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

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In my write-ups, I'll try to make sure to properly source traits that aren't in the core books (whether official or fan-made); in particular, I've adopted many of Reverend P. Kitty's cost adjustments. Meanwhile, below are my own house rules and rulings:  
  
These are my current guidelines and house rules for GURPS 4e character creation and play.  — ''Shadowjack'' (last updated March 2012)
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==== Appearance ====
 +
General revision of Appearance traits as follows:
  
= Defining the Numbers =
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Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.
In general, I try hard to remind myself to aim for low, or for the center of the bell-curve. An attribute of 10 is perfectly acceptable for a regular person, and just because a character did a stunt once in a story, doesn't mean they can do it reliably all the time!
 
  
 +
Average and Attractive appearance as written.
  
== Attributes ==
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The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20].  
Because of the bell-curve, attributes of 8-12 are unremarkable, "average" people. Only above or below this range is a character truly noticeable for that attribute. An attribute of 6 or below is handicapped (by human standards, of course), while an attribute of 18 or above is superhuman. (The traditional exemption is Strength, which can go much higher than 18 among top weightlifters.) Remember that advantages and disadvantages are often rolled into attributes, e.g. someone with HT 11 and Very Fit is just as fit as someone with HT 13.
 
  
* '''5 or below''' is crippled, requiring constant help.
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The sexual attractiveness traits run Sexy (+2/+3 reactions) [8], Handsome/Beautiful (+2/+4) [12], Very Handsome/Beautiful (+2/+6) [16], and Transcendent (+2/+8) [20]. All give the -2 jealousy reaction for those with -4 or more in negative reactions to you.  
* '''6''' is handicapped, barely functional on your own.
 
* '''7''' stands out as "pretty bad", but is otherwise still low average.
 
* '''8''' is a natural lack of ability.
 
* '''9''' is a 10 who is just a little smaller, slower, or lazier.
 
* '''10''' is dead average. If you don't care or don't know, put 10.
 
* '''11''' is a 10 who is just a little stronger or faster, or tries harder.
 
* '''12''' is natural ability.
 
* '''13''' stands out as "pretty good", but is otherwise still high average.
 
* '''14''' is noteworthy. People will remember you for this alone.
 
* '''15''' is renowned. You'll be sought out or avoided because of your ability.
 
* '''16''' is admitted by the best to be among the best.
 
* '''17 to 18''' is the realm of myth and legend, almost never seen in real life.
 
* '''19 or above''' is superhuman.
 
  
 +
Androgynous (+0%) may be applied to any of the sexual attractiveness traits. As you appeal sexually to any orientation, you get the higher bonus generally, but the penalty from those who ''dislike'' you is raised to '''-4''' if they have a mere '''-2''' or more in negative reactions.
  
== Skills ==
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==== Archaeology ====
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.
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This is a /TL skill, and is specifically the technical skill of identifying and recovering artifacts. It does not cover more than incidental knowledge of ancient cultures; for that, you'll want Anthropology, History, an appropriate Expert Skill, etc.  
  
* '''8 or below''' – Raw beginner, or a skill long-forgotten.
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==== Astrobatics ====
* '''9 or 10''' – Amateurish. Acceptable for a hobby, or something picked up on the side.
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This is a new Acrobatics variant, for zero-gravity stunts and landings.  
* '''11 or 12''' – Routine competence. Acceptable for a primary job skill, or important secondary skills used often.
 
* '''13 or 14''' – Qualified expertise. Acceptable for stress skills.
 
* '''15 or 16''' – True expertise. A noted specialist, or skilled under fire.
 
* '''17 or 18''' – Elite. Better than normal, even in extreme circumstances.
 
* '''19 or 20''' – Outstanding. World-renowned. Name your own price.
 
* '''21 or 22''' – Legendary. The best of your generation.
 
* '''23 or more''' – Superhuman; the realm of myth and legend. You do the impossible easily.
 
  
Per Kromm, most people have at least 1 point in Area Knowledge, Current Affairs, Housekeeping, and in high-tech worlds Computer Operation, as well as at least one of Carousing, Connoisseur, Games, Hobby Skill, Musical Instrument, Singing, or Sports.
+
==== Autohypnosis ====
 +
Another use of this skill is in place of Will rolls for using extra effort. You may not use this for extra effort with supernatural powers; for that, use Meditation.
  
 +
==== Boating ====
 +
Appropriate Boating specialties can handle large ships as well as smallcraft, in the same way that one can use both Submarine and Shiphandling (Submarine) with subs, or both Pilot (Lighter-Than-Air) and Shiphandling (Airships) with airships.
  
== Reaction Modifiers ==
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==== Body Sense ====
These guidelines apply to Talents, Reputations, and any other reaction modifiers.  
+
This skill applies not only to teleportation, but to any unusual form of movement or transformation: Suddenly turned into a frog? Melded with a wall and just emerged? Picked up and thrown by a whirlwind? Just logged out of cyberspace? Body Sense will help you.  
  
* '''±1''' is noticeable, but isn't worth mentioning to others.
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==== Bombardment ====
* '''±2''' is memorable. Stories about you (or your kind) get around.
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This modifier is compatible with Rapid Fire and recoil modifiers; each of the individual Bombardment attacks is treated as its own rapid fire attack. You may even give an attack ''two'' Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments ''within'' those area effects.  
* '''±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.
 
  
 +
==== Born Commander ====
 +
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).
  
== Frequency Rolls ==
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==== Brakeman ====
These guidelines apply to self-control rolls, NPC appearance rolls, the recognition rolls for a Reputation, and so on. Note that I like to flip-flop the descriptors for self-control rolls.
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This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).
  
* '''Constantly''' is constant, of course.
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==== Can't Wear Armor ====
* '''Almost Always''' ''(Appears 15-, Self-Control 6-)'' defines the character. You're basicaly that way all the time; it's noteworthy if you're not.
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Replace this modifier with a new modifier and two new disadvantages:
* '''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.
 
  
 +
''Doesn't Stack'' (-40%), a modifier for Damage Resistance. Your DR doesn't stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.)
  
 +
''Cannot Wear Armor'' [-20]: You cannot wear normal armor or protective suits, due to alien body shape, supernatural emissions, or genre conventions. You can still wear breathing masks, eyewears, light clothing with pockets, etc. Custom-made equipment costs ''at least'' +100%, probably much, much more. Use this for animals and monsters.
  
= Social Background =
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''Cannot Wear Anything'' [-40]: You cannot wear ''anything'' – not only armor, but clothing, jewelry, etc. This could be do incorporeality, extremely alien shape or size, or genre conventions. Use this for vehicles and beings without dimension or form.
  
== Relationships ==
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==== Cartography ====
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This is a /TL skill. To make ''pretty'' maps, apply Artist.
  
=== Acquaintances ===
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==== Childcare ====
Most NPCs you know are just acquaintances, even your own family members. They show up when they show up, with no player control or plot immunity. To determine their behavior, make a Reaction roll, use an Influence skill, or rely upon GM fiat. You have no particular bond to them unless you took a Sense of Duty toward them.
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This is a Professional Skill. You may take optional specialization in "Own Children".
  
 +
==== Children ====
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If your character has children, only take them as Dependents if you want frequent "rescue the baby" plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require.
  
=== Friends ===
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If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them.  
There are various friendly relationships.
 
  
==== Allies ====
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For characters who ''are'' children, see Parents, below.
Normal Allies automatically have a Sense of Duty toward you, and vice versa; this is included in the cost.  
 
  
Unwilling Allies do not, either way.
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==== Chronic Affliction ====
 +
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders:
  
Minions have Sense of Duty, maybe even Fanaticism, and you don't have to have a Sense of Duty toward them!
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'''Affliction:'''
 +
* ''Choking'', for severe asthma: -25 points, interval measured in seconds.
 +
* ''Coughing/Sneezing'': -5 points, interval measured in hours.
 +
* ''Daze'', for petit mal seizures: -12 points, interval measured in minutes.
 +
* ''Drowsiness'', for narcolepsy: -25 points, interval measured in hours.
 +
* ''Drunkenness'', for certain neural disorders: -5 points, interval measured in hours.
 +
* ''Ecstacy'': -25 points, interval measured in minutes.
 +
* ''Euphoria'': -8 points, interval measured in hours.
 +
* ''Hallucinations'': -12 points, interval measured in minutes.
 +
* ''Heart Attack'': -75 points. Always use the x1 interval cost.
 +
* ''Itching'': -2 points, interval measured in hours.
 +
* ''Nausea'': -8 points, interval measured in hours.
 +
* ''Pain, Moderate'': -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)
 +
* ''Pain, Severe'': -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)
 +
* ''Pain, Terrible'': -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)
 +
* ''Pain, Agonizing'': -25 points, interval measured in minutes.
 +
* ''Paralysis'': -40 points, interval measured in hours.
 +
* ''Retching'': -12 points, interval measured in minutes.
 +
* ''Seizures'': -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.
 +
* ''Tipsiness'', for certain neural disorders: -3 points, interval measured in hours.
 +
* ''Unconsciousness'': -50 points. Always use the x1 interval cost.
  
==== Claim to Hospitality ====
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'''Interval:'''
In addition to formal organizations, also use this for good friends and close family members. If they'd let you crash at their place for a week, or vice versa, it's a Claim to Hospitality. You're guaranteed a Good reaction from someone with a Claim to Hospitality.
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* ''1 second/minute/hour:'' cost x0.5
 +
* ''2 seconds/minutes/hours:'' cost x1
 +
* ''4 seconds/minutes/hours:'' cost x1.5
 +
* ''8 seconds/minutes/hours:'' cost x2
  
You may apply the modifier "Kinship", in which case you and they have a reciprocal Sense of Duty. Use this for true family.
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'''Frequency:'''
 +
* ''Roll of 6 or less:'' cost x0.5
 +
* ''Roll of 9 or less:'' cost x1
 +
* ''Roll of 12 or less:'' cost x1.5
 +
* ''Roll of 15 or less:'' cost x2
  
==== Dependents ====
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==== Chronic Depression ====
If another PC is your child or ward, handle that relationship as a Quirk (if it's solely a legal responsibility), or a 2-point Sense of Duty (if you genuinely care for them). If another PC is your lover, that's also a 2-point Sense of Duty, and possibly a Quirk as well.
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This disadvantage has a self-control number. The reaction penalty is based on the self-control number:
  
=== Enemies ===
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* sc15-: -1
Enemies are always after you ''specifically''. Enemies acquired as part of your job or social standing (e.g. enemy soldiers if you're a soldier, police if you're a criminal, assassins if you're a head of state, paparazzi if you're a celebrity) aren't worth noting, because they come with the territory; if you change careers, they'll go away. Only count them as Enemies if they're after you personally (even after retirement), or if you're especially notorious (e.g. Most Wanted, top priority).
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* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
  
 +
==== Circus Performance ====
 +
A new catch-all skill, covering all sorts of strange carnival acts; specialization is required in a particular act (e.g. Contortionist, Fire Eating, Sword-Swallowing). Generally IQ/A or DX/A.
  
== Influence ==
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==== Command ====
 +
Command (+0%) is a new modifier for Patron. If you own and command an organization yourself (e.g. private corporation, personal army, your own ship), take ''both'' the highest level of Rank in the organization ''and'' the organization as your personal Patron, to represent your ability to use the company's assets for your own private purposes as you wish.
  
=== Identity ===
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==== Common Sense ====
If it's appropriate to the setting, everyone has an official identity, which includes a citizenship. To this, they may add as many fake identities or names of convenience as they can support; extra Citizenships are Perks.
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This advantage is merely a 1-point Perk. As a GM, I give advice anyway, and at 10 points, the people who really needed Common Sense weren't going to take it anyway…
  
You can have Alternate Identities (with or without an associated Secret) or be Zeroed, but not both.
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==== Compulsive Generosity ====
 +
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often:
  
=== Rank and Status ===
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* sc16- (Quirk): a Cheap purchase every four weeks
Rank is usually maintained by a corresponding Duty to the organization, while Status is maintained by your Wealth, position, and good social behavior. Either can be used to generate reaction modifiers.
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* sc15-: a Normal purchase every four weeks
 +
* sc12-: a Normal purchase every three weeks
 +
* sc9-: a Normal purchase every two weeks
 +
* sc6-: a Normal purchase every week
  
Rank can also be used to request assistance from your organization, and includes an appropriate level of security clearance, equipment allotment, etc. (Security Clearance above this is an extra.) If you're employed by an organization, you automatically have Rank 0, simply as part of the job.
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==== Compulsive Spending ====
 +
Under the Abstract Wealth rules, you always suffer a "tapped out" penalty based on your self-control number:
  
Status may provide a Lifestyle; see below.
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* sc16-: none
 +
* sc15-: -1
 +
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
  
Clerical Investment and Legal Enforcement Powers are forms of "Authority", allowing you to officially extend the powers of your Rank to people outside of the organization.  
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==== Computer Operation ====
 +
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).
  
=== Patronage ===
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==== Cone ====
A Patron is an unofficial form of influence, handled off the record or under the counter. Many organizations act as a Patron to their members in addition to their formal support; use the Rank when acting within the organization, and the Patron when dealing with the outside world.  
+
This modifier is compatible with Rapid Fire.
  
If you ''own'' an organization yourself (e.g. your private army), take the highest level of Rank and the organization as an almost-always-available Patron.  
+
==== Cultural Familiarity ====
 +
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.
  
=== Wealth ===
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==== Debt ====
I rarely bother to track money directly, so I don't bother with the existing job and cost of living rules. Instead, begin with the lifestyles given on the Cost of Living and Status tables, and decide whether your character is Employed, or receives an Allowance.
+
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month:
  
If you are Employed, you are assumed to be supporting your lifestyle by a job or from profitable adventuring. "A job" is broadly defined: a student on a scholarship has the job of keeping their grades up; a hunter-gatherer has the job of hunting and gathering; a slave laborer has the job of being property.
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* ''Cheap'' [-1]
 +
* ''Normal'' [-5]
 +
* ''Expensive 1'' [-10]
 +
* ''Expensive 2'' [-15]
 +
* ''Expensive 3'' [-20]
  
If you receive an Allowance, your lifestyle comes from investments, charity and social welfare, your spouse or family, or your position in high office. Instead of fixed work times or project goals, you must meet certain social obligations to maintain your situation.  
+
For another way to represent a character who's paying off debts, consider simply increasing Time Worked.
  
* Lifestyle -2 = Employed (Dead Broke) and/or Allowance (Status -2 or worse)
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==== Default Skills ====
* Lifestyle -1 = Employed (Poor or Struggling) or Allowance (Status -1)
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When calculating skill defaults off of an attribute, the Rule of 14 applies, i.e. if the attribute is higher than 14, treat it as 14 for the purposes of calculating the default.
* Lifestyle 0 = Employed (Average) or Allowance (Status 0)
 
* Lifestyle 1 = Employed (Comfortable) or Allowance (Status 1)
 
* Lifestyle 2 = Employed (Wealthy) or Allowance (Status 2)
 
* Lifestyle 3 = Employed (Very Wealthy) or Allowance (Status 3)
 
* Lifestyle 4 = Employed (Filthy Rich) or Allowance (Status 4)
 
* Lifestyle 5 = Employed (Multimillionaire 1) or Allowance (Status 5)
 
* Lifestyle 6 = Employed (Multimillionaire 2) or Allowance (Status 6)
 
* Lifestyle 7 = Employed (Multimillionaire 3) or Allowance (Status 7)
 
* Lifestyle 8 = Employed (Multimillionaire 4) or Allowance (Status 8 or more)
 
  
You can usually support one other person without greatly impacting your Lifestyle, but to support an entire family drops your Lifestyle by 1 level if you're the only wage-earner. If everyone helps out, though, leave the Lifestyle as it is.  
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Skill defaults off of another skill are calculated normally.
  
To maintain a second Lifestyle, for example to support an alternate identity, drop your main Lifestyle by one level, then take a second Lifestyle one level below that. (Example: A Wealthy crimefighter could live a Comfortable Lifestyle, with an Average safehouse.)
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==== Ditz ====
 +
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.
  
Assume you spend roughly 50 hours a week maintaining your Lifestyle; this time is unavailable for adventuring unless you wish to risk serious consequences. For Employment, this time includes not just actual paid work, but also commuting, maintenance, shopping, dealing with bureaucracy, and so on. For an Allowance, this includes whatever chores and socializing are expected of you, as well as (at low Status) the simple struggle to survive. This time is an average spread over the year; farmers often have more spare time in winter than during planting and harvest, a middle-class worker might work 9-to-5 with some overtime and get a couple of weeks vacation, and so on.  
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==== Doesn't Breathe ====
 +
Most of the various Doesn't Breathe modifiers are split off into their own traits, for cleaner cost scaling. Thus: Doesn't Breathe [20], Gills [10], Gills Only [0], Oxygen Absorption [15], Oxygen Combustion [10], and Oxygen Storage [10 to 18].  
  
'''Debt''' increases the amount of time you have to work by 5% per level; at Debt 20, you are basically spending every waking hour at work.
+
==== Dropping ====
 +
This skill defaults at -4 from Artillery (Bombs).  
  
'''Independent Income''' decreases the amount of time you have to work by 5% per level; with Independent Income 20, you don't have to do anything at all!
+
==== Elderly ====
 +
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds. 
  
 +
==== Enemies ====
 +
Remember that Enemies are after you ''specifically''; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. (i.e. Status 8: President comes with paparazzi and lone gunmen, and Social Stigma: Outlaw comes with police and bounty hunters.) The exception is if you are ''especially'' notorious (e.g. Most Wanted), or if one of them is after you for personal reasons.
  
 +
==== Erotic Art ====
 +
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.
  
= Character Traits =
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==== Espionage/TL ====
 +
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world.
  
== Advantages ==
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==== Exotic Ranged Attack ====
 +
This is the Innate Attack skill, renamed for clarity.
  
=== Affliction (10 points + 3/level) ===
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==== Expert Skills ====
New pricing, per Kromm. We'll try it out.
+
Expert Skills may be used for more than just raw knowledge; they're equivalent to any other knowledge/scientific skill.  
  
=== Chambara Fighting Style (15 points) ===
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==== Fighter ====
This advantage grants the basic combat bonuses of Trained By A Master or Weapon Master, i.e. ''halved'' Rapid Strike or multiple-parry penalties, but does not grant access to chi abilities.
+
Fighter, a variant of Trickster, same cost and similar effect: You seek challenging battles. You need not kill your foes (unless you also have Bloodlust).  
  
=== Chi Attunement (15 points) ===
+
==== Fire Direction Controller/TL ====
This advantage grants access to chi abilities (as Trained By A Master), but does not grant any particular combat bonuses.
+
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer.  
  
=== Claim to Hospitality ===
+
==== Fortune-Telling ====
''Kinship (-0% modifier):'' A normal Claim to Hospitality is just a social group – you may be friends, but your obligation to each other is not an especially deep one. ''Kin'' relations, on the other hand, may be very strong; both you and they are assumed to have a Sense of Duty to each other, such that you will support the other for a long time without any questions.
+
Specialization is not required, as this skill is all about reading and leading on a mark, rather than actual prediction. The particular props you use are no more than a familiarity penalty.  
  
=== Cultural Familiarities ===
+
==== Fragmentation ====
Instead of using broad definitions, go ahead and be specific. Distance penalties apply with broader areas, similarly to Area Knowledge, so you get -1 with your neighbors across the border, -2 with an unfamiliar but distantly related culture, and -3 with something very different.
+
This Enhancement has been provisionally revised and expanded to make it possible to model claymore mines, video game danmaku, etc. (This is untested, sorry!) The modifier comes in two forms:
  
=== Hardened Killer (10 points) ===
+
===== Fragmentation, Burst =====
As all characters receive the 10-point version of Reluctant Killer automatically, buying off the penalty entirely is therefore equivalent to a 10-point advantage. See below.
+
New Attack Modifier, +50%, requires Bombardment and Follow-Up. When the first attack hits, the fragmentation rolls to hit each target within (5 yards per die of damage) using the Bombardment skill, modified by penalties for range and target size/posture.
  
=== Languages ===
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''(Example: The default fragmentation in GURPS Basic Set is a cutting attack with Bombardment 14, -5%; Extra Recoil 2, -20%; Follow-Up, cost varies; Fragmentation, Burst, +50%; Rapid Fire 5, +70%. Total modifier: +95%, not counting the Follow-Up cost.)''
Use the following comprehension levels:
 
  
''Speech:'' None [0]; Broken [1]; Accented [2]; and Fluent [3].  
+
===== Fragmentation, Directional =====
Record your mother tongue as Native, instead of Fluent, to show that it's the language you usually think in. Having additional Native tongues (e.g. bilingual) requires an appropriate Perk.
+
New Attack Modifier, +50%, requires Bombardment and Rapid Fire. Lay the line of attack as for a Cone. The fragmentation attacks everyone within a 60° arc along that line, out to its maximum range, using the Bombardment skill, modified by penalties for range and target size/posture, and the RoF bonus. Calculate hits for the closer targets first, to see that any fragments that stop cannot move on to hit farther targets.  
  
''Literacy:'' Illiterate [0]; Semi-Literate [1]; Literate [2]; and Educated [3]. An easy way to represent an uneducated character is to drop their primary language down to Literate, saving a point; they can read and write, but they aren't ''comfortable'' doing so.
+
''(Example: The claymore mine in GURPS High-Tech is a small piercing attack with Bombardment 8, -20%; Fragmentation, Directional, +50%; Increased 1/2D, x5, +10%; Increased MAX, x2, +5%; Rapid Fire 700, +350%. Total modifier: +390%.)''
  
Write them up like so: English (Native/Literate) [-1]; High Elven (Accented/Educated) [5]; American Sign Language (Broken) [1].
+
==== Greed ====
 +
Under the Abstract Wealth rules, Trivial amounts do not tempt you, but Expensive amounts give a penalty equal to the level of expense (e.g. -2 for Expensive 2).
  
=== Rapid Healing ===
+
==== Guilt Complex ====
''Very Rapid Healing'' doubles all healing rates, including those from Regeneration, magical healing, etc.
+
This disadvantage has a self-control number.
  
=== Regrowth (10 points) ===
+
==== Hazardous Materials ====
New pricing. All crippling injuries may be healed.
+
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties.  
  
 +
==== Hazard Suit ====
 +
This is NBC Suit skill, renamed for better universality. (After all, these days it's called CBRN gear anyway…)
  
== Disadvantages ==
+
==== Historical Familiarity ====
 +
This is a Perk, not a Technique.
  
As noted above, I prefer to flip-flop the descriptions of self-control numbers, e.g. instead of "resists quite rarely" it becomes "succumbs almost always".
+
==== Household Management ====
 +
This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or guest quarters provisioned and maintained.
  
=== Ditz (-5 or -15 points) ===
+
==== Hydrosuit ====
You have an uncanny affinity for gross mental and social blunders. You do not necessarily have a low IQ (you may have up to IQ 13 and still select this trait) but you are more awkward than your IQ would suggest. This disadvantage comes in two levels:
+
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.
  
''Ditz:'' Make an IQ roll to get through the day without making a social gaffe, leaving the motor running and the lights on, or mixing up important files. This is rarely life-threatening, but it is inconvenient and often expensive. The GM should be creative in inventing minor torments. You should especially avoid laboratories, records rooms, and live interviews. ''-5 points.''
+
==== Hyperawareness ====
 +
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage.  
  
''Total Ditz:'' As above, but in addition, ''any'' failure on an IQ roll or IQ-based skill roll is oncisdered a ''critical'' failure for you! ''-15 points.''
+
==== Impudent ====
 +
New disadvantage [-10 points], requiring a self-control number. Check self-control whenever you deal with those of higher Rank or Status to resist the urge to mouth off, ''doubling'' any penalty for having lower Rank or Status.  
  
This trait might seem silly, but it need not be. It differs from Absent-Mindedness, in that you ''remember'' all right – you just get confused, or remembered wrong, or went ahead and did something boneheaded anyway.
+
==== Interrogation ====
 +
This skill is cinematic. For realistic interrogations, use good reactions or an Influence skill to convince the subject to talk to you, Interviewing to conduct the actual interrogation(s), and Criminology or Intelligence Analysis to figure out whether you learned anything useful. Torture assists Intimidation for inducing someone to talk, but it gives a ''penalty'' to the subsequent Interviewing roll due to the victim's distress.
  
This is the mental version of Klutz.
+
==== Interviewing ====
 +
New skill: IQ/A, defaulting to IQ-5, Detect Lies-4, Interrogation-3, Intelligence Analysis-6, Psychology-4, or Social Sense-4; Cultural Familiarity penalties apply. This is the practiced ability to question someone, whether in a formal interview or a casual social situation, to get them to admit more than they would knowingly volunteer, and to piece it together into a coherent narrative.
  
=== Elderly (-3 per level, maximum three levels) ===
+
==== Kinship ====
For each level of this disadvantage, you have already passed one of the aging thresholds.  
+
Kinship (+0%), a new modifier for Claim to Hospitality. A normal claim to hospitality is no more than a friendly professional relationship, but kin relations can be very strong, and so include a reciprocal Sense of Duty. "Blood is thicker than water."
  
=== Guilt Complex* ===
+
==== Languages ====
This disadvantage has a self-control number, to resolve the Chronic Depression.
+
The level names have been renamed for better clarity.  
  
Violating Pacifism also triggers this disadvantage.
+
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. ("Accented" is a silly name, because everyone has an accent.)
  
=== Laziness* ===
+
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated.  
This disadvantage has a self-control number. Make a self-control roll to get up off your butt and do your work.  
 
  
If you are self-employed, and using the original income rules, your income reduction becomes:
+
You may revert to your Native spoken language when under great stress or in telepathic contact; to have multiple Native languages is a Perk, "Bilingual".
  
* Almost always (-20 points): -80% income
+
==== Law-Abiding ====
* Quite often (-15 points): -60% income
+
This is the Honesty disadvantage, renamed for clarity.
* Fairly often (-10 points): -40% income
 
* Rarely (-5 points): -20% income
 
  
=== Lunacy* ===
+
==== Laziness ====
This disadvantage has a self-control number. Apply this to the new moon Laziness as above, and alter the full moon penalty as follows:
+
This disadvantage has a self-control number. The job penalty is based on the self-control number:  
  
* Almost always (-20 points): -4
+
* sc16- (Quirk): -1
* Quite often (-15 points): -3
+
* sc15-: -1
* Fairly often (-10 points): -2
+
* sc12-: -2
* Rarely (-5 points): -1
+
* sc9-: -3
 +
* sc6-: -4
  
=== Pacifism ===
+
==== Lifestyle ====
Reluctant Killer is now a separate disadvantage; see below. The other types of Pacifism are voluntary moral codes, equivalent to Vows.
+
I do not use the Cost of Living rules. Instead, your Lifestyle is automatically determined by your Wealth (if you support yourself) or your Status (if another person, or society in general, provides for you). Look on the appropriate Cost of Living table for the description of what you have.  
  
* ''Do Not Kill (-10)''
+
Reduce effective Wealth/Status by one for nomadic characters, to cover the costs of their vehicles and mounts, and of generally living on the road.
* ''Harm No Innocents (-10)''
 
* ''Self-Defense Only (-10)''
 
* ''Total Nonviolence (-30)''
 
  
Violating your Pacifism does not normally provoke a nervous breakdown any more than breaking any other Vow would. However, if you have Reluctant Killer (see below), a situation that would break your Pacifism ''also'' counts as violence for Reluctant Killer.
+
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.
  
=== Reluctant Killer (-10*) ===
+
==== Literature ====
All characters receive this disadvantage at "fairly often" (self-control 12-) automatically. Those with combat training or a killer instinct should buy it off; see Hardened Killer, above.
+
This skill requires specialization by period, culture, and/or subject, akin to History or Law. There are also similar variant skills for other artistic media: Art History, Cinema, Folklore, Ludology, Musicology, etc.
  
In order to use deadly force against a person, you must make a self-control roll at the moment of attacking. You only need to roll once per opponent per fight.  
+
==== Logistics/TL ====
 +
This is the Professional Skill of maintaining an organization's operational effectiveness in the field, keeping lines of supply and communication only.  
  
If you fail this roll, you absolutely cannot harm that particular person. You ''must'' retreat, surrender, negotiate, use a non-lethal attack (e.g. a sleep spell, OC spray), or even curl up into a ball and scream – ''anything'' but hurt them.  
+
==== Long-Lived ====
 +
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages.  
  
If you succeed, you may fight that particular person, but you still hold back your blows, unconsciously, throughout the fight. You may not Aim, and you suffer a penalty to each attack depending on your self-control number:
+
==== Lover ====
 +
A steady romantic relationship with an NPC who is not a Dependent is a [-1] Quirk, built as Sense of Duty (that person) plus Claim to Hospitality 1.  
  
• Almost always (6-) = -8
+
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty.
• Quite often (9-) = -6
 
• Fairly often (12-) = -4
 
• Rarely (15-) = -2
 
  
Halve the penalty if you cannot see your foe's face and are not in close combat.  
+
==== Low-Light Vision ====
 +
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).
  
No roll is required nor is there a penalty to attack a vehicle or building whose occupants are hidden from you, or an opponent you do not believe is a person, or a target you cannot actually see.
+
==== Lunacy ====
 +
This disadvantage has a self-control number. The self-control penalty is based on the self-control number:
  
If you do kill a recognizable person, intentionally or accidentally, you must make another self-control roll. If you fail, the result is as if you are exposed to a Phobia: roll 3d, add the amount by which you failed your self-control roll, and look up the result on the ''Fright Check Table'' (p. 360).
+
* sc15-: -1
 +
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
  
If you hurt someone visibly – bleeding, screaming, etc. – roll at +4. If they don't appear to be hurt, on the other hand, you don't have to roll at all.  
+
==== Manic-Depressive ====
 +
This disadvantage has a self-control number.
  
=== Sense of Duty ===
+
==== Mathematics ====
You automatically have a Sense of Duty toward:
+
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties.
  
* Normal Allies, but not Unwilling Allies or Minions.
+
==== Mechanic ====
* Anyone with whom you have a Claim to Hospitality (Kinship).
+
One new specialty is Sapper, used to fortify positions and deploy (or sabotage) military equipment such as barricades and barbed wire, prefab bunkers, radio masts, etc. You may use this to lay mines, but not to disarm them.  
* Dependents whose Importance to you is of a Friend or Loved One.
 
  
The rules as written imply you also have one toward Patrons, but I disagree. Your Patron, however, might have a Sense of Duty toward you.
+
==== Medical Care ====
 +
This is Physician skill, renamed for clarity. (It seems silly to keep telling people "surgeons use Surgery, physicians use Diagosis, and nurses use Physician".)
  
You don't get any extra points for this; it's included in those traits.
+
==== Meditation ====
 +
Use this skill to enter a trance or use extra effort for any supernatural power use, e.g. prayer, ritual magic, chi skills, etc. For your personal mundane abilities, use Autohypnosis instead.
  
=== Short Lifespan (-5 points/level) ===
+
==== Megalomania ====
New pricing, per Reverend Pee Kitty. I left the other aging traits alone, but this one seemed a needless point sink.
+
This disadvantage has a self-control number. The reaction modifier is based on the self-control number:
  
=== Shyness ===
+
* sc15-: -1
One variant of this is ''Social Ineptitude'', for characters who are not necessarily ''shy'', but are equally socially incompetent.
+
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
  
=== Stubbornness* ===
+
==== Miserliness ====
This disadvantage has a self-control number. Make a self-control roll to go along with someone else's decision instead of sticking to your own.
+
Under the Abstract Wealth rules, Expensive purchases apply a penalty to the self-control roll equal to the level of expense (e.g. -2 for Expensive 2).
  
=== Terminal Illness ===
+
==== Mutable Appearance ====
This disadvantage is stupidly unbalanced; it will not be used. Having a specifically-delimited lifespan is a Quirk; if it's coming up soon, it's a Destiny; if you've already crossed the threshold, use Elderly plus Self-Destruct.  
+
A new [1] Perk: You can ''slowly'' alter your general appearance, over the course of years. This is intended for long-lived gods and youkai who aren't shapeshifters per se, but do appear differently over the centuries.  
  
=== Trickster ===
+
==== Natural Memeticist ====
One variant of this is ''Fighter'', for those who crave the excitement of interesting battles; the effects are otherwise the same. You need not kill your foes, unless you also have Bloodlust.
+
This is the Memetics Talent, renamed to avoid confusion with Memetics skill.  
  
 +
==== Occultism ====
 +
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.
  
== Quirks ==
+
==== Off-the-Shelf Looks ====
 +
This can be applied to negative Appearance, too.
  
Note that many of these are trivial forms of stronger Disadvantages.
+
==== Pacifism ====
 +
Reluctant Killer has been split off into its own disadvantage; the others are equivalent to Codes of Honor or Vows. If you also have Guilt Complex or some level of Reluctant Killer, violating your Pacifism can trigger a mental breakdown, during which you must roll Will to offer any sort of violence toward anyone.  
  
 +
==== Paleontology ====
 +
This is a /TL skill, with no specialization required, although those listed may be taken as optional specialties. This is specifically the technical skill of identifying and recovering fossils. It does not cover more than incidental knowledge of ancient species; for that, you'll want an appropriate Biology specialty or Expert Skill.
  
; Acceleration Weakness
+
==== Paranoia ====
You are susceptible to the bad effects of extreme acceleration, having -3 to HT rolls to avoid them.  
+
This disadvantage has a self-control number.
  
; Addiction†
+
==== Parents ====
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.  
+
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you.  
  
; Alcohol Intolerance
+
If you're living off your parents as a minor or shut-in, this is built as Patron (Ordinary Individuals, Appear 9-; Minimal Intervention, -50%) [3] plus Trivial Obligation: dumb shit my parents make me do [-1].
Alcohol "goes right to your head." You become intoxicated much more quickly than normal, having -2 on any HT roll related to drinking.
 
  
; Allergy†
+
If you're an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].
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.  
 
  
; Angry!
+
If your character is a minor, and your parent is another player character, this is a 0-point feature for you.  
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
+
If your character is a parent with children, see Children, above.
You look terrible on camera. Anyone looking at your picture reacts as if your Appearance were one level lower.
 
  
; Apathetic
+
==== Patron ====
"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.
+
There is a 5-point level, for an ordinary person or small organization, intended mainly for juvenile adventures. While in the grand scheme of things your parents or school club are trivial, in your day-to-day life they can have tremendous impact.
  
; Attentive
+
==== Place of Power ====
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!
+
Place of Power [1/level, max. 5 levels], a new advantage for use with the Ritual Path Magic rules. You control a consecrated ritual space that has a history or location that grants +level to all energy-gathering rolls. You are entirely familiar with the location and have placed wards upon it at your highest possible skill level against any category of threat that you are aware of. Others can use the space, but they have to get past you, first.
  
; Awkward†
+
==== Planetology ====
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.
+
This is Geology skill when specializing in planets other than Earth.
  
; Bad with (Animal)†
+
==== Politics ====
You frighten and disturb one particular type of animal.
+
This is the skill of understanding political undercurrents and the art of deal-making, not making speeches; therefore, Voice gives no bonus to this skill.
  
; Bad with Names
+
==== Psychology ====
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.  
+
Psychology is explicitly Psychology (Experimental), and is a /TL skill.  
  
; Bad with (Social Group)
+
Psychology (Applied) is renamed to Social Sense. When dealing with alien species, your other social skills are capped at your level in that species' Social Sense specialty.
You are Oblivious (-1 to social skills) when it comes to one ''specific'' social group.
 
  
; Belief†
+
==== Radiation Tolerance ====
You are a devout believer in a particular religion, political philosophy, atheism, etc.
+
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation.  
  
; Blackouts†
+
==== Reluctant Killer ====
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.
+
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level.  
  
; Bowlegged
+
* ''Hardened Killer'' [10]: No penalties or rolls needed; you may kill freely.
You are bowlegged. You have -1 to Jumping skill, and may get a -1 reaction from those who think it looks funning.
+
* ''Desperate Killer'' [5]: self-control 15, -2 penalty.
 +
* ''Reluctant Killer'' [0]: self-control 12, -4 penalty.
 +
* ''Very Reluctant Killer'' [-5]: self-control 9, -6 penalty.
 +
* ''Extremely Reluctant Killer'' [-10]: self-control 6, -8 penalty.
  
; Broad-Minded
+
You may buy off the attack penalty as a technique, ''Combat Training'', but the self-control roll and Fright Check rules remain. If you eliminate the penalty entirely, then you may Aim at the target normally.
You get along well with other races and species, and strange looks rarely bother you.  
 
  
; Busy
+
==== Roping ====
You hate to sit around. If nothing's going on, that means it's time to stand up and do something!
+
This is the Binding technique, renamed to avoid confusion with the Binding advantage.  
  
; Cannot Float
+
==== Sailor ====
You always sink in water.
+
This is Seamanship skill, renamed for brevity.
  
; Careless
+
==== Shyness ====
You neglect to take precautions for most things, only bothering when the situation seems particularly important.
+
There is a -3 level, Very Severe Shyness [-15].
  
; Chauvinistic
+
==== Side Effect ====
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.  
+
You may also apply the Irritant or Reduced Advantage modifiers with this modifier.  
  
; Code of Honor†
+
==== Skin ====
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.  
+
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits.  
  
; Cold
+
==== Social Stigma ====
You don't display a lot of care or sensitivity for others' personal feelings, although you understand them well enough.  
+
A new type is Outlaw [-15], adapted from Third Edition. Either the police are actively after you, or it's no crime to kill you; in either case, it's also a crime to assist you. -2 reaction from noncriminals, -4 reaction from law enforcement, but occasional +1 reaction from admiring criminals.  
  
; Completist
+
==== Soothsaying ====
You ''hate'' to leave a job half-done.
+
This skill ''does'' require specialization by method of divination.
  
; Confident
+
==== Sophantology ====
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.)
+
This is Anthropology skill when specializing in non-human sapient species.  
  
; Confrontational
+
==== Soul of a Poet ====
You like to argue.
+
This is Poet Talent, renamed to avoid confusion with Poetry skill.
  
; Congenial
+
==== Spacesuit ====
You like company and you work well with others. You always choose group action over individual action.  
+
This is Vacc Suit skill, renamed for better universality. I like '''''Traveller''''', too, but most people just call them spacesuits.  
  
; Conscientious
+
==== Stubbornness ====
You make an effort to obey most laws and rules, and feel uncomfortable when circumstances drive you to break the rules.
+
This disadvantage has a self-control number. The reaction penalty is based on the self-control number:
  
; Cruel
+
* sc15-: -1
You don't hurt people unnecessarily, but when you do have to hurt someone, you just can't resist putting that extra kick in.
+
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
  
; Delusion†
+
==== Student of the Arcane ====
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.")
+
This is Occultist Talent, renamed to avoid confusion with Occultism skill.  
  
; Dense
+
==== Talents ====
You're always the last to catch any witty remark or joke, especially one upon you, though you'll laugh with the rest.
+
Just making this explicit: Talents add to ''attributes'' for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it's extra IQ or DX or whatever, but only for those skills.
  
; Dependent (PC)
+
==== Techniques ====
One of the other PCs is your dependent, and you consider yourself responsible for their general upkeep. You may not necessarily ''like'' them.
+
Use the "Average" pricing for ALL Techniques, whether Average or Hard. There's no difference now.
  
; Destiny†
+
==== Terminally Ill ====
This is a ''very'' minor Destiny. This Quirk will cause you a single critical failure when you most need success, and then is removed.
+
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like.  
  
; Dishonest Face
+
==== Time Worked ====
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.
+
Time Worked [±1 point per level, max. ±20 points] replaces Independent Income (and sometimes Debt). By default, you spend an average of 50 hours per week to maintain your lifestyle; this time is unavailable for adventuring without consequences. Each level of Time Worked adjusts this time by ±5% either direction. The minimum is 0 hours for 20 points, for a completely independent income with no obligations; the maximum is 100 hours for -20 points, where practically every waking hour must be devoted to your masters. In a military campaign, ignore this trait for most soldiers or crewmembers, as everyone is on duty all the time.
  
; Disliked†
+
==== Tradecraft ====
Some small group, or a particular type of animal, dislikes you, and reacts at -1.
+
New skill: IQ/A, defaults to IQ-5, Streetwise-3, and Expert Skill: Espionage-3. The professional skill of being a spy: dead-drops, contact and evasion, use of signals and codes, the basics of recruiting assets, etc.  
  
; Dislikes†
+
==== Understanding Soul ====
You dislike a particular thing, and avoid it whenever possible. NPCs react at -1 to people they dislike.
+
This is Empath Talent, renamed to avoid confusion with the Empathy advantage.  
  
; Distinctive Feature†
+
==== Very Rapid Healing ====
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.
+
This advantage doubles ''all'' healing rates, whether natural, supernatural, or technological.
  
; Distractible
+
==== Wealth ====
You are easily distractible, and don't do well on long-term projects. You are at -1 when rolling to accomplish long tasks.
+
Use the Abstract Wealth rules from Pyramid 3/44.
  
; Dominant
+
==== Workaholic ====
You like to be in charge, and will attempt to take the alpha position if no one else has it.
+
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number:
  
; Dreams
+
* sc15-: -1 penalty, +25% time
You always have vivid and memorable dreams, sometimes real bizarre or perverse ones. This may provoke odd reactions from those who hear about it.
+
* sc12-: -2 penalty, +50% time
 +
* sc9-: -3 penalty, +75% time
 +
* sc6-: -4 penalty, +100% time
  
; Dual Identity
+
==== Xenolinguistics ====
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".
+
This is Linguistics when specializing in alien species.  
  
; Dull
+
==== Yogi ====
You tend to stick with tried and true methods.
+
This is Psientist Talent, renamed because I think "Psientist" sounds really dumb.
 
 
; Exposed†
 
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.
 
 
 
; Flirty
 
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
 
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†
 
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.
 
 
 
; 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
 
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.
 
 
 
; 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
 
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.
 
 
 
; 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
 
You suffer an additional -3 to any penalties for excessive drinking the previous evening, and add three hours to hangover duration.
 
 
 
; 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
 
You tend to put the concerns of others, or of the group, before your own.
 
 
 
; 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
 
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…
 
 
 
; 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
 
You have trouble sitting through discomfort and nuisance, but rather want to stand up and ''deal with them'', or else escape.
 
 
 
; Incompetence†
 
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.
 
 
 
; Irritating†
 
A trivial Odious Personal Habit that only a few people are likely to notice… but it will drive those people ''nuts''.
 
 
 
; Late
 
You always show up late.
 
 
 
; Likes†
 
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.
 
 
 
If you're actually in love with a particular person, take a Sense of Duty toward them, instead.
 
 
 
; Low Voice
 
You have trouble making yourself heard over noise; others get -3 to their Hearing roll to hear you.
 
 
 
; Minor Handicap†
 
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.
 
 
 
; Modest
 
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
 
You have -3 to HT rolls to avoid illness brought on by rich or spicy food, strong drink, etc.
 
 
 
; 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
 
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.
 
 
 
; Not a Morning Person
 
You're exceedingly irritable and slow to respond before your first cup of coffee in the morning.
 
 
 
; Obligation†
 
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.
 
 
 
; Obsession†
 
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
 
You have difficult finding clothes that fit well, which increases the cost of your wardrobe.
 
 
 
; Ouch!
 
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.
 
 
 
; 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†
 
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.
 
 
 
; 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
 
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
 
Individual success, wealth, or social standing concerns your greatly. NPCs with this quirk react at -1 to orders, insults, or social slights.
 
 
 
; Quiet
 
You don't like to talk or horse around much, especially around strangers; your first instinct is never to use words.
 
 
 
; Responsive
 
You are able to imagine the feelings and motivations of others – and all else being equal, you are inclined to help them.
 
 
 
; Ritual†
 
You have a particular ritual or set of practices that you perform with ''scrupulous'' regularity.
 
 
 
; Serious
 
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
 
If no one's on your case, you're inclined to slack off your work – and you ''never'' volunteer.
 
 
 
; Slow Reader
 
You take about half-again as long to read anything as anyone else would.
 
 
 
; Staid
 
You are likely to ignore matters that don't immediately affect you.
 
 
 
; Stalker†
 
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
 
You are most comfortable when someone else is in charge, and usually defer to higher authority.
 
 
 
; Supplement†
 
You require periodic dietary supplements, or special treatments, to remain healthy, but this is a long-term requirement, easily obtained.
 
 
 
; Suspicious
 
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.)
 
 
 
; Talkative†
 
There's a particular subject that you just can't shut up about if it's brought to your attention.
 
 
 
; Teetotaler
 
You avoid alcoholic beverages, and/or whatever other common social drugs are used in your society.
 
 
 
; 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
 
You prefer to be alone. You always choose individual action over group action.
 
 
 
; Unusual Biochemistry†
 
A single common drug doesn't work on your normally; you must use an expensive variant, or you suffer strange side effects.
 
 
 
; Vain
 
You pay exceptional attention to your appearance; even a little blemish can make you uncomfortable.
 
 
 
; Vow†
 
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.
 
 
 
== Skills ==
 
 
 
In character write-ups, I use a cross† on the cost to indicate that the numbers include bonuses for talents or other traits. If cost is [0], the skill is at default.
 
 
 
 
 
Kromm recommends that adventurers make sure to have at least 1 point each in:
 
 
 
* Carousing, Diplomacy, Fast-Talk, ''or'' Interviewing.
 
* Climbing, Hiking, ''and'' Stealth.
 
* Driving ''or'' Riding. (Or, in appropriate settings, Bicycling, Boating, etc.)
 
* First Aid.
 
* Gesture.
 
* Observation, Scrounging, ''or'' Search.
 
* Savoir-Faire ''or'' Streetwise.
 
 
 
Action heroes should also have at least 1 point each in:
 
 
 
* Axe/Mace, Broadsword, Knife, Shortsword, ''or'' Staff.
 
* Beam Weapons, Bow, Crossbow, Guns, ''or'' Sling.
 
* Boxing, Brawling, ''or'' Karate.
 
* Forced Entry.
 
* Holdout.
 
* Judo, Sumo, ''or'' Wrestling.
 
* Throwing.
 
 
 
 
 
=== Anthropology†===
 
For any species other than human, call this skill ''Sophantology''.
 
 
 
=== Archaeology/TL ===
 
This is a TL-dependent skill, and is primarily the technical skill or recovering and preserving artifacts. It covers only enough knowledge of ancient cultures to guide recovery – for more detail, you'll want an appropriate History specialty or Expert Skill.
 
 
 
=== Biology/TL† ===
 
Specialize by world of origin, e.g. "Terran" for Earth and worlds settled and terraformed by Terrans. Individual worlds are familiarities.
 
 
 
Or, specialize in "Comparative Xenobiology", which gives one vague knowledge of all manner of life and life-like systems.
 
 
 
=== Cartography/TL ===
 
This is a TL-dependent skill.
 
 
 
=== Environment Suit/TL ===
 
Name changes, purely personal preference:
 
* Instead of ''NBC Suit'', use ''Hazard Suit''.
 
* Instead of ''Vacc Suit'', use ''Spacesuit''.
 
 
 
=== Erotic Art ===
 
Base this skill off of IQ, not DX, as the most important thing is awareness and understanding of your partner and yourself. However, there are still DX-based and HT-based rolls and techniques. Erotic Art does count as an Influence skill under the proper circumstances. Both Physiology and Psychology are useful skills.
 
 
 
=== Expert Skills ===
 
 
 
==== Espionage ====
 
Comparable to Military Science: an understanding of intelligence operations and the capabilities of agents and organizations.
 
 
 
=== Farming/TL† ===
 
Specialize 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''.
 
 
 
=== Fortune-Telling ===
 
This is only the skill for a cold-reading act. If actual divination is possible, use the skill ''Soothsaying'', instead.
 
 
 
=== Gardening/TL† ===
 
This is a TL-dependent skill. Specialize by world of origin, e.g. "Terran" for Earth and worlds settled and terraformed by Terrans. Individual worlds are familiarities.
 
 
 
=== Geography/TL† ===
 
For Physical Geography, specialize by specific planet, eg. "Terra", "Luna", "Mars".
 
 
 
=== Geology/TL† ===
 
Look to the [http://arcbuilder.home.bresnan.net/PCLMaster.html Planetary Classification Mailing List], and specialize by planetary class or type, or even group or subtype; the depth of knowledge decreases with the size of the category. For anything other than our world, call this skill Planetology.
 
 
 
One variant is ''Hydrology'', the study of a world's oceans, rivers, and other bodies of water. You must specialize by planet type ''and'' liquid (usually Water, Ammonia, or Methane).
 
 
 
=== Interrogation ===
 
This skill is cinematic. For realistic campaigns, use various social skills, and the new skill of Interviewing, below.
 
 
 
The +3 bonus for threats and the +6 bonus for torture are ''very'' cinematic; in more down-to-earth campaigns, these techniques instead give -3 and -6 penalties (-4 or -7 if the torturer is Callous), because the subject becomes distrusting, afraid to talk, or worst of all tells you what they ''think'' you want to hear, rather than the truth. Instead, award: +3 if the prisoner believes they can trust you; +3 if the prisoner believes you already know much of what they know. Increase these bonuses by +1 if you have the Sensitive or Empathy advantages.
 
 
 
=== Interviewing (IQ/A) ===
 
''Defaults: IQ-5, Interrogation-3, Psychology-4, Socializing-4.
 
Modifiers: -3 for Low Empathy; -3 if attempting to "pump" someone for information secretly, without their noticing your interest; +2 for a lengthy interview (one to two hours); +3 if the subject genuinely wants to share information.''
 
 
 
This is the ability to question someone, as in a formal interview, a prisoner interrogation, or even a polite social situation, getting them to state more than they would think to volunteer. You must have already convinced them to talk to you. Each question requires a skill roll and 5 minutes—or 30 minutes, if attempting to hide your interest.
 
 
 
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 the subject is trying to conceal information, each roll is a Quick Contest of Interviewing vs. their Perception. If you win, you gather the information you were after—which the interviewee may or may not have wanted you to uncover. If you tie or lose, the subject says nothing of interest. If you lose by more than five points, he realizes he's said too much, and stops talking, ending the interview.
 
 
 
If the subject is actively lying, make this a Quick Contest of Interviewing vs. their Acting, instead. If they win, you learn what they wanted you to learn.
 
 
 
=== Linguistics† ===
 
For any species other than human, call this skill ''Xenolinguistics''.
 
 
 
You may also specialize in "Comparative Communications Theory", in which case you have vague knowledge of all forms of communication.
 
 
 
=== Literature† ===
 
This skill requires specialization. There are two general classes of specialty:
 
 
 
• A limited geographical region (no larger than a small nation) over multiple eras, or the output of a single community. Examples: Literature (American South), Literature (Irish), Literature (Japanese), Literature (Algonquin Round Table), Literature (Usenet).
 
 
 
• A single era and one of a broad geographical region, a culture, or an idea. Examples: Literature (20-Century American), Literature (Ottoman Muslim), Literature (18th-Century Novels).
 
 
 
There are variants of this skill for other media, such as ''Art History, Cinema, Folklore, Music History'', and so on.
 
 
 
=== Mecha Skills ===
 
In cinematic mecha campaigns, you may treat Driving (Mecha) like Environment Suit: you can use any usual DX-based skill (e.g. Acrobatics, Karate) through your mecha, using the ''lower'' of the two skill levels.
 
 
 
Some campaigns may even have mecha variations of all combat skills, e.g. Mecha Broadsword, Mecha Guns (Shotgun), Mecha Wrestling Sport, and so on. Such skills default between the normal versions at -3.
 
 
 
=== Mechanic ===
 
Other useful specialties include:
 
 
 
* Sapper (the skill of using and modifying military barricades, pontoon bridges, etc.)
 
* Small Appliances
 
 
 
=== Metallurgy/TL ===
 
One variant is ''Ceramics'', for composite materials instead of metals.
 
 
 
=== Meteorology/TL† ===
 
Look to the [http://arcbuilder.home.bresnan.net/PCLMaster.html Planetary Classification Mailing List], and specialize by planetary class or type, or even group or subtype, ''and'' specialize by liquid type (usually Water, Ammonia, or Methane); the depth of knowledge decreases with the size of the category.
 
 
 
For Weather Sense, specialize by specific planet, eg. "Terra", "Luna", "Mars".
 
 
 
=== Naturalist† ===
 
Specialize by specific planet, eg. "Terra", "Luna", "Mars".
 
 
 
=== Performance ===
 
One variant is ''Circus Performance†'', which covers types of performance intended more to shock than to amuse or inform. You must specialize by the particular act: Contortionist, Fire Eating, Sword Swallowing, Pin Head, etc.
 
 
 
=== Physician/TL ===
 
Other medical disciplines are treated as variants of this skill: Dentist, Optometrist, Psychiatrist, etc.
 
 
 
Useful specialties include:
 
* Fitness Training
 
* Midwifery
 
* Physical Therapy
 
 
 
=== Planetology/TL† ===
 
This is the name for Geology when studying any type of planet other than our own.
 
 
 
=== Professional Skills ===
 
 
 
; Animal Husbandry/TL
 
Breeding animals and maintaining stock.
 
 
 
; Childcare
 
Supervising, feeding, comforting, and teaching young children. You may specialize in your ''own'' kids.
 
 
 
; 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 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
 
The practical knowledge of a spy: dead-drops, contact and evasions, use of cipher pads and coded signals, recruiting assets, etc.
 
 
 
=== Psychology/TL† ===
 
Psychology (Experimental) is now simply Psychology, and is a TL-dependent skill. You must specialize by species; defaults between species (if any) are up to the GM. Psychology serves as the mental counterpart to Physiology: a successful roll allows you to avoid the penalties for using certain skills on members of other species. These skills include most of those covered by cultural familiarity penalties, plus Body Language, Brainwashing, Erotic Art, Psychiatry, and Sociology.
 
 
 
Psychology (Applied) is now called Socializing, and works the same as it did before.
 
 
 
=== Skating ===
 
Variants include Roller Skating and Skateboarding.
 
 
 
=== Socializing† ===
 
This is the new name of Psychology (Applied).
 
 
 
This skill is the informal study of people, their personalities, and their behavior, as well as the understanding of the dynamics of small groups. A successful skill roll, after a little time observing and talking to a person, will give you some insight into that person's mood, temperament, status within a group, and so on, enabling you to predict their general behavior.
 
 
 
=== Soothsaying ===
 
This is the skill of divination that actually works; to perform a cold reading act, use Fortune-Telling.
 
 
 
=== Sophantology† ===
 
This is the skill of Anthropology, for any species other than human.
 
 
 
=== Survival† ===
 
Specialize by specific planet, e.g. "Terra", "Luna", "Mars".
 
 
 
=== Teamster† ===
 
Specialize by animal ''and'' vehicle type, e.g. "horse carriage", "ox cart", "dog sled".
 
 
 
=== Thrown Weapon ===
 
Other specialties include:
 
* Grapnel
 
* Grenade
 
 
 
=== Weather Sense ===
 
Specialize by specific planet, e.g. "Terra", "Luna", "Mars".
 

Latest revision as of 20:52, 1 April 2015

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

Contents

Appearance[edit]

General revision of Appearance traits as follows:

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

Average and Attractive appearance as written.

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

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

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

Archaeology[edit]

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

Astrobatics[edit]

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

Autohypnosis[edit]

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

Boating[edit]

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

Body Sense[edit]

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

Bombardment[edit]

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

Born Commander[edit]

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

Brakeman[edit]

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

Can't Wear Armor[edit]

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

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

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

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

Cartography[edit]

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

Childcare[edit]

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

Children[edit]

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

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

For characters who are children, see Parents, below.

Chronic Affliction[edit]

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

Affliction:

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

Interval:

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

Frequency:

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

Chronic Depression[edit]

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

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

Circus Performance[edit]

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

Command[edit]

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

Common Sense[edit]

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

Compulsive Generosity[edit]

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

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

Compulsive Spending[edit]

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

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

Computer Operation[edit]

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

Cone[edit]

This modifier is compatible with Rapid Fire.

Cultural Familiarity[edit]

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

Debt[edit]

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

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

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

Default Skills[edit]

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

Skill defaults off of another skill are calculated normally.

Ditz[edit]

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

Doesn't Breathe[edit]

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

Dropping[edit]

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

Elderly[edit]

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

Enemies[edit]

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

Erotic Art[edit]

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

Espionage/TL[edit]

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

Exotic Ranged Attack[edit]

This is the Innate Attack skill, renamed for clarity.

Expert Skills[edit]

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

Fighter[edit]

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

Fire Direction Controller/TL[edit]

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

Fortune-Telling[edit]

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

Fragmentation[edit]

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

Fragmentation, Burst[edit]

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

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

Fragmentation, Directional[edit]

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

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

Greed[edit]

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

Guilt Complex[edit]

This disadvantage has a self-control number.

Hazardous Materials[edit]

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

Hazard Suit[edit]

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

Historical Familiarity[edit]

This is a Perk, not a Technique.

Household Management[edit]

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

Hydrosuit[edit]

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

Hyperawareness[edit]

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

Impudent[edit]

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

Interrogation[edit]

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

Interviewing[edit]

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

Kinship[edit]

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

Languages[edit]

The level names have been renamed for better clarity.

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

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

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

Law-Abiding[edit]

This is the Honesty disadvantage, renamed for clarity.

Laziness[edit]

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

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

Lifestyle[edit]

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

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

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

Literature[edit]

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

Logistics/TL[edit]

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

Long-Lived[edit]

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

Lover[edit]

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

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

Low-Light Vision[edit]

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

Lunacy[edit]

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

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

Manic-Depressive[edit]

This disadvantage has a self-control number.

Mathematics[edit]

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

Mechanic[edit]

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

Medical Care[edit]

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

Meditation[edit]

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

Megalomania[edit]

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

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

Miserliness[edit]

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

Mutable Appearance[edit]

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

Natural Memeticist[edit]

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

Occultism[edit]

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

Off-the-Shelf Looks[edit]

This can be applied to negative Appearance, too.

Pacifism[edit]

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

Paleontology[edit]

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

Paranoia[edit]

This disadvantage has a self-control number.

Parents[edit]

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

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

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

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

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

Patron[edit]

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

Place of Power[edit]

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

Planetology[edit]

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

Politics[edit]

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

Psychology[edit]

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

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

Radiation Tolerance[edit]

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

Reluctant Killer[edit]

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

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

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

Roping[edit]

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

Sailor[edit]

This is Seamanship skill, renamed for brevity.

Shyness[edit]

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

Side Effect[edit]

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

Skin[edit]

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

Social Stigma[edit]

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

Soothsaying[edit]

This skill does require specialization by method of divination.

Sophantology[edit]

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

Soul of a Poet[edit]

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

Spacesuit[edit]

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

Stubbornness[edit]

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

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

Student of the Arcane[edit]

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

Talents[edit]

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

Techniques[edit]

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

Terminally Ill[edit]

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

Time Worked[edit]

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

Tradecraft[edit]

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

Understanding Soul[edit]

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

Very Rapid Healing[edit]

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

Wealth[edit]

Use the Abstract Wealth rules from Pyramid 3/44.

Workaholic[edit]

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

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

Xenolinguistics[edit]

This is Linguistics when specializing in alien species.

Yogi[edit]

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