Attributes

BASIC ATTRIBUTES

Four numbers called “attributes” define your basic abilities: Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT). A score of 10 in any attribute is free, and represents the human average. Higher scores cost points: 10 points to raise ST or HT by one level, 20 points to raise DX or IQ by one level.

Similarly, scores lower than 10 have a negative cost: -10 points per level for ST or HT, -20 points per level for DX or IQ. (Remember – negative point values mean you get those points back to spend on something else!) Most characters have attributes in the 1-20 range, and most normal humans have scores in the 8-12 range.

Scores above 20 are possible but typically reserved for godlike beings – ask the GM before buying such a value. The exception is ST, which can range significantly beyond 20 even for normal humans. At the other end of the scale, a score of 0 is defined in special cases, but 1 is the minimum score for a human. No one may have a negative score.

Strength (ST)

±10 points/level

Strength measures physical power and bulk. It is crucial if you are a Warrior in a primitive world, as high ST lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find ST useful for lifting and throwing things, moving quickly with a load, etc. ST directly determines Basic Lift, basic damage, and Hit Points, and affects your character’s Build .

Lifting capacity is proportional to the square of ST. Compared to the average human adult (ST 10 – 10x10 = 100), ST 14 is about twice as strong (14x14 = 196), ST 17 is roughly three times as strong (17x17 = 289), and ST 20 is four times as strong (20x20 = 400 = 4x100). Likewise, ST 7 is about half as strong (7x7 = 49), ST 6 is approximately 1/3 as strong (6x6 = 36), and ST 5 is only 1/4 as strong (5x5 = 25 = 100/4)

Strength is more “open-ended” than other attributes; scores greater than 20 are common among beings such as large animals, fantasy monsters, and robots. Even a human could have a ST over 20 – record-setting weightlifters can be very strong! Those with nonhuman physiologies may, with the GM’s permission, purchase their ST with one or both of the limitations below. You may not reduce a point cost by more than 80% through limitations; treat any total over -80% as -80%. (For more on limitations)

Special Limitations

No Fine Manipulators: If you have either level of the disadvantage No Fine Manipulators, you may purchase ST more cheaply. -40%.

Size: Large creatures may purchase ST more cheaply; see "Size" below for details.-10% x Size Modifier, to a maximum limitation of -80% (for Size Modifier +8 or higher).

Dexterity (DX)

±20 points/level

Dexterity measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. DX also helps determine Basic Speed (a measure of reaction time) and Basic Move (how fast you run).

Those with nonhuman physiologies may, with the GM’s permission, purchase their DX with the following limitation.

Special Limitations

No Fine Manipulators: If you have either level of the disadvantage No Fine Manipulators, you may purchase DX more cheaply. -40%.

Intelligence (IQ)

±20 points/level

Intelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, stress, and willpower. It rules your basic ability with all “mental” skills – sciences, social interaction, magic, etc. Any wizard, scientist, or gadgeteer needs a high IQ first of all. The secondary characteristics of Will and Perception are based on IQ.

Health (HT)

±10 points/level

Health measures energy and vitality. It represents stamina, resistance (to poison, disease, radiation, etc.), and basic “grit.” A high HT is good for any one – but it is vital for low-tech war riors. HT determines Fatigue Points, and helps determine Basic Speed and Basic Move.

SECONDARY CHARACTERISTICS

“Secondary characteristics” are quantities that depend directly on your attributes. You can raise or lower these scores by adjusting your attributes. You can modify some of them directly: start with the value calculated from your attributes and spend the required points to adjust it away from that base level. This does not affect the related attribute scores.

Damage (Dmg)

see Striking ST

Your ST determines how much damage you do in unarmed combat or with a melee weapon. Two types of damage derive from ST: Thrusting damage (abbreviated Damage is often abbreviated “Dmg.” On your character sheet, list thrust followed by swing, separated by a slash; e.g., if you had ST 13, you would list “Dmg 1d/2d-1.” “thrust” or “thr”) is your basic damage with a punch, kick, or bite, or an attack with a thrusting weapon such as a spear or a rapier.

Swinging damage (abbreviated “swing” or “sw”) is your basic damage with a swung weapon, such as an axe, club, or sword – anything that acts as a lever to multiply your ST. Consult the Damage Table (below) for your basic damage. This is given in “dice+adds” format; see Dice. Note that specific attack forms and weapons can modify this!

Add 1d to both thrust and swing damage per full 10 points of ST above 100

Damage is often abbreviated “Dmg.” On your character sheet, list thrust followed by swing, separated by a slash; e.g., if you had ST 13, you would list “Dmg 1d/2d-1.”

Damage Table

STThrustSwing
11d-61d-5
21d-61d-5
31d-51d-4
41d-51d-4
51d-41d-3
61d-41d-3
71d-31d-2
81d-31d-2
91d-21d-1
101d-21d
111d-11d+1
121d-11d+2
131d2d-1
141d2d
151d+12d+1
161d+12d+2
171d+23d-1
181d+23d
192d-13d+1
202d-13d+2
212d4d-1
222d4d
232d+14d+1
242d+14d+2
252d+25d-1
262d+25d
273d-15d+1
283d-15d+1
293d5d+2
303d5d+2
313d+16d-1
323d+16d-1
333d+26d
343d+26d
354d-16d+1
364d-16d+1
374d6d+2
384d6d+2
394d+17d-1
404d+17d-1
455d7d+1
505d+28d-1
556d8d+1
607d-19d
657d+19d+2
708d10d
758d+210d+2
809d11d
859d+211d+2
9010d12d
9510d+212d+2
10011d13d

Basic Lift (BL)

see Lifting ST

Basic Lift is the maximum weight you can lift over your head with one hand in one second. It is equal to (STxST)/5 lbs. If BL is 10 lbs. or more, round to the nearest whole number; e.g., 16.2 lbs. becomes 16 lbs. The average human has ST 10 and a BL of 20 lbs. Doubling the time lets you lift 2xBL overhead in one hand. Quadrupling the time, and using two hands, you can lift 8xBL overhead. The amount of equipment you can carry – armor, backpacks, weapons, etc. – is derived from BL. For more on this, as well as a ST-to-BL table, see Encumbrance and Move.

Basic Lift and Encumbrance Table

STBLNo Encumbrance Light (1)Medium (2)Heavy (3)Extra-Heavy (4)
10.20.20.40.61.22
20.80.81.62.44.88
31.81.83.65.410.818
43.23.26.49.619.232
55510153050
67.27.214.421.643.272
79.89.819.629.458.898
81313263978130
91616324896160
1020204060120200
1124244872144240
1229295887174290
13343468102204340
14393976117234390
15454590135270450
165151102153306510
175858116174348580
186565130195390650
197272144216432720
208080160240480800

Hit Points (HP)

±2 points per ±1 HP

Hit Points represent your body’s ability to sustain injury. By default, you have HP equal to your ST. For instance, ST 10 gives 10 HP. You can increase HP at the cost of 2 points per HP, or reduce HP for -2 points per HP. In a realistic campaign, the GM should not allow HP to vary by more than ±30% of ST; e.g., a ST 10 character could have between 7 and 13 HP. Nonhumans and supers are not subject to this limit.

You can temporarily lose HP to physical attacks (such as swords), energy attacks (such as lasers), super natural attacks, disease, poison, Hazards, and anything else that can injure or kill. You can also “burn” HP to power certain supernatural abilities. If you lose enough HP, you will eventually fall unconscious; if you lose too many HP, you will die. Lost HP do not reduce ST, despite being based on ST. Injury is often compared to a multiple of your HP; e.g., “2xHP” or “HP/2.” Where this is the case, use your basic HP score in the formula, not your current HP total. For information on the effects of injury and on recovering lost HP, see Injury and Recovery Those with nonhuman physiologies may, with the GM’s permission, buy additional HP with the following limitation.

Special Limitations

Size:Large creatures may purchase HP more cheaply; see "Size" below for details.-10% x Size Modifier, to a maximum limitation of -80% (for Size +8 or higher).

Will

±5 points per ±1 Will

Will measures your ability to with stand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, Psionics, etc.). By default, Will is equal to IQ. You can increase it at the cost of 5 points per +1, or reduce it for -5 points per -1. You cannot raise Will past 20, or lower it by more than 4, without GM permission. Note that Will does not represent physical resistance – buy HT for that!

Perception (Per)

±5 points per ±1 Per

Perception represents your general alertness. The GM makes a “Sense roll” against your Per to determine whether you notice something (see Sense Rolls). By default, Per equals IQ, but you can increase it for 5 points per +1, or reduce it for -5 points per -1. You cannot raise Per past 20, or lower it by more than 4, without GM permission.

Fatigue Points (FP)

±3 points per ±1 FP

Fatigue Points represent your body’s “energy supply.” By default, you have FP equal to your HT. For instance, HT 10 gives 10 FP. You can increase FP at the cost of 3 points per FP, or reduce FP for -3 points per FP. In a realistic campaign, the GM should not allow FP to vary by more than ±30% of HT; e.g., a HT 10 character could have between 7 and 13 FP. Nonhumans and supers are not subject to this limit. Also, while HT is usually limited to 20, there is no such limit on FP.

You burn FP gradually during strenuous activity. Disease, heat, hunger, missed sleep, and the like can also sap FP. You can deliberately “spend” FP to fuel extra effort and supernatural powers (e.g., Psionics). As well, some attacks cause FP damage instead of or in addition to HP damage. If you lose enough FP, you will slow down or fall unconscious – and if you lose too many, you risk death from overexertion! Lost FP do not reduce HT, despite being based on HT.

Fatigue is often compared to some multiple of your FP; e.g., “2xFP” or “FP/2.” Where this is the case, use your basic FP score in the formula, not your current FP total. For more on losing and recovering FP, see Injury and Recovery.

Stress Points (SP)

±3 points per ±1 FP

Stress Points represent your resistance to trauma specifically and the overall health of your psyche. By default, you have SP equal to your IQ. For instance, IQ 10 gives 10 SP. You can increase SP at the cost of 3 points per SP, or reduce SP for -3 points per SP. In a realistic campaign, the GM should not allow SP to vary by more than ±50% of IQ; e.g., an IQ 10 character could have between 5 and 15 SP. AI doesn't have stress at all without some serious tweaking to the programming, but Ghost Mind Emulations of all resolutions do; in fact, high resolution GMEs have the same max SP as the original, whereas low resolution GMEs often have a fraction of their original's stress, making them somewhat touchy.

Seeing something horrifying, particularly something that you're unprepared for, might do Stress Damage, as do some psionic abilities. A failed Fright Check always costs 1 point of SP, and voluntarily taking 1d of SP can change a Fright Check failure to a success. Being awake for too long (24+ hours) burns 1 SP for every 8 hours consecutively awake.

When your character is at SP/2, your mental skill rolls are made at -2.

When your character is at SP/3, your mental skill rolls are made at -4, and all other skill rolls are made at -2.

When your character is at SP/4, your mendal skill rolls are made at -6, and all other skill rolls are made at -3. Additioanlly, you gain the Hallucinating Irritating Condition.

When your character is out of SP, you must make a Will roll. If you succeed, you gain a temporary mental Disadvantage appropriate to the situation, most likely a Guilt Complex, Indecisiveness, Cowardice, Combat Paralysis, etc. This Disadvantage lasts until the character has gotten enough rest to recover at least 1 SP, and then is gone. If you fail your Will roll, the Disadvantage is permanent, and likely to manifest as something like Nightmares, Flashbacks, Callous, Bad Temper, Fearfulness, Fanaticism, etc. A permanent mental Disadvantage can be 'traded in' for Alcoholism or Addiction to certain substances, which doesn't actually fix the Disadvantage but as long as you feed your addiction can 'suppress it.' If you fail to meet your addiction, you suffer the effects of BOTH withdrawal AND the mental Disadvantage.

You recover SP at a rate of 1 for every four hours of 'rest,' which is defined as low activity (reading fiction, staring out a window while travelling, napping, etc.) and you recover 1d after every "full night" of sleep. Additionally, you recover 1 SP for indulging in an established vice or acting particularly close to your temperament or making progress on your drive.

Basic Speed

±5 points per ±0.25 Speed

Your Basic Speed is a measure of your reflexes and general physical quickness. It helps determine your running speed (see Basic Move, below), your chance of dodging an attack, and the order in which you act in combat (a high Basic Speed will let you “out-react” your foes). To calculate Basic Speed, add your HT and DX together, and then divide the total by 4. Do not round it off. A 5.25 is better than a 5! You can increase Basic Speed for 5 points per +0.25, or reduce it for -5 points per -0.25. In a realistic campaign, the GM should not allow characters to alter Basic Speed by more than 2.00 either way. Nonhumans and supers are not subject to this limit. Dodge: Your Dodge defense (see Dodging) equals Basic Speed + 3, dropping all fractions. For instance, if your Basic Speed is 5.25, your Dodge is 8. Encumbrance reduces Dodge; see Encumbrance and Move (below). You must roll under your Dodge on 3d to duck or sidestep an attack.

Basic Move

±5 points per ±1 yard/second

Your Basic Move is your ground speed in yards per second. This is how fast you can run – or roll, slither, etc. without encumbrance (although you can go a little faster if you “sprint” in a straight line). Basic Move starts out equal to Basic Speed, less any fractions; e.g., Basic Speed 5.75 gives Basic Move 5. An average person has Basic Move 5; therefore, he can run about 5 yards per second if unencumbered.

You can increase Basic Move for 5 points per yard/second or reduce it for-5 points per yard/second. For normal humans, training or a sleek build can justify up to 3 yards/second of increased Basic Move, while disability or poor fitness can explain up to 3 yards/second of reduced Basic Move. Nonhumans and supers are not subject to these limits. Races and supers who can move very fast should see Enhanced Move. Your Move score in combat is your Basic Move modified for your encumbrance level; see Encumbrance and Move (below).

Encumbrance and Move

“Encumbrance” is a measure of the total weight you are carrying, relative to your ST. The effects of encum brance are divided into five “encumbrance levels.” All but the lowest level will reduce your actual Move to a fraction of your Basic Move and give a penalty to Dodge, as follows:

No Encumbrance : Weight up to Basic Lift. Move = Basic Move. Full Dodge.

Light Encumbrance (1): Weight up to 2xBL. Move = Basic Move x 0.8. Dodge -1.

Medium Encumbrance (2): Weight up to 3xBL. Move = Basic Move x 0.6. Dodge -2.

Heavy Encumbrance (3): Weight up to 6xBL. Move = Basic Move x 0.4. Dodge -3.

Extra-Heavy Encumbrance (4): Weight up to 10xBL. Move = Basic Move x 0.2. Dodge -4.

Drop all fractions. Encumbrance can never reduce Move or Dodge below 1.

Note that these levels are numbered from 0 to 4. When a rule tells you to add or subtract your encumbrance level from a die roll, this is the number to use. For instance, encumbrance gives a penalty to Climbing, Stealth, and Swimming skills.

Home Gravity

Gravity is measured in “Gs.” Earth’s gravity is 1G. Note the gravity of your home world if it differs from 1G; e.g., “1.2G” for a world with 1.2 times Earth’s gravity. All weights are multiplied by local gravity, so to function like someone with a given BL on Earth, multiply the desired BL by your home gravity and buy the ST corresponding to the adjusted BL. For instance, to operate in 1.2G as if you were a ST 10 person in 1G, start with BL for ST 10, which is 20 lbs., and multiply by 1.2 for gravity to get a BL of 24 lbs. This BL corresponds to ST 11, so you’d need ST 11 in 1.2G to function as well as a ST 10 person in 1G.

Move in Other Environments

Water Move is normally Basic Move/5, rounded down. You can increase water Move directly for 5 points per yard/second, or reduce it for -5 points per yard/second. Members of land-dwelling races must have Swimming skill to increase water Move, and cannot buy more than +2 yards/second. If you’re Amphibious, both water and ground Move equal Basic Move, and changes to Basic Move adjust both scores. If you’re Aquatic, water move equals Basic Move and ground Move is 0. Air Move is 0 without special Advantages. If you have Flight, Air Move equals Basic Speed x 2 (not Basic Move x 2). You can increase air Move directly for 2 points per yard/second, or reduce it for -2 points per yard/second. If you have Walk on Air, your air Move equals your ground Move, because the air is like solid ground beneath your feet.

BUILD

You are free to select any height and weight the GM deems reasonable for a member of your race. These choices do occasionally matter in play – for instance, when you attempt to impersonate an enemy, wear someone else’s armor, cross a rickety bridge, reach a high ledge, or hide behind cover. If you are lighter or heavier than usual for your ST, you may qualify for a build-related disadvantage. The following table gives the thresholds for these Disadvantages for normal humans.

The extremes of each weight range usually match the extremes of the associated height range. Overlaps are intentional. Consider two ST 10 men who stand 5’8” and weigh 175 lbs.: one might be big-boned and lean, the other fine-boned and chubby. Depending on muscle tone, a 160-lb. man could have any ST from 9 to 13 and claim “Average” build. Regardless of weight, you never haveto take a build-related disadvantage. If you want to be ST 9, 5’1,” and 250 lbs. with “Average” build, the GM should allow it. Build-related Disadvantages are described below. In some settings, the GM may require you to take reaction modifiers if you select these traits, but this is not automatic.

Skinny -5 points

You have approximately 2/3 the average weight for your ST. This gives you -2 to ST when you resist knockback. You get -2 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. Your HT may not be above 14.

Overweight -1 point

You have approximately 130% the average weight for your ST. You get -1 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. However, your extra fat gives you +1 to Swimming rolls, and +1 to ST when you resist knockback.

Fat -3 points

You have approximately 150% the average weight for your ST. You get -2 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. However, your extra fat gives you +3 to Swimming rolls, and +2 to ST when you resist knockback. Your HT may not be above 15.

Very Fat -5 points

You have approximately twice the average weight for your ST. You get -3 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. However, the extra fat gives you +5 to Swimming rolls, and +3 to ST when you resist knockback. Your HT may not be above 13.

STHeight RangeSkinnyAverageOverweightFatVery Fat
6 or less4’4”-5’2”40-80 lbs.60-120 lbs.80-160 lbs.90-180 lbs.120-240 lbs.
74’7”-5’5"50-90 lbs.75-135 lbs.100-175 lbs.115-205 lbs.150-270 lbs.
84’10”-5’8”60-100 lbs.90-150 lbs.120-195 lbs.135-225 lbs.180-300 lbs.
95’1”-5’11”70-110 lbs.105-165 lbs140-215 lbs.160-250 lbs.210-330 lbs.
105’3”-6’1”80-120 lbs.115-175 lbs.150-230 lbs.175-265 lbs.230-350 lbs.
115’5”-6’3”85-130 lbs.125-195 lbs.165-255 lbs.190-295 lbs.250-390 lbs.
125’8”-6’6”95-150 lbs.140-220 lbs.185-290 lbs.210-330 lbs.280-440 lbs.
135’11”-6’9”105-165 lbs.155-245 lbs.205-320 lbs.235-370 lbs.310-490 lbs.
14 or more6’2”-7’115-180 lbs.170-270 lbs.225-355 lbs.255-405 lbs.340-540 lbs.

Size Modifier (SM)

Size Modifier rates a person or object’s most significant dimension: length, width, or height. It is a modifier to rolls to hit you in combat and to Vision rolls made to spot you. Thus, it is a bonus for large creatures, a penalty for small ones. Although large creatures are easier targets, a positive SM qualifies them to buy ST and HP more cheaply by taking the “Size” limitation. Most humans – and humanoids, robots, etc. that can pass for human have SM 0, and can ignore this rule. Nonhumans use the SM on their racial template. However, your SM may deviate from racial average if you are not full-grown, or if you are a genetic dwarf or giant. When creating a creature that is larger or smaller than a human, find its SM by looking up its longest dimension– height for upright creatures such as +11 giants, length for horizontal creatures such as cats and dragons, diameter for blobs – on the Size Modifier Table (below).

If a creature’s longest dimension falls between two entries on the table, base its SM on the higher value. Box-, sphere-, or blob-shaped characters add +2 to SM; elongated boxes, like most ground vehicles, add +1. It is neither an advantage nor a disadvantage to have a nonzero SM – the benefits and drawbacks tend to cancel out. The exceptions are genetic dwarfism and gigantism, as these conditions affect bodily proportions (notably relative arm and leg length) and have social ramifications (you stand out in a crowd).

Dwarfism (-1 SM) -15 points

You are abnormally short for your species. Regardless of ST, your height falls below the lowest value on the Build Table – under 4’4,” for a human. This gives you Size -1. Choose your weight from the first line of the Build Table and reduce it by 15%.

You have -1 to Basic Move (short legs). In combat, your reach is reduced by 1 yard. This is partly because you have short arms and partly because you must use scaled-down weapons (regardless of your ST, your arms lack the leverage to control full sized weapons).

You get -2 to Disguise – or to Shadowing, if your are trying to follow someone in a crowd. In backward settings, the GM may require you to take a Social Stigma if you suffer from Dwarfism

A member of any race may be a dwarf. Scale down height by a factor of 0.75 from the racial average, and modify racial SM by -1. Otherwise, the rules remain the same.

Gigantism (+1 SM) 0 points

You are abnormally tall for your species. Regardless of ST, your height falls above the highest value on the Build Table – over 7’, for a human. This gives you Size Modifier +1 and +1 to Basic Move (long legs), and qualifies you to buy ST and HP at a discount. Choose your weight from the last line of the Build Table and increase it by 10%. You get -2 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. On the other hand, height often provides a bonus to Intimidation skill. In backward settings, the GM may require you to take a Social Stigma if you suffer from Gigantism.

A member of any race may be a giant. Scale your height up by a factor of 1.25 from the racial average, and modify racial SM by +1. Otherwise, the rules remain the same.

Size Table

Longest DimensionSize Modifier
0.05 yard (1.8”)-10
0.07 yard (2.5”)-9
0.1 yard (3.5”)-8
0.15 yard (5”)-7
0.2 yard (7”)-6
0.3 yard (10”)-5
0.5 yard (18”)-4
0.7 yard (2’)-3
1 yard (3’)-2
1.5 yards (4.5’)-1
2 yards (6’)0
3 yards (9’)1
5 yards (15’)2
7 yards (21’)3
10 yards (30’)4
15 yards (45’)5
20 yards (60’)6
30 yards (90’)7
50 yards (150’)8
70 yards (210’)9
100 yards (300')10
150 yards (450’)11

Age and Beauty

Age and physical appearance play a major role in how others perceive you. Choose carefully! Except in settings with magic or advanced biotechnology, you will be unable to change your mind after the game begins.

AGE

You are free to pick any age the GM agrees is within the usual lifespan for your race. Adventurers usually fall somewhere between “young adult” and “old” – 18 to 70 years, for humans– but fiction is full of heroic youths and sharp 90-year-old veterans.

Children

In many game worlds, especially those based on cartoons and fairy tales, children are just small adults. By real-world standards, such children would be exceptional. However, even in a realistic campaign, those who wish to roleplay “heroic” children do not have to play less-capable characters – they can create their characters normally. Players interested in complete realism are welcome to make children smaller and less capable than adults. To create a believable child, decide what his attributes will be when he is full-grown, reduce them, and purchase the reduced values instead of the full values.

A human infant has 30% of his adult ST score, 40% of his adult DX, 50% of his adult IQ, and Size Modifier-3. A 5-year-old has 60% of his adult ST, 70% of his adult DX and IQ, and SM -2. A 10-year-old has 80% of his adult ST, 90% of his adult DX and IQ, and SM -1. A 15-year-old has adult scores. Interpolate between these values for children in other age groups.

HT is usually unaffected by age, but young children might be at -1 or so relative to their adult HT. Note that there is no point cost for Size Modifier; this is merely a special effect.

For nonhumans, use the above rules, but adjust the age categories upward or downward in proportion to the race’s rate of development. For instance, a race that reaches adult hood at age 36 instead of age 18 doubles the age thresholds given above. Size is equal to the sum of the SM given for a human child and the racial SM. In many societies, children are subject to social restrictions. A child generally is Dead Broke, worth-25 points, and has Social Stigma (Minor) , for -5 points.

These traits are usually balanced against Patron (Parents; 15 or less), worth 30 points – see Patrons. As a child grows up, he should gradually improve his attributes toward their full adult values, reduce the appearance roll for his Patron (and eventually get rid of it altogether), increase his wealth, and buy off his Social Stigma. These changes have their usual point costs.

The Elderly

If you age in play, you will eventually have to make HT rolls to avoid attribute loss (see Age and Aging). These rolls start at the first “aging threshold” for your race, becoming more frequent at the second threshold and again at the third. These thresholds are 50, 70, and 90 years for humans. If you start at an advanced age, you have no special Disadvantages. Not everyone ages well, but heroes are exceptional, and you are free to make elderly characters as fit and as capable as you wish. There are plenty of examples of this kind of person in fiction and in real life! To create a character who has declined with age, first decide what his attributes were before he got old. Reduce his ST, DX, and HT by 10% at the second aging threshold, or reduce ST, DX, and HT by 20% and IQ by 10% at the third aging threshold. Then purchase the reduced values instead of the values he had in his prime.

Note that in many societies, the elderly enjoy great respect. Represent this by taking Social Regard (Venerated).

Physical Appearance

Appearance is mostly a “special effect” – you may choose any physical appearance you like. At minimum, note the color of your skin, hair, and eyes (or other features appropriate to your race: scales, feathers, paint job, etc.). However, certain traits count as Advantages or Disadvantages.

Appearance Levels

Appearance is rated in levels. Most people have “Average” appearance, for 0 points. Good looks give a reaction bonus; this is an advantage and costs points. Unappealing looks give a reaction penalty; this is a disadvantage, and gives you back points. These reaction modifiers only affect those who can see you! Those who cannot see you might have to make a new reaction roll upon first meeting you in person (GM’s option). Reaction modifiers due to appear ance only affect members of your own race, a very similar race, or a dissimilar race that finds your race attractive (for whatever reason). In all cases, the GM’s word is final; humans are “very similar” to elves, but bug-eyed monsters are unlikely to care about a human’s appearance except in a silly campaign.

Horrific: You are indescribably monstrous or unspeakably foul, and cannot interact with normal mortals. This gives -6 on reaction rolls. The GM may decide that this trait is supernatural and unavailable to normal charac ters. -24 points.

Monstrous: You are hideous and clearly unnatural. Most people react to you as a monster rather than a sapient being. This gives -5 on reaction rolls. Again, this trait might not be appropriate for normal characters. -20 points.

Hideous: You have any sort of disgusting looks you can come up with: a severe skin disease, wall-eye . . . prefer ably several things at once. This gives-4 on reaction rolls. -16 points.

Ugly: As above, but not so bad maybe only stringy hair and snaggle teeth. This gives -2 on reaction rolls. -8 points.

Unattractive: You look vaguely unappealing, but it’s nothing anyone can put a finger on. This gives -1 on reaction rolls. -4 points.

Average: Your appearance gives you no reaction modifiers either way; you can blend easily into a crowd. A viewer’s impression of your looks depends on your behavior. If you smile and act friendly, you will be remembered as pleasant-looking; if you frown and mutter, you will be remembered as unattractive. 0 points.

Attractive: You don’t enter beauty contests, but are definitely good-look ing. This gives +1 on reaction rolls. 4 points.

Handsome (or Beautiful): You could enter beauty contests. This gives +4 on reaction rolls made by those attracted to members of your sex, +2 from every one else. 12 points.

Very Handsome (or Very Beautiful): You could win beauty contests – regularly. This gives +6 on reaction rolls made by those attracted to members of your sex, +2 from others. Exception: Members of the same sex with reasonto dislike you (more than -4 in reaction penalties, regardless of bonuses) resent your good looks, and react at -2 instead. As well, talent scouts, friendly drunks, slave traders, and other nuisances are liable to become a problem for you. 16 points.

Transcendent: You are an “ideal specimen.” This gives +8 (!) on reaction rolls made by those attracted to members of your sex, +2 from others, and all the troublesome side effects of Very Handsome. The GM is free to reserve this trait for angels, deities, and the like. Such entities frequently possess Charisma or Terror as well. 20 points.

Special Options

The following options are available for above-average appearance, and do not affect point costs:

Androgynous: If your appearance is Handsome (Beautiful) or better, you may specify that your looks appeal equally to both sexes. You get a flat reaction modifier instead of a sex dependent bonus: +3 for Handsome, +4 for Very Handsome, or +5 for Transcendent.

Impressive: If you are Attractive or better, you can specify that you have exceptional physical presence that doesn’t manifest as sexual magnetism. This is typical of tigers and aged royalty. If your appearance is Handsome (Beautiful) or above, use the “flat” reaction bonuses given for Androgynous.

Special Enhancements

Universal: Your reaction modifier applies to everyone who can see you, regardless of race. If your appearance is Handsome (Beautiful) or above, use the “flat” reaction bonuses given for Androgynous. This modifier is most common for Hideous or worse monsters and for Attractive or better gods, faeries, and the like. The GM may deem it off-limits to normal mortals. +25%.

Special Limitations

Off-the-Shelf Looks: You can apply this to any appearance better than Attractive. Through ultra-tech or Cloning, mass production, etc., your looks are a variation on a standard type or famous person. You’re as beautiful as ever, but you get half the usual reaction bonus with people from your own culture, because they’ve seen it all before. (“Oh, look! Another Mr. Universe 2003!”) -50%.

Other Physical Features

There is more to appearance than good (or not-so-good) looks. You may take any combination of the following traits in conjunction with any appear ance level.

Fashion Sense 5 points

Your look is always one step ahead of the crowd. You have the ability to create a fashion statement out of the cheapest and most nondescript materials. This gives +1 to reaction rolls in social situations when you have a chance to plan your attire in advance. You can also give someone else a +1 reaction bonus when you put together the outfit.

Mistaken Identity-5 points

You are often mistaken for some one else. Your “double’s” allies approach you and tell you things you don’t want to know, and his acquaintances will treat you in strange and irritating ways. His enemies are after you, too! You might eventually get things straightened out, but not with out some effort.

If every member of your race looks the same, your race qualifies for a bizarre feature (see Features and Taboo Traits), but you do not have Mistaken Identity.

Odious Personal Habits-5, -10, or -15 points

You usually or always behave in a fashion repugnant to others. An Odious Personal Habit (OPH) is worth-5 points for every -1 to reaction rolls made by people who notice your problem. Specify the behavior when you create your character, and work out the point value with the GM.

The reaction penalty for an OPH applies only to members of your race. It is up to the GM to handle the reactions of other races. A constant drool will irritate other humans, but a Martian might not even notice – and a troll might think it was cute! Of course, an entire race can behave in a manner repugnant to most other races. These “Odious Racial Habits” are priced identically to OPHs.

Pitiable 5 points

Something about you makes people pity you and want to take care of you. You get +3 on all reaction rolls from those who consider you to be in a position of helplessness, weakness, or need (which never includes those with the Callous disadvantage). Taken in conjunction with above-average looks, Pitiable means you are “cute” instead of “sexy”; in combination with below-average looks, it means you are “appealingly homely,” like a basset hound.

Unnatural Features -1 point/level

You are superficially “normal” but have one or more disturbing cosmetic features. To qualify for points, these must be unnatural for your race. Pointed ears and eyes like hot coals would be unnatural for a human, but not for a demon from Hell! You must specify the origin of your Unnatural Features: magical curse, ultra-tech surgery, rare disease, etc.

Unnatural Features need not be unattractive (if they are, you can also claim points for below-average appearance), but they make it easy for others to identify you and hard for you to blend into a crowd. Each level, to a maximum of five levels, gives -1 to your Disguise and Shadowing skills and +1 to others’ attempts to identify or follow you (including their Observation and Shadowing rolls), unless almost everyone else in the crowd happens to share your features.

SOCIAL BACKGROUND

The next few sections discuss your society’s level of technological development, cultures, and languages. It is an advantage to be technologically advanced, culturally literate, or linguistically talented. Inadequacy in these areas can be a crippling disadvantage.

Technology Level (TL)

“Technology level” (or “tech level”) is a number that rates technological development. The more advanced the society, the higher its TL; see Tech Level and Starting Wealth for examples from Earth’s history. The GM will tell you the TL of his world. Be sure to note this, as it affects your access to certain traits – notably skills– and equipment.

Characters also have a TL, equal to that of the technology with which they are most familiar. Unless you are especially primitive or advanced, you should record the TL of your game world as your personal TL and move on.

In some game worlds, your person al TL may differ from the campaign average. A world might be TL8 on average, but the citizens of one advanced nation might be TL9 while those from an underdeveloped region might be TL7. And the TL of a space, time, or dimension traveler might differ radically from that of his current surroundings.

Being from a higher TL than the campaign norm is an advantage; being from a lower TL is a disadvantage.

Low TL -5 points/TL below campaign TL

Your personal TL is below that of the campaign world. You start with no knowledge (or default skill) relating to equipment above your personal TL. You will be able to learn DX-based technological skills (pertaining to vehicles, weapons, etc.) in play, if you can find a teacher, but fundamental differences in thinking prevent you from learning IQ-based technological skills. To overcome this limitation, you must buy off this trait, increasing your personal TL. This usually requires a lengthy period of re-education.

High TL 5 points/TL above campaign TL

Your personal TL is above that of the campaign world. You may enter play with skills relating to equipment up to your personal TL. This is most useful if you also have access to high TL equipment (see Tech Level and Equipment), but the knowledge of a high-tech doctor or scientist can be very useful in a low-tech setting, even without specialized equipment!

Culture

You are automatically familiar with the social peculiarities of one major culture of your choice. You suffer no skill penalties when interacting with people from that culture. The GM will provide a list of cultures to choose from (or let you invent your own many GMs appreciate players’ contributions to the game world!). When dealing with an unfamiliar culture, you have -3 to use any skill with a significant cultural component, including Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, Heraldry, Intimidation, Leadership, Merchant, Poetry, Politics, Psychology, Public Speaking, Savoir-Faire, Sex Appeal, Sociology, Streetwise, and Teaching. To get rid of this penalty, buy the following advantage.

Cultural Familiarity 1 or 2 points/culture

You are familiar with cultures other than your own, and do not suffer the -3 penalty for unfamiliarity. This costs 1 point per culture of the same (or very similar) race, or 2 points per alien culture.

To prevent point-cost inflation, the GM should use broad definitions of culture: East Asian, Muslim, Western, etc. A single nation would have to be very different to merit its own Cultural Familiarity. In fantasy worlds, the GM might wish to have one culture per race; in a futuristic setting, an entire planet or even a galactic empire might have a single, monolithic culture.

See Cultural Adaptability for additional options.

Language

GURPS assumes that most characters can read and write their “native” language. This ability costs no points, but you should note your native language on your character sheet; e.g., “English (Native) [0].” The rest of this section is only important if you can communicate in more than one language (an advantage) or have difficulty with your native tongue (a disadvantage).

Sapience and Language

The Language rules are for sapient characters. You must have at least IQ 6 to receive a native tongue for free and be able to learn new languages. Sapience does not guarantee the physical capacity for speech, though you might need to rely on sign language.

Those with IQ 5 or less do not get a native tongue for free and cannot learn languages. They can only communicate basic concepts. They can be taught a few commands, however.

Comprehension Levels

The point cost to learn an addition al language depends on your “comprehension level”: a measure of how well you function in that language overall. There are four comprehension levels:

None: You are completely incapable of functioning in the language. If you do not spend points on a non-native language, this comprehension level is assumed – there is no need to note it for every language you don’t know! 0 points/language.

Broken: You can recognize important words and understand simple sentences if they are spoken slowly. You have -3 when using skills that depend on language, such as Fast Talk, Public Speaking, Research, Speed-Reading, Teaching, and Writing. This doubles to -6 for artistic skills that rely on the beauty of the language (Poetry, Singing, etc.). In stressful situations – e.g., encounters involving combat or reaction rolls – you must roll against IQ to understand or make yourself understood in the language. On a failure, you convey no information, but you may try again. Critical failure means you convey the wrong information! For hurried speech, bad phone connections, etc., this roll is at -2 to -8! Native speakers who already dislike foreigners (see Intolerance) react to you at an extra -1. 2 points/language.

Accented: You can communicate clearly, even under stress. However, your speech and writing are idiosyncratic, and it is obvious that this is not your native language. You have -1 when using skills that depend on language, doubled to -2 for artistic skills. You receive no reaction penalty from native speakers, but you will be unable to pass for a native (this can be a major problem for would-be spies!). 4 points/language.

Native: You have full mastery of the language, including idioms. You can think in the language. You have no penalty to use skills that depend on language. You start with one language at this level for free. If you buy Native comprehension in a foreign tongue, you can pass for a native speaker. 6 points/language.

Exceptional Competence and Incompetence

Great orators, writers, and other masters of the language should start with Native-level comprehension, then earn skills such as Public Speaking and Writing at very high levels. Poorly educated individuals who can barely get by in their native tongue should take the point difference between their actual level and Native level as a disadvantage. For instance, someone who has his native tongue at Broken level has a -4-point disadvantage.

Spoken Vs. Written Language

The point costs above assume that you read/write and speak the language equally well. If your written and spoken ability differ, select separate spoken and written comprehension levels and pay half cost for each. For instance, if you learned to write French from a book, you might have “French: Spoken (None)/Written (Native) 3 points".

Literacy

Your written comprehension level determines your degree of literacy in that language:

Literacy is a written comprehension of Accented or better. You can read and write competently and at full speed.

Semi-literacy is a written comprehension of Broken. A semi-literate person would require three minutes to read this sentence, and would have to make an IQ roll to understand the full meaning! Many words are always unintelligible to a semi-literate person, including some in this paragraph.

Illiteracy is a written comprehen sion of None. If this is the case, you really can’t read! Signs, scrolls, books, and names on maps (though not the maps themselves) are completely incomprehensible to you. The player may pass secret notes to the GM (and vice versa), but the character cannot read anything.

At TL4 and below, it is quite possible to go all your life without needing to read. In settings like this, illiteracy or semi-literacy is the norm. Most people have a spoken comprehension level of Native, but their written comprehension is Broken or None.

Illiteracy in your native tongue Spoken (Native)/Written (None) – is a disadvantage worth -3 points. Semiliteracy – Spoken (Native)/Written (Broken) – is worth -2 points. The GM should not count these points against the disadvantage limit if illiteracy is the norm in the game world.

Sign Language

A true sign language – e.g., American Sign Language – is complex, stylized, and can communicate almost any concept. Treat it as any other language, with one important difference:

a sign language has one form (signed) instead of two (spoken and written). As a result, sign languages costs half as much: 1 point for Broken, 2 points for Accented, and 3 points for Native comprehension.

Characters with the Deafness or Mute Disadvantages start with one sign language and written ability in one regular language– both at Native level – instead of spo ken and written ability in one language. Those who are illiterate, or incompetent at sign language, can buy down their language abilities using the usual rules.

Learning Languages

To learn a new language, use the rules for learning skills: 200 hours of learning gives you one point to spend. Note that language study is four times as hard without a teacher! If you live in another country and speak its language at all times, that is the automatic equivalent of 4 hours/day of training; there is no need to allocate specific study time unless you want to get more than this default. Thus, every 50 days, you get a character point to spend in that language.

Wealth and Influence

Now you need to determine your position in your society: How much money do you have, what privileges do you enjoy, and how do others react to you?

Wealth

Wealth is relative. A middle-class American lives in more luxury than a medieval king, though he may have fewer gold coins in his basement. It all depends on the game world – see Tech Level and Starting Wealth. In most worlds, the range of standard starting wealth and income is relative ly great, and your skills determine your job and income; see Economics for more information.

Personal wealth is rated in “wealth levels.” A level of “Average” costs no points, and lets you support an average lifestyle for your game world. The rest of these rules apply if you are unusually poor or wealthy, have a source of income that does not require you to work, or are in debt.

Wealth variable

Above-average Wealth is an advantage; it means you start with two or more times the average starting wealth of your game world. Below-average Wealth is a disadvantage; it means you start with only a fraction of average starting wealth. The precise meaning of each wealth level in a particular game world will be defined in the associated worldbook.

Dead Broke: You have no job, no source of income, no money, and no property other than the clothes you are wearing. Either you are unable to work or there are no jobs to be found. -25 points.

Poor: Your starting wealth is only 1/5 of the average for your society. Some jobs are not available to you, and no job you find pays very well. -15 points.

Struggling: Your starting wealth is only 1/2 of the average for your society. Any job is open to you (you can be a Struggling doctor or movie actor), but you don’t earn much. This is appropriate if you are, for instance, a 21st-century student. -10 points.

Average: The default wealth level, as explained above. 0 points.

Comfortable: You work for a living, but your lifestyle is better than most. Your starting wealth is twice the average. 10 points.

Wealthy: Your starting wealth is five times average; you live very well indeed. 20 points.

Very Wealthy: Your starting wealth is 20 times the average. 30 points.

Filthy Rich: Your starting wealth is 100 times average. You can buy almost anything you want without considering the cost. 50 points.

Multimillionaire: “Filthy rich” doesn’t even begin to describe your wealth! For every 25 points you spend beyond the 50 points to be Filthy Rich, increase your starting wealth by another factor of 10: Multimillionaire 1 costs 75 points and gives 1,000 times average starting wealth, Multimillionaire 2 costs 100 points gives 10,000 times starting wealth, and so on. 50 points + 25 points/level of Multimillionaire.

Wealth and Status

In some game worlds, Status is closely tied to Wealth. In a set ting like this, if you are Wealthy or better, you get +1 Status for free. This bonus increases to +2 at Multimillionaire 1 and to +3 at Multimillionaire 2. No one may claim more than +3 Status from Wealth.

Independent Income 1 point/level

You have a source of income that does not require you to work: stock portfolio, trust fund, rental property, royalties, pension, etc. Your monthly income is 1% of your starting wealth (adjusted for wealth level) per level of this trait, to a maximum of 20%. If your income derives from investments, you need not specify their value; this trait assumes that you cannot or will not invade your capital.

This trait is unrelated to wealth level. A Filthy Rich heiress has Independent Income . . . but so do an Average pensioner and a Poor welfare recipient.

Independent Income most often means your occupation is something like dilettante, retiree, or welfare recipient – not an actual “job.”

If you need a little extra money, you may trade character points for it– either at the time of creation or in play. Each point yields 10% of the campaign’s average starting wealth.

Money obtained this way can be saved, invested, gambled, spent on equipment, etc. You are free to spend as many points as you wish, but if you plan to spend more than 10 points, you would be better off just buying Wealth!

Unlike Wealth, points traded for money do not appear on your character sheet – they are gone. If you exercise this option during Character Creation, you are worth fewer points than your associates (but you are better equipped!).

You can also spend points on specific equipment, if it’s key to your character concept. See Advantages S-Z. However, you can have Independent Income and a job; just add the income from both sources. If you are wealthy, this allows you to work less than full time (e.g., 10 hours per week instead of 40, for 1/4 the usual salary) and still make a good living.

Debt -1 point/level

You owe money. This could represent a loan, back taxes, child support, or alimony . . . or “hush money” paid to blackmailers . . . or “protection money” extorted by gangsters. You must make a monthly payment equal to 1% of your starting wealth (adjusted for wealth level) per level of this trait, to a maximum of 20%. Debt can accompany any wealth level above Dead Broke; plenty of multimillion aires owe significant amounts of money!

Your monthly payment is deducted from your monthly earnings at your job. If your job cannot cover your Debt, you have to pay out of your cash reserves, take a second job, or steal.

If you cannot pay – or choose not to pay – there will be trouble. For bank loans, this means repossession of your worldly goods. For alimony, child support, fines, or taxes, this means a court date. And if you owe money to the mob, you might end up being strong armed into Criminal activities . . . or staring down the barrel of a shotgun.

The GM should be creative! It is assumed that you cannot easily rid yourself of this obligation. It takes more than money to buy off Debt – you must pay off the points and work out a logical in-game explanation with the GM.

Reputation

It is possible to be so well-known that your reputation becomes an advantage or a disadvantage. This affects reaction rolls made by NPCs. A reputation has four elements: Details, Reaction Modifier, People Affected, and Frequency of Recognition.

Details

The details of your reputation are entirely up to you; you can be known for bravery, ferocity, eating green snakes, or whatever you want. However, you must give specifics. Reputation is, by definition, some thing noteworthy; there is no such thing as a “generic” reputation.

Reaction Modifier

Specify the reaction-roll modifier that you get from people who recognize you. This determines the base cost of your reputation. For every +1 bonus to reaction rolls (up to +4), the cost is 5 points. For every -1 penalty (up to -4), the cost is -5 points.

People Affected

The Size of the group of people who might have heard of you modifies the base cost:

Almost everyone in your game world (but not those from other universes – at least, not until they have met you!): x1.

Almost everyone in your game world except one large class (everyone but the French, everyone but Elves, everyone but offworld visitors): x2/3 (round down).

Large class of people (all people of a particular faith, all mercenaries, all tradesmen, etc.): x1/2 (round down).

Small class of people (all priests of Wazoo, all literate people in 12th-century England, all mages in modern Alabama): x1/3 (round down).

If the class of people affected is so small that, in the GM’s opinion, you would not meet even one in the average adventure, your reputation isn’t worth points. This depends on the setting; for instance, mercenary soldiers are rare in some game worlds, common in others.

Frequency of Recognition

Either your name or your face is enough to trigger a “reputation roll” to see if the people you meet have heard of you. Roll once for each person or small group you meet. For a large group, the GM may roll more than once if he likes. The frequency with which you are recognized modifies the cost of your reputation.

All the time: x1.

Sometimes (roll of 10 or less): x1/2 (round down).

Occasionally (roll of 7 or less): x1/3 (round down).

Of course, your reputation extends only within a certain area. If you travel far enough away, the GM may require you to “buy off” the disadvantage points you received for a bad reputation. (There is no corresponding bonus for losing a good reputation.)

Multiple Reputations

You may have more than one reputation, and your reputations can over lap. The GM should check each one before determining how an NPC reacts to you. Your total reaction modifier from reputations cannot be better than +4 or worse than -4 in a given situation.

Multifaceted Reputations

A single reputation can give different reaction modifiers with different groups, provided the groups do not overlap. Set the reaction modifier for each group, modify the cost for the Size of the group, and then add up the resulting costs. Modify this total for frequency of recognition. The reputation is an advantage if the net point cost is positive, a disadvantage if negative. The final point cost may be 0, but you should still record it on your character sheet!

Importance

Your formally recognized place in society is distinct from your personal fame and fortune. To influence others through established channels (as opposed to relying on popularity or bribery), you must purchase one or more types of social rank, each of which has unique benefits and drawbacks.

Status 5 points/level

Status is a measure of social standing. In most game worlds, Status levels range from -2 (serf or street person) to 8 (powerful emperor or god king), with the average man being Status 0 (freeman or ordinary citizen). If you do not specifically buy Status, you have Status 0. Status costs 5 points per level. For instance, Status 5 costs 25 points, while Status -2 is -10 points. Status also costs money to maintain.

Status is not the same as personal popularity or the popularity of your racial or ethnic group. Status can sometimes influence others’ reactions, but its main effect is to spell out where you stand in the social pecking order. In short, Status represents power.

High Status

Status greater than 0 means you are a member of the ruling class in your culture. Your family may be hereditary nobles (e.g., Plantagenet, Windsor), successful businessmen or politicians (Rockefeller, Kennedy), or some other type of big shots. You may even have achieved Status by your own efforts. As a result, others in your culture only defer to you, giving you a bonus on all reaction rolls.

High Status carries various privileges, different in every game world; your GM will give you this information. Note that any high-Status person is a likely target for kidnappers and social climbers, and that some Criminal types hate “the ruling class.”

Low Status

Status less than 0 means you are a serf or a slave, or simply very poor. This is not the same thing as Social Stigma. In medieval Japan, for instance, a woman could have high Status, but still get a -1 on reactions due to the Social Stigma of being female. A modern-day Criminal could theoretically have any level of Statusin conjunction with the Social Stigma of a Criminal record.

The interaction of Status, Social Stigma, and Reputation can give interesting results. For instance, a person who is obviously from a lower social class, or even a disdained minority group, might earn such a reputation as a hero that others react well to him.

Status as a Reaction Modifier

When the GM makes a reaction roll, the relative Status of the characters involved can affect the reaction. The GM can roleplay NPCs as he likes, of course, but here are some general guidelines:

Higher Status usually gives a reaction bonus. When dealing with a social inferior, apply the difference between your Status levels as a reaction bonus– except, of course, when dealing with someone who resents Status. For instance, if you have Status 3, those of Status 1 react to you at +2, and those of Status 0 react at +3. Lower Status may give a penalty. If you are dealing with a higher-Status NPC who is basically friendly, your Status doesn’t matter (as long as it’s positive). After all, the king has a far higher Status than his knights, but he reacts well to them . . . most of the time. But if the NPC is neutral or already angry, lower Status makes it worse (“How dare you, a mere knight, tell me my battle plan is foolish?”).

Again, apply the difference in Status levels as a reaction modifier, but in this case it gives a penalty. Negative Status usually gives a penalty. If your Status is so low as to be negative, those of higher Status always react badly to you. Apply the difference between your Status and the NPC’s as a reaction penalty, but no worse than -4.

Recognizing Status

Status only affects reaction rolls if it is obvious to those around you. In some settings, your bearing, dress, and speech communicate your Status. Indeed, if you have very high Status, your face may be easily recognized or perhaps the gaggle of servants that surrounds you gets the message across.

In other societies, you will have to produce physical proof (ID cards, signet rings, etc.), pass a test, or submit to ultra-tech or magical scans before you will be recognized. Status costs no fewer points in such societies; you may get fewer reaction bonuses, but you can also live a normal life, and it is far more difficult for someone to impersonate you.

Rank 1, 5 or 10 points/level

Specific sectors of society – e.g., the civil service, the military, and certain powerful religions – often have inter nal ranking systems, distinct from Status. If an organization like this has significant social influence, or access to useful resources, then its members must pay points for their rank within the organization. Rank comes in levels. Each Rank has authority over those of lower Rank – regardless of personal ability. In most cases, there are six to eight levels of Rank. The GM should determine the highest Rank available to starting characters, usually Rank 3-5.

Unlike Status, Rank costs no money to maintain. On the other hand, almost all forms of Rank come with a Duty. Rank often has stringent prerequisites, too – typically one of the traits given under Privilege or a minimum skill level. These things have their own point costs, not included in the cost of the Rank.

In a given society, there are usually several systems of Rank; the precise varieties depend on the game world. In most cases, you may hold more than one kind of Rank, although the GM is free to rule that holding one sort of Rank precludes holding another.

Rank may coexist with Status. If so, then high Rank grants additional Status at no extra cost: +1 to Status at Rank 2-4, +2 to Status at Rank 5-7, and +3 to Status at Rank 8 or higher.

This represents society’s respect for senior members of important social institutions. If you hold multiple types of Rank, then you may claim a Status bonus for each of them. Alternatively, one form of Rank might replace Status; for instance, Religious Rank in a theocracy. In societies like this, Status does not exist. Each level of Rank gives all its usual benefits plus the effect of an equivalent level of Status.

Rank is worth 5 points per level if it coexists with Status, or 10 points per level if it replaces Status. Common varieties of Rank include:

Administrative Rank: Position with in a governmental bureaucracy. When dealing with other administrators, differences in Rank work just like differences in Status. At TL5 and higher, a large bureaucracy might have several varieties of Rank: one per government department, and possibly extra categories for the senate, judiciary, etc. (Defense or law- enforcement officials use Military or Police Rank instead.) Note this on your character sheet; e.g., Administrative Rank (Judiciary).

Merchant Rank: Position within a national or transnational organization of merchants. This could be anything from the mercantile culture of the Aztecs (where Merchant Rank verged on being Status) to the “merchant marine” of a modern or futuristic society (where Merchant Rank often parallels Military Rank during wartime).

Military Rank: Position within a military organization. Each organization is structured differently. In general, personnel that are not specifically leaders will be Rank 0-2, while low level officers and senior enlisted men will be Rank 3-4. Rank 5 and higher is normally limited to major commands and duties where the officer is responsible for extremely valuable or rare resources. Limited-duty officers, specialists, and personnel with little actual responsibility or command authority have a lower Rank in GURPS terms, despite possibly possessing titles identical to those of a higher Rank; represent this with one or more levels of Courtesy Rank.

Police Rank: Position in a police force. Each agency has its own variety of Rank. You must buy Legal Enforcement Powers before you can buy Police Rank; this is the difference between a patrol officer (Police Rank 0, for 0 points) and an ordinary citizen (no Police Rank, also 0 points). Note that in a police state, there is no difference between Police Rank and Military Rank.

Religious Rank: Position in a religious hierarchy. Each religion has its own variety of Rank. You must buy Clerical Investment before you can buy Religious Rank; this is the difference between a novice (Religious Rank 0, for 0 points) and a layperson (no Religious Rank, also 0 points). Other common requirements include a minimum level of Theology skill and being of a particular sex or race. Differences in Rank work just like differences in Status when dealing with co-religionists and those who respect your faith.

Temporary Rank

Those of higher Rank may temporarily increase your Rank for a predetermined amount of time – until the end of a project, battle, etc. This process is called brevetting in the case of Military Rank. To keep temporary Rank, you must meet all the usual requirements and pay the appropriate point cost.

Courtesy Rank

Those who have formerly held Rank may retain that Rank as “Courtesy Rank” for only 1 point per level. Those who currently hold a title that carries little real authority may also take Courtesy Rank. Courtesy Rank is for social situations only; it gives you a fancier title.

Rank for Spies

Officers of national intelligence services often possess a special category of Military Rank, distinct from that of line soldiers. Employees of civilian intelligence agencies usually possess some variety of Administrative Rank instead. Finally, some counterintelligence officers are actually police, and hold Police Rank. Those playing spies should consult with the GM before purchasing Rank of any kind.

Privilege

You may buy special privileges within your society – e.g., Licenses, an “in” with an influential social group, or an exemption from certain laws – that allow you more latitude in your actions. Such Advantages are not directly linked to Rank or Status. For instance, a spy with low Rank might have a “license to kill,” while his commander, a bureaucrat with much higher Rank, is bound by all the rules of polite society. Privileges include the Advantages of Claim to Hospitality, Clerical Investment, Legal Enforcement Powers, Legal Immunity, Security Clearance, Social Regard, and Tenure.

Social Restraints

Your social situation can instead deprive you of freedom. This can take many forms: an onerous obligation; the need to hide your deeds or lifestyle in order to avoid persecution; or wide spread disdain for your cultural group, occupation, or social class. Such traits are considered Disadvantages – see Duty, Secret, and Social Stigma. All of these traits are externally imposed. If you are limited by your values, see Self-Imposed Mental Disadvantages instead.

Friends and Foes

You can claim to know just about anyone – and maybe you really do! Your life history should include at least some details about your relation ships – good, neutral, or bad – with other people in the game world. It costs points to have associates you can rely on for assistance during an adventure. Likewise, individuals who complicate your life or actively seek to thwart you, personally, are worth points as Disadvantages. Note that these NPCs need not be people they might be spirits, animal side kicks, or robots.

Associated NPCs

Some friends and foes physically enter play when they appear. These “Associated NPCs” have personalities, life histories, and character sheets, just like PCs. In each case, the GM will interview you regarding the attitude, character story, and general abilities of the NPC, and then use this information to create a character sheet.

Character sheets for Associated NPCs – like those of all NPCs – are for the GM’s eyes only. You will not have access to them! When these NPCs become involved in the game, the GM plays their roles and control their actions. Thus, even your closest associates are never 100% predictable. Buy advantageous Associated NPCs as Allies or Patrons. Disadvantageous ones include Dependents and Enemies. The GM’s word is final in all cases. The GM is free to forbid an Associated NPC that he feels would be disruptive, unbalanced, or inappropriate. He might even choose to forbid entire classes of NPCs Dependents, Enemies, Patrons, etc. – if he feels they would unduly disrupt the flow of the game.

Contacts

You may also have associates who provide useful information or very minor favors, but who do not become physically involved in dangerous adventures. They appear only for long enough to help out, and then quickly depart. The GM will roleplay them and give them personalities, but since they are no more likely than any other friendly NPC to get involved in the action, they do not require full character sheets. Purchase such NPCs as Contacts or Contact Groups.

Identities

By now, you should have a good idea of what you look like and who you are . . . but this might be only one of several faces that you show the world. Most people have just one identity – but a Criminal, spy, super, or vigilante might have multiple identities. Afunctional alternate identity costs points; see Alternate Identity. On the other hand, keeping your identity a secret can be troublesome and expensive enough to qualify as a Secret Identity disadvantage. And if you have no legal identity, you are Zeroed.

Pseudonyms

In many countries – including the present-day United States – it is legal to use a false name for privacy as long as you do not attempt to defraud or interfere with public records. You can rent an apartment as “Mr. Smith,” paying cash, without problems. But you can’t get a driver’s license, etc., legally. This sort of “weak identity” costs no points, and is popular with rock stars and actors (who often use a “stage name”), writers (in the form of a nom de plume), and traveling royalty.

Temporary Identities

Anyone can have a hasty or low quality Alternate Identity. While useful, such a false identity will eventually be noticed and eliminated (and the user sought after!). This kind of identity is not considered an advantage, and costs no points; buy it with cash. A standard Temporary Identity is guaranteed to be good for one week. At the end of that week, the GM rolls 3d. On a roll of 8 or less, the authorities have discovered the false records. Otherwise, the identity holds up for another week and the process repeats itself, but the “discovery roll” is at a cumulative +1 for every week past the first (9 or less at the end of the second week, 10 or less at the end of the third week, and so on).

The price of a Temporary Identity is negotiable, and depends on your contacts, skills, and the setting. The cheaper the identity, the more frequently the GM will roll – a really cheap one might only be good for a day, with rolls every day! More expensive identities, lasting longer or start ing at a lower number, might also be available. Someone who is Zeroed can use a Temporary Identity.

Alternate Identity vs. Secret Identity

A Secret Identity (p. 153) isn’t the same as an Alternate Identity. If there are no false records to back up a Secret Identity, it doesn’t count as an Alternate Identity. And if you use an Alternate Identity only to hold a secret bank account (for instance), and never try to “live” that persona, it isn’t a Secret Identity.

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