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the fight. This was simply a custom of the times, and doesn’t seem to be related to
the nature of the insult at all. They would fight alongside their principal if there
was any sign that the opposing principal’s friends wanted to join the fight. One side
would not outnumber the other in a true duel, however. If not fighting, friends
watched out for ambush and the approach of the city guard, either of which was a
fairly common occurrence.
Pistol Duelling
Pistols are not a popular duelling weapon with swashbucklers. They are used
more in England and English America than in Europe. The French, especially, dis-
dain them, at least until the late 19th century. Distance between opponents is from
7 yards (rare) to 20 yards (also rare). The most common range is about 12 yards. A
duel is a test of courage, not a test of marksmanship.
The antagonists stand facing each other. Pistols are in hand, but not readied.
On a signal from one of the seconds, they both ready their weapons and fire.
Deciding which duellist gets the first action can be resolved by a Quick Contest of
DX, with Combat Reflexes granting a +1. In a tie, they fire simultaneously. A cool
duellist might take a second or more to aim. A very cool duellist might allow his
opponent to fire first – a rushed shot may very well miss. Even if it hits, there is the
chance that the wound will be slight enough not to interfere with a carefully aimed
return. The duelling cliché of pacing-off, back to back, is a later American practice.
Feel free to use it, though, if duelling’s just not the same without it!
SHOWDOWNS
AND SHOOTOUTS
These rules are mainly concerned with 19th-century Earth gunfights and
duelling practices, but can be used in any setting where handguns are used to settle
disputes. Note that the rules below introduce many complications and details that
are not dealt with in the Basic Set, and these will slow combat if used routinely.
The GM may choose to disregard these rules except in showdown situations.
SHOWDOWNS
The showdown at high noon is far more common in fiction than in real life.
Differences of opinion are more likely to be settled with fists or wild shots. But
when two shootists square off, the Fast-Draw skill takes on special meaning.
Draw!
When two gunslingers Fast-Draw at the same time, use a Quick Contest (p.
B87) to determine who shoots first. Weapon type, holster type and weapon location
modify the skill rolls – see below. A tie means simultaneous shots.
A failed Fast-Draw roll means that the weapon is readied normally – nothing
else may be done that turn. Critical failure results in a dropped or prematurely dis-
charged weapon.
Fast-drawing a gun and firing immediately is a Snap Shot (p. B115). Unless the
effective weapon skill is greater than the SS number, the shot is at -4.
Holster Type
Holster type affects the Fast-Draw skill. The most common are detailed below.
Greasing a holster or pocket adds +1 to Fast-Draw but -1 to Guns skill (grease gets
on the grip). The GM may apply modifiers for innovative ways of wearing any
Results of Injury
In a fast-draw showdown, injuries take effect immediately, rather than at the
start of the next turn. A wound that causes stunning or unconsciousness, or cripples
the weapon arm or hand, prevents any return fire. A wound that knocks the charac-
ter down forces him to shoot from the ground: -4 to hit! A normal wound penalizes
any return fire by the amount of damage done. Double the penalty if the wound is
to the weapon arm. These effects occur before the loser gets to shoot, but after each
gunman fires, if shots are simultaneous. The effects last at least through the next
turn.
Maneuvers
The maneuvers commonly used during classic shootouts include Aim, Long
Action (reloading weapons, etc.), Move and Attack with a ranged weapon. Close
Combat is also possible.
The confusion in a shootout renders the split-second timing of the Fast-Draw
skill less important than for showdowns. In a gunfight with multiple opponents, the
Fast-Draw skill works normally, allowing the shootist to ready a weapon in essen-
tially no time. Turn sequence is calculated normally, rather than by a Quick Contest
of the Fast-Draw skill, and injuries take effect at the beginning of the next turn.
Gunfire
Apply the following modifiers to any attempt to shoot:
Adverse Combat Conditions: See the sidebar on p. B98.
Aiming: Aiming for at least 1 turn eliminates the Snap Shot and recoil penalties
and brings the weapon’s Accuracy bonus into play. See p. B116.
Attacker’s Situation: Firing from above or below the target, or while moving,
modifies effective skill. Firing through an occupied hex may result in hitting the
wrong target. Pop-Up Attacks and Opportunity Fire also bear special penalties. See
pp. B116-118.
Cover and Concealment: Use the list on p. B118 to determine cover modifiers.
For situations especially appropriate to Western shootouts, see below.
Recoil Penalties: Any subsequent shot fired without waiting at least 1 turn has
a recoil penalty. These penalties increase with each shot, until the gun remains
unfired for one turn.
Snap Shot Penalties: If the character fires without aiming, compare the adjust-
ed skill (including all other modifiers) to the weapon’s SS number. If the shooter’s
adjusted skill is less than the weapon’s SS number, the “to hit” roll is at an addition-
al -4.
Fatigue
This will be an important consideration in all types of tournament fights. While
real combat usually lasts only a few seconds, a sports fight (boxing, for instance)
can go on for as long as half an hour, an hour or even longer! Fatigue loss
(described on p. B134) can cause a fighter to lose as surely as his opponent’s skill.
If a match (or a number of matches on the same day) lasts more than 3 min-
utes, fatigue will start building up. Each fighter will automatically lose 1 point of
fatigue after 10 seconds. After 3 minutes, each contestant will roll against his HT;
if he succeeds there is no effect. On a failed roll, he loses another fatigue point; on
a critical failure, he loses 2 points.
Modifiers: -1 for every previous two-minute bout of fighting.
These rolls assume that there is a rest period of at least 30 seconds between
rounds; otherwise, fighters must roll every minute, at -1 for every minute they have
already fought. If the rounds of a particular competition are shorter than 3 minutes
(most are), make the rolls whenever the total fighting time reaches 3 minutes.
Optional Rules: To better represent the effect of fatigue on a contestant, use
these rules. When a fighter’s Fatigue is reduced by 2/3, he will suffer the effects of
the Low Pain Threshold disadvantage (see p. B29). If he has the High Pain
Threshold advantage, he temporarily loses it instead, while if he already had the
Low Pain Threshold disadvantage he suffers twice the standard penalties! This rep-
resents the weakening effect of a long fight, making a tiring fighter more suscepti-
ble to a knockout. When his ST goes down to 3, his Move is halved, as per p. B29;
he also gets a -1 penalty to all his Active Defenses, or loses his Combat Reflexes
bonus.
Damage
A single hit on a large ship rarely obliterates it utterly. The area
hit may be vital, and some sort of chain-reaction may start that
proceeds to damage more of the ship, but the initial destruction
will be fairly localized. However, because of the tremendous vari-
ety in ship designs, a generic hit-location system would be
unwieldy. For purposes of SOCS, therefore, fighters have only one
At the other end of the spectrum are the ships expected to bear location and any heavy damage will cripple them, but cutters and
the brunt of combat – the “ships of the line.” They mount many ships of the line must be divided by the GM into several separate
guns and projectors of various sizes as well as the strongest targets, each of which can be damaged without necessarily affect-
defensive screens and armor available. They are not necessarily ing others. For example, each weapon mount is a separate target;
clumsy and are seldom slow, but maneuvering is not particularly one turret can be knocked out, but others will continue to fight.
important in their battle tactics, since their multitude of weapon In SOCS, damage is divided into three levels (disregarding
systems ensures that most can always fire. They simply allow “none”). Because the range of available Firepower varies so
their defenses to absorb hostile fire, rather than trying to dodge it. widely from one universe to another, each GM must determine
Periodically, the idea of the lightly-armored, fairly maneuverable the expected range of Firepower for his universe, and divide that
“speed is armor” battle cruiser recurs, but seldom works as well range to match the three levels.
as its proponents wish. Ships of the line have crews in the hun- If the total Firepower that hit a particular target in a single turn
dreds or even thousands, and they undertake missions that last is relatively low, only “cosmetic” damage was done. Surfaces are
months or years. The battlestars of Battlestar Galactica, the star charred and blistered, meters swing wildly, breakers open and are
destroyers of Star Wars and the maulers and dreadnoughts of automatically reset, holes are punched in non-essential panels. If
Lensman are of this class. the GM desires, actual damage occurs that will not be apparent
Between these two extremes are ships that mount several inde- for some time – a fuel tank may be leaking, reactor shielding may
pendent weapons, but are not powerful enough to participate in be slowly degrading. The situation will not become critical until
heavy combat. Their defensive systems will protect them against after the combat is over.
some damage, but heavy fire will overwhelm them fairly quickly. A total Firepower in the middle of the expected range does
They are much more comfortable than fighter craft, but are not “light” damage. Fighters tumble briefly, small insulation fires
intended for long missions – their endurances are measured in break out, breakers arc over and spray the molten remains of their
weeks at the most. These “cutters” are much more maneuverable contacts across the compartment, an unimportant NPC is horribly
than ships of the line, but not as nimble as fighters. They usually maimed. Continuing damage of some sort also begins – a serious
have only a few weapon mounts, frequently identical. Any ship air leak, raging fires, poison gas release or similar. The target will
that must maneuver to unmask its weapons (e.g., can’t fire to the complete this turn (since all action in a turn is simultaneous), but
rear without turning around) is considered to be in this class. is out of action for the next combat turn and loses any accumulat-
Examples include Star Wars’ Millennium Falcon and the speed- ed bonuses. After taking that next turn for damage control and
sters of the Lensman series. cross-circuiting to “B,” the target returns to service in the follow-
Unarmed ships are also divided into three similar categories ing turn.
for purposes of combat – even though they can’t shoot back, their Firepower at the high end of the total range does “heavy” dam-
attempts to escape can be roleplayed. Small craft, intended to age. Breakers weld themselves shut, then explode into huge fire-
hold a few people and a little cargo for a short period of time are balls. Fighters spin out of control in flames, then explode. Large
called “shuttles.” Very large unarmed ships are classed as rotating equipment rears up off its mounts and tumbles about the
“freighters” and those intermediate in size are called “yachts,” compartment. Busbars burst in showers of molten slag. Raging
regardless of their actual use. fires break out, creating toxic smoke. Ammunition detonates in
As with any grouping system, some examples are difficult to magazines. Nearly all minor characters are killed. After complet-
resolve. Star Trek’s various Enterprises have endurances of sev- ing this turn, the target is completely hors de combat. The ser-
eral months and are apparently among the largest ships in their vices of a tender or shipyard will be required to return the target
universe, but they are under-gunned and weakly-defended by to service.
most fleets’ standards. In these cases, the GM’s decision will be Under special conditions, the total Firepower will do damage
based on the desired game “feel.” beyond the “heavy” range. “Great” damage results in the com-
plete comminution of its target and everything surrounding it for
considerable distance. Spaceships are annihilated by this level of
Craft Ratings damage, and GMs may have difficulty justifying the survival of
Every ship of space has a Maneuver Rating (MR), an amalgam any PCs.
of several factors including the power of the ship’s engines, the Finally, for those times when foes should not just be dead, but
structural strength of its hull, the efficiency of its inertial or gravi- really most sincerely dead, “stark” damage is possible. In this
tational compensators, the design’s angular moment, the accelera- case, ships are not merely vaporized . . . the vapor itself is heated
tion tolerance of its crew and so on. to fusion temperatures.
Boxed Ships
If four or more craft all get Position ABs on a single enemy
that is their size or smaller, the single craft is said to be “boxed.”
A boxed ship cannot make any maneuvers. It can only return fire
and Dodge, and unless help is coming fast should probably sur-
THE ARMIES
The first step in fighting a battle is determining the composition A corps consists of two or more divisions (plus attachments)
of the opposing armies. Throughout history and literature, many and a leader of Rank 7 or 8 (a General officer).
types of military organization have been developed, some more An army consists of two or more corps and a leader of Rank 8
“organized” than others. In general, there are four main classes of (Lieutenant General or General).
military organization (listed in order from most to least organized):
modern, ancient, feudal and tribal.
Ancient Armies
Ancient armies often displayed complex organizations that
Modern Armies were not matched until the Napoleonic era. The best-known exam-
Modern armies are usually organized as described below. For ples are Greece and Rome.
more on Military Ranks, see p. B22.
A squad (or cavalry lance) is the smallest military unit, com-
posed of six to 16 soldiers, including a squad leader of Rank 1 or 2
(Sergeant or Sergeant First Class).
A file is composed of two to four squads (12 to 48 soldiers) and
a leader of Rank 2 (Sergeant First Class). This unit class is often Greece
omitted from many armies. The classical Greek armies were organized as follows (see also
A platoon is composed of two to four files (26 to 196 soldiers) GURPS Greece):
and a leader of Rank 3 (Lieutenant). A file was composed of eight soldiers in line behind the front
A company (or cavalry troop) consists of two to four platoons soldier.
and a leader of Rank 4 (Captain or Major). At the company level A platoon (enomotia) was composed of three to four files side
and higher, there will be support personnel (e.g., cooks). There by side (24 to 32 soldiers), including a leader of Rank 3
may also be special-purpose troops, temporarily or permanently (enomotarch), plus a rear guard leader of Rank 2 (ouragos).
attached to the unit (e.g., engineers, scouts). Larger units are usual- A company (pentekostys) consisted of two to four enomotiai
ly composed of mixed troop types. (50 to 128 soldiers), including a leader of Rank 4 (pentekontere).
A battalion (or cavalry squadron) consists of two or more com- This is the basic unit of the Greek phalanx, a rectangular formation
panies and a leader of Rank 5 (Lieutenant Colonel). Artillery is of heavy infantry with spears
usually organized in battalions (or batteries), and combined with A battalion (lochos) consisted of four to six pentekostyes (200
larger units. to 768 soldiers) and a leader of Rank 5 (lochagos).
A brigade (or regiment) consists of two or more battalions and A division (mora) consisted of two to four lochoi (400 to 1,540
a leader of Rank 6 (Colonel). soldiers) and a leader of Rank 7 (polemarch).
A division consists of two or more brigades and a leader of The Spartans had six morai and Athens had ten, one for each
Rank 7 (Brigadier or Major General). tribe of Athenians.
troop quality table (roll 3d) Unit Morale and Troop Strength
Units that are demoralized (i.e., below their base Morale) often
fight less effectively than normal. At the GM’s option, the Troop
Die Troop Battles Base Troop Base Pay &
Strength of demoralized units can be reduced, and the TS of units
Roll QualityFought Morale Strength and Cost
whose Morale is above their base Morale may can be increased. A
to Raise
unit’s Troop Strength can be reduced (or increased) by 10% for
3* Elite (E) 15+ 16 2.0×base +50%
each point by which their current Morale level is below (or above)
4-6* Veteran (V) 10-14 15 1.5×base +25%
their base Morale.
7-9 Seasoned (S) 6-9 14 1.2×base +10%
Example: Due to poor leadership and some serious defeats, a
10-12 Average (A) 4-5 13 1.0×base base
Veteran Heavy Infantry platoon (30 soldiers with total TS of 225
13-15 Green (G) 1-3 11 0.8×base base
and base Morale of 15) has an effective Morale of 13, the same as
16-18 Raw (R)# 0 9 0.5×base -20%
Average quality troops. This unit’s TS could be treated as 180 until
they can regain their base Morale level.
*Roll again if you were trying to raise a new unit, or to
recruit more than 10 men.
#No battlefield experience. If troops of this quality are also Changing Troop Quality
Irregulars (no military training), their morale is reduced by In a continuing campaign, units will lose troops and replace
an additional -3. them – sometimes with experienced men, sometimes with raw
recruits. Keep track of the number of battles (not just days of battle)
a unit fights, counting anything over 20 as 20. When a unit adds
typical skill table new men for any reason, the new Troop Quality is the new average
experience of the men. GMs may not want to count battles where
Troop Weapon Tactics Battle there was little resistance, such as engagements with odds of greater
Quality Skill Skill Skill than 10 to 1.
Elite* 15 11 15 Example: Titus of Megalos commands a Veteran unit, with
Veteran* 14 9 13 average experience of 10 engagements. It has 87 men. Titus
recruits 11 more men, of “Green” quality. Average experience is
computed as follows: 87 × 10 for the old troops, 11 × 1 (use the low
Seasoned* 13 7 12
Average 12 6 9
Green 11 5 8 end of the experience scale) for the new men. 870 plus 11 is 881.
Raw 10 4 7 Divide that by 98 men, for an average experience of just under 9.
*This type of troop has the Combat Reflexes advantage. Round down to 8. The company is now considered to have an aver-
age experience of 8 engagements, making it merely “Seasoned.”
Two more fights will bring it back to “Veteran” status.
THE BATTLE
This section describes the method for determining the outcome
of the battle between the armies constructed in the previous section.
catastrophe roll
Special Abilities 3-7 – No catastrophe.
In some settings, special abilities (magic, psionics and super 8-9 – Enemy manages some sort of surprise: -1 to
powers) can be used in warfare. Before rolling for catastrophes, Strategy roll.
resolve the effects of special abilities on the battle. For more 10 – Enemy receives unexpected reinforcements or is just
details, see Exceptional Powers in Battle, p. 123. lucky. Increase his Troop Strength by 10%. (The GM
may be creative about what occurred.)
Catastrophes 11 – The battle plans have been partially revealed to
the enemy by turncoats, spies, magic, etc.: -2 to
When the battle begins, the GM rolls three dice on the follow-
ing table, once for each side, to see if something goes disastrously Strategy roll.
wrong. The commander (but no other PC) can use Luck, if he has 12 – Dissension among allies or top leaders weakens
that advantage, to re-roll a catastrophe. morale. -2 to Strategy roll, -1 to Morale of all units.
13 – Enemy reveals a terrifying atrocity: -1 to Morale of all
units if Morale roll is failed; +1 to Morale, in anger, if
Morale roll is made.
14 – Ally or unit commander defects to enemy, revealing
plans and taking his troops with him. Recalculate
forces’ Troop Strengths; -2 to Strategy roll.
15 – An important unit leader (rolled randomly among lead-
ers commanding at least 20% of that side’s Troop
Strength) is wounded early in battle (2d of damage):
-1 to Morale of all units, -2 to Morale of his unit.
16 – Commander wounded early in battle (2d of damage):
-2 to Strategy roll, -3 to Morale of all units.
17 – Important unit leader (rolled randomly as above)
killed (or if a PC, wounded and unconscious) early in
battle: -2 to Morale of all units, -3 to Morale of
his unit. (If a PC, he makes no further Survival or
Glory rolls.)
18 – Commander killed early in battle (or if a PC wounded
and unconscious). Base Strategy roll cut in half (round
up). -5 to Morale of all units.
Battle Plans
The GM should sketch a map of the battlefield (or perhaps of
several, optional battlefields) for the players based on their armies’
knowledge of the area, especially if the PCs are unit or force lead-
ers. The GM should then ask the players to give him a battle plan
for their side (for both sides, if there are PCs on both sides or if
there is an Adversary Player for the non-PC side). If the GM
thinks a plan is especially good or bad, it deserves a Strategy roll
bonus or penalty of from +3 to -3.
If the GM is playing the part of the adversary, he should occa-
sionally spring a tactical surprise on the players. Describe what
happens realistically. If they handle it well, they get a Strategy roll
bonus; if they react poorly, they suffer a penalty.
Sunburn
Sunburn is the most likely Arctic hazard. The long daylight and the reflectivity
of ice and snow crystals combine to burn face, hands, lips, eyelids – even the roof
of the mouth and inside the nose! Unprotected flesh (sunglasses, cream, masks,
etc., protect) takes 1d-1 damage per day.
Snow Blindness
Traveling through a sunlit snow field, a whiteout or other bright condition can
lead to a temporary (but painful) affliction called snow blindness. This is a sunburn
of the eyes; they swell shut and exposure to light becomes extremely painful.
Anyone without eye protection (such as sunglasses) will go snow blind after
3d+3 hours in such conditions. He will be blind and at -2 HT due to pain until the
swelling goes down and the eyes heal (roll against HT each day after the second
day). First aid for snow blindness is cold packs and total darkness. Pain relievers
such as codeine or morphine will negate the -2 HT.
Thin Ice
Anyone suddenly immersed in water must make a HT roll. A failure reduces
DX and DX-based skills by -3 because of shock to the system from the sub-freez-
ing temperature. Relative strengths of ice are given on p. B188.
Crevasses
Crevasses (cracks) form when large sections of frozen snow and ice move too
Effects of Varying Gravity: rapidly for the surrounding ice to keep up. These crevasses may be hundreds of feet
deep and a few feet to many yards across.
Climbing Snow blowing across the gap can bury the crevasse. A successful Arctic
When climbing long distances up or Survival-2 or Vision-5 roll will spot this hazard.
down stairs, ladders, trees, and so on, use
the Climbing rules on p. B89, but modify
speeds as follows for variable gravity: Frostbite and Exposure
In Arctic climate, the air temperature is almost always below freezing and wind
High Gravity chill factors can be unbelievably savage. The air can be cold enough to freeze a
If gravity is more than 1 G, multiply the
time required under Earth gravity by twice man’s lungs as he breathes, and frostbite will quickly attack any exposed area.
the local gravity, minus 1. In 1.2 G, a Anyone exposed to the savage elements in Arctic latitudes must make a HT (or
climb takes 1.4 times as long, so a 10-sec- Arctic Survival) roll every 30 minutes. In severe weather, this might be increased to
ond (Earth) climb takes 14 seconds.
every 20 or 15 minutes. A failed roll costs a point of fatigue; when ST reaches 3,
Low Gravity start losing HT instead.
At less than 1 G, multiply the time that For the purposes of this roll, HT is modified by the following factors:
would be required under Earth gravity by
the local gravity. In 0.5 gravity, climbs
take half as long, and so on. Each 10° below 0°F (including wind chill) . . . . .-1
Light clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . .-5
Microgravity and Zero G Wet clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . .-5
At less than 0.2 G, climbing is more Normal winter clothing . . . . . . . . . . . . . . . . . . .+/-0
like controlled flying. Use the formula
given above, but maximum speed is 5 Arctic (e.g., Lapp, Inuit) clothing . . . . . . . . . . . .+5
yards per second (you are just grabbing a
handhold occasionally to guide yourself). Wind chill is discounted if shelter is available from
Long climbs use the same speeds as short
ones.
the wind.
Different Atmospheres
Atmosphere Types
The different types of atmosphere are described on p. S109. Here, we’ll con-
cern ourselves with their effects on human adventurers. Note that the details of a
poisonous atmosphere usually don’t matter to people without breathing gear. They
die. Only in case of a very minor suit leak or malfunction will exposure to a really
poisonous atmosphere be survivable.
Hydrogen: Non-poisonous, but quickly diffuses through plastic or rubber, and
is very explosive in the presence of oxygen. Definitely a hazard for careless space-
dogs.
Oxygen-Nitrogen: This is the only atmosphere breathable by humans. Even if
the gas mixture is right, pressure differences (see below) may make it less than
Seasickness ideal. But if the atmosphere happens to be superrich in oxygen, IQ and ST may be
Everybody aboard a ship must roll vs. slightly increased – or, at least, penalties caused by gravity may be ignored.
HT during their first day at sea. A success- Polluted: This is an oxy-nitro atmosphere with contaminants. The effect of the
ful roll means that the character is not sea-
sick and does not need to roll again this contaminants may range from merely irritating (wear filter masks or take 1 point of
voyage. A failed roll indicates the person damage each day) to deadly (treat as poison gas of GM’s choice). Note that not all
becomes seasick – nauseated by the rolling types of pollution are immediately obvious to the explorer. If pollution is not
sensation of a ship at sea. Modifiers to the
roll include type of vessel (a large vessel, detected with sensors, a Physician or (if a library is available) Research roll may be
or one with roll stabilizers, gives +3), attempted once ill effects are noticed, to determine the problem and suggest a solu-
weather (up to -5 in very rough weather) tion. If the first roll fails, repeated attempts can be made daily, at a cumulative -1
and marine experience (add 1/3 of the
character’s Seamanship skill to the HT
per attempt. Some forms of contamination are subtle indeed, and there will be
roll). severe penalties to the rolls; these worlds can be death traps. Metal dust, microbes,
A seasick character is generally ill and allergens, complex biological poisons released in trace amounts by plants . . . scien-
has -2 to DX and IQ (-5 on a critical fail- tifically-minded GMs may come up with a wide variety of atmospheric hazards.
ure, and the character has vomited). He
gets one roll each 24 hours to recover. A Carbon Oxides: Carbon dioxide is unbreathable, and poisonous in large con-
critical failure makes it worse, -5 to future centrations. A 15% concentration requires a HT roll every minute to stay con-
rolls. Another is required should the ship scious; the roll is at -1 for every added percent of carbon dioxide. At 25%, roll vs.
enter heavy seas.
Some people are especially prone to HT hourly, and lose 1 HT for each failed roll.
seasickness. They have the Motion Carbon monoxide may also be present; it is deadly. Its symptoms are headache
Sickness disadvantage (see p. CI82), and and dizziness in tiny amounts, unconsciousness and death at higher ones. At con-
are sick for the whole time at sea; they do
not get a roll to recover. All rolls are at -2,
centrations over 1%, roll hourly vs. HT; each failed roll costs 1 IQ, HT, and DX. At
even if the initial HT roll was a success. concentrations over 2%, roll every ten minutes, at half the time interval and -2 for
each % over 2%. If a victim is removed from the monoxide, he’ll recover. If not, he
Space Sickness will die with a cherry-red face.
Nitrogen: Unbreathable but otherwise inert and harmless, except at very high
Anyone entering free fall must roll vs.
Free Fall+2. A failed roll means they pressures, when it causes nitrogen narcosis. The effect is that of happy drunken-
become space sick – disoriented and nau- ness: roll vs. IQ every 30 seconds to avoid. The sufferer will not realize he has
seated by the constant falling sensation. A become irrational, but any observer can easily tell!
space sick character feels generally ill and
has a -2 to all rolls (-5 on a critical failure, Reducing Atmosphere: Harmless but unbreathable. Includes hydrogen (see
plus choking as per drowning, p. B45). He above) and methane, which can be recognized by a sweetish, oily odor.
gets one roll (HT or Free Fall, whichever is Ammonia: Corrosive and poisonous, but easily detected by its choking odor.
better) each 24 hours to recover. A critical
failure on this roll makes the sickness
Exposure to ammonia requires a HT roll; a failed roll costs one hit point. Roll every
worse, as described above. minute for small concentrations, more often for large ones. Each failed roll also
Some people are especially prone to reduces the victim’s Vision roll by 1, as his eyes burn and water. After 2 hits are
this disorder. This is the Space Sickness lost, convulsive coughing begins (-3 to DX until clean air is reached). Severe expo-
disadvantage, p. CI84. A naturally space
sick person is space sick all the time he is sure requires the survivors to roll HT-2 or be blinded.
in free fall; he doesn’t roll to recover. All Chlorine: Corrosive and deadly poisonous. Also easily recognized by odor. A
his rolls are at the -2 level even if the ini- few breaths of 1% chlorine will kill. Even 0.005% is dangerous: roll as for ammo-
tial HT roll was a success. He chokes and
has the -5 to all rolls on any failure of the nia, but all rolls are at HT-2, and the blinding roll is against HT-4. Another roll vs.
initial HT roll. HT-4 is required to avoid lung damage (1d of permanent HT loss!).
Deep Water
Each minute an unprotected diver spends in extremely deep water, he takes 1d
cold damage. This is assessed on the first round he spends in the cold. Any DR
which is effective against cold (including Toughness) protects.
A greater danger from cold water is hypothermia. Whenever anyone takes
damage from the cold, he must also immediately make an unmodified HT roll. If
he fails, he goes into shock. He will be unable to take any action whatsoever
(Exception: with a successful Will roll he will be able to call for help, assuming he
has a means of underwater communication) until he’s warmed up and First Aid is
successfully administered. While in shock, he will continue to take damage from
cold each minute, and to make HT rolls to see if his heart stops.
The cold water will stop a diver’s heart on a critically-failed HT roll. If the
heart stops, he’ll die in 3d minutes, unless he’s removed from the water and suc-
Microgravity
Microgravity means any gravitational field of less than 0.2 G. In microgravity,
nothing has significant “weight,” but mass remains.
The dosage from cosmic rays varies wildly, from trivial to highly dangerous
and requiring lots of shielding. So many variables affect this, and the radiation lev-
els experienced in Earth’s Van Allen radiation belt, that GMs should simply tell
players what they expect, and let them find out when they get there!
Effects of Radiation
Radiation dose received is measured in rads. The more rads you receive, the
more likely you are to suffer an ill effect. The GM should keep track of each char-
acter’s radiation injuries, noting each dose and the date on which it was received.
Type X
A generic classification for unique ven-
oms. Details are given in the descriptive
paragraph for the animal. Do not expect
one Type X venom to resemble another
Type X venom.
150 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
OPTIONAL RULES FOR
WOUNDS AND HEALING More Optional Rules
For Stun Points
Cinematic Effects of Injury Adding the Stun stat will raise a num-
In cinematic fiction, people are shown trading punches, kicks and blunt ber of questions about crippling attacks,
weapons damage with seeming impunity; other than a few nosebleeds and split vital points, knocking a person uncon-
scious, and so on. The GM can use some
lips, even cannon-fodder NPCs get up time and time again after punches that of the optional rules described below to
should by rights have killed or seriously injured them. solve those problems, or, based on them,
Real-life combat is deadly, and GURPS reflects this. In a cinematic campaign, create his own rules to deal with special
however, this is not appropriate; combat is an essential part of this type of cam- situations regarding injuries.
paign, and the characters cannot be expected to avoid it. PCs and NPCs live to Vital Points
fight another day, except, perhaps, at the climactic battle. Here are some optional A blow to the Brain (area 3-4) does
rules to limit damage in a cinematic battle. quadruple Stun damage; the victim is
stunned if he takes Stun damage over
HT/2, knocked out if over HT. If normal
Flesh Wounds hit point damage is also taken, it takes
This cinematic rule, from p. B183, will prevent premature deaths without precedence over this and its effects are as
changing the combat system. Anyone who is not actually in combat may spend 1 per B203. Blows to the vitals do not inflict
extra Stun damage (but see below).
unused character point, immediately healing all damage except crippling injuries, all In any event, when struck in the head or
fatigue and (if that optional rule is being used) all stun damage. The rationale is that vitals by a crushing blow, the victim must
the damage was “only flesh wounds,” easily shrugged off by a determined hero! roll to avoid being knocked out, again fol-
lowing the rules of the Basic Set (see also
As an even more cinematic option, the GM can permit the expenditure of char- p. 53).
acter points for recovery even in the middle of combat – a “second wind” rule.
New Vital Points
Stun Damage The GM may assign new vital areas
that increase the number of Stun points a
With this rule, all characters have “Stun Points” equal to five times their hit victim loses. A hit to the Head (area 5) or
points; this is a new stat, and the player must keep track of it separately. When a to the Groin (area 11) can do double Stun
character’s Stun reaches 0, he is knocked unconscious. Consciousness is regained damage (but no extra hit point damage).
This is in addition to any other effects (see
normally (see p. B129). A conscious character recovers lost Stun at 1 point per p. 53).
minute of rest.
Unless an attacker specifically declares an attack as “shoot to kill” before it is Continued on next page . . .
made, all damage taken is Stun only. The GM may also treat damage from falling
(or falling objects) as Stun damage.
This will result in characters being knocked out just as frequently as in normal
GURPS combat, but it will extremely hard for them to be killed. This doesn’t elim-
inate incidental or side effect damage from an attack – anyone hit with a
flamethrower will probably have to go to the hospital for burn treatment, he just
won’t be immediately killed by the attack.
If a character is hit by a mixture of stunning and regular attacks, keep track of
Stun and HT separately. All regular damage does Stun damage as well; if a blow is
aimed to kill and does 7 points of damage, the target also takes 7 points of Stun.
The advantage of this rule is that PCs and NPCs will have a much lower mor-
tality rate. The big disadvantage of this rule is its total unreality. Being shot or run
through by a rapier doesn’t just stun someone! If this bothers you, then stick with
the standard GURPS combat system, and let the bodies fall where they may.
Damage Reduction
This optional rule modifies the Stun Damage rule (above). The GM sets a par-
ticular rate – 1/4, 1/3, 1/2 or whatever he chooses. When someone takes damage,
only the amount determined by this modifier is applied to HT, with the full value
being applied to Stun. This method allows the GM to fine-tune the amount of
“unreality” in combat, but requires more bookkeeping, as the players must keep
track of how much damage is real and how much is Stun.
i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y 151
HT rolls to stay conscious or alive are always made on HT. Unconsciousness is
automatic if Stun reaches 0.
Example: Chuck has a HT of 12 (and therefore Stun 60) in a campaign with
More Optional Rules 1/3 Damage Reduction. He is hit by a burst of three 9mm bullets, which do 10, 4
For Stun Points and 13 points of damage. The total 27 points are subtracted from Stun, bringing it
down to 33. 1/3 of 27 is 9 points, so his HT is reduced to 3, slowing him down and
(Continued) probably stunning him as well. Of course, without this rule he would be rolling
Crippling Damage against HT to stay alive!
A limb is considered crippled if it takes
Stun points equal to the character’s HT; Different Damage Types
rolls to recover (p. B129) are made at +5.
If HT point damage is also inflicted, and is This is another optional rule that suits cinematic “reality,” especially in the
enough to cripple the limb, then proceed martial arts. Most crushing attacks (except bullets) do Stun damage, but cutting and
normally. impaling weapons, as well as firearms, do full HT damage (or, alternatively, have a
Damage Reduction ratio, as described above). This allows for more “relative” real-
Poison Damage ism: it is easier to believe that a victim can be knocked out but be relatively
Poisons and venoms do stun damage, at
first. However, if the victim does not unscathed after being kicked in the head a few times, as opposed to being stabbed
receive medical aid within HT hours, min- in the vitals for the same result.
utes or even seconds (depending on the
severity of the poison – GM’s call), a sec-
If this rule is used, bloodthirsty PCs may end up carrying guns, knives and
ond HT roll to resist the poison must be swords into brawls, since such weapons will have a definite “edge” in lethality! Of
made, with all its modifiers; on a failure course, such serial-killer PCs would face equally well-armed foes . . . not to men-
the victim takes normal hit point damage. tion law-enforcement agencies equipped with firearms.
For poisons with a specific effect other
than HT loss (like curare, p. 140), assign
those effects instead.
HT vs. Hit Points
Many rules in GURPS refer simply to “HT,” assuming that the “Health”
Radiation Treatment attribute and “Hit Points” (or “hits”) are one and the same for all characters. While
this is generally true, it can be very confusing when it isn’t! For example, Extra Hit
TL6 offers no real radiation treatment.
At TL7, drugs are available that can halve Points (p. CI24), Reduced Hit Points (p. CI83) and the optional rule, Redefining
your effective rad dosage if a dose ($500) Hit Points and Fatigue (p. CI7), can all lead to characters who have “split” HT
is taken 1 to 3 days in advance. Also at scores (as described on p. B141), which can, in turn, lead to some confusion over
TL7, chelating drugs are available to get
radioactive fallout out of your system;
when the wording of a rule actually means HT and when it really means hit points.
$500, halving damage after a week and HT is used whenever a die roll has to be made. The most important examples
eliminating the fallout entirely after two are the rolls made to avoid death, knockout, knockdown or stunning, not to men-
weeks. This has no effect on radiation tion the rolls made to recover from injury, crippling or illness. As well, HT is used
already absorbed!
At TL8, advanced chelating drugs for all rolls made to resist hazards such as extreme heat or cold, starvation, dehy-
($500) encapsulate and remove fallout dration, poison or disease. In addition, HT is used for rolls made to avoid succumb-
immediately. Braintape technology can ing to disadvantages that call for a HT roll. Next, the HT attribute is used in all
save a victim; anyone who survives the ini-
tial radiation exposure can still have their Contests and Quick Contests made to resist attacks, spells and anything else that is
brain read, unless the dose was 5,000 rads normally resisted by HT. Finally, all HT-based skills are based on the actual HT
or better. Each increase in TL raises this attribute and not on hit points.
limit by 1,000 (higher doses scramble
nerve tissue beyond that TL’s ability to
Hit Points are used mainly to absorb damage. Whenever damage is inflicted, it
read). is taken off of hit points and not HT, and the General Damage rules (p. B126) refer
At TL9, Antirad drug (p. 156) is avail- to the character’s remaining hit points. Hit points are also used whenever damage is
able. being compared against some multiple or fraction of “HT” to determine the effects
At TL10, expensive treatments
($3,000) are available to reduce your life- of injury. For example, hit points are used for comparisons made to HT, HT/2 or
time rad history by 10% per treatment. HT/3 for the purposes of stunning, knockdown, knockout, crippling, decapitation,
Each treatment takes about 3 days; they et cetera. Hit points can also be used as a general measure of bulk when calculating
cannot be repeated more often than once
per month. such things as the dosage of certain drugs.
At TL11, these antirad treatments Example: A character has HT 10/17, meaning a HT attribute of 10 and 17 hit
reduce lifetime history by 25% per treat- points. To stun him or cripple his arm requires damage in excess of his hit points/2,
ment.
or 9 points of damage; however, his rolls to recover from being stunned or to regain
the use of his arm are made against his HT, which is only 10.
There are a few things that affect both HT and hit points. Generally speaking,
any disease, poison, spell, psi skill or super ability that drains or lowers the HT
attribute also lowers hit points by the same amount.
152 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
Example: The character in the example above is attacked by someone with a
Steal Attribute (HT) ability. Not surprisingly, he fails to resist the ability with his
Ultra-Tech Medical Drugs
Below is a selection of the most useful
HT of 10, and loses 3 HT. Both his HT and hit points are temporarily lowered, TL8-10 “wonder drugs” that have
leaving him with HT 7/14. appeared in several GURPS supplements,
Finally, the following special rules for shock, death and recovery from injury including Cyberpunk, Space and Ultra-
should be used when dealing with creatures that have a split HT: Tech. See those books for non-medicinal
drugs, such as combat drugs, illicit drugs
and “truth serums.”
Shock
When a character with a large hit point total is injured, he has his DX reduced Hypercoagulin (TL8)
on his next turn only, just like anyone else (p. B126). The amount of damage need- When injected into a patient with a
bleeding wound, this causes instant coagu-
ed to reduce DX varies, however, depending on his Hit Point total, as shown on the lation and a cessation of bleeding within
table below: 1d+4 seconds. It restores 1 point of HT,
and prevents any further damage from loss
Basic Hit Points DX Reduction of blood. The drug should be injected as
close to the wound as possible. An injec-
30 or less -1 DX per point of damage
tion prior to sustaining a wound will have
31-50 -1 DX per 2 points of damage (rounded down) no effect unless a wound is received within
51-100 -1 DX per 3 points of damage (rounded down) five minutes after the injection.
101-200 -1 DX per 4 points of damage (rounded down) Overdoses of this drug can kill; for
201+ -1 DX per 5 points of damage (rounded down) every additional dose within a 24-hour
period, roll HT, minus the total number of
Thus, a gigantic monster with 60 hit points has its DX reduced by only 3 on doses taken. A failed roll means the
the turn after taking 10 hits. patient’s blood becomes so thick that his
heart stops. Full medical facilities (a full
blood replacement and possibly a heart
Death transplant) will be required to save his life.
Creatures with split HT make rolls to avoid death (and calculate the level at Hypercoagulin comes only in injectable
which “instant death” occurs) at different intervals than do characters whose HT form; it costs $25/dose. Hypercoagulin is a
useful assassination tool in societies at
and hit points are equal, as summarized in the table below: TL7 and below. Death is by heart attack,
and the only wound is a tiny pin hole. The
Basic Hit First Subsequent Automatic drug is undetectable (“. . . a poison
Points Roll Rolls Death unknown to science . . .”) below TL8.
30 or less -HT Every 5 -5×HT Continued on next page . . .
31-50 -HT Every 10 -10×HT
51-100 -HT Every 20 -20×HT
101-200 -2×HT Every 20 -30×HT
201+ -3×HT Every 20 -40×HT
When referring to the table above, always look up hit points in the leftmost
column, but use the smaller of Health or hit points in the formulae for determining
the points at which the creature must roll against HT or die from its wounds.
Example 1: An elephant with HT 17/45 uses the formulae in the “31-50” row,
but uses its Health of 17 as its HT when determining when it must roll to avoid
death. The elephant makes its first roll to avoid dying at -17 hit points, makes its
next roll at -27, and continues to roll with every 10 points of damage thereafter,
until it misses a roll or reaches -170 (-10×Health), at which point it dies automati-
cally.
Example 2: A rat, on the other hand, has HT 17/2. It looks in the “30 or less”
row, and uses its hit points to determine when it must roll to avoid death. The rat
makes its first roll at -2 points, another roll at -7, and dies automatically at -10
(-5×hit points).
Of course, any HT roll made to avoid death is made by rolling against Health,
regardless of which value – Health or hit points – is higher.
i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y 153
Each time the rules indicate that a character would recover a hit point, he
will actually recover 1 hit point for every 20 hit points (or part thereof) that he
originally had. The amount recovered is in proportion to total hit points when
healthy, and not to the number of hit points lost in damage, or to the number
of hit points remaining.
This means that creatures with 1-20 hit points recover on a 1:1 basis, as
usual, but that those with 21-40 hit points recover on a 2:1 basis, those with
41-60 hit points recover on a 3:1 basis, and so on. Thus, an elephant with HT
17/50 will recover 3 hit points (not 1) each time it makes a daily HT roll to
recover lost hit points, and the results of first aid and medical care listed on p.
B128 are tripled.
154 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
ment) or ill (due to disease or poison). Again, apply common sense. A burn from a
torch or a hot iron is localized, not whole-body, burning. It’s up to the GM to
decide whether to treat multiple magic attacks – fireballs for instance – as separate Ultra-Tech Medical Drugs
injuries or as a single, worsening burn. The latter is more realistic but considerably
harder on the players.
(Continued)
(RPGs have always underrated the effects of injury on PCs, and nowhere more Superstim (TL8)
This drug instantly restores 1d of
so than large-scale burns: until very recently, anyone with second-degree or worse fatigue loss. Roll vs. HT; the fatigue is
burns over half or more of the skin surface was almost certainly doomed.) banished for hours equal to the amount the
HT roll was made by (at least one). The
only side effect is that when the time is up,
Advanced Healing System the user gets all that fatigue back, plus 2
The system that follows is absolutely optional, and considerably more complex more.
than the original. It was designed to make medicine, and particularly low-tech field For each dose taken within 24 hours
after the first, the HT roll is at -1. If fatigue
healing by unskilled persons, a much riskier proposition than it now is, with haz- goes past 0, the extra points of fatigue lost
ards rising drastically as the severity of the wound increases. If you don’t want are taken as lost HT instead. There are no
those effects, don’t use these rules. other side effects. The drug is widely
available. Pills (taking effect in 30 min-
utes) cost $25/dose. Hypos (work immedi-
First Aid: In the rules to follow, a Light Wound is defined as one of 3 hits or ately) cost $50 per dose.
less, a Serious Wound as one of 4 to 8 hits, and a Critical Wound as one of 9 or
more hits. 1-hit wounds are also referred to as Superficial Wounds. This all Analgine (TL9)
assumes a human with HT in the 3-18 range and about 10 hit points; for creatures Also called Painaway, this drug masks
pain totally for a period equal to half the
with dozens of hit points, multiply the above numbers by the appropriate amount. user’s HT in hours. Any penalties normally
Bandaging by an unskilled person will reduce any one Light Wound by 1 inflicted by extreme pain are ignored total-
point. If the victim’s wounds are all larger than 3 points, then the bandaging will ly. A Painaway user does not roll for stun
or other damage effects until his HT reach-
still prevent bleeding and other complications, but it will restore no lost HT. es 0, nor does he take any penalties to hit
The simpler way to handle First Aid is to use the table on p. B128 as is; the from combat wounds – he just doesn’t feel
points restored may be divided among the wounds as the medic chooses. the injury at all. Because of this, he may
take more damage than he realizes, and
The more complicated way takes into account the rapidly increasing difficulty suffer more in the long term. The GM rolls
of treating more severe wounds in the field, and allows more options in treatment, secretly for damage taken by the user, and
especially where time or materials are limited. Under this system: doesn’t tell the player what happens until
his character falls over or takes time to
examine his wounds.
Medical Time per Success Hits
Additionally, the user’s IQ (and all
TL point modifier restored related skills) are lowered by 1 point until
0 5 min -2 1, Light Wounds only the drug wears off.
1 5 min -1 1, Light or Serious Wounds Once the Painaway wears off, the user
2, 3 5 min -1 1d-4 (minimum 1) will feel the pain of his wounds. Further
4 5 min 0 1d-3 (minimum 1) doses will keep the pain away, but each
5 4 min 0 1d-3 (minimum 1) extra dose lasts one hour less than the first
6, 7 3 min +1 1d-2 (minimum 1) until it is no longer effective. Then at least
8 2 min +3 1d-1 (minimum 1) 24 hours must pass before a dose can be
effective. More than one dose at a time has
It is possible to treat some wounds and not others, but “partial” treatment has no effect, except lowering IQ by an addi-
no effect. tional point per dose.
A separate First Aid roll is required for each wound treated. The roll is modi- Unfortunately, Analgine is addictive. If
more than three doses are taken in a 24-
fied by the “success modifier” for TL, and by the severity of the wound: hour period, the user must roll against HT
Superficial: +2 to avoid addiction. Roll again for each
Light: +1 later dose taken within 24 hours of the last
Serious: 0 dose, until use stops. If addicted, the user
needs a daily dose to avoid normal with-
Critical: -2 drawal symptoms (p. B30). There are no
Victim’s HT is negative: -1 additional other side effects, except that a “gine-
Victim’s HT is fully negative: -2 additional head” is likely to hurt himself and not
notice! Starting with Analgine addiction is
a 15-point disadvantage. Analgine powder
An ordinary success restores points as per the die roll. A critical success can be smoked or skin-popped; it is often
restores the maximum possible points (any excess is not applicable to other cut with other drugs, neutral substances or
any garbage the pusher has to hand.
wounds). Analgine is available as pill or injection at
An ordinary failure has no effect on Light or Serious Wounds; it increases a $50/dose.
Critical Wound by 1 point. A critical failure, except a natural 18, increases the
Continued on next page . . .
severity of a Light Wound by 1, a Serious by 2, and a Critical by 3.
i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y 155
Ultra-Tech Medical Drugs A natural 18 doubles the severity of the wound. (Unskilled people shouldn’t
fool around in other peoples’ viscera unless there’s really no other hope.)
(Continued) If using the Bleeding rules (p. B130), bleeding checks are required for each
non-Superficial wound (i.e., 2 or more hits); modifiers are -1 for Serious wounds
Antirad (TL9)
This medication contains a number of and -3 for Critical ones. These are instead of the modifier for total HT loss.
different drugs, with the combined effect Also, while burns do not usually bleed significantly, the killer in large-area
of partial protection against radiation. burns is fluid loss: therefore, whole-body burns require treatment for shock (30
Antirad can be taken before radiation
exposure (up to a week before), or within minutes, as per the Bleeding rules) or the victim will lose 1 HT every hour for
an hour after exposure. One dose halves every 5 points of damage. (Again, this is generous: large burns are deadly.)
the effective amount of rads from a new
exposure; two doses will halve exposure Natural Recovery: The victim rolls vs. HT, as per p. B128, but rolls separately
again, and so on. See p. 145, for radiation for each wound. Each successful roll reduces that wound by 1 point. This will, of
damage.
An antirad user must roll vs. (HT+3), course, cause much faster healing in characters with many minor wounds. If this
minus the number of doses taken within bothers you, allow the roll only every second or third day, or impose severe modi-
the past week. A failure causes the perma- fiers for any environment other than absolute rest in a quiet and sanitary location.
nent loss of 1 DX.
Antirad does not heal radiation damage, Medical Care: Physicians may treat multiple wounds simultaneously. For
it prevents it. It comes in injectable and pill
form for $150/dose. “Patients per doctor” on the table (p. B128), read “Injuries per doctor.” Remember
that this system is intended for PCs and very important NPCs, not masses of peo-
Ascepaline (TL9) ple. A quick system for treating large numbers (say, during a plague, or at a field
This drug instantly – but temporarily – hospital in a military campaign):
restores HT to its full level, no matter how
much damage the victim has taken (as long 1) Determine a “convalescence number” for the condition: this is the number
as he’s still conscious when he takes the of healing cycles needed to fully recover (weeks at TL1, days at TL8). For warfare,
drug). The user must make a HT roll. The 7 or 8 is appropriate; a plague might have any value.
amount by which he makes his roll plus
two hours is how long he’ll remain tem-
2) Determine the mortality rate, as a percentage. This should be fairly low for
porarily healed (minimum two hours). warfare – if you’re hurt lightly enough that you can return to the line after treat-
However, while under the influence of the ment, the doctors probably won’t kill you. Plagues might have 80%-90% mortality
drug, both ST and DX are at -2 (IQ is unaf- but short convalescence times (if it doesn’t kill you in the first few hours, you’ll be
fected).
If he misses the HT roll, the drug will fine) or low mortality but long periods of recovery before the patient can work or
still work for two hours, but he’ll be at -4 fight again.
to ST and DX; if it’s a critical failure, the 3) Each cycle, each attending physician rolls vs. skill, with the GM adding
drug will actually do real damage equal to
half the amount he’s already lost. modifiers for conditions, equipment, fatigue, etc. On an ordinary success, the
When the drug wears off, the user’s HT physician loses the mortality percentage from the group he’s treating. On a critical
will drop to what it was when he took the success, the percentage is reduced by 20 points. On an ordinary failure, mortality
drug, plus any additional damage taken,
plus 1 point from the drug itself. Further
goes up by 10 points; on a critical failure, by 20 points. (Note that these changes of
doses cannot be taken until after the patient percentage are for this cycle only; they do not add from cycle to cycle.)
has healed naturally or through other 4) Reduce the convalescence number of the survivors by one. When the num-
means. It comes in hypo form only at ber reaches zero, that group of patients may return to service or work.
$150/dose. (Ascepaline does not attach
severed limbs or regenerate nerve tissue, it
just gives the user back all his hit points.)
Healing Spells: The Minor Healing spell (see p. B161) will cure up to 3 points
of Light Wounds (three 1-point, a 1-point and a 2-point, or one 3-point). It has no
Continued on next page . . .
effect on more severe injuries.
The Major Healing spell will reduce one Light or Serious Wound by up to 8
points. It has no effect on more severe wounds, and cannot be spread among multi-
ple wounds.
The new spell Critical Healing (M/VH, prerequisite Major Healing) will
reduce one wound regardless of severity. It is otherwise the same as Major Healing
(restores twice the fatigue spent, with the same risks for multiple castings). The
three healing spells may be cast on the same person without risk. The Critical
Healing magic item requires Physician skill of 25+ for non-mages, and has an
energy cost of 4,000.
Another possible spell is Heal Burns (M/H, prerequisites Minor Healing and
Resist Fire). This heals only burn damage (not heat exhaustion or sunstroke). There
is no limit on the severity of burn treated, but as with other healing spells, it must
be cast separately on each injury, and has the same hazards for multiple castings on
the same person as the other spells. It restores 2 hits for each fatigue point spent.
156 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
Some gamers may disagree with the idea that small healing spells (such as
Minor Healing) should have no effect at all on large injuries, and may feel that
Ultra-Tech Medical Drugs
Minor Healing should be able to partially reduce a major wound. GMs may, of (Continued)
course, do it that way. The reason this is not done here is simply that a large wound
is not simply a bigger version of a small one. A small, skin-deep sword cut needs
Quickheal (TL9)
A dose of this drug will heal 1d of any
mostly to be cleaned and bandaged shut until the flesh knits; better care will reduce type of wound damage. This takes ten min-
pain and scarring, but the medic’s contribution is really pretty small. A deep slash, utes for the drug in hypo form or one hour
for a pill. The patient must also have
on the other hand, may sever muscles or tendons or cut major blood vessels. Bones received first aid, or at least bandaging;
may break, usually not cleanly: smashing weapons can pulverize bones. A thrust or Quickheal won’t close a gaping wound! It
cut to the torso may hit an organ, which is real trouble. (Half the Westerns ever has no effect on HT lost to radiation, dis-
made have a scene where, “Y’know what happens to a man what’s gut-shot.” ease or poison.
If a second dose is taken within 24
Wounds that penetrated the peritoneum were generally a death sentence until the hours, it may be less effective. The patient
end of the 19th century.) Serious wounds, in short, require reconstruction, not just must roll vs. HT, with a -2 modifier per
closure. dose after the first in the same 24-hour
period. If the roll is missed, the drug has
no beneficial effect, and the patient will
Psionic Healing: Psionic healers (see p. B175) must make a separate attempt become nauseated and disoriented, with a
to heal each of the subject’s wounds. (Optionally, they may attempt to heal all of -1 to both DX and IQ for 24 hours. On a
critical failure, he’ll take 1d of damage.
the subject’s Superficial Wounds.) There is, however, no limit to the severity of the Quickheal can be found in most first-
wounds that they may attempt to reduce, unless this is taken as a power limitation. aid and medical pouches. It may be pur-
Light or Serious Wounds Only is a -20% limitation, while Light Wounds Only is a chased legally by anyone on free worlds,
-40% limitation. and by doctors or through prescription on
most others. It is abundant on the black
Option: Psionic healers who take physical damage as a side effect of healing market even on worlds where it is for some
receive it in the same location as the subject, and generally in the same form. Thus, reason illegal. Injectable Quickheal is
a psi treating a broken leg would limp, while one treating blindness would be tem- $50/dose; pills are $20/dose.
porarily blinded himself. Continued on next page . . .
Partial Injuries
A realistic fact of combat is that an injury that will not cripple a body part will
still decrease the effectiveness of a fighter. Usually, adrenalin will compensate for
pain and injury over the first furious seconds of a fight, so most normal GURPS
combats need not bother with the pain in an arm or a leg. Long tournaments with
fights lasting several minutes, or a long string of separate fights, however, will last
long enough to make bruises and minor sprains tell on the characters. To simulate
this, GMs may wish to use the optional rules below.
A fighter can ignore the effects of all non-crippling injuries for (2xHT) sec-
onds. At the end of that time, he will start suffering some impairment. The severity
of this will be determined by the amount and location of the damage. Characters
with High Pain Threshold halve all penalties, rounding down (so, a -1 penalty is
fully ignored); a Meditation roll (see p. 142) will also halve all penalties.
Arms: A character who takes damage to an arm will lose some effectiveness in
its use. If he has taken less than 1/5 HT damage, the limb is hurt but still fully func-
tional; the character suffers pain when he uses the arm, but that is all. He is at -1
DX for any action that involves that arm; this includes using two-handed weapons.
If he has taken more than 1/5 HT but less than 1/3 HT damage, the arm is severely
damaged, and motor abilities are lost; he is at -3 DX, and using the arm for strenu-
ous activities may require a Will roll (GM’s decision). If the damage is more than
1/3 HT, and up to 1/2 HT (which automatically cripples the arm), the character is at
-5 DX for actions involving the arm.
If any of the Multiple Action rules (p. 71) are being used, at least 1/3 of all the
character’s attacks will be at the penalties described above, because they will be
using the damaged arm.
Legs: If less than 1/5 HT damage is taken to one leg, the fighter will be at -1 to
kick with either leg (either he is using the injured leg to kick, or he is supporting
his body with it!). Any action requiring the character to travel at his full Move will
i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y 157
require a Will roll to overcome the pain. Damage between 1/5 HT and 1/3 HT will
reduce Move by 1. Kicking with the injured leg will be done at -3 DX; using the
good leg to kick is done at -1 DX, but the character must make a HT roll or he will
aggravate his leg injury, taking 1 point of damage. Injuries between 1/3 HT and 1/2
HT reduce Move by 3, the fighter is at -5 to kick with the injured leg, and he cannot
stand on the injured leg.
Body: Body injuries can hurt combat performance. Reduce Move and DX by 1
if someone takes more than 1/2 HT damage to the body, and by 2 if he takes more
than 2/3 HT damage.
MEDICAL CARE –
MEDICINE BY TL
The following timeline summarizes medical technology between TL4 and
TL13. Below TL4, medical aid is limited to herbal remedies (see Herbs, p. 168),
first aid (see pp. B127-128) and brute force techniques such as amputation, bleeding
and drilling. Above TL13, the human body can literally be taken apart and put back
Ultra-Tech Medical Drugs together whole; assume that any wound that is not immediately fatal can be repaired
effortlessly.
(Continued)
TL4
Suspend (TL9) The First Aid and Medical Care rules on p. B127-128 give the chances for
Suspend slows down all biological
functions. Thus, it can keep a badly injured recovering from wounds or illness. Medicine is still primitive. There is no known
person alive longer. If it is injected into a treatment for disease or infection.
dying person, it will retard cell death (but Surgery is limited to amputation, bonesetting, removing missiles from limbs and
it must be injected before the heart stops!).
A person injected with Suspend (even if he cauterizing wounds – that is, pressing a red-hot iron to the severed blood vessels to
died after the injection) can be treated or stop the bleeding. There are no surgical procedures available for the brain or for the
frozen. He won’t heal at all while on the body cavity.
drug, but he won’t get any worse either.
Suspend takes effect in one minute; its There is still no concept of antisepsis, and no anaesthesia. Opium (see p. 166) is
effects last 48 hours, after which the known, but only as an analgesic (painkiller). Most of the “medicines” available are
metabolism returns to normal and deterio- ineffective; some are poisonous.
ration of the body begins again. Each sub-
sequent dose requires a HT roll. When a
The best thing to do at TL4 is not get sick or hurt. Rapid Healing, Immunity to
roll is failed, that dose is ineffective; Disease and High Pain Threshold are excellent advantages for an adventurer.
Suspend will not work on that person for
(30-HT) days. Injecting more than one TL5
dose at a time has no additional effect.
Suspend comes only in injectable form
The years of TL5 see more changes in medical technology than in all previous
and costs $650/dose. history. Most of this comes between 1850 and 1900. Operations that were usually
fatal in 1840 are routinely successful in 1900.
Anti-Agathics (TL10)
Anti-agathic drugs slow down the aging
process. Each dose effectively stops aging Anaesthesia
for one year. (Actual aging is at a rate of After 1850, anaesthesia for surgery is commonly available in the U.S., Great
about one week per year.) Unfortunately, Britain and Europe. It is also available to immobilize a prisoner. It normally takes up
once an individual stops taking the drugs,
he must make up all the aging rolls he
to a minute to put a cooperative patient under, and three to five minutes for an unco-
skipped, at a rate of one roll per week. operative prisoner. Inhalant anaesthetics are volatile; they must be stored in airtight
Thus, he rapidly ages to his actual chrono- containers until shortly before use.
logical age, which often results in death. After 1885, local anaesthetics for minor surgery are available.
A dose of anti-agathics is actually a set
of two injections and six pills, all of which Opium derivatives as soporifics have been known from antiquity (possibly from
must be taken within a day’s time. Some prehistory). By 1850, morphine injections for pain are well known. So are its addic-
societies reserve anti-agathics for leaders, tive properties (see p. 166).
key scientists, and so on. In others, they
are available to anyone who can pay the Note: There are effectively no laws controlling the sale, purchase or use of nar-
price: $25,000 per dose. Black-market cotic drugs at this time. Any drugstore in America has morphine, cocaine and heroin
anti-agathics are cheaper, but may be less (p. 165) for sale. The only drugs that are smuggled are alcohol and tobacco, to avoid
effective or have side effects.
the taxes.
Continued on next page . . .
158 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
Antisepsis Ultra-Tech Medical Drugs
After 1870, antiseptic practice in wound management greatly reduces mortality.
There is no direct treatment for a contaminated wound except to flush it with anti- (Continued)
septic; the great life-saver is keeping the wound and treatment as sterile as possible. Genericillin (TL10)
Strong emphasis on cleanliness does not develop until after acceptance of the This is a very powerful, general-pur-
germ theory of disease. Some physicians remain skeptical about this into the pose antibiotic. It doesn’t treat all diseases,
but it’s always a good thing to try. When
1880s. an unfamiliar disease is encountered,
Genericillin adds 1d-1 to the effective HT
TL6 of anyone rolling to resist or shake off the
disease, taking effect in half an hour.
TL6 medicine is much more likely to keep the patient alive than at any earlier When a new disease is discovered, record
time. Antisepsis and anesthesia are in wide use. Most people who go to the hospital the bonus Genericillin provides to HT,
come back out. which remains constant for every user
against that specific disease. It adds 4 to
HT against most Terran diseases.
Antibiotics Cumulative doses have no side effects,
Sulfa in the mid-1930s and penicillin in the early 1940s are the first actual except that after a few weeks of regular
cures for disease in history. Until then, medicine could treat symptoms or try to use, the whites of the eyes become slightly
greenish. A dose remains active in the
prevent infection, but not cure. Sulfa drugs are generally available in the industrial- body for about a week.
ized world after 1935. Penicillin is available after 1943. At first it is available only This is guaranteed to be useful for
to Allied military personnel and is in short supply. Until 1946 there is a thriving Terrans only; it is poisonous to most alien
species (though some may have equivalent
black market in penicillin, especially because it is a quick and relatively painless antibiotics). Available only to licensed
cure for the two common venereal diseases, syphilis and gonorrhea. physicians and medics, except when pur-
Treatment of open wounds with sulfa will prevent infection on any but a criti- chased in emergency medkits. It is
injectable only, at $100/dose.
cal failure of the First Aid or Physician roll. Treatment of an ongoing infection
with penicillin will cure it in 1d days except on a critical failure of the patient’s HT Purge (TL10)
roll. This is a relapse; the patient takes another 1d days to recover. Purge cleanses the user’s system of for-
eign biochemicals, neutralizing any active
drugs (including recreational drugs and
Plastic Surgery alcohol) within 2d minutes – if the user
After 1910 any surgeon with a specialization in cosmetic surgery can change a makes a HT roll. Failure means that the
character’s face so that it is unrecognizable. This takes a Surgery success roll and dose had no effect (though additional
doses of Purge may); critical failure also
3d+4 weeks to recuperate. On a critical failure, the surgery works but the patient nauseates the user (-3 DX for 1 hour).
now has Hideous appearance. On an ordinary failure the patient is changed but still If more than one dose of Purge is taken
recognizable. The 1910 price of a complete face-chance from a reputable surgeon within 24 hours, HT rolls are at -2 per
is $1,000; from a criminal doctor, it would be a matter for negotiation. The crimi- extra dose, as the user’s system becomes
temporarily immune to the drug.
nal is less likely to tell the police afterwards, unless they pay him more. The drug will not counteract drug
addiction or cure lasting side effects (such
Prosthetics as lost attribute points) that remain after
the drug wears off. Purge has no effect on
Artificial limbs at TL6 are considerably better than at earlier periods. (See pp. TL11+ drugs or most deadly poisons, but it
B27-29 for prosthetics and physical disadvantages.) One artificial limb costs $50 in will counteract sleep or paralysis gas.
1900. It reduces the effect of having one leg to that of having a merely crippled leg. Purge is safe, usually legal, and is
sometimes used as a “sobriety pill” by
With two artificial legs, a legless person can walk (speed 3 at best) but not run, and those who can afford it. It is $20/dose in
is -6 to any DX roll involving staying on his feet. Jumping is impossible. pill or injectable form.
Continued on page 161 . . .
TL7
Medicine advances so fast at TL7 that most doctors cannot keep up with any-
thing but a very narrow and specialized field. Almost any trauma can be treated if
the patient can be reached quickly. Antibiotics can treat most infections. Public
hygiene and inoculation end most epidemic diseases, except for a stubborn few
viral plagues, in developed societies. Hearts, lungs, livers and kidneys are regularly
transplanted. Severed limbs are regularly reattached. Even battlefield injuries have
a better than 95% chance of recovery if the patient can be in surgery within an
hour. Public health is so much improved that a disease that affects less than half of
one percent of the population and is incredibly difficult to spread is described as “a
terrifying plague.”
Treatments that approach “science fiction” are in (or past) the laboratory stage:
i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y 159
electrical stimulation of broken bones for faster knitting, regrowth of lost digits,
drugs to increase intelligence and memory retention. There are organizations
which, for a fee, will freeze your corpse against the hope of a later cure. Of course,
as of 1996, they can’t even safely thaw it out, much less cure what was killing you.
But the future holds such promise . . .
First Aid is also better at TL7. Cardiopulmonary resuscitation and rescue
breathing, widely taught after 1960, are much more effective than earlier forms of
resuscitation. Allow a +2 on any (non-default) First Aid roll to revive a victim of
drowning or asphyxiation.
TL8
By TL8, organ transplant (even brain transplants!) and bionic replacement
techniques enable almost any non-fatal injury to be healed. Because of this, charac-
ters in TL8+ campaigns should not be allowed to start with physical disadvantages
without good justification (e.g., they are also Poor, or the damage was genetic and
clone transplants are impossible). Aging has not yet been conquered, but since
worn-out organs can be replaced and many diseases of old age have been cured, the
human lifespan has increased significantly.
Almost every known disease can be prevented by a specific inoculation. Any
space-traveling civilization will provide these as a matter of course; individuals will
have to “update their shots” before travel, or have the ship’s doctor do it before hit-
ting port. A spectrum of inoculations for a new environment usually costs $20.
Unknown diseases are another matter. New planets are likely to carry their own
infections which – as yet – have no known cure. Worse still are human-manufac-
tured diseases, whether released by accident or designed for biological warfare.
Developing a new vaccine is difficult and time consuming – use the Reinventing
Invention rules on p. CI125, substituting Biochemistry for Engineering.
TL8 medical care is described in the GURPS Basic Set (p. B128).
Plastiskin
This is an antiseptic plastic patch that holds wounded flesh together. When the
flesh beneath it heals sufficiently, the plastiskin patch falls off. Plastiskin is found in
any TL8 first-aid kit; without it, TL8 first aid counts as TL7.
Aging
Routine improvements in medical care greatly increase the average lifespan.
Anyone receiving civilized medical care at TL8 does not start making aging rolls
until they reach a natural age of 70. The increases in frequency for aging rolls that
normally fall at 70 and 90 years of age are also set back by 20 years each, to 90 and
110. All aging rolls are made at +5.
TL9
Most people no longer fear injury and disease. Minor wounds can be quickly
healed by an injection from a first-aid kit; major disabilities are inconveniences
rather than tragedies, with reliable clone transplants performed by the family doc-
tor. Paramedics can use Suspend (p. 158) and portable automedics to keep a seri-
ously injured person alive until given further treatment; DOA is a thing of the past.
On a civilized world, accidental death either comes instantly, or it does not come at
all. With braintaping, even sudden death can be conquered. The only barrier to
immortality is the gradual degeneration of brain cells, which as yet cannot be
regenerated.
Unhindered by gravity, zero-g chemistry and AI-aided bioengineering form
complex enzymes and hormones.
TL9 first aid and long-term care is described on p. B128.
160 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
Aging Ultra-Tech Medical Drugs
Aging rolls do not begin until age 90. Their frequency increases at age 110 and
130. All rolls are made at HT+6! (Continued)
Anti-agathic drugs (see p. 158) are available, to stop aging completely – but Torpine (TL10)
they are experimental, uncertain and very expensive. Torpine puts the user into a healing
trance; he becomes unconscious for 24
hours. At the end of that time, all damage
TL10 taken is totally healed. However, the user
TL10 medical care is described in the GURPS Basic Set, p. B128. Among the comes out of the trance totally exhausted
many TL10 advances are the ability to store braintapes on standard computer disks from the demands placed on his system;
rather than in bulky storage devices, and greatly improved first-aid and emergency his ST is at 1. He will also be famished and
must eat as soon as possible to fully regain
medical techniques. Psychology is reconciled with biochemistry, as both chemical ST. Superstim will not restore this loss but
and electromagnetic techniques are developed to insert, unlock or erase memory can be used in an emergency to break the
and personality. healing trance. If this is done, the amount
of HT regained is proportional to the time
spent in the trance, but ST is still 1.
Aging Because Torpine speeds up the metabo-
At TL10+, aging rolls begin at 110 and frequency increases at ages 130 and lism, each use is likely to add to the user’s
150. All rolls are made at HT+7! Anti-agathics (see p. 158) allow aging to be effec- effective age. Roll vs. HT on coming out
tively stopped for those who can afford the massive cost. These may lead to a strat- of the trance. On a critical success, the user
doesn’t age. On a success, he ages by a
ification of society – immortals and everyone else – but if technology improves month. On a failure, he ages by a number
rapidly enough, within the average person’s 150-year lifespan, medical science of months equal to the amount by which
may advance to the point where anti-agathics are cheap enough for everyone! the roll was missed. A critical failure ages
him by two years!
Torpine is normally only issued to doc-
TL11 tors (though it is available on the black
At TL11, braintaping equipment leaves the hospital and enters the ambulance, market). It comes only in injectable form
and costs $250/dose.
though it is still very heavy. Easily portable micromedics enable automedic tech-
nology to go anywhere. Sensa-skin revolutionizes the field of plastic surgery, mak-
ing bodysculpt unnecessary.
First-aid gear is essentially the same as at TL10, with the important addition of
sensa-skin bandages (heals 2 extra hits, costs $50 and weighs 1/4 pound) to all first-
aid kits.
Sensa-Skin
Sensa-skin is TL11 artificial tissue. It can be grown or formed into sections
that, when applied to a living body, attach themselves and become a part of it. To
apply a section of sensa-skin correctly requires a Surgery or Physician roll at -2.
Use of a sensa-skin patch in first aid will restore an additional 2 points of dam-
age, even if the first aid consists of little more than slapping the patch on (simple ban-
daging). The only roll required is a DX roll to avoid attaching it in the wrong place.
TL12
The major TL12 advances are total panimmunity and regeneration, enabling
missing limbs to be restored without requiring clone transplants or bionic replace-
ment.
Most citizens in TL12 societies receive Level 2 (TL10) panimmunity free as
children through government or corporate health-benefit plans. Full Level 3 panim-
munity treatments are also available. (For more information on panimmunity, see p.
CI28.)
TL13
TL13 first-aid gear is essentially the same as TL11. Sickbay and hospital care
is far more advanced, with light and increasingly portable micromedics and regen-
eration fields. The chrysalis machine, capable of totally rebuilding the human body
or even “resurrecting” the newly-dead, becomes the standard hospital treatment.
i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y 161
Addictive Drugs
The Addiction and Withdrawal rules on
p. B30 are deadly. While realistic for
DRINKING AND
“hard” drugs such as cocaine and heroin,
they are inappropriate for many others.
INTOXICATION
The following optional rules can be used to Here we present very detailed rules for drinking and intoxication in GURPS.
solve this problem. These rules will not be needed every time a character states he’s having a drink.
Often it will be sufficient for the GM to hand the player the Intoxication Table and
Minor Addiction simply ask him how drunk his character plans to get that night. However, if alco-
An addiction that is worth a mere -5
points shouldn’t be particularly life-threat- holic intake is an intrinsic part of a roleplaying adventure, these rules can add an
ening. Caffeine and tobacco use fall into extra dimension to the action: Just how drunk is your barbarian by the time the big
this category. Instead of using the tavern brawl starts up, and how hung over is he the next day, when it’s time to leave
Withdrawal rules in such cases, the GM
may opt to say that the expense, social for the adventure?
stigma or detrimental long-term effects of These rules will be particularly useful in Fantasy, Swashbucklers and Old
use are the whole of the disadvantage. West campaigns. They will also be useful in cinematic Espionage games; note that
Withdrawal rolls must still be made, but
HT loss never results. Instead, going with- the rules for alcohol given on p. ES62 are simplistic, and do not agree with the
out the drug causes anxiety, irritability, rules below.
restlessness, etc. This amounts to a -1 on
DX, IQ or Reaction rolls (GM’s option).
Each day without the drug does not
increase the size of the penalty, it just pro-
Alcohol Rating
Each beverage is assigned an alcohol rating from 1 to 20, with a 1 to 2 for ale,
longs the duration.
It is also quite possible to have a 0- beer, porter or stout, a 2 to 3 for most wine, a 3 to 5 for most fortified wines, and an
point addiction using the rules on p. B30. 8 to 11 for spirits. In general, the alcohol rating will be equal to 1/5 of the drink’s
Such addictions should always be treated alcohol percentage, rounded up; i.e., pure alcohol would have a rating of 20. See
as Minor Addictions, and are taken as -1-
point quirks. the Alcohol Content Table for the strength of some typical beverages. This rating is
then multiplied by the number of ounces of liquid in each serving, to give an alco-
Psychological Dependency hol rating per round. In a pub, serving size is typically 12 to 16 oz. for beer, 4 oz.
Some drugs, even fairly powerful ones, for wine and 1 oz. for spirits.
are not physically addictive, but produce
strong psychological dependency instead. When drinking, this should be recorded by the player, and each subsequent
Use the rules on p. B30 for withdrawal, drink should be added to it in a running total. For example, if a drinker has two 12-
except that withdrawal rolls for such drugs oz. mugs of strong beer (alcohol rating 2, for a per-round rating of 24), his total
are made against Will (maximum 13)
instead of HT. Where HT damage would
should read 48.
occur, treat each point of lost HT as -1
point of drug-related quirks and mental
disadvantages instead. As time passes, Alcohol Content Table
these will build up from quirks, to minor The following is a table listing the most common types of alcoholic beverage
disadvantages, to major disadvantages. and their typical alcohol percentages. Conveniently, most alcoholic drinks contain
The GM should pick the disadvantages;
Flashbacks (p. CI90) are common. These
approximately the same amount of alcohol (one 12-oz. beer = one 4-oz. glass of
disappear if the addict gives in and takes a wine = one 4-oz. mixed drink = one 1-oz. shot = 1/2 ounce of pure alcohol).
dose of the drug. If the addict manages to
go 14 days without the drug, he withdraws Beverage Percentage AlcoholRating (per oz.)
as usual – but he must make one final Will Beer, dark 8-9% 2
roll or he keeps his new quirks and disad- Beer, light 2% 1
vantages! These can be bought off normal- Beer, normal 4% 1
ly with earned character points.
Brandy 35-40% 7-8
Continued on next page . . . Everclear (pure alcohol) 95% 19
Gin 40-50% 8-10
Moonshine 60-85% 12-17
Most Liqueurs 20-40% 4-8
Rum 40-50% 8-10
Schnapps 30-40% 6-8
Sherry 20% 4
Tequila 40-50% 8-10
Vodka 40-60% 8-12
Whiskey 45-60% 9-12
Wine, cheap 10% 2
Wine, fortified 25% 5
Wine, port 20% 4
Wine, table 12-15% 2-3
162 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
Tolerance Addictive Drugs
Each character has a Tolerance for alcohol, equal to twice his HT. The Alcohol
Tolerance advantage increases your Tolerance level by 5 (see p. CI19). Certain dis- (Continued)
advantages give additional modifiers: Below is a short list of drugs for use
with the Addiction disadvantage, along
Dwarfism: Anyone with Dwarfism automatically has a -5 to his Tolerance. with brief descriptions of their effects.
Gigantism: Gigantism adds +8 to Tolerance. Other poisons can be found in Chapter 5
Fat: A character with the -10 point version of Fat gets a +5 to his Tolerance, or (p. 137); alcohol is treated separately in the
+10 if he has the -20 point version. main text (p. 162).
Overweight: The Overweight disadvantage gives a +3 to Tolerance. Amphetamines
Skinny: A Skinny character gets a -3 to his Tolerance. Amphetamines (sometimes referred to
Note that female characters (human ones) should reduce their calculated as “uppers” or “speed”) are stimulants,
Tolerance by 40% (round up). Variations in nonhuman Tolerance is up to the GM. available at TL6+. They are appetite sup-
pressants, and instantly restore 1d of
Each time a drinker’s total intake reaches a multiple of his Tolerance, he rolls fatigue loss. Roll versus HT; the fatigue is
1d and divides the roll by 2, rounding up, to produce a result between 1 and 3. This banished for a number of hours equal to
roll determines the drinker’s current position on the Intoxication Table (below). For half the amount the roll was made by (at
least one). When the time is up, the user
every roll beyond the first, apply a cumulative +1 per roll; i.e., add +1 to the result gets all that fatigue back, plus 2 more.
of the second roll, +2 to the result of the third roll, and so on . . . For each dose taken within 24 hours
Example: Shorty Steinitz has a HT of 10 and a normal metabolism, so his after the first, the HT roll is at -1. Large
Tolerance is 2 × 10, or 20. Suppose he drank those two 12-ounce beers. After the and frequent doses produce exhilaration,
and depression can occur when usage ceas-
first one, he would make an unmodified Intoxication Roll (because it’s his first es. If fatigue goes below 0, the extra points
roll). The second beer would make his total consumption 48, which is another mul- of fatigue lost are taken as lost HT instead.
tiple of his Tolerance, so he’d roll again – this time at +1. His next roll, if he contin- If HT falls to 0, the user suffers a heart
attack, blacking out for 1d minutes and
ues to drink, would be at +2, his forth roll at +3, and so on. taking 3d damage.
As long as one continues to drink, one’s Intoxication Level can only go up, Amphetamines are cheap, only slightly
never down. In our example, say that Shorty rolled a 3 on his first roll: addictive and (before late TL7) socially
acceptable. Amphetamine addiction is
“Cheerful/Mellow.” His second roll is a 1, with +1 for being the second roll, giving worth no points unless amphetamines are
a 2. This is a result in the “Not intoxicated” range, but he does not sober up – he illegal, in which case it is a -5-point disad-
remains at Level 3. If his third roll is a 1, with a +2 now, giving a 3, his Intoxication vantage.
Continued on next page . . .
Level will not change, but if he rolls a 2 or 3, his Intoxication Level will increase to
the indicated level.
It is possible to skip levels on the table below, going (for instance) directly
from Level 5 to Level 7. If you skip a step, ignore its special effects – for instance,
if you skip step 9, you’re much less likely to vomit.
Intoxication Table
1 or 2. Not intoxicated.
3. Cheerful/Mellow
Your current mood is pleasantly heightened. +1 to all IQ-based rolls in any pur-
suit requiring creativity or imagination. -1 to all Will rolls.
4. Elated
You start to act a bit silly. -2 to all Will rolls, lose the +1 for creative pursuits.
5. Boisterous
You are loud and restless. -3 to Will Rolls, -1 to other IQ rolls and IQ-based
skills. -1 to rolls vs. DX or DX-based skills.
6. Unsteady
The alcohol begins to affect your reflexes and perceptions. -3 to Will Rolls, -2
to IQ and DX rolls.
7. Drowsy
You become lethargic and pensive. -3 to IQ rolls (including Will rolls), -3 to
DX rolls. Make a HT roll to stay awake. If you fail, you doze off, or feel so sleepy
that you leave the party.
i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y 163
8. Weaving
Your reflexes and responses are seriously impaired. You can’t walk straight or
carry on a coherent conversation. -3 to IQ and Will rolls, -5 to DX rolls. Make a HT
roll at -2. If you fail, you doze off, or feel so sleepy that you leave the party.
9. Vomit
You become physically ill. You may avoid vomiting on a roll vs. HT-3, but
only if you stop drinking entirely for the rest of the night – if you continue drinking,
you will vomit. On a critical failure, you are unable to make it to a rest room, alley
or similar appropriate place without throwing up. Whether you actually vomit or
not, you don’t feel well – you must make a Will roll (at current penalties, as #6,
above) to continue drinking, unless you are an alcoholic or distraught (see below),
in which case you must make a Will roll to stop.
10. Surly/Spacey
If you’re in a good mood (see below) you become giddy and incoherent – you
think everybody is your best friend. If you’re in a foul mood, you become paranoid,
and will snap at anybody who tries to approach you. You do not feel well – make
an unmodified HT roll to avoid vomiting, then another (whether you vomit or not).
If you fail the second HT roll you find yourself losing consciousness – you will
pass out in no more than 3d×10 minutes, or whenever you get to a place where you
can rest, whichever comes first. You will remain unconscious for 2d+6 hours. If
you make the second HT roll, you may make a Will roll (at current minuses) to
Addictive Drugs continue drinking, unless you’re an Alcoholic or distraught (see below), in which
case you have to make the Will roll to stop drinking.
(Continued)
Barbiturates 11. Belligerent/Out of It
These are habit-forming drugs used as
sedatives and hypnotics; to induce sleep, If your mood is good, you enter an unresponsive, “blissed-out” state. You must
relieve anxiety and neuroses by inducing make an IQ roll at current minuses to notice even things which directly affect you
drowsiness; and control epileptic seizures. (somebody is speaking to you, somebody is stealing your wallet, the building is on
Taken to cause a state of euphoria, barbitu-
rates are among the most widely abused fire). If your mood is bad you become belligerent, behaving as though you had the
drugs. Sometimes they are used in suicide Bully disadvantage, and challenging all comers to fight. If you get in a fight, you’re
attempts. at -3 to all attack rolls and active defenses (yes, your DX is higher if you’re in a
Barbiturates act to depress the central
nervous system. The rate at which they
belligerent state than if you’re equally drunk but not belligerent – adrenaline), but
work varies widely. Some, such as amo- you take punishment as though you had High Pain Threshold.
barbital, enter the brain slowly and are After 2d×10 minutes of this behavior (or if physically restrained for more than
used as anxiety reliefs. Others, such as sec- 1d minutes), you must make two HT rolls and a Will roll as above. If you fail the
obarbital, work faster and are used as
sleeping pills. Very fast barbiturates, such second HT roll, you will lose consciousness in no more than 2d×10 minutes. If you
as thiopental, cause sleep in seconds; these make all three rolls, you continue drinking and behaving in a belligerent/out of it
are used as adjuncts to anaesthesia and as fashion until you come to your next Intoxication Roll.
knockout drops (“Mickey Finns”).
Barbiturates cause a loss of 1 to 6
points of DX and IQ, the amount and dura- 12. Violent/Delusional
tion depending on exact composition, as You become temporarily unhinged by the alcohol. Make a Will roll at current
they impair judgment and motor control.
Other depressants – such as alcohol and penalties. If you succeed, you realize that the alcohol is making you crazy. You stop
tranquilizers – cause synergy, increasing drinking and go home to bed. If you fail, roll 1d:
the effects of all drugs concerned. An On a 1-3 you start breaking glass, turning over tables and generally destroying
overdose results in coma and death. The
human body develops a tolerance for bar-
everything in sight. If anybody tries to stop you, you will attack them as though you
biturates, requiring larger doses to produce were Berserk. After 3d minutes of destruction, or after winning a fight, you must
the same effect. make two HT rolls and a Will roll as #10, above, to see if you remain conscious
Barbiturates are cheap, highly addictive and continue drinking. If you fail the second HT roll you will lose consciousness
and usually illegal, worth -10 points as an
addiction – or -20 points if the user rou- after 3d minutes. If you make the second HT roll, you will demand more alcohol
tinely incapacitates himself (meaning he is and drink yourself to your next Intoxication Roll. If alcohol is withheld, you will
rendered unconscious). fly into another destructive rage.
Continued on next page . . .
164 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
On a 4-6 you are menaced by bizarre and threatening hallucinations. The GM
will tell you what you think you see, and you will react as though it were real. If
Addictive Drugs
you’re lucky you might just flail around a lot and look like a crazy fool, but you (Continued)
might also destroy property and injure yourself or others in your struggle to escape
or destroy the hallucinations.
Heroin
Heroin is an opium (see p. 166) deriva-
tive. It is a powerful depressant that effec-
13. Pass Out tively incapacitates the user. An overdose
(often the result of using heroin of
You pass out cold. You may make a roll vs. HT-3 to stay conscious for an addi- unknown purity) causes coma and death.
tional 1d minutes – long enough to stretch out on a car seat, floor or gutter. Heroin is very expensive in its pure form,
Otherwise you pass out right where you are, possibly taking damage from falling but it is usually “cut” with filler before
being sold. It is not unheard of for the filler
off your barstool. Once you’re asleep, you must make a final HT roll to avoid vom- itself to be poisonous, which can also
iting. Vomiting will not wake you up. If you vomit while passed out, roll 1d. If you result in incapacitation or death.
roll a 6, you are choking on your own vomit – you immediately begin suffocating Heroin is expensive, incapacitating,
as per the rules on p. B122. You will die unless somebody else clears your wind- totally addictive and illegal; an addict has a
-40-point disadvantage. The player and
pipe for you (successful First Aid roll or default at +5 required). Barring tragedy, GM should be aware that heroin addiction
you will sleep for 2d+9 hours. will eventually kill the character, one way
or another, unless he seeks professional
help to withdraw.
14. Alcoholic Coma
You go into an alcoholic coma. While in the coma, you must make a HT roll LSD
LSD causes disorientation and halluci-
every 10 minutes. Each failed roll reduces your HT by a further -1. For each full 6 nations which render the victim temporari-
points of HT lost, you permanently lose 1 point of IQ. If HT reaches -HT, you die. ly ineffective, and which may induce fits
You must continue rolling until: 1) the alcohol is purged from your system via of paranoia and delusions. The effects last
a stomach pump, nauseant or equivalent treatment; 2) you make a critical success for two hours. During this period, whenev-
er the victim must make a roll of any sort,
on the HT roll; 3) you die. he must first attempt a Will roll. If the Will
If you haven’t vomited yet during your drinking bout (and you don’t have the roll fails, the victim experiences a halluci-
Susceptibility to Poison disadvantage), someone else can induce vomiting (suc- natory experience preventing him from
performing the desired action.
cessful First Aid roll required), which will let you roll vs. HT. If you succeed, you Furthermore, on a critical failure, the vic-
will take 1d-3 points damage from the shock to your system, but will otherwise tim will suffer a flashback hallucination
simply be passed out, as above. If not, you will be in very serious danger of death whenever exposed to the same event (the
GM may want to assign the character the
unless you get medical attention. Flashbacks disadvantage, p. CI90). The
GM may invent specific details of halluci-
Special Modifiers nations, if desired.
LSD is not physically addictive (no
Certain advantages, disadvantages and skills can affect the outcome of a bout penalty to withdrawal rolls), but some
of drinking: users develop psychological dependency.
LSD is cheap, hallucinogenic and usually
Alcohol-Related Quirks: See p. CI79. You are subject to various minor incon- illegal. LSD dependence is worth -15
veniences or embarrassments when you drink. points as a disadvantage.
Alcohol Tolerance: Increases your Tolerance level. See p. CI19. Mescaline
Alcoholism: Alcoholics roll on the Intoxication Table normally (except as This drug, originally discovered in a
noted above), except they must check on their first drink to see if it triggers a binge small cactus called the peyote, is used in
(see p. B30). An alcoholic on a binge will always drink to at least Intoxication some Indian ceremonies in the American
Southwest and Mexico. At TL7+, the puri-
Level 9 if he can, after which he may feel bad enough to stop. However, while fied drug is often sold on the street. Use
most people have to make Will rolls to continue drinking past the point where they the rules for LSD (above), except that
become ill, an alcoholic (whether he’s on a binge or not) must make a Will roll to flashbacks are not common.
Purified or synthetic mescaline is
stop. Alcoholics will very often drink until they pass out. cheap, hallucinogenic, but not physically
Carousing: Any time a HT or Will roll is called for on the Intoxication Table, addictive (no penalty to withdrawal rolls).
the drinker may substitute his Carousing skill level (but remember that Will rolls However, psychological dependency (sim-
ilar to LSD, above) can develop, and is
cannot be more than 13, regardless of IQ or – in this instance – Carousing skill). treated as an addiction worth -15 points.
Susceptibility to Poison: See p. CI84. At TL5-, some American Indians have
a peyote habit. Collection of wild peyote is
time-consuming, making it difficult to
Shyness & Cowardice obtain – treat it as if it were “expensive.”
On the other hand, use is generally socially
Alcohol tends to make one more outgoing. Shy characters reduce the severity
acceptable. A peyote habit is worth -25
of their shyness by -1 level per Intoxication Level, beginning at Level 5: points as an addiction.
Boisterous. For this purpose there are considered to be four levels of shyness: Continued on next page . . .
i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y 165
Addictive Drugs Crippling, Severe, Mild and quirk. Thus even the shyest individual is able to func-
tion normally by the time he reaches Intoxication Level 8.
(Continued) Those with the Cowardice disadvantage may forget about their disadvantage
entirely at Intoxication Level 10+. Cowardice will not restrain a drunk’s unpleasant
Morphine
Morphine, like heroin (see p. 165), is or violent behavior at levels 8-10.
an opium derivative. It became common
during and after the American Civil War.
Many soldiers, given morphine for pain, Other Modifiers
became addicted. It usually taken as patent Drugs: Anyone drinking alcohol while under the influence of drugs will be at
medicine or (especially at TL6+) injected. +1 to +10 to all Intoxication Rolls. +1 might be a mild over-the-counter cold reme-
Like heroin, morphine is a depressant, and
an overdose can lead to death. However, it dy, and +10 would be a powerful mind-altering drug like PCP or cocaine. Certain
is not usually as incapacitating as heroin; drugs may be treated as poisons when mixed with alcohol, at the GM’s discretion.
use the rules given under Barbiturates for Eating: If a drinker eats at least one ounce of solid food between Intoxication
the disorienting effects of morphine.
Morphine is totally addictive. If legal,
Rolls, he gets a -1 to his next roll. Eating larger quantities of food will not increase
morphine addiction is worth -10, -15 or this modifier.
-25 points for casual, habitual and heavy Empty Stomach: If a drinker has not eaten a meal in the last 6 hours, he is at +2
users respectively. Add another -5 points if to all Intoxication Rolls.
morphine is illegal.
Pacing Oneself: A careful carouser my declare before he starts drinking that he
Opium is “pacing himself.” This means that he is drinking no more alcohol than his
Opium is a depressant, derived from Tolerance each hour. In addition to making fewer Intoxication Rolls than those who
poppies. It is fairly inexpensive throughout aren’t pacing themselves, he will receive a -2 modifier on each Intoxication Roll.
most of the 19th century and is sold by
doctors, druggists, grocers and mail-order Anyone drinking only beverages with an alcohol rating of 1 is automatically con-
houses. It is often taken in patent medi- sidered to be pacing himself – a human can drink only so much liquid. Alcoholics
cines, as laudanum (opium in alcohol) or on a binge, or distraught individuals (see below), may not pace themselves.
smoked.
Opium is highly addictive. Users may Physical Exertion: One who has been exerting himself physically (for exam-
develop tolerance to opium, drastically ple, doing an hour or more of heavy labor, or getting into a fight of any length) will
increasing the daily dose required. Most get a -2 to all Intoxication Rolls for the first hour after he stops exerting himself –
casual users have a -5-point addiction.
Habitual users may have an opium addic-
his metabolism is working faster, and processing the alcohol more efficiently.
tion for -10 points. The addiction is worth The GM may assess further modifiers for any other special circumstances
-20 points for heavy users with high toler- which may arise.
ance. Add -5 points to all of the above if
opium is illegal.
Determining Mood
Tobacco At Intoxication Levels 10 and 11, the mood of the drinker becomes very impor-
Tobacco is one of the most common
addictive drugs on Earth at TL5+. Its worst
tant. The GM may require a drinker who reaches these levels to roll 1d. On a 1-3,
short-term effects are wheezing and cough- the drinker’s mood is fair, on a 4-6 it’s foul. This roll can be modified by plus or
ing, although long-term use is often detri- minus 1-5, depending on the character’s mood when he started drinking, and events
mental to a character’s health. that happened during the evening. For instance, getting mugged or cheated would
Tobacco is cheap, highly addictive and
almost always legal. Tobacco addiction is give someone a foul mood, while receiving a cash bonus or being with an attractive
worth -5 points. member of the opposite sex would tend to make one cheerful. However, a natural
roll of 1 always indicates a good mood, and a natural 6 is always a bad mood,
regardless of other modifiers.
Individuals with the disadvantages Bully, Bad Temper or Berserk will always be
on the violent side, unless they roll a natural 1 – other modifiers are irrelevant. Also,
a character with none of the above disadvantages may take the quirk Surly Drunk,
which likewise ensures that he will become unpleasant except on a natural 1. Those
with the Pacifism disadvantage will get a -2 to all die rolls, and characters with the
Common Sense advantage will become unpleasant only on a natural 6. A drinker
should reroll his mood each time he passes a new Tolerance multiple, since dramatic
mood swings are a hallmark of the extreme drunk.
A carouser who’s this drunk is not in complete control of his actions. The GM is
free to dictate a PC’s behavior, if he feels the player is not adequately roleplaying his
character’s drunkenness – for example, backing off from a fight just because the
odds are bad when he’s supposed to be belligerent, or taking an active part in the
proceedings when he’s supposed to be surly, or not reacting appropriately to halluci-
nations.
166 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
Drinking While Distraught Illness
At certain times, one may become mentally distraught. Possible reasons for such Below is a selection of illnesses that
a state might be the recent loss of a Ally, Patron or Dependent, inadvertently but characters may experience during their
thoroughly breaking a Vow or violating a Code of Honor or Sense of Duty, or rolling travels.
a 20 or more on the Fright Check Table in the recent past.
A distraught individual will find his ability to drink responsibly greatly Beriberi
This disease is caused by Vitamin B
impaired. Once he starts to drink he will continue to drink (assuming that alcohol deficiency; it is not spread by microbes
remains available) to at least level 6 on the Intoxication Table, and even then he and is not contagious. In pre-modern cul-
must make a Will roll (at current minuses) to stop drinking, or drink until he passes tures, it usually strikes high status people –
those whose diet is not based on cheaper
out. The drinker can try a new Will roll each time he makes a new Intoxication Roll. foods such as vegetables and barley. The
If the GM rules that the character is in a distraught state, and he has nothing else GM should make an annual HT roll for
to do to take his mind off his problems, the GM can mandate that he make a Will characters who eat such a “high status”
diet. Failure means an attack of beriberi.
roll or seek out a bar and begin a drinking spree. An attack typically lasts 5d days.
During the attack, the sufferer suffers 3
Sobering Up times as much fatigue as he normally
would. He cannot regain lost ST points by
The only way to sober up is to stop drinking. For each half hour that a character resting; he only recovers 1 ST per full
refrains from drinking anything at all, he makes a HT roll. If he succeeds, his night of sleep (see p. B134). An attack of
Intoxication Level decreases by 1. A character in the process of sobering up does not beriberi causes loss of 1 HT point for 1d
months. A character who has suffered an
need to make any additional HT or IQ rolls as his Intoxication Level decreases – he attack must make a monthly HT roll to
just gradually loses his attribute penalties. avoid further attacks, until he changes his
diet.
Sobering Shock Modern vitamin supplements can elimi-
nate all danger of beriberi.
News or an event of a particularly shocking nature can reduce a drinker’s
Continued on next page . . .
Intoxication Level immediately, as his body floods with adrenaline. If a carouser
receives some shocking news (a loved one is sick or in danger, his house is on fire),
or becomes involved in an emergency situation (he’s violently attacked, or the build-
ing he’s in catches fire), his Intoxication Level will immediately drop by -3, at the
GM’s discretion.
Hangovers
If a drinker overindulges in alcohol, he’ll probably end up with a hangover
(unless he has the No Hangover advantage; see p. CI28). Any time a carouser
achieves a value of 2 or greater on the Intoxication Table, he risks a hangover when
he stops.
To check for hangover, the drinker must roll 1d+3 at the end of each drinking
session. If this roll is equal to or less then the highest (not necessarily last)
Intoxication Level of the session, the character has a hangover. The hangover kicks
in 1d hours after the end of the drinking session, or on awakening, if he fell asleep
before the hangover began. It will last 1 hour for each point by which the hangover
roll was missed (minimum 1).
Hair of the dog that bit you, a single stiff drink taken immediately upon awak-
ening, will reduce this time by an hour (drinking more than one drink will not add
to this effect, only make the victim drunk again, putting off the hangover). Other,
more elaborate remedies may have a more dramatic effect, at the GM’s discretion.
A hung-over character will be at a cumulative -1 to all IQ- and DX-based rolls
per each hour’s duration of the hangover. Thus, someone with a 4-hour hangover
will start the day at -4 to DX and IQ. This penalty decreases by one point hourly as
the hangover progresses.
A non-aspirin, over-the-counter pain reliever will give a +2 modifier to this
penalty beginning 1/2 hour after it’s taken, and cuts the time of the hangover down
by an equivalent amount. (The modifier is +3 if it’s taken between the end of the
drinking bout and the onset of the hangover, but the GM should require both an IQ
and a Will roll at current penalties for the drunk to remember to take it without a
reminder from a sober friend, and to actually motivate himself to take it.) Aspirin is
i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y 167
even more effective than other pain relievers, but can severely upset the sensitive
stomach lining of a hung-over character.
A character may take the quirk Horrible Hangovers, which adds -3 to the
attribute penalty and duration of all hangovers. (GMs may allow anyone with
Alcoholism or Compulsive Behavior: Heavy Drinking to take Horrible Hangovers
Illness as a -5 point disadvantage.)
(Continued) Example: Billy Joe Bob drinks himself to the Belligerent/Out of it stage (#11)
before he stops drinking and goes to sleep. He rolls a 5 on his hangover roll (miss-
Bubonic Plague ing his Intoxication Level by 6), so when he wakes up, he’s got a doozy. When he
Early symptoms are shivering, vomit- gets out of bed, he’s at -6 to DX and IQ. He stumbles to the kitchen and takes some
ing, headache, giddiness, and intolerance
to light. Left untreated, the pain spreads to
ibuprofen (+2) and washes it down with a shot of bourbon (+1); in half an hour,
the back and limbs and the victim becomes he’s down to only -3 penalties. After three more hours, he’s back to normal.
sleepless, apathetic or delirious. Body tem-
perature rises drastically. The most charac- Hyperaesthesia
teristic sign is the appearance of buboes, Hung-over individuals are more susceptible to pain than normal. Any sudden
large purple welts on the arms and back. If
a character does not know that the plague or shocking sensory input – a flash of light, a loud noise, a slap on the back – will
is in the region, a successful Diagnosis+2 be intensely painful. The sufferer must make a Will roll (at current minuses) or be
roll will reveal what is happening on first mentally stunned for 1 turn.
sight of a buboed victim. The plague is
rare on Earth, but all doctors learn about it.
Those who actually take damage while hung-over must make a Will roll or be
Roll against HT+2 each day a person is mentally stunned for a number of turns equal to their current IQ/DX penalty. Even
in a plague-infected region (see p. B133 if they make this roll, they should add their current IQ/DX penalty to their normal
for modifiers to this roll). A successful roll penalty to combat skills next turn.
means the character avoided contracting
the disease; a critical success means the Hangover sufferers with High Pain Threshold have normal penalties to DX and
character is immune and no longer needs IQ, but may ignore the effects of hyperaesthesia. Likewise, those with the Light
to make daily health checks. A failure Hangover advantage (p. CI27) do not suffer from hyperaesthesia.
means the character has contracted the
plague; a critical failure indicates a very
severe case, with doubled effects.
An infected victim will fall sick within
24 hours. For each day of the disease, roll HERBS
against HT. A critical success indicates Herbs are a staple of low-tech campaigns, especially in fantasy settings. The
recovery. Success means the victim
remains stable. Two consecutive successes
following are some general guidelines for the GM who wishes to introduce herbs
allow him to regain a point of HT. Three into his campaign, as well as a few specific examples.
consecutive successes mean the victim is
over the disease and may regain HT nor-
mally. Failure means the victim loses 1d of Use of Herbs
HT, DX, ST, and IQ, rolling separately. The use of herbs is a mixture of techniques and effects. Certain herbs in small
ST, DX and IQ will not be reduced below quantities can cure diseases and bodily ills, but in larger doses can kill. Some herbs
3 and will be regained at the same rate that
HT is regained, should the victim recover. soothe; others madden. An adventurer takes a risk in gathering herbs without some-
A critical failure indicates a loss of 2d HT one trained in herb-lore to advise him.
and separate rolls for each stat as per fail- Herbs can be used in any or all of the following ways: as a poison or as an anti-
ure. A loss of half the victim’s starting IQ
means he’s become delirious.
dote to a poison, as a preventative or cure for a disease, as protection against magic,
In a low-tech setting, a plague city will or as an aid in spell casting.
be full of quacks with false cures and pre-
ventatives. A successful Physician roll will Poisons
reveal any such nostrum to be false, Poisons can be made from many herbs; these are generally contact, blood or
though visitors must be careful who they digestive agents (see p. B132). In addition, some herbs are poisons in their natural
denounce. At higher Tech Levels (TL6+),
the plague can be prevented, treated and form.
possibly cured. Ultra-tech medicine Some herbs can be used as antidotes to poisons. The effect of an antidote varies
(TL8+) will reduce the plague to at most a depending on how soon it is taken after the poisoning. If taken before the effects of
minor inconvenience. Magical or psionic
cures work as well against the plague as a poison begin to show, an antidote will usually allow a second HT roll to avoid the
against any other disease. effects of the poison. This HT roll may be at +1 or +2 depending on the strength of
the antidote. If taken after the poison has taken effect, the antidote will reduce the
Continued on next page . . .
intensity and/or the duration of the effects.
Disease
Some herbs can be used as preventatives and/or as cures for diseases. When
used to prevent a contagious disease, the herb gives a bonus to the HT roll to avoid
168 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
contracting the disease (see p. B133). When used to cure a disease, the appropriate
herb will give a bonus to the HT rolls for recovery (see p. B133).
Illness
In order to know what herb to use as a preventative or cure for a specific dis- (Continued)
ease, it is necessary not only to know what herbs work against what diseases but
also what disease a person has; this requires a successful Diagnosis roll. A
Cholera
Cholera may be contracted from contami-
Diagnosis roll is not needed before using a general remedy, if you are fortunate nated water or food. The GM rolls against the
enough to have one. character’s HT, with no modifier – infection
takes place on a failed roll. After an incuba-
tion period of 1d-3 days, the victim will sud-
Protection denly produce 3-4 gallons of watery diarrhea,
Herbs can sometimes be used – even by non-mages – as protection against followed shortly by vomiting. He will dehy-
magic. The herbs available for this, and the use of such herbs, will depend on the drate so rapidly that his flesh shrivels.
campaign world. Cramps and cold, clammy skin, come next –
he will soon be too weak to move.
Victims of cholera roll against HT each
Spell-Casting day they suffer symptoms. A critical failure
Some spells require the use of herbs in order to be effective. Other spells work results in death. On a normal failure, the
quite well alone but are strengthened by the introduction of the proper herbs. And patient loses 4 HT and 4 ST. If either drops
below 0, death results. As death is caused by
while many spells do not require the use of herbs in the casting, many practitioners dehydration rather than the disease itself, the
are inclined to throw in a few herbs anyway on the theory that it couldn’t hurt. HT roll is at +1 for each gallon of water the
In addition, some herbs can be used to achieve magical effects without the use victim can drink that day, for a maximum
bonus of +4. Drinking alcohol, tea, or coffee
of spells. These herbs will work for anyone – with or without Magical Aptitude – doesn’t affect the HT roll.
unless they have Magic Resistance. The disease will run its course in 1d+1
days.
Finding Herbs Jungle Fever
Each herb should be categorized as Common, Average, Rare or Very Rare. In This is a generic term for any of a number
of tropical diseases that are not clearly under-
order to find a particular herb growing in the wild, it is first necessary for the GM stood, mostly at TL5 or lower. Characters
to decide if the character is looking in an area where the herb might be growing. born in Europe or North America must
If a specific herb is present in the local area, a character can find it by making a always make a HT roll to check for fever
successful Naturalist or, at TL3 and lower, Physician (also known as Herbary – see when first encountering a tropical jungle, if
using these rules. This will even apply when
p. CI150) roll. The GM normally makes the roll in secret; if the character does not returning to jungles successfully negotiated
find the herb, the GM does not tell whether the roll was missed or if he was just before.
looking in an area where it didn’t grow. Protracted stays require a HT roll per
week. Treat Fever as an ordinary disease as
Anyone looking for a particular herb makes a roll against his Naturalist or covered on p. B133. No special modifiers
Physician skill to represent a complete day’s search. The Poisons skill may be sub- apply, HT loss is -1/day, ST loss and recov-
stituted for the Naturalist skill when dealing with an herbal poison or antidote. ery is up to the GM, though there should
always be at least one day of severe weak-
Acute Taste and Smell also add +1 to the recognition roll. GMs should use the fol- ness. Symptoms include extreme weakness,
lowing guidelines when determining whether or not a given herb is found in a par- general muscular aches, fever, chills, loss of
ticular area: appetite and hallucinations.
Common – grows in most places, easy to locate. Roll against skill+3. Cinchona (called Peruvian bark or Jesuit’s
bark) is both a treatment and a prophylactic
Average – grows in many places, relatively easy to locate. Roll against skill. for fever. It comes only from the Eastern
Rare – grows in few places, relatively difficult to locate. Roll against skill-3. slope of the Andes. Knowing about cinchona
The only success on a default roll is a natural 3. is rare and valuable. One dose restores one
HT in one day, but never to more than begin-
Very Rare – grows in very few places, very difficult to locate. Roll against ning HT. At TL6+, synthetic drugs become
skill-6. Such an herb can never be located on a default roll, even on a natural 3. available that can produce the same effect.
Leprosy
Preparing Herbs For Use This disease creates numb areas in which
the victim does not notice an injury.
Fresh or dried herbs are used in medicines or made into protective charms.
Leprosy’s major effects are to general health
Before use, herbs need to be prepared. They can be brewed into teas or decoctions (a leper may not have a basic HT over 12)
or used directly in their natural form. and Appearance (a leper must make a yearly
Other herb mixtures are made into protective charms and worn. These must be HT roll to see if the disease has affected
appearance; use the same rules as for small-
renewed periodically as they lose effectiveness either from the herbs crumbling pox scarring, p. 172). Leprosy is a very diffi-
away or from being exposed to so much “evil” they reach their limits of absorption. cult disease to catch; even years of exposure
to victims will not necessarily transmit the
Dried Herbs disease. It is most contagious in tropical areas
and in conditions of filth.
Leaves and flowers must be dried for at least two weeks in a well-ventilated
area. They are then measured into doses and made into packets. Most dried herbs Continued on next page . . .
i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y 169
Illness keep their potency for a long time; there is only a 50% chance each year that an
herb will lose its potency if exposed to air. Powders mixed with food or drink will
(Continued) last a month; dried herbs mixed with food or drink last two weeks – if the food or
drink does.
Malaria
Malaria was once endemic among
adventurers; a man without malaria was Teas
obviously a stay-at-home. Teas usually require the amount of dried leaves or petals that can be held in the
Anyone traveling in tropical and sub-
tropical areas (Egypt, the Mediterranean, palm of one hand (about one tablespoon). Steep in a pot of hot water (about one
Africa, Central or South America, the wet- quart) for five minutes. This makes four doses. The tea must be drunk while hot –
ter parts of southern North America, south- if cooled and reheated its effects are halved.
ern China, Indochina) may be stricken with
malaria, a protozoan disease spread by
over 100 species of mosquito. Roll three Decoctions
dice once for each week spent in a malaria- Decoctions are made by boiling fresh herbs (leaves, stems, roots, flowers or
infested region. A roll of 6 or less means
the victim has contracted the disease and berries as required) in a pot of water for about 30 minutes. Four handfuls are
symptoms will show in 3d+54 hours. High required in 1/2 gallon of water; this is reduced by boiling to one quart or eight
health gives no resistance to malaria; the doses. Decoctions last longer than teas – one day if kept exposed to the air, or two
protozoa prefer a healthy host.
Modifiers: +1 if insect repellents are
weeks if kept in an airtight container. Decoctions can be taken either hot or cold,
used regularly; +1 if the victim uses mos- with the same effects.
quito netting at night; +2 if he takes a pro-
phylactic dose of quinine every day; -1 to
-3 (GM’s discretion) if the traveler is in
Poultices
mosquito-infested swamps. Poultices are made from decoctions by soaking a bandage in the mixture, and
A malarial attack lasts 1d+6 hours. applying hot or cold to the affected area. One quart of the decoction gives enough
Symptoms include chills and a high fever for eight applications of the poultice.
followed by headaches, nausea and profuse
sweating. After each attack the victim will
return to normal for 48 to 72 hours, then
another attack will occur. The sufferer is
Sample Herb Listing
incapacitated (delirious, unable to move or The following is a very short list of sample herbs that might be used in a TL 3
fight and alternately burning with fever fantasy campaign. Those with the Botany, Herbary, Naturalist or Physician/TL3
and racked with tooth-chattering chills) skill will usually recognize any of these herbs if found and will know their uses.
during these attacks. Between attacks the
victim is weak (-2 to ST) and has little Others will not necessarily know everything on this list.
endurance (double all fatigue costs).
Malaria is treated with quinine. Roll Angelica Rare
against HT-2 each day that quinine is
administered; on a success, the series of Angelica as a poultice will partially neutralize most contact poisons and caus-
attacks stops. If no quinine is available, tics; it must be applied twice a day during the first three days after exposure. It
roll every day against HT-8. Untreated adds +4 to HT rolls to recover, and halves any DX penalties due to the poison.
malaria will prove fatal on a natural 18.
Malaria can incubate for years in an
An amulet containing fresh angelica is a powerful talisman against evil magic,
apparently healthy individual. Anyone who giving the wearer a +2 on resistance rolls against all spells. The angelica is only
has ever had malaria can have another effective for two days after being picked.
attack at the GM’s discretion. Malarial
attacks always seem to happen at the most
embarrassing time. There is no immuniza- Chamomile Average
tion for malaria. As a poultice, chamomile aids in recovery from wounds. Apply the poultice to
Continued on next page . . . the wound three times daily; it results in a +1 on the daily Natural Recovery roll
(see p. B128).
Comfrey Average
Comfrey aids in recovery from broken bones and badly sprained muscles.
During recuperation, apply a cool poultice twice a day. For a lasting injury (see p.
B129), this will reduce the recovery time by one month (but the time is never
reduced to less than one month).
Henbane Average
Burning a pastille of henbane leaves creates a smoke that causes disorientation
and irresponsible talk and actions; any person breathing it speaks willingly of sub-
jects he or she would ordinarily keep private. The effects are similar to 4 levels of
170 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
Weak Will (see p. B37) for the first hour, 3 levels for the second hour, 2 levels for
the third hour, and at level 1 for the fourth hour.
A similar but weaker effect can be achieved by burning fresh stems, seeds and
leaves; the effects are equivalent to 2 levels of Weak Will for the first hour and 1
level for the second hour.
Langlon Rare
An amulet containing fresh langlon is a powerful talisman against evil magic,
giving the wearer a +2 on resistance rolls against all spells. It remains effective for
five days after being picked.
Plantain Average
Plantain is always used in the preparation of waybread or journeycake, in order Illness
to keep it fresh. Other ingredients may vary, according to the taste and skill of the
baker, and some waybreads are definitely better than others. (Continued)
Rabies
Anyone bitten by a rabid animal must
make a HT-3 roll or contract rabies (the
TRY A LITTLE BIT GM rolls in secret for each bite). Before
TL5, there is no cure for rabies. At that
HARDER: EXPANDED point, a painful and lengthy system of 22
daily injections was introduced. This cure
RULES FOR EXTRA EFFORT is 95% effective if begun within three days
of being bitten. Much quicker and less
painful cures for rabies are readily avail-
This article (by Daniel U. Thibault) originally appeared in a slightly different
able, beginning at TL8.
form in Roleplayer 24. If a victim fails the HT-3 roll, and does
In the Basic Set, two Extra Effort rules are detailed: one for jumping, the other not get treatment within three weeks, begin
for lifting. This is a more generic set of Extra Effort rules, with some slight modifi- rolling against basic HT at that time. Roll
once per week for the rest of his life. A
cations of jumping and lifting to streamline the rules. Some common points: failed roll means the onset of the final
Extra Effort costs one point of fatigue in all cases, whether it works or not. The stage of the disease: physical and mental
only exception is if the Extra Effort roll is a critical success, in which case the GM deterioration and agony. Roll vs. HT-3
may let you keep the fatigue point. daily at that point – failure is death. There
is no cure once the symptoms appear,
If the Extra Effort roll is a success, you achieve your goal. If it is an ordinary unless the GM wishes to be very kind and
failure, you achieve what you would have accomplished without Extra Effort. A allow a miracle cure.
critical failure costs a point of HT in injury (pulled muscle or the like) which can-
not be cured by First Aid, but only by rest. Rabbit Fever
Westerners may catch tularemia, or
Remember that ST is reduced by the fatigue lost whenever a test of ST is “rabbit fever,” by handling or eating an
required, as in throwing, jumping, lifting . . . see p. B134. This means that Extra infected rabbit or hare. The GM rolls
Effort quickly becomes a losing proposition if used repeatedly in a short period of against the character’s HT+1 – failure indi-
cates the victim contracts the fever. It
time. resembles bubonic plague, but is much less
severe. Symptoms appear 3-5 days later
i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y 171
Illness Jumping
Roll against your ST, DX or Jumping skill (whichever is better), subtracting
(Continued) current fatigue and the extra distance in inches. For a broad jump, divide the extra
Scurvy distance by 4; for a running broad jump, divide it by 6.
Scurvy is the breakdown of the capil- Optional rule: Add 10% of your Jumping skill (rounding down) to your ST
lary walls due to a lack of the vitamin C when figuring the distance you can jump. This brings Jumping in line with
needed to build new collagen. The symp- Running and Throwing, both of which already give a similar bonus.
toms are bleeding gums, dark spots all
over the body (actually small hemor-
rhages), swollen joints (from blood seep-
ing into them), wounds failing to heal, Lifting
weakness and the inability to deal with Roll against ST or the Lifting skill (see p. CI132), whichever is better, subtract-
mental stress. Even such a simple task as ing current fatigue and applying a -1 for each extra point of ST. For a continuing
standing up can cause a heart attack in a
severe case. Vitamin C and rest are the effort, roll every minute.
only cures.
Scurvy is caused by a lack of vitamin
C, which is found in fresh fruits and veg- Throwing
etables. It takes six weeks without vitamin Roll against your ST or Throwing skill (whichever is better), subtracting cur-
C before the symptoms appear. After that,
roll versus HT daily.
rent fatigue and applying a -3 for each extra point of ST. Success affects both dis-
The effects of scurvy are -1 HT per day tance and damage.
if an initial HT roll is not made. If the HT
roll is made, there is no HT loss, but a HT
roll must be made daily until fresh produce
is available. As long as the HT roll is
Generic Extra Effort
Roll against the appropriate physical attribute (ST, DX, or HT) or skill, sub-
made, scurvy does not set in – some people
are more resistant to it than others. tracting current fatigue and at a -3 per point of extra effort. Extra effort only applies
Immunity to Disease does not help against to brute strength (ST) or endurance (HT), not to finesse (DX): you can’t increase
scurvy – it is not an infection. Each HT your chance to hit with Extra Effort! Possible applications of generic Extra Effort
lost also reduces ST by 1 for all purposes.
Recovery is fairly rapid with fresh include cocking a too-strong crossbow, attempting a takedown, and so on.
fruits and vegetables. 1 HT and 1 ST are Some feats are inappropriate: holding your breath, for example. Since holding
regained for each day of rest on which one’s breath is entirely a matter of letting time go by and then losing fatigue (see
fresh produce is eaten.
the B91 sidebar), extra effort would be self-defeating. Extra Effort when inflicting
Smallpox damage with a weapon is already covered by one of the All-Out Attack options
A PC can catch the highly infectious (see B105).
smallpox virus by touching a diseased per-
son or contaminated object, or by even
breathing virus-tainted air. Use the
Contagion rules (p. B133) to determine the
Extra Effort in Active Defense
spread of the epidemic. It has an incuba-
This is a good option if you must survive that one blow. As an ordinary combat
tion period of 7-21 days; roll against modi- tactic, it would soon leave you breathless and at the mercy of your opponent. A
fied HT once each day for 21 days after the success on any of these rolls is a successful defense; an ordinary failure just fails,
last contact with the infection. Because and a critical failure is a disaster.
smallpox is highly contagious, these HT
rolls are at an additional -2. Any failed roll
means that the disease is contracted. Blocking
If the disease is contracted, the attack Your Block is your full Shield skill, minus your current fatigue. On a critical
lasts for at least 3d days, and causes high
fever, headaches and chills. During this failure, in addition to the 1 HT of injury, you drop your shield, the shield becomes
time the sufferer is at half normal ST and unready, or your shield arm is temporarily crippled (GM’s choice).
must make a daily HT roll. A failed roll
costs 1 HT point; a success means regain-
ing 1 HT.
Four days after the fever sets in, the
characteristic rash shows up on the face,
limbs and sometimes over the torso. The
rash develops from red bumps into pus-
filled blisters. The blisters break and dry
up in about nine days, sometimes forming
scabs. When the scabby coverings break
off, they often leave deep pits and scars
that mar the appearance.
172 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
Dodging Illness
Your Dodge is your full DX, minus your current fatigue. On a critical failure,
in addition to the 1 HT of injury, you fall down. (Continued)
Once the attack is over, use the normal
Parrying recovery rules for generic illnesses (p.
B133); all HT rolls for recovery are at -1,
Your Parry is your full weapon skill, minus your current fatigue. On a critical however. Survivors must roll against their
failure, in addition to the 1 HT of injury, you drop your weapon, or your weapon full HT to find the effects of smallpox on
arm is temporarily crippled (GM’s choice). their appearance. Critical success means
no change. Success means loss of one level
(e.g. Average is lowered to Unattractive, -1
on reaction rolls). Failure means loss of
FOR FATIGUE
worse than Hideous.
A person who recovers from smallpox
is immune from any further attacks.
AND RECOVERY Inoculation will also grant immunity.
This article (by Richard LeDuc) originally appeared in a slightly different form Tetanus
in Roleplayer 21. Tetanus was one of the great killers
A typical human spends a third of his life asleep. The nature and quality of this before the modern era. The bacillus that
carries the disease is found in horse
time can have a dramatic impact on our waking hours. Because adventurers often manure, so was common around just about
find themselves unable to meet their sleep needs, the following guidelines are pre- any human-occupied area until the devel-
sented to help GMs deal with the effects of sleep in their campaign. opment of the automobile. Any impaling
or cutting wound received around a stable
Properly motivated, a healthy person can remain awake and functioning for or farm-yard is likely to carry the disease.
many hours, but it will become harder and harder to resist falling asleep. An adven- The bacillus is anaerobic, so a deep wound
turer who fails to get enough sleep each day will first feel fatigued. Then a loss of such as that from a punji stake is particu-
larly dangerous.
mental and physical acuity will occur. When sleep is finally possible, the tired indi- The infection usually takes time to set
vidual will need a few extra hours of rest to recover fully. in, and the longer it takes the less serious is
the disease. Onset within a week is almost
always fatal; onset after three weeks has a
Staying Up Late better than 30% recovery rate. After 1890,
tetanus anti-toxin is available. Given any
Each individual needs a certain amount of sleep per day – typically 8 hours.
time before the actual onset of the disease
Older people need less sleep; typically, someone from 35 to 50 will need 7 hours it has an excellent prevention rate.
sleep, and someone over 50 will need 6 hours sleep. Preventive treatment before that is to clean
Young people, on the other hand, need more sleep. Children under 6 should the wound well and, if possible, leave it
open to the air.
sleep 10 hours per day; those from 6 to 14 typically need 9 hours each day. Allowing a PC to get tetanus is a very
Subtracting the person’s sleep requirement from 24 will give his normal day serious decision. It might be a spur to
length (usually 16 hours). After staying awake longer then his normal day, an action to the rest of the party, as they race
the Grim Reaper for the potion/spell/serum
adventurer will lose one point of fatigue. Each additional eight hours of wakeful- that can save their comrade.
ness will cost one more fatigue point. After an individual loses half his fatigue The symptoms of tetanus begin with
(rounded down), he will start to lose one fatigue point every four hours. These loss- headaches and a stiff neck. As the disease
es can only be recovered with sleep. advances, all the muscles lock into a rigid
contraction. The mouth locks in a hideous
The sleepless person will also lose one point of IQ and DX with each lost grin, the risus sardonicus. Any disturbance
fatigue point. The losses will be reflected in lower skill levels. A person who has may throw the victim into convulsive con-
lost enough sleep can appear drunk, staggering and slurring his words. Should a tractions that can break bones and tear
muscles. The only treatment for an
character’s ST or IQ reach zero, he will pass out from exhaustion. advanced case is to keep the victim quiet
For the first day-length (typically 16 hours) after the character’s normal day, he and unexcited, give anaesthetics for the
can remain awake as long as he is occupied. This means performing some skill or pain and feed a liquid diet or intravenous-
ly.
action that requires concentration or movement – e.g., driving a car or playing a If a character must be placed at risk of
game. In order to remain awake while not doing anything even remotely exciting, a tetanus, use this procedure. Any time up to
Will roll is required. At this stage, one Will roll is needed for each two full hours of 21 days after a wound that could have
inaction. This would include boring, uneventful tasks, like standing watch in a become infected, the symptoms may
appear. Roll against HT once per game
deserted area. day; on a failure the symptoms appear.
After 16 hours it starts to become harder to stay awake. From now on the char- Roll at +1 for each three days since the
acter will need to make a Will roll every two hours that he is occupied. A character wound.
Continued on next page . . .
who is doing nothing must make a Will roll every 30 minutes.
i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y 173
Illness Getting Up Early
Not only will characters stay up late, they will often find themselves getting up
(Continued) early. Getting up early carries penalties as outlined in the table below.
If the infection appears, the victim loses Factors that influence the quality of sleep will have the same effect as not get-
1 HT per day until he is at 2/3 HT. For this
period he is in pain but still able to move. ting enough hours of sleep. Sleeping all night in an uncomfortable place might be
At 2/3 HT he goes into contractions – the same as waking up two hours early, as would waking up several times in the
“lockjaw.” If treatment including liquid night. Spending the entire night in the rain, or with a loud party going on next door,
diet or IV feeding is available, he contin-
ues to lose 1 HT per day. Without such
can be considered equivalent to waking up four hours early.
treatment, he loses 2 per day. Every third
day he rolls against HT (HT+1 if the initial Hours of sleep missed Effect
onset was more than one week after the 1 or less no effect
wound; HT+2 if the onset was over two 1+ to 2 -1 fatigue
weeks later). A success regains 1 HT; a 2+ to 4 -2 fatigue and -1 DX.
critical success regains 3. A failure means 4+ to 6 -2 fatigue, -2 DX, and -1 IQ
normal loss for that day; critical failure 6+ -2 fatigue, -2 DX, and -2 IQ
costs an additional point. If HT is restored
to 2/3, the victim remains in contractions
but loses only 1 HT a day, even if HT sub- Adrenaline
sequently drops below 2/3. If HT returns to Adrenaline is the body’s way of responding to life or death situations. This
normal, the victim recovers. If HT
becomes fully negative, use the dying rules powerful hormone is dumped into the blood when we are frightened. When some-
on p. B126. Roll against HT modified for one is threatened with grievous physical harm, he can try to throw off the effects of
time of onset, as above. staying up. Any penalties to DX and IQ are temporarily removed for a character
who makes a Will roll on the second turn of the threatening situation; the penalties
Typhoid Fever
Use the Contagion rules (p. B133) to may be ignored until the life-threatening situation ends, or for 15 minutes,
determine the course of the epidemic. The whichever is less.
symptoms of typhoid are severe: -3 HT, If the emergency situation is still going on after 15 minutes, a new Will roll is
ST and DX each day for all purposes.
Recovery is difficult; roll vs. HT-2 daily. required; roll again each 15 minutes. If and when a roll is failed, all the original
A successful roll prevents further attribute penalties are felt, plus one additional fatigue point.
reduction for that day, but a successful
HT-2 roll the next day is necessary to actu-
ally recover 1 HT. After 1 HT is recov- Meditation
ered, the remaining rolls are against full The effects of lack of sleep can be put off for one hour by a successful roll
HT. Once even 1 HT has been regained, against the Meditation skill (see p. CI142). There is a penalty of -1 to this roll for
future HT and ST losses can be no greater
than -1 per day.
each three hours that the character is up past his normal day length. There is an
additional penalty of -5 if the meditator performs any action other then standing
alert or sitting in quiet contemplation. A character can continue to put off sleep this
way until a Meditation roll is missed; then he will feel the full
effect of his lack of sleep, and may not make further attempts
to meditate until he is caught up on sleep. A critical failure on
a Meditation attempt will cause immediate sleep!
Recovery
Characters who go to sleep regain fatigue at the normal
rate. Lost attribute points will be restored at one point per hour.
The hours used to recover from staying up do not count
towards the next day’s minimum sleep required. Therefore,
staying up will require the adventurer to take an extra hour or
two of sleep.
Sleep-Related Advantages
and Disadvantages
The advantages Deep Sleeper (p. CI23) and Less Sleep (p.
CI27), and the disadvantages Extra Sleep (p. CI81), Insomniac
(p. CI82) and Light Sleeper (p. CI82), should be used only if
the above rules for sleep and sleeplessness are used.
174 i n j u r y, i l l n e s s , f a t i g u e a n d r e c o v e r y
This chapter discusses several issues that may arise during campaign design: the decision to run a cinematic game, the challenge
of running a high-powered game, and the complexity added by having multiple planes of existence in a game world. Finally, some
rules that apply to the design of cultures and societies, and their role in the campaign, are presented.
campaigning 175
CINEMATIC ROLEPLAYING
By Sean Barrett, author of GURPS Lensman Dice
Cinematic campaigns are those in which the “rightness” of the Players quickly gain an intuitive understanding of odds. If their
story outweighs its realism. While cinematic games are frequently abilities are totally controlled by the dice, they will quickly learn
high-powered games and vice versa, they are not the same thing! how to optimize their chances of success, and let Game Theory
The PCs in a special forces unit are likely to have high point totals, decide their actions instead of dash and style. On the other hand, a
but the campaign may well be grim, realistic and even nihilistic. completely deterministic game can be perceived as hopeless, with
On the other hand, many of Robin Hood’s Merry Men could be the players totally at the mercy of the GM’s whims. The GM and
designed with less than 100 points and still participate in a cine- the players must agree in advance how much effect the dice will
matic campaign. have on the action.
In essence, “cinematic” is a style, not a point level. GURPS pro- An epic style of play relies less upon dice than other styles, and
vides rules like multiple attacks (p. 72), skills like Science! (p. the GM must be prepared to overrule the dice on any roll. This is
CI158) and supplements like Swashbucklers, Cliffhangers and because while some random factor is necessary – the protagonists
Lensman to help the GM create campaigns where the PCs are able are not infallible, nor is the plot predestined – dice can be just as
– and expected – to take on ten swordsmen each (à la The Three tyrannical as a heavy-handed GM, and players are apt to revolt if a
Musketeers), an entire muay thai school (in the spirit of Bruce Lee) random number decides that a brave adventurer has suddenly died
or a platoon of border guards (Bond – James Bond) and triumph. from a urinary tract infection!
However, simply using additional advantages, skills and rules will
not create epic heroes and action. Details
The purpose of a cinematic game is to create a story in the leg- Over-concern with details can also cripple a cinematic cam-
endary style of adventure that inspires “pulp” writers like paign. The only details important in an epic story are those that
Alexandre Dumas and H. Rider Haggard. Epic stories cannot be directly affect the outcome. At every point, the GM must deter-
bogged down by mere realism; they’ve got more important things mine whether the details will advance or hinder the story. If the
to do! Cyrano de Bergerac defeated dozens of professional swords- heroes must cross the Burning Wastes to get to the Dark Tower,
men simultaneously not because his skill was realistic or even they will find enough water along the way. It wouldn’t be much of
believable, but because his panache allowed nothing less. Space a story if they didn’t. Will it advance the story to play out their
opera craft whoosh or roar in the silence of space just because fast searches? This is where GM experience and preparation is essen-
things whoosh and powerful engines roar. In a cinematic game, tial, so that the right details can be brought up and the wrong ones
rightness always overrules mere correctness. ignored, while still allowing the players to enjoy a maximum of
free will.
The Cinematic Formula Trust
Nearly all genres have stylistic conventions that are only ever
violated deliberately, for reasons that advance the story. The play- The players and the GM must trust one another to be true to the
ers in a cinematic campaign expect the same formula to hold in the spirit of the story. A player must have confidence that if he tries to
game. When it doesn’t, it can only be because the plot requires an swing from the chandelier, the GM will not sneer at him and
exception . . . and then the convention doesn’t merely bend – it announce that he has broken his back – and must now play a quad-
reverses itself. For instance, swashbucklers routinely escape from riplegic – because his hands slipped off the grease and wax caked
taverns by swinging on chandeliers. Usually, this is as reliable a onto it. He may fall, but he should not be punished for trying. Nor
mode of transportation as a carriage. However, if the plot calls for should the GM bog down play by requiring rolls against “Leap
one of the swashbucklers to be captured, he will not merely miss from Balcony” and “Swing on Chandelier” skills, modified by the
his catch: he will crash down, stunned, at the feet of the Captain of dimness of the tavern and the number of glasses of vin ordinaire
the Guard! the character had. If the game is to include the glorious action that
The cinematic rules in GURPS reflect the all-or-nothing nature is common in stories, then such action must be likely to succeed
of these conventions. For instance, multiple attacks and cinematic and not tediously complex to game out.
defenses will allow for the easy disposal of run-of-the-mill NPCs, Similarly, the GM must trust that the players won’t take inap-
but more serious opponents either have higher levels of the same propriate advantage of the conventions, such as the “inevitability”
skills, or else are cunning enough to not get caught in situations of the outcome. Yes, they will make it across the Burning Wastes –
where those skills can be used against them. The GM can control but that doesn’t mean that they don’t need proper preparations. A
the ease with which the heroes overcome obstacles by first allow- player who remarks, “Don’t worry about water at all. After all,
ing their exceptional abilities to dominate all routine encounters, we’re heroes; we’re sure to find some,” is probably playing in the
and then confronting them with extraordinary encounters. wrong campaign. After all, the character doesn’t know that he’s
the Favorite of Destiny!
Cinematic Playing Style The players must do their part, providing dialog and attitudes in
keeping with the style of the campaign. If the arch-villain is going
The nature of a cinematic game provides the relationship to take the trouble to pause in his escape and explain his grand plan
between the GM and the players. If the GM feels that the players to the captured and soon-to-be-elaborately-killed heroes, the least
are too powerful, he may become vengeful – hammering them they can do is tell him that he won’t get away with it! Some of this
with uniformly overpowering opponents, which eliminates any roleplay can be enforced by the environment – unchivalrous indi-
possibility of an epic tone. If the players feel that they cannot rely viduals will suffer tremendous handicaps in a world where a well-
on their abilities – if every chandelier dumps them – they will quit timed snap of “You, sir, are no gentleman!” can do critical damage
trying what doesn’t work . . . and so much for dashing action! to one’s social status – but it’s more fun when it isn’t forced.
176 campaigning
A clear character conception is necessary to integrate all the
mechanics on the character sheet, both to create a personality and
to reinforce the inevitability of the goal. A driven character also
requires extra attention to integrate into a party, so that his unwill-
ingness to be distracted from his obsession doesn’t interfere with
intentions of the other adventurers.
Combat
Violence is the most common arena – though hardly the only
one – in which epic action takes place. GURPS provides the cine-
matic offensive and defensive skills to make it likely, but not cer-
tain, that the PCs will overcome the bulk of their foes. Using skills
(instead of absolute abilities) retains the chance of failure, so that
even against everyday foes, the adventurers will not always win.
Of course, even if fortune favors their opponents, they are never
slaughtered out-of-hand. (Their nemesis has far more cruel plans
for them than that!) Thus, even an ignominious defeat in combat is
only a plot twist that provides another opportunity for the adventur-
ers to prove their mettle.
campaigning 177
HIGH-POWERED CAMPAIGNS
Below are some guidelines to follow when setting up a high- his efforts toward giving the players lots of things to spend their
powered game . . . or when your formerly low-powered game points on. In a Supers game, this is usually trivial: the PCs have all
grows into a high-powered one! manner of expensive super abilities available to them. In other
types of campaigns this can be tricky. However, the simplest way
What is a High-Powered to handle this is to use the expanded rules for various abilities
whenever possible. These are usually found in their own, dedicated
Campaign? supplements.
Examples: Using the full-fledged martial arts styles presented in
For the purpose of this discussion, a “high-powered” campaign
is one where the PCs have point values significantly greater than GURPS Martial Arts, rather than limiting martial artists to just the
the 100 points recommended in the Basic Set, and as a result have Judo and Karate skills. Using all the spells in GURPS Magic and
abilities that push the limits of the system with respect to playabili- Grimoire rather than just the limited list in the Basic Set.
ty or game balance. Such characters commonly occur in GURPS
Lensman, Special Ops and Supers campaigns, and occasionally in Required Abilities
GURPS Cyberpunk, Martial Arts and Psionics campaigns. Another way to absorb points is to simply require that all PCs
possess certain abilities. These are advantages and skills that must
What Can Go Wrong? be taken by all PCs, similar in many ways to campaign disadvan-
tages (p. B26). This has the effect of tying up a fixed number of
The two most common problems that occur in high-powered points, which helps prevent abusive optimization. Social advan-
campaigns are “excessive depth of ability” and “excessive breadth tages are especially appropriate here, as their effects are generally
of ability.” game world-specific and allow the GM the greatest degree of con-
Excessive depth of ability occurs when a player spends huge trol over their exact effects. Unusual Background advantages can
numbers of points in one narrow area, resulting in a PC who has an often fit into this category as well.
abusive level of ability in that area – perhaps even a level that the Example: Superhuman PCs in the IST gameworld (see GURPS
system simply cannot handle. The three most common causes of International Super Teams) are required to take the IST
this problem are the GM who fails to offer the players a wide Membership advantage (a combination of Legal Enforcement
enough variety of abilities to spend their points on, the GM who is Powers, Military Rank and a Patron) and the IST Basic Training
known to present adventures that require only a certain narrow skill package, which together will cost most PCs more than 70
subset of abilities, and the player who equates mastery with larger points.
numbers rather than broader understanding.
Excessive breadth of ability occurs when a player uses his
ample points to prepare for every conceivable situation and to dab-
Category Limits
Yet another way to use up points in a high-powered campaign is
ble in every useful profession, resulting in a boring character who to inform the players that their characters will have to be adaptable
has no weaknesses for the GM to exploit and whose abilities enough to deal with multiple types of adventures, and require them
infringe upon the professional territory of many other PCs in the to spend a minimum percentage of their points in certain GM-spec-
campaign. The most common cause of this problem is point opti- ified categories.
mization, the symptoms of which are usually high attributes and Example: A fantasy GM hands his players lists of what he
relatively few points spread thinly over a great many skills. regards as “social,” “problem-solving” and “action” advantages,
skills and spells, and requires that no fewer than 20% of each char-
The Successful acter’s points be spent in each category.
High-Powered Campaign This method helps prevent PCs from achieving abusive levels
What follows are techniques that can help prevent the problems by focusing on one narrow area, but must be used with care or the
mentioned above. players may feel “railroaded.”
What To Buy?
Assuming that the GM and the players can agree that the cam-
paign would work best as a high-powered one, the GM should turn
178 campaigning
Attribute Limits
Similarly, one can combat abuse in a high-powered campaign
by limiting high attributes. Attributes affect skills as well as a great
many other things, and a PC with a lot of points in attributes (espe-
cially DX and IQ) can get out of hand.
Options here include individual attribute limits, which limit the
starting points that can be spent on any one attribute, or total
attribute limits, which limit the total number of starting points that
can be spent on all four attributes combined. Either type of limit
can be expressed as an value limit, which specifies an actual num-
ber of points (e.g., 100 points), or as a percentage limit, which
specifies a proportion of the starting points (e.g., 25%).
campaigning 179
High-Powered Characters (2) Know Your PCs – The GM of a high-powered campaign has
to be intimately familiar with the PCs. There is usually a lot of
in Action information on the character sheets, and more special rules will
arise in play. The GM who does not know the precise capabilities
Even when high-powered characters are kept reasonable using of high-powered PCs is in trouble. Being unfamiliar with a PC’s
some of the techniques above, problems can occur during play. abilities can result in play bogging down as rules are pulled out. It
There are two basic types of problem that crop up in a high-pow- can also result in well-laid plans being circumvented by a forgotten
ered campaign: GM limitations and system limitations. ability.
GM Limitations System Limitations
These are limitations that occur because the GM is not very
These are limitations of the printed GURPS rules as they per-
experienced at actually running high-powered campaigns with
tain to high-powered characters. While every effort has been made
high-powered PCs. The usual problems are that the GM does not
to ensure that the progression of tables and formulae is clear
beef up his adventures enough to withstand powerful PCs, or that
enough to allow extrapolation to arbitrarily high levels, some rules
the GM overcompensates for the power level of the PCs and cre-
simply break down at very high power levels. In these circum-
ates an impossible adventure. The solution to both of these prob-
stances, there are usually optional rules available, and the GM
lems is the same, and comes in two parts:
should seriously consider using these.
(1) Be Flexible – The GM of a high-powered campaign simply
Example: Combat between characters with very high skill lev-
must be more flexible than the GM of a low-powered one. This is
els works much more smoothly if optional rules such as the Quick
because the PCs can do more, so it is harder to second-guess them,
Contest option (p. B108), High-Skill Feinting (p. 69), Faster
and because the stakes are a lot higher, so a slip has more dire con-
Combat (p. 73) and Only the Best Shall Win (p. 74) are used.
sequences. In practical terms, this means that the GM has to
resolve certain plot issues as they arise, rather than trying to deal
However, there are situations that GURPS does not cover. In
with them ahead of time.
most cases, these are best handled by a little GM flexibility and
If the six 300-point commando PCs are chewing up your ten
ingenuity. Every “levelled” advantage and every skill in the
generic soldiers more easily than anticipated, then send in ten more
GURPS system has the potential to cause problems at a high
as reinforcements. If the mighty PC archmage is getting stomped
enough level. The GM should either limit such traits to the levels
by the evil Dark Lord who you thought was a fair match, then give
where they work well for him, or else agree with the players ahead
him a lucky break. Imbalances that result in amusement or a
of time as to just what effects these abilities will have.
momentary annoyance at lower power levels can result in character
deaths and chronically-bored players at higher power levels.
180 campaigning
futuristic, science fiction ones – work best when there is only one include the world of Yrth, from Fantasy, a magical world that is
plane of existence besides the “home plane.” This is usually for quite different from Earth; the Dreamlands of CthulhuPunk, an
plot reasons: when only one other plane is known, it suddenly utterly alien land that can only be reached in one’s dreams; and the
becomes very important. It is also easier to maintain a “hard” sci-fi Realms of Mage, which are physical worlds that can be visited
feel if one avoids going overboard, introducing a new plane every using powerful Magick.
adventure or two. Examples of GURPS books which utilize one
alternate plane as a “plot device” include Cyberpunk, which intro- Alternate Dimensions or Phases
duces cyberspace, and Space, which employs hyperspace. These are different “states of existence” as opposed to actual
On the other hand, some campaigns involve many other planes. planes. They can sometimes be regarded as sub-planes within reali-
This is often the case when the campaign is centred around the ties, and are usually reached by attuning one’s physical self to a
concept of exploring other planes. Examples of this include the different magical or physical “wavelength,” or by technologically
parallel versions of Earth in the Infinite Worlds campaign setting, altering the number of dimensions one exists in, rather than actual-
and the various Realms that exist in the planar cosmology of ly traveling between planes. These realms generally have no native
GURPS Mage: The Ascension. creatures, and can be used to bridge the gap between locations
within the same physical reality, in much the same way that a gulf
Types of Realities (see below) allows one to bridge the gap between realities.
Examples include the ethereal plane – reached by the
Alternate planes exist in infinite variety, but they all fall into (or Insubstantiality power in Supers or the Ethereal Body spell in
across) a few broad categories. Magic – which allows one to traverse space while ignoring physi-
cal obstacles, and hyperspace, which allows one to move quickly
Alternate Physical Realities across three-dimensional space by entering higher-dimensional
These are places that you can actually travel to. You may have space.
to go there as a spirit, leaving your body behind, or you may be
able to arrive in the flesh. However, while you are there, you have Simultaneous, Superimposed Planes
a body, the world is real and you are subject to “physical” threats. In this case, two planes actually “overlap” one-another com-
This type of plane comes in two basic flavors: parallel realities pletely. Each plane is identical in structure to the other, and is nor-
and alien realities. mally invisible to the other plane’s inhabitants; if things on the
Parallel Realities: These are almost the same as the PCs’ other plane are temporarily visible, it is usually as “ghosts” or
“home plane.” They may be alternate timelines, where history something similar. Certain beings, especially skilled interplanar
diverged at some pivotal event, or mirror worlds, where the resem- travelers, may be able to see both realities at once.
blance is purely cosmetic. For example, in the Infinite Worlds In some ways, these planes are like mirror worlds (see Parallel
campaign setting, adventurers can travel to alternate timelines of Realities, above) that are superimposed upon one another instead
Earth. On the other hand, the Otherworld of Celtic Myth is only a of being distinct and isolated. Often, a separate “astral” or “spec-
reflection of the real world, and is inhabited by powerful beings tral” plane like this will coexist with each physical reality in the
called Sidhe instead of humans. campaign, and will serve as an intermediate step between a void
Alien Realities: These are as different from the “home plane” as between realities (see below) and the physical realities themselves.
a distant planet might seem to a space explorer – or more so! The Examples include the outer astral plane from Psionics, which
laws of physics (or magic) may work differently in such realities, allows a psi’s astral self to observe the physical world invisibly and
and it may even be that humans cannot survive there. Examples travel to the inner astral plane (and then on to other worlds), the
spirit world of Voodoo, and the Near Umbra of Mage.
Gulfs or Voids
These are planes that surround physical realities in much the
same way that outer space surrounds the stars and planets.
Generally, this kind of plane only makes sense in a campaign that
has more than one alternate plane of existence, as it is usually (but
not always) only encountered when traveling between planes. It is
quite common to have to leave one’s body to journey across such a
gulf.
Examples include the inner astral plane, which permits travel
between the various outer astral planes that surround each physical
reality, and the Deep Umbra, which connects the individual Near
Umbras that engulf each physical Realm.
Virtual Realities
These are completely synthetic planes of existence, usually cre-
ated by ultra-tech. They may be simultaneous with the real world,
or they may be wholly alien. They differ from other simultaneous
or physical planes in that they can usually only be visited by the
mind, and allow exploration but not actual travel. The classic
example is cyberspace, which is an artificial, electronic world
reached by “jacking” one’s brain into a computer; one’s mind may
wander, but one’s body is left behind.
campaigning 181
Relationships Between Instantaneous vs. Time-Consuming Travel
First, is interplanar travel instantaneous, or do travelers have to
Multiple Planes navigate across a void or a gulf on their way there?
Once the number and type of planes has been determined, one Some planes, such as the Otherworld, can be reached just by
has to figure out the “planar cosmology”: how they are arranged walking over (or under) the right hill. Others can be reached simply
and how they relate to one another. Are they arranged in shells, one by casting a spell like Ethereal Body (p. M72) or Plane Shift (p.
nested within the next, or are they an infinite series of parallels? Do G46). Still others are reached by plugging in a jack (e.g., cyber-
they coexist and interpenetrate, or are they isolated and discrete? space) or turning a knob (e.g., hyperspace, or the parallels in the
Do they even interact at all? Infinite Worlds setting).
For more mystical campaigns, a hierarchical shell structure, These techniques haves the advantages of being quick, uncom-
with some interpenetration and the occasional thin, traversable bar- plicated and relatively reliable. They have the disadvantages of
rier, is generally preferable. This gives the GM control over who being a little too quick, uncomplicated and reliable for GMs who
can go where, and hides secrets within secrets, allowing the cam- want plane travel to be risky, mysterious or uncommon. Unless the
paign to stay mystical. It also offers a simple explanation for many GM is prepared to tolerate regular player-dictated changes of set-
paranormal powers and beings. ting, he should make the necessary skills or spells hard to learn,
For instance, there may be several physical worlds, each of introduce reasonable risks (like nasty surprises when rolls against
which has one or two phases (such as the ethereal plane) that can the Astrogation skill or Plane Shift spell fail) or simply make sure
be reached by psi or magic for quick travel. Some worlds may also that the alternate worlds are dangerous.
have directly accessible mirror worlds (such as a faerie realm). On the other hand, certain planes can only be reached by shift-
Each world and its phases may be surrounded by one or more ing onto an intermediate plane and actually journeying there. Time
simultaneous planes (such as an outer astral plane), explaining spir- may not pass at all in the real world, or it may pass at a different
its, out-of-body experiences and other paranormal events. All of rate, but from the travelers’ point of view, it appears to pass. This
these worlds and their associated planes and phases, in turn, can is typical of trips to more mysterious realms, such as the astral
themselves be afloat in a gulf between worlds (such as an inner plane, the Umbra or the Dreamlands.
astral plane), providing the possibility of travel or of magical sum- The advantage of time-consuming travel is that the trip itself
moning. becomes an interesting adventure, with plenty of room for interest-
For more straightforward campaigns, especially those that focus ing encounters. The disadvantage is that the campaign may get
on interplanar travel using ultra-tech, parallels are more conve- bogged down in interplanar travel, and the players may grow bored
nient. The GM can simply allow direct travel to and from parallel if their characters have to make long trips to achieve simple tasks.
universes, without the need to cross an intervening void. Within If the GM chooses this option, he should be prepared to flesh out
each universe, there is one and only one plane or phase. This elimi- interesting encounters and scenery to make interplanar travel chal-
nates spirits, mystical journeys and astral projection, and speeds the lenging and enjoyable.
actual act of travel, which may be desirable in a semi-hard sci-fi
campaign that is centered on world travel. Physical Travel vs. Projection
Of course, these concepts can be varied or mixed. The mirrors Next, do travelers take their bodies with them, or do they mere-
and alternate timelines of each physical world could be directly ly send out a projection of themselves – their avatar, mind or spirit?
accessible from other parallels, but to reach alien realities might Travelers can journey to some planes in the flesh. This may be
require travel through some kind of void. Each physical reality accomplished by a magic spell, such as one of those in the Gate
might have its own version of hyperspace, allowing for fast space College (p. G44); by technological wizardry, such as hyperdrive or
travel between the planets within that realm, and each planet might a parachronic conveyor; or simply by stepping though a door into
have a cyberspace, allowing rapid communication across the plan- the Otherworld. The explorers arrive in person, and must worry
et, but there may be no “mystical” planes at all. The ethereal about wounds, equipment and life-support.
“plane” and hyperspace may be the same thing, interpreted differ- Such travel has the advantages that it usually allows the PCs to
ently as society becomes more scientifically sophisticated. The per- bring equipment along (avoiding the issue of where to store it, and
mutations are endless. the tedium of long “shopping trips” upon arrival), requires no extra
record-keeping for the “real” self and “spirit” self, and leaves no
Traveling Between Planes vulnerable body behind to worry about. It has the disadvantages of
being low on mystery, of allowing PCs to completely escape the
One cannot really consider the arrangement of the planes with-
consequences of their actions, and of permitting them to ruin the
out also considering how they can be reached. Perhaps the most
economies of worlds. A GM who is pondering this kind of travel
important question to answer is, “How do the adventurers get
should ensure that some adversaries can always follow the PCs
there?” There are many options.
wherever they go. It is also wise to consider technological or mys-
tical limits on what kinds of items or how much weight
can be moved around this way.
Conversely, some planes can only be reached in
thought, mind or spirit. This is usually the case with
those that are reached though dreaming, astral travel or
even jacking into cyberspace. Generally, the body lies
helpless while the consciousness wanders. In some cases,
one’s “projection” or “avatar” takes on a physical form
when it reaches its destination, although this is not usual-
ly the same as one’s “true” physical self. In other cases,
one remains a spirit or spectre, or takes on some truly
alien form.
182 campaigning
The advantage of this form of appropriate for campaigns which
travel is that the power of being are openly mystical, and which
able to go elsewhere is balanced will involve a lot of interplanar
by the fact that the travelers’ bod- travel. Still, you can’t beat it for
ies are vulnerable and uncon- atmosphere.
scious. It allows the plot device of
the PCs being separated from their
equipment for a while, and it is a Other Planes in
more traditional form of plane
travel, with a mysterious feel. The
GURPS
Below is a partial listing of
main disadvantage is that, unless alternate planes of existence that
the PCs have at least a pseudo- can be found, either in detailed
physical form at the end of their form or in passing, in the GURPS
journey, many of their physical system. Each one is described in
skills and abilities will be useless, the terms discussed above.
which can frustrate players.
Another disadvantage is the Astral plane (pp. P51): The
increased paperwork: records must outer astral plane is a simultane-
be kept for both the PCs’ physical ous “spirit” reality superimposed
selves and their projections. upon the physical one, while the
inner astral plane is more like a
Modes of Travel void between worlds. Each physi-
Finally, how does one get to cal reality has its own outer astral
these other planes? During the pre- plane, which touches the unique
vious discussion, many means inner one, allowing travel between
were touched upon. They fall into worlds. There are also some pure-
a few broad categories: ly astral realms (constructs) within
the inner plane. Travel in the astral
Artifacts: Some planes can be plane is time-consuming, although
reached only through the use of an there is a 10:1 ratio between sub-
artifact of some kind. Generally, a jective and objective time on the
different artifact is required to trav- inner plane. Only a psi with the
el to each plane. This could be a mystical device, a mysterious Astral Projection skill can enter the astral plane, and he must leave
alien gadget or simply a mundane tool. Possibilities include his physical body behind to do so, traveling in his astral form.
cyberdecks, hollow hills, hyperdrives, magical gates and
parachronic conveyors. Sometimes, the artifact is portable, and Cyberspace (pp. CY72): This is a virtual reality that can be used
goes with the traveler to the other side; this is more often the case in futuristic campaigns that otherwise lacks interplanar travel. It
for physical travel than for projection. Other artifacts are fixed in can be reached instantly, by jacking-in, but actually getting any-
place, and may send the traveler on a one-way trip. where takes time (measured in milliseconds). This is an example of
In some ways, this form of travel is preferable when PCs are projection using a technological artifact: the netrunner’s mind wan-
involved, because these artifacts are generally powerful and expen- ders cyberspace, and he can generate a “body” in cyberspace that
sive enough to be made rare, or to be put into the control of other netrunners can see, but his real body does not move from in
wealthy Patrons, and often have built-in limitations (e.g., hyper- front of his cyberdeck. The netrunner also requires special abilities
drive does not work in a gravity well; a magical Gate can only be to travel: a Neural Interface and the Cyberdeck Operation skill.
opened with certain rituals). This lets the GM control when and
where travel occurs, and ensure that everyone goes along for the Dreamlands (pp. CT18): This is an alien alternate reality – per-
ride. haps one of many, perhaps not – that can only be reached through a
journey made by the sleeping mind. The body of the traveler is left
Special Powers: Other planes can only be reached through para- behind, asleep, while the mind is “astrally” projected into the
normal powers. The explorer must use certain magic spells, Dreamlands. There, the dreamer manifests himself in a different
Magick Spheres, psionic powers, super abilities or even the World physical body, and months may pass for every hour of dreaming.
Jumper advantage (p. CI48) to make the trip. This type of travel Anyone can travel to the Dreamlands (not always consciously), but
works best when projection is preferred over physical travel, but some people are better at it than others, and possess a special
either is possible. The GM should realize that since the power to psionic talent called Dream Travel.
travel is tied to the character, only certain members of the party
may be able to cross to other planes. This can have profound Dream world (p. VO20): Another alien alternate reality reached
effects upon campaign balance and continuity. by dreaming, the dream world is reachable from both the spirit
world and mundane world in the Voodoo setting. Dreamers take on
Right Time, Right Place: Still other planes can be reached by a different body while there, and their real body is left behind,
anyone, but only under certain conditions. For instance, certain asleep. Only those skilled in the appropriate rituals of the Path of
realms could be reachable by dreaming, or at certain times and Dreams can enter the dream world at will and affect things there.
places when “the veil between the worlds is thin” or “the stars are
right,” or by religious rites or other mundane rituals that require Ethereal plane (pp. M72, SU42): An example of an alternate
belief as opposed to magical power. This type of travel is most dimension or phase, the ethereal plane may or may not form part of
campaigning 183
a greater planar cosmology. It exists completely “within” the phys- gate, which anyone can use, or by creating a new magical gate with
ical world, but allows travelers to walk through solid objects as if powerful magic spells. Note that at certain times, in certain places,
they were not there. Entering the ethereal plane is quick and easy: the Otherworld is very near to the “real” one, and one can travel
you just cast a spell or turn on a super advantage. The physical between the two without realizing it!
body of the traveler becomes ethereal for the duration – this is not
the same as the astral plane. Generally, only mages with the appro- Spirit world (p. VO8): The spirit world is in some ways an alter-
priate spells or supers with the appropriate powers can enter the nate “physical” reality and in other ways a simultaneous, superim-
ethereal plane. posed one. Many beings can exist and travel in both the mundane
and spirit worlds; humans usually cannot enter the spirit world
Hyperspace (p. S22): This is another example of an alternate except by dying, but Initiates can often perceive and control events
dimension or phase. In a “hard” science-fiction campaign, it is in the spirit world. Anyone can die and travel to the spirit world,
probably the only alternate plane of existence (unless cyberspace but this is definitely a one-way trip and not a form of physical trav-
also exists, in which case the two are totally unrelated). el! On the other hand, certain malign entities can travel freely
Hyperspace is entered using a technological device called a hyper- between the two worlds using their innate powers.
drive. Physical objects can be moved into hyperspace by the drive
virtually instantaneously, but a hyperdrive-equipped ship may trav-
el for some time before leaving hyperspace at a different, distant
location. In most cases, hyperspace cannot be reached in a gravity
well, but is accessible to anyone who has a hyperdrive-equipped
ship.
SOCIETY
The following sections deal with issues of society within the (such as 17th-century China) may advance slowly, while ambitious
game. cultures (19th-century Japan) might leap several TLs in a century.
Some societies might enforce non-interference or stable-growth
Tech Levels regulations, controlling the spread of advanced technology. Again,
a split TL is possible: barbarians with stolen blasters might be TL
Each people, culture, nation or world in the campaign has a tech 8/4.
level from 0 up. Most societies will have the same TL as the cam- Regressed Societies: In these cultures, a high technology is
paign, but exceptions may exist, including: being (or has been) lost. This may be due to philosophy (a religious
Regional TLs: A particular society may have a different TL. For movement that rejects “mechanical brains,” for instance), isolation
instance, in a TL7 campaign, one country might be TL6 – its (a colony cut off from its mother country, unable to replace its
advanced technology must be imported, and cannot even be aging high-tech devices) or loss of the tech-educated segment of
repaired locally. A society or world may be given a “split TL” to society through war or disease.
show this: TL7/6 means that TL7 gear is available but not pro- Advanced Societies: For game balance, GMs should be cautious
duced locally. about cultures with a higher TL than the campaign. One option is
Colonies: A new colony is generally at least one TL lower than to have a few societies that are advanced in a single field, perhaps
the society that colonized it. It may have the use of advanced tech- balanced by retardation in another. Advanced societies might also
nology, but the devices cannot be repaired or replaced locally. restrict the spread of their knowledge.
Backward Societies: A low-tech culture newly introduced to a Societies with an overall TL above that of the campaign should
high-tech one will have a TL between its level when discovered not be introduced at random; any that exist should be created by
and the more advanced society’s TL. Cultures resistant to change the GM for a specific reason!
184 campaigning
Random Tech Levels Society and Government Types
This table was originally intended for generating entire worlds
at random, usually for a TL8+ Space campaign. However, with a Mankind has lived under dozens of different societies; some
little tweaking it can also be used in other types of campaigns – to possibilities are listed below. Note that worldwide societies are
determine the TL of the world on the other side of a dimensional likely only at TL8 and above. At TL6 and 7, a world may harbor
gate in a Fantasy campaign, for example. Tech level is based on several different societies; at TL5 and below, there are likely to be
the TL determined for the campaign by the GM. To determine rel- hundreds.
ative tech level randomly, roll 3 dice.
Anarchy
There are no laws. Order is maintained by the social conscience,
3 – Anomalous. Roll 1d+1 to determine TL. In a space cam- or the strength and weaponry, of the population. An anarchy may
paign, they have star travel. Somehow, the barbarians got be a lawless mob, or a crew of clear-eyed, strong-backed pioneers.
some starships – now they have advanced weapons, and Control Rating (see p. 188) is usually 0 – but if all your gun-toting
perhaps a hostage world or two doing manufacture and neighbors disapprove of what you’re doing, it is effectively illegal!
repair.
4, 5 – Retarded in a science. Same TL as the campaign, but Athenian Democracy
retarded in technology in one field – see the Sciences Every citizen (the definition of “citizen,” of course, can vary)
Table, below. votes on every action the society takes. In a low-tech society, this
6, 7 – Retarded in an art. As above, but see the Arts Table. works only for groups under 10,000. In a high-tech society, any
8, 9 – Primitive. Roll one die to determine the world’s TL. number can discuss and vote, electronically. Usually CR 2 to 4.
10 – Developing. TL is (one die) lower than the TL of the
campaign. Representative Democracy
11 – Slightly retarded. Same TL as the campaign, though Elected representatives form a congress or parliament. If the cit-
manufactured items tend to be larger, heavier, costlier izens are vigilant and informed, this is a benevolent government. If
(+10%) or less user-friendly. the citizens are badly-educated, government policies will be bad
12 – Modern. TL of the campaign. but popular (bread and circuses!). If citizens are apathetic, govern-
13 – Slightly advanced. Campaign’s TL, but products are ment may be dominated by factions or special interest groups. In
beautifully-styled, compact, inexpensive or easier to use. all cases, secret conspiracies may operate to control the society.
14-16 – Advanced in an art. Same TL as the campaign, but Usually CR 2 to 4.
this society is advanced in one of the arts – see the Arts
Table.
17, 18 – Advanced in a science. As above, but see the Clan/Tribal
Sciences Table. The society is one large interlocking family, made up of cooper-
ating clans or tribes. Rule is usually by the clan elders. Customs
Sciences Table (roll two dice): and tradition are very important. Younger clansfolk may feel
forced to conform, or may be rebellious about their lack of influ-
2-4 – Biology and medicine ence; seniors may channel this energy by encouraging sports,
5 – Weaponry recreational combat or adventuring. Usually CR 3 to 5.
6 – Sublight space travel
7 – Power generation Caste
8 – Communications or sensors As for Clan/Tribal, but each clan has a set profession – for
9 – Computers or robotics instance, if a family is a warrior clan, then all members of the fami-
10, 11 – Air or surface ly are soldiers of some sort. Those who don’t follow their clan pro-
transportation fession become Clanless (a social stigma) unless there is a system
12 – FTL travel for adoption into a new clan. Clans are often arranged in a social
hierarchy – Administrators outrank Warriors, who outrank Street
Arts Table (roll two dice): Sweepers, and so on. Individuals are expected to associate only
with those of equivalent status. There may also be rivalries among
2, 3 – Games and diversions clans of the same type (different Warrior families, for instance).
4 – Social science and/or history Usually CR 3 to 6.
5 – Mathematics
6 – Visual arts Corporate State
7 – Finance and commerce The state is ruled by corporate officers, usually chosen by a
8 – Performing arts board of directors; most citizens are employees of the corporation.
9, 10 – Music Society runs smoothly – it has to, or it won’t be profitable. Usually
11, 12 – Other arts CR 4 to 6.
An advance might mean:
(1) The society has a breakthrough in the field. Its equipment –
Dictatorship
All government is in the hands of a single ruler – king, dictator
though still campaign TL – is noticeably improved.
or warlord. Successors may be chosen by inheritance, single com-
(2) The society can construct a specific device from an
bat, election, or any number of other means. If the ruler is a king,
advanced TL, though no other items from that TL are available.
this is a monarchy. This sort of government can act faster, for good
(3) The society has advanced an extra TL throughout the field.
or evil, than most representative governments. Usually CR 3 to 6.
In a retarded society, the opposites apply.
campaigning 185
Many dictatorships and other totalitarian states, if they endure Special Variations
long enough, develop a “balance wheel” in the form of custom. These situations may apply to most society types listed above.
Though the ruler’s will is law, there will be unwritten laws which Bureaucracy: Government has fallen to a self-perpetuating
even he may not violate with impunity. bureaucracy. The bureaucrats, not elected, are insulated from pub-
lic pressure. Government seems to run very smoothly – or if there
Feudal are difficulties, you aren’t told about them. But there are high
Similar to monarchy (see Dictatorship, above), but subsidiary taxes, many laws and lots of red tape. The government is unre-
lords retain power. The ruler, therefore, must be careful to maintain sponsive to citizens. There may not be a free press. CR 4 or higher.
the support of the lesser lords, or be overthrown. Each lord rules Colony: A dependent member of a larger society. It is ruled by
his own territory, so laws and personal freedom vary from domin- the mother society, usually through a governor. The colonists may
ion to dominion. If the lord’s rule is harsh, he will restrict owner- have an elected council (through which they influence the gover-
ship of high-tech items to protect himself! Usually CR 4 to 6 for nor) and/or an elected representative to the mother government
commoners. (with non-voting power), but they have no direct say in their own
government as long as their society is a colony. Colonies become
Technocracy territories, receiving more self-government, when they reach a set
Engineers and computer programmers rule in the name of effi- population or development level; territories eventually become
ciency. Everything is carefully planned; of course, plans can go full-fledged members of the society. Colonial government will be
wrong. The better the technocrats are at running things, the less patterned after that of the mother society.
oppressive they will be; if they’re incompetent, they will also be Colonies tend to be less regimented – rebels and outcasts are
dictatorial. CR can range from 3 to 6. welcome if they have useful skills, and laws are loose. There is less
government – no welfare bureaucracy, few police outside of major
communities, and the TL is lower.
Theocracy Cybercracy: Administration, and perhaps actual legislation, is
A theocracy is ruled by a religious group or leader; freedom of
controlled by a state-wide computer system. Impossible below
religion is unlikely, and there is no distinction between religious
TL8, and unlikely below TL9. Government may be efficient, or
and civil law. Theocracies range from totalitarian religious dicta-
inhuman, or both. CR 3 and up; the system is only as good as its
torships to benign Utopian societies. In either case, the leaders may
programmers and technicians. Trust the Computer . . .
or may not believe in their own religion; “miracles” may be faked
Meritocracy: No one may enter the government without pass-
or genuine. Usually CR 3 to 6.
ing a series of tests. A good meritocracy is likely to have (mostly)
competent leaders . . . but this can lead to a rigid caste system. CR
Multiple Societies 3 and up.
When there is no world government (common below TL8), the Military Government: All administration is by the military. If
worldwide political situation may be: led by a single commander-in-chief, the society is totalitarian; if
Diffuse: There are dozens, if not hundreds, of clans, nations and the commander is responsible to a council or junta of officers, the
groups; no one can make any claim to world domination. society is feudal. Military governments can be strong and honest,
Factionalized: GMs may roll 3 dice to determine the number of but most become dictatorships. CR 4 and up.
major governments – which may be of wildly varying types. Oligarchy: Regardless of the nominal form of government,
Anyone can flee justice by jumping the nearest border. leadership is in the hands of a small, self-perpetuating clique. CR 3
Mercenaries may be welcome. Everything from scheming to war- and up.
fare is going on, as factions strive for control. Patriarchy: Positions of authority are open only to males. In a
Coalition: The world is dominated by a few of the larger soci- matriarchy, all the rulers are female. Other than that, any CR is
eties, which may bicker among themselves but usually present a possible.
united front to outsiders. GMs may roll one die to determine the Sanctuary: A sanctuary does not extradite criminals who may
number of major governments. be hunted elsewhere, whether they be criminals, or religious or
political fugitives (or there may be a Sanctuary Tribunal to decide
each petitioner’s fate). Lawmen or bounty hunters from elsewhere
are outlaws here. A sanctuary risks eventual takeover by the crimi-
nal element. CR rarely over 4.
Slave state: Slavery may be economic – if you can’t pay your
debts, you are sold into slavery. The length of the slavery might be
pre-set, or economic slaves may have the chance to earn a wage
and eventually buy freedom. Economic slaves are often used as
colonists or soldiers. Racial slavery – in which a race or caste is
held in slavery – is sometimes practiced by xenophobic races. In
campaigns with multiple races, mentally-inferior (or intelligent but
passive) species may be enslaved by a dominant race or even have
a low-IQ slave sub-race. Martial slavery exists when a militant
nation raids foes for slaves.
CR can vary; possibly everyone but the slaves is free.
For the GM, this is a way to get impoverished PCs involved in
adventure. Characters might also fight a repressive state by foster-
ing a slave revolt.
Socialist: Citizens are very heavily taxed, but government pro-
vides free education, entertainment, medical care, utilities and so
186 campaigning
random societies
The society type(s) of a world can be generated randomly
using the following tables:
World Government
To determine the general nature of world government, roll
two dice. Subtract 4 from the roll if the world’s prevailing
TL is 6 or less.
campaigning 187
Society Control Ratings Third, there is a chance that a procedural error will work in your
favor. When the arrest is made, the GM secretly rolls against the
The Control Rating (CR) is a general measure of the control arresting officer’s Law Enforcement professional skill. Most cops
which a government exercises. The lower the CR, the more free- have about IQ+4 with this skill – they spend a lot of time using it.
dom the people have and the less restrictive the government is. If the cop fails the roll, he has made a mistake that the defense may
Government type does not absolutely determine CR; it is possible be able to exploit. A critical failure means the arrest is bungled so
(and interesting) to have a very free monarchy, or an Athenian badly that the D.A.’s office lets the accused go, knowing they don’t
democracy where the voters have saddled themselves with thou- stand a chance in court.
sands of strict rules. The GM can assign the CR as he pleases, or A defense lawyer gets one chance to spot any procedural errors.
just roll one die. A successful Law skill roll means the lawyer has identified the
CR also affects what weapons can be carried (see Weapon error, and the charges are dropped; otherwise, the trial proceeds
Legality, below), but especially violent or nonviolent societies will normally. Note that only a character with Law skill gets a chance to
have a separate, modified CR for weapon laws. notice an error in arrest procedure; non-lawyers do not get a default
If any question of legality arises, or to determine how severely roll. This is another good reason to hire counsel.
the government will check and harass newcomers, roll one die. If The time between arrest and trial is highly variable. In smaller
the result is lower than the CR, the act is illegal or the PCs are towns, or for lesser charges, you may only have to wait a few days
harassed, delayed or even arrested (see You and the Law, below). If before you come up before a judge. Trials in big cities or for major
it is higher, they escape trouble, either because the act is legal or felonies often take six months to a year to arrange. Bail is set by
the authorities overlook it. If the CR is rolled exactly, the situation the GM, depending on the severity of the charge, the defendant’s
could go either way; play out an encounter or make a reaction roll. reputation and legal record, and the judge’s reaction to the defen-
Control Ratings are as follows: dant. You can always jump bail, but if you’re caught, there will be
additional charges, and a -2 on your trial roll.
0. Anarchy. There are no laws or taxes.
1. Very free. Nothing is illegal except (perhaps) use of force or
intimidation against other citizens. Ownership of all but military
In Court
The courtroom proceedings are represented by a Quick Contest
weapons is unrestricted. Taxes are light or voluntary.
of Law skills between the prosecuting attorney and defense. A
2. Free. Some laws exist; most benefit the individual. Hunting
reaction roll is then made by the jury towards the defendant to
weaponry is legal. Taxes are light.
determine the verdict.
3. Moderate. There are many laws, but most benefit the individ-
Modifiers to the jury’s reaction might include:
ual. Hunting weaponry is allowed by registration. Taxes are mod-
Player roleplayed a compelling defense: +2 (or more).
erate and fair.
Solid evidence: +1 or -1.
4. Controlled. Many laws exist; most are for the convenience of
A plausible alibi: +1.
the state. Only light weaponry may be owned, and licenses are
Eye witness: -3.
required. Broadcast communications are regulated; private broad-
Negative publicity: -1.
casts (like CB) and printing may be restricted. Taxation is often
The defendant’s Reputation.
heavy and sometimes unfair.
+/- the difference in the contest of Law skills.
5. Repressive. There are many laws and regulations, strictly
+/-1 if either lawyer rolls a critical success or failure.
enforced. Taxation is heavy and often unfair. What civilian
weapons are allowed are strictly controlled and licensed and may
The jury’s reaction is the verdict; a negative reaction means
not be carried in public. There is strict regulation of home comput-
guilty, a positive reaction means not guilty. Neutral reactions go to
ers, photocopiers, broadcasters and other means of information dis-
the side which won the contest of Law, above. If that was a tie as
tribution and access.
well, you’re acquitted.
6. Total control. Laws are numerous and complex. Taxation is
Punishment, in the case of a conviction, is left up to the GM,
crushing, taking most of an ordinary citizen’s income. Censorship
roleplaying the judge.
is common. The individual exists to serve the state. Private owner-
Don’t be afraid to lock up characters who break the law. The
ship of weaponry, broadcasting or duplication equipment is prohib-
other characters may go looking for new evidence to free their
ited. The death penalty is common for offenses, and trials – if con-
comrade, or even try a jailbreak. Prison doesn’t end an adventure –
ducted at all – are a mockery.
it opens up new opportunities for drama.
You and the Law Weapon Legality
If you should find yourself in trouble with the law in the mod-
Some cultures are very permissive about weapons; others regu-
ern day world, there are a few things to remember.
late them tightly. Adventurers entering a new society often ask
First, get a lawyer. A trial is a contest of Law skills, and the
“What weapons can we carry?” If they don’t ask that, they may be
prosecution won’t be working from a default value – you shouldn’t
in for a surprise.
either. Of course any character, especially a lawyer, may elect to
Each weapon has a Legality Class (LC). In general, the more
defend himself. If he chooses to do so, the GM may assess a -1 to
lethal the weapon, the lower the LC.
-3 penalty to his Law skill, due to his emotional involvement in the
case. The saying, “The lawyer who defends himself has a fool for a
Class 6: Wholly nonlethal items, like short-range stunners.
client,” is often true.
Class 5: More powerful nonlethal weapons, like stun rifles, and
Second, bribery is usually a bad idea. Under most conditions,
low-tech armor.
attempted bribery will only increase suspicion about your activi-
Class 4: Hunting weapons, like single-shot laser rifles, shotguns
ties, cast doubt on your innocence, and open you up to further
and rifles. Knives and other low-tech weapons.
charges.
Class 3: Light concealable weapons, like most pistols, and light
body armor.
188 campaigning
Class 6: A very clever person might find a way to use this item
for self-defense or crime. Example: A low-powered home comput-
er.
Class 5: The device could conceivably be used for crime (or for
defense against intrusive police or government agents), but it
would be unlikely. Example: A mid-range home computer.
Class 4: While the device has many legitimate uses, it can also
make some types of crime easier. Example: a high-speed modem, a
data-encryption program.
Class 3: The device is easy to misuse, or against government
interests. Examples: A computer security program, an ordinary
“cyberdeck.”
Class 2: Government agents would recognize very few legiti-
mate civilian purposes for this device. Example: Most surveillance
equipment.
Class 2: Medium weapons, such as single-shot elephant guns or Class 1: Designed purely for illegal or covert purposes.
disruptors. Examples: Lockpicks, a Worm program (see p. 14).
Class 1: Military hand weapons, like automatic rifles. Light, Class 0: Very powerful and dangerous. Examples: Military-
nonlethal vehicular weapons, such as oil jets, smokescreens, vehic- style intrusion software, superspeed “cyberdecks,” and so on.
ular stunners and water cannon.
Class 0: Heavy personal weapons, like hand grenades, and Spell Legality
squad-level military weapons. Most lethal vehicular weaponry, Societies where magic is common may also regulate spell use
such as heavy machine guns, rocket launchers, etc. or even knowledge of certain spells – the Control Rating for magic
Class -1: Heavy military weapons, such as guided missiles, tank may even be different than that for weapons. Most damage-dealing
guns and naval cannon. Strategic weapons such as nerve gas and spells would be on par with light concealable weapons (LC 3),
nuclear warheads. while most other spells would be LC 4 or 5. Many variations are
possible: societies that place a high value on privacy would put
The class of weapons and armor that will be legal in any given Knowledge spells in a lower Class, otherwise tolerant societies
locale will generally depend on the local government’s Control might take exception to Necromantic spells, and all “witchcraft”
Rating (see above). However, effective Control Rating for weapon- might be LC 0 or even -1 in a puritanical society.
ry may be reduced in some societies (e.g., 20th-century USA)
where the citizens insist on the right to bear arms. It may be
increased in others (e.g., early 20th-century England, where the Cultural Familiarity:
cop on the beat isn’t allowed a gun). The effective CR determines
who will be allowed to have what kind of weapon. A very violent
Advantages and Skills
Any character entering a different culture will suffer a substan-
society may have a negative CR with respect to weapons! tial penalty on many of his skills until he becomes used to the cul-
Note also that airline or starship passengers aren’t likely to be ture. This also applies to Empathy rolls dealing with foreigners.
permitted any weapons at all. Affected skills include (but aren’t limited to) Criminology,
Legality interacts with Control Rating as follows: History, Literature, Occultism, Psychology, Savoir-Faire and
Streetwise, plus the ability to appreciate the other culture’s art (see
Legality = CR+2 or more: Any citizen may carry the item. Appreciate Beauty, p. CI129).
Legality = CR+1: May be carried by anyone except a convicted Newcomers start at a base -3. After a month’s residence, this
criminal or the equivalent. Registration is required, but there is no penalty becomes -2. After 3 months, it is -1; after a year, there is no
permit fee. penalty. This assumes that anyone interested in (for instance)
Legality = CR: A license is required to own or carry the item. History will be interested enough to learn about local history while
To get a license, one must show a legitimate need. Generally, a he is living in a new area. If (for instance) a character were jailed
license costs 1d×10% of the price of the item itself. upon arriving, he might increase some of his skills in jail, but not
Legality = CR-1: Prohibited except to government agents, those requiring socializing, travelling or intellectual conversation.
police and bonded security troops. When attempting a skill not found in one’s own culture (e.g., an
Legality = CR-2: Prohibited except to police SWAT teams, mil- European trying Origami), the listed default does not apply. New
itary units and perhaps secret intelligence agencies. skills are learned at the usual cost in time and points. There may
Legality = CR-3 or worse: Only permitted to the military. even be an additional difficulty because of the language difference
(see below).
So, for instance, in a futuristic society with Control Rating 4,
anybody could carry a stun pistol (LC 6); registration would be
required for a stun rifle (LC 5); permits would be required for hunt- Language Limitations
ing weapons (LC 4); and ordinary citizens could own nothing Some skills depend on speech and may never exceed the speak-
heavier. er’s (or translator’s) skill level in a foreign language. These include
(but aren’t limited to) Bard, Detect Lies, Diplomacy, Fast-Talk,
Hypnotism, Interrogation, Lip-Reading, Savoir-Faire and
Legality of Other Devices Ventriloquism. For instance, someone with Fast-Talk at 14 whose
Items other than weapons may also have a Legality Class, based speech is translated at skill 12 will fail his Fast-Talk roll on 13 or
on how dangerous the authorities perceive them to be to public higher. Gesture communication is done at a flat -4 penalty (differ-
safety or to their monopoly of power. The ratings follow the same ent cultures ascribe different meanings to gestures).
pattern:
campaigning 189
A few short (but useful) points that did not fit anywhere else. Note that this does not apply to defaults calculated from other
skills; learning a skill at a very high level will always help you
with other, related skills.
APPENDIX 1 –
RULES OF N APPENDIX 2 –
There are several “magic numbers” in GURPS that appear as
limits on skill levels or attribute rolls. Since a GM must always METRIC
keep these rules in mind, here they all are in one place:
CONVERSIONS
The Rule of 12 – Racial All GURPS books use the old imperial units of measurement,
rather than metric, because most of our readers are Americans who
Advantages use the old system. But not all! Every year, more and more people
If evolution or the creator provides a certain advantage, then in the rest of the world start GURPS campaigns. And outside the
that advantage generally works. Consequently, racial advantages U.S., people think in metric.
that require an attribute roll will often work more efficiently than Our authorized French, Spanish, Portuguese, etc., translations
the attribute suggests, as follows: use metric units. But many people want the English versions. And
For advantages that require an attribute roll, members of a we can’t afford to do two editions of everything. So . . . here’s a
race with an average of less than 12 in that attribute will roll at 12 conversion table.
or the individual’s actual attribute, whichever is higher. For races Note that there are two conversion columns. The first column is
with an average attribute of 12 or more, always use the individ- an approximation, easy to do in your head, and plenty good
ual’s actual attribute, even if that is less than 12! enough for gaming. The second column is the real metric equiva-
lent, just in case you ever need to be exact.
The Rule of 14 – Fright Imperial Game Metric Real Metric
Checks and Resisting 1 foot (ft.)
1 yard (yd.)
30 cm
1 meter
30.48 cm
0.914 meters
Disadvantages 1 mile (mi.)
1 inch (in.)
1.5 km
2.5 cm
1.609 km
2.54 cm
When a character is called upon the make a Fright Check, or to
1 pound (lb.) 1/2 kg 0.454 kg
make a roll against HT, IQ or Will to resist the effects of one of his
1 ton 1 metric ton 0.907 metric tons
disadvantages, the following rule applies:
1 gallon (gal.) 4 liters 3.785 liters
After all modifications, the roll is limited to a maximum of 13; a
1 quart (qt.) 1 liter 0.946 liters
roll of 14 or more is always a failure.
1 ounce (oz.) 30 grams 28.349 grams
Note that this does not affect IQ or Will rolls made to resist dis-
1 cubic inch (ci) 16 cu. cm 16.387 cu. cm
traction when taking an Aim or Concentrate maneuver, IQ rolls
1 cubic yard (cy) 0.75 cubic m 0.765 cubic m
made to “shake off” mental stun, resistance rolls (even those rolled
against Will), or HT rolls to stay conscious at 0 or fewer hit points.
Temperature: When dealing with changes in temperature, one
Fahrenheit degree is 5/9 the size of a degree Celsius. So a change
The Rule of 16 – of 45° F is equal to a change of 25° C. To convert actual ther-
mometer readings, subtract 32 from the Fahrenheit temperature
Resistance Rolls and multiply the result by 5/9. So 95° F is 5/9 of (95-32), or 5/9 of
When a character is using a paranormal ability (such as a psi 63, or 35° C.
skill, super power, magic spell or cinematic martial arts skill) that
is resisted, the following rule applies:
If the subject is a living being, the attacker’s effective skill can-
not exceed the higher of 16 or the subject’s actual resistance, thus APPENDIX 3 – SIZE
eliminating “automatic victory.”
OF AREA AFFECTED
The Rule of 20 – Sometimes, it is useful to know the number of hexes in an area
of a certain radius (r). The formula is 3r(r-1)+1. Size of the areas
Super Attributes up to radius 10:
Radius 1: area 1 Radius 6: area 91
When a character with very high attribute calculates his skill Radius 2: area 7 Radius 7: area 127
defaults, the following limitation applies: Radius 3: area 19 Radius 8: area 169
Skill defaults to attributes of 20 or more are calculated as if the Radius 4: area 37 Radius 9: area 217
attribute were at 20; everything else is ignored. Radius 5: area 61 Radius 10: area 271
190 appendices
Aging, and medicine, 160, 161. Combat, abstract vehicular, 94-111; Disease, 168-169. See also Illness.
Aliens, 120; artifacts, 8; realities, 181; tech- advanced, 48-51; animals, 57; basic Dodge, 63, 173.
nology, 7, 8. melee, 89; Chambara, 71; checklist, 48; Dodging, 54.
All-out attacks, and Chambara, 73; charges, cinematic, 72, 177; close, 57; cover in, 54, Dream world, alternate plane, 183.
56; defenses, 79. 63, 91; cutter and ship of line, 109; explo- Dreamlands, alternate plane, 183.
Alternate planes, 180-184. sives, 64; faster, 73; fighter, 1 09; firearm, Drinking, 162-168; hangovers, 167; sobering
Altitude, 132-133; sickness, 133. 66; flying beings in, 74; how it works, 48; up, 167.
Ambushes, naval, 95. maneuvers, 48, 51; mass, 112, 113; naval, Drugs, addictive, 162-166. See also Medicine.
Ammunition, 37; blow-through, 62; buck- 94-99; non-lethal, 81; pacing, 81-88; Duelling, 85-87.
and-ball, 59; bullet size, 56; bullet type, ranged, 60; realistic, 56-70; ritualized, 81-
Electromagnetic pulses, 148.
55; damage, 55-57; infinite, 78; multi-bul- 93; rounds in space, 101; silly, 76-78;
Energy banks, 18.
let loads, 58; rifled slugs, 38; shot, 58, 59; space, 100-106; space opera, 106-111;
Engagements, breaking off naval, 98; naval,
size, 56; type, 55. sports, 92-93; turns, 48, 50; vehicular, 94;
95; space, 101.
Anaesthesia, 158, 164. very basic melees, 89-92.
Environments, extreme, 139-140, 144, 149;
Archery equipment, 27-30. Communicators, 11, 13.
and equipment failures, 6; arctic, 133-135.
Armies, 113-114; building and feeding, 116- Computers, 11, 12-19; Complexity ratings,
Equipment, alien, 7; archery, 27-30; experi-
117; examples, 125-128. 12, 13, 15; hacking, 11; hardware, 13;
mental, 8; failures, 6; horse, 41; improve-
Armor, 9, 40, 91, 100, 119; arms and legs, options, 14; peripherals, 16; program
ments,8-9; leaks, 137-138; ultra-tech, 7.
45; flexible and blunt trauma, 57; hands types, 12; security, 11-14, 17; sentient, 14;
Ethereal plane, alternate plane, 183.
and feet, 46; head, 40; horse, 41; improve- software, 14, 16-19; storage devices, 16;
Exceptional Strength, 123-124.
ments in, 9; other materials for low-tech, terminals, 15; using, 12; virus programs,
Explosions, 7, 9, 54, 64, 76, 138; cinematic,
42; quality, 43; torso, 41. 14.
76; dodging, 54.
Arrows, 27, 28; flaming, 29. Control Ratings, 188.
Extra effort, 171-173.
Artifacts, alien, 8; magical, 8. Conversions, metric, 190.
Artillery, 119; pre-gunpowder, 37-39. Courtrooms, 188. Falling, 135.
Astral planes, alternate plane, 183. Cover, 54, 90, 91. Fast-Draw, 87, 89.
Atmospheres, 136-138. Critical failures, 6. Fast-Talk, 78.
Attacks, all-out, 51, 56, 73; basic melee, 89; Critical Healing spell, 156. Fatigue, 93, 173-174; and arctic weather,
Chambara, 72; computing ship, 102; Critical hits/misses, 59, 91; hit tables: vehi- 134; and power cells, 19; and vacuum,
kamikaze, in space-opera combat, 111; cles, 61-62; miss tables: animal, 59; 149; in sport tournaments, 93.
multiple, 72; opponents, 74. unarmed combat, 59-61. Feinting, 69, 73.
Axe/Mace skill, weapons for, 19. Critical successes, 73. Fencing skill, weapons for, 24.
Axe Throwing skill, weapons for, 20. Crossbow skill, 23. Firepower, 95, 100, 107.
Cryptography, 11-14. Flail skill, weapons for, 25.
Banisters, 77-78.
Cyberspace, as alternate plane, 183. Flamethrowers, low-tech, 38; Greek fire, 39.
Battles, example, 128-129.
Flinches, 64, 78.
“Bends,” 132, 144, 149. Damage, 89; acceleration, 131; acid, 132;
Flying, in combat, 74.
Bionic transplants, 160. animals, 57; applying modifiers, 57;
Fright Checks, 190.
Bleeding, 156. atmosphere, 136; basic melee, 89; blow-
Frostbite, 134.
Blowpipe skill, weapons for, 20, 21. through, 57, 62; bullet, 55; bullet modi-
Boarding, naval, 98-99. fiers, 57; cold, 139; collisions, 135; con- Gadgets, 9, 10, 11; improvements in, 9.
Bow skill, weapons for, 21. cussion, 64; control, 105; crippling, 152; Garrote skill, weapons for, 25.
Braintaping, 160-161. decompression, 149; deep water, 139; dif- Glory rolls, 95-96, 118, 122; example, 129; in
Brawling skill, weapons for, 23. ferent types, 152; electrical, 138; fragmen- mass combat, 118.
Breakdowns, 6, 7, 68. tation, 65; from shot loads, 60; heat, 140; Government types, 185-187.
Broadsword skill, weapons for, 21-22. high-G, 132; naval, 96-99; poison, 137, Grappling, 69.
Buck fever, 65. 152; pressure, 137, 144; radiation, 145; Gravity, 140-143; and climbing, 134; and
Bullet shyness, 66. reduction, 151-152; resistance, 54, 64, 65, falling, 135; and gunfire, 133; and throw-
135; ship, 96; space combat, 103-105; ing, 135; high, 141; low, 142; micro, 142;
Campaigns, cinematic, 73, 177; high-pow-
space opera, 107-108; stun, 151. varying,133, 134, 135; zero, 143.
ered, 178-180.
Darkness, 70. “Greek fire,” 38, 39.
Catapults, 37, 38, 121.
Databases, 12, 19. Guns, 133; accuracy, 66; aiming, 67, 91;auto-
Catastrophes, 117-118, 120, 124.
Death, 153, 177; instant, 139, 153. matic weapons, 66; duelling, 87; failure
Cavalry, 115, 119, 120, 122, 123.
Decompression, 149. of, 6; malfunctions, 68; recoil, 67.
Character points, in high-powered campaigns,
Defense, 89; all-out, 56, 73, 79, 85, 91; basic
179. Harpoon skill, weapons for, 25.
melee, 89; Chambara, 71; concentrated,
Cinematic campaigns, 177; and injury, 151- Heal Burns spell, 156.
62-63; factors, space combat, 100; flying,
152; combat rules, 71-79; roleplaying, Healing, 124, 168-169; advanced, 155-157;
74; vs. concussion, 64; vs. fragmentation,
176-177; swashbuckling, 74-79. herbal, 169; magical, 156; psionic, 157.
65.
Climbing, 78, 134. Health vs. hit points, 152-154.
Defensive positions, 119.
Cloak skill, weapons for, 22. Heat, extreme, 140.
Destiny, 177.
Cold, extreme, 139-140; deep water, 139, Herbs, 168-170.
Dexterity (DX), 69, 132, 140, 141, 142, 143;
144; space, 140. Heroism, 122; in space combat,106.
and gravity, 141-142; weapons for, 23.
index 191
Hit locations, 40, 53, 56, 148; and grappling, Protection Factors, 145-146. body parts for quadrupeds, 54; casualty,
69; for animals, 54-55; for humanoids, 52- Psionics, 117, 123; healing, 157; travel to 122; catastrophe roll, 117; computer, 15;
53; for vehicles, 55-56. alternate planes by, 181. computer terminal, 16; cover, 54; damage
Hit points, vs. Health, 152-154. for chain shot, 97; damage for round shot,
Quick Contests, 46, 73, 79, 87, 96.
Hull integrity rolls, space combat, 104-105. 97; death, 153; energy bank, 18; enigmatic
Hyperspace, alternate plane, 184. Racial advantages, 190. alien device button-pushing, 9; first aid,
Hypothermia, 135, 139. Radiation, 145-148; treatment for exposure, 155; force commander’s experience, 116;
152. guaranteed play-balance, 10; intoxication,
Illness, 133, 136, 167-174.
Recovery, 154; of Fatigue, 173-174. 163; metallic cartridge weight, 38; metric
Indirect fire, 60.
Repairs, 7. conversion, 190; naval battle outcome, 96;
Infinite worlds, alternate planes, 184.
Resistance rolls, 190. radiation effects, 146; random side-effect,
Initiative, 71.
Retreating, 68, 71, 122, 123. 11; REF, 64; ship damage, 96, 103; shock,
Injuries, 55, 89, 96; in showdowns, 89; par-
Risk modifiers, 118, 122. 153; space combat results, 103; random
tial, 157-158; recovery, 153-154; specific,
Robot brains, 14; skill programs for, 17. societies, 187; random tech levels, 185;
154-155.
Roleplayer magazine, 62, 81, 84, 89, 112, troop quality, 116; typical troop skill, 116;
Intoxication, 162-168; table, 163-165.
154, 171. unarmed critical miss, 60-61; vehicle criti-
Inventions, 8.
Rule of 12, 190; of 14, 190; of 16, 190; of 20, cal hit, 62; vehicle hit location, 55; wind
Invisibility, 70.
190. chill, 133.
Jitte/Sai skill, weapons for, 26. Tech levels, 10, 11, 13, 17; and armor, 40;
Scouting, 120, 124.
Jousts, 81-85. and EMPs, 148; and equipment improve-
Seasickness, 136.
Jumping, 77, 172. ments, 8-9; and society, 184-185; and sur-
Security, 120.
prise, 120; differences in mass combat,
Karate skill, weapons for, 23. Shadowing, in space combat, 101.
115.
Katana skill, weapons for, 26. Shields, 43, 45, 70; advanced breaking and
Technology, and magic, 10.
Knife skill, weapons for, 27. blocking rules, 46.
Temperatures, extreme, 139-140; metric, 190.
Knife Throwing skill, weapons for, 28. Ships, 94; in space-opera combat, 106-107.
Throwing, 20, 28, 73, 78, 135, 172; furniture,
Knockback, 58, 63, 76. Shock, 153.
76.
Kusari skill, weapons for, 28. Shootouts, 87, 90-91.
Throwing Stick skill, weapons for, 35.
Short Staff skill, weapons for, 30.
Lance skill, weapons for, 29, 83. Tonfa skill, weapons for, 35.
Shortsword skill, weapons for, 30.
Language limitations, 189. Tournaments, 83, 84, 92; quick rules, 84-85;
Showdowns, 87-89.
Laws, 188. sport, 92-93.
Shuriken skill, weapons for, 31.
Legality Class, 188-189. Traps, 39-41.
Siege towers, 39.
Troops, examples, 125-127; irregular, 114,
Magic, 117, 120, 123, 183; and fatigue, 19; Sieges, 121.
126; morale, 116; paying and maintain-
and herbs, 169; and interplanar travel, Sights, bow, 27; high-tech, 31.
ing, 117; quality, 116; raising, 116-117;
182; and technology, 10; and the law, 189; Silencers, 33-34.
relative strengths, 119; strength, 113, 114-
healing, 189, 156. Skills, limits on, in high-powered campaigns,
117; types, 114-115, 124.
Main-Gauche skill, weapons for, 29. 179.
Two-Handed Axe/Mace skill, weapons for,
Maintenance, 6. Slams, 58.
35.
Maneuvers, 51, 63, 85; cinematic swashbuck- Sleep, 173-174.
Two-Handed Sword skill, weapons for, 36.
ling, 74-79; high-G, 131; in shootouts, 90; Society, 184-189.
in space-opera combat, 109, 111; non- Software, 16; copy protection, 17; databases, Ultra-tech, and alternate planes, 181, 182;
combat, 92. 19; sample programs, 17. equipment, 7; medicine, 153-161; swords,
Martial artists, in silly combat, 78. Space sickness, 136. 25.
Mass combat, 113; casualties, 122; quick and Space opera, 176. Umbra, alternate plane, 184.
dirty, 123; turn sequence, 113. Spacecraft, 100.
Vacuum, 149.
Medicine, 155-157; by tech level, 158-161. Spear skill, weapons for, 32.
Vehicles, 10; breakdowns of, 6, 7.
Mercenaries, 123. Spear Thrower skill, weapons for, 34.
Venom, 145; types, 147.
Metric conversions, 190. Spear Throwing skill, weapons for, 34.
Vital points, 75, 151.
Missile fire, 98; in space, 61, 102; naval, 98- Speed, Increased, 48.
99; underwater, 61. Spells, new, 156. Wealth, starting, 8.
Monowire, 25. Spirit world, alternate plane, 184. Weapon quality, 20; armor, 43; blades, 24;
Monowire Whip skill, weapons for, 29. Starting points, in high-powered campaigns, firearm, 39.
Morale, 116, 121, 122; modifiers, 121, 124. 179. Weapons, accessories for firearms, 31-36;
Move, 48, 68, 71, 72, 140, 142. Starting wealth, 8. blunt, 81; bronze, 21; duelling, 86; experi-
Staff skill, weapons for, 34. mental, 115; force, 26; high-tech materials
Napalm, 39. See also “Greek fire.”
Step, increased, for high Move, 72. for, 24; improvements, 9; iron, 21; legali-
Net skill, weapons for, 29.
Strategy modifiers, in mass combat, 119-120. ty, 188-189; low-tech, 22-23; malfunc-
Nonhumans, 115; in combat, 75.
Strength, and gravity, 141. tions, 68-69; missile, 119; missile, cine-
Nudity, bulletproof, 76.
Stun, 64, 151; points, 151-152. matic, 73; monowire, 25; muscle-powered,
Otherworld, alternate plane, 184. Super attributes, 190; powers, 117, 123. 19-36; non-metal,20-21; readying, cine-
Superhumans, 115, 178; strength, nonhuman, matic, 74; reduced hit probability, 67;
Parries, 73, 173; animal attacks, 59; sweeping
75. shaped-charge, 66; silver, 21; sonic, 26,
counter, 79.
Surprise, in mass combat, 120. 31; stone, 20; ultra-tech, 25-26; wrestling
PD, 57, 23, 65, 64, 70.
Survival, 101, 105, 106, 118; arctic, 131; for, 71.
Planes, alien, 181; astral, 183; parallel, 181.
133; rolls, 95, 122; rolls, example, 129; Weather hazards, arctic, 133-135.
Poisons, 132, 137-146, 147, 168; atmos-
rolls, in mass combat, 118; rolls, naval, Weird gadgets, 8; technology, 11.
pheres as, 136-137.
98; rolls, space, 105. Whip skill, weapons for, 36.
Polearm skill, weapons for, 29.
Swashbucklers, 176; cinematic, 74-79. Wounds, 55, 154-157; flesh, 151.
Power cells, 15-19; improvements in, 9.
Wrestling, for weapons, 71.
Pressure, extreme, 144. Tables, acceleration effects, 131; alcohol
Prosthetics, 159. content, 162; animal critical miss, 59; Yrth, alternate plane, 184.
192 index
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