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

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Like any GM who likes to tinker, I've adopted a bunch of house rules. Here are the ones I currently use. Sources include Kromm, Rev. Pee Kitty, and many others posters on the GURPS fora.
+
Like any GM who likes to tinker, I've adopted a bunch of house rules, and here they are. If you're planning on using one of my character write-ups, or playing in a GURPS game that I GM, you'll want to take a look at these.  
  
  
== Defining the Numbers ==
+
== What Numbers Do I Pick? ==
In general, I try hard to remind myself to aim for low, or for the center of the bell-curve. An attribute of 10 is perfectly acceptable for a regular person, and just because a character did a stunt once in a story, doesn't mean they can do it reliably all the time! However, I'm not a member of the Cult of Stat Normalization; some characters or real people really ''do'' have attributes that high!
+
In general, remember that an attribute of 10 is perfectly acceptable for a real person, and just because a character in a story did a stunt once doesn't mean they can do it reliably ever time! However, on the other hand, also keep in mind that some people really ''do'' have high numbers.
  
  
 
=== Attributes ===
 
=== Attributes ===
Because of the bell-curve, attributes of 8-12 are unremarkable, "average" people. Only above or below this range is a character truly noticeable for that attribute. An attribute of 6 or below is handicapped (by human standards, of course), while an attribute of 18 or above is superhuman. (The traditional exemption is Strength, which can go much higher than 18 among top weightlifters.) Remember that advantages and disadvantages are often rolled into attributes, e.g. someone with HT 11 and Very Fit is just as fit as someone with HT 13.
+
Because of the bell-curve, attributes of 8-12 are fairly unremarkable. An "average" person can fall anywhere in that range.  
 +
 
 +
Because of the way ST works, the high end of the scale is longer than for other attributes.  
  
 
* '''5 or below''' is crippled, requiring constant help.
 
* '''5 or below''' is crippled, requiring constant help.
* '''6''' is handicapped, barely functional on your own.  
+
* '''6''' is handicapped, barely functional on your own.
* '''7''' stands out as "pretty bad", but is otherwise still low average.
+
* '''7''' stands out as pretty bad, but isn't actually handicapped.  
* '''8''' is a natural lack of ability.
+
* '''8''' is worse than typical without being ''that'' remarkable. A natural lack of ability.
* '''9''' is a 10 who is just a little smaller, slower, or lazier.
+
* '''9''' could be a 10 who's just a little smaller, slower, or lazier.
* '''10''' is dead average. If you don't care or don't know, put 10.
+
* '''10''' is dead average, ordinary. If you don't know or care, put 10.  
* '''11''' is a 10 who is just a little stronger or faster, or tries harder.  
+
* '''11''' could be a 10 who's just a little stronger, faster, or motivated.
* '''12''' is natural ability.
+
* '''12''' is better than typical without being ''that'' remarkable. Natural ability.
* '''13''' stands out as "pretty good", but is otherwise still high average.
+
* '''13''' ''(or 13-15 for ST)'' stands out in a crowd; maybe the top 3%. People who know you think of this quality first.
* '''14''' is noteworthy. People will remember you for this alone.
+
* '''14''' ''(or 16-17 for ST)'' is memorable. People who know you will tell stories about you.
* '''15''' is renowned. You'll be sought out or avoided because of your ability.
+
* '''15''' ''(or 18-19 for ST)'' is renowned. Ordinary people have heard of you; recruiters come to you.  
* '''16''' is admitted by the best to be among the best.
+
* '''16''' ''(or 20+ for ST)'' is admitted by the best to be among the best.
* '''17 to 18''' is the realm of myth and legend, almost never seen in real life.
+
* '''17-18''' is the realm of myth and legend, almost never seen in real life.
* '''19 or above''' is superhuman.
+
* '''19 or above''' is definitely superhuman.
  
 +
Many advantages or disadvantages are effectively rolled into attributes, e.g. someone with HT 11 and Very Fit is just as fit as someone with HT 13.
 +
 +
''[Source: "Brett" on the GURPS forums.]''
 +
 +
 +
=== Reaction Modifiers ===
 +
These guidelines apply to Talents, Reputations, and any other reaction modifiers.
  
=== Skills ===
+
* '''±1''' is noticeable, but doesn't dominate their impression of you.
This is for the actual skill number and ability; to measure experience, figure the numbers as if the attribute were 10. Note that combat skills should be a little higher than other skills, because they must perform reliably under stress.
+
* '''±2''' is memorable. Stories about you get around.
 +
* '''±3''' gets you into the record books. People seek you out or avoid you based on reputation alone.
 +
* '''±4''' is admitted by the best to be among the best, or admitted by all to be among the worst.
 +
* '''±5 or more''' is into the realm of myth and legend.  
  
* '''8 or below''' – Raw beginner, or a skill long-forgotten.
+
''[Source: "Brett" on the GURPS forums.]''
* '''9 or 10''' – Amateurish. Acceptable for a hobby, or something picked up on the side.
 
* '''11 or 12''' – Routine competence. Acceptable for a primary job skill, or important secondary skills used often.
 
* '''13 or 14''' – Qualified expertise. Acceptable for stress skills.
 
* '''15 or 16''' – True expertise. A noted specialist, or skilled under fire.
 
* '''17 or 18''' – Elite. Better than normal, even in extreme circumstances.
 
* '''19 or 20''' – Outstanding. World-renowned. Name your own price.
 
* '''21 or 22''' – Legendary. The best of your generation.
 
* '''23 or more''' – Superhuman; the realm of myth and legend. You do the impossible easily.
 
  
==== Everyday Skills ====
 
Per Kromm, most people have at least 1 point in:
 
  
* ''Area Knowledge'', or they seem lost and clueless.
+
=== Frequency Rolls ===
* ''Current Affairs'', or they seem out-of-touch.
+
These guidelines apply to self-control rolls, NPC appearance rolls, the recognition rolls for a Reputation, and so on.  
* ''Housekeeping'', or they need someone to look after their home.
 
* ''Computer Operation'' at TL8+, or they seem clueless and ignorant.
 
* and at least one of ''Carousing, Connoisseur, Games, Hobby Skill, Musical Instrument, Singing, Sports, etc.'', or they seem boring.
 
  
Alas, not everybody who drives has Driving, even though they probably ''should''.
+
* '''Constantly''' is, of course, constant.
 +
* '''Appears 15- / Self-Control 6-''' defines the character. You're this way nearly all the time; people notice the rare times you're not.
 +
* '''Appears 12- / Recognized 10- / Self-Control 9-''' is an ever-present issue. In a TV show, it comes up every episode or two.
 +
* '''Appears 9- / Recognized 7- / Self-Control 12-''' affects you now and then, but it can be overcome, neglected, or forgotten for extended periods of time.
 +
* '''Appears 6- / Self-Control 15-''' is essentially a character quirk that, once in a while, takes center stage.  
  
==== Adventuring Skills ====
+
''[Source: self]''
Per Kromm, action-hero types should make sure to have skill in the following:
 
  
* ''Carousing, Diplomacy, Fast-Talk, Interrogation, or Interviewing'' to interrogate NPCs.
 
* ''Climbing, Hiking, and Stealth'' because a party is only as good at these things as their worst member.
 
* ''Driving or Riding'' or other setting-appropriate travel skill.
 
* ''First Aid'' to bandage the wounded.
 
* ''Gesture'' just in case.
 
* ''Observation, Scrounging, or Search'' to find clues.
 
* ''Savoir-Faire or Streetwise'' to get along with folks in your element.
 
  
* ''Axe/Mace, Broadsword, Knife, Shortsword, or Staff'' for common improvised weapons.
+
=== Skills ===
* ''Beam Weapons, Bow, Crossbow, or Guns'' for common ranged weapons.
+
The descriptions below are for measured ability; to measure length of experience and training, figure the numbers as if the attribute were 10.  
* ''Boxing, Brawling, or Karate'' for fisticuffs.
 
* ''Forced Entry'' to kick in doors.
 
* ''Holdout'' to get your weapons past the guards.
 
* ''Judo, Sumo, or Wrestling'' for grabbing people.
 
* ''Throwing'' so you don't fumble.
 
  
 +
* '''8 or below''' - A raw beginner, or a skill long-forgotten.
 +
* '''9-10''' - Amateurish. Acceptable for a hobby, or something you've picked up a little of on the side.
 +
* '''11-12''' - Routine competence. Acceptable for a primary job skill, or important secondary skills used often.
 +
* '''13-14''' - Qualified expertise. Acceptable for skills used under stress, e.g. combat skills.
 +
* '''15-16''' - True expertise. A noted specialist, or skilled under fire. A professional fighter wants their combat skills at least to this level.
 +
* '''17-18''' - Elite. Better than normal, even in extreme circumstances.
 +
* '''19-20''' - Outstanding. World-renowned; you may name your own price for your services.
 +
* '''21-22''' - Legendary. The best of a generation.
 +
* '''23 or more''' - Superhuman. You do the impossible easily. The realm of myth and legend.
  
=== Reaction Modifiers ===
+
''[Source: "Brett" on the GURPS forums.]''
These guidelines apply to Talents, Reputations, and any other reaction modifiers.  
 
  
* '''±1''' is noticeable, but isn't worth mentioning to others.
 
* '''±2''' is memorable. Stories about you (or your kind) get around.
 
* '''±3''' gets you into the record books. People will seek you out or avoid you based on this alone.
 
* '''±4''' is admitted by the best to be among the best, or admitted by all to be the worst.
 
* '''±5 or more''' is beyond real life, and into the realm of myth.
 
  
 +
==== What Skills to Choose? ====
 +
Most people have at least 1 point in each of the following:
  
=== Frequency Rolls ===
+
* ''Area Knowledge'' to not get lost outside the house.
These guidelines apply to self-control rolls, NPC appearance rolls, the recognition rolls for a Reputation, and so on. Note that I often like to flip-flop the descriptors for self-control rolls.
+
* ''Current Affairs'', or they seem woefully out-of-touch.
 +
* ''Housekeeping'', or they need someone to look after themselves.
 +
* At TL8+, ''Computer Operation'' to not be perpetually flustered by technology.
 +
* At least one of ''Carousing, Connoisseur, Games, Hobby Skill, Musical Instrument, Singing, Sports'', etc., or they seem utterly boring.  
  
* '''Constantly''' is constant, of course.
+
Alas, not everyone who drives has Driving.
* '''Almost Always''' ''(Appears 15-, Self-Control 6-)'' defines the character. You're basically that way all the time; it's noteworthy if you're not.
 
* '''Quite Often or Sometimes''' ''(Appears 12-, Recognized 10-, Self-Control 9-)'' is an ever-present issue. It comes up every episode or two.
 
* '''Fairly Often or Occasionally''' ''(Appears 9-, Recognized 7-, Self-Control 12-)'' affects you now and then, but at times it can be overcome, neglected, or forgotten.
 
* '''Rarely''' ''(Appears 6-, Self-Control 15-)'' is essentially a character quirk or perk that once in a while takes center stage.  
 
  
 +
Most ''adventurers'' should also make sure to have reasonable skill levels in the following categories:
  
 +
* ''Carousing, Diplomacy, Fast-Talk'', or ''Interviewing'' to interrogate NPCs.
 +
* ''Climbing, Hiking,'' and ''Stealth'', because a party is only as good at these things as their worst member.
 +
* ''Driving, Riding'', or other setting-appropriate travel skills (Boating at sea, ES: Spacesuit and Free Fall in space, etc.)
 +
* ''First Aid'', to bandage the wounded.
 +
* ''Gesture'', just in case.
 +
* ''Observation, Scrounging'', or ''Search'', to find clues.
 +
* ''Savoir-Faire'' or ''Streetwise'', to get along with folks in your corner of society.
 +
* ''Axe/Mace, Broadsword, Knife, Shortsword'', or ''Staff'', to use common improvised weapons.
 +
* ''Beam Weapons, Box, Crossbow, Guns'', or ''Sling'', to use common ranged weapons.
 +
* ''Boxing, Brawling'', or ''Karate'', for fisticuffs.
 +
* ''Judo, Sumo'', or ''Wrestling'', for grabbing people.
 +
* ''Forced Entry'', to kick in doors.
 +
* ''Holdout'', to get your weapons past the guards.
 +
* ''Throwing'', so you don't fumble a toss at a critical moment.
  
== Trait Name Tweaks ==
+
''[Source: Kromm]''
  
=== Language ===
 
The spoken Language levels are None [0], Broken [1], Conversational [2], and Fluent [3]. "Accented" is meaningless; you ''always'' learn ''some'' sort of accent, and can fake others with skill or experience. If you must be able to consistently fake a specific accent, take the Accent Perk.
 
  
The written Language levels are Illiterate [0], Semi-Literate [1], Literate [2], and Educated [3]. I commonly represent an uneducated character by dropping their native written language down a level to Literate.
 
  
=== Skills ===
+
== Advantages, Modified ==
Either to avoid confusion, or to suit my own taste, I use the following name changes:
 
  
* ''Anthropology'' for any species other than human is ''Sophantology''.
+
=== Affliction ===
* ''Environment Suit: NBC Suit'' is instead ''Environment Suit: Hazard Suit''.
+
Cost is instead '''[10 points, +3 per level]'''. (This is for better scaling.)
* ''Environment Suit: Vacc Suit'' is instead ''Environment Suit: Spacesuit''.
 
* ''Geology'' for any planet other than the Earth is ''Planetology''.
 
* ''Linguistics'' for any species other than human is ''Xenolinguistics''.
 
* ''Psychology (Applied)'' is now a separate skill called ''Social Sense''; see below.
 
* ''Psychology (Experimental)'' is now simply ''Psychology/TL''; see below.
 
* ''Sensitivity'', the chi skill, is now ''Hyperawareness'' (to avoid confusion with the advantage related to Empathy).
 
  
=== Talents ===
+
''[Source: Kromm]''
Either to avoid confusion, or to suit my own taste, I use the following name changes:  
 
  
* ''Empath is now ''Empathetic Soul''.
 
* ''Intuitive Admiral'' is instead ''Born Admiral''.
 
* ''Intuitive Statesman'' is instead simply ''Statesman''.
 
* ''Memetics'' is now ''Natural Memeticist''.
 
* ''Occultist'' is instead ''Student of the Arcane''.
 
* ''Poet'' is now ''Soul of a Poet''.
 
* ''Psientist'' is instead ''Yogi''.
 
* ''Street Smarts'' is now ''City Smarts''.
 
  
== Advantages (Tweaked) ==
+
=== Allies ===
 +
For ordinary Allies, both you and your Allies automatically have a reciprocal Sense of Duty toward each other; this is included in the cost. Unwilling Allies do not have this, in either direction. Minions may have Sense of Duty, Fanaticism, Reprogrammable Duty, or something else keeping them under your control, but you do not automatically have a Sense of Duty toward them.
  
=== Affliction ===
+
''[Source: self]''
…costs [10, +3/level].
 
  
  
=== Allies ===  
+
==== Limitation: Friend of a Friend ====
You and your Allies automatically have a reciprocal Sense of Duty toward each other; this is included in the cost. Unwilling Allies do not, either way. Minions may have Sense of Duty, Fanaticism, Reprogrammable Duty, or something else, but you don't have a Sense of Duty toward them.  
+
This Ally does not follow you directly, but instead is aligned with one of your ''other'' Allies. A FOAF's Frequency of Appearance cannot be higher than that of their Ally. For determining appearances, make a single roll and compare to both numbers at once; if the FOAF has a lower Frequency of Appearance, it is possible for the controlling Ally to be available but not the FOAF. The FOAF will only follow orders relayed through or approved by the controlling Ally, which gives the controlling Ally veto power over your wishes. An Ally who follows someone else can never be your Minion, but they could be the Minion of the controlling Ally. ''(-20%, or -5% if controlling Ally is your Minion.)''
  
==== Friend of a Friend ====
+
''[Source: RPK]''
This Ally does not follow you directly, but instead is aligned with one of your ''other'' allies. A FOAF's Frequency of Appearance cannot be higher than that of the controlling Ally. Make a single orll to determine whether both show up; if the FOAF has a lower Frequency of Appearance, it is possible for the controlling Ally to be available but not the FOAF. The FOAF will only follow orders relayed through or approved by the controlling Ally, which gives the controlling Ally veto power over your wishes. An Ally who follows someone else can never be your Minion, but they could be the Minion of the controlling Ally. ''(-20%, or -5% if controlling Ally is your Minion.)''
 
  
  
 
=== Arm DX ===
 
=== Arm DX ===
…costs [9/level] for one arm, or [12/level] for two arms.
+
Cost is instead '''[9 points per level]''' for one arm, or '''[12 points per level]''' for two arms. (This is for better scaling.)
 +
 
 +
''[Source: RPK]''
  
  
 
=== Arm ST ===
 
=== Arm ST ===
…costs [3/level] for one arm, [4/level] for two, or [6/level] for three.
+
Cost is instead '''[3 points per level]''' for one arm, '''[4 points per level]''' for two arms, or '''[6 points per level]''' for three arms. (This is for better scaling.)
 +
 
 +
''[Source: RPK]''
  
  
 
=== Binding ===
 
=== Binding ===
==== Retractable ====
+
 
When launching your binding attack, you may choose to hold onto a line of it. If so, on any later turn, you may use a Ready action to pull a bound subject toward you. Your effective ST is your own ST or your binding ST, whichever is greater. Note that if your subject's hands are free, or if someone else grabs the line, they can pull ''you!'' Releasing the line is a free action on your turn. '(+100%, or +80% if you are always connected to your binding and cannot release it until the subject breaks free.)''
+
==== Enhancement: Retractable ====
 +
When launching your Binding attack, you may choose to hold onto a line of it. If so, on any later turn, you may use a Ready action to pull a bound subject toward you. Your effective ST is your own ST or your Binding ST, whichever is greater. Note that if your subject's hands or free, or if someone else grabs the line, ''they'' can pull ''you!'' Releasing the line is a free action on your turn. ''(+100%, or +80% if you cannot release the line.)''
 +
 
 +
''[Source: RPK]''
  
  
 
=== Charisma ===
 
=== Charisma ===
==== Enthrallment ====
+
 
This modifier is required to let you learn and use chi-based mood control skills. ''(+100%, plus +5 points more.)''
+
==== Enhancement: Enthrallment ====
 +
This modifier is required to let you learn and use chi-based emotional control skills. ''(+100%, plus +5 points more.)''
 +
 
 +
''[Source: RPK]''
  
  
 
=== Claim to Hospitality ===
 
=== Claim to Hospitality ===
==== Kinship ====
+
 
A normal Claim to Hospitality is merely a social club you may be friends, but your obligation to each other is not especially deep. Blood or kinship relations, on the other hand, may be very strong; both you and they are assumed to have a reciprocal Sense of Duty to each other. ''(+0%.)''
+
==== Variant: Kinship ====
 +
A normal Claim to Hospitality is a social club; you may be friends, but your obligation to each other is not especially deep. Blood or kinship relations, on the other hand, may be ''very'' strong; both you and they automatically have a reciprocal Sense of Duty to each other. ''(+0%)''
 +
 
 +
''[Source: self]''
 +
 
  
  
 
=== Cultural Familiarity ===
 
=== Cultural Familiarity ===
This may be as specific as you please; the default penalty depends on how far from known cultures the current one is, normally ranging from -0 to -3.  
+
You may define cultures as broadly or specifically as you please; the default penalty depends on how far from known cultures the current one is, ranging from -0 to -3.  
 +
 
 +
''[Source: GURPS forum discussion]''
  
  
 
=== Damage Resistance ===
 
=== Damage Resistance ===
==== Ablative and Semi-Ablative ====
 
Cost depends on the ratio of damage to points lost:
 
  
* 1:1 ratio ''(-80%)'' As old "Ablative".
+
==== Enhancement: Absorption ====
 +
There are multiple types of Absorption, with the following costs:
 +
 
 +
* Enhanced Trait(s) ''(+5% per trait per level)''
 +
* Enhance Any Trait ''(+50% per level)''
 +
* Healing, FP ''(+40%)''
 +
* Healing, HP ''(+40%)''
 +
* Healing, HP & FP ''(+60%)''
 +
 
 +
The battery's capacity equals (DR x Absorption level).
 +
 
 +
''[Source: RPK]''
 +
 
 +
 
 +
==== Limitations: Ablative, Semi-Ablative ====
 +
There is a range of available ablation rates, with cost depending on the ratio of damage to points lost:
 +
 
 +
* 1:1 ratio ''(-80%)'' This is the old "Ablative."
 
* 1:2 ratio ''(-60%)''
 
* 1:2 ratio ''(-60%)''
 
* 1:3 ratio ''(-40%)''
 
* 1:3 ratio ''(-40%)''
 
* 1:5 ratio ''(-30%)''
 
* 1:5 ratio ''(-30%)''
* 1:10 ratio ''(-20%)'' As old "Semi-Ablative".
+
* 1:10 ratio ''(-20%)'' This is the old "Semi-Ablative."
 
* 1:20 ratio ''(-10%)''
 
* 1:20 ratio ''(-10%)''
 +
 +
''[Source: "Maz" on the GURPS forum]''
  
  
==== Absorption ====
+
=== Doesn't Breathe ===
Cost depends on type:  
+
For calculating cost with modifiers, treat the different types as separate advantages, rather than limitations. Thus, the base costs are:
  
* Enhanced Trait(s) ''(+5% per trait per level)''
+
* Doesn't Breathe [20]
* Enhance Any Trait ''(+50% per level)''
+
* Gills [10]
* Healing, FP ''(+40%)''
+
* Gills Only [0]
* Healing, HP ''(+40%)''
+
* Oxygen Absorption [15]
* Healing, HP & FP ''(+60%)''
+
* Oxygen Combustion [10]
 +
* Oxygen Storage [10, 12, 14, 16, 18]
 +
* Filter Lungs [5]
 +
• Cast-Iron Lungs [5]
  
The battery's capacity equals DR x Absorption level.
+
''[Source: self]''
  
  
 
=== Duplication ===
 
=== Duplication ===
==== Group ====
+
If you can create more than five dupes, use the modifiers for Ally Groups to determine how many levels to buy. Odd levels of Duplication give no additional value.
If you can create more than five dupes, use the modifiers for Ally Groups to determine how many levels to buy. Odd levels of Duplication give no additional value.  
+
 
 +
''[Source: RPK]''
  
  
 
=== Enhanced Move ===
 
=== Enhanced Move ===
==== Second-Nature ====
+
 
You have the ability to adjust your speed instantly and make minute course corrections without effort. Calculate your maximum speed and use it as your ''normal'' Move in the appropriate environment for ''all'' purposes; you do not need to make control rolls, take time to accelerate, etc. You cannot sprint any faster. For typical characters, this is only cost effective for Ground Move 30+ or Air/Space Move 120+. ''(+150%)''
+
==== Enhancement: Second Nature ====
 +
You have the ability to adjust your speed instantly and make minute course corrections without effort. Calculate your maximum speed and use it as your ''normal'' Move in the appropriate environment for ''all'' purposes. You do not need to make control rolls, take time to accelerate, etc. You cannot sprint any faster than this. ''(+150%)''
 +
 
 +
(For typical characters, this is only cost effective for Ground Move 30+ or Air/Space Move 120+.)
 +
 
 +
''[Source: RPK]''
  
  
 
=== Extended Lifespan ===
 
=== Extended Lifespan ===
…costs [1/level].
+
Cost is only '''[1 point per level]'''. (Lifespan traits are largely for flavor.)
 +
 
 +
''[Source: RPK]''
 +
 
 +
 
 +
=== Illumination ===
 +
The ability to produce useful light. Brightness depends on the cost:
 +
 
 +
* '''[1]''' -8, equivalent to small flashlight, Continual Light 1, kerosene lamp.
 +
* '''[2]''' -4, equivalent to gas mantle, light bulb, large TL7 flashlight, Continual Light 2
 +
* '''[3]''' +0, equivalent to medium flashlight with narrow beam, Continual Light 3
 +
* '''[4]''' +4, equivalent to bright headlights
 +
* '''[5]''' +8, equivalent to a small spotlight on high-focus
 +
 
 +
For more powerful lights, stat as an attack.
 +
 
 +
''[Source: "Light and Darkness" from Anthony's GURPS page]''
 +
 
 +
 
 +
=== Impermanent ===
 +
This may be applied not only to Magery, but any appropriate power.
 +
 
 +
Impermanent magic does not produce true permanent physical changes; it merely ''appears'' to, by laying a glamour upon the subject. This glamour does not have to be maintained, but the subject continues to register as magical as long as the effect persists, the effect can be dispelled, and any benefits it grants are mana-dependent.
 +
 
 +
For example, an impermanent flame spell does not actually make things burn. Although one can see flames, hear the crackle, feel the heat, and afterward will think one can see the scorchmarks and smell the ashes, a single dispelling will completely reverse the effects as if they never were. (Don't think too hard about this. If you put an impermanent hole in a wall, step through, then dispell it, you don't find yourself back on the other side of the wall. Magic, even impermanent magic, is all about tricking reality into behaving.)
 +
 
 +
For impermanent attacks, determine the hits of damage as usual, then roll vs. HT when the "damage" equals the target's HP to see if they lose consciousness from pain. However, further damage will not result in death, only in more chances for loss of consciousness. A victim reduced to -5 x HP will become comatose, but this, too, is a glamour, and can easily be dispelled.
 +
 
 +
Keep in mind that it damage being "only an illusion" doesn't matter much when it leaves the victim at their attacker's mercy anyway.
  
 +
Impermanent healing can restore the seeming injury inflicted by glamorous attacks, but only ''seems'' to take away real physical injuries; the subject feels better and can function normally, but may die of cumulative wounds before real healing through natural processes takes place. Impermanent resurrection does not actually restore the subject's soul to their remains, but animates the remains with an illusion of life. Glamorous damage can be healed "normally", and the glamour fades in the process.
  
=== High Pain Threshold ===
+
Spells that take away or restore Fatigue have full effects, because Fatigue is a temporary condition, affected by mental and emotional states.  
==== Very High Pain Threshold ====
 
No shock penalty, and +8 for knockdown, pain, and stun recovery. ''[15 points]''
 
  
==== Immunity to Pain ====
+
If there's no obvious duration on a glamour, it fades in a year and a day.
Completely ignore knockdown, physical stunning, pain, physical torture, etc. ''[30 points]''
+
 
 +
This is ordinarily a -10% limitation. If some nonmagical means of dispelling the effects is available, such as simple prayer or the touch of iron, it becomes a -20% limitation.
 +
 
 +
Faerie creatures are affected by glamours as if they were entirely real. This is a 0-point feature.
 +
 
 +
''[Source: GURPS Fantasy, with house rulings]''
  
  
 
=== Independent Income ===
 
=== Independent Income ===
…has been replaced with ''Time Worked'', below.
+
This trait has been replaced with [[#Time Worked|Time Worked]].
  
  
 
=== Innate Attack ===
 
=== Innate Attack ===
==== Ammo Select ====
 
===== AP Ammo =====
 
For Regular, Large, or Huge Piercing only. When attacking, you can choose to fire an armor-piercing round instead of a normal round. Doing so reduces your damage type by a step, but raises your armor divisor by a step. ''(Example: A 3d pi attack becomes 3d(2) pi-.) (+40%)''
 
  
===== HP Ammo =====
+
==== Enhancement: Ammo Select ====
For Small, Regular, or Large Piercing only. When attacking, you can choose to fire a hollow-point round instead of a normal round. Doing so increases your damage type by a step, but reduces your armor divisor by a step. ''(Example: A 3d pi attack becomes 3d(0.5) pi+.) (+40%)''
+
Only for piercing attacks. When attacking, you can choose to fire a special ammunition round instead of a normal round. Types include:
 +
 
 +
* ''AP Ammo:'' Only for pi, pi+, or pi++ attacks. The special armor-piercing round reduces the damage type by one step in exchange for raising the armor divisor by one step. ''(Example: A 3d pi attack becomes 3d(2) pi-.) (+40%)''
 +
* ''HP Ammo:'' Only for pi-, pi, or pi+ attacks. The special hollow-point round reduces the armor divisor by one step in exchange for increasing the damage type by one step. ''(Example: A 3d pi attack becomes 3d (0.5) pi+.) (+40%)''
 +
* ''Dual-Mode:'' Only for pi or pi+ attacks. You may fire AP or HP ammo at will, as above. ''(+80%)''
 +
 
 +
''[Source: RPK]''
  
===== Dual-Mode =====
 
For Regular or Large Piercing only. You may fire AP or HP ammo at will, as above. ''(+80%)''
 
  
==== Dual-Mode ====
+
==== Enhancement: Dual-Mode ====
For Cutting only, minimum damage 1d-2 or 2 points. You may choose to have your attack do impaling damage instead of cutting. This ''halves'' the basic damage. ''(Example: A 3d cut attack becomes 1d+2 imp.)'' If combined with Melee Attack, ST-Based, your impaling damage is always based off thrust. ''(+15%)''
+
Only for cutting attacks with minimum 1d-2 or 2 points damage. You may choose to have your attack do impaling damage instead of cutting; this ''halves'' basic damage. ''(Example: A 3d cut attack becomes 1d+2 imp.)'' If combined with Melee Attack, ST-Based, your impaling damage is always based off thrust. ''(+15%)''
 +
 
 +
''[Source: RPK]''
 +
 
 +
 
 +
=== Languages ===
 +
Always buy spoken and written forms of a language separately.
 +
 
 +
==== Spoken Languages ====
 +
For spoken languages, the levels are:
 +
 
 +
* '''None [0]'''
 +
* '''Broken [1]'''
 +
* '''Conversational [2]'''
 +
* '''Fluent [3]''' ''(or "Native", for one language)''
 +
 
 +
"Accented" is a meaningless term, as everyone has ''some'' sort of accent. Many skills can be used to fake an accent, including Acting, Mimicry, Performance, and Public Speaking. If you want to consistently sound like a native, take the Accent Perk.
 +
 
 +
If you want to have more than one Native language, tkae the Bilingual Perk.
 +
 
 +
 
 +
==== Written Languages ====
 +
For written languages, the levels are:
 +
 
 +
* '''Illiterate [0]'''
 +
* '''Semi-Literate [1]'''
 +
* '''Literate [2]'''
 +
* '''Educated [3]'''
 +
 
 +
For a character who isn't much of a reader, consider dropping their native written language down one level to merely Literate.
 +
 
 +
''[Source: self]''  
  
  
 
=== Longevity ===
 
=== Longevity ===
…costs [1].
+
Cost is '''[1 point]'''. (Lifespan traits are largely for flavor.)
 +
 
 +
''[Source: RPK]''
 +
 
 +
 
 +
=== Night Vision ===
 +
For references, here are typical light levels:
 +
 
 +
* '''-10''' - candle, match, Light spell
 +
* '''-8''' - small flashlight, Continual Light 1, kerosene lamp
 +
* '''-6''' - torch, medium flashlight
 +
* '''-4''' - gas mantle, light bulb, large TL7 flashlight, Continual Light 2
 +
* '''-2''' - large TL8 flashlight, small flashlight w/narrow beam
 +
* '''+0''' - medium flashlight w/narrow beam, Continual Light 3
 +
* '''+2''' - headlights, large TL7 flashlight w/narrow beam
 +
* '''+8''' - large TL8 flashlight w/pinpoint beam
 +
* '''+72''' - the sun
 +
 
 +
''[Source: "Light and Darkness" from Anthony's GURPS page]''
  
  
 
=== Patron ===
 
=== Patron ===
A Patron is an unofficial form of influence, handled off the record or under the counter. Many organizations act as a Patron to their members in addition to their formal support; in such case, use your Rank when acting within the organization, and roll for the Patron's influence when dealing with outsiders.  
+
A Patron is specifically an ''unofficial'' form of influence, handled off the record, under the counter, or through the old boy's network. Many organizations act as Patron to their members in addition to their official support; in such case, use your Rank when acting within the organization, and roll for the Patron's influence when dealing with outsiders.  
 +
 
 +
For certain characters, an ordinary person or small club might serve as a Patron. This is common in juvenile adventures: while in the grand scheme of things your parents or school club are trivial, they can have tremendous impact on your day-to-day life. A minor patron of this type is worth '''[5 points]'''.
 +
 
 +
''[Source: self]''
  
==== Command ====
+
 
If you own and command an organization yourself (e.g. your own private corporation or army), take ''both'' the highest level of Rank in the organization ''and'' the organization as your personal Patron. ''(+0%)''
+
==== Variant: Command ===
 +
If you own and command an organization yourself (e.g. private corporation or army), take ''both'' the highest level of Rank in the organization ''and'' the organization as your personal Patron, to represent your abilit to use them for whatever you wish. ''(+0%)''
 +
 
 +
This may be used to represent owning your own ship; the ship is the property of the company of which you are the head.
 +
 
 +
''[Source: self]''
 +
 
 +
 
 +
=== Rank ===
 +
Note that Clerical Investment and Legal Enforcement Powers permit you to extend the powers of your Rank to people outside of your organization, within strictly defined limits.
 +
 
 +
''[Source: self]''
  
  
 
=== Reawakened ===
 
=== Reawakened ===
This advantage specifically exempts you from the requirement for proper instruction to learn new skills; instead, you simply remember them from a past life. You still have to retrain them.
+
You are specifically exempt from requiring proper instruction to learn new skills ''provided'' you can justify having learned them in a past life. You still have to retrain the skills.  
  
==== Long Life ====
+
 
 +
==== Variant: Long Life ====
 
You have lived for a very long time. Instead of remembering skills from a past life, you are remembering skills that you once knew but have not used in ages. ''(+0%)''
 
You have lived for a very long time. Instead of remembering skills from a past life, you are remembering skills that you once knew but have not used in ages. ''(+0%)''
 +
 +
''Source: self]''
 +
  
  
 
=== Regrowth ===
 
=== Regrowth ===
…costs [10].
+
Cost is '''[10 points]'''. (This is more balanced.)
 +
 
 +
''[Source: RPK]''
  
  
 
=== Resistant ===
 
=== Resistant ===
 +
 
==== Knockback ====
 
==== Knockback ====
Common. Instead of resisting at +3 or +8, you divide effective knockback by /3 or /8, rounding down.  
+
This is a Common effect. Instead of resisting at +3 or +8, you divide effective knockback by 3 or 8, rounding down.  
 +
 
 +
''[Source: RPK]''
  
  
 
=== Signature Gear ===
 
=== Signature Gear ===
…cost is relative to average campaign starting wealth:
+
Cost is relative to average campaign starting wealth:  
 +
 
 +
* up to x1 '''[1]'''
 +
* up to x2 '''[2]'''
 +
* up to x5 '''[3]'''
 +
* up to x20 '''[4]'''
 +
* up to x100 '''[5]'''
 +
* per tenfold increase thereafter '''[+1 more]'''
  
* up to x1 ''[1 point]''
+
''[Source: RPK]''
* up to x2 ''[2 point]''
 
* up to x5 ''[3 point]''
 
* up to x20 ''[4 point]''
 
* up to x100 ''[5 point]''
 
* per tenfold increase thereafter ''[+1 point more]''
 
  
  
 
=== Static ===
 
=== Static ===
''Resistible'' is no longer a limitation. Instead: ''Static (Resistible)'' is the first level, with a cost of 15 points; ''Static (Complete)'' is the second level, and is otherwise as written.
+
Resistible is no longer a limitation. Instead:  
 +
 
 +
* ''Static (Resistible)'' '''[15 points]''' is the first level
 +
* ''Static (Complete)'' '''[30 points]''' is the second level, and is otherwise as written.
 +
 
 +
''[Source: RPK]''
  
  
 
=== Striking ST ===
 
=== Striking ST ===
==== Supercharged ====
+
 
You can use your strength to tremendous effect! Each level of Striking ST gives +5 to your effective ST for the purpose of calculating thrust/swing damage and throwing distance. Other uses, such as Neck Snap, use your normal Striking ST level. If you have Super-Effort on your Lifting ST, you may pay an extra 1 FP when using it to apply the same rules to your Striking ST for determining throwing distance. ''(+100%)''
+
==== Enhancement: Supercharge ====
 +
You can use your strength to tremendous effect. Each level of Striking ST gives +5 to your effective ST for the purpose of calculating basic damage and throwing distance. Other uses, such as Neck Snap, use your normal Striking ST level. If you have Super-Effort on your Lifting ST, you may pay an extra 1 FP when using it to apply the same rules to your Striking ST for determining throwing distances. ''(+100%)''
 +
 
 +
''[Source: RPK]''
  
  
 
=== Talents ===
 
=== Talents ===
I don't use Mariner. Instead, use Born Sailor, or Seafarer with the added skills.
+
To avoid confusion with similarly-named skills or other Talents (or, in a few cases, just because I didn't like the name), use the following name changes:
 +
 
 +
{|
 +
{-
 +
! Instead of...
 +
! ...use this:
 +
|-
 +
| Empath
 +
| Intuitive Admiral
 +
| Intuitive Statesman
 +
| Memetics
 +
| Occultist
 +
| Poet
 +
| Psientist
 +
| Street Smarts
 +
|-
 +
| Understanding Soul
 +
| Born Admiral
 +
| Statesman
 +
| Natural Memeticist
 +
| Student of the Arcane
 +
| Soul of a Poet
 +
| Yogi
 +
| City Smarts
 +
|}
 +
 
 +
Also, do not use Mariner. Instead, use Born Sailor, or Seafarer with the added skills.
 +
 
 +
 
 +
''[Source: self]''
  
  
 
=== Terrain Adaptation ===
 
=== Terrain Adaptation ===
==== Backwards ====
+
 
Requires 360° Vision. You suffer no DX or Move penalties for moving in any direction. Use this to represent radial creatures who can walk or swim in any direction. ''[5 points]''
+
==== Variant: Backwards ====
 +
Requires 360° Vision. You suffer no DX or Move penalties for moving in any direction. Use this to represent radial sea creatures and the like.
 +
 
 +
''[Source: Kromm]''
  
  
 
=== Unaging ===
 
=== Unaging ===
…costs [5].
+
Cost is '''[5 points]'''. (Lifespan traits are largely for flavor.)
 +
 
 +
''[Source: RPK]''
  
  
 
=== Unfazeable ===
 
=== Unfazeable ===
==== Violence Only (-66%) ====
 
You are exempt only from Fright Checks for death or violence.
 
  
==== Weirdness Only (-66%) ====
+
==== Limitation: Limited ====
You are exempt only from Fright Checks for monsters and strange events.
+
You are exempted from only a limited range of checks:
  
==== Wonder Only (-66%) ====
+
* ''Violence Only:'' Fright Checks for death or violence. ''(-66%)''
You are exempt only from Awe or Confusion Checks for divine beauty, magic, etc.
+
* ''Weirdness Only:'' Fright Checks for monsters and strange events. ''(-66%)''
 +
* ''Wonderment Only:'' Awe or Confusion Checks for divine beauty, magic, etc. ''(-66%)''
 +
 
 +
''[Source: self]''
  
  
 
=== Unkillable ===
 
=== Unkillable ===
==== Mortal ====
+
 
For Unkillable 2 or 3 only. You have no special protection against being killed, making normal HT rolls to stay alive as your Hit Points drop below 0. But if you ''do'' die, you come back to life. ''(-20%)''
+
==== Limitation: Mortal ====
 +
Only for Unkillable 2 or 3. You have no special protection against being killed, making normal HT rolls to stay alive as your Hit Points drop below 0. But if you ''do'' die, you come back to life. ''(-20%)''
 +
 
 +
''[Source: RPK]''
 +
 
 +
 
 +
=== Vehicle ===
 +
This Perk is unavailable. Use Signature Gear or the Lifestyle granted by the Base Perk instead.
 +
 
 +
''[Source: self]''
  
  
 
=== Very Rapid Healing ===
 
=== Very Rapid Healing ===
 
This doubles ''all'' healing rates, including drugs, spells, etc.  
 
This doubles ''all'' healing rates, including drugs, spells, etc.  
 +
 +
''[Source: GURPS forum discussion]''
  
  
 
=== Warp ===
 
=== Warp ===
==== Hyperjump ====
 
Faster hyperjumps are possible; for speeds up to 1 light-year per minute, this is a -20% limitation. Any faster (up to and including "instantaneous") is -15%.
 
  
==== Must Traverse Distance ====
+
==== Limitation: Hyperjump ====
You actually travel to the destination under your own power; you just do it instantly. You cannot warp to anywhere you could not get to normally, given time. Incompatible with Hyperjump. ''(-30%)''
+
Faster hyperjumps are possible. For speeds up to 1 light-year per minute, this is a -20% limitation. Any faster (up to and including "instantaneous") is -15%.
 +
 
 +
''[Source: RPK]''
 +
 
 +
 
 +
==== Limitation: Must Traverse Distance ====
 +
You travel to the destination through normal space under your own power; you just do it nigh-instantly. You cannot warp to anywhere you could not get to normally, given time. Incompatible with Hyperjump. ''(-30%)''
 +
 
 +
''[Source: RPK]''
  
  
 
=== Zeroed ===
 
=== Zeroed ===
This is not merely that you have no public identity, but that something actively conspires to keep you from being conclusively identified! (Though this could be something as simple as bureaucratic inertia.) If you are placed on file, the files will be lost.  
+
This is ''not'' a mere lack of public identity; a normal person born "off the grid" would still receive an identity once they came to official attention. If you are Zeroed, some force actively conspires to keep you from being conclusively identified, and if you are placed on file, the files will become lost, incomplete, etc.
 +
 
 +
==== Variant: Ninja ====
 +
You have a normal civilian identity, but when you do ninja stunts, magic, superheroic deeds, etc., they mysteriously never connect to you. You never wind up on camera transforming, no one traces your fingerprints, etc. This is the advantage for those who want the allure of a secret identity without the bother of actively maintaining it, appropriate for sentai heroes. You can still be recognized by those who personally ''see'' you in action. ''(+0%)''
 +
 
 +
You can have both forms of Zeroed.  
 +
 
 +
''[Source: GURPS Action, self]''
  
==== Ninja ====
 
You have a normal civilian identity, but when you do ninja stunts, magic, superheroic deeds, etc., they mysteriously never connect to you. You never wind up on camera transforming, no one traces your fingerprints, etc. This is the "I want the allure of a secret identity and don't want to be bothered with having to maintain it" advantage. ''(+0%)''
 
  
  
== Advantages (New) ==
+
== Advantages, New ==
  
 
=== Indefatigable ===
 
=== Indefatigable ===
You do not lose Fatigue Points through normal exertion. You can sprint indefinitely and fight all day. You can still lose fatigue from starvation, thirst, sleeplessness, etc., and any use of extra effort has its normal costs. You are assumed to recover fatigue normally. ''[30 points]''
+
'''[30 points]'''
  
==== Machine ====
+
You do not lose Fatigue Points through normal exertion. You can sprint indefinitely and fight all day. You can still lose fatigue from starvation, thirsty, sleeplessness, exposure, etc., and any use of extra effort has its normal costs. You recover lost fatigue normally.  
Instead of losing fatigue to starvation, extra effort, etc., you lose HT like a machine. ''(-0%)''
 
  
==== Slow Recharge (variable) ====
+
''[Source: RPK]''
You recover fatigue more slowly than usual. Cost is -20% for 1 point per hour, or -60% for 1 point per day.
 
  
==== Special Recharge ====
+
==== Limitation: Slow Recharge ====
 +
You recover fatigue more slowly than usual. ''(-20% for 1 point per hour, -60% for 1 point per day)''
 +
 
 +
==== Limitation: Special Recharge ====
 
You do not recover fatigue points from rest, but only with special abilities such as Absorption, Leech, Steal Energy, etc. ''(-70%)''
 
You do not recover fatigue points from rest, but only with special abilities such as Absorption, Leech, Steal Energy, etc. ''(-70%)''
 +
 +
==== Variant: Machine ====
 +
Instead of losing fatigue from starvation, extra effort, etc., you lost HT, like a machine. ''(-0%)''
 +
 +
 +
=== Master Blaster ===
 +
'''[20 points]'''
 +
 +
This is the equivalent of Gunslinger or Heroic Archer for Innate Attacks, Missile spells, and the like.
 +
 +
When you Attack or All-Out Attack with such an ability, you may add its Accuracy bonus to skill ''without'' taking an Aim maneuver. If you do Aim, you get +1 after one second, or +2 after two or more seconds, in addition to Acc.
 +
 +
When you Move and Attack, or attack in close combat, you don't get your ability's Acc bonus, but may ignore the Bulk or -2 penalty. This makes the Close Combat technique redundant for you. You may also ignore the extra -1 or -2 to skill for a Flying Attack or Acrobatic Attack.
 +
 +
When you use Fast-Draw for charms, staffs, or the like, total all applicable penalties for Fast-Draw from Odd Positions or Move and Attack, halve the sum, and round in your favor.
 +
 +
You have ''half'' the usual penalty to make a Ranged Rapid Strike using these attacks.
 +
 +
You may learn cinematic skills, techniques, and combat Perks that apply to your shooting. Possible skills include Blind Fighting, Breaking Blow, Power Blow, Pressure Points, Pressure Secrets, Push, and Zen Archery. Possible techniques include Fighting While Seated, Pressure-Point Strike, Roll with Blow, Timed Defense, and Whirlwind Attack. Possible Perks include Area Defense, Bank Shot, Bend the Bullet, Drunken Fighting, No Friendly Fire, Tracer Eyes, and Trick Shooter.
 +
 +
''[Source: self]''
  
  
 
=== Parents ===
 
=== Parents ===
Your parents (or other childhood guardians) are alive, well, and have good relations with you. ''[2 points]''
+
'''[2 points]'''
  
For characters who are living with or off of their parents (e.g. minors, hikkikomori), this is equivalent to Patron: Parents (Ordinary Individuals 9-, Minimal Intervention) [3] plus Trivial Obligation: dumb shit my parents make me do [-1].  
+
Your parents or other childhood guardians are alive, well, and have good relations with you.  
  
For adults, this is equivalent to Claim to Hospitality 2 (Kinship).  
+
For characters who are living with or off of their parents, e.g. minors or shut-ins, this is equivalent to Patron (Ordinary Individuals, Appear 9-, Minimal Intervention) [3] plus Trivial Obligation: dumb shit my parents make me do [-1].  
  
If your character is a minor, and your parent is another player character, treat this as a 0-point feature for you, and a 1-point Quirk for them.  
+
For adults, this is equivalent to Claim to Hospitality 2 (Kinship) [2].
  
 +
If your character is a minor, and your parent is ''another player character'', treat the relationship as a 0-point feature for you, and a 1-point Quirk for them.
  
=== Rush of Pain ===
+
''[Source: self]''
Incompatible with High or Low Pain Threshold. You feel pain, but it gives you an intense rush of adrenaline! You are immune to Stun from injury, and the Shock rules are reversed for you, and then some. If you are hit and injured, you receive a bonus on your next turn, rather than a penalty, which may be divided in any way between your combat-oriented Success Rolls and damage rolls. It may not be applied to Defense Rolls. The bonuses may not be saved between turns; they must be used on your next turn or they are lost. You gain no special bonus to resist torture. ''[20 points]''
 
  
  
=== Sexual Perks ===
+
=== Place of Power ===
Each is 1 point.
+
'''[1 point per level, maximum 5 levels]'''
  
==== Cross-Species Impregnation† ====
+
For Ritual Path Magic, or similar magic rules:  
Prerequisite: Male. You can impregnate females of a specifed other species.
 
  
==== Cross-Species Surrogacy† ====
+
You control a consecrated ritual space that has a history or location that grants it significant mystical charge, aiding any ritual magic conducted within its boundaries. This grants a bonus equal to the level of this advantage to all energy-gathering rolls conducted within the space, though not to any other rolls related to magic. You only need to perform minor maintenance to keep the space ready for use at any time.  
Prerequisite: Female. You can carry embryos of a specified other species to term.
 
  
==== Easy Childbirth ====
+
You are entirely familiar with the location for the purposes of sympathetic magic, scrying, teleportation, and so on.  
Prerequisite: Female. +3 to all related HT rolls.
 
  
==== Fertility Control ====
+
Other people can make use of the ritual space, but they have to get past you, first. It is assumed that you have placed wards upon your Place of Power at your highest possible skill level against any category of threat that you are aware of.  
You can control your own fertility level; adjusting hormone levels takes about a day.
 
  
==== Light Menses ====
+
''[Source: self]''
Prerequisite: Female. No pain or discomfort during that time of the month/season!
 
  
==== Multiorgasmic, or Short Refractory Period ====
 
+1 reaction in bed.
 
  
==== Parthenogenesis ====
+
=== Rush of Pain ===
Prerequisite: Female. In addition to sexual reproduction, you can voluntarily clone yourself.  
+
Incompatible with any level of Pain Threshold, or Immunity to Pain. You feel pain, but it gives you an intense rush of adrenaline. You are immune to Stun from injury, and the Shock rules are reversed for you and then some! If you are  hit and injured, you receive a ''bonus'' on your next turn, rather than a penalty, which may be divided in any way between your combat-oriented Success Rolls and damage rolls. It may not be applied to Defense Rolls. The bonuses may not be saved between turns; they must be used on your next turn or they are lost. You gain no special bonus to resist torture.  
  
==== Reabsorption ====
+
''[Source: S. John Ross]''
Prerequisite: Female. You may voluntarily terminate pregnancy with a Will roll, absorbing the early fetus back into the womb.  
 
  
  
  
== Modifiers (New and Tweaked) ==
+
== Modifiers, New and Modified ==
  
 
=== Accessibility ===
 
=== Accessibility ===
 +
 
==== Personal Health ====
 
==== Personal Health ====
Not available when at or below a certain HP or FP level:  
+
The ability is not available while you are at or below at certain HP or FP level:  
 +
 
 +
{|
 +
! level
 +
! cost
 +
|-
 +
| 50% HP
 +
| 0 HP
 +
| -1 x HP
 +
| -2 x HP
 +
| 75% FP
 +
| 50% FP
 +
| 25% FP
 +
|-
 +
| ''(-30%)''
 +
| ''(-20%)''
 +
| ''(-10%)''
 +
| ''(-5%)''
 +
| ''(-30%)''
 +
| ''(-20%)''
 +
| ''(-10%)''
 +
|}
  
* ≤50% HP ''(-30%)''
+
If the ability only receives halved power instead of becoming useless, halve the modifier cost.
* ≤0 HP ''(-20%)''
 
* ≤-1xHP ''(-10%)''
 
* ≤-2xHP ''(-5%)''
 
* ≤75% FP ''(-30%)''
 
* ≤50% FP ''(-20%)''
 
* ≤25% FP ''(-10%)''
 
  
If the ability is only at half power instead of becoming useless, halve the modifier cost.
+
''[Source: GURPS forum discussion]''
  
  
Line 400: Line 634:
  
 
* 100 ''(+300%)''
 
* 100 ''(+300%)''
 +
 +
''[Source: RPK]''
 +
 +
 +
=== Bombardment ===
 +
Bombardment with Cone or Emanation ''is'' compatible with Rapid Fire and recoil modifiers. In such case, each of the individual Bombardment attacks is treated as a rapid fire attack, receiving the RoF bonus to hit and the possibility of multiple hits based on the Margin of Success and Recoil. If you don't mind the added complexity, you may give an Area Effect attack ''two'' Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardment ''within'' those area effects.
 +
 +
In addition to Area Effect and Cone, Bombardment may be combined with the experimental Fragmentation modifiers below.
 +
 +
''[Source: self]''
 +
 +
==== Variant: Skill-Based ====
 +
Instead of a fixed number, you control the Bombardment yourself, using the skill Innate Attack (Bombardment). ''(-0%)''
 +
 +
''[Source: self]''
  
  
 
=== Costs Fatigue ===
 
=== Costs Fatigue ===
…costs (-10%/level, max. -40%). For advantages that would normally remain on indefinitely, "Costs 1 FP per 10 seconds" is -20%, and "Costs 1 FP per second" is -40%.
+
For most abilities that produce instantaneous effects, cost is -10% per level, max. -40%. You pay the FP cost every time you trigger the ability.
 +
 
 +
For most abilities that produce continuing effects, cost per FP depends on how often you have to pay:
 +
 
 +
{|
 +
|-
 +
| x FP per minute
 +
| x FP per 10 seconds
 +
| x FP per second
 +
|-
 +
| -10% per level, max. -40%
 +
| -20% per level, max. -80%
 +
| -40% per level, max. -80%
 +
|}
 +
 
 +
For Innate Attack and similar abilities, cost is -10% per level if the FP payment makes the ability available for 1 minute, or -20% per level if the FP payment is per ranged shot or per second of melee.
 +
 
 +
''Costs Hit Points'' is worth x1.5 as much.
 +
 
 +
If you have any abilities that allow you to recover at least 1 FP (or HP) per second, this limitation is worth only 1/5 as much. If you can recover even faster than that, it's worth only 1/10 as much.  
 +
 
 +
''[Sources: RPK, GURPS forum discussion]''
  
  
 
=== Either/Or ===
 
=== Either/Or ===
For Either/Or limitations, multiply their percentage values together.
+
For Either/Or limitations, multiply their percentage values together.  
  
 +
''[Source: RPK]''
  
  
== Disadvantages (Tweaked) ==
+
=== Fragmentation ===
When referring to "levels" of self-control, treat (15-) as the first level, (12-) as the second, (9-) as the third, and (6-) as the fourth.  
+
This is an unplaytested replacement for the Fragmentation modifier:
 +
 
 +
==== Fragmentation, Burst ====
 +
Requires Bombardment and Follow-Up to another attack. When the first attack hits, the Fragmentation attack 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. ''(+50%)''
 +
 
 +
''Example: The default fragmentation in 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.''
 +
 
 +
''[Source: self]''
 +
 
 +
 
 +
==== Fragmentation, Cone ====
 +
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 normal 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 they stop cannot move on to hit farther targets. ''(+50%)''
 +
 
 +
''Example: Claymore mine. Small piercing attack, with: Bombardment 8, -20%; Fragmentation, Cone, +50%; Increased 1/2D, x5, +10%; Increased MAX, x2, +5%; Rapid Fire 700, +350%. Total modifier: +390%.''
 +
 
 +
''[Source: self]''
 +
 
 +
 
 +
 
 +
== Disadvantages, Modified ==
 +
When referring to "levels" of self-control, (15-) is the first level, (12-) is the second level, (9-) is the third, and (6-) is the fourth.  
 +
 
  
 
=== Chronic Depression ===
 
=== Chronic Depression ===
Roll self-control whenever you do anything but the bare minimum. You suffer a penalty to all actions equal to the margin of failure; if you roll 6 or more, you can do ''nothing'' useful at all; on a critical failure, you perform some act of self-harm or pointless destruction. You may suffer a -1 per level reaction penalty from and to others.  
+
Check self-control to do anything but the bare minimum. You suffer a penalty to all actions equal to the Margin of Failure on this roll. On a MoF of 6 or more, you can do ''nothing'' useful at all. On a critical failure, you perform some act of self-harm or pointless destruction. A depressive person may suffer a -1 per level reaction penalty from and to others.  
 +
 
 +
''[Source: self]''
  
  
 
=== Chronic Pain ===
 
=== Chronic Pain ===
See ''Chronic Affliction'', below.
+
This has been replaced with [[#Chronic Affliction|Chronic Affliction]].
  
  
 
=== Codes of Honor ===
 
=== Codes of Honor ===
In general, codes of honor can be classified as follows:
+
When inventing codes of honor, use these as guidelines:  
  
* ''Trivial [-1 point]:'' An informal, limited, and personal code, e.g. be gentlemanly toward females, spurn chauvinistic males, etc.  
+
* ''Trivial [-1 point]:'' An informal, limited, and entirely personal code of behavior. Examples: Be gentlemanly toward females; spurn chauvinistic males; etc.
* ''Minor [-5 points]:'' An informal code among your peer group, e.g. professional codes of conduct, gang codes of honor. Alternatively, a personal code that can get you into trouble, e.g. "Stays Bought."
+
 
* ''Major [-10 points]:'' A formal code among your peer group, or an informal code observed always; this covers any code of honor that could lead to a formal duel, any code of honor that would make you run into fire to save a wounded comrade, and any code of hospitality taken seriously (i.e. to the point of feeding enemies and defending them from attack while they are your guests).
+
* ''Minor [-5 points]:'' A code among a peer group, enforced informally. Examples: A professional code of conduct; a gang's code of honor. Alternatively, a personal code that can get you into serious trouble. Example: Stays bought.  
* ''Severe [-15 points]:'' A formal code observed at all times, even to the point of suicidal behavior; this covers the strictest knightly codes.  
+
 
 +
* ''Major [-10 points]:'' A formal and ritualized code among a peer group, or an informal code observed to the point of death. This covers any code of honor that could lead to a formal duel, any code of honor that would make you run into fire to save a wounded comrade, and any code of hospitality that would make you accept an enemy as a guest.  
 +
 
 +
* ''Severe [-15 points]:'' A formal code observed at all times, even if it means suicide. This covers the strictest knightly or fanatical codes.  
 +
 
 +
''[Source: self]''
  
  
 
=== Debt ===
 
=== Debt ===
…works differently, due to the ''Abstract Wealth'' rules.  
+
When using the Abstract Wealth rules, having a Debt means you must make a purchase each month, to pay off your debt-holder. If you fail to pay, you have an additional month in which to attempt to pay off both the last month's arrears and this month's normal payment. Otherwise, the Debt is replaced with new disadvantages equal to ''twice'' what the Debt was worth, usually reduced Wealth, a Duty, or an Enemy. The cost of this disadvantage depends on the cost of the Debt:
  
Having a Debt means you must make a purchase each month, to pay off your debt-holder. If you fail to pay the Debt in a month, you have an additional month in which to attempt to pay off both the last month's arrears and this month's normal payment. If you fail to pay, then the Debt is replaced with new disadvantages worth points equal to ''twice'' what the Debt was worth (e.g. reduced Wealth, a Duty, an Enemy).
+
{|
 +
|-
 +
| Cheap
 +
| Normal
 +
| Expensive 1
 +
| Expensive 2
 +
| Expensive 3
 +
|-
 +
| '''[-1 point]''
 +
| '''[-5 points]''
 +
| '''[-10 points]''
 +
| '''[-15 points]''
 +
| '''[-20 points]''
 +
|}
  
The cost of this disadvantage depends on the purchase level of the Debt:
+
See also [[#Time Worked|Time Worked]].
  
* Cheap Debt ''[-1 point]''
+
''[Source: self]''
* Normal Debt ''[-5 points]''
 
* Expensive Debt ''[-10 points]'' -1 penalty to buy
 
* Expensive Debt 2 ''[-15 points]'' -2 penalty to buy
 
* Expensive Debt 3 ''[-20 points]'' -3 penalty to buy
 
  
  
 
=== Dependents ===
 
=== Dependents ===
This is not the only way to represent having a family; if your family doesn't need rescuing, but does need time and attention, you can treat them as a Nonhazardous Duty.  
+
Only use this to represent family and lovers if you want continual "rescue baby" plots. Otherwise, see [[#Duty|Duty]], or use Sense of Duty.
 +
 
 +
 
 +
=== Duty ===
 +
If you have a family that requires time and attention, but not constant adventurous rescues, you may represent this as a Nonhazardous Duty.
 +
 
 +
If your child is ''another player character'', treat this as a 1-point Quirk to represent the legal responsibility.  
  
If you have a legal responsibility for another PC (e.g. they're your child), treat this as a Quirk.
+
''[Source: self]''
  
  
 
=== Enemies ===
 
=== Enemies ===
Remember that Enemies are after you ''specifically''. Enemies acquired as part of your job (e.g. enemy soldiers) or social standing (e.g. paparazzi, lone nut assassins) aren't usually worth noting, because they come with the territory; if you change careers, they'll go away. However, if you're ''especially'' notorious (e.g. Most Wanted or otherwise top priority), then you may take them as an Enemy.  
+
Enemies are after ''you specifically''. Enemies acquired as part of your job (e.g. enemy soldiers) or social standing (e.g. pararazzi, lone nut assassins) usually just come with the territory, and go away if you change careers. Only take such forces as Enemies if you are ''especially'' notorious (e.g. Most Wanted) or otherwise top priority, or if one of them has it in for you ''personally''.
 +
 
 +
''[Source: self]''
 +
 
 +
 
 +
=== Epilepsy ===
 +
This disadvantage is still available, but if you want another way to represent it, consider [[#Chronic Affliction|Chronic Affliction]].
  
  
 
=== Guilt Complex ===
 
=== Guilt Complex ===
…has a self-control roll, used for the triggered Chronic Depression effect, first rolled when your friend is hurt.  
+
This has a self-control number. Check self-control when your friends are hurt to see if the Chronic Depression is triggered; if it is, also use the self-control number for the Depression.
 +
 
 +
''[Source: self]''
  
  
 
=== Jealousy ===
 
=== Jealousy ===
…has a self-control roll; roll to go along with a plan proposed by a rival. The reaction penalty is -1 per level.
+
This has a self-control number. Check self-control to go along with a plan proposed by a rival. The reaction penalty is -1 per level.
 +
 
 +
''[Source: self]''
  
  
 
=== Laziness ===
 
=== Laziness ===
…has a self-control roll; roll to get off your butt and work. Because I don't use the standard income rules, instead take a -1 per level penalty to job rolls.  
+
This has a self-control number. Check self-control to get off your butt and work. This disadvantage does ''not'' directly affect your income; instead, take a -1 per level penalty to your job rolls.  
 +
 
 +
''[Source: self]''
  
  
 
=== Lunacy ===
 
=== Lunacy ===
…has a self-control roll, applied to the new moon Laziness; the full moon Will and self-control penalty is -1 per level.
+
This has a self-control number, which applies to the new moon's Laziness. For the full moon's Will and self-control penalties, apply -1 per level.  
 +
 
 +
''[Source: self]''
  
  
 
=== Manic-Depressive ===
 
=== Manic-Depressive ===
…has a self-control roll, applied to the triggered Chronic Depression, Overconfidence, and Workaholic effects.  
+
This has a self-control number, which applies to the Chronic Depression, Overconfidence, and Workaholic effects.
  
 +
''[Source: self]''
  
=== Megalomania===
+
 
…has a self-control roll; roll to avoid monologuing or otherwise set aside your grand scheme (temporarily, of course).  
+
=== Megalomania ===
 +
This has a self-control number. Check self-control to resist the urge to monologue, or otherwise set aside your grand scheme (temporarily, of course).
 +
 
 +
''[Source: self]''
  
  
 
=== Pacifism ===
 
=== Pacifism ===
Most types of Pacifism are voluntary moral codes, equivalent to Vows; violating your Pacifism only causes a mental breakdown if you also have a Guilt Complex. ''Reluctant Killer'' is a separate disadvantage; see below.
+
Most types of Pacifism are simply voluntary moral codes, equivalent to Vows; violating your Pacifism only causes a mental breakdown if you also have a Guilt Complex or [[#Reluctant Killer|Reluctant Killer]].
 +
 
 +
''[Source: self]''
  
  
 
=== Paranoia ===
 
=== Paranoia ===
…has a self-control roll; roll to trust someone (and escape suffering the -4/doubled reaction penalty). The reaction penalty from others is -1 per level.
+
This has a self-control number. Check self-control to trust someone (and escape suffering the reaction penalty). The reaction penalty from others is -1 per level.
 +
 
 +
''[Source: self]''
  
  
 
=== Self-Destruct ===
 
=== Self-Destruct ===
…costs [-5].
+
This costs '''[-5 points]'''. (Lifespan traits are largely for flavor.)
 +
 
 +
''[Source: RPK]''
  
  
 
=== Short Lifespan ===
 
=== Short Lifespan ===
…costs [-5/level].
+
This costs '''[-5 points per level]'''. (Lifespan traits are largely for flavor.)
 +
 
 +
''[Source: RPK]''
  
  
 
=== Stubbornness ===
 
=== Stubbornness ===
…has a self-control roll; roll to go along with what others want. The reaction penalty from others is -0 at first level, -1 per additional level.
+
This has a self-control number. Check self-control to go along with what others want. The reaction penalty from others is -0 at first level, -1 per additional level.
 +
 
 +
''[Source: self]''
  
  
 
=== Terminal Illness ===
 
=== Terminal Illness ===
This trait has been eliminated. If you ''must'' die during the campaign, take a Destiny. Otherwise, take whatever physical disadvantage could kill you (e.g. Chronic Heart Condition, a severe Dependency, Elderly 3 and Self-Destruct, etc.), and let the dice fall where they may.  
+
This trait has been eliminated entirely. If you want to make certain that you will die during the campaign, take a Destiny. Otherwise, take whatever physical disadvantage ''could'' kill you (e.g. Chronic Heart Condition, Dependency, Elderly 3 and Self-Destruct, etc.), and let the dice fall where they way.
 +
 
 +
''[Source: RPK]''
  
  
 
=== Trickster ===
 
=== Trickster ===
==== Fighter ====
+
 
…is a variant for those who crave the excitement of interesting fights; the effects are otherwise the same. You need not kill your foes, unless you also have Bloodlust. ''(+0%)''
+
==== Variant: Fighter ====
 +
Rather than wanting to trick others, you crave the excitement of an interesting ''battle''. The effects are otherwise much the same. You need not kill your foes, unless you also have Bloodlust. ''(+0%)''
 +
 
 +
''[Source: self]''
  
  
 
=== Unhealing ===
 
=== Unhealing ===
==== Fatigue Also ====
 
In addition to the normal effects, you cannot recover Fatigue Points naturally. ''(+100%)''
 
  
==== Fatigue Only ====
+
==== Modifier: Fatigue Also ====
You can heal your Hit Points normally, but no recover Fatigue Points. ''(+0%)''
+
In addition to the normal effects, you cannot recover Fatigue Points naturally! ''(+100%)''
 +
 
 +
''[Source: RPK]''
 +
 
 +
==== Modifier: Fatigue Only ====
 +
You can heal your Hit Points as usual, but you cannot recover your Fatigue Points naturally! ''(+0%)''
 +
 
 +
''[Source: RPK]''
  
  
 
=== Workaholic ===
 
=== Workaholic ===
…has a self-control roll; roll to stop working and rest. The reaction penalty from friends and loved ones is -1 per level.  
+
This has a self-control number. Check self-control to stop working and rest. The reaction penalty is -1 per level.  
  
 +
''[Source: self]''
  
  
== Disadvantages (New) ==
 
  
=== Bad Handwriting ===
+
== Disadvantages, New ==
It takes 2-3 times as long for anyone else to make out your handwriting, and you receive a -1 reaction penalty from anyone who reads your writing and cares about good handwriting. ''[-1 point]''
 
  
 +
=== Cathexsis ===
 +
You have a strong emotional bond to a specified† object, person, or place. You believe that you cannot survive without them, due to love, luck, or whatever. You will resist any attempt to separate you from the object of your obsession. The cost depends on the level of emotional investment:
  
=== Cathexsis† ===
+
* '''Quirk [-1 point]:''' An object you always play with, the girlfriend you always write to. Only inconvenient if you have to go deep cover; you suffer -1 reactions if forced to give it up. Alternatively, you hate to leave your home neighborhood and daily round, and give -1 reactions when taken away from it.  
You have a strong emotional bond to a specified object or person. You believe you love them, or that they are lucky for you, and will resist any attempt to separate you from the object of your obsession. The cost depends on the level of obsession:
 
  
* ''Quirk [-1 point]:'' An object you always play with, that girlfriend you always write to or carry photo of. Only inconvenient if you have to go deep cover; you suffer -1 reactions if forced to give it up.
+
* '''Minor [-5 points]:''' A weapon you always carry, the girlfriend you insist on bringing even to the secret meeting. Can lead to difficulties if your friends don't head you off; -2 to reactions when forced. Alternatively, you rarely break your normal routine, and have -2 reactions when compelled to travel.  
  
* ''Minor [-5 points]:'' A weapon you always carry, that girlfriend you're always bringing over (even to the secret meeting). Can lead to difficulties if your friends don't head you off; -2 to reactions if forced.
+
* '''Major [-10 points]:''' The subject is conspicuous, inconvenient, and almost more important to you than anything else. Alternatively, you ''never'' leave home. You have a -5 reaction to any attempt to part you from your cathexsis, even momentarily, as they drag you out kicking and screaming.  
  
* ''Major [-10 points]:'' The subject is conspicuous, inconvenient, and almost more important to you than anything else. You have a -5 reaction to any attempt to break you up, even momentarily.
+
* '''Severe [-15 points]:''' The subject eas up all your money and time, and you structure your entire life around it. If you have to go from L.A. to the Amazon, you ''will' find a way to bring your special T-Bird. You suffer Chronic Depression or go Berserk if separated from your love.  
  
* ''Severe [-15 points]:'' The subject eats up all your money and time, and you structure your entire life around it. If you have to go from L.A. to the Amazon, you will find a way to bring your special T-Bird. You suffer Chronic Depression or go Berserk if separated from your love.
+
''[Source: Alan Atkinson, self]''
  
  
=== Chronic Affliction† ===
+
=== Chronic Affliction ===
You have an injury, disorder, or illness that causes you severe problems on a regular basis – perhaps even ''constantly''. This disadvantage can represent many kinds of problems.  
+
You have an injury, disorder, or illness that causes you severe problems on a regular or even constant basis. This disadvantage is a catch-all that can represent many kinds of problems.  
  
Roll against the frequency of appearance for your Chronic Affliction once per day. If you roll below this number, you suffer the listed Irritating or Incapacitating effect. The timing of this attack is up to the GM, but it usually occurs during waking hours you might wake up with it, or it might be set off by stress (fatigue, exertion, etc.) during the day. If the GM rules that the attack occurs while you are trying to sleep, but may suffer penalties for sleep deprivation.  
+
Roll against the frequency of appearance once per day. If you roll below this number, you suffer the listed Irritating or Incapacitating effect. The timing of this attack is up to the GM, but it usually occurs during waking hours; you might wake up with it, or it might be set off by stress during the day. If the GM rules that the attack occurs while you are trying to sleep, you may suffer penalties for sleep deprivation.  
  
Chronic Affliction attacks endure for a fixed "interval", after which you may attempt a HT roll to recover. If you succeed, you have dealt with your issue… today. If you fail, the attack continues for another interval, after which you may attempt another HT roll. And so on.  
+
The attack endures for a fixed interval, after which you may attempt a HT roll to recover. If you succeed, you have dealt with your issue for the day. If you fail, the attack continues for another interval, after which you may try to roll again. The units of time used for the interval (seconds, minutes, hours) depends on the particular affliction.
  
Find the point cost of Chronic Affliction by choosing the specific affliction and then multiplying the given cost to reflect the interval and frequency of attacks. The units used for the interval depend on the particular affliction. Drop all fractions.  
+
Find the point cost of your Chronic Affliction by choosing the specific effect, then multiplying the given cost for the interval and frequency.  
  
==== Affliction ====
 
* Choking (e.g. Asthma) ''[-25 points]'' Interval is measured in seconds.
 
* Coughing/Sneezing ''[-5 points]'' Interval is measured in hours.
 
* Daze (e.g. Petit Mal Seizure) ''[-12 points]'' Interval is measured in minutes. You can be woken normally.
 
* Drowsiness (e.g. Narcolepsy) ''[-25 points]'' If triggered, you fall asleep! You can be woken normally.
 
* Drunkenness ''[-5 points]'' Not literally drunk, but some neural effect with similar results. Interval is measured in hours.
 
* Ecstacy ''[-25 points]'' Interval is measured in minutes.
 
* Euphoria ''[-8 points]'' Interval is measured in hours.
 
* Hallucinations ''[-12 points]'' Interval is measured in minutes.
 
* Heart Attack (e.g. Heart Condition) ''[-75 points]'' If triggered, you suffer an attack! Always use the x1 Interval cost.
 
* Itching ''[-2 points]'' Interval is measured in hours.
 
* Nausea ''[-8 points]'' Interval is measured in hours.
 
* Pain, Moderate ''[-5 points]'' Interval is measured in hours. This is the old "Mild Chronic Pain."
 
* Pain, Severe ''[-10 points]'' Interval is measured in hours. This is the old "Severe Chronic Pain."
 
* Pain, Terrible ''[-15 points]'' Interval is measured in hours. This is the old "Agonizing Chronic Pain."
 
* Pain, Agonizing ''[-25 points]'' Interval is measured in minutes.
 
* Paralysis ''[-40 points]'' Interval is measured in hours.
 
* Retching ''[-12 points]'' Interval is measured in minutes.
 
* Seizures ''[-25 points]'' Interval is measured in minutes. This is slightly different from Epilepsy.
 
* Tipsiness ''[-3 points]'' Not literally drunk, but some neural effect with similar results.  Interval is measured in hours.
 
* Unconsciousness ''[-50 points]'' If triggered, you fall unconscious! Interval is measured in hours.
 
  
==== Interval ====
+
{|
* 1 second/minute/hour ''{x0.5}''
+
|+ Affliction
* 2 seconds/minutes/hours ''{x1}''
+
|-
* 4 seconds/minutes/hours ''{x1.5}''
+
! Effect
* 8 seconds/minutes/hours ''{x2}''
+
! Cost
 +
! Time
 +
! Notes
 +
|-
 +
| Choking
 +
| Coughing/Sneezing
 +
| Daze
 +
| Drowsiness
 +
| Drunkenness
 +
| Ecstacy
 +
| Euphoria
 +
| Hallucinations
 +
| Heart Attack
 +
| Itching
 +
| Nausea
 +
| Pain, Moderate
 +
| Pain, Severe
 +
| Pain, Terrible
 +
| Pain, Agonizing
 +
| Paralysis
 +
| Retching
 +
| Seizures
 +
| Tipsiness
 +
| Unconsciousness
 +
|-
 +
| '''[-25 points]'''
 +
| '''[-5 points]'''
 +
| '''[-12 points]'''
 +
| '''[-25 points]'''
 +
| '''[-5 points]'''
 +
| '''[-25 points]'''
 +
| '''[-8 points]'''
 +
| '''[-12 points]'''
 +
| '''[-75 points]'''
 +
| '''[-2 points]'''
 +
| '''[-8 points]'''
 +
| '''[-5 points]'''
 +
| '''[-10 points]'''
 +
| '''[-15 points]'''
 +
| '''[-25 points]'''
 +
| '''[-40 points]'''
 +
| '''[-12 points]'''
 +
| '''[-25 points]'''
 +
| '''[-3 points]'''
 +
| '''[-50 points]'''
 +
|-
 +
| seconds
 +
| hours
 +
| minutes
 +
| special
 +
| hours
 +
| minutes
 +
| hours
 +
| minutes
 +
| special
 +
| hours
 +
| hours
 +
| hours
 +
| hours
 +
| hours
 +
| minutes
 +
| hours
 +
| minutes
 +
| minutes
 +
| hours
 +
| hours
 +
|-
 +
| Severe asthma.
 +
|
 +
| Petit mal seizure. You can be woken normally.
 +
| Narcolepsy. You can be woken normally.
 +
| Not literally drunk, but a similar neural effect.
 +
|
 +
|
 +
|
 +
| You suffer an attack! Always use x1 interval cost.
 +
|
 +
|
 +
| The old Mild Chronic Pain.
 +
| The old Severe Chronic Pain.
 +
| The old Agonizing Chronic Pain.
 +
|
 +
|
 +
|
 +
| Grand mal seizures.
 +
| Not literally drunk, but a similar neural effect
 +
|
 +
|}
  
==== Frequency of Appearance ====
+
{|
* Attack occurs on a roll of 6 or less ''{x0.5}''
+
|+ Interval
* Attack occurs on a roll of 9 or less ''{x1}''
+
|-
* Attack occurs on a roll of 12 or less ''{x2}''
+
| 1 second/minute/hour
* Attack occurs on a roll of 15 or less ''{x3}''
+
| 2 seconds/minutes/hours
 +
| 4 seconds/minutes/hours
 +
| 8 seconds/minutes/hours
 +
|-
 +
| '''{x0.5}'''
 +
| '''{x1}'''
 +
| '''{x1.5}'''
 +
| '''{x2}'''
 +
|}
  
 +
{|
 +
|+ Frequency
 +
|-
 +
| 6 or less
 +
| 9 or less
 +
| 12 or less
 +
| 15 or less
 +
|-
 +
| '''{x0.5}'''
 +
| '''{x1}'''
 +
| '''{x2}'''
 +
| '''{x3}'''
 +
|}
 +
 +
''[Source: self]''
  
  
 
=== Ditz ===
 
=== Ditz ===
You have an uncanny affinity for gross physical blunders. You do not necessarily have a low IQ (you may have up to IQ 13 and still select this trait) but you are more awkward than your IQ would suggest. This disadvantage comes in two levels:
+
'''[-5 or -15 points]'''
  
Ditz: Make an IQ roll to get through the day without making a social gaffe, leaving the motor running and the lights on, or mixing up important files. This is rarely life-threatening, but it is inconvenient and often expensive. The GM should be creative in inventing minor torments. You should especially avoid laboratories, records depositories, and televised interviews. ''[-5 points]''
+
You have an uncanny affinity for gross physical blunders. You do not necessarily have a low IQ (you may have up to IQ 13 and still select this trait), but you are more awkward than your IQ would suggest. This disadvantage comes in two levels:
  
Total Ditz: As above, but in addition, ''any'' failure on an IQ roll or IQ-based skill roll is considered a critical failure for you! ''[-15 points]''
+
* ''Ditz [-5 points]:'' Make an IQ roll to get through the day without making a social gaffe, leaving the motor running and the lights on, or mixing up important files. This is rarely life-threatening, but it is inconvenient and often expensive.
  
This trait might seem silly, but it need not be. It differs from Absent-Mindedness, in that you remember all right, but got confused, or remembered wrong, or went ahead and did something boneheaded anyway.
+
* ''Total Ditz [-15 points]:'' As above, but in addition, ''any'' failure on an IQ roll or IQ-based skill roll is considered a critical failure for you!
  
 +
This trait might seem silly, but it need not be. It differs from Absent-Mindedness in that you remembered all right, you just got confused, or remembered wrong, or went ahead and did something boneheaded anyway for no good reason.
 +
 +
''[Source: self]''
  
  
 
=== Elderly ===
 
=== Elderly ===
For each level of this disadvantage, you have already passed one of the aging thresholds. ''[-1 point per level, max. 3 levels]''
+
'''[-1 point per level, max. 3 levels]'''
  
 +
For each level of this disadvantage, you have already passed one of the aging thresholds.
  
 +
''[Source: self]''
  
=== Long-Term Effects† ===
 
Each month you consistently violate Restricted Diet or a similar life support disadvantage (must specify), you accumulate -1 character point toward lowering your HT. You can remove these points slowly by staying clean, again at one month per point, but once a level of HT is lost, it's gone for good. ''[-1 point]''
 
  
 +
=== Moron ===
 +
'''[-10 points]'''
  
 +
Incompatible with Common Sense. When you, the player, have a clever plan for party action, or a solution to a mystery faced in the adventure, you must make an IQ roll in order for your character to have the same idea! (If your idea could be justified by one of your skills, you may make a skill roll instead.) If the roll fails, then your character has a ''stupid'' idea, instead, and eagerly offers a suggestion that is either obvious, or obviously wrong.
  
=== Moron ===
+
''[Source: S. John Ross]''
Incompatible with Common Sense. When you (the player) have a clever plan for party action, or a solution to a mystery faced in the adventure, you must make an IQ roll in order for your character to have the same idea! (If your idea could be justified by one of your skills, you may make a skill roll instead.) If the roll fails, then your character has a ''stupid'' idea, instead, and eagerly offers a suggestion that is either obvious or obviously wrong. ''[-10 points]''
 
  
  
 
=== Procrastinator ===
 
=== Procrastinator ===
It's not that you're lazy, really! You have just a little trouble getting ''started''… You must make a self-control roll to start a project on your own; you have -1 to this roll for each day of extra time you have available, or +1 for each day that you're behind schedule. Once you begin, or if someone else forces you to start, you work normally. ''[-5 points*]''
+
'''[-5 points*]'''
 +
 
 +
It's not that you're lazy, really! You just have a little trouble getting ''started''. Check self-control to start a project on your own; you have -1 to this roll for each day of extra time you have available, or +1 for each day that you're behind schedule. Once you begin, or if someone else ''forces'' you to start, you work normally.  
  
 +
''[Source: Arthur Shipkowski]''
  
  
 
=== Reluctant Killer ===
 
=== Reluctant Killer ===
You are psychological unprepared to kill ''people''. In order to use deadly force against an obvious person whose face is visible to you, you must make a self-control roll at the moment of attacking. You only need to roll once per opponent per fight. ''[-10 points*]''
+
'''[-10 points*]'''
  
If you fail this roll, you absolutely cannot fight that particular person. You must retreat, surrender, negotiate, use an absolutely harmless attack (e.g. a sleep spell), switch targets, or even curl up into a ball and scream – ''anything'' but try to hurt them.  
+
You are psychologically unprepared to kill people. The first time you attack a particular person in a fight, check self-control.
 +
 
 +
If you fail this roll, you ''absolutely cannot fight'' that particular person. You must retreat, surrender, negotiate, fire into the air uselessly, use an absolutely harmless attack (e.g. a sleep spell), switch targets, or even curl up into a ball and scream—''anything'' but try to hurt them.  
  
 
If you pass this roll, you may fight, but you still hold back your blows unconsciously. You may not Aim, and you suffer a -2 per level penalty to each attack. Halve the penalty if you cannot see your foe's face and are not in close combat.  
 
If you pass this roll, you may fight, but you still hold back your blows unconsciously. You may not Aim, and you suffer a -2 per level penalty to each attack. Halve the penalty if you cannot see your foe's face and are not in close combat.  
  
No roll is required nor is there a penalty to attack a vehicle or building whose occupants are hidden from you, nor an opponent you do not believe is a person (e.g. an animal, a monster), nor a target you cannot actually see (e.g. indirect fire).  
+
No roll is required, nor is there a penalty to attack, an inanimate target (including vehicles or buildings whose occupants are hidden from you), nor an inhuman target (e.g. animals, monsters), nor a target you cannot actually see (e.g. indirect fire). Note that this may be subjective by character; some characters, for example, may see animals as more deserving of life than humans. Use Pacifism, Sense of Duty, and similar traits as guidelines.
 +
 
 +
If you kill a recognizeable person, intentionally or accidentally, make another self-control roll as soon as you realize this. If you fail, the result is as for a Phobia: take your Margin of Failure, add 3d, and look up the result on the Fright Check Table. If you hurt someone visibly (bleeding, screaming, etc.), do the same, but with a +4 bonus to self-control. However, if your victim doesn't appear to be hurt at all, you don't have to roll.
 +
 
 +
In realistic games, most characters come with some degree of this disadvantage! Those with combat training or "killer instinct" may buy it off. My campaign default for such games is:
 +
 
 +
{|
 +
|-
 +
| ''Hardened Killer''
 +
| ''Desperate Killer''
 +
| ''Reluctant Killer''
 +
| ''Very Reluctant Killer''
 +
| ''Extremely Reluctant Killer''
 +
|-
 +
| '''[10 points]'''
 +
| '''[5 points]'''
 +
| '''[0 points]'''
 +
| '''[-5 points]'''
 +
| '''[-10 points]'''
 +
|-
 +
| Does not have this trait.
 +
| Self-control 15-
 +
| Self-control 12-
 +
| Self-control 9-
 +
| Self-control 6-
 +
|}
 +
 
 +
''[Source: self]''
 +
 
 +
 
 +
 
 +
== Quirks ==
 +
Scavenged from multiple sources, with my own additions.
 +
 
 +
=== Mental or Emotional ===
 +
 
 +
==== Addiction ====
 +
You are addicted to a specified drug or behavior, which you must use daily or suffer withdrawal. The drug is cheap, legal, and not especially addictive or incapacitating.
 +
 
 +
==== Angry ====
 +
It's not so much that you have a bad temper, it's just that you show it more strongly than most people when you ''do'' lose it.
 +
 
 +
==== Apathetic ====
 +
"Whatever." When you have nothing better to do, you'll go along with others just to go along, or in hopes of finding something interesting.
 +
 
 +
==== Awkward ====
 +
You cannot use a specified Influence skill in a specified social situation. Examples: No Sex Appeal when in a public place; no Intimidation against women; no Diplomacy around the topic of your religion.
 +
 
 +
==== Bad Handwriting ====
 +
It takes 2-3 times as long for anyone else to make out your handwriting, and you receive a -1 reaction penalty from anyone who reads your writing.
 +
 
 +
==== Bad with (Animal) ====
 +
You get -4 on all reaction rolls made by one specified type of animal.
 +
 
 +
==== Bad with Names ====
 +
You have to make an IQ roll to remember the name of anyone who you haven't known well for a long time. And sometimes even then.
 +
 
 +
==== Bad with (Social Group) ====
 +
You are Oblivious (-1 to social skills) when it comes to one specific social group.
 +
 
 +
==== Belief ====
 +
You are a devout believer in a specified religion, political philosophy, atheism, etc.
 +
 
 +
==== Blackouts ====
 +
After suffering a specific altered mental state (e.g. drunk, Berserk, Combat Shakes, Chronic Seizures), you often suffer memory loss. You must make a Will+1 roll to remember general events from that time, and any memories which would normally take an IQ roll to recall are uncoverable.
 +
 
 +
==== Busy ====
 +
You hate to sit around. If nothing's going on, that means it's time to stand up and do something!
 +
 
 +
==== Careless ====
 +
You neglect to take routine precautions, only bothering when the situation seems particularly important.
 +
 
 +
==== Cold ====
 +
You don't display a lot of care or sensitivity for others' personal feelings, although you understand them well enough.
 +
 
 +
==== Completist ====
 +
You hate to leave a job half-done.
 +
 
 +
==== Confident ====
 +
You know your abilities, and don't hesitate to use them or mention them when you know you can handle a situation. (Unlike Overconfident, you actually have a realistic understanding of your capabilities.)
 +
 
 +
==== Confrontational ====
 +
You love to argue.
 +
 
 +
==== Conscientious ====
 +
You make an effort to obey most laws and rules, and will only break the law as a last resort.
 +
 
 +
==== Cruel ====
 +
You don't go out of your way to hurt people, when you do cause harm, you just can't resist putting that extra kick in.
 +
 
 +
==== Dense ====
 +
You're always the last to catch any witty remark or joke, especially one upon you. You'll laugh once you get it, though.
 +
 
 +
==== Dominant ====
 +
You like to be in charge, and will attempt to take the alpha position if no one else has it.
 +
 
 +
==== Dreams ====
 +
You always have vivid and memorable dreams, sometimes really bizarre or perverse ones. This may provoke odd reactions from those who hear about it.
 +
 
 +
==== Dual Identity ====
 +
You have a "secret identity" which isn't really a secret. anyone who wants to learn it can do so, but you prefer to keep the two identities firmly separated. When on duty, you stick to your costume and codename, while when off duty, you insist on being treated "just like everybody else."
 +
 
 +
==== Flirty ====
 +
You tend to get playful with folks of your preferred gender. The game is more important than the score, though; you're no more or less likely to actually go to bed with someone than anyone else. This may get you a -1 reaction from those who consider such behavior to be improper.
 +
 
 +
==== Forthright ====
 +
You prefer to speak the absolute truth, or remain silent rather than lie. This gives you -1 to rolls to tell falsehood.
 +
 
 +
==== Heavy Sleeper ====
 +
You can fall asleep in all but the worst conditions, and will sleep through most disturbances, blissfully unaware. You still suffer any ill effects from poor quality sleep.
 +
 
 +
==== Homebody ====
 +
You greatly prfer the company of your own possessions and family to outsiders; given a choice, you'll retire to familiar surroundings rather than go out and about.
  
If you ''kill'' a recognizable person, intentionally or accidentally, you must make another self-control roll. If you fail, the result is as for a Phobia: take your margin of failure, add 3d, and look up the result on the Fright Check Table.  
+
==== Hot Button ===
 +
There's this one particular thing that sets you off as if you had Bad Temper; use Will as your self-control number. Examples: Accusations of cowardice; criticism of your weight; computer problems.  
  
If you ''hurt'' someone visibly – bleeding, screaming, etc. – roll at +4. But if they don't appear to be hurt at all, you don't have to roll.  
+
==== Ignorant ====
 +
You lack even default knowledge of a particular common skill that most people of your social group would expect you to know. This is worth a -1 reaction when noticed.  
  
In realistic games, most characters come with some degree of this disadvantage; those with combat training or "killer instinct" may buy it off, calling the corresponding advantage ''Hardened Killer''.
+
==== Immodest ====
 +
You have little sense of personal modesty; you often walk around your home naked, talk crudely, etc. You have just enough common sense to remember to fake proper behavior when it's important.  
  
 +
==== Impatient ====
 +
You have trouble enduring discomfort and nuisances. You prefer to stand up and ''deal with the problem'', or if that's not possible, ''leave''.
  
=== Sexual Quirks ===
+
==== Irritating ====
Each is -1 point.
+
You have a specific trivial personal habit that only a few people are likely to notice, but it will drive those few people ''nuts''.
  
==== Frigid ====
+
==== Late ====
Prerequisite: Female. You just can't enjoy sex; it's uncomfortable or even ''painful'' if you try. You are immune to seduction. This may cause reaction penalties in certain circumstances.
+
You always arrive late. Always.
  
==== Impotent ====
+
==== Modest ====
Prerequisite: Male. The spirit may be willing, but the flesh is weak. This may cause reaction penalties in certain circumstances.
+
Aww, you're not ''that'' great. You avoid praise.
  
==== Neutered or Sexless ====
+
==== Neat Freak ====
You cannot sire or bear children, and are immune to seduction. This may cause reaction penalties in certain circumstances.
+
You have a tendency to organize the objects around you, including other people's stuff if you forget.
  
==== Sexually Responsive‡ ====
+
==== Not a Morning Person ====
Your lover receives +1 per level to their effective Erotic Arts skill with you, but you also suffer -1 per level to your self-control rolls once your switch is flipped.  
+
You're exceedingly irritable and slow to respond before you've finished your morning routine.  
  
 +
==== Ouch! ====
 +
When you suffer a minor injury (no more than 1 point of damage, e.g. papercuts, stubbed toes, bonks on the head), you must make a Will roll or cry out. This is perfectly compatible with High Pain Threshold, for those who shrug off major injuries but wince at the small ones.
  
 +
==== Panicky ====
 +
In a sudden crisis, you tend to shout and flail about a lot until you figure out what's going on and what to do.
  
== Wealth (Tweaked) ==
+
==== Picky Eater ====
I use the Abstract Wealth rules from ''Pyramid 3/44: Alternate GURPS II''. For reference, here is the wealth scale used in those rules, as well as the typical Lifestyle they provide.  
+
You have very specific tastes and preferences about your food. This may get a -1 reaction from those who cook for you.  
  
* 5 (Homeless) ''[-40 points]'' Lifestyle -2
+
==== Poor Memory ====
* 6 (Destitute) ''[-30 points]'' Lifestyle -2 (Equivalent to old "Dead Broke".)
+
In one ear and out the other. You have -1 to IQ rolls to remember specific information.
* 7 (Working Poor) ''[-20 points]'' Lifestyle -1
 
* 8 (Working Class) ''[-15 points]'' Lifestyle -1
 
* 9 (Tradespeople) ''[-10 points]'' Lifestyle 0
 
* 10 (Middle Class) ''[0 points]'' Lifestyle 0
 
* 11 (Comfortable) ''[10 points]'' Lifestyle 1
 
* 12 (Wealthy) ''[20 points]'' Lifestyle 2
 
* 13 (Very Wealthy) ''[30 points]'' Lifestyle 3
 
* 14 (Millionaire) ''[50 points]'' Lifestyle 4 (Equivalent to old "Filthy Rich".)
 
* 15 (Multimillionaire) ''[75 points]'' Lifestyle 5
 
* 16 (Billionaire) ''[100 points]'' Lifestyle 6
 
* 17 (Multibillionaire) ''[125 points]'' Lifestyle 7
 
* 18 (Megacorporation) ''[150 points]'' Lifestyle 8
 
* 19 (Small Nation) ''[175 points]'' Lifestyle 8
 
* 20 (Medium Nation) ''[200 points]'' Lifestyle 8
 
* 21 (Large Nation) ''[225 points]'' Lifestyle 8
 
* 22 (Wealthy Nation) ''[250 points]'' Lifestyle 8
 
* 23 (Multiplanetary Empire) ''[275 points]'' Lifestyle 8
 
* 24 (Galactic Empire) ''[300 points]'' Lifestyle 8
 
  
''Special Cases:''
+
==== Private ====
* If you're always travelling, reduce effective Lifestyle by 1 level.
+
You may not have any particular Secrets that anyone else would care about, but you still keep your private business to yourself as closely as if it ''were'' a secret.  
* Remember that Status or Rank may provide a Lifestyle on their own.
 
  
=== Time Worked ===
+
==== Quiet ====
The default assumption is that you must spend roughly 50 hours per week attending to work and household chores; you cannot use this time for adventuring without consequences. It costs ±1 point to adjust this by ±5% either direction, down to a minimum of 0 hours for 20 points (representing a completely independent income), or up to a maximum of 100 hours for -20 points (representing the necessity to work every day until you drop).  
+
You don't like to chatter or horse around much, especially around strangers. Your first instinct is never words.
  
 +
==== Ritual ====
 +
You have a particular ritual or set of practices that you perform with scrupulous regularity. Examples: A daily walk; a nightly prayer; a particular method of maintaining your kit.
  
 +
==== Serious ===
 +
You do not seek our frivolity or humor, though you're reasonably open to whatever comes along, provided it is appropriate and everyone has finished their chores.
  
== Skills (Tweaked) ==
+
==== Slacker ====
 +
If no one's on your case, you're inclined to slack off your work. You ''never'' volunteer.
  
=== Archaeology ===
+
==== Slow Reader ====
…is a /TL skill. This is specifically the technical skill of safely recovering and preserving artifacts; for knowledge of ancient cultures, use Anthropology, History, an appropriate Expert Skill, etc.
+
You take about half-again as long to read anything as anyone else would.
  
 +
==== Submissive ====
 +
You are most comfortable when someone else is in charge, and usually defer to higher authority.
  
=== Architecture ===
+
==== Suspicious ====
This skill is about buildings as they are used, and not their construction. While you could use this to design a floorplan, to actually develop full blueprints for construction, including foundation, wiring and plumbing, etc., requires Engineer (Civil).
+
You assume that most people are up to no good, or at least concealing their true motives. Unlike true Paranoia, you don't think they're all out to get you personally; you figure this is just how the system works, so make sure to cover your ass.
  
 +
==== Talkative ====
 +
You just can't seem to shut up.
  
=== Biology ===
+
==== Teetotaler / Straight-Edge ====
…requires specialization by world of origin, e.g. "Terran" for Earth, and any worlds settled and terraformed by Terrans. Individual worlds are familiarities. One could also specialize in Comparative Xenobiology, for vague knowledge of all manner of life and life-like systems.  
+
You avoid alcoholic beverages and/or whatever other common social drugs are used in your society.  
  
 +
==== Trademark ====
 +
You have a specified symbol that you leave at the scene of the action as a way of "signing your work". It takes almost no time to leave, cannot be used in itself to trace your identity, and can be overlooked when you're in a hurry.
  
=== Cartography ===
+
==== Trusting ====
…is a /TL skill.
+
You tend to think the best of people. Without evidence to the contrary, you're inclined to believe what others tell you.
  
 +
==== Vain ====
 +
You pay exceptional attention to your appearance; even a small blemish makes you uncomfortable.
  
=== Combat Art, Combat Sport ===
 
…are now Average -3 Techniques of their controlling combat skill.
 
  
 +
=== Mental or Emotional ===
  
=== Erotic Art ===
+
==== Addiction ====
…is based off IQ instead of DX, because the most important thing is awareness and understanding of your partner and yourself. However, the skill defaults not to DX-5, but instead HT-5. Erotic Art may count as an Influence skill under the proper conditions.  
+
You are addicted to a specified drug or behavior, which you must use daily or suffer withdrawal. The drug is cheap, legal, and not especially addictive or incapacitating.  
  
 +
==== Allergy ====
 +
You have an allergic reaction to a specific substance; this is annoying, but rarely dangerous. If exposed, make a HT roll; on a failure, you suffer coughing, sneezing, or itching for minutes equal to the Margin of Failure.
  
=== Farming ===
+
==== Drug Reaction ====
…requires specialization by world of origin, e.g. "Terran" for Earth, and any worlds settled and terraformed by Terrans. Individual worlds are familiarities.  
+
A specific common drug doesn't work on you normally; you must use an expensive variant, or you suffer strange side effects.  
  
Possible variants include Aquaculture and Beekeeping.
+
==== High Rejection Threshold ====
 +
You are of an uncommon blood type, or are otherwise unable to accept tissue transplants or cybernetic parts from most subjects unless you pass an additional HT roll to check for rejection.  
  
 +
==== Long-Term Effects ====
 +
Each month that you consistently violate a specified Restricted Diet or similar life support disadvantage, you accumulate -1 characer point toward lowering your HT. You can remove these points slowly by staying clean, again at one month per point, but once a level of HT is lost, it's gone for good.
  
=== Gardening ===
+
==== Odd Body Shape ====
…requires specialization by world of origin, e.g. "Terran" for Earth, and any worlds settled and terraformed by Terrans. Individual worlds are familiarities.  
+
You have difficulty finding clothes that fit well, which increases the cost of your wardrobe.
  
 +
==== Supplement ====
 +
You require particular periodic dietary supplements or special treatments to remain healthy, but this is a long-term requirement, easily obtained.
  
=== Geography ===
 
…requires specialization by specific planet, e.g. "Earth", "Luna", "Mars".
 
  
 +
=== Social or Appearance ====
  
=== Geology ===
+
==== Dishonest Face ====
…requires specialization by planetary class or type. In realistic games, I use the Planetary Classification Mailing List's categories.  
+
You seem untrustworthy, unreliable, or simply somehow ''wrong''. This has nothing to do with your reputation among those who know you, or how virtuous you really are! People who don't know you will tend to pick you if they're looking for a potential criminal or troublemaker, or ''not'' pick you if they're looking for someone to confide in. You always get spot-checked by customs agents and the like.  
  
One variant is ''Hydrology'', the study of a world's oceans, rivers, and other bodies of liquid.  
+
==== Disliked by (Group) ====
 +
Some small group, or a particular type of animal, dislikes you, and reacts at -1.
  
 +
==== Exposed ====
 +
Requires Secret. A few particular people who ''aren't'' your friends know your secret. They aren't your enemies, either, yet, but they could expose you if they wished or were convinced.
  
=== Interrogation ===
+
==== Hidden Scar ====
…is explicitly cinematic. In real life, interrogating a prisoner can involve the use of several skills (including the new skill ''Interviewing'', below), and torture lowers the quality of information gained.
+
Your body has a noticeable and grotesque flaw, such as a huge scar or severe skin disease, that is normally covered up with your everyday clothing. You lose any benefits of Appearance when your flaw is exposed.  
  
 +
==== Lover ====
 +
You are in a steady romantic relationship! This is a combination of a Sense of Duty toward that particular individual, plus Claim to Hospitality 1.
  
=== Literature ===
+
If your love is another PC, or the other party doesn't reciprocate your feelings, you can't have the Claim to Hospitality, so take Sense of Duty instead of this Quirk.
…requires specialization. There are two general classes of specialty:
 
  
* A limited geographical region (no larger than a small nation) over multiple eras, or the output of a single community. Examples: American South, Irish, Japanese, Algonquin Round Table, Usenet.
+
==== Low Voice ====
* A single era and one of either a broad geographical region, a culture, or an idea. Examples: 20th-Century American, Ottoman Muslim, 18th-Century Novels.  
+
You have trouble making yourself heard over noise; others have -3 to their Hearing rolls to hear your voice.
  
There are variants of this skill for other media: Art History, Cinema, Folklore, Music History, and so on.
+
==== Obligation ====
 +
You have a particular minor, nonhazardous social duty that you try your best to pursue, but can abandon in emergencies. Examples: Chairperson of a club; volunteer work for a charity; a lonely but irritating relative whom you feel sorry for.  
  
 +
==== Stalker ====
 +
This is a low-value Enemy (Watcher): someone relatively unimportant who stalks you or spies upon you. This can be annoying or disturbing, but is rarely more than a minor inconvenience.
  
=== Mechanic ===
+
==== Stereotypical ====
==== Sapper ====
+
You strongly resemble a particular stereotype of a profession, ethnic group, etc. Even those who should know better tend to pigeon-hole you, and thin-skinned members of your group might accuse you of making them look bad. You receive a doubled reaction penalty from those who dislike this group.  
The specialty of using and modifying military barricades, pontoon bridges, etc.  
 
  
==== Small Appliances ===
+
==== Unphotogenic ====
The specialty of repairing home appliances: toasters, microwaves, TVs, etc. This overlaps somewhat with Electronics Repair.
+
Your Appearance is treated as one level lower on camera or in photos.
  
 +
==== Ward ====
 +
One of the other PCs is your legal dependent or ward. You are responsible for their general upkeep.
  
=== Metallurgy ===
 
One variant is Ceramics, for composite materials instead of metals.
 
  
 +
=== Esoteric ===
  
=== Meteorology ===
+
==== Destiny ====
…requires specialization by planetary class or type. In realistic games, I use the Planetary Classification Mailing List's categories.  
+
You have a very particular minor Destiny: You will suffer a single critical failure when you most need success, after which this Quirk is removed.  
  
  
=== Naturalist ===
+
== Sexual Quirks, Perks, and Features ==
…requires specialization by specific planet, e.g. "Earth", "Luna", "Mars".
+
For games that swing that way. These are mostly scavenged from the core books and GURPS forum discussions.  
  
 +
==== Cross-Species Impregnation ====
 +
'''Males and hermaphrodites. [Perk]'''
 +
You can impregnate other species. In a realistic game, you must specify a single other species; in a cinematic game, anything goes.
  
=== Performance ===
+
==== Cross-Species Surrogacy ====
==== Circus Performance† ====
+
'''Females and hermaphrodites. [Perk]'''
A variant for performance intended more to shock than to amuse or inform. You must specialize by the particular act: Contortionist, Fire Eating, Sword Swallowing, etc.  
+
You can carry other species' embryos to term. In a realistic game, you must specify a single other species; in a cinematic game, anything goes.  
  
 +
==== Easy Childbirth ====
 +
'''Females and hermaphrodites. [Perk]'''
 +
You get +3 to all HT rolls related to pregnancy, labor, and recovery.
  
=== Physician ===
+
==== Eunuch ====
Other medical disciplines are treated as variants of this skill: Dentist, Optometrist, Psychiatrist, etc.  
+
'''Any. [Quirk]'''
 +
You have been forcibly rendered sexless. You may still have desire, but you can't perform, and your mutilated condition may disturb others who become aware of it.
  
 +
==== Fertility Control ====
 +
'''Any. [Perk]'''
 +
You can control your own fertility level, i.e. Sterility (Switchable). In a realistic game, adjusting hormone levels take a couple of days; in a cinematic game, you may choose in the heat of the moment.
  
=== Psychology ===
+
==== Frigid ====
…is a /TL skill. This is specifically the scientific study of the mind, and serves as the mental counterpart to Physiology. A successful roll lets you avoid cross-species penalties for use of any social skill. The equivalent skill for dealing with artificial intelligences is Computer Programming (AI).  
+
'''Females. [Quirk]'''
 +
You find sex to be uncomfortable, or even painful. You are immune to seduction. In the bedroom, you may receive reaction penalties or sympathy.  
  
 +
==== Hermaphrodite ====
 +
'''[Feature]'''
 +
You are fully-functional as both male and female. Unless you specify otherwise, assume you're bisexual.
  
=== Survival ===
+
==== Impotent ====
…requires specialization by planetary class or type. In realistic games, I use the Planetary Classification Mailing List's categories.  
+
'''Males and hermaphrodites. [Quirk]'''
 +
The spirit may be willing, but the flesh is weak. In the bedroom, you may receive reaction penalties or sympathy.  
  
 +
==== Menses, Heavy ====
 +
'''Females and hermaphrodites. [Quirk]'''
 +
You have especially painful and messy menstrual periods, during which you suffer a -1 penalty to most activities due to discomfort, cramps, anemies, mood-swings, etc.
  
=== Weather Sense ===
+
==== Menses, Light ====
…requires specialization by specific planet, e.g. "Earth", "Luna", "Mars".
+
'''Females and hermaphrodites. [Perk]'''
 +
You suffer no pain or discomfort during your menstrual or heat cycles.  
  
 +
==== Multiorgasmic / Short Refractory Period ====
 +
'''Any. [Perk]'''
 +
+1 reaction in bed.
  
 +
==== Parthenogesis ====
 +
'''Females and hermaphrodites. [Perk]'''
 +
You can voluntarily clone yourself.
  
== Skills (New) ==
+
==== Reabsorption ====
 +
'''Females and hermaphrodites. [Perk]'''
 +
You can voluntarily terminate pregnancy.
  
=== Expert Skills ===
+
==== Sexual Orientation ====
 +
In and of itself, sexual orientation is a feature, but having an orientation that is unaccepted by your society can be a Quirk, a Secret, or a Social Stigma, depending on the severity of the reaction.
  
==== Espionage ====
+
==== Sexually Responsive ====
Comparable to Military Science: an understanding of intelligence operations and the capabilities of agents and organizations.
+
'''Any. [-1 point per level]'''
 +
Your lover receives +1 per level to their effective Erotic Arts skill with you, and you suffer -1 per level to your self-control rolls once your switch has been flipped.
  
==== Terraforming ====
+
==== Sterility ====
The practice of reshaping an entire planet to make it more habitable for human and other Terran life. (Other species, of course, have their own specialties.)
+
'''Any. [Feature]'''
 +
You can have sex, but can't reproduce.  
  
  
=== Interviewing (IQ/A) ===
 
''Defaults: IQ-5, Body Language-4, Detect Lies-4, Interrogation-3, Intelligence Analysis-5, Intimdation-5, Psychology-4, Social Sense-4.''
 
  
The practiced ability to question someone, whether in a formal interview or interrogation, or in a casual social situation. This is the skill of getting someone to admit more useful information than they would normally volunteer, and to piece together what they say into a coherent narrative. You must have already convinced them to talk to you, possibly using some other skill. Each question requires a skill roll and 5 minutes—or 30 minutes, if attempting to hide your interest.
+
== Wealth & Lifestyles ==
 +
Use the Abstract Wealth rules from ''Pyramid 3/44: Alternate GURPS II.''
  
''Modifiers:'' -3 for Low Empathy; -3 if attempting to conceal your interest in a particular subject; +2 for a lengthy interview (one to two hours); +3 if the subject genuinely wants to share information; -3 if you resort to threats, or -6 if you use torture (increased to -4 and -7 if you are Callous).
+
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.  
  
In a truly voluntary interview, the skill roll is unopposed. Each successful skill roll gathers useful information; on a failure, the subject says nothing of interest to you.
+
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.  
  
If the subject is trying to conceal information, each roll is a Quick Contest of Interviewing vs. their Preception. If you win, you gather the information you were after, which the interviewee may or may not have wanted you to uncover. If you tie or lose, you learn nothing of interest. If you lose by 5 or more points, the subject realizes he's said too much, and stops talking, ending the interview.
+
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't sell them; on the other hand, you don't have the responsibility of having to maintain them.  
  
If the subject is actively lying to you, each roll is a Quick Contest of Interviewing vs. their Acting skill. If they win, you learn what they wanted you to believe.
+
Rank in an organization ''might'' also provide a Lifestyle while you're "on duty", 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 "free" Status provided by your Rank.  
  
 +
{|
 +
|-
 +
! Wealth
 +
! Status
 +
! Lifestyle
 +
! Notes
 +
|-
 +
| 5 (Homeless) [-40 points]
 +
| 6 (Destitute) [-30 points]
 +
| 7 (Working Poor) [-20 points]
 +
| 8 (Working Class) [-15 points]
 +
| 9 (Tradespeople) [-10 points]
 +
| 10 (Middle Class) [0 points]
 +
| 11 (Upper Middle Class) [10 points]
 +
| 12 (Wealthy) [20 points]
 +
| 13 (Very Wealthy) [30 points]
 +
| 14 (Millionaire) [50 points]
 +
| 15 [Multimillionaire) [75 points]
 +
| 16 (Billionaire) [100 points]
 +
| 17 (Multibillionaire) [125 points]
 +
| 18 (Megacorporation) [150 points]
 +
| 19 (Small Nation) [175 points]
 +
| 20 (Medium Nation) [200 points]
 +
| 21 (Large Nation) [225 points]
 +
| 22 (Wealthy Nation) [250 points]
 +
| 23 (Multiplanetary) [275 points]
 +
| 24 (Galactic Empire) [300 points]
 +
|-
 +
|
 +
| -2 (Serf, street person) [-10 points]
 +
|
 +
| -1 (Bondsman, poor citizen) [-5 points]
 +
|
 +
| 0 (Freeman, ordinary citizen) [0 points]
 +
| 1 (Squire, merchant, priest, doctor, councilor) [5 points]
 +
| 2 (Landless knight, mayor, business leader) [10 points]
 +
| 3 (Landed knight, guild master, big city mayor) [15 points]
 +
| 4 (Lesser noble, congresscritter, Who's Who) [20 points]
 +
| 5 (Great noble, multinational corporate boss) [25 points]
 +
| 6 (Royal family, governor) [30 points]
 +
| 7 (King, pope, president) [35 points]
 +
| 8 (Emperor, god-king, overlord) [40 points]
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|-
 +
| -2
 +
| -2
 +
| -1
 +
| -1
 +
| 0
 +
| 0
 +
| 1
 +
| 2
 +
| 3
 +
| 4
 +
| 5
 +
| 6
 +
| 7
 +
| 8
 +
| 9
 +
| 10
 +
| 10
 +
| 10
 +
| 10
 +
| 10
 +
|-
 +
|
 +
| ("Dead Broke")
 +
|
 +
|
 +
|
 +
|
 +
| ("Comfortable")
 +
|
 +
|
 +
| ("Filthy Rich")
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|}
  
=== Professional Skills ===
+
If you are the ''sole'' 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.
  
==== Animal Husbandry/TL ====
+
If you'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.  
Breeding animals and maintaining stock.
 
  
==== Childcare ====
+
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.  
Supervising, feeding, comforting, and teaching young children. You may specialize in your ''own'' kids only.
 
  
==== Household Management ====
+
''[Source: self]''
Supervising a household staff or large family, making sure that food is laid in for winter and parties, laundry is done, and all the myriad other tasks. The professional skill of a butler, hotel steward, or family matriarch.
 
  
==== Logistics/TL ====
 
Keeping a group organized and supplied in the field, at sea, or in base.
 
  
==== Tradecraft ====
+
=== Time Worked ===
The practical knowledge of a spy: dead-drops, contact and evasions, use of cipher pads and coded signals, identifying assets to approach for recruitment, etc.
+
'''[±1 point per level, max. 20 levels]'''
 +
This replaces Independent Income and normal Debt.  
  
 +
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).
  
 +
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.
  
 +
''[Source: self]''
  
== More Quirks ==
 
  
Note that many of these are trivial forms of stronger Disadvantages.
 
  
 +
== Skills, Modified ==
 +
For most of these, the source is myself, sometimes based on trawling the GURPSnet archives.
  
; Acceleration Weakness
 
You are susceptible to the bad effects of extreme acceleration, having -3 to HT rolls to avoid them.
 
  
; Addiction†
+
=== Anthropology ===
You are addicted to a drug or behavior, which you must use daily or suffer withdrawal. The drug is cheap, legal, and not especially addictive or incapacitating.  
+
For any species other than human, this skill should be called ''Sophantology''.  
  
; Alcohol Intolerance
 
Alcohol "goes right to your head." You become intoxicated much more quickly than normal, having -2 on any HT roll related to drinking.
 
  
; Allergy†
+
=== Archaeology ===
You have some sort of allergic reaction to a substance. This is annoying, but rarely dangerous. If exposed to the cause of your allergy, make a HT roll. On a failure, you become miserable and suffer coughing, sneezing, or itching for a number of minutes equal to the margin of failure.  
+
This is a /TL skill, and is specifically the technical skill of safely recovering and preserving artifacts. For knowledge of ancient cultures, use Anthropology, History, an appropriate Expert Skill, etc. (You still get the defaults, however.)
  
; Angry!
 
It's not so much that you have a bad temper, it's just that you show it more strongly than most people when you do lose it.
 
  
; Anti-Photogenic
+
=== Cartography ===
You look terrible on camera. Anyone looking at your picture reacts as if your Appearance were one level lower.
+
This is a /TL skill.
  
; Apathetic
 
"Whatever." When you have nothing better to do, you'll just go along with others just to go along, or in the hopes of finding something more interesting to do.
 
  
; Attentive
+
=== Combat Art, Combat Sport ===
You tend to stick to one task until it's done. You get a +1 bonus when working on lengthy tasks, but -3 to ''notice'' any important interruption!
+
These are now Perks. When you learn a combat skill, declare which of Martial, Art, or Sport that you have learned. For the other two situations, you suffer a -3 penalty unless you have taken the appropriate Perk.
  
; Awkward†
+
''[Source: Kromm]''
You cannot use one of your Influence skills in a particular social situation, due to your own nervousness or misunderstanding. ''Examples:'' Sex Appeal when in a public place, Intimidation against women, Diplomacy when the issue of your religion comes up.
 
  
; Bad with (Animal)†
 
You frighten and disturb one particular type of animal.
 
  
; Bad with Names
+
=== Computer Operations ===
You have a terrible time remembering the names of other people, and connecting them with faces. You remember the ''person'' all right, but have to make an IQ roll to remember their name.  
+
In settings where familiar spirits are programmed like computers (shikigami), or artificial intelligences have a lot of free will, this skill is practically a Savoir-Faire specialty.  
  
; Bad with (Social Group)†
 
You are Oblivious (-1 to social skills) when it comes to one ''specific'' social group.
 
  
; Belief†
+
=== Environment Suit ===
You are a devout believer in a particular religion, political philosophy, atheism, etc.
+
I prefer the following names:
  
; Blackouts†
+
{|
After suffering a specific altered mental state, you often suffer memory loss. At any point more than a day beyond the event you must make a Will+1 roll to remember the basic scheme of events, while any memories which would normally take an IQ roll to recall are unrecoverable short of GM fiat or direct exposure to the cause of those memories. ''Examples:'' when drunk; when Berserk; when suffering Combat Shakes.
+
{-
 +
! Instead of...
 +
! ...use this:
 +
|-
 +
| NBC Suit
 +
| Vacc Suit
 +
|-
 +
| Hazard Suit
 +
| Spacesuit
 +
|}
  
; Bowlegged
 
You are bowlegged. You have -1 to Jumping skill, and may get a -1 reaction from those who think it looks funning.
 
  
; Broad-Minded
+
=== Erotic Art ===
You get along well with other races and species, and strange looks rarely bother you.  
+
This skill is based off IQ and defaults to HT-5. There are  some DX-based techniques, however.
  
; Busy
 
You hate to sit around. If nothing's going on, that means it's time to stand up and do something!
 
  
; Cannot Float
+
=== Expert Skills ===
You always sink in water.
 
  
; Careless
+
==== Espionage ====
You neglect to take precautions for most things, only bothering when the situation seems particularly important.
+
Comparable to Military Science; the understanding of intelligence operations, the capabilities of agents and organizations, and the current state of the Great Game.
  
; Chauvinistic
+
==== Occultism ====
You are always aware of differences in sex, skin color, etc., even if you do not actually react poorly to others. Thin-skinned individuals might occasionally react to you at -1 as a result.  
+
This is now an IQ/H Expert Skill.
  
; Code of Honor†
+
==== Terraforming ====
You take pride in a set of principles that you follow at all times. ''Examples:'' Insisting on exhibiting "gentlemanly" behavior toward all females; spurning "chauvinistic" behavior from all males.  
+
The practice of reshaping an entire planet to make it more habitable for human and other Terran life. Other sophants may have their own variants of this skill.  
  
; Cold
 
You don't display a lot of care or sensitivity for others' personal feelings, although you understand them well enough.
 
  
; Completist
+
=== Farming ===
You ''hate'' to leave a job half-done.
+
In a multiworld campaign, this requires specialization by world of origin, e.g. "Terran" for Earth and worlds settled and terraformed by Terrans. Individual worlds are familiarities.  
  
; Confident
+
Variants include ''Aquaculture'' and ''Beekeeping''.  
You know your abilities, and don't hesitate to use them or mention them when you know you are handle the situation. (Unlike Overconfident, you actually know how capable you are.)
 
  
; Confrontational
 
You like to argue.
 
  
; Congenial
+
=== Gardening ===
You like company and you work well with others. You always choose group action over individual action.  
+
In a multiworld campaign, this requires specialization by world of origin, e.g. "Terran" for Earth and worlds settled and terraformed by Terrans. Individual worlds are familiarities.  
  
; Conscientious
 
You make an effort to obey most laws and rules, and feel uncomfortable when circumstances drive you to break the rules.
 
  
; Cruel
+
=== Geology ===
You don't hurt people unnecessarily, but when you do have to hurt someone, you just can't resist putting that extra kick in.  
+
This requires specialization by planetary class; for any planet other than Earth, call this skill ''Planetology''.  
  
; Delusion†
+
Variants include ''Hydrology'', the study of a world's oceans, rivers, and other bodies of liquid.  
You believe something that simply is not true. This may cause others to consider you insane – and they may be right! However, this delusion does not affect your everyday behavior, and is unlikely to be noticed by casual acquaintances. ''Examples:'' "The Earth is flat." "The Pentagon controls the Boy Scouts and health food stores." "Socks cause disease of the feet.")
 
  
; Dense
 
You're always the last to catch any witty remark or joke, especially one upon you, though you'll laugh with the rest.
 
  
; Dependent (PC)
+
=== Innate Attack ===
One of the other PCs is your dependent, and you consider yourself responsible for their general upkeep. You may not necessarily ''like'' them.
+
A new specialty is ''Bombardment:'' directing Skill-based bombardment attacks. You must be able to perceive the target area; any target you can't see, you miss automatically.  
  
; Destiny†
 
This is a ''very'' minor Destiny. This Quirk will cause you a single critical failure when you most need success, and then is removed.
 
  
; Dishonest Face
+
=== Interrogation ===
You simply look dishonest, unreliable, or generally ''wrong''. This has nothing to do with you reputation among those who know you, or how virtuous you ''really'' are! People who don't know you will tend to pick you if they're looking for a potential criminal or troublemaker – or ''not'' pick you, if they're looking for someone to confide in. You almost always get spot-checked by customs agents and the like.
+
This is a cinematic skill. In real life, interrogating a prisoner involves the use of several skills. Torture may induce a victim to talk, but does not ensure that what they say is of any value, and often lowers the quality of information gained.  
  
; Disliked†
 
Some small group, or a particular type of animal, dislikes you, and reacts at -1.
 
  
; Dislikes†
+
=== Linguistics ===
You dislike a particular thing, and avoid it whenever possible. NPCs react at -1 to people they dislike.
+
For any species other than human, call this skill ''Xenolinguistics''.  
  
; Distinctive Feature†
 
You have a physical feature that makes you stand out in a crowd. This gives -1 to your Disguise and Shadowing skills, and +1 to others' attempts to identify or follow you. ''Examples:'' Albino; brilliant blue hair; a big scar; lots of tattoos; a funny voice; an odd smell.
 
  
; Distractible
+
=== Literature ===
You are easily distractible, and don't do well on long-term projects. You are at -1 when rolling to accomplish long tasks.
+
Specialization is required. There are two general classes of specialty:
  
; Dominant
+
* A limited geographical region (no larger than a small nation) over multiple eras, or the output of a single community. Examples: American South, Irish, Japanese, Algonquin Round Table, fanfiction.net.  
You like to be in charge, and will attempt to take the alpha position if no one else has it.
 
  
; Dreams
+
* A single era and one of either a broad geographical region, a culture, or an idea. Examples: 20th-Century American, Ottoman Muslim, 18th-Century Novels.  
You always have vivid and memorable dreams, sometimes real bizarre or perverse ones. This may provoke odd reactions from those who hear about it.  
 
  
; Dual Identity
+
There are variants for other media: ''Art History'', ''Cinema Studies'', ''Folklore'', ''Music History'', and so on.  
Your true identity isn't actually a secret; anyone who wants to learn it can do so. But you keep the two identities firmly separated: You have a code name, you wear a costume and possibly even a mask in your heroic identity, and when you're in your civilian identity you want to be treated "just like everybody else".
 
  
; Dull
 
You tend to stick with tried and true methods.
 
  
; Exposed†
+
=== Mechanic ===
There's a particular person or small group who knows your secrets. They aren't your enemies, but neither are they friends, and they could expose you if they so wished.
+
New specialties include:
  
; Flirty
+
* ''Sapper:'' The ability to use and modify military barricades, pontoon bridges, etc.  
You tend to get "playful" with the preferred gender(s). The game is more important than the score, though; you're no more or less likely to actually go to bed with someone than anyone else. This may get you a -1 reaction from those who consider your behavior improper.  
 
  
; Forgetful
+
* ''Small Appliances:'' Toasters, microwaves, TVs, etc. This overlaps somewhat with Electronics Repair.  
You often forget some of your powers or equipment, and thus fail to use them when they would be a good solution to a problem. This is only a Quirk because it leaves the choice of when to forget a power at the player's discretion, rather than slowing play down with extra dice rolls.
 
  
; Forthright
 
You prefer to speak truth, or remain silent rather than lie; you have -1 to rolls to tell falsehood.
 
  
; Habit / Expression†
+
=== Metallurgy ===
A saying you always use, a behavior you always exhibit, or an instinctive behavior that you always perform. This is a Quirk because others can use it to identify you. ''Examples:'' Saying 'Jehoshaphat!" or "Bless my collar-button!" constantly; carrying a silver piece that you flip into the air; never sitting with your back to the door; always speaking in third person. This ''might'' be worth a -1 reaction if whatever it is really gets on someone's nerves, but usually it's just distinctive.
+
Variants include ''Ceramics'' or ''Composite Materials''.  
  
; Heavy Menses
 
You have especially painful and messy menstrual periods, during which you take -1 to most activities due to discomfort, cramping, anemia, mood-swings, etc.
 
  
; Heavy Sleeper
+
=== Meteorology ===
You can fall asleep in all but the worst conditions, and can sleep through most disturbances, blissfully unaware. You still suffer ill effects due to poor quality sleep.
+
In a multiworld campaign, this requires specialization by planetary class.  
  
; Hidden Scar†
 
Your body has a noticeable and grotesque flaw, such as a huge scar or severe skin disease, that is normally covered up everyday clothing appropriate to your culture and social station. You lose any benefits of appearance when your flaw is exposed.
 
  
; High Rejection Threshold
+
=== Naturalist ===
You are of an uncommon blood type, or are otherwise unable to accept tissue transplants, cybernetics parts, etc. from most subjects without making a HT roll to see for rejection.
+
In a multiworld campaign, this requires specialization by planet, e.g. Earth, Mars, Alpha Centauri IV.
  
; Homebody
 
You greatly prefer the company of your own possessions and family to outsiders; given a choice, you'll return to familiar surroundings, rather than go out and about.
 
  
; Horrible Hangovers
+
=== Occultism ===
You suffer an additional -3 to any penalties for excessive drinking the previous evening, and add three hours to hangover duration.
+
This is now an IQ/H Expert Skill.
  
; Hot Button†
 
There's this one specific thing that sets you off, as if you had Bad Temper, with a self-control roll equal to your Will. ''Expressions:'' Accusations of cowardice; criticism of your weight; computer problems.
 
  
; Humble
+
=== Performance ===
You tend to put the concerns of others, or of the group, before your own.
+
One variant is ''Circus Performance'', for acts intended to shock more than inform. You must specialize by the particular act, e.g. Contortionist, Fire Eating, Sword Swalling, etc.  
  
; Ignorant†
 
You lack even default knowledge of some common skill that ''should'' be available for your particular background. This is worth a -1 reaction from those in a position to notice and care, as they wonder what's wrong with you that yoo lack such common knowledge.
 
  
; Imaginative
+
=== Physician ===
You are a font of ideas, and are more than willing to share them with others! They may or may not be ''good'' ideas, of course…
+
Variants include other medical disciplines, e.g. ''Dentist, Optometrist, Psychiatrist'', etc.
  
; Immodest
 
You have little sense of personal modesty; you often walk around your home naked, talk crudely, etc. You have enough common sense to "fake" modesty around others when it's important, though.
 
  
; Impatient
+
=== Professional Skills ===
You have trouble sitting through discomfort and nuisance, but rather want to stand up and ''deal with them'', or else escape.
 
  
; Incompetence†
+
==== Animal Husbandry ====
You are ''inept'' at one specific skill. You cannot learn that skill, and your default is at an extra -4. You cannot be incompetent in a single specialty of a skill; if you are incompetent with, for example, Guns, then you are incomptent with ''all'' guns.
+
This is a /TL skill. Breeding animals and maintaining stock.
  
; Irritating†
+
==== Childcare ====
A trivial Odious Personal Habit that only a few people are likely to notice… but it will drive those people ''nuts''.  
+
Supervising, feeding, comforting, and instructing young children. You may optionally specialize in "own family only".  
  
; Late
+
==== Household Management ====
You always show up late.
+
Supervising a household staff or large family, making sure that food is laid in for winter and parties, laundry is done, and all the myriad other tasks. The primary skill of a butler, hotel steward, or family matriarch.  
  
; Likes†
+
==== Logistics ====
You like something–a class of objects, an activity, a person, a physical "type", whatever–and will seek it out whenever possible. This is not a compulsion – just a preference. NPCs react at +1 to people they like.
+
This is a /TL skill. Keeping a group organized and supplied in the field, at sea, or in base. Vital for military or exploration operations.  
  
If you're actually in love with a particular person, take a Sense of Duty toward them, instead.
+
==== Tradecraft ====
 +
The practical knowledge of a spy: dead-drops, contact and evasions, use of cipher pads and coded signals, identifying assets to approach for recruitment, etc.  
  
; Low Voice
 
You have trouble making yourself heard over noise; others get -3 to their Hearing roll to hear you.
 
  
; Minor Handicap†
+
=== Psychology ===
You may take most mundane physical disadvantages at Quirk level, e.g. Quirk-level Lame for a "bum knee." Difficulties rarely come up, but are genuinely inconvenient when they do. If you have this kind of handicap, the GM may give you -1 to attribute, skill, or reaction rolls, as appropriate, in situations where it would logically interfere. ''Examples:'' Bad Grip 1 (One Hand Only); Chronic Pain (Rare, Mild); Neurological Disorder; Weak Back.
+
Psychology (Applied) is now a separate skill, called ''Social Sense''. It works the same as before.  
  
; Modest
+
Psychology (Experimental) is a /TL skill. This is specifically the scientific study of the mind, and serves as the mental counterpart to Physiology. A successful roll lets you avoid cross-species penalties for use of any social skill, although cultural unfamiliarity may still apply. The equivalent skill for dealing with artificial intelligences is Computer Programming (AI).  
Aww, you're not ''that'' great. You always avoid praise.
 
  
; Neat Freak
 
You have a tendency to organize the things around you, including other people's stuff if you forget.
 
  
; Nervous Stomach
+
=== Sensitivity ===
You have -3 to HT rolls to avoid illness brought on by rich or spicy food, strong drink, etc.  
+
To avoid confusion, call this skill ''Hyperawareness''.  
  
; Neutered / Sexless
 
You are missing sex organs that someone of your species, sex, etc. would normally possess – or perhaps you are a genuinely sexless being that only ''looks'' like someone of a particular type. This might qualify you for reaction penalties, but there are minor benefits; you are immune to seduction, and will never accidentally become a parent. This is more than simple sterility (which is a feature).
 
  
; Nosy
+
=== Survival ===
You are always poking your nose into corners and everyone else's business. This is likely to result in a small reaction penalty once in a while.
+
In a multiworld campaign, this also requires specialization by planetary class.  
  
; Not a Morning Person
 
You're exceedingly irritable and slow to respond before your first cup of coffee in the morning.
 
  
; Obligation†
+
=== Thaumatology ===
You have some minor, nonhazardous obligation (e.g. a Nonhazardous Duty) that you try your best to pursue, but that can be abandoned if necessary. Note that a job does not qualify, because you receive income from it; an Obligation is unrewarded.
+
When using Ritual Path Magic:
  
; Obsession†
+
Use Thaumatology for recovering your personal mana reserve, instead of Path of Magic.  
you have an almost-rational and not especially unusual Obsession, that you justify your actions in pursuit of. ''Example:'' Saving enough money to buy a farm or ship of your own.
 
  
; Odd Body Shape
+
When you reach your limit on Conditional Rituals, you may make a Thaumatology roll to ''choose'' which spell is cancelled, rather than it defaulting to the oldest one.  
You have difficult finding clothes that fit well, which increases the cost of your wardrobe.
 
  
; Ouch!
+
You may make a Thaumatology roll to transfer ownership of a Charm to another person, placing it under their charm limit rather than yours.  
When you suffer a minor injury (no more than 1 point of damage, e.g. papercuts, a stubbed toe, a bonk on the head), you must make a Will roll or cry out.
 
  
This ''is'' compatible with High Pain Threshold.
+
''[Sources: self, GURPS forum discussions]''
  
; Panicky
 
In a sudden crisis, you tend to waste a lot of effort shouting or flailing about harmlessly until you figure out what's going on and what to do.
 
  
; Personality Change†
+
=== Weather Sense ===
You suffer from a full-blown mental disadvantage, but only in circumstances that are normally under ''your'' control. ''Examples:'' Bully when you drink too much; Pyromania when you cast Create Fire.
+
In a multiworld campaign, this requires specialization by planet, e.g. Earth, Mars, Alpha Centauri IV.
  
; Picky Eater
 
You have very specific tastes and preferences, and aren't shy about letting people know when something isn't up to your standards. This is often good for a -1 reaction from your servers and cooks.
 
  
; Poor Memory
 
You have -1 to IQ rolls to remember specific information; it just goes in one ear and out the other.
 
  
; Private
+
== Skills, New ==
You may not have any particular Secrets that anyone else would care about, but you still keep your private business to yourself as closely as if it ''were'' secret. ''You'' care, even if no one else does.
 
  
; Proud
+
=== Hyperawareness ===
Individual success, wealth, or social standing concerns your greatly. NPCs with this quirk react at -1 to orders, insults, or social slights.
+
This is ''Sensitivity'' renamed to avoid confusion.  
  
; Quiet
 
You don't like to talk or horse around much, especially around strangers; your first instinct is never to use words.
 
  
; Responsive
+
=== Interviewing ===
You are able to imagine the feelings and motivations of others – and all else being equal, you are inclined to help them.
+
'''(IQ/A)'''
 +
''Defaults: IQ-5, Detect Lies-4, Interrogation-3, Intelligence Analysis-6, Intimidation-5, Psychology-4, Social Sense-4.
 +
Cascades: -4 Detect Lies, -3 Interrogation.
 +
Modifiers: Empathy +3, Low Empathy -3, Sensitivity +1.''
  
; Ritual†
+
The practiced ability to question someone, both in formal interviews or in casual social situations. Using this, you may get someone to admit more useful information than they would normally volunteer, and then piece together what they have said into a coherent narrative. You must have already convinced them to talk to you, possibly using some other skill.  
You have a particular ritual or set of practices that you perform with ''scrupulous'' regularity.  
 
  
; Serious
+
Each question requires a skill roll and 5 minutes; if you are attempting to hide your interest, each roll takes 30 minutes and suffers a -3 penalty. A lengthy interview (one to two hours) gives a +2 bonus. You get a +3 bonus if the subject genuinely wants to share the information, -3 if the victim is terrified of you, and -6 if you use torture. (Increase the last two to -4 and -7 if you are Callous). Torture tends to make the victim either clam up entirely, or spill whatever they ''think'' you want to hear, whether or not they believe it to be true, and you have no way of telling.  
You don't seek out frivolity or humor, though you're reasonably open to whatever comes along, provided it is appropriate and everyone has finished their chores.
 
  
; Slacker
+
In a truly voluntary interview, the skill roll is unopposed. A success gathers useful information; on a failure, the subject says nothing of interest to you.  
If no one's on your case, you're inclined to slack off your work – and you ''never'' volunteer.
 
  
; Slow Reader
+
If the subject is trying to conceal information, each roll is a Quick Contest of your Interviewing vs. their Perception. If you win, you gather the information you were after; if you tie or lose, you learn nothing of interest; if you lose by 5 or more points, the subject realizes they're said too much, and break off the interview.  
You take about half-again as long to read anything as anyone else would.
 
  
; Staid
+
If the subject is actively lying to you, each roll is a Quick Contest of your Interviewing vs. their Acting skill. If they win, you learn what they wanted you to believe.  
You are likely to ignore matters that don't immediately affect you.
 
  
; Stalker†
+
''[Source: self]''
This is a low-value Enemy (Watcher): someone relatively unimportant you stalks you or spies on you. This can be annoying or disturbing, but is rarely more than a minor inconvenience.
 
  
; Stereotypical†
 
You strongly resemble a particular stereotype of a profession, social group, etc. Even those who should know better tend to pigeon-hole you, and you'll receive a double reaction penalty from those who dislike that group.
 
  
; Submissive
+
=== Social Sense ===
You are most comfortable when someone else is in charge, and usually defer to higher authority.  
+
This is ''Psychology (Applied)'' renamed.  
  
; Supplement†
 
You require periodic dietary supplements, or special treatments, to remain healthy, but this is a long-term requirement, easily obtained.
 
  
; Suspicious
+
=== Sophantology ===
You distrust most people's motivations. While not full-blown Paranoia, you assume most people are up to no good, but you also assume that it's in a benign or careless way. (In other words, they're not out to get ''you'', personally, it's just the way the system works, so make sure to cover your ass.)
+
This is ''Anthropology'' when it applies to non-human species.  
  
; Talkative†
 
There's a particular subject that you just can't shut up about if it's brought to your attention.
 
  
; Teetotaler
+
=== Xenolinguistics ===
You avoid alcoholic beverages, and/or whatever other common social drugs are used in your society.
+
This is ''Linguistics'' when it applies to non-human species.  
  
; Trademark†
 
You have a special symbol – something that you leave at the scene of action, as a way of "signing your work." It takes almost no time to leave, cannot be used to trace your identity, and can be overlooked when inconvenient.
 
  
; Trusting
 
You tend to think the best of people. Without evidence to the contrary, you're inclined to believe what people tell you.
 
  
; Uncongenial
+
== General Rules Modifications ==
You prefer to be alone. You always choose individual action over group action.
 
  
; Unusual Biochemistry†
+
=== Rapid Fire ===
A single common drug doesn't work on your normally; you must use an expensive variant, or you suffer strange side effects.
+
Follow the normal Rapid Fire rules until you get to the RoF Bonus To Hit. Instead of that chart, look up the number of shots fired on the Speed/Range Table in the "Linear Measurement" column, and use the corresponding "Size" bonus. ''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.''
  
; Vain
+
Calculate the MoS normally, then divide by the weapon's Recoil value, then subtract 1. (A successful Dodge defense subtracts an additional 1 plus the MoS on the defense roll.) Look up that bonus on the Speed/Range Table in the "Size" column. The corresponding "Linear Measurement" 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.''
You pay exceptional attention to your appearance; even a little blemish can make you uncomfortable.  
 
  
; Vow†
+
''[Source: Mark Langsdorf aka "No School Grognard"]''
You have sworn an oath to do (or not to do) something. It is not particularly troublesome, but you take it seriously. ''Examples:'' Never drink alcohol; treat all ladies with courtesy; pay 10% of your income to your church.
 

Revision as of 01:09, 5 April 2014

Like any GM who likes to tinker, I've adopted a bunch of house rules, and here they are. If you're planning on using one of my character write-ups, or playing in a GURPS game that I GM, you'll want to take a look at these.


Contents

What Numbers Do I Pick?

In general, remember that an attribute of 10 is perfectly acceptable for a real person, and just because a character in a story did a stunt once doesn't mean they can do it reliably ever time! However, on the other hand, also keep in mind that some people really do have high numbers.


Attributes

Because of the bell-curve, attributes of 8-12 are fairly unremarkable. An "average" person can fall anywhere in that range.

Because of the way ST works, the high end of the scale is longer than for other attributes.

  • 5 or below is crippled, requiring constant help.
  • 6 is handicapped, barely functional on your own.
  • 7 stands out as pretty bad, but isn't actually handicapped.
  • 8 is worse than typical without being that remarkable. A natural lack of ability.
  • 9 could be a 10 who's just a little smaller, slower, or lazier.
  • 10 is dead average, ordinary. If you don't know or care, put 10.
  • 11 could be a 10 who's just a little stronger, faster, or motivated.
  • 12 is better than typical without being that remarkable. Natural ability.
  • 13 (or 13-15 for ST) stands out in a crowd; maybe the top 3%. People who know you think of this quality first.
  • 14 (or 16-17 for ST) is memorable. People who know you will tell stories about you.
  • 15 (or 18-19 for ST) is renowned. Ordinary people have heard of you; recruiters come to you.
  • 16 (or 20+ for ST) is admitted by the best to be among the best.
  • 17-18 is the realm of myth and legend, almost never seen in real life.
  • 19 or above is definitely superhuman.

Many advantages or disadvantages are effectively rolled into attributes, e.g. someone with HT 11 and Very Fit is just as fit as someone with HT 13.

[Source: "Brett" on the GURPS forums.]


Reaction Modifiers

These guidelines apply to Talents, Reputations, and any other reaction modifiers.

  • ±1 is noticeable, but doesn't dominate their impression of you.
  • ±2 is memorable. Stories about you get around.
  • ±3 gets you into the record books. People seek you out or avoid you based on reputation alone.
  • ±4 is admitted by the best to be among the best, or admitted by all to be among the worst.
  • ±5 or more is into the realm of myth and legend.

[Source: "Brett" on the GURPS forums.]


Frequency Rolls

These guidelines apply to self-control rolls, NPC appearance rolls, the recognition rolls for a Reputation, and so on.

  • Constantly is, of course, constant.
  • Appears 15- / Self-Control 6- defines the character. You're this way nearly all the time; people notice the rare times you're not.
  • Appears 12- / Recognized 10- / Self-Control 9- is an ever-present issue. In a TV show, it comes up every episode or two.
  • Appears 9- / Recognized 7- / Self-Control 12- affects you now and then, but it can be overcome, neglected, or forgotten for extended periods of time.
  • Appears 6- / Self-Control 15- is essentially a character quirk that, once in a while, takes center stage.

[Source: self]


Skills

The descriptions below are for measured ability; to measure length of experience and training, figure the numbers as if the attribute were 10.

  • 8 or below - A raw beginner, or a skill long-forgotten.
  • 9-10 - Amateurish. Acceptable for a hobby, or something you've picked up a little of on the side.
  • 11-12 - Routine competence. Acceptable for a primary job skill, or important secondary skills used often.
  • 13-14 - Qualified expertise. Acceptable for skills used under stress, e.g. combat skills.
  • 15-16 - True expertise. A noted specialist, or skilled under fire. A professional fighter wants their combat skills at least to this level.
  • 17-18 - Elite. Better than normal, even in extreme circumstances.
  • 19-20 - Outstanding. World-renowned; you may name your own price for your services.
  • 21-22 - Legendary. The best of a generation.
  • 23 or more - Superhuman. You do the impossible easily. The realm of myth and legend.

[Source: "Brett" on the GURPS forums.]


What Skills to Choose?

Most people have at least 1 point in each of the following:

  • Area Knowledge to not get lost outside the house.
  • Current Affairs, or they seem woefully out-of-touch.
  • Housekeeping, or they need someone to look after themselves.
  • At TL8+, Computer Operation to not be perpetually flustered by technology.
  • At least one of Carousing, Connoisseur, Games, Hobby Skill, Musical Instrument, Singing, Sports, etc., or they seem utterly boring.

Alas, not everyone who drives has Driving.

Most adventurers should also make sure to have reasonable skill levels in the following categories:

  • Carousing, Diplomacy, Fast-Talk, or Interviewing to interrogate NPCs.
  • Climbing, Hiking, and Stealth, because a party is only as good at these things as their worst member.
  • Driving, Riding, or other setting-appropriate travel skills (Boating at sea, ES: Spacesuit and Free Fall in space, etc.)
  • First Aid, to bandage the wounded.
  • Gesture, just in case.
  • Observation, Scrounging, or Search, to find clues.
  • Savoir-Faire or Streetwise, to get along with folks in your corner of society.
  • Axe/Mace, Broadsword, Knife, Shortsword, or Staff, to use common improvised weapons.
  • Beam Weapons, Box, Crossbow, Guns, or Sling, to use common ranged weapons.
  • Boxing, Brawling, or Karate, for fisticuffs.
  • Judo, Sumo, or Wrestling, for grabbing people.
  • Forced Entry, to kick in doors.
  • Holdout, to get your weapons past the guards.
  • Throwing, so you don't fumble a toss at a critical moment.

[Source: Kromm]


Advantages, Modified

Affliction

Cost is instead [10 points, +3 per level]. (This is for better scaling.)

[Source: Kromm]


Allies

For ordinary Allies, both you and your Allies automatically have a reciprocal Sense of Duty toward each other; this is included in the cost. Unwilling Allies do not have this, in either direction. Minions may have Sense of Duty, Fanaticism, Reprogrammable Duty, or something else keeping them under your control, but you do not automatically have a Sense of Duty toward them.

[Source: self]


Limitation: Friend of a Friend

This Ally does not follow you directly, but instead is aligned with one of your other Allies. A FOAF's Frequency of Appearance cannot be higher than that of their Ally. For determining appearances, make a single roll and compare to both numbers at once; if the FOAF has a lower Frequency of Appearance, it is possible for the controlling Ally to be available but not the FOAF. The FOAF will only follow orders relayed through or approved by the controlling Ally, which gives the controlling Ally veto power over your wishes. An Ally who follows someone else can never be your Minion, but they could be the Minion of the controlling Ally. (-20%, or -5% if controlling Ally is your Minion.)

[Source: RPK]


Arm DX

Cost is instead [9 points per level] for one arm, or [12 points per level] for two arms. (This is for better scaling.)

[Source: RPK]


Arm ST

Cost is instead [3 points per level] for one arm, [4 points per level] for two arms, or [6 points per level] for three arms. (This is for better scaling.)

[Source: RPK]


Binding

Enhancement: Retractable

When launching your Binding attack, you may choose to hold onto a line of it. If so, on any later turn, you may use a Ready action to pull a bound subject toward you. Your effective ST is your own ST or your Binding ST, whichever is greater. Note that if your subject's hands or free, or if someone else grabs the line, they can pull you! Releasing the line is a free action on your turn. (+100%, or +80% if you cannot release the line.)

[Source: RPK]


Charisma

Enhancement: Enthrallment

This modifier is required to let you learn and use chi-based emotional control skills. (+100%, plus +5 points more.)

[Source: RPK]


Claim to Hospitality

Variant: Kinship

A normal Claim to Hospitality is a social club; you may be friends, but your obligation to each other is not especially deep. Blood or kinship relations, on the other hand, may be very strong; both you and they automatically have a reciprocal Sense of Duty to each other. (+0%)

[Source: self]


Cultural Familiarity

You may define cultures as broadly or specifically as you please; the default penalty depends on how far from known cultures the current one is, ranging from -0 to -3.

[Source: GURPS forum discussion]


Damage Resistance

Enhancement: Absorption

There are multiple types of Absorption, with the following costs:

  • Enhanced Trait(s) (+5% per trait per level)
  • Enhance Any Trait (+50% per level)
  • Healing, FP (+40%)
  • Healing, HP (+40%)
  • Healing, HP & FP (+60%)

The battery's capacity equals (DR x Absorption level).

[Source: RPK]


Limitations: Ablative, Semi-Ablative

There is a range of available ablation rates, with cost depending on the ratio of damage to points lost:

  • 1:1 ratio (-80%) This is the old "Ablative."
  • 1:2 ratio (-60%)
  • 1:3 ratio (-40%)
  • 1:5 ratio (-30%)
  • 1:10 ratio (-20%) This is the old "Semi-Ablative."
  • 1:20 ratio (-10%)

[Source: "Maz" on the GURPS forum]


Doesn't Breathe

For calculating cost with modifiers, treat the different types as separate advantages, rather than limitations. Thus, the base costs are:

  • Doesn't Breathe [20]
  • Gills [10]
  • Gills Only [0]
  • Oxygen Absorption [15]
  • Oxygen Combustion [10]
  • Oxygen Storage [10, 12, 14, 16, 18]
  • Filter Lungs [5]

• Cast-Iron Lungs [5]

[Source: self]


Duplication

If you can create more than five dupes, use the modifiers for Ally Groups to determine how many levels to buy. Odd levels of Duplication give no additional value.

[Source: RPK]


Enhanced Move

Enhancement: Second Nature

You have the ability to adjust your speed instantly and make minute course corrections without effort. Calculate your maximum speed and use it as your normal Move in the appropriate environment for all purposes. You do not need to make control rolls, take time to accelerate, etc. You cannot sprint any faster than this. (+150%)

(For typical characters, this is only cost effective for Ground Move 30+ or Air/Space Move 120+.)

[Source: RPK]


Extended Lifespan

Cost is only [1 point per level]. (Lifespan traits are largely for flavor.)

[Source: RPK]


Illumination

The ability to produce useful light. Brightness depends on the cost:

  • [1] -8, equivalent to small flashlight, Continual Light 1, kerosene lamp.
  • [2] -4, equivalent to gas mantle, light bulb, large TL7 flashlight, Continual Light 2
  • [3] +0, equivalent to medium flashlight with narrow beam, Continual Light 3
  • [4] +4, equivalent to bright headlights
  • [5] +8, equivalent to a small spotlight on high-focus

For more powerful lights, stat as an attack.

[Source: "Light and Darkness" from Anthony's GURPS page]


Impermanent

This may be applied not only to Magery, but any appropriate power.

Impermanent magic does not produce true permanent physical changes; it merely appears to, by laying a glamour upon the subject. This glamour does not have to be maintained, but the subject continues to register as magical as long as the effect persists, the effect can be dispelled, and any benefits it grants are mana-dependent.

For example, an impermanent flame spell does not actually make things burn. Although one can see flames, hear the crackle, feel the heat, and afterward will think one can see the scorchmarks and smell the ashes, a single dispelling will completely reverse the effects as if they never were. (Don't think too hard about this. If you put an impermanent hole in a wall, step through, then dispell it, you don't find yourself back on the other side of the wall. Magic, even impermanent magic, is all about tricking reality into behaving.)

For impermanent attacks, determine the hits of damage as usual, then roll vs. HT when the "damage" equals the target's HP to see if they lose consciousness from pain. However, further damage will not result in death, only in more chances for loss of consciousness. A victim reduced to -5 x HP will become comatose, but this, too, is a glamour, and can easily be dispelled.

Keep in mind that it damage being "only an illusion" doesn't matter much when it leaves the victim at their attacker's mercy anyway.

Impermanent healing can restore the seeming injury inflicted by glamorous attacks, but only seems to take away real physical injuries; the subject feels better and can function normally, but may die of cumulative wounds before real healing through natural processes takes place. Impermanent resurrection does not actually restore the subject's soul to their remains, but animates the remains with an illusion of life. Glamorous damage can be healed "normally", and the glamour fades in the process.

Spells that take away or restore Fatigue have full effects, because Fatigue is a temporary condition, affected by mental and emotional states.

If there's no obvious duration on a glamour, it fades in a year and a day.

This is ordinarily a -10% limitation. If some nonmagical means of dispelling the effects is available, such as simple prayer or the touch of iron, it becomes a -20% limitation.

Faerie creatures are affected by glamours as if they were entirely real. This is a 0-point feature.

[Source: GURPS Fantasy, with house rulings]


Independent Income

This trait has been replaced with Time Worked.


Innate Attack

Enhancement: Ammo Select

Only for piercing attacks. When attacking, you can choose to fire a special ammunition round instead of a normal round. Types include:

  • AP Ammo: Only for pi, pi+, or pi++ attacks. The special armor-piercing round reduces the damage type by one step in exchange for raising the armor divisor by one step. (Example: A 3d pi attack becomes 3d(2) pi-.) (+40%)
  • HP Ammo: Only for pi-, pi, or pi+ attacks. The special hollow-point round reduces the armor divisor by one step in exchange for increasing the damage type by one step. (Example: A 3d pi attack becomes 3d (0.5) pi+.) (+40%)
  • Dual-Mode: Only for pi or pi+ attacks. You may fire AP or HP ammo at will, as above. (+80%)

[Source: RPK]


Enhancement: Dual-Mode

Only for cutting attacks with minimum 1d-2 or 2 points damage. You may choose to have your attack do impaling damage instead of cutting; this halves basic damage. (Example: A 3d cut attack becomes 1d+2 imp.) If combined with Melee Attack, ST-Based, your impaling damage is always based off thrust. (+15%)

[Source: RPK]


Languages

Always buy spoken and written forms of a language separately.

Spoken Languages

For spoken languages, the levels are:

  • None [0]
  • Broken [1]
  • Conversational [2]
  • Fluent [3] (or "Native", for one language)

"Accented" is a meaningless term, as everyone has some sort of accent. Many skills can be used to fake an accent, including Acting, Mimicry, Performance, and Public Speaking. If you want to consistently sound like a native, take the Accent Perk.

If you want to have more than one Native language, tkae the Bilingual Perk.


Written Languages

For written languages, the levels are:

  • Illiterate [0]
  • Semi-Literate [1]
  • Literate [2]
  • Educated [3]

For a character who isn't much of a reader, consider dropping their native written language down one level to merely Literate.

[Source: self]


Longevity

Cost is [1 point]. (Lifespan traits are largely for flavor.)

[Source: RPK]


Night Vision

For references, here are typical light levels:

  • -10 - candle, match, Light spell
  • -8 - small flashlight, Continual Light 1, kerosene lamp
  • -6 - torch, medium flashlight
  • -4 - gas mantle, light bulb, large TL7 flashlight, Continual Light 2
  • -2 - large TL8 flashlight, small flashlight w/narrow beam
  • +0 - medium flashlight w/narrow beam, Continual Light 3
  • +2 - headlights, large TL7 flashlight w/narrow beam
  • +8 - large TL8 flashlight w/pinpoint beam
  • +72 - the sun

[Source: "Light and Darkness" from Anthony's GURPS page]


Patron

A Patron is specifically an unofficial form of influence, handled off the record, under the counter, or through the old boy's network. Many organizations act as Patron to their members in addition to their official support; in such case, use your Rank when acting within the organization, and roll for the Patron's influence when dealing with outsiders.

For certain characters, an ordinary person or small club might serve as a Patron. This is common in juvenile adventures: while in the grand scheme of things your parents or school club are trivial, they can have tremendous impact on your day-to-day life. A minor patron of this type is worth [5 points].

[Source: self]


= Variant: Command

If you own and command an organization yourself (e.g. private corporation or army), take both the highest level of Rank in the organization and the organization as your personal Patron, to represent your abilit to use them for whatever you wish. (+0%)

This may be used to represent owning your own ship; the ship is the property of the company of which you are the head.

[Source: self]


Rank

Note that Clerical Investment and Legal Enforcement Powers permit you to extend the powers of your Rank to people outside of your organization, within strictly defined limits.

[Source: self]


Reawakened

You are specifically exempt from requiring proper instruction to learn new skills provided you can justify having learned them in a past life. You still have to retrain the skills.


Variant: Long Life

You have lived for a very long time. Instead of remembering skills from a past life, you are remembering skills that you once knew but have not used in ages. (+0%)

Source: self]


Regrowth

Cost is [10 points]. (This is more balanced.)

[Source: RPK]


Resistant

Knockback

This is a Common effect. Instead of resisting at +3 or +8, you divide effective knockback by 3 or 8, rounding down.

[Source: RPK]


Signature Gear

Cost is relative to average campaign starting wealth:

  • up to x1 [1]
  • up to x2 [2]
  • up to x5 [3]
  • up to x20 [4]
  • up to x100 [5]
  • per tenfold increase thereafter [+1 more]

[Source: RPK]


Static

Resistible is no longer a limitation. Instead:

  • Static (Resistible) [15 points] is the first level
  • Static (Complete) [30 points] is the second level, and is otherwise as written.

[Source: RPK]


Striking ST

Enhancement: Supercharge

You can use your strength to tremendous effect. Each level of Striking ST gives +5 to your effective ST for the purpose of calculating basic damage and throwing distance. Other uses, such as Neck Snap, use your normal Striking ST level. If you have Super-Effort on your Lifting ST, you may pay an extra 1 FP when using it to apply the same rules to your Striking ST for determining throwing distances. (+100%)

[Source: RPK]


Talents

To avoid confusion with similarly-named skills or other Talents (or, in a few cases, just because I didn't like the name), use the following name changes:

{-
Instead of... ...use this:
Empath Intuitive Admiral Intuitive Statesman Memetics Occultist Poet Psientist Street Smarts
Understanding Soul Born Admiral Statesman Natural Memeticist Student of the Arcane Soul of a Poet Yogi City Smarts

Also, do not use Mariner. Instead, use Born Sailor, or Seafarer with the added skills.


[Source: self]


Terrain Adaptation

Variant: Backwards

Requires 360° Vision. You suffer no DX or Move penalties for moving in any direction. Use this to represent radial sea creatures and the like.

[Source: Kromm]


Unaging

Cost is [5 points]. (Lifespan traits are largely for flavor.)

[Source: RPK]


Unfazeable

Limitation: Limited

You are exempted from only a limited range of checks:

  • Violence Only: Fright Checks for death or violence. (-66%)
  • Weirdness Only: Fright Checks for monsters and strange events. (-66%)
  • Wonderment Only: Awe or Confusion Checks for divine beauty, magic, etc. (-66%)

[Source: self]


Unkillable

Limitation: Mortal

Only for Unkillable 2 or 3. You have no special protection against being killed, making normal HT rolls to stay alive as your Hit Points drop below 0. But if you do die, you come back to life. (-20%)

[Source: RPK]


Vehicle

This Perk is unavailable. Use Signature Gear or the Lifestyle granted by the Base Perk instead.

[Source: self]


Very Rapid Healing

This doubles all healing rates, including drugs, spells, etc.

[Source: GURPS forum discussion]


Warp

Limitation: Hyperjump

Faster hyperjumps are possible. For speeds up to 1 light-year per minute, this is a -20% limitation. Any faster (up to and including "instantaneous") is -15%.

[Source: RPK]


Limitation: Must Traverse Distance

You travel to the destination through normal space under your own power; you just do it nigh-instantly. You cannot warp to anywhere you could not get to normally, given time. Incompatible with Hyperjump. (-30%)

[Source: RPK]


Zeroed

This is not a mere lack of public identity; a normal person born "off the grid" would still receive an identity once they came to official attention. If you are Zeroed, some force actively conspires to keep you from being conclusively identified, and if you are placed on file, the files will become lost, incomplete, etc.

Variant: Ninja

You have a normal civilian identity, but when you do ninja stunts, magic, superheroic deeds, etc., they mysteriously never connect to you. You never wind up on camera transforming, no one traces your fingerprints, etc. This is the advantage for those who want the allure of a secret identity without the bother of actively maintaining it, appropriate for sentai heroes. You can still be recognized by those who personally see you in action. (+0%)

You can have both forms of Zeroed.

[Source: GURPS Action, self]


Advantages, New

Indefatigable

[30 points]

You do not lose Fatigue Points through normal exertion. You can sprint indefinitely and fight all day. You can still lose fatigue from starvation, thirsty, sleeplessness, exposure, etc., and any use of extra effort has its normal costs. You recover lost fatigue normally.

[Source: RPK]

Limitation: Slow Recharge

You recover fatigue more slowly than usual. (-20% for 1 point per hour, -60% for 1 point per day)

Limitation: Special Recharge

You do not recover fatigue points from rest, but only with special abilities such as Absorption, Leech, Steal Energy, etc. (-70%)

Variant: Machine

Instead of losing fatigue from starvation, extra effort, etc., you lost HT, like a machine. (-0%)


Master Blaster

[20 points]

This is the equivalent of Gunslinger or Heroic Archer for Innate Attacks, Missile spells, and the like.

When you Attack or All-Out Attack with such an ability, you may add its Accuracy bonus to skill without taking an Aim maneuver. If you do Aim, you get +1 after one second, or +2 after two or more seconds, in addition to Acc.

When you Move and Attack, or attack in close combat, you don't get your ability's Acc bonus, but may ignore the Bulk or -2 penalty. This makes the Close Combat technique redundant for you. You may also ignore the extra -1 or -2 to skill for a Flying Attack or Acrobatic Attack.

When you use Fast-Draw for charms, staffs, or the like, total all applicable penalties for Fast-Draw from Odd Positions or Move and Attack, halve the sum, and round in your favor.

You have half the usual penalty to make a Ranged Rapid Strike using these attacks.

You may learn cinematic skills, techniques, and combat Perks that apply to your shooting. Possible skills include Blind Fighting, Breaking Blow, Power Blow, Pressure Points, Pressure Secrets, Push, and Zen Archery. Possible techniques include Fighting While Seated, Pressure-Point Strike, Roll with Blow, Timed Defense, and Whirlwind Attack. Possible Perks include Area Defense, Bank Shot, Bend the Bullet, Drunken Fighting, No Friendly Fire, Tracer Eyes, and Trick Shooter.

[Source: self]


Parents

[2 points]

Your parents or other childhood guardians are alive, well, and have good relations with you.

For characters who are living with or off of their parents, e.g. minors or shut-ins, this is equivalent to Patron (Ordinary Individuals, Appear 9-, Minimal Intervention) [3] plus Trivial Obligation: dumb shit my parents make me do [-1].

For adults, this is equivalent to Claim to Hospitality 2 (Kinship) [2].

If your character is a minor, and your parent is another player character, treat the relationship as a 0-point feature for you, and a 1-point Quirk for them.

[Source: self]


Place of Power

[1 point per level, maximum 5 levels]

For Ritual Path Magic, or similar magic rules:

You control a consecrated ritual space that has a history or location that grants it significant mystical charge, aiding any ritual magic conducted within its boundaries. This grants a bonus equal to the level of this advantage to all energy-gathering rolls conducted within the space, though not to any other rolls related to magic. You only need to perform minor maintenance to keep the space ready for use at any time.

You are entirely familiar with the location for the purposes of sympathetic magic, scrying, teleportation, and so on.

Other people can make use of the ritual space, but they have to get past you, first. It is assumed that you have placed wards upon your Place of Power at your highest possible skill level against any category of threat that you are aware of.

[Source: self]


Rush of Pain

Incompatible with any level of Pain Threshold, or Immunity to Pain. You feel pain, but it gives you an intense rush of adrenaline. You are immune to Stun from injury, and the Shock rules are reversed for you and then some! If you are hit and injured, you receive a bonus on your next turn, rather than a penalty, which may be divided in any way between your combat-oriented Success Rolls and damage rolls. It may not be applied to Defense Rolls. The bonuses may not be saved between turns; they must be used on your next turn or they are lost. You gain no special bonus to resist torture.

[Source: S. John Ross]


Modifiers, New and Modified

Accessibility

Personal Health

The ability is not available while you are at or below at certain HP or FP level:

level cost
50% HP 0 HP -1 x HP -2 x HP 75% FP 50% FP 25% FP
(-30%) (-20%) (-10%) (-5%) (-30%) (-20%) (-10%)

If the ability only receives halved power instead of becoming useless, halve the modifier cost.

[Source: GURPS forum discussion]


Armor Divisor

Add to the list:

  • 100 (+300%)

[Source: RPK]


Bombardment

Bombardment with Cone or Emanation is compatible with Rapid Fire and recoil modifiers. In such case, each of the individual Bombardment attacks is treated as a rapid fire attack, receiving the RoF bonus to hit and the possibility of multiple hits based on the Margin of Success and Recoil. If you don't mind the added complexity, you may give an Area Effect attack two Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardment within those area effects.

In addition to Area Effect and Cone, Bombardment may be combined with the experimental Fragmentation modifiers below.

[Source: self]

Variant: Skill-Based

Instead of a fixed number, you control the Bombardment yourself, using the skill Innate Attack (Bombardment). (-0%)

[Source: self]


Costs Fatigue

For most abilities that produce instantaneous effects, cost is -10% per level, max. -40%. You pay the FP cost every time you trigger the ability.

For most abilities that produce continuing effects, cost per FP depends on how often you have to pay:

x FP per minute x FP per 10 seconds x FP per second
-10% per level, max. -40% -20% per level, max. -80% -40% per level, max. -80%

For Innate Attack and similar abilities, cost is -10% per level if the FP payment makes the ability available for 1 minute, or -20% per level if the FP payment is per ranged shot or per second of melee.

Costs Hit Points is worth x1.5 as much.

If you have any abilities that allow you to recover at least 1 FP (or HP) per second, this limitation is worth only 1/5 as much. If you can recover even faster than that, it's worth only 1/10 as much.

[Sources: RPK, GURPS forum discussion]


Either/Or

For Either/Or limitations, multiply their percentage values together.

[Source: RPK]


Fragmentation

This is an unplaytested replacement for the Fragmentation modifier:

Fragmentation, Burst

Requires Bombardment and Follow-Up to another attack. When the first attack hits, the Fragmentation attack 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. (+50%)

Example: The default fragmentation in 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.

[Source: self]


Fragmentation, Cone

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 normal 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 they stop cannot move on to hit farther targets. (+50%)

Example: Claymore mine. Small piercing attack, with: Bombardment 8, -20%; Fragmentation, Cone, +50%; Increased 1/2D, x5, +10%; Increased MAX, x2, +5%; Rapid Fire 700, +350%. Total modifier: +390%.

[Source: self]


Disadvantages, Modified

When referring to "levels" of self-control, (15-) is the first level, (12-) is the second level, (9-) is the third, and (6-) is the fourth.


Chronic Depression

Check self-control to do anything but the bare minimum. You suffer a penalty to all actions equal to the Margin of Failure on this roll. On a MoF of 6 or more, you can do nothing useful at all. On a critical failure, you perform some act of self-harm or pointless destruction. A depressive person may suffer a -1 per level reaction penalty from and to others.

[Source: self]


Chronic Pain

This has been replaced with Chronic Affliction.


Codes of Honor

When inventing codes of honor, use these as guidelines:

  • Trivial [-1 point]: An informal, limited, and entirely personal code of behavior. Examples: Be gentlemanly toward females; spurn chauvinistic males; etc.
  • Minor [-5 points]: A code among a peer group, enforced informally. Examples: A professional code of conduct; a gang's code of honor. Alternatively, a personal code that can get you into serious trouble. Example: Stays bought.
  • Major [-10 points]: A formal and ritualized code among a peer group, or an informal code observed to the point of death. This covers any code of honor that could lead to a formal duel, any code of honor that would make you run into fire to save a wounded comrade, and any code of hospitality that would make you accept an enemy as a guest.
  • Severe [-15 points]: A formal code observed at all times, even if it means suicide. This covers the strictest knightly or fanatical codes.

[Source: self]


Debt

When using the Abstract Wealth rules, having a Debt means you must make a purchase each month, to pay off your debt-holder. If you fail to pay, you have an additional month in which to attempt to pay off both the last month's arrears and this month's normal payment. Otherwise, the Debt is replaced with new disadvantages equal to twice what the Debt was worth, usually reduced Wealth, a Duty, or an Enemy. The cost of this disadvantage depends on the cost of the Debt:

Cheap Normal Expensive 1 Expensive 2 Expensive 3
'[-1 point] '[-5 points] '[-10 points] '[-15 points] '[-20 points]

See also Time Worked.

[Source: self]


Dependents

Only use this to represent family and lovers if you want continual "rescue baby" plots. Otherwise, see Duty, or use Sense of Duty.


Duty

If you have a family that requires time and attention, but not constant adventurous rescues, you may represent this as a Nonhazardous Duty.

If your child is another player character, treat this as a 1-point Quirk to represent the legal responsibility.

[Source: self]


Enemies

Enemies are after you specifically. Enemies acquired as part of your job (e.g. enemy soldiers) or social standing (e.g. pararazzi, lone nut assassins) usually just come with the territory, and go away if you change careers. Only take such forces as Enemies if you are especially notorious (e.g. Most Wanted) or otherwise top priority, or if one of them has it in for you personally.

[Source: self]


Epilepsy

This disadvantage is still available, but if you want another way to represent it, consider Chronic Affliction.


Guilt Complex

This has a self-control number. Check self-control when your friends are hurt to see if the Chronic Depression is triggered; if it is, also use the self-control number for the Depression.

[Source: self]


Jealousy

This has a self-control number. Check self-control to go along with a plan proposed by a rival. The reaction penalty is -1 per level.

[Source: self]


Laziness

This has a self-control number. Check self-control to get off your butt and work. This disadvantage does not directly affect your income; instead, take a -1 per level penalty to your job rolls.

[Source: self]


Lunacy

This has a self-control number, which applies to the new moon's Laziness. For the full moon's Will and self-control penalties, apply -1 per level.

[Source: self]


Manic-Depressive

This has a self-control number, which applies to the Chronic Depression, Overconfidence, and Workaholic effects.

[Source: self]


Megalomania

This has a self-control number. Check self-control to resist the urge to monologue, or otherwise set aside your grand scheme (temporarily, of course).

[Source: self]


Pacifism

Most types of Pacifism are simply voluntary moral codes, equivalent to Vows; violating your Pacifism only causes a mental breakdown if you also have a Guilt Complex or Reluctant Killer.

[Source: self]


Paranoia

This has a self-control number. Check self-control to trust someone (and escape suffering the reaction penalty). The reaction penalty from others is -1 per level.

[Source: self]


Self-Destruct

This costs [-5 points]. (Lifespan traits are largely for flavor.)

[Source: RPK]


Short Lifespan

This costs [-5 points per level]. (Lifespan traits are largely for flavor.)

[Source: RPK]


Stubbornness

This has a self-control number. Check self-control to go along with what others want. The reaction penalty from others is -0 at first level, -1 per additional level.

[Source: self]


Terminal Illness

This trait has been eliminated entirely. If you want to make certain that you will die during the campaign, take a Destiny. Otherwise, take whatever physical disadvantage could kill you (e.g. Chronic Heart Condition, Dependency, Elderly 3 and Self-Destruct, etc.), and let the dice fall where they way.

[Source: RPK]


Trickster

Variant: Fighter

Rather than wanting to trick others, you crave the excitement of an interesting battle. The effects are otherwise much the same. You need not kill your foes, unless you also have Bloodlust. (+0%)

[Source: self]


Unhealing

Modifier: Fatigue Also

In addition to the normal effects, you cannot recover Fatigue Points naturally! (+100%)

[Source: RPK]

Modifier: Fatigue Only

You can heal your Hit Points as usual, but you cannot recover your Fatigue Points naturally! (+0%)

[Source: RPK]


Workaholic

This has a self-control number. Check self-control to stop working and rest. The reaction penalty is -1 per level.

[Source: self]


Disadvantages, New

Cathexsis

You have a strong emotional bond to a specified† object, person, or place. You believe that you cannot survive without them, due to love, luck, or whatever. You will resist any attempt to separate you from the object of your obsession. The cost depends on the level of emotional investment:

  • Quirk [-1 point]: An object you always play with, the girlfriend you always write to. Only inconvenient if you have to go deep cover; you suffer -1 reactions if forced to give it up. Alternatively, you hate to leave your home neighborhood and daily round, and give -1 reactions when taken away from it.
  • Minor [-5 points]: A weapon you always carry, the girlfriend you insist on bringing even to the secret meeting. Can lead to difficulties if your friends don't head you off; -2 to reactions when forced. Alternatively, you rarely break your normal routine, and have -2 reactions when compelled to travel.
  • Major [-10 points]: The subject is conspicuous, inconvenient, and almost more important to you than anything else. Alternatively, you never leave home. You have a -5 reaction to any attempt to part you from your cathexsis, even momentarily, as they drag you out kicking and screaming.
  • Severe [-15 points]: The subject eas up all your money and time, and you structure your entire life around it. If you have to go from L.A. to the Amazon, you will' find a way to bring your special T-Bird. You suffer Chronic Depression or go Berserk if separated from your love.

[Source: Alan Atkinson, self]


Chronic Affliction

You have an injury, disorder, or illness that causes you severe problems on a regular or even constant basis. This disadvantage is a catch-all that can represent many kinds of problems.

Roll against the frequency of appearance once per day. If you roll below this number, you suffer the listed Irritating or Incapacitating effect. The timing of this attack is up to the GM, but it usually occurs during waking hours; you might wake up with it, or it might be set off by stress during the day. If the GM rules that the attack occurs while you are trying to sleep, you may suffer penalties for sleep deprivation.

The attack endures for a fixed interval, after which you may attempt a HT roll to recover. If you succeed, you have dealt with your issue for the day. If you fail, the attack continues for another interval, after which you may try to roll again. The units of time used for the interval (seconds, minutes, hours) depends on the particular affliction.

Find the point cost of your Chronic Affliction by choosing the specific effect, then multiplying the given cost for the interval and frequency.


Affliction
Effect Cost Time Notes
Choking Coughing/Sneezing Daze Drowsiness Drunkenness Ecstacy Euphoria Hallucinations Heart Attack Itching Nausea Pain, Moderate Pain, Severe Pain, Terrible Pain, Agonizing Paralysis Retching Seizures Tipsiness Unconsciousness
[-25 points] [-5 points] [-12 points] [-25 points] [-5 points] [-25 points] [-8 points] [-12 points] [-75 points] [-2 points] [-8 points] [-5 points] [-10 points] [-15 points] [-25 points] [-40 points] [-12 points] [-25 points] [-3 points] [-50 points]
seconds hours minutes special hours minutes hours minutes special hours hours hours hours hours minutes hours minutes minutes hours hours
Severe asthma. Petit mal seizure. You can be woken normally. Narcolepsy. You can be woken normally. Not literally drunk, but a similar neural effect. You suffer an attack! Always use x1 interval cost. The old Mild Chronic Pain. The old Severe Chronic Pain. The old Agonizing Chronic Pain. Grand mal seizures. Not literally drunk, but a similar neural effect
Interval
1 second/minute/hour 2 seconds/minutes/hours 4 seconds/minutes/hours 8 seconds/minutes/hours
{x0.5} {x1} {x1.5} {x2}
Frequency
6 or less 9 or less 12 or less 15 or less
{x0.5} {x1} {x2} {x3}

[Source: self]


Ditz

[-5 or -15 points]

You have an uncanny affinity for gross physical blunders. You do not necessarily have a low IQ (you may have up to IQ 13 and still select this trait), but you are more awkward than your IQ would suggest. This disadvantage comes in two levels:

  • Ditz [-5 points]: Make an IQ roll to get through the day without making a social gaffe, leaving the motor running and the lights on, or mixing up important files. This is rarely life-threatening, but it is inconvenient and often expensive.
  • Total Ditz [-15 points]: As above, but in addition, any failure on an IQ roll or IQ-based skill roll is considered a critical failure for you!

This trait might seem silly, but it need not be. It differs from Absent-Mindedness in that you remembered all right, you just got confused, or remembered wrong, or went ahead and did something boneheaded anyway for no good reason.

[Source: self]


Elderly

[-1 point per level, max. 3 levels]

For each level of this disadvantage, you have already passed one of the aging thresholds.

[Source: self]


Moron

[-10 points]

Incompatible with Common Sense. When you, the player, have a clever plan for party action, or a solution to a mystery faced in the adventure, you must make an IQ roll in order for your character to have the same idea! (If your idea could be justified by one of your skills, you may make a skill roll instead.) If the roll fails, then your character has a stupid idea, instead, and eagerly offers a suggestion that is either obvious, or obviously wrong.

[Source: S. John Ross]


Procrastinator

[-5 points*]

It's not that you're lazy, really! You just have a little trouble getting started. Check self-control to start a project on your own; you have -1 to this roll for each day of extra time you have available, or +1 for each day that you're behind schedule. Once you begin, or if someone else forces you to start, you work normally.

[Source: Arthur Shipkowski]


Reluctant Killer

[-10 points*]

You are psychologically unprepared to kill people. The first time you attack a particular person in a fight, check self-control.

If you fail this roll, you absolutely cannot fight that particular person. You must retreat, surrender, negotiate, fire into the air uselessly, use an absolutely harmless attack (e.g. a sleep spell), switch targets, or even curl up into a ball and scream—anything but try to hurt them.

If you pass this roll, you may fight, but you still hold back your blows unconsciously. You may not Aim, and you suffer a -2 per level penalty to each attack. Halve the penalty if you cannot see your foe's face and are not in close combat.

No roll is required, nor is there a penalty to attack, an inanimate target (including vehicles or buildings whose occupants are hidden from you), nor an inhuman target (e.g. animals, monsters), nor a target you cannot actually see (e.g. indirect fire). Note that this may be subjective by character; some characters, for example, may see animals as more deserving of life than humans. Use Pacifism, Sense of Duty, and similar traits as guidelines.

If you kill a recognizeable person, intentionally or accidentally, make another self-control roll as soon as you realize this. If you fail, the result is as for a Phobia: take your Margin of Failure, add 3d, and look up the result on the Fright Check Table. If you hurt someone visibly (bleeding, screaming, etc.), do the same, but with a +4 bonus to self-control. However, if your victim doesn't appear to be hurt at all, you don't have to roll.

In realistic games, most characters come with some degree of this disadvantage! Those with combat training or "killer instinct" may buy it off. My campaign default for such games is:

Hardened Killer Desperate Killer Reluctant Killer Very Reluctant Killer Extremely Reluctant Killer
[10 points] [5 points] [0 points] [-5 points] [-10 points]
Does not have this trait. Self-control 15- Self-control 12- Self-control 9- Self-control 6-

[Source: self]


Quirks

Scavenged from multiple sources, with my own additions.

Mental or Emotional

Addiction

You are addicted to a specified drug or behavior, which you must use daily or suffer withdrawal. The drug is cheap, legal, and not especially addictive or incapacitating.

Angry

It's not so much that you have a bad temper, it's just that you show it more strongly than most people when you do lose it.

Apathetic

"Whatever." When you have nothing better to do, you'll go along with others just to go along, or in hopes of finding something interesting.

Awkward

You cannot use a specified Influence skill in a specified social situation. Examples: No Sex Appeal when in a public place; no Intimidation against women; no Diplomacy around the topic of your religion.

Bad Handwriting

It takes 2-3 times as long for anyone else to make out your handwriting, and you receive a -1 reaction penalty from anyone who reads your writing.

Bad with (Animal)

You get -4 on all reaction rolls made by one specified type of animal.

Bad with Names

You have to make an IQ roll to remember the name of anyone who you haven't known well for a long time. And sometimes even then.

Bad with (Social Group)

You are Oblivious (-1 to social skills) when it comes to one specific social group.

Belief

You are a devout believer in a specified religion, political philosophy, atheism, etc.

Blackouts

After suffering a specific altered mental state (e.g. drunk, Berserk, Combat Shakes, Chronic Seizures), you often suffer memory loss. You must make a Will+1 roll to remember general events from that time, and any memories which would normally take an IQ roll to recall are uncoverable.

Busy

You hate to sit around. If nothing's going on, that means it's time to stand up and do something!

Careless

You neglect to take routine precautions, only bothering when the situation seems particularly important.

Cold

You don't display a lot of care or sensitivity for others' personal feelings, although you understand them well enough.

Completist

You hate to leave a job half-done.

Confident

You know your abilities, and don't hesitate to use them or mention them when you know you can handle a situation. (Unlike Overconfident, you actually have a realistic understanding of your capabilities.)

Confrontational

You love to argue.

Conscientious

You make an effort to obey most laws and rules, and will only break the law as a last resort.

Cruel

You don't go out of your way to hurt people, when you do cause harm, you just can't resist putting that extra kick in.

Dense

You're always the last to catch any witty remark or joke, especially one upon you. You'll laugh once you get it, though.

Dominant

You like to be in charge, and will attempt to take the alpha position if no one else has it.

Dreams

You always have vivid and memorable dreams, sometimes really bizarre or perverse ones. This may provoke odd reactions from those who hear about it.

Dual Identity

You have a "secret identity" which isn't really a secret. anyone who wants to learn it can do so, but you prefer to keep the two identities firmly separated. When on duty, you stick to your costume and codename, while when off duty, you insist on being treated "just like everybody else."

Flirty

You tend to get playful with folks of your preferred gender. The game is more important than the score, though; you're no more or less likely to actually go to bed with someone than anyone else. This may get you a -1 reaction from those who consider such behavior to be improper.

Forthright

You prefer to speak the absolute truth, or remain silent rather than lie. This gives you -1 to rolls to tell falsehood.

Heavy Sleeper

You can fall asleep in all but the worst conditions, and will sleep through most disturbances, blissfully unaware. You still suffer any ill effects from poor quality sleep.

Homebody

You greatly prfer the company of your own possessions and family to outsiders; given a choice, you'll retire to familiar surroundings rather than go out and about.

= Hot Button

There's this one particular thing that sets you off as if you had Bad Temper; use Will as your self-control number. Examples: Accusations of cowardice; criticism of your weight; computer problems.

Ignorant

You lack even default knowledge of a particular common skill that most people of your social group would expect you to know. This is worth a -1 reaction when noticed.

Immodest

You have little sense of personal modesty; you often walk around your home naked, talk crudely, etc. You have just enough common sense to remember to fake proper behavior when it's important.

Impatient

You have trouble enduring discomfort and nuisances. You prefer to stand up and deal with the problem, or if that's not possible, leave.

Irritating

You have a specific trivial personal habit that only a few people are likely to notice, but it will drive those few people nuts.

Late

You always arrive late. Always.

Modest

Aww, you're not that great. You avoid praise.

Neat Freak

You have a tendency to organize the objects around you, including other people's stuff if you forget.

Not a Morning Person

You're exceedingly irritable and slow to respond before you've finished your morning routine.

Ouch!

When you suffer a minor injury (no more than 1 point of damage, e.g. papercuts, stubbed toes, bonks on the head), you must make a Will roll or cry out. This is perfectly compatible with High Pain Threshold, for those who shrug off major injuries but wince at the small ones.

Panicky

In a sudden crisis, you tend to shout and flail about a lot until you figure out what's going on and what to do.

Picky Eater

You have very specific tastes and preferences about your food. This may get a -1 reaction from those who cook for you.

Poor Memory

In one ear and out the other. You have -1 to IQ rolls to remember specific information.

Private

You may not have any particular Secrets that anyone else would care about, but you still keep your private business to yourself as closely as if it were a secret.

Quiet

You don't like to chatter or horse around much, especially around strangers. Your first instinct is never words.

Ritual

You have a particular ritual or set of practices that you perform with scrupulous regularity. Examples: A daily walk; a nightly prayer; a particular method of maintaining your kit.

= Serious

You do not seek our frivolity or humor, though you're reasonably open to whatever comes along, provided it is appropriate and everyone has finished their chores.

Slacker

If no one's on your case, you're inclined to slack off your work. You never volunteer.

Slow Reader

You take about half-again as long to read anything as anyone else would.

Submissive

You are most comfortable when someone else is in charge, and usually defer to higher authority.

Suspicious

You assume that most people are up to no good, or at least concealing their true motives. Unlike true Paranoia, you don't think they're all out to get you personally; you figure this is just how the system works, so make sure to cover your ass.

Talkative

You just can't seem to shut up.

Teetotaler / Straight-Edge

You avoid alcoholic beverages and/or whatever other common social drugs are used in your society.

Trademark

You have a specified symbol that you leave at the scene of the action as a way of "signing your work". It takes almost no time to leave, cannot be used in itself to trace your identity, and can be overlooked when you're in a hurry.

Trusting

You tend to think the best of people. Without evidence to the contrary, you're inclined to believe what others tell you.

Vain

You pay exceptional attention to your appearance; even a small blemish makes you uncomfortable.


Mental or Emotional

Addiction

You are addicted to a specified drug or behavior, which you must use daily or suffer withdrawal. The drug is cheap, legal, and not especially addictive or incapacitating.

Allergy

You have an allergic reaction to a specific substance; this is annoying, but rarely dangerous. If exposed, make a HT roll; on a failure, you suffer coughing, sneezing, or itching for minutes equal to the Margin of Failure.

Drug Reaction

A specific common drug doesn't work on you normally; you must use an expensive variant, or you suffer strange side effects.

High Rejection Threshold

You are of an uncommon blood type, or are otherwise unable to accept tissue transplants or cybernetic parts from most subjects unless you pass an additional HT roll to check for rejection.

Long-Term Effects

Each month that you consistently violate a specified Restricted Diet or similar life support disadvantage, you accumulate -1 characer point toward lowering your HT. You can remove these points slowly by staying clean, again at one month per point, but once a level of HT is lost, it's gone for good.

Odd Body Shape

You have difficulty finding clothes that fit well, which increases the cost of your wardrobe.

Supplement

You require particular periodic dietary supplements or special treatments to remain healthy, but this is a long-term requirement, easily obtained.


Social or Appearance =

Dishonest Face

You seem untrustworthy, unreliable, or simply somehow wrong. This has nothing to do with your reputation among those who know you, or how virtuous you really are! People who don't know you will tend to pick you if they're looking for a potential criminal or troublemaker, or not pick you if they're looking for someone to confide in. You always get spot-checked by customs agents and the like.

Disliked by (Group)

Some small group, or a particular type of animal, dislikes you, and reacts at -1.

Exposed

Requires Secret. A few particular people who aren't your friends know your secret. They aren't your enemies, either, yet, but they could expose you if they wished or were convinced.

Hidden Scar

Your body has a noticeable and grotesque flaw, such as a huge scar or severe skin disease, that is normally covered up with your everyday clothing. You lose any benefits of Appearance when your flaw is exposed.

Lover

You are in a steady romantic relationship! This is a combination of a Sense of Duty toward that particular individual, plus Claim to Hospitality 1.

If your love is another PC, or the other party doesn't reciprocate your feelings, you can't have the Claim to Hospitality, so take Sense of Duty instead of this Quirk.

Low Voice

You have trouble making yourself heard over noise; others have -3 to their Hearing rolls to hear your voice.

Obligation

You have a particular minor, nonhazardous social duty that you try your best to pursue, but can abandon in emergencies. Examples: Chairperson of a club; volunteer work for a charity; a lonely but irritating relative whom you feel sorry for.

Stalker

This is a low-value Enemy (Watcher): someone relatively unimportant who stalks you or spies upon you. This can be annoying or disturbing, but is rarely more than a minor inconvenience.

Stereotypical

You strongly resemble a particular stereotype of a profession, ethnic group, etc. Even those who should know better tend to pigeon-hole you, and thin-skinned members of your group might accuse you of making them look bad. You receive a doubled reaction penalty from those who dislike this group.

Unphotogenic

Your Appearance is treated as one level lower on camera or in photos.

Ward

One of the other PCs is your legal dependent or ward. You are responsible for their general upkeep.


Esoteric

Destiny

You have a very particular minor Destiny: You will suffer a single critical failure when you most need success, after which this Quirk is removed.


Sexual Quirks, Perks, and Features

For games that swing that way. These are mostly scavenged from the core books and GURPS forum discussions.

Cross-Species Impregnation

Males and hermaphrodites. [Perk] You can impregnate other species. In a realistic game, you must specify a single other species; in a cinematic game, anything goes.

Cross-Species Surrogacy

Females and hermaphrodites. [Perk] You can carry other species' embryos to term. In a realistic game, you must specify a single other species; in a cinematic game, anything goes.

Easy Childbirth

Females and hermaphrodites. [Perk] You get +3 to all HT rolls related to pregnancy, labor, and recovery.

Eunuch

Any. [Quirk] You have been forcibly rendered sexless. You may still have desire, but you can't perform, and your mutilated condition may disturb others who become aware of it.

Fertility Control

Any. [Perk] You can control your own fertility level, i.e. Sterility (Switchable). In a realistic game, adjusting hormone levels take a couple of days; in a cinematic game, you may choose in the heat of the moment.

Frigid

Females. [Quirk] You find sex to be uncomfortable, or even painful. You are immune to seduction. In the bedroom, you may receive reaction penalties or sympathy.

Hermaphrodite

[Feature] You are fully-functional as both male and female. Unless you specify otherwise, assume you're bisexual.

Impotent

Males and hermaphrodites. [Quirk] The spirit may be willing, but the flesh is weak. In the bedroom, you may receive reaction penalties or sympathy.

Menses, Heavy

Females and hermaphrodites. [Quirk] You have especially painful and messy menstrual periods, during which you suffer a -1 penalty to most activities due to discomfort, cramps, anemies, mood-swings, etc.

Menses, Light

Females and hermaphrodites. [Perk] You suffer no pain or discomfort during your menstrual or heat cycles.

Multiorgasmic / Short Refractory Period

Any. [Perk] +1 reaction in bed.

Parthenogesis

Females and hermaphrodites. [Perk] You can voluntarily clone yourself.

Reabsorption

Females and hermaphrodites. [Perk] You can voluntarily terminate pregnancy.

Sexual Orientation

In and of itself, sexual orientation is a feature, but having an orientation that is unaccepted by your society can be a Quirk, a Secret, or a Social Stigma, depending on the severity of the reaction.

Sexually Responsive

Any. [-1 point per level] Your lover receives +1 per level to their effective Erotic Arts skill with you, and you suffer -1 per level to your self-control rolls once your switch has been flipped.

Sterility

Any. [Feature] You can have sex, but can't reproduce.


Wealth & Lifestyles

Use the Abstract Wealth rules from Pyramid 3/44: Alternate GURPS II.

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.

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.

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't sell them; on the other hand, you don't have the responsibility of having to maintain them.

Rank in an organization might also provide a Lifestyle while you're "on duty", 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 "free" Status provided by your Rank.

Wealth Status Lifestyle Notes
5 (Homeless) [-40 points] 6 (Destitute) [-30 points] 7 (Working Poor) [-20 points] 8 (Working Class) [-15 points] 9 (Tradespeople) [-10 points] 10 (Middle Class) [0 points] 11 (Upper Middle Class) [10 points] 12 (Wealthy) [20 points] 13 (Very Wealthy) [30 points] 14 (Millionaire) [50 points] 15 [Multimillionaire) [75 points] 16 (Billionaire) [100 points] 17 (Multibillionaire) [125 points] 18 (Megacorporation) [150 points] 19 (Small Nation) [175 points] 20 (Medium Nation) [200 points] 21 (Large Nation) [225 points] 22 (Wealthy Nation) [250 points] 23 (Multiplanetary) [275 points] 24 (Galactic Empire) [300 points]
-2 (Serf, street person) [-10 points] -1 (Bondsman, poor citizen) [-5 points] 0 (Freeman, ordinary citizen) [0 points] 1 (Squire, merchant, priest, doctor, councilor) [5 points] 2 (Landless knight, mayor, business leader) [10 points] 3 (Landed knight, guild master, big city mayor) [15 points] 4 (Lesser noble, congresscritter, Who's Who) [20 points] 5 (Great noble, multinational corporate boss) [25 points] 6 (Royal family, governor) [30 points] 7 (King, pope, president) [35 points] 8 (Emperor, god-king, overlord) [40 points]
-2 -2 -1 -1 0 0 1 2 3 4 5 6 7 8 9 10 10 10 10 10
("Dead Broke") ("Comfortable") ("Filthy Rich")

If you are the sole 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.

If you'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.

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.

[Source: self]


Time Worked

[±1 point per level, max. 20 levels] This replaces Independent Income and normal Debt.

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).

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.

[Source: self]


Skills, Modified

For most of these, the source is myself, sometimes based on trawling the GURPSnet archives.


Anthropology

For any species other than human, this skill should be called Sophantology.


Archaeology

This is a /TL skill, and is specifically the technical skill of safely recovering and preserving artifacts. For knowledge of ancient cultures, use Anthropology, History, an appropriate Expert Skill, etc. (You still get the defaults, however.)


Cartography

This is a /TL skill.


Combat Art, Combat Sport

These are now Perks. When you learn a combat skill, declare which of Martial, Art, or Sport that you have learned. For the other two situations, you suffer a -3 penalty unless you have taken the appropriate Perk.

[Source: Kromm]


Computer Operations

In settings where familiar spirits are programmed like computers (shikigami), or artificial intelligences have a lot of free will, this skill is practically a Savoir-Faire specialty.


Environment Suit

I prefer the following names:

{-
Instead of... ...use this:
NBC Suit Vacc Suit
Hazard Suit Spacesuit


Erotic Art

This skill is based off IQ and defaults to HT-5. There are some DX-based techniques, however.


Expert Skills

Espionage

Comparable to Military Science; the understanding of intelligence operations, the capabilities of agents and organizations, and the current state of the Great Game.

Occultism

This is now an IQ/H Expert Skill.

Terraforming

The practice of reshaping an entire planet to make it more habitable for human and other Terran life. Other sophants may have their own variants of this skill.


Farming

In a multiworld campaign, this requires specialization by world of origin, e.g. "Terran" for Earth and worlds settled and terraformed by Terrans. Individual worlds are familiarities.

Variants include Aquaculture and Beekeeping.


Gardening

In a multiworld campaign, this requires specialization by world of origin, e.g. "Terran" for Earth and worlds settled and terraformed by Terrans. Individual worlds are familiarities.


Geology

This requires specialization by planetary class; for any planet other than Earth, call this skill Planetology.

Variants include Hydrology, the study of a world's oceans, rivers, and other bodies of liquid.


Innate Attack

A new specialty is Bombardment: directing Skill-based bombardment attacks. You must be able to perceive the target area; any target you can't see, you miss automatically.


Interrogation

This is a cinematic skill. In real life, interrogating a prisoner involves the use of several skills. Torture may induce a victim to talk, but does not ensure that what they say is of any value, and often lowers the quality of information gained.


Linguistics

For any species other than human, call this skill Xenolinguistics.


Literature

Specialization is required. There are two general classes of specialty:

  • A limited geographical region (no larger than a small nation) over multiple eras, or the output of a single community. Examples: American South, Irish, Japanese, Algonquin Round Table, fanfiction.net.
  • A single era and one of either a broad geographical region, a culture, or an idea. Examples: 20th-Century American, Ottoman Muslim, 18th-Century Novels.

There are variants for other media: Art History, Cinema Studies, Folklore, Music History, and so on.


Mechanic

New specialties include:

  • Sapper: The ability to use and modify military barricades, pontoon bridges, etc.
  • Small Appliances: Toasters, microwaves, TVs, etc. This overlaps somewhat with Electronics Repair.


Metallurgy

Variants include Ceramics or Composite Materials.


Meteorology

In a multiworld campaign, this requires specialization by planetary class.


Naturalist

In a multiworld campaign, this requires specialization by planet, e.g. Earth, Mars, Alpha Centauri IV.


Occultism

This is now an IQ/H Expert Skill.


Performance

One variant is Circus Performance, for acts intended to shock more than inform. You must specialize by the particular act, e.g. Contortionist, Fire Eating, Sword Swalling, etc.


Physician

Variants include other medical disciplines, e.g. Dentist, Optometrist, Psychiatrist, etc.


Professional Skills

Animal Husbandry

This is a /TL skill. Breeding animals and maintaining stock.

Childcare

Supervising, feeding, comforting, and instructing young children. You may optionally specialize in "own family only".

Household Management

Supervising a household staff or large family, making sure that food is laid in for winter and parties, laundry is done, and all the myriad other tasks. The primary skill of a butler, hotel steward, or family matriarch.

Logistics

This is a /TL skill. Keeping a group organized and supplied in the field, at sea, or in base. Vital for military or exploration operations.

Tradecraft

The practical knowledge of a spy: dead-drops, contact and evasions, use of cipher pads and coded signals, identifying assets to approach for recruitment, etc.


Psychology

Psychology (Applied) is now a separate skill, called Social Sense. It works the same as before.

Psychology (Experimental) is a /TL skill. This is specifically the scientific study of the mind, and serves as the mental counterpart to Physiology. A successful roll lets you avoid cross-species penalties for use of any social skill, although cultural unfamiliarity may still apply. The equivalent skill for dealing with artificial intelligences is Computer Programming (AI).


Sensitivity

To avoid confusion, call this skill Hyperawareness.


Survival

In a multiworld campaign, this also requires specialization by planetary class.


Thaumatology

When using Ritual Path Magic:

Use Thaumatology for recovering your personal mana reserve, instead of Path of Magic.

When you reach your limit on Conditional Rituals, you may make a Thaumatology roll to choose which spell is cancelled, rather than it defaulting to the oldest one.

You may make a Thaumatology roll to transfer ownership of a Charm to another person, placing it under their charm limit rather than yours.

[Sources: self, GURPS forum discussions]


Weather Sense

In a multiworld campaign, this requires specialization by planet, e.g. Earth, Mars, Alpha Centauri IV.


Skills, New

Hyperawareness

This is Sensitivity renamed to avoid confusion.


Interviewing

(IQ/A) Defaults: IQ-5, Detect Lies-4, Interrogation-3, Intelligence Analysis-6, Intimidation-5, Psychology-4, Social Sense-4. Cascades: -4 Detect Lies, -3 Interrogation. Modifiers: Empathy +3, Low Empathy -3, Sensitivity +1.

The practiced ability to question someone, both in formal interviews or in casual social situations. Using this, you may get someone to admit more useful information than they would normally volunteer, and then piece together what they have said into a coherent narrative. You must have already convinced them to talk to you, possibly using some other skill.

Each question requires a skill roll and 5 minutes; if you are attempting to hide your interest, each roll takes 30 minutes and suffers a -3 penalty. A lengthy interview (one to two hours) gives a +2 bonus. You get a +3 bonus if the subject genuinely wants to share the information, -3 if the victim is terrified of you, and -6 if you use torture. (Increase the last two to -4 and -7 if you are Callous). Torture tends to make the victim either clam up entirely, or spill whatever they think you want to hear, whether or not they believe it to be true, and you have no way of telling.

In a truly voluntary interview, the skill roll is unopposed. A success gathers useful information; on a failure, the subject says nothing of interest to you.

If the subject is trying to conceal information, each roll is a Quick Contest of your Interviewing vs. their Perception. If you win, you gather the information you were after; if you tie or lose, you learn nothing of interest; if you lose by 5 or more points, the subject realizes they're said too much, and break off the interview.

If the subject is actively lying to you, each roll is a Quick Contest of your Interviewing vs. their Acting skill. If they win, you learn what they wanted you to believe.

[Source: self]


Social Sense

This is Psychology (Applied) renamed.


Sophantology

This is Anthropology when it applies to non-human species.


Xenolinguistics

This is Linguistics when it applies to non-human species.


General Rules Modifications

Rapid Fire

Follow the normal Rapid Fire rules until you get to the RoF Bonus To Hit. Instead of that chart, look up the number of shots fired on the Speed/Range Table in the "Linear Measurement" column, and use the corresponding "Size" bonus. 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's Recoil value, then subtract 1. (A successful Dodge defense subtracts an additional 1 plus the MoS on the defense roll.) Look up that bonus on the Speed/Range Table in the "Size" column. The corresponding "Linear Measurement" 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.

[Source: Mark Langsdorf aka "No School Grognard"]