When you roleplay, you take the part of another person – a “character” that you create. GURPS lets you decide exactly what kind of hero you will become. Asteroid miner? Wizard? Professional time-traveler? You can take your inspiration from a fictional hero or heroine, or create your new “self” from the ground up. Once you know what role you want to play, it’s time to bring that character to life!
The GM (Game Master – the person “running” the game) will give you a number of character points with which to “buy” your abilities. For instance, the stronger you want to be, the more points it will cost. You can also buy advantageous social traits, such as wealth, and special abilities called advantages.
If you want more abilities than you can afford on the budget given to you by your GM, you can get extra points by accepting below-average strength, appearance, wealth, social status, etc., or by taking disadvantages – specific handicaps such as bad vision or fear of heights.
The two most important things to know about your character are who he is and what role you want him to play in his adventures. Find out what kind of game the GM plans to run and what kinds of characters he intends to allow. Then start filling in the details. There are several ways to approach this.
You can choose the abilities you want, spend your character points, and work out a character concept that fits the abilities. A good character is much more than a collection of abilities, but “shopping” for abilities can be a great inspiration.
You might instead decide on your character’s focal qualities first – the handful of things that define him, such as personal history, appearance, behavior, aptitudes, and skills. Think about how he acquired those qualities, then spend your points on features that go with these traits.
Character Points
Character points are the “currency” of character creation. Anything that improves your abilities costs character points: you must spend points equal to the listed price of an ability to add that ability to your character sheet and use it in play. Anything that reduces your capabilities has a negative cost – that is, it gives you back some points. For instance, if you start with 125 points, buy 75 points of advantages, and take -15 points of disadvantages, you have 125 - 75 + 15 = 65 points remaining.
Hero Character Points
Stellar Winds heroes are categorized by groups based on overall point value. All heroes start off as new adventurers and graduate into upper categories as they adventure and become more skilled.
Feeble (Under 25 Points): Small children, mindless thralls, zombies, ect
Ordinary (25-50): Ordinary folks, such as administrators and tradesmen. Competent (50-75): Athletes, cops, wealthy gentry & anyone who would have clear edge over the average people on an adventure. Newbie Hero (75-100): These are characters that are at the start of being exceptional. These would represent an adventurer at the start of there career or a level 1-10 character. Veteran Hero (100 -200): A Veteran hero has seen several adventures, several battlefields, and they have the experience. These characters would represent a lvl10-20 characters. Epic Hero (300 - 400): An epic hero who's seen many adventures and has become completely confident in there skills. These character's deeds have altered history for better or worst and are revered as great or infamous people. Legendary Hero (500+): These are characters that have conquered countless challenges and their name is remembered through folk lore and there deeds have been legendary.These characters begin to turn there gaze to the planes and beyond the world, and even to the gods themselves. They realize there is no heights they cannot achieve. |
This beginning point level is sometimes referred to as the power level of the campaign.
Disadvantage Limit
A disadvantage is anything with a negative cost, including low attributes, reduced social status, and all the specific disabilities listed under Disadvantages. In theory, you could keep adding disadvantages until you had enough points to buy whatever advantages and skills you wanted. In parctice, most GMs will want to set a limit on the disadvantage points a PC may have. In Stellar Winds GURPS no one character can have more then 30% of they're starting points.
Basic Attributes
6 or less: Crippling. An attribute this bad severely constrains your lifestyle. 7: Poor Your limitations are immediately obvious to anyone who meets you. This is the lowest score you can have and still pass for “able-bodied.” 8 or 9: Below average. Such scores are limiting, but within the human norm. The GM may forbid attributes below 8 to active adventurers. 10: Average. Most humans get by just fine with a score of 10! 11 or 12: Above average. These scores are superior, but within the human norm. 13 or 14: Exceptional. Such an attribute is immediately apparent – as bulging muscles, feline grace, witty dialog, or glowing health – to those who meet you. 15 or more: Amazing. An attribute this high draws constant comment and probably guides your career choices. |
Four numbers called “attributes” define your basic abilities: Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT).
A score of 10 in any attribute is free, and represents the human average. Higher scores cost points: 10 points to raise ST or HT by one level, 20 points to raise DX or IQ by one level. Similarly, scores lower than 10 have a negative cost: -10 points per level for ST or HT, -20 points per level for DX or IQ. (Remember that negative point values mean you get those points back to spend on something else!)
Damage (dmg)Your ST determines how much damage you do in unarmed combat or with a melee weapon. Two types of damage derive from ST: Thrusting damage (abbreviated “thrust” or “thr”) is your basic damage with a punch, kick, or bite, or an attack with a thrusting weapon such as a spear or a rapier. Swinging damage (abbreviated “swing” or “sw”) is your basic damage with a swung weapon, such as an axe, club, or sword – anything that acts as a lever to multiply your ST. Consult the following table for your basic damage. This is given in “dice+adds” format.
Damage is sometimes abbreviated “Dmg.” |
Most characters have attributes in the 1- 20 range, and most normal humans have scores in the 8-12 range. Scores above 20 are possible but typically reserved for god- like beings – ask the GM before buying such a value. At the other end of the scale, 1 is the minimum score for a human.
The basic attributes you select will deter- mine your abilities – your strengths and weaknesses – throughout the game.
Choose wisely:
Strength (ST) +/-10/Level
Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high ST lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find ST useful for lifting and throwing things, moving quickly with a load, etc. Strength is more “openended” than other attributes; scores greater than 20 are common among beings such as large animals, fantasy monsters, and robots.
Handedness
Handedness decide whether you are right-handed or left-handed. Whenever you try to do anything significant with the other hand, you are at -4 to skill. This does not apply to things you normally do with your “off” hand, like using a shield. GURPS doesn't distinguish between left- and right-handed characters; either is 0 points. However, Ambidexterity is an advantage that costs points.
Dexterity (DX) +/- 20/Level
Dexterity measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athlet- ic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. DX also helps determine Basic Speed (a measure of reaction time, and Basic Move (how fast you run).
Basic Lift (BL)Basic Lift is the maximum weight you can lift over your head with one hand in one second. It is equal to (STxST)/5 lbs. If BL is 10 lbs. or more, round to the near- est whole number; e.g., 16.2 lbs. becomes 16 lbs. The average human has ST 10 and a BL of 20 lbs. |
Intelligence (IQ) +/- 20/Level
broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all “mental” skills – sciences, social interaction, magic, etc. Any wizard, scientist, or gadgeteer needs a high IQ first of all. The secondary characteristics of Will and Perception are based on IQ.
Health (HT) +/- 10/Level
Health measures energy and vitality. It represents stamina, resistance (to poison, disease, radiation, etc.), and basic “grit.” A high HT is good for anyone – but it is vital for low-tech warriors. HT determines Fatigue Points, and helps determine Basic Speed and Basic Move.
Secondary Characteristics
Secondary characteristics” are quantities that depend directly on your attributes. You can raise or lower these scores by adjusting your attributes. You can modify some of them directly: start with the value calculated from your attributes and spend the required points to adjust it away from that base level. This does not affect the related attribute scores.
Damage (Dmg)
see Striking ST (p. 88) Your ST determines how much damage you do in unarmed combat or with a melee weapon. Two types of damage derive from ST:
Thrusting damage (abbreviated “thrust” or “thr”) is your basic damage with a punch, kick, or bite, or an attack with a thrusting weapon such as a spear or a rapier.
Swinging damage (abbreviated “swing” or “sw”) is your basic damage with a swung weapon, such as an axe, club, or sword – anything that acts as a lever to multiply your ST.
Consult the Damage Table (p. 16) for your basic damage. This is given in “dice+adds” format; see Dice (p. 9). Note that specific attack forms and weapons can modify this!
Add 1d to both thrust and swing damage per full 10 points of ST above 100.
Basic Lift (BL)
see Lifting ST (p. 65) Basic Lift is the maximum weight you can lift over your head with one hand in one second. It is equal to (STxST)/5 lbs. If BL is 10 lbs. or more, round to the nearest whole number; e.g., 16.2 lbs. becomes 16 lbs. The average human has ST 10 and a BL of 20 lbs. Doubling the time lets you lift 2xBL overhead in one hand. Quadrupling the time, and using two hands, you can lift 8xBL overhead. Damage is often abbreviated “Dmg.” On your character sheet, list thrust followed by swing, separated by a slash; e.g., if you had ST 13, you would list “Dmg 1d/2d-1.” limitation of -80% (for Size Modifier +8 or higher). The amount of equipment you can carry – armor, backpacks, weapons, etc. – is derived from BL. For more on
this, as well as a ST-to-BL table, see Encumbrance and Move (p. 17).
Hit Points (HP)
±2 points per ±1 HP Hit Points represent your body’s ability to sustain injury. By default, you have HP equal to your ST. For
nstance, ST 10 gives 10 HP.
You can increase HP at the cost of 2 points per HP, or reduce HP for -2 points per HP. In a realistic campaign, the GM should not allow HP to vary by more than ±30% of ST; e.g., a ST 10 character could have between 7 and 13 HP. Nonhumans and supers are not subject to this limit.
You can temporarily lose HP to physical attacks (such as swords), energy attacks (such as lasers), supernatural attacks, disease, poison, hazards, and anything else that can injure or kill. You can also “burn” HP to power certain supernatural abilities. If you lose enough HP, you will eventually fall unconscious; if you lose too many HP, you will die. Lost HP do not reduce ST, despite being based on ST.
Injury is often compared to a multiple of your HP; e.g., “2xHP” or “HP/2.” Where this is the case, use your basic HP score in the formula, not your current HP total.
Special Limitations
Size: Large creatures may purchase HP more cheaply; see p. 19 for details. -10% x Size Modifier, to a maximum limitation of -80% (for Size Modifier +8 or higher).
Will
±5 points per ±1 Will
Will measures your ability to withstand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, psionics, etc.). By default, Will is equal to IQ. You can increase it at the cost of 5 points per +1, or reduce it for -5 points per -1. You cannot raise Will past 20, or lower it by more than 4, without GM permission. Note that Will does not represent physical resistance – buy HT for that!
Perception (Per)
±5 points per ±1 Per
Perception represents your general alertness. The GM makes a “Sense roll” against your Per to determine whether you notice something (see Sense Rolls, p. 358). By default, Per equals IQ, but you can increase it for 5 points per +1, or reduce it for -5 points per -1. You cannot raise Per past 20, or lower it by more than 4, without GM permission.
Fatigue Points (FP)
±3 points per ±1 FP
Fatigue Points represent your body’s “energy supply.” By default, you have FP equal to your HT. For instance, HT 10 gives 10 FP. You can increase FP at the cost of 3 points per FP, or reduce FP for -3 points per FP. In a realistic campaign, the GM should not allow FP to vary by more than ±30% of HT; e.g., a HT 10 character could have between 7 and
Basic Move
±5 points per ±1 yard/second
Your Basic Move is your ground speed in yards per second. This is how times Earth’s gravity. All weights are multiplied by local gravity, so to function like someone with a given BL on Earth, multiply the desired BL by your home gravity and buy the ST corresponding to the adjusted BL. For instance, to operate in 1.2G as if you were a ST 10 person in 1G, start with BL for ST 10, which is 20 lbs., and multiply by 1.2 for gravity to get a BL of 24 lbs. This BL corresponds to ST 11, so you’d need ST 11 in 1.2G to function as well as a ST 10 person in 1G.
Move in Other Environments
Water Move is normally Basic Move/5, rounded down. You can increase water Move directly for 5 points per yard/second, or reduce it for -5 points per yard/second. Members of land-dwelling races must have Swimming skill (p. 224) to increase water Move, and cannot buy more than +2 yards/second. If you’re Amphibious (p. 40), both water and ground Move equal Basic Move, and changes to Basic Move adjust both scores. If you’re Aquatic (p. 145), water move equals Basic Move and ground Move is 0.
Stellar Winds Races Templates
A “character template” is a carefully structured list of the attribute levels, secondary characteristics, advantages, disadvantages, and skills the GM feels a PC should possess to fill a particular professional, social, or dramatic role in the campaign. The GM calculates all point costs in advance and gives the results with the template, reducing the amount of math involved in character creation. The main purpose of a character template is to prevent new players from overlooking vital abilities when choosing from among all the options in Chapters 1-6. The secondary goal is to accelerate character design. Thus, a template should list only necessary traits – not everything that might fit. The player should always have room to customize his PC!
Draconites • 46 Points
Average Hight: 5'5" - 5'-9"
Average Weight:90 - 120 lb.
Attributes: ST +4 [40]; IQ -1 [-20];
Advantages: Claws: Sharp [5]; Damage Resistance +1 (Tough Skin, -40%) [3]; Peripheral Vision [15]; Teeth: Sharp [1]; Temperature Tolerance 5 [5]; Amphibious [10]; Doesn't Breath [10]
Disadvantages: Intolerance [-10]; Reputation -3 [-15]; Inscrutable [-1]
Racial Skills: Camouflage @ IQ/Easy [1]; ; Survival (Tropical) Per/Average [2]
Overview
The reptilian Draconites are known for their great strength and warlike nature. Many of these beings dedicate them selves to martial training, and some follow the path of the warrior on their native worlds. There homeworld is a moist damp swamp world with many military bases. The acutely commoner cities lack technology and are very primitive and technology scares. Most Draconites still live hollowed out and dug up swamp side trees. There military instillations however are very advance.
Draconite families are short lived parents mate and young are hatched though eggs. Once this is complete Draconite marriages are complete after few years of raising the child. The young are conditioned and prepared and the ideal of the Draconite Empire is reinforced. Once they are of age all Draconites regardless of sex serve in there empires military for at least five years. This makes there society riddled military organization and as no commoner society except those who have completed there service.
Their world has conquered many neighboring worlds around them. The inhabitance are enslaved by the Draconites fashions society. Some of the conquered worlds were once unclaimed confederation territory or frontier settlements that have verity of races. These conquered worlds donate all the material and goods they make to the empire that are apart of now. The Draconites spend lot of there military power policing these worlds as they are often in rebellion and they have to be crushed.
The Confederation is powerless to liberate these conquered worlds as the decision for the senate to make. There have been several bloody confrontations along the boarder some have turned into military campaigns but rarely results are ever seen. At best the confederation is only able to keep the Draconite Empire at bay.
Draconites are fairly common in the confederation territories as they are generally immigrants whose service with their home world's military has been complete. Others are often criminals escaping the harsh punishment that await them. Regardless life is hard for a Draconite and some see the Confederation as escape. Draconites aren't generally liked and so they often only found on the slum worlds.
Personality
Violent, brutal, and driven, Draconites love to compete, but can show compassion and mercy as situations warrant. A Draconite is also orderly as the years of there society grinned this into there minds. When they approach a situation they are always looking for someone who is superior or who might be superior enough to ally them selves under. If they find no one worthy then they move to enslave people under them through using fear.
Physical Description
Draconites stand six to seven feet tall. There reptile heads often represent a lizard if not dragon like look. They can live for about 150 years and there skin color varies from red, gray, or green. Some have black mains others are bulled with scales. They also have short tails that extend from there back and just barely touch the floor. There mouths are large and iguana like as they can open to about a 45 degree angle. There death are sharp much like a crocodile and there forehead plates above there eyes is thick bone. There bodies are natural strong as they are big and solid creatures.
Language
Draconites speak and write there own language which a verity of hisses, and slurs. They can learn common.
Relations
The Draconite Empire would subjugate everyone if it was given the chance. Individual Draconites who find them selves traveling in the Confederation and among other races are often met with coldness. Many of the elder and venerable races such as Lingwee, Sagarens, and Elves dislike them. Some races like the Uruk have profound respect for there strength while others like the Finilya fear them.
Adventurers
Draconites who aren't living in there society are either criminals on the run or ex-military members who have immigrated from the empire to the Confederation. They are often flat broke and not particularly liked enough to get meaningful jobs. So its no surprises that they often become adventures doing free lance muscle work or mercenary work.
Dwarves • 40 Points
Average Hight: 4'3'' - 4'-9''
Average Weight: 160 - 220 lb.
Attributes: ST +1 [10]
Secondary Characteristics: Move -1 [-5]; Fatigue +1 [3]; Will +1 [5]; SM -1
Advantages: Damage Resistance +1 (Tough Skin, -40%) [3]; Extended Lifespan 2 (x4) [4]; Hard to Kill +1 [2]; Lifting ST +3 [9]; Night Vision +5 [5]; Talent: Artificer +3 [15]
Disadvantages: Greed (15) [-7]; Miserliness (15) [-5]; Distrusts Elves and Goblins [-1]; Intolerance (Orcs) [-1]; Never Shave Beards [-1]
Skills: Axe/Mace @ DX (A) [2]; Merchant @ IQ (A) [2]
Talents: Artificer: Armoury, Carpentry, Engineer, Machinist, Masonry, and Smith. Reaction bonus: Anyone you do work for. 5 points/level
Overview
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of galactic mining, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of asteroids or moons, are renowned for the marvelous treasures that they produce as gifts or for trade.
The old dwarf homeworld remains a burning snider now as centuries of industrial punishment damaged it and caused the world to go critical. Before the impending doom the dwarfs joined up with there gnome neighbors and made plans to evacuate the world to near by star systems. The two races flocked to the stars and like humans can be found almost anywhere among the confederation and distant worlds.
Unlike the Gnomes who settled among humans and the worlds controlled by other empires the Dwarves have forged ruminates of there houses as crafting corporations. Most of these corporations deal with fine minerals, technology, space crafts, and construction. These corporations can be found anywhere however most often on lifeless moons. It is also not uncommon to run into a dwarf owned starship mining in an asteroid belt.
Dwarf corporations are family owned and run and are expanded based on successful sons. A dwarf son belongs to his fathers' cooperation learning the trade. They become strong and skillful males and some go off to expand the business elsewhere while others take over for there father when time comes to do so. Although some sons have branched off an unbreakable loyalty for their clan name sits in there heart for eternity.
Dwarf female are married off to other corporation to help create network. These networks are some what like alliances in that when a dwarf's daughter is married into a family there a link is created between to corporations. Dwarf weddings aren't so much religious ceremonies as they are diplomatic treaties meetings. A dwarf female has a very solemn role to bear and raise fine sons to expand the company. These females too have been known to take control of companies when there husbands have fallen from grace. So in a saddle way dwarf females are always secretly looking for ways to claim achievements of there own to save for a rainy day.
A guild organization is also created among the strongest corporations. This guild union for them is meant to regulate and communicate among each other. The Guild standardizes the profits that a business can make and protects the market for smaller companies. It also represents the dwarves in the Confederation.
Personality
Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarf's value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They have a keen eye to technology and construction of it as well. They fight neither recklessly nor timidly, but with a careful courage and tenacity.
Dwarves remember and judge other dwarves based on the deeds and achievements of there fathers. One weak lineage among a dwarf house could ruin its reputation for two generations. So a dwarf is always looking to meet or surpass his father's legend. This kind of mentally is always pushing them forward to achieve things. As a result of this their sense of justice is strong, but at its worst it can turn into a thirst for vengeance.
Physical Descriptions
Dwarves stand only 4 to 4 1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women. Dwarves' skin is typically deep tan, or light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beards highly and groom them very carefully. Dwarves favore simple styles for their hair, beards, and cloths. They are considered adults at about age 50, and they can live to be over 400 years old.
Language
The Dwarf language is very similar to gnome's language and such the gnomes with a little bit of concentration can understand it. Dwarves can read and speak there language and can learn other speech languages such as common.
Names
A dwarf's name is granted to him by his elder, in accordance with tradition. Every proper dwarven name has been used and reused down though the generations. A dwarf's name is not his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his name is forbidden by the guild law to use any other dwarf name.
Male Names
Berendd, Brottor, Eberk, Einkil, Flint , Grimdale, Kogo, Rurik, Tolin, Thovar
Female Names
Artin, Audhid, Dagnal, Diesa, hilin, Idlde, Liftrasa, Sannl
Relations
Dwarves get along fine with gnomes since their origins and story are very alike. They are on good terms with all of the confederation races. Dwarves say, “The difference between an acquaintance and a friend is about hundred years.” Humans and other races who life spans are short have hard time forging truly strong bonds with dwarves. The best dwarf relationships among the shorter lived races are often between dwarfs who like the parents of the individual. Dwarves fail to appreciate elves' subtlety and art, regarding elves as unpredictable, fickle and flighty. Sill elvs and dwarves have through the ages, found common causes In battle against space orcs and other treating forces. The dwarves have great deal of mistrust for the Uruk often ignorantly assonating them with orcs. The Lingwee play on there nerves as well as they see there personalities worst then the elves. The secrets of the Sedei is often unappreciated by the dwarf however not discounted. When dealing with some of the other empires such as the Kiltaran and Draconite, some dwarf clans have come to like them because of profit others can't stand them.
Adventurers
A dwarf adventurer may be motivated by crusading zeal, a love of excrement, simple greed. As long as accomplishments bring honor to his clan, his deeds earn respect and status. Defeating a foe and claming a powerful magic weapons are sure ways to earn a dwarf respect among his kin.
Elves
The Elves are the oldest race of the galactic community. They watched the Sagaren homeworld be destroyed in a super nova; they've seen the rise and fall of the Star League Empire, and the founding of the Confederation. There elder status among the stars has defined them as a mystical race. The elves are divided into two kinds of elves, Drow and Star Elves. These two races once belong to the same world but met with differences and caused a split.
This split occurred centuries before humans were even thought about space travel. The divides lead to an awful civil war that claimed millions of elves. In the end the Star Elves of the planet Eldaria drove the defeated section of there race into the depths of space. The cause of the split is an incomplete story. The Star Elves rarely speak on this subject as it is a cultural taboo. Other races have speculated that the origin of the conflict occurred based on religious differences. However no matter what, the Star Elf and the Mora are bitter enemies.
Star Elves • 65 Points (Males), 75 Points (Females)
"Our race is eternal in every aspect of life and protect the universe we shall!"
Average Hight: 5'0'' - 5'6''
Average Weight: 90 - 120 lb.
Attribute Modifiers: ST-1 [-10]; DX+1 [20].
Secondary Characteristic Modifiers: Per+1 [5].
Advantages: Acute Senses [2]; Magery 0 [5]; Perfect Balance [15]; Unaging [15]; Night Vision [4]; Less Sleep [8]
Disavantages: Intolerance (Lesser Lived Races) [-10], For males: Social Stigma (Valuable Property) [-10], for females: of Duty (Star Elf Identity) [-15]
Social Advantages: High Tech [10], For males Rank [10], For females Status [10]
Racially Learned Skills: SavoirFaire (Elven Society) IQ/Easy [1]
Overview
Elves are a secretive and recluse species of aliens that once ruled the Stella Sector unchecked as the chosen ones of the Dragons. There age came to an end when chaos invaded there world from the Astra Plain. Powerful demons emerged from rifts in reality and attacking the Elven home world of Asyuran. The carnage caused by the war was unlike anything the Star Elves had ever seen or been prepared for and chaos consumed many and twisted there elf forms giving them bloodlust, strength of giants, and greenish skin that was magically resistant. These creatures became known as orcs the sworn mortal enemies of the Star Elves. The infestation was wide spread and uncontrollable on the elven home world. Some elves turned to dark magics forbidden by the 1st Matron of Stars and later abandoned the homeworld, and there duties. They traveled to the Great Morass the great nebula that was fabled to have given birth to all life in the the Stella Sector. These separatism elves became the Mora.
Divided the Star Elves had no other choice but to invoke a powerful spell of the ancients. A spell that turned chaos to energy and as a result would unleash an epic amount of damage to their homeworld. The destruction of Asyura destroy the Starway's main hub isolating the other worlds from the spread orcish infliction known as The Blight. When the end came and Asyura was destroyed the first Matron left instructions to each Matron of the Elven Imperium to never compromises on there traditions and to never let the identity of the Star Elves fade into darkness. For two millenniums the Star Elves upheld those values without the ability of the Starway to get around and sailed the ocean of stars seeking out neighboring star elves and doing what they must to survive as a dying race. With their only desire to preserve their identity.
The Star Elves are a matriarchal society as it has been tradition since the Age of Elves. Gender roles are common rules set down from five millenniums ago. Elven females have the role of bearing children and leading government. The males often serve in the more manual roles such as craftsmen or military. Head of house holds held by the oldest female and referred to as the Matron. Male elves marry into these houses by wedding its daughters. When a male elf marries into another house they are no longer part of the house the once belonged too. The male elf drops his previous house name to assume the house name of his new wife. Devoice is also an elusive privileged of a female. As a value for all a Star Elf may never take the life of another Star Elf because of how dangerously close they are to being extinct
Since the elven governments are no longer centralized some traditions are left up for interpretation and customs my vary from Elven world to elven world. Though all Matrons find it there duty to uphold the 1st Matron of Stars final orders before the great sacrifice. Star Elves society is divided into family clans called houses only allowing for a house with noble bloodlines that can be traced back to the Elven Imperium the right to rule. Among the pocket worlds of each elven civilization the same model of government that the Elven Imperium allowing common houses deferring to noble bloodlines absolutely as they are the official judges of traditions.
When danger threatens their home, however, star elves reveal a more martial side, demonstrating skilled piloting, well organized military and ancient skills with sword and bow. The Noble houses on all the world are responsible for there military used to protect against humans and mora whom constantly seek to steal there technological artifacts. Both male or female commoner elves typically take up the fight in martial arms as guardians while noble females assume officer roles of Seers. Finally standing alone and not part of the army is an exclusive knight hood of elven females known as Bladedancers.
Bladedancers are females whose blood line trace back to the elite body guards of the 1st Matron of Stars. After the Great Sacrfice they traveled the stars in search of other elven worlds to protect as sacred warriors of the old ways. These specialized warriors breed them selves for centuries the art of war and lend there services to Matrons that have shown true to Elven Traditions. The loss of a Bladedancer is to high a cost for a Matron to compromises on traditions and because of such takes the ancient values of her people very serious. History has shown that a one Bladedancer has the ability to slay 50 orcs. Bladedancers typically travel in pairs of a master and her apprentice. Some families are larger and act as entire squads apprentices lead by one master. Bladesinger bands grow there ranks by mating with males of other noble houses in efforts to give birth to a female child. Children that are male are left with the noble house as gifts. The female children are expected to be educated by matron and her resources until she matures enough to become an apprentice.
Personality
Elves are more often amused than excited, and more likely to be curious than greedy. With such a long life span they tend to keep a broad perspective on events, remaining aloof and unfazed by petty happenstance. When perusing a goal, however, whether an adventurous mission or learning a new skill or art, they can be focused and relentless. They are guided and dictated by Elven traditions of there ancestors leaving little room for compromise or they run the risk of exile. They generally have intolerance of the leaser races as there traditions dictates to them that they must preserve there identity. As a result they are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with distant and to serious insults with vengeance. Elven honor is an interesting concept when viewed by other races. An elf would quickly steal an opportunity to end a situation fast and quickly even if the opponent is unprepared. This might not be considered honorable by some of the more battle prowess races. Elven honor is seen in more saddle ways that are on an intimate level of there personality. Although the value the hold most dear is never to take another Star Elf's life.
Physical Description
Star Elves are short and slim, stand about 4 to 5- ½ feet tall and typically weighing 95 to 135 pounds, with elf men the same height as and only marginally heavier than elf women. They are graceful but frail. They tend to be pale-skinned and have either silver hair and amber eyes or pale golden hair and violet eyes. Star Elves have no facial or body hair. They prefer simple, comfortable clothing, especially in white, silver, yellow, or gold with cloaks of deep blue or purple. They enjoy simpleyet elegate jewelry. Elves possess unearthly grace and fine features. Many humans and members of other races find them hauntingly beautiful. An elf reaches adulthood at about 110 years of age and can live to be more then 700 years old.
Elves do not sleep, as members of the other common races do. Instead, an elf meditates in deep trance for 4 hours a day. An elf resting in this fashion gains the same benefits of an 8 hour sleep. While meditating, an elf dreams, through these dreams are actually mental exercises that have become reflexive through the year of practice. The common word for an elf's meditation is trance.
Language
Elves speak a elegant language that is beautiful just to listen and write it too. They can learn any other language except the ones that deal with grunts and growls.
Names
When an elf declares their herself an adult, usually some time after her hundredth birthday, she also selects a name. Those who know her as a youngster may or may not continue to call her by her “child name”, and she may or may not care. An elf's adult name is unique creation, though it may reflect the names of those she admires or the names in her family. In addition of regular Elven words; some elven traveling among humans translate their family names into common, while others use the elven version.
Male Names
Alamar, Amars, Aust, Enialis, Heian, Himo, Ivellios, Lucian, Soveliss, Thamior, Tharivol.
Female Names
Alya, Anastrianna, Antinua, Drusilia, Felosial, Ielenina, Lia, Mialee, Qillathe, Silaqui, Vadania, Valanthe, Xanaphia
Half Elves • 0 Points
"Grace of the elves, adaptability of the humans, bearers of tomorrow"
Average Height: 5'5'' - 6'2''
Average Weight: 130 - 190 lb.
Advantages:Attractive [4]; Extended Life Span [2]; Night Vision [2];
Disadvantages: Social Stigma (Minority) [-10];
Racial Skills: Connoisseur (Elven Traditions) IQ/Average, [2] or Connoisseur (Human Culture) IQ/Average, [2]
Overview
Humans and elves sometimes wed, the elf attached to the human's energy and the human to the elf's grace. These marriages end quickly as elves count years because human's life is so brief, but they leave an enduring legacy- half-elf children.
The life of a half-elf can be hard. If raised by the elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. The half-elf becomes an adult long before she has had time to learn the intricacies of elven art and culture, or even grammar. She leaves behind her childhood friends, becoming physically an adult but culturally still a child by elven standards. Typically, she leaves her elven home which is no longer familiar and finds her way among humans.
If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers: more aloof, more sensitive, less ambitious, and slower to mature. Some half-elves try to fit in among humans, while others find their identities in their differences. Most find places for themselves in human lands, but most feel like outsiders all their lives.
Personality
Most half-elves have the curiosity, inventiveness and ambition of the human parent, along with the refined senses, love of nature, and artist's tastes of the elf parent.
Physical Description
To humans, half-elves look like elves. To elves, they look like humans- indeed elves call them half-humans. Half-elf height ranges from under 5 feet to about 6 feet tall, and weight usually ranges from 100 to 180 pounds. Half-elf men are taller and heavier then half-elf women, but the difference is less pronounced than found among humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tone, hair color and other details vary just as human features do. Half-elf' eyes tend to coincided with the elven parents. A half-elf reaches adulthood at age 20 and can live to be more than 180 years old.
Language
Half-elves speak and write common and elven.
Names
Half-elves either use elven names or human names. It depends on the parents and where they were raised.
Relations
Half-elves do well among both elves and humans. There relationship with the other races of the galaxy is purely based on the individual. They have elven grace without elven aloofness and human energy without human boorishness.
Adventurers
Half-elves find themselves drawn to strange careers and unusual company. Taking up the life of an adventurer comes easily to many of them. Like elves, they are driven by a wandering lust.
Mora Elves • 40 Points (Males), 61 Points (Females)
Average Hight: 5'0'' - 5'5''
Average Weight: 90 - 120 lb.
Attributes: ST -1 [-10]; IQ +1 [20]
Advantages: Acute Senses [2]; Magery 1 [15]; Magic Resistance-2 [4] Perfect Balance [15]; Unaging [15]; Dark Vision [25]; Less Sleep [8]
Disadvantages: Intolerance (Lesser Races) [-10]; Glick & Elf Enemies (Hunter) [-40]; Duty (Extremely Hazardous) [-15]; for males Social Stigma (Valuable Property) [-10]
Skills: SavoirFaire (Elven Society) IQ/Easy [1] For females Leadership IQ/Average [4]
Social Advantages: High Tech [10], Military Rank [5], Stauts [5], for females [10]
Overview
These elves reside in the deep depths of The Great Morass. It is rumored that a shadow world cloaked in darkness of the dark blue and violet gases of the nebula floats about in orbit of a black dwarf. Few know the name of this world but those who do have whispered it's name, Ussta-Nalakaner. This dark city is rumored to cover the entire surface of the planet in tall towering sky scrappers controlled by various houses and organizations. Many of the more powerful mora houses control a group if not a fleet of space crafts.
However like the star elves they have maintained a cultural hold on their poetry, dance, song, lore and magical arts. Most of these cultural tights have transformed into something more tangible for the mora elf to grasp. For example they like to receive massages long, skilled massages involving scented oils, hot water and steam. They also take value in the beauty of sculpture and made items especially weapons and the beauty of the body. Mora of both sexes are proud of displaying their physiques and all children exhibiting any physical deficiency are slain. Even with there space crafts they are constructed in a very exotic artistic way.
The major key difference is that their society is based around weak shall die strong shall live beliefs and there society is based around more tangible values such as strength. They are taught as young mora to come believe through slaying or plotting the fall of their revivals to advance there status is essential for survival. They operate as functioning lawful member of society measuring there superiors by the standards of there traditions and when there is disappointment or have damaged their favor enough, the subordinate strike from the shadows to remove the weakest link. Since there mark has been fallen out of favor of superiors no one asks questions, nor do they care too. Leaving a vacancy for ascension.
Mora society like the Star Elf society is matriarchal. However unlike the elven society this comes at no exception failure to pay respects to a female can cost one's life.Males have a very specific role in their society as warriors and servants. They are expected to ascend among them in strength with the efforts of becoming powerful warriors for the house. Those who succeed in this and avoid death and become valued property to a female or matron. Some are selected exclusively serve a mistress. Females are expected to be the leaders of there house, or officers of there military and like quite like star elves in this insistence. Although there is no official skill set a female most undertake the traditional roles of leadership and learn the black magic.
There is no government in the dark city of the Morass. The world of Ussta-Nalakane is dominated by which house is strongest and utter chaos is held together by strict traditions dating back to the Age of Elves. Houses demonstrate there worthiness to the 1st House by achieving there responsibilities to there civilization flawlessly and without error. As lesser houses secretly plot and watch there house closely for mistakes made in efforts to expose them and damage there reputation, favor and power. When a house fails to show strength and undeniable resolve in there traditions and obligations the lower ranking houses band together to take down another one in secret assassination plots that must end with the complete murder of the noble members or face utter annihilation in failure. Should one member be left alive there right to come forward and place there accusing spells doom for the house that missed there objective. Yet house wars in this magnitude are rare due to the strengths of upper ranked houses though not unheard of among the lesser ranked houses. Typically a lower houses matron builds a case that a superior houses matron has failed to uphold traditions, or civic obligations and presents it before the 1st Matron in the forum of an accusing. Should the evidence be clear and the accused be out of favor that the offending house would be stripped of rank and assets and demoted to the lowest ranking house.
Mora Houses have very specific obligations they must meet to avoid being attacked by a lesser house. The Matron must always maintain complete control over her family members and must put any renegade heretics to death. They must provide the Dark Armada able male and females according to there size and must see to there ship's supplies personally. There donated military assets must perform without error as failure is reflected poorly on the house they belong too. Finally Matrons cannot damage other matron's assets openly, although this is a common enough mistake which forces the offending house to negotiate a settlement before a grievance is filed with the 1st Matron which could ultimately lead to a house falling should that house be without the favor of the 1st Matron.
Ussta-Nalakane is a barren world with a thin atmosphere and no sunlight all year around. The sun is cloaked by the thick nebula gases of the great morass and although one could survive on the surface without life support it is difficult challenge to do so. Since the world is so barren the Mora elves produce very little short of adamantium which is in abundance. Mora also use Slaves as there back bone for there adamantium mines, servants, and conscripts. Since Mora resources are very limited Matrons are forced to leave the Great Morass to raid lesser races in efforts to acquire valuable resources to support there civic obligations. A raider would collect whatever it deemed valuable, such as raw materials, lost technology (elven tech), power stones, and slaves. Slaves are especially important as mora owners care very little for them and they don't last very long under their harsh cruelty.
Yet all of this doesn't come without reason. The Mora live among the hashes environments known to the Stella Sector. There survival is absolutely based on well they stick to there dark elf traditions since weakness could be the end of them. The Mora are also surrounded by serious enemies in the Great Morass and perhaps the most dangerous of them all the Glick find there magical blood very appetizing. Then when they do leave the Morass they are hunted by the Star Elves fiercely for there past crimes and present notoriety.
Personality
Mora are also very alert an inquisitive, simply as survival traits in their twisted society. This mental readiness gives them an intellectual advantage over most creatures. Mora are rarely surprised. This is because a mora always expect attack. In their own cities where rival mora may strike with a dagger, dart, or spell at any time, or even at home where rival family members may seize an unguarded moment to “prune the family tree”. Typical Mora tactics include arranging ambushes where known dangers can be used, such as loose rocks that can be knocked down atop intruders. Anti-personnel traps, such as strategically-placed phycomids, and glass bulbs filled with assumed spores, are also not uncommon among the mora. Dark elves do not sleep, as members of the other common races do. Instead, an elf meditates in deep trance for 4 hours a day. A dark elf resting in this fashion gains the same benefits of an 8 hour sleep. While meditating, a dark elf dreams, through these dreams are actually mental exercises that have become reflexive through the year of practice. The common word for a dark elf's meditation is trance.
Physical Description
Mora vary in shape, features, and hair color as greatly as humans do. The only exception to this rule is their uniformly jet-black skin (the few exceptions tend to be bone-white albinos). The majority of Mora have snow-white hair from birth, yellowing (if female) or graying (if male) and thinning with great age. Rarely do the Mora have naturally silver or copper-hued hair. Most Mora have red eyes. Others have green, brown, or black. Various shades of gray, even amber and rose-hued eyes are not unknown. Mora females tend to be bigger and stronger than males. Both sexes tend to be lithe, slim, and graceful in build, features, and movements, much as other elves appear to human eyes.
Relations
Mora are at war with everyone and see all races as potential slaves. They often raid defenseless out post of space crafts traveling the shipping lanes to acquire there cargo and crew as slaves. Many races are terrified of them especially enlisted crew men on deep space expiation. When they are among lesser races they receive a Temporary Social Stigma (Monster: Dark Elf) [-15].
Names
Mora names have little meaning when they are given and are only given so they can identify each other easier.
Male Names
Asharam, Azadar, Beldren, Durban , Szoldrin, Talak, Zizlin
Female Names
Azerial, Ba'noda, Cerval, Izeral, Mayzyne, Ra'mora, Tarazade, Zesstra
Adventurers
Mora adventures who are found alone are often dark elves who have escaped there awful way of life and found there way into confederation and are hiding or those who are on a special task handed to them by there matron. In extremely rare cases there are dark elves who can see beyond the training of there childhood and strive to do good in the universe. These rogue mora are often chased for the rest of there lives until they are killed.
Finilya • 42 points
"We are the listeners of nature, and the lovers of peace. "
Attribute Modifiers: ST-1 [-10]; DX+1 [20].
Advantages: Acute Hearing 2 [4]; Acute Taste and Smell 1 [2]; Catfall [10]; Temperature Tolerance 1 [1]; Spirit Empathy [10]; Magery 0 [5].
Features: Tail.
Average Hight: 5'0'' - 5'5''
Average Weight: 90 - 120 lb.
Overview
The outer rim world of Avalon is a beautiful utopia world. Its magnificent tropical forest, water falls and clean atmosphere is known by all. Though, Avalon has not always been a beautiful utopia world that many of the other races seen as. This world was once shared by two intelligent species that are in a lot of ways similar who at first for centuries lived separate lives and in different parts of the world. The Kilitaran a vicious predator race dominated the forest floor while the Finilya lived peacefully above in there tree top cities.
Kilitaran as they became more advanced especially during the earlier era of the Star League began to have more conflicts with Finilya. Fighting would occur often mostly leading a slaughter of the non aggressive finilya communities. When time came that the world was threaten by Yazerin invaders the adversity forced the two races that belonged to Avalon to join up and fight for the sake of there world. The battle was horrifying and much was destroyed as the technology of the Yazerin's was certainly more superior. The long time allied star elves luckily stepped in to aid eventually driving the Yazerins back.
On the eve of victory story remains in conflict but according to the Finilya the Kilitarans attempted to seize control of Avalon and dominate it. This action was thwarted and with the aid of the star elves. As a result of the Kilitaran defeat it was recommend by star elves that for the safety of the finilya people the kilitaran should be banished to a distant world many light years away. This split has given birth to the undying hatred the Kilitaran have for the Finilyas.
The world Avalon lacks technology by choice and has only accepted small amounts of it to allow them to be an active member of galactic community. Though as a general policy the Fanelia have been known to reject technology that isn't necessary.
At an over looking mountain side a typical finial city is constructed with beautiful spiraling buildings integrated with the jungle canopy of there world. What was once rickety rope bridges are not elongate wood suspension bridges. Among some of the ironwood trees star ports and landing pads are constructed as well as buildings. The Finilya buildings lack any kind of integrated machinery such as elevators and stairs are used everywhere. Even lighting is done though burning candles and magical dancing lights spells.
This very conservative ideal of construct is directly tied to the Finilya love for things natural. They religiously respect all life and unnecessary extermination of it a taboo. Thus there cities are integrated with the forest and the Finilya zealous vegetarians. The concept of eating once a live creature is barbaric in there eyes and so they stick foods that are created plant growth or harmless taken from animals. A good example of foreign food made though nonviolent treatment of life that has been vastly accepted among there society is ice cream.
Finilya though have a longer life span then most races there house holds are generally split up and small. Family is often distant and only met for rising children.
Since most Finilya are so passionate with life they often become spirit walkers or often called the druids of space. All life has a soul and all things found in nature have a sprit that can be communicated with the proper training. The Finilya have mastered these skills and as a result have learned to manipulate the forces of nature into natural magic. Only a select few every under go training that allows develop these magical skills, most common finilya only ever learn to feel and speak with near by sprits. Though the Finilya who aren't spirits walkers and who are among the liberal bunch leave Avalon on journeys to see the stars. Some travel to Earth where they participate in the Confederation as diplomats and ambassadors while others travel to meet spirits of distant worlds.
Personality
Finilya known for their joyful and sensitive personalities. They believe in enjoyment of life and the embarrassing of emotions. These aspects make them quick to laugh, smile and cry making them appear to have sensitive personalities. They have sacred believes based around nature and the sprits of the universe making them a pacifistic kind of people. The finilya value poetry, nature and beauty however these creatures have no love for technologies and relay on what nature has to offer. They are friendly and very intuitive when it comes to sense things. At a young age they are taught that technology should only fit a bare necessity. This ideal makes them a will strong people discounting easy work done by machines as lazy. There respect for life is beyond anyone else and when carelessly thrown around they become upset.
Physical Description
Finilya bodies aren't fury like felines although they do have a tale as well as cat like eyes, and where human ears would be there are cat like ears. They are also short much like elves averaging from 5 feet to 5 ½ feet. Their bodies are slim and slander given them a fragile look and they aren't very muscular. There hair color can vary in all shades as there eyes could too however there skin is often a tan color. Finilya seem to resemble to be more elf-like then cat as their faces have sharp jaw lines and smooth hairless skin.
Language
Finilya langue is a beautiful one much like the elven. They can speak and write it and can learn other speech languages.
Relations
Finilya hate the word enemies and empress all life as beautiful. Some races find them rather annoying and cowardly. Among the most known to voice there opinions about Finilyens is the Kilitarans. The Finilya welcome the Confederation and anyone to visit there homeworld and enjoy its peace. As such the Finilya are one of the major core supports of the confederation which grants them protection. They have a special relationship with star elves as they have a lot of history and their ideals are often mirrored by each other.
Adventurers
Finilya adventures can often be young finilyas who are traveling the stars for the sights. Others can be on a soul searching quest, diplomatic business, or sent on a special task by the elder spirit walkers of their world. Regardless they are always optimistic and hate traveling alone. They might pair up with people they meet along there journeys and travel around learning from their experiences and what the universes has to offer.
Gnomes • 31 Points
"I'll make an invention that will change life as we know it! I hope…"
Average Hight: 3'0'' - 3'5''
Average Weight: 40 - 45 lb.
Attributes: IQ +1 [20]
Secondary Characteristics: Fatigue +1 [3];
Advantages: Extended Lifespan 2 (x4) [4]; Magery 0 [5]
Disadvantages: Never forget a Favor or Injury [-1];
Talents: Artificer, Business, Gifted, Mathematical Ability for 5 points/level.
Overview
Gnomes are welcome anywhere in the universe as there technicians, alchemist and inventions are well valued. Despite the demand for their skills those who seek a gnome's aid maybe in for more trouble then its worth. For a gnome's are nectarous with glitch inventions and careless made potions. But there understanding of technology and magic is second to none in the universe.
The gnomes shared the same home world the dwarves belong to. Like the dwarves they were forced to set out for the stars as there world met with its destruction. Historically on the dwarven home world that now remains a sinter the gnomes used to inhabit the forests while there dwarven neighbors the great mountains. It was a collaboration of the two people who were able to achieve space travel and rescued them selves from there dieing world. They flocked to distant worlds to set up colonies and settlements.
Since the gnome isn't very confrontational and some what unorganized the empires they found them selves among have either enslaved them, or incorporated them as citizens. In the case of the confederation gnomes are a common citizen and can be found in any confederation world. These Gnomes find them selves working full time jobs in mega corporations or independent proprietorships that specializes in gem cutting, mechanics, sages, or tutors. Some human families retain a gnome tutor. During his life, a gnome tutor can teach several generations of a single human family.
Gnomes live in tightly held families. They often are found living with there aunts and uncles as well as grand parents and sometimes the grand parent's, parents. These families are often refried to as clans. The oldest male gnomes are deemed the clan elder and head of the house hold. It's not uncommon to find a Gnomish manchen or a large space craft crewed by an entire gnome clan as they travel though the stars trading and doing business.
Personality
Gnomes love animal, the beauty of gems, and jokes of all kinds. Gnomish humor seems to be beyond and of the races to grasp and while they love puns, jokes, games, they also relish tricks- the more intricate the better. They apply the same dedication to more practical arts, such as engineering as they do to their pranks.
Gnomes are inquisitive, always asking questions and seeking understanding. They are always interested in hearing a story about another's experience. At times they're reckless. Their curiosity makes them skilled engineers, since they are always trying new ways to build things. Sometimes a gnome pulls a prank just to see how people involved will react. But the gnome is rarely hostile or malicious.
Physical Description
Gnomes stand about 3 to 3-1/2 feet tall and weight about 40 to 45 pounds. Their skin ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome male prefer short, carefully trimmed beards. Gnomes decorate them selves with fine jewelry often only gems they have found or have been given. Gnomes reach adulthood at about 40 years of age and typically live about 350 years.
Language
The Gnome language is very similar to dwarf's language and such the dwarves with a little bit of concentration can understand. Gnomes who have learned other languages often can't speak them slowly enough. Each word leads into the next as one big sentence without spaces. But there are gnomes who have mastered common and do very well with speaking it.
Names
Gnomes love names and most have half a dozen or so. As a gnome grows up his mother gives him a name, his father gives him a name, his community leader gives him a name, his aunts and uncles give him names, and he gains nicknames from just about anyone. Gnomes names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans this runaway train of name giving comes to a halt and a gnome generally sticks to three meaningful names. When deciding which name to use with humans or other tall races they generally stick with the name that's most fun to say. The gnomes almost always translate there names to common.
Male Names
Bobbynock, Dimble, Fonkin, Gimble, Glim, Grebo, Jebeddo, Namfoodle, Roondar, Seebo, Zook.
Female Names
Dimpnottin, Caramip, Duvamil, Ellywick, Ellyjobell, Loopmottin, Mardenab, Roywyn, Shamil, Waywocket.
Clan Names
Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Taulnor, Scheppen, Turen.
Nicknames
Alelosh, Ashhearth, Badger, Cloak, Dobulelock, Filchbatter, Fnipper, Oneshoe, Sparklegem, Stumbleduck.
Relations
Gnomes get along well with dwarves since there an sisters originated from the same homeworld. The dwarf and gnome values are very similar as they both share a love in the same things. They are regularly accepted anywhere and often enslaved to an empire such as the Kilitaran. Gnomes who find them selves in these situations are locked to the world that has been dominated unable to leave it. They are forced to do there talent and work in these worlds to better benefit the empire that rules over them. As for the confederation a gnome experiences freedom to do what they wish or please however they are often suspicious of the taller races such as humans and the various other races. They enjoy the company of the Kuuite especially ones who are easy going enough to put up with pranks and jests.
Adventures
Gnomes are curious and impulsive creatures so it's not surprise that you'll find a gnome traveling the space lanes. Lawful gnomes may adventure to set things right and to protect the innocent. As lovers of gems and other fine items, some gnomes take to the adventuring quick, if dangerous, path to wealth. Depending on his relationship with his home clan an adventuring gnome may be seen as vagabond or even as something of a traitor for abandoning there responsibilities.
Humans • 0 Points
"We are the children today, the future belongs to us for we have both wits, will and numbers"
Average Hight: 5'4'' - 5'2''
Average Weight: 135 - 220 lb
Overview
The human race originated from on the third planet of the star system named sol. The race compared others is fairly new however very versatile. Explores of earths early expiation eras charted much of the known core part of the federation on there giant colony ships. The over populated world of send millions of people to the stars. As a result they've developed very quickly though the aid of elder alien races.
Humans dominate the Core Worlds and can be found in virtually every corner of the populated and known space. They are the ancestors of early space faring pioneers, conquerors, traders, travelers, and refugees. Humans have been the people on the move. As a result they can be found on almost every inhabited planet. Physically, culturally religiously, and politically different, hardy or fine, light skinned or dark, showy or austere, primitive or civilized, devout or impious humans run the gamut.
One of the darker periods of human history was the creation of the Star League Empire which at first was a conquest of independent human colonies. However with the rapid growth of this new galactic order the greedy leaders began conquest of alien worlds, throwing the galactic community in a horrifying galactic space war. Many races were affected by the powerful human empire that was now expanding into there spheres of influences. The Star League robed many alien riches and decimated entire worlds. The consolation of this space war left the Star League Empire defeated and shattered. Together with rebellion humans and various alien races a new order was constructed and still remains in place today, The Galactic Confederation.
The Confederation is dominated by all kinds of races but replaced the Star League Empire and thus has made the galactic community centered on Sol as its major core world. The Confederation organization is mainly a space police organization policing the intergalactic space ways and core confederation worlds. The Confederation fleets are the people's fleet and meant to aid and protect planets that have entered the confederation alliance.
Personality
Humans are most adaptable, flexible and ambitious people among the galactic society. They are diverse in their tastes, morals, customs, and habits. Other accuse them of having little respect for history, but it's only natural that humans, with their relatively short life span and constantly changing cultures, would have a shorter collective memory than the other venerable and elder races.
Physical Description
Humans typically stand from 5 feet to 6 feet tall and weight from 120 to 250 pound, with men noticeably taller and heavier than women. Thanks to their penchant for migration and conquest, and their short life spends humans are more physically diverse than other galactic race. Their skin shades range from nearly black to very pale, their hair from black to blond (curly, kinky, or straight) and their faces (for men) from sparse to thick. Plenty of humans have a dash of nonhuman blood and they may demonstrate hints of elf, uruk, or other lineages. Members of this race are often outcasts or unorthodox in their grooming and dress, sporting unusual hair styles, fanciful cloths, tattoos, body piercing, and the like. Humans have short life spends, reaching adult hood about age 15 and rarely living even a century.
Language
Humans speak and read common. They typically learn other languages as well.
Adventurers
Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious race. A human can earn glory in the their of their fellow by amassing power, wreath, and fame. Humans more than other people, champion causes rather than territories or groups.
Kiltara • 58 Points
Average Hight: 5'4'' - 6'0''
Average Weight: 135 - 220 lb.
Attribute Modifiers: ST+2 [+20]; DX+1 [20].
Advantages: Acute Hearing 2 [4]; Acute Taste and Smell 1 [2]; Catfall [10]; Claws (Sharp) [5]; Combat Reflexes [15]; DR 1 [5]; Teeth (Sharp) [1]; Temperature Tolerance 1 [1].
Disadvantages: Impulsiveness (12) [-10]; Fanaticism (Cast Systems) [-15]; Builly [-10]
Features: Purring Voice; Tail.
Overview
Located in the same area of space as the Sagaren and Veldrie empires is a lush tropical planet by the name of Natara Prime. Legendary for its utopian rain forests and waterfalls, it would be a prime tourist planet, except for the inhabitants. Natara Prime is the home to the Kiltara empire. However, the Kiltara didn't always have their own planet. For centuries they lived on Avalon with the Finilya.
The Kilitara slowly became more advanced especially during the early era of the Star League. The advancement sparked conflicts with the Finilya. They fought often, the Kiltara repeatedly slaughtering non aggressive Finilya communities. When time came that the world was threaten by Yazerin invaders, the adversity forced the two races of Avalon to join up and fight together for the sake of their world. The battle was horrifying and much was destroyed as the technology of the Yazerin was certainly more superior. Their long time allies, the Star Elves, luckily stepped in to aid them, eventually driving the Yazerins back.
On the eve of victory the story remains conflicted but according to the Kiltara the Finilya used the Star Elves to stage an attack that even the Kiltara couldn't handle. Due to the overwhelming numbers the Kiltara decided to take all the ships and everything they had and leave to find a new planet to call home. This split has given birth to the undying hatred the Kilitara have for the Finilya.
Governed by the Council of Elder Warriors, the Kiltara are a proud race. Those who are lucky enough to be born into a house of Kiltara warriors are in the upper class. The upper middle class is made up of artisans, below that are the farmers. The lowest class are the merchants. It's very much a caste system, there is little to no chance of a Kiltaran being able to leave the class they were born into. The Kiltara all have claws, but only those in the warrior class are taught how to use them. All males born into the warrior class are required to serve in the Kiltara military. Females of the warrior class can join the military if they chose, but it is not mandatory. Those from the warrior class live like royalty. They have huge lavish houses and many servants to do the menial work so they can dedicate their lives to training, without interruption. The warrior class is able to live this way because of the spoils of war, and the taxes imposed on the lower classes. These taxes cause many of the lower classes to live in near poverty.
The stratification doesn't stop there. Not all warrior houses have the same prestige as the others. Each house conducts its affairs with the knowledge that any dishonor could cause them to fall lower in the warrior ranks. The heads of the top houses are granted a title (i.e. baron, duke, prince etc.) the higher the house the higher the title. Only those of the top houses are eligible to hold a leadership position such as a General of the vast army or to become a member of the Council of Elder Warriors, the highest honor that a Kiltaran warrior could hope to obtain.
The Kiltara have longer natural lifespans than most other races, however many do not live long enough to see old age. The warriors die in battle and the lower classes usually die of disease.
Females can become warriors if they have the proper skill and strength, however for the most part they're expected to keep home and raise the children. The Kiltara view marriage as a weak and pointless concept, thus, they do not marry, they mate. A Kiltaran typically chooses one primary mate to keep his home and bear the heirs to his title. However, it's not uncommon for a Kiltaran to have multiple mates and multiple homes. A typical Kiltara warrior family is very large. They have many children with the expectations that they will die in battle. The lower classes don't really have a need for many children; they have slaves to do all the hard labor for them. A Kiltara female who is not a warrior and who cannot bear children is considered useless. They are usually ostracized, and it's not unusual for them to die by some “accidental” cause.
The Kiltara aren't as technologically advanced in the general sense as other races. Their primary focus is improving their ships and better outfitting their warriors for their many wars.
All Kiltara, warrior or not, are expected to be strong of mind and body. In order to ensure this, each Kiltaran must go through a ritual called The Blooding. It typically occurs 13 years after a Kiltaran child is born. The ritual symbolizes the Kiltara child's transition into adulthood and shows the house that the child has been trained well and is ready to be a proper Kiltaran. After a week of fasting and meditation the child is cleansed and brought to the ceremony. The head of the household uses a ceremonial dagger to cut a gash below their ribs about four inches long and one inch deep. The child should be purified enough to receive the wound without making a noise. A Kiltaran does not count their age from the day they were born, they count from the day they were blooded (i.e. 20 years blooded).
Few Kiltara leave their home planets except to go off with the military. Thus there aren't that many Kiltaran anywhere else in the universe. If a Kiltaran is to leave their planet it is typically because of one of two reasons: 1. Banishment or 2. Self Exile for fear of execution.
Personality
The Kiltara are a very proud race. They see themselves as the most superior of all other races, all others are weak and deserve to be conquered and made useful as slaves for the Kiltara Empire. Kiltara warriors are taught this at a young age, by adulthood their superiority is fact in their mind. Due to this pride, Kiltara rarely deal with other races beyond enslaving them. Other races find them gruff, rude and cruel. The Kiltara have very high standards when it comes to their own race. The race doesn't seem to have any imperfections such as physical or mental disabilities or serious illness. This is because children are killed at the first sign of any disability or deformity. The honor of a warrior house is a sacred thing. Dishonoring ones family is the worst thing a Kiltaran could ever do. The lower warrior houses generally are a little more lenient when it comes to dishonor. The punishment will depend on the severity of the dishonor. Punishments are either a severe beating, banishment or death. The lower houses don't use the death penalty quite as often as the upper houses. The upper houses do not tolerate any dishonor and more often than not they will kill any member that might endanger their honor and reputation. If a member of their house displeases the head in any way the head will often banish, or even kill, said member. The members of these upper warrior houses know this, and if they have done anything which could dishonor theirselves or their house some Kiltarans decide to run, and leave the planet before they are found and executed. On the rare occasion that a head of a warrior house is dishonored they commit suicide to cleanse the rest of their house of their taint.
Physical Description
Kiltara bodies are very feline-like. They aren't extremely tall, averaging about 5 ½ to 6 feet. The Kiltara are, by nature, muscular, however the warriors have significantly more muscle mass than the lower classes. They have fur, tails and their hands are similar to paws. All Kiltara have deadly retractable claws, but non warriors are never trained to use them. Their heads are very similar to a lion's; male Kiltarans have manes, however all but the heads of warrior households with titles are forced to keep their mane cut short. Having a full mane is a symbol of very high standing. Kiltara fur varies greatly in both color and markings, no two Kiltarans have exactly the same markings and color combinations.
Relations
The Kiltara are constantly in a state of war with the Sagaren Empire. They view the Sagarens as disgusting creatures, however the Sagarens are the only race the Kiltara will acknowledge as worthy foes. This war has been going on ever since the Kiltara established themselves on Natara Prime..
Kuuites • 17 Points
"Quick and curious they are very new to the world that is."
Attributes: ST -2 [-20]; DX +1 [20]; HT +1 [10]
Secondary Characteristics: Move -1 [-5]; SM -1
Advantages: Reputation +1 [5]; Silence 2 [10]; Talent: Thrown Weapon +2 [10]
Disadvantages: Addiction (Tobacco), optional [-5]; Code of Honor (Hospitality) [-5]; Gluttony (9) [-7]; Dislikes Travel [-1]
Average Hight: 3'10'' - 4'2''
Average Weight: 80 - 100 lb.
Overview
Kuuites belong to a forest moon of a large gas giant world in the Kuush system, where they maintain a primitive hunter / gatherer sociality. Prior to their discovery this moon was often over looked and the Kuuites unknown to the galactic society. There moon wasn't even named until more recent history. Some traders and explorers visited this moon to have dealings with the kuuites but beyond that they have never left there world willingly.
Although primitive by galactic standards, the tribal kuuites are resourceful and highly adaptable. They seem to be at there best when in forested terrain no matter the world and lost in urban areas. The tribal Kuuites may be technologically primitive when compared to most of galactic society, but they are also cleaver and inventive. While they tend to initially be wary around machinery, it isn't long before their natural curiosity draws them to it.
The present Kuuite world is more advanced then when they were first discovered. They now have a general understanding of there world and other races. The Kuuites have entered an agreement with the Confederation to allow them outposts as a base to police the local star systems. Since then the Kuuites have benefited with a slow but move towards progress. Many kuuites have become educated and take an active role in the Confederation. Some serve in the space fleet as explores and pathfinders. Planet Kuush is represented by one of the most powerful villages and normally sides in all matters that keeps war away from there planet and the Confederation Space Police protecting them.
The Kuuite tree top villages that are connected by an elaborate system of bridges is a sight for anyone visiting there capital village. The villages are all linked together to make a large city of kuuites. There society is ruled by male elder Kuuites who among the oldest in the city. These villages often throw festivals which are warm and welcoming to visitors. Food, tribal like music and dancing define the culture these creatures have practices centuries before the first explore came to there world.
Personality
Kuuites tend to be curious, superstitious, and daring. However they can be fearful around things that seem strange and new. The average Kuuite has an understanding of technology and what it is, which allows them to learn how to use it properly. Kuuites have a tendency to find trouble for there ever lasting curiosity places them in all kinds of situations. Treasures, Shiny objects, Magic and more fascinates these little creatures which often makes those who travel with them annoyed or constantly checking there bag to see if anything is missing.
Physical Description
A Kuuite stands at about 4 feet tall. There bodies are covered in fur much like a young bear cub. Their fur ranges from black to brownish red but there bellies have white fur. There hands have four fury appendages one of which is a thumb like one. The feet of a Kuuite is not so different then bear like feet as is their face. There mouth have human like teeth as there eyes resemble similarities. They have round like bear ears on their head and of wear leather hoods, decorated with feathers and animal bones.
Language
Kuuites speak there own language. They have no written from of their language. They can also learn common.
Relations
Kuuites find it heard living in the galactic community because there simple mind often makes them appear primitive. There relationships are almost always based on individuals rather then what races thinks what about them. Some people are fasnaited by the Kuuite but others find them useless or annoying. Many adventurers have made long life friends with a Kuuite and value there loyalty.
Adventurers
A Kuuites adventurer may be motive by a love of excitement, a natural inquisitiveness, or a warrior's quest. They can also be escaped slaves who were taken from there world by pirates and just trying to find there place in the galactic society. Usually a Kuuite joins up with a scout or hero who has access to a starship and thus the Kuuite becomes a space adventurer. They are found of collecting what they often see as magical items from fallen opponents such as space helmets, lighters, and various other mundane objects.
Mundo • 44 Points
"The job is important. It whats keeps the universe spinning."
Average Hight: 6' - 7'
Average Weight: 180 - 280 lb.
Attributes: ST +3 [30];
Advantages: Damage Resistance +3 (Tough Skin, -40%) [9]; Peripheral Vision [15]; Talent: (Any) [5]
Disadvantages: Code of Honor (Job First) [-10]; Low Tech [5];
Overview
Mundo are large minator creatures that belong to deprived world. There world Kokima in the Deneb system is a badlands one with lots of mountains and barren dry lands. Their world is semi primitive world lacking in most technologies but not ignorant to it. There are few cities stand because of unstable plate movement. The Mundo experience harsh earth quakes that would knock down any normal civilized structure. So there cities are often shanty towns made of light weight clay and since the galactic societies influence metal that can easily be replaced in the event of a quake. There are few places on that seem to have stability. Those places are where Kokima has it's small but advanced cities with space ports and government.
The primary concern for most Mundo is where to find there next meal. The average town delegates jobs to its inhabitance based on families' traditional job. A Mundo who is born are demanded to become master tradesmen of there family job. Some Mundo are builders, others are hunters, and others are merchants. The community's survival is based on every family performing and succeeding at there jobs.
Because of this ridged way of life the Mundo are often serious people. Survival is always on the foremost mind of a Mundo. Because of this they personality can be a little dry and laughter sometimes beyond there grasp. However they are not without a culture and each family holds onto memorable of the previous generation. In labor families' tools from the fathers, fathers would be passed down as a battle axe or spear would be handed down in a warrior family.
Historically the Mundo are a fairly new addition to the Confederation. When the first space travelers arrived on Kokima they were met with fear. In previous centuries the Star League Empire had always over looked Kokima as unimportant barren waste land. However in the years of the Confederation the galactic community has been able to bring some civilization to this primitive barren world.
Personality
Because of there ridged way of life the Mundo believes in sticking with one job and one employer. There actions are always for the greater good of the community and for its survival. Because of this kind of philosophy many have come to know the Mundo as loyal people when the dedicate them selves to a cause. The life of a young Mundo is pre determined and though there growth they are always prepared gradually into there jobs that they will be expected to take over once the father grows old. Because the Mundo are always faced with a pending doom there personalities are always some what serious. The ideals of the galactic community is often foreign to them however those who spend time among it learn quickly and there values are morphed slightly.
Physical Description
Mundo stand between 6 and 7 feet tall. There bodies are harden and muscular. They are covered in shaggy fur, with a head of a bull. Horns extend from their the top of there bull and stick outward. Their fur color can vary from Mundo to Mundo but generally it is brown. A mundo's hands are giant often make it tough for them to grasp medium size object or pressing buttons. This also makes it trouble for them to wear jewelry such as rings in less they are custom made for mundo fingers. There feet are cow like hoofs large enough to support there weight.
Language
Mundo speaks there own language of bull like grunts and snorts but can learn and speak common and other tongue based languages.
Names
Bazoo, Calza, Fenzor, Humphry, Luoth, Mazo, Razo, Zozo.
Relations
Mundo often care little for outsiders and rarely leave there world. They have no means to leave there world except though the few cities that the Confederation have constructed. The Mundo is part of the confederation for planetary protection purposes and the more civilized mundo can be found on other worlds but generally they are rare in galactic society. However off world travelers who visit there home world are often met with suspicion.
Adventurers
Since the Mundo rarely leave there secluded barren world, those who do so do so under special circumstances. It is often found that some Mundo leave to seek the opportunity of a better life away from there home world. Others are actively involved with the planetary government as diplomats and senators who often travel to Earth and other confederation worlds. In the case of opportunity these Mundo find them selves as outsiders in a very fast moving universe. Because of this they tie them selves to a cause or a full time job that they live to do. It is often by accident that a Mundo turns to adventuring.
Sagarens • 36 Points
"We are the traders, the hunters, and protectors."
Average Hight: 6' - 7'
Average Weight: 180 - 280 lb
Attributes: ST+2 [+20]; Dex+2 [+40]
Secondary Characteristics: Move +2 [10];
Advantages: Sharp Claws [+5]; Sharp Teeth [+1]; Discriminatory Smell [+15];
Disadvantages: Code of Honor (Noble Hunter's Code) [-15]; Enemies: (Kilitara) [-40]
Racial Skill: Martial Arts (Seja) Dex/Hard [1]; Running (All Fours); HT/Avrg [1]
Overview
The Sagarens are a semi-humanoid canine race. The Sagarens left their planet millennia ago when it was found that their star would soon go nova. Escaping in planetoid sized spacecraft they are now nomads who wander the space lanes, trading with any and everyone. Generations of living in space and defending their homes from aggressors have caused them to become some of the best pilots in the galaxy. While most stay at home to work and defend the ships, many freelance, offering their services wherever the job is simply too dangerous for the average pilot. While usually walking upright, their predator heritage is most evident in their ability to run on all fours when there is a need for great speed.
The Sagaren homeships are scattered though the Milk way as they have all sailed into separate parts of the universe and have no connection or communication with each other. Homeship Seja Chi has taken residence near the Skva System and has been known to move about from system to system in corner of the known galactic community. When the homeship establishes its self in a star system they become a giant space hub for trade, drawing all kinds of corporations and races to them. After enough time has been spent they relocate to another system doing the same thing over.
There Society is organized very well between non-combating citizens and warriors. It is said that the Sagarens live for the thrill of the hunt, tracking down their pray, sentient or otherwise, until they run it too the ground for the kill. Those who find them selves in warriors belong to a clan of warriors known as hunter packs. These close-knit groups can vary in sizes and often specializes at one style of combat. Some hunter packs are ace pilots and make up a squadron of fighter crafters. Others are rangers who deal with planetary fighting. In either case these groups are registered as “hunter groups” and rank from 1 being the highest to 100 being the lowest in status.
Historically the Sargarens have always avoided humans and the faction at the time they are known as. When the Star League was up and coming the Sargarens watched quietly in there remote part of the known galaxy waiting to see what the ambisouse humans were to do. They watched the rise and fall of the Star League avoiding it when they could by moving father away from its spheres of influences. As they did this they ran into a vicious enemy they had not encountered or knew was there prior, the Kilitaran.
For decades the Sargarens had not known the name of them naming them “The Enemy”. A lot of Sargarens conflict has been against the Kilitarans for one reason or another. The first conflict was based on Sargarens trespassing into there territory. The second conflict decades later to limit Kilitaran expansion and the third war fought between them was the Kilitaran's attempt to annihilate the Sagaren homeship. All these wars were met with draw and stalemate victories often costing more lose then intended and forcing one or the other side to call for a truce.
The Sargarens are generally neutral with the confederation not wanting to be involved in the short goaled organization of their loose alliance. However they maintain a trade treaty allowing them the homeship access to the confederation market.
The Sagaren homeship is entirely self satiating and manufactures everything they need on the planet sizes space craft. The space craft has it's own economy and produces food and goods for its people. They mine asteroid belts for minerals and ore and refine it in the factor sections of the homeship to create smaller space crafts such as fighters and frigates. The homeship Seja Chi has a large number of smaller military escorts epically since they've met with confrontation from the neighboring Kilitaran Empire.
Personality
They have a proud noble hunter's code that the warriors follow. Every situation they encounter reverts back what the code dictates. Sagarens live for the thrill of the hunt, tracking down their pray, sentient or otherwise, until they run it too the ground for the kill. They have a superior attitude about them as they are among the elder race. When among other Sagarens a strict rank order is maintained by age and experience. But when among other races they come off as teachers trying to educate those around them though exemplified actions and conversations.
Physical Description
A Sagaren averages between five and six feet tall while standing and three to three and a half feet tall when on all fours with the males being slightly larger than the females. A Sagaren's body is covered with a layer of short fur that can vary widely in both coloration and patches. Their head is largely canine, with eye colors tending towards the darker hues, though lighter colored eyes are not unheard of. A Sagaren's forehands conceal razor sharp claws that are capable of inflicting grievous wounds.
Language
Sagarens communicate with each other using a wide range of barks, yips, howl, and similar sounds, though they are capable of learning common as most do. A peculiarity of the Sagaren language is that when translated to common, they constantly speak in third person.
Relations
Sagarens believe they are easy going however they do come off arrogate to other elder and venerable races causing them frustration. They have little care for the more primitive races and often over look them. They maintain a redundant neutral standing with the Veldri since they are often instrumental in out doing the Kilitara during war time. They despises the Sadei for there lack of code and honor. Humans are often a nuisance but since they are a dominate force in the known galaxy they remain on a neutral standing.
Adventurers
There are many reasons to why a Sagaren would take up adventuring. Sagarens leave the homeship every day to explore the known universe and grasp an understanding of the races that inhabit this section of the galaxy. They often do this as secret intelligence agents for the Sagaren military, or independent hunter packs looking to gain rank status by doing free lance hunting among confederation. Since the Sagarens have a trade agreement with confederation it is not uncommon to see them among confederation held worlds.
Sagaren Homeship Seja Chi
A giant planetary scale space craft that floats from one star system to the next. Ship, Political: Sagaren, Size: 6000km, Crew: 3000000, Weaponry: Overpowering , Location: Some Place near Skva System.
Machines • 25 points
Advantages: Metabolic Hazards [30]; Tolerance (No Blood, Unliving) [25];
Disadvantages: Unhealing (Total) [-30]; and several 0- point feature.
Your body is mostly or completely mechanical, composed of non-living materials such as metal, plastic, and composites – although you might have a few organic parts, such as an outer layer of skin or a brain. Examples include robots, vehicles, and full cyborgs.
• You have an eight-hour energy reserve and need refueling three times a day. You can modify this with appropriate advantages (e.g., Doesn’t Eat or Drink, for a reactor that can run for years) or disadvantages (e.g., Increased Consumption, for a “gasguzzler” engine).
• You neither have nor can spend Fatigue Points; see Machines and Fatigue (p. 16).
• Your body does not age. Instead it wears out, with effects similar to
aging.
Note that your Unhealing disadvantage means that the only way for you to regain lost HP is through repairs with Mechanic or Electronics Repair skill (as appropriate). Several traits not included above are common among machines, notably the advantages Digital Mind, Doesn’t Breathe, Pressure Support, Sealed, and Vacuum Support, and the disadvantages Electrical, Fragile, Maintenance, Numb, Restricted Diet, and Social Stigma (Valuable Property).[[
How to Use Racial Template
When you play a member of a nonhuman race, you must normally take all the traits in its racial template.
Unlike the traits in a character template, racial traits are rarely optional. The sum of the point costs of these traits is the race’s “racial cost.” You must pay this cost to belong to the race. Racial templates express deviations from the human norm; therefore, it costs 0 points to play a human.
Some templates are too expensive for PCs in low-powered campaigns, but the GM may still use them for powerful villains or patrons. The GM might wish to produce weaker versions of such templates for PCs (e.g., a vampire that lacks some of the powers given in legend), but he is also free to reserve such templates for NPCs.
Guidelines for creating racial templates appear in Chapter 15. These are intended for GMs, but the GM might allow players to create their own racial templates in campaigns that feature a vast array of nonhumans – especially supers games, where lone aliens with amazing powers are common. Many GURPS books also feature racial templates
Attribute and Secondary
Characteristic Modifiers Racial templates often have attribute or secondary characteristic modifiers; e.g., ST+2 or HP-3. Apply attribute modifiers to the attributes you purchase for your character. Next, recalculate your secondary characteristics to reflect your modified attributes. Finally, apply secondary characteristic modifiers. There is no added point cost for any of this! You paid for these bonuses or penalties when you paid your racial cost.
If an attribute or secondary characteristic does not appear in the racial template, assume it is unchanged from the human norm.
Example: Sangria spends 10 points to buy ST 11. This gives her HP 11, and she spends another 4 points to get HP 13. She then buys the Vampire template (p. 262). This template includes ST+6, giving Sangria ST 17. This ST improvement raises her HP to 19. Since the template gives HP+4 as well, she ends up with HP 23! The racial ST and HP bonuses have no extra cost – Sangria paid for these when she purchased her racial template.
Features and Taboo Traits
A “feature” is a note on how the race differs from humanity when that difference does not grant an advantage or a disadvantage. Features cost 0 points. Examples of features include sterility and an ordinary tail.
A “taboo trait” is an attribute level, advantage, disadvantage, or skill that is off-limits to members of the race. This, too, is worth 0 points. Normally, only mundane traits are labeled “taboo,” as exotic or supernatural traits require the GM’s permission in any case.
Stacking Templates
You can buy both a racial template and a character template, if you have enough points. Use the guidelines given under Combining Character Templates (p. 259), but bear in mind that while you can discard elements of character templates, you cannot do the same with racial traits.
You might even be able to stack two racial templates in some situations. For instance, an Elf might also be a Vampire. Keep all compatible traits from both templates. Add traits that come in levels (e.g., if an Elf has ST-1 and a Vampire has ST+6, a Vampire Elf has ST+5). Where two traits conflict (e.g., Acute Vision and Blindness), the GM decides which to keep and which to discard. Adjust the combined template cost appropriately.
Omitting Racial Traits
If you have a good explanation, the GM may permit you to omit a racial trait. If the missing trait has a positive point value, you have a disadvantage that exactly cancels its cost; e.g., omitting racial Combat Reflexes gives “No Combat Reflexes [-15].” Such disadvantages do count against campaign disadvantage limits. If the missing trait has a negative point value, you have an advantage worth just enough to negate it; e.g., omitting racial Paranoia [-10] results in “No Paranoia [10].” You can apply enhancements and limitations to either kind of “replacement trait.”
Images and Looks
This defines your character’s intrinsic “social” traits: appearance, manner and bearing. Traits with positive point values (e.g., above-average Appearance, Voice) are considered advantages, and obey all the usual rules for advantages. Others (e.g., below-average appearance, Odious Personal Habits) have negative values, and are treated as disadvantages. Still others (e.g., height and weight, handedness) merely add “color".
Appearance
Appearance is mostly a “special effect” – you may choose any physical appearance you like. Appearance is rated in levels. Most people have “Average” appearance, for 0 points. Good looks give a reaction bonus; this is an advantage and costs points. Unappealing looks give a reaction penalty; this is a disadvantage, and gives you back points.
Hideous: You have any sort of disgusting looks you can come up with: a severe skin disease, wall-eye … preferably several things at once. This gives -4 on reaction rolls. -16 points.
Ugly: As above, but not so bad – maybe only stringy hair and snaggle teeth. This gives -2 on reaction rolls. -8 points.
Unattractive: You look vaguely unappealing, but it’s nothing anyone can put a finger on. This gives -1 on reaction rolls. -4 points.
Average: The default level. Most people have Average appearance. 0 points.
Attractive: You don’t enter beauty contests, but are definitely good-looking. This gives +1 on reaction rolls. 4 points.
Handsome (or Beautiful): You could enter beauty contests. This gives +4 on reaction rolls made by those attracted to members of your sex, +2 from everyone else. 12 points.
Very Handsome (or Very Beautiful): You could win beauty contests – regularly. This gives +6 on reaction rolls made by those attracted to members of your sex, +2 from others. 16 points
Charisma 5 Points / level
You have a natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence – but real charisma is independent of these things. Each level gives +1 on all reaction rolls made by sapient beings with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls (see Influence Rolls, p. 24); and +1 to Leadership and Public Speaking skills. The GM may rule that your Charisma does not affect members of extremely alien races.
Odious Personal Habits -5, -10, or -15 Points
You usually or always behave in a fashion repugnant to others. An Odious Personal Habit (OPH) is worth -5 points for every -1 to reaction rolls made by people who notice your problem. Specify the behavior when you create your character, and work out the point value with the GM.
//Examples:/ /Body odor, constant scratching, or tuneless humming would give -1 to reactions, and are worth -5 points apiece. Constant bad puns or spitting on the floor would give -2 to reactions, worth -10 points apiece. We leave -15-point habits (-3 to reactions) to the imagination of those depraved enough to want them!
Voice 10 Points
You have a naturally clear, resonant, and attractive voice. This gives you +2 with any skill that depends on speaking or singing (with the GM’s approval, of course). You also get +2 on any reaction roll made by someone who can hear your voice.
Social Background
It is an advantage to be technologically advanced or linguistically talented. Inadequacy in these areas can be a crippling disadvantage.
Technology Level
“Technology level” (or “tech level”) is a number that rates technological development. The more advanced the society, the higher its TL. The GM will tell you the TL of his world.
Characters also have a TL, equal to that of the technology with which they are most familiar. Unless you are especially primitive or advanced, your personal TL will be the same as the world.
In some game worlds, your personal TL may differ from the campaign average. A world might be TL8 on average, but the citizens of one advanced nation might be TL9 while those from an underdeveloped region might be TL7.
Low TL -5 points/TL below campaign TL
Your personal TL is below that of the campaign world. You start with no knowledge (or default skill) relating to equipment above your personal TL. You can learn DX based technological skills (pertaining to vehicles, weapons, etc.) in play, if you can find a teacher, but fundamental differences in thinking prevent you from learning IQ based technological skills.
High TL 5 points/TL above campaign TL
Your personal TL is above that of the campaign world. You may enter play with skills relating to equipment up to your personal TL. This is most useful if you also have access to high-TL equipment, but the knowledge of a high-tech doctor or scientist can be very useful in a low-tech setting, even without specialized equipment!
None: You don’t know the language at all. 0 points. Broken: You know just enough to get by in daily life, but you’re at -3 when using skills that depend on language. 1 point for spoken, 1 point for written. Accented: You can communicate clearly. You’re only at -1 when using skills that depend on language. 2 points for spoken, 2 points for written. Native: /You can use the language as well as an educated native. You start with one language at this level for free. 3 points for spoken, 3 points for written. LiteracyYour written comprehension level determines your degree of literacy in that Illiteracy: A written comprehension level of None means that you cannot read the language at all. |
Langauge
GURPS assumes that most characters can read and write their “native” language. This ability costs no points, but you should note your native language on your character sheet; e.g., “English (Native) [0].”
Comprehension Levels
The point cost to learn an additional language depends on your “comprehension level”: a measure of how well you function in that language overall. There are four comprehension levels.
Wealth & Influence
Now you need to determine your position in your society: How much money do you have, what privileges do you enjoy, and how do others react to you?
Wealth Variable
Wealth is relative. A middle-class American lives in more luxury than a medieval king, though he may have fewer gold coins in his basement. It all depends on the game world.
Personal wealth is rated in “wealth levels.” A level of “Average” costs no points, and lets you support an average lifestyle for your game world. The rest of these rules apply if you are unusually poor or wealthy, or have a source of income that does not require you to work.
Job
The GM determines what jobs are available in the game world, either on his own or by encouraging the players to come up with ideas for jobs suited to their characters’ talents. In a historical campaign, the GM can reduce his workload by inviting the players to research and submit reliable information about the jobs they want!
Regardless of whether the GM or the players come up with the job’s description, the GM assigns its prerequisites, job roll, monthly pay, and wealth level. The next few sections explain these things.
This includes the job’s title, and tells exactly what kind of work the job entails. The GM should give hours, risks, guild or union affiliations, etc., and point to the occupational template for the job, if any.
be absolute (“Administration at 12+”) or relative (“Administration at IQ+2 or better”); the former is likely if the employer requires testing, the latter if the employer awards jobs on the basis of experience. In either case, candidates must have at least one point in the skill – default skill will not suffice! Some jobs also require specific advantages, or forbid certain disadvantages.
Wealth Level
The monthly pay numbers above are for workers of Average wealth. Assume that those of lower Wealth normally have jobs that pay less than this, while those of higher Wealth usually have jobs that pay more. Multiply the average pay and pay range for jobs suitable to a given wealth level by the starting wealth multiplier for that wealth level.
Dead Broke: You have no job, no source of income, no money, and no property other than the clothes you are wearing. Either you are unable to work or there are no jobs to be found. -25 points.
Poor: Your starting wealth is only 1/5 of the average for your society. Some jobs are not available to you, and no job you find pays very well. -15 points.
Struggling: Your starting wealth is only 1/2 of the average for your society. Any job is open to you (you can be a Struggling doctor or movie actor), but you don’t earn much. -10 points.
Average: The default wealth level, as explained above. 0 points.
Comfortable: You work for a living, but your lifestyle is better than most. Your starting wealth is twice the average. 10 points.
Wealthy: Your starting wealth is five times average; you live very well indeed. 20 points.
Very Wealthy: Your starting wealth is 20 times the average. 30 points.
Filthy Rich: Your starting wealth is 100 times average. You can buy almost anything you want without considering the cost. 50 points.
Job Roll
At the end of every month in which a character works, he must roll against one of the prerequisite skills for his job. This is called a job roll. For jobs with multiple prerequisite skills, the GM should specify whether the worker uses his best prerequisite, his worst prerequisite, or one specific skill at all times. This roll might be at a bonus for an easy job, at a penalty for a difficult one.
For jobs without prerequisites, the GM should specify either a flat success roll (e.g., “All characters roll vs. 12.”) or an attribute roll (e.g., “Roll ST.”).
Most jobs offer a fixed wage or salary. On anything but a critical success or critical failure, the worker collects the monthly pay for the job (see below). On a critical success, he gets a 10% permanent raise.
Other occupations are more variable; for instance, freelance jobs and work on commission. For these jobs, the worker earns the monthly pay if he makes his job roll exactly. For greater success, increase that month’s income by 10% times the margin of success; a critical success triples the month’s income! On a failure, decrease that month’s income by 10% times the margin of failure.
For any kind of job, a critical failure is always bad. At best, the worker will earn no pay for the month. He might also face demotion (at least a 10% reduction in monthly pay), lost savings (due to damages, fines, etc.), loss of job, on-the-job injury (due to an accident – or possibly a fight, if the job is a violent one), or arrest (especially at a criminal “job”). The GM should be creative!
The GM may set any pay he likes. The first table at right suggests a fair monthly pay for someone of Average wealth working at a “typical” job for his tech level.
Actual pay at each TL varies within a range bracketed by the typical monthly pay of the previous TL and that of the next TL; e.g., from $2,100 to $3,600 at TL8. Unless the economy is under some sort of stress or outside control, jobs near the high end of this range will be difficult (significant penalty to the job roll), dangerous (severe consequences on a critically failed job roll), or highly trained (many or high-level skill prerequisites). The more a job pays, the higher the Status it can support. The second table at right sums this up.
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Monthly Pay
Each month on the job, a worker earns his monthly pay – modified for his job roll, as described above. Time spent adventuring is usually not “on the job,” although the GM might wish to make exceptions for vacations, work done while traveling, etc.
Reputation
It is possible to be so well-known that your reputation becomes an advantage or a disadvantage. This affects reaction rolls made by NPCs.
The details of your reputation are entirely up to you; you can be known for bravery, ferocity, eating green snakes, or whatever you want. However, you must give specifics.
Specify the reaction-roll modifier that you get from people who recognize you. This determines the base cost of your reputation. For every +1 bonus to reaction rolls (up to +4), the cost is 5 points. For every -1 penalty (up to -4), the cost is -5 points.
Importance
Your formally recognized place in society is distinct from your personal fame and fortune.
Status 5 points / level
Status is a measure of social standing. In most game worlds, Status levels range from -2 (slave / outlaw) to 8 (Royalty), with the average man being Status 0 (commoner or ordinary citizen). If you do not specifically buy Status, you have Status 0. Status costs 5 points per level. For instance, Status 5 costs 25 points, while Status -2 is -10 points.
Status greater than 0 means you are a member of the ruling class in your culture. As a result, others in your culture only defer to you, giving you a bonus on all reaction rolls. Status less than 0 means you are a commoner or a slave, or simply very poor.
Advantages
An “advantage” is a useful trait that gives you a mental, physical, or social “edge” over someone else who otherwise has the same abilities as you. Each advantage has a cost in character points. This is fixed for some advantages; others can be bought in “levels,” at a cost per level (e.g., Acute Vision costs 2 points/level, so if you want Acute Vision 6, you must pay 12 points).
Advantages with “Variable” cost are more complicated; read the advantage description for details. The GM has the final say as to whether a particular advantage suits a given character concept.
360° Vision (Physical/ Exotic) | 25 points
You have a 360° field of vision. You have no penalty to defend against attacks from the sides or rear. You can attack foes to your sides or rear without making a Wild Swing, but you are at -2 to hit due to the clumsy angle of attack (note that some Karate techniques do not suffer this penalty). Finally, you are at +5 to detect Shadowing attempts, and are never surprised by a danger that comes from behind, unless it also is concealed from sight.
Extra eyes are merely a special effect of this trait – you can have any number of eyes, but the point cost remains the same.
Special Limitations
Easy to Hit: Your eyes are on stalks, unusually large, or otherwise more vulnerable to attack. Others can target your eyes from within their arc of vision at only -6 to hit. -20%.
Absolute Direction IQ/ST 5 or 10 points
You have an excellent sense of direction. This ability comes in two levels:
Absolute Direction: 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. This ability does not work in environments such as interstellar space or the limbo of the astral plane, but it does work underground, underwater, and on other planets. This gives +3 to Body Sense and Navigation (Air, Land, or Sea). (Note: The navigational sense that guides migratory creatures to their destination is too crude to qualify; treat it as a 0-point feature.) 5 points.
3D Spatial Sense: As above, but works in three dimensions. This ability is useful in deep space – although it does not help you if you travel across dimensions. You get the skill bonuses given for Absolute Direction, plus +1 to Piloting and +2 to Aerobatics, Free Fall, and Navigation (Hyperspace or Space). 10 points.
Special Limitations
Requires Signal: You rely on signals from a navigational satellite network (like Earth’s GPS) or similar system. Your ability does not function in the absence of such a system, and it can be jammed. -20%
Absolute Timing (Mental) | 2 or 5 points
You have an accurate mental clock. This ability comes in two levels, both of which are somewhat cinematic:
Absolute Timing: You always know what time it is, with a precision equal to the best personal timepieces widely available in your culture (but never better than a few seconds). You can measure elapsed time with equal accuracy. Neither changes of time zone nor sleep interferes with this ability, and you can wake up at a predetermined time if you choose. Being knocked unconscious, hypnotized, etc. may prevent this advantage from working, and time travel will confuse you until you find out what the “new” time is. 2 points.
Chronolocation: As above, but time travel does not interfere – you always know what time it is in an absolute sense. Note that things like Daylight Savings Time and calendar reform can still confuse you! When you travel in time, the GM may tell you, “You have gone back exactly 92,876.3 days,” and let you – or your character – deal with questions like, “What about leap year?” 5 points.
Acute Senses (Physical) | 2 points/level
You have superior senses. Each Acute Sense is a separate advantage that gives +1 per level to all Sense rolls you make – or the GM makes
for you – using that one sense.
Acute Hearing gives you a bonus to hear something, or to notice a sound (for instance, someone taking the safety off a gun in the dark). 2 points/level.
Acute Taste and Smell gives you a bonus to notice a taste or smell (for instance, poison in your drink). 2 points/level.
Acute Touch gives you a bonus to detect something by touch (for instance, a concealed weapon when patting down a suspect). 2 points/level.
Acute Vision gives you a bonus to spot things visually, and whenever you do a visual search (for instance, looking for traps or footprints). 2 points/level.
With the GM’s permission, you may also buy Acute Sense advantages for specialized senses such as Scanning Sense and Vibration Sense. You cannot usually buy Acute Senses in play – raise your Perception instead. However, if you lose a sense, the GM may allow you to spend earned points on other Acute Senses to compensate. For instance, if you are blinded, you might acquire Acute Hearing.
Affliction (Physical/Exotic) | 10 points/level
You have an attack that causes a baneful, nondamaging effect: blindness, paralysis, weakness, etc. This might be an ultra-tech beam weapon, a chemical spray, a supernatural gaze attack, or almost anything else. Specify the details when you buy the advantage.
By default, Affliction is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1, although you can apply modifiers to change these statistics.
If you hit, your victim gets a HT+1 roll to resist. Apply a penalty equal to the level of the Affliction (so Affliction The victim gets a bonus equal to his DR unless the Affliction has one of the following modifiers: Blood Agent, Contact Agent, Cosmic, Follow-Up, Malediction, Respiratory Agent or Sense-Based. To reduce the effects of DR, add the Armor Divisor enhancement. The victim gets a further +3 if he is beyond 1/2D range.
If the victim makes his HT roll, he is unaffected. If he fails, he suffers the effects of the Affliction. By default, he is stunned. He may roll vs.
HT+1 once per second to recover, but once again at a penalty equal to the level of the Affliction (DR has no effect
on this roll).
If your Affliction causes an effect other than stunning, this is a special enhancement (see below). You can inflict more than one effect by giving your Affliction multiple special enhancements. These effects occur simultaneously, except where noted.
Successive Afflictions that produce the same effects are not normally cumulative. Use the single worst effect. Use the special enhancements below to create specific Afflictions. Many Attack Enhancements and Limitations are also logical. For instance, a blinding flash is Sense- Based; most drugs have Follow-Up, Blood Agent, or Contact Agent; supernatural attacks like the “evil eye” use Malediction; and touch attacks call for
Melee Attack.
If an Affliction produces two or more effects due to the special enhancements below, some of these effects may be secondary. Secondary effects occur only if the victim fails his HT roll by 5 or more or rolls a critical failure. A secondary effect is worth 1/5 as much; e.g., Secondary Heart Attack is +60% rather than +300%. Once you have chosen all the modifiers on your Affliction, describe the nature of the attack as detailed for Innate Attack.
Special Enhancements
Advantage: The victim immediately experiences the effects of a specific physical or mental advantage. Advantages with instantaneous effects affect the target once, as soon as he is hit, if he fails his HT roll; e.g., Warp immediately teleports the subject.
Advantages that can be switched on and off (such as Insubstantiality) are automatically “on” for one minute per point by which the victim fails his HT roll, and are not under the subject’s control. This is worth +10% per point the advantage is worth; e.g., Insubstantiality would be +800%! If the advantage comes in levels, specify the level.
Attribute Penalty: The victim suffers temporary attribute loss. This is +5% per -1 to ST or HT, or +10% per -1 to DX or IQ. For instance, an attack that caused DX-3 and IQ-2 would be +50%. Lower all skills based on reduced attributes by a like amount. ST penalties also reduce BL and damage, while IQ reductions also apply to Will and Perception. Secondary characteristics are not otherwise affected; for instance, HT reduction does not affect Basic Speed or FP. Penalties last for one minute per point by which the victim fails his HT roll.
Coma: The victim collapses, profoundly unconscious, and will likely die in days unless treated; see Mortal Conditions. +250%. Cumulative: Repeated attacks are cumulative! You must take this in conjunction with Attribute Penalty, or with an Advantage, Disadvantage, or Negated Advantage Enhancement that inflicts a “leveled” trait. +400%.
Disadvantage: The victim temporarily gains one or more specific physical or mental disadvantages (but not self-imposed mental disadvantages. This is worth +1% per point the temporary disadvantages are worth; e.g., Paranoia [-10] is worth +10%. If a disadvantage comes in levels, specify the level. The disadvantages last for one minute per point by which the victim fails his HT roll.
Heart Attack: The victim suffers an incapacitating heart attack, and will die in minutes unless treated; see Mortal Conditions. +300%.
Incapacitation: The victim is incapacitated for a number of minutes equal to the margin of failure on his HT roll. After that, he is stunned until he can make a HT roll (roll once per second). If you combine Incapacitation with other effects (such as Irritant), those effects occur after the Incapacitation wears off; they replace the stunning and last for the same length of time the Incapacitation did. Incapacitation can take the form of any of the following: Daze, +50%; Hallucinating, +50%; Retching, +50%; Agony, +100%; Choking, +100%; Ecstasy, +100%; Seizure, +100%; Paralysis, +150%; Sleep, +150%; or Unconsciousness, +200%. See Incapacitating Conditions (p. 428) for the game effects.
Irritant: The victim suffers an impairing but non-incapacitating condition instead of being stunned. It lasts for a number of minutes equal to the margin of failure on his HT roll. The possibilities are Tipsy +10%; Coughing, +20%; Drunk, +20%; Moderate Pain, +20%; Euphoria, +30%; Nauseated, +30%; Severe Pain, +40%; or Terrible Pain, +60%. For definitions, see Irritating Conditions.
Negated Advantage: The victim loses a specific advantage for one minute per point by which he failed his HT roll. There is no effect if the victim lacks that advantage! This enhancement is worth +1% per point comes in levels, you must specify the level negated.
Stunning: May only accompany Advantage, Attribute Penalty, Disadvantage, or Negated Advantage. If the victim fails to resist, he is stunned (per an unmodified Affliction) in addition to the effects of the other enhancement(s). +10%.
Allies (Social) | Variable
Many fictional heroes have partners – loyal comrades, faithful sidekicks, trusted retainers, or lifelong
friends – who accompany them on adventures. These partners are “Allies.” The other PCs in your adventuring party are, in a sense, “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 might not coincide with your own.
An NPC Ally, on the other hand, is wholly reliable. Perhaps you fought side by side in a long war, trained under the same master, or grew up in the same village. The two of you trust each other implicitly. You travel
Whether you pay points for a useful relationship with an NPC or collect points for a troublesome one, it is unlikely that the NPC will be a constant presence. Each friend or foe has a frequency of appearance, and will figure into a given adventure only if the GM rolls less than or equal to that number on 3d at the start of the adventure. How the NPC interacts with you if the roll succeeds depends on the nature of the relationship together, fight back-to-back, share rations in hard times, and trade watches through the night.
Frequency of appearance multiplies the point cost for an Associated NPC after determining power level and group size (as applicable), but before you apply any special modifiers:
Frequency of Appearance | Roll | Points Spent | Description |
Constantly | None | x4 | The NPC is always present |
Almost all the time | 15 or less | x3 | |
Quiet Often | 12 or less | x3 | |
Fairly Often | 9 or less | x1 | |
Quiet rarely | 6 or less | x1/2 |
Your Ally is usually agreeable to your suggestions, but he is not your puppet. He will disagree with you from time to time. An Ally may try to dissuade you from a plan that seems foolish to him – and if he can’t talk you out of the plan, he may refuse to cooperate. An Ally may even cause problems for you: picking fights, landing in jail, insulting a high noble … Of course, the Ally will also try to bail you out when you make mistakes.
The GM will not award you bonus character points for any play session in which you betray, attack, or unnecessarily endanger your Ally. Blatant, prolonged, or severe betrayal will break the trust between you and your Ally, and he will leave you permanently. If you drive your Ally off in this way, the points you spent on him are gone, reducing your point value. Leading your Ally into danger is all right, as long as you face the same danger and are a responsible leader.
The point cost for an Ally depends on his power and frequency of appearance. Only PCs who take NPCs as Allies pay points for the privilege. Two PCs can be mutual “allies” for free, as can two NPCs – and NPCs never pay points for PCs as Allies. An Ally is specifically a skilled NPC associate for one PC.
Ally’s Power
Consult the following table to determine how many points you must spend on your Ally. “Point Total” is the Ally’s point total expressed as a percentage of the PC’s starting points; “Cost” is the cost of the Ally. If the Ally’s point total falls between two percentages, use the higher.
Point Total | Cost |
25% | 1 points |
50% | 2 points |
75% | 3 points |
100% | 5 points |
150% | 10 points |
Allies built on more than 150% of the PC’s starting points are not allowed; treat such NPCs as Patrons .
Exception: The progression above extends indefinitely for nonsentient (IQ 0) Allies; each +50% of the PC’s starting points costs a further +5 points.
Ally Groups
You may purchase as many Allies as you can afford. Each Ally is normally a separate advantage, but you can treat a group of related Allies as a single trait to save space on your character sheet.
For a group of individuals – with their own unique abilities and character sheets – add the costs of the individual Allies to find the cost of the group, adjust the total cost for frequency of appearance, and then apply any special modifiers. For a group of more than five identical and interchangeable allies that share a single character sheet – for instance, an army of low-grade thugs or a swarm of robot drones – find the point cost to have one member of the group as an Ally, and then multiply that cost as follows to find the cost of the group:
Size of Group | Multiplier |
6-10 | x6 |
11-20 | x8 |
21-50 | x10 |
51-100 | x12 |
Add ¥6 to the multiplier per tenfold increase in number (e.g., 100,000 Allies would be x30). The GM may require an Unusual Background if you wish to have hordes of Allies, or even prohibit groups larger than a certain size – although he might permit an army or other large group as a Patron. Frequency of appearance multipliers and special modifiers (if any) apply to the final cost of the entire group.
Frequency of Appearance
Choose a frequency of appearance. If your Ally appears at the start of an adventure, he accompanies you for the duration of that adventure.
Allies in Play
As with Dependents, the GM will adjust your Ally’s abilities in order to keep his point total a fixed percentage of your own as you earn points. This will keep his value as an advantage constant. The GM decides how the Ally evolves, although he might ask you for your input.
If your Ally dies through no fault of yours, the GM will not penalize you. You may put the points spent on the deceased Ally toward a new Ally. The new relationship should normally develop gradually, but the GM might allow an NPC to become an Ally on the spot if you have done something that would win him over (e.g., saving his life). This is especially appropriate in cultures where debts of honor are taken seriously!
There is no penalty for amicably parting ways with your Ally. You may use the points spent on him to buy a new Ally met during play. At the GM’s discretion, you may trade in any remaining points for money, reflecting parting gifts.
Familiars
Wizards, telepaths, and so on are often supernaturally linked to special Allies known as familiars. These are usually animals or spirits.
Work out a familiar’s basic abilities with the GM, starting with the racial template of an ordinary creature of its kind. If its racial IQ is 5 or less, raise it to at least 6. Consider buying off Cannot Speak, if applicable. Most familiars have supernatural advantages: Extra Lives for a cat (it has nine lives, after all!), Mindlink and Telesend for a familiar that can transmit its thoughts, etc.
Once you have determined the familiar’s abilities, work out its point total and its base value as an Ally. Select frequency of appearance as usual. This may be how often your familiar is available (on a failed appearance roll, it is sleeping, reporting to a demon lord, etc.) or how often its powers work (on a failure, it is no more capable than an ordinary member of its species, and cannot use or grant special powers) – your choice.
This kind of Ally usually has one or more special modifiers. Minion, Summonable, and Sympathy are common. Unwilling is typical of demonic or otherwise evil familiars. Take Special Abilities only if your familiar grants you powers; e.g., extra Fatigue Points with which to fuel spells or exotic or supernatural advantages that emulate the familiar’s own abilities (such as Flight, for a bird). You have no access to these abilities on a failed appearance roll; if your familiar isstunned, unconscious, or dead; or in
areas where your special link does not function (GM’s decision). Buy these abilities with a -40% Accessibility limitation: “Granted by familiar.”
You can apply the following enhancements and limitations after calculating group cost (if applicable) and multiplying for frequency of appearance:
Special Enhancements
Minion: Your Ally continues to serve you regardless of how well you treat him. This might be due to programming, fear, awe, or lack of selfawareness. Examples include robots, zombies, and magical slaves. You are free of the usual obligation to treat your Ally well. Mistreatment might result in an inconvenient breakdown (mental or physical), but the Ally will not leave. See Puppet for additional options. +0% if the Minion has IQ 0 or Slave Mentality, as the benefits of total loyalty are offset by the need for close supervision; +50% otherwise.
//Special Abilities: //Your Ally wields power out of proportion to his point value. Perhaps he has extensive political clout or access to equipment from a TL higher than your own; perhaps he grants you exotic powers. Don’t apply this enhancement simply because your Ally has exotic abilities. If his powers are very uncommon, you will already be paying extra: your Ally requires an Unusual Background, which raises his point total and his value as an Ally. +50%
Summonable: You conjure your Ally instead of rolling to see whether he appears at the start of an adventure. To do so, take a Concentrate maneuver and roll against frequency of appearance. On a success, your Ally appears nearby. On a failure, you cannot attempt to summon him again for one full day. Dismissing your Ally is a free action, but you may only dismiss him if he is physically present. +100%.
Special Limitations
Sympathy: If you are stunned, knocked out, mind-controlled, etc., your Ally is similarly affected. The reverse is also true, so you should take special care of your Ally! -25% if the death of one party reduces the other to 0 HP; -50% if the death of one party automatically kills the other. If your wounds affect your Ally, but your Ally’s wounds don’t affect you, reduce these values to -5% and -10%.
Unwilling: You have obtained your Ally through coercion (e.g., blackmail or magical binding). You do not have to treat him as well as you would a normal Ally. However, he hates you and is likely to act accordingly, reducinghis overall reliability level. If you
endanger such an Ally or order him to do something unpleasant, he may rebel (GM’s option) if the consequences of doing so would be less severe than those of doing your bidding. An Ally who rebels is gone, along with the points you spent on him. -50%.
Alternate Identity | (Social) 5 or 15 points per identity
You have multiple, seemingly legal identities. Each time you purchase this trait, your fingerprints (or other biometrics used to verify identity in your world) are registered under another name, and you have an extra set of identity documents (birth certificate, licenses, passport, etc.) good enough to pass close inspection. These identities may also have valid credit cards and bank accounts, but you must supply the money – additional wealth is not included in the package!
If an intelligence or law-enforcement agency attempts to identify you with no clue as to your name – for instance, using biometrics or photoanalysis – there is an equal chance for each of your identities to come up. The search will stop … unless they have reason to believe you are a ringer. If the search continues, your otheridentities will eventually surface, and you will be unmasked. Once a government agency determines who you really are, your Alternate Identities are lost for good.
There are two types of Alternate Identity:
Legal: Some spies and undercover policemen – and even supers, in settings where they are backed by the government – may have a legal Alternate Identity. This requires at least 10 points in Legal Enforcement Powers, Legal Immunity, Police Rank, Security Clearance, etc.; the GM sets the precise prerequisites. If a super has official permission to conceal his original name (e.g., to protect his family) and to hold property in his “super” name, then that is a legal Alternate
Identity combined with a Secret Identity. 5 points
Illegal: A criminal or foreign agent may have an illegal Alternate Identity. This has the advantage of being completely unknown when you first start out, and of course it cannot be revoked by the government. On the other hand, should it ever be discovered, you will face a stiff fine, a jail sentence, or execution, depending on the time and place. 15 points.
Ambidexterity (Physical) | 5 points
You can fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the “off” hand (see p. 14). Note that this does not allow you to take extra actions in combat – that’s Extra Attack. Should some accident befall one of your arms or hands, assume it is the left one.
Amphibious (Physical, Exotic) | 10 points
You are well-adapted to movement in the water. You do not suffer skill penalties for working underwater, and you can swim at your full Basic Move. You still require air (but see Doesn’t Breathe). Typical features include smooth, seal-like skin and webbed fingers and toes. If you can move only in the water, take the Aquatic disadvantage instead.
If you can move only in the water, take the Aquatic disadvantage instead.
Animal Empathy (Mental) | 5 points
You are unusually talented at reading the motivations of animals. When you meet an animal, the GM rolls against your IQ and tells you what you “feel.” This reveals the beast’s emotional state – friendly, frightened, hostile, hungry, etc. – and whether it is under supernatural control. You may also use your Influence skills on animals just as you would on sapient beings, which usually ensures a positive reaction. This ability frequently accompanies some level of Animal Friend (see Talent), and often Sense of Duty
(Animals) or Vow (Vegetarianism).
Arm DX (Physical, Exotic) | 12 or 16 points per +1 DX
Some of your arms have extra DX relative to the DX of your body. This DX applies only to things done with those arms or hands. It does not affect Basic Speed! If a task requires two or more hands, and they don’t have the same DX, use the lowest DX. Combat skills rely on bodily DX, and do not benefit from this DX at all.
Arm ST (Physical/Exotic) | 3, 5, or 8 points per +1 ST
Some of your arms have extra ST relative to the ST of your body. This ST applies only to efforts to lift, throw,
or attack with those arms or hands. It does not affect HP or overall Basic Lift! If a task requires multiple hands,
and they don’t have the same ST, use the average ST. Arm ST costs 3 points per +1 ST for one arm, 5 points per +1 ST for two arms, and 8 points per +1 ST for three arms. To raise the ST of four or more arms, buy up overall ST. If you bought your ST with the No Fine Manipulators or Size limitations, apply the same limitation(s) to Arm ST.
Binding (Physical, Exotic) | 2 points/level
You have an attack that can hold your target in place. Specify how this works when you buy the advantage: entangling your victim in vines, tying him up with webs, freezing him inside a block of ice, turning the ground to quicksand beneath his feet, etc.
Binding is a ranged attack with 1/2D –, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. You can add modifiers to change these statistics.
On a hit, your victim is grappled and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal to your Binding level, but you can layer additional attacks on a successfully bound victim. Each extra layer gives +1 to ST.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of your Binding. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the Binding. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Binding take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. 392). The Binding has DR equal to 1/3 your level (rounded down). Each point of damage reduces ST by one. At ST 0, the Binding is destroyed and the victim is freed.
To simulate vines, webs, and so forth, add one or more of Area Effect, Persistent (p. 107), and Wall – and possibly some of the special modifiers below.
Special Enhancements
Engulfing:Your attack pins the target. He cannot move his limbs or speak; his only options are to use purely mental abilities, to attack the Binding with an Innate Attack, or to try to break free using ST (not Escape skill). If he tries to break free and fails, he is only allowed a repeated attempt every 10 seconds – and on a 17 or 18, he becomes so entangled that he cannot escape on his own! +60%.
Only Damaged By X: Only specific damage types can damage your Binding. +30% for one of burning,corrosion, crushing, or cutting; +20% for any two; +10% for any three.
Sticky: Your Binding is treated as Persistent (p. 107), but only affects those who actually touch the original target of your attack. +20%.
Unbreakable: Your Binding cannot be destroyed. The only way to escape is to break free. +40%.
Special Limitations
Environmental: Your Binding manipulates an existing condition or object in the environment, and won’t work in its absence. This is worth from -20% (victim must be touching the ground) to -40% (victim must be standing in dense vegetation), at the GM’s option.
One-Shot:You cannot layer your Binding to increase its ST. -10%.
Blessed (Mental / Supernatural) | 10 or more points
You are attuned to a god, demon lord, great spirit, cosmic power, etc. This can take various forms, but in all cases, you will lose this advantage if you fail to act in accordance with your deity’s rules and values.
Blessed:You sometimes receive wisdom from your deity. After communing with your god (meditating, praying, etc.) for at least one hour, you see visions or witness omens that have some bearing on future events. Work out the details with your GM; forinstance, the God of Fire might require you to stare into flames for an hour, after which you hear a voice in the flames. The GM rolls secretly against your IQ to determine whether you gain any useful insight from this experience. The ritual is fatiguing, however; at the end of the hour, you lose 10 FP. As a side benefit, followers of your deity sense your special status and react to you at +1. 10 points.
Very Blessed:As above, but your IQ roll to interpret visions is at +5 and the reaction bonus from your god’s followers is +2. 20 points.
Heroic Feats: Your blessing gives you the ability to perform a particular heroic feat. Once per game session, you may add 1d to one of ST, DX, or HT (other traits, such as Basic Move, are at the GM’s discretion). You must specify which trait is boosted when you buy the advantage. This bonus lasts 3d seconds, after which your abilities revert to normal and you suffer any penalties amassed during the “heroic” period. (For instance, if your blessing boosts HP and you are reduced to -5 x your normal HP but not -5 x your “blessed” HP, you will die when the bonus HP wear off unless you receive some sort of healing.) 10 points.
The GM may choose to allow other blessings as well.
Brachiator (Physical, Exotic) | 5 Points
You can travel by swinging on vines, tree branches, ropes, chandeliers, etc. You get +2 to Climbing skill, and can move at half your Basic Move while brachiating
Breath-Holding | (Physical/Exotic) 2 points / level
You are adept at holding your breath. Each level doubles the length of time you can do so see Holding Your Breath. Normal humans may not take this advantage – to be a world-record diver, learn Breath Control. Nonhumans and supers can combine this advantage with Breath Control!
Catfall (Physical/Exotic) | 10 Points
You subtract five yards from a fall automatically (treat this as an automatic Acrobatics success – don’t check again for it). In addition, a successful DX roll halves damage from any fall. To enjoy these benefits, your limbs must be unbound and your body free to twist as you fall.
Chameleon (Physical/Exiotic) | 5 points/level
You can change your surface pattern to blend into your surroundings. In any situation where being seen is a factor, you get +2 per level to Stealth skill when perfectly still, or +1 per level if moving. Clothing reduces this bonus to +1 per level when you are motionless, with no bonus if you are moving (unless the clothing is, in the GM’s opinion, camouflaged relative to your current environment).
Chameleon does not normally help in the dark or against someone relying upon senses other than sight. However, you can specify that your ability is effective against a particular visual or scanning sense (e.g., Infravision or Radar) instead of normal vision.
Special Enhancements
Extended: Your ability affects more than one visual or scanning sense. Each sense beyond the first is +20%.
Special Limitations
Always On: You cannot turn this ability off. Strangers react at -1; the flickering effect is irritating. -10%.
Channeling (Mental/Supernatural) | 10 Points
You can become a conduit for the spirit world, allowing spirits to speak through you. To do so, you must enter a trance, achieved through one minute of concentration and a Will roll (at +2 if you have Autotrance). You are unaware of the world around you while you are in this state.
Once you have entered your trance, any spirit in the immediate vicinity can enter your body and use it to
speak or write messages. The GM controls what the spirit does or says. The spirit answers questions put to it by others, but it is not bound to tell the truth.
This is a minor form of possession: the spirit can use your body only to communicate. However, if it has the Possession ability, it is considered to be touching you, and can attempt full possession while you are in a trance. You are considered “wary,” and thus get +5 to resist.
Charisma (Mental) | 5 points/level
You have a natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence – but real charisma is independent of these things. Each level gives +1 on all reaction rolls made by sapient beings with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls ; and +1 to Fortune-Telling, Leadership, Panhandling, and Public Speaking skills. The GM may rule that your Charisma does not affect members of extremely alien races.
Claim to Hospitality (Social) 1 to 10 points
You belong to a social group that encourages its members to assist one another. When you are away from home, you may call on other members of this group for food, shelter, and basic aid.
The point cost depends on the extent and wealth of the group. A single friend with a house in another city is worth 1 point; a small family, 2 points; a society of merchants along an important trade route, 5 points; and a vast alliance of wealthy figures, such as “every merchant in the world,” 10 points. In the appropriate situation, members of the group should be easy to find (14 or less after 1d-1 hours of searching), but the chance of meeting one at random is small (6 or less to meet one in a small crowd in an appropriate place).
Claim to Hospitality mainly saves the cost and trouble of finding lodging while “on the road” (although if you are wealthy, you might be expected to give gifts to your hosts), but there are side benefits. Members of the group are friendly to each other
(+3 reactions), and may provide advice, introductions, and small loans, if asked. The level of assistance might occasionally approach that of Contacts. If you expect anything more, though, buy Allies or Patrons.
This advantage cuts both ways. If you take it, you can be asked, when at home (at the GM’s whim), to provide NPCs with exactly the same sort of hospitality you claim while away. This may become an adventure hook! If you refuse such aid, you will eventually get a bad name and lose this advantage.
Claws (Physical/Exotic) | Variable
You have claws. This advantage modifies all your hands and feet; there is no discount for claws on only some of your limbs. There are several variations:
Blunt Claws: Very short claws, like those of a dog. Add +1 per die to the damage you inflict with a punch or kick; e.g., 2d-3 becomes 2d-1. 3 points.
Hooves: Hard hooves, like those of a horse. Add +1 per die to the damage you inflict with a kick, and give your feet (only) +1 DR. 3 points.
Sharp Claws: Short claws, like those of a cat. Change the damage you inflict with a punch or kick from crushing to cutting. 5 points
Talons: Longer claws – up to 12” long. Change the damage you inflict with a punch or kick from crushing to your choice of cutting or impaling (choose before you roll to hit). 8 points.
Long Talons: Huge claws, like sword blades extending from your body! Treat these as Talons, but damage is +1 per die. 11 points.
Clerical Investment (Social) / 5 points
You are an ordained priest of a recognized religion. You enjoy a number of privileges that a layman lacks, notably the authority to preside over weddings, funerals, and similar ceremonies. This gives you a +1 reaction bonus from co-religionists and those who respect your faith, and entitles you to use a title – Father, Sister, Rabbi, etc.
Remember that not all clerics are “good”! Aka’Ar, high priest of the unholy Cult of Set, is also a vested priest. The blessings and marriages he performs are as meaningful to his followers as those of a vicar are to his parish. And – if Set so wills – Aka’Ar can perform exorcisms as potent as those of a Christian priest, if not more so. After all, Aka’Ar has a better working knowledge of demons …
Clerical Investment is purely socia lin nature. It does not confer miraculous powers. If you wish to wield divine power by proxy, take Blessed, Power Investiture , or True Faith
Clerical Investment includes Religious Rank 0. If you want more influence within your church, buy up your Rank
Clinging (Physical/Exotic) | 20 Poitns
You can walk or crawl on walls and ceilings. You can stop at any point and stick to the surface without fear of falling. Neither feat requires a roll against Climbing skill, provided the surface is one you can cling to. Move while clinging is half your Basic Move.
If you are falling and try to grab a vertical surface to break your fall, the GM must first decide whether there is anything in reach. If there is, make a DX roll to touch the surface, and then make a ST roll at -1 per 5 yards already fallen. If you succeed, you stop your fall. Otherwise, you continue to fall – but you may subtract 5 yards
from the height of the fall thanks to the slowing effect of the failed Clinging attempt. Variations in gravity affect these distances; e.g., in 0.5G, the ST roll would be at -1 per 10 yards.
Special Limitations
Specific: You can only cling to a particular substance. Common materials, such as brick, metal, rock, or wood, are -40%; uncommon materials, such as adobe, ice, or rubber, are -60%; absurd materials, such as chocolate, are -80%.
Combat Reflexes (Mental) | 15 Points
You have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to all active defense rolls (see Defending, p. 374), +1 to Fast-Draw skill, and +2 to Fright Checks (see Fright Checks, p. 360). You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.” Your side gets +1 on initiative rolls to avoid a surprise attack – +2 if you are the leader. For details, see Surprise Attacks and Initiative.
Combat Reflexes is included in Enhanced Time Sense (p. 52). If you have ETS, you cannot also take Combat Reflexes.
Common Sense (Mental) | 10 Points
Any time you start to do something the GM feels is STUPID, he will roll against your IQ. A successful roll means he must warn you: “Hadn’t you better think about that?” This advantage lets an impulsive player take the part of a thoughtful character.
Compartmentalized Mind (Mental / Exotic) | 50 Points/level
Your mental coordination gives you, in effect, more than one mind. Each mind – or “compartment” – functions independently and at full capability. Your compartments are identical, but hypnotism, magic, psionics, and the like affect them separately (e.g., one compartment could be hypnotized without affecting any of the others).
This advantage does not allow your body to perform more than one task. A normal character may select one maneuver on his turn in combat. This may be physical or mental. Each level of Compartmentalized Mind adds one extra mental maneuver to this allotment. For instance, Compartmentalized Mind 1 would let you perform one mental maneuver and one physical maneuver (e.g., Concentrate on a spell and Attack) or two mental maneuvers (e.g., Concentrate on two spells), but never more than one physical maneuver – for that, see Extra Attack.
If one compartment is under external influence, roll a Quick Contest of Will to see whether it gains control of the body. The compartment currently in control of the body rolls at +1. Battling compartments may attempt to use mental powers on each other. Treat them as completely separate minds for this purpose, each with your IQ, Will, and mental abilities (such as Mind Shield).
Two variations on this advantage are available for vehicles built as characters:
Controls: Each level buys one set ofcontrols. Controls let an operator perform his own physical or mental maneuvers using your abilities (e.g., Innate Attack or Radar), as per the rules for vehicular combat (see p. 467). The operator directs all actions of an IQ 0 vehicle with this advantage. Physical limits still apply; for instance, a vehicle can make no more attacks than it has ready weapons. Resolve conflicts between operators by rolling a Quick Contest of vehicle operation skill. 25 points/level.
Dedicated Controls: As Controls, but each set of controls handles a specific task; e.g., “tail gunner.” The person manning them can’t operate anything else. 10 points/level.
Constriction Attack (Physical/Exotic) | 15 Points
Your musculature is optimized forcrushing your opponents – whether by “hugging” like a bear or constricting like a python. To use this ability, you must first successfully grapple your intended victim, whose Size Modifier cannot exceed your own. On your next turn, and each successive turn, roll a Quick Contest: your ST vs. your victim’s ST or HT, whichever is higher. If you win, your victim takes damage equal to your margin of victory; otherwise, he takes no damage.
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Contact Group (Social) | Variable
You have a network of Contacts(see Contacts, below) placed throughout a particular organization or social stratum. You must specify a corporation, criminal syndicate, military unit, police department, or similar organization, or the underworld, merchants, upper class, etc. of one particular town. Broader Contact Groups are not allowed.
You may request information from a Contact Group exactly as you would an individual Contact, using the same rules for frequency of appearance, effective skill, and reliability. The difference is that a Contact Group’s effective skill reflects ability at an entire category of skills – e.g., “business skills” if your Contact Group is a corporation, or “military skills” if your Contact Group is a military unit – as opposed to one specific skill. You must define this area of knowledge when you purchase the Contact Group, and it must be appropriate to the organization.
The GM rolls against the group’s effective skill when you request any information that it could reasonably provide. However, this is an abstract success roll, not a roll against a specific skill. For instance, a police Contact Group could provide ballistics comparisons, criminal profiles, legal advice, police records, and introductions to criminals. It would not specifically use Forensics, Criminology, Law, Administration, or Streetwise skills for this, but the information provided might be appropriate to any of these “police skills.”
To determine the point cost of a Contact Group, select its effective skill, frequency of appearance, and reliability level just as you would for a simple Contact, then multiply the resulting cost by 5.
Contacts (Social) | Variable
You have an associate who provides you with useful information, or who does small (pick any two of “quick,” “nonhazardous,” and “inexpensive”) favors for you. The point value of a Contact is based on the skill he uses to assist you, the frequency with which he provides information or favors, and his reliability as a person.
Effective Skill of Contact
First, decide on the type of Contact you have. He might be anything from a wino in the right gutter to a head of state, depending on your background. What is important is that he has access to information, knows you, and is likely to react favorably. (Of course, offering cash or favors is never a bad idea; the GM will set the Contact’s “price.”)
Next, choose the useful skill yourContact provides. This skill must match the Contact’s background; e.g., Finance for a banker or Forensics for a lab technician. Since the GM rolls against this skill when you request aid from your Contact, you should select a skill that can provide the results you expect. If you want ballistics comparisons, take a Contact with Forensics, not Finance!
After that, select an effective skilllevel. This reflects the Contact’s connections, other skills, Status, etc. It need not be his actual skill level (the GM will set this, if it matters). For instance, the president of a local steel mill might have business-related skills of 12-14, but his effective skill might be 18 because of his position in the company. This skill level determines the Contact’s base cost:
Effective Skill | Base Cost |
12 | 1 point |
15 | 2 points |
18 | 3 points |
21 | 4 points |
Add 1 point to these costs for Contacts who can obtain information using supernatural talents (ESP, magical divination, etc.). This is common for spirits, wizards, etc.
Frequency of Appearance
Select a frequency of appearance, as explained under Frequency of Appearance, and apply its multiplier to the base cost of the Contact. When you wish to reach your Contact, the GM rolls against his frequency of appearance. On a failure, the Contact is busy or cannot be located that day. On a 17 or 18, the Contact cannot be reached for the entire adventure! On a success, the GM will roll against the Contact’s effective skill once per piece of information or minor favor you request.
No Contact may be reached more than once per day, even if several PCs share the same Contact. If you have several questions to ask, you should have them all in mind when you first reach your Contact. The Contact answers the first question at his full effective skill. Each subsequent question is at a cumulative -2. Don’t overuse your Contacts!
A Contact can never supply information outside his area of knowledge. Use common sense. Likewise, the GM must not allow a Contact to give information that short-circuits an important part of the adventure.
You must explain how you normallyget in touch with your Contact. Regardless of frequency of appearance, you cannot reach your Contact if those channels are closed.
Reliability
Contacts are not guaranteed to be truthful. Reliability multiplies the Contact’s point cost as follows:
Completely Reliable:Even on a critical failure on his effective skill roll, the Contact’s worst response will be “I don’t know.” On an ordinary failure, he can find information in 1d days. x3.
Usually Reliable:On a critical failure, the Contact lies. On any other failure, he doesn’t know now, “… But check back in (1d) days.” Roll again at that time; a failure then means he can’t find out at all. ¥2.
Somewhat Reliable:On a failure, the Contact doesn’t know and can’t find out. On a critical failure, he lies – and on a natural 18, he lets the opposition or authorities (as appropriate) know who is asking questions. ¥1.
Unreliable: Reduce effective skill by 2. On any failure, he lies; on a critical failure, he notifies the enemy. ¥1/2 (round up; minimum final cost is 1 point).
Money Talks
Bribery, whether cash or favors, motivates a Contact and increases his reliability level. Once reliability reaches “usually reliable,” further levels of increase go to effective skill; bribery cannot make anyone completely reliable!
A cash bribe should be about equivalent to one day’s income for a +1 bonus, one week’s income for +2, one month’s for +3, and one year’s for +4. Favors should be of equivalent worth, and should always be something that you actually play out in the
game.
The bribe must also be appropriate to the Contact. A diplomat would be insulted by a cash bribe, but might welcome an introduction into the right social circle. A criminal might ask for cash but settle for favors that could get you in trouble. A police detective or wealthy executive might simply want you to “owe him one” for later … Which could set off a whole new adventure, somewhere down the road.
Contacts in Play
You may add new Contacts in play, provided you can come up with a good in-game justification. The GM might even turn an existing NPC into a Contact for one or more PCs – possibly in lieu of character points for the adventure in which the PCs developed the NPC as a Contact. For instance, the reward for an adventure in which the party helped solve a bank robbery might be a knowledgeable, reliable police Contact.
**Examples of Contacts **
The list of all possible Contacts – and their skills – would fill an entire book
Here are just a few examples:
Business. Business owners, executives, secretaries, and even the mailroom flunky can supply informationon business dealings. They generally provide a business skill, such as Accounting, Administration, or Finance. A mail boy or typist might have effective skill 12; the president’s secretary has skill 15; a senior executive or accountant has skill 18; and the CEO, president, or chairman of the board has skill 21.
Military. This could be anyone from an enlisted grunt to a general. Such Contacts might provide information on troop movements, details on secret weapons or tactics, or top-level strategy. This could take the form of Savoir- Faire (Military), Strategy, or Tactics skill – or perhaps a technical skill, such as Engineer. A Rank 0 soldier would have effective skill 12, a Rank 1- 2 NCO would have skill 15, a Rank 3- 5 officer would have skill 18, and a Rank 6 or higher officer would have skill 21.
Police. Anyone connected with law enforcement and criminal investigations: beat cops, corporate security, government agents, forensics specialists, coroners, etc. Typical skills are Criminology, Forensics, Intelligence Analysis, and Law. Beat cops and regular private security officers have effective skill 12; detectives, federal agents, and records clerks are skill 15; administrators (lieutenants, captains, Special Agents in Charge, etc.) are skill 18; and senior officers (sheriffs, chiefs of police, District Superintendents, Security Chiefs, etc.) are skill 21.
Street. Thugs, fences, gang members, mobsters, and the like can provide information on illicit activities, local criminal gossip, upcoming crimes, etc. Most provide Streetwise skill. “Unconnected” crooks (those who are not part of the local criminal organization) have effective skill 12; “connected” ones are skill 15; mob lieutenants and other powerful criminals are skill 18; and an actual crime lord (e.g., the Don, clan chief, or Master of the Thieves’ Guild) has skill 21.
Cultural Adaptability (Mental) | 10 or 20 points
You are familiar with a broad spectrum of cultures. When dealing with those cultures, you never suffer the -3 “cultural unfamiliarity” penalty given under Culture . This is definitely a cinematic ability! Point cost depends on the scope of your
familiarity:
Cultural Adaptability: You are familiar with all cultures of your race. 10 points.
Xeno-Adaptability: You are familiar with all cultures in your game world, regardless of race. 20 points.
Cybernetics (Physical) | Variable
Treat most cybernetic implants as equivalent advantages: Infravision for a bionic eye, Damage Resistance for dermal armor, etc. Some implants may qualify for the Temporary Disadvantage limitation; suitable temporary disadvantages include Electrical and Maintenance. These apply to the implant, not to your overall capabilities.
Damage Resistance (Physical/Exotic) | 5 points/level
Your body itself has a Damage Resistance score. Subtract this from the damage done by any physical or energy attack after the DR of artificial armor (you can normally wear armor over natural DR) but before multiplying the injury for damage type. By default, natural DR does not protect your eyes (or windows, if you are a vehicle) or help against purely mental attacks, such as telepathy.
Normal humans cannot purchase DR at all. Creatures with natural armor can buy DR 1 to 5. Thick skin or a pelt would be DR 1; pig hide, armadillo shell, a heavy pelt, or scales like those of a lizard would be DR 2; rhinoceros hide or a pangolin’s armor plates would be DR 3; alligator scales or elephant hide would be DR 4; and a giant tortoise would have DR 5. Robots, supers, supernatural entities, etc. can purchase any amount of DR, subject to GM approval.
Many special modifiers are available to change the basic assumptions of this advantage.
Special Enhancements
Absorption: You can absorb damage and use it to enhance your abilities. Each point of DR stops one point of damage and turns it into one character point that you can use to improve traits (anything but skills) temporarily. You store these points in a “battery” with capacity equal to DR (e.g., DR 10 gives a 10-point battery). Once this battery is full, each point of DR will still stop one point of damage, but will not convert it into a character point. You do not have to use stored points immediately, but you cannot reallocate points once used. You lose absorbed points – unused ones first – at the rate of one. point per second. You lose enhanced
abilities as the points drain away. (Exception: If you are missing HP or FP, you can heal yourself. Restoring one HP drains 2 stored points immediately; restoring one FP drains 3 points. Such healing is permanent. Only HP or FP in excess of your usual scores drain away.) You cannot absorb damage from your own ST or attack abilities. +80% if absorbed points can only enhance one trait (determined when you create your character) or can only heal; +100% if you can raise any trait.
Force Field:Your DR takes the form of a field projected a short distance from your body. This protects your entire body – including your eyes – as well as anything you are carrying, and reduces the damage from attacks before armor DR. Effects that rely on touch (such as many magic spells) only affect you if carried by an attack that does enough damage to pierce your DR. +20%.
Hardened: Each level of Hardened reduces the armor divisor of an attack by one step. These steps are, in order: “ignores DR,” 100, 10, 5, 3, 2, and 1 (no divisor). +20% per level.
Reflection: Your DR “bounces back” any damage it stops at your attacker. The remaining damage affects you normally. The attacker doesn’t get an active defense against the first attack you reflect back at him, but gets his usual defenses against subsequent reflected attacks. Reflection only works vs. direct hits! It cannot reflect damage from explosions, fragments, poison gas, or anything else that affects an entire area. This enhancement is mutually exclusive with Absorption. +100%.
Special Limitations
Ablative: Your DR stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. 80). Use this to represent supers who can absorb massive punishment but who lack the mass to justify a large HP score. -80%
Can’t Wear Armor: Your body is designed in such a way that you cannot or will not wear body armor or clothing. -40%.
Directional: Your DR only protects against attacks from one direction. -20% for the front (F); -40% for the back (B), right (R), left (L), top (T), or underside (U). Humanoids may only take this limitation for front and back.
Flexible: Your DR is not rigid. This leaves you vulnerable to blunt trauma. -20%.
Limited: Your DR applies only to certain attack forms or damage types. See Limited Defenses (box) for details.
Partial: Your DR only protects a specific hit location. This is worth -10% per -1 penalty to hit that body part (see p. 398). For instance, an animal with butting horns and a thick skull might have “Skull only,” for -70%. “Torso only” is -10%, and also protects the vital organs. When you take this limitation for arms, legs, hands, or feet, the DR protects all limbs of that type. If it only protects one limb, the limitation value doubles (e.g., arms are -2 to hit, so a single arm would be -40%). If you have arms, legs, etc. with different penalties, use the least severe penalty to calculate limitation value.
Semi-Ablative: When an attack strikes semi-ablative DR, every 10 points of basic damage rolled removes one point of DR, regard lessof whether the attack penetrates DR. Lost DR “heals” as for Ablative (and you cannot combine the two). -20%.
Tough Skin: By default, Damage Resistance is “hard”: armor plate, chitin, etc. With this limitation, your DR is merely tough skin. Any effect that requires a scratch (e.g., poison) or skin contact (e.g., electrical shock or Pressure Points skill) affects you if the attack carrying it penetrates the DR of any armor you are wearing – even if it does exactly 0 damage! Your natural DR, being living tissue, provides no protection at all against such attacks. This limitation includes all the effects of the Flexible limitation (see above); you cannot take both. It is mutually incompatible with Force Field. -40%.
“Layered” Defenses
You may have multiple “layers” of DR with different combinations of modifiers. You must specify the order of the layers – from outermost to innermost – when you create your character. You may not change this order once set.
Danger Sense (Mental) | 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 Perception, secretly, in any situation involving an ambush, impending disaster, or similar hazard. On a success, you get enough of a warning that you can take action. A roll of 3 or 4 means you get a little detail as to the nature of the danger.
Danger Sense is included in Precognition; if you have the latter trait, you cannot also have Danger Sense.
Special Limitations
ESP: Your ability is part of the ESP psi power (see p. 255). -10%.
Daredevil (Mental) | 15 Points
Fortune seems to smile on you when you take risks! Any time you take an unnecessary risk (in the GM’s opinion), you get a +1 to all skill rolls. Furthermore, you may reroll any critical failure that occurs during such high-risk behavior.
Example: A gang of thugs opens fire on you with automatic weapons. If you crouch down behind a wall and return fire from cover, Daredevil gives no bonuses. If you vault over the wall and charge the gunmen, screaming, it provides all of its benefits!
Dark Vision (Physical/Exotic) 25 Points
You can see in absolute darkness using some means other than light, radar, or sonar. You suffer no skill penalties for darkness, no matter what its origin. However, you cannot see colors in the dark.
Special Enhancements
Color Vision: You can see colors in the dark. +20%.
Destiny (Mental/Supernatural) | Variable
Your fate is preordained. This is considered an advantage if you are destined for great things – although this might not always be clear, and might even be inconvenient at times. For a disadvantageous Destiny
When you choose this advantage, you may only specify its point value. The GM will secretly determine the nature of your Destiny, according to its point value and the dictates of the campaign. You might discover some clues about your Destiny via magical divination or similar techniques, but you are highly unlikely to learn its full extent until it is fulfilled. Note also that a Destiny may change as the campaign develops.
Be aware that this advantage gives the GM absolute license to meddle with your life – the GM must make the Destiny work out! Working out a good Destiny and making sure it comes to pass require considerable ingenuity on the part of the GM. The GM may wish to forbid this advantage if he feels it would send the campaign off the rails.
The point value of the Destiny determines its impact:
Great Advantage: You are fated to achieve greatness within your lifetime. In the end, everyone will know and praise your name! Sooner or later, something will happen to bring this Destiny to fruition. Note that this does not guarantee “success.” If you choose to jump in front of an assassin’s knife during your first game session, the GM might just decide the Destiny is fulfilled … you died a hero! 15 points.
Major Advantage As above, but to a lesser extent. Alternatively, you might be doomed to die in a particular place or in a particular fashion: at sea, by the hand of an emperor, underground, or whatever. You can be grievously wounded – even maimed – under other circumstances, but you will not die. If you avoid the circumstances that would fulfill your Destiny, knowingly or otherwise, you might find that Fate has a few surprises. The sea might flood your home while you sleep, the general against whom you march might be the future emperor, or Mt. Vesuvius might bury you under tons of ash. 10 points.
Minor Advantage: You are fated to play a small part in a larger story, but this part will reflect to your credit. In game terms, you are guaranteed one significant victory. 5 points. If you fulfill your Destiny and survive, it’s over – but you might feel its repercussions for years to come. In general, the GM should let you put the character points spent on an advantageous Destiny toward a positive Reputation. A Destiny that goes unnoticed once fulfilled is not much of a Destiny!
Detect (Mental/Physical/Exotic) | Variable
You can detect a specific substance or condition, even when it is shielded from the five human senses. This requires one second of concentration, after which the GM will secretly make a Sense roll for you. The range modifiers from the Size and Speed/Range Table apply. You may buy a special Acute Sense to improve the roll, thereby increasing your effective range.
On a success, the GM tells you the direction to the nearest significant source of the substance, and give you a clue as to the quantity present.
On a failure, you sense nothing. Detect also includes the ability to analyze what you detect. This requires an IQ roll; the better the roll, the more precise the details. For instance, if you had Detect (Metal), you could tell gold from iron on a successful IQ roll, and might learn details – such as whether the gold is in the form of ore or bars, and its precise purity – on a critical success.
The base cost of Detect is as follows: Rare (sorceresses, fire magic, zombies, gold, radar, radio): 5 points. Occasional (spellcasters, magic, undead, precious metal, electric fields, magnetic fields, radar and radio): 10 points. Common (humans, supernatural phenomena, supernatural beings
Very Common (all life, all supernatural phenomena and beings, all minerals, all energy): 30 points. Note that the ability to detect certain phenomena can often justify other advantages. For instance, Detect (Magnetic Fields) could explain Absolute Direction. , metal, electric and magnetic fields): 20 points.
Special Enhancements
Precise: On a successful Sense roll, you also learn the distance to whatever you detect. +100%. Signal Detection: You can detect an active transmission of some sort, such as a radio, radar, or laser; see Scanning Sense and Telecommunication.
You suffer no range penalties, but must be within twice the signal’s own range and (if the signal is directional) within in its path. +0%.
Special Limitations
Vague: You can only detect the presence or absence of the target substance. Direction and quantity are revealed only on a critical success, and you cannot analyze what you detect. This limitation is mutually exclusive with Precise. -50%
Digital Mind (Physical/Exotic) | 15 points
You are a sentient computer program – possibly an artificial intelligence or an “upload” of a living mind. By default, you inhabit a body that includes a computer with Complexity equal to at least half your IQ; see Computers.
You are completely immune to any power defined as “Telepathic,” and to magic spells that specifically affect living minds. However, computer viruses and abilities that affect Digital Minds can affect you; you can be taken offline (or even stored, unconscious, as data); and those with Computer Hacking or Computer Programming skill can gain access to your data … and possibly read or alter your consciousness!
You are likely to have the Machine meta-trait, but this is not mandatory, as you could be a computer- like mind inside an organic body (e.g., a bio-computer or a brain implant). The Reprogrammable disadvantage is also common for Digital Minds, as is the Automaton meta-trait, but you do not have to possess either trait. Many advantages are also possible but not automatic:
Computing Power: If you operate faster than a human mind, buy Enhanced Time Sense (p. 52). If you can add advantages or skills temporarily by running programs, buy Modular Abilities.
Copies: If you can run multiple copies of your mind on a single computer system, buy Compartmentalized Mind. If you can create loyal copies that run on other systems, buy Duplication with the Digital limitation. If you have copies backed up offline, buy Extra Life.
Uploading: If you can actively “upload” yourself into other computers, buy Possession with the Digital limitation. If you can do this easily, buy extra bodies as Puppets.
Discriminatory Hearing (Physical/Exotic) | 15 Points
You have a superhuman ability to distinguish between sounds. You can always identify people by voice, and can recognize individual machines by their “sound signature.” You may memorize a sound by listening to it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt.
You get +4 (in addition to any Acute Hearing bonuses) on any task that utilizes hearing, and receive +4 to Shadowing skill when following a noisy target.
To simulate the passive sonar used by submarines, add a -30% Accessibility limitation, “Only underwater.”
Discriminatory Smell (Physical) | 15 Points
Your sense of smell is far beyond the human norm, and can register distinctive odors for practically everything you may encounter. This allows you to recognize people, places, and things by scent. You may memorize a scent by sniffing it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt.
You get +4 (in addition to any Acute Taste and Smell bonuses) on any task that utilizes the sense of smell, and receive +4 to Tracking skill.
If you actually become ill when exposed to the odor of a particular substance, take the Temporary Disadvantage limitation (p. 115). The most common effect is Revulsion (p. 151), but the GM may choose to allow other temporary disadvantages.
Special Enhancements
Emotion Sense: You can detect a person or animal’s emotional state by odor. This functions as the Empathy advantage (p. 51), but you must be within 2 yards of the subject. +50%.
Discriminatory Taste (Physical/Exotic) | 10 Points
This talent functions in most ways like Discriminatory Smell (above), but enhances the sense of taste instead, so tracking is not possible. You must ingest a small quantity of the material to be examined; for a living subject, this means bodily fluids. This gives you an IQ roll to recognize the taste, identify whether a substance is safe to eat, etc. You can perform a detailed “analysis” with a roll against a suitable skill (Chemistry, Cooking, Pharmacy, Poisons …). You get +4 (in addition to any Acute Taste and Smell bonuses) on any task that utilizes the sense of taste.
Doesn't Breath (Physical/Exotic) | 20 Points
You do not breathe or require oxygen. Choking and strangulation attempts cannot harm (or silence!)
Special Limitations
Gills: You can extract oxygen from water, allowing you to remain submerged indefinitely. You suffocate if the water contains no dissolved oxygen. You are immune to strangulation and “the bends.” If you can only survive underwater, and suffocate in air as quickly as a normal human would drown underwater, Doesn’t Breathe (Gills) is a 0-point feature; otherwise, -50%.
Oxygen Absorption: As Gills, but you can absorb oxygen through the surface of your body whether it is in the air, a liquid, or another medium. Your body does not absorb poisonous gases, but you will suffocate if there is no oxygen available. You can use breathing equipment in space (your lungs are capable of working normally). You may not have the Sealed advantage. -25%.
Oxygen Combustion: As Oxygen Absorption, but you cannot breathe underwater or anywhere else fire cannot burn. -50%.
Oxygen Storage: You need to breathe, but you can go for extended periods of time without doing so; perhaps you store oxygen (like a whale) or have superior blood oxygenation. This differs from Breath-Holding in that you are completely immune to “the bends” while your oxygen supply holds out. If you can effectively “hold your breath” for 25 times as long as usual, this is -50%; 50 times, -40%; 100times, -30%; 200 times, -20%; 300 times, -10%
Doesn't Eat or Drink (Physical/Exotic) | 10 Points
You do not require food, water, or fuel. Your body is powered in some other manner: solar power, ambient magical energy, etc. A sufficiently rare energy source might qualify you for Dependency
Doesn’t Sleep (Mental/Exotic) | 20 points
You do not have to sleep at all. You can ignore all ill effects from missed nights of rest.
Dominance (Mental/Supernatural) | 20 Points
You can “infect” others with a supernatural condition – vampirism, lycanthropy, etc. – and exert absolute control over them. This trait is only appropriate for supernatural beings that spread their “curse” through infection, and only affects members of susceptible races (typically your original race and very similar races). The GM is the judge of which curses are spread this way and who is susceptible.
When you buy Dominance, you must specify one natural attack – Claws, Innate Attack, Vampiric Bite, etc. – that delivers the infection. Anyone you damage this way must roll 3d vs. the HP of injury he received (maximum one roll per day). If herolls under the damage amount, he becomes infected, and will change into the same kind of creature as you in 2d days, or at the GM’s discretion, without suitable supernatural intervention. The GM is free to impose additional conditions for infection; for instance, the victim might have to suffer three attacks, or share your blood, or even die before making the roll above.
Once the transition is complete,the victim acquires your supernatural racial template (Vampire, Werewolf, etc.) plus Slave Mentality. He becomes your subordinate. If he goes on to infect others, his victims will acquire the same traits and serve you as well.
Dominance itself costs 20 points, but to control a new victim, you must have sufficient unspent points to buy
him as an Ally with the enhancements “Minion” (due to his Slave Mentality) and “Special Abilities” (because he can create new servitors for you). You can choose any frequency of appearance, and may improve this later on with earned points. If you lack the points to buy you victim as an Ally – even at a frequency of “6 or less” – he will still be infected but he will not become your slave.
Dominance persists until you die (truly die, for undead), or your slave grows in power and you cannot (or choose not to) spend the points to keep him as an Ally, or the GM rules the curse is broken via supernatural means. If any of these things occur, your victim will lose Slave Mentality
and become free-willed. You may use the points spent on your former Ally to dominate new victims. See Infectious Attack for the disadvantageous form of Dominance.
Duplication (Mental/Physical/Exoitic) | 35 points/copy
You can split into two or more bodies(“Dupes”), each possessing your full knowledge and powers (but not copies of your equipment, unless you buy a special enhancement). It takes one second and a Concentrate maneuver to separate or merge. When your Dupes merge, your FP and HP are the average of all your copies’ FP and HP at that time. Your combined self remembers everything experienced by any Dupe.
Dupes have no special ability to coordinate with one another. For that, buy Telesend (see Telecommunication). If your Telesend works only with your Dupes, you may take the Racial limitation. You may combine Telesend with a Mindlink with your Dupes, in which case you are in constant telepathic contact – no die rolls required.
rolls required. If one of your Dupes dies, all the others immediately take 2d damage and are stunned. This is mental stun if you define Duplication as a mental trait, physical stun if you define it as a physical trait. The IQ or HT roll to recover is at -6. You also lose the points you spent for that Dupe. The GM may allow you to buy back a dead Dupe with unspent points. Alternatively, an Extra Life (p. 55) willlet you bring back any one dead Dupe.
Your point value drops by the price of the Extra Life, but this is cheaper than buying back a Dupe.
Special Enhancements
Duplicated Gear: Your Dupes appear with copies of Signature Gear that you are carrying or wearing. Duplicated equipment vanishes when you merge, even if it becomes separated from you. Treat your equipment’s HP, ammunition, energy supply, etc. just like your own HP and FP when you merge. +100%.
No Sympathetic Injury: If one of your Dupes is killed, the others are not stunned or hurt. +20%.
Special Limitations
Digital: Your Dupes are software copies of your mind, not physical copies of your body. They can possess other computers or occupy spare Puppets. You may only take this limitation if you have both Digital Mind and Possession (Digital). -60%.
Shared Resources: Your Dupes do not share your full FP and HP; instead, you must distribute your FP and HP among them. For instance, if you had 15 HP and one Dupe, you could split your HP 7 and 8, 2 and 13, or in any other combination that totaled 15. You need not distribute FP and HP proportionally; with 15 HP
and 15 FP, you could give one copy 3 FP and 9 HP and the other 12 FP and 6 HP. When your bodies re-combine, add their FP and HP instead of averaging. -40%.
Eidetic Memory (Mental) | 5 or 10 points
You have an exceptionally good memory. Anyone may attempt an IQ roll to recall the general sense of past events – the better the roll, the truer the memory, but the details are sketchy. With this talent, you automatically succeed at these “memory rolls,” and you often recall precise details. This trait comes in two levels:
Eidetic Memory: You automatically remember the general sense of everything you concentrate on, and can recall specific details by making an IQ roll. It is possible to “learn” this advantage in play (bards and skalds often acquire it to recall poems and songs). 5 points.
Photographic Memory: As above, but you automatically recall specific details, too. Any time you, the player forget a detail your character has seen or heard, the GM or other players must remind you – truthfully! 10 points.
This trait affects recall, not comprehension, and so does not benefit skills. However, it gives a bonus whenever the GM requires an IQ roll for learning: +5 for Eidetic Memory, +10 for Photographic Memory.
Empathy (Mental) | 5 or 15 points
You have a “feeling” for people. When you first meet someone – or are reunited after an absence – you mayask the GM to roll against your IQ. He will tell you what you “feel” about that person. On a failed IQ roll, he will lie!
This talent is excellent for spotting impostors, possession, etc., and for determining the true loyalties of NPCs. You can also use it to determine whether someone is lying … not what the truth is, but just whether they are being truthful with you.
This advantage comes in two levels:
Sensitive: Your ability is not entirely reliable; the IQ roll is at -3. You get +1 to your Detect Lies and Fortune- Telling skills, and to Psychology rolls to analyze a subject you can converse with. 5 points.
Empathy: Your ability works at fullI Q, and the bonus to Detect Lies, Fortune-Telling, and Psychology is +3. 15 points.
This advantage works only on sapient (IQ 6+), natural beings. The equivalent talents for animals, plants, and supernatural entities are Animal Empathy, Plant Empathy and Spirit Empathy, respectively.
Enhanced Defenses (Mental) | Variable
You are unusually adept at evading attacks! This may be due to careful observation of your foe, focusing chi, or anything else that fits your background. There are three versions:
Enhanced Block: You have +1 to your Block score with either Cloak or Shield skill. You must specialize in one particular Block defense. 5 points.
Enhanced Dodge: You have +1 to your Dodge score. 15 points.
Enhanced Parry: You have +1 to your Parry score. You may take this advantage for bare hands (5 points), for any one Melee Weapon skill (5 points), or for all parries (10 points). 5 or 10 points.
This talent is definitely cinematic! The GM might require Trained By A Master (p. 93) or Weapon Master (p. 99) as a prerequisite. He may choose to allow warriors to buy this trait with earned points. He might even permit multiple levels of each Enhanced Defense, in which case the point cost is per +1 bonus. Note that bonuses larger than +3 are almost certainly unbalanced, even in “over-the top” games!
Enhanced Move (Physical/Exotic) | 20 points/level
You can really move! Each level of Enhanced Move doubles your top speed in one environment: Air, Ground, Space, or Water. You may also take a half-level of Enhanced Move, either alone or with any whole number of levels; this costs 10 points and multiplies Move by 1.5.
Example 1: A super buys Enhanced Move 4 (Ground), for 80 points. He multiplies his Move by 2 x 2 x 2 x 2 = 2 16. If his Basic Move were 8, he could run at 128 yards/second (262 mph).
Example 2: An avian race has Enhanced Move 2.5 (Air), for 50 points. All members of the race multiply
their top airspeed by 2 x 2 x 1.5 = 6.
Your multiplied Move is your top speed. Record it in parentheses after your Enhanced Move trait; for instance, the super in the example above would write “Enhanced Move 4 (Ground Speed 128).” You can always choose to accept a slightly lower top speed if you want your speed to match that of a real-world or fictional creature or vehicle with a known top speed. This does not give you back any points.
Enhanced Move does not affect Basic Speed, Basic Move, or Dodge. Its benefits apply only when moving along a relatively straight, smooth course (see Sprinting, p. 354). It does have some defensive value, however: those who attack you with ranged attacks must take your speed into account when calculating speed/range
modifiers .
Most forms of Enhanced Move have prerequisites. Enhanced Move (Water) requires Amphibious or Aquatic.
Enhanced Move (Air) requires Flight. Enhanced Move (Space) requires Flight with the Space Flight or Newtonian Space Flight enhancement, and affects movement in space – not airspeed. To move faster in air and in space, buy both Enhanced Move (Air) and Enhanced Move (Space).
Special Enhancements
Handling Bonus: You get a bonus to DX or vehicle operation skill (e.g., Driving) for the sole purpose of maintaining control at speeds above your Basic Move. +5% per +1, to a maximum of +5.
Special Limitations
Handling Penalty: You have a penalty to DX or vehicle operation skill at high speeds. -5% per -1, to a maximum of -5.
Newtonian:This is a limitation for Enhanced Move (Space). Your space “top speed” is actually your “delta-v”: the total velocity change you can manage before running out of reaction mass. Once you have made velocity changes equal to your top speed, you must refuel before you can change velocity again. -50%.
Road-Bound: This is a limitation for Enhanced Move (Ground). Your Enhanced Move is effective only on a smooth, flat surface, such as a road or building floor. This is often taken in conjunction with the Wheeled disadvantage. -50%.
Enhanced Time Sense (Mental/Exotic) | 45 Points
You can receive and process information dramatically faster than the human norm. This improves your mental speed – notably your reaction time – but not how fast you physically move once you react. This has several game benefits.
First, Enhanced Time Sense (ETS) includes Combat Reflexes (p. 43), and provides all the benefits of that advantage. You cannot buy Combat Reflexes if you have ETS; the two advantages are not cumulative.
In combat, you automatically act before those without ETS, regardless of Basic Speed. If more than one combatant has ETS, they act in order of Basic Speed, and they all get to act before those who lack ETS.
You can perceive things that happen too fast for most people to discern. For example, you cannot be fooled by a projected image, because you can see the individual frames of the film. If secret information is being sent as a high-speed “burst,” you can detect it if you’re monitoring the transmission (you cannot necessarily decipher it, but you know it’s there). At the GM’s discretion, you get a Sense roll to spot objects moving so fast that they are effectively invisible; for instance, bullets in flight. ETS is extremely valuable if you possess magical or psionic defenses that work at the speed of thought.
If you have ETS, your rapid thought processes always allow you to ponder a problem thoroughly and respond in the manner you think best. You never suffer skill penalties for being mentally “rushed” – although you still need the usual amount oftime to complete a physical task, and suffer the usual penalties for hasty work. The GM can almost never tell you to make up your mind right now. (But don’t abuse this privilege by taking half an hour to decide what to do in each turn in combat!)
The exception is when something happens so fast that most people can’t perceive it at all. In that case, the GM is justified in asking you for an immediate response, since those without ETS get no response.
ETS does not “slow down” the world from your viewpoint. You can still enjoy a movie by simply ignoringthe frames, much as a literate person can choose whether or not to notice the individual letters in the words he’sreading. ETS also does not let you violate the laws of physics. Some things (e.g., laser beams) simply travel too fast for you to react.
Enhanced Tracking (Physical/Exotic) | 5 points/level You can “track” more than one target whether with a built-in sensor array or eyes that can swivel independently, like those of a chameleon. An Aim or Evaluate
maneuver normally applies to a single target. Each level of Enhanced Tracking allows your maneuver to apply to one additional target. You can only track targets that you can detect, and you cannot Aim at more targets than you have ready weapons to Aim with.
Extended Lifespan (Physical/Exotic) | 2 points/level
An average life cycle is defined as maturity at age 18, with aging effects starting at age 50 and accelerating at ages 70 and 90. Each level of Extended Lifespan doubles all these values. Note that if you need to take more than seven levels of this trait (giving maturity at age 2,304 and the onset of aging at age 6,400), it is more efficient to take Unaging.
Extra Arms (Physical/Exotic) | Variable
In GURPS, a limb with which you can manipulate objects is an arm, regardless of where it grows or what it looks like. A normal arm can strike a blow that inflicts thrust-1 crushing damage based on ST. The human norm is two arms for 0 points. Extraarms have a base cost of 10 points apiece.
Coordination
You can use extra arms freely for multiple noncombat tasks. For instance, with three arms, you could perform a one-handed task (e.g., use a computer mouse) and a two-handed task (e.g., type) simultaneously. You need Enhanced Tracking to perform tasks that require attention to events in more than one place at a time, however.
You can also use all of your arms in concert for a single combat maneuver where extra arms would be helpful; e.g., grappling in close combat. And if you have at least three arms, you can use a shield normally with one arm and still wield a two-handed weapon, just as a normal human fighter can use a shield and one-handed weapon at the same time.
No matter how many arms you have, though, you do not get additional attacks (or other extra maneuvers) in combat unless you buy Extra Attacks (see below).
Close Combat With Extra Arms
Extra arms give a huge advantage in close combat. You cannot punch with more than one arm at a time unless you have Extra Attack, but you may grapple with all of your arms atonce. Each extra arm of regular length or longer, over and above the generic set of two, gives +2 to any attempt to grapple or break free from a grapple. Having more arms than your opponent also gives +3 on any attempt to pin or resist a pin.
Special Enhancements
//Extra-Flexible: //Limbs with this enhancement are more flexible than human arms, like tentacles or an elephant’s trunk. These limbs can always reach and work with other limbs, regardless of body positioning, general layout, or “right” and “left.” +50%.
//Long: // Your arm is longer in proportion to your body than a human arm relative to the human body. This increases your effective SM for the purpose of calculating reach with that arm (see Size Modifier and Reach). This does affect the reach of melee weapons wielded in that hand. Each +1 to SM also adds +1 per die to swinging damage. +100% per +1 to SM.
Special Limitations
Foot Manipulators: Your “arm” is really an unusually dextrous leg. You cannot walk while you are manipulating objects with it (although you can sit, float, or fly). This is a Temporary Disadvantage limitation, the disadvantage
being Legless. This kind of arm is usually – but not always – Short (see below). -30%.
No Physical Attack: The limb can manipulate but cannot punch or wield melee weapons, and gives no bonus in close combat. It can still wield a firearm or similar ranged weapon. -50%.
Short: The arm has reach “C” (close combat only), and lacks the leverage to use any weapon that must be
swung. Subtract one yard from the reach of any melee weapon wielded by that limb. If all of your arms are short, you are at -2 on any attempt to grapple. -50%.
Weak: The arm has less than your full body ST for lifting, striking, and grappling. -25% if the arm has halfyour body ST, or -50% if it has 1/4 your body ST (round down in both cases).
Weapon Mount: Instead of an arm, you have a “hardpoint” where you can mount a weapon. This may be biological, mechanical, or a hybrid of the two, depending on whether you are a living being, a machine, or a cyborg. You cannot use this mount for any purpose other than bearing a weapon. This limitation is incompatible with Feet Manipulator, No Physical Attack, Short, and Weak. -80%.
Modifying Beings With One or Two Arms
Beings with one or two arms can use the special modifiers above. Point cost is equal to 1/10 the percentile modifier per affected arm. Thus, enhancements become advantages and limitations become disadvantages. For instance, Short is -50%, so it is worth -5 points per arm. Someone with two short arms would have a -10- point disadvantage.
Those with one arm can only apply these modifiers once, but also get the-20 points for One Arm. For instance, an elephant’s trunk would be Extra-Flexible (+50%), Long (+100%), and Weak (-50%). These modifiers total +100%, for a 10-point advantage. The -20 points for One Arm would make the net cost -10 points.
Extra Attack (Physical) | 25 Points /attack
You can attack more than once per turn. The “default” assumption in GURPS is that you can make one attack per turn, no matter how many limbs you have. Each Extra Attack allows one additional attack per turn. You may not have more attacks than you have limbs (arms, legs, etc.), natural weapons (Strikers, Teeth, etc.), and attack powers (Afflictions, Bindings, and Innate Attacks) with which to attack. The GM’s word on what constitutes an “attack” is final.
A normal human can purchase one Extra Attack. This lets him attack with both hands at once, and represents unusually good coordination. Supers and nonhumans have no such limitation. A super-powered cop could bu two Extra Attacks, enabling him to shoot rays from his eyes, fire his pistol, and swing his nightstick all at once. A dragon might take four Extra Attacks and attack five times with any combination of his four clawed limbs, teeth, horns, tail, and fiery breath!
Extra Attack is exactly that: an extra Attack maneuver on your turn in
combat. It does not eliminate the -4 penalty for an “off” hand (see Ambidexterity, or let you take multiple Aim maneuvers see Enhanced Tracking. You may use some of your attacks for Feint maneuvers, but you many not take multiple actions of other kinds – that requires Altered Time Rate
Extra At and All-Out Attack
When an individual with Extra Attacks makes an All-Out Attack, he must select one type of bonus for all his attacks that turn. He could not, for instance, take All-Out Attack (Determined) with one attack and All- Out Attack (Strong) with another. If he chooses All-Out Attack (Double) it increase his number of attacks, he gets one additional attack.
Extra Attacks and Rapid Strikes
You may use one of your melee attacks to make a Rapid Strike on your turn, at the usual penalty. Your remaining attacks are in addition to this Rapid Strike, and receive no penalty. You may not use Rapid Strike with two or more attacks in one turn.
Extra Head (Physical/Exotic) | 15 Points / head
You have more than one head, each with fully functional ears, eyes, mouth, etc. Each Extra Head gives you one Extra Mouth and one level of Enhanced Tracking at no extra charge. Each head also contains an extra brain with a complete copy of your memories, personality, and skills. These extra brains are “backups,” however, and do not grant additional mental actions – for that, take Compartmentalized Mind.
You cannot suffer more than 2 ¥ (your HP/number of heads) points of injury from any single attack to your head or neck. Any head blow that causes unconsciousness only knocks out that one head; the others continue to function! A critical head blow that would normally kill you simply destroys that head, inflicting the maximum injury noted above and crushing, severing, or exploding the head (GM’s option).
Special Limitations
Extraneous: Your Extra Head grants Extra Mouth and Enhanced Tracking, but does not contain a backup brain. A single blow to an Extraneous head can do no more than HP/(1.5 x number of heads) points of injury, but blows to your real head can cause stun, knockout, or death even if your other heads are unharmed. -20%.
Extra legs (Physical/Exotic) | Variable
If you can walk on a limb but cannot use it to manipulate objects, it is a leg in GURPS (for legs that double as arms, see Extra Arms, p. 53). A normal leg can kick for thrust/crushing damage at your usual reach (1 yard for a human). The human norm is two legs, which costs 0 points. It costs points to have more than two legs:
Three or four legs: If you lose a leg, you can continue to move at half Move (round down). Loss of a second leg causes you to fall. 5 points.
Five or six legs: Each leg lost reduces Move by 20% until only three legs are left. At that point, your Move is 40% normal. Loss of another leg causes you to fall. 10 points.
Seven or more legs: Each leg lost reduces Move by 10% until only three legs are left. At that point, your Move is 40% normal. Loss of another leg causes you to fall. 15 points.
You can apply the following modifiers to all your legs:
Special Enhancements
Long: Your legs are longer in proportion to your body than human legs relative to the human body. This increases your effective SM for the purpose of calculating reach when Kicking and when clambering over obstacles. +100% per +1 to SM.
Special Limitations
Cannot Kick: You cannot use your legs to kick for damage. -50%.
Modifying Beings With Two Legs
The modifiers above can be applied to creatures with only two legs. Point cost is equal to 1/10 the percentile modifier. For instance, a human with Cannot Kick (-50%) would have a -5- point disadvantage. copy exists before you die. You must tell the GM where you store it. You will return to life at that location … and if your enemies discover where you store your copy, they may tamper with it! -20%.
Extra Life (Mental/Exotic) | 25 points/life
You can come back from the dead! No matter how sure your foes were that they killed you, you didn’t really die. Work out the details with the GM. Every time you come back from the dead, you use up one Extra Life – remove it from your character sheet and reduce your point total by 25 points. The GM may wish to let players spend earned points to buy Extra Lives in play.
Special Limitations
Copy: When you die, you revert to a “backup copy.” To create this copy takes minutes or hours, possibly at a special facility. Details are up to the GM. Make a copy of your character sheet whenever you update your backup. If you die, you revert to those statistics, losing any traits or character points acquired since then. Note that a copy exists before you die. You must tell the GM where you store it. You will return to life at that location … and if your enemies discover where you store your copy, they may tamper with it! -20%
Requires Body: You come back in disembodied state – for instance, as aspirit or a digital copy on a computer. All your experiences and abilities are intact (unless you took Copy), but you cannot interact with the physical world at all until you acquire a new body. This might be a clone, an undead corpse, or even a robot “shell.” -20%, or -40% if the required body is illegal, rare, or expensive (GM’s decision).
Extra Mouth (Physical/Exotic)| 5 points/mouth
You have more than one functional mouth, which can be anywhere on your body. All of your mouths are capable of breathing, eating, and speaking. An Extra Mouth lets you bite more than once if you have Extra Attacks. If you have Compartmentalized Mind, you can carry on multiple conversations, or cast two spells that require spoken words. Other benefits include being hard to silence or suffocate, and being able to sing in harmony with yourself!
Favor (Social) | Variable
You saved someone’s life, kept silent at the right time, or otherwise did someone a good turn. Now he owes you one.
A Favor is a one-shot Ally, Contact, Contact Group, or Patron. Work out the point cost of the parent advantage, and then divide it by 5 (round up) to get the cost of the Favor. The catch is that the NPC(s) in question will help you out once … and only once.
When you wish to “collect” on your Favor, the GM rolls against the frequency of appearance of the underlying advantage. On a failure, you couldn’t reach your “friend” in time, or he couldn’t comply, but you stillhave your Favor coming. You may try again on a later adventure.
On a success, you get what you want (subject to the limits of the advantage). But this discharges the obligation: remove the Favor from your character sheet and reduce your point total appropriately. However, if the roll is a 3 or 4, your “friend” still feels indebted to you, and you retain the Favor … at least until next time. You may buy a Favor in play, just like any trait of this kind. The GM may also wish to include a Favor as part of the reward for a successful adventure.
Fearlessness (Mental) | 2 points/level
You are difficult to frighten or intimidate! Add your level of Fearlessness to your Will whenever you make a Fright Check or must resist the Intimidation skill (p. 202) or a supernatural power that induces fear. You also subtract your Fearlessness level from all Intimidation rolls made against you.
Filter Lungs (Physical/Exotic) | 5 points
Your respiratory system can filter out ordinary contaminants; e.g., dust, pollen, smoke, and even tear gas (but not nerve gas or other contact agents). You suffer no ill effects from such things. This is especially useful in polluted cities and on alien worlds. Note that if you have Doesn’t Breathe, you do not need this
advantage!
Fit (Physical) | 5 or 15 points
You have better cardiovascular health than your HT alone would indicate. This comes in two levels:
Fit: You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or Htbased skills! You also recover FP at twice the normal rate. 5 points.
Very Fit: As above, but the bonus to HT rolls is +2. In addition, you lose FP at only half the normal rate. 15 points.
In both cases, this advantage applies only to FP lost to exertion, heat, etc. It has no effect on FP spent
to power psi or magic spells.
Flexibility (Physical) | 5 or 15 points
Your body is unusually flexible. This advantage comes in two levels:
Flexibility: You get +3 on Climbing rolls; on Escape rolls to get free of ropes, handcuffs, and similar restraints; on Erotic Art skill; and on all attempts to break free in close combat. You may ignore up to -3 in penalties for working in close quarters (including many Explosives and Mechanic rolls). 5 points.
Double-Jointed: As above, but more so. You cannot stretch or squeeze yourself abnormally, but any part of your body may bend any way. You get +5 on Climbing, Erotic Art, and Escape rolls, and on attempts to break free. You may ignore up to -5 in penalties for close quarters. 15 points
Flight (Physical/Exotic) | 40 points
You can fly. The “default” is fullfledged, self-powered flight without wings or gliding surfaces. This works at any altitude where there is still significant atmosphere – but in the upper atmosphere, you’ll need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and Temperature Tolerance). You cannot fly in a trace atmosphere or vacuum.
Your flight Move is Basic Speed ¥ 2 (drop all fractions). As explained in Move in Other Environments (p. 18), you can adjust this for ±2 points per ±1 yard/second. For very high speeds, take Enhanced Move (Air). If you do not have any of the Controlled Gliding, Gliding, Lighter Than Air, Small Wings, Space Flight Only, or Winged Flight limitations, you can also “fly” at half-speed underwater. Flight includes the ability to hover at Move 0 as well.
Flight does not confer the ability to do complex acrobatics and tight turns; for that, buy Aerobatics skill. Flight skill improves endurance. You can alter most of the above assumptions through special modifiers.
Special Enhancements
Newtonian Space Flight: As Space Flight (below), except that your space Move – or your space top speed, if you have Enhanced Move (Space) – is actually your “delta-v”: the total velocity change you can manage in space before running out of reaction mass. For instance, you could accelerate up to your delta-v and stay there (like a missile), or to half your delta-v and then decelerate to a stop at the end of your trip (like a conventional spacecraft). Once you have made velocity changes equal to your delta-v, you must refuel before you can change your velocity in space again. +25%.
Space Flight: You can fly in space or a vacuum (such as on the moon). Your space Move is Basic Speed ¥ 2. If you want to be able to accelerate constantly to reach a higher top speed, like a rocket, buy Enhanced Move (Space). This will let you accelerate or decelerate each turn by an amount equal to your space Move, up to your enhanced top speed. For a “realistic” space move that lets you accelerate indefinitely in a vacuum (up to the speed of light), you’ll want Enhanced Move 25-27. This is incompatible with all other special modifiers except Space Flight Only. +50%.
Special Limitations
Cannot Hover: You must always move at least 1/4 your top airspeed (round up) when flying. This is incompatible with Controlled Gliding and Gliding. -15%.
Controlled Gliding: Like Gliding (below) in most respects, but you can gain altitude by riding updrafts or “thermals.” A typical ascent rate is one yard per second. You can locate thermals, if any are present, on a successful IQ or Meteorology roll (one attempt per minute). -45%.
Gliding: You cannot gain altitude. With a running leap, you can launch yourself with an air Move equal to Basic Move. Each turn, you can change velocity by up to 10 yards/second x local gravity in Gs (Earth’s gravity is 1G). To accelerate, you must descend by 1 yard for each 1 yard/second added to velocity; top speed is Basic Move x 4 (but you can go faster if towed). To decelerate, you must fly level. If you do not descend at least 1 yard, you automatically decelerate by 1 yard/second that turn. When working out turning radius, your basic air Move is 10 x local gravity in Gs. Each level of Enhanced Move (Air) either doubles top speed or halves deceleration in level flight (e.g., one level means you only lose 0.5 yard/second in level flight); specify which when you buy it. -50%.
Lighter Than Air: You fly by becoming lighter than air (or gaseous). A wind moves you 1 yard/second, in the direction it is blowing, per 5 mph of wind speed. If the wind happens to be blowing in the direction you wish to travel, this adds to your Move; otherwise, your Move goes down as you fight against the breeze. -10%.
Low Ceiling: You cannot fly very high. This does not limit speed in anyway, but the GM may require Aerobatics rolls to dodge obstacles near the ground. A 30-foot ceiling is-10%; a 10-foot ceiling is -20%; and a
5-foot ceiling is -25%.
Small Wings: As Winged (below), except that your wingspan is no more than half your height. You use your wings to steer and to stabilize your flight – not to lift. If your wings are crippled in flight, roll against
Aerobatics skill (or default) to land safely. -10%
Space Flight Only: You can only take this in conjunction with Space Flight or Newtonian Space Flight. You can fly only in space; you have air Move 0 in atmosphere. You require a boost to reach space from any planet with an atmosphere, and are incapable of atmospheric reentry. -75%.
Winged: You use large wings or skin flaps to fly. Wingspan is at least twice your height. In order to take off, land, or maneuver, you must have an open area with a radius equal to your wingspan in all directions. If your wings are bound, or if a wing is crippled (more than 1/3 of your wings, if you have more than two), you cannot fly. Treat wings as arms for the purpose of targeting and crippling. If you wish to strike blows or manipulate objects with your wings, you must pay for them as Strikers or Extra Arms in addition to the cost of Flight. -25%.
Gadgeteer (Mental) | 25 or 50 points
You are a natural inventor. You can modify existing equipment and – given sufficient time and money invent entirely new gadgets as described under Gadgeteering. This lets you design gadgets quickly, and makes it easy to realize higher-TL innovations. This advantage comes in two levels:
Gadgeteer: You are a “cinematic” gadgeteer, but your work still takes days or months, and requires a good deal of money and expensive equipment. 25 points.
Quick Gadgeteer: You can throw together wondrous gadgets in minutes or hours, and can get by with scrounged-together spare parts that cost a few percent of what a “realistic” inventor would have to spend. This level is definitely unsuitable for realistic campaigns! 50 points.
G-Experience (Mental) | 1 to 10 points
You have experience working in one or more gravitational fields other than your native one, and your reflexes adapt quickly to the way objects move and fall in those fields. You suffer only half the usual DX penalty for different gravity.
In situations where low gravity would make a task easier, you roll at full DX, plus the bonus for low gravity,plus an extra +1. For instance, if a normal person would get +2 to catch a ball in low gravity, you would get +3.
This trait costs 1 point per gravity field with which you have experience. For instance, an Earth native who works on the moon might haveG-Experience (0.16G). To enjoy the benefits of G-Experience in all gravity fields, buy G-Experience (All) for 10 points.
Gizmos (Mental) | 5 points/gizmo
You always seem to have just the piece of gear you need. Once per game session per level of this advantage, you may pull out one small item of equipment that you could have been carrying. This “Gizmo” remains undefined until you reveal it. It does not even “enter play” until you take it out; thus, it cannot be damaged, lost, stolen, or found in a search
A Gizmo must be small enough to fit in an ordinary coat pocket, and must meet one of three criteria:
1. An item you own but did not specifically state you were carrying. For instance, if you own a handgun, and get ambushed while driving to church, you could pull out your pistol – even if the police searched your vehicle five minutes ago and found no weapons!
2. An item that you probably own, and that is in keeping with your character concept, but that is minor or ignorable enough to leave unspecified. For instance, a policeman might happen to be carrying a spare handcuff key, while a wizard might have some eye of newt. The GM has the final say, but should be lenient if the item you wish to have is consistent with your character story.
3. An inexpensive device widely available at your tech level. For
instance, if you need to light the fuse on some dynamite, you could pull out a box of matches – and they would work, even if you just took an involuntary swim in the creek.
Each Gizmo you can use per game session (maximum of three) costs 5 points. Note that this ability is not realistic! The GM may wish to limit it further, or forbid it, in a realistic campaign.
Gadgeteers and Gizmos
Those with the Gadgeteer
Advantage have more latitude. In addition to the usual items available, a Gadgeteer may specify that his Gizmo is one of his inventions (which must still be small). Instead of pulling an existing gadget “out of his pocket,” a Gadgeteer can use his Gizmo to let him build what he needs on the spot. He must still possess or find the appropriate materials, and know any required skills. The GM should roll secretly against the relevant skill, at -2 or worse. A failed roll means the device doesn’t work (this still “uses up” the Gizmo). A critical failure means the device backfires spectacularly!
Growth (Physical/Exotic) | 10 points/level
You can grow – really grow! As your size increases, so must your ST (or you would collapse under your own weight). Your equipment doesn’t change size!
Each level of Growth lets you increase your Size Modifier by +1. Find your final height from the Size Modifier Table. Increases in SM affect your arm and leg length when calculating reach and determining whether you can negotiate obstacles; see Size Modifier and Reach. It takes one second to modify your SM
by +1 (or by -1 as you return to normal
size).
If you attempt to grow in a room, vehicle, container, etc. that isn’t large enough to hold you, your growth normally stops. However, if maximum thrust damage for your current ST is greater than the wall or ceiling’s DR, you burst through it. This takes one second per point of DR.
You must buy the ST necessary to support your form separately. This is 5 x final height in yards. If your ST increases with height and is only available when you grow, you may buy it with the Size limitation (see Strength, p. 14). Use your maximum SM to determine the limitation value. At intermediate SMs, find your height as a fraction of your maximum height. This is the fraction of your extra ST available to you at that SM (round down).
Example: A 6’-tall character (SM 0) has Growth 4. He can grow to SM +4, giving him a maximum height of 10 yards. He must buy ST 50 to support himself. If he has ST 15 and gains +35 ST only at full height, he may buy his +35 ST with a -40% Size limitation. At SM +1, he will be 3 yards tall. This is 30% of his final height, so he will have 30% of +35 ST, or +10 ST, for ST 25. Similarly, he’ll be 5 yards tall with ST 32 at SM +2, 7 yards tall with ST 39 at SM +3, and 10 yards tall with ST 50 at SM +4.
Special Modifiers
Maximum Size Only: You can only assume normal or maximum size.
Instead of growing at +1 SM per second, you grow to your maximum SM – or revert back to your usual SM – in one second. The limitation of no intermediate SMs (restricting your use of this ability in close quarters) cancels out the enhancement of rapid growth (a useful benefit in combat). +0%.
Gunslinger (Mental) | 25 points
You can make uncannily precise shots without aiming. This ability works with any weapon that uses Beam Weapons, Gunner, Guns, orLiquid Projector skill. It gives no bonuses when using muscle-powered missile weapons (but the GM is free to introduce a low-tech version that works with Blowpipe, Bow, Crossbow, Sling, etc.).
When firing single shots (RoF 1-3) from a one-handed weapon, you get the Accuracy bonus of your weapon without the need for an Aim maneuver. When using a two-handed weapon or automatic fire, you get half the Accuracy bonus (round up) without the need to Aim. If you do Aim, you always get full Acc, and bracing, scopes, and additional seconds of Aim provide the usual benefits.
This ability is intended for cinematic games with an “action movie” ambience. The GM may wish to forbid it in a completely realistic campaign
Hard to Kill (Physical) | 2 points/level
You are incredibly difficult to kill. Each level of Hard to Kill gives +1 to HT rolls made for survival at -HP or below, and on any HT roll where failure means instant death (due to heart failure, poison, etc.). If this bonus makes the difference between success and failure, you collapse, apparently dead (or disabled), but come to in the usual amount of time – see Recovering from Unconsciousness. A successful Diagnosis roll (or a Mechanic roll, for machines) reveals the truth.
Example: Bruno has HT 12, 15 HP, and Hard to Kill 4. He takes 45 points of damage, which reduces him to -30 HP. He must make two HT rolls to survive: one at -15 HP, one at -30 HP. He rolls an 11 for the first one, but on the second roll, he gets a 14. This is above his HT (12), but below his modified HT (12 + 4 = 16). He passes out, andhis foes leave him for dead. Roughly a day later, he’ll regain consciousness – injured, but not dead!
In a realistic campaign, the GM may wish to limit characters to Hard to Kill 1 or 2.
Hard to Subdue (Physical) 2 points/level
You are hard to knock out. Each level of Hard to Subdue gives +1 to any HT roll to avoid unconsciousness – whether as a result of injury, drugs, or ultra-tech weapons – and to resist supernatural abilities that cause unconsciousness. In a realistic campaign, the GM may wish to limit characters to Hard to Subdue 1 or 2.
Healing (Mental/Exotic) | 30 points
You have the ability to heal others. You must be in physical contact with the subject. To activate your power, concentrate for one second and make an IQ roll. Roll at -2 if the subject is unconscious.
You can use Healing in two ways:
Heal Injuries: On a success, you can heal any number of HP. This costs you1 FP per 2 HP healed (round up). Failure costs 1d FP, but you can try again; critical failure also causes the recipient 1d damage. Even 1 HP of healing will stop bleeding. By rolling at -6, you can repair a crippled but whole limb if you completely heal the HP lost to the crippling injury. For instance, to heal a hand crippled by 4 points of damage, make an IQ-6 roll and spend 2 FP. Each healer gets only one attempt per crippled limb. Healing cannot restore lost limbs or bring back the dead.
Cure Disease: This requires an IQ roll at a modifier determined by the GM – from +1 for the common cold to -15 for AIDS. The FP cost is equal totwice the penalty, minimum 1 FP. For instance, it would cost 6 FP to cure a disease that calls for an IQ-3 roll.
If used more than once per day on a given subject, apply a cumulative -3 per successful healing of the same type (injury or disease) on that subject. This penalty accumulates until a full day has passed since the most recent
healing.
Healing works on your own race and on all “similar” races. In a fantasy campaign, for instance, all warmblooded humanoid races (elves, dwarves, orcs, halflings, etc.) would be “similar.”
Special Enhancements
Faith Healing: Your power works by channeling spiritual energy. This lets you cure anyone the spirits or godsdeem worthy of healing, regardless of race. However, you (and possibly your subject) must behave in a manner consistent with the interests and moral codes of your supernatural allies, or this ability will not work. You may not combine Faith Healing with Own Race Only or Xenohealing. +20%
Xenohealing: You can heal beings quite dissimilar from yourself. Examples, assuming you are human: All Mammals, +20%; All Earthly Life, +40%; All Carbon-Based Life, +60%;Anything Alive, +80%; Anything Animate (including undead, golems, etc.), +100%.
Special Limitations
Disease Only: You can only cure disease. -40%.
Injuries Only: You can only heal injuries. -20%.
Own Race Only: This is only availablein campaigns with multiple sapient races. -20%.
Psychic Healing: Your ability is part of the Psychic Healing psi power. -10%.
High Manual Dexterity (Physical) 5 points/level
You have remarkably fine motor skills. Each level (to a maximum of four) gives +1 to DX for tasks that require a delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery, as well as DX-based rolls to do fine work with Machinist or Mechanic (e.g., on clockwork) This bonus doesn’t apply to Iq based tasks or large-scale DX-based tasks, nor does it apply to combat related die rolls of any kind.
High Pain Threshold (Physical) | 10 points
You are as susceptible to injury as anyone else, but you don’t feel it as much. You never suffer a shock penalty when you are injured. In addition, you get +3 on all HT rolls to avoid knockdown and stunning – and if you are tortured physically, you get +3 to resist. The GM may let you roll at Will+3 to ignore pain in other situations.
High Pain Threshold is included in Supernatural Durability (p. 89); if you have the latter advantage, you cannot take this one.
Higher Purpose (Mental/Supernatural) | 5 points
You are driven to exceed your normal limits in one specific pursuit. You must state this exactly as if it were a Code of Honor disadvantage (p. 127): “Defend all women,” “Slay all demons,” etc. If, in the GM’s judgment, you are unfaltering in your pursuit of your Higher Purpose, you get +1 to all die rolls that pertain directly to the pursuit of your cause. If you deviate from your Higher Purpose, you lose this bonus … and the GM is free to penalize you for bad roleplaying just as if you had ignored a Code of Honor.
A Higher Purpose must be specific. Higher Purposes such as “Fight evil”or “Oppose authority figures” are too broad to be balanced. In addition, Higher Purpose must entail genuine risk and inconvenience. The GM should not allow pragmatic Higher Purposes like “Faithfully serve my superiors.” All Higher Purposes are subject to GM approval.
Hyperspectral Vision (Physical) | 25 Points
Your vision extends across the infrared, visible, and ultraviolet portions of the spectrum. This integrated picture often reveals details that areinvisible to those who merely possess normal vision, Infravision or Ultravision.
Hyperspectral Vision grants nearperfect night vision: you suffer no vision or combat penalties if there I sany light at all. In total darkness, it functions exactly like Infravision. This trait also gives +3 on all Vision rolls; on all rolls to spot hidden clues or objects with Forensics, Observation, or Search skill; and on all Tracking rolls.
If you possess Hyperspectral Vision, you cannot also have Infravision or Ultravision. This trait is essentially a higher level of both those advantages. Its game effects replace the specific effects of those traits.
As described, this trait emulates realistic TL7+ sensors. The GM may permit supers to take the two special enhancements below. Neither is appropriate for real-world sensors!
Special Enhancements
Extended Low-Band: You perceive radiation below the infrared, allowing you to “see” microwave, radar, and radio sources. This gives no special ability to understand radio signals! +30%.
Extended High-Band: You sense radiation above the ultraviolet, allowing you to “see” X-ray and gamma ray sources. +30
Illuminated (Mental/Supernatural) | 15 Points
You are an “Illuminatus” in the original sense of the word – you are enlightened. You know what’s going on, and you know it intuitively.
You can discern other Illuminati on sight, with no possibility of error. Furthermore, whenever the GM requires a roll against a skill such as Current Affairs, Hidden Lore, or Intelligence Analysis to tell whether a certain strange occurrence is truly a coincidence or the result of a conspiracy, you may roll against the higher of your IQ and the specific skill in question. Finally, you can perceive and communicate with supernatural beings who are tied to Illuminated conspiracies in your game world (GM’s decision). This gives you no special ability to control them, but they recognize you and treat you with a certain respect: +3 on reaction rolls.
The only drawback is that other Illuminati and spiritual beings are able to perceive your Illuminated nature, and there’s nothing you can do about it except stay out of sight.
This advantage is best suited to mystical or fantastic campaigns. It is rarely appropriate in “mundane” conspiracy campaigns. The GM is the final judge of who may possess this trait.
Improved G-Tolerance (Physical) | 5 to 25 Points
You can function under a wide range of gravities. For a normal human, the penalties for non-native gravity accrue in increments of 0.2G; see Different Gravity. A larger increment costs points: 5 points for 0.3G, 10 points for 0.5G, 15 points for 1G, 20 points for 5G, and 25 points for 10G. Normal humans are limited to 10 points in this trait.
Indomitable (Mental) | 15 points
You are impossible to influence through ordinary words or actions. Those who wish to use Influence skills on you must possess a suitable advantage: Empathy if you are a human or similar being, Animal Empathy if you’re a beast, Plant Empathy if you’re a plant, or Spirit Empathy if you’re a demon, ghost, etc. Everyone else – however convincing – fails automatically. This trait often accompanies Unfazeable.
Infravision (Physical/Exotic) | 0 or 10 Points
You can see into the infrared portion of the spectrum, allowing you to detect varying degrees of heat. This lets you fight at no penalty even in absolute darkness, if your target emits heat (this includes all living beings and most machines). It also gives you +2 on all Vision rolls to spot such targets, since their heat stands out from the background. You can follow a heat trail when tracking: add +3 to Tracking rolls if the trail is no more than an hour old.
Infravision does not let you distinguish colors, and only allows you to judge the general size and shape of heat-emitting objects, including living beings (for instance, you might have trouble telling two people of the same size apart). Roll at -4 to distinguish objects of similar size and shape. The GM may also require a Vision-4 roll to read by reflected heat. Sudden flashes of heat (e.g., a flare, fiery explosion, or infrared laser) can blind you, just as a flash of light can blind ordinary vision
Cost depends on your capabilities:
You can only see using Infravision, and are subject to its limitations at all times: 0 points.
You can switch freely between normal vision and Infravision: 10 points
Injury Tolerance (Physical/Exotic) | Variable
You have fewer physiological weaknesses than ordinary living beings. The cost of this advantage depends on the precise frailties eliminated. Note that some forms of Injury Tolerance include others, and that Diffuse, Homogenous, and Unliving are mutually incompatible.
Diffuse: Your body is fluid or particulate, composed of a swarm of smaller entities, or perhaps made of pure energy. This makes you immune to crippling injuries and reduces the damage you suffer from most physical blows; see Injury to Unliving, Homogenous, and Diffuse Targets. Most foes (GM’s decision) cannot slam or grapple you! Diffuse includes all the benefits of No Blood, No Brain, and No Vitals. 100 points.
Homogenous: Your body has no vulnerable internal organs, bones, muscles, or other mechanisms. As a result, you are less susceptible to piercing and impaling attacks; see Injury to Unliving, Homogenous, and Diffuse Targets (p. 380). Homogenous includes the benefits of No Brain and No Vitals. This trait is intended for entities such as iron golems, trees, and slimes. 40 points
No Blood: You do not rely upon a vital bodily fluid (like blood) for survival. You do not bleed (see Bleeding), are unaffected by blood-borne toxins, and are immune to attacks that rely on cutting off blood to part of your body. 5 points.
No Brain: Your brain – if you have one – is distributed throughout your body, or isn’t your true seat of consciousness. Your opponents cannot target it for extra damage. You may have ahead, but a blow to the skull or eye is treated no differently than a blow to the face (except that an eye injury can still cripple that eye). 5 points.
No Eyes: You lack eyes or other vulnerable optics, but can somehow see despite this (unless of course you suffer from Blindness). As you have no eyes, they cannot be attacked. You are also immune to blinding attacks. 5 points.
No Head: You have no head at all. This includes the benefits of No Brain.
As well, you lack “skull” and “face” hit locations, and have no need for head armor. You can still see, speak, hear, smell, taste, etc. unless you take the appropriate disadvantages. Specify how you do this (supernaturally, technologically, via organs on your torso, etc.). It is common – but not mandatory – for those with No Head to have No Neck, No Eyes, or both. 7 points.
No Neck: You have no neck. As a result, you have no “neck” hit location, and cannot be decapitated, choked, or strangled. 5 points.
No Vitals:You have no vital organs (such as a heart or engine) that attackers can target for extra damage. Treat hits to the “vitals” or “groin” as torso hits. 5 points.
Unliving: Your body is not composed of living flesh. You take reduced damage from piercing and impaling attacks, but are not quite as resilient as if you were Homogenous; see Injuryto Unliving, Homogenous, and Diffuse Targets . This trait is intended mainly for machines and corporeal undead. 20 points.
Innate Attack (Physical/Exotic) | Variable
You have a natural or built-in attack with which you can inflict
physical damage (for nondamaging attacks, see Affliction, and Binding). Examples include a dragon’s fiery breath, a robot’s built-in blaster, and a god’s ability to hurl lightning bolts.
By default, this is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1, although you can apply modifiers to change these statistics.
An Innate Attack inflicts 1d damage per level. Its cost per level depends on the type of damage it inflicts:
Burning (burn)
Your attack inflicts damage using
flame, an energy beam, or localized electrical burns. It may ignite fires! 5 points/level.
Corrosion (cor)
Your attack involves acid, disintegration, or something similar. For every 5 points of basic damage you inflict, reduce the target’s DR by 1, in addition to regular damage. (Livingbeings heal natural DR at the same rate as HP.) 10 points/level.
Crushing (cr)
Your attack inflicts damage through blunt impact, like a bludgeoning
weapon or an explosive blast. It is likely to cause knockback and is more effective at inflicting blunt trauma than other types of damage. 5 points/level.
Cutting (cut)
Your attack inflicts lacerations, like those caused by an axe or broken glass. Multiply penetrating damage by 1.5. Cutting attacks can inflict blunt trauma and cause knockback. 7
points/level.
Fatigue (fat)
Your attack is nonlethal. It might involve a low-amperage electric shock or a “mind blast,” or even inflict a weakening effect such as hypothermia or starvation. It reduces FP, not HP, and cannot affect machines. 10 points/level. Impaling (imp) Your attack inflicts stab wounds,
like a spear or an arrow. Double penetrating damage in flesh! Impaling attacks can target the eyes and vital organs, can inflict blunt trauma, and may slip through high-tech flexible armor. 8 points/level.
Piercing
Your attack involves a fast, blunt projectile, such as a bullet, or is sharp but too small to qualify as impaling, like a dart or a stinger. It may inflict blunt trauma, and can target the eyes and vital organs. There are four subclasses of piercing attack:
Small Piercing (pi-): Use this for very low-energy projectiles (e.g., blowgun darts), or for attacks that tend to punch through the target and leave a small wound channel (e.g., armor piercing bullets). Against flesh, halve damage that penetrates DR. 3 points/level.
Piercing (pi): Use this for most rifle and pistol bullets. 5 points/level.
Large Piercing (pi+): Use this for attacks similar to large-caliber solid bullets, or for smaller projectiles that create large wound channels (e.g., hollow- point bullets). Multiply penetrating damage in flesh by 1.5. 6 points/level.
Huge Piercing (pi++): Use this for attacks that leave an even larger wound channel than large piercing. Double penetrating damage in flesh! 8 points/level.
Toxic (tox)
Your attack inflicts cellular damage, in the manner of disease, poison, or radiation. It cannot normally affect machines. The modifiers Cyclic , Onset , and Resistible are usual, but not required. 4 points/level.
Partial Dice
You do not have to buy whole numbered dice of damage. Each ±1 to damage counts as ±0.3 dice. Round the final cost up. For instance, an Innate Attack that does 1d+2 damage counts as 1.6 dice. If it were crushing (5 points/die), it would cost 1.6 ¥ 5 = 8
points.
Some attacks do only 1 point of damage. This counts as 0.25 dice. Once again, round cost up. Such attacks can still be deadly – especially if they involve the Follow-Up (p. 105) or Cyclic enhancement!
Special Modifiers
Many special modifiers for Innate Attack appear under Attack Enhancements and Limitations. You can use these to create almost any attack – built-in guns, lasers, jets of liquid fire, gale-force winds, etc. – and to duplicate the capabilities of weapons listed in GURPS books.
Fatigue and toxic attacks intended to simulate poison or disease require modifiers. Noxious agents on Claws, Teeth, darts, etc. use Follow-Up. Gases and sprays use Respiratory Agent or Contact Agent, often with Area Effect , Cone , or Jet. Attacks that depend on touch or on skin contact use Blood Agent or Contact Agent, plus one of Aura or Melee Attack.
Regardless of other modifiers, Innate Attacks are treated as ranged attacks unless given the Melee Attack limitation; then they’re considered melee weapons
Description
After applying all relevant modifiers, name and describe the attack. You can be as general as “dragon fire” or as specific as “9mm machine pistol cybernetically implanted in right arm.” At the GM’s discretion, the description can imply additional noncombat abilities; for instance, a jet of high-pressure water could put out fires. The GM has the final say as to whether your description fits the campaign setting, and may modify the attack if necessary.
Insubstantiality (Mental/Physical, Exotic) | 80 points
You can become intangible, passing through solid objects as though they weren’t there. In this state, gravity does not affect you – you can move in any direction at full Move (and make no noise when you move). You can perceive the tangible world, and speak normally to those within it, but you cannot pick up normal objects or affect them in any way.
Physical and energy attacks cannot harm you, but you’re still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, your physical and energy attacks cannot affect physical opponents. Your psi abilities and magic spells can affect the physical world, but at -3 to all skill rolls.
Although you can pass through solids, you must still breathe. When moving through a solid object, treat this as if you were swimming underwater for purposes of suffocation. You cannot materialize inside a solid object.
Your “natural” form (physical or insubstantial) is considered a special effect. You must take this advantage if you can change between a physical and an insubstantial form.
This trait can represent any number of abilities from folklore and fiction. You should work out its origins and special effects with the GM – perhaps you “vibrate” out of synch with reality, phase into a different dimension, or become a spirit. This determines your appearance, which may be transparent, misty … or completely normal (but you can’t be invisible without the Invisibility advantage). Your physical and energy attacks affect other beings using the same form of Insubstantiality, and their attacks affect you. The GM may rule that certain materials, energy barriers, magic spells, etc. are impenetrable to your particular form of Insubstantiality.
Special Enhancements
Affect Substantial: If you have any abilities that can affect the substantial world when you are insubstantial including magic, psionics, or powers with the Affects Substantial enhancement – this advantage costs more. +100%.
Can Carry Objects: Normally, you cannot carry anything while insubstantial. This enhancement lets you carry objects, including clothing and armor. They become physical if dropped. You cannot materialize these objects inside other objects or characters. No encumbrance is +10%; Light,
+20%; Medium, +50%; Heavy, +100%.
Partial Change: You can turn part of your body substantial while other parts remain insubstantial, or vice versa. Thus, you could reach through a wall and tap someone on the shoulder. If you also have Can Carry Objects, you can materialize your hand, pick up material objects, and carry them while insubstantial. +20%, or +100% if you can turn an item you are carrying substantial without dropping it (this requires turning your hand substantial, too).
Special Limitations
Always On: You are always insubstantial and cannot materialize. If you have this limitation, there is no -3 to use magic or psionics. -50%.
Usually On: Similar to Always On, but you can materialize for short periods with great effort. Materialization costs 1 FP per second. -40%.
Intuition (Mental) | 15 points
You usually guess right. When faced with a number of alternatives, and no logical way to choose among them, you can ask the GM to let you use your Intuition. The GM makes a secret IQ roll, with a bonus equal to the number of “good” choices and a penalty equal to the number of “bad” choices. On a success, he steers you to a good choice; on a critical success, he tells you the best choice. On a failure, he gives you no information; on a critical failure, he steers you toward a bad choice. The GM can modify this as he sees fit for other situations where Intuition might logically help. Only one roll per question is allowed.
The GM should never allow Intuition to short-circuit an adventure – for instance, by letting 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 Intuition should not allow it in their games.
Invisibility (Mental/Physical, Exotic) | 40 points
You are invisible. Unlike most advantages, this one is “always on” unless you take a special enhancement. You still make noise, leave footprints, and have a scent – and by default, anything you carry remains visible. If you are carrying nothing, you get a +9 to Stealth in any situation where being seen would matter.
Individuals using paranormal remote viewing (crystal balls, Clairvoyance, etc.) cannot see you if you would be invisible to their normal vision. Devices with these powers can still sense you, as can paranormal abilities that detect enemies, life, and so on nonvisually.
Invisibility only works against one sort of vision. Types include electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar), sonar, magnetic fields, and anything else the GM comes up with. If you are invisible to electromagnetic vision, you do not cast a shadow and don’t show up in mirrors.
Special Enhancements
Affects Machines: You are invisible even to machines. You cannot be photographed, and you don’t show up on cameras or other detectors. Devices such as pressure plates still notice you, but you could walk past a robot sentry undetected. Electronically targeted weapons get no bonuses to hit you. +50%.
Can Carry Objects: The objects you carry, including clothing and armor, become invisible. They regain visibility when put down. No encumbrance is +10%; Light, +20%; Medium, +50%; Heavy, +100%.
Extended: You are invisible to more than one type of vision (for instance, electromagnetic vision and magnetic fields). +20% per additional type of vision.
Switchable: You are normally visible, but can become invisible at will. +10%.
Usually On: You are normally invisible, but can become visible for short periods with great effort. Turning visible costs 1 FP per second. +5%.
Special Limitations
Machines Only: Similar to Affects Machines, but you are only invisible to machines. Living beings can see you normally. -50%.
Substantial Only: Your invisibility only hides you in the material world. Insubstantial beings (ghosts, etc.) can see you normally. -10%.
Visible Reflection: You can be seen in mirrors! -10%.
Visible Shadow: You cast a shadow! -10%.
Jumper (Mental, Supernatural) | 100 points
You can travel through time or to parallel worlds (sometimes known as “timelines”) merely by willing the “jump.” Decide whether you are a time-jumper or a world-jumper. To do both, you must buy Jumper (Time) and Jumper (World) separately, at full cost.
To initiate a jump, you must visualize your destination, concentrate for 10 seconds, and make an IQ roll. You may hurry the jump, but your roll will be at -1 per second of concentration
omitted (-10 to jump with no preparation at all). Regardless of IQ, a roll of 14 or more always fails. On a success, you appear at your target destination. On a failure, you go nowhere. On a critical failure, you arrive at the wrong destination, which can be any time or world the GM wishes!
You appear at your destination at exactly the same place you left your previous time or world – or as close as possible. When jumping through time, this means the same place at a different time. When jumping between worlds, this means the same place at the same time, but on a parallel world. If there is no corresponding “safe” location within 100 yards of your destination – for instance, if you jump while on an airplane to a destination with no plane at your location, or from a half-mile deep mine to a destination with no corresponding mine – the jump will fail and you will know why it failed. This does not prevent you from jumping into other types of danger, such as radiation, gunfire, or wild animals. If you have Danger Sense, the GM should roll before you make a hazardous jump; on a success, you get a warning.
This ability always costs at least 1 FP to use, whether it succeeds or fails. Particularly “distant” times or worlds might cost more, perhaps up to 10 FP, at the GM’s discretion. If you are a machine, this ability does not cost you FP – but if you have passengers, each of them must pay the FP cost. For an example of how Jumper might work in a particular game world, see World-Jumpers.
Carrying Things
You can carry up to Basic Lift when you travel, plus any Payload . Take the Extra Carrying Capacity enhancement (below) if you wish to carry more weight, or bring along other people.
However, if multiple Jumpers of the same kind are in physical contact, when one jumps, the others can “hitcha ride” if they wish – even if the Jumper who initiates the jump does not want company. Only the person initiating the jump makes a die roll; wherever he ends up, the others do, too.
If you are a world-jumper, “hitching a ride” is the only way to visit a new parallel world (save for a critical failure!). However, once you reach a world, you can memorize its “feel” by concentrating and spending character points to “learn” that world as an IQ/Easy skill. This takes one hour per point you wish to spend. Use this skill in place of IQ when you travel to that world in the future. You never have to memorize a world, but if you do not, you roll at IQ-3 to attempt to return.
Time-jumpers have no similar restriction.
You can improve this ability with practice, spending points to add enhancements or remove limitations. GMs who do not want the PCs jumping multiple times per adventure are free to impose mandatory limitations (e.g., Limited Use) that cannot be bought off.
Special Enhancements
Extra Carrying Capacity: You can carry more than your Basic Lift. If your carrying capacity is high enough, you may transport one person with you. Light encumbrance is +10%; Medium, +20%; Heavy, +30%; Extra- Heavy, +50%.
New Worlds: This is only available for world-jumpers. You can deliberately
aim for worlds you haven’t visited. The IQ roll is always at -3 or worse (GM’s decision). Of course, it is always possible that the desired destination does not exist, in which case the attempt automatically fails – although the GM will not tell you why. All FP costs are doubled when using this enhancement. +50%.
Omni-Jump: This is only available if you are both a world-jumper and a time-jumper! You must apply it to both Jumper advantages. This lets you move between times and timelines on a single IQ roll – for instance, from the present day in our timeline to 1066 A.D. in a parallel timeline where the Norman invasion of England failed. +10%.
Tracking: You can travel to the “home” time or world of any manmade artifact you can hold or touch. Time-jumpers will arrive shortly after the item was created; world-jumpers will arrive at the current date on the item’s home timeline. Any such
attempt is at IQ-2, and each Jumper only gets one try per artifact. +20%.
Tunnel: You always create a portal (of about your size) when you jump. Others may pass through it, even if they can’t jump. The portal lingers for 3d seconds, which can be good or bad – it means enemies can follow you! +40%.
Warp Jump: This enhancement is only available if you have the Warp advantage. You must apply it to both Jumper and Warp. When you jump, you can simultaneously use Warp to appear anywhere at your destination. Two die rolls are necessary – one per ability – and it is possible for one to succeed while the other fails, or for both to fail. +10%.
Special Limitations
Cannot Escort: This is only available for world-jumpers. Other Jumpers cannot “hitch a ride,” even if you want to bring them along. -10%.
Cannot Follow: This is only available for world-jumpers. You cannot “hitch a ride” with another Jumper. -20%.
Drift: You do not arrive in exactly the location you left from. You won’t arrive in thin air or underground, but you may show up anywhere within 10 miles of your planned destination. The better your IQ roll when you jump, the closer you will be to where you wanted to arrive, but it’s the GM’s call as to exactly where you appear. -15%.
Limited Jump: You can only travel a certain distance through time, or a
certain number of “removes” between parallel worlds, per jump. To go further, you must make multiple hops. The GM must set the value of this limitation for his campaign; it will be more of a handicap in some settings than in others. A suggested value is -10%.
Maximum Range: You can only jump a certain total distance through time, or a certain number of “removes” between parallel worlds, no matter how many hops you make. Like Limited Jump, the GM must set the value of this limitation.
Naked: You can carry nothing when you jump! You always arrive naked. -30%.
Stunning: You are always mentally stunned after a jump. -10%.
None
Language Talent (Mental) | 10 points
You have a knack for languages. When you learn a language at a comprehension level above None, you automatically function at the next-highest level; thus, you can purchase a language
at Accented level for 2 points or at Native level for 4 points. For full language rules, see Language.
Legal Enforcement Powers (Social)| 5,10 or 15 points
You are a law enforcer, with the accompanying powers and restrictions. 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 depends on the kinds of laws you enforce, the size of your jurisdiction, how answerable you are for your actions, and the degree of respect you must show for the civil rights of others:
• You have local jurisdiction, the ability to arrest suspected criminals, the power to perform searches with an appropriate warrant, and possibly the right to carry a concealed weapon. Examples: a Victorian bobby or a modern policeman. 5 points
• As above, but you also have national or international jurisdiction, or are not obligated to respect the civil rights of others, or are free to engage in covert investigations, or may kill with relative impunity. Examples: an FBI agent or a medieval Royal Guardsman. 10 points.
• You have three or more of the above abilities. Examples: a Gestapo, KGB, or Stasi agent. 15 points
Legal Enforcement Powers almost always require an appropriate Duty. In some cases, a Reputation (positive, negative, or mixed) is also appropriate. All levels of Legal Enforcement Powers include Police Rank 0. To become a senior law enforcer, buy more Rank.
Legal Immunity (Social) 5 or 20 points
You are exempt from some or all of the laws of your society. Should you break the law, ordinary law enforcers do not have the power to charge you. Only one particular authority – your own church or social class, a special court, perhaps even your ruler – can judge or punish you. The point cost depends on how sweeping the immunity is (GM’s judgment):
• You are not subject to ordinary laws, but the rules that govern your behavior are just as strict. Examples: a medieval abbot or a modern UN observer. 5 points.
• As above, but the laws that apply to you are less strict than those that apply to most people. Example: a medieval bard (see below). 10 points.
• You can do nearly anything you please provided you don’t injure the
nation, church, or other power that granted you Legal Immunity in the first place. Examples: a medieval duke or an international diplomat (see below). 15 points.
For an extra 5 points, you may add “diplomatic pouch” privileges: you can send and receive mail or objects that the ordinary authorities cannot legally stop or examine.
Two classes of Legal Immunity are of special interest to adventurers:
Bardic Immunity: You have the right to sing what you please without fear of serious consequences. You may even sing a grossly insulting song to the king – you might get banished for it, but you can’t be whipped, imprisoned, or killed. Anyone who violates your immunity risks damage to his name and reputation. Other bards will compose and distribute vicious satires about him, giving him a bad Reputation. They might even expose a Secret, if he has one! This advantage applies to the content of your performances and nothing else. It is only available to true bards, in fantasy/ medieval settings. To qualify for this advantage, you must spend at least 1 point apiece on the Performance, Poetry, and Singing skills. 10 points.
Diplomatic Immunity: You are an international diplomat. You may ignore the laws of all countries except your own. While abroad, you cannot be prosecuted for any crime, no matter how grave; the local police may arrest you, but they cannot press charges. The only recourse for a foreign government is to declare you persona non grata. This means you must leave the country at once, ending your current assignment – and possibly your career. Foreign powers may request your extradition for normal prosecution, but your government is unlikely to comply. This trait always comes with a Duty to a government agency, and often has some level of Administrative Rank as a prerequisite. 20 points.
Less Sleep
You need less sleep than most people. A normal human requires 8 hours of sleep per night. Each level of this advantage – to a maximum of four levels – lets you get by with one hour less than this, giving you a few extra hours each day in which to study or work on other projects.
Lifting ST (Physical, Exotic) | 3 points per +1ST
You have lifting capacity out of proportion to your mass. This is common for vehicles and supers. Add your Lifting ST to your ordinary ST when you determine Basic Lift (p. 15) for the
purposes of carrying, lifting, pushing, and pulling. Lifting ST also adds to ST in situations where you can apply slow, steady pressure (grappling, choking, etc.). Lifting ST does not boost ST (or Basic Lift) for the purpose of determining HP, throwing distance, or damage inflicted by melee attacks or thrown weapons.
If you bought your ST with the Size limitation, apply the same limitation to Lifting ST. The No Fine Manipulators limitation does not give a discount, however.
Lighting Calculator (Mental) | 2 or 5 points
You have the ability to do math in your head, instantly. This talent comes in two levels:
Lightning Calculator: You, the player, may use a calculator at any time, to figure anything you want – even if your character is fleeing for his life! For simple math problems, the GM may just say that your character knows the answer. 2 points.
Intuitive Mathematician: As above, but your ability is not limited to arithmetic. You can perform astrogation without a computer, do any level of engineering design in your head, and solve differential equations almost instantaneously. You never need a calculator; you yourself are far faster than that, and even faster than many computers. 5 points.
True mathematical geniuses will have one of the above traits and one or more levels of Mathematical Ability
Longevity (Physical) | 2 points
Your lifespan is naturally very long. You fail aging rolls (see p. 444) only on a 17 or 18 – or only on an 18, if your modified HT is 17 or better!
Luck (Metnal) | Variable
You were born lucky! There are three progressively more “cinematic” levels of Luck:
Luck: Once per hour of play, you may reroll a single bad die roll twice and take the best of the three rolls! You must declare that you are using your Luck immediately after you roll the dice. Once you or anyone else has made another die roll, it is too late to use Luck. If the GM is rolling in secret
(e.g., to see if you notice something), you may tell him you are using your Luck ahead of time, and he must roll three times and give you the best result. 15 points.
Extraordinary Luck: As above, but usable every 30 minutes. 30 points.
Ridiculous Luck: As above, but usable every 10 minutes! 60 points
Your Luck only applies to your own success, damage, or reaction
rolls, or on outside events that affect you or your whole party, or when you are being attacked (in which case you may make the attacker roll three times and take the worst roll!).
You cannot share Luck. If Strong Sam is trying to kick open a door, Lucky Lou can’t stand behind him and transfer his Luck. He’ll have to kick that door himself.
Once you use Luck, you must wait an hour of real time (30 minutes for Extraordinary Luck, 10 minutes for Ridiculous Luck) before using it again. You cannot use Luck at 11:58
and then again at 12:01. And you cannot save up Luck. You cannot play for hours without using Luck and then use it several times in a row!
Special Limitations
Active: Your Luck is a conscious supernatural power. You must declare that you are using it before you roll the dice. It cannot be used “after the fact” to reroll a bad result. -40%.
Aspected: Your Luck applies only to one specific class of related tasks, such as athletics, social interactions, or skills you use at your job. “Combat” is a valid choice, but it only affects weapon skill rolls, active defenses, and ST or DX rolls for close combat – not DX rolls to avoid tripping, HT rolls to survive, etc. -20%.
Defensive: You can only use your Luck to reroll failed active defense rolls, resistance rolls, or HT rolls to resist the effects of injury, or to make an opponent reroll a critical hit against you. -20%.
Magery (Mental, Supernatural) | 5 points for Magery 0, +10 points / level
You are magically adept. This advantage comes in levels. You must purchase Magery 0 before buying higher levels of Magery.
Magery 0: This is basic “magical awareness,” a prerequisite for learning magic in most worlds. The GM makes a Sense roll (p. 358) when you first see a magic item, and again when you first touch it. On a success, you intuitively know that the item is magical. A roll of 3 or 4 also tells you whether the magic is helpful or dangerous, and about how strong it is. Those without Magery do not get this roll! 5 points.
Magery 1+: Higher levels of Magery make it much easier to learn and use magic. Add your Magery to IQ when you learn spells. For instance, if you have IQ 14, Magery 3 lets you learn spells as if you had IQ 17. Add your Magery level to Perception when you roll to sense magic items, and to IQ when you learn Thaumatology skill.
Reduce the time required to learn new spells in play (but not the point cost) by 10% per Magery level, to a minimum of 60% of the usual time at Magery 4. For instance, with Magery 3, you would learn spells in 70% the usual time.
Powerful spells require a minimum level of Magery as a prerequisite, so be sure to skim the Spell List when deciding how much Magery you need. Note that high Magery lets you produce powerful results with even the most basic spells; see Magery and Effect The GM sets the maximum Magery allowed to PCs. Magery 3 is about right for “classic fantasy.” 10 points/level (on top of the 5 points for Magery 0).
Mage in Nonmagical Settings
The use of Magery becomes tricky in nonmagical backgrounds. You still have the ability to sense magic, but until you gain 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.” nonmagical backgrounds. You still have the ability to sense magic, but until you gain 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.”
If you are from a nonmagical culture, you do not start with any spells, but you can still learn magic if you find an opportunity. When you enter a magical world, those who can detect your aura recognize you as a potential magic-user. How they react depends on the setting.
Magery 0 costs 5 points for all mages, but you may apply one of the limitations below to the 10 points/level for Magery 1+. Limited Magery is sometimes known as “aspected Magery.”
Special Limitations
Dance: You must be free to use bodily motions in order to cast spells. You are not freed from rituals requiring movement as your spell level increases (see Magic Rituals, p. 237). However, you need not speak at all to cast your spells. -40%.
Dark-Aspected: You can only use your powers in darkness. Regardless of the time of day or night, any light greater than candlelight or starlight deprives you of your abilities, though your aura reveals that you are a mage. -50%.
Day-Aspected: You can use your powers only when the sun is in the sky – on average, from 6 a.m. to 6 p.m. During solar eclipses, you have no powers! The effects of other astronomical events are up to the GM. When the sun is down, you have none of your magical abilities, although a look at your aura reveals that you are a mage. You are not affected by being in buildings, underground, and so on; only the sun’s position matters. You know automatically (if you are awake) when it is one minute to sunrise and one minute to sunset. -40%. when it is one minute to sunrise and one minute to sunset. -40%.
One College Only: Your Magery only benefits the spells of a single college and the Recover Energy spell. You learn other spells as though you were a nonmage, and can
only cast them in high-mana areas. You may still count such spells as prerequisites for spells in your own college. You cannot detect magic items unless they contain at least one spellof your college, in which case you roll normally for detection on first sight and first touch. -40%.
Solitary: Your magical abilities are at -3 for every sapient being within five yards of you, and -6 for anyone touching you. As partial compensation, you get a roll vs. IQ to notice any time a sapient creature enters or leaves the five-yard area around you – but this only works on a single person. If there is already someone standing next to you, you won’t notice if someone else approaches. -40%.
Song: You must be able to sing in order to cast your spells. You are not freed from the ritual of speaking to cast spells as your spell level increases see Magic Rituals. -40%. to let friendly wizards cast spells on you (e.g., to heal you) or to benefit from helpful elixirs!
Magic Resistance only interferes with spells cast directly on you. It provides no benefit against Missile spells (which are cast on the wizard’s hand and hurled at you), attacks by magic weapons, or information gathering spells that aren’t cast directly on you. It also has no effect on supernatural powers other than magic; e.g., divine miracles, psionics, or the innate powers of spirits. Magic Resistance, and its precise level, can be recognized by any mage who looks at your aura, or by anyone who casts a spell on you. You cannot combine Magic Resistance with Magery. If you have even one level of Magic Resistance, you can’t cast spells at all (although you can still use magic weapons).
Special Enhancements
Improved: You Magic Resistance does not interfere with your own ability to cast spells. This allows you to possess both Magery and Magic Resistance. +150%.
Magic Resistance (Mental/Supernatural) | (2 points/level)
You are less likely to be affected by magic. Subtract your Magic Resistance from the skill of anyone casting a spell on you, and add it to your roll to resist any spell that offers a resistance roll. For instance, if you have Magic Resistance 3, wizards have -3 to cast spells on you and you get +3 to resist. In addition, you may roll against HT + Magic Resistance to resist the effects of magical elixirs. You cannot “turn off” this advantage to let friendly wizards cast spells on you (e.g., to heal you) or to benefit from helpful elixirs!
Magic Resistance only interferes with spells cast directly on you. It provides no benefit against Missile spells (which are cast on the wizard’s hand and hurled at you), attacks by magic weapons, or informationgathering spells that aren’t cast directly on you. It also has no effect on supernatural powers other than magic; e.g., divine miracles, psionics, or the innate powers of spirits.
Magic Resistance, and its precise level, can be recognized by any mage who looks at your aura, or by anyone who casts a spell on you.
You cannot combine Magic Resistance with Magery. If you have even one level of Magic Resistance, you can’t cast spells at all (although you can still use magic weapons).
Special Enhancements
Improved: You Magic Resistance does not interfere with your own ability to cast spells. This allows you to possess both Magery and Magic Resistance. +150%.
Mana Damper (Mental, Supernatural) | 10 points/level
You negate magical energy (“mana”) in your vicinity, making it difficult or impossible for others to cast spells. You can never cast spells yourself, nor can you have any level of Magery.
Each level of Mana Damper (to a maximum of three) reduces the local mana level by one step, but only for you and people or things that you’re carrying. For instance, a wizard could throw a fireball at you unhindered, but he would find it difficult to use magic to turn you to stone or read your mind. For details, see Mana.
Special Enhancement
Area Effect: Your ability affects everything in an area centered on you. The first level of Area Effect gives you a radius of one yard. Each level after the first doubles this radius as usual; see Area Effect. +50%/level.
Switchable: You can switch this power off – for instance, to let a friendly wizard affect you or operate within your area of effect. +100%.
Mana Enhancer (Mental, Supernatural) | 50 points/level
You radiate magical energy, or “mana.” Each level of Mana Enhancer (to a maximum of two) increases the local mana level by one step, but only for you and people or things that you’re carrying. If more than one character with Mana Enhancer could
increase the mana level, apply only the highest increase; do not add the effects together.
This ability does not directly confer the ability to cast spells; for that, take Magery. However, if you can raise the mana level to “high” or better, you can cast many spells without Magery! For details, see Mana.
This ability has its drawbacks: you cannot have Magic Resistance, and mages get an IQ + Magery roll to sense that you possess this trait. In some game worlds, this combination may force you to hide from unethical wizards!
The GM should keep this trait under strict control, as it is powerful and easily abused in fantasy settings.
Special Enhancements
Area Effect: Your ability affect everything in an area centered on you.
The first level of Area Effect gives you a radius of one yard. Each level after the first doubles this radius as usual; see Area Effect. +50%/level.
Switchable: You can switch this power off in order to deprive enemy wizards of its benefits (or simply to hide from them!). +100%.
Medium (Mental, Supernatural) | 10 Points
You can perceive and communicate with spirits – particularly spirits of the dead. You don’t see them visually, but you know when they’re nearby. You can speak with any spirit in your presence, provided you share a language. You can also call spirits to you; there is no guarantee that they will answer your summons, but they will hear it. Note that this trait does not give you a reaction bonus with spirits, or any power to control their behavior.
Metabolism Control (Physical, Exotic) | 5 points/level
You can control normally involuntary biological functions such as pulse, blood flow, digestion, and respiration. Each level of Metabolism Control gives +1 on any HT roll that would benefit from such control (GM’s decision), including bleeding rolls (see Bleeding, p. 420) and rolls to recover from (not resist) disease and poison.
You can also enter a deathlike trance. Anyone unfamiliar with your metabolism must win a Quick Contest of Diagnosis vs. your HT + Metabolism Control to discover that you aren’t dead. In this state, each level of Metabolism Control reduces by 10% the amount of oxygen you need to stay alive (at level 10 or higher, you don’t breathe at all), and doubles the amount of time you can safely go without food or water. You are unaware of your surroundings while in your trance, but awaken automatically if injured. You may also set a mental “alarm clock” to awaken you after a certain amount of time has passed.
This ability is incompatible with the Machine meta-trai.
Special Limitations
Hibernation: You can only use the trance ability, and get no bonus to HT rolls. Furthermore, you automatically enter a trance when exposed to certain environmental conditions – great cold, drought, etc. Work this out with the GM. In such conditions, you must make a Will roll to avoid hibernation. You can induce hibernation voluntarily. To do so, roll vs. Will-4 hourly until you succeed. You cannot set a precise “wake up” time. Set a duration, then multiply by (2d+3)/10. -60%.
Microscopic Vision (Physical, Exotic) | 5 points/level
You can see details that would normally be invisible without a magnifying glass or a microscope. Each level increases magnification by a factor of 10: 5 points gives 10x, 10 points gives
100x, and so on. This magnification only applies to objects within 1 foot. Level 1 suffices for ordinary forensic investigation. Level 3 (1,000¥) is equivalent to the best optical microscopes. Level 5 (100,000x) is comparable to an electron microscope, capable of imaging viruses. Level 6 (1,000,000x) is on par with a scanning- tunneling or atomic force microscope, and can study an object’s atomic structure.
Mimicry (Mental, Exotic) | 10 points
You can duplicate any simple sound (alarm, gunshot, etc.) by listening to it for one second and making a successful IQ roll. You can also imitate voices by spending at least 10 seconds listening to them – live, recorded, or remotely – and making an IQ roll.
This trait gives you no special ability to stun or deafen others with loud sounds, or to speak unpronounceable magic words. Buy any such capabilities separately.
Mind Control (Mental, Exotic) | 50 points
You can mentally dominate those you can see or touch. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will.
Modifiers: Range penalties to the subject; -1 per slave already under your control; +2 if you concentrate for a full minute, or +4 if you concentrate for a full hour
If you win, your victim will obey your every command until you free him. In effect, he temporarily gains the Reprogrammable disadvantage, with you as his master. Your control persists for as long as you take uninterrupted Concentrate maneuvers. Once you stop, your control lingers for one minute per point by which you won the Quick Contest. (To increase this, add Extended Duration,
If you are incapacitated (stunned, knocked out, etc.), or attempt to force the subject to act against his principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If your victim wins, he breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but he doesn’t roll until he’s about to leap.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you. On a critical failure, you also lose control of anyone else under the influence of this ability!
Mind Control often has limitations: Accessibility (Only on opposite sex), Sense-Based (for hypnotic voices, eyes, scents, etc.), and so on. It may also have attack modifiers, subject to the restrictions that apply to attacks with Malediction (p. 106). Finally, you may apply the Cybernetic and Cybernetic Only modifiers from Mind Reading (see below).
Special Enhancements
Conditioning: You can reconstruct the subject’s psyche and implant suggestions. In effect, you can add or remove any mundane mental disadvantage. Add Delusions for false memories, or Amnesia to wipe memories. Your victim must be under your control, cooperative, and conscious. Roll a second Quick Contest. You are at -1 per full -5 points of disadvantages changed, but you may substitute Brainwashing skill (p. 182) for IQ. Duration in days is equal to your margin of victory. If you win and roll a critical success, the conditioning is permanent! A conditioned subject who is no longer under your direct control imposes no penalty on the use of Mind Control on others. Note that another person with this ability can use it to undo your work. +50%.
No Memory: Your victims have no memory of anything that occurred while under your control. +10%.
Special Limitations
Conditioning Only: You cannot use regular Mind Control – only Conditioning (above). Uncooperative victims must be restrained before you can use your ability. -50%.
Puppet: Your victims have no initiative while under your control, and temporarily acquire Slave Mentality. -40%.
Telepathic: Your ability is part of the Telepathy psi power (see p. 257). -10%
Mind Probe (Mental, Exotic) | 20 points
You can perform a deep “mind probe.” In effect, you can force the subject to answer any one specific question that he can answer with a brief sentence. To attempt a probe, you must first either touch your subject or successfully read his mind with Mind Reading (below). You must also share a language with him.
To use Mind Probe, you must concentrate for one second and roll a Quick Contest of your IQ (or Interrogation skill, if higher) vs. your subject’s Will. If you win, you rip the answer from his mind. The answer is what the subject believes to be true – if he doesn’t know, he’ll tell you. If you lose, you may try again, at a cumulative -2 per repeated attempt to ask the same (or very similar) question in the past hour. Should you critically fail, you cannot probe that person again
for 24 hours.
You may use Mind Probe to ask as many questions as you wish, but eachquestion is a new use of your ability, and requires a second of concentration and its own Quick Contest.
Special Modifiers
The special enhancements and limitations given for Mind Reading (below) are also available for Mind Probe.
Mind Reading (Mental, Exotic) | 30 points
You can eavesdrop on others’ surface thoughts. You must be able to see or touch the subject to affect him. Concentrate for one second and roll a Quick Contest of IQ vs. the subject’s Will. Modify the roll for range penalties to the subject.
If you win, you can “hear” everything the subject says, subvocalizes, or actively thinks about as a voice in your head. Received thought comes at the speed of speech. If you do not understand the language, or if your subject isn’t sapient, you only pick up feelings, images, and general intent. You can maintain Mind Reading for as long as you wish without further concentration. If you switch to another person, you must stop reading your current subject and roll a Quick Contest with the new subject. To read multiple subjects at once, take Compartmentalized Mind.
If you lose, you may try again, at a cumulative -2 per repeated attempt on that subject in the past hour. Should you critically fail, you cannot read that person again for 24 hours.
Mind Reading is often psionic in origin, but it is just as likely to be a magical, divine, or even technological ability.
The Sense-Based limitation – especially Touch-Based – is common. If you take Hearing-Based, you can only read the thoughts of someone whose words you can hear, but can function as a “truthreader” or (with Universal) a “universal translator.”
Special Enhancements
Cybernetic: You can affect entities with the Digital Mind trait,
including all ordinary computers. Your IQ roll has a penalty equal to the system’s Complexity. A nonsentient system does not resist; just roll vs. IQ - Complexity to succeed. +50%.
Sensory: You can also tap into your subject’s senses. This lets you experience everything he experiences. If he is tortured, knocked out, or killed, the GM may require a Will roll to avoid stunning – or perhaps even a Fright Check! +20%.
Universal: You automatically understand thoughts, even those of nonsapient subjects and those with whom you do not share a language. +50%.
Special Limitations
Cybernetic Only: As for Cybernetic, but you can only read Digital Minds. -50%.
Racial: Your ability only works on those of your own race or a very similar race (for instance, humans are similar to elves, but not to dogs or trolls). Combine this with the Sense-Based limitation (Touch or Scent) to represent a race that can share thoughts through biochemical means. -20%.
Sensory Only: As for Sensory, but you can’t read thoughts at all. -20%. Telecommunication: Your ability only works on those with whom you are presently in contact via Telecommunication . -20%. Telepathic: Your ability is part of the Telepathy psi power -10%.
Mind Shield (Mental, Exotic) | 4 points/level
of and defends against mental attacks. Add your Mind Shield level to IQ or Will whenever you resist an advantage with the Telepathic limitation (see Chapter 6) and whenever you resist a spell listed under Communication and Empathy Spells or mind Control Spells.
Your shield also resists attempts to locate your mind using magic or psionics. Such abilities must win a Quick Contest against your Will + Mind Shield level to find you.
You may voluntarily lower your Mind Shield if you wish – for instance, to let a friend read your mind. Lowering or raising your shield is a free action, but it must take place at the start of your turn. Mind Shield does protect you while you are asleep or unconscious, unless you fell asleep or were knocked out while your shield was voluntarily lowered.
Special Limitations
Cyberntic:
Your shield protects against computer-related attacks – e.g., the “Digital” form of Possession and the “Cybernetic” form of Mind Probe or Mind Reading – instead of magic and psi. This limitation is only available to those with Digital Mind -50%
Telepathic: Your ability is part of the Telepathy psi power -10%.
Mindlink (Mental, Supernatural) | Variable
You have a permanent telepathic rapport with someone – often a twin, loved one, hive member, etc. You automatically succeed at all attempts to contact him with Telesend (see Telecommunication and Mind Reading, provided he chooses not to resist or has Slave Mentality. Mindlink does not allow automatic contact across interstellar distances (more than 0.1 light-year), nor can it reach other dimensions, parallel worlds, etc.
Mindlink costs 5 points for a single person, 10 points for 2-9 people, 20 points for 10-99 people, 30 points for 100-999 people, and so on – add 10 points per tenfold increase in the number of people.
As a rule, the GM should only permit PCs to buy Mindlinks with Allies, Contacts, and Dependents; duplicates (see Duplication); and other PCs (if their players permit).
Special Modifiers
You may give Mindlink the same modifiers as your Mind Reading or Telesend advantage. In most cases, the GM should require this.
Modular Abilities (Mental/ Physical,Exotic) | Variable
You have a pool of character points that you can reallocate under certain conditions. You may rearrange these points to add a skill (spell, technique, etc.) or mental advantage temporarily – or to improve such a trait, if you already have it. When you do, you lose any abilities to which those points were previously assigned.
This advantage comes in “slots.” A slot can hold one skill or mental advantage at a time. Each slot has a fixed base cost, plus a cost per point in the pool for that slot. Both costs depend on the type of Modular Abilities you have.
Computer Brain: Your abilities are actually computer programs. The GM decides whether a program exists for a given ability. If you have Telecommunication, you may download programs, usually from a network. How long this takes depends on the speed of data transfer in the setting – a second per character point works well. In some worlds, you must pay for such programs; $100 per character point is typical. Cost per slot: 6 points base + 4 points per point of abilities.
Chip Slot: As above, but the programs come on physical chips that you must plug into a socket – usually in your skull. It takes three seconds to insert or remove a chip. Chips typically have negligible weight, but cost $100 to $1,000 per point of abilities. Cost per slot: 5 points base + 3 points per point of abilities.
Super-Memorization: You gain new abilities through rapid study. This
takes a second per character point. You can “forget” a memorized ability instantly. You can only memorize abilities if you have a suitable reference work (book, film, tape, etc.). The GM determines the cash cost of such works. Cost per slot: 5 points base + 3 points per point of abilities.
Cosmic Power: You simply wish new abilities into being. This takes one second per ability. Unlike other Modular Abilities, you only ever have one “slot,” and can rearrange your points into as many or as few abilities as you wish, to the limit of your advantage. 10 points per point of abilities.
Example: Alex buys two Chip Slots at a base cost of 5 points/slot. This costs 10 points. One slot can hold a chip with a single ability worth up to 2 points, and costs 6 points. The other can hold up to 5 points, and costs 15 points. Total cost is 31 points. This appears on Alex’s character sheet as “Chip Slots 2 (2, 5).” Alex will have to buy, borrow, or steal the chips he uses – but he need not pay character points for them.
Use Preparation Required to increase the time needed to rearrange your points, and Limited
Use to represent an ability that you forget immediately after using it.
Special Limitations
Physical: Your ability is not limited to skills and mental advantages. +50% for physical advantages only, or +100% for any mental or physical ability.
Special Limitations
Spells Only: Your ability only works with magic spells, which must usually be “memorized” from a grimoire. This is mutually exclusive with Physical. -20%.
Virtual: The abilities gained only apply in virtual reality, astral space, or another limited realm. -50%.
Subsonic Hearing (Physical, Exotic) | 0 or 5 points
You can hear very low-frequency sounds (under 40 Hz), such as the rumble of distant storms, the vibrations from incipient earthquakes, and the approach of stampeding herd beasts, armored vehicles, or dragons. This gives +1 to Tracking skill if your quarry is moving on the ground. Cost depends on your capabilities:
You can hear very low-frequency sounds only: 0 points.
You can hear very low-frequency sounds and other sounds: 5 points.
Note that Subsonic Hearing is included in the cost of Subsonic Speech (below); you cannot take both traits.
Subsonic Speech (Physical, Mental) | 0 or 10 points
You can converse using extremely low-frequency sounds. This trait includes Subsonic Hearing, above. Subsonic speech is slow (half-speed), and even if the frequency is shifted into the normal range, subsonic speakers are at -2 to Fast-Talk and any other skill where versatile speaking is important. However, subsonic speech carries twice as far as normal speech. Cost depends on your capabilities:
You can only communicate via Subsonic Speech: 0 points
You can switch between regular speech and Subsonic Speech at will: 10 points.
Super Climbing (Physical, Exotic) | 3 points/level
You can climb very quickly. Each level of Super Climbing gives you +1 Move when climbing or using then Clinging advantage.
Super Jump (Physical, Exotic) | 10 points/level
You can make superhuman leaps! Each level of Super Jump doubles the distance and height you can achieve when jumping (see Jumping). Your Move while jumping is the greater of your normal ground Move and 1/5 your maximum long jump distance (thus, your maximum jump never takes more than five seconds). For instance, if your long jump were 100 yards, your jumping Move would be the greater of 20 and your normal ground Move.
You can jump at a foe in order to slam him. Figure the slam at your maximum jumping Move! You don’t need to make a separate roll to jump accurately.
Finally, if you fall a distance less than or equal to your maximum high jump, you take no damage. You can increase this distance by five yards with a successful Acrobatics roll.
Super Luck (Physical, Supernatural) | 100 points
You are not just lucky – you have limited control over probability. Once per hour of play, you may dictate the result of any one die roll you make (or the GM makes for you) instead of rolling the dice. Wholly impossible attempts cannot succeed (your effective skill level must be at least 3), but you can choose any result that would be possible – however improbable – on a single normal die roll.
You can have Super Luck and any degree of “normal” Luck, but no one can take Super Luck more than once!
Supernatural Durability (Physical, Supernatural) | 150 points
Like a vampire or psycho killer from a horror movie, you can “shake off” most wounds. Injury comes off HP as usual, and you suffer knockback, but you are completely immune to shock, physical stun, and knockout. You don’t need High Pain Threshold – this ability includes that one, and is far more potent!
As long as you have 0 or more HP, you are also immune to crippling injuries, and have your full Move. Below 0 HP, you are at half Move, and can be crippled, but you won’t die unless you are wounded by an attack to which you are specifically vulnerable (see below). The sole exception to this is a single attack that inflicts an injury of 10¥HP or more. That much
damage at once will blow you apart,
killing you.
To die, you must first be wounded to -HP or worse. After that, one specific item can kill you. You must specify this when you buy Supernatural Durability. Valid categories appear under Limited Defenses; the item that can kill you must be of “Occasional” rarity or higher. If wounds from this item ever reduce your HP to the point where a normal human would have to make HT rolls to survive, you must make those HT rolls or die. If this item wounds you to -5xHP, you die automatically. If you are already below -5xHP from other damage, any wound from this item will kill you. Any item to which you have a Vulnerability can also kill you in this way.
Neutralize (Mental, Exotic) | 50 points
You can neutralize the psi powers of a single psionic individual. This is an active ability with an ongoing effect on the subject. It does not have to be psionic – it might represent a magical or high-tech way to drain psi abilities.
To use Neutralize, you must touch the subject (requires an Attack maneuver) and win a Quick Contest of Will. If you succeed, you successfully neutralize all your victim’s psionic powers for a number of minutes equal to your margin of victory. This has no effect on the subject’s psionic Talents. Once you have neutralized someone, you cannot affect him again until his power recovers. A critical failure with this ability cripples it for 1d hours.
Special Enhancements
power thief: When you successfully neutralize a psi, you acquire his powers! You gain all the psionic abilities you neutralized – including their enhancements and limitations – for the duration. You can’t use Neutralize again until these powers wear off. +200%.
Special Limitations
One Power: You can only neutralize a specific psionic power; e.g., ESP or Telepathy. See Chapter 6 for a list of standard psi powers. -50%.
Nictitating Membrane (Physical, Exotic) 1 points/level
Your eyes adapt rapidly to darkness. Each level of this ability (maximum nine levels) allows you to ignore -1 in combat or vision penalties due to darkness, provided there is at least some light.
Example: Night Vision 4 would completely eliminate darkness penalties up to -4, and would reduce a penalty of -7 to only -3.
Regardless of level, Night Vision only works in partial darkness. It has no effect on the -10 for total darkness for that, get Dark Vision.
Obscure (Physical, Exotic) | 2 points/level
You produce an effect that actively “jams” one particular sense, making it difficult to detect you and everything in your vicinity. You must specify the affected sense. This can be one of the five human senses or a sensory advantage such as Infravision, Radar, or one particular Detect. Examples include Obscure (Vision) for fog, Obscure (Hearing) for white noise, and Obscure (Radar) for electronic jamming.
Obscure affects a two-yard radius centered on you. Add the Area Effect enhancement (p. 102) to increase this radius. The affected sense is at -1 per level of Obscure to detect anything within your radius. Ten levels will block the sense completely. The boundaries of the zone are easily detected by the affected sense, however; roll at +1 per level.
Special Enhancement
Defensive: You are unaffected by your own Obscure ability. +50%.
Extended:
Each related sense (Infravision as well as normal vision, Sonar as well as normal hearing, etc.) blocked beyond the first is +20%.
Ranged: You produce your obscuring effect at a distant point rather than
around your body. This is a ranged attack with 1/2D –, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. Duration is 10 seconds. You can apply other modifiers to change these statistics. Unlike the usual Ranged enhancement , this modifier lets you use your ability again before its duration has expired (e.g., to simulate multiple smoke grenades); thus, it is more expensive. +50%.
Stealthy: Your ability works invisibly, like a magical zone of silence. There is no bonus to detect the boundaries of your area of effect. +100%.
Special Limitations
Always On: You cannot turn this ability off. -50%.
Oracle (Mental/Supernatural) | 15 points
You are sensitive to omens, and see hidden significance in such things as the way plants grow, the behavior of animals, and even changes in the weather and the sky. Once per day, you may check the omens. This normally
requires at least an hour, but if the GM has something in particular he wants to communicate, he may arbitrarily put it in your path. The GM rolls twice, in secret, when you use this ability: once to determine whether you discover the omen, once to see if you interpret it correctly.
Discovery: To detect an omen requires a Sense roll. On a success,you discover the omen; on a critical success, you get +5 on the subsequent interpretation roll. On a failure, you find nothing of oracular significance. On a critical failure, the GM lies – he tells you that you have found an omen, but this is, in reality, a product of your own fears or wishes.
Interpretation: To interpret an omen requires an IQ roll. On a success, the omen is very general; e.g., “an enemy approaches” or “a great power, long dormant, is stirring.” On a critical success, the information is more specific: “you risk the wrath of the king,” “seek out the mage in the tower,” etc. On a failure, the omen is simply too vague to be useful. On a critical failure, you blatantly misinterpret the omen – possibly in a dangerous manner.
This ability differs from Precognition, which requires no interpretation.
Racial Memory (Mental, Exotic) 15 or 40 points
You have access to the memories of your direct ancestors (or earlier software generations, for Digital Minds). This ability comes in two forms:
Racial Memory (Passive): Your talent is vague and totally passive. The GM secretly makes an IQ roll for you in any situation that your ancestors might have encountered. On a success, you get a feeling of déjà vu about the situation. It is up to you to interpret this. A critical success gives a vivid replay of ancient ancestral memories. On a failure, nothing happens. A critical failure results in a wrong impression. 15 points.
Racial Memory (Active): You may use this advantage actively. If you want to know something, the GM first determines whether or not your ancestors knew the answer. Then he rolls against your IQ to see if you can gain access to the information. If your ancestors didn’t have the answer and the roll succeeds, you will know that. On a critical failure, you will believe your ancestors didn’t know, even if they really did. This requires one turn of absolute concentration (the GM may require more elaborate preparations to recall very ancient memories). 40 points
Radiations Tolerance (Physical, Exotic) | Variable
Your cells or circuits are resistant to radiation. The cost of this advantage depends on the divisor of the effective dose of radiation you receive – after dividing by the Protection Factor (PF) of artificial protection such as armor.
Divisor | Cost |
2 | 5 points |
5 | 10 points |
10 | 15 points |
20 | 20 points |
50 | 25 points |
100 | 30 points |
200 | 35 points |
500 | 40 points |
1000 | 45 points |
Rapid Healing (Physical) | 5 or 15 points
Your wounds heal quickly. This trait comes in two levels:
Rapid Healing: Whenever you roll to recover lost HP or to see if you can get over a crippling injury, you get +5 to your effective HT.
Prerequisite: HT 10+. 5 points
Very Rapid Healing: As above, but when you roll to recover lost HT, a successful HT roll means you heal two HP, not one. Prerequisite: HT 12+.15 points.
Note that this advantage does not hasten recovery from the short-term effects of injury, such as stunning and knockout; get Recovery for that.
Rapier Wit (Mental) | 5 points
You can use witty repartee to stun your foes in combat. This does not require a combat maneuver – talking is a free action. Roll a Quick Contest of Public Speaking skill vs. your opponent’s Will
Modifiers: -2 if your target has the Clueless or No Sense of
Humor disadvantage; any modifier the GM assigns based on
your description of the verbal attack; -1 per opponent beyond
the first to affect a group (and you must know something the
entire group has in common; e.g., they’re all flunkies of the
same household or members of the same military unit).
Opponents with the Unfazeable advantage (p. 95) are
immune to Rapier Wit.
If you win, your opponent is mentally stunned . A critical success causes one HP of physical damage as well – your victim injures himself accidentally (drops something on his foot, chokes on his own tongue, etc.). If you lose, there is no effect. On a critical failure, you enrage your opponent, possibly triggering such disadvantages as Berserk and Bloodlust! This advantage is usually only appropriate in a silly campaign!
Reawakened (Mental, Supernatural) | 10 points
You can “remember” skills (spells, techniques, etc.) learned during previous lives. You must purchase these abilities normally; Reawakened is just a special Unusual Background that explains how you learned them without a teacher. This trait is only
available if reincarnation is a fact in the setting (GM’s decision).
Recovery (Physical, Exotic) 10 points
You recover from unconsciousness very quickly. When determining the length of time you remain unconscious for any reason, divide by all times by 60: hours become minutes, minutes become seconds … even a month-long coma becomes a mere 12- hour sleep.
Reduced Consumption (Physical) | 2 points/level
You can go for a long time without food and water, or fuel – although you still require these things. (For indefinite endurance, see Doesn’t Eat or Drink, p. 50.) This advantage comes in four levels:
Reduced Consumption 1: You require 2/3 as much food and water, or fuel, as usual (“two meals a day”). 2 points.
Reduced Consumption 2: You require 1/3 as much food and water, or fuel, as usual (“one meal a day”). 4 points.
Reduced Consumption 3: You require food and water only once per week (“one meal a week,” or about 5% as much). 6 points
Reduced Consumption 4: You require food and water only once per month (“one meal a month,” or about 1% as much). 8 points.
Note that one or even two levels of this advantage might be appropriate for ascetics in cinematic games!
Special Limitations
Cast-Iron Stomach: You require the standard amount of food and water, but the quality is irrelevant. You can eat rotten vegetables and fuzzy blue green Blue green meat, and drink dishwater and sour milk. Instead of reducing how often you must eat, reduce your demands on life support (and your food costs) by a like amount: to 2/3 normal at level 1, 1/3 normal at level 2, 5% normal at level 3, and 1% normal at level 4. You get a bonus equal to your level (+1 to +4) to resist the effects of food-borne poisons or diseases not tailored expressly for you, but -3 on reactions from anyone watching you eat! -50%.
Food Only: You require less food, but the usual amount of water. -50%.
Water Only: You require less water, but the usual amount of food. -50%.
Regeneration (Physical, Exotic) | Variable
Your wounds heal in mere hours, minutes, or seconds! To regenerate lost limbs, you will also need
Regrowth (below) – but Regeneration will greatly accelerate that ability. Regeneration includes Rapid Healing at no extra cost.
You cannot have Regeneration if you have Slow Healing or Unhealing. Regeneration is compatible with Draining, but it does not restore the daily HP loss due to that disadvantage.
The cost of this trait depends on your regeneration speed:
Regeneration (Slow): You recover 1 HP every 12 hours, in addition to normal healing. 10 points.
Regeneration (Regular): You recover 1 HP per hour. 25 points.
Regeneration (Fast): You recover 1 HP per minute. 50 points.
Regeneration (Very Fast): You recover 1 HP per second. 100 points.
Regeneration (Extreme): You recover 10 HP per second. 150 points.
Special Enhancements
Heals Radiation:You shed accumulated rads at 10 times the rate at which you heal missing HP. For instance, Regeneration (Regular) removes 10 rads per hour. This will heal “permanent radiation damage. +40%.
Special Limitations
Radiation Only: As Heals Radiation, but you only shed rads – you do not heal HP. -60%.
Regrowth (Physical, Exotic) |40 points
You can regrow lost limbs and organs! A lost ear, finger, toe, claw, tentacle tip, etc. regrows in 1d weeks; a lost hand or foot in 1d+1 months; and a lost eye, arm, or leg in 2d+2 months. If you also have Regeneration (above), Regrowth works much faster: all lost body parts regrow in the time it takes you to heal to full HP.
Special Limitations
Minor: You can only regrow ears, fingers, toes, and other small bits – not hands, feet, eyes, etc. -50%.
Reputation
A positive Reputation is an advantage and should be noted as such on your character sheet.
Resistant (Physical) | Variable
You are naturally resistant (or even immune) to noxious items or substances that are not direct, physical attacks. This gives you a bonus on all HT rolls to resist incapacitation or injury from such things.
The bonus from Resistant applies to all rolls to resist noxious effects within a particular category – usually some combination of disease, poison, and environmental syndromes (altitude sickness, the bends, space sickness, etc.). It also applies to rolls to resist attacks that use these effects. This includes Afflictions with one of Blood Agent, Contact Agent, Follow- Up, or Respiratory Agent, and Innate Attacks that have such modifiers and inflict toxic or fatigue damage.
Resistant does not protect against effects that Damage Resistance or Protected Sense either stop or provide a HT bonus to resist. This includes Afflictions and Innate Attacks that do not have any of the modifiers given above.
The base cost for Resistant depends on the rarity of the effects it counteracts:
Very Common: A broad category within the noxious items described above. Example: Metabolic Hazards (all threats that only affect the living, including all disease and poison, plus such syndromes as altitude sickness, bends, seasickness, and jet lag). 30 points.
Common: A group of related items encountered as often in nature as in an attack, or some other suitably broad subset of “Very Common.”, Example: Poison (all toxins, but not asphyxiants or corrosives) or Sickness (all diseases and environmental syndromes). 15 points.
Occasional: A group of closely related items more often encountered in nature than as a deliberate attack, or a subset of a “Common” group. Examples: Disease (all bacteria, viruses, fungus infections, etc.) or Ingested Poison. 10 points.
Rare: A specific item or environmental syndrome, or a subset of an “Occasional” group. Examples: Acceleration (blackouts due to extreme G-forces), Altitude Sickness, Bends (decompression sickness), Seasickness, or Space Sickness; Nanomachines. 5 points.
Multiply base cost to reflect your degree of resistance:
You are totally immune to all noxious effects, and never have to make resistance rolls (write this as “Immunity” on your character sheet): x1.
You have +8 to all HT rolls to resist: x1/2.
You have +3 to all HT rolls to resist: x1/3.
Drop all fractions from the final cost.
An ordinary human could believably have any level of resistance to a mundane “Rare” item, such as Seasickness. He might also have Resistant to Disease (+3) [3], Resistant to Disease (+8) [5], or Resistant to Poison (+3) [5]. Anything more would be superhuman. Golems, robots, undead, and other beings that are not truly “alive” must take Immunity to Metabolic Hazards [30]; this is already included in the Machine meta-trait. When in doubt, the GM’s word is final.
Mental Resistance: It is possible to be Resistant to a purely mental threat. This works as described above, except that the bonus applies to resistance rolls against IQ and Will instead of HT. “Psionics” is an allowed category, and is considered Very Common.
Scanning Sense (Physical/Exotic) | Variable
You can emit energy, bounce it off objects, and analyze the returned signal to build up a “picture” of your surroundings. This lets you discern size and shape, but not color or fine detail (such as writing). It has nothing to do with the normal human sense of sight, and requires no light. As a result, you may ignore darkness penalties in combat Perception is limited to a 120° arc in front of you.
Your sense is “active.” Anyone who can sense the signal you emit can detect you, out to twice your own range. Unlike other sensory advantages, however, you can turn this ability off; see Turning Advantages Off and On.
Below are several varieties of Scanning Sense. Each is a separate advantage, with its own special rules. Where these rules contradict the general ones given above, follow the special rules. Each sense also has a base range. To adjust this, take Increased Range or Reduced Range.
Radar: Your Scanning Sense uses radio waves. Base range is 2,000 yards. You can only detect large (humansized or larger), dense objects. On a Sense roll, you get a general idea of the relative size of the object, and whether it is moving, but nothing more precise. You cannot get an actual “image” with Radar, or use it to aim attacks. Radar works best on flying targets; roll at -4 to spot anyone who is not silhouetted against the sky. Radar does not work at all underwater. 20 points.
Imaging Radar: Your Scanning Sense uses millimeter-wave radar. Base range is 200 yards. You can spot small objects and determine their shape, but you must make a Sense roll to distinguish fine relief (e.g., to identify a face). Imaging Radar can see through thin fabric or vegetation. You get +3 to locate objects like concealed weapons, and may ignore penalties for spotting objects hidden behind light brush. Ordinary radar detectors detect Imaging Radar at -4. Imaging Radar does not work underwater. 20 points
Ladar: Your Scanning Sense uses a laser beam. Base range is 200 yards. Ladar is very similar to Imaging Radar, but the beam is narrower and offers better resolution. This gives -4 on rolls to locate objects of interest, but +4 on rolls to identify them. Only specialized ladar detectors can detect Ladar, and at -4 even then. Ladar cannot penetrate dense smoke or solid objects. It has 10-50% range in falling rain or snow, and 1% range underwater. 20 points.
Sonar: Your Scanning Sense uses ultrasonic sound waves. Base range is 2,000 yards underwater. You can spot small objects and determine their shape, but you must make a Sense roll to distinguish fine relief (e.g., to identify a face). Sonar does not function if you are deafened, and can be “jammed” or fooled by a very loud noise (e.g., an explosion). Individuals with Ultrahearing can detect Sonar. Sonar is much less effective in air: range is only 20 yards multiplied by air pressure in atmospheres (one atmosphere on Earth). Sonar is completely ineffective in vacuum. 20 points.
Special Enhancements
Extended Arc: You can scan an arc greater than 120°. A 240° arc (as described for Peripheral Vision) is +75%; a 360° arc (as described for 360° Vision) is +125%
Low-Probability Intercept (LPI): This is only available for Radar and Sonar. You can switch this enhancement on and off. Turning it on makes your signal difficult to detect. This halves range, but your Scanning Sense can only be detected at 1.5 times the halved range. +10%.
Multi-Mode: This is only available for Radar. You can switch between Radar and Imaging Radar. (This is much cheaper than buying the two advantages separately, because they overlap to some extent.) +50%.
Penetrating: This is only available for Para-Radar. You can “see” inside any object within range. This functions exactly as Penetrating Vision 2. +50%
Targeting: By taking an Aim maneuver, you can “lock onto” any object within range and determine its precise range and speed – just as if you had a high-tech rangefinder. This gives you +3 to hit that target with an aimed ranged attack. +20%.
Special Limitations
Targeting Only: As Targeting, but you can only use your sense to “lock onto” targets already spotted with another sense; you cannot use it to spot things. -40%.
Sealed (Physical, Exotic) | 15 points
You are encased in a gas- and liquid- impermeable layer. This makes you waterproof, and grants complete immunity to corrosive or toxic agents that must touch skin or exposed machinery to work. You must still breathe, unless you also have Doesn’t Breathe; however, your exterior
breathing apparatus (nose, snorkel, etc.) is protected by this trait. Likewise, you are not automatically pressurized; for that, take Pressure Support & Vacuum Support.
Security Clearance (Social) | Variable
A government agency or corporation trusts you with access to sensitive information that would otherwise be “off limits” to someone of your Rank or Status. For instance, a general“cleared” for military secrets commensurate with his Military Rank would not have to buy Security Clearance separately, but a civilian with exactly the same level of access would have to pay points for the privilege.
Point cost depends on your degree of access:
• You have access to a relatively narrow range of secrets on a “need to know” basis. Example: a strategic bomber pilot, who might know secrets about aircraft, weapons, and targets. 5 points.
• You have either free access to a narrow range of secrets or “need to know” access to a broad range of secrets. Example: a counterintelligence officer, who would have limited access to many secrets, as part of his job is to protect them. 10 points
• You have free access to a broad range of secrets. Example: a cinematic secret agent, who will know almost any secret the plot requires him to know. 15 points.
Halve these values (round up) if the organization that grants the Security Clearance is of relatively minor importance (e.g., a small corporation or municipal government).
You cannot receive a security clearance without a thorough background check. The GM is free to forbid this advantage to any PC who has a suspicious past (including such traits as Debt or Secret) or an unstable personality (for instance, Paranoia or Sadism).
See Invisible (Physical, Exotic) | 15 points
You can see objects or individuals that are normally invisible. Buy this advantage separately for each kind of invisibility.
Sensitive Touch (Physical, Exotic) | 10 points
Your fingertips or equivalent organs are extremely sensitive, allowing you to sense residual heat in a chair, faint vibrations in the floor as someone approaches, etc. You get +4 (in addition to any Acute Touch bonuses) on any task that utilizes the sense of touch; e.g., a Forensics roll to note the similarities or differences between two pieces of fabric, or a Search roll to feel out tiny concealed objects.
Serendipity (Mental) | 15 points/level
You have the knack of being in the right place at the right time. Each level of this trait entitles you to one fortuitous but plausible coincidence per game session. The details are up to the GM. For instance, the GM might declare that one of the guards you need to talk your way past just happens to be your cousin, or that there is a sports car idling in front of the bank just as you run outside in pursuit of the fleeing bank robbers.
From time to time, the GM may rule that a single implausible coincidence counts as some or all of your lucky breaks for a given session (e.g., the mechanic at the local garage has all the parts you need to complete your ultra-tech contragrav belt).
You are free to suggest serendipitous occurrences to the GM, but he gets the final say. Should he reject all your suggestions but fail to work Serendipity into the game session, you will get your lucky breaks next game session.
Signature Gear (social) | Variable
You have distinctive, valuable possessions unrelated to your wealth level. This gear is as much a part of your personal legend as are your reputation and skills. You must explain where it came from: you won your starship in a card game, inherited your magic sword from your mentor, etc.
For equipment normally bought with money, such as weapons and armor, each point in Signature Gear gives goods worth up to 50% of the average campaign starting wealth (but never cash). For anything built as a character, use the rules under Allies instead. It is up to the GM
whether to treat android companions, faithful steeds, custom vehicles, etc. as equipment (with a cash cost) or characters (with a point cost).
If you misplace Signature Gear or sell it unwillingly, or an NPC steals or confiscates it, the GM must give you an opportunity to recover it in the course of the adventure. If it is truly
lost forever through no fault of your own, the GM will give you back your points (or replace the item with another of equal value). However, should you sell or give away your Signature
Gear of your own free will, it is gone, along with the points spent on it!
Silence (Physical, Exotic) | 5 points/level
You can move and breathe noiselessly. You get +2 per level to Stealth skill when you are perfectly motionless, or +1 if moving (even in armor, etc.). These bonuses help only in the dark, or against listening devices, blind creatures, and others who must rely on hearing to find you.
Single-Minded (Mental) | 5 points
You can really concentrate! You get +3 to success rolls for any lengthy mental task you concentrate on to the exclusion of other activities, if the GM feels such focus would be beneficial. You tend to ignore everything else while obsessed (roll vs. Will to avoid this), and have -5 to all rolls to notice interruptions.
The GM may rule that certain complex tasks (e.g., inventing, magic, and social activities) require you to divide your attention. This trait has no effect in such situations
Slippery (Physical, Exotic) | 2 points/level
You are hard to hold! You might be slimy, molecularly smooth, or surrounded by a force field that negates friction. Each level of this trait (maximum five levels) gives +1 on all ST, DX, and Escape rolls to slip restraints, break free in close combat, or squeeze through narrow openings.
Social Chameleon (Mental) | 5 points
You have the knack of knowing exactly what to say – and when to say it – around your social “betters.” You are exempt from reaction penalties due to differences in Rank or Status. In situations where there would be no such penalty, you get +1 on reactions from those who demand respect (priests, kings, etc.). This is a cinematic advantage!
Social Regard (Social) | 5 points per +1 reaction
You are a member of a class, race, sex, or other group that your society holds in high regard. To be an advantage, this must be obvious to anyone who meets you. This is the opposite of Social Stigma membership in a given social group cannot result in both Social Regard and Social Stigma.
Social Regard costs 5 points per +1 to reaction rolls, to a maximum of +4. This is not a Reputation, despite the similarities in cost and effect. You are treated well because of what you are, not because of who you are. Think of it as “privilege by association.”
The way you are treated on a good reaction roll will depend on the type of Regard:
Feared: Others will react to you much as if you had successfully used Intimidation skill. Those who like you stand aside, while those who dislike you flee rather than risk a confrontation. You are met with silent deference, and perhaps even respect, but never friendly familiarity. Examples: a god among men or an Amazon warrior
Respected: You receive polite and obsequious deference, much as if you had high Status, regardless of your actual Status. Social interactions other than combat usually go smoothly for you – but there will be times when the kowtowing gets in the way. Examples: a member of a priest caste or a ruling race.
Venerated: Total strangers react to you in a caring way. They give up seats, let you ahead of them in lines, and receive your every word as pearls of wisdom. They also take great pains to prevent you from putting yourself in danger or even discomfort – even when you need to do so! Example: an elderly person in many societies.
Speak Underwater (Physical, Exotic | 5 points
You can talk normally while submerged, and you can understand what others say while underwater.
Special Enhancements
Interface Crossing: You can talk to those outside of the water while submerged, and can understand people on the surface talking to you. +50%.
Speak With Animals (Mental, Exotic) | 25 points
You can converse with animals. The quality of information you receive depends on the beast’s IQ and the GM’s decision on what the animal has to say. Insects and other tiny creatures might only be able to convey emotions such as hunger and fear, while a chimp or a cat might be able to engage in a reasonably intelligent discussion. It takes one minute to ask one question and get the answer – if the animal decides to speak at all. The GM may require a reaction roll (+2 to reactions if you offer food).
The GM is free to rule that alien, unnatural, or mythical beasts don’t count as “animals” for the purpose of this advantage.
Special Limitations
Specialized: You can only communicate with certain animals. “All land animals” (including birds, insects, and land-dwelling mammals and reptiles) or “All aquatic animals” (including amphibians, fish, mollusks, crustaceans, and cetaceans) is -40%; one class (e.g., “Mammals” or “Birds”), -50%; one family (e.g., “Felines” or “Parrots”), -60%; one species (e.g., “House Cats” or “Macaws”), -80%.
Speak With Plants (Mental, Exotic) | 15 points
You can communicate empathically with plants. All earthly plants are IQ 0, but a large tree might be “wiser” than the average ivy, at the GM’s whim. A plant might know how recently it was watered or walked on, or something else that directly bears on its well-being, but would be unable to relate an overheard phone conversation. Any normal plant will always cooperate, within the limits of its ability. A mutant cabbage from Mars might require a reaction roll!
Special Rapport (Mental, Supernatural) | 5 points
You have a unique bond with another person. This acts as a potent version of Empathy that works
only with one person, without regard to distance. You always know when your partner is in trouble, in pain, lying, or in need of help, no matter where he is. This requires no IQ roll. Your partner receives the same benefits with respect to you.
Both partners in a Special Rapport must buy this advantage. Your partner need not be a lover, or even a close friend, but the GM has the final say. In particular, the GM may wish to forbid PCs from buying Special Rapports with powerful NPCs who would otherwise qualify as Patrons (or allow it, but require an Unusual Background).
can get a feeling for the general intentions of any spirit you encounter by making a successful IQ roll. As well, your Influence skills (Diplomacy, Sex Appeal, etc.) work normally on spirits, which sets you aside from most mortals. Spirit Empathy does not prevent evil or mischievous spirits from seeking to harm you, but at the GM’s option, it might make it easier to detect and counter their plots.
Special Limitations
Specialized: You are naturally in tune with the customs and moods of one specific class of spirits. Possibilities include angels, demons, elementals, faerie, ghosts, and anything else the GM wishes to allow. -50%.
Status
High Status is an advantage, and should be noted on your character sheet.
Striker (Physical, Exotic) | 5,6,7 or 8 points
You have a body part that you can use to strike an aimed blow, but not to manipulate objects (see Extra Arms, or walk on (see Extra Legs. This might be a set of horns or protruding tusks, a heavy tail, a stinger, or any number of other natural
weapons.
Your Striker can attack at reach C (“close combat only”), inflicting thrust
damage at +1 per die; e.g., 2d-1 becomes 2d+1. Damage is crushing or piercing for 5 points, large piercing for 6 points, cutting for 7 points, or impaling for 8 points. See Innate Attack for details.
Roll against DX or Brawling to hit with your Striker. You can also use it to parry as if you had a weapon. Use the higher of (DX/2) + 3 or your Brawling parry.
Special Enhancements
Long: Your Striker is long relative to your body. This increases your effective SM for the purpose of calculating reach (see Size Modifier and Reach). +100% per +1 to SM if you can attack at any reach from C to maximum, or +75% per +1 to SM if you can only attack at maximum reach (and never in close combat).
Special Limitations
Cannot Parry: You cannot parrywith your Striker. -40%.
Clumsy: Your Striker is unusually inaccurate. This is common for tails and similar Strikers aimed from outside your usual arc of vision. -20% per -1 to hit.
Limited Arc: Your Striker can only attack straight ahead, straight behind, etc. Specify a direction when you buy the Striker. If your target isn’t in the right place, and you cannot maneuverto put him there, you cannot attack him at all. -40%.
Weak: Your Striker is unusually blunt or light, or simply incapable ofusing your full ST. It inflicts only basic thrust damage, without the +1 per die. -50%.
Talent (Mental) | Variable
You have a natural aptitude for a set of closely related skills. “Talents” come in levels, and give the following benefits:
• A bonus of +1 per level with all affected skills, even for default use. This effectively raises your attribute scores for the purpose of those skills only; thus, this is an inexpensive way to be adept at small class of skills. (Generalists will find it more cost effective to raise attributes.)
• A bonus of +1 per level on all reaction rolls made by anyone in a position to notice your Talent, if he would be impressed by your aptitude (GM’s judgment). To receive this bonus, you must demonstrate your Talent – most often by using the affected skills.
• A reduction in the time required to learn the affected skills in play, regardless of how you learn them. Reduce the time required by 10% per level of Talent; e.g., Animal Friend 2 would let you learn animal-related skills in 80% the usual time. This has no effect on the point cost of your skills.
You may never have more than four levels of a particular Talent. However, overlapping Talents can give skill bonuses (only) in excess of +4.
Cost of Talent
The cost of a Talent depends on the size of the group of skills affected:
Small (6 or fewer related skills): 5 points/level.
Medium (7 to 12 related skills): 10 points/level.
Large (13 or more related skills): 15 points/level.
Skills with multiple specialties are considered to be one skill for this purpose. Once you buy a Talent, the list of affected skills is fixed. (Exception: The GM may rule that a Talent affects new skills appearing in later GURPS supplements, or skills he invents in the course of the campaign, if the Talent would logically be of value to those skills.)
Examples of Talents
The following Talents are considered standard, and exist in most campaigns:
Animal Friend: Animal Handling, Falconry, Packing, Riding, Teamster, and Veterinary. Reaction bonus: all animals. 5 points/level.
Artificer: Armoury, Carpentry, Electrician, Electronics Repair, Engineer, Machinist, Masonry, Mechanic, and Smith. Reaction bonus: anyone you do work for. 10 points/level.
Business Acumen: Accounting, Administration, Economics, Finance, Gambling, Market Analysis, Merchant, and Propaganda. Reaction bonus: anyone you do business with. 10 points/level.
Gifted Artist: Artist, Jeweler,Leather working, Photography, and Sewing. Reaction bonus: anyone buying or critiquing your work. 5 points/level.
Green Thumb: Biology, Farming, Gardening, Herb Lore, and Naturalist. Reaction bonus: gardeners and sentient plants. 5 points/level.
Healer: Diagnosis, Esoteric Medicine, First Aid, Pharmacy, Physician, Physiology, Psychology, Surgery, and Veterinary. Reaction bonus: patients, both past and present. 10 points/level.
Mathematical Ability: Accounting, Astronomy, Cryptography, Engineer, Finance, Market Analysis, Mathematics, and Physics. Reaction bonus: engineers and scientists. 10 points/level
Musical Ability: Group Performance (Conducting), Musical Composition, Musical Influence, Musical Instrument, and Singing. Reaction bonus: anyone listening to or critiquing your work. 5 points/level.
Outdoorsman: Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, and Tracking. Reaction bonus: explorers, nature lovers, and the like. 10 points/level.
Smooth Operator: Acting, Carousing, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Leadership, Panhandling, Politics, Public Speaking, Savoir-Faire, Sex Appeal, and Streetwise. Reaction bonus: con artists, politicians, salesmen, etc. – but only if you are not trying to manipulate them. 15 points/level.
Custom Talents
At the GM’s option, you may create your own Talent with a custom skill list. However, the GM’s word is law when determining which skills are “related” and how may points the Talent is worth. Talents should always be believable inborn aptitudes. For instance, Sports Talent might make sense – some athletes really do seem to have a gift – but the GM ought to forbid Ninja Talent or Weapon Talent (but see Weapon Master).
Teeth (Physical, Exotic) | 0, 1, or 2 points
Anyone with a mouth has blunt teeth that can bite for thrust-1 crushing
damage. This costs 0 points, and is typical of most herbivores. You have a more damaging bite:
Sharp Teeth: Like those of most carnivores. Inflict thrust-1 cutting damage. 1 point.
Sharp Beak: Like that of a bird of prey. Inflicts thrust-1 large piercing damage. 1 point.
Fangs: Like those of a Smilodon. Inflict thrust-1 impaling damage. 2 points.
Telecommunications (Mental/Physical, Exotic) | Variable
You can communicate over long distances without speaking aloud. You can send words at the speed of ordinary speech or pictures at the speed at which you could draw them. To establish contact requires one second of concentration and an IQ roll. After that, no concentration is required. You can maintain multiple contacts, but the IQ roll is at a cumulative -1 per contact after the first.
Telecommunication works amid even the loudest noises, although
interference and jamming can disrupt your signal. Those with suitable equipment may attempt to locate, intercept, or jam your transmission. This requires an Electronics Operation (Communications) roll for an electromagnetic signal, an Electronics Operation (Psychotronics) roll for a psionic signal, and so forth.
Each variety of Telecommunication is a separate advantage with its own benefits and drawbacks. Some forms have limited range, which you can adjust using Increased Range or Reduced Range.
Infrared Communication: You communicate using a modulated infrared beam. Base range is 500 yards in a direct line of sight. The short range and line-of-sight requirement make jamming and eavesdropping almost impossible under normal circumstances. You can only communicate with those who have this advantage or an infrared communicator. 10 points.
Laser Communication: You communicate
using a modulated laser beam. Base range is 50 miles in a
direct line of sight. The narrow beam and line-of-sight requirement make it
extremely hard to eavesdrop on you. You can only communicate with people who have this advantage or a laser communicator. 15 points.
Radio: You communicate using radio waves. Base range is 10 miles. Your signal is omnidirectional, but because you can shift frequencies, eavesdroppers must still roll vs. Electronics Operation (Communications) to listen in. A side benefit of this ability is that you can receive AM,FM, CB, and other ordinary radio signals on an IQ roll (takes one second).
Note that radio-frequency “noise” from lightning and unshielded electronics can interfere with Radio. Radio does not work at all underwater. 10 points.
Telesend: You can transmit thoughts directly to others via magic, psi, or other exotic means (be specific!). Your subject receives your thoughts even if he lacks this ability. Range is theoretically unlimited, but the IQ roll to use this ability takes the range penalties given under Long-Distance Modifiers. If you cannot see or otherwise sense your subject, you have an additional penalty: -1 for family, lovers, or close friends; -3for casual friends and acquaintances; or -5 for someone met only briefly. 30 points.
Special Enhancements
Broadcast: This enhancement is only available for Telesend. It lets you send your thoughts to everyone in a radius around you. This requires an IQ roll at the long-distance modifier for the desired radius, plus an additional -4. +50%.
Short Wave: This is only available for Radio. You can bounce your signal
off a planet’s ionosphere (if the planet has one). This lets you transmit to (or receive from) any point on the planet. Note that solar flares, weather, etc. can disrupt short-wave communications. +50%.
Universal: Your messages are automatically translated into your subject’s language. The GM may limit this enhancement to individuals from advanced tech levels, or restrict it to Telesend. +50%.
Video: You are not limited to simple
pictures! You can transmit real-time
video of anything you can see. +40%.
Special Limitations
Racial: Your ability only works on those of your own race or a very similar race, per Mind Reading. -20%.
Receive Only: You can receive but
not send. This limitation is not available
for Telesend. -50%
Send Only: You can send but not
receive. This limitation is not available
for Telesend. -50%.
Telepathic: Your ability is part of the Telepathy psi power (see p. 257). -10%.
Vague: You cannot send speech or pictures. You can only send a simple code (e.g., Morse code) – or general concepts and emotions, in the case of Telesend. -50%
Telekinesis (Metal/Physical, Exotic) | 5 points/level
You can move objects without touching them. In effect, you manifest an invisible force that acts under your conscious direction at a distant point. Specify how you do this; possibilities include magnetism, psionic psychokinesis, an ultra-tech “tractor beam,” or a supernatural “poltergeist effect.”
You can manipulate distant objects just as if you were grasping them in a pair of hands with ST equal to your Telekinesis (TK) level. You can move any object you have strength enough to lift, at a Move equal to your TK level, modified as usual for encumbrance level (see Encumbrance and Move). Regardless of level, maximum range is 10 yards. To modify range, take Increased Range or Reduced Range.
Telekinesis requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn. Your TK may then perform one standard maneuver as if were a disembodied pair of hands at some point within your range: a Ready maneuver to pick up an object; a Move maneuver to lift and carry it; an Attack maneuver to throw it, or to grab or strike directly; and so on.
Example: On your turn in combat, you take a Concentrate maneuver and state that your TK is taking an Attack maneuver to grab a gun from a foe. The following turn, you can Concentrate again and specify that your TK is taking an Aim or Wait maneuver to cover your enemy with the gun, an Attack maneuver to shoot him, or a Move maneuver to bring the gun to your hand.
No rolls are necessary for ordinary lifting and movement. For more complex actions, the GM might require you to make a DX or skill roll. In situations where you would roll against ST, roll against your TK level instead.
All of the above assumes that you are using TK to perform a task at a distance. TK can also discreetly assist you with such skills as Gambling (especially to cheat!), Lockpicking, and Surgery. In general, anything that would benefit from High Manual Dexterity gets a +4 bonus if you can successfully make an IQ roll to use your TK properly. On a failure, the
GM may assess any penalty he feels is appropriate.
Grappling and Striking: You can use TK to attack a foe directly. Roll against DX or an unarmed combat skill to hit. Your foe defends as if attacked by an invisible opponent (see Visibility,. If you grapple, your foe cannot grab hold of the TK force, but he can try to break free as usual – and if he also has TK, he can take a Concentrate maneuver and use his TK level instead of his ST. The turn after you grapple a foe using TK, your TK can use a Move maneuver to pick him up off the ground, provided you have enough TK to lift his weight. Someone in this position can’t do anything that relies on ground contact (run, retreat, etc.), but can perform any other action that is possible while grappled.
Levitation: If you have enough TK to lift your own body weight, you can levitate. Take the Concentrate maneuver and have your TK take Move maneuvers to propel your body. For true psychokinetic flight, take Flight with the Psychokinetic limitation (below).
Throwing: By applying a TK impulse for a fraction of a second, you can throw objects faster (and farther) than you can move them. Take a Concentrate maneuver and have your TK take an Attack maneuver. This works just as if you were throwing the object with ST equal to your TK level. Roll against Throwing or Thrown Weapon skill to hit, depending on the object being hurled. For 1/2D and Max purposes, measure range from the object (not yourself!) to the target; for the purpose of range penalties, use the sum of the distance from you to the object and from the object to the target. Once you throw something, you have “released” your telekinetic grip – your TK must take a Ready maneuver to pick it up again.
Special Limitations
Magnetic: Your TK is “super magnetism,” and only affects ferrous metals: iron (including steel), nickel, and cobalt. -50%.
Psychokinetic: Your ability is part of the Psychokinesis psi power. This makes it mental (Mental)rather than physical (Physical). -10%.
Visible: Your TK is not an invisible force, but a disembodied hand, glowing “tractor beam,” or similar. This makes it much easier for others to defend against your TK attacks (do not use the Visibility rules). -20%.
Telescopic Vision (Physical, Exotic)| 5 points/level
You can “zoom in” with your eyes as if using binoculars. Each level lets you ignore -1 in range penalties to Vision rolls at all times, or -2 in range penalties if you take an Aim maneuver to zoom in on a particular target. This ability can also function as a telescopic sight, giving up to +1 Accuracy per level with ranged attacks provided you take an Aim maneuver for seconds equal to the bonus (see Scopes under Firearm Accessories).
The benefits of this trait are not cumulative with those of technological aids such as binoculars or scopes. If you have both, you must opt to use one or the other.
Special Limitation
No Targeting: Your field of vision is broad and not “zeroed” to your ranged
attacks. You get no Accuracy bonus in combat. -60%.
Temperature Control (Mental/Physical, Exotic) | 5 points/level
You can alter the ambient temperature. Heating or cooling is limited to 20° per level, and occurs at a rate of 2° per level per second of concentration. You can affect a two-yard radius at a distance of up to 10 yards. Use Increased Range or Reduced Range to modify range; add levels of Area Effect to increase radius.
This ability never does damage directly. For that, buy Innate Attack – usually either burning (for flame) or fatigue (for attacks that damage by altering body temperature).
Special Limitations
Cold: You can only decrease the temperature. -50%.
Heat: You can only increase the temperature. -50%.
Psychokinetic: Your ability is part of the Psychokinesis psi power (see, often called “cryokinesis” (for cold) or “pyrokinesis” (for heat). -10%.
Temperature Tolerance (Physical) | 1 point/level
Every character has a temperature “comfort zone” within which he suffers no ill effects (such as FP or HP loss) due to heat or cold. For ordinary humans, this zone is 55° wide and falls between 35° and 90°. For nonhumans, the zone can be centered anywhere, but this is a 0-point feature for a zone no larger than 55°. A larger zone is an advantage. Each level of Temperature Tolerance adds HT degrees to your comfort zone, distributed in any way you wish between the “cold” and “hot” ends of the zone.
Temperature Tolerance confers no special resistance to attacks by fire or ice unless the only damage is a result of a rise or fall in the ambient temperature. In particular, it cannot help you if your body temperature is being manipulated.
In a realistic campaign, the GM should limit normal humans to Temperature Tolerance 1 or 2. However, high levels of this trait are likely for nonhumans with fur or a heavy layer of fat.
Temporal Inertia (Physical, Supernatural) | 15 points
You are strongly rooted in probability. If history changes, you can remember both versions. If you are involved in a genuine time paradox, you are not erased, even if the rest of your world is! You have a place in the new timeline, whatever it is, and remember all your experiences – even the ones that never happened. (In an extreme case, you have two complete sets of memories, and must make an
IQ roll any time you have to distinguish between them under stress … you might need Acting skill to stay out of the lunatic asylum.) There is a drawback: there is a “you” in any parallel or split timeline you encounter, and he is as similar to you as the timeline allows. This trait is only worthwhile in a campaign in which paradoxes or changes in history – erasing past events or whole timelines – are possible. See Unique for the opposite of this advantage.
Tenure (Social) | 5 points
You have a job from which you cannot normally be fired. You can only lose your job (and this trait) as the result of extraordinary misbehavior: assault, gross immorality, etc. Otherwise, your employment and salary are guaranteed for life. This is most common among modern-day university professors, but also applies to judges, priests, senators, etc. in many societies.
Terrain Adaptation (Physical, Exotic) | 0 or 5 points
You do not suffer DX or Move penalties for one specific type of unstable terrain: ice, sand, snow, etc. Cost depends on your capabilities:
You can function normally on one specific type of unstable terrain, but suffer the DX and Move penalties that most characters experience on that terrain type when you traverse solid
ground: 0 points.
You can function at full DX and Move both on solid ground and on one particular type of unstable terrain: 5 points.
You must buy this ability separately for each terrain type.
Terror (Mental, Supernatural) | 30 points +10 points per -1 to fright checks
You can unhinge the minds of others. There are many way this effect can manifest: a chilling howl, mind-warping body geometry, or even divine awe or unbearable beauty. When you activate this ability, anyone who sees you or hears you (choose one when you buy this trait) must roll an immediate Fright Check
Modifiers: All applicable modifiers under Fright Check Modifiers (p. 360). You can buy extra penalties to this Fright Check for 10 points per -1 to the roll. Your victims get +1 per Fright Check after the first within 24 hours.
If a victim succeeds at his Fright Check, he will be unaffected by your Terror for one hour.
Add the Melee Attack limitation if your Terror affects only those you touch.
Special Limitations
Always On: You cannot turn off your Terror to engage in normal social activities. This limitation often accompanies the extreme levels of Appearance – usually Hideous or worse, but possibly also Transcendent! -20%.
Trained By A master (Mental) | 30 points
You have been trained by – or are – a true master of the martial arts. Your exceptional talent means you have half the usual penalty to make a Rapid Strike (see Melee Attack Options), or to parry more than once per turn (see Parrying). These benefits apply to all your unarmed combat skills (Judo, Karate, etc.) and Melee Weapon skills.
Furthermore, you can focus your inner strength (often called “chi”) to perform amazing feats! This permits you to learn Flying Leap, Invisibility Art, Power Blow, and many other skills – anything that requires this advantage as a prerequisite (see Chapter 4).
The GM is free to set prerequisites for this advantage if he wishes. Common examples from fiction include Judo, Karate, Melee Weapon skills, Philosophy, and Theology.
This ability is definitely “larger than life.” The GM may wish to forbid it in a realistic campaign.
True Faith (Mental, Supernatural) | 15 points
You have a profound religious faith that protects you from “evil” supernatural beings such as demons and vampires. To enjoy this protection, you must actively assert your faith by wielding a physical symbol revered by your religion (e.g., crucifix, Torah, or Koran), chanting, dancing, or whatever else is appropriate to your beliefs. If you wish to use this ability in combat – to repel zombies, for instance – then you must choose the Concentrate maneuver each turn, and can do nothing else.
For as long as you assert your faith, no malign supernatural entity (GM’s judgment as to what this covers) may approach within one yard of you. If one is forced into this radius, it must leave by the most direct route possible, as if it suffered from Dread. If it cannot leave without
coming closer, it must make a Will roll. On a success, it may run past you to escape, pushing you aside if necessary (but using only the minimum force required to escape). On a failure, the monster is cowed. It must cower, helplessly, and cannot move, defend itself, or take any other action.
Tunneling (Physical, Exotic) | 30 points, +5 points per point of tunneling move
You can bore through earth and stone, spewing rubble behind you. The passage you dig is wide enough for you to walk through. You move through stone at half normal Tunneling Move. The GM may wish to assess a chance that your tunnel collapses behind you. Roll each minute vs. the highest of Engineer (Mining), Prospecting-3, and IQ-4 to dig a stable tunnel. This can be modified upward for hard rock and downward for soft rock or loose earth. Each halving of your Tunneling Move gives +1 on this roll.
Ultrahearing (Physical,Exotic) | 0 or 5 points
You can hear sounds in the frequencies above the normal range of human hearing (20 kHz). This allows you to hear dog whistles, sonar, motion detectors, etc. You can detect active sonar at twice its effective range. Cost depends
You can hear only high-frequency sounds: 0 points. on your capabilities:
You can hear high-frequency sounds and other sounds: 5 points.
This advantage is included in Ultrasonic Speech, below; if you have Ultrasonic Speech, you cannot take this as well (but don’t need to).
You can only communicate via Ultrasonic Speech: 0 points
You can switch between regular speech and Ultrasonic Speech at will: 10 points.
Ultrasonic Speech (Physical, Exotic) | 0 or 10 points
You can converse in the ultrasonic range. This advantage includes Ultrahearing, above. Note that many creatures find it intensely annoying or even painful to be within earshot of sustained ultrasonic pitches! Cost depends on your capabilities:
You can only communicate via Ultrasonic Speech: 0 points. You can switch between regular speech and Ultrasonic Speech at will: 10 points.
Ultravision (Physical, Exotic) | 0 or 10 points
You can see ultraviolet light (UV). Solar UV is present outdoors during the day, even under cloud cover, but is stopped by window glass or any solid barrier (earth, stone, etc.). Fluorescent lamps also emit UV. Provided UV is present, you can make out more colors than those with normal vision. This helps you discern outlines; spot trace quantities of dust, dyes, etc.; and identify minerals and plants. You get +2 to all Vision rolls made in the presence of UV, as well as to all Forensics, Observation, and Search rolls to spot clues or hidden objects.
Unaging (Physical, Exotic) | 15 points
You never grow old naturally and cannot be aged unnaturally. Your age is fixed at any point you choose and will never change. You never have to make aging rolls.
Special Enhancements
Age Control: You can “age” in either direction at will, at up to 10 times the normal rate. +20%.
Unfazeable (Mental) | 15 points
Nothing surprises you – at least, nothing that’s not obviously a threat. The world is full of strange things, and as long as they don’t bother you, you don’t bother them. You are exempt from Fright Checks, and reaction modifiers rarely affect you either way. You treat strangers with distant courtesy, no matter how strange they are, as long as they’re well-behaved. You have the normal reaction penalty toward anyone who does something rude or rowdy, but you remain civil even if forced to violence. Intimidation just does not work on you.
You are not emotionless – you just never display strong feelings. The stereotypical aged kung fu master or English butler has this trait.
You must roleplay this advantage fully, or the GM can declare that it has been lost. In a campaign where Fright Checks are an hourly occurrence, the GM can charge 20 points – or more! – or disallow Unfazeable altogether. This advantage is incompatible with all Phobias.
Universal Digestion (Physical, Exotic) | 5 points
You have remarkably adaptable digestive processes that let you derive nutrition from any nontoxic animal or plant protein, no matter how alien or fantastic. This enables you to subsist on things that would normally be harmless but non-nutritious. You have no special resistance to poison, though; for that, buy Resistant (p. 80). One side benefit of this trait is that you can quickly and safely dispose of any nontoxic, organic evidence by eating it!
Unkillable (Physical, Exotic) | 50 to 150 points
You cannot be killed! You are subject to all the other effects of injury. You feel pain, your wounds slow you, and you can be stunned or knocked out. You lose the use of any limb that receives a crippling wound, and you might even lose the limb itself. You can even lose attribute levels, advantages, etc. to disease, injury, or poison. However, you will only die if your body is physically destroyed – and sometimes not even then.
This advantage comes in three levels:
Unkillable 1: Injury affects you normally, but you need never make a HT roll to stay alive. You can survive (and even function, if you remain conscious) down to -10xHP, at which point your body is physically destroyed and you die. As long as you are alive, you heal at your usual rate – typically 1 HP/day, modified for any Regeneration you may have. Crippled limbs do heal, but severed limbs are gone for good unless you have Regrowth. 50 points.
Unkillable 2: As Unkillable 1, but you do not die at -10xHP. Once you reach -10xHP, you are reduced to an indestructible skeleton and automatically fall unconscious. You sustain no further damage from any attack. Once the damage stops, you heal normally – even if you’ve been hacked to pieces – and any severed body parts will grow back. You regain consciousness once you have positive HP. Note that your enemies can imprison your remains while you are unconscious, or even expose them to a source of continuous damage (fire is a common choice) to prevent you from healing. 100 points.
Unkillable 3: As Unkillable 2, except that at -10xHP, you become a ghost, an energy pattern, or some other incorporeal form that cannot be contained or damaged through normal means. At this stage, you fall unconscious and heal normally. Once you are at full HP, your fully intact body
will coalesce in a location of the GM’s choosing. 150 points
With the GM’s permission, if you have Unkillable 2 or 3 and are taken to -10xHP, you can trade in Unkillable and use the points to buy a spirit or undead racial template (if such things exist in the setting), becoming a ghost, revenant, etc. once you heal all your HP.
By default, you age normally, and will eventually die of old age. To be truly immortal, combine Unkillable with Unaging (above) – and possibly one or more of Doesn’t Breathe, Injury Tolerance, Regeneration, and Resistant.
Special Limitations
Achilles’ Heel: Damage from one particular source (possibly one to which you have a Vulnerability, can kill you normally. You must make normal HT rolls to survive at -HP and below, and die automatically if this damage takes you below -5xHP. The limitation value depends on the rarity of the attack, as defined under Limited Defenses: -10% if “Rare,” -30% if “Occasional,” or -50% if “Common” or “Very Common.”
Hindrance: A specific substance (e.g., silver or wood) prevents healing – whether by natural means or Regeneration – for as long as it remains in your body. Once you pass out from your injuries, you stay dormant until this substance is removed. The limitation value depends on the rarity of the substance: -5% if “Rare,” -15% if “Occasional,” or -25% if “Common.”
Reincarnation: This is only available for Unkillable 2 or 3. When reduced to -10xHP, you recover at your usual rate, but you wake up in an entirely new body with new abilities. The GM creates the new form (or may allow you to do so), but you always retain the Unkillable advantage. -20%.
Trigger: This is only available for Unkillable 2 or 3. Once reduced to -10xHP, you require some substance (such as human blood) or condition (such as a ritual) before you will startto heal. Until then, you will remain dormant. The limitation value depends on the rarity of the trigger: -25% if “Rare,” -15% if “Occasional,” or -5% if “Common” or “Very Common.”
Unusual Background (Mental) | Variable
This is a “catch-all” trait that the GM can use to adjust the point total of any character with special abilities that are not widely available in the game world. “Special abilities” might mean cinematic traits, magic spells, exotic advantages (for a human), supernatural advantages (for anyone), or almost anything else – it depends on the setting. Players arefree to suggest Unusual Backgrounds to the GM, but the GM decides whether a proposed Unusual Background is acceptable, and if so, what its cost and benefits are.
Example 1: “Raised by wizards” to justify access to magic spells might be a 0-point special effect in a fantasy world where magic is common, a 10- point Unusual Background in a conspiracy
campaign where magic is known but kept secret, and a 50-point Unusual Background – or simply forbidden – in a horror game where a PC who wields supernatural power would reduce the suspense.
//Example 2: //“Daughter of the Godof Magic” to justify the Unkillable advantage would be an Unusual Background in any setting, and would be worth as much as the advantage itself – 50 points or more – if the GM allowed it at all.
Not every unusual character concept merits an Unusual Background. The GM should only charge points when the character enjoys a tangible benefit. For instance, it would be
unusual for a human to be raised by wolves, but unless this gave him special capabilities (such as Speak with Animals), it would be background color, worth 0 points.
Vacuum Support (Physical, Mental) | 5 points
You are immune to deleterious effects associated with vacuum and decompression (see Vacuum.) This advantage does not give you an air supply; buy Doesn’t Breathe for that.
Those with Vacuum Support usually have the Sealed advantage, and often have Radiation Tolerance and Temperature Tolerance but none of these traits are required.
Vampiric Bite (Physical, Exotic) | 30 points +5 points per extra HP Drained
You can bite people and drain their life force, healing your own wounds in the process. You can only feed if your victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, your biting damage must penetrate its DR. Once you’ve bitten through your victim’s DR, you can drain 1 HP per second from him. For every 3 HP stolen, you heal 1 HP or 1 FP (your choice). You cannot raise your HP or FP above normal this way.
The basic Vampiric Bite described above costs 30 points. You may buy increased HP drain for 5 points per additional HP drained per second; for instance, to drain 10 HP per second, pay 75 points.
Vampiric Bite also lets you bite in combat without feeding. Treat this as Teeth (Sharp Teeth) or Teeth (Sharp Beak) – your choice. You do not need to purchase that advantage separately.
Versatile (Mental) | 5 points
You are extremely imaginative. You get a +1 bonus on any task that requires creativity orinvention, including most rolls against Artist skill, all Engineer rolls for new inventions, and all skill rolls made to use the Gadgeteer advantage.
Vibration Sense (Physical, Exotic) | 10 points
You can detect the location and size of objects by sensing vibrations with your skin, whiskers, or antennae. You must specify whether this ability works in the air or in the water.
Vibration Sense is not a substitute for vision. You can locate an opponent in the dark, but you cannot detect details (e.g., whether he is armed). In a perfectly still, dark chamber, you would have only a vague notion of the size of the area, but you would be able to sense a barrier before you ran into it, and could find openings by sensing the flow of air or water.
To use Vibration Sense, make a Sense roll. Consult the Size and Speed/Range Table and apply
separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind (in air) or swift currents (in water) will generate “noise” that interferes with your sense. Find the speed of the wind or current on the table and assess the relevant speed penalty.
A successful roll reveals the rough size, location, speed, and direction of
movement of the target. It does not provide any information about the object’s shape, color, etc. Once you have detected something, you may target it with an attack. The modifiers that applied to your Sense roll also apply to your attack roll, but can never give you a bonus to hit.
Note that if you are outside the element (air or water) where your ability functions, or if you are wearing a sealed suit, this ability does not work at all!
Special Enhancements
Universal: Your Vibration Sense works both in the air and in the water. +50%.
Visualization (Mental, Supernatural) | 10 points
You can improve your chances at a task by visualizing yourself successfully performing it. The closer your mental picture is to the actual circumstances, the greater the bonus. The visualization must be detailed and must involve a clear and specific action. This makes it useless in combat,
where the situation changes faster than you can visualize it.
To use this talent, you must concentrate for one minute. You, the player, must describe the scene you visualize (which can include senses other than sight) and the results you hope to
achieve. Then make an IQ roll.
You get a +1 bonus to the action you visualized for every point by which you succeed – if the circumstances correspond almost exactly to the visualization. If they are not quite
the same, which will almost always be true, halve the bonus (minimum +1). And if
something is clearly different, divide the bonus by 3 (no minimum). The GM can assess a further bonus of up to +2, or a penalty of any size, for a good or bad description!
Voice (Physical) | 10 points
You have a naturally clear, resonant, and attractive voice. This gives you +2 with the following skills: Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. You also get +2 on any reaction roll made by someone who can hear your voice.
Walking on Air (Physical, Exotic) | 20 points
Air, smoke, and other gases are like solid ground beneath your feet, allowing you to walk up and down “invisible stairs” at your ground Move. This won’t work in a vacuum – there has to be some kind of air present. If you get knocked down or slip, you fall! You may attempt one DX roll per second of falling. If you succeed, you stop in thin air, unharmed. Otherwise, you hit the ground for normal falling damage.
Walk on Liquid (Physical, Exotic) | 15 points
You can walk on the surface of any liquid as if it were solid ground. You move at your usual ground Move. This doesn’t protect you from any damage that you would take from coming into contact with the liquid, however. You can’t traverse volcanic lava or boiling acid without taking damage!
Warp (Mental, Supernatural) | 100 points
You have the ability to teleport, traveling from point to point without moving through the intervening space. To do so, you must be able to see your destination with your own eyes, or view it remotely (via closed-circuit TV, someone else’s eyes using Mind Reading with the Sensory enhancement, etc.), or visualize it clearly (which is only possible if you have visited it previously in person).
You can carry up to Basic Lift when you travel, plus any Payload. To carry more, or to bring along other people, take the Extra Carrying Capacity enhancement (below).
Make an IQ roll to activate your ability, modified as follows
Distance: Distance penalties appear on the table below. If actual distance falls between two values, use the higher.
Distance | Penalty |
10 yards | 0 |
20 yards | -1 |
100 yards | -2 |
500 yards | -3 |
2 miles | -4 |
10 miles | -5 |
100 miles | -6 |
1,000 miles | -7 |
Add an additional -1 for each 10x increase in distance.
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll, as follows:
Preparation Time | IQ Modifier |
None | -10 |
1 sec | - 5 |
2 sec | -4 |
4 sec | -3 |
8 sec | -2 |
15 sec | -1 |
30 sec | 0 |
1 min | +1 |
2 mins | +2 |
4 mins | +3 |
8 mins | +4 |
15 mins | +5 |
30 mins | +6 |
1 hr | +7 |
2 hrs | +8 |
4 hrs | +9 |
8 hrs | +10 |
+10 is the maximum possible bonus//||
Removal: If you have a “secondhand” view of the destination, you are at -2 per level of removal. For instance, seeing it on TV or through someone else’s eyes would give -2, while seeing it on a television set that you are viewing through someone else’s eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
Fatigue Points: Apply a bonus of +1 per FP spent. You must declare this
before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation.
On a success, you appear at your target destination. On a failure, you go nowhere and strain your power: you are at -5 to use it again in the next 10 minutes. On a critical failure, you arrive at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you. In addition, your power temporarily “burns out” and will not function again for 1d hours.
You can use Warp to evade attacks in combat. Once per turn, you may teleport to any location you can see within 10 yards, instantly. This is considered a dodge. Of course, the IQ roll will be at -10 for instant use, so you might want to spend FP to improve your odds!
You can improve this ability with practice, spending points to add enhancements or remove limitations. You cannot take Reduced Fatigue Cost or Reduced Time; instead, take Reliable (below) so that you will need less time or fewer FP to teleport reliably.
Special Enhancements
Blind: You can teleport to a specific set of coordinates (distance and direction) without seeing or having visited the destination. This gives you an extra -5 to your IQ roll! You must pay two FP per +1 bonus when using this enhancement. +50%.
Extra Carrying Capacity: You can carry more than your Basic Lift. If
Reliable: Your power is stable and predictable. Each level of this enhancement gives +1 to the IQ roll to use this ability, allowing you to teleport with little preparation (e.g., incombat) or over long distances without spending as many FP to improve your odds. +5% per +1, to a maximum of +10.
Warp Jump: This enhancement is only available if you have the Jumper
advantage. You must apply it to both Jumper and Warp. If you are both a time- and world-jumper, and wish to use Warp with both abilities, buy this enhancement twice. When you jump, you can simultaneously use Warp to appear anywhere at your destination. Two die rolls are necessary one per ability – and it is possible for one to succeed while the other fails, or
for both to fail. +10% per linked Jumper advantage.
Special Limitations
Hyperjump: You physically move through “hyperspace” or “jump space” to journey between destinations. This is not true, instantaneous teleportation; you have an effective speed, which means the trip takes time. On long trips, you will need to address life-support needs! In addition, you cannot activate Hyperjump in atmosphere and you cannot travel distances shorter than one light-second (186,000 miles, -10 to IQ). This effectively limits you to space travel. There is one benefit to Hyperjump: if you possess Navigation (Hyperspace) skill, you may substitute it for IQ. -50% if your effective speed is the speed of light (every 186,000 miles traveled takes one second); -25% if you can travel one light-year (-17 to IQ) per day.
Naked: You can carry nothing when you teleport! You always arrive naked. -30%.
Psionic Teleportation: Your ability is part of the Teleportation psi power. -10%.
Range Limit: You cannot teleport more than a certain distance per hop. Choose a range and find its distance penalty above. The limitation is worth -5%x (10 + penalty); e.g., 10 yards (-0)
would be -50%, while 100 miles (-6) would be -20%. A range limit of more than 100,000 miles is not a meaningful limitation
Wealth
Above-average Wealth is an advantage, and should be noted on your character sheet.
Weapon Master (Menatal) | Variable
You have a high degree of training or unnerving talent with a particular class of muscle-powered weapons (swords, bows, etc. – not guns). Available classes are:
All muscle-powered weapons. 45 points.
A large class of weapons. Examples: all bladed weapons, all onehanded weapons. 40 points. A medium class of weapons.
Examples: all swords, all ninja weapons. 35 points.
A small class of weapons. Examples: fencing weapons (maingauche, rapier, saber, and smallsword), knightly weapons (broadsword, mace, shield, and lance). 30 points
Two weapons normally used together. Examples: broadsword and shield, rapier and main-gauche. 25 points.
One specific weapon. 20 points
In all cases, if a weapon can be thrown, the benefits of this advantage also apply when throwing that weapon.
When using a suitable weapon, add +1 per die to basic thrust or swing damage if you know the relevant weapon skill at DX+1. Add +2 per die if you know that skill at DX+2 or better. You also have half the usual penalty to make a Rapid Strike (see Melee Attack Options) or to parry more than once per turn (see Parrying). None of these benefits apply to default use.
You are familiar with – if not proficient in – every weapon within your class. This gives you an improved default: DX/Easy weapon skills default to DX-1, DX/Average ones to DX-2, and DX/Hard ones to DX-3. Note that these skills are no easier to learn, and may not be “bought up” from the improved defaults in order to save points.
Finally, you may learn any cinematic skill that names this advantage as a prerequisite (see Chapter 4) – e.g., Blind Fighting and Power Blow – if you could reasonably use that skill with your weapons of choice. The GM is the final arbiter in all cases.
This trait is best suited to a “cinematic” swashbuckling game. The GM may wish to forbid it in a realistic campaign.
Wild Talent (Mental, Supernatural) | 20 points/level
You can simply do things without knowing how. Once per game session per level of this advantage, you may attempt a roll against any skill, using your score in the appropriate attribute: IQ for IQ-based skills, DX for DX-based skills, etc. You do not incur any default penalties, but situational and equipment modifiers apply normally, as do any modifiers for advantages or disadvantages. Tech level is irrelevant: a TL3 monk could make an IQ roll to use Computer Programming/TL12!
Wild Talent does apply to skills that normally have no default, provided you meet any advantage requirements. For instance, you could cast unknown magic spells provided you had Magery, or use unknown cinematic martial-arts skills provided you have Trained By A Master.
Wild Talent has no effect on skills you already know.
Special Enhancements
Retention: You can learn the skills you use! To do so, you must have one
unspent character point available when you attempt the skill roll. On a success, you may buy the skill at the one-point level. You cannot improve a skill learned this way for one month, during which time you use it at -2. On a critical success, you can start improving the skill immediately, and there is no -2. On a failure, you cannot learn the skill; on a critical failure, you also lose your unspent character point! Regardless of success, if you lack any of the skill’s prerequisites, your skill is at -4 until you acquire them, and you cannot improve the skill in the interim. This enhancement does not let you learn skills from a TL higher than your own. +25%.
Special Limitations
Emergencies Only: Your Wild Talent only works in life-threatening situations, such as mortal combat. To use it, you must ask for a particular result related to your predicament. Your request must be specific (e.g., “Get him away from me.”), but you cannot specify a skill (e.g., “Use Judo” or “Cast the Command spell”). The GM will then choose a skill that could bring about the desired result. He is not limited to mundane skills; he may choose a spell if you have Magery, a cinematic martial-arts skill if you have Trained By A Master, and so forth. Once the GM has chosen, roll against the governing attribute, as usual. If the GM feels you already have skills equal to the task, he will advise you on which skill to use. This still counts as one of your uses of Wild Talent! -30%.
Focused: You can only use (and if you have Retention, learn) one specific class of skills. Options include Mental (mundane skills based on IQ, Perception, or Will), Physical (mundane skills based on ST, DX, or HT), Magical (spells), and Chi (cinematic martial-arts skill). -20%.
Zeroed (Social) | 10 points
You do not officially exist. Even the highest authorities in the land know nothing about you. In a fantasy setting, you are a “mysterious wanderer”; magical divination cannot discover conclusive details about your past or true identity. In a high-tech world, you don’t appear in the public records – and if computer databases exist, they contain no evidence of your existence. You must provide a reason for this; e.g., your parents hid you away at birth, you are legally dead, or you somehow managed to destroy all the records (explain how!).
To maintain this status, you must deal strictly in cash or commodities. Credit and bank accounts must be blind (keyed to pass-code, not a person– the “Swiss bank account”) or set
up through a Temporary Identity.
If the authorities investigate you, they will initially assume that there has been an error. They will become increasingly concerned as no information can be found about your life. Eventually, they will attempt to apprehend you. If they can’t find you, then they’re likely to give up. But if they catch you, you are in for a thorough interrogation, possibly involving torture, mind probes, or worse. After all, a nonperson has no rights … and it will be very difficult for your allies to prove that you are being held, as you don’t officially exist!
None
None
None
Disadvantages
A “disadvantage” is a problem or imperfection that renders you less capable than your attributes, advantages, and skills would indicate. In addition to the traits in
this section, this includes anything with a negative point cost described earlier: low Status, below-average Wealth, etc.
You are probably wondering, “Why would I want to give my character disadvantages?” Each disadvantage has a negative cost in character points. Thus, disadvantages give you extra character points, which let you improve your character in other ways. And an imperfection or two makes your character more interesting and realistic, and adds to the fun of roleplaying!
Your GM might wish to “cap” the extra points you can gain from disadvantages. A good rule of thumb is to hold disadvantages to 30% of starting points – for instance, -45 points in a 150-point game – although this is entirely up to the GM.
Self Control for Mental Disadvantages
Many mental disadvantages do not affect you constantly – you may attempt to control your urges. An asterisk (*) appears next to the point cost of any disadvantage that offers a chance to resist. For each disadvantage like this, you must choose a self control number: the number you must roll on 3d to avoid giving in. This modifies point value as follows:
You resist quite rarely (roll of 6 or less): 2 x listed cost.
You resist fairly often (roll of 9 or less): 1.5 x listed cost.
You resist quite often (roll of 12 or less): listed cost.
You resist almost all the time (roll of 15 or less): 0.5 x listed cost.
Drop all fractions (e.g., -22.5 points becomes -22 points).
The “default” self-control number is 12: you must roll 12 or less on 3d to avoid giving in to your problem. This lets you use disadvantage costs as written. Choose a self-control number of 15 if you wish to have a tendency toward a disadvantage instead of a full-blown case. A self-control number of 9 will regularly limit your options. A self-control number of 6 can be crippling (especially with genuine psychiatric problems).
Note your self-control number in parentheses after the name of the disadvantage on your character sheet. For instance, if you can resist Berserk on a roll of 9 or less, write this as “Berserk (9).” and afflictions can make you more or less likely to give in. Other disadvantages can make you irritable, reducing your odds of resisting. See the disadvantage descriptions for details.
Example: Your self-control number is 15, but you are in a highly stressful situation that gives -5 to your self-control roll. You must roll 10 or less to resist your disadvantage.
You never have to try a self-control roll – you can always give in willingly, and it is good roleplaying to do so. However, there will be times when you really need to resist your urges, and that is what the roll is for. Be aware that if you attempt self-control rolls too often, the GM may penalize you for bad roleplaying by awarding you fewer earned points.
Optionally, the GM may permit you to use one unspent character point to “buy” an automatic success on a selfcontrol roll. Points spent this way are gone for good, but there will be times when staying on the straight and narrow is worth the sacrifice. In this case, the GM should not penalize you for bad roleplaying, because you are penalizing yourself!
Note that high Will helps you make Fright Checks and resist supernatural emotion control, but it does not improve self-control rolls – not even for disadvantages with effects identical to these things. Mental disadvantages represent an aspect of your personality that you cannot simply will (or reason) away. This is part of what makes them disadvantages!
Buying Off Disadvantages
You may use bonus points to “buy off” many disadvantages – whether you started with them or acquired them in play. This costs as many points as the disadvantage originally gave you. If the GM permits, you may buy off leveled disadvantages one level at a time. Likewise, you can buy off those with self-control numbers gradually, by raising the self-control number. In both cases, the point cost is the difference between your former level and your current one. For more on buying off disadvantages.
Villain Disadvantages
Some disadvantages – Sadism, for instance are not at all suitable for a “hero,” and the GM is free to forbid them to PCs. But they are often found in the more fiendish villains of adventure fiction, so they are included in the interest of good NPC creation.
Absent-Mindedness • Mental / -15 points
You have trouble focusing on anything not of immediate interest. You have -5 on all IQ and IQ-based skill rolls, save those for the task you are currently concentrating on. If no engaging task or topic presents itself, your attention will drift to more interesting matters in five minutes, and you will ignore your immediate surroundings until something catches your attention and brings you back. Once adrift in your own thoughts, you must roll against Perception-5 in order to notice any event short of personal physical injury.
You may attempt to rivet your attention on a boring topic through sheer strength of will. To do so, make a Will-5 roll once every five minutes. “Boring topics” include small talk, repetitive manual tasks, guard duty, driving on an empty highway …
Absent-minded individuals also tend to forget trivial tasks (like paying the bills) and items (like car keys and checkbooks). Whenever it becomes important that you have performed such a task or brought such an item, the GM should call for a roll against IQ-2. On a failure, this detail slipped your attention.
Example: An absent-minded detective is in a shootout. He was involved in gunplay earlier in the day, in which he fired four rounds, so the GM calls for an IQ-2 roll. The detective fails the roll, and discovers too late that he forgot to reload his weapon, so his revolver has only two bullets left!
This is the classic disadvantage for eccentric geniuses.
Addiction (Mental/Physical) • Variable
You are addicted to a drug, which you must use daily or suffer withdrawal. The value of this disadvantage depends on the cost, effects, and legality of the drug:
Cost (per day)
Cheap (up to 0.1% of average starting wealth): -5 points.
Expensive (up to 0.5% of average starting wealth): -10 points.
Very expensive (more than 0.5% of average starting wealth): -20 points.
Effects
Incapacitating or hallucinogenic: -10 points.
Highly addictive (-5 on withdrawal roll): -5 points.
Totally addictive (-10 on withdrawal roll): -10 points.
Legality
Illegal: +0 points.
Legal: +5 points.
Examples: Tobacco is cheap, highly addictive, and legal; a chain-smoker has a -5-point Addiction. Heroin is very expensive, incapacitating, totally addictive, and illegal; a heroin addict has a -40-point Addiction.
Non-Chemical Addictions: You can take Addiction to an activity instead of a drug – for instance, telepathic contact or spending time in virtual reality. If this costs money, price the Addiction based on its daily cost. If it is free (e.g., telepathic contact), treat it as “Cheap” if it you can do it almost anywhere (telepathic contact with anyone) or as “Expensive” if restrictive conditions apply (telepathic contact with one specific person). Such Addictions almost always cause psychological dependency (see Withdrawal, below).
Effects of Drugs
A stimulating drug leaves you feeling energized … until it wears off. Then you are depressed and irritable. An incapacitating drug renders you unconscious (or just blissfully, uselessly drowsy) for about two hours. A hallucinogenic drug renders you useless for work or combat, though you might be active and talkative. Some drugs (e.g., tobacco) have none of these effects, while others have unique effects. Side effects are also possible. For detailed rules, see Addictive Drugs (p. 440).
Withdrawal
Sometimes, voluntarily or otherwise, you must try to give up your Addiction. Addiction to a drug that causes psychological dependency is a mental disadvantage; withdrawal from such a drug requires a series of Will rolls, and may result in mental problems. Addiction to a drug that induces physiological dependency is a physical disadvantage; withdrawal is a function of your HT, and may cause physical injury. For details, see Drug Withdrawal (p. 440). Should you successfully withdraw from an Addiction, you must immediately buy off this disadvantage.
Minor Addictions
For an Addiction worth only -5 points, the GM may rule that the expense, stigma, and detrimental
long-term effects of use are the whole of the disadvantage, and waive the usual withdrawal rules. This is appropriate for such drugs as tobacco and caffeine. If forced to go without, you must make a Will or HT roll as usual, but the only effects on a failure are general anxiety, irritability, or restlessness. This manifests as a temporary -1 to DX, IQ, self-control rolls, or reaction rolls (GM’s choice) – not as insanity or injury. Successive failures prolong the duration of the effects; they do not increase the size of the penalty. If you can make 14 successful rolls in succession, you must buy off your Addiction.
It is also possible to create a 0- point Addiction using these rules. Such Addictions are always Minor Addictions, and you may take them as -1-point quirks (see Quirks, p. 162).
Alcoholism (Physical) • -15 or -20 points
You are an alcohol addict. Alcoholism uses the Addiction rules (above). It is cheap, incapacitating,
and usually legal, so it would normally be a -10-point Addiction. But it is also insidious; therefore, it is worth -15 points – or -20 points if it is illegal.
Most of the time, you may confine your drinking to the evenings, and therefore function normally (for game purposes). However, any time you are in the presence of alcohol, you must roll vs. Will to avoid partaking. A failed roll means you go on a “binge” lasting
2d hours, followed by a hangover; see Drinking and Intoxication (p. 439). Alcoholics on a binge are characterized by sudden mood swings – from extreme friendliness to extreme hostility – and may attack friends, talk too freely, or make other mistakes.
The other drawback of Alcoholism is that it is hard to get rid of. Should you manage to “withdraw,” you no longer need to drink daily … but you must still make a Will+4 roll whenever you are in the presence of alcohol. A failed roll does not reinstate the addiction, but does set off a binge. (Three binges in a week will reinstate theaddiction.) Thus, there is no normal way to “buy off” this disadvantage.
Continued Alcoholism will steal your abilities. You must roll yearly against HT+2 until you withdraw. Failure means you lose a level from one of your four basic attributes – roll randomly to determine which.
Amnesia (Mental) • -10 or -25 points
You’ve lost your memory. You can’t remember any of your past life, including your name. This disadvantage comes in two levels:
Partial Amnesia: You, the player, can see your character sheet, but the GM may reserve up to -30 points of your disadvantage allotment for “secret” disadvantages of his choosing. You know that you can use certain skills, but have no idea where you learned them. You are likely to have enemies – and possibly friends – that you can’t remember. If you turn yourself in to the police, they can perform their standard ID checks … but you might turn out to be a wanted criminal. Even if you aren’t, finding out your name won’t restore your memory! -10 points.
Total Amnesia: The only traits you can specify during character creation are those you could see in a mirror. The GM assigns everything else – and holds onto your full character sheet until your memory returns! You have no idea of your full abilities. Since the GM knows your quirks and mental traits, and you don’t, he will sometimes overrule your statements about what you’re doing. He will also make all skill rolls for you, because you have no idea what you can do until you try it! Your IQ-based skill rolls are at -2 unless the GM feels that memory would have no effect at all on the task at hand. -25 points.
You can only buy off Amnesia if there is some reason why you might recover your memory; e.g., meeting an old friend, reliving some fateful event, or the ever-popular blow to the head. In most cases, the cure will be related to the cause of the memory loss. Particularly twisted GMs might enjoy making the cause in question some form of brainwashing. In this case, one of the hidden disadvantages will probably be an Enemy with sufficient resources to have arranged the brainwashing in the first place.
Appearance see p. 21
Below-average appearance is a disadvantage, and should be noted as such on your character sheet.
Bad Back (Physical) • -15 or -25 points
For whatever reason, your spinal column is in bad shape. During strenuous physical activity, you may “throw your back” and suffer crippling pain or further injury. Whenever you make a ST roll, and whenever you roll 17 or 18 on an attack or defense roll in melee combat, or on a roll for an “athletic” skill such as Acrobatics, make a HT roll as well.
Modifiers: Any modifiers to the success roll for the activity that triggered the HT roll. For a long task that allows the luxury of planning, you can try to minimize the strain on your back; a successful IQ-2 or Physiology+4 roll gives +2 on the HT roll.
On a failure, you throw your back. Consequences depend on the severity of your case:
Mild: You are at -3 DX until you rest or someone helps you; a First Aid- 2 roll will reset your back. You are also at -3 IQ, but during the next second only (for your next turn, in combat). On a critical failure, you are at -5 DX and must make a Will roll to perform any physical action. -15 points.
Severe: The HT roll is at -2. On a failure, DX and IQ are both at -4 until you receive rest or help; you are in constant agony. On a critical failure, you take 1d-3 damage and are at -6 DX and -4 IQ. -25 points.
High Pain Threshold (p. 59) halves all DX and IQ penalties (drop fractions), but does not eliminate them completely.
Bad Grip (Physical) • -5 points/level
You have a penalty on tasks that require a firm grip. Each level (maximum three levels) gives -2 with such tasks. This penalty is overall – not per hand. Affected tasks include melee weapon use, climbing, catching things, and anything else the GM deems requires a firm grip (e.g., an Acrobatics roll to catch a trapeze). This disadvantage is mutually exclusive with No Fine Manipulators (p. 145).
Bad Sight (Physical) • -25 points
You have poor vision. This applies to all your visual senses: regular vision, Infravision, Ultravision, etc. You may be nearsighted or farsighted your choice.
Nearsighted: You cannot read small print, computer displays, etc., more than a foot away, or road signs, etc., at more than about 10 yards. You are at -6 to Vision rolls to spot items more than one yard away. When making a melee attack, you are at -2 to skill. When making a ranged attack, double the actual distance to the target when calculating the range modifier. -25 points.
Farsighted: You cannot read text except with great difficulty (triple normal time). You are at -6 to Vision rolls to spot items within one yard, and you have -3 to DX on any close manual task, including close combat. -25 points.
Special Limitations
Mitigator: At TL5+, you can acquire glasses that compensate totally for Bad Sight while they are worn. At TL7+, contact lenses are available. In both cases, remember that accidents can happen … and that enemies can deprive you of these items. If you are starting at a tech level in which vision can be corrected, you must take this limitation. -60%.
Bad Smell (Physical) • -10 points
You exude an appalling odor that you cannot remove, such as the stench of death and decay. This causes a -2 reaction from most people and animals (although pests or carrion-eating scavengers might be unusually attracted to you!). You can mask the smell with perfumes, but the overpowering amount needed results in the same reaction penalty.
Bad Temper (Mental) • -10 points
You are not in full control of your emotions. Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.
Berserk (Mental) • -10 points
You tend to rampage out of control when you or a loved one is harmed, making frenzied attacks against whoever or whatever you see as the cause of the trouble. If you also suffer from Bad Temper (above), any stress may trigger Berserk.
Make a self-control roll any time you suffer damage over 1/4 your HP in the space of one second, and whenever you witness equivalent harm to a loved one. If you fail, you go berserk. You go berserk automatically if you fail a self-control roll for Bad Temper! You may deliberately go berserk by taking the Concentrate maneuver and making a successful Will roll. Once you are berserk, the following rules apply:
• If armed with a hand weapon, you must make an All-Out Attack each turn a foe is in range. If no foe is in range, you must use a Move maneuver to get as close as possible to a foe – and if you can Move and Attack, or end your Move with a slam, you will.
• If the enemy is more than 20 yards away, you may attack with aranged weapon if you have one, but you may not take the Aim maneuver. If using a gun, you blaze away at yourmaximum rate of fire until your gun is empty. You cannot reload unless your weapon – and your Fast-Draw skill –
lets you reload “without thought” (can take no more than one second). Once your gun is empty, you must either draw another gun or charge into melee combat.
• You are immune to stun and shock, and your injuries cause no penalty to your Move score. You make all rolls to remain conscious or alive at +4 to HT. If you don’t fail any rolls, you remain alive and madly attacking until you reach -5¥HP. Then you fall – dead!
you wish) attempt another self-control roll to see if you snap out of theberserk state. If you fail (or do not roll), you remain berserk and attack the next foe. Treat any friend who attempts to restrain you as a foe! You get to roll again each time you down a foe, and you get one extra roll when no more foes remain. If you are still berserk, you start to attack your friends …
Once you snap out of the berserk state, all your wounds immediately affect you. Roll at normal HT to see whether you remain conscious and alive.
Special Enhancements
Battle Rage. You go berserk in any combat situation, regardless of whether you have been injured. To avoid this, you must make a self-control roll when you first enter combat (even a barroom brawl or a boxing match). +50%.
Bestial (Mental/Exotic) • -10 or -15 points
You think and react like a wild animal. You have no concept of “civilized” standards of morality or propriety, and no concept of property. You fight or flee from those who frighten or threaten you. You cannot learn skills that, in the GM’s opinion, rely on “civilized” notions of art or social interaction, and you have no default with such skills.
You are not necessarily out of control; you simply react in an animalistic manner. You will usually ignore those who leave you alone (unless they’re food!), and might even come to display
affection for those who treat you with special kindness. You cannot understand property in the human sense, but (depending on your race) you might understand territory and avoid doing damage to objects on another’s territory. Whether you regard humans as individuals with territory rights is an open question! You might also understand dominance, and respect or even obey a human who has proved to be stronger than you.
You cannot take an Odious Personal Habit for your beast-like behavior; that’s included in the cost of Bestial. But if your behavior is extremely repugnant to humans – equivalent in severity to a -15-point Odious Personal Habit – the GM might rule that Bestial is worth -15 points instead of the usual -10. You are free to take Odious Personal Habits unrelated to beast-like behavior (including “eats humans”), however.
Bestial is not necessarily tied to low IQ, but roleplaying a character who is both Bestial and remarkably intelligent would be a major challenge requiring a lot of thought and effort. The GM may therefore choose to restrict Bestial to characters with IQ scores under 10 (or even under 6!), or simply reserve it for NPCs.
Note that the Wild Animal metatrait (p. 263) includes this disadvantage.
Blindness (Physical) • -50 points
You cannot see at all. In unfamiliar territory, you must travel slowly and carefully, or have a companion or guide animal lead you. Many actions are impossible for you; the GM should use common sense.
You are at -6 to all combat skills. You can use hand weapons, but you cannot target a particular hit location. If using a ranged weapon, you can only attack randomly, or engage targets so close that you can hear them. All this assumes you are accustomed to blindness. If you suddenly lose your eyesight, you fight at -10, just as if you were in total darkness. In either case, you suffer no extra penalties for operating in the dark.
If you have Blindness, you cannot purchase superhuman vision abilities. If you see in a spectrum other than the visible one, you have the 0-point version of Infravision (p. 60) or Ultravision (p. 94) – not Blindness and the 10-point version of one of those advantages. Note that Scanning Sense (p. 81) and Vibration Sense (p. 96) are not vision; you may take either of these traits in conjunction with Blindness, at the usual point costs.
Bloodlust (Mental) • -10 points
You want to see your foes dead. In battle, you must go for killing blows, and put in an extra shot to make sure of a downed foe. You must make a self-control roll whenever you need to accept a surrender, evade a sentry, take a prisoner, etc. If you fail, you attempt to kill your foe instead – even if that means breaking the law, compromising stealth, wasting ammo, or violating orders. Out of combat, you never forget that a foe is a foe.
This may seem a truly evil trait, but many fictional heroes suffer from it. The hero is not a fiend or sadist; his animosity is limited to “legitimate” enemies, be they criminals, enemy soldiers, or feuding clansmen. He often has a good reason for feeling as he does. And, in an ordinary tavern brawl, he would use his fists like anyone else. On the other hand, a gladiator or duelist with Bloodlust would be very unpopular, a policeman would soon be up on charges, and a soldier would risk a court-martial.
Bully (Mental) • -10 points
You like to push people around whenever you can get away with it. Depending on your personality and position, this might take the form of physical attacks, intellectual harassment, or social “cutting.” Make a selfcontrol roll to avoid gross bullying when you know you shouldn’t – but to roleplay your character properly, you should bully anybody you can. Since nobody likes a bully, others react to you at -2.
Callous (Mental) • -5 points
You are merciless, if not cruel. You can decipher others’ emotions, but you do so only to manipulate them you don’t care about their feelings or pain. This gives you -3 on all Teaching rolls, on Psychology rolls made to help others (as opposed to deduce weaknesses or conduct scientific research), and on any skill roll made to interact with those who have suffered the consequences of your callousness in the past (GM’s decision). As well, past victims, and anyone with Empathy, will react to you at -1. But ruthlessness has its perks: you get an extra +1 to Interrogation and Intimidation rolls when you use threats or torture.
Cannot Learn (Mental) • -30 points
You cannot spend earned character points to add or improve DX, IQ, skills, or mental advantages, nor can you acquire new techniques (see Techniques, p. 229) or familiarities (see Familiarity, p. 169) to accompany existing skills. You are stuck with your starting abilities!
You can still increase your ST and HT, and add physical advantages (with the GM’s permission). As well, Cannot Learn doesn’t prevent you from temporarily acquiring skills using the Modular Abilities advantage (p. 71). Those with computer brains often possess both traits. This trait is most suitable for golems, mindless undead, robots, and other automata.
Cannot Speak (Physical) • -15 or -25 points
You have a limited capacity for speech. This trait comes in two levels:
Cannot Speak: You can make vocal sounds (bark, growl, trill, etc., as appropriate), but your speech organs are incapable of the subtle modulations required for language. You may still have the Mimicry or Voice advantage, or the Disturbing Voice disadvantage (but not Stuttering). Most animals have this trait. -15 points.
Mute: You cannot vocalize at all. All communications with others must be nonverbal: writing, sign language, Morse code, telepathy, etc. Time spent communicating this way counts at full value for study of the related skills (see Chapter 9). No roll is required (or allowed!) when you try to communicate with PCs who don’t know your sign language roleplay this on your own! You cannot have any other voice related traits. -25 points.
Charitable (Mental) • -15 points
You are acutely aware of others’ emotions, and feel compelled to help those around you – even legitimate enemies. Make a self-control roll in any situation where you could render aid or are specifically asked for help, but should resist the urge. If you fail, you must offer assistance, even if that means violating orders or walking into a potential trap.
Chronic Depression (Mental) • -15 points
You’ve lost your will to live. You’d commit suicide, but it seems like so much trouble. Make a self-control roll to do anything but acquire and consume the minimum necessities for survival (for instance, to motivate yourself to go to a movie, attend a job interview, or keep a date), or whenever you must choose between two or more actions. If you fail, you take the path of least resistance. This usually means staying put and doing nothing.
If your self-control number is sufficiently low, you will find it almost impossible to do anything at all for yourself, unless someone physically drags you out of your lair. If somebody shows up and demands that you go out and do something with him, make a self-control roll. If you fail, you go along with his plan out of apathy.
You may eventually replace this disadvantage with another one of equivalent value that is more conducive to self-esteem. The GM need only allow this evolution if you roleplay it convincingly. The GM may also require you to roleplay both disadvantages (the new one constantly, the Chronic Depression whenever the GM decides to bring it into play) during the transition period.
You may also acquire this disadvantage in play. If you violate a self imposed mental disadvantage (see p. 121), or lose a Dependent, the GM may replace that disadvantage with this one.
Chronic Pain (Physical) • Variable
You have an injury, disorder, or illness that leaves you in severe pain on a regular basis – perhaps even constantly. Examples include arthritis, bone cancer, migraines, and pieces of shrapnel embedded in the body (an “old war wound”).
Roll against the frequency of appearance for your Chronic Pain once per day. If you roll below this number, you suffer a bout of pain. The timing of this attack is up to the GM, but it usually occurs during waking hours – you might wake up with it, or it might be set off by stress (fatigue, exertion, etc.) during the day.
While in pain, reduce your DX and IQ by the amount specified for the severity of your pain (see below). Reduce self-control rolls to resist disadvantages such as Bad Temper and Berserk by the same amount – someone in pain is more likely to lose his cool. If the GM rules that the attack occurs while you are trying to sleep, you suffer penalties for sleep deprivation instead of the usual effects of this disadvantage.
Chronic Pain attacks endure for a fixed “interval,” after which you may attempt a HT roll to recover. If you succeed, you have dealt with your pain … today. If you fail, the attack continues for another interval, after which you may attempt another HT roll. And so on.
Find the point cost of Chronic Pain by choosing a severity and then multiplying the given cost to reflect the interval and frequency of attacks. Drop all fractions.
Severity
Mild: -2 to DX, IQ, and self-control rolls: -5 points.
Severe: -4 to DX, IQ, and self-control rolls: -10 points.
Agonizing: -6 to DX, IQ, and self control rolls: -15 points.
Interval
1 hour: x0.5.
2 hours: x1.
4 hours: x1.5.
8 hours: x2.
Frequency of Appearance
Attack occurs on a roll of 6 or less: x0.5.
Attack occurs on a roll of 9 or less: x1.
Attack occurs on a roll of 12 or less: x2.
Attack occurs on a roll of 15 or less: x3.
Chummy (Mental) • -5 or -10 points
You work well with others and seek out company. This trait comes in two levels:
Chummy: You react to others at +2 most of the time. When alone, you are unhappy and distracted, and suffer a -1 penalty to IQ-based skills. -5 points.
Gregarious: You usually react to others at +4. You are miserable when alone, and use IQ-based skills at -2 – or at -1 if in a group of four or less. -10 points.
Clueless (Mental) • -10 points
You totally miss the point of any wit aimed at you, and are oblivious to attempts to seduce you (+4 to resist Sex Appeal). The meanings of colloquial expressions escape you. Sophisticated manners are also beyond you, giving -4 to Savoir-Faire skill. You have many minor habits that annoy others (e.g., leaving the turn signal on while driving from Chicago to Albuquerque), and may take one or two of these as quirks. Most people will react to you at -2.
Unlike No Sense of Humor (p. 146), you may make jokes – albeit lame ones – and you can appreciate slapstick and written humor. However, you rarely “get” verbal humor, especially if you are the target (roll vs. IQ-4 roll to realize you’re the butt of the joke). And unlike Gullibility (p. 137), you normally realize when someone is trying to take advantage of you, except in social situations. You are no more susceptible to Fast-Talk than normal, save when someone is trying to convince you that an attractive member of the appropriate sex is interested in you .
This disadvantage is most appropriate for ivory-tower geniuses, aliens from Mars, etc.
Code of Honor (Mental) • -5 to -15 points
You take pride in a set of principles that you follow at all times. The specifics can vary, but they always involve “honorable” behavior. You will do nearly anything – perhaps even risk death – to avoid the label “dishonorable” (whatever that means).
You must do more than pay lip service to a set of principles to get points for a Code of Honor. You must be a true follower of the Code! This is a disadvantage because it often requires dangerous – if not reckless behavior. Furthermore, you can often be forced into unfair situations, because your foes know you are honorable.
Code of Honor is not the same as Duty (p. 133) or Sense of Duty (p. 153). A samurai or British grenadier marches into battle against fearful odds out of duty, not for his personal honor (though of course he would lose honor by fleeing). The risks you take for your honor are solely on your own account.
The point value of a particular Code of Honor depends on how much trouble it is liable to get you into and how arbitrary and irrational its requirements are. An informal Code that applies only among your peers is worth -5 points. A formal Code that applies only among peers, or an informal one that applies all the time, is worth -10 points. A formal Code that applies all the time, or that requires suicide if broken, is worth -15 points. The GM has the final say! Some examples:
Code of Honor (Pirate’s): Always avenge an insult, regardless of the danger; your buddy’s foe is your own; never attack a fellow crewman or buddy except in a fair, open duel. Anything else goes. This is also suitable for brigands, bikers, etc. -5 points.
Code of Honor (Professional): Adhere to the ethics of your profession; always do your job to the best of your ability; support your guild, union, or professional association. This is most suitable for lawyers and physicians (Hippocratic Oath), but dedicated tradesmen, merchants, and so forth may have a similar Code. -5 points.
Code of Honor (Gentleman’s): Never break your word. Never ignore an insult to yourself, a lady, or your flag; insults may only be wiped out by an apology or a duel (not necessarily to the death!). Never take advantage of an opponent in any way; weapons and circumstances must be equal (except in open war). This only applies between gentlemen. A discourtesy from anyone of Status 0 or less calls for a whipping, not a duel! -10 points.
Code of Honor (Soldier’s): An officer should be tough but fair, lead from the front, and look out for his men; an enlisted man should look out for his buddies and take care of his kit. Every soldier should be willing to fight and die for the honor of his unit, service, and country; follow orders; obey the “rules of war”; treat an honorable enemy with respect (a dishonorable enemy deserves a bullet); and wear the uniform with pride. -10 points.
Code of Honor (Chivalry): As Code of Honor (Gentleman’s), except that flags haven’t been invented. Respond to any insult to your liege-lord or to your faith. Protect any lady, and anyone weaker than yourself. Accept any challenge to arms from anyone of greater or equal rank. Even in open war, sides and weapons must be equal if the foe is also noble and chivalrous. -15 points.
Cold-Blooded • -5 or -10 points
Your body temperature fluctuates with the temperature of the environment. You are less susceptible to damage from high or low body temperature (+2 HT to resist the effects of temperature), and require only 1/3 the food needed by a warm-blooded being of equal mass, but you tend to “stiffen up” in cold weather.
After 30 minutes in cold conditions (or one hour if you have any level of Temperature Tolerance), you get -1 to Basic Speed and DX per 10° below your “threshold temperature” (see below). At temperatures below 32°, you must roll vs. HT or take 1 HP of damage. Warm clothing gives +2 to this roll.
You regain lost Basic Speed and DX at the rate of one point of each per hour once you return to a warm climate. Double this rate in an exceptionally warm environment.
Point value depends on your “threshold temperature”:
You “stiffen up” below 50°: -5 points.
You “stiffen up” below 65°: -10 points.
Colorblindness (Physical) • -10 points
You cannot see any colors at all (this is total colorblindness). In any situation requiring color identification (e.g., gem buying, livery identification, or pushing the red button to start the motor), the GM should give you appropriate difficulties. Certain skills are always harder for you. In particular, you are at -1 on most Artist, Chemistry, Driving, Merchant, Piloting, and Tracking rolls.
Combat Paralysis (Physical) • -15 points
You tend to “freeze up” in combat situations, and receive -2 to all Fright Checks. This has nothing to do with Cowardice (p. 129) – you may be brave, but your body betrays you.
In any situation in which personal harm seems imminent, make a HT roll. Do not roll until the instant you need to fight, run, pull the trigger, or whatever. Any roll over 13 is a failure, even if you have HT 14+. On a success, you can act normally. On a failure, you are mentally stunned (see Effects of Stun, p. 420). Make another HT roll every second, at a cumulative +1 per turn after the first, to break the freeze. A quick slap from a friend gives +1 to your cumulative roll.
Once you unfreeze, you will not freeze again until the immediate danger is over. Then, in the next dangerous situation, you may freeze once again. This trait is the opposite of Combat Reflexes (p. 43). You cannot have both.
The point value of this disadvantage depends on how much your habit costs and how much trouble it is likely to get you into. The GM is the final judge. Examples include:
Compulsive Carousing: You cannot resist the urge to party! Once per day, you must seek out a social gathering and lounge around – feasting, drinking, singing, and joking – for at least an hour. If you are not invited, you crash the party; if there is no party, you attempt to liven things up. Money is no object! If you have it, you will spend it. You try almost any mindaltering substance without a second thought, never refuse a social drink, and aren’t particularly picky about your romantic partners. You get +1 to reactions from like-minded extroverts, but -1 or worse from sober-minded citizens and -4 in puritanical settings. -5 points* (-10 points* in puritanical settings).
Compulsive Gambling: You cannot pass up an opportunity to gamble. Bets, wagers, games of chance, and even lotteries hold an uncanny fascination for you. If there is no game of chance or bet going, you will start one. You try any gambling game proposed to you, whether you know it or not. You do not have to have the Gambling skill, but if you don’t, you will need a steady source of wealth! If you are prevented from gambling – for instance, by traveling with nongamblers – you will quickly earn a reaction penalty (-1 per -5 points in this disadvantage, after the self-control multiplier) by constantly talking about gambling and attempting to draw others into games or wagers. -5 points.*
Compulsive Generosity: You are too open-handed. If a beggar asks for cash, you give – and where others give copper, you give silver. You always listen to larger requests for financial aid, if they are even remotely plausible, and you must make a self-control roll whenever you hear a good hard-luck story (if you are broke when asked, you apologize profusely). You aren’t a complete sucker – you just feel guilty about being better off than others. In a society with a lot of beggars around, increase your cost of living:
Self-Control Number | Cost of Living Increase |
6 | 20% |
9 | 15% |
12 | 10% |
15 | 5% |
This may earn you a +1 reaction bonus from pious folk; if you are poor yourself, the reaction bonus may be even higher. This trait is incompatible with Miserliness. -5 points.*
Compulsive Lying: You lie constantly, for no reason other than the joy of telling the tale. You delight in inventing stories about your deeds, lineage, wealth – whatever might impress your audience. Even when exposed as a liar, you cling to your stories tenaciously, calling your accuser a liar and a scoundrel. Make a self-control roll to tell the pure, unvarnished truth. If you fail, you lie – no matter how dire the consequences. When you roll to tell the truth to your fellow party members, roll out of sight of the other players. Thus, they can never be sure they are getting accurate information. -15 points.*
Compulsive Spending: Cash just runs through your fingers! You enjoy being seen as a big spender, are too fond of luxury, or find the experience of buying to be fun – perhaps all three. Make a self-control roll whenever someone offers you a purchase that matches any of your quirks or interests, and the cash in your pocket is more than twice the asking price. If you fail, you buy. This raises your cost of living, and gives you a penalty to Merchant skill when you bargain or haggle:
Self-Control # | Cost of living increase | Merchant Skill Penalty |
6 | 80% | -4 |
9 | 40% | -3 |
12 | 20% | -2 |
15 | 10% | -1 |
Compulsive Spending is not limited to the wealthy! A poor farmer can be a spendthrift. This trait is incompatible with Miserliness (it’s the opposite!), but you can combine it with Greed. -5 points.*
Compulsive Vowing: You never simply decide to do something; you must make it an oath. Although these vows are often trivial in nature, you approach them all with the same solemnity and dedication. You may tack extraneous vows onto legitimate ones. -5 points.*
Confused (Mental)• -10 points
To you, the world seems a strange and incomprehensible place most of the time. You are not necessarily stupid, but you are slow to pick up on new facts or situations.
In particular, you respond poorly to excessive stimulation. When alone in the peace and quiet of your own home, you function normally. But in a strange place, or when there’s a commotion going on, you must make a self-control roll. On a failure, you freeze up instead of taking decisive or appropriate action. This often prevents you from making Tactics rolls and engaging in other sorts of longrange planning. The GM should adjust the self-control roll in accordance with the stimuli in the area. To resist confusion from two friends chatting quietly in a familiar room would require an unmodified roll, but a nightclub with flashing lights and pounding music might give -5, and a full-scale riot or battle would give -10!
If this disadvantage strikes in combat, you must take the Do Nothing maneuver each turn. You are not stunned, and if you are directly and physically attacked, you can defend yourself normally. You can even launch a counterattack against that one foe. But you never act – only react.
Cowardice (Mental) • -10 points
You are extremely careful about your physical well-being. Make a selfcontrol roll any time you are called on to risk physical danger. Roll at -5 if you must risk death. If you fail, you must refuse to endanger yourself unless threatened with greater danger!
Cowardice gives a penalty to Fright Checks whenever physical danger is involved:
Self-Control | Fright Check Pen |
6 | -4 |
9 | -3 |
12 | -2 |
15 | -1 |
In some times and places, soldiers, police, etc., react to you at a similar penalty if they know you are a coward.
Curious (Mental) • -5 points
You are naturally very inquisitive. This is not the curiosity that affects all PCs (“What’s in that cave? Where did the flying saucer come from?”), but the real thing (“What happens if I push this button?”).
Make a self-control roll when presented with an interesting item or situation. If you fail, you examine it push buttons, pull levers, open doors, unwrap presents, etc. – even if you know it could be dangerous. Good roleplayers won’t try to make this roll very often .
In general, you do everything in your power to investigate any situation with which you aren’t 100% familiar. When faced with a real mystery, you simply cannot turn your back on it. You try to rationalize your curiosity to others who try to talk you out of it. Common Sense doesn’t help you know you are taking a risk, but you’re curious anyway!
Cursed (Mental / Supernatural) • -75 points
Like Unluckiness (p. 160), but worse. When anything goes wrong for your party, it happens to you, first and worst. If something goes right, it misses you. Any time the GM feels like hosing you, he can, and you have no complaint coming, because you are Cursed. You can’t buy this off just by spending points – you must determine what has cursed you and deal with it, and then spend the points.
Deafness (Physical) • -20 points
You cannot hear anything. You must receive information in writing (if you are literate) or sign language. However, time you spend communicating this way counts at full value for study of the skills used (Gesture, Lip- Reading, etc.); see Chapter 9.
Debt
see p. 26
Decreased Time Rate (Mental/Exotic) • -100 points
This is the disadvantageous counter partto Altered Time Rate (p. 38). You experience time half as fast as normal: one subjective second for every two real seconds that pass. You only get a turn every two seconds in combat! (Gaming groups that enjoy extra detail might wish to give characters with Decreased Time Rate “halfturns” instead: splitting a Move maneuver across two turns, declaring an Attack maneuver one turn and rolling to hit the next, etc.)
Delusions (Mental) • -5 to -15 points
You believe something that simply is not true. This may cause others to consider you insane. And they may be right! If you suffer from a Delusion, you must roleplay your belief at all times. The point value of the Delusion depends on its nature:
Minor: This Delusion affects your behavior, and anyone around you will soon notice it, but it does not keep you from functioning more-or-less normally. Those who notice your Delusion will react at -1. Examples: “Squirrels are messengers from God.” “The Illuminati are watching me constantly but only to protect me.” “I am the rightful Duke of Fnordia, stolen at birth by Gypsies and doomed to live among commoners.” -5 points.
Major: This Delusion strongly affects your behavior, but does not keep you from living a fairly normal life. Others will react at -2. Examples:“ The government has all phones tapped.” “I have Eidetic Memory and Absolute Direction.” -10 points.
Severe: This Delusion affects your behavior so much that it may keep you from functioning in the everyday world. Others react to you at -3, but they are more likely to fear or pity you than to attack. A Delusion this severe can keep you from participating meaningfully in the campaign; therefore, you should always clear it with the GM first. Examples: “I am Napoleon.” “I am immortal.” “Ice cream makes machines work better, especially computers. Spoon it right in.” -15 points.
Depending on your behavior, the same Delusion could be a quirk (-1 point) or worth -5, -10, or -15 points. Consider “Everything colored purple is alive.” If you pat purple things and say hello, that’s a quirk. If you won’t discuss serious matters with purple things in the room, it’s a Minor Delusion. If you picket the Capitol demanding Civil Rights For Purple Things, that’s Major. If you attack purple things on sight, that’s Severe!
Regardless of how insane you really are, you may not get more than -40 points, total, from Delusions.
A GM who wants to shake up his players can have a Delusion turn out to be true. This does not suit all Delusions. Of those listed above, for instance, the ones about squirrels, ice cream, and Napoleon seem unlikely. But the Illuminati might really exist, or Gypsies might really have stolen the heir to the throne of Fnordia … Have fun!
If your Delusion turns out to be true, you don’t have to buy it off until the other players realize it’s true. (And remember: the GM won’t tell you that you are not really crazy. You can be right and still be crazy …)
Dependency (Mental) • Variable
You must regularly ingest a substance (e.g., a drug or magic potion), touch or carry an object (e.g., a holy shrine or magical amulet), or spend time in an environment (e.g., your coffin or your home country, planet, or plane) in order to survive. If you fail to do so, you start to lose HP and will eventually die. Point value depends on the rarity of the item you depend on:
Rare (cannot be bought; must be found or made): -30 points. Occasional (very expensive or hard to find): -20 points.
Common (expensive, somewhat hard to find): -10 points.
Very Common (available almost anywhere): -5 points. Add -5 points to these values for items that are illegal in your game world.
Apply a multiplier based on the frequency with which you must receive the item:
Constantly: You must carry and use the substance at all times – for example, an exotic atmosphere. Lose 1 HP per minute without the substance. x5.
Hourly: Lose 1 HP per 10 minutes after missing an hourly dose. x4.
Daily: Lose 1 HP per hour after missing a daily dose. x3.
Weekly: Lose 1 HP per six hours after missing a weekly dose. x2.
Monthly: Lose 1 HP per day after missing a monthly dose. x1. Seasonally: Lose 1 HP per three days after missing a seasonal dose (a “season” is three months for this purpose). x1/3 (drop all fractions).
Yearly: Lose 1 HP per two weeks after missing a yearly dose. x1/10 (drop all fractions).
If you need to touch an object or spend time in an environment, you must do so for time equal to your damage interval in order to avoid damage. For instance, to avoid losing 1 HP per hour to a daily Dependency on rest in your coffin, you must spend at least one hour per day in your coffin. To avoid losing 1 HP every two weeks to a yearly Dependency on visiting your home planet, you must visit your home planet for at least two weeks per year.
With the GM’s permission, normal humans may take this disadvantage to represent the special requirements of certain chronic illnesses.
Not every life-support requirement qualifies as Dependency. Use Maintenance (p. 143) if you require skilled care – not a substance, object, or environment – to avoid HT loss (not injury). Use Restricted Diet (p. 151) for special dietary requirements thatresult in slow starvation as opposed to rapid HP loss when you are forced to do without.
Special Enhancements
Aging: You age unnaturally without the item you depend on. For each HP lost, you also age two years (even if you are normally Unaging). +30%.
Dependents (Allies) • Variable
“Dependent” is an NPC for whom
you are responsible; e.g., your child, kid brother, or spouse. You must take care of your Dependents. Furthermore, your foes can strike at you through them. (If you have bothan Enemy and a Dependent, and the dice indicate that both appear, then the GM can build an entire adventure around this theme!)
If your Dependent ends up kidnapped or otherwise in danger during play, you must go to the rescue as soon as possible. If you don’t go to his aid immediately, the GM can deny you bonus character points for “acting out of character.” Furthermore, you never earn any character points for a game session in which your Dependent is killed or badly hurt.
Three factors determine the disadvantage value of a Dependent: his competence, his importance (to you!), and his frequency of appearance.
Competence
Specify the number of points your Dependent is built on. The more points you use to “build” your Dependent, the more competent he will be, and the fewer points he will be worth as a disadvantage. “Point Total” is the Dependent’s point total as a fraction of the PC’s, except for the last line, which is absolute; “Cost” is the number of character points the disadvantage is worth.
Point | Total Cost |
No more than 100% | -1 point |
No more than 75% | -2 points |
No more than 50% | -5 points |
No more than 25% | -10 points |
0 or fewer points | -15 points |
The same person can be both a Dependent and an Ally (p. 36)! Add the cost of Ally and Dependent together, and treat the combination as a single trait: an advantage if the total point cost is positive, a disadvantage if it is negative. You must use the same point total for him in both cases, but frequency of appearance can differ. Roll separately for his appearance as a Dependent and as an Ally. If he appears as a Dependent, he shows up in a way that causes you trouble (e.g., he’s captured). If he appears as an Ally, he manages to be helpful and take care of himself. If he appears as both, he is helpful and troublesome at the same time; for instance, he uses his skills to assist you, but also wanders off, is singled out by the enemy, or otherwise causes problems equal to the assistance he offers.
Importance
The more important your Dependent is to you, the more you multiply his intrinsic “nuisance value” and worth in points.
Employer or acquaintance: You feel a responsibility toward this person, but you may weigh risks to him in a rational fashion. x1/2.
Friend: You must always try to protect this person. You may only risk harm to him if something very important (such as the safety of many other people) is at stake. x1.
Loved one: The Dependent is a relative or a lover. You may not put anything before his safety! x2.
Frequency of Appearance
Choose a frequency of appearance, as explained under Frequency of Appearance (p. 36). This should fit the “story” behind the Dependent. If the Dependent were your infant child, for instance, it would be odd for him to appear “quite rarely”!
Multiple Dependents
You cannot earn points for more than two Dependents. However, if you have a group of Dependents, you may count the entire group as your two Dependents. Work out the value of an average member of the group as a Dependent, and then claim twice this point value.
Example: A vigilante who is a schoolteacher by day could have“generic dependents”: all pupils. They are young (-10 points), around “quite often” (x2), and count as “friends” (x1), for -20 points each. However, the two- Dependent limit lets the hero claim -40points’ worth of Dependents. (And if one gets hurt, there are always others.)
Dependents in Play
As you earn points, the GM will scale your Dependent’s abilities proportionally to keep his point total a fixed percentage of your own. Thus, his value as a disadvantage will not change. Children grow up, adults earn money, and everyone learns new skills. Dependents who spend a lot of time around you might become adventurers in their own right. You are free to suggest reasonable improvements for your Dependents, but the GM’s word is final.
If your Dependent is killed, or so seriously injured that the GM decides he is effectively out of the campaign, you must make up the bonus points you got for him. You have three options: buy off the amount by spending earned character points, take a new disadvantage (e.g., Chronic Depression, p. 126), or get a new Dependent. New Dependents are usually inappropriate, but a mental disability brought on by the loss is a good solution. (Ever since the octopus got Amy, you’ve been afraid of the ocean …)
Examples of Dependents
• For anyone: elderly relatives, teachers, friends, children, younger brothers or sisters, lovers, husbands or wives.
• For crime fighters: young sidekicks, reporters, or wards.
• For wizards: apprentices.
• For ship captains (ocean- or space-going): ensigns or cabin boys.
• For soldiers: orphans or new recruits.
• For criminals or mad scientists: incompetent henchmen.
Destiny (Mental/Supernatural) • Variable
A disadvantageous Destiny functions identically to an advantageous one (see p. 48), save that it always leads to something bad – but perhaps not immediately, and not without a chance to gain honor by dealing with it well. A fated, tragic death can be an end worthy of a hero! This kind of Destiny comes in three levels:
Minor Disadvantage: You are fated to play a small part in a larger story, and you will not come off so well. You are guaranteed at least one tragic experience or embarrassing failure – although these things are unlikely to result in your death except under the most desperate and heroic of circumstances. -5 points.
Major Disadvantage: You are fated to play a key role in a sorry turn of events. For instance, you might be late with a message that could save the day … or execute the only competent general in a threatened province, causing its loss to barbarian invaders. Still, you will survive. -10 points.
Great Disadvantage: Death stalks you. Something out there has your name on it. It knows where you are and it’s getting closer all the time. You will either die or be ruined, and your fall will have terrible repercussions for others. This kind of Destiny is not suitable for every campaign! The GM does not have to allow it – and if he does, he should plan on letting the campaign take a radical turn, or end, when the Destiny is fulfilled. -15 points.
You must buy off a disadvantageous Destiny as soon as it is fulfilled. This is automatic if the outcome strips you of Allies, Status, Wealth, etc. worth the same number of points. If you lack the points to buy off your Destiny, you gain Unluckiness (p. 160), regardless of the point value of the Destiny. It is up to the GM whether you can buy off the Unluckiness! Alternatively, the GM might assign you a new bad Destiny, Divine Curse (below), or other supernatural disadvantage.
Disciplines of Faith (Mental) • -5 to -15 points
You live by a strict set of rules in order to achieve a greater understanding of your faith. This might be a personal decision or a requirement of your religion. Such rules are optional
in many faiths, though – indeed, some religions might forbid them as excesses! Disciplines of Faith are often a prerequisite for abilities that channel divine power: Power Investiture, True Faith, etc. Some examples of Disciplines of Faith:
Asceticism: You have renounced the comforts of society to lead a life of self-denial and self-discipline. This often involves some sort of isolation in bleak, austere settings. It might even involve sporadic bouts of severe self punishment to excise the mortal taint of earthly desire. You must try to transcend all need for worldly possessions and in any event cannot have above average Wealth, or Status beyond that granted by your Religious Rank (if any). -15 points.
Monasticism: You lead a life apart from worldly concerns. You are completely devoted to religious pursuits, which often involves the denial of ego and self. You must spend at least 75% of your time sequestered from the world, and cannot have above-average Wealth, or Status beyond that granted by your Religious Rank (if any). -10 points.
Mysticism: You engage in deep meditation and trance-like contemplation, with the aim of obtaining a closer union with the divine. You spend most of your time engaged in these rituals, complete with chanting and any other necessary trappings. Individuals other than devout co-religionists will consider you a bit mad, and will react at -2. -10 points.
Ritualism: You adhere strictly to elaborate rituals regarding every aspect of life – from waking to eating to bathing to sex. Each ritual has its proper place, time, words, trappings, and ceremony. Your fundamental belief is that, through the perfect performance of these rituals, you bring each aspect of your life closer to the divine. -5 points.
Disturbing Voice (Physical) • -10 points
Your voice is naturally unpleasant or obviously artificial. Details can vary. You might be a robot, or use a technological aid to mitigate the Mute disadvantage. Your voice might be raspy, hollow, or squeaky, or your speech might be monotonous and without inflection. The game effects in all cases are identical to those of Stuttering (p. 157), although you do not necessarily stutter. This trait is the opposite of the Voice advantage (p. 97); you cannot have both.
Divine Curse (Mental / Supernatural) • Variable
You suffer from a curse placed by a god or similar supernatural force. The curse might be on just you, on your entire family, or even on your nation or race.
Divine Curse can take any form the GM desires. It can be a continuing commandment (e.g., “You may never sleep at night,” -10 points), a misfortune (e.g., “Every child born to you will die young,” -5 points), or even a particularly nasty disadvantage such as Berserk, Blindness, or Epilepsy (at the usual cost). What makes it distinct from other disadvantages is the potential for removal. The curse was given for a reason, and you can try to uncover this reason and atone in play, thereby lifting the curse.
The GM should judge the point value of Divine Curse on a case-bycase basis, using existing disadvantages as guidelines: the more encompassing or debilitating the curse, the higher its value. Curses that result in standard disadvantages should never be worth more points than those disadvantages. Price commandments as if they were Vows. The terms of atonement will often be nearly as bad as the curse itself, or require great effort to discover and satisfy. Halve the point value if this is not the case.
Draining (Physical/Supernatural) • Variable
Once per day, at a specific time sunrise, noon, sunset, midnight, etc. – you take 2 HP of damage. You can do nothing to prevent this, and cannot heal the damage naturally (even if you have Regeneration!), technologically, or supernaturally. The only way to regain your lost HP is to receive a daily dose of a particular substance. Point cost depends on the rarity of this substance:
Rare (e.g., a special potion): -15 points.
Occasional (e.g., virgin’s blood): -10 points.
Common (e.g., human blood): -5 points.
Add -5 points to these values for items that are illegal in your game world.
This is not the same as Dependency (p. 130). You can have both!
Dread (Mental, Supernatural) • Variable
You suffer from a supernatural aversion that compels you to keep a
certain, minimum distance from a particular item or substance. If outside forces bring you and the item you dread closer together than that, you must move away as fast as you can, by the most direct route possible. You may do nothing else until you are beyond the range of your Dread. If you cannot put at least that much distance between yourself and the object of
your Dread, your Dread will render you helpless!
You can instantly sense the presence of the dreaded substance as soon as you enter the forbidden radius. You do not know exactly where it is, but you know what direction it lies in and are compelled to go exactly the other way.
Base value of Dread is -10 points, which prohibits you from coming within one yard of the dreaded substance. A larger radius gives an additional -1 point per yard, to a maximum of -20 points at 11 yards. Find the final disadvantage value by multiplying the point value for your range to reflect the rarity of the substance, as described for Weakness (p. 161).
Special Enhancements
Cannot Be Trapped: You cannot enter the forbidden zone of your own volition, but if carried there by an outside force, you no longer feel your Dread. You can act normally in the forbidden zone until you leave the substance’s presence, at which time the prohibition reactivates. -50%.
Duty (Allies) • Variable
If your occupation and social situation saddle you with a significant personal obligation toward others, and occasionally require you to obey hazardous orders, you have a “Duty.” Duty most often accompanies Rank(p. 29), a Patron (p. 72), or one of the traits discussed under Privilege (p. 30).
A particularly arduous job might qualify as a Duty, but most ordinary jobs would not. A wholly self-imposed feeling of duty is not a Duty, either (but it can still be a disadvantage; see Sense of Duty, p. 153). Finally, you cannot claim points for a Duty toward Dependents (p. 131); the points you get for Dependents already reflect your obligations in this regard.
The GM may restrict the Duties allowed in a campaign, or even forbid them entirely, if he feels they would unduly disrupt the flow of the adventure.
If you have a Duty, the GM rolls at the beginning of each adventure to see whether it comes into play. Being “called to duty” could delay your plans or be the reason for the adventure! Alternatively, your master might give you a secret agenda to pursue, or his associates might harass you while you are officially “on leave.” If you try to avoid your Duty, your GM is within his rights to penalize you for bad roleplaying.
The basic point cost of a Duty depends on the frequency with which comes up in play:
Almost all the time (roll of 15 or less): -15 points. At this level, the GM may rule that you are always on duty.
Quite often (roll of 12 or less): -10 points.
Fairly often (roll of 9 or less): -5 points.
Quite rarely (roll of 6 or less): -2 points.
This cost is for an occasionally hazardous Duty imposed through normal social means. If this does not describe your Duty, you should modify the cost:
Extremely Hazardous: You are always at risk of death or serious injury when your Duty comes up. There are significant penalties if you refuse to take these risks: dismissal in disgrace, imprisonment, perhaps even death. The GM has the final say as to whether a given Duty is “extremely hazardous” in his campaign. -5 points.
Involuntary: Your Duty is enforced by threats to you or your loved ones, or is imposed by exotic mind control, a curse, etc. This is unrelated to how hazardous the Duty is when you carry it out – the danger here lies in what will happen if you don’t carry it out! A Duty can be Involuntary and either Extremely Hazardous or Nonhazardous. -5 points.
Nonhazardous: Your Duty never requires you to risk your life. This option is mutually exclusive with Extremely Hazardous. +5 points. (If this raises the cost of your Duty to 0 points or more, the obligation is too trivial to qualify as a Duty.)
Examples
Example 1: A mayor is indebted to the crime lord who got him elected. His benefactor rarely calls on him for favors (-2 points), but since the mayor faces blackmail or violence if he refuses to comply, his Duty is Involuntary. Duty (Crime Lord, 6 or less; Involuntary) is worth -7 points.
Example 2: A commando is always on duty (-15 points). He might see only a handful of combat assignments in his whole career, but these will be deadly. And his daily routine calls for him to jump out of planes, hike through snake-infested jungles, and train with live ammo. A commando has Duty (Army, 15 or less; Extremely Hazardous), for -20 points.
Dwarfism
see p. 19
Dyslexia (Mental) • -10 points
You have a crippling reading disability. Even simple maps and road signs are beyond you. You start with a written comprehension level of “None” in your native language. This is included in Dyslexia; you get no extra points for it. Furthermore, you may never improve your written comprehension level beyond “None” in any language. For more on language
comprehension, see Language (p. 23).
You can learn “book-learned” skills at normal speed if you have a teacher to substitute for your inability to use texts. Attempts to learn such a skill without a teacher progress at 1/4 speed – if the skill is one you can teac yourself without books. The GM’s word is final in all cases. In traditional fantasy settings, magic is a book learned skill, and Dyslexia prevents you from ever becoming a wizard.
You can learn “book-learned” skills at normal speed if you have a teacher to substitute for your inability to use texts. Attempts to learn such a skill without a teacher progress at 1/4 speed – if the skill is one you can teach yourself without books. The GM’s word is final in all cases. In traditional fantasy settings, magic is a book learned skill, and Dyslexia prevents you from ever becoming a wizard.
Note that this is a severe case. Mild dyslexia is not significant in game terms, except possibly as a quirk.
Easy to Kill (Physical) • -2 points/level
You have a health problem or structural weakness that leaves you prone to catastrophic system failure if you suffer enough damage. Each level of Easy to Kill gives -1 to HT rolls made
for survival at -HP or below, and on any HT roll where failure would mean instant death (e.g., heart failure). This does not affect most normal HT rolls – only those to avoid certain death. You may not reduce your HT roll below 3. For instance, if you have HT 10, you are limited to Easy to Kill 7
Easy to Read (Metnal) • -10 points
Your body language betrays your true intentions. This is not the same as Truthfulness (p. 159). You have no moral problem with lying, and may even possess Fast-Talk at a high level, but your face or stance gives the game away.
Easy to Read gives others +4 on all Empathy, Body Language, and Psychology rolls to discern your intentions or the truth of your words. As well, they get +4 to their IQ, Detect Lies, and Gambling rolls in any Quick Contest with your Acting, Fast-Talk, or Gambling skill when you try to lieor bluff. (If you also have Truthfulness, your Fast-Talk skill is at -5 on top of this.) This is a crippling disadvantage for a would-be spy, con man, or gambler!
This is a mental disadvantage, despite its physical manifestations; with enough practice, you can “buy it off.”
Electrical (Physical, Exotic) • -20 points
Your body contains unshielded electronics, or relies on electrical power for its vital energy. This makes you susceptible to attacks that only affect electrical systems, such as spells, advantages, and ultra-tech weapons that drain power or produce “surge” effects, and the electromagnetic pulse from a nuclear blast. A critical hit from an electrical attack causes you to “short-circuit,” rendering you unconscious in addition to any other damage effects.
This disadvantage usually accompanies the Machine meta-trait (p. 263), but this is not required. Afflictions and Innate Attacks that only affect those with this trait are possible. Apply the -20% Accessibility limitation “Only on Electrical” to all such attacks.
Enemies (Allies) • Variable
An “Enemy” is an NPC, group of NPCs, or organization that actively works against you, personally, on your adventures. Some Enemies want to kill you … others have more devious goals. Determine the nature of your Enemy when you create your character, and explain to the GM why the Enemy is after you. The GM is free to fill in additional details as he sees fit. Three factors determine the disadvantage value of an Enemy: its power, its intent, and its frequency of appearance.
Power
The more powerful the Enemy, the more points it is worth as a disadvantage. The GM sets this value. Note that when your Enemy is an organization, the point value is based on the number of individuals who are after you – not on the total size of the group!
One person, less powerful than the PC (built on about 50% of the PC’s starting points). -5 points.
One person, equal in power to the PC (built on about 100% of the PC’s starting points), or a small group of less-powerful people (3 to 5 people). Examples: A mad scientist, or the four brothers of the man you killed in a duel. -10 points.
One person, more powerful than the PC (built on at least 150% of the PC’s starting points), or a medium sized group of less-powerful people (6 to 20 people). Examples: a single superhuman or a city police department (which numbers in the hundreds, but they’re not all after you at once). -20 points.
A large group of less-powerful people (21 to 1,000 people), or a medium sized group that includes some formidable or superhuman individuals. Examples: the FBI or the Mafia. -30
points.
An entire government, a whole guild of powerful wizards, an organization of supers, or some other utterly formidable group. -40 points.
Special Cases
There are two special cases for which you should adjust the costs given above before multiplying for intent and frequency of appearance:
Evil Twin: Your Enemy looks and sounds like you, and perhaps even uses your name, but acts completely opposite. Often, others will think you suffer from Split Personality (p. 156), and react appropriately (-3 to reactions). You might never meet your Evil Twin, but you will hear about him usually when you’re taking the blame for something you didn’t do. Normally, an Evil Twin has exactly the same skills and abilities as you, but his mental disadvantages are opposite orskewed. This makes him an even match: a -10-point Enemy. If he ismore capable than you, he is worth extra points, because he is better equipped to make you look insane, and you are less able to predict and thwart his actions.
Evil Twin is more skilled than you or possesses abilities that you do not (GM decides): -5 points.
Evil Twin is more skilled than you and possesses abilities that you do not (GM decides): -10 points.
Unknown: You know you have an Enemy, but you have no idea who it is. Tell the GM the power level of your Enemy. He will create the Enemy in secret and give you no details whatsoever! The advantage of surprise increases your Enemy’s effective power level, and hence its disadvantage value. -5 points.
Intent
The more unpleasant the Enemy’s intentions, the more you multiply its worth in points.
Watcher: Your Enemy stalks you or spies on you. This is annoying, and makes it hard to keep secrets, but it is rarely more than a minor inconvenience. Examples: an aggressive journalist dogging a politician, detectives shadowing a suspected criminal. x1/4.
Rival: Your Enemy wishes to upstage or inconvenience you, or plays cruel practical jokes on you (this is typical of most Evil Twins), but stops short of anything that would do lasting harm. Examples: a politician’s bitter political rival, detectives harassing a suspected criminal. x1/2.
Hunter: The Enemy intends to arrest, bankrupt, injure, or otherwiseharm you in some lasting way – or simply wants to kill you. Examples: an assassin gunning for a politician, detectives out to arrest a suspected criminal. x1.
Frequency of Appearance
Choose a frequency of appearance, as explained under Frequency of Appearance (p. 36). Roll at the beginning of each adventure, or at the start of each session of a continuing adventure.
Limits on Enemies
You may not take more than two Enemies, or claim more than -60 points in Enemies. (If the whole U.S. government is out to get you, the fact that your old college professor has lost his mind, and is also after you, pales to insignificance.)
Enemies in Play
If the dice indicate that an Enemy should show up, the GM must decide how and where the Enemy becomes involved. If an Enemy is very powerful, or if a number of different Enemies show up at the same time, this may influence the whole adventure.
If you take an extremely powerful Enemy, you are likely to be jailed or killed before long. So it goes. You can get a 60-point bonus by taking Enemy (FBI, 12 or less; Hunter), but your every adventure will be that of a hunted criminal. Even with an extra 60 points, your career may be short.
If you start with a weak Enemy, or play cleverly, you might manage to eliminate your foe or permanently change his attitude toward you. But as the saying goes, “There ain’t no such thing as a free lunch.” If you get rid of an Enemy, you have three choices:
1. Pay enough character points to buy off the original bonus you got for that Enemy
2. Take a disadvantage to make up for the point bonus. For instance, youmight have been kicked in the head during the final battle, leaving you partially deaf. Or a giant spider might have attacked you, leaving you with arachnophobia. The new disadvantage should have the same point cost as your former Enemy (or less, if you want to buy off part of the disadvantage). If you cannot think of a good substitute disadvantage, the GM will be more than happy to supply one!
3. Take a new Enemy of equal value. You might have destroyed the fiendish Dr. Scorpion – but his brother is continuing his evil work.
Epilepsy (Physical) • -30 points
You suffer from severe epilepsy. You are subject to seizures during which your limbs tremble uncontrollably and you cannot speak or think clearly.
Make a HT roll whenever you are in a stressful situation (especially ifyour life or the life of a friend is threatened). If you have any sort of Phobia, exposure to the object of your fear counts as a stressful situation; roll vs. HT once every 10 minutes. On a failure, you suffer a seizure that lasts 1d minutes and costs you 1d FP. You can do nothing during that time.
You may attempt to induce a seizure through autohypnosis. This requires one minute of concentration and a successful Will or Autohypnosis roll. Seizures near areas charged with supernatural energies might produce visions. Whether these are useful is up to the GM.
Low-tech individuals who do not understand “fits” may be awed by them, and perhaps even believe your seizure represents a communication from the gods. Make a reaction roll at +1. A reaction of “Very Good” or better indicates religious awe! “Poor” or worse causes the observers to flee not to attack (unless they had other provocation).
Extra Sleep (Physical) • -2 points/level
You need more sleep than most people. A normal human requires 8 hours of sleep per night. Each level (maximum of four levels) means you need one additional hour of sleep. Thus, you must go to bed early or sleep in for a few hours each day. This gives you less time each day in which to study or work on other projects.
Fanaticism (Mental) • -15 points
You believe so strongly in a country, organization, philosophy, or religion that you put it ahead of everything else. You might even be willing to die for it! If the object of your Fanaticism demands obedience to a code of behavior or loyalty to a leader, you oblige willingly and unquestioningly. You must roleplay your unwavering dedication.
Fanaticism does not make you mindless or evil. A glaring priest of Set, brandishing his bloody dagger, is a fanatic. But so is a kamikaze pilot, exchanging himself for an aircraft carrier. And so is a patriot who says, “Give me liberty or give me death!” Fanaticism is a state of mind; it is what you are fanatic about that makes the difference.
Extreme Fanaticism: This is an advanced case of Fanaticism. You get +3 on Will rolls to resist Brainwashing, Interrogation, and supernatural mind control in any situation where failure to resist would lead to betrayal of your cult or organization. On the other hand, you will not hesitate to die for your cause, and will undertake suicide missions “matterof- factly.” This is still worth -15 points. Your willingness to die is offset by the significant bonus to Will (which will apply a good deal of the time, if you are roleplaying properly).
Fat
see p. 19
Fearfulness (Metnal) • -2 points/level
You are nervous and timid. Subtract your Fearfulness from your Will whenever you make a Fright Check, and whenever you must resist the Intimidation skill (p. 202) or a supernatural power that causes fear. As well, add your Fearfulness level to all Intimidation rolls made against you.
You may not reduce your Will roll below 3. For instance, if you have Will 11, you are limited to Fearfulness 8. This trait is the opposite of Fearlessness (p. 55); you cannot have both.
Flashbacks (Mental) • Variable
You tend to experience “flashbacks” when under stress. These are vivid hallucinations, full-participation replays of memories, or similar phenomena. You should choose the type of flashback you experience when you take this disadvantage. The content of each episode is up to the GM. In any situation that the GM feels is stressful, he will roll 3d. On a 6 or less, you have a flashback. The GM will roll whenever you miss a Fright Check or make the roll exactly, and whenever you fail a self-control roll for another stress-related disadvantage. The flashback occurs in addition to any other results!
Point value depends on the severity of the flashback:
Mild: Duration is 2d seconds. The attendant hallucinations give -2 on all skill rolls, but they are minor – you realize that you are experiencing a flashback. -5 points.
Severe: Duration is 1d minutes. The hallucinations give -5 on all skill rolls, and seem real. -10 points.
Crippling: Duration is 3d minutes. The hallucinations are so severe that they preclude all skill use. The flashback seems completely, 100% real, and can be potentially fatal, as you are receiving no input from the real world. -20 points.
Fragile (Physical, Exotic) • Variable
You are susceptible to wounding effects that do not apply to normal humans. Attacks do not injure you any more than usual (that’s Vulnerability, p. 161), but enough penetrating damage can trigger results more catastrophic than stunning, unconsciousness, or bleeding. Possibilities include:
Brittle: You are brittle (like a creature of ice or crystal) or rotten (like a decaying undead monster). Whenever an injury cripples one of your limbs or extremities, it breaks off. If you can make a HT roll, it falls off in one piece; otherwise, it shatters or liquefies irrecoverably. Furthermore, should you fail any HT roll to avoid death, you are instantly destroyed – you shatter, melt, decay to goo, etc., and instantly go to -10xHP. -15 points
Combustible: Your body burns more easily than flesh. Perhaps it is dry, resinous, or made of wood. Make a HT roll to avoid catching fire whenever you receive a major wound from a burning or explosive attack. You catch fire automatically if such an attack inflicts 10+ HP of injury. Once aflame, you suffer 1d-1 injury per second until you extinguish the fire by immersion in water, rolling on the ground (takes 3 seconds), etc. -5 points.
Explosive: Your body contains explosives, compressed gas, or something else unstable. On any critical failure on the HT roll for a major wound, you explode! You also explode if you fail any HT roll to avoid death by 3+. Treat this as a 6d¥(HP/10) crushing explosion. The blast instantly reduces you to -10xHP, regardless of the damage it inflicts. -15 points.
Flammable: Your body contains something highly flammable: gasoline, hydrogen gas, etc. Make a HT roll to avoid catching fire, with effects as per Combustible, after a major wound from any kind of attack. Roll at -3 for a burning or explosive attack, -3 if the attack struck the vitals, and -6 if both. Once you are burning, a critical failure on any HT roll to avoid death means you explode as described for Explosive. You may be Combustible as well. If so, any burning or explosive attack that inflicts either a major wound or 10+ HP of injury automatically sets you ablaze. -10 points.
Unnatural: You are summoned, conjured, or a magical or weird-science “construct” (e.g., demon, golem, or undead). You automatically fail the HT roll to stay alive if reduced to -HP or below, as that much damage severs your ties with the force that animates you. -50 points.
It sometimes makes sense to take more than one of the above (in particular, Explosive and Flammable often occur together). The GM must personally approve any combination of Fragile with Injury Tolerance (p. 60), as these traits are in many ways opposites.
Frightens Animals (Mental, Supernatural) • -10 points
Animals react to you with fear and aggression. Horses do not permit you to ride them, dogs shy away from you or attack savagely, and your mere scent is enough to panic most creatures. You get -4 on all reaction rolls made by animals. Anyone who sees how animals react to you – and those with Animal Empathy – reacts to you at -1. Note that guards or police with guard animals, “sniffer” dogs, etc. decide how to deal with you based on the animal’s reaction roll, not their own!
If your disadvantage is due to lycanthropy, vampirism, or a similar trait, observers get +1 on all rolls to deduce your secret!
G-Intolerance (Physical) • -10 or -20 points
You function well under a narrow range of gravities. For a normal human, the penalties for non-native gravity accrue in increments of 0.2G; see Different Gravity (p. 350). An increment of 0.1G is worth -10 points. An increment of 0.05G is worth -20 points.
This disadvantage is only allowed in campaigns that feature regular space travel.
Gigantism
See p. 20
Gluttony (Mental) • -5 points
You are overly fond of good food and drink. Given the chance, you must always burden yourself with extra provisions. You should never willingly miss a meal. Make a self-control roll when presented with a tempting morsel or good wine that, for some reason, you should resist. If you fail, you partake – regardless of the consequences.
Gregarious
see Chummy, p. 126
Guilt Complex (Mental) • -5 points
You feel personally responsible for those who play a significant role in your life. This includes adventuring companions, employers, subordinates, Allies, Dependents, and those toward whom you have a Duty or a Sense of Duty. If anything bad happens to someone like this, you will be wracked by anxiety and guilt – even if there was nothing you could have done to avert the disaster.
If the mishap was not your fault, you will suffer the effects of Chronic Depression (p. 126) for (15 - Will) days, minimum one day. Use your Will as your effective self-control number. If the mishap was your fault, the effects of Chronic Depression will last (20 - Will) days, minimum two days, and your effective self-control number is Will-3.
Others may attempt to help you overcome your feelings of guilt by making Fast-Talk or Psychology rolls. The GM is free to modify their rolls, depending on how convincing they sounded. Roleplay it!
Gullibility (Mental) • -10 points
There’s one born every minute, and you’re it. You believe everything you hear. You’ll swallow even the most ridiculous story, if it’s told with conviction. Make a self-control roll, modified by the plausibility of the story, whenever you are confronted with a lie – or an improbable truth, for that matter. If you fail, you believe what you were told!
A lie well told, or involving something you have no familiarity with (“My father is the chief of police in this town, and he won’t stand for this!”) gives -6 to the self-control roll. A lie concerning a topic you are familiar with (“Didn’t you know they bred ducks in your village, Torg?”) gives -3. You believe even a totally outlandish tale (“Of course the Eskimos are descended from Spanish conquistadors; everyone knows that!”), if you fail an unmodified self-control roll.
You also suffer a -3 penalty on any Merchant skill roll, or in any situation in which your credulity might be exploited. You can never learn the Detect Lies skill.
Ham-Fisted (Physical) • -5 or -10 points
You have unusually poor motor skills. You suffer a penalty to any Dex based roll to do fine work using the skills listed under High Manual Dexterity (p. 59), and to Fast-Draw skill. For -5 points, the penalty is -3; for -10 points, it is -6. This does not affect IQ-based tasks or large-scale DX-based tasks, nor does it modify combat-related die rolls other than Fast-Draw.
You are also a messy eater, can’t tie a necktie properly, and so on. At the GM’s option, you get -1 per level of this trait on any Influence or reaction roll where being tidy or well-groomed would matter. This disadvantage is mutually exclusive with High Manual Dexterity.
Hard of Hearing (Physical) • -10 points
You are not deaf, but you have some hearing loss. You are at -4 on any Hearing roll, and on any skill roll where it is important that you understand someone (if you are the one talking, this disadvantage doesn’t affect you).
Hemophilia (Physical) • -30 points
You are a “bleeder.” Even a small wound will not heal unless well-bandaged – and you may bleed to death. Any untreated wound bleeds at a rate equal to its original damage every minute. For instance, an untreated 3 HP wound bleeds for 3 HP of damage per minute until stanched.
First Aid is enough to staunch most wounds, but an impaling wound to the torso causes slow internal bleeding. It does damage every minute, as above, until you receive First Aid. Furthermore, it continues to do damage equal to its original damage once per day until properly treated. Only a Surgery roll or supernatural healing can stop internal bleeding or restore HP lost to it. If proper treatment is not available, you will soon die.
If you suffer from this disadvantage, your HT score may not exceed 10.
Hidebound (Mental) • -5 points
You find it difficult to come up with an original thought. You have a -2 penalty on any task that requires creativity or invention, including most rolls against Artist skill, all Engineer rolls for new inventions, and all skill rolls made to use the Gadgeteer advantage.
Honesty (Mental) • -10 points
You must obey the law, and do your best to get others to do so as well. In an area with little or no law, you do not “go wild” – you act as though the laws of your own home were in force. You also assume that others are honest unless you know otherwise (make an IQ roll to realize someone might be dishonest if you haven’t seen proof).
This is a disadvantage, because it often limits your options! Make a self control roll when faced with the “need” to break unreasonable laws; if you fail, you must obey the law, whatever the consequences. If you manage to resist your urges and break the law, make a second self-control roll afterward. If you fail, you must turn yourself in to the authorities!
You may fight (or even start a fight, if you do it in a legal way). You may even kill in a legal duel or in selfdefense but you may never murder. You may steal if there is great need, but only as a last resort, and you must attempt to pay your victims back later. If you are jailed for a crime you did not commit, but treated fairly and assured of a trial, you will not try to escape.
You always keep your word. (In a war, you may act “dishonestly” against the enemy, but you will not be happy about it!) However, you are allowed to lie if it does not involve breaking the law. Truthfulness (p. 159) is a separate disadvantage.
Honesty has its rewards, of course. If you stay alive and in one place long enough for your honesty to become known, the GM should give you +1 on any noncombat reaction roll – or +3 if a question of trust or honor is involved. This is essentially a free Reputation (see Reputation, p. 26).
Horizontal (Mental, Exotic) • -10 points
You have a horizontal posture, like a cat. You can stand on your hind legs for short periods, but find this very uncomfortable. You can use one hand (if you have hands) while standing on
your other limbs, or two hands while sitting on your haunches; in both cases, your ground Move is 0 while doing so. You can carry but not use an object in one hand if moving at half Move. If you are human-sized, you take up two hexes on a battle map.
A horizontal build does not let you put your full weight behind a kick. As a result, your thrusting damage is at -1 per die when you kick. Ignore this penalty if you have Claws (p. 42) – that trait includes the necessary adaptations to strike at full power. The penalty does apply if you have Hooves, however.
Do not take this disadvantage if you are Aerial or Aquatic (see No Legs, p. 145). If you are fully adapted to a three-dimensional environment, body posture is irrelevant.
Hunchback (Physical) • -10 points
You have a spinal deformity that forces you into a twisted or hunched position, usually resulting in a noticeable hump or lump on one or both shoulders. This reduces height by 6” without changing weight or build. Normal clothing and armor will fit badly, giving you -1 to DX; to avoid this, you must pay an extra 10% for specially made gear.
Most people find you disturbing to see and react at -1. This penalty is cumulative with regular appearance modifiers (see Physical Appearance, p. 21), and you may have no better
than Average appearance. Your appearance is also distinctive, which gives you -3 to Disguise or Shadowing skill, and +3 to others’ attempts to identify or follow you.
Realistic hunchbacks should have the Bad Back disadvantage (p. 123) as well, but this is not required.
Impulsiveness (Mental) • -10 points
You hate talk and debate. You prefer action! When you are alone, you act first and think later. In a group, when your friends want to stop and discuss something, you should put in your two cents’ worth quickly - if at all and then do something. Roleplay it! Make a self-control roll whenever it would be wise to wait and ponder. If you fail, you must act.
Increased Consumption (Physical) • -10 points/level
One “meal” keeps you going for a much shorter period of time than it would a normal human. This is suitable for small creatures that must eat often, or for machines that rapidly exhaust their fuel or energy supply.
Increased Consumption 1: You must eat six meals a day. If you have the Machine meta-trait (p. 263), you have a 4-hour endurance.
Increased Consumption 2: You must eat 12 meals a day. If you have the Machine meta-trait, you have a 2- hour endurance.
Increased Consumption 3: You must eat 24 meals a day. If you have the Machine meta-trait, you have a 1- hour endurance.
. . and so on, doubling consumption and halving endurance for each additional level. A single level of this trait is appropriate for normal humans who have a build of Overweight or heavier (see Build, p. 19), or the Gluttony disadvantage (p. 137).
Increased Life Support (Physical, Exotic) • Variable
Your environmental requirements in a life-support situation are greater than those of a normal human. Some examples:
Extreme Heat/Cold: You require a temperature above 200° or below 0°. -10 points. 10 points.
Massive: You require more than a ton of additional weight in order to survive aboard a spacecraft or a submarine, or in any other setting where resources and space are limited. If youcan wear an environment suit, this always weighs at least a ton. -10 points.
Pressurized: You require a separate pressurized compartment to survive. -10 points.
Radioactive: You are radioactive or require a radioactive environment. -10 points.
The GM may allow other kinds of Increased Life Support. These should worth no more than -10 points apiece unless they are extremely exotic. Add together the value of multiple special requirements, but note that the total disadvantage value cannot exceed -40 points.
Increased Life Support represents the logistical inconvenience of special life-support requirements, while Dependency (p. 130), Maintenance (p. 143), and Restricted Diet (p. 151)all reflect the health effects of doing without such requirements. The same requirement can qualify in both categories if it has consequences for both health and logistics. But note that a Dependency you can satisfy with a one-ounce inhaler of a drug does not let you claim Increased Life Support for a pressurized cabin full of the stuff! The GM’s word is final.
With the GM’s permission, normal humans may take this disadvantage to represent the special requirements of certain chronic illnesses.
Incurious (Mental) • -5 points
You hardly ever notice things unrelated to the business at hand. Make a self-control roll when confronted with something strange. If you fail, you ignore it! You react at -1 to new things.
Indecisive (Mental) • -10 points
You find it difficult to make up your mind. As long as there is a single path before you, you are fine, but as soon as there is a choice, you begin to dither. Make a self-control roll whenever a choice confronts you, modified downward by the number of alternatives you can see: -2 if there are two choices, -3 if there are three, etc. If you fail, you do nothing. Roll again every minute (or every second in combat or a similar high-stress situation) until you make up your mind, after which you may act normally until the next time you face a decision.
If you are Indecisive and Confused (p. 129), you must roll as described above to decide on a course of action. When you finally succeed, you must make another self-control roll – this one for Confused – to see whether you can act on your decision immediately.
Infectious Attack (Physical, Supernatural) • -5 points
You have an infectious supernatural condition. This works identically to the Dominance advantage (p. 50), except that you do not control those you infect and cannot add them as Allies. This is a disadvantage, because enemies who survive (or don’t survive!) violent encounters with you become stronger through the “gift” of supernatural powers, and are completely free to use their new abilities to seek vengeance for what you have done to them.
To prevent PCs with this trait from turning their friends into powerful monsters for free, the GM should consider making infected PCs pay points for supernatural racial templates gained this way. If they cannot afford such a template, the GM is free to balance its point cost with supernatural drawbacks such as Cursed, Dread, Revulsion, and Weakness.
Innumerate (Mental) • -5 points
You have little or no grasp of mathematics. You cannot learn – and get no default with – Computer Programming, Economics, or any of the skills that benefit from Mathematical Ability (see Talent, p. 89). You effectively have Incompetence (p. 164) in those areas. This has many frustrating side effects: you must use your fingers to count or perform arithmetic, you have no idea if the results computed by calculating machines are correct (making them basically useless), and you are easily cheated by dishonest merchants (-4 to rolls to notice you’ve been had).
In “innumerate” cultures, including many cultures at TL4 or below, this disadvantage is widespread, and the GM should not count it against the campaign disadvantage limit (if any). In societies that prize technological or mercantile ability, Innumerate individuals are liable to have a Social Stigma as well. This is worth an additional -5 points and gives -1 to reaction rolls.
Insomniac (Physical) • -10 or -15 points
You go through periods where falling asleep is very difficult. During such an episode, you must make a HT- 1 roll once per night. On a success, you fall asleep easily, ending that episode of insomnia. On a failure, you lose two hours of sleep that night (and suffer all the usual effects; see Missed Sleep, p. 426) and the episode continues for another night. On a critical failure, you get no sleep that night. Point value depends on severity:
Mild: The GM secretly rolls 3d for the number of days between episodes. -10 points.
Severe: The GM rolls 2d-1 for the number of days between episodes. -15 points.
Regardless of severity, whenever you suffer prolonged stress, the GM can require a HT roll. Failure means an episode starts immediately.
Intolerance (Mental) • Variable
You dislike and distrust some (or all) people who are different from you.
You may be prejudiced on the basis of class, ethnicity, nationality, religion, sex, or species. Victims of your Intolerance will react to you at -1 to -5 (GM’s decision). Point value depends on the scope of your Intolerance.
If you are thoroughly intolerant, you react at -3 toward anyone not of your own class, ethnicity, nationality, religion, or species (pick one). On a “Good” reaction, you tolerate the person and are as civil as possible (but are stiff and cold toward him). On a “Neutral” reaction, you still tolerate him, but make it plain in words and deeds that you don’t care to be around him and consider him inferior or offensive. On any worse reaction, you attack or refuse to associate with the victim. Total Intolerance of this kind is worth -10 points.
Intolerance directed at only one specific class, ethnicity, nationality, religion, sex, or species is worth from -5 points for a commonly encountered victim to -1 point (a nasty quirk) for a rare victim.
Invertebrate (Physical, Exotic) • -20 points
You have no spine, exoskeleton, or other natural body support. Use your full Basic Lift for the purpose of pushing, but only 1/4 your BL to calculate the weight you can lift, carry, or pull. This trait has a small side benefit, however: you can squeeze through much smaller openings than your size might suggest!
Note that this trait differs somewhat from the biological term “invertebrate.”
Jealousy (Mental) • -10 points
You react poorly toward those who seem smarter, more attractive, or better off than you! You resist any plan proposed by a “rival,” and hate it if someone else is in the limelight. (Jealousy goes well with Megalomania.) If an NPC is jealous, the GM will apply a -2 to -4 reaction penalty toward the victim(s) of his jealousy.
Killjoy (Physical) • -15 points
Your brain’s pleasure center is burned out or absent. You cannot appreciate the taste of good food, the joy of sex, the savage beauty of combat, and so on. You might not even remember what these pleasures were like! You can “go through the motions,” but you have -3 on all Carousing, Connoisseur, Erotic Art, and Gambling rolls. Others react to you at -1 to -3 in any situation where your lack of appreciation becomes obvious (GM’s decision). A bad reaction indicates ridicule from cultured folk, rejection by a lover, etc. – not violence.
Some ultra-tech societies might use surgery to inflict this state as aform of punishment! If so, you won’t plot your revenge … because there won’t be any pleasure in it.
Kleptomania (Mental) • -15 points
You are compelled to steal – not necessarily things of value, but anything you can get away with. Make a self-control roll whenever you are presented with a chance to steal, at up to -3 if the item is especially interesting to you (not necessarily valuable, unless you are poor or have Greed). If
fail, you must try to steal it. You may keep or sell stolen items, but you may not return or discard them.
Klutz (Physical) • -5 or -15 points
You have an uncanny affinity for gross physical blunders. You do not necessarily have a low DX (you may have up to DX 13 and still select this trait) but you are more awkward than your DX would suggest. This disadvantage comes in two levels:
Klutz: Make a DX roll to get through the day without doing a pratfall, dropping books, or knocking over shelves filled with fragile items. This is rarely life-threatening, but it is inconvenient and often expensive. The GM should be creative in inventing minor torments. You should especially avoid laboratories, explosives, china shops, etc. -5 points.
Total Klutz: As above, but in addition, any failure on a DX roll or Dxbased skill roll is considered a critical failure for you! -15 points.
This trait might seem silly, but it need not be. Most realistic TL7-8 robots have this disadvantage!
Lame (Physical) • -10 to -30 points
This disadvantage assumes that you are a member of a race with legs. If your entire race is legless, see No Legs (p. 145).
You have some degree of impaired mobility:
Crippled Legs: You have all of your legs, but some of them are damaged. For a human, this means one bad leg. You are at -3 to use any skill that requires the use of your legs, including all Melee Weapon and unarmed combat skills (but not ranged combat skills). You must reduce your Basic Move to half your Basic Speed (round down), but you get full points for this (see Basic Move, p. 17). -10 points.
Missing Legs: You have lost some, but not all, of your legs. For a human, this means you have one leg. You are at -6 to use any skill that requires the use of your legs. Using crutches or a peg leg, you can stand up and walk slowly. You must reduce Basic Move to 2, but you get full points for this. You can still kick, but between the standard -2 for a kick and the -6 for
this disadvantage, you do so at DX-8! Without your crutches or peg leg, you cannot stand, walk, or kick. -20 points.
Legless: You are missing all of your legs, no matter how many you startedout with. You are at -6 to use any skill that requires the use of your legs, and you cannot stand, kick, or walk at all. You must reduce Basic Move to 0, but you get full points for this. -30 points.
Paraplegic: You have all of your legs, but they are paralyzed. The effects and point value are identical to Legless. Unlike a Legless character, you can be struck in the legs for damage. This is balanced by the fact that it isn’t inconceivable that you could regain the use of your legs (a Legless character is out of luck). -30 points.
Technological Assistance A muscle-powered wheelchair or wheeled platform has ground Move equal to 1/4 your ST (round down), but cannot pass through narrow doorways, negotiate staircases or steep curbs, enter most vehicles, etc.
If you have advanced prosthetics that cancel this disadvantage while worn, apply a Mitigator limitation (p. 112) to Lame and any reduced Basic Move. If surgery or ultra-tech replacement parts eliminate this disadvantage completely, you must pay back the points you received for Lame and reduced Basic Move.
Laziness (Mental) • -10 points
You are violently averse to labor. Your chances of getting a raise or promotion in any job are halved. If you are self-employed, halve your monthly pay (see Jobs, p. 516). You must avoid work – especially hard work – at all.
Lecherousness (Mental) • -15 points
You have an unusually strong desire for romance. Make a self-control roll whenever you have more than the briefest contact with an appealing member of the sex you find attractive – at -5 if this person is Handsome/Beautiful, or at -10 if Very Handsome/Very Beautiful. If you fail, you must make a “pass,” using whatever wiles and skills you can bring to bear. You must then suffer the consequences of your actions, successful or not: physical retribution, jail, communicable disease, or (possibly) an adoring new friend.
Unless the object of your affection is Very Handsome/Very Beautiful, youneed not roll more than once a day to avoid making a pass. If someone turns you down very firmly (e.g., a black eye, or an arrest for sexual harassment) the GM may give you a bonus to future self-control rolls regarding that individual …
Note that you are likely to change your standards of attractiveness if no truly attractive members of the appropriate sex are available!
Lifebane (Mental, Supernatural) • -10 points
You have a supernatural aura of death about you. Grass dies in your footprints and will never grow there again, larger plants wilt instantly in your presence, and insects and other tiny creatures die if they get within a yard of you. Your aura has no effect on animals that weigh more than a few ounces, on very large plants such as trees (but the leaves closest to you might die, and a tree you pass daily for years will eventually be affected), on ordinary life forms controlled bysupernatural means (e.g., insect swarms conjured up using magic), or on supernatural entities of any kind.
Lifebane gives -2 on reaction rolls made by anyone in a position to notice it. If it stems from demonic powers, vampirism, etc., observers get +2 on all rolls to deduce your secret! This trait makes it difficult to use stealthor invisibility-related abilities outdoors,too: +2 on rolls to locate you in most outdoor environments. It has its side benefits, however. For instance, you need never buy insect repellent!
Light Sleeper (Physical) • -5 points
You do not sleep as soundly or as easily as most people. Whenever you must sleep in an uncomfortable place, or whenever there is more than the slightest noise, you must make a HT roll in order to fall asleep. On a failure, you can try again after one hour, but you will suffer all the usual effects of one hour of missed sleep (see Missed Sleep, p. 426).
You usually wake up if there is activity going on around you (but you are stunned unless you have Combat Reflexes). If you wish to continue sleeping, you must fail a Sense roll. If you wake up, you must make HT rolls to get back to asleep, as above. This can occasionally be to your advantage, but the most likely effect is that you miss sleep whenever inconsiderate companions trade watches or return from a night on the town.
Loner (Mental) • -5 points
You require a great deal of “personal space.” Make a self-control roll whenever anyone lingers nearby, watches over your shoulder, etc. If you fail, you lash out at that person just as if you had Bad Temper (p. 124). Loner NPCs always react to others at a penalty. Self-Control Reaction
Number | **Penalty |
6 | -4 |
9 | -3 |
12 | -2 |
15 | -1 |
Low Empathy (Mental) • -20 points
You cannot understand emotions at all. This doesn’t prevent you from having and showing emotions of your own (unless you have something like No Sense of Humor) – your problem is that you don’t really understand them. As a result, you have difficulty interacting socially.
You may not take the Empathy advantage, and suffer a -3 penalty on all skills that rely in whole or in part on understanding someone’s emotional motivation, including Acting, Carousing, Criminology, Detect Lies, Diplomacy, Enthrallment, Fast-Talk, Interrogation, Leadership, Merchant,
Politics, Psychology, Savoir-Faire, Sex Appeal, Sociology, and Streetwise. You can still have these skills – you just aren’t as good at them as someone without this disadvantage.
Low Empathy is common in androids, demons, golems, the undead, and some aliens. It is also appropriate for certain humans! This trait is mutually exclusive with the somewhat similar disadvantages Callous (p. 125) and Oblivious (p. 146), both of which assume some understanding of emotions, however flawed.
**Low Pain Threshold (Physical) • -10 points
You are very sensitive to pain of all kinds. Double the shock from any injury; e.g., if you take 2 HP of damage, you are at -4 to DX on your next turn. You roll at -4 to resist knockdown,
stunning, and physical torture. Whenever you take a wound that does more than 1 HP of damage, you must make a Will roll to avoid crying out. This can give away your presence, and may earn you a -1 reaction from “macho” individuals.
Low Self-Image (Mental) • -10 points
You lack self-confidence and underrate your abilities to such a degree that it interferes with your performance. You are at -3 to all skill rolls whenever you believe that the odds are against you or others expect you to fail (GM’s judgment). For instance, if you’re a mechanic, you have no penalty to repair an engine in your shop … But you are at -3 to make the same repairs on the road, in the rain, with only a portable tool kit, and an enemy hot on your trail – on top of the usual modifiers that would apply in that situation!
Low TL
see p. 22
Lunacy (Mental) •-10 points
The moon has a dramatic and inconvenient effect on your personality. During the full moon, you are extremely emotional and volatile (-2 to all Will and self-control rolls), while on nights of the new moon, you are very passive (you temporarily suffer from the Laziness disadvantage, p. 142). While the moon is waxing, you are focused and pleasant; while it is waning, you are apathetic and a little touchy. Roleplay it!
Magic Susceptibility (Mental, Supernatural) • -3 points/level
Magic is more likely to affect you. Add your Magic Susceptibility to the skill of anyone casting a spell on you, and subtract it from your roll to resist any spell that you can resist. For instance, if you have Magic Susceptibility 4, wizards have +4 to cast spells on you and you get -4 to resist.
Magic Susceptibility only makes you more vulnerable to spells cast directly on you. It does not affect Missile spells, attacks by magic weapons, or information-gathering spells that aren’t cast directly on you. It also has no effect on supernatural powers other than magic; e.g., divine miracles, psionics, or the innate powers of spirits. Magic Susceptibility works normally against Area spells; do not double its effects as you would those of Magic Resistance (p. 67).
Magic Susceptibility, and its precise level, can be recognized by any mage who looks at your aura or by anyone who casts a spell on you. You may have no more than five levels of
Magic Susceptibility. You can combine Magic Susceptibility with Magery but not with Magic Resistance.
Maintenance (Physical) • Variable
You require skilled attention at regular intervals to avoid HT loss. Examples include a robot that needs a mechanic, a chronically ill person who needs a doctor’s attention, or a god that requires devout prayer.
Decide on the care you require and the skill needed to provide it. Possibilities include electronic maintenance (use Electronics Repair), mechanical maintenance (use Mechanic), medical care (use Physician), and physical repairs (use Carpentry, Electrician, etc.). You may specify an advantage or disadvantage instead; e.g., a god might require worshippers with Disciplines of Faith. You can split Maintenance between multiple skills; for instance, a robot might require Electronics Repair and
Mechanic.
Those who maintain you must have access to the appropriate facilities: a mechanic needs tools, worshippers must pray at a temple, etc. No resources are consumed, however; for that, take Dependency (p. 130).
Each installment of maintenance takes one hour. The base point value depends on the number of people needed to perform it:
Number of Point | People Value |
1 | -10 |
2 | -20 |
3-5 | -30 |
6-10 | -40 |
11-20 | -50 |
21-50 | -60 |
51-100 | -70 |
Add another -10 points per full doubling of the number of people required; e.g., a god that requires 10,000 worshippers would have a base -130-point disadvantage. Extra man hours of maintenance may substitute for extra people, if the GM approves.
The frequency with which you require maintenance modifies this base cost.
** Maintenance Interval** | Multiplier |
Monthly | 1/5 |
Bi-weekly | 1/3 |
Weekly | 1/2 |
Every other day | 3/4 |
Daily | 1 |
Twice daily | 2 |
Three to five times daily | 3 |
Constant | 5 |
If you miss a maintenance period, your HT attribute drops by 1 and you must make a HT roll. Failure results in some additional incapacity of the GM’s choosing. Critical failure means a potentially fatal outcome; e.g., a human might suffer a heart attack, or a vehicle’s brakes might fail while it is moving.
To restore lost HT and capabilities requires suitable intervention and skill rolls (repairs if you’re a machine, surgery if you’re a living being, etc.). If you require an unusual form of maintenance, this might call for exotic measures!
Manic-Depressive (Mental) • -20 points
Your moods are on a seesaw. You bounce back and forth between bubbling enthusiasm and morose withdrawal. At the beginning of each play session, roll 1d. On 1-3, you are in
your manic phase; 4-6 indicates depression. Every five hours of game time thereafter, roll 3d. A 10 or less indicates that you begin a mood swing. Over the next hour, you shift from your current phase to the opposite one. You remain in the new phase for at least five hours, after which you must again roll 3d
In the manic phase, you suffer the effects of Overconfidence (p. 148) and Workaholic (p. 162). You are friendly, outgoing, and excited about whatever it is you’re doing. In the depressive phase, you suffer the effects of Chronic Depression (p. 126). You are not interested in doing anything but lying in bed, sitting in a dark room and moping, etc. Your effective self control number for these effects is equal to your Will.
Emergencies can also cause mood swings; in that case, the switch is immediate. On a roll of 10 or less on 3d, you change phases. This can be good (an emergency jars you into action) or bad (a problem triggers depression and you become worthless)
Megalomania (Mental) • -10 points
You believe you are a superman, that you have been chosen for some great task, or that you are destined to conquer. You must choose a grand goal – most often conquest or the completion of some fantastic task.
You must let nothing stand between you and this goal. You may attract followers with Fanaticism, but nobody else enjoys hearing you talk about your brilliance and great plans. Young or naive characters, and fanatics looking for a new cause, react to you at +2; others will react at -2.
This is a better disadvantage for NPCs than it is for PCs. u become worthless).
Miserliness (Mental) • -10 points
You are preoccupied with conserving your wealth. You must always hunt for the best deal possible. Make a self-control roll any time you are called on to spend money. If the expenditure is large, this roll may be at -5 or worse (GM’s decision). If you fail, you refuse to spend the money. If you absolutely must spend the money, you should haggle and complain interminably. Note that you may have both Greed (p. 137) and Miserliness!
Missing Digit (Physical) • -2 or -5 points
You are missing a finger or thumb.
Missing Finger: Gives -1 DX with that hand (only). -2 points.
Missing Thumb: Gives -5 DX with that hand (only). -5 points.
Mistaken Identity
See p. 21
Motion Sickness (Physical) • -10 points*
You are miserable whenever you are in a moving vehicle, be it an automobile, train, airplane, balloon, ship, or spacecraft. You may never learn any vehicle-operation skill. You must roll vs. HT as soon as you are aboard a moving vehicle. On a failure, you vomit and are at -5 on all DX, IQ, and skill rolls for the rest of the journey. On a success, you are merely miserably queasy and at -2 on DX, IQ, and skill rolls. Roll daily on long journeys.
Mundane Background (Mental) • -10 points
You have a complete lack of experience with the supernatural and the weird. When you first enter play, you can only have mundane skills and equipment. Magic spells, cinematic
skills, etc. are off-limits. So are Hidden Lore and Occultism! You can have supernatural advantages, but you can neither use them nor learn any skills that would allow you to use them. In fact, you have no idea that you possess such talents, save perhaps for the odd dream now and then. You must buy off this disadvantage if you wish to use supernatural advantages actively or learn any skill related to the supernatural or the weird.
Mundane Background is only available in settings with supernatural or weird elements! It is not a valid disadvantage in perfectly mundane game worlds.
Mute
See Cannont Speak; p.125
Neurological Disorder (Physical) • Variable
You suffer from one of several neurological disorders that cause tremors, involuntary movements, facial contortions, etc. Point value depends on severity:
Mild: Your condition is obvious to anyone who observes you for more than a few seconds. You are at -2 to tasks that involve fine manipulation (see High Manual Dexterity, p. 59), and such tasks take twice the normal time. You also have -2 to social skills such as Acting, Leadership, Performance, Public Speaking, and Sex Appeal in any situation where your condition would be apparent (GM’s decision). -15 points
Severe: You find it difficult to function in normal society. You are at -4 to tasks that involve fine manipulation, and such tasks take four times as long. Your DX and Basic Move cannot exceed your racial average (DX 10 and Move 5 for a human), and might be lower. You get -4 to social skills whenever your condition becomes apparent. -35 points.
Crippling: You find it almost impossible to function in normal society. You are at -6 to tasks that involve fine manipulation, and such tasks take six times as long. Your DX and Basic Move cannot exceed 80% of your racial average (DX 8 and Move 4 for a human), and might be considerably
lower. You get -6 to social skills most of the time. -55 points.
Many other symptoms are possible, including gross motor impairment (buy down DX or Move), involuntary vocalizations (treat as Noisy, p. 146), and facial contortions (reduce appearance
level; see Physical Appearance, p. 21). Violent tics and profane involuntary vocalizations might qualify as Odious Personal Habits (p. 22).
Night Blindness (Physical) • -10 points
You have poor night vision. If the vision or combat penalty for poor lighting is between -1 and -4 for most people, your penalty is the worse of double the usual penalty or -3. If the usual penalty is -5 or worse, you function as though you were completely blind (see Blindness, p. 124). If you have Acute Vision (p. 35), it only applies in situations with no darkness penalty. This trait is mutually exclusive with both Night Vision (p. 71) and Dark Vision (p. 47).
Nightmares (Mental) • -5 points
You are tormented each night by horrible nightmares. Sometimes they’re so harrowing that they affect your efficiency during waking hours. Make a self-control roll each morning upon awakening. If you fail, you suffered nightmares; this costs you 1 FP that you can only recover through sleep. On a roll of 17 or 18, you are left shaking, and are at -1 to all skill and Perception rolls for the entire day.
These nightmares can be so vivid that they’re indistinguishable from reality. The GM might choose to play them out in the game, starting out like a normal scenario and steadily becoming more horrible. The victim should only gradually come to suspect that he is dreaming. Such dreams can have a dramatic effect on the dreamer’s waking life, such as temporary Obsessions or Phobias, or even a psychosomatic loss of HP or attribute levels.
If other PCs are involved in the nightmare, they’re completely unaffected by anything that occurs there (but if the nightmare takes a long time to play out, the GM might wish to reward the players with a bonus character point as a token of appreciation for their time – maybe two points if they roleplayed the dream-situation particularly well). It’s the GM’s option whether to let the other players know in advance that the scenario is a dream. Either way can lead to unique and fascinating roleplaying.
No Depth Perception (Physical) • -15 points
You have two eyes, but you lack effective binocular vision and cannot visually judge distances. This might be due to a vision disorder or a quirk of your racial neurology. The game effects are identical to One Eye (p. 147); you may not take both disadvantages.
No Fine Manipulators (Physical, Exotic) • -30 or -50 points
Your body lacks hands and possibly limbs. Point value depends on the extent of your limitation:
No Fine Manipulators: You have no body part more agile than paws or hooves. You cannot use your limbs to make repairs, pick locks, tie knots, wield weapons, etc., or even to grasp firmly. You may only select this trait if you have nothing approaching the human hand in terms of overall versatility. If you have a beak, tongue, prehensile tail, etc. that is as good as a hand, you do not have No Fine Manipulators! -30 points.
No Manipulators: You have no limbs. The only way for you to manipulate objects is to push them around with your body or head. You can still move, and are capable of rolling, wriggling, bouncing, etc. at your Basic Move unless you buy it down to 0. -50 points.
Note that this trait is limited to nonhumans and supers. Either level qualifies you to buy ST and DX with the -40% No Fine Manipulators limitation.
No Legs (Physical, Exotic) • Variable
This disadvantage assumes that your race lacks legs. If your race has legs, but you are missing yours, see Lame (p. 141).
You are a member of a legless race. There are several different forms of this trait, but in all cases, you cannot kick, cannot be struck in the legs in combat, and need not wear leg armor. The point costs below assume that the benefit of having no legs for foes to target in combat balances the drawback of being unable to kick.
Aerial: You cannot move on land, but you can hover, glide, or fly. You must purchase the Flight advantage (p. 56). Calculate Basic Speed as usualand use twice this value to determine your basic air Move, as described for Flight. Your ground Move is 0. 0 points.
Aquatic: You cannot move on land, but you are adapted to movement on or in water, like a ship or a fish. Calculate Basic Move and use this as your basic water Move. Your ground Move is 0. You suffer no skill penalties for working in or under water. 0 points. If your mobility depends onfins, masts, paddles, or sails that you can’t armor, or you can’t dive: -5 points. If both: -10 points.
Semi-Aquatic: You “walk” on flippers, like a seal. Use Basic Move asyour basic water Move and 1/5 this as your ground Move – that is, reverse the normal relationship between ground and water Move. You suffer standard skill penalties in the water. 0 points.
Sessile: Your base is anchored where you sit, like a tree or a building. You can’t move under your own power in any environment, and lack the option of using a moving platform (although you can be moved, with considerable effort). Your Basic Move is automatically 0, and you get no extra points for this. You can still have manipulators. If so, you wield weapons at no DX penalty, because unlike those with the Lame disadvantage, you have a very stable base! -50 points.
Tracked or Wheeled: You have tracks or wheels instead of legs. Specify how many – one to four, or any higher even number. If using hit locations, treat each track or wheel as if it were a leg. You can neither jump nor negotiate obstacles that require arms and legs working together (e.g., a ladder or rope). You always leave a visible trail (giving others a Tracking bonus: +1 for Wheeled, +2 for Tracked). Tracks are also noisy (+2 to all Hearing rolls to detect you), but let you handle rough terrain more easily. Tracked and Wheeled do not reduce Move; in fact, you may buy up to three levels of Enhanced Move (Ground). This disadvantage usually accompanies the Machine meta-trait (p. 263). -20 points.
No Manipulators
see No Fine Manipulators, p. 145
No Sense of Humor (Mental) • -10 points
You never get any jokes; you think everyone is earnestly serious at all times. Likewise, you never joke, and you are earnestly serious at all times. Others react at -2 to you in any situation where this disadvantage becomes evident.
No Sense of Smell/Taste (Physical) • -5 points
This affliction – known as anosmia – prevents you from smelling or tasting anything. Thus, you are unable to detect certain hazards that ordinary people spot quickly. However, the disability has its advantages … you need never worry about skunks, and can always eat what is set before you.
Nocturnal (Physical, Exotic) • -20 points
You can only be active when the sun is below the horizon. This represents more than a preference for night over day! As soon as dawn starts to break, you become lethargic – and when the sun clears the horizon, you fall paralyzed and comatose until the sun goes down again.
Note that this is not the same as the biological term “nocturnal.”
Special Enhancements
Permanent Paralysis: You turn to stone or suffer some other permanent incapacitation if struck by the sun’s rays. Only one specific power or item – most often a powerful magic spell – can reverse this effect. Details are up to the GM. +100%.
Noisy (Physical) • -2 points/level
You make a lot of noise! Perhaps you’re a ghost with clanking chains, a cyborg with a rasping ventilator, or a machine with a loud engine … or perhaps you’re absurdly inept at stealth. You make noise constantly – even when standing still – unless you are comatose (for animate beings) or powered down (for machines). Each level gives +2 to Sense rolls to hear you
or -2 to your Stealth rolls, as the situation warrants. In some circumstances (e.g., at the opera), each level might also give -1 to reactions! You may not take more than five levels of Noisy without the GM’s permission.
Non-Iconographic (Mental) • -10 points
You are incapable of processing abstract images and symbols. Graphical computer interfaces, maps, heraldic devices, and magical runes are completely meaningless to you. Like Dyslexia (p. 134), this is a structural shortcoming of your brain; you cannot normally buy it off.
You cannot learn Cartography, Heraldry, Symbol Drawing, or any similar skill used mainly to design or arrange patterns and symbols. You also cannot use graphical computer interfaces; you are limited to text
interfaces and immersive virtual realities. Finally, since you cannot grasp magical symbols, you cannot learn magic save through oral tradition.
Note that you can process text without difficulty, and may learn written languages normally (see Language, p. 23).
Numb (Physical) • -20 points
You have no sense of touch. You have a limited degree of pressure sense – enough to feel your weight and stand up and walk without falling over – but you cannot distinguish textures by touch at all. Feats that depend on touch alone (e.g., touch-typing, or untying your hands behind your back) are impossible for you.
When performing a task that requires hand-eye coordination, you suffer all the effects of one level of Ham-Fisted (p. 138) unless you take twice as long to perform the action and can clearly see what you’re doing. If you also have Ham-Fisted, add its effects.
You experience pain, temperature, and shock as acutely as anyone else, unless you also have High Pain Threshold (p. 59), but you won’t know where you were injured without looking. Instead, you feel pain as generalized shock throughout your entire body. As a result, you cannot perform.
First Aid on yourself if you can’t see the injury.
Oblivious (Mental) • -5 points
You understand others’ emotions but not their motivations. This makes you awkward in situations involving social manipulation. You are the classic “nerd”! You have -1 to use or resist Influence skills (see Influence Rolls, p. 359): Diplomacy, Fast-Talk, Intimidation, Savoir-Faire, Sex Appeal, and Streetwise.
Obsession (Mental) • -5 or -10 points
Your entire life revolves around a single goal. Unlike Compulsive Behavior (p. 128), this is not a daily habit, but an overpowering fixation that motivates all of your actions. And unlike Fanaticism (p. 136), this does not necessarily imply a set of philosophical beliefs.
You must rationalize all of your actions as an attempt to reach your goal. Make a self-control roll whenever it would be wise to deviate from your goal. If you fail, you continue to pursue your Obsession, regardless of the consequences.
Point cost depends on the time needed to realize your goal. A short term goal (e.g., assassinating someone) is worth -5 points, while a long term goal (e.g., becoming President) is worth -10 points. In both cases, modify the base cost to reflect your self control number. If your Obsession causes others to react badly, take Odious Personal Habit (p. 22) or Delusion (p. 130) as well.
Should you ever reach your goal, you must either substitute a new goal or buy off your Obsession.
Odious Personal Habits
see p. 22
On the Edge (Mental) • -15 points
You take grossly unreasonable risks in the face of mortal danger. Make a self-control roll whenever you face a life-threatening situation: piloting a burning vehicle, staring down an entire street gang while armed only with a toothbrush, etc. If you fail, you may not back down from the challenge – but you may roll again after every success roll or reaction roll relating to the situation. This might be once per second in a potential combat situation but only once per day on a dangerous space mission.
In combat, make a self-control roll every time you take your turn. If you fail, you must make an All-Out attack or engage in some other kind of near insane, suicidal behavior.
Most people think you’re crazy if they witness this behavior, giving -2 on reaction rolls. Individuals who value bravery over self-preservation (GM’s decision) will react at +2.
One Arm (Physical) • -20 points
You have only one arm. You cannot use two-handed weapons, wield two weapons at once (or a weapon and a shield), or perform any task that requires two arms. You get -4 on tasks that are possible with one arm but that are usually executed with two (e.g., most Climbing and Wrestling rolls). You have no penalty on tasks that require only one arm. In all cases, the GM’s ruling is final. When in doubt, try a quick reality check if possible!
need not be an arm at all – it can be any appendage capable of fine manipulation. For instance, a parrot that used its beak and tongue would have One Arm (and not No Fine Manipulators).
If you have advanced prosthetics that cancel One Arm while worn, apply a Mitigator limitation (p. 112). Should you ever eliminate One Arm completely through surgery or an ultra-tech replacement limb, you must pay back the points you received for it.
One Eye (Physical) • -15 points
You have only one eye. Either you are missing an eye (in which case you may wear a glass eye or cover the missing eye with a patch) or you have only a single, cyclopean eye. You suffer -1 to DX in combat and on any task involving hand-eye coordination, and -3 on ranged attacks (unless you Aim first) and on rolls to operate any vehicle faster than a horse and buggy.
Some cultures regard those who are missing an eye as unattractive. If this is generally true in your game world, losing an eye will also reduce your appearance by one level (see Physical Appearance, p. 21). If you start with this trait, assume that it is already factored into your appearance – do not apply an additional reaction modifier.
One Hand (Physical) • -15 points
You have only one hand. For the most part, use the rules under One Arm (above). The difference is that you may make unarmed parries with a handless arm, and possibly strap something to it (e.g., a shield).
Good-quality prosthetic replacements use the rules under One Arm. Not all prosthetics are good enough to count as Mitigators, though. A lowtech mechanical replacement gives you -2 (for a grabber) or -4 (for a hook or claw) on tasks involving that hand. A hook or claw also counts as an undroppable large knife in combat (use Knife skill), and gives +1 to Intimidation skill if waved at your foes. In some societies, such crude replacements will reduce appearance as described under One Eye (above).
Overconfidence (Mental) • -5 points
You believe that you are far more powerful, intelligent, or competent than you really are. You may be proud and boastful or just quietly determined, but you must roleplay this trait.
You must make a self-control roll any time the GM feels you show an unreasonable degree of caution. If you fail, you must go ahead as though you were able to handle the situation! Caution is not an option.
You receive +2 on all reaction rolls from young or naive individuals (who believe you are as good as you say you are), but -2 on reactions from experienced NPCs.
Overconfidence is like Megalomania (p. 144) on a smaller scale. Robin Hood was overconfident – he challenged strangers to quarterstaff duels. Hitler was a megalomaniac – he invaded Russia! Heroes are rarely megalomaniacal but often overconfident.
Overweight
see p. 19
Pacifism (Mental) • Variable
You are opposed to violence. This can take several forms. Choose one of the following:
Reluctant Killer: You are psychologically unprepared to kill people. Whenever you make a deadly attack (e.g., with a knife or a gun) against an obvious person whose face is visible to you, you are at -4 to hit and may not Aim. If you cannot see the foe’s face (due to a mask, darkness, or distance, or because you attacked from behind), the penalty is only -2, save in close combat. You have no penalty to attack a vehicle (even an occupied one), an opponent you do not believe is a person (including things with Horrific or Monstrous appearance), or a target you can’t actually see (e.g., a set of map coordinates or a blip on a radar screen). If you kill a recognizable person, the effect on you is the same as for Cannot Kill (see below). You have no problem with your allies killing; you may even supply ammo, loaded weapons, and encouragement! You just can’t do the killing yourself. -5 points.
Cannot Harm Innocents: You may fight – you may even start fights – but you may only use deadly force on a foe that is attempting to do you serious harm. Capture is not “serious harm” unless you are already under penalty of death or have a Code of Honor that would require suicide if captured. You never intentionally do anything that causes, or even threatens to cause, injury to the uninvolved – particularly if they are “ordinary folks.” This trait is especially appropriate for crime fighters, supers, etc. -10 points.
Cannot Kill: You may fight – you may even start fights – but you may never do anything that seems likely to kill another. This includes abandoning a wounded foe to die “on his own”! You must do your best to keep your companions from killing, too. If you do kill someone (or feel responsible for a death), you immediately suffer a nervous breakdown. Roll 3d and be totally morose and useless (roleplay it!) for that many days. During this time, you must make a Will roll to offer any sort of violence toward anyone, for any reason. -15 points.
Self-Defense Only: You only fight to defend yourself or those in your care, using only as much force as necessary (no pre-emptive strikes allowed!). You must do your best to discourage others from starting fights. -15 points.
Total Nonviolence: You will not lift a hand against another intelligent creature, for any reason. You must do your nonviolent best to discourage violent behavior in others, too. You are free to defend yourself against attacks by animals, mosquitoes, etc. -30 points.
In a high-realism campaign, the GM might require all PCs to start out with Reluctant Killer or even Cannot Kill, giving them extra points but putting them at a disadvantage when facing hardened foes.
Paranoia (Mental) • -10 points
You are out of touch with reality, and think that everyone is plotting against you. You never trust anyone except old friends … and you keep an eye on them, too, just in case. Most people, understandably, react to you at
-2. A paranoid NPC reacts at -4 toward any stranger, and any “legitimate” reaction penalty (e.g., for an unfriendly race or nationality) is doubled. Paranoia goes very well with Delusions (p. 130), which of course have their own disadvantage value!
Phantom Voices (Mental) • -5 to -15 points
You are plagued by whispered phrases that only you can hear. These voices might be unintelligible, or they might repeat the same words over and over. Eventually, your sanity (such as it is) will start to erode.
In any situation that the GM feels is stressful, he may roll 3d. On a 6 or less, you hear voices. The GM will always roll whenever you miss a Fright Check or make the roll exactly, and whenever you fail a self-control roll for another stress-related disadvantage. The voices occur in addition to any other results!
Point value depends on the nature of the voices:
Annoying: You hear voices, but you are reasonably sure that they are not real, and they do not harm you directly. Still, most people who see you responding to unheard noises will react at -2. -5 points
Disturbing: As above, but in addition, the voices can drown out normal sounds, and may even startle and frighten you (possibly requiring a Fright Check). -10 points.
Diabolical: The voices tell you to kill – yourself or others – or perform other terrible deeds. If you are already under stress, or under the influence of drugs, you might need to make a Will roll to avoid carrying out the “orders” (GM’s discretion). -15 points.
Phantom Voices are usually due to mental problems, but they may also be symptomatic of some form of supernatural possession. If so, psychotherapy cannot reveal the cause, much less cure the problem. If you manage to exorcise the evil spirits, you are cured and must buy off this disadvantage.
Phobias (Mental) • Variable
You are afraid of a specific item, creature, or circumstance. Many fears are reasonable, but a Phobia is an unreasonable, unreasoning, morbid fear. The point value depends on how common the object of your fear is – fear of darkness is far more troublesome than fear of left-handed
plumbers.
Make a self-control roll whenever you are exposed to the object of your Phobia. If you fail, roll 3d, add the amount by which you failed your self control roll, and look up the result on the Fright Check Table (p. 360). For instance, if your self-control number is 9 but you rolled a 13, roll 3d+4 on the table. The result from the table affects you immediately!
If you succeed, you have successfully mastered your Phobia (for now), but you are still shaken, and have a penalty to all DX, IQ, and skill rolls while the cause of your fear persists. The penalty depends on your self control number.
Self-Control ** | Number Penalty** |
6 | -4 |
9 | -3 |
12 | -2 |
15 | -1 |
You must roll again every 10 minutes to see if the fear overcomes you.
Even the mere threat of the feared object requires a self-control roll, although this is at +4. If your enemies actually inflict the feared object on you, you must make an unmodified self-control roll, as described above. If you fail, you might break down, depending on the Fright Check results, but you won’t necessarily talk. Some people can panic and fall apart, but still refuse to talk – just as some people do not talk under torture.
A phobic situation is by definition stressful. If you have other mental disadvantages
that are triggered by stress, you are likely to have these reactions if you fail to resist a Phobia. Some common phobias:
Being Alone (Autophobia): You cannot stand to be alone, and do anything in your power to avoid it. -15 points.*
Blood (Hemophobia): The sight of blood gives you the screaming willies! You need to make a self-control roll during most combats … -10 points.*
Cats (Ailurophobia): -5 points.*
Crowds (Demophobia): Any group of over a dozen people sets off this fear unless they are all well known to you. The self-control roll is at -1 for over 25 people, -2 for a crowd of 100 or more, -3 for 1,000, -4 for 10,000, and so on. -15 points.*
Darkness (Scotophobia): A common fear, but crippling. You should avoid being underground if possible; if something happens to your flashlight or torch, you might well lose your mind before you can relight it. -15 points.*
Death and the Dead (Necrophobia): You are terrified by the idea of death. Make a self-control roll in the presence of any dead body (animals don’t count, but portions of human bodies do). Roll at -4 if the body is that of someone you know, or -6 if the body is unnaturally animated in some way. A ghost (or apparent ghost) also requires a roll at -6. -10 points.*
Dirt (Mysophobia): You are deathly afraid of infection, or just of dirt and filth. Make a self-control roll when you must do something that might get you dirty. Roll at -5 to eat any unaccustomed food. You should act as “finicky” as possible. -10 points.*
Dogs (Cynophobia): This includes all canines: foxes, wolves, coyotes, wild dogs, etc. -5 points.*
Enclosed Spaces (Claustrophobia): A common, crippling fear. You are uncomfortable any time you can’t see the sky – or at least a very high ceiling. In a small room or vehicle, you feel the walls closing in on you … You need air! This is a dangerous fear for someone who plans to go underground. -15 points.*
Fire (Pyrophobia): Even a burning cigarette bothers you if it comes within five yards. -5 points.*
Heights (Acrophobia): You may not voluntarily go more than 15 feet above ground, unless you are inside a building and away from windows. If there is some chance of an actual fall, self control rolls are at -5. -10 points.*
Insects (Entomophobia): You are afraid of all “bugs.” Large or poisonous ones give -3 to self-control rolls. Very large ones, or large numbers, give -6. Avoid hills of giant ants. -10 points.*
Loud Noises (Brontophobia): You avoid any situation where loud noises are likely. A sudden loud noise requires an immediate self-control roll. A thunderstorm is a traumatic experience for you! -10 points.*
Machinery (Technophobia): You can never learn to repair any sort of machine and refuse to learn to use anything more complicated than a crossbow or bicycle. Any highly technological environment calls for a selfcontrol roll; dealings with robots or computers require a roll at -3, and hostility from intelligent machines requires a roll at -6. -5 points at TL4 or below, -15 points at TL5 or above.*
Magic (Manaphobia): You can never learn to use magic, and you react badly to any user of magic. Make a self-control roll whenever you are in the presence of magic. This roll is at -3 if you are to be the target of friendly magic, and -6 if you are the target of hostile magic. (The magic does not have to be real, if you believe in it!) -15 points in a setting where magic is common, -10 if it is known but uncommon, -5 if “real” magic is essentially unknown.*
Monsters (Teratophobia): Any “unnatural” creature sets off this fear. You have -1 to -4 on the self-control roll if the monster seems very large or dangerous, or if there are a lot of them. Note that the definition of “monster” depends on experience. An American Indian would consider an elephant monstrous, while an African pygmy would not! -15 points.*
Number 13 (Triskaidekaphobia): You must make a self-control roll whenever you have to deal with the number 13 – visit the 13th floor, buy something for $13.00, etc. Roll at -5 if Friday the 13th is involved! -5 points.*
Oceans (Thalassophobia): You are afraid of any large body of water. Ocean travel, or even air travel over the ocean, is basically impossible for you, and encounters with aquatic monsters are also upsetting. -10 points.*
Open Spaces (Agoraphobia): You are uncomfortable whenever you are outside, and actually become frightened when there are no walls within 50 feet. -10 points.*
Psionic Powers (Psionophobia): You are afraid of those with known psionic powers. An actual exhibition of power in your presence requires a self-control roll. You do not voluntarily allow anyone to use a psionic power on you. The power does not have to be real – all that matters is that you believe it is! -15 points if psi powers are common, -10 if they are uncommon, -5 if they are essentially unknown.*
Reptiles (Herpetophobia): You come unglued at the thought of reptiles, amphibians, and similar scaly slimies. A very large reptile, or a poisonous one, gives -2 to self-control rolls; a horde of reptiles (such as a snake pit) gives -4. -10 points.*
Sex (Coitophobia): You are terrified by the idea of sexual relations or the loss of your virginity. -10 points*
Sharp Things (Aichmophobia): You are afraid of anything pointed. Swords, spears, knives, and hypodermic needles all give you fits. Trying to use a sharp weapon, or being threatened with one, requires a self-control roll at -2. -15 points at TL5 or below, -10 at TL6 or above.*
Spiders (Arachnophobia): -5 points.*
Strange and Unknown Things
(Xenophobia): You are upset by any sort of strange circumstances, and in particular by strange people. Make a self-control roll when surrounded by people of another race or nationality; roll at -3 if the people are not human. If you lose control, you might well attack strangers out of fear. -15 points.*
Sun (Heliophobia): -15 points.*
Weapons (Hoplophobia): The presence of any sort of weaponry is stressful. Trying to use a weapon, or being threatened with one, requires a self control roll at -2. -20 points.*
Post-Combat Shakes (Mental) • -5 points
You are shaken and sickened by combat, but only after it’s over. Make a self-control roll at the end of any battle. It is up to the GM to determine when a battle has truly ended, and he may apply a penalty if the combat was particularly dangerous or gruesome. If you fail, roll 3d, add the amount by which you failed your self-control roll, and look up the result on the Fright Check Table (p. 360). For instance, if your self-control number is 12 but you rolled a 14, roll 3d+2 on the table. The result from the table affects you immediately!
Pyromania (Mental) • -5 points
You like fires! You like to set fires, too. For good roleplaying, you must never miss a chance to set a fire, or to appreciate one you encounter. Make a self-control roll whenever you have an opportunity to set a fire.
Quadriplegic (Physical) • -80 points
You are paralyzed in all your arms and legs, or lack limbs entirely. You can neither manipulate objects nor move yourself without assistance. You suffer all the bad effects of Paraplegic (see Lame, p. 141) and No Manipulators (see No Fine Manipulators, p. 145). If the GM is enforcing a disadvantage limit, Quadriplegic counts against the limit – but you may reduce ST and DX by up to four levels each without the resulting disadvantage points counting against the limit (points gained from further reductions count normally).
For rules governing prosthetic limbs and surgical cures, see Lame (p. 141) and One Arm (p. 147) for legs and arms, respectively.
Reprogrammable (Mental, Exotic) • -10 points
You can be programmed to obey a master. If you have Slave Mentality (p. 154), you must obey slavishly, and remain strictly within the letter of your master’s commands. If you lack Slave Mentality, you may interpret his orders creatively, as long as you remain within either their letter or spirit (your choice). If you are non sentient (IQ 0), you have no interest in doing anything but following your programming!
You may have both Duty and Reprogrammable. If so, you must do your best to fulfill both obligations. Should the two come into conflict, your programming always comes first.
This trait is most appropriate for golems, mindless undead, robots, and similar automata. It is rarely suitable for PCs, and the GM may choose to forbid it entirely.
Reputation
see p. 26
A negative reputation counts as a disadvantage. Note it as such on your character sheet!
Restricted Diet (Physical) • -10 to -40 points
You require a specialized food or fuel that is hard to come by. Unlike Dependency (p. 130), you do not take damage if you go without … you just can’t eat or refuel, which will eventually incapacitate you. Point value depends on the rarity of the item you consume:
Rare: Dragon’s blood, exotic nutrient mixture, weapons-grade uranium. -40 points.
Occasional: Virgin’s blood, rocket fuel, babies, radioactives. -30 points.
Common: Human flesh, gasoline, liquid hydrogen. -20 points.
Very Common: Fresh meat, any hydrocarbon fuel (gasoline, diesel, etc.), electric batteries, fresh blood. -10 points.
Restricted Diet is appropriate for normal humans with chronic gastrointestinal disorders.
Special Limitations
Substitution: You can try to consume a food or fuel similar to the one you require. For instance, a cyborg that requires exotic nutrients could try ordinary human food, or a machine that requires gasoline could try diesel. This sustains you, but you must make a HT roll after each meal or refueling. Failure means your HT attribute drops by one until you receive appropriate medical or mechanical attention. Critical failure means an incapacitating reaction (GM’s decision): severe immune response, engine failure, etc. Those who lack this limitation but for some reason attempt substitution derive no sustenance at all and must still make the HT roll above; treat success as failure and failure as critical failure. -50%.
Restricted Vision (Physical) • -15 or -30 points
You have an unusually narrow field of vision. A normal character can see a 120° arc in front of him without turning his head, and has 30° of peripheral vision to either side, giving him a 180° “arc of vision” for observation and ranged attacks. On a battle map, this means he has three “front” hexes, two “side” hexes (“left” and “right”), and a single “back” hex. Your vision is considerably more restricted. This comes in two levels:
No Peripheral Vision: Your arc of vision is a 120° wedge to the front. On a map, your “left” and “right” hexes become “back” hexes – that is, you have three “back” hexes, and get no defense against attacks originating from these hexes! -15 points.
Tunnel Vision: Your arc of vision is a 60° wedge to the front. On a map, your only “front” hex is the one directly ahead of you. The hexes to either side of this are “side” hexes: you are at -2 to defend against attacks from these hexes, and can only attack into those hexes with a Wild Swing. Everything else is a “back” hex, as above. -30 points.
Revulsion (Physical, Supernatural) • -5 to -15 points
You have an incapacitating supernatural reaction to an ordinarily innocuous substance. If you touch or breathe the substance, you must immediately make a HT roll. On a failure, you are at -5 to all skills and attributes for the next 10 minutes. If you ingest the substance, you are at -5 to attributes and -10 to all skills and Sense rolls for 10 minutes. Point value depends on the rarity of the substance:
Occasional (leather, soap): -5 points.
Common (smoke, wood): -10 points.
Very Common (grass, metal): -15 points.
This reaction is physical in nature. For mental aversions, see Dread (p. 132).
Sadism (Mental) • -15 points
You delight in cruelty … mental, physical, or both. Make a self-control roll whenever you have an opportunity to indulge your desires and know you shouldn’t (e.g., because the prisoner is one who should be released unharmed). If you fail, you cannot restrain yourself. Those who become aware of your problem react at -3 unless they are from a culture that holds life in little esteem.
This is a particularly “evil” trait, more appropriate to villainous NPCs than to heroic PCs. The GM may completely prohibit Sadism if he does not want anyone roleplaying it in his campaign.
It is possible, though despicable, to possess both Bully (p. 125) and Sadism.
Secret (Allies) • -5 to -30 points
A Secret is an aspect of your life or your past that you must keep hidden. Revelation would result in lasting negative consequences. The point value depends on the severity of those consequences: Serious Embarrassment: If this information gets around, you can forget about ever getting a promotion, getting elected, or marrying well. Alternatively, revelation of your Secret might simply attract unwelcome public attention. -5 points.
Utter Rejection: If your Secret is revealed, it will change your whole life. Perhaps you will lose your job and be rejected by friends and loved ones. Perhaps admirers, cultists, long-lost
relatives, or the press will harass you. -10 points.
Imprisonment or Exile: If the authorities uncover your Secret, you’ll have to flee, or be imprisoned for a long time (GM’s discretion). -20 points.
Possible Death: Your Secret is so terrible that you might be executed by the authorities, lynched by a mob, or assassinated (by the Mafia, CIA, etc.) were it revealed. You would be a hunted man. -30 points.
Frequency of Appearance
In general, a Secret appears in a particular game session if the GM rolls a 6 or less on 3d before the adventure begins. However, as for all other disadvantages of this type, the GM need not feel constrained by the appearance roll. If he thinks that the Secret should come into play, it does!
When a Secret appears in play, it is not automatically made public. The GM will give you a chance to prevent your Secret from being revealed. This might require you to cave in to blackmail or extortion, steal incriminating documents, or even silence the person who knows the Secret. Regardless of the solution, however, it’s only temporary – the Secret will appear again and again until either you buy it off with earned character points or it is finally revealed.
Effects of Revelation
If a Secret is made public, there is an immediate negative effect ranging from serious embarrassment to possible death, depending on the severity of the Secret (see above). There is also a lasting effect: you suddenly acquire new, permanent disadvantages – or lose advantages – worth points equal to twice what the Secret was worth! These new disadvantages replace the Secret on your character sheet, and reduce your point value accordingly.
The GM chooses the new disadvantages and lost advantages, which should always be appropriate to the Secret. Most Secrets turn into Enemies (p. 135), negative Reputations (p. 26), and Social Stigmas (p. 155), or reduce or remove advantages described under Wealth and Influence (pp. 25-30). Some could even turn into mental or physical disadvantages.
Example: A city guardsman has a -20-point Secret: at night, he is a thief. When he is finally caught and brought to justice, his Secret is revealed and immediately replaced with -40 points in disadvantages and lost advantages! The GM rules that he is stripped of his 5-point Legal Enforcement Powers (-5 points), gains Social Stigma (Criminal Record) (-5 points), and is punished by having his right hand chopped off (One Hand, -15 points) and being forced to pay reparations that reduce his Wealth from Average to Poor (-15 points).
Secret Identity (Allies) • Variable
A Secret Identity is a special kind of Secret (above): it is another persona that you use for deeds that you don’t want connected with your “public” self. Only your closest family and friends know, and you are willing to go to great lengths to keep your privacy. This is a disadvantage because it limits your behavior. It is difficult (and often illegal) to maintain a Secret Identity.
The GM will roll to see whether your Secret Identity factors into a game session, just as for any Secret. If it does, this usually takes the form of someone who threatens to expose your real identity. Anyone with Status 3 or higher gets an extra -10 points for a Secret Identity, because of the attention the media and public pay to his every move, but the GM will introduce a challenge to his identity on a roll of 7 or less instead of the usual 6 or less. A Secret Identity otherwise works just like any other Secret, its point value depending on the severity of the consequences should it be exposed.
Self-Destruct (Physical, Exotic) • -10 points
As soon as you reach your aging threshold (age 50 for a normal human), your organs and immune system begin to fail. You start to age rapidly, making aging rolls every day at -3 to HT.
You cannot get points for both this disadvantage and Terminally Ill (p. 158). If you are going to self-destruct soon, take Terminally Ill instead of Self-Destruct.
Selfish (Mental) • -5 points
You are self-important and statusconscious, and spend much of your time striving for social dominance. Make a self-control roll whenever you experience a clear social slight or “snub.” On a failure, you lash out at the offending party just as if you had Bad Temper (p. 124) – likely resulting in a bad reaction (-3 to the target’s reactions toward you) and putting you in an awkward social situation.
Selfish NPCs react to perceived slights at a penalty:
Self-Control | Number Penalty |
6 | -5 |
9 | -4 |
12 | -3 |
15 | -2 |
Selfless (Mental) • -5 points
You are altruistic and self-sacrificing, and put little importance on personal fame and wealth. You must make a self-control roll to put your needs – even survival – before those of someone else. A Selfless race will have a “hive mentality.”
Semi-Upright (Physical, Exotic) • -5 points
You have a semi-upright posture, like a chimpanzee. You can stand up more-or-less comfortably, allowing you to use your forelimbs to bash enemies, hold babies, or even manipulate objects. You can manage a clumsy gait while upright (-40% to Move), but you must use all of your limbs to run at full Move. If you have DX 12 or more, you can carry a small object or two while walking.
Sense of Duty (Mental) • -2 to -20 points
You feel a strong sense of commitment toward a particular class of people. You will never betray them, abandon them when they’re in trouble, or let them suffer or go hungry if you can help. This is different from a Duty (p. 133), which is imposed upon you. A Sense of Duty always comes from within.
If you are known to have a Sense of Duty, the GM will adjust the reactions of others by +2 when rolling to see whether they trust you in a dangerous situation. However, if you go against your Sense of Duty by acting against the interests of those you are supposed to be looking out for, the GM will penalize you for bad roleplaying.
The GM will assign a point value to your Sense of Duty based on the size of the group you feel compelled to aid:
Individual (the President, your wingman, etc.): -2 points.
Small Group (e.g., your close friends, adventuring companions, or squad): -5 points.
Large Group (e.g., a nation or religion, or everyone you know personally): -10 points.
Entire Race (all humanity, all elves, etc.): -15 points. Every Living Being: -20 points.
You cannot claim points for a Sense of Duty toward Allies, Dependents, or Patrons. The point costs of these traits already take such a bond into account.
You can take a Sense of Duty toward adventuring companions. If you do, you must share equipment with and render aid to the other members of your adventuring party, and go along with majority decisions. The GM might make this mandatory in games where the party needs to get along. This gives everyone a “free” 5 points to spend … but if you start backstabbing, running off on your own, etc., the GM is free to overrule your actions and point to these bonus points as the reason why.
Shadow Form (Physical, Exotic) • -20 points
See p. 83. If you cannot turn this ability off, it is a disadvantage.
Short Attention Span (Mental) • -10 points
You find it difficult to concentrate on a single task for longer than a few minutes. Make a self control roll whenever you must maintain interest in something for an extended period of time, or whenever a distraction is offered. If you fail, you automatically fail at the task at hand. The GM might give you a small bonus to the self-control roll in situations where concentration is crucial, such as when your survival is at stake.
Short Lifespan (Physical, Exotic) • -10 points/level
Your lifespan is much shorter than the human norm. Each level of this disadvantage halves your lifespan (round down). This affects the age at which you reach maturity, the ages at which aging rolls begin and increase in frequency, and the interval between aging rolls; see the table (above right). No more than four levels are possible. Short Lifespan is often found in conjunction with Self-Destruct (p. 153).
Level | Maturity | Aging Frequency | Aging Frequ. | **Aging ** |
0 | 18 yrs | 50 years [1 year] | 70 years [6 Months] | 90 years [3 Months] |
1 | 9 years | 25 years [6 months] | 35 years [3 months] | 45 years [45 days] |
2 | 4 years | 12 years [3 months ] | 17 years [45 days] | 22 years [22 days ] |
3 | 2 years | 6 years [45 days] | 8 years [22 days] | 11 years [11 days] |
4 | 1 year | 3 years [22 days] | 4 years [11 days] | 5 years [5 days] |
Shyness (Mental) • -5, -10, or -20 points
You are uncomfortable around strangers. Roleplay it! This disadvantage comes in three levels; you can buy it off one level at a time.
Mild: You are uneasy with strangers, especially assertive or attractive ones. You have -1 on skills that require you to deal with people, including Acting, Carousing, Diplomacy, Fast-Talk, Intimidation, Leadership, Merchant, Panhandling, Performance, Politics, Public Speaking, Savoir-Faire, Sex Appeal, Streetwise, and Teaching. -5 points.
Severe: You are very uncomfortable around strangers, and tend to be quiet
even among friends. -2 the skills listed above. -10 points.
Crippling: You avoid strangers whenever possible. You may not learn the skills listed above at all, and are at -4 on default rolls on such skills. -20 points.
Skinny
see p. 18
Slave Mentality (Mental) • -40 points
You have no initiative, and become confused and ineffectual without a “master” to give you orders. You must make an IQ roll at -8 before you can take any action that isn’t either obeying a direct order or part of an established routine. As well, you automatically fail any Will roll to assert yourself or resist social influence except in circumstances where the GM rules
that success might be possible, in which case you roll at -6.
This doesn’t necessarily imply low IQ or Will. You might be intelligent enough to obey the command, “Program the computer to detect quarks,” but if you were starving and found $10, you would have to roll vs. IQ-8 to decide to pick up the money and go buy food without being told to do so. Similarly, you might be strong willed enough to make all your Fright Checks in the presence of terrifying monsters, yet roll at Will-6 to resist the unsubtle manipulations of an obvious con man.
This disadvantage is rarely appropriate for PCs, and the GM may choose to forbid it entirely.
Sleepwalker (Mental) • -5 points
You walk in your sleep (“somnambulate”). This is merely annoying or embarrassing under most circumstances (unless you fall down the stairs), but it can be very dangerous to sleepwalk while encamped in hostile territory!
If sleepwalking would matter during an adventure, the GM will make a self-control roll for you whenever you go to sleep. If you fail, you sleepwalk sometime during the night. You wake up after walking for 1d minutes, or if someone awakens you. The GM will make DX rolls to see if you trip while going down stairs or walking over rough ground – if this happens, you wake up suddenly and are mentally stunned.
You are considered to be in a hypnagogic state while sleepwalking, and thus are very susceptible to telepathic influences. If you possess supernatural abilities, you might use these while sleepwalking (e.g., if you have Warp, you might “sleepwarp” instead).
Sleepy (Physical, Exotic) | Variable
This is a racial trait. Members of the race need to sleep more than the human norm of 1/3 of the time. Point value depends on the fraction of the time they must spend asleep:
Time Spent | Asleep Cost |
1/2 of the time | -8 points |
2/3 of the time | -16 points |
3/4 of the time | -20 points |
7/8 of the time | -26 points |
The race’s precise schedule is a “special effect.” For instance, a race that sleeps 3/4 of the time might be awake and active for three days straight and then sleep for a full nine days.
This trait can also represent hibernation. For instance, if a race is awake and active on a human schedule for six months, and then hibernates for two months straight, then on the average, that’s equivalent to sleeping 1/2 of the time.
Slow Eater (Physical, Exotic) • -10 points
You spend a lot of your time eating. Each meal takes about two hours, as opposed to about 1/2 hour for most humans. This reduces the time available for study, long tasks, and travel on foot by 4 1/2 hours per day.
Slow Healing (Physical) • -5 points/level
Your body heals very slowly. Each level (maximum three levels) doubles the interval between HT rolls to regain lost HP: roll every two days for Slow Healing 1, every four days for Slow Healing 2, and every eight days for Slow Healing 3. Take Unhealing (p. 160) if you heal even more slowly.
Each level also doubles the time allowed between Physician rolls when under the care of a competent physician (see Medical Care, p. 424).
Normal humans may take no more than one level of Slow Healing.
Slow Riser (Physical) • -5 points
You are not a “morning person.” For one hour after you awaken from any sleep longer than a one-hour nap, you have -2 on all self-control rolls and -1 to IQ and IQ-based skills. Furthermore, whenever the GM assesses attribute penalties for missed sleep, you suffer an extra -1.
Social Disease (Physical) • -5 points
You have contracted a contagious, antibiotic-resistant bacteria, retrovirus, or similar disease. This is only transmitted by close, unprotected physical contact. Those who know about it react to you at -1 and automatically resist your seduction attempts. The disease isn’t fatal – at least not immediately – but may produce physical symptoms (left to the imagination of the player or GM).
Social Stigma 4 • -5 to -20 points
You belong to a race, class, sex, or other group that your society deems inferior. To be worth points, this must be obvious from your physical appearance (a visible brand, tattoo, or magical mark counts), dress, manner, or speech; or easily learned by anyone who cares to check up on you (only valid in societies with free and easy access to information); or the result of public denouncement (e.g., by a powerful leader or media figure) that ensures that everyone you meet knows that you, personally, belong to the disdained group.
Social Stigma gives you a reaction penalty (-1 per -5 points of Social Stigma), restricts your social mobility, or both. Examples include:
Criminal Record: You have been convicted of a crime that your society considers serious. You may be prohibited from legally acquiring certain items (e.g., weapons), taking certain kinds of employment, receiving security clearances, or even traveling outside your country. Many noncriminals who learn of your past react at -1; police, judges, vigilantes, and other law-and-order types usually react at -2. If you are also wanted, take an appropriate Enemy. -5 points.
Disowned: Your family has publicly snubbed you. This is only worth points in settings where family ties play a significant social role, and never applies to those who voluntarily part ways with their family. This Social Stigma comes in two levels:
• You would normally be an heir in your culture, but someone else has been named in your stead. This is embarrassing, but you may still count yourself as part of the family. This gives -1 on reaction rolls. -5 points.
• The head of your family – or your entire clan – has wholly and publicly disowned you. This gives -2 on reaction rolls. -10 points.
Excommunicated: Your church has cast you out. Followers of your faith react to you at -3. This is only a disadvantage if you are excommunicated by a powerful and widespread religion (most likely state-backed) that plays a significant role in day-to-day life. -5 points.
If your religion has true supernatural power, and you are surrounded by an aura that conveys your shame to co-religionists, angels, and anyone else who would care, no matter how well you disguise yourself, your Social Stigma is worth twice as much. -10 points.
Ignorant: You have not learned a skill required of all responsible adults in your society (that is, you have no points in the skill). Others look down upon you as a slacker or a fool. This gives -1 on reactions for each “expected” skill you lack, up to a maximum of four skills. This is only worth points in highly structured societies, or in primitive ones where individuals depend on one another for survival. -5 points/skill.
Minor: You are underage by your culture’s standards. You suffer -2 on reaction rolls whenever you try to deal with others as an adult; they might like you, but they do not fully respect you. You might also be barred from nightclubs, vehicle operation, war parties, guild membership, etc., depending on the culture and setting. You must buy off this trait when you reach “legal age” (usually 18) for your time and place. -5 points.
Minority Group: You are a member of a minority that the dominant culture around you regards as “barbarians” or “inferior.” You get -2 on all reaction rolls made by anyone except your own kind. In an area, profession, or situation where your minority is especially rare, you get +2 on reaction rolls made by your own kind. -10 points.
Monster: You are a large carnivore, magical abomination, or other being that is hated or feared regardless of actual appearance or disposition. This gives you -3 on all reaction rolls, and you are liable to be hunted on sight. However, you get +3 to Intimidation rolls in situations where you have the upper hand (GM’s opinion). Examples: a bear or a vampire. -15 points
Second-Class Citizen: You belong to a group that receives fewer rights and privileges than “full citizens.” This gives -1 on all reaction rolls except from others of your own kind. Examples: a woman in 19th-century America, or members of some religions. -5 points.
Subjugated: You are a member of a slave nation or race. Within the overlords’ culture, you have no rights, and suffer the negative effects of Second- Class Citizen and Valuable Property. If you manage to escape to freedom, you acquire the entire overlord nation or race as an Enemy. -20 points.
Uneducated: You are from a class, race, or subculture that lacks a cultural repository of wisdom, eschews formal schooling, and takes a dim view of activities that do not relate directly to
survival or procreation. You receive -1 to reactions from more sophisticated folk in any situation where your lack of schooling would be apparent, and you may not start with any “booklearned” skills (GM’s discretion; most IQ/Hard skills qualify). You may buy off this trait once you have lived in “civilized” parts for long enough (GM’s decision). -5 points.
Valuable Property: Your society regards you as somebody’s property rather than as a “legal person.” This takes the form of limited freedom or lack of intellectual respect more than as a reaction modifier. Examples: a woman in 18th-century America or 16th-century Japan. -10 points.
Social Stigmas must bind those who take them. For example, a medieval Japanese lady must pay for her 10-point bonus by giving up her freedom of movement in many cases, and must defer to older male relatives when they are present. A black slave in 19th-century America is allowed to learn very little and own almost no property, and has little freedom of any kind unless he manages to escape. (If he does escape, he has traded his Social Stigma for a powerful Enemy!)
It is possible to have multiple Social Stigmas, provided they do not significantly overlap (GM’s decision). For instance, a teenager who drops out of school and joins a street gang could believably end up with Minor, Uneducated, and Criminal Record.
Space Sickness (Physical) •-10 points
You are miserable in free fall. You can never learn Free Fall skill; you must always roll at default. In addition, you are at -4 on your HT roll to avoid “space adaptation syndrome” (see p. 434) – and if you fail the first HT roll, the only way for you to recover is to return to normal gravity.
This trait is only allowed in campaigns that feature regular space travel.
Split Personality (Mental) • -15 points
You have two or more distinct personalities, each with its own set of behavior patterns. They may interpret their memories differently, and even use different names.
For each personality, select a “package” of mental disadvantages and up to five quirks. The GM may also permit variations in IQ, Perception, Will, and mental advantages, where these would make sense. Each package of mental traits must be worth the same number of points. When calculating the value of your character, count the “package price” once – not once for each personality. All your personalities have the same physical traits and skills (although some personalities might not use certain skills), and share any mental trait that is not part of one of these packages.
Example: Bob Smith has three personalities. “Col. Smith” is a stern disciplinarian with Delusion (“I am a military officer”) [-10], Code of Honor (Soldier’s) [-10], and the quirk “Stands on ceremony” [-1]. “Bobby” is a party animal with -2 to Will [-10], Compulsive Carousing (6) [-10], and the quirk “Sleeps all day and goes out at night” [-1]. “Smitty” is a troublemaker with Overconfidence (12) [-5], Trickster [-15], and the quirk “Steals for fun” [-1]. All three personalities share all of Bob’s other traits. Each package totals -21 points. Bob’s player claims the -21 points once. With -15 points for Split Personality (12), the total point value is -36 points.
You must make a self-control roll in any stressful situation (but no more than once per hour of game time). On a failure, one of your other personalities emerges, and you behave according to its mental disadvantages and quirks. If there are several possibilities, the GM should either choose a personality appropriate to the situation or roll randomly.
All your personalities are somewhat shallow and affected, which gives -1 to reactions at all times. Those who witness a personality change will feel (possibly with justification) that you are a dangerous nutcase, and react at -3.
Squeamish (Mental) • -10 points
You dislike “yucky stuff”: little bugs and crawly things, blood and dead bodies, slime, etc. When exposed to such things, you react just as if you had a Phobia; see Phobias, p. 148. Note that you do not suffer from the standard fears of insects, reptiles, dirt, and the dead! What bothers you isn’t huge bugs or reptiles, ordinary “clean” dirt, and ghosts; it’s nasty creepy things, filth, and bits of grue.
Status
see p. 28
Status below 0 is a disadvantage. Almost everyone reacts negatively to you!
Stress Atavism (Mental, Exotic) • Variable
This disadvantage is normally available only to characters who are members of races “uplifted” from an animal state.
You temporarily “regress” when frightened, angered, fatigued, or injured. Make a self-control roll in those situations. On a failure, you behave like an animal, acting on impulse and instinct.
Once the stressful situation has passed, make a self-control roll every minute. If friends comfort you, roll at +2. If one of these people has Animal Empathy or Empathy, apply an additional +2. On a success, the attack ends and you return to normal. If you pass out from fatigue or injury before you succeed, you recover automatically when you wake up.
Point value depends on the severity of the attacks:
Mild: You have trouble speaking, and must roll vs. IQ to utter a sentence. You cannot operate complicated machinery, although you may attack wildly with weapons (-4 to hit). -10 points.*
Moderate: You suffer from all of the above problems, and have trouble understanding commands from others as well: roll vs. IQ to understand a sentence spoken by someone else. If you are attacked or challenged, you must make a self-control roll to avoid acting “on instinct.” -15 points.
Severe: You cannot speak or understand others, or use tools (except possibly as clubs), and automatically act on instinct at all times. You behave like your primitive ancestors! -20 points.*
Stress Atavism may result in additional troublesome behavior. Pick a suitable mental disadvantage, halve its value (drop all fractions), and add this point cost to the above costs before applying the self-control multiplier.
Stubbornness (Mental) • -5 points
You always want your own way. Make yourself generally hard to get along with – roleplay it! Your friends may have to make a lot of Fast-Talk rolls to get you to go along with perfectly reasonable plans. Others react to you at -1.
Stuttering (Physical) • -10 points
You suffer from a stammer or other speech impediment. This gives -2 on any reaction roll where conversation is required, and -2 to Diplomacy, Fast-Talk, Performance, Public Speaking, Sex Appeal, and Singing. Certain occupations (interpreter, newsreader, etc.) are always closed to you.
Supernatural Features (Physical, Supernatural) • Variable
You have disturbing features that mark you as a demon, vampire, or other supernatural being. You can pass for a normal mortal to casual observers, but closer inspection reveals that you are not quite right. This might give away your secret to the trained eye.
Supernatural Features differ from Unnatural Features (p. 22) in that they aren’t usually obvious; they only become apparent under a specific set of circumstances. When they are noticed, though, they result in a reaction penalty. They also give those who know what to look for a bonus to any skill roll (against Hidden Lore, Occultism, etc.) made to identify your true nature.
Supernatural Features can accompany appearance levels Hideous through Transcendent (see Physical No Body Heat: You are cold to the touch. -1 on reaction rolls made by those who touch you, shake your hand, kiss you, etc.; +1 on all rolls to deduce your secret. -5 points (-1 point if you can gain warmth temporarily; e.g., after feeding, for a vampire).
No Reflection: You produce no reflection. You do not show up in mirrors, still water, and similar reflective surfaces, and technological devices such as cameras do not display your image. In some places and times, people will assume that you have no soul! -2 on reaction rolls made by those who notice; +2 on all rolls to deduce your secret. -10 points.
Appearance, p. 21). You cannot get points for Supernatural Features if you are Monstrous or Horrific, however. If you look that scary, you’re not hiding any secrets!
No Shadow: You produce no shadow, regardless of the intensity or direction of the light source. -2 on reaction rolls made by those who notice; +2 on all rolls to deduce your secret. -10 points.
Pallor: You look like a corpse, with bloodless skin, sunken eyes, etc. -2 on reaction rolls made by anyone who can see you without makeup in good light; +2 on all rolls to deduce your secret. -10 points (-5 points if you can gain the flush of life temporarily; e.g., after feeding, for a vampire).
Supersensitive (Mental, Supernatural) • -15 points
You are telepathically sensitive to the presence of others all the time. You experience a constant, irritating buzz of low-level psychic noise. This does not imply any kind of useful telepathic ability – the thoughts and emotions you receive remain just below the threshold of conscious understanding.
If there are any sapient beings (IQ 6+) with 20 yards, you suffer -1 to DX and IQ. This becomes -2 for 10 or more people, -3 for 100 or more, -4 for 1,000 or more, and so on. If DX or IQ drops below half its original score because of this penalty, you collapse and can take no action until the “noise” goes away. Machine intelligences and individuals behind telepathic shielding (psionic,
technological, or otherwise) do not bother you.
There is one beneficial side effect to Supersensitive: the psychic noise you receive warns you if there are people within 20 yards, and the noise level tells you roughly how many. The noise is too diffuse to let you determine their locations, however.
Susceptible (Physical) • Variable
You are extremely sensitive to a particular class of noxious items or substances; e.g., disease or poison. You have a penalty to all HT rolls to resist the negative effects of these things. You do not suffer extra damage, however; for that, see Vulnerability (p. 161).
If you are exposed to trace quantities of an item to which you are Susceptible – a dose so tiny that it would not affect most people – you must roll against HT+1, modified by your usual penalty for this disadvantage. If you fail, you suffer half the effects (fatigue, injury, attribute loss, period of incapacitation, etc.) you would suffer from a full dose. For instance, Susceptible to Poison would require a roll if you ingested highly diluted industrial waste in drinking water, while Susceptible to Disease would require a roll if you received a “live” vaccine (one that contains weakened microbes). Should there be any doubt as to exposure or effects, the GM’s decision is final
Point cost depends on the item’s rarity in the environment:
Very Common (e.g., Disease, Poison): -4 points/-1 to HT rolls.
Common (e.g., Bacteria, Gases): -2 points/-1 to HT rolls.
Occasional (e.g., Intestinal Disease, Ingested Poison): -1 point/-1 to HT rolls.
You may not take more than five levels of Susceptible to a given item, or more than two separate Susceptible disadvantages, without the GM’s permission. You cannot take more levels of Susceptible than would reduce your effective HT to 3. For instance, if your HT is 7, you are limited to four levels of Susceptible. If you have any form of Resistant (p. 80) that protects against a given item, you cannot also be Susceptible to that item.
This trait can simulate many common health problems. Use Susceptible to Disease for a weak immune system, Susceptible to Ingested Poison for a tendency not to vomit up noxious substances (a “weak vomit reflex”), etc.
Terminally Ill (Physical) • -50, -75, or -100 points
You are going to die … soon. This could be due to a nasty disease, a potent curse, an irremovable explosive device embedded in the base of your skull, or something else that will result in certain death. Point cost depends on how much time you have left:
Time Until Death | Cost |
Up to one month | -100 points |
Up to one year | -75 points |
Up to two years | -50 points |
More than two years is worth nothing. Anyone might be hit by a truck in that time!
If you acquire a “miracle cure,” upload yourself into a new body, or otherwise extend your life past your termination date during the course of the campaign, you must buy off this disadvantage. If you cannot afford to do so, the GM is free to make up the difference with new disadvantages related to your illness or its cure (e.g.,Chronic Pain, Dependency, Maintenance, or Susceptible).
If the GM is running a one-shot adventure or short campaign, he should disallow this disadvantage as Meaningless.
Timesickness (Physical) • -10 points
Time travel, dimension travel, and teleportation make you ill. You cannot have psionic talents, magic spells, or technological skills that have to do with this kind of travel, nor can you learn the Body Sense skill. You must make a HT roll whenever you journey through time or across dimensions, and whenever you teleport. On a failure, you are effectively stunned for 1d hours (doubled on a critical failure!). On a success, you are only stunned for 1dx10 minutes.
Timesickness is only allowed if dimension travel, teleportation, or time travel occur regularly in the campaign. The GM may wish to permit a variation on this trait in settings with faster-than-light hyperdrives (“Hypersickness”) or jump drives (“Jump Sickness”).
Total Klutz
see Klutz, p. 141
Trademark (Mental) • -5 to -15 points
You have a special symbol – something that you leave at the scene of action, as a way of “signing your work.” The classic fictional example is the carved initial “Z” of Zorro.
Simple: Your Trademark takes very little time to leave and cannot be used to trace your identity, but you absolutely must leave it. You cannot leave the scene until you do, even if your enemies are breaking down the door. A typical example is something left at the scene – a playing card, a small stuffed animal, etc. – as long as it can’t be traced and takes little time. -5 points.
Complex: As above, but leaving your Trademark measurably increases your chances of being caught – initial carving, notes, traceable clues, etc. Leaving this sort of Trademark takes a minimum of 30 seconds. Anyone searching the scene receives +2 to Criminology and Forensics rolls to trace or identify you. -10 points.
Elaborate: Your trademark is so elaborate – dousing the captured thugs with a certain cologne, painting the entire crime scene pink, writing a long poem to the police – that it virtually ensures your eventual capture. The GM may give investigators clues without a successful Criminology or Forensics roll! -15 points.
You may have only one Trademark. Multiple actions (e.g., binding your victims with purple phone wire, painting a frog on the wall, and wrecking every computer in the building) simply give you a higher level of Trademark – they are not multiple Trademarks.
Note also that a Trademark is an action separate from capturing the crooks, committing the crime, etc. It’s the particular way that it is done. Destroying files on a computer is not a
Trademark; trashing them by substituting a “7” for each “5” is.
Trickster (Mental) • -15 points
You crave the excitement of outwitting dangerous foes. This is not ordinary practical joking. Playing simple tricks on innocent or harmless folk is no fun at all – it has to be perilous! There may be no need for this at all (in fact, there probably isn’t), but you need the thrill of a battle of wits and dexterity.
Make a self-control roll each day. If you fail, you must try to trick a dangerous subject: a skilled warrior, a dangerous monster, a whole group of reasonably competent opponents, etc. If you resist, you get a cumulative -1 per day to your self-control roll until you finally fail a roll!
Truthfulness (Mental) • -5 points
You hate to tell a lie – or you are just very bad at it. Make a self-control roll whenever you must keep silent about an uncomfortable truth (lying by omission). Roll at -5 if you actually have to tell a falsehood! If you fail, you blurt out the truth, or stumble so much that your lie is obvious. You have a permanent -5 to Fast Talk skill, and your Acting skill is at -5 when your purpose is to deceive.
Uncontrollable Appetite (Mental, Supernatural) • -15 points
You consume something that you must obtain from other sapient beings through force or guile, and you have difficulty controlling your appetites. You must specify what it is you crave. This could be blood, “life force,” sex, or anything else the GM permits.
Whenever you have an opportunity to indulge, you must make a self-control roll. Roll at -2 if someone deliberately tempts you, or if the item you feed on is available in large quantities within range of your senses. If feeding would restore lost HP, this roll is at -1 per missing HP. If you fail, you must feed. Make a second self-control roll to stop feeding once you have had your fill. If you fail, you go into frenzy and overindulge, which could kill your victim.
Unfit 3 • -5 or -15 points
You have worse cardiovascular health than your HT alone would indicate. This comes in two levels:
Unfit: You get -1 to all HT rolls to remain conscious, avoid death, resist disease or poison, etc. This does not reduce your HT attribute or HT-based skills! As well, you lose FP at twice the normal rate. -5 points.
Very Unfit: As above, but the penalty to HT rolls is -2. In addition, you recover FP at only half the normal rate. You may not purchase any level of Resistant (p. 80). -15 points.
In both cases, this disadvantage applies only to FP lost to exertion, heat, etc. It has no effect on FP “spent” to power psi or magic spells.
Unhealing (Physical, Exotic) • -20 or -30 points
You cannot heal naturally. You get no daily HT roll to recover lost HP, and you cannot recuperate from crippling injuries on your own. The First Aid skill can stop your bleeding, but neither it nor the Physician skill can restore missing HP. Technologies that accelerate natural healing (including herbs, drugs, etc.) are useless. This trait comes in two levels:
Partial: You can heal naturally if a rare condition is met (e.g., when you are immersed in blood or bathed in lava). You can also heal yourself by stealing HP from others using Vampiric Bite (p. 96), magic, or psionics. -20 points.
Total: You can never heal naturally, and you cannot steal HP from others. -30 points.
Depending on your nature, you might be able to regain lost HP and the use of crippled limbs unnaturally through surgery, repairs (if you’re a machine), or exotic means (healing spells, alchemy, psionics, etc.).
Unique (Mental, Supernatural) • -5 points
You exist only in one timeline. If a time paradox occurs, you have no memory of it. If it is particularly severe, you are likely to vanish. In most settings, you would be unaware of this danger until it happened … and then nobody would even remember you! Thus, this disadvantage is usually inappropriate for PCs.
In an alternate-world campaign, being Unique means that you do not exist in any form in an alternate world, even one very much like your own. This deprives you of the chance to befriend “yourself” when you visit such a world. There is one benefit, though: you are effectively Zeroed (p. 100) at no point cost in any alternate world.
Unique is only a disadvantage in campaigns in which paradoxes or changes in history – erasing past events or whole timelines – are possible. See Temporal Inertia (p. 93) for the opposite of this trait.
Unluckiness (Mental) • -10 points
You have rotten luck. Things go wrong for you – and usually at the worst possible time. Once per play session, the GM will arbitrarily and maliciously make something go wrong for you. You miss a vital die roll, or the enemy (against all odds) shows up at the worst possible time. If the plot of the adventure calls for something bad to happen to someone, it’s you. The GM may not kill you outright with “bad luck,” but anything less than that is fine. (For lethally bad luck, see Cursed, p. 129.)
If you wish, you may specify a recurring “theme” for your Unluckiness – for instance, your weapons tend to break, you’re always 5 minutes late, or objects have a nasty habit of falling on your head. The GM should do his best to make your Unluckiness work this way. However, this is a characterization tool and not a hard-and-fast game mechanic. Bad luck can always manifest in other ways if the GM wants to keep you on your toes!
Unnatural Features
see p. 22
Unusual Biochemistry (Physical, Exotic) • -5 points
You can subsist on human food, but your biochemistry is sufficiently different from that of humans that drugs intended for humans don’t work or have unpredictable effects. Drugs that are specific to your biochemistry work normally, but cost 10 times as much as usual. When you receive a drug intended for humans, roll 1d:
1-3 – Normal effect.
4-5 – Normal effect, plus an additional harmful effect of the GM’s choosing: lose 1d FP (sickness and nausea), suffer an amplified version of the drug’s usual negative side effects, etc.
6 – No effect at all.
Very Fat
see p. 19
Very Unfit
see Unfit, above
Vow (Mental) • -5 to -15 points
You have sworn an oath to do (or not to do) something. Whatever the oath, you take it seriously; if you didn’t, it would not be a disadvantage. This trait is especially appropriate for knights, holy men, and fanatics. The point value of a Vow should be directly related to the inconvenience it causes you. The GM is the final judge. Some examples:
Minor Vow: Silence during daylight hours; vegetarianism; chastity (yes, for game purposes, this is minor). -5 points.
Major Vow: Use no edged weapons; keep silence at all times; never sleep indoors; own no more than your horse can carry. -10 points.
Great Vow: Never refuse any request for aid; always fight with the wrong hand; hunt a given foe until you destroy him; challenge every knight you meet to combat. -15 points. Note that if you could represent your Vow using another disadvantage, you only get points for one of the two disadvantages (your choice). No one may get points for Vow (Poverty) and Wealth (Dead Broke), Vow (Never kill) and Pacifism (Cannot Kill), etc.
Many Vows end after a specified period of time. You must buy off such a Vow when it ends. Vows for a period of less than a year are frivolous! If you want to end a Vow before its stated time, the GM may exact a penalty; for instance, in a medieval world, you might have to undertake a quest by way of penance.
Vulnerability (Physical, Exotic) | Variable
You take extra damage from a particular attack form. Whenever this type of attack hits you, the GM applies a special wounding multiplier to damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.
Example: A werewolf with Vulnerability (Silver ¥4) is nicked with a silver knife for 1 point of cutting damage. The GM multiplies this by 4 for Vulnerability, giving 4 points of damage, and then multiplies by 1.5 for a cutting attack. The final injury is 6 HP.
Point value depends on the wounding multiplier and the rarity of the attack:
**Vulnerability Table | Wounding Multiplier*
Rarity of Attack | x2 | x3 | x4 |
Rare | -10 points | -15 points | -20 points |
Occasional | -20 points | -30 points | -40 points |
Common | -30 points | -45 points | -60 points |
Very Common | -40 points | -60 points | -80 points |
Multiply the base value to reflect the rarity of the damaging substance or condition:
Rare (e.g., exotic radiation or minerals): x1/2.
Occasional (e.g., microwave radiation, intense normal cold, airborne pollen): x1.
Common (e.g., smoke, nearby magic, horses, loud noises): x2.
Very Common (e.g., sunlight, living plants): x3.
Use the categories under Limited Defenses (p. 46) to assess rarity. The GM has the final say on the rarity of a given attack form. You may not take more than two types of Vulnerability without GM permission.
You cannot have Vulnerability to anything against which you have a specific defense: Resistant, Damage Resistance limited to work only against that attack form, etc. You can have both Vulnerability and Supernatural Durability (p. 89), but this reduces the utility of Supernatural Durability.
Special Limitations
Fatigue Only: You are vulnerable to an attack that drains FP instead of HP, or to some form of mundane fatigue loss (e.g., x2 FP from hot weather). -50%.
Weak Bite (Physical, Exoitic) • -2 points
Your jaw is not structured to make full use of your strength while biting. Calculate biting damage normally, then apply an extra -2 per die. This trait is common for large herbivores (e.g., horses), uncommon for small herbivores and omnivores, and very rare for carnivores.
Weakness (Physical, Exotic) • Variable
You suffer injury merely by being in the presence of a particular substance or condition (which cannot be a food item or something equally easy to avoid). This injury comes off your HP directly, regardless of your DR or defensive advantages. The more quickly you take damage, the more points your Weakness is worth:
** Frequency of Damage** | Value |
1d per minute | -20 points |
1d per 5 minutes | -10 points |
1d per 30 minutes | -5 points |
Example: An anaerobic organism takes 1d per minute from oxygen. The base value of a Weakness that inflicts 1d per minute is -20 points. Since oxygen is “Very Common,” final cost is -60 points.
You may not take more than two types of Weakness without GM Permission.
Special Limitations
Fatigue Only: Your Weakness drains FP instead of HP. -50%.
Variable: Your Weakness is sensitive to received intensity. You may specify one relatively common class of barriers that halves the rate at which you take damage (e.g., heavy clothing or sunscreen, for sunlight). On the other hand, intense sources (GM’s decision) double the rate at which you suffer harm! -40%.
Wealth
see p. 25
Below-average levels of Wealth are a disadvantage; be sure to note them on your character sheet.
Weirdness Magnet (Mental, Supernatural) • -15 points
Strange and bizarre things happen to you with alarming frequency. You are the one demons stop and chat with. Magic items with disturbing properties find their way to you. The
only talking dog on 21st-century Earth comes to you with his problems. Dimensional gates sealed for centuries crack open just so that you can be bathed in the energies released … Or perhaps the entities on the other side invite you to tea.
Nothing lethal happens to you, at least not immediately, and occasionally some weirdness is beneficial. But most of the time it is terribly, terribly inconvenient. People who understand what a Weirdness Magnet is (and that you are one) react to you at -2. The exceptions are parapsychologists, fringe cultists, unhinged conspiracy theorists, and thrill-seekers, who follow you around!
Workaholic (Mental) • -5 points
You tend to drive yourself past your limits, and find it hard to relax and turn away from your work. You always work at least half again as long as a normal working day. This often results in missed sleep (see Missed Sleep, p. 426). Most people regard you with respect at first (+1 to reaction rolls), but you eventually suffer -1 or -2 to reactions – especially from friends and loved ones who rarely get to spend time with you.
Wounded (Physical) • -5 points
You have an open wound that will not completely heal, for whatever reason (botched surgery, backfired healing spell, etc.). You are not missing any HP, but your wound serves as a path for infection and toxins, and may complicate new injuries.
A foe who knows about your wound may deliberately target it, at -7 to hit. Such attacks have a wounding multiplier of 1.5 (that is, you take 50% more damage). Blood agents that reach your wound affect you as if carried on a weapon that broke your skin. You must carefully dress your wound each day (requires a First Aid or Physician roll) or get -3 to all HT rolls to resist infection in a plague-ridden area.
At the GM’s option, you may acquire a wound like this in play due to torture, scalping, etc. Certain wounds have other effects; for instance, scalping would cost you a level of appearance.
Xenophilia (Mental) • -10 points
You are instinctively fascinated and attracted by strangers and aliens, no matter how dangerous or frightening they appear to be. Make a self-control roll whenever you meet someone (or something) like this. If you fail, you assume that this person is interested in interacting with you socially. A xenophile finds himself offering drinks to glaring foreign soldiers, making passes at cute vampires, and shaking tentacles with Things Man Was Not Meant To Know while his companions are pointing weapons or running the other way …
As partial compensation, you get a bonus to Fright Checks when meeting strange creatures
Self-Control Number | Bonus |
6 | +4 |
9 | +3 |
12 | +2 |
15 | +1 |
NPCs with this trait will react to exotic PCs at a similar bonus.
None
None
Qurks
“quirk” is a minor personality trait. It’s not an advantage and it’s not necessarily a disadvantage – it’s just something unique about your character. For instance, a major trait like Greed is a disadvantage. But if you insist on being paid in gold, that’s a quirk. You may take up to five quirks at -1 point apiece … and if you do, you will have five more points to spend. You can also “buy off” a quirk later on by paying 1 point but as a rule, you shouldn’t do that. Quirks might have a small cost, but they are a big part of what makes a character seem “real”!
Mental Quirks are minor personality traits. However, you must roleplay them. If you take the quirk “Dislikes heights,” but blithely climb trees and cliffs whenever you need to, the GM will penalize you for bad roleplaying.
To qualify as a mental quirk, a personality trait must meet one of two criteria: It requires a specific action, behavior, or choice on your part from time to time; or it gives you a small penalty very occasionally, or to a narrow set of actions.
Physical Quirks are physical disadvantages that are only mildly or rarely limiting. They do not require roleplaying, but they give specific, minor penalties in play.
Skills
A “skill” is a particular kind of knowledge; for instance, karate, physics, auto mechanics, or a death spell. Every skill is separate, though some skills help you to learn others. Just as in real life, you start your career with some skills and can learn more if you spend time training.
A number called “skill level” measures your ability with each of your skills: the higher the number, the greater your skill. For instance, “Shortsword-17” means a skill level of 17 with the shortsword. When you try to do something, you (or the GM) roll 3d against the appropriate skill, modified for that particular situation. If the number you roll is less than or equal to your modified score for that skill, you succeed! But a roll of 17 or 18 is an automatic failure. For more on skill rolls, modifiers, success, and failure.
Controlling Attribute
Each skill is based on one of the four basic attributes. Your skill level is calculated directly from this “controlling attribute”: the higher your attribute score, the more effective you are with every skill based on it! If your character concept calls for many skills based on a given attribute, you should consider starting with a high level in that attribute, as this will be most cost-effective in the long run.
ST-based skills depend wholly on brawn, and are very rare.
DX-based skills rely on coordination, reflexes, and steady hands.
IQ-based skills require knowledge, creativity, and reasoning ability.
HT-based skills are governed by physical fitness.
Difficulty Level
Some fields demand more study and practice than others. GURPS Lite uses three “difficulty levels” to rate the effort required to learn and improve a skill. The more difficult the skill, the more points you must spend to buy it at a given skill level.
Easy skillsare reasonably well after a short learning period.
Average skills include most combat skills, mundane job skills, and the practical social and survival skills that ordinary people use daily.
Hard skills require intensive formal study or training.
Technology Level
Certain skills are different at each tech level (see Technology Level, p. 7) and are designated by “/TL.” When you learn such a skill, you must learn it at a specific tech level (TL). Always note the TL when you write down such a skill. Navigation/TL2 (consult the stars and an astrolabe) is nothing like Navigation/TL8 (get your location off a GPS receiver).
You learn technological skills at your personal TL. You may also choose skills from a lower TL. You can only learn skills from a higher TL in play – and only if you have a teacher and the skill is not based on IQ. To learn IQ-based technological skills from a higher TL, you must first raise your personal TL.
Buying Skills
Most skills have a “default level”: the level at which you use the skill if you have no training. A skill has a default level if it is something that everybody can do … a little
bit. As a general rule, a skill defaults to its controlling attribute at -4 if Easy, -5 if Average, or -6 if Hard.
Some skills have no default level. For instance, Karate is complex enough that you cannot use it at all without training.
The Rule of 20
If a skill defaults to a basic attribute that is higher than 20, treat that attribute as 20 when figuring default skill. Superhuman characters get good defaults, but not super ones.
Who get's defaults?
Only individuals from a society where a skill is known may attempt a default roll against that skill. For instance, the default for Scuba skill assumes you are from a world where scuba gear exists and where most people would have some idea – if only from TV – of how to use it. A medieval knight transported to the 21st century would not get a default roll to use scuba gear the first time he saw it!
Prerequisites
Some skills have other skills as prerequisites. This is the case when an advanced skill is based on, and in some ways an outgrowth of, a basic one. To study the advanced skill, you must have at least one point in the prerequisite skill.
Certain skills also require that you know a prerequisite skill at a minimum skill level. Where this is the case, you must spend the points required to learn the prerequisite skill at the specified level before you can learn the advanced skill.
A few skills have advantages as prerequisites. In order to learn such a skill, you must possess the required advantage. If you do not have the advantage, and cannot acquire it in play, you can never learn that skill.
Familiarities
Any skill used to operate equipment – e.g., Beam Weapons/TL11 (Pistol) or Driving/TL7 (Automobile) – takes a penalty when you are faced with an unfamiliar type of item. For instance, if you were trained on a laser pistol, a blaster pistol would be “unfamiliar.” Assume that an unfamiliar piece of equipment gives -2 to skill except where an individual skill description specifies otherwise.
In general, if you have the skill to use a piece of equipment, you are considered familiar with a new make or model after you have had eight hours of practice with it. Some skills require more or less practice than this, so be sure to read the skill description.
Skill Point Cost Learning Chart & Skill Level to Probability Success Chart
|
Accounting • IQ/Hard
Defaults: IQ-6, Finance-4, Mathematics (Statistics)-5, or Merchant-5.
This is the ability to keep books of account, to examine the condition of a
business, etc. A successful Accounting roll (requires at least two hours of study, and possibly months to audit a large corporation) can tell you whether financial records are correct, and possibly reveal evidence of forgery, tampering, and similar criminal activity.
Modifiers: The time modifiers under Time Spent (p. 346) often apply; the Talents (p. 89) of Business Acumen and Mathematical Ability both provide a bonus.
Acrobatics • DX/Hard
Default: DX-6
This is the ability to perform gymnastic stunts, roll, take falls, etc. This can be handy on an adventure, as tightrope walking, human pyramids, and trapeze swinging all have useful applications. Each trick requires a separate skill roll, at whatever penalties the GM sees fit. If you are performing stunts on a moving vehicle or mount, roll against the lower of Acrobatics and the appropriate Driving or Riding skill.
You may substitute an Acrobatics roll for a DX roll in any attempt to jump, roll, avoid falling down, etc. As well, you may attempt an Acrobatic Dodge in combat – a jump or roll that avoids an attack in a flashy way (see Acrobatic Dodge. Finally, a successful Acrobatics roll will reduce the effective distance of any fall by five yards (see Falling, p. 431).
Two special versions of Acrobatics are also available:
Aerobatics: The ability to execute tight turns, loops, power dives, etc. in flight. You must be able to fly to learn this skill – although how you fly (magic, wings, jet pack, etc.) is irrelevant. Natural fliers might find flight to be as effortless as humans find walking, but they must still learn Aerobatics in order to engage in complex acrobatics. Add +2 to skill if you have 3D Spatial Sense.
Aquabatics: The ability to engage in underwater acrobatics. Prerequisites: Swimming, or the Amphibious advantage or the Aquatic disadvantage
//Acrobatics, Aerobatics, and Aquabatics default to one another at -4. Add +1 to these three skills if you have Perfect Balance //
Acting • IQ/Average
Defaults: IQ-5, Performance-2, or Public Speaking-5.
This is the ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time. A successful Acting roll lets you pretend to feel something that you do not. The GM may also require an Acting roll whenever you try to fool someone, play dead in combat, etc.
Impersonation is a special type of acting. To impersonate someone, you must first successfully disguise yourself (see Disguise) – unless your victims cannot see you!
Note that Acting is not the same Fast-Talk (the art of the “quick con”) or Performance (the skill of screen and stage acting).
Administration • IQ/Average
Defaults: IQ-5 or Merchant-3.
This is the skill of running a large organization. It is often a prerequisite for high Rank. A successful Administration roll gives you a +2 reaction bonus when dealing with a bureaucrat, and allows you to predict the best way to go about dealing with a bureaucracy.
Alchemy/TL • IQ/Very Hard
Defaults: None.
This is the study of magical transformations and transmutations. In a magical game world, an alchemist would be able to identify concoctions with magical effects (“elixirs”), such as love potions and healing unguents, and prepare them from suitable ingredients. This is a mechanical process, using the mana inherent in certain things; therefore, those without Magery can learn and use Alchemy, and Magery confers no benefit.
Animal Handling† • IQ/Average
Default: IQ-5.
This is the ability to train and work with animals. You must specialize in acategory of animals – the more intelligent the animals, the narrower the category. Examples of interest to adventurers: Big Cats (jaguars, lions, tigers, etc.), Dogs, Equines (horses and donkeys), and Raptors (eagles, falcons, and hawks). The default between specialties is -2 within the same order (e.g., Dogs to Big Cats), -4 across orders (e.g., Dogs to Equines), and -6 for larger differences (e.g., Dogs to Raptors).
To train an animal, make an Animal Handling roll once per day of training. A failed roll means the animal learned nothing; a badly failed roll means you are attacked. The time it takes to train an animal depends on the beast’s intelligence and tractability
When working with a trained animal, roll against skill for each task you set the animal. This roll is at -5 if the animal is not familiar with you, -5 if the circumstances are stressful to the animal, and -3 or more if the task is a complex one. To put on an entertaining circus act, snake-charming show, etc., you must make a separate Performance roll!
This skill can also (sometimes) be used to quiet a wild, dangerous, or untrained animal. This roll is at -5 if the creature is wild or very frightened, or -10 if it is a man-eater or man-killer
Finally, this skill gives an advantage in combat against animals within your specialty. If you have Animal Handling at level 15, an animal’s attack and defense rolls are at -1 against you, because you can predict its behavior. At skill 20, the animal’s rolls are at -2.
Anthropology† • IQ/Hard
Defaults: IQ-6, Paleontology (Paleoanthropology)-2, or Sociology-3.
This is the science of evolution and culture. An anthropologist is knowledgeable in the ways of primitive (and not-so-primitive) societies. An Anthropology roll might explain, or even predict, unusual rituals and folk customs. This skill requires specialization by species (if left unspecified, assume the anthropologist’s own species). Specialties usually default to one another at -2 to -5, although there may be no default for completely alien species.
Archaeology • IQ/Hard
Default: IQ-6.
This is the study of ancient civilizations. An archaeologist is at home with excavations, old potsherds, inscriptions, etc. An Archaeology roll lets you answer questions about ancient history, or identify artifacts and dead languages. It might even reveal information relating to the occult; e.g., Ancient Secrets and Things Man Was Not Meant To Know.
Architecture/TL • IQ/Average
Defaults: IQ-5 or Engineer (Civil)-4.
This is the ability to design buildings, and to deduce the design of buildings from their function (and vice versa). A successful Architecture roll lets you learn things about a strange building, find a secret room or door, etc.
Modifiers: -2 if the building is of a strange type; -5 if it is alien.
Area Knowledge †
Defaults: IQ-4 or Geography (Regional)-3*
* You have an IQ default only for Area Knowledge of a place where you live or once lived. Geography only gives a default for Area Knowledge of the specialty region.
This skill represents familiarity with the people, places, and politics of a given region. You usually have Area Knowledge only for the area you consider your “home base,” whether that’s a single farm or a solar system. If information about other areas is available, the GM may allow you to learn additional Area Knowledge skills.
The GM should not require Area Knowledge rolls for ordinary situations; e.g., to find the blacksmith, tavern, or your own home. But he could require a roll to locate a smith to shoe your horse at 3 a.m., or to find the best ambush spot along a stretch of road. “Secret” or obscure information might give a penalty, require a Hidden Lore skill, or simply be unavailable – GM’s decision. For instance, Area Knowledge of Washington, D.C. gives you the location of the Russian Embassy, but not the KGB’s current safe house.
The information covered by Area Knowledge often overlaps such skills as Current Affairs, Geography, Naturalist, and Streetwise. The difference is that Area Knowledge works for a single area: you know the habits of this tiger or gang boss, but have no special insight into tigers or gangs in general.
You can learn Area Knowledge for any sort of area. The larger the territory, the less “personal” and more general your knowledge becomes. Almost everyone will have Area Knowledge of some type. The “canonical” area classes are:
Neighborhood: For an urban area: the residents and buildings of a few city blocks. For a rural area: the inhabitants, trails, streams, hiding places, ambush sites, flora, and fauna of a few hundred acres.
Village or Town: All important citizens and businesses, and most unimportant ones; all public buildings and most houses.
City: All important businesses, streets, citizens, leaders, etc. Barony, County, Duchy, or Small
Nation: General nature of its settlements and towns, political allegiances, leaders, and most citizens of Status 5+. Large Nation: Location of its major cities and important sites; awareness of its major customs, ethnic groups, and languages (but not necessarily expertise); names of folk of Status 6+; and a general understanding of the economic and political situation.
Planet: As for a large nation, but more general; knowledge of people of
Status 7+ only. Interplanetary State: Location of major planets; familiarity with all known races (but not necessarily expertise); knowledge of people of Status 7+; general understanding of the economic and political situation.
Galaxy: Location of the capitals of interplanetary states and the homeworlds of major races; general awareness of all major races; knowledge of individuals of Status 8; general understanding of relations between interplanetary states. Area Knowledge for anything larger than a galaxy would be meaninglessly vague.
Your IQ-4 default applies to any of these classes, as long as you have lived in the area. Defaults are limited by “common knowledge” at your tech level! A TL0 hunter would have a default for every level up to “Village or Town,” while a TL8 student would have defaults up to “Planet” level. You must live in an interplanetary or interstellar state to have defaults for levels above “Planet.”
In some game worlds, Area Knowledge specialties may exist for parallel realities and other dimensions – Area Knowledge (Cyberspace), Area Knowledge (Dream Realms), etc. The knowledge such skills provide is left to the GM’s judgment.
Armoury/TL† • IQ/Average
Defaults: IQ-5 or Engineer (same)- 4.
This is the ability to build, modify, and repair a specific class of weapons or armor. (It does not include skill at design; for that, see Engineer, p. 190.) A successful roll lets you find a problem, if it isn’t obvious; a second roll lets you repair it. Time required is up to the GM.
You must specialize in one of the following fields:
Battlesuits: All kinds of powered armor, along with any built-in weaponry.
Body Armor: Any kind of unpowered personal armor (but not shields).Also defaults to Smith (Bronze)-3 at TL1, to Smith (Iron)-3 at TL2-4, and to Machinist-3 at TL5+.
Force Shields: Any kind of force screen or deflector – be it personal or vehicular. This is the same skill as Electronics Repair (Force Shields).
Heavy Weapons: All weapons used with the Artillery and Gunner skills. Melee Weapons: Any weapon used with a Melee Weapon or Thrown Weapon skill, as well as all kinds of shields. Also defaults to Smith (Bronze)-3 at TL1, to Smith (Iron)-3 at TL2-4, and to Machinist-3 at TL5+.
Missile Weapons: Man-portable, pre-gunpowder projectile weapons of all kinds – bows, crossbows, slings, etc
Small Arms: All weapons used with the Beam Weapons and Guns skills. Also defaults to Machinist-5 at TL5+.
//Vehicular Armor: //All kinds of armored vehicle hulls.
Most specialties default to one another at -4 – but above TL4, there is no default between Armoury specialties dealing with armor and Armoury specialties dealing with weapons. The technologies covered by each specialty vary with TL. For instance, Armoury (Small Arms) covers black-powder small arms at TL4, repeating small arms that fire cartridges at TL6, “smart” infantry weapons at TL8, and portable beam weapons at TL10.
The GM should strictly enforce penalties for unfamiliarity. Armoury/TL10 (Small Arms) might cover both beam weapons and portable railguns, but going from one to the other gives you -2 to skill until you familiarize yourself with all the differences.
Artillery/TL† • IQ/Average
Default: IQ-5.
This is the ability to use a heavy weapon, such as a trebuchet or a howitzer, for indirect fire – that is, to put fire onto a target area via a high ballistic arc or similar path. For direct fire, use Gunner skill. Roll against Artillery skill to bombard the target.
Loaders can make ST-based Artillery rolls to improve the rate of fire of certain crew-served heavy weapons. See the appropriate weapon description for details.
You must specialize by weapon type. The available specialties vary by TL, but include one or more of:
//Beams: //Any kind of heavy energy weapon that is fired from orbit, bounced off a mirror, or otherwise used against targets you cannot see.
Bombs: All kinds of unpowered, free-falling munitions.
Cannon: Any kind of heavy projectile weapon – bombard, howitzer, naval gun, etc.
Catapult: Any kind of indirect-fire mechanical siege engine, such as a trebuchet. Guided Missile: Any kind of seeking or remotely piloted missile.
Torpedoes: Any kind of powered underwater projectile.
There is no default between specialties, some of which (e.g., Torpedoes) cover weapons that bear little or no resemblance to true artillery. Artillery is a single skill only because all the weapons it covers use the same rules.
The weapons covered by each specialty will vary by TL. For instance, Artillery (Cannon) would cover primitive bombards at TL3, brass cannon at TL4, breech-loading howitzers at TL6,
and orbital railguns at TL9 +.
Familiarity is crucial here! Artillery (Cannon) covers both 81mm infantry mortars and 406mm naval guns, but going from one to the other will give -2 for weapon type (81mm vs. 406mm), -2 for fire-control (visual spotting vs. fire-direction center), and -2 for mount (bipod vs. naval turret), for am total of -6 to skill until you familiarize yourself with all the differences.
Note that Forward Observer skill is generally required to designate targets for Artillery skill.
Modifiers: All relevant combat modifiers; -2 for an unfamiliar fire control system (e.g., map coordinates when you’re used to satellite imagery) or mount (e.g., a naval turret when you’re used to emplaced guns), or for an unfamiliar weapon of a known type (e.g., 155mm when you are used to203mm); -4 or more for a weapon in bad repair.
Artist† • IQ/Hard
Default: IQ-6.
This skill represents talent at a visual art. A successful roll might let you create a recognizable likeness of a person or an object, or a work beautiful enough to sell (the GM should notallow a default roll for this use!). Time required is up to the GM.
Artist is based on IQ, but there are many situations in which the GM could logically ask for a DX-based roll, in which case modifiers for High Manual Dexterity or Ham- Fisted would apply. In rare cases, even a ST-based Artist roll might make sense – for instance, to work with a physically tough material
You must specialize in an art form. Common specialties include:
Body Art: Tattooing, piercing, and scarification. Both this specialty and Painting suffice for henna or temporary tattoos, but cosmetic surgery requires Surgery skill.
Calligraphy: Beautiful and decorative handwriting. You need not be literate!
Drawing: All forms of charcoal, ink, pastel, and pencil work.
Illumination: Decorating written text with miniature paintings and pictures.
Illusion: Creating believable or evocative illusions. Prerequisite: magical or psionic illusion ability of some kind.
Illusion: Creating believable or evocative illusions. Prerequisite: magical or psionic illusion ability of some kind.
Interior Decorating: Creating pleasing building interiors by selecting appropriate paints, fixtures, and furniture. Default: Architecture-3.
Painting: All forms of painting, whether on paper, canvas, or a wall, and whether with tempera, oil-based paint, or something more exotic (like blood).
Pottery: Working with various sorts of ceramics – especially clay.
Scene Design: Designing sets for the stage. Default: Architecture-3.
Sculpting: Creating three-dimensional art from ivory, stone, metal, etc.
Woodworking: All forms of fine woodwork, including cabinet-making and decorative carving. Default: Carpentry-3.
Calligraphy, Drawing, Illumination, and Painting default to one
another at -2, and to or from Body Art at -4. Interior Decorating, Scene Design, and Woodworking default among themselves at -4. All other Artist specialties default to one another at -6.
An artist of any kind can take a further optional specialty in a particular medium or technique.
Many Artist specialties are used to earn a living rather than to create fine art, and some people regard them as “craft” skills, not “art” skills. It is up to you whether you focus on beauty, realism, or functionality.
Modifiers: Equipment modifiers; -2 if the medium is unfamiliar (e.g., tempera when you are used to oils); -5 if the medium is difficult (e.g., marble, for a sculptor).
Astronomy/TL • IQ/Hard
Default: IQ-6.
Prerequisite: Mathematics
(Applied).
This is the study of stars and other extra planetary objects. An astronomer could answer questions about the Sun, the planets of the solar system, etc. An amateur who can locate stars and use a telescope, but not perform involved calculations, has an optional specialty: Astronomy (Observational). This specialty does not require Mathematics as a prerequisite.
Autohypnosis • Will/Hard
Default: Meditation-4.
This skill allows you to tap reserves of inner strength by entering a trancelike state. It requires a concentration period of (20 - skill) seconds, minimum one second. You cannot talk or move during the initiation of the trance state. A successful skill roll allows you to do one of the following: Improve Concentration. You get +2 to skill to perform a specific, lengthy mental task (e.g., break a code or write a computer program), but -2 to all unrelated IQ, Perception, and skill rolls. The task must be a relatively sedate one, done in a quiet place (library, lab, monastery, or placid wilderness).
Increase Will. You get +2 to Will (+5 on a critical success) for one hour. This applies to all attempts to resist interrogation, torture, or magical or psionic attack. This roll is at -2. Negate Pain/Fatigue. Cancels the negative effects of being reduced to less than 1/3 of your FP or HP (but not the fatigue or injury itself). This roll is at -4, and you may only make one attempt per hour.
Beam Weapons/TL† • DX/Easy
Default: DX-4.
This is the ability to use beam small arms. You must specialize by
weapon type:
Pistol: Any handgun that fires an energy or particle beam.
Projector: Any energy weapon that emits an area-effect cone or field.
Rifle: Any long arm that fires an energy or particle beam. These specialties default to one another at -4. Treat specific beam types (blaster, laser, stunner, etc.) as familiarities. Other modifiers are as per Guns. In settings with both beam and projectile weapons, the Pistol and Rifle specialties of Beam Weapons default to the similarly named Guns specialties at -4, and vice versa. See Artillery and Gunner for heavier beam weapons.
Bicycling • DX/Easy
Defaults: DX-4 or Driving
(Motorcycle)-4.
This is the ability to ride a bicycle long distances, at high speeds, in rallies, etc. Roll at +4 if all you want to do is struggle along without falling off. An IQ-based Bicycling roll allows you to make simple repairs, assuming tools and parts are available.
Bioengineering/TL† • IQ/Hard
Default: Biology-5.
This is the ability to engineer living organisms with specific characteristics, or to create biotechnological products. You must specialize:
Cloning: The creation and growth of clones.
Genetic Engineering: The manipulation and modification of genes
Tissue Engineering: The manufacture of organs and tissues. These specialties default to each other at -4.
Biology/TL† • IQ/Very Hard
Defaults: IQ-6 or Naturalist-6.
This is the scientific study of the structure, behavior, and habitats of living organisms. You must specialize in the life of a particular planet type (see box). If you do not specify a planet type, your native planet type is assumed. The IQ default applies only to the planet type you grew up on. The default between different planet-type specialties is -4.
At TL6+, most biologists have an optional specialty as well. The most common options are biochemistry (the study of the chemical reactions that sustain life), botany (the study of plants), ecology (the study of environments), genetics (the study of heredity and genomes), marine biology (the study of ocean life), microbiology (the study of microscopic organisms), and zoology (the study of animals), but more obscure specialties are possible.
Blind Fighting • Per/Very Hard
Defaults: None.
Prerequisites: Trained By A Master
or Weapon Master.
You have learned to fight blindfolded or in absolute darkness. As a result, you can “sense” your targets without having to see them.
This skill enables you to use senses other than vision – mainly hearing, but
also touch and even smell – to pinpoint exactly where your opponents are. A successful roll allows one melee attack or active defense without any penalties for lighting (even total darkness), blindness (temporary or permanent), or an invisible foe. However, attacks made in total darkness, while blind, or against invisible enemies have an extra -2 to target specific hit locations. If you also know Zen Archery, you can shoot targets without seeing them by making rolls on both skills at -6.
An opponent who knows you possess this ability can foil it by winning a Quick Contest of Stealth-4 vs. your Blind Fighting each turn. If he wins, you cannot detect him. However, Invisibility Art never works on you; it is completely useless against this skill.
Modifiers: Background noise gives a penalty: -1 for rain, -2 for heavy rain or a storm, -3 for a crowded, noisy area or heavy machinery, -4 for a full football stadium, or -5 in the middle of an artillery barrage. If you cannot hear at all, the roll is at -7, but you may still attempt a roll, as the skill is not completely based on hearing. Add your level of Acute Hearing to the roll. Add the higher of your ESP Talent or Telepathy Talent.
Blowpipe • DX/Hard
Default: DX-6.
This is the ability to use a blowpipe. You can use this weapon to shoot small, usually poisoned, darts. You can also use it to blow powders at targets within one yard. Treat this as a melee attack, not as a ranged attack. Such attacks are always at +2 to hit. Modifiers: -2 and up for wind, if outdoors.
Boating/TL† • DX/Average
Defaults: DX-5 or IQ-5.
This is the ability to handle a specific type of small watercraft. For large vessels that require multiple crewmen on a “bridge,” use Seamanship and Shiphandling
Make a roll to get underway, to dock, and whenever you encounter a hazard. If using this skill at default, also roll when you first enter the boat – to avoid falling in the water! You must specialize:
Motorboat: Any open powerboat – notably speedboats and any of the boats used with the Sailboat or Unpowered specialty when outfitted with an outboard motor. Defaults: Large Powerboat-2, Sailboat-3, or Unpowered-3.
Sailboat: Any small watercraft moving under sail. Defaults: Large Powerboat-4, Motorboat-3, or Unpowered-3.
Unpowered: Any small watercraft that relies on muscle power, whether it is paddled, rowed, or poled. Includes canoes, rowboats, and rafts. Defaults: Large Powerboat-4, Motorboat-3, or Sailboat-3.
Modifiers:-2 for an unfamiliar boat within your specialty (e.g., a kayak when you’re used to a rowboat); -3 or worse for foul weather, navigational hazards, etc.
Body Control • HT/Very Hard
Defaults: None.
Prerequisites: Trained By A Master,
Breath Control, and Meditation.
This ability lets you affect involuntary bodily functions such as heart rate, blood flow, and digestion. One use of this skill is to enter a deathlike trance, during which only those who can win a Quick Contest of Diagnosis vs. your Body Control skill even realize that you are alive. This requires (30 - skill) seconds of concentration, minimum
one second.
You can also use this skill to flush poisons from your body. To do so, you must first roll against Poisons (or Alchemy, Pharmacy, etc., as appropriate) to identify the poison. You cannot attempt this roll until you know you have been poisoned. In most cases, you only discover this when the first symptoms show! A successful Body Control roll – adjusted by any modifier to the HT roll to resist the poison – flushes the poison in 1d hours, after which it has no further effect.
Finally, you may use the higher of this skill and basic HT to resist any Affliction, magic spell, or psionic attack that is normally resisted by HT.
Body Language • Per/Average
Defaults: Detect Lies-4 or Psychology-4.
This is the ability to interpret a person’s facial expressions and body posture in order to gauge his feelings. You can use it like the Empathy advantage or Detect Lies skill, but only on a subject you can see. You can also use it to get a rough idea of what a party member is doing or about to do in a situation where he cannot communicate with you directly (for instance, when using Stealth). You can only observe one subject at a time.
The ability to read body language in combat is a standard part of any Melee Weapon or unarmed combat skill; see Feint.
Modifiers: All Vision modifiers; physiology modifiers (see box); +4 if your subject is Easy to Read. Anything that makes the subject harder to “read” gives a penalty:baggy clothing gives -1, a shield or a voluminous cloak gives from -2 to -4, and a mask gives -5 (and makes it impossible to use this skill if you cannot see the rest of the body!).
Body Sense • DX/Hard
Defaults: DX-6 or Acrobatics-3.
This is the ability to adjust quickly after teleportation or similar “instant movement.” A successful roll lets you act normally on your next turn. A failed roll means disorientation: you may take no action other than defense for one turn. A critical failure means you fall down, physically stunned! Modifiers: +3 for either level of Absolute Direction. -2 if you changed facing, or -5 if you went from vertical to horizontal or vice versa (you cannot change posture during a teleport – only orientation).
Bolas • DX/Average
Defaults: None.
This is the ability to throw the bolas: a length of cord with two or more weights attached. Its primary uses are to stop herd animals and to hunt small game, but it can also entangle opponents in combat. See Special Ranged Weapons for bolas rules.
Bow • DX/Average
Default: DX-5.
This is the ability to use the longbow, short bow, and all similar bows. It also covers the compound bow, although a person who had never seen a compound bow would suffer a -2 unfamiliarity penalty.
Boxing • DX/Average
Defaults: None.
This is the skill of trained punching. Roll against Boxing to hit with a punch. Boxing does not improve kicking ability – use Brawling or Karate for that. Boxing improves damage: if you know Boxing at DX+1 level, add +1 per die to basic thrust damage when you calculate punching damage. Add +2 per die if you know Boxing at DX+2 or better! Work out damage ahead of time and record it on your character sheet.
When you defend with bare hands, Boxing allows you to parry two different attacks per turn, one with each hand. Your Parry score is (skill/2) + 3, rounded down. Boxing parries are at -2 vs. kicks and -3 vs. weapons other than thrusting attacks. Boxing also gives an improved retreating bonus
when you parry; see Retreat. For more on barehanded parries, see Parrying Unarmed.
Brainwashing/TL • IQ/Hard
Defaults: Special.
Prerequisite: Psychology.
This is the “black art” of technological personality alteration and mind control. Only intelligence, military, and security services teach it – and only to individuals with suitable Rank or Security Clearance. Even then, it is rare outside police states (except perhaps during wartime).
Brainwashing encompasses many techniques – some proven, others little better than witchcraft. Depending on the setting, these might include drugs, electroshock, hypnotism, sensory deprivation, sleep deprivation, social pressure, subliminal messages, or surgery
… and most likely a combination of several of these.
Regardless of the techniques employed, brainwashing is handled as a Regular Contest (not a Quick
Contest) between Brainwashing skill and the victim’s Will. Roll once per day. Obviously, the brainwasher has a tremendous advantage: even if the victim wins this time, it is only a matter of time before he slips.
Results depend on how effective the GM deems brainwashing to be, but might include insanity, personality alteration, or suggestions that can be triggered by future events. In game terms, the victim can acquire almost any mental quirk or disadvantage.
In settings where neural interfaces exist, it might be possible to “hack” the victim’s brain using a computer. This takes only a fraction of a second per attempt! Brain Hacking should be treated as its own skill, with Computer Hacking instead of Psychology as a prerequisite.
This skill normally has no default. However, GMs who wish to explore the gory details can specify the techniques used in their campaign and have Brainwashing default to one or more of Electronics Operation (Medical)-6, Hypnotism-6, Interrogation-6, Pharmacy-6, Psychology-6, or Surgery- 6, as appropriate.
Brawling • DX/Easy
Default: None
This is the skill of “unscientific” unarmed combat. Roll against Brawling to hit with a punch, or Brawling-2 to hit with a kick. Brawling can also replace DX when you attack with teeth, claws, horns, or other “natural weapons.”
Brawling improves damage: if you know Brawling at DX+2 level or better, add +1 per die to basic thrust damage when you calculate damage with Brawling attacks – punches, kicks, claws, bites, etc. Work out damage ahead of time and record it on your character sheet.
Brawling includes the ability to use the blackjack or sap. An attack with such a fist load is considered a punch at +1 to damage.
When you defend with bare hands, Brawling allows you to parry two different attacks per turn, one with each hand. Your Parry score is (skill/2) + 3, rounded down. Brawling parries are at -3 vs. weapons other than thrusting attacks. For more on barehanded parries, see Parrying Unarmed.
Breaking Blow •IQ/Hard
Defaults: None.
//Prerequisite: //Trained By A Master. This skill allows you to find the weakest spot in any object when making a barehanded attack. Each attack requires a separate Breaking Blow roll. Roll against skill after you hit. Breaking Blow costs 1 FP per attempt, whether or not you hit.
On a success, your attack gains an armor divisor of (5) against any braced, inanimate, homogenous target (see Injury to Unliving, Homogenous, and Diffuse Targets, and you may treat the target as if it were Fragile (Brittle) for this one attack.
In a cinematic game, you are not limited to inanimate targets. Your
armor divisor affects any artificial armor or force field (not natural DR), and you may treat homogenous opponents as if they were Fragile (Brittle)! On a failure, your attack gains no special benefits. On a critical failure, you do the damage to your own hand or foot.
Modifiers: -10 if used instantly, dropping to -5 after 1 turn of concentration, -4 after 2 turns, -3 after 4 turns, -2 after 8 turns, -1 after 16 turns, and no penalty after 32 turns. -1 if your target is wood or plastic, -3 if brick or stone, or -5 if metal or hightech composites.
Breath Control • HT/Hard
Defaults: None.
This is the ability to breathe at maximum efficiency. On a successful skill roll, you can increase the time you can hold your breath for any reason (e.g., underwater) by 50%, or regain one FP in only two minutes (you cannot combine this with magic spells that restore FP).
Camouflage • IQ/Easy
Defaults: IQ-4 or Survival-2.
This is the ability to use natural materials, special fabrics and paints, etc. to hide yourself, your position, or your equipment. To see through your camouflage, an observer must win a
Quick Contest of Vision or Observation skill vs. your Camouflage skill. Depending on the circumstances, successful camouflage might hide its subject entirely or merely blur its outlines to make it harder to hit (-1 to attacker’s skill). Camouflage will not improve your Stealth roll, but if you fail a Stealth roll while camouflaged, those who heard you must still see through your camouflage to see you.
Modifiers: Equipment modifiers . Apply a penalty equal to the
Size Modifier of a large object (e.g., -5 for a tank with SM +5). This makes it difficult to camouflage large objects, but remember that distant observers suffer large Vision penalties for range
– see Vision.
Carousing • HT/Easy
Default: HT-4.
This is the skill of socializing, partying, etc. A successful Carousing roll, under the right circumstances, gives you a +2 bonus on a request for aid or information, or just on a general reaction. A failed roll means you made a fool of yourself in some way; you get a -2 penalty on any reaction roll made by those you caroused with. If you do your carousing in the wrong places, a failed roll can have other dangers!
Modifiers: Up to +3 for buying drinks or other entertainment for your fellow carousers; -3 for Killjoy; -3 for Low Empathy; -1 to -4 for Shyness.
Carpentry • IQ/Easy
Default: IQ-4.
This is the ability to build things out of wood. A successful roll lets you do one hour’s worth of competent carpentry. A failed roll means the work was bad. The GM may require Dxbased Carpentry rolls for certain kinds of fine work.
Modifiers: Equipment modifiers; +5 if you are being supervised or assisted by someone with skill 15 or better.
Cartography/TL • IQ/Average
Defaults: IQ-5, Geography (any) -2, Mathematics (Surveying)-2, or Navigation (any)-4.
This is the ability to create and interpret maps and charts. Roll against this skill to map any location as you move through it. At TL7+, this skill includes knowledge of computer mapping techniques and generating maps from sensor information.
Chemistry/TL • IQ/Hard
Default: IQ-6 or Alchemy-3.
This is the study of matter. A chemist can identify elements and simple compounds (but not necessarily drugs, magical substances, etc.). Given proper equipment, he could conduct complex analyses and syntheses.
Climbing • DX/Average
Default: DX-5.
This is the ability to climb mountains, rock walls, trees, the sides of buildings, etc. See Climbing for details.
Modifiers: +2 for Brachiator; +3 for Flexibility or +5 for Double- Jointed; +1 for Perfect Balance; a penalty equal to encumbrance level (e.g., -1 for Light encumbrance).
Cloak • DX/Average
Defaults: DX-5, Net-4, or Shield (any)-4.
This is the skill of using a cloak or a cape as a weapon. It covers the use of two types of cloak: the waist-length “light cloak” (any cloak, cape, or coat weighing less than 5 lbs.) and the fulllength “heavy cloak” (any cloak weighing 5 lbs. or more).
Offensively, you can use a cloak to entangle an opponent – see Special Melee Weapon Rules for details. You can also snap a cloak in your opponent’s face or simply use it to block his vision, either of which counts as a Feint maneuver.
Defensively, a cloak works much like a shield. It provides a Defense Bonus (+1 if light, +2 if heavy) and gives a Block defense equal to (skill/2) + 3, rounded down. A cloak is not as robust as a shield, though! A light cloak has only DR 1 and 3 HP, while a heavy cloak has DR 1 and 5 HP.
Combat Art or Sport • DX/Varies
Defaults: Special.
You can opt to learn most combat skills in nonlethal forms aimed at either exhibition (Combat Art skill) or competition (Combat Sport skill). Combat Art skills emphasize graceful movements and perfect stances. Since these skills still give a default to full-fledged, lethal combat skills (see below), they are a logical choice for Pacifists who want some combat ability Combat Sport skills concentrate on speed of movement and nondamaging attacks. A failed skill roll means a foul that might disqualify you from a tournament!
You can make an IQ-based roll against Combat Sport to recall basic tournament rules, but to become a qualified judge or referee, learn the relevant Games skill.
Combat Art and Sport skills are DX-based, with the same difficulty level and defaults as the corresponding combat skill. A combat skill, its Art form, and its Sport form default among themselves at -3. For instance, Staff Art and Staff Sport are DX/Average skills that default to DX-5, just like Staff skill. A fighter with Staff at 15 would have default Staff Art and Staff Sport skills of 12, while an athlete with Staff Sport at 15 would have Staff and Staff Art skills at 12 by default
Computer Hacking /TL • IQ/Very Hard
Defaults: None. //
Prerequisite: Computer Programing//
This is the skill of gaining illegal access to a computer system – usually using another computer over a communications network. A successful Computer Hacking roll allows you to gain surreptitious access to a system, or to find (or change) information on a system you have already broken into. On a critical failure, you fail to gain access and leave some sort of incriminating evidence of your attempt.
This skill is cinematic, and simulates the way computer intrusion works in many movies and novels. It does not exist in realistic settings! Realistic “hackers” should learn a combination of Computer Operation (to exploit OS loopholes and run intrusion software), Computer Programming (to write intrusion software), Cryptography, Electronics Operation (Communications or Surveillance), Electronics Repair (Computers), Fast-Talk (to convince legitimate users to reveal passwords),Research (to find documented security holes), and Scrounging (to “Dumpster dive” for manuals, passwords on discarded sticky notes, etc.).
Modifiers: Equipment modifier. -1 to -10 if you have been away from the field for a long time and have not had a chance to become familiar with the changes. Security measures give a penalty, from -1 for the cheapest commercial security software to -15 for the latest technology. Some measures resist your intrusion attempt; treat this as a Quick Contest of Hacking vs. the effective skill of the defenses.
Computer Operation/TL • IQ/Easy
Default: IQ-4.
This is the ability to use a computer: call up data, run programs, play games, etc. It is the only computer skill needed by most end users. Learn Computer Programming (below) to write software and Electronics Repair (Computers) to troubleshoot hardware.
This skill only exists in game worlds with computers. Individuals from settings without computers cannot even use it by default until they have had time to gain familiarity with computers! In settings where it is possible to “jack” your brain into a computer, Computer Operation includes the ability to use a neural interface, but new users initially suffer a -4 penalty for unfamiliarity.
Modifiers: -2 or more for an unfamiliar computer, operating system, or program.
Computer Programming/TL •IQ/Hard
Defaults: None.
This is the ability to write and debug computer software. A successful roll lets you find a bug in a program, determine a program’s purpose by examining the code, answer a question about computer programming, or write a new program (time required is up to the GM).
In settings where artificial intelligence (AI) exists, those who wish to work with AI must learn Computer Programming (AI). There is no default between this skill and regular Computer Programming. When using Detect Lies, Fast-Talk, Psychology, Teaching, and similar “social” skills on an AI, roll against the lower of Computer Programming (AI) and the relevant skill.
Modifiers: -2 or more for an unfamiliar programming language (see Familiarity. The time modifiers under Time Spent will often apply. When writing a program that deals with a specialized field of knowledge, the GM may require a roll against the lower of Computer Programming and your skill in that field (e.g., a Mathematics specialty fora complex mathematical program, or the lower of Teaching skill and a “subject” skill for an expert system that will assist users with a particular subject).
Connoisseur† • IQ/Average
Defaults: IQ-5 and others.
This skill represents an educated understanding of art and luxury items. It is vital to art dealers, critics, master thieves, and anyone who wishes to appear cultured. A successful roll lets you predict what critics will think of a piece of art, assess how much it will fetch on the market (+1 to Merchant skill when trading it), or impress the culturally literate (may give +1 to Savoir-Faire or reaction rolls, at the GM’s option).
You must specialize. Specialties include Dance, Literature, Music, Visual Arts, and Wine. Each specialty defaults to skills used to study or create the art at -3: Connoisseur (Literature) defaults to Literature, Poetry, or Writing at -3; Connoisseur (Music) defaults to Group Performance (Conducting), Musical Composition, or Musical Instrument at -3; and so
on.
Modifiers: Cultural Familiarity modifiers; -3 for Killjoy.
Cooking • IQ/Average
Defaults: IQ-5 or Housekeeping-5.
This is the skill of being a chef – you do not need it to heat water and open boxes, or to cook rat-on-a-stick over your campfire. A successful skill roll allows you to prepare a pleasing meal. Many chefs have an optional specialty, such as baking, beverage making, or a particular variety of ethnic cuisine (e.g., Chinese or Martian)
Counterfeiting/TL • IQ/Hard
Defaults: IQ-6 or Forgery-2.
This is the art of duplicating banknotes and coins. It is only taught by the underworld and government agencies (although this is rare outside of rogue states, except in wartime). Time required varies from days to weeks (GM’s option). The GM secretly rolls against your Counterfeiting skill for each “batch” of money.
A critical success means that the fakes in that batch are as good as the real thing.
An ordinary success means that your work is good but not perfect. Whenever you try to pass the counterfeit money, the GM makes a second skill roll for you, with all the same
modifiers. If this roll fails, the recipient spots your handiwork. To successfully pass bogus currency to someone who has reason to be suspicious, you must win a Quick Contest of Counterfeiting vs. the highest of his Perception, Forensics, and Merchant.
Any failure on the initial Counterfeiting roll means that the first person to receive the money immediately realizes that it is bogus. Critical failure – on the initial roll or any subsequent roll – has other ramifications: there cipient is an undercover cop, an armed and angry citizen, etc.
Modifiers: Equipment modifiers. Materials – ink, paper, presses, etc. – stolen from the legitimate mint can give from +1 (a few rolls of paper) to +10 (actual plates or molds). You must have a sample of the real thing or you cannot make the attempt at all!
Crewman/TL • IQ/Easy
Default: IQ-4
This is the ability to serve as crew aboard a specific type of large vehicle. It includes familiarity with “shipboard life,” knowledge of safety measures, and training in damage control (the
use of emergency equipment to control flooding, fight fires, patch the hull, and so forth). Make a skill roll for basic map or chart reading, practical meteorology, or to recall laws and regulations that pertain to your vehicle.
This skill also lets you steer the vessel. It is easier than Piloting, Submarine, and similar skills because it only includes knowledge of how to steer. Specialists handle such activities as plotting courses and operating sensors. These experts report to the captain, who in turn tells you how to maneuver. Make a DX-based skill roll whenever you take the helm – but note that your effective skill cannot exceed your captain’s Ship handling skill.
The average Crewman skill of anentire crew can be used as a measure of overall crew quality. The GM rolls against average skill whenever the vehicle arrives or departs, in unfavorable conditions, or in battle. Failure and critical failure results depend on the circumstances.
There is a separate skill for each class of vessel:
Spacer/TL: The skill of working with airlocks, docking clamps, hull patches, pressure doors, etc. on a large spacecraft or space base.
Criminology/TL • IQ/Average
Defaults: IQ-5 or Psychology-4.
This is the study of crime and the criminal mind. A successful skill roll allows you to find and interpret clues, guess how criminals might behave, etc. Though this skill does not actually default to Streetwise, the GM might allow a Streetwise roll instead in certain situations – especially to predict or outguess a criminal.
Modifiers: -3 for Low Empathy
Crossbow • DX/Easy
Default: DX-4.
This is the ability to use all types of crossbows, including the pistol crossbow, prodd (which fires pellets or stones), repeating crossbow, and hightech compound crossbow.
**Cryptography/TL • IQ/Hard
Default: Mathematics (Cryptology)- 5.
This is the ability to create and defeat encryption systems, codes, and ciphers. It is of use in wartime, espionage, and even business dealings. It covers all the techniques of your TL, which can range from unsophisticated substitution ciphers to state-of-theart tactical encryption schemes.
Knowledge of a specific system, code, or cipher depends on your Security Clearance and allegiances (national, administrative, or both). In many settings, some level of Security Clearance is a prerequisite to learning this skill at all.
Treat an attempt to break an unknown code as a Quick Contest of Cryptography skill between the codebreaker and code-maker. The codebreaker must win to break the code. Repeated attempts are possible, but each attempt takes a day. The codemaker rolls only once, when he first creates the code.
Those with Cryptography skill may take an optional specialt in making or breaking codes. (The codebreaking specialty is often called “cryptanalysis.”)
Cryptography normally has no IQdefault, with two exceptions. Anyone
can devise a trivial code or cipher by making an IQ-5 roll. This won’t stall a professional for long, of course. Likewise, anyone can make an IQ-5 roll to attempt to break such a trivial code (but not a code devised by someone with Cryptography skill), using the Quick Contest system described above.
Modifiers: Mathematical Ability. A computer with appropriate software gives a bonus (provided you know Computer Operation skill): +1 for a home computer, +2 for a minicomputer, +3 or +4 for a mainframe, and +5 or more for a supercomputer. The code-breaker is at +5 if he has a sample of the code with translation, and -5 if the message to be decoded is shorter than 25 words. The code maker receives a bonus for the time taken to create the code: consult the Size and Speed/Range Table look up the time in days in the Range/Speed column (substituting “days” for “yards”), and use the corresponding bonus.
Current Affairs/TL† • IQ/Easy
Defaults: IQ-4 or Research-4
This is the ability to assimilate quickly whatever qualifies as “news” in your world, and to recall it as needed. You must specialize in one of the following areas:
//Business: //Exchange rates, investment performance, etc.
Headline News: Usually bad news, such as assassinations, plagues, and wars.
High Culture: Information on galleries, operas, symphonies, and so forth.
People: The names of and gossip on celebrities, heads of state, and the like.
Politics: Election results, international treaties, etc.
Popular Culture: Hit songs, cool fashions, and hot products, among other things.
Regional: News of all kinds for a specific region (pick one). This is the definitive “town crier” skill at low TLs.
Science & Technology: New discoveries and inventions.
Sports: Scores for recent matches, names of star athletes, etc.
Travel: Where the “beautiful people” are going this year, and how much it all costs.
These specialties default to one another at -4. It is hard to bone up on one kind of news without learning about all the others!
On a successful Current Affairs roll, the GM will inform you of any news within your specialty that pertains to the current adventure (possibly including clues, on a good roll) or give you a small skill bonus (e.g., a success on Current Affairs (Sports) might give +1 to Gambling skill when betting on a boxing match)
Modifiers: -1 per day that you have been unable to access news media; -3 if you only have one source; +1 or more for “inside” access to the news (a subscription to an ordinary wire service is worth +1, while a job at an intelligence agency might give +3 or more).
Dancing • DX/Average
Default DX-6.
This is the ability to perform dances appropriate to your own culture, and to learn new dances quickly. Note that certain physical handicaps make this skill effectively impossible!
Exotic dances abound in fiction and history: blade dancing, bull dancing, fire dancing, snake dancing, etc. The GM may decide that each is a separate DX/Average skill that defaults to Dancing-5.
Modifiers: Cultural Familiarity modifiers; -5 if the dance is unfamiliar (a dance is familiar once you have successfully performed it three times).
Detect Lies • Per/Hard
Defaults: Perception-6, Body Language-4, or Psychology-4.
This is the ability to tell when someone is lying to you. It is not the same as Interrogation; Detect
Lies works in a casual or social situation. When you ask to use this skill, the GM rolls a Quick Contest of your Detect Lies skill vs. your subject’s IQ (or Fast-Talk or Acting skill). If you win, the GM tells you whether the subject is lying. If you lose, the GM may lie to you about whether you were lied to … or just say, “You can’t tell.”
Modifiers: +1 for Sensitive or +3 for Empathy, or -3 for Low Empathy; +4 if your subject is
Easy to Read. If the subject is of a different species, the GM may assess a penalty – see Physiology Modifiers
Diagnosis/TL • IQ/Hard
Defaults: IQ-6, First Aid-8, Physician-4, or Veterinary-5.
This is the ability to tell what is wrong with a sick or injured person, or what killed a dead person. A successful roll gives some information about the patient’s problem – limited to realistic knowledge for your tech level. It might not determine the exact problem (if the GM feels the cause is totally beyond your experience, for instance), but it always gives hints, rule out impossibilities, etc. No Diagnosis roll is required for obvious things, like open wounds and missing
limbs!
Modifiers: Equipment modifiers ; physiology modifiers; -5 for internal injuries; -5 or more for
a rare disease.
Diplomacy • IQ/Hard
Defaults: IQ-6 or Politics-6.
This is the skill of negotiating, compromising, and getting along with others. You may substitute a Diplomacy roll for any reaction roll in a noncombat situation, as described under Influence Rolls.
Unlike other Influence skills, Diplomacy never gives a worse result than if you had tried an ordinary reaction roll. Failure with Fast-Talk or Sex Appeal alienates the subject, but Diplomacy is usually safe.
A successful roll also allows you to predict the possible outcome of a course of action when you are negotiating, or to choose the best approach to take.
If you know Diplomacy at level 20 or better, you get a +2 bonus on all reaction rolls!
Modifiers +2 for Voice; -3 for Low Empathy; -1 for Oblivious, -1 to -4 for shyness; -2 for Stuttering
Disguise/TL† • IQ/Average
Defaults: IQ-5 or Makeup -3
This is the art of altering your appearance using clothing, makeup, and prosthetics. You do not need this skill to don a quick disguise – e.g., to put on a lab coat when you enter a laboratory – but such disguises only fool the inattentive! A good disguise requires a Disguise roll and 30 minutes to an hour of preparation.
Roll a Quick Contest of Disguise skill vs. the Perception of each person your disguise must fool. Individuals with Criminology or Observation skill may substitute those skills for Perception when rolling to penetrate a disguise. The GM may allow other skills to be of use – for instance, Physician skill might help spot a rubber nose.
When combining Acting with Disguise (that is, when you must change your face and your personality), you need only make one roll for each person or group – but it must be the harder of the two rolls.
If there is more than one sapient species in your world, you must specializeby race – Disguise (Human) is nothing like Disguise (Bug-Eyed Monster). Disguise specialized in yourown species is the most common form; just list this as “Disguise” on your character sheet. Disguise skills for physically similar species default to one another at -2 to -4.
Modifiers: Equipment modifiers (p. 345). +4 for Elastic Skin (p. 51). You are at -1 to -5 to disguise yourself as someone very different from you(GM’s discretion). Distinctive appearance also gives a penalty – see Build (p. 18), Unnatural Features (p. 22), and specific disadvantages (e.g., Hunchback, p. 139) for details. Differences in Size Modifier usually make Disguise impossible.
You can also learn Disguise(Animals) to deceive nonsapient creatures. This involves wearing animal skins, smearing your body with musk or dung, etc. There is no default between this and other Disguise specialties. Use the following modifiers instead of those given above.
//Modifiers: +2 if approaching from downwind; -1 for each animal over one of the same type being approached (-1 for every 10 in the case of herd animals); -1 to -3 if the skins are old or in poor condition. Make a Naturalist roll to recall the habits of the animal being imitated; success gives +1 to +3, while failure gives -1 to -3./
Dreaming • Will/Hard
Default: Will-6.
This is the skill of controlling and remembering your dreams. A successful skill roll lets you experience vivid dreams about a subject of your choosing. Use the Fortune-Telling (Dream Interpretation) skill to interpret your dreams. In some game worlds, this might be a useful divinatory technique (GM’s decision).
A Dreaming roll can also help you recall a previously forgotten piece of information, or something you witnessed but did not consciously note. This technique is much less reliable than Eidetic Memory, though. The GM will describe your dreams to you, working clues into the narrative. It is up to you, the player, to spot these hints!
Finally, you can use this skill to combat malign supernatural influences on your dreams. Resolve this as a Quick Contest between your Dreaming skill and your harasser’s skill at dream control. If you win, you shut out the external influence.
Driving/TL† • DX/Average
Defaults: DX-5 or IQ-5.
This is the ability to drive a specific type of ground vehicle. Make an IQ-based Driving roll for basic map reading, to diagnose simple malfunctions, or to recall rules of the road.
You must specialize:
Automobile: Any vehicle with three or more wheels that weighs less than 5 tons and does not move on rails. Defaults: Heavy Wheeled-2 or other
Driving at -4. Construction Equipment: Any kind of bulldozer, crane, plow, etc. Default: other Driving at -5.
Halftrack: Any vehicle that moves on tracks and either wheels or skids. Defaults: Tracked-2 or other Driving at 4.
Heavy Wheeled: Any vehicle with three or more wheels that weighs 5 tons or more and does not move on rails. Defaults: Automobile-2 or other Driving at -4.
Hovercraft: Any kind of air-cushion vehicle. Default: other Driving at -5.
Locomotive: Any vehicle that moves on conventional or maglev rails. Default: other Driving at -5.
Mecha: Any kind of legged, bouncing, rolling, or slithering vehicle. Defaults: Battlesuit-3 or other Driving at -5.
Motorcycle: Any powered one- or two-wheeled vehicle, including those with sidecars. Large motorcycles often have a Minimum ST, just like a weapon. Default: Bicycling-4.
Tracked: Any vehicle that moves on tracks. Defaults: Halftrack-2 or other Driving at -4. Note that the ability to “drive” a eam of animals is not Driving, but Teamster
Modifiers: -2 or more for bad driving conditions; -2 or more for a vehicle in bad repair; -2 for an unfamiliar control system (e.g., an automatic when you are used to a manual); -4 or more for a vehicle of an unfamiliar type within your specialty (e.g., a race car when you are used to stock cars).
Dropping • DX/Average
Defaults: DX-3 or Throwing-4.
This is the skill of dropping heavy objects on your foes while flying. Treat this as a ranged attack made from above. Learn Dropping if you wish to drop boulders and similar projectiles
on individual opponents while on the wing. Use Artillery (Bombs) to attack areas with explosive ordnance, etc.
Economics • IQ/Hard
Defaults: IQ-6, Finance-3, Market Analysis-5, or Merchant-6.
This is the study of the theory of money, markets, and financial systems.It is mainly an academic skill, but a successful skill roll allows you to predict the economic impact of events in the game world: the assassination of a political figure, the demolition of a power plant, the introduction of a new invention, etc. Adventurers with intelligence and military backgrounds frequently have some training in this skill.
Electrician/TL • IQ/Average
Defaults: IQ-5 or Engineer (Electrical)-3.
This is the skill of building, maintaining, and repairing electrical systems. Make a skill roll to diagnose an electrical fault, wire a building or vehicle, etc. Adventuring uses include damage control in combat (e.g., to restore power to a damaged vehicle system) and cutting the power to a building prior to clandestine activities.
Note that electrical and electronic systems are not the same thing. The equivalent skill for electronics is Electronics Repair
Modifiers: Equipment modifiers
Electronics Operation/TL† • IQ/Average
Defaults: IQ-5, Electronics Repair (same)-5, or Engineer (Electronics)-5.
This skill lets you use all electronic equipment within a known specialty.
Make a skill roll in an emergency situation or for “abnormal” use of equipment – not for ordinary, everyday use. (Exception: Unskilled users must always attempt their default roll!) You must specialize. Available specialties vary by game world, but might include:
Communications (Comm): All forms of electronic communications technology: radios, satellite uplinks, laser communicators, etc. Includes knowledge of any standard, current communications codes appropriate to your background. These do not require a skill roll – although attempts to understand or use an unfamiliar code do require a roll. At TL5-7, this includes telegraphy: you can send or receive 2 words per minute (wpm) per point of skill at TL5, 3 wpm per point of skill at TL6-7.
Electronic Warfare (EW): All signals- intelligence and jamming equipment, including electronic countermeasures (ECM) and electronic counter-countermeasures (ECCM). In most game worlds, only intelligence agencies and the military teach this specialty – and only to individuals with suitable Military Rank or Security Clearance.
Force Shields: Portable, vehicular, base, and starship force shields and deflectors.
Matter Transmitters (MT): All matter transmitters and teleporters. Critical failures can be disastrous, especially when transmitting living beings!
Media: All forms of audio, film, and video editing equipment. If three dimensional video (“holographics”) or sensory recordings (“sensies”) exist in the setting, this specialty includes the ability to operate the relevant equipment. Treat different media as mutually unfamiliar technologies.
Medical: All manner of electronic diagnostic and life-support equipment.
Parachronic: Technological means of travel between dimensions or timelines.
Psychotronics: Psionic technology, such as telepathic shields and amplifiers.
Scientific: Laboratory electronics /and survey gear. You are automatically familiar with the equipment used with any scientific skill on which you have spent at least one point.
Security: Both operating and circumventing all forms of alarms, security sensors, and area-surveillance technology.
Sensors: Most forms of long-range detection gear, from air-defense radar to starship sensor suites. Certain highly specialized sensors (such as sonar, below) have their own specialties.
Sonar: All types of acoustic detection and ranging gear (normally used underwater).
//Surveillance: // All forms of concealable or remote surveillance gear: “bugs,” hidden cameras, long-range microphones, wiretaps, etc.
Temporal: All manner of time machines. Critical failures can be disastrous for the time travelers! Make separate rolls to
These specialties default to one another at -4; however, the GM is free to rule that in his campaign, there is no default between exotic specialties (Parachronic, Psychotronics, etc.) and
mundane ones (Media, Security, etc.). The technologies covered by a particular specialty vary with TL. For instance, Electronics Operation (Comm) covers telegraphs at TL5, telephones and radios at TL6, and digital communications systems at TL8 … and might cover faster-than-light or telepathic communicators at higher TLs
Familiarity (p. 169) is crucial here! Electronics Operation/TL8 (Sensors)
covers both thermographs on fighter jets and ground-penetrating radars on satellites, but going from one to the other gives you -2 for type (thermograph to radar) and -2 for implementation (jet to satellite), for a net -4 to skill until you familiarize yourself with all the differences
Modifiers: Equipment modifiers (p. 345); -2 for an unfamiliar technology of a known type (e.g., radar when you are used to thermograph) or an unfamiliar implementation of a familiar technology (e.g., air-defense radar when you are used to weather radar); -1 to -10 if you have been away from the field for a long time (this varies by field) and have not had a chance to become familiar with the changes.
Electronics Repair/TL† • IQ/Average
Defaults: IQ-5, Electronics Operation (same)-3, or Engineer (Electronics)-3.
This is the ability to diagnose and repair known types of electronic equipment. Time required for each attempt is up to the GM. You must specialize in one of the areas listed under Electronics Operation (above), or in Computers (Electronics Repair(Computers) defaults to Computer
Operation-5). These specialties default to one another at -4.
Modifiers: Equipment modifiers; -2 without plans or schematics; -2 for an unfamiliar technology or implementation (just as for Electronics Operation); -4 to modify a device away from its intended purpose.
Engineer/TL† • IQ/Hard
Defaults: Special. Prerequisites: Mathematics (Applied) at TL5+, plus others as noted.
This is the ability to design and build technological devices and systems. A successful roll lets you design a new system, diagnose a glitch, identify the purpose of a strange device, or improvise a gadget to solve a problem. Time required for each attempt is up to the GM.
Note that engineers are designers and inventors; they are not necessarily skilled at the routine operation or maintenance of the things they design! For instance, Engineer (Small Arms) lets you design a new assault rifle, but you need Armoury skill to maintain it and Guns skill to shoot it.
You must specialize. Possible fields include:
Artillery: Designing whatever passes for artillery at your TL, from trebuchets to smart missiles. Default: Armoury (Heavy Weapons)-6.
Civil: Planning highways, aqueducts, buildings, etc. Default: Architecture-6.
Clockwork: Designing wind-up gadgetry – watches, mechanical men, and the like. Default: Mechanic (Clockwork)-6.
Combat: Building or removing fortifications, trenches, etc. Default: Explosives (Demolition)-6.
Electrical: Designing electrical systems, such as power cells and transmission lines. Default: Electrician-6.
Electronics: Designing and building electronic apparatus, from computers to starship sensor arrays. (The specific technologies involved – vacuum tubes, transistors, photonics, etc. – will depend on the tech level.) Default: Electronics Repair (any)-6.
Materials: Concocting new structural materials. Prerequisites: Chemistry or Metallurgy. Defaults: Chemistry-6 or Metallurgy-6.
Microtechnology: Designing micromachines.
Default: Mechanic (Micromachines)-6.
Mining: Designing underground structures. Defaults: Explosives (Demolition)-6 or Geology (any)-6.
Nanotechnology: Designing nanomachines. Default: Mechanic (Nanomachines)-6.
Parachronic: Designing apparatus for crossing dimensions or timelines. Prerequisite: Physics. Default: Electronics Operation (Parachronic)- 6, but there is no default if your society has not discovered dimensional travel.
Psychotronics: Designing psionic technology, such as telepathic shields and amplifiers. Default: Electronics Operation (Psychotronics)-6, but there is no default for individuals from backgrounds where psionics do not exist.
Robotics: Designing robotics and cybernetics. Default: Mechanic (Robotics)-6.
Small Arms: Designing personal firearms, such as guns and portable rocket launchers. Default: Armoury (Small Arms)-6.
Temporal: Designing time machines. Prerequisite: Physics. Default: Electronics Operation
(Temporal)-6, but there is no default for individuals from backgrounds without time travel!
Vehicle Type: Designing a single, broad class of vehicle. Examples include Engineer (Automobiles), Engineer (Ships), and Engineer (Starships). Default: Mechanic (same vehicle type)-6.
Engineer specialties normally default to one another at -4; however, the GM is free to rule that in his campaign, there is no default between exotic specialties (Nanotechnology, Parachronic, Psychotronics, etc.) and more mundane ones (Civil, Combat, Mining, etc.).
Modifiers: Equipment modifiers. Up to +5 to build a gadget if you can give the GM a good description of what you want it to do.
Enthrallment • Will/Hard
Defaults: None. //
Prerequisites: Charisma 1 and Public Speaking at 12+.//
Bards in fantasy can often influence others through storytelling. The GM may choose to represent this ability using the four Enthrallment skills described below. Depending on the setting, these skills might be magical, psionic, or a cinematic form of hypnotism. Each has a time requirement, FP cost, and duration, and requires two skill rolls to use.
At the outset of the tale, roll vs. Public Speaking skill; if you can’t grabyour audience’s attention early on, you won’t have much of a chance of controlling them by the end. On a success, proceed to the Enthrallment skill roll; critical success gives +1 on that roll. On a failure, you may still attempt the Enthrallment roll, but at a penalty equal to your margin of failure. Critical failure means your Enthrallment attempt fails automatically.
After the time required to enthrall has passed, roll a Quick Contest of your Enthrallment skill vs. the Will of each audience member. If you win, you affect your audience – see the individual skill description for effects. If you lose or tie, there is no effect. However, if you critically fail, your audience instantly turns hostile!
You may never learn these skills at a skill level higher than your Public Speaking skill.
Audience Size: An “audience” can be one listener or a hundred – as many as can hear the tale. However, the number of audience members that you can enthrall at one sitting is limited to your Charisma level squared, to a maximum of 25 people at Charisma 5.
Modifiers: All four Enthrallment skills are at -3 for Low Empathy. If the player actually tells a good tale, the GM should reward him with +1 to +3 to the Public Speaking and Enthrallment rolls!
Captivate • Will/Hard
Defaults: None.
Prerequisite: Suggest at 12+.
This skill allows you to tell a story so skillfully that those listening lose their will and do whatever you want them to do. In effect, they believe themselves to be in the tale, and are vulnerable to being manipulated by you, the teller of the tale.
If you win the Quick Contest, the audience becomes intensely loyal to you. They follow any direct order you give. In the absence of a direct order, they act in your best interest, as they understand it. If you tell someone to do something very hazardous, or that goes against his usual code of behavior (GM’s decision), he gets a Will-5 roll to break the captivation. Otherwise, he is your loyal supporter for all intents and purposes.
//Time: //30 minutes of uninterrupted storytelling.
Fatigue Cost: 8 FP, whether successful or not.
Duration: Captivation lasts until the subject becomes unconscious or falls asleep, you become unconscious or fall asleep, you attack the subject, or the subject loses half his HP to injury.
Persuade • Will/Hard
Defaults: None
This ability allows you to bring an audience over to your point of view,granting you a bonus to your reaction rolls with them. You may use this skill whenever a reaction roll is called for.If you win the Quick Contest, add your margin of victory to any reaction roll those in the audience make regarding you – for any reason – to a maximum of +3 (+4 on a critical success). If you critically fail, the best possible reaction is Poor.
Time: 1 minute.
Fatigue Cost: 2 FP, whether successful or not.
Duration: Until you do something to change the audience’s opinion
Suggest • Will/Hard
Default: None
Prerequisite: Persuade at 12+.
This ability lets you give your audience a single, simple suggestion. A suggestion should have no complex grammatical clauses – just a subject, verb, object, and at most two modifiers. “Kill the king!” is acceptable; “Kill the king if he doesn’t accede to our demands!” is not. A given subject gets +5 to resist if your suggestion goes against his personal safety, and +3 if it goes against his beliefs, convictions, or knowledge.
If you win the Quick Contest, the audience members try to act on the suggestion to the best of their abilities – each assuming that the idea was his own.
Time: 20 minutes of uninterrupted storytelling.
Fatigue Cost: 6 FP, whether successful or not.
//Duration: //10 minutes – or longer, if you continue to talk to the audience and can make a successful Suggest rollevery 10 minutes! Once the suggestion lapses, audience members only wonder why they acted the way they did if the suggestion was something they would never have done normally.
Sway Emotions
Defaults: None.
Prerequisite: Persuade at 12+.
This ability allows you to instill the audience with any one emotion. Allowed emotions include anger, boredom, depression, disgust, fear, greed, hate, jealousy, joy, love, lust, patriotism, peace, sadness, and unrest.
If you win the Quick Contest, your audience experiences the emotion you select. How they act as a result is up to the GM.
Time: 10 minutes of uninterrupted Storytelling.
Fatigue Cost: 4 FP, whether successful or not.
Duration: One hour.
Environment Suit/TL • DX/Average
Defaults: DX-5 and others.
This is training in the use of a specific class of protective suit. Suits designed to shield the wearer from environmental or battlefield hazards frequently incorporate gadgets (such as autoinjectors and sensors) and life support equipment. Some suits even contain motors to enhance ST or Move. As a result, you do not merely wear such gear – you operate it.
Roll against Environment Suit skill to get into or out of your suit quickly. A successful roll halves the time required. To activate a specific subsystem of a suit, or to gauge whether a suit is in good repair, make an Iqbased skill roll instead.
When rolling against DX or any DX-based skill while suited up, use the lower of your Environment Suit skill and your actual skill level. For instance, if you have DX 14, Stealth- 15, and Vacc Suit-13, you will function at DX 13 and Stealth-13 while wearing a spacesuit. Particularly ungainly suits might give -1 or more to DX on top of this, regardless of skill level. On the other hand, some sleek, ultra-tech suits might not limit skills at all!
However, Environment Suit is strictly the skill of donning and operating the suit. Familiarity with and knowledge of dangerous environments is covered by other skills: Free Fall, Hazardous Materials, Survival, etc
Each suit type requires its own skill. Examples include:
Battlesuit/TL: All kinds of powered battle armor and exoskeletons. Battle armor and exoskeletons are similar but not identical. If you only have experience with one, you are at -2 to operate the other until you gain familiarity
Diving Suit/TL:/ All types of hard diving suits (as opposed to the wetsuits and drysuits used with Scuba skill). This includes “open dress” gear at TL5 and “hard hat” gear at TL6, both of which use a sealed helmet and supplied air, but not always a full, sealed suit. At TL7+, this skill covers true underwater “hardsuits.” The GM may require Swimming rolls to maneuver while wearing such a suit. //Default: Scuba-2
NBC Suit/TL: All forms of hazardous materials (“HazMat”) gear – including sealed, unpowered body armor that can be buttoned down against nuclear-biological-chemical (NBC) threats. Without this skill, you run the risk of misusing the equipment and being exposed to contamination. To improvise NBC gear, make an Iqbased skill roll at -5 to -15 to skill.
Vacc Suit/TL: Any kind of spacesuit. In addition to true vacuum suits, this includes suits intended for use in highpressure, corrosive, and poisonous atmospheres.
Battlesuit, NBC Suit, and Vacc Suit default among themselves at -2. Diving Suit defaults to or from any other Environment Suit skill at -4.
Note that unpowered, unsealed body armor never requires an Environment Suit skill.
Erotic Art • DX/Average
Default: DX-5 or Acrobatics-5.
This represents general knowledge of advanced sexual technique. IQ-, HT-, and even ST-based rolls are common. Precise game effects are left to the GM’s discretion.
Modifiers: +3 for Flexibility or +5 for Double-Jointed (p. 56); -3 for Killjoy.
Escape • DX/Hard
Default: DX-6
This is the ability to slip out of ropes, handcuffs, and similar restraints. The first attempt to escape takes one minute; each subsequent attempt takes 10 minutes.
The GM may apply a penalty for particularly secure bonds. For instance, modern police handcuffs would give -5 to Escape. You suffer only half these penalties if you dislocate the restrained limb (usually an arm). This requires (20 - skill) minutes of concentration, minimum one minute and a Will roll. However, if you fail your Escape roll by 3 or more when dislocating a limb, the limb suffers 1d damage. On a critical failure, you automatically take enough damage to cripple the limb!
Modifiers: +3 for Flexibility or +5 for Double-Jointed; any bonus for Slippery
Esoteric Medicine • Pre/Hard
Default: Perception-6.
This is the skill of treating illness and injury with techniques grounded
in esoteric theory rather than analytical science. It is usually associated with a magical or spiritual tradition. The particulars vary by tradition, but might include acupuncture, massage,alchemical or herbal preparations, or such exercises as breath control and meditation.
The effectiveness of Esoteric Medicine relative to Physician (p. 213) is up to the GM. It might be more effective (especially if it can channel real supernatural power), equivalent but different, or less effective. It should always be at least as good as First Aid (p. 195) – the attentions of a trained healer of any kind are preferable to bleeding to death! In TL5+ settings, Esoteric Medicine is often perceived as “quack” medicine, regardless of actual effectiveness.
This skill might represent Ayurvedic medicine, chi treatment, Hermetic medicine, yin/yang healing, or any other historical or fictional healing discipline. In settings where multiple forms of treatment exist, healers must specialize in one specific tradition
Exorcism • Will/Hard
Defaults: Will-6, Religious Ritual (any)-3, Ritual Magic (any)-3, or Theology (any)-3.
This is the ability to drive a spirit from a possessed person or haunted location. It is not a magical skill, but a religious ritual. Exorcism is not specific to any one religion. A Malay witchdoctor and a Catholic priest can both perform exorcisms; their relative effectiveness depends on the originating culture of the spirit.
The length of the ritual is 15 minutes x the spirit’s HT. Some spirits wait patiently through the ritual, anticipating the combat to come; others try to distract or even attack you before you can complete the ritual. Once the ritual is complete, roll against Exorcism skill.
On a failure, the spirit remains and you must wait at least a week before you can repeat the ritual. On a critical failure, immediately roll 3d+10 on the Fright Check Table (p. 360). Even if you keep your sanity, you may never attempt to exorcise this particular spirit again.
On a critical success, you immediately banish the spirit. On a regular
success, you meet your opponent in a Quick Contest: your Exorcism skill vs. the higher of the spirit’s ST or Will. When fighting a spirit in a living host, add higher of the ST or Will of the possession victim to your Exorcism skill as he tries to “push the spirit out.”
If the spirit wins or ties, it retains its current status and you must wait at least a week before you can repeat the ritual. If you win, you drive the spirit from its haunt or victim. The spirit of a deceased mortal is laid to rest. For demons and similar entities, make a reaction roll. On a “Poor” or better reaction, the spirit flees in humiliation. On a “Bad” or worse reaction, the spirit immediately uses whatever resources it has to take vengeance on you and those nearby.
If the exorcism fails at any stage, make an IQ roll afterward. A success means that you learned something about the spirit that will help you in your next attempt to banish that foe, giving you +2 on later skill rolls. You may only claim this bonus once for a particular spirit.
Modifiers: -4 if you do not have one or more of Blessed (p. 40), Power Investiture (p. 77), or True Faith (p. 94); you might understand the ritual, but you lack holy support.
Expert Skill† • IQ/Hard
Default: None.
An Expert Skill represents cross disciplinary knowledge of a single, narrow theme. When answering factual questions on that theme, you may substitute a roll against your Expert Skill for any IQ-based roll against any skill that has a default. Expert Skills do not exempt you from Cultural Familiarity (p. 23) or Language (p. 23) requirements, and never provide the ability to do practical tasks. Experts sometimes complement Expert Skills with related Area Knowledge skills (p. 176), but you must learn these separately.
You must specialize by theme, and the GM is free to forbid any theme he feels is too broad. Some examples:
Computer Security: Expertise at combating computer intrusion (“hacking”). Can stand in for Computer Operation, Cryptography, or Electronics Operation to spot “holes” in the security of a computer system. Use Computer Programming to patch or exploit such holes.
Conspiracy Theory: The study of interlocking networks of conspiracies. Can substitute for Anthropology, Geography, History, Literature, or Occultism to answer questions about conspiracies, and can also work as Intelligence Analysis for this purpose (only). This does not include hidden inner secrets, which are the province of Hidden Lore (p. 199).
Egyptology: The study of ancient Egypt. Can function as Anthropology, Archaeology, History, Linguistics, or Occultism for that purpose.
Epidemiology: The study of the spread of disease. Can serve as Biology, Diagnosis, Forensics, Geography, or Mathematics when deducing how a disease was spread.
Hydrology: The study of a planet’s water. Can be used in place of Biology, Chemistry, Geography, Geology, or Meteorology to answer questions about precipitation, flooding, irrigation, etc.
Military Science: General expertise on military capabilities. Can substitute for Artillery, Armoury, Strategy, or Tactics to answer questions about – but not use – weapons or strategies
Natural Philosophy: A general skill that usually replaces specific science skills (which might not even exist yet!) for scholars at TL1-4. Can be used in place of any science skill (e.g., Biologyor Physics) to answer questions about how the universe is believed to work.
Political Science: The academic study of politics. Can substitute for Geography, History, Law, Politics, or Sociology when performing political analysis.
Psionics: The study of the psionic mind and brain. Can function as Biology, Diagnosis, Physician, Physiology, or Psychology when dealing with psi phenomena in living beings. Cannot substitute for Electronics Operation, Electronics Repair, and Engineer specialties that deal with psychotronics.
Thanatology: The esoteric study of death. Can stand in for Anthropology, Archaeology, Occultism, or Theology when dealing with death and the dead.
Xenology: General knowledge of the known races in your setting. Can substitute for Anthropology, History, Physiology, or Psychology to identify a member of a race different from your own, or to answer general questions about the race and its culture.
Explosives/TL† • IQ/Average
Defaults: IQ-5 and others
This is the skill of working with explosives and incendiaries. You must specialize:
Demolition: The ability to prepare and set explosives in order to blowthings up. Make a roll whenever you use explosives in this way. A failure indicates an error. The gravity of the error depends on the amount by which you failed; a badly failed roll in close quarters can blow you up! Time required varies – it takes only a couple of seconds to set a prepared charge, but it might take hours to demolish a large bridge or a skyscraper. When setting an explosive trap, use this skill rather than Traps. Rolls to set a “trap” fuse (e.g., a land mine) instead of a timed fuse are at -2. Defaults: Engineer (Combat) or (Mining) at -3.
Explosive Ordnance Disposal (EOD): //The ability to disarm and dispose of bombs and other explosives. When disarming a trap, roll a Quick Contest of your Explosives (EOD) skill vs. the Explosives (Demolition) skill of the person who created the device. A failure (or even a critical failure) does not necessarily mean an explosion – the GM can be much more creative than that! Sudden hissing noises, mysterious parts falling off, cramps, itches, and alarm bells are all possible in the right circumstances. It is best if the GM rolls the dice and describes the physical circumstances to the victim. Fright Checks are appropriate for the survivors of a failed EOD attempt! //Prerequisite: DX 12+.
Fireworks: The skill of making pyrotechnic devices – fireworks, flares, smoke bombs, flash grenades, etc. Most of these things can be used by anyone. Default: Chemistry-3.
Nuclear Ordnance Disposal (NOD): The equivalent of Explosives (EOD) for nuclear devices. Disarming a military nuclear weapon is straightforward; disarming a homemade terrorist bomb might be more difficult. Only a critical failure verified by a second critical failure will result in a nuclear detonation. Any lesser failure will – at worst – detonate the high explosive trigger and contaminate the immediate area with radioactive material … not that this is a great deal of consolation to those nearby.
Underwater Demolition (UD): The ability to prepare and set explosives underwater. This is otherwise identical to Explosives (Demolition).
You usually need Scuba skill – or at least Swimming skill – to get into a position where you can use this skill. These specialties default to one another at -4 except for Demolition and UD, which default to one another at -2, and EOD and NOD, which also default to one another at -2.
Modifiers: Equipment modifiers (p. 345); -1 to -5 for distractions (e.g., enemy fire or swarms of biting ants) or physical motion (e.g., a rocking boat or speeding bus). The time modifiers under Time Spent (p. 346) will often apply.
Falconry • IQ/Average
Defaults: IQ-5 or Animal Handling (Raptors)-3.
This is the skill of “hawking”: hunting small game with a trained hawk. It includes knowledge of hunting and training techniques, as well as how to care for a falcon. Finding a wild falcon’s nest in spring requires a week’s search and a successful Falconry roll; a nest has 1d-3 chicks.
Farming/TL • IQ/Average
Defaults: IQ-5, Biology-5, or Gardening-3.
This is the skill of growing things. It is usually used to earn a living, but you can also use it to answer theoretical questions about or solve problems related to agriculture.
Fast-Draw† • DX/East
Default: None
This skill lets you quickly draw a weapon from its holster, sheath, or hiding place. A successful roll means you ready the weapon instantly. This does not count as a combat maneuver; you can use the weapon to attack on the same turn. On a failure, you ready your weapon normally but may do nothing else on your turn. A critical failure means you drop the weapon!
You must specialize in one of these weapon types: Force Sword, Knife, Long Arm (rifle, shotgun, submachine gun, etc.), Pistol, Sword (any one handed blade larger than a knife), or Two-Handed Sword. The GM may add Fast-Draw skills for other weapons (or even tools) that one could reasonably draw quickly.
In addition to the above specialties, there are two Fast-Draw skills that allow you to reload missile weapons quickly:
Fast-Draw (Arrow): Lets you ready a single arrow, bolt, or dart instantly. This reduces the time required to reload a bow, crossbow, or blowgun by one second.
Fast-Draw/TL (Ammo): Reduces the time required to reload any kind of gun or beam weapon. The exact benefits depend on your weapon, but a successful roll always shaves at least one second off the reload time. This skill varies greatly with TL! At TL4, it covers powder-and-shot drills; at TL6+, it includes speed-loading techniques for detachable magazines; and at higher tech levels, it involves quickly replacing energy cells and attaching power cables.
For the Arrow and Ammo specialties ,failure means you drop the arrow or bolt, or accidentally discard one round of ammunition. On a critical failure, you drop the entire quiver, powder horn, ammo box, magazine, etc., scattering loose ammunition everywhere!
Modifiers: Combat Reflexes (p. 43) gives +1 to all Fast-Draw specialties; Ham-Fisted (p. 138) gives -3 per level.
Fast-Talk • IQ/Average
Defaults: IQ-5 or Acting-5.
This is the skill of talking others into doing things against their better judgment. It is not taught (intentionally, that is) in school; you study it by working as a salesman, confidence man, lawyer, etc. In any situation that calls for a reaction roll, you may make an Influence roll against Fast-Talk instead; see Influence Rolls
If you have Fast-Talk at level 20 or better, you get +2 on all reaction rolls where you’re allowed to talk!
Note that Fast-Talk differs from Acting (p. 174). In general, Fast-Talk is used to get someone to make a snap decision in your favor, while Acting is used for long-term dissimulation.
However, there are situations in which the GM could allow a roll on either skill.
Modifiers: +2 for Voice (p. 97); -3 for Low Empathy (p. 142); -1 for Oblivious (p. 146); -1 to -4 for Shyness (p. 154); -2 for Stuttering (p. 157); -5 for Truthfulness (p. 159). The GM may ask you for details of the story you are using, rather than just let you say, “I’m using Fast-Talk.” Your approach and the plausibility of the story may further modify the roll, at the GM’s discretion.
Filch • DX/Average
Defaults: DX-5, Pickpocket-4, or Sleight of Hand-4.
This skill lets you steal objects that are sitting in plain sight … Without being spotted. Roll against skill to shoplift, snatch documents off a desk, etc. If someone is actively watching the item you wish to snatch, you must win a Quick Contest of Filch vs. his Vision roll (or Observation skill, p. 211) to perform the theft unnoticed.
Filch only covers the theft itself. The GM might require rolls against Stealth to get close enough to make the attempt and Holdout to conceal stolen objects afterward.
Modifiers: +3 if the light is dim; +3 if you have a confederate to distract attention.
Finance • IQ/Hard
Defaults: Accounting-4, Economic-3, or Merchant-6
This is the skill of managing money. It is a practical application of Economics (p. 189), much as Engineer skill is a practical application of Physics. A successful skill roll lets you broker a financial deal, raise capital for a new corporation, balance a budget, etc.
Modifiers: Business Acumen and Mathematical Ability both provide a bonus.
First Aid/TL • IQ/Easy
Default: IQ-4, Esotertic Medicine, Physician, or Veterinary-4
This is the ability to patch up an injury in the field (see Recovery, p. 423). Make a skill roll to halt bleeding, suck out poison, give artificial respiration to a drowning victim, etc. Unusual problems must be identified using Diagnosis skill first.
Modifiers: Equipment modifiers (p. 345); physiology modifiers (p. 181).
Fishing • Per/Easy
Default: Perception-4.
This is the ability to catch fish – with a net, hook and line, or whatever method is used in your culture. If you have proper equipment and there are fish to be caught, a successful roll
catches them. If you lack equipment, you can improvise.
Modifiers: Equipment modifiers (p. 345).
Flight • HT/Average
Default: HT-5
Prerequisite: Flight advantage
This skill represents training for endurance flying. Use the better of Flight or HT when rolling to avoid fatigue due to flying. When traveling long distances, a successful Flight roll increases the distance traveled by 20%. If a group of fliers is traveling together, all must make the Flight roll in order to get the increased distance.
Flying Leap • IQ/Hard
Defaults: None.
Prerequisites: Trained By A Master or Weapon Master, and both Jumping and Power Blow
This skill allows you to make incredible leaps. It costs 1 FP per attempt, successful or not.
On a success, you may immediately attempt a jump. Use the standard jumping rules (see Jumping, p. 352), but triple your jumping distance. On a failure, you may still attempt the jump, but you receive no bonus and make all jumping-related rolls at -5. On a critical failure, you fall down!
You may use Flying Leap to jump into someone as part of an attack. Such attacks are at an extra -2 to hit, but if you do hit, triple your ST for damage and knockback purposes. In a slam or collision, calculate Move from jumping distance as described for Super Jump (p. 89), and use this velocity to calculate damage.
Modifiers: -10 if used instantly, dropping to -5 after 1 turn of concentration, -4 after 2 turns, -3 after 4 turns, -2 after 8 turns, -1 after 16 turns, and no penalty after 32 turns.
Forced Entry • DX/Easy
Defaults: None
This is the ability to kick in doors and windows, or demolish them with a crowbar, ram, or sledgehammer, without necessarily being adept at melee combat. Make a skill roll to hit an inanimate object with your foot or an impact weapon. Add +1 per die to basic thrust or swing damage if you have this skill at DX+1, +2 per die if you know it at DX+2 or better. Add a similar bonus (+1 or +2) to ST rolls made for forced entry. The damage bonus also applies when you use Melee Weapon skills to wreck inanimate objects out of combat.
For subtle break-ins, use Lockpicking skill .
Forensics/TL • IQ/Hard
Defaults: IQ-6 or Criminology-4.//
This is the ability to apply the principles of forensic science and criminalistics, such as the computation of bullet paths and the microscopic or chemical analysis of clues. Some disciplines require other skills. For instance, a forensic pathologist performing an autopsy would roll against Surgery skill.
Forgery/TL •IQ/Hard
Defaults: IQ-6 or Counterfeiting-2
This is the ability to create falsified documents (identity cards, passports,
etc.). It is not taught except by intelligence agencies and the underworld – although you can always study it on your own.
The time required to create a forgery ranges from days to weeks (GM decides). When you use a forged document, make your Forgery roll each time it is inspected – unless you roll a critical success on your first attempt. Failure means someone spots the forgery.
Some tasks require DX-based skill rolls, in which case modifiers for High
Manual Dexterity (p. 59) or Ham- Fisted (p. 138) apply. The GM may allow Forgery to default to a suitable Artist specialty at -5 if you are doing the work entirely by hand.
Modifiers: Equipment modifiers (p. 345); +3 if you merely altered a genuine document; -5 if you did not have a sample to copy. The GM may also assign modifiers based on the severity of the inspection; a routine border check, for instance, would give a +5 bonus.
Fortune-Telling† • IQ/Average
Defaults: IQ-5, Fast-Talk-3, or Occultism-3.
This is the art of interviewing someone in order to learn more about his lifestyle and personality, and then using this information to make an “educated guess” about his future that you can pass off as supernatural divination. Suitable props – star charts,
tea leaves, etc. – can enhance the illusion. Knowledge of traditional occult or religious beliefs (especially those of your subject) can also lend an air of legitimacy.
With the GM’s permission, you can sometimes use Fortune-Telling in place of Fast-Talk (by making predictions that guide the subject toward a particular course of action), or Interrogation or Psychology (by asking the subject leading questions under the pretense of telling his fortune). This is only possible if the subject believes you are a genuine fortune- teller and you take the time to do a full “reading” for him.
You must specialize in a particular mantic art. Available specialties include Astrology, Augury (interpretation of natural omens, such as flocks of birds), Crystal Gazing, Dream Interpretation, Feng Shui, Palmistry, and Tarot.
This skill is not a paranormal talent, and the GM is under no obligation to supply you with hints of future events. You might wish to learn this skill if you have actual divinatory abilities, though, as it enables you to present your predictions in a culturally acceptable way. “I saw it in the stars” may be less likely to get you burned as a witch than “I cast a spell”!
Modifiers: +1 for Sensitive or +3 for Empathy (p. 51); any Charisma bonus; -3 if using Fortune-Telling in place of Fast-Talk, Interrogation, or Psychology.
Forward Observer/TL • IQ/Average
Defaults: IQ-5, Artillery (any)-5, and others.
This is the skill of being a “spotter” for artillery. It includes locating targets (with map and compass at TL6-, global positioning systems and satellite imagery at TL7+), marking targets (using smoke, a laser designator, etc.), matching ordnance to target for best effect, and calling in corrections to any fire you personally observe.
Failure means the ordnance misses the target; critical failures result in severe “collateral damage” or “friendly fire” incidents. The very worst critical failures (GM’s decision) drop the ordnance on your position!
At higher tech levels, Forward Observer is less about observing targets and more about operating specialized technology such as drones, GPS, and laser designators. To remotely pilot a drone or use a laser designator to direct “smart” munitions onto a target, make a DX-based skill roll. At TL7+, Forward Observer defaults to Electronics Operation (any)-5.
Modifiers: Equipment modifiers (p. 345); -2 if you are unfamiliar with the artillery (e.g., aircraft bombs when you are used to naval guns); -3 per 500 yards between you and the target – but divide the actual range by the magnification of any vision aid first.
Free Fall • DX/Average
Defaults: DX-5 or HT-5
This is the ability to operate in a free-fall (zero-gravity) environment. Roll against the higher of HT or Free Fall when you first enter free fall; see Space Adaptation Syndrome (p. 434) for the effects of failure. In addition, whenever you make a DX or DX-based skill roll in free fall, use the lower of Free Fall and your DX or skill. For instance, if you had Free Fall-14 and Karate-16, you would roll at 14 or less to land a punch.
Modifiers: +2 for 3D Spatial Sense
Freight Handling/TL • IQ/Average
Default: IQ-5.
This is the skill of supervising the loading and unloading of vehicles (laborers do not require this skill – just their foreman). A successful skill roll cuts the time required by 20%. Also roll against Freight Handling skill any time there is doubt as to whether an item of cargo was lost or damaged; on a success, it made the journey intact.
Gambling • IQ/Average
Defaults: IQ-5 or Mathematics (Statistics)-5.
This is skill at playing games of chance. A successful Gambling roll can (among other things) tell you if a game is rigged, identify a fellow gambler in a group of strangers, or “estimate the odds” in any tricky situation. When you gamble against the house, make a skill roll (the GM will secretly modify this roll if the odds are poor!). When you gamble against someone else, roll a Regular Contest of Gambling (p. 197) until one of you wins.
Sleight of Hand skill (p. 221) is helpful if you want to cheat! To spot a cheater, roll a Quick Contest of your Gambling or Vision roll, whichever is higher, vs. your opponent’s Sleight of Hand skill (for card or dice tricks) or IQ (for other kinds of cheating).
Modifiers: +1 to +5 for familiarity with the game being played; -1 to -5 if the game is rigged against you; -3 for Killjoy (p. 140), since you don’t care if you win or lose.
Games† • IQ/Easy
Default: IQ-4.
This is the ability to play a game well. It includes knowledge of rules, etiquette, and tournament regulations. You must specialize in a particular game; possibilities include traditional board games (such as chess, Go, hnefatafl, and mankala), card games, war games, and computer games.
Many cultures regard the ability to play one or more games skillfully as a worthwhile social accomplishment. People often stake vast sums on games, and it might be possible to earn a living as a professional gamer. Games may also be played to settle disputes. In a fantasy world, a powerful monster or wizard might even challenge a hero to a game – with his life or the lives of his companions at stake!
Knowledge of the rules of a given sport is also a Games skill, but unlike other Games skills, sports specialties only allow you to judge an event. To play, learn the associated Sports (p. 222) or Combat Sport (p. 184) skill. As a referee, roll against skill to adjudicate a match, spot a subtle foul, determine the winner in a “photo finish” situation, etc. As an athlete, you can use Games to make an Influence roll (see Influence Rolls, p. 359) when dealing with a referee or judge, but this use is always at -3 or worse.
When you take a sports specialty, specify both the sport and the league or tournament type; e.g., Games (NFL Football) or Games (Olympic Judo). The rules of different leagues within the same sport default to one another at -2.
Modifiers: Cultural Familiarity modifiers (p. 23). Long-lived games have a body of knowledge that grows through time; therefore, when gamers from different times compete, the player from later in the timeline gets +1 to effective skill.
Gardening • IQ/Easy
Defaults: IQ-4 or Farming-3.
This is the ability to care for plants on a small scale. (For large-scale crops, use Farming skill, p. 194.) A skill roll lets you grow food, medicinal herbs, attractive flowers and trees, etc. Modifiers: -2 to -4 for an unfamiliar method (e.g., hydroponics or bonsai when you’re used to your back yard), crop (herbs, trees, and vegetables all differ), or geographical region. These three penalties are cumulative!
Garrote • DX/Easy
Default: DX-4.
This is the ability to strangle a victim with a rope or a wire. See Special Melee Weapon Rules (p.404) for details. Note that you cannot use a garrote to parry.
Geography/TL† • IQ/Hard
Defaults: IQ-6 and others
This is the study of the physical, political, and economic divisions of a planet, and how they interact. It is part physical science, part social science. You must specialize:
//Physical: // The study of the physical properties of a planetary surface. A physical geographer could answer questions about climate, terrain, and so forth. You must further specialize by planet type; see Planet Types (p. 180). Defaults: Geology (same planet type)-4 or Meteorology (same planet type)-4.
Political: The study of political regions – their borders, natural resources, industries, etc. A political geographer could answer questions about land claims, overpopulation, regional economic disparities, transportation networks, etc. Default: Economics-4.
Regional: The study of all of the above, but specific to a single region: New York, the United States, planet Earth, etc. The depth of knowledge decreases with the size of the region (see Area Knowledge, p. 176). Default: the relevant Area Knowledge skill at -6.
These specialties default among themselves at -5.
Geology/TL† • IQ/Hard
Defaults: IQ-6, Geography (Physical)-4, or Prospecting-5.
This is the science dealing with the structure of planets – their crust, mantle, and core. A geologist knows about minerals, oil, ores, etc.; about earthquakes and volcanoes; and about fossils. In the field, he can attempt to find water by using an “eye for country” (see Survival, p. 223). You must specialize by planet type. See Planet Types (p. 180) for details.
Gesture • IQ/Easy
Default: IQ-4.
This is the ability to communicate through improvised hand signals. A successful skill roll will let you convey one simple idea to another person, or understand one simple idea he is attempting to get across to you. Gesture is not suited to complex communication, however:
Modifiers: Cultural Familiarity modifiers (p. 23) definitely apply! Different cultures develop distinct gesture Vocabularies
Group Performance† • IQ/Average
Defaults: IQ-5 and others.
This is the ability to arrange a performance and direct a group of performers in its execution – in rehearsal, in a studio, or before a live audience. A successful roll means the performance is pleasing. You must specialize in a particular performing art. All specialties have prerequisites: the specific skills listed below, plus any one of Diplomacy, Intimidation, or Leadership.
//Choreography: //The ability to instruct and lead a group of dancers. Prerequisite: Dancing. Default: Dancing-2.
Conducting: The ability to coordinate a group of musicians. Choirs, swing bands, symphony orchestras, etc. are different familiarities; see Familiarity (p. 169). Prerequisites: Any two Musical Instrument skills, or one Musical Instrument and Singing. Defaults: Musical Instrument-2 or
Singing-2.
Directing: The ability to direct a group of actors. Film, opera, television, and theater are different familiarities. Prerequisite: Performance. Default: Performance-5.
Fight Choreography: Similar to Choreography, but for Stage Combat (p. 222) instead of Dancing. Prerequisite: Stage Combat. Default: Stage Combat-2.
Gunner/TL† • DX/Easy
Default: DX-4.
This is the ability to use a heavy weapon, usually one mounted on a tripod or a vehicle, to make a direct-fire attack – that is, to aim and fire at a target to which you have a line of sight. For indirect fire, use Artillery skill (p. 178). Roll against Gunner skill to hit the target.
Make an IQ-based skill roll to take immediate action (e.g., clear a stoppage or restart a crashed targeting computer), should your weapon fail. Loaders can make ST-based skill rolls to improve the rate of fire of certain crew-served weapons; see individual weapon descriptions for details.
You must specialize by weapon type. The available specialties vary by TL, but include one or more of:
Beams: Any kind of heavy directed energy weapon: laser, particle beam, etc.
Machine Gun: Any kind of heavy projectile weapon capable of firing bursts.
Rockets: Any kind of free-flight rocket fired from a mount.
These specialties default to one another at -4. The weapons covered by each specialty vary by TL. For instance, Gunner (Machine Gun) covers hand-cranked Gatling guns at TL5, automatic machine guns at TL6, autocannon at TL7, and electromagnetic machine guns at TL9+.
Familiarity is crucial here! Gunner/TL7 (Machine Gun) covers both tripod-mounted machine guns
and aircraft autocannon, but going from one to the other gives you -2 for weapon type (machine gun to autocannon), -2 for aiming system (open sights to HUD), and -2 for mount (tripod to hull mount), for a net -6 to skill until you familiarize yourself with all the differences.
Modifiers: All applicable ranged combat modifiers; -2 for an unfamiliar aiming system (e.g., a camera when you’re used to open sights) or mount (e.g., a tripod when you’re used to a turret), or for an unfamiliar weapon of a known type (e.g., .30-cal when you are used to .50s); -4 or more for a weapon in bad repair.
Guns/TL† • DX/Easy
Default: DX-4.
This is the ability to use a handheld chemical-propellant or massdriver projectile weapon. Roll against Guns skill to hit your target. Make an IQ-based skill roll to take immediate action (e.g., eject a dud round), should your weapon fail.
You must specialize by weapon type. The available specialties vary byTL, but include one or more of:
Pistol: All kinds of handguns, including derringers, pepperboxes, revolvers, and automatics, but not machine pistols.
Rifle: Any kind of rifled long arm – assault rifle, hunting rifle, sniper rifle, etc. – that fires a solid projectile.
Shotgun: Any kind of smoothbore long arm that fires multiple projectiles (flechettes, shot, etc.).
Submachine Gun (SMG): All short, fully automatic weapons that fire pistol- caliber ammunition, including machine pistols.
Familiarity is crucial here! Guns (Rifle) covers both bolt-action 12.7mm sniper rifles and 5.56mm assault rifles, but going from one to the other gives you -2 for weapon type (12.7mm to 5.56mm), -2 for action (bolt-action to self-loader), and -2 for grip (bipod to hand-held), for a total of -6 to skill until you familiarize yourself with all the differences.
Modifiers: All applicable ranged combat modifiers; -2 for an unfamiliar action
(e.g., an automatic when you’re used to a revolver) or grip (e.g., a shoulder-fired antitank weapon when you’re used to a bipod), or for an unfamiliar weapon of a known type (e.g., a 5.56mm rifle when you are used to a 7.62mm rifle); -4 or more for a weapon in bad repair.
Hazardous Materials/TL† • IQ/Average
Default: IQ-5.
This is the skill of transporting, storing, and disposing of hazardous materials (“HazMat”). It includes preparing the records that accompany HazMat shipments; applying and identifying warning labels and markings; and knowledge of countermeasures, antidotes, and containment and decontamination procedures. (To operate personal protective gear, use the NBC Suit skill, p. 192.)
You must specialize by type of HazMat. Common specialties are Biological, Chemical, and Radioactive, but more exotic options (e.g., Magical or Nanotech) may exist in some settings. Mundane specialties default to one another at -5; exotic specialties often have no default at all.
Whenever you deal with HazMat in any capacity, roll against the lower of the skill used for the task (Driving, Freight Handling, etc.) and the applicable Hazardous Materials specialty or default. Note that the IQ-5 default represents any layman’s knowledge of household hazards. HazMat professionals deliberately keep certain aspects of this skill (notably HazMat markings) obscure to avoid alarming the general public. The default does not apply when dealing with such things.
Heraldry • IQ/Average
Defaults: IQ-5 or Savoir-Faire (High Society)-3.
This is the skill of recognizing and designing coats of arms, crests, flags, tartans, and other emblems. A successful roll lets you recognize a knight or a noble from his banner or shield, create attractive and proper arms (without conflicting with existing designs), etc.
In some settings, you might have to specialize in a particular type of
Heraldry: Coats of Arms (the usual specialty, described above), Corporate Logos (defaults to Current Affairs (Business)-3), or even Graffiti Tags (defaults to Streetwise-3).
Modifiers: Cultural Familiarity modifiers (p. 23). Up to +5 to recognize a well-known design, and down to -5 for an obscure design or one that was retired long ago.
Herb Lore/TL • IQ/Very Hard
Default: None
Prerequisite: Naturalist.
This is the ability to manufacture herbal concoctions that have magical effects – healing balms, love potions, etc. It only exists in magical game worlds, where it functions much as Alchemy skill (p. 174). Unlike Alchemy, Herb Lore does not include the ability to analyze “elixirs.” On the other hand, an expert at this skill can locate magical ingredients for free in the wild by making a few Naturalist rolls, while an alchemist requires rare and expensive materials (such as alkahest, dragon’s blood, gemstones, and gold) to do his work.
Hidden Lore† • IQ/Average
Defaults: None.
This skill represents knowledge that is lost, deliberately hidden, or simply neglected. Whatever the reason, the general public is unaware of it. It is only available to those who study it specifically.
You must specialize in a particular body of secret knowledge. If you wish to enter play with Hidden Lore skills, you must account for this specific knowledge in your character story. The GM might even require you to purchase an Unusual Background before you can learn Hidden Lore skills. Of course, the GM is also free to forbid Hidden Lore skills to starting
characters … or to PCs in general!
To acquire Hidden Lore in play, you must find a reliable source of relevant information. The GM may choose to tie skill increases in Hidden Lore to specific acts – such as reading moldy tomes – instead of allowing you to spend points freely. For instance, an ancient manuscript might let you spend up to eight points (and no more) on a specific Hidden Lore skill.
Remember that most Hidden Lore is secret because somebody powerful wants it kept that way. Thus, discussing or revealing your knowledge can be extremely hazardous.
Possible Hidden Lore specialties include:
Conspiracies: You know details about the conspiracies that underlie every aspect of society. This is factual knowledge (e.g., truths about the Illuminati), not the ability to analyze conspiracies. Only available in settings where vast conspiracies really do exist.
Demon Lore: You know the secrets of Hell, the goals of demons in the mortal world, and possibly even the names of specific demons.
Faye Lore: You have detailed knowledge of the elves and their secret kingdom(s).
Spirit Lore: You know about ghosts and other spirit entities – names, motivations, etc.
Hiking • HT/Average
Default: HT-5.
This skill represents training for endurance walking, hiking, and marching. It includes knowledgeof
how to pace yourself in different conditions and how best to carry a pack. Make a Hiking roll before each day’s march; on a success, increase the distance traveled by 20%. The GM may allow bonuses for good maps and good walking shoes, but not for terrain. If a party is traveling together, all must make the Hiking roll in order to get the increased distance. See Hiking (p. 351)
History† • IQ/Hard
Default: IQ-6.
This is the study of the recorded past (compare Archaeology skill, p. 176). A successful skill roll lets you answer questions about history, and might (at the GM’s option) allow you to remember a useful parallel: “Ah, yes. Hannibal faced a situation like this once, and here’s what he did …”
You must specialize. There are two general classes of specialty:
• A limited geographical region – no larger than a small nation – over multiple eras. Examples: History (Bavarian), History (Irish), or History (New York State)
• A single era (e.g., Victorian period, 20th century) and one of a broad geographical region (e.g., Europe), a culture (e.g., Muslim), or an idea (e.g., economic, esoteric, or military). Examples: History (20th-Century American), History(Ottoman Muslim), or History (Napoleonic Military).
The sheer variety of possible specialties makes it impossible to list all possible defaults. In general, if two specialties overlap at all, then GM should permit a default at -2 to -4.
Hobby Skill • DX or IQ/Easy
Default: DX-4 or IQ-4, depending on the controlling attribute.
Many fields of study have little to do with adventuring or making a living – but people study them nonetheless. Each of these is a separate Hobby Skill. Those that require agility or a delicate touch (e.g., juggling, kite flying, needlepoint, and origami) are DX/Easy skills that default to DX-4, while those that focus on knowledge and trivia (e.g., comic books, rock music, science fiction, and tropical fish) are IQ/Easy skills that default to IQ-4.
A few points in a Hobby Skill can make roleplaying more fun – and possibly come in handy once in a while. You do not need a teacher to learn or improve a Hobby Skill. However, you cannot learn skills defined elsewhere in this chapter as Hobby Skills.
Holdout • IQ/Average
Defaults: IQ-5 or Sleight of Hand-3.
This is the skill of concealing items on your person or on other people usually with their cooperation). An item’s size and shape govern its concealability. Some examples
+4: A BB-sized jewel, a postage stamp.
+3: A pea-sized jewel.
+2: One lockpick, a huge jewel, a dime, a TL9+ computer disk, a letter.
+1: A set of lockpicks, a silver dollar. 0: A TL8 floppy disk or CD, without case.
-1: A dagger, a slingshot, the tiniest handgun or grenade.
-2: An average handgun (e.g., a Luger), a grenade, a large knife.
-3: A submachine gun, a shortsword, a short carbine.
-4: A broadsword, an assault rifle.
-5: A bastard sword, a battle rifle.
-6: A crossbow, a heavy sniper rifle.
Things that move or make noise give an additional -1 or more to skill.
Clothing also modifies effective skill. A Carmelite nun in full habit (+5
to skill) could conceal a bazooka or a battle-axe from an eyeball search. A Las Vegas showgirl in costume (-5 to skill) would have trouble hiding even a dagger. Of course, the showgirl might escape search entirely (unless the guards were bored) because “She obviously couldn’t hide anything in that outfit!” Full nudity is -7 to skill.
A proper concealment holster helps conceal a weapon; use the equipment modifiers on p. 345. Clothing designed specifically to hide things gives a bonus of up to +4.
To spot a concealed item, roll a Quick Contest of Search skill vs. Holdout. Search defaults to Perception-5 if you haven’t studied it. See Search (p. 219) for additional rules.
Housekeeping • IQ/Easy
Default: IQ-4.
This is the ability to manage a household. It covers both home economics and domestic chores: cleaning, cooking (but not haute cuisine, which requires the Cooking skill), minor repairs (any routine maintenance task that calls for a roll against Carpentry, Sewing, or a similar skill at +4 or better), etc. The main use of Housekeeping is to qualify for the job of “homemaker,” but it can come in handy on adventures – for instance, to clean up evidence!
Hypnotism • IQ/Hard
Defaults: None.
This is the skill of inducing a suggestible state in another person through verbal or mechanical means. It requires five seconds and a successful skill roll to use. If you fail on a cooperative subject, you may try again. The second attempt takes five minutes, and the roll is at -5. If this attempt fails, you may not try to hypnotize the subject again that day.
A successful Hypnotism attempt puts the subject to sleep. This counts as an anesthetic for the purpose of Surgery. At the GM’s option, further Hypnotism rolls might help the subject remember something he had forgotten, while Psychology rolls might help him get over mental problems.
A hypnotized individual is extremely suggestible. Roll a Quick Contest of Hypnotism vs. the victim’s Will for each suggestion. The subject resists suggestions that threaten his life or his loved ones, or that go strongly against his character, at +5. You may also give “posthypnotic suggestions,” instructing the subject to do something in response to a trigger after the hypnosis ends. The subject’s resistance roll for such suggestions takes place when he encounters the trigger. He resists at +1 to Will per week since he was hypnotized.
You cannot use Hypnotism as an attack, except in highly cinematic games. You can use it on an unaware or unwilling subject out of combat, but he resists at Will+5. If he resists the initial attempt, he is considered uncooperative, and you may not make a second attempt that day. A subject who is unfamiliar with Hypnotism might not know what you attempted, but he suspects something – possibly witchcraft!
In all cases, a hypnotic trance lasts 1d hours unless you end it sooner.
Modifiers: +2 if you send hypnotic suggestions via Telesend (see Telecommunication, p. 91), since voices in the head are harder to ignore.
Immovable Stance • DX/Hard
Defaults: None.
Prerequisite: Trained By A Master.
This skill allows you to anchor yourself to the ground by properly channeling your chi, using secret balancing techniques, etc. Make a skill roll whenever an attack (e.g., a shove or the Push skill, p. 216) would result in knockback or a fall.
On a success, you neither experience knockback nor fall down. On a failure, you are knocked back but still get the usual DX roll to avoid falling down. On a critical failure, you automatically suffer full knockback and you fall down.
This skill also helps against attacks with the Judo skill (p. 203). If you fail your active defense (or choose not to defend) against a Judo throw, your attacker must win a Quick Contest of Judo vs. your Immovable Stance skill, or his throw fails.
Modifiers: -1 per yard of potential knockback; +4 for Perfect Balance.
Innate Attack† • DX/Easy
Default: DX-4.
This skill represents trained ability with a “built-in” ranged attack: fiery breath, super-powered energy bolts, etc. Learn it to improve your odds of hitting with Afflictions (p. 35), Bindings (p. 40), Innate Attacks (p. 61), magical jets and missiles, and similar attacks that originate from you as opposed to a weapon in your hand. Roll against skill to hit. You must specialize:
Beam: Any energy blast, magical jet, etc. emitted from the hands. To use this skill, you must have at least one unrestrained hand (although it need not be empty).
Breath: Any attack emitted from the mouth, such as dragon’s fire or acidic sputum. To use this skill, you cannot be gagged and you must be facing your target.
Gaze: Any attack emitted from the eyes – heat vision, a petrifying stare, etc. To use this skill, you cannot be blindfolded and you must be facing your target.
Projectile: Any solid projectile or pseudo-solid energy bolt (e.g., Fireball spell) emitted from the hands. To use this skill, you must have at least one unrestrained hand (although it need not be empty).
These specialties default to one another at -2.
You use this skill to direct your attack, not to activate it; therefore, restrictions such as “you cannot be gagged” apply strictly to your ability to make ranged attacks. If you can trigger your attack while restrained, no skill roll is needed to attack your restraints!
You can only learn this skill for ranged attacks. Use Brawling (p. 182) to improve your odds with abilities that require a touch.
Intelligence Analysis/TL • IQ/Hard
Defaults: IQ-6 or Strategy (any)-6.
This is the ability to analyze and interpret intelligence data. It allows you to deduce enemy plans and capabilities, evaluate the accuracy of information, rate the reliability of sources, etc. In most game worlds, only intelligence, military, and security services teach this skill – often only to those with a minimum level of Rank or Security Clearance.
The GM makes all Intelligence Analysis rolls in secret. On a success, he provides details about the significance and accuracy of your data, or insights into what it means in terms of enemy planning. When you encounter deliberately falsified data, the GM rolls a secret Quick Contest: your Intelligence Analysis vs. the enemy’s skill at disinformation (Forgery, Propaganda, etc.). If you win, the GM provides details on precisely what is wrong with the information. It is up to you to deduce what this means, however!
This skill has nothing to do with gathering intelligence. Use Current Affairs (p.186) and Research (p. 217) to sift through public sources; Forensics (p. 196) and Search (p. 219) to find physical clues; Observation (p. 211) for human surveillance; and Electronics Operation (p. 189) to work with the satellite imagery, communications intercepts, and related “technical
means” common at TL7+.
You may take an optional specialty (p. 169) in one particular type of intelligence. A useful specialty at TL6+ is Intelligence Analysis (Traffic Analysis): identifying the purpose and
organization of targets by examining intercepted communications traffic.
Modifiers: -1 to -5 for incomplete information; -3 if all your information comes from a single source; -3 for intelligence concerning an arcane scientific or bureaucratic principle, unless you have skill in that area (e.g., Engineer (Electronics) for intelligence regarding a radar installation).
Interrogation • IQ/Average
Defaults: IQ-5, Intimidation-3, or Psychology-4.
This is the ability to question a prisoner. Only intelligence agencies, police and prison services, the military, and the underworld teach this skill.
Roll a Quick Contest of Interrogation vs. the prisoner’s Will for each question. This requires 5 minutes per question. If you win, you get a truthful answer. If you tie or lose, the victim remains silent or lies. If you lose by more than five points, he tells you a good, believable lie! The GM roleplays the prisoner (or, if you are the prisoner, the GM will roleplay the interrogator) and makes all die rolls in secret.
Modifiers: -5 if the prisoner’s loyalty to his leader or cause is “Very Good” or “Excellent”; -3 for Low Empathy (p. 142); +2 for a lengthy interrogation (over two hours); +3 if you use severe threats; +6 if you use torture*. Increase these last two bonuses by +1 if you have the Callous disadvantage (p. 125)!
“Torture” does not necessarily mean thumbscrews and the rack. Exposing a prisoner to the object of his phobia (see Phobias, p. 148) is an effective torture, as is a believable threat against a loved one. Note that torturing a prisoner is usually considered vile behavior, likely bringing retribution.
Intimidation • Will/Average
Defaults: Will-5 or Acting-3.
This is the skill of hostile persuasion. The essence of Intimidation is to convince the subject that you are able and willing, perhaps even eager, to do something awful to him.
You can substitute an Intimidation attempt for any reaction roll; see Influence Rolls (p. 359). Exception: You cannot intimidate someone who has the Unfazeable advantage!
The results of a successful Intimidation attempt depend on the target. An honest citizen probably cooperates, sullenly or with false cheer. A low-life might lick your boots (even becoming genuinely loyal). A really tough sort might react well without being frightened: “You’re my kind of scum!” The GM decides, and roleplays it. If you rolled a critical success – or if the subject critically failed his Will roll – your victim must make a Fright Check in addition to the other results of the Influence roll!
Group Intimidation: You may attempt to intimidate up to 25 people at once, at -1 to skill per five people (or fraction thereof) in the group. Multiple intimidators can attempt to intimidate proportionally larger groups; for instance, three thugs could try to intimidate up to 75 people! Base the skill penalty on the size of the target group divided by the number of intimidators (round up). Resolve the outcome with a single Quick Contest: the highest effective Intimidation skill from among the intimidators vs. the highest modified Will in the target group.
Specious Intimidation: You can attempt a Quick Contest of Fast-Talk vs. the subject’s IQ before your Intimidation attempt in order to appear to be intimidating when youcan’t back it up. If you win, you are at +3 on the subsequent Intimidation attempt, which can go a long way toward offsetting the high Will and Fearlessness of martial arts masters, world leaders, etc. If you tie or lose, however, your Intimidation attempt fails automatically, and you suffer a "Very Bad” reaction instead of just a “Bad” one!
Modifiers: +1 to +4 for displays of strength, bloodthirstiness, or supernatural powers (GM’s judgment); increase this bonus by +1 if you are Callous (p. 125). Appearance (p. 21) matters: +2 if you are Hideous, +3 if Monstrous, or +4 if Horrific. Size also matters: add your Size Modifier and subtract the subject’s. Appropriate Reputation modifiers (positive or negative) certainly count! You get -1 for Oblivious (p. 146) and -1 to -4 for Shyness (p. 154). Subtract the subject’s Fearlessness (p. 55) from your roll. The GM may assign a +1 or -1 for especially appropriate or clumsy dialog. Requests for aid are always at -3 or worse.
Invisibility Art • IQ/Very Hard
Defaults: None.
Prerequisites: Trained By A Master, and both Hypnotism and Stealth at 14+.
This is the fabled skill, often attributed to ninja and other martial-arts masters, of being able to stand in plain sight without being noticed. It requires one second of concentration to activate. After that time, roll a Quick Contest once per second: your Invisibility Art vs. the Vision roll of each person who can see you.
This is the fabled skill, often attributed to ninja and other martial-arts masters, of being able to stand in plain sight without being noticed. It requires one second of concentration to activate. After that time, roll a Quick Contest once per second: your Invisibility Art vs. the Vision roll of each person who can see you.
Viewers must apply the current darkness penalty to their Vision roll. A viewer who is concentrating on something else or otherwise distracted is at -3; one who is specifically looking for intruders gets +3. If someone sees you and raises the alarm, by pointing and crying out, those who believe the warning get +3 on their next roll.
If you win, that person is unable to see you for one second. Otherwise, hecan see you normally. Once someone notices you, he is unaffected by this skill until you can get out of sight somehow (which might be as easy as stepping into a shadow), whereupon you may try again.
Note that this skill does not work at all in combat. In particular, if you attack anyone, you will immediately become visible to everyone!
Modifiers: +3 if you use a smoke bomb or flash grenade before you attempt your roll (you appear to vanish in a cloud of smoke). Your movement modifies your skill roll rather than viewers’ Vision rolls: no modifier if you stand still (Move 0), -1 if you move at a slow walk (Move 1), -2 at a fast walk (Move 2), or -5 at a run (Move 3+). If you stand perfectly still (requires a successful Breath Control or Meditation roll), you get +1.
Jeweler/TL • IQ/Hard
Defaults: IQ-6, Smith (Copper)-4, or Smith (Lead and Tin)-4.
This is the ability to work with precious metals, make jewelry, decorate weapons, etc. A successful skill roll allows you to identify a precious metal or gem, or determine the value of a precious bauble.
Jumping • DX/Easy
Defaults: None.
This skill represents trained jumping ability. When you attempt a difficult jump, roll against the higher of Jumping or DX. In addition, you may use half your Jumping skill (round down) instead of Basic Move when calculating jumping distance. For instance, Jumping-14 would let you jump if you had Basic Move 7. See Jumping (p. 352).
Kiai • HT/Hard
Defaults: None.
Prerequisites: Trained By A Master or Weapon Master.
You can channel your chi outward in a mighty shout (kiai) that freezes lesser foes. This counts as an attack, and costs 1 FP per attempt, successful or not.
Roll a Quick Contest: your Kiai skill vs. your target’s Will. You are at -1 for every full two yards of distance. Your victim resists at +1 if he is Hard of Hearing, at +2 if Deaf! If you win, your target is mentally stunned (see Effects of Stun, p. 420).
This skill only works against a single victim; everyone can hear the shout, but your chi is focused on that one foe. However, a successful Kiai roll gives you +2 to Intimidation rolls vs. everyone within earshot.
Knot-Tying • DX/Easy
Defaults: DX-4, Climbing-4, or Seamanship-4.
This is the ability to tie a wide variety of knots quickly and efficiently. A successful skill roll lets you make a noose, tie someone up, etc. If you bind someone using this skill, he must win a Quick Contest of Escape vs. your Knot-Tying skill to free himself.
Modifiers: +1 per level of High Manual Dexterity (p. 59), or -3 per level of Ham-Fisted (p. 138).
**Lance • DX/Average
Defaults: DX-5 or Spear-3.
Prerequisite: Riding.
The ability to use the lance: a long, spear-like weapon wielded from horseback. This is not a Melee Weapon skill (see p. 208). You may not use a lance to parry – you must block or dodge enemy attacks.
Lasso
DX/Average
Defaults: None.
This is the skill of throwing the lariat: a long rope or thong with a sliding noose at one end. Its intended purpose is to snare animals, but it can also entangle opponents in combat – see Special Ranged Weapons (p. 410).
Law† • IQ/Hard
Default: IQ-6.
This skill represents knowledge of law codes and jurisprudence. A successful
roll lets you remember, deduce, or figure out the answer to a
question about the law. Few legal questions have clear-cut answers, however – even an expert will hedge his advice!
You must specialize. There are two general classes of specialty:
• The laws of a particular political region (e.g., Canada or France) within
a specific field (constitutional, contract, criminal, police, etc.). Examples: Law (British Criminal), Law (Canadian Constitutional), and Law (U.S. Contract).
• A specialized body of law not associated with a political region. Examples: Law (Catholic Canon), Law (International), and Law (Space).
Specialties within the same region, such as Law (British Criminal) and Law (British Police), or field, such as Law (British Criminal) and Law (French Criminal), default to one another at -4. If both region and field differ, the default is -6 or worse.
In some times and places, a Quick Contest of Law (Criminal) between the defense and prosecution will determine the outcome of a trial. In others, Law functions as an Influence skill (see Influence Rolls, p. 359) used to sway the rulings of the judge.
Law enforcers nearly always have a point or two in Law (Police) for their region. This represents knowledge of “proper procedure” when it comes to arrests, evidence handling, interrogation, etc.
Leadership • IQ/Average
Default: IQ-5.
This is the ability to coordinate a group. Make a Leadership roll to lead NPCs into a dangerous or stressful situation. (PCs can decide for themselves if they want to follow you!)
You may attempt a Leadership roll in combat if you spend your turn doing nothing but giving orders and encouragement. On a success, everyone on your side who can hear you (including PCs) has +1 on all combatrelated Fright Checks and morale checks, and on self-control rolls for disadvantages that would reduce combat efficiency (such as Berserk and Cowardice – or Bloodlust, if you wish to take prisoners). A critical success gives +2. The bonus lasts until your next turn, at which time you may roll again. A group can have only one leader, however! If multiple people attempt Leadership rolls, no one gets a bonus.
Note that a minimum level of Leadership is often a prerequisite for high Rank (p. 29).
Modifiers: Any bonus for Charisma (p. 41); -3 for Low Empathy (p. 142); -1 to -4 for Shyness (p. 154). -5 if the NPCs have never been in action with you; -5 if you are sending them into danger but not going yourself; +5 if their loyalty to you is “Good”; +10 if their loyalty is “Very Good.” If their loyalty is “Excellent,” you do not have to roll!
Leatherworking • DX/Easy
Default: DX-4.
This is the ability to work with leather to make belts, saddles, armor, etc. A successful skill roll lets you repair or create leather goods. Make an IQ-based roll to design items that are more artistic than functional. Modifiers: Equipment modifiers (p. 345); +1 per level of High Manual Dexterity (p. 59), or -3 per level of Ham-Fisted (p. 138).
Lifting • HT/Average
Defaults: None.
This is the trained ability to use your strength to its best advantage when you lift. Roll once per lift. On a success, increase your Basic Lift by 5% per point by which you made your roll. This has no effect on encumbrance, or on how much you can carry. See Lifting and Moving Things (p. 353).
Light Walk • DX/Hard
Defaults: None.
Prerequisites: Trained By A Master, and both Acrobatics and Stealth at
14+.
This skill allows you to exert very little pressure when you walk. On a successful Light Walk roll, you leave no visible tracks. Tracking rolls to follow you automatically fail unless they rely on something more than sight; thus, a human tracker would be baffled, but bloodhounds would suffer no penalty at all.
You can also attempt to walk over fragile surfaces without falling through. Maximum Move under such circumstances is 1/3 normal (GM’s decision). Thin ice would require an
unmodified Light Walk roll, while rice paper would require a roll at -8!
Finally, a successful Light Walk roll can give a bonus to Stealth when your intention is to move quietly. This bonus equals half your margin of success, rounded down. Minimum bonus is +1.
Linguistics • IQ/Hard
Defaults: None.
This is the study of the principles upon which languages are based. A successful skill roll lets you identify a language from a snatch of speech or writing. As well, make a skill roll once per month when learning a language without a teacher. On a success, you learn at full speed rather than at 1/4 speed (see Learning Languages, p. 25).
Lip Reading • Per/Average
Default: Perception-10.
This is the ability to see what others are saying. You must be within seven yards, or have some means of bringing your point of view this close. A successful skill roll lets you make out one sentence of a discussion – assuming, of course, that you know the language. If your subjects suspect that you can read lips, they can hide their mouths or subvocalize to thwart you. A critical failure on a Lip Reading roll – if you are where your victims could see you – means that you stared so much you were noticed!
Modifiers: All Vision modifiers (see Vision, p. 358).
Liquid Projector/TL† • DX/Easy
Default: DX-4.
This is the ability to use a weapon that projects a stream of liquid or gas. Roll against Liquid Projector skill to hit your target.
Make an IQ-based Liquid Projector roll to take immediate action (e.g., patch a leak), should your weapon fail.
You must specialize by weapon type:
Flamethrower: Any weapon that projects burning liquid or gas. (This does not include plasma weapons, which are often called “flamers”; use Beam Weapons skill for those.)
Sprayer: Any weapon that emits a gas or atomized liquid (nerve gas, sleeping gas, etc.), including an ordinary spray can used as an improvised weapon
Squirt Gun: Any weapon that fires a low-pressure stream of liquid at the rate of one squirt per pull of the trigger.
Water Cannon: Any weapon that fires a continuous jet of high-pressure liquid, usually but not always water, with the intent of causing knockback
These specialties default to one another at -4. The weapons covered by each specialty vary by TL; e.g., Liquid Projector (Flamethrower) covers firesiphons loaded with Greek fire at TL4, while at TL6, it covers backpack tanks that project thickened fuel.
Modifiers: All applicable ranged combat modifiers; -2 for heavy weapons when you are used to
portable weapons (e.g., a flamethrower mounted on a tank when you are used to a backpack model), or for an unfamiliar weapon of a known type; -4 or more for a weapon in bad repair
Literature • IQ/Hard
Default: IQ-6.
This is the study of the great writings. A student of literature would be knowledgeable in the realms of old poetry, dusty tomes, criticism, etc. This can be useful for finding clues to hidden treasure, sunken lands, Ancient Secrets, and the like. The work in question must be available in a language you read.
Modifiers: -5 if you’re illiterate (see Literacy, p. 24) and relying on oral tradition, save in pre-literate cultures, where this is the norm.
Lockpicking/TL • IQ/Average
Default: IQ-5.
This is the ability to open locks without the key or combination. Each attempt requires
one minute. If you make the roll and open the lock, each point by which you succeeded shaves five seconds off the required time. (Safecracking and similar challenges can take more time, at the GM’s discretion.)
Note that if the lock has a trap or alarm attached, you must make a separate Traps roll to circumvent it.
Modifiers: Equipment modifiers (p. 345); -5 if working by touch (e.g., in total darkness). Inside information gives a bonus at GM’s discretion. If the GM requires a DX-based roll (for instance, to work with a particularly delicate mechanism), modifiers for High Manual Dexterity (p. 59) or Ham-Fisted (p. 138) will apply.
Machinist/TL • IQ/Average
Defaults: IQ-5 or Mechanic (any)-5.
This is the skill of making and modifying mechanical parts and tools. A successful skill roll lets you build parts from raw materials, manufacture tools for use with another skill (such as Armoury or Lockpicking), or modify any simple mechanical device not explicitly covered by another skill. The GM may require an inventor to make one or more Machinist rolls before attempting an Engineer roll to assemble a gadget.
Materials and component size vary significantly with tech level. A TL5 machinist works mainly with brass and steel components that can be seen with the naked eye; a TL10 machinist might work with carbon nanotubes
Modifiers: Equipment modifiers
Makeup/TL • IQ/Easy
Defaults: IQ-4 or Disguise-2.
This is the skill of using theatrical makeup to enhance a performer’s appearance. It is not just the ability to make someone look “pretty” – you can make yourself or others look older, younger, or of a different race or nationality. At TL6+, you can use prosthetics to further enhance the effect. However, you cannot make someone look taller or shorter than he actually is.
Market Analysis • IQ/Hard
Defaults: IQ-6, Economics-5, or Merchant-4.
This is the skill of predicting the short-term behavior of bond, stock, and currency markets – usually in order to make money! It is the main job skill of professional traders and speculators.
Make a skill roll to determine current market trends. On a critical success, you also learn whether a trend will continue or reverse in the future. On a failure, you get no clear answer. On a critical failure, you guess wrong.
Modifiers: The Talents (p. 89) of Business Acumen and Mathematical Ability both provide a bonus.
Martial Artiest • DX/Hard
Defaults: None
This skill represents any advanced training at unarmed striking. Roll against Martial Arts to hit with punch (at no -4 for the off hand), or Martial Arts-2 to hit with a kick. You cannot use martial arts with claws, teeth, ect, or with a blackjack - use brawling for that. Martial arts does let you use several special unarmed combat.
Martial Arts improves damage: if you know martial arts at DX level, add +1 per die to basic thrust damage when you calculate damage with a martial art attacks: punches, kicks, elbow strikes, etc. Add +2 per die if you know Martial Arts at DX+1 or better! Work out damage ahead of time and record it on your character sheet.
Martial arts allows you to parry two different attacks per turn, one with each hand. Your Parry score is (skill2/) + 3 rounded down. This parry is not at the usual -3 for parrying a weapon barehanded, greatly reducing the likely hood of injury when you defend against an armed foe. In addition, Martial Arts gives an improved retreating bonus when you parry; see Retrate. For more on parry barehanded, see parrying unarmed.
To use Martial Arts, any hand with which you wish to strike or parry must be empty (but you are free to wear heavy gauntlets, brass knockles,ect ,to increase damage).
Market Analysis •IQ/Hard
Defaults: IQ-6, Economics-5, or Merchant-4.
This is the skill of predicting the short-term behavior of bond, stock, and currency markets – usually in order to make money! It is the main job skill of professional traders and speculators. Make a skill roll to determine current market trends. On a critical success, you also learn whether a trend will continue or reverse in the future. On a failure, you get no clear answer. On a critical failure, you guess wrong.
Modifiers: The Talents (p. 89) of Business Acumen and Mathematical Ability both provide a bonus.
Masonry • IQ/Easy
Default: IQ-4.
This is the ability to build things out of brick or stone.
Modifiers: Equipment modifiers (p. 345); -3 for simple engineering (erecting scaffolding, moving large blocks of stone, etc.) rather than masonry per se.
Mathematics/TL† • IQ/Hard
Defaults: IQ-6 and others.
This is the scientific study of quantities and magnitudes, and their relationships and attributes, through the use of numbers and symbols. You must specialize:
Applied: The branch of mathematics that interacts directly with the physical sciences and engineering, dealing with mathematical models of the behavior of physical systems. Defaults: Engineer (any)-5 or Physics-5.
Computer Science: The theoretical study of data structures and computation.
Roll vs. skill to answer questions about what is possible with computers. This gives you no special ability to use computers! Default: Computer Programming-5.
Cryptology: // The mathematical study of codes and ciphers. This gives you a theoretical understanding of encryption schemes, including how they change with TL and why some schemes are more effective than others. To create or break codes, use Cryptography skill (p. 186). //Default: Cryptography-5.
Pure: Generic “academic” mathematics. Make a skill roll to answer any math-related question not covered by another specialty. Pure mathematics encompasses dozens of obscure subfields that will never affect the game. If you must be an expert in something like “non-selfadjoint operator algebras,” you may further note an optional specialty (p. 169).
Statistics: The science of assembling and analyzing data for the purpose of calculating probabilities, constructing models, and making forecasts. Roll vs. skill to determine the odds of a particular outcome, given sufficient data about similar situations in the past.
Surveying: The science of determining the area of a portion of the Earth’s surface, the lengths and directions of the bounding lines, and the contour of the surface. Make a skill roll to determine the dimensions of any area you can see. More complex determinations require specialized equipment. Defaults: Cartography-3 or Navigation (any)-4.
These specialties default to one another at -5.
Mechanic/TL† • IQ/Average
Defaults: IQ-5, Engineer (same)-4, or Machinist-5.
This is the ability to diagnose and fix ordinary mechanical problems. A successful skill roll will let you find or repair one problem. You must pick a specialty from within one of these four categories:
Machine Type: Any one class of nonvehicular machine. Types include Micromachines (miniature machinery, invisible to the naked eye; TL9+), Nanomachines (molecular-scale machinery; TL10+), and Robotics (robots and automated factories; TL7+).
Motive System Type: Any one type of propulsion system, regardless of vehicle type. Types include Legged, Tracked, Wheeled, Rockets, and Reactionless Thrusters.
Power Plant Type: Any one type of power plant, no matter what it powers. Types include Clockwork, Steam Engine, Gasoline Engine, Diesel Engine, Gas Turbine, Fuel Cell, Fission Reactor, Fusion Reactor, and Antimatter Reactor.
Vehicle Type: The controls, hull, motive system, power plant, transmission, and even the paint job of one specific type of vehicle listed under a vehicle- operation skill such as Driving (p. 188), Piloting (p. 214), or Submarine (p. 223).
Mechanic specialties default to one another at -4, although the GM may modify this for particularly close or distant specialties. The systems covered by each specialty vary by TL. For instance, Mechanic (Light Airplane) covers single- engine biplanes at early TL6, small private jets at TL7, and so forth.
Familiarity is very important here. For instance, Mechanic/TL7 (Light Airplane) covers both propeller-powered seaplanes and small private jets, but going from one to the other gives you -2 for an unfamiliar item (proppowered plane to jet) and -2 for an unfamiliar implementation (seaplane to regular plane), for a net -4 to skill until you familiarize yourself with all the differences.
Modifiers: -2 for an unfamiliar item within your specialty (e.g., a barge when you’re used to battleships), or for an unfamiliar implementation (e.g., a powerboat engine when you’re used to automobile engines); equipment modifiers (p. 345).
Meditation • Will/Hard
Defaults: Will-6 or Autohypnosis-4.
This is the ability to calm the emotions, control the mind, and relax the body. To use this skill, you must concentrate for (20 - skill) seconds, minimum one second, and then roll vs. skill. On a success, you enter a trancelike state, which you can maintain for hours.
A meditative trance is required for certain rituals and is a common preparation for prayer. In addition, the GM may permit you to meditate on a particular moral dilemma. On a successful Meditation roll, the GM will “enlighten” you, providing a hint as to which course of action “feels” right.
Melee Weapon • DX/Varies
Defaults: Special
This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific skill descriptions for other defaults.
Make a Melee Weapon roll to hit an opponent in combat. You may also use these skills to parry. Your Parry defense is (skill/2) + 3, rounded down.
Melee weapons fall into broad categories on the basis of overall balance and function. When a rule refers to one of these categories, it applies to all weapons in that category and all Melee Weapon skills used to wield them. For instance, “fencing weapons” means “all weapons used with any of Main-Gauche, Rapier, Saber, or Smallsword skill.”
Fencing Weapons
Fencing weapons are light, onehanded weapons, usually hilted blades, optimized for parrying. If you have a fencing weapon, you get an improved retreating bonus when you parry – see Retreat (p. 377). Furthermore, you have half the usual penalty for parrying more than once with the same hand (see Parrying, p. 376).
Note that fencing weapons are light and likely to break when used to parry a heavier weapon. They cannot parry flail weapons at all! You must be relatively mobile to capitalize on their speed and maneuverability: all attacks and parries take a penalty equal to your encumbrance level (e.g., Heavy encumbrance gives -3 to hit or to parry).
The skills in this category default to one another at -3. They also default to sword skills, as noted below.
Main-Gauche (DX/Average): Any weapon normally wielded with Knife or Jitte/Sai skill (see below), used in the “off” hand. With this skill, you may ignore the penalty for using the “off” hand on defense (attacks are still at -4) and the -1 for parrying with a knife. To wield a knife as a primary weapon, use Knife skill. Defaults: Jitte/Sai-4 or Knife-4.
Rapier (DX/Average): Any long (over 1 yard), light thrusting sword. Default: Broadsword-4.
Saber (DX/Average): Any light cutand- thrust sword. Note that cavalry sabers are quite heavy, and use Broadsword instead. Defaults: Broadsword-4 or Shortsword-4.
Smal lsword (DX/Average): Any short (up to 1 yard), light thrusting sword or one-handed short staff (such as the sticks used in the martial arts arnis, escrima, and kali). Default:
Shortsword-4.
Flails
A flail is any flexible, unbalanced weapon with its mass concentrated in the head. Such a weapon cannot parry if you have already attacked with it on your turn. Because flails tend to wraparound the target’s shield or weapon attempts to block them are at -2 and attempts to parry them are at -4. Fencing weapons and knives cannot parry them at all! An unarmed fighter can parry a flail, but at -4 in addition to any penalty for parrying unarmed.
The skills in this category default to one another at -3.
Flail (DX/Hard): Any one-handed flail, such as a morningstar or nunchaku.
Default: Axe/Mace-4.
Two-Handed Flail (DX/Hard): Any two-handed flail. Defaults: Kusari-4 or Two-Handed Axe/Mace-4.
Impact Weapons
An impact weapon is any rigid, unbalanced weapon with most of its mass concentrated in the head. Such a weapon cannot parry if you have already attacked with it on your turn.
The skills in this category default to one another at -3.
Axe/Mace (DX/Average): Any shortor medium-length, one-handed impact weapon, such as an axe, hatchet, knobbed club, or pick. Default: Flail-4.
Two-Handed Axe/Mace (DX/Average): Any long, two-handed impact weapon, such as a baseball bat, battleaxe, maul, or warhammer. Defaults: Polearm-4 or Two-Handed
Flail-4.
Pole Weapons
Pole weapons are long (usually wooden) shafts, often adorned with striking heads. All require two hands.
Polearm (DX/Average): Any very long (at least 2 yards), unbalanced pole weapon with a heavy striking head, including the glaive, halberd, poleaxe, and countless others. Polearms become unready after an attack, but not after a parry. Defaults: Spear-4, Staff-4, or Two- Handed Axe/Mace-4.
Spear (DX/Average): Any long, balanced pole weapon with a thrustingpoint, including spears, javelins, tridents, and fixed bayonets. Defaults: Polearm-4 or Staff-2.
Staff (DX/Average): Any long, balanced pole without a striking head. This skill makes good use of the staff’s extensive parrying surface when defending, giving +2 to your Parry score. Defaults: Polearm-4 or Spear-2.
Swords
A sword is a rigid, hilted blade with a thrusting point, cutting edge, or both. All swords are balanced, and can attack and parry without becoming unready.
Broadsword (DX/Average): Any balanced, 2- to 4-foot blade wielded in one hand – broadsword, cavalry saber, scimitar, etc. This skill also covers any stick or club of similar size and balance to these blades, as well as bastard swords, katanas, and longswords used one-handed. Defaults: Force Sword-4, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4.
Force Sword (DX/Average): Any sword with a “blade” made of energy instead of matter. This generally refers to an ultra-tech weapon that projects energy from a powered hilt, but extends to similar effects produced using magic or psionics. Default: any sword skill at -3.
Jitte/Sai (DX/Average): Any tined, one-handed sword designed to catch rigid weapons. Jitte/Sai weapons are built for disarming, and give +2 in the Quick Contest to disarm an opponent (see Knocking a Weapon Away, p. 401). Furthermore, if you attempt to disarm on the turn immediately after you parry your opponent’s weapon, you need not roll to hit his weapon first. Just state that you are attempting to disarm and move directly to the Quick Contest! This still counts as an attack. Defaults: Force Sword-4, Main- Gauche-4, or Shortsword-3.
Knife (DX/Easy): Any rigid, hilted blade less than one foot long, from a pocketknife to a bowie knife. A knife has a very small parrying surface, which gives you -1 to your Parry score.
Defaults: Force Sword-3, Main- Gauche-3, or Shortsword-3.
Shortsword (DX/Average): Any balanced, one-handed weapon 1-2 feet in length – including the shortsword and any club of comparable size and balance (e.g., a police baton). Defaults: Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3.
Two-Handed Sword (DX/Average): Any balanced, two-handed blade over 4 feet in length: greatswords, zweihanders, etc. This skill also covers quarterstaffs wielded like swords, as well as bastard swords, katanas, and longswords used two-handed. Defaults: Broadsword-4 or Force Sword-4.
Whips
A whip is a flexible weapon made from a length of chain, leather, wire, etc. A whip can be up to seven yards long – but note that a whip two yards or more in length cannot strike at one yard or closer, and is slow to ready after an attack. A whip tends to wind around its target, making it an excellent disarming and entangling weapon. However, a whip’s lack of rigidity makes it a poor parrying weapon. For details, see Special Melee Weapon Rules (p. 404).
The skills in this category default to one another at -3.
Force Whip (DX/Average): Any whip made of pure energy instead of matter. These are usually ultra-tech devices that project energy from a powered hilt, but magical or psi-tech versions are possible. Most force whips can lash the target but not ensnare him.
Kusari (DX/Hard): A weighted chain wielded in two hands. Default: Two-Handed Flail-4.
Monowire Whip (DX/Hard): A whip made of a weighted length of monomolecular wire attached to a handle.
Whip (DX/Average): Any ordinary whip.
Other Weapons
Some hand weapons defy easy classification. For instance:
Tonfa (DX/Average): A tonfa is a baton with a protruding handle on one side. It can function as a baton, but you can also grasp it by the handle and hold it against the forearm in close combat. This grip lets you jab for thrust+1 crushing damage and parry close-combat attacks at (skill/2) + 3, rounded down. Roll vs. skill to change grips. On a success, the grip change is a free action. On a failure, you must spend the entire turn changing grips. A critical failure means you throw your weapon away! Default: Shortsword-3.
Mental Strength • Will/Easy
Defaults: None.
Prerequisites: Trained By A Master or Weapon Master*.
- At the GM’s option, a mage or psi may also learn this skill.
You can actively focus your mind to resist mental attacks. This skill replaces Will when you resist magic spells, psi powers, Hypnotism, Invisibility Art, Kiai, and similar abilities. Mental Strength does not replace most normal Will rolls. Furthermore, it does not work if you are stunned, asleep, or unconscious – for that, buy the Mind Shield advantage
Merchant • IQ/Average
Defaults: IQ-5, Finance-6, or Market Analysis-4.
This is the skill of buying, selling, and trading retail and wholesale goods. It involves bargaining, salesmanship, and an understanding of trade practices. It covers all types of merchandise, but many merchants have an optional specialty (p. 169) in a single class of goods.
Make a skill roll to judge the value of any piece of common goods, find out where any commodity is bought and sold, find the local fair market value of any commodity, etc.
When two merchants haggle, the GM may settle it with a Quick Contest. The winner adds or subtracts 10% of fair value, depending on whether he was trying to sell or buy.
If you have this skill at any level, you get +1 on reaction rolls when buying or selling. If you have this skill at level 20 or better, you get +2.
Modifiers: -3 for Gullibility (p. 137); -3 for Low Empathy (p. 142); -1 to -4 for Shyness (p. 154). -3 for illegal goods, unless you have Streetwise at 12+ or specialize in such goods; -2 in an unfamiliar area, until you have had time to familiarize yourself with local market conditions; Cultural Familiarity modifiers (p. 23). These last two modifiers “stack,” and frequently occur together
Metallurgy/TL • IQ/Hard
Defaults: Chemistry-5, Jeweler-8, or Smith (any)-8.
This is the study of metals and their properties. A successful roll lets you identify metals or alloys, or solve a problem concerning metals, their use, mining, or refining.
Meteorology/TL† • IQ/Average
Default: IQ-5.
This is the study of the weather, and the ability to predict it. It includes familiarity with technological aids such as barometers and satellite maps, but you can still function without your instruments. (If you can’t, you’re a meter-reader, not a meteorologist!)
When you wish to predict the weather, the GM rolls against your skill in secret. On a success, he tells the truth; on a failure, he answers randomly, or lies. Each skill roll predicts the weather for one day. If one day’s roll fails, subsequent ones can’t succeed. For instance, a three-day forecast
would require three skill rolls: the first or tomorrow, the second for the next
day, and the third for the day after that.
A successful roll also allows you to deduce what sort of general climate to expect when you visit a new area.
At TL4 or less, this skill is called Weather Sense, and you get +2 to skill in your home area. At TL5 and up, Meteorology is a scientific skill, and you must specialize by planet type; see Planet Types (p. 180) for details.
Modifiers: Time is a major factor! There is no penalty to predict tomorrow’s weather, but you have -1 for 2 days, -2 for 3 days, -4 for 4 days, -6 for 5 days, and an additional -2 per day for each further day. Instrumentation becomes useful with the development of the barometer at TL4, after which equipment modifiers (p. 345) apply. You must know this skill at better than default to claim bonuses for good equipment.
Mimicry† • IQ/Hard
Defaults: IQ-6 and others.
This is the ability to imitate voices. The Voice advantage (p. 97) gives +2 to skill. You must specialize:
Animal Sounds: Lets you emulate a lion’s roar, a wolf’s howl, a frog’s croak, etc. You can only imitate animals that have distinctive sounds. Make a skill roll to attract animals of the type mimicked – or predators that normally hunt those animals – if any are nearby. To fool people, you must win a Quick Contest of Mimicry vs. the listeners’ Naturalist-3 or Perception-6. Default: Naturalist-6.
Bird Calls: Allows you to reproduce the whistles, chirps, and other sounds made by birds. Otherwise, this works as Animal Sounds. Default: Naturalist-6.
Speech: Enables you to imitate vocal sounds. This does not allow you to converse in a foreign language, but if you have heard it, you can reproduce the sound of it. If you are trying to mimic a specific person, roll at -3. Treat this roll as a Quick Contest vs. the IQ of anyone who knows the person mimicked well. Defaults: Acting-6 or Linguistics-4.
Animal Sounds and Bird Calls default to one another at -6. There is no default between these specialties and Speech.
Note that if you have the Mimicry advantage (p. 68), there is no need to learn this skill!
Mind Block • Will/Average
Defaults: Will-5 or Meditation-5.
This ability allows you to establish a mental block against psionic or magical attempts to eavesdrop on your thoughts and emotions. The techniques involved are wholly mundane – for instance, doing complicated mathematical calculations, or repeating poetry over and over again. With sufficient training, anyone can learn this skill.
To maintain a block, you must make a Mind Block roll once per minute. You must roll every second in combat or other stressful situations.
If you succeed, anyone who reads your mind must win a Quick Contest of his mind-reading ability vs. your Mind Block skill in order to get useful information. Otherwise, he gets nothing but poetry, multiplication tables, etc. However, if you ever critically fail a Mind Block roll, you thought about precisely what the mind reader wanted to know – in detail – right there in the forefront of your mind!
This skill only works against mind reading, not mind control or other mental attacks. If you have a supernatural mind shield, Mind Block acts as a last-ditch defense: only mental probes that pierce your magical or psionic defenses and contact your mind will encounter the block.
Modifiers: +2 if you do nothing but concentrate on blocking; -3 if you are
mentally or physically stunned; -2 or more to hide emotions rather than thoughts, depending on how strong the GM rules your emotions are – it’s hard to block your emotions while sneaking up on your most hated enemy!
Mount • DX/Average
Default: DX-5.
This is the trained ability to serve as a mount for a rider. If your Mount skill exceeds your rider’s Riding level, he may use the average of the two skills (round up) whenever he must make a Riding roll. If you have any points in this skill, your rider gets a minimum +1 to skill. To throw an unwelcome rider, win Quick Contest of Mount vs. his Riding
Musical Composition • IQ/Hard
Defaults: Musical Instrument-2, or to Poetry-2 for song.
This is the ability to compose a piece of music. A successful skill roll means the piece is a pleasant listening experience.
To compose for an ensemble or band without a conductor, you must have a skill level of IQ with at least one instrument in the composition and a skill level of IQ-2 with the rest. Roll at -1 per “instrument group” after the first used in the piece; e.g., a jazz composition for a saxophone section, drums, and bass would require a roll at -2.
To compose for an orchestra or band with a conductor requires Group Performance (Conducting) skill (p. 198) at IQ level. Roll at -1 per general class of instruments after the first used in the piece. Classes include brass, percussion, strings, and woodwinds. Treat choir, harp, organ, or piano as its own class. This skill includes the ability to read, write, and transcribe music in your culture’s notation system (if any). Treat different systems – and different musical traditions – as familiarities (see Familiarity, p. 169).
Musical Influence •IQ/Very Hard
Defaults: None.
Prerequisites: Musical Ability 1 and either Musical Instrument or Singing at 12+.
This cinematic skill allows you to influence the emotions of others by playing a musical instrument or singing. In some settings, this is a magical or psionic talent, or a special form of hypnotism, and works with any instrument, as well as with voice. In other settings, this skill is associated with a specific type of magical or ultra-tech instrument.
To attempt Musical Influence, you must first get your audience to sit and listen to your performance. You must also make a successful Musical Instrument or Singing roll. You may then roll against your Musical Influence skill. On a success, you can adjust the reaction roll of your audience – to you or to anyone present – up or down by an amount equal to your margin of success, to a maximum of +3 (+4 for critical success).
If you have only a few seconds, or if the audience is not paying full attention to your performance, you may adjust reaction rolls by ±1 at most, regardless of your margin of success.
Listeners who do not wish to be influenced may resist with Will. Hard of Hearing (p. 138) gives +4 to resist, and those with Deafness (p. 129) are completely immune. However, some science fiction devices generate vibrations that affect the body, in which case a listener’s sense of hearing is irrelevant.
It is up to the GM to determine whether this skill works on animals as well as sapient beings. In classic fantasy, it just might!
Musical Instrument† • IQ/Hard
Defaults: Special.
This is the ability to play a musical instrument. With a successful skill roll, you give a competent performance. You must specialize in a particular instrument. Defaults between specialties range from -3 for similar instruments to “no default” for utterly unrelated ones, such as Musical Instrument (Drums) and Musical Instrument (Harp).
This skill includes the ability to read music in your culture’s notation system (if any). Treat different systems as familiarities (see Familiarity, p. 169).
Naturalist† •IQ/Hard
Defaults: IQ-6 or Biology-3.
This skill – crucial for fantasy druids and rangers – represents practical (as opposed to scientific) knowledge of nature in its many forms. It includes just enough Biology to tell dangerous plants and animals from benign ones; just enough Geology to locate a cave to shelter in; and just enough Meteorology to know when to take shelter. Roll vs. skill to do any of these things.
In settings where it is possible to visit other worlds, you must specialize by planet. The specialties for planets of the same type (see Planet Types, p. 180) default to one another at -4. Any larger difference results in no default.
Navigation/TL† • IQ/Average
Defaults: Special.
This is the ability to find your position through careful observation of your surroundings and the use of instrumentation. A successful roll tells you where you are or lets you plot a course.
You must specialize:
Sea: Navigation by the stars and ocean currents. Modifiers: +3 if you have Absolute Direction (p. 34), or a high-tech global positioning system or inertial compass; -5 (and no use of Astronomy default) if you lack hightech aids, the weather is bad, and the stars are hidden. Defaults:
Astronomy-5 or Seamanship-5.
Air: Navigation by the stars and by the terrain below. Modifiers are as for Navigation (Sea). Default: Astronomy-5.
Land: Navigation using landmarks and the stars; also called “orienteering.” Modifiers: +3 if you have Absolute Direction or a high-tech substitute. Defaults: IQ-5, Cartography-4, or Mathematics (Surveying)-4
Space: Navigating through ordinary interplanetary and interstellar space, usually at less than the speed of light (but some science-fiction “warp drives” let you travel at fasterthan- light speeds in normal space). Modifiers: +2 for 3D Spatial Sense (p. 34). Defaults: Astronomy-4 or Mathematics (Applied)-4.
Hyperspace: Also called “astrogation.” Similar to Navigation (Space), but used when traveling through “jump space” or “hyperspace.” In settings with multiple faster-than-light drive technologies, there may be one Navigation specialty per drive type. Modifiers are as for Navigation (Space). Defaults: Astronomy-4 or Mathematics (Applied)-4.
Air, Land, and Sea default to one another at -2. Space and Hyperspace default to one another at -5. There are no defaults between these two groups.
Modifiers: -1 to -10 for being in an unfamiliar area (GM’s discretion, but an unfamiliar world, star system, etc. should give at least -5); equipment modifiers (p. 345).
Net • DX/Hard
Default: Cloak-5.
This is the ability to use a net as a thrown or melee weapon. For detailed net rules, see Special Ranged Weapons.
Observation • Per/Average
Defaults: Perception-5 or Shadowing-5.
This is the talent of observing dangerous or “interesting” situations without letting others know that you are watching. Use this skill to monitor a location, a group of people, or your immediate surroundings for concealed or tactically significant details. This is not the same as gathering clues or making a hands-on search (use Forensics and Search, respectively) – you always use Observation from a distance.
A successful skill roll lets you gather information that is not specifically hidden. For instance, you could case a bank for obvious cameras before a robbery, learn the schedule of sentries, estimate the size of a crowd, or gauge the strength of troops moving in the open. The GM may require an Intelligence Analysis roll to interpret what you observe
To spot deliberately hidden details – e.g., someone trying to sneak up on you, an armed man hiding in the crowd, or a concealed machine-gun nest – you must win a Quick Contest of Observation skill vs. the Stealth, Shadowing, or Camouflage skill (as appropriate) of the other party. The GM should roll the Contest in secret, and should not say, “You don’t see the machine gun nest concealed in the bushes.”
If your attempt fails, you get no details on an obvious item, or fail to spot a hidden one. On a critical failure, someone spots you and reacts poorly to the attention …
Modifiers: Acute Senses (p. 35), as appropriate; modifiers for cover, darkness, or size; -1 to -10 if the target is concealed by high-tech camouflage or “stealth” technology; +1 to +10 if you possess suitable surveillance devices (a thermograph to spot a concealed sniper, binoculars to observe troop movements, etc.) and succeed at the skill roll to operate them.
Occultism • IQ/Average
Default: IQ-5.
This is the study of the mysterious and the supernatural. An occultist is an expert on ancient rituals, hauntings, mysticism, primitive magical beliefs, psychic phenomena, etc. Note that an occultist does not have to believe in the material he studies!
In worlds where everyone knows that paranormal powers exist, Occultism covers lore about these powers and their users. A good rollmight provide insights into phenomena
that aren’t related to known powers. However, Occultism provides no details on how talented individuals invoke their powers. For instance, a fantasy occultist would know what magic can accomplish, and could provide advice on slaying demons, but without Thaumatology skill (p. 225), he could not explain the gestures, words, and symbols used by wizards.
In campaigns where many supernatural forces coexist, the GM may require occultists to specialize in such fields as Demonology (the study of demons, possession, and pacts), Pneumatology (the study of spirits), and Vampirology (the study of vampires).
Packing • IQ/Average
Defaults: IQ-5 or Animal Handling (Equines)-5.
This is the ability to get loads on and off of pack animals quickly and efficiently. It also lets you get the best performance from pack animals on the road, judge such beasts before purchase, and select the best route for a pack train. If the beasts are ornery or badly trained (GM’s judgment), you must make a successful Animal Handling roll before you can attempt
a Packing roll. A caravan without at least one master packer (Packing at 15+) moves at 80% its normal speed.
Paleontology/TL† • IQ/Hard
Defaults: Biology-4 and others.
This is the science of fossil study. Make a skill roll to recognize fossils or to deduce an organism’s habitat, structure, etc. from fossil evidence. A successful roll – with equipment modifiers (p. 345) for lab facilities – identifies the approximate age of a fossil.
You must specialize:
Micropaleontology: The study of fossils too small to be seen with the naked eye. This skill requires a lab.
Paleoanthropology: The study of human fossils and tools, and the relation of primitive tribes to their habitats. Also defaults to Anthropology-2.
Paleobotany: The study of vegetable fossils.
Paleozoology: The study of prehistoric animals from fossilized bones, food, feces, footprints, etc.
These specialties default to one another at -2
Panhandling • IQ/Easy
Defaults: IQ-4, Fast Talk-2, or Public Speaking-3.
This is the art of effective begging: who to approach, how to approach them, and how to avoid legal entanglements. Roll once per hour of begging.
On a success, you net $2.00 times your margin of success. On a critical success, you get some sort of unexpected bonus – perhaps someone buys you dinner or gives you a useful or saleable item (e.g., a raincoat or a new pair of shoes). On a failure, you receive nothing. On a critical failure, you are assaulted or have a run-in with the law.
Modifiers: Any bonus for Charisma (p. 41); +3 for Pitiable (p. 22); -1 to -4 for Shyness (p. 154). You may, if you wish, apply the opposite of your usual appearance modifier – that is, a penalty for being attractive or a bonus for being unattractive – unless you are Horrific or Monstrous (p. 21). The GM may assign a bonus if there is a lot of foot traffic in the area, or a penalty if there is no one around.
Parachuting/TL • DX/Easy
Default: DX-4.
This is the ability to survive a parachute jump. Roll once per jump. Failure could mean anything from drifting off course to panic that makes you drop your gear (GM’s option). A critical failure means the chute did not open or was fatally fouled (see Falling, p. 431). For a jump under bad conditions, make a second roll on landing – for instance, to survive an “ankle-breaker” landing without injury, or to dodge trees on the way down. Make an IQ-based roll to pack a parachute.
Modifiers: -2 if your body weight plus encumbrance exceeds your Basic Liftx10.
Parry Missile Weapons • DX/Hard
Defaults: None.
This skill lets you parry thrown or missile weapons with a ready melee weapon. If you are wearing wristbands or gloves with DR 2+, or have at least this much natural DR, you can also parry with your hands. Your Parry score is (skill/2) + 3, rounded down – but based on Parry Missile Weapons skill, not your Melee Weapon or unarmed combat skill.
Modifiers (to Parry): +4 to parry large thrown weapons (e.g., axes and spears); +2 to parry small thrown weapons (e.g., knives and shuriken); no modifier to parry arrows; -2 to parry smaller low-tech missiles (e.g., crossbow bolts and blowpipe darts). You cannot parry bullets or similar high-tech projectiles! (Exception: Enhanced Time Sense allows you to parry bullets at -5.)
Performance • IQ/Average
Defaults: IQ-5, Acting-2, or Public Speaking-2.
This is the ability to act on the stage or screen. It is different from Acting in that you are trying to impress and entertain people – not deceive them. If you studied this skill formally, it includes the knowledge expected of a professional actor from your culture and tech level (stage
directions, actor-agent-producer relations, etc.).
Modifiers: +2 for Voice (p. 97); -1 to -4 for Shyness (p. 154); -2 for Stuttering (p. 157).
Pharmacy/TL† • IQ/Hard
Defaults: IQ-6 and others.
This is the skill of preparing medicines to treat illness. (To work with noxious drugs, use Poisons skill, p. 214.) You must specialize:
Herbal: The ability to make and administer remedies prepared from plants. Make a Naturalist roll to locate herbs. Before TL5, this is the only specialty available. It replaces Physician (below) and is frequently used in conjunction with Esoteric Medicine (p. 192). At TL5+, this specialty remains available, but Pharmacy (Synthetic) is much more common. Prerequisite: Naturalist. Defaults: Biology-5, Herb Lore-5, or Naturalist-5.
Synthetic: The skill of preparing drugs under “laboratory” conditions. To prescribe drugs, use Physician skill. This specialty is only available at TL5+. Defaults: Chemistry-5 or Physician-5.
Philosophy† • IQ/Hard
Default: IQ-6.
This is the study of a system of principles to live by. You must specialize in a particular school of philosophy; e.g., Confucianism, Marxism, or Stoicism. (If you study a religious philosophy,buy Theology skill, p. 226.) When confronted with someone who subscribes to this philosophy, a successful Philosophy roll might provide insights into his behavior.
You do not necessarily believe in the ideals of the philosophy you study. If you do, you may ask the GM to make a secret roll against your Philosophy skill when you are faced with a moral dilemma. On a success, the GM will “enlighten” you and provide a hint as to which course of action “feels” right given your beliefs.
Photography/TL • IQ/Average
Defaults: IQ-5 or Electronics Operation (Media)-5.
This is the ability to use a camera competently, use a darkroom (TL5+) or digital imaging software (TL8+), etc., and to produce recognizable and attractive photos. You may roll at default to use a camera, but not to develop film or prints in a darkroom. Modifiers: -3 for an unfamiliar camera; -3 for a motion-picture camera.
Physician/TL • IQ/Hard
Defaults: IQ-7, First Aid-11, or Veterinary-5.
This is the ability to aid the sick and the injured, prescribe drugs and care, etc. Make a skill roll to hasten natural recovery from injury (see Recovery, p. 423), and whenever the GM requires a roll to test general medical competence or knowledge. Apply physiology modifiers (p. 181) if your
patient is of a different species from you.
**Physics/TL • IQ/Very Hard
Default: IQ-6. Prerequisite: Mathematics (Applied) at TL5+
This is the science dealing with the properties and interactions of matter and energy. Beyond the basics (such as the behavior of moving bodies), a physicist’s knowledge includes whatever
is understood about electricity, gravity, heat, light, magnetism, radiation, and sound at his tech level.
Physiology/TL† • IQ/Hard
Defaults: IQ-6, Diagnosis-5, Physician-5, or Surgery-5.
This is the study of the human body and its function. A physiologist knows how bones, muscles, and organs work, and where they are located. In settings with multiple sapient species, you must specialize by race. Defaults between species (if any) are up to the GM.
Pickpocket •DX/Hard
Defaults: DX-6, Filch-5, or Sleight of Hand-4.
This is the ability to steal a purse, knife, etc., from someone’s person – or to “plant” something on him. If your victim is aware someone may try to pick his pocket, or if he is generally wary, you must win a Quick Contest of Pickpocket vs. the higher of his Perception or Streetwise skill. To
outwit a third party who is watching you and the victim, you must win aQuick Contest of Pickpocket vs. the watcher’s Observation skill.
Modifiers: +5 if the victim is distracted; +10 if he is asleep or drunk; up to -5 for goods in an inner pocket; and up to -10 for a ring or similar jewelry.
Piloting/TL† • DX/Average
Default: IQ-6
This is the ability to operate a specific type of aircraft or spacecraft. The default is to IQ, because it takes intelligence to figure out the controls in an emergency, but when you learn this
skill, always base it on DX.
Roll against Piloting for takeoffs and landings, and in any hazardous situation. Failure by 1 indicates a rough job; failure by more indicates damage to the vehicle. A critical failure is a crash! If you have skill 15+, a critical failure requires an immediate second roll. Only if the second roll is a failure does a mishap occur. Otherwise, it was a “near thing,” averted by experience. Air combat requires frequent Piloting rolls as well.
Make an IQ-based Piloting roll for basic map reading or practical meteorology, or to recall aviation laws and regulations.
Remotely piloted vehicles (RPVs) use this skill if the pilot uses some form of telepresence to mimic actually being in the cockpit. Otherwise, make a DX-based roll against the appropriate skill for the task the RPV is performing (e.g., Forward Observer for a surveillance drone).
You must specialize in the specific type of craft you can pilot.
Modifiers: +1 for 3D Spatial Sense (p. 34); +1 for Perfect Balance (p. 74). -2 for an unfamiliar vehicle within your specialty (e.g., a twin-engine plane when you are used to single engine
craft); -2 or more for unusually primitive or extremely complex controls; -4 or more for a plane in bad repair; -2 or more for bad flying conditions.
Poetry • IQ/Average
Defaults: IQ-5 or Writing-5
This is the ability to compose “good” poetry of any type native to your culture, in any language you know. A successful roll lets you write one good poem in an appropriate amount of time (GM’s decision). A failed roll might mean that you couldn’t get inspired – or that your audience just didn’t care for your work (for whatever reason).
Modifiers: The time modifiers under Time Spent (p. 346) will often apply; Cultural Familiarity modifiers (p. 23); Language modifiers (p. 23).
Poisons/TL • IQ/Hard
Defaults: IQ-6, Chemistry-5, Pharmacy (any)-3, or Physician-3.
This skill represents practical knowledge of poisons. A successful skill roll lets you (among other things) recognize a poison-bearing plant in the wild; extract the poison in a useful form; recognize a poison by its taste in food or drink; identify a poison by observing its effects (+3 if you are poisoned); know a proper antidote; or recognize or prepare the antidote from its sources. Each of these feats requires a separate roll.
Modifiers: Acute Taste and Smell (p. 35) gives a bonus to notice or recognize a poison by taste or by scent. Likewise, Discriminatory Smell and Discriminatory Taste (p. 49) give +4 to these tasks when working by smell or by taste, respectively.
Politics • IQ/Average
Defaults: IQ-5 or Diplomacy-5.
This is the ability to get into office and get along with other politicians. It has nothing to do with administration! You can only learn Politics in office or by working for someone in office. A successful skill roll will give you +2 on reactions from fellow politicians. The GM may opt to handle an election as a Quick Contest of Politics.
Modifiers: +2 for Voice (p. 97); -3 for Low Empathy (p. 142); -1 to -4 for Shyness (p. 154). In some jurisdictions, money is another important modifier …
Power Blow • Will/Hard
Defaults: None. Prerequisites: Trained By A Master or Weapon Master.
This is the ability to draw on your inner strength to deliver a devastating blow in melee combat. Roll once per attack. Power Blow costs 1 FP per attempt, successful or not.
If successful, double your ST for damage purposes for the next attack only. This attack takes all normal modifiers, and must occur immediately after the Power Blow roll. If you know Power Blow at better than skill 20, you can triple your ST by accepting an extra -10 to the skill roll.
You can also use this skill in noncombat situations. For instance, you could use Power Blow to double or triple your ST momentarily in order to move a heavy object. Such feats cost 1 FP and require a skill roll, as described above.
Modifiers: -10 if used instantly, dropping to -5 after 1 turn of concentration, -4 after 2 turns, -3 after 4 turns, -2 after 8 turns, -1 after 16 turns, and no penalty after 32 turns
Pressure Points • IQ/Hard
Defaults: None*. Prerequisites: Trained By A Master or Weapon Master. * May default to Esoteric Medicine-4 in a cinematic campaign.
This is the art of striking pressure points in order to disable an opponent. To use this ability, you must make a successful attack with Karate (or other appropriate combat skill; see below). This attack is at -2 in addition to any hit location modifier (see Hit Location, p. 398). If at least one point of damage penetrates the target’s DR, roll a Quick Contest of Pressure Points vs. the victim’s HT.
If you win, you temporarily disable your target. A limb is paralyzed and effectively crippled for 5d seconds. A hit to a torso pressure point interferes with the victim’s breathing, resulting in suffocation (see Suffocation, p. 436); he may roll against HT every second to recover. A hit to the face stuns the victim; he gets an IQ roll every second to recover. A blow to the skull blinds the victim for 2d seconds; see Blindness (p. 124).
You can also use Pressure Points with Martial Arts. Roll the Quick Contest described above after successfully applying a lock. This is in addition to any other effects of the lock.
The GM may permit warriors to learn specialties of this skill for use with crushing weapons. Examples include Pressure Points (Bow) for use with blunt arrows, Pressure Points (Shortsword) for use with a baton, and Pressure Points (Staff) for use with a staff.
Modifiers: Physiology modifiers
Pressure Secrets • IQ/Very Hard
Defaults: None. Prerequisites: Trained By A Master and Pressure Points at 16+.
This skill represents knowledge of the most vulnerable vital points of the human body. It allows you to maim and kill by crushing and tearing vital organs and nerve clusters with deadly precision.
To use this ability, you must make a successful unarmed attack. This attack is at -2 in addition to any hit location modifier (see Hit Location, p. 398). If you hit, make a Pressure Secrets roll.
On a success, any damage that penetrates DR is doubled – or tripled if you targeted the vital organs. In effect, your hands and feet have become impaling weapons!
You can also use this ability with locks and similar grappling attacks. This represents knowledge of exactly where to apply pressure to tear or sprain joints and ligaments. After applying the lock, make a Pressure Secrets roll. On a success, double the damage, shock, or harmful effects of the lock for that turn.
This skill is unrealistic and potentially unbalancing. The GM should carefully weigh its impact before allowing it, and may wish to make it very difficult for PCs to learn – or even restrict it to deadly NPC opponents.
Modifiers: Physiology modifiers
Professional Skill • DX or IQ/Average
Defaults: Special.
Many realistic job skills are more useful for making a living than for adventuring. Most such skills do not appear in this skill list – but you can still learn them if you want! Each is a separate Professional Skill. If your “adventuring” skills aren’t useful for earning money, a Professional Skill can help you earn a steady income. To qualify for most jobs, you will need the relevant Professional Skill at 12+ (unless you are supposed to be incompetent!).
Most professions encompass a body of knowledge. The associated Professional Skills are IQ/Average and default to IQ-5, because the smarter you are, the better you can recall and employ the techniques used at your job. Examples include air traffic controller, barber, brewer, cooper, distiller, dyer, florist, game designer, journalist, prostitute, tanner, vintner, and zookeeper.
A few professions – glassblower, tailor, weaver, etc. – focus more on precision than on recall. These Professional Skills are DX/Average and default to DX-5.
The skills associated with highly paid or respected professions often have prerequisites. For instance, “Air Traffic Controller” might require Electronics Operation (Sensors) skill. Like defaults, prerequisites are up to the GM.
You are free to create your own Professional Skills, subject to GM approval. They should be unique and well defined, not just a compilation of existing skills. For example:
Bartender • IQ/Average
Defaults: IQ-5 or Carousing-3.
This is the skill of maintaining a professional-quality bar and interacting with customers in a professional yet friendly way. A successful skill roll lets you mix drinks, recall local laws regarding alcohol, gauge the intoxication level of a customer, or calm an unruly drunk before the bouncer needs to get involved. At higher levels, this skill takes on an element of showmanship, allowing you to present drinks in unique and attractive ways, and to mix them with showy tricks and flourishes.
Propaganda/TL • IQ/Average
Defaults: IQ-5, Merchant-5, or Psychology-4.
This is the skill of indirect persuasion through the media. It is used for psychological warfare by intelligence and military organizations, and for advertising and marketing in the civilian world. Use familiarity (p. 169) to reflect the differences between these areas.
Propaganda works on groups, not individuals. The GM should set the effective Will of the target group based on its size, composition, and resistance to the desired outcome, and then use the Influence Rolls (p. 359) rules to determine the results. Success might inform the target audience or even alter its perceptions. Propaganda attempts nearly always take more time and exposure than ordinary Influence rolls, however; how much time is up to the GM.
Prospecting/TL • IQ/Average
Defaults: IQ-5 or Geology (any)-4.
This is the skill of finding valuable minerals. A successful Prospecting roll lets you locate minerals, judge good ore from a small sample (and gauge its commercial value), and find water by using an “eye for country,” as described for Survival skill (p. 223).
This skill is “applied geology,” and requires on-site examination. Prospecting from a distance – using maps, instrument readings, and extrapolation – uses Geology skill instead.
Modifiers: Equipment modifiers (p. 345); -1 in a new area of a familiar type, or -2 or more in an unfamiliar type of area, until you have been there for at least a month.
Psychology • IQ/Hard
Defaults: IQ-6 or Sociology-4.
This is the skill of applied psychology, which may be learned by academic study or lengthy observation of human nature. Roll against skill to predict the general behavior of an individual or small group in a particular situation – especially a stressful situation.
In settings with multiple sapient species, you must specialize by race. Defaults between specialties are up to the GM.
If the GM desires extra detail, he may rule that Psychology is split into two specialties: Applied (described above) and Experimental (for scientists who run rats in mazes and so forth). Applied defaults to Experimental-5; Experimental does not default to Applied, as a shrewd observer of people may lack training in scientific procedures.
Modifiers: +3 if you know the subject well; +3 if the subject is of a known deviant personality type; +1 for Sensitive or +3 for Empathy (p. 51), or -3 for Low Empathy (p. 142), if diagnosing a subject in your presence; -3 for Callous (p. 125), unless specifically rolling to deduce someone’s weaknesses so you can exploit them.
Public Speaking • IQ/Average
Defaults: IQ-5, Acting-5, Performance-2, or Politics-5.
This is general talent with the spoken word. A successful skill roll lets you (for instance) give a good political speech, entertain a group around a campfire, incite or calm a riot, or put on a successful “court jester” act. Public Speaking includes skill with debate, oratory, and rhetoric, as well as ability with less formal activities such as “punning” and storytelling. Not all speakers possess talent in all of these areas. You may take an optional specialty (p. 169) to represent this.
Modifiers: Any bonus for Charisma(p. 41); +2 for Voice (p. 97); -1 to -4 for Shyness (p. 154); -2 for Stuttering (p. 157); Cultural Familiarity modifiers (p. 23); Language modifiers
(p. 24).
Push • DX/Hard
Defaults: None. Prerequisite: Trained By A Master
This skill allows you to channel your chi in order to “gently” push away an adversary or cause him to lose his balance. Roll against Push skill to hit. This counts as a barehanded attack (see Shove, p. 372), and your target may attempt any legal active defense.
If you hit, use the higher of your ST or your Push skill as your effective ST. Roll swing damage for that ST, and double the result. For instance, if you had ST 10 and Push-15, you would roll swing damage for ST 15 (2d+1), and double it. This damage inflicts knockback (see Knockback, p. 378) but never actual physical injury.
Religious Ritual† • IQ/Hard
Defaults: Ritual Magic (same)-6 or Theology (same)-4.
This is the ability to perform religious rites – masses, funerals, weddings, etc. – before a congregation. You must specialize by religion. This skill includes detailed knowledge of the ritual motions, prayers, and trappings of the faith, as well as the ability to capture and hold the attention of worshipers. For religions that practice sacrifice, Religious Ritual also covers familiarity with sacrificial tools and methods.
To be a priest or holy man at TL1+, you must have both Religious Ritual and Theology skill (p. 226) for your religion. TL0 shamans need only learn Religious Ritual.
In worlds where priests can perform miracles, each magical ritual or spell is a separate skill, but certain “mundane” religious rituals – such as sacrifice – can give bonuses to spell rolls. You must always make a successful Religious Ritual roll to claim such a bonus. In other settings, a priest’s magic is only as good as his ritual. If this is the case, your roll to work magic is against the lower of Religious Ritual and your actual spell skill.
Research/TL • IQ/Average
Defaults: IQ-5 or Writing-3. Prerequisite: literacy in at least one language (see p. 24)*. //
* At TL8+, Computer Operation is also a prerequisite.//
This is the ability to do library and file research. Roll against skill to find a useful piece of data in an appropriate place of research … if the information is there to be found.
At the GM’s option, when researching material connected with a “booklearned”skill such as Forensics, Literature, or Physics, you may roll against that skill at -2 instead, if thatwould be better than your Research skill or default (but this is not a general default level).
Modifiers: Language modifiers (p. 24), for research materials in a foreign tongue.
Riding† • DX/Average
Defaults: DX-5 or Animal Handling (same)-3.
This is the ability to ride a particular kind of mount. Make a skill roll when you first try to mount a riding animal, and again each time something happens to frighten or challenge the creature (e.g., a jump). You must specialize by riding beast. Defaults between specialties vary from 0 to -10. For instance, if you have Riding (Horse), Riding (Mule) is essentially the same skill (no default penalty), Riding (Camel) would default at -3, Riding (Dolphin) at -6, and Riding (Dragon) at a whopping -10!
Modifiers: +5 if the animal knows and likes you; +1 or more for a mount with the Mount skill (p. 210); -10 if the animal has not been trained for riding.
Ritual Magic† • IQ/Very Hard
Default: Religious Ritual (same)-6.
This skill gives an understanding of the intellectual and mystical processes involved in the rituals of a particular tradition of spirit invocation. Make a skill roll to determine the purpose of a ritual conducted in your presence, the type of entity being summoned, etc.
You must specialize by tradition; e.g., Voodoo or Witchcraft. Specialties default to one another at -5. The processes involved are comparable, but the specific rituals and spirits differ significantly.
In worlds with working ritual magic, Ritual Magic skill is the primary skill of sorcerers. All rituals of power default to it! See the appropriate worldbook for details.
This is the skill of invoking spirits to produce magical effects for nonreligiousreasons. The equivalent skill for the more direct, flashy magic of fantasy is Thaumatology (p. 225); knowledge of religious rites associated with a tradition is Religious Ritual (p. 217).
Running • HT/Average
Default: HT-5.
This skill represents training in both sprints and long-distance running. Roll against the higher of Running or HT to avoid fatigue or injury due to running. When racing someone of equal Move on foot, roll a Quick Contest of Running skill to determine the winner.
Note that you must have legs and be capable of land movement to learn this skill.
Savoir-Faire† • IQ/Easy
Defaults: IQ-4 and others.
This is the skill of appropriate behavior in a subculture that has an established code of conduct – for instance, high society or the military. When dealing with that social group, a successful skill roll lets you interact without embarrassing yourself, detect pretenders to high standing, and so on. You may also substitute an Influence roll against Savoir-Faire for any reaction roll required in a social situation involving that subculture; see Influence Rolls (p. 359). Roll once per encounter.
You must specialize. Common specialties include:
Dojo: How to greet masters, wear weapons, and issue challenges at a karate dojo, kung fu kwoon, fencing salle, or similar academy of the martial arts. Recognized skill determines
relative standing. In certain places and times, to flout tradition is to risk violent retribution! For competitive martial arts (only), this skill defaults to any relevant Games skill at -3.
High Society: The manners of those of “good” birth and breeding. Status determines relative standing. Roll against skill whenever you must impersonate someone more than three Status levels away from your own. If your Status is negative and you are trying to pass yourself off as someone of Status 1+, or vice versa, this roll is at -2.
Mafia: Proper conduct within a formal criminal organization. This includes such things as codes of silence and showing proper deference to “made men.” These protocols often ape those of high society … but the penalties for misconduct are far more severe. Default: Streetwise-3.
Military: The customs, traditions, and regulations of military service. This also includes knowledge of the unwritten rules: what is acceptable even if not regulation, and what is forbidden although there is nothing in writing against it. Military Rank determines relative standing.
Police: As Savoir-Faire (Military), but for civilian police service. This gives knowledge of the social protocols for police officers; use Law (Police) for the legal protocols. Police Rank determines relative standing.
Servant: Knowledge of how to serve the upper class. Certain procedures are always done just so (the salad fork goes outside the dinner fork, the Duke is announced before the Earl, etc.), and certain attitudes in a servant are unacceptable.
Savoir-Faire (High Society) is the most common specialty, and you may list this as simply “Savoir-Faire” on your character sheet. Savoir Faire (High Society) and (Servant) default to one another at -2. There are no defaults between other types of Savoir-Faire.
Modifiers: Cultural Familiarity modifiers (p. 23). +2 if you are of higher standing than those you are trying to impress, or -2 if you are of lower standing (“standing” might mean Rank, Status, skill level, or something else). +2 if you seem to have important friends. -4 for Clueless (p. 126); -3 for Low Empathy (p. 142); -1 for Oblivious (p. 146); -1 to -4 for Shyness (p. 154).
Scrounging • Per/Easy
Default: Perception-4.
This is the ability to find, salvage, or improvise useful items that others can’t locate. Each attempt takes an hour. You do not necessarily steal your booty; you just locate it – somehow – and then acquire it by any means necessary. Note that if you find something that is “nailed down,” you must decide how to try to get it (which might require a roll on another skill).
Modifiers: As the GM sees fit, for the rarity of the item sought.
Scuba/TL • IQ/Average
Defaults: IQ-5 or Diving Suit-2. Prerequisite: Swimming.
This is the ability to use self-contained underwater breathing apparatus (scuba). Roll when you first enter the water, and again every 30 minutes thereafter, to avoid inhaling water (treat as drowning; see Suffocation, p. 436). If you know this skill above default level, a successful roll also lets you spot problems with the equipment before you put it on.
Search • Per/Average
Defaults: Perception-5 or Criminology-5.
This is the ability to search people, baggage, and vehicles for items that aren’t in plain sight. The GM rolls once – in secret – per item of interest. For deliberately concealed items, this is a Quick Contest of your Search skill vs. the Holdout or Smuggling skill used to hide the item. If you fail, the GM simply says, “You found nothing.” (It defeats the purpose to say, “You don’t find the gun under his jacket.”)
If more than one person is searching, roll separately for each searcher
The GM should avoid unnecessary rolls. For instance, no human can get a sawed-off shotgun through a body search. Likewise, a knife or jewel simply cannot be found on a normally dressed person without an X-ray or skin search. In general, if the net bonus to the concealer’s Holdout roll is +3 or more, a skin search is required. If his Holdout is at -2 or worse for size, a skin search will automatically find the hidden item.
Modifiers: +1 for a “pat-down” of an unresisting person (takes one minute), +3 for a thorough “skin search” of a person’s hair and clothing (takes three minutes), or +5 for a complete search, including body cavities (takes five minutes). Bonuses for Acute Touch (p. 35) and Sensitive Touch (p. 83) apply to all hands-on searches. On a successful Electronics Operation (Security) roll, specialized sensors – metal detectors, X-ray machines, etc. – give from +1 to +5 to
find items they can detect (a metal detector won’t help you find plastic explosives!).
Sewing/TL • DX/Easy
Default: DX-4.
This is the ability to work with fabric using the tools of your tech level. A successful skill roll lets you repair damaged clothing (or any other item made of cloth), modify garments (useful when you must wear another person’s clothing, perhaps to impersonate him), or create new clothing or costumes from suitable materials.
Make an IQ-based roll to design clothing, at +1 if you have Fashion Sense (p. 21).
Modifiers: Equipment modifiers (p. 345); modifiers for High Manual Dexterity (p. 59) or Ham-Fisted (p. 138).
Sex Appeal • HT/Average
Default: HT-3.
This is the ability to impress those who are attracted to members of your sex. It has as much to do with attitude as it does with looks. If you are not willing to “vamp” someone to get what
you want, you won’t have this skill – or want it.
You may substitute an Influence roll against Sex Appeal for any reaction roll made by someone who is attracted to members of your sex; see Influence Rolls (p. 359).
Usually, you may make only one attempt per “target,” although the GM might allow another attempt after a few weeks.
Modifiers: +2 for Voice (p. 97); -3 for Low Empathy (p. 142); -1 for Oblivious (p. 146); -1 to -4 for Shyness (p. 154); -2 for Stuttering (p. 157). Apply any bonus for above-average appearance (p. 21) – or double the penalty for below-average appearance!
Shadowing • IQ/Average
Defaults: IQ-5, Observation-5, or Stealth-4 (on foot only).
This is the ability to follow another person through a crowd without
being noticed. (In the wilderness, use Tracking and Stealth.) Roll a Quick Contest every 10 minutes: your Shadowing vs. the subject’s Vision roll. If you lose, you lost the subject; if you lose by more than 5, you were seen.
Once the subject is aware you are shadowing him, roll a Quick Contest every five minutes: your Shadowing skill vs. his Shadowing or Stealth skill. If he wins, he eludes you. If he loses by more than 5, he thinks he eluded you. If you critically fail, you lose him and follow the wrong person.
Following someone in a vehicle is harder than shadowing on foot. Use the same rules, but you roll at -2 (and may not use your Stealth default).
Modifiers: -3 if the subject knows you. Distinctive appearance gives apenalty – see Build (p. 18), Unnatural Features (p. 22), and specific disadvantages (e.g., Hunchback, p. 139) for
details. If you belong to a visibly different race than most of the people around you, the penalty is up to the GM; it is never smaller in magnitude than the difference between your Size Modifier and that of those around you.
Shield • DX/Easy
Default: DX-4
This is the ability to use a shield, both to block and to attack. Your active defense with any kind of shield – your Block score – is (skill/2) + 3, rounded down. You must specialize:
Shield: Any shield held in place with straps. Such shields have the advantage that you can hold (but not wield) something in your shield hand, but the disadvantage of being slow to put on or take off. This is the most common specialty – list it as “Shield” on character sheets.
Buckler: Any kind of shield, usually a small one, held in the hand. A buckler occupies one hand completely, but you can ready it in only one turn and drop it as a free action.
Force: Any shield with a blocking “surface” formed from energy rather than matter
Shield, Shield (Buckler), and Shield (Force) default to one another at -2.
Shiphandling/TL† • IQ/Hard
Defaults: IQ-6 and others.
Prerequisites: see below.
This is the ability to act as the master of a large vessel. It involves directing the crew in the tasks necessary to control the vehicle’s speed and direction. It also covers such duties as keeping the captain’s log and inspecting the crew. Someone with Shiphandling skill (at better than default!) should stand watch at all times when the vessel is underway. Roll vs. skill when encountering hazards or maneuvering for battle.
A failed roll when encountering hazards means the vessel is damaged. This might mean anything from scratched paint to crippling damage that requires extensive repairs.
A failed roll in battle means the vessel did not go exactly where intended. The details depend on the vessel, the tech level, and the GM’s judgment, but might include weapons being “masked” (unable to engage the enemy), a failed boarding attempt, or drifting out of formation with your fleet (which might deny you the benefits of area defenses, fire support, or tactical communications).
A critical failure under any circumstances means an appropriate disaster. Depending on the TL and situation, this could mean running aground, colliding with another vessel, being dismasted, losing your screws or rudder, or simply giving an order that your crew disregards. Whether they then save your ship for you, or mutiny and flee, is up to the GM.
A critical failure under any circumstances means an appropriate disaster: running aground, colliding with another vessel, being dismasted, losing your screws or rudder, or simply giving an order that your crew disregards.
You must specialize:
//Spaceship: // Slower-than-light spacecraft. Prerequisites: Leadership, Navigation (Space), and Spacer. Defaults: Spacer-5 or any spaceship Piloting-5.
Starship: Faster-than-light spacecraft. Prerequisites: Leadership, Navigation (Hyperspace), and Spacer. Defaults: Spacer-5 or any spaceship Piloting-5.
Modifiers: -2 to master an unfamiliar vessel (e.g., an aircraft carrier when you’re used to a battleship); -2 for an unfamiliar crew; -2 or more for a vehicle in bad repair.
Singing • HT/Easy
Default: HT-4.
This is the ability to sing in a pleasing fashion. A successful roll means the audience liked your song. Modifiers: Language Modifiers (p. 24), if you are singing in a foreign language; -2 if the audience does not understand the language; +2 for Voice (p. 97); -2 for Stuttering (p. 157).
Skating • HT/Hard
Default: HT-6.
When you are moving on skates, this skill replaces Hiking skill (p. 200) for routine travel and Running skill (p. 218) for racing. The GM may also require DX-based skill rolls in combat
or chases, or for hazardous maneuvers, conditions, or speeds. Under those circumstances, any failure indicates a fall, while critical failure results in 1d-2 damage to a randomly chosen limb.
Skiing • HT/Hard
Default: HT-6.
This replaces Hiking skill (p. 200) when you are skiing cross-country and Running skill (p. 218) when you are racing. Roll once per day of routine travel. The GM may require much more frequent skill rolls – usually DX-based – in combat or chases, or for hazardous maneuvers, conditions, or speeds. In those situations, any failure indicates a fall, while critical failure means 1d damage to a randomly chosen limb.
Sleight of Hand • DX/Hard
Default: Filch-5.
This is the ability to “palm” small objects, do coin and card tricks, etc. Make a skill roll to perform one piece of simple “stage magic.” A failed roll means you blew the trick.
When you use this skill to steal, you must win a Quick Contest of Sleight of Hand vs. the Vision roll or Observation skill of potential witnesses to perform the theft unnoticed.
You can also use this skill to cheat at cards, dice, etc. A successful Sleight of Hand roll gives from +1 to +5 on your Gambling roll. Any failure causes you to be denounced as a cheater! In both cases, the exact results are up to the GM.
Modifiers: +3 if the light is dim; +3 if you have a confederate to distract attention; +5 if you have prepared in advance (cards up your sleeve, etc.); -3 if the person you want to fool knows Sleight of Hand himself; modifiers for High Manual Dexterity (p. 59) or Ham-Fisted (p. 138).
Smith/TL† • IQ/Average
Defaults: IQ-5 and others.
This is the ability to work nonprecious metals by hand. You must specialize:
Copper: Copper itself and its alloys, including brass and bronze. Traditionally, a smith who worked with these metals was called a “brownsmith.” Default: Jeweler-4.
Iron: The skill of being a blacksmith. Also covers steel, at tech levels where it exists.
Mythril: The skill of bending magical metal alloy.
These specialties default to one another at -4. This skill is IQ-based, but ST is important, and some tools have a “Minimum ST,” just like weapons.
Smuggling • IQ/Average
Default: IQ-5
This is the ability to conceal items in baggage and vehicles. You can also use it to hide an object in a room or a building. Roll against skill to hide an item from casual inspection. In an active search, the searchers must win a Quick Contest of Search vs. your Smuggling skill to find the item.
Modifiers: Equipment modifiers (p. 345) for specialized smuggling gear. The difference between the Size Modifier (p. 19) of the package, vehicle, or room in which you are hiding the item and that of the item itself; e.g., to hide a bottle of liquor (SM -5) in a family car (SM +3), you would roll at +8.
Sociology • IQ/Hard
Defaults: IQ-6, Anthropology-3, or Psychology-4.
This is the study of societies and social relationships. A successful skill roll lets you judge how well a large group of people will work together; deduce the social pressures contributing to a crime wave, revolution, war, etc.; or predict the most probable outcome of dissimilar societies coming into contact.
Soldier/TL • IQ/Average
Default: IQ-5.
This skill represents a combination of basic military training – the lessons taught at “boot camp” or its equivalent in your game world – and actual combat experience. Only those who have served in an army, militia, etc. are likely to know it.
The GM may require a Soldier roll whenever circumstances would test your battlefield discipline (knowing when to shoot, use concealment, take cover, etc.) or skill at practical field survival (e.g., keeping your feet dry and eating when you get the chance). Roll daily during prolonged military action. Failure means an inconvenience – perhaps a minor piece of equipment fails. Critical failure indicates a disaster: “friendly fire” incident, trench foot, etc.
Soldier includes basic lessons in many fields covered by other skills. For instance, a TL8 soldier learns to strip his rifle without learning Armoury (Small Arms), to use a radio without learning Electronics Operation (Comm), to dig a foxhole without learning Engineer (Combat), and so forth. In a situation where someone with one of those skills would roll at +4 or better for a routine task (see Task Difficulty, p. 345), the GM may let you roll against Soldier skill instead. You do not receive the bonus that someone with the full fledged skill would get, but you do suffer any situational penalties.
Soldier can only substitute for skill rolls to do things that would be a believable part of basic training. This means the routine use of standard equipment by ordinary troops – not research, improvisation, or design, and never the operation of new or secret technologies! Soldier cannot replace weapon skills, either; you must buy all such skills separately.
Example: If someone with Electronics Operation (Comm) would be at +4 to call HQ on a standard-issue radio, you could do so with a successful Soldier roll. However, you could not use Soldier to fix a broken radio, use an enemy radio, or transmit coded signals.
Spear Thrower • DX/Average
Defaults: DX-5 or Thrown Weapon (Spear)-4.
This is the ability to use the spear thrower: a long, flat stick with a notch or a loop at one end. It increases the force with which you can hurl a javelin or similar weapon. It takes one turn to position the spear in the thrower after both are in hand and ready.
Modifiers: -5 in tight quarters (less than two yards of overhead clearance).
Speed-Reading • IQ/Average
Defaults: None.
This is the ability to read much faster than normal. Whenever time is of the essence (for instance, when reading the instructions on a parachute as you fall), multiply your reading
speed by a factor of 1 + (skill/10); e.g., Speed-Reading-12 would give a factor of 2.2. Make a skill roll to determine whether you retain what you have read.
On a failure, your recall is shaky. Every time you try to remember or use what you read, you must make an IQ roll at a penalty equal to your margin of failure. Roll at +5 if you have Eidetic Memory, or +10 for Photographic Memory. If this roll fails, you cannot recall the information; on a critical failure, you recall badly flawed information but believe it to be true! To eliminate this IQ roll, you must go back and reread the material slowly.
Modifiers: Language modifiers
Sports • DX/Average
Defaults: DX-5 and others.
This is the ability to play a particular sport well – perhaps well enough to earn a living. Each sport is a separate Sports skill. Most Sports skills are DX/Average and default to DX-5, but those that put a premium on strength (e.g., rugby) might default to ST-5. Some Sports skills might default to one another or to other skills as well.
The GM may rule that certain Sports are useful in combat situations. For instance, Sports (Baseball) might let you use a bat to parry hurled rocks and grenades at (skill/2) + 3, Sports (Bullfighting) might give a Parry equal to (skill/2) + 3 against a slam by a beast that uses a “running head butt,” and you might be able to roll against Sports (Rugby) to hit with a slam.
Stage Combat • DX/Average
Defaults: Combat Art or Sport-2, an actual combat skill-3, or Performance- 3.
This skill allows you to perform a choreographed fight safely, yet in an entertaining manner. A critical failure indicates an injury: 1d-2 damage to a random location. Modifiers: -4 for an unfamiliar weapon.
Modifiers: -4 for an unfamiliar weapon.
Stealth • DX/Average
Defaults: DX-5 or IQ-5.
This is the ability to hide and to move silently. A successful roll lets you conceal yourself anywhere except in a totally bare room, or move so quietly that nobody will hear you, or follow someone without being noticed. (To follow someone through a crowd, use Shadowing, p. 219.)
If someone is specifically on the alert for intruders, the GM will roll a Quick Contest between your Stealth and the sentinel’s Perception.
You can also use this skill to stalk game. A successful roll (and about 30 minutes) gets you within 30 yards of most animals. Another roll, at -5, gets you within 15 yards.
Modifiers: A penalty equal to your encumbrance level. -5 to hide in an area without “natural” hiding places, or +3 or more if there are many hiding places. -5 to move silently if you are
moving faster than Move 1. -5 to fool those with Discriminatory Smell (e.g., dogs).
Strategy † • IQ/Hard
Defaults: IQ-6, Intelligence Analysis-6, or Tactics-6.
This is the ability to plan military actions and predict the actions of the enemy. In most settings, only the military teaches this skill.
A successful Strategy roll lets you deduce, in advance, enemy military plans unless another person with this skill leads them. In that case, the GM rolls a Quick Contest of Strategy. The amount of information gained depends on how well you roll (but not on the quality of the foe’s plans). If you fail an uncontested roll or lose a Quick Contest, the GM gives you false information.
You must specialize in a type of strategy – Land, Naval, Space, etc. These specialties default to one another at -4. The specific units being commanded are less important; even the units of another nation or tech level would give -1 or -2 at most (GM’s judgment), as long as you had accurate information about their capabilities.
Streetwise • IQ/Average
Default: IQ-5.
This is the skill of getting along in rough company. A successful Streetwise roll might let you learn (among other things) where any sort of illegal “action” is; which local cops or bureaucrats can be bought, and for how much; and how to contact the local underworld. Note that you might also be able to get this information by asking a Contact (p. 44). This skill is a measure of your ability to make new connections as needed.
You may substitute an Influence roll against Streetwise for any reaction roll made in an underworld or “bad neighborhood” situation; see Influence Rolls (p. 359).
Modifiers: +3 if you have a tough reputation (either “good” or “bad”) in the area; -3 if you are obviously a stranger in the area. -3 for Low Empathy (p. 142); -1 for Oblivious (p. 146); -1 to -4 for Shyness (p. 154).
Submarine/TL† • DX/Average
Default: IQ-6.
This is the ability to operate a specific type of underwater vehicle. As with Piloting, the default is to IQ, but when you learn the skill, always base it on DX.
Roll against Submarine to dive or to surface, to maneuver in underwater combat, or to negotiate hazardous waters. Failure can mean anything from a slight drift off course to a collision; critical failure may strand the vessel underwater! Make an IQ-based Submarine roll for basic chart reading or practical oceanography, or to recall nautical laws and regulations.
You must specialize:
Free-Flooding Sub: Any small, open submersible. The crew is exposed to the water, and must wear underwater breathing gear. Prerequisites: Diving Suit or Scuba. Defaults: Large Sub-5 or Mini-Sub-4
Large Sub: Any crewed, long-duration submersible, including attack subs and missile subs. Defaults: Free- Flooding Sub-5 or Mini-Sub-4.
Mini-Sub: Any small, closed, shortduration submersible, typical of those used for scientific research. Defaults: Free-Flooding Sub-4 or Large Sub-4.
Modifiers: -2 for an unfamiliar submarine within your specialty (e.g., a diesel attack sub when you are used to a nuclear missile sub); -4 or more for a vessel in bad repair; -1 to -10 for navigational hazards.
Sumo Wrestling • DX/Average
Defaults: None.
This unarmed combat skill represents any training at grabbing, shoving, and tripping – not just the traditional Japanese sport of sumo. Roll against the higher of DX or Sumo Wrestling to hit with a grapple, slam, or shove, or to make or resist a takedown. If you know this skill at DX+1 level, add +1 to ST whenever you make or resist a grapple or takedown, and whenever you attempt to break free, and +1 per die to your damage when you slam or shove. These bonuses increase to +2 if you know Sumo at DX+2 or better.
When you defend with bare hands, Sumo Wrestling allows you to parry once per turn. You must use both hands. Your Parry score is (skill/2) + 3, rounded down. This parry is meant to ward off slams, grapples, and barehanded slaps. You parry at -2 vs. kicks and -3 vs. weapons. For complete rules for parrying barehanded, see Parrying Unarmed (p. 376).
Surgery/TL • IQ/Very Hard
Defaults: First Aid-12, Physician-5, Physiology-8, or Veterinary-5. Prerequisites: First Aid or Physician.
This is skill at using invasive medical techniques to treat sickness or injury. Roll once per operation. On a success, the operation proceeded without complications. On a failure, the patient took damage – 2d for a simple amputation, 3d for other procedures. Surgery rolls can also facilitate recovery from wounds; see Surgery (p. 424).
This skill represents general surgical expertise, which is relatively rare in real life. Most surgeons have an optional specialty (p. 169) in a certain part of the body (brain, heart, etc.) or a specific type of surgery (cosmetic surgery, microsurgery, transplant surgery, etc.).
Modifiers: Equipment modifiers (p. 345); physiology modifiers (p. 181); -3 if the area or equipment cannot be properly cleaned and sterilized; -3 for head or chest surgery; -5 for undiagnosed problems. If you lack Physician skill, you are at -5 to do anything but “field-expedient” surgery (e.g., stitch wounds or extract arrowheads, bullets, and shrapnel).
Survival† • Per/Average
Defaults: Perception-5 or Naturalist (same planet)-3.
This is the ability to “live off the land,” find safe food and water, avoid hazards, build shelter, etc. You may look after up to 10 other people. To live safely in a wilderness situation, you must make a successful Survival roll once per day. Failure inflicts 2d-4 injury on you and anyone in your care; roll separately for each victim.
This skill also gives an “eye for country.” A successful roll shows you the best direction of travel to find flowing water, a mountain pass, or whatever other terrain feature you desire – assuming that it exists.
Finally, you can use this skill to trap wild animals. (A city-bred thief could use Traps skill, but he’s used to different game … so the roll would be at a -5.) Make one roll per trap. It takes about 30 minutes to improvise a trap from ordinary materials, or 10 minutes to set and hide a commercial steel trap. Pit traps for large game take several hours to dig.
Survival often requires skill rolls based on scores other than Perception. The GM might ask for a ST-based roll to dig a pit trap or erect a log shelter, a DX-based roll to start a fire using primitive techniques (flint sparking, bow and palette, etc.), or even a Hit based roll to avoid nutritional deficiencies from an improvised diet.
You must specialize by terrain type. Land-dwellers may choose from Arctic, Desert, Island/Beach, Jungle, Mountain, Plains, Swampland, and Woodlands. Aquatic beings may take any of Bank, Deep Ocean Vent, Fresh- Water Lake, Open Ocean, Reef, River/Stream, Salt-Water Sea, and Tropical Lagoon. Amphibious individuals can pick from either list!
Land specialties default to one another at -3, while aquatic specialties default among themselves at -4. Island/Beach and Tropical Lagoon default to each other at -4, as do Swampland and River/Stream, but there are no other defaults between land and aquatic specialties.
In settings where it is possible to visit other worlds, you must also specialize by planet. Each Survival specialty defaults to the same terrain type for a different planet at -4. The defaults
between terrain types given above are at an extra -4 between different planets. All this assumes the two planets are of the same planet type (see Planet Types, p. 180). There is no default at all between Survival skills for two planets of different planet types.
At the GM’s option, extreme manmade terrain may call for unique specialties; e.g., Survival (Radioactive Wasteland). Most such specialties have no default of any kind.
See also Urban Survival, p. 228.
Modifiers: Up to -5 for extreme weather conditions. Equipment modifiers (p. 345).
Swimming • HT/Easy
Default: HT-4.
This is the skill of swimming (whether on purpose or to keep afloat in emergencies) and lifesaving. Roll against the higher of Swimming or HT to avoid fatigue while swimming or injury due to aquatic misfortunes.
When racing someone of equal water Move, roll a Quick Contest of Swimming to determine the winner.
See Swimming (p. 354). Note that Swimming does not cover high diving – that’s Sports
(Diving).
Symbol Drawing† • IQ/Hard
Defaults: Special
This is the art of scribing magical symbols. Depending on your magical tradition, you might carve these symbols with a ritual dagger, draw the mon the ground or an altar using blood
or ceremonial powders, write them in ink, trace them in the air with a wand or your fingers, or something else. You must specialize in a particular magical tradition.
In traditions where magical power flows from the caster, nature, spirits, etc. as opposed to the symbols themselves, the symbols provide a focus that aids magic use. Roll against Symbol Drawing before each ritual. On a success, add half your margin of success (round down) to your skill with the next ritual you conduct over the symbols. This kind of Symbol Drawing defaults to Ritual Magic(same)-4. For instance, Symbol Drawing (Voodoo) defaults to Ritual Magic (Voodoo)-4, and lets you draw the vevers used in Voodoo ritual.
In traditions where the symbols themselves imbue items or places (or even people, in the case of tattoos) with magic, the magic is only as good as the symbols. Roll against the lower of Symbol Drawing and your skill with the enchantment itself. This is most common in rune magic. Each runic alphabet is a separate Symbol Drawing skill with no default. For instance, Symbol Drawing (Futhark Runes) would let you scribe the runes used in Norse magic.
More-exotic traditions may have their own rules; see the appropriate worldbook for more information.
Modifiers: -1 or more if using nontraditional means to mark the symbols; -1 or more if placing the symbols on any surface other than those prescribed by your tradition
Tactics • IQ/Hard
Defaults: IQ-6 or Strategy (any)-6.
This is the ability to outguess and outmaneuver the enemy in small-unit or personal combat. In most settings, only the military teaches this skill.
When commanding a small unit, roll against Tactics to place your troops correctly for an ambush, know where to post sentries, etc. At the GM’s option, a successful roll might even provide clues as to immediate enemy plans. To outmaneuver enemy units, you must win a Quick Contest of Tactics with their leader. All of this only applies when you lead a group small enough that you can give each warrior orders personally – or through at most one subordinate. Thus, radio and similar technologies can greatly enhance your command abilities!
In personal combat, you may make a Tactics roll before the fight begins if you had any time to prepare. On a success, you start the fight in an advantageous position – e.g., behind cover or
on higher ground – as determined by the GM. The better the roll, the greater your advantage. If you fail, or do not attempt a Tactics roll, you are in a random location (or one of the GM’s choosing) when combat begins. Fighters without Tactics skill always start combat this way.
Even in an ambush or similar “surprise” situation, the GM will use the better of your Tactics skill and your Perception to see if you spotted the danger on time.
Teaching • IQ/Average
Default: IQ-5.
This is the ability to instruct others. If you have Teaching at level 12+, you may act as a teacher for game purposes. For more on teaching and learning, see Improvement Through Study
(p. 292).
Modifiers: -3 for Callous (p. 125); -1 to -4 for Shyness (p. 142). Apply both the teacher’s and the student’s Language penalties (p. 24) in the language of instruction.
Teamster† • IQ/Average
Defaults: IQ-5, Animal Handling (same)-4, or Riding (same)-2.
This is the skill of driving a team of animals pulling a wagon, chariot, etc. It includes the ability to harness and care for the beasts, and judge them for quality before purchase. If the animals
are ornery or badly trained (GM’s judgment), you must make a successful Animal Handling roll before you can attempt a Teamster roll.
For normal travel, make a Teamster roll once per day. When moving at a gallop (80% or more of the animals’ full Move) or when executing complex maneuvers with a chariot in combat, roll every 10 seconds.
A failure usually means nothing worse than lost time or a wider turn than intended. A critical failure – or any failure at a gallop – spills the wagon or chariot. Treat this as a five yard fall for each passenger and animal involved (see Falling, p. 431). As well, roll 2d for each beast; on a 12, a leg is broken! You will have to make Animal Handling rolls to calm the beasts. Time required to reload the cargo depends on the load, terrain, and weather.
You must specialize by animal type; the most common specialty is Teamster (Equines), which covers horses and mules. Teamster specialties default to one another at -3
Modifiers: -2 for more than four animals; -2 for a team of unfamiliar animals; up to -5 for bad terrain.
Thaumatology • IQ/Very Hard
Default: IQ-7*.
* There is no default in a nonmagical setting, or for those who have never witnessed “real” magic.
This is the academic study of magical theory and the “physics” of mana. Anyone may learn this skill, but it is easier for a mage; add Magery to IQ when learning this skill, just as for
spells.
The main use for this skill is magical research. When creating a new spell, use the rules for inventing (see Chapter 17), but replace Engineer skill with Thaumatology. A successful skill
roll can also identify an unknown spell when you see it cast, deduce the ramifications of a critical success or failure with magic, determine the spells needed to enchant a magic item to perform as desired, etc. The better your roll, the more insight the GM will provide.
This is the study of fantasy magic – fireball spells, rings of power, etc. The equivalent skill for traditional, spiritmediated sorcery is Ritual Magic (p. 218), while holy magic might require Religious Ritual (p. 217) or Theology (p. 226). However, a Thaumatology roll at -5 will allow a
thaumatologist to relate these different varieties of magic to “standard” wizardry. Exceptionally weird powers or otherworldly artifacts might give a larger penalty!
Theology† • IQ/Hard
Defaults: IQ-6 or Religious Ritual (same)-4
This is the study of a particular religion: its gods, cosmology, doctrines, scriptures, etc. You must specialize by religion. There are usually no defaults between specialties, but the GM might permit a default at -4 or so for belief systems that have similar origins, or where one is derived
from the other.
Alternatively, you may study the similarities and differences between religions; this is Theology (Comparative). The Theology of any religion routinely studied by scholars in your game world defaults to this specialty at -5.
To be a priest or holy man at TL1+, you must have both Theology and Religious Ritual skill (p. 217) for your religion. TL0 shamans need only learn Religious Ritual.
You do not necessarily believe in the religion you study – faith comes from within, not from book learning! If you do, you may ask the GM to make a secret roll against your Theology skill when confronted with moral uncertainty. On a success, the GM will advise you on which course of action “feels” right, given your beliefs and understanding of scripture.
Throwing • DX/Average
Defaults: DX-3 or Dropping-4.
This is the ability to throw any small, relatively smooth object that fits in the palm of your hand. Examples include baseballs, hand grenades, and rocks. (Boomerangs, javelins, knives, etc. require their own specialized skills; see Thrown Weapon, below.) Roll against skill to hit. Furthermore, if you know Throwing at DX+1 level, add +1 to ST when figuring throwing distance (but not damage). Add +2 to ST for Throwing at DX+2 or better.
If you do not have this skill, roll against your default to hit a specific target, but against full DX to lob an object into a general area.
Throwing Art • DX/Hard
Defaults: None. Prerequisites: Trained By A Master or Weapon Master
This is the cinematic ability to throw anything you are strong enough to lift: knives, medicine balls, televisions … anything! Roll against skill to hit. Furthermore, if you know
Throwing Art at DX level, add +1 to ST when figuring throwing distance, and +1 per die of damage with thrown weapons. These bonuses increase to +2 if you know Throwing Art at DX+1 or better. If you are a Weapon Master, this bonus is instead of the usual damage bonus for your weapon
You can use the items you throw as improvised weapons. Treat forks, kitchen knives, and other long, sharp objects as daggers. Any small, blunt object does thrust+1 crushing damage. Baseball bats do swing+1 crushing. Pencils do thrust-3 impaling. Playing cards do thrust-3 cutting.
Throwing Art lets you throw anything covered by the Throwing and Thrown Weapon skills. If you have Throwing Art, you do not need those skills.
Thrown Weapon† • DX/Easy
Defaults: DX-4 and others
This is the ability to hurl any one type of thrown weapon. You must specialize:
Axe/Mace: Any axe, hatchet, or mace balanced for throwing (but not an unbalanced battleaxe or maul!).
Dart: Any sort of small, finned dart. Games (Darts) defaults to this skill at no penalty. Default: Throwing-2.
Harpoon: Any sort of tethered spear. Default: Thrown Weapon (Spear)-2.
Knife: Any sort of knife.
Shuriken: Any sort of hiltless blade, notably shuriken (“ninja stars”). Default: Throwing-2.
Spear: Any sort of spear, javelin, etc. Defaults: Spear Thrower-4 or Thrown Weapon (Harpoon)-2.
Stick: Any balanced and shaped throwing stick, such as a boomerang. This type of throwing stick does not return to the user.
Tracking • Per/Average
Defaults: Perception-5 or Naturalist-5.
This is the ability to follow a man or an animal by its tracks. Make a Tracking roll to pick up the trail, then roll periodically to avoid losing it. The frequency and difficulty of these rolls depend on the terrain:
Jungle, Plains, or Woodlands: Roll every 30 minutes.
Arctic, Desert, Island/Beach, or Mountain: Roll at -2 every 15 minutes.
Swampland: Roll at -4 every 5 minutes.
Urban: Roll at -6 every minute!
You may also use this skill to cover your tracks. This doubles your travel time! A successful roll means you have hidden your tracks well enough that only someone else with this skill can see them. If another tracker follows you, the Tracking rolls above become Quick Contests of Tracking skill. If he loses any of the Contests, he loses your trail.
To stalk game once you have
tracked it, use the Stealth skill (p. 222)
Modifiers: -5 if the trail is more than a day old, or -10 if more than a week old. +3 if you are following a man, or +6 if following a group of men. Superior senses help a lot: bonuses for Acute Vision (p. 35) and Discriminatory Smell (p. 49) usually apply, and many superhuman senses (Infravision, Subsonic Hearing, etc.) give situational bonuses.
Traps/TL • IQ/Average
Defaults: IQ-5 or Lockpicking-3*.
* Also defaults to DX-5 if you are disarming or resetting a trap, but not if you are detecting or building one.
This is the skill of building and nullifying traps. A successful Traps roll will (among other things) disarm a trap once you have found it, reset it after you pass, or build a new trap (given suitable materials). Time required is as for Lockpicking (p. 206).
To detect a trap, make a Perception based skill roll.
Note that for the purposes of Traps skill, detection devices are “traps.” Thus, this skill covers everything from covered pits to elaborate electronic security systems!
Modifiers: Infinitely variable. The more sophisticated the trap, the harder it will be to disarm, reset, build, or find – and a given trap might be (for instance) easy to find but hard to disarm. The GM should be creative! Equipment modifiers (p. 345) apply to most rolls to set or disarm traps. Bonuses for Acute Vision (p. 35) apply to rolls to detect traps (only).
Typing • DX/Easy
Defaults: DX-4 and others.
This is the skill of using a typewriter. Typing speed is skill ¥ 3 words per minute (wpm) on a manual, skill x 5 wpm on an electric typewriter or computer keyboard. This skill defaults at -3 to any skill that involves a lot of typing, notably Administration, Computer Operation, Research, and Writing, and Professional Skills such as Journalist. If you have such a skill, Typing skill is redundant (unless you wish to work as a professional typist).
Urban Survival • Per/Average
Default: Perception-5
This talent covers the physical part of staying alive in a city environment, whether it’s overpopulated or empty. (The social problems of city survival are covered by Streetwise skill.) A successful skill roll allows you to find clean rainwater; locate manholes from above or below; quickly locate building entrances, exits, stairwells, etc.; recognize and avoid physically dangerous areas, such as crumbling buildings; make and read city maps; find your way out of strange city areas; find a warm place to sleep outside in cold weather; and locate common types of buildings or businesses without asking anyone, just by your “feel” for the way cities are laid out.
Ventriloquism • IQ/Hard
Defaults: None.
This is the ability to disguise and “throw” your voice a short distance. A successful roll lets you throw your voice well enough to fool your audience.
Modifiers: +5 if you have a dummy or confederate to distract your audience (it’s easier to “see” a face talk than it is to believe the voice comes from an immobile object); -3 if the audience has reason to be suspicious.
Veterinary/TL • IQ/Hard
Defaults: Animal Handling (any)-6, Physician-5, or Surgery-5.
This is the ability to care for a sick or wounded animal. You may take an optional specialty (p. 169) in a particular type of animal.
Modifiers: +5 if the animal knows and trusts you; -2 or worse if the animal
is of an unfamiliar type.
Weird Science • IQ/Very Hard
Defaults: None.
This skill allows you to formulate astonishing new crackpot scientific theories that are far ahead of their time … or at least utterly different from the usual assumptions of your tech level. You may attempt a Weird Science roll whenever you work on a new invention (see Chapter 17) or
investigate an existing item of weird technology (e.g., a UFO).
On a success, you get +5 on an invention attempt (but only +1 if using the Gadgeteer advantage, since Gadgeteer already gives you favorable die rolls for thinking “outside the box”). If investigating weird technology, success gives +2 to any skill rollyou make for this purpose – and the GM might even allow a default skill roll to operate the device!
On a critical success, you get these bonuses and some incredible insight into a totally different problem! Critical failures are always spectacular, although not necessarily fatal or even dangerous.
Wrestling • DX/Average
Defaults: None.
This skill represents training at grappling and pinning. Roll against the higher of DX or Wrestling to hit with a grapple, or to make or resist a takedown. Furthermore, if you know Wrestling at DX+1 level, add +1 to ST for the purpose of making or resisting any choke, grapple, neck snap, takedown, or pin, and whenever you attempt to break free. Add +2 to ST for
Wrestling at DX+2 or better.
When you defend with bare hands, Wrestling allows you to parry once per turn. You must use both hands. Your Parry score is (skill/2) + 3, rounded down. This parry is at -3 vs. weapons. For complete rules for parrying barehanded, see Parrying Unarmed (p. 376).
Writing • IQ/Average
Default: IQ-5
This is the ability to write in a clear or entertaining manner. A successful roll means the work is readable and accurate.
This is mostly useful to earn a living or write for GURPS, but can sometimes help on adventures … Or after them. The report of a spy, soldier, or private investigator is far more useful if it is well-written!
Modifiers: The time modifiers under Time Spent (p. 346) will often apply; -5 if you are writing about an unfamiliar subject; Language modifiers (p. 24).
Zen Archery •IQ/Very Hard
Defaults: None.
Prerequisites: Trained By A Master or Weapon Master, Bow at 18+, and Meditation.
This skill allows you to strike difficult targets with ease when using a bow. On a success, add up the penalties for size and speed/range, and then divide them by three (round down).
Modifiers: -10 if used instantly, dropping to -5 after 1 turn of concentration, -4 after 2 turns, -3 after 4 turns, -2 after 8 turns, -1 after 16 turns, and no penalty after 32 turns.
Character Improvement
At the end of each session, the GM may award bonus character points for good play; these are the same kind of points you used to create your character.
Bonus points are used to develop and improve your character. Record them as “unspent” on your character sheet. Then spend them the same way as during character creation, as follows:
To improve one of your basic attributes, you must spend character points equal to the point-cost difference between the old score and the new one. Note that improving basic attributes will also affect secondary characteristics!
Most advantages are inborn, and cannot be “bought” later on. Exceptions include Combat Reflexes and languages, which can be learned, and social advantages like Status, which can be earned (in some societies). To add an advantage, you must pay the appropriate character points.
A character may get rid of most beginning disadvantages by buying them off with points equal to the bonus earned when the disadvantage was taken, as long as the player and GM can agree on a logical explanation for this.
Earned character points can be used to increase your skills or add new ones. When you improve a skill, the cost is the difference between your current skill level and the cost of the new skill level.