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		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280436</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
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		<updated>2015-03-30T05:21:39Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Literature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
* sc15-: a Normal purchase every four weeks&lt;br /&gt;
* sc12-: a Normal purchase every three weeks&lt;br /&gt;
* sc9-: a Normal purchase every two weeks&lt;br /&gt;
* sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16-: none&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
* &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
* &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
* &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
* &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked.&lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): -1&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
* &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
* &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
* &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
* &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
You may buy off the attack penalty as a technique, &#039;&#039;Combat Training&#039;&#039;, but the self-control roll and Fright Check rules remain. If you eliminate the penalty entirely, then you may Aim at the target normally.&lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1 penalty, +25% time&lt;br /&gt;
* sc12-: -2 penalty, +50% time&lt;br /&gt;
* sc9-: -3 penalty, +75% time&lt;br /&gt;
* sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280435</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280435"/>
		<updated>2015-03-30T05:20:33Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Workaholic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
* sc15-: a Normal purchase every four weeks&lt;br /&gt;
* sc12-: a Normal purchase every three weeks&lt;br /&gt;
* sc9-: a Normal purchase every two weeks&lt;br /&gt;
* sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16-: none&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
* &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
* &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
* &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
* &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked.&lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): -1&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
* &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
* &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
* &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
* &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
You may buy off the attack penalty as a technique, &#039;&#039;Combat Training&#039;&#039;, but the self-control roll and Fright Check rules remain. If you eliminate the penalty entirely, then you may Aim at the target normally.&lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1 penalty, +25% time&lt;br /&gt;
* sc12-: -2 penalty, +50% time&lt;br /&gt;
* sc9-: -3 penalty, +75% time&lt;br /&gt;
* sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280434</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280434"/>
		<updated>2015-03-30T05:20:25Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Stubbornness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
* sc15-: a Normal purchase every four weeks&lt;br /&gt;
* sc12-: a Normal purchase every three weeks&lt;br /&gt;
* sc9-: a Normal purchase every two weeks&lt;br /&gt;
* sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16-: none&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
* &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
* &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
* &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
* &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked.&lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): -1&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
* &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
* &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
* &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
* &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
You may buy off the attack penalty as a technique, &#039;&#039;Combat Training&#039;&#039;, but the self-control roll and Fright Check rules remain. If you eliminate the penalty entirely, then you may Aim at the target normally.&lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280433</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280433"/>
		<updated>2015-03-30T05:20:15Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Reluctant Killer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
* sc15-: a Normal purchase every four weeks&lt;br /&gt;
* sc12-: a Normal purchase every three weeks&lt;br /&gt;
* sc9-: a Normal purchase every two weeks&lt;br /&gt;
* sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16-: none&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
* &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
* &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
* &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
* &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked.&lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): -1&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
* &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
* &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
* &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
* &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
You may buy off the attack penalty as a technique, &#039;&#039;Combat Training&#039;&#039;, but the self-control roll and Fright Check rules remain. If you eliminate the penalty entirely, then you may Aim at the target normally.&lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280432</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280432"/>
		<updated>2015-03-30T05:20:03Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Reluctant Killer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
* sc15-: a Normal purchase every four weeks&lt;br /&gt;
* sc12-: a Normal purchase every three weeks&lt;br /&gt;
* sc9-: a Normal purchase every two weeks&lt;br /&gt;
* sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16-: none&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
* &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
* &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
* &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
* &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked.&lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): -1&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
* &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
* &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
* &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
* &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280431</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280431"/>
		<updated>2015-03-30T05:19:54Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Megalomania */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
* sc15-: a Normal purchase every four weeks&lt;br /&gt;
* sc12-: a Normal purchase every three weeks&lt;br /&gt;
* sc9-: a Normal purchase every two weeks&lt;br /&gt;
* sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16-: none&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
* &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
* &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
* &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
* &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked.&lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): -1&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280430</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280430"/>
		<updated>2015-03-30T05:19:46Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Lunacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
* sc15-: a Normal purchase every four weeks&lt;br /&gt;
* sc12-: a Normal purchase every three weeks&lt;br /&gt;
* sc9-: a Normal purchase every two weeks&lt;br /&gt;
* sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16-: none&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
* &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
* &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
* &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
* &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked.&lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): -1&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280429</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280429"/>
		<updated>2015-03-30T05:19:38Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Laziness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
* sc15-: a Normal purchase every four weeks&lt;br /&gt;
* sc12-: a Normal purchase every three weeks&lt;br /&gt;
* sc9-: a Normal purchase every two weeks&lt;br /&gt;
* sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16-: none&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
* &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
* &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
* &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
* &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked.&lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): -1&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280428</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280428"/>
		<updated>2015-03-30T05:19:28Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Debt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
* sc15-: a Normal purchase every four weeks&lt;br /&gt;
* sc12-: a Normal purchase every three weeks&lt;br /&gt;
* sc9-: a Normal purchase every two weeks&lt;br /&gt;
* sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16-: none&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
* &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
* &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
* &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
* &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked.&lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280427</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280427"/>
		<updated>2015-03-30T05:19:20Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Compulsive Spending */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
* sc15-: a Normal purchase every four weeks&lt;br /&gt;
* sc12-: a Normal purchase every three weeks&lt;br /&gt;
* sc9-: a Normal purchase every two weeks&lt;br /&gt;
* sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc16-: none&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280426</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280426"/>
		<updated>2015-03-30T05:19:12Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Compulsive Generosity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
* sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
* sc15-: a Normal purchase every four weeks&lt;br /&gt;
* sc12-: a Normal purchase every three weeks&lt;br /&gt;
* sc9-: a Normal purchase every two weeks&lt;br /&gt;
* sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280425</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280425"/>
		<updated>2015-03-30T05:19:03Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Chronic Depression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
* sc15-: -1&lt;br /&gt;
* sc12-: -2&lt;br /&gt;
* sc9-: -3&lt;br /&gt;
* sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280424</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280424"/>
		<updated>2015-03-30T05:18:49Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Chronic Affliction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affliction:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
* &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
* &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
* &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
* &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
* &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
* &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interval:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;1 second/minute/hour:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;2 seconds/minutes/hours:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;4 seconds/minutes/hours:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;8 seconds/minutes/hours:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Roll of 6 or less:&#039;&#039; cost x0.5&lt;br /&gt;
* &#039;&#039;Roll of 9 or less:&#039;&#039; cost x1&lt;br /&gt;
* &#039;&#039;Roll of 12 or less:&#039;&#039; cost x1.5&lt;br /&gt;
* &#039;&#039;Roll of 15 or less:&#039;&#039; cost x2&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280423</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280423"/>
		<updated>2015-03-30T05:15:20Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
Just making this explicit: Talents add to &#039;&#039;attributes&#039;&#039; for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it&#039;s extra IQ or DX or whatever, but only for those skills.&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280422</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280422"/>
		<updated>2015-03-30T05:12:56Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Default Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill are calculated normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280421</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280421"/>
		<updated>2015-03-30T05:12:30Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Ditz */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Default Skills ====&lt;br /&gt;
When calculating skill defaults off of a base 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. &lt;br /&gt;
&lt;br /&gt;
Skill defaults off of another skill work normally.&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280303</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
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		<updated>2015-03-28T18:23:30Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Patron */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX. &lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280302</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280302"/>
		<updated>2015-03-28T18:21:19Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Lunacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX. &lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-control penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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 that can have tremendous impact. &lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280238</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280238"/>
		<updated>2015-03-28T06:17:49Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Household Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX. &lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-cntrol penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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 that can have tremendous impact. &lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280202</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280202"/>
		<updated>2015-03-27T23:33:45Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Soothsaying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX. &lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or ship supplied throughout the year, to keep track of all the necessary maintenance chores, and to properly welcome guests.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-cntrol penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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 that can have tremendous impact. &lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280188</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280188"/>
		<updated>2015-03-27T15:47:37Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Workaholic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX. &lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or ship supplied throughout the year, to keep track of all the necessary maintenance chores, and to properly welcome guests.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-cntrol penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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 that can have tremendous impact. &lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280187</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280187"/>
		<updated>2015-03-27T15:46:47Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Children */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX. &lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or ship supplied throughout the year, to keep track of all the necessary maintenance chores, and to properly welcome guests.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-cntrol penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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 that can have tremendous impact. &lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280186</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280186"/>
		<updated>2015-03-27T15:46:27Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Can&amp;#039;t Wear Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new disadvantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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.&lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequency &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX. &lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or ship supplied throughout the year, to keep track of all the necessary maintenance chores, and to properly welcome guests.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-cntrol penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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 that can have tremendous impact. &lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280185</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280185"/>
		<updated>2015-03-27T15:40:38Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new advantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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. &lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequency &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX. &lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or ship supplied throughout the year, to keep track of all the necessary maintenance chores, and to properly welcome guests.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-cntrol penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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 that can have tremendous impact. &lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280184</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280184"/>
		<updated>2015-03-27T15:40:03Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new advantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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. &lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequency &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX. &lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Burst =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Fragmentation, Directional =====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or ship supplied throughout the year, to keep track of all the necessary maintenance chores, and to properly welcome guests.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ===&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ===&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-cntrol penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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 that can have tremendous impact. &lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280183</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=280183"/>
		<updated>2015-03-27T15:39:22Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my write-ups, I&#039;ll try to make sure to properly source traits that aren&#039;t in the core books (whether official or fan-made); in particular, I&#039;ve adopted many of Reverend P. Kitty&#039;s cost adjustments. Meanwhile, below are my own house rules and rulings: &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
General revision of Appearance traits as follows: &lt;br /&gt;
&lt;br /&gt;
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.&lt;br /&gt;
&lt;br /&gt;
Average and Attractive appearance as written.&lt;br /&gt;
&lt;br /&gt;
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;dislike&#039;&#039; you is raised to &#039;&#039;&#039;-4&#039;&#039;&#039; if they have a mere &#039;&#039;&#039;-2&#039;&#039;&#039; or more in negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
This is a new Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Autohypnosis ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
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 &#039;&#039;two&#039;&#039; Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments &#039;&#039;within&#039;&#039; those area effects. &lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).&lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).&lt;br /&gt;
&lt;br /&gt;
==== Can&#039;t Wear Armor ====&lt;br /&gt;
Replace this modifier with a new modifier and two new advantages: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doesn&#039;t Stack&#039;&#039; (-40%), a modifier for Damage Resistance. Your DR doesn&#039;t stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Armor&#039;&#039; [-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 &#039;&#039;at least&#039;&#039; +100%, probably much, much more. Use this for animals and monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot Wear Anything&#039;&#039; [-40]: You cannot wear &#039;&#039;anything&#039;&#039; – 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. &lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill. To make &#039;&#039;pretty&#039;&#039; maps, apply Artist.&lt;br /&gt;
&lt;br /&gt;
==== Childcare ====&lt;br /&gt;
This is a Professional Skill. You may take optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Children ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequency &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require. &lt;br /&gt;
&lt;br /&gt;
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them. &lt;br /&gt;
&lt;br /&gt;
For characters who &#039;&#039;are&#039;&#039; children, see Parents, below.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
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 &#039;&#039;both&#039;&#039; the highest level of Rank in the organization &#039;&#039;and&#039;&#039; the organization as your personal Patron, to represent your ability to use the company&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
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&#039;t going to take it anyway…&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Generosity ====&lt;br /&gt;
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): a Cheap purchase every four weeks&lt;br /&gt;
** sc15-: a Normal purchase every four weeks&lt;br /&gt;
** sc12-: a Normal purchase every three weeks&lt;br /&gt;
** sc9-: a Normal purchase every two weeks&lt;br /&gt;
** sc6-: a Normal purchase every week&lt;br /&gt;
&lt;br /&gt;
==== Compulsive Spending ====&lt;br /&gt;
Under the Abstract Wealth rules, you always suffer a &amp;quot;tapped out&amp;quot; penalty based on your self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16-: none&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This modifier is compatible with Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.&lt;br /&gt;
&lt;br /&gt;
==== Debt ====&lt;br /&gt;
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Cheap&#039;&#039; [-1]&lt;br /&gt;
** &#039;&#039;Normal&#039;&#039; [-5]&lt;br /&gt;
** &#039;&#039;Expensive 1&#039;&#039; [-10]&lt;br /&gt;
** &#039;&#039;Expensive 2&#039;&#039; [-15]&lt;br /&gt;
** &#039;&#039;Expensive 3&#039;&#039; [-20]&lt;br /&gt;
&lt;br /&gt;
For another way to represent a character who&#039;s paying off debts, consider simply increasing Time Worked. &lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX. &lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
Most of the various Doesn&#039;t Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn&#039;t Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18]. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
This skill defaults at -4 from Artillery (Bombs). &lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.  &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.&lt;br /&gt;
&lt;br /&gt;
==== Espionage/TL ====&lt;br /&gt;
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Expert Skills may be used for more than just raw knowledge; they&#039;re equivalent to any other knowledge/scientific skill. &lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
==== Fire Direction Controller/TL ====&lt;br /&gt;
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer. &lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation, Burst ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fragmentation, Directional ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Greed ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Hazardous Materials ====&lt;br /&gt;
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. (After all, these days it&#039;s called CBRN gear anyway…)&lt;br /&gt;
&lt;br /&gt;
==== Historical Familiarity ====&lt;br /&gt;
This is a Perk, not a Technique.&lt;br /&gt;
&lt;br /&gt;
==== Household Management ====&lt;br /&gt;
This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or ship supplied throughout the year, to keep track of all the necessary maintenance chores, and to properly welcome guests.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.&lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage. &lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
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, &#039;&#039;doubling&#039;&#039; any penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Interrogation ===&lt;br /&gt;
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 &#039;&#039;penalty&#039;&#039; to the subsequent Interviewing roll due to the victim&#039;s distress.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ===&lt;br /&gt;
The level names have been renamed for better clarity. &lt;br /&gt;
&lt;br /&gt;
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) &lt;br /&gt;
&lt;br /&gt;
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, &amp;quot;Bilingual&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed for clarity. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage has a self-control number. The job penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc16- (Quirk): -1&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Logistics/TL ====&lt;br /&gt;
This is the Professional Skill of maintaining an organization&#039;s operational effectiveness in the field, keeping lines of supply and communication only. &lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages. &lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Low-Light Vision ====&lt;br /&gt;
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).&lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage has a self-control number. The self-cntrol penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties. &lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician skill, renamed for clarity. (It seems silly to keep telling people &amp;quot;surgeons use Surgery, physicians use Diagosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Meditation ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction modifier is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Miserliness ====&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==== Mutable Appearance ====&lt;br /&gt;
A new [1] Perk: You can &#039;&#039;slowly&#039;&#039; alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren&#039;t shapeshifters per se, but do appear differently over the centuries. &lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is the Memetics Talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.&lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
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&#039;ll want an appropriate Biology specialty or Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage has a self-control number.&lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you. &lt;br /&gt;
&lt;br /&gt;
If you&#039;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].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].&lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you. &lt;br /&gt;
&lt;br /&gt;
If your character is a parent with children, see Children, above.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
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 that can have tremendous impact. &lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology skill when specializing in planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
Psychology is explicitly Psychology (Experimental), and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species&#039; Social Sense specialty.&lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation. &lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039; [10]: No penalties or rolls needed; you may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039; [5]: self-control 15, -2 penalty.&lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039; [0]: self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039; [-5]: self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039; [-10]: self-control 6, -8 penalty.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity.&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There is a -3 level, Very Severe Shyness [-15].&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers with this modifier. &lt;br /&gt;
&lt;br /&gt;
==== Skin ====&lt;br /&gt;
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits. &lt;br /&gt;
&lt;br /&gt;
==== Social Stigma ====&lt;br /&gt;
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it&#039;s no crime to kill you; in either case, it&#039;s also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals. &lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
This skill &#039;&#039;does&#039;&#039;&#039; require specialization by method of divination.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology skill when specializing in non-human sapient species. &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet Talent, renamed to avoid confusion with Poetry skill.&lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage has a self-control number. The reaction penalty is based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1&lt;br /&gt;
** sc12-: -2&lt;br /&gt;
** sc9-: -3&lt;br /&gt;
** sc6-: -4&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist Talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath Talent, renamed to avoid confusion with the Empathy advantage. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
This advantage doubles &#039;&#039;all&#039;&#039; healing rates, whether natural, supernatural, or technological.  &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
Use the Abstract Wealth rules from Pyramid 3/44.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage has self-control number. The added work time and the reaction penalty are based on the self-control number: &lt;br /&gt;
&lt;br /&gt;
** sc15-: -1 penalty, +25% time&lt;br /&gt;
** sc12-: -2 penalty, +50% time&lt;br /&gt;
** sc9-: -3 penalty, +75% time&lt;br /&gt;
** sc6-: -4 penalty, +100% time&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when specializing in alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist Talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=277843</id>
		<title>Shadowjack&#039;s GURPS House Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadowjack%27s_GURPS_House_Rules&amp;diff=277843"/>
		<updated>2015-02-13T05:31:58Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like most GMs, I have house rules. If you see a trait in my write-ups that seems unfamiliar to you, or has a different cost, look it up on this list to see what&#039;s what. This list also contains some of my private rulings.&lt;br /&gt;
&lt;br /&gt;
==== 360° Movement ====&lt;br /&gt;
New type of Terrain Adaptation, suggested [http://forums.sjgames.com/showpost.php?p=1446623&amp;amp;postcount=2 by Dr. Kromm].&lt;br /&gt;
&lt;br /&gt;
==== Ablative ====&lt;br /&gt;
Ablative DR is available in ratios from 1:1 to 1:20. This rule came from [http://forums.sjgames.com/showpost.php?p=510390&amp;amp;postcount=2 &amp;quot;Maz&amp;quot; on the official GURPS forum.] &lt;br /&gt;
&lt;br /&gt;
==== Absorption ====&lt;br /&gt;
Absorption has been greatly expanded, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Androgynous ====&lt;br /&gt;
This Appearance modifier has been revised. It may be applied to any of the sexual attractiveness traits: Sexy, Handsome/Beautiful, Very Handsome/Beautiful, or Transcendant. You appeal sexually to any orientation, but the penalty from those who dislike you is raised to -4, and kicks in if you have only -2 or more in other negative reactions. &lt;br /&gt;
&lt;br /&gt;
==== Ammo Select ====&lt;br /&gt;
New Enhancement for Innate Attack, from [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Archaeology ====&lt;br /&gt;
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&#039;ll want Anthropology, History, an appropriate Expert Skill, etc. &lt;br /&gt;
&lt;br /&gt;
==== Arm DX ====&lt;br /&gt;
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Armor Divisor ====&lt;br /&gt;
(100) available, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Arm ST ====&lt;br /&gt;
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Art History ====&lt;br /&gt;
A variant of [[#Literature]], for visual arts.&lt;br /&gt;
&lt;br /&gt;
==== Artificial Intelligence ====&lt;br /&gt;
This is Computer Programming (AI), renamed to be an explicit skill of its own. &lt;br /&gt;
&lt;br /&gt;
==== Astrobatics ====&lt;br /&gt;
Another Acrobatics variant, for zero-gravity stunts and landings. &lt;br /&gt;
&lt;br /&gt;
==== Boating ====&lt;br /&gt;
Appropriate Boating specialties can handle large ships as well as smallcraft, in the same way that one can use Submarine or Shiphandling (Submarine) with subs, and Pilot (Lighter-Than-Air) or Shiphandling (Airships) with airships. &lt;br /&gt;
&lt;br /&gt;
==== Body Sense ====&lt;br /&gt;
This 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? Body Sense will help you.&lt;br /&gt;
&lt;br /&gt;
==== Bombardment ====&lt;br /&gt;
This is now 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 Area Effect attack two Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments within those area effects. &lt;br /&gt;
&lt;br /&gt;
Bombardment can be Skill-Based, for -0%; instead of a fixed attack number, you direct the Bombardment yourself using [[#Exotic Ranged Attack]].&lt;br /&gt;
&lt;br /&gt;
==== Born Commander ====&lt;br /&gt;
This is the Born Admiral and Born Tactician talents, combined and renamed for better universality. You must specialize in a particular type of warfare: Land, Sea, Air, or Space. &lt;br /&gt;
&lt;br /&gt;
==== Brakeman ====&lt;br /&gt;
This is another Crewman variant, for working on trains. &lt;br /&gt;
&lt;br /&gt;
==== Cartography ====&lt;br /&gt;
This is a /TL skill.&lt;br /&gt;
&lt;br /&gt;
==== Cathexsis ====&lt;br /&gt;
New Disadvantage from Alan Atkinson. An obsessive bond to a specific object, person, or place; it comes in levels from -1 to -15, like Delusion. &lt;br /&gt;
&lt;br /&gt;
==== Chronic Affliction ====&lt;br /&gt;
The Chronic Pain rules can be expanded to a huge variety of chronic disorders:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Choking&#039;&#039;, for severe asthma: -25 points, interval measured in seconds.&lt;br /&gt;
** &#039;&#039;Coughing/Sneezing&#039;&#039;: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Daze&#039;&#039;, for petit mal seizures: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Drowsiness&#039;&#039;, for narcolepsy: -25 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Drunkenness&#039;&#039;, for certain neural disorders: -5 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Ecstacy&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Euphoria&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Hallucinations&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Heart Attack&#039;&#039;: -75 points. Always use the x1 interval cost.&lt;br /&gt;
** &#039;&#039;Itching&#039;&#039;: -2 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Nausea&#039;&#039;: -8 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Pain, Moderate&#039;&#039;: -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Severe&#039;&#039;: -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Terrible&#039;&#039;: -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)&lt;br /&gt;
** &#039;&#039;Pain, Agonizing&#039;&#039;: -25 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Paralysis&#039;&#039;: -40 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Retching&#039;&#039;: -12 points, interval measured in minutes.&lt;br /&gt;
** &#039;&#039;Seizures&#039;&#039;: -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.&lt;br /&gt;
** &#039;&#039;Tipsiness&#039;&#039;, for certain neural disorders: -3 points, interval measured in hours.&lt;br /&gt;
** &#039;&#039;Unconsciousness&#039;&#039;: -50 points. Always use the x1 interval cost.&lt;br /&gt;
&lt;br /&gt;
==== Chronic Depression ====&lt;br /&gt;
This disadvantage now has a self-control roll.&lt;br /&gt;
&lt;br /&gt;
==== Cinema ====&lt;br /&gt;
A variant of [[#Literature]], for the cinematic and video arts. &lt;br /&gt;
&lt;br /&gt;
==== Circus Performance ====&lt;br /&gt;
A new catch-all skill, covering all sorts of strange carnival acts. IQ/A or DX/A, usually, with specialization required in a particular act. Examples are Contortionist, Fire Eating, and Sword-Swallowing. &lt;br /&gt;
&lt;br /&gt;
==== Combat Art, Combat Sport ====&lt;br /&gt;
These are now Techniques, rather than separate skills, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Combat Training ====&lt;br /&gt;
New Technique. You may buy off Reluctant Killer&#039;s to-hit penalty as a general technique (not tied to any skill or attribute), up to +0. If you eliminate the penalty entirely, then you may Aim at the target normally. The self-control roll and Fright Check rules still stand. &lt;br /&gt;
&lt;br /&gt;
==== Command ====&lt;br /&gt;
New Modifier for Patron, +0%. 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&#039;s assets for your own private purposes as you wish. &lt;br /&gt;
&lt;br /&gt;
==== Common Sense ====&lt;br /&gt;
This is now just a 1-point Perk. I feel a GM&#039;s job includes giving advice anyway, and at 10 points, the people who really needed it weren&#039;t going to take it anyway. &lt;br /&gt;
&lt;br /&gt;
==== Computer Operation ====&lt;br /&gt;
At appropriate tech levels, this may serve as an Influence skill when giving orders to AIs (similar to Savoir-Faire).&lt;br /&gt;
&lt;br /&gt;
==== Cone ====&lt;br /&gt;
This is now compatible with Rapid Fire. &lt;br /&gt;
&lt;br /&gt;
==== Control ====&lt;br /&gt;
Control can provide a little DR, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Costs Fatigue ====&lt;br /&gt;
Increased cost, [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.] and discussions on the official GURPS forum.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Familiarity ====&lt;br /&gt;
Cultural Familiarity penalties may range from -0 to -3, depending on similarity.&lt;br /&gt;
&lt;br /&gt;
==== Dependent ====&lt;br /&gt;
If your character has children, only take them as Dependents if you want frequent &amp;quot;rescue the baby&amp;quot; plots. Otherwise, consider a Nonhazardous Duty.&lt;br /&gt;
&lt;br /&gt;
==== Desperate Killer ====&lt;br /&gt;
See [[#Reluctant Killer]].&lt;br /&gt;
&lt;br /&gt;
==== Ditz ====&lt;br /&gt;
New Disadvantage, which is essentially IQ-based Klutz. Max. IQ 13, and you must make an IQ roll to get through each day without making a social gaffe, leaving the motor running and the lights on, mixing up important files, etc. &lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Breathe ====&lt;br /&gt;
I&#039;ve split off most of the various Doesn&#039;t Breathe modifiers into their own traits, for better cost scaling. These traits are: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Doesn&#039;t Breathe&#039;&#039; (20 points)&lt;br /&gt;
** &#039;&#039;Gills&#039;&#039; (10 points)&lt;br /&gt;
** &#039;&#039;Gills Only&#039;&#039; (0 points)&lt;br /&gt;
** &#039;&#039;Oxyen Absorption&#039;&#039; (15 points)&lt;br /&gt;
** &#039;&#039;Oxygen Combustion&#039;&#039; (10 points)&lt;br /&gt;
** &#039;&#039;Oxygen Storage&#039;&#039; (10 to 18 points)&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t Stack ====&lt;br /&gt;
New Limitation for DR, -40%, replacing Can&#039;t Wear Armor. Your DR doesn&#039;t stack with any other source of DR. This could be thought of as Accessibility: Not While Wearing Armor. &lt;br /&gt;
&lt;br /&gt;
==== Dropping ====&lt;br /&gt;
Defaults at -4 from Artillery (Bombs).&lt;br /&gt;
&lt;br /&gt;
==== Dual-Mode ====&lt;br /&gt;
New Enhancement for Innate Attack, from [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Duplication ====&lt;br /&gt;
Adopted [http://mygurps.com/ Reverend P. Kitty&#039;s house rule] regarding large groups of Dupes.&lt;br /&gt;
&lt;br /&gt;
==== Elderly ====&lt;br /&gt;
New Disadvantage, adapted from GURPS 3e. -1 point per level, max. 3 levels; for each level, you have already passed one of the aging thresholds. &lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Remember that Enemies are after you &#039;&#039;specifically&#039;&#039;; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are &#039;&#039;especially&#039;&#039; notorious (e.g. Most Wanted), or if one of them is after you for personal reasons.&lt;br /&gt;
&lt;br /&gt;
==== Enthrallment ====&lt;br /&gt;
New Enhancement for Charisma, from Reverend P. Kitty&#039;s house rules, which serves as the gatekeeper trait for the bardic Enthrallment skills. &lt;br /&gt;
&lt;br /&gt;
==== Erotic Art ====&lt;br /&gt;
This is an IQ-based skill, and defaults to HT. With alien species, Physiology modifiers apply. &lt;br /&gt;
&lt;br /&gt;
==== Exotic Ranged Attack ====&lt;br /&gt;
This is the Innate Attack skill, renamed for clarity. (After all, the skill can be used with more abilities than just the Innate Attack advantage.)&lt;br /&gt;
&lt;br /&gt;
A new specialty is Bombardment, for use with Skill-Based [[#Bombardment]] attacks.&lt;br /&gt;
&lt;br /&gt;
==== Expert Skills ====&lt;br /&gt;
Some new Expert Skills include: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Espionage/TL&#039;&#039;, equivalent to Military Science: understanding of the state of intelligence operations around the world. &lt;br /&gt;
** &#039;&#039;Occultism&#039;&#039;, which is no longer a mere IQ/A skill&lt;br /&gt;
** &#039;&#039;Terraforming/TL&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Extended Lifespan ====&lt;br /&gt;
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Extremely Impressive ====&lt;br /&gt;
New Appearance tier: 20 points, +5 to reactions when seen. Like Transcendant, this is clearly supernatural.&lt;br /&gt;
&lt;br /&gt;
==== Fatigue Also, Fatigue Only ====&lt;br /&gt;
New Enhancements for Unhealing, from [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Feathers ====&lt;br /&gt;
This is unnecessary if you already have Natural DR, Spines, or similar.&lt;br /&gt;
&lt;br /&gt;
==== Fighter ====&lt;br /&gt;
New Modifier for Trickster, +0%, for those who seek challenging battles. You need not kill your foes, unless you also have Bloodlust.&lt;br /&gt;
&lt;br /&gt;
==== Folklore ====&lt;br /&gt;
A variant of [[#Literature]], for oral tradition.&lt;br /&gt;
&lt;br /&gt;
==== Fortune-Telling ====&lt;br /&gt;
Specialization is not required, because the particular props you use aren&#039;t as important as your ability to lead on the mark. &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation ====&lt;br /&gt;
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: &lt;br /&gt;
&lt;br /&gt;
==== Fragmentation, Burst ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fragmentation, Directional ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(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%.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Friend of a Friend ====&lt;br /&gt;
New Limitation for Allies, from [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Fur ====&lt;br /&gt;
This is unnecessary if you already have Natural DR, Spines, or similar.&lt;br /&gt;
&lt;br /&gt;
==== Gills, Gills Only ====&lt;br /&gt;
See [[#Doesn&#039;t Breathe]].&lt;br /&gt;
&lt;br /&gt;
==== Gliding ====&lt;br /&gt;
I don&#039;t see why Gliding must include Cannot Hover – I could imagine alien critters that hang in the air like spores – so I&#039;ve split out the costs; you can take the traits separately. &lt;br /&gt;
&lt;br /&gt;
==== Guilt Complex ====&lt;br /&gt;
This disadvantage now has a self-control roll.&lt;br /&gt;
&lt;br /&gt;
==== Hardened Killer ====&lt;br /&gt;
See [[#Reluctant Killer]].&lt;br /&gt;
&lt;br /&gt;
==== Hazard Suit ====&lt;br /&gt;
This is NBC Suit skill, renamed for better universality. These days it&#039;s called CBRN gear anyway, or some other acronym.&lt;br /&gt;
&lt;br /&gt;
==== Hydrosuit ====&lt;br /&gt;
A new Environment Suit variant, for those fishnaut suits filled with water that allow intrepid Deep Ones to explore up on land. &lt;br /&gt;
&lt;br /&gt;
==== Hyperawareness ====&lt;br /&gt;
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage.&lt;br /&gt;
&lt;br /&gt;
==== Hyperjump ====&lt;br /&gt;
Expanded per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Impressive ====&lt;br /&gt;
This Appearance modifier has been dropped, and is instead the name of an Appearance tier of its own: 12 points, +3 reactions when seen.&lt;br /&gt;
&lt;br /&gt;
==== Impudent ====&lt;br /&gt;
New Disadvantage, [http://forums.sjgames.com/showpost.php?p=1555458&amp;amp;postcount=1 suggested on the official GURPS forum.] Check self-control when dealing with those of higher Rank or Status, or you mouth off and double the penalty for having lower Rank or Status. &lt;br /&gt;
&lt;br /&gt;
==== Indefatigable ====&lt;br /&gt;
New Advantage, from [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Interrogation ====&lt;br /&gt;
This skill is cinematic. For realistic interrogations, use 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.&lt;br /&gt;
&lt;br /&gt;
==== Interviewing ====&lt;br /&gt;
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, getting them to admit more than they would knowingly volunteer, and piece it together into a coherent narrative.&lt;br /&gt;
&lt;br /&gt;
==== Kinship ====&lt;br /&gt;
New Modifier for Claim to Hospitality, +0%. 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. &amp;quot;Blood is thicker than water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
I&#039;ve renamed the level names for better clarity. For spoken languages, the tiers are None, Broken, Conversational, and Fluent. (&amp;quot;Accented&amp;quot; is a silly name, because everyone has an accent.) For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated. &lt;br /&gt;
&lt;br /&gt;
==== Law-Abiding ====&lt;br /&gt;
This is the Honesty disadvantage, renamed to make it clearer just what it does. &lt;br /&gt;
&lt;br /&gt;
==== Laziness ====&lt;br /&gt;
This disadvantage now has a self-control roll.&lt;br /&gt;
&lt;br /&gt;
==== Lifestyle ====&lt;br /&gt;
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 to see what you get.&lt;br /&gt;
&lt;br /&gt;
==== Literature ====&lt;br /&gt;
Specialization required, similarly to History or Law. &lt;br /&gt;
&lt;br /&gt;
==== Longevity ====&lt;br /&gt;
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Long-Lived ====&lt;br /&gt;
New Modifier for Reawakened, +0%, to represent immortal characters who are remembering skills they once had but have not used in ages.&lt;br /&gt;
&lt;br /&gt;
==== Long-Term Effects ====&lt;br /&gt;
New Disadvantage, from [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Lover ====&lt;br /&gt;
To represent a steady romantic relationship with an NPC who is not a Dependent, take Sense of Duty toward that individual plus Claim to Hospitality 1, making this a -1 point Quirk. If your love is another PC, or your feelings are unrequited, you don&#039;t get the Claim to Hospitality, so simply take a straight Sense of Duty. &lt;br /&gt;
&lt;br /&gt;
==== Lunacy ====&lt;br /&gt;
This disadvantage now has a self-control roll.&lt;br /&gt;
&lt;br /&gt;
==== Manic-Depressive ====&lt;br /&gt;
This disadvantage now has a self-control roll.&lt;br /&gt;
&lt;br /&gt;
==== Mathematics ====&lt;br /&gt;
This is now an IQ/VH skill, with no specialization; the listed specializations are optional, as with Biology or Physics. (Seriously, six different skills for math?)&lt;br /&gt;
&lt;br /&gt;
==== Mechanic ====&lt;br /&gt;
A new specialty is Sapper, for the deployment (and sabotage) of military equipment, e.g. barricades and barbed wire, prefab bunkers, etc. Use this to lay mines, but not to disarm them. &lt;br /&gt;
&lt;br /&gt;
==== Medical Care ====&lt;br /&gt;
This is Physician, renamed for clarity. (It seems silly to tell people &amp;quot;surgeons use Surgery, physicians use Diagnosis, and nurses use Physician&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
==== Megalomania ====&lt;br /&gt;
This disadvantage now has a self-control roll.&lt;br /&gt;
&lt;br /&gt;
==== Moron ====&lt;br /&gt;
New Disadvantage from [http://www222.pair.com/sjohn/blueroom/unsorted.htm S. John Ross]: -10 points. It&#039;s basically Common Sense in reverse: If you, the player, have a clever idea, your character must roll IQ in order to think of it themselves. &lt;br /&gt;
&lt;br /&gt;
==== Mortal ====&lt;br /&gt;
New Limitation for Unkillable, from [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Music History ====&lt;br /&gt;
A variant of [[#Literature]], for music and song. &lt;br /&gt;
&lt;br /&gt;
==== Must Traverse Distance ====&lt;br /&gt;
New Limitation for Warp, from [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Natural Memeticist ====&lt;br /&gt;
This is Memetic talent, renamed to avoid confusion with Memetics skill. &lt;br /&gt;
&lt;br /&gt;
==== Occultism ====&lt;br /&gt;
This is now an IQ/H Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Off-the-Shelf Looks ====&lt;br /&gt;
This can be applied to negative Appearance, too.&lt;br /&gt;
&lt;br /&gt;
==== Oxygen Absorption, Oxygen Combustion, Oxygen Storage ====&lt;br /&gt;
See [[#Doesn&#039;t Breathe]].&lt;br /&gt;
&lt;br /&gt;
==== Pacifism ====&lt;br /&gt;
Reluctant Killer has been split off into its own disadvantage; the others are equivalent to 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. &lt;br /&gt;
&lt;br /&gt;
==== Parents ====&lt;br /&gt;
If your parents (or other childhood guardians) are alive and well and on good terms with you, consider taking this 2-point advantage. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re living with or off your parents (i.e. you&#039;re a minor or shut-in), this is equivalent to Patron (Ordinary Individuals, Appear 9-; Minimal Intervention, -50%) [3] plus Trivial Obligation: dumb shit my parents make me do [-1]. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2]. &lt;br /&gt;
&lt;br /&gt;
If your character is a minor, and your parent is another player character, this is a 0-point feature for you, while they have the trait Ward.&lt;br /&gt;
&lt;br /&gt;
==== Paleontology ====&lt;br /&gt;
This is a /TL skill, with no specialization required; the listed specializations are optional. 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&#039;ll want Biology or an appropriate Expert Skill. &lt;br /&gt;
&lt;br /&gt;
==== Paranoia ====&lt;br /&gt;
This disadvantage now has a self-control roll.&lt;br /&gt;
&lt;br /&gt;
==== Patron ====&lt;br /&gt;
Added a 5-point level, for an ordinary person or small organization. This is intended 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. &lt;br /&gt;
&lt;br /&gt;
==== Place of Power ====&lt;br /&gt;
New Advantage, for use with the Ritual Path Magic rules: 1 point per level. You already 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. &lt;br /&gt;
&lt;br /&gt;
==== Planetology ====&lt;br /&gt;
This is Geology when dealing with planets other than Earth.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
Voice gives no bonus to Politics; this is the skill of political deal-making, not making speeches. &lt;br /&gt;
&lt;br /&gt;
==== Procrastinator ====&lt;br /&gt;
New Disadvantage from [http://www.fox-dreams.com/art/gurps/new-disadvantages/ Arthur Shipkowski]: -5 points, with a self-control number. You must check self-control to start a project on your own initiative, -1 per extra day you have available, or +1 per day you&#039;re behind schedule. Once you begin, or if someone forces you to start, you work normally. &lt;br /&gt;
&lt;br /&gt;
==== Professional Skills ====&lt;br /&gt;
Some new Professional Skills include: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Animal Husbandry/TL&#039;&#039;&lt;br /&gt;
** &#039;&#039;Childcare&#039;&#039;, with optional specialization in &amp;quot;Own Children&amp;quot;.&lt;br /&gt;
** &#039;&#039;Fire Direction Controller/TL&#039;&#039;, who works alongside Artillery and Forward Observer.&lt;br /&gt;
** &#039;&#039;Household Management&#039;&#039;, the skill of the butler, hotelier, steward, or family matriach.&lt;br /&gt;
** &#039;&#039;Logistics/TL&#039;&#039;, the vital skill of supplying an organization in the field. &lt;br /&gt;
&lt;br /&gt;
==== Psychology ====&lt;br /&gt;
This is Psychology (Experimental) renamed, and is a /TL skill. &lt;br /&gt;
&lt;br /&gt;
==== Radiation Tolerance ====&lt;br /&gt;
Eliminated for seeming rather over-priced for such a rarely-useful and weirdly-working trait. Use Resistant to Radiation or Immunity to Radiation, instead. &lt;br /&gt;
&lt;br /&gt;
==== Rapid Fire ====&lt;br /&gt;
I&#039;ve adopted this house rule from Mark Langsdorf (No School Grognard): When using rapid fire, follow the normal rules until you get to the RoF Bonus To Hit. Instead of that chart, look up the number of shuts fired on the Speed/Range Table in the &amp;quot;Linear Measurement&amp;quot; column, and use the corresponding &amp;quot;Size&amp;quot; bonus to hit. (Example: Firing an M-16 with RoF 12 at full auto falls between the 10 yd and 15 yd lines, so use the +4 bonus for 10 yds.) Calculate the MoS normally, then divide by the weapon&#039;s Recoil value, then subtract 1. (A successful Dodge defense subtracts an additional 1 plus their MoS.) Look up that bonus on the Speed/Range Table in the &amp;quot;Size&amp;quot; column. The corresponding &amp;quot;Linear Measurement&amp;quot; is the number of shots that hit the target, minimum 1, up to the total number of shots fired. (Example: That M-16 hits by 4. It has Rcl 2, so divide by 2 and subtract 1, getting +1, which means 3 bullets hit.)&lt;br /&gt;
&lt;br /&gt;
==== Regrowth ====&lt;br /&gt;
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Reluctant Killer ====&lt;br /&gt;
Reluctant Killer has been split off from the other forms of Pacifism; I do use the rule that the base level is normal. Different tiers of the trait have different names: &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Hardened Killer&#039;&#039;: 10 points, no penalties or rolls needed. You may kill freely.&lt;br /&gt;
** &#039;&#039;Desperate Killer&#039;&#039;: 5 points, self-control 15, -2 penalty. &lt;br /&gt;
** &#039;&#039;Reluctant Killer&#039;&#039;: 0 points, self-control 12, -4 penalty.&lt;br /&gt;
** &#039;&#039;Very Reluctant Killer&#039;&#039;: -5 points, self-control 9, -6 penalty.&lt;br /&gt;
** &#039;&#039;Extremely Reluctant Killer&#039;&#039;: -10 points, self-control 6, -8 penalty. &lt;br /&gt;
You may buy off the penalty to hit with [[#Combat Training]].&lt;br /&gt;
&lt;br /&gt;
==== Retractable ====&lt;br /&gt;
New Enhancement for Binding, from [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Roping ====&lt;br /&gt;
This is the Binding technique, renamed to avoid confusion with the Binding advantage. &lt;br /&gt;
&lt;br /&gt;
==== Rush of Pain ====&lt;br /&gt;
New Advantage from [http://www222.pair.com/sjohn/blueroom/unsorted.htm S. John Ross].&lt;br /&gt;
&lt;br /&gt;
==== Sailor ====&lt;br /&gt;
This is Seamanship skill, renamed for brevity, and to fit better alongside the other Crewman skills. &lt;br /&gt;
&lt;br /&gt;
==== Scales ====&lt;br /&gt;
This is unnecessary if you already have Natural DR, Spines, or similar.&lt;br /&gt;
&lt;br /&gt;
==== Second Nature ====&lt;br /&gt;
New Enhancement for Enhanced Move, from [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Self-Destruct ====&lt;br /&gt;
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Sexy ====&lt;br /&gt;
New Appearance tier: 8 points, +2 to reactions when seen in general, or +3 if sexual attraction applies, but instead the -2 jealous reaction from those who already dislike you. &lt;br /&gt;
&lt;br /&gt;
==== Short Lifespan ====&lt;br /&gt;
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Shyness ====&lt;br /&gt;
There&#039;s now a -3 level, called &amp;quot;Very Severe Shyness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Side Effect ====&lt;br /&gt;
You may also apply the Irritant or Reduced Advantage modifiers. &lt;br /&gt;
&lt;br /&gt;
==== Signature Gear ====&lt;br /&gt;
Signature Gear scales differently, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Social Sense ====&lt;br /&gt;
This is Psychology (Applied) renamed for clarity. When dealing with alien species, your other social skills are capped at your level in the Social Sense speciality for that species (just as with [[#Artificial Intelligence]] and AIs).&lt;br /&gt;
&lt;br /&gt;
==== Soothsaying ====&lt;br /&gt;
From GURPS Magic, this is the skill of divination and interpreting omens. IQ/A, requires specialization by technique.&lt;br /&gt;
&lt;br /&gt;
==== Sophantology ====&lt;br /&gt;
This is Anthropology when dealing with non-human sapients (as there are obviously no &#039;&#039;anthropoi&#039;&#039; involved). &lt;br /&gt;
&lt;br /&gt;
==== Soul of a Poet ====&lt;br /&gt;
This is Poet talent, renamed to avoid confusion with Poetry skill. &lt;br /&gt;
&lt;br /&gt;
==== Spacesuit ====&lt;br /&gt;
This is Vacc Suit skill, renamed for better universality. I like &#039;&#039;&#039;&#039;&#039;Traveller&#039;&#039;&#039;&#039;&#039;, too, but most people just call them spacesuits. &lt;br /&gt;
&lt;br /&gt;
==== Statesman ====&lt;br /&gt;
This is the Natural Statesman talent, renamed to sound more natural to my ear.&lt;br /&gt;
&lt;br /&gt;
==== Static ====&lt;br /&gt;
Resistible is no longer a limitation but rather the first level of Static, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Stubbornness ====&lt;br /&gt;
This disadvantage now has a self-control roll.&lt;br /&gt;
&lt;br /&gt;
==== Student of the Arcane ====&lt;br /&gt;
This is Occultist talent, renamed to avoid confusion with Occultism skill. &lt;br /&gt;
&lt;br /&gt;
==== Supercharge ====&lt;br /&gt;
New Enhancement for Striking ST, from [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Techniques ====&lt;br /&gt;
Use the &amp;quot;Average&amp;quot; pricing for ALL Techniques, whether Average or Hard. There&#039;s no difference now.&lt;br /&gt;
&lt;br /&gt;
==== Terminally Ill ====&lt;br /&gt;
Eliminated, except for use in Afflictions, Divine Curses, and the like. &lt;br /&gt;
&lt;br /&gt;
==== Time Worked ====&lt;br /&gt;
This trait replaces Independent Income (and sometimes Debt): ±1 point per level, max. ±20 points. 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 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.&lt;br /&gt;
&lt;br /&gt;
==== Total Klutz ====&lt;br /&gt;
New Disadvantage, which is essentially IQ-based Total Klutz. As normal DItz, above, but in addition, any failure on an IQ roll or IQ-based skill roll becomes a critical failure!&lt;br /&gt;
&lt;br /&gt;
==== Tradecraft ====&lt;br /&gt;
New Skill, IQ/A, defaults to IQ-5, Streetwise-3, 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. Cultural Familiarity penalties apply. &lt;br /&gt;
&lt;br /&gt;
==== Unaging ====&lt;br /&gt;
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty&#039;s house rules.]&lt;br /&gt;
&lt;br /&gt;
==== Understanding Soul ====&lt;br /&gt;
This is Empath talent, renamed to avoid confusion with the Empathy advantage.&lt;br /&gt;
&lt;br /&gt;
==== Very Attractive ====&lt;br /&gt;
New Appearance tier: 8 points, +2 to reactions when seen. &lt;br /&gt;
&lt;br /&gt;
==== Very Impressive ====&lt;br /&gt;
New Appearance tier: 16 points, +4 to reactions when seen. &lt;br /&gt;
&lt;br /&gt;
==== Very Rapid Healing ====&lt;br /&gt;
The consensus on the official GURPS fora, and I agree, is that this should double all healing rates, whether natural, supernatural, or technological. &lt;br /&gt;
&lt;br /&gt;
==== Very Ugly ====&lt;br /&gt;
New Appearance tier: -12 points, -3 to reactions when seen. &lt;br /&gt;
&lt;br /&gt;
==== Ward ====&lt;br /&gt;
If another player character is your child, this is a -1 point Quirk to represent the legal responsibility you hold. &lt;br /&gt;
&lt;br /&gt;
==== Wealth ====&lt;br /&gt;
I use the Abstract Wealth rules from Pyramid 3/44, plus some house rules which abstract income and cost of living.&lt;br /&gt;
&lt;br /&gt;
==== Workaholic ====&lt;br /&gt;
This disadvantage now has a self-control roll.&lt;br /&gt;
&lt;br /&gt;
==== Xenolinguistics ====&lt;br /&gt;
This is Linguistics when dealing with alien species. &lt;br /&gt;
&lt;br /&gt;
==== Yogi ====&lt;br /&gt;
This is Psientist talent, renamed because I think &amp;quot;Psientist&amp;quot; sounds really dumb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wealth &amp;amp; Lifestyles ==&lt;br /&gt;
Use the Abstract Wealth rules from &#039;&#039;Pyramid 3/44: Alternate GURPS II.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ignore the Cost of Living rules. Instead, your character automatically receives a Lifestyle (as on the Status tables), which is supported either by your Wealth or your Status. &lt;br /&gt;
&lt;br /&gt;
If you are supporting yourself, whether working for pay, maintaining investments, or hunting/farming/fishing, then your Lifestyle is based on your Wealth. The Lifestyle accoutrements are your private property and hirelings; you can sell off and shift households whenever you wish. &lt;br /&gt;
&lt;br /&gt;
If you receive support based on your social position, whether high office, the dole, or marriage, then your Lifestyle is based on your Status. The Lifestyle accoutrements belong to those who provide your position, so you can&#039;t sell them; on the other hand, you don&#039;t have the responsibility of having to maintain them. &lt;br /&gt;
&lt;br /&gt;
Rank in an organization &#039;&#039;might&#039;&#039; also provide a Lifestyle while you&#039;re &amp;quot;on duty&amp;quot;, but this will be at the needs of the service, and will be greatly reduced in the field, or in budget-conscious or ascetic organizations. A good rule-of-thumb would be to base it on the &amp;quot;free&amp;quot; Status provided by your Rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Wealth&lt;br /&gt;
! Status&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Homeless) [-40 points]&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;-3&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Destitute) [-30 points]&lt;br /&gt;
| -2 (Serf, street person) [-10 points]&lt;br /&gt;
| &#039;&#039;&#039;-3&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Dead Broke&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Working Poor) [-20 points]&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;-2&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Poor&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Working Class) [-15 points]&lt;br /&gt;
| -1 (Bondsman, poor citizen) [-5 points]&lt;br /&gt;
| &#039;&#039;&#039;-1&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 9 (Tradespeople) [-10 points]&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;-1&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Struggling&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Middle Class) [0 points]&lt;br /&gt;
| 0 (Freeman, apprentice, ordinary citizen) [0 points]&lt;br /&gt;
| &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Average&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Upper Middle Class) [10 points]&lt;br /&gt;
| 1 (Squire, merchant, priest, doctor, councilor) [5 points]&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Comfortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Wealthy) [20 points]&lt;br /&gt;
| 2 (Landless knight, mayor, business leader) [10 points]&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Wealthy&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Very Wealthy) [30 points]&lt;br /&gt;
| 3 (Landed knight, guild master, big city mayor) [15 points]&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Very Wealthy&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Millionaire) [50 points]&lt;br /&gt;
| 4 (Lesser noble, congressional representative, Who&#039;s Who) [20 points]&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Filthy Rich&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Multimillionaire) [75 points]&lt;br /&gt;
| 5 (Great noble, multinational corporate boss) [25 points]&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Multimillionaire 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Billionaire) [100 points]&lt;br /&gt;
| 6 (Royal family, governor) [30 points]&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Multimillionaire 2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 17 (Multibillionaire) [125 points]&lt;br /&gt;
| 7 (King, pope, president) [35 points]&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Multimillionaire 3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 18 (Megacorporation) [150 points]&lt;br /&gt;
| 8 (Emperor, god-king, overlord) [40 points]&lt;br /&gt;
| &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
| &amp;quot;Multimillionaire 4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 19 (Small Nation) [175 points]&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Medium Nation) [200 points]&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 21 (Large Nation) [200 points]&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 22 (Wealthy Nation) [200 points]&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 23 (Multiplanetary) [200 points]&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 24 (Galactic Empire) [200 points]&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are the &#039;&#039;sole&#039;&#039; supporter of a sizeable household, reduce Lifestyle level by one. Note that in most traditional households, the wife and older children are most definitely working to support the household, even though their work may not be directly paid in money. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re always travelling, reduce Lifestyle level by one, to reflect the cost of temporary accommodations and eating out, or maintainance and supply for vehicles and packbeasts. If you live a nomadic existence, then a basic civilian boat, caravan, etc. can be included, but a large ship or the like should be taken as Signature Gear or Patron (Command), with your Lifestyle representing your personal quarters within the ship. &lt;br /&gt;
&lt;br /&gt;
The Base Perk allows you to maintain an entire additional Lifestyle at 3 levels below your own, for the use of an alternate or secret identity, as a home base for a frequent traveller, or to support an ally. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Source: self]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sample Lifestyles ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle -3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Medieval:&#039;&#039; Shared quarters somewhere uncomfortable, the rags on your back.&lt;br /&gt;
* &#039;&#039;Modern:&#039;&#039; Bunk in a flophouse or shelter, or a patch of sidewalk.&lt;br /&gt;
* &#039;&#039;Ultratech:&#039;&#039; Room in a shelter, or squatting in an abandon; whatever tech you can scrounge or steal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle -2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Medieval:&#039;&#039; Serf&#039;s cottage, rented room in town, or a place in a corner of a large establishment; clothes.&lt;br /&gt;
* &#039;&#039;Modern:&#039;&#039; Small or shared apartment, or decaying house in a bad neighborhood; public transport or a &amp;quot;beater&amp;quot; car.&lt;br /&gt;
* &#039;&#039;Ultratech:&#039;&#039; Small or bad rooms; public transport; some web access; chancy medical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle -1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Medieval:&#039;&#039; Rural cottage or room in town, change of clothes, shared mule/ox or rare horse rentals.&lt;br /&gt;
* &#039;&#039;Modern:&#039;&#039; Apartment or heavily-mortgaged house; used car; maybe insurance.&lt;br /&gt;
* &#039;&#039;Ultratech:&#039;&#039; Shared rooms or heavily-mortgaged house; public transport; web access; some medical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 0&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Medieval:&#039;&#039; Rural cottage or rooms in town, maybe a servant, change of clothes, mule/ox/rented horse.&lt;br /&gt;
* &#039;&#039;Modern:&#039;&#039; House or large apartment, car, full medical insurance.&lt;br /&gt;
* &#039;&#039;Ultratech:&#039;&#039; As modern, plus house computer w/NAI and AR. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Medieval:&#039;&#039; Country or town house, or quarters in your patron&#039;s place; one or two servants; wardrobe; horse and mules. &lt;br /&gt;
* &#039;&#039;Modern: &#039;&#039;Nice house or condo; new car or a couple of older ones, maybe a boat or RV; housekeeping service.&lt;br /&gt;
* &#039;&#039;Ultratech:&#039;&#039; As modern, plus wearable computer and AI w/security service.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Medieval:&#039;&#039; Fine house, or grand quarters; staff and a squire; wardrobe; warhorses or handsome mounts.&lt;br /&gt;
* &#039;&#039;Modern:&#039;&#039; Large house with grounds, and other properties; couple of expensive cars; housekeeper.&lt;br /&gt;
* &#039;&#039;Ultratech:&#039;&#039; Big smart house, maybe other properties; couple of smartcars; AI manager, implanted netlink; &#039;&#039;full&#039;&#039; medical. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Medieval:&#039;&#039; Manor, keep, or large town house; servants and captains; some court wear; stable for entourage.&lt;br /&gt;
* &#039;&#039;Modern:&#039;&#039; Small mansion and other properties; small yacht, various luxury cars; a handful of servants.&lt;br /&gt;
* &#039;&#039;Ultratech:&#039;&#039; Small mansion and other properties; aircar and smartcar; human aide and web security. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Medieval:&#039;&#039; Castle, manor, or great house, maybe estates too; all the necessary servants and soldiers.&lt;br /&gt;
* &#039;&#039;Modern:&#039;&#039; Mid-sized mansion and properties; yacht or private aircraft, limo and cars; many servants.&lt;br /&gt;
* &#039;&#039;Ultratech:&#039;&#039; Mansion, holiday home, city apartment, aircar, small staff, automated security.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 5&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Medieval:&#039;&#039; Good castle or manor, some lesser holdings; a stable for your household.&lt;br /&gt;
* &#039;&#039;Modern:&#039;&#039; Large mansion, couple of townhouses; executive jet, yacht, fleet of cars; staff and bodyguards.&lt;br /&gt;
* &#039;&#039;Ultratech:&#039;&#039; As modern, plus extensive web access, AIs, and human aides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 6&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Medieval:&#039;&#039; Palace, castle, or mansion, and other estates; competent guards, lots of servants and stables.&lt;br /&gt;
* &#039;&#039;Modern:&#039;&#039; Huge mansion, other residences; jet, yacht, fleet of vehicles; hundreds of employees.&lt;br /&gt;
* &#039;&#039;Ultratech:&#039;&#039; Estate and other suites; supersonic aircraft; extensive access; aides, servants, and bodyguards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 7&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Medieval:&#039;&#039; Palace and castles; knights; more clothes than you&#039;ll ever use; stables filled with fine horses.&lt;br /&gt;
* &#039;&#039;Modern:&#039;&#039; Palatial mansion, multiple rural retreats; jumbo jet, large yacht; entire agencies devoted to you.&lt;br /&gt;
* &#039;&#039;Ultratech:&#039;&#039; Mansion and rural retreats; luxury travel, orbital access; AIs on call; extensive support.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle 8&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Medieval:&#039;&#039; Multiple palaces and hunting reserves; leading nobles compete to serve you; your own government.&lt;br /&gt;
* &#039;&#039;Modern:&#039;&#039; Huge estate, multiple mansions; private airline and ocean liner; small private army.&lt;br /&gt;
* &#039;&#039;Ultratech:&#039;&#039; Several luxury residences; interplanetary travel; unlimited information; invisible protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Sources: compiled from official books, mostly Basic Set and Transhuman Space]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Time Worked ===&lt;br /&gt;
&#039;&#039;&#039;[±1 point per level, max. 20 levels]&#039;&#039;&#039;&lt;br /&gt;
This replaces Independent Income and normal Debt. &lt;br /&gt;
&lt;br /&gt;
Normally, you must spend about 50 hours per week to maintain your Lifestyle. This includes working at job sites, domestic chores, commuting, routine maintenance, shopping, standing in line, religious observances, keeping up social connections, grovelling, hunting, or whatever else is part of your regular occupation. This time is unavailable for adventuring without consequences. For some occupations, this time may be averaged over the year, e.g. periods of intense activity (planting, harvest) alternated with periods of slack time (winter). &lt;br /&gt;
&lt;br /&gt;
It costs ±1 point to adjust this time by ±5% either direction. The minimum is 0 hours for 20 points, representing a completely independent income with no obligations; the money just comes in, and you spend it. The maximum is 100 hours for -20 points, at which point practically every waking hour must be devoted to your masters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Source: self]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RTT_Worldgen&amp;diff=272806</id>
		<title>RTT Worldgen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RTT_Worldgen&amp;diff=272806"/>
		<updated>2014-11-09T16:27:07Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Bases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Traveller]]&lt;br /&gt;
The RTT Complicated Star System Generator is a detailed, but not &#039;&#039;too&#039;&#039; detailed, random star system and world generation system for Mongoose Traveller. It attempts to walk that fine line between realistic (as based on current astronomical and planetological research) and easy to use. Drawn from a number of sources, including the core rules, &#039;&#039;GURPS Space&#039;&#039; (for 4th edition), &#039;&#039;GURPS Traveller: First In&#039;&#039;, various idea seeds on the [http://traveller.wikia.com/wiki/Traveller_Mailing_List Traveller Mailing List] and [http://www.travellerrpg.com/CotI/Discuss/ Citizens of the Imperium fora], and the [http://arcbuilder.home.bresnan.net/PCLMaster.html Arc Builder Planetary Classification List]. &lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;bottom up&amp;quot; system, where you start with the primary star and work through all the planetary orbits. However, a lot of the process has been greatly simplified and fudged, mainly so you don&#039;t have to go crazy calculating the molecular weight of the atmosphere and the effects of axial tilt, but also to make it easier to update the system when new scientific discoveries make it outdated. The end results are all in the conventional UPP format, with the addition of a single new rating, &#039;&#039;&#039;Biosphere&#039;&#039;&#039;, to describe the complexity of life on the world.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve made the assumption that minor bodies aren&#039;t worth mentioning. Assume all systems have a Kuiper belt and Oort cloud, that most Jovians will have their Trojans and Greeks, and that pretty much any planet at all has a number of minor satellites, meteor clouds, etc. Space is big.&lt;br /&gt;
&lt;br /&gt;
– Shadowjack&lt;br /&gt;
&lt;br /&gt;
== To Do List ==&lt;br /&gt;
Special Features, internal links for dice tables, descriptive links for planetary and stellar classes, nomenclature/layout sheet&lt;br /&gt;
&lt;br /&gt;
A: B-cdef-ghjk-Lm N N N P&lt;br /&gt;
:A — Orbit&lt;br /&gt;
:B — World Type&lt;br /&gt;
:C — Size&lt;br /&gt;
:D — Atmosphere&lt;br /&gt;
:E — Hydrosphere&lt;br /&gt;
:F — Biosphere&lt;br /&gt;
:G — Population&lt;br /&gt;
:H — Government Type&lt;br /&gt;
:J — Law Level&lt;br /&gt;
:K — Industrial Base&lt;br /&gt;
:L — Starport&lt;br /&gt;
:m — Bases&lt;br /&gt;
:N — World &amp;amp; Trade Codes&lt;br /&gt;
:P — Travel Code&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Playtesting Notes:&lt;br /&gt;
&lt;br /&gt;
12 Dec 2008: Minor tweaks.&lt;br /&gt;
&lt;br /&gt;
19 June 2008: Improved population rules. Needs testing.&lt;br /&gt;
&lt;br /&gt;
9 June 2008: Still working on the population rules. A high stellar society like the Imperium turns out a &#039;&#039;lot&#039;&#039; of small outposts, which is mildly surprising, but does seem reasonable. Need a more elegant approach to terraforming; maybe this will work…&lt;br /&gt;
&lt;br /&gt;
Gov. and Law codes seem to work, but definitely need to tweak the Industrial Base generation. Some tweaking to the base rules.&lt;br /&gt;
&lt;br /&gt;
6 June 2008: The tables seem to turn out rather small planetary systems, especially for the ubiquitous red dwarfs, but I&#039;m not sure that&#039;s a bug; if anything, it makes it easier to cope. And considering that we still don&#039;t know how common planets &#039;&#039;really&#039;&#039; are in the universe; under these rules, the Sol system is neither rare nor typical, which works for me. If you want more planets, try applying DM +1 to the three orbit rolls. Microscopic life is fairly common and macroscopic life less so, which seems a reasonable assumption for Traveller, and there look to be plenty of quiet lifeless worlds suitable for terraforming.&lt;br /&gt;
&lt;br /&gt;
== Basic Star Placement ==&lt;br /&gt;
Any hex has a 50% chance of having a brown dwarf (class L) somewhere.&lt;br /&gt;
&lt;br /&gt;
Any hex has a 50% chance of having a star system somewhere.&lt;br /&gt;
&lt;br /&gt;
A hex can contain both, drifting far apart from each other. For either kind of system, follow the procedure below.&lt;br /&gt;
&lt;br /&gt;
== Star System Generation ==&lt;br /&gt;
&lt;br /&gt;
=== Number of Stars ===&lt;br /&gt;
Roll 3d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; Open Cluster +3. Don&#039;t roll for a lone brown dwarf; it&#039;s always solitary.&lt;br /&gt;
&lt;br /&gt;
:3-10 — Solitary star&lt;br /&gt;
:11-15 — Binary system&lt;br /&gt;
:16+ — Trinary system&lt;br /&gt;
&lt;br /&gt;
=== Spectral Types ===&lt;br /&gt;
For the Primary, roll 2d6. &lt;br /&gt;
&lt;br /&gt;
For each Companion, roll and add 1d6-1 to the Primary&#039;s number. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This generates a main sequence star; if the star later turns out to be a subgiant or giant, its spectral type will be changed. Don&#039;t roll for lone brown dwarfs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:2 — A-type or larger. &amp;lt;small&amp;gt;(You may choose to place an O or B star, supergiant, etc.; max. 1 per sector.)&amp;lt;/small&amp;gt;&lt;br /&gt;
:3 — F-type&lt;br /&gt;
:4 — G-type&lt;br /&gt;
:5 — K-type&lt;br /&gt;
:6-13 — M-type&lt;br /&gt;
:14+ — L-type&lt;br /&gt;
&lt;br /&gt;
=== System Age &amp;amp; Luminosity Classes ===&lt;br /&gt;
System Age = 3d6-3 (in billions of years). Use this to determine the luminosity class and final spectral type of each star.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A-type&#039;&#039;&#039;&lt;br /&gt;
:If Age ≤ 2: A-V&lt;br /&gt;
:If Age = 3, roll 1d6:&lt;br /&gt;
::1-2 — F-IV&lt;br /&gt;
::3 — K-III&lt;br /&gt;
::4-6 — D&lt;br /&gt;
:If Age ≥ 4: D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;F-type&#039;&#039;&#039;&lt;br /&gt;
:If Age ≤ 5: F-V&lt;br /&gt;
:If Age = 6, roll 1d6:&lt;br /&gt;
::1-4 — G-IV&lt;br /&gt;
::5-6 — M-III&lt;br /&gt;
:If Age ≥ 7: D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;G-type&#039;&#039;&#039;&lt;br /&gt;
:If Age ≤ 11: G-V&lt;br /&gt;
:If Age 12-13, roll 1d6:&lt;br /&gt;
::1-3 — K-IV&lt;br /&gt;
::4-6 — M-III&lt;br /&gt;
:If Age ≥ 14: D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;K-type&#039;&#039;&#039;&lt;br /&gt;
:Automatically K-V.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M-type&#039;&#039;&#039;&lt;br /&gt;
:Roll 2d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; Companion star +2.&lt;br /&gt;
::2-9 — M-V&lt;br /&gt;
::10-12 — M-Ve (flare star)&lt;br /&gt;
::13+ — L&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;L-type&#039;&#039;&#039;&lt;br /&gt;
:Automatically L.&lt;br /&gt;
&lt;br /&gt;
=== Companion Orbits ===&lt;br /&gt;
For each Companion, roll 1d6:&lt;br /&gt;
&lt;br /&gt;
:1-2 — Tight orbit&lt;br /&gt;
:3-4 — Close orbit&lt;br /&gt;
:5 — Moderate orbit&lt;br /&gt;
:6 — Distant orbit&lt;br /&gt;
&lt;br /&gt;
== Planetary System Generation ==&lt;br /&gt;
Each Primary and Distant Companion has its own planetary system, consisting of:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Epistellar orbits:&#039;&#039;&#039; 1d6-3, maximum 2. &#039;&#039;&#039;DMs:&#039;&#039;&#039; M-V star -1.&lt;br /&gt;
:&#039;&#039;Type III, D, or L star:&#039;&#039; automatically 0.&lt;br /&gt;
&#039;&#039;&#039;Inner Zone orbits:&#039;&#039;&#039; 1d6-1. &#039;&#039;&#039;DMs:&#039;&#039;&#039; M-V star -1. If Close Companion present, automatically 0.&lt;br /&gt;
:&#039;&#039;Type L star:&#039;&#039; instead roll 1d3-1.&lt;br /&gt;
&#039;&#039;&#039;Outer Zone orbits:&#039;&#039;&#039; 1d6-1. &#039;&#039;&#039;DMs:&#039;&#039;&#039; M-V or L star -1. If Moderate Companion present, automatically 0.&lt;br /&gt;
&lt;br /&gt;
=== Orbit Contents ===&lt;br /&gt;
For each planetary orbit, roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; L star -1.&lt;br /&gt;
&lt;br /&gt;
:0-1 — Asteroid Belt&lt;br /&gt;
:2 — Dwarf Planet&lt;br /&gt;
:3 — Terrestrial Planet&lt;br /&gt;
:4 — Helian Planet&lt;br /&gt;
:5-6 — Jovian Planet&lt;br /&gt;
&lt;br /&gt;
Then determine if the planets have any major satellites. (Small satellites are not counted.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid Belt&#039;&#039;&#039;&lt;br /&gt;
:Roll 1d6.&lt;br /&gt;
::1-4 — All members are Small Bodies.&lt;br /&gt;
::5-6 — Most members are Small Bodies, but there is also one Dwarf Planet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarf Planet&#039;&#039;&#039;&lt;br /&gt;
:Roll 1d6.&lt;br /&gt;
::1-5 — No major satellites.&lt;br /&gt;
::6 — One Dwarf Planet as binary companion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrestrial Planet&#039;&#039;&#039;&lt;br /&gt;
:Roll 1d6.&lt;br /&gt;
::1-4 — No major satellites.&lt;br /&gt;
::5-6 — One Dwarf Planet as satellite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helian Planet&#039;&#039;&#039;&lt;br /&gt;
:Satellites: 1d6-3. If there are any satellites at all, roll 1d6.&lt;br /&gt;
::1-5 — All satellites are Dwarf Planets.&lt;br /&gt;
::6 — One of the satellites is a Terrestrial Planet, and the others are Dwarf Planets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jovian Planet&#039;&#039;&#039;&lt;br /&gt;
:Satellites: 1d6. Then, roll 1d6 again.&lt;br /&gt;
::1-5 — All satellites are Dwarf Planets.&lt;br /&gt;
::6 — Roll 1d6 again.&lt;br /&gt;
:::1-5 — One of the satellites is a Terrestrial Planet, and the others are Dwarf Planets.&lt;br /&gt;
:::6 — One of the satellites is a Helian Planet, and the others are Dwarf Planets.&lt;br /&gt;
:Rings: Roll 1d6.&lt;br /&gt;
::1-4 — Minor ring system only.&lt;br /&gt;
::5-6 — Complex ring system.&lt;br /&gt;
&lt;br /&gt;
=== World Types ===&lt;br /&gt;
&lt;br /&gt;
Then for each planet, look up its zone and type on the tables below to find out which world generation type to use.&lt;br /&gt;
&lt;br /&gt;
If the star is type III or D, the first 1d6 orbits (counting outward) were directly affected by the star&#039;s expansion. Any planets in those orbits are automatically of a particular type:&lt;br /&gt;
:All Dwarf Planets become Stygian.&lt;br /&gt;
:All Terrestrial Planets become Acheronian.&lt;br /&gt;
:All Helian Planets become Asphodelian.&lt;br /&gt;
:All Jovian Planets become Chthonian.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dwarf Planets ====&lt;br /&gt;
&lt;br /&gt;
===== Epistellar =====&lt;br /&gt;
Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; Asteroid Belt member -2.&lt;br /&gt;
:1-3 — Rockball&lt;br /&gt;
:4-5 — Meltball&lt;br /&gt;
:6 — Roll 1d6:&lt;br /&gt;
::1-4 — Hebean&lt;br /&gt;
::5-6 — Promethean&lt;br /&gt;
&lt;br /&gt;
===== Inner Zone =====&lt;br /&gt;
Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; Asteroid Belt member -2, Helian satellite +1, Jovian satellite +2.&lt;br /&gt;
:1-4 — Rockball&lt;br /&gt;
:5-6 — Arean&lt;br /&gt;
:7 — Meltball&lt;br /&gt;
:8 — Roll 1d6:&lt;br /&gt;
::1-4 — Hebean&lt;br /&gt;
::5-6 — Promethean&lt;br /&gt;
&lt;br /&gt;
===== Outer Zone =====&lt;br /&gt;
Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; Asteroid Belt member -1, Helian satellite +1, Jovian satellite +2.&lt;br /&gt;
:0 — Rockball&lt;br /&gt;
:1-4 — Snowball&lt;br /&gt;
:5-6 — Rockball&lt;br /&gt;
:7 — Meltball&lt;br /&gt;
:8 — Roll 1d6:&lt;br /&gt;
::1-3 — Hebean&lt;br /&gt;
::4-5 — Arean&lt;br /&gt;
::6 — Promethean&lt;br /&gt;
&lt;br /&gt;
==== Terrestrial Planets ====&lt;br /&gt;
&lt;br /&gt;
===== Epistellar =====&lt;br /&gt;
Roll 1d6.&lt;br /&gt;
:1-4 — JaniLithic&lt;br /&gt;
:5 — Vesperian&lt;br /&gt;
:6 — Telluric&lt;br /&gt;
&lt;br /&gt;
===== Inner Zone =====&lt;br /&gt;
Roll 2d6.&lt;br /&gt;
:2-4 — Telluric&lt;br /&gt;
:5-6 — Arid&lt;br /&gt;
:7 — Tectonic&lt;br /&gt;
:8-9 — Oceanic&lt;br /&gt;
:10 — Tectonic&lt;br /&gt;
:11-12 — Telluric&lt;br /&gt;
&lt;br /&gt;
===== Outer Zone =====&lt;br /&gt;
Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; Satellite +2.&lt;br /&gt;
:1-4 — Arid&lt;br /&gt;
:5-6 — Tectonic&lt;br /&gt;
:7-8 — Oceanic&lt;br /&gt;
&lt;br /&gt;
==== Helian Planets ====&lt;br /&gt;
&lt;br /&gt;
===== Epistellar =====&lt;br /&gt;
Roll 1d6.&lt;br /&gt;
:1-5 — Helian&lt;br /&gt;
:6 — Asphodelian&lt;br /&gt;
&lt;br /&gt;
===== Inner Zone =====&lt;br /&gt;
Roll 1d6.&lt;br /&gt;
:1-4 — Helian&lt;br /&gt;
:5-6 — Panthalassic&lt;br /&gt;
&lt;br /&gt;
===== Outer Zone =====&lt;br /&gt;
Automatically Helian.&lt;br /&gt;
&lt;br /&gt;
==== Jovian Planets ====&lt;br /&gt;
&lt;br /&gt;
===== Epistellar =====&lt;br /&gt;
Roll 1d6.&lt;br /&gt;
:1-5 — Jovian&lt;br /&gt;
:6 — Chthonian&lt;br /&gt;
&lt;br /&gt;
===== Inner Zone =====&lt;br /&gt;
Automatically Jovian.&lt;br /&gt;
&lt;br /&gt;
===== Outer Zone =====&lt;br /&gt;
Automatically Jovian.&lt;br /&gt;
&lt;br /&gt;
== World Generation ==&lt;br /&gt;
&lt;br /&gt;
=== World Generation Tables ===&lt;br /&gt;
&lt;br /&gt;
==== Acheronian ====&lt;br /&gt;
&#039;&#039;Terrestrial Group, Telluric Class, Acheronian Type.&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are worlds that were directly affected by their primary&#039;s transition from the main sequence; the atmosphere and oceans have been boiled away, leaving a scorched, dead planet.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6+4.&lt;br /&gt;
:Atmosphere: 1.&lt;br /&gt;
:Hydrosphere: 0.&lt;br /&gt;
:Biosphere: 0.&lt;br /&gt;
&lt;br /&gt;
==== Arean ====&lt;br /&gt;
&#039;&#039;Dwarf Group, GeoCyclic Class, Arean / Utgardian / Titanian Types.&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are worlds with little liquid, that move through a slow geological cycle of a gradual build-up, a short wet and clement period, and a long decline.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6-1.&lt;br /&gt;
:Atmosphere: Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; D star -2.&lt;br /&gt;
::1-3 — 1.&lt;br /&gt;
::4-6 — A.&lt;br /&gt;
:Hydrosphere: 2d6+Size-7. &#039;&#039;&#039;DMs:&#039;&#039;&#039; Atmos 1 -4.&lt;br /&gt;
:Biosphere:&lt;br /&gt;
::&#039;&#039;Chemistry:&#039;&#039; Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; L star +2; Outer Zone +2.&lt;br /&gt;
:::1-4 — Water (Age modifier +0) &amp;lt;small&amp;gt;&#039;&#039;[Arean]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
:::5-6 — Ammonia (Age modifier +1) &amp;lt;small&amp;gt;&#039;&#039;[Utgardian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
:::7-8 — Methane (Age modifier +3) &amp;lt;small&amp;gt;&#039;&#039;[Titanian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
::If Age ≥ 1d3 + modifier, and Atmos 1: 1d6-4.&lt;br /&gt;
::If Age ≥ 1d3 + modifier, and Atmos A: 1d3.&lt;br /&gt;
::If Age ≥ 4 + modifier, and Atmos A: 1d6+Size-2.&lt;br /&gt;
::Otherwise: 0.&lt;br /&gt;
&lt;br /&gt;
==== Arid ====&lt;br /&gt;
&#039;&#039;Terrestrial Group, Arid Class, Darwinian / Saganian / Asimovian Types.&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are worlds with limited amounts of surface liquid, that maintain an equilibrium with the help of their tectonic activity and their biosphere.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6+4.&lt;br /&gt;
:Biosphere: &lt;br /&gt;
::&#039;&#039;Chemistry:&#039;&#039; Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; K-V star +2; M-V star +4; L star +5; Outer Zone +2.&lt;br /&gt;
:::1-6 — Water (Age modifier +0) &amp;lt;small&amp;gt;&#039;&#039;[Darwinian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
:::7-8 — Ammonia (Age modifier +1) &amp;lt;small&amp;gt;&#039;&#039;[Saganian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
:::9-10 — Methane (Age modifier +3) &amp;lt;small&amp;gt;&#039;&#039;[Asimovian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
::If Age ≥ 1d3 + modifier: 1d3.&lt;br /&gt;
::If Age ≥ 4 + modifier: 2d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; D star -3.&lt;br /&gt;
::Otherwise: 0.&lt;br /&gt;
:Atmosphere: &lt;br /&gt;
::If Biosphere 3+ and Water Chemistry: 2d6-7+Size, minimum 2, maximum 9.&lt;br /&gt;
::Otherwise: A.&lt;br /&gt;
:Hydrosphere: 1d3.&lt;br /&gt;
&lt;br /&gt;
==== Asphodelian ====&lt;br /&gt;
&#039;&#039;Helian Group, GeoHelian Class, Asphodelian Type.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are worlds that were directly affected by their primary&#039;s transition from the main sequence; their atmosphere has been boiled away, leaving the surface exposed.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6+9.&lt;br /&gt;
:Atmosphere: 1.&lt;br /&gt;
:Hydrosphere: 0.&lt;br /&gt;
:Biosphere: 0.&lt;br /&gt;
&lt;br /&gt;
==== Chthonian ====&lt;br /&gt;
&#039;&#039;Jovian Group, Chthonian Class.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are worlds that were directly affected by their primary&#039;s transition from the main sequence, or that have simply spent too long in a tight epistellar orbit; their atmospheres have been stripped away.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: G.&lt;br /&gt;
:Atmosphere: 1.&lt;br /&gt;
:Hydrosphere: 0.&lt;br /&gt;
:Biosphere: 0.&lt;br /&gt;
&lt;br /&gt;
==== Hebean ====&lt;br /&gt;
&#039;&#039;Dwarf Group, GeoTidal Class, Hebean / Idunnian Types.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are highly active worlds, due to tidal flexing, but with some regions of stability; the larger ones may be able to maintain some atmosphere and surface liquid.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6-1.&lt;br /&gt;
:Atmosphere: 1d6+Size-6.&lt;br /&gt;
::If 2+: change to A.&lt;br /&gt;
:Hydrosphere: 2d6+Size-11.&lt;br /&gt;
:Biosphere: 0.&lt;br /&gt;
&lt;br /&gt;
==== Helian ====&lt;br /&gt;
&#039;&#039;Helian Group, GeoHelian / Nebulous Classes.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are typical helian or &amp;quot;subgiant&amp;quot; worlds – large enough to retain helium atmospheres.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6+9.&lt;br /&gt;
:Atmosphere: D.&lt;br /&gt;
:Hydrosphere: Roll 1d6.&lt;br /&gt;
::1-2 — 0.&lt;br /&gt;
::3-4 — 2d6-1.&lt;br /&gt;
::5-6 — F.&lt;br /&gt;
:Biosphere: 0.&lt;br /&gt;
&lt;br /&gt;
==== JaniLithic ====&lt;br /&gt;
&#039;&#039;Terrestrial Group, Epistellar Class, JaniLithic Type.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These worlds, tide-locked to the primary, are rocky, dry, and geologically active.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6+4.&lt;br /&gt;
:Atmosphere: Roll 1d6.&lt;br /&gt;
::1-3 — 1&lt;br /&gt;
::4-6 — A&lt;br /&gt;
:Hydrosphere: 0.&lt;br /&gt;
:Biosphere: 0.&lt;br /&gt;
&lt;br /&gt;
==== Jovian ====&lt;br /&gt;
&#039;&#039;Jovian Group. If life-bearing, is most likely DwarfJovian Class, Brammain / Khonsonian Types.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are huge worlds with helium-hydrogen envelopes and compressed cores; the largest emit more heat than they absorb.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: G.&lt;br /&gt;
:Atmosphere: G.&lt;br /&gt;
:Hydrosphere: G.&lt;br /&gt;
:Biosphere: Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; Inner Zone +2.&lt;br /&gt;
:::1-5 — 0&lt;br /&gt;
:::6 — Life is possible.&lt;br /&gt;
::::If Age ≥ 1d6: 1d3.&lt;br /&gt;
::::If Age ≥ 7: 2d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; D star -3.&lt;br /&gt;
::::Otherwise: 0.&lt;br /&gt;
::::&#039;&#039;Chemistry:&#039;&#039; If life, roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; L star +1; Epistellar -2; Outer Zone +2.&lt;br /&gt;
:::::1-3 — Water &amp;lt;small&amp;gt;&#039;&#039;[Brammian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
:::::4-6 — Ammonia &amp;lt;small&amp;gt;&#039;&#039;[Khonsonian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Meltball ====&lt;br /&gt;
&#039;&#039;Dwarf Group, GeoThermic Class, Phaethonic / Apollonian / Sethian Types, or GeoTidal Class, Hephaestian / Lokian Types.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are dwarfs with molten or semi-molten surfaces, either from extreme tidal flexing, or extreme approach to a star.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6-1.&lt;br /&gt;
:Atmosphere: 1.&lt;br /&gt;
:Hydrosphere: F.&lt;br /&gt;
:Biosphere: 0.&lt;br /&gt;
&lt;br /&gt;
==== Oceanic ====&lt;br /&gt;
&#039;&#039;Terrestrial Group, Oceanic Class, Pelagic / Nunnic / Teathic Types, or Tectonic Class, BathyGaian / BathyAmunian / BathyTartarian Types.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are worlds with a continuous hydrological cycle and deep oceans, due to either dense greenhouse atmosphere or active plate tectonics.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6+4.&lt;br /&gt;
:Biosphere: &lt;br /&gt;
::&#039;&#039;Chemistry:&#039;&#039; Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; K-V star +2; M-V star +4; L star +5; Outer Zone +2.&lt;br /&gt;
:::1-6 — Water (Age modifier +0) &amp;lt;small&amp;gt;&#039;&#039;[Pelagic / BathyGaian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
:::7-8 — Ammonia (Age modifier +1) &amp;lt;small&amp;gt;&#039;&#039;[Nunnic / BathyAmunian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
:::9-10 — Methane (Age modifier +3) &amp;lt;small&amp;gt;&#039;&#039;[Teathic / BathyTartarian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
::If Age ≥ 1d3 + modifier: 1d3.&lt;br /&gt;
::If Age ≥ 4 + modifier: 2d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; D star -3.&lt;br /&gt;
::Otherwise: 0.&lt;br /&gt;
:Atmosphere:&lt;br /&gt;
::If Water Chemistry: 2d6+Size-6, minimum 1, maximum C. &#039;&#039;&#039;DMs:&#039;&#039;&#039; K-V star -1; M-V star -2; L star -3; any IV star -1.&lt;br /&gt;
::Otherwise: Roll 1d6.&lt;br /&gt;
:::1 — 1&lt;br /&gt;
:::2-4 — A&lt;br /&gt;
:::5-6 — C&lt;br /&gt;
:Hydrosphere: B.&lt;br /&gt;
&lt;br /&gt;
==== Panthalassic ====&lt;br /&gt;
&#039;&#039;Helian Group, Panthalassic Class.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are massive worlds, aborted gas giants, largely composed of water and hydrogen.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6+9.&lt;br /&gt;
:Atmosphere: 1d6+8, maximum D.&lt;br /&gt;
:Hydrosphere: B.&lt;br /&gt;
:Biosphere: &lt;br /&gt;
::&#039;&#039;Chemistry:&#039;&#039; Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; K-V star +2; M-V star +4; L star +5.&lt;br /&gt;
:::1-6 — Roll 2d6.&lt;br /&gt;
::::2-8 — Water (Age modifier +0)&lt;br /&gt;
::::9-11 — Sulfur (Age modifier +0)&lt;br /&gt;
::::12 — Chlorine (Age modifier +0)&lt;br /&gt;
:::7-8 — Methane (Age modifier +1)&lt;br /&gt;
:::9-10 — Methane (Age modifier +3)&lt;br /&gt;
::If Age ≥ 1d3 + modifier: 1d3.&lt;br /&gt;
::If Age ≥ 4 + modifier: 2d6.&lt;br /&gt;
::Otherwise: 0.&lt;br /&gt;
&lt;br /&gt;
==== Promethean ====&lt;br /&gt;
&#039;&#039;Dwarf Group, GeoTidal Class, Promethean / Burian / Atlan Types.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are worlds that, through tidal-flexing, have a geological cycle similar to plate tectonics, that supports surface liquid and atmosphere.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6-1.&lt;br /&gt;
:Biosphere: &lt;br /&gt;
::&#039;&#039;Chemistry:&#039;&#039; Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; L star +2; Epistellar -2; Outer Zone +2.&lt;br /&gt;
:::1-4 — Water (Age modifier +0) &amp;lt;small&amp;gt;&#039;&#039;[Promethean]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
:::5-6 — Ammonia (Age modifier +1) &amp;lt;small&amp;gt;&#039;&#039;[Burian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
:::7-8 — Methane (Age modifier +3)&amp;lt;small&amp;gt;&#039;&#039;[Atlan]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
::If Age ≥ 1d3 + modifier: 1d3.&lt;br /&gt;
::If Age ≥ 4 + modifier: 2d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; D star -3.&lt;br /&gt;
::Otherwise: 0.&lt;br /&gt;
:Atmosphere: &lt;br /&gt;
::If Biosphere 3+ and Water Chemistry: 2d6+Size-7, minimum 2, maximum 9.&lt;br /&gt;
::Otherwise: A.&lt;br /&gt;
:Hydrosphere: 2d6-2.&lt;br /&gt;
&lt;br /&gt;
==== Rockball ====&lt;br /&gt;
&#039;&#039;Dwarf Group, GeoPassive Class, Ferrinian / Lithic / Carbonian Types.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are mostly dormant worlds, with surfaces largely unchanged since the early period of planetary formation.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6-1.&lt;br /&gt;
:Atmosphere: 0.&lt;br /&gt;
:Hydrosphere: 2d6+Size-11. &#039;&#039;&#039;DMs:&#039;&#039;&#039; L star +1; Epistellar -2, Outer Zone +2.&lt;br /&gt;
:Biosphere: 0.&lt;br /&gt;
&lt;br /&gt;
==== Small Body ====&lt;br /&gt;
&#039;&#039;Small Body Group.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are bodies too small to sustain hydrostatic equilibrium; nearly all asteroids and comets are small bodies.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 0 (or Y for an entire Asteroid Belt).&lt;br /&gt;
:Atmosphere: 0.&lt;br /&gt;
:Hydrosphere: 0.&lt;br /&gt;
:Biosphere: 0.&lt;br /&gt;
&lt;br /&gt;
==== Snowball ====&lt;br /&gt;
&#039;&#039;Dwarf Group, GeoPassive Class, Gelidian Type, or GeoThermic Class, Erisian Type, or GeoTidal Class, Plutonian Type.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These worlds are composed of mostly ice and some rock. They may have varying degrees of activity, ranging from completely cold and still to cryo-volcanically active with extensive subsurface oceans.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6-1.&lt;br /&gt;
:Atmosphere: Roll 1d6.&lt;br /&gt;
::1-4 — 0&lt;br /&gt;
::5-6 — 1&lt;br /&gt;
:Hydrosphere: Roll 1d6.&lt;br /&gt;
::1-3 — A (entirely frozen)&lt;br /&gt;
::4-6 — 2d6-2 (represents subsurface oceans)&lt;br /&gt;
:Biosphere:&lt;br /&gt;
::&#039;&#039;Chemistry:&#039;&#039; Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; L star +2; Outer Zone +2.&lt;br /&gt;
:::1-4 — Water (Age modifier +0)&lt;br /&gt;
:::5-6 — Ammonia (Age modifier +1)&lt;br /&gt;
:::7-8 — Methane (Age modifier +3)&lt;br /&gt;
::If subsurface oceans, and Age ≥ 1d6: 1d6-3.&lt;br /&gt;
::If subsurface oceans, and Age ≥ 6 + modifier: 1d6+Size-2.&lt;br /&gt;
::Otherwise: 0.&lt;br /&gt;
&lt;br /&gt;
==== Stygian ====&lt;br /&gt;
&#039;&#039;Dwarf Group, GeoPassive Class, Stygian Type.&#039;&#039;&lt;br /&gt;
&amp;lt;small&amp;gt;These are worlds that were directly affected by their primary&#039;s transition from the main sequence; they are melted and blasted lumps.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6-1.&lt;br /&gt;
:Atmosphere: 0.&lt;br /&gt;
:Hydrosphere: 0.&lt;br /&gt;
:Biosphere: 0.&lt;br /&gt;
&lt;br /&gt;
==== Tectonic ====&lt;br /&gt;
&#039;&#039;Terrestrial Group, Tectonic Class, Gaian / Amunian / Tartarian Types.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are worlds with active plate tectonics and large bodies of surface liquid, allowing for stable atmospheres and a high likelihood of life.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6+4.&lt;br /&gt;
:Biosphere:&lt;br /&gt;
::&#039;&#039;Chemistry:&#039;&#039; Roll 1d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; K-V star +2; M-V star +4; L star +5; Outer Zone +2.&lt;br /&gt;
:::1-6 — Roll 2d6.&lt;br /&gt;
::::2-8 — Water (Age modifier +0) &amp;lt;small&amp;gt;&#039;&#039;[Gaian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
::::9-11 — Sulfur (Age modifier +0) &amp;lt;small&amp;gt;&#039;&#039;[ChloriticGaian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
::::12 — Chlorine (Age modifier +0) &amp;lt;small&amp;gt;&#039;&#039;[ThioGaian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
:::7-8 — Ammonia (Age modifier +1) &amp;lt;small&amp;gt;&#039;&#039;[Amunian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
:::9-10 — Methane (Age modifier +3) &amp;lt;small&amp;gt;&#039;&#039;[Tartarian]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
::If Age ≥ 1d3 + modifier: 1d3.&lt;br /&gt;
::If Age ≥ 4 + modifier: 2d6. &#039;&#039;&#039;DMs:&#039;&#039;&#039; D star -3.&lt;br /&gt;
::Otherwise: 0.&lt;br /&gt;
:Atmosphere: &lt;br /&gt;
::If Biology 3+ and Water Chemistry: 2d6+Size-7, minimum 2, maximum 9.&lt;br /&gt;
::If Biology 3+ and Sulfur or Chlorine Chemistry: B.&lt;br /&gt;
::Otherwise: A.&lt;br /&gt;
:Hydrosphere: 2d6-2.&lt;br /&gt;
&lt;br /&gt;
==== Telluric ====&lt;br /&gt;
&#039;&#039;Terrestrial Group, Telluric Class, Phosphorian / Cytherean Types.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These are worlds with geoactivity but no hydrological cycle at all, leading to dense runaway-greenhouse atmospheres.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6+4.&lt;br /&gt;
:Atmosphere: C.&lt;br /&gt;
:Hydrosphere: Roll 1d6.&lt;br /&gt;
::1-4 — 0.&lt;br /&gt;
::5-6 — F.&lt;br /&gt;
:Biosphere: 0.&lt;br /&gt;
&lt;br /&gt;
==== Vesperian ====&lt;br /&gt;
&#039;&#039;Dwarf Group, Epistellar Class, Vesperian Type.&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;These worlds are tide-locked to their primary, but at a distance that permits surface liquid and the development of life.&amp;lt;/small&amp;gt;&lt;br /&gt;
:Size: 1d6+4.&lt;br /&gt;
:Biosphere: &lt;br /&gt;
::&#039;&#039;Chemistry:&#039;&#039; Roll 2d6.&lt;br /&gt;
:::2-11 — Water&lt;br /&gt;
:::12 — Chlorine&lt;br /&gt;
::If Age ≥ 1d3: 1d3.&lt;br /&gt;
::If Age ≥ 4: 2d6.&lt;br /&gt;
::Otherwise: 0.&lt;br /&gt;
:Atmosphere:&lt;br /&gt;
::If Biosphere 3+ and Water Chemistry: 2d6+Size-7, minimum 2, maximum 9.&lt;br /&gt;
::If Biosphere 3+ and Chlorine: B.&lt;br /&gt;
::Otherwise: A.&lt;br /&gt;
:Hydrosphere: 2d6-2.&lt;br /&gt;
&lt;br /&gt;
=== Revised Planetary Profile Codes ===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
:0 — ≤800 km, neg. gravity&lt;br /&gt;
:1 — 1,600 km, 0.05 G&lt;br /&gt;
:2 — 3,200 km, 0.15 G (Triton, Luna, Europa)&lt;br /&gt;
:3 — 4,800 km, 0.25 G (Mercury, Ganymede)&lt;br /&gt;
:4 — 6,400 km, 0.35 G (Mars)&lt;br /&gt;
:5 — 8,000 km, 0.45 G&lt;br /&gt;
:6 — 9,600 km, 0.70 G&lt;br /&gt;
:7 — 11,200 km, 0.9 G&lt;br /&gt;
:8 — 12,800 km, 1.0 G (Terra)&lt;br /&gt;
:9 — 14,400 km, 1.25 G&lt;br /&gt;
:A — ≥16,000 km, ≥1.4 G&lt;br /&gt;
:B-E — Helian sizes&lt;br /&gt;
:G — Jovian sizes&lt;br /&gt;
:X — Planetary-Mass Artifact&lt;br /&gt;
:Y — Asteroid Belt&lt;br /&gt;
&lt;br /&gt;
==== Atmosphere ====&lt;br /&gt;
:0 — Vacuum&lt;br /&gt;
:1 — Trace&lt;br /&gt;
:2 — Very Thin Tainted&lt;br /&gt;
:3 — Very Thin Breathable&lt;br /&gt;
:4 — Thin Tainted&lt;br /&gt;
:5 — Thin Breathable&lt;br /&gt;
:6 — Standard Breathable&lt;br /&gt;
:7 — Standard Tainted&lt;br /&gt;
:8 — Dense Breathable&lt;br /&gt;
:9 — Dense Tainted&lt;br /&gt;
:A — Exotic&lt;br /&gt;
:B — Corrosive&lt;br /&gt;
:C — Insidious&lt;br /&gt;
:D — Super-High Density&lt;br /&gt;
:G — Gas Giant Envelope&lt;br /&gt;
&lt;br /&gt;
==== Hydrosphere ====&lt;br /&gt;
:0 — ≤5% (Trace)&lt;br /&gt;
:1 — ≤15% (Dry / tiny ice caps)&lt;br /&gt;
:2 — ≤25% (Small seas / ice caps)&lt;br /&gt;
:3 — ≤35% (Small oceans / large ice caps)&lt;br /&gt;
:4 — ≤45% (Wet)&lt;br /&gt;
:5 — ≤55% (Large oceans)&lt;br /&gt;
:6 — ≤65%&lt;br /&gt;
:7 — ≤75% (Terra)&lt;br /&gt;
:8 — ≤85% (Water world)&lt;br /&gt;
:9 — ≤95% (No continents)&lt;br /&gt;
:A — ≤100% (Total coverage)&lt;br /&gt;
:B — Superdense (incredibly deep world oceans)&lt;br /&gt;
:F — Intense Volcanism (molten surface)&lt;br /&gt;
:G — Gas Giant Core&lt;br /&gt;
&lt;br /&gt;
==== Biosphere ====&lt;br /&gt;
:0 — Sterile&lt;br /&gt;
:1 — Building Blocks (amino acids, or equivalent)&lt;br /&gt;
:2 — Single-celled organisms&lt;br /&gt;
:3 — Producers (atmosphere begins to transform)&lt;br /&gt;
:4 — Multi-cellular organisms&lt;br /&gt;
:5 — Complex single-celled life (nucleic cells, or equivalent)&lt;br /&gt;
:6 — Complex multi-cellular life (microscopic animals)&lt;br /&gt;
:7 — Small macroscopic life&lt;br /&gt;
:8 — Large macroscopic life&lt;br /&gt;
:9 — Simple global ecology (life goes out of the oceans and onto land or into the air, etc.)&lt;br /&gt;
:A — Complex global ecology&lt;br /&gt;
:B — Proto-sapience&lt;br /&gt;
:C — Full sapience&lt;br /&gt;
:D — Trans-sapience (able to deliberately alter their own evolution, minimum Tech Level C)&lt;br /&gt;
&lt;br /&gt;
If Biosphere C or more, this is a Homeworld; proceed to the Population tables.&lt;br /&gt;
&lt;br /&gt;
==== Population ====&lt;br /&gt;
:0 — Uninhabited&lt;br /&gt;
:1 — Few&lt;br /&gt;
:2 — Hundreds&lt;br /&gt;
:3 — Thousands&lt;br /&gt;
:4 — Tens of thousands&lt;br /&gt;
:5 — Hundreds of thousands&lt;br /&gt;
:6 — Millions&lt;br /&gt;
:7 — Tens of millions&lt;br /&gt;
:8 — Hundreds of millions&lt;br /&gt;
:9 — Billions&lt;br /&gt;
:A — Tens of billions&lt;br /&gt;
:B — Hundreds of billions&lt;br /&gt;
:C — Trillions&lt;br /&gt;
&lt;br /&gt;
Includes all sapients.&lt;br /&gt;
&lt;br /&gt;
==== Government ====&lt;br /&gt;
:0 — None (tends toward family/clan/tribal)&lt;br /&gt;
:1 — Company or corporation&lt;br /&gt;
:2 — Participatory democracy&lt;br /&gt;
:3 — Self-perpetuating oligarchy&lt;br /&gt;
:4 — Representative democracy&lt;br /&gt;
:5 — Feudal technocracy&lt;br /&gt;
:6 — Captive government (colony or conquered territory)&lt;br /&gt;
:7 — Balkanized&lt;br /&gt;
:8 — Civil service bureaucracy&lt;br /&gt;
:9 — Impersonal bureaucracy&lt;br /&gt;
:A — Charismatic dictator&lt;br /&gt;
:B — Non-charismatic dictator&lt;br /&gt;
:C — Charismatic oligarchy&lt;br /&gt;
:D — Theocracy&lt;br /&gt;
:E — Supreme authority&lt;br /&gt;
:F — Hive-mind collective&lt;br /&gt;
&lt;br /&gt;
==== Law Level ====&lt;br /&gt;
:0 — No restrictions&lt;br /&gt;
:1 — Only restrictions upon WMD and other dangerous technologies&lt;br /&gt;
:2-4 — Light restrictions: heavy weapons, narcotics, alien technology&lt;br /&gt;
:5-7 — Heavy restrictions: most weapons, specialized tools and information, foreigners&lt;br /&gt;
:8+ — Extreme restrictions: extensive monitoring and limitations, free speech curtailed&lt;br /&gt;
&lt;br /&gt;
==== Industry Level ====&lt;br /&gt;
Measures level of local production and support, not highest level known.&lt;br /&gt;
&lt;br /&gt;
:0 — No industry. Everything must be imported.&lt;br /&gt;
:1-3 — Primitive. Mostly only raw materials made locally.&lt;br /&gt;
:4-6 — Industrial. Local tools maintained, some produced.&lt;br /&gt;
:7-9 — Pre-Stellar. Production and maintenance of space technologies.&lt;br /&gt;
:A-B — Early Stellar. Support for A.I. and local starship production.&lt;br /&gt;
:C-E — Average Stellar. Support for terraforming, flying cities, clones.&lt;br /&gt;
:F — High Stellar. Support for highest of the high tech.&lt;br /&gt;
&lt;br /&gt;
=== Populations ===&lt;br /&gt;
If a world has Biosphere C+, it is the homeworld of a sapient race. Otherwise, you will have to determine if anyone has placed a colony or outpost on this world. To do this, you will need to know:&lt;br /&gt;
:&#039;&#039;Settlement.&#039;&#039; How long this region of space has been settled by starfaring cultures, in centuries. Minimum 0 for recently-explored regions. In the Imperium, some sectors have been settled for millenia; subtract 3d6 centuries for the effects of the Long Night.&lt;br /&gt;
:&#039;&#039;Tech Level (TL).&#039;&#039; The highest Tech Level of the dominant starfaring culture. The Imperium and its neighbors have TL15. Jump capability requires TL10 or higher; a TL9 culture can slowly colonize other stars with using sub-light ships; a TL8 culture can colonize its own system only; a TL7- culture cannot expand beyond its homeworld.&lt;br /&gt;
&lt;br /&gt;
==== World Desirability ====&lt;br /&gt;
Whether or not starfarers take interest in a world depends on its Desirability score, calculated as follows. These rules are are humans and similar lifeforms; other sophonts may prefer other kinds of worlds, and so should have different rules.&lt;br /&gt;
&lt;br /&gt;
===== Asteroid Belts =====&lt;br /&gt;
For each belt, roll 1d6-1d6, and apply the following DMs:&lt;br /&gt;
*&#039;&#039;Flare Star&#039;&#039; – M-Ve star: &#039;&#039;&#039;-1d3&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Lifebelt&#039;&#039; – Inner Zone orbit: further detailed needed&lt;br /&gt;
**Any giant, brown dwarf, or white dwarf: &#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
**M-V star: &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
**Any other dwarf or subgiant: &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Dwarfs, Terrestrials, Helians, and Jovians =====&lt;br /&gt;
For each such world, add up all the factors which apply:&lt;br /&gt;
*&#039;&#039;Dry World&#039;&#039; – Hydro 0: &#039;&#039;&#039;-1&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Extreme Environment&#039;&#039; – Size D+; or Atmos C-G; or Hydro F: &#039;&#039;&#039;-2&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Flare Star&#039;&#039; – M-Ve star: &#039;&#039;&#039;-1d3&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Habitable World&#039;&#039; – Size 1-B, Atmos 2-9, and Hydro 0-B: further detail needed&lt;br /&gt;
**&#039;&#039;Garden World&#039;&#039; – Size 5-A, Atmos 4-9, and Hydro 4-8: &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Water World&#039;&#039; – Hydro A-B: &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Poor World&#039;&#039; – Atmos 2-6, and Hydro 0-3: &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
**Otherwise: &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;High Gravity&#039;&#039; – Size A+ and Atmos F-: &#039;&#039;&#039;-1&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;Note: Yes, normal Jovians don&#039;t count as &amp;quot;high gravity&amp;quot;, as one doesn&#039;t live on the surface.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Lifebelt&#039;&#039; – Inner Zone orbit: further detail needed&lt;br /&gt;
**Any giant, brown dwarf, or white dwarf: &#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
**M-V star: &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
**Any other dwarf or subgiant: &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Tiny World&#039;&#039; – Size 0: &#039;&#039;&#039;-1&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;T-Prime Atmosphere&#039;&#039; – Atmos 6 or 8: &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== Terraforming ======&lt;br /&gt;
At Tech Level 10+, any Inner Zone world with Size 1-B and Atmosphere 1-D, and &#039;&#039;not&#039;&#039; Hydro F, may be terraformed. For each such world, take (TL+Settlement-15) OR (TL+1d6-15) points, whichever is more. You may add these points to or subtract them from the world&#039;s Atmosphere, Hydrosphere, or Biosphere codes, in order to improve their Desirability ratings. &lt;br /&gt;
&lt;br /&gt;
If you want to introduce Earthly bioforms to a world with alternative biochemistry, you first have to exterminate the existing life by reducing the Biosphere to 2 or less, &#039;&#039;then&#039;&#039; increase it.&lt;br /&gt;
&lt;br /&gt;
Other suggested limits on terraforming:&lt;br /&gt;
:Worlds with Hydro F cannot be terraformed, period.&lt;br /&gt;
:Worlds with Hydro B cannot be reduced below Hydro B. There&#039;s just too much ocean.&lt;br /&gt;
:Worlds with Atmos B or C and Hydro 2+ cannot be reduced below Atmos B, unless you first reduce them to Hydro 1 or less. After converting the atmosphere, you may add water seas, increasing Hydro normally.&lt;br /&gt;
:Worlds with native populations cannot be terraformed without genocide – and the natives will resist. Treat population as another code to modify, and reduce it to 1 or less before continuing.&lt;br /&gt;
:Roll to see if there&#039;s an outpost first; if there is, terraforming may proceed. Then roll to see if there&#039;s a colony after terraforming.&lt;br /&gt;
&lt;br /&gt;
==== Habitation ====&lt;br /&gt;
The Population, and resulting Government, Law, and Industry codes, depend on the type of habitation. &lt;br /&gt;
*If a world has Biosphere C+, it is the homeworld of an intelligent species.&lt;br /&gt;
*For each world that is not a homeworld, roll 2d6-2. If you roll less than or equal to the world&#039;s Desirability score, then a colony has been placed there. (No colonies will be placed on worlds with Desirability less than 0.)&lt;br /&gt;
*For each world that is not a homeworld or colony, roll 1d6, -1 in a culture&#039;s home system. If you roll less than or equal to (TL-9), then an outpost has been placed there.&lt;br /&gt;
&lt;br /&gt;
===== Homeworld =====&lt;br /&gt;
:Population:&lt;br /&gt;
::If normal carbon/water-based life: Desirability+1d3-1d3.&lt;br /&gt;
::Other forms of life: 2d6.&lt;br /&gt;
:Government: &lt;br /&gt;
::If native TL 0: 0.&lt;br /&gt;
::If native TL 1+, then roll 1d6:&lt;br /&gt;
:::If roll ≤ (native TL)-9: 7.&lt;br /&gt;
:::Otherwise: Population+2d6-7.&lt;br /&gt;
&lt;br /&gt;
===== Colony =====&lt;br /&gt;
:Population: TL+Settlement-9, minimum 4, maximum = Desirability+1d3-1d3.&lt;br /&gt;
:Government: Population+2d6-7.&lt;br /&gt;
&lt;br /&gt;
If the world is habitable (Size 1-B, Atmos 2-9) and has no major pre-existing lifeforms (Biosphere 2-), the colonists will seed the world with friendly lifeforms, raising the local Biosphere to 1d6+5.&lt;br /&gt;
&lt;br /&gt;
===== Outpost =====&lt;br /&gt;
:Population: 1d3+Desirability, maximum 4.&lt;br /&gt;
::If Population = 0, there is only an automated beacon, listening post, emergency cache, etc., but no permanent population. &lt;br /&gt;
:Government: &lt;br /&gt;
::If Population 0: 0.&lt;br /&gt;
::Otherwise: Population+2d6-7, maximum 6.&lt;br /&gt;
&lt;br /&gt;
===== Uninhabited =====&lt;br /&gt;
:Population: 0.&lt;br /&gt;
:Government: 0.&lt;br /&gt;
&lt;br /&gt;
==== Other Population Stats ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law Level&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
:If Government 0: 0.&lt;br /&gt;
:Otherwise: Government+2d6-7.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Industrial Base&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
:If Population 0: 0.&lt;br /&gt;
:Otherwise: Population+2d6-7. &#039;&#039;&#039;DMs:&#039;&#039;&#039; Law 1-3 +1; Law 6-9 -1; Law A-C -2; Law D+ -3; +1 if world is unsafe for human habitation (Atmos 0-4, 7, 9+; or Hydro F); TL 12-14 +1; TL15+ +2.&lt;br /&gt;
&lt;br /&gt;
==== The Effects of Local Industry ====&lt;br /&gt;
A world&#039;s Industrial Base affects its statistics as follows: &lt;br /&gt;
:Industry 0: Population -1.&lt;br /&gt;
:Industry 4-9: Population +1, Atmosphere modified as follows:&lt;br /&gt;
::Atmos 3 becomes Atmos 2.&lt;br /&gt;
::Atmos 5 becomes Atmos 4.&lt;br /&gt;
::Atmos 6 becomes Atmos 7.&lt;br /&gt;
::Atmos 8 becomes Atmos 9.&lt;br /&gt;
:Industry A+: Choose one of the following:&lt;br /&gt;
::&#039;&#039;a)&#039;&#039; Population +1, or&lt;br /&gt;
::&#039;&#039;b)&#039;&#039; Population +2, and modify Atmosphere as above.&lt;br /&gt;
&lt;br /&gt;
===== Hard Times =====&lt;br /&gt;
In a Long Night scenario, worlds are cut off from galactic trade and forced to rely upon their own technology. Colonies on unsafe worlds which have less than the required minimum Industrial Base have to be abandoned; reduce Population to 0, leaving ruins behind. &lt;br /&gt;
:Atmosphere 4, 7, or 9 requires Industry 3+ to maintain filter production or air purification. &lt;br /&gt;
:Atmosphere 2 or 3 requires Industry 5+ to maintain respirator production.&lt;br /&gt;
:Atmosphere 0, 1, or A requires Industry 8+ to maintain the pressure habitats.&lt;br /&gt;
:Atmosphere B or D requires Industry 9+ to maintain high-pressure or corrosion-resistant habitats.&lt;br /&gt;
:Atmosphere C or G, or Hydrosphere F, requires Industry A+ to maintain deep-pressure or aerostat habitats.&lt;br /&gt;
Outposts on unsafe worlds &#039;&#039;might&#039;&#039; be maintained. If there&#039;s a colony or homeworld nearby, make a roll at &#039;&#039;their&#039;&#039; Jump level, and if successful, the outpost remains. Otherwise, it too must be abandoned.&lt;br /&gt;
&lt;br /&gt;
If you want to get really complicated, than for any terraformed planet during Hard Times, &#039;&#039;reverse&#039;&#039; the terraforming effects by points equal to half the difference between the local Industrial Base and the old galactic Tech Level (e.g. if you were at TL12, and are now at TL8, you lose 4 points of terraforming).&lt;br /&gt;
&lt;br /&gt;
==== Interstellar Trade ====&lt;br /&gt;
&lt;br /&gt;
===== Trade Codes =====&lt;br /&gt;
:&#039;&#039;Agricultural (Ag):&#039;&#039; Atmos 4-9, Hydro 4-8, Pop 5-7.&lt;br /&gt;
:&#039;&#039;Asteroid Belt (As):&#039;&#039; Asteroid Belt.&lt;br /&gt;
:&#039;&#039;Desert (De):&#039;&#039; Atmos 2-D, Hydro 0.&lt;br /&gt;
:&#039;&#039;Fluid Oceans (Fl):&#039;&#039; Atmos A+ or non-water biochemistry, Hydro 1-B.&lt;br /&gt;
:&#039;&#039;Garden (Ga):&#039;&#039; Size 5-A, Atmos 4-9, Hydro 4-8.&lt;br /&gt;
:&#039;&#039;High Population (Hi):&#039;&#039; Pop 9+.&lt;br /&gt;
:&#039;&#039;High Technology (Ht):&#039;&#039; Industry (TL-3)+.&lt;br /&gt;
:&#039;&#039;Ice-Capped (Ic):&#039;&#039; Atmos 0-1, Hydro 1+.&lt;br /&gt;
:&#039;&#039;Industrial (In):&#039;&#039; Pop 9+, Industry 6+.&lt;br /&gt;
:&#039;&#039;Low Population (Lo):&#039;&#039; Pop 1-3.&lt;br /&gt;
:&#039;&#039;Low Technology (Lt):&#039;&#039; Industry 5-.&lt;br /&gt;
:&#039;&#039;Non-Agricultural (Na):&#039;&#039; Atmos 0-3 or B+, Hydro 0-3 or B+, Pop 6+.&lt;br /&gt;
:&#039;&#039;Non-Industrial (Ni):&#039;&#039; Pop 4-6.&lt;br /&gt;
:&#039;&#039;Poor (Po):&#039;&#039; Atmos 2-5, Hydro 0-3.&lt;br /&gt;
:&#039;&#039;Rich (Ri):&#039;&#039; Atmos 6 or 8, Pop 6-8.&lt;br /&gt;
:&#039;&#039;Sterile (St):&#039;&#039; Bio 0.&lt;br /&gt;
:&#039;&#039;Water World (Wa):&#039;&#039; Atmos 2+, Hydro A-B.&lt;br /&gt;
:&#039;&#039;Vacuum (Va):&#039;&#039; Atmos 0.&lt;br /&gt;
:&#039;&#039;Zoo (Zo):&#039;&#039; Bio 7+.&lt;br /&gt;
&lt;br /&gt;
===== Starport =====&lt;br /&gt;
Roll 2d6+Industry-7. &#039;&#039;&#039;DMs:&#039;&#039;&#039; Ag +1, Ga +1, Hi +1, Ht +1, In +1, Na +1, Ri +1, TL12-14 +1, TL15+ +2, Lo -1, Po -1, TL9- -1.&lt;br /&gt;
:≤2 — X&lt;br /&gt;
:3-4 — E&lt;br /&gt;
:5-6 — D&lt;br /&gt;
:7-8 — C&lt;br /&gt;
:9-10 — B&lt;br /&gt;
:11≤ — A&lt;br /&gt;
&lt;br /&gt;
An Outpost world with Population 0 automatically has the equivalent of an E-class starport, in the form of an unmanned navigation beacon and emergency supply cache. &lt;br /&gt;
&lt;br /&gt;
Any world with Industry 5+ must have at least the equivalent of an E-class starport, in its airstrips or surface shipping ports.&lt;br /&gt;
&lt;br /&gt;
Any uninhabitable world with Population 1+ must have at least the equivalent of an E-class starport, in its airlocks and docking ports.&lt;br /&gt;
&lt;br /&gt;
===== Bases =====&lt;br /&gt;
Roll 2d6 for all of these.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancients Site (Q)&#039;&#039;&#039;&lt;br /&gt;
:Per system: Throw 12+. If present, select a world at random.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imperial Consulate, Governor&#039;s Estate (G)&#039;&#039;&#039;&lt;br /&gt;
:Starport A: Throw 6+.&lt;br /&gt;
::Success by 3+ means also a foreign embassy or diplomatic consulate (F).&lt;br /&gt;
::Success by 6+ means also a Moot seat or other government center.&lt;br /&gt;
::Any Capital automatically has Starport A and government center.&lt;br /&gt;
:Starport B: Throw 8+.&lt;br /&gt;
::Success by 3+ means also a foreign embassy or diplomatic consulate (F).&lt;br /&gt;
:Starport C: Throw 10+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Base (M)&#039;&#039;&#039;&lt;br /&gt;
:Starport A: Throw 6+.&lt;br /&gt;
::Success by 3+ means also a shipyard (Y).&lt;br /&gt;
::Success by 6+ means also a megacorporate headquarters.&lt;br /&gt;
:Starport B: Throw 8+.&lt;br /&gt;
::Success by 3+ means also a shipyard (Y).&lt;br /&gt;
:Starport C: Throw 10+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naval Base (N)&#039;&#039;&#039;&lt;br /&gt;
:Starport A, B, or C: Throw 8+.&lt;br /&gt;
::Success by 3+ means also a shipyard or galactic hospital (Y or H).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pirate Base (P)&#039;&#039;&#039;&lt;br /&gt;
:Starport B: Throw 12+.&lt;br /&gt;
:Starport C: Throw 10+.&lt;br /&gt;
:Starport D or E: Throw 12+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionics Institute (Z)&#039;&#039;&#039;&lt;br /&gt;
:Any inhabited world: Throw 12+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Installation (R)&#039;&#039;&#039;&lt;br /&gt;
:Starport A: Throw 8+&lt;br /&gt;
::Success by 3+ means also a galactic hospital, university or library archive (H, U, or L).&lt;br /&gt;
:Starport B or C: Throw 10+.&lt;br /&gt;
:Outpost: Throw 9+.&lt;br /&gt;
::Success by 3+ means also a backup library archive (L).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Site (K)&#039;&#039;&#039;&lt;br /&gt;
:Any inhabited world: Roll 2d6 ≤ Pop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout Base (S)&#039;&#039;&#039;&lt;br /&gt;
:Starport A: Throw 10+.&lt;br /&gt;
:Starport B or C: Throw 8+.&lt;br /&gt;
::Success by 3+ means also a scout hostel.&lt;br /&gt;
:Starport D: Throw 7+.&lt;br /&gt;
::Success by 3+ means also a scout hostel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Enclave, Nature Preserve, Prison (V)&#039;&#039;&#039;&lt;br /&gt;
:Any world with Pop 1+ or Bio 1+: Throw 10+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traveller&#039;s Aid Society Hostel (T)&#039;&#039;&#039;&lt;br /&gt;
:Starport A: Throw 4+.&lt;br /&gt;
::Success by 3+ means first-class accommodations.&lt;br /&gt;
::Success by 6+ means a full chapter-house.&lt;br /&gt;
:Starport B: Throw 6+.&lt;br /&gt;
::Success by 3+ means first-class accommodations.&lt;br /&gt;
:Starport C: Throw 10+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weather Control Station, Terraforming Facility (W)&#039;&#039;&#039;&lt;br /&gt;
:Any terraformed world: Automatic.&lt;br /&gt;
&lt;br /&gt;
====== Base Codes ======&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;A&#039;&#039;&#039; — A-class (Excellent) Starport&lt;br /&gt;
:&#039;&#039;&#039;B&#039;&#039;&#039; — B-class (Good) Starport&lt;br /&gt;
:&#039;&#039;&#039;C&#039;&#039;&#039; — C-class (Routine) Starport&lt;br /&gt;
:&#039;&#039;&#039;D&#039;&#039;&#039; — D-class (Poor) Starport&lt;br /&gt;
:&#039;&#039;&#039;E&#039;&#039;&#039; — E-class (Frontier) Starport or Emergency Beacon&lt;br /&gt;
:&#039;&#039;&#039;F&#039;&#039;&#039; — Foreign Embassy / Diplomatic Consulate&lt;br /&gt;
:&#039;&#039;&#039;G&#039;&#039;&#039; — Imperial Consulate / Governor&#039;s Estate&lt;br /&gt;
:&#039;&#039;&#039;H&#039;&#039;&#039; — Galactic Hospital&lt;br /&gt;
:&#039;&#039;&#039;J&#039;&#039;&#039; — Ansible / Stargate&lt;br /&gt;
:&#039;&#039;&#039;K&#039;&#039;&#039; — Galactic church, temple, or other religious site&lt;br /&gt;
:&#039;&#039;&#039;L&#039;&#039;&#039; — Library Archive&lt;br /&gt;
:&#039;&#039;&#039;M&#039;&#039;&#039; — Merchant / Megacorporate base&lt;br /&gt;
:&#039;&#039;&#039;N&#039;&#039;&#039; — Naval base&lt;br /&gt;
:&#039;&#039;&#039;P&#039;&#039;&#039; — Pirate base&lt;br /&gt;
:&#039;&#039;&#039;Q&#039;&#039;&#039; — Ancients&#039; site&lt;br /&gt;
:&#039;&#039;&#039;R&#039;&#039;&#039; — Research installation&lt;br /&gt;
:&#039;&#039;&#039;S&#039;&#039;&#039; — Scout base&lt;br /&gt;
:&#039;&#039;&#039;T&#039;&#039;&#039; — Travellers&#039; Aid Society Hostel&lt;br /&gt;
:&#039;&#039;&#039;U&#039;&#039;&#039; — Galactic University&lt;br /&gt;
:&#039;&#039;&#039;V&#039;&#039;&#039; — Special enclave (prison, refugee facility, nature preserve, etc.)&lt;br /&gt;
:&#039;&#039;&#039;W&#039;&#039;&#039; — Weather control / terraforming facility&lt;br /&gt;
:&#039;&#039;&#039;X&#039;&#039;&#039; — No starport&lt;br /&gt;
:&#039;&#039;&#039;Y&#039;&#039;&#039; — Shipyard&lt;br /&gt;
:&#039;&#039;&#039;Z&#039;&#039;&#039; — Psionics Institute&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mazun_%22Lucky%22_Lamond&amp;diff=271319</id>
		<title>Mazun &quot;Lucky&quot; Lamond</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mazun_%22Lucky%22_Lamond&amp;diff=271319"/>
		<updated>2014-10-05T02:44:24Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Equipment Load-Out */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Card =&lt;br /&gt;
Human/M/50 Glisten/Glisten A68B84 Senior Scout&lt;br /&gt;
&lt;br /&gt;
Admin 1, Astrogation 1, Broker 0, Comms 0, Computer 1, Diplomat 1, Drive 0, Engineer 1 (Life Support), Gun Combat 3 (Slug Rifle), Gunner 1 (Turrets), Mechanic 3, Medic 2, Melee 1 (Bludgeon), Navigation 1, Persuade 0, Pilot 4 (Small Craft), Pilot 2 (Starship), Recon 1, Social Science 1 (Sophantology), Steward 0, Streetwise 0, Trade 0, Vacc Suit 2, Zero-Gravity 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An absurdly large human male, scarred, all colored brownish-grey, and clad in a bright blue Hawaiian shirt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Equipment Load-Out =&lt;br /&gt;
&#039;&#039;I didn&#039;t stat out his possessions in credit-to-credit detail, although of course I could if need be. He had Cr50,000 and the Widowmaker from mustering out; figure about Cr1,000 in other arms, Cr30,000+ for the suit, Cr10,000+ for the skill-kits and handcomp, a couple k in survival gear, and plenty of petty cash left over for travel and emergencies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
His most distinctive weapon is &amp;quot;the Widowmaker&amp;quot;, a customized hunting/sniper rifle with engraved stock. The heavy-duty carrying case holds, among other necessities, a small assortment of scopes for the weapon. He usually uses a conventional optical scope or a modern self-powered nightsight, but he also has an ultra-tech combat sniper scope for &amp;quot;bad days&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
He also owns the usual small arsenal of the well-travelled free trader: a snub pistol, a shotgun, a light survival rifle that can also fire tranq loads, a heavy revolver, a large hunting knife (more a tool than a weapon), and a pair of iridium-steel knuckles (a gift from an old friend, kept mainly for intimidation factor). &lt;br /&gt;
&lt;br /&gt;
But on planet, he wouldn&#039;t normally carry more than a pistol and knife on his belt (if legal), unless going into the bush. The Widowmaker is intended more for dinosaur hunting than human targets, though one never knows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
His most expensive individual possession is his starsuit, a custom TL12 HEV suit, with extended life support, basic computer weave (loaded with up-to-date survival references and years&#039; worth of media) and integral maneuver unit. It&#039;s painted with red stripes for visibility, and on the back has an illustration of a large stalking carnivore amid mist-shrouded plantlife. &lt;br /&gt;
&lt;br /&gt;
His usual outfit is the &amp;quot;traditional uniform of the Interstellar Scout Service&amp;quot;: a Hawaiian shirt, blue jeans, a straw hat, and combat boots. He jokes that he never feels claustrophobic, because he has a whole ocean on his shirt. He adds a &amp;quot;flak&amp;quot; vest and massive equipment belt in the field, to hold all his adventurer stuff. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Equipment ==&lt;br /&gt;
Above and beyond the ship&#039;s own stocks, he owns a full TL12 medkit, his own mechanic&#039;s tools, and a surveyor&#039;s kit (newly acquired for this mission). He has small, belt-clip versions of all of these, as well.&lt;br /&gt;
&lt;br /&gt;
An experienced outdoorssophant, he&#039;s accumulated over the years the usual well-worn motley of outdoor equipment, including a battered set of macrobinoculars, an almost-good-as-used stilltent, plenty of rope, and so on. &lt;br /&gt;
&lt;br /&gt;
And, of course, he has his own handcomp (TL12 in a durable all-environment casing) and backup cube.&lt;br /&gt;
&lt;br /&gt;
= Background =&lt;br /&gt;
&#039;&#039;[Pending re-write to incorporate timeline data.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the tender age of 18, Lamond was sick of the warren-like interiors of the Glisten habitat he&#039;d grown up in, so he parlayed his experience in the Youth Hull Maintenance Brigades into a berth on a BorderLines merchant ship as EVA specialist. After ten years, he looked to be well on route to a proper ship&#039;s engineer qualification when the region was struck hard by the Baron&#039;s Circus, a particular vicious band of pirates out of the Trojan Reach. We&#039;ll cut an unpleasant story short and say that only Lamond got out alive, and spent a year in recovery. Fortunately the company, despite being on the ropes themselves, footed the bill, and Lamond took his lay-off with no pension but no debts. He&#039;s still good friends with one of their Division Heads. &lt;br /&gt;
&lt;br /&gt;
Uninterested in a &amp;quot;normal&amp;quot; job, understandably angry at the Circus, and unsure where to go, Lamond took a tip from a friend of a friend and went back to school, concurrent with an application to the Scout Service. He turned out to be exactly what their cross-border service was looking for at the time, and went on to participate in several &amp;quot;Exploration&amp;quot; missions—a number of which helped suppress pirate activity in that sector. &lt;br /&gt;
&lt;br /&gt;
His first mission as team leader went south with horrible swiftness, but he got bumped up a paygrade anyway: the board of inquiry figured that under the circumstances there was no way they could have expected there to be an entire top-secret Darrian research facility in their intended drop zone, and Lamond did a superb job of evacuating his teammates from the whole debacle. He lost an arm on that one, but the replacement has been almost as good, and the story bought an ocean of drinks.&lt;br /&gt;
&lt;br /&gt;
Over the next few years, Lamond developed a rep for being trustworthy on the occasional intel-related jobs that came along. A few of these turned out to be &amp;quot;exciting&amp;quot;, and that&#039;s how he acquired his moniker &amp;quot;Lucky&amp;quot;. Even he isn&#039;t sure if it&#039;s a good name or a bad one, because at the time, under fire, they sure didn&#039;t feel lucky… Maybe it was that which inspired him, at his last psych eval, to tell the debriefing officers &#039;&#039;exactly&#039;&#039; what he thought of that last &amp;quot;detached duty&amp;quot; mission. He got a downgrade and a suggestion that he take a long vacation. &lt;br /&gt;
&lt;br /&gt;
He&#039;s been a Scout now for twenty-one standard years, as Senior as they come, and that wasn&#039;t funny at all. But what the hell, suits are always like that, living at home all the time. Best place for a Scout is over the border, talking to strangers.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mazun_%22Lucky%22_Lamond&amp;diff=271318</id>
		<title>Mazun &quot;Lucky&quot; Lamond</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mazun_%22Lucky%22_Lamond&amp;diff=271318"/>
		<updated>2014-10-05T02:41:43Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Character Card */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Card =&lt;br /&gt;
Human/M/50 Glisten/Glisten A68B84 Senior Scout&lt;br /&gt;
&lt;br /&gt;
Admin 1, Astrogation 1, Broker 0, Comms 0, Computer 1, Diplomat 1, Drive 0, Engineer 1 (Life Support), Gun Combat 3 (Slug Rifle), Gunner 1 (Turrets), Mechanic 3, Medic 2, Melee 1 (Bludgeon), Navigation 1, Persuade 0, Pilot 4 (Small Craft), Pilot 2 (Starship), Recon 1, Social Science 1 (Sophantology), Steward 0, Streetwise 0, Trade 0, Vacc Suit 2, Zero-Gravity 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An absurdly large human male, scarred, all colored brownish-grey, and clad in a bright blue Hawaiian shirt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Equipment Load-Out =&lt;br /&gt;
&#039;&#039;I didn&#039;t stat out his possessions in credit-to-credit detail, although of course I could if need be. He had Cr45,000 and the Widowmaker in mustering-out cash; figure about Cr1,000 in other arms, Cr30,000+ for the suit, Cr7,000 for the skill-kits, a couple k in survival gear, and plenty of petty cash left over for travel and emergencies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
His most distinctive weapon is &amp;quot;the Widowmaker&amp;quot;, a customized hunting/sniper rifle with engraved stock. The heavy-duty carrying case holds, among other necessities, a small assortment of scopes for the weapon. He usually uses a conventional optical scope or a modern self-powered nightsight, but he also has an ultra-tech combat sniper scope for &amp;quot;bad days&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
He also owns the usual small arsenal of the well-travelled free trader: a snub pistol, a shotgun, a light survival rifle that can also fire tranq loads, a heavy revolver, a large hunting knife (more a tool than a weapon), and a pair of iridium-steel knuckles (a gift from an old friend, kept mainly for intimidation factor). &lt;br /&gt;
&lt;br /&gt;
But on planet, he wouldn&#039;t normally carry more than a pistol and knife on his belt (if legal), unless going into the bush. The Widowmaker is intended more for dinosaur hunting than human targets, though one never knows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
His most expensive individual possession is his starsuit, a custom TL12 HEV suit, with extended life support, basic computer weave (loaded with up-to-date survival references and years&#039; worth of media) and integral maneuver unit. It&#039;s painted with red stripes for visibility, and on the back has an illustration of a large stalking carnivore amid mist-shrouded plantlife. &lt;br /&gt;
&lt;br /&gt;
His usual outfit is the &amp;quot;traditional uniform of the Interstellar Scout Service&amp;quot;: a Hawaiian shirt, blue jeans, a straw hat, and combat boots. He jokes that he never feels claustrophobic, because he has a whole ocean on his shirt. He adds a &amp;quot;flak&amp;quot; vest and massive equipment belt in the field, to hold all his adventurer stuff. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Equipment ==&lt;br /&gt;
Above and beyond the ship&#039;s own stocks, he owns a full TL12 medkit, his own mechanic&#039;s tools, and a surveyor&#039;s kit (newly acquired for this mission). He has small, belt-clip versions of all of these, as well.&lt;br /&gt;
&lt;br /&gt;
An experienced outdoorssophant, he&#039;s accumulated over the years the usual well-worn motley of outdoor equipment, including a battered set of macrobinoculars, an almost-good-as-used stilltent, plenty of rope, and so on. &lt;br /&gt;
&lt;br /&gt;
And, of course, he has his own handcomp and backup cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Background =&lt;br /&gt;
&#039;&#039;[Pending re-write to incorporate timeline data.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the tender age of 18, Lamond was sick of the warren-like interiors of the Glisten habitat he&#039;d grown up in, so he parlayed his experience in the Youth Hull Maintenance Brigades into a berth on a BorderLines merchant ship as EVA specialist. After ten years, he looked to be well on route to a proper ship&#039;s engineer qualification when the region was struck hard by the Baron&#039;s Circus, a particular vicious band of pirates out of the Trojan Reach. We&#039;ll cut an unpleasant story short and say that only Lamond got out alive, and spent a year in recovery. Fortunately the company, despite being on the ropes themselves, footed the bill, and Lamond took his lay-off with no pension but no debts. He&#039;s still good friends with one of their Division Heads. &lt;br /&gt;
&lt;br /&gt;
Uninterested in a &amp;quot;normal&amp;quot; job, understandably angry at the Circus, and unsure where to go, Lamond took a tip from a friend of a friend and went back to school, concurrent with an application to the Scout Service. He turned out to be exactly what their cross-border service was looking for at the time, and went on to participate in several &amp;quot;Exploration&amp;quot; missions—a number of which helped suppress pirate activity in that sector. &lt;br /&gt;
&lt;br /&gt;
His first mission as team leader went south with horrible swiftness, but he got bumped up a paygrade anyway: the board of inquiry figured that under the circumstances there was no way they could have expected there to be an entire top-secret Darrian research facility in their intended drop zone, and Lamond did a superb job of evacuating his teammates from the whole debacle. He lost an arm on that one, but the replacement has been almost as good, and the story bought an ocean of drinks.&lt;br /&gt;
&lt;br /&gt;
Over the next few years, Lamond developed a rep for being trustworthy on the occasional intel-related jobs that came along. A few of these turned out to be &amp;quot;exciting&amp;quot;, and that&#039;s how he acquired his moniker &amp;quot;Lucky&amp;quot;. Even he isn&#039;t sure if it&#039;s a good name or a bad one, because at the time, under fire, they sure didn&#039;t feel lucky… Maybe it was that which inspired him, at his last psych eval, to tell the debriefing officers &#039;&#039;exactly&#039;&#039; what he thought of that last &amp;quot;detached duty&amp;quot; mission. He got a downgrade and a suggestion that he take a long vacation. &lt;br /&gt;
&lt;br /&gt;
He&#039;s been a Scout now for twenty-one standard years, as Senior as they come, and that wasn&#039;t funny at all. But what the hell, suits are always like that, living at home all the time. Best place for a Scout is over the border, talking to strangers.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mazun_%22Lucky%22_Lamond&amp;diff=271317</id>
		<title>Mazun &quot;Lucky&quot; Lamond</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mazun_%22Lucky%22_Lamond&amp;diff=271317"/>
		<updated>2014-10-05T02:34:06Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Card =&lt;br /&gt;
Human/M/50 Glisten/Glisten A68B84 Senior Scout&lt;br /&gt;
&lt;br /&gt;
Admin 1, Broker 0, Comms 0, Computer 1, Diplomat 1, Drive 0, Engineer 1 (Life Support), Gun Combat 3 (Slug Rifle), Gunner 1 (Turrets), Mechanic 3, Medic 2, Melee 1 (Bludgeon), Navigation 1, Persuade 0, Pilot 4 (Small Craft), Pilot 2 (Starship), Recon 1, Steward 0, Streetwise 0, Trade 0, Vacc Suit 2, Zero-Gravity 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An absurdly large human male, scarred, all colored brownish-grey, and clad in a bright blue Hawaiian shirt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Equipment Load-Out =&lt;br /&gt;
&#039;&#039;I didn&#039;t stat out his possessions in credit-to-credit detail, although of course I could if need be. He had Cr45,000 and the Widowmaker in mustering-out cash; figure about Cr1,000 in other arms, Cr30,000+ for the suit, Cr7,000 for the skill-kits, a couple k in survival gear, and plenty of petty cash left over for travel and emergencies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
His most distinctive weapon is &amp;quot;the Widowmaker&amp;quot;, a customized hunting/sniper rifle with engraved stock. The heavy-duty carrying case holds, among other necessities, a small assortment of scopes for the weapon. He usually uses a conventional optical scope or a modern self-powered nightsight, but he also has an ultra-tech combat sniper scope for &amp;quot;bad days&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
He also owns the usual small arsenal of the well-travelled free trader: a snub pistol, a shotgun, a light survival rifle that can also fire tranq loads, a heavy revolver, a large hunting knife (more a tool than a weapon), and a pair of iridium-steel knuckles (a gift from an old friend, kept mainly for intimidation factor). &lt;br /&gt;
&lt;br /&gt;
But on planet, he wouldn&#039;t normally carry more than a pistol and knife on his belt (if legal), unless going into the bush. The Widowmaker is intended more for dinosaur hunting than human targets, though one never knows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
His most expensive individual possession is his starsuit, a custom TL12 HEV suit, with extended life support, basic computer weave (loaded with up-to-date survival references and years&#039; worth of media) and integral maneuver unit. It&#039;s painted with red stripes for visibility, and on the back has an illustration of a large stalking carnivore amid mist-shrouded plantlife. &lt;br /&gt;
&lt;br /&gt;
His usual outfit is the &amp;quot;traditional uniform of the Interstellar Scout Service&amp;quot;: a Hawaiian shirt, blue jeans, a straw hat, and combat boots. He jokes that he never feels claustrophobic, because he has a whole ocean on his shirt. He adds a &amp;quot;flak&amp;quot; vest and massive equipment belt in the field, to hold all his adventurer stuff. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Equipment ==&lt;br /&gt;
Above and beyond the ship&#039;s own stocks, he owns a full TL12 medkit, his own mechanic&#039;s tools, and a surveyor&#039;s kit (newly acquired for this mission). He has small, belt-clip versions of all of these, as well.&lt;br /&gt;
&lt;br /&gt;
An experienced outdoorssophant, he&#039;s accumulated over the years the usual well-worn motley of outdoor equipment, including a battered set of macrobinoculars, an almost-good-as-used stilltent, plenty of rope, and so on. &lt;br /&gt;
&lt;br /&gt;
And, of course, he has his own handcomp and backup cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Background =&lt;br /&gt;
&#039;&#039;[Pending re-write to incorporate timeline data.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the tender age of 18, Lamond was sick of the warren-like interiors of the Glisten habitat he&#039;d grown up in, so he parlayed his experience in the Youth Hull Maintenance Brigades into a berth on a BorderLines merchant ship as EVA specialist. After ten years, he looked to be well on route to a proper ship&#039;s engineer qualification when the region was struck hard by the Baron&#039;s Circus, a particular vicious band of pirates out of the Trojan Reach. We&#039;ll cut an unpleasant story short and say that only Lamond got out alive, and spent a year in recovery. Fortunately the company, despite being on the ropes themselves, footed the bill, and Lamond took his lay-off with no pension but no debts. He&#039;s still good friends with one of their Division Heads. &lt;br /&gt;
&lt;br /&gt;
Uninterested in a &amp;quot;normal&amp;quot; job, understandably angry at the Circus, and unsure where to go, Lamond took a tip from a friend of a friend and went back to school, concurrent with an application to the Scout Service. He turned out to be exactly what their cross-border service was looking for at the time, and went on to participate in several &amp;quot;Exploration&amp;quot; missions—a number of which helped suppress pirate activity in that sector. &lt;br /&gt;
&lt;br /&gt;
His first mission as team leader went south with horrible swiftness, but he got bumped up a paygrade anyway: the board of inquiry figured that under the circumstances there was no way they could have expected there to be an entire top-secret Darrian research facility in their intended drop zone, and Lamond did a superb job of evacuating his teammates from the whole debacle. He lost an arm on that one, but the replacement has been almost as good, and the story bought an ocean of drinks.&lt;br /&gt;
&lt;br /&gt;
Over the next few years, Lamond developed a rep for being trustworthy on the occasional intel-related jobs that came along. A few of these turned out to be &amp;quot;exciting&amp;quot;, and that&#039;s how he acquired his moniker &amp;quot;Lucky&amp;quot;. Even he isn&#039;t sure if it&#039;s a good name or a bad one, because at the time, under fire, they sure didn&#039;t feel lucky… Maybe it was that which inspired him, at his last psych eval, to tell the debriefing officers &#039;&#039;exactly&#039;&#039; what he thought of that last &amp;quot;detached duty&amp;quot; mission. He got a downgrade and a suggestion that he take a long vacation. &lt;br /&gt;
&lt;br /&gt;
He&#039;s been a Scout now for twenty-one standard years, as Senior as they come, and that wasn&#039;t funny at all. But what the hell, suits are always like that, living at home all the time. Best place for a Scout is over the border, talking to strangers.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mazun_%22Lucky%22_Lamond&amp;diff=271276</id>
		<title>Mazun &quot;Lucky&quot; Lamond</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mazun_%22Lucky%22_Lamond&amp;diff=271276"/>
		<updated>2014-10-04T03:37:33Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: Created page with &amp;quot;= Character Card = Human/M/50 Glisten/Glisten A68B84 Senior Scout  Admin 1, Broker 0, Comms 0, Computer 1, Diplomat 1, Drive 0, Engineer 1 (Life Support), Gun Combat 3 (Slug R...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Card =&lt;br /&gt;
Human/M/50 Glisten/Glisten A68B84 Senior Scout&lt;br /&gt;
&lt;br /&gt;
Admin 1, Broker 0, Comms 0, Computer 1, Diplomat 1, Drive 0, Engineer 1 (Life Support), Gun Combat 3 (Slug Rifle), Gunner 1 (Turrets), Mechanic 3, Medic 2, Melee 1 (Bludgeon), Navigation 1, Persuade 0, Pilot 4 (Small Craft), Pilot 2 (Starship), Recon 1, Steward 0, Streetwise 0, Trade 0, Vacc Suit 2, Zero-Gravity 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An absurdly large human male, scarred, all colored brownish-grey, and clad in a bright blue Hawaiian shirt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Equipment Load-Out =&lt;br /&gt;
&#039;&#039;I didn&#039;t stat out his possessions in credit-to-credit detail, although of course I could if need be. He had Cr45,000 and the Widowmaker in mustering-out cash; figure about Cr1,000 in other arms, Cr30,000+ for the suit, Cr7,000 for the skill-kits, a couple k in survival gear, and plenty of petty cash left over for travel and emergencies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
His most distinctive weapon is &amp;quot;the Widowmaker&amp;quot;, a customized hunting/sniper rifle with engraved stock. The heavy-duty carrying case holds, among other necessities, a small assortment of scopes for the weapon. He usually uses a conventional optical scope or a modern self-powered nightsight, but he also has an ultra-tech combat sniper scope for &amp;quot;bad days&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
He also owns the usual small arsenal of the well-travelled free trader: a snub pistol, a shotgun, a light survival rifle that can also fire tranq loads, a heavy revolver, a large hunting knife (more a tool than a weapon), and a pair of iridium-steel knuckles (a gift from an old friend, kept mainly for intimidation factor). &lt;br /&gt;
&lt;br /&gt;
But on planet, he wouldn&#039;t normally carry more than a pistol and knife on his belt (if legal), unless going into the bush. The Widowmaker is intended more for dinosaur hunting than human targets, though one never knows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
His most expensive individual possession is his starsuit, a custom TL12 HEV suit, with extended life support, basic computer weave (loaded with up-to-date survival references and years&#039; worth of media) and integral maneuver unit. It&#039;s painted with red stripes for visibility, and on the back has an illustration of a large stalking carnivore amid mist-shrouded plantlife. &lt;br /&gt;
&lt;br /&gt;
His usual outfit is the &amp;quot;traditional uniform of the Interstellar Scout Service&amp;quot;: a Hawaiian shirt, blue jeans, a straw hat, and combat boots. He jokes that he never feels claustrophobic, because he has a whole ocean on his shirt. He adds a &amp;quot;flak&amp;quot; vest and massive equipment belt in the field, to hold all his adventurer stuff. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Equipment ==&lt;br /&gt;
Above and beyond the ship&#039;s own stocks, he owns a full TL12 medkit, his own mechanic&#039;s tools, and a surveyor&#039;s kit (newly acquired for this mission). He has small, belt-clip versions of all of these, as well.&lt;br /&gt;
&lt;br /&gt;
An experienced outdoorssophant, he&#039;s accumulated over the years the usual well-worn motley of outdoor equipment, including a battered set of macrobinoculars, an almost-good-as-used stilltent, plenty of rope, and so on. &lt;br /&gt;
&lt;br /&gt;
And, of course, he has his own handcomp and backup cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Background =&lt;br /&gt;
&lt;br /&gt;
At the tender age of 18, Lamond was sick of the warren-like interiors of the Glisten habitat he&#039;d grown up in, so he parlayed his experience in the Youth Hull Maintenance Brigades into a berth on a BorderLines merchant ship as EVA specialist. After ten years, he looked to be well on route to a proper ship&#039;s engineer qualification when the region was struck hard by the Baron&#039;s Circus, a particular vicious band of pirates out of the Trojan Reach. We&#039;ll cut an unpleasant story short and say that only Lamond got out alive, and spent a year in recovery. Fortunately the company, despite being on the ropes themselves, footed the bill, and Lamond took his lay-off with no pension but no debts. He&#039;s still good friends with one of their Division Heads. &lt;br /&gt;
&lt;br /&gt;
Uninterested in a &amp;quot;normal&amp;quot; job, understandably angry at the Circus, and unsure where to go, Lamond took a tip from a friend of a friend and went back to school, concurrent with an application to the Scout Service. He turned out to be exactly what their cross-border service was looking for at the time, and went on to participate in several &amp;quot;Exploration&amp;quot; missions—a number of which helped suppress pirate activity in that sector. &lt;br /&gt;
&lt;br /&gt;
His first mission as team leader went south with horrible swiftness, but he got bumped up a paygrade anyway: the board of inquiry figured that under the circumstances there was no way they could have expected there to be an entire top-secret Darrian research facility in their intended drop zone, and Lamond did a superb job of evacuating his teammates from the whole debacle. He lost an arm on that one, but the replacement has been almost as good, and the story bought an ocean of drinks.&lt;br /&gt;
&lt;br /&gt;
Over the next few years, Lamond developed a rep for being trustworthy on the occasional intel-related jobs that came along. A few of these turned out to be &amp;quot;exciting&amp;quot;, and that&#039;s how he acquired his moniker &amp;quot;Lucky&amp;quot;. Even he isn&#039;t sure if it&#039;s a good name or a bad one, because at the time, under fire, they sure didn&#039;t feel lucky… Maybe it was that which inspired him, at his last psych eval, to tell the debriefing officers &#039;&#039;exactly&#039;&#039; what he thought of that last &amp;quot;detached duty&amp;quot; mission. He got a downgrade and a suggestion that he take a long vacation. &lt;br /&gt;
&lt;br /&gt;
He&#039;s been a Scout now for twenty-one standard years, as Senior as they come, and that wasn&#039;t funny at all. But what the hell, suits are always like that, living at home all the time. Best place for a Scout is over the border, talking to strangers.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=115735</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=115735"/>
		<updated>2009-07-31T03:34:03Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Gym Bag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. &lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart-with-skull tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rough and rapid character sketch:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp)&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (doesn&#039;t seem to care)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige. Weapon load-outs are tentative, pending confirmation.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, library card, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with all the features (camera, texting, web browsing, GPS, etc.) and headset. &lt;br /&gt;
*MP3 player with shockproof case and earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*&#039;&#039;Makarov 9mm pistol.&#039;&#039;&lt;br /&gt;
** &#039;&#039;3 x 8 magazines (one in the pistol, two spare).&#039;&#039;&lt;br /&gt;
** &#039;&#039;Ammunition: 16 rounds loose.&#039;&#039;&lt;br /&gt;
Total weight: about 4 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar.&lt;br /&gt;
* 9mm Makarov ammunition: 40 rounds loose.&#039;&#039;&lt;br /&gt;
* &#039;&#039;M16A3 with:&#039;&#039;&lt;br /&gt;
** &#039;&#039;Patrol sling.&#039;&#039;&lt;br /&gt;
** &#039;&#039;Reflex illuminated sight.&#039;&#039;&lt;br /&gt;
** &#039;&#039;Underbarrel tactical light.&#039;&#039;&lt;br /&gt;
** &#039;&#039;Baffle suppressor.&#039;&#039;&lt;br /&gt;
** &#039;&#039;Brass catcher.&#039;&#039;&lt;br /&gt;
** &#039;&#039;1 x 90 drum magazine.&#039;&#039;&lt;br /&gt;
** &#039;&#039;2 x 30 box magazines.&#039;&#039;&lt;br /&gt;
** &#039;&#039;Ammunition: 250 rounds loose.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Knit bag with grenades:&#039;&#039;&lt;br /&gt;
** &#039;&#039;2 x frag&#039;&#039;&lt;br /&gt;
** &#039;&#039;1 x smoke&#039;&#039;&lt;br /&gt;
** &#039;&#039;1 x flash-bang&#039;&#039;&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
* &#039;&#039;Kevlar helmet.&#039;&#039;&lt;br /&gt;
Total weight: about 20 kg.&lt;br /&gt;
&lt;br /&gt;
==== Web Gear ====&lt;br /&gt;
When ready to rock-and-roll, she preps the web gear with the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2 x M16 magazines.&#039;&#039;&lt;br /&gt;
* &#039;&#039;2 x grenades.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Pepper spray.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Road flare.&#039;&#039;&lt;br /&gt;
Total weight: about 2.5 kg.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. The thought of equipment other than weapons honestly has not occurred to her yet. A little of her money is on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=115730</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=115730"/>
		<updated>2009-07-31T03:25:08Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. &lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart-with-skull tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rough and rapid character sketch:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp)&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (doesn&#039;t seem to care)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige. Weapon load-outs are tentative, pending confirmation.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, library card, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with all the features (camera, texting, web browsing, GPS, etc.) and headset. &lt;br /&gt;
*MP3 player with shockproof case and earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*&#039;&#039;Makarov 9mm pistol.&#039;&#039;&lt;br /&gt;
** &#039;&#039;3 x 8 magazines (one in the pistol, two spare).&#039;&#039;&lt;br /&gt;
** &#039;&#039;Ammunition: 16 rounds loose.&#039;&#039;&lt;br /&gt;
Total weight: about 4 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar.&lt;br /&gt;
* 9mm Makarov ammunition: 40 rounds loose.&#039;&#039;&lt;br /&gt;
* &#039;&#039;M16A3 with:&#039;&#039;&lt;br /&gt;
** &#039;&#039;Patrol sling.&#039;&#039;&lt;br /&gt;
** &#039;&#039;Reflex sight.&#039;&#039;&lt;br /&gt;
** &#039;&#039;Underbarrel tactical light.&#039;&#039;&lt;br /&gt;
** &#039;&#039;Baffle suppressor.&#039;&#039;&lt;br /&gt;
** &#039;&#039;Brass catcher.&#039;&#039;&lt;br /&gt;
** &#039;&#039;1 x 90 drum magazine.&#039;&#039;&lt;br /&gt;
** &#039;&#039;2 x 30 box magazines.&#039;&#039;&lt;br /&gt;
** &#039;&#039;Ammunition: 250 rounds loose.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Knit bag with grenades:&#039;&#039;&lt;br /&gt;
** &#039;&#039;2 x frag&#039;&#039;&lt;br /&gt;
** &#039;&#039;1 x smoke&#039;&#039;&lt;br /&gt;
** &#039;&#039;1 x flash-bang&#039;&#039;&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
* &#039;&#039;Kevlar helmet.&#039;&#039;&lt;br /&gt;
Total weight: about 20 kg.&lt;br /&gt;
&lt;br /&gt;
==== Web Gear ====&lt;br /&gt;
When ready to rock-and-roll, she preps the web gear with the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;2 x M16 magazines.&#039;&#039;&lt;br /&gt;
* &#039;&#039;2 x grenades.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Pepper spray.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Road flare.&#039;&#039;&lt;br /&gt;
Total weight: about 2.5 kg.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. The thought of equipment other than weapons honestly has not occurred to her yet. A little of her money is on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114941</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114941"/>
		<updated>2009-07-23T18:33:28Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Pocketses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. &lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart-with-skull tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rough and rapid character sketch:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp)&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (doesn&#039;t seem to care)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, library card, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with all the features (camera, texting, web browsing, GPS, etc.) and headset. &lt;br /&gt;
*MP3 player with shockproof case and earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. The thought of equipment other than weapons honestly has not occurred to her yet. A little of her money is on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114940</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114940"/>
		<updated>2009-07-23T18:32:55Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Pocketses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. &lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart-with-skull tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rough and rapid character sketch:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp)&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (doesn&#039;t seem to care)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, library card, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with camera, texting, web browsing, GPS, and headset. &lt;br /&gt;
*MP3 player with shockproof case and earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. The thought of equipment other than weapons honestly has not occurred to her yet. A little of her money is on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114939</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114939"/>
		<updated>2009-07-23T18:31:57Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. &lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart-with-skull tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rough and rapid character sketch:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp)&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (doesn&#039;t seem to care)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with camera, texting, web browsing, GPS, and headset. &lt;br /&gt;
*MP3 player with shockproof case and earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. The thought of equipment other than weapons honestly has not occurred to her yet. A little of her money is on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114938</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114938"/>
		<updated>2009-07-23T18:31:23Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart-with-skull tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rough and rapid character sketch:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp)&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (doesn&#039;t seem to care)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with camera, texting, web browsing, GPS, and headset. &lt;br /&gt;
*MP3 player with shockproof case and earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. The thought of equipment other than weapons honestly has not occurred to her yet. A little of her money is on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114937</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114937"/>
		<updated>2009-07-23T18:31:09Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rough and rapid character sketch:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp)&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (doesn&#039;t seem to care)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with camera, texting, web browsing, GPS, and headset. &lt;br /&gt;
*MP3 player with shockproof case and earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. The thought of equipment other than weapons honestly has not occurred to her yet. A little of her money is on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114936</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114936"/>
		<updated>2009-07-23T18:30:51Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
Rough and rapid character sketch:&lt;br /&gt;
&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp)&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (doesn&#039;t seem to care)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with camera, texting, web browsing, GPS, and headset. &lt;br /&gt;
*MP3 player with shockproof case and earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. The thought of equipment other than weapons honestly has not occurred to her yet. A little of her money is on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114935</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114935"/>
		<updated>2009-07-23T18:30:29Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
Rough and rapid character sketch:&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp)&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (doesn&#039;t seem to care)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with camera, texting, web browsing, GPS, and headset. &lt;br /&gt;
*MP3 player with shockproof case and earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. The thought of equipment other than weapons honestly has not occurred to her yet. A little of her money is on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114934</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114934"/>
		<updated>2009-07-23T18:28:55Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Pocketses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
Rough and rapid character sketch:&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp)&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (doesn&#039;t seem to care)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with camera, texting, web browsing, GPS, and headset. &lt;br /&gt;
*MP3 player with shockproof case and earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. A little of it on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114933</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114933"/>
		<updated>2009-07-23T18:27:39Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
Rough and rapid character sketch:&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp)&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (doesn&#039;t seem to care)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with camera, web browsing, and headset. &lt;br /&gt;
*MP3 player with shockproof case.&lt;br /&gt;
**Earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. A little of it on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114932</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114932"/>
		<updated>2009-07-23T18:27:22Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
Rough and rapid character sketch:&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp)&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (scary eyes and doesn&#039;t quit)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with camera, web browsing, and headset. &lt;br /&gt;
*MP3 player with shockproof case.&lt;br /&gt;
**Earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. A little of it on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114931</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114931"/>
		<updated>2009-07-23T18:26:54Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
Rough and rapid character sketch:&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp )&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (scary eyes and doesn&#039;t quit)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with camera, web browsing, and headset. &lt;br /&gt;
*MP3 player with shockproof case.&lt;br /&gt;
**Earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another World Travel Adventure!, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. A little of it on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114930</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114930"/>
		<updated>2009-07-23T18:25:55Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
Rough and rapid character sketch:&lt;br /&gt;
http://i198.photobucket.com/albums/aa305/secondgryphon/RPG/zilla.jpg&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp )&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (scary eyes and doesn&#039;t quit)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with camera, web browsing, and headset. &lt;br /&gt;
*MP3 player with shockproof case.&lt;br /&gt;
**Earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another world travel adventure, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. A little of it on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114929</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114929"/>
		<updated>2009-07-23T18:24:21Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp )&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (scary eyes and doesn&#039;t quit)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
==== Pocketses ====&lt;br /&gt;
*Wallet with current (false) identification, incidental cash, pre-paid VISA.&lt;br /&gt;
*Utility knife (for messing with people).&lt;br /&gt;
*Pocket tool (for messing with stuff).&lt;br /&gt;
*Cellphone with camera, web browsing, and headset. &lt;br /&gt;
*MP3 player with shockproof case.&lt;br /&gt;
**Earbuds.&lt;br /&gt;
*An interesting rock.&lt;br /&gt;
Total weight: including clothing and sneakers, maybe 2-3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Belt Pack ====&lt;br /&gt;
*Her money roll.&lt;br /&gt;
*Big fat marker pen.&lt;br /&gt;
*Duct tape roll.&lt;br /&gt;
*Rugged flashlight (the kind you can whack people with).&lt;br /&gt;
*Cigarettes and lighter.&lt;br /&gt;
*Condoms, a couple.&lt;br /&gt;
*Candy bars, a couple.&lt;br /&gt;
*Glow-sticks, a couple (one red, one blue).&lt;br /&gt;
*A little green tritium illuminator shaped like a boat, inscribed with the words, &amp;quot;North Carolina Beach Party 2008&amp;quot;.&lt;br /&gt;
*Laser pointer (for messing with dogs, cats, and drunks).&lt;br /&gt;
*Memory card for camera, a spare.&lt;br /&gt;
*Battery for camera, a spare.&lt;br /&gt;
*Ear plugs.&lt;br /&gt;
*Wipes.&lt;br /&gt;
*Tiny plush tiger.&lt;br /&gt;
*Polarized sunglasses, impact-resistant.&lt;br /&gt;
*Pepper spray.&lt;br /&gt;
*Road flare (in case she wants to set something on fire).&lt;br /&gt;
*Earbuds, spare (because the damn things always break).&lt;br /&gt;
*Tiny speakers (for MP3 player).&lt;br /&gt;
*Spare ammo clips, a couple (when she gets some).&lt;br /&gt;
Total weight: about 3 kg.&lt;br /&gt;
&lt;br /&gt;
==== Gym Bag ====&lt;br /&gt;
* Crowbar (and other weapons, when she gets some).&lt;br /&gt;
* Canvas web gear (cut down for her size and preferences).&lt;br /&gt;
* Beach towel, very dirty, Hello Kitty (used when she&#039;s cleaning her guns).&lt;br /&gt;
* Jacket. In the pockets:&lt;br /&gt;
** Thin leather gloves.&lt;br /&gt;
** Knit ski cap.&lt;br /&gt;
** A little spare cash.&lt;br /&gt;
* Snorkel and swim fins.&lt;br /&gt;
Total weight: about 5 kg, until she adds some weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Backpack ====&lt;br /&gt;
* Change of clothing, socks and underwear, bathing suit, etc.&lt;br /&gt;
* Beach towel, sunset over palm trees (used at the beach or pool).&lt;br /&gt;
* Cheap folding poncho.&lt;br /&gt;
* Toilet kit:&lt;br /&gt;
** Toothbrush &amp;amp; toothpaste.&lt;br /&gt;
** Hand sanitizer.&lt;br /&gt;
** Soap, shampoo, and washcloth.&lt;br /&gt;
** Birth control pills, condoms.&lt;br /&gt;
** Nail clippers.&lt;br /&gt;
** Pads and tampons.&lt;br /&gt;
* Medical kit:&lt;br /&gt;
** Sunscreen.&lt;br /&gt;
** Advil.&lt;br /&gt;
** Band-aids and ointment.&lt;br /&gt;
** Ace bandage.&lt;br /&gt;
** Sterile gauze and tape.&lt;br /&gt;
* Water bottle.&lt;br /&gt;
* Trail mix.&lt;br /&gt;
* Rugged plastic garbage bags, a few.&lt;br /&gt;
* Small plastic liquor flask. (Currently holding: pear brandy.)&lt;br /&gt;
* Light bedroll and air mattress.&lt;br /&gt;
* Really sweet digital camera with telephoto lens and night-vision mode.&lt;br /&gt;
* Camera tripod.&lt;br /&gt;
* Camera kit (cleaning stuff and lenses).&lt;br /&gt;
** Gun-cleaning kit (hidden in the camera kit).&lt;br /&gt;
* Binoculars, Russian military surplus.&lt;br /&gt;
* Godzilla lunchbox (with a bullet hole in it).&lt;br /&gt;
** Thermos bottle.&lt;br /&gt;
** Freezer pack.&lt;br /&gt;
Total weight: about 13-14 kg, if she brings lunch.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
She also owns an old Kevlar police helmet and a vehicle, but she didn&#039;t bring either.&lt;br /&gt;
&lt;br /&gt;
Most of the time she doesn&#039;t bother with all this – maybe half the stuff in her beltpack, and a gun and a jacket in her gym bag if she&#039;s working. But since she&#039;s embarking on yet another world travel adventure, she likes to be prepared. She&#039;ll ditch most of the kit in the hotel room or wherever as soon as she can.&lt;br /&gt;
&lt;br /&gt;
Obviously, the knives and such have to be checked with her luggage, instead of carried onto the plane, and she can&#039;t bring the flare at all; assume she re-equips herself as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Most of the personal shit she already owned, or grabs for trivial cost at the first convenience store she sees; she can easily play the role of the college-age backpacker, since she often &#039;&#039;is&#039;&#039; one. The major expenses are the binoculars and skin diving gear (purchased second- or third-hand), and the &#039;&#039;&#039;&#039;&#039;totally irresponsible&#039;&#039;&#039;&#039;&#039; purchase of the camera, all of which probably leaves her with about $3800 remaining of her cash allotment. Not that the camera may not be useful, but she really only got it because she wanted it.&lt;br /&gt;
&lt;br /&gt;
The rest of the money she&#039;s keeping for arms and travel expenses. A little of it on pre-paid VISA, but most of it in cash.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114928</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114928"/>
		<updated>2009-07-23T18:06:08Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp )&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (scary eyes and doesn&#039;t quit)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
Chalkline mentioned a taste for detailed kit lists, and I can oblige.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114927</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114927"/>
		<updated>2009-07-23T18:05:26Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For reference, the tagged skills were:&lt;br /&gt;
* &#039;&#039;Three at +8&#039;&#039;&lt;br /&gt;
** Awareness/Notice (incredibly sharp )&lt;br /&gt;
** Handgun (natural born killer)&lt;br /&gt;
** Rifleman (an assault rifle is a girl&#039;s best friend)&lt;br /&gt;
* &#039;&#039;Four at +7&#039;&#039;&lt;br /&gt;
** Endurance (refuses to quit)&lt;br /&gt;
** Hide/Evade (small and easy to overlook)&lt;br /&gt;
** Melee (doesn&#039;t hold back)&lt;br /&gt;
** Resistance (holds her liquor)&lt;br /&gt;
* &#039;&#039;Five at +6&#039;&#039;&lt;br /&gt;
** Athletics (wants to take up parkour)&lt;br /&gt;
** Dodge/Escape (hard to hold)&lt;br /&gt;
** Human Perception (knows when she&#039;s being screwed over)&lt;br /&gt;
** Intimidate (scary eyes and doesn&#039;t quit)&lt;br /&gt;
** Streetwise (been around and around)&lt;br /&gt;
* &#039;&#039;Seven at +5&#039;&#039;&lt;br /&gt;
** Brawling (likes to tussle)&lt;br /&gt;
** Drive: Wheeled (backup getaway driver)&lt;br /&gt;
** Information Gathering (in tune with the modern world)&lt;br /&gt;
** Persuasion (cute girl fast talk)&lt;br /&gt;
** Scuba (favorite pastime)&lt;br /&gt;
** Stealth (experienced criminal)&lt;br /&gt;
** Swimming (loves to bodyboard)&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114926</id>
		<title>Character:Zilla Nimitz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Zilla_Nimitz&amp;diff=114926"/>
		<updated>2009-07-23T18:00:53Z</updated>

		<summary type="html">&lt;p&gt;Shadowjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character|Zilla Nimitz]]&lt;br /&gt;
&lt;br /&gt;
A character for &#039;&#039;Cyberpunk 2020&#039;&#039;, Chalkline&#039;s house rules, character created by Shadowjack.&lt;br /&gt;
&lt;br /&gt;
A gleefully stereotypical triggergrrl, following in the footsteps of Revy Two-Hands and Molly Millions. I came across the nickname &amp;quot;Zilla&amp;quot; in a list of German names, and &#039;&#039;immediately&#039;&#039; knew it was the right one.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Cecilia &amp;quot;Zilla&amp;quot; Nimitz, known to law enforcement under various aliases.&lt;br /&gt;
Female; age about 20 (b. 1990?); dirty blonde, grey eyes, light skin tending toward tan. Small but tough. Heart tattoo on upper right back.&lt;br /&gt;
&lt;br /&gt;
=== Stats &amp;amp; Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Attractiveness 4 ====&lt;br /&gt;
* Personal Grooming 2&lt;br /&gt;
* Wardrobe &amp;amp; Style 2&lt;br /&gt;
&lt;br /&gt;
==== Body 5 (Average) ====&lt;br /&gt;
* Endurance 7&lt;br /&gt;
* Swimming 7&lt;br /&gt;
Carry: 50kg&lt;br /&gt;
Dead Lift: 200kg&lt;br /&gt;
BTM: -2&lt;br /&gt;
&lt;br /&gt;
==== Cool 7 ====&lt;br /&gt;
* Interrogation 3&lt;br /&gt;
* Intimidate 6&lt;br /&gt;
* Oratory 3&lt;br /&gt;
* Resistance 7&lt;br /&gt;
* Streetwise 6&lt;br /&gt;
&lt;br /&gt;
==== Empathy 6 ====&lt;br /&gt;
* Human Perception 8&lt;br /&gt;
* Interview 3&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Seduction 4&lt;br /&gt;
* Social 2&lt;br /&gt;
* Persuasion 7&lt;br /&gt;
* Perform 1&lt;br /&gt;
&lt;br /&gt;
==== Intelligence 6 ====&lt;br /&gt;
* Accounting 1&lt;br /&gt;
* Awareness 10&lt;br /&gt;
* Bureaucracy 1&lt;br /&gt;
* Communications 2&lt;br /&gt;
* Computer 2&lt;br /&gt;
* Education &amp;amp; General Knowledge 2&lt;br /&gt;
* Expert: Religion 1&lt;br /&gt;
* Forage 1&lt;br /&gt;
* Hide/Evade 7&lt;br /&gt;
* History 1&lt;br /&gt;
* Information Gathering 5&lt;br /&gt;
* Instruction 1&lt;br /&gt;
* Pilot: Sailboat 2&lt;br /&gt;
* Scrounging 3&lt;br /&gt;
* Wilderness Survival 2&lt;br /&gt;
&lt;br /&gt;
===== Languages =====&lt;br /&gt;
* German 6 (native)&lt;br /&gt;
* Cantonese 3&lt;br /&gt;
* English 6&lt;br /&gt;
* French 3&lt;br /&gt;
* Hindi 4&lt;br /&gt;
* Italian 1&lt;br /&gt;
* Polish 2&lt;br /&gt;
* Portuguese 3&lt;br /&gt;
* Russian 4&lt;br /&gt;
* Spanish 4&lt;br /&gt;
&lt;br /&gt;
==== Luck 6 ====&lt;br /&gt;
Current Luck: 6&lt;br /&gt;
&lt;br /&gt;
==== Movement 8 ====&lt;br /&gt;
Run: 24m&lt;br /&gt;
Leap: 2m&lt;br /&gt;
&lt;br /&gt;
==== Reflexes 8 ====&lt;br /&gt;
* Athletics 7&lt;br /&gt;
* Brawling 6&lt;br /&gt;
* Dance 1&lt;br /&gt;
* Dodge/Escape 7&lt;br /&gt;
* Drive: Powerboat 4&lt;br /&gt;
* Drive: Wheeled 7&lt;br /&gt;
* Handgun 8&lt;br /&gt;
* Heavy Weapons 1&lt;br /&gt;
* Melee 8&lt;br /&gt;
* Motorcycle 4&lt;br /&gt;
* Parachute 1&lt;br /&gt;
* Rifleman 8&lt;br /&gt;
* Skateboard 2&lt;br /&gt;
* Snow Ski 3&lt;br /&gt;
* Stealth 5&lt;br /&gt;
&lt;br /&gt;
==== Technical Aptitude 5 ====&lt;br /&gt;
* Basic Tech 2&lt;br /&gt;
* First Aid 2&lt;br /&gt;
* Lockpicking 1&lt;br /&gt;
* Paint/Draw 1&lt;br /&gt;
* Photography 4&lt;br /&gt;
* Play Guitar 2&lt;br /&gt;
* Scuba 5&lt;br /&gt;
* Weaponsmith 2&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
Chalkline&#039;s house rules have a different skill list and allotment rules, and include default skill amounts. The skill numbers above include the freebies.&lt;br /&gt;
&lt;br /&gt;
For references, the tagged skills were: &lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Born Cecilia Nimitz in East Germany just around the time of Reunification, and grew up on the bad side of a bad town. Lived in the U.S. for a time with other family, and ended up living and working in that shady interzone that cyberpunk characters know so well. &lt;br /&gt;
&lt;br /&gt;
Cheerful; brutal; might be cute if she cleaned up, which she doesn&#039;t, of course. About what you&#039;d expect for the archetype.&lt;br /&gt;
&lt;br /&gt;
Her best friend in the whole world is her M16A3 assault rifle. That&#039;s the full auto version.&lt;br /&gt;
&lt;br /&gt;
She&#039;s made a name for herself lately in the Los Angeles underworld riding shotgun for couriers or doing enforcement work. But she likes to travel, and has been to many countries, sometimes for work, and sometimes just as a tourist. She&#039;s only been in prison once. She does not count her kills. &lt;br /&gt;
&lt;br /&gt;
Lately, those who know her may have noticed a sudden shyness in her, which seems to have to do with something that happened on a job in France that went bad. It&#039;s known she was shot up pretty badly. She laughed off the obvious rumors and ordered another beer. And pulled a knife on one guy who pressed too hard, since she&#039;s that kind of a gal.&lt;br /&gt;
&lt;br /&gt;
What maybe only one or two other people know, thanks to a prolonged bar crawl last Christmas: When she was wounded badly back in France, she thought she encountered God. What she thinks happened between the two of them is something she&#039;s refused to talk about. It hasn&#039;t stopped her from working the streets like before, though, whatever it was. Well, any gunslinger has to be a little crazy, right?&lt;br /&gt;
&lt;br /&gt;
Sanchez hired her because he knows she&#039;s travelled, she&#039;s a sharp fighter who can sometimes play well with others, and she&#039;s lately turned down work with people like human traffickers, which suggests she might not be the type to turn around and re-sell the rescuee. In the team, she fills the role of the &amp;quot;loose cannon that you point at the enemy&amp;quot;, though I figure she&#039;s also good at playing the smiling tourist girl and gathering intel with her cellphone camera. But the lady plays drunk mumbletypeg and sleeps with an assault rifle. She ain&#039;t no-how sane and pleasant company.&lt;/div&gt;</summary>
		<author><name>Shadowjack</name></author>
	</entry>
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