If you haven't yet upgraded to the Fourth Edition. It's easy to learn - you can jump right in with the included quick-start rules, pre-designed characters, and an easy-to-play solo adventure. It's easy. With just this book, you can adventure in any world you can imagine"--Cover. Build Character! We've searched over a hundred GURPS Third Edition books and dozens of Roleplayer and Pyramid articles to bring you the most complete compilation of character generation rules ever.
Get Gurps Ultra Tech Books now! Admit it. Your family may be hereditary nobles e. Or you may have achieved status by your own efforts. As a result, others in your culture only will defer to you, giving you a bonus on all reaction rolls.
Your Savoir-Faire skill see p. High status carries various privileges, different in every game world. If you are not using a specific game world book, these are up to the GM. Because of the common relationship between status and wealth, a wealth level of Wealthy or above lets you pay 5 fewer points for high status.
In effect, you get one level of status free. But note that any high-status person is a likely target for kidnappers and status-seeking nuisances, and some criminal types hate "the ruling class. Note that this is not the same thing as the disadvantage of Social Stigma p. In medieval Japan, for instance, a female could have very high Status and the associated cost of living , but still get a -1 on reactions due to the Social Stigma of being female. The interaction of Status.
Social Stigma and Reput ation can give interesting results. For instance, a person who is obviously from a lower social class, or even a disdained minority group, might earn such a reputation as a hero that others react well to him. Status as a Reaction Modifier When a reaction roll p. The GM can roleplay his non-player characters as he likes, of course, but some general guidelines would be: Higher status usually gives you a reaction bonus.
Except, of course, for criminals who resent status. Negative status usually gives a penalty. If your status is so low that it's negative, those of higher stat u s w i l l react badly to you. Take t h e difference between your status and t h e NPC's as a reaction penalty, but no worse than Lower status may give a penalty. If you are dealing with an NPC who is basically friendly, your status won't matter as long as it's positive.
After all. But if the NPC is neutral or already angry, lower status makes it worse. With few exceptions, a character may only be given these advantages when he is first created. After that, there is no way to gain or "earn" them. But note that magic or high technology may give a character the artificial equivalent of an advantage like Acute Hearing! Each advantage has a cost in character points. A character may have as many advantages as he can afford.
For some advantages, the cost is fixed. Others e. For a complete list of all advantages, see the Instant Characters play aid included with this book.
Absolute Direction 5 points Ambidexterity 10 points You can use both hands with equal skill. You do not suffer the 4 DX penalty for using an "offhand" see Handedness, p. Should some accident befall one of your arms or hands, assume it is the left one.
Animal Empathy 5 points You understand animals and like them, and they like you. However, you may never kill an animal without a very good reason, and you should try to prevent others from doing so.
Note that killing for food is You always know which way is north, and you can always retrace a path you have followed within the past month, no matter how faint or confusing it may be. This ability does not work in environments such as interstellar space, the limbo of the astral plane, etc.
Absolute Timing 5 points You have an accurate mental clock. Unless you have been knocked unconscious, hypnotized, or otherwise interfered with, you always know what time it is, down to the second. You can also measure any elapsed time with equal accuracy. Sleep does not interfere with this and you can wake up at a predetermined time if you choose. Changes of time zone also have no effect. Time travel will confuse you until you find out what the "new" time is. For instance, the GM might roll to see if you noticed the taste or smell of poison in your drink.
This advantage can be combined with any or all of the acute senses. Attractiveness Charisma Variable see p. Anyone can acquire a semblance of charisma by good looks, good manners and intelligence - but real charisma works independently of these things, and you either have it or you don't.
It affects any reaction roll made by any intelligent creature. Clerical Investment 5 or more points, GM's discretion You have been ordained as a minister of some religion. He or she will be addressed by a title - Father, Sister, Reverend, Shaman - and can perform such ceremonies as Confirmation, Marriage and Exorcism.
Remember that not all clerics are nuns or rabbis. Aka'Ar, high priest of the unholy Cult of Set, is a vested priest as well, and the blessings and marriages he performs will be just as meaningful to his own flock as are those of a vicar to his parish. And, if Set so wills, Aka'Ar will be able to perform exorcisms as potent as those of a Christian minister, if not more so. Aka'Ar will have a better working knowledge of demons.
The GM should determine whether clerics, in his campaign, can call upon active aid from Beyond. If so, and if clerics are known to be able to get such aid, Clerical Investment will be worth 10 points or more. If Investment is merely as far as the players know a "social" advantage, it costs 5 points. And you never "freeze" see p. A successful roll means he must warn you, "Hadn't you better think about that? Danger Sense 15 points You can't depend on it, but sometimes you get this prickly feeling right at the back of your neck, and you know something's wrong.
If you have Danger Sense, the GM rolls once against your IQ, secretly, in any situation involving an ambush, impending disaster, or similar hazard. A successful roll means you get a warning that something's wrong. A roll of 3 or 4 means you get a little detail as to the nature of the danger. Note: In a campaign that uses psi powers, this can be an ESP ability! See Psionics, Chapter Empathy High Pain Threshold 5 points Your body is unusually flexible.
This talent comes in two levels. At the first level, you remember the general sense of everything you concentrate on. Thus, all points you put into "regular" mental skills count double there is no bonus for psi skills. Also: whenever you need to remember a detail of something you have been told, the GM rolls against your IQ.
A successful roll means he must give you the information! Cost: 30 points. The second level is true "photographic memory. All points you put into "regular" mental skills count quadruple. Furthermore, any time you as the player forget a detail your character has seen or heard, the GM or other players must remind you - truthfully! Cost: 60 points. If you are hurt in combat, you are not stunned and do not have the normal DX penalty on your next turn exception: a head blow or critical hit will still stun you.
Immunity to Disease 10 points Your body naturally resists all disease organisms. You will never catch any infection or disease "naturally. Virus and fungus invasions are also considered "disease," though larger parasites e. You may not take this advantage unless you also start with a HT of 12 or better.
However, the immunity will remain, even if HT is reduced below Intuition Double-Jointed 15 points You have a "feeling" for people. When you first meet someone, or when you are reunited after an absence, you may request the GM to roll against your IQ. He will then tell you what you "feel" about that person. Note that a failed roll means the GM may lie to you. This talent, when it works, is excellent for spotting imposters, ghostly possession, etc. You can also use it to determine whether someone is lying.
Note: In a campaign that uses psi powers, this can be a Psi ability! When you are faced with a number of alternatives, and no logical way to choose between them, you can use your intuition as follows: The GM adds your IQ to the number of "right" choices, subtracts the number of possible "wrong" choices, and rolls against the resulting number.
A successful roll means he steers you to a good choice; a roll of 3 or 4 means he tells you the best choice. A failed roll means you are given no information. A critical failure means he steers you toward a bad choice. The GM can modify this system as he sees fit for other situations in which intuition might logi cally help. Only one roll per question is allowed. Note also: The GM cannot let this advantage be used to short-circuit adventures - by let ting the intuitive detective walk into a room, slap the cuffs on the guilty party, and close the case.
At the most, intuition would point the detective in the direction of a good clue. GMs who don't think they can control this advantage should not allow it at all. This talent is cumulative with others; if you have Eidetic Memory and Language Talent, you will probably be speaking 20 languages before long. Whenever you learn any language, add your level of Language Talent to your IQ.
You learn languages as though your IQ were 12! You get the same bonus on Linguistics skill. See Language Skills, p. In some times and places, this amounts to a license to kill; in others, it's little more than the right to carry a badge and write parking tickets.
The point cost is determined by the rights and privileges of the character's branch of law enforcement. Generally, a policeman with local jurisdiction, the ability to arrest suspected criminals, the right to perform searches with an appropriate warrant, and possibly the right to carry a concealed weapon, has 5 points' worth of Legal Enforcement Powers.
Examples would be a Victorian bobby or a modern policeman. Someone with national or international jurisdiction, or not obligated to respect the civil rights of others, or free to engage in covert investigations, or able to kill with relative impunity, must pay 10 points for his powers. An officer with three or more of the above abilities has 15 points of Legal Enforcement Powers.
Legal Enforcement Powers usually go hand-in-hand with an appropriate Duty disadvantage, and with a Reputation which may be an advantage, a disadvantage, or both. Lightning Calculator 5 points You have the ability to do math in your head, instantly. If you have this talent, then you the player may use a calculator at any time, to figure anything you want - even if your character is fleeing for his life at the time!
Alternatively, for simple math problems, the GM may just say the character knows the answer. Literacy 0 or 10 points Although in real life this is a skill, it is treated as an advantage for reasons which are explained on p. In general, you are assumed to be literate if your world is mostly literate, and illiterate if your world is mostly illiterate TL4 and below.
Being literate in a world where most people cannot read is an advantage worth 10 points. Being illiterate in a world where most people can read is a disadvantage, worth points. Longevity door, Lucky Lou can't stand behind him and transfer his luck. He'll have to kick that door himself. Once you use your Luck, you must wait an hour or 30 minutes for Extraordinary Luck before using it again. You cannot use Luck at , and then again at Note also that Luck cannot be saved up.
You cannot play for hours without using Luck and then use it several times in a row! Of course, if you are from a non-magical culture you will not start with any spells, but you can still learn them more easily if you ever find an opportunity. And when you enter a magical world, those who can detect your aura p. They may want to teach you - or kill you.
You learn spells as though your IQ was 17! In addition, the GM will roll vs. If the roll succeeds, you will know intuitively that it is magical. A roll of 3 or 4 will also tell you whether the magic is helpful or dangerous, and about how strong it is. Example: If you have IQ 13 and 3 levels of aptitude, you will recognize a magic item on a 16 or less.
If the GM misses the roll, he will simply tell you nothing. Note that use of this advantage becomes tricky for a character from a non-magical background - like 20th-century Earth.
Such a character will still have the ability to sense magic, though until he gains experience with magic the GM should not say, "That idol is magical," but "That idol looks very strange to you, very sinister. You sense there is something special about it. Cost: 15 points for the first level of Magery; 10 points for each subsequent level up to a maximum of 3 levels. You will fail aging rolls see p.
A character with this advantage gets no points by taking Age as a disadvantage! Luck 15 or 30 points Some people are just born lucky. Once per every hour of play, you may make up to three rolls for some one thing, and then take the best one!
If the GM is rolling e. You can use this advantage after the dice are rolled the first time to get two more attempts. Cost: 15 points. Extraordinary Luck works the same way, but it is usable every 30 minutes, instead of every hour.
Your luck only applies on rolls for your character to try to do something, OR on outside events that affect you or your whole party, OR when you are being attacked in which case you may Bake the attacker roll three times and take the worst roll! Luck cannot be shared. Note that this advantage cannot be combined with Magical Aptitude. You cannot be both magically apt and magically resistant.
Indeed, if you have Magic Resistance, you can't cast spells at all though you can still use magic weapons. Also, you cannot "turn it off to let friendly spells be cast on you. Magic Resistance, and its precise level, can be recognized by any mage who looks at your aura, or by anyone who casts a spell against you.
The level of your Magic Resistance is subtracted from the caster's skill with the spell. If you have a Magic Resistance of 3, and the caster has skill 15, his effective skill is Your Magic Resistance thus protects you from having a spell thrown directly on you.
It does not defend you against a missile spells; b attacks by magical weapons; c information-gathering spells in which the spell is not thrown directly on you, like Aura. Magic Resistance has no effect on psionic attacks. The "default" here is one level of Status for every 3 of Rank, rounding to the closest number. Where this varies, it will be mentioned in society descriptions. Military Rank is almost always accompanied by a significant Duty see p. Musical Ability Just as Status p. Each rank has authority over those of lower ranks - regardless of personal ability.
Cost: 5 points per rank, up to Rank 8. Titles of ranks vary between organizations. This prerequisite can be satisfied by its default of ST Incompetence in the higher ranks is not tolerated under any circumstances.
But in many lessprofessional or politically-dominated forces, incompetent officers are common. It is strongly recommended that no PC be allowed to start the game with a Military Rank above 5, since high rank is normally bestowed only on leaders of proven ability. Military Rank, unlike social status, costs no money to maintain. But insubordination, extreme cowardice, or stupidity can cause a permanent or temporary loss in rank, depending upon your superior's reaction as played by the GM. Brevet ranks are given by superior officers usually of Rank 6 or higher to temporarily increase your rank for a predetermined amount of time - until the end of a battle, campaign, or the like.
To keep a brevet rank, you must meet the requirements of that rank as well as pay the point cost see p. In some armies, rank may be purchased for money. In such a case, a PC who is Wealthy or better gets Rank 3 automatically if desired.
Higher levels still cost character points as well as cash. A Wealth level of Average or less doubles the point cost to start with a Military Rank from 1 to 6. Once a character has been created, rank can be bought for the normal point cost, if the cash cost for the campaign is met.
Your level of musical ability is a bonus when you study Singing or a musical instrument. This bonus also adds to HT for the Singing skill. You cannot see in total dark - but if you have any light at all, you can see fairly well. Whenever the GM exacts a penalty because of darkness, except for total darkness, this penalty does not apply to you. Whenever something dangerous or interesting happens "behind your back," the GM rolls against your IQ.
A successful roll means you saw it, or saw enough to alert you in case of an attack. If you are playing with a game map, you can attack into your right and left hexes as well as front hexes. Note that with a onehanded weapon, an attack to the left is clumsy and is still considered a "wild swing" - see p. If you are attacked from the right or left hex, you defend without penalty. Your active defense is at only -2 against attacks from the rear. You still cannot attack a foe directly behind you without a wild swing.
Furthermore, you have a wider "arc of vision" for ranged attacks. The figure below shows the arc of vision for a normal character white and for someone with Peripheral Vision gray plus white. It can never be turned off! If you have Psionic Res istance, the level of your resistance is subtracted from the effective skill of any psionic attempt where you are the subject - even psychokinesis and clairvoyance.
It is also subtracted from your effective skill with any psi ability. Therefore if you have a high Psionic Resistance, it will be hard for you to develop any significant abilities of your own. You recover rapidly from all kinds of wounds. Whenever you roll to recover lost HT, or when you roll to see if you can get over a crippling injury, add 5 to your effective HT. This ability does not help you get over being stunned, etc.
Variable Reputation A good reputation counts as an advantage. See p. Status Variable High social status is an advantage. Your level of Will is added to your IQ when you make a Will Roll for any reason, including any attempt to affect you by Diplomacy, Fast-Talk, Sex Appeal, Interrogation with or without torture , Hypnotism, or psionic or magical attempts to take over your mind.
Strong Will adds to your resistance when you want to resist a magic spell p. However, this advantage does not help against combat shock, and so on. In questionable cases, the GM's ruling is law. Example: You have 3 levels of Strong Will. An enemy spy is trying to seduce you. Your body itself has a Damage Resistance score. This DR is treated just like the DR from armor: you subtract it from the damage done by any blow, before you multiply the damage done by a cutting or impaling weapon.
Toughness does not make you any harder to hit it just lets you survive more injury. Toughness does not let your skin "turn" weapons. They still break the skin - they may even draw blood. But you're not hurt. However, if a poisoned weapon breaks your skin, the poison will do its normal damage. Note also that your eyes are not tough! A hit there will do normal damage. Cost: 10 points for DR 1, or 25 points for DR 2.
Higher bodily DRs are not possible to a "natural" human. But some creatures have natural Toughness, or even natural armor that can stop weapons. Unusual Background 10 or more points This is a "catch-all" advantage that can be used whenever it is needed.
For instance, if your parents were traveling merchants, you could reasonably claim to have two or three "native" languages. But that is clearly an unusual background, which costs points. Similarly, if you have access to skills not available to the people around you, that is Unusual. In general, any time a player comes up with a "character story" that would reasonably give him some special benefit, the GM should allow this, but require Unusual Background to cover it.
The GM may charge extra points if he rules the background is very unusual. Psi-users, supers or wizards are Very Unusual if they appear in a game world where their special talents are unique. Voice 10 points You have a naturally clear, resonant and attractive voice. Wealth Variable Wealth can be a truly wonderful advantage. Remember that wealth is relative, and determined by the game world you start in. The precise meaning of each level will be defined, for each game world, in that world's book.
ALLIES Many fictional heroes have partners - loyal comrades, faithful sidekicks or life-long friends - who accomp any them on adventures.
These partners are Allies. Having an Ally is an advantage. In one sense, the other PCs who adventure with you are allies. But they can be unreliable allies indeed. Often they are chance acquaintances, first encountered at a roadside tavern only hours ago. They have their own hidden goals, ethics and motives, which may or may not coincide with your own. An NPC Ally, on the other hand, is wholly reliable.
Perhaps you fought side-by-side in an extended campaign, trained under the same master, or grew up in the same village. The two of you trust each other implicitly. You travel together, fight back-to-back, share rations in hard times, trade watches through the night.
The point cost for an Ally is determined by his point value and frequency of appearance. Ally's Power An Ally built on 75 or fewer points is actually a Dependent see p. An Ally built on 76 to points costs 5 points. An Ally built on to points costs 10 points. An Ally built on to points costs 15 points, etc. An Ally built on over 50 points more than his PC is actually a Patron p.
An Ally having special abilities - magic powers in a non-magical world, equipment far beyond the world's TL - costs an extra 5 to 10 points, at the GM's discretion. Frequency of Appearance To determine whether your Ally appears in a given play session, the GM rolls 3 dice. If the number rolled is within the range for the ally see below , then the ally will be with you for that adventure.
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This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information. Bare-chested brawlers. From popular Asian bare-handed techniques to European combat arts to fantastic non-human training, this book balances realistic historical schools with cinematic feats from Hong Kong, Tokyo, and Hollywood.
Recreate the greatest fighters in the world, or create a style to fit a new campaign; Martial Arts has the techniques and guidelines you need. Not all combat options map to techniques and styles, however. Some of these additions are highly realistic, while others are extremely cinematic - but they're all optional, allowing the GM to decide which rules apply.
Whether you're trying to stop the Dark Lord's invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you're likely to get into battles that are far too big to resolve with ordinary GURPS combat. It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level.
Features include: Rules for logistics, movement, reconnaissance, and many other things that matter to a military force even when no enemy is in sight. Integral treatment of air superiority, amphibious assaults, airborne troops, sieges, and everything else that's important when the enemy is in sight. Round-by-round resolution that puts the commander in control, letting him choose his strategies and instantly see the results of his skill and cunning.
Equal attention to the aftermath of battle: pursuit, casualties, looting, recovering losses, and more. Everything is fast and easy to use in play, thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types.
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