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

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Like most GMs, I have house rules. If you see a trait in my write-ups that seems unfamiliar to you, or has a different cost, look it up on this list to see what's what. This list also contains some of my private rulings.
+
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:
  
==== 360° Movement ====
+
==== Appearance ====
New type of Terrain Adaptation, suggested [http://forums.sjgames.com/showpost.php?p=1446623&postcount=2 by Dr. Kromm].
+
General revision of Appearance traits as follows:  
  
==== Ablative ====
+
Negative appearance as written, plus Very Ugly (-3 reaction) [12 points]. Off-the-Shelf Looks may be applied to negative appearance traits.
Ablative DR is available in ratios from 1:1 to 1:20. This rule came from [http://forums.sjgames.com/showpost.php?p=510390&postcount=2 "Maz" on the official GURPS forum.]
 
  
==== Absorption ====
+
Average and Attractive appearance as written.
Absorption has been greatly expanded, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
  
==== Androgynous ====
+
The impressiveness traits run Very Attractive (+2 reaction) [8], Impressive (+3) [12], Very Impressive (+4) [16], and Extremely Impressive (+5, and obviously supernatural) [20].  
This Appearance modifier has been revised. It may be applied to any of the sexual attractiveness traits: Sexy, Handsome/Beautiful, Very Handsome/Beautiful, or Transcendant. You appeal sexually to any orientation, but the penalty from those who dislike you is raised to -4, and kicks in if you have only -2 or more in other negative reactions.  
 
  
==== Ammo Select ====
+
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.
New Enhancement for Innate Attack, from [http://mygurps.com/ Reverend P. Kitty's house rules.]
+
 
 +
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 ====
 
==== Archaeology ====
 
This is a /TL skill, and is specifically the technical skill of identifying and recovering artifacts. It does not cover more than incidental knowledge of ancient cultures; for that, you'll want Anthropology, History, an appropriate Expert Skill, etc.  
 
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.  
  
==== Arm DX ====
+
==== Astrobatics ====
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
+
This is a new Acrobatics variant, for zero-gravity stunts and landings.  
 
 
==== Armor Divisor ====
 
(100) available, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
 
 
==== Arm ST ====
 
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
 
 
==== Art History ====
 
A variant of [[#Literature]], for visual arts.
 
 
 
==== Artificial Intelligence ====
 
This is Computer Programming (AI), renamed to be an explicit skill of its own.  
 
  
==== Astrobatics ====
+
==== Autohypnosis ====
Another Acrobatics variant, for zero-gravity stunts and landings.  
+
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 ====
 
==== Boating ====
Appropriate Boating specialties can handle large ships as well as smallcraft, in the same way that one can use Submarine or Shiphandling (Submarine) with subs, and Pilot (Lighter-Than-Air) or Shiphandling (Airships) with airships.  
+
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 ====
 
==== Body Sense ====
This applies not only to teleportation, but to any unusual form of movement or transformation. Suddenly turned into a frog? Melded with a wall and just emerged? Picked up and thrown by a whirlwind? Body Sense will help you.
+
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 ====
 
==== Bombardment ====
This is now compatible with Rapid Fire and recoil modifiers; each of the individual Bombardment attacks is treated as its own rapid fire attack. You may even give an Area Effect attack two Rapid Fire modifiers, the first to disperse the area effects, and the second for the bombardments within those area effects.
+
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.  
 
 
Bombardment can be Skill-Based, for -0%; instead of a fixed attack number, you direct the Bombardment yourself using [[#Exotic Ranged Attack]].
 
  
 
==== Born Commander ====
 
==== Born Commander ====
This is the Born Admiral and Born Tactician talents, combined and renamed for better universality. You must specialize in a particular type of warfare: Land, Sea, Air, or Space.  
+
Born Admiral and Born Tactician are combined in this Talent; simply specialize in a particular type of warfare (Land, Sea, Air, or Space).
  
 
==== Brakeman ====
 
==== Brakeman ====
This is another Crewman variant, for working on trains.  
+
This is a new Crewman variant, for working on trains. Yes, this is a different skill from Driving (Locomotive).
 +
 
 +
==== Can't Wear Armor ====
 +
Replace this modifier with a new modifier and two new advantages:
 +
 
 +
''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 ====
 
==== Cartography ====
This is a /TL skill.
+
This is a /TL skill. To make ''pretty'' maps, apply Artist.
 +
 
 +
==== Childcare ====
 +
This is a Professional Skill. You may take optional specialization in "Own Children".
 +
 
 +
==== Children ====
 +
If your character has children, only take them as Dependents if you want frequency "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.  
  
==== Cathexsis ====
+
For characters who ''are'' children, see Parents, below.
New Disadvantage from Alan Atkinson. An obsessive bond to a specific object, person, or place; it comes in levels from -1 to -15, like Delusion.  
 
  
 
==== Chronic Affliction ====
 
==== Chronic Affliction ====
The Chronic Pain rules can be expanded to a huge variety of chronic disorders:
+
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders:  
  
 
** ''Choking'', for severe asthma: -25 points, interval measured in seconds.
 
** ''Choking'', for severe asthma: -25 points, interval measured in seconds.
Line 85: Line 85:
  
 
==== Chronic Depression ====
 
==== Chronic Depression ====
This disadvantage now has a self-control roll.
+
This disadvantage has a self-control number. The reaction penalty is based on the self-control number:
  
==== Cinema ====
+
** sc15-: -1
A variant of [[#Literature]], for the cinematic and video arts.
+
** sc12-: -2
 +
** sc9-: -3
 +
** sc6-: -4
  
 
==== Circus Performance ====
 
==== Circus Performance ====
A new catch-all skill, covering all sorts of strange carnival acts. IQ/A or DX/A, usually, with specialization required in a particular act. Examples are Contortionist, Fire Eating, and Sword-Swallowing.  
+
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.  
  
==== Combat Art, Combat Sport ====
+
==== Command ====
These are now Techniques, rather than separate skills, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
+
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.  
  
==== Combat Training ====
+
==== Common Sense ====
New Technique. You may buy off Reluctant Killer's to-hit penalty as a general technique (not tied to any skill or attribute), up to +0. If you eliminate the penalty entirely, then you may Aim at the target normally. The self-control roll and Fright Check rules still stand.
+
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 ====
 +
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
  
==== Command ====
+
==== Compulsive Spending ====
New Modifier for Patron, +0%. If you own and command an organization yourself (e.g. private corporation, personal army, your own ship), take both the highest level of Rank in the organization and the organization as your personal Patron, to represent your ability to use the company's assets for your own private purposes as you wish.
+
Under the Abstract Wealth rules, you always suffer a "tapped out" penalty based on your self-control number:
  
==== Common Sense ====
+
** sc16-: none
This is now just a 1-point Perk. I feel a GM's job includes giving advice anyway, and at 10 points, the people who really needed it weren't going to take it anyway.
+
** sc15-: -1
 +
** sc12-: -2
 +
** sc9-: -3
 +
** sc6-: -4
  
 
==== Computer Operation ====
 
==== Computer Operation ====
At appropriate tech levels, this may serve as an Influence skill when giving orders to AIs (similar to Savoir-Faire).
+
At appropriate tech levels, this may serve as an Influence skill when giving orders to artificial intelligences, i.e. Savoir-Faire (Robots).
  
 
==== Cone ====
 
==== Cone ====
This is now compatible with Rapid Fire.  
+
This modifier is compatible with Rapid Fire.
  
==== Control ====
+
==== Cultural Familiarity ====
Control can provide a little DR, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
+
Cultural Familiarity penalties may range from -0 to -3, depending on similarity. Go ahead and be specific as you like.
 
 
==== Costs Fatigue ====
 
Increased cost, [http://mygurps.com/ Reverend P. Kitty's house rules.] and discussions on the official GURPS forum.
 
  
==== Cultural Familiarity ====
+
==== Debt ====
Cultural Familiarity penalties may range from -0 to -3, depending on similarity.
+
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month:
  
==== Dependent ====
+
** ''Cheap'' [-1]
If your character has children, only take them as Dependents if you want frequent "rescue the baby" plots. Otherwise, consider a Nonhazardous Duty.
+
** ''Normal'' [-5]
 +
** ''Expensive 1'' [-10]
 +
** ''Expensive 2'' [-15]
 +
** ''Expensive 3'' [-20]
  
==== Desperate Killer ====
+
For another way to represent a character who's paying off debts, consider simply increasing Time Worked.  
See [[#Reluctant Killer]].
 
  
 
==== Ditz ====
 
==== Ditz ====
New Disadvantage, which is essentially IQ-based Klutz. Max. IQ 13, and you must make an IQ roll to get through each day without making a social gaffe, leaving the motor running and the lights on, mixing up important files, etc.  
+
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.  
  
 
==== Doesn't Breathe ====
 
==== Doesn't Breathe ====
I've split off most of the various Doesn't Breathe modifiers into their own traits, for better cost scaling. These traits are:  
+
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].  
 
 
** ''Doesn't Breathe'' (20 points)
 
** ''Gills'' (10 points)
 
** ''Gills Only'' (0 points)
 
** ''Oxyen Absorption'' (15 points)
 
** ''Oxygen Combustion'' (10 points)
 
** ''Oxygen Storage'' (10 to 18 points)
 
 
 
==== Doesn't Stack ====
 
New Limitation for DR, -40%, replacing Can't Wear Armor. Your DR doesn't stack with any other source of DR. This could be thought of as Accessibility: Not While Wearing Armor.  
 
  
 
==== Dropping ====
 
==== Dropping ====
Defaults at -4 from Artillery (Bombs).
+
This skill defaults at -4 from Artillery (Bombs).  
 
 
==== Dual-Mode ====
 
New Enhancement for Innate Attack, from [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
 
 
==== Duplication ====
 
Adopted [http://mygurps.com/ Reverend P. Kitty's house rule] regarding large groups of Dupes.
 
  
 
==== Elderly ====
 
==== Elderly ====
New Disadvantage, adapted from GURPS 3e. -1 point per level, max. 3 levels; for each level, you have already passed one of the aging thresholds.  
+
New disadvantage, adapted from Third Edition [-1/level, max. 3 levels]. For each level, you have already passed one of the aging thresholds.
  
 
==== Enemies ====
 
==== 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. The exception is if you are ''especially'' notorious (e.g. Most Wanted), or if one of them is after you for personal reasons.
+
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. The exception is if you are ''especially'' notorious (e.g. Most Wanted), or if one of them is after you for personal reasons.  
  
==== Enthrallment ====
+
==== Erotic Art ====
New Enhancement for Charisma, from Reverend P. Kitty's house rules, which serves as the gatekeeper trait for the bardic Enthrallment skills.  
+
This skill is IQ-based, but defaults to HT. With alien species, Physiology modifiers apply.
  
==== Erotic Art ====
+
==== Espionage/TL ====
This is an IQ-based skill, and defaults to HT. With alien species, Physiology modifiers apply.  
+
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 ====
 
==== Exotic Ranged Attack ====
This is the Innate Attack skill, renamed for clarity. (After all, the skill can be used with more abilities than just the Innate Attack advantage.)
+
This is the Innate Attack skill, renamed for clarity.  
 
 
A new specialty is Bombardment, for use with Skill-Based [[#Bombardment]] attacks.
 
  
 
==== Expert Skills ====
 
==== Expert Skills ====
Some new Expert Skills include:
+
Expert Skills may be used for more than just raw knowledge; they're equivalent to any other knowledge/scientific skill.  
 
 
** ''Espionage/TL'', equivalent to Military Science: understanding of the state of intelligence operations around the world.
 
** ''Occultism'', which is no longer a mere IQ/A skill
 
** ''Terraforming/TL''
 
 
 
==== Extended Lifespan ====
 
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
 
 
==== Extremely Impressive ====
 
New Appearance tier: 20 points, +5 to reactions when seen. Like Transcendant, this is clearly supernatural.
 
 
 
==== Fatigue Also, Fatigue Only ====
 
New Enhancements for Unhealing, from [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
 
 
==== Feathers ====
 
This is unnecessary if you already have Natural DR, Spines, or similar.
 
  
 
==== Fighter ====
 
==== Fighter ====
New Modifier for Trickster, +0%, for those who seek challenging battles. You need not kill your foes, unless you also have Bloodlust.
+
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).  
  
==== Folklore ====
+
==== Fire Direction Controller/TL ====
A variant of [[#Literature]], for oral tradition.
+
This is a Professional Skill, used in the real world alongside Artillery and Forward Observer.  
  
 
==== Fortune-Telling ====
 
==== Fortune-Telling ====
Specialization is not required, because the particular props you use aren't as important as your ability to lead on the mark.  
+
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 ====
 
==== Fragmentation ====
Line 209: Line 188:
 
''(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%.)''
 
''(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%.)''
  
==== Friend of a Friend ====
+
==== Greed ====
New Limitation for Allies, from [http://mygurps.com/ Reverend P. Kitty's house rules.]
+
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).
  
==== Fur ====
+
==== Guilt Complex ====
This is unnecessary if you already have Natural DR, Spines, or similar.
+
This disadvantage has a self-control number.
  
==== Gills, Gills Only ====
+
==== Hazardous Materials ====
See [[#Doesn't Breathe]].
+
This skill is IQ/H and does not require specialization, although those listed may be taken as optional specialties.  
  
==== Gliding ====
+
==== Hazard Suit ====
I don't see why Gliding must include Cannot Hover – I could imagine alien critters that hang in the air like spores – so I've split out the costs; you can take the traits separately.
+
This is NBC Suit skill, renamed for better universality. (After all, these days it's called CBRN gear anyway…)
 
 
==== Guilt Complex ====
 
This disadvantage now has a self-control roll.
 
  
==== Hardened Killer ====
+
==== Historical Familiarity ====
See [[#Reluctant Killer]].
+
This is a Perk, not a Technique.
  
==== Hazard Suit ====
+
==== Household Management ====
This is NBC Suit skill, renamed for better universality. These days it's called CBRN gear anyway, or some other acronym.
+
This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or ship supplied throughout the year, to keep track of all the necessary maintenance chores, and to properly welcome guests.
  
 
==== Hydrosuit ====
 
==== Hydrosuit ====
A new Environment Suit variant, for those fishnaut suits filled with water that allow intrepid Deep Ones to explore up on land.  
+
This is a new Environment Suit variant, for water-filled suits that allow intrepid Deep One fishnauts to explore on land.
  
 
==== Hyperawareness ====
 
==== Hyperawareness ====
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage.
+
This is Sensitivity skill, renamed to avoid confusion with the Sensitive advantage.  
  
==== Hyperjump ====
+
==== Impudent ====
Expanded per [http://mygurps.com/ Reverend P. Kitty's house rules.]
+
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.  
  
==== Impressive ====
+
==== Interrogation ===
This Appearance modifier has been dropped, and is instead the name of an Appearance tier of its own: 12 points, +3 reactions when seen.
+
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.
  
==== Impudent ====
+
==== Interviewing ====
New Disadvantage, [http://forums.sjgames.com/showpost.php?p=1555458&postcount=1 suggested on the official GURPS forum.] Check self-control when dealing with those of higher Rank or Status, or you mouth off and double the penalty for having lower Rank or Status.  
+
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.
  
==== Indefatigable ====
+
==== Kinship ====
New Advantage, from [http://mygurps.com/ Reverend P. Kitty's house rules.]
+
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."
  
==== Interrogation ====
+
==== Languages ===
This skill is cinematic. For realistic interrogations, use an Influence skill to convince the subject to talk to you, Interviewing to conduct the actual interrogation(s), and Criminology or Intelligence Analysis to figure out whether you learned anything useful. Torture assists Intimidation for inducing someone to talk, but it gives a penalty to the subsequent Interviewing roll.
+
The level names have been renamed for better clarity.  
  
==== Interviewing ====
+
For spoken languages, the tiers are None, Broken, Conversational, and Fluent. ("Accented" is a silly name, because everyone has an accent.)
New Skill: IQ/A, defaulting to IQ-5, Detect Lies-4, Interrogation-3, Intelligence Analysis-6, Psychology-4, or Social Sense-4; Cultural Familiarity penalties apply. This is the practiced ability to question someone, whether in a formal interview or a casual social situation, getting them to admit more than they would knowingly volunteer, and piece it together into a coherent narrative.
 
  
==== Kinship ====
+
For written languages, the tiers are Illiterate, Semi-Literate, Literate, and Educated.  
New Modifier for Claim to Hospitality, +0%. A normal claim to hospitality is no more than a friendly professional relationship, but kin relations can be very strong, and so include a reciprocal Sense of Duty. "Blood is thicker than water."
 
  
==== Languages ====
+
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".  
I've renamed the level names 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.  
 
  
 
==== Law-Abiding ====
 
==== Law-Abiding ====
This is the Honesty disadvantage, renamed to make it clearer just what it does.  
+
This is the Honesty disadvantage, renamed for clarity.  
  
 
==== Laziness ====
 
==== Laziness ====
This disadvantage now has a self-control roll.
+
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 ====
 
==== Lifestyle ====
Your Lifestyle is automatically determined by your Wealth (if you support yourself) or your Status (if another person, or society in general, provides for you). Look on the appropriate Cost of Living table to see what you get.
+
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 ====
 
==== Literature ====
Specialization required, similarly to History or Law.  
+
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.  
  
==== Longevity ====
+
==== Logistics/TL ====
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
+
This is the Professional Skill of maintaining an organization's operational effectiveness in the field, keeping lines of supply and communication only.  
  
 
==== Long-Lived ====
 
==== Long-Lived ====
New Modifier for Reawakened, +0%, to represent immortal characters who are remembering skills they once had but have not used in ages.
+
This is a variant of Reawakened, to represent immortal characters who are remembering skills they once had but have not used in ages.
 +
 
 +
==== 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.  
  
==== Long-Term Effects ====
+
If your love is another PC, or your feelings are unrequited, this is merely a normal Sense of Duty.  
New Disadvantage, from [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
  
==== Lover ====
+
==== Low-Light Vision ====
To represent a steady romantic relationship with an NPC who is not a Dependent, take Sense of Duty toward that individual plus Claim to Hospitality 1, making this a -1 point Quirk. If your love is another PC, or your feelings are unrequited, you don't get the Claim to Hospitality, so simply take a straight Sense of Duty.  
+
This is the name for Night Vision with a different baseline than usual, as for different species (e.g. orcs).
  
 
==== Lunacy ====
 
==== Lunacy ====
This disadvantage now has a self-control roll.
+
This disadvantage has a self-control number. The self-cntrol penalty is based on the self-control number:
 +
 
 +
** sc15-: -1
 +
** sc12-: -2
 +
** sc9-: -3
 +
** sc6-: -4
  
 
==== Manic-Depressive ====
 
==== Manic-Depressive ====
This disadvantage now has a self-control roll.
+
This disadvantage has a self-control number.
  
 
==== Mathematics ====
 
==== Mathematics ====
This is now an IQ/VH skill, with no specialization; the listed specializations are optional, as with Biology or Physics. (Seriously, six different skills for math?)
+
This skill is IQ/VH and does not require specialization, although those listed may be taken as optional specialties.  
  
 
==== Mechanic ====
 
==== Mechanic ====
A new specialty is Sapper, for the deployment (and sabotage) of military equipment, e.g. barricades and barbed wire, prefab bunkers, etc. Use this to lay mines, but not to disarm them.  
+
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 ====
 
==== Medical Care ====
This is Physician, renamed for clarity. (It seems silly to tell people "surgeons use Surgery, physicians use Diagnosis, and nurses use Physician".)
+
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 ====
 
==== Megalomania ====
This disadvantage now has a self-control roll.
+
This disadvantage has a self-control number. The reaction modifier is based on the self-control number:
  
==== Moron ====
+
** sc15-: -1
New Disadvantage from [http://www222.pair.com/sjohn/blueroom/unsorted.htm S. John Ross]: -10 points. It's basically Common Sense in reverse: If you, the player, have a clever idea, your character must roll IQ in order to think of it themselves.
+
** sc12-: -2
 +
** sc9-: -3
 +
** sc6-: -4
  
==== Mortal ====
+
==== Miserliness ====
New Limitation for Unkillable, from [http://mygurps.com/ Reverend P. Kitty's house rules.]
+
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).
  
==== Music History ====
+
==== Mutable Appearance ====
A variant of [[#Literature]], for music and song.
+
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.  
 
 
==== Must Traverse Distance ====
 
New Limitation for Warp, from [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
  
 
==== Natural Memeticist ====
 
==== Natural Memeticist ====
This is Memetic talent, renamed to avoid confusion with Memetics skill.  
+
This is the Memetics Talent, renamed to avoid confusion with Memetics skill.  
  
 
==== Occultism ====
 
==== Occultism ====
This is now an IQ/H Expert Skill.  
+
This is properly either an Expert Skill or a Folklore specialty, and therefore is IQ/H rather than IQ/A.
  
 
==== Off-the-Shelf Looks ====
 
==== Off-the-Shelf Looks ====
 
This can be applied to negative Appearance, too.
 
This can be applied to negative Appearance, too.
  
==== Oxygen Absorption, Oxygen Combustion, Oxygen Storage ====
+
==== Pacifism ====
See [[#Doesn't Breathe]].
+
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.  
  
==== Pacifism ====
+
==== Paranoia ====
Reluctant Killer has been split off into its own disadvantage; the others are equivalent to Vows. If you also have Guilt Complex or some level of Reluctant Killer, violating your Pacifism can trigger a mental breakdown, during which you must roll Will to offer any sort of violence toward anyone.  
+
This disadvantage has a self-control number.
  
 
==== Parents ====
 
==== Parents ====
If your parents (or other childhood guardians) are alive and well and on good terms with you, consider taking this 2-point advantage.
+
Parents [2] shows that your parents (or other childhood guardians) are alive and well and on good terms with you.  
 
 
If you're living with or off your parents (i.e. you're a minor or shut-in), this is equivalent to Patron (Ordinary Individuals, Appear 9-; Minimal Intervention, -50%) [3] plus Trivial Obligation: dumb shit my parents make me do [-1].  
 
  
If you're an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].  
+
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 your character is a minor, and your parent is another player character, this is a 0-point feature for you, while they have the trait Ward.
+
If you're an independent adult, this is simply Claim to Hospitality 2 (Kinship, -0%) [2].
  
==== Paleontology ====
+
If your character is a minor, and your parent is another player character, this is a 0-point feature for you.  
This is a /TL skill, with no specialization required; the listed specializations are optional. This is specifically the technical skill of identifying and recovering fossils. It does not cover more than incidental knowledge of ancient species; for that, you'll want Biology or an appropriate Expert Skill.  
 
  
==== Paranoia ====
+
If your character is a parent with children, see Children, above.
This disadvantage now has a self-control roll.
 
  
 
==== Patron ====
 
==== Patron ====
Added a 5-point level, for an ordinary person or small organization. This is intended for juvenile adventures: while in the grand scheme of things your parents or school club are trivial, in your day-to-day life they can have tremendous impact.  
+
There is a 5-point level, for an ordinary person or small organization, intended mainly for juvenile adventures. While in the grand scheme of things your parents or school club are trivial, in your day-to-day life that can have tremendous impact.  
  
 
==== Place of Power ====
 
==== Place of Power ====
New Advantage, for use with the Ritual Path Magic rules: 1 point per level. You already control a consecrated ritual space that has a history or location that grants +level to all energy-gathering rolls. You are entirely familiar with the location and have placed wards upon it at your highest possible skill level against any category of threat that you are aware of. Others can use the space, but they have to get past you, first.  
+
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 ====
 
==== Planetology ====
This is Geology when dealing with planets other than Earth.
+
This is Geology skill when specializing in planets other than Earth.
  
 
==== Politics ====
 
==== Politics ====
Voice gives no bonus to Politics; this is the skill of political deal-making, not making speeches.  
+
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.
  
==== Procrastinator ====
+
==== Psychology ====
New Disadvantage from [http://www.fox-dreams.com/art/gurps/new-disadvantages/ Arthur Shipkowski]: -5 points, with a self-control number. You must check self-control to start a project on your own initiative, -1 per extra day you have available, or +1 per day you're behind schedule. Once you begin, or if someone forces you to start, you work normally.
+
Psychology is explicitly Psychology (Experimental), and is a /TL skill.  
 
 
==== Professional Skills ====
 
Some new Professional Skills include:
 
 
 
** ''Animal Husbandry/TL''
 
** ''Childcare'', with optional specialization in "Own Children".
 
** ''Fire Direction Controller/TL'', who works alongside Artillery and Forward Observer.
 
** ''Household Management'', the skill of the butler, hotelier, steward, or family matriach.
 
** ''Logistics/TL'', the vital skill of supplying an organization in the field.  
 
  
==== Psychology ====
+
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.
This is Psychology (Experimental) renamed, and is a /TL skill.  
 
  
 
==== Radiation Tolerance ====
 
==== Radiation Tolerance ====
Eliminated for seeming rather over-priced for such a rarely-useful and weirdly-working trait. Use Resistant to Radiation or Immunity to Radiation, instead.
+
This trait is eliminated. Instead, simply use Resistant to Radiation or Immunity to Radiation.  
 
 
==== Rapid Fire ====
 
I've adopted this house rule from Mark Langsdorf (No School Grognard): When using rapid fire, follow the normal rules until you get to the RoF Bonus To Hit. Instead of that chart, look up the number of shuts fired on the Speed/Range Table in the "Linear Measurement" column, and use the corresponding "Size" bonus to hit. (Example: Firing an M-16 with RoF 12 at full auto falls between the 10 yd and 15 yd lines, so use the +4 bonus for 10 yds.) Calculate the MoS normally, then divide by the weapon's Recoil value, then subtract 1. (A successful Dodge defense subtracts an additional 1 plus their MoS.) Look up that bonus on the Speed/Range Table in the "Size" column. The corresponding "Linear Measurement" is the number of shots that hit the target, minimum 1, up to the total number of shots fired. (Example: That M-16 hits by 4. It has Rcl 2, so divide by 2 and subtract 1, getting +1, which means 3 bullets hit.)
 
 
 
==== Regrowth ====
 
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
  
 
==== Reluctant Killer ====
 
==== Reluctant Killer ====
Reluctant Killer has been split off from the other forms of Pacifism; I do use the rule that the base level is normal. Different tiers of the trait have different names:
+
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level.  
  
** ''Hardened Killer'': 10 points, no penalties or rolls needed. You may kill freely.
+
** ''Hardened Killer'' [10]: No penalties or rolls needed; you may kill freely.
** ''Desperate Killer'': 5 points, self-control 15, -2 penalty.  
+
** ''Desperate Killer'' [5]: self-control 15, -2 penalty.
** ''Reluctant Killer'': 0 points, self-control 12, -4 penalty.
+
** ''Reluctant Killer'' [0]: self-control 12, -4 penalty.
** ''Very Reluctant Killer'': -5 points, self-control 9, -6 penalty.
+
** ''Very Reluctant Killer'' [-5]: self-control 9, -6 penalty.
** ''Extremely Reluctant Killer'': -10 points, self-control 6, -8 penalty.
+
** ''Extremely Reluctant Killer'' [-10]: self-control 6, -8 penalty.
You may buy off the penalty to hit with [[#Combat Training]].
 
  
==== Retractable ====
+
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.  
New Enhancement for Binding, from [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
  
 
==== Roping ====
 
==== Roping ====
 
This is the Binding technique, renamed to avoid confusion with the Binding advantage.  
 
This is the Binding technique, renamed to avoid confusion with the Binding advantage.  
 
==== Rush of Pain ====
 
New Advantage from [http://www222.pair.com/sjohn/blueroom/unsorted.htm S. John Ross].
 
  
 
==== Sailor ====
 
==== Sailor ====
This is Seamanship skill, renamed for brevity, and to fit better alongside the other Crewman skills.  
+
This is Seamanship skill, renamed for brevity.
 
 
==== Scales ====
 
This is unnecessary if you already have Natural DR, Spines, or similar.
 
 
 
==== Second Nature ====
 
New Enhancement for Enhanced Move, from [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
 
 
==== Self-Destruct ====
 
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
 
 
==== Sexy ====
 
New Appearance tier: 8 points, +2 to reactions when seen in general, or +3 if sexual attraction applies, but instead the -2 jealous reaction from those who already dislike you.
 
 
 
==== Short Lifespan ====
 
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
  
 
==== Shyness ====
 
==== Shyness ====
There's now a -3 level, called "Very Severe Shyness."
+
There is a -3 level, Very Severe Shyness [-15].
  
 
==== Side Effect ====
 
==== Side Effect ====
You may also apply the Irritant or Reduced Advantage modifiers.  
+
You may also apply the Irritant or Reduced Advantage modifiers with this modifier.  
  
==== Signature Gear ====
+
==== Skin ====
Signature Gear scales differently, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
+
Perks such as Feathers, Fur, and Scales are redundant with DR (Natural), Spines, and any similar traits.  
  
==== Social Sense ====
+
==== Social Stigma ====
This is Psychology (Applied) renamed for clarity. When dealing with alien species, your other social skills are capped at your level in the Social Sense speciality for that species (just as with [[#Artificial Intelligence]] and AIs).
+
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 ====
 
==== Soothsaying ====
From GURPS Magic, this is the skill of divination and interpreting omens. IQ/A, requires specialization by technique.
+
This skill ''does''' require specialization by method of divination.
  
 
==== Sophantology ====
 
==== Sophantology ====
This is Anthropology when dealing with non-human sapients (as there are obviously no ''anthropoi'' involved).  
+
This is Anthropology skill when specializing in non-human sapient species.  
  
 
==== Soul of a Poet ====
 
==== Soul of a Poet ====
This is Poet talent, renamed to avoid confusion with Poetry skill.  
+
This is Poet Talent, renamed to avoid confusion with Poetry skill.
  
 
==== Spacesuit ====
 
==== Spacesuit ====
 
This is Vacc Suit skill, renamed for better universality. I like '''''Traveller''''', too, but most people just call them spacesuits.  
 
This is Vacc Suit skill, renamed for better universality. I like '''''Traveller''''', too, but most people just call them spacesuits.  
  
==== Statesman ====
+
==== Stubbornness ====
This is the Natural Statesman talent, renamed to sound more natural to my ear.
+
This disadvantage has a self-control number. The reaction penalty is based on the self-control number:
  
==== Static ====
+
** sc15-: -1
Resistible is no longer a limitation but rather the first level of Static, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
+
** sc12-: -2
 
+
** sc9-: -3
==== Stubbornness ====
+
** sc6-: -4
This disadvantage now has a self-control roll.
 
  
 
==== Student of the Arcane ====
 
==== Student of the Arcane ====
This is Occultist talent, renamed to avoid confusion with Occultism skill.  
+
This is Occultist Talent, renamed to avoid confusion with Occultism skill.  
 
 
==== Supercharge ====
 
New Enhancement for Striking ST, from [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
  
 
==== Techniques ====
 
==== Techniques ====
Line 460: Line 411:
  
 
==== Terminally Ill ====
 
==== Terminally Ill ====
Eliminated, except for use in Afflictions, Divine Curses, and the like.  
+
This trait is eliminated, except for use in Afflictions, Divine Curses, and the like.  
  
 
==== Time Worked ====
 
==== Time Worked ====
This trait replaces Independent Income (and sometimes Debt): ±1 point per level, max. ±20 points. By default, you spend an average of 50 hours per week to maintain your lifestyle; this time is unavailable for adventuring without consequences. Each level adjusts this time by ±5% either direction. The minimum is 0 hours for 20 points, for a completely independent income with no obligations; the maximum is 100 hours for -20 points, where practically every waking hour must be devoted to your masters. In a military campaign, ignore this trait for most soldiers or crewmembers, as everyone is on duty all the time.
+
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.
 
 
==== Total Klutz ====
 
New Disadvantage, which is essentially IQ-based Total Klutz. As normal DItz, above, but in addition, any failure on an IQ roll or IQ-based skill roll becomes a critical failure!
 
  
 
==== Tradecraft ====
 
==== Tradecraft ====
New Skill, IQ/A, defaults to IQ-5, Streetwise-3, Expert Skill: Espionage-3. The professional skill of being a spy: dead-drops, contact and evasion, use of signals and codes, the basics of recruiting assets, etc. Cultural Familiarity penalties apply.
+
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.  
 
 
==== Unaging ====
 
Reduced cost, per [http://mygurps.com/ Reverend P. Kitty's house rules.]
 
  
 
==== Understanding Soul ====
 
==== Understanding Soul ====
This is Empath talent, renamed to avoid confusion with the Empathy advantage.
+
This is Empath Talent, renamed to avoid confusion with the Empathy advantage.  
 
 
==== Very Attractive ====
 
New Appearance tier: 8 points, +2 to reactions when seen.
 
 
 
==== Very Impressive ====
 
New Appearance tier: 16 points, +4 to reactions when seen.  
 
  
 
==== Very Rapid Healing ====
 
==== Very Rapid Healing ====
The consensus on the official GURPS fora, and I agree, is that this should double all healing rates, whether natural, supernatural, or technological.  
+
This advantage doubles ''all'' healing rates, whether natural, supernatural, or technological.
 
 
==== Very Ugly ====
 
New Appearance tier: -12 points, -3 to reactions when seen.
 
 
 
==== Ward ====
 
If another player character is your child, this is a -1 point Quirk to represent the legal responsibility you hold.
 
  
 
==== Wealth ====
 
==== Wealth ====
I use the Abstract Wealth rules from Pyramid 3/44, plus some house rules which abstract income and cost of living.
+
Use the Abstract Wealth rules from Pyramid 3/44.
  
 
==== Workaholic ====
 
==== Workaholic ====
This disadvantage now has a self-control roll.
+
This disadvantage has 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 ====
 
==== Xenolinguistics ====
This is Linguistics when dealing with alien species.  
+
This is Linguistics when specializing in alien species.  
  
 
==== Yogi ====
 
==== Yogi ====
This is Psientist talent, renamed because I think "Psientist" sounds really dumb.
+
This is Psientist Talent, renamed because I think "Psientist" sounds really dumb.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
== Wealth & Lifestyles ==
 
Use the Abstract Wealth rules from ''Pyramid 3/44: Alternate GURPS II.''
 
 
 
Ignore the Cost of Living rules. Instead, your character automatically receives a Lifestyle (as on the Status tables), which is supported either by your Wealth or your Status.
 
 
 
If you are supporting yourself, whether working for pay, maintaining investments, or hunting/farming/fishing, then your Lifestyle is based on your Wealth. The Lifestyle accoutrements are your private property and hirelings; you can sell off and shift households whenever you wish.
 
 
 
If you receive support based on your social position, whether high office, the dole, or marriage, then your Lifestyle is based on your Status. The Lifestyle accoutrements belong to those who provide your position, so you can't sell them; on the other hand, you don't have the responsibility of having to maintain them.
 
 
 
Rank in an organization ''might'' also provide a Lifestyle while you're "on duty", but this will be at the needs of the service, and will be greatly reduced in the field, or in budget-conscious or ascetic organizations. A good rule-of-thumb would be to base it on the "free" Status provided by your Rank.
 
 
 
 
 
{|
 
|-
 
! Wealth
 
! Status
 
! Lifestyle
 
! Notes
 
|-
 
| 5 (Homeless) [-40 points]
 
|
 
| '''-3'''
 
|
 
|-
 
| 6 (Destitute) [-30 points]
 
| -2 (Serf, street person) [-10 points]
 
| '''-3'''
 
| "Dead Broke"
 
|-
 
| 7 (Working Poor) [-20 points]
 
|
 
| '''-2'''
 
| "Poor"
 
|-
 
| 8 (Working Class) [-15 points]
 
| -1 (Bondsman, poor citizen) [-5 points]
 
| '''-1'''
 
|
 
|-
 
| 9 (Tradespeople) [-10 points]
 
|
 
| '''-1'''
 
| "Struggling"
 
|-
 
| 10 (Middle Class) [0 points]
 
| 0 (Freeman, apprentice, ordinary citizen) [0 points]
 
| '''0'''
 
| "Average"
 
|-
 
| 11 (Upper Middle Class) [10 points]
 
| 1 (Squire, merchant, priest, doctor, councilor) [5 points]
 
| '''1'''
 
| "Comfortable"
 
|-
 
| 12 (Wealthy) [20 points]
 
| 2 (Landless knight, mayor, business leader) [10 points]
 
| '''2'''
 
| "Wealthy"
 
|-
 
| 13 (Very Wealthy) [30 points]
 
| 3 (Landed knight, guild master, big city mayor) [15 points]
 
| '''3'''
 
| "Very Wealthy"
 
|-
 
| 14 (Millionaire) [50 points]
 
| 4 (Lesser noble, congressional representative, Who's Who) [20 points]
 
| '''4'''
 
| "Filthy Rich"
 
|-
 
| 15 (Multimillionaire) [75 points]
 
| 5 (Great noble, multinational corporate boss) [25 points]
 
| '''5'''
 
| "Multimillionaire 1"
 
|-
 
| 16 (Billionaire) [100 points]
 
| 6 (Royal family, governor) [30 points]
 
| '''6'''
 
| "Multimillionaire 2"
 
|-
 
| 17 (Multibillionaire) [125 points]
 
| 7 (King, pope, president) [35 points]
 
| '''7'''
 
| "Multimillionaire 3"
 
|-
 
| 18 (Megacorporation) [150 points]
 
| 8 (Emperor, god-king, overlord) [40 points]
 
| '''8'''
 
| "Multimillionaire 4"
 
|-
 
| 19 (Small Nation) [175 points]
 
|
 
| '''9'''
 
|
 
|-
 
| 20 (Medium Nation) [200 points]
 
|
 
| '''10'''
 
|
 
|-
 
| 21 (Large Nation) [200 points]
 
|
 
| '''10'''
 
|
 
|-
 
| 22 (Wealthy Nation) [200 points]
 
|
 
| '''10'''
 
|
 
|-
 
| 23 (Multiplanetary) [200 points]
 
|
 
| '''10'''
 
|
 
|-
 
| 24 (Galactic Empire) [200 points]
 
|
 
| '''10'''
 
|
 
|}
 
 
 
If you are the ''sole'' supporter of a sizeable household, reduce Lifestyle level by one. Note that in most traditional households, the wife and older children are most definitely working to support the household, even though their work may not be directly paid in money.
 
 
 
If you're always travelling, reduce Lifestyle level by one, to reflect the cost of temporary accommodations and eating out, or maintainance and supply for vehicles and packbeasts. If you live a nomadic existence, then a basic civilian boat, caravan, etc. can be included, but a large ship or the like should be taken as Signature Gear or Patron (Command), with your Lifestyle representing your personal quarters within the ship.
 
 
 
The Base Perk allows you to maintain an entire additional Lifestyle at 3 levels below your own, for the use of an alternate or secret identity, as a home base for a frequent traveller, or to support an ally.
 
 
 
''[Source: self]''
 
 
 
 
 
=== Sample Lifestyles ===
 
 
 
'''Lifestyle -3'''
 
* ''Medieval:'' Shared quarters somewhere uncomfortable, the rags on your back.
 
* ''Modern:'' Bunk in a flophouse or shelter, or a patch of sidewalk.
 
* ''Ultratech:'' Room in a shelter, or squatting in an abandon; whatever tech you can scrounge or steal.
 
 
 
'''Lifestyle -2'''
 
* ''Medieval:'' Serf's cottage, rented room in town, or a place in a corner of a large establishment; clothes.
 
* ''Modern:'' Small or shared apartment, or decaying house in a bad neighborhood; public transport or a "beater" car.
 
* ''Ultratech:'' Small or bad rooms; public transport; some web access; chancy medical.
 
 
 
'''Lifestyle -1'''
 
* ''Medieval:'' Rural cottage or room in town, change of clothes, shared mule/ox or rare horse rentals.
 
* ''Modern:'' Apartment or heavily-mortgaged house; used car; maybe insurance.
 
* ''Ultratech:'' Shared rooms or heavily-mortgaged house; public transport; web access; some medical.
 
 
 
'''Lifestyle 0'''
 
* ''Medieval:'' Rural cottage or rooms in town, maybe a servant, change of clothes, mule/ox/rented horse.
 
* ''Modern:'' House or large apartment, car, full medical insurance.
 
* ''Ultratech:'' As modern, plus house computer w/NAI and AR.
 
 
 
'''Lifestyle 1'''
 
* ''Medieval:'' Country or town house, or quarters in your patron's place; one or two servants; wardrobe; horse and mules.
 
* ''Modern: ''Nice house or condo; new car or a couple of older ones, maybe a boat or RV; housekeeping service.
 
* ''Ultratech:'' As modern, plus wearable computer and AI w/security service.
 
 
 
'''Lifestyle 2'''
 
* ''Medieval:'' Fine house, or grand quarters; staff and a squire; wardrobe; warhorses or handsome mounts.
 
* ''Modern:'' Large house with grounds, and other properties; couple of expensive cars; housekeeper.
 
* ''Ultratech:'' Big smart house, maybe other properties; couple of smartcars; AI manager, implanted netlink; ''full'' medical.
 
 
 
'''Lifestyle 3'''
 
* ''Medieval:'' Manor, keep, or large town house; servants and captains; some court wear; stable for entourage.
 
* ''Modern:'' Small mansion and other properties; small yacht, various luxury cars; a handful of servants.
 
* ''Ultratech:'' Small mansion and other properties; aircar and smartcar; human aide and web security.
 
 
 
'''Lifestyle 4'''
 
* ''Medieval:'' Castle, manor, or great house, maybe estates too; all the necessary servants and soldiers.
 
* ''Modern:'' Mid-sized mansion and properties; yacht or private aircraft, limo and cars; many servants.
 
* ''Ultratech:'' Mansion, holiday home, city apartment, aircar, small staff, automated security.
 
 
 
'''Lifestyle 5'''
 
* ''Medieval:'' Good castle or manor, some lesser holdings; a stable for your household.
 
* ''Modern:'' Large mansion, couple of townhouses; executive jet, yacht, fleet of cars; staff and bodyguards.
 
* ''Ultratech:'' As modern, plus extensive web access, AIs, and human aides.
 
 
 
'''Lifestyle 6'''
 
* ''Medieval:'' Palace, castle, or mansion, and other estates; competent guards, lots of servants and stables.
 
* ''Modern:'' Huge mansion, other residences; jet, yacht, fleet of vehicles; hundreds of employees.
 
* ''Ultratech:'' Estate and other suites; supersonic aircraft; extensive access; aides, servants, and bodyguards.
 
 
 
'''Lifestyle 7'''
 
* ''Medieval:'' Palace and castles; knights; more clothes than you'll ever use; stables filled with fine horses.
 
* ''Modern:'' Palatial mansion, multiple rural retreats; jumbo jet, large yacht; entire agencies devoted to you.
 
* ''Ultratech:'' Mansion and rural retreats; luxury travel, orbital access; AIs on call; extensive support.
 
 
 
'''Lifestyle 8'''
 
* ''Medieval:'' Multiple palaces and hunting reserves; leading nobles compete to serve you; your own government.
 
* ''Modern:'' Huge estate, multiple mansions; private airline and ocean liner; small private army.
 
* ''Ultratech:'' Several luxury residences; interplanetary travel; unlimited information; invisible protection.
 
 
 
''[Sources: compiled from official books, mostly Basic Set and Transhuman Space]''
 
 
 
 
 
=== Time Worked ===
 
'''[±1 point per level, max. 20 levels]'''
 
This replaces Independent Income and normal Debt.
 
 
 
Normally, you must spend about 50 hours per week to maintain your Lifestyle. This includes working at job sites, domestic chores, commuting, routine maintenance, shopping, standing in line, religious observances, keeping up social connections, grovelling, hunting, or whatever else is part of your regular occupation. This time is unavailable for adventuring without consequences. For some occupations, this time may be averaged over the year, e.g. periods of intense activity (planting, harvest) alternated with periods of slack time (winter).
 
 
 
It costs ±1 point to adjust this time by ±5% either direction. The minimum is 0 hours for 20 points, representing a completely independent income with no obligations; the money just comes in, and you spend it. The maximum is 100 hours for -20 points, at which point practically every waking hour must be devoted to your masters.
 
 
 
''[Source: self]''
 

Revision as of 08:39, 27 March 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

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

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

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

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.

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.

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.

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).

Brakeman

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

Can't Wear Armor

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

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

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

Childcare

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

Children

If your character has children, only take them as Dependents if you want frequency "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

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

    • 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.

Chronic Depression

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

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

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

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

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

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

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

Cone

This modifier is compatible with Rapid Fire.

Cultural Familiarity

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

Debt

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.

Ditz

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

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].

Dropping

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

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. 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.

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.

Exotic Ranged Attack

This is the Innate Attack skill, renamed for clarity.

Expert Skills

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

Fighter

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

Fire Direction Controller/TL

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

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.

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:

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.

(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

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

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

This disadvantage has a self-control number.

Hazardous Materials

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

Hazard Suit

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

Historical Familiarity

This is a Perk, not a Technique.

Household Management

This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or ship supplied throughout the year, to keep track of all the necessary maintenance chores, and to properly welcome guests.

Hydrosuit

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

Hyperawareness

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

Impudent

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

= Interrogation

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

Interviewing

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

Kinship

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

= Languages

The level names have been renamed for better clarity.

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

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

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

Law-Abiding

This is the Honesty disadvantage, renamed for clarity.

Laziness

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

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

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.

Logistics/TL

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

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.

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-cntrol 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 that 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.

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 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.