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INTRODUCTIONThis is Book 2 of the GURPS BasicSet, Fourth Edition.Why two books? The last edition,after all, was a single book of 256pages, plus the Instant Characters sec-tion.The short answer is: we added a lotof material. Which translated to a lotof pages. This new edition brings in agreat deal of material thats eith... |
Whenever a character attempts toperform an action (e.g., use a skill),roll three dice to determine the out-come. This is called a success roll. Thetask in question succeeds if the total rolledon the dice is less than or equal to the num-ber that governs the action most often askill or an attribute. Otherwise, it fails... |
When the GM RollsThere are two sets of circum-stances under which the GM shouldroll for a PC and not let the player seethe results:1. When the character wouldntknow for sure whether he had succeed-ed. This is true of all rolls to gain infor-mation, whether through skills suchas Detect Lies, Interrogation,Meteorology, a... |
attribute roll, defense roll (p. 374),self-control roll (p. 120), etc., yourbase skill is your unmodified score,while your effective skill is your final,modified target number.You may not attempt a success rollif your effective skill is less than 3,unless you are attempting a defenseroll (p. 374).TASK DIFFICULTYIf the ... |
-6 or -7 Very Hard. Situations thateven the masters might have sec-ond thoughts about. Example: ADriving roll in a high-speed chaseduring a blizzard.-8 or -9 Dangerous. Tasks at whicheven the greatest masters expect tofail. Example: A Driving roll whileshooting a gun in a high-speedchase during a blizzard.-10 Imposs... |
DEGREEOF SUCCESSOR FAILUREOnce you have calculated effectiveskill by applying all relevant modifiersto base skill, roll 3d to determine theoutcome. If the total rolled on the diceis less than or equal to your effectiveskill, you succeed, and the differencebetween your effective skill and yourdie roll is your margin of ... |
Critical FailureA critical failure is an especially badresult. You score a critical failure asfollows: A roll of 18 is always a critical failure. A roll of 17 is a critical failure ifyour effective skill is 15 or less; other-wise, it is an ordinary failure. Any roll of 10 greater than youreffective skill is a critical ... |
REGULARCONTESTSA Regular Contest is a slow com-petition with much give and take forinstance, arm wrestling.Each character attempts his suc-cess roll. If one succeeds and the otherfails, the winner is obvious. If bothsucceed or both fail, the competitorsrelative positions are unchanged andthey roll again. Eventually, o... |
DIGGINGDigging rate depends on the type ofsoil, the diggers Basic Lift (that is,STST/5), and the quality of the toolsavailable.Loose Soil, Sand, etc.: A man candig 2BL cubic feet per hour (cf/hr).Ordinary Soil: A man can dig BLcf/hr. One man with a pick can breakup 4BL cf/hr, making it into loosesoil, which is easier t... |
and then shoveled at 2BL cf/hr. Alone man with both pick and shovelcan only remove 0.6BL cf/hr heloses time switching between tools.Hard Rock: Must be broken by apick at BL cf/hr (or slower, for veryhard rock!), and then shoveled at BLcf/hr.All of the above assumes iron orsteel tools! Halve speeds for woodentools (com... |
Heavy Exertion (e.g., climbing,combat, or running): HT seconds.These times assume you have onesecond to take a deep breath (requiresa Concentrate maneuver in combat).Multiply all times by 1.5 if you hyper-ventilate first or by 2.5 if you hyper-ventilate with pure oxygen. A success-ful roll against Breath Control skill... |
LIFTING ANDMOVING THINGSBasic Lift STST/5 pounds gov-erns the weight you can pick up andmove. The GM may let multiple char-acters add their BL (not their ST)whenever it seems reasonable; e.g., tocarry a stretcher or pull a wagon.One-Handed Lift: 2BL (takes twoseconds).Two-Handed Lift: 8BL (takes fourseconds).Shove an... |
RUNNINGYour running speed, or groundMove, is equal to your Basic Movescore modified for encumbrance seeEncumbrance and Move (p. 17). Incombat, running is just a series ofMove maneuvers. Use the moredetailed rules below when it is impor-tant to know whether the heroes catchthe plane, escape the savage pygmies,or whatev... |
Fatigue CostAfter every minute of top-speedswimming, roll against the higher ofHT or Swimming skill. On a failure,you lose 1 FP. Once you are reduced toless than 1/3 your FP, halve your waterMove; see Fatigue (p. 426).If you are swimming slowly, or juststaying afloat, make this roll every 30minutes.LifesavingYou can us... |
Throwing Skill and Throwing ArtWhen you throw an object that fitsinto the palm of your hand such as abottle, rock, or grenade you may rollagainst Throwing skill (p. 226) to hit atarget or a general area. Furthermore,if you know Throwing at DX+1 level,add +1 to ST before you multiply it bythe distance modifier. Add +2... |
ST roll, or drawing or cocking a bowor crossbow thats too strong for you.You cannot use extra effort to increasethe time you can hold your breath that would be self-defeating!To apply extra effort, make a Willroll.Modifiers: -1 per 5% increase incapabilities (e.g., to add 10% to ST,roll at -2). If you are fatigued, app... |
Sense rolls include Vision rolls,Hearing rolls, Taste/Smell rolls, andall rolls to use special senses such asScanning Sense (p. 81) and VibrationSense (p. 96).To notice something using a givensense, roll against your Perceptionscore, modified by the applicableAcute Senses advantage (p. 35): AcuteVision for Vision rolls... |
An Influence roll is a deliberateattempt to ensure a positive reactionfrom an NPC. A PC with an appropri-ate Influence skill can always electto substitute an Influence roll for aregular reaction roll in suitable cir-cumstances (GMs decision). SeeReaction Rolls (p. 494) for more onNPC reactions.Decide which Influence sk... |
When you are faced with a stressfulsituation or a distraction, the GM mayrequire you to roll against your Will tostay focused. On a success, you mayact normally. On a failure, you submitto the fear, give in to the pressure, aredistracted from your task, etc.The effects of a failed Will roll in astressful situation are ... |
12 Lose your lunch. Treat this asretching for (25 - HT) seconds,and then roll vs. HT each secondto recover; see IncapacitatingConditions (p. 428). Depending on the circumstances, this may be merely inconvenient, or humil-iating.13 Acquire a new mental quirk (seeQuirks, p. 162). This is the only wayto acquire more tha... |
The complete combat system occupies threechapters. This chapter contains the core com-bat rules. Chapter 12 adds rules for playingout combat using counters or figures ona hexagonal grid. Chapter 13 providesrules for a number of special combatsituations. Like the character-creationsystem in Book 1, the combat systemappl... |
Turn SequenceThe turn sequence is the order inwhich active characters take theirturns. It is set at the start of the fightand does not change during combat.The combatant with the highest BasicSpeed goes first and takes his turn,then the one with the next-highestBasic Speed, and so on, in descendingorder by Basic Speed.... |
Maintain spells or psi. As long asyou remain active, you can maintain aspell or ongoing psi ability, no matterwhat else you do.Drop an item. You can drop anyready item at any time during anymaneuver. If youre moving, you maydrop it at any point within your reachduring your movement.Crouch. If standing, you may optto cr... |
Feint, All-Out Attack, or Move andAttack made against that opponent, onyour next turn only. You may take mul-tiple, consecutive Evaluate maneuversbefore you strike, giving a cumulative+1 per turn, to a maximum of +3.Movement: Step.Active Defense: Any. This does notspoil your evaluation.ATTACKUse this maneuver to make a... |
making a melee attack other than aslam (p. 371), you have a flat -4 to skill, and your adjusted skill cannotexceed 9.Movement: As described under theMove maneuver but since you aretrying to do two things at once, youare -2 on any rolls the GM requires toavoid falling, tripping over obstacles,etc.Active Defense: Dodge ... |
Basic movement does not require agame board. Instead, the GM shouldhave a general idea of the environ-ment, and mentally keep track of rela-tive distances between combatants orobjects possibly referring to maps,notes, or diagrams. Should the playersask about reach or distance (I want torun up and swing at him . . . ho... |
STEPMost maneuvers allow you to takea step, either before or after anotheraction. You may step a distance equalto 1/10 your Move, but never less thanone yard. Round all fractions up.Thus, Move 1-10 gives a one-yard step,Move 11-20 gives a two-yard step, andso on.If you are capable of steps greaterthan one yard, you may... |
An attack is an attempt to hit afoe or other target. If you execute anAttack, All-Out Attack, or Move andAttack maneuver (or convert a Waitinto any of these), you may try to hit afoe. You can only attack with aweapon if its ready (see Ready, p. 366).The GM always has the option ofruling, for any reason having to dowith... |
For every -2 you accept to yourown skill, your foe suffers a -1 penaltyon his active defenses against thisattack. You may not reduce your finaleffective skill below 10 with aDeceptive Attack, which normally lim-its it to skilled fighters.The GM may opt to speed play bylimiting Deceptive Attacks to a flat -4to skill, gi... |
after the first two. If your SizeModifier exceeds your foes, you cangrapple and squeeze his torso instead,in which case you roll at -5 unless youhave Constriction Attack. If you win,your foe takes crushing damage equalto your margin of victory. DR protectsnormally. Multiply injury to the neckby 1.5. If any damage even... |
Flying Tackle: As slam, but youmust have at least two legs and onearm free most animals and vehiclescant do this! A flying tackle gives you+4 to hit and an extra yard of reach,and you may opt to roll againstJumping skill to hit. However, whetheryou succeed or fail, you end up lyingdown (in the same hex as your foe, if... |
traveling at 60 mph, or Move 30. Thisis a speed/range of 50 + 30 = 80. Perthe Size and Speed/Range Table, thisgives -10 to hit.Ranged Attacks on Human TargetsWhen using a ranged weaponagainst a target moving at humanspeeds anything up to Move 10 youmay simplify the calculation by usingjust a range modifier and neglec... |
Rapid fire may score multiple hitsfrom a single attack. A successfulattack means you scored at least onehit and possibly a number of extrahits, up to a maximum equal to thenumber of shots you fired. To find thenumber of hits you scored, compareyour margin of success on the attackroll to your weapons Recoil.An attack s... |
If a single rapid-fire attack scoresmultiple hits, a successful Dodge rolllets you avoid one hit, plus additionalhits equal to your margin of success. Acritical success lets you dodge all hitsyou took from that attack.Example: A machine gun gets fourhits against you. Your Dodge is 10.You roll an 8, succeeding by 2. You... |
PARRYINGA parry is an attempt to deflect ablow using a weapon or your barehands. You cannot parry unless yourweapon is ready or, if you areunarmed, you have an empty hand.You can use most melee weaponsto parry; see the Parry column of theMelee Weapon Table (p. 271) for specialrestrictions and modifiers. Some heftyweap... |
Wrestling skill, but this requires bothhands. Your Parry active defense is 3+ half your skill or DX, dropping allfractions.Theres no penalty to parry anotherunarmed attack. You are at -3 to parryweapons, unless the attack is a thrustor you are using Judo or Karate (ineither case, use your full parry). Seeindividual una... |
Example: Your basic damagewith your sword is 2d+1 cutting. Youroll 2 dice, add 1, and do 8 points ofbasic damage. Your foe has DR 3, soyour penetrating damage is 5 points.You then apply the 1.5 woundingmodifier for cutting attacks, resultingin 7 points of injury (always rounddown). Your foe loses 7 HP.DAMAGE ROLLYou us... |
Some divisors are fractions, suchas (0.5), (0.2), or (0.1). DR is increasedagainst such attacks: multiply DR by 2for (0.5), by 5 for (0.2), and by 10 for(0.1). In addition, treat DR 0 (e.g., bareskin) as if it were DR 1 against anyfractional armor divisor!There are several other penetra-tion modifiers that affect the p... |
EFFECTSOF INJURYIf you are injured, subtract thepoints of injury from your Hit Points.Usually, you are still in the fight aslong as you have positive HP; seeGeneral Injury: Lost Hit Points (p. 419)for details. The most importanteffects are: If you have less than 1/3 of yourHP remaining, you are reeling fromyour wounds.... |
Shock: Any injury that causes a lossof HP also causes shock. Shock is apenalty to DX, IQ, and skills based onthose attributes on your next turn(only). This is -1 per HP lost unlessyou have 20 or more HP, in which caseit is -1 per (HP/10) lost, roundeddown. The shock penalty cannotexceed -4, no matter how much injuryyou... |
CRITICAL MISSESThe opposite of a critical hit is acritical miss. You suffer a criticalmiss when you fail badly on an attackor defense roll. You might break yourweapon, throw it away, or even hityourself!A roll of 18 is always a critical miss.A roll of 17 is a critical miss unlessyour effective skill is 16 or better; in... |
Some additional rules:Picking something up from theground. You must be kneeling, crawl-ing, sitting, or lying down to do so,unless you have arms with a two-yardreach! If you are standing, you mustfirst take a Change Posture maneuverto kneel, sit, etc.Readying a weapon. You can onlyattack or parry with a weapon that isi... |
These rules let you resolve combat using counters or figures on a hexago-nal grid. They assume you have already mastered the combat system inChapter 11, and cover only the exceptions and special cases that arise whenusing that system on a map.FIGURESYou need a marker or miniature figure to represent each combatant.This... |
TACTICAL COMBAT385A human-sized fighter who is lyingdown or who has the Horizontal dis-advantage occupies two hexes; seeChange Posture (below). Larger fight-ers also occupy more than one hex;see Multi-Hex Figures (p. 392).Treat a fractional hex (e.g., one cutin half by a wall) as if it were a full hex:you can move thro... |
In tactical combat, movement ismeasured more precisely, on a hex-by-hex basis, and a fighters facingbecomes very important.Movement PointsAn easy way to keep track of move-ment is to assume that a Move or Moveand Attack maneuver gives you a num-ber of movement points equal toyour Move score; e.g., Move 5 wouldgive you ... |
TACTICAL COMBAT387You can also sidestep into a fronthex (C) while keeping your originalfacing. This is allowed during an All-Out attack (as well as on a Move, etc.).It also costs two movement points.Facing Changes and MovementAt the end of your turn, if you tooka Move or Move and Attack maneuverand used no more than ha... |
Attacks work as described inChapter 11, with the difference that ahex grid permits precise determina-tion of range, facing, arc of vision, andarea of effect. This calls for a few extrarules especially for combat in thesame hex as your foe (see CloseCombat, p. 391).MELEE ATTACKSNormally, you can only attack intoyour fr... |
A Wild Swing is at -5 to hit or thecurrent visibility penalty, whichever isworse, and your effective skill cannotexceed 9 after all modifiers. You can-not target a particular part of the foesbody; if using hit locations, roll ran-domly.A Wild Swing need not be a swing it could be a thrust. However, youcannot make a wil... |
Roll first for the target closest toyou. If you miss, or if that targetdodges, roll for the next target. And soon. Keep rolling until you hit, or some-one blocks or parries your attack, oryou run out of targets. If your attackwent along a line between two occu-pied hexes, roll randomly to see whichone you check first.A... |
Defending AgainstAttacks from the BackAgainst an attack that comes fromyour back hex, you cannot defend at allunless you have Peripheral Vision(which lets you defend at -2) or 360Vision (which lets you defend at nopenalty). Even if you have one of thoseadvantages, you have an extra -2 toparry an attack from behind, and... |
DEFENSE INCLOSE COMBATYou can dodge normally in closecombat. You can only parry using anempty hand or a weapon with reachC (e.g., a knife). You cannot block atall!You can retreat (see p. 377) in closecombat, if you arent being grappled.Simply step out of close combat andinto any of the three hexes on yourside of the cl... |
SURPRISE ATTACKSAND INITIATIVESPECIAL COMBAT SITUATIONS393CHAPTER THIRTEENSPECIALCOMBATSITUATIONSWhen the PCs surprise a group ofadversaries, or vice versa, the sur-prised party may not be able to reactimmediately. In this case, the attack-ers should get one or more freeturns. The GM is responsible fordetermining when ... |
A combat situation where somefighters cant see their foes affectsattacks and defenses.Attacker cannot see anything. If theattacker is blind or in total darkness,he can make a Hearing-2 roll or usesome other method to discover hisfoes location. If he fails his Hearingroll, he may attack in a randomly cho-sen direction... |
hexes, but without changing facing. Ifyou have legs or similar, you can rollagainst DX or Jumping to cross obsta-cles; otherwise, you collide with any-thing you cant maneuver around orwhich doesnt dodge out of the way.Note: These rules are cinematic buteasy to use. A more realistic turningradius would be (velocity squa... |
You also lose control if you areknocked out, or take any combatmaneuver but Move or Move andAttack, while moving at high speed.For instance, if you were stunned andforced to Do Nothing, you would tripas described above.Exception: If you are moving onthree or more wheels, youre more sta-ble. The GM may rule that you mer... |
Falling Off: If the mount makes asuccessful DX roll for a difficult actionlike a jump, tight turn, or hasty decel-eration, the rider must make a Ridingroll. On a failure, the rider is unseated,even though the mount performed themaneuver. If the mount fails its DXroll for a risky action, see result 12 onthe Mount Loss o... |
A rider can Dodge, Block, or Parry.If he has Riding at 12+, all of thesedefenses are at normal levels. For aless-skilled rider, reduce active defens-es by the difference between 12 andthe riders skill; e.g., someone withRiding-9 would have -3 to all activedefenses.Height DifferenceA cavalryman on horseback iseffectivel... |
Vitals (-3): The heart or lungs (fromthe front) or the kidneys (frombehind). Certain attacks can target thevitals for increased damage. Increasethe wounding modifier for an impal-ing or any piercing attack to 3.Increase the wounding modifier for atight-beam burning attack (see box) to2. Other attacks cannot target thev... |
Grappling and Hit LocationHalve hit location penalties (roundup) if you are grappling a body part its easier to grab a body part than tostrike it. This does not apply to grab-bing a weapon!Random Hit LocationYou never have to target a hit loca-tion you can always just strike atwhatever target presents itself. To doso,... |
Striking at Weapons in TacticalCombat: A reach C weapon is in itswielders hex. A weapon with a one-yard reach is in the users hex and inthe hex directly in front of him. A 2- or3-yard weapon is in the two or threehexes directly in front of the user. Seethe diagram on p. 400. However, youcan always strike at a reach 2+w... |
These rules add additional options and complexity to meleeattacks and defenses.ATTACKFROM ABOVEAmbush from above is a good sur-prise tactic. Roll a Quick Contest tosee if it works: your Stealth vs. the vic-tims Vision. A victim walking along atrail, alley, etc. is at -2 to notice some-one lurking above, unless he spec... |
Over six feet of vertical difference:Combat is impossible unless the fight-ers adopt some strange position; e.g.,the upper fighter lies down and reach-es over the edge. In that particularcase, he would effectively bring him-self three feet closer, and his foe couldstrike at his head and arm. The GMmay offer appropriate... |
Choke HoldThis Judo and Wrestling techniqueinvolves locking one forearm aroundthe targets neck and applying pres-sure to the windpipe. The more thevictim struggles, the tighter the chokebecomes. This can quickly subdue anopponent.To apply a choke hold, you mustgrapple your victim from behind usingboth hands. Treat this... |
well, the fencing weapons used withthese skills are light and maneuver-able. These factors make it easy for afencer to recover from a parry or fallback in the face of an attack.With a fencing weapon, you get +3to Parry instead of the usual +1 whenyou retreat (see Retreat, p. 377). Youalso suffer only half the usual pen... |
When the weapon comes free, itdoes half as much damage as it didgoing in. For example, if the originalwound was 4 points, it does another 2points. Failed ST rolls cause no extradamage.If your foe tries to move awaywhile your weapon is stuck in him,roll a Quick Contest of ST. If he wins,he pulls the weapon from your gra... |
The following rules add extra detailin ranged combat situations.MALFUNCTIONSThis optional rule applies only tofirearms, grenades, and incendiaries.A malfunction is a mechanical fail-ure of the weapon; e.g., a misfire or ajam. Unlike a critical failure, a mal-function does not normally endangerthe user.For the purpose o... |
If your foe is partially behind cover,you have three options: Target a location that is notbehind cover. Your attack takes theusual hit location penalty. If the loca-tion is only half exposed, you have anextra -2 to hit. Roll randomly for hit location.Your attack takes no hit locationpenalty, but shots that hit a cover... |
If your target is totally immobile(for instance, an inanimate object, orsomeone who is completely restrainedor unconscious) and has a SizeModifier high enough to completelycounteract the range penalty, a suc-cessful attack roll means that half theshots fired (round up) hit. If the attacksucceeds by the weapons Recoil o... |
Once you start suppression fire,you must attack anyone friend or foe who enters the zone or a swath thatextends one yard to either side of aline drawn from you to the center ofthe zone. With the exception of penal-ties for target visibility, all normalattack modifiers apply including therapid-fire bonus for your effe... |
a delay, you can take one or two sec-onds to Aim (and hope no one shootsyou!) before you throw it. Otherwise,it is just barely possible for the enemyto pick up a grenade that lands next tohim and throw it back! It takes himone second to kneel down, one toready the grenade, one to throw . . .HarpoonsMost harpoons are ba... |
Bipods and TripodsIf a weapon has an attached bipod,a prone shooter may treat it as if itwere braced (see Aim, p. 364) andreduce its ST requirement to 2/3 nor-mal (round up). To open or close afolding bipod requires a Readymaneuver.A heavy weapon may be mounted,on a tripod or similar device. The gun-ner cannot move or ... |
seconds, you will also have to takeConcentrate maneuvers on one ormore subsequent turns.Modifiers: Treat a guided weaponas any other firearm when assessingmodifiers, but ignore range modi-fiers! Your target might have elec-tronic countermeasures (ECM) thatgive a penalty to hit. Details dependon the ECM and the guidance... |
In the case of a damaging attack(e.g., Innate Attack), damage declineswith the targets distance from the cen-ter of the area or the apex of the cone.For a cone, divide damage by thecones width in yards at the targetsdistance from the apex. For an areaeffect, divide damage by the distancein yards between the target and ... |
extra material (pellets, nails, etc.) toenhance this effect.Fragmentation damage, if any,appears in brackets after explosivedamage; e.g., [2d] means 2d frag-mentation damage. Everyone within(5 dice of fragmentation damage)yards is vulnerable. For example, that[2d] attack would throw fragmentsout to 5 2 = 10 yards.The... |
These rules cover attacks that dontsimply bash through the targets DR toinjure him.AFFLICTIONSAn affliction is any attack thatcauses a baneful effect blindness,choking, stunning, etc. instead ofdamage. Examples include tear gas,stun guns, the Affliction advantage(p. 35), and most other nonlethalweapons and powers.The... |
SPECIAL COMBAT SITUATIONS417The following rules are shameless-ly unrealistic and strictly optional, butcan be fun in larger-than-life games!Bulletproof NudityPCs with Attractive or betterappearance can get a bonus to activedefenses simply by undressing! Anyoutfit that bares legs, chest, or midriffis +1. Just a loinclot... |
The life of an adventurer is not all song and glory. You get tired. Youget your clothes dirty. You might actually get hurt or even worse,killed!Fortunately, all these problems can be cured. Even death.Read on . . .INJURIESWounds and ailments cause injury: a (usually) tempo-rary loss of Hit Points. Thus, your HP score ... |
INJURIES, ILLNESS, AND FATIGUE419GENERAL INJURY: LOST HITPOINTSRepeated wounding eventuallycauses anyone or anything to weakenand collapse, even if no single injury isvery great. The chart below summa-rizes the effects of being at low or neg-ative HP. All effects are cumulative.Less than 1/3 your HP left You are reeli... |
MAJOR WOUNDSA major wound is any singleinjury of greater than 1/2 your HP. Ifyou are using hit locations, a lesserinjury that cripples a body part alsocounts as a major wound seeCrippling Injury (below). Any majorwound requires a HT roll to avoidknockdown and stunning (see below).KNOCKDOWNAND STUNNINGWhenever you suff... |
Limb (arm, leg, wing, striker, orprehensile tail): Injury over HP/2.Extremity (hand, foot, tail, fin, orextraneous head): Injury over HP/3.Eye: Injury over HP/10.It is sometimes possible to cripplea body part with less damage or nodamage at all; e.g., with a specific crit-ical hit result.A blow to a limb or extremity c... |
Nonhuman Body PartsExtra Arms: If you have three or more arms, acrippled arm (hand) simply reduces the numberof arms (hands) you can use. You only suffer anactual disadvantage if reduced to fewer than twoarms (hands).Extra Head: If an extraneous head is crippled,you lose the benefits of that Extra Head; see ExtraHead (... |
Hand, Lame, etc., as appropriate). Youget no extra character points for this!It simply lowers your point value. Insome settings, even this degree ofinjury is curable; see RepairingPermanent Crippling Injuries (p. 424).MORTAL WOUNDSIf you fail a HT roll to avoid deathby 1 or 2, you dont drop dead, but suf-fer a mortal w... |
NATURALRECOVERYRest lets you recover lost HP,unless the damage is of a type thatspecifically does not heal naturally(for an example, see Illness, p. 442). Atthe end of each day of rest and decentfood, make a HT roll. On a success,you recover 1 HP. The GM may give apenalty if conditions are bad, or abonus if conditions ... |
basic training; therefore, a TL6+physician performs as though he wereTL6 if he has to make do without thegadgetry to which he is accustomed,as long as the surroundings are clean.RESUSCITATIONReviving a drowning, asphyxiation,or heart attack victim requiresresuscitation. Make a successfulPhysician/TL7+ roll or a FirstA... |
Running long distances, usingextra effort, being suffocated, castingmagic spells, and many other thingscan cause fatigue: a temporary lossof Fatigue Points. Your Fatigue Points(FP) score starts out equal to your HT,but you can modify this; see FatiguePoints (p. 16). Just as injury representsphysical trauma and comes of... |
for an eight-hour sleep period. LessSleep (p. 65) shortens this sleep peri-od, thereby increasing useful daylength; Extra Sleep (p. 136) and Sleepy(p. 154) do the opposite. Getting lesssleep than your sleep period costs FPthat you can only recover by sleeping.Interruptions, noise, and disadvan-tages such as Chronic Pai... |
Besides the ordinary combat risksof swords, guns, and spells, adventur-ers commonly face other hazards.ACIDAcids range from extremely weakto extremely strong (e.g., hydrochlo-ric, perchloric, nitric, and sulfuricacids). Most laboratory acids are dan-gerous only to the eyes, but strong orhighly concentrated acids can bu... |
Hallucinating: You can try to act,but you must roll vs. Will before eachsuccess roll. On a success, you merelysuffer 2d seconds of disorientation.This gives -2 on success rolls. On a fail-ure, you actually hallucinate for 1dminutes. In this case, the penalty is -5.The GM is free to specify the details ofyour hallucinat... |
Dense (1.21-1.5 atm.): The air isbreathable, with some discomfort: -1to all HT rolls, unless you have a pres-sure suit. If the air contains more than50% oxygen, you must wear a reduc-ing respirator that lowers oxygen par-tial pressure, or suffer -2 to DX due tocoughing and lung damage.Very Dense (1.51+ atm.): Asdense, ... |
Immovable ObjectsIf a moving object hits a stationaryobject that is too big to push aside like the ground, a mountain, or an ice-berg it inflicts its usual collisiondamage on that object and on itself. Ifthe obstacle is breakable, the movingobject cannot inflict or take moredamage than the obstacles HP + DR.Hard Objec... |
Collision AngleThe angle at which you hit adjustsvelocity, affecting damage. This isespecially true in collisions betweentwo moving objects!Head-On: In a head-on collisionbetween two moving objects, collisionvelocity is the sum of the objectsvelocities. The slower object cannotinflict more dice of damage than thefaster... |
damage also causes surge effects invictims who have the Electrical disad-vantage (p. 134).Localized Injury: Attacks that dontaffect the targets entire body includ-ing most magical electricity attacks cause pain and burns, but not uncon-sciousness or cardiac arrest. Treat thisas normal burning damage, except thatthe vi... |
Catching FireA single hit that inflicts at least 3points of basic burning damageignites part of the victims clothing.(The Ignite Fire spell does this at itsthird level of effect; see p. 246). Thisdoes 1d-4 burning damage per secondand is distracting (-2 to DX, unless thedamage simply cannot harm the tar-get). To put ou... |
PRESSUREAdventurers are most likely toencounter extreme pressure in super-dense atmospheres (see AtmosphericPressure, p. 429) or deep underwater(where pressure increases by about 1atmosphere per 33 of depth).Pressures in excess of your native pres-sure 1 atm., for a human are notalways immediately lethal, but present... |
Effects of Radiation on Living ThingsWhen a living being accumulatesat least 1 rad (but no more than onceper day, for continued exposure to agiven source), he must make a HT roll.On the Radiation Effects Table, below,find his current accumulated dose inthe Accumulated Dose column.Apply the modifier in the HT col-umn to... |
failure costs 1 FP (see Swimming,p. 354).At 0 FP, you must make a Will roll every second or fall unconscious.You are likely to die unless rescued(see Lost Fatigue Points, p. 426).Regardless of FP or HP, you die afterfour minutes without air.If you get clean air before you die,you stop losing FP and start to recov-er FP... |
Sense-Based Agent: The poisonaffects the victim through a specificsense. It has no effect on those wholack that sense or have appropriateprotection. A smell-based agent is usu-ally a foul stench that induces nausea;suitable protection is nose plugs, a res-pirator, or the Protected Sense (Smell)advantage. A vision-based... |
Poisoned Weapons: One dose of afollow-up poison envenoms the tip ofa piercing or impaling weapon, or fillsa hypo. Poisoning the edge of aweapon, so that a cutting attack candeliver it, requires three doses peryard of reach. Most poisons on bladesonly last for one successful strike orthree blocked or parried ones. Misse... |
Modifiers: -1 per drink over ST/4that hour; -2 on an empty stomach, or+1 if you have recently eaten; +2 forthe Alcohol Tolerance perk (p. 100), or-2 for the Alcohol Intolerance quirk(p. 165).Each failure shifts you one levelfrom sober to tipsy to drunk to uncon-scious (drunken stupor) to coma; seeAfflictions (p. 428) f... |
hallucinations, and fits of paranoia.They may induce psychologicaldependency, but not physiologicaladdiction.Most of these drugs are taken oral-ly and require about 20 minutes towork. Make a HT-2 roll to resist. On afailure, the user starts hallucinating(see Incapacitating Conditions, p. 428).This lasts for hours equal... |
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