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GURPS is the most flexible roleplaying system ever created. With just this book, you can adventure in any world you can imagine. Use all types of from clubs to lasers . . . magic and martial arts . . . and superpowers. Create exactly the character you want to play . . . your favorite fictional , or your own invention. Choose from over 400 advantages and disadvantages, over 350 skills, spells, and techniques. Customize your character with individual perks and quirks, and you’re ready to go. No more switching systems when you change campaigns! GURPS gives you one set of clear, comprehensive rules to cover any background. This new Fourth Edition is based on 16 years of gamer feedback from the Third Edition, and is faster and easier to play than ever before. GURPS makes the Game Master’s job easy and fun. All rules are carefully organized, indexed, and cross-referenced. Charts and tables are clear and legible. And to help you introduce new players to the system, there’s a “Quick Start” section which covers the basics in a few pages . . . and the introductory version of the rules, GURPS Lite, is available free online! This is Book 1 of the two-volume Basic Set. Only this book is necessary to play. Game Masters, and players wanting more detail, will find Book 2 valuable.

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

GURPS by STEVE JACKSON GURPS Fourth Edition Revision by DAVID L. PULVER and SEAN M. PUNCH Cover Design by VICTOR R. FERNANDES Cover Art by JOHN ZELEZNIK Edited by ANDREW HACKARD and STEVE JACKSON Illustrated by ABRAR AJMAL, ALEX FERNANDEZ, TED GALADAY, ERIC LOFGREN, JOHN MORIARTY, TORSTEIN NORDSTRAND, GLEN OSTERBERGER, V. SHANE, BOB STEVLIC, ERIC WILKERSON, and JIM ZUBKAVICH ISBN 978-1-55634-729-0 3 4 5 6 7 8 9 10 STEVE JACKSON 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 : 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, , Dan Willems Blindtest: , Mark Babik, Sean Barrett, Bill Barton, Vicki Barton, James D. Bergman, David Castro, Bruce Coleman, Jerry Epperson, Jeff Flowers, Dave Franz, Cheryl Freedman, Jeff George, Kevin Gona, Kevin Heacox, Carl Leatherman, Guy McLimore, Alexis Mirsky, Joseph G. Paul, Greg Poehlein, Greg Porter, Randy Porter, Mark Redigan, Glenn Spicer, John Sullivan, Rick Swan, Kirk Tate, David Tepool, Bob Traynor, Alexander von Thorn, and many others Reality Checking: Warren Spector, Monica Stephens, Allen Varney, Jim Gould, David Noel, Rob Kirk Research Assistance: Mike Hurst, Jeffrey K. Greason, Walter Milliken Helpful Comments: Many of the above, plus Tim Carroll, Nick Christenson, Jim Duncan, David Dyche, Ron Findling, Mike Ford, Steve Maurer, John Meyer, Ken Rolston, Dave Seagraves, Bill Seurer, Brett Slocum, Gus Smedstad, Karl Wu, and Phil Yanov Many thanks to everyone above – and for all the others we couldn’t list. And special thanks to everyone who enjoyed the first three editions and said so!

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

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

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

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

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

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

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

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

INTRODUCTION 9 CHAPTER ONE CREATING A CHARACTER

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

CREATING A CHARACTER 31 CHAPTER TWO ADVANTAGES

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Limited Defenses

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

118 ADVANTAGES CHAPTER THREE DISADVANTAGES

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

166 DISADVANTAGES CHAPTER FOUR SKILLS

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Example of Character Creation (concluded)

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

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

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

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

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

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

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

SKILLS 233 CHAPTER FIVE MAGIC

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

MAGIC 253 CHAPTER SIX PSIONICS

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

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

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

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

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

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

PSIONICS 257 CHAPTER SEVEN TEMPLATES

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

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

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

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

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

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

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

TEMPLATES 263 CHAPTER EIGHT EQUIPMENT

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

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

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

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

BUYING EQUIPMENT

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Carrying Weapons and Other Gear

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

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

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

EQUIPMENT 289 CHAPTER NINE CHARACTER DEVELOPMENT

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

308 ICONIC CHARACTERS Name ______C31R07 (“C-31”) Player ______Point Total ______1,665 Ht ______7’8” Wt ______1.21 Tons Size Modifier ______+1 Age ______3 Unspent Pts ______Appearance ______Gleaming centauroid robot bristling with weapons and sensors. CHARACTER SHEET CURRENT Languages Spoken Written ST 28[ 0 ] HP 42[ 28 ] ______English (Accented) [ 4 ] ______Koine Greek (Native) [ 6 ] ______Machine Language (Native) [ 0 ] DX 15[ 40 ] WILL 16[ 0 ] ______Tibetan (Native) [ 6 ] DR TL: ______95 [ ] 18 10 Cultural Familiarities IQ 16[ 120 ] PER [ ] 53 ______[ ] CURRENT Hegemony 0 PARRY ______Homeline [ 1 ] HT 15[ 50 ] FP NA[ 0 ] Reaction Modifiers 11* Appearance ______(Brawling) BASIC LIFT (ST × ST)/5 ______157 DAMAGE Thr ______3d-1 Sw ______5d+1 Status ______-2 for Clueless, most of the time BASIC SPEED ______8.00 [ 10 ] BASIC MOVE ______8 [ 0 ] BLOCK ______ENCUMBRANCE MOVE DODGE* — ______None (0) = BL _____157 BM × 1 _____ 8 Dodge _____ 12 DISADVANTAGES AND QUIRKS Light (1) = 2 × BL _____314 BM × 0.8 _____ 6 Dodge -1 _____ 11 Clueless [ -10 ] Medium (2) = 3 × BL _____471 BM × 0.6 _____ 4 Dodge -2 _____ 10 Discipline of Faith (Asceticism) [ -15 ] [ ] Heavy (3) = 6 × BL _____942 BM × 0.4 _____ 3 Dodge -3 _____ 9 Electrical -20 Fragile (Explosive) [ -15 ] X-Heavy (4) = 10 × BL _____1570 BM × 0.2 _____ 1 Dodge -4 _____ 8 Low Empathy [ -20 ] ADVANTAGES AND PERKS Numb [ -20 ] [ ] AI (not Reprogrammable) [ 42 ] Pacifism (Cannot Harm Innocents) -10 Restricted Diet (Fissionables) [ -30 ] Alternate Form (Hexapod Robot; see p. 308) [ 15 ] Truthfulness (6) [ -10 ] Centauroid Robot (see p. 308) [ 247 ] Wealth (Dead Broke) [ -25 ] Combat Reflexes [ 15 ] Always takes time to search out new sutras[ -1 ] Damage Resistance 53 (Can’t Wear Armor, Broad-Minded[ -1 ] -40%; Hardened 1, +20%) [ 212 ] Cannot Float[ -1 ] Detect (Electromagnetic Emissions; Constantly looking for challenges[ -1 ] Signal Detection, +0%) [ 20 ] Humble[ -1 ] Doesn’t Breathe [ 20 ] Enhanced Tracking 1 [ 5 ] SKILLS Extra Attack 1 [ 25 ] Name Level Relative Level Hooves [ 3 ] Armoury/TL9 Hyperspectral Vision [ 25 ] (Heavy Weapons) 16 IQ+0[ 2 ] Machine [ 25 ] Brawling 15 DX+0[ 1 ] Computer Operation/TL9 16 IQ+0[ 1 ] Obscure 5 (Radar; Area Effect 6, +300%; Electronics Repair Defensive, +50%; Extended, (Computers) 18 IQ+2[ 8 ] Para-Radar, +20%) [ 47 ] Expert Skill Para-Radar (Extended Arc, 360°, (Military Science) 15 IQ-1 [ 2 ] +125%; Penetrating, +50%; Targeting, +20%) [ 118 ] Forward Observer/TL9 15 IQ-1[ 1 ] [ ] Payload 14 (Exposed, -50%) [ 7 ] Innate Attack (Beam) 15 DX+0 1 Innate Attack (Projectile) 15 DX+0[ 1 ] [ ] Payload 5 5 Mechanic/TL9 (Robotics) 18 IQ+2[ 8 ] Pressure Support 2 [ 10 ] Meditation 14 Will-2[ 1 ] Protected Para-Radar [ 5 ] Mount 15 DX+0[ 2 ] Protected Vision [ 5 ] Navigation/TL9 (Land) 15 IQ-1[ 1 ] Radio (Short Wave, +50%; Video, +40%) [ 19 ] Parachuting/TL9 15 DX[ 1 ] Strategy (Land) 18† IQ+2[ 11 ] Sealed [ 15 ] Tactics 20 IQ+4[ 20 ] [ ] Talons 8 Theology (Buddhist) 15 IQ-1[ 2 ] True Faith [ 15 ] Weapon Pods (see p. 308) [ 594 ] * +1 for Combat Reflexes. † Default from Tactics.

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

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

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

BASIC LIFT (ST × ST)/5 ______13 DAMAGE Thr ______1d-3 Sw ______1d-2 PARRY Reaction Modifiers BASIC SPEED ______75 [ ] BASIC MOVE ______70 [ ] Appearance ______ENCUMBRANCE MOVE DODGE 10 Status ______None (0) = BL _____13 BM × 1 _____ 7 Dodge _____ 10 Reputation +2/-2______from naive/experienced Light (1) = 2 × BL _____26 BM × 0.8 _____ 5 Dodge -1 _____ 9 BLOCK ______people (Overconfidence) Medium (2) = 3 × BL _____39 BM × 0.6 _____ 4 Dodge -2 _____ 8 ______+2 in dangerous situations, if Sense of Heavy (3) = 6 × BL _____78 BM × 0.4 _____ 2 Dodge -3 _____ 7 — ______Duty is known X-Heavy (4) = 10 × BL _____130 BM × 0.2 _____ 1 Dodge -4 _____ 6 ______ADVANTAGES AND PERKS SKILLS Absolute Direction [ 5 ] Name Level Relative Level Danger Sense (ESP, -10%) [ 14 ] Acrobatics 15* DX+0 [ 2 ] Flexibility [ 5 ] Body Sense 16† DX+1[ 1 ] Honest Face [ 1 ] Climbing 18*‡ DX+3 [ 1 ] Legal Enforcement Powers [ 15 ] Escape 16‡ DX+1 [ 1 ] Perfect Balance [ 15 ] Fast-Draw (Knife) 15 DX+0 [ 1 ] Warp (Psionic Teleportation, -10%; Fast-Talk 12 IQ+0 [ 2 ] Range Limit: 10 yards, -50%) [ 40 ] Filch 14 DX-1 [ 1 ] Guns/TL8 (Pistol) 15 DX+0 [ 1 ] Holdout 12 IQ+0 [ 2 ] Knife 17 DX+2 [ 4 ] Lockpicking/TL8 15 IQ+3 [ 12 ] DISADVANTAGES AND QUIRKS Observation 15 Per+0 [ 2 ] Duty (To ISWAT; 15 or less; Pickpocket 15 DX+0 [ 4 ] Extremely Hazardous) [ -20 ] Shortsword 15 DX+0 [ 2 ] Light Sleeper [ -5 ] Stealth 16 DX+1 [ 4 ] Overconfidence (12) [ -5 ] Streetwise 12 IQ+0 [ 2 ] Sense of Duty (To his squad) [ -5 ] Thrown Weapon (Knife) 17 DX+2 [ 4 ] Wealth (Poor) [ -15 ] Urban Survival 14 Per-1 [ 1 ]

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

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

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

BASIC LIFT (ST × ST)/5 ______20 DAMAGE Thr ______1d-2 Sw ______1d PARRY Reaction Modifiers BASIC SPEED ______6.5 [ 0 ] BASIC MOVE ______6 [ 0 ] 12* Appearance +2/+4______from women/men (Handsome) ENCUMBRANCE MOVE DODGE* (Force Sword) Status ______+2 at all times for Charisma! , +1 when None (0) = BL _____20 BM × 1 _____ 6 Dodge _____ 10 ______dressed up (Fashion Sense), +2 from con artists, Light (1) = 2 × BL _____40 BM × 0.8 _____ 4 Dodge -1 _____ 9 BLOCK ______politicians, etc. (Smooth Operator), +2/-2 from Medium (2) = 3 × BL _____60 BM × 0.6 _____ 3 Dodge -2 _____ 8 ______naïve/experienced people (Overconfidence) Heavy (3) = 6 × BL _____120 BM × 0.4 _____ 2 Dodge -3 _____ 7 — ______X-Heavy (4) = 10 × BL _____200 BM × 0.2 _____ 1 Dodge -4 _____ 6 ______ADVANTAGES AND PERKS SKILLS Alcohol Tolerance[ 1 ] Name Level Relative Level Appearance (Handsome)[ 12 ] Acrobatics 12 DX-2 [ 1 ] Charisma 2 [ 10 ] Autohypnosis 10 Will-2 [ 1 ] Combat Reflexes [ 15 ] Beam Weapons/ [ ] Danger Sense [ 15 ] TL(5+4) (Pistol) 14 DX+0 1 Connoisseur (Fashion) 11 IQ+0 [ 2 ] Daredevil [ 15 ] Connoisseur (Wine) 12 IQ+1 [ 4 ] Fashion Sense [ 5 ] Current Affairs Fit [ 5 ] (High Culture) 12 IQ+1 [ 2 ] Legal Enforcement Powers [ 15 ] Current Affairs (People) 11 IQ+0 [ 1 ] Metabolism Control 1 [ 5 ] Dancing 13 DX-1 [ 1 ] PK Talent 1 [ 5 ] Fast-Draw (Force Sword) 16* DX+2 [ 2 ] Talent (Smooth Operator) 2 [ 30 ] Force Sword 17 DX+3 [ 12 ] Telekinesis 2 (PK, -10%) [ 9 ] Gambling 10 IQ-1 [ 1 ] DISADVANTAGES AND QUIRKS Guns/TL(5+4) (Pistol) 14 DX+0 [ 1 ] Code of Honor (Gentleman’s) [ -10 ] Hobby Skill Compulsive Gambling (12) [ -5 ] (Martian Orchids) 11 IQ+0 [ 1 ] Leadership 15†‡ IQ+4 [ 2 ] Duty (To ISWAT; 15 or less; Musical Instrument Extremely Hazardous) [ -20 ] (Harpsichord) 9 IQ-2 [ 1 ] Extra Sleep 3 [ -6 ] Rapier 14 DX+0 [ 2 ] Gregarious [ -10 ] Riding (Hadrosaur) 13 DX-1 [ 1 ] Insomniac (Mild) [ -10 ] Savoir-Faire (High Society) 15† IQ+4 [ 4 ] Overconfidence (9) [ -7 ] Sex Appeal 17†§ HT+5 [ 1 ] Phobia (Ailurophobia) (6) [ -10 ] Survival (Desert) 11 Per+0 [ 2 ] Tactics 10 IQ-1 [ 2 ] Always drinks the best wine available[ -1 ] Considers psionics ungentlemanly[ -1 ] Techniques Devoutly believes in monarchy[ -1 ] Feint (Force Sword) 19 [ 3 ] Flashy dresser (-1 to Disguise and Shadowing, * +1 from Combat Reflexes +1 to attempts to identify or follow him)[ -1 ] † +2 from Smooth Operator Wears his old Guards uniform, or a duplicate, ‡ +2 from Charisma whenever it’s not obviously stupid to do so![ -1 ] § +4 from Handsome ICONIC CHARACTERS 313 PROFESSOR WILLIAM HEADLEY Dr. William Headley was a promi- the crimes he investigated fit a pat- After V-E Day, Headley managed to nent parapsychologist at Columbia tern, one Headley had begun to asso- obtain much of the SS library from University. He labored to separate the ciate with a vile German cult, tied to their cult center at Wewelsburg. These myths and lore of primitive man from the Nazi SS, who worshiped the books told him of another world, a the rational truth being uncovered by Ancient Ones. With the occasional parallel Earth where the Ancient Ones modern experimentation. But, in “off-duty” FBI agent, one or two stu- had reigned and departed, leaving 1933, he discovered that his beloved dents, and a few trusted professional vital clues to their nature and weak- scientific truths pointed to beings colleagues, Headley built a team of ness. Using spells from these gri- from primordial eras and unholy investigators who peeled back the skin moires, Headley opened a gateway to stars, beings that existed to ravage and of the onion, exposing layer after layer this devastated Earth, and stepped kill not just mankind but the Earth of the cult’s activities and burning through to investigate the spoor of his itself. He dedicated himself to an them out where they could. In 1941, hated foes. Much to his surprise, he unceasing war against these horrors, he joined the OSS, working to stop discovered a team of explorers from these Things Man Was Not Meant To Hitler — and the Cosmic Entities his yet another Earth (one they called Know. Slowly, he accumulated knowl- minions served — from conquering “Homeline”), attempting to determine edge from the outer places of the the world. what had destroyed this one (which world, from Spitsbergen to the they called “Taft-7”). They Belgian Congo to the mean streets were as surprised to of Brooklyn’s Red Hook district. see him as he was to He obtained tomes bound in see them, but fool- mysterious leathers, and written ishly disregarded his in nonhuman scripts; in dreams warnings about the and sorceries he gradually deci- Ancient Ones’ cities, phered their secrets. He and the danger that mastered many of the conven- still remained from tional magical arts, from Tarot their abandoned divination to crystal-gazing, and servitors. When the collected artifacts of subtle and Things attacked that terrifying nature. night, most of the His slow mastery of forbid- explorers died horri- den lore allowed him to defeat bly — and the two the Things’ minions here and survivors fled back there, and incidentally to clear to their own world up a number of other unpleas- raving in madness. ant supernatural occurrences. Only Headley real- He began to get a reputation for ized that their flight solving seemingly motiveless had opened a path to crimes with his “unique insights their own world for into abnormal psychology.” The the Things that had New York Police Department been trapped on this came to rely on him for assis- hellish Earth. tance with “the weird stuff” and He had to follow the FBI called him in once or the explorers and twice to help out — unofficially, warn their comrades you understand. Every so often that unimaginable terror would soon descend upon them. Once more, he con- POINTS SUMMARY structed a gateway to Attributes/Secondary Characteristics [ 124 ] cross the worlds, Advantages/Perks/TL/Languages/ hoping against hope that his warning Cultural Familiarity [ ] 82 would be believed Disadvantages/Quirks [ -90 ] and acted on before Skills/Techniques [ 48 ] “Homeline” went the Other [ 36 ] way of Taft-7.

314 ICONIC CHARACTERS Name ______Prof. William Headley Player ______Point Total ______200 Ht ______5’8” Wt ______165 lbs. Size Modifier ______0 Age ______43 Unspent Pts ______Appearance ______Bespectacled and academic-looking, with a magical walking stick CHARACTER SHEET CURRENT Languages Spoken Written ______Ancient Egyptian (Accented) [ 2* ] ST 9[ -10 ] HP 90[ ] ______Arabic (Accented) [ 2* ] ______German (Accented) [ 2* ] 17 5 ______English (Native) [ 0 ] DX 10[ 0 ] WILL [ ] ______Latin (Native) [ 4* ] DR TL: ______7-5 [ ] IQ 16[ 120 ] PER 15[ -5 ] Cultural Familiarities CURRENT 0 ______Western [ 0 ] ______Homeline [ 1 ] 11 10 14 9 HT [ ] FP [ ] PARRY Reaction Modifiers Appearance ______BASIC LIFT (ST × ST)/5 ______16 DAMAGE Thr ______1d-2 Sw ______1d-1 — Status ______+1 from patients, past and present BASIC SPEED ______5-5 [ ] BASIC MOVE ______50 [ ] ______(Healer), -2 from those who realize he ENCUMBRANCE MOVE DODGE BLOCK ______is a Weirdness Magnet, None (0) = BL _____16 BM × 1 _____ 5 Dodge _____ 8 ______-1 reaction from especially touchy Light (1) = 2 × BL _____32 BM × 0.8 _____ 4 Dodge -1 _____ 7 — ______Germans (quirk) Medium (2) = 3 × BL _____48 BM × 0.6 _____ 3 Dodge -2 _____ 6 ______Heavy (3) = 6 × BL _____96 BM × 0.4 _____ 2 Dodge -3 _____ 5 SKILLS X-Heavy (4) = 10 × BL _____160 BM × 0.2 _____ 1 Dodge -4 _____ 4 Name Level Relative Level Anthropology 14 IQ-2 [ 1 ] ADVANTAGES AND PERKS Biology/TL7 Language Talent [ 10 ] (Earthlike, Biochemistry) 14 IQ-2 [ 1 ] Criminology/TL7 16 IQ+0[ 2 ] Legal Enforcement Powers [ 15 ] Detect Lies 14 Per-1 [ 2 ] Ritual Magery 1 [ 15 ] Diagnosis/TL7 15† IQ-1 [ 1 ] [ ] Dreaming 17 Will+0 [ 4 ] Signature Gear (Magic staff) 1 Exorcism 15 Will-2 [ 1 ] Talent (Healer) 1 [ 10 ] Expert Skill (Psionics) 14 IQ-2 [ 1 ] Unfazeable [ 15 ] First Aid 15†‡ IQ-1 [ 0 ] Forensics/TL7 14 IQ-2 [ 1 ] Wealth (Comfortable) [ 10 ] Guns/TL7 (Pistol) 12 DX+2 [ 4 ] Hidden Lore (Things Man Was Not Meant To Know) 15 IQ-1 [ 1 ] Hypnotism 14 IQ-2 [ 1 ] DISADVANTAGES AND QUIRKS Literature 14 IQ-2 [ 1 ] Mental Strength 17 Will+0 [ 1 ] Bad Sight (Nearsighted; Mitigator: Occultism 17 IQ+1 [ 4 ] Eyeglasses, -60%) [ -10 ] Pharmacy/TL7 (Synthetic) 15† IQ-1 [ 1 ] Duty (To ISWAT; 15 or less; Physician/TL7 15† IQ-1 [ 1 ] Psychology 15† IQ-1 [ 1 ] Extremely Hazardous)[ -20 ] Public Speaking 15 IQ-1 [ 1 ] Fanaticism (Destroy all Things Man Was Research/TL7 17 IQ+1 [ 4 ] Ritual Magic (Hermetic) 17§ IQ+1 [ 8 ] Not Meant To Know; Extreme) [ -15 ] Savoir-Faire (Police) 16 IQ+0 [ 1 ] Guilt Complex [ -5 ] Symbol Drawing (Hermetic Sigils) 14 IQ-2 [ 1 ] [ ] Teaching 15 IQ-1 [ 1 ] Insomniac (Severe) -15 Thaumatology 14§ IQ-2 [ 1 ] Nightmares (12) [ -5 ] Theology (Satanism) 14 IQ-2 [ 1 ] Weirdness Magnet [ -15 ] Writing 15 IQ-1[ 1 ] Ritual Paths Path of Communication and Empathy 16§ IQ+0 [ 4 ] Bad knee[ -1 ] Path of Gate 17§ IQ+1 [ 8 ] Bibliophile[ -1 ] Path of Necromancy 14§ IQ-2 [ 1 ] Distrusts Germans (-1 reaction from Ritual Spells [ ] Banish 9§ [ 6 ] especially touchy Germans) -1 Planar Summons 11§[ 5 ] Makes decisions by consulting Plane Shift 11§ [ 6 ] the tarot (Compulsion)[ -1 ] Sense Emotion 16§ [ 2 ] Sense Spirit 14§ [ 2 ] Pipe smoker (0-point Addiction to Tobacco)[ -1 ] Truthsayer 15§ [ 2 ] * Cost modified for Language Talent † +1 from Healer ‡ Default from Physician § +1 from Magery ICONIC CHARACTERS 315 IOTHA On the world where Iotha was born, giants. Elves she greeted, orcs she things, only a gray cloud that made the forests were tall and old, and with- hunted, dwarves she bargained with, freedom lies, and music discordant, in them walked the elves, her people. and giants she slew. As she journeyed and passion furtive. The huntsmen and Being elves, they knew that there were farther though, she found more and warriors of this world had – as they felt doorways between the worlds, and they more of the worlds contained men, of – moved beyond the bow to mecha- taught her how to know those door- whom she had heard stories but had nisms of subtle device that, once ways and their uses. Although she never seen. They were as fascinating as understood, had their own deadly never learned to open the doors of the songs her mother sang her as a girl, beauty. So she learned the rifle, and the shadow and shift, she learned to spot every one of them a Tamlin or a laser sight, and the ways of the hunt in the gateways and trackpaths left by Thomas the Rhymer to her eager eyes. the City of the Wall. She hunted the those who did. On her 400th birthday, Although among the elves she was gray men from the other side of the then, she packed up a good longbow of counted plain, the men seemed to wall, and gained a reputation in her yew, and a lyre, and one or two secret delight in her as much as she did them, new world as a deadly assassin. The things of her own, and set out upon her and once or twice she put off her trav- greatest sniper from the other side of Time of Wandering. els to dally with one for the traditional the wall marked her as his own, and For the first few decades, she mere- year and a day. they tracked each other through the ly found doors and roads to other Even among her own folk, Iotha cities and across the barbed wire bor- worlds much like her own, with their had been a master archer. In the worlds ders and into fields and frozen forests. own elves and orcs and dwarves and of men she was matchless at butt or Finally, in the Black Forest, she killed target, on hunt or in bat- him and took his weapon as her trophy, tle; she gained a repu- for it was made on the Moon by the tation on any world gray men, and weighed even less than where she stayed for her bow. long. Legends, and a It was much later, in a world of religion or two, grew steaming jungle and glittering plains, up around the tall when Iotha found her destiny. For a maid who never decade and a half she had been seemed to age and journeying among the human clans, whose arrows never helping them defeat the winged terrors missed their mark. that preyed on their children. At first But always Iotha Iotha stood them off in desperate moved on, giving defenses . . . then she defeated them in each world a verse in pitched battles . . . and finally she took the song she would the battle to their fetid eyries and slew someday sing to her the last of them with her gleaming own people. shafts. In a world of con- And at the festival of celebration, a crete, glass, and woman who looked like any other clan- steel, she came to mother drew her aside and said “That live in a city split by was very well done. There are others a great wall. On one who need your help now. Would you side was freedom, like to hear more?” and music, and pas- sion. On the other Elf was none of these 70 points Attribute Modifiers: ST -1 [-10]; HT +1 [10]. Secondary Characteristic Modifiers: POINTS SUMMARY Per +1 [5]. Attributes/Secondary Characteristics [ 115 ] Advantages: Appearance (Attractive) Advantages/Perks/TL/Languages/ [4]; Language Talent [10]; Magery Cultural Familiarity [ 140 ] 0 [5]; Perfect Balance [15]; Telescopic Vision 1 [5]; Unaging Disadvantages/Quirks [ -49 ] [15]; Voice [10]. Skills/Techniques [ 119 ] Racially Learned Skills: Connoisseur Other [ ] (Natural Environments) (A) IQ-1 [1].

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

BASIC LIFT (ST × ST)/5 ______16 DAMAGE Thr ______1d-2 Sw ______1d-1 PARRY Reaction Modifiers BASIC SPEED ______60 [ ] BASIC MOVE ______810 [ ] — Appearance ______+1 for Attractive appearance ENCUMBRANCE MOVE DODGE Status ______+2 from those who can hear her None (0) = BL _____16 BM × 1 _____ 8 Dodge _____ 9 ______voice (Voice), +1 from explorers and Light (1) = 2 × BL _____32 BM × 0.8 _____ 6 Dodge -1 _____ 8 BLOCK ______nature lovers (Outdoorsman) Medium (2) = 3 × BL _____48 BM × 0.6 _____ 4 Dodge -2 _____ 7 ______Heavy (3) = 6 × BL _____96 BM × 0.4 _____ 3 Dodge -3 _____ 6 — ______X-Heavy (4) = 10 × BL _____160 BM × 0.2 _____ 1 Dodge -4 _____ 5 ______ADVANTAGES AND PERKS SKILLS Acute Vision 3 [ 6 ] Name Level Relative Level Detect (Extradimensional Phenomena)[ 10 ] Bow 21 DX+8 [ 32 ] Elf [ 70 ] Camouflage 15† IQ+3 [ 4 ] [ ] Legal Enforcement Powers [ 15 ] Climbing 13§ DX+0 1 Crossbow 13 DX+0 [ 1 ] Talent (Outdoorsman) 1 [ 10 ] Fast-Draw (Arrow) 16 DX+3 [ 8 ] Weapon Master (Bow) [ 20 ] Guns/TL8 (Rifle) 16 DX+3 [ 8 ] Hiking 13 HT+2 [ 8 ] DISADVANTAGES AND QUIRKS Meditation 12 Will+0 [ 4 ] Musical Instrument (Lyre) 13 IQ+1 [ 8 ] Duty (To ISWAT; 15 or less; Naturalist 14† IQ+2 [ 8 ] Extremely Hazardous) [ -20 ] Poetry 11 IQ-1 [ 1 ] Jealousy [ -10 ] Riding (Horse) 13 DX+0 [ 2 ] Supernatural Feature (Hair turns dark green Running 14 HT+3 [ 12 ] in strong sunlight) [ -5 ] Shadowing 11 IQ-1 [ 1 ] Vow (Always keeps her word, once given) [ -10 ] Singing 13‡ HT+2 [ 1 ] Stealth 15 DX+2 [ 8 ] Dislikes hawthorn[ -1 ] Survival (Woodlands) 14† Per+0 [ 1 ] [ ] Dislikes iron[ -1 ] Throwing 13 DX+0 2 Tracking 14† Per+0 [ 1 ] Intolerant of orcs and dwarves[ -1 ] Zen Archery 12 IQ+0 [ 8 ] Practices faerie etiquette (Minor Code of Honor)[ -1 ]

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

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

318 ICONIC CHARACTERS Name ______Sora Player ______Point Total ______335 Ht ______5’2” Wt ______130 lbs. Size Modifier ______0 Age ______23 Unspent Pts ______Appearance ______Compact and athletic Filipina CHARACTER SHEET CURRENT Languages Spoken Written ST 12[ 20 ] HP 12[ 0 ] ______Chinese (Broken) [ 2 ] ______English (Broken) [ 2 ] ______Japanese (Accented) [ 4 ] DX 16[ 120 ] WILL 13[ 0 ] ______Tagalog (Native) [ 0 ] ______[ ] 12 -5 DR TL: ______80 [ ] IQ 13[ 60 ] PER [ ] Cultural Familiarities CURRENT 0 ______East Asian [ 0 ] HT 11[ 10 ] FP 11[ 0 ] PARRY ______Homeline [ 1 ] Reaction Modifiers × 12* BASIC LIFT (ST ST)/5 ______29 DAMAGE Thr ______1d-1 Sw ______1d+2 (Judo or Karate) Appearance ______BASIC SPEED ______75 [ ] BASIC MOVE ______85 [ ] Status ______BLOCK -1 from those who notice her ENCUMBRANCE MOVE DODGE* ______Delusion ______None (0) = BL _____29 BM × 1 _____ 8 Dodge _____ 11 — Light (1) = 2 × BL _____58 BM × 0.8 _____ 6 Dodge -1 _____ 10 SKILLS Medium (2) = 3 × BL _____87 BM × 0.6 _____ 4 Dodge -2 _____ 9 Name Level Relative Level Heavy (3) = 6 × BL _____174 BM × 0.4 _____ 3 Dodge -3 _____ 8 Acrobatics 17† DX+1 [ 4 ] Area Knowledge (Manila) 14 IQ+1 [ 2 ] X-Heavy (4) = 10 × BL _____290 BM × 0.2 _____ 1 Dodge -4 _____ 7 Broadsword 15 DX-1 [ 1 ] Climbing 17† DX+1 [ 2 ] ADVANTAGES AND PERKS Computer Hacking/TL8 11 IQ-2 [ 2 ] Computer Programming/TL8 11 IQ-2 [ 1 ] Catfall [ 10 ] Fast-Draw (Knife) 17* DX+1 [ 1 ] Fast-Draw Combat Reflexes [ 15 ] (Small Thrown Weapon) 17* DX+1 [ 1 ] Fit [ 5 ] Fast-Draw (Tonfa) 17* DX+1 [ 1 ] Fast-Talk 13 IQ+0 [ 2 ] Legal Enforcement Powers [ 15 ] Filch 15 DX-1 [ 1 ] Garrote 16 DX+0 [ 1 ] Perfect Balance [ 15 ] Holdout 12 IQ-1 [ 1 ] Judo 16 DX+0 [ 4 ] Trained by a Master [ 30 ] Jumping 16 DX+0 [ 1 ] Karate 16 DX+0 [ 4 ] Knife 16 DX+0 [ 1 ] DISADVANTAGES AND QUIRKS Lockpicking/TL8 15 IQ+2 [ 8 ] Makeup/TL8 13 IQ+0 [ 1 ] Main-Gauche 16 DX+0 [ 2 ] Observation 11 Per-1 [ 1 ] Code of Honor (Professional) [ -5 ] Performance 12 IQ-1 [ 1 ] Delusion (“My mother is an angel in Photography/TL8 12 IQ-1 [ 1 ] Pickpocket 14 DX-2 [ 1 ] Heaven watching over me”) [ -5 ] Search 11 Per-1 [ 1 ] Shadowing 13 IQ+0 [ 2 ] Duty (To ISWAT; 15 or less; Smallsword 17 DX+1 [ 4 ] Stealth 15 DX-1 [ 1 ] Extremely Hazardous) [ -20 ] Streetwise 13 IQ+0 [ 2 ] Throwing Art 15 DX-1 [ 2 ] Enemy (Large group: Manila Triads; Tonfa 15 DX-1 [ 1 ] Hunter; 6 or less) [ -15 ] Traps/TL8 12 IQ-1[ 1 ] Urban Survival 11 Per-1 [ 1 ] Light Sleeper [ -5 ] Techniques Pacifism (Cannot Harm Innocents) [ -10 ] Arm Lock 17 [ 1 ] Back Kick 13 [ 2 ] Choke Hold 15 [ 2 ] Careful[ -1 ] Disarming (Smallsword) 18 [ 2 ] Dual-Weapon Attack (Smallsword) 15 [ 3 ] Devout Roman Catholic (reacts at +1 to Elbow Strike 15 [ 1 ] Jump Kick 14 [ 3 ] Catholic clergy, tithes, attends church regularly)[ -1 ] Knee Strike 16 [ 1 ] Off-Hand Weapon Training (Smallsword) 16 [ 4 ] Dislikes wide-open spaces[ -1 ] Rope Up 17† [ 2 ] Uncongenial[ -1 ] Scaling 15† [ 2 ] Sweeping Kick 15 [ 3 ] Vow (“Never reject a challenge to single combat”)[ -1 ] * Includes +1 for Combat Reflexes. † Includes +1 for Perfect Balance. ICONIC CHARACTERS 319 BARON JANOS TELKOZEP Born in Castle Telkozep, Hungary in European politics. Recognizing earlier enemies – and one of them dwelt on 1571, the year of the great victory at than most nobles that the wave of the another Earth, where the Countess’ Lepanto, Janos Telkozep succeeded to future would be in banks and trading- reach could not so easily extend. the barony when his father died fight- houses, rather than acres of barley or Telkozep put all his liquid wealth into ing the Turks in 1589. At a glittering ransomed Turkish generals, the Baron portable assets and waited for an open- Twelfth Night feast at Castle Bathori a taught himself the new intricacies of ing. In 1989, he walked through a few years later, the young Baron retired ducats and marks, pounds and roubles. megalithic barrow under a full moon, to the chambers of the beautiful, wid- By the 19th century, he had steadily and into another Earth. He flitted from owed Countess Bathori. To his shock enriched himself through six or seven timeline to timeline, through gateways (though not entirely, it must be admit- wars, three changes of dynasty, and marked in an ancient codex he had ted, to his surprise) he discovered the two vampire panics. During the latter, purchased from the bankrupt National next morning that she had transformed he often acquired the estates of the Museum of Budapest, until he was sure him into a vampire. Telkozep’s family condemned at knock-down prices, feel- he had eluded the Cabal. He then set connections kept him out of trouble ing no guilt at profiting from the deaths out to attract the attention of outtimers when the King of Hungary eventually of vampires more foolish and rash than like himself, with clever advertisements tried the Countess for murder and himself. Slowly, he began to accumu- in the papers and subtle manipulations imprisoned her in a distant castle with- late vampiric foes – the great Pavane of key stocks. When the Infinity Patrol out food or light, but he learned from des Vampires in Paris declared him knocked on his office door, he was able her example. She had allowed her vam- anathema, and others tried to stalk or to present them (and eventually ISWAT, piric appetites to corrupt her judge- betray him in their turn. who took over once they realized what ment, and that, Telkozep vowed, would He studied the occult, seeking new they had) with an attractive offer – never be his fate. weapons against his fellows, and employment as their star vampire (and Over the next two centuries, the learned that his ancient lover, the financial expert) in exchange for Baron repeatedly “died” and took over Countess Bathori, had somehow protection from the Cabal. the Castle as his own heir, continuing escaped her prison through sorcerous to ally himself to kings and archbish- means. She had become a Grand Vampire ops, maneuvering ever more gracefully Master of the Cabal, a secret society of 150 points through the byzantine paths of monsters and magi descended from Attribute Modifiers: ST+6 [60]. ancient Egypt, and she offered him Secondary Characteristic Modifiers: sanctuary. Telkozep accepted . . . but HP+4 [8]; Per+3 [15]. she had learned little from her long life. Advantages: Alternate Forms (Bat, During the disasters of the 1940s, her Wolf) [30]; Doesn’t Breathe [20]; rashness nearly destroyed the vampire Dominance [20]; Immunity to brotherhood in the Cabal – and the war Metabolic Hazards [30]; Injury she helped spark did destroy Telkozep’s Tolerance (Unliving) [20]; beloved Hungary. In 1956, he left Insubstantiality (Costs Fatigue, 2 Bathori and the Cabal behind, begin- FP, -10%) [72]; Night Vision 5 [5]; ning 30 years of shadow warfare in Speak With Animals (Wolves and boardrooms and blasted heaths across bats, -60%) [10]; Unaging [15]; Europe and America. Unkillable 2 (Achilles’ Heel: Wood, Although his vampiric powers kept -50%) [50]; Vampiric Bite [30]. him alive, and his fortune kept him Disadvantages: Dependency (Coffin hidden, the Cabal (and his vengeful ex- with soil of homeland; Daily) [-60]; lover the Countess) came ever closer to Divine Curse (Cannot enter destroying him. Telkozep could see the dwelling for first time unless invit- inevitable future; just like the ed) [-10]; Draining (Human Blood; pathetic vampires of the Illegal) [-10]; Dread (Garlic) [-10]; 17th century, he was alone Dread (Religious Symbols; 5 yards) POINTS SUMMARY and friendless, with every [-14]; Dread (Running Water) [-20]; Attributes/Secondary Characteristics [ 220 ] hand against him. A stake Supernatural Features (No Body Advantages/Perks/TL/Languages/ in the night, or the Final Heat*, No Reflection, Pallor*) Dawn, awaited him – Cultural Familiarity [ 369 ] [-16]; Uncontrollable Appetite (12) unless he could change the (Human Blood) [-15]; Unhealing Disadvantages/Quirks [ -120 ] game. Where once he had (Partial) [-20]; Weakness (Sunlight; Skills/Techniques [ 66 ] researched money, and 1d/minute) [-60]. Other [ ] then magic, he now sought Features: Sterile. allies. He discovered that the Cabal had their own * Except after feeding.

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

BASIC LIFT (ST × ST)/5 ______80 DAMAGE Thr ______2d+2* Sw ______5d-1* PARRY Reaction Modifiers BASIC SPEED ______855 [ ] BASIC MOVE ______8 [ 0 ] 9 Appearance ______ENCUMBRANCE MOVE DODGE (Saber) Status ______+3 at all times for Charisma! None (0) = BL _____80 BM × 1 _____ 8 Dodge _____ 11 +3 from those he does business with (Business Acumen), -5 from those who notice his × 160× 6 10 BLOCK Light (1) = 2 BL _____ BM 0.8 _____ Dodge -1 _____ Supernatural Features, -4 from animals Medium (2) = 3 × BL _____240 BM × 0.6 _____ 4 Dodge -2 _____ 9 (Frightens Animals), -1 from past victims and Heavy (3) = 6 × BL _____480 BM × 0.4 _____ 3 Dodge -3 _____ 8 — those with Empathy (Callous), -1 reaction from X-Heavy (4) = 10 × BL _____800 BM × 0.2 _____ 1 Dodge -4 _____ 7 patriotic Turks and Romanians (quirk) ADVANTAGES AND PERKS SKILLS Charisma 3 [ 15 ] Name Level Relative Level Independent Income 10 [ 10 ] Administration 17† IQ+2 [ 1 ] Legal Enforcement Powers [ 15 ] Area Knowledge (Hungary) 15 IQ+0 [ 1 ] Mind Control [ 50 ] Body Language 17 Per-1 [ 1 ] Striking ST 5 [ 25 ] Brawling 12 DX+1 [ 2 ] Talent (Business Acumen) 3 [ 30 ] Connoisseur (Visual Arts) 15 IQ+0 [ 2 ] Temperature Control 3 (Cold, -50%; Current Affairs/TL8 Uncontrollable, -10%) [ 6 ] (Business) 16 IQ+1 [ 2 ] Vampire (see below) [ 150 ] Detect Lies 17 Per-1 [ 2 ] Wealth (Filthy Rich) [ 50 ] Diplomacy 14 IQ-1 [ 2 ] DISADVANTAGES AND QUIRKS Economics 16† IQ+1 [ 1 ] Finance 16† IQ+1 [ 1 ] Berserk (9) [ -15 ] Guns/TL5 (Pistol) 12 DX+1 [ 2 ] Bloodlust (9) [ -15 ] History (Hungary) 15 IQ+0 [ 4 ] Callous [ -5 ] Intimidation 20 Will+4 [ 16 ] Duty (To ISWAT; 15 or less; Market Analysis 17† IQ+2 [ 2 ] Extremely Hazardous) [ -20 ] Merchant 13†‡ IQ-2 [ 0 ] Enemy (The Cabal; Hunter; 6 or less) [ -20 ] Mimicry (Animal Sounds) 14 IQ-1 [ 2 ] Frightens Animals [ -10 ] Occultism (Vampirology) 18 IQ+3 [ 12 ] Greed (6) [ -30 ] Propaganda/TL8 17† IQ+2 [ 1 ] Saber 12 DX+1 [ 4 ] Code of Honor (Aristocratic manners)[ -1 ] Savoir-Faire (High Society) 15 IQ+0 [ 1 ] Dislikes mirrors[ -1 ] Sex Appeal 11 HT+1 [ 4 ] Old-fashioned language and idioms (-1 to some uses Teamster (Equines) 14 IQ-1[ 1 ] of Fast-Talk, Propaganda, etc; GM’s option)[ -1 ] Tracking 18 Per+0 [ 2 ] Patriot (Hungary; minor Fanaticism; -1 reaction from patriotic Turks and Romanians)[ -1 ] * Includes Striking ST Vow (“Never let vampiric appetites † Includes +3 for Business Acumen corrupt my judgment”)[ -1 ] ‡ Default from Market Analysis

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

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

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

BASIC LIFT (ST × ST)/5 ______20 DAMAGE Thr ______1d-2 Sw ______1d PARRY Reaction Modifiers BASIC SPEED ______6.25 [ 0 ] BASIC MOVE ______6 [ 0 ] — Appearance ______ENCUMBRANCE MOVE DODGE Status ______None (0) = BL _____20 BM × 1 _____ 6 Dodge _____ 9 Reputation ______+2 from anyone she does work Light (1) = 2 × BL _____40 BM × 0.8 _____ 4 Dodge -1 _____ 8 BLOCK ______for (Artificer), +1 in close confines Medium (2) = 3 × BL _____60 BM × 0.6 _____ 3 Dodge -2 _____ 7 ______(Sanitized Metabolism), -2 for Clueless, Heavy (3) = 6 × BL _____120 BM × 0.4 _____ 2 Dodge -3 _____ 6 — ______most of the time, -2 from those who X-Heavy (4) = 10 × BL _____200 BM × 0.2 _____ 1 Dodge -4 _____ 5 ______can hear her voice (Disturbing Voice) ADVANTAGES AND PERKS SKILLS Absolute Direction [ 5 ] Name Level Relative Level Breath-Holding 3 [ 6 ] Airshipman/TL7 13 IQ+1 [ 2 ] Discriminatory Smell [ 15 ] Armoury/TL7 Infravision [ 10 ] (Heavy Weapons) 13* IQ+1 [ 1 ] Legal Enforcement Powers [ 15 ] Axe/Mace 12 DX+0 [ 2 ] Pressure Support 1 [ 5 ] Breath Control 14 HT+1 [ 8 ] Sanitized Metabolism [ 1 ] Drive! 16 DX+4 [ 72 ] Striking ST +10 (Bite Only, -60%) [ 20 ] Electrician/TL7 13* IQ+1 [ 1 ] Talent (Artificer) 2 [ 20 ] Electronics Repair /TL7 (Sensors) 15* IQ+3 [ 4 ] DISADVANTAGES AND QUIRKS Electronics Repair Clueless [ -10 ] /TL7 (Sonar) 14* IQ+2 [ 2 ] Disturbing Voice [ -10 ] Fishing 12 Per+0 [ 1 ] Duty (To ISWAT; 15 or less; Gunner/TL7 (Rockets) 14 DX+2 [ 4 ] Extremely Hazardous) [ -20 ] Knot-Tying 13 DX+1 [ 2 ] Gluttony (15) [ -2 ] Machinist/TL7 13* IQ+1 [ 1 ] Hard of Hearing [ -10 ] Mechanic/TL7 Low Empathy [ -20 ] (Gasoline Engine) 14* IQ+2 [ 2 ] Shyness (Severe) [ -10 ] Navigation/TL2 (Sea) 15† IQ+3 [ 2 ] Skinny [ -5 ] Navigation/TL7 (Sea) 14† IQ+2[ 1 ] Unnatural Features Scrounging 15 Per+3 [ 8 ] (Lambent eyes and bony teeth)[ -2 ] Scuba/TL8 11 IQ-1 [ 1 ] Unusual Biochemistry [ -5 ] Seamanship/TL7 13 IQ+1 [ 2 ] Wealth (Struggling) [ -10 ] Smuggling 11 IQ-1 [ 1 ] Spear Thrower 13 DX+1 [ 4 ] Attentive[ -1 ] Survival (Island/Beach) 11 Per-1 [ 1 ] Bad posture (-1 to Dancing and Sex Appeal)[ -1 ] Survival (Swampland) 11 Per-1 [ 1 ] Code of Honor Swimming 15 HT+2 [ 4 ] (“Stay bought and finish the job”)[ -1 ] Incompetence (Finance)[ -1 ] * Includes +2 from Artificer. Likes processed food (especially fast food)[ -1 ] † Includes +3 from Absolute Direction.

ICONIC CHARACTERS 323 COMBAT LITE

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

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

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

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

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

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

COMBAT LITE 327 RECOVERY

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

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

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

INDEX 329 C-31, character sheet, 307-309; 528; complexity, 472; software, 472; Darkness, 47, 60, 71, 394; spells, 249; illustrations, 264, 549. virtual reality worlds, 520. torches, 394. Cabal, the, 543. Concentrate maneuver, 325, 366. David Pulver, 6. Camels, 459. Cone attacks, 413. Dead worlds, 527. Campaigns, 486-489; cinematic, 488; Conspiracies, see Illuminati. Dealing with players, 493. continuing, 504; planning form, Contacts, 31. Death, 296, 423; dying actions, 423; 567; power level, 10, 486; shared Contagion, 443; see also Disease. instant death, 423. campaigns, 504; travel between Contests, 348; quick, 348; regular, 349; Decade scale damage, 470. campaigns, 504; see also resistance Deceptive attack, 369. Game Worlds. rolls, 348. Deer, 457. Camping and survival gear, 288. Defaults, 344; double, 173, 232; Cannon fodder, 417. skills, 173; techniques, 229. Caster (of spells), 236. Defending, 326, 374; Catching things, 355. in tactical combat, 390. Cats, 456. Defenses, 46; enhanced, 51; Centrum, 541-542, 545-546. limited, 46. Century scale damage, 470. Dehydration, 426. Ceremonial magic, 237. Demolition, 415. Change Posture maneuver, Depressants, 441. 325, 364. Control Rating, 506; see also Design skills, 190. Character classes, no such thing, 259. Legality Class. Dexterity, 15. Character points, 10, 119, 258, 290; Conventions of play, 9. Dice, 8, 9. awarding bonus points, 498. Copper, see Wealth. Digging, 350, 357. Characters, 7; concept, 11; creation, 9, Cosmic powers, 33. Dimensional highways, 534. 10, 258; development, 290, 499; Dirty tricks, 405. origins, 33; sheet, 13, 335-336; Cost of living, 265, 516. Disadvantages, 11, 119; buying off, stories, 12; types, 12. Coventry, 540. Cover, 377, 407; Cover DR Table, 559. 121, 291; disadvantage limit, 11; Chi, 33, 93, 192, 214. good, 119; exotic, 120; in templates, Crippling, 59, 420-423. Children, 20. 447; list, 299; mental, 120; Critical failure, spells, 236. Chimpanzees, 456. mundane, 120; new, 162; physical, Choke hold, 371, 404; see also Critical Head Blow Table, 556. 120; secret, 120; social, 120; Suffocation. Critical Hit Table, 556. self-imposed, 121; supernatural, 120. Cinematic advantages, 33; campaigns, Critical hits, 381; table, 556. Disease, 442-444; worldwide, 528. 488; characters, 489; combat, 417; Critical Miss Table, 556; Dive for cover, 377, 407. explosions, 417; knockback, 417. Unarmed Critical Miss Table, 557. Divine origins; 33; see also Gods. Clerical magic, 77, 242; spells, 77. Critical misses, 381; table, 556-557. Dmg, see Damage. Climbing, 89, 349. Critical success, 347; on defense, 381. Do Nothing maneuver, 325, 364. Cloaks, 404. Crossbows, 410. Dodge, 17, 51, 324, 327, 374; Close combat, 391. Crosstime bandits, 542. and drop, 377. Clothing, 265. Crossworld campaigns, 519-522; Dogs, 457, 458. Cold, 430. see also Infinite Worlds Campaign. Donkeys, 459. Collisions, 430; whiplash, 432. Crossworld travel, 514, 519-522; Double defaults, allowed for Coma, 429; see also Unconsciousness. Infinite Worlds campaign techniques, 229; not allowed Combat Lite, 324. background, 523-546; for skills, 173. instant wealth, 514. Combat maps, 384, 492. DR, see Damage Resistance. Crouching, 368. Combat, 9, 362-417; at different levels, Dragging things, 353. Cultures, 23, 505-508. 402; cinematic, 417; maneuvers, Dragon template, 261. Customizing rules, 486. 324; table of combat modifiers, 547; Dropping prone, 374. Dai Blackthorn, 12, 18, 22, 116, 162, techniques, 230; turn sequence, 324, Drugs, 122, 130, 440; Eraser, 540; 164, 227; character sheet, 310-311; 362; vehicular, 467-470. overdose, 441; ultra-tech, 425; illustrations, 32, 418. Communication and Empathy withdrawal, 440. Damage Resistance, 378; spells, 245. Dual-weapon attacks, 417. HP and DR of Structures Table, 558; Communications and information Dungeons, 501. Cover DR Table, 559. gear, 288, 471. Dwarf template, 261. Damage, 15, 327, 377; by animals, Competence, 24. DX, see Dexterity. Comprehension rolls, 359. 461; Damage Table, 16; damage rolls, 9, 378; scaling, 470; to objects, Dying actions, 423. Computers, 48, 51, 55, 69, 71, 76, 100, 483-485. e23 scenario warehouse, 494. 124, 184, 472; artificial intelligence, Earth spells, 245.

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

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

332 INDEX Postures, 367; changing posture Reich-5, 543. list, 301; maintaining, 294; in armor, 395; table, 551. Religion, 30, 226; see also Gods. physiology modifiers, 181; Potential advantages, 33. Reloading missile weapons, 373. prerequisites, 169; racially learned, Power level for campaigns, 10, 486. Repair skills, 190; 453; repair, 190; scope, 176; Power tech levels, 512. repairing things, 484. specialties, 169; studying, 292, 499; Preparing for play, 490. Reputation, 27. teachers, 293; technological, 168; wildcard, 175. Prerequisites, skills, 169; spells, 235; Resisted spells, 241. Slam, 371; by multi-hex figures, 392. techniques, 229. Resuscitation, 425. Slaves, 518. Pressure, atmospheric, 429, 435; Retreat (in active defense), 377. Sleep, 50, 65, 136, 140, 142, 154, 155; the bends, 435; water, 435. Retreating, 391. drowsy, 428; missed sleep, 426. Privilege, 30. Ritual magic, 237, 242. SM, see Size Modifier. Professor William Headley, Roads, 351. Smartguns, 278. character sheet, 318-319; RoF (Rate of Fire), 270, 373. Smell, 49, 243. illustrations, 234, 486. Roleplaying, 7. Snakes, 458; cobra venom, 439; Protection and Warning spells, 252. Rolling to hit, 369. pythons, 458; rattlesnakes, 458. Psi powers, see Psionics. Room maps, 492. Social advantages, 32; Psionics, 71, 78, 150, 254-257; Rounding, 9. Antipsi, 255; ESP, 255; learning, adding and improving, 291. Rule of 14, 360. 294; new powers, 257; pside Social background, 22. Rule of 16, 349. effects, 255; Psychic Healing, 256; Social disadvantages, 120. Psychokinesis, 256; Telepathy, 257; Rule of 20, 173, 344. Social restraints, 30. Teleportation, 257. Rules, customizing, 486; Society types, 509-510. questions, 492. Psychological warfare, 359. Soldier of Fortune template, 260. Runaround attacks, 391. Pulling things, 353. Sora, character sheet, 320-321; Punishment, legal, 508. Runes, 224. illustrations, 10, 258, 356, 362, Pyramid Magazine, 494. Running, 354, 357; fatigue, 426. 375, 402. Quick contests, 348. Sacrificial dodge, 375. Sounds, see Hearing. Quick learning under pressure, 292. Sapience, 15, 23. Space sickness, 434. Quick Start rules, 8. Scopes, 412. Spacecraft, 466; table, 465. Quirks, 162; racial, 452. Sean Punch, 6. Spacing (in combat), 368. Radiation, 80, 105, 192, 435. Seasickness, 436. Special spells, 241. Ranged attacks, 327, 372; half damage Secondary characteristics, 15; Speed/Range Table, 550. range, 378; hitting the wrong improving, 290; in templates, 447. Spells, 66; Air, 242; area, 239; backfire, target, 389; modifiers table, 548; Secret disadvantages, 120. 235; blocking, 241; Body Control, opportunity fire, 390; overshooting, Secret identities, 31. 244; caster, 236; casting, 235-238; 390; pop-up attacks, 390; Self-control, 120. clerical, 77; Communication shooting blind, 389. Senses, 35, 78; sense rolls, 358. and Empathy, 245; Earth, 245; Ranged Combat Modifiers Table, 548. Sensors, 471. Enchantment, 246, 480-482; Rank, 29. Sentience, 15. Fire, 246; Gate, 247; Healing, 248; Rapid fire, 373, 408. Sharks, 457. information, 241; Knowledge, 249; Rapid Strike, 54, 93, 370. Shields, 287, 374; damage, 484; legality, 507; Light and Darkness, 249; Meta-Spells, 250; melee, 240; Rate of Fire, 270, 373. in close combat, 392; Mind Control, 250; missile, 240; Rats, 461. offensive use, 406. Movement, 251; list, 304; Shiftrealms, 534. Rattlesnakes, 458. Necromantic, 251; prerequisites, Rcl, see Recoil. Shock, electrical, 432-433; 235; Protection and Warning, 252; Reaction rolls, 8, 494-495, from injury, 419. regular, 239; resisted, 241; special, NPC Reactions Table, 559-562. Shooting blind, 389. 242; subject, 236; Water, 253; Reading, 134; see also Literacy. Shotguns, 409. see also Magic. Ready maneuver, 325, 366, 382, 385. Shove, 372. Spirits, 41, 55, 68, 76, 113, 193, Ready weapons, 369; readying, 382. Sign language, 25. 200, 212; spirit advantages, 34; Realism, 11. Silencers, 412. Spirit meta-trait, 263. Reality Liberation Force, 543. Silver, see Wealth. Spy gear, 289. Reality quakes, 534. Size and Speed/Range Table, 550. ST, see Strength. Recoil, 271. Size Modifier, 19, 372; and reach, 402. Staffs, 240. Recovery, 328; see also Healing. Skills, 167, 174-233; buying, 170; Starvation, 426. Recovery, 423-424; defaults, 170; design, 190; Status, 28, 265, 516. from unconsciousness, 423. difficulty level, 168; familiarity, 169; Step (in maneuvers), 368, 386. Regular spells, 239. improving, 170, 292; in templates, Steve Jackson, 6. 447; influence, 495; levels, 171;

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

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

BASIC LIFT (ST × ST)/5 ______DAMAGE Thr ______Sw ______PARRY Reaction Modifiers BASIC SPEED ______[ ] BASIC MOVE ______[ ] Appearance ______ENCUMBRANCE MOVE DODGE Status ______None (0) = BL _____ BM × 1 _____ Dodge _____ Reputation ______Light (1) = 2 × BL _____ BM × 0.8 _____ Dodge -1 _____ BLOCK ______Medium (2) = 3 × BL _____ BM × 0.6 _____ Dodge -2 ______Heavy (3) = 6 × BL _____ BM × 0.4 _____ Dodge -3 ______X-Heavy (4) = 10 × BL _____ BM × 0.2 _____ Dodge -4 ______ADVANTAGES AND PERKS SKILLS ______[ ] Name Level Relative Level ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] DISADVANTAGES AND QUIRKS ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] ______[ ] CHARACTER SHEET 335 HAND WEAPONS Weapon Damage Reach Parry Notes Cost Weight ______CHARACTER SHEET ______Name ______RANGED WEAPONS Weapon Damage Acc Range RoF Shots ST Bulk Rcl LC Notes Cost Weight ______SPEED/RANGE TABLE HIT LOCATION ARMOR & POSSESSIONS For complete table, see p. 550. Item Location Cost Weight Modifier Location ______Speed/ Linear 0 Torso ______Range Measurement -2 Arm/Leg ______Modifier (range/speed) -3 Groin 0 2 yd or less -4 Hand ______-1 3 yd -5 Face ______-2 5 yd -7 Skull ______-3 7 yd ______Imp or Pi attacks can -4 10 yd ______-5 15 yd target vitals at -3 or -6 20 yd eyes at -9. ______-7 30 yd ______-8 50 yd You may copy this form ______for personal use only. -9 70 yd This and other ______-10 100 yd GURPS forms ® ______-11 150 yd may also be downloaded at ______-12 200 yd www.sjgames.com/gurps/resources/. -13 300 yd ______Copyright © 2004 -14 500 yd Steve Jackson Games Incorporated. ______-15 700 yd All rights reserved. ______CHARACTER NOTES ______POINTS SUMMARY ______Attributes/Secondary Characteristics ______[ ] ______Advantages/Perks/TL/Languages/ ______Cultural Familitarity ______[ ] ______Disadvantages/Quirks ______[ ] ______Skills/Techniques ______[ ] ______Other ______[ ] Totals: $ Lbs. 336 CHARACTER SHEET

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.

4TH EDITION,4TH PRINTING PUBLISHED APRIL 2008 ISBN 978-1-55634-730-6 9!BMF@JA:RSVROUoYjZhZ_ZdZ` Printed in SJG03495 01-0002 Thailand Basic Set: Campaigns

GURPS Game Design by STEVE JACKSON GURPS Fourth Edition Revision by DAVID L. PULVER and SEAN M. PUNCH Cover Design by VICTOR R. FERNANDES Cover Art by 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 GAMES GURPS System Design ❚ STEVE JACKSON Managing Editor ❚ ANDREW HACKARD GURPS Line Editor ❚ SEAN PUNCH Production Manager ❚ MONIQUE CHAPMAN Art Director ❚ PHILIP REED Page Design ❚ PHILIP REED Production Artists ❚ JUSTIN DE WITT, ALEX FERNANDEZ, and PHILIP REED Prepress Checkers ❚ FADE MANLEY and MONICA STEPHENS Print Buyer ❚ MONICA STEPHENS Marketing Director ❚ PAUL CHAPMAN Sales Manager ❚ ROSS JEPSON Errata Coordinator ❚ ANDY VETROMILE GURPS FAQ Maintainer ❚ STEPHANE´ THERIAULT´

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

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

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Basic Set: 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 FANTASY 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 Electricity ...... 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 dice 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 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 critical hit 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 acquire 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 orc 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 orcs, 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 laser 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 lasers. 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 plasma 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 , 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 elf, 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, lightning 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 Fallout: 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 character creation. 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 . 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 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 magic system 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 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 halflings 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 “cyberpunk” 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. • : 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 caravans 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 . . . 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 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 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- 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 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- Transhuman Space. 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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