Difference between revisions of "Shadowjack's GURPS House Rules"

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In my write-ups, I'll try to make sure to properly source traits that aren't in the core books (whether official or fan-made); in particular, I've adopted many of Reverend P. Kitty's cost adjustments. Meanwhile, below are my own house rules and rulings:  
  
These are my current guidelines and house rules for GURPS 4e character creation and play.  — ''Shadowjack'' (last updated March 2012)
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==== Appearance ====
 +
General revision of Appearance traits as follows:
  
= Defining the Numbers =
+
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.
In general, I try hard to remind myself to aim for low, or for the center of the bell-curve. An attribute of 10 is perfectly acceptable for a regular person, and just because a character did a stunt once in a story, doesn't mean they can do it reliably all the time!
 
  
== Attributes ==
+
Average and Attractive appearance as written.
Because of the bell-curve, attributes of 8-12 are unremarkable, "average" people. Only above or below this range is a character truly noticeable for that attribute. An attribute of 6 or below is handicapped (by human standards, of course), while an attribute of 18 or above is superhuman. (The traditional exemption is Strength, which can go much higher than 18 among top weightlifters.) Remember that advantages and disadvantages are often rolled into attributes, e.g. someone with HT 11 and Very Fit is just as fit as someone with HT 13.
 
  
* '''5 or below''' is crippled, requiring constant help.
+
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20].  
* '''6''' is handicapped, barely functional on your own.
 
* '''7''' stands out as "pretty bad", but is otherwise still low average.
 
* '''8''' is a natural lack of ability.
 
* '''9''' is a 10 who is just a little smaller, slower, or lazier.
 
* '''10''' is dead average. If you don't care or don't know, put 10.
 
* '''11''' is a 10 who is just a little stronger or faster, or tries harder.
 
* '''12''' is natural ability.
 
* '''13''' stands out as "pretty good", but is otherwise still high average.
 
* '''14''' is noteworthy. People will remember you for this alone.
 
* '''15''' is renowned. You'll be sought out or avoided because of your ability.
 
* '''16''' is admitted by the best to be among the best.
 
* '''17 to 18''' is the realm of myth and legend, almost never seen in real life.
 
* '''19 or above''' is superhuman.
 
  
== Skills ==
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The sexual attractiveness traits run Sexy (+2/+3 reactions) [8], Handsome/Beautiful (+2/+4) [12], Very Handsome/Beautiful (+2/+6) [16], and Transcendent (+2/+8) [20]. All give the -2 jealousy reaction for those with -4 or more in negative reactions to you.  
This is for the actual skill number and ability; to measure experience, figure the numbers as if the attribute were 10. Note that combat skills should be a little higher than other skills, because they must perform reliably under stress.
 
  
* '''8 or below''' – Raw beginner, or a skill long-forgotten.
+
Androgynous (+0%) may be applied to any of the sexual attractiveness traits. As you appeal sexually to any orientation, you get the higher bonus generally, but the penalty from those who ''dislike'' you is raised to '''-4''' if they have a mere '''-2''' or more in negative reactions.  
* '''9 or 10''' – Amateurish. Acceptable for a hobby, or something picked up on the side.
 
* '''11 or 12''' – Routine competence. Acceptable for a primary job skill, or important secondary skills used often.
 
* '''13 or 14''' – Qualified expertise. Acceptable for stress skills.
 
* '''15 or 16''' – True expertise. A noted specialist, or skilled under fire.
 
* '''17 or 18''' – Elite. Better than normal, even in extreme circumstances.
 
* '''19 or 20''' – Outstanding. World-renowned. Name your own price.
 
* '''21 or 22''' – Legendary. The best of your generation.
 
* '''23 or more''' – Superhuman; the realm of myth and legend. You do the impossible easily.
 
  
Per Kromm, most people have at least 1 point in Area Knowledge, Current Affairs, Housekeeping, and in high-tech worlds Computer Operation, as well as at least one of Carousing, Connoisseur, Games, Hobby Skill, Musical Instrument, Singing, or Sports.
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==== Archaeology ====
 +
This is a /TL skill, and is specifically the technical skill of identifying and recovering artifacts. It does not cover more than incidental knowledge of ancient cultures; for that, you'll want Anthropology, History, an appropriate Expert Skill, etc.  
  
== Reaction Modifiers ==
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==== Astrobatics ====
These guidelines apply to Talents, Reputations, and any other reaction modifiers.  
+
This is a new Acrobatics variant, for zero-gravity stunts and landings.  
  
* '''±1''' is noticeable, but isn't worth mentioning to others.
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==== Autohypnosis ====
* '''±2''' is memorable. Stories about you (or your kind) get around.
+
Another use of this skill is in place of Will rolls for using extra effort. You may not use this for extra effort with supernatural powers; for that, use Meditation.
* '''±3''' gets you into the record books. People will seek you out or avoid you based on this alone.
 
* '''±4''' is admitted by the best to be among the best, or admitted by all to be the worst.
 
* '''±5 or more''' is beyond real life, and into the realm of myth.
 
  
== Frequency Rolls ==
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==== Boating ====
These guidelines apply to self-control rolls, NPC appearance rolls, the recognition rolls for a Reputation, and so on. Note that I like to flip-flop the descriptors for self-control rolls.
+
Appropriate Boating specialties can handle large ships as well as smallcraft, in the same way that one can use both Submarine and Shiphandling (Submarine) with subs, or both Pilot (Lighter-Than-Air) and Shiphandling (Airships) with airships.  
  
* '''Constantly''' is constant, of course.
+
==== Body Sense ====
* '''Almost Always''' ''(Appears 15-, Self-Control 6-)'' defines the character. You're basicaly that way all the time; it's noteworthy if you're not.
+
This skill applies not only to teleportation, but to any unusual form of movement or transformation: Suddenly turned into a frog? Melded with a wall and just emerged? Picked up and thrown by a whirlwind? Just logged out of cyberspace? Body Sense will help you.  
* '''Quite Often or Sometimes''' ''(Appears 12-, Recognized 10-, Self-Control 9-)'' is an ever-present issue. It comes up every episode or two.
 
* '''Fairly Often or Occasionally''' ''(Appears 9-, Recognized 7-, Self-Control 12-)'' affects you now and then, but at times it can be overcome, neglected, or forgotten.
 
* '''Rarely''' ''(Appears 6-, Self-Control 15-)'' is essentially a character quirk or perk that once in a while takes center stage.  
 
  
= Social Background =
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==== Bombardment ====
 +
This modifier is compatible with Rapid Fire and recoil modifiers; each of the individual Bombardment attacks is treated as its own rapid fire attack. You may even give an attack ''two'' Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments ''within'' those area effects.
  
== Relationships ==
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==== Born Commander ====
 +
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).
  
=== Acquaintances ===
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==== Brakeman ====
Most NPCs you know are just acquaintances, even your own family members. They show up when they show up, with no player control or plot immunity. To determine their behavior, make a Reaction roll, use an Influence skill, or rely upon GM fiat. You have no particular bond to them unless you took a Sense of Duty toward them.
+
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).
  
=== Friends ===
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==== Can't Wear Armor ====
There are various friendly relationships.
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Replace this modifier with a new modifier and two new disadvantages:
  
==== Allies ====
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''Doesn't Stack'' (-40%), a modifier for Damage Resistance. Your DR doesn't stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.)
Normal Allies automatically have a Sense of Duty toward you, and vice versa; this is included in the cost.  
 
  
Unwilling Allies do not, either way.  
+
''Cannot Wear Armor'' [-20]: You cannot wear normal armor or protective suits, due to alien body shape, supernatural emissions, or genre conventions. You can still wear breathing masks, eyewears, light clothing with pockets, etc. Custom-made equipment costs ''at least'' +100%, probably much, much more. Use this for animals and monsters.  
  
Minions have Sense of Duty, maybe even Fanaticism, and you don't have to have a Sense of Duty toward them!
+
''Cannot Wear Anything'' [-40]: You cannot wear ''anything'' – not only armor, but clothing, jewelry, etc. This could be do incorporeality, extremely alien shape or size, or genre conventions. Use this for vehicles and beings without dimension or form.
  
==== Claim to Hospitality ====
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==== Cartography ====
In addition to formal organizations, also use this for good friends and close family members. If they'd let you crash at their place for a week, or vice versa, it's a Claim to Hospitality. You're guaranteed a Good reaction from someone with a Claim to Hospitality.
+
This is a /TL skill. To make ''pretty'' maps, apply Artist.
  
You may apply the modifier "Kinship", in which case you and they have a reciprocal Sense of Duty. Use this for true family.
+
==== Childcare ====
 +
This is a Professional Skill. You may take optional specialization in "Own Children".
  
==== Dependents ====
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==== Children ====
If another PC is your child or ward, handle that relationship as a Quirk (if it's solely a legal responsibility), or a 2-point Sense of Duty (if you genuinely care for them). If another PC is your lover, that's also a 2-point Sense of Duty, and possibly a Quirk as well.
+
If your character has children, only take them as Dependents if you want frequent "rescue the baby" plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require.  
  
=== Enemies ===
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If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them.  
Enemies are always after you ''specifically''. Enemies acquired as part of your job or social standing (e.g. enemy soldiers if you're a soldier, police if you're a criminal, assassins if you're a head of state, paparazzi if you're a celebrity) aren't worth noting, because they come with the territory; if you change careers, they'll go away. Only count them as Enemies if they're after you personally (even after retirement), or if you're especially notorious (e.g. Most Wanted, top priority).
 
  
== Influence ==
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For characters who ''are'' children, see Parents, below.
  
=== Identity ===
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==== Chronic Affliction ====
If it's appropriate to the setting, everyone has an official identity, which includes a citizenship. To this, they may add as many fake identities or names of convenience as they can support; extra Citizenships are Perks.
+
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders:
  
You can have Alternate Identities (with or without an associated Secret) or be Zeroed, but not both.
+
'''Affliction:'''
 +
* ''Choking'', for severe asthma: -25 points, interval measured in seconds.
 +
* ''Coughing/Sneezing'': -5 points, interval measured in hours.
 +
* ''Daze'', for petit mal seizures: -12 points, interval measured in minutes.
 +
* ''Drowsiness'', for narcolepsy: -25 points, interval measured in hours.
 +
* ''Drunkenness'', for certain neural disorders: -5 points, interval measured in hours.
 +
* ''Ecstacy'': -25 points, interval measured in minutes.
 +
* ''Euphoria'': -8 points, interval measured in hours.
 +
* ''Hallucinations'': -12 points, interval measured in minutes.
 +
* ''Heart Attack'': -75 points. Always use the x1 interval cost.
 +
* ''Itching'': -2 points, interval measured in hours.
 +
* ''Nausea'': -8 points, interval measured in hours.
 +
* ''Pain, Moderate'': -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)
 +
* ''Pain, Severe'': -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)
 +
* ''Pain, Terrible'': -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)
 +
* ''Pain, Agonizing'': -25 points, interval measured in minutes.
 +
* ''Paralysis'': -40 points, interval measured in hours.
 +
* ''Retching'': -12 points, interval measured in minutes.
 +
* ''Seizures'': -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.
 +
* ''Tipsiness'', for certain neural disorders: -3 points, interval measured in hours.
 +
* ''Unconsciousness'': -50 points. Always use the x1 interval cost.
  
=== Rank and Status ===
+
'''Interval:'''
Rank is usually maintained by a corresponding Duty to the organization, while Status is maintained by your Wealth, position, and good social behavior. Either can be used to generate reaction modifiers.  
+
* ''1 second/minute/hour:'' cost x0.5
 +
* ''2 seconds/minutes/hours:'' cost x1
 +
* ''4 seconds/minutes/hours:'' cost x1.5
 +
* ''8 seconds/minutes/hours:'' cost x2
  
Rank can also be used to request assistance from your organization, and includes an appropriate level of security clearance, equipment allotment, etc. (Security Clearance above this is an extra.) If you're employed by an organization, you automatically have Rank 0, simply as part of the job.
+
'''Frequency:'''
 +
* ''Roll of 6 or less:'' cost x0.5
 +
* ''Roll of 9 or less:'' cost x1
 +
* ''Roll of 12 or less:'' cost x1.5
 +
* ''Roll of 15 or less:'' cost x2
  
Status may provide a Lifestyle; see below.
+
==== Chronic Depression ====
 +
This disadvantage has a self-control number. The reaction penalty is based on the self-control number:
  
Clerical Investment and Legal Enforcement Powers are forms of "Authority", allowing you to officially extend the powers of your Rank to people outside of the organization.
+
* sc15-: -1
 +
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
  
=== Patronage ===
+
==== Circus Performance ====
A Patron is an unofficial form of influence, handled off the record or under the counter. Many organizations act as a Patron to their members in addition to their formal support; use the Rank when acting within the organization, and the Patron when dealing with the outside world.  
+
A new catch-all skill, covering all sorts of strange carnival acts; specialization is required in a particular act (e.g. Contortionist, Fire Eating, Sword-Swallowing). Generally IQ/A or DX/A.  
  
If you ''own'' an organization yourself (e.g. your private army), take the highest level of Rank and the organization as an almost-always-available Patron.  
+
==== Command ====
 +
Command (+0%) is a new modifier for Patron. If you own and command an organization yourself (e.g. private corporation, personal army, your own ship), take ''both'' the highest level of Rank in the organization ''and'' the organization as your personal Patron, to represent your ability to use the company's assets for your own private purposes as you wish.  
  
=== Wealth ===
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==== Common Sense ====
I rarely bother to track money directly, so I don't bother with the existing job and cost of living rules. Instead, begin with the lifestyles given on the Cost of Living and Status tables, and decide whether your character is Employed, or receives an Allowance.
+
This advantage is merely a 1-point Perk. As a GM, I give advice anyway, and at 10 points, the people who really needed Common Sense weren't going to take it anyway…
  
If you are Employed, you are assumed to be supporting your lifestyle by a job or from profitable adventuring. "A job" is broadly defined: a student on a scholarship has the job of keeping their grades up; a hunter-gatherer has the job of hunting and gathering; a slave laborer has the job of being property.
+
==== Compulsive Generosity ====
 +
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often:  
  
If you receive an Allowance, your lifestyle comes from investments, charity and social welfare, your spouse or family, or your position in high office. Instead of fixed work times or project goals, you must meet certain social obligations to maintain your situation.
+
* sc16- (Quirk): a Cheap purchase every four weeks
 +
* sc15-: a Normal purchase every four weeks
 +
* sc12-: a Normal purchase every three weeks
 +
* sc9-: a Normal purchase every two weeks
 +
* sc6-: a Normal purchase every week
  
* Lifestyle -2 = Employed (Dead Broke) and/or Allowance (Status -2 or worse)
+
==== Compulsive Spending ====
* Lifestyle -1 = Employed (Poor or Struggling) or Allowance (Status -1)
+
Under the Abstract Wealth rules, you always suffer a "tapped out" penalty based on your self-control number:
* Lifestyle 0 = Employed (Average) or Allowance (Status 0)
 
* Lifestyle 1 = Employed (Comfortable) or Allowance (Status 1)
 
* Lifestyle 2 = Employed (Wealthy) or Allowance (Status 2)
 
* Lifestyle 3 = Employed (Very Wealthy) or Allowance (Status 3)
 
* Lifestyle 4 = Employed (Filthy Rich) or Allowance (Status 4)
 
* Lifestyle 5 = Employed (Multimillionaire 1) or Allowance (Status 5)
 
* Lifestyle 6 = Employed (Multimillionaire 2) or Allowance (Status 6)
 
* Lifestyle 7 = Employed (Multimillionaire 3) or Allowance (Status 7)
 
* Lifestyle 8 = Employed (Multimillionaire 4) or Allowance (Status 8 or more)
 
  
You can usually support one other person without greatly impacting your Lifestyle, but to support an entire family drops your Lifestyle by 1 level if you're the only wage-earner. If everyone helps out, though, leave the Lifestyle as it is.
+
* sc16-: none
 +
* sc15-: -1
 +
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
  
To maintain a second Lifestyle, for example to support an alternate identity, drop your main Lifestyle by one level, then take a second Lifestyle one level below that. (Example: A Wealthy crimefighter could live a Comfortable Lifestyle, with an Average safehouse.)
+
==== Computer Operation ====
 +
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).
  
Assume you spend roughly 50 hours a week maintaining your Lifestyle; this time is unavailable for adventuring unless you wish to risk serious consequences. For Employment, this time includes not just actual paid work, but also commuting, maintenance, shopping, dealing with bureaucracy, and so on. For an Allowance, this includes whatever chores and socializing are expected of you, as well as (at low Status) the simple struggle to survive. This time is an average spread over the year; farmers often have more spare time in winter than during planting and harvest, a middle-class worker might work 9-to-5 with some overtime and get a couple of weeks vacation, and so on.  
+
==== Cone ====
 +
This modifier is compatible with Rapid Fire.
  
'''Debt''' increases the amount of time you have to work by 5% per level; at Debt 20, you are basically spending every waking hour at work.
+
==== Cultural Familiarity ====
 +
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.
  
'''Independent Income''' decreases the amount of time you have to work by 5% per level; with Independent Income 20, you don't have to do anything at all!
+
==== Debt ====
 +
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month:
  
= Character Traits =
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* ''Cheap'' [-1]
 +
* ''Normal'' [-5]
 +
* ''Expensive 1'' [-10]
 +
* ''Expensive 2'' [-15]
 +
* ''Expensive 3'' [-20]
  
== Advantages ==
+
For another way to represent a character who's paying off debts, consider simply increasing Time Worked.
  
=== Claim to Hospitality ===
+
==== Default Skills ====
''Kinship (-0% modifier):'' A normal Claim to Hospitality is just a social group – you may be friends, but your obligation to each other is not an especially deep one. ''Kin'' relations, on the other hand, may be very strong; both you and they are assumed to have a Sense of Duty to each other, such that you will support the other for a long time without any questions.
+
When calculating skill defaults off of an attribute, the Rule of 14 applies, i.e. if the attribute is higher than 14, treat it as 14 for the purposes of calculating the default.  
  
=== Cultural Familiarities ===
+
Skill defaults off of another skill are calculated normally.
Instead of using broad definitions, go ahead and be specific. Distance penalties apply with broader areas, similarly to Area Knowledge, so you get -1 with your neighbors across the border, -2 with an unfamiliar but distantly related culture, and -3 with something very different.
 
  
=== Hardened Killer (10 points) ===
+
==== Ditz ====
As all characters receive the 10-point version of Reluctant Killer automatically, buying off the penalty entirely is equivalent to a 10-point advantage. See below.
+
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.
  
=== Languages ===
+
==== Doesn't Breathe ====
Use the following comprehension levels:  
+
Most of the various Doesn't Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn't Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18].
  
''Speech:'' None [0]; Broken [1]; Accented [2]; and Fluent [3].
+
==== Dropping ====
Record your mother tongue as Native, instead of Fluent, to show that it's the language you usually think in. Having additional Native tongues (e.g. bilingual) requires an appropriate Perk.
+
This skill defaults at -4 from Artillery (Bombs).  
  
''Literacy:'' Illiterate [0]; Semi-Literate [1]; Literate [2]; and Educated [3]. An easy way to represent an uneducated character is to drop their primary language down to Literate, saving a point; they can read and write, but they aren't ''comfortable'' doing so.
+
==== Elderly ====
 +
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.
  
Write them up like so: English (Native/Literate) [-1]; High Elven (Accented/Educated) [5]; American Sign Language (Broken) [1].
+
==== Enemies ====
 +
Remember that Enemies are after you ''specifically''; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. (i.e. Status 8: President comes with paparazzi and lone gunmen, and Social Stigma: Outlaw comes with police and bounty hunters.) The exception is if you are ''especially'' notorious (e.g. Most Wanted), or if one of them is after you for personal reasons.
  
== Disadvantages ==
+
==== Erotic Art ====
 +
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.
  
As noted above, I prefer to flip-flop the descriptions of self-control numbers, e.g. instead of "resists quite rarely" it becomes "succumbs almost always".
+
==== Espionage/TL ====
 +
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world.  
  
=== Ditz (-5 or -15 points) ===
+
==== Exotic Ranged Attack ====
You have an uncanny affinity for gross mental and social blunders. You do not necessarily have a low IQ (you may have up to IQ 13 and still select this trait) but you are more awkward than your IQ would suggest. This disadvantage comes in two levels:
+
This is the Innate Attack skill, renamed for clarity.  
  
''Ditz:'' Make an IQ roll to get through the day without making a social gaffe, leaving the motor running and the lights on, or mixing up important files. This is rarely life-threatening, but it is inconvenient and often expensive. The GM should be creative in inventing minor torments. You should especially avoid laboratories, records rooms, and live interviews. ''-5 points.''
+
==== Expert Skills ====
 +
Expert Skills may be used for more than just raw knowledge; they're equivalent to any other knowledge/scientific skill.  
  
''Total Ditz:'' As above, but in addition, ''any'' failure on an IQ roll or IQ-based skill roll is oncisdered a ''critical'' failure for you! ''-15 points.''
+
==== Fighter ====
 +
Fighter, a variant of Trickster, same cost and similar effect: You seek challenging battles. You need not kill your foes (unless you also have Bloodlust).  
  
This trait might seem silly, but it need not be. It differs from Absent-Mindedness, in that you ''remember'' all right – you just get confused, or remembered wrong, or went ahead and did something boneheaded anyway.
+
==== Fire Direction Controller/TL ====
 +
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer.  
  
This is the mental version of Klutz.
+
==== Fortune-Telling ====
 +
Specialization is not required, as this skill is all about reading and leading on a mark, rather than actual prediction. The particular props you use are no more than a familiarity penalty.  
  
=== Elderly (-3 per level, maximum three levels) ===
+
==== Fragmentation ====
For each level of this disadvantage, you have already passed one of the aging thresholds.  
+
This Enhancement has been provisionally revised and expanded to make it possible to model claymore mines, video game danmaku, etc. (This is untested, sorry!) The modifier comes in two forms:
  
=== Guilt Complex* ===
+
===== Fragmentation, Burst =====
This disadvantage has a self-control number, to resolve the Chronic Depression.
+
New Attack Modifier, +50%, requires Bombardment and Follow-Up. When the first attack hits, the fragmentation rolls to hit each target within (5 yards per die of damage) using the Bombardment skill, modified by penalties for range and target size/posture.
  
=== Pacifism ===
+
''(Example: The default fragmentation in GURPS Basic Set is a cutting attack with Bombardment 14, -5%; Extra Recoil 2, -20%; Follow-Up, cost varies; Fragmentation, Burst, +50%; Rapid Fire 5, +70%. Total modifier: +95%, not counting the Follow-Up cost.)''
Reluctant Killer is now a separate disadvantage; see below. The other types of Pacifism are voluntary moral codes, equivalent to Vows.
 
  
* ''Do Not Kill (-10)''
+
===== Fragmentation, Directional =====
* ''Harm No Innocents (-10)''
+
New Attack Modifier, +50%, requires Bombardment and Rapid Fire. Lay the line of attack as for a Cone. The fragmentation attacks everyone within a 60° arc along that line, out to its maximum range, using the Bombardment skill, modified by penalties for range and target size/posture, and the RoF bonus. Calculate hits for the closer targets first, to see that any fragments that stop cannot move on to hit farther targets.
* ''Self-Defense Only (-10)''
 
* ''Total Nonviolence (-30)''
 
  
Violating your Pacifism does not normally provoke a nervous breakdown any more than breaking any other Vow would. However, if you have Reluctant Killer (see below), a situation that would break your Pacifism ''also'' counts as violence for Reluctant Killer.
+
''(Example: The claymore mine in GURPS High-Tech is a small piercing attack with Bombardment 8, -20%; Fragmentation, Directional, +50%; Increased 1/2D, x5, +10%; Increased MAX, x2, +5%; Rapid Fire 700, +350%. Total modifier: +390%.)''
  
=== Reluctant Killer (-10*) ===
+
==== Greed ====
All characters receive this disadvantage at "fairly often" (self-control 12-) automatically. Those with combat training or a killer instinct should buy it off; see Hardened Killer, above.
+
Under the Abstract Wealth rules, Trivial amounts do not tempt you, but Expensive amounts give a penalty equal to the level of expense (e.g. -2 for Expensive 2).
  
In order to use deadly force against a person, you must make a self-control roll at the moment of attacking. You only need to roll once per opponent per fight.  
+
==== Guilt Complex ====
 +
This disadvantage has a self-control number.
 +
 
 +
==== Hazardous Materials ====
 +
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties.
 +
 
 +
==== Hazard Suit ====
 +
This is NBC Suit skill, renamed for better universality. (After all, these days it's called CBRN gear anyway…)
 +
 
 +
==== Historical Familiarity ====
 +
This is a Perk, not a Technique.
 +
 
 +
==== Household Management ====
 +
This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or guest quarters provisioned and maintained.
 +
 
 +
==== Hydrosuit ====
 +
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.
 +
 
 +
==== Hyperawareness ====
 +
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage.
 +
 
 +
==== Impudent ====
 +
New disadvantage [-10 points], requiring a self-control number. Check self-control whenever you deal with those of higher Rank or Status to resist the urge to mouth off, ''doubling'' any penalty for having lower Rank or Status.
 +
 
 +
==== Interrogation ====
 +
This skill is cinematic. For realistic interrogations, use good reactions or an Influence skill to convince the subject to talk to you, Interviewing to conduct the actual interrogation(s), and Criminology or Intelligence Analysis to figure out whether you learned anything useful. Torture assists Intimidation for inducing someone to talk, but it gives a ''penalty'' to the subsequent Interviewing roll due to the victim's distress.
 +
 
 +
==== Interviewing ====
 +
New skill: IQ/A, defaulting to IQ-5, Detect Lies-4, Interrogation-3, Intelligence Analysis-6, Psychology-4, or Social Sense-4; Cultural Familiarity penalties apply. This is the practiced ability to question someone, whether in a formal interview or a casual social situation, to get them to admit more than they would knowingly volunteer, and to piece it together into a coherent narrative.
 +
 
 +
==== Kinship ====
 +
Kinship (+0%), a new modifier for Claim to Hospitality. A normal claim to hospitality is no more than a friendly professional relationship, but kin relations can be very strong, and so include a reciprocal Sense of Duty. "Blood is thicker than water."
 +
 
 +
==== Languages ====
 +
The level names have been renamed for better clarity.
 +
 
 +
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. ("Accented" is a silly name, because everyone has an accent.)
 +
 
 +
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated.  
 +
 
 +
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, "Bilingual".
 +
 
 +
==== Law-Abiding ====
 +
This is the Honesty disadvantage, renamed for clarity.  
  
If you fail this roll, you absolutely cannot harm that particular person. You ''must'' retreat, surrender, negotiate, use a non-lethal attack (e.g. a sleep spell, OC spray), or even curl up into a ball and scream – ''anything'' but hurt them.  
+
==== Laziness ====
 +
This disadvantage has a self-control number. The job penalty is based on the self-control number:
  
If you succeed, you may fight that particular person, but you still hold back your blows, unconsciously, throughout the fight. You may not Aim, and you suffer a penalty to each attack depending on your self-control number:  
+
* sc16- (Quirk): -1
 +
* sc15-: -1
 +
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
  
• Almost always (6-) = -8
+
==== Lifestyle ====
• Quite often (9-) = -6
+
I do not use the Cost of Living rules. Instead, your Lifestyle is automatically determined by your Wealth (if you support yourself) or your Status (if another person, or society in general, provides for you). Look on the appropriate Cost of Living table for the description of what you have.
• Fairly often (12-) = -4
 
• Rarely (15-) = -2
 
  
Halve the penalty if you cannot see your foe's face and are not in close combat.  
+
Reduce effective Wealth/Status by one for nomadic characters, to cover the costs of their vehicles and mounts, and of generally living on the road.
  
No roll is required nor is there a penalty to attack a vehicle or building whose occupants are hidden from you, or an opponent you do not believe is a person, or a target you cannot actually see.  
+
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.
  
If you do kill a recognizable person, intentionally or accidentally, you must make another self-control roll. If you fail, the result is as if you are exposed to a Phobia: roll 3d, add the amount by which you failed your self-control roll, and look up the result on the ''Fright Check Table'' (p. 360).
+
==== Literature ====
 +
This skill requires specialization by period, culture, and/or subject, akin to History or Law. There are also similar variant skills for other artistic media: Art History, Cinema, Folklore, Ludology, Musicology, etc.
  
If you hurt someone visibly – bleeding, screaming, etc. – roll at +4. If they don't appear to be hurt, on the other hand, you don't have to roll at all.  
+
==== Logistics/TL ====
 +
This is the Professional Skill of maintaining an organization's operational effectiveness in the field, keeping lines of supply and communication only.  
  
=== Sense of Duty ===
+
==== Long-Lived ====
You automatically have a Sense of Duty toward:
+
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages.
  
* Normal Allies, but not Unwilling Allies or Minions.
+
==== Lover ====
* Anyone with whom you have a Claim to Hospitality (Kinship).
+
A steady romantic relationship with an NPC who is not a Dependent is a [-1] Quirk, built as Sense of Duty (that person) plus Claim to Hospitality 1.  
* Dependents whose Importance to you is of a Friend or Loved One.
 
  
The rules as written imply you also have one toward Patrons, but I disagree. Your Patron, however, might have a Sense of Duty toward you.
+
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty.  
  
You don't get any extra points for this; it's included in those traits.
+
==== Low-Light Vision ====
 +
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).
  
=== Stubbornness* ===
+
==== Lunacy ====
 +
This disadvantage has a self-control number. The self-control penalty is based on the self-control number:
 +
 
 +
* sc15-: -1
 +
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
 +
 
 +
==== Manic-Depressive ====
 
This disadvantage has a self-control number.
 
This disadvantage has a self-control number.
  
=== Trickster ===
+
==== Mathematics ====
One variant of this is ''Fighter'', for those who crave the excitement of interesting battles; the effects are otherwise the same. You need not kill your foes, unless you also have Bloodlust.
+
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties.  
  
== Skills ==
+
==== Mechanic ====
 +
One new specialty is Sapper, used to fortify positions and deploy (or sabotage) military equipment such as barricades and barbed wire, prefab bunkers, radio masts, etc. You may use this to lay mines, but not to disarm them.
  
In character write-ups, I use a cross† on the cost to indicate that the numbers include bonuses for talents or other traits. If cost is [0], the skill is at default.
+
==== Medical Care ====
 +
This is Physician skill, renamed for clarity. (It seems silly to keep telling people "surgeons use Surgery, physicians use Diagosis, and nurses use Physician".)
  
=== Anthropology†===
+
==== Meditation ====
For any species other than human, call this skill ''Sophantology''.
+
Use this skill to enter a trance or use extra effort for any supernatural power use, e.g. prayer, ritual magic, chi skills, etc. For your personal mundane abilities, use Autohypnosis instead.
  
=== Archaeology/TL ===
+
==== Megalomania ====
This is a TL-dependent skill, and is primarily the technical skill or recovering and preserving artifacts. It covers only enough knowledge of ancient cultures to guide recovery – for more detail, you'll want an appropriate History specialty or Expert Skill.
+
This disadvantage has a self-control number. The reaction modifier is based on the self-control number:
  
=== Biology/TL† ===
+
* sc15-: -1
Specialize by world of origin, e.g. "Terran" for Earth and worlds settled and terraformed by Terrans. Individual worlds are familiarities.
+
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
  
Or, specialize in "Comparative Xenobiology", which gives one vague knowledge of all manner of life and life-like systems.  
+
==== Miserliness ====
 +
Under the Abstract Wealth rules, Expensive purchases apply a penalty to the self-control roll equal to the level of expense (e.g. -2 for Expensive 2).
  
=== Cartography/TL ===
+
==== Mutable Appearance ====
This is a TL-dependent skill.
+
A new [1] Perk: You can ''slowly'' alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren't shapeshifters per se, but do appear differently over the centuries.  
  
=== Environment Suit/TL ===
+
==== Natural Memeticist ====
Name changes, purely personal preference:
+
This is the Memetics Talent, renamed to avoid confusion with Memetics skill.  
* Instead of ''NBC Suit'', use ''Hazard Suit''.
 
* Instead of ''Vacc Suit'', use ''Spacesuit''.
 
  
=== Erotic Art ===
+
==== Occultism ====
Base this skill off of IQ, not DX, as the most important thing is awareness and understanding of your partner and yourself. However, there are still DX-based and HT-based rolls and techniques. Erotic Art does count as an Influence skill under the proper circumstances. Both Physiology and Psychology are useful skills.
+
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.
  
=== Expert Skills ===
+
==== Off-the-Shelf Looks ====
 +
This can be applied to negative Appearance, too.
  
==== Espionage ====
+
==== Pacifism ====
Comparable to Military Science: an understanding of intelligence operations and the capabilities of agents and organizations.
+
Reluctant Killer has been split off into its own disadvantage; the others are equivalent to Codes of Honor or Vows. If you also have Guilt Complex or some level of Reluctant Killer, violating your Pacifism can trigger a mental breakdown, during which you must roll Will to offer any sort of violence toward anyone.  
  
=== Farming/TL† ===
+
==== Paleontology ====
Specialize by world of origin, e.g. "Terran" for Earth and worlds settled and terraformed by Terrans. Individual worlds are familiarities.  
+
This is a /TL skill, with no specialization required, although those listed may be taken as optional specialties. This is specifically the technical skill of identifying and recovering fossils. It does not cover more than incidental knowledge of ancient species; for that, you'll want an appropriate Biology specialty or Expert Skill.  
  
One variant is ''Aquaculture'', the skill of operating fish farms, oyster beds, and the like.
+
==== Paranoia ====
 +
This disadvantage has a self-control number.
  
=== Fortune-Telling ===
+
==== Parents ====
This is only the skill for a cold-reading act. If actual divination is possible, use the skill ''Soothsaying'', instead.
+
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you.  
  
=== Gardening/TL† ===
+
If you're living off your parents as a minor or shut-in, this is built as Patron (Ordinary Individuals, Appear 9-; Minimal Intervention, -50%) [3] plus Trivial Obligation: dumb shit my parents make me do [-1].
This is a TL-dependent skill. Specialize by world of origin, e.g. "Terran" for Earth and worlds settled and terraformed by Terrans. Individual worlds are familiarities.  
 
  
=== Geography/TL† ===
+
If you're an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].
For Physical Geography, specialize by specific planet, eg. "Terra", "Luna", "Mars".
 
  
=== Geology/TL† ===
+
If your character is a minor, and your parent is another player character, this is a 0-point feature for you.  
Look to the [http://arcbuilder.home.bresnan.net/PCLMaster.html Planetary Classification Mailing List], and specialize by planetary class or type, or even group or subtype; the depth of knowledge decreases with the size of the category.
 
  
One variant is ''Hydrology'', the study of a world's oceans, rivers, and other bodies of water. You must specialize by planet type ''and'' liquid (usually Water, Ammonia, or Methane).  
+
If your character is a parent with children, see Children, above.
  
=== Interrogation ===
+
==== Patron ====
This skill is cinematic. For realistic campaigns, use various social skills, and the new skill of Interviewing, below.
+
There is a 5-point level, for an ordinary person or small organization, intended mainly for juvenile adventures. While in the grand scheme of things your parents or school club are trivial, in your day-to-day life they can have tremendous impact.
  
The +3 bonus for threats and the +6 bonus for torture are ''very'' cinematic; in more down-to-earth campaigns, these techniques instead give -3 and -6 penalties (-4 or -7 if the torturer is Callous), because the subject becomes distrusting, afraid to talk, or worst of all tells you what they ''think'' you want to hear, rather than the truth. Instead, award: +3 if the prisoner believes they can trust you; +3 if the prisoner believes you already know much of what they know. Increase these bonuses by +1 if you have the Sensitive or Empathy advantages.
+
==== Place of Power ====
 +
Place of Power [1/level, max. 5 levels], a new advantage for use with the Ritual Path Magic rules. You control a consecrated ritual space that has a history or location that grants +level to all energy-gathering rolls. You are entirely familiar with the location and have placed wards upon it at your highest possible skill level against any category of threat that you are aware of. Others can use the space, but they have to get past you, first.  
  
=== Interviewing (IQ/A) ===
+
==== Planetology ====
''Defaults: IQ-5, Interrogation-3, Psychology-4, Socializing-4.
+
This is Geology skill when specializing in planets other than Earth.
Modifiers: -3 for Low Empathy; -3 if attempting to "pump" someone for information secretly, without their noticing your interest; +2 for a lengthy interview (one to two hours); +3 if the subject genuinely wants to share information.''
 
  
This is the ability to question someone, as in a formal interview, a prisoner interrogation, or even a polite social situation, getting them to state more than they would think to volunteer. You must have already convinced them to talk to you. Each question requires a skill roll and 5 minutes—or 30 minutes, if attempting to hide your interest.
+
==== Politics ====
 +
This is the skill of understanding political undercurrents and the art of deal-making, not making speeches; therefore, Voice gives no bonus to this skill.
  
In a truly voluntary interview, the skill roll is unopposed. Each successful skill roll gathers useful information; on a failure, the subject says nothing of interest to you.  
+
==== Psychology ====
 +
Psychology is explicitly Psychology (Experimental), and is a /TL skill.  
  
If the subject is trying to conceal information, each roll is a Quick Contest of Interviewing vs. their Perception. If you win, you gather the information you were after—which the interviewee may or may not have wanted you to uncover. If you tie or lose, the subject says nothing of interest. If you lose by more than five points, he realizes he's said too much, and stops talking, ending the interview.  
+
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species' Social Sense specialty.
  
If the subject is actively lying, make this a Quick Contest of Interviewing vs. their Acting, instead. If they win, you learn what they wanted you to learn.
+
==== Radiation Tolerance ====
 +
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation.  
  
=== Linguistics† ===
+
==== Reluctant Killer ====
For any species other than human, call this skill ''Xenolinguistics''.
+
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level.  
  
You may also specialize in "Comparative Communications Theory", in which case you have vague knowledge of all forms of communication.  
+
* ''Hardened Killer'' [10]: No penalties or rolls needed; you may kill freely.
 +
* ''Desperate Killer'' [5]: self-control 15, -2 penalty.
 +
* ''Reluctant Killer'' [0]: self-control 12, -4 penalty.
 +
* ''Very Reluctant Killer'' [-5]: self-control 9, -6 penalty.
 +
* ''Extremely Reluctant Killer'' [-10]: self-control 6, -8 penalty.
  
=== Literature† ===
+
You may buy off the attack penalty as a technique, ''Combat Training'', but the self-control roll and Fright Check rules remain. If you eliminate the penalty entirely, then you may Aim at the target normally.
This skill requires specialization. There are two general classes of specialty:
 
  
• A limited geographical region (no larger than a small nation) over multiple eras, or the output of a single community. Examples: Literature (American South), Literature (Irish), Literature (Japanese), Literature (Algonquin Round Table), Literature (Usenet).
+
==== Roping ====
 +
This is the Binding technique, renamed to avoid confusion with the Binding advantage.  
  
• A single era and one of a broad geographical region, a culture, or an idea. Examples: Literature (20-Century American), Literature (Ottoman Muslim), Literature (18th-Century Novels).
+
==== Sailor ====
 +
This is Seamanship skill, renamed for brevity.
  
There are variants of this skill for other media, such as ''Art History, Cinema, Folklore, Music History'', and so on.
+
==== Shyness ====
 +
There is a -3 level, Very Severe Shyness [-15].
  
=== Mecha Skills ===
+
==== Side Effect ====
In cinematic mecha campaigns, you may treat Driving (Mecha) like Environment Suit: you can use any usual DX-based skill (e.g. Acrobatics, Karate) through your mecha, using the ''lower'' of the two skill levels.  
+
You may also apply the Irritant or Reduced Advantage modifiers with this modifier.  
  
Some campaigns may even have mecha variations of all combat skills, e.g. Mecha Broadsword, Mecha Guns (Shotgun), Mecha Wrestling Sport, and so on. Such skills default between the normal versions at -3.
+
==== Skin ====
 +
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits.  
  
=== Meteorology/TL† ===
+
==== Social Stigma ====
Look to the [http://arcbuilder.home.bresnan.net/PCLMaster.html Planetary Classification Mailing List], and specialize by planetary class or type, or even group or subtype, ''and'' specialize by liquid type (usually Water, Ammonia, or Methane); the depth of knowledge decreases with the size of the category.
+
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it's no crime to kill you; in either case, it's also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals.  
  
For Weather Sense, specialize by specific planet, eg. "Terra", "Luna", "Mars".
+
==== Soothsaying ====
 +
This skill ''does'' require specialization by method of divination.
  
=== Naturalist† ===
+
==== Sophantology ====
Specialize by specific planet, eg. "Terra", "Luna", "Mars".
+
This is Anthropology skill when specializing in non-human sapient species.  
  
=== Performance ===
+
==== Soul of a Poet ====
One variant is ''Circus Performance†'', which covers types of performance intended more to shock than to amuse or inform. You must specialize by the particular act: Contortionist, Fire Eating, Sword Swallowing, Pin Head, etc.
+
This is Poet Talent, renamed to avoid confusion with Poetry skill.
  
=== Physician/TL ===
+
==== Spacesuit ====
Other medical disciplines are treated as variants of this skill: Dentist, Optometrist, Psychiatrist, etc.
+
This is Vacc Suit skill, renamed for better universality. I like '''''Traveller''''', too, but most people just call them spacesuits.  
  
=== Professional Skills ===
+
==== Stubbornness ====
 +
This disadvantage has a self-control number. The reaction penalty is based on the self-control number:
 +
 
 +
* sc15-: -1
 +
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
 +
 
 +
==== Student of the Arcane ====
 +
This is Occultist Talent, renamed to avoid confusion with Occultism skill.
 +
 
 +
==== Talents ====
 +
Just making this explicit: Talents add to ''attributes'' for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it's extra IQ or DX or whatever, but only for those skills.
 +
 
 +
==== Techniques ====
 +
Use the "Average" pricing for ALL Techniques, whether Average or Hard. There's no difference now.
 +
 
 +
==== Terminally Ill ====
 +
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like.
 +
 
 +
==== Time Worked ====
 +
Time Worked [±1 point per level, max. ±20 points] replaces Independent Income (and sometimes Debt). By default, you spend an average of 50 hours per week to maintain your lifestyle; this time is unavailable for adventuring without consequences. Each level of Time Worked adjusts this time by ±5% either direction. The minimum is 0 hours for 20 points, for a completely independent income with no obligations; the maximum is 100 hours for -20 points, where practically every waking hour must be devoted to your masters. In a military campaign, ignore this trait for most soldiers or crewmembers, as everyone is on duty all the time.
  
 
==== Tradecraft ====
 
==== Tradecraft ====
The practical knowledge of a spy: dead-drops, contact and evasions, use of cipher pads and coded signals, recruiting assets, etc.
+
New skill: IQ/A, defaults to IQ-5, Streetwise-3, and Expert Skill: Espionage-3. The professional skill of being a spy: dead-drops, contact and evasion, use of signals and codes, the basics of recruiting assets, etc.  
 
 
=== Psychology/TL† ===
 
Psychology (Experimental) is now simply Psychology, and is a TL-dependent skill. You must specialize by species; defaults between species (if any) are up to the GM. Psychology serves as the mental counterpart to Physiology: a successful roll allows you to avoid the penalties for using certain skills on members of other species. These skills include most of those covered by cultural familiarity penalties, plus Body Language, Brainwashing, Erotic Art, Psychiatry, and Sociology.  
 
  
Psychology (Applied) is now called Socializing, and works the same as it did before.
+
==== Understanding Soul ====
 +
This is Empath Talent, renamed to avoid confusion with the Empathy advantage.  
  
=== Socializing† ===
+
==== Very Rapid Healing ====
This is the new name of Psychology (Applied).  
+
This advantage doubles ''all'' healing rates, whether natural, supernatural, or technological.
  
This skill is the informal study of people, their personalities, and their behavior, as well as the understanding of the dynamics of small groups. A successful skill roll, after a little time observing and talking to a person, will give you some insight into that person's mood, temperament, status within a group, and so on, enabling you to predict their general behavior.  
+
==== Wealth ====
 +
Use the Abstract Wealth rules from Pyramid 3/44.
  
=== Soothsaying ===
+
==== Workaholic ====
This is the skill of divination that actually works; to perform a cold reading act, use Fortune-Telling.
+
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number:
  
=== Sophantology† ===
+
* sc15-: -1 penalty, +25% time
This is the skill of Anthropology, for any species other than human.
+
* sc12-: -2 penalty, +50% time
 +
* sc9-: -3 penalty, +75% time
 +
* sc6-: -4 penalty, +100% time
  
=== Survival† ===
+
==== Xenolinguistics ====
Specialize by specific planet, eg. "Terra", "Luna", "Mars".
+
This is Linguistics when specializing in alien species.  
  
=== Weather Sense ===
+
==== Yogi ====
Specialize by specific planet, eg. "Terra", "Luna", "Mars".
+
This is Psientist Talent, renamed because I think "Psientist" sounds really dumb.

Latest revision as of 20:52, 1 April 2015

In my write-ups, I'll try to make sure to properly source traits that aren't in the core books (whether official or fan-made); in particular, I've adopted many of Reverend P. Kitty's cost adjustments. Meanwhile, below are my own house rules and rulings:

Contents

Appearance[edit]

General revision of Appearance traits as follows:

Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.

Average and Attractive appearance as written.

The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20].

The sexual attractiveness traits run Sexy (+2/+3 reactions) [8], Handsome/Beautiful (+2/+4) [12], Very Handsome/Beautiful (+2/+6) [16], and Transcendent (+2/+8) [20]. All give the -2 jealousy reaction for those with -4 or more in negative reactions to you.

Androgynous (+0%) may be applied to any of the sexual attractiveness traits. As you appeal sexually to any orientation, you get the higher bonus generally, but the penalty from those who dislike you is raised to -4 if they have a mere -2 or more in negative reactions.

Archaeology[edit]

This is a /TL skill, and is specifically the technical skill of identifying and recovering artifacts. It does not cover more than incidental knowledge of ancient cultures; for that, you'll want Anthropology, History, an appropriate Expert Skill, etc.

Astrobatics[edit]

This is a new Acrobatics variant, for zero-gravity stunts and landings.

Autohypnosis[edit]

Another use of this skill is in place of Will rolls for using extra effort. You may not use this for extra effort with supernatural powers; for that, use Meditation.

Boating[edit]

Appropriate Boating specialties can handle large ships as well as smallcraft, in the same way that one can use both Submarine and Shiphandling (Submarine) with subs, or both Pilot (Lighter-Than-Air) and Shiphandling (Airships) with airships.

Body Sense[edit]

This skill applies not only to teleportation, but to any unusual form of movement or transformation: Suddenly turned into a frog? Melded with a wall and just emerged? Picked up and thrown by a whirlwind? Just logged out of cyberspace? Body Sense will help you.

Bombardment[edit]

This modifier is compatible with Rapid Fire and recoil modifiers; each of the individual Bombardment attacks is treated as its own rapid fire attack. You may even give an attack two Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments within those area effects.

Born Commander[edit]

Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).

Brakeman[edit]

This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).

Can't Wear Armor[edit]

Replace this modifier with a new modifier and two new disadvantages:

Doesn't Stack (-40%), a modifier for Damage Resistance. Your DR doesn't stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.)

Cannot Wear Armor [-20]: You cannot wear normal armor or protective suits, due to alien body shape, supernatural emissions, or genre conventions. You can still wear breathing masks, eyewears, light clothing with pockets, etc. Custom-made equipment costs at least +100%, probably much, much more. Use this for animals and monsters.

Cannot Wear Anything [-40]: You cannot wear anything – not only armor, but clothing, jewelry, etc. This could be do incorporeality, extremely alien shape or size, or genre conventions. Use this for vehicles and beings without dimension or form.

Cartography[edit]

This is a /TL skill. To make pretty maps, apply Artist.

Childcare[edit]

This is a Professional Skill. You may take optional specialization in "Own Children".

Children[edit]

If your character has children, only take them as Dependents if you want frequent "rescue the baby" plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require.

If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them.

For characters who are children, see Parents, below.

Chronic Affliction[edit]

We can expand the Chronic Pain rules to cover a huge variety of chronic disorders:

Affliction:

  • Choking, for severe asthma: -25 points, interval measured in seconds.
  • Coughing/Sneezing: -5 points, interval measured in hours.
  • Daze, for petit mal seizures: -12 points, interval measured in minutes.
  • Drowsiness, for narcolepsy: -25 points, interval measured in hours.
  • Drunkenness, for certain neural disorders: -5 points, interval measured in hours.
  • Ecstacy: -25 points, interval measured in minutes.
  • Euphoria: -8 points, interval measured in hours.
  • Hallucinations: -12 points, interval measured in minutes.
  • Heart Attack: -75 points. Always use the x1 interval cost.
  • Itching: -2 points, interval measured in hours.
  • Nausea: -8 points, interval measured in hours.
  • Pain, Moderate: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)
  • Pain, Severe: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)
  • Pain, Terrible: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)
  • Pain, Agonizing: -25 points, interval measured in minutes.
  • Paralysis: -40 points, interval measured in hours.
  • Retching: -12 points, interval measured in minutes.
  • Seizures: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.
  • Tipsiness, for certain neural disorders: -3 points, interval measured in hours.
  • Unconsciousness: -50 points. Always use the x1 interval cost.

Interval:

  • 1 second/minute/hour: cost x0.5
  • 2 seconds/minutes/hours: cost x1
  • 4 seconds/minutes/hours: cost x1.5
  • 8 seconds/minutes/hours: cost x2

Frequency:

  • Roll of 6 or less: cost x0.5
  • Roll of 9 or less: cost x1
  • Roll of 12 or less: cost x1.5
  • Roll of 15 or less: cost x2

Chronic Depression[edit]

This disadvantage has a self-control number. The reaction penalty is based on the self-control number:

  • sc15-: -1
  • sc12-: -2
  • sc9-: -3
  • sc6-: -4

Circus Performance[edit]

A new catch-all skill, covering all sorts of strange carnival acts; specialization is required in a particular act (e.g. Contortionist, Fire Eating, Sword-Swallowing). Generally IQ/A or DX/A.

Command[edit]

Command (+0%) is a new modifier for Patron. If you own and command an organization yourself (e.g. private corporation, personal army, your own ship), take both the highest level of Rank in the organization and the organization as your personal Patron, to represent your ability to use the company's assets for your own private purposes as you wish.

Common Sense[edit]

This advantage is merely a 1-point Perk. As a GM, I give advice anyway, and at 10 points, the people who really needed Common Sense weren't going to take it anyway…

Compulsive Generosity[edit]

Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often:

  • sc16- (Quirk): a Cheap purchase every four weeks
  • sc15-: a Normal purchase every four weeks
  • sc12-: a Normal purchase every three weeks
  • sc9-: a Normal purchase every two weeks
  • sc6-: a Normal purchase every week

Compulsive Spending[edit]

Under the Abstract Wealth rules, you always suffer a "tapped out" penalty based on your self-control number:

  • sc16-: none
  • sc15-: -1
  • sc12-: -2
  • sc9-: -3
  • sc6-: -4

Computer Operation[edit]

At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).

Cone[edit]

This modifier is compatible with Rapid Fire.

Cultural Familiarity[edit]

Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.

Debt[edit]

Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month:

  • Cheap [-1]
  • Normal [-5]
  • Expensive 1 [-10]
  • Expensive 2 [-15]
  • Expensive 3 [-20]

For another way to represent a character who's paying off debts, consider simply increasing Time Worked.

Default Skills[edit]

When calculating skill defaults off of an attribute, the Rule of 14 applies, i.e. if the attribute is higher than 14, treat it as 14 for the purposes of calculating the default.

Skill defaults off of another skill are calculated normally.

Ditz[edit]

A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.

Doesn't Breathe[edit]

Most of the various Doesn't Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn't Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18].

Dropping[edit]

This skill defaults at -4 from Artillery (Bombs).

Elderly[edit]

New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.

Enemies[edit]

Remember that Enemies are after you specifically; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. (i.e. Status 8: President comes with paparazzi and lone gunmen, and Social Stigma: Outlaw comes with police and bounty hunters.) The exception is if you are especially notorious (e.g. Most Wanted), or if one of them is after you for personal reasons.

Erotic Art[edit]

This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.

Espionage/TL[edit]

This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world.

Exotic Ranged Attack[edit]

This is the Innate Attack skill, renamed for clarity.

Expert Skills[edit]

Expert Skills may be used for more than just raw knowledge; they're equivalent to any other knowledge/scientific skill.

Fighter[edit]

Fighter, a variant of Trickster, same cost and similar effect: You seek challenging battles. You need not kill your foes (unless you also have Bloodlust).

Fire Direction Controller/TL[edit]

This is a Professional Skill, used in the real world alongside Artillery and Forward Observer.

Fortune-Telling[edit]

Specialization is not required, as this skill is all about reading and leading on a mark, rather than actual prediction. The particular props you use are no more than a familiarity penalty.

Fragmentation[edit]

This Enhancement has been provisionally revised and expanded to make it possible to model claymore mines, video game danmaku, etc. (This is untested, sorry!) The modifier comes in two forms:

Fragmentation, Burst[edit]

New Attack Modifier, +50%, requires Bombardment and Follow-Up. When the first attack hits, the fragmentation rolls to hit each target within (5 yards per die of damage) using the Bombardment skill, modified by penalties for range and target size/posture.

(Example: The default fragmentation in GURPS Basic Set is a cutting attack with Bombardment 14, -5%; Extra Recoil 2, -20%; Follow-Up, cost varies; Fragmentation, Burst, +50%; Rapid Fire 5, +70%. Total modifier: +95%, not counting the Follow-Up cost.)

Fragmentation, Directional[edit]

New Attack Modifier, +50%, requires Bombardment and Rapid Fire. Lay the line of attack as for a Cone. The fragmentation attacks everyone within a 60° arc along that line, out to its maximum range, using the Bombardment skill, modified by penalties for range and target size/posture, and the RoF bonus. Calculate hits for the closer targets first, to see that any fragments that stop cannot move on to hit farther targets.

(Example: The claymore mine in GURPS High-Tech is a small piercing attack with Bombardment 8, -20%; Fragmentation, Directional, +50%; Increased 1/2D, x5, +10%; Increased MAX, x2, +5%; Rapid Fire 700, +350%. Total modifier: +390%.)

Greed[edit]

Under the Abstract Wealth rules, Trivial amounts do not tempt you, but Expensive amounts give a penalty equal to the level of expense (e.g. -2 for Expensive 2).

Guilt Complex[edit]

This disadvantage has a self-control number.

Hazardous Materials[edit]

This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties.

Hazard Suit[edit]

This is NBC Suit skill, renamed for better universality. (After all, these days it's called CBRN gear anyway…)

Historical Familiarity[edit]

This is a Perk, not a Technique.

Household Management[edit]

This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or guest quarters provisioned and maintained.

Hydrosuit[edit]

This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.

Hyperawareness[edit]

This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage.

Impudent[edit]

New disadvantage [-10 points], requiring a self-control number. Check self-control whenever you deal with those of higher Rank or Status to resist the urge to mouth off, doubling any penalty for having lower Rank or Status.

Interrogation[edit]

This skill is cinematic. For realistic interrogations, use good reactions or an Influence skill to convince the subject to talk to you, Interviewing to conduct the actual interrogation(s), and Criminology or Intelligence Analysis to figure out whether you learned anything useful. Torture assists Intimidation for inducing someone to talk, but it gives a penalty to the subsequent Interviewing roll due to the victim's distress.

Interviewing[edit]

New skill: IQ/A, defaulting to IQ-5, Detect Lies-4, Interrogation-3, Intelligence Analysis-6, Psychology-4, or Social Sense-4; Cultural Familiarity penalties apply. This is the practiced ability to question someone, whether in a formal interview or a casual social situation, to get them to admit more than they would knowingly volunteer, and to piece it together into a coherent narrative.

Kinship[edit]

Kinship (+0%), a new modifier for Claim to Hospitality. A normal claim to hospitality is no more than a friendly professional relationship, but kin relations can be very strong, and so include a reciprocal Sense of Duty. "Blood is thicker than water."

Languages[edit]

The level names have been renamed for better clarity.

For spoken languages, the tiers are None, Broken, Conversational, and Fluent. ("Accented" is a silly name, because everyone has an accent.)

For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated.

You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, "Bilingual".

Law-Abiding[edit]

This is the Honesty disadvantage, renamed for clarity.

Laziness[edit]

This disadvantage has a self-control number. The job penalty is based on the self-control number:

  • sc16- (Quirk): -1
  • sc15-: -1
  • sc12-: -2
  • sc9-: -3
  • sc6-: -4

Lifestyle[edit]

I do not use the Cost of Living rules. Instead, your Lifestyle is automatically determined by your Wealth (if you support yourself) or your Status (if another person, or society in general, provides for you). Look on the appropriate Cost of Living table for the description of what you have.

Reduce effective Wealth/Status by one for nomadic characters, to cover the costs of their vehicles and mounts, and of generally living on the road.

Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.

Literature[edit]

This skill requires specialization by period, culture, and/or subject, akin to History or Law. There are also similar variant skills for other artistic media: Art History, Cinema, Folklore, Ludology, Musicology, etc.

Logistics/TL[edit]

This is the Professional Skill of maintaining an organization's operational effectiveness in the field, keeping lines of supply and communication only.

Long-Lived[edit]

This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages.

Lover[edit]

A steady romantic relationship with an NPC who is not a Dependent is a [-1] Quirk, built as Sense of Duty (that person) plus Claim to Hospitality 1.

If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty.

Low-Light Vision[edit]

This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).

Lunacy[edit]

This disadvantage has a self-control number. The self-control penalty is based on the self-control number:

  • sc15-: -1
  • sc12-: -2
  • sc9-: -3
  • sc6-: -4

Manic-Depressive[edit]

This disadvantage has a self-control number.

Mathematics[edit]

This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties.

Mechanic[edit]

One new specialty is Sapper, used to fortify positions and deploy (or sabotage) military equipment such as barricades and barbed wire, prefab bunkers, radio masts, etc. You may use this to lay mines, but not to disarm them.

Medical Care[edit]

This is Physician skill, renamed for clarity. (It seems silly to keep telling people "surgeons use Surgery, physicians use Diagosis, and nurses use Physician".)

Meditation[edit]

Use this skill to enter a trance or use extra effort for any supernatural power use, e.g. prayer, ritual magic, chi skills, etc. For your personal mundane abilities, use Autohypnosis instead.

Megalomania[edit]

This disadvantage has a self-control number. The reaction modifier is based on the self-control number:

  • sc15-: -1
  • sc12-: -2
  • sc9-: -3
  • sc6-: -4

Miserliness[edit]

Under the Abstract Wealth rules, Expensive purchases apply a penalty to the self-control roll equal to the level of expense (e.g. -2 for Expensive 2).

Mutable Appearance[edit]

A new [1] Perk: You can slowly alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren't shapeshifters per se, but do appear differently over the centuries.

Natural Memeticist[edit]

This is the Memetics Talent, renamed to avoid confusion with Memetics skill.

Occultism[edit]

This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.

Off-the-Shelf Looks[edit]

This can be applied to negative Appearance, too.

Pacifism[edit]

Reluctant Killer has been split off into its own disadvantage; the others are equivalent to Codes of Honor or Vows. If you also have Guilt Complex or some level of Reluctant Killer, violating your Pacifism can trigger a mental breakdown, during which you must roll Will to offer any sort of violence toward anyone.

Paleontology[edit]

This is a /TL skill, with no specialization required, although those listed may be taken as optional specialties. This is specifically the technical skill of identifying and recovering fossils. It does not cover more than incidental knowledge of ancient species; for that, you'll want an appropriate Biology specialty or Expert Skill.

Paranoia[edit]

This disadvantage has a self-control number.

Parents[edit]

Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you.

If you're living off your parents as a minor or shut-in, this is built as Patron (Ordinary Individuals, Appear 9-; Minimal Intervention, -50%) [3] plus Trivial Obligation: dumb shit my parents make me do [-1].

If you're an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].

If your character is a minor, and your parent is another player character, this is a 0-point feature for you.

If your character is a parent with children, see Children, above.

Patron[edit]

There is a 5-point level, for an ordinary person or small organization, intended mainly for juvenile adventures. While in the grand scheme of things your parents or school club are trivial, in your day-to-day life they can have tremendous impact.

Place of Power[edit]

Place of Power [1/level, max. 5 levels], a new advantage for use with the Ritual Path Magic rules. You control a consecrated ritual space that has a history or location that grants +level to all energy-gathering rolls. You are entirely familiar with the location and have placed wards upon it at your highest possible skill level against any category of threat that you are aware of. Others can use the space, but they have to get past you, first.

Planetology[edit]

This is Geology skill when specializing in planets other than Earth.

Politics[edit]

This is the skill of understanding political undercurrents and the art of deal-making, not making speeches; therefore, Voice gives no bonus to this skill.

Psychology[edit]

Psychology is explicitly Psychology (Experimental), and is a /TL skill.

Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species' Social Sense specialty.

Radiation Tolerance[edit]

This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation.

Reluctant Killer[edit]

Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level.

  • Hardened Killer [10]: No penalties or rolls needed; you may kill freely.
  • Desperate Killer [5]: self-control 15, -2 penalty.
  • Reluctant Killer [0]: self-control 12, -4 penalty.
  • Very Reluctant Killer [-5]: self-control 9, -6 penalty.
  • Extremely Reluctant Killer [-10]: self-control 6, -8 penalty.

You may buy off the attack penalty as a technique, Combat Training, but the self-control roll and Fright Check rules remain. If you eliminate the penalty entirely, then you may Aim at the target normally.

Roping[edit]

This is the Binding technique, renamed to avoid confusion with the Binding advantage.

Sailor[edit]

This is Seamanship skill, renamed for brevity.

Shyness[edit]

There is a -3 level, Very Severe Shyness [-15].

Side Effect[edit]

You may also apply the Irritant or Reduced Advantage modifiers with this modifier.

Skin[edit]

Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits.

Social Stigma[edit]

A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it's no crime to kill you; in either case, it's also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals.

Soothsaying[edit]

This skill does require specialization by method of divination.

Sophantology[edit]

This is Anthropology skill when specializing in non-human sapient species.

Soul of a Poet[edit]

This is Poet Talent, renamed to avoid confusion with Poetry skill.

Spacesuit[edit]

This is Vacc Suit skill, renamed for better universality. I like Traveller, too, but most people just call them spacesuits.

Stubbornness[edit]

This disadvantage has a self-control number. The reaction penalty is based on the self-control number:

  • sc15-: -1
  • sc12-: -2
  • sc9-: -3
  • sc6-: -4

Student of the Arcane[edit]

This is Occultist Talent, renamed to avoid confusion with Occultism skill.

Talents[edit]

Just making this explicit: Talents add to attributes for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it's extra IQ or DX or whatever, but only for those skills.

Techniques[edit]

Use the "Average" pricing for ALL Techniques, whether Average or Hard. There's no difference now.

Terminally Ill[edit]

This trait is eliminated, except for use in Afflictions, Divine Curses, and the like.

Time Worked[edit]

Time Worked [±1 point per level, max. ±20 points] replaces Independent Income (and sometimes Debt). By default, you spend an average of 50 hours per week to maintain your lifestyle; this time is unavailable for adventuring without consequences. Each level of Time Worked adjusts this time by ±5% either direction. The minimum is 0 hours for 20 points, for a completely independent income with no obligations; the maximum is 100 hours for -20 points, where practically every waking hour must be devoted to your masters. In a military campaign, ignore this trait for most soldiers or crewmembers, as everyone is on duty all the time.

Tradecraft[edit]

New skill: IQ/A, defaults to IQ-5, Streetwise-3, and Expert Skill: Espionage-3. The professional skill of being a spy: dead-drops, contact and evasion, use of signals and codes, the basics of recruiting assets, etc.

Understanding Soul[edit]

This is Empath Talent, renamed to avoid confusion with the Empathy advantage.

Very Rapid Healing[edit]

This advantage doubles all healing rates, whether natural, supernatural, or technological.

Wealth[edit]

Use the Abstract Wealth rules from Pyramid 3/44.

Workaholic[edit]

This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number:

  • sc15-: -1 penalty, +25% time
  • sc12-: -2 penalty, +50% time
  • sc9-: -3 penalty, +75% time
  • sc6-: -4 penalty, +100% time

Xenolinguistics[edit]

This is Linguistics when specializing in alien species.

Yogi[edit]

This is Psientist Talent, renamed because I think "Psientist" sounds really dumb.