combat by grappling and biting, rather than by punching or kicking.

ANIMALS AND MONSTERS 455 Chimpanzee A bear walking or running on four Traits and Skills: As grizzly bear, plus A peaceful plant-eater. A chimp legs is a two-hex creature. When it Swimming-13. won’t fight unless it or its young are stands on its hind legs to fight, it is a Cave Bear threatened. one-hex creature. A prehistoric creature. Black Bear ST 11; DX 12; IQ 6; HT 12. ST 23; DX 11; IQ 4; HT 13. A small, omnivorous bear. Will 10; Per 10; Speed 6; Dodge 9; Will 11; Per 10; Speed 6, Dodge 9; Move 7. ST 14; DX 11; IQ 4; HT 13. Move 7. SM 0; 140 lbs. Will 12; Per 10; Speed 6; Dodge 9; SM +1; 1,400 lbs. Move 7. Traits: Arm ST +3; Bad Grip 2; Traits and Skills: As grizzly bear. Brachiator; DR 1; Sharp Teeth; SM 0; 300 lbs. Wild Animal. Traits: Blunt Claws; DR 2; No Fine Cats Skills: Climbing-14. Manipulators; Semi-Upright; Sharp Cats are only domesticated in the Gorilla Teeth; Temperature Tolerance 2; sense that they tend to hang around A great ape. Wild Animal. human settlements. It is a very rare Skills: Brawling-13. trainer who can teach a cat a trick it ST 15; DX 12; IQ 6; HT 12. doesn’t feel like learning . . . Will 10; Per 10; Speed 6; Dodge 9; Grizzly Bear Move 7. ST 19; DX 11; IQ 4; HT 13. House Cat SM +1; 400 lbs. Will 11; Per 10; Speed 6; Dodge 9; A domestic feline, kept as a pet, Move 8. familiar, or mouser. Traits: As chimpanzee. SM +1; 800 lbs. Skills: Climbing-14. ST 4; DX 14; IQ 4; HT 10. Traits and Skills: As black bear, plus Will 11; Per 12; Speed 6; Dodge 10; Bears Bad Temper (9). Move 10. When making reaction rolls for Polar Bear SM -3; 10 lbs. bears, remember that grizzly, polar, ST 20; DX 11; IQ 4; HT 13. Traits: Catfall; Combat Reflexes; and cave bears are mostly carnivorous Will 11; Per 10; Speed 6; Dodge 9; Domestic Animal; Night Vision 5; and ill-tempered. Any mother bear Move 7 (Water Move 3). Quadruped; Sharp Claws; Sharp with cubs will be aggressive: -3 to SM +1; 1,000 lbs. Teeth. reactions! Skills: Brawling-16; Jumping-14; Stealth-14. Lion A big, lazy cat, found in both plains and jungle. Lions hunt in small Animal and Monster Statistics groups. Creature statistics in this chapter appear in an abbreviated form. ST 16; DX 13; IQ 4; HT 11. Will 11; Per 12; Speed 6; Dodge 9; Attributes: These are racial averages, suitable for a typical encounter. Move 10. The GM might wish to increase ST for especially large specimens, or SM +1 (2 hexes); 500 lbs. decrease it for young or scrawny examples. Find racial attribute modi- fiers for templates by subtracting 10 from the racial average score; e.g., Traits: DR 1; Laziness; Night Vision 5; the ST 14 listed for a black bear means its racial template would have Quadruped; Sharp Claws; Sharp ST+4. Teeth; Temperature Tolerance 1; Secondary Characteristics: These, too, are racial averages. They are Wild Animal. derived from attributes using the usual formulas – but note that many Skills: Brawling-15; Running-13. animals have racial Will, Perception, and Move modifiers. For damage, Tiger see Damage for Animals (p. 460). Calculate Basic Lift normally, if need- A solitary hunting cat, usually a ed. Assume that HP equal ST and FP equal HT, unless noted otherwise. jungle dweller. Dodge is based on Basic Speed, and includes the +1 for Combat Reflexes, if applicable. Size Modifier (SM) and average weight also ST 17; DX 13; IQ 4; HT 11. appear here. Will 11; Per 12; Speed 6; Dodge 10; Traits: A summary of the creature’s most important meta-traits, Move 10. advantages, and disadvantages, from the perspective of interacting with SM +1 (2 hexes); 500 lbs. humans. Most creatures have other traits, but these only matter when Traits: Combat Reflexes; DR 1; Night creating a full-fledged racial template. Vision 5; Quadruped; Sharp Claws; Skills: The creature’s significant skills, at racial average levels. Sharp Teeth; Temperature Assume that a creature with the Wild Animal meta-trait will also have Tolerance 1; Wild Animal. Survival skill in its native habitat at a level equal to its Perception. Skills: Brawling-15; Stealth-13; Swimming-13.

456 ANIMALS AND MONSTERS Individualizing Animals The GM is not bound by the statistics given to ani- FP: May vary by up to 20% either way. mals, which describe typical creatures. Individuals Speed and Move: May vary a little bit. Even a one- may vary! point increase can grossly inflate the price of a horse or other mount. Attributes ST: May vary significantly – perhaps by as much as Traits 20%, for large creatures. High ST is extremely valuable Advantages and Disadvantages: These rarely vary for draft animals. much – but feel free to give an animal mental disad- DX: Rarely varies by more than a point either way. vantages and quirks that reflect its personality. Unique IQ: Realistically, this is fixed, as noted in the Domestic beasts might have other mundane traits; e.g., a horse Animal and Wild Animal meta-traits (see Mentality Meta- with Danger Sense or Luck. Traits, p. 263). Even a one-point increase in IQ makes a Meta-Traits: Morphology meta-traits should never beast a genius of its kind. However, allowing an occa- change. However, Domestic Animal and Wild Animal sional animal of any species to be IQ 6 makes for some are interchangeable for a few species. interesting pets! HT: May vary by one or two points in either direction. Skills These are unlikely to vary much without training – Secondary Characteristics see Animal Training (p. 458). Any change in attributes will affect these scores nor- mally. In addition: Cost Any improvement in an animal’s stats will increase HP: May vary by up to 20% in either direction, espe- its market value. ST and FP are valuable for draft ani- cially on a large creature. mals, Will for war beasts, Per for hunting animals, Will: May vary by one or two points either way. Move for mounts, and IQ and skills for any trained ani- Strong-willed creatures tend to be ornery but hard to mal. Likewise, inferior stats will decrease value. In the spook – which is desirable for war beasts, less so for absence of specific formulas, details are up to the GM. pets. A normally wild animal with Domestic Animal and Per: Rarely varies by more than a point either way. Mount skill would be worth a small fortune! High Per is greatly prized in hunting animals!

Deer Large Guard Dog Traits: Acute Vision 3; Domestic (or Deer are swift herbivores, frequent- ST 9; DX 11; IQ 4; HT 12. Wild) Animal; Enhanced Move 1 ly hunted for food. Will 10; Per 12; Speed 5.75; Dodge 8; (Air Speed 24); Flight (Winged; Air Move 10. Move 12); No Fine Manipulators; Red Deer SM 0; 90 lbs. Sharp Beak; Sharp Claws. A large deer, common in medieval Skills: Brawling-16. Europe and still widespread today. Traits: Chummy; Discriminatory Smell; Domestic Animal; Quadru- Sharks ST 12; DX 13; IQ 3; HT 12. ped; Sharp Teeth. Will 10; Per 10; Speed 6.25; Dodge 9; Some sharks are almost docile, Skills: Brawling-13; Tracking-13 feeding primarily on whatever fish Move 9. (bloodhounds have Tracking-15 or SM +1 (2 hexes); 200 lbs. happen to swim by at the wrong better!). moment. Those sharks aren’t any fun Traits: Hooves; Impaling Striker Falcons at all. (Antlers); Quadruped; Weak Bite; Tiger Shark Wild Animal. These birds of prey are commonly A large, aggressive shark. Skills: Running-13. used for sport hunting. A trained fal- con – or one disturbed by a stranger – ST 19; DX 13; IQ 2; HT 12. Dogs might attack a human. A diving falcon Will 10; Per 12; Speed 6.25; Dodge Domesticated dogs are used for can reach Move 70! 10; Move 7 (Water). hunting or as pets (or, if large enough, Large Falcon SM +2 (4 hexes); 900 lbs. as draft animals). There are many ST 3; DX 14; IQ 3; HT 10. Traits: Bad Temper (9); Combat breeds; statistics can vary greatly. Cost Will 10; Per 12; Speed 6; Dodge 9; Reflexes; Crushing Striker (Snout); ranges from negligible to $10,000+. A Move 2 (Ground). Discriminatory Smell; Doesn’t healthy, trained dog – even a mongrel – SM -4; 5 lbs. is always worth at least $200. Breathe (Gills); Enhanced Move 1 (Water Speed 14; Costs Fatigue 2);

ANIMALS AND MONSTERS 457 Ichthyoid; Pressure Support 2; Skills: Stealth-12; Wrestling-13. Large Boar Sharp Teeth; Subsonic Hearing; Rattlesnake ST 15; DX 12; IQ 5; HT 14. Vibration Sense; Wild Animal. A common poisonous snake. Even Will 12; Per 12; Speed 6.5; Dodge 10; Skills: Brawling-15; Survival (Open little ones are dangerous; the gigantic Move 8. Ocean)-14. diamondback described here (8’ long) SM +1 (2 hexes); 400 lbs. Great White Shark is deadly. Modifiers to HT roll for Traits: Bad Temper (9); Combat An apex predator! venom: +1 if venom is immediately Reflexes; Cutting Striker (Tusks); sucked out; +2 if antivenin (TL6+) is ST 38; DX 10; IQ 2; HT 12. DR 2; Quadruped; Wild Animal. used. Will 10; Per 10; Speed 5.5; Dodge 9; Small Boar Move 7 (Water). ST 5; DX 13; IQ 2; HT 11. A javelina or peccary. SM +3 (7 hexes); 7,000 lbs. Will 10; Per 10; Speed 6; Dodge 9; Move 4. ST 8; DX 12; IQ 5; HT 12. Traits: As tiger shark, plus Hard to SM -1; 15 lbs. Will 12; Per 12; Speed 6; Dodge 10; Kill 2. Move 7. Skills: Brawling-12; Survival (Open Traits: Cold Blooded (50°); Fangs; SM -1; 45 lbs. Ocean)-14. Toxic Attack 2d (Cyclic, 1 day, 4 cycles; Follow-Up, Fangs; Traits: As large boar, but only DR 1. Snakes Resistible, HT-4); Vermiform; Wild Snakes are among the most com- Animal. Wolves mon reptiles on Earth; they are found Skills: Brawling-15; Stealth-13. These wild carnivores hunt in in temperate or warmer climates on packs. They can be domesticated, six of the seven continents. Wild Boars more or less, but never like a dog. Python Wild hogs are hunted for food – but Timber Wolf A large constrictor. Statistics are they’re dangerous game. Boars are ST 10; DX 12; IQ 4; HT 12. for a 15’ Indian python, but lengths smart, evil-tempered, and likely to Will 11; Per 14; Speed 6; Dodge 9; can reach 30’! attack even when encountered by Move 9. accident. They try to knock a man SM 0; 120 lbs. ST 13; DX 12; IQ 2; HT 11. down with a slam and gore him while Will 10; Per 10; Speed 5.75; Dodge 8; he’s down. Sows are less aggressive Traits: Discriminatory Smell; DR 1; Move 4. and smaller (give them lower ST and Night Vision 2; Quadruped; Sharp SM 0; 225 lbs. weight). Teeth; Temperature Tolerance 1; Wild Animal. Traits: Cold-Blooded (50°); Constric- Skills: Brawling-14; Tracking-14. tion Attack; Vermiform; Wild Animal. PETS AND TRAINED ANIMALS

Ordinary trained animals are prop- IQ 2 – Average reptile. It can learn to IQ 5 – Average monkey. As above, but erty purchased with cash, not advan- come when called for food and rec- with more complexity. The GM tages bought with points. The GM ognize its master, and not to attack may allow anything he ever saw a controls their actions – but the better him (usually!). trained animal do in the movies . . . a beast’s training, the more likely it is IQ 3 – Average horse or hawk. It can Find training time by comparing to do what its owner wishes. learn commands appropriate to its the IQ level of the training to the ani- These rules do not apply to unique work – hunting commands for a mal’s actual IQ score on the table on animal companions, such as familiars. hawk, riding or pulling commands p. 459. These times assume the train- For a creature like that, determine its for a riding or draft animal, etc. – er works with the creature for about point total as a character, and then see and general tolerance for all four hours a day, in a pair of two-hour Allies (p. 36) to find its point cost as an humans or for specific masters sessions. advantage. (trainer’s choice). It knows its This table gives the time needed to name and comes when called (if it train the animal to the general level feels like it). given above. To teach a specific new ANIMAL IQ 4 – Average dog. As above, plus trick – if the GM agrees the animal can “fetch,” “attack,” “find,” “sit,” etc., learn it – allow 14 days for an IQ 5 TRAINING as appropriate for the species. It creature, 30 days for one of IQ 4, or 90 To train an animal, you must know tries to warn its owner of dangers it days for an IQ 3 animal. the appropriate specialty of Animal perceives, and fights – and even Handling skill (p. 175). The level of dies – for its master. training an animal can absorb depends strictly on its IQ:

458 ANIMALS AND MONSTERS IQ of IQ Level of Training Camels Animal 2 3 4 5 A dry-plains native, the camel can 2 60 days Imp. Imp. Imp. go for four days without drinking. Its 3 30 days 360 days Imp. Imp. stubborn temper gives -4 to Animal 4 7 days 180 days 360 days Imp. Handling rolls. 5 2 days 90 days 180 days 720 days ST 22; DX 9; IQ 3; HT 12. Imp.: Training to this IQ level is impossible. Will 11; Per 12; Speed 5.25; Dodge 8; Value of is intelligent or ferocious. Details are Move 7. up to the GM. All Animal Handling SM +1 (3 hexes); 1,400 lbs. Trained Animals rolls to train wild beasts are at -5. Training may affect the value of a Traits: Bad Temper (12); Domestic domestic animal, as follows: Animal; Enhanced Move 1 IDING AND (Ground Speed 14); Hooves; IQ 2 creatures can learn so little R Peripheral Vision; Quadruped; that training doesn’t enhance their DRAFT ANIMALS Reduced Consumption 3 (Water value. Only); Stubbornness; Weak Bite. Below are descriptions of several IQ 3 creatures are of little use Skills: Survival (Desert)-12. domestic animals kept for riding and unless trained. Decrease the value of an Cost: $1,500. draft purposes. If you are using minia- IQ 3 domestic animal by 1/3 if it is tures, a horse is considered a three- “unbroken” (that is, untrained). Any hex figure, with the rider in the middle Donkeys, Horses, young specimen is automatically hex. Donkeys and small mules are and Mules unbroken and therefore cheaper. two-hex figures. For mounted combat These animals were domesticated IQ 4 creatures are assumed to be rules, see p. 396. in Europe and Asia before recorded trained to IQ 3 level when bought; if history. They were introduced to the not, decrease price by 1/3, as above. Cost: The costs listed assume a Americas in the late 15th and 16th When an IQ 4 creature is fully trained beast trained to IQ 3 level (see above). centuries. to IQ 4 level, increase its base value by Several factors can increase this price: 50%. Cavalry Horse IQ 5 creatures follow the IQ 4 rule. • Increases in ST raise cost by a A light warhorse. In addition, when an IQ 5 creature is percentage equal to the ST increase. (Very strong specimens might be ST 22; DX 9; IQ 3; HT 11. fully trained to IQ 5 level, double its Will 11; Per 12; Speed 5; Dodge 9; base value. worth more than this formula would indicate!) Move 8. If a domestic animal (anything with • Increases in IQ raise cost as SM +1 (3 hexes); 1,400 lbs. the Domestic Animal meta-trait) has described under Value of Trained Traits: Combat Reflexes; Domestic higher IQ than normal for its species, it Animals. Animal; Enhanced Move 1 is worth much more when fully • Increases in Move drastically (Ground Speed 16); Hooves; trained: multiply by 4 for +1 IQ or by raise a riding animal’s value! Double Peripheral Vision; Quadruped; 10 for +2 IQ. For example, an IQ 5 cost for +1 Basic Move, and quadruple Weak Bite. horse is worth 10 times base value. it for +2 Basic Move. Remember to Skills: Brawling-10; Mount-12. If a wild animal (anything with multiply Basic Move for Enhanced Cost: $4,000. the Wild Animal meta-trait) is cap- Move, if any. tured and trained, its value goes up Donkey markedly – especially if the creature Other changes are up to the GM. Sturdy, but too small for an adult to ride. ST 15; DX 10; IQ 3; HT 11. Will 11; Per 12; Speed 5.25; Dodge 8; War-Trained Mounts Move 5. War-trained riding animals are worth more than other mounts. SM +1 (2 hexes); 500 lbs. Before TL4, they are taught to enter battle and fight savagely, even if their rider is unhorsed. A trained warhorse is likely to attack anyone Traits: Domestic Animal; Enhanced other than its owner who approaches it! At TL4+, they are not taught Move 1/2 (Ground Speed 8); to fight, but to be reliable transportation, not afraid of gunfire or Hooves; Quadruped; Weak Bite. screams. Cost: $1,000. At any TL, it takes a year of war training (after “basic” training to IQ Draft Horse 3 level) to get the mount fit to ride into battle. This doubles its value. ST 25; DX 9; IQ 3; HT 12. The statistics and cost given for the cavalry horse and heavy warhorse Will 10; Per 11; Speed 5.25; Dodge 8; under Riding and Draft Animals assume a beast with this training. Move 6. Up to three more years of training are possible, giving +1 per year SM +1 (3 hexes); 2,000 lbs. on all Riding and Animal Handling rolls in combat, and increasing base value by 50% per year.

ANIMALS AND MONSTERS 459 Traits: Domestic Animal; Enhanced Traits: As draft horse, but Enhanced Elephants Move 1 (Ground Speed 12); Move 1 (Ground Speed 14). Often domesticated. Intelligent, Hooves; Peripheral Vision; Cost: $1,500. loyal, and hardworking. Quadruped; Weak Bite. Racehorse ST 45; DX 12; IQ 5; HT 12. Cost: $2,000. Some are faster! Will 10; Per 10; Speed 4; Dodge 7; Heavy Warhorse ST 20; DX 9; IQ 3; HT 11. Move 4. ST 24; DX 9; IQ 3; HT 12. Will 11; Per 11; Speed 5; Dodge 8; SM +3 (10 hexes); 12,000+ lbs. Will 11; Per 12; Speed 5.25; Dodge 9; Move 9. Move 7. Traits: Crushing Striker (Tusks); SM +1 (3 hexes); 1,100 lbs. SM +1 (3 hexes); 1,900 lbs. Domestic (or Wild) Animal; DR 4; Traits: As draft horse, but Enhanced Enhanced Move 1 (Ground Speed Traits: As cavalry horse, but with Bad Move 1 (Ground Speed 18). 8); Peripheral Vision; Quadruped Temper (12) and Enhanced Move 1 Skills: Mount-12; Running-12. (but replace No Fine Manipulators (Ground Speed 14). Cost: $4,000+. with One Arm); Trunk (Extra- Skills: Brawling-12; Mount-13. Flexible; Long, +1 SM; Weak, 1/4 Cost: $5,000. Saddle Horse ST); Weak Bite. An ordinary riding horse. Large Mule Cost: $10,000. ST 22; DX 10; IQ 3; HT 12. ST 21; DX 9; IQ 3; HT 11. Will 12; Per 12; Speed 5.5; Dodge 8; Will 10; Per 12; Speed 5; Dodge 8; Oxen Move 6. Move 6. Oxen are steers trained to work in SM +1 (2 hexes); 1,400 lbs. SM +1 (3 hexes); 1,200 lbs. the fields. They are hardier and easier to keep than horses. Traits: As donkey, but Enhanced Traits: As draft horse. Move 1/2 (Ground Speed 9) and Skills: Mount-11. ST 27; DX 8; IQ 3; HT 12. sterile. Cost: $1,200. Will 12; Per 10; Speed 5; Dodge 8; Cost: $2,000. Move 4. Small Mule SM +2 (3 hexes); 2,500 lbs. Pony ST 18; DX 10; IQ 3; HT 12. ST 18; DX 10; IQ 3; HT 11. Will 12; Per 12; Speed 5.5; Dodge 8; Traits: Domestic Animal; DR 2 (Skull Will 11; Per 12; Speed 5.25; Dodge 8; Move 5. only); Enhanced Move 1 (Ground Move 7. SM +1 (2 hexes); 800 lbs. Speed 8); Impaling Striker (Horns); SM +1 (3 hexes); 800 lbs. Neutered; Quadruped; Weak Bite. Traits: As donkey, but sterile. Cost: $1,500. Cost: $1,000. FANTASY MONSTERS Here are three sample monsters from fantasy. If the GM changed the names and filed off the serial numbers, they could Damage for Animals work equally well in a science-fiction Basic damage for a beast is thrust for its ST, found by consulting the background! Damage Table (p. 16). Modify this as follows: Basilisk A bite does thrust-1. Weak Bite, common for large herbivores, gives This creature resembles a small snake an extra -2 per die. A bite is crushing unless the creature has Sharp with a hideous face and a crested head. It Teeth (cutting) or Fangs (impaling). attacks with a “death gaze”: if it meets its A claw does thrust-1, like a punch. Blunt Claws give +1 per die, victim’s eyes, it can kill using the power of and damage is crushing. Sharp Claws give no bonus, but inflict cutting its mind. damage. A kick does thrust. Blunt Claws or Hooves give +1 per die, and inflict ST 2; DX 12; IQ 3; HT 12. crushing damage; Sharp Claws give no bonus, but cause cutting dam- Will 10; Per 10; Speed 6; Dodge 9; Move 4. age. The Quadruped meta-trait includes Horizontal (p. 139), which SM -3; 2 lbs. gives -1 per die to kicking damage to creatures without Claws. For large Traits: DR 1; Toxic Attack 3d (Maledic- herbivores, this cancels out the +1 per die for Hooves. tion 1; Psychokinetic; Vision-Based); Most other attacks (horns, tusks, etc.) are Strikers (p. 88). These Vermiform; Wild Animal. inflict thrust damage, at +1 per die. Damage type depends on the Striker. Gryphon Predators and combat-trained animals often have Brawling at The gryphon is a beautiful creature, DX+2 level or better. This adds +1 per die to basic thrust damage for with the head, wings, and forefeet of an any of these attacks! eagle, and the hindquarters of a lion. It is immune to abilities that affect

460 ANIMALS AND MONSTERS only mammals or only birds, as it is Traits: Acute Vision 3; Combat Striges have excellent aim, and can neither! Reflexes; DR 2; Enhanced Move 1 even attack through the eyeslits of a A gryphon can be tamed if cap- (Air Speed 24); Flight (Winged; Air helm. Only two striges can strike thus tured young, but at -3 to Animal Move 12); Quadruped; Sharp Beak; in a second, but a successful hit can Handling skill. An untamed gryphon Sharp Claws; Wild Animal. also blind the eye! in good health might sell for $5,000; a Skills: Brawling-14. ST 5; DX 15; IQ 4; HT 11. tame one is priceless, and will not Will 10; Per 10; Speed 6.5; Dodge 9; cooperate with anyone except its Strix Move 2 (Ground). trainer. A strix (plural striges) is a blood- sucking, birdlike creature about the SM -1; 18 lbs. ST 17; DX 12; IQ 5; HT 12. size of a crow, with a long beak and Traits: Bloodlust (9); Flight (Winged; Will 11; Per 12; Speed 6; Dodge 10; large eyes. Striges are nocturnal. A Air Move 12); Night Vision 5; No Move 6 (Ground). strix attacks with its long, barbed Fine Manipulators; Vampiric Bite; SM +1 (2 hexes); 600 lbs. beak. If the attack penetrates armor, Wild Animal. the strix sucks its victim’s blood. Skills: Brawling-17. ANIMALS IN COMBAT To play animals realistically, remember that: • Most animals fear man and flee Swarm Attack Examples rather than attack. Exceptions include Bats. A “swarm” is about a dozen carnivorous bats. Flies at Move 8. a mother defending her young; an Does 1d cutting damage per turn. Armor protects with its normal DR. insect swarm defending its nest; an Dispersed after losing 8 HP. old or wounded “man-eater” predator; Bees. A “swarm” is about 1,000 common bees. Flies at Move 6. a creature so stupid it doesn’t realize Stings for 1 HP of injury per turn unless the victim is completely pro- men are dangerous; a creature so tected. Dispersed after losing 12 HP. Will give up the attack if foe is powerful men aren’t dangerous; or a chased 50 yards from hive. Note that bothering a hive may get several large herbivore (bison, rhino, such swarms after you! Triceratops), which might charge any- Rats. A “swarm” is about a dozen rats. It has Move 4. Does 1d cut- thing out of sheer orneriness. ting damage per turn. Armor protects with its normal DR. Dispersed • In a balanced ecology, predators after losing 6 HP. are comparatively rare, prey species common. Use the combat rules in Chapters Armor: A creature’s hide, shell, fur, protection becomes worthless! 11-13 for animals, just as you would etc. may give DR, as indicated in its Against larger creatures like rats, for humans, with special attention to Traits entry. armor protects indefinitely with its Multi-Hex Figures (p. 392) and normal DR. Trampling (p. 404). A few other notes: Swarm Attacks Special tactics may work on some Treat a group of small creatures as types of swarms. For instance, one can Reach: A beast’s reach is “C” (“close a unit when it attacks. This “swarm” destroy bees with insecticide or baffle combat only”) unless its description fills one hex on a combat map. A them by leaping into a pond. This is notes otherwise. Most animals initiate swarm attacks the victim(s) in its own up to the players’ cleverness and the combat with a grapple or a slam, fol- hex (if you are not using a combat GM’s common sense. lowed by an attempt to crush the foe map, it attacks one person per sec- or tear him to pieces in close combat. ond), and will not change victims Attacking a Swarm: Any attack Defense: Animals usually defend by without a good reason. against a swarm hits automatically. dodging. Dodge is Basic Speed + 3, A swarm attack hits automatically – The swarm gets no defense roll. (A dropping all fractions. Most animals there is no attack or defense roll. swarm of hard-to-hit creatures just have No Fine Manipulators (included Every turn until it is dispersed, it does requires more damage to disperse.) A in Ichthyoid, Quadruped, and the listed damage to its victim(s). swarm takes damage as if it were Vermiform) and, therefore, cannot Special clothing (a wetsuit or bee- Diffuse – see Injury to Unliving, parry. Those with manipulators (e.g., keeper’s suit, or high-tech airtight Homogenous, and Diffuse Targets apes) can parry. Unarmed Parry is armor) may protect against some (p. 380). Shields can crush flying crea- (DX/2) + 3 or (Brawling/2) + 3. No nat- types of swarm. Against tiny creatures tures; a shield does 2 HP per turn, and ural animal can block. Many animals like insects, ordinary clothing gives can attack at the same time as a have Combat Reflexes, which adds +1 complete immunity for two seconds, weapon. Stomping does 1 HP per turn to defenses. while low-tech armor protects for five to nonflying vermin, and can be done seconds; then the bugs get in and the while attacking with a weapon.

ANIMALS AND MONSTERS 461 CHAPTER SEVENTEEN TECHNOLOGY AND ARTIFACTS

Nearly every game world features gad- getry of some kind, ranging from primitive to futuristic . . . and often including things which are magical or just weird. These rules describe how to create and use all kinds of devices, what happens when they are damaged, and how to fix them. VEHICLES A vehicle might be little more than a means of getting somewhere. But it could be a source of extra firepower . . . or even part of a character concept! A fighter plane or mecha might be the high-tech equivalent of a knight’s trusty steed, and a party on the move might call a pirate ship or star cruiser “home” for adventure after adventure. VEHICLE STATISTICS The tables in this section give statistics for common vehicle types, and note the skills required to operate them. Some vehi- cle systems, such as sensors or weapons, may require additional skills not listed here. ST/HP: The vehicle’s ST and HP. These are equal for a powered vehicle: the vehi- cle’s mass determines both how powerful its engine must be (ST) and how hard it is to destroy (HP). For an unpowered vehicle, this score is marked with a †, and repre- sents HP only; ST is 0. Unpowered vehicles have Injury Tolerance (Homogenous); oth- ers have the Machine meta-trait (p. 263), which includes Injury Tolerance (Unliving). Hnd/SR: The first number is Handling; the second is Stability Rating. See Control Rolls (p. 466) for details.

462 TECHNOLOGY AND ARTIFACTS HT: The vehicle’s HT, a measure of Cost: The vehicle’s cost, in $. separate description will detail reliability and ruggedness. Fragile “K” means thousands; “M” means weapons and equipment. vehicles have an additional code: “c” millions. for Combustible, “f” for Flammable, Locations: The vehicle’s hit loca- or “x” for Explosive. tions, besides its body. If a vehicle has BASIC VEHICLE Move: The first number is multiple instances of a location, a Acceleration and the second is Top quantity precedes the abbreviation; MOVEMENT Speed, in yards/second (double this to e.g., “3M” for a three-masted ship, or When adventurers use a vehicle for get mph). These statistics are equiva- “14D” for 14 draft animals. A vehicle’s transportation, it is usually enough to lent to a character’s Move and his top hit locations determine both how it know how fast it can move (Top Speed, speed with Enhanced Move. For moves (see Basic Vehicle Movement, in yards/second) and how far it can ground vehicles, a * indicates a road- below) and what parts can be hit in travel (Range, in miles). The rules bound vehicle, while a ‡ indicates one combat (see Vehicle Hit Location below are for those occasions when that must follow rails. For spacecraft, Table, p. 554). the details become important. divide Acceleration by 10 to find it in Earth gravities (G), and note that c means the speed of light (186,000 “Are you telling me that you built a time miles/second). machine . . . out of a DeLorean?” LWt.: Loaded Weight, in tons (1 ton = 2,000 lbs.), with maximum payload “The way I see it, if you’re going to build a and a full load of fuel. Actual weight is time machine into a car, why not do it with often lower. Load: The weight, in tons, of occu- some style?” pants and cargo the vehicle can carry, – Marty McFly and Doc Brown, including the operator. To find cargo capacity, subtract the weight of occu- Back to the Future pants (for simplicity, assume 0.1 ton/person, including gear). To find “curb weight” (with fuel but no other payload), subtract Load from LWt. Code Location Long-Distance SM: The vehicle’s Size Modifier. Aarm Movement Occ.: The number of occupants the C caterpillar tracks When covering significant dis- vehicle can carry in reasonable com- D draft animals tances, the following factors can be fort, given as “crew+passengers”; e.g., E exposed rider more important than Top Speed and 2+6 means two crew and six passen- G large glass windows Range. g small glass windows gers. “A” indicates a vehicle built for Cruising Speed: Travel conditions, long-term accommodation, with room H helicopter rotors L leg safety considerations, and the need to to sleep, cook, etc. If the vehicle conserve fuel or energy mean that in affords the occupants special protec- M mast and rigging O open cabin practice, ground and air vehicles typi- tion, there is an additional code: “S” cally use only 60-70% of Top Speed for Sealed (p. 82), “P” for Pressure R runners or skids r retractable when traveling long distances. An ani- Support (p. 77), or “V” for Vacuum mal-drawn or rowed vehicle can only Support (p. 96). S large superstructure or gondola use its Top Speed for a few minutes – DR: The vehicle’s DR. Some vehi- for the beasts or rowers, this is as cles have different DR on various faces s small superstructure T main turret fatiguing as running! The highest sus- or locations. The table lists the two tainable speed is about 75% of this, most important DR scores – for t independent turret W wheel which is as fatiguing as hiking. If the ground vehicles, this is usually the beasts or rowers drop below 1/3 FP, front DR and the average of side and Wi a pair of wings X exposed weapon mount halve Top Speed. rear DR. Endurance: Divide Range in miles Range: The travel distance, in Draft: For a watercraft, the mini- by cruising speed in mph to determine miles, before the vehicle runs out of mum depth of water, in feet, it can endurance in hours for situations fuel. For unpowered or exotic vehi- safely operate in. where “loiter” capability matters more cles, “–” means only provisions (food Stall: For an aircraft, the minimum than range. The vehicle must carry and water) limit range. “F” means the speed, in yards/second, it must main- provisions in order to take advantage FP of the rowers or draft animals, and tain to take off and stay airborne. “0” of endurance in excess of one day. stored provisions, limit range. means it can hover. Food and water are about 12 lbs. per Spacecraft either omit this statistic or Notes: Any special capabilities or person per day, but won’t keep for use the entry to give faster-than-light problems the vehicle has. If the vehicle more than a month before TL5 (at drive capabilities. has complex systems, footnotes or a TL5+, canned goods and similar rations are available).

TECHNOLOGY AND ARTIFACTS 463 Ground Vehicle Table TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes TEAMSTER 0 Dogsled 27† 0/2 12c 6/6 0.29 0.14 +1 1 2 F $400 14DER [1] 1 Chariot 22† 0/2 11c 4/9* 0.29 0.2 +1 1+1 1 F $330 2DE2W [1] 3 Wagon 35† -3/4 12c 4/8* 0.84 0.5 +2 1 2 F $680 2DE4W [1] 4 Coach 53† -2/3 12c 4/9* 2.4 1.2 +3 1+9 2 F $11K 4DO4W [1] DRIVING/TL (LOCOMOTIVE) 5 Locomotive 152 -2/5 11 1/35‡ 28 0.2 +5 1+1 8 700 $45K 8W DRIVING/TL (AUTOMOBILE) 6 Roadster 42 -1/3 9f 2/22* 0.85 0.25 +2 1+1 4 200 $3.6K O4W 6 Sedan 46 0/4 10f 3/30* 1.3 0.5 +3 1+3 5 360 $8K G4W 6 Jeep 52 0/3 11f 2/32 1.6 0.4 +2 1+3 4 375 $10K O4W 7 Pickup Truck 55 0/4 11f 3/50 2.2 0.85 +3 2 5 450 $20K G4W 7 Sedan 53 0/4 11f 2/55* 1.8 0.6 +3 1+4 5 500 $15K G4W 7 Van 68 -1/4 11f 2/45* 3.5 1 +4 1+7 4 650 $25K g4W 7 Sports Car 57 +1/4 10f 5/75* 1.8 0.4 +3 1+3 4 500 $85K GW4 8 Luxury Car 57 0/4 11f 3/57* 2.1 0.6 +3 1+4 5 500 $30K G4W 8 SUV 68 -1/4 11f 3/50 4 1.5 +3 1+4 5 400 $45K G4W DRIVING/TL (HEAVY WHEELED) 6 2 1/2-Ton Truck 88 -1/4 11f 1/24* 8.5 3 +4 1+2 5 375 $17K G6W 7 Bus 100 -2/4 11f 1/30* 14.7 6.7 +6 1+66 4 400 $120K G4W 8 Semi-Truck 104 -1/5 12f 2/55* 10.3 0.3 +4 1+2 5 1,200 $60K G6W [2] DRIVING/TL (MOTORCYCLE) 6 Hvy. Bike 33 +1/2 10f 5/32* 0.4 0.1 0 1 4 200 $1.5K E2W 7 Scooter 29 +1/2 10f 3/27* 0.3 0.1 0 1 3 190 $1K E2W 7 Hvy. Bike 33 +1/2 11f 8/55* 0.5 0.2 0 1+1 4 200 $8K E2W 8 Sports Bike 30 +2/2 10f 9/78* 0.42 0.2 0 1+1 3 150 $11K E2W DRIVING/TL (TRACKED) 7 APC 111 -3/5 11f 1/20 12.5 1.6 +4 2+11S 50/35 300 $120K 2CX [3]

[1] Draft animals are dogs for the dogsled, and horses for the [3] “APC” means “armored personnel carrier.” The higher DR chariot, wagon, and coach. applies only to attacks from the front. Mounts a machine gun [2] Hauls a 48’ semi-trailer. With the trailer, Hnd/SR is -3/4 and (7.62mm or .50) on an external mount on the roof. Move is 1/30*. Trailer is HP 100†, Load 24, SM +5, and DR 3.

Watercraft Table TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Draft Notes BOATING/TL (UNPOWERED) 0 Canoe 23† +1/1 12c 2/2 0.3 0.2 +1 2 2 F $200 O 3 BOATING/TL (MOTORBOAT) 7 Inflatable Boat 20 +2/2 11 2/12 0.6 0.5 +1 1+4 2 100 $2K O 2 7 Speedboat 50 +1/3 11f 3/20 2 1 +2 1+9 3 200 $18K O 3 SHIPHANDLING/TL (SHIP) 2 Penteconter 85† -4/3 11c 1/5 12.5 7.5 +8 55 3 F $14K MO 6 [1, 2] 3 Cog 147† -3/4 12c 0.1/4 85 60 +7 18 5 – $23K M 13 [1, 3] 6 Tramp Steamer 750 -3/6 11f 0.01/6 14,000 9,000 +10 41+29A 30 7,200 $15M g2S 25

[1] A “penteconter” is a Greek war galley with a sail and a [2] Using oars, with 50 rowers. Under sail, Range is “–” and single bank of oars, favored by raiders and pirates. A “cog” (or Move is 1/4 in a fair wind. Has a bronze ram, which adds +1 per “roundship”) is a single-masted medieval sailing ship. die of collision damage. [3] Wind-powered. Weight includes ballast.

464 TECHNOLOGY AND ARTIFACTS Aircraft Table TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Stall Notes PILOTING/TL (LIGHT AIRPLANE) 6 “Barnstormer” Biplane 43 +2/3 10f 2/37 0.9 0.2 +3 1+1 3 85 $55K O2WWi 23 7 Light Monoplane 45 +2/3 10f 3/70 1.15 0.3 +4 1+1 3 500 $150K G2WWi 25 PILOTING/TL (LIGHTER-THAN-AIR) 6 Blimp 120 -4/3 10 1/38 18 4 +10 10A 1 2,300 $3M S 0 PILOTING/TL (HEAVY AIRPLANE) 6 Twin-Prop Transport 100 -2/3 12f 2/114 12.8 3 +7 2+21 4 1,500 $340K g3WWi 34 7 Business Jet 84 0/3 11f 4/275 9.2 1.6 +6 2+6P 5 1,300 $10M G3WWi 55 PILOTING/TL (HELICOPTER) 7 Light Helicopter 47 +2/2 10f 2/90 1.5 0.5 +4 1+3 3 225 $400K GH3Wr 0 7 Utility Helicopter 70 0/2 10f 2/65 4.7 1.4 +5 2+12 3 300 $2M gH2R 0 8 Utility Helicopter 87 +1/2 11f 3/110 10 3.5 +5 3+14 5/20 370 $8M gH3W 0 [1] PILOTING/TL (VERTOL) 9 Air Car 45 +2/3 11f 4/190 1.2 0.4 +3 1+3P 4 900 $500K G4W 0 PILOTING/TL (CONTRAGRAVITY) ^ Grav Bike 30 +4/2 11 20/80 0.4 0.2 0 1+1 3 1,000 $25K E 0 ^ Grav Jeep 50 +3/3 12 10/100 2 1 +4 1+5 4 2,000 $400K O 0

[1] Rotors have DR 20; all other locations have DR 5.

Spacecraft Table TL Vehicle ST/HP Hnd/SR HT Move (G) LWt. Load SM Occ. DR Cost Locations Notes PILOTING/TL (AEROSPACE) 9 Orbital Clipper 170 -2/3 10fx 30/9,000 (3G) 515 10 +9 2+4SV 4 $350M – [1] PILOTING/TL (HIGH-PERFORMANCE SPACECRAFT) ^ Shuttlecraft 136 +2/4 12 20/c (2G) 100 25 +6 1+10SV 100 $35M 3Rr [2] ^ Star Freighter 500 0/5 11 15/c (1.5G) 1,000 400 +9 2+18ASV 100 $100M 3Rr2t [2, 3]

[1] The orbital clipper is a Space Shuttle replacement that can [3] Has hyperspectral sensors (Hyperspectral Vision, with boost to Earth orbit and make reentry. Uses ordinary Newtonian 360° Vision and Telescopic Vision 10) and radar (Radar, 500,000 space flight. Cost drops to M$70 at TL10+. yards, Targeting). Its two independent turrets can, at extra cost [2] Uses reactionless or gravitic thrusters to accelerate to light ($0.5M apiece), mount laser cannon: Damage 6d¥5(2) burn, Acc speed (c) – or whatever fraction of c the GM sets as a limit. Star 10, Range 100,000/300,000, RoF 4, Rcl 1. drives and force fields, if any, are up to the GM.

TECHNOLOGY AND ARTIFACTS 465 Convoys: Multiple vehicles travel- definitions of terrain and weather mph, depending on the current. Heavy ing in convoy or formation move at conditions. seas (caused by high winds) usually 80% of the speed of the slowest vehi- reduce speed. An unpowered vessel Terrain: Figure cruising speed in cle, due to the need for station keep- faced with a storm may require mph from Top Speed in yards/second ing. On a successful Leadership roll, Shiphandling and Seamanship rolls as follows: use 100% of the speed of the slowest by captain and crew to avoid being vehicle. For long journeys, roll daily. • Very Bad (deep snow, swamp): blown off course or worse. Top Speed ¥ 0.1 mph on wheels or Draft: “Draft” is the distance Control Rolls runners, Top Speed ¥ 0.15 mph on between the vessel’s waterline and its A vehicle operator must make a tracks, Top Speed ¥ 0.2 mph on legs. keel. In water shallower than this, it “control roll” – against Boating, • Bad (hills, woods): Top Speed ¥ will run aground. Re-floating it Driving, Piloting, etc., as appropriate – 0.25 mph on wheels, Top Speed ¥ 0.5 requires waiting for a change in tide, in any potentially hazardous situation. mph otherwise. or jettisoning ballast or payload. In The GM may require a roll every few • Average (dirt road, plains): Top waters of unknown depth, it is best to hours in an ongoing situation such as Speed ¥ 0.5 mph on wheels, Top Speed proceed slowly and cautiously! (Roll a fierce storm, or every few seconds in ¥ 1 mph otherwise. against Area Knowledge to recall combat! • Good (paved road, salt flats): Top depth, or against Navigation (Sea) to Speed ¥ 1.25 mph. Modifiers: The vehicle’s Handling read charts.) (Hnd) statistic modifies all control For a road-bound vehicle (e.g., a rolls. For sudden deceleration or tight normal car), use Top Speed only when Air Travel turns, see Pushing the Envelope traveling on a road. Off road, use the An aircraft’s cruising speed is about (p. 395). Visibility modifiers (-1 to -9 lower of Top Speed and 4 ¥ Top Speed ¥ 1.6 mph. Powered air- for darkness, fog, etc.; -10 for total Acceleration in these formulas. craft can reach Top Speed ¥ 2 mph at darkness) apply if there is risk of colli- the cost of burning 50% more fuel, sion; they aren’t important when try- Example: A luxury car with Move reducing Range. Supersonic aircraft ing to weather a storm at 30,000 feet 3/57 gets an average travel speed of 57 (Move 360+) can only use their full or in the mid-Atlantic, but they’re cru- ¥ 1.25 = 71 mph on a paved road Top Speed at high altitudes where the cial if you’re zigzagging through (Good). On a dirt road (Average), it air is thin (15,000’ and above). At low mountains, landing or taking off in an could manage 57 ¥ 0.5 = 28 mph. But altitudes, Top Speed rarely exceeds aircraft, sailing just off a rocky coast, off road in Average terrain, it would 350-400 (700-800 mph). etc. See the relevant vehicle skill for drop to 3 ¥ 4 ¥ 0.5 = 6 mph! The GM should require control other modifiers. The GM may assess For a vehicle that follows rails (e.g., rolls for landings during bad weather situational modifiers as he sees fit. a locomotive), treat the rails as Good or visibility, and when traveling at high speeds at very low altitudes or On a failure, the operator does not terrain. However, the vehicle cannot through mountains. Winds and perform the maneuver properly, or move at all off the rails! storms affect balloons and airships fails to avoid the hazard. Failure by no These rates assume sustained trav- much as they do sailing vessels. more than the vehicle’s Stability el at a safe cruising speed. A vehicle Rating (SR) is a minor problem; e.g., a going flat out can move up to 60% Ground Speed: A powered air vehi- car skids off the road, or a ship loses a faster (e.g., Top Speed ¥ 2 mph over cle can usually taxi at up to 2/3 its stall few hours of travel. More severe fail- Good terrain, like a road), but the GM speed. ure means a major problem; e.g., a may require hourly control rolls to crash. The GM may allow a second avoid a mishap, such as a collision. Space Travel control roll, at a hefty penalty, to keep Weather: This affects ground vehi- It takes about (0.10 ¥ velocity in a major problem from becoming a cles just as it does hikers. Treat sleds yards/second)/(Acceleration in G) sec- total disaster; the modifiers should and snowmobiles as skates on ice and onds to reach a given cruising velocity. depend on the exact action(s) the as skis on snow. A spacecraft moving at that velocity operator takes. On a critical failure, takes roughly (0.5 ¥ distance in disaster is inevitable! Water Travel miles)/velocity hours to travel a given Large vehicles may require a A powered vessel moves at Top distance. For comparison, the moon is roll against both the master’s Speed ¥ 2 mph. A sailing craft moves around 0.25 million miles from Earth, Shiphandling skill and the crew’s aver- at Top Speed ¥ 2 mph in ideal wind and Mars is 34 million miles away at age Crewman skill. Use the average conditions; actual speed can drop to a its closest approach. margin of success or failure. fraction of this – or even zero – Example: To accelerate to a veloc- Ground Travel depending on wind direction and ity of 90,000 yards/second in a space- strength. A rowed vessel can only sus- craft with an acceleration of 1.5G A ground vehicle moves on wheels, tain a speed of Top Speed ¥ 1.5 mph would take (0.1 ¥ 90,000)/1.5 = 6,000 runners, tracks, or legs, as indicated (and even this will eventually fatigue seconds, or about 1.7 hours. At a by the notation in its Locations entry. the crew). velocity of 90,000 yards/second, you The average speed it can sustain on a Currents can increase or reduce would reach Mars in (0.5 ¥ journey depends on the terrain and speed directly – typically by a few 34,000,000)/90,000 = 189 hours. the weather. See Hiking (p. 351) for

466 TECHNOLOGY AND ARTIFACTS It is common to give interplanetary distances in “astronomical units” (AU). One AU is 93 million miles, the average distance from the Earth to the Vehicle Weapon Mounts Sun. Interstellar distances are often Any weapon built into a vehicle is considered “mounted.” The type given in light-years (5.865 trillion of mount determines the weapon’s stability and arc of fire. For the miles) or parsecs (3.26 light-years). effects of these mounts on ranged attacks from moving vehicles, see Earth’s nearest stellar neighbor, Alpha Ranged Attack Modifiers (p. 548). Centauri, is 4.3 light-years away. Arm Mount (TL8): If a vehicle has arms or strikers, these may con- For a spacecraft that uses a tain weapons or have hands to carry them. They attack using the rules Newtonian reaction drive (e.g., any for handheld weapons. real-life rocket), Top Speed is really Carriage (TL3): Some ships have weapons on wheeled carriages or “delta-v”: the maximum change of sleds, either on deck or firing through ports. Treat these as fixed velocity it can perform before running mounts, but skill is not limited to control skill, as the gun crew can use out of reaction mass (rocket fuel, etc.). ropes to aim the weapon. Each acceleration or deceleration External Open Mount (TL1): Also called a pintle mount, deck gun, “costs” a fraction of this delta-v. etc. Such a weapon can elevate to fire upward or swivel to fire in other To lift into low Earth orbit requires directions. However, it isn’t actually in the vehicle; the weapon and its Move 8,700. To achieve planetary crew have no protection. escape velocity and leave orbit requires External Stabilized Open Mount (TL7): As above, but with gyro-sta- an extra Move 3,600. For other planets, bilization to reduce penalties for firing on the move. multiply these velocities by the square Fixed Mount (TL1): You aim the gun by aiming the vehicle; e.g., a root of (M/R), where M is planetary cannon in the nose of a jet fighter. The weapon can only shoot in one mass in Earth masses and R is plane- direction. The mount specifies which: [F] to the front, [R] to the right, tary radius in Earth radii. In addition and so on. The operator rolls against the lower of his Gunner skill or his to having sufficient delta-v, the space- control skill to hit. craft’s acceleration must exceed the Hardpoint (TL6): Aircraft often mount weapon pods, bombs, or mis- planet’s gravity (1G, for Earth). siles on pylons under their body or wings. Treat these as fixed mounts, Travel through interplanetary space but apply a -1 to Accuracy. External weapon loads like this count as requires using up the required delta-v encumbrance. to achieve the desired velocity, coasting Stabilized Turret (TL7): As below, but with gyro-stabilization to keep as described above, then using delta-v the weapon aimed at the target regardless of the vehicle’s motion. to slow to the velocity needed to enter Turret (TL5): This is a turret (or head) with weapons built into it. It orbit at the destination. can swivel to change facing independently of the vehicle. Large turrets Example: A spacecraft in Earth are usually powered. orbit has a delta-v of 200,000. It uses 3,600 to break orbit and 90,000 to accelerate to a cruising velocity (Move 90,000). It drifts at that speed for 1.5 Hyperjump enhancement on the Warp or on the vehicle – operator, crew, or hours to reach the moon, and then use advantage (p. 97) for one possibility. passenger. another 88,500 to decelerate to the Tactical Combat with Vehicles: moon’s orbital velocity. Its remaining When using the rules in Chapter 12 delta-v is 200,000 - 3,600 - 90,000 - BASIC VEHICLE with vehicles, you can represent vehi- 88,500 = 17,900. COMBAT cles with models or multi-hex coun- Some superscience space drives “Vehicle combat” is any combat ters drawn at three feet to the inch. don’t have to worry about delta-v – the that involves handheld weapons fired spacecraft can accelerate constantly! from within a vehicle (e.g., bank rob- Maneuvers The only requirement for such a bers shooting from a getaway car), Treat a vehicle as an extension of spacecraft to leave a planet is that its weapons mounted on a vehicle (such its operator. It moves on the operator’s acceleration exceeds the planet’s grav- as a fighter jet, tank, mecha, or spy turn, at his place in the turn sequence ity. When it travels long distances, it car), or attacks that use the vehicle (as determined by his Basic Speed). To requires time in hours equal to the itself as a weapon (ramming, punch- control his vehicle, the operator must square root of (50.8 ¥ distance in mil- ing and kicking with the arms and legs take a Move or Move and Attack lions of miles/Acceleration in G) to of a mecha, etc.). maneuver on his turn – but it’s the complete the trip. In the rules below, a vehicle’s “oper- vehicle that moves or attacks, while If a spacecraft is capable of faster- ator” is the person at the controls. A the operator remains at the controls. If than-light travel, its performance “control skill” is the skill the operator the operator takes any other maneu- depends on what kind of superscience uses to direct his vehicle; e.g., Driving ver, or is stunned or otherwise inca- exists. The GM should design a drive or Piloting. An “occupant” is anyone in pacitated, his vehicle plows ahead to suit his campaign. See the with the same speed and course it had on the previous turn.

TECHNOLOGY AND ARTIFACTS 467 The vehicle’s other occupants take their turns at their place in the turn sequence. They may use vehicle sys- tems, provided they are stationed next to the appropriate controls and take a suitable maneuver: Concentrate to use instruments or electronics, Attack or All-Out Attack to fire vehicular weapons, etc. Occupants leaning out windows, standing on a deck, etc. may find Attack or even All-Out Defense prefer- able to All-Out Attack, as they will have a defense if someone attacks them instead of the vehicle. This mat- ters most for vehicles with an exposed rider (E), glass windows (G or g), or open cabin (O), and for crew manning exposed weapon mounts (X). Bailing Out of a Moving Vehicle: Anyone who jumps or falls from a moving vehicle and hits the ground suffers a collision with an immovable object, at the vehicle’s speed. If the vehicle was flying, add falling damage as well. For details, see Collisions and Falls (p. 430). To jump between two moving vehicles, make a DX or Jumping roll. Apply the penalty for relative speed given on the Size and Speed/Range Table (p. 550). Movement During Combat As explained under Vehicle Statistics (p. 462), a vehicle’s Move score is split into two numbers: Acceleration and Top Speed. Acceleration functions just like Basic Move for a character; at this speed or less, the vehicle has no special restric- tions on movement. At higher speeds – anything up to Top Speed – use the High-Speed Movement rules (p. 394), but substitute control rolls (see Control Rolls, p. 466) for DX rolls. Acceleration: A vehicle can acceler- ate up to its Acceleration each turn. A diving flyer may add 10 ¥ local gravity in Gs (1G on Earth) to this. Deceleration: A powered, wheeled ground vehicle can decelerate by 5 yards/second per turn. An animal- drawn or tracked, walking, or slither- ing ground vehicle can decelerate by 10 yards/second per turn. Most air and water vehicles can decelerate by (5 + Handling) yards/second per turn (minimum 1 yard/second). These rates assume safe deceleration. It is possible

468 TECHNOLOGY AND ARTIFACTS to decelerate further with a successful way, on subsequent turns, the operator Water Vehicle: Failure by SR or less control roll, as explained under must make a Piloting-5 roll to pull out! means exactly what it does for a Pushing the Envelope (p. 395); failure Ground Vehicle: Failure by SR or ground vehicle. In addition, anyone means a loss of control. less means the vehicle skids and fails standing on an open deck must make Control Rolls to go in the intended direction if you a ST or ST-based Seamanship roll to The operator must make a control were trying to turn – or veers random- hold on or be washed overboard. roll whenever he attempts a risky ly left or right otherwise. The GM Failure by more than SR, or critical maneuver or encounters an obstacle, determines if it hits something. failure, means the vehicle capsizes! and whenever his vehicle suffers Failure by more than SR, or critical Those on deck are tossed overboard knockback or major damage. On a failure, means it rolls or spins out and automatically. An “unsinkable” vehicle failure, he loses control of the vehicle. crashes. It skids or rolls for a distance like a surfaced sub, rubber raft, or If you are using a rulebook that sup- equal to 1/3 its current velocity before canoe can be righted. Other vehicles plies a “crash table” for that type of coming to a stop, and suffers falling simply sink. vehicle, roll on the table; otherwise, damage based on the velocity it had see the applicable paragraph below. In when it lost control. addition to these results, a failed con- trol roll always erases any accumulat- ed bonuses for Aim maneuvers, and Shooting through a window is unwise gives a penalty equal to the margin of if the vehicle is sealed, pressurized, or has failure to any attack from the vehicle until the operator’s next turn. vacuum support. Air Vehicle: Failure by the vehicle’s Stability Rating (SR) or less means the Space or Underwater Vehicle: Failure Attack vehicle loses 5 yards of altitude and by SR or less means the vehicle charges Mounted Weapons: Vehicle occu- decelerates by 10 yards/second. If it ahead or veers randomly instead of per- pants can attack with the vehicle’s was flying dangerously low or slow, it forming the intended maneuver; if it built-in weapons, provided they are could hit the ground or stall; other- was trying to avoid an obstacle, it fails manning weapon stations. At TL6+, wise, it just blunders ahead. Failure by to do so. A submarine also loses 5 yards many armed vehicles have targeting more than SR, or critical failure, of depth, which might lead to a crash. systems (optical sights, radar, com- means an uncontrollable dive, tailspin, Failure by more than SR, or critical fail- puters, etc.) that add a bonus to the etc. If the vehicle was climbing, it ure, results in severe stress. Make a HT gunner’s effective skill, just like a tel- stalls, then starts to fall; otherwise, it roll for the vehicle; on a failure, it suf- escopic sight. Most of these systems dives at Top Speed each turn. Either fers stress-related damage: a leak, only work if the gunner takes an Aim engine failure, etc. maneuver. A good TL6 optical sight might add +2 to skill. A typical TL7-8 system, with computerized laser- or Weapon Fire from a Moving Vehicle radar-directed fire control, would give +3. When using a weapon from a moving platform – be it a Tommy gun Ramming: The vehicle operator from a getaway car, or a javelin from atop one of Hannibal’s elephants can use the vehicle itself as a weapon; – it’s usually harder to hit your target than when you’re standing still or see Collisions and Falls (p. 430). moving yourself. The penalty depends on how rough the ride is and Melee Attacks: If the vehicle has whether you’re using a weapon mount or a handheld weapon – see arms or legs, the operator can use it to Ranged Attack Modifiers (p. 548). punch, kick, grab, etc. as if it were an It’s even harder to shoot straight if you don’t know when the vehicle extension of his body. will weave or dodge! If the vehicle dodged and you aren’t the operator, Handheld Weapons: The viability of you have an extra -2 to hit, or -4 if flying. handheld weapons depends on the Aiming on the move is particularly difficult. The combined bonuses vehicle and the situation. Shooters in from aiming (Accuracy, extra turns of Aim, targeting systems, and brac- or on open vehicles, like jeeps and ing) cannot exceed the SR of a moving vehicle unless the sights or motorcycles, can fire in almost any mount are stabilized. Also apply this limit when firing from a station- direction. Occupants of enclosed vehi- ary vehicle that is bobbing in the water or floating in turbulent air. In cles must shoot through or lean out of space, only apply this limit when maneuvering, not when moving in a an open window, door, hatch, port, or straight line. firing slit. Shots fired through a glass It is also important to consider apparent relative speed. If two cars windscreen “star” it, rendering it are rushing toward each other on a collision course, the speed of one, opaque; it takes a Ready maneuver to relative to the other, may be over 120 mph . . . but the apparent relative clear away the broken glass. Shooting speed is zero. Only apply speed penalties for crossing targets. Ignore the through a window is unwise if the speed of targets moving more or less directly toward or away from you. vehicle is sealed, pressurized, or has vacuum support – it may result in a leak or explosive decompression!

TECHNOLOGY AND ARTIFACTS 469 If the operator fires a handheld weapon, he must take a Move and Attack maneuver. This gives him -2 to hit or a penalty equal to his weapon’s Scaling Damage Bulk, whichever is worse – his atten- Large vehicles such as tanks, warships, and starships can have huge tion is divided between driving and DR and HP scores, and their weapons can inflict massive amounts of shooting. Do not apply this penalty to damage. To avoid excessive die rolling, it is best to adjust the damage mounted weapon attacks, ramming scale. attempts, or vehicular melee attacks. Decade Scale (D-Scale): Use this for battles involving tanks or ships – or even supers. Divide DR, HP, and damage dice by 10 before combat Defense starts. Round fractions of 0.5 or more up. (Exception: If the converted A vehicle’s operator may maneuver damage is under 1d, treat fractions up to 0.25 as 1d-3, fractions up to evasively to avoid attacks on his vehi- 0.5 as 1d-2, and larger fractions as 1d-1.) Convert damage multipliers cle. Treat this as a dodge; see Dodging to dice first; e.g., 6d¥25 becomes 150d, which scales to 15d. Do not (p. 374). A vehicle’s Dodge score is divide armor divisors. (operator’s control skill/2) + vehicle’s Century Scale (C-Scale): Use this for combats involving huge vehi- Handling, rounded down. For exam- cles, such as giant space battleships. Follow the rules above, but divide ple, a biker with Driving (Motorcycle)- by 100 instead of by 10. 14 on a motorcycle with Handling +1 has a Dodge of 14/2 + 1 = 8. Example: A tank has DR 700 and 300 HP; its main gun does The GM may require Dodge rolls to 6d¥30(2) and its machine gun does 7d. In D-scale, it would have dDR avoid other hazards, such as baby car- 70 and dHP 30; its main gun would do 6d¥3(2) and its machine gun riages and potholes, or to maneuver would do 1d-1. through tight spots. These could be After the battle, multiply remaining HP by 10 or 100, as appropriate, instead of control rolls, or to avoid dis- to convert back. aster after failed control rolls! Occupants who are free to move (not strapped in, etc.) may dodge attacks specifically targeted on them, An attacker can sometimes target a Who’s at the Wheel? but they get no defense against stray vehicle’s occupants directly. This is There are usually dire conse- shots or attacks that penetrate the only possible if the vehicle has an quences when a vehicle’s operator is vehicle and go on to strike them. exposed rider (E), glass windows (G or taken out of action (killed, fell off, g), or an open cabin (O), or if the occu- Combat Results abandoned the controls, etc.). A one- pants are on a ship’s deck, cargo bed, or two-wheeled vehicle, or a mecha and Hit Location etc. A rider has no cover; someone in walking on two or three legs, rolls over A vehicle suffers damage like any an open or glass-windowed vehicle as if it had lost control. Other types of other artifact. Certain hit locations has partial cover (legs, groin, and half vehicle just charge ahead until they hit have special damage effects – see the the torso). There is an extra -1 to shoot something – but roll 1d each turn. On Vehicle Hit Location Table (p. 554) for into or out of a window unless the a 6, or any roll greater than the vehi- details. occupant is actually leaning out. cle’s SR, the vehicle goes out of con- trol. Someone else can regain control, but may need a few seconds to reach There are usually dire consequences when a the controls, depending on where he was. If the former operator is incapac- vehicle’s operator is taken out of action. itated, skill rolls will be at -2 or worse while his body remains in the way! Hit locations for a given vehicle Collisions Leaking appear in the Locations column on the For the purpose of attack and A leak occurs when a floating vehi- relevant vehicle table, or in the vehi- defense rolls, any attempt to use a cle suffers penetrating damage to the cle’s text description. Assume that vehicle as a weapon is a slam (see body below its waterline, a balloon or attacks are aimed at the vehicle’s body Slam, p. 368), with the operator airship takes any penetrating damage (equivalent to the torso on a living rolling against control skill to hit. If to the body, or a submerged vehicle being) unless the attacker specifically the intent is to ram, calculate collision takes penetrating damage to any loca- stated that he was targeting another damage normally. If the intent is to tion but an external mount. Use the location. Alternatively, roll randomly force another vehicle off the road, Bleeding rule (p. 420), but replace the for hit location. In all cases, only assess damage for a “side-on” colli- First Aid roll to stop bleeding with a exposed locations can be hit; e.g., if a sion, but damage is knockback only. Crewman roll to patch the hole. tank is behind a hill and only its turret For details, see Collisions and Falls is visible, the turret is the only valid (p. 430). target.

470 TECHNOLOGY AND ARTIFACTS ELECTRONICS There is a wide variety of electron- Hands-Free Sensors: Sensors worn ordinary telescope, but a large astro- ic gadgets in most TL6+ game worlds. as goggles, glasses, helmet visors, etc. nomical telescope might require an Among the most important of these – They require a Ready maneuver to Astronomy roll. for adventurers, at least – are commu- switch on or off, and function con- nicators, sensors, and computers. stantly once activated. Visual sensors Passive Visual Sensors replace unaided vision while active, These systems work like normal but typically restrict peripheral vision. vision, but extend the limits of human COMMUNICATORS To get around this, take a Ready sight. They are available in all four cat- Standard communicators are maneuver to switch off or remove the egories described above. radios. They transmit signals by mod- sensor. Telescopic Optics: Telescopes, ulating the intensity, frequency, or Manual Sensors: Binoculars, hand binoculars, electro-optical scopes, etc. phase of long-wavelength electromag- telescopes, metal detectors, radar give Telescopic Vision (p. 92): netic radiation. This limits them to the guns, and similar handheld devices speed of light (186,000 miles per sec- are generally more powerful and Magnification Level ond); as a result, they are effectively longer-ranged than hands-free units, 2-3¥ 1 instantaneous for planetary commu- but require one or two hands to oper- 4-7¥ 2 nications but have a noticeable delay ate. To use the sensor, the operator 8-15¥ 3 over interplanetary distances. Note must take continuous Aim maneuvers, 16-31¥ 4 also that ordinary radio frequencies which prevents him from moving Further levels follow the same cannot penetrate more than a few quickly or attacking. progression. yards of water. Sights: Sensors attached to a Depending on the TL and equip- weapon, camera, etc. – usually to help Image Intensifiers (TL7): Most ment, communicators can send code, aim it. To use the sights, the device to often called “night vision” devices, voice, text, video, or data. Many TL8+ which they are attached must be ready these electronically amplify ambient communicators incorporate satellite (occupying one or two hands). If the light to generate a monochrome (usu- links or computer systems as well. sensor is attached to a weapon, the ally green) picture. They do not work See Communications and Infor- user benefits from it only while mak- in total darkness, fog, etc. They grant mation Gear (p. 288) for the range, ing an aimed attack. To observe Night Vision (p. 71); the level varies cost, and weight of some sample through the sights without firing from 7 at early TL7 to 9 at TL8+. communicators. requires Aim maneuvers, just as for a Better systems include electro-optical Communicators use the rules manual sensor. magnification, giving Telescopic under the Telecommunication advan- Vehicular or Mounted Sensors: Vision 1-4 on portable systems, more tage (p. 91), except that Electronics Long-range sensors mounted in a on vehicular systems. Operation (Communications) skill vehicle or on a tripod. Most display Thermal Imaging Sensors (TL8): rolls replace IQ rolls. To extend range, information on a screen or similar These detect the infrared spectra emit- make an Electronics Operation readout. The user must sit, kneel, or ted by objects at different tempera- (Communications) roll at -1 per 10% stand next to the sensor to operate it. tures, and use this information to added to range, to a maximum exten- Some such sensors are “manual” (e.g., build up a false-color television image sion of 100%. TL6-7 “analog” radar and sonar sets); of the environment. They do work in The Telecommunication rules also the user must operate the controls by total darkness, smoke, etc. The user give several alternatives to radio, hand. Others are “hands-free” (e.g., sees as if he had Infravision (p. 60), including laser and infrared commu- digital sensors that display data on a often with Telescopic Vision 1-3. Most nications. More exotic options are head-up display); the user can take are two to three times as heavy and available in some settings. other actions while using them. four to six times as costly as image intensifiers. ENSORS Using Sensors Hyperspectral Imaging Sensors S If a sensor provides the user with a (TL9): These sensors process infrared, Sensors grant the operator one or completely new sense (e.g., radar, for a visible, and ultraviolet light to create a more sensory advantages (Infravision, human), he must roll against single image. This makes them Telescopic Vision, etc.) while used. Electronics Operation (Sensors). If it extremely effective at picking out cam- Statistics for a number of sensors just augments a sense he already pos- ouflaged objects. They give appear in Chapter 8; see Law sesses, he need only make an ordinary Hyperspectral Vision (p. 60) and Enforcement, Thief, and Spy Gear; Sense roll – although an unusually Telescopic Vision. These devices are Optics and Sensors; and Weapon and complex sensor might call for a roll rare and expensive at TL8, but become Combat Accessories (all p. 289). against Electronics Operation or standard vehicular sensors at TL9+, Sensors fall into four broad another skill. For example, a human replacing thermal imaging sensors. categories: would make a Vision roll to use an

TECHNOLOGY AND ARTIFACTS 471 Active Sensors Complexity 1 programs – or one them via cable or communicator. The “Active” sensors detect objects by Complexity 2 program and 10 person trying to establish contact bouncing energy off them and analyz- Complexity 1 programs. must know the “address” of the other ing the returned signal. Radar (TL6), The best mid-TL8 (2004-era) desk- computer (telephone number, num- imaging radar (TL7), and ladar (TL8) top systems are Complexity 4; more bered location on a network, etc.) and emit electromagnetic radiation, while typical systems are Complexity 2-3. any relevant passwords. Once in con- sonar (TL6) uses sound. tact, two computers with suitable soft- Active sensors never suffer dark- Data Storage ware can share data, and the less-pow- ness penalties. They can sense objects Every computer has a data-storage erful computer can act as a terminal out to their rated maximum range at capacity, rated in megabytes (MB), for the more capable one. no range penalty; each doubling of gigabytes (GB), or terabytes (TB). One Finally, any TL8+ computer range beyond that gives -2 to skill. The GB is about 1,000 MB; one TB is equipped with a microphone or cam- major limitation of all such sensors is roughly 1,000 GB or 1 million MB. era can act as a digital recorder, to the that specialized but inexpensive detec- Some computers have removable limit of its data-storage capacity. tors can detect the scanning pulse at media (e.g., disks) as well; their capa- up to twice their range. Each technol- bilities depend on the setting. Software ogy also has a number of specific capa- The programs available depend on bilities and drawbacks; for details, see Data Storage Table the setting. Some general notes: Data Size the Scanning Sense advantage (p. 81). Lengthy novel 10 MB • Complexity: Every program has a Before TL9, only vehicular or Complete national Complexity rating, as defined above. mounted units are likely to provide an road atlas 100 MB • Capabilities: Some programs sim- actual picture of the surroundings. At Navigation charts ply provide entertainment (e.g., a TL6-8, a portable active sensor (e.g., a of entire ocean video game) or a practical function police radar gun) usually only gives or country 1,000 MB (1 GB) (e.g., e-mail). the range and speed of objects it Plans of 100 small Others give the user a bonus to per- detects. or 10 complex form a specific task. For instance, vehicles 1 GB financial software might give +1 to Detailed global Accounting when preparing taxes. COMPUTERS Treat such bonuses identically to those The programmable digital com- navigation charts 100 GB Public or school for good equipment (see Equipment puter first appears at TL7 and rapid- Modifiers, p. 345). ly becomes smaller, cheaper, and library 100 GB City or college Still others are mandatory for some faster at higher TLs. In some settings, tasks – notably technical tasks at computers might even attain suffi- library 1,000 GB (1 TB) Big city or TL8+. Without them, the user’s skill cient computing power to achieve will operate at a lower TL. For exam- sentience! university library 10 TB Large university or ple, an engineer might require a Complexity copyright library 100 TB Complexity 3 CAD/CAM program to Human mind 100 TB design a jet; without it, his Every computer has a Engineer/TL8 (Aircraft) skill might “Complexity” rating. This is an function as Engineer/TL7. These pro- abstract measure of processing power. Other Capabilities A computer requires at least one grams are generally Complexity 2 at Each Complexity level represents TL7, Complexity 4 at TL8, Complexity roughly a tenfold increase in overall “terminal” if humans are to use it. The computer may be integrated into this 6 at TL9, and so on. A program of capability over the previous level. A higher than minimum Complexity computer’s Complexity determines terminal or located remotely. At TL7- 8, a terminal is, at minimum, a key- provides a bonus or reduces the time what programs it can run. Each piece required. of software has a Complexity rating, board and monitor. At late TL8 and beyond, voice recognition, virtual- Programs intended for robots may too, and can only run on a computer grant advantages, disadvantages, of that Complexity level or higher; e.g., reality glasses and gloves, neural inter- faces, etc. might replace such clumsy skills, or even pre-programmed per- a Complexity 2 program requires a sonalities! These can be hardwired or Complexity 2 computer or better. hardware. It is possible to connect a single ter- modular (see Modular Abilities, p. 71). Complexity also determines how • Cost: Most programs have a cost many programs a computer can run minal to multiple computers, giving the user access to them all. Without in $. This is the price of a single, legal simultaneously. It can run two pro- copy, with documentation. Each com- grams of its own Complexity, 20 pro- special hardware, however, the user can only work with one computer at a puter requires its own copy. It is possi- grams of one Complexity level less, ble to copy software for free, but this 200 programs of two Complexity lev- time, and must take one second to switch between computers. is often illegal. But a computer can els less, and so on. For instance, a run as many instances of a program as Complexity 2 computer could run If two computers are compatible (GM’s decision), it is possible to link its Complexity allows; it does not two Complexity 2 programs or 20 require a separate copy per instance.

472 TECHNOLOGY AND ARTIFACTS NEW INVENTIONS The GM may wish to let PCs invent new technology in the course of the campaign. The rules below cover real- istic innovation at the inventor’s tech They laughed at me at the university, the fools! level – or one TL in advance of that, at But I’ll show them! I’ll show them all! most. For rules governing larger-than- life inventors who can build more fan- tastic gadgets, see Gadgeteering (p. 475). Before starting, the player must Modifiers: -6 if the invention is describe to the GM what he wants to COMPLEXITY Simple, -10 if Average, -14 if Complex, invent and how he thinks it will work. Next, determine the “complexity” or -22 if Amazing (for a computer pro- This will help the GM determine the of the invention. This is entirely up to gram, apply a penalty equal to twice skills and equipment required, the the GM, who can assign complexity the Complexity rating instead). +5 if cost and time involved, and the diffi- arbitrarily, base it on the minimum you have a working model you’re try- culty of the task. If the player’s skill level required to come up with ing to copy, or +2 if the device already description is especially clear or the invention, or relate it to the retail exists but you don’t have a model; +1 clever, the GM should give +1 or +2 to price of the item (especially for gadg- to +5 if the item is a variant on a exist- all invention-related skill rolls. ets listed in worldbooks or real-world ing one; -5 if the basic technology is catalogs). Use the following table for totally new to the campaign (regardless inspiration: of TL); -5 if the device is one TL above REQUIRED the inventor’s TL.

SKILLS Complexity Required Skill Level Retail Price First, the GM decides on the Simple 14 or less Up to $100 “invention skill” needed for the task, Average 15-17 Up to $10,000 based on the player’s description of Complex 18-20 Up to $1,000,000 the invention. The inventor must Amazing 21 or more Over $1,000,000 know this skill to have any chance of success. Armor, vehicles, weapons, For computer programs, use the Each inventor may roll once per etc. require the relevant Engineer spe- numerical Complexity rating instead. day. Complexity doesn’t affect the time cialty. Other inventions might call for If a cost or time calculation requires required – the basic concept for an different skills: Alchemy for magic one of the four ratings above, treat Amazing device is often a simple potions, Bioengineering for biotech- Complexity 1-3 as Simple, 4-5 as insight . . . it’s the implementation that nology, Computer Programming for Average, 6-7 as Complex, and 8+ as can get tricky. software, Thaumatology for magic Amazing. On a success, proceed to the next spells, and so on. step. On a failure, the inventor makes At the GM’s discretion, a particular no breakthrough but may try again invention might also require skill in CONCEPT the next day at no additional penalty. one or more related subjects. For After determining complexity and On a critical failure, the inventor instance, inventing a new telescope required skills, the GM makes a secret comes up with a “flawed theory” that might require Astronomy skill. If so, “Concept roll” against the inventor’s looks good but that will never work in the inventor rolls against the lower of invention skill to see whether he practice – go on to the next step, but this skill or his invention skill in the comes up with a testable theory. This note that it is doomed to failure. rules below. requires no special equipment – Of course, if the inventor has except perhaps a tablecloth to draw on somehow obtained actual blueprints and several gallons of coffee! for the device, he can skip this stage altogether! PROTOTYPE Reinventing the Wheel A success – or critical failure – on Adventurers may wish to “invent” devices of a lower TL than their the Concept roll gives the inventor a own. Reduce complexity by one step per TL by which the inventor’s TL theory he can test in the laboratory. exceeds that of the invention, to a minimum of Simple. If suitable his- The next step is to construct a proto- torical reference materials are available, use the higher of the inventor’s type (working model). This requires a Research skill or his invention skill for the Concept roll. second roll against invention skill. The GM makes this “Prototype roll” in secret.

TECHNOLOGY AND ARTIFACTS 473 Modifiers: All modifiers listed for Bugs that remain after testing sur- Concept rolls; +1 per assistant with TESTING face on any operation skill roll that skill 20+ in one of the skills required fails by 5 or more. A major bug always for the invention, to a maximum of +4; AND BUGS surfaces on a critical failure. -1 to -10 (GM’s discretion) if the inven- The majority of prototypes have tor must make do with anything less shortcomings, or “bugs.” Critical suc- than the most advanced tools and cess on the Prototype roll means there PRODUCTION facilities for his TL. are no bugs; success by three or more Building a copy of the invention gives 1d/2 minor bugs; and any other costs 20% of the retail price if you only On a success, the inventor proves success gives 1d/2 major bugs and 1d need to buy parts, or full retail price if his theory and creates a prototype. On minor bugs. Minor bugs are annoying, you must pay for parts and labor. Time a failure, he may try again, provided but not critical. Major bugs are cata- required to produce each copy is half he has the time and money (see strophic to the function of the device – that required for a Prototype roll. For below). On a critical failure, an explo- and sometimes to the user as well! instance, each copy of a Complex item sion or accident occurs. This inflicts at To find bugs requires testing. Once takes 1d/2 months. least 2d damage to the inventor and per week of testing, roll vs. operation each assistant – and destroys the facil- ities, which must be rebuilt at full cost before making another attempt. If the inventor was working with a flawed theory, he will never create a Funding working prototype (this is why the GM As explained under Tech Level and Starting Wealth (p. 27), the high- rolls in secret!), but a critical success er the tech level, the greater the starting wealth. However, the cash out- on the Prototype roll lets him realize lay required for inventing and gadgeteering doesn’t scale with TL – it’s that his theory was bad. fixed. Thus, the lower the TL, the higher the relative cost of innovation. This might model reality well, but it takes a lot of the fun out of Time Required being a low-tech gadgeteer. The GM may use these optional (but realis- Each Prototype roll requires 1d-2 tic) rules to remedy this: days if the invention is Simple, 2d days if Average, 1d months if Patrons: Historically, many inventors had wealthy patrons to pay Complex, or 3d months if Amazing. their way. If you have a Patron with the +100% “Equipment” enhance- Physically huge items (e.g., spaceships ment, you may attempt a single roll against your Patron’s frequency of and military vehicles) may take longer, appearance when you start a new invention. On a success, the Patron at the GM’s discretion. Divide time foots the bill. Most Patrons will demand access to the invention; if you required by the number of skilled peo- deny this, you are likely to lose your Patron! ple working on the project. Minimum Professional Inventors: You can pay the costs gradually by building time is always one day. the tools, facilities, etc. yourself. You must pay at least 10% “up front.” Divide the remainder by your monthly income and add that many Cost months to the time required. You earn no money during this time, but The facilities required to build a you must still pay your monthly cost of living. Independent Income prototype cost $50,000 if the invention (p. 26) can be helpful here – it might represent royalties from your last is Simple, $100,000 if Average, invention. $250,000 if Complex, or $500,000 if Investors: If your invention promises to be profitable, others might Amazing. Triple these costs if the be willing to cover your costs. Make a Finance roll with the same mod- invention is one TL above the inven- ifiers as your Concept roll (this represents perceived risk). On a success, tor’s TL. Divide costs by 10 if the you receive funding. Note that your investors own shares of your inven- inventor has appropriate facilities left tion and any profits! over from a related project of equal or higher complexity. Each inventor who wishes to attempt a Prototype roll must pay the facilities cost “up front” skill (e.g., Driving for a car, Electronics A production line is more efficient. before making his first attempt. Operation for a radio) at -3. Each suc- To set up a production line costs 20 In addition, each attempt to pro- cess finds one bug; a critical success times the retail price of the item. The duce a prototype has a cost equal to finds all bugs. A failure triggers a production line makes one copy of the the retail price of the item being built, major bug, if present, or finds nothing. item in 1/7 the time it took to build a as given in the appropriate game sup- A critical failure causes a problem prototype or in (retail price/100) plement or real-world source, or as similar to a major bug without hours, whichever is less. Each copy set by the GM. Triple this cost if the encountering any real bugs; alterna- costs 20% retail price for parts, or 50% invention is one TL in advance of the tively, the tester is convinced, erro- for parts and labor. inventor’s TL. neously, that no bugs remain.

474 TECHNOLOGY AND ARTIFACTS GADGETEERING Fiction is full of inventors who can Complexity Base Cost TL Increment design devices that are far ahead of Simple $50,000 $100,000 their time. Below is advice on how to Average $100,000 $250,000 relax the requirements and restric- Complex $250,000 $500,000 tions of the New Inventions rules for Amazing $500,000 $1,000,000 such “gadgeteers.” These benefits apply only to inventors with the Gadgeteer advantage (p. 56). (not twice Complexity). Ignore the -5 price of the item. For a device from for a technology that is totally new to above that TL, start with the item’s the campaign. retail price at its native TL, double this INVENTING A gadgeteer is not limited to inven- for each TL of difference, and accu- tions only one TL advanced. He may mulate the cost! GADGETS attempt to create a device of any TL, at Example: A gadgeteer working on Before beginning, the player must a flat -5 per TL above his own. describe the proposed gadget to the an invention with a $4,000 retail cost GM in a logical manner, and offer an Prototype would pay $4,000 per attempt to cre- explanation of how it is supposed to All the benefits listed for Concept ate a prototype if the device were at work. The item should not actually rolls apply equally to Prototype rolls. the campaign TL. If it were three TLs violate physical laws (which elimi- Furthermore, the GM may choose to more advanced, he would double the nates FTL travel, antigravity, telepor- waive the penalty for questionable cost three times and add: $4,000 + tation, etc.) unless the GM rules that equipment. Many fictional gadgeteers $8,000 + $16,000 + $32,000 = $60,000! such “superscience” is possible in the work out of a basement or a garage! game world. Time Required: This is unchanged. The GM is free to accept or reject However, the times under New the design, depending on its feasibility. Inventions assume an eight-hour day, If he accepts the item, he assigns it a which might not be enough for a cine- tech level (see Tech Levels, p. 511). The matic gadgeteer! If the inventor pulls stronger, smaller, or more effective the long shifts, he must make daily HT gadget is, relative to an item that per- rolls as described under Long Tasks forms a similar function at the cam- (p. 346). On a failure, he has no skill paign’s TL, the higher its TL should be. penalty – he just loses FP. If he reach- Required Skills es 0 FP, he collapses and must rest for This is unchanged from New 1d days to recover. Add this to the time Inventions. A gadgeteer must have a required. good understanding of the field in Cost: Calculate the cost of the nec- which he is working. The Gadgeteer essary facilities using the table above. advantage represents a broad, intu- Use Base Cost for an item at the cam- itive capacity for inventing – it does paign TL, and add the amount under not grant specific scientific or techni- TL Increment for each TL beyond that. cal knowledge. Most gadgeteers focus A gadgeteer may divide these costs by on one or two skills to start out with. 10 if he has already paid for facilities for a similar project of equal or higher Complexity complexity and tech level. Use the usual complexity levels, but do not confuse complexity with Example: A gadgeteer working on a tech level. A ray gun that sells for Complex item must pay a Base Cost of $1,000 at TL10 is most likely an $250,000 for the necessary facilities. If Average item, however amazing it his invention is a device three TLs might be in a TL8 setting. above the campaign TL, he must add three times the TL Increment for a Concept Complex gadget, or $1,500,000, bring- Gadgeteers have far milder penal- ing the total to $1,750,000. ties on their Concept rolls. There is no As with regular inventions, there is penalty at all for a Simple invention, also a cost for each attempt to build a and only -2 for an Average one, -4 for prototype. For an invention at the a Complex one, or -8 for an Amazing campaign TL, this is just the retail one. For software, use Complexity

TECHNOLOGY AND ARTIFACTS 475 Gadget Bugs Table When a gadgeteer invents a gadget of a higher TL 10 – The gadget is twice as large, twice as heavy, and than his own, the GM should roll 3d on the following uses twice as much power as it should. If it’s a table for each bug (or simply pick something appro- weapon, halve its damage, range, and Accuracy priate). instead. 11 – The gadget gets too hot to handle after being used, 3 – Roll 3d per use or hour of constant use. On a 6 or and must cool down for 10 minutes before it can be less, the gadget attracts the unwelcome attention of used again. (If used before it cools off, it burns out aliens, time travelers, Men in Black, Things Man in a shower of sparks and inflicts 1d burning dam- Was Not Meant To Know, etc. (GM’s choice.) age on the user.) 4 – The gadget is huge! If it would normally be hand- 12 – Each use or hour of constant use consumes $25 held, it is so large that it needs a vehicle to move it worth of resources. around; if it would normally be vehicle-borne, it 13 – The gadget is unreliable, and fails on any opera- must be mounted in a really big vehicle (like a bat- tion skill roll of 14 or more. tleship) or a building; and so on. 14 – The gadget requires minor repairs after every use, 5 – Each use or hour of constant use consumes $250 and does not work until repaired. worth of resources – exotic chemicals, radioactives, 15 – The device recoils like a heavy projectile weapon etc. (even if it isn’t a gun). The user must make a DX roll 6 – The device has 1d+1 side effects; see the Random for every use or be knocked down. Side Effects Table (p. 479). 16 – The gadget is very unreliable, and fails on any 7 – Anyone carrying the gadget is so inconvenienced by operation skill roll of 10 or more. its awkward shape and balance that he has -2 to DX. 17 – The device is overly complicated. If it is a weapon, Vehicles or vehicular gadgets give -2 to vehicle con- it takes five seconds to ready (this represents push- trol rolls. ing buttons, setting dials, etc.). Other gadgets 8 – The gadget has 1d-2 (minimum one) side effects. require two hours of painstaking preparation before 9 – A powered device requires a big power supply – for each use. instance, a vehicle power plant. If it would normal- 18 – On any critical failure using the device, it self- ly require this much power, it needs to be tied into a destructs . . . spectacularly. The user must make continental power grid, and causes brownouts a DX roll at -2 or suffer 2d injury as a result. whenever used. If the device is unpowered, treat this The gadget is gone – it cannot be repaired or canni- result as 10. balized for parts.

Testing and Bugs random glove compartment. This tal- Prototype For a gadgeteer, success by 3 or ent is completely unrealistic; most Apply the modifiers given for regu- more results in no bugs, while a lesser GMs will want to restrict it to highly lar gadgeteering to the Prototype roll. success gives 1d/2 minor bugs. There cinematic campaigns! Time Required: A Simple gadget is no chance at all of a major bug. If Quick gadgeteers use the takes only 2d minutes to assemble, an the device is above the gadgeteer’s TL, Inventing Gadgets rules (p. 475) like Average one calls for 1d-2 hours (a roll roll once on the Gadget Bugs Table regular gadgeteers, with the follow- of 1 or 2 indicates a 30-minute assem- (box) for each “minor” bug. ing modifications. bly time), a Complex one requires 1d Production hours, and an Amazing one takes 4d The standard rules apply, but use hours. the tech level-adjusted retail price in Cost: The quick gadgeteer is a all calculations. In the example above, This talent is master at cannibalizing parts and retail price would be $60,000 (not scrounging for equipment. If there $4,000) for production purposes. completely are many sources of parts, the GM should allow a Scrounging roll to unrealistic. locate usable components. If the QUICK available resources are more limited, the GM may require a roll against a GADGETEERING specialized skill; e.g., if the only Inventors with the Quick Concept thing available is a wrecked ’65 Gadgeteer advantage require very little Mustang, the GM might call for an Apply the favorable modifiers time or money to do their work. They Engineer (Automobiles) or Mechanic given for regular gadgeteering, but can throw together a useful gadget in (Automobiles) roll to find the neces- each Concept roll requires only 1d minutes, using only the contents of a sary hardware. These rolls are at no minutes!

476 TECHNOLOGY AND ARTIFACTS modifier for a Simple gadget, -2 for an Average one, -6 for a Complex one, and -10 for an Amazing one. On a success, the total cost for the proj- Gadgets for ect is only (1d-1) ¥ $100, with a roll of 1 indicating no cost. Non-Gadgeteers If the gadgeteer must buy the need- Anyone can own and use gadgets. Only those who can alter their ed items, calculate facilities and proto- capabilities or invent new ones must buy the Gadgeteer advantage. But type costs as for a regular gadgeteer, it would be unfair to let non-gadgeteers have gadgets for free – and then divide by 100. Gadgeteer costs points as much for the gadgets themselves as for the A critical failure on the Prototype ability to build them. The GM should adopt one of the following rules roll ruins the parts – the gadgeteer to maintain game balance. must find new ones before construc- tion can resume. Gadgets Cost Money The GM may permit the PCs to hire a gadgeteer to design and built gadgets for them. Finding such a hireling should be an adventure in GADGETEERING itself! In addition to the hireling’s pay, the PCs must pay the standard facilities cost for development and 150% of the prototype cost per item. DURING Work out these costs as described for regular (not quick) gadgeteering. DVENTURES This option has a “hidden” point cost: to cover these expenses, the A heroes almost certainly need to take high Wealth (p. 25) or trade points Gadgeteers can also analyze and for money (see Trading Points for Money, p. 26). modify gadgets encountered during adventures. Gadgets Require an Unusual Background The GM might require gadget users to have one of these Unusual Analysis Backgrounds: To figure out a mysterious piece of equipment, the gadgeteer rolls as if he Unusual Background (Gadgeteer Friend): If an adventurer has a gad- were making a Concept roll to invent geteer friend who equips him with useful inventions, he has an Unusual the item from scratch, using the same Background. This is an unabashed game-balance measure – it is unbal- skills and modifiers. This takes 1d¥10 ancing to let a single gadgeteer outfit an entire party at no point cost, minutes for a regular gadgeteer, or 1d however realistic that might be. 15 points. minutes for a quick gadgeteer. Unusual Background (Invention): The character possesses one spe- cific gadget without being a gadgeteer. This must be a unique invention; Modification if it weren’t, it would just be Signature Gear (p. 85). The player must After successfully analyzing a gadg- explain how his character came to have the item: he invented it through et, the gadgeteer may attempt to mod- a lucky accident, his inventor grandfather left it to him, aliens planted ify it. He rolls as if he were making a the blueprints in his head telepathically, etc. The points in this trait buy Prototype roll, using the same skills a single, bug-free item. The owner can copy it, but he must pay the and modifiers. This takes 1d hours for usual production costs. 5 points if the gadget is Simple, 15 points if a regular gadgeteer, or 1d¥10 minutes Average, 30 points if Complex, or 50 points if Amazing. for a quick gadgeteer. All modifica- tions in function are subject to GM approval!

TECHNOLOGY AND ARTIFACTS 477 FUTURISTIC AND ALIEN ARTIFACTS Adventurers sometimes encounter doesn’t apply and may try another indestructible, it vaporizes every- advanced or alien devices. These skill. thing within 10 yards . . .) rarely come with instruction manuals, 1 – The device’s primary effect is Each attempt takes one minute. and often rely on scientific principles applied to the experimenter, if pos- Repeated attempts are possible, but unknown at the heroes’ tech level. sible; if not, he takes 3d damage the roll on the table is at a cumulative Gadgeteers may use the Gadgeteering from the device. -1 per attempt after the first. Someone During Adventures rules (p. 477) to 2 – The device’s primary effect is else can start from scratch, though – deduce the function of mysterious applied to someone nearby, if pos- other people often bring fresh insights artifacts. Everybody else must use the sible; if not, someone nearby takes to a problem. rules below. 3d damage. First, the experimenter chooses an 3 – The experimenter takes 2d dam- operation skill. This choice is often a ENIGMATIC age. guess – although the GM might pro- 4 – Someone nearby takes 2d damage. vide clues that make it an educated DEVICE TABLE 5 – The experimenter takes 1d guess. Those with the Intuition advan- Roll 3d, apply the modifiers below, damage. tage can use it to narrow down their and consult the table. For repeated 6 – Someone nearby takes 1d damage. choice of skills. attempts by the same experimenter, 7 – The experimenter suffers superfi- Next, the GM decides whether the reroll duplicate results. cial damage (e.g., his eyebrows are chosen skill is appropriate. An “appro- burned off). priate” skill is one used to operate a Modifiers: A bonus equal to the 8 – Someone nearby suffers superfi- device known to the experimenter that margin of success, or a penalty equal cial damage. serves a purpose similar to that of the to the margin of failure; +2 for Danger 9 – The experimenter suffers an artifact. It need not be the artifact’s Sense; +4 for Intuition; +2 if the device embarrassing mishap: he gets a actual operation skill. For instance, has labels in a language the experi- body part stuck to (or in) the Guns is appropriate for a ray gun fired menter can read – or +4 for actual device, or suffers an unpleasant using Beam Weapons skill, while First manuals (at the GM’s option, a minor side effect. Aid is wholly inappropriate. Research roll at -5 might turn these 10 – The experimenter forms an erro- Then the experimenter rolls up); +1 to +5 for a simple device, or -1 neous theory concerning the against the chosen skill. If this is an to -5 for a complex one; -1 for manip- device’s purpose, possibly being appropriate skill, the GM rolls 3d, ulating the device at a “safe” distance misled by a secondary function or adds the investigator’s margin of suc- using psi or magic, -2 for probing it side effect. cess or subtracts his margin of failure, using tools or robotic manipulators, 11 – Nothing happens. The experi- and consults the Enigmatic Device or -4 for poking it with a stick, hitting menter gains no useful insight into Table, below. If the skill is inappropri- it with a hammer, etc.; -1 per attempt the device’s nature or operation, ate, treat the roll as a failure by 10; in after the first. but at least it didn’t do anything other words, roll 3d-10 on the table. 0 or less – The experimenter takes nasty . . . 12 – The experimenter locates one of Exception: If the experimenter rolls 3d damage and the device the device’s less-obvious controls a critical success on an inappropriate is destroyed. (If the device is (but doesn’t learn what it does). skill, he realizes that the chosen skill 13 – The experimenter discovers the on/off switch (or safety, for a weapon). 14 – The experimenter gets a clue con- Anachronistic Devices cerning the purpose of the device. The tech levels given for equipment assume a “realistic” campaign. 15 – The experimenter gets a clear The GM is free to have any technology appear at an earlier TL – espe- demonstration of the device’s pri- cially in a cinematic campaign. For each TL by which the listed TL of a mary function (possibly by blowing device exceeds that of the campaign, double the cost and weight of the a large hole in something inani- device. mate – and expensive – nearby). He can now operate this function, at -4 Example: Steam engines are normally TL5, but dwarves in a TL3 fan- to skill. tasy setting might use steam-powered mining machinery. Such equip- 16 – The experimenter discovers how ment would cost and weigh four times as much as usual. to activate a single secondary func- tion reliably (that is, with no skill penalty).

478 TECHNOLOGY AND ARTIFACTS 17 – The experimenter deduces the 18 – The experimenter figures out how 20 or more – As 19, plus the experi- location and general nature of all to activate the primary function of menter finds a totally serendipi- controls pertaining to the device’s the device at no skill penalty. tous – and useful – application of secondary functions, and can use 19 – The experimenter discovers all of the device that the creators never these functions at -4 to skill. the device’s functions, and can use thought of! them at no skill penalty. WEIRD TECHNOLOGY “Alien” does not begin to describe Magic Items disruptions instead, giving -3 to all some technology: gadgets that defy There is no reason to limit strange spell rolls within 10 yards for the natural laws (including a few we side effects to technological devices! next 10 seconds. haven’t discovered); devices from At the GM’s option, when a wizard 9 – The device produces noxious bizarre dimensions; artifacts that mix fails his roll to create a magic item by fumes in a four-yard radius. magic with science, or that contain (or only 1, the enchantment works but the Anyone in the area must make a are) demons . . . Such things are best magic item acquires 1d-3 side effects HT+3 roll every second. On a fail- described as “weird.” (minimum one), determined by rolls ure, they are nauseated (see Weird technology need not be on the Random Side Effects Table. Irritating Conditions, p. 428) for advanced – it might have been around five minutes. since the Bronze Age! In fact, weird- 10 – The gadget produces a loud hum ness rarely has anything to do with RANDOM SIDE in operation (+3 to Hearing rolls to tech level. Part of what makes a tech- notice it). nology weird is that it defies the stan- EFFECTS TABLE 11 – Impressive but harmless special dard notions of scientific progress. It’s Roll 3d, or choose something effects – beams of light, showers of different, and even geniuses are at a appropriate. sparks, etc. – accompany the use of loss to explain it. the device. The source of the effects 3 – Each use causes a small, cumula- is obvious to any observer. Anyone tive change in the user’s body Weird Science in the area gets a Vision roll at +5 (mind). Roll against HT+4 (IQ+4) An inventor may choose to roll to notice something is going on. once per use. On a failure, the user against Weird Science skill (p. 228) to 12 – The gadget emits dense clouds of acquires -1 point toward a physical get a bonus to his Concept and steam or smoke over a four-yard (mental) disadvantage of the GM’s Prototype rolls. This bonus is +5 if he radius while in operation. Treat as choice. is using the New Inventions rules a Fog spell (p. 253). 4 – Each use inflicts 1d injury on the (p. 473). It is only +1 if he is using 13 – Each use of the gadget attracts a user (ignore DR). Gadgeteering (p. 475), as those rules swarm of vermin of the GM’s 5 – Each use causes 1 point of injury already give large bonuses for the bor- choice. The swarm disperses 10 to the operator (ignore DR). derline-weird concepts used by gad- minutes after the device is shut off. 6 – The gadget transforms someone geteers. The drawback is that the 14 – Using the gadget renders within 10 yards into something else invention will have weird side effects. the operator unconscious for 1d (alien, animal, plant, etc. – GM’s Roll 1d-3 for the number of side minutes. choice) for 10 seconds. effects (minimum one), and then roll 15 – Each use of the device attracts 7 – The device makes an incredibly that many times on the Random Side the attention of demons or ghosts, annoying, high-pitched noise when Effects Table, below. or punches holes into random used. This gives everyone within 20 dimensions through which strange yards a headache for 10 minutes Gadgets creatures appear. (-2 to DX, IQ, and self-control As mentioned above, even gad- 16 – The device inflicts 1 point of rolls), and the user gets a migraine geteers who do not use Weird Science injury (ignore DR) per use on (-4 to these rolls) for 20 minutes. are venturing into the realm of the everyone within 10 yards, includ- Earplugs don’t help, although weird. A buggy gadget can occasional- ing the user. Deafness does. ly have weird side effects – see the 17 – Each use of the gadget opens a 8 – Use of the gadget disrupts elec- Gadget Bugs Table (p. 476). gate into a random dimension for tronics: TVs and radios within one one second. The user must make a mile get nothing but static, other Experimental Devices DX roll to avoid falling into the electronics within 100 yards fail on The GM can roll on the Random hole before it closes. a roll of 7 or less on 3d. Within Side Effects Table whenever adventur- 18 – Roll for a different random side 10 yards, even simple electrical ers use an experimental device effect each time the device is used. devices are affected. This is a given to them by or stolen from a (If this result comes up again, roll classic side effect for UFOs! mad scientist. for two side effects, and so on!) Magic items produce local mana

TECHNOLOGY AND ARTIFACTS 479 MAGIC ITEMS Objects of magical power are a sta- DB Cost ple of fantasy. The following rules are ENCHANTMENT +1 100 intended for game worlds that use the +2 500 in Chapter 5, and make SPELLS +3 2,000 a few basic assumptions: These spells allow mages to create +4 8,000 magic items. They appear here instead +5 20,000 of in Chapter 5 because enchantment creates magical artifacts, and uses Prerequisites: Enchant. many special rules that do not apply to ordinary spellcasting. Fortify Enchantment Enchant (VH) Increases the DR of clothing or a Enchantment suit of armor. This spell is a prerequisite for Cost: See table below. all other Enchantment spells. To enchant an item, the caster DR Bonus Cost must also know this spell. The +1 50 caster rolls against the lower of +2 200 his skill with this spell and the +3 800 specific spell he wishes to place +4 3,000 on the item. If he has assistants, +5 8,000 they must have skill 15+ with both Prerequisites: Enchant. spells, but the roll is based on the caster’s skill. Power Duration: Magic items are perma- Enchantment nent until destroyed. Makes a magic item partially or Cost and Time: See Enchanting completely “self-powered.” Each point (p. 481). of Power reduces the energy cost to Prerequisites: Magery 2, and at least cast or to maintain any spell on the one spell from each of 10 other item by 1. Halve this bonus in a low- colleges. mana area (round down); double it in a high- or very high-mana area. Power Accuracy has no effect on the energy cost of the Enchantment user’s spells! Makes a weapon more If Power reduces the cost to main- likely to hit by adding to the tain a spell to 0, treat the item as user’s effective skill. “always on” after the cost to cast is paid – but the wearer must stay awake Cost: See table below. Divide cost by to maintain the spell. If Power reduces • Anyone can use any magic item 10 if the subject is a missile (e.g., an the cost to cast to 0, the item is that doesn’t explicitly require Magery. arrow or a bullet). “always on” for all purposes, although • Wizards manufacture magic Bonus Cost the owner may turn it off if he wishes. items using magic spells that produce +1 250 Cost: See table below. fairly predictable results. However, +2 1,000 magic is not technology, and magic +3 5,000 Power Cost items can have unpredictable side 1 point 500 effects. Prerequisites: Enchant, and at least 2 points 1,000 • Magic items retain their power five Air spells. 3 points 2,000 indefinitely – their magic does not 4 points 4,000 “wear out.” But if the item breaks or Deflect wears out, it loses all of its magical Enchantment Double the cost for each additional properties and ordinary repairs can- Adds a Defense Bonus to armor, point. not restore the magic. clothing, a shield, or a weapon. This Prerequisites: Enchant and Recover adds to all active defense rolls made Energy. The GM is free to change some or by the user. all of these assumption to suit his campaign! Cost: See table below.

480 TECHNOLOGY AND ARTIFACTS Puissance caster can spend extra energy to raise up). Make the success roll at the end Enchantment his effective skill, and hence the Power of that time. Succeed or fail, all the of the item. energy is spent when the GM rolls the Adds to the basic damage a Record Power for each magic item dice. weapon does when it hits. created or found (to learn the Power A lone caster is limited to the ener- Cost: See table below. Divide cost by of a found item, the PCs must use gy provided by his FP and HP, but he 10 if the subject is a missile (e.g., an Analyze Magic). If an item has several may have assistants, who can con- arrow or a bullet). Double cost if the spells on it, each spell has its own tribute their own FP and HP as subject is a missile weapon (e.g., a Power. Whenever it would be impor- described for ceremonial magic. The bow or a gun). tant to know the skill level of a spell caster is at -1 to skill for each assistant; cast by a magic item, use the item’s therefore, the number of assistants Damage Bonus Cost Power. allowed is the number that would +1 250 An item’s Power must be 15 or reduce the caster’s effective skill to 15. +2 1,000 more for the item to work. Apply a With more assistants, the enchant- +3 5,000 temporary -5 to Power in a low-mana ment won’t work. Prerequisites: Enchant, and at least area; thus, an item with less than If anyone but the caster and his five Earth spells. Power 20 does not work at all in a low- assistants is within 10 yards, the spell mana zone. No magic item works in a is at a further -1. Staff no-mana region! Enchantment Enchants a magic staff – see Magic Staffs (p. 240) for details. Though many magic items must be in the form Interruptions of a wand or staff, they do not have to If a mage is interrupted while enchanting using the “slow and sure” have this spell on them. method, note the following: Cost: 30. • He will be fatigued. Assume he is missing 1d FP. Prerequisites: Enchant. • He must keep concentrating on his enchantment; therefore, any other spell use is at -3. (If he stops concentrating, he loses the day’s ENCHANTING work.) “Enchanting” is the process of cre- A wizard who is bothered while not actively working on his enchant- ating a magic item. It is a special kind ment is at no disadvantage! of spell casting; see Casting Spells (p. 235). The caster must use ceremo- nial magic (see Ceremonial Magic, p. 238), and he and any assistants Success Rolls On a failure, the enchantment is must know both the Enchant spell perverted in some way. It might (see p. 480) and the specific spell being for Enchanting acquire unpleasant side effects (see put on the item at level 15+ – or at The GM makes all rolls to enchant Random Side Effects Table, p. 479), level 20+, in a low-mana area. magic items. As with other ceremonial become an entirely different spell, or Unskilled spectators cannot con- magic, a roll of 16 fails automatically anything else the GM likes. The caster tribute energy. and a roll of 17-18 is a critical failure. won’t know his spell went wrong Enchanting always requires time On a success, the item is enchanted. unless he uses Analyze Magic or tries and energy. A particular enchant- On a critical success, increase the the item! ment might also require a specific Power of the item by 2d – and if the item or material (e.g., a gem), or the success roll was a natural 3, the item Slow and Sure expenditure of cash for “generic” might have some further enhancement Enchantment (GM’s discretion). The caster knows magic supplies. Use this method when the that his spell went well, but he must A given magic item may carry any enchanter wants to be sure it’s done use Analyze Magic to know how well. number of spells. Each one requires a right. It takes one “mage-day” per On a failure, the results depend on separate enchantment. The presence point of energy required. A mage-day the method used to enchant the item – of an enchantment has no effect on represents a full eight-hour workday see below. A critical failure always later enchantments. for one mage. For instance, an item destroys the item and all materials that requires 100 energy points would used. Power of a Magic Item take one mage 100 days, two mages 50 Each magic item has a “Power,” set days, and so on. A mage may work on when it is created. An item’s Power Quick and Dirty only one enchantment at a time; he equals the caster’s skill with the Enchantment may not “work two shifts,” either on Enchant spell or the spell contained in Use this method to create a magic the same or different items. the item, whichever is lower. Since item quickly. It requires one hour per enchanting is ceremonial magic, the 100 points of energy required (round

TECHNOLOGY AND ARTIFACTS 481 All of the caster’s assistants must be does not affect this (but the Power present every day. If a day’s work is spell does – see p. 480). skipped or interrupted, it takes two • Determine success normally. Use days to make it up. Loss of a mage the item’s Power as the caster’s base ends the project! skill and apply all the usual modifiers Make the success roll at the end for the kind of spell being cast. Power of the last day. There is no FP or HP is at -5 in low-mana areas. A Resisted cost to the enchanters – they invested spell allows a normal resistance roll; the energy gradually as the spell use the item’s modified Power as the progressed. caster’s skill in the Quick Contest. On a failure, the enchantment did- • Only one person at a time can use n’t work. The time was wasted, and the item. If two people attempt to use any materials used in the spell are lost. it, only the first to touch it can use it. (Exception: If the enchanters were If one can’t use it – for instance, adding a spell to an already-enchanted the item is “mage only” and he try not to drop inad- item, it is unharmed, though extra lacks Magery – his touch vertent clues to the item’s materials are lost.) doesn’t count. true nature! • All other effects are Spells for Enchantment as usual for that spell. For all “always on” items, The Magic Items Table provides unless specified otherwise: information on several common “Always On” • Ritual, casting time, and ener- enchantments. Items gy cost are all irrelevant. The item Spell: The name of the spell. Certain magic does not let the wearer cast the spell – Energy: The energy cost required to items are “always it puts the spell on him, at no cost, as enchant an item with the spell. Note on.” For the item soon as he wears or wields the item. that this is not the same as the cost to to work, the user • The effects last as long as the item cast that spell normally! See also must wear or is worn or carried. Enchantment Spells (p. 480). carry it in the usual • All other effects are as usual for Item: The class of item required: manner (a ring on a that spell. finger, a sword in a Code Class of Item hand, and so on). These A armor or clothing items don’t let the wearer cast the spell BUYING MAGIC J jewelry; e.g., an amulet – they automatically cast the spell on TEMS or ring the wearer at no energy cost. I S staff – any rod-shaped The powers of such items are not The cash price of magic items is up piece of organic material always obvious to a new owner. In the to the GM. In fantasy settings where up to 6 feet long case of found items, the GM should “enchanter” is just another profession Sh shield W weapon Notes: Special rules for creation or Magic Items Table Spell Energy Item Notes use. Accuracy See p. 480. W [1] Blur 100 per -1 J, S [2] USING MAGIC Deflect See p. 480. A, Sh, W [1] Deflect Energy 200 J, Sh, W [2] ITEMS Deflect Missile 200 J, Sh, W [2] Magic items follow the rules given Explosive Fireball 1,200 S [3, 4, 5 ($500)] for the spell(s) they contain. Many Fireball 800 S [3, 4, 5 ($400)] give the user the power to cast the Fortify See p. 480. A [1] spell – perhaps only on himself, possi- Haste 250 per +1 A, J [2] bly on any subject. Some are “mage Icy Weapon 750 W [1, 5 ($2,000)] only”; that is, they only work for users Lightning 800 S [3, 4, 5 ($1,200)] who possess Magery. Unless specified Puissance See p. 481. W [1] otherwise: Staff See p. 481. S [1, 4]

• There is no ritual. The user just [1] Always on. Works at all times without the addition of a Power spell. wills the item to work. [2] Allows the user to cast the spell, but only on himself. • Casting time is as described for the [3] Allows the user to cast the spell exactly as if he knew it himself. spell. High Power doesn’t affect this. [4] Mage only. If the item has any spells with this restriction, it extends to all • Energy cost is the same as for a spells on the item. normal casting of the spell. High Power [5] Cost of magical materials required.

482 TECHNOLOGY AND ARTIFACTS and magic items are for sale in shops, a suggested price is $25 per energy point. For instance, a sword with In game worlds where magic is basically unknown, Accuracy +2 would cost an extra magic items will not have a fixed, fair price. $25,000. In game worlds like this, enchanters might mass-produce low- with an hour’s work costs only $1 per energy point. This is likely to be the energy cost items using the “quick and energy point. In the example above, case in settings with secret magic – dirty” method. The GM is the final the cutoff might be 50 energy points especially if the reason for the secret is arbiter of what is possible, but note – one arrow with Accuracy +1 or an enchanters’ monopoly. that a talented enchanter with skill 20 Puissance +1 would be $25, a magic In game worlds where magic is and five partners could spend 50 FP staff would be $30, and a shirt with basically unknown, magic items will without breaking a sweat, much less Fortify +1 would be $50 . . . but that not have a fixed, fair price. If the buyer spending HP. Realistically, this should sword with Accuracy +2 would still knows the item is authentic, the seller drastically reduce the price of minor cost $25,000. can often name his price! magic items. In game worlds with few In all cases, add the cost of magical At the GM’s option, any magic enchanters, magic items will be rare materials (if any) and the cost of the item that a “typical” collaboration of and prized, and even the most minor item being enchanted to the cost for wizards in the setting could enchant items will sell for $50 or more per the enchantment itself. DAMAGE TO OBJECTS For the purpose of these rules, any typically have DR 4. Solid-metal melee likely to break or cease to function. nonliving, fabricated object – includ- weapons have DR 6. Some artifacts For weapons and equipment without ing a character with the Machine may be armored; for instance, a quar- a listed HP score, consult the Object meta-trait (p. 263) – is an “artifact.” ter-inch of mild steel is DR 14. Hit Points Table (p. 557) to find HP Handle attacks on artifacts just like Injury Tolerance: Most artifacts based on weight and construction. attacks on living beings (see Damage have some level of Injury Tolerance and Injury, p. 377), with the following (p. 60). Complex machines are exceptions: Unliving. Solid objects, like furniture EFFECTS OF or weapons, are Homogenous. Things Rolling to Hit: Roll to hit normally, like nets and mattresses are Diffuse. INJURY applying the object’s Size Modifier. If See Injury to Unliving, Homogenous, Injury to artifacts works much like an object’s SM is not given, find it and Diffuse Targets (p. 380) for the injury to living beings (see Injuries, from the Size and Speed/Range Table effects on damage. p. 418), with the addition of a few spe- (p. 550). Inanimate objects are often Health (HT): This rates the likeli- cial rules. motionless and don’t hit back; this hood the object will break under stress makes them good targets for an All- Less than 1/3 HP left – An artifact or abuse. Most machines and similar Out Attack. No artifact gets a defense damaged this badly may artifacts in good repair are HT 10. roll unless it is under sentient control suffer halved (or otherwise Swords, tables, shields, and other (e.g., a robot, a weapon in hand, or a reduced) effectiveness, at the GM’s solid, Homogenous objects are HT 12. vehicle with a driver). discretion. Cheap, temperamental, or poorly Damage Resistance (DR): An arti- 0 HP or less – Roll vs. the artifact’s HT maintained items get -1 to -3 to HT; fact has a DR that represents its innate each second while it is under stress well-made or rugged ones get +1 or “toughness.” Wooden or plastic tools, (but not if it isn’t being used): a +2. Characters with the Machine gadgets, furniture, etc. usually have chair rolls each second someone meta-trait use their HT score. DR 2. Small metal, metal-wood, or sits on it, a car rolls each second its Hit Points (HP): The amount of composite objects, like guns and axes, engine is running, and so on. On a damage the object can take before it is failure, the object suffers a severe malfunction and is disabled. Most disabled artifacts don’t function at all until repaired. Sentient machines fall “unconscious.” Detailed HP Calculation Homogenous objects, such as Those who have a calculator or spreadsheet program handy may swords, bend or break, but might wish to calculate HP instead of using the Object Hit Points Table. HP are remain partially usable (see Broken equal to 4 ¥ (cube root of weight in lbs.) for complex, Unliving objects, Weapons, p. 485). Ropes, cables, and 8 ¥ (cube root of weight in lbs.) for solid, Homogenous ones (round etc., are cleanly severed – not up). The GM may alter these values for unusually frail or tough objects. chopped to bits.

TECHNOLOGY AND ARTIFACTS 483 -1¥HP – Artifacts don’t “die,” as they were never truly alive, but must still make HT rolls to avoid “death” as described under General Injury Damage to Shields (p. 419). On a failure, the object is Most medieval shields were wood, or wood with a thin layer of metal. destroyed. For instance, a sword After one good battle, a shield was worthless. Do not use this rule unless might shatter instead of merely you are willing to tolerate some bookkeeping in the name of more realis- bending or snapping. A destroyed tic combat! computer loses all data stored in it – See Shields (p. 287) for the Defense Bonus (DB), DR, and HP of including memories, if it is sapient. shields. If your shield’s DB makes the difference between success and fail- -5¥HP – The artifact is automatically ure on any active defense (not just a block), the blow struck the shield destroyed, as described above. squarely, and may damage it. Apply the attack’s damage to the shield. Subtract the shield’s DR. If no Shock: Most artifacts don’t feel pain, damage penetrates the shield, there is no effect . . . but you experience full but damage can temporarily disrupt knockback! their functionality unless they have If damage penetrates the shield’s DR, mark it off against the shield’s appropriate backup systems (repre- HP. Use the standard Damage to Objects rules; ordinary shields are sented by High Pain Threshold). Apply Homogenous, with HT 12. If the shield is disabled or destroyed, it no the usual shock penalty to any use of longer provides its DB, but it still encumbers you until dropped. If it is that object. For example, if a vehicle completely destroyed (-10¥HP), it falls off. suffers sufficient injury to impose a -3 A powerful blow may punch through your shield! The shield acts as shock penalty, the driver has -3 to his cover, with “cover DR” equal to its DR + (HP/4). Damage in excess of cover vehicle operation skill next turn. DR penetrates the shield and possibly injures you; see Overpenetration Major Wounds: An artifact can suf- (p. 408). When using hit locations, roll 1d: on 1-2, apply damage to your fer a major wound, referred to as shield arm; on 3-6, apply it to the location targeted by the attacker. “major damage.” When a machine with many subsystems – like a vehicle – suf- fers a major wound, the GM may call for a HT roll. On a failure, one or more systems fail. For example, major dam- AMAGE TO EPAIRS age to a tank might knock out its gun or D R cause a fuel leak. If using a rulebook BUILDINGS AND Most artifacts cannot heal natural- that supplies a “major damage table” ly (although there are exceptions; e.g., for a specific type of machine, roll ran- TRUCTURES exotic “living metal” machines). If S they become disabled, they cannot domly and apply the result. The Structural Damage Table Knockdown and Stunning: A non- recover until repaired. If they are crip- (p. 558) gives typical DR and HP for pled, the relevant parts require repair sentient artifact ignores these effects. A buildings, doors, walls, and similar sentient machine (IQ 1+) can suffer or replacement – they can’t recover on inanimate structures. Most such their own. these results as a damage-induced mal- structures are Homogenous. Assume function. For instance, stun means the To fix a damaged, disabled, or that a structurally sound building in malfunctioning device requires a machine doesn’t function that turn, but good repair has HT 12. Shoddy con- can function again after it recovers. suitable skill: Armoury, Electrician, struction might reduce this to HT 9- Electronics Repair, Machinist, Crippling and Hit Location: A 11, while a quake-resistant building human- or animal-shaped artifact uses Mechanic, etc. See individual skill might have HT 13-14. descriptions for what each skill cov- the normal rules; see Crippling Injury Any building “disabled” by going to (p. 420). Other objects with distinct ers. The GM is the final judge of the 0 HP or less and failing a HT roll has necessary skill. parts (e.g., a vehicle with a body, turret, one or more large breaches and loses and wheels) can suffer crippling electrical power, if any. At -1¥HP or Minor Repairs: Each attempt to injuries to specific hit locations; for less, it must make HT rolls to avoid repair damaged equipment that still vehicles, see the Vehicle Hit Location collapse – just as a character would has positive HP requires half an hour Table (p. 554). In all cases, a crippled roll to avoid death. It collapses auto- and a successful skill roll. See location is “disabled.” matically at -5¥HP. Equipment Modifiers (p. 345) and Fragile Objects: Artifacts are often Anyone in a collapsing building Time Spent (p. 346) for common mod- Fragile (p. 136). Those made of paper, takes 3d crushing damage, plus 1d per ifiers. As well, if the device costs dry wood, etc. are Combustible; those story overhead. A victim can attempt $1,000 or less, roll at +1. Roll at -1 if it that contain highly flammable material, to dive for cover behind a structural costs $10,001-$100,000, at -2 if it costs such gasoline or hydrogen, are member – see Dodge and Drop $100,001-$1,000,000, or at -3 if it Flammable. Artifacts containing unpro- (p. 377). On a success, he receives DR costs over $1,000,000. Success tected explosives, sizeable stocks of equal to the building’s exterior wall restores 1 HP times the margin of suc- ammunition, or volatile compressed gas DR against this damage, but is still cess (minimum 1). are Explosive. Objects such as glass- trapped in the rubble. On a critical Major Repairs: An artifact reduced ware, pottery, and televisions are Brittle. success, he is totally unharmed! to zero or negative HP requires spare

484 TECHNOLOGY AND ARTIFACTS parts that cost 1d ¥ 10% of its original Slime, Sand, and day, in addition to any rolls for specif- price. After obtaining these parts, use ic mistreatment. the rules above, except that all rolls Equipment Failure On a failure, the equipment breaks are at an extra -2. Harsh conditions may result in down, jams, or otherwise fails; it can- Replacement: If a device is more frequent breakdowns, regardless not function at all without minor destroyed (failed a HT roll to avoid of maintenance. Whenever an artifact repairs. On a critical failure, it destruction, or went to -5¥HP or less), that requires maintenance is careless- requires major repairs. The GM may it is beyond repair. Replace it at 100% ly exposed to the elements (e.g., wish to keep the results secret and let of its original cost. dropped in a swamp, left out in a the operator discover the malfunction Hiring Help: Those incapable of sandstorm, or buried in volcanic ash), during normal use! doing their own repairs can hire tech- make a HT+4 roll for it. Use its current Modifiers: +1 if the PCs take signif- nicians. A typical rate is $20/hour – or HT – including any reductions for icant time out each day to clean and higher, if unusual skills are required. missed maintenance. If the item lacks maintain their gear (GM’s judgment); Typical skill level is 9 + 1d. a HT score, assume HT 10. In extreme environments (desert, swamp, jungle, -1 or -2 if the abuse or the environ- etc.), make one extra roll per item per ment is unusually brutal. BREAKDOWNS Most real-life equipment failure is due to mistreatment or routine wear – not combat damage. The GM may apply these rules to any complex arti- fact (anything Unliving). Broken Weapons If a weapon is destroyed – that is, it failed a HT roll at -1¥HP or Maintenance below, or went to -5¥HP – it is completely useless. But if it is just dis- Artifacts that have moving parts, abled, it might still be usable. that are unusually complex, or that An extremely light weapon (anything weighing 1 lb. or less, such as are routinely under stress require reg- a dagger) or a missile weapon (sling, bow, firearm, etc.) is useless even ular maintenance to work properly. when merely disabled. This definitely includes all weapons Other weapons sometimes remain partially usable when disabled. and vehicles, precision optics (cam- Roll 1d and consult the appropriate paragraph below. Where the eras, night-vision gear, etc.), and any weapon effectively becomes a different kind of weapon, figure skill and other equipment more elaborate than damage according to the new weapon type! a screwdriver or a knife. Axe/Mace Weapons: On 1-3, the head breaks off, leaving you holding Machinery like this requires peri- a light club. On 4-6, the weapon is smashed beyond use. odic “maintenance checks” against a Polearms: On 1-2, you’re left holding an 8-foot pole; treat as a long suitable technical skill, as explained spear that does thrust+2 crushing damage. On 3-4, you’re left with a for the Maintenance disadvantage quarterstaff, and there’s a very clumsy (-4 to hit) axe with reach 1 lying (see p. 143). The frequency of such in front of you. On 5-6, you’re left with a light club and there’s a clum- maintenance varies. Most commer- sy (-2 to hit) “great axe” with reach 2 lying on the ground. cial ground vehicles require one or Rapiers and Smallswords: On 1-3, treat a broken smallsword as a two man-hours of maintenance a dagger and a broken rapier as a smallsword; damage is still impaling! week. Weapons, especially guns, need On 4-6, the blade snaps off at the hilt; the weapon is useless. cleaning every day or so of use. Large, Spears: On 1-3, the head breaks off where it joins the shaft, leaving complex items, such as factories and you with a quarterstaff. On 4-6, the spear breaks further down; you fighter jets, require numerous man- have a baton, and there’s a spear with reach 1, doing normal damage, hours of maintenance per day – if not lying in front of you. constant care. Swords (broadswords, greatswords, katanas, shortswords, etc.) and Missed or failed maintenance Sabers: On 1-3, the blade breaks off at the halfway mark, losing its tip. checks result in HT loss. This HT loss It can still make a cutting attack at -2 to damage, but it is useless as an is cumulative, and affects all HT rolls impaling weapon: a thrust does thrust crushing damage. If the sword described under Effects of Injury was reach 2, it is now reach 1. On 4-6, the blade snaps off at the hilt; (p. 483) and Slime, Sand, and the sword is useless. Equipment Failure (below). To restore Two-Handed Axe/Mace Weapons: On 1-3, the head breaks off where lost HT, use the Repairs rules, above. it joins the shaft, leaving you with a quarterstaff. On 4-6, the weapon Treat each point of HT restored as a breaks further down; you have a light club, and there’s a very clumsy separate major repair. (-4 to hit) axe with reach 1 lying in front of you. This rule does not apply to items Other Weapons: Use the closest weapon listed above. The GM has without moving parts, equipment in the final say, and may choose to roll if there is more than one way for storage (not just sitting out in the the weapon to break. open!), or any artifact just sitting there, unused, if it has a sealed case.

TECHNOLOGY AND ARTIFACTS 485 CHAPTER EIGHTEEN GAME MASTERING

The Game Master (GM) is the referee of a roleplaying game. But that’s putting it too simply. He is like a mystery writer . . . a storyteller . . . an umpire . . . a cosmic book- keeper . . . the “house” at a gambling casino . . . and (to the characters) a minor deity. The GM is the final authority. Rules are guidelines . . . the designers’ opinion about how things ought to go. But as long as the GM is fair and consistent, he can change any number, any cost, any rule. His word is law! Many things are left up to the GM to decide. A game world gets realism from its completeness. The GM adds all the details that make it come alive. With a good GM, even a bad set of rules can be a lot of fun. With a good set, the sky’s the limit. We semi- modestly believe that GURPS is a very good set of rules indeed – but without the GM, the rules are nothing. Read on . . .

Customizing the Rules Throughout Basic Set, we have included assistance for GMs who wish to tailor the rules to their liking. For quick reference: • New Advantages (p. 117), New Disadvantages (p. 165), Creating Techniques (p. 229), Alternative Magic Systems (p. 242), Other Powers (p. 257), and Creating Templates (Chapter 15) provide guidelines for creating and customizing character abilities. • Character Development (Chapter 9) presents options for handling char- acter advancement. • Tactical Combat (Chapter 12) and Special Combat Situations (Chapter 13) add optional extra detail to Combat (Chapter 11) for action-oriented campaigns. •Sections titled “Optional Rule” offer tested, optional add-ons. Examples include Limited Enhancements (p. 111), Wildcard Skills (p. 175), Malfunction (p. 407), Maintaining Skills (p. 294), Influencing Success Rolls (p. 347), and Extra Effort in Combat (p. 357). Even a novice GM can quickly customize the rules by specifying which options are “turned on” in his campaign.

CHOOSING A CAMPAIGN TYPE Before you make any other decisions, you should discuss the style of your campaign with your players. There are many alternatives: • “By-the-book” vs. “tweaked” (with many GM rules interpretations). • “Realistic” vs. “cinematic” (see The Cinematic Campaign, p. 488). • “Humorous” vs. “serious.” • “Puzzles and mysteries” vs. “combat and adventure.” • “Death is common and permanent” vs. “death is rare or easily remedied” (by magic or high technology).

486 GAME MASTERING All of these are legitimate Unsuitable for PCs in any but the Godlike (over 1,000 points): True approaches to roleplaying, but if the darkest or most humorous of cam- demigods who can do as they please players and GM have different expec- paigns. most of the time. tations, everyone will end up disap- Average (25-50 points): Ordinary pointed. The game should be a story folks, such as accountants and cab that develops in play – not a battle drivers. HIGH-POWERED between the players and the GM*. To Competent (50-75 points): Athletes, achieve this, a little mutual under- cops, wealthy gentry . . . anyone who CAMPAIGNS standing is necessary. A few minutes would have a clear edge over “aver- Player characters built on a high of pre-game discussion can increase age” people on an adventure. point total can tax the GM’s ability to everyone’s enjoyment. provide meaningful challenges, weak- en the integrity of the game world, and push the limits of game balance. As a result, high-powered gaming merits “I want a story about great battles and wars and special discussion. bravery and heroes and villains.” “High-powered” is a subjective “I see . . . And what does your sister want?” term – these guidelines assume PCs “. . . She says she wants to hear a true story.” with well over 200 points. Even so, most of this advice stands at any “Very well, then. I will give you both what you power level! want. A story about great deeds. About armies of light and soldiers of darkness. About the places Character-Design where they lived and fought and loved and died. Problems Some players spend lots of points About great empires and terrible mistakes. A true in one area, resulting in PCs with abu- story.” sive levels of ability. Others use their – Luc Deradi and Emperor Londo Mollari, ample points to prepare for almost Babylon 5: In the Beginning every conceivable situation, thereby poaching on the territory of more focused PCs. And still others try to do both, investing many points in a sin- POWER LEVEL Exceptional (75-100 points): Star gle trait and then coming up with A crucial step in choosing a cam- athletes, seasoned cops, etc. With a “creative” ways to use that ability in paign type is determining the number little experience, these individuals place of almost everything else. A few of character points the PCs start out could become full-time adventurers. countermeasures: with. This has a direct impact on the Heroic (100-200 points): People at Offer a broad selection of abilities. In campaign style: powerful heroes stam- the realistic pinnacle of physical, men- a high-powered game, there should be pede through realistic challenges with tal, or social achievement; e.g., Navy all manner of expensive options avail- cinematic ease, while a lighthearted SEALs, world-class scientists, and mil- able to soak up points: great wealth, romp for supers might be a deadly lionaires. Most full-time adventurers exotic advantages, magic, psionics, nightmare for normal humans. start their careers at around 150 powerful racial templates . . . prefer- As the GM, the surest way to points. ably several of these. Let your players choose a suitable power level is by Larger-than-Life (200-300 points): know what is available, and use the “feel.” During the course of your first Leading roles in kung fu movies, fan- expanded rules for special abilities few campaigns, you’ll learn how your tasy novels, etc. Typical of the profes- whenever possible. players spend their points – and how sional adventurer who has already Divide starting points between “base their PCs cope with the adventures made a name for himself. points” and “experience points.” you cook up. You can use this experi- Legendary (300-500 points): Consider giving the players only a ence to choose a good power level for Protagonists of epic poems and folk- fraction of their starting points to your next campaign. But that won’t lore. This is the best power level for begin with. Ask them to create help you this time, so you might wish “gritty” supers and for mortals who focused, balanced characters for your to choose the most appropriate power rub shoulders with gods. approval. Once you approve a PC, give level off the list below. Superhuman (500-1,000 points): the player the rest of his points to Some example power levels, with Those who have transcended humani- spend as if they were earned in play – suggested starting points for the ty (e.g., supers who can take on tanks which means he cannot acquire large heroes: barehanded) and powerful creatures numbers of new advantages, or new of fantasy (e.g., dragons who can best skills that don’t fit his character story. Feeble (under 25 points): Small chil- entire armies). dren, mindless thralls, zombies, etc.

* For those who want a battle between the players and the GM, we recommend our Munchkin RPG series: www.sjgames.com/munchkin/rpg/. Really.

GAME MASTERING 487 Require certain abilities. Heroes can number of special rules that will System Limitations be worth a lot of points without giving see use during the game. Do your GURPS is designed to work at any the players control over every last reading before the game begins. This power level, but it is impossible to point. A modest discretionary budget keeps things moving and prevents offer a special rule for every combina- in combination with a fixed set of abil- players who like to abuse high-pow- tion of “problem abilities” possible in ities works well. For instance, every ered abilities from ruining the game a high-powered game. When the rules super might have a package of for everyone. do not handle a situation well, try one “mutant abilities” (effectively a racial Fit the challenges to the heroes. of these fixes: template) and get 200 points to spend Read through your campaign notes however he wants; every commando with the PCs’ character sheets in hand. Use optional rules. In many cases, might start with a 100-point “basic This simple procedure will often alert optional rules exist specifically to deal training” template and get 50 points to you to foes, mysteries, and dangers with high-powered characters – for customize with. that will not challenge the heroes’ abil- instance, Maintaining Skills (p. 294). Require certain categories of abili- ities, and gives you an opportunity to Such rules can often make the differ- ties. If required abilities seem too patch these holes before the players ence between a playable and rigid, consider requiring PCs to have a drive trucks through them. unplayable game. certain number of points in a few classes of abilities. For instance, secret agents might have to spend at least 10% of their points on each of “social “Psychic, though? That sounds like something traits,” “combat abilities,” and “techni- out of science fiction.” cal skills”; supers might have to spend at least 20% of their points on each of “We live on a spaceship, dear.” an attack, a defense, and a movement – Wash and Zoe, Firefly power. Limit attribute levels. Attributes affect so many things in the game that Present a variety of challenges. Make a PC with lots of points in attributes sure the heroes cannot meet every Exercise judgment. If a rule implic- can sometimes cause problems. To challenge with Guns-20 or Fast-Talk- itly assumes a certain power level, and combat this, set an upper limit on 25. Run the game in such a way that the PCs are beyond this, feel free to individual attribute scores or on total single-focus characters have to rely on extrapolate. For instance, Task points allowed in attributes. their friends for help. At the same Difficulty (p. 345) lists penalties down Emphasize the value of relative skill time, be sure that a few success rolls to -10, but if your campaign includes level. When a character concept calls involve sufficiently large penalties that heroes with skills of 25 or 30, there is for many skills, there is a temptation jack-of-all-trades characters have to nothing wrong with assigning a penal- to buy high attributes and put rela- defer to the true experts in the group. ty of -15 or -20! tively few points into skills. This might Know the stakes. Campaign power be a cheap way to get good skill levels, level doesn’t just determine the heroes’ but it leads to “attribute inflation.” To abilities and the scale of the threats THE CINEMATIC encourage more balanced designs, tell they face – it sets an upper limit on CAMPAIGN your players that you intend to make any imbalance between the two. For the most part, GURPS stresses heavy use of the Relative Skill Level Challenges that are merely amusingly realism. Heroes can get disappointed, rules on p. 171. weak or annoyingly tough in a low- injured, sick, or even dead. So it goes. powered game might become boring The GM is expected to stretch realism GM Limitations or lethal when scaled up to a higher- in an emergency (defined as “whenev- Even balanced high-powered PCs powered one. Be ready to think on er realism would ruin the game”), but can wreak havoc on your adventure or your feet! If the heroes are chewing up the rest of the time, realism rules. game world if you aren’t ready for the opposition so easily that the play- The “cinematic” campaign is one them! Here are a few ways to prepare ers are yawning, have tougher rein- where realism doesn’t rule – because if for a high-powered game: forcements show up; if they are get- it did, it would constantly get in the ting mauled, give them a lucky break. Know the heroes’ abilities. There is way of the story. In a cinematic cam- Be flexible. Powerful PCs can do a lot of information on the character paign, swashbuckling heroes can more, which makes it tricky to second- sheet of a powerful PC. If you are not defeat dozens of foes because the story guess them. Again, you must think on familiar with all of it, the game can calls for it. Spacecraft whoosh or roar your feet. Don’t penalize your players grind to a halt when the player invokes in the silence of space because fast when they finesse your plot with their a rarely used ability. Even worse, a for- things whoosh and powerful engines abilities . . . but when they use their gotten ability can lay waste to your roar. Rightness always overrules mere powers as blunt instruments to knock careful plans! correctness. holes in the plot, be ready to come up Know the rules. The more abilities The cinematic style of play requires with creative countermeasures that the heroes have, the greater the both players and GM to understand look like you planned them all along.

488 GAME MASTERING and agree with this principle, and to A place in the world. Cinematic a random disaster! On the other cooperate in telling the story. GURPS heroes have loved ones, mentors, hand, the GM must not overrule the includes some rules that can help – lovers, ex-lovers, enemies, birthrights, dice so often that the players feel as but everyone must realize that an epic family curses, and so on. They do not though nothing they attempt can story is apt to transcend the rules. simply appear, play their role, and change the outcome of the story. vanish – they need to be part of the The GM must allow dramatic Cinematic Power Level game world, since their story is part of actions to succeed. If the hero tries to It is possible to run a cinematic what defines the game world. swing from the chandelier, the player game at any power level. Cinematic must have confidence that the GM will games are frequently high-powered Cinematic Play not sneer at him and announce that he games – and vice versa – but “cine- Cinematic campaigns have certain has broken his back – and must now matic” is a style, not a point level. conventions: play a quadriplegic – because his Crack commandos in a grimly realis- hands slipped off the wax caked onto A cinematic world is ordered. tic campaign might have huge point it. The GM certainly shouldn’t bog Events have reasons – reasons that totals, while many of Robin Hood’s down play by requiring endless skill relate to the story. These might not be Merry Men would come in under 100 rolls modified by the dimness of the obvious, but few things happen arbi- points yet be quite at home in a cine- tavern! trarily and nothing significant hap- matic campaign. The players must not take inappro- pens at random. This doesn’t mean Still, cinematic heroes should be priate advantage of conventions. Yes, that the plot has to be linear or pre- markedly more capable than ordinary the heroes will make it across the destined. Reversals of fortune are people . . . and perhaps even more tal- Burning Wastes – but they must still common setbacks, and even if the ented than most heroes. Players find it make proper preparations. A player final goal is set in stone, the way to get easier to believe in cinematic stories if who remarks, “Don’t worry about there is not. their characters are capable enough to water. We’re heroes; we’re sure to find The only details of importance are accomplish what the story calls for some,” is playing in the wrong cam- those that directly advance the story. them to achieve without too much paign. The players must provide dia- Unnecessary detail is the bane of cine- “fudging” on the part of the GM. log and attitudes in keeping with the matic gaming. The GM must know the How the players spend their points style of the campaign. difference between important details is somewhat more important. GURPS The GM must handle heroic deaths and irrelevant ones. For instance, if provides many abilities suitable for satisfyingly. An epic death cannot be the heroes must cross the Burning cinematic gaming. Epic heroes often purposeless. If a PC dies, he dies glori- Wastes to reach the Dark Tower, they have a Destiny. Most possess “luck” – ously – bravely saving his comrades’ will find enough water along the way; although Daredevil and Serendipity lives, or taking an impressive number the story would be very short if they are often more appropriate than of foes with him. Fate (in the person of didn’t, and it would not advance the plain Luck. The GM should permit the GM) will be generous. There is no story much to play out their searches. Gadgeteer, Gizmos, Gunslinger, need for stinginess, as the PC won’t be The GM must be prepared to over- Rapier Wit, Trained By A Master, around to be a problem later on! The rule any die roll. If the dice determine Weapon Master, and Wild Talent. He players must not abuse this conven- every outcome, the players learn to should also allow any skills associated tion. A dying hero might be almost put probability ahead of dash and with these traits, and might even want invincible . . . but only if he’s selling his style. Furthermore, the dice can be as to use “wildcard skills” (see p. 175). life to take action that directly tyrannical as a heavy-handed GM; advances the plot. Cinematic Characters the players are likely to revolt if a Advantages and skills do not, by brave adventurer dies suddenly from themselves, create cinematic heroes. The player must have a character con- cept that turns the statistics on the character sheet into a person. In par- Damn the Rules, Full Speed Ahead! ticular, epic heroes need two things: Many gamers prefer a “rules-light” game, in which the action moves A motivation. Love and honor are along quickly rather than being bogged down in die roll after die roll. classic, but not all cinematic charac- This is similar to cinematic gaming, but it is possible to have a quick, ters are honorable, good, or even nice. realistic game just by choosing which rules you use. For instance, com- Evil dreams and goals – such as blind, bat slows down a lot when the GM uses hit locations or critical hit and unreasoning vengeance – are perfectly miss tables – so leave them out. Rather than fuss with the detail of acceptable as long as they are appro- selecting a dozen skills to round out a character, use a wildcard skill – priate. However, obsession can lead to and maybe a Talent or two (p. 89) to boost that skill even more. If the a simplistic character. The player must GM and players want a free-wheeling, fast-paced game, it’s easy to do – make a conscious effort to round out just pare GURPS down to its essential elements and be willing to make his character’s personality. a lot of judgment calls on the fly.

GAME MASTERING 489 STARTING A GAME SESSION There are a few things the GM is an artist in the group, he may help may have better skills or abilities than should do before play actually starts, by drawing the characters as they are they did last game session. This is the to make things easier for himself and described. time for the players to work out such the players: Check for skills, etc. improved since matters with the GM. (If everyone in the last play session. In a continuing the group has net access, it might be Introduce the characters. If you are campaign, the PCs earn character better to work on this via e-mail in the middle of a continuing cam- points that they can spend to improve between games, to avoid slowing paign, you can skip this step! But if their abilities. Sometimes the PCs can things down.) you are just starting out, each player study, work at jobs, etc. between play Fill out the GM Control Sheet. should have the opportunity to sessions. Therefore, some characters While the players are getting to know describe “himself” or “herself.” If there each other (or each other’s charac- ters), the GM should check over the character sheets, make sure every- thing balances, and copy necessary information onto a GM Control Sheet. Advance Preparation This reference lists attributes, second- There are several things for the GM to do well in advance, before the ary characteristics, special advantages players arrive on the scene: and skills, etc. for each PC. When the GM rolls in secret to determine who Prepare the adventure. If you are playing a prepared adventure, all sees something, who understands you need to do is read through it, and possibly make up some charac- something that everyone sees, who ter sheets. But if you are designing your own adventure, you may spend resists a spell, or who that bad-tem- weeks of work – a labor of love – before it is ready for the players. In pered dwarf takes a dislike to, this any event, be sure you’re fully familiar with the adventure before the sheet is valuable. players show up! Brief the players. Tell them what’s Brief the players about the adventure. If your players are already going on, give them some idea what familiar with the system, you should tell them in advance (before they the adventure will be about, and (in a arrive to start the game) what sort of characters are “legal” and how continuing campaign) refresh their much money, equipment, etc. they are allowed – and perhaps give a memory about the last game session. hint about useful skills. If everyone has his character made up in There are many ways to do this. You advance, you’ll be able to get right to the action when the players arrive. can always just tell them. But it’s much Set up the play area. You need pencils, paper, and dice; maps and more fun to start play and then “set miniatures if you are using them (and a table to play them on); and a the scene.” Let the characters immedi- supply of snacks (for yourself, if not for the whole group)! ately find a map or old book . . . meet Who’s Got the Sheets? someone who tells them an interesting Much of the advice in this chapter assumes that you, as GM, have rumor . . . befriend someone in need access to the character sheets during the planning process, or at least of help . . . witness a wrong that needs are maintaining a detailed GM Control Sheet. Some GMs ask the play- righting . . . or whatever. ers to leave their character sheets with them, both because it helps them Let the game begin! plan and because then the players can’t lose them. However, there are situations (for instance, a campaign in which GM duties rotate through MAPS the group) where that’s impractical – and some players really don’t like The GM may wish to prepare maps to give up that much control. You should at least have a control sheet in advance, to help him plan and to with each PC’s primary abilities, updated as major changes happen. It’s keep track of events. He may also give not as good as having the actual character sheets, but it’s much better maps to the players as clues. And the than trying to plan and run the game blind. Of course, a photocopy or players themselves might want to map digital copy is even better! their progress – whether it be through jungles, dungeons, or downtown New To Screen or Not to Screen? York City – to make sure they can find Many GMs prefer to use folders, books, or other opaque items to their way back . . . screen their notes and die rolls from the players. Others find that it dis- Maps in GURPS use hexagons, or tances them from the game, and like being right out with everyone else. “hexes,” to regulate movement and This is largely a matter of taste; we point out only that there are situa- combat. Each hex is adjacent to six tions in which a GM should roll secretly, and you should have some other hexes. See Hexes (p. 384). easy way to do that.

490 GAME MASTERING Player-Made Maps Whenever the PCs enter an area for which they have actually get with their senses. In the example above, no map – be it a dungeon, a laboratory complex, or a the GM fudged all the distances a little bit, assuming network of jungle trails – the players will want to map that whoever was pacing would have a standard pace it themselves. (That is, they will if they are smart!) a bit less than a yard. However, mapping is not trivial. Unless the party If you do this, the players might come up with carries a tape measure and spends a lot of time using it, ingenious ways to measure time and distance. Let you should not tell them, “You go 12 yards down the them! stairs and turn north. The tunnel is seven feet wide and Note that if mapping is difficult in ordinary circum- nine feet high. It goes north for 120 yards and then stances, it becomes next to impossible if the party is in turns northeast. In another 20 yards, it opens out into a hurry! Suppose the group is being chased through the a room 10 yards by 6 yards.” That sort of information area described above. The GM would say: would require several minutes per measurement and a “Okay. You’re running? Stop mapping. Here’s where skill roll against Mathematics (Surveying) – not just a you go. Down the stairs! Turn right! Run for several stroll through the tunnel! seconds! The tunnel bends to the right! Run a little far- Instead, give them information like this: ther! You’re in a room!” “You walk down the stairs – they go down a little far- And so on. When the party stops running, they can ther than an ordinary flight of stairs. At the bottom, sit down and try to remember where they went. there’s a tunnel going right. It’s wide enough for two to (Eidetic Memory is a big help here!) walk side by side, and so high you can barely touch the ceiling with your swords. It goes on for a ways in a fair- ly straight line . . .” Mapping Overland Journeys “How far?” asks a player. If the PCs are traveling through unexplored territo- “Is somebody pacing it off? Okay. Around 128 paces. ry, the players may wish to keep a large-scale map. The It then turns to the right a bit . . .” GM may make it automatic if they are following rivers, “How much?” canyons, and the like. If they are trekking through fea- “Did you bring surveying tools? Anybody got tureless wastes, or trying to map a specific tiny inlet of Absolute Direction? No? All right. Standing at the inter- a great river, making a map good enough for others to section, with the old tunnel behind you at six o’clock, follow requires a Cartography roll. This defaults to IQ- the new tunnel looks like it turns away at between one 5, Geography-2, Mathematics (Surveying)-2, or o’clock and two o’clock. Got that? Now, it goes along for Navigation-4. Absolute Direction is good for +3 to the another 19 or 20 paces, and then opens out into a big roll. room. The door is in the middle of the long wall. The This can be an adventure in itself: the party is sent room is roughly rectangular. From where you stand, it to explore and map the trackless waste, virgin planet, might be 10 yards long, 6 or 7 yards wide.” mysterious dungeon, steaming jungle, dead city, or Very different, yes? But also much more realistic. whatever. The players receive only the information the PCs

Travel Maps smaller scale. Use this scale to map an except between midnight and 9 a.m., Draw these maps to any conven- entire building, dungeon, arena, etc., when two guards are there. There is a ient scale. Examples include maps of and use a different sheet for each floor 50% chance that each one is asleep. continents, highways, and cities. or level, indicating shafts and stair- They are ordinary guards from the These are purely for information; they ways. Mark each room (or other point Character List, but one of them also are not “playing boards.” In a modern of interest) with a letter or number for has a gold ring worth $200. They will adventure, the players have access to use with a map key. surrender if outnumbered more than travel maps. In a far-past or far-future For each room, the map key should 2 to 1, but will not cooperate, even if campaign, the travel map might be the give: threatened with death.” • If necessary, any special notes GM’s secret. (Finding a map can be a • Its size (although this might be about the room, and descriptions of great adventure objective.) clear from the area map). anything that might be found if the • A general description. room were examined carefully. Area Maps • A description of the people or • If necessary, a room map (see The standard scale for these maps creatures in the room, if any. This may below) to show the precise location of is 1” = 18’ (6 hexes). Each hex is still be as simple as “Two ordinary wolves,” furniture, characters, etc. one yard across – it is just drawn to a or as complex as “This room is empty

GAME MASTERING 491 The GM should keep this sort of map secret from the players – although they can try to make their own map. He may wish to place a marker on the area map to show where the party is at any given moment. Room Maps Draw these maps to any conven- ient scale. A useful scale is 1” = 6’ (2 hexes) – half the size of a combat map. Use these maps when you need to sketch a room in some detail but do Room Map: not want to draw up a combat map. 2 hexes/inch Combat Maps Combat does not require combat maps – although they can be handy to help the players visualize the action. Tactical Combat (Chapter 12) does require combat maps. Combat maps are drawn to a scale of 1” = 3’; each hex is three feet, or 1 yard, across. When the characters enter an area where combat might occur, lay out a map and have them Combat Map: place their figures on it to show exact- ly where they are. If combat occurs, 1 hex/inch play out the fight on the combat map. Area Map: Treat any partial hex as equal to a 6 hexes/inch full hex. This allows a realistic repre- sentation of either a hex-walled room or an irregular cavern. RUNNING THE GAME The GM’s task during the game is involved in the action. And when you GM doesn’t think he’s doing a good job simple. All he has to do is listen to the change a rule or make a special excep- unless he slaughters half the party players describe what they’re doing, tion, apply it equally to everybody. within the first hour of play. But most then use the rules of the game to tell Keep the action moving. A roleplay- players don’t find this fun. GURPS them what happens, so they can ing game is like a story. As the GM, allows complete, detailed character describe what they want to do next . . . you’re the author. Your main charac- creation. It’s a shame to turn such and so on. Well, perhaps it’s not quite ters have free will, and often the story carefully crafted characters into can- that simple! goes where they want it to go! But non fodder. Remember: good adven- The sections below will help you, when things lag, it’s your job to liven ture stories don’t kill off their heroes as GM, determine “what happens them up. Improvise an encounter . . . without a reason. This is discussed in next” in a variety of situations. But the introduce a clue . . . do something to greater detail below; see Keeping The most important things are not “rules” get things back on track, or to help the Characters Alive (p. 496). Of course, if at all, but guidelines for good GMing. players get some ideas. you and your players really like hack- Don’t lean on formulas. This defi- and-slash games, go right ahead . . . Use common sense. When any rule nitely includes the various formulas in gives a silly result, follow common the rules! Use them when you need sense instead. No matter how much them – but don’t let them become SETTLING RULES we playtest, no rules are perfect – crutches. And don’t let adherence to a including these. Don’t let the players formula spoil the game. For instance, QUESTIONS turn into “rules lawyers.” Your deci- if the hero really needs to lift that rock In any question of rules, the GM’s sion is final. to keep the action going, let him lift it. word is law. The GM decides which Be fair. Give all the players an even Thou shalt not kill. Not much, any- optional rules to use, and settles any chance, and try to keep all of them way. In some RPGs, life is cheap. A specific questions that come up. A

492 GAME MASTERING good GM discusses important ques- consequences. Don’t let them do it Templates, p. 445) or by assigning tions with the players before deciding unless they could realistically have appropriate traits on the spur of the – and a good player accepts the GM’s changed their minds in time to avoid moment without regard to point value. decisions. trouble. Once you create an NPC – major or The GM should know the rules If George says, “I’m dropping the minor – play the role! Your NPCs will thoroughly. When the rules do not nitroglycerine,” and you roll the dice try to earn money, look important and cover a situation – or when a decision and tell him, “It just blew up. Take 3d admirable, protect their skins, and about the “real world” is needed – the damage,” George can’t take it back. achieve their goals – just like anybody GM can use several techniques: But if George says, “I’m setting fire to else! The more skilled you become at the building,” and then changes his roleplaying, the better a GM you will Success rolls. A “success roll” is a mind – let him. “All right. You lit the be and the more fun you (and your roll that tests one of a character’s match and found some newspaper, players) will have. attributes, skills, etc. – see Chapter 10. but then you changed your mind. Some of your NPCs will automati- Use a success roll when a question Stomp out the newspaper.” Buildings cally be friendly to the PCs; others will arises about someone’s ability to do don’t burn that quickly, so George had be “natural enemies.” These reactions some particular thing. time to reconsider. (If George had will be preset when you work out the Random rolls. A random roll is used a flamethrower, of course, it scenario. But many NPCs have no often best for a question like “Are the would be different!) “automatic” response to the PCs. keys in the car?” or “Does one of the In general, if a player announces Instead, you will use the Reaction Table soldiers have a horse the same color as that he is performing an irrevocable (p. 560) to see how they respond. mine?” The GM decides what the act . . . he really did it, and that’s that. chances are, then rolls the dice. Some Playing the Adversary things have a 50-50 chance; others are Follow the Leader When the GM plays an NPC who is highly unlikely. The GM decides what If the players select a leader, an enemy of the PCs, he should try to the odds should be, and leaves the rest the leader should speak for the party, limit his knowledge to those things that to fate. telling the GM what they are doing – the NPC would really be aware of. The Arbitrary fiat. You don’t have to use except in emergencies. Then, it’s every GM knows all about the party’s the dice at all. If there is only one man for himself. The leader can strengths and weaknesses – but their “right” answer to fit the plot of the give orders, but he cannot enforce enemies don’t. One good way to solve adventure – then that’s the answer. them unless his character can enforce this problem is to have another person “Luckily for you, the grenade bounced them in the game world. If the leader play the adversary characters. down the stairwell. Nobody was hurt. appeals to you for help, tell The GM should tell the Adversary as But now the guards are alerted!” him, “You’re the leader. You keep much as possible about the characters discipline.” he is to play. But the Adversary should DEALING WITH know no more than is “realistic” about Table Talk the overall situation. In particular, he THE PLAYERS If your players are too noisy, tell should know very little about the PCs Players are individuals, with opin- them, “If you say it, your character and their abilities – especially at the ions and biases, and there will be says it.” This means that the characters beginning of an adventure! For total times when the GM needs to keep the cannot be stealthy unless the players realism, you might even want two peace. Here is some advice for doing are quiet, and the characters cannot Adversary players – one for knowledge- just that. make a speedy decision unless the able enemies who are familiar with the players decide quickly. Enforcing this party, and one for stupid cannon fodder. Arguments rule can save the GM’s sanity, especial- The Adversary is like an “assistant As the GM, you should always lis- ly if he has a large group. GM.” His job is to roleplay the foes as ten to reasonable suggestions from the well as possible. He should not play players – and if you make a mistake, LAYING them as mindless killing machines you should be willing to reverse your P (unless they really are). If the “appro- decision. But you are the final author- THE NPCS priate” thing for those particular ene- ity, and the court of last resort. If you mies to do is to attack, they should A “nonplayer character” (NPC) is attack. But they might also throw rocks make a decision that you think is fair, anyone played by the GM. The GM and someone insists on arguing . . . from ambush, shout insults, or even gets to play dozens of characters run away immediately! invite him to leave the game, tem- throughout an adventure – from porarily or permanently. Games are In any disagreement between the chance-met travelers to powerful Adversary and the GM, the GM’s word fun. Arguments aren’t. (The other patrons and villains. players may step in and shut this is law. But a good GM gives the As the GM, you may create your Adversary as much leeway as possible, down before you get a chance. Let NPCs in any way you like. You should them!) and takes any disagreement into anoth- design important NPCs just like player er room to avoid distracting the players. characters, but you can give “cannon Playing the Adversary is a good “I changed my mind!” fodder” and “bit players” logical abili- Certain players try to “take way to build up experience if you ties by using templates (see Character back” actions when they suffer bad would like to be a GM someday.

GAME MASTERING 493 Gaming Online If you don’t have a gaming group in your area, or people. These are getting better all the time, and rather you still want to game with college buddies who are than discuss the state of the art as of this printing scattered all over the country (or the world!), you may (which will be outdated in six months and laughably want to try roleplaying online. There are a number of crude in two years), we’ll just mention them and sug- ways to go about it: gest that you ask around for help getting started. Play by e-mail (PBEM). In this style of play, the GM Other Online Resources describes the scene for everyone. Each player then Even if you aren’t gaming online, there are lots – no, sends his next “move” to the GM, who compiles every- lots – make that LOTS – of great places to find support one’s moves, figures out what the NPCs are doing dur- for your tabletop GURPS game. Here are a few: ing that time, resolves all the actions, and sends out the next installment. Pyramid. Our online magazine is not a “house Advantages: no one is forced into hasty action; just organ” – it covers games from across the industry – but about everyone with any sort of net access has e-mail, it does have a lot of GURPS content, with more added and it works just as well on a 10-year-old computer as just about every week. The archives of the print issues it does on the newest model; the GM can attach files to of Pyramid (and its GURPS-only predecessor, the messages if he wants to show the players something Roleplayer) have many articles which have never been their characters would see; games aren’t held up wait- adapted in later GURPS publications. With an online ing on the perpetually late player to arrive; and no one chat zone (including gaming areas), message boards, can steal your munchies. and new content every week, Pyramid is a steal. Disadvantages: it is a lot more work for the GM, e23. Our new e-publishing venture has both out-of- especially if he is a poor typist; a single encounter can print and brand new adventures and source material. It take weeks to complete if the players are slow about is also growing all the time, so check back frequently to replying; and it’s just about impossible to run any see what new items we’ve added! detailed combats – in fact, many PBEMs actively avoid Our website. The SJ Games web page is loaded with combat. extra content (and, eek, errata fixes) for almost every Play by real-time chat (IRC, M*, instant message, GURPS book ever published. It also includes down- etc.). A compromise between e-mail and face-to-face loadable software to help you run games in person gaming is using an online chat room or instant mes- or online. Our webforums cover everything we do, saging service. This has many of the good and bad fea- including, of course, GURPS, and are a great place to tures of both approaches – games have to be scheduled, ask questions. but the players don’t have to be in the same physical location; it’s possible to have real-time interaction URLs among the players, but if someone is a slow typist, he And here are the URLs: bogs the game down (or gets left behind); no one steals SJ Games main page: www.sjgames.com someone else’s munchies, but no one buys the GM GURPS main page: www.sjgames.com/gurps/ pizza, either. Some chat sites do have dice rollers, how- ever, which makes gaming easier. Forums: forums.sjgames.com Massively multiplayer online RPGs. These are com- Pyramid: www.sjgames.com/pyramid/ puter games that allow the players and GMs to interact e23: e23.sjgames.com online. Some let you use any game system you like; oth- GURPS errata: www.sjgames.com/errata/gurps/ ers come with built-in rules. GURPS Online: www.sjgames.com/gurps/online – We have made some efforts along this line, but so As of this writing there is nothing at that page but an far nothing has come of them. It definitely seems that announcement of a canceled project, but if something MMPORGs are the future of online gaming for many new happens, that’s where it’ll be.

The GM should keep this roll secret 3. Reaction modifiers apply directly REACTION ROLLS from the players. They don’t know, for to the die roll. A reaction bonus is any When the PCs meet an NPC whose instance, whether that friendly-look- factor that will make NPCs friendlier, reaction to them is not predetermined ing old farmer is giving them straight while a reaction penalty is something (see below), the GM makes a “reaction advice or sending them into a trap. that will bias NPCs against the PCs. roll” on 3d. The higher the roll, the A reaction roll is not a success roll. Some common reaction modifiers: better the reaction. The GM then plays There are three important differences: the NPC according to the guidelines Personal appearance and behavior. 1. There is no “target number” to on the Reaction Table. This is especially true for the PC who roll against. does the talking! Above-average 2. A high roll is good, not bad.

494 GAME MASTERING appearance gives a bonus, as do such traits as Charisma, Fashion Sense, Pitiable, and Voice. In most situations, “I open the door, duck under so does a high apparent Status. Below- average appearance and many disad- the poisoned blade trap, step on vantages give a penalty. every third brick, and make sure Skills. A successful roll against a not to trip the hidden laser sensors.” skill appropriate to the situation can If you’re using a pre-packaged adventure, it is possible that some of give +2 to reactions. Examples include the players have already seen it, or even played through it. (If you’re Administration when dealing with really unlucky, one of them GMed it!) As soon as you get a hint that the bureaucrats, Carousing when party- players are acting from knowledge that they, themselves, should not ing, and Politics when interacting with have, it’s time to throw them a curve ball, such as an unplanned politicians. In a few cases, skill 20+ encounter, a room that “shouldn’t” be there, or a trap they weren’t gives an automatic +2 to reactions. expecting – and, perhaps, to re-evaluate whether you want to be gam- Diplomacy and Fast-Talk work this ing with people who are willing to cheat at the expense of everyone way if you are allowed to talk – as does else’s fun. Or at least yours. Merchant skill, during commercial transactions. The GM may give simi- lar bonuses for other skills. Racial or national biases. Elves Predetermined bonuses and worst- Anachronistic technology. Players don’t like dwarves, Frenchmen don’t case reactions (e.g., “never any worse can’t use high-tech knowledge that care for Germans, and so on. These than Neutral”) are possible for unusu- their characters could not have. If a are usually penalties, and take the ally friendly NPCs. medieval character wants to invent form of a Social Stigma disadvantage gunpowder, or build a compound for the PC or an Intolerance disadvan- Second Reaction Rolls bow, or use moldy bread for peni- tage on the part of the NPC. If the players get a reaction roll cillin, you don’t have to let him. Of Appropriate behavior by the play- they don’t like, they may change their course, time travelers can take knowl- ers! Here’s a chance to reward good approach and try again (unless the edge into the past. roleplaying. A good approach should first roll started a fight!). Changes in Similarly, modern characters be worth +1 or more! A wholly inap- approach include offering a bribe, should not be allowed free use of propriate approach that antagonizes offering a better deal, having someone ancient techniques. Gunpowder is an the NPCs should give the party -1 or else ask, presenting new information, example here, too . . . how many 21st- -2 on the reaction roll. Don’t tell the and using a particular skill (see century people know exactly what to players, “You blew it!” – just roleplay below). If the NPC, as played by the combine to make gunpowder – or the offended character, and let them GM, feels that the PCs are becoming a how to mix, grind, sieve, and use it figure it out. nuisance, apply a cumulative -2 to without blowing themselves up? Random reaction rolls are great each reaction roll after the first! The Modern characters can always try to when they add a note of unpre- PCs can avoid this penalty by waiting “remember” ancient techniques, by dictability to the game – this is more a reasonable time between requests. making appropriate (and difficult) fun for the GM, too! However, never “Reasonable” is entirely up to the GM! rolls against History skill or the par- substitute random die rolls for reason ticular specialty involved. and logic. Influence Skills Knowledge of history. If your game The PCs can substitute a roll is set in the “real” past of Earth, the Predetermined against Diplomacy, Fast-Talk, players – if they paid attention in Reactions Intimidation, Savoir-Faire, Sex school! – have advance knowledge of Certain NPCs might have reaction Appeal, or Streetwise for a regular how things “really” came out. Don’t let modifiers (mostly bad) worked out in reaction roll in certain situations – see them use it – unless, of course, they advance. For instance, a street gang Influence Rolls (p. 359). The GM still are time travelers from the future. And might have a -5 reaction to anybody. applies any modifiers that would remember that, in a game, history can Predetermined reaction penalties apply to the reaction roll, but treats be changed – so some of the things the sometimes come with a “best-case” them as modifiers to the skill roll. players know might not be true. reaction. Treat any reaction better Literacy. This is important – and than the best-case reaction as the best- lots of fun. If a PC is illiterate, don’t let case scenario; do not roll again. For KNOWLEDGE him read anything! It is amazing how instance, a mountain man might be a One challenge of roleplaying is to many players claim -3 points for a loner, with a -2 reaction to any out- limit a character’s knowledge to the written comprehension level of None sider – and no matter what, his reac- things he “should” know. in their native language . . . but tion will never be better than assume they can still read maps, street “Neutral.” In this case, the GM would PC Knowledge signs, and shop windows! lower any reaction better than Neutral Part of the GM’s job is to keep play- to Neutral. ers from making use of information that their characters could not know.

GAME MASTERING 495 NPC Knowledge The GURPS rules are designed for designed to slaughter the PCs. Design Likewise, the GM and the two main things: good roleplaying and a scenario to make the players think Adversary should not use knowledge realism, in that order. “Realism” and roleplay, and to give them a fair that their characters could not logical- means that, in any serious combat, chance – or perhaps a better-than-fair ly possess. This is the main reason for someone is likely to get killed or badly chance, since they are the heroes. having an Adversary in the first place hurt. And, since in real life nobody Realistic NPC behavior. Most realis- . . . so the GM can’t use his total knowl- wants to get killed, “good roleplaying” tic NPCs won’t risk their own lives edge of the PCs against them. The means that most people try not to unnecessarily. Not every encounter warnings under PC Knowledge apply fight until they have to! That goes for turns hostile; not every hostile equally to NPCs, but there are some your NPCs as well as the PCs. encounter turns violent; not every vio- additional things to watch out for: Good roleplaying (and having a lent encounter involves weapons. Of good adventure) is the most important course, some game worlds are more Objectives of the party. The GM thing, though. When good roleplaying violent than others, but “life is cheap” knows the players’ true objectives; the conflicts with realism, roleplaying usually makes for a very poor game. Adversary may know. But when he should win out. As the GM, you Even in a violent game world, plays “ignorant” characters, he must should try not to let such a conflict enemy NPCs will often have a reason roleplay his ignorance. This might occur. But if it does happen, tip the to take the PCs prisoner rather than mean that an NPC acts hostile when scales toward fun. kill them outright: interrogation, ran- he “should” be friendly, or vice versa. som, imprisonment, slavery, sacrifice, It also means that when the party or what-have-you. Capture and escape sneaks into the castle, the guards can’t are staples of adventure fiction, which all rush to protect the treasure room. If they really is what the game is all about! They don’t know for sure where the ask for trouble, And if the PCs are winning a fight, PCs are going! let them have it. your NPCs should try to save their Abilities of the party. All NPCs – skins. In real life, most guards, beasts, especially adversary characters – or bandits flee – regardless of duty, should react according to the apparent hunger, or greed – if a fight goes strength of the party. A simple exam- In particular, try not to kill too against them. Play them that way. ple: if the PCs are exploring a dungeon many of the PCs! In a hack-and-slash Realistic NPC abilities. In most populated by roving bands of orcs, game, where the PCs are no more than game worlds, the PCs start off with each new band should find out the sets of numbers, a death is no loss. In more points than the average person. hard way that the party’s wizard uses a true roleplaying game, with fully This means that most NPCs are no the Explosive Fireball spell – until realized heroes who took a long time match for them, physically or intellec- some orc escapes to spread the word. to develop, losing a character can hurt. tually. There are exceptions . . . inter- Special weaknesses of the party. If That is not to say that PCs can’t die. esting, dangerous exceptions. But the (for instance) two members of the They can. But in the best games, they “man on the street” should have poor- party are deathly afraid of snakes, the don’t die too often. er attributes and fewer abilities than adversary characters shouldn’t know Keep in mind that RPGs are meant the PCs. For the most part, the PCs this unless there is a way they could to be fun. They simulate the “reality” should be facing inferior foes. This not have found out. In fact, the GM of heroic fantasy, not the reality of only keeps the game in balance – it shouldn’t tell the Adversary things like day-to-day life. An RPG is a story that preserves the “reality” of adventure this in the first place. Let him find out the GM and the players write together. fiction. for himself! But even after he finds And in the best stories, the heroes This is not to say that an “average” out, he can’t use this sort of fact unless (most of them, anyway) survive and person cannot be dangerous. A 25- he is playing a foe who should know. triumph. This is more important than point thug can be a nasty fighter, if he “logic.” Logically, Luke Skywalker takes a couple of disadvantages that would have been shot down . . . Frodo don’t affect combat and specializes in KEEPING THE and Sam would have starved in ST, DX, and combat training. He is CHARACTERS Mordor . . . Tarzan would have been more than a match for a 100-point lion-bait before he was six years old. A intellectual in a fight. But a 100-point ALIVE classic story defies logic, and still you fighter can chop him to bits. There is a basic contradiction in believe it – because you want to. A Safety-net rules. Make use of rules RPGs. On one hand, the players are good game is like that, too. that serve to keep the PCs alive. Let looking for adventure, and adven- There are several techniques you them expend FP for bonuses to tures are dangerous. On the other can use to keep from killing off your defense rolls (see Extra Effort in hand, nobody wants to get killed! The “main characters.” Some of these are Combat, p. 357), or even spend bonus GM must walk a fine line between a totally contradictory. As GM, you’re character points to buy successes (see “giveaway” adventure – where the boss. Use whichever methods you Influencing Success Rolls, p. 347). In nobody is in real danger – and a like. action-oriented campaigns, consider making Luck a required advantage to wholesale massacre. Intelligent scenario design. Don’t fill give the PCs “rules protection” from your adventures with traps and foes bad die rolls.

496 GAME MASTERING Deus ex machina. This is miraculous between encounters: “You walk for dream up some interesting deviltry, or outside intervention that saves the day. another two hours, and then, coming to fill out Time Use Sheets for study The cavalry comes over the hill . . . the toward you, you see two young and self-improvement (see Time Use starship beams you up . . . the Governor women with long poles . . .” Tell the Sheets, p. 499). issues a pardon. When the players did players when they meet someone, their best and things just went totally when they enter a town, when night Time Between Sessions wrong, arrange a miraculous escape, falls, and so on. Just compress the rest If you can’t finish an adventure in against all odds. If it was good enough of the time. Under some circum- one session, just “pause” the game for Edgar Rice Burroughs, it’s good stances – a long sea or space voyage, until the next session. For instance, if enough for you. Needless to say, the for instance – the GM could compress the party confronts a rampaging beneficiaries of a deus ex machina months of uneventful time into Tyrannosaurus just before the session should not gain bonus character points “Nothing happens until July, unless ends, the Tyrannosaurus gets no closer from the situation, since they did not you make it happen yourself.” This is in the real-world week before you can escape on their own. a good time for the characters to play again. Cheat! When all else fails, roll the dice where the players can’t see – and then lie about your roll. “It worked! You finally got the door open. You rush When in Doubt, through and slam it behind you. The orcs cannot follow.” When an “honest” Roll and Shout roll would result in a bloody massacre, Often, in spite of your most careful preparation, something surpris- it is forgivable for the GM to cheat in ing happens. It could be anything. No matter how much you plan the players’ favor. ahead, your players will come up with something you didn’t expect. One last note: There will come a That’s all right. If they didn’t come up with anything surprising, your time when the players insist on getting duties as GM would be much less fun. But you still have to cope with themselves killed – through gross care- the problem. lessness, total stupidity, or even (we can Let’s say, for instance, that the heroes have just discovered the hope) good roleplaying, right down to Shrine of the Mother Goddess. Suddenly, they realize that they have the bitter end. You can’t rescue them been followed! A dozen huge, ape-like creatures stalk through the door every time . . . that’s no fun, either! If and approach menacingly. There are no other exits. they really ask for trouble, let them have There are several things the players might do, and you’re prepared. it. So it goes. If they want to fight, you know the combat stats for the ape-things. If they try to make friends, you’ve already decided that they’ll be dragged away to the ape-cave and fattened up for dinner. If they try to flee, or GAME TIME use magic to make a barricade, you know there is a secret door behind “Game time” is the time that pass- the altar – if they can find it in time. If they try to call on the Mother es in the game world, as determined by Goddess, you’ve decided it won’t work – they don’t know the spells or the GM. It rarely passes at the same rituals. rate as time in the real world. However, one of the younger characters panics when he sees the ape- things. Running to the giant statue of the Mother Goddess, he clasps Time During Adventures her around the knees and bawls for help. He doesn’t pray . . . he just Combat is played in “slow” time. A pleads, like a terrified child. And you weren’t ready for something like turn in combat equals one second, but that! it might take a minute or more in the Of course, you can just say, “Nothing happens. It doesn’t work,” real world to resolve that turn, especial- whenever your players try something original. But that’s no fun. ly if the players are inexperienced or the Or you can always say, “I wasn’t ready for that. Do something else.” battle is a large one. Since combat is But that’s no fun either. usually a life-or-death situation, you The good GM uses his imagination to match the players’ creativity. need to give your players time to think. In a really dramatic situation, like the one described above, just go with Conversations, planning sessions, the flow! There’s a very good chance that the Mother Goddess takes pity attempts to escape from traps, and sim- on that poor, sincere fool. Maybe she swats the ape-things out the door. ilar situations are played in “real” time. Maybe she just picks up that one character and holds him safe, leaving If the players spend 10 minutes dis- the others to fight the apes. Who knows? You’re the GM. In an unusu- cussing how to best approach an NPC al situation, anything is right if it’s fair to the players and makes the merchant . . . their characters spent 10 story better. minutes talking outside the shop. Whatever you do, it’s a good idea not to let the players know when Routine travel, long tasks, etc., are you are improvising. Let them think you had it all planned in advance. handled in “fast” time. For instance, If you want to admit afterward that you were just “winging it,” that’s up when the party is walking along a trail, to you. But don’t interrupt the flow of the game. Roll the dice, shout the GM can simply skip the time “You did it!” (or “You blew it!”), and keep going.

GAME MASTERING 497 Time Between and study of new skills – see Time Use bit before bringing them back togeth- Sheets (p. 499). er. You don’t want to do this too often, Adventures There is also merit to shaking however, especially if some of the PCs If you are running a continuing things up occasionally – ask the play- were in the middle of training for a campaign, you should keep track of ers what their PCs are doing, and then new skill or long tasks (enchanting, time between adventures, so charac- interrupt their activities with the next inventing, etc.). Even fictional heroes ters can study, travel, and age. This adventure! Once in a while, this can be need some downtime . . . can always be the same amount of really effective, especially if the adven- Alternatively, you can let X days of time, or the GM and players can sim- ture is meant to be a “double red alert” real time equal one day of game time, ply agree on a “logical” time to pass emergency. If the party is widely scat- all the time. For instance, if X is 7, one between the end of one adventure tered, this might be a chance to try day equals one week; therefore, if it and the beginning of the next. It is some new techniques, such as one-on- has been seven days since your last often a good idea to let a month or one adventures or play by e-mail. Let adventure, seven weeks have passed in two go by, to allow time for healing, them deal with the crisis alone for a the game world. earning money at “ordinary” jobs, ENDING A PLAY SESSION At the end of each play session, the GM should do the following: Discuss the adventure with the play- ers. What went right and what went wrong – and why? If the session was part of a continuing campaign, the GM should be careful not to give away any secrets! Award character points for good play (see below). File away the play material. NPC records, GM Control Sheet, etc. will all be useful later – be sure to keep track of them! You can often “recycle” NPCs in later adventures. Plan the next session with the play- ers. This is especially important in a continuing campaign. Decide where the game will take up next week, how much game time will have passed, and The GM is free to award any num- secretly) to each player. The player anything else that the players need to ber of points . . . but in general, he should record his points on his char- know before the next session starts. should give each player between zero acter sheet if he intends to play that and five points, averaging two or three character again; the GM might also AWARDING BONUS points, per session. The low end is for want to keep his own record. The play- bad roleplaying or mission failure, er can use these points to develop and CHARACTER while the high end is for good role- improve his character – see Chapter 9. playing or mission success. These are only guidelines. The GM POINTS Remember that a character gets no can award as many or as few points as At the end of each play session, the points for a session in which his he wishes. Some games call for faster GM should award bonus character Dependent is killed, seriously wound- character advancement than others! points for good play. “Good play” is ed, or kidnapped and not recovered! anything that advances the heroes’ The GM might also wish to give an Avoiding Character mission or shows good roleplaying – award – perhaps equal to that for a Inflation preferably both. But roleplaying successful play session – upon the As GM, you should try to balance trumps mission success! If a player conclusion of a lengthy adventure, the number of points you give out. did something totally outside his char- story arc, or major plot thread. This is Characters should improve fast acter’s personality (for instance, if a in addition to any points for the ses- enough to keep things interesting, but total coward performed a brave act), sion during which the plot was not so fast that they outrun their foes this should not be worth any points, resolved! and unbalance your campaign. Also, even if it saved the day for the rest of The GM should award bonus if the original characters are now the group! points separately (and probably

498 GAME MASTERING Time Use Sheets A “Time Use Sheet” is a record prepared by the play- vital – which is why you do them “between times” and er that describes how his character spends the time cover them with a few die rolls. For instance, in a treas- between play sessions. (There’s a sample on p. 569.) ure-hunting adventure, the group’s scholar might need The GM sets the amount of time covered by each to spend a few weeks in the library making Research sheet. An even number of weeks works best. At the end rolls to find useful maps. Meanwhile, the thief is visit- of each play session, the GM tells the players how much ing taverns and making Streetwise rolls to pick up use- game time will pass before the next session. When they ful rumors. The GM checks their sheets, notes how show up for the next session, they can bring the records much time they spent at it, and rolls (one or more of how they spent the intervening time. times) to see what they found. When an adventure “stops in the middle” – when one play session ends at night in the inn, and the next Study one starts the next morning – obviously no Time Use Characters may wish to improve existing skills or Sheet is necessary. Use one when there is a hiatus in an gain new ones through study. (If some characters are adventure (for instance, when the PCs must wait two students, this is unavoidable!) The GM keeps a running weeks to catch their ship). And use one between adven- total of the time spent studying each skill. When it’s tures, to give the characters a chance to rest, earn enough to buy a skill increase, the skill goes up imme- money, and improve their skills. diately. See Improvement Through Study (p. 292). GMs: If this seems like too much bookkeeping, don’t Jobs do it! Feel free to think of a substitute – or forget all this Time spent at work counts as study of the skill entirely – if it does not add to your players’ enjoyment. involved (but at only 1/4 rate – that is, an eight-hour There are three major reasons to keep track of time workday counts as two hours of study). It also pays outside of play: enough to live on, and maybe a little extra. (In most societies, those who do not show up full-time for work Long Tasks will soon be fired, and hurting for money!) A job can Characters may have important missions between be a great springboard to adventure in the hands of a play sessions. These might be tedious to game out, but creative GM. See Jobs (p. 516).

extremely powerful, new players – and they wish to increase attributes! skills whenever they have enough their characters – are liable to feel use- Attempts to make inappropriate points, their skill lists will eventually less unless you specifically bring them improvements most often occur when grow indistinguishable from one into the action. the player discovers an unintended another. If every PC can tackle every Some of this depends on the back- weakness in his character design and task, the players might conclude that ground; superheroic types are expected believes the new ability will compen- their characters no longer have any to improve quickly (and their enemies sate for it. If the desired ability doesn’t need for companions. This can break improve, too), while ordinary cops or fit the character concept, try to discov- up the party – and possibly the gaming soldiers gain skills or promotions at a er the perceived weakness and suggest group. It is realistic to learn some slower pace. In the final analysis, it’s more appropriate alternatives that skills quickly under pressure, but you up to the GM to determine what is address it directly. should feel free to rule that others right for his own campaign and his Keep awards small enough that (especially magic spells and secret own players. players must think about their purchas- martial-arts skills) are hard to learn es. If players must save points for except as part of a dedicated career. Controlling Character many sessions to afford larger pur- Give awards other than points. Give Development chases (e.g., attribute levels and out the occasional award in the form Given the chance, some players advantages), there is, in effect, a “wait- of specific abilities instead of discre- will spend points without regard for ing period.” Many players will recon- tionary points. Social advantages – their characters’ origins and stated sider their “need” for character-dis- Patrons, Rank, Reputation, Status, goals. Of course, when a player asks to torting abilities during this time, and Wealth, etc. – make the best awards, use bonus points to buy a wholly inap- instead use their points to raise skills as they often make sense as “rewards” propriate ability, you can always say that will be useful during the current in the game world. Another realistic “no.” But there are other options: adventure. This leads to well-rounded possibility is direct improvement of a veterans whose skills reflect their well-exercised ability. Few players will Discuss all improvements. Don’t just actual activities. complain if you give them a skill level let players buy whatever they want – Don’t make it too easy to learn new worth four points in a well-used skill ask them to explain why, especially if skills. If you let the PCs learn new instead of two discretionary points!

GAME MASTERING 499 WRITING YOUR OWN ADVENTURES Sooner or later, every GM wants to Some GMs give their players a lot Level of Difficulty write his own adventures – or at least of voice in the type of adventures they The first thing to decide is simply modify store-bought ones to fit his will have. If the players want to hunt how “hard” your adventure is going to own group. More power to you! for treasure, the GM comes up with a be. Are you planning an adventure for Homegrown adventures can range treasure-hunting scenario. Other GMs four beginning-level characters – or for from simple “dungeons” to entire see themselves as Blind Fate, and the a half-dozen experienced adventurers? worlds, intricately worked out over a players never know what will happen The rewards should be commensu- period of years. next. It’s all a matter of taste. rate with the risks. In a fantasy cam- paign, don’t let the PCs butcher two WHERE DO ADVENTURE and a senile goblin, and then rush back to town with a chest full of YOU GET DESIGN gold! (Or, if you do, have the king’s tax- When you design an adventure, man there to welcome them!) The real YOUR IDEAS? you are writing the outline for a story. rewards in this game come in the form You can get ideas from novels, The full story will begin when the PCs of bonus character points (p. 498). movies, comics, RPG supplements, appear on the scene. To set the stage, These result from good roleplaying, other GMs, and of course the players you must prepare the plot, maps, and have nothing to do with the themselves. Whatever your source, character descriptions, etc. and a amount of wealth you drag home. you’ll want to come up with enough number of “encounters” involving Still, material things have their new twists to keep your players (and these things. uses. Ask any fighter who can’t afford yourself) interested. to buy armor! Don’t make wealth (or

500 GAME MASTERING power, or fame) too easy to come by, or you will unbalance your campaign. Continuity Dungeons You should also decide whether the The term “dungeon” refers to a simple fantasy adventure. Typically, adventure needs to fit into (or kick off) the PCs wander from room to room, killing monsters and grabbing a campaign, or if it is just a “one-shot.” treasure. There is often no rhyme or reason to the contents of the rooms In a campaign, each adventure has – in children’s fantasy games, every encounter may be rolled randomly! to follow naturally from the last one, However, a dungeon setting is good for a beginning adventure; it and leave room for future adventures. teaches basic game mechanics quickly. And an underground labyrinth It also has to take the PCs into does not have to be “kid stuff” – it can be part of a very realistic back- account. If they are famous – or noto- ground. rious – certain NPCs should recognize A “dungeon” can also be a building, battleship, space station, etc. If them. The adventurers should recog- the adventurers are dropped into a limited area, with little or no goal nize some of the NPCs, too, and possi- except to grab what they can and get out alive, it’s a “dungeon.” bly some of the locations in the adven- A dungeon is easy to map, since its area is limited. When treasure- ture. Most importantly, the adventure hunters go too far, they just run into a blank wall and have to turn should not render the PCs unplayable around. The typical dungeon is a collection of rooms, connected by cor- no matter what the players do . . . ridors, shafts, or tunnels. because the whole point of a cam- paign is to keep playing the same Dungeon Inhabitants and Plot characters! The GM should populate his dungeon (or building, or whatever) In a one-shot adventure, however, with appropriate men, beasts, and monsters. If you are just creating a you have no continuity to worry “hack-and-slash” dungeon, you don’t need to worry about what they are about. Future play balance is not an doing there, what they eat, why they attack the party, or anything else – issue, and neither is character sur- just stock the rooms and go. vival. You can experiment with certain Likewise, the “plot” for a hack-and-slash adventure will be very sim- death, transcendence to godhood, and ple. “Joe the Barbarian, with his friends Ed the Barbarian and Marge other extreme outcomes without the the Barbarian, went down into a cave. They saw lots of monsters and risk of destroying a campaign. killed them and took their treasure. A dragon ate Ed. Joe and Marge ran away. The End.” Background If you want to create a situation that actually makes sense, you have This is the setting of your story. In advanced to the level of adventure design. Congratulations. Read on . . . what game world does it take place? When and where? What are the events leading up to your tale? Who are the important NPCs, and what are their motives? In short, what is happening might not exist yet if the investigators the game world (or are part of a con- behind the scenes, and what is the “big come on the scene “too soon.” The tinuing campaign), you can just set picture?” If this adventure is part of a murders might even continue as the the scene with a few words and start not campaign, a lot of the background is players investigate (that’s one sure way the action. You should give them set. If it is a “one-shot,” the back- to eliminate a suspect). Likewise, the whole background. In a well- ground can be sketchy. But if you’re important NPCs may come and go, designed adventure, one of the play- starting a campaign, give the back- with little regard for the adventurers’ ers’ objectives is to find out what’s really ground a lot of thought. wishes. And there is no limit to what going on. Don’t give away all can happen “offstage.” Elections, wars, your secrets right at the beginning! Plot and alien invasions . . . many events The most hackneyed introduction The “plot” is your plan for the can present new challenges. of all (but still one of the best) is things that are supposed to happen This sort of plot is harder to write, the Old Man in the Tavern: “You are during the adventure. In a simple and demands more from the GM dur- all strangers in town, looking for adventure, the GM guides the PCs ing play. But it gives the players a adventure. You are sitting in the local from one “encounter,” or scene, to the sense of urgency that is missing in a tavern when an old man comes up to next. Each encounter starts when the plain, linear adventure. you . . .” The old man can ask heroes arrive; then it is played out, and for help, order the PCs out of town, the next one can begin. Introduction sell them a map, offer to guide them In a more sophisticated adventure, The purpose of the introduction is to fame and fortune . . . it doesn’t players’ certain things happen at certain times, to get the characters into matter. Whatever he does, he is a your regardless of the PCs’ actions. If the plot so that the game can begin. mouthpiece through which the GM heroes must solve a murder, for If the players are not familiar with can give the players a little back- instance, some clues might vanish if your game world, you should tell ground and start them off in the right they are not found in time – and others them a little bit about it. If they know direction.

GAME MASTERING 501 Some other good “mouthpiece” NPCs be ready to adapt to the characters’ characters for an introductory Nonplayer characters – whether actions. Suppose a planned encounter encounter: played by the GM or the Adversary – involves the bouncer at the “Blue Boar” – but the PCs don’t go near • An officer briefing a group of sol- are vital to an adventure. The GM can there. You can drop a hint to send diers, spies, supers, etc. to perform a even plan an entire adventure around them there, of course . . . but it might mission. a few interesting NPCs and what hap- be easier to change your plans and let • An injured stranger who staggers pens when the PCs become involved the innkeeper at their rooming house up and gasps a few cryptic last words. with them! serve the same purpose. The more • A strange story in the news (the Design the most important NPCs flexible you are, the more you can “mouthpiece” in this case is the person before you work out the encounters avoid the appearance of manipulating the PCs contact to ask about it – a and other details of the adventure. the players. And appearance is more reporter, a scientist, etc.). The GM Their abilities, personalities, motiva- important than reality! might instead let the party witness the tions, and backgrounds set the tone mysterious event. for the whole adventure, and give you Improvised Encounters • A storyteller, herald, or town ideas for encounters and lesser NPCs. The GM makes these up in order to drunk, passing on an interesting Build important NPCs just like PCs, keep the adventure moving along rumor. complete with full-scale character planned lines. The simplest “impro- • A wealthy person who offers to sheets and brief character stories, so vised encounter” is the little old man hire the party for a dangerous mis- you can roleplay them well. (looking a lot like the one you met at sion. Create less-important NPCs – the tavern) who appears in your path • A retired adventurer telling about spear-carriers, cannon fodder, shop- and says, “Turn around! You’re going the treasure he couldn’t quite get. keepers, and the like – after you plan the wrong way!” Such encounters can • A spirit or deity visiting the faith- the first encounters. You do not need provide extra clues, hints toward the ful (or fairly faithful) with commands complete character sheets for these “right path,” etc. – perhaps in a dream. characters; all you need are notes on Improvised encounters are often • A villain’s henchman, delivering a their important statistics. Some trivial necessary when the players do some- threat, ransom demand, or boast. characters require no planning at all! thing really unusual. For example, • A friend of one of the characters If you suddenly need to know (for suppose you have the PCs encounter a – or, for that matter, a total stranger instance) a skill for one of them, just traveling duke who is beset by bandits. rescued from immediate danger – who roll 3d and use the result. The heroes drive off the bandits and needs help. Finally, work out a few “generic” save the duke, who offers to pay them • A lawyer reading a will, which NPCs to use, as needed, in improvised generously to track down a family sends the party on a quest for an or random encounters. For instance, treasure. The players accept, but con- inheritance. in an adventure set in a fantasy city, clude that the bandits were after the you could prepare a few city guards, a treasure, too, and decide to hunt them The “mouthpiece” NPC can end the couple of storekeepers, a couple of down to find out what they know. introductory encounter by providing thieves, and maybe a strolling min- Since you only intended the bandits as the maps, passwords, or whatever else strel or wandering drunk. If you need a means to introduce the duke, you the party needs to start the adventure. them, you have them . . . and if you could say, “You can’t find the bandits. don’t need them now, you’ll have them You must have scared them off.” Or Maps for next time. Guards, like taverns, can you could let the party find the bandits As described under Maps (p. 490), be recycled over and over again! and defeat them in a meaningless you will need a number of maps – one battle. But it would be more fun to per area you consider “important” to Encounters improvise an interesting encounter. the adventure. Prepare combat maps An “encounter” is a meeting with If the heroes skillfully track, over- in advance for any location where a NPCs, animals, a trap, or anything else whelm, and interrogate the bandits, fight is likely. the GM wishes. There are three kinds you could reward them with a clue. The experienced GM can save a lot of encounters: planned, improvised, Perhaps one of the bandits snatched of time by “recycling” maps. One and random. Ideally, as you run the the duke’s heirloom cloak clasp, which house is a lot like another. One tavern game, your players should never know broke open when he tried to pry the is a lot like another. And so on. Of which kind is which! jewel from it – revealing a fragment of course, if you always use the same an old map! one, your players will kid you about it Planned Encounters . . . “Aha, here we are, back in the The GM works these out in Random Encounters Generic Tavern!” advance: when the adventurers come The GM might wish to generate Commercially produced combat to this place, they meet these people some encounters at random. One maps (from SJ Games, or any number (or animals, or whatever). All the technique is to use a “random of other companies) can also save important encounters in your adven- encounter table”: a list of encounters time. Often an interesting map sug- ture should be planned. keyed to a roll of the dice. See Sample gests an appropriate encounter, help- Be aware that few encounters go Encounter Table (p. 503) for a simple ing you to design your adventure! exactly as planned! You should always example. Some “adventures” consist

502 GAME MASTERING Traps Fantasy adventures traditionally feature a variety of • How hard the trap is to notice, and what skills can traps. The novice designer can overdo this, with a detect it; e.g., “To spot the concealed pit, roll against crossbow behind every door and a pit in every corridor. Architecture-5, Vision-5, or Traps.” If this doesn’t kill the whole party, it slows the game to • How hard the trap is to disable or set off harm- a crawl as they check everything in sight for traps – and lessly; e.g., “To disable the trap door, roll against then check again, to make sure. But a few strategically Carpentry or Traps+4.” located traps can make an adventure more interesting. • What sets off the trap; e.g., “The trap door swings All of the above remains true in other genres! A open if anyone who weighs more than 50 lbs. walks on criminal stronghold or millionaire’s mansion might it.” hold some unpleasant surprises in store for the unwary • What happens if the trap is set off; e.g., “Unless intruder. Primitive natives encountered by explorers the victim can make an Acrobatics or DX-6 roll might have some upsettingly sophisticated defenses. to catch himself, he falls into the pit and takes 3d Some common types of traps include poison nee- crushing damage.” dles, hidden crossbows (or guns, or lasers), hidden Some GMs delight in the invention of fiendish traps giant crossbows (or cannon, or homing missiles), pits to test their players’ wits. Such “puzzle traps” require (with spikes, snakes, or both), falling weights, rolling more than a simple skill roll to disable or escape – the boulders, sliding walls (or descending roofs), slippery players have to think their way out! A very simple exam- slides, poison gas, acid sprays, land mines, and many ple might be a sliding-wall trap that will crush the more. Think of the last hundred adventure stories you strongest adventurer to death . . . unless he opens the read! manhole in the floor. It’s too small for him to fit into – Not all traps are deadly. The intent might be to crip- but the lid is of such solid metal that, if held in place, it ple, capture, annoy, embarrass, or just frighten the vic- blocks the closing walls! tims. A burglar alarm is nothing more than a trap that Much more complex traps are possible. Have fun. only produces sound! “Puzzle” traps can add flavor to an adventure when Traps, like rooms, should appear on the map key – simple deathtraps become boring. or a trap in a room can be part of the room’s descrip- tion. For each trap, specify the following:

mainly of such tables, allowing play to nature remains the same. If the play- and let them give up and run for proceed for hours with no planning at ers make “wrong” decisions along the home. all! This is great for a quick game, but way, it takes them longer to finish, and A more sophisticated adventure not in the same league with a “real” they should have a harder time deal- could have several possible finales, adventure. ing with the situation – but they depending on decisions made by the Another method is to invent a char- should make it to the finale eventually. players during the adventure. This acter on the spot, rolling dice for any The exception might be a case where sort of “branching-path” adventure is important statistics. they have blundered so badly that the harder to design, but sometimes easi- If you don’t let random encounters finale would certainly kill them all, in er for the GM to run, as it calls for less become a crutch, they can provide which case the merciful GM will drop improvisation. variety and free you from planning a hint that they are in over their heads, every single encounter. Don’t let the players know that you are rolling a totally random encounter, however. If they realize an encounter is not “part of the plot,” they will act differently. Sample Encounter Table A table of trivial roadside encounters for low-tech settings. Roll 1d Finale per hour of travel. This is the climax of the adventure. Most adventures have only one finale 1 – A group of farmers (roll 2d for number). (unless the party gets killed along the 2 – One holy hermit. way). As the GM, you should guide the 3 – One not-so-holy beggar. party, as subtly as you can, toward the 4 – One merchant with horse, wagon, and 1d/2 guards. “big ending” and resolution of the 5 – A single horseman. adventure. 6 – Nothing. The players’ earlier actions affect the details of the finale, but its basic

GAME MASTERING 503 in the game world in between game DON’T PANIC. You don’t have to FEATURES sessions – and especially between do all this at once. Most campaigns adventures. Important NPCs go about just “grow,” a bit at a time. One adven- OF A GOOD their own affairs. Wars, weather, poli- ture leads to the next, and before you DVENTURE tics, and trade can go on in the “back- know it, you’ve been playing for a year A ground” of the campaign, giving rise and you’ve got a campaign going. A good adventure (by the standards to new adventures. Your players can Much of the flavor of a good campaign we use for our own publications) be a good source of suggestions . . . comes from the players themselves. includes: and they will be tremendously pleased The PCs’ Dependents, Allies, Patrons, • Many opportunities for the PCs if their adventures affect the “whole and Enemies become continuing to use noncombat skills – including world” in some way, whether they turn NPCs . . . old foes reappear when they some difficult rolls, and some involv- aside a catastrophic war or simply are least wanted . . . maps become ing unusual skills (forcing the PCs to find a cure for the Queen’s wart. more detailed each time you play. roll against defaults). A large campaign can have dozens Players come and go, but the cam- • Contests between PCs and NPCs of players (not all playing at once!), paign goes on. And nobody learns to – and possibly between PCs as well. several cooperating GMs, planets run a campaign by reading the rule- • Situations where the players have worth of mapped territory, and book. Experience is the best teacher. to think about the right thing to do . . . hundreds of significant NPCs, from To help, we’ve included a Cam- puzzles, moral choices, or both. kings and popes down to thieves and paign Planning Form on p. 567. Filling • Situations where proper use of beggars. this out will put you well on your way social skills, like Fast-Talk or to adventure! Diplomacy, will avoid combat. • Situations where no possible use of social skills will avoid combat! • Interesting descriptions of peo- Shared Campaigns and ple, places, and things, to give the play- Travel Between Campaigns ers the feeling that they are really there Two or more GMs may agree to let PCs travel between their cam- with their characters. paigns. In general, this simply means that one GM will replace another • A clear introduction, a plotline at a preordained time or place. The old GM may remove himself entire- that builds tension or mystery, and a ly, or introduce a character of his own and remain as a player. clear conclusion. The more similar the GMs’ campaigns, the more closely they can • Opportunity for roleplaying and be connected. If they operate in the same game world, and if the GMs character development. This should interpret the rules in the same way and have the same “play style,” be present in even the most lightheart- then the border between their jurisdictions might be as trivial as a ed hack-and-slash adventure! Fighters river-line or even a city boundary. This is sometimes known as a are interesting people, too – at least, “shared” campaign. they should be. One good system for GM cooperation involves (for instance) cities. • A reward for characters who A single “chief GM” is in charge of overall maintenance and develop- complete the adventure successfully, ment of the game world. A number of the campaign’s players also have and a consequence for characters who GM responsibilities of their own. Each such player designs and controls fail! one city. The player controlling that city referees all adventures within its confines. Needless to say, that player’s characters should take little ORGANIZING A part in the action there, even as NPCs. Even the best GM might become somewhat emotionally involved with the PCs he has developed over a CONTINUING period of months! The chief GM runs adventures outside the players’ cities. Thus, several players can have the fun of GMing an occasional CAMPAIGN adventure, while doing no more support work and world-building than Even more complex (and more they care to. interesting) than a full-scale adventure The same system works in a space campaign, except that each play- is a series of adventures involving the er controls a whole solar system. In a setting with parallel worlds – like same characters. This is called a cam- the Infinite Worlds campaign in Chapter 20 – each player might control paign. If a single adventure is the an entire universe! equivalent of a novel, a campaign is an For this kind of campaign to work, the GMs must consult regularly. epic trilogy – the kind that is still going Minor “cultural” differences between cities or planets are acceptable – after seven books! in fact, they’re fun. But the GMs should agree among themselves about A campaign consists of one adven- the overall nature and goals of the campaign, if PCs are allowed to ture after another – or possibly several move freely back and forth. If two or more GMs wish to “share” play- overlapping adventures at once. Each ers and characters while maintaining significant differences between adventure may take many sessions to their worlds, they need a different procedure. resolve. The GM decides what goes on

504 GAME MASTERING CHAPTER NINETEEN GAME WORLDS

A “game world” is a complete background setting for a game. It might be an original creation, or it might be based on history, current affairs, or a work of fiction (novel, movie, comic, TV series, etc.). It takes many hours of research to “design” an accurate historical game world. Worlds based on fiction require research, too – to ensure that every detail conforms to the source, and to extrapolate logically where the original story gave no information. Creating an original world, and making it believable and interesting, is the biggest challenge of all. Some things to consider when designing a game world: • Geography. Map the world, indicating such features as oceans, major rivers, and mountain ranges. For an alien world, you also have to determine gravity, atmosphere, water coverage, climate, etc. • Inhabitants. Create racial templates for the major sapient races (see Racial Templates, p. 450), and generate game statistics for common or interesting animals and monsters (see Chapter 16). • Civilizations. Describe the major cultures, specifying customs, languages, laws, religions, etc. Mark major political boundaries on the world map. Make notes on economic considerations that will matter to the PCs: jobs, systems of currency, prices, etc. • Technology. Decide what is possible in the realms of communi- cations, medicine, transportation, weapons, and so forth. Don’t forget to create price lists for PCs who want to go shopping for equipment! • Character abilities. List any advantages, disadvantages, or skills that are unusually common, that work differently, or that do not exist at all. If a trait works differently, or is unique to the setting, describe it. Create character templates for common professions (see Character Templates, p. 445). This chapter touches on some of these points, and provides advice to the GM who wishes to design his own world. CULTURES AND LANGUAGES You do not need to specify every culture and language in the game world, but you should list all the important ones. Adventurers operating outside their native culture and language have skill penalties – see Culture (p. 23) and Language (p. 23) for details. CULTURES Cultures are extremely broad in GURPS, and usually encompass multiple nationalities (or planets, in futuristic settings). Populations and locations that share cultures change with time. For instance, “American” and “Italian” are distinct nationalities, but both are part of the “Western” culture – at least in the modern world. In 200 A.D., the “Anasazi” and “Roman” cultures would be quite distinct.

GAME WORLDS 505 groups. They are rarely isolated, how- one or two levels below that, and can LANGUAGES ever. If two languages are close, those improve their comprehension from Languages can be considerably who know one at a given comprehen- that level. Worldbuilders should note narrower; a few might even be exclu- sion level can understand the other at such connections ahead of time. sive to particular cities or social LAWS AND CUSTOMS Each game world has its own laws • Violating someone’s rights might CR3 – Moderate. There are many laws, and customs. Furthermore, laws and lead to a “civil” trial and a fine – or just but most benefit the individual. customs vary from place to place an informal beating. Taxes are moderate and fair. Access (and time to time) within each world. • Violating a custom gives you a to items of LC0 through LC2 is In some worlds, it is possible to reaction penalty – possibly a big one – controlled. research these things in advance (the whenever you try to deal with a local. CR4 – Controlled. Many laws exist; Law skill helps here). In other worlds, The offended locals might not even tell most are for the convenience of you must learn them the hard way you what you are doing wrong! the state. Broadcast communica- (Law helps here, too, if you specifi- tions are regulated; private broad- cally investigate; Streetwise can find casts (like CB) and printing may out “informally”). CONTROL RATING be restricted. Taxation is often As a rule, the use of force or the “Control Rating” (CR) is a general heavy and sometimes unfair. threat of force is illegal or improper measure of the control exercised by a Access to items of LC0 through wherever you go. The stronger the government. The lower the CR, the LC3 is controlled. local government (see Control Rating, less restrictive the government and the CR5 – Repressive. There are many below), the more true this is; govern- freer the people. Government type laws and regulations, strictly ment usually considers the use of (see Society and Government Types, enforced. Taxation is heavy and force to be its own right and monop- p. 509) does not absolutely determine often unfair. There is strict regula- oly. Self-defense is sometimes an CR – it is possible to have a very free tion of information technology: exception – but not always! monarchy, or a democracy where the computers, photocopiers, printing Note that public display of noncus- voters have saddled themselves with presses, transmitters, etc. All goods tomary weapons is a “threat of force,” thousands of strict rules. are effectively controlled; you can’t and leads to bad reactions even if it’s Assign CR according to the follow- buy anything without the appropri- technically legal. If you walk down a ing guidelines: ate ration coupons or paperwork. medieval village street in heavy armor, CR0 – Anarchy. There are no laws, CR6 – Total control. Laws are numer- axes and polearms at the ready, the vil- taxes, or controls. ous and complex. The individual lagers will be very suspicious of your CR1 – Very free. Nothing is illegal save exists to serve the state. Many motives. use of force or intimidation against offenses carry the death penalty, In general: other citizens. Taxes are light or and trials – if there are any at all – are a mockery. Taxation is crush- • Violating a law usually leads to voluntary. Only access to LC0 items ing, taking most of an ordinary cit- some sort of trial (see Trials, p. 507) is controlled (see Legality, p. 507). izen’s income. Censorship is com- and possible punishment (see CR2 – Free. Some laws exist; most mon, and private ownership of any Criminal Punishment, p. 508). benefit the individual. Taxes are light. Access to items of LC0 and information technology is forbid- LC1 is controlled. den. All goods are controlled, and the government might even with- hold basic necessities. If a question of legality arises, or if you need to determine how severely Travel Etiquette the government checks and harasses newcomers, roll 1d. If the result is The wise traveler avoids attracting too much attention. Travelers lower than the CR, then the act is ille- always stand out if they display technology more advanced than that gal, or the authorities harass, delay, with which the local citizens are familiar (see Tech Levels, p. 511). They or even arrest the PCs (see Law also attract unwelcome attention if they violate local laws or customs. Enforcement and Jail, p. 507). If it is In general, any boisterous behavior or breach of peace should have higher, either the act is legal or the “interesting” consequences. authorities overlook it. If it equals the Travelers should also remember that politeness to local dignitaries is CR, the situation could go either way: always wise, and strangers met by chance might be more than they play out an encounter or make a appear . . . reaction roll.

506 GAME WORLDS The GM should skip this die roll in Control Rating and On a critical failure, the officer bun- any situation where there is only one gled the arrest so badly that the logical outcome. For instance, regard- Legality Class authorities release the prisoner with- less of CR, it is almost always unac- Legality Class interacts with out a trial. On a failure, the officer ceptable for airline and starship pas- Control Rating as follows: made a procedural error that the sengers to carry weapons. LC = CR + 1 or more: Any citizen prisoner might be able to exploit. He may carry the item. or his lawyer gets a Law (Criminal) Split Control Rating LC = CR: Anyone but a convicted or Law (Police) roll to spot it; on a A society does not have to have a criminal or the equivalent may carry success, he identifies the error and single, uniform CR. If the GM wishes the item. Registration may be the charges are dropped. This roll – and doesn’t mind the extra work – he required, but there is no permit fee. cannot be against default Law skill! can specify several CRs for a society: one for basic human rights, another for taxation, a third for weapons, and so on. In worlds with magic, psionic If you break the law, it will be the duty of some powers, or super abilities, societies may have separate CRs for these local official to do something about it. things as well.

LEGALITY LC = CR - 1: A license is required to Jail Each item of equipment has a own or carry the item. To get a license, “Jail” is where the accused is held “Legality Class,” as defined under one must show a legitimate need or pending trial. In theory, this is not the Legality Class (p. 267). Some modern- work for the government. Generally, a same thing as “prison,” which is day examples include: license costs 1d ¥ 10% of the price of where convicted criminals serve sen- LC0 – Banned. Weapons of mass the item itself. tences. In reality, the two are often one destruction; strategic missiles; LC = CR - 2: Prohibited except to and the same. orbital weapons platforms; inter- police SWAT teams, military units, Jails range from “honor systems” continental bombers. and intelligence services. to dungeons with chains. Many game LC1 – Military. Heavy weapons; air- LC = CR - 3 or worse: Only permit- worlds have widely varying types of defense radar; sensor jammers; ted to the military or secret police. jail, depending on the crime, the armed vehicles; land mines. accuser, the Status of the prisoner, and LC2 – Restricted. Light assault any timely bribes. weapons; silencers; surveillance LAW Jail time between arrest and trial is technology (wiretaps, etc.); ENFORCEMENT highly variable. It depends on local armored cars; burglar’s tools (e.g., laws, whether a judge is available, and lockpicks); explosives; dangerous AND JAIL – if there is a judge – how busy his drugs. court is. In general, the higher the CR, If you break the law, it will be the the longer the possible wait. LC3 – Licensed. Handguns; hunting duty of some local official to do some- guns; radio transmitters; most thing about it. This can range from a unarmed vehicles; ordinary drugs Bail polite request that you clean up your The authorities might be willing to and medical equipment. act, through arrest and jail pending a LC4 – Open. Nonlethal weapons (e.g., release a jailed prisoner on “bail”: a trial, to judgment and execution on sum of money that serves as a pledge stunners); home computers; radio the spot. and television receivers; cameras; that he will return for the trial. The most tools; first-aid kits. amount required depends on the Arrest severity of the charges, the prisoner’s Spell Legality In some places, police are also Reputation and legal record, and the judge, jury, and executioner, empow- judge’s reaction to the prisoner. If the In a society where magic is com- ered to make an instant decision and mon, each spell might have a Legality prisoner flees (“jumps bail”), he will act on it. This has to do with local val- face additional charges. Class as well. Damage-dealing spells ues, not CR! The only lawman in a would be on par with light conceal- CR1 frontier town and a secret police- able weapons (LC3), while most other man in a CR6 dystopia are equally TRIALS spells would be LC4. There are many likely to execute lawbreakers – but for A trial might be totally fair possible variations: societies that very different crimes. and honest . . . or entirely for show, place a high value on privacy would In societies that respect human with a predetermined outcome. It put Knowledge spells in a lower LC; rights – and in some legalistic soci- might be rigorously formal, or noisy otherwise-tolerant societies might eties that stand on procedure – the and informal. take exception to Necromantic spells; GM will secretly roll against the Law and all “witchcraft” might be LC1 (or (Police) skill of the arresting officer. 0!) in a puritanical society.

GAME WORLDS 507 Trial by Ordeal In some trials, an Influence roll go to the side that won the Quick This is a trial in which Fate is sup- against the appropriate Law specialty, Contest. If that was a tie, the result is posed to decide guilt or innocence. by the accused or his lawyer, can an acquittal. replace this reaction roll; see Influence In the case of a conviction, pun- Example: Anyone accused of witch- Rolls (p. 359). In other trials, the ishment is left to the GM, playing the craft is thrown into a pond. Anyone accused might not be allowed to have part of the judge. See Criminal who floats is a witch, and is taken out a lawyer, or even speak! Punishment (below) for ideas. If a PC and burned. Those who sink must If two parties ask a judge to settle a behaves in a way that truly deserves have been innocent. dispute, make a reaction roll for both. punishment, the GM should not feel For a trial by ordeal, the GM The judge will find in favor of the obliged to get him out of it, even if should determine the success rolls party that gets the best reaction. the penalty is serious. needed to survive. (The above exam- ple would be hard to survive!) More Somebody’s going to emergency, examples: walk a beam across a canyon (roll DX-4 every 10 feet; those Somebody’s going to jail. with Perfect Balance don’t need to – Don Henley, “New York Minute” roll); hold a hot piece of iron (roll ST- 3 and Will-3, at +3 for High Pain Threshold); find your way out of a maze (roll IQ; Absolute Direction Modifiers: +1 to +3 for evidence or gives +3). testimony that favors the accused, or CRIMINAL -1 to -3 for evidence or testimony Trial by Combat against him, if the judge is inclined to PUNISHMENT Trial by combat is like trial by listen; reaction modifiers for the The severity of the punishment for ordeal, in that Fate is supposed to Reputation, Social Regard, Social a crime will depend on the crime, the judge guilt or innocence. As a rule, Stigma, and Status of the accused; victim, the accused, and the judge’s though, trial by combat provides the other reaction modifiers that the GM reaction. Punishments are generally punishment as well: the guilty party feels apply with this judge. more severe in high-CR societies. Punishments might include: dies. A trial by combat might be fair Adversarial Trials (evenly matched champions), loaded • Fines or restitution. In still other societies, trials are a (uneven champions), or totally unfair • Public humiliation; e.g., the Quick Contest of Law (Criminal) skill (throw the prisoner into a pit with a stocks (treat as a bad Reputation with between the prosecution and defense, monster). those who witnessed the punishment). in the presence of a judge and possibly • Prison sentences, sometimes at a jury. If the accused chooses to hard labor. defend himself, he is at -1 to -3 due to • Beating, stoning, flogging, etc. his emotional involvement. (The say- • Branding (treat as a Social ing “The lawyer who defends himself Bribery Stigma). If the judge presiding has a fool for a client” is often true!) • Maiming – temporary or over your trial is corrupt, Record the results of the Quick permanent. bribery might buy you a Contest, and then make a reaction roll • Deprivation of rights; e.g., loss of reaction bonus – or even an for the judge or jury (as appropriate). citizenship, loss of the right to carry automatic victory. But if the Modifiers: A bonus equal to the weapons, or reduction in formal judge is honest, attempted defense’s margin of victory, or a penal- Status. bribery will cast doubt on ty equal to the prosecution’s margin of • Exile, temporary or permanent. your innocence, giving a victory, depending on the victor; +2 or • Slavery, either to the government reaction penalty and possi- more if the player roleplayed a com- or to the victim of the crime. bly bringing further pelling defense; +1 to +3 if the evi- • Imposition of a specific task or charges. dence supports the defendant, or -1 to quest, possibly by a magical geas. -3 if it supports the prosecution; +1 or • Imposition of a psionic or magi- more for a plausible alibi; -1 or more cal bond or geas to make repeat for bad publicity; -2 if the defendant offenses impossible. Trial by Judge jumped bail (see Bail, p. 507); -3 if an • Combat in the arena (the worse In some societies, a noble, elder, eyewitness placed the defendant at the the punishment, the worse the foe). magistrate, etc. unilaterally decides crime scene; any bonus or penalty for • Torture. guilt or innocence. The GM deter- the defendant’s Reputation. • Execution (not too useful in game mines the judge’s reaction toward the terms, except as a threat to force the The reaction is the verdict: a reac- accused by making a reaction roll, and party to take immediate action to tion worse than Neutral means bases the judge’s decision entirely the rescue the prisoner). result. “guilty”; a reaction better than Neutral means “not guilty.” Neutral reactions

508 GAME WORLDS SOCIETY AND GOVERNMENT TYPES Mankind has lived under dozens of Representative become clanless (a Social Stigma), different societies. Futuristic, fantasy, unless there is a system for adoption and alien settings might offer dozens Democracy into a new clan. Clans usually form a more – some of them very different. A Elected representatives form a con- social hierarchy; e.g., administrators few possibilities appear below, in gress or parliament. If the citizens are outrank warriors, who outrank street order of increasing Control Rating vigilant and informed, this is a benev- sweepers, and so on. Individuals are (see Control Rating, p. 506). The GM olent government. If the citizens are expected to associate only with those should choose a society type for each badly educated, government policies of equivalent status. There may also major society in the game world. are bad but popular (bread and cir- be rivalries among clans of the same cuses!). If the citizens are apathetic, type (different warrior families, for Anarchy factions or special-interest groups instance). CR3 to 6. There are no laws. The social con- may dominate government. In all science (or strength and weaponry!) of cases, conspiracies may operate to Dictatorship the population maintains order. control the society. CR2 to 4. All government is vested in a single “Anarchy” could mean a lawless mob ruler – king, dictator, etc. (If the ruler . . . or a society of clear-eyed, strong- Clan/Tribal is a king, this is a monarchy.) backed pioneers. CR0, but if your The society is one large, interlock- Succession might be by inheritance, well-armed neighbors unanimously ing family made up of allied clans or election, single combat, or any num- disapprove of what you’re doing, it is tribes and ruled by the clan elders. ber of other means. This sort of gov- effectively illegal! Customs and tradition are very impor- ernment can act faster, for good or for tant. Younger clan members might evil, than most representative govern- Athenian Democracy feel forced to conform, or become ments. Dictatorships (and other totali- Every citizen (the definition of rebellious to protest their lack of influ- tarian states), if they endure long “citizen” can vary) votes on every ence; seniors may channel this energy enough, sometimes develop a “bal- action the society takes. Below TL9, by encouraging sports, recreational ance wheel” in the form of custom. this is only practical for groups combat, or adventuring. CR3 to 5. Though the ruler’s will is law, there are under 10,000. At TL9+, information unwritten laws that even he may not networks allow large populations Caste violate with impunity. CR3 to 6. to discuss and vote electronically. As for Clan/Tribal, but each clan CR2 to 4. has a set role or profession. Those who Technocracy don’t follow their clan profession Engineers and scientists rule in the name of efficiency. Everything is care- fully planned; of course, plans can go wrong. The better the technocrats are The Big Picture at running things, the less oppressive The GM should also decide how the major societies in the game they are; if they’re incompetent, they world interact with one another. Possible political situations include: are also dictatorial. CR3 to 6. World Government: One government rules the entire world (which Theocracy might be a continent in a low-tech setting, an entire galaxy in a very This is rule by a religious group or high-tech one). Regional differences, if any, are strictly cultural or lin- leader. Freedom of religion is unlikely, guistic. and there is no distinction between Coalition: A few powerful allies dominate the world. They squabble religious and civil law. The leaders on occasion, but they usually present a united front. The individual may or may not believe in their own societies are still quite distinct, and might have radically different gov- religion; “miracles” might be faked or ernment types. genuine. Theocracies range from Factionalized: A small number of rival “blocs” or superpowers dom- benign utopias to totalitarian religious inate the world. Each bloc has enough economic and military might to dictatorships. CR3 to 6. rule the world, but the other blocs would sooner unite in opposition than let that happen. As a result, alliances shift regularly. Ties within Corporate State blocs are more permanent. Corporate officers rule the society. Diffuse: There are dozens, if not hundreds, of clans, nations, and Most citizens are employees of the groups. No one can make any claim to world domination. corporation. Society runs smoothly – it has to, or it can’t be profitable! CR4 to 6.

GAME WORLDS 509 Feudal Similar to monarchy (see Dictatorship, above), but subsidiary lords retain local power; therefore, the Restrictions ruler must be careful to maintain the Powerful or advanced societies might attach “restricted” status to lords’ support, or be overthrown. uninhabited regions – or even to weaker or more primitive societies. Since each lord rules his own territory, Examples include: laws and personal freedoms will vary Embargoed: A stronger society might prohibit all trade with a weak- from dominion to dominion. CR4 to 6 er one. They usually enforce this through military means, and search (at least for the commoners). visitors carefully to prevent smuggling. Hazardous: The region harbors something dangerous: cannibals, vicious wildlife, magical storms, etc. Buoys, signs, flags, etc. warn trav- VARIATIONS elers of the risk. The authorities don’t move to prevent entry into the One or more of these special situa- region . . . but they don’t rescue travelers who get into trouble, either! tions may apply to most of the society Prohibited: The region is completely off limits without special per- types listed above: mission. This might be because the region is hazardous or quarantined Bureaucracy: A self-perpetuating – or because it contains some kind of secret (often military). The “civil service” runs the society from authorities might forcibly remove trespassers, prevent them from leav- day to day. Because these bureaucrats ing, or simply destroy them on sight. are not elected, they are largely insu- Protected: The authorities limit contact in order to protect native lated from public pressure. culture, wildlife, etc. Visitors might have to undergo medical quaran- Government seems to run very tine before entering the region, or be prohibited from carrying certain smoothly – if there are difficulties, you equipment. They might even have to disguise themselves as natives! aren’t told about them. But there are Reserved: The region is off limits for colonization or development. high taxes, many laws, and lots of red tape. The government is unresponsive to citizens. There may not be a free press. CR4+. Matriarchy. Positions of authority Socialist: The government directly Colony: A dependent region ruled are open only to females. Any CR is manages the economy. Citizens get by the mother society, usually through possible. free or subsidized education, medical a governor. The colonists may have an Meritocracy: No one may enter the care, housing, etc., and the govern- elected council (through which they government without passing a series ment tries to give everyone a job. The influence the governor), an elected of tests. A good meritocracy is likely to resulting expenses can stifle an econo- representative to the mother govern- have competent leaders . . . but this my at low TLs. Most wealthy, high- ment (with nonvoting power), or both can lead to a rigid caste system. CR3+. tech states have elements of “mild – but they have no direct say in their Military Government: The military socialism,” such as heavily subsidized own government. Colonies have less runs the state. A society led by a single health care and “safety-net” welfare government than the mother society; commander-in-chief is likely to be a benefits for the poor. Like any govern- reduce CR by 1 or more. Rebels and dictatorship; one where the com- ment expenditure, these benefits outcasts may be welcome if they have mander must answer to a council (or might raise local taxes. CR3+. useful skills. junta) of officers is likely to be feudal. Subjugated: This society is under Military governments can be strong outside control – whether military (an and honest, but most are totalitarian. occupying army), economic (a “pup- LIBERTY, n.: One of CR4+. pet government,” subservient to for- Imagination’s most Oligarchy: Regardless of the nomi- eign masters), or something else (e.g., precious possessions. nal form of government, leadership is magical mind control). CR4+. – Ambrose Bierce, in the hands of a small, self-perpetuat- Utopia: A utopia is a perfect society The Devil’s ing clique. CR3+. in which all citizens are satisfied. CR Patriarchy: Positions of authority always seems low . . . but is it? Real Dictionary are open only to males. Any CR is utopias are rare. Seeming utopias possible. often have some dark secret – for Cybercracy: A statewide computer Sanctuary: A sanctuary refuses to instance, a hidden technocracy ruling system controls administration – and extradite the “criminals,” “refugees,” by mind control. A sinister utopia is a perhaps actual legislation! This is or “terrorists” hunted by other soci- real GMing challenge. A genuine impossible before TL8, and highly eties. This might be informal, or there utopia is an excellent “good guy” soci- unlikely before TL9. Government might be a tribunal to decide each ety for the heroes to save from con- might be efficient, inhuman, or both. petitioner’s fate. Lawmen or bounty quest or other threats (but real The system is only as good as its pro- hunters from elsewhere are outlaws utopias, unless threatened by destruc- grammers and technicians. Trust the here. CR is rarely over 4. tion, are boring). Computer . . . CR3+.

510 GAME WORLDS TECH LEVELS “Tech level” (TL) is a general rating advanced. If a WWII soldier (TL6) gets Advanced Societies of a society’s highest achievement in dropped back into the days of King Likewise, the TL of a particular technology (or a certain type of tech- Arthur (TL3) . . . things get interesting. society might be higher than that of nology). Tech levels run from zero on Of course, time travel isn’t necessary – the rest of the game world. If the GM up. Each TL describes a set of tech- even today, you can drop back three or chooses to introduce such advanced nologies that become available after a four TLs if you visit the right part of societies, he should ensure that PCs certain point in time. The standard the world. who wish to use their advanced tech- TLs, and associated eras on Earth, are: A party always attracts attention if nology pay the points and cash to it displays technology from a higher TL0 – Stone Age (Prehistory and acquire it honestly. PCs from such TL than that of the locals. This atten- later). Counting; oral tradition. societies must have the High TL tion might take the form of worship, TL1 – Bronze Age (3500 B.C.+). advantage (see p. 23). awe, curiosity, envy, fear, or hatred – Arithmetic; writing. the greater the disparity in TL, the TL2 – Iron Age (1200 B.C.+). Split Tech Level stronger the reaction. Geometry; scrolls. Realistic societies rarely have the The GM should set a “baseline TL,” TL3 – Medieval (600 A.D.+). Algebra; same TL in every field of endeavor; which describes most societies in the books. they tend to be advanced in some game world, most of the time. TL4 – Age of Sail (1450+). Calculus; fields, backward in others. GMs who However, exceptions may exist. movable type. desire extra detail can rate each soci- TL5 – Industrial Revolution (1730+). ety for its TL in a few key areas. It is Backward Societies most efficient to list only those TLs Mechanical calculators; telegraph. A society might have a lower TL TL6 – Mechanized Age (1880+). that differ from the baseline; e.g., across the board. This could be “TL8 (Communications TL7, Medical Electrical calculators; telephone because it is impoverished, isolated and radio. TL9).” (either geographically or economical- PCs have a personal TL equal to TL7 – Nuclear Age (1940+). ly), resistant to change (such as 17th- Mainframe computers; television. their society’s baseline TL, but the TL century China), or regressed (possibly of their technological skills matches TL8 – Digital Age (1980+). Personal in the wake of war or natural disaster). computers; global networks. that of their society in the relevant PCs from such societies will have the area. TL9 – Microtech Age (2025+?). Low TL disadvantage (see p. 22). Artificial intelligence; real-time virtuality. TL10 – Robotic Age (2070+?). Nanotechnology or other advances start to blur distinctions between technologies . . . Variations Within TL11 – Age of Exotic Matter. TL12 – Whatever the GM likes! a Tech Level The equipment listed for a TL does not appear all at once as soon Note that TLs have start dates but as a society enters that TL. Instead, items appear gradually after that not end dates. The innovations of a date. given TL fade as those of higher TLs Shortly after a TL begins, devices from the previous TL will be com- displace them, but they rarely vanish mon – along with experts in skills associated with those items. A play- completely. A blacksmith in 1850s er could easily justify a PC with a personal TL one step below that of England uses TL3 techniques to shoe his society, or with one or two skills that are several TLs out of date. the horses that pull the carriage the As the TL wears on, devices from the next TL start to appear. If PCs gentleman rides to catch his TL5 train wish to obtain such equipment, they must either invent it or buy a pro- to London – and those techniques totype – see New Inventions (p. 473). Access to prototypes is not suffi- might still exist in TL8, albeit as a cient to justify a PC with a personal TL above that of his society! quaint hobby. The GM should decide At the GM’s option, adventurers may have a skill penalty of -1 or which “dated” technologies remain in more when dealing with technology of their own TL that is more or less use in his game world, and which advanced than what they are used to. Treat this as an unfamiliarity items from earlier TLs are still com- penalty; see Familiarity (p. 169). monly available for purchase. Finally, the GM should be aware that not every item of a given TL Differences in tech level become must appear in every society that attains that TL. The GM always has very important when adventurers the final say as to which items are currently available – both to the PCs travel between societies. Technology is and in the game world in general. likely to seem like magic to anyone more than three or four TLs less

GAME WORLDS 511 Tech Level by Field It is often important to know what a given TL TL10 – Compact laser and heavy particle-beam implies for a particular area of knowledge – for weapons; Gauss guns; nanotech armor; nano- instance, when using the Building Up Local Technology viruses; antimatter bombs. and Split Tech Level rules. The tables below outline the TL11 – Compact particle-beam weapons; disassem- effects of TL on four sample fields. Many other such blers (“gray goo”); defensive nanites. fields exist: architecture, communications, materials, TL12 – Gamma-ray lasers; “living metal” armor; black- etc. hole bombs. Transportation Superscience! Monomolecular blades; force-field TL0 – Skis; dogsleds; dugout canoes. technology; gravitic weapons; nuclear dampers; disin- TL1 – Bare horseback; the wheel (and chariots); ship- tegrators. building; sails. TL2 – Saddle; roads; triremes. Power TL0 – Human muscle power; dogs. TL3 – Stirrups; oceangoing sailing ships (longships, TL1 – Donkeys; oxen; ponies. roundships, etc.). TL2 – Horses; water wheels. TL4 – Stagecoach; three-masted sailing ships; precise TL3 – Heavy horses and horse-collars; windmills. navigation. TL4 – Improved windmills; belt drives; clockwork. TL5 – Steam locomotives; steamboats; early sub- TL5 – Steam engines; direct current; batteries. mersibles; balloons and early airships. TL6 – Steam turbines; internal combustion; alternat- TL6 – Automobiles; continental railways; ocean liners; ing current; hydroelectricity. submarines; aircraft. TL7 – Gas turbines; fission; solar power. TL7 – Nuclear submarines; jet aircraft; helicopters; TL8 – Fuel cells; advanced batteries. manned space flight. TL9 – Micro fuel cells; deuterium-hydrogen fusion; TL8 – Satellite navigation; SSTO (“single stage to high-temperature superconductors. orbit”) spacecraft. TL10 – Helium-3 fusion; antimatter. TL9 – Robot cars; space elevators; manned interplane- TL11 – Portable fusion power. tary space flight. TL12 – Portable antimatter power. TL10 – Fast interplanetary space flight. TL11 – Manned interstellar space flight. Superscience! Broadcast power; cold fusion; zero- TL12 – Fast interstellar space flight. point energy; total conversion; cosmic power. Superscience! Reactionless thrust; contragravity; Biotechnology/Medicine faster-than light (FTL) travel; matter transmission; TL0 – First aid; herbal remedies; primitive agriculture. parachronic technology; time machines. TL1 – Surgery; animal husbandry; fermentation. Weapons and Armor TL2 – Bleeding the sick; chemical remedies. TL3 – Crude prosthetics; anatomical science. TL0 – Wooden and stone weapons; primitive shields; TL4 – Optical microscope makes cells visible. hides for armor. TL5 – Germ theory of disease; safe anesthetics; vac- TL1 – Bronze weapons and armor. cines. TL2 – Iron weapons; iron armor (including mail); siege TL6 – Antibiotics; blood typing and safe transfusions; engines. heredity; biochemistry. TL3 – Steel weapons; early firearms; plate armor; TL7 – Discovery of DNA; organ transplants; pace- castles. maker. TL4 – Muskets and pikes; horse artillery; naval broad- TL8 – Genetically modified organisms; gene therapy; sides. cloning. TL5 – Early repeating small arms; rifled cannon; iron- TL9 – Human genetic engineering; tissue engineering; clads. artificial wombs; cybernetic implants. TL6 – Smokeless powder; automatic weapons; tanks; TL10 – Brain transplants; uploading; bioroids; uplifted combat aircraft. animals. TL7 – Ballistic body armor; guided munitions; combat TL11 – Living machines; cellular rejuvenation. jets; nuclear weapons. TL12 – Full metamorphosis; regeneration. TL8 – Smartguns; blinding lasers; unmanned combat vehicles. Superscience! Fast-growth clone tanks; psi drugs; TL9 – Electrolasers; heavy laser weapons; battlesuits; regeneration ray. combat robots; designer viruses.

512 GAME WORLDS Borrowed Technology the Riverworld series, A Connecticut biotechnology might be two to four A society can be familiar with tech- Yankee in King Arthur’s Court, etc. TLs more advanced. In contrast, a nology that it does not itself possess. General guideline: a “science” is “retro-tech” setting that mimics 1940s This is frequently the case for low-tech one of the categories of knowledge sci-fi might have computers frozen at societies with high-tech neighbors, listed under Tech Level by Field (p. TL6 but many other technologies at and for colonies. A village with Iron 512). It takes two years of work to anywhere from TL9 to TL12. Any Age technology (TL2) might be quite move each science from one TL to the combination is possible! familiar with the TL3 steel weapons next, assuming that: carried by travelers, and richer vil- Divergent Tech Levels (a) you have an ample supply of In other cases, a society has a sin- lagers might have a few, but local labor; smiths could not duplicate or repair gle, consistent TL – but it got there (b) you have an ample supply of along an unusual path. The GM can them. Express this as “TL2/3.” PCs raw materials; from such societies have a personal designate this “divergent TL” with the (c) you are fully familiar with the notation “TL(x+y),” where x is the TL TL equal to the lower TL, but may lower TL (all relevant skills at 12+); learn the skills needed to use (but not at which the technology diverged, y is and the number of TLs since the diver- repair or design) equipment of the (d) you know where you’re going, higher TL. gence, and the sum x+y is the effective and are fully familiar with the higher TL for most purposes. TL (all relevant skills at 12+). Example: TL(5+1) is effectively TL6 BUILDING UP This rule is specifically for high-TL – but a different TL6 that split off at LOCAL characters re-inventing or introducing TL5. TL(5+1) devices produce similar technology to a low-tech society or sit- results to TL6 ones, but look little like uation. It does not cover inventions – those devices and rely on different TECHNOLOGY for that, see New Inventions (p. 473). There may be times when you need operating principles. A TL(5+1) to improve the local TL. A group of “steampunk” world based on castaways might have high-tech DIFFERENT Victorian visions of the future might knowledge, but little or no equipment have steam cars, steam dirigibles, and to work with. In that case, they need to TECHNOLOGIES high-speed telegraph lines instead of “build the tools to build the tools” to Some technologies (and some soci- the automobiles, airplanes, and tele- use their technological knowledge. In eties) do not fit nicely onto the stan- phones of TL6. extreme cases, your castaways might dard tech-level charts. GMs who run Divergent TLs are not unique. have to go all the way back to primi- into this problem might wish to use There could be any number of ver- tive mining to get the ore to refine to one of the optional rules below. sions of (for instance) TL(5+1), each metal to build the tools to build the different in its own way. The GM tools . . . ! Or a single traveler might Technology Paths should specify what caused the split want to impart his high-tech knowl- Certain categories of inventions in each case, be it different thinking, edge to the people he is visiting. (We might appear in an order other than different prevailing physics, or some- assume that he has the cooperation of that suggested by the default TLs. In thing else. his hosts, or he doesn’t have a chance.) particular, there is no guarantee that Characters used to a “normal” or Any such situation is largely at the TL9+ technologies will appear in the “differently diverging” TL suffer an GM’s discretion. But it can be done. order GURPS predicts. Apply the Split additional -2 penalty for unfamiliarity, Some of the best adventure stories of Tech Level rule (p. 511) as liberally as over and above any penalties for TL all time have revolved around one of you wish to simulate your favorite differences, when dealing with diver- these premises: Swiss Family genre! For instance, in a “” gent technology. Robinson, Lord Kalvan of Otherwhen, society, computing, bionics, and Superscience “Superscience” technologies vio- late physical laws – relativity, conser- vation of energy, etc. – as we currently Improving Skills in Alternate Tech Levels understand them. Examples of super- An adventurer who wishes to learn a technological skill can save science technologies appear under points if he already knows that skill at another tech level. Treat the skill Tech Level by Field (p. 512), and sever- at the new TL as a different skill that defaults to the known skill at the al articles of superscience equipment penalty listed under Tech-Level Modifiers (p. 168); e.g., Engineer/TL5 appear in Chapter 8. defaults to Engineer/TL7 at -3. Handle improving skills from “cross- By definition, it is impossible to set TL” defaults identically to improving any skill from default; see a firm TL for superscience – we might Improving Skills from Default (p. 173). (If your skill is not high enough discover faster-than-light travel to let you start from a favorable default, ignore these rules and learn tomorrow, a thousand years from the skill normally.) now, or never. Equipment TLs are always debatable, but superscience

GAME WORLDS 513 TLs are arbitrary. To reflect this, the • Wild West: Cowboys and Indians. rules give the TL of superscience TECH LEVEL TL5. developments as “^” instead of a num- • Steampunk: Fiction of Jules ber. The GM is free to assign such AND GENRE Verne and H.G. Wells. TL5, diverging innovations to any TL. To note a When designing a game world with to TL(5+1). superscience invention that appears at a specific genre in mind, the GM • Pulp: Archaeologists and detec- a specific TL in a particular game should be sure to choose a TL that will tives between the World Wars. TL6. world, put a “^” after its TL; e.g., meet his players’ expectations for the • WWII: Axis and Allies. TL6. “TL3^” for a TL3 superscience item. genre. Some examples: • Cold War: Capitalism vs. commu- Remember: superscience doesn’t • Sword & Sandal: Gladiators, nism. TL7. have to change a society’s overall TL, chariots, and amazons. TL1-2. • Modern Day: You’re living in it! create a new technology path, or • Medieval Fantasy: Knights, wiz- TL8. cause a divergent TL. It just adds ards, and castles. TL3. • Cyberpunk: Netrunners and totally new developments to all the • Warring Provinces Japan: cyborgs. TL9. usual technologies for a given TL in Samurai and ninja. TL3-4. • Space Opera: Interstellar adven- that society. • Swashbucklers: Pirates and mus- ture. TL10+, plus superscience. keteers. TL4. ECONOMICS Each game world has its own eco- nomic situation. But money, in some form or another, is important in almost every setting. Moving Money Between Worlds Money is anything you can If the PCs move between game worlds (see Travel Between Game exchange for what you want. It varies Worlds, p. 520), they will naturally want to take some cash along. But from one game world to the next. In a what is “legal tender” in one world might be worthless in another. high-tech world, everything might be There are two principles for the GM to remember here: done by credit card. In a low-tech 1. Money in a new world isn’t “legal tender”; it’s a commodity. If you world, gold and silver may be king. bring medieval gold coins to the 21st century, they will sell as curios – For the sake of convenience, or as gold, for perhaps $400 a troy ounce. If you take American paper GURPS prefixes all prices with a dol- money to the 10th century, it will be worthless. So, rather than money, lar sign – $ – in all settings. The GM is take along a few plastic hard-hats and maybe an MP3 player. (“What welcome to translate this to credits, am I bid for this miraculous orchestra in a box?”) copper farthings, Martian foomphra, 2. A cross-world trading operation can get very rich very quickly. If or whatever he feels is appropriate to a GM allows cross-world travel, it is up to him to preserve balance by the game world; see Tech Level and limiting the quantity or type of goods that traders can move between Starting Wealth (p. 27). worlds. A suggested limit: only what the travelers can carry on their In a low-tech world, jewelry is also persons – and trips should not be frequent. money. It might not have a set value imprinted on it, but it is small and portable, and easily traded for coins or bartered directly for needed goods. In bank robberies, tax increases, and other transactions do not require a reaction fact, many societies exist largely by entertainments to deprive the PCs of roll. Only make a reaction roll if the barter – which can be a test of the their savings – or at least make them situation is in some way unusual. For players’ ingenuity. work to get their money back. The same instance, if the adventurers are new in Bankrolls and is true of all other possessions the town and have been swaggering heroes do not carry with them. around in armor and acting strangely, Possessions roll to see if the merchants will have List the money a character has on anything to do with them! his person on his character sheet, just BUYING In general, the GM should set like his other possessions. If a lot of prices reasonably, following the laws transactions are taking place, it might AND SELLING of supply and demand. Camels are be wise to record money on a separate Players can buy and sell among valuable near the desert, worthless in sheet of paper to avoid erasing a hole in themselves at whatever prices the jungle. After a great battle, used the character sheet! they can agree on. For outside trans- armor might be on sale at scrap-metal List the money a character does not actions, the GM (or Adversary) should prices. And so on. carry with him separately, along with its roleplay a merchant dealing in The Merchant skill (p. 209) will location. The GM may arrange floods, the needed goods or services. Most help the PCs get good deals.

514 GAME WORLDS Equipment and Supplies The GM should give the players a Making Your list of standard equipment and sup- plies, and their “normal” costs. The Own Goods items and prices on the list will vary Adventurers with appropriate skills may want to save money by from game world to game world. making their own equipment. Use the following guidelines in this situ- The players will want to buy things ation. that aren’t on the list. The GM should Starting equipment always costs “list price,” even if the PC could allow any reasonable purchase – as he have made it himself. Assume that buying materials and taking time defines “reasonable” – setting prices out to make the item had the same impact on the PC’s starting wealth by comparison with things on the list. as if he had bought the item. Real-world catalogs can be useful Building equipment in play is legal . . . if the GM is willing to go here! along with it. Some things to consider: For more information, see Chapter 1. What raw materials are needed, and how much will they cost? 8, Equipment. “Parts cost” is usually around 20% finished item cost. 2. How long will it take? PCs who build equipment between adven- OOT AND tures can’t earn income or learn skills during that time. PCs who build L , equipment during adventures are out of the action. DISPOSING OF IT 3. What skills are required, and what happens on a failure or critical Many adventures are overt quests failure? As a rule, failure just ruins the raw materials. Critical failure for treasure. Many aren’t. produces equipment that fails catastrophically when used! Nevertheless, it is customary to let the It would take several books to list all possible items, raw materials, heroes find something of value if they building times, and skills – so this must be left up to the GM. successfully complete an adventure. If nothing else, this lets them buy their supplies for the next adventure . . . The classic fantasy adventure tracked them to their lair, wiped them merchant. If he’s interested in the sends successful adventurers home out, and took their loot. Now, assum- goods, he makes an offer, which the with chests of gold and jewels. Very ing the heroes have enough pack ani- players can accept or reject. Simple. convenient! If you are writing a more mals, it will be a simple matter to take But it doesn’t have to be that sim- realistic adventure, invent more inter- the goods into town. Locate a ple. Identifying treasure, and turning esting forms of treasure. merchant (using Area Knowledge – it into cash, can be a major part of the Let’s say the party was hired to or Streetwise, if necessary). Make the challenge! Some possibilities: best sales approach possible. The guard a caravan. They drove off the • The treasure is not portable. How GM makes a reaction roll for the bandits that attacked the caravan, will they get it home? • The treasure is not recognizable as such without a skill roll – or looks like treasure to the unskilled observer, Gold and Silver but is really junk! A traditional assumption of fantasy games (and many fantasy nov- • The treasure is valuable only to els) is that gold and silver are heavy, and inconvenient to carry around certain collectors or specialists. for purchases. If you are the GM, this is true only if you want it to be Getting it to a buyer might be an true. adventure in itself. Historically, gold and silver were very valuable – and many goods • The treasure is illegal or immoral, were cheap. For an authentic medieval English (14th-century) econo- making it risky to trade. my, treat the $ as a “farthing”: a copper coin about an inch across. A • The treasure is perishable or dan- silver penny is worth $4 and is less than half an inch across; 250 such gerous, and requires special handling. coins ($1,000) weigh one pound. If silver and gold trade at 20 to 1 (a • Somebody else is hunting the reasonable ratio for much of history), a pound of gold is worth treasure. $20,000! A man could carry a king’s ransom in his backpack. • The treasure is not goods, but On the other hand, a GM who wants wealth to be less portable information – a clue to the real loot, or might assume that the $ is a one-ounce silver coin, like a silver dollar. a major plot hook toward the overall A one-ounce gold piece would then be worth $20. At that rate, 12 coins campaign goal. (troy weight) would weigh a pound; a pound of gold would be worth In spite of your best planning, the only $240. In such a world, precious gems are the only way to carry a players will occasionally find “loot” large amount of wealth in a small package, and loaded with you had not anticipated. For instance, gold might actually exist! the slavers had the PCs trapped in iron cages . . . and when they escape, they

GAME WORLDS 515 take the cages with them to sell for good character concepts. In all game be absolute (“Administration at 12+”) scrap. This is when you improvise. If worlds, it is common for those with or relative (“Administration at IQ+2 or you have no clear idea what the goods negative Status to have Wealth one better”); the former is likely if the are worth, just make the story inter- level below Average per Status level employer requires testing, the latter if esting. If you want the party to have below 0. the employer awards jobs on the basis money, then there’s a demand for To keep things fun, the GM should of experience. In either case, candi- scrap iron in the next village. If not, forbid high Status to poor characters dates must have at least one point in nobody is interested. Simple. or high Wealth to low-Status ones only the skill – default skill will not suffice! if the setting absolutely demands it! Some jobs also require specific advan- Controlling Inflation tages, or forbid certain disadvantages. The GM should be careful not to let Cost of Living the PCs get too rich too soon. Rather and Status Job Roll than drive up prices, make expensive Each PC must pay the monthly At the end of every month in which things (ships, noble titles, etc.) avail- “cost of living” for his Status or accept a character works, he must roll able, and give the heroes opportuni- the consequences, as explained under against one of the prerequisite skills ties to invest in interesting long-term, Cost of Living (p. 265). Assume the PCs for his job. This is called a job roll. high-risk ventures (e.g., bankrolling are Status 0 – or “middle class” – For jobs with multiple prerequisite an inventor). Alternatively, arrange an unless they buy their Status up or skills, the GM should specify whether occasional catastrophe to keep the down. the worker uses his best prerequisite, PCs broke – or simply an adventure To calculate how much money a his worst prerequisite, or one specific where no amount of money can character has for discretionary use skill at all times. This roll might be at replace brains. each month, subtract his cost of living a bonus for an easy job, at a penalty In a high-tech world, there is no and that of noncontributing depend- for a difficult one. limit to the advantages you can buy ents from his monthly pay (see Jobs, For jobs without prerequisites, the with money. In a low-tech environ- below). In a campaign that does not GM should specify either a flat success ment, once you have one good suit of use jobs, either subtract cost of living roll (e.g., “All characters roll vs. 12.”) armor, one fine weapon, and a couple from the PCs’ adventuring income or or an attribute roll (e.g., “Roll ST.”). of fine horses, there’s not much else ignore this rule entirely! Most jobs offer a fixed wage or you can buy to enhance personal salary. On anything but a critical suc- prowess. But you can hire an army . . . cess or critical failure, the worker col- Finally, be realistic about the value JOBS lects the monthly pay for the job (see of loot. Armor, combat vehicles, and The GM determines what jobs are below). On a critical success, he gets a similar military materials are likely to available in the game world, either on 10% permanent raise. be damaged after a fight – the PCs will his own or by encouraging the players Other occupations are more vari- be lucky to get 1/3 “retail value” if they to come up with ideas for jobs suited able; for instance, freelance jobs and drag this kind of hardware into town. to their characters’ talents. In a histor- work on commission. For these jobs, (A very realistic GM will assess the ical campaign, the GM can reduce his the worker earns the monthly pay if he PCs maintenance costs for repairing workload by inviting the players to makes his job roll exactly. For greater their own vehicles, weapons, armor, research and submit reliable informa- success, increase that month’s income etc., too.) tion about the jobs they want! by 10% times the margin of success; a Regardless of whether the GM or critical success triples the month’s the players come up with the job’s income! On a failure, decrease that WEALTH description, the GM assigns its prereq- month’s income by 10% times the AND TATUS uisites, job roll, monthly pay, and margin of failure. S wealth level. The next few sections For any kind of job, a critical fail- Wealth (p. 25) and Status (p. 28) explain these things. ure is always bad. At best, the worker are separate but related traits. It is up will earn no pay for the month. He to the GM to determine the details of Description might also face demotion (at least a the relationship. This includes the job’s title, and 10% reduction in monthly pay), lost In many game worlds, those with tells exactly what kind of work the job savings (due to damages, fines, etc.), high social standing must buy up entails. The GM should give hours, loss of job, on-the-job injury (due to an Wealth by one level past Average per risks, guild or union affiliations, etc., accident – or possibly a fight, if the job Status level above 0, but can have high and point to the occupational tem- is a violent one), or arrest (especially Wealth without high Status. In others, plate (see Character Templates, p. 258) at a criminal “job”). The GM should be wealthy characters must buy an addi- for the job, if any. creative! tional level of Status per level of Wealth past Average, but can purchase Prerequisites Monthly Pay high Status without Wealth. The GM A job’s prerequisites are the skills – Each month on the job, a worker might even enforce both requirements if any – needed to do the job. Most earns his monthly pay – modified for and rigidly associate Status levels with jobs specify a minimum required level his job roll, as described above. Time Wealth levels – but this excludes many in each prerequisite skill. This might spent adventuring is usually not “on

516 GAME WORLDS the job,” although the GM might wish Campaign Typical Campaign Typical to make exceptions for vacations, Tech Level Monthly Pay Tech Level Monthly Pay work done while traveling, etc. 0 $625 7 $2,100 The GM may set any pay he likes. 1 $650 8 $2,600 The first table at right suggests a fair 2 $675 9 $3,600 monthly pay for someone of Average 3 $700 10 $5,600 wealth working at a “typical” job for 4 $800 11 $8,100 his tech level. 5 $1,100 12 $10,600 Actual pay at each TL varies within 6 $1,600 a range bracketed by the typical monthly pay of the previous TL and that of the next TL; e.g., from $2,100 Job’s Monthly Pay Typical to $3,600 at TL8. Unless the economy Wealth Level Multiplier Status Level is under some sort of stress or outside Poor 1/5 -2 control, jobs near the high end of this Struggling 1/2 -1 range will be difficult (significant Average 1 0 penalty to the job roll), dangerous Comfortable 2 1 (severe consequences on a critically Wealthy 5 2 failed job roll), or highly trained (many Very Wealthy 20 3 or high-level skill prerequisites). Filthy Rich 100 4 Multimillionaire 1 1,000 5 Wealth Level Multimillionaire 2 10,000 6 The monthly pay numbers above Multimillionaire 3 100,000 7 are for workers of Average wealth. Multimillionaire 4 1,000,000 8 Assume that those of lower Wealth normally have jobs that pay less than this, while those of higher Wealth usu- Independent Income (p. 26) as well as The GM keeps the hireling’s record ally have jobs that pay more. Multiply a job in order to meet the cost of living sheet; the players may not see it. the average pay and pay range for jobs for their (usually high) Status. Unimportant hirelings need only a suitable to a given wealth level by the card or a note; important hirelings starting wealth multiplier for that IRELINGS require a full character sheet. wealth level (see Wealth, p. 25). H Example: “Comfortable” wealth A “hireling” is any NPC in the adven- Finding a Hireling doubles starting wealth; therefore, turers’ employ. The GM controls The PCs can’t pull a hireling out of Comfortable jobs pay twice as much. hirelings; the players can give any thin air. When they need to employ At TL8, this means that monthly orders they like, but the GM decides someone, they must search for a suit- income for those of Comfortable how they are followed! able person – just as in real life. They wealth is typically $5,200, but can A hireling provides an excellent way might not always get what they want. range from $4,200 to $7,200. to add muscle or special talents to a The recruiter may attempt an IQ party without introducing more PCs. A roll once per week to find a hireling of The more a job pays, the higher the party may have any number of the desired type. The GM may permit Status it can support. The second hirelings, but the GM should keep the him to substitute an appropriate skill table at right sums this up. number of important “personality” for IQ: Administration (for formal, If a PC lands a job associated with hirelings down to two or three at a time. corporate-style hiring), Current a higher wealth level than his own The GM can manage any number of Affairs (if seeking prominent “world (which isn’t easy – see Finding a Job, p. generic swordsmen – but keeping up experts”), Propaganda (for aggressive 518), the GM should let him earn the with an important hireling, whose per- recruiting), Streetwise (if seeking usual pay for that job. Most employers sonality and character sheet are as criminals), etc. The party may attempt cannot get away with paying poorer detailed as any PC’s, is challenging. only one roll per hireling per week. workers less! However, if the PC’s sav- Modify this roll as follows: ings reach the starting wealth of the Creating Hirelings next-highest wealth level, he must pay The GM sets the hireling’s abilities. City Size: The bigger the town or the points to buy up his Wealth (see If there is an occupational template city, the better the odds: Adding and Improving Social Traits, (see Character Templates, p. 258) for Population Modifier p. 291). This continues until his per- the hireling’s profession, the GM can Less than 100 -3 sonal wealth level equals that of his save time by copying statistics from 100-999 -2 job. that template. (If the template is for 1,000-4,999 -1 Likewise, a wealthy PC may work heroic PCs as opposed to average 5,000-9,999 0 at a job below his wealth level. He gets members of a profession, apply a -1 or 10,000-49,999 +1 the usual pay for that job; he does not -2 to all attributes and skills.) 50,000-99,999 +2 receive extra pay simply because he is 100,000 or more +3 wealthy! Such people often have

GAME WORLDS 517 Loyalty of Hirelings A hireling might not always act in Finding a Job his employer’s best interests. The GM A PC seeking a job that requires an employer (that is, one at which should use the hireling’s “loyalty rat- he is not self-employed) may roll against IQ once per week to see if he ing” as a guide. Unless this is preset finds work. The Laziness disadvantage gives -5 here! Apply the follow- for a reason, generate it by making a ing modifiers: reaction roll (see Reaction Rolls, City Size: The more people Population Modifier p. 494) for “loyalty” when the PCs first in the town or city, the better Less than 100 -3 encounter the hireling. The GM can his chances (see table). 100-999 -2 even use this during the initial meet- 1,000-4,999 -1 ing or interview, to see whether the Overqualification: If his 5,000-9,999 0 hireling lies about himself. Note that a skill exceeds the minimum 10,000-49,999 +1 very loyal potential hireling might level required by the job, he is 50,000-99,999 +2 exaggerate his abilities out of desire to more likely to find work: +1 if 100,000 or more +3 join the party! his skill is one level higher, +2 if two or more levels higher. The GM may give further bonuses if the job hunter has additional abilities that would logically help him do the SLAVES job (or impress a potential employer). In a game world where slavery is Advertising: He can advertise that he is looking for work: +1 if his legal, the PCs may buy slaves as either budget is 5% the monthly pay of the job sought, +2 if 50%, +3 if 500%, workers or an investment – or they and so on. This money might be for bribes, “business clothing” for might be enslaved themselves! interviews, handbills, placement fees, etc., depending on the job and Anywhere slavery is legal, slaves make the setting. up a large part of the job market, and there is a 50% chance that any hireling Scarcity: Higher-paying jobs are harder to find. Subtract twice the found is actually a slave. typical Status level of the job sought from the roll; e.g., a “Filthy Rich” The price of a slave is generally job typically accompanies Status 4, so it would give -8. Negative equal to the amount the slave could Status gives a bonus! For instance, roll at +2 to find a “Struggling” job earn in five years, if free and working (Status -1). at the typical pay rate for the best job he qualifies for. The GM may adjust Multiple Jobs: A seeker who is qualified for more than one job can this price for any number of reasons: look for more than one job at a time, at a cumulative -1 to all rolls per extra skills, good or bad attitude job after the first. toward slavery, physical appearance, health, etc. Slave traders rarely give a real bargain! Advertising: +1 if the advertising On a success, the PCs find a candi- Loyalty of Slaves budget is 50% the monthly pay of the date. The GM describes the potential Determine a slave’s loyalty per job, +2 if 500%, +3 if 5,000%, and so hireling to the players, and can even Loyalty of Hirelings (above). However, on. This money covers the expense of take his part for an “interview.” The slaves are less predictable than business lunches, handbills, newspa- players must then decide whether they hirelings. After determining the slave’s per ads, “recruiting parties,” etc. actually want to hire that person. If initial loyalty, roll 2d on the following they decide not to, they must start Money Offered: +1 if the pay is 20% table to determine a loyalty modifier: their search over again. higher than normal for the job, +2 if A failure might mean that a 2-7 – No modifier. 50% higher, and +3 if 100% higher or hireling simply is not available – espe- 8 – He was enslaved for some crime, more. cially in a small town. It is up to the and resents it: -1 to loyalty. Risk: -2 to find a hireling for a job GM whether to allow repeated 9 – As above, but -2 to loyalty. that involves obvious risk of combat, attempts. 10 – His previous master was very unless seeking a guard, mercenary, or Of course, the GM is free to “load” cruel. If he is treated with kindness other “combatant” hireling. The GM the roll, if he feels the PCs absolutely during the first week, apply +2 to decides which potential hirelings are should have (or should not have) a loyalty; otherwise, no change. “combatant.” hireling of a specific type! For instance, 11 – He has a fanatic hatred of slavery. if an adventure calls for a particular If treated well, he may like his mas- Legality: -5 to find a hireling for an hireling, the GM can ensure that the ters as people, but will still escape illegal job – and any critical failure on hireling will appear. He may do this as soon as possible. If treated badly the roll results in legal complications. overtly (the NPC approaches the party (or even “average” for a slave), his The GM may waive this -5 when the in a bar and asks for a job) or covertly loyalty drops to 6. employer uses Streetwise skill for the (the players say that they are looking 12 – He has the Slave Mentality disad- search, but the critical failure result is for hirelings; the GM pretends to roll, vantage (p. 154), and considers the same! but gives them a preplanned NPC).

518 GAME WORLDS Loyalty Checks A “loyalty check” is a roll made by the GM, usually in Changes in Loyalty secret, to see how a hireling behaves in a given situation. Several factors can change loyalty, temporarily or Check loyalty whenever a hireling is in mortal danger, or permanently: when violating his trust seems to be the wise, profitable, Higher Pay: +1 to loyalty per 10% by which the hire- or easy thing to do. ling’s pay exceeds the norm for his job, whether it’s a To make a loyalty check, the GM rolls 3d against the “salary” or a share in loot. This bonus persists for a hireling’s loyalty rating (see Loyalty of Hirelings). On a roll month after the extra pay ceases. (This factor also affects equal to or less than his loyalty, the hireling “passed” the slaves, if they are allowed their own possessions.) check and behaved loyally. A hireling with loyalty 20+ Great Danger: Whenever a noncombatant hireling is passes all checks automatically. exposed to a combat situation, check loyalty. Failure If the GM rolls over the hireling’s loyalty, the hireling gives -1 to loyalty for a week. Repetitions might have a “failed” the check and served his own interests. This does permanent effect. not always mean total betrayal – it depends on the situa- Rescue: If the PCs risk their lives (or the mission) to tion. It just means he let his employers down. He may rescue the hireling, make a reaction roll at +3 or more, repent and beg forgiveness; this is up to the whim (and depending on the nature of the rescue. A “Good” or bet- dramatic ability) of the GM. If the PCs forgive a hireling ter reaction means the hireling is grateful. His loyalty with a loyalty of 16+, with or without punishment, his becomes the result of the roll or his original loyalty – base loyalty goes up by 1. whichever is higher. If one of the PCs was seriously The GM is free to modify a loyalty check for special injured or killed in the rescue, the GM should consider circumstances. A huge bribe from a foe, for instance, adding a permanent loyalty bonus on top of this! would give most hirelings a penalty to their loyalty check. Employers’ Competence: Loyalty of a “continuing” It is up to the GM to decide hireling might change by one point at the end of an when a check is necessary. This adventure, based on the party’s performance. A depends on the hireling. For a vet- botched mission reduces loyalty; great success increases eran, “mortal danger” does not it. This modifier is permanent. mean “any combat.” He would not Length of Service: After each year, make a loyalty fear an orc – or even a whole pack check. A success gives a permanent +1 to loyalty. Thus, of orcs. But he might have to check the best hirelings become better . . . but poor ones are loyalty if asked to battle a dragon! unlikely to improve much.

himself truly the property of his Legal Complications residents to own them; or illegal to owner. His loyalty is automatically When slave-holding PCs enter an own slaves at all. 20. You need never check loyalty; area where slavery is illegal, they A creative GM may impose other he will not demur, even if given must either dispose of their slaves or laws and customs regarding slavery. orders that condemn him to death. pass them off as free servants. For instance, it might be legal to enslave members of some social Make loyalty checks for slaves as Possible anti-slavery attitudes groups or races, but not others. There for any other hirelings. Modify loyalty include: legal to own slaves, but not to might be ways for a slave to earn his by +1 or +2 if they are in a situation buy or sell them locally; legal for non- freedom – some societies might even where they have nowhere to run! citizens to own slaves while passing through, but illegal for permanent permit slaves to own property and buy their freedom. OTHER PLANES OF EXISTENCE A campaign can extend across sev- actually end without the campaign action to a new one. This can give a eral game worlds instead of being tied coming to an abrupt halt. flagging campaign a new lease on life. to just one. This makes it possible to Multi-world campaigns greatly However, a multi-world campaign explore themes that do not work well increase the players’ options. They get increases the GM’s workload. Instead in a single-world campaign. For to experience several settings and gen- of having to design one world in detail, instance, the PCs might visit several res while playing the same characters. he has to create many. He must also radically different settings in the And if they grow tired of the current address the question of travel between course of a single adventure, and the world, the GM can simply move the worlds, which can be as much work as world – at least one world – could designing a world!

GAME WORLDS 519 Travel Between Game Worlds One of the chief purposes of the GURPS design is to and playability. Players will appreciate the fact that let players explore multiple game worlds without learn- “rule changes” come only with warning. ing a whole new set of rules each time. A player can Possible obstacles to interworld travel include all participate in several different campaigns, each in a the standard geographical barriers: high mountain different place or time, and play a different character in ranges, wide oceans, extensive deserts or badlands, each campaign. Each character stays in his own world. swampy jungles, etc. Magical barriers are also a possi- But the characters can also move from one game world bility, as are intervening hostile lands. GMs may also to another. This can happen in three ways: have their different worlds located literally on different worlds. The problems of interplanetary travel at low 1. A player can develop a character in one game TLs are not to be taken lightly, but powerful magic can world and then bring that character into another game do almost anything. Of course, such powerful magic is world. An example might be a medieval wizard, hurled not likely to be within the PCs’ control . . . hundreds of years into the future by a magic spell, par- ticipating in a WWII adventure. Alternate Earths 2. An entire campaign can move from one game “Alternate Earths” are worlds that are like Earth . . . world to another. For example, suppose the party is the but different in some way. The differences might be crew of an interstellar trading ship. They crash-land on tiny (Kennedy’s picture is on the dime), huge (Kennedy a primitive planet. Until they can make their way to the is now King of the Western Hemisphere), or unbeliev- spaceport, on the other side of the world, they are effec- able (the Earth is ruled by intelligent lizards who have tively living in the 12th century! the same cultures, languages, and politics as us). 3. The campaign can include multiple game worlds A “reasonable” alternate history is sometimes called by design, along with the means to travel between a parallel world. Inventing parallel worlds is a great them. See Other Planes of Existence. intellectual game. One way to approach it is to pick a historical event and ask, “What if this were different?” Differences in Worlds What if Lincoln had survived Booth’s attack? What if As a rule, the more different two worlds are, the Chamberlain had stood up to Hitler? What if Eric the harder it should be for PCs to move between them Red had died in a brawl at age 16? deliberately. Significant differences would include: As the GM, you can invent any sort of alternate • Magical world vs. technological world. Earth. You can assume as many basic points of differ- • Very low-tech world vs. very high-tech world. ence as you like. But it is interesting to see what logical • Largely human or all-human world vs. world with consequences you can develop from one change. Pick many races. any historical event – great or small – and ask yourself, • War-wracked, plague-ridden world vs. peaceful, “What if this had gone differently?” decadent world. For an entire built around alter- • Fantasy world vs. strictly historical, “real” world. nate Earths, with many examples, see Chapter 20. Certainly, any or all of these differences could exist Virtual Realities on a single planet! But they would not be found next A virtual reality (or “virtuality”) is basically a syn- door to each other. thetic plane of existence generated by high technology. Likewise, the GM should make travel between Much of the advice given here for cross-world cam- incompatible worlds difficult. This achieves an effect paigns is equally valid in high-tech campaigns that fea- that is very rare in gaming; it improves both realism ture an immersive “cyberspace” where the PCs can have adventures and interact with the real world indirectly.

The GM needs to be prepared to Any GM should know the limits of of existence” (or “planes”), “dimen- deal with another potential problem. his time and ability, and consult with sions,” “realities,” “realms,” or “uni- Many players see little point in work- his players ahead of time. This is even verses” to distinguish them from dis- ing hard to achieve goals in one world truer for GMs who wish to run cross- tant lands or planets in the same phys- if they believe the fruits of their labors world campaigns. ical universe, which are sometimes will be lost when the campaign moves called “game worlds” as well. to the next. This can lead to a game- disrupting sense of detachment. To TYPES OF Physical Realities prevent this, the GM must strengthen These are planes of existence that campaign continuity by creating sto- REALITIES travelers can actually visit – either in rylines that span worlds . . . which Many different types of game body or in spirit – much as they would adds even more work. worlds can exist in a cross-world cam- visit another country or planet. The paign. These are often called “planes

520 GAME WORLDS defining feature of such realms is that from its partner reality; it merely rep- result, it is well suited to multiple-real- visitors possess a physical body during resents a physical or supernatural ity campaigns with a strong supernat- their stay. This might be their normal “wavelength” different from the stan- ural flavor. body . . . or it might be a “spirit body” dard one. The main use of such realms Example: A fantasy campaign takes that is corporeal only within that realm. in fiction is to let travelers rapidly place in a fairly ordinary physical real- The most common physical reality bridge the gap between two locations ity – a world with mountains, oceans, is the alternate world (also known as an within the same physical reality. stars in the sky, etc. “Inside” this world, “alternate history” or “alternate time- An example of a phase is the ethe- there is a phase called the Ethereal line”). This is almost the same as the real state that those with Plane; this explains magical effects PCs’ home world, but in this world, Insubstantiality (p. 62) assume in such as teleportation and walking history diverged at some pivotal event, order to walk through physical obsta- through walls. Surrounding the physi- creating a different reality. (See cles. Another example, common in sci- cal world is an inner void: the Spirit Alternate Earths, p. 520.) ence fiction, is hyperspace: the “space” World, realm of ghosts. The Spirit Almost as common is the mirror into which stardrives shift starships World does not overlap the physical world. Mirror worlds look just like the for faster-than-light travel. world; instead, it is a layer that dead PCs’ home world, but the resemblance souls (and powerful wizards!) must is cosmetic. No reasonable sequence of Voids traverse on their way to an outer void historical shifts could explain the dif- A void surrounds physical realities known as the Astral Plane. The Astral ferences! A good example is the world in much the same way that outer space Plane, in turn, allows travel to the alien of faerie: it looks a lot like our world, surrounds stars and planets. A void dif- “physical” realities of demons, gods, but it is actually a magical realm ruled fers from an interpenetrating plane in and other higher powers. by powerful spirits. Another common that it touches realities without over- example is the “evil parallel.” Many lapping them. It differs from a phase in Parallel Worlds things about the world are similar, but that it is not a sub-dimension of just This cosmology features multiple personalities and even governments one reality, but a “super-dimension” physical realities standing shoulder to are “opposite”: republics become dic- that engulfs and connects all realities. shoulder. Most are true alternate real- tatorships, saints become fiends, and Like the ocean and outer space, the ities, but a few might be mirror so on. void in fiction is a dramatic device that worlds. Some might even be “pressed Some physical realities might be serves one purpose above all others: it so close together” that they interpene- even more alien. At best, they might be mediates travel – in this case, interpla- trate. The defining feature is that there as different as alien planets within our nar travel. For instance, popular inter- are no planes of existence within, universe. At worst, the laws of physics pretations of the “astral” plane suggest between, or surrounding these worlds. might be different, or suspended. that it is a void that travelers must pass All realities are on an equal footing, Humans might be unable to survive through when using magic or psionics and travel involves a direct shift as there! to journey between realities. opposed to a journey through some Interpenetrating Planes kind of intervening dimension. This structure eliminates mystical Two or more planes of existence PLANAR journeys, speeds the act of travel, and might interpenetrate, with each loca- provides a rational explanation for tion in one world corresponding to a COSMOLOGY weird events (“ghosts” are just inhabi- similar location in all the others. Such The GM must determine what tants of unusually close realities, realms are generally distinct from one planes of existence are present – in “demons” are merely ugly interplanar another, and invisible to each other’s number and in type – and how they voyagers, etc.). These features make it inhabitants – although some gifted interact. The possibilities are endless! desirable for science-fiction cam- people, such as mediums and seers, Here are some popular arrangements. paigns centered on cross-world travel might be able to perceive more than and trade. one reality at a time. Perhaps even Worlds Within Worlds This framework is conceptually ordinary people can occasionally see In this model, realities are nested simple, but the GM can make it as the inhabitants of the other realms, one within the next – like the layers of convoluted as he wishes. Travelers but regard them as ghosts. an onion. Alternate worlds or inter- might only be able to visit “adjacent” This is a common way to look at penetrating planes might exist on a worlds . . . and a satisfactory definition “dream,” “phantom,” and “spirit” more-or-less equal footing at some lev- of “adjacent” could defy scientists’ realms in fiction. Often, travelers to els of this hierarchy, but the truly best efforts. It might take multiple such planes do not go anywhere; they important events in the campaign hops to travel to some worlds, and just shift their perceptions. always involve movement up or down the hierarchy, not across any one level. while worlds might form a ring or Phases This structure lets the GM hide other simple pattern, the GM could A phase is not a destination in secrets within secrets, and offers a instead decree that they exhibit a itself, but an invisible sub-dimension classic explanation for many super- brain-busting geometry that humans of one specific reality. Unlike an inter- natural powers and beings: “They and their best computers simply can- penetrating plane, it is not distinct come from a higher plane.” As a not map. Use your imagination!

GAME WORLDS 521 Mixing It Up rolls), limit what travelers can carry, strict limits on the physical goods that The GM is free to add any number and make it clear that some alternate can accompany travelers (e.g., “You of twists. For instance: worlds are dangerous. arrive naked.”). If interplanar travel takes time, the Projection involves traveling to • Start with a hierarchy of realities, GM must determine how much time other planes as a mind or spirit while as explained under Worlds Within passes, and at what rate relative to the body remains behind. This solves Worlds, but place parallel worlds on time in the PCs’ home world. The pri- many of the problems GMs have with some tiers of the hierarchy. mary advantage of time-consuming cross-world campaigns. What belongs • Start with worlds that abut on travel is that the trip itself is an adven- in each world stays in that world. The worlds, as described for Parallel ture. The downside is that the cam- only thing that moves between worlds Worlds, but make certain “worlds” paign can get bogged down in travel. is information – and the GM can easi- fully realized hierarchies of dimen- Many players grow bored if their char- ly control that. There are two disad- sions instead of simple physical acters must make long trips to achieve vantages. First, the GM must keep realities. their goals. If the GM chooses this records for both the PCs’ physical • Add any number of distinct phas- option, he should be prepared to build selves and their projections. (The GM es to some or all of the worlds in the an adventure around each trip, or let could just say that the projection is the setting (e.g., each physical reality the PCs spend their time on gainful same as the original, but he would be might have its own hyperspace and an long-term projects such as study, discarding an interesting dramatic ethereal plane). invention, and magical enchantment. tool.) Second, players might feel that other realms aren’t “real,” and behave accordingly. The solution here is to let INTERPLANAR them . . . and then have the conse- TRAVEL quences of their actions show up in their “real” world! Many stories that feature multiple worlds assume that travel between The most Modes of Travel those worlds is a one-way trip: important question Finally, the GM must decide on the unlucky (or lucky!) travelers somehow actual mechanism used for interpla- fall through the gap between worlds. to answer is, “How nar travel. Options include: But regular travel between worlds is an do the adventurers interesting possibility, as it lets explor- Artifacts: Interplanar travel relies ers study, exploit, and perhaps even get there?” on magical, psionic, superscience, or conquer entire worlds. In this case, the weird science gadgetry. There are end- most important question to answer is, less possibilities, from hyperdrives “How do the adventurers get there?” and parachronic conveyors to magic mirrors and stone circles. Be sure to Instantaneous vs. specify whether the artifact goes with Time-Consuming Travel Physical Travel the traveler to the other side, or mere- Travel between worlds could be a vs. Projection ly sends him there – and whether it’s “Poof! You’re there!” phenomenon: Interplanar travelers sometimes good for the return trip! the heroes just have to cast a spell, visit other planes of existence in per- Right Time, Right Place: Anyone push a button, walk under a hill, etc. son, but this is not the only option. can reach other planes, but only under Or it might be a slow process, compa- Visitors might instead journey to other certain conditions: while dreaming, rable to sea or space travel. Both realities in mind or in spirit. on certain days of the year (“When the approaches have pros and cons. Physical travel (teleporting stars are right!”), at specific places Instantaneous travel – like the between worlds, moving there in some (such as the “hollow hills” of faerie Jumper advantage (p. 64) and Plane kind of vehicle, etc.) lets the GM use myth, or a wormhole in deep space), Shift spell (p. 248) – allows furious, classic “hooks” like money and physi- and so on – and possibly more than universe-spanning action, with the cal danger to steer the campaign. It is one of the above. heroes and their foes battling from one also involves less bookkeeping: the Special Powers: Travelers need reality to the next. However, some PCs have the same abilities and equip- advantages (e.g., Jumper), magic players will try to avoid enemies (and ment as in their home world. spells (e.g., Plane Shift), or similar Debt, Duties, etc.) this way, sapping However, physical travel lets the PCs powers to move between worlds. To drama instead of adding to it. This vanish bodily, perhaps along with keep PCs with such abilities from kind of travel also encourages brisk their possessions, making it possible going off and leaving the rest behind, interplanar trade, which is great fun to escape the consequences of their the GM should either require all PCs . . . until it destroys the campaign’s actions. It also opens the door to com- to have such abilities or make sure economy. In general, if interplanar modities trading, which can have that the person in charge of trans- travel is to be quick, the GM should unwelcome economic effects. The GM portation has the power to convey his make the means of travel hard to come should take care to create adversaries companions (and that the player is by, introduce reasonable risks (e.g., who can follow the PCs wherever they responsible enough to do so). nasty surprises on failed Plane Shift go, and should consider imposing

522 GAME WORLDS CHAPTER TWENTY INFINITE WORLDS

It’s 2027. A future Earth, known as Homeline, is exploring hundreds of alternate Earths. It’s also fighting an undeclared war with another world- jumping civilization . . . but that may be the least of its worries! Welcome to Infinite Worlds.

Infinite Worlds is an example of a excursions are free to prohibit them. dimensions, but at some point in the game setting. But it’s more than that. It’s Not everyone is comfortable with campaign (possibly after months or also a framework that lets players create blaster-toting wizards fighting Nazi even years of play), they discover that almost any kind of character, and that supersoldiers . . . their world is just one of many. They makes it easy for GMs to run cross- Although that doesn’t have to be the find a way to travel to an alternate genre adventures. way it works. Many worlds have yet to world, or perhaps they discover an The Infinite Worlds multiverse is be discovered; many others are isolated. extradimensional plot and end up completely optional. GMs who don’t The PCs may start out completely recruited by the Infinity Patrol . . . want to permit extradimensional unaware of the existence of other And everything changes.

INFINITE WORLDS 523 THE CAMPAIGN In the year 1995, Dr. Paul Van Zandt, a physics professor, built the Infinite worlds, infinite wealth. first working parachronic projector and used it to visit the timeline that became known as Earth-Beta, or sim- ply Beta. He concealed his observa- his original project. Over the next few In February 1998, Van Zandt made tions and continued his experiments. years, he refined his theories, contact- headlines by publishing his results – Six months later, following a mysteri- ed 23 more universes, and personally and by formally incorporating Infinity ous fire that destroyed his Dartmouth visited six alternate Earths. He also Unlimited, with subsidiaries including laboratory, he resigned from teaching secretly gathered a number of trusted White Star Trading, Parachronic to set up a “consulting” firm. aides, the nucleus of the group that Laboratories, and Infinity Develop- In fact, Van Zandt had simply freed would become Infinity Unlimited. And ment. Furthermore, Van Zandt offered himself to continue his experiments he founded White Star Trading, an to license his designs to any govern- without the supervision of academia – interworld trading corporation, to ment or corporation interested in or of the Department of Defense, finance further experiments. crosstime travel. which had supplied grant money for

Infinite Worlds Glossary alternate: Any timeline except the original Earth. Also nexus portal: A “natural” path between alternate “alternate world.” worlds. anchor: An echo that does not experience a quantum outtime: Any world except the original Homeline. shift when “history is changed.” outtimer: Anyone from an alternate world. banestorm: A natural phenomenon that moves matter parachronics: The study of alternate worlds. More between worlds. specifically, the study of why alternate worlds exist, Centrum: A rival civilization with the ability to travel and how travel between them is possible. between worlds. A “Centran” is a native or agent of parachronozoid: A creature with a natural world- Centrum. jumping ability, especially one that leaves a tunnel conveyor: A self-propelled device for traveling between or portal behind (those that don’t are rather hard to alternate worlds. spot!). Coventry: An alternate world maintained by the parallel: An alternate world that differs from ours only Infinity Patrol as a prison for those – both in that its history has been different (some are very Homeliners and outtimers – who Know Too Much. different). A “close parallel” is different as the result echo: An alternate world which is – or appears to be of one identifiable historical change. – identical to ours, but at an earlier point in its projector: A device that can send a conveyor across history. quanta. Eraser: A memory-affecting drug used by I-Cops and quantum: An “energy level” in 8-dimensional space others to keep the secret of parachronic travel. that contains many alternate timelines. Quantum hell parallel: An alternate world which has suffered a levels are often abbreviated; e.g., Q7 for Quantum 7. natural or manmade disaster that rendered it reality quake: A parachronic upheaval that buries unliveable. More loosely, any really bad world. some or all of an alternate’s history beneath a new homeboy: Anybody from one’s world of origin. one. Homeline: The original Earth. The Secret: The fact that technological cross-world I-Cop: An agent of the Infinity Patrol’s Intervention travel is possible. Outtimers are not supposed to Service. learn this, unless recruited by Infinity or Interworld. Infinity Patrol: The paramilitary arm of Infinity timeline: Another term for an alternate world. Unlimited. weird parallel: An alternate world that has many sim- Infinity Unlimited: A private organization that con- ilarities to our own, but also has differences which trols parachronic technology as a monopoly and make these similarities seem unbelievable (such as governs access to alternate timelines. a world where intelligent reptiles speak English). Interworld: The Centran equivalent to the Infinity zero point: The term for a location that has been Patrol. “zeroed” – properly calibrated – for a safe conveyor jump between two specific dimensions.

524 INFINITE WORLDS Naturally, governments were out- raged. The U.S. Congress immediately moved to nationalize and classify all parachronic technology. The Japan- The Interworld Treaty ese, European, Chinese, and Russian The Interworld Treaty was ratified by most (but not all) U.N. mem- governments all called for its interna- ber states. It represented a compromise between the interests of large tionalization and suppression. and small states – and between business interests (championed by an The next day, Van Zandt addressed uneasy alliance between Van Zandt and the United States) and U.N. a closed session of the U.N. Security and government bureaucrats. The treaty created a framework that was Council. No one knows what he said, intended to prevent a “neo-colonial” land rush, limit the ability of gov- but the world powers accepted his ernments to deploy military forces crosstime, and permit (but regulate) proposal . . . within certain limits. the commercial exploitation of certain worlds, while preventing cross- Infinity Unlimited was organized cultural disasters. as a corporation whose formal part- The most significant effect of the treaty was to centralize most ners were the permanent members of power in Infinity Unlimited, while ensuring that checks and balances the U.N. Security Council. Van Zandt existed that would give the U.N. Security Council – and to a lesser retained the position of first CEO, but extent, the U.N. Secretary General – a degree of oversight. Security Council-appointed bureau- It works . . . at least, some of the time. crats also sat on its board. Infinity Unlimited’s charter was rewritten to keep control of the basic technology Dark Infinity firmly in its hands. How Van Zandt persuaded the world’s great powers to accede Van Zandt won a key victory – (mostly) to his terms is one of the “big secrets” of the Infinite Worlds almost unnoticed at the time – when setting. Some possibilities: he resolved a budget dispute by sug- Conspiracy: Infinity Unlimited is the instrument of a vast, ruthless gesting that Infinity Unlimited would conspiracy that has dominated the corridors of power for centuries. be largely self-funding: after an initial The rise of Infinity was the culmination of centuries of preparation. infusion of funds, it would be “forced” But who won? Do the Illuminati control it? to rely on profits from licensing The Menace from Beyond Time: The world’s leaders caved in because parachronic technology. Many politi- of what Van Zandt showed them. They’ve suppressed this to prevent cians were pleased that Infinity would panic, but perhaps the truth is leaking out. Whatever the truth may be, not drain resources from the United it’s obviously vitally important that humans spread across many Nations’ limited funds, and believed worlds. If the GM wants to have a “new power” invade the hyper-cos- this would serve as a cap on the orga- mos, there’s plenty of scope. nization’s power. Few in the United Deus Ex Paramachina: What if Van Zandt is much more than he Nations or the world appreciated, seems? Could he be a visitor from another, more advanced timeline? A then, the true potential of the retired, wandering god? A rogue technomancer, exiled from the Four parachronic secret: Realms? It seems odd that Infinity and Centrum developed parachron- Infinite worlds, infinite wealth. ics so close together. Maybe it was planned. If so, who was responsible? Was conflict the goal, or did something go wrong? Maybe Centrum was Infinity also received its own secu- supposed to be Infinity’s ally . . . rity organization, which Van Zandt insisted on calling the “Infinity Patrol.” Initially small, and limited to protecting Infinity’s exploration teams and installations, its role and power would expand dramatically over time. scouts” that the corporation recruited Van Zandt retired immediately. “I It took time for the economic and for its perilous first-contact missions. plan to devote the rest of my life to political ramifications to sink in, but Trade opened with dozens of worlds. travel and study,” he said, “and I’m the revelation that the Earth existed Natural resources flowed in from the never going to touch a soldering iron within a potentially infinite series of untouched ore deposits of uninhabit- again.” alternate worlds shook the founda- ed alternate Earths. On the world that For a little while, it looked like the tions of human belief. Science, reli- came to be known as “Homeline,” the start of a utopia, at least for Homeline. gion, even the nature of identity was environment began to recover as the And then the worm peeked out of the called into question. But some people worst industrial wastes – and the most multidimensional apple: Centrum, a adapted quickly (others still haven’t), polluting industries – were sent to different reality-spanning culture, and many saw opportunities. dead worlds already blighted beyond with its own ideas of what a utopia Soon, groups of intrepid explorers anything mankind could do. Political should look like. were probing the dimensions, led by intrigues continued . . . but the econo- Suddenly, infinite worlds meant the vanguard of Infinity Unlimited’s my of Homeline was no longer one of infinite trouble . . . Penetration Service: elite “time desperate scarcity.

INFINITE WORLDS 525 AN INFINITY OF WORLDS Infinity knows of several hundred possibilities that don’t exist. As one but the only coherent alternative any- alternate worlds, spread through an 8- physicist explained it: “You can have body has ever come up with is “hands dimensional space in a pattern that an infinite number of apples without off.” And the idea of, for instance, seems almost predictable. These having any oranges.” keeping hands off a parallel-world worlds are divided between a number Hitler, as he is giving the orders for of different “energy levels,” or quanta. Dachau, is a bit much. It is easy to reach a world on the same CLASSES OF quantum, hard to travel outside your Anchors own quantum. ALTERNATE An anchor is similar to an echo, Homeline is on Quantum 5 (Q5). WORLDS but highly stable. No one is quite sure Infinity can reach Q4 and Q6 fairly why – some theories suggest that Infinity Unlimited’s Penetration easily, and Q3 and Q7 with difficulty. quantum anchors were the “original” Service classifies alternate worlds as Q2 and below, and Q8 and above, are alternate worlds from which others follows. completely inaccessible. split off. The first anchors were dis- Centrum is located on Q8. They covered when major interventions in Empty certain Quantum 6 worlds failed to can reach Q7 and Q9 fairly easily, and There is no intelligent life on the cause shifts. The half-dozen that exist Q6 and Q10 with difficulty. They can- world. It is free for exploitation. in Q6 are fierce battlegrounds . . . not reach Q5 and below, or Q11 and Typical uses include colonization because here, with no risk of a shift above, at all. (usually on the very best worlds), occurring, the dimension war can be The known worlds are distributed industry (mostly on bad worlds), fought without any subtlety at all. as follows: hunting preserves (including prehis- Quantum 2 and below: Unknown! toric ones!), and research (the whole Quantum 3: 39 known Earths. timeline is set aside as a zoo, science CLOSE Quantum 4: 89 known Earths. station, etc.). “Disaster worlds” are Quantum 5: 68 known Earths, sometimes exploitable, if only as PARALLELS including Homeline and Earth-Beta. waste dumps; others are reserved for A “close parallel” is a world very Quantum 6: 379 known Earths. scientific use. much like Homeline at some past peri- Quantum 7: 126 known Earths. od, but with small differences. Quantum 8: 45 known Earths, Echoes Examples include: including Centrum. The Earths in these timelines, all in Quantum 9: 43 known Earths. Quantum 6, seem to be following the Earth-Beta: The first parallel to be Quantum 10: 52 known Earths. “known” course of history exactly, but discovered. Like Homeline in 2004 in Quantum 11 and above: Unknown! aren’t as far along in that history as most ways, save for the lack of the Homeline. These worlds are open for crosstime secret. Parachronic scientists agree that cautious, unobtrusive research and Cherokee: In this world, now in its there must be an infinity of alternate tourism – but if “history is changed,” year 1930, the Cherokee Nation was worlds, although most are out of they shift to other quanta and become stronger and more successful in sur- reach. They disagree strongly on how parallels. Centrum has been trying to viving Anglo incursions. When oil was big an infinity. Neither Homeline’s nor do just that, as part of a program discovered in Oklahoma, the Centrum’s technology can reach any- intended to move them closer to their Cherokee kept the land and the wealth where near an infinite number of own home dimension. – Big Oil is now an Indian-dominated worlds. But they are out there . . . business. somewhere. Parallels Holly: A music-lover’s dream world. There are almost certainly undis- The Earths in these universes Buddy Holly’s plane didn’t crash; in covered timelines in all the quanta diverged from the “known” course of that world, it’s now 1989, and Holly that Infinity and Centrum can reach. history at some point. Infinity and and Ritchie Valens are both still rock- After the first 10 years of exploration, Centrum penetrate most such worlds ing. (The Big Bopper went into poli- new discoveries settled down to a as time and manpower allow. Trade, tics, and is now in Congress.) Several steady rate of about 10 per year. development, conquest, etc., are possi- other stars lived less self-destructive A common misconception about ble without risk of a quantum shift. lives, and are still around, although the “infinite worlds” is that all possi- Homeline’s general objective with Elvis is still dead. And the Monkees bilities must exist on some alternate these worlds is “benevolent guidance” became a super-group, with Stephen world, somewhere. Of course, this away from war, especially war with Stills as a member. might be true; until Infinity can reach weapons of mass destruction – and, all possible alternates, it will be hard somewhat less benevolently, to ensure Which One Is Ours? to disprove. But even if an infinity of that they do not discover parachronic Homeline obviously isn’t “our” worlds exist, there could be many travel. Many people disagree with this, present-day world – the defining

526 INFINITE WORLDS change was the discovery of Morgan, daughter of industrialist J.P. parachronic technology in the 1990s. Morgan. Backed by Morgan’s money, WEIRD But Infinity has discovered a couple of Tesla’s genius changed the world with early 21st-century Earths, just a cou- inventions such as broadcast power. PARALLELS ple of decades behind Homeline, The transistor and modern electronics A “weird parallel” is an alternate which “split off” by not inventing are unknown . . . but atomic power, ray that resembles Homeline in many parachronics. There are certainly a guns, dirigibles, and air cars are com- ways, but with such strange differ- few more out there. Since these mon. There was no World War II – the ences that it is hard to believe the sim- worlds have technology only a few League of Nations reigns, guided by the ilarities. According to parachronic years away from that of Homeline, the World Science Council. Gernsback is a physicists, these similarities are the policy is covert observation. If the GM covert battleground between Centrum reason why otherwise-improbable wishes, any of these close parallels and Infinity, each side coveting worlds are sometimes found on acces- could be “our world, our time” – or at Gernsback’s wealth (much of its tech- sible quantum levels. least one that is very close to it. nology, unfortunately, fails to work in United States of Lizardia: The first other realities). Quantum 7. weird parallel discovered by Infinity. Where Am I? Johnson’s Rome: The Roman “United States of Lizardia” (USL for It is quite possible for a crosstime Empire is still intact, and cheerfully short) is Homeline’s name. Its inhabi- traveler to encounter an alternative decadent, in the year 1206 A.D. . . .and tants call it Earth, and in some ways, version of himself (sometimes older or Johnson Crosstime Incorporated is it’s similar to 21st-century Earth . . . younger) living in one or more close developing it as a vacation spot. The except that mammals never became parallels. This offers considerable corporation is using systematic bribery dominant. The natives are bipedal, opportunity for infiltration and sub- and infiltration to take over the Empire. dinosaur-descended lizard men. Their version, but there’s also the risk that It is already turning a huge profit. Part most powerful nation is analogous to sentiment or narcissism can lead to a of the program involves outlawing pub- the United States, and occupies North traveler losing his objectivity and vio- lic tortures and the most brutal forms America. Infinity’s Penetration Service lating the rules to help out or other- of gladiatorial combat, but most of the is covertly studying it. wise influence his “other self.” decadent attractions of Rome will Orichalcum: The legendary Empire remain intact. (There are many other of Atlantis exists alongside Heroic-Age FARTHER recreational timelines; this is just one of Greece and Egypt. An island nation in the most successful.) the Atlantic, its inhabitants are blessed PARALLELS Midgard: A TL4 world. The Vikings by the gods and skilled in many crafts conquered Byzantium and used its – including the working of the wonder- These worlds are considerably more wealth (and the secret of Greek fire) to divergent than the close parallels. A few metal orichalcum. This is a TL1-2 overthrow Christendom. It is now 1412: alternate Earth in Quantum 6. examples (Quantum 5, except where the dawn of a Nordic age of discovery, indicated): colonization, and piracy in the Dead Worlds Attila: The Mongol invasion of Americas. Quantum 7. A “dead world” is an alternate Europe crushed Western and Islamic Ming-3: In our world, China turned Earth where life never developed. In civilization. Eurasia and northern its back on exploration in the 15th cen- some cases, Earth is at a different dis- Africa are forest and grassland, ruled by tury. In Ming-3, it did not. It is now tance from the sun, or has no moon. warring nomadic tribes. Some urban 1859, and the Middle Kingdom (cur- Dead worlds do not have breathable civilizations exist in Japan and South rently TL5) rules a global empire. atmospheres. Over a dozen of these America. Quantum 7. worlds are known. They can be Campbell: Science-fiction editor The Thousand-Year Reich: The com- exploited for mineral wealth. They John W. Campbell died in a traffic acci- mon science-fiction nightmare of a are also a convenient dumping dent early in his career. As a result, Nazi victory in World War II exists on ground for wastes too loathsome to many science-fiction writers never five known alternates in Q4 and Q5. keep on the same world with any developed their talents, and SF didn’t The U.N., aided by Infinity, recruits and human being. advance much past space opera. infiltrates agents into two of the “earli- Apparently, this reduced the number of er” ones (local dates 1952 and 1961), students who became interested in sci- with the hope of overthrowing the Axis MYTH PARALLELS ence and engineering, because scientif- governments. Two more are further Some parallel worlds correspond – ic development has stagnated here along: one in 1970, and one in 1988. far too closely for coincidence – to since the end of WWII. These are under careful observation. myths or fiction of Homeline. On such Cornwallis: It is 1984. Revolution The 1988 world is actually less a world, Robin Hood might be a real, failed in America and never came to advanced than the 1970 one, having living person, waging guerrilla war on France. The world is TL6, dominated by suffered a Third World War in which the Sheriff of Nottingham . . . or mer- conservative, aristocratic monarchies the Nazis destroyed Japan with nuclear maids might be real and common. The . . . but a new revolution is brewing. weapons and lost many major cities in most logical explanation is that some Gernsback: A TL(6+2) “techno- Europe and North America. The fifth writers are psychics or world-jumpers. utopia.” Nikola Tesla married Anne and most worrisome Nazi world is Reich-5; see p. 543 for details.

INFINITE WORLDS 527 Most “myth” parallels are closed to civilization survived. Continuing vol- parachronic technology, and are (sep- everyone but researchers . . . except for canism has rendered its air nearly arately) debating whether to secretly the Robin Hood world, called unbreathable in most areas. assist the human resistance forces. “Nottingham.” Infinity researchers Lucifer-3 is worse: the surface of decided fairly quickly that Robin Hood Earth – and quite possibly every world had just been a lot more “real” than within several hundred light years – WORLDS anyone thought. That world is now a was sterilized by radiation from a popular Time Tours destination. nearby supernova or gamma-ray THAT BREAK burster. Homeliners are systematically THE RULES looting the ruins of its TL7 human civ- There are a few worlds where HELL PARALLELS ilization for surviving art treasures physical laws don’t work in the way “Hell parallels” is a general term and refined raw materials. we think of as “normal.” The best for the distressingly large number of On Taft-3, massive solar flares known of these are the universes alternate worlds that have suffered caused sterility and a more gradual where crosstime travel itself works some great disaster or holocaust. collapse of civilization. Some are closed due to continuing differently. For instance, Homeline hazards; others are open to exploita- and Centrum are the only known tion or research. timelines from which a projector can operate, while Coventry (p. 540) can- Nuclear War not be reached by any means except a More than 20 post-apocalyptic Few traces of projector. Earths are known, including a dead, human civilization There are others with differences that have nothing to do with radioactive planet; a dying world in survived. the grip of nuclear winter; and a world parachronics; for instance, the uni- where humanity has been knocked verses where superscience allows back into the Stone Age. On a few physical “impossibilities,” such as worlds, nuclear radiation seems to gravity control or faster-than-light work differently, accelerating the evo- travel. In some cases, it’s biology that lution of those who survived the war; Ecological Disaster follows different rules, allowing tiny all but two of these are off limits. And Several worlds appear to have been humans or colossal beasts to exist. on one world, Ragnarok, Infinity devastated by over-industrialization And a few worlds are even stranger. scouts arrived 10 years after the war and careless exploitation at the hands There are timelines where no technol- and discovered about 20,000 survivors of their human or other inhabitants – ogy higher than “simple mechanics” huddled in fallout shelters and isolat- some recently, others long ago. On works. This is because it is impossible ed bases. In a massive humanitarian Lenin-2, this led to global warming, to produce an artificial electrical dis- effort, these survivors were ferried to flooding, heavy weather, and a mas- charge there . . . even though natural an uninhabited timeline and helped to sive famine; the few million survivors discharges work just fine. This gives get back on their feet. are now living at TL3. scientists fits: how do the physical laws “know” the difference? The best- Disease Other Roads to Hell known example, Rustic, was discov- On at least four known alternates, Other worlds have suffered a wide ered by a world-jumper. If a conveyor disease has wiped out or nearly wiped variety of more unusual disasters: had gone there instead, it wouldn’t out mankind. Three of these worlds Drexler: “Gray goo” nanomachines have been able to return. were depopulated by deliberate bio- devoured civilization (and the first There are even worlds where psy- logical warfare. They are strictly off scout). chic powers exist (Infinity is wary of limits, their coordinates a secret (and Leviathan: Humanity is fighting a any world with mind readers, for obvi- with good reason: in two cases, the losing battle against an undersea civi- ous reasons). Likewise, there are a few first scout died despite all precau- lization. where magic works . . . and not always tions). The fourth world, called Steel: Mankind developed sapient the same way. Such worlds are closed Ariane, was hit by mutant influenza in machines in the 2010s. These rose up except to elite researchers and agents, its year 1915, with over 99.9% mortal- and exterminated most of humanity. and their existence is secret. But there ity. The virus is fully controllable with Now it is 2026: a war-ravaged, post- are the inevitable rumors; for TL8 medicine, and Ariane is being col- apocalyptic Earth is divided into sev- instance, many people believe that onized, looted, and developed, despite eral Zones, ruled by rival artificial some Patrol agents have learned occasional skirmishes with tribes of intelligences . . . the Zone Minds. Only magic in order to function more effec- TL2 survivors. a few pockets of human resistance tively when visiting magical universes. remain. Worse, the arms race between Of late, scouts are discovering Cosmic Catastrophe rival Zones is spurring rapid techno- more and more “rule-breaking” A very large meteorite struck logical development (they’re now worlds – perhaps because most of Lucifer-1, in Quantum 7, about TL9). Centrum and Infinity both fear the “close” worlds have already been 100 years ago. Few traces of human that at least one AI is researching found. Or maybe something is

528 INFINITE WORLDS happening to reality. GMs are encour- but local legends suggest that they are Many pocket multiverses house aged to dream up such worlds as not the original natives. Infinity powerful, even omnipotent godlike needed! Two examples: believes that a banestorm must have beings. Most such entities are tied to transported members of several their realm and cannot leave – at least, Merlin: A close parallel until 1945, human cultures to Yrth – either from not without leaving behind most of when the first A-bomb test created a Homeline during the Middle Ages or their power. However, magic or tech- huge, permanent banestorm in New from a medieval echo. nology from outside the multiverse Mexico. This resulted in a zone of high might allow these gods or their ser- mana in the American Southwest, and vants to leave. And rarely, a pocket a region of normal mana encompass- POCKET multiverse “absorbs” another reality, ing much of North and Central bringing it inside the gods’ domain! America. Magical fallout triggered the MULTIVERSES A simple example of a pocket mul- appearance of “supernatural” crea- “You know, back home, I’m a god.” tiverse is a regular physical universe tures. The United States has become a containing a parallel Earth; an inter- technomagic superpower that fright- A “pocket multiverse” is a set of penetrating, superimposed spirit ens even Infinity. Merlin is a TL7-8 closely coupled dimensions that share world; and two alternate dimensions, a alternate Earth in Quantum 3. a set of inhabitants and metaphysical heaven and a hell. In this system, peo- Yrth: A quantum sargasso (see laws. Working magic is likely, but not ple who die really do go on to their Marooned!, p. 546) accidentally dis- certain. punishment or reward; ghosts and covered by an Infinity world-jumper a The typical pocket multiverse con- spirits prowl the space between; angels few years ago. He had many adven- sists of one baseline physical reality and demons are quite real; and there tures before finding a magical artifact (which might contain an alternate may be a Creator. that allowed him to escape! Yrth is a Earth) and one or more attached alter- Infinity researchers find operating TL3 “medieval fantasy” world where nate dimensions or interpenetrating in pocket multiverses complex, diffi- powerful magic works in a reliable planes populated by magical beings or cult, and dangerous. Parachronic tech- fashion. Elves, dwarves, goblins, drag- spirits. There is often a “void” that sur- nology does not always function in all ons, and several other mythical races rounds all these dimensions. parts of these systems! exist there. Humans are dominant, INTERDIMENSIONAL TRAVEL The keys to crossworld travel are “Mobot”: An unmanned, robot-con- a projector, they can jump to or from the parachronic projector, which can trolled vehicle. These are still experi- adjacent quantum levels as well. Base move matter between timelines, and mental; Homeline cannot yet build a cost is $20 million. Each ton of capac- the parachronic conveyor, which facili- really robust artificial intelligence. ity adds $150 million and 10 lbs. LC1. tates such transport. There are also Two-Quantum Conveyors: These nontechnological means of travel Parachronic Field work like quantum conveyors, but can between worlds. Generator jump up to two quantum levels with A conveyor’s generator may have the aid of a projector. Two-quantum subquantum, quantum, or two-quan- jumps are always tricky! Base cost is PARACHRONIC tum range. No one has yet developed a $30 million. Each ton of capacity adds CONVEYORS conveyor with greater range. $300 million and 30 lbs. LC0. The generator also has a mass A “parachronic conveyor” is a vehi- capacity: the maximum mass it can Power System cle for interdimensional travel. There transport. The mass of the conveyor A jump requires 200 kJ of energy are different styles, but all involve an (including the generator) and its pay- per ton of capacity – delivered in a sin- enclosed hull containing a parachron- load cannot safely exceed this limit. gle pulse. A typical pulsed power sys- ic field generator, a power system, and The capabilities of the generator tem for the field generator costs $50 a control system. largely determine the cost of the con- and weighs 5 lbs. per kJ. Hull Type veyor, which is usually very high. This Control System Capsule: The standard conveyor is isn’t all for the circuitry – much of the cost is licensing fees! A conveyor may have one of two basically an enclosed box. It may be types of control system: disguised for covert operations – for Subquantum Conveyors: These can instance, as a hut, covered wagon, jump between destinations at the same Fixed: The conveyor can only jump shed, phone booth, or trailer. quantum level. Base cost is $10 mil- between two specific realities, whose Mobile: Some conveyors are func- lion. Each ton of capacity adds $10 coordinates are hardwired. The opera- tioning, mobile vehicles. These usually million and 10 lbs. LC2. tor cannot change these settings. This mass from 1 to 20 tons, although larg- Quantum Conveyors: These can type of conveyor is typical of those er and smaller designs exist. jump between destinations at the available to most corporations, private same quantum level. With the help of users, etc. who have proper licenses. LC2.

INFINITE WORLDS 529 local electrical and magnetic fields, and similar factors can all influence the jump; a good operator will com- Parachronic Coordinates pensate, taking 10 minutes. The oper- Levels of several different types of parachronic energy determine a ator can take more or less time; see world’s “parachronic coordinates.” The most important of these is the Time Spent (p. 346) for the effects on “T-Gamma force,” which has levels that only come in whole numbers. the skill roll for the jump. Suppose the T-Gamma force equation were composed of two Finally, the operator hits the numbers – there are really hundreds, but suppose it were only two. The “jump” button! This activates the con- formula for Homeline might be 5 + 0 = 5, so it is in Quantum 5. The veyor’s generator. (If the jump requires formula for Earth-Beta, a close parallel, might be 4 + 1 = 5, so it’s also a projector, he hits the “ready” button in Q5. The next world might be 3 + 2 = 5, which is still in Q5. These instead. The conveyor jumps as soon similar formulas give the same result – 5 – so the associated worlds are as the projector’s field is focused on it.) similar to Homeline, as well as nearby. The conveyor vanishes, to reappear at But a world might also have a formula of 25/5 = 5, or -5 ¥ -1 = 5, the same point in space in a different which gives 5 in a very different way. Such worlds are still in Q5, but universe. very different. By the same analogy, a parallel that is in Q7 but still very similar to PARACHRONIC Homeline might have the formula 7 + 0 = 7. PROJECTORS A “parachronic projector” is a device that enables a quantum or two- quantum conveyor to cross quanta. It Programmable: The conveyor can it’s in trouble: the crew may know consists of an enclosed “stage” sur- jump to any reality within its range. To where to go, but not how to get there rounded by equipment. It can be set to accomplish this, the operator must from their current position. Finding dispatch or retrieve a conveyor. enter the coordinates into its guidance the coordinates of a new universe is a A projector’s size depends on how system manually. These units are huge research project, taking years of much mass it can move. Van Zandt’s much more tightly controlled. LC0. effort. Infinity and Centrum both have first projector filled a large laboratory. the parachronic coordinates of several The largest modern projectors can Conveyor Operation hundred universes on file. In move up to 300 tons at once, and An unassisted parachronic convey- Homeline, most are publicly available, occupy most of a city block. An “aver- or can only jump to timelines in the but some (for closed worlds, or those age” projector requires enough hard- same quantum. For a long-range con- known to be controlled by Centrum) ware to fill a small auditorium, and veyor to jump to a different quantum, are secret. can move two tons. it requires the assistance of a Parachronic coordinates are used A projector requires a great deal of parachronic projector (see below). For in conjunction with the actual space- energy to operate. This can get expen- a safe jump, the total mass of the con- time location of the conveyor to plot a sive, but for a large projector, the cost veyor and its payload cannot exceed “parachronic course.” A different per unit of mass remains low enough the field generator’s capacity. A typical “jump program” is required for each to be negligible – even when moving conveyor, after subtracting its own location in real space (e.g., Times relatively low-value items, such as mass, can transport anywhere from Square, New York) and each set of grain and ore. 500 to 2,000 lbs. of occupants and parachronic coordinates (e.g., Projectors are very costly. Infinity cargo. Homeline to Earth-Beta). Infinity quotes a base price of $100 million A conveyor jump requires a lot of Unlimited charges about $500 for a for the simplest installation with a energy in a single pulse – more than a pre-plotted jump program, from a two-ton capacity; prices only go up TL8 vehicular power plant can deliver. commercial I-Port to the equivalent from there. Thus, only governments, The necessary pulsed power system location in the target universe. To cre- eccentric billionaires, and large cor- accounts for about half the mass of a ate a custom jump program (e.g., to porations can afford their own projec- conveyor. It can deliver enough energy depart from your garage in Queens tors. But since the cost to transport for a single jump, after which it must instead of from Times Square) takes 5 people and goods is relatively low, be recharged. Most conveyors have an to 10 days of supercomputer time . . . projectors routinely handle a dozen onboard fuel cell that can replenish at a cost of $1 million to $20 million. transits per day. the energy bank in about 30 minutes. For this reason, most legitimate trav- This means the conveyor can’t return elers use the I-Ports. Projector Operation immediately after making a jump! Just prior to departure, the convey- In order for a projector to dispatch A conveyor needs to be pro- or’s operator must perform final jump a conveyor, the conveyor must be grammed with the precise parachron- calibrations to correct for local condi- positioned on the projector’s stage ic coordinates of both its location and tions and the conveyor’s current mass. and “ready”: programmed, powered- its destination. If a conveyor gets lost, Solar neutrino and cosmic ray density, up, etc.

530 INFINITE WORLDS To retrieve a conveyor, the projector universe and reappears at the same 12 – Focus error. The conveyor goes must be focused on a specific universe point in the destination universe. On a somewhere unintended. It will within two quanta. If a “ready” con- failure, by either the conveyor opera- appear in the same place, geo- veyor in the target universe occupies a tor or the projector operator, some- graphically, but it could be on any point congruent with the stage, the thing went wrong! Usually, the transit of an infinite number of timelines. projector snatches it back. Since “real happens anyway . . . but not as Roll 1d: 1-3 means it’s on the right time” interdimensional communica- planned. Roll 1d – or 2d, for a two- quantum level but in a different tion is impossible, retrieval operations quantum jump – and add it to the timeline; 4-5 means it’s on an adja- rely on setting pickup times and alter- operator’s margin of failure. If the cent quantum level; and 6 means nates. For example, a cautious pene- conveyor and projector operators both it’s two quantum levels off. It will tration expedition might arrange to failed, add their margins of failure! If take days, weeks, or even months have a projector turned on once every the conveyor is overloaded, increase for the computers at Infinity (or 24 hours. If they don’t want pickup, the total by one or more. Then look up Centrum) to deduce its location. they won’t power up their conveyor. the result on the table below. Until then, there is no way to retrieve It is relatively straightforward to it. If a projector was involved, there 2 – Timing error. Trip takes 1d minutes use a projector to dispatch or retrieve is also a 2-in-6 chance that some- from the viewpoint of those “out- a quantum or two-quantum conveyor thing will arrive on the stage from a side.” There is no way to tell a sim- over a one-quantum distance (e.g., random crosstime location. It ple timing error from a totally lost from Q5 to Q4 or Q6, or vice versa), might be air, rubble, an artifact, or shipment . . . so any delay triggers provided the conveyor has an operat- a living being . . . and it might be a security alert, just in case! This is ing, calibrated field generator. dangerous. In anything but an why parachronic operators have To dispatch or retrieve a two-quan- emergency, the projector will be ulcers.* tum conveyor over a two-quantum taken offline for 1d days while 3 – Timing error. Trip takes 1d minutes distance (e.g., from Q5 to Q3 or Q7, or researchers gather data (the hope is from the viewpoint of both those in vice versa) is trickier. A conveyor with to build a controllable “snatcher” transit and those “outside.”* an operating, calibrated field genera- projector someday!).†‡ 4 – Timing error. Trip takes 4d min- tor isn’t enough – transit is only possi- 13 – Matrix error. The conveyor arrives utes from the viewpoint of those ble under special conditions, and in small pieces – it is totally “outside.”* these can only be predicted about four destroyed. Grain, ore, etc., is unaf- 5 – Timing error. Trip takes 4d minutes hours in advance. (Every hour, roll 3d. fected; other cargo is killed or from the viewpoint of both those in On a result of 7 or less, an hour-long destroyed. The GM may wish to transit and those “outside.”* window will open in four hours.) Only “fudge” this result for PCs (treating 6 – Positional error. Conveyor appears the computers and instruments on the it as 12 or 14, as desired).† 1d feet too low, or off to one side. projector can make this prediction; 14 or more – Utter confusion! Roll Minor damage to conveyor or pro- those in the conveyor have no option twice more and apply both results. jector, but not to passengers or but to prepare for pickup and wait . . . If either of these new rolls results in cargo (unless it is very fragile).†‡ and wait . . . and wait. 14 or more, see Fascinating 7 – Resonance error. Shipment Parachronic Disasters (below) appears and then vanishes, reap- instead.† OPERATIONS pearing where it was coming from. A repeated attempt is allowed, but * Travel time between worlds is the- AND ACCIDENTS at -1 to skill.† oretically zero. Sometimes, for no When a conveyor jumps, roll 8-9 – Field-strength error. Electrical known reason, a trip seems to take against the operator’s Electronics discharges do 1d-2 burning dam- longer. And sometimes, a trip seems Operation (Parachronic) skill to see age to all personnel, and temporar- instantaneous to the passengers but how the trip went. On a projector- ily disable all unshielded electronic takes time from the point of view of the assisted trip, both the projector opera- equipment. The conveyor’s field people on either end! tor and the conveyor operator must generator is disabled until it † When one of these results comes roll. receives major repairs.† up, roll 1d: on a 1 or a 6, nothing hap- 10 – Positional error. Conveyor pens; on 2-5, the corresponding time- Modifiers: -3 or worse for damaged appears too high. The fall inflicts delay result from the table (2 through equipment. Electrical disturbances 1d crushing damage on each pas- 5) occurs as well. give a penalty, from -2 for severe elec- senger and to breakable cargo. The ‡ If this error would mean that the trical storms or solar flares to -6 for conveyor’s generator is damaged: conveyor materializes inside a solid the electromagnetic pulse of a nuclear -3 on trips until it gets minor object, anything it displaces simply blast! (“Hardening” the electronics repairs.†‡ vanishes. No one has yet explained won’t remove this modifier – this is an 11– Severe positional error. As 10, but where it goes. This means that it is very environmental effect, not equipment falling damage is 2d and the con- foolish to stand on a projector stage or damage.) veyor’s generator is disabled until it within the area corresponding to the On a success, the conveyor instant- receives major repairs.†‡ focus of a projector! You could vanish. ly disappears from its starting Worse, part of you could vanish.

INFINITE WORLDS 531 Fascinating and disadvantages, assigned by the 7 – Bio-field error. All nonliving mate- GM in accordance with the passen- rial in the shipment – including the Parachronic Disasters ger’s personality. (This has hap- conveyor – disintegrates or is lost Roll 2d and consult the table below pened twice.) elsewhere. This can leave travelers whenever result 14 comes up twice in 4 – Signal error. Living things arrive embarrassed or stranded, depend- succession on the previous table. safely . . . except that everyone’s ing on whether they were arriving Several of these results assume living mind ends up in the wrong body. at a projector stage or leaving one. cargo; reroll these if sending inani- This may be permanent, or it might 8 – Living beings experience brief mate cargo. wear off in 1d days. See Mind telepathy. Each passenger acquires Some of these results appear to vio- Transfer (p. 296) for the effects of 20 points worth of Telepathy abili- late parachronic science. Many of mind swapping. ties (see Chapter 6); the GM assigns them have not happened to Infinity . . . 5 – Tau-factor error. Shipment these randomly. These last 1d days yet. A hazard associated with any such appears as a “mirror image” of – roll separately for each person. event is the mob of researchers that itself. Ores are unaffected. (This has happened twice . . . that instantly appear – to take possession Foodstuffs are inedible. Living pas- Infinity knows of.) of all equipment involved, and to sengers acquire the Restricted Diet 9 – The shipment appears twice, 1d debrief all witnesses to within an inch and Unusual Biochemistry disad- minutes apart. (This has happened of their lives. vantages, and require a special diet once; fortunately, it was an uncrewed conveyor. The second conveyor displaced the first one when it was partially unloaded. Was the duplicate some sort of Parachronic Detectors “mirror” effect, or was it from A “parachronic detector” is a device that can detect an incoming another timeline? It is unknown jump. To do so, it must be on the same reality as the jump, and the what would have happened had jump must occur within its range (see below). Roll against the opera- there been passengers. Would they tor’s Electronic Operations (Sensors) skill. Success gives a bearing. Two have been duplicated?) or more stations within range can triangulate and determine the 10 – The shipment or conveyor is jumper’s location to within a few percent of the actual range. switched with a very similar ship- The sensor also records the jump’s reality disturbance. An hour’s ment or conveyor belonging to analysis and a successful Physics (Parachronic) roll will reveal the Centrum (or to Homeline, if the source of the jump – conveyor, projector, or “anomalous” (e.g., a spell) mission was Centrum’s). – and its quantum of origin. A day’s work and a roll at -5 identifies the 11 – The shipment or conveyor is reality of origin, if the researcher is familiar with it. switched with a very similar ship- The portable unit most often carried by Infinity Patrol agents costs ment or conveyor belonging to $560,000 and weighs 56 lbs.; it the size of a large backpack, and has a some other, as yet unsuspected, 1,000-yard range. Larger models are $1 million and 200 lbs. per mile of race of crossworld travelers. range. 12 – The shipment or conveyor is When Infinity or Centrum takes over a timeline, standard operating switched with a shipment or con- procedure is to deploy a network of long-range detectors. However, veyor belonging to some completely their expense means that few worlds have total coverage. It is general- alien dimension-traveling culture. ly only cost-effective to deploy them in major centers. Mass is unchanged, but nothing else need be the same! Damaged Conveyors 2 – Trip takes centuries, or even mil- to survive. If they are far from Failed jumps, accidents, sabotage, lennia, from the viewpoint of the Homeline, all Survival rolls are at and attacks can all damage a convey- shipment. Much less time passes -5, reduced to -2 once someone or. Depending on its hull, a conveyor for the “outside” world. Survival of realizes (from GM clues) what has might be as flimsy as tinfoil or as living beings is unlikely – they happened. (This has happened robust as a tank – but should any dam- might arrive and then crumble to twice, and is suspected in two age penetrate its DR, assume that dust! Rather than killing off PCs, other cases where the crew of a lost there is a 1-in-6 chance of significant the GM is free to substitute other conveyor starved in “friendly” sur- damage to its delicate parachronic temporal oddities, such as aging in roundings.) hardware. reverse. Finding a cure could be an 6 – Frog error. The shipment arrives in The dramatic effect of damage is interesting adventure. a rain of tiny frogs, or some other more important than the specifics. As 3 – Trip takes a very long time from bizarre “Fortean” phenomena. a rule of thumb, it usually reduces the the passengers’ mental perspective, (This has happened six times, and conveyor’s capabilities: the conveyor but no time from their physical per- four Infinity researchers have gone still functions, but at -3 or worse to all spective. Each passenger gains 3d mad trying to explain it.) Electronics Operation (Parachronic) points in assorted mental quirks rolls.

532 INFINITE WORLDS Severe damage (GM’s decision) Sometimes, they can predict where it may cripple the conveyor completely. might have appeared. If they’re lucky, NATURAL Until repairs are made, it cannot make this is a charted, habitable timeline. a subquantum jump itself, nor can a But sometimes it isn’t. PARACHRONIC projector retrieve it. In effect, it is Occasionally, the computers pre- HENOMENA “stranded.” dict an uncharted location. In fact, this P There are several unusual “natural” is how several new timelines were dis- phenomena that can reach across Lost Conveyors covered. Even so, being randomly dimensions. A conveyor can become entirely dumped onto a brand-new timeline, lost – that is, fail to arrive where it was while it makes a great adventure, is a expected – for a variety of reasons. trip most travelers would rather avoid. Banestorms A “banestorm” is a localized event These boil down to “operator error” that transports everyone within a cer- and “bad luck.” Lost/Moved Timelines tain area to another dimension. The If someone on Homeline was This is not “operator error” – but phenomenon is most often circular, retrieving the conveyor with a projec- when it happens, it causes operator and may range in size from a few tor, or expecting it to return under its headaches! See Timeline Shifts yards to a few miles across. On a plan- own power, its loss will be noticed (p. 544). et with an atmosphere, it tends to immediately. manifest as a thick fog bank, mysteri- If the conveyor was outbound from Paradoxes ous thundercloud, heavy electrical Homeline, the time before its loss is Paradoxes don’t happen, because storm, etc. that builds up slowly (e.g., noticed depends on the shipment. parachronic travel is not true time a fog rolls in and blocks all light) and Loss of a regular supply run to a major travel. However, in an “echo” – a time- vanishes suddenly. base will be reported as soon as possi- line that duplicates Homeline’s history When a banestorm vanishes, so ble, by sending a message capsule to – any intervention that changes the does everyone within its radius. These the other end. However, it might take flow of events can cause a quantum “passengers” reappear . . . elsewhere. days or weeks to notice the loss of an shift: an expensive nuisance at best, a And unlike a parachronic conveyor, a exploration mission! disaster at worst. See Timeline Shifts banestorm does not always transport The sooner a conveyor’s loss is (p. 544). its passengers to a spatial location that noticed, the better the chances of That said, a continuing nightmare corresponds to their point of origin in recovery. The Infinity Unlimited com- of more imaginative types is this: their home dimension. Some geo- puters can get to work on the problem, What if one of the historical parallels graphical locations seem to be “pre- taking into account every known is somehow Homeline’s past, and visi- ferred” pickup or delivery points. variable, down to the exact mass tors change it without noticing? But These places often earn a reputation – and capacitance of the conveyor. that hasn’t happened . . . yet. the Bermuda Triangle, for example.

INFINITE WORLDS 533 There are few consistent patterns would normally go unnoticed, except artifact. A parachronic detector or beyond this. Some worlds seem to be that fragments of the previous past world-jumper can detect its presence. more prone to banestorm manifesta- (“reality shards”) often still remain, Summonable: The portal only tions than others – and on a given persisting as bizarre memories, inex- appears when summoned. This world, certain locations seem to be plicable amnesia, or anomalous arti- requires a specific action, which unusually susceptible. Multiple facts – especially in the “fracture might be mundane (touch a specific banestorms can strike simultaneously. zone,” the name given to the “epicen- object) or complex (use a specific Researchers know of at least two spe- ter” where the two histories began to sacred dagger to perform a blood sac- cial types of banestorm: diverge. Some reality shards are even rifice). Most such portals only remain human – legendary figures, mysteri- open for a brief period after being Twin banestorms exchange matter ous strangers, or individuals “dupli- summoned. from two dimensions. A large land- cated” across worlds. Extremely pow- Variable: The portal is a junction based event can even exchange terrain erful reality quakes sometimes over- between more than two realities. The between worlds. turn both the past and future of a destination might be random or selec- Permanent banestorms transform world, hurling reality shards into table (via a key or action). If two peo- an area of a single physical reality into nearby parallels. ple want to go to the same place, they one in which two dimensions co-min- gle. This often has an effect on the area’s mana level, increasing it for hundreds or even thousands of miles around. Dimensional Highways No one knows what causes any A “dimensional highway” is a path that runs across dimensions. type of banestorm. Theories include: Researching its history often reveals that it follows ancient straight Banestorms are magical. Some evi- tracks, ley lines, etc. At points along the road, nexus portals exist. These dence suggests that banestorms are are usually periodic or locked, and as wide as the road itself. The road magical in nature. Divination can might end at a portal in one dimension and resume at a portal in the often predict them. Powerful ritual next – or it might continue in the original world as well, and after a magic can sometimes even summon stretch, lead to another portal to a third reality, and so on. Who built them. Magic seems to be less success- the roads? Nobody knows . . . ful at controlling them, however . . . Banestorms are technological. Parachronic technology can certainly detect banestorms; a parachronic Nexus Portals should hold tight as they pass detector (p. 532) “goes crazy” 1d min- through! A “nexus portal” is a hole leading utes before one appears. There is con- Hidden: A hidden portal is invisible from one dimension to another. It is siderable debate as to whether – you can step through it without real- usually circular and less than 10 yards parachronic technology can cause izing it was there. Such portals are across, and allows light to pass them. Parachronic Laboratories often one-way! A parachronic detector through from both ends (that is, you (p. 538) believes it might be possible to can sense a hidden portal only at 1/100 can see its destination). Like a convey- create an artificial banestorm using a its normal range – and only when the or, a portal crosses realities without “parachronic bomb” – but if they’ve portal is actually used to traverse a crossing space. got one, they don’t admit it. Some the- dimension. A world-jumper can sense Most portals are two-way: you can ories suggest that any use of a hidden portal in his line of sight on enter or leave at will. Some, however, parachronic technology may intensify an IQ roll. or even cause banestorms. And some are one-way: you can enter but you evidence suggests that the technology can’t leave. If you stick a limb or object Shiftrealms partway through, you can’t retrieve it – need not be parachronic: on one Some geographical features (and a it’s stuck until you or the object go all world, Merlin, the first nuclear deto- few man-made structures) are the way through. nation to take place triggered a per- “unstuck” in reality. They shift A portal might be further qualified manent banestorm. between worlds, either randomly or as: Banestorms are alive. A few on a regular cycle. These “shiftrealms” researchers believe that banestorms Open: The portal is always present may appear and vanish entirely, or are living things! and can be traversed freely. overlay or switch places with local Periodic: The portal only appears reality. They can range in size from Reality Quakes sometimes: every full moon, once per individual rooms to entire worlds. Unlike a timeline shift (see p. 544), century, etc. If it’s two-way, the way Researchers believe this may account a “reality quake” is a parachronic con- out usually has the same cycle. for tales of mysterious vanishing vulsion that overturns the past of a Locked: The portal only appears islands (such as Avalon and Huy given world, rewriting reality and in the presence of a specific “key” – Breasil) and haunted forests. changing its established history. This usually a magical or technological

534 INFINITE WORLDS Infinity’s World Classes Infinity applies one of the following formal classifi- Homeline. Infinity tries to keep the very existence of cations to each timeline. these worlds secret. Reasons for this include: Open Hell Parallels: Timelines depopulated by uncontrol- The world is open to visitation and colonization. lable disease, nanotech gone awry, or forces not yet understood. See p. 528. Protectorate High-Tech and Aggressive: The world would present The world is a populated parallel under the protec- an obvious danger if the locals learned about crosstime tion and control of Infinity Unlimited or the United travel. The Nazi-dominated “Reich” parallels are the Nations. Depending on the world’s status, limited trade best example. and contact may be possible. Mysterious Forces: Worlds that harbor magic, wide- spread psionics, or any ability under the general head- Research ing “super powers.” The world is set aside for study. Most such worlds Nonhuman Intelligence: Timelines in which aliens are parallels. Types include: are the dominant species. Ultra-Tech: When a world has technology more Anomalies: Worlds that show some interesting but advanced than Homeline’s (or Centrum’s), it is consid- not obviously dangerous variations in physical laws. ered hazardous even if its culture seems benign. The Cultural Preserves: Worlds left as “controls” to judge researchers’ objective here, of course, is to learn the the effect of intervention on other, similar timelines. native science without being caught! No Earths with Nature Preserves: Worlds with interesting wildlife, interstellar travel have been discovered so far. such as dinosaurs . . . or dragons. War Zone: The world is the site of a major struggle Primitives: Parallel worlds inhabited by Bronze Age between Infinity and Centrum, or between different or earlier man. (There is continuing pressure to allow native factions. more exploitation of these worlds.) There are a few “special” closed worlds that don’t fit Closed into any of the categories above; e.g., a mysterious par- The world is “off limits” to absolutely everyone save allel where the inhabitants suddenly began to shrink. a few chosen researchers or Penetration Service agents They are usually closed for good, one-of-a-kind reasons! . . . mostly because they pose a potential danger to

INFINITY UNLIMITED Infinity Unlimited, usually called required. Infinity has the power to con- Infinity also requires that outtime “Infinity,” is the multinational corpo- fiscate or destroy any unauthorized interlopers “better the lot” of the people rate entity through which Homeline conveyor or projector – but in practice whose worlds they infiltrate and use. exploits the fruits of – and tries to con- this right is limited when the device is This is often interpreted very loosely . . . trol – parachronic technology. It is a in the hands of major powers operating Infinity’s ability to enforce these huge, wealthy organization. It is not on Homeline. policies is strong but hardly absolute. always efficient, but it is effective. Infinity considers itself the custodi- Many interests explore and exploit Infinity operates under the joint aus- an of all other timelines – although its timelines clandestinely, simply because pices of the United Nations Interworld practical hegemony extends only it is so profitable to find and monopolize Council (consisting of the ambassadors through Q4, Q5, and Q6. Its sub- a new world! of the permanent members of the U.N. sidiaries have a monopoly on the Infinity has a number of subsidiary Security Council) and its own board of research and penetration of new time- organizations. Each performs a differ- directors. The board is half elected by lines. As the “legal guardian” of the ent task. They try to cooperate closely, Infinity’s own shareholders, half alternate worlds, Infinity leases devel- but communications breakdowns and appointed by the Council. opment rights to other Homeline enti- low-level infighting are not unknown. Infinity owns, and has the right to ties: governments, corporations, or Additionally, no matter how carefully police, all parachronic equipment. even individuals. In effect, Infinity Infinity screens its employees, there is When others build such equipment, regards itself as the owner of any world always the chance that Centrum infil- they do so by permission. Any use of below TL6, and limits or forbids con- trators, government and corporate projectors is under Infinity’s direct tact with worlds of higher TL. spies, and ordinary thieves are among supervision, and licensing fees are them – leading to adventures with no outside enemy.

INFINITE WORLDS 535 INFINITY Crosstime Recruitment DEVELOPMENT Homeline and Centran crosstime organizations often employ locals, This joint U.N.-Infinity organiza- but they do so through front organizations – the outtimers have no clue tion is responsible for parceling out that they’re working for extradimensional bosses. In fact, it’s a serious “trading territories” among the time- crime for anyone to divulge The Secret to an outtimer. However, the lines. When a new world is opened for Infinity Patrol has limited authority to recruit talented outtimers. Its commercial exploitation, interested Centran equivalent, Interworld, enjoys similar powers. parties must submit bids to ID. Cash is Crosstime recruitment is supposed to occur only when an outtimer’s just one consideration; bidders must talents are deemed to be a significant asset to the organization. A field also show how they will protect the agent who recruits a local will have to justify his actions to a board of local environment and population, inquiry. In practice, tolerance depends on the situation. World-jumpers keep security, and so forth. Outtime (p. 544) are an exception. They’re so valuable that every effort will be installations are always subject to made to recruit them, no matter where they’re from. inspection by ID bureaucrats, I-Cops, On the other hand, there have been cases where recruitment was ini- or both. tiated for personal reasons. For instance, an undercover Time Scout Many Homeline organizations might fall in love with a talented outtimer and use his influence to recruit object strongly to the implication that her into the service. In a case like this, Infinity might go along in order to Infinity “owns” the other timelines . . . keep a good agent . . . but it is more likely to court-martial the offender but that’s the way it works. and send both lovers off to Coventry (p. 540). The Patrol expects all recruits to go through training and indoctrina- tion, and watches them carefully to ensure that they remain reliable. An INFINITY PATROL outtime recruit whose true loyalties remained with his homeworld would The Infinity Patrol is the “opera- be a great liability. tions” branch of Infinity. In theory, it is ISWAT Interworld Special Weapons and Tactics, or ISWAT, is the elite black-ops sec- tion of the Infinity Patrol. It specializes in operations on closed worlds, weird paral- lels, and pocket multiverses, and routinely performs high-priority but deniable mis- sions that can determine the fate of entire worlds. ISWAT has an undisclosed number of operatives, who work in small teams. Some are highly trained I-Cops or special opera- tions troops . . . but the majority are out- timers recruited for their unique talents. Rumor has it that these include famous historical or mythical figures plucked from alternate worlds; wizards, psis, and supers; nonhumans (including undead); slumming angels and reformed demons; and even retired pagan demigods. Many of these rumors are true. ISWAT ops have three things in com- mon: a dedication to the nebulously defined ideals of “peace and freedom,” a love for action, and a very tight personal loyalty to their team members. The eight iconic characters on pp. 307-323 make up an ISWAT team. Such a team is an ideal PC group for very free-wheeling adventure. Does Centrum have its own ISWAT? That’s a very good question.

536 INFINITE WORLDS a private security force operating Infinity Patrol Missions defending echoes against sabotage. under a U.N. mandate – much like the The Patrol has many duties, Penetration and Intervention work various contractors (some armed) that including: together at these tasks. Penetration the United Nations has hired in the engages in surveillance, espionage, past to clean up after wars. In prac- • Enforcement: Inevitably, some and counterespionage, while tice, the Patrol is a supranational Homeline governments, corporations, Intervention handles active police paramilitary agency under Infinity’s and individuals use timelines in unac- work and special-ops missions to control. ceptable ways: exploiting the natives, counter Centrum operations once The Patrol’s jurisdiction on wasting resources, importing merce- detected. Homeline is strictly limited to protect- naries and equipment for military • Rescue: There are many reasons ing Infinity premises – although they adventures, and so on. This happens why crosstime travelers might fail to have close liaisons with both national constantly, despite the I-Cops’ best make it back on time, ranging from police agencies and Interpol. Beyond efforts. But the Patrol keeps trying to the trivial (conveyor blew a fuse) to Homeline, only its reach limits its stop it. This is the job of the Justice the disastrous (eaten by dinosaurs, influence, but it has limited powers on division of Intervention, but taken hostage by renegades, or burned worlds that have large national pres- Penetration Service agents often as witches). It’s also possible that they ences. The Patrol is spread very thinly notice the problem first, when a “new” interfered with history and caused a among the many timelines it polices. timeline turns out to have uninvited timeline shift (see p. 544). So when The Patrol is a large organization, guests. travelers fail to check in, the Patrol with 10,000 field agents and 50,000 If an unauthorized penetration is sends out a rescue mission. other employees. It is multinational in discovered, the I-Cops go into action Who goes on the mission depends character. The paramilitary “I-Cops” immediately. The policy is to shut on who was lost – and where. On a primarily recruit former police and down the penetration instantly if The “safe” timeline, the response might be military personnel, while the Secret seems likely to be breached . . . two junior Penetration troubleshoot- Penetration Service attracts adventur- but otherwise, to infiltrate the pene- ers with a tool kit . . . but they’ll be ers and scientists of all sorts (geolo- tration in order to roll up the entire armed, just in case. For dangerous gists, anthropologists, biologists, etc.). gang – not just the foot soldiers. An timelines, it might be an armed con- The one constant is that everyone experienced Time Tours guide or veyor full of I-Cops. must pass rigorous psychological and retired scout might be approached for In all cases, the Patrol’s top priority loyalty examinations intended to weed such a mission. is to safeguard The Secret; therefore, out fanatic nationalists, criminals, • Homeline Security: The Security retrieving or destroying a lost convey- radicals, and anyone else likely to division of Intervention is focused on or can be more important than getting betray the organization. Most of the monitoring and stopping crosstime missing travelers out alive! For this time, this works – although some infiltration of Homeline. It works reason, the Patrol often isn’t called Patrol members undoubtedly have closely with the Intelligence division immediately if the missing party divided loyalties or hidden agendas. of Penetration – and with the intelli- belongs to a group other than Infinity. A Patrol field agent might be an gence agencies of major world powers Many crosstime corporations (such as explorer, investigator, or soldier, but – to detect and neutralize threats. A Time Tours) have their own reaction regardless of his job, he serves in one major part of this job is keeping tabs forces. Other governments have their of the Patrol’s two main branches: on conveyors and projectors. own security forces, too – some more • Outtime Security: A pillar of competent than others. And in Intervention Service: Popularly Infinity’s policy is that no timeline out- extreme cases, ISWAT (p. 536) might known as the “I-Cops,” Intervention is side Homeline (and obviously intercept the call and quietly take over the security and espionage arm of the Centrum) is to learn that crosstime the mission. Patrol. Its primary responsibilities are travel even exists – let alone use it – A rescue mission is a good, and enforcing Infinity regulations and except under close control. The potentially violent, adventure. And if it countering Centrum penetrations. Penetration Service works to discover takes place in an echo, there is also the Intervention is organized into 10 divi- which timelines are edging toward danger of causing an inadvertent sions, including Justice, Security, this technology (or any other means of quantum shift . . . Internal Affairs, and Special dimensional travel), while the Operations. Intervention Service takes action to Penetration Missions Penetration Service: The “Time ensure that individuals and govern- New timelines are discovered Scouts” are responsible for surveying ments do not breach regulations, and mathematically, although a lot of trial and opening new timelines. They also punishes those that do. When neces- and error is also involved. Initial entry handle search-and-rescue operations sary, Intervention uses extreme meas- into a new timeline is always made for lost conveyors. One of their least- ures to keep The Secret (see p. 540). using a robot with an extensive chem- known but most dangerous jobs is • Defense vs. Centrum: This ical and biological sensor package. crosstime intelligence gathering. includes counterespionage against Many timelines get no further visits Penetration’s eight divisions include Centrum spies, espionage to learn . . . they’re not suitable for human life. Contact, Echo Surveillance, Intelli- more about the enemy, and the But when a timeline looks safe, a gence, and Search and Rescue. most “romantic” job in the Patrol: human has to go in.

INFINITE WORLDS 537 The first scout’s job is to get in, look end up coining informal names out free lunches, either. When it reset- around, and determine whether the during the penetration process. tles disaster victims, for instance, it timeline is inhabited – and, if so, by Eventually, one name sticks and usually requires those resettled to pay whom or by what. If it proves to be becomes official. their way – most often by working for uninhabited, Penetration classifies it Penetration Adventures: An adven- other Infinity operations. Still, these for colonization or other use and turns ture or even a campaign could be built contracts are always more than fair to it over to Infinity Development. around the first penetrations of a new those being helped. But if the timeline is inhabited, it timeline – especially if it has high tech- Miracle Workers supplies vaccines, remains the property of Penetration, nology and is not a close parallel. One antidotes, food crops, etc., in situa- and the survey proceeds very carefully. of the first steps is to grab a daily tions where these things would make The first scout isn’t expected to bring newspaper. Imagine the gradual pene- a difference. The biggest challenge back anything more than an estimate tration of, for instance, a world in here is covering its tracks, except in of the tech level and a recorded sam- which the Nazis won World War II . . . those rare, usually depopulated time- ple of the language. Later teams try to and it is now 1960. lines where Infinity simply moves in learn a bit more on each visit. If the and takes over. timeline is similar to a known parallel or historical period, experienced MIRACLE agents can be brought in quickly. PARACHRONIC Otherwise, exploration happens one WORKERS careful step at a time. The higher the Miracle Workers is the nonprofit, LABORATORIES timeline’s technology, the more careful “do-gooder” side of Infinity. It works This is Infinity’s pure-research the explorers must be. closely with various U.N. aid agencies. organization, dedicated to improving Only very well penetrated timelines Despite being heavily financed by both parachronic technology and are opened up to organizations like licensing profits from other parts of Homeline’s understanding of the sci- Time Tours. Usually, these are on Q4 Infinity, as well as by outside dona- ence behind crosstime travel. Infinity and Q5, where Centrum’s agents can- tions, there is never enough time or might ask agents of any of its organi- not reach. But certain Q6 echoes are money to help everywhere. And – to zations to test prototype equipment also (carefully supervised) tour sites. the great frustration of the staff – from “Paralabs.” When a traveler sur- Miracle Workers is strictly forbidden vives a new and devastating conveyor Naming New Worlds: A newly to help out in the historical echoes, for accident, researchers from Paralabs located timeline receives a code fear of shifting the timeline. are in the middle of the investigation number based on its parachronic Miracle Workers is not for profit, . . . probably demanding that the vic- coordinates. Researchers inevitably but is not in the business of handing tims do it all again, more slowly. OUTSIDE ORGANIZATIONS Many organizations, both govern- Infinity definitely keeps secrets from waste disposal, and research, these gov- ment and private, have access to con- the U.N. However, the U.N. has nearly ernments maintain “colony” worlds on veyors. All of these units are theoreti- unfettered access to Infinity facilities permanent lease from Infinity. cally under Infinity’s control, open to for operations such as humanitarian For Infinity, the biggest problem I-Cop inspection at any time. But con- relief missions to other worlds. with governments is their incessant veyors are often falsely reported “lost” Since U.N. members tend to “deniable” secret operations, as they and put to clandestine uses – or simply protest interventions against their try to circumvent the limitations stolen by untrustworthy agents or crosstime analogs, most crosstime Infinity places on them. Conveyors employees. This is a constant U.N. interventions are either in very can and are built secretly, and the headache for the Patrol. different parallels or intended to help major powers undoubtedly have clan- More than 30 non-Infinity organi- the “local” U.N. survive and grow. At destine parachronic capabilities zations have their own projectors. any given time, the U.N. may be intended for covert exploration, Fortunately, these are easier to police, actively intervening in two to four dif- weapon testing, outtime exploitation, and every projector has its own full- ferent timelines. or even war. The I-Cops often run into time Patrol monitoring team. highly trained agents who they know are from Homeline. Sometimes they GOVERNMENTS can even prove it. THE UNITED Several nations (notably China, Projectors can also be built secret- France, Germany, Japan, Russia, the ly, but no one seems to have done so NATIONS United Kingdom, and the United on Homeline yet – again, giving rise to The United Nations theoretically States) have significant “official” speculation that Infinity has detection oversees Infinity in its many forms, parachronic capabilities, with their methods it isn’t revealing. So far, no but its “control” is loose on Homeline, own fleets of projectors and conveyors. projector built off of Homeline has and looser yet in the alternate worlds, In addition to engaging in mining, worked.

538 INFINITE WORLDS Getting a crosstime bounty-hunt- elsewhere, and vice versa. As always, RESEARCH ing license from Infinity requires a though, The Secret must be kept. careful background check and appro- When a new timeline is opened up, FOUNDATIONS priate experience (being ex-Patrol the traders’ agents are the first in, The infinite worlds are fertile helps; a good employment history looking for new goods and new mar- ground for scientific research. with a reputable crosstime company kets. Some are unscrupulous, dealing Scientists can study totally unspoiled like Time Tours is also a plus). Some even in slaves and drugs; others are biomes . . . or worlds that have been bounty hunters work alone; others the best allies the Patrol has. utterly destroyed by dozens of differ- work for private agencies, the largest White Star dominates the inter- ent disasters. Infinity permits almost and most successful of which is world trading scene, but there is so any kind of nondestructive research. It Infinite Justice, based in Indiana. much business that there’s no need to would probably allow a little scientific hog it all. One of the largest corpora- destructiveness, too, if an artfully writ- tions involved is Time Truckers, Inc., ten proposal were to make the gains CORPORATIONS whose trained conveyor operators hire seem great enough. Crosstime exploitation can be high- out to various businesses. Most research, by far, has been his- ly profitable. Numerous businesses torical and social. The historical paral- operate from Homeline. lels offer answers to countless intrigu- ing “what if” questions, and the echoes offer – or at least seem to offer – a win- dow into Homeline’s own past! Many expeditions are mounted to such Goods that are cheap on Homeline are often worlds, to observe and to learn. These are bound by strict rules: they must valuable elsewhere, and vice versa. keep The Secret of parallel worlds hid- den, and they cannot change the his- tory of the echoes, lest they be “lost” to a timeline shift (see Timeline Shifts, Time Tours, Ltd. p. 544). White Star Trading “If it’s Tuesday, this must be 1066.” Founded by Paul Van Zandt, White ROSSTIME Star is the original interworld trading Time Tours is by far the best known C company – and probably the largest. of the “independent” companies using BOUNTY Van Zandt financed most of his origi- parachronic technology. Its business is nal development by trading back and sending groups of tourists on exciting HUNTERS forth with a single world. expeditions into parallel timelines. The goal is not always pure sightsee- “Richard Z. Horn. Under arrest for Today, White Star has offices in ing: one popular trip is the Dinosaur a billion-dollar computer fraud, he hundreds of dimensions, always dis- Safari, the ultimate challenge for jumped bail, hijacked a Time guised as ordinary businesses. Some hunters looking for really big game. Truckers, Inc. conveyor, and disap- are small, handling a few hundred The Patrol runs an official “customs peared on Cornwallis. The I-Cops pounds of rare commodities a day; for check” when each tour returns, but found the abandoned conveyor, but example, a crate of new-release CDs unless the outtime world is known to after spending a week searching, they from Holly, or a breeding pair of pas- contain some specific danger, this is gave up looking for Horn – said he was senger pigeons. Others ship hundreds mostly a formality. no threat. But there’s a $1,000,000 of tons of grain or ore daily, loading Working for Time Tours can be bounty on Horn, and a reward from the cargo onto barges that go out of challenging. Employees must organ- Time Truckers as well. I was deter- sight of land and then jump between ize, equip, and lead expeditions to mined to collect both . . .” worlds. White Star was formerly part of many different timelines. The job There are a lot of places for a fugi- Infinity, but antitrust considerations includes keeping the tourists out of tive to hide among the hundreds of (and competitors’ objections) led to its trouble . . . tourists who all too often known parallel worlds. The I-Cops go becoming legally and financially dis- can’t manage the clothing or the lan- after anyone who is a threat to securi- tinct. It still has a “cozy” relationship guage, and who will walk right into ty or the stability of an echo, but they with Infinity, which makes many of its the Charge of the Light Brigade to get lack the manpower to chase down smaller competitors unhappy. a good snapshot for the folks back anyone who doesn’t pose a clear and home. As a result, Time Tours reserves present threat to Infinity’s hegemony. Other Traders the right to do whatever is needed – up The crosstime divisions of agencies Many corporations of all sizes to and including aborting the trip with like the FBI handle some of these are getting rich through cross-world no refund – to prevent “cultural con- cases. Freelance bounty hunters pick trading. Goods that are cheap tamination,” or to correct it once it up many of the others. on Homeline are often valuable has occurred.

INFINITE WORLDS 539 Keeping the Secret Infinity and Centrum may be enemies, but there is the security leak. Measures can range from dirty tricks one thing they agree on: the secret of parachronic tech- intended to discredit the subject or change his percep- nology must remain their monopoly. An “outtimer” who tions, to commando raids aimed at eliminating all the learns this secret – The Secret – must be hired, discred- witnesses and destroying all hard evidence. But where ited, or made to vanish. Centrum might kill, Infinity prefers to make the witness It’s reasonable to expect highly trained Infinity per- vanish. He is kidnapped . . . and taken to Coventry. sonnel to keep the secret of parachronic travel; indeed, operatives likely to contact outtimers have prepared Coventry cover stories that fit local belief systems. If possible, Coventry is a Quantum 3 alternate in which human- anything that might reveal The Secret will be explained ity didn’t develop. It has one important and useful pecu- away as a mundane event – but if not, it’s better the liarity: unassisted conveyors can’t enter or leave it – and locals think they saw witches, fairies, or UFOs than get neither can world-jumpers. And nobody knows why. any inkling that humans with advanced technology are This means the only access to Coventry is by projector- traveling across dimensions. assisted conveyor from Homeline. On the other hand, when a herd of tourists goes The I-Cops use Coventry to isolate people who Know charging off into a parallel, there’s a strong likelihood Too Much: outtimers who stumbled onto a Homeline that somebody will let something slip . . . operation; Homeliners who broke regulations; scien- tists abducted from other timelines because the Patrol Eraser feared they were too close to developing parachronic When outtimers see visitors appear or disappear, or technology; and even disgruntled ex-employees of witness some use of Homeline technology, the pre- Infinity! The population also includes some voluntary ferred solution is to make them forget. “Eraser” is a settlers, rescued from crosstime disasters. sedative and amnestic drug used by both Infinity and All sorts of adventures are possible on Coventry . . . Centrum. A recipient must make a HT-3 roll to avoid including a rescue attempt from within Infinity, by its effects. On a failure, he falls unconscious. On awak- employees who are morally opposed to the whole ening, his short-term memories – everything in the last concept. The world itself is a pastoral TL4, with TL8 5d+45 minutes – are gone. Eraser comes in pill, injec- medicine. tion, and gas form. It appears to have no untoward side effects, even in massive overdoses. The Infinity Ethical Problems Patrol issues it to I-Cops and to civilian security per- It would not be unfair to conclude that Infinity and sonnel or guides engaged in authorized crosstime Centrum regard outtimers – as a group, if not as indi- operations. It is not for sale at any price; authorized viduals – as something less than “real” people with users must account for every dose acquired and used. human rights. Infinity’s PR department does its best to Still, it turns up on the black market at an average downplay this perception, but every time the I-Cops price of $500 per dose. LC2. cart some outtimer off to Coventry, they send the mes- sage that Homeline is somehow “superior.” And every Extreme Measures time a filmmaker creates a historical epic by recording When someone has seen too much and Eraser won’t the bloody deaths of thousands of people in an outtime solve the problem, and he isn’t a good subject for war, he reinforces the idea that the residents of other recruitment, troubleshooters are called in to deal with timelines are puppets for Homeline’s entertainment.

Time Tours has competitors, but But there’s a great deal of wealth to be wastes get to the projector site in com- they’re not different – just smaller and had . . . and greedy miners have secret- plete safety. often shoddier. And some other com- ly raped several habitable timelines. panies offer vacations rather than tours. They emphasize luxury over Waste-Disposal THE VERY RICH excitement. Johnson’s Rome (p. 527) Companies A very few, very wealthy individuals is the best known of these. Radioactive waste, toxins, biohaz- own conveyors for hobby purposes. ards, and other noxious brews too foul Most of these people are glorified Mining Companies to stay on an inhabited planet . . . don’t tourists or collectors, but there is the Many huge operations exist solely have to. Infinity only permits waste occasional sybarite who enjoys playing to wrest mineral wealth from unin- dumping on genuine hell worlds – power games in “backward” settings. habited timelines. Most mining leases worlds that really can’t get any worse – Their conveyor crews are all Infinity granted by Infinity are for otherwise- and requires disposal companies to employees – which theoretically pre- worthless worlds, many of which are take every precaution to ensure that vents the most flagrant abuses. uninhabitable without artificial aid.

540 INFINITE WORLDS attempts to establish alternative soci- Colonies vary from TL4 to fully CROSSTIME eties. One, Uhuru, even declared its modern. independence from the United States COLONIES and made it stick. The Manor Worlds Infinity has opened several beauti- There are also “secret” bases and A few very wealthy lovers of nature ful but empty worlds for colonization. colonies, sponsored by governments, – or privacy – live on the “manor” Some companies have leased such corporations, and other organizations worlds, each of which is divided up worlds and sublet them to pioneers. with clandestine conveyors. Some are into a few thousand private estates. If Several governments have spon- hidden away on known timelines; oth- you’re wealthy enough to buy or lease sored colony worlds, too. Most such ers are on worlds as yet unknown to a private conveyor, you can have your colonies are simply outlets for excess Infinity. A few have special purposes own private Hawaii, or Ozarks, or St. population, but some – five sponsored (mining, trading, research, etc.), but Tropez, or Jamaica . . . with an instant by the United States, three by the many are just groups of people trying commute, by conveyor, to Homeline! United Kingdom, and one each by to get away from it all. France and Japan – are deliberate ADVERSARIES Infinity is Homeline’s chief tightly-organized meritocracy called language quickly – but right now, any guardian against outtime threats. As “the Centrum.” fluent speaker of, for instance, far as most Homeliners know, the only Centrum’s rulers value science, Japanese is certainly not a native such menace is the rival world-jump- order, and power for its own sake. Centran. ing culture of Centrum. Actually, there Children are constantly tested are many other dangers out there . . . and retested, and all training and pro- Interworld but Infinity keeps them secret to avoid motion is based on talent and This is the Centran equivalent to causing panic on Homeline. achievement. the Infinity Patrol. As an arm of a Philosophically, the key difference world government, Interworld is larg- between Centrum and Infinity is in er and more ruthless than the Patrol. CENTRUM their treatment of inhabited worlds. It might even have a better grasp of Centrum is the only known human Centrum wishes to bring all worlds parachronic science. timeline other than Homeline to inde- under its central control, creating a Almost without exception, pendently develop parachronic tech- single transworld state whose bound- Interworld agents are fanatically loyal nology. It is also Homeline’s fiercest aries span the dimensions. The to Centrum. They are also quite likely enemy. Centran agents intrigue against Centran approach to conquest is to to have bionic implants – Centrum the Infinity Patrol across the dimen- infiltrate a world, overthrow its gov- itself is fabulously wealthy, and can sions, and will settle for nothing less ernment as inexpensively as possible, equip individual agents well. They kill than total domination of the infinite and take over – and then advance its mercilessly if necessary, but they worlds. technology and send its leading citi- respect talent, and often try to recruit Centrum is a world government zens to Centrum for education and talented outtimers. They have normal descended from a united Anglo-French indoctrination. After a probationary human feelings of loyalty toward Empire. One of the last historical fig- period, outtimers can eventually hope friends, desire to protect children, and ures to exist in both worlds was to become citizens of Centrum itself, so on. They are not monsters or Eleanor of Aquitaine, who either creat- although no world is currently judged machines. ed or stabilized the Empire and ruled it “ready.” for over 20 years. The Empire grew Centrum is a mid-TL8 society. Like Crosstime Conflict and expanded, dominating Europe Homeline, it developed parachronics a Centrum is on Quantum 8, while before 1700, Africa and Asia before few decades ago. Homeline is on Q5. Since it’s possible 1850. The New World was colonized in to jump one quantum easily and an orderly fashion; the Indian tribes Language two with difficulty, Centrum’s territo- were enslaved or destroyed. The native Centran language is a ries “overlap” Homeline’s at Q6 In 1902, the Empire collapsed in a heavily accented dialect of English. (which Homeline can reach more worldwide civil war; the aristocracy Centrum wiped out all other lan- easily) and Q7 (where Centrum has had become decadent, and with noth- guages on its own world two genera- the advantage). ing left to conquer, they turned on each tions ago. Until recently, they did not One might think that would pro- other. Members of the technical and even have any trained linguists . . . vide a natural border. Unfortunately, it military class likely engineered the because they didn’t need them! doesn’t work that way. For one thing, war. Educated, trusted, and trained to All this puts Centrum at a great Centrum is aggressive. For another, Q6 serve, they had grown contemptuous handicap in penetrating worlds or appears to have more usable worlds of their titled masters – and when they areas where the language is unlike than all the other quanta put together restored world government 50 years English. They are currently experi- (nobody knows why). later, it was stamped in their image: a menting with methods of teaching

INFINITE WORLDS 541 seize a position of power in another timeline. To discover them, the Patrol uses the same surveillance methods it uses to catch Centran agents. Indeed, it can be difficult to determine quickly whether infiltrators are Homeline adventurers or Centran operatives! Time Raiders: Criminals who are just in it for the money – whether they’re after crown jewels, the Mona Lisa, or a nuclear warhead – are hard- er to catch. The most subtle raiders strike an echo and grab the loot just before it was lost “in history,” in an effort to avoid triggering timeline shifts that would bring the Patrol down on them. “Theft to order” for wealthy private collectors is where the steady money is . . . but everything from intellectual property theft to arms smuggling can be lucrative. Illegal Immigration and Crosstime Slavery: This is a growing problem. Need cheap labor? Find a suitable dimension, hire a conveyor-load of would-be illegal immigrants, and take them crosstime instead of cross-bor- der. If they go to the authorities, they’ll be sent to Coventry, so they’ll accept cheap wages in exchange for the promise of earning enough to buy false citizenship papers . . . Criminal Centrum seems to have had Q6! A year later, the “infinity war” was organizations import everyone from crosstime travel for longer than a reality. prostitutes to soldiers to nuclear Homeline, but initially used it mainly Apparently, Centrum does not have physicists. And sometimes blackmail to enter empty worlds for resources. “historical echoes” of the sort isn’t needed: “rescue” a platoon of Their mastery of parachronic mathe- Homeline does . . . or, if such echoes Nazi soldiers from an echo’s matics is definitely better than exist, they are in a quantum unreach- Stalingrad and they may be eager to Homeline’s. They can apparently able from Homeline. This deprives serve as your loyal mercenaries. detect whether a timeline is unstable, Infinity of a possible source of insight There’s also a scary black market in and plan an intervention to push it in into Centran psychology. famous movie stars, singers, and the direction they want; see Timeline Interestingly, Centrum seems to be beauties. Only last month, agents of Shifts (p. 544). Homeline’s scientists at the exact same “time,” measured by the Italian Gruppo di Intervento have not yet figured out how to do that the stars, that Homeline is. Is this con- Speciale rescued a kidnapped Helen of – or at least, Infinity isn’t admitting it. nected with the fact that it is the only Troy from a members-only brothel. Homeline became aware of known timeline, other than Homeline, Replacements: Duplicates (“dupes”) Centrum’s existence nine years ago, that can support a parachronic projec- of many Homeline residents exist on when an intruder was captured in one tor? Nobody knows. close parallels like Earth-Beta. There of Infinity’s most secret labs. He told a have been cases where Homeliners very strange story under truth serum! have paid to have dead children, old Infinity released that first agent with CROSSTIME lovers, or archenemies snatched from an offer of friendship. Centrum imme- BANDITS these worlds. In a few cases, the diately accepted, with apologies for Homeline original was killed and In the past five years, Infinity has their earlier penetration of Infinity’s replaced by a dupe. A typical scam: If shut down a dozen criminal crosstime territory. But it quickly became obvi- Mr. Johnson is a millionaire business- operations. There are almost certainly ous that their “friendship” was entire- man in Homeline but a homeless bum many more. ly treacherous; they didn’t have who lost everything in a market crash enough experience in true coopera- The Men Who Would Be King: in Earth-Beta, the Mafia might grab tion to fake it believably. Eight years There is a steady stream of megalo- Beta’s Johnson and offer him a deal to ago, they “stole” four timelines from maniacs who try to use advanced tech- replace Homeline’s Johnson . . . as nology or historical knowledge to their comfortable puppet.

542 INFINITE WORLDS the Cabal calls home is one of the most in the SS-controlled province of REALITY perplexing – and potentially unpleas- Burgundy discovered a psionic world- ant – conundrums Infinity faces. jumper (or captured such a visitor LIBERATION A particularly unsettling aspect of from another timeline – Infinity isn’t ORCE these rumors is their consistent claim sure which) and gained expertise in F that the Cabal has access to “higher harnessing and exploiting the power. The RLF is a Homeline-based dimensions of being,” somehow By the time Infinity learned of this, guerrilla organization that opposes “above” the infinite worlds, known as the Nazis had approximately two- the U.N. Interworld Council’s “unde- the Astral Realm, the Iconic Realm, dozen world-jumpers, of highly vari- mocratic and unjust hegemony and and the Realm of Pure Spirit. Cabal able power and reliability (several had exploitation of other timelines.” The members are said to cross these realms to use dangerous cocktails of drugs to RLF calls for an end to crosstime and the infinite worlds in search of unlock their powers), and were creat- travel except for peaceful scientific arcane knowledge. ing more through selective breeding, purposes. Perhaps most frightening of all, the cloning, and bio-psionic technology. The RLF has wide popular sup- Cabal is reputedly fractured. Renegade Worse, working in concert and using port. Several mainstream groups, archmages and demon lords suppos- experimental psibernetic linkages, it notably People Against Crosstime edly fight secret wars, with the infinite seemed that some of these world- Exploitation (PACE), serve as RLF worlds as their pawns and battlefields. jumpers were able to transport loads front organizations. The RLF also has The losers become exiles, often bent on of four or five times their own weight many sympathizers in political and conquering parallel Earths beyond the – sufficient to move squads of troops military circles – although most resent Cabal’s reach, where they can amass and even small armored vehicles. the Council, which they feel has power and plot vengeance . . . Reich-5 soon began its first usurped their authority, more than crosstime invasion: an infiltration of they oppose crosstime travel. Nostradamus, a post-apocalyptic REICH-5 world where prophecy shaped reality. THE CABAL: Reich-5, on Quantum 3, was the That the locals foresaw the invaders’ fifth “Nazi victory” parallel discovered coming did them little good; in fact, it MASTERS by Infinity. It is presently in its year reinforced the conquerors’ sense of 2010, ruled by a brutally efficient destiny. And matters only got worse. OF INFINITY world government dominated by Nostradamus proved to be at the A disturbing number of the magi- Germany, Japan, and a Nazified junction of a “dimensional road” cians, psychics, parachronozoids (see United States. It is TL8 in most which the Nazi world-jumpers were p. 544), and supernatural entities that respects, but advanced in space tech- able to detect and exploit. This road, Infinity operatives encounter claim to nology and a twisted form of genetics which the Nazis call the have knowledge of a vast paranormal – and possibly in psionic technology. “chronobahn,” seems to span at least brotherhood known as “the Cabal.” To Naturally, Infinity strictly prohibit- half a dozen dimensions as it wavers hear them tell it, the Cabal has lurked ed travel to this world, and hid its exis- in and out of existence . . . And the in the shadows for millennia, manipu- tence in order to prevent it from Nazis have begun to explore it. They lating events across the infinite worlds acquiring The Secret. But after a can still only shift small loads at some through secret societies and occult decade of containment, the unthink- risk, but they may be learning more. conspiracies. Which Earth (or Earths!) able happened: Nazi parapsychologists Reich-5 lags far behind Centrum and Homeline in parachronic theory – a weakness that is compounded by the fact that all of its researchers are highly eccentric “Aryan mystics” who seem intent on keeping secrets from the “materialists” in Berlin. Hence, Infinity has not yet activated contingency plans – for instance, to transport nuclear warheads to known Reich-5 military bases and government centers – and is instead focusing its efforts on destabilizing the regime. In any case, the “transdi- mensional SS” are already scattered across bases in an unknown number of dimensions. As Infinity is slowly realizing, Reich-5 has the potential to dominate all of Quantum 3 – and perhaps move beyond, especially if it finds allies.

INFINITE WORLDS 543 PARACHRONOZOIDS The rabbit-hole went straight on like a tunnel for some way, and then dipped suddenly down, so suddenly that Alice had not a moment to think World-Jumpers about stopping herself before she A “world-jumper” is anyone who possesses the Jumper (World) found herself falling down a very deep advantage (p. 64). This ability seems to be “psionic” . . . but nobody well. knows for sure. – Alice’s Adventures in Wonderland, Infinity has several people with this ability on its payroll, and is Lewis Carroll always on the lookout for more. Only a few are native to Homeline. At least one of them claims to have visited alternate worlds before Van “Parachronozoids” are creatures Zandt did . . . and kept it quiet, because he thought he was insane. with natural world-jumping abilities. Infinity’s world-jumpers are top couriers, special agents, and trou- There is a wide variety of them, native bleshooters. Most observers believe Centrum has world-jumpers as to different dimensions. Some resem- well. ble ordinary or talking animals, such In Infinite Worlds, Jumper (World) functions normally for jumps as white rabbits, beautiful stags, or within the same quantum. Jumps between quanta are at -5 per quan- black horses. Others are mystical. And tum level of difference. Those who have this trait always know by “feel” a few are terrible, semi-material hor- what quantum they are on. rors that man was not meant to know. All parachronozoids possess the Jumper (World) advantage (p. 64). Most have the Tunnel enhancement, fades away . . . and then the stag van- Teleportation). Others seek mana-rich allowing them to create interdimen- ishes, leaving him stranded in another areas, and there are rumors of ways to sional paths that can be followed. Of world! magically summon or lure them. course, these paths close behind them Many parachronozoids also have Certainly, wizards have trapped and after a time, with no guarantee that the Warp advantage (p. 97), giving tamed such entities, using them as they will ever open again. This can them the ability to jump across space mounts or harnessing them to create have dire consequences for the as well as the dimensions. world-jumping chariots. unwary. For example, a hunter sees a Some parachronozoids seem And some are predators and vam- beautiful white stag and gives chase, drawn to those with latent or active pires, stalking prey from dimension to and as he follows, the world gradually psionic abilities (most often ESP or dimension . . . TIMELINE SHIFTS Of the 379 timelines Infinity knows almost unnoticeable. Nevertheless, Infinity was on the verge of shutting of in Quantum 6, 281 are “historical this slight deviation would explain the down all travel to the echoes, one of echoes”: worlds apparently identical differences, if the original “event” that the lost worlds was rediscovered . . . in to Homeline at earlier points in its his- created the echoes occurred some 3.5 Q5! tory. No “future” echoes are known – billion years ago – perhaps during the Centrum seems to be able to insti- although there are parallel worlds with earliest appearance of life on Earth. gate such shifts on purpose. Of the 24 higher technology or more advanced The echoes represent an incredible echoes that have vanished from Q6 local dates. No echoes are known on opportunity for research into history since Infinity discovered them, four any quantum except Q6. . . . but they also represent a signifi- are known to have moved “closer” to Why is Homeline “reflected” so cant hazard. Anyone visiting an echo Homeline, going to Q5. Eleven are many times in another quantum? is carefully cautioned against doing known to have moved to Q7, nearer to Nobody knows. The echoes are irregu- anything that might make a signifi- Centrum . . . and Centrum deliberately larly spaced through history. There are cant change in the timeline. This has engineered at least six of these shifts. few echoes before 3000 B.C. and none nothing to do with ethics. It’s a ques- One bounced all the way to Q4, on the before 12,000 B.C. Some periods have tion of safety. The balance that holds “other side” of Homeline. And eight of several echoes; a few have none. the echoes in Q6 is a fragile one. If the missing timelines haven’t been In all of the echoes, time is flowing something happens to change the found at all. more slowly than on Homeline – but future course of history in an echo, it Infinity regulations require that the difference is so slight (a maximum may simply vanish! The first few times any visit to an echo be managed with of one year of difference for every this happened, it was thought that the extreme care – no casual or “tourist” 250,000 years that pass) as to be world had been destroyed. But as trips are allowed. The I-Cops are

544 INFINITE WORLDS always alert for signs of Centrum’s intervention. But they can’t simply flood the echoes with agents – doing that would greatly increase the risk of instigating the very changes they want to avoid! Instead, they rely on strategi- cally placed agents and regular patrols. CENTRAN INTERVENTION Centrum has intervened several times, in increasingly sophisticated ways, to try to move echoes “closer” to Q8. It is clear that Centrum has some method of predicting what sorts of changes will produce the desired effect. However, Centrum’s predictions are not infallible. In at least four time- lines, massive Centran interventions seemed to have had no effect at all; these timelines appear to be “held in place” by something other than their similarity to Homeline (see Anchors, attempt to eradicate all Homeline per- responsible were removed from p. 526). sonnel. Such an attack is more likely power. Such extreme intervention is If Centrum does manage to pull off to be covert than overt. not generally effective in any event – an intervention, the GM should decide the results are too unpredictable. how long it takes to come into effect. A Examples of Centrum’s The execution of Princess Elizabeth shift may take hours or days to occur Intervention in 1554, before she ascended the throne. – it is never instant – and the Centran Successful interventions by Apparently, her sister Mary was influ- agents must stay in place throughout, Centrum include: enced against her. in order to protect their work! Even The sinking of HMS Beagle with all then, it might be possible to reverse The atomic destruction of London hands in early 1833. Charles Darwin the shift by counteracting the effects in the year 1902. The first and last time was among those lost. This timeline of the intervention. As a result, once Centrum attempted any such gross did not “vanish” until late 1837, Centrum manages to shift a Q6 time- attack. It became a political issue though. line to Q7 or Q8, Interworld agents among Centran leadership; the parties The sabotage of Yuri Gagarin’s space capsule in 1960. This triggered a round of witch-hunts and accusations within the Russian space program Mysteries that eventually spilled over into the Strategic Rocket Forces and danger- Homeline’s understanding of the infinite worlds is hardly perfect. ously weakened Khrushchev’s hold on Situations that “break the rules” can be springboards for adventure! power. This instability in the Kremlin Two examples: may have contributed to the Cuba Boojum: A perfectly ordinary timeline – not an echo and not on Q6 Incident of 1962, in the aftermath of – vanishes. Four months later, it reappears. Six months later, it vanish- which the U.S. and U.K. were able to es again. So . . . something can quantum-shift an ordinary timeline. Or enforce U.N. control over Soviet mis- maybe this timeline isn’t ordinary! Either way, the Homeliners on sile and space programs. This world- Boojum are in a panic, as are the administrators and researchers at line migrated to Q8 shortly thereafter. Infinity. Centrum Beta: A newly penetrated Q7 timeline seems to be exactly Long-Term Intervention like Homeline researchers think the world of Centrum was in the year Infinity is concerned about the pos- 1895. Could it be an echo? Even an ordinary parallel would be inter- sibility of very long-term interventions. esting. Either way, why is it the only one they’ve ever found? And For instance, if a pivotal figure like remember, Q7 is more accessible to Centrum than it is to Homeline; Alexander the Great or Karl Marx there are almost certainly Centran agents here! were murdered as a child, no histori- cal differences would show up for

INFINITE WORLDS 545 years . . . but when they appeared, are simply told, for instance, “It’s of a group of strangers doesn’t seem to they would be huge. Possibly, 1453 on echo Sigma-6A. There’s evi- make much difference. But there’s Centrum can’t compute the effects of dence of Centrum penetration in always the chance of hitting a key such interventions – or perhaps, if Germany. If they’re working close to moment in history: the visitor to echoes exist in part because of human home, their target might be reflected 1938 Washington gets the culture, only a large and sudden shift Gutenberg’s printing press . . . other last seat on a train, so a senator is late in popular attitudes can effect a teams are checking out other possi- to a meeting with the President, so a change. It could be that if a key indi- bilities.” That’s one reason why key military appropriation fails . . . so vidual is removed prematurely, some- counter-intervention teams are when World War II comes along, the one else will appear to take his role in small: Homeline has to check out United States loses. history. Thus, removing Hitler well everything. In general, if a change seems like it before his rise to prominence might can lead to a distinct “what if” varia- only result in a similar dictator Intervention in Reverse tion in history, it’s significant. appearing, with little change in The GM can turn the whole thing However, a shift need not be perma- events. Parachronic intervention is around: Infinity has unraveled the nent. One timeline was shifted to Q7 still an art rather than a science. secret of timeline intervention, discov- by Centrum aid to Benedict Arnold in ered a string of Centran echoes in 1780, turning the Revolutionary War Intervention Adventures Quantum 7, and sent out strike teams in England’s favor. An intrepid team of Trying to stop a Centran interven- to shift them toward Q5. Just work it I-Cops in the cut-off world sabotaged tion on an echo makes an excellent all in reverse. The Homeline team has the British fleet off Boston, turning adventure for a PC team of I-Cops. a specific assignment – something the the war around again . . . and the time- The GM can make the following computers predict will shift the time- line returned to Q6! It appears that assumptions: line in a useful fashion if carried out history is sufficiently “elastic” to successfully. The Centran opposition absorb a deviation – if it can be exact- • The enemy agents are outnum- consists of lots of small teams . . . and ly counterbalanced before too much bered and secretive. It is difficult and if the Homeliners put one out of the time has passed. expensive to send anyone from way in too obvious a fashion, it tips off For game purposes, assume that Centrum to Quantum 6. Interworld, who will reinforce the very minor changes do not create a • The enemy plan requires split- area very heavily. shift – or, at least, not immediately. If second timing . . . because, if it didn’t, outtimers do something that the GM they would have pulled it off already. thinks may “change history,” he can Whatever the Centran method of com- EFFECTS OF allow a shift to happen in minutes or puting an intervention, if the answer days. A shift is usually only one quan- were always as simple as “Nuke AMPERING T tum, but can possibly be more. London in 1902,” they’d succeed a lot Choose the direction of a shift ran- more often. However, the enemy does WITH ECHOES domly, unless it was caused by agents have backup plans. It takes a significant change to in accordance with a specific plan • The Patrol gives the agents some cause a whole timeline to “move” to a designed around a correct under- general information about the different quantum level. A “signifi- standing of how parachronics interact enemy penetration. The means by cant” change is up to the GM, because with history. which their superiors acquired this nobody knows what kind of change is data is none of their business! They really significant. The mere presence LOCATING A SHIFTED Marooned! TIMELINE If a timeline shift takes the world you are on out of projector range Only Infinity and Centrum possess (Q3-Q7 for Homeline; Q6-Q10 for Centrum), you’re stuck! You have the sophisticated instruments and two options: try to undo the shift, or find alternate means of trans- supercomputers needed to locate a portation (enemy conveyor, friendly world-jumper, etc.). lost timeline quickly. Such a search There are other ways to become stranded, including: requires a full week of work and a suc- cessful Physics (Parachronic) roll. Quantum Sargasso: A “quantum sargasso” is a dimension that a This roll is at +3 if the timeline is in world-jumper or conveyor can enter but not leave. A projector can focus the researchers’ “home” quantum, at on it, but it can’t make pickup. The only way out is to find a nexus por- +1 if it’s in an adjacent quantum, and tal (p. 534) or use magic (e.g., Plane Shift, p. 248). at no modifier if it’s two quanta away. No Mana: There are worlds where magic simply doesn’t work. A If it’s three or more quanta away, it magical world-jumper, Plane Shift spell, etc. lets you enter these dimen- can’t be found! sions, but won’t let you leave! With lesser equipment, the search takes weeks to years (GM’s option) – possibly at a large penalty.

546 INFINITE WORLDS APPENDIX TABLES

COMBAT MODIFIERS These three lists summarize the Major distraction (e.g., all clothes on Target (choose one) success rolls and modifiers used to fire): -3 or more (GM’s option) Hit location: 0 for torso, -2 for arm or attack and defend. Minor distraction (e.g., part of clothes leg, -3 for groin, -4 for hand or foot, on fire): -2 -5 for face, -7 for skull; impaling Mounted, and mount attacked on its and piercing attacks can target MELEE ATTACK last turn: -2 vitals at -3 or eyes at -9 ODIFIERS Mounted, and mount’s velocity rela- Hit location, through chink in armor: M tive to target is 7+: -1 -8 for torso, -10 anywhere else (e.g., When attacking in melee combat, Shock: -HP of injury received last turn eyeslits) figure your effective skill by: (maximum -4) Weapon, to damage: -5 to hit a reach 1. Taking your base skill with the ST below that required for weapon: -1 “C” weapon (e.g., knife) or pistol; -4 weapon or unarmed attack you are per point of deficit to hit a reach 1 weapon (e.g., using. (In some situations, another Wearing a shield in close combat: -DB broadsword); -3 to hit a reach 2+ skill – e.g., Free Fall, Riding, or of shield weapon (e.g., spear) or rifle Environment Suit – will limit this skill.) 2. Applying the relevant condition- al modifiers below. Modifiers are cumulative, but combined visibility Violence, naked force, has settled more issues in penalties cannot exceed -10 (-6, if history than has any other factor, and the contrary used to blindness). If any modifier marked with an asterisk (*) applies, opinion is wishful thinking at its worst. adjusted skill after all modifiers can- – Robert A. Heinlein not exceed 9. A roll of this number, or less, is a hit. Attacker’s Maneuver Other Actions by Attacker Weapon, to disarm: as above, plus an All-Out Attack (Determined): +4 Deceptive Attack: -2 per -1 penalty to extra -2 if not using a fencing Move and Attack: -4* foe’s defense weapon Attacker’s Posture Dual-Weapon Attack: -4/-8 with Visibility Crawling or lying down: -4 (if crawl- primary/off hand (-4/-4 w. Cannot see anything: -10 (-6, if used to ing, can only make reach “C” Ambidexterity) blindness)* attacks) Evaluate: +1 per turn (maximum +3) Cannot see foe: -6, or -4 if you know Crouching, kneeling, or sitting: -2 Off-hand attack: -4 (no penalty w. his location to within 1 yard* Attacker’s Situation Ambidexterity) Partial darkness, fog, smoke, etc.: -1 to Rapid Strike: -6 on both attacks (-3 w. Affliction (coughing, retching, etc.): -9 (GM’s option) Trained By A Master or Weapon see Afflictions (p. 428) Master) Bad footing: -2 or more (GM’s option) Striking into close combat: -2 Grappled: -4 Wild Swing: -5* Holding a large shield: -2

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

548 TABLES Defender’s Maneuver Thrown weapon: -1 to Parry, or -2 to Multiple parries: -4 to Parry per parry All-Out Attack: no defense possible! Parry if small (1 lb. or less) after the first, cumulative (halved All-Out Defense (Increased Defense): Other Actions by Defender for fencing weapons, and for +2 to one of Dodge, Block, or Parry Acrobatic Dodge: +2 to Dodge if Trained By A Master or Weapon Move and Attack: dodge or block only; Acrobatics roll succeeds, -2 if it Master) you cannot parry fails Off-hand parry: -2 to Parry (no penal- Defender’s Posture Dodge and Drop: +3 to Dodge vs. ty w. Ambidexterity) Retreat: +3 to Dodge, or to Boxing, Crawling or lying down: -3 ranged attack Judo, Karate, or any fencing Parry; Kneeling or sitting: -2 Feverish Defense: +2 (costs 1 FP) +1 otherwise Defender’s Situation Above attacker: +1 if 3’ difference, +2 if 4’, or +3 if 5’ Affliction (cough- ing, retching, etc.): see Afflictions (p. 428) Bad footing: -1 or more (GM’s option) Below attacker: -1 if 3’ difference, -2 if 4’, or -3 if 5’ Can’t see attacker: -4, and a block or parry requires a Hearing-2 roll Close combat: only reach “C” weapons can parry Distraction (e.g., clothes on fire): -1 or more (GM’s option) Encumbered: penalty equal to encumbrance level to Dodge, or to Judo, Karate, or any fencing Parry Mounted: penalty equal to differ- ence between 12 and Riding skill (no penalty for Riding at 12+) Stunned: -4 Nature of Attack Attack from behind: no defense possi- ble (defense at -2 w. Peripheral Vision) Attack from side or “runaround” attack: -2 (no penalty w. Peripheral Vision) Attacker used laser sight: +1 to Dodge if dot is visible Deceptive Attack: -1 per -2 the attack- er took to his attack Dual-Weapon Attack: -1 if both attacks strike the same target Flail: -4 to Parry/-2 to Block (-2/-1 vs. nunchaku); fencing weapons can’t parry at all Successful feint: penalty equal to attacker’s margin of victory

TABLES 549 Size and Speed/Range Table SIZE AND Speed/Range Size Linear Measurement 0 -15 1/5” 0 -14 1/3” SPEED/RANGE 0 -13 1/2” 0 -12 2/3” 0 -11 1” TABLE 0 -10 1.5” 0-92” The main use for this table is ranged combat, but the GM can 0-83” also use it for Sense rolls and other success rolls that size, speed, 0-75” or range might believably affect. 0-68” This table uses the same progression for size as it does for the 0-51 ft sum of speed and range, but the modifiers for size have the oppo- 0 -4 1.5 ft site sign from those for speed/range: large size give a bonus, while 0-32 ft large speed and range give a penalty. Thus, if a target is twice as 0-21 yd big but also twice as far away and twice as fast, the net modifier 0 -1 1.5 yd to hit stays the same. 0 0 2 yd -1 +1 3 yd Size of Target -2 +2 5 yd The larger the target, the easier it is to hit. The modifier to hit -3 +3 7 yd an object due to its size is its “Size Modifier” (SM). Humans have -4 +4 10 yd SM 0. Objects larger than man-sized give a bonus to hit, while -5 +5 15 yd smaller objects give a penalty. -6 +6 20 yd The statistics for most nonhuman races, vehicles, etc. include -7 +7 30 yd SM. You can find the SM of other things using the table. Simply -8 +8 50 yd look up the being or object’s longest dimension (e.g., height, for -9 +9 70 yd a humanoid) in the “Linear Measurement” column, and then -10 +10 100 yd read across to the “Size” column to find SM. If size falls between -11 +11 150 yd two values, base SM on the next-highest size. -12 +12 200 yd Box-, sphere-, or blob-shaped objects or characters add +2 to -13 +13 300 yd SM; elongated boxes, like most ground vehicles, add +1. If an -14 +14 500 yd object is much smaller in two of three dimensions (e.g., a steel -15 +15 700 yd cable 100 yards long but only 2” thick), use the smallest dimen- -16 +16 1,000 yd sion instead of the largest. -17 +17 1,500 yd Examples: A giant whose longest dimension is 4 yards has SM -18 +18 2,000 yd (1 mile) +2. A car with the same dimensions would have SM +3. A build- -19 +19 3,000 yd ing 4 yards across would have SM +4. -20 +20 5,000 yd (2.5 miles) -21 +21 7,000 yd Target’s Speed and Range -22 +22 10,000 yd (5 miles) In most combat between fighters on foot, and when attacking -23 +23 15,000 yd inanimate objects, you can ignore speed. Simply look up range -24 +24 20,000 yd (10 miles) in yards in the “Linear Measurement” column, and then read -25 +25 30,000 yd across to the “Speed/Range” column to find the speed/range -26 +26 50,000 yd (25 miles) modifier. If the range falls between two values, use the higher; -27 +27 70,000 yd e.g., treat 8 yards as 10 yards. -28 +28 100,000 yd (50 miles) Note that there is no modifier at ranges of 2 yards or less – -29 +29 150,000 yd shooting a close target is no easier (and no harder) than attack- -30 +30 200,000 yd (100 miles) ing it in melee combat! etc. etc. etc. But for fast targets – including anything that requires the High-Speed Movement rules (p. 394) – the GM may rule that Continue this progression indefinitely, with each speed is important enough to consider. In that case, add speed in 10¥ increase in linear measurement giving +6 to SM yards/second (2 mph = 1 yard/second) to range before looking it or -6 to speed/range modifier. up in the “Linear Measurement” column. Example: Erin the archer shoots at a dragon. It is Examples: A man 8 yards away is -4 to hit. A motorcycle rider 40 yards away and flying at Move 15 (30 mph): 40 + 40 yards away, traveling at 30 yards/second (60 mph), has a 15 = 55 yards. Erin rounds up to 70 yards, for a speed/range of 40 + 30 = 70 yards, which gives -9 to hit. A missile speed/range modifier of -9. The dragon is 6 yards passing within 5 yards while moving 1,000 yards/second has a long, which rounds up to 7 yards, for SM +3. Erin’s speed/range of 5 + 1,000 = 1,005 yards, for -17 to hit. final modifier to hit is -6.

550 TABLES By using the sum of range and 1,000 yards away, it hardly matters range to less than half the real speed, the table ensures that when whether it is walking at 1 yard/sec- ground distance, use half the ground one of range or speed is large relative ond or 2 yards/second. distance instead. to the other, only that factor has a Sense Rolls: If making a Sense Firing Upward and Downward: significant impact on the outcome. roll, or an Electronics Operation roll For every yard of elevation your tar- Small variations in speed are negligi- for sensors, do not add speed to get has over you, add one yard to ble when firing at targets at extreme range. Instead, subtract speed from effective range. For every two yards ranges, and vice versa. If a rocket is range (but don’t reduce it below 0). It of elevation you have over your tar- moving at 1,000 yards/second, it is actually easier to notice a moving get, subtract one yard from effective doesn’t really matter whether it’s 50 target! range; if this would reduce effective or 100 yards away. If an elephant is MANEUVERS In combat, you may perform one Taking an active defense may spoil your aim maneuver on your turn. The following or concentration. table summarizes these maneuvers and their effects. Maneuver Table Maneuver Description Active Defense Movement Page Aim Aim a ranged weapon to get its Accuracy bonus. Any* Step 364 All-Out Attack Attack at a bonus or multiple times. None Half Move 365 All-Out Defense Increased or double defense. Any† Varies 366 Attack Attack unarmed or with a weapon. Any Step 365 Change Posture Stand up, sit down, etc. Any None 364 Concentrate Focus on a mental task. Any* Step 366 Do Nothing Take no action but recover from stun. Any‡ None 364 Evaluate Study a foe prior to a melee attack. Any Step 364 Feint Fake a melee attack. Any Step 365 Move and Attack Move and attack at a penalty. No Parry Full Move 365 Move Do nothing but move. Any Full Move 364 Ready Prepare a weapon or other item. Any Step 366 Wait Hold yourself in readiness to act. Any Varies 366

* Taking an active defense may spoil your aim or concentration. † Gives +2 to Dodge, Block, or Parry, or allows two defenses against each attack. ‡ Defenses are at -4 if taking Do Nothing due to stun. POSTURES Attack: The modifier when making Posture Table a melee attack from this posture. Posture Attack Defense Target Movement There is no effect on ranged attacks. Standing Normal Normal Normal Normal; may sprint Defense: The modifier to all active Crouching -2 Normal -2 2/3 (+1/2 per hex) defense rolls. Kneeling -2 -2 -2 1/3 (+2 per hex) Target: The modifier to hit your Crawling -4* -3 -2† 1/3 (+2 per hex) torso, groin, or legs with a ranged Sitting -2 -2 -2 None attack. No penalty to strike other hit Lying Down -4 -3 -2† 1 yard/second locations, if they are visible from that posture. * Only reach “C” melee attacks are allowed. Movement: The effect on move- † If attacker is at the same or lower elevation and farther away than his own ment. For tactical combat, movement height, he attacks your torso as if it were half exposed (-2 to hit), and cannot point costs appear in parentheses, and attack your groin, legs, or feet at all. If you also have your head down, he cannot note that a human occupies two hexes attack your neck, eyes, or face. while crawling or lying down.

TABLES 551 HIT LOCATION TABLES Use these tables in conjunction [1] An attack that misses by 1 hits Increase the wounding modifier for a with the Hit Location rules (p. 398). the torso instead. tight-beam burning attack to ¥2. Other [2] Only impaling, piercing, and attacks cannot target the vitals. Missing Parts: If a random roll indi- tight-beam burning attacks can target cates that a missing body part would the eye – and only from the front or Injury Tolerance be hit (e.g., the neck, on a target with sides. Injury over HP/10 blinds the Injury Tolerance (No Neck)), treat it as and Hit Location eye. Otherwise, treat as skull, but a torso hit. Diffuse: Ignore special knockdown, without the extra DR! shock, and wounding modifiers. [3] The skull gets an extra DR 2. (Eyes, limbs, and extremities can still HUMAN AND Wounding modifier is ¥4. Knockdown be crippled.) Impaling and piercing rolls are at -10. Critical hits use the attacks can never do more than 1 HP HUMANOID HIT Critical Head Blow Table (p. 556). of injury. Other attacks can never do Exception: These special effects do not more than 2 HP of injury. LOCATION TABLE apply to toxic damage. Homogenous: Ignore special Use this table for humans, [4] Jaw, cheeks, nose, ears, etc. If knockdown, shock, and wounding humanoids (e.g., giants and goblins), the target has an open-faced helmet, modifiers. (Eyes, limbs, and extremi- and semi-upright creatures (e.g., apes ignore its DR. Knockdown rolls are at ties can still be crippled.) Wounding and bears). If rolling randomly, roll 3d. -5. Critical hits use the Critical Head modifier is ¥1/2 for impaling or huge If deliberately targeting a specific hit Blow Table. Corrosion damage gets a piercing, ¥1/3 for large piercing, location, apply the listed penalty. For ¥1.5 wounding modifier, and if it ¥1/5 for piercing, and ¥1/10 for small example, a random hit to the skull inflicts a major wound, it also blinds piercing. would occur on a roll of 3-4, while a one eye (both eyes on damage over full No Brain: Hits to the skull or face deliberate attack targeting the skull HP). Random attacks from behind hit get no special knockdown or wound- would be at -7 to hit. the skull instead. ing modifier. Hits to the eye can crip- [5] Limb. Reduce the wounding Winged Humanoids: A deliberate ple the eye; otherwise, treat them as multiplier of large piercing, huge pierc- face hits, not skull hits. attack on a wing is at -2 to hit. If ing, and impaling damage to ¥1. Any rolling randomly, a 9 indicates a wing No Vitals: Treat hits to the vitals or major wound (loss of over 1/2 HP groin as torso hits. hit (roll randomly to see which wing) from one blow) cripples the limb. and a 10 indicates a torso hit. For Unliving: Hit location has its usual Damage beyond that threshold is lost. effect, except that impaling or pierc- wounding purposes, treat wings as [6] If holding a shield, double the limbs. ing damage to any location but the penalty to hit: -4 for shield arm, -8 for eye, skull, or vitals gets a reduced Fish-Tailed Humanoids (Mermen): A shield hand. deliberate attack on the tail is at -3 to wounding modifier: ¥1 for impaling [7] Human males and the males of or huge piercing, ¥1/2 for large pierc- hit. If rolling randomly, treat random similar species suffer double shock leg hits as torso hits and random foot ing, ¥1/3 for piercing, and ¥1/5 for from crushing damage, and get -5 to small piercing. hits as tail hits. For effects, see knockdown rolls. Otherwise, treat as a Quadruped, Hexapod, Centaur, and torso hit. Avian Hit Location (p. 553). [8] Extremity. Treat as a limb, NON-HUMANOID except that damage over 1/3 HP in one blow inflicts a crippling major HIT LOCATION Human and Humanoid wound. Excess damage is still TABLES Hit Location Table lost. [9] If rolling randomly, roll Use the next two tables for the fol- Roll Location (Penalty) Notes lowing categories of non-humanoid: – Eye (-9) [1, 2] 1d: 1-3 is right, 4-6 is left. 3-4 Skull (-7) [1, 3] [10] Neck and throat. Arachnoid: A spider or similar 5 Face (-5) [1, 4] Increase the wounding multi- eight-legged creature. 6-7 Right Leg (-2) [5] plier of crushing and corro- Avian: A creature with two wings, 8 Right Arm (-2) [5, 6] sion attacks to ¥1.5, and that two legs, and no arms; e.g., a bird. 9-10 Torso (0) of cutting damage to ¥2. At Cancroid: A crab, lobster, scorpi- 11 Groin (-3) [1, 7] the GM’s option, anyone on, or similar creature with forelimb 12 Left Arm (-2) [5, 6] killed by a cutting blow to the pincers. 13-14 Left Leg (-2) [5] neck is decapitated! Centaur: Any humanoid-quadru- 15 Hand (-4) [6, 8, 9] [11] Heart, lungs, kidneys, ped hybrid. 16 Foot (-4) [8, 9] etc. Increase the wounding Hexapod: A six-legged creature; 17-18 Neck (-5) [1, 10] modifier for an impaling or e.g., an insect. A winged hexapod also – Vitals (-3) [1, 11] any piercing attack to ¥3. has wings, like a fly.

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

Quadruped, Hexapod, Centaur, and Avian Hit Location Table Roll Quadruped Winged Hexapod Winged Centaur Avian (3d) Quadruped Hexapod – Eye (-9) Eye (-9) Eye (-9) Eye (-9) Eye (-9) Eye (-9) 3-4 Skull (-7) Skull (-7) Skull (-7) Skull (-7) Skull (-7) Skull (-7) 5 Face (-5) Face (-5) Neck (-5) Neck (-5) Neck (-5) Face (-5) 6 Neck (-5) Neck (-5) Face (-5) Face (-5) Face (-5) Neck (-5) 7-8 Foreleg (-2)* Foreleg (-2)* Foreleg (-2)* Foreleg (-2)* Foreleg (-2)* Wing (-2)* 9-10 Torso (0) Torso (0) Torso (0) Torso (0) Torso (0)† Torso (0) 11 Torso (0) Torso (0) Mid Leg (-2)* Mid Leg (-2)* Torso (0)† Torso (0) 12 Groin (-3) Wing (-2)* Groin (-3) Wing (-2)* Groin (-3) Groin (-3) 13-14 Hind Leg (-2)* Hind Leg (-2)* Hind Leg (-2)* Hind Leg (-2)* Hind Leg (-2)* Leg (-2)* 15-16 Foot (-4)* Foot (-4)* Foot (-4)* Mid Leg (-2)* Arm (-2)* Foot (-4)* 17-18 Tail (-3) Tail (-3) Mid Leg (-2)* Foot (-4)* Extremity (-4) Tail (-3) – Vitals (-3) Vitals (-3) Vitals (-3) Vitals (-3) Vitals (-3) Vitals (-3)

* If using random hit location, roll 1d: 1-3 is right, 4-6 is left. If it is somehow holding a shield, double the penalty to hit: -4 for a limb, -8 for an extremity. † For centaurs, 9-10 means the animal body is hit, while 11 means the humanoid upper body is hit. Deliberate attacks on either are at no penalty.

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

Vermiform, Octopod, Cancroid, Ichthyoid, and Arachnoid Hit Location Table Roll (3d) Vermiform† Octopod‡ Cancroid§ Ichthyoid Arachnoid – Eye (-9) Eye (-8) Eye (-9) Eye (-8) Eye (-9) 3-4 Skull (-7) Brain (-7) Skull (-7) Skull (-7) Brain (-7) 5 Face (-5) Face (-5) Face (-5) Face (-5) Neck (-5) 6 Neck (-5) Neck (-5) Neck (-5) Fin (-4) Face (-5) 7-8 Neck (-5) Arm 1-2 (-2)* Arm (-2)* Torso (0) Leg 1-2 (-2)* 9-11 Torso (0) Torso (0) Torso (0) Torso (0) Torso (0) 12 Torso (0) Torso (0) Torso (0) Torso (0) Groin (-3) 13-14 Torso (0) Arm 3-4 (-2)* Leg (-2)* Fin (-4) Leg 3-4 (-2)* 15-16 Torso (0) Arm 5-6 (-2)* Leg (-2)* Fin (-4) Leg 5-6 (-2)* 17-18 Torso (0) Arm 7-8 (-2)* Foot (-4)* Tail (-3) Leg 7-8 (-2)* – Vitals (-3) Vitals (-3) Vitals (-3) Vitals (-3) Vitals (-3)

* If using random hit location, roll 1d: 1-3 is right, 4-6 is left. If it is somehow holding a shield, double the penalty to hit: -4 for a limb, -8 for an extremity. † For winged serpents, treat 15-18 as Wing (-2). For snake-men, treat 7-8 as Right Arm (-2), 13-14 as Left Arm (-2), and 17-18 as Hand (-4). ‡ For squid, treat 17-18 as Torso (0). All arms other than arms 1-2 are extremities for injury purposes, and targeted at -3. § For scorpions, treat 12 as Tail (-3).

TABLES 553 Arm: For an octopod, arms 1-4 are Eye, Face, Foot, Groin, Neck, Skull, arachnoid, legs 1-2 are the front pair, those it is currently using for manipu- Torso, Vitals: Use the rules for humans legs 3-4 are the mid-front pair, legs 5-6 lation, while arms 5-8 are those it is and humanoids. are the mid-back pair, and legs 7-8 are using for locomotion. For a cancroid, Fin: An ichthyoid often has two or the back pair. Handle wounding, etc. an arm is a forelimb pincer. Handle three fins or ray-like wings; roll ran- as for humans and humanoids. wounding, etc. as for humans and domly. Treat a fin as an extremity Tail: See note under Quadruped, humanoids. (hand, foot) for crippling purposes. A Hexapod, Centaur, and Avian Hit Brain: As skull, but only DR 1. crippled fin affects balance: -3 DX. Location Table. For ichthyoids, most of Leg: For a cancroid, this is any of the “tail” is considered the torso; this its true legs; roll randomly. For an is just the tip.

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

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

Number of Size Modifier (SM) Occupants +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 1 109876543333 2 1210987654333 3-514121098765433 6-10 16 14 12 10 9876543 11-20 17 16 14 12 10 987654 21-50 17 17 16 14 12 10 98765 51-100 17 17 17 16 14 12 10 9876 101-200 17 17 17 17 16 14 12 10 9 8 7 201-500 17 17 17 17 17 16 14 12 10 9 8 etc.

TABLES 555 CRITICAL SUCCESS AND FAILURE A roll of 3 or 4 is always a critical 15 – The blow does maximum normal 17 – The target’s DR protects at half success. damage. value (round up) after applying any A roll of 5 is a critical success if 16 – The blow does double damage. armor divisors. your effective skill is 15+. 17 – The target’s DR protects at half 18 – The blow does triple damage. A roll of 6 is a critical success if value (round down) after applying your effective skill is 16+. any armor divisors. 18 – The blow does triple damage. CRITICAL A roll of 18 is always a critical failure. MISS TABLE A roll of 17 is a critical failure if CRITICAL HEAD 3, 4 – Your weapon breaks and is use- your effective skill is 15 or less; other- less. Exception: Certain weapons wise, it is an ordinary failure. BLOW TABLE are resistant to breakage. These Any roll of 10 greater than your Use this table only for critical hits include solid crushing weapons effective skill is a critical failure: 16 on to the head (face, skull, or eye). In all (maces, flails, mauls, metal bars, a skill of 6, 15 on a skill of 5, and so on. cases, the target gets no active defense etc.); magic weapons; firearms against the attack. (other than wheel-locks, guided missiles, and beam weapons); and 3 – The blow does maximum normal CRITICAL fine and very fine weapons of all damage and ignores the target’s kinds. If you have a weapon like IT ABLE DR. H T that, roll again. Only if you get a All doublings or triplings of dam- 4, 5 – The target’s DR protects at half “broken weapon” result a second age refer to basic damage (not injury). value (round up) after applying any time does the weapon really break. In all cases, the target gets no active armor divisors. If any damage pen- If you get any other result, you defense against the attack. etrates, treat it as if it were a major drop the weapon instead. See wound, regardless of the actual 3 – The blow does triple damage. Broken Weapons (p. 485). injury inflicted. 4 – The target’s DR protects at half 5 – You manage to hit yourself in the 6, 7 – If the attack targeted the face or value (round down) after applying arm or leg (50% chance each way). skull, treat it as an eye hit instead, any armor divisors. Exception: If making an impaling even if the attack could not nor- 5 – The blow does double damage. or piercing melee attack, or any mally target the eye! If an eye hit is 6 – The blow does maximum normal kind of ranged attack, roll again. If impossible (e.g., from behind), damage. you get a “hit yourself” result a sec- treat as 4. 7 – If any damage penetrates DR, treat ond time, use that result – half or 8 – Normal head-blow damage, and it as if it were a major wound, full damage, as the case may be. If the victim is knocked off balance: regardless of the actual injury you get something other than “hit he must Do Nothing next turn (but inflicted. yourself,” use that result. may defend normally). 8 – If any damage penetrates DR, it 6 – As 5, but half damage only. 9, 10, 11 – Normal head-blow damage inflicts double normal shock (to a 7 – You lose your balance. You can do only. maximum penalty of -8). If the nothing else (not even a free action) 12, 13 – Normal head-blow damage, injury is to a limb or extremity, that until your next turn, and all your and if any damage penetrates DR, a body part is crippled as well. This active defenses are at -2 until then. crushing attack deafens the victim is only a “funny-bone” injury: crip- 8 – The weapon turns in your hand. (for recovery, see Duration of pling wears off in (16 - HT) sec- You must take an extra Ready Crippling Injuries, p. 422), while onds, minimum two seconds, maneuver before you can use it any other attack causes severe scar- unless the injury was enough to again. ring (the victim loses one appear- cripple the body part anyway. 9, 10, 11 – You drop the weapon. ance level, or two levels if a burning 9, 10, 11 – Normal damage only. Exception: A cheap weapon breaks; or corrosion attack). 12 – Normal damage, and the victim see 3. 14 – Normal head-blow damage, and drops anything he is holding, 12 – As 8. the victim drops his weapon (if he regardless of whether any damage 13 – As 7. has two weapons, roll randomly to penetrates DR. 14 – If making a swinging melee see which one he drops). 13, 14 – If any damage penetrates DR, attack, your weapon flies 1d yards 15 – The blow does maximum normal treat it as if it were a major wound, from your hand – 50% chance damage. regardless of the actual injury straight forward or straight back. 16 – The blow does double damage. inflicted. Anyone on the target spot must

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

TABLES 557 Object Hit Points Table Structural Damage Table Weight Unliving/ Homogenous/ Object DR HP Notes Machine Diffuse Ropes and Cables 1/64 lb. 1 HP 2 HP Rope, light (3/8” diameter) 1 2 Combustible; 1/8 lb. 2 HP 4 HP No Crushing 1/2 lb. 3 HP 6 HP Rope, heavy (3/4” diameter) 2 3 Combustible; 1 lb. 4 HP 8 HP No Crushing 2 lbs. 5 HP 10 HP Steel cable (1/4” diameter) 14 22 No Crushing 3 lbs. 6 HP 12 HP Steel cable (1/2” diameter) 28 28 No Crushing 5 lbs. 7 HP 14 HP Steel cable (1” diameter) 56 36 No Crushing 8 lbs. 8 HP 16 HP 11 lbs. 9 HP 18 HP 16 lbs. 10 HP 20 HP Bars, Poles, Logs, and Trees 27 lbs. 12 HP 24 HP Bronze/iron bar (1/2” diameter) 6 12 43 lbs. 14 HP 28 HP Bronze/iron bar (1” diameter) 12 23 64 lbs. 16 HP 32 HP Bronze/iron bar (2” diameter) 24 46 91 lbs. 18 HP 36 HP Steel bar (1/2” diameter) 11 22 125 lbs. 20 HP 40 HP Steel bar (1” diameter) 22 44 216 lbs. 24 HP 48 HP Steel bar (2” diameter) 44 88 343 lbs. 28 HP 56 HP Wood (1” thick) 1* 14 Combustible 512 lbs. 32 HP 64 HP Wood (2” thick) 2* 18 Combustible 729 lbs. 36 HP 72 HP Wood (4” thick) 4* 23 Combustible 1,000 lbs. 40 HP 80 HP Wood (8” thick) 8* 30 Combustible Wood (16” thick) 16* 37 Combustible Optionally, calculate HP as 4 ¥ (cube root of empty weight in lbs.) for Unliving objects Doors and Walls (per 1-hex or 10-square-foot area) and 8 ¥ (cube root of empty weight in lbs.) for Brick Wall (3” thick) 8* 54 Homogenous or Diffuse ones. Round up in Brick Wall (6” thick) 16* 67 both cases. The GM may alter HP for unusu- Brick Wall (9” thick) 24* 77 ally frail or tough objects. Brick Wall (18” thick) 48* 97 Concrete, reinforced (8” thick) 96* 80 Concrete, reinforced (2’ thick) 288* 115 HP AND DR Concrete, reinforced (5’ thick) 720* 156 Glass, plate (1/5” thick) 1 3 Brittle OF STRUCTURES Iron/bronze (1/4” thick) 12 36 The table below gives DR and HP for some Iron (1/2” thick) 25 46 common objects. All of these structures are Iron (1” thick) 50 58 Homogenous (see Injury to Unliving, Steel, mild (1/8” thick) 7 30 Homogenous, and Diffuse Targets, p. 380). For Steel, mild (1/4” thick) 14 38 the effects of damage, see Damage to Buildings Steel, mild (1/2” thick) 28 47 and Structures (p. 484). Assume a structure in Steel, mild (1” thick) 56 60 good repair has HT 12, should this become Steel, mild (2” thick) 112 75 important (e.g., when rolling to see if a rope Stone wall (1’ thick) 156* 94 snaps under stress). Stone wall (3’ thick) 468* 135 Stone wall (8’ thick) 1,250* 188 DR: The structure’s Damage Resistance. Wallboard (1/2” thick) 1* 18 Combustible HP: The structure’s Hit Points. Optionally, Wood (1” thick) 1* 23 Combustible this can be calculated for buildings: HP = 100 Wood (2” thick) 2* 29 Combustible ¥ (cube root of building’s empty weight in Wood (3” thick) 3* 33 Combustible tons), and typical weights per 1,000 square Wood (6” thick) 6* 42 Combustible feet (sf) of area are 50 tons for wood frame or Wood (12” thick) 12* 54 Combustible mud brick, 100 tons for steel frame or brick, and 150 tons for stone. Notes: “No Crushing” indicates a structure Buildings so resilient that crushing damage cannot Farmhouse (1,000 sf) 2* 370 Combustible destroy it. Structures marked “Combustible” Mansion or manor (10,000 sf) 6* 1,000 Combustible or “Brittle” are Fragile (p. 136). Modern House (2,000 sf) 6* 580 Combustible Pillbox (10’-thick concrete) 1,440* 460 Skyscraper (50-story, 500,000 sf) 10 3,700 Combustible Stone Keep (5’-thick walls) 780* 1,200

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

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

TABLES 559 REACTION TABLE Roll 3d and apply the modifiers (probably taking everything he can Requests for aid are denied, but described above. carry) or sell them out as soon as bribes, pleas, or threats might 0 or less: Disastrous possible. work. The PCs may roll again, at General reaction: The NPC hates 4 to 6: Bad -2. the PCs and acts in their worst General reaction: The NPC cares Requests for information are interest. nothing for the PCs and acts unproductive. The NPCs claim not In a potential combat situation, against them if he can profit by to know, or give incomplete data. A the NPCs attack viciously, asking doing so. bribe may improve their memory; no quarter and giving none. In a potential combat situation, roll again if a bribe is offered. Commercial transactions are the NPCs attack unless outnum- Loyalty: The NPC is unim- doomed: The merchant has noth- bered. If they are outnumbered pressed with the PCs or dislikes the ing to do with the PCs. Make a they flee, possibly to attempt an job; he thinks he’s overworked and “potential combat” roll at -2. ambush later. (A fight in progress underpaid. He’ll probably betray Requests for aid are denied continues.) them if offered enough, and would totally. Make a “potential combat” Commercial transactions go certainly take a “better” job if he roll at -4. If combat is called for but badly. The merchant asks twice the thought he had one. not possible, the NPC works fair price, or offers half the fair 10 to 12: Neutral against the PCs in any way possi- price. General reaction: The NPC ble. Requests for aid are denied. The ignores the PCs as much as possi- Requests for information are NPCs go about their business, ble. He is totally uninterested. met with anger. Make a “potential ignoring the PCs. In a potential combat situation, combat” roll at -2. Requests for information are the NPCs are inclined to go their Loyalty: The NPC hates the PCs denied. NPCs lie maliciously or own way and let the PCs go theirs. or is in the pay of their enemies, demand payment for information. (If a fight is in progress, the NPCs and takes the first good chance to If paid, the NPC gives true, but try to back off.) betray them. incomplete, information. Commercial transactions go 1 to 3: Very Bad Loyalty: The NPC has no respect routinely. The merchant buys and General reaction: The NPC dis- for the PCs. He leaves or betrays sells at fair prices. likes the PCs and acts against them them given even moderate tempta- Requests for aid are granted – if if it’s convenient to do so. tion, and is a sluggish worker. they are simple. Complex requests In a potential combat situation, 7 to 9: Poor are denied, but the PCs can try the NPCs attack, and flee only if General reaction: The NPC is again at -2. they see they have no chance. (A unimpressed. He may become hos- Requests for information are fight in progress continues.) tile if there is much profit in it, or successful. The NPC gives the Commercial transactions are little danger. information requested if it is sim- next to impossible. The merchant In a potential combat situation, ple. If the question is complex, the asks three times the fair price, or the NPCs shout threats or insults. answer is sketchy. offers 1/3 the fair price. They demand that the PCs leave Loyalty: The NPC views the PCs Requests for aid are denied. the area. If the PCs stick around, as “just another boss,” and this is Make a “potential combat” roll; no the NPCs attack unless outnum- just another job. He works hard reaction better than “Neutral” is bered, in which case they flee. (A enough to keep them happy, but no possible. fight in progress continues.) harder. He does not leave unless he Requests for information are Commercial transactions are is sure the new job is better, and met with malicious lies. unprofitable. The merchant asks does not betray them unless the Loyalty: The NPC dislikes the 120% of the fair price, or offers temptation is very strong. PCs, and will leave their service 75% of the fair price. Continued on next page . . .

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

560 TABLES REACTION TABLE (CONT’D) 13 to 15: Good In a potential combat situation, times, within the limits of his own General reaction: The NPC likes the NPCs are friendly. The PCs may ability. the PCs and is helpful within rea- ask for aid or information (roll In a potential combat situation, sonable, everyday limits. again at +3). Even sworn foes find the NPCs are extremely friendly. In a potential combat situation, an excuse to let the PCs go . . . for They may even join the party tem- the NPCs find the PCs likeable, or now. (If a fight is in progress, the porarily. The PCs may ask for aid else too formidable to attack. The NPCs flee if they can, or surrender or information; roll again at +5. (If PCs may request aid or informa- otherwise.) a fight is in progress, the NPCs sur- tion; roll again at +1. (If a fight is in Commercial transactions go render.) progress, the NPCs flee.) very well. The merchant accepts Commercial transactions go Commercial transactions go the PCs’ offer unless they tried to extremely well. The merchant pleasantly. The merchant buys and buy below 80% of the fair price or accepts the PCs’ offer unless they sells at fair prices, and volunteers sell above 150% of the fair price. In tried to buy below 50% of fair price useful information or small bits of that case, he offers those rates. He or sell above 200% of fair price. In help if possible. also offers help and advice. that case, he offers those rates. He Requests for aid are granted if Requests for aid are granted also offers help and advice. the request is reasonable. The unless they are totally unreason- Requests for aid are granted. NPCs’ attitude is helpful. Even if able. Any useful information NPCs NPCs help in every way within the request is silly and must be have is volunteered freely. their power, offering extra aid. denied, they offer helpful advice. Requests for information are Requests for information are Requests for information are successful. The NPC answers in extremely successful. The question successful. The question is detail and volunteers any related is answered completely. If the NPC answered accurately. information he has. doesn’t know everything the PCs Loyalty: The NPC likes the PCs Loyalty: The NPC works very need, he exerts himself to find out. or the job. He is loyal, works hard, hard, and risks his life if need be. He may even offer to help: roll a and accepts any reasonable hazard Under most circumstances, he request for aid at +2, with no reac- that the PCs accept. puts the PCs’ interests ahead of his tion worse than “Poor” possible. 16 to 18: Very Good own. Loyalty: The NPC worships the PCs or their cause, works incredi- General reaction: The NPC 19 or better: Excellent bly hard, puts the PCs’ interests thinks highly of the PCs and is General reaction: The NPC is ahead of his own at all times, and quite helpful and friendly. extremely impressed by the PCs, and acts in their best interests at all would even die for them. form of a Social Stigma disadvantage General Reactions appropriate unless the GM has prede- for the PC or an Intolerance disadvan- Make this roll to see, in general, termined their actions. tage on the part of the NPC. how any NPC feels about the PCs. When NPCs are losing a fight, the • Appropriate behavior by the play- When nothing else seems appropriate, GM can make a combat reaction roll ers: A good approach should be worth make a general reaction roll and wing during the fight as a “morale check.” A +1 or more! A wholly inappropriate it! The GM can use any modifiers he “Good” or higher reaction indicates approach should give the party -1 thinks appropriate, especially those flight or surrender, as appropriate – or -2. for personal appearance. not sudden friendship. Remember that reaction rolls are Special Modifiers for meant to flesh out a situation, NOT to Potential Combat Reactions control it! In general, the GM should Combat Situations +1 to +5 if the PCs seem notably reserve them for incidental encoun- (and Morale Checks) stronger than the NPCs. ters, unplanned situations, etc. He Roll in any encounter where com- -1 to -5 if the PCs seem notably should decide in advance how he bat is possible but not certain. For a weaker than the NPCs. intends to play the NPCs in vital foe in a pitched battle, no roll is nec- -2 if the PCs have no language in encounters . . . but he can still pretend essary. For a group of armed strangers common with the NPCs. to roll, so that the players won’t know on a wilderness trail, a reaction roll is -2 if the PCs are intruders on the for sure what is going on! NPCs’ home turf.

TABLES 561 Commercial Special Modifiers for If there is a question as to whether Transactions Request for Aid a given NPC (or PC, for that matter) +1 if the request is very simple. knows some specific fact, roll against Roll when the PCs try to buy or sell his IQ or an appropriate skill. goods, find a job, or hire someone. If -1 to -3 (or more) if the request is no bargaining is involved, no roll is very complex or unreasonable. Special Modifiers for necessary – unless there is a chance -1 if the request would inconven- Information Requests ience the NPC or cost him money. that the merchant won’t deal with the -1 for a complex question; -2 for a -2 or more if the request would PCs at all. very complex question. endanger the NPC’s job or social As used below, “fair price” means -3 if the NPC thinks it’s none of the status. the normal price, at that particular PCs’ business! -1 or more if the request would time and place, for the goods or serv- -3 or more if an answer would physically endanger the NPC. This ices in question. The PCs can try to get endanger the NPC. depends on the degree of the risk and a better price, at a -1 penalty for every +1 to +4 if the PCs offer a bribe. To the bravery of the NPC! 10% difference. Likewise, offering be effective, a bribe must be appropri- more than the fair price, ate in size; use the Money Talks rule or asking less than the for Contacts (p. 44), reading the fair price, will give a +1 bonus as a reaction modifier. It bonus for every 10% must also be discreet. Not everyone difference. will take a cash payoff. You don’t If the players vary offer a newspaper reporter a $50 their offer, determine bill – he would be insulted – but the NPC’s counteroffer buy him a good dinner and he’ll based on the proposed appreciate it. price instead of the +2 to +4 if the NPC is a librar- fair price, if that is less ian, historian, scribe, teacher, etc. favorable to the PCs. Most such people are naturally Example: If they ask disposed to help any seeker of 120% of the fair price knowledge. and get a “Bad” reac- tion, the NPC will Loyalty offer half of that, or When the PCs hire someone, the 50%. GM should determine his loyalty. Bargaining never This determines only the NPC’s reduces the price attitude – not his competence. If below 50% of “fair” the NPC is important, the GM unless the NPC has should predetermine both his skills an ulterior motive! and his general attitude. Otherwise, Special Modifiers a random roll is fine. When the PCs take service with an for Transactions employer, the GM should also deter- -1 per 10% by which proposed mine (randomly or otherwise) how price favors the PC, relative to the fair the employer feels about them. price. Loyalty reactions are known to the +1 per 10% by which proposed GM, but not to the players (unless they price favors the NPC. Requests successfully use Empathy). The GM +1 if the PC has Merchant skill at should record each NPC’s loyalty any level. for Information Roll when the PCs ask NPCs for secretly, and let it guide him in deter- +2 if the PC has Merchant skill at mining all that NPC’s later behavior. level 20+. directions or advice, “Have you seen this man?,” etc. Note: If the NPC is a Note that loyalty can change; see Requests for Aid professional information dealer, roll Changes in Loyalty (p. 519). Roll when the PCs ask for any sort for a commercial transaction instead. Special Modifiers for Loyalty of help. (If appropriate, make a roll for If the PCs are interrogating the NPC, +1 per 10% the PCs offer above the a “potential combat situation” first!) they must use the Interrogation skill. going pay rate. Examples include an interview with a Remember that no NPC can tell -1 per 10% the PCs offer below the bureaucrat; an attempt to get a news- more than he knows. Sometimes an going pay rate. paper editor or police captain to listen NPC will tell the truth as he knows it +2 or more if the PCs are serving a to your story about the mad scientist’s . . . but be terribly mistaken! And cer- cause that the NPC believes in, or a plot; or just a cry for help to the tain NPCs may pretend to know more leader to whom the NPC is very loyal. bystanders watching you get mugged! than they do, in order to earn money + or - as appropriate for the PCs’ or impress the PCs. reputation in the area (if any).

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

GLOSSARY 563 damage type: The kind of injury a game time: Time that passes in the game margin of victory: A numerical compar- weapon causes, which determines its world. See p. 497. ison of the winner’s margin of success wounding modifier. See p. 269. game world: A background for play; a or failure to the loser’s in a Contest. default: Your level with a skill on which setting. “World” might mean “planet,” See p. 348. you have spent no points. This is usu- but it could also refer to a region and melee combat: Combat with melee ally equal to one of your four attrib- historical period . . . or an entire uni- weapons (axes, swords, etc.) or bare utes or another skill, minus a signifi- verse. See Chapter 19. hands. See p. 369. cant penalty. See p. 173. GM: See Game Master. melee weapon: A (usually) muscle-pow- Defense Bonus: A bonus to all defense Health (HT): A measure of a character’s ered weapon held in the hand and rolls. The most common Defense energy and vitality. See p. 15. used to strike the foe directly; e.g., an Bonus is that for carrying a shield. hex: A hexagonal space on a game map. axe. The opposite of ranged weapon. See p. 374. Different maps have different scales. See p. 271. defense roll: A die roll made after your A hex on a combat map is one yard mental trait: A trait associated with foe’s attack roll succeeds, to see if you across. See p. 384. your mind, and that will come with can use an active defense to avoid Hit Points (HP): A secondary character- you should you move to a new body. being hit. See p. 374. istic, computed from ST, which rates See p. 32. Dexterity (DX): A measure of a charac- a character’s ability to absorb punish- meta-trait: A single trait that is actually ter’s agility and coordination. See ment. Physical threats such as acci- shorthand for a collection of traits p. 15. dents, attacks, and hazards can tem- that represent one simple concept. disadvantage: A problem that renders porarily deplete HP. See p. 16. Example: Machine. See p. 262. you less capable than your other HP: See Hit Points. modifier: 1. A number added to or sub- traits would suggest. See Chapter 3. HT: See Health. tracted from the target number of a disadvantage limit: The maximum Influence roll: A Contest of skill against success roll – or the actual die roll, for number of extra character points you Will made to see if a character is a reaction roll – in order to allow for can claim from all traits with negative affected by an Influence skill. a specific situation. See p. 344. 2. An point costs. The GM sets this value, if Reaction modifiers always apply to enhancement or a limitation. See he wishes. See p. 11. Influence rolls. See p. 359. p. 101. dodge: The active defense of ducking or Influence skill: A skill used to influence Move: Movement speed in yards per sec- evading an attack. See p. 374. others: Diplomacy, Fast-Talk, ond. Find ground Move by modifying DR: See Damage Resistance. Intimidation, Savoir-Faire, Sex Basic Move for your encumbrance DX: See Dexterity. Appeal, or Streetwise. See p. 494. level. See p. 17. earned points: Same as bonus points. injury: Temporary Hit Point loss due to nonplayer character (NPC): Any char- effective skill: Your base skill plus or an attack, found by subtracting the acter played by the GM or the minus any modifiers for the task at target’s Damage Resistance from the Adversary. See p. 493. hand. See p. 171. attack’s basic damage and modifying NPC: See nonplayer character. encounter: One “scene” of an adventure, the resulting penetrating damage for parry: The active defense of using a hand usually a meeting between the PCs damage type. See p. 419. or a weapon to ward off an attack. and one or more NPCs. See p. 502. Intelligence (IQ): A broad measure of a See p. 376. encumbrance: The weight of all objects character’s brainpower. See p. 15. party: A group of PCs taking part in the you are carrying. The greater your IQ: See Intelligence. same adventure. See p. 8. encumbrance, the slower your move- job roll: A monthly success roll made to PC: See player character. ment will be. See p. 17. determine your performance at a job. penetrating damage: The amount by enhancement: An extra capability See p. 516. which an attack’s damage roll exceeds added to a trait. This increases the LC: See Legality Class. the target’s Damage Resistance. Find point cost of the trait by a percentage. Legality Class (LC): A statistic that rates this by subtracting the target’s DR See p. 102. society’s willingness to allow easy from basic damage. If DR is greater extra effort: Pushing your physical abil- access to a piece of equipment. The than the damage roll, penetrating ities beyond their usual limits by lower an item’s LC, the more likely it damage is 0. See p. 379. spending FP. See p. 356. is controlled or illegal. See p. 267. Perception (Per): A secondary charac- Fatigue Points (FP): A secondary char- life history: Same as character story. teristic, computed from IQ, which acteristic, computed from HT, which limitation: A restriction on the use of a rates general alertness. See p. 16. measures resistance to exhaustion. trait. This reduces the point cost of perk: A 1-point advantage. See p. 100. Strenuous activity and the use of the trait by a percentage. See p. 110. physical trait: A trait associated with some special abilities “cost” FP tem- major wound: A single injury equal to your body, and that you will leave porarily. See p. 16. half the target’s HP or more. See behind if you switch bodies. See feature: A trait (usually racial) that can p. 420. p. 32. affect game play but that costs 0 maneuver: An action you may choose player: A gamer who plays the role of a points. See p. 260. on your turn in combat, such as character participating in adventures FP: See Fatigue Points. Attack, Change Posture, or Feint. See refereed by the Game Master (GM). Fright Check: A Will roll made to see p. 363. See p. 7. how you react in a frightening situa- margin of failure: The amount by player character (PC): A character cre- tion. See p. 360. which you overshoot your effective ated and played by one of the players. Game Master (GM): The referee, who skill on a failed success roll. See See p. 7. chooses the adventure, talks the p. 347. points: See character points. players through it, judges the results, margin of success: The amount by posture: Your bodily profile in combat: and gives out bonus points. See which you beat your effective skill on standing, crouching, kneeling, sitting, Chapter 18. a successful success roll. See p. 347. prone, or lying down. See p. 364.

564 GLOSSARY power level: The average point total of self-imposed mental disadvantage: A common types are sourcebooks and the PCs in a campaign. See p. 487. mental disadvantage that comes from worldbooks. See p. 566. prerequisite: A trait you must have in a belief or an honor code as opposed tactical combat: Combat played out order to buy some other trait. If the to a mental defect. See p. 121. with figures on a map. See Chapter prerequisite is a skill, you must have Sense roll: A success roll against 12. at least one point in it. See p. 169. Perception, made to see whether you tech level: See technology level. quirk: A -1-point trait taken to flesh out notice something with one of your technique: A trait that represents train- a character. It is not necessarily a dis- senses. See p. 358. ing at one specific task covered by a advantage. See p. 162. setting: Same as game world. skill. See p. 229. racial template: A package of traits that Size Modifier (SM): A numerical index technological skill: Any skill that has a all characters of a given race must of size, used as a modifier to rolls to tech level (marked “/TL”) and that purchase. See p. 260. see you or to hit you in combat, takes a penalty when used with the ranged weapon: A thrown or missile among other things. See p. 19. equipment or ideas of a different tech weapon; a weapon used at a distance. skill: A number defining your trained level. See p. 168. See p. 372. ability in one specific area of knowl- Technology Level (TL): A number indi- reaction modifier: A penalty or bonus edge or narrow class of tasks. See cating a society’s technological to reaction rolls. A bonus means you Chapter 4. sophistication: the higher the TL, the are especially likeable; a penalty SM: See Size Modifier. more advanced the society. Used to means you are disreputable, obnox- social trait: A trait associated with your describe characters, equipment, and ious, unattractive, etc. See p. 494. identity. Identity might be primarily skills native to that technological era. reaction roll: A die roll made by the GM physical or mental, depending on the See p. 22. to determine an NPC’s reaction to a setting. See p. 32. template: A partially completed charac- request or proposal made by the PCs. sourcebook: A game supplement that ter sheet that contains all the traits Higher is better. See p. 494. contains information that is not asso- needed to play a role (character tem- real time: The time that passes in the ciated with any particular setting; for plate) or a member of a given race real world, as opposed to game time. instance, a catalog of statistics for (racial template). See Chapter 7. See p. 497. animals, vehicles, or weapons, or a TL: See Technology Level. relative skill level: The difference collection of additional rules for trait: A character “building block” that between the base skill level and con- magic, psionics, or martial arts. affects game play and costs character trolling attribute for a skill. For exam- specialty: A narrow focus within a skill. points to add, modify, or remove. ple, if you had DX 12 and a DX-based Some skills require you to pick a spe- Includes attributes, secondary char- skill at 14, your relative skill level cialty; others leave this optional. See acteristics, advantages, disadvan- would be +2. See p. 171. p. 169. tages, quirks, skills, and techniques. repeated attempt: The second or later ST: See Strength. See p. 13. attempt at a success roll, after a failed starting points: The number of charac- turn: One second of combat action by a initial attempt. Often subject to spe- ter points the GM gives the players to specific character. It starts when he cial penalties. See p. 348. build their characters with at the start picks a maneuver and ends when he resistance roll: A Contest of skill against of the campaign. See p. 10. picks his next maneuver. It overlaps Will or HT, made to see if a character starting wealth: The amount of discre- the turns of other combatants, but it is affected by a supernatural ability tionary cash a PC has available at the is not entirely simultaneous with such as magical mind control. See start of the campaign. See p. 26. them. See p. 362. p. 241. statistics: The numerical values that wealth level: A description of a charac- roleplaying game: A game in which describe a character, piece of equip- ter’s financial situation. Positive players take on the personalities of ment, etc., taken collectively. Often wealth levels are an advantage, and imaginary individuals, or characters, called “stats.” increase starting wealth; negative in a fictional or historical setting, and step: A small amount of movement (1 wealth levels are a disadvantage, and try to act as those characters would. yard, for most humans) allowed as reduce starting wealth. See p. 25. See p. 7. part of a combat maneuver. It can Will: A secondary characteristic, com- sapient: Capable of possessing come before or after the action por- puted from IQ, which measures Languages and learning technologi- tion of the maneuver. See p. 368. resistance to fear, stress, social pres- cal skills. This requires IQ 6+. See Strength (ST): A measure of a charac- sure, and supernatural powers. See p. 15. ter’s physical muscle and bulk. See p. 16. scenario: Same as adventure. p. 14. Will roll: A success roll against Will, score: The numerical value of an attrib- stun: The result of an enemy blow, sur- made to determine whether a charac- ute, secondary characteristic, or skill. prise, or a failed Fright Check. A ter has the “willpower” to do (or not secondary characteristics: Several sta- stunned character defends at -4, and do) something. See p. 360. tistics determined from basic attrib- cannot initiate any action until he worldbook: A game supplement that utes: Damage (Dmg), Basic Lift (BL), recovers. See p. 420. gives a detailed background for a par- Hit Points (HP), Will, Perception success roll: A die roll (on 3 six-sided ticular game world, along with rules (Per), Fatigue Points (FP), Basic dice) made whenever a character for the special situations, abilities, Speed, and Basic Move. See p. 15. attempts to do something, to deter- hazards, rewards, etc., found there. self-control roll: A roll to resist one of mine whether he succeeds. Lower is wounding modifier: A conversion fac- your mental disadvantages. Roll better. See Chapter 10. tor between penetrating damage and against the self-control number of the super: A comic-book style hero or villain actual injury. This depends on dam- disadvantage. Lower is better. See with superhuman powers. age type, and also on the nature of the p. 120. supplement: Anything designed to add target. See p. 379. to the basic GURPS rules. The most

GLOSSARY 565 LUDOGRAPHY With so many supplements already in Warehouse 23. Warehouse of weird Vikings. Scandinavia during the “Viking print for the first three editions of GURPS, items, from UFOs to the Spear of Destiny. Age” of the eighth through 11th centuries. there’s lots of support material available to WWII. A detailed and self-contained jump-start your game. The following books World War II game setting. Has several sup- are still in print and easy to use with plements which cover the nations, technolo- GURPS Fourth Edition. The descriptive WORLDBOOKS gy, and militaries of WWII; of special note material, of course, is usable as is. Rules A “worldbook” presents one particular for Infinite Worlds games is Weird War II. adaptation will be minor . . . e.g., recalculat- game world in detail. It gives extensive Y2K. An anthology of late 20th-century ing point totals and changing the names of advice on how to run a campaign there, rec- fatalism by noted GURPS authors. some abilities. ommends suitable characters, and includes rules for setting-specific abilities, artifacts, creatures, and so on. LICENSES Players of Infinite Worlds, GURPS SOURCEBOOKS These worldbooks are based on popular Fourth Edition’s official setting, will find “Sourcebook” supplements are not asso- books, films, or other games. They can be these books extremely valuable. The histori- ciated with particular game worlds. They used for standalone GURPS campaigns, for cal worldbooks can be used as guides to provide support material that the GM can Infinite Worlds crossovers, or as source “echo” timelines, and the others provide mix and match in almost any campaign. material for fans of the original property. more-fantastic parallel worlds. Atomic Horror. B-movie “reality” of the Alpha Centauri. Adaptation of Sid Age of Napoleon. The world, especially 1950s: commie spies, giant ants, and bug- Meier’s Alpha Centauri, a computer game Europe, during the life and times of eyed aliens. from Electronic Arts Inc. “Transhuman” sci- Napoleon Bonaparte (1769-1821). Best Of Pyramid 1 and Best Of ence fiction set on an alien world. Alternate Earths and Alternate Earths Pyramid 2. Digests of selected GURPS arti- Blue Planet. Futuristic adventure on an 2. Samplers of “what if” worlds, split off cles from SJ Games’ Pyramid magazine. alien water world. Adapted from the from Earth’s actual timeline. Highly recom- Cliffhangers. Two-fisted heroism in the Fantasy Flight Games RPG. mended for Infinite Worlds games. spirit of 1920s and ’30s pulp fiction. Castle Falkenstein. A world of steam- Arabian Nights. The Islamic Middle Cops. Police adventure of all kinds, from punk and sorcery. Adapted from the R. East of the seventh through 13th centuries. no-nonsense procedurals to the excesses of Talsorian Games RPG. Supported by a sup- action movies. Cabal. Horror-conspiracy setting in plement on the Near East, The Ottoman Covert Ops. Secret wars – whether they which the Earth – in fact, the entire universe Empire. Easily usable with Infinite Worlds. – is controlled by a secret alliance of power- involve commandos, criminals, spies, or ter- Discworld Roleplaying Game. Based ful wizards and demigods. rorists. on the humorous fantasy of Terry Pratchett. Horror. Terrifying tales, supernatural Celtic Myth. Britain and Ireland, from Supported by Discworld Also. prehistory up to the fifth century, with spe- suspense, and gory splatter. Hellboy Sourcebook and Roleplaying cial emphasis on folklore and myth. Illuminati. How to run a conspiracy Game. Based on Mike Mignola’s Hellboy campaign: high weirdness, Men in Black, Egypt. Ancient Egypt, from prehistory to comics. Defend the Earth from paranormal and Secret Masters. the end of the Ptolemaic Period (30 B.C.). threats and evil Nazis! Prime material for an Magic Items 1, Magic Items 2, and Goblins. Twisted, humorous version of Infinite Worlds game. Magic Items 3. Treasuries of magical arti- Georgian England populated by deformed Traveller. The GURPS version of the facts. (and mostly insane) goblins. classic Game Designers’ Workshop RPG. Space. Adventures in space, from “hard” Greece. The Heroic Age (1600 B.C.-1150 Space adventure at its finest! There are science fiction to “ray gun and cutlass” B.C.) and Classical Age (800 B.C.-323 B.C.) dozens of supplements; see our website for space opera. of ancient Greece. a list. GURPS Traveller: The Interstellar Special Ops. Hard-core military action Imperial Rome. Rome during the Wars will include GURPS Fourth Edition involving elite troops. Republic (509 B.C.-28 B.C.) and Empire (27 rules for the Traveller setting. B.C.-476 A.D.). Steampunk. Historical science fiction in Lensman. Space opera on a galactic the spirit of Verne and Wells, with steam- In Nomine. Adaptation of SJ Games’ In scale, set in the starkly astounding world of powered difference engines and giant air- Nomine RPG. The PCs are angels and E.E. “Doc” Smith’s Lensman novels. ships. The Screampunk supplement gives demons involved in the struggle between Myth. High-powered fantasy in a world advice on adding in horror elements. Steam- Heaven and Hell. of never-ending conflict. Adapted from the Tech is a catalog of steampunk gear; the IOU. Anything goes at Illuminati Myth and Myth II computer games, from game stats will require some conversion, but University, as long as it’s weird. The only Bungie Software Products Corporation. the ideas behind the items are usable as is. entrance requirement is your sense of New Sun. Dark fantasy . . . in a futuris- . Optimistic future humor! tic world. Based on the award-winning nov- history where biotechnology, cybernetics, Mars. The planet Mars, in reality and as els of Gene Wolfe. and nanotechnology redefine “human” and it appears in speculative fiction. Planet of Adventure. Based on the make it possible to colonize the solar sys- Middle Ages 1. England, 410-1485: the works of Jack Vance. Classic science-fiction tem. Ten supplements flesh out the setting; end of Roman rule to the death of Richard adventure on the planet Tschai. all but Personnel Files and Spacecraft of III. . Far-future space adventure in the the Solar System should be usable in Old West. The 19th-century American universe of David Brin’s Uplift series. GURPS Fourth Edition with very little West. Cowboys, Indians, frontiersmen, and trouble. the Gold Rush.

566 LUDOGRAPHY CAMPAIGN PLANNING FORM GM: Date:

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

Campaign Background Campaign’s base city, nation, empire, or planet: (Suggestion: provide a map.) Society/government type: Control Rating: Exceptions to general CR: Tech level: Exceptions to general TL: Brief description of important neighboring powers, political/economic situation, etc.:

Suggested or required reading for players:

Information for PCs Starting point value allowed for PCs: Disadvantage limit: Especially useful/useless character types: (Suggestion: provide character templates.) Especially appropriate/inappropriate professions: (Suggestion: provide job descriptions.) PC races allowed: (Suggestion: provide racial templates.) Starting wealth: Starting Wealth levels allowed: Starting Status levels allowed: Starting TLs allowed: Languages available: Cultural Familiarities available: Required advantages, disadvantages, and skills: Especially appropriate or inappropriate advantages, disadvantages, and skills:

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

Special Abilities Allowed for PCs • Exotic/supernatural traits:

• Cinematic skills:

• Are PC mages allowed? General mana level: Do areas of higher/lower mana exist? Are any of the spells from Chapter 5 off limits? • Are PC psis allowed? Are any of the powers from Chapter 6 off limits? • Are PC gadgeteers allowed? Are there special limits on gadgeteering? • Unusual Background cost(s) for these abilities: • Legal or social restrictions on these abilities:

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

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

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

CAMPAIGN PLANNING FORM 567 GM CONTROL SHEET Character Name and Player Reaction ST DX IQ HT Will Per Basic Speed Move DR HP Current HP + or -

SPECIAL ABILITIES REQUIRED ROLLS Character Abilities Character Roll To Avoid

568 GM CONTROL SHEET Name: Reaction +/-: Point Total: Appearance: Advantages, Disadvantages, Quirks: Time Use Sheet ST HP: 569 DX Basic Damage Character Played by IQ Thrust: Period of time covered HT Swing: FP: Skills: Time use: Will Per Sleep: 56 hrs/week (+/-7 per level of Extra/Less Sleep) ...... Basic Speed: Move: Meals, personal care, etc ...... 20 . Encumbrance: Job: time spent depends on job (if unsure, assume 40 hrs) ...... Dodge: Parry: Block: Travel (depends on adventure and situation) ...... Shield DB Size Modifier Religious observances, etc ...... Weapon Statistics: Entertainment ...... Study of ...... skill ...... * HEET Study of ...... skill ......

* S Study of ...... skill ...... * Study of ...... skill ...... *

Feet Study of ...... skill ...... SE Hands Legs * Torso Arms Study of ...... skill ...... DR Head * U Long Task: Long Task: Long Task: IME TOTAL: per week ...... 168 hours T Automatic Cultural Familiarity and Language study: If you are in a foreign NPC Record Card land and interacting with the locals in day-to-day life, you can claim an To make it easy to keep track of NPCs, all necessary data can be kept on a 3” ¥ 5” card. A box- automatic 4 hours per day toward both the local Language and Cultural ful of foes is easy to use; you can even use a paper clip to fasten the appropriate Cardboard Familiarity with the local culture (see p. 23). Heroes figure to each card. Hours of automatic Cultural Familiarity study (4/day): Hours of automatic Language study (4/day): ARD AND

Name: Dai Blackthorn Reaction0, +/-: usually Point 250 Total: Automatic study on the job: If your job involves a skill (and most do) C Appearance:Short; Honest face Advantages, Disadvantages, Quirks: you can count Absolute Direction, Danger Sense, ST HP:10 8 Flexibility, Perfect Balance, Warp; 1 15 DX Basic Damage ⁄4 of the time spent on the job as “study.” This time may IQ Thrust: Overconfidence (12), Sense of Duty; be split between multiple, job-related skills. 12 1d-3 Dislikes deep water (quirk) 1 ECORD HT Swing: Hours of automatic job study ⁄(4 time spent at work): 12 FP:1d-2 Skills: Will Per 10 Basic12 Speed: 15 Move: Acrobatics-15, Body Sense-16, Fast-Draw Study bonuses for magical intervention, mechanical education, etc.: Encumbrance:7.00 7 (Knife)-15, Guns (Pistol)-15, Knife-17, Skill: Study equivalent (hours): Dodge: Parry:None Block: (0) Shortsword-15, Thrown Weapon (Knife)-17 Skill: Study equivalent (hours): Shield DB10 Size 10 Modifier N/A Skill: Study equivalent (hours): NPC R N/A 0 Weapon Statistics: Skill: Study equivalent (hours):

Fine Large Knife: 1d-3 cut/1d-2 imp Other notes: (thrown: 1d-2 imp, Acc 0, Range

Legs Feet 6/12, Bulk -2) Arms Hands DR Head Torso Holdout Pistol: 2d pi, Acc 1, Range 125/1,500, RoF 3, Shots 5+1(3), 000000Bulk -1, Rcl 3 * Every 2 hours of self-teaching, 1 hour of education, or 0.5 hour of intensive training counts as 1 hour toward learning the skill. Purchaser may copy this form for personal use only. INDEX This index covers both books of the Alternative attacks, 61. Atmospheric pressure, 429. Basic Set. The pages are sequentially Always on; advantages, 34, Attack maneuver, 325, 365. numbered; Book 2 starts on p. 337. 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.

570 INDEX C-31, character sheet, 307-309; 528; complexity, 472; software, 472; Darkness, 47, 60, 71, 394; spells, 249; illustrations, 264, 549. virtual reality worlds, 520. torches, 394. 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 rolls, Deceptive attack, 369. Game Worlds. 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. Design skills, 190. Control Rating, 506; see also Character classes, no such thing, 259. Dexterity, 15. Legality Class. Character points, 10, 119, 258, 290; Dice, 8, 9. Conventions of play, 9. awarding bonus points, 498. Digging, 350, 357. Copper, see Wealth. Characters, 7; concept, 11; creation, 9, Dimensional highways, 534. Cosmic powers, 33. 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. 121, 291; disadvantage limit, 11; Cover, 377, 407; Cover DR Table, 559. Chi, 33, 93, 192, 214. good, 119; exotic, 120; in templates, Children, 20. Crippling, 59, 420-423. 447; list, 299; mental, 120; Chimpanzees, 456. Critical failure, spells, 236. 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. Combat maps, 384, 492. instant wealth, 514. DR, see Damage Resistance. Combat, 9, 362-417; at different levels, Crouching, 368. Dragging things, 353. 402; cinematic, 417; maneuvers, Cultures, 23, 505-508. Dragon template, 261. 324; table of combat modifiers, 547; Customizing rules, 486. Dropping prone, 374. techniques, 230; turn sequence, 324, Dai Blackthorn, 12, 18, 22, 116, 162, Drugs, 122, 130, 440; Eraser, 540; 362; vehicular, 467-470. 164, 227; character sheet, 310-311; overdose, 441; ultra-tech, 425; Communication and Empathy illustrations, 32, 418. withdrawal, 440. spells, 245. Damage Resistance, 378; Dual-weapon attacks, 417. Communications and information HP and DR of Structures Table, 558; Dungeons, 501. Cover DR Table, 559. gear, 288, 471. Dwarf template, 261. Damage, 15, 327, 377; by animals, Competence, 24. DX, see Dexterity. 461; Damage Table, 16; damage Comprehension rolls, 359. Dying actions, 423. rolls, 9, 378; scaling, 470; to objects, Computers, 48, 51, 55, 69, 71, 76, 100, e23 scenario warehouse, 494. 124, 184, 472; artificial intelligence, 483-485. Earth spells, 245.

INDEX 571 Echo timelines, 546. Follow-up damage, 381. Hit Location Tables, 552-555. Economics, 514. Food, 95, 139, 159, 160, 265; Hit location, 369, 398; and Injury Elbow strike, 404. 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.

572 INDEX Knowledge, NPC, 496; Mentality meta-traits, 263. NPC Record Card, 569. player vs. character, 495. Meta-Spells, 250. NPCs, 31, 493; NPC Reactions Table, 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.

INDEX 573 Postures, 367; changing posture Reich-5, 543. list, 301; maintaining, 294; in armor, 395; table, 551. Religion, 30, 226; see also Gods. physiology modifiers, 181; 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;

574 INDEX Stimulants, 440. Tech level, see Technology Levels. Vehicle Occupant Hit Location Strangle, 370, 401, 404. Techniques, 229; combat, 230; Table, 555. Strength, 14. 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.

INDEX 575 More GURPS – Direct to You!

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576 This book is intended for Game Masters and advanced players. It covers physical feats, combat, vehicles and technology, animals and monsters, world design, and Game Mastering. “Tool kit” chapters let you create new creatures (and even PC races), artifacts, character abilities, and entire game worlds. It also features a cross-world setting, Infinite Worlds, which you can use to create cross-genre campaigns . . . develop alternate histories . . . play modern characters in a fantasy world . . . whatever you like! GURPS Fourth Edition offers regular new releases and extensive online support. It’s based on 16 years of gamer feedback from the Third Edition, and is faster and easier to play than ever before. All rules are carefully organized, indexed, and cross-referenced. Charts and tables are clear and legible. And the library of 200+ Third Edition books already in print is a resource that will jump-start any campaign! This is Book 2 of the two-volume Basic Set. Only Book 1 is necessary to play. Book 2 is required for the Game Master, and players wanting more detail will find it valuable.

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