Compendium I.pdf

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GURP ®
C HARACTER C REATION
A Comprehensive Collection of New Advantages, Disadvantages, Skills and More.
All the Rules for Characters Since the Basic Set, Third Edition.
C OMPILED
S EAN
P UNCH
C OMPILED
S EAN
P UNCH
BY
B Y
STEVE JACKSON GAMES
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BUILD CHARACTER!
GURPS Compendium I has it all! We’ve searched over a hundred GURPS books and
dozens of Roleplayer and Pyramid articles to bring you the most complete compilation of
character generation rules ever. Compendium I includes updated and revised versions of
every character-related rule that has been published since the Basic Set, Third Edition –
all in an easy-to-use format.
With Compendium I and Basic Set, Third Edition, in hand, you will be able to handle
all character design without ever opening another book, except to select world-specific
abilities like spells or cyberwear. Compendium I is a companion volume to the Basic Set
and is a must-have for any serious GURPS player or GM!
This book includes the latest,
most up-to-date rules for:
Also included are appendices
listing page reference
abbreviations for all the
GURPS books, as well
as a table cross-
referencing every
advantage,
disadvantage and
skill ever published
in any
GURPS book.
• A TTRIBUTES
• A DVANTAGES
• D ISADVANTAGES
• E NHANCEMENTS
• L IMITATIONS
• S KILLS
• L ANGUAGE
R ULES
• M ANEUVERS
• R ACIAL
G ENERATION
This book is
designed for use
with GURPS Basic
Set, Third Edition,
and includes all the
rules that appear in the
appendix of Basic Set,
Third Edition, Revised.
Everything you need to build
any character you can think of.
First Edition, Fourth Printing
Published July 2002
Compiled by Sean Punch
Edited by Steve Jackson
Cover by Jeff Koke
Illustrated by Dan Smith
9!BMF@JA:RSQXOToY`ZgZaZnZ`
ISBN 1-55634-290-X
®
Printed in the
USA
STEVE JACKSON GAMES
SJG02695 6519
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CHARACTER CREATION
compiled by sean punch
C OVER BY J EFF K OKE
I LLUSTRATED BY D AN S MITH
This book could not exist without the combined efforts of all those credited previously
in other GURPS books, as well as the authors of numerous Pyramid and Roleplayer articles,
virtually all of whom have – knowingly or otherwise – contributed to this book.
The list is too long to include here, but you know who you are.
GURPS System Design by Steve Jackson
Andrew Hackard, Managing Editor
Page Layout and Typography by Jeff Koke
Interior and Color Production by Jeff Koke and Lillian Butler
Print Buying by Monica Stephens
Art Direction by Bruce Popky
Ross Jepson, Sales Manager
Additional Original Material: Elizabeth McCoy – Archangel of Archives, Walter Milliken, Bill Seurer, Ken Walton and Jo Walton
Playtesting and Useful Comments: Thomas Ackermann, Tim Cain, James H. Cloos Jr., James R. Duncan, Benson Fong,
Grendel-Khan, Mikael Hansson, Jay Heyman, M.A. Lloyd, Joseph L Lockett, Onno Meyer, Mark Nettle, Bill Oliver, Ismo Peltonen,
Steffan O’Sullivan, Juergen Rudolf, Brett Slocum, Adam J. Thornton, T. Tuttle and Toni Vaisanen.
Other Invaluable Assistance: Bob Apthorpe, Lillian Butler, Hunter Johnson, Jeff Koke, Bill Letourneau and Tracy Ratcliff
GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, GURPS Compendium I: Character
Creation, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated,
or used under license. GURPS Compendium I: Character Creation is copyright © 1996, 1999, 2002 by Steve Jackson Games Incorporated.
All rights reserved. Printed in the USA.
ISBN 1-55634-290-X 4 5 6 7 8 9 10
STEVE JACKSON GAMES
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INTRODUCTION ..................4
About the Compiler ...............................................4
About GURPS .......................................................4
Extra Effort Lifting with High ST .......................12
Contests of ST for Very Weak
or Very Strong Creatures .................................13
Optional Rule: Treating Figured
Quantities as Attributes ................................... 13
Encumbrance Rules for Superhumans
and Nonhumans ...............................................14
2. ADVANTAGES ..................15
Inventing New Advantages .....................................16
Lead Into Gold:
New Advantages for Old .................................16
Secret Advantages................................................ 16
Starting From Scratch..........................................17
Trading Points for Equipment ............................. 17
Temporary Wealth................................................ 18
NEW ADVANTAGES................................19
Mundane Advantages ..............................................19
Occult and Paranormal Advantages ........................33
Racial and Super Advantages..................................49
Natural Attacks........................................................72
3. DISADVANTAGES ............74
Inventing New Disadvantages.................................75
Turning Old Problems Into New .........................75
Secret Disadvantages .......................................... 75
Brand-New Problems ..........................................76
Doing Away With Disadvantages ........................ 76
NEW DISADVANTAGES .........................77
Social Disadvantages...............................................77
Physical Disadvantages ...........................................79
Mental Disadvantages .............................................86
Occult and Paranormal Disadvantages....................96
Racial and Super Disadvantages ...........................101
4. ENHANCEMENTS AND
LIMITATIONS ..................107
Modifying Advantages and
Disadvantages................................................108
Turning Enhancements On and Off ................... 108
Linked Enhancements
and Limitations.............................................. 108
Enhancements........................................................109
Limitations.............................................................110
1. ATTRIBUTES......................5
Attribute Levels and Their Meanings........................6
Low Attributes as Disadvantages .......................... 6
Strength .....................................................................7
“Enhanced” Strength .............................................7
Optional Rule: Redefining Hit Points
and Fatigue ........................................................ 7
The Much-Maligned Will:
Optional Will Rules ........................................... 8
Basic Damage for ST Above 20..........................10
Throwing .............................................................10
contents
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5. SKILLS .............................113
Learning Skills.......................................................114
Quick Learning Under Pressure:
Optional Learning Rules................................114
Mastery – High Skill vs. Diversity ..................... 114
Intensive Training ..............................................116
Extraordinary Diligence to
Maintain High Skill ....................................... 116
Recognizability of Skills..................................... 117
Skill Degradation............................................... 117
Using Skills ...........................................................118
Like the Back of My Hand:
Further Definition of the
Area Knowledge Skill ...................................118
The Gift of Tongues:
Optional Language Rules ..................................119
Firearms Specialization
and Familiarity .............................................. 119
Other Approaches to Language Skills...............120
Gadgets and Gadgeteering.....................................121
Inventing Gadgets..............................................121
Gadgeteering During Adventures......................123
Quick Gadgeteering...........................................123
Vehicle Skill Specializations .............................. 123
“Gizmo” Gadgets ..............................................124
Inventing vs. Gadgeteering................................125
Gadgets for Non-Gadgeteers............................. 127
Magical Skills........................................................148
Medical Skills........................................................150
Military Skills........................................................150
Outdoor Skills........................................................152
Professional Skills .................................................153
Psionic Skills .........................................................155
Scientific Skills......................................................155
Social Skills ...........................................................159
Thief/Spy Skills .....................................................160
Vehicle Skills .........................................................161
6. MANEUVERS .................162
Creating Maneuvers ..........................................163
Double Defaults and Maneuvers ....................... 163
Learning Maneuvers..........................................164
Maneuvers and Non-Combat Skills ................... 164
Sample Combat Maneuvers...................................165
Maneuvers and Optional
Specializations............................................... 165
Maneuvers and Familiarity ............................... 165
Just Watch This One!
Expanding the Acrobatics Skill
with Maneuvers ............................................. 166
Optional Rule: Combinations ............................171
7. RACIAL GENERATION .173
The Generation Process.........................................174
The Rule of 12.................................................... 174
NPC Races vs. PC Races................................... 174
Racial Attribute Modifiers.................................175
They Look Like They Look ................................. 175
How They Think................................................. 175
Sub-Races .......................................................... 175
Taboo Traits ....................................................... 176
Racial Advantages
and Disadvantages .........................................177
Racial Quirks .....................................................177
Racial Skills.......................................................177
Character Cost vs. Racial Strength ................... 177
Player-Created Races........................................ 178
Racial Magic......................................................179
Filling in the Blanks ..........................................179
Personality Traits...................................................180
APPENDIX 1: Abbreviations
for GURPS Titles..................................181
APPENDIX 2: Advantage Listings........182
APPENDIX 3: Disadvantage Listings ...185
APPENDIX 4: Skill Listings ..................187
NEW SKILLS..........................................128
Animal Skills .........................................................128
Artistic Skills .........................................................129
Athletic Skills ........................................................131
Combat/Weapon Skills ..........................................132
Craft Skills.............................................................136
Esoteric Skills........................................................137
Hobby Skills ..........................................................145
Knowledge Skills ..................................................146
INDEX.................................191
contents
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