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

From RPGnet
Jump to: navigation, search
(Attributes)
(Enemies)
 
(92 intermediate revisions by 6 users not shown)
Line 1: Line 1:
[[Category:GURPS]]
+
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 the guidelines and house rules that I use for GURPS 4e character creation, placed here as reference for games that I run, or character write-ups that I share. — ''Shadowjack''
+
==== Appearance ====
 +
General revision of Appearance traits as follows:
  
= Defining the Numbers =
+
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.
Just what do the numbers mean? Here's how I try to think of them.
 
  
== Attributes ==
+
Average and Attractive appearance as written.
Because of the bell curve, attributes of 8 to 12 are essentially unremarkable, "average" people; the range is there simply to differentiate characters who are close together. Only above or below this range is a character really noticeable for that attribute; 6 or below is handicapped, and 18 or above are superhuman or fictional. (The traditional exemption is Strength, which can go higher among top weightlifters.) Remember that advantages and disadvantages may be rolled into attributes, i.e. someone with HT 11 and Very Fit is about as fit as someone with HT 13, and just as noteworthy.  
 
  
* '''5 or below''' is crippled, requiring constant help. (For humans, of course; animals may go lower quite naturally.)
+
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20].  
* '''6''' is handicapped, barely functional on your own.
 
* '''7''' stands out in a crowd as "pretty bad", but might be mistaken for low average when seen on its own.
 
* '''8''' is a natural lack of ability.
 
* '''9''' could be a 10 with a little effort.
 
* '''10''' is dead average. If you don't care or don't know, the attribute is probably a 10.
 
* '''11''' is a 10 who tries harder.
 
* '''12''' is natural ability.
 
* '''13''' stands out in a crowd as "pretty good," but might be mistaken for high average when seen on its own.
 
* '''14''' is noteworthy. People describe you by it, i.e. "He's this real tough/smart/quick guy," and remember things you've done.
 
* '''15''' is renowned. You'll be sought out or avoided by those who've heard of your ability.
 
* '''16''' is admitted by the best to be among the best.
 
* '''17 or 18''' are almost never seen in real life; this is the realm of myth and legend.
 
* '''19 or above''' are superhuman.
 
  
== Skills ==
+
The sexual attractiveness traits run Sexy (+2/+3 reactions) [8], Handsome/Beautiful (+2/+4) [12], Very Handsome/Beautiful (+2/+6) [16], and Transcendent (+2/+8) [20]. All give the -2 jealousy reaction for those with -4 or more in negative reactions to you.  
This is for the actual skill number and ability; to measure ''experience'', figure the numbers as if the attribute were 10. (After all, if it's a skill you've studied, you'll always have at least 1 point in it.) Note that combat skills should probably be a little higher than other skills, because they ''must'' perform reliably under stress.
 
  
* '''8 or below''' – ''Raw beginner.'' Just starting to learn, or that half-remembered college course which you still use a little of.
+
Androgynous (+0%) may be applied to any of the sexual attractiveness traits. As you appeal sexually to any orientation, you get the higher bonus generally, but the penalty from those who ''dislike'' you is raised to '''-4''' if they have a mere '''-2''' or more in negative reactions.  
* '''9 or 10''' ''Amateurish.'' Acceptable for a hobby.
 
* '''11 or 12''' – ''Routine competence.'' Acceptable for a primary job skill, or important secondary skills used often.
 
* '''13 or 14''' – ''Qualified expertise.'' Acceptable for primary skills used under stress.
 
* '''15 or 16''' – ''True expertise.'' A noted specialist, or skilled under fire.
 
* '''17 or 18''' – ''Elite.'' Better than normal, even in extreme situations.
 
* '''19 or 20''' – ''Outstanding.'' Your world-renowned, able to name your own price.
 
* '''21 or 22''' – ''Legendary.'' You're the best of your generation.
 
* '''23 or more''' – ''Superhuman.'' Seen only in myth or fiction.
 
  
== Reaction Modifiers ==
+
==== Archaeology ====
These guidelines apply to Talents, Reputations, and other reaction modifiers. Remember that Social Stigma and Social Regard are essentially Reputations you receive simply for being part of a commonly-recognized group.  
+
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.  
  
* '''±1''' is noticeable ("Hey, that guy's pretty good at that." "Oh, you're one of ''those.''") but it isn't worth repeating.
+
==== Astrobatics ====
* '''±2''' is memorable. Stories about you get around. ("You know that guy who—?")
+
This is a new Acrobatics variant, for zero-gravity stunts and landings.  
* '''±3''' gets you into the record books. People will seek you out or avoid you based on this alone.
 
* '''±4''' is admited by the best to be among the best, or admitted by all to be the worst.
 
* '''±5 or more''' is beyond real life, and into the realm of myth.
 
  
== Frequency Rolls ==
+
==== Autohypnosis ====
Self-control rolls, NPC appearance rolls, etc. Note that [[#:Self-Control Rolls|I prefer to flip the descriptors for self-control rolls]], i.e. you don't resist your Bad Temper quite rarely, instead you have a Bad Temper almost always.  
+
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.
  
* '''Constantly''' is constant, of course.
+
==== Boating ====
* '''(15-) Almost Always''' practically defines the character. You're simply that way all the time, except the few notable occasions when you aren't.
+
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.  
* '''(12-) Frequently or Quite Often''' is a constant issue that comes up every episode or every other episode, in at least some way.
 
* '''(10- or 9-) Sometimes or Fairly Often''' affects you now and then, but at times it can be overcome, neglected, or even forgotten.
 
* '''(7- or 6-) Occasionally or Rarely''' is essentially a character quirk or perk that once in a while takes center stage.
 
  
= Relationships & Social Traits =
+
==== Body Sense ====
 +
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.
  
Most NPCs you interact with, from strangers on the street through employers and employees to family members, are just plain acquaintances. They have no plot immunity or player control; they just show up when they show up. To determine their behavior towards you, you make a Reaction roll, use an Influence skill, or rely upon GM fiat. Unless you took a Sense of Duty, you have no particular bond to them.
+
==== Bombardment ====
 +
This modifier is compatible with Rapid Fire and recoil modifiers; each of the individual Bombardment attacks is treated as its own rapid fire attack. You may even give an attack ''two'' Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments ''within'' those area effects.  
  
Anyone with which you have a '''Claim of Hospitality''' has by default a Good reaction to you. Hospitality is guaranteed so long as you are hospitable in return, and you can request other help as you could with anyone else.
+
==== 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).
  
You may use various skills to make incidental contacts as needed, but a '''Contact''' is a long-term relationship. When they are available, they provide not just their specific skill, but also commentary upon their organization's activities, the chance to trade other small favors, and so on. (If you wish to tie reliability to reaction: Completely Reliable is Very Good; Usually Reliable is Good to Neutral; Somewhat Reliable is Neutral to Poor; and Unreliable is Bad.)
+
==== Brakeman ====
 +
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).
  
'''Allies''' fall into three categories:
+
==== Can't Wear Armor ====
* ''Normal Allies:'' (Including non-sapient Pets.) They have a Sense of Duty toward you, and you have a Sense of Duty toward them; remember, there is no extra point cost for this, as it's included in the trait. This is equivalent to a Very Good reaction.
+
Replace this modifier with a new modifier and two new disadvantages:  
* ''Unwilling Allies:'' There's no mutual regard; their reaction to you is Bad or worse, but you have a hold on them.
 
* ''Minions:'' They have a Sense of Duty to you, possibly even Fanaticism – like an Excellent reaction. You don't necessarily have a Sense of Duty toward them!
 
  
You also have an automatic Sense of Duty toward any '''Dependents.''' If another PC would be your Dependent (e.g. they're your child or ward), handle that relationship as a simple Sense of Duty (the 2-point Individual version); their protagonist power is balanced by your legal responsibility for them.
+
''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.)  
  
'''Enemies''' are always after you ''specifically.'' Enemies acquired simply 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; they come with the territory, and if you change careers, they go away. Only note such people as an Enemy if they're after ''you'' personally, regardless of your job, or if you're ''especially'' notorious compared to others in the position.
+
''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.  
  
Both '''Rank''' and '''Status''' are forms of ''Influence.'' Rank is usually maintained by a '''Duty''' to the employer, while Status is maintained by your '''Wealth''' and good social behavior. When dealing with lower-level characters, you usually get a reaction bonus equal to the difference in Rank or Status, as appropriate. When dealing with higher-level characters, if their reaction to you is already Neutral or worse, or your level is negative, you usually get a reaction penalty equal to the difference, or -4, whichever is better for you. Rank can be used to request assistance from your organization, and includes an appropriate level of security clearance, equipment allotment, etc.  
+
''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.
  
While Rank is official, a '''Patron''' provides help off the record or under the counter. However, many organizations act as a Patron to their members in addition to their formal support; use the Rank when dealing within the organization, and the Patron when dealing with the outside world. If you ''own'' an organization yourself, represent this by taking the highest level of Rank ''and'' the organization as a Patron. You have an automatic Sense of Duty toward a normal Patron, but not toward a Minimal, Secret, or Unwilling Patron. (If you wish to tie reliability to reaction: a normal Patron is Very Good; a Minimal Assistance Patron is Neutral; and an Unwilling Patron is Bad or worse.)
+
==== Cartography ====
 +
This is a /TL skill. To make ''pretty'' maps, apply Artist.
  
'''Clerical Investment''' and '''Legal Enforcement Powers''' are both forms of ''Authority'', and are usually tied to a Rank and Duty. To some degree, you can extend the powers of your Rank to people outside of the organization.
+
==== Childcare ====
 +
This is a Professional Skill. You may take optional specialization in "Own Children".
  
= Money Matters =
+
==== Children ====
I rarely bother to track money directly, so the existing job and cost of living rules don't do me any good. (I also personally suspect the numbers of not quite adding up anyway.) Instead, use the lifestyles given on the sample Cost of Living and Status tables as follows.
+
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 you are self-supporting, from a job or profitable adventuring, you are able to maintain a Lifestyle based upon your Wealth level:
+
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them.
  
* Dead Broke = Lifestyle -2
+
For characters who ''are'' children, see Parents, below.
* Poor = Lifestyle -1
 
* Struggling = Lifestyle -1
 
* Average = Lifestyle 0
 
* Comfortable = Lifestyle 1
 
* Wealthy = Lifestyle 2
 
* Very Wealthy = Lifestyle 3
 
* Filthy Rich = Lifestyle 4
 
* Multimillionaire 1 = Lifestyle 5
 
* Multimillionaire 2 = Lifestyle 6
 
* Multimillionaire 3 = Lifestyle 7
 
* Multimillionaire 4+ = Lifestyle 8
 
  
If you life off of an allowance or investments, or rely upon some form of social support (be it welfare and food stamps, or the perqs of exalted office), then you are granted a Lifestyle equal to your Status.
+
==== Chronic Affliction ====
 +
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders:
  
''Examples: A lazy Multimillionaire (Status 2) lives as well as someone working hard at a Wealthy job: Lifestyle 2. A Poor person (Status -1) is going to be poor whether they work as a wageslave or life off the dole: Lifestyle -1.''
+
'''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.
  
You can probably support one other person without greatly impacting the Lifestyle, but to support a whole family drops your Lifestyle by 1 level if you're the only wage-earner. To have ''two'' Lifestyles (e.g. to support an alternate identity), drop your main Lifestyle by one level, then take a second Lifestyle one level below that.
+
'''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
  
''Example:'' A Wealthy character with Status 1 could:
+
'''Frequency:'''
* Work full-time and live singly with a Wealthy Lifestyle.
+
* ''Roll of 6 or less:'' cost x0.5
* Relax and live singly with a Comfortable Lifestyle.
+
* ''Roll of 9 or less:'' cost x1
* Work and support a family with a Comfortable Lifestyle.
+
* ''Roll of 12 or less:'' cost x1.5
* Relax and support a family with an Average Lifestyle.
+
* ''Roll of 15 or less:'' cost x2
* Fight crime instead of working, living singly with an Average Lifestyle, and maintaining a Struggling-quality safehouse or base elsewhere.
 
* Fight crime and support a family with a Struggling Lifestyle, while also maintaining a Poor quality bolthole in secret.''
 
  
Assume you spend roughly 30 to 50 hours a week maintaining your Lifestyle – more at lower Tech Levels, less at higher Tech Levels. If you have a "normal" job in the industrialized world, this is spent commuting and working, with a little grocery shopping on the weekends, and doing your taxes once a year. If you're a peasant, you spend the time scrabbling in the fields, mending your meager possessions, lying sick of plague or malnutrition, and begging for mercy from the local warlord. If you're on the dole, you're standing in line, walking long distances to follow rumors of job openings, bargain hunting to stretch the food budget, and begging for mercy from the welfare agency. If you're rich, you're touching base with your lawyer and broker, networking with potential business connections, and attending that ''dreadful'' party to keep your great aunt's side of the family happy. Goodness knows how people spend their time at TL12.
+
==== Chronic Depression ====
 +
This disadvantage has a self-control number. The reaction penalty is based on the self-control number:
  
'''Debt''' increases the amount of time you have to work, and '''Independent Income''' decreases the amount of time you have to work, by 5% per level. Someone with Debt 20 is essentially working two full-time jobs, with barely any time to rest, let alone play games or go on adventures, while someone with Independent Income 20 doesn't have to work ''at all.''
+
* sc15-: -1
 +
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
  
Keep in mind that time spent working is an average spread over the year. Farmers often have plenty of spare time in the winter, but almost none during planting and harvest. A middle-class worker with a moderate debt could have a normal 9-to-5 job, but he skips vacation and works more overtime than his co-workers.  
+
==== 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.  
  
= Advantages =
+
==== 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.
  
== Languages ==
+
==== Common Sense ====
Record spoken and written languages separately, using the following comprehension levels:
+
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…
  
''Speech:'' None [0]; Broken [1]; Accented [2]; and Fluent or Native [3]. You only get one Native language, unless you're bilingual or specially-trained; your native tongue is the one you usually think in.
+
==== Compulsive Generosity ====
 +
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often:
  
''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.
+
* 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
  
Write these up like so: English (Native/Literate) [-1], Elven (Accented/Educated) [5], Chinese (Broken/Semi-Literate) [2].
+
==== Compulsive Spending ====
 +
Under the Abstract Wealth rules, you always suffer a "tapped out" penalty based on your self-control number:
  
= Disadvantages =
+
* sc16-: none
 +
* sc15-: -1
 +
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
  
== Self-Control Numbers ==
+
==== Computer Operation ====
I prefer to note adjectives instead of self-control numbers; it scans better.  
+
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).
  
* 6- = Almost Always
+
==== Cone ====
* 9- = Frequently
+
This modifier is compatible with Rapid Fire.
* 12- = Sometimes
 
* 15- = Rarely
 
  
The following disadvantages should also have self-control numbers:
+
==== Cultural Familiarity ====
 +
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.
  
* Guilt Complex (used to resolve the Chronic Depression)
+
==== Debt ====
* Stubbornness
+
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month:
  
== New & Modified Disadvantages ==
+
* ''Cheap'' [-1]
 +
* ''Normal'' [-5]
 +
* ''Expensive 1'' [-10]
 +
* ''Expensive 2'' [-15]
 +
* ''Expensive 3'' [-20]
  
=== Ditz (-5 or -15 points) ===
+
For another way to represent a character who's paying off debts, consider simply increasing Time Worked.
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:
 
  
''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 televised interviews. ''-5 points.''
+
==== Default Skills ====
 +
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.  
  
''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.''
+
Skill defaults off of another skill are calculated normally.
  
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.
+
==== Ditz ====
 +
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.
  
This is the mental version of Klutz.
+
==== 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].  
  
=== Elderly (-3 per level, maximum three levels) ===
+
==== Dropping ====
For each level of this disadvantage, you have already passed one of the aging thresholds.  
+
This skill defaults at -4 from Artillery (Bombs).  
  
=== Pacifism ===
+
==== Elderly ====
Reluctant Killer is now a separate disadvantage; see below. The other types of Pacifism are voluntary moral codes, equivalent to Vows:
+
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds. 
  
* ''Do Not Kill (-10)''
+
==== Enemies ====
* ''Harm No Innocents (-10)''
+
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.
* ''Self-Defense Only (-10)''
 
* ''Total Nonviolence (-30)''
 
  
Violating your Pacifism does not necessarily provoke a nervous breakdown, any more than breaking any other Vow would.
+
==== Erotic Art ====
 +
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.
  
=== Reluctant Killer (-10*) ===
+
==== Espionage/TL ====
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.  
+
This is a new Expert Skill, akin to Military Science: the understanding of the state and practice of intelligence operations around the world.  
  
If you fail this roll, you absolutely cannot fight that particular person. You ''must'' retreat, surrender, negotiate, use an absolutely non-lethal attack (e.g. a sleep spell, OC spray), or even curl up into a ball and scream – ''anything'' but hurt them.
+
==== Exotic Ranged Attack ====
 +
This is the Innate Attack skill, renamed for clarity.  
  
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:
+
==== Expert Skills ====
 +
Expert Skills may be used for more than just raw knowledge; they're equivalent to any other knowledge/scientific skill.  
  
* 15- Rarely = -2
+
==== Fighter ====
* 12- Sometimes = -4
+
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).
* 9- Frequently = -6
 
* 6- Almost Always = -8
 
  
Halve the penalty if you cannot see your foe's face and are not in close combat.
+
==== Fire Direction Controller/TL ====
 +
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer.  
  
No roll is required nor is there a penalty to attack a vehicle or building whose occupants are hidden from you, an opponent you do not believe is a person, or a target you cannot actually see.  
+
==== Fortune-Telling ====
 +
Specialization is not required, as this skill is all about reading and leading on a mark, rather than actual prediction. The particular props you use are no more than a familiarity penalty.  
  
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 were 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).
+
==== Fragmentation ====
 +
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:
  
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.
+
===== Fragmentation, Burst =====
 +
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.
  
In realistic games, ''most'' characters come with some degree of this disadvantage; those with combat training or a "killer instinct" may buy it off.
+
''(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.)''
  
=== Trickster ===
+
===== Fragmentation, Directional =====
A variation 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.
+
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.  
  
= Skills =
+
''(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%.)''
  
== Name Changes ==
+
==== Greed ====
I prefer to use the following names, instead of those in the book:
+
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).
  
* Anthropology (any species other than human) — ''Sophantology''
+
==== Guilt Complex ====
* Crewman: Airshipman — ''Airman''
+
This disadvantage has a self-control number.
* Crewman: Seamanship — ''Sailor''
 
* Environment Suit: NBC Suit — ''Hazard Suit''
 
* Environment Suit: Vacc Suit — ''Spacesuit''
 
* Fortune-Telling, when it is actual divination, instead of cold reading — ''Soothsaying''
 
* Linguistics (any species other than human) — ''Xenolinguistics''
 
* Psychology (Applied) — ''Socializing'' [[#Psychology|(see below)]]
 
* Psychology (Experimental) — ''Psychology'' [[#Psychology|(see below)]]
 
  
== Planet Types ==
+
==== Hazardous Materials ====
The way the rules-as-written handle planet types is fine for space opera, but for realistic games, I prefer stricter detail.  
+
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties.  
  
=== Biology, Farming, Geology ===
+
==== Hazard Suit ====
Specialize by world of origin, e.g. "Terran" for Earth and worlds settled and terraformed by Terrans. Individual worlds are familiarities.  
+
This is NBC Suit skill, renamed for better universality. (After all, these days it's called CBRN gear anyway…)
  
One could also specialize in "Universal Biology," which gives one vague knowledge of all manner of life and life-like systems.  
+
==== Historical Familiarity ====
 +
This is a Perk, not a Technique.
  
=== Geography, Naturalist ===
+
==== Household Management ====
Specialize by specific planet, e.g. "Earth," "Luna," "Mars."
+
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.
  
=== Geology, Meteorology, Survival ===
+
==== Hydrosuit ====
Look to the [http://arcbuilder.home.bresnan.net/PCL01Index.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 Meteorology, both planetary makeup ''and'' the liquid type matter.
+
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.
  
== Modified Skills ==
+
==== Hyperawareness ====
 +
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage.
  
=== Archaeology ===
+
==== Impudent ====
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.  
+
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.  
  
=== Cartography ===
+
==== Interrogation ====
This is a TL-dependent skill.
+
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.
  
=== Erotic Art ===
+
==== Interviewing ====
This is primarily based off 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 also counts as an Influence skill, under the right circumstances. Both Physiology and Psychology are useful companion skills.
+
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.
  
=== Psychology ===
+
==== Kinship ====
Psychology (Experimental) is now simply Psychology, and is TL-dependent. It 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. To effectively deal with true aliens, you have to understand both the species ''and'' the culture!
+
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."
  
Psychology (Applied) is now called Socializing, and works the same as it did before.
+
==== Languages ====
 +
The level names have been renamed for better clarity.  
  
== Variant Skills & New Specialties ==
+
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. ("Accented" is a silly name, because everyone has an accent.)
  
=== Expert Skills ===
+
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated.  
* ''Espionage:'' Comparable to Military Science – an understanding of intelligence operations and capabilities.
 
  
=== Professional Skills ===
+
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".  
* ''Tradecraft:'' The practical knowledge of a spy: dead-drops, contact and evasions, use of cipher pads and coded signals, recruiting assets, etc.  
 
  
=== Farming ===
+
==== Law-Abiding ====
One variant is ''Aquaculture'', the skill of operating fish farms, oyster beds, and the like.
+
This is the Honesty disadvantage, renamed for clarity.  
  
=== Geology ===
+
==== Laziness ====
One variant is ''Hydrology'', the study of a world's oceans, rivers, etc. You must specialize by planet type and ''liquid'' (usually Water, Ammonia, or Methane).
+
This disadvantage has a self-control number. The job penalty is based on the self-control number:
  
=== Linguistics ===
+
* sc16- (Quirk): -1
You can specialize in ''Comparative Communications Theory'', in which case you have vague knowledge of ''all'' forms of communications.
+
* sc15-: -1
 +
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
  
=== Mecha Skills ===
+
==== Lifestyle ====
In cinematic mecha campaigns, one 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.  
+
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.  
  
Some campaigns may even have mecha variations of all combat skills, e.g. Mecha Broadsword, Mecha Guns (Shotgun), Mecha Wrestling Sport. Such skills default between the normal versions at -3.
+
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.
  
=== Performance ===
+
Reduce effective Wealth/Status by one for characters who are providing for a large family who do not themselves contribute to the household.
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: Fire Eating, Sword Swallowing, Pin Head, etc.
 
  
=== Physician ===
+
==== Literature ====
Other medical disciplines are treated as variants of this skill: Dentist, Optometrist, Psychiatrist, etc.
+
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.
  
== New Skills ==
+
==== Logistics/TL ====
 +
This is the Professional Skill of maintaining an organization's operational effectiveness in the field, keeping lines of supply and communication only.
  
=== Interviewing (IQ/A) ===
+
==== Long-Lived ====
''Defaults: IQ-5, Interrogation-3, Socializing-4.''
+
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages.  
  
This is the ability to question someone ''politely'', as in a formal interview, or in a social situation. Unlike Interrogation, you can ''pump'' someone for information without their realizing it! This skill is resisted by Perception, instead of Will.
+
==== 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.
 +
 
 +
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty.
 +
 
 +
==== Low-Light Vision ====
 +
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).
 +
 
 +
==== Lunacy ====
 +
This disadvantage has a self-control number. The self-control penalty is based on the self-control number:
 +
 
 +
* sc15-: -1
 +
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
 +
 
 +
==== Manic-Depressive ====
 +
This disadvantage has a self-control number.
 +
 
 +
==== Mathematics ====
 +
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties.
 +
 
 +
==== Mechanic ====
 +
One new specialty is Sapper, used to fortify positions and deploy (or sabotage) military equipment such as barricades and barbed wire, prefab bunkers, radio masts, etc. You may use this to lay mines, but not to disarm them.
 +
 
 +
==== 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".)
 +
 
 +
==== 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.
 +
 
 +
==== Megalomania ====
 +
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 ====
 +
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 ====
 +
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 ====
 +
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.
 +
 
 +
==== Off-the-Shelf Looks ====
 +
This can be applied to negative Appearance, too.
 +
 
 +
==== 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.
 +
 
 +
==== Paranoia ====
 +
This disadvantage has a self-control number.
 +
 
 +
==== Parents ====
 +
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 ====
 +
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 ====
 +
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 ====
 +
This is Geology skill when specializing in planets other than Earth.
 +
 
 +
==== Politics ====
 +
This is the skill of understanding political undercurrents and the art of deal-making, not making speeches; therefore, Voice gives no bonus to this skill.
 +
 
 +
==== Psychology ====
 +
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 ====
 +
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation.
 +
 
 +
==== Reluctant Killer ====
 +
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 ====
 +
This is the Binding technique, renamed to avoid confusion with the Binding advantage.
 +
 
 +
==== Sailor ====
 +
This is Seamanship skill, renamed for brevity.
 +
 
 +
==== Shyness ====
 +
There is a -3 level, Very Severe Shyness [-15].
 +
 
 +
==== Side Effect ====
 +
You may also apply the Irritant or Reduced Advantage modifiers with this modifier.
 +
 
 +
==== Skin ====
 +
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits.
 +
 
 +
==== Social Stigma ====
 +
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 ====
 +
This skill ''does'' require specialization by method of divination.
 +
 
 +
==== Sophantology ====
 +
This is Anthropology skill when specializing in non-human sapient species.
 +
 
 +
==== Soul of a Poet ====
 +
This is Poet Talent, renamed to avoid confusion with Poetry skill.
 +
 
 +
==== Spacesuit ====
 +
This is Vacc Suit skill, renamed for better universality. I like '''''Traveller''''', too, but most people just call them spacesuits.
 +
 
 +
==== Stubbornness ====
 +
This disadvantage has a self-control number. The reaction penalty is based on the self-control number:
 +
 
 +
* sc15-: -1
 +
* sc12-: -2
 +
* sc9-: -3
 +
* sc6-: -4
 +
 
 +
==== Student of the Arcane ====
 +
This is Occultist Talent, renamed to avoid confusion with Occultism skill.
 +
 
 +
==== Talents ====
 +
Just making this explicit: Talents add to ''attributes'' for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it's extra IQ or DX or whatever, but only for those skills.
 +
 
 +
==== Techniques ====
 +
Use the "Average" pricing for ALL Techniques, whether Average or Hard. There's no difference now.
 +
 
 +
==== Terminally Ill ====
 +
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like.
 +
 
 +
==== Time Worked ====
 +
Time Worked [±1 point per level, max. ±20 points] replaces Independent Income (and sometimes Debt). By default, you spend an average of 50 hours per week to maintain your lifestyle; this time is unavailable for adventuring without consequences. Each level of Time Worked adjusts this time by ±5% either direction. The minimum is 0 hours for 20 points, for a completely independent income with no obligations; the maximum is 100 hours for -20 points, where practically every waking hour must be devoted to your masters. In a military campaign, ignore this trait for most soldiers or crewmembers, as everyone is on duty all the time.
 +
 
 +
==== Tradecraft ====
 +
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 ====
 +
This is Empath Talent, renamed to avoid confusion with the Empathy advantage.
 +
 
 +
==== Very Rapid Healing ====
 +
This advantage doubles ''all'' healing rates, whether natural, supernatural, or technological. 
 +
 
 +
==== Wealth ====
 +
Use the Abstract Wealth rules from Pyramid 3/44.
 +
 
 +
==== Workaholic ====
 +
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 ====
 +
This is Linguistics when specializing in alien species.
 +
 
 +
==== Yogi ====
 +
This is Psientist Talent, renamed because I think "Psientist" sounds really dumb.

Latest revision as of 20:52, 1 April 2015

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

Contents

Appearance[edit]

General revision of Appearance traits as follows:

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

Average and Attractive appearance as written.

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

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

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

Archaeology[edit]

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

Astrobatics[edit]

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

Autohypnosis[edit]

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

Boating[edit]

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

Body Sense[edit]

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

Bombardment[edit]

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

Born Commander[edit]

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

Brakeman[edit]

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

Can't Wear Armor[edit]

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

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

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

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

Cartography[edit]

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

Childcare[edit]

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

Children[edit]

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

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

For characters who are children, see Parents, below.

Chronic Affliction[edit]

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

Affliction:

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

Interval:

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

Frequency:

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

Chronic Depression[edit]

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

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

Circus Performance[edit]

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

Command[edit]

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

Common Sense[edit]

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

Compulsive Generosity[edit]

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

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

Compulsive Spending[edit]

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

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

Computer Operation[edit]

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

Cone[edit]

This modifier is compatible with Rapid Fire.

Cultural Familiarity[edit]

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

Debt[edit]

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

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

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

Default Skills[edit]

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

Skill defaults off of another skill are calculated normally.

Ditz[edit]

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

Doesn't Breathe[edit]

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

Dropping[edit]

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

Elderly[edit]

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

Enemies[edit]

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

Erotic Art[edit]

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

Espionage/TL[edit]

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

Exotic Ranged Attack[edit]

This is the Innate Attack skill, renamed for clarity.

Expert Skills[edit]

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

Fighter[edit]

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

Fire Direction Controller/TL[edit]

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

Fortune-Telling[edit]

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

Fragmentation[edit]

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

Fragmentation, Burst[edit]

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

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

Fragmentation, Directional[edit]

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

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

Greed[edit]

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

Guilt Complex[edit]

This disadvantage has a self-control number.

Hazardous Materials[edit]

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

Hazard Suit[edit]

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

Historical Familiarity[edit]

This is a Perk, not a Technique.

Household Management[edit]

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

Hydrosuit[edit]

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

Hyperawareness[edit]

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

Impudent[edit]

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

Interrogation[edit]

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

Interviewing[edit]

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

Kinship[edit]

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

Languages[edit]

The level names have been renamed for better clarity.

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

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

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

Law-Abiding[edit]

This is the Honesty disadvantage, renamed for clarity.

Laziness[edit]

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

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

Lifestyle[edit]

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

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

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

Literature[edit]

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

Logistics/TL[edit]

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

Long-Lived[edit]

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

Lover[edit]

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

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

Low-Light Vision[edit]

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

Lunacy[edit]

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

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

Manic-Depressive[edit]

This disadvantage has a self-control number.

Mathematics[edit]

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

Mechanic[edit]

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

Medical Care[edit]

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

Meditation[edit]

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

Megalomania[edit]

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

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

Miserliness[edit]

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

Mutable Appearance[edit]

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

Natural Memeticist[edit]

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

Occultism[edit]

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

Off-the-Shelf Looks[edit]

This can be applied to negative Appearance, too.

Pacifism[edit]

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

Paleontology[edit]

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

Paranoia[edit]

This disadvantage has a self-control number.

Parents[edit]

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

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

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

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

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

Patron[edit]

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

Place of Power[edit]

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

Planetology[edit]

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

Politics[edit]

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

Psychology[edit]

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

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

Radiation Tolerance[edit]

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

Reluctant Killer[edit]

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

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

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

Roping[edit]

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

Sailor[edit]

This is Seamanship skill, renamed for brevity.

Shyness[edit]

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

Side Effect[edit]

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

Skin[edit]

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

Social Stigma[edit]

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

Soothsaying[edit]

This skill does require specialization by method of divination.

Sophantology[edit]

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

Soul of a Poet[edit]

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

Spacesuit[edit]

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

Stubbornness[edit]

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

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

Student of the Arcane[edit]

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

Talents[edit]

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

Techniques[edit]

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

Terminally Ill[edit]

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

Time Worked[edit]

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

Tradecraft[edit]

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

Understanding Soul[edit]

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

Very Rapid Healing[edit]

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

Wealth[edit]

Use the Abstract Wealth rules from Pyramid 3/44.

Workaholic[edit]

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

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

Xenolinguistics[edit]

This is Linguistics when specializing in alien species.

Yogi[edit]

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