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PYR MID

Number 29 January/February ’98 ®


$4.95

G E N T L E M A N J O H N S O N ’ S F ISH M ART
A GURPS Goblins Imbroglio
This issue contains support for GURPS ®,
In Nomine™, Feng Shui and
Whispering Vault

Plus:
Adventure Pizza,
Murphy’s Rules,
Industry News,
Pyramid Picks
and Bruno!

0 80742 08829 0
PYR MID
Issue Number 29
®
January/February 1998

CONTENTS
Hour of the Knife
In this Whispering Vault adventure, Christopher Jones writes
of a town taken over by an Unbidden whose macabre
experiments threaten to turn the whole area into its own
Shadowland. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Gentleman Johnson’s Fish Mart
In Ed Wisniowski’s romp for GURPS Goblins, the characters
are caught between the proverbial rock and the hard place as
the two most powerful goblins in the sleaziest part of town play
a game of one-upmanship with a wagonload of rotten fish. . . . . . . . . . . . . . 18
Fire and Blood
In a true medieval roleplaying environment, the real power

28
About the Cover:
was with the landowners. S.A. Fisher tells why it’s good – and Originally done
sometimes bad – to be a feudal lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . for a Brazilian comic
book, this angel
with looks to die for
Hell Jobs is the work of
Rogerio Vilela.
In the world of In Nomine, there are some Words that even
the most diabolical demon wouldn’t wish on his worst enemy.
Alain Dawson shows us a few. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

PYRapicks
MID
A look at the Best in Gaming; or,
“Gee, Why Didn’t We Do That?”

Cyan’s Riven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Avalon Hill’s Titan – The Arena . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Games Workshop’s Gorkamorka . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
FASA’s Rigger 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Atlas Games’ Over The Edge, 2nd Ed. . . . . . . . . . . . . . . . . . . . . . . . . . 61
Highlander Designs’ Chivalry & Sorcery, 3rd Ed. . . . . . . . . . . . . . . 62
White Wolf’s Trinity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Doris & Frank’s Ursuppe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
An Assortment from Cheapass Games . . . . . . . . . . . . . . . . . . . . . . . 67
Dwarven Forge’s Mastermaze and Geo-Hex’s Cavernscape . . . . . . . 68

2 Pyramid Magazine
Editor
Scott Haring

Production Staff
Richard Meaden
Magic on the Edge Gene Seabolt

Stephen Kenson adds magic to the GURPS Cover Art


Cyberworld universe, and you can bet the
Provisional Government isn’t happy. . . . . . . . . . . . . . . . . . 36 Rogerio Vilela

Interior Art
Heather Bruton
Bio-Tech Designer’s Notes Steve Bryant
Kent Burles
David Pulver, author of GURPS Bio-Tech, delves Matt Cavotta
into an even stranger sub-section that didn’t get
into the main book – Biological Magic. . . . . . . . . . . . . . . 42 Dan Smith

Art Director
Carol Burrell

Delinquent Schoolgirl Cop Print Buying


James Lowder’s new character type for Feng
Shui brings an anime favorite to roleplaying life. . . . . . . . 46 Monica Stephens

Sales Manager/Advertising Director


Woody Eblom

Circulation Manager
Eric Kunze

Publisher
Steve Jackson

Pyramid (ISSN 1070-0579) is published


bimonthly by Steve Jackson Games
Incorporated, PO Box 18957, Austin, TX
78760. AADA, Autoduel, Car Wars, Dino
Hunt, GURPS, Illuminati, INWO, Ogre,

Discworld Designer’s Notes Pyramid, Roleplayer, Steve Jackson Games,


Toon, the all-seeing eye are registered
Phil Masters, co-author of the upcoming trademarks and Supers, Illuminati: New
World Order, In Nomine and Creatures of
GURPS Discworld, tells how the unique

48
the Night are trademarks of Steve Jackson
perspective of Terry Pratchett’s Discworld series Games Incorporated. Other product names
translates to GURPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . mentioned herein are trademarks of Steve
Jackson Games Incorporated or their
respective publishers.
Subscriptions are $29.70 per year ($57 for
Regular Features two years) in the United States; add
$10/year for Canada/Mexico, $20/year for
Upcoming Releases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 overseas. Send subscription orders to:
SJ Games News . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Pyramid Magazine Subscriptions, PO Box
Second Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 18957, Austin, TX 78760 USA.
Industry News . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Adventure Pizza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Copyright © 1998 by Steve Jackson
AADA News . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Games Incorporated. All rights reserved.
We’re Reading Your Mail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Printed in the USA.
Q&A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Bruno! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Visit us on the web:
Murphy’s Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 www.sjgames.com/pyramid/
Convention Calendar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Index to Advertisers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80

Pyramid Magazine 3
PYR MID
®

Number 30 March/April ’98 ®


$4.95

LAST SURVIVAL OF
PRINT THE FITTEST™
A SHADOWRUN
HADOWRUN™ ADVENTURE
DVENTURE

ISSUE This issue contains support


for GURPS ,
®
(SEE P. 5) ®

In Nomine™™,
Car Wars®® and
Shadowrun™™

Plus:
Warehouse 23,
Murphy’s Rules,
Industry News,
Pyramid Picks
and Bruno!

0 80742 08830 6
PYR MID
Issue Number 30
®
March/April 1998

CONTENTS
Acquiring Respect
In GURPS Discworld, being is just a matter of enough
believing. Ordinary fellows can develop extraordinary powers –
and challenges – when having a bad day in front of an audience.
John M. Ford and Phil Masters tempt fate to tell us how. . . . . . . . . . . . 14
Survival of the Fittest
In Shadowrun, when a mission seems too good to be true, it really
is. Stephen Kenson reports in from the wilds with this adventure
involving an extraction gone wildly awry. . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 About the Cover:
Renowned artist
Rowena will also
offer this look
at a decidedly

Gothic Surf Shop non-traditional


mage on the
When surfer dudes wash ashore a whiter shade of pale and cover of
GURPS Wizards.
totally tubular chicks are only coming out to play at night, it’s not
exactly party time for any GURPS Cyberpunk characters with a
taste for low-budget movies and mixed genres. John Kelly gives
us an adventure to sink our teeth into. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

PYRapicks
MID
A look at the Best in Gaming; or,
“Gee, Why Didn’t We Do That?”

Biohazard Games’ Blue Planet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47


Activision’s Heavy Gear Computer Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Guardians of Order’s Big Eyes, Small Mouth . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Ripcord’s Postal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Dream Pod 9’s Crisis of Faith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Atlas Games’ Pierced Heart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Discovery Channel/Crossover Technologies’ Evolution . . . . . . . . . . . . . . . . . 53
Gold Rush Game’s Usagi Yojimbo Roleplaying Game . . . . . . . . . . . . . . . . . . . 54

2 Pyramid Magazine
Editor

Heavenly Hell Jobs Scott Haring

Some of the Heavenly Host have it harder Production Staff


Richard Meaden
than others in In Nomine. Alain Dawson Gene Seabolt
explains why the holders of certain Words find
out it feels so bad to be so good. . . . . . . . . . . . . . . . . . . . . 38 Cover Art
Rowena

Autoduel Japan Interior Art


John Hartwell
Hey, gaijin boy! Think the U.S. circuits are Paul Kidby
tough? Try strapping yourself into one of these John Kovalic
Dan Smith
Japanese pocket rockets and zipping through the
narrow streets of Tokyo’s ruins. Mike Montesa Art Director
explains that if the competition doesn’t get you,
your sponsor probably will. . . . . . . . . . . . . . . . . . . . . . . . . 42 Alain Dawson

Print Buying
Monica Stephens

Sales Manager/Advertising Director


Woody Eblom

Circulation Manager
Eric Kunze

Publisher
Steve Jackson

Pyramid (ISSN 1070-0579) is published


bimonthly by Steve Jackson Games
Incorporated, PO Box 18957, Austin, TX
78760. AADA, Autoduel, Car Wars, Dino
Hunt, GURPS, Illuminati, INWO, Ogre,
Pyramid, Roleplayer, Steve Jackson Games,
Toon, the all-seeing eye are registered
trademarks and Supers, Illuminati: New
World Order, In Nomine and Creatures of
the Night are trademarks of Steve Jackson
Games Incorporated. Other product names
mentioned herein are trademarks of Steve

Regular Features Jackson Games Incorporated or their


respective publishers.

Upcoming Releases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Copyright © 1998 by Steve Jackson
SJ Games News . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Games Incorporated. All rights reserved.
Second Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Printed in the USA.
Industry News . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Warehouse 23 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
We’re Reading Your Mail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Visit us on the web:
AADA News . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 www.sjgames.com/pyramid/
Q&A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Bruno! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Murphy’s Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Convention Calendar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Index to Advertisers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

Pyramid Magazine 3
In the Chest G U R P S
®

GURPS MAGIC ITEMS 1


You Find . . .
. . . enchanted swords . . . marvelous rings . . .
animated armor . . . wands and staves of
devastating power. SORCEROUS SHOPS STOCKED WITH A MULTITUDE OF MIGHTY MAGICS

There’s something for everyone – swords and weapons, GURPS Basic Set, Third Edition
wizardly tools, thieves’ supplies, clothing, jewelry, Revised, and GURPS Magic are
healing tools, necromantic items and curses, tricks and required to use this book in
traps, and more! a GURPS campaign. GURPS
Fantasy and GURPS Fantasy Folk
GURPS Magic Items has hundreds of original and are referred to, but not needed.
imaginative enchanted items for use in any campaign. The wealth of ideas in Magic Items
From exotic trinkets and amusements to mighty can be used to enrich any fantasy
artifacts of arcane wizardry, they’re all here! roleplaying game.

Also included are: THE MAGIC MAKERS:


Discovering Magical Items – advice to GMs on Written by
getting magical treasure into the players’ hands . . . Chris W. McCubbin
and out of them! Additional Material by
The Magic Trade – a guide to the economics of Brett Slocum,
enchantment in a medieval fantasy world, including Steffan O’Sullivan, and
profiles of the typical enchanter, enchanter’s patron, Scott Paul Maykrantz
and magical merchant. Edited by
Loyd Blankenship
The Compleat Powerstone – everything you ever
wanted to know about the enchantment and Illustrated by
economics of powerstones, including tables for quick Ruth Thompson,
generation of the powerful gems. Dan Smith, Eric Hotz,

STEVE JACKSON GAMES


Clifford VanMeter,
. . . and handy reference tables to speed play. Sean Murray,
Filled with anecdotes and inspiration, GURPS Magic and Kent Burles
Items is an invaluable resource for any Game Master. Cover by Lucy Synk
Marvelous magic items await you! FIRST EDITION, SECOND PRINTING
What are you waiting for? PUBLISHED MARCH 1999
Grab your adventuring companions ISBN 1-55634-190-3
and go find them!

® 9!BMF@JA:RSPXOWoY`ZfZdZnZ`
STEVE JACKSON GAMES
STEVE JACKSON GAMES
Printed in the
www.sjgames.com SJG01995 6038 U.S.A.
In the Chest G U R P S
®

GURPS MAGIC ITEMS 1


You Find . . .
. . . enchanted swords . . . marvelous rings . . .
animated armor . . . wands and staves of
devastating power. SORCEROUS SHOPS STOCKED WITH A MULTITUDE OF MIGHTY MAGICS

There’s something for everyone – swords and weapons, GURPS Basic Set, Third Edition
wizardly tools, thieves’ supplies, clothing, jewelry, Revised, and GURPS Magic are
healing tools, necromantic items and curses, tricks and required to use this book in
traps, and more! a GURPS campaign. GURPS
Fantasy and GURPS Fantasy Folk
GURPS Magic Items has hundreds of original and are referred to, but not needed.
imaginative enchanted items for use in any campaign. The wealth of ideas in Magic Items
From exotic trinkets and amusements to mighty can be used to enrich any fantasy
artifacts of arcane wizardry, they’re all here! roleplaying game.

Also included are: THE MAGIC MAKERS:


Discovering Magical Items – advice to GMs on Written by
getting magical treasure into the players’ hands . . . Chris W. McCubbin
and out of them! Additional Material by
The Magic Trade – a guide to the economics of Brett Slocum,
enchantment in a medieval fantasy world, including Steffan O’Sullivan, and
profiles of the typical enchanter, enchanter’s patron, Scott Paul Maykrantz
and magical merchant. Edited by
Loyd Blankenship
The Compleat Powerstone – everything you ever
wanted to know about the enchantment and Illustrated by
economics of powerstones, including tables for quick Ruth Thompson,
generation of the powerful gems. Dan Smith, Eric Hotz,

STEVE JACKSON GAMES


Clifford VanMeter,
. . . and handy reference tables to speed play. Sean Murray,
Filled with anecdotes and inspiration, GURPS Magic and Kent Burles
Items is an invaluable resource for any Game Master. Cover by Lucy Synk
Marvelous magic items await you! FIRST EDITION, SECOND PRINTING
What are you waiting for? PUBLISHED MARCH 1999
Grab your adventuring companions ISBN 1-55634-190-3
and go find them!

® 9!BMF@JA:RSPXOWoY`ZfZdZnZ`
STEVE JACKSON GAMES
STEVE JACKSON GAMES
Printed in the
www.sjgames.com SJG01995 6038 U.S.A.
MAGIC ITEMS1
Sorcerous Shops Stocked With a Multitude of Mighty Magics
By Chris W. McCubbin
“The Compleat Powerstone” material by Brett Slocum
Elixir, Talisman, and Amulet material by Steffan O’Sullivan

Edited by Loyd Blankenship


Additional material by Scott Paul Maykrantz
Magic item concepts by Norman Banduch,
Loyd Blankenship, Eric Bramblett, J. M. Caparula,
Robert, Kelly and Wendy Christiansen, Robert Gilson,
Carl Hall, Robert A. Hubby, Michael Hurst, Steve Jackson,
Ron Jorgensen, Jeff Koke, Creede & Sharleen Lambard,
Morgan Merritt, Kevin Murphy, Steffan O’Sullivan,
Monica Stephens, and Phil Vela

Illustrated by Ruth Thompson


Additional illustrations by
Kent Burles, Guy Burwell, Eric Hotz,
Clifford VanMeter, Sean Murray, and Dan Smith

Cover by Lucy Synk


GURPS System Design ❚ Steve Jackson
Managing Editor ❚ Alain H. Dawson
GURPS Line Editor ❚ Sean Punch
Design, Production, and Typography ❚ Jack Elmy
Print Buying ❚ Monica Stephens
Art Direction ❚ Loren Wiseman
GURPS Errata Coordinator ❚ Michael Bowman
Chief Operations Officer &
Sales Manager ❚ Gene Seabolt
Playtesting and other assistance by Laird Popkin,
Christopher K. Searls, Brett Slocum, Daniel Thibault,
Christopher Travares, “Azanulbizar,” and the Illuminati BBS.

GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and Illuminati Online 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 Magic Items 1 is copyright © 1990, 1999 by Steve Jackson Games Incorporated. All rights reserved.
ISBN 1-55634-190-3 2 3 4 5 6 7 8 9 10

STEVE JACKSON GAMES


CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . 3 9. WIZARDLY TOOLS . . . . . . . . . . . . . . . . . . . 58
About GURPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 STAVES AND WANDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Common Mage-Only Spells . . . . . . . . . . . . . . . . . . . . . . . . . 59
1. DISCOVERING MAGIC ITEMS . . . . . . . . . . . . 4 Zebulon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
“FOUND” ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 WIZARDLY TOOLS CATALOG . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Gifts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 STAVES AND WANDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Booty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Really Found. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 10. EXTRALEGAL EQUIPMENT . . . . . . . . . . . . 69
Starting the Game with Magic Items . . . . . . . . . . . . . . . . . . . 5 Common Thief and Security Spells . . . . . . . . . . . . . . . . . . . 70
DO IT YOURSELF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Blind Bartolomeus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Anachronism and High-Tech . . . . . . . . . . . . . . . . . . . . . . . . . 7 EXTRALEGAL EQUIPMENT CATALOG. . . . . . . . . . . . . . . . . . . . . . . 71
PURCHASING AND COMMISSIONING . . . . . . . . . . . . . . . . . . . . . . . . 8 SECURITY DEVICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
What’s in a Name? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
11. ENCHANTED TRANSPORTATION . . . . . . . 80
2. THE ENCHANTMENT TRADE . . . . . . . . . . . . . 9 Common Transportation Spells . . . . . . . . . . . . . . . . . . . . . . 81
THE ENCHANTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Zylë . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
No Magic Shops? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 TRANSPORTATION CATALOG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Campaign Seed: The Mana Tree . . . . . . . . . . . . . . . . . . . . . 11
Mana Basins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 12. MAGICAL WEAPONRY . . . . . . . . . . . . . . . . 86
Unique Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 INTELLIGENT SWORDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Circles and Magical Universities . . . . . . . . . . . . . . . . . . . . . 13 Arlon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Other Races. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Common Weapon Enchantments . . . . . . . . . . . . . . . . . . . . . 88
THE PATRON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 WEAPONS CATALOG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Nonviolent Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
THE MERCHANT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Bows and Ranged Weapons . . . . . . . . . . . . . . . . . . . . . . . . . 94
New Spells and Research . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Throwing Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Magic Items in Other GURPS Campaigns . . . . . . . . . . . . . 18 Axes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
OTHER MAGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Other Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Hand to Hand Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
3. MAGICAL SHOPS . . . . . . . . . . . . . . . . . . . . 20
Magic Items From the Ground Up: Advice for GMs . . . . . . 20 13. NECROMANTIC MAGIC . . . . . . . . . . . . . 101
Skill Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Common Necromantic Spells. . . . . . . . . . . . . . . . . . . . . . . 102
One-Shot Enchantment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Eliaz . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
NECROMANTIC CATALOG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
4. ARMOR & SHIELDS . . . . . . . . . . . . . . . . . . 22
Common Armor Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 14. THE COMPLEAT POWERSTONE . . . . . . . 108
Kargreave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Powerstone Economics. . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
ARMOR AND SHIELDS CATALOG . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Quick Powerstone Generation . . . . . . . . . . . . . . . . . . . . . . 110
SHIELDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Quirk Determination. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
OTHER PROTECTIVE ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Random Quirks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Game Mastering Powerstones . . . . . . . . . . . . . . . . . . . . . . 111
5. ENCHANTED CLOTHING . . . . . . . . . . . . . . . 30
Common Clothing Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 15. HISTORICAL ELIXIRS . . . . . . . . . . . . . . . 112
Dallo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Animal Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
ENCHANTED CLOTHING CATALOG . . . . . . . . . . . . . . . . . . . . . . . . 32 Hostile Elixirs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Magical Abilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
6. CURSES, TRICKS, AND TRAPS. . . . . . . . . . 37 Medical Elixirs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Common Curses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Mental Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Blaatchep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Mental Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
CURSES, TRICKS AND TRAPS CATALOG . . . . . . . . . . . . . . . . . . . . 39
16. HISTORICAL CHARMS & AMULETS . . . . 115
7. MYSTICAL HEALING . . . . . . . . . . . . . . . . . . 46 CHARMS FROM EXISTING ELIXIRS . . . . . . . . . . . . . . . . . . . . . . . 116
Common Healing Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 TIME AND COST TO MAKE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Berlow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 USING CHARMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
MYSTICAL HEALING CATALOG. . . . . . . . . . . . . . . . . . . . . . . . . . . 48
COMMON ENCHANTMENT TABLE . . . . . . . . . 118
8. JEWELRY. . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Common Jewelry Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 MAGIC ITEM INDEX . . . . . . . . . . . . . . . . . . . . 126
Renaida . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
JEWELRY CATALOG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128

2 Contents
INTRODUCTION
The Golden Fleece, Excalibur, the Necronomicon, the One Ring, Storm-
ABOUT GURPS
Steve Jackson Games is committed to full
bringer – objects of power and mystery from different times and different worlds, support of the GURPS system. Our address
as famous as those who possessed them. is SJ Games, Box 18957, Austin, TX 78760.
Fantastic adventure and enchanted items have always gone hand in hand. The Please include a self-addressed, stamped
envelope (SASE) any time you write us!
chance of discovering a legendary creation, lost for thousands of years, is a far Resources now available include:
stronger motivation for an adventure than any amount of coins. After winning Pyramid (www.sjgames.com/pyramid). Our
through peril, your heroes want more than a pile of gold for their trouble! Hence online magazine includes new rules and arti-
cles for GURPS. It also covers the hobby’s
this book. GURPS Magic Items is a compilation of mysterious treasures designed top games – AD&D, Traveller, World of
to enhance any fantasy campaign. Here are magic items for all occasions – Darkness, Call of Cthulhu, Shadowrun and
weapons and armor, clothes and gems, healing wands and cursed lutes. many more – and other SJ Games releases
like In Nomine, INWO, Car Wars, Toon,
To make full use of this book, a GM needs the GURPS Basic Set and GURPS Ogre Miniatures and more. And Pyramid
Magic. The items in this book are all suitable for the world of Yrth, and some of subscribers also have access to playtest files
the nonhuman races from GURPS Fantasy Folk are mentioned herein, but neither online, to see (and comment on) new books
Fantasy Folk nor GURPS Fantasy is necessary to use this book. before they’re released.
New supplements and adventures. GURPS
Magic Items is a collection of ideas, not of rules. As any continues to grow, and we’ll be happy to let
adventurer can tell you, finding and using magic items is more you know what’s new. A current catalog is
fun than making them, so this book is mainly devoted to available for an SASE. Or check out our Web
site (below).
describing new items, rather than extensive rules for Errata. Everyone makes mistakes, includ-
enchantment. ing us – but we do our best to fix our errors.
So grab your rusty dagger, put on your chainmail and Up-to-date errata sheets for all GURPS
releases, including this book, are always
muddy boots, and sally forth in search of the fire sword Sirocco, available from SJ Games; be sure to include
a suit of Dwarven Mail, and Seven-League Boots to take you to an SASE with your request. Or download
faraway places . . . them from the Web – see below.
Q&A. We do our best to answer any game
question accompanied by an SASE.
This book was a real collaborative effort. I could have never Gamer input. We value your comments.
filled it up with my ideas alone. All the people who contributed We will consider them, not only for new
their own magical inspirations to the book are listed on the front products, but also when we update this book
on later printings!
page. I just want to take this opportunity to add my personal Internet. Visit us on the World Wide Web
thanks. at www.sjgames.com for an online catalog,
A big “thank you” also to the guys on the Illuminati BBS, who errata and updates, and hundreds of pages
of information. We also have conferences
came through with some excellent eleventh-hour playtesting. And on Compuserve and AOL. GURPS has its
finally, a special thanks to Scott Paul Maykrantz. Though every- own Usenet group, too: rec.games.frp.gurps.
one who contributed ideas did an excellent job, Scott’s meticu- GURPSnet. Much of the online discussion
lous, imaginative work stands out. Thanks, Scott, for making this of GURPS happens on this e-mail list. To
join, send mail to majordomo@io.com with
book much better, and my job a lot easier. “subscribe GURPSnet-L” in the body, or
– Chris W. McCubbin point your World Wide Web browser to:
www.io.com/GURPSnet/www.
About the Author
Page References
Chris W. McCubbin is a nongraduate of the University of Nebraska-Lincoln,
See GURPS Compendium I, p. 181, for
in English. He comes to games by way of the comics industry – he previously a full list of abbreviations for GURPS titles.
worked as an editor at Fantagraphics Books on their magazines The Comics Rules and statistics in this book are specifi-
Journal and Amazing Heroes. cally for the GURPS Basic Set, Third
Edition Revised. Any page reference that
Since Chris first wrote Magic Items, as staff writer for Steve Jackson Games, begins with a B refers to a page in the Basic
he’s gone on to work at Origin Systems writing computer game documentation Set – e.g., p. B102 means p. 102 of the Basic
and hint books. He’s presently one of the owners of Incan Monkey God Studios Set, Third Edition Revised. Any page refer-
(www.incanmonkey.com). ence that begins with an M refers to a page
in GURPS Magic.
Chris lives in Austin with his wife, Lynette, his gracefully aging cat,
Polychrome, and his dog, Penny. Write him at cwm@io.com

Introduction 3
Night Shroud The garments were originally devised by the elves, who
This dark, flowing cloak of thin material makes the wearer value their children above all else. This is one magical secret
much harder to see in conditions of partial darkness. All normal which the elves freely share with all interested parties.
Vision rolls to spot the wearer, and combat rolls against the wear- Component Spells: Suggestion, Hex.
er, are made with penalties for partial darkness doubled (up to a Asking Price: $8,000.
maximum of -10). The wearer of the cloak, on the other hand,
gets the Dark Vision advantage. Quality Label
The obscuring effect is thought to be the product of an This rather common item is a cloth label which can be easi-
enchantment having Shape Darkness and Dark Vision as prereq- ly attached to any garment with ordinary needle and thread. That
uisites. garment then takes on the appearance of rich quality, suitable for
Component Spells: hypothetical “Night Shroud” spell. upper-class clothing (see p. B210).
Asking Price: $35,000. The garment, and anything worn along with it, will appear to
be new, well-made, well fitting and of the finest material. It will
Personality Hats not make the outfit look (or smell) any cleaner than it actually is.
One of these hats will make the wearer act like whatever It will not disguise tears or rips, though it will mask even the
class or profession customarily wears it. Examples might include crudest repairs. It will still appear as the same sort of garment. An
an accountant’s visor, a fool’s cap, a guardsman’s helm, a king’s excellent striped shirt over a fine pair of checkered pants (for
crown, or hats appropriate to pirates, fops, firemen, harlots or instance) would still clash, and a pair of rich-quality overalls
ladies in waiting. would not be appropriate at a dress ball.
The hats will compel the wearer to behave outwardly in a Component Spells: Illusion Disguise (variant).
manor appropriate to the headgear. The wearer does not acquire Asking Price: 7,500.
the skills necessary to actually perform the job associated with
the hat, he merely acquires mannerisms and patterns of behavior Runner’s Shoes
appropriate to such a person. The hat will not affect the wearer’s These light, flexible leather slippers give the wearer a
behavior beyond the quirk level. A person wearing a nun’s wim- Running skill of DX+4, or +4 to existing skill, whichever is
ple, for example, would not lose their Lecherous disadvantage, greater (maximum skill 18). In addition, the runner never loses
they would just feel much guiltier when they succumbed to it. any fatigue, no matter how far or for how long he runs (lack of
The wearer will gain a +5 to his Acting and Disguise skills food, water, or sleep will still affect him).
when impersonating someone appropriate to the hat. Component Spells: Lend Skill, unknown.
A very few of these hats actually do lend the character Asking Price: $50,000.
appropriate skills and advantages when worn. Much more com-
mon are tricked versions which imbue the character with appro- Satyr’s Feet
priate disadvantages (Intolerance for commoners for a king, or These ordinary, rather crude boots will magically leave
Odious Personal Habit – Sluttishness for a prostitute), or even a tracks of cloven hooves. The wearer of the boots gains a +3 to
Delusion that he has acquired skills he does not actually possess! DX, which will affect Speed, Move, active defenses and physical
The hats are also often enchanted with Hex to make them impos- skills normally.
sible to remove. Each wearing, however, also gives the wearer the Gluttony
Personality Hats are the exclusive creation of the lep- and Lecherousness disadvantages while he’s wearing them, and
rechauns, who have been known to – during the night – slip for 24 hours thereafter. Those who already possess these disad-
cursed hats onto an entire party that has had the misfortune to vantages will find their impulses greatly amplified – Will rolls to
annoy them. resist their inclinations will be at -5.
Component Spells: unknown. These boots are made by the leprechauns, who delight in
Asking Price: $300 and up (uncursed, unenhanced hats). selling them to big folk – without first making the boots’ draw-
backs plain!
Playclothes Component Spells: Dexterity, unknown.
A set of magical Playclothes is usually a one-piece garment Asking Price: $100,000.
for a child, that will not allow the wearer to go near danger (wild
animals, water, steep cliffs, etc.). They will do nothing to prevent Self-Cleaning Clothes
the danger from approaching the child, but they will compel their Many enchanters know how to enhance a garment with the
wearer to run away from an approaching menace. Clean and Purify Air spells so that the garment can never become
The garment will fit the child from infancy until his weight soiled or hold an unpleasant odor. Though expensive, this is a
tops 100 lbs, but many children will not tolerate them for so long. quite common clothing enchantment.
Playclothes are made using a simple variant of the Sugges- Component Spells: Clean, Purify Air (variants).
tion spell, plus a variant of the Hex spell that specifies that the Asking Price: $20,000.
garment may only be removed by an adult. The spell is somewhat
inexpensive, because of the impressionable mind of the target Self-Repairing Clothing
(Game Masters may allow older children wearing this garment a Clothing can be enchanted so that it will not stay torn or
Will roll to resist the promptings of the Suggestion – if a small damaged for more than an instant – rips mend themselves, holes
adult wears the garment, he will get a Will roll at +5 to resist the fill in. The magic only ceases to work if more than !/3 of the item
promptings). is destroyed. This has no affect on the protective value of the

Enchanted Clothing 35
CURSES, TRICKS AND TRAPS CATALOG
Brawler’s Gauntlets Chipmunk Nut
These hard leather gloves give the wearer a +5 to ST, but This is an ordinary nut of almost any sort. Anyone carrying
once worn and used in combat, the victim permanently acquires it will be plagued constantly by chipmunks, squirrels, gophers,
a 15-point Compulsive Behavior to seek out the most dangerous prairie dogs and similar small rodents. Until the bearer disposes
quarters (ghettos, dockside taverns, orc encampments, and the of the nut – or the rodents succeed in stealing it – dozens of small
like) and attack the toughest individuals there, hand to hand. The beasts will constantly follow the bearer, eating his provisions,
victim must also make a Will roll to refuse any challenge to fight, scaring off other game, stealing small valuables and climbing
no matter how hopeless or inappropriate, and once engaged in into his clothes while he sleeps.
any fight with weapons, the wearer must make a Will roll at the Though normally no more than a nuisance, a Chipmunk Nut
end of the first combat turn to avoid throwing down his weapon once caused the downfall of a great kingdom. The realm was rav-
and attacking with gloved hands. aged by famine, and an ally nation assembled a relief caravan,
The physical gloves can be removed at will, but the curse sending all the grain they could spare. One of the guards, how-
will linger until a Remove Curse is cast on the victim. The curse ever, was an agent of an enemy nation, who placed a Chipmunk
cannot be removed from the gloves, only from the victim. If a Nut in a small metal box, concealing it in a different wagon each
victim is cured, then dons the gloves again, the curse will re-acti- morning. By the time the trick was discovered the marauding
vate and another Remove Curse will be necessary. The increase rodents had decimated the grain supply. The caravan was a fail-
to ST only applies while the gauntlets are physically worn. ure and the starving nation soon surrendered to its enemies in
It is said that the Gloves were originally enchanted with only exchange for a tiny ration of bread.
a Might spell of maximum ST, but 350 years ago they were The Chipmunk Nut grows naturally from trees of the appro-
stolen by a notorious brigand, who used them while leading the priate types in high- or very-high mana areas. In their natural
sack of a temple of pacifist holy men, killing and torturing many. environment the trees and their fruit are not particularly attractive
The day after the crime, an ancient holy man appeared before the to rodents, but sometimes when a nut is removed to a normal
brigand and announced that because he had unleashed his violent mana area the magic activates, making it a Chipmunk Nut.
nature against the defenseless, his deity would see to it that he Component Spells: natural magic.
henceforth would direct his violence against the strong. The out- Asking Price: $250.
law drew his sword to kill the old prophet, but was instead com-
pelled to drop the blade and attack his chief lieutenant, an ogre. Chivalric Talisman
In the ensuing brawl the brigand was slain and the prophet Once donned, this talisman cannot be removed without a
slipped away. The gauntlets have borne their curse from that day. Remove Curse. The wearer acquires a 15-point Code of Honor
Component Spells: Might, unknown. disadvantage, severely limiting his options in battle. While wear-
Asking Price: $150,000. ing the talisman he cannot attack an unconscious or helpless foe,
attack without first issuing a challenge, attack an unarmed foe
Ravenous Gem with weapons or an unmounted foe from horseback, attack a non-
This is a flawless gem of any sort or size. The gem will “eat” magic-using foe with magic, or indulge in any other “unsports-
any other precious stone stored in the same container, or any manlike” behavior in combat (GM’s discretion) without making
other Gem within 30’, and not protected from the Ravenous Gem a Will roll -5.
by some sort of wall or obstruction. The Talisman is worn on a chain or thong as a pendant. It is
The gem will eat up to 2d other stones each day, starting Hexed, and cannot be removed once donned, without powerful
with the largest present. It will never cause another stone to van- magic.
ish while any intelligent creature is watching (either in person or Like the Brawler’s Gauntlets (above) this is a “wrath of the
through magical scrying). gods” item. It is said to have been imposed on a knight of 400
As it eats, the Ravenous Gem will increase in size and value, years ago who attacked his foes while they slept, in defiance of
gaining half the value of every stone it eats (GMs should remem- his vows. Though honored by his king for the victory, the leader
ber that + !/2 value is not necessarily the same as +50% weight in of his order pronounced the curse on the talisman, and com-
carats). The gem will readily devour Powerstones and other mag- manded the knight to wear it ever after. On his death, the curse
ical gems as well. It gains value from such stones normally, but lingered in the Talisman.
never any of the devoured stone’s magical ability. Component Spells: Hex, unknown.
Ravenous Gems are a well-known Powerstone glitch (a pos- Asking Price: $15,000.
sible result of critical failure on the Powerstone skill roll). When
a stone becomes Ravenous it does not lose any other powers. Choker Chain
Ravenous Gems must be melted in lava, destroyed by magic, These notorious assassination devices represents a simple
or abandoned in some remote or secure place. Any attempt to combination of the Contract, Hex, and Delay spells. When the
destroy the stone through crushing, grinding or chipping will chain (which can be any sort of metal necklace) is clasped around
only result in each fragment (no matter how small) becoming the victim’s neck it becomes unremovable. After a certain
Ravenous. Ravenous stones will not devour one another. amount of time (enough to allow the assassin to escape) it begins
Component Spells: Powerstone (critical failure). to contract on the victim’s neck, until the victim strangles. The
Asking Price: 30% of the gem’s current value. chain may be removed with the Remove Enchantment spell.

Curses, Tricks, and Traps 39


Variable Disguise
This is a full-body suit, including a full hood, stockings and son describing and the user have to make an IQ roll at -5. The
gloves. It allows the user to assume the outward aspect of anyone disguise acts as a Perfect Illusion.
he can visualize clearly. An IQ or Disguise roll is required when The Variable Disguises are the masterpiece of a brilliant illu-
the person to be imitated isn’t present, assuming the imperson- sionist and enchanter who died 85 years ago. He’s known to have
ator has access to a good picture or magical image of the subject. made four, but there are persistent rumors that he either made
This roll is at -5 if the wearer is working entirely from memory. several more, or passed along the secret to an apprentice before
However, Eidetic Memory makes this roll automatic if the imper- his death.
sonator has ever seen the subject up close and in person. If the Component Spells: variant Perfect Illusion spell.
impersonator is working from a verbal description, both the per- Asking Price: $100,000.

SECURITY DEVICES
Concealing Floorboard
The Concealing Floorboard is a secret magical hiding place Such keys have been used for more than 500 years. They
in the form of a rough-hewn board, typically about 8”× 2’ and 1” recognize their owner through a variant on the Loyal Sword
thick. When the board is placed on any wooden floor, a magical spell, they move through an extremely limited variant on the
space 1’ deep is created beneath it, and it immediately becomes Golem spell, and they get their voice from a simple Voices spell.
invisible to everyone except the one who placed it there. It can- Several modern wizards know how to make the key, but many
not be detected by touch or by tapping to find hollow spots, enchanters consider such an item a frivolous use of power.
either. The board can be lifted to reveal the hiding place, but if Component Spells: Loyal Sword (variant), Delay, Voices,
the board is taken more than 1’ away from the hiding place, the Golem (variant).
hiding place ceases to exist, and anything that was inside it is Asking Price: $50,000.
simply transferred to the floor that reappears where the space
used to be. The board can be detected by the See Secrets or Mage Flossbond
Sight spells. While apparently just a narrow ribbon of silk, satin or even
The board is known to use a variant of the Shape Plant spell paper, a Flossbond is actually a powerful restraining device.
which allows the board to blend in with wood floors, and a lim- Flossbonds are !/4” wide, and usually 6” long, though the user can
ited variant of See Secrets that allows the placer to see the board extend them to at least 3’, sometimes longer. The Flossbonds are
thereafter. PD 3, DR 5 and take 20 points of damage before they break (once
Several enchanters claim to know the technique involved. they do break, however, they lose their magic). They can be
Component Spells: Shape Plant (variant), See Secrets (vari- loosely wrapped around someone’s wrists, arms or legs to bind
ant), hypothetical “Create Space” spell. them securely, with an effective ST 30.
Asking Price: $50,000. Flossbonds bind themselves with the Knots spell. They are
also enchanted with a variant of the Loyal Sword spell that caus-
Counterfeit Checker es them to untie only when the command word is spoken by the
The Counterfeit Checker is a jeweler’s loupe (an optical same person who originally set the bonds. The spell that gives
device like a fat monocle) that reveals if a coin, art object, jewel, them their great strength remains a mystery.
etc. is genuine. The effect is resisted by the Scryguard spell. A great number of Flossbonds were apparently brought into
Counterfeit Checkers are the exclusive creations of the the world about 600 years ago, from extradimensional sources.
dwarves. They are known to operate with a unique Knowledge All the world’s Flossbonds are from that original “shipment.”
college spell similar to See Secrets. The exact casting of this Component Spells: Knots, Loyal Sword (variant).
spell, however, is a closely guarded secret. Asking Price: $30,000 (more for longer specimens).
Component Spells: Discover Counterfeit (secret, unique
dwarven spell). Inquisitor’s Hood
Asking Price: $30,000. This pointed, full-face hood lends the wearer the Interro-
gation skill at IQ+4 or adds +4 to existing skill, whichever is
Cowardly Key greater (maximum skill 20). It also gives the wearer the ability to
This is one of the most amusing security devices, if not the cast the Compel Truth spell at will.
most powerful. If used by anyone except the proper owner, the The Hood is a rather common magic item, and is used by
key will begin to writhe violently in the user’s hand when it gets many governments and organizations. Both powered (usable by
within one hex of the lock, calling out in a loud voice “No! No! nonmages) and nonpowered versions are made.
I don’t want to go in there! Put me down! Help!” The key must Component Spells: Lend Skill, Compel Truth.
then be carried at least three hexes away from the lock before it Asking Price: $75,000 (nonpowered).
will shut up. The touch of its rightful owner will also quiet the
key, as will a Remove Enchantment spell, which will return it Marking Manacles
permanently to its normal state. It is completely impossible to get These are apparently normal iron manacles which automati-
the key in the keyhole while it is writhing. cally cast the Dye spell on the prisoner when they’re snapped on

78 Extralegal Equipment
MAGIC ITEM INDEX
Abaddon, the Chariot of Death . . . . . 82 Convenient Diversion. . . . . . . . . . . . . 73 Glide Boots . . . . . . . . . . . . . . . . . . . . 33
Accurate Shield . . . . . . . . . . . . . . . . . 28 Counterfeit Checker . . . . . . . . . . . . . . 78 Glutton’s Mint . . . . . . . . . . . . . . . . . . 41
Agonizing Whip . . . . . . . . . . . . . . . . . 98 Cowardly Key . . . . . . . . . . . . . . . . . . 78 Goldbow . . . . . . . . . . . . . . . . . . . . . . . 95
Alarum . . . . . . . . . . . . . . . . . . . . . . . . 89 Cross-Dresser’s Jabot. . . . . . . . . . . . . 40 Golem Shield . . . . . . . . . . . . . . . . . . . 28
Alchemical Arrow . . . . . . . . . . . . . . . 94 Crystal Map . . . . . . . . . . . . . . . . . . . . 60 Grand Ascentor . . . . . . . . . . . . . . . . . 62
Alicorn . . . . . . . . . . . . . . . . . . . . . . . . 48 Dagger Tube. . . . . . . . . . . . . . . . . . . . 97 Grapple Bow . . . . . . . . . . . . . . . . . . . 74
All-Purpose Identity Paper. . . . . . . . . 71 Dancing Dice . . . . . . . . . . . . . . . . . . . 73 Greater Runestones . . . . . . . . . . . . . . 61
Ambrosia’s Wand . . . . . . . . . . . . . . . . 66 Dancing Shoes . . . . . . . . . . . . . . . . . . 33 Gremlin Gems . . . . . . . . . . . . . . . . . . 54
Animate Armor . . . . . . . . . . . . . . . . . 24 Deceiver . . . . . . . . . . . . . . . . . . . . . . . 90 Hag’s Opal . . . . . . . . . . . . . . . . . . . . . 41
Aper’s Prompter . . . . . . . . . . . . . . . . . 71 Defender. . . . . . . . . . . . . . . . . . . . . . . 90 Halitosis Tankard . . . . . . . . . . . . . . . . 42
Armor Ring . . . . . . . . . . . . . . . . . . . . 24 Demi-Buckler. . . . . . . . . . . . . . . . . . . 28 Halopian Cell . . . . . . . . . . . . . . . . . . . 74
Arthurian Ensemble . . . . . . . . . . . . . . 89 Demon Armor . . . . . . . . . . . . . . . . . . 24 Head Jar . . . . . . . . . . . . . . . . . . . . . . 104
Artificial Archmage . . . . . . . . . . . . . . 60 Demon Wand . . . . . . . . . . . . . . . . . . 103 Healer’s Glass . . . . . . . . . . . . . . . . . . 48
Assassin’s Knife. . . . . . . . . . . . . . . . . 98 Dervish Blades . . . . . . . . . . . . . . . . . . 99 Healing Glove . . . . . . . . . . . . . . . . . . 49
Attentive Insect . . . . . . . . . . . . . . . . . 71 Dip’s Ring . . . . . . . . . . . . . . . . . . . . . 73 Healing Grass. . . . . . . . . . . . . . . . . . . 49
Attractive Jewelry . . . . . . . . . . . . . . . 53 Dis, the Chariot of Fear . . . . . . . . . . . 82 Healing Slumber Bracelet . . . . . . . . . 49
Avalanche Sling . . . . . . . . . . . . . . . . . 94 Diviner Coins . . . . . . . . . . . . . . . . . . . 61 Hidden Swords. . . . . . . . . . . . . . . . . . 91
Banishment Censer . . . . . . . . . . . . . 103 Diviner’s Tiles . . . . . . . . . . . . . . . . . . 60 Hitobana . . . . . . . . . . . . . . . . . . . . . . . 74
Beast Staff . . . . . . . . . . . . . . . . . . . . . 67 Doomfeather. . . . . . . . . . . . . . . . . . . . 40 Holding Ring . . . . . . . . . . . . . . . . . . . 74
Beauty’s Veil . . . . . . . . . . . . . . . . . . . 32 Dragonhide. . . . . . . . . . . . . . . . . . . . . 25 Hoop Portals. . . . . . . . . . . . . . . . . . . . 83
Beggar-King’s Cloak . . . . . . . . . . . . . 71 Druid’s Revenge. . . . . . . . . . . . . . . . . 40 Hotfinger Ring . . . . . . . . . . . . . . . . . . 54
Berserker’s Axe . . . . . . . . . . . . . . . . . 98 Dwarven Mail. . . . . . . . . . . . . . . . . . . 25 Hufewdo’s Portal, or
Bickering Brothers, The. . . . . . . . . . . 89 Ear Drum . . . . . . . . . . . . . . . . . . . . . . 40 Hufewdo’s Hoop. . . . . . . . . . . . . . . 84
Binding Uniforms . . . . . . . . . . . . . . . 32 Ecstasy Ring. . . . . . . . . . . . . . . . . . . . 54 Hypnosis Medallion . . . . . . . . . . . . . . 54
Birth Control Talisman. . . . . . . . . . . . 48 Elemental Generator . . . . . . . . . . . . . 61 Immunity Ring . . . . . . . . . . . . . . . . . . 54
Blank Cards . . . . . . . . . . . . . . . . . . . . 72 Elmer’s Rope . . . . . . . . . . . . . . . . . . . 41 Impact Medallion . . . . . . . . . . . . . . . . 29
Bloodberries . . . . . . . . . . . . . . . . . . . 103 Elven Silversilk . . . . . . . . . . . . . . . . . 25 Incandescent Nail. . . . . . . . . . . . . . . . 74
Bomb-Prodd . . . . . . . . . . . . . . . . . . . . 94 Emergency Rope . . . . . . . . . . . . . . . . 73 Inconspicuous Veil . . . . . . . . . . . . . . . 34
Brawler’s Gauntlets . . . . . . . . . . . . . . 39 Enchanter’s Scabbard. . . . . . . . . . . . . 61 Infinite Sleeves. . . . . . . . . . . . . . . . . . 34
Bungee Sash. . . . . . . . . . . . . . . . . . . . 32 Enchanter’s Staff . . . . . . . . . . . . . . . . 67 Innocence Stone . . . . . . . . . . . . . . . . . 75
Burbane’s Staff. . . . . . . . . . . . . . . . . . 67 Endowment Staff . . . . . . . . . . . . . . . . 67 Inquisitor’s Hood . . . . . . . . . . . . . . . . 78
Burrowing Blowpipe . . . . . . . . . . . . . 95 Enveloping Bolas . . . . . . . . . . . . . . . . 97 Insanity Blots . . . . . . . . . . . . . . . . . . . 42
Cacophonous and Equalizer . . . . . . . . . . . . . . . . . . . . . . 90 Intoxicating Goblet . . . . . . . . . . . . . . 42
Harmonious Bangles . . . . . . . . . . . 53 Equestrian Armor . . . . . . . . . . . . . . . . 26 Invisible Armor . . . . . . . . . . . . . . . . . 26
Carello’s Convenient Handle . . . . . . . 73 Erindir’s Endless Path . . . . . . . . . . . . 83 Invulnerable Kobold, The . . . . . . . . . 54
Cat’s Paws . . . . . . . . . . . . . . . . . . . . . 32 Eristan’s Sword . . . . . . . . . . . . . . . . . 90 Itching Powder . . . . . . . . . . . . . . . . . . 42
Cauldron of Rebirth, The . . . . . . . . . 103 Escape Shield . . . . . . . . . . . . . . . . . . . 83 Itchy-Finger Gloves . . . . . . . . . . . . . . 75
Chameleon Suit . . . . . . . . . . . . . . . . . 72 Evasive Armor . . . . . . . . . . . . . . . . . . 26 Jailing Key . . . . . . . . . . . . . . . . . . . . . 42
Change Purse . . . . . . . . . . . . . . . . . . . 32 Everfull Coin Purse . . . . . . . . . . . . . . 73 Jonas Blade . . . . . . . . . . . . . . . . . . . . 91
Chariots of Hell, The . . . . . . . . . . . . . 82 Eyeless Face . . . . . . . . . . . . . . . . . . . . 73 Juggernaut Armor. . . . . . . . . . . . . . . . 26
Chipmunk Nut . . . . . . . . . . . . . . . . . . 39 Faerie Shoes . . . . . . . . . . . . . . . . . . . . 33 Kickboxer’s Shirt . . . . . . . . . . . . . . . 100
Chivalric Talisman . . . . . . . . . . . . . . . 39 Fencing Satchel . . . . . . . . . . . . . . . . . 74 Knack Tattoos. . . . . . . . . . . . . . . . . . . 62
Choker Chain . . . . . . . . . . . . . . . . . . . 39 Fertility Talisman . . . . . . . . . . . . . . . . 48 Knifeman’s Sleeves . . . . . . . . . . . . . . 97
Chronos’ Watches. . . . . . . . . . . . . . . . 53 Fever Cloths . . . . . . . . . . . . . . . . . . . . 48 Lamp of the Shadow Ark, The. . . . . . 84
Clenching Ring . . . . . . . . . . . . . . . . . 40 Flossbond . . . . . . . . . . . . . . . . . . . . . . 78 Landscape Cape . . . . . . . . . . . . . . . . . 34
Clown Suit . . . . . . . . . . . . . . . . . . . . . 32 Flying Carpets and Brooms . . . . . . . . 83 Lapis Potentissimus . . . . . . . . . . . . . . 62
Color-Changing Cloth . . . . . . . . . . . . 33 Forger’s Quill . . . . . . . . . . . . . . . . . . . 74 Liar’s Brooch . . . . . . . . . . . . . . . . . . . 75
Comfortable Clothing . . . . . . . . . . . . 33 Fortifier. . . . . . . . . . . . . . . . . . . . . . . . 48 Liberating Talisman . . . . . . . . . . . . . . 75
Commander’s Sword . . . . . . . . . . . . . 90 Fouling Stone . . . . . . . . . . . . . . . . . . . 41 Life Token . . . . . . . . . . . . . . . . . . . . . 49
Complete Thief’s Kit, The . . . . . . . . . 72 Gaffer Chest . . . . . . . . . . . . . . . . . . . . 41 Lightning Staff . . . . . . . . . . . . . . . . . . 68
Concealing Floorboard. . . . . . . . . . . . 78 Gawain’s Belt . . . . . . . . . . . . . . . . . . . 89 Loophole Pen . . . . . . . . . . . . . . . . . . . 75
Concealing Glove. . . . . . . . . . . . . . . . 72 Gender Bender . . . . . . . . . . . . . . . . . . 33 Loosefingers . . . . . . . . . . . . . . . . . . . . 91
Contagious Stone . . . . . . . . . . . . . . . . 28 Gift of Forgetfulness . . . . . . . . . . . . . 41 Lorestone . . . . . . . . . . . . . . . . . . . . . . 62

126 Magic Item Index


Loyal Coin . . . . . . . . . . . . . . . . . . . . . 75 Playclothes . . . . . . . . . . . . . . . . . . . . . 35 Strongmind Ring . . . . . . . . . . . . . . . . 57
Lucky Pieces . . . . . . . . . . . . . . . . . . . 55 Portable Door . . . . . . . . . . . . . . . . . . . 76 Stupefaction Bow . . . . . . . . . . . . . . . . 97
Mad Nut . . . . . . . . . . . . . . . . . . . . . . . 42 Portent Crystal . . . . . . . . . . . . . . . . . . 55 Sun King’s Armor . . . . . . . . . . . . . . . 27
Maelstrom . . . . . . . . . . . . . . . . . . . . . 91 Powerstone Charger . . . . . . . . . . . . . . 65 Sunlight Gems . . . . . . . . . . . . . . . . . 106
Mage’s Seat . . . . . . . . . . . . . . . . . . . . 62 Powerstone Recharging Rack . . . . . . 65 Super Suture. . . . . . . . . . . . . . . . . . . . 50
Magebinding Bracelets . . . . . . . . . . . 42 Powerstone Screen . . . . . . . . . . . . . . . 66 Surefoot Slippers . . . . . . . . . . . . . . . . 77
Magic Fans . . . . . . . . . . . . . . . . . . . . . 34 Privacy Coin. . . . . . . . . . . . . . . . . . . . 79 Surtur’s and Ymir’s Swords . . . . . . . . 93
Magical Purge . . . . . . . . . . . . . . . . . . 63 Problem Box . . . . . . . . . . . . . . . . . . . 44 Switch Sword . . . . . . . . . . . . . . . . . . . 94
Maladroit Table . . . . . . . . . . . . . . . . . 43 Protective Brooch. . . . . . . . . . . . . . . . 56 Sylvan Staff . . . . . . . . . . . . . . . . . . . . 68
Mana Compass. . . . . . . . . . . . . . . . . . 63 Pugilist’s Gloves. . . . . . . . . . . . . . . . 100 Tacky Brooch . . . . . . . . . . . . . . . . . . . 45
Mana Pool . . . . . . . . . . . . . . . . . . . . . 63 Purge Stone . . . . . . . . . . . . . . . . . . . . 50 Talisman of Recollection . . . . . . . . . . 57
Mana Ring . . . . . . . . . . . . . . . . . . . . . 63 Quality Label . . . . . . . . . . . . . . . . . . . 35 Teleportation Hat . . . . . . . . . . . . . . . . 36
Mana Vortex . . . . . . . . . . . . . . . . . . . . 64 Rainmaker Ring . . . . . . . . . . . . . . . . . 56 Thirsty Flask . . . . . . . . . . . . . . . . . . . 45
Mangler, The . . . . . . . . . . . . . . . . . . . 99 Rapid Fire Ring . . . . . . . . . . . . . . . . . 96 Thrym’s Axe. . . . . . . . . . . . . . . . . . . . 98
Mapmaker . . . . . . . . . . . . . . . . . . . . . 75 Rapid Firing Crossbow . . . . . . . . . . . 96
Marduk, the Chariot of Fire . . . . . . . . 82 Ravenous Gem . . . . . . . . . . . . . . . . . . 39
Marking Manacles . . . . . . . . . . . . . . . 78 Resurrection Crypt . . . . . . . . . . . . . . 104
Mentor . . . . . . . . . . . . . . . . . . . . . . . . 92 Revenge Wand . . . . . . . . . . . . . . . . . . 44
Merciful Bow, The . . . . . . . . . . . . . . . 95 Reversion Arrows. . . . . . . . . . . . . . . . 96
Message Stick . . . . . . . . . . . . . . . . . . 75 Ring Sheath . . . . . . . . . . . . . . . . . . . . 93
Mind Exchanger. . . . . . . . . . . . . . . . . 43 Rookie Armor. . . . . . . . . . . . . . . . . . . 27
Mirror of Discernment . . . . . . . . . . . . 64 Rowan Wood Shield. . . . . . . . . . . . . . 28
Mislabeled Potions. . . . . . . . . . . . . . . 43 Runner’s Shoes. . . . . . . . . . . . . . . . . . 35
Mocking Box . . . . . . . . . . . . . . . . . . . 76 Safe Safe . . . . . . . . . . . . . . . . . . . . . . 79
Money Belt. . . . . . . . . . . . . . . . . . . . . 34 Sage’s Band . . . . . . . . . . . . . . . . . . . . 56 Thulin’s Axe . . . . . . . . . . . . . . . . . . . . 98
Monster Box. . . . . . . . . . . . . . . . . . . . 43 Satyr’s Feet. . . . . . . . . . . . . . . . . . . . . 35 Timecrystal. . . . . . . . . . . . . . . . . . . . . 66
Mother’s Brooch/Father’s Brooch . . . 55 Scabbard. . . . . . . . . . . . . . . . . . . . . . . 89 Timejumper’s Ring. . . . . . . . . . . . . . . 57
Mountebank’s Stick . . . . . . . . . . . . . . 92 Secret Jimmy . . . . . . . . . . . . . . . . . . . 77 Titan . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Multitudinous Sword . . . . . . . . . . . . . 92 Self-Cleaning Clothes . . . . . . . . . . . . 35 Trap Light. . . . . . . . . . . . . . . . . . . . . . 77
Mummy Case . . . . . . . . . . . . . . . . . . 104 Self-Repairing Clothing . . . . . . . . . . . 35 Treacher’s Lance . . . . . . . . . . . . . . . . 99
Musical Interlude . . . . . . . . . . . . . . . . 55 Sense-Enhancing Helmets . . . . . . . . . 27 Tutoring Sword, The . . . . . . . . . . . . . 94
Musical Jabot . . . . . . . . . . . . . . . . . . . 43 Serpent Lord’s Band . . . . . . . . . . . . . 56 Unfaithful Weapons . . . . . . . . . . . . . . 45
Nameflower . . . . . . . . . . . . . . . . . . . . 64 Seven-League Boots. . . . . . . . . . . . . . 85 Unwelcome Mat. . . . . . . . . . . . . . . . . 45
Nature Amulet . . . . . . . . . . . . . . . . . . 29 Shadow Cloak . . . . . . . . . . . . . . . . . . 77 Vampire Cure . . . . . . . . . . . . . . . . . . 106
Needle Sword. . . . . . . . . . . . . . . . . . . 92 Shielding Garments . . . . . . . . . . . . . . 66 Vampire Fangs . . . . . . . . . . . . . . . . . 106
Nemesis Javelin . . . . . . . . . . . . . . . . . 97 Shifting Coat Shield. . . . . . . . . . . . . . 28 Vampire’s Coffin . . . . . . . . . . . . . . . 106
Netstones . . . . . . . . . . . . . . . . . . . . . . 95 Shimmery Axe, The . . . . . . . . . . . . . . 98 Vampire’s Ring. . . . . . . . . . . . . . . . . 107
New Caliburn . . . . . . . . . . . . . . . . . . . 89 Shocking Mace. . . . . . . . . . . . . . . . . . 99 Variable Clothing . . . . . . . . . . . . . . . . 36
Nicodemus’ Foolproof Laboratory. . . 64 Sickness Eater . . . . . . . . . . . . . . . . . . 50 Variable Disguise . . . . . . . . . . . . . . . . 78
Night Shroud . . . . . . . . . . . . . . . . . . . 34 Siege-Bow . . . . . . . . . . . . . . . . . . . . . 96 Variable Polearm . . . . . . . . . . . . . . . 100
Niven’s Nightglider . . . . . . . . . . . . . . 76 Sirocco . . . . . . . . . . . . . . . . . . . . . . . . 93 Veteran’s Armor . . . . . . . . . . . . . . . . . 27
Oblivious Lute . . . . . . . . . . . . . . . . . . 43 Skeleton Key . . . . . . . . . . . . . . . . . . 105 Vigilant Nail. . . . . . . . . . . . . . . . . . . . 79
Ocular Patch . . . . . . . . . . . . . . . . . . . . 49 Sky Pinnace . . . . . . . . . . . . . . . . . . . . 85 Vigilant Purses . . . . . . . . . . . . . . . . . . 79
Omnipresent Crystal . . . . . . . . . . . . . 64 Slave Collar . . . . . . . . . . . . . . . . . . . . 44 Walking Shoes . . . . . . . . . . . . . . . . . . 36
One Size Fits All Ring . . . . . . . . . . . . 44 Slayer Sword . . . . . . . . . . . . . . . . . . . 93 Wanderer’s Cloak . . . . . . . . . . . . . . . . 36
Orientation Talisman . . . . . . . . . . . . . 65 Sleepless Charm. . . . . . . . . . . . . . . . . 56 Warding Garments . . . . . . . . . . . . . . . 66
Ostrich Lair . . . . . . . . . . . . . . . . . . . . 76 Smiter . . . . . . . . . . . . . . . . . . . . . . . . . 93 Wardrobe Bands . . . . . . . . . . . . . . . . . 57
Painless Limb Setter . . . . . . . . . . . . . 50 Sophisticated Ensemble . . . . . . . . . . . 35 Warming Ear Muffs . . . . . . . . . . . . . . 36
Paragon. . . . . . . . . . . . . . . . . . . . . . . . 92 Soul Orb . . . . . . . . . . . . . . . . . . . . . . 105 Warning Rod . . . . . . . . . . . . . . . . . . . 68
Passport Key. . . . . . . . . . . . . . . . . . . . 76 Spellcaster’s Robe . . . . . . . . . . . . . . . 66 Warrior’s Charmed Bracelet,
Patrician Jabot . . . . . . . . . . . . . . . . . . 44 Spellcatcher Ring . . . . . . . . . . . . . . . . 56 or Amazon Bracelet . . . . . . . . . . . 100
Penetrating Bow . . . . . . . . . . . . . . . . . 95 Spider Palanquin . . . . . . . . . . . . . . . . 85 Watchbug . . . . . . . . . . . . . . . . . . . . . . 45
Pentagram Disk . . . . . . . . . . . . . . . . . 65 Spirit Generator . . . . . . . . . . . . . . . . 105 Well-Armed Belt . . . . . . . . . . . . . . . 100
Personality Hats . . . . . . . . . . . . . . . . . 35 Spypiece . . . . . . . . . . . . . . . . . . . . . . . 77 Woodlands Sword . . . . . . . . . . . . . . . 94
Pertwee’s Potent Pinions . . . . . . . . . . 85 Steadfast . . . . . . . . . . . . . . . . . . . . . . . 93 Wound Mud . . . . . . . . . . . . . . . . . . . . 50
Phantom . . . . . . . . . . . . . . . . . . . . . . . 93 Stonefist Bracers . . . . . . . . . . . . . . . 100 Wound Wand . . . . . . . . . . . . . . . . . . . 50
Pink Arrows . . . . . . . . . . . . . . . . . . . . 96 Stoneform Amulet . . . . . . . . . . . . . . . 29 Zig-Zag Arrow . . . . . . . . . . . . . . . . . . 97
Plane-Shifting Fork . . . . . . . . . . . . . . 65 Storm Amulet . . . . . . . . . . . . . . . . . . . 57 Zombie Coffin . . . . . . . . . . . . . . . . . 107

Magic Item Index 127


INDEX
A bbadon, 82. D allo, 31. I llegal items, 69-79. S ea Elves, 61.
Accidental spells, 14, 17. Dark Elves, 38, 102. Insect Men, 15. Secret spells, 17.
Amulets, 115-117. Darros, 89. Intelligent swords, 87. Shields, 28-29.
Anachronism, 7. Dis, 82. Siege engines, 16.
Arlon, 87. Divine gifts, 15.
J ewelry, 51-57; common Skill level, 21.
spells, 52.
Armor, 22-27; common spells, 23. Do-It-Yourself Enchantments, Spacesuit, 24.
Arros, 89. 7. K argreave, 23. Spells, 17, 20.
Asking price, 21. Dragons, 25, 56.
Dwarves, 14, 23, 25.
L apis Potentissimus, 62. Starting a campaign, 5.
Axes, 98. Laramon the Bard, 44. Staves, 66-68.
Leprechauns, 14, 31, 33. Surtur, 93.
Liches, 102. Sword Spirit spell, 87.
Lost secrets, 14. Swords, 89-94.
Lost spells, 17.
Luxury items, 17.
T echnology, 7.
Thief’s items, 69-79; common
M age’s tools, 58-68; common spells, 70.
Throwing weapons, 97.
spells, 59.
Magic item table, 126-127. Thulin, 98.
Magic shops, 9-10. Toys, 17.
Magical brokers, 8. Trade in magic items, 9.
Mana basins, 12, 55. Transportation, 80-85.
Mana Tree, 11. Traps, 37-45.
Mana, 63. Tricks, 37-45.

B ales, 15, 38, 102. E liaz, 102.


Maps, 75.
Marduk, 82.
U nderground Market, 16.
Elixirs, 112-114. Unique magic items, 12.
Bartolomeus, 70. Mekro’s Colossus, 27.
Ellyllon, 15. Unique spells, 17.
Berlow, 47. Mer-folk, 61.
Elves, 12-14, 25. Universities, 12-13.
Blaatchep, 38. Merchants, 8-19.
Enchantment, 7. Unknown spells, 17.
Black Market, 16, 38, 68. Mummy, 104.
Bows, 94-97. Erindir, 83. V ampires, 102-103, 106-107.
Brokers, 8, 18. Eristan, 90. N aming magic items, 8. Variant spells, 17.
Burbane, 67. Extralegal items, 69-79; com- Necromancy, 38, 47, 101-
Buttons’ Miraculous Dish mon spells, 70. 107; common spells, 102. W ands, 66-68.
New Caliburn, 89. Weapons, 86-100; common
Cleaner, 16. Extraplanar artifacts, 15.
New spells, 17. enchantments, 88.
Buying magic items, 6, 8; with Ezarian, 68.
New stock items, 125. Wizard’s tools, 58-68; common
character points, 6.
F aerie, 12. Nonviolent items, 16.
spells, 59.
C arello, 73. Fauns, 15.
Y ierasumus, 57.
Centaurs, 15. Finding magic items, 5. O ne-shot enchantment, 21. Ymir, 93.
Character creation, 5. Fishmen, 15. Other campaigns, 18.
Yrth, 98.
Character points, 6.
Charms, 115-117.
G ame balance, p. 5. P atrons, 15-16. Z ebulon, 59.
Gawain’s Belt, 89. Powerstones, 39, 59, 62-63,
Chastity belts, 32. 65, 66, 108, economics, Zylë, 81.
Ghouls, 15.
Church, 16, 47. 109; quirks, 110-111.
Gifts, 5.
Circles, 12-13. Price of magic items, 8.
GM advice, 20.
Clothing, 30-36; common
spells, 31.
Gnomes, 14. Q uirks, 110-111.
Goblins, 14, 25.
Colleges, 13.
Gods, 15. R aces, 13.
Commissioning magic items, 8. Ranged weapons, 94-97.
Guilds, 16.
Common Enchantment Table, Religion, 47.
118-125. H ealing, 46-50. Remove Curse, 24.
Component spells, 20. Horse, 26. Renaida, 52.
Cursed items, 5, 37-45; com- Hufwedo, 84. Research, 17.
mon curses, 38. Runestones, 62.

128 Index
GURPS CELTIC MYTH
S
tanding stones. Headhunting and human sacrifice.
Lusty kings and cattle-raiding queens. Naked GURPS Basic Set, Third
warriors painted blue. Mysterious druids and crafty Edition Revised and
Sidhe. The Celtic world was full of strange enchantments Compendium I: Character
and bloody battles. Creation are required to use
this book in a GURPS
Enter a world of feasting and fighting, where magic campaign. GURPS Celtic
is everywhere and glory is everything. In this book you’ll find: Myth can also be used as a
sourcebook for any
Tales of the ancient Irish and Welsh heroes. roleplaying system.

A wealth of Celtic character types, with plenty of new THE CELTIC WARRIORS:
advantages and disadvantages – including gesas, the
mystic prophecies and taboos that ruled the life and Written by
death of every Celt. KEN WALTON
AND JO WALTON
The Druids: their arcane teachings and enigmatic
magic. A new Druidic tree-magic system includes Edited by
the standard GURPS spells, plus new Celtic ones, SPIKE Y. JONES,
grouped according to ancient natural categories. SUSAN PINSONNEAULT,
AND LILLIAN BUTLER
The uncanny powers of the Sidhe, children and
fathers of gods, and rules for creating characters Cover by
with Faerie blood and powers of their own . . . JOHN ZELEZNIK

STEVE JACKSON GAMES


Illustrated by
Willful weapons, magical and powerful, with their DAN SMITH
own personalities and motives.

Return to a time when a battle or FIRST EDITION, SECOND PRINTING


a wonder was around every PUBLISHED OCTOBER 2000

corner, and the Otherworld ISBN 1-55634-195-4

was only a step away . . .

STEVE JACKSON GAMES


® 9!BMF@JA:RSPXTRoY`ZfZdZnZ`
Printed in the
www.sjgames.com SJG01995 6074 U.S.A.
By Ken and Jo Walton
Additional Material by Loyd Blankenship,
Graeme Davis, Phil Masters,
Ben W. Miller, Sasha Miller,
Steffan O’Sullivan, S. John Ross,
Beth Savage, Peggy & Bob Schroeck,
Daniel U. Thibault, and Jon Zeigler

Edited by Spike Y Jones,


Susan Pinsonneault, and Lillian E. Butler
Cover by John Zeleznik
Cover Design by Alex Fernandez
Illustrated by Dan Smith
GURPS System Design by Steve Jackson Interior and Color Production by Jeff Koke
Scott Haring, Managing Editor Print Buying by Shawn Haranek
Sean Punch, GURPS Line Editor Art Direction by Philip Reed
Page Layout and Typography by Jeff Koke, Claudia Smith, Sales Manager
Lillian Butler, and Susan Pinsonneault
Playtesters: Cuchullin, Eric Gilmartin, Jez Green, Steve Hatherley, Will Hughes, Badger Jones, Marshall Ryan Maresca, Andrew Morris,
Virginia L. Nelson, Horace Pruitt, Paul Raistrick, Marcus Spears, Arlena Stallman, and Mark Whittington.
Thanks to: Derek Stokes, Helen Marsden, Jim Riley, Mary Lace, Lancaster Library and the library of the University of Lancaster for help with books;
Lesley Grant of Trinity College Dublin for solving the problem of the Picts; Jez Green, Phil Masters, Steffan O’Sullivan, Andrew Morris, and
Cuchullin for helpful comments and suggestions; everyone on rec.arts.sf.written who suggested modern Celtic fiction; Robin D. Laws, and
James Wallis for “Woad Warrior” jokes; Mary Lace, and Nora & Allan Walton for babysitting above and beyond the call of duty
and, last but not least, to my grandmother, Nancy Lace, for introducing me (Jo) to these stories in the first place.
Special thanks to Ahasuerus the Wandering Jew for help with dating.
GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and Illuminati Online 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 Celtic Myth is copyright © 1995, 2000 by Steve Jackson Games Incorporated. All rights reserved. Printed in the U.S.A.

ISBN 1-55634-195-4 2 3 4 5 6 7 8 9 10

STEVE JACKSON GAMES


Introduction..................4
Contents The Hero’s Portion ...............20
The Celts at Play...................21
The Tale of Mac Da Tho’s
Pig......................................37
About the Authors ..................4
About GURPS.........................4 Hunting .................................21 The Death of Connor ............37
Dressing for War...................21 The Stories of Prydain ..............38
1. The Celtic World......5 Board Games ........................22 The Destruction of
The Celtic World-View...............6 Hurley and Other Da Derga’s Hostel .............38
Prydain and Eriu in Time .......6 Field Sports........................22 The First Branch:
Celts and the Natural World ...7 Celtic Religion..........................22 Pwyll, Prince of Dyfed .........39
Geography ..............................7 Headhunting .........................22 Pwyll and Rhiannon..............39
Map of Prydain and Eriu .........7 Fasting ..................................23 Rhiannon, Pwyll, and
Celtic Honor ...............................8 Rituals and Rites...................24 Pryderi ...............................39
Kingdoms ................................8 Druids and Priests.................24 The Naming of Pryderi .........40
The Gesa .................................9 The Fitness of Things............24 The Second Branch:
Warriors and Storytellers........9 Celtic Festivals .....................25 Branwen, Daughter of Llyr...40
Wonders ..................................9 Playing for High Stakes........25 Gwern ...................................41
The Living Countryside............10 Sacrifices ..............................25 The Many Deeds of
So Much Magic ........................10 Holy Groves and Temples .....26 Finn Mac Cool ...................41
Doing it by Threes ................10 Gods of the Celts...................27 The Deaths of
Kings, Warriors, and Scholars...11 Other Festivals......................28 Branwyn and Bran .............42
Celtic Kings ..........................11 Birth and Death.....................29 The Third Branch:
Technology ............................11 Holy Places ...........................29 Manannan, Son of Llyr..........42
Plan of a Typical Dun..............11 The Cult of the Head ............30 The Mabinogion....................42
The Warrior Elite ......................12 Stone Circles and An Army of Mice .................43
Plan of a Typical Hill Fort......12 Standing Stones..................30 And Arthur Himself . . ..........43
Life in the King’s Hall ..........13 The Fourth Branch:
The High King ......................13 2. The Tales...............31 Math, Son of Llyr ..................44
Learning and Literature ........14 The Ulster Cycle.......................32 Llud and Llefelys ..................44
Peasants and Slaves ..............14 Setanta ..................................32 Arianrhod and
Dress .....................................14 The Irish Stories....................32 Llew Llaw Gyffes ..............45
Celtic Women ...........................15 The Hound of Chulain ..........33 The Tale of Taliesen ..............45
Kilts.......................................15 The Invasions of Eriu............33 Llew and Blodeuaedd ...........46
Warfare .....................................16 The Second Battle Culhwch and Olwen..............46
Single Combat ......................16 of Moytura .........................33
Living on Hospitality ............16 Bricriu’s Feast.......................34 3. Characters ...............47
The Conventions of War.......17 Connor, Fergus, and Noisi ....35 Character Types ........................48
Fosterage...............................17 Emain Macha........................35 Advantages ...............................52
Spearmen ..............................18 The Loss and Recovery Disadvantages...........................53
Cattle Raiding .......................18 of the Tain..........................35 New Advantages.......................55
Celtic Law.................................18 The Tain................................36 New Disadvantages ..................55
Respect for the Bard .............18 The Death of Maeve..............36 Skills .........................................56
Halls and Forts .....................19 Cuchulain: New Skills.................................57
Honor Price...........................20 “Hound of Culain”............36 Appearance ...............................58
Marriage and Legitimacy......20 Cuchulain and Ferdiad..........37 Social Status and Wealth ..........58
The Death of Cuchulain........37 Social Status .........................59

2 * Contents
Names ...................................59 Culture and Politics ..............72 Magic and the Sidhe .............94
Jobs and Income .......................59 Willful Non-Weapons ............72 Tree Magic................................94
Job Table...................................60 Sidhe Abilities ..........................73 Skills not Spells ....................95
Celtic Weapons .........................60 The Spear Feat......................73 Ogham ..................................95
Weapons....................................61 Other Feats ...........................73 Consonant Tree Spells ..............96
Celtic Armor .............................62 Character Points and Birch (B – Beth) ...................96
Celtic Equipment ......................62 Sidhe Blood Levels............74 Rowan (L – Luis)..................97
Unique Feats .............................74 Alder (F – Fearn) ..................97
4. The Sidhe ...............63 Sidhe Attributes ........................75 Willow (S – Saille) ...............97
The Tuatha de Danaan ..............64 Sidhe Advantages .....................75 Ash (N – Nion) .....................97
Sidhe in the Campaign..........64 Hawthorn (H – Uath)............98
The Tuatha and the Fomor....65 5. Magic ....................81 Oak (D – Duir)......................98
The Druids ................................82
Celtic Supers.........................65 Holly (T – Tinne)..................99
How the World Saw
The Otherworld: Islands Hazel (C – Coll)....................99
of Wonders............................65 the Druids...........................82 Vine/Bramble (M – Muin)...100
Sidhe Patrons and Enemies ...65 How the Druids Saw Ivy (G – Gort) .....................101
Buildings and the Sidhe ........65 the World............................82 Reed (P – Pethboc) .............101
Caesar’s View of the Druids ..82
Entering the Otherworld .......66 Elder (R – Ruis)..................102
Druids in the Campaign .......83
Heroes in the Otherworld .........67 Vowel Spells ...........................102
Bard, Ollave, Druid ..............84
The Many Otherworlds.............67 Silver Fir (A – Ailm) ..........102
The Bard Ordeal ...................84
Tir Bo Thuinn – The Land Gorse (O – Onn) .................104
The Ollave Ordeal ................84
Beyond the Wave...............67 Heather (U – Ura) ...............105
Ynys Môn ..............................85
Men Into Gods/ Aspen (E – Eadha)..............105
Gesas.........................................86
Gods Into Men ...................67 Yew (I – Idho).....................105
Setting a Gesa .......................86
The Feast of Age ...................67 Spell Tables.............................106
Gesa Ideas ............................86
Tir Na n’Og –
Fulfilling a Gesa ...................87
The Land of Youth.............68
Defying a Gesa .....................87
6. Campaigns .............113
Bigger and Better..................68 Starting a Campaign ...............114
Annwn ..................................69 Circumventing Gesas............87 Style: Realistic vs.
Llew Llaw Gyffes’ Gesas ......87
The Hollow Hills ..................69 Mythic ..............................114
The Good Gesa .....................88
Sidhe PCs..............................69 Types of Campaign .................115
Sidhe .........................................70 The Bad Gesa........................88 The King’s Champions .......115
Magic Items in the
Advantages and The Air of Mystery:
Campaign ..........................88
Disadvantages....................70 Never Explain ..................115
Gesas in the Campaign .........89
Manannan Mac Llyr .............70 Heroes in the Campaign .....116
Magic Among the Celts............89
Willful Weapons ....................70 Questing..............................117
Mana .....................................90
Psychology................................71 Magic in the Campaign ......117
Magic Items and
The Sidhe at Home ...............71 Tin Miners ...........................117
Making a Willful Weapon......71 Enchantment ......................90 Themes and Prophecies ......118
Shapechanging......................90 The Dark Campaign ...........118
Snakestones...........................90 The Sons of Tureen.............119
Tathlums................................91 Adventure Seeds ..................119
Gates to the Otherworld........92 Cross-Genre Celtic Play .....120
Adventure Seed: Timeline..............................122
Making a Tathlum ..............92
Other Magic Systems ............92 Glossary ...................123
Non-Druid Magic .....................93
Wild Mana Areas
Bibliography ..............125
in Practice.........................93 Index ........................127
The Tree Talismans ...............93

Table of Contents * 3
Introduction
About GURPS
Steve Jackson Games is committed to
full support of the GURPS system. Our
address is SJ Games, Box 18957, Austin,
TX 78760. Please include a self-addressed,
stamped envelope (SASE) any time you

T
write us! Resources now available include: wo druids make a woman out of flowers to be a king’s wife. A
Pyramid (www.sjgames.com/pyramid).
Our online magazine includes new rules warrior chases a white deer into a green hill and finds himself in
and articles for GURPS. It also covers the another world. A fisherman in a coracle sees a horse riding across
hobby’s top games – Advanced Dungeons
& Dragons, Traveller, World of
the waves, but the rider claims that he sees a plain of blossoming trees.
Darkness, Call of Cthulhu, Shadowrun, This book is about roleplaying in the world of the pagan Celts, the people
and many more – and other Steve Jackson who lived in western Europe before the coming of the Romans, and of
Games releases like In Nomine, INWO,
Car Wars, Toon, Ogre, and more. And Christianity. It is about the mythological and magical lives of the Celts.
Pyramid subscribers also have access to
playtest files online, to see (and comment “Celtic”
on) new books before they’re released.
New supplements and adventures. The word “Celtic” has many meanings; in this book it means the lives of
GURPS continues to grow, and we’ll be the pagan Celts as remembered in their stories and rediscovered by archaeology.
happy to let you know what’s new. A cur-
rent catalog is available for an SASE. Or
Much later “Celtic” folklore (such as leprechauns) has been excluded, and
check out our Web site (below). some liberties have been taken with the evidence to provide a world suitable
Errata. Everyone makes mistakes, for roleplaying. (For instance, there is little solid evidence about the druids.)
including us – but we do our best to fix our
errors. Up-to-date errata sheets for all
GURPS releases, including this book, are Spelling and Pronunciation
always available from SJ Games; be sure
to include an SASE with your request. Or
Two Celtic languages, Welsh and Irish, are used for names, places, and
download them from the Web – see below. objects in GURPS Celtic Myth. Welsh is phonetic and is left unchanged, but
Q&A. We do our best to answer any Irish is far from phonetic (for more on Celtic pronunciations, see Glossary, p.
game question accompanied by an SASE.
Gamer input. We value your comments. 123). Where a standard or familiar Irish form exists, it is used. If there is no
We will consider them not only for new commonly recognized form the spelling has been phoneticized.
products, but also when we update this
book on later printings!
As for the pronunciation of the word “Celt” itself, the “hard c” is most
Internet. Visit us on the World Wide likely correct (the ancient Greeks reported that these people called themselves
Web at www.sjgames.com for an online the Keltoi, and that is the usage found in most modern Celtic lands). People
catalog, errata, updates, and hundreds of
pages of information. We also have confer- preferring to use the “soft c” pronunciation can make a case for it as well
ences on Compuserve and AOL. GURPS (that’s the version used in the Celtic regions of France).
has its own Usenet group, too:
rec.games.frp.gurps.
GURPSnet. Much of the online discus-
sion of GURPS happens on this e-mail list.
To join, send mail to majordomo@io.com
with “subscribe GURPSnet-L” in the body,
or point your World Wide Web browser to
gurpsnet.sjgames.com/.
The GURPS Celtic Myth Web page is at
About the Authors
www.sjgames.com/gurps/books/celtic. Ken Walton lives in Lancaster, England. He is a full-time RPG writer. He
has published in White Dwarf, Pyramid, Arcane, and other magazines. He has
PAGE REFERENCES projects forthcoming for Warhammer FRP and Heliograph.
See GURPS Compendium I, p. 181, for Jo Walton lives in Swansea, South Wales. She is a graduate in Classics and
a list of abbreviations for GURPS titles, or Ancient History from the University of Lancaster. She has just published her
for the most recent list, visit our Web site at first novel, The King’s Peace, from Tor Books, New York. It reflects her long
www.sjgames.com/gurps/abbrevs.html.
Rules and statistics in this book are standing interest in things Celtic; indeed, if she hadn’t written GURPS Celtic
specifically for the GURPS Basic Set, Myth, she probably wouldn't have gone on to write it and its sequel, The
Third Edition, Revised. Any page refer-
ence that begins with a B refers to the King’s Name, coming out in 2001. She has published a number of short stories
GURPS Basic Set – e.g., p. B102 means in magazines. She has written some roleplaying bits and pieces, on her own
p. 102 of the GURPS Basic Set, Third and with Ken, for Hogshead, Last Unicorn, and others.
Edition, Revised. M denotes GURPS
Magic, Second Edition; G refers to
GURPS Grimoire; BB means GURPS
Bunnies & Burrows, S is GURPS Supers.

4 * Introduction
When Lugh came to Tara for the first time in the reign of
Nuada he went to Camel, Nuada’s doorkeeper, and asked for
admission. “What can you do?” asked Camel. “I’m a good car-
penter,” said Lugh. “We have a carpenter,” said Camel. “I’m a
good smith,” said Lugh. “We have a smith,” said Camel. The
dialogue continued with Lugh saying that he was a poet, a harp-
er, a healer, and a warrior, only to be answered each time that
they had one. Then Lugh asked Camel if they had anyone who
was master of all of those skills. Camel asked Nuada, who
admitted that they did not, and welcomed Lugh within. Nuada
then gave Lugh the nickname “Ildanach” meaning craft-skilled.

C
haracters in Celtic mythology were a pretty power-
ful bunch. Even the minor ones were usually
famous for some feat or other. (Otherwise they
wouldn’t be mentioned in the stories!) A realistic campaign
should start with 100-point characters, but in a campaign full
of the magic and heroism of Celtic myth, beginning characters
should be at least 150 points, probably more, with 1 level of
Sidhe Blood. In a campaign with all Sidhe characters, they
should be in the 500- to 1000-point category – Celtic Supers!
Every character should take the Celtic Code of Honor dis-
advantage (see p. 53) unless he doesn’t abide by it, in which
case he should take an Odious Personal Habit (-10 points), for
being known to be without honor, or the Secret “Has No Honor”
(-5 points), in which case he may have to live by much of the Gesas: Gesas on members of the Druidic Order are likely
Code of Honor in order to protect his secret, anyway. to be obscure and related to their work: “Must always rise
before dawn,” “Cannot praise a man to his face,” or “Must
play the first song in the dun every day.”

Character Types Blacksmith


A blacksmith works with iron to make weapons and
Bard armor. This is a respected craft in Celtic society, as are all
Bard is the first level of the Druidic Order. A Bard knows crafts. Because of the magical nature of iron, blacksmiths are
many stories, poems, and histories, and has some skill at com- regarded as partly magicians and people to be wary of. Not
posing new songs and sagas. Bards don’t necessarily have every village has a blacksmith, so some wandering smiths do
Magical Aptitude; what they must have is a good memory and the work as they pass through, shoeing horses and mending
a talent for riddles. Bards are keepers of history, teachers, and swords, for example. This is a profitable job and one that fits
people who can immortalize heroes in song. well with adventuring and moving from place to place.
Advantages: Useful advantages for a bard are Eidetic Advantages: A blacksmith has Status 1, and a good one
Memory, Extra Fatigue, Musical Ability, and Voice. Bards are may have a Reputation. A good smith has ST 13 or higher, and
Status 3, and must have Literacy (Ogham) (p. 52). A harper is may well have high DX if he does much artistic jewelry work.
an appropriate Ally. A Sidhe smith almost certainly has the Sidhe advantage
Disadvantages: The Odious Personal Habit (Arcane) is Bellows Breath.
suitable. Since a Bard must have spent seven years as an initi- Disadvantages: A blacksmith may be Hard of Hearing
ate, Youth is inappropriate. from banging an anvil all day.
Skills: A Bard must have Consonant Tree Lore (p. 57), Skills: Blacksmith/TL2 and Armoury/TL2 are musts. A
Bardic Lore (p. 57), and Poetry, all at 11+. A Bard will certainly Celtic armourer can specialize in Hand Weapons; bows and
know the Tree Talisman spells, and must be able to play the arrows are likely to be made by individuals needing them. A
harp, although he may have a harper to play for him. Most more artistic blacksmith may also have Sculpting and Jeweler.
Bards also have skill in Satire (p. 57). Bard and Performance Weapon skills are required, since a good smith needs to be
skills would be useful. able to use a weapon to know whether it’s a good one or not.
Some people are content to remain Bards throughout their Merchant and Fast-Talk are useful.
lives; others are training to be Ollaves. Those in training may Gesas: These are likely to be connected to metal-working,
well be working on Vowel Tree Lore (p. 58). As the Ollave such as: “Must never work metal with my back to the forge,”
ordeal is religious in nature, many Bards wander from sacred “Must light the forge before dawn,” “Must make a horseshoe
grove to sacred grove in preparation. every day,” or “Must never make a spear point.”

48 * Characters
Gesa Ideas
These are just indications; GMs and
players are encouraged to think up their
own, unique gesas.

Clothes
Gesas
T
-5 Must never remove boots he gesa (sometimes spelled geas, geis, or geasa) was one of the
-5 Must never remove helmet central ideas of Celtic life, not to be confused with the Geas
-5 Must keep head bare
-10 Must keep feet bare spells in GURPS Magic.
Gesas were magical limitations or compulsions set by fate or powerful per-
Strangers
-10 Must not give name to strangers sonalities – individual taboos. Possession of a gesa was a sign of being marked
-10 Must ignore strangers until they out by destiny, and was often what distinguished a hero from an ordinary per-
touch him son. A gesa was not like a vow, which could be broken at the expense of
-10 Must insult strangers
-15 Must attack strangers honor; death or disaster would inevitably follow the breaking of a gesa. They
were not impossible to abide by, but they could make life difficult.
Food
-5 Must not eat pig Most gesas were usually formulated as “Must” or “Must not,” ranging
-5 Must eat with door open from the apparently harmless, “Must not eat swan,” to the dangerous, “Must
-5 Must not drink alcohol alone not draw a sword without drawing blood.” Even the simplest gesa could cause
-10 Must not eat when others are
present unlimited trouble. Some create Odious Personal Habits (e.g., Must sleep with
-10 Must not eat alone door open), while others are 40-point disadvantages in their own right (e.g.,
-15 Must not drink anything alone
Must kill a man every day) Other gesas governed the conditions under which
Death one could be killed.
(Note: these will not prevent injury.) The GM, and the enemies of the party, can use even the most harmless
+5 Can only be killed by a spear
+5 Can only be killed on a rainy day gesas against heroes, as in the story of Fergus Mac Roy. Fergus’ gesa was that
+10 Can only be killed in the sunshine he could never refuse a drink. He promised to escort Noisi and Deirdre safely
(Point costs may be different
in other climates.) to Connor but was waylaid and invited for a drink. He therefore had to let them
+10 Can only be killed by a man in red go on alone. This led to their deaths and his exile.
armor
+10 Cannot be killed by sharp metal
+15 Cannot be killed by a man Setting a Gesa
+15 Can only be killed with own sword While many gesas were inborn, some were set on heroes by other Celts.
while in bed with own wife
+25 Can only be killed out of doors on a Setting a gesa wasn’t like casting a spell, nor did it require Magical Aptitude.
Tuesday by someone wearing red Every Celt had the ability to give gesas, but it wasn’t done lightly. Some
boots
+30 Can only be killed halfway up a
hill during a thunderstorm by a
naked man bearing a 40-foot spear
made of solid gold. (A GM who
wants to worry a PC with this gesa
should note that on any stormy day
the person should often glimpse
naked men who always turn out to be
about to erect a maypole, or to have
a gold-plated spear, or a bronze one!)

86 * Magic
Celtic Languages
Glossary
There are two main Celtic language
an accent, which would not be noticeable
in the original language. Introductions
Bérla na filied: Secret language of poets.
Bran ap Llyr: High king of Prydain, a
families, Goedelic (Q-Celtic) and between two heroes with impressive lin- giant, killed on an expedition to
Brythonic (P-Celtic). Goedelic languages eages could be a test of endurance and Mumu to avenge an insult to his sis-
are spoken in Ireland, Scotland, and on memory as each attempted to tell his ter, Branwen. His head was buried at
the Isle of Man, and Brythonic elsewhere entire life story (and that of his ancestors) Dinas Lludd.
in Britain and in Brittany. Gaulish, spo- in an unending stream of heroic feats and Brehons: Judges.
ken over most of Europe before the improbable events. Useful things to bear Bricriu “of the Poisoned Tongue”:
Roman conquest, was also a Brythonic in mind are: description at all costs, mas- Delighted in causing trouble.
language. They can be distinguished by sive exaggeration, and use of elaborate Brythonic: P-Celtic language group.
the use of P and Q and by Gw and F (e.g., simile piled upon simile. Cael: A great warrior and poet.
Brythonic Gwynn and Goedelic Finn: One of the great things about this Cailte: Last surviving member of the
both mean fair-haired). style is that one can say absolutely noth- Fianna, also spoke ot St. Patrick..
In the stories nobody had any ing and take a long time doing it, thus Cairell Mac Finn: Killed by Goll Mac
problem understanding anyone else. In confounding questions: “And never a Morna.
reality Welsh and Irish Gaelic are very word did she speak, no, she was as silent Caswallon ap Beli: High king of Prydain
different, with no default to each other. as a babe in arms asleep who listens to (in this form in the Mabinogion, he
Most Irish spellings in the text are her mother’s heartbeat and does not appears in Roman sources as
either reasonably phonetic or familiar to wake; as silent as the grass on a windless Cassiovellaunus).
give people unfamiliar with the names at day, a day of calm before the great winds Cathbad: A very powerful Druid, father
least a chance at the pronunciations. that shake the trees and lift the roofs of of Connor.
Below, the names are listed both as duns and poor men’s huts alike. No, she Conary Mor, Conaire Mor: A high king
spelled in the text and in their most com- spoke not a word, and we know nothing of Eriu with many strange gesas.
mon variants. Genuine Gaelic pronuncia- of the matter.” While GMs insisting on Conan Mac Morna: Known as Conan
tion should only be attempted after at doing this in other settings might be the Bald, he was a coward with a bit-
least 21 years of study! lynched, in a Celtic Myth campaign, this ter tongue.
Welsh pronunciation is phonetic, but can be great and acceptable fun. Conchonbar: See Connor.
with differences from English. C is always Connachta, Connaght: One of the four
Adna: Chief poet of Ulaid until his
pronounced as k. G is always hard as in cuiga of Eriu.
death.
gate (never as j). F is v. ff is f. R is always Conall Cearnach: “Conall of the
Alba: Scotland.
rolled; rh is aspirated hr. Ch is a throaty Victories.” Second only to Cuchulain
Amairgen: Conall’s father, a poet,
sound as in German Bach or Scottish loch. as a champion.
satirist, and druid.
Dd is a soft th as in these, not as in thin. Ll Connla: Son of Cuchulain.
Angus Og: Another son of the Dadga,
is a unique sound, kl or hl is close. If you Connor Mac Nessa: King of Ulaid in
called Og, “The Young,” because his
don’t know it never say l. W is a vowel the Red Branch period.
mother bore him after what seemed
pronounced oo. Vowels are mostly as in Creidne: The greatest woman warrior of
only a single night.
English , with the following exceptions. U the Fianna.
Anluan Mac Maga: Cet’s brother,
is i as in in. Y is a vowel pronounced vari- Crimmal: Finn Mac Cool’s uncle.
killed by Conall Cearnach just before
ously ee, i (as in in), or uh. As a word Cuchulain: The Hound of Ulster, great-
the Feast of Mac Da Tho’s Pig.
(meaning “the”) it is always pronounced est champion of Ulaid and hero of the
Ardan and Ainly Mac Usli: Noisi’s
uh – Ynys y Bwl is pronounced Uhniss uh Tain. (Pronounced Cuh-HOO-lan.)
brothers; good fighters.
Bool. Oe is pronounced oy; Coed is Coyd, Cuiga: Country; one of the kingdoms
Arianrhod: Daughter of a Sidhe,
not co-ed. making up Eriu.
Bard: The first level of the Druidic
The Dagda: “The Good God,” the
Order, requiring a minimum of seven
Dagda was surpassingly good at
The High Speech years of study.
everything, and was a druid of great
Celts had a reputation for a very Beann Mac Connor: A son of Connor
abilities. He had a magic cauldron
flowery style of speech, which can be with ambitions toward the kingship.
which was capable of feeding any
encouraged in a campaign. This is far Beltain: The first of May; Great Festival.
number of people. He also had a
more important and fun than putting on (Beltine, Bealtin)

Glossary * 123
magic harp, a Willful Weapon, which Leary Buadach or Leary Mac Ugaine: alphabet and the way of ordering the
could move and sing on its own. “Leary the Triumphant.” Third cham- tree magic.
Damnar: Cornwall. pion of Ulaid. Oisin: Son of Finn, who traveled to the
De Danaan: See Tuatha de Danaan. Lagin, Leinster: One of the four cuiga Otherworld and returned to meet St.
Dermot, Diarmuid: Member of Finn’s of Eriu. Patrick.
Fianna who stole away Grania, Finn’s Llew Llaw Gyffes: Son of Arianrhod; Ollave, Ollamdh: The second level of
intended bride. married a woman made of flowers. the Druidic Order, requiring a mini-
Druid: Loosely, any member of the Lòg-n-enech: “Honor price,” compen- mum of 14 years of study. (The Latin
Druidic Order. Specifically a Druid, sation for a wrong. translation Ovate is, oddly enough,
the highest of the three orders, requir- Lugh of the Long (or Skillful) Hand: used by some modern neo-pagans.)
ing a minimum of 21 years of study. One of the greatest warriors of the de Oscar Mac Oisin: Son of Oisin and
Duns: Forts. Danaan; later a sun god for the Celts. Evy, Oscar was the mightiest warrior
Eriu, Erin: Ireland. Father of Cuchulain. among the Fianna, a berserker with
Ferdiad: Cuchulain’s best friend, killed Lughnasa: August 1; Great Festival. riastradh.
by him in single combat. Mabinogion, the Four Branches of P-Celtic: The family of Celtic languages
Fergus Mac Roy: Ex-king of Ulaid. Had the: Name given to the Welsh stories that includes Welsh, Breton, Gaulish,
a gesa never to refuse hospitality. mentioning Pryderi. and Cornish. (Brythonic).
Fianna: War band, group of heroes sworn MacRoth: Maeve’s steward and mes- Prydain: Mainland Britain, “The Island
to defend Eriu against her enemies. senger. of the Mighty.”
Filid: Class of learned men; includes Maeve, Medb: Queen of Connachta in Pryderi ap Pwyll: King of Dyfed.
judges and druids. the Red Branch period. Pwyll: King of Dyfed, head of Annwn.
Finn Mac Cool, Fionn Mac Cumhal: Manannan Mac Llyr, Mac Lir: Very (Pronounced Poo-eehl)
Greatest leader of the Fianna of Eriu. powerful person who makes his home Q-Celtic: The family of Celtic lan-
Fomor: A race similar to the Sidhe in in Inish Manannan half way between guages that includes Irish and
power but hideously deformed and Alba and Eriu. Eventually god of the Scottish Gaelic and Manx. (Goedelic)
almost all evil. They ruled Eriu in sea. Rhiannon: A Sidhe associated with
early times but were driven to some Manawydan Mac Llyr: Brythonic ver- horses and wife of Pwyll.
small islands between Eriu and Alba sion of the name of Manannan. Riastradh: Battle frenzy, or the distor-
after their defeat at the Second Battle Math ap Mathonwy: Very powerful tion that accompanies it. (Pronounced
of Moytura. druid and ruler of Gwynedd. ri-astra.)
Gae Bolga: Belly spear. Cuchulain’s Miach Mac Dioncet: A Tuathan Saltuf Mac Roy: Cuchulain’s mortal
great Willful Weapon. druid, like his father a specialist in father.
Gesa, geas: Taboo, limitation set by healing. Samain, Samhain: October 31st/
destiny. Morrigan, The: Sidhe or goddess who November 1st; Great Festival.
Glam Dicin: Druid Ban, sets a criminal loved war and could turn herself into Sencha: A highly-regarded druid and
outside society. a raven. judge.
Goedelic: Q-Celtic language group. Moytura: A plain in central Eriu. The Sidhe: The race of super-powerful Celtic
Goll Mac Morna: The killer of Finn’s First Battle of Moytura was fought “elves” also known as Tuatha de
father Cool and leader of the Fianna between the Tuatha de Danaan and the Danaan. Sidhe literally meant “mound-
while Finn was a child. Firbolg; the Second was the decisive dwellers” and was applied to them
Govan: The smith of the Tuatha de victory of the Danaans over the after the Tuatha de Danaan moved to
Danaan, an unsurpassed craftsman. Fomor. the Otherworld. (Pronounced shee.)
Grania (Grainne): Finn’s intended Mughain Mong Eochaid: Queen of Tain Bo Cuailgne: “The Cattle Raid of
bride. Ulaid, Connor’s wife. Cooley,” the tale of Queen Maeve’s
Gwydion: Son of Don and Beli, druid, Mumu, Munster: One of the four cuiga attempt to steal a valuable bull and of
hero of the Fourth Branch of the of Eriu. Cuchulain’s heroic defense.
Mabinogion, foster-father of Nessa: Fergus’ wife, mother of Connor Tara, Teamhair: The dwelling of the
LleuwLlaw Gyffes by Cathbad the druid. high king and the most important dun
Hiraeth: A mood of longing, pleasant Noisi Mac Usli, Naoise: A great fighter in Eriu.
nostalgia, memories of what is lost and a very beautiful man. Tathlums: “Brain balls,” magical sling
beyond regaining. Welsh. Nuada of the Silver Arm: King of the stones made from human (or Sidhe!)
Imbolc: February 1; Great Festival. de Danaans until he lost his arm at the brains.
Kilt: Tartan skirt worn by men of the First Battle of Moytura, fighting the Tuatha de Danaan: See Sidhe.
highlands of Scotland since the 18th Firbolg. Ulaid, Ulster: One of the four cuiga of
century A.D. Ogma: Ogma was a son of the Dadga Eriu.
Laeg Mac Riangabur: Cuchulain’s who possessed great gifts of elo-
charioteer. quence. He invented the Ogham

124 * Glossary
Addiction disadvantage, 53.
Advantages, 52-53; new, 55; Sidhe, 75-80.
Adventure seeds, 119.
Index
Celtic Shapeshifting spell, 96.
Cernunnos, 29.
Challenges, 23.
Druids, 6, 11, 15, 19, 24, 30, 35, 44, 82-85, 114;
and Tree Lore skills, 95; as characters, 49; as
judges, 83; full, 85; in campaigns, 83; ranks,
Agriculture, 15. Chameleon advantage, 75. 84.
Ainé, 29. Champions, king’s, 115. Druid’s Ban, see Glam Dicin.
Alba (Scotland), 7, 13, 17, 35, 118. Character types, 48. Duns, 19.
Alder spells, 97. Character point levels, Sidhe, 74. Dyfed (Wales), 7, 39, 42, 43, 69.
Ally advantage, 52. Charioteers, 16, 17, 32; as characters, 49. Eidetic Memory advantage, 52.
Ally Group advantage, 52. Chariots, 17, 21. Elder spells, 102.
Alternate Blows advantage, 75; and Hafgan, 39. Children, 20; and fostering, 17. Emain Macha, 12, 32, 35, 87.
Amphibious advantage, 75. Chulain, Hound of, see Cuchulain. Emer, 33.
Angus Og, 73. Clans, 6. Enchant Druid Wand spell, 102.
Animals, 8, 18, 25, 45; in the Otherworld, 68; Clerical Investment advantage, 52. Enhanced ST advantage, 76.
with human children, 91. Climate, 7. Enthrall spell, 101.
Annwn, Otherworld kingdom, 39 , 69. Clothing, 14. Equipment prices, 62.
Appearance, 58; Sidhe, 70. Code of Honor disadvantage, 53. Eriu (Ireland), 6, 41.
Arawn, King, 39, 69. Combat, single, 16, 44. Evnisien, 89; mutilates horses, 40; spoils trick,
Arianrhod, 21, 28, 44, 45, 87. Compulsive Behavior (Generosity) disadvantage, 41; breaks magic cauldron, 42.
Armor, 11, 21, 62. 54. Extra Hit Points advantage, 76.
Arthur, King, 43, 46. Conall Cearnach, 32. Extra Fatigue advantage, 76.
Ash spells, 97. Conary Mor, 38. Fascinate spell, 101.
Aspen, 26; spells, 105. Connachta, 13. Fasting, 23.
Atlantis, 33. Connla, 34, 87. Feast of Age, 67; and Manannan, 70.
Atonement, 9, 19, 20, 118. Connor, 20, 32, 37. Feat, Spear, 73.
Attributes, Sidhe, 75. Consonant Tree spells, 96-102. Feats, other, 73-74.
Avert spell, 104. Consonant Tree Lore skill, 57. Ferdiad, 6, 16, 34.
Ayfa, 16, 34, 87. Control Otherworld Gate spell, 98. Fergus, 32.
“Bad” Gesa disadvantage, 55. Cornucopia spell, 101. Festivals, Great, 25.
Bagpipes, 15. Craftsmen, as characters, 49. Feth Fiada advantage, 76.
Bardic Lore skill, 57. Create Otherworld Gate spell, 98. Feth Fiada, and Manannan, 70.
Bards, 6, 9, 13, 18, 85; as characters, 48. Create Person spell, 102. Fianna, 41, 116; as characters, 49; Code of
Barter, 58, 59. Cruachan, cave of, 35. Honor of the, 53-54; tests to join, 116-117.
Beardless disadvantage, 55. Cu Roi, 35. Fidchell, 21, 22, 36, 56.
Bel, 27, 28. Cuchulain (Setanta), 6, 16, 20, 21, 22, 30, 32, 33, Filid, 14, 82.
Bellows Breath advantage, 75. 58, 67, 73, 74, 87; character, 36; death of, 37. Finn Mac Cool, 6, 41, 67.
Beltain, 19, 27, 30, 40. Cuigas, 13. Fir fer (Men’s Truth), 16.
Berserk disadvantage, 53. Culhwch, 46. Fir, silver, 27; spells, 102
Birch spells, 96. Da Derga’s Hostel, destruction of, 38. Firbolgs, 64, 65.
Birth, 29. Dagda, the, 27, 67, 70, 73. Fires, ritual, 19, 26.
Blackmail, 18. Damage Resistance advantage, 75. Flowers, woman of, 46.
Blacksmiths, as characters, 48. Damnar (Cornwall), 7, 88, 118. Fogous, 65.
Blodeuaedd (“Flowers”), 46 (later Blodeuwedd, Danu (goddess), 28, 64. Fomor, 27, 34, 64, 65, 114.
“Owl”). Dark Vision advantage, 75. Food, 13, 20.
Boasting, 17. Death, 29; and the Otherworld, 66. Forts, 19.
Boedicea, 15. Dechtira, 16, 21, 32, 33. Fostering, 17, 45.
Boys’ Corps of Ulaid, 36. Deirdre, 6, 15, 32, 34. Fountains, 29.
Boys’ Troop, 33. Delusions disadvantage, 54. Full Coordination advantage, 76.
Bran, 20, 40; death of, 42. Detect Gesa spell, 100. Gae Bolga, 34, 36, 37, 38, 70.
Brandubh, 21, 56. Dinas Lludd, 19, 42. Games, 21; skills, 56.
Branwen, 20, 40; death of, 42. Disadvantages, 53-54; new, 55-56. Geography, 7.
Bran’s head, 22, 42. Dispel Magic spell, 105. Gesas, 9, 19, 38, 40, 42, 44, 45, 86-89, 114;
Brehons, 19, 20. Divination: Augury spell, 99. “bad,” 88; circumventing, 87; death, 46, 86;
Bricriu of the Poisoned Tongue, 34, 37. Doesn’t Sleep advantage, 76. defying, 87; fulfilling, 87; “good,” 88; ideas
Brigid, 27, 28. Drink, 13. for, 86; in campaigns, 88; setting, 86.
Brochs, 66. Druid Wands, 88, 89. Gills advantage, 76.
Brythonic, see Languages. Glam Dicin, 19, 24, 45, 54, 83.
Caesar, Julius, 26, 82. Glass castles, 66.
Campaigns, 114-122; cross-genre, 120; dark, Glib Tongue spell, 101.
118-119; mythic, 114; realistic, 114; starting, Gods, 27-29.
114; types, 115-117; themes, 118. Goidelic, see Languages.
Capricious disadvantage, 56. “Good” Gesa advantage, 55.
Catfall advantage, 75. Gorse, 28; spells, 104.
Cathbad, 20, 32. Govan, 65.
Cattle, 8, 18, 19, 115. Great Shapeshifting spell, 103.
Cauldron, magic, 41. Great Hallucination spell, 104.
Cauldrons of Plenty, 33, 89. Groves, sacred, 24, 26, 85.
Cauldron of the Tuatha, 89. Gwawl, King, 13, 40, 42, 43.
Celtic Supers, 65. Gwern, son of Branwen, 41.
Celtic Shapeshift Others, 104. Gwyddbwyll, 22, 56.

Index * 127
Gwydion, 44, 45, 87. Moytura, Second Battle of, 33, 64. Sidhe, 6, 8, 18, 24, 30, 38, 43, 67, 117; abilities,
Hairdressing skill, 57. Mumu, 13. 73; advantages, 75-80; and buildings, 65-66;
Halls, king’s, 19. Murder, 19. and magic, 94; appearance, 70; as patrons
Hard to Kill advantage, 77. Musical Instrument skill, 56. and enemies, 65; as PCs, 69; at home, 71;
Harpers, 9; as characters, 50. Names, 40, 59. culture, 72; in campaigns, 64; mounds, 30;
Harps, lap, 56. Natural Spellcasting advantage, 55. psychology, 71; racial advantages and disad-
Hawk Eyes advantage, 77. Naturalist skill, 56. vantages, 70.
Hawthorn spells, 98. Nicknames, 59. Sidhe Blood advantage, 55, 79.
Hazel, 29, 41; spells, 99. Nisien, 40. Silence advantage, 79.
Headhunting, 22, 30. Noisi, 32, 34, 35. Skills, 56; new, 57-58.
Heads, 17, 30, 115. Nuada, 11, 34, 64. Skya, 15, 34, 74.
Healers, as characters, 50. Nudity, 18, 51, 80. Slaves, 14.
Heather, 28; spells, 105. Oak spells, 99. Slings, 61.
Herbary skill, 57. Oaths, 24. Snakestones, 88, 90.
Herne, 29. Odious Personal Habit disadvantage, 54. Social Stigma disadvantage, 54.
Heroes, in campaigns, 116. Ogham, 14, 30; alphabet, 52, 82, 95; trees, 93-94. Speak Underwater advantage, 80.
Heroic Climbing advantage, 77. Ogma, 28. Speak with Animals advantage, 79.
Heroic Running advantage, 77. Oisin, 66, 68, 91. Speak with Fish advantage, 80.
Heroic Swimming advantage, 77. Ollaves, 85; as characters, 51. Speak with Plants advantage, 80.
Hero’s portion, 20. Olwen, 46. Spear of Victory, 33, 89.
Hills, hollow, 10, 27, 30, 64, 69. Omens, 118. Spearman’s Invulnerability advantage, 80.
Hiraeth, 7. On the Edge disadvantage, 54. Spearmen, 15, 18; as characters, 51.
Holly spells, 99. Ordeals, Bard, 84; Ollave, 84-85. Speech, high, 123.
Honor, 6, 20, 24. Otherworld, 6, 10, 23, 26, 27, 29, 30, 65-70; Spell tables, 106-112.
Honor prices, 20. gates to, 92. Sports skills, 56.
Hospitality, 8, 13, 16, 58. Pangs of Macha, 35, 36; disadvantage, 56. St. Patrick, 6.
Hospitals, 12. Partholan, 6. Status, 59; table, 59.
Hunting, 8, 21. Passive Defense advantage, 77. Stone of Destiny, 30, 33.
Hurley, 21, 22, 33, 56. Patron advantage, 53. Stone circles, 70.
Imbolc, 27. Peasants, 14, 38. Stonehenge, 30.
Increased Speed advantage, 77. Perfect Defense advantage, 77. Stones, standing, 10, 30, 38, 70.
Infidelity, 21. Plants, 8. Storytellers, 9.
Initiates, druid, 84; as characters, 50. Poetry, 14, 82. Sword of Light, 33, 89.
Invasions, 33. Poets, 18. Tain Bo Cuailgne, 12, 35, 36.
Invisibility spell, 100. Politics, Sidhe, 72. Taliesin, Tale of, 38, 45.
Ivy spells, 101. Powerstones, 89. Talismans, tree, 93.
Jobs, 59; table, 60. Priests, 24. Tara Leucra, 35.
Kian, Lugh’s father, 34, 119. Pronunciation, 4, 123. Tara, Royal, 13, 19, 26, 27, 29, 30, 33, 38, 67, 70,
Kilts, 15. Prophecies, 118. 114; curse, 30.
Kings, 11, 24, 32; as characters, 50; High,13, 28, Prydain (Britain), 6. Tartans, colors indicating status, 59.
40. Pryderi, 40, 42, 44; character, 40. Tathlums, 37, 88, 91.
King’s Peace, 13, 16. Pwyll, 20, 39, 40; character, 40. Teamster skill, 56.
Lòg-n-enech, 20. Queens, 12. Technology, 11.
Lagin, 13. Quests, 117. Temples, 26.
Languages, Brythonic, 56, 123; Goedelic, 56, Raids, 12, 18, 19. Time, 67, 69.
123; skills, 56. Reanimate Head spell, 97. Timeline, 122.
Law, 18. Recovery advantage, 77. Tin miners, 117.
Learning, 14. Reduced Sleep advantage, 77. Tir Bo Thunn (Otherworld), 67.
Legitimacy, 20. Reed spells, 101. Tir Na n’Og (Otherworld), 68.
Levarm, 15, 32, 34. Regeneration advantage, 78. Toad Eyes advantage, 80.
Lightfooted advantage, 77. Regrowth advantage, 78. Treasures, Four, 33, 89.
Literacy advantage, 52. Religion, 22. Triads, 10, 43.
Literature, 14. Remove Curse spell, 105. Tuatha de Danaan, 23, 27, 33, 64; and the
Lleu Llaw Gyffes, 45, 87. Reputation advantage, 53. Fianna, 67.
Llyr, 28. Revenge, 118. Tureen, sons of, 119-121.
Lugh of the Skillful Hand, 21, 28, 33, 34, 48, 64, Rhiannon, 15, 20, 28, 39, 40, 42; character, 39. Ulaid, 13.
67, 70, 73, 89, 119, 121. Riastradh, 36, 37; advantage, 78; description of Ulaid, 32.
Lughnasa, 28. Cuchulain’s, 64. Ulster Cycle, 32.
Mabinogion, 38, 42; Four Branches of, 39-46; Rituals, 24. Unaging advantage, 80.
First Branch, 39-40; Second Branch, 40-42; Rowan, 29; spells, 97. Vengeance, 9.
Third Branch, 42-43; Fourth Branch, 44-46. Royal kin, 11, 82. Vine/Bramble spells, 100.
Mac Da Tho’s pig, 37. Sacred places, 29. Voices on the Wind advantage, 80.
Maeve, Queen, 12, 15, 34, 37, 115; death of, 36. Sacrifices, 24, 25; human, 26. Vowel Tree Lore skill, 58.
Magic, 6, 10, 12, 23, 44, 89-105; and the Sidhe, Salmon Leap advantage, 78. Vowel spells, 102-105.
94; in campaigns, 117; non-druid, 93; other Samain, 19, 26, 30, 42. Walk on Air advantage, 80.
systems, 92; tree, 94. Satires, 36; skill, 57. Walk on Liquid advantage, 80.
Magic items, 6, 90; in campaigns, 88. Satirists, 9, 18; as characters, 51. Warfare, 16.
Magical Aptitude advantage, 53. Scotland, see Alba. Warriors, 9, 12; as characters, 52.
Mana, 90. Scry Otherworld Gate spell, 100. Wars, 12, 19; clan, 18.
Manannan Mac Llyr, 28, 34, 40, 42, 70. Secret disadvantage, 54. Weapons, 11, 60; table, 61.
Marriage, 20. Seek Otherworld Gate spell, 100. Wells, 29.
Math, son of Mathonwy, 44, 85. Sét, 58. Wild Mana Generator advantage, 80.
Matholwch, 20, 40. Shadow Form advantage, 79. Wild-mana areas, in practice, 93.
Medical skills, 56. Shapeshifting, 18, 45, 90; Celtic, spell, 89. Willful weapons, 70.
Medicine, 12. Shapeshifters’ Duels, 45, 91-92; and Great Willow spells, 97.
Merlin, 30. Shapeshifting spell, 103. Woad, 21.
Miserliness disadvantage, 54. Shields, 62. Women, 15, 58, 59.
Mixed Tree Lore skill, 57. Shrinking advantage, 79. Wonders, 9, 115.
Monstrosity advantage, 77. Sidekicks, 116. Yew, 26; spells, 105.
Morrigan, the, 28, 30, 67. Ynys Mon, 17, 85.
Mounds, Sidhe, 72, 114; see also Hills, Hollow. Youth disadvantage, 54.

128 * Index
FIRST EDITION, FIRST PRINTING
PUBLISHED NOVEMBER 2001
ISBN 1-55634-565-8

9!BMF@JA:RSTUTSoY`Z]ZdZnZj
Printed in
SJG02995 8001 the USA
FIRST EDITION, FIRST PRINTING
PUBLISHED NOVEMBER 2001
ISBN 1-55634-565-8

9!BMF@JA:RSTUTSoY`Z]ZdZnZj
Printed in
SJG02995 8001 the USA
TM

Additional Material by Shawn Fisher, David Pulver, Lead Playtesters


Sean Punch, William Stoddard, and John Freiler and Shawn Fisher
Hans-Christian Vortisch Playtesters
Edited by Steve Jackson Michele Armellini,
GURPS System Design • Steve Jackson Roland Boshnack,
Creative Director • Philip Reed Frederick Brackin,
GURPS Line Editor • Sean Punch Brandon Cope,
GURPS WWII Line Editor • Gene Seabolt Nelson Cunnington,
Production Manager • Gene Seabolt Peter Dell’Orto,
Design and Production • Gene Seabolt Phil Masters,
Prepress Assistant • Monica Stephens Kenneth Peters,
GURPS Errata Coordinator • Andy Vetromile Robert Prior, and
Sales Manager • R o s s Je p s o n Brian C. Smithson.
GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. GURPS WWII, Pyramid, 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 WWII is copyright © 2001 by Steve Jackson Games Incorporated. All rights reserved. Some art based on photographs copyright www.arttoday.com.
Some art based on photographs from the U.S. and Canadian national archives.
ISBN 1-55634-565-8 1 2 3 4 5 6 7 8 9 10

STEVE JACKSON GAMES


CONTENTS

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . 4 The Lion Roars . . . . . . . . . . . . . . . . 14 The Second Front . . . . . . . . . . . . . . 27


About the Author . . . . . . . . . . . . . . . . 4 Invasion of France Map . . . . . . . . . 14 Depths, Despair . . . . . . . . . . . . . . . . 27
About GURPS . . . . . . . . . . . . . . . . . 4 Lightning War . . . . . . . . . . . . . . . . . 16 To the Last Man, Again and Again . . 28
BROKEN CHARGES . . . . . . . . . . . . . . . . . 17 Red Tide . . . . . . . . . . . . . . . . . . . . . 28
1. THE WORLD The Battle of Britain . . . . . . . . . . . . 17 The Manhattan Project . . . . . . . . . . 28
AT WAR . . . . . . . . 5
Desert Legions . . . . . . . . . . . . . . . . . 18 THE WRITING ON THE WALL . . . . . . . . . 29
Balkan Reverses . . . . . . . . . . . . . . . 18 Destination Rome . . . . . . . . . . . . . . 29
THE WAR TO END ALL WARS . . . . . . . . . 6 Sleeping Giant . . . . . . . . . . . . . . . . . 18 Destination Berlin . . . . . . . . . . . . . . 29
RISE OF TOTALITARIANISM . . . . . . . . . . . . 7 Making Things Right . . . . . . . . . . . 19 Overlord . . . . . . . . . . . . . . . . . . . . . . 30
Forge of the Soviets . . . . . . . . . . . . . . 7 THE BISMARCK . . . . . . . . . . . . . . . . . . . . 20 Into Fortress Japan . . . . . . . . . . . . . 31
The New Samurai . . . . . . . . . . . . . . . 7 GLOBAL WAR . . . . . . . . . . . . . . . . . . . . 21 The Beast in the East . . . . . . . . . . . . 31
Rome Revived . . . . . . . . . . . . . . . . . . 8 The Wehrmacht Turns East . . . . . . . 21 Breaking Out . . . . . . . . . . . . . . . . . . 32
The Nazis Seize Power . . . . . . . . . . . 8 Japan Decides . . . . . . . . . . . . . . . . . 22 The Noose Tightens . . . . . . . . . . . . . 32
The Nature of Fascism . . . . . . . . . . . . 8 The Onslaught Slows . . . . . . . . . . . 22 The Sinking Ship . . . . . . . . . . . . . . . 32
Gambits Across the Globe . . . . . . . . . 9 Pearl Harbor . . . . . . . . . . . . . . . . . . 22 Onto the Rhine . . . . . . . . . . . . . . . . 33
The Spanish Civil War . . . . . . . . . . 10 CLIMAX . . . . . . . . . . . . . . . . . . . . . . . . . 23 Poising the Dagger . . . . . . . . . . . . . 33
Hitler Quickens the Pace . . . . . . . . . 11 Red Uprising . . . . . . . . . . . . . . . . . . 23 GOTTERDAMMERUNG . . . . . . . . . . . . . . . 34
The Unknown War . . . . . . . . . . . . . . 11 Long Shadows of the Rising Sun . . 23 Moving Fast . . . . . . . . . . . . . . . . . . . 34
GRAY WOLVES, ASHEN FACES . . . . . . . . 12 The Final Solution . . . . . . . . . . . . . . 23 The Battle of Berlin . . . . . . . . . . . . . 34
Britain and France Germany Reloads . . . . . . . . . . . . . . 24 A Star in the East . . . . . . . . . . . . . . . 34
Take Up the Gauntlet . . . . . . . . . . 12 The U.S. Responds . . . . . . . . . . . . . 25 Aftermath . . . . . . . . . . . . . . . . . . . . . 34
The Winter War . . . . . . . . . . . . . . . . 13 Total War in the Air . . . . . . . . . . . . . 25
The False War . . . . . . . . . . . . . . . . . 13
Scandinavian Campaign . . . . . . . . . 13
The Cauldron . . . . . . . . . . . . . . . . . . 26 2. THE COMBATANTS . . 35
ALLIES SEIZE THE INITIATIVE . . . . . . . . . 27
The Battle of France . . . . . . . . . . . . 14 Clash of Titans: Kursk . . . . . . . . . . . 27 MILITARY ORGANIZATION . . . . . . . . . . . 36
The Components of a WWII Army . . 36

2 CONTENTS
Military Unit Names . . . . . . . . . . . . 37 Fighter Pilot . . . . . . . . . . . . . . . . . . . 83 Food, Fuel, and Ammo . . . . . . . . . 158
Small-Unit Tactics . . . . . . . . . . . . . . 38 Sailor . . . . . . . . . . . . . . . . . . . . . . . . 84 Gritty Heroes . . . . . . . . . . . . . . . . . 159
GREAT BRITAIN . . . . . . . . . . . . . . . . . . . 39 Resistance Fighter . . . . . . . . . . . . . . 85 The Ultimate Horrors . . . . . . . . . . 159
Standard Units . . . . . . . . . . . . . . . . . 40 Dashing, Daring, Do . . . . . . . . . . . 160
Operations and Tactics . . . . . . . . . . 40 4. THE ARMOURY . . . 86 Making It Matter . . . . . . . . . . . . . . 160
Special Units . . . . . . . . . . . . . . . . . . 41 National Features . . . . . . . . . . . . . . 161
Intelligence . . . . . . . . . . . . . . . . . . . 41 PERSONAL GEAR . . . . . . . . . . . . . . . . . . 87 The Air War . . . . . . . . . . . . . . . . . . 162
THE UNITED STATES . . . . . . . . . . . . . . . 42 SMALL ARMS . . . . . . . . . . . . . . . . . . . . . 91 The War on the Seas . . . . . . . . . . . 162
Standard Units . . . . . . . . . . . . . . . . . 43 Small Arms Table . . . . . . . . . . . . . . 92 A WWII TRAVELOG . . . . . . . . . . . . . . 163
Operations and Tactics . . . . . . . . . . 44 Weapon Descriptions . . . . . . . . . . . . 94
CROSSOVER CAMPAIGNS . . . . . . . . . . . 165
Special Units . . . . . . . . . . . . . . . . . . 44 THE MOTOR POOL . . . . . . . . . . . . . . . . 100 Alternate Tech . . . . . . . . . . . . . . . . 167
Intelligence . . . . . . . . . . . . . . . . . . . 44 Artillery . . . . . . . . . . . . . . . . . . . . . 101
BEHIND THE LINES . . . . . . . . . . . . . . . . 168
M-4 Sherman . . . . . . . . . . . . . . . . . 102
The Marines . . . . . . . . . . . . . . . . . . . 44 The Resistance . . . . . . . . . . . . . . . . 168
Panzerkampfwagen IV . . . . . . . . . 103
THE SOVIET UNION . . . . . . . . . . . . . . . . 45 Military Missions . . . . . . . . . . . . . 169
Panzerkampfwagen VI “Tiger” . . . 104
Standard Units . . . . . . . . . . . . . . . . . 46 T-34 . . . . . . . . . . . . . . . . . . . . . . . . 105 Espionage . . . . . . . . . . . . . . . . . . . 169
Operations and Tactics . . . . . . . . . . 47 Jeep 1/4-Ton Truck . . . . . . . . . . . . . 106 ON THE HOME FRONT . . . . . . . . . . . . . 170
Special Units . . . . . . . . . . . . . . . . . . 47 GMC 21/2-Ton Cargo Truck . . . . . 107 The First Reactions . . . . . . . . . . . . 170
Intelligence . . . . . . . . . . . . . . . . . . . 47 Schweres Kraftrad BMW R12 . . . 107 The Lull Period . . . . . . . . . . . . . . . 170
GERMANY . . . . . . . . . . . . . . . . . . . . . . . 48 SdKfz 250 . . . . . . . . . . . . . . . . . . . 108 During the War . . . . . . . . . . . . . . . 170
Standard Units . . . . . . . . . . . . . . . . . 49 M-3 Halftrack APC . . . . . . . . . . . . 109 The Internment Camps . . . . . . . . . 172
Operations and Tactics . . . . . . . . . . 50 North American P-51 Mustang . . . 110 Port Chicago . . . . . . . . . . . . . . . . . 172
Special Units . . . . . . . . . . . . . . . . . . 50 Messerschmitt Bf or Me 109 . . . . . 111 Other Home Fronts . . . . . . . . . . . . 173
Intelligence . . . . . . . . . . . . . . . . . . . 50 Mitsubishi A6M Reisen “Zero” . . . 112
Duty or Dogma? . . . . . . . . . . . . . . . 50 Vought F4U Corsair . . . . . . . . . . . . 113 GURPS LITE
FOR WWII . . . . 174
JAPAN . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Junkers Ju 87 Stuka . . . . . . . . . . . . 114
Standard Units . . . . . . . . . . . . . . . . . 52 Ilyushin Il-2 BARK . . . . . . . . . . . . 115
Operations and Tactics . . . . . . . . . . 52 Consolidated PBY Catalina . . . . . . 116 GLOSSARY . . . . . . . . . . . . . . . . . . . . . . 174
Special Units . . . . . . . . . . . . . . . . . . 53 BASIC TRAINING . . . . . . . . . . . . . . . . . 175
Intelligence . . . . . . . . . . . . . . . . . . . 53
Savage Swords . . . . . . . . . . . . . . . . . 53
5. WWII VEHICLES . . 117 Success Rolls . . . . . . . . . . . . . . . . . 175
Reaction Rolls . . . . . . . . . . . . . . . . 176
MEDICAL SERVICES . . . . . . . . . . . . . . . . . 54 DESIGN SEQUENCE . . . . . . . . . . . . . . . . 118 Damage Rolls . . . . . . . . . . . . . . . . 176
THE WORLD AT A GLANCE . . . . . . . . . . . . 55 Step 1: Pick a Chassis . . . . . . . . . . 118 CHARACTERS . . . . . . . . . . . . . . . . . . . . 176
The Combatants . . . . . . . . . . . . . . . . 56 Airplane Wings Options . . . . . . . . . 122 Character Points . . . . . . . . . . . . . . 176
Aerial Accuracy . . . . . . . . . . . . . . . 123 Attributes . . . . . . . . . . . . . . . . . . . . 177
Step 2: Subassemblies . . . . . . . . . . 127
3. CHARACTERS . . . . 61 Step 3: Add Powertrain . . . . . . . . . 128
Image and Looks . . . . . . . . . . . . . . 177
GURPS CHARACTER SHEET . . . . . . . . 178
CREATING A CHARACTER . . . . . . . . . . . . 62 Step 4: Add Weapons . . . . . . . . . . 130 Social Standing . . . . . . . . . . . . . . . 179
Starting Points . . . . . . . . . . . . . . . . . 62 Weapon Modules Table . . . . . . . . . 133 Wealth . . . . . . . . . . . . . . . . . . . . . . 180
Female Roles . . . . . . . . . . . . . . . . . . 62 Vehicular Weapons Table . . . . . . . 134 Friends and Foes . . . . . . . . . . . . . . 181
ADVANTAGES, DISADVANTAGES, Step 5: Components . . . . . . . . . . . 136 Advantages . . . . . . . . . . . . . . . . . . 182
AND SKILLS . . . . . . . . . . . . . . . . . 62 Vehicles as Cargo . . . . . . . . . . . . . 137
Disadvantages . . . . . . . . . . . . . . . . 183
Advantages . . . . . . . . . . . . . . . . . . . 62 Step 6: Occupants and
Quirks . . . . . . . . . . . . . . . . . . . . . . 187
Sample GURPS Military Ranks . . . 63 Related Gear . . . . . . . . . . . . . . . 141
Skills . . . . . . . . . . . . . . . . . . . . . . . 187
Disadvantages . . . . . . . . . . . . . . . . . 64 Crew Requirements . . . . . . . . . . . . 141
Equipment . . . . . . . . . . . . . . . . . . . 192
Skills . . . . . . . . . . . . . . . . . . . . . . . . 65 Vehicles Variance . . . . . . . . . . . . . . 142
Component Modules Table . . . . . . 143 Hand Weapon Table . . . . . . . . . . . . 193
New Advantage . . . . . . . . . . . . . . . . 65 Thrown Weapon Table . . . . . . . . . . 193
New Skills . . . . . . . . . . . . . . . . . . . . 65 GENERAL STATISTICS . . . . . . . . . . . . . . 144
Character Improvement . . . . . . . . . 194
Status . . . . . . . . . . . . . . . . . . . . . . . . 66 Vehicle Repair . . . . . . . . . . . . . . . . 144
Beasts . . . . . . . . . . . . . . . . . . . . . . . 194
Status/Cost of Living Table . . . . . . . 66 PERFORMANCE . . . . . . . . . . . . . . . . . . . 145
Quick-and-Dirty Design . . . . . . . . 145 PLAYING THE GAME . . . . . . . . . . . . . . . 195
JOB TABLE . . . . . . . . . . . . . . . . . . . . . . . 67 Physical Feats . . . . . . . . . . . . . . . . 195
Ground Performance . . . . . . . . . . . 146
CHARACTER TEMPLATES . . . . . . . . . . . . 68 Mental Feats . . . . . . . . . . . . . . . . . 196
Water Performance . . . . . . . . . . . . 147
National Advantages . . . . . . . . . . . 68 Fright Check Table . . . . . . . . . . . . 197
Underwater Performance . . . . . . . . 148
National Disadvantages . . . . . . . . . 69 Long-Term Travel Speeds . . . . . . . 148 Combat . . . . . . . . . . . . . . . . . . . . . 198
4F: Forbidden Disadvantages . . . . . 70 Aerial Performance . . . . . . . . . . . . 149 Settling Rules Questions . . . . . . . . 199
Skills . . . . . . . . . . . . . . . . . . . . . . . . 70 Injury, Illness, Fatigue . . . . . . . . . . 203
VEHICLES IN ACTION . . . . . . . . . . . . . . 150
Using the Templates . . . . . . . . . . . . 71 Vehicle Movement . . . . . . . . . . . . . 150 CAMPAIGNS . . . . . . . . . . . . . . . . . . . . . 205
Rifleman . . . . . . . . . . . . . . . . . . . . . 72 Map Options . . . . . . . . . . . . . . . . . 150 Jobs . . . . . . . . . . . . . . . . . . . . . . . . 205
Armor Crewman . . . . . . . . . . . . . . . 73 Control Rolls . . . . . . . . . . . . . . . . . 151 Game Time . . . . . . . . . . . . . . . . . . 205
Artilleryman . . . . . . . . . . . . . . . . . . 74 Special Movement . . . . . . . . . . . . . 153 Tech Levels . . . . . . . . . . . . . . . . . . 205
Marine . . . . . . . . . . . . . . . . . . . . . . . 75 Collisions . . . . . . . . . . . . . . . . . . . . 154
Recon Trooper . . . . . . . . . . . . . . . . . 76
Paratrooper . . . . . . . . . . . . . . . . . . . 77
Detection . . . . . . . . . . . . . . . . . . . . 154 REFERENCES . . 206
Combat . . . . . . . . . . . . . . . . . . . . . 155
Combat Engineer . . . . . . . . . . . . . . . 78
Sniper . . . . . . . . . . . . . . . . . . . . . . . . 79 INDEX . . . . . 207
Commando . . . . . . . . . . . . . . . . . . . 80 6. MOVE OUT! . . . . 157
Old-Guard Officer . . . . . . . . . . . . . . 81 CAMPAIGN STYLES . . . . . . . . . . . . . . . . 158
Bomber Crewman . . . . . . . . . . . . . . 82 War Is Hell! . . . . . . . . . . . . . . . . . . 158

CONTENTS 3
ABOUT GURPS
Steve Jackson Games is committed to full
INTRODUCTION
This book begins a series of GURPS titles on World War II. It
support of the GURPS system. Our address is attempts to present the facts, balanced between the poles of perspective
SJ Games, Box 18957, Austin, TX 78760. when necessary, but without ignoring the often immense passions of the
Please include a self-addressed, stamped enve- moment. It provides a terse overview of humanity’s single greatest con-
lope (SASE) any time you write us! Resources flict as it played out, the nations who took its stage, and the people who
include: fueled those efforts with their lives or their souls.
Pyramid (www.sjgames.com/pyramid/). It also provides the rules and design systems for modeling the war
Our online magazine includes new GURPS with GURPS mechanics. All of the information essential to this book’s
rules and articles. It also covers Dungeons and purpose is within its covers.
Dragons, Traveller, World of Darkness, Call Future titles will add color, and detail, and often stray from matters
of Cthulhu, and many more top games – and military, but for now we are dealing with the war at its most fundamental
other Steve Jackson Games releases like Illu- – men and their tools in organized, armed conflict. Despite that relative-
minati, In Nomine, Car Wars, Toon, Ogre ly limited scope, we don’t think that we have ignored GURPS’ strength
Miniatures, and more. Pyramid subscribers at providing portable game concepts for cross-genre and high-weirdness
also have access to playtest files online! campaigns. The descriptions herein will provide you with suitable villains
New supplements and adventures. GURPS for Golden Age superheroes to tumble by the score, proper defenders of
continues to grow, and we’ll be happy to let you Earth for a Wellsian alien invasion, the ancestors to modern intrigues
know what’s new. A current catalog is available rooted in the ashes of the Third Reich, exotic adversaries for late-era pulp
for an SASE. Or check out our website (below). heroes to pummel, the baseline for any of 1,001 alternate-history scenar-
Errata. Everyone makes mistakes, ios . . . or even a straightforward military campaign.
including us – but we do our best to fix our This book may not agree with every personal vision of the Second
errors. Up-to-date errata sheets for all GURPS World War. Partly, this stems from the compact, iconic image that most of
releases, including this book, are available from us have for that war – even the initials “WWII” suggest a tidy and mono-
SJ Games; be sure to include an SASE. Or lithic affair, the stuff of “The Good War” or “The Great Patriotic War.”
download them from the Web – see below. A more intense inquiry reveals more dichotomy than dictators. The
Gamer input. We value your comments, black-and-white affair of one man is a worms’ nest of slithering, gray
for new products as well as updated printings of motives for another. Revisionist and/or conspiratorial counterexplana-
existing titles! tions challenge many an “established” fact about the war. An act of sac-
Internet. Visit us on the World Wide Web rifice that leaves one audience with eyes brimming in tears leaves
at www.sjgames.com for an online catalog, another with mouths twisting in sneers.
errata, updates, Q&A, and much more. In the end, the billions of human currents that made up that flood tide
GURPS has its own Usenet group, too: of violence defy accurate charting. One can only build the largest possi-
rec.games.frp.gurps. ble body of knowledge, then find out where it leads. This book illustrates
GURPSnet. This e-mail list hosts much of acts of the highest nobility without placing a halo upon them. It also
the online discussion of GURPS. To join, describes the cruelest atrocities without underlining the outrage any moral
e-mail majordomo@io.com with “subscribe observer would feel. Those exercises are left to the individual reader.
GURPSnet-L” in the body, or point your web A subject so massive would have resisted our editorial efforts without
browser to gurpsnet.sjgames.com. a similarly massive amount of assistance. The contributors to this book
The GURPS WWII web page is at may not have given blood, but they assuredly shed their share of sweat,
www.sjgames.com/gurps/books/ww2/. and possibly a few tears. The editor invested money, effort, and trust in
equally high measures. Those things that impress you – those things with
Page References which we hope to delight even the most serious student of WWII – are to
Rules and statistics in this book are their credit. Given an average level of subjectivity, some readers with pre-
specifically for the GURPS Basic Set, Third vious interest in WWII will feel that this book contains errors of omission
Edition. Any page reference that begins with a or misrepresentation, or even of the factual variety depending upon the
B refers to the GURPS Basic Set – e.g., p. source at hand. Those should all be attributed to the author.
B102 means p. 102 of the GURPS Basic Set,
Third Edition. Page references that begin with
CI indicate GURPS Compendium I, CII to ABOUT THE AUTHOR
Compendium II, VE to Vehicles, or HT to Gene Seabolt joined Steve Jackson Games in 1997 after more than
High-Tech. a decade of newspaper reporting and editing. He has since served in a
For a full list of GURPS abbreviations, variety of roles, including his current portfolios of GURPS WWII line
see p. CI181 or the updated web list at editor and production manager. He lives in Austin with his wife, Lee;
www.sjgames.com/gurps/abbrevs.html. son, Shane; and a player to be named later. He enjoys being fat, dumb,
and happy, and hopes that his sons will possess the same luxury.

4 INTRODUCTION
5
THE WAR TO END ALL WARS
Roughly speaking, World War II began where World War I far to go. The jackbooted, Pickelhaubed troops still made it a
left off. Known prior to 1939 as the Great War, or the World near thing – pushing to within 40 miles east of Paris – but the
War, WWI left some of its survivors proclaiming that its end timely French use of railroads to redeploy troops solidified the
would introduce lasting peace. A generation later, its own child lines that they now shared with the British.
would eclipse “the war to end all wars.” In any analysis of the
second war, the origins of the first one bear some attention. The Butcher Shop Opens
Those lines stretched 400 miles from the English Chan-
Looking for Trouble nel to Switzerland, with troops digging in and stretching razor
In the early 20th century, Germany could, and often did, wire along their length. With no room to maneuver, the
boast of being the greatest of Europe’s Great Powers. It had remainder of the war on the Western Front degenerated into
the most industry, more citizens than any rival save Russia, sheer carnage. Entrenched machine guns mowed down
and a Prussian-model army that kept the neighbors mindful of assaulting troops. Whole battalions disappeared in massive
their manners. This all remained new and heady stuff to the artillery barges. The battered earth transformed into a thin,
Germans, who had spent centuries as a hodgepodge of bick- stinking mud that could swallow up an errant soldier. Dead
ering duchies and city-states, often trampled over by real comrades rotted among the logs in trenchworks. Tens of thou-
nations in the course of their real wars. sands of men routinely died for gains measured in yards.
By 1871, the Prussian Prime Minister Bismarck had In the east, with fewer troops fighting in more space, Ger-
changed all that, by means of a few short, decisive military many was winning a more traditional war of movement against
campaigns. The Prussians had drubbed France, taken Alsace Russia, despite Austria’s bumbling aid to the Central Powers’
and Lorraine as their prize, unified Germany under their King cause. In the west, everyone was losing, and being bled dry in
William, and promoted William to Kaiser of the Second the process. Still, the British held the trump card, because their
Reich. (The Holy Roman Empire had been the first.) navy kept industrial Germany blockaded. Each passing day
William’s successor, Kaiser William (or Wilhelm) II, want- narrowed the odds for the increasingly hungry Germans.
ed to emulate Bismarck’s dash, but possessed only a fraction of
his good sense. Blustering and heavyhanded, Wilhelm II U-Boats and Doughboys
shaped a fervid German patriotism, and worried the rest of Aware of their peril, in early 1917 the Germans began
Europe by spoiling to further cement Germany’s place on the unlimited submarine warfare, hoping to counterstarve Great
world stage, this time under his banner. Britain. The Kaiser’s generals realized that this would propel
Allied to Germany, Austria felt confident in doing some the United States – a populous industrial giant dwarfing even
shoving of its own in 1914 after Bosnian terrorists killed the Germany – to join the Entente Powers opposing them.
heir to the Austro-Hungarian throne, Archduke Franz Ferdi- They had reason to hope that the war would be over
nand. Austria demanded that Serbia let it investigate the assas- before the United States could mobilize. The Russians were
sination in Belgrade. Serbia refused, so Austria declared war reeling; in March, riots broke out, and by November the Sovi-
July 28. Russia declared war on Austria to protect Serbia. Ger- ets had taken over from the czar and sued for peace. The war
many declared war on Russia, and assuming that France also in the east was won.
was spoiling for a fight, ensured as much through haughty If not collapsing, the French and British were at least
demands. Armies across Europe began mobilizing. wobbling. The Germans had been dishing out a bit more than
they took in the west, and now they were beginning to find a
The Schlieffen Plan means to make real gains through their new stormtrooper tac-
The German army staff had foreseen fighting France and tics. Instead of sending hordes of men forward in headlong
Russia at once. In 1905, the chief of staff, Count Schlieffen, rushes, the Germans were training their best soldiers to
developed a daring plan to knock out France in one blow, then advance in small groups, using cover and concealment, thor-
turn east for the more tedious task of chewing up vast Russia. ough reconnaissance, and decentralized command.
His plan placed most of Germany’s army on its right wing The new tactics were too little, too late. The Germans did
facing France. These troops would drive through Belgium and not have enough reserves behind their assault divisions to cap-
Holland, sweeping down toward Paris. In the meantime, the italize on their gains, and in June 1918 the stormtroopers ran
German left wing would give way to the French. As the French up against fresh American doughboys. Many more were ship-
pushed east, the German right’s sweep would cut off, encircle, ping over from where those came from, and the German pub-
then help destroy the pointed part of the French spearhead. Its lic knew it. On Nov. 3, German sailors mutinied when ordered
fighting troops lost, France would have to sue for peace. to steam forth on a Wagnerian do-or-die sortie. On Nov. 9,
Schlieffen had retired in 1906. His successor watered Kaiser Wilhelm conceded that the war was lost, and stepped
down the plan that he inherited, eliminating routes through down. The fighting ended two days later.
neutral Holland, weakening the right wing, and failing to More than 8 million died in World War I’s meat grinder.
understand the need to retreat on his left. Thus, when the Ger- The millions who survived it returned to civilian or public life
mans launched their gambit Aug. 17, the right wing had too permanently scarred.

6 THE WORLD AT WAR


RISE OF TOTALITARIANISM
The chaos in the Great War’s wake opened the door for a kickstarted the Russian economy by the time of his death in
variety of repressive, and usually aggressive, regimes to seize 1924. A host of Soviet officials, including one Josef Stalin (see
and consolidate power across the globe. pp. WWii104-105), inherited the reins of power.
Stalin held no interest in sharing. In order to both consol-

FORGE OF THE SOVIETS idate his own power and force-feed industrialization to his
country, he revitalized the Soviet secret police that Lenin had
Germany’s terms of surrender returned the vast tracts that reduced in power after the Civil War. By 1937, Stalin and his
the Soviets had ceded in exchange for peace, but the new Bol- NKVD ruled a country dotted with countless new factories.
shevik regime was not yet done fighting. An army had formed All of Stalin’s serious rivals had been slain, along with mil-
in the home of the Don Cossacks, and in 1918 began a civil lions of peasants, in a reign of terror spanning the 1930s.
war between the Whites (imperialists of one stripe or another)
and the Reds (Communists).
The Entente Powers were even less fond of Communist THE NEW SAMURAI
revolutions than they were of German imperialism, so they Those last Entente troops to leave Russia in 1922 had
aided what had grown to be a variety of White forces. This been Japanese, a people with a recent history of lingering past
assistance included small naval, infantry, armor, and air their welcome on the east Asian mainland.
forces, as well as war-surplus tanks, which had made a lack- Realizing that global competitiveness required a true
luster debut crossing the western trenches late in the Great nation-state, the Japanese had modernized almost overnight in
War. The Bolsheviks countered this threat with armored cars the 1860s-70s, toppling their shogun and replacing him with a
that the British had given Russia during the Great War, and a strong emperor and a Prussian-style constitution. Seeking to
few captured French and Polish tanks. emulate Bismarck on the battlefield as well, they invaded
China in 1894, then suffered deep shame when Western pow-
ers conspired to bully them into giving up their gains. Regard-
less, in 1905 the Japanese navy inflicted on the Russian navy
the first modern military defeat of a Western power by an
Eastern rival. They then entered China to stay.
When the Great War broke out, Japan weighed its Ger-
man stylings against its long, friendly relationship with
Britain, then joined the Entente Powers. Probably no other
country profited so much for so little in that war, as the Japan-
ese took over German colonies and concessions in exchange
for relatively light fighting that cost some 2,000 dead.
The Second Reich’s collapse left Japan questioning the
model for its own society. When the 1920s opened with eco-
nomic collapse and natural disaster, political upheaval resulted.
The military solidified its hold, with the emperor as something
of an influential figurehead and the country’s small group of
In 1919, the main White army spread north from the Black industrialists usually bowing to the military’s wishes. A civil-
Sea, a sister army drove east from the Baltic, and the Poles rap- ian government existed, but if it got out of hand a dutiful offi-
idly advanced between them. In Siberia, a White force made no cer could be found to assassinate any offending officeholders.
progress despite U.S., French, and Japanese aid, but a 100,000-
man Czech ex-POW army was fighting its way back home. The Other Master Race
Despite their gains, the Whites failed to coordinate their A deepening racism accompanied Japan’s rapid social
efforts, then fell prey to a Red army making all it could of its evolution. This partly stemmed from the modified bushido
interior lines, transferring armies from one front to another. In code developed in the 1870s to infuse the nation’s first con-
an ill-run war, even a little strategic execution went a long script army with a high esprit de corps. By the 1930s, racism
way. By 1922, the Whites and Poles had been repulsed, and had perverted the code to a merciless savagery, leading to the
the last Entente troops left the Soviet Union. The Czechs had policy of “the Three Alls – Burn All, Seize All, and Kill All.”
also made it home, after fighting both Russian armies. The Japanese also were reacting in kind to Western bias.
The 1894 snubbing in China had created deep resentment,
Blood and Tractors even more so when Russia immediately claimed similar Chi-
Forswearing any foreign adventures, the Soviet leader nese gains without European protest. For the most part, West-
Lenin set to work rebuilding Russia’s shattered economy. This ern powers treated Japan in accordance with the Kaiser’s
required easing back on his own hard-edged Communism. His nickname for the race: “The Yellow Peril.” The Japanese did
New Economic Policy legalizing small capitalistic ventures not overlook these offenses.

THE WORLD AT WAR 7


ROME REVIVED THE NAZIS SEIZE POWER
When the Great War began, Italy unabashedly bid itself out In 1871, the victorious Germans had made France pay a
to the rival blocs, landing on the side of the Entente. Italy’s stiff war indemnity. In 1919, the French returned the gesture.
army muddled along to little effect in the Alps, but afterward the The French bill was no smaller, perhaps 15 times larger, than
nation profited with a handsome scattering of new territories. the original. Regardless, Germany couldn’t pay it. Over-
During the war, an outspoken socialist war protester whelmed with these reparations, the newly installed liberal
named Benito Mussolini decided nationalism and war were the democratic Weimar government chose to hyperinflate away its
right course after all. He lost his party membership, but internal debt. This turned into
gained a uniform and some new political backers. paupers almost all Germans
Italy suffered the postwar unrest seen elsewhere. except the real-estate rich.
By then an ex-corporal in his mid-thirties, Mussolini
proved an effective organizer, his flamboyance and
Even before the The Germans persevered,
regaining their prewar industri-
oratorical skills outweighing a serious attention deficit Nazis took power, al output in the late 1920s.
disorder. Dressing his mostly war-veteran followers in Then the U.S. stock market col-
black shirts, he formed the first Fascist party, dedicat- the German lapsed in 1929. The global rip-
ed to aggressive nationalism and combating socialists.
In 1921, he won a seat in Parliament. The next year,
people had no ples drowned the German
recovery. This was more than
his National Fascists marched into Rome in a gesture intention of the nation could bear. As else-
far more symbolic than military. A weak King Victor where, extremists had been agi-
Emmanuel III invited Mussolini to form a cabinet. giving up their tating – one such group, the
Mussolini set about turning his position into a dic-
tatorship. Suspending parliament in 1928 and mollify-
martial prowess. National Socialist or Nazi party,
had attempted a 1923 Bavarian
ing the Catholic church by 1929, Il Duce (the Leader) coup that earned a jail term for
enjoyed a solid grip on power and popularity by 1930. one of its leaders, Adolph
Given time, not all Italians would admire their erratic, boister- Hitler (see pp. WWii110-111). In the 1932 elections, Hitler took
ous Duce with a penchant for buffoonery and dreams of Impe- a more legitimate course. The Nazis won 230 Reichstag seats.
rial Roman glory, but they had to admit that things had quieted
down and, at least on the surface, gotten back to business. One Bitter Corporal
As with Mussolini, Hitler enthralled a significant portion
of his countrymen, while repulsing a substantial minority. A
THE NATURE OF FASCISM brave and combat-tested Great War corporal, Hitler appealed
to his fellow veterans’ belief that less sturdy elements back
Mussolini would not be the last former socialist to home had betrayed the soldiers winning the war. He hurled
become a Fascist, and at first glance it can be hard to find new levels of invective at the Jews, a group that much of his
differences between right-wing Fascists and the leftist audience already felt comfortable abusing, and one that many
Communists they so vigorously opposed. Both desired perceived as well worth robbing. He preached the racial supe-
totalitarian regimes with the will to spread their rule; both riority of the blue-eyed and blonde “Nordic race,” and prom-
desired a centralized state with little room for entrepre- ised to make room to expand by expelling the Slavs to the east.
neurial capitalism; both disregarded human rights. It wasn’t pretty, but it did strike a nerve with a people vil-
The difference could be summed up as oppor- lainized for a war that they felt they had fought in self-defense.
tunism. While Communist movements sprang from sin- President Hindenburg wanted nothing to do with the little Aus-
cere political principles, the Fascist movements adapted trian import, but the army persuaded him to name Hitler chan-
to whatever got them power quickest. Thus, they picked cellor in 1933. By 1935, no one (except Hitler himself) doubted
bloody fights with the much-feared Communists in the the near-absolute authority wielded by der Führer (the Leader).
street, campaigned on the promise to keep the Commu-
nists from spreading more violence, and once in office
took credit when they themselves quit starting fights.
Shadow Rearmament
Communists openly preached the (often bloody) end to Even before the Nazis took power, the German people had
nobility and wealthy capitalists; the Fascists courted no intention of giving up their martial prowess. France had
these factions, intending to usurp their power at the point imposed severe restrictions on the size of the German military,
of a gun once in control. Communists sought to abolish for fear it would be left alone to counter a German revival.
national and racial identities; the Fascists realized that it This proved a great, inadvertent boon. The German army
was far easier to rally people to an existing flag or ethnic spent the money saved on non-existent regimental messes for
identity than some intellectual’s political-science thesis. secret research on cutting-edge weaponry. Unhampered by
The Communists could be ruthless, too, a fact the making existing equipment fit, the secret general staff devel-
Fascists didn’t overlook. Once in power, they continued oped a grand vision for the future of war.
to hound the hard-core socialists . . . to the point of war. When Hitler took power, he found a thriving military
machine. He happily accelerated its efforts.

8 THE WORLD AT WAR


The Road
to Manchuria
The Japanese home islands
never had offered an abundance
of natural resources, and as the
Japanese struggled to reach
world-power status, they acutely
felt this limitation. Furthermore,
increasing trade in a depressed
global market meant acquiring
extremely cheap labor.
China could provide both.
Having spent most of the century
with authority split among squab-
bling warlords, China had come
under the relatively far-reaching
rule of Chiang Kai-shek’s Nation-
alists by 1928. Acting without
orders, Japan’s Kwantung Army,
which had been guarding its inter-
ests in China since 1905, attacked
northeast of the Nationalists,
taking Manchuria in 1931 and
spreading southwest for the next
four years. They turned Man-
churia, renamed Manchukuo, into
a Japanese industrial park.
The Chinese Nationalists and
Japanese controlled the cities;
out in the countryside Commu-
nists were springing up every-
where. Chiang would rather have
cleaned up the Communists and

GAMBITS ACROSS GLOBE


remaining rambunctious war-
THE lords first, but in 1936 the Japanese forced them
to make common cause. The combined Chinese
As the world’s nations struggled through their recoveries from the
still fell. The Japanese expanded through most of
Great War, the liberal democracies and totalitarian regimes moved in oppo-
populous China by 1938, and the Nationalists
site directions.
joined their Communist rivals hiding in the hills.
Recognizing the supreme importance of self-determination in keeping
In these conquests, the Japanese treated the
the peace, the democracies moved further toward self-rule. From 1919-22,
subjugated Chinese and Koreans with incredible
a series of peace conferences beginning at Versailles took stern measures
brutality. Though they had yet to announce it, the
against Germany – but bestowed their first self-rule on many other cul-
Japanese government already had begun to envi-
tures. The Entente delegates dismantled the polyglot Austro-Hungarian
sion its Greater East Asia Co-Prosperity Sphere,
and Ottoman empires. The White rebels might not have recaptured Russia,
in which a Japanese-led consortium of Asian peo-
but they opened the door for self-rule in the Baltic states. The British
ples would free itself of all Western influence.
allowed the Irish Catholics to form their own nation, Eire.
The idea did not sell well, mostly because the
This far-sightedness did not entirely apply to non-Europeans. France
army’s blood-soaked actions spoke far louder than
had no intention of giving up her colonies, but Britain began to speak of
the civilian government’s unifying words.
colonial administration as a temporary affair, with former colonies gradu-
ating to “dominion” status. Neither empire realistically expected to acquire
new colonies in the face of U.S. and Soviet criticism. Adventurism in Africa
Meanwhile, the totalitarian regimes cast a glittering eye over this state Not only did Mussolini dream of a new
of affairs, and realized that the world had been left filled with small nations, Roman Empire, he sincerely believed that the
none too powerful in and of itself . . . The liberal powers could expect to occasional war improved the moral fiber.
profit by trade, in what had become a fully knitted global economy. The old Abyssinia (now Ethiopia), which lay between
methods of military conquest and subjugation did more to stir the blood of two Italian colonies in the horn of Africa, seemed
men who had come to power preaching of duty and death and honor. to offer a promising candidate for both purposes.

THE WORLD AT WAR 9


INDEX
Dodging, 199; vehicular, 155. Gneisenau, 20. Jedburghs, 168.
Draft (for men), see Göring, Luftwaffe Field Jeep, 101, 106.
individual nation. Marshal Hermann, 15, 26. Jets, 129.
Draft (for ships), 147, 148; Graf Spee, 20. Jewish Brigade, 41.
running aground, 153. Graf Zeppelin, 111, 114; Jobs, 66-67, 205; table, 67.
Dry docks, 137, 143. original airship, 124. Jumping, 195; skill, 190.
Dual-purpose guns, see Great Britain, see Britain. Jungles, 164.
Weapons. Great Marianas Turkey Junkers Ju 87 Stuka, 114.
Dunkirk, 15. Shoot, 31. Kaiser, 6.
Duty disadvantage, 64, 179. Great War, 6-7, 16. Kamikazes, 33, 53, 112.
101st Airborne, 33. Belgium, 56; invasion, 14-16. Chassis tables, 118-119. DX, 177, 194. Greece, 58; invasion, 18-19. Kempeitai, 53.
105mm field gun, 101. Bend maneuvers, 150. Chiang Kai-shek, 9. Easy Eight, 102. Grenades, see Weapons. Khalkhin Gol, 11.
1,000-yard stare, 158. Berlin, Battle of, 34. China, 9, 22, 34, 56-57. Eben Emael, 14. Ground pressure, 146, 153. Kicking, 203.
37mm antitank gun, 106, Bf 109, 111. Chindits, 41. Egypt, 57. Guadalcanal, 25. Knockdown, 200, 203.
101. Big Three, 29, 34. Churchill, 14, 16l, 19, 27, 29, Eire, 9, 39, 58. Guards units, 46. Korea, 58.
76.2mm field gun, 101. Bilge pumps, 136, 143, 152, 34; atomic bomb and, 28. Eisenhower, 26, 29, 30, 34. Guderian, Gen. Heinz, 14, Kursk, 27.
AA drag cable, 124, 136, 143. 156. Civil Defense, Office of, 171. El Alamein, 24, 26. 21-22. Kwantung Army, 9, 11, 22, 34.
Abwehr, 50. Biplane wings, 121, 122. Climbing, 195, skill, 188. Emergency lights, 140. Guernica, 10. Labs, 142, 143.
Abyssinia, see Ethiopia. Bismarck, 6, 7; battleship, Clothing, 87; rationing, 170, Encumbrance, 194; animals Gunners, 100, 141, 155. Ladders, 137, 143.
Advantages, 62-63, 65, 182- 20, 116. 173. and, 195; hiking and, 195. Guns, see Weapons. Languages, 191.
183; national, 68. Blackouts, 170, 171, 173. Coal, 129, 144. Engines, 128; loss of, 153. GURPS Lite for WWII, Latvia, 58.
Aerial engines, 128. Bleeding, 203. Code of Honor England, see Britain. 174-205. Launch catapults, 137, 143,
Africa, 18; Korps, 19, 24, Blitzkrieg, 16, 24. disadvantage, 64, 184. Enigma, 41, see also Ultra. GURPS character sheet, 178. 149.
26; see also Ethiopia. BMW motorcycle, 107. Collaborators, 168. Environmental control, 142, Gustav Line, 27, 29. Leaping from vehicles, 153.
Aim maneuver, 198. Boats, 119, 125. Collisions, 154. 143. Halftracks 108-109, chassis, Leave, 161.
Air units, 38. Bolsheviks, 7. Colonialism, 9. Equipment, 86-116, 192-193. 120; German, 108; table, Lebensraum, 21.
Air war, 162. Bomb bay, 132. Combat engineer character Espionage, 169, see also 118; U.S., 109. Legged chassis, 167.
Airlock, 136, 143. Bomber Command, 17, 25. template, 78. individual nation. Halifax, Lord, 16. Lend-Lease, 18, 102.
Airplane chassis, 121-123, Bomber crewman character Combat rules, 198-203; for Estonia, 57. Hammocks, 142, 143. Lenin, 7.
table, 119. template, 82. vehicles, 155-156. Ethiopia, 9-10, 18. Hangar bays, 137, 143. Leningrad, 22, 29.
Airships, 119, 124, 153. Bomber escorts, 110. Comintern, 10. Explosives, 89, 156, 202-203. Hardpoints, 138. Leyte Gulf, 32.
Albania, 56. Bombs, dropping, 155; see Commando, character External cradles, 137, 143. Harness, 129. Life support, 142, 143.
All-out attack or defense, 198. also Weapons. template, 80; formal Falling, 153, 204; objects Hazards, 151. Lifting things, 196.
Allied countries, 55. Bombsights, 140, 143. British units, 41. hitting characters, 204. HE ammo, 135, 202-203. Light antitank weapons, see
Ammunition, 91, 158; Brandenburger, 50. Commonwealth, British, 19, Fallschirmjäger, see Headlights, 138. Weapons.
explosion of, 156. Brazil, 56. 55. Paratroops. Hearing rolls, 196. Lightning war, see
Amphibious aircraft, 116. Bridges, 137, 143. Communications gear, 90. False War, 13. HEAT ammo, 135, 203. Blitzkrieg.
Animals, 129, 194-195. Brigade, 37. Communist International, 10. Fanaticism disadvantage, 64, Hedgehogs, 24. Line of sight, 155.
Anschluss, 11. Brigs, 140. Company (military unit), 36. 184. Height and weight, 62, 177. Lithuania, 59.
Anti-Comintern Pact, 10, 11. Britain, 39-41; background Component modules table, Fascism, 7-10, 27. Helicopters, 153; chassis, Long actions, 198.
Anzio, 29. skills, 70; basic training, 143. Fatigue, 205. 121; table, 118. Long Range Desert Group,
AP (armor piercing) ammo 39; Battle of, 17; Compulsive Behavior FBI, 44. Hero of the Soviet Union, 41.
and derivatives, 135. campaign features, 161; (Drinking) disadvantage, Females, 62, 115. 46, 115. Long-term travel, 148, 150.
Appearance, 177-179. character advantages and 64, 184. Field gear, 87-88. High-agility wings, 121, 122. Loss of Control tables, 152.
Arctic conditions, 164. disadvantages, 68-69; Concentration camps, see Field guns, see Artillery. Hiking, 195, skill, 189. Luftwaffe, 10, 17.
Ark Royal, 20. commendations, 40; Holocaust. Fighter pilot character Historical accuracy, 123, 145. M-3 Halftrack APC, 109.
Armor crewman character Commonwealth, 19, 55; Concussion, 202-203. template, 83. Hit points, 203; vehicular, M-4 Sherman, 102.
template, 73. home front, 173; Consolidated PBY Catalina, Final Solution, 23; see also 119, 127, 156. MacArthur, Gen. Douglas,
Armor, 192; cloth, 121; for intelligence, 41; martial 116. Holocaust. Hitler, 8, 10-11, 12, 14, 15, 23, 28, 32.
crew stations; 142, 143; arts common to, 166; Contests of skill, 175-176. Finland, 31, 57; Soviet 16, 18, 21-22, 23, 24, 27, Machine guns, definitions of,
personal, 87; sloped, 120; service culture, 39; special Control rolls, 151; tables, invasion, 13. 34, 50, 60, 81, 168; pact 36; see also Weapons.
standoff, 100, 140-141; units, 41; standard units, 152. Fire direction centers, 140, with Stalin, 11; plot to kill, Maginot Line, 14.
subassemblies, 127; values 40; tactics, 40-41; war Coral Sea, Battle of the, 23. 143. 32; U.S. sentiment and, 18. Maintenance interval, 100,
by Vehicles quality, 142; participation, 5-34. Corps, 38. Fire extinguishers, 137, 143. Holocaust, 23, 31, 159; 144.
vehicular types of, 156; British Expeditionary Force, Corsair fighter, 113. Fire, 156, 204. Jewish Brigade and, 41. Malfunction of weapons, 201.
vehicular, 100, 119; 14-15. Cost of living, 66, 90. First Aid, 204; skill, 189; Home fronts, 170-173. Manchukuo, 9, 11.
wooden, 121. Bulgaria, 56. Covered decks, 138. supplies, 90. Home Guard, 39. Manchuria, 9, 11.
Armored cars, 108. Bulge, Battle of the, 33. Cradles, 137, 143. Fixed struts, 121. Homicides, 170. Maneuver rating, 145, 146-
Armoury, 86-116. Bulldozer blades, 136, 143. Crane, 136, 143. Flamethrowers, see Hood, 20. 149.
Army group, 38. Bunks, 142, 143. Crete, 19. Weapons. Horse harness, 129. Manhattan Project, 28.
Army units, 36-38; table, 37. Burma, 23, 32. Crews, 141-142, 143; Flight decks, 138. HT, 177, 194, 203-204. Marine, character template,
Arrestor hooks, 136, 143, Cabins, 142, 143. splitting up stations, 142. Flotation rating, 147, 148. Hungary, 58. 75; organization, 44;
149. Cameras, 139, 143. Crime, 170. Folding wings, 121. Hürtzgen Forest, 33. Raiders, 44.
Artillery, 40, 43-44, 46-47, Campaigns, crossover, 165- Crimea, 24, 30. Food, 88, 142, 143, 158; IFF, 138-139, 143. Market Garden, 33.
49, 52, 101; indirect-fire 167; home-front based, Crippling injuries, 203. rationing, 170, 173; Illness, 204, beriberi, 88. Martial arts, 166, 203.
rules, 202; sample pieces, 170-173; styles, 158-161. Critical success and failure, starvation, 205. Ilyushin Il-2 Shturmovik, 115. Mass combat, 71.
101. Canada, 56. 175. Fragmentation, 202-203. Il Duce, see Mussolini. Mat layers, 137, 143.
Artilleryman character Capsizing, 152. Croatia, 57. France, 57. Independent Income Me 109, 111.
template, 74. Cargo, 100, 137, 143; Cruising speed, 148. Franco, 10. advantage, 65. Mecha, 167.
Athenia, 170. ramps, 140; vehicles as, Crush depth, 148. Free actions, 199. India, 58. Medal of Honor, 42.
Atomic bomb, 28, 34. 137, 143. Cycle seats, 141, 143. Friends and foes, 181. Indirect fire, 202. Medical services, 36, 54;
Attack, maneuver, 198; Catalina, 116. Czechoslovakia, 57; Fright checks, 158, 186, Infection, 204. medics, 54; supplies, 90;
modifiers, 155, 198-203; Catapults, 137, 143, 149. occupation, 11. 197; table, 197. Infrared, 139, 143. vehicular components for,
ranged, 200-202. Chamberlain, Neville, 11, 14. D-Day, 30. FUBAR, 159. Injury, 200, 203-204; 142, 143.
Attributes, 177. Character templates, 68-85; Damage rolls, 176, 192; Fuel, 129, 144, 158; crippling, 203; recovering Melee weapons, 89.
Australia, 6, 56. armor crewman, 73; weapons and, 200; see rationing, 170, 173; usage from, 204. Messerschmitt Bf or Me
Austria, 56; occupation, 11. artilleryman, 74; bomber also Injury. in long-term travel, 148. Internment camps, 172. 109, 111.
Autocannons, see Weapons. crewman, 82; combat de Gaulle, Gen. Charles, 15, G-force, 150. IQ, 177, 196-197. MI-5, etc., 41.
Autopilots, 136, 143. engineer, 78; commando, 16. Gamelin, Gen. Maurice, 15. Iraq, 58. Midnight requisition, 158.
Axis countries, 55. 80; fighter pilot, 83; Death, 34, 56-60; game Gear, 86-116, 192-193. Ireland, see Eire. Midway, Battle of, 25.
Background skills, 70-71. marine, 75; medic, 54; mechanics, 200, 203. Germany, 48-50, 57; Iron Cross, 48. Military Rank, advantage,
Backup drivers, 141, 143. old-guard officer, 81; December 7, 22. background skills, 70-71; Islands, 164. 62, 179; table of , 63.
Balkans, 18. paratrooper, 77; recon Dehydration, 205. basic training, 48; Italy, 9-10, 58. Mines, 24, 27, 93, 98-99;
Balloons, 119, 124. trooper, 76; resistance Denmark, 57; invasion, 13. campaign features, 161; Iwo Jima, 33. flails, 137, 143.
Barbarossa, 21. fighter, 85; rifleman, 72; Deserts, 163. character advantages and Japan, 51-53, 58; background Missiles, firing, 155.
Barrage balloons, 119, 124, sailor, 84; sniper, 79. Design Notes, 100. disadvantages, 68-69; skills, 71; basic training, Mitsubishi A6M Reisen
136. Characters, 176-192; Detecting things, 154-155, commendations, 49; home 51; campaign features, “Zero,” 112.
Battalion, 36. advantages, 182-183; 196-197. front, 173; intelligence, 50; 161; character advantages Modifiers to rolls, 175;
Batteries, 129. appearance, 177-179; Diesels, 128. martial arts common to, and disadvantages, 68-69; melee attacks, 199.
Battle of Britain, 17, 111, 114. disadvantages, 183-187; Direct-fire weapons, 200- 166; service culture, 48; commendations, 52; home Montgomery, Gen. Bernard,
Battle of France, 14. improvement, 194; 202. special units, 50; standard front, 173; intelligence, 53; 26.
Bavarian coup, 8. maneuvers, 198-199; Disadvantages, 64, 183-187; units, 49; tactics, 50; war martial arts common to, Mortars, see Weapons.
Bayonets, 89, 193; mental feats, 196-197; forbidden, 70; national, participation, 5-34. 166; service culture, 51; Moscow, 21-22.
Japanese, 51. points, 176, 194; quirks, 69; suggested limit, 184. Gestapo, 50. special units, 53; standard Mother Russia, 173.
Beasts, 129, 194-195. 187; sheet, 178; skills, Dischargers, 140, 143. Gliders, 153. units, 52; tactics, 52-53; Motive subassembly armor,
Beda Fomm, 18. 187-191; speed and move, Dive-bombing, 155. Glossary, 174. U.S. citizens in, 172; war 119.
BEF, 14-15. 194; wealth, 180. Division, 37. GMC cargo truck, 107. participation, 5-34. Mountains, 163.

INDEX 207
Move, 194, 198; fatigue Racism, 7, 69, 172. Sitzkrieg, 13, 14. Attributes, 177; Character Tripartite Pact, 18, 19. von Paulus, Field Marshall
effect on, 205. Radars, 17, 138, 139, 140, Sixth Army, 26. Sheet, 178; chassis, 118- Troop quality, 71. Friedrich, 19, 26.
Mussolini, 8, 9, 10, 16, 18, 27. 143; reflectors, 140. Size modifier, 119, 127, 155, 119; climbing modifiers, Turbochargers, 128. Vought F4U Corsair, 113.
Mustang fighter, 110. Radioactive environs, 164. 200. 195; Component Modules, Turn sequence, 198. VSPs, 118, 119, 127.
Napoleon, 21. Radios, 90, 138, 143. Skills, 65-66, 187-191; 143; Costs and Expenses, Turning, 150. Wading screens, 141.
National Socialists, 8, 21, Raiders, 44. defaults, 187; limits on 90; Damage Based on ST, U-boats, see Submarines. War to End All Wars, 6-7, 16.
48, 50. Rangers, 44. beginning, 187; officer 192; engines, 128; Fright USSR, see Soviet Union. Warsaw, 12, 32.
Naval guns, see Weapons. Rationing, 170, 173. requirements, 70. Check, 197; fuel tanks, Ultra, 19, 27, 41. Water, 205.
Naval units, 38. Rations, 88. Sleep, 205; Less Sleep 129; Hand Weapon, 193; Unarmed combat, 203. Waterproofing, 138.
Navigation instruments, 139, Reaction rolls, 176. advantage, 183. Height and Weight, 177; Unconsciousness, 200; Wealth advantage, 63, 180;
143. Recoil, 201. Sloped armor, 120. Job, 67; Loss of Control, recovering from, 204. modifications to pay, 205.
Nazis, 8, 21, 48, 50. Recon trooper character Slovakia, 60. 152; Military Unit Names, United States, 42-44, 60; Weapons, 192-193;
Netherlands, 59; invasion, 14. template, 76. Small Arms Table, 92-93; 37; non-engine motive background skills, 70; accessories, 88;
Neutral countries, 55. Recovery from injury and see also Weapons. sources, 129; position of basic training, 42; ammunition, 91;
New Order, 168. illness, 204. Smelling and tasting, 187. characters, 198; range to campaign features, 161; autocannons, 120, 133,
New Zealand, 59. Recreating historical SMERSH, 47. scan conversion for character advantages and 134; automatic fire rules,
Night and Fog decree, 168. vehicles, 123, 145. Smoke dischargers, 140, 143. sensors, 138; Reaction, disadvantages, 68-69; 201; bombs, 132, 133, 135;
Nippon, see Japan. Regiment, 36-37. SNAFU, 159. 176; Riding and Draft commendations, 42; combat rules for vehicles,
NKVD, 7, 46, 47. Regulars, 39. Sniper character template, 79. Animals, 195; Sample declares war, 23; home 155-156; dual-purpose
Normandy, 30, 32. Reichsmark, 104, 108. Snorkels, 104, 128. GURPS Military Ranks, front, 170-172; guns, 131, 133, 135;
North American P-51 Remote control, 137, 143. Social standing, 179-180. 63; skill progression, 187; intelligence, 44; martial explosives, 202-203;
Mustang, 110. Repairing vehicles, 144. SOE, 169. Skills Required for Higher arts common to, 166; flamethrowers, 93, 99,
North Atlantic, Battle of the, Repeated attempts on skill Soldier skill, 65. Ranks, 70; Small Arms, sanctions against Japan, 132, 133, 135;
20, 27. rolls, 175. Sonar, 139, 140, 143. 92-93; Speed/Range and 22; service culture, 42; fragmentation, 202-203;
Norway, 59; invasion, 13. Reputation, 179-180. Sound detectors, 139, 143. Size, 201; Status, 66; special units, 44; standard grenades, 93, 98, 201;
Observed fire, 202. Resistance fighters, 28, 32, South Africa, 60. Subassemblies, 127; units, 43; tactics, 44; war guns, 201; light antitank
Obstacles, 151. 56-60, 168-169; character Soviet Union, 45-47, 60; Throwing Damage, 196; participation, 5-34; war weapons, 93, 98; machine
Off-road movement, 146, template, 85. background skills, 71; Throwing Distance, 196; preparations, 18. guns, 93, 96-97, 130, 133,
153. Restraints, 140. basic training, 45; Thrown Weapon, 193; Units of measure, 118. 134; malfunction, 201;
Office of Strategic Services, Reverse movement, 153. campaign features, 161; transmissions, 128; Units, military, 36-38; table, melee, 89, 193; mines, 93,
44. Rhineland, 10. character advantages and Vehicular Weapons, 134- 37. 98-99; mortars, 93, 97-98;
Officer skills, 70. Riders, see Passengers. disadvantages, 68-69; civil 135; Weapon Modules, Urban fighting, 26, 164. naval guns, 131, 133, 135;
Oil, 22, 24, see also Fuel. Rifleman character template, war, 7; commendations, 133; wings, 122. Vaults, 152. parrying with, 200; recoil,
Okinawa, 33. 72. 46; home front, 173; Tactics, 38; skill, 65-66; see Veer, 152. 201; reloading, 91;
Old-guard officer character Rifles, see Weapons. intelligence, 47; invasion, also individual nation. Vehicle bays, 137, 143. revolvers, 92, 94; rifle
template, 81. Rockets, firing, 155; 21; martial arts common Tailspins, 152. Vehicles, 100-116, 117-156; grenades, 93, 99; rifles, 92,
Omaha Beach, 30. propulsion with, 129; see to, 166; service culture, Takeoffs and landings, 116, chassis descriptions, 120- 95; rockets, 132, 133, 135;
Operation Barbarossa, 21. also Weapons. 45-46; special units, 47; 149; no wheels, 153. 126; chassis, 118-119; semiautomatic pistols, 92,
Operation Sea Lion, 17. Rolls, 175; attack and standard units, 46-47; Tanks, chassis, 120; origins combat rules, 155-156; 94; shotguns, 92, 94, 201;
Operations skill, 66. defense, 199. tactics, 47; war of, 7; table, 118. components, 136-143; skills for, 189; small arms,
Organization, military, 36- Romania, 60. participation, 5-34; Tank guns, see Weapons. crews, 141-142, 143; 91-99; Small Arms Table,
38; table, 37. Rommel, Gen. Erwin, 15, women fighting for, 62, Tarawa, 28. design system variance 92-93; SMGs, 92, 96;
OSS, 44, 169. 19, 24. 115. Targeting computers, 140, from Vehicles, 142; design statistics, 192; statistics for
Overlord, 30. Roosevelt, Pres. Franklin, Spain, 60; Civil War, 10, 111. 143. system, 117-156; engines, ranged, 200-201; tank
P-51, 110. 18, 27, 29, 34, 172; atomic Special Air Service, 41, 106. Targeting modifiers, 155, 128; historical recreations, guns, 130-131, 133, 134;
Pact, Hitler-Stalin, 11. bomb and, 28. Speed, 194. 198-203. 123, 145; mapless usage, targeting modifiers, 155,
Paint jobs, 140. Rotation gear for turrets, 127. Spies, 169, see also Task force, 38. 150; mecha, 167; 198-203; torpedoes, 132,
Panzer, IV, 103; VI “Tiger,” Routine speed, 148. individual nations. Tech Levels, 205; skills and, movement rules, 150-153; 133, 135; vehicular, 100,
104; see also Tanks. Rowing stations, 129. Spinout, 152. 187. occupants, 100; 130-135; vehicular
Parachutes, 88; vehicular, Royal Air Force, 17. Spotting things, 154-155. Teheran Conference, 29. passengers, 105, 106, 107, accessories, 132; vehicular
137, 143. Rules, 175-176; combat, Squad, 36. Teishintai, 53. 141-142, 143, 150; mortar, 131, 133, 134;
Paratrooper, 19, 33, 44; 198-203; settling ST, 177, 192, 204. Terrain, 163-164, 195. performance, 144-149; vehicular mounts, 132.
character template, 77. questions, 199. Stability rating, 145, 146- Territorials, 39. powertrains, 128; quick- Weygand, Gen. Maxime, 15;
Parrying, 200; barehanded, Running, 196; fatigue from, 149. Third Reich, see Germany. and-dirty design, 145; Line, 16.
203. 205; skill, 191. Stalin, 7, 21, 22, 23, 27, 29, Thirst, 205. repair, 144; rules for use Wheeled chassis, 120-121;
Passengers, 105, 106, 107, Russia, see Soviet Union. 34, 171, 173; pact with Throwing, 196; skill, 191. in play, 150-156; samples, table, 118.
141-142, 143, 150. Sailor character template, 84. Hitler, 11. Tiger tank, 104. 101-116; skills for, 191; Whiplash, 154.
Passive defense, 144, 200. Saipan, 31. Stalingrad, 26. Time travel, 166. statistics, 100; statistics, Will rolls, 197.
Patrol speed, 148. SAPHE ammo, 135. Stall speed, 149; stalls, 153. TNT, see Explosives. 144-149; storing other Winches, 137, 143.
Patron advantage, 63, 181. SAS, 41, 106. Standoff armor, 103, 140-141. TO/E, 38. vehicles, 137, 143; Wings, 121; table, 122.
Patton, Gen. George, 26, 32. Saturation bombing, 25. Starting points, 62. Tobruk, 19, 24. subassemblies, 127; Winter War, 13.
PBY, 116. Scandinavian Campaign, 13. Starting wealth, 63. Tojo, Prime Minister Gen. weapons, 130-135; wing Women, 62, 115.
Pearl Harbor, 18, 22. Scatter, 156. Starvation, 205. Hideki, 22. options table, 122. Woods, 163.
Periscopes, 139, 143. Scharnhorst, 20. Status, 66, 180. Tokyo Express, 25. Versailles, 9, 10. Workshops, 142, 143.
Persia, 59. Schlieffen Plan, 6, 14. STOL (short takeoff and Tools, 89. Vichy, 16, 18. World War I, 6-7, 16.
Pétain, Marshal, 16. Schweres Kraftrad BMW landing) wings, 121, 122. Top decks, 119. Victoria Cross, 40. World’s Fair, 170.
Philippine Sea, Battle of, 31. motorcycle, 107. Strategy skill, 66. Torpedoes, 18, 20; firing, Victorious, 20. Wounds, see Injury.
Pistols, see Weapons. Scrap drives, 171. Streamlining, 121. 155; see also Weapons. Victory gardens, 171. Yalta, 34.
Plains, 163. SD (Sicherheitsdienst), 50. Stretchers, 142, 143. Total war, 25. Vision rolls, 196; vehicles Yamamoto, Admiral
Platoon, 36. SdKfz 250 leichter Struts, 121. Tracked chassis, 120; table, and, 144. Isoroku, 22.
Points, character, 62, 176; Schützenpanzerwagen, Stuck vehicles, 153. 118. von Kleist, Gen. Paul Ewald, Yamato, 33.
improving with, 194. 108. Stuka, 114. Transmissions, 128. 21-22, 24. Zeppelins, 119, 124.
Poland, 29, 34, 60, 173; Sea Lion, Operation, 17. Stunning, 200, 203. Travel, long-term, 148, 150. von Manstein, Gen., 14. Zero fighter, 112.
invasion, 12; resistance, 32. Seabees, 78, 162. Subassemblies, 100, 127.
Politics, 6-14, 18, 22, 23, 27, Sealing, 138. Submarines, 6, 20, 27;
29, 34, 39, 48, 55-60, 172; Searchlights, 139, 143. chassis, 119; diving, 153;
job in, 67. Second Front, 27. Sub option to convert
Pontoons, 116, 138. Secret police, see individual ships into, 125.
Port Chicago, 172. nation. Success rolls, 175.
Positions for characters, 198. Section military unit, 36. Sudetenland, 11.
Powerplants, 100, 128. Seelowe, Operation, 17. Superchargers, 128.
POWs, 162. Self-destruct, 140. Superheroes, 165.
Press, 171-172. Semaphores, 105, 138. Surface area, 119;
Prime movers, 101. Sense rolls, 196-197. subassemblies, 127.
Propaganda, 171, 173. Sensors, 154-155, see also Swamping, 152.
Propellers, 128. Infrared, Radar, and Swamps, 164.
Provisions, 142, 143; see Sonar. Sweden, 13, 60.
also Food. Shaped charges (HEAT), Swimming, 196; skill, 191.
Prussians, 6, 7, 48. 135, 203. Swords, 89.
Pulp adventures, 166. Sherman tank, 102. T-34, 102, 105.
Punching, 203. Ships, 119, 125-126. T-bones, 154.
Purple Heart, 42. Shock, 200, 203. Table of organization and
Quality of troops, 71. Shturmovik assault plane, equipment, 38.
Quarters, 142, 143. 115. Tables, Alternate Tech,
Quick-and-dirty design, 145. Sidecars, 107, 120-121. 167; Ammo, 91; Animal
Quirks, 187. Sideswipes, 154. Damage, 194; autofire
Rabaul, 28, 31. Sirens, 114, 140. bursts, 201; Character

208 INDEX
G U R P S
®

C H A R A C T E R C R E A T I O N
A Comprehensive Collection of New Advantages, Disadvantages, Skills and More.
All the Rules for Characters Since the Basic Set, Third Edition.

C O M P I L E D B Y S E A N P U N C H

STEVE JACKSON GAMES


BUILD CHARACTER!

GURPS COMPENDIUM I
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, Also included are appendices


most up-to-date rules for: listing page reference
abbreviations for all the
• ATTRIBUTES GURPS books, as well
as a table cross-
• ADVANTAGES
referencing every
• DISADVANTAGES advantage,
• ENHANCEMENTS disadvantage and
skill ever published
• LIMITATIONS in any
• SKILLS GURPS book.
• LANGUAGE This book is
RULES designed for use
• MANEUVERS with GURPS Basic
Set, Third Edition,
• RACIAL and includes all the
GENERATION rules that appear in the

STEVE JACKSON GAMES


appendix of Basic Set,
Everything you need to build
Third Edition, Revised.
any character you can think of.

First Edition, Fourth Printing


Published July 2002
Compiled by Sean Punch ISBN 1-55634-290-X
Edited by Steve Jackson
Cover by Jeff Koke
Illustrated by Dan Smith ®
9!BMF@JA:RSQXOToY`ZgZaZnZ`
STEVE JACKSON GAMES
Printed in the
SJG02695 6519 USA
CHAR ACTER CREATION
compiled by sean punch

COVER BY JEFF KOKE


ILLUSTRATED BY DAN SMITH

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


INTRODUCTION ..................4 Extra Effort Lifting with High ST .......................12
Contests of ST for Very Weak
About the Compiler ...............................................4
or Very Strong Creatures .................................13
About GURPS .......................................................4
Optional Rule: Treating Figured
1. ATTRIBUTES......................5 Quantities as Attributes ...................................13
Attribute Levels and Their Meanings........................6 Encumbrance Rules for Superhumans
Low Attributes as Disadvantages ..........................6 and Nonhumans...............................................14
Strength .....................................................................7
“Enhanced” Strength .............................................7
2. ADVANTAGES ..................15
Inventing New Advantages .....................................16
Optional Rule: Redefining Hit Points
Lead Into Gold:
and Fatigue........................................................7
New Advantages for Old .................................16
The Much-Maligned Will:
Secret Advantages................................................16
Optional Will Rules ...........................................8
Starting From Scratch..........................................17
Basic Damage for ST Above 20..........................10
Trading Points for Equipment .............................17
Throwing .............................................................10
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

2 contents
5. SKILLS .............................113 Magical Skills........................................................148
Medical Skills........................................................150
Learning Skills.......................................................114
Military Skills........................................................150
Quick Learning Under Pressure:
Outdoor Skills........................................................152
Optional Learning Rules................................114
Professional Skills .................................................153
Mastery – High Skill vs. Diversity .....................114
Psionic Skills .........................................................155
Intensive Training..............................................116
Scientific Skills......................................................155
Extraordinary Diligence to
Social Skills...........................................................159
Maintain High Skill .......................................116
Thief/Spy Skills.....................................................160
Recognizability of Skills.....................................117
Vehicle Skills.........................................................161
Skill Degradation...............................................117
Using Skills ...........................................................118
Like the Back of My Hand:
6. MANEUVERS .................162
Creating Maneuvers ..........................................163
Further Definition of the
Double Defaults and Maneuvers .......................163
Area Knowledge Skill ...................................118
Learning Maneuvers..........................................164
The Gift of Tongues:
Maneuvers and Non-Combat Skills ...................164
Optional Language Rules ..................................119
Sample Combat Maneuvers...................................165
Firearms Specialization
Maneuvers and Optional
and Familiarity ..............................................119
Specializations...............................................165
Other Approaches to Language Skills...............120
Maneuvers and Familiarity ...............................165
Gadgets and Gadgeteering.....................................121
Just Watch This One!
Inventing Gadgets..............................................121
Expanding the Acrobatics Skill
Gadgeteering During Adventures......................123
with Maneuvers .............................................166
Quick Gadgeteering...........................................123
Optional Rule: Combinations............................171
Vehicle Skill Specializations ..............................123
“Gizmo” Gadgets ..............................................124 7. RACIAL GENERATION .173
Inventing vs. Gadgeteering................................125 The Generation Process.........................................174
Gadgets for Non-Gadgeteers.............................127 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
NEW SKILLS..........................................128
Personality Traits...................................................180
Animal Skills.........................................................128
Artistic Skills.........................................................129 APPENDIX 1: Abbreviations
Athletic Skills ........................................................131 for GURPS Titles..................................181
Combat/Weapon Skills ..........................................132 APPENDIX 2: Advantage Listings........182
Craft Skills.............................................................136 APPENDIX 3: Disadvantage Listings ...185
Esoteric Skills........................................................137 APPENDIX 4: Skill Listings ..................187
Hobby Skills ..........................................................145
Knowledge Skills ..................................................146 INDEX.................................191
contents 3
GURPS Compendium I: Character Creation is the first of two compendia
we’ll be releasing for GURPS. The second volume, GURPS Compendium II:
Combat and Campaigns, will be released in November, 1996. Originally, we
planned to publish just one 192-page Compendium that would include every-
About GURPS thing . . . back in 1994. When we finally went back and looked at all the material,
Steve Jackson Games is committed to though – over 100 past or present GURPS supplements, 30 issues of Roleplayer
full support of the GURPS system. Our and 18 issues of Pyramid (more than 14,000 pages in all) – we were forced to
address is SJ Games, Box 18957, Austin,
TX 78760. Please include a self-addressed,
reconsider. Our decision also had the vocal support of hordes of GURPS players
stamped envelope (SASE) any time you worldwide, courtesy of the Internet. Thanks for keeping us on our toes!
write us! Resources include: This book is a collection of all the most useful rules that apply to generating
Pyramid (www.sjgames.com/pyramid/). characters. It includes material from published GURPS supplements, Pyramid
Our online magazine includes new GURPS
rules and articles. It also covers Dungeons and Roleplayer articles, a selection of “house rules” that have become quite pop-
and Dragons, Traveller, World of ular among GURPS players, and a few essays and clarifications by various
Darkness, Call of Cthulhu, and many more GURPS illuminati. We have made every effort to include everything except for
top games – and other Steve Jackson Games
releases like In Nomine, Illuminati, Car very genre-specific or world-specific material that even we couldn’t justify. (The
Wars, Toon, Ogre Miniatures, and more. Dexitroboping skill will be sorely missed . . .)
Pyramid subscribers also have access to It’s true that some things in this book have been edited or altered from their
playtest files online!
New supplements and adventures.
original forms: for clarity and brevity, to make a really cool but world-specific
GURPS continues to grow, and we’ll be trait more universal, or just because we found errata (yes, even we make mis-
happy to let you know what’s new. A cur- takes!). In all cases, however, the original spirit of the rules has been left intact.
rent catalog is available for an SASE. Or Note that in the case of discrepancies between this book and any earlier ruling,
check out our website (below).
Errata. Everyone makes mistakes, this book takes precedence.
including us – but we do our best to fix our There are two basic reasons for releasing this book. First, we hope that with
errors. Up-to-date errata sheets for all Characters and the Basic Set in hand, you should be able to generate over 90%
GURPS releases, including this book, are
available from SJ Games; be sure to of your characters without cracking open another book. (The only major excep-
include an SASE. Or download them from tions to this are spells, psionic abilities and martial arts styles.) Second, this
the Web – see below. book is an “official” second volume to the Basic Set. Things that appear here
Gamer input. We value your com-
ments, for new products as well as updated
will no longer be reprinted in worldbooks. This means that you have paid for
printings of existing titles! your last copy of the Secret disadvantage . . .
Internet. Visit us on the World Wide The general rule we followed when compiling this book was, “If it costs
Web at www.sjgames.com for an online points, it goes into Compendium I.” This means that rules for combat, equip-
catalog, errata, updates, Q&A, and much
more. GURPS has its own Usenet group, ment and campaigns will not be found here . . . they will be in Compendium II.
too: rec.games.frp.gurps. We hope that this will not disappoint anyone, because by doing it this way, we’ll
GURPSnet. This e-mail list hosts much get to give you twice as much good stuff!
of the online discussion of GURPS. To
join, e-mail majordomo@io.com with – Sean M. Punch, March 1996
“subscribe GURPSnet-L” in the body,
or point your web browser to
gurpsnet.sjgames.com.
About the Compiler
The GURPS Compendium I web page Sean Punch is the Line Editor and overall system “guru” for GURPS. Aside
is www.sjgames.com/gurps/books/ from editing, his job occasionally includes developing GURPS products. His past
compendium/. endeavors in this regard include co-authoring GURPS Fantasy Folk, Second
Edition and developing a new edition of GURPS Martial Arts. He hopes to one
Page References
This book includes a full list of abbrevi- day write a few GURPS books of his own, but first he needs to find the time.
ations for all GURPS titles. See Appendix Sean does not live in Austin, but “telecommutes” to SJ Games by Internet.
1 (p. 181) for a list of the abbreviations Those who also use the Net may know him better as “Dr. Kromm.” Before
used in this book. Future GURPS books
will use these “official” references. becoming an editor, he was a particle physicist, but he’s better now. His present
interests include tigers, military technology and being a cinemaphile. He has
also been a fanatical gamer since 1979.
Sean and his wife, Bonnie (who is a nanny, and a gamer as well), presently
live in Montréal, Canada with four cats and one parrot.

4 introduction
Contests of ST for Very Weak or Very Optional Rule:
Strong Creatures Treating Figured
When resolving a Contest of ST between two very strong or very weak Quantities as Attributes
beings, their relative ST should be what matters, not the absolute difference GURPS has only four attributes; how-
(which may be huge for large ST scores that differ by only a few percent, or ever, several attribute-like quantities are
negligible for small ST scores that differ by a large percentage). normally figured from them (Basic Speed,
Fatigue, Hit Points, etc.). Some GMs feel
When both characters have ST scores of less than 6 or greater than 20, their that these should be treated as separate
effective ST scores (for the purpose of the Contest) should be determined by attributes that can be raised and lowered
multiplying both contestants’ ST by a constant scaling factor. To do this, simply normally with earned points. In this case,
lowering a figured quantity by two levels
set the effective ST of the weaker character to 10 and multiply the higher or less does not count as a disadvantage.
strength by (10/lower ST), rounding down. These “effective” ST scores should However, a figured quantity that is low-
be used in the Contest in place of true ST. ered to three or more levels below its base
Example 1: A ST 50 being is wrestling a ST 60 being. The GM sets the value should be treated like an attribute of
7 or less, with the points beyond the first
effective ST of the weaker fighter to 10 and scales the ST of the stronger two levels being treated as disadvantage
wrestler by 10/50 = 0.2 to get an effective ST of 0.2 × 60 = 12. This makes the points.
Contest a lot closer (ST 10 vs. ST 12), which makes sense for beings whose ST Introducing this optional rule effective-
ly gives the players extra disadvantage
differs by only 20%. points to play with, and the GM should
Example 2: A ST 2 being is wrestling a ST 1 being. Again, the GM sets the carefully weigh the effects of this on char-
effective ST of the weaker fighter to 10. He scales the ST of the stronger acter creation before introducing this
optional rule.
wrestler by 10/1 = 10 to get an effective ST of 10 × 2 = 20. This makes the The rules for several such figured quan-
Contest almost a sure thing (ST 20 vs. ST 10) for the stronger being – which tities are listed below. Remember, attribut-
makes sense, since he is twice as strong. es cost double after character creation!

Basic Speed
This starts at (DX+HT)/4, but can be
raised (and, optionally, lowered) at the cost
of 25 points per level, as per Increased
Speed, p. 26.

Fatigue
Fatigue starts out equal to ST (or HT, if
the optional Redefining Hit Points and
Fatigue rule is being used), but can be
raised (and, optionally, lowered) at 3
points per level, as per Extra Fatigue, p.
24.

Hit Points
Hit Points start out equal to HT (or ST,
if the optional Redefining Hit Points and
Fatigue rule is being used), but can be
raised or lowered for +/-5 points per level,
as per Extra Hit Points, p. 24 and Reduced
Hit Points, p. 83.

Sense Roll (or “Perception”)


A character’s base Sense Roll starts out
equal to his IQ, but can be raised (and,
optionally, lowered) at 5 points per level,
as per Alertness, p. B19.
Note that not everyone agrees that
“Perception” should be based upon IQ.
GMs who feel this way may wish to start
sense rolls at 10 for all characters, allow-
ing PCs to raise or lower their Sense Rolls
at the costs above (5 points per level). If
this is done, consider giving players 5 or
10 more points to spend to compensate for
reducing the value of IQ.

Continued on next page . . .

attributes 13
Encumbrance Rules for Superhumans
and Nonhumans
Optional Rule: The encumbrance levels on p. B76 assume ground movement by normal
Treating Figured human beings, or at least beings with humanoid frames. For very fast beings,
Quantities as Attributes beings with four or more legs, or for those who fly using wings, these levels are
inappropriate. Instead, use the following encumbrance rules:
(Continued)
Purely perception-based skills that are
Encumbrance Rules for Very Fast Beings
modified by Alertness (such as Body To more accurately reflect the effects of encumbrance on very fast move-
Language and Tracking) can, optionally, ment, use the following system to figure Move based on weight carried.
be based on this new “Perception” For Moves of 9 or less, use the standard system from the GURPS Basic Set.
attribute instead. Where a skill also
involves a body of knowledge, it should For moves of 10 or greater:
remain IQ-based, but receive a bonus Encumbrance Move
equal to (Perception-10).
Light...........................Move × 0.8, round down, never lower than 8
Medium ......................Move × 0.6, round down, never lower than 7
Will Heavy .........................Move × 0.4, round down, never lower than 6
This starts out equal to IQ, but can be
raised at 4 points per level, as per Strong X-Heavy.....................Move × 0.2, round down, never lower than 5
Will, p. B23, or lowered for -8 points per
level, as per Weak Will, p. B37. Encumbrance Rules for Four-Legged Beings
As suggested in The Much-Maligned No Encumbrance (up to 2 × ST): Move is unaffected.
Will (sidebar, p. 8), Will can also be treat- Light Encumbrance (up to 6 × ST): Move is reduced by 2.
ed as a fifth attribute, starting at 10 for all
characters. It is then raised or lowered Medium Encumbrance (up to 10 × ST): Move is reduced by 4. Most races
using the costs above (+4/-8 points per will find carrying more than this extremely uncomfortable.
level). As for Perception (above) the GM Heavy Encumbrance (up to 15 × ST): Move is reduced by 6.
may wish to consider giving players 5 or
10 more points to spend, since there are Extra-Heavy Encumbrance (up to 20 × ST): Move is reduced by 8, but never
now more attributes to spend them on. to less than 2.
Where Strong or Weak Will would have Maximum Encumbrance (up to 30 × ST): Move is reduced to 1.
modified another attribute (such as a HT
roll to remain conscious), apply the differ-
ence (Will-10) as a modifier to the roll. Encumbrance Rules for Winged Beings
Skills that are modified by Will (such as No Encumbrance (up to 2 × ST): Move is unaffected.
Mental Strength) can, optionally, be based
on this new Will attribute instead of IQ.
Light Encumbrance (up to 6 × ST): Move is reduced by 4.
Medium Encumbrance (up to 10 × ST): Move is reduced by 8. If Move
would be 0 or less, the individual cannot fly.
Heavy Encumbrance (up to 15 × ST): Move is reduced by 12. If Move
would be 0 or less, the individual cannot fly. No being can fly with greater than
Heavy encumbrance.

14 attributes
LEARNING SKILLS
Normally, skills are learned at the rate of 1 point per 200 hours of study, as
Mastery – stated on p. B82. The two optional rules that follow deal with exceptions to this
High Skill vs. Diversity rule. When player characters are thrown into a hostile environment where their
Handling character concepts that call very survival depends upon using skills they don’t know, use the Quick
for mastery of a skill can be a problem. On Learning Under Pressure rules to see how quickly they pick those skills up.
the one hand, skill rolls rely upon the “bell When the PCs are tasked with training incompetent NPCs, or are themselves
curve” generated by 3d, which means that
the skill system works well for effective being intensively drilled in the use of a specific skill by an instructor, use the
skills below 18, adequately for skill rolls Intensive Training rules instead.
as high as 24, and breaks down for skill
levels beyond that point. On the other
hand, GURPS is universal, so it should be
capable of handling such character con-
Quick Learning Under Pressure:
cepts. In order to resolve this apparent con-
flict, one must look at what mastery of a
Optional Learning Rules
skill actually represents.
This article (by Ann Dupuis) originally appeared in a slightly different form
Mastery of a skill has two essential in Roleplayer magazine, issue #18.
implications in the game. First, the charac- The following rules are meant to augment the Improvement Through Study
ter should have a highly-detailed under- and the Adding and Improving Skills procedures (pp. B82-83). Use them during
standing of all aspects of his field. Second,
the character should possess the ability to an adventure when a character needs a skill now and can’t wait until the end of
carry out even the most difficult tasks with the adventure to earn the points to buy it.
apparent ease. The key point is to recog- A character under stress may be able to learn skills in much less than the
nize that neither of these capabilities is
necessarily well-represented by extremely “usual” time. This is the theory behind such institutions as military basic train-
high skill levels. In fact, the real solution ing. It is known as Quick Learning Under Pressure, and significantly reduces
lies in giving the character a broad selec- the time it takes to learn a skill through study. It also provides level-by-level
tion of related abilities.
In GURPS terms, this means that a
advancement from the default level to the level at which the skill is normally
highly-detailed understanding is much bet- learned.
ter represented by a high level (18 to 25) in
the character’s “central” skill, and moder-
ately high levels (16 to 18) in a variety of
When Quick Learning is Possible
“subsidiary” skills, than it is by an extreme In order to use the Quick Learning rules, the following circumstances must
level (like 30 or so) in the central skill. In apply:
other words, mastery is best handled using (1) The skill(s) to be learned must normally have a default level. It is essential
decent levels in many related skills (i.e.,
through adequate breadth) and not using to the Quick Learning process that the trainee is able to start trying to use the skill
bell-curve-busting skill levels in just one immediately. With a skill such as Nuclear Physics, this is not possible.
skill (i.e., through excessive depth). (2) The skill(s) must be directly related to the immediate survival and well-
Example: Learning the Area Knowl-
edge skill for a nation at level 30 or 40 being of the character and/or the character’s companions. In a situation such as
does not give one a cultural understanding basic training, the ferocity of the instructors is deliberately planned to convince
of the nation’s people, a linguistic under- the trainees that their immediate survival does depend on their learning!
standing of their languages, or a practical
understanding of the area’s native species
and terrain types. Area Knowledge is
exactly what it claims to be – general geo-
graphical knowledge of a region – and
nothing more. To understand the region in
other ways, one should first buy Area
Knowledge at a high level (say 18) and
then use the rest of the points that one
wishes to dedicate to the effort to buy
some combination of Anthropology,
Naturalist, Savoir-Faire, Streetwise,
Survival and perhaps a language skill or
two.

Continued on next page . . .

114 skills
(3) The skill(s) must be used extensively during the learning period.
(“Extensively” is defined by the GM; the suggested measure is the requirement of
two or more Success Rolls against the applicable skill per day, especially if the stu-
dent’s survival and well-being are directly affected by each roll of the dice.)
(4) Someone present must be qualified, willing, and able to teach the skill.
Mastery –
(If there is no teacher, but all the other factors are favorable, the GM can allow High Skill vs. Diversity
Quick Learning at half speed.)
The GM, of course, rules on whether or not all the appropriate circum-
(Continued)
As for being able to carry out difficult
stances exist. tasks with apparent ease, this again does
not require extreme skill levels. While
The Learning Period GURPS requires moderate skill levels to
overcome moderate adversity, and high
The Learning Period is the length of time which can, with luck, allow an skill levels to overcome high adversity,
improvement of one skill level. This depends on the difficulty of the skill: there is a limit to the progression –
Easy skill: Two days. extreme skill is not what is required to
Average skill: Four days. overcome extreme adversity. Instead, one
should combine an already high skill with
Hard skill: Eight days. the appropriate “skill enhancers”: advan-
Very Hard skill: 16 days. tages, maneuvers and other skills that
negate the penalties that apply to the skill
in question under adverse conditions. In
General Procedure this way, spectacularly difficult obstacles
At the end of each Learning Period, apply appropriate modifiers and have can be overcome without resorting to huge
the player roll against the character’s IQ to determine whether or not he suc- skill levels that will break the bell curve.
Example: A mythological hero should
cessfully improved his skill during that period. Success is rolled against IQ for be able to skewer foes even if fighting
both Physical and Mental skills. This reflects the student’s attempt to apply from his back, with the wrong hand and
maximum attention to the learning process. If the roll is successful, the charac- while dealing with poor lighting and
injuries. Although one could conclude that
ter’s skill advances one level. such a hero would need a combat skill
A critical success improves the character’s chance of making the next roll, level of 40 or more, that is not the best way
as described below. A critical failure means that the character learned something to handle it.
wrong and make a bad mistake. Treat the result as though he had made a critical Instead, the warrior should be reason-
ably highly-skilled (skill 20 to 25), but also
failure on an ordinary attempt to use that skill. possess abilities such as the Blind Fighting
The character rolls once at the end of each Learning Period. When the skill skill (which negates darkness penalties),
is learned to the level where the skill would normally be purchased for 1/2 char- the High Pain Threshold advantage (which
negates penalties for Shock) and the
acter point (see below), Quick Learning is no longer possible. Upon the suc- Ground Fighting, Hit Location and Off-
cessful completion of the last Learning Period, 1/2 character point should be Hand Training maneuvers (which remove
spent to learn the skill. Any adventure in which a character is forced to Quick penalties for position, hit location and off-
handedness respectively). This solution is
Learn a skill is surely worth at least that many points! both more flavorful and leaves the bell
Further advances in skill level are accomplished by the normal rules gov- curve intact, since these abilities cancel
erning character improvement. penalties without increasing skill levels.
The essential point here is that highly-
skilled character concepts can be realized
Modifiers to the IQ roll: in GURPS through the artful use of rea-
-4 on the first attempt to Quick Learn the skill. sonable skill levels that do not break the
-2 on the second attempt to Quick Learn the skill. system. In light of this fact, the GM may
wish to consider “capping” skill levels at
-2 for each Major New Circumstance facing the student during that around 20 to 25, requiring his players to
Learning Period. A Major New Circumstance is any significant difference in the represent extreme levels of competence by
environment or conditions directly affecting the use of the skill. An example expanding into skill enhancers and other
skills. This is the whole philosophy behind
would be a non-fighter, trying to Quick Learn the Broadsword skill while being GURPS Martial Arts, for example, where
forced to compete in gladiatorial games, one day being faced with an opponent instead of a master learning Karate-30, he
with multiple weapons – or tentacles. Ignore this modifier on the first attempt; uses his character points to learn a whole
style, perhaps with Karate at 20, Judo,
everything encountered at this stage is a Major New Circumstance. It is strongly Philosophy and one or two weapon skills
suggested that no more than two Major New Circumstances be thrown at a char- at 18, and dozens of maneuvers at levels
acter within a Learning Period. 18 to 20. This represents masterly skill
+1 for a Critical Success on the learning roll for the skill’s previous without breaking the 3d system.
Learning Period.
+1 for Eidetic Memory (first level), on Mental skills only.
+2 for Eidetic Memory (second level), on Mental skills only.

skills 115
Extraordinary Diligence Success rolls against the skill(s) being Quick Learned are handled normally
in the course of the adventure. Use the current skill level. Critical failures and
to Maintain High Skill successes in the use of the skill have their own rewards and punishments, and do
Realistically, experts in many fields not affect the IQ-based success roll.
(especially dangerous or competitive ones)
have to hone their skills constantly in order
to stay in top form. The following optional Average Time for Quick Learning
rule reflects this. Page B44 states that: “As a general rule, any Easy skill has a default of DX-
The GM may require any character 4 (if physical) or IQ-4 (if mental). Average skills default to DX (or IQ)-5; Hard
with a Combat/Weapon skill of higher than
DX+10 to set aside an hour every day for skills default to DX (or IQ)-6.” Normal default skill levels for most skills are
practice, or else make a DX roll, with the three levels below the level at which the skill is purchased when 1/2 character
skill going down 1 point on a failure. point is spent. (Skills with defaults based on other skills, rather than attributes,
“Practice” can be as simple as an hour on
the shooting range, or as complex as prac-
are exceptions to this general rule.) Thus, with most skills, a character who suc-
ticing martial arts kata at the dojo. Non- cessfully makes an IQ roll at the end of each Learning Period will have
lethal combat, or competition with the “learned” a skill (to the 1/2 point level) in six days for an Easy skill, 12 days for
related Combat/Weapon Art or Sport skill, an Average skill, and 24 days for a Hard skill.
does count as practice for this purpose.
The GM may also require practice to
maintain high levels in other physical
skills (e.g., Acrobatics, Dancing, Piloting, Intensive Training
Running), and for those mental skills Adventurers often need to quickly teach or learn a skill during the course of
which involve actually performing a task an adventure. The following guidelines are for intensive, military-style instruc-
(e.g., Lockpicking, No-Landing
Extraction, Orienteering) or maintaining an tion in a single, practical skill. These rules should not be used for academic
“edge” (e.g., Computer Hacking, skills, social skills, or in any situation where the students are receiving less than a
Streetwise). This rule probably should not full eight hours of training per day. They also shouldn’t be used for military
be used for most other mental skills.
Note that practice to maintain a high
“basic training” – that’s training in many skills, and is really a lifestyle, not class-
skill level does not count as study of that room learning. For “basic training” and learning “on the job” rather than in a
skill! classroom, use the Quick Learning rules, above.
Teaching anything is a long task, and
requires the Teaching skill (defaults to
IQ -5). Ideally, a single person may teach
up to ten students a P/E skill, such as
Guns. For a P/A or P/H skill, or an ultra-
tech P/E skill such as Beam Weapons, up
to five individuals can be trained by a
single teacher. Mental skills are best
taught on a one-to-one basis. If the stu-
dent-to-teacher ratio is increased,
increase all the time periods in these
rules by the same amount. Having fewer
students does not accelerate the learning
process, though – a minimum amount of
time is always necessary to teach the
basics.
The teacher states how long he will
spend instructing his charges. A minimum
of eight hours is required for the training
to be of any value at all. This is a full-time
job for everyone involved – neither the
teacher nor the students may do other
things during this time. For each individ-
ual or group of individuals being taught a
skill, the instructor then makes a Teaching
skill roll, at +1 for each full eight hours of
instruction the students receive over the
first (e.g., +1 for 16 hours, +2 for 24
hours, etc.).

116 skills
PERSONALITY TRAITS
Stefan Jones originally created this optional system to help with higher levels indicating a greater degree of that trait in the
define a new race’s personality for GURPS Uplift. racial personality. Each level is an advantage or a disadvantage; -1-
Traits represent basic categories of behavior, which may give point disadvantages can be considered quirks. Homo sapiens is the
rise to specific mental advantages or disadvantages. They may be norm on this scale; thus, the trait cost for the human race is zero.
the result of diet, social systems, reproductive behavior and other See the Basic Set, Advantages (Chapter 2) and Disadvan-
factors. A creature’s final balance of traits will govern its instincts. tages (Chapter 3), for the description of each trait level. Note
There are eight basic traits: Chauvinism, Concentration, that most of these quirks, advantages and disadvantages can be
Curiosity, Egotism, Empathy, Gregariousness, Imagination and bought and used by human characters as ordinary quirks, advan-
Suspicion. Each trait has between five and eight levels, starting at 0, tages and disadvantages.

Chauvinism Empathy
This is a measure of the whole species’ “ego,” and its ten- This is a measure of whether the species can sense, or com-
dency to bond into in-groups. prehend, the feelings and attitudes of others.
Level Description Point Cost Page Reference Level Description Point Cost Page Reference
0 Strong Xenophilia -15 p. 95 0 Solipsist -10 p. 94
1 Xenophilia -5 p. 95
1 Callous -6 p. 86
2 Undiscriminating -1 p. 94
2 Oblivious -3 p. 92
3 Broad-Minded -1 p. 86 3 Human Norm 0 –
4 Human Norm 0 –
4 Responsive -1 p. 93
5 Chauvinistic -1 p. 87 5 Sensitive 5 p. 30
6 Intolerance: Racial -5 p. B34 6 Charitable -15 p. 86
7 Xenophobia -15 p. B36
Gregariousness
Concentration This is a measure of the species’ need (or dislike) for com-
This is a measure of how much the species’ individuals can pany.
concentrate on a single action, plan ahead, and think “deep
thoughts.” Level Description Point Cost Page Reference
Level Description Point Cost Page Reference 0 Reclusive -10 p. 93
0 Short Attention Span -10 p. 94 1 Loner -5 p. 91
1 Distractible -1 p. 89 2 Uncongenial -1 p. 94
2 Human Norm 0 – 3 Human Norm 0 –
3 Attentive -1 p. 86 4 Congenial -1 p. 89
4 Single-Minded 5 p. 30 5 Chummy -5 p. 87
6 Gregarious -10 p. 90
Curiosity
This is the tendency for individuals to go out of their way to Imagination
investigate new things and yearn for adventure. Imaginative creatures tend to come up with new ideas and
find patterns in seemingly “random” data.
Level Description Point Cost Page Reference
0 Obdurate -10 p. 92 Level Description Point Cost Page Reference
1 Incurious -5 p. 91 0 Hidebound -5 p. 91
2 Staid -1 p. 94 1 Dull -1 p. 89
3 Human Norm 0 – 2 Human Norm 0 –
4 Nosy -1 p. 92 3 Dreamer -1 p. 89
5 Curious -5 p. 89 4 Imaginative -1 p. 91
6 Extremely Curious -10 p. 89 5 Versatile 5 p. 31

Egotism Suspicion
This determines the sense of personal importance that the This trait determines how the species reacts toward new
members of the species have. things – with pleasure or with fear or distrust. A very suspicious
creature may be paranoid by human standards!
Level Description Point Cost Page Reference
0 Hive Mentality -20 p. 102 Level Description Point Cost Page Reference
1 Selfless -10 p. 94 0 Imperturbable 10 p. 26
2 Humble -1 p. 91 1 Collected 5 p. 22
3 Human Norm 0 – 2 Cool 1 p. 23
4 Proud -1 p. 93 3 Human Norm 0 –
5 Selfish -5 p. 94 4 Careful -1 p. 86
6 Self-Centered -10 p. 94 5 Edgy -5 p. 90

180 racial generation


Note: This index does not list individual advantages, disadvantages or skills.
Page references for these can be found in the Appendices (pp. 181-190) .

–A– Costs Fatigue limitation, 110.


Craft skills, 136.
Faz, 55.
Feint maneuver, 168.
Abbreviations, GURPS titles, 181.
Accents, 119. Fickle limitation, 111.
Accessibility limitation, 110. –D– Figured quantities, 13.
Acrobatics skill, 166. Damage, 10, 11, 52. Firearms, 119.
Advantages, 15-73; list of, 182- Death, 64, 69, 70, 102. Flying, 14, 56, 67.
184; modifying, 108; mundane, Defaults, 163. Fright Checks, 22, 25.
19; occult, 33; paranormal, 33; Defense, 49, 63.
racial, 49; secret, 16; super, 49. Dexterity, 6, 61, 83. –G–
Aerial Acrobatics maneuver, 169. Disadvantages, 6, 74-106; doing Gadgeteering, 121-127; during
Affects Insubstantial enhance- away with, 76; list of, 185-187; adventures, 123; lending gad-
ment, 109. mental, 86; modifying, 108; gets, 127; quick, 123.
Affects Others enhancement, 109. occult, 96; paranormal, 96; Giants, 8.
Affects Substantial enhancement, physical, 79; racial, 101; secret, Gizmos, 124.
109. 75; social, 77; super, 101. Ground Fighting maneuver, 168.
Alcohol, 19. Disarming maneuver, 167. Group Skill Bonus, 17, 177.
Alternate worlds, 45, 48. Disease, 24, 85. Guns, 119, 121.
Always On limitation, 110. Dodge, 24. Gymnastics maneuver, 170.
Animals, 33, 71, 128; skills, 128. Dreams, 92, 139, 142.
Appearance, 80. Drinking, 19. –H–
Area Class, 118. Dual-Weapon Attack maneuver, Head Lock maneuver, 168.
Area Effect enhancement, 109. 167. Healing, 31, 36, 57, 104, 150.
Area Knowledge skill, 118. Health, 6.
Arm or Wrist Lock maneuver, –E– Heroic Strength, 7.
165. Elbow Strike maneuver, 167. Hit Location maneuver, 168.
Artistic skills, 129. Emergencies Only limitation, 110. Hit Points, 7, 13, 24, 83.
Athletic skills, 131. Encumbrance, 14, 55. Hobby skills, 145.
Attributes, 5-14, 175; levels, 6; Enhanced Strength, 7-8. Horse Archery maneuver, 169.
low, 6. Enhancements, 107-109; linked, Hybrid races, 9.
108.
–B– Equipment, trading points for, 17. –I–
Back Kick maneuver, 166. Esoteric skills, 137. Increased Area enhancement, 109.
Beasts, 9. Exclusivity limitation, 110. Inherent magic, 38.
Black powder weapons, 120. Extended Duration enhancement, Instantaneous enhancement, 109.
Blocking, 24. 109. Intelligence, 6.
Breakfall maneuver, 166. Extra effort, 12. Intoxication, 19.
Extra limbs, 54, 55. Inventing, 121, 125.
–C– Eye Contact Only limitation, 110. IQ, 6.
Choke Hold maneuver, 166.
Clerics, 22, 35. –F– –J–
Close Combat maneuver, 167. Familiarity, 119. Jab maneuver, 169.
Combat skills, 132. Familiars, 37. Jump Kick maneuver, 170.
Contests of Strength, 13. Fatigue, 7, 13, 24, 109, 110. Jumping, 68.

index 191
–K– Professional skills, 153.
Psionics, 42, 99; skills, 155.
Social skills, 159.
Specialization, 119, 123, 165.
Kicking maneuver, 170.
Knacks, 38. Pyramid magazine, 4, 8. Speed, 13.
Knee Strike maneuver, 170. Spin Kick maneuver, 171.
Knowledge skills, 146. –R– Stamp Kick maneuver, 172.
Rabbit Punch maneuver, 171. Stilt Walking maneuver, 169.
–L– Races, 9, 14, 173-180; advan-
tages, 49, 177; disadvantages,
Strength, 6, 7, 10, 24, 58, 61, 176,
177; enhanced, 7.
Language rules, 119-121.
Learning skills, 114-117. 101, 177; generation, 173-180; Stunning, 24.
Leaves Mental Signature limita- humanoid, 8; hybrids, 176; Sub-races, 175.
tion, 111. magic, 179; player-created, Super Strength, 7.
Limitations, 107, 108, 110-112; 178; racial attribute modifiers, Superhumans, 14, 49, 101.
linked, 108. 175; skill bonuses, 177. Sweeping Kick maneuver, 172.
Limited Use limitation, 111. Reaction modifiers, 18. Swimming, 101.
Link enhancement, 109. Reduced Fatigue Cost enhance-
ment, 109. –T–
–M– Reduced Range limitation, 112.
Religion, 22, 35, 91.
Taboo traits, 176.
Takes Extra Time limitation, 112.
Magic, 35, 38, 39, 41, 98; inher-
ent, 38; racial, 179; skills, 148. Roleplayer magazine, 4, 118, 119. Takes Recharge limitation, 112.
Maneuvers, 162-172; and famil- Roundhouse Punch maneuver, 171. Teaching, 115, 116.
iarity, 165; combinations, 171; Rule of 12, 174. Team Acrobatics maneuver, 168.
creating, 163; learning, 164. Running, 68. Temporary Wealth, 18.
Medical skills, 150. Thief/Spy skills, 160.
Military skills, 150. Throwing, 10.
Move, 54, 103. Thrown objects, damage from, 11.
Moveable Area enhancement, Tightrope Walking maneuver,
109. 170.
Time travel, 26, 46.
–N– – S– Touch Only limitation, 112.
Scientific skills, 155. Toughness advantage, 52.
Natural attacks, 72.
Selective Effect enhancement, Training, 116.
Neck Snap maneuver, 170.
109. Tumbling maneuver, 167.
No Obvious Effect enhancement,
Sense rolls, 13.
109.
Nonhumans, 14, 49, 101, 173-
Shapeshifting, 43-44, 61, 62, 105, –U–
144. Unconscious Only limitation, 112.
180.
Skills, 17, 113-161; animal, 128; Uncontrollable limitation, 112.
Nuisance Effect limitation, 111.
artistic, 129; athletic, 131; Unreliable limitation, 112.
combat/weapon, 132; craft,
–O– 136; degradation, 117; esoteric, –V–
Off-Hand Weapon Training
137; hobby, 145; knowledge, Vampires, 70, 106.
maneuver, 170.
146; learning, 114-117; list of, Vehicles, 123-125; aerospace,
Outdoor skills, 152.
187-190; magical, 148; main- 125; land, 123; water, 124.
taining, 116; mastery, 114;
–P– medical, 150; military, 150; –W–
Pacifism disadvantage, 86.
outdoor, 152; professional, 153; Wall enhancement, 109.
Parry, 24.
psionic, 155; racial, 177, 178; Wealth, temporary, 18.
Perception, 13.
recognizing, 117; scientific, Weapons, 32, 119-122, 132-136;
Personality traits, 180.
155; social, 159; thief/spy, 160; skills, 132.
Poison, 29, 71, 84.
using, 118; weapon, 132. Were-creatures, 43-44.
Preparation Required limitation,
Sleep, 64, 81, 82, 92, 104, 139, Will, 8, 14, 25.
111.
142.
192 index
Additional Material by Hans-Christian Vortisch Lead Playtester
John L. Freiler
Edited by Steve Jackson with Loren Wiseman Playtesters
GURPS System Design ≈ Steve Jackson Michele Armellini,
Managing Editor ≈ Andrew Hackard Thomas L Bont,
GURPS Line Editor µ Sean Punch Brandon Cope,
GURPS WWII Line Editor Gene Seabolt Peter V. Dell’Orto,
≈ Shawn Fisher,
Project Administrator ≈ Monique Chapman Martin Heidemann,
Design and Production ≈ Gene Seabolt Erik Manders,
Print Buyer ≈ Monica Stephens Phil Masters,
GURPS Errata Coordinator ≈ A n d y Ve t r o m i l e Kenneth Peters, and
Sales Manager µ R o s s Je p s o n Robert Prior.
GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. WWII, Pyramid, 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 WWII: Iron Cross is copyright © 2002 by Steve Jackson Games Incorporated. All rights reserved. Some art based on photographs copyright www.arttoday.com.
Some art based on photographs from the National Archives and Records Administration.
ISBN 1-55634-593-3 1 2 3 4 5 6 7 8 9 10

STEVE JACKSON GAMES


CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . 4
About the Author . . . . . . . . . . . . . . . . 4
Hausfrau . . . . . . . . . . . . . . . . . . . . . 51
MAJOR PERSONALITIES . . . . . . . . . . . . . 52
About GURPS . . . . . . . . . . . . . . . . . . 4 The Generals . . . . . . . . . . . . . . . . . . 55

1. GERMANY 4. THE GERMAN


AT WAR . . . . . . . 5 ARMORY . . . . . 56
RINGED BY RIVALS . . . . . . . . . . . . . . . . . 6 PERSONAL GEAR . . . . . . . . . . . . . . . . . . 57
THE FORGING FLAMES . . . . . . . . . . . . . . . 7 SMALL ARMS . . . . . . . . . . . . . . . . . . . . . 60
THE WEIMAR YEARS . . . . . . . . . . . . . . . . 8 German Small Arms Table . . . . . . . 60
The Nazis Form Ranks . . . . . . . . . . . 8 Weapon Descriptions . . . . . . . . . . . . 62
False Watershed . . . . . . . . . . . . . . . . . 9 VEHICLE DESIGN . . . . . . . . . . . . . . . . . . 65
BIRTH OF THE THIRD REICH . . . . . . . . . . 10 NEW CHASSIS OPTIONS . . . . . . . . . . . . . 65
Hitler Ascendant . . . . . . . . . . . . . . . 10 Powertrains . . . . . . . . . . . . . . . . . . . 65
A Brutal State . . . . . . . . . . . . . . . . . 10 New Weapons . . . . . . . . . . . . . . . . . 66
CASE WHITE . . . . . . . . . . . . . . . . . . . . . 11 The Lost Campaign . . . . . . . . . . . . . 25 Weapon Modules Table . . . . . . . . . . 68
THE WESTERN LULL . . . . . . . . . . . . . . . 11 THE REICH IN RUINS . . . . . . . . . . . . . . . 26 Vehicular Weapons Table . . . . . . . . 68
Plentiful Plots . . . . . . . . . . . . . . . . . 11 The Bulge and Beyond . . . . . . . . . . 26 New Components . . . . . . . . . . . . . . 69
CASE YELLOW . . . . . . . . . . . . . . . . . . . . 12 Retribution’s Hordes . . . . . . . . . . . . 26 Panzerautomaten . . . . . . . . . . . . . . . 69
Costly Naval Gambit . . . . . . . . . . . . 12 Aftermath . . . . . . . . . . . . . . . . . . . . . 26 THE MOTOR POOL . . . . . . . . . . . . . . . . . 70
Smashing Victory . . . . . . . . . . . . . . 12 Vehicles Key . . . . . . . . . . . . . . . . . . 70
A More Forceful Hand . . . . . . . . . . . 12 Artillery . . . . . . . . . . . . . . . . . . . . . . 71
FATEFUL INTERLUDE . . . . . . . . . . . . . . . 13 2. THE GERMAN SdKfz 2 kleines Ketten-Krad . . . . . 72
Sea Lion . . . . . . . . . . . . . . . . . . . . . . 13 ARMY . . . . . . . 27 Volkswagen Kübelwagen . . . . . . . . 72
THE REICH AT ITS HEIGHT . . . . . . . . . . . 14 THE HIGH COMMAND . . . . . . . . . . . . . . 28 Krupp-Protze “Boxer” . . . . . . . . . . . 73
Barbarossa . . . . . . . . . . . . . . . . . . . . 14 Organization . . . . . . . . . . . . . . . . . . 28 Opel-Blitz 4×2 . . . . . . . . . . . . . . . . . 73
A New Chivalry . . . . . . . . . . . . . . . . 15 The Generalstab . . . . . . . . . . . . . . . 29 SdKfz 10 leichter Zugkraftwagen . . . 74
Falling Short . . . . . . . . . . . . . . . . . . 15 SdKfz 7 mittlerer Zugkraftwagen . . 74
ARMS OF THE WEHRMACHT . . . . . . . . . . 30
THE JEWISH QUESTION . . . . . . . . . . . . . . 16 SdKfz 251 . . . . . . . . . . . . . . . . . . . . 75
The Heer . . . . . . . . . . . . . . . . . . . . . 30
A NEW ENERGY OF ATTACK . . . . . . . . . 17 SdKfz 222 . . . . . . . . . . . . . . . . . . . . 75
THE WAFFEN-SS . . . . . . . . . . . . . . . . . . . 31
The Soviet Sledge . . . . . . . . . . . . . . 17 SdKfz 231 (8-Rad) . . . . . . . . . . . . . 76
The Luftwaffe . . . . . . . . . . . . . . . . . 32
The African Anvil . . . . . . . . . . . . . . 17 Panzerkampfwagen I . . . . . . . . . . . . 77
The Kriegsmarine . . . . . . . . . . . . . . 33
A German Lake . . . . . . . . . . . . . . . . 17 Panzerkampfwagen II . . . . . . . . . . . 78
THE LANDSER LIFE . . . . . . . . . . . . . . . . 34
Home Front Harassed . . . . . . . . . . . 17 Panzerkampfwagen III . . . . . . . . . . 79
From Cradle to Rifle . . . . . . . . . . . . 34
DECIDING MOMENTS . . . . . . . . . . . . . . . 18 Panzerkampfwagen IV Variants . . . 80
Among the Soldiery . . . . . . . . . . . . 35
Stalingrad Slaughter . . . . . . . . . . . . 18 Panzerkampfwagen V Panther . . . . 81
WHAT THEY CARRIED . . . . . . . . . . . . . . 36 Panzerkampfwagen VI Königstiger . . 82
Desert Debacle . . . . . . . . . . . . . . . . 18 What Carried Them . . . . . . . . . . . . . 36
WINTER OF DISCONTENT . . . . . . . . . . . . 19 Hetzer . . . . . . . . . . . . . . . . . . . . . . . 83
Varieties of Uniform . . . . . . . . . . . . 37 Ar 196 . . . . . . . . . . . . . . . . . . . . . . . 84
Bitter Revival . . . . . . . . . . . . . . . . . 19 ARMOR ALLOCATION TABLE . . . . . . . . . 38
Too Much, Too Late . . . . . . . . . . . . 19 Fw 190 . . . . . . . . . . . . . . . . . . . . . . . 85
PANZER ENCOUNTER TABLE . . . . . . . . . . 39 Ju 52 . . . . . . . . . . . . . . . . . . . . . . . . 86
THE BEGINNING OF THE END . . . . . . . . . 20 ACTION DIGEST . . . . . . . . . . . . . . . . . . . 40
Sicily Sliced Away . . . . . . . . . . . . . . 20 Ju 88 . . . . . . . . . . . . . . . . . . . . . . . . 87
The Killing Stroke . . . . . . . . . . . . . . 20 Bf 110 . . . . . . . . . . . . . . . . . . . . . . . 88
HOLDING ACTIONS . . . . . . . . . . . . . . . . . 21 3. CHARACTERS . . 41 Me 262 . . . . . . . . . . . . . . . . . . . . . . . 89
Dniepr Stand . . . . . . . . . . . . . . . . . . 21 S-Boot . . . . . . . . . . . . . . . . . . . . . . . 90
CREATING A CHARACTER . . . . . . . . . . . . 42
Booting the Italians . . . . . . . . . . . . . 21 U-Boot Typ VII . . . . . . . . . . . . . . . . 91
Female Roles . . . . . . . . . . . . . . . . . . 42
U-Boot Typ XXIII . . . . . . . . . . . . . . 92
PLAYING OUT THE HAND . . . . . . . . . . . . 22 ADVANTAGES, DISADVANTAGES, KMS Bismarck . . . . . . . . . . . . . . . . . 93
Broken Wings . . . . . . . . . . . . . . . . . 22 AND SKILLS . . . . . . . . . . . . . . . . . 42
Uprisings in the Reich . . . . . . . . . . . 22 Advantages . . . . . . . . . . . . . . . . . . . 42
Prelude to the Storm . . . . . . . . . . . . 22 Disadvantages . . . . . . . . . . . . . . . . . 44 5. INSIDE THE
THE HORROR UNVEILED . . . . . . . . . . . . . 23 Status . . . . . . . . . . . . . . . . . . . . . . . . 45 THIRD REICH . . 94
THE WESTERN FRONT ERUPTS . . . . . . . . 24 Volkssturmmann . . . . . . . . . . . . . . . 46
D-Day and After . . . . . . . . . . . . . . . 24 Hitler Youth . . . . . . . . . . . . . . . . . . . 47 GERMANY AT A GLANCE . . . . . . . . . . . . 95
The July Plot . . . . . . . . . . . . . . . . . 24 Eastern Front Experte . . . . . . . . . . . 48 The People . . . . . . . . . . . . . . . . . . . . 95
Operation Bagration . . . . . . . . . . . . 25 Submariner . . . . . . . . . . . . . . . . . . . 49 The Land . . . . . . . . . . . . . . . . . . . . . 95
Wunderwaffen . . . . . . . . . . . . . . . . . 25 Gestapo Agent . . . . . . . . . . . . . . . . . 50 NATIONAL SOCIALISM . . . . . . . . . . . . . . 96

2 CONTENTS
Old Soldiers and March Violets . . . 96 THE GREATER REICH . . . . . . . . . . . . . . 104 A Measure Above . . . . . . . . . . . . . 113
The Führer Myth . . . . . . . . . . . . . . . 97 THE POW CAMPS . . . . . . . . . . . . . . . . 106 The Aryan Elite . . . . . . . . . . . . . . . 114
The Winking Way . . . . . . . . . . . . . . 97 By Germans . . . . . . . . . . . . . . . . . . 106 Faceless Foes . . . . . . . . . . . . . . . . . 115
Kultur vs. Zivilisation . . . . . . . . . . . 97 For Germans . . . . . . . . . . . . . . . . . 106 The Luftwaffe Aloft . . . . . . . . . . . . 116
THE POLICE AND COURTS . . . . . . . . . . . 98 THE CONCENTRATION CAMPS . . . . . . . 107 Wolfpacks and Woe . . . . . . . . . . . . 117
A Knock on the Door . . . . . . . . . . . 98 Eating Their Own . . . . . . . . . . . . . 107 A WEHRMACHT TRAVELOG . . . . . . . . . 118
The Verdict Assumed . . . . . . . . . . . . 98 Messy Methods . . . . . . . . . . . . . . . 107 The City of Blacked-Out Light . . . 120
A Savage Semblance . . . . . . . . . . . . 98 Mixed Efforts . . . . . . . . . . . . . . . . 107 ALTERNATE CAMPAIGNS . . . . . . . . . . . . 121
LIFE INSIDE THE REICH . . . . . . . . . . . . . 99 Worked to the Bone . . . . . . . . . . . . 107 Wonder Weapons . . . . . . . . . . . . . . 121
Economic Squeeze . . . . . . . . . . . . . 99 Desperate Bids . . . . . . . . . . . . . . . . 107 PAH Mk I . . . . . . . . . . . . . . . . . . . 122
Salaries and Costs . . . . . . . . . . . . . . 99 BATTLEFIELD GERMANY . . . . . . . . . . . 108 The V-1 . . . . . . . . . . . . . . . . . . . . . 123
Doing Business . . . . . . . . . . . . . . . 100 The West . . . . . . . . . . . . . . . . . . . . 108 The V-2 . . . . . . . . . . . . . . . . . . . . . 123
Keeping the Old Faith . . . . . . . . . . 100 The East . . . . . . . . . . . . . . . . . . . . . 108 The Other 988 Years . . . . . . . . . . . 124
Kinder, Kirche, Küche . . . . . . . . . . 101 The Aftermath . . . . . . . . . . . . . . . . 109 The Polish Question . . . . . . . . . . . . 125
The Next Generation . . . . . . . . . . . 101 The German Titanic . . . . . . . . . . . . 109
Keepers of the Keys . . . . . . . . . . . 102
High Society . . . . . . . . . . . . . . . . . 102
REFERENCES . . . 126
The Arts . . . . . . . . . . . . . . . . . . . . . 102
6. CAMPAIGNS . . 110
A Moral Exhaustion . . . . . . . . . . . 102 CAMPAIGN STYLES . . . . . . . . . . . . . . . . 111
The Stubborn Dead . . . . . . . . . . . . 111
INDEX . . . . . . . . 127
BERLIN . . . . . . . . . . . . . . . . . . . . . . . . . 103

CONTENTS 3
ABOUT GURPS
Steve Jackson Games is committed to full
INTRODUCTION
If Hitler had not created the Nazis, fiction would have had to invent
support of the GURPS system. Our address is them. From Indiana Jones movies to Hellboy comics to just about every
SJ Games, Box 18957, Austin, TX 78760. post-1933 modern game setting, “Nazis” fill a convenient role as face-
Please include a self-addressed, stamped less villains. Like orcs in fantasy settings or insectlike aliens in science
envelope (SASE) any time you write us! fiction, they possess a fierce facade and the reputation to match it,
Resources include: which only it makes it all the more satisfying when a square-jawed hero
Pyramid (www.sjgames.com/pyramid/). levels his weapon and mows them down by the dozens.
Our online magazine includes new GURPS All this, of course, has little to do with the truth.
rules and articles. It also covers Dungeons and “Nazis” were not actually Nazis, for the most part, but rather Ger-
Dragons, Traveller, World of Darkness, Call mans who did not belong to the party. They faced a choice between,
of Cthulhu, and many more top games – and essentially, giving up life itself, or actively playing a small role in
other Steve Jackson Games releases like In Hitler’s big plans. They saw, suspected, and sensed things that told them
Nomine, Illuminati, Car Wars, Toon, Ogre their leaders were corrupt at best, and probably far worse. Some of them
Miniatures, and more. Pyramid subscribers became the Führer’s greatest cheerleaders, all the better to drown out
also have access to playtest files online! their own doubts. Some of them simply put the unanswered questions
New supplements and adventures. GURPS aside, since their only alternatives required defying German principles
continues to grow, and we’ll be happy to let you of obedience and community that long predated the swastika.
know what’s new. A current catalog is available Few of them deserve to be painted in flat black. They sidestepped
for an SASE. Or check out our website (below). courage to do what their cancerous environment demanded, they commit-
Errata. Everyone makes mistakes, includ- ted sins that they regretted more often than they admitted, they left behind
ing us – but we do our best to fix our errors. mothers who cried when they died. They lived flawed, human lives.
Up-to-date errata sheets for all GURPS releas- That is, until Hitler’s ambitions cut them short. If not monsters, nei-
es, including this book, are available from SJ ther were most Germans the technicians of death that military-history
Games; be sure to include an SASE. Or down- buffs often admire with little regard for context. Certainly, the Wehrmacht
load them from the Web – see below. had a high ratio of elite soldiers, but the average German rifleman entered
Gamer input. We value your comments, for battle as ill-trained, ill-equipped, and ill to his stomach as any rival. His
new products as well as updated printings of service provided him with marginally superior tactics and weapons – both
existing titles! of which he used when he could – but it never could provide him a really
Internet. Visit us on the World Wide Web at good cause for the fighting, and only soldiers with a good cause say that
www.sjgames.com for an online catalog, erra- one doesn’t matter. Germans routinely surrendered by the hundreds to a
ta, updates, Q&A, and much more. GURPS has few Anglo-American riflemen where, had the roles been reversed, no
its own Usenet group, too: rec.games.frp.gurps. G.I.s or Brits would have allowed a few grenadiers to do the same. The
GURPSnet. This e-mail list hosts much of Germans did not do this because their training reduced them to automa-
the online discussion of GURPS. To join, e- tons – the popular theory of the time – they did it because they did not
mail majordomo@io.com with “subscribe truly believe. SS and other diehards aside, they wanted out. This is not the
GURPSnet-L” in the body, or point your web esprit de corps of which ballads are spun.
browser to gurpsnet.sjgames.com. Those seeking a simpler, safer Nazi – an evil target devoid of any
The GURPS WWII: Iron Cross web page human worth, suitable only for killing – will still find plenty to satisfy
is at www.sjgames.com/gurps/books/ww2/ them here. This book describes weapons found almost nowhere else, pro-
ironcross. vides unit histories and inventories that can be used at a glance, and goes
into detail on many other aspects of Wehrmacht service. It will flesh out
Page References a faceless Nazi or ubergrenadier quite nicely.
Rules and statistics in this book are specifi- It also will help portray a human in inhuman times, for those who
cally for the GURPS Basic Set, Third Edition. so desire. Though it does not provide concrete answers as to exactly
Any page reference that begins with a B refers how the German people allowed themselves to be led down this path, or
to the GURPS Basic Set – e.g., p. B102 means exactly how the rest of the world allowed things to get so bad, it will pro-
p. 102 of the GURPS Basic Set, Third Edition. vide many insights into the often tragic, just-as-often banal, and at times
Page references that begin with CI indicate perversely heroic epic that was the Third Reich.
GURPS Compendium I. Other references are

ABOUT AUTHOR
CII to Compendium II, VE to Vehicles, W to
WWII, and W:HS to WWII: Hand of Steel. THE
The abbreviation for this book is W:IC. For a Gene Seabolt joined Steve Jackson Games in 1997 after more than a
full list of abbreviations, see p. CI181 or the decade of newspaper reporting and editing. He has since served in a vari-
updated web list at www.sjgames.com/gurps/ ety of roles, currently as GURPS WWII line editor. He lives in San Anto-
abbrevs.html. nio with his wife, Lee, and sons, Shane and William. He rarely applies the
principles of blitzkrieg, except when rooting in the refrigerator.

4 INTRODUCTION
WHAT THEY CARRIED
Heer troops carried an efficient minimum of equipment rations, toiletries, personal effects, and usually his service cap.
for daily usage. See pp. W87-99 for basic gear and weapons. He attached his entrenching tool (see p. W88) to his belt at the
left hip with his bayonet (see p. W193) just before it. He
Papers and ID attached a canteen to the bread bag such that it rode near his
Every German soldier carried a standard set of personal right buttock. He slung a gas-mask container over his right
identification. This began with his Soldbuch, or paybook, a shoulder and fixed it to his belt so that it rode securely over his
strongly bound booklet somewhat larger than a modern pass- left kidney or buttock. He then put on his helmet and picked up
port and serving much the same purpose. It included a photo- his Karabiner 98k rifle (see p. W92), often slinging it to the
graph and physical description of the soldier, his service and front when marching in the field rather than on parade.
medical records, a copy of his identity-disc’s lettering, and his This basic combat load weighed 43 lbs. When possible,
history of drawing pay outside his own unit. Troopers rou- riflemen carried into action only this gear and a grenade or two.
tinely carried other documents, such as civil driving licenses, Early rifleman also carried a gas cape (see p. W87) on the
folded within their paybook. Generally, when about to take front side of their gas-mask strap, bringing combat encum-
part in an assault, German soldiers left their paybooks with brance to 45 lbs. total. They began to discard these as fighting
someone in the rear; they carried them at all times, otherwise. progressed without threat of chemical warfare. Panzer-
Troops not on active service carried a Wehrpass, much like grenadiers also often carried goggles for use while in their car-
the paybook. Unit administrators kept these for those on duty. riers. They wore these slung around their necks in combat.
The Wehrmacht issued an identity disc much like dog tags. On the march or when transport was not available to carry
It was a zinc oval about 3” across, perforated along the long field gear, the rifleman could attach an assault pack or the tor-
axis and with holes drilled in it for a leather cord. The trooper nister full pack (treat as a backpack or mountain backpack
wore it around his neck. If he was killed, the lower half of the respectively; see p. W87) to a yoke hung from his braces high
disc could be snapped off and taken, leaving the upper half with on his shoulders. With this, the trooper’s greatcoat (treat as a
the body. Both halves initially gave service number, unit, and trenchcoat, p. W87), blanket, and shelter half were rolled
blood type. Later discs carried only the service number and a together and strapped horseshoe-style over the top of the pack.
code for rear-area administrators to look up the rest. This assembly added 17.5 (for the assault pack) or 22.5 lbs. to
German soldiers generally carried a minimal set of person- encumbrance before anything was added to the backpack
al effects: snapshots of mom (mutti), wife, and/or girlfriend(s); other than stakes and rope for using the shelter half as a tent.
pornographic post or playing cards; and (for reasons not entire- See pp. 57-59 for more details on much of this equipment.
ly clear) photos of atrocities or executions they had witnessed.

Medals WHAT CARRIED THEM


Whenever possible, troops moved by train. Standard
See p. W49. About 16% of German soldiers had an Iron troop trains carried a tank platoon, a motorized company and
Cross, Second Class, while about 3% wore the First Class ver- support elements, or 350 infantrymen with baggage and hors-
sion. The Wehrmacht and Nazi party issued hundreds of other es. An infantry division required 35-40 of these trains, a panz-
medals and awards. Few not discussed on p. W49 would merit er division twice that. Trains averaged 150-200 miles daily in
a reaction bonus, though the GM is free to judge differently Germany, 60 near the front. They carried 1-3 AA guns.
depending on circumstances. For instance, most soldiers simply Once on the road, German infantry divisions averaged 3
wouldn’t recognize something like the old-pattern Romanian mph at all hours, motorized divisions 16 mph in daytime or 10
Order of the Crown, but the medal might bestow a +1 reaction mph at night, and armored divisions 12 mph during daylight
from old-guard officers (a small group) if the soldier wore noth- or 7 mph after dark. Infantry could cover short distances at 4
ing more prominent. If worn with an Iron Cross, the Romanian mph but rarely averaged more than 20 miles per day, half that
medal probably would not add to the reaction bonus. in rough terrain or bad weather. Motorized divisions averaged
Civilian awards were not common, though the Cross of 90-150 miles, armored divisions 60-90 on good roads. As with
Honor of the German Mother (in bronze for 5-6 children, sil- all armies, a German division formed an incredibly long col-
ver for 7-8, or gold for more) gave a +1 to reactions among umn on the march. An infantry division stretched 25 miles
most Germans, even those not particularly devoted to Nazism. with no space between subunits, a panzer division 59.
Less commonly, troops moved by ship. In game terms, the
Infantry Kit general staff set aside 40 VSPs (see p. W118) of cargo space per
An off-duty rifleman wore underclothes, uniform with first- soldier, 160 per horse, 200 per light vehicle, 400 per truck or
aid kit, service cap, and boots, weighing 11.5 lbs. with jackboots. heavy artillery piece, or 500 for a medium tank. (The GURPS
Entering combat, he placed two full rifle ammo pouches WWII design system requires much less space. These are his-
on his belt, one to each side of the buckle. He added his exte- torical figures, whereas the game rules assume very high effi-
rior suspenders (which normally attached to the ammo pouch- ciency.) This averaged to 110 VSPs per man with gear in an
es) to form his load-carrying gear. He attached a bread bag to infantry division, with careful loading. Simply rushing every-
his belt at the right hip, within which he carried a half-day’s one on and off ferries multiplied space needs by as much as 7!

36 THE GERMAN ARMY


GURPS Nazi Germany Ranks
MR Army (Air Force) Waffen-SS, Gestapo Navy Police Nazi Party
8 Generalfeldmarschall† Reichsführer-SS Grossadmiral – Reichsleiter
8 Generaloberst SS-Oberstgruppenführer Generaladmiral Generaloberst –
8 General SS-Obergruppenführer Admiral General Gauleiter
7 Generalleutnant SS-Gruppenführer Vizeadmiral Generalleutnant –
7 Generalmajor SS-Brigadeführer Konteradmiral Generalmajor Deputy Gauleiter
6 Oberst SS-Oberf., -Standartenführer Kapitän*, Kommodore Oberst –
5 Oberstleutnant SS-Obersturmbannführer Fregattenkapitän Oberstleutnant Kreisleiter
4 Major SS-Sturmbannführer Korvettenkapitän Major –
4 Hauptmann SS-Hauptsturmführer Kapitänleutnant Hauptmann Ortsgruppenleiter
3 Oberleutnant SS-Obersturmführer Oberleutnant* Oberleutnant Zellenleiter
3 Leutnant SS-Untersturmführer Leutnant* Leutnant Blockleiter

2 Stabsfeldwebel SS-Sturmscharführer Stabsoberbootsmann Meister Hauptbereitschaftsl.


2 Hauptfeldwebel SS-Stabsscharführer Oberbootsmann Hauptwachtmeister –
2 Oberfeldwebel SS-Hauptscharführer Stabsbootsmann Kompaniehauptwachtm. Oberbereitschaftsleiter
1 Feldwebel SS-Oberscharführer Bootsmann Revieroberwachtmeister Bereitschaftsleiter
1 Unterfeldwebel SS-Scharführer Stabssteurmann Oberwachtmeister –
1 Obergefreiter SS-Unterscharführer Matrosen-Obergefr. Wachtmeister Hauptarbeitsleiter
0 Gefreiter SS-Rottenführer Matrosen-Gefreiter Rottwachtmeister Oberarbeitsleiter
0 Oberschütze SS-Sturmmann – Unterwachtmeister Arbeitsleiter
0 Schütze (Flieger) SS-Mann Matrosen Anwärter Helfer
A “–” means no equivalent rank.
Most Heer (army) officer ranks are followed by the branch of service; e.g., Hauptmann der Infantrie.
† Luftwaffe (air force) officer ranks are followed by “der Flieger.” Göring alone held the top Rank 8 title, Reichsmarschall.
* Kriegsmarine (navy) officer ranks marked with an asterisk are followed by “zur See.”
Police officer ranks are followed by “der Gendarmerie” or “der Polizei.”

Patron see pp. W63, W181 Administrative Rank within Nazi Germany improves
Nazi Germany essentially worked on the patronage sys- Status just like Military Rank (p. W66) does, but characters
tem. Hitler served as a patron to many generals and party offi- with a mix of both sorts of Rank only get the Status bonus for
cials, these generals and officials themselves served as patrons the highest one.
for field officers and mid-level functionaries, and so on. Note that the Germans had many more enlisted grades
Many of these relationships would not qualify as Patrons than was common for the period. In fact, the table still trun-
in game terms, however. For a superior to qualify as a GURPS cates them. For instance, technically a gefreiter was a corporal
patron, he would have to be willing to stick by the character – but a German gefreiter only held duties comparable to an act-
in thin times as well as thick. This wasn’t typical Nazi behav- ing corporal in most armies, not taking a true leader role until
ior. Hitler would gladly reward an officer who had pleased becoming an obergefreiter, a sort of senior corporal. The tran-
him, but for the most part he would just as quickly get rid of sition from corporal to sergeant was one rank in the U.S. Army.
the fellow once he fouled up. He had his exceptions – Albert In the Wehrmacht, the obergefreiter advanced to stabsgefreiter,
Speer (p. 54) certainly qualified as one – but not many. then unteroffizier, then unterfeldwebel, taking on sergeant-
Those who do have Hitler as a Patron must treat him as a comparable duties somewhere within the last two ranks.
30-point national government, no matter his personal point Special branches usually had special grades. For instance,
cost. In this case, his assertion that he was the state holds true. a radioman was a funker rather than schütze, and an ordnance
staff sergeant was a feuerwerker rather than feldwebel.
Rank see pp. 96, W62, W179 Furthermore, some enlisted grades changed names when
the holder reached a certain service-time threshold.
All members of the German armed forces, including the After November 1942, Hitler changed the private grade
police, have Military Rank as described in the corebook. from schütze to grenadier for most riflemen. Mountain and
Nazi officials (p. 96) have Administrative Rank rather than Jäger units retained the old grade. Riflemen also were called
Military Rank. It works exactly the same way, except it applies fusilier in regiments with the same name, or musketier within
to the party apparatus rather than armed forces. The two func- some infantry units of the panzer corps Gross Deutschland.
tions often overlapped in one man, and in turn overlapped with This state of affairs should illustrate that the GM should
civil posts that had their own Administrative Rank. Only the feel free to create fictional special grades in his campaign.
highest of these Ranks should be paid for in these cases. A Nazi Army officer ranks in combat arms had only one alternate
gauleiter would gain little reach, just breadth, of power by name. A hauptmann in the cavalry was called a rittmeister.
becoming an SS-Obersturmbannführer or civil mayor. Non-combat arms had many special officer-equivalent ranks.

CHARACTERS 43
KMS BISMARCK
The KMS Bismarck met a spectacular end at British hands
in May 1941 (p. W20). Her sister ship, Tirpitz, worried the
British until they finally destroyed her in November 1944. Nei- Armor F RL B T U
ther had any significant impact on the war, but the Bismarck Body: 4/1,030 4/1,030 4/1,030 4/275 4/500
has come to represent what the Kriegsmarine could have done Super: 4/485 4/485 4/485 4/165 –
. . . and what the Royal Navy prevented it from accomplishing. Bridge*: 0/+645 0/+645 0/+645 0/+545 0/+200
The Bismarck normally carries a crew of 2,192 officers and SN Turs: 5/1,730 4/600 4/1,030 4/500 –
men. Overall, 286 crew stations are scattered around the ship to LS Turs: 5/280 4/200 4/200 4/150 –
represent bridge spaces and gunner’s stations, but the vast MS Turs: 4/200 4/150 4/150 4/120 –
majority of the crew does not need crew stations. They load the MW, SW OMs: 4/40 0/0 0/0 0/0 –
weapons, tend the engines, or repair battle damage, instead. * Armored station for 15 crew members.
Seaman of all nations coveted posting to a battleship, not
only for the prestige, but because the ships were far and away Weaponry
the most spacious and comfortable warships in any navy. The 8×15” Naval Guns/SK-C/34 [SN Turs:F] (100).*
Bismarck is no different. A full 55 VSPs per crewmen of 12×150mm Med. DP Guns/SK-C/28 [LS Turs:F] (200).*
access space has been added to this design, which transforms 16×105mm Med. DP Guns/SK-C/33 [MS Turs:F] (500).*
the environment from the elbow-in-stomach coziness of a 16×37mm Med. Gr. ACs/SK-C/33 [MW OMs:F] (1,875).*
submarine to something equivalent to a modern office build- 12×20mm Long Gr. ACs/SK-C/30 [SW OMs:F] (4,875).*
ing – not truly private, but far from oppressive. This access * Linked in pairs at one pair per turret or open mount; in all
space is assumed to include full access (p. 69) for any ship’s cases ammo allotment in parentheses is per gun.
components that might need it, which amounts to a small per-
centage of the extra crew-space investment. Equipment
This still leaves 5,000 VSPs in the body and superstruc- Body: 89,000 bilge; 200 bilge pumps; brigs and restraints for
ture to carry cargo – and all battleships carried a lot of cargo 10 crew bunks; 2,000 bunks; 200 cabins; two 10-ton
– but it was exclusively working materials. Lockers contain- cranes; 88 environmental control; four 15-ton external
ing fire hoses, life jackets, plumbing supplies, first-aid kits, cradles for ship’s launches; 30 fire extinguishers; 20 halls;
etc. will be scattered throughout the ship. 132,000 man-days of provisions; three surgeries; two 60-
Bismarck carried six Ar 196s (p. 84) – three in hangars, two ton winches; 10 workshops; four 225-kW traversing
as cargo, and one ready to launch – and four ship’s launches. gears for Small Naval turrets; four 95-kW traversing
The main turrets hydraulically traverse at 1º per second, or gears for Large Secondary turrets. Super: Autopilot; 25
12 crew members manually rotate one at 0.2º per second. The cabins; five luxury cabins; 15 fire extinguishers; three fire
150mm-gun turrets traverse at 3º per second, or 12 crew mem- direction centers; three 100-VSP hangar bays; two launch
bers manually rotate one at 1.5º per second. The 105mm-gun catapults; three sets of navigation instruments; 17-mile
turrets traverse at 5º per second, or eight crew members manu- targeting radar; large radio direction finder; very large
ally rotate one at 1.7º per second. Two crew members manual- radio receiver; large radio transmitter; very large radio
ly rotate each 37mm open mount at 13º per second. The gunner transmitter; six searchlights; sound detector; mainframe
manually rotates each 20mm open mount at 18º per second. targeting computer dedicated to main guns; eight 95-kW
The Bismarck burns 6,200 gallons of diesel (fuel oil) per traversing gears for Medium Secondary turrets.
hour at routine usage. Fuel, ammo, and food cost $2.7 million. Statistics
Size: 824’×118’×180’ Payload: 10K tons Lwt: 49K tons
KMS Bismarck Volume: 574K MH: 62 Cost: $16.7M
Subassemblies: Medium Battleship chassis +11; water-
proofed Small Capital superstructure [Body:T] +8; four HT: 7. HPs: 720K Body, 12,000 Superstructure, 1,900 each
waterproofed limited-rotation Small Naval turrets with SN Turret, 900 each LS Turret, 750 each MS Turret, 75
mild slope [Body:T] +5; six waterproofed limited-rotation each MW OM, 45 each SW OM.
Large Secondary turrets with mild slope [Body:T] +4; wSpeed: 33 wAccel: 0.3 wDecel: 0.1 (0.25) wMR: 0.02 wSR: 6
eight waterproofed limited-rotation Medium Secondary Draft 31’. Flotation Rating 51,600 tons.
turrets [Sup:T] +4; eight limited-rotation Medium Weapon
open mounts [Sup:T] +1; six limited-rotation Small Design Notes
Weapon open mounts [Sup:T] +0. The design’s wSpeed was 29 mph; this has been
Powertrain: Three 34,300-kW steam turbines with three increased to the historical figure. The design’s draft was 40’ –
34,300-kW screws and 2.73 million-gallon standard fuel this has been reduced substantially to the historical figure.
tanks. Eight 500-kW and 10 690-kW diesel engines used Bismarck carries a huge amount of fuel – even by battle-
as electrical plants to power turret traversing gear, lights, ship standards – as a sleight of hand to circumvent treaty limi-
etc. Also carries 9,000 gallons of gas for seaplanes. tations. Much of the tankage was counted as bilges (p. 69) in the
Occ: See above. Cargo: See above. original plans, reducing loaded weight considerably on paper.

THE GERMAN ARMORY 93


FACELESS FOES shooting back at a time. It allows powerful weapons to blow
through the first target and injure one or more behind him. (If
Putting aside the Golden Rule, mocking Nazis is a lot of using the WWII Lite rules, simply assume that any damage
fun. (In this case, the term “Nazi” is willfully applied to any- beyond each target’s HT passes through him. It attacks the
one in Hitler’s military employ.) Many GMs will gleefully next Nazi on a 9 or less, or whatever it would have taken to
ignore much of this book in painting their Germans as by-the- hit him on purpose, whichever is worse. He probably won’t be
numbers bad guys. That works perfectly well in many popu- able to dodge, because the previous victim will block his line
lar genres. In particular, the Hellboy roleplaying game, which of sight to the attacker.) In this sort of cinematic campaign, the
uses the same rules as the GURPS WWII series, takes this art GM might as well allow automatic-weapon users to attack the
form to untold heights. entire line, en masse, by applying the rules for indirect
For the uninitiated, a few pointers include: Machine-Gun Fire (see p. W202) to direct-fire bursts.

Ve Have Vays of Making You Talk


And we, in turn, have ways of making Nazis talk. They
pronounce “w” as “v.” (“Vaitress, ve vill vant vaffles viff our
breakfast.”) They phrase most everything as a threat. (“Ve vill
have vaffles, vaitress!”) They are always bombastic and often
impatient. (“More coffee, schnell!”) Except when they’re gloat-
ing. (“Is gooooooot. Now you vill get me non-dairy creamer.”)
Certain catchphrases dominate amidst the fiery stuff:
“Sieg Heil!,” “Heil Hitler!,” “Amerikaner Schweine!,” and
“Glory of the Reich.” Everything – even breakfast waffles – is
for the glory of the Reich. In the gloating stages, Nazis might
purringly concede that they and their adversaries – the PCs –
might have been good comrades, if of course the Nazi wasn’t
an Aryan superman and the PCs subhuman worms.
We also have ways of making them walk, the goose step, Nothing Vill Stop Us Now!
from which Nazis always come to a heel-clicking stop. (In Of course, real Nazis don’t actually fight the war; they
real life, the Heer specifically forbade most instructors from spend their time looking for shortcuts to bring Germany a
teaching the goose step during the war. The Wehrmacht only guaranteed victory. The shortcut usually represents the adven-
used it on parade, though earlier German armies goose- ture’s goal, with the PCs pursuing it for their own use, or sim-
stepped on the march.) ply trying to keep it out of dirty Nazi hands.
These McGuffins may take the form of wonder weapons
Ve Have Vays of Making You Die (pp. 121-122), ancient mystical artifacts of great power, even
Making a stereotypical Nazi act like a nincompoop is a attempts to assassinate prominent Allied leaders. No matter
lot easier than getting him to die like one. The GM must fine- how badly the PCs may fail in their race against the Nazis, the
ly balance that these are supposed to be most worthy adver- GM should really, really avoid allowing the stormtroopers to
saries, even though he intends for the PCs to fill the Queen secure their prize and use it without actually obtaining world
Mary with their corpses. domination. As silly as it sometimes is, the conventions of this
The most simple device bridging this gap is the Aim genre assume that when a Nazi proclaims, “With Wendell
maneuver (p. W198). In this sort of campaign, Nazis always Willkie dead, the Third Reich will rule the world!” then the
step out into the open, level their submachine gun, and take a threat will carry out as he promises. (For the record, Willkie
second to Aim. This will give their opponents a leisurely sec- died in 1944, but the Nazis probably would have wanted to
ond to obliterate the Nazi with an unaimed shot, all the while stop him before his 1940 “Miracle at Philadelphia” fatally
holding out the threat that if they miss, they’ll be in a world of divided Republican opposition to Roosevelt, or even before
hurt. Some subtle phrasing can keep this from becoming too his 1942 goodwill tour of the Allied fronts.)
obvious of a ploy: “Out of the corner of your eye you see a The GM can booby-trap the McGuffin, so that it doesn’t
Nazi leveling his MP40 at you,” suggests that the Nazi thinks perform as the Nazis expected (see Raiders of the Lost Ark for
he has time to aim. “Given the range, the Nazi puts his eye to a prime example of the PCs failing miserably but coming out
his gun sights,” suggests that he thinks his best bet is to aim on top), but this effect should be immediate and heavy-handed.
for a difficult shot. Conversely, when Nazis really are too far Historically, German propagandists constantly dreamed
away to hit anything, have them spray unaimed bullets around up these sorts of lurid threats, in the process displaying almost
like madmen. no clue as to their enemy’s priorities. The loudspeaker procla-
To further increase the body count, Nazis should always mation that “The Statue of Liberty is kaput!” as an attempt to
enter combat in single file. (To keep these stormtroopers from gut American morale in Saving Private Ryan is an excellent
appearing to be complete idiots, it’s wise to stage combat in example. The above convention, in which fictional heroes
old castles or other environments with lots of long, narrow have to take almost comical Nazi boasts seriously, may have
corridors . . .) This prevents more than one of them from evolved as a satirical response to this real behavior.

CAMPAIGNS 115
THE OTHER 988 YEARS
Many alternate-history settings hinge upon Germany win-
ning WWII. Just about everyone has a pet pivotal moment in
which the Third Reich could have turned the tide. (For both
readers who don’t have one, common examples include: con-
quering the United Kingdom in Operation Sea Lion, maintain-
ing the uneasy alliance with the U.S.S.R. instead of attacking
it, capturing Malta and thereby securing the Mediterranean,
making allies of all the disgruntled ex-Soviets in conquered
lands instead of persecuting them, or getting the best German
technology into battle more quickly and in greater numbers.)
This section won’t dwell on the how of Germany winning the
war, but rather deal with the question, “What now?”
The Reich-5 setting in GURPS Alternate Earths pro-
vides one detailed example of what might have been, but its The former Soviet lands would have been developed in a
future history doesn’t stress what the Nazis themselves spoke-and-hub system. Each town, laid out on a square grid,
planned. This section describes their very real agenda for the would have had eight equally spaced roads leading straight
Aryan peace after WWII. toward farming villages. The Russians themselves, those that
remained after the SS exterminated everyone on its list, would
The New Order have been shipped to Siberia, with a garrison line keeping
The Nazis planned a massive integration of a Greater them there. The Nazis often promised their soldiers plots of
Reich stretching from the French border to the Urals. New land in this “Russian colony” once the war ended.
autobahns (highways) would have knitted together this far-
ranging empire. Berlin (renamed Germania), Hamburg, Leveling the Playing Field
Nuremberg, Munich, and Vienna would have become The Nazis greatly distrusted the German aristocracy, but
Führerstädte, or administrative centers, with Trondheim in in practice noble followers provided them a much needed
Norway transformed into the world’s premier naval base. Ger- veneer of legitimacy. Many party leaders, including Hitler
many proper would have retained all heavy industry with the himself, struggled to completely rid themselves of the genu-
rest of the Reich supplying raw materials and labor. flecting reflex.

124 CAMPAIGNS
INDEX
Education, 101. Götterdämmerung, Die, 14.
Eichmann, Adolf, 16. Grabbers, 103.
Einsatzgruppen, 11, 112. Grade emblems, 37.
Electric motors, 66, 82, 91-92. Graf Spee, KMS, 11, 33, 84.
Electronic warfare, 13, 88. Graft, 97, 99.
Enabling Act, 10. Guderian, Gen. Heinz, 21, 28, 122.
Enemies disadvantage, 44-45. Guns, 60-65; vehicular, 66-68.
Engine accessories, 65-66. Gypsies, 16, 23, 44, 120.
Entente, Triple, 6, 8. Halder, Franz, 21, 55.
15cm infantry gun, 71. Campaigns, 110-125. Equipment, 36, 56-93, 111-112. Hartmann, Erich, 48.
88mm gun, 71. Canaris, Adm. Wilhelm, 11, 55. Escape attempts, 106, 107. Heat, 118-119.
Access space rules, 69. Capitalism, 100. Evading military duty, 97. Heer, 11-15, 17-22, 24-26, 28-31, 34-40,
Action digest, 40. Case White, 11. Executions, 98, 111. 111-115, 118-119; composition of, 30-
Advantages, 42-44. Case Yellow, 12. Expenses, 45, 100. 31; ranks, 43.
Aerial combat statistics, 116. Character templates, 46-51; Eastern Front Falaise Pocket, 24. Helicopters, 122.
Afrika Korps, 14-15, 17-19, 54, 72, 118. Experte, 48; Gestapo, 50; Hausfrau, Fallschirmjäger, 12, 32, 113; special gear Helmets, 57.
Agru Front, 49. 51; Hitler Youth, 47; Submariner, 49; for, 57-59; special weapons for, 64-65. Hetzer assault gun, 83.
Air campaign, Allied, see Third Reich. Volkssturm, 46. Family life, 101. Heydrich, Reinhard, 11, 12, 16, 98.
Ammunition, special, 60. Characters, 41-55; female, 42, 47, 51, 53- Fanaticism disadvantage, 45. High society, 102.
Amphetamines, 58. 54, 101; Generalstab skills for, 29. Farming, 95, 124. Himmler, 10, 11, 23, 31, 50, 53, 98, 101,
Appearance advantage, 42. Chassis, new option, 65. Fatherland, see Third Reich. 125; profile, 53.
Ar 196, 33, 84, 93. Civil service, 102; ranks and pay, 99. Females in the Reich, 42, 47, 51, 53-54, Historian’s War, 125.
Armor Allocation Table, 38-39. Cluster bombs, 67. 101; pay modifier, 100. Hitler Youth, 29, 34, 47, 98, 101;
Army, see Heer. Code of Honor disadvantage, 44. Field gear, 57-58. character template, 47.
Arts, 102. Cold, 119. Field marshals, 13, 55; special Hitler, 9-26, 28-29, 31, 33-34, 43, 46-47,
Assault guns, 20, 30, 80, 83. Combat, cannon-fodder suggestions, 115. Reichsmarschall rank, 43. 52-55, 79-81, 83, 86, 96-109, 112,
Athenia, 11. Commerce raiders, 33. Film industry, 102. 115, 120-121, 124-125; conspiracy to
Auschwitz, 16, 23, 103, 107. Commissar Order, 14. Final Solution, see Holocaust. kill, 11, 19, 20, 24-25, 53, 55; joins
Automated vehicles, 69. Communists, German, 8-10, 42, 44. Flags, 104-105. party, 8; profile, 53; salute, 97.
Barbarossa, 14-15, 77, 104, 111. Computers, 69. Flooding rules, 69. Holocaust, 16, 23, 44-45, 52-53, 107;
Barkhorn, Erich Gerhard, 48. Concentration camps, 10, 16, 45, 107. Food, 35, 58; POW rations, 106; alternate version of, 125; arts and,
Basic training, 34. Conscription, 34. shortages upon conquest, 104. 102; buying papers to flee, 97, 103;
Battle of Britain, 12-13, 116. Conspiracy to kill Hitler, 11, 19, 20, Foreign Office, 54, 96. German Jews before, 95; Jewish
Beck, Gen. Ludwig, 19, 55. 24-25, 53, 55. Foreigners in Wehrmacht and SS, 35. Question, 16; events leading to, 6, 7, 8,
Beer-Hall Putsch, 8. Corruption, 97, 99. Fortress policy, 25. 10, 12.
Bergen-Belsen, 23. Cost of Living, 100; table, 45. France, invasion and occupation of, 12, 105. Homosexuality, 16, 44, 102, 103.
Berlin, 8-9, 13, 28, 95, 103, 124; Battle Courts, 50, 98. Freikorps, 8. I.G. Farben, 100.
of, 24, 38, 46, 54, 98, 109. Crew space minimums, 69. Führer, Myth, 52, 97, 100; see also Hitler. IBM, 69.
Bf 110, 88. Criminals, 98. Furlough, 35. Inflation, 8, 9.
Bilges, 69. D-Day, 24. Fw 190, 85. Informing Gestapo of crimes, 96, 100, 102.
Bismarck, 6; battleship KMS, 33, 84, 93. Dachau, 10. Gas, see Oil and fuel. Invention rules, 121-122.
Black market, 97, 98, 99, 103, 120. Dam-busting bombs, 20. General staff, 28-29. Iron Cross, 36, 53.
Blitz, the, 13, 116. Damn Nazis, 115. German Small Arms table, 60-61. Jackboots, 57.
Bocage, 24, 118. Danzig, 11. Germany, physical description, 95; see Jagdpanzers, 80.
Bombing campaign, see Third Reich. Death’s Head SS, 31, 98. also Third Reich. Jazz, 103, 120.
Book-burnings, 102. Denunciation, 96, 100, 102. Gestapo, 10, 17, 24, 50, 96, 98; character Jews, also see Holocaust.
Boots, 57. Depression, 9. template, 50. Jodl, Gen. Alfred, 55.
Bormann, Martin, 52, 125. Deutschland, see Third Reich. Gleichschaltung, 10. Ju 52, 86.
Bosch, Karl, 100. Disadvantages, 44-45. Goebbels, Paul Joseph, 11, 52, 97, 102, Ju 88, 87.
Brandenburger, 14. Dividends, corporate, 100. 103, 125; joking twists on name, 97; Kaiser Wilhelm II, 6.
Brüning, Heinrich, 9. Dolchstosslegende, 7. profile, 52. Kasserine Pass, 19.
Buchenwald, 10, 23. Dönitz, Grand Adm. Karl, 26, 28, 49, 55. Göring, Hermann, 10, 12-13, 21, 28, 32, Keitel, Field Marshal Wilhelm, 14, 28, 55.
Bulge, Battle of, 26. Dunkirk, 12. 43, 50, 52-53, 97, 102, 103, 113, 125; Kesselring, Field Marshal Albert, 13, 21,
Bundesrat, 6. Eastern Front experte template, 48. profile, 52-53. 25, 55.
Burgfrieden, 7. Ebert, Friedrich, 9. Key to vehicle stats, 70.
Koch, Ilse, 23.
KPD, see Communists, German.
Kriegsmarine, 11-15, 28-29, 31, 33, 37,
109, 117; organization and strength,
33; ranks, 43; uniforms, 57; see also
U-boats.
Kripo, 50, 98.
Kristallnacht, 10.
Krupp, 100.
Krupp-Protze “Boxer,” 73.
Kultur, 97.
Kursk, Battle of, 20, 38, 55, 81, 122.
Labor Service, 34.
Law Enforcement, 50, 98; Powers
advantage, 50.
League of Nations, 9.
Leave, 35.
Lebensborn, 101.
Lebensraum, 10.
leichter Panzerspähwagen SdKfz 222, 75.
Ley, Robert, 99.
Literature, 102.
Ludendorff, Erich, 7-9.
Luftwaffe, 11-15, 17-22, 28-29, 31-32,
37-39, 48, 106, 108, 116; defeat of, 22;
formation of, 28; organization and
strength, 32; pilot template, 48;
ranks, 43.

INDEX 127
Madagascar, shipping Jews to, 12, 16. Resistance, see Partisans. Status, 45. Vichy, 12.
March violets, 96. Ribbentrop, Joachim von, 96; profile, 54. Sterilization program, 107. Völkisch politics, 6, 7, 8, 47, 97.
Marching rates, 36. Röhm, Ernest, 10. Sturm Abteilung, 8, 10; purge of, 10. Volkssturm, 34, 46; character
Me 262, 89. Rommel, Field Marshal Erwin, 14-15, 17- Tables, Action Digest, 40; Armor template, 46.
Medals, 36. 19, 24, 54-55, 118; profile, 54. Allocation, 38-39; German Small Volkswagen, 99; Kübelwagen, 72.
Mein Kampf, 8, 53, 102. Ruhr, 8-9, 11, 20, 26, 55, 95. Arms, 60-61; GURPS Nazi Germany von Bock, Field Marshal Fedor, 55.
Mengele, Josef, 23. S-boot, 33, 90. Ranks, 43; Panzer Encounter, 39; von Brauchitsch, Field Marshal Walther,
Methanol-water injection, 65-66, 85, 87. SA, see Sturm Abteilung. Status/Cost of Living, 45; Vehicular 12, 28, 55.
Milch, Erhard, 12. Salute, Hitler and military, 97. Weapons, 68; Weapon Modules, 68. von Hindenburg, Paul, 7, 9, 10.
Military districts, 29. Schlieffen Plan, 7. Tattoos, 45. von Kleist, Field Marshal Ewald, 55.
Mischlinge, 10. Schooling, 101. Theater, 102. von Kluge, Field Marshal Günther, 55.
Model, Field Marshal Walther, 55. Schörner, Field Marshal Ferdinand, 26, 55. Third Reich, 94-109; bombing of, 12, 13, von Manstein, Field Marshal Erich, 19,
Money, 44, 99-100. Schupo, 50, 98. 17, 20, 22, 28, 103; conditions in, 17; 20, 55.
Morgen, Konrad, 23. schwerer Panzerspähwagen SdKfz 231 early days, 10; future plans of, 124- von Papen, Franz, 9.
Moscow, battle of, 15. (8-Rad), 76. 125; government of, 104-105; history, von Paulus, Field Marshal Friedrich,
Motors, 66, 82, 91-92. SD, 50, 98. 5-26; humor in, 97; map, 104; travel 18-19, 21, 55.
Mud, 119. SdKfz 2 kleines Ketten-Krad, 72. in, 119. von Rundstedt, Field Marshal Gerd, 12,
Mussolini, 8, 12, 14, 21, 54. SdKfz 7 mittlerer Zugkraftwagen, 74. Travel, 36, 118-120. 24, 55.
Musterung, 34. SdKfz 10 leichter Zugkraftwagen, 74. Treblinka, 16, 107. von Schleicher, Kurt, 9.
Nahverteidigungswaffe discharger, 69. SdKfz 251 leichter Triangles, worn in camps, 16. von Stauffenberg, Claus Schenk
National Labor Front, 99. Schützenpanzerwagen, 75. Typhoon, Operation, 15. Graf, 24-25.
National redoubt, 108. Sea Lion, 13. U-boats, 11-12, 14, 33, 49, 66, 91-92, von Tresckow, Henning, 20.
National Socialism 8-10, 34, 94-109; Serial numbers, 45. 117; Jews hiding in Berlin, 103; Waffen-SS, 21, 26, 28, 31, 96; foreign
membership, 95-96; origins, 8; ranks, Service colors, 37. submariner character template, 49; service in, 35; ranks, 43.
43, 96. Sex, 101, 103; polygamy, 125. Typ VII, 91; Typ XXIII, 92. Wages, 35, 44, 99-100.
Nazi Germany, see Third Reich. Shipping troops, 36. Uniforms, 37, 57. Wannsee Conference, 16.
Nazi party, see National Socialism. Sinking refugee ships, 109. Universities, 101. Waves of divisional organization, 31.
NCO training, 35. Sipo, 98. Unnatural Feature disadvantage, 45. Wealth advantage, 44.
New Order, 124-125. Sitzkrieg, 11. V-1 and V-2 flying bombs, 22, 25, 120, 123. Weapon Modules Table, 68.
Night fighters, 88. Sixth Army, 18-19, 114. Vehicles, 65-93; Ar 196, 84; Bf 110, 88; Weapons 60-68; personal, 60-65;
Night of the Long Knives, 10. Skorzeny, Otto, 21, 114; profile, 54. designing new in campaign, 121-122; vehicular, 66-68.
Night life, 103, 120. Small arms, 60-65. Fw 190, 85; Hetzer, 83; Ju 52, 86; Ju Wehrmacht, 11-15, 17-22, 24-40, 96, 108,
Nitrous oxide, 65-66, 85, 87. Smoke discharger, improved, 69. 88, 87; key, 70; KMS Bismarck, 93; 111-120; evading duty in, 97; foreign
Norway, invasion and occupation Sobibór, 16, 107. Krupp-Protze “Boxer”, 73; leichter service in, 35; governing role, 104-
of, 12, 105. Social Darwinism, 6, 16. Panzerspähwagen SdKfz 222, 75; Me 105, 107; ranks, 43; salute, 97;
NSDAP, see National Socialism. Social Democratic Party, 6, 7, 8-9. 262, 89; new components, 69; Opel- training, 34.
Nuremberg trials, 26, 52-55. Social mobility, 96. Blitz 4×2, 73; Panzer I, 77; Panzer II, Weimar, 8-9, 103.
Officer training, 35. Social Stigma disadvantage, 45. 78; Panzer III, 79; Panzer IV variants, Weltpolitik, 6.
Oflag, 106. Sonderkommandos, 16, 107. 80; Panzer V Panther, 81; Panzer VI Wenck, Gen. Walther, 55.
Oil and fuel, 11, 17, 18, 65-66, 112; Spartakus Union, 8. Königstiger, 82; Panzerabwehr Werewolves, 47.
Allied use of, 24, 112; black-market SPD, 6, 7, 8-9. Hubschrauber I, 122; S-boot, 90; Wilhelm Gustloff, 109.
price, 99. Speer, Albert, 43; profile, 54. schwerer Panzerspähwagen SdKfz 231 Winter Fund, 97.
OKH, 28. SS, 10, 11, 14, 16, 23, 26, 50, 98; (8-Rad), 76; SdKfz 10 leichter Women, see Females in the Reich.
OKW, 28. different organizations within, 31; see Zugkraftwagen, 74; SdKfz 2 kleines Wonder weapons, 25, 121-123.
Old soldiers, 96, 102. also Waffen-SS. Ketten-Krad, 72; SdKfz 251 leichter Z Plan, 33.
Opel-Blitz 4×2, 73. “Stab in the Back” legend, 7. Schützenpanzerwagen, 75; SdKfz 7 Zimmerit paste, 69.
Panzer division locations, 38-39. Stalag, 106. mittlerer Zugkraftwagen, 74; U-boot Zitadelle, 20.
Panzer Encounter table, 39. Stalin, 11, 17, 26. Typ VII, 91; U-boot Typ XXIII, 92; Zivilisation, 97.
Panzerautomaten, 69. Stalingrad, 18-19, 25, 106; Putsch, 19. Volkswagen Kübelwagen, 72. Zyklon-B, 16.
Panzers, I, 77; II, 78; III, 79; IV variants, Star of David, 12, 16. Vehicular Weapons Table, 68.
80; V Panther, 81; VI Königstiger, 82.
Papers, 36; forged, 99.
Paratroops, see Fallschirmjäger.
Paris, 7, 120.
Partisans, 15, 22, 42, 104-105, 118.
Patron advantage, 43.
Pay, 35, 44, 99-100; paybook, 36.
People’s Court, 50, 98.
Persecutions, see Holocaust.
Pervitin, 58.
Piping, 37.
Polish Question, the, 125.
Polygamy, 125.
Pontoons, 84.
POWs, 11, 35, 51, 96.
Prussian code of honor, 44.
Punishment, Operation, 15.
Raeder, Grand Adm. Erich, 13, 28, 55.
Railroads, 7, 15, 16, 22, 36, 104, 119.
Ranks in Nazi Germany, 43, 96;
emblems, 37; pay at various Nazi
party, 99; Volkssturm, 46.
Rathenau, Walther, 8.
Rationing, 99.
Rations, 35, 58; POW, 106.
Realpolitik, 6.
Refugee ships, 109.
Reichsheer, 8, 10, 28, 31.
Reichsmarks, 44, 99-100.
Reichstag, 6, 7, 9, 26; fire, 10.
Reinhardt, Django, 120.
Reitsch, Hanna, 53-54.
Religion, 100, 125.

128 INDEX
GURPS
®

All-Star
Jam 2004
By The Unusual Suspects
Cover by Greg Hyland
Edited by Kimara Bernard,
Alain H. Dawson,
Andrew Hackard,
and Scott Haring
Illustrated by Greg Hyland
Cartography by Scott Reeves

GURPS System Design ❚ STEVE JACKSON Page Design ❚ ANDREW HACKARD AND PHILIP REED
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1. Ghost-Breaking . . . . . . . . 3 Pyramid (www.sjgames.com/pyramid/). Our online magazine
BY KENNETH HITE includes new GURPS rules and articles, as well as other Steve
Jackson Games releases like In Nomine, Illuminati, Car Wars,
2. Alchemical Baroque . . . 17 Toon – and many more top games like Dungeons and Dragons,
BY PHIL MASTERS World of Darkness, Call of Cthulhu. Pyramid subscribers also
have access to playtest files online!
3. Mythic Babysitting . . . . . 31 New supplements and adventures. GURPS continues to grow,
BY ELIZABETH MCCOY AND WALTER MILLIKEN and we’ll be happy to let you know what’s new. For a current cata-
log, send us a 9”¥12” SASE or just visit www.warehouse23.com.
4. Meridian . . . . . . . . . . . . . 45 Errata. Up-to-date errata sheets for all GURPS releases, includ-
BY DAVID PULVER ing this book, are available on our website – see below.
Internet. Visit us on the World Wide Web at www.sjgames.com
5. The Last Spartan . . . . . . 59 for errata, updates, Q&A, and much more. GURPS has its own
BY GENE SEABOLT Usenet group, too: rec.games.frp.gurps.
GURPSnet. This e-mail list hosts much of the online discussion
6. Underground . . . . . . . . . 73 of GURPS. To join, point your web browser to
BY WILLIAM H. STODDARD www.sjgames.com/mailman/listinfo/gurpsnet-l/.
The GURPS All-Star Jam 2004 web page is at
7. Airships . . . . . . . . . . . . . . 87 www.sjgames.com/gurps/books/allstarjam2004/.
BY BRIAN J. UNDERHILL
8. Precursors . . . . . . . . . . 101 Page References
Rules and statistics in this book are specifically for the GURPS
BY JONATHAN WOODWARD Basic Set, Third Edition. Any page reference that begins with a B
9. The Chariot Age . . . . . . 115 refers to the GURPS Basic Set – e.g., p. B102 means p. 102 of
the GURPS Basic Set, Third Edition. Page references that begin
BY JON F. ZEIGLER with CI indicate GURPS Compendium I. Other references may
Index . . . . . . . . . . . . . . . . . 128 be found on p. CI181 or the updated web list at
www.sjgames.com/gurps/abbrevs.html.

INTRODUCTION
Everybody has a Great Campaign Idea that they So we’re happy with this. Will we do it again?
know they’ll never get around to. For a player, it’s Well, maybe. The “2004” in the title should be a hint
the campaign that they’re certain no GM will ever that we’re thinking about it. If you like this collec-
run. For a GM, it’s the campaign that they know tion, let us know, and strongarm your friends into
they’ll never find players for. For a writer, it’s the buying copies. If you don’t like it, we’ll know from
cool idea that they can’t imagine any publisher will the sales figures. Life, as I said, is cruel.
ever buy. And for a publisher, it’s the neat stuff that One other thing about this book is a departure
just couldn’t possibly sell enough to pay for itself. for us. The cover. We’ve done the occasional car-
Life is cruel. toon cover before, but never a caricature. This time,
This book does nothing to mitigate the basic though . . . Why not? The inimitable Greg Hyland,
unfairness of existence, but it does have some cool working from photos of all ten of our contributors,
stuff in it. Stuff that probably never would have put this together. And verily, we did laugh, and ver-
been published, except Andrew had the idea of say- ily, we did use it.
ing to ten of our top authors, “How about writing Who’s who in the picture? You want us to tell
us 10,000 words on whatever you want? you? What’s the fun in that? There are, after all,
Nobody said no. (Our writers may be crazy, but clues elsewhere in the book . . .
they’re not stupid.) And in due course, there began Read and enjoy. We did.
to arrive . . . Neat Stuff. Airships. Alien babysitting. – Steve Jackson
Ancient Assyria. And that was just the “A”s . . .

2 CONTENTS AND INTRODUCTION


MAGIC AND FAITH
The Known Lands place plenty of rustic warlocks, and must be within others’ dreams” simply make deep
supernatural power in the hands of two levels of Alchemy (Potion- telepathic contact with those people’s
mortals. How closely the different Brewing). Ritual Magic (Esoteric dreaming minds, and the Dream
manifestations of this power are relat- Philosophy), employed by natural Sanctum ritual merely protects
ed is a matter of debate among philosophers, a few physicians, and against other Dream rituals.
philosophers, but not everyone cares; the more urbanized sort of warlock, • For characters using Ritual
there is something to be said for just cannot differ by more than 2 from Magic (Esoteric Philosophy), skill
using whatever works. Alchemy (Philosophic Mysteries), with the Path of Health cannot exceed
and has full Literacy, Philosophy skill in Physician/TL5, and skill with

FORMAL
(Neoclassical)-12, and Theology-12 as the Path of Nature cannot exceed skill
prerequisites. in Naturalist.

MAGIC Alchemy
Alchemy uses the rules in GURPS
Magic, as worked by humans, is It seems Magic (pp. M98-102) with the follow-
built around two aspects: matter and
spirit. Matter magic is expressed in that effective ing special conditions and variations:
This setting is treated as normal
the form of herbal and alchemical
concoctions (and the very occasional
magic demands mana for purposes of alchemy. Use
artifact), while spirit magic is worked a detailed and the costs listed for “common magic”
campaigns. Also, ignore the mytholog-
through lengthy rituals. However, the
two, while seemingly very distinct, are practiced insight ical names for elixirs; Known Lands
mythology is not that of our world.
entwined in a way which puzzles even into both matters Alchemy Skill has two mandatory
their practitioners; no one can
advance in one without advancing in of the spirit and specializations. Alchemy (Potion-
Brewing) may never differ by more
the other. It seems that effective magic
demands a detailed and practiced
the subtleties of than 2 levels from the character’s
Ritual Magic (Witchcraft) skill, and
insight into both matters of the spirit the physical cannot exceed the character’s
and the subtleties of the physical uni-
verse. This pattern is repeated in all universe. Herbalist skill. Alchemy (Philosophic
Mysteries) cannot differ by more than
schools and styles of magic.
2 levels from Ritual Magic (Esoteric
The two general types of magic-
Philosophy), and cannot exceed
workers encountered in the Known Sacred Space mostly consists of the average of the character’s
Lands are, first, witches and cunning- locations consecrated by magic-users Chemistry/TL5, Philosophy (Neo-
men, who brew herbal potions and for their own use. A few covens of classical), and Physics/TL5 skills.
have dealings with minor nature spir- witches or warlocks have secret tem- Formularies are sold openly, but
its; second, natural philosophers and ples which grant +1 or +2 to rituals; good ones are rare and expensive,
master warlocks, who study the high anything better is rare or nonexistent. despite the existence of the printing
arts of alchemy and perform ritual (The same sacred spaces turn out to press. The problem is that there is no
magic to commune with arcane enti- work equally well for both traditions, standard alchemical notation, and
ties. The difference between the styles to the puzzlement of some practition- many of the best alchemists seem to
is substantial; the underlying princi- ers.) Churches do not qualify as sacred be crazy, or at least eccentric and will-
ples are identical. space, cannot be consecrated for this fully obscure. Hence, there are a lot of
(If uncanny foreign wizards appear purpose (unless first deconsecrated as poor formularies around. Only a few
in games, GMs should give them their churches by a priest), and impose a booksellers know how to identify the
own paired specializations of Ritual penalty of -8 on anyone foolish good ones – and the good ones sell at
Magic and Alchemy, setting limita- enough to attempt rituals within their a premium. The typical base cost is
tions and prerequisites comparable to confines. $200 per formula. Cheaper books
those applying to witches and natural Known Rituals: All the paths and exist, but for each -10% reduction in
philosophers.) rituals detailed in GURPS Spirits are price (to a maximum of -70%), apply a
available, with the following special -1 to any attempt to make an elixir
Ritual (Spirit) Magic features: using formulas from the book. An
This uses the Ritual Magic system • The Path of Cunning has no alchemist may add such formulas to
in GURPS Spirits (pp. SPI81-106), default from Ritual Magic (Esoteric his personal list when advancing in
with the following special conditions: Philosophy). Characters with that spe- Alchemy skill, but takes the penalty
Ritual Magic Skill may never differ cialization can only use this path if whenever making that elixir until he
by more than two levels from the they specifically learn it. can find and study a better text. There
character’s Alchemy skill, which takes •The Path of Dreams works as list- are no secret formulas (and no central
mandatory specializations in this set- ed, but the “Dream World” is not a “Alchemist’s Guild”).
ting. Ritual Magic (Witchcraft) is used spirit world. Characters who “enter
by witches, cunning-men, and some

ALCHEMICAL BAROQUE 23
form as continental-rift valleys in East middle of plates – worldwide, there
Africa, narrow seas like the Red Sea, are about 100, including Yellowstone
or oceanic ridges such as the Mid- and the Hawaiian Islands.
Atlantic Ridge. New crust forms in the The crust recycling in the upper
latter and pushes plates apart. mantle produces concentrated
Elsewhere, plates come together; deposits of metals and their ores.
oceanic crust is pushed down into the Water heated by geothermal energy
mantle and melted, rising to form vol- can also concentrate ores. Geothermal
canic mountain chains. Continental energy can be economically valuable
crust stays on top; a single continent in its own right; geologists estimate
such as the Himalayas. Volcanoes and
develops volcanic mountain ranges that the energy contained in heated
earthquakes occur mostly along plate
along its margin, such as the Andes, rock exceeds the available energy in
boundaries, such as the Pacific “ring
while two continents collide and pro- fossil fuels.
of fire,” but hot spots develop in the
duce compressional mountain ranges,

EARTH SCIENCE
Legend says that the Greek
philosopher Empedocles hurled him-
self into Mount Etna, in Sicily, as a
SEISMIC Three readings from different loca-
tions are enough to locate an event
with a roll vs. Cartography. Tremors
martyr to scientific curiosity. Many
geologists still physically go to sites –
INSTRUMENTS and landslides can be detected within
several miles; major earthquakes can
Many geological events – including
but indirect learning methods about be detected anywhere on Earth.
earthquakes, landslides, and erup-
the interior are available. Seismic-wave analysis also provides
tions – produce seismic activity, or
Using the gear below requires a roll information about the mantle and
ground vibrations. No roll is needed to
vs. Electronics Operation (Sensors), core (see p. 76).
notice large events; a seismograph and
unless otherwise stated. Interpreting During World War I, seismographs
a roll against Mechanic at TL6 or
unfamiliar readings or telling how an were used to locate enemy artillery. In
Electronics Operation (Sensors) at
underground structure was formed the 1920s, oil companies started using
TL7+ allow detection of smaller
requires a roll vs. Geology, Hydrology, seismic waves created with buried
events and how far away they are.
or Prospecting. explosives to map subsurface oil
deposits – in effect, this is very-low-
frequency sonar. (For more on geo-

The Gaia
phones and detecting oil, see p. 85.)

Hypothesis DRILLS AND


Modern geology still has room for speculation. In the 1960s, a Jet
Propulsion Laboratory consultant, James Lovelock, formulated the Gaia SAMPLES
Hypothesis, which says Earth is habitable because life itself keeps it so. A drill rig able to bore through
For example, its surface temperature has been stable for several billion solid rock can collect material from
years; despite changes in solar radiation, the seas have neither frozen nor deep within the earth’s crust. (These
boiled. Recent studies suggest that water acts as a lubricant for plate tec- are called “core samples” – but they do
tonics; without life, the crust might fuse into a solid shell. The Gaia not come from the earth’s core!)
Hypothesis found supporters among environmentalists, but was heatedly Geologists and paleontologists can
debated by scientists and by religious thinkers reacting to its allusion to analyze their composition, estimate
a mythical goddess. their age from the radioactive ele-
ments they contain, and find fossils or

Extraterrestrial
even living microorganisms in them
(see Life Under Pressure, p. 81). Roll
vs. Driving (Construction Equipment)
Geology to collect a usable sample.
When a star system comes into being, gravity forms its original gas
and dust into planetesimals, small celestial bodies like present-day aster-
oids. These collide, releasing heat and fusing into larger bodies. After
EXTERIOR
reaching a diameter between 280 and 440 miles, some bodies weigh
enough to exceed the structural strength of their materials. These col- FIELDS
lapse into roughly spherical shapes. Smaller bodies, by contrast, retain An object’s gravitational field is
irregular shapes. proportional to its density. Since rock
Radioactive materials inside a planet add to its internal heat. If this is is denser than water, measuring gravi-
great enough to melt the planet’s material, it forms into layers, like Earth. tational strength reveals submerged
mountains. Gravimeters in ships or

UNDERGROUND 77
Advantages, 83, 105-106,
INDEX
Dependents disadvantage, Greece, 62, 64. Skills, 83-84.
125. 36. Green Archipelago, 20. Solar Empire, 20-21.
Adventures, 127. Dirigible, 88-89. GURPS Bestiary, 126. Sparta, 60-61.
Airships, glossary, 100; pilot- Disadvantages, 83, 107-109. GURPS Low-Tech, 126. Spirits, 27, 80.
ing, 90-91; types, 89-90. Dysonians, 111-113; tem- GURPS Spirits, 6, 126. Starships, 57-58.
Alchemy, 23-24. plates, 112. GURPS Undead, 6. State of Mind, 48-49.
Allies advantage, 36. Egypt, 68-69, 117-118. Hatti, 122-123. Status, 30, 54, 125.
Apiru, 119. Elam, 122. Identity Shards, 49. Subterrene vehicles, 79.
Artifacts, 102. Enemies disadvantage, 36. Infinite Church, 50. Supernatural, 70.
Assyria, 121-122. Equipment, 12-16, 29, 70-71, Italy, 95-96. Templates, Angel parahuman,
Babylonia, 122. 84-86. Kids, 40-41, 43. 53; cat, 26; Construction
Babysitters Unlimited (BU), Fairies, 25, 74. Known Lands, 18-22. engineer, 81-82; Crystalloid,
32; assignments, 36; mis- Fatigue, 8. Magic, 23, 44, 70, 79, 126. 81; Dysonian, 112; Flexbot,
sion profiles, 42. Fossils, 80. Magic items, 24. 54; Geologist, 82; Griffin,
Balloons, 88. Gaia Hypothesis, 77. Maps, Known Lands, 28; 80; Meridian mongrel, 53-
BDOs (Big Dumb Objects), Galactic cycles, 109-111. Greece, 65; Hellenistic 54; Spartan, 72; Spelunker,
109. Galactic Railway, 55-57. World, 63; tectonic, 84. 82; Troglodyte, 82-83; Xian,
Bibliographies, 16, 85, 100, Geocentric cosmos, 74. Military Rank advantage, 125. 54.
114. Geology, 77-78. Mitanni, 120-121. Timeline, Meridian, 46-47.
Britain, 94-95. Geological time, 75; ages, 76. Mother, 33-34. Underworld spirits, 80.
Campaigns, 30, 86, 96. Germany, 91-93. Munchkin, 40. United States, 96-97.
Canaan, 118-120. Ghost Form advantage, 6. Ourobornians, 113. Virtuality Vaults, 51.
Carthage, 66. Ghosts, 25; communication, Parents, 39. Web of Harmony, 50.
Caves, 78-79. 11; investigating, 11; Planetary interiors, 76-77. White Archipelago, 22.
Characters, 4, 27-29, 52, 123- motives, 7; theories, 5; Preservers, 51. Woodland Dukedoms, 21.
125. wards, 12-13. Racial generation, 105-109. World War I, 91.
Cimmerians, 67. Giants, 75. Religions, 24-25. Wormholes, 56.
DELAG, 91. Golden Archipelago, 21. Rome, 64. Zeppelin, Count Ferdinand
Graf Zeppelin, 88, 98-99. Selucid, 67-68. von, 88.

128 INDEX
The good news is, we can visit other Earths.
The bad news is, somebody out there doesn’t like us.
The shuttles of Infinity Unlimited jump between parallel Earths,
seeking profit, knowledge, and adventure. But a parallel called
Centrum also has the technology to cross between worlds . . .
and they want to rule them all. The Infinity Patrol must

INFINITE WORLDS
deal with these ruthless rivals, as well as
with world-jumping criminals, and try to
keep the secret of dimension travel out of
the hands of the really nasty alternate
worlds like Reich-5.
Welcome to the core setting of GURPS
Fourth Edition! Any campaign can be on
one of the Infinite Worlds timelines . . .
whether they know it or not! Compiled by
Kenneth Hite, the master of alternate
histories, GURPS Infinite Worlds combines
and updates material from GURPS Time
Travel, GURPS Alternate Earths, and
GURPS Alternate Earths 2 into one
full-color volume, and gives dozens of new
worlds to explore as well!
This book also gives detailed rules for time
travel, with three different campaign frames.
Whether you’re playing accidental travelers
or the hardened troops of the Infinity Patrol,
this book is your gateway to adventure.
Infinite adventure.

Written by Kenneth Hite, Steve Jackson, and John M. Ford Edited by Andrew Hackard
Cover Art by Abrar Ajmal, Guy Burchak, Alan Gutierrez, Tony Parker, Rowena,
Bob Stevlic, Rogério Vilela, and Bob Walters
Illustrated by Abrar Ajmal, Brent Chumley, John Moriarty, Tony Parker,
Douglas Shuler, Bob Stevlic, and Eva Widermann

1ST EDITION, 1ST PRINTING


PUBLISHED FEBRUARY 2005
ISBN 1-55634-734-0

9!BMF@JA:RSVRSSoYjZhZ_ZdZ` STEVE
JACKSON
Printed in GAMES
SJG03495 01-2001 the USA

01-2001
The good news is, we can visit other Earths.
The bad news is, somebody out there doesn’t like us.
The shuttles of Infinity Unlimited jump between parallel Earths,
seeking profit, knowledge, and adventure. But a parallel called
Centrum also has the technology to cross between worlds . . .
and they want to rule them all. The Infinity Patrol must

INFINITE WORLDS
deal with these ruthless rivals, as well as
with world-jumping criminals, and try to
keep the secret of dimension travel out of
the hands of the really nasty alternate
worlds like Reich-5.
Welcome to the core setting of GURPS
Fourth Edition! Any campaign can be on
one of the Infinite Worlds timelines . . .
whether they know it or not! Compiled by
Kenneth Hite, the master of alternate
histories, GURPS Infinite Worlds combines
and updates material from GURPS Time
Travel, GURPS Alternate Earths, and
GURPS Alternate Earths 2 into one
full-color volume, and gives dozens of new
worlds to explore as well!
This book also gives detailed rules for time
travel, with three different campaign frames.
Whether you’re playing accidental travelers
or the hardened troops of the Infinity Patrol,
this book is your gateway to adventure.
Infinite adventure.

Written by Kenneth Hite, Steve Jackson, and John M. Ford Edited by Andrew Hackard
Cover Art by Abrar Ajmal, Guy Burchak, Alan Gutierrez, Tony Parker, Rowena,
Bob Stevlic, Rogério Vilela, and Bob Walters
Illustrated by Abrar Ajmal, Brent Chumley, John Moriarty, Tony Parker,
Douglas Shuler, Bob Stevlic, and Eva Widermann

1ST EDITION, 1ST PRINTING


PUBLISHED FEBRUARY 2005
ISBN 1-55634-734-0

9!BMF@JA:RSVRSSoYjZhZ_ZdZ` STEVE
JACKSON
Printed in GAMES
SJG03495 01-2001 the USA

01-2001
Written by KENNETH HITE, STEVE JACKSON, and JOHN M. FORD
Edited by ANDREW HACKARD
Cover Art by ABRAR AJMAL, GUY BURCHAK, ALAN GUTIERREZ, TONY PARKER,
ROWENA, BOB STEVLIC, ROGÉRIO VILELA, and BOB WALTERS
Illustrated by ABRAR AJMAL, BRENT CHUMLEY, JOHN MORIARTY, TONY PARKER,
DOUGLAS SHULER, BOB STEVLIC, and EVA WIDERMANN

ISBN 1-55634-734-0 1 2 3 4 5 6 7 8 9 10

STEVE JACKSON GAMES


WELCOME TO
CONTENTS
ANYWHEN . . . . . . . . 4
2. ENEMIES
EVERYWHEN . . . . . . 45
Echoes . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Putting a Little English on It . . . . . . . . 87
Parallels . . . . . . . . . . . . . . . . . . . . . . . . . 88
About the Authors . . . . . . . . . . . . . . . . . 4 CENTRUM . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Technology Variants . . . . . . . . . . . . . . . 89
History . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Challenge Worlds . . . . . . . . . . . . . . . . . 94
1. INFINITY UNLIMITED . . . 5 Centrum Today . . . . . . . . . . . . . . . . . . . 48 Unusual Civilizations . . . . . . . . . . . . . . 95
HISTORY, ALREADY IN PROGRESS . . . . . . . . 96
Centrum World Classification . . . . . . . 51
Infinite Worlds Glossary . . . . . . . . . . . . . 6 Centrum Parachronics . . . . . . . . . . . . . 51 Direction . . . . . . . . . . . . . . . . . . . . . . . . 96
THE INFINITY PATROL . . . . . . . . . . . . . . . . . . 8 The Interworld Service . . . . . . . . . . . . . 52 Decision . . . . . . . . . . . . . . . . . . . . . . . . 97
The Mission and the Mindset . . . . . . . . 8 Centrum Plots to Foil . . . . . . . . . . . . . . 54 Alternate Greats . . . . . . . . . . . . . . . . . . 98
Human Resources . . . . . . . . . . . . . . . . . . 9 Centrum Campaigns . . . . . . . . . . . . . . . 54 Plagues . . . . . . . . . . . . . . . . . . . . . . . . . 99
Headquarters . . . . . . . . . . . . . . . . . . . . . . 9 Alternate Infinite Wars . . . . . . . . . . . . . 55 Development . . . . . . . . . . . . . . . . . . . . . 99
Intervention Service . . . . . . . . . . . . . . . 10 Centrum Dark, Centrum Light . . . . . . . 56 Generational Cycles . . . . . . . . . . . . . . 100
Infinite Justice, Inc. . . . . . . . . . . . . . . . . 12 REICH-5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Civilization as Biology . . . . . . . . . . . . 102
Cover Stories . . . . . . . . . . . . . . . . . . . . 14 History . . . . . . . . . . . . . . . . . . . . . . . . . . 57 ALTERING WORLDS . . . . . . . . . . . . . . . . . . 104
Penetration Service . . . . . . . . . . . . . . . . 14 Geopolitik . . . . . . . . . . . . . . . . . . . . . . . 58 Timeline Shifting . . . . . . . . . . . . . . . . 104
Recon Procedures . . . . . . . . . . . . . . . . . 17 Technology on Reich-5 . . . . . . . . . . . . 61 Try to Change the World . . . . . . . . . . 105
Miracle Workers . . . . . . . . . . . . . . . . . . 18 Outtime Discoveries . . . . . . . . . . . . . . . 63
ISWAT . . . . . . . . . . . . . . . . . . . . . . . . . . 18
PARACHRONIC LABORATORIES . . . . . . . . . . . 19
SS Raven Division . . . . . . . . . . . . . . . . 64 4. WORLDS
Theory . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Glorious Goals . . . . . . . . . . . . . . . . . . . 67
THE CABAL . . . . . . . . . . . . . . . . . . . . . . . . . 68
ENOUGH . . . . . . . 107
Further Infinities . . . . . . . . . . . . . . . . . . 21 Truth and Lies . . . . . . . . . . . . . . . . . . . . 68 ARMADA-2 . . . . . . . . . . . . . . . . . . . . . . . . . 109
Research . . . . . . . . . . . . . . . . . . . . . . . . 22 The Cabal in the Campaign . . . . . . . . . 69 ATTILA . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Personal Equipment . . . . . . . . . . . . . . . 22 LESSER THREATS . . . . . . . . . . . . . . . . . . . . . 70 Other Mongol Conquests . . . . . . . . . . 111
Homeline TL . . . . . . . . . . . . . . . . . . . . . 23 Organized Crime . . . . . . . . . . . . . . . . . 70 AZOTH-7 . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Projectors . . . . . . . . . . . . . . . . . . . . . . . 27 Swagmen . . . . . . . . . . . . . . . . . . . . . . . . 71 Other Azoths . . . . . . . . . . . . . . . . . . . . 113
Standard Issue . . . . . . . . . . . . . . . . . . . 27 Freelance Criminals . . . . . . . . . . . . . . . 71 BONAPARTE-4 . . . . . . . . . . . . . . . . . . . . . . . 113
Conveyors . . . . . . . . . . . . . . . . . . . . . . . 28 Where Are the Starships? . . . . . . . . . . . 72 Other Bonapartes . . . . . . . . . . . . . . . . 114
In the Cube . . . . . . . . . . . . . . . . . . . . . . 29 PARACHRONOZOIDS . . . . . . . . . . . . . . . . . . . 73 BRITANNICA-3 . . . . . . . . . . . . . . . . . . . . . . 115
Conveyor Loadout . . . . . . . . . . . . . . . . 30 Spoor and Stigmata . . . . . . . . . . . . . . . 74 Other Britannicas . . . . . . . . . . . . . . . . 116
THE UNITED NATIONS OTHER HAZARDS . . . . . . . . . . . . . . . . . . . . . 74 CALIPH . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
INTERWORLD COUNCIL . . . . . . . . . . . . . . 31 The Spaces Between . . . . . . . . . . . . . . 74 Other Muslim Worlds . . . . . . . . . . . . . 118
Infinity Development . . . . . . . . . . . . . . 31 Banestorms . . . . . . . . . . . . . . . . . . . . . . 75 CAMPBELL . . . . . . . . . . . . . . . . . . . . . . . . . 119
Alternate Outcomes, Inc. . . . . . . . . . . . 31 Reality Quakes . . . . . . . . . . . . . . . . . . . 75 CENTRUM BETA . . . . . . . . . . . . . . . . . . . . . 120
Crosstime Colonies . . . . . . . . . . . . . . . . 32 Mathematical Bafflegab . . . . . . . . . . . . 76 DIXIE-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
“Eternity’s Rangers” . . . . . . . . . . . . . . 34 Going Elsewhere . . . . . . . . . . . . . . . . . 77 Other Dixies . . . . . . . . . . . . . . . . . . . . 122
CORPORATE STRUCTURE . . . . . . . . . . . . . . . 35 Reality Quakes in the Game . . . . . . . . 78 EZCALLI . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Infinite Darkness . . . . . . . . . . . . . . . . . . 36 Gates of Thoth . . . . . . . . . . . . . . . . . . . 79 FRIEDRICH . . . . . . . . . . . . . . . . . . . . . . . . . 124
OUR CORPORATE PARTNERS . . . . . . . . . . . . . 37 Shiftrealms . . . . . . . . . . . . . . . . . . . . . . 79 GALLATIN . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Cliodyne Research Group . . . . . . . . . . 37 GERNSBACK . . . . . . . . . . . . . . . . . . . . . . . . 126
Consolidated Mines, Unltd. . . . . . . . . . 37 HELL WORLDS . . . . . . . . . . . . . . . . . . . . . . 128
Time Tours, Ltd. . . . . . . . . . . . . . . . . . . 37 Ariane . . . . . . . . . . . . . . . . . . . . . . . . . 128
Johnson Crosstime Incorporated . . . . . 38 The Gotha Parallels . . . . . . . . . . . . . . 128
Time Tours in the Time Campaign . . . . 39 Lenin-2 . . . . . . . . . . . . . . . . . . . . . . . . 129
Our Corporate Rivals . . . . . . . . . . . . . . 40 Leviathan . . . . . . . . . . . . . . . . . . . . . . 129
White Star Trading . . . . . . . . . . . . . . . . 40 3. PRESENT AT THE Madland . . . . . . . . . . . . . . . . . . . . . . . 130
THE PUBLIC SECTOR . . . . . . . . . . . . . . . . . . 41
The United Nations . . . . . . . . . . . . . . . 41
CREATION . . . . . . . 81 Taft-7 . . . . . . . . . . . . . . . . . . . . . . . . . . 130
JOHNSON’S ROME . . . . . . . . . . . . . . . . . . . 130
National Governments . . . . . . . . . . . . . 42 TYPES OF ALTERNATE WORLDS . . . . . . . . . . 82
LENIN-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Israel and the Alternity Exodus . . . . . . 43 Empty Worlds . . . . . . . . . . . . . . . . . . . . 83
Other Communist Worlds . . . . . . . . . . 132
Non-Governmental Organizations . . . . 44 Infinity’s World Classes . . . . . . . . . . . . 83
LUCIFER-5 . . . . . . . . . . . . . . . . . . . . . . . . . 133
Rogue States . . . . . . . . . . . . . . . . . . . . . 44 Dinosaur Hunting . . . . . . . . . . . . . . . . . 84

GURPS System Design ❚ STEVE JACKSON Prepress Checkers ❚ MONICA STEPHENS


Managing Editor ❚ ANDREW HACKARD and WIL UPCHURCH
GURPS Line Editor ❚ SEAN PUNCH Print Buyer ❚ MONICA STEPHENS
Production Manager ❚ WIL UPCHURCH Marketing Director ❚ PAUL CHAPMAN
Art Director ❚ STEVE JACKSON Sales Manager ❚ ROSS JEPSON
Page Design ❚ PHILIP REED Errata Coordinator ❚ ANDY VETROMILE
Production Artists ❚ JUSTIN DE WITT and ALEX FERNANDEZ GURPS FAQ Maintainer ❚ STÉPHANE THÉRIAULT
Playtesters: James L. Cambias, Paul Chapman, Mark Cogan, Devin Ganger, Bob Gilson, Steve Kenson, Phil Masters,
Kenneth Peters, Bob Schroeck, William H. Stoddard, Chad Underkoffler, and Jeff Wilson
Additional Material: Steve Kenson, Craig Neumeier, Kenneth Peters, David L. Pulver, and Michael S. Schiffer
GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid 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 Infinite Worlds is copyright © 2004 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA.
The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal,
and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage
the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

2 CONTENTS
Other Lucifers . . . . . . . . . . . . . . . . . . . 134
MERLIN . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Reich-5 . . . . . . . . . . . . . . . 193
Other Opposition . . . . . . 195
8. ALTERNATE
Other Merlins . . . . . . . . . . . . . . . . . . . 135 Bystanders . . . . . . . . . . . 197 INFINITIES . . . . . . . 212
MYTH PARALLELS . . . . . . . . . . . . . . . . . . . 136 Locals . . . . . . . . . . . . . . . 198 THE ORDER OF THE HOURGLASS . . . . . . . . 212
Burton . . . . . . . . . . . . . . . . . . . . . . . . . 136 WEAPONS . . . . . . . . . . . . . 199 Villains . . . . . . . . . . . . . . . . . . . . . . . . 214
Camelot Parallels . . . . . . . . . . . . . . . . 136 Firearms . . . . . . . . . . . . . . . 199 The Great Work of Time . . . . . . . . . . 215
Mandeville . . . . . . . . . . . . . . . . . . . . . 136 Hollow History . . . . . . . . . . . . . . . . . . 215
Nottingham . . . . . . . . . . . . . . . . . . . . . 136 7. INFINITE Campaign Assumptions . . . . . . . . . . . 216
Sherlock Parallels . . . . . . . . . . . . . . . . 137
NERGAL . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 CAMPAIGNS . . . . . 201 THE TIME CORPS . . . . . . . . . . . . . . . . . . . . 217
Agent Slang . . . . . . . . . . . . . . . . . . . . . 217
NOSTRADAMUS . . . . . . . . . . . . . . . . . . . . . 138 CAMPAIGN ASSUMPTIONS . . . . . . . . . . . . . . 202 Mechanics . . . . . . . . . . . . . . . . . . . . . . 218
ORICHALCUM . . . . . . . . . . . . . . . . . . . . . . . 139 The Hardware Dilemma and Time Agents . . . . . . . . . . . . . . . . . . . . 220
PUZZLE WORLDS . . . . . . . . . . . . . . . . . . . . 140 the Software Mismatch . . . . . . . . . 202 The Enemy . . . . . . . . . . . . . . . . . . . . . 221
Blip . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Parameters . . . . . . . . . . . . . . . . . . . . . . 202 Time Agent Equipment . . . . . . . . . . . . 222
Enigma . . . . . . . . . . . . . . . . . . . . . . . . 140 Adding Worlds . . . . . . . . . . . . . . . . . . . 203 Visitors From the Future . . . . . . . . . . 223
Microworld . . . . . . . . . . . . . . . . . . . . . 140 Paraphysics . . . . . . . . . . . . . . . . . . . . . 204 Detecting Interventions . . . . . . . . . . . 224
Möbius . . . . . . . . . . . . . . . . . . . . . . . . 141 Characters . . . . . . . . . . . . . . . . . . . . . . 204 Gross Changes: A Bad Idea . . . . . . . . 225
Rustic . . . . . . . . . . . . . . . . . . . . . . . . . 141 Genre and Mode . . . . . . . . . . . . . . . . . 205 Changing History . . . . . . . . . . . . . . . . 225
Vanish . . . . . . . . . . . . . . . . . . . . . . . . . 141 CAMPAIGN ELEMENTS . . . . . . . . . . . . . . . . 206 Campaign Assumption . . . . . . . . . . . . 226
Wyvern . . . . . . . . . . . . . . . . . . . . . . . . 142 Through the Rabbit Hole . . . . . . . . . . 206 Operation Archduke:
REICH-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . 142 Visiting the World Next Door . . . . . . 206 A Typical Mission . . . . . . . . . . . . . 227
Other Reichs . . . . . . . . . . . . . . . . . . . . 143 Things to Invent . . . . . . . . . . . . . . . . . 208 THE HORATIO CLUB . . . . . . . . . . . . . . . . . 229
ROMA AETERNA . . . . . . . . . . . . . . . . . . . . . 144 Black Powder . . . . . . . . . . . . . . . . . . . 209 Campaign Assumptions . . . . . . . . . . . 231
Other Romes . . . . . . . . . . . . . . . . . . . . 145 The Bad Old Good Old Days . . . . . . 210
SHIKAKU-MON . . . . . . . . . . . . . . . . . . . . . . 146
UNITED STATES OF LIZARDIA . . . . . . . . . . . 148
Mission Control . . . . . . . . . . . . . . . . . 210
The Time Is Out of Joint . . . . . . . . . . 211
BIBLIOGRAPHY . . . . . . 232
YRTH . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Other Fantasy Parallels . . . . . . . . . . . 151 INDEX . . . . . . . . . . . . 239

About GURPS
5. . . . AND TIME . . . . 152 Steve Jackson Games is committed to full support of the GURPS sys-
TEMPORAL PHYSICS . . . . . . . . . . . . . . . . . . 153
tem. Our address is SJ Games, Box 18957, Austin, TX 78760. Please
The Physical Setting . . . . . . . . . . . . . . 153 include a self-addressed, stamped envelope (SASE) any time you write us!
Can of Infinite Worms . . . . . . . . . . . . . 153 We can also be reached by e-mail: info@sjgames.com. Resources include:
Paradoxes . . . . . . . . . . . . . . . . . . . . . . 154
Solutions . . . . . . . . . . . . . . . . . . . . . . . 154 Pyramid (www.sjgames.com/pyramid/). Our online magazine
Chronobabble . . . . . . . . . . . . . . . . . . . 155 includes new GURPS rules and articles. It also covers the d20 system,
Other Useful Postulates . . . . . . . . . . . 156 Ars Magica, BESM, Call of Cthulhu, and many more top games – and
Talking to Yourself . . . . . . . . . . . . . . . 157 other Steve Jackson Games releases like Illuminati, Car Wars,
Communication and Observation . . . 158
We Will Have Warned You
Transhuman Space, and more. Pyramid subscribers also get opportu-
in the Past . . . . . . . . . . . . . . . . . . . 158 nities to playtest new GURPS books!
The Observer Effect . . . . . . . . . . . . . . 159 New supplements and adventures. GURPS continues to grow, and
Time Viewers . . . . . . . . . . . . . . . . . . . 160 we’ll be happy to let you know what’s new. For a current catalog, send
Time Machines . . . . . . . . . . . . . . . . . . 162 us a legal-sized or 9”¥12” SASE – please use two stamps! – or just visit
Dangers . . . . . . . . . . . . . . . . . . . . . . . . 164
Staying in Period Character . . . . . . . 164
www.warehouse23.com.
PSIONIC TIME TRAVEL . . . . . . . . . . . . . . . . 166 e23. Our e-publishing division offers GURPS adventures, play aids, and
Physical Projection . . . . . . . . . . . . . . . 166 support not available anywhere else! Just head over to e23.sjgames.com.
Mental Projection . . . . . . . . . . . . . . . . 167 Errata. Everyone makes mistakes, including us – but we do our best
Attunement . . . . . . . . . . . . . . . . . . . . . 168 to fix our errors. Up-to-date errata sheets for all GURPS releases,
THE FUTURE . . . . . . . . . . . . . . . . . . . . . . . 169
Getting There Faster . . . . . . . . . . . . . . 170
including this book, are available on our website – see below.
Physics . . . . . . . . . . . . . . . . . . . . . . . . 170 Internet. Visit us on the World Wide Web at www.sjgames.com for
errata, updates, Q&A, free webforums, and much more. The GURPS
6. INFINITE Infinite Worlds web page is www.sjgames.com/gurps/books/
CHARACTERS . . . . 171 infiniteworlds/.
ADVANTAGES, DISADVANTAGES,
Bibliographies. Many of our books have extensive bibliographies, and
AND SKILLS . . . . . . . . . . . . . . . . . . . . . 172 we’re putting them online – with links to let you buy the books that inter-
Advantages . . . . . . . . . . . . . . . . . . . . . 172 est you! Go to the book’s web page and look for the “Bibliography” link.
Disadvantages . . . . . . . . . . . . . . . . . . . 178 GURPSnet. This e-mail list hosts much of the online discussion of
Wealth, Status, and Reputation . . . . . 178 GURPS. To join, point your web browser to mail.sjgames.com/
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Techniques . . . . . . . . . . . . . . . . . . . . . 183
mailman/listinfo/gurpsnet-l/.
ALTERNATE HUMANS . . . . . . . . . . . . . . . . . 184 Rules and statistics in this book are specifically for the GURPS
CHARACTER TEMPLATES . . . . . . . . . . . . . . 186
Infinity Unlimited . . . . . . . . . . . . . . . . 186 Basic Set, Fourth Edition. Page references that begin with B refer to
UNIC . . . . . . . . . . . . . . . . . . . . . . . . . . 188 that book, not this one.
The Private Sector . . . . . . . . . . . . . . . 190
Centrum . . . . . . . . . . . . . . . . . . . . . . . 191

CONTENTS 3
WELCOME TO
ANYWHEN
This book describes the Infinite
Worlds, the “standard setting” for
GURPS Fourth Edition. Here, history History is not merely what happened: it is
varied on other Earths; the Union Jack what happened in the context of what might
flutters over America, Mongol ponies
graze in Britain, and zeppelins float have happened. Therefore it must incorporate,
unperturbed everywhere. The heroic as a necessary element, the alternatives, the
Infinity Patrol, licensed by the corpo-
ration that discovered parachronic might-have-beens.
travel, keeps Homeline safe and – Sir Hugh Trevor-Roper,
improves life where it can. Between
crosstime plagues, samurai with force “History and Imagination”
swords, and unpredictable storms that
blow people to other worlds, its work
never ends.
Any kind of campaign, on any kind ABOUT THE John M. Ford
John M. Ford is the author of nine
of world, fits here – in fact, it’s already
here somewhere! You don’t have to
AUTHORS novels (so far), including the alternate
history The Dragon Waiting. On the
play the Patrol or even obey them. You Kenneth Hite gaming front, he has done work for
can steal alternate Monets, hunt were- On a close parallel Earth, Kenneth GDW, West End Games, and Steve
wolves in medieval Germany, or seek Hite’s first RPG publication credit was Jackson Games. If he survives to finish
the Holy Grail across the worlds. You GURPS Alternate Earths. In all his next novel, he’ll probably write an
can treat this book like your own per- Earths he can access, he co-wrote that opera. With roleplaying in it. Some-
sonal alternate Spanish Main and loot book and its sequel for Steve Jackson body has to be the first.
it for goodies and excitement to carry Games, as well as writing GURPS
back to your own game world. You can
even build a game world – an infinity
Cabal and the third edition of GURPS
Horror, and compiling and co-author- PUBLICATION
of them – from scratch, using this
book’s alternate Earth design systems
ing GURPS WWII: Weird War Two.
His “Suppressed Transmission” col-
HISTORY
and advice. umn covers high strangeness for Much of the background in this
It’s only a short jump (as it were) Pyramid magazine; on some Earths it book was drawn from the Third
from alternate histories to time travel. is called “Thirteen O’Clock High.” On Edition books GURPS Time Travel
Time travel stories often become alter- the most terrifying worldlines, it has and the two volumes of GURPS
nate Earth stories, as the plucky travel- been collected in two volumes to date. Alternate Earths.
er wrenches history from its appointed He lives with his wife Sheila in The Origins Award-winning Time
course to save his adopted hometown Chicago, the center of all worlds worth Travel was a collaboration between
in the past. Hence, this book also con- visiting. In no Earth has his M.A. in Steve Jackson and Mike Ford. Steve
tains complete guidelines for time trav- International Relations proved at all sketched out a parallel-world setting
el games, from using time machines to useful, but one never knows. that owes a great deal to the works of
how to get away with killing your H. Beam Piper. Mike fleshed it out with
grandfather in the past. This book pro- Steve Jackson high-quality rubber science and added
vides two different time-travel cam- Steve Jackson has been devouring the whole “Time Corps” background,
paign frames for people who don’t time-travel and parallel-world science cut from whole cloth woven on the
want to go world-hopping . . . and fiction since he was about seven years loom of Fritz Leiber. They respectfully
allows the combination of time travel old, and jumped at the chance to inflict acknowledge Those Who Went Before,
and parallel worlds for infinite possi- his own contribution on the field. and only wish they could go back and
bilities, including some in the Infinite He is the founder and editor-in- shake their hands.
Worlds setting. chief of Steve Jackson Games, but, as David Pulver recast the material in
Add mutants, magicians, and shown by the present book, still gets to Time Travel and other GURPS books
world-hopping Nazis – you will need write something once in a while. He for Fourth Edition, after which
another Earth just to fit it all in. hopes to do it again someday. Kenneth Hite added yet more back-
So get to it – time’s a-wasting. Steve lives in Austin. He enjoys SF ground, rearranged all the puzzle
– Kenneth Hite conventions, gardening, the Web, trop- pieces, and fit the entire assemblage
ical fish, Lego, and – oh, yes – gaming. between two covers.

4 WELCOME TO ANYWHEN
CHAPTER ONE

INFINITY
UNLIMITED
no, four fellow Patrolmen – changing
into their own uniforms. She knew
Dave Pownall and Tranh Sui from her
Variant French classes, and had met
Roger Giancarlo on the aerobatics
range.
“So we have two other scouts and a
backup pilot,” she said. ’Carlo replied,
“And apparently, we’re not going to
Haussman-2 for the dancing, since
Suleiman here was number one in our
class in bladed weapons.” The Turk
she didn’t recognize flashed her a
quick smile and went back to adjust-
ing his boots.
Nobody smiled for the next five
minutes, as the ornithopter jolted and
shuddered sickeningly. “Parachronic
transition – the wings just caught
hold,” ’Carlo said. More jolts banged
“. . . to preserve and defend The not staying in our atmosphere, then,” the craft around, and Tranh began “I
Secret with my last breath.” he responded. “And I’m glad to see don’t think that’s just the wings –” just
As Angela finished the oath, she felt your dossier accurately reported your as a bullet-hole appeared in the hull
something – just the weight of all aeronautical skills, since you’ll be fly- above Suleiman’s head.
those histories – settle on her shoul- ing it for us.” Angela and ’Carlo dove for the
ders. Before she could absorb the feel- Angela found herself clambering cockpit; even as the craft slopped into
ing, it was gone, jarred loose by a man into the pilot’s seat and slapping the a dive, they kept their balance where
shaking her elbow. “Agent Polk,” he oddly familiar slats and busbars into the other three rolled and spun with
began, Angela unconsciously looked the Lift configuration; she felt a stab the deck. Angela was first by a fraction
around to see whom he was talking to, of relief when she heard the whhrrrrm and grabbed the yoke, wrestling the
but then realized that as of 30 seconds of a concealed ducted fan engage, ’thopter back into level flight. ’Carlo
ago, she was “Agent Polk,” and would almost blanketed by the increasingly was yammering something in her ear,
be until, she supposed, her “last rapid crump-crump-crump of the (so but she was too busy keeping them
breath.” far purely decorative) wings. Her from crashing to pay attention. Only
“Agent Polk,” he said again, “let’s hijacker emerged from the back of the after the aircraft had juddered back to
walk and talk.” “But my family – vehicle, wearing the (perfectly fitted) something like normal did she look
they’re here to see the ceremony . . .” damask cape and riding boots of an around and notice the dead man on
“And they did see it, and it was lovely, Aerocorps Imperiale officer. He settled the bench beside her. “I wonder what
and your mother cried. And now into the copilot’s bench and slotted a our mission was supposed to – ”
you’re on Patrol time, and your first card into what seemed to be an ornate Angela began, but ’Carlo cut her off. “I
leave isn’t until 2028, so let’s jump.” bomb-sight. “There’s a uniform for think,” he said tightly, “we’re about to
With almost no pressure on her arm, you in the back,” he said, as he tapped find out.”
he had somehow steered her away on a concealed keyboard that had Three more ornithopters – these
from the crowds of new-minted folded out of the “bomb-sight’s” eye- painted an ominous gray – appeared
Academy graduates, toward a bronze- piece. “Go change and I’ll keep her in the windscreen, and the flashes
colored, ungainly aircraft. “That’s a level – and when you get back, let’s from their muzzles started the ship
tiltrotor – Hell, that’s a Haussman-2 hope the wings work.” jolting and tilting again, spiraling
ornithopter! Those don’t even fly in Pushing into the rear compart- down toward the parallel Lake
our atmosphere!” “Good thing we’re ment, Angela saw four fellow cadets – Superior below them.

INFINITY UNLIMITED 5
Thirty years ago, former
Dartmouth physicist Paul Van Zandt
changed the world. Actually, he We’re jugglers . . . trying to keep our traders
changed hundreds of them. He invent- and sociological observers and tourists
ed a parachronic projector, a machine
that could send matter into another and plain idiots like the late Gavran Sarn
dimension – another timeline. The out of trouble; trying to prevent panics and
first world he discovered was “Earth-
Beta,” almost identical to his own disturbances and dislocations of local
world, which he dubbed “Homeline.” economies as a result of our operations; trying
But as he improved his technology
and his survey techniques, he began to
to keep out of out-time politics – and, at all
discover worlds where Rome never times, at all costs and hazards, by all means,
fell, or where America was a feudal guarding the secret of paratime transposition.
kingdom. Some worlds – those on the
same “quantum level” as Homeline, – H. Beam Piper, Police Operation
Quantum 5 (Q5) – were easy to reach.
Others, on Q4 and Q6, were slightly
harder; Quantum 3 and Quantum 7 parachronic travel to the public, and “Infinity” by the media). Van Zandt
were downright difficult. However, revealed a secret to the U.N. Security became CEO of Infinity, and UNIC
Van Zandt persevered, and built up a Council. Whatever the secret was added its own bureaucrats to the
small team of daring assistants who (p. B525), it halted demands for his board. The Interworld Treaty, which
helped him map 23 more universes. technology to be nationalized, milita- chartered Infinity, required that
He funded further research with rized, or destroyed. Instead, the Infinity work to “better the lot” of the
profits from trading between worlds, Security Council established the other worlds it explored and exploited.
an undertaking he formalized with United Nations Interworld Council To that end – and possibly to counter
White Star Trading. In 1998, Van (UNIC) from its own membership, the threat Van Zandt revealed to the
Zandt revealed his discovery of which chartered a new corporation, Security Council – Van Zandt created
Infinity Unlimited (often shortened to the Infinity Patrol.

Infinite Worlds Glossary


alternate: Any timeline except the original Earth. Also Cabal, the: A secret organization of magicians and
“alternate world.” monsters using magical dimension travel.
anchor: An echo that does not experience a quantum Centrum: A rival civilization with the ability to travel
shift when “history is changed.” between worlds. A “Centran” is a native or agent of
Armanen Order: The secret order in Reich-5’s SS that Centrum.
has discovered parachronics. cliodynamics: The scientific study of historical change,
autochrones: Natives of a timeline, as opposed to out- especially useful for altering histories in a desired
time visitors or colonists; called “’chrones” and direction.
“locals” in Patrol slang. conveyor: A self-propelled device for traveling between
banestorm: A natural phenomenon that moves living alternate worlds.
beings between worlds.
Continued on next page . . .

6 INFINITY UNLIMITED
Infinite Worlds Glossary (Continued)
Coventry: An alternate world maintained by the parachronozoid: A creature with a natural world-
Infinity Patrol as a prison for those – both jumping ability.
Homeliners and outtimers – who Know Too Much. parallel: An alternate world that differs from ours only
dimensional highway: A road between worlds, natu- in that its history has been different (some are very
ral, magical, or artificial. different). A “close parallel” is different as the result
echo: An alternate world which is – or appears to of one identifiable historical change.
be – identical to ours, but at an earlier point in its Pile, the: Patrol Headquarters.
history. portal dimension: A location that connects to many
Eraser: A memory-affecting drug used by I-Cops and (or even all) alternate worlds or dimensions.
others to keep The Secret of parachronic travel. projector: A device that can send a conveyor across
Eyes, the: Patrol slang for Internal Affairs. quanta.
hell parallel: A worldline mostly or entirely emptied of quantum: An “energy level” in 8-dimensional space
humanity by a disaster or holocaust. that contains many alternate timelines. Quantum
homeboy: In Patrol slang, anybody from one’s own levels are often abbreviated; e.g., Q7 for Quantum 7.
world of origin. quantum sargasso: A worldline that cannot be left
Homeline: The original Earth of Paul Van Zandt and using parachronics.
the Infinity Patrol. reality quake: A parachronic upheaval that buries
I-Cop: An agent of the Infinity Patrol’s Intervention some or all of an alternate’s history beneath a new
Service. one.
Infinity Patrol: The paramilitary arm of Infinity reality shard: A fragment of a previous past thrown up
Unlimited. by a reality quake.
Infinity Unlimited: Often just “Infinity”; private corpo- Reality Vanish: The worldline that supposedly “eats”
ration that controls parachronic technology as a vanished probes and missions.
monopoly and governs access to alternate timelines. Scout: An agent of the Infinity Patrol’s Penetration
Interworld Service: Also I.S., or “Interworld,” the Service.
Centran equivalent to the Infinity Patrol. The Secret: The fact that technological crossworld
Kern: From the German for “kernel,” a safe-house used travel is possible. Outtimers are not supposed to
by Armanen Order operatives. Plural: Kerne. learn this, unless recruited by Infinity. Interworld
local: In Patrol slang, native to the timeline. doesn’t bother keeping The Secret on primitive
memetics: The study of ideas and their transmission worlds.
and change, a back-formation from “genetics.” Not shiftrealm: A location that travels between worldlines,
yet fully accepted as a science. from “ghost ships” to whole forests or islands.
Mule: Armanen Order slang for a world-jumper, espe- skerry: A collection of nearby timelines sharing a com-
cially one created artificially by Nazi science. mon element (i.e., an ongoing WWII, a basis in the
Nexer: A Patrol agent from the Nexus Oversight fiction of Robert Heinlein).
Division. swagman: A member of a loose fraternity of crosstime
nexus portal: A “natural” path between alternate grifters.
worlds. timeline: Another term for an alternate world.
oneliner: Someone who never leaves his home time- trod: A magical dimensional highway, usually used by
line, especially a Homeline “civilian.” faeries. Most trods run between forests.
Outstairs: Patrol slang for Homeline higher-ups. UNIC: United Nations Interworld Council, the U.N.
“Those dimwits Outstairs expect us to stop the body officially charged with overseeing parachron-
Visigoths with nothing but Scotch tape and puppet ics and Infinity.
shows.” vanish it: Literally, “send it to a nonexistent reality”;
outtime: A world other than the speaker’s own; usually Patrol slang expression meaning, roughly, “to Hell
means any other world besides Homeline. with it.”
outtimer: Anyone from a different world from the weird parallel: An alternate world that has many sim-
speaker; hence, a Patrol agent is an “outtimer” on ilarities to our own, but also has differences that
Caliph, but a citizen of Caliph would be an “out- make these similarities seem unbelievable (such as
timer” on Homeline. the world where intelligent reptiles speak English).
parachronics: The study of alternate worlds. More zero point: The term for a location that has been
specifically, the study of why alternate worlds exist, “zeroed” – properly calibrated – for a safe conveyor
and how travel between them is possible. jump between two specific dimensions.

INFINITY UNLIMITED 7
’A’Nthleioi (Atlanteans), 130.
Aaron, 73.
INDEX
Catholic, see Roman Catholic
Church.
Dinosaurs, 84.
Dirigibles, 38, 127.
Haussman-2, 5.
Hell worlds, 94-96, 128-130.
ABET, 217; ABET Centrum, 8, 20, 36, 46-56, 87, Disadvantages, 178-181. Hidden Lore skill, 182.
transmitter, 218. 179; Centrum Beta, 120; Disaster worlds, 85, 134. High-inertia parallels, 94.
Absolute now, 170, 217-218, Centrum characters, 191- Divergence Effect, 225. Historian template, 197.
219. 193; Centrum Dark and Dixie-1, 120-121. Historical characters, 199.
Addiction disadvantage, 178. Light, 56; see also Interworld
Service. Doubletalk, see Quantum Historical Familiarity
Advantages, 172-178. Mechanics. technique, 184.
Aeolus, 18. Challenge worlds, 94.
Dragons, 142. Historical modeling, 236.
Agamemnon, 124. Chaotic time, 154.
Duncorne Foundation, 40, Historical references, 236.
Alchemy, 112-113. Characters, 171-200, 204. 135. History skill, 183.
Alternate Identity China, 43. Duplication advantage, 173. History! skill, 183.
advantage, 172. Chronal storms, 163. Duty disadvantage, 180. History, hollow, 215.
Alternate Outcomes, Inc., 31- Chronic Argo, 162. EAER (“Ear”), 224. Homeline, 20, tech level, 23;
34; Mercenary template, 189. Chronobahn, 79, 139. Echoes, 53, 85. see also Secundus.
Alternate selves, 184. Civil War, 120-121. Ecology, 103. Honesty disadvantage, 180.
Alternate worlds, 82-151; Civilization types, 90- Economics, 101. Horatio Club, 229-231.
creating, 96; fiction, 232; 94; as biology, 102;
mysterious and Empty worlds, 83. Hourglass, Order of the,
non-fiction, 236. Enemies disadvantage, 212-216.
Amerika, 60. weird, 95.
Claim to Hospitality 180. Huy Breasil, 80.
Amnesty Unlimited, 44. Enigma, 140. I-Cops, 10, 15, 39; character
Anachronistic Training advantage, 172.
Clerical Investment Eraser, 25. template, 186; see also
technique, 183. Eternity’s Rangers, 34. Outworld Operations.
Anchors, 87. advantage, 172.
Cliodynamics, 6, 37, 87; Evil Twin disadvantage, 180. In the Cube, 29.
Archaeology skill, 182. Expatriate template, 197. India, 43, 84.
skill, 182.
Architects, 214. Ezcalli, 21, 122-123. Infinite Justice, Inc., 12.
Cliodyne Research Group, 37.
Area Knowledge skill, 182. Faërie, 69, 80. Infinity Development, 31, 36.
Code of Honor
Ariane, 128. disadvantage, 179. Fang Sing, 214. Infinity Patrol, 5, 8-19, 36, 64,
Armada-2, 109-110. Colonies, crosstime, 32, 84. Fantasy timelines, 151. 179; Academy, 10;
Armanen Order, see SS Raven Communications, gear, 24; Farsight effect, 170. Communications Division,
Division. parachronic, 52; through 15; Contact Division, 15;
Firearms, 199-200. Customs and Inspection
Armor, 26. time, 158. Fixed time, 170. Division, 10; Echo
Atlantis, 95, 129-130, 139-140. Communist worlds, 132. Flux drive, 163. Surveillance Division,
Attila, 110-111. Computers, 24, 62. Focal Referent, 15; headquarters, 9;
Attunement (time travel), Consolidated Mines, 219.
168-169. Intelligence Division, 16;
Unlimited, 37; see also Footnote Internal Affairs Division,
Azoth-7, 72, 112-113. Mining. characters, 199. 11; Intervention Service, 10,
Aztecs, see Ezcalli. Contact Group advantage, 172. Fracture zones, 77. see also I-Cops; Justice
Banestorms, 6, 13, 26, 75, Contacts advantage, 172. France, 43. Division, 11; Liaison
80, 151. Conveyors, 6, 26-30, 35; Division, 12; Logistics
Friedrich, 66, 124, 139.
Battalion, the, 31-34. loadout, 20; recharging, 26. Division, 12; Morale
Fuel cells, 23. Division, 13; Nexus
Batteries, 23. Coventry, 41, 78. Fugue advantage, 173. Oversight Division, 13;
Bermuda Triangle, 75. Cover stories, 14. Future time travel, 169-170. Penetration Service, 14;
Bibliography, 232. Crichton, 84. Gadgeteer skill, 182. Records and Research
Biology, model of Criminal template,
civilization, 102. Gadgeteering, social, 106. Division, 16; Search and
196. Rescue Division, 16;
Black powder, 209. Gakuji, 212-213.
Cube, 29. Security Division, 13;
Blip, 20, 140. Gallatin, 36, 42, 70, 125-126.
Cultural Special Operations Division,
Bonaparte-4, 113-114. Adaptability Gargoyles, 73.
Gates, 206; Gates of Psais, 79; 14; Survey Division, 17;
Bounty hunters, 12. advantage, 173. Technical Analysis Division,
Cultural change, 106. Gates of Thoth, 79.
Britannica-3, 115-116. 17; see also Outworld
Cultural Familiarity Generational cycles, 100. Operations.
Burton, 136.
advantage, 173. Geography skill, 182. Infinity Unlimited, 5-6, 35-36;
Cabal, 21, 22, 68-69, 179;
Cabalist Mage template, 195. Current Affairs skill, 182. Gernsback, 126-127. see also Infinity Patrol.
Caliph, 12, 117-118. Current, the, 74. Ghost roads, 79. Interworld Service, 8, 45, 52-
Camelot, 136. Dark-Dwellers, 184. Glozel fragments, 76. 52-54, 120, 177; Interworld
Cameras, 25, 38. Demons, 66, 68. Gods, 68. Service Agent template, 192;
Campaigns, 201-211; Centrum, Denarius Capital Holdings, 40; Gotha parallels, 12, 128. see also Centrum, Outworld
54; genre and mode, 205; Denarius Group Special Great Man theory, 97. Operations.
parameters, 202. Banker template, 191. Great Moment theory, 98. Interworld Treaty, 41; see also
Campbell, 119. Dependent disadvantage, 179. Great Motherland theory, 98. UNIC.
Castro, Fidel “Red,” 41. Detect advantage, 173. Greenpeace, 44. Intolerance disadvantage, 180.
Dimensional highways, 79. GURPS Technomancer, 135. Inventions, 208.

INDEX 239
Israel, 43. Nottingham, 136-137. Roman Catholic Church, 44, Time Scouts, template, 187; see
ISWAT, 18, 140; ISWAT Agent Nuclear war, 47, 129. 109. Infinity Patrol Penetration
template, 187. Observer Effect, 159-160, 170, Rome timelines, 145. Service.
Japan, 43, 59-60, 63, 91, 224, 226. Russia, 42, 70. Time sphere, 163.
146-148. Omen advantage, 176. Rustic, 141. Time Tours, Ltd., 37-39, 145,
Johnson’s Rome, 13, 38, 40, Ontoclysms, 75-78. Scavengers, crosstime, 71. 179; Dinosaur Hunter
70, 130-131. Operation Archduke, 227-229. Scout template, 187. template, 191; Tour Guide
Jumper advantage, 174. Order of the Hourglass, Secret disadvantage, 180. template, 191.
Kerne, 67. 212-216. Secundus, 46, 48. Time travel, 152-170, 212-229;
Kidnappers, crosstime, 72. Organized crime, 70. communication, 158;
Security, 35; Centrum, 49; see fiction, 234; to the future,
KMP Petroleum, 40. Orichalcum, 139-140. also Infinity Patrol Security 169-170; hazards, 164-166;
Language Talent Ouroborous Car, 80. Division. non-fiction, 236; and
advantage, 175. Outworld operations, 109, 111, See Invisible advantage, 176. parallel worlds, 156; psionic,
Languages, 24, 175. 113, 114, 116, 118, 119, Sense of Duty 166-169; via reality quake,
Legal Enforcement Powers 120, 121, 123, 124, 126, disadvantage, 180. 77.
advantage, 176. 127, 130, 131, 133, 135, Sensors, 24. Time viewers, 160-161.
Lenin-1, 131-133. 138, 130, 144, 145, Serendipity advantage, 176. Timeline shifting, 104.
Lenin-2, 128. 147, 149, 150. Shiftrealms, 79-89. Timenappers, 72.
Leviathan, 129-130. Oz particles, 74. Shikaku-Mon, 20, 146-148. Timepiece, 217; agents, 220-
Libraries, 16. Parachronic Shroud of Turin, 76. 221, 222.
Literature skill, 183. Laboratories Shuttles, 52, see also
(Paralabs), 19-22; Timescanner, 161.
Looters, crosstime, 72. Conveyors. Timesickness
Paralabs Field
Lucifer-4, 84. Researcher template, 188. Silenzia, 80. disadvantage, 181.
Lucifer-5, 133-134. Parachronics; 19-30; Centrum, Skerries, 89. Tracking skill, 183.
Lysander, 32. 51; communications, 52; Skills, 181-183. Translation software, 24.
Madland, 130. detector, 24; hazards, 74-80. Skorzeny, Otto, 18. Triads, 70, 71, 215.
Mafia, 70. Parachronozoids, 66, 73. Smother, 9, 19. Turkana, 19.
Magery advantage, 176. Paradoxes, 154-156, 157, 159. Social gadgeteering, 106. Tychiron, 66.
Magic bullet, 76. Parallels, 88-94; high-inertia, Social Stigma Unaging advantage, 176.
Magic, 22, 68, 134-135, 94; myth, 21, 94, 136-137; disadvantage, 181. Unattached (Centrum)
138-139, 144-145. and time travel, 156. Solar cells, 23. Agent template, 192.
Mammut-1, 19. Paralocator enhancement, 176. Spectral Ops, 139. UNIC, 6, 31-34; UNIC
Mammut-2, 84. Patron advantage, 176. Spetsnaz, 42, 64. Crisis Ministry
Mammut-3, 71. Penetration Service, template, Spirit-jumpers, 174. Troubleshooter template,
Mandeville, 136. 187; see Infinity Patrol SS Raven Division, 22, 64- 188.
Medicine, 18, 25, 26, 99, 207; Penetration Service. 67, 69, 124, 135, 139, Unique disadvantage, 181.
Centrum, 51; Reich-5, 62. Phobia disadvantage, 180. 179; Gestapo Amt Z Agent United Kingdom, 43.
Mercenaries, 31. Plagues, 99, 128. template, 194; Mule Jumper United Nations, 41, 217; see
Merlin, 134-135. Plastic time, 154, 170. template, 194; SS Raven also UNIC.
Microworld, 140. Political change, 105. Division Trooper template, United Nations Interworld
193. Council, see UNIC.
Mind Block skill, 22. Possession advantage, 176.
Starships, 72. United States, 42; under the
Mining, 37, 40, 70, 71, 84. Projectors, 27, 35.
Stations, 52, see also Nazis, 60.
Miracle Workers, 18. Psi shield, 26. Projectors.
Psionics, 22, 26, 41, 68. United States of Lizardia, 148-
Möbius, 141. Status, 178. 149.
Mongols, 110-111. Puzzle worlds, 96, 140-142. Stinger, 222. Universal Exports, Ltd., 43.
Morphogenetic field, 22. Pythagoras Chronovisor, 161. Stopwatch, 217; agents, 223. Unusual Background
Mules, 65. Quanta, timeline, 83, 104. Student template, 197-198. advantage, 176.
Mundane Background Quantaclysms, 77. Stunner, 199, 222. Uplift Service, 54, 56.
disadvantage, 180. Quantum mechanics, 20, 76, Van Zandt, Paul, 6, 35, 40.
Subways, 80.
Muslim timelines, 117-118. 155.
Super-soldiers, 184. Vanish, 141.
Mutants, 184. Radios, 24.
Swagmen, 71, 179; Swagman Vatican, see Roman Catholic
Myth parallels, 21, 94, 136- Rainbow effect coils, 163. template, 196. Church.
137. Rank advantage, 176. Vinland Map, 76.
Taft-3, 11.
Napoleon, 113-114. Raven Division, see SS Raven Vortices, 75.
Taft-7, 130.
Naturalist skill, 183. Division.
Tech levels, Centrum, 50; Wanshijieshan, 80.
Nazis, 19, 69, 142-144; Reality quakes, 75-78. Homeline, 23; Reich-5, 61. Wealth, 178.
characters, 193-195; see also Reconnaisance, 17.
Reich Timelines, SS Raven Technological change, 105. Weapons, 199-200, 214.
Reich timelines, 143. Telkozep, Baron Janos, 68.
Division. White Stag, 74.
Reich-2, 142-144. Temporal Control
Neanderthals, 184. White Star Trading, 6, 37, 40-
Reich-5, 57-67; see also Authority, 217. 41, 70, 119, 151; Trader
Needlers, 200. Armanen Order. Temporal Inertia template, 190.
Neo-tröodons, 141, 149. Reputation, 178. advantage, 176. Williams-Khor Hypothesis, 21.
Nergal, 137-138. Research, 22, 183; Temporal snarls, 158. World classification, Centrum,
Nexus portals, 13, 77; missions, 211; skill, 183. 51; Infinity, 83.
artificial, 26. Thieves, crosstime, 71.
Resistant advantage, 176. Time Agents, 220-221; World-jumpers, 65, 174.
NGOs, 44. Resources, 36, 40, 83; equipment, 222. Wyvern, 142.
Night Vision advantage, 176. see also Mining. Time belt, 162. Xing La, 129.
Nineveh Lens, 76. Rhodes, Cecil, 37. Time Corps, 217-228. Yrth, 150-151.
Non-Governmental Robin Hood, 136-137.
Organizations, 44. Time Draft, 166. Yugorovsky Group, 32, 40.
Rogue states, 44. Time machines, 153, 162-163;
Nostradamus, 66, 124, Zombies, 128.
Roma Aeterna, 144-145. see also Time Travel.
138-139.

240 INDEX
LANDS OUT
OF TIME

An e23 Sourcebook for GURPS® from Steve Jackson Games


GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson
Games Incorporated. Pyramid, GURPS Lands Out of Time, e23, and the names of all products pub-
Written by LIZARD
lished by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Edited by CHRIS AYLOTT
Games Incorporated, or used under license. Some art copyright © www.clipart.com. All rights
reserved. GURPS Lands Out of Time is copyright © 2006 by Steve Jackson Games Incorporated. Illustrated by SCOTT COOPER, PAUL DALY,
The scanning, uploading, and distribution of this material via the Internet or via any other means PAT ORTEGA, DAN SMITH, and BOB WALTERS
Coloring by BRENT FERGUSON,
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materials. Your support of the author’s rights is appreciated.
BYRON TAYLOR and DEREK PEARCY

STEVE JACKSON GAMES


®

Stock #82-0012 Version 1.0 February 22, 2006


CONTENTS
INTRODUCTION . . . . . . . . 3 2. EQUIPMENT . . . . . . . . 20 Magic, Psionics,
ABOUT THE GAME . . . . . . . . . . . . . .3 Decay and Damage . . . . . . . . . . 22 or Mumbo-Jumbo? . . . . . . . 33
Other Worlds . . . . . . . . . . . . . . . 33
CAMPAIGN STYLES . . . . . . . . . . .4
On the General CULTURES AND TECHNOLOGIES .34
Lack of History or Science . . . 4 Elder Forces . . . . . . . . . . . . . . . . 34
Standalone World . . . . . . . . . . . . 4 Early TL0 . . . . . . . . . . . . . . . . . . 34
Destination World . . . . . . . . . . . . 4 Mid TL0 . . . . . . . . . . . . . . . . . . . 34
High TL0 . . . . . . . . . . . . . . . . . . 34
1. CHARACTERS . . . . . . . . 5 The Impact of Dinosaurs . . . . . 35
Tribals . . . . . . . . . . . . . . . . . . . . . 5 3. BESTIARY . . . . . . . . . . 23 This is my BOOM STICK! . . . . 35
Timelost . . . . . . . . . . . . . . . . . . . . 5 DINOSAURS . . . . . . . . . . . . . . . . . . .23 Low TL1 . . . . . . . . . . . . . . . . . . . 36
Advanced Natives . . . . . . . . . . . . 5 Sauropods . . . . . . . . . . . . . . . . . 23 CAMPAIGN THEMES . . . . . . . . . . .36
Nonhumans . . . . . . . . . . . . . . . . . 5 Ceratopsians . . . . . . . . . . . . . . . 24
ADVANTAGES . . . . . . . . . . . . . . . . . .5 Ankylosaurs . . . . . . . . . . . . . . . . 25 5. WORLD OF
DISADVANTAGES . . . . . . . . . . . . . . .8 Stegosaurs . . . . . . . . . . . . . . . . . 25 BANDED NIGHT . . . . 38
Hadrosaurs (Duckbills) . . . . . . 26 Banded Night in
SKILLS . . . . . . . . . . . . . . . . . . . . . . .10
Theropods . . . . . . . . . . . . . . . . . 26 GURPS Infinite Worlds . . . 38
Existing Skills . . . . . . . . . . . . . . 10
New Skills . . . . . . . . . . . . . . . . . 10 Pterosaurs . . . . . . . . . . . . . . . . . 28 CULTURES AND PEOPLES . . . . . . .39
New Techniques . . . . . . . . . . . . 10 Aquatic Dinosaurs . . . . . . . . . . . 29 Tribal Cultures . . . . . . . . . . . . . 39
RACIAL TEMPLATES . . . . . . . . . . .12 OTHER CREATURES . . . . . . . . . . .29 The People of
THINGS WHICH Liquid Rock (The Tarn) . . . 40
Cro-Magnon (Cavemen) . . . . . . 12
The Vanished Ones . . . . . . . . . . 40
Neanderthal . . . . . . . . . . . . . . . . 13 NEVER WERE . . . . . . . . . . . .30
Valley of Morning Mist . . . . . . 41
Protohumans . . . . . . . . . . . . . . . 13 Creatures of Legend . . . . . . . . . . 31
Powers in the
Option: Sentient Dinosaurs . . . 14
4. WORLDBUILDING . . . . 32 World of Banded Night . . . . 41
Saurians . . . . . . . . . . . . . . . . . . . 14
World of Banded Night
OCCUPATIONAL TEMPLATES . . . .15 SETTING TYPES . . . . . . . . . . . . . . .32
Plot Seeds . . . . . . . . . . . . . . . 42
Lost Valleys and Islands . . . . . . 32
Alternate Pasts . . . . . . . . . . . . . . 32 BIBLIOGRAPHY . . . . . . . . 43

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About the Author


Lizard has been a gamer since 1978 and a freelancer to the streamlined and elegant Fourth Edition. He has pro-
since 2000. He used to own Melee and Wizard, and played duced a number of d20 and Dying Earth products, but this
The Fantasy Trip at his first gaming con back in 1979 or so. is his first GURPS work. He is currently trapped in the
He has watched GURPS go from Man to Man to the shelf- Midwest, where he resides with four cats and a girlfriend. In
buckling collection of tomes which comprised Third Edition his day job, he writes database software.

2 LANDS OUT OF TIME


INTRODUCTION
Humans and dinosaurs go togeth- The appeal is obvious – dinosaurs
er like gamers and pizza. That tens are just plain cool. It’s patently
of millions of years separated the last unfair that no human ever got to
of the dinosaurs from the first of the ride an armored triceratops into
humans is a mere inconvenience, battle, cook bronto-burgers, or
easily ignored. GURPS Lands Out match his hunting skills against the
of Time is a sourcebook for ultimate predator of the land, the
human/dino adventuring, providing tyrannosaurus. This sourcebook
all you need to know to place man corrects this fundamental injustice.
and giant reptile side-by-side.

ABOUT THE GENRE


The genre of man-and-dinosaur goes back at least as far as
the early 20th century, with The Lost World by Arthur Conan
Doyle. Edgar Rice Burroughs further popularized the genre
with The Land That Time Forgot. Films such as King Kong, One
Million Years BC, Jurassic Park, and Valley of the Gwangi are
also primary sources. On the small screen, The Flintstones and
Land of the Lost are both iconic examples of the genre.

We had this doctor with us,


from the Natural History museum
in New York. Someone figured he’d
be useful. The last thing he said to
us was, “The tyrannosaur was a
scavenger, not a hunter, and it will
completely ignore our presence.” We
brought back what we could find,
afterwards.
– Jack McGovern,
Infinity Unlimited
“First In” Team Member

The genre is inherently cinematic. The unreality of the


premise makes improbable stunts and hair’s-breadth escapes
fit right in, although more “realistic” takes are possible. An “all-
native” campaign can be made into a grim struggle for sur-
vival, as the characters confront horrors many times worse
than cave bears or smilodons with only stone, bone, and cun-
ning on their side. It can also be a slapstick comedy – from The
Flintstones to Caveman, the humorous possibilities of the genre
are well represented. However, most dino-world stories are
high adventure, and that is the primary focus of this book.

LANDS OUT OF TIME 3


CAMPAIGN STYLES
There are two primary campaign styles for a GURPS Lands struggling to either return home or find a new one. Another
Out of Time campaign. These are the Standalone World and common concept is that the characters are tribal leaders, who
the Destination World. must manage to keep their people alive despite the many dan-
gers confronting them. This style of campaign is excellent for
those with an interest in low-tech roleplaying who still desire
fantastic or anachronistic elements.

On The General
Lack of History or DESTINATION WORLD
This campaign style is far more common. In this mode of
Science play, most or all of the characters are not natives; they are vis-
itors from another world, usually contemporary Earth –
GURPS Lands Out of Time is about the genre of though “contemporary” has changed as the genre has. The
man-and-dinosaur. Fidelity to genre is more important world the explorers come from can range from the late 19th
than fidelity to science. Creatures which lived millions century to the early 21st. There may even be mixed groups – a
of years apart and in wildly different climates live side- banestorm or nexus gate could bring people from many differ-
by-side here, because that’s the way movies, comic ent times to the World of Banded Night (p. 38), and they would
books, and television does it. The focus is on the most have to work together to survive.
common fictional tropes, not on up-
to-date scientific theories. Here,
the Tyrannosaurus rex is a hunter
and killer, not a mere scavenger;
here, brachiosaurs live in deep
rivers with their nostrils sticking
above the water. Pterosaurs carry
off hapless cavemen in their
claws, and stegosaurs really do
have a “second brain” in their
hips. The cultures and societies of
the Cro-Magnon and Neander-
thals presented here do not repre-
sent genuine paeloanthropologi-
cal thought, but, rather, the out-
dated stereotypes seen in the
source fiction.
Where possible, current theo-
ries are noted, so that fact-mind-
ed gamemasters and players can
adjust as needed. However, the
fun of the genre is adventuring
with dinosaurs as they should
have been, not as they were.
In some cases, more modern interpretations are Arrival at the world may be accidental or deliberate. As a
used in preference to older beliefs, not because they genre convention, though, even a deliberate expedition will
are more accurate, but because they open up more quickly meet some unexpected tragedy, leaving the survivors
dramatic possibilities. lost and under-equipped. Accidental arrivals were usually on a
wilderness trek to begin with, giving them some of the tools
they will need to survive.
In such a campaign, it is common to have a single charac-
ter who is a native of the world. Such a character can provide
STANDALONE WORLD a great deal of information about the world to the other char-
acters, but this can also undermine the sense of exploration
In this campaign style, the world of men and dinosaurs
and discovery. For this to work, it is best if the adventurers are
(and other creatures) exists as an end in itself. The players play
exploring a part of the world even the native does not know
natives of the world, and they know of the world only as their
well, or if the native’s knowledge is restricted due to cultural
home. Adventures tend to be focused on exploration and sur-
taboos. (“Only the wise one of tribe allowed to enter sacred val-
vival. Often, the player characters are exiles from their native
ley. I do not know what is beyond.”)
land, or otherwise separated from their own people, and are

4 LANDS OUT OF TIME


CHAPTER THREE

BESTIARY
The most important thing about a world where man and true dinos. Also included are a few creatures which never exist-
dinosaur live together is, of course, the dinosaurs! This section ed, but which also fit into the genre.
discusses a wide variety of dinosaurs, along with other prehis- A special focus is placed on how the creatures can interact
toric creatures which are genre-appropriate but which are not with humans, along with notes on the “cinematic” nature of
the creature vs. the best current theories.

DINOSAURS
Many of the creatures in this section, such as pterosaurs and Brontosaurus (“Long Neck”)
mosasaurs, are not “dinosaurs” at all. They are here because
The most iconic of the sauropods, the brontosaurus is about
thematically they belong with the dinosaurs, and any effect or
75 feet long and is a peaceful herbivore. Brontosaurs are too
ability which is limited to “dinosaurs” will affect all creatures
large to be domesticated or used by humans, and are even too
listed here within most GURPS Lands Out of Time settings. (A
big to hunt – there is no way to preserve enough of the meat
realistic setting might reject this genre convention, which can
long enough to make the effort worthwhile. Brontosaurs rely
have interesting results.) Creatures which do not thematically
entirely on their size to survive, and have no real combat skills.
belong in the “dinosaur” category are listed elsewhere.
A brontosaurus can trample for 8d cr. It can swing with its
tail, which has a SM of +4 and a reach of 10 hexes, for 10d cr.
SAUROPODS ST 72; DX 9; IQ 2; HT 11.
Sauropods are the massive plant eaters iconized by Will 9; Per 9; Speed 5.25; Dodge 8; Move 5.
Brontosaurus. They are the largest land animals known to have SM +7 (10 hexes); 18-36 tons.
lived, with such creatures as Argentinasaurus reaching an esti- Traits: DR 4 (Tough Skin); Quadruped; Weak Striker (Tail);
mated 120 feet in length, relegating the once gargantuan bron- Weak Bite; Wild Animal.
tosaur to middleweight status in the sauropod lineup. (There is Skills: Running-10.
no such thing as an Apatosaurus. Not in this rulebook.)
In reality, the sauropods were most likely plains dwellers,
their immense necks stretched out before them, scooping up Diplodocus (“Water Stone Neck”)
food in great arcs, allowing the creatures to reach tremendous The diplodocus is one of the longest dinosaurs known, but
amounts of plant matter without having to take many steps. In it is lighter than many of the other sauropods in its size range.
the worlds of GURPS Lands Out of Time, however, many of Ninety feet in length, it is primarily a river dweller, feeding on
the larger sauropods dwell in swamps, where the water helps the lush plant life that lines the sides of the river bank. With its
support their great bulk, or in dense jungles, where the long nostrils at the top of its head, it can exist almost completely
necks allow them to reach the leaves at the top of the tallest submerged in water, which is what gives it the name noted
giant ferns. above. Not a few river fishers or swimmers have grabbed onto
a greenish rock, only to be amazed as a monstrous head and
neck erupted from the water. While not a great swimmer, the
diplodocus can propel itself through water too deep to stand in
by kicking itself along with its hind legs, allowing the water to
support its huge bulk.
ST 56; DX 11; IQ 2; HT 11.
Will 10; Per 11; Speed 5.5; Dodge 8; Move 5.
SM +7 (30 hexes); 22,000 lbs.
Traits: DR 2 (Tough Skin); Quadruped; Weak Striker (Tail);
Weak Bite; Wild Animal.
Skills: None.
A diplodocus can trample for 6d cr. It can swing with its
tail, which has a SM of +5 and a reach of 15 hexes, for 8d cr.

LANDS OUT OF TIME 23


The Impact of Dinosaurs
The presence of the dinosaurs will have an impact on beasts. Larger dinosaurs will almost certainly be the focus
technological development, since such beasts can be used of religious rituals.
in a variety of roles. Many are larger and stronger, but less TL1 societies with good agricultural practices can truly
intelligent, than the animals which were available to primi- incorporate the dinosaurs into their lives. Triceratops form
tive man in reality. Furthermore, the pulp atmosphere of the basis for heavy cavalry, while raptors can be trained to
most GURPS Lands Out of Time campaigns means that kill and turned on the enemy during war. A tyrannosaur
unrealistic concepts will be accepted because they “feel captured as a baby and raised in a city can be a fearsome
right”. Dino-power can be used to justify a wide range of living god to whom prisoners or volunteers are sacrificed.
anachronisms. The elite of such a society might hunt with archaeopteryx,
For TL0 and lower societies, the main use for dinosaurs much as medieval nobles used hawks. The smaller
will be raw parts. The equipment section (p. 20) lists a wide sauropods can provide meat, labor, or both. The main thing
range of such items. However, even tribal cultures can which dinosaurs will not provide is milk or fur.
train or raise animals, especially those which can forage Since a large part of the appeal of a GURPS Lands Out
along with the tribe. A triceratops may need too much fod- of Time campaign is the imagery and “feel,” the incorpora-
der to be a useful beast for a pre-agricultural civilization, tion of dinosaur-based resources can be a bit gratuitous. As
but small carnosaurs can be used as hunting or guard a general rule, it doesn’t matter if it would be efficient or
logical, provided it looks cool.

This Is My Boom Stick!


One of the critical themes of any campaign featuring As a final option, scrap the High TL advantage and sim-
Timelost characters is the mixture of high- and stone-age ply impose an Unusual Background on all Timelost to
technology. The equipment section (p. 22) discusses many reflect the general value of their gear and equipment.
of the issues of maintaining such technology, especially in Important! Only alter the value of the advantage if the
the highly corrosive environment of the World of Banded characters will be there for the duration of the campaign. If
Night. This sidebar discusses other game balance and world the dino-world is a stopover, leave the advantage as is; that
design issues. it is less useful for one adventure is irrelevant.
If characters can keep their existing tech, or make new
devices, things get interesting. A pistol or a rifle can make a
man a god, at least until the ammo runs out. The key ingre-
dients for gunpowder are common, and while making an
effective gun using local industry is unlikely, the manufac-
ture of simple bombs is quite possible. Passing on the sim-
plest knowledge about the need to clean wounds or the
mechanics of reproduction can profoundly alter the future
The simplest solution to high-tech is “It doesn’t work.” development of civilization. In the World of Banded Night
The camera doesn’t take pictures. The flashlight won’t light. setting (p. 38), characters may be able to give the folk of
The gun won’t fire. The explorers have nothing but their Tarn several millennia of lore in a short period of time, just
wits to fall back on. This can be very challenging, but, it can by teaching them decimal math, phonetic alphabets, and
also deprive players of some of the best “moments” of the crop rotation. Even things as simple as the design of the
genre. If the decision is made to “zero out” technology, plow or the invention of the stirrup can alter an entire cul-
then, the maximum level that can be natively made should ture, and this is knowledge any marginally educated
be established. Even if guns and electricity do not work, Timelost will have.
how about steam power? Could a knowledgeable character The other side of the equation, of course, is that many
make penicillin, rig a still, or build a repeating crossbow? people fear change more than they desire its benefits. An
Many inventions require only the knowledge of how to experiment in gunpowder may turn a tribe into a scream-
make them, not an advanced infrastructure. For simplicity’s ing mob rather than ardent followers. Everyone in power,
sake, it is best to say nothing over TL1 can be made, even if from tribal chieftains to the Priest-King of Tarn-Ul, will
the underlying principles can be found in devices which did have reasons to want the meddlesome strangers eliminated.
work in TL1. Lastly, it must be emphasized – primitive does not mean
If tech is nullified, the utility of the High TL advantage stupid! No matter how much a character may warn that his
is reduced, as follows: gun is protected by spirits, some enterprising caveman will
If high-tech machines do not work, but if high-tech probably make a play for it, and, if they’ve had time to
knowledge is still useful, reduce the cost of the advantage to watch the character, know how to use it. This provides an
3 points/TL. excellent opportunity for gamemasters to perform the tra-
If even high-tech knowledge is useless due to differing ditional “Ha! The strangers are not gods! They are just men
laws of reality, the advantage is worth nothing. like us! Seize them!” scene.

LANDS OUT OF TIME 35


GURPS
CYBERPUNK
ADVENTURES Dark Scenarios for Roleplaying on the Edge
By David L. Pulver, Jak Koke and Timothy Keating
Additional Material by Loyd Blankenship and Jeff Koke
Edited by Jeff Koke
Cover by Jeffrey K. Starling
Illustrated by Dan Smith, Darrell Midgette and Gary Washington
Additional Illustrations by Carl Anderson, Michael Barrett, Guy Burchak, Dan Carroll,
C. Bradford Gorby, Rick Harris, Paul Mounts, Rob Prior and Ruth Thompson
GURPS System Design by Steve Jackson
Jeff Koke, Managing Editor; Loyd Blankenship, Product Development Manager
Chris W. McCubbin, Art Director; Derek Pearcy, Print Buyer
Page Layout and Typography by Jeff Koke and Clair Lavaye
Production by Lynette Alcorn, Laura Eisenhour, Jeff Koke, Clair Lavaye and Monica Stephens
Playtesters: Richard Blum, Tim Carroll,
Peter Donald, Troy Leaman, John Nowak,
David Polk and Tim Pulver.

GURPS, Illuminati, Roleplayer and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. All names of other products
published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
GURPS Cyberpunk Adventures is copyright © 1992 by Steve Jackson Games Incorporated. All rights reserved. Printed in the U.S.A.
Cyberpunk is a registered trademark of R. Talsorian Games Inc.

ISBN I-55634-225-X 1 2 3 4 5 6 7 8 9 10

STEVE JACKSON GAMES


Powering Up 85
Escape From Jericho City 85
Adapting to Other Genres 85

CONTENTS Character Points


Wrapping Up
Further Adventures
Net Map (CHAIN and Environs)
85
86
86
86
INTRODUCTION 3 JERICHO BLACKOUT 49 CHAIN Network and Environs 87
Net Maps and Icons 3 Involving the Characters 50 Netrunning vs. CHAIN 87
About GURPS 3 An Offer They Can't Refuse 50 JIGSAW INCOMPLETE 88
THE MEDUSA SANCTION 4 About the Author 50 Synopsis 89
Chizmatron 50 About the Author 89
Charli 5 Shuttleport Detail 51 Coopting a Player Character 89
About the Author 5 Transportation in Jericho City 51 Setup 90
Charli Minelli 5 Shuttle to Scrambletown 52 Ambush! 90
Abraxas 6 Briefing 52 Ninja Stats 90
Michaelmass 7 Mandrakes 52 Vic Redmond 91
Angels of Torment 8 Scrambletown General Hospital 53 Imperial Stormtrooper Marksmanship
Sabbath 8 Wolves in Sheep's Clothing 54 Academy 92
Typical Angel of Torment 9 The Big Picture: GM's Information 54 Map of Ambush Site 92
Jane Street Book Depository 9 Pop Mahoney 54 Tracing the License Plate 94
Chamosuits 10 Pop Mahoney's Pharmacy
Charli's Jacket 11 Polly Chromatique of the DMV 94
and Survival 55 Cyber Jack's 95
Chemical Warfare Gear 11 Shuttleport 56 Tracing the Ninja 96
The Korean Connection 11 C.H.A.LN. 56 No News is Good News? 96
Mycroft Soft 12 Linkers 57 Abamadeus Appears 96
Toshio (Kangetsu series) 13 Pop Mahoney's Pharmacy The Lone PC 96
Mycroft Soft's Apartment 13 and Survival 58 Jack 97
Going Soft 14 59
Jericho City Gomijutsu Waste Removal, Inc. 99
Ann-Marie (Yasha series) 14 Linkers'Agenda 60 Abamadeus Kilifrey 99
Androids 15 The Triple X 61 Gomijutsu Waste Removal 99
Data Precis – Saladin series On The Street 61 Headquarters 100
Combat Androids 16 Meet the Doorman 61 Audience With O-Mishu
Eumenides Police Androids 17 Linkers'Agenda 61 the Oyabun 102
Data Search: Joanna Ness 18 Sven 62 Dealing With the Chip 102
Geronimo Flak 19 Smoking, Hard, from Lethe Chip 102
The Android Liberation Front 20 Floor to Ceiling 63 Nina Jerrold's Message 104
The Moreau File 20 Spilling Blood on a Shifting Floor 63 Nina's Place 104
SkyTec 21 Blackie 64 Memories Awaken 104
SkyTecNet 21 The Ruins 65 O-Mishu the Oyabun 105
Cassius (Mngwa I) 22 Dumdum 65 Kozuo 106
A rafel (Britomart- 100B) 23 Dog Boy Escort 67 Finding Vic Redmond 107
Selected Sites Near SkyTecNet 24 Backbone 67 The Address Book 107
Neko/Catseye (Bast III) 25 Gangs 68 Talltrees' Apartment 107
Catseye 26
Frankie's Pad 69 Zaphod's Body Shoppe 108
Kidnapping or Shadowing Neko 27 Sitting Pretty 69 Under the Wire Orderlies 110
Typical Toadsticker 28 Frankie's House 70 Under the Wire 111
Ivan Ruskov 29 Colmine 72 Handling Netruns 111
Cleo (Cassiopia series) 31 Gang Mentality 72 Running the Adventure for
Chi-7 "Cherry" (Chiroptera series) 32 Fashionably Late 73 Tougher Crowds 112
Cherry's Story 33 Frankie 73 Club Neurosis 113
Ian O'Connell 33 Better Late Than Never? 74 Adapting to Other Genres 114
Splashdown! 34 Players' Map of the Sewer System 74 Wrapping it Up 115
The Dornier Condor 34 The Sewers 75 Deadly Kozuo 116
Zengi (Saladin M-2D) 35
From Bad to Worse to Downright Dead 76 Data Safe Deposit Corporation 116
Fenris (alias Peter Wolf) 37 Going Down 76 Bargaining with Onishima 117
The Chimera Hunt 38 Mule 76 Negotiating with Cyberrad 118
Chimera's Lair 38 War Zone 77 Fencing the Data 119
Alecto Eumenides (Jo Ness) 38 Taking the High Road 77 Further Adventures 119
Cyberpets (Chimera's Lair) 39 A utodefenses 77 The Chip Revisited 119
Sarah Juliet 40 Blackie's Betrayal 78 Whatever Happened to
Typical Redjack 41 Frankie's Chip 78 Damian Blake? 119
The Medusa Plague 42 Showdown at the Power Station 79 Character Points 119
Skytower Mall 43 Overdrive: Linker Attack Force 79 Debugging 119
Shopping for Medusa 45 Arriving Early 80 Network Map 120
Houston Metrocop 45 Lauren 80 Network 121
Character Points 46 Scrambletown Power Plant 80 Standard Assumptions 121
Resolutions 47
Vasso 81
Adapting To Other Genres 47 Jerrod APPENDIX 125
82
Further Adventures 47 Mapping the Network
Arriving Late 84 125
Android Advantages and Disadvantages 48 System Types
'Chelle 84 126

Contents —2
INTRODUCTION
The cyberpunk genre is overflowing with opportunities for adventure
and intrigue. Shady megacorporations with their Yakuza patrons pull the About GURPS
strings of treacherous street ops. Vicious gangs prowl the back alleys, Steve Jackson Games is committed to
waiting for a careless step or a knock on the wrong door. Cocky console full support of the GURPS system. Our ad-
dress is SJ Games, Box 18957, Austin, TX
cowboys cruise the net, ripping off corps or shaving the ice off military 78760. Please include a self-addressed,
systems for fun and prestige. From netrunner to razorgirl to samurai, any- stamped envelope (SASE) any time you
write us! Resources now available include:
one can find excitement and danger in this world. Roleplayer. This bimonthly magazine
GURPS Cyberpunk Adventures presents three detailed scenarios for includes new rules, variants, new races,
beasts, information on upcoming releases,
roleplaying in the dystopian future. Each adventure includes maps, NPCs scenario ideas and more. Ask your game re-
and suggestions for adapting the scenario to the GM's campaign. tailer, or write for subscription information.
New supplements and adventures. We're
In The Medusa Sanction, a canister containing a deadly nanomech always working on new material, and we'll
virus has been stolen from a Yakuza courier. She calls in the PCs to help her be happy to let you know what's available.
get it back. What they don't know is that a deranged, rogue android has A current catalog is available for an SASE.
Errata. Everyone makes mistakes, in-
purchased the canister and plans to release the virus over Houston, Texas. cluding us – but we do our best to fix our
Can they find her and stop her from carrying out her plan? errors. Up-to-date errata sheets for all
GURPS releases, including this book, are
Jericho Blackout takes the agents to Jericho City, a crater town in the always available from SJ Games; be sure to
badlands of central Montana, where a class struggle has escalated to near- include an SASE with your request.
war. Using a team of bionically-linked mercenaries, the ConFed isolation- Q&A. We do our best to answer any
game question accompanied by an SASE.
ists are trying to cause the middle-class Scrambletown to self-destruct. The Gamer input. We value your comments.
PCs are called in to stop the mercs before they take out the power station, We will consider them, not only for new
products, but also when we update this book
sending the city into total chaos. on later printings!
Finally, Jigsaw Incomplete is a mind-bending scenario that keeps the BBS. For those of you who have com-
party guessing until the very end. After a PCs loses his memory (and keeps puters, SJ Games operates a BBS with dis-
cussion areas for several games, including
having it jogged by rifle-wielding assassins), the party must stay one step GURPS. Much of the playtest feedback for
ahead of unknown enemies until they can locate the clues to the missing new products comes from the BBS. It's up
24 hours a day at 512-447-4449, at 300,
memories . . . and use what they find to bargain for their lives. 1200 or 2400 baud. Give us a call!

1 1 I

Page References
Net Maps and Icons Rules and statistics in this book are spe-
All of the adventures in this book include network maps, with the cifically for the GURPS Basic Set, Third
Edition. Any page reference that begins
location and statistics of systems described in the adventure. The nodes in with a B refers to a page in the Basic Set –
these maps have been given high numbers to facilitate their insertion into e.g., p. B 102 means p. 102 of the Bask Set,
existing networks. If the GM does not have a standard network in his Third Edition. Page references beginning
with CY refer to GURPS Cyberpunk.
campaign, the maps can be used as they are.
For the GM's convenience, we have included the descriptions of sys-
tem types and network icons from pp. CY82-87 of GURPS Cyberpunk.
This material can be found on pp. 125-128 of this book.
Introduction
- 3-
THE
MEDUSA
SANCTION
By David L Pulver
Illustrated by Dan Smith

This is an adventure for three to five 250-


point characters. No character types are required,
but a netrunner is useful.

The Medusa Sanction


Charli About the Author
One adventurer (preferably known as a freelance covert operative) David Pulver is the author of GURPS
returns home to find a message on his answering machine (even cellular Ultra Tech, GURPS Psionics and ICE's
phone implants have answering machines, unless the PC likes being awak- Aliens and Artifacts sourcebook, and the co-
author of GURPS Space Atlas 4. He has
ened at midnight!). Read or paraphrase the following: contributed to GURPS Space Adventures,
The machine said the call came from St. Catherine's Hospital, Toronto, GURPS Fantasy Adventures, GURPS Su-
pers Adventures and TSR's Marvel Uni-
Canada. The recorded voice was a young woman's, unsteady, with a trace verse '92 Update. He has also written
of an Italian accent. articles for Challenge, White Wolf and
Roleplayer magazines. When not writing,
"It's Charli, Charli Minelli. I need your help." he likes to read SF novels. He's been think-
You remember a decker's bar a few years back, a proud teenager with ing of getting some mirrored contacts, but
new Chulan eyes and a devil's grin who'd partied all night. She worked as lacks the cash.

a delivery girl for the local cowboys, and had just smuggled two Chinese
military icebreakers out of Tsintow. Charli Minelli, celebrating her first big
Charli Minelli
run. But now the laughing voice was dazed with pain and drugs, and the Age 20, 5' 6", 110 lbs., black hair and
confidence was leaking like a sieve. eyes.
"It was a simple run, Berlin to Toronto, but it went sour. I lost the ST 9, DX 11, IQ 13, HT 12.
Speed 5.25, Move 5.
packet – not to mention both legs, my arm, and . . ." Dodge 5, Parry 8 (Karate).
Her voice breaks, then continues, stronger No armor or encumbrance.
Advantages: Appearance (Attractive);
"Sorry. I'm a jigsaw, okay? The gang that cut me could have been paid Charisma +3; Eidetic Memory (Level 1);
to intercept me, or maybe it was bad luck. When I woke up in hospital, the Empathy; Language Talent +2; Flesh Pock-
ets (2 oz. in head, 1 lb. in leg).
package was gone. I want you to help me get it back: 50 grand, half my fee.
Disadvantages: Code of Honor (Stays
Ten thousand in advance. Put together a team, split the cash." Bought); Overconfidence.
A pause, and deep breathing. Quirks: Collects foreign postcards;
Hates to stay in one place; Loves disguises.
"I'm going into surgery again. Time's important; if you can take the Skills: Acting-17; Area Knowledge
job, call my agent."– she relays the number –"He'll send plane tickets. I'll (Major Ports and Airports)-20; Beam Weap-
ons (Laser)-14; Detect Lies-11; Disguise-
be out eight hours. I'd like to wake up and find you here. Ciao, baby." 14; Diplomacy-13; Fast-Draw (Laser)-10;
The GM can adjust this message to fit the PCs' background. With Fast-Talk-17; French-14; First Aid-13;
cooperation from a player, the GM can fit Forgery-15; Holdout-18; Karate-12; Italian-
10; Japanese-12; Judo-12; Mandarin-15;
Charli Minelli more tightly into his his- Merchant-13; Motorcycle-11; Powerboat-
tory. They may have just met once, but 11; Shadowing-14; Spanish-14; Stealth-12;
Streetwise-12; Survival (Urban)-13; Swim-
their brief encounter at a party could also ming-11.
have turned into a friendship or love affair Charlotte Minelli's parents hoped to
send her to an exclusive drama school, but a
before they separated. recession cost them their jobs first. Her nat-
Assuming they take Minelli's offer, ural acting talent found another niche, and
the PCs can have round-trip tickets to To- Charli became an undercover courier for
small, valuable and usually illegal pack-
ronto International Airport, first class, de- ages. She's practiced her trade since she was
livered in an hour. If they are cautious 12, smuggling everything from diamonds to
icebreakers. She has a thousand ways to
they can call St. Catherine's Hospital, smuggle a parcel into or out of a country.
which confirms a Charlotte Minelli was Besides knowing every major sea and air-
admitted to Emergency yesterday, and is port in the developed world, Charli has a
talent for manipulating people. She senses
now in surgery. the kind of person they'd like to deal with,
then uses her acting skills to become that
person. Charli would rather charm someone
Toronto than fight; most of the time it works.
Toronto is a thriving Canadian me- Charli's injuries give her the Blindness,
tropolis, brain of the Toronto-Windsor One Arm and Legless disadvantages. She
hates being trapped in hospital, and if she
Metropolitan Area, a dense urban sprawl wasn't trying so hard to get the PCs to like
stretching west along Lake Ontario until her, she'd be shrieking in frustrated rage. If
Charli survives long enough, her missing
it mates with the seething civic cancer of eyes and limbs will be replaced by bionics
Detroit. The PCs' arrival is greeted with (with light amps in her eyes).


5 The Medusa Sanction
By Jak Koke
Illustrated by Darrell Midgette

Jericho Blackout is a fast-paced, action-oriented ad-


venture with an emphasis more upon street-level
violence than netrunning. It is a high-powered adventure,
designed for two to six 200- to 250-point characters.
Lower point levels are acceptable, but the adventurers'
opponents should be toned down to compensate.

Jericho Blackout
— 49 —
About the Author The PCs should have a wide variety of skills including Streetwise,
Jak Koke is a freelance writer who lives Fast-Talk, and Diplomacy. Cyberdeck Operation and Computer Hacking
and works with his wife, Seana, in Spring-
field, Oregon. After receiving his will come in handy, especially late in the adventure, and thief and spy skills
Bachelor's degree in both English and Biol- will be very useful. Demolition, Tactics and Strategy are good selections,
ogy from the University of Oregon, Jak
went to work part-time in a genetics lab.
as are any combat and weapon skills.
When not at work, Jak writes short sto-
ries and novels, mostly in the cyberpunk
vein. He has sold several stories to science-
fiction magazines: "Deadwise" will appear
Involving the Characters
in the August, 1992, issue of Amazing Sto- There are several ways to involve the PCs in the scenario. Only one has
ries, and "Lead-Lined Christmas," written
in collaboration with Jonathan Bond, will
been detailed here, but any number of options will work. The basic plot
be printed in the December issue of Science requires that the adventurers be shuttled to Jericho City – an isolated com-
Fiction Revue. At least five other stories munity in the badlands of central Montana where economic disparity be-
have been scheduled to appear in periodi-
cals, including Pulphouse and The Review tween the classes has resulted in outbreaks of violence, bordering on war.
The upper-class faction – the ConFed – has hired a group of expert merce-
naries to locate and destroy certain key sites in the Scrambletown district,
Chizmatron hoping to damage the middle-class and poor districts enough to make them
Chizmatron works as a "middle-man" fall into ruin. The PCs are hired by a leader of the Scrambletown resistance,
company. When a corporation or organiza- "Pop" Mahoney, who has uncovered this plan.
tion has personnel needs for a delicate oper-
ation, legal or not, they contact Chizmatron.
The most obvious method to get the PCs involved is for Pop to contact
If something needs doing, Chizmatron can them directly. However, Mahoney knows he is being watched carefully by
get in touch with someone who can do it. the ConFed; anyone he contacted for help would be targeted immediately.
Chizmatron uses a double blind system.
Working through the net, Chizmatron con- Instead, Pop would work through an intermediary, like Chizmatron (see
tacts a field operative, giving him or her the sidebar). While the ConFed would know that Mahoney hired someone
personnel requirements and whatever spe-
cifics are required, and only that informa- through Chizmatron, they have no way of finding out who.
tion. The operative finds candidates (often Alternately, the agents could know or be related to someone in
without their knowledge) who fit those Scrambletown – a sibling or parent – who contacts them in the hopes of
needs –five times as many as are needed for
the job – and sends a list back to Chizmat- recruiting some help. Finally, the PCs could just get caught up in the
ron. The company then runs extensive back- situation. Perhaps Jericho City was just a shuttle stop on the way to some-
ground and experience checks on the
prospects. The operative is given a list of where else. When the shuttleport starts to explode (see p. 57), the PCs are
those agents who are acceptable, still many stuck in the middle of things; the adventurers just happen to be in the
more than are needed. The operative does wrong place at the wrong time.
not tell Chizmatron who is finally hired; he
makes that decision himself. If someone
were to hack into Chizmatron's very secure
An Offer They Can't Refuse
system, all he could find is a long list of
possible candidates. If someone interro- This is detail for the first method of involving the characters. If this is
gates the operative, he could only follow the
trail back to Chizmatron, not the client.
not the introduction the GM prefers, skip to Shuttle to Scrambletown. Note
Once they accept the job, the recruits get that certain passages in the adventure assume the Chizmatron connection;
a decryption code from the operative, and the GM will have to alter some things if this is not the case.
receive their specific orders later – either
through e-mail from an anonymous account The party is contacted by the secretive go-between organization, Chiz-
on a public net, or delivered via courier in matron (see sidebar). The original contact can be anything from a back-
the form of a scrambled electronic briefing
(the courier is also hired anonymously). alley meeting to a mysterious vid-call (a human shape in the shadows with
Any other untraceable method of delivering an electronically-disguised voice). Anything that will whet the appetites of
the briefing will work, but Chizmatron must curious PCs will work.
maintain plausible deniability. Once the
briefing has been unscrambled and read, a Once contacted, the recruits are instructed to meet with a Chizmatron
self-contained virus destroys the coded representative for briefing and to complete the contracts. The meeting's
message.
Chizmatron accepts no responsibility for location is up to the GM. However, Chizmatron will insist on an isolated
damages; no refunds will be issued if the place, without crowds.
recruits fail to complete their contract. If
legal action is pursued against Chizmatron, The Chizmatron contingent consists of five people – four of them
they will deny everything, usually letting heavily-armed bodyguards wearing mirrored contacts and medium
their operative take the fall, rather than al- monocrys. They carry Gauss needlers or laser rifles (skill 15). The fifth
lowing the company to be brought down.
member of the group is a rail-thin blonde of about 30.

Jericho Blackout — 50 —
JIGSAW
INCOMPLETE
Illustrated by Gary Washington

Jigsaw Incomplete is an adventure


for three or more beginning characters
(built on between 100 and 150 points). It
can also be used with just one player of at
least 200 points.
Throughout this adventure, sections
which are completely italicized are in-
tended to be read aloud to the players.

Jigsaw Incomplete — 88 --
Synopsis
The main idea behind Jigsaw Incomplete is that one of the adventurers
has participated in an adventure "off-screen" prior to the events described
herein. During this escapade the character, along with an NPC named Vic About the Author
Redmond, stole important data belonging to Onishima Corp, a small elec- Tim Keating is a freelance author
tronics zaibatsu. Onishima had entered into a licensing agreement with who lives in Galway, New York. This is
his first writing project for Steve Jack-
Damian Blake, a famous designer of dreamgames (see p. CY66). Under the son Games, though he is a regular par-
terms of the agreement, Onishima was to braintape Blake, and use the data ticipant on the Illuminati BBS, helps
to create a skill chip, tentatively titled Imagination! with the SJ Games booth at GenCon
However, Cyberrad Games, Blake's publisher, heard about the agree- and often playtests new products.
His other writing credits include his
ment. Although he was a free agent and, technically, he was not in breach regular contributions to All of the
of contract, top CG management concluded that he was "violating the trust Above, the GURPS APA, and Murder
and goodwill" between the designer and the company. It was decided that in Stronghold, an adventure for the
Hero System. Strangely enough, he has
a major operation to interfere with the release of the skip was too risky. But no cats.
a small-scale job looking as though a competing manufacturer were steal-
ing the data to make black-market copies was viable and cost-effective.
They hired a fixer named Nina Jerrold to find them a small-time op team
capable of stealing the data. That op team consisted of the PC and Vic
Redmond (see sidebar, p. 91).
Under Jerrold's direction, the physically-oriented of the two (see side- Coopting a Player Character
bar) infiltrated the lab where Blake's braintape was stored. A braintape One of the characters in this adven-
contains 100 gigabytes of data; however, only about 2% of this (on aver- ture has a problem. He was involved in
age) is needed to create a functional skill chip. The Onishima scientists an illicit netrun before this adventure
started, caught, and technologically
distilled this information from the braintape and burned it into a ROM "brainwashed" (see p. 90). Now he has
deck. Ideally, the easiest way to steal the data would have been to steal the new enemies and a new chip in his
ROM. head. The GM must decide which char-
acter to choose for this.
However, security at the Onishima compound was tight; everyone The player should be a good, mature
leaving the area was carefully searched. Smuggling the ROM offsite was roleplayer. He should be told only that
impossible. But it was possible to switch the deck with a dummy to slot it something has happened to his charac-
to a cyberdeck with a Net hook-up long enough for the netrunner to punch ter offscreen, and that some of the
things in the adventure will be as much
through Onishima's ICE and download the data. a surprise to his character as they are to
No operation of this sort runs smoothly, and this one went awry in a big the player. He can be assured that his
way. At 20 minutes per gig, the download took a nerve-wracking 40 min- character has the same chance of sur-
vival as anyone else. That's all the
utes – ample time for the PC to get caught. If he was the inside man, he got
player has to be told.
nabbed on-site when the ROM cartridge was discovered missing. If he was Two kinds of character are suited to
the netrunner, Redmond left the Onishima complex immediately after being the target. The first is a physical
switching the ROM decks. He picked up the data (on optical disks) from operative with infiltration skills. Nec-
essary skills include Acting, Disguise,
the console cowboy for delivery to Nina Jerrold. Shortly thereafter, the PC Electronics (Security Systems) and
was nabbed by toughs from Onishima, following a Trace used by one of the Stealth.
zaibatsu's nethacking hired guns. The other type is a netrunner.
Either way, the results were the same. Onishima interrogated the pris- Cyberdeck Operation is necessary, ob-
viously, but current ownership of a
oner, producing Jerrold and Redmond's names. They also extracted the deck is not required – Onishima would
account number and password containing the payment for the job. That have confiscated it after they captured
money became a positive entry in Onishima's ledgers. They used the cash him. Note that this provides a great op-
portunity to reward the character with a
to offset the expense of what they did next. good deck – he can just "get it back" if
Imagination! was expected to be an all-time best-seller. Bootleg copies he decides to negotiate with Onishima
would cost Onishima millions. It was essential that they recover that lost at the end of the adventure (see p. 117).
data. But Redmond, double-crossing his partners, had hidden the data and
dropped out of sight. The zaibatsu decided to use their captive as bait. They
fitted him with a hidden chip socket and installed a Lethe chip (see sidebar,

— 89 — Jigsaw Incomplete
Sometimes you want to roleplay a fantasy
hero who has a lovingly detailed past, family,
home town, and culture . . . and sometimes
you want to massacre monsters and take their
stuff!
GURPS Dungeon Fantasy 1: Adventurers
shamelessly cuts corners to help you
quickly create tough dungeon delvers,
equip them with awesome gear, and
defeat monsters and traps so you can get
even more awesome gear. It’s the guide for
gamers who want fast, fun adventure. This
distillation of the GURPS Fourth Edition rules
gives you:
• Quick-start templates for 11 classic
adventurer archetypes – barbarian, bard,
cleric, druid, holy warrior, knight, martial
artist, scout, swashbuckler,
thief, and wizard.
• Condensed lists of advantages,
disadvantages, and skills, for those who
prefer PCs built from the ground up,
showing only what you need for the dungeon.
• Self-contained rules for clerical and druidic magic.
• Four new powers, along with all you need from GURPS Powers to use them.
• A catalog of gear – basic objects, dungeon-specific tools, customization options for weapons
and armor, and starting-level magic items.
So choose your role, strap on your Accurate Orichalcum Broadsword of Smiting,
and get ready to hack-n-slash!

By Sean Punch
Cover Art by Bob Stevlic
Illustrations by Andy Clarkson, Ed Northcott, Dan Smith, and Ruth Thompson

1ST EDITION, 1ST PRINTING


PUBLISHED AUGUST 2008
ISBN 978-1-55634-787-0

9!BMF@JA:RSVWVOoY`Z\Z]ZnZj
Printed in
$12.95 SJG 01-8971 the USA
TM

TM

Written by SEAN PUNCH


Cover Art by BOB STEVLIC
Illustrated by ANDY CLARKSON, ED NORTHCOTT,
DAN SMITH, and RUTH THOMPSON

STEVE JACKSON GAMES ®


Stock #01-8971 Version 1.2 – August 2008
INTRODUCTION ...........3
CONTENTS Druidic Arts . . . . . . . . . . . . . . . . 22 Shields. . . . . . . . . . . . . . . . . . . . . 27
About the Author . . . . . . . . . . . . . 3 Holy Might . . . . . . . . . . . . . . . . . 22 Armor . . . . . . . . . . . . . . . . . . . . . 27
Dungeon Fantasy Glossary . . . . . 3 Concoctions . . . . . . . . . . . . . . . . 28
5. GEAR . . . . . . . . . . . . . . . . . 23 Power Items. . . . . . . . . . . . . . . . . 28
1. DUNGEON FANTASY Basics . . . . . . . . . . . . . . . . . . . . . 23 Magic Items . . . . . . . . . . . . . . . . 30
Buying (and Selling) Gear . . . . . 23
TEMPLATES . . . . . . . . . . . . 4
Barbarian . . . . . . . . . . . . . . . . . . . 4
Special Orders . . . . . . . . . . . . . . 25 INDEX . . . . . . . . . . . . . . . . . . . 31
Weapons . . . . . . . . . . . . . . . . . . . 26
Bard . . . . . . . . . . . . . . . . . . . . . . . . 5
Cleric . . . . . . . . . . . . . . . . . . . . . . . 6
Druid . . . . . . . . . . . . . . . . . . . . . . . 7
Holy Warrior . . . . . . . . . . . . . . . . 7
Knight . . . . . . . . . . . . . . . . . . . . . . 8 About GURPS
Martial Artist . . . . . . . . . . . . . . . . 9 Steve Jackson Games is committed to full support of GURPS players. Our address
Scout . . . . . . . . . . . . . . . . . . . . . . 10 is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include a self-addressed,
stamped envelope (SASE) any time you write us! We can also be reached by e-mail:
Swashbuckler . . . . . . . . . . . . . . . 11
info@sjgames.com. Resources include:
Thief . . . . . . . . . . . . . . . . . . . . . . 12
Wizard. . . . . . . . . . . . . . . . . . . . . 13 Pyramid (www.sjgames.com/pyramid). Our online magazine includes new
GURPS rules and articles. It also covers the d20 system, Ars Magica, BESM, Call of
2. DUNGEON DELVERS’ Cthulhu, and many more top games – and other Steve Jackson Games releases like
CHEAT SHEET . . . . . . . . 14 Illuminati, Car Wars, Transhuman Space, and more. Pyramid subscribers also get
Suitable Advantages. . . . . . . . . . 14 opportunities to playtest new GURPS books!
New Advantages . . . . . . . . . . . . . 14 New supplements and adventures. GURPS continues to grow, and we’ll be happy to
Suitable Disadvantages . . . . . . . 15 let you know what’s new. For a current catalog, send us a legal-sized SASE, or just visit
www.warehouse23.com.
Disadvantage Limit. . . . . . . . . . . 15
e23. Our e-publishing division offers GURPS adventures, play aids, and support
Suitable Skills. . . . . . . . . . . . . . . 16 not available anywhere else! Just head over to e23.sjgames.com.
Everyman Skills . . . . . . . . . . . . . 16 Errata. Everyone makes mistakes, including us – but we do our best to fix our
errors. Up-to-date errata sheets for all GURPS releases, including this book, are avail-
3. SPELLS . . . . . . . . . . . . . . . . 19 able on our website – see below.
Clerical Spells . . . . . . . . . . . . . . . 19 Internet. Visit us on the World Wide Web at www.sjgames.com for errata, updates,
Druidic Spells . . . . . . . . . . . . . . . 19 Q&A, and much more. To discuss GURPS with SJ Games staff and fellow gamers,
Wizardly Spells. . . . . . . . . . . . . . 20 cometo our forums at forums.sjgames.com. The GURPS Dungeon Fantasy:
Spell vs. Spell . . . . . . . . . . . . . . . 20 Adventurers web page is www.sjgames.com/gurps/books/dungeonfantasy.
Spell vs. Power . . . . . . . . . . . . . . 20 Bibliographies. Many of our books have extensive bibliographies, and we’re putting
Magic Resistance. . . . . . . . . . . . . 20 them online – with links to let you buy the books that interest you! Go to the book’s
web page and look for the “Bibliography” link.
4. POWERS . . . . . . . . . . . . . . . 21
Bard-Song . . . . . . . . . . . . . . . . . . 21 Rules and statistics in this book are specifically for the GURPS Basic Set, Fourth
Edition. Page references that begin with B refer to that book, not this one.
Chi Mastery . . . . . . . . . . . . . . . . 21

GURPS System Design ❚ STEVE JACKSON Managing Editor ❚ PHILIP REED Marketing Director ❚ PAUL CHAPMAN
GURPS Line Editor ❚ SEAN PUNCH Art Director ❚ WILL SCHOONOVER Sales Manager ❚ ROSS JEPSON
e23 Manager ❚ PAUL CHAPMAN Production Artists ❚ ALEX FERNANDEZ Errata Coordinator ❚ FADE MANLEY
Page Design ❚ PHILIP REED and –––– and PHILIP REED GURPS FAQ Maintainer ❚
JUSTIN DE WITT Indexer ❚ THOMAS WEIGEL VICKY “MOLOKH” KOLENKO
Prepress Checker ❚ WILL SCHOONOVER

Playtesters: Paul Chapman, Tobias Loehr, and Thomas Weigel

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Dungeon Fantasy, Adventurers, Pyramid, 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 Dungeon Fantasy 1: Adventurers is copyright © 2007 by Steve Jackson Games Incorporated. All rights reserved.
The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal,
and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage
the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

2 CONTENTS
INTRODUCTION
. . . the “plot” for a hack-and-slash adventure will be very sim-
ple. “Joe the Barbarian, with his friends Ed the Barbarian and
Marge the Barbarian, went down into a cave. They saw lots of
monsters and killed them and took their treasure. A dragon ate
Ed. Joe and Marge ran away. The End.”
– GURPS Basic Set
Fantasy is an engaging genre, bursting with wonder and
mystery. It offers worlds full of fascinating lands, dotted with
great cities and populated by exotic cultures. All of this has a
powerful resonance with any gamer familiar with myth, fairy-
tales, and the fantasy epics of literature and film. For that, get
GURPS Fantasy.
But something else resonates with nearly every gamer.
That’s the thrill of taking a powerful, faux-medieval adventur-
er down into a cave – or a haunted forest, or a sinister strong-
hold – and seeing lots of monsters, killing them, and taking
their treasure. For that, there’s GURPS Dungeon Fantasy.
Break it out when you don’t feel like dealing with complicated
plots, fussy social interactions, and so on. The results won’t be
refined. They might not even be “real roleplaying” (whatever
that is). But they’ll be fun!
Dungeon Fantasy: Adventurers isn’t a complete guide to
races, monsters, treasures, traps, etc. It’s a simple “crib sheet”
that points out which bits and pieces of the Basic Set you need
to create dungeon raiders (Dungeon Fantasy: Dungeons will ABOUT THE AUTHOR
do the same for running dungeon fantasy games). The idea is Sean “Dr. Kromm” Punch set out to become a particle
to give players and GM a common point of reference, so that physicist and ended up as the GURPS Line Editor. Since 1995,
when the GM asks everybody to create characters for a dun- he has compiled the two GURPS Compendium volumes, writ-
geon crawl, they can do so quickly, without consulting endless ten GURPS Wizards and GURPS Undead, edited or revised
books for hard-to-use abilities. You just need the Basic Set and over 20 other GURPS books, and masterminded rules for
this supplement – and GURPS Magic, if you plan to play a dozens more. Most recently, he created the GURPS Basic Set,
spellcaster. Fourth Edition with coauthor David Pulver, wrote GURPS
Be warned that Dungeon Fantasy: Adventurers shameless- Powers with coauthor Phil Masters, and wrote GURPS
ly cuts corners and makes assumptions. It’s a guide to making Martial Arts with coauthor Peter V. Dell’Orto. Sean has been
two-dimensional “heroes” from a non-culture, and pillages his- a fanatical gamer since 1979. His non-gaming interests include
tory and fantasy novels at random for powerful equipment and cinema, computers, and wine. He lives in Montréal, Québec
mythology. Use it in a serious fantasy campaign at your peril. with his wife, Bonnie. They have two cats, Banshee and
Zephyra, and a noisy parrot, Circe.

Dungeon Fantasy Glossary


adventurer: Somebody who goes down in caves, sees lots of hack-and-slash: What adventurers do on a dungeon crawl –
monsters, kills them, and takes their stuff. See also that is, hack and slash monsters to death in order to get
munchkin. their stuff.
delver: See adventurer. hero: An amusing euphemism for adventurer. See munchkin
dungeon: A cave, cellar, mine, sewer, tomb, or other nasty, for the truth.
dank hole – often several levels deep – filled with deadly munchkin: 1. A PC designed to be good at hack-and-slash,
monsters, hidden pits, cunning traps, cursed altars, flow- typically by optimizing his abilities, collecting powerful
ing lava, and so on. Often seems designed expressly to kill treasures, and neglecting such time-wasting pursuits as
adventurers, who come for the treasure. having hobbies besides looting and friends who aren’t
dungeon crawl: An adventure in a dungeon. munchkins. 2. The player of such a character. 3.
Munchkin, the award-winning dungeon fantasy card
game from SJ Games.

INTRODUCTION 3
Dexterity. He often suffers from Kleptomania and is Curious, Secondary Skills: Hazardous Materials (Magical), Research,
and frequently has traits like Overconfidence and Skinny. His Speed-Reading, Teaching, and Writing, all (A) IQ-1 [1]-14;
background skill points go into improved Climbing, Forced and Meditation (H) Will-1 [2]-14. • Either Shield (Buckler)
Entry, and/or Lockpicking, leaving a point or two for some- (E) DX+2 [4]-14 and Smallsword (A) DX+1 [4]-13, or Staff
thing like Observation (for casing targets). (A) DX+2 [8]-14. • One of Innate Attack (any) or Thrown
The mastermind is a plotter. He has more IQ – plus Wealth Weapon (Dart) (E) DX+2 [4]-14; Throwing (A) DX+1 [4]-13;
to bankroll his schemes. He’s classically a Trickster with a per- or Sling (H) DX [4]-12.
verse Code of Honor about splitting up loot, and often Background Skills: Nine of Fast-Draw (Potion) (E) DX [1]-12;
Compulsive Lying. His background points go toward “urban” Climbing or Stealth, both (A) DX-1 [1]-11; Body Sense (H)
skills: higher Streetwise and Urban Survival, and things like DX-2 [1]-10; First Aid, Gesture, or Savoir-Faire (High
Counterfeiting, Forgery, and Merchant. Society), all (E) IQ [1]-15; Cartography or Hidden Lore (any
The assassin uses his skills not to steal but to kill for hire. other) (A) IQ-1 [1]-14; Diplomacy, Physiology (monster
Combat Reflexes, Gizmos (for concealed weapons), and type), or Strategy, all (H) IQ-2 [1]-13; Hiking (A) HT-1 [1]-10;
Striking ST (for backstabs) all help. Bloodlust, Callous, Greed, or Scrounging (E) Per [1]-12.
and Loner are common. Background skill points go toward Spells: Choose 30 wizardly spells (p. 20), which will be either
raising combat skills and buying Fast-Draw, Garrote, and (H) IQ+1 [1]-16 or (VH) IQ [1]-15 with the +3 for Magery.
Poisons.
* Multiplied for self-control number; see p. B120.
Many thieves put the 5 points from quirks into more skills.
† Means that helpful clerical spells (such as healing) work
You can’t be “too good” at sneaking or finding traps!
at -3 on you. Harmful ones aren’t affected!
‡ Includes +3 for Magery.
WIZARD Customization Notes
250 points Unlike other casters, wizards lack a power that’s distinct
You’re the only truly learned delver. Your knowledge of from their spells; their spell lists tend to define them.
magic is deeper than that of the cleric (p. 6) or druid (p. 7), and Essentially unrestricted access to magic makes generalization
your spells don’t merely borrow the power of mercurial super- impossible, but here are three classics:
natural beings (demons are quite controllable). The party Artillery Mage: Specializes in direct-damage magic – espe-
needs your mighty wizardry, knowledge of all manner of cially area-effect spells. A representative spell list is Breathe
strange creatures, and raw intellect. Not that you don’t need Fire, Burning Touch, Concussion, Create Air, Create Fire,
the party – the greatest magical secrets are buried in the dark- Deflect Energy, Explosive Fireball, Extinguish Fire, Fire Cloud,
est pits, and you’re smart enough to travel with bodyguards. Fireball, Fireproof, Flame Jet, Flaming Armor, Flaming
Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10]. Missiles, Flaming Weapon, Heat, Ignite Fire, Lightning, Purify
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 Air, Rain of Fire, Resist Fire, Shape Air, Shape Fire, Smoke,
[0]; Will 15 [0]; Per 12 [-15]; FP 14 [9]; Basic Speed 6.00 [5]; Sound, Spark Storm, Stench, Thunderclap, Wall of Lightning,
Basic Move 6 [0]. and Windstorm. Extra Magery to enable higher damage dice is
Advantages: Magery 3 [35]. • 30 points chosen from among DX valuable, and the Innate Attack skill is indispensable.
+1 [20], IQ +1 [20], Will +1 to +5 [5/level], FP +1 to +10 Illusionist: Specializes in baffling (dumber) enemies.
[3/level], Eidetic Memory [5] or Photographic Memory [10], Typical starting spells would be Apportation, Blackout, Blur,
Gizmos 1-3 [5/level], Intuition [15], Language Talent [10], Colors, Complex Illusion, Continual Light, Darkness, Daze,
Languages (any) [2-6/language], Luck [15] or Extraordinary Fascinate, Flash, Foolishness, Haste, Hide, Hinder, Hush,
Luck [30], Magery 4, 5, or 6 [10, 20, or 30], Mind Shield Illusion Disguise, Illusion Shell, Independence, Invisibility,
[4/level], Signature Gear [Varies], Spirit Empathy [10], or Light, Mage-Stealth, Mass Daze, Mirror, Perfect Illusion,
Wild Talent 1 (Retention, +25%; Focused, Magical, -20%) Phantom, Silence, Simple Illusion, Sound, Voices, and Wall of
[21]. Silence. A Photographic Memory for faces and voices greatly
Disadvantages: -15 points chosen from among Curious [-5*], enhances believable illusions, and mundane Stealth and many
Frightens Animals [-10], Obsession (Become the world’s of these spells are complementary.
most powerful wizard, a lich, etc.) [-10*], Pyromania [-5*], Necromancer: Specializes in creating undead and throwing
Skinny [-5], Social Stigma (Excommunicated)† [-10], Unfit malisons. A necromancer might start with Agonize,
[-5] or Very Unfit [-15], Unnatural Features 1-5 [-1/level], or Animation, Choke, Clumsiness, Control Zombie, Death Vision,
Weirdness Magnet [-15]. • Another -20 points chosen from Deathtouch, Debility, Decay, Frailty, Itch, Lend Energy, Lend
among the previous traits or Absent-Mindedness [-15], Bad Vitality, Minor Healing, Pain, Paralyze Limb, Pestilence,
Temper [-10*], Clueless [-10], Combat Paralysis [-15], Rotting Death, Sensitize, Sickness, Skull-Spirit, Spasm, Steal
Cowardice [-10*], Hard of Hearing [-10], Klutz [-5] or Total Energy, Steal Vitality, Stun, Summon Spirit, Test Food,
Klutz [-15], Loner [-5*], Low Pain Threshold [-10], Nervous Wither Limb, Zombie, and Zombie Summoning. Spirit
Stomach [-1], Oblivious [-5], Overconfidence [-5*], Post- Empathy is handy, obviously – as are Hidden Lore specialties
Combat Shakes [-5*], Sense of Duty (Adventuring compan- pertinent to darker beings.
ions) [-5], or Stubbornness [-5]. Most wizards want as many FP as they can afford. It’s also
Primary Skills: Hidden Lore (Demons, Magic Items, Magical useful to trade the 5 points granted by quirks to get money for
Writings, or Spirits) and Occultism, both (A) IQ [2]-15; a high-capacity power item (p. 28) and a belt stocked with paut
Alchemy (VH) IQ [8]-15; and Thaumatology (VH) IQ [1]-15‡. (p. 29).

DUNGEON FANTASY TEMPLATES 13


CHAPTER FOUR

POWERS
Certain abilities of fantasy adventurers are best represented Bardic Talent
using powers similar to the psionic powers on pp. B254-257.
This is partly because they’re more like innate gifts than 8 points/level
learned arts and partly because a game with many different Bardic Talent both adds to Bard-Song rolls and lets the bard
kinds of abilities makes it easier for each PC in the party to find cast Communication and Empathy and Mind Control spells
his niche – a dungeon fantasy tradition. A power has three (only!) as if he were a wizard who had the same level of Magery
components: with the Song limitation.

1. A set of advantages, the power’s abilities.


2. A special limitation, the power modifier (abbreviated
“PM”), which applies to all abilities.
3. A Talent that makes the power work better by adding to
all rolls against attributes, secondary characteristics, or skills
to use the abilities.
As well, in a dungeon fantasy campaign, certain unusual
skills are restricted to people who possess a particular power
(individuals who’ve spent points on that power’s abilities
and/or Talent). This is about niche protection again! If the GM
gives everybody access to Musical Influence and Power Blow,
for instance, then bards and martial artists won’t be as distinc-
tive and useful.
For much more on powers, see GURPS Powers.

Bardic Skills
BARD-SONG Those with any points in Bard-Song can learn Captivate
This is the power of magical song. Its abilities are subject to (p. B191), Hypnotism (p. B201), Musical Influence (p. B210),
the Bard-Song limitation. Rolls to use them are made at a Persuade (p. B191), Suggest (p. B191), and Sway Emotions
bonus equal to the bard’s Bardic Talent level. (p. B192).

Power Modifier: Bard-Song CHI MASTERY


-30% This power channels the user’s life energy, or chi. All of its
Bard-Song abilities require the bard to sing or play a musi- abilities have the Chi limitation. Rolls to use them enjoy a
cal instrument at skill 14+; all effects end immediately if he bonus equal to the wielder’s Chi Talent level.
stops. Anything that affects others only works on targets who
can hear the music, while any messages or instructions the
bard sends have to be hidden in song. Bard-Song abilities are
Power Modifier: Chi
also subject to the constraints on wizardly magic: they need -10%
mana to work, Dispel Magic can end their ongoing effects, and Chi abilities depend on special diet, exercise, and meditation.
modifiers such as the -5 for low mana and penalties for Magic The user must take the disadvantage Disciplines of Faith (Chi
Resistance apply to rolls to use them. Rituals) [-10] to reflect this. Each day, roll 1d; this is how many
hours less he has for sleep, standing watch, etc. Moreover, he
must pay double for rations, which reflects not just an unusual
Bard-Song Abilities diet, but incense, ointments, etc. If deprived of these things, or
Empathy (PM, -30%) [11]; Mimicry (PM, -30%) [7]; Mind if he fails to sacrifice the necessary time, he must take a day out
Control (PM, -30%) [35]; Rapier Wit (PM, -30%) [4]; Speak to rebalance his chi. His entire power will immediately burn out
With Animals (PM, -30%) [18]; Subsonic Speech (PM, -30%) for 1d days if called upon before he does this.
[7]; Telecommunication (Telesend; PM, -30%) [21]; Terror
(PM, -30%) [21]; and Ultrasonic Speech (PM, -30%) [7].

POWERS 21
* Weight effects multiply together; e.g., dwarven plate with Drinkable: A vial holding one dose of medicine or potion.
+3 DR (1.6 times weight) of fine quality (3/4 weight), weighs Carried for combat and not packed, it can be targeted at -7
1.2 times as much as usual. and breaks on 1-4 on 1d on a fall. Once in hand, it takes a
† Meteoric and orichalcum are mutually exclusive. Ready maneuver to open, another to drink. Draining it leaves
‡ Thieves’ mail cannot be ornate. a crystal vial (p. 24). 0.5 lb.
Grenade: A bottle meant to be hurled at enemies. Slung for
combat, it’s targeted at -5 and breaks on 1-4 on 1d on a fall.
Armor for Giants Hurling it is an Attack with the Throwing skill: Acc 0, Range
For armor that’s large enough to fit an SM +1 user – such ST¥2, and Bulk -2. It shatters on striking DR 3+, such as
as a barbarian with Gigantism – double the final cost and armor (affects wearer), a shield (affects shield), or the ground
weight, after all modifiers. (area effects, if any, only). Dumping it out leaves a small bot-
tle (p. 24). 1 lb.
CONCOCTIONS Utility: A vial of something useful – but not for drinking.
Treat as a drinkable in most respects, but using it requires a
Dungeon fantasy wouldn’t be complete without delvers long action. 0.5 lb.
swilling healing and strength potions – and hurling acid and
flaming goo in battle. These concoctions require a Ready
maneuver or a Fast-Draw (Potion) roll to remove from Chemicals
delver’s webbing (p. 25) or a potion belt (p. 25), 1d seconds to These substances, while sold by alchemists, are anachro-
dig out of a pouch. They come in four classes (weights nistic science – not magic.
include container):
Acid (Grenade). Ordinary acid inflicts 1d-3 corrosion
Bundle: A bunch of herbs for repelling monsters. Once in damage; DR protects normally. Can instead be used to burn
hand, the user must actively brandish it by taking Ready through a mundane lock in 3d minutes. $10, 1 lb.
maneuvers. 0.25 lb. Alchemist’s Fire (Grenade). Self-igniting sticky oil! A direct
hit causes 1d burning damage/second for 30 seconds or until
the target rolls on ground; armor DR protects at 1/5 normal.
Tossed at the ground, it creates a two-yard-radius fire (1d-1
Power Items burn/second) for 30 seconds. $100, 1 lb.
GURPS Magic introduces Powerstones: objects Glow Vial (Utility). Once separate pill is dropped into vial,
(often gems) that hold extra FP for spells. These come glows brightly enough to eliminate darkness penalties in a
with complexities that don’t suit dungeon crawls. In two-yard radius for 12 hours. Includes cord for wearing
dungeon fantasy, any spellcaster may instead designate around neck, light shows, etc. Liquid can instead be used to
one thing he owns – holy symbol, staff, etc. – as his mark a glowing path through one typical dungeon level. $30,
“power item.” It holds extra FP for casting spells, and 0.5 lb.
when they’re gone, they’re gone (like a Manastone, for
those with Magic). The maximum FP it can hold Natural Preparations
depends on its value as a nonmagical item:
Most natural preparations are the work of druids. They’re
Value FP Value FP Value FP plant and animal products with nonmagical effects useful to
$50 1 $1,400 9 $4,900 17 delvers.
$120 2 $1,700 10 $5,500 18
Anti-Toxin (Drinkable). Herbal antidote for one specific
$220 3 $2,000 11 $6,200 19
non-alchemical poison or venom. Completely halts effects of
$340 4 $2,400 12 $7,000 20
that toxin after 1d minutes. $20, 0.5 lb.
$490 5 $2,800 13 $12,000 25
Garlic (Bundle). Repels vampires. $5, 0.25 lb.
$670 6 $3,300 14 $18,000 30
Wolfsbane (Bundle). Repels lycanthropes. $5, 0.25 lb.
$880 7 $3,800 15 $26,000 35
$1,100 8 $4,300 16 $37,000 40
For in-between values, use the next-highest amount.
Poisons
An ordinary $10 staff will hold 1 FP; a fine, ornate staff These are fantasy poisons. Those marked “utility” are
worth $120, 2 FP; and a $1,000 high holy symbol, 8 FP. follow-up agents – they go on cutting or impaling weapons,
Casters can buy jewelry of any value, add gems to work only if the blade pierces DR, and last for one wound or
items, etc., to qualify for better power items. three hits that are blocked, parried, or stopped by DR. Ignore
A caster must pay $5/FP (to the temple, guild, or weight when carried on a weapon. “Grenade” means a respi-
whatever) for the “charge” in his power item. He can ratory or contact agent. All prices buy one dose.
“top it up” at this cost whenever he’s in the city. He has Bladeblack (Utility). Deadliest manmade blade venom,
to do the same thing to change power items; e.g., if he from the legendary Assassins’ Guild. A living victim must
finds a bejeweled ring worth $10,000 and wants to put make an immediate HT-5 roll or suffer 6d injury. $1,000, 0.5
25 FP in it, he must visit town and pay $125 to do so. lb.
Casters can’t have multiple power items or use Demon’s Brew (Grenade). Respiratory agent made from
another’s power item. demon ichor. Fumes affect a two-yard radius. Anything that
breathes takes 2d injury, or only 1d with a HT roll. $500, 1 lb.

28 GEAR
Advantages, 14-15.

Druidic Arts power, 22.
8 Incompetence disadvantage, Skills, 16-18; everyman, 16;
Adventurer, 3. Dungeon crawl, 3. 16. wildcard, 18.
Alignment, 6-7, 15. Dungeon, 3. Invisibility spell, 20. Spells, 19-20, 30; changed,
Armor, 27-28, 30; magical, Dwarven gear, 25-27; Knight, 8-9, 18. 20; cleric, 6-7, 19; druid, 7,
30. armor, 26-27; rations, 25; Magic items, 30. 19-20; magic items and,
Barbarian, 4-5, 18. shields, 27. Martial artist, 9-10, 18. 30; template starting spells,
Bard, 5-6, 18. Economics, 23. Meteoric gear, 27. 6-7, 13; wizard, 13, 20.
Bard-Song power, 21. Elven gear, 25-27; rations, Munchkin, 3, 14. Starting money, 23.
Born War Leader 25; weapons, 26. Musical instruments, 24. Swashbuckler, 11-12, 18.
advantage, 14. Enlarge spell, 20. New advantages, 14. Template spells, 6-7, 13.
Chemicals, 28. Equipment, see Gear. Orichalcum gear, 27. Templates, 4-13, 18.
Chi Mastery power, 21-22. Gear, 23-30; basic, 23-24; Outdoors, 4, 7, 10. Thief, 12-13, 18.
Cleric, 6-7, 18-19; chemicals, 28; esoteric, 26; Points for money, 23. Thieves’ armor, 27.
spells, 6-7, 19. giants, 27-28; magical, Poisons, 28-29. Wealth, 23.
Concoctions, 28. 29-30; poisons, 28-29; Weapon Bond advantage,
Potions, 29.
Cost factor, 26. special order, 25-26. 14.
Power items, 28.
Countermagic, 20. Hack-n-slash, 3. Weapons, 26-27, 30;
Powers, 20-22; counter-
Create spells, 20. Hero, 3. magical, 30.
magic, 20.
Delver, 3. Heroic Archer advantage, Wildcard skills, 18.
Scout, 10-11, 18.
14. Wizard, 13-14, 18, 20;
Disadvantages, 15-16. Shields, 27.
Holy Might power, 22. spells, 13, 20.
Dragonhide, 27. Signature Gear advantage,
Holy warrior, 7-8, 18.
Druid, 7, 18-20, 28; gear, 28; 23.
spells, 7, 19-20.

3TUCKFORANADVENTURE
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34%6%*!#+3/.'!-%3
WAREHOUSECOM

 8 31
Stock #37-2608
CONTENTS COVER ART
Jon Foster
INTERIOR ART
Greg Hyland
JupiterImages
FROM THE EDITOR . . . . . . . . . . . . . . . . . . 3
PULP ACTION! . . . . . . . . . . . . . . . . . . . . . . 4

IN THIS
by Sean Punch

AIR DEVILS OF THE SOUTH SEAS . . . . . . . 11


by Matt Riggsby

CLIFFHANGER COUNTRY
CHECKLIST . . . . . . . . . . . . . . . . . . . . . 19
INTO THE TEMPLE OF
ISSUE
It’s time for a two-fisted tour into yesteryear with this issue
THE HUNGRY STAR! . . . . . . . . . . . . . . 28 of Pyramid. GMs who need help with their 1930s-era pulp
by J. Edward Tremlett campaigns will find two adventures – one for GURPS and one
RANDOM THOUGHT TABLE: generic – while players get assistance applying the Action sup-
plements to their pulp heroes!
THREE WAYS TO HANG Sean Punch, GURPS line editor and GURPS Action author,
OFF CLIFFS . . . . . . . . . . . . . . . . . . . . 37 explains how to adapt modern-day Action templates and rules
by Steven Marsh, Pyramid Editor to pulp-era adventurers in Pulp Action!
Matt Riggsby – author of GURPS Locations: The Tower
ODDS AND ENDS . . . . . . . . . . . . . . . . . . . 39 of Octavius – takes heroes to an island paradise on the eve of
featuring Murphy’s Rules World War II in Air Devils of the South Seas. Who or what are
the monsters raiding villages, and why are they doing it? It’s
RECOMMENDED READING: got full stats for GURPS, but the core mystery works great in
WHAT YOU NEED any game!
FOR ADVENTURE . . . . . . . . . . . . . . . . . 40 In J. Edward Tremlett’s adventure framework Into the
by Andy Vetromile Temple of the Hungry Star!, the heroes will discover horrifying
secrets about South American artifacts and try to prevent the
RECOMMENDED READING: destruction of the world!
STAND BY FOR ACTION!. . . . . . . . . . . . 42 If the heroes are globe-trotting investigators, they’ll love
by Matthew Pook this issue’s handout: a huge list of countries and territories of
the world in the 1930s, including a map to plot and record
LAST WORD . . . . . . . . . . . . . . . . . . . . . . 44 their travels. It’s great for GMs keeping track of global infor-
with Leonard Balsera mation, too!
Andy Vetromile and Matthew Pook explore games that
ABOUT GURPS . . . . . . . . . . . . . . . . . . . . 45 can be used, perused, or abused for pulp-era inspiration in
this month’s Recommended Reading!
Finally, the Last Word comes to us from Leonard Balsera,
one of the voices behind the fan-favorite Spirit of the Century.
Article Colors What is the last word on cliffhangers, and does it end in an
exclamation point?!
Each article is color-coded to help you find your
favorite sections.

Pale Blue: In This Issue Without adventure, civilization


Brown: In Every Issue (letters, humor, editorial, etc.)
Dark Blue: GURPS Features is in full decay.
Purple: Other Features – Alfred North Whitehead
Green: Recommended Reading

Pyramid, GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. e23 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.
Pyramid is copyright © 2009 by Steve Jackson Games Incorporated. Some art © 2009 JupiterImages Corporation. All rights reserved.
Submission of your photos, letters, humor, captions, and marginalia constitutes permission to Steve Jackson Games Incorporated to use them in all media.
All such submissions become the property of Steve Jackson Games Incorporated and will not be returned.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please
purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors’ rights is appreciated.

PYRAMID MAGAZINE 2 JUNE 2009


FROM THE
EDITOR
WHEN SUDDENLY . . . IT HAPPENED HERE!
The world’s seemed This issue contains another meaty handout. One of the
smaller and smaller with things we’ve tried to do with the Pyramid revamp is to take
each passing year, and advantage of the format and present items that can be used right
it’s now possible to com- now in a campaign. If you came up with any ideas for clever
municate with someone things to do with these handouts, tell us (or other folks) about
half a world a way in your brainstorm. If you have any suggestions for future things
milliseconds. But one of you’d like to see in the mag, we really want to hear from you!
the earliest escalations

WRITE HERE, WRITE NOW


of that global compres-
sion started during the
“cliffhanger” era. We love to get your feed-
One reason I suspect back! Please feel free to send
for cliffhangers’ popular- letters and comments to
ity is that it bridges the pyramid@sjgames.com, or
old and the new, the pos- post online on our forums at
sible and the impossible, forums.sjgames.com. If
the known and the this is your first issue of
unknown. It’s entirely fea- Pyramid, then welcome
sible to face a master swordsman in one scene and a madman aboard the adventure
with a machine gun in another. It can take six hours to wind express! Regardless, we
your way from one side of Berlin to the other, and another six always welcome comments
hours to fly to London. about what we’re doing
Hopefully, then, this issue’s adventures, rules, and ideas right and wrong. If you’re
(including some support for the GURPS Action line) help inspired to contribute to
you bridge the gap to the campaign you want to run. Whether Pyramid, please check out
it’s a near-realistic tour of the 1930s or a near-sci-fi romp into our Writer’s Guidelines at
yesterday’s future, we’ve hopefully got something to whet sjgames.com/pyramid/writing.html for more information!
your appetite.

I have all of [the issues of Pyramid] and they are excellent.


I really am digging this format.
– Trentin C Bergeron, on the Steve Jackson Games forums

Editor-in-Chief ❚ STEVE JACKSON Production Artist ❚ NIKOLA VRTIS e23 Manager ❚ STEVEN MARSH
Chief Operating Officer ❚ PHILIP REED Prepress Checker ❚ WILL SCHOONOVER Marketing Director ❚ PAUL CHAPMAN
Art Director ❚ WILL SCHOONOVER Errata Coordinator ❚ WARREN Director of Sales ❚ ROSS JEPSON
MacLAUCHLAN McKENZIE

PYRAMID MAGAZINE 3 JUNE 2009


PULP ACTION!
BY SEAN PUNCH

GURPS Action is a near-perfect match to pulp adventure. Disadvantages: Vigilantes may opt for Intolerance (Crooks)
You roleplay larger-than-life figures who use guts, determina- [-5], Pacifism (Cannot Harm Innocents) [-10], or Sense of Duty
tion, two fists, and trusty pistols to tackle enemies – all of (Law-Abiding Citizens) [-10] – or even Selfless [-5*] or
which nicely describes pulp heroes. This isn’t surprising: Many Charitable [-15*] – in place of assassin traits like Callous, Code
early (and a few recent) action movies were silver-screen of Honor (“Stay bought”), Greed, Obsession, and Social Stigma.
retellings of pulp stories. They may also take Secret Identity [-20] instead of Secret.
The team-based approach of Action is actually a better Primary Skills: Guns (Rifle) doesn’t have to be the foremost
match to pulps than to modern action movies. Most flicks Guns specialty; it might be swapped with Guns (Pistol,
today feature a lone hero, or maybe two buddies. Pulp fiction Shotgun, or SMG). The glorification of snipers is a post-WWII
had its loners but frequently featured special police units, trope. Pulp killers favor pistols, shotguns, and Tommy guns.
infantry squads, ships’ crews, etc. Even Doc Savage didn’t work Secondary Skills: Replace Electronics Operation (Security)
alone, despite being pulp’s paragon polymath. with Lockpicking and Traps, both still (A) IQ [2]-12, on the list
There’s even a bonus benefit: The Cell Phone Problem of options.
(Action 2, p. 9) goes away.
The snag is that Action assumes TL8. You can make a case
for late TL7 – many of the genre conventions and gizmos
Cleaner
Like the assassin, this archetype borders on being too offen-
originated then – but the age of cliffhanging adventure is
sive for pulp sensibilities: Good guys might shoot first, but they
TL6. The pulp era ends decades before the first hackers and
don’t need to hide the bodies. Still, a cleaner may fit a cam-
satellites materialize. This necessitates changes to the base-
paign where the PCs are spies who must avoid detection by
line assumptions.
Nazis or the like.

TEMPLATES Advantages: Any Contact Group is almost certainly “the


Mob.” As with the assassin, replace Zeroed with Alternate
The templates in Action 1 need some tweaks for a pulp Identity [5 or 15].
campaign. In all cases: Disadvantages: Unlike the assassin, someone who deliber-
ately feeds bodies to pigs probably does have unpleasant disad-
• The Computer Operation skill is common as a back-
vantages. This is a major part of why the character type isn’t
ground choice or better. Replace this with an Area Knowledge
especially fitting outside of bleak espionage campaigns.
or Current Affairs specialty at the same level. Facts about peo-
Primary Skills: The Driving specialty is customarily Heavy
ple, places, and events reside in minds, not on Google.
Wheeled. Cars have big trunks at TL6, but in most places, there
• Unarmed skills for most pulp heroes are Boxing or
aren’t enough of them at night to avoid suspicion – and in the
Brawling for striking, and/or Wrestling for grappling. Judo and
Egyptian desert, trucks are the only option that doesn’t have
Karate play a role, but pulps portray them as Asian Secrets.
four legs.
Those who know them must make their Area Knowledge
Secondary Skills: Electronics Operation (Media) isn’t rele-
(above) something stereotypically Oriental.
vant if no one has security cameras taping you! Hazardous
Materials is unlikely. In an urban setting, replace these options
Assassin with Streetwise (A) IQ-1 [1]-13 and Urban Survival (A) Per-1
Pulp heroes are often killers, but people who kill as their job [1]-13; in a local campaign, Area Knowledge (The Harbor) (E)
– as opposed to while doing their job, often in self-defense – are IQ [1]-14 is classic.
depicted as bad guys. Still, the stealthier kind of vigilante might
use the template, which the GM can rename “masked vigilante.” Demolition Man
Advantages: Masked vigilantes are unlikely to have Zeroed; The jittery, nitro-toting explosives specialist fits many pulp
it’s hard to doctor every paper on you in a bureaucracy that stories! In caper plots, he blows safes. In tales of manly adven-
uses manila folders and not computers. Replace that option ture, he demolishes bridges from beneath truckloads of gun-
with Alternate Identity, which might be legal [5] or illegal [15], waving minions, or even uses his skills for mineral exploration
depending on the chosen lens. and construction.

Danger! A city, a newly found civilization, or even the world is in danger of being destroyed!

PYRAMID MAGAZINE 4 JUNE 2009


Making It Pulp
One of the distinctive traits of pulp and cliffhanging • The building the heroes are in is set on fire, or a
adventure is periodic bursts of action interrupting the bomb is set off.
main plot. Although the various threads of the investiga- • The investigators’ vehicle’s throttle has been sabo-
tion laid out here set out some action beats, they certainly taged and becomes stuck at maximum power. In a plane or
won’t be enough. Raymond Chandler famously advised boat, this happens at a time when they need maximum
that, when a story wasn’t exciting enough, have two men control and maneuverability, such as during a landing or
with guns suddenly burst through the door. That’s what the navigating through coral reefs.
GM must do here, punctuating sleuthing with bursts of • Because nothing compares to the classics, two men
feverish – if potentially tangential – activity. If the investi- with guns burst into the room. If the adventurers are trav-
gation goes for two hours of play without action naturally eling, they’re pursued by a vehicle containing two men
occurring, the GM should insert one of the events sug- with guns (plus the driver).
gested below to perk things up.
In all cases, the attackers have been hired or coerced by
The White Devil (actually, the shadowy figure behind
the White Devil but can’t give significant clues as to his
him) will make some desultory attempts to kill the adven-
whereabouts; they were paid in advance, with veiled threats
turers and interfere with their investigation. The attempts
about what would happen if they failed. However, the White
are more inconvenient than an actual threat, partly
Devil isn’t the only one who can cause problems and get the
because good help is hard to find and partly because the
investigators running around. Instead of a nighttime burglar
mastermind is perfectly happy to stir up anxiety and con-
(see The Foreign Agent, p. 14), a daytime pickpocket grabs an
fusion around the raids and their investigation. Some
investigator’s notes as they’re walking through Plantation
attempts at interference include the following ideas.
Docks, leading to a chase. Using the Chase rules in GURPS
• The investigators find a time bomb in their vehicle or Action 2, the streets and marketplaces of Plantation Docks
residence, which will go off in seconds. They may try to are very suitable to attempts to Hide (for example, ducking
escape, but they may feel compelled to protect bystanders under market stalls), Stunt, and Stunt Escape (such as run-
as well. ning in front of approaching vehicles or beasts of burden
• While on the road, a hidden sniper shoots out one of just before they block a path). Barroom brawls are common
their tires, sending them veering over a cliff. occurrences in Plantation Docks, so sleuths can be regularly
interrupted by a sudden need to beat people up.

However, they don’t expect determined resistance and are dis- the White Devil’s planes, they find that the planes are of good
inclined to take many casualties, so they will fall back in good quality but relatively unremarkable, save for some unusually
order (and in groups, covering one another’s retreat) to their complex radio gear. A successful Electronics Operations roll
planes if the fight goes on very long. The White Devil is also indicates that it’s specialized for detecting directional radio
determined not to leave anyone who can reveal his secrets, so transmissions. A skilled electrical engineer could duplicate it,
badly wounded raiders can expect a bullet (or grenade) from producing a device that would reveal whether or not it was in
their own side. the path of a directional beam at a particular frequency.
Alternatively, the adventurers might follow up on However, not knowing the approximate location of the trans-
Kazumoto’s suggestion that the raiders are holed up on a for- mitter nor when the transmitter is broadcasting, the odds
bidden island. He’s right, as it happens, so if the investigators against catching the beam are astronomical.
explore this option, they’ll locate at least one raider. In any event, direct confrontation with the White Devil
Unfortunately, the raiders are likely to find them first. complicates things significantly. The BAD worsens to -2, and
Intruders to the “forbidden” area will eventually be discovered the White Devil starts making more concerted attempts to kill
by the White Devil’s occasional air patrol or scattered lookouts the investigators.
on small, deserted islands. When that happens, the heroes are

THE PIRATE
attacked by at least one large biplane; if the investigators are
airborne, the White Devil sends enough planes to outnumber
them. The White Devil’s patrol tries to destroy any vehicle the If the adventurers get to this point, it should be clear that
sleuths have but doesn’t stick around to finish off survivors. they need to look seriously at the forbidden islands. If they
If the team comes out of one of these encounters with a live indicate that they’re willing to spend a significant chunk of
captive, he’s unlikely to be able to speak without significant money, Rosie (or, if they aren’t hanging out at her bar, someone
medical care and recovery time, and the White Devil sends else with underworld connections) hints that she can put the
gunmen to make sure that the captive doesn’t talk. If the inves- investigators in touch with someone who can help them – for
tigators manage to shoot down or prevent the takeoff of any of a price.

What if the pulps weren’t fiction? GMs could have PCs meet characters from famous books or movies.

PYRAMID MAGAZINE 15 JUNE 2009


THE INTO
TEMPLE OF THE
HUNGRY STAR!
BY J. EDWARD TREMLETT

Priceless Artifact Stolen from Museum! Ahnenerbe and alien monsters, and take part in a South
American showdown that may decide the fate of the human
Ancient “Mystery Orb” Burgled in Broad Daylight!
race!
Three Dead, Five Wounded at American Museum of Natural
The article is generic, and could be used with GURPS
History.
Cliffhangers, Adventure!, Call of Cthulhu, D6 Adventure,
– New York Times, Wednesday, January 6, 1937
Savage Worlds, Thrilling Tales, or any other pulp game that
could be set in the 1930s.
Mystery Murder in Ambassador Hotel!
Three Men “Gruesomely” Killed by Unknown Assassin!
Neighbors Heard Screams, Saw “Strange Fellow” Leave! A PAIR OF HORRIBLE
– New York Post, Friday, January 8, 1937
OCCURRENCES!
New York, 1937: A story is rapidly unfolding, of greed and There are two main hooks for this story: the break-in at
ambition intersecting with deadly ancient secrets. A pro-Nazi the American Museum of Natural History, and the murders
American industrialist and a disfigured German “archaeolo- at the Ambassador Hotel. Clues found at one will lead back
gist” have given the Führer dangerous knowledge – the loca- to the other.
tion of a terrible weapon, hidden in a long-lost South American
temple. The resulting expedition uncovered a strange, spheri- The Museum
cal vehicle from beyond the stars. According to the Times, the five-man robbery took place
Hitler wants it for the Luftwaffe. The pieces that should at 4:00 p.m. on Tuesday, January 5. One man – an “odd fel-
make it fly once more are being gathered by servants of the low” – entered at 2:00 p.m., headed slowly toward the South
Third Reich. Soon they will be assembled in the secret base the American wing, and stayed at or around it. Two more men
Nazis have constructed within the Peruvian temple. entered at 3:00 p.m., nodded to the first man, and walked the
When that moment comes, Hitler will have an invincible floor for an hour. Then the final two arrived at 4:00 p.m.;
weapon . . . or so he thinks. The vehicle is actually controlled by they rendezvoused at the orb exhibit and began firing at
horrible creatures that devour men in seconds. Most of the nearby guards.
men who stole the second artifact in New York City are now Two guards died instantly. Another was shot in the arm and
dead because of them. If the vehicle takes off, it could well spell ducked for cover. Several stampeding museum-goers were
the end of humanity. hurt, and a young mother with a baby was taken hostage and
Fortunately, some stalwart heroes choose to stand between threatened with being shot. The guards backed off.
evildoers and the cataclysmic forces they would unleash! This The exhibit case was smashed, the orb taken, and then the
collection of clues provides the skeleton of a two-fisted adven- men split up. Three men – including the “odd fellow” – left by
ture that could see a party chasing Nazis from New York to a side stairwell and killed the back door guard. That victim was
Lima, and then into the lush and deadly jungles of Peru. Along unaware of the robbery because a very loud delivery truck was
the way, they may fight hired thugs, encounter the sinister idling outside, usual for that time of day.

The number of hobos in the United States surged during the 1930s. Primarily men, most honorable hobos were
traveling workers who hitched rides, mainly on freight cars.

PYRAMID MAGAZINE 28 JUNE 2009


PSIONIC
CAMPAIGNS TM

Written by JASON “PK” LEVINE


Edited by NIKOLA VRTIS
Illustrated by DAN SMITH

An e23 Sourcebook for GURPS ®

STEVE JACKSON GAMES ®


Stock #37-0135 Version 1.0 – April 2010
CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . 3 Debunkers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Recommended Books. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Unknown Psi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Publication History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Secret (Psi) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Public Reaction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
About GURPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 The Astral Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
CAMPAIGN FRAMES . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
1. WHAT IS PSI? . . . . . . . . . . . . . . . . . . . . 4 Discovery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Apocalypse Soon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
PSYCHIC BELIEFS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Improvement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Psi Throughout History . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Hiding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Old-Time Psi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Other Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Defining Psi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Contacting Spirits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Responsibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Themes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Patronage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Psychical Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Psi Across Worlds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
PSIONIC POTENTIAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Universal Latency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 3. UNIQUE CHALLENGES . . . . . . . . . . . . . 25
Within the Meat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 EMULATING EXTREMES . . . . . . . . . . . . . . . . . . . . . . . . . 25
Player’s Choice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Wimpy Psi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Dain Bramage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Progressive Psi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
A Focused Mind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Godlike Psi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Brain Grafts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Achilles’ Heel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Psionic Institutes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Telepaths and Mental Screens . . . . . . . . . . . . . . . . . . . . . . . 27
Special Souls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 PSIONIC SHORT CIRCUITS . . . . . . . . . . . . . . . . . . . . . . . 28
Inhuman Ability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Knowing Too Much . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
REPRESENTING PSI . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Which Future? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Powers and Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Taking Over . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Decisions, Decisions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Silent Killers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Options and the Power Modifier . . . . . . . . . . . . . . . . . . . . . 12 Now You See Me . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Psionic Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Good as New . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
STARTING CONDITIONS . . . . . . . . . . . . . . . . . . . . . . . . . 13 DETERRENTS AND FIXES . . . . . . . . . . . . . . . . . . . . . . . . 31
Power Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Known Limits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Range of Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Countermeasures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Unusual Background (Psi) . . . . . . . . . . . . . . . . . . . . . . . . . 13 Overusing Countermeasures . . . . . . . . . . . . . . . . . . . . . . . . 32
Latent Powers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Don’t Drink the Water . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Degree of Skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Controlling Information. . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Personal Restraint. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
2. MIND GAMES . . . . . . . . . . . . . . . . . . . 15 Fear of Detection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
THE WORLD IN YOUR MIND . . . . . . . . . . . . . . . . . . . . . 15 Let the Psychic Win . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Frequency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Common for When? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 APPENDIX: INSPIRATIONAL FICTION . . . . . 36
Public Awareness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
INDEX. . . . . . . . . . . . . . . . . . . . . . . . . . . 37

GURPS System Design ❚ STEVE JACKSON Page Design ❚ PHIL REED and Marketing Director ❚ PAUL CHAPMAN
GURPS Line Editor ❚ SEAN PUNCH JUSTIN DE WITT Director of Sales ❚ ROSS JEPSON
Managing Editor ❚ PHILIP REED Art Director ❚ WILL SCHOONOVER GURPS FAQ Maintainer ❚ –––––––
e23 Manager ❚ STEVEN MARSH Production Artist & Indexer ❚ NIKOLA VRTIS VICKY “MOLOKH” KOLENKO
Prepress Checker ❚ MONICA STEPHENS

Playtesters: Frederick Brackin, Leonardo Holschuh, Phil Masters, Scott Maykrantz, Elizabeth McCoy, and Matt Riggsby

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Psionic Campaigns, e23, and the names
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CONTENTS 2
INTRODUCTION
Psi is a potent spice that can add flavor to any genre. the astral plane); Ergokinesis (control over electromagnetic
Psionic abilities can be dropped into a wide range of cam- energy, allowing command of computers, electricity, and light);
paigns, from the historical to the far future, and from the grit- ESP (perceiving things without using one’s normal senses);
tiest conspiracy story to the most over-the-top supers game. Probability Alteration (using subtle influence to affect how likely
Regardless of the underlying setting, games featuring psi things are to happen); Psychic Healing (repairing and preventing
have common needs and issues. The GM must make decisions damage to the body); Psychic Vampirism (feeding on the energy
about what psi is, how it works, and what purpose it serves in of others); Psychokinesis (affecting kinetic energy); Telepathy
his particular game. Players need this information as well, to (direct mind-to-mind contact); and Teleportation (movement
make psis who fit into (and make sense in) the setting. GURPS without traversing the space in between). Each power has many
Psionic Campaigns offers help with these needs, along with predefined abilities, each of which requires a skill (Psionic Skills,
campaign ideas, tweaks to help psi model fiction, and answers p. 12); for example, Psychic Hunches is an ESP ability that lets a
to questions like “How do I challenge a group that can read psi make accurate guesses by rolling against his Psychic
minds and see the future?” Hunches skill (bought separately).

RECOMMENDED BOOKS PUBLICATION HISTORY


This book requires the GURPS Basic Set to use. Both While Psionic Campaigns does not incorporate any previ-
GURPS Psionic Powers and GURPS Powers are recom- ous GURPS books, some of the campaign advice within was
mended, though not strictly necessary. This book references influenced by GURPS Psionics (for Third Edition) and
rules and advice found in both and uses the former as the GURPS Powers.
default assumption for several examples; for clarity, abilities

ABOUT AUTHOR
from Psionic Powers are always expressed in boldface.
Readers may also find the psychotronics in GURPS Ultra-Tech THE
and the campaign suggestions in GURPS Supers useful. Rev. Jason “PK” Levine has been a GURPS fanatic for
nearly two decades and the assistant GURPS line editor for a
GURPS Psionic Powers small percentage of that time. He is the author of GURPS
Dungeon Fantasy 5: Allies and GURPS Psionic Powers,
For those without Psionic Powers, the following informa-
and co-author of the GURPS Creatures of the Night series
tion should keep the examples in this book clear.
and GURPS Dungeon Fantasy 10: Taverns. He runs a
The powers in the Basic Set (pp. B254-257) have been
GURPS fan site (www.mygurps.com) and lives in north
expanded to 10: Anti-Psi (defenses and countermeasures against
Georgia with his wonderful wife, a few cats and dogs, and
psi); Astral Projection (the ability to see, interact with, and visit
several hundred Transformers.

About GURPS
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GURPS players. Our address is SJ Games, P.O. Box 18957, gamers, visit our forums at forums.sjgames.com. The
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envelope (SASE) any time you write us! We can also be www.sjgames.com/gurps/books/psioniccampaigns.
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New supplements and adventures. GURPS continues to
let you buy the resources that interest you! Go to each
grow – see what’s new at www.sjgames.com/gurps.
book’s web page and look for the “Bibliography” link.
e23. Our e-publishing division offers GURPS adven-
Errata. Everyone makes mistakes, including us – but we
tures, play aids, and support in PDF form . . . digital copies
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of our books, plus exclusive material available only on e23!
GURPS releases, including this book, are available on our
Just head over to e23.sjgames.com.
website – see above.
Pyramid (www.sjgames.com/pyramid). Our monthly
PDF magazine includes new rules and articles for GURPS, Rules and statistics in this book are specifically for the
systemless locations, adventures, and much more. Look for GURPS Basic Set, Fourth Edition. Page references that
each themed issue from e23! begin with B refer to that book, not this one.
Internet. Visit us on the World Wide Web at
www.sjgames.com for errata, updates, Q&A, and much

INTRODUCTION 3
STARTING CONDITIONS
There’s no rule saying that the GM has to put any restric- It’s important for the GM to communicate this to the play-
tions on psi – “buy whatever you can afford” is a valid instruc- ers when the game starts. It can be as casual as saying, “Build
tion in GURPS. However, if the heroes are supposed to be 150-point investigators, and try to spend around a third of it on
people first and psis second, it may be better for the campaign psi,” or as restrictive as setting strict spending limits, like
to impose some reasonable limits. “Build 105-point investigators with only mundane traits, and
then add 45 points in psionic abilities, Talent, and skills.”

POWER LEVEL
Knowing how much psi to allow can be tricky. As a general
guideline, the power levels listed on p. B487 apply well to psi
When setting the starting power level (p. B487) for a game, campaigns if you halve the points. That is, spending 13-25 points
it can be helpful for the GM to mentally separate the points on psionics gives you an “average” psi, spending 100-150 points
he envisions people spending on mundane traits from the on it gets you a “larger-than-life” psi, and so on. Thus, a 150-
points he sees them spending on psi. This helps prevent a dis- point hero needs to add about 75 points’ worth of psi to be both
connect between how he envisioned the PCs and how the a hero and an equally heroic psi. This does not include the cost
players create them. of any Unusual Background (see below) required by the GM.
Example: Cliff is going to run a “commandos with psi”
game, so he tells his players to build on 150 points – enough to
build a reasonably skilled commando. He figures any points
RANGE OF ABILITIES
In a game focused on psionic development, it can be unre-
spent on psi are a wash, as far as effectiveness goes. When the
alistic for some of the psis to start with multiple powers and a
game starts, the party is full of commandos who spent around
handful of abilities for each. Therefore, if it fits the campaign,
90 points on attributes, skills, etc., and 60 points on psi. While
the GM may wish to impose some starting limits. In some
the psionics do prove useful, the commandos lack the basic
games, especially those where psi is not the focus, these limits
skills and abilities to make it through Cliff’s first adventure in
can even be imposed throughout the game.
one piece. Oops!
Psionics can substitute for some missing skills or abilities, One Ability
but not all. With many games, the best approach is to think of
Psis can have only one psionic ability (and only one power,
psi as an add-on – treating the group as “X-point heroes with Y
of course). This can help keep players from feeling over-
points of psi.” For example, if Cliff expected fully skilled com-
whelmed when creating a psi, though some may chafe at the
mandos who also had a small measure of psi, he should have
lack of versatility. As a compromise, the GM may allow them to
considered them 150-point heroes with 50 points of psi, and
buy additional latent abilities (p. 14), to be developed as the
run a 200-point game.
campaign goes on.

Unusual Background (Psi)


In a game where psionics are uncommon enough to uncommon adds 5 points; common adds 0 points; very
count as a surprise, the GM may require psis to take an common subtracts 5 points; and ubiquitous subtracts
Unusual Background (UB). This covers the “unfair” advan- 10 points.
tage of having mental powers in a world where most peo- 3. (Optional) Consider any limits on power – see Start-
ple do not (and will not commonly be expecting their use). ing Conditions (above) for suggestions. If the PCs are lim-
The following steps may be used to approximate a fair UB. ited to spending less than 1/5 of their points on psionic
This is completely optional, however; these guidelines exist abilities, skills, and Talent, subtract 10 points.
to help the GM’s decision, not to replace it. 4. (Optional) If starting characters can only buy latent
After taking all the factors below into consideration, if the powers, either subtract 15 points or halve the final cost of
UB ends up 0 or less, there is no need for a psionic UB in this the UB (rounding down to the nearest 5 points), whichever
game. Note that the GM may choose to require a separate UB makes it smaller.
for access to specific powers or abilities (e.g., in addition to
Example: Beth is running a psi-sci-fi game where psis
the UB to be a psi, teleporters may need an extra 10-point
are denied and rare, and players will spend about half of
UB), but this is a campaign-specific decision.
their characters’ points on psionics. The UB is (5+5), or
1. Consider what the public knows about psi – see Public 10 points.
Awareness (pp. 16-18) for more. If psi is completely Example: John is running an adolescent psi game where
unknown, the base UB is 30 points. Suspected psi is 15 psis are completely unknown and uncommon, and will
points; denied is 5 points; and acknowledged is 0 points. only start off with a single level of Talent (as a latent
2. Consider how common psi is – see Frequency power), which will cost far less than 1/5 of their points. The
(pp. 15-16) for details. Very rare adds 10 points; rare or UB is (30+5-10-15), or 10 points.

WHAT IS PSI? 13
Acknowledged
Psi exists and everyone knows it. (Well, there are a few dis-
PUBLIC REACTION
Everyone will have a different reaction when meeting some-
believers, but they’re looked at the same way as those who still one with psionic abilities, but it’s possible to generalize how
insist that the Earth is flat.) It’s been demonstrated for the the average citizen will feel. If psi is secret, this is a question of
media, and the government has openly acknowledged it. how most people will react when they discover the truth. If psi
Parapsychology (and possibly psychotronic research) is a valid is openly known, this decision is the same as determining the
scientific field. status of any minority group (in the majority’s eyes).
The biggest decision involved with this option is “For how
long?” A world that has come to terms with the existence of psi
last week is very different from one that’s known about psi for Fear
several centuries. In general, the longer psi has been known, Unfortunately, fear is one of humanity’s most common
the more casual society’s attitude is toward it. reactions to anything truly different. If psis are a minority, this
Having psi openly acknowledged brings up more questions can lead to persecution – from insults and snubbing to bash-
about the world. Do psychotronics exist? If so, how available ing and lynching. In general, known psis in a world that fears
are they? (This can vary; tech stores may sell a Psionic them have a Social Stigma. This is most often Social Stigma
Shield 4 headband off the shelf, while only a written order (Minority Group), but this can vary; psis that are only slightly
from the president can get you a one with power 12.) Is psionic feared may have Social Stigma (Second-Class Citizen), while
aptitude tested for? If so, when? (Most countries will do it those in a world that sees them as inhuman may have Social
either in school or when reaching the legal age of adulthood.) Stigma (Monster). This may be combined with a loss of
Are psis drafted into a particular occupation or forbidden from Status or Wealth, if society has a “glass ceiling” that keeps
one? (Many settings draft all psis into the armed forces; some psis “in their place.”
forbid them from holding political office.) The GM may want If psis are not a minority, or if the average psi is (or is con-
to consider the public’s reaction to psis (below) when deter- sidered to be) powerful enough to single-handedly take on an
mining how they fit into the world. entire lynch mob without blinking, known psis may have levels
of Social Regard (Feared) instead! While people may talk
trash about the psi after he’s gone, they’ll defer to him when
present and avoid making trouble out of fear that he may
Secret (Psi) scramble their brains or set them on fire.
Note that many people are especially afraid of telepaths
Depending on public awareness (pp. 17-18), psis may be – to some, the thought of being picked up, having their
required to take a Secret. To determine the value of this dis- future scanned, or getting teleported against their will is
advantage, decide what traits the psi gains if people discover annoying, but the idea of having their thoughts read or
the truth. First, consider the effects of the public’s reaction (even worse) altered is terrifying! Campaigns in which this
(pp. 18-19), and then add any of the following, if applicable. is true can use this new Social Stigma:
Duty: Psis may be forced to serve in the military, or to do Telepath: You are a known telepath; people believe that
other service for their country. For a person in hiding, this you can read and control minds, regardless of your actual
Duty is Involuntary. capabilities. You receive -1 to reactions from normal folk;
Enemies: If psionics are unknown, scientists may kidnap in some games, this even includes other (nontelepathic)
a discovered psi so that he can be probed and experimented psis. This reaction penalty becomes -2 from anyone who
upon by them. This is Enemy (Medium group; 6 or less; has a reason to believe you may use your ability on him.
Hunter) [-10] for most psis, or (9 or less) [-20] if psis are If the setting requires all psis to take a Social Stigma,
also especially rare. or Social Regard (Feared), you may have that trait as well.
Loss of Social Advantages: If being “outed” would cause -5 points.
the psi to lose Status, Wealth, etc., treat that as a disadvan-
tage for these purposes.
Acceptance
Total the traits; if they end up positive, or no worse The world may just treat psis as a normal part of soci-
than -5 points, the Secret is a quirk. Otherwise, halve their ety. This is most likely if psionic abilities have been openly
value, and round to the nearest value of Secret (-5, -10, acknowledged (above) for a long time. In such a setting,
-20, or -30 points). psis do not have to take any special traits to reflect their
Example: In a modern psi game, psionic abilities are social standing. Most people react to psis normally, with
suspected (pp. 16-17) and psis are somewhat feared those who have relevant Intolerances or quirks being the
(p. 18). All known psis have Social Stigma (Second-Class exception.
Citizen) [-5] and the Enemy listed above on a 6 or less
[-10]. In addition, the average citizen is Comfortable; Deference
being outed forces a person to work menial or “gray mar- In some societies (especially far-future utopias
ket” jobs, losing that advantage [-10]. This comes to a total and dystopias), psionic power may be seen as a sign
of -25 points. Halving -25 produces -12.5, which is closest of intelligence, implying that psis are smarter or other-
to Secret (Utter Rejection) [-10]. wise more competent than the average person. This can
lead to a world in which psis are the natural leaders.

MIND GAMES 18
ACHILLES’ HEEL emits detectable waves of energy), Fanaticism, Honesty,
Maintenance, Obsession, Pacifism (one common variant is
Psis with godlike power can be – frankly – boring. When no Total Nonviolence, but only for one large class, -60%, or small
one can stand in the psi’s way, it becomes hard for the GM to class, -80%, of people), Phobias, Secret (though blackmail is
come up with challenging and fun adventures. One way to rarely fun!), Sense of Duty, Susceptible (often to a particular
mitigate this is by adding a weakness in the form of a disad- chemical or drug), or Vow.
vantage or limitation. This may be something with an in- For limitations, Accessibility is often the best choice.
game justification (e.g., something built into the psi by his However, instead of putting the same Accessibility on every-
creators), but it’s more often just a meta-game concept added thing, consider using it to split up the psi’s choices. Adding
to keep the PC interesting. “Not versus women” to half of the psi’s offensive abilities
Appropriate disadvantages are those that limit the psi’s “tar- and “Not versus men” to the other half can limit his options
gets” or provide others with a way to indirectly influence the enough to keep things interesting without taking away his
person’s actions and choices. This includes Code of Honor, “godlike” status. Other appropriate limitations include Costs
Compulsive Behavior (e.g., psis raised via virtual training may Fatigue or Limited Use (both of which force the psi to ration
have Compulsive Video-Game Playing limited to games that his abilities), Preparation Required or Takes Recharge (to
resemble their “childhood”), Dependency (commonly a rare force “downtime”), Trigger, and Unreliable.
psychotronic drug), Dependents, Dread (of something that

Telepaths and Mental Screens


A more specific version of “irresistible psi” is that of the This shifts things from a particular talent on the psi’s part
telepath living in a world where the average person broad- to a general failing in humanity. Be aware of the implica-
casts his thoughts (loudly) without being aware of it. The tions when making this change; it “downgrades” the aver-
poor psi must keep his own mental screens up to avoid age person even further with respect to psis!
hearing everything and being overwhelmed by it. With this change, the GM must decide who can buy off
This can be represented by taking Mind Reading or Easy to Read; can anyone who makes the effort do so,
Telereceive with both the Reflexive (+40%) enhancement only psis, or only telepaths? Do any of these groups
and the Uncontrollable (-10%) limitation. Reflexive turns require an Unusual Background? It’s possible, for exam-
the ability into a passive one. The GM should make a single ple, to have a campaign where telepaths can (and in fact
roll against the telepath’s skill (applying the Rule of 16) each must) buy it off, while nontelepathic psis can do so by
time he encounters a new group of people. If he fails, he paying a 5-point Unusual Background, and normal peo-
won’t pick up any thoughts; otherwise, note the margin of ple are stuck with it.
success. As NPCs experience particularly intense thoughts,
make a Will roll for them. If their margin of success is less
than the telepath’s, he picks up a mental snippet.
Easy to Read
Normally, Uncontrollable wouldn’t cause any particu- see p. B134
lar embarrassment or inconvenience when applied to If everyone starts with this trait, it shouldn’t count
Mind Reading; unless someone detects the psi, it’s a very against any disadvantage limit; in essence, buying it off is
unobtrusive ability. To make the limitation worth the like purchasing a 10- or 20-point advantage! Alternatively,
point break, when the psi loses control, he starts reading this could be a racial trait genetically engineered into any
everyone around him, experiencing the effects of Super- species created by psis as servants or underlings.
sensitive (p. B158). If he already has Supersensitive, dou-
ble the range and penalties. Special Enhancements
Psychic: In addition to your physical “tells,” you project
Constant Projectors your thoughts uncontrollably. Your resistance rolls against
If the setting demands telepaths who can pick up every- spells or abilities that read your thoughts or emotions are
thing going on around them – in other words, the subjects at -8. Moreover, if you are experiencing a high level of emo-
shouldn’t be able to resist – also apply the suggestions for tion or stress, you must make a Will roll (14 or higher
Irresistible Psi (p. 26) and have the telepath buy a very high always fails) to avoid projecting your thoughts and feelings
level of Talent or skill. An average margin of success of so loudly that they’re picked up automatically by all nearby
around 20 (which suggests a skill in the low 30s) is impos- mind readers! Assume that any telepath can “hear” such
sible for any normal person to match. thoughts within skill¥3 yards, or (IQ + Talent)¥3 yards if
Alternatively, the campaign world could simply reflect not using psionic skills. You may not learn the Mental
the truth – that the average person cannot control his Strength or Mind Block skills, nor have the Mind Shield
thoughts. To reflect this, the Easy to Read disadvantage, advantage. +100%.
with the new Psychic Only enhancement (below), can be Psychic Only: As for Psychic, but you only project your
considered part of the “standard human template”; assume thoughts; your body language is no easier to read than a
that every NPC has it unless he’s specifically bought it off. normal person’s. +0%.

UNIQUE CHALLENGES 27
Abilities, anti-psi, 31-32; defining, 11-12; for
INDEX
Countermeasures to psi, 5, 31-33; overusing, Genetics as psi source, 8-9.
detecting other psis, 35; potential problems 32, 35; see also Anti-Psi. Glossary, 4.
with, 28-31, 34, 35; starting number of, Crime (campaign frame), 22. Godlike psi, 26.
13-14; starting selection, 11-12; see also Cure ability, potential problems with, 30. Going through changes (theme), 6.
Powers. Debunkers, 16. GURPS, 3, 4, 5, 9, 11, 13, 14, 21, 23, 25, 26,
Acceptance (public reaction), 18. Detectives with psi, 23. 32; Basic Set, 3, 11; Bio-Tech, 9; Infinite
Achilles’ heel, 27. Deference (public reaction), 18-19. Worlds, 19, 24; Lensman, 36; Martial
Acknowledged psi, 18. Defining parameters of psi, 5-6. Arts, 10, 24; Mysteries, 23, 34; Powers,
Adolescence (campaign frame), 19-20. Degree of skill, 14. 3, 6, 9, 11, 12, 25, 26, 28; Power-Ups 1:
Adrenaline shock as psi source, 9. Denied psi, 17. Imbuements, 12; Psionic Powers, 3, 8,
Advantages, see Abilities. Detecting psi, 34-35. 11, 12, 19, 23, 25, 31, 35; Psionics, 3;
Aliens and psi, 7-10; intervention, 9; theme, Detect Lies skill, 28. Space, 8, 10; Supers, 3, 16, 21;
7-8. Deterrents to psi, 31-33; see also Thaumatology, 5; Traveller: Psionic
Allowing psi to be useful, 35. Countermeasures to Psi, Problem Abilities Institutes, 10; Ultra-Tech, 3, 32, 35;
Altered consciousness as psi source, 10. and Advantages. Y2K, 20.
Alternate worlds and psi, 24. Disadvantages, new, 18, 27, 34; psionics and, GURPS Psionic Powers, using, 3, 11.
Ancient beliefs about psi, 4. 27. Healing advantage, potential problems with,
Anti-psi, 7, 31-32; debunkers and, 16; in Discovery (campaign frame), 19-20. 30.
settings, 17, 24; latent, 7; other powers Distributing information, 33-34. Hiding (campaign frame), 21-22.
and, 21; see also Countermeasures. Divisions in organizations, special, 23. History and psi, 4-5.
Apocalypse, foreseeing, 20. Drain Emotion ability, potential problems Homo superior (theme), 7.
Astral plane, 19. with, 28, 29. Imbuement Skills as psi, 12.
Autoteleport ability, potential problems with, Drugs, psi, 33; examples, 9, 10, 16, 19. Improvement (campaign frame), 20-21.
30. Easily Resisted limitation, 25. Infallible psi, 26.
Average people with powers, 20. Easy to Read disadvantage, 27. Infinity Unlimited and psi, 24.
Beliefs about psionics, 4-8. EEG, 7. Information, controlling in campaigns, 28-
Blatant takeovers, 29. Emotion Control ability, potential problems 29, 33-34.
Blessed advantage, potential problems with, with, 29. Inhuman psi ability, 10; see also Aliens and
28. Emotion Sense ability, potential problems Psi.
Books, inspirational, 36. with, 28. Inspirational fiction, 36.
Brain, damage, 9; grafts as psi source, 9; psi Empathy advantage, potential problems Institutes, psionic, 10, 17.
and, 8-9. with, 28. Internal origins of psi powers, 6.
Campaigns, frames, 19-24; overcoming Empowering the powerless (campaign Intervention to gain psi, 9.
difficulties in, 28-35; psionics in settings, frame), 6-7. Intuition advantage, potential problems
15-19, 25-27; powers and ability selection, Emulating psi extremes, 25-27. with, 28.
11-12; starting conditions, 13-14; themes, Enemy disadvantage, 17, 18, 21-22. Invasions of privacy, 28.
6-8. Enhancements, new, 26, 27. Investigation (campaign frame), 23.
Certainty about future, 29. Esoteric, options to gain psi, 10; skills as psi, Irresistible psi, 26.
Changing society, 22. 12. Knowing too much, 28-29, 33-34.
Character trait suggestions, 6-8, 24-27, 34; ESP abilities, potential problems with, 28, Known limits of psi, 31.
anti-psi, 31. 29. Latency, 4, 14; determining, 7; powers, 14;
Charisma advantage, 5. ESPionage (campaign frame), 24. suppressing, 33; triggering abilities, 9, 10;
Charlatans, 16, 17. Exoteleport ability, potential problems with, universal, 8, 17.
Chemicals to gain psi, 10; see also Drugs. 30. Let the psychic win, 35.
Cinematic martial-arts skills as psi, 12. Experience requirement for psi, 9-10. Levitation ability, potential problems with,
Clarity about the future, 29. Expert Skill (Psionics), 5, 7, 17. 30.
Closed list of abilities (character creation External sources of powers, 6. Lightning ability, potential problems with, 30.
method), 11. Fame (campaign frame), 23. Limitations, new, 25; psi abilities and, 27.
Code of Honor (Psychic’s) disadvantage, Fear (public reaction), 18. Magnetism, personal, 4-5.
34. Fear of detection, 30, 34-35. Martial-arts skills as psi, 12.
Comic books, inspirational, 36. Focused mind as psi source, 9-10. Medical, equipment to determine psi, 7;
Common (frequency of psi), 16. Foreseeing an apocalypse, 20. intervention to gain psi, 9.
Complete takeovers, potential problems Frames, campaign, 19-24. Mental screens, 27.
with, 30. Frequency, in modern settings, 15-16; in Mental Stab ability, potential problems with,
Constant projectors, 27. nonmodern settings, 15. 30.
Contacting spirits, 6. Function of brain, 8-9. Mental trait, psi as, 6, 9.
Contaminating water, 33. Future, seeing into, 29. Mesmerism, 4-5.
Controlling information in campaigns, 28- Fuzzy abilities (character creation method), Mind Clouding ability, potential problems
29, 33-34. 11. with, 30.
Cosmic enhancement, No die roll required, Gainsayers, 16. Mind control of NPCs, 29-30.
26; No Rule of 16, 26. Gear, psi, 32, 35; see also Psychobotanics, Mind Probe advantage, potential problems
Cosmic Power advantage, 26. Psychotronics. with, 28.

INDEX 37
Mind Reading advantage, 27; potential Psecret agents, 24. Skeptic perk, 17, 24, 31-32.
problems with, 28. Pseudo-science, 6. Skeptics, 16.
Mind Swap ability, potential problems with, Psi, term defined, 4. Skills, esoteric, 12; Imbuement, 12; level of
30. Psionic, term defined, 4. psionic, 14; psionic, 12, 14.
Misdirection, 34. Psionic institutes, 10, 17. Social Regard advantage, 18, 19.
Misunderstanding, 34. Psionic potential, 8-10. Social Stigma, disadvantage, 18.
Modern day views of psi, 5. Psionic powers list, 3. Soldiering (campaign frame), 24.
Movies, inspirational, 36. Psionics, term defined, 4. Special souls as psi source, 10.
Mundane detection, 35. Psi-tech, 4, 32, 35; see also Psychobotanics, Spirits and psi, 6.
Mysticism, 4, 6. Psychotronics. Spotlight (campaign frame), 20.
Observer effect, 7. Pspecial forces, 24. Stargate, Project, 5.
Old-time psi, 5. Psychic, term defined, 4. Starting, campaign conditions, 13-14; cap on
One ability for starting psis, 13-14. Psychic beliefs, 4-8. skills, 14; power level, 13; psi characters,
One power for starting psis, 14. Psychic enhancement, 27. 11-14.
Open selection of abilities, 11. Psychic Hunches ability, potential problems Steal Dreams ability, potential problems
Open selection of powers, 12. with, 28. with, 28, 30.
Oracle advantage, potential problems with, Psychic Only enhancement, 27. Stealth-based abilities, potential problems
28. Psychical research, 5, 6, 24. with, 30.
Other powers and psi, 17, 21. Psychical testing, 7. Subtle takeovers, 29.
Overcoming difficulties of psionics, 28-35. Psychics next door (campaign frame), 20. Suggestion ability, potential problems with,
Overusing countermeasures, 32, 35. Psychobotanics, 5, 24, 32. 29.
Parapsychology, 4, 5, 18. Psychometry advantage, potential problems Supersensitive disadvantage, 27.
Patron advantage, 17, 23. with, 28. Surgery to gain psi, 9.
Patronage, 23. Psychotronics, 4-7, 18, 24, 30; affect on psi, 5, Survival (campaign frame), 21-22.
PC trait suggestions, 6-8. 32-33, 35; term defined, 4; see also Drugs. Suspected psi, 16-17.
Personal journeys (campaign frame), 21. Puberty metaphor, 6. Taking over minds, 29-30.
Personal magnetism, 5. Public awareness of psi, 16-19. Talent advantage, 5, 8, 9, 14, 25.
Personal restraint as psi-use deterrent, 34. Public reaction to psi, 18-19. Technology and psi, 32; see also
Photokinetic stealth, potential problems Publication history, 3. Psychotronics.
with, 30. Pyramid, 12. Telecontrol ability, potential problems with,
Photorefraction ability, potential problems Pyrokinesis ability, potential problems with, 30.
with, 30. 30. Telepathic stealth, potential problems with,
Physical, effects of power, 6; reasons for psi, Questers, 16. 30.
8-9. Range limits of psi, 31. Telepaths and mental screens, 27.
Player’s choice for explanation of psi, 8. Range of abilities in campaigns, 13-14. Telepathy power, potential problems with,
Plot-stopping abilities, 28-31, 34. Rare (frequency of psi), 15. 28.
Politics (campaign frame), 22. Rationing information, 33-34. Telereceive ability, 27, potential problems
Possession advantage, potential problems Reliable limitation, 12. with, 28.
with, 30. Representing psi, 11-12. Television, inspirational shows, 36.
Potential for psi, 8-10. Responsibility (campaign frame), 23-24. Testing for psi, 7.
Power (campaign frame), 22-23. Retrocognition ability, potential problems Themes, 6-8.
Power level, starting, 13. with, 28. TK Squeeze ability, potential problems with,
Power modifier options, 5, 12, 26. Retrocognitive Flashbacks ability, potential 30.
Powers, defining, 11-12; psionic vs. other, 21; problems with, 28. Training, 10, 20-21.
starting number of, 13, 14; starting Science and psi, 4-6. Trait suggestions, see Character Trait
selection, 11-12; see also Abilities. Second-sight abilities interfering with Suggestions.
Precognition advantage, potential problems campaigns, 28-29. Trigger roll to determine potential, 9.
with, 28, 29. Secret (Psi) disadvantage, 17, 18. Triggers for psionic, 9-10.
Privacy and psi, 28. Seeing into the future, 29. Ubiquitous (frequency of psi), 16.
Problem abilities and advantages, 28-31, 34, Selecting powers and abilities, 11-12. Uncommon (frequency of psi), 16.
35. Settings, psionics in, 15-19, 25-27. Universal latency, see Latency.
Prognostication ability, potential problems Short circuiting psi, 28-35. Unknown psi, 17.
with, 28, 29. Signature Sniffer ability, potential problems Unrestricted starting abilities, 14.
Progressive psi, 26. with, 30. Unusual Background (Psi) advantage, 13, 27.
Project Stargate, 5. Silent killers, abilities that are, 30. Very common (frequency of psi), 16.
Providing hard evidence, 34. Single ability for starting psis, 13-14. Very rare (frequency of psi), 15.
Proving results of investigations, 34. Single power for starting psis, 14. Victorian view of psi, 4-5.
Views of psi, 4-5.
Visions ability, potential problems with, 28,
29.
In the eighties, I was trained at Fort Bragg in a secret Vow disadvantage, 34.
initiative code-named Project Jedi. The objective of the Water, contaminated, 33.
Weak psi, 25.
project was to create Super Soldiers. Wimpy psi, 25.
– Lyn Cassady, World hopping and psi, 24.
Your head asplode (theme), 7.
The Men Who Stare at Goats Zener Cards, 7.

INDEX 38
Stock #37-2634
CONTENTS Never interrupt someone doing what
you said couldn’t be done.
– Amelia Earhart
FROM THE EDITOR . . . . . . . . . . . . . . . . . . 3
ALTERNATE SPACESHIPS . . . . . . . . . . . . . . . 4

IN THIS
by David L. Pulver

A NEW TAKE ON GRAPPLING . . . . . . . . . . 11

ISSUE
by Ken Clary

WHEN WE WERE VERY SMALL . . . . . . . . 19


by Mark Gellis

EIDETIC MEMORY: EXTREME DAMAGE . . . 24 Watch out: The cutting edge of GURPS is sharp! This month
by David L. Pulver
is dedicated to novel notions and major manipulations for the
TEN TWEAKS TO CUSTOMIZE COMBAT . . . . 26 greatest generic universal roleplaying system of all time!
by T Bone Docking first is Alternate Spaceships, a look at significant
modifications to the GURPS Spaceships system – written by
A DECK OF DICE . . . . . . . . . . . . . . . . . . . 29 that series’ mastermind, David L. Pulver. Harness the power of
by Steven Marsh core tweaks, new systems, variant design features, and more.
A New Take on Grappling offers a radical revision that seeks
ARMOR REVISITED . . . . . . . . . . . . . . . . . . 31 to unify and expand the grappling system from the Basic Set
by Douglas H. Cole and GURPS Martial Arts. For those times when only hands-
on heroics will suffice, give these rules a try!
RANDOM THOUGHT TABLE: I NEVER Watch your step! When We Were Very Small provides a little
META-RULE I DIDN’T LIKE . . . . . . . . . 33 tweak to the core rules that permit better gradation and varia-
by Steven Marsh, Pyramid Editor tion on the smaller side of the GURPS scale. It includes advice
for playing animals and others of undersized stature, plus size
ODDS AND ENDS . . . . . . . . . . . . . . . . . . . 35 and strength guidelines for over 100 tiny troublemakers.
featuring Murphy’s Rules Who can forget David Pulver’s monthly Eidetic Memory
offering? Not us! This month he looks at Extreme Damage, an
ABOUT GURPS . . . . . . . . . . . . . . . . . . . . 36 examination of the higher end of the scale. If you wanted to see
how one of the principle architects of the GURPS Fourth
Edition can shake up fundamental assumptions of size, HP,
explosions, and more, look no further!
Longtime GURPS tinkerer T Bone offers Ten Tweaks to
Article Colors Customize Combat, a bunch of bite-sized mods that can bring
a new spark to combat.
Each article is color-coded to help you find your
favorite sections. Who needs six-siders? A Deck of Dice offers a radical revi-
sion of a beloved basic concept – and what possibilities it
Pale Blue: In This Issue opens. Deal with it!
Brown: In Every Issue (letters, humor, editorial, etc.) For those who are looking for more variability and options
Dark Blue: GURPS Features on the defensive side, Armor Revisited describes a number of
new possibilities. Stay safe!
Purple: Systemless Features
Pyramid Editor Steven Marsh uses this month’s Random
Green: Distinguished Columnists Thought Table to suggest methods for introducing new rules
and tweaks without wrecking the world, while Odds and Ends
COVER ART INTERIOR ART features the usual goodies we couldn’t fit elsewhere – includ-
Jeff Koke Greg Hyland ing a groovy GURPS installment of Murphy’s Rules.
Don’t settle for great. With this month’s GURPS, you’ll
unleash new ideas and possibilities to take your game further!

Editor-in-Chief ❚ STEVE JACKSON GURPS Line Editor ❚ SEAN PUNCH Page Design ❚ PHIL REED and
Chief Operating Officer ❚ PHILIP REED Editorial Assistant ❚ JASON “PK” LEVINE JUSTIN DE WITT
Art Director ❚ SAMUEL MITSCHKE Production Artist ❚ NIKOLA VRTIS Marketing Director ❚ PAUL CHAPMAN
e23 Manager ❚ STEVEN MARSH Prepress Checker ❚ MONICA STEPHENS Director of Sales ❚ ROSS JEPSON

PYRAMID MAGAZINE 2 AUGUST 2011


FROM THE
EDITOR
THAT WAS THE system, etc. The fact that Tactical Shooting exists in the same
ecosphere as Ultra-Lite makes me giggly.
TWEAK THAT WAS This issue, then, is dedicated to the inveterate tinkerers. We
look at some of the core assumptions of the game (and some
Not too long ago, there was a meme floating around that subsystems), and we see how we can shake them up. Some of
informed the world, “You’re playing Monopoly wrong!” (The the tweaks are minor (some trivially so), while others are com-
premise was that many – perhaps most – people fail to auction plete overhauls.
properties when they aren’t purchased by someone landing on Even if you use none of these ideas as-is, hopefully they
them. I was pleased to note that I had been playing correctly, inspire you to pop the hood, roll up your sleeves, get your
on those rare occasions when I played Monopoly.) hands dirty, and see how you can make GURPS what you want
The undercurrent of the anecdote was that, by not playing it to be. That’s what it’s for!
with all the rules, you’re not playing the game right. For a
game like Monopoly, that makes sense.
However, that’s impossible with a game like GURPS. To
me, the beauty of GURPS has always been in its modular
WRITE HERE, WRITE NOW
Speaking of getting your hands dirty, why not dip the quill
nature. Many of those pieces are inherently contradictory; in the virtual ink and send us a note? We’re open for public
using a batch of rules to make combat more and less deadly at discussion online at forums.sjgames.com, and the tippy-top
the same time would be . . . odd. However, this makes it con- secret ultra-private mailbox to reach us virtually is at
ceivable to tailor GURPS to be exactly the kind of game you pyramid@sjgames.com. We love to hear from you!
want: a cinematic romp, a realistic simulation, a quick-play

Pyramid, GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. e23 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.
Pyramid is copyright © 2011 by Steve Jackson Games Incorporated. All rights reserved. Version 1.2 (January 2013).
Submission of your photos, letters, humor, captions, and marginalia constitutes permission to Steve Jackson Games Incorporated to use them in all media.
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PYRAMID MAGAZINE 3 AUGUST 2011


Basement: A vertical design building may optionally have an Weapons: In a vertical design, fixed mounts must be given
extensive underground level. Designate one or more of the a facing. This may be either right, left, back, front; upper level
lower story systems as basements. Basement systems cost an mounts may also face top, aiming upward. They can only hit
extra $1,000 per ton of building mass to cover excavation costs targets within a 60° arc from that facing. Turrets installed in
over and above their normal system costs, but are hidden from lower or middle sections must be assigned one of these fac-
view and cannot be targeted directly. However, they’re auto- ings (excluding top), but may swivel to hit targets within a
matically buried if the rest of the building is disabled, and 120° arc. Turrets in an upper section are assumed to be roof-
destroyed if the rest of the building is destroyed. mounted and have a 360° arc of fire. Missiles in spinal batter-
Armor: A building requires a minimum of one Armor sys- ies or in fixed mounts in upper stories may be noted as facing
tem per section, representing its structural composition. upward (allowing vertical launch). Weapons can’t go in base-
Control Room: A control room is not required, but if ment systems unless either the entire building is under-
installed, it can represent a computer room or command cen- ground (in which case top-facing fixed mount or any turret
ter. Since the building does not need as sophisticated controls weapons can be installed in upper level section of the base-
and can omit gyros or attitude thrusters, halve the Control ment), or unless they’re a third of a spinal battery or a ghost
Room cost. Each control station removed saves only $25K. particle beam.
Engine Room, Workspaces: In a building, these are often

ABOUT AUTHOR
referred to as a maintenances rooms or spaces.
Engines, Etc: A building shouldn’t have any system or fea- THE
ture related to mobility or propulsion. It has HP but no ST, and David L. Pulver is a freelance writer and game designer based
lacks Hnd, SR, or Move statistics. in Victoria, British Columbia. He is the co-author of the GURPS
Enhanced, Multipurpose, and Tactical Comm/Sensor Arrays: Basic Set Fourth Edition, and author of Transhuman Space,
Sensor and directional comm ranges will be limited by the GURPS Mass Combat, GURPS Spaceships, and numerous
horizon. In a vertical-design (p. 9) building, these arrays (and other gaming products. For additional details about the author,
Control Rooms) should be placed on the upper section to see his Eidetic Memory column (pp. 24-25).
ensure a long line of sight.

Medusa-Class Guided Missile Cruiser (TL8)


This is an example of how to use the Spaceships system Central Hull System
with these options to build watercraft. The Medusa class is [core] Habitat (3 ops centers, 10 sickbay,
a wet-navy, guided-missile cruiser, equipped with a 20 cabins, 24 bunkrooms,
phased-array radar, guns, and multiple vertical-launch 18 tons cargo).*
missile and torpedo tubes. The hangar is designed to carry Rear Hull System
a pair of helicopters and their weaponry. [1] Steel Armor (dDR 7).
Front Hull System [2] Tertiary Battery (30 fixed 28cm
launchers).*
[1] Steel Armor (total dDR 7).
[3] Tertiary Battery (29 fixed 28cm
[2] Major Battery (turret with 12cm rapid
launchers; one turret with
fire gun).*
very rapid fire 3.5cm gun).*
[3] Secondary Battery (six fixed 32cm
torpedo tube launchers; 200 tons [4] Hangar (300 tons capacity; helicopters
cargo).* and small boats).*
[5-6!] Screw Propellers.*
[4] Tertiary Battery (30 fixed 28cm
[core] Habitat (50 bunkrooms, 25 cabins,
launchers).*
establishment, seven offices,
[5] Control Room (C5 computers,
18 tons cargo).*
comm/sensor 7, 10 control stations).*
[6] Fuel Tank (500 tons hydrocarbon fuel). *10 workspaces per system.
Central Hull System
It has the Lacks Automation†, Nautical hull†, and NBC
[1] Steel Armor (dDR 7).
Filters Only (p. 8) features. The vessel’s typical complement
[2] Tactical Comm/Sensor Array
consists of 10 bridge crew, 30 ops station crew and gunners,
(comm/sensor 9).*
150 technicians and service personnel, and a variable num-
[3-4] Fuel Tanks (1,000 tons of hydrocarbon
ber of flight crew.
fuel).
[5-6] Gas Turbine Engines (provides † See GURPS Spaceships 7: Divergent and
four Power Points).* Paranormal Technology.

TL Name dST/HP Hnd/SR HT Move LWt. Load SM Occ dDR Cost

SEAMANSHIP/TL8
8 Medusa-class 150 -2/5 13 2/21 10,000 574.6 +10 386AS 7 $448M

PYRAMID MAGAZINE 10 AUGUST 2011


• Because anthropomorphic animals can usually speak nor- rounded bodies; this is backed up by how heavy they are com-
mally, Cannot Speak [-15] disappears. If everyone in the world pared to other creatures with similar lengths. This is also true
is an anthropomorphic animal, most adventurers will lose any for some fish and amphibians. As for snakes, it has been
Social Stigma they have; if it is a “cartoon world” that anthropo- assumed (based on examples in the Basic Set) that, because of
morphic animals share with humans (who are often unaware their serpentine build, the Size Modifier of a snake is two less
that animals are sapient, have hands, etc.), they might still have than what would be suggested by its length. An 8’ snake will be
Social Stigma to represent how humans treat them. SM -1, not SM +1; a two-foot snake will be SM -5, not SM -3.
• Anthropomorphic birds and bats are often able to use The inclusion of a few creatures may be seen as “opti-
their wingtips as hands, although it is generally unclear why this mistic.” The boundary of ST 0.5, if employing the standard for-
actually works. (Bird- and bat-like demons from fantasy and mula for calculating ST, is about 0.25 ounces. Most
horror stories often have this feature, too.) Anthropomorphic hummingbirds weigh less than this, and technically should not
fish seem able to do the same things with their fins; the explana- even have ST 0.5. However, hummingbirds are unusually
tion for this would probably make an actual biologist’s head strong for their size, and thus might qualify for ST 0.5 for this
explode. Anthropomorphic snakes do not have any limbs, of reason. In any event, the GM should feel free to eliminate any
course, but they are often remarkably adept at using their creature from the list with a weight below 0.25 ounces, require
mouths and tails as hands. This sometimes involves Bad Grip, an Unusual Background for it to have ST 0.5, or handle it in
but not always. any other manner he considers reasonable.

MANY CREATURES, Small Creature Table


Typical Typical Typical
GREAT AND SMALL Creature Weight Length/SM ST
The following table is provided as a quick reference for the
GM and players who are considering small animals (and very Humanoids
small beings from fantasy) as characters. Leprechaun 8 lbs. 24”/-3 4
Of course, lengths and weights are approximations; many Living Doll 1 lb. 12”/-5 2
species, particularly snakes, vary widely. In addition, in many Living Toy 2 oz. 7”/-6 1
cases, the SM is based on the length of the creature’s body, not Flower Fairy 0.25 oz. 3”/-8 0.5
the total length including the tail. This is because the tail of
many animals is so thin compared to the rest of the creature, Mammals
that including the total of its length would distort the calcula- Armadillo 17 lbs. 36”/-2 5
tion of the Size Modifier. In addition, turtles are assumed to be Badger 18 lbs. 28”/-2 5
one SM larger than their length would suggest, due to the their Big Brown Bat 0.5 oz. 5”/-7 0.5
Blackbird 2 oz. 8”/-6 1
Bobcat 20 lbs. 36”/-2 5
Cat 10 lbs. 20”/-3 4
Sometimes we hear of the Chihuahua 5 lbs. 18”/-4 3
Eastern Chipmunk 3 oz. 6”/-6 1
capture of a pixy, and of its being Eastern Mole 2.5 oz. 6”/-6 1
Ferret 2.5 lbs. 20”/-3 2.5
consigned to a place of security Flying Fox (Fruit Bat) 2 lbs. 12”/-5 2.5
whence it would be imagined Gray Squirrel
Green Monkey
1.5 lbs.
8 lbs.
12”/-5
24”/-3
2
4
impossible for it to escape; Hamster 4 oz 6”/-6 1
Hedgehog 1.5 lbs. 10”/-5 2
but the little prisoner generally Kangaroo Rat 3 oz. 6”/-6 1
Little Brown Bat 0.25 oz. 3/-8 0.5
contrives to regain its liberty, Meerkat 1.5 lbs. 12”/-5 2
either through its custodian Mink
Mongoose
2 lbs.
3 lbs.
22”/-3
16”/-4
2.5
2.5
relaxing his vigilance, or in Mouse 0.75 oz. 3”/-8 0.5
Opossum 10 lbs. 24”/-3 4
some totally inexplicable and Otter 25 lbs. 36”/-2 5
Pekingese 10 lbs. 18”/-4 4
miraculous manner. Porcupine 20 lbs. 24”/-3 5
– William Crossing, Rabbit
Raccoon
3.5 lbs.
15 lbs.
16”/-4
24”/-3
3
4.5
Tales of the Rat 10 oz. 10”/-5 1.5
Red Fox 15 lbs. 36”/-2 4.5
Dartmoor Pixies Red Squirrel 10 oz. 8”/-6 1.5
Scottish Terrier 20 lbs. 24”/-3 5

PYRAMID MAGAZINE 22 AUGUST 2011


Stock #37-2648
CONTENTS IN THIS
FROM THE EDITOR . . . . . . . . . . . . . . . . . . 3
MAGICAL TRADECRAFT . . . . . . . . . . . . . . . . 4
ISSUE
Any sufficiently concealed magic is indistinguishable from
by Christopher R. Rice reality, and secrets and sorcery both like to dwell in the shad-
ows. This month’s Pyramid is devoted to the world of hidden
THE WAY OF THE KEEPERS . . . . . . . . . . . 10 hocus-pocus, with secret magic!
by Michele Armellini In a magical world, assassins and spies might utilize subtle
spells and potions to practice their Magical Tradecraft. Using
THE STREET SIGN OF THE FOUR . . . . . . . 16 the Ritual Path magic system presented in the GURPS
by Loki Carbis
Monster Hunters series, this articles describes 23 new spells,
EIDETIC MEMORY: BIBLIOMANCY . . . . . . . 20 four new potions, and tips for designing secretive snoops who
by David L. Pulver dabble in the wizardly field.
Why don’t we have direct proof of magic? Perhaps because
THE FIRST RESISTANCE . . . . . . . . . . . . . . 24 it’s deliberately being kept secret. Learn The Way of the Keepers:
by David Lichtenstein the importance of their underappreciated efforts (including
lenses for different eras), the process for becoming a Keeper,
THE ACCIDENTAL MAGUS . . . . . . . . . . . . . 27 and the details of their GURPS magical style – including a new
by Jason Brick GURPS Magic spell!
Where murderous mages dwell at the corners of their most
THE GUARD OF THE BLACK LANDS . . . . . . 30 horrific crime, you will find The Street Sign of the Four. Investi-
by J. Edward Tremlett gators can unravel this modern-day mysterious setup – includ-
ing a final confrontation with four GURPS elemental mages.
RANDOM THOUGHT TABLE: Grimoires have long been favorite spell-storing spots for
FOREWARNED IS FOREARMED . . . . . . . 35 mages. Some wizards take this love affair one step further and
by Steven Marsh, Pyramid Editor focus on Bibliomancy, the latest Eidetic Memory offering from
GURPS Basic Set co-developer David L. Pulver. Unleash your
ODDS AND ENDS . . . . . . . . . . . . . . . . . . . 37 inner librarian with these 14 new Magic spells!
featuring Murphy’s Rules In a land where magic is suppressed, there is The First
and an article by William H. Stoddard Resistance. This loose affiliation of wizards keeps the secrets
alive while trying to undermine the conquering kingdom. Along
APPENDIX Z: ONOMANCY . . . . . . . . . . . . . 38 with suggestions for using the group in GURPS Dungeon
by Jason “PK” Levine
Fantasy campaigns, this article describes their methodology in
ABOUT GURPS . . . . . . . . . . . . . . . . . . . . 39 GURPS Thaumatology: Magical Styles terms.
Not everyone sets out to be a mage, and some who do have
forgotten their pasts – there are many ways to become The
Accidental Magus. Although useful with any system, this article
Article Colors provides specific GURPS examples.
Magic is ḥarām – forbidden – to Islamic peoples, and The
Each article is color-coded to help you find your Guard of the Black Lands ensures that residents and visitors of
favorite sections. Egypt follow those precepts. This fictive Middle Eastern anti-
magic organization is particularly suitable for GURPS
Pale Blue: In This Issue Monster Hunters campaigns.
Brown: In Every Issue (letters, humor, editorial, etc.) Giving of yourself completely can reap great rewards, as
Dark Blue: GURPS Features GURPS Psionic Powers author Jason “PK” Levine demon-
Purple: Systemless Features strates in Appendix Z: Onomancy. Discover a trick employed by
some die-hard “roleplayers” as you learn of their new take on
secret identities and the Zeroed advantage.
COVER ART INTERIOR ART This month’s Random Though Table explores how to use
Pat Morrissey Greg Hyland precognitive abilities post-emptively, while Odds and Ends
includes a weighty Murphy’s Rules plus a new, suppressed path
to power for your GURPS Locations: Worminghall students.

Editor-in-Chief ❚ STEVE JACKSON Art Director ❚ SAMUEL MITSCHKE Chief Operating Officer ❚ PHILIP REED
e23 Manager ❚ STEVEN MARSH Assistant Art Director ❚ Director of Sales ❚ ROSS JEPSON
GURPS Line Editor ❚ SEAN PUNCH BRIDGET WESTERMAN Page Design ❚ PHIL REED and
Assistant GURPS Line Editor ❚ Production Artist ❚ NIKOLA VRTIS JUSTIN DE WITT
JASON “PK” LEVINE Prepress Checker ❚ NIKOLA VRTIS

PYRAMID MAGAZINE 2 OCTOBER 2012


FROM THE
EDITOR
SECRETS AND SORCERY secrets if no one actually knows about them; if everybody in
Gotham City knows that Bruce Wayne is Batman, then it’s not
Is magic secret? It’s the kind of question that comes up for a secret – even if you’ve never seen the billionaire playboy don
an editor as he ponders an issue devoted to a “secret magic” his bat-themed body armor in front of you. The fact that every-
theme. Let’s suppose for a moment that magic is real in our one would immediately recognize and identify magic points
world. This means one of two possibilities. toward it not being a secret.
• Magic is a terrifically kept secret. After all, no one has con- Of course, the Occam’s razor answer to this is that magic
clusively demonstrated that magic exists, despite millennia of does not – in fact – exist. But where’s the fun in that?
many of the world’s smartest folks trying to show it’s real. If It’s in this spirit of pondering the logistics and implications
magic does exist, then somehow it’s been phenomenally good of secretive magic that we present this issue of Pyramid. We
at keeping its secret. hope it contains enough inspiration to get your cauldron
• Magic is a really, really badly kept secret. Look at it from the churning . . . quietly.
other point of view: Even if we don’t conclusively know that
magic exists, we all know what it is. Let’s say a guy with a
pointed hat suddenly waved a wand and pointed it at you, WRITE HERE, WRITE NOW
resulting in you levitating 10’ off the ground or turning into a Speaking of quiet conjurers and private prestidigita-
newt. Your initial thoughts would probably drift more toward tion premises, how did this issue do at summoning some-
“That’s magic!” more than “That is likely to be some form of thing stealthily? Let us know how we’re doing privately at
advanced technology causing outcomes that I cannot distin- pyramid@sjgames.com, or join the quasi-confidential com-
guish from seeming violations of natural law!” Secrets are only munity at forums.sjgames.com.

Pyramid, GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. e23 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.
Pyramid is copyright © 2012 by Steve Jackson Games Incorporated. All rights reserved.

Submission of your photos, letters, humor, captions, and marginalia constitutes permission to Steve Jackson Games Incorporated to use them in all media.
All such submissions become the property of Steve Jackson Games Incorporated and will not be returned.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please
purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors’ rights is appreciated.

PYRAMID MAGAZINE 3 OCTOBER 2012


Magic Bullet Tin-Foil Hat
Spell Effects: Greater Control Matter. Spell Effects: Greater Strengthen Mind.
Inherent Modifiers: Damage, External Huge Piercing 3d Inherent Modifiers: Altered Traits, Immunity to Mind-
(Armor Divisor (2)). Affecting Magic.
Greater Effects: 1 (¥3). Greater Effects: 1 (¥3).
This spell is cast as a charm on a projectile, usually a bullet. This spell is cast as a charm (usually on some form of head-
Once the projectile hits the target, he immediately takes gear) and makes the subject completely immune to all mind-
3d+3(2) pi++ damage. This is considered a linked attack, not a affecting magic for the next hour.
follow-up, and has to penetrate any DR the subject has on its
Typical Casting: Greater Strengthen Mind (3) + Lesser Con-
own. However, since the subject has already been hit, he does
trol Magic (5) + Altered Traits, Immunity to Mind-Affecting
not get a chance to dodge or block the spell! If the shot misses
Magic (30) + Duration, 1 hour (3). 123 energy (41×3).
the target, the charm is still expended.
Typical Casting: Greater Control Matter (5) + Lesser Control Waterboard
Magic (5) + Damage, External Huge Piercing 3d+3 (Armor
Spell Effects: Greater Create Matter.
Divisor (2), +50%) (12). 66 energy (22×3).
Inherent Modifiers: Affliction, Choking
Greater Effects: 1 (¥3).
This spell conjures water in the subject’s airway, causing
You know spies. Bunch of him to choke; the subject may do nothing but fall down.
bitchy little girls. While the spell persists, the target suffers the effects of suffo-
cation (p. B436). This may be stopped by the caster ending
– Sam Axe, in Burn Notice the spell, or by having an ally try a First Aid roll to clear the
subject’s airway (roll at -2 before TL7). Each attempt takes
two seconds. Subjects with Doesn’t Breathe or Injury Toler-
ance (Homogenous) are not affected.
Managram Typical Casting: Greater Create Matter (6) + Affliction,
Spell Effects: Lesser Create Magic + Lesser Sense Magic. Choking (20) + Duration, 10 minutes (1) + Subject Weight, 300
Inherent Modifiers: None. lbs. (3). 90 energy (30×3).
Greater Effects: 0 (¥1).
This spell allows you to instantly send a message of 200
words or less to another mage (one who possesses the Magery SHAKEN, NOT STIRRED
advantage) anywhere on the planet. The recipient knows who These new potions are especially useful to undercover oper-
sent the message and may “decline” it if he wishes. atives, who often mix them into other innocuous things like
drinks, yogurt, etc. The costs do not include the energy dis-
Typical Casting: Lesser Create Magic (6) + Lesser Sense count associated with potions; this must still be calculated by
Magic (2) + Range, 8,000 miles (41). 49 energy (49×1). the caster in accordance with the ingredients he uses.

Mole Blood Cipher


Spell Effects: Lesser Destroy Mind. Spell Effects: Lesser Sense Mind ¥2.
Inherent Modifiers: Bestows a Penalty, Caster’s Influence Inherent Modifiers: None.
skills. Greater Effects: 0 (¥1).
Greater Effects: 0 (¥1).
This special elixir is not drunk. Instead, it is used to write
While under the effects of this spell, the subject resists the a message to one or more people. When preparing to write
caster’s Influence skill rolls at -5 for the next month. This is the message, a drop of the recipients’ blood must be added to
especially handy when cultivating an asset or (obviously) a the potion. After the message is composed, the magic takes
mole within a organization. effect and turns the writing into coded gibberish. From that
Typical Casting: Lesser Destroy Mind (5) + Bestows a point on, only those whose blood was mixed into the ink can
Penalty, -5 to resist caster’s Influence skills (32) + Duration, 1 comprehend the note; it appears garbled to everyone else.
month (11). 48 energy (48×1). This effect lasts for a year, after which time, the message can
be read by anyone.
Sorcerous Silencer Typical Form: special.
Spell Effects: Greater Control Energy. Typical Ingredients: abacus bead, chalk dust from a teacher’s
Inherent Modifiers: None. blackboard, feather from a raven, iron gall ink, slide rule,
Greater Effects: 1 (¥3). writer’s quill.
Typical Brewing: Lesser Create Magic (6) + Lesser Sense
For one hour, this spell completely silences its target firearm. Mind (2) + Lesser Sense Mind (2) + Duration, 1 year (21). 31
Typical Casting: Greater Control Energy (5) + Duration, 1 energy (31×1).
hour (3) + Subject Weight, 30 lbs. (1). 27 energy (9×3).

PYRAMID MAGAZINE 8 OCTOBER 2012


THE FIRST
RESISTANCE
BY DAVID LICHTENSTEIN
The War of Conquest ended with the Battle of the Horns, The organized resistance movement had to be very subtle.
and the armies of the Middle Kingdom scattered, leaderless. Those with no talent for magic tried to stockpile weapons or poi-
The Middle Kingdom was conquered by the Severans, and son the Severans’ food supplies, but their successes were limited.
that marked the end of the Third Age. Even without their It is said that the first teacher of the First Resistance style was
army, the people there determined to resist the occupying the great wizard Ruth the Elder who went into hiding in the City
forces. However, unlike the recently conquered, neighboring of Umber when it was first conquered. She taught her magic to
Sredni and Ravnin, they chose not to leave their cities for a those who wished to learn to resist the occupation using stealthy
life of desperation and hunger. Instead, they pretended to magic. The unique elements of the style developed into their
become loyal subjects of the new conquerors while building present form under the hands of her first students, Liam the
secret cells of resistance. Black and Cybelle Shadowhand.
Any resistance was fraught with danger during those first Little discrimination exists among those who resist the
years. The Severan occupation force outlawed the possession Severan occupiers. The First Resistance style is taught to anyone
of any weapons other than knives and the practice of any who wishes to learn it and who is committed to making the lives
magic other than the most simple food and healing spells; of the occupying army more difficult. Humans and dwarves
scores of wizards were publicly executed for no crime other tend to be the plurality practitioners, but many other races have
than knowing now-illegal spells. The Severan wizards were been represented among the students of the First Resistance.
merciless in their use of Mind-Reading and Compel Truth

STEALTHY SPELLCASTING
spells to seek out any Midlanders who sought to win back their
freedom with arms or magic.
The First Resistance style is the magic prac-
ticed in secret by the Midlander resistance in the
cities of Umber, Sallisburg, Tzavolgorod, and
First Resistance in other places in the Middle Kingdom. It focuses
on persuasion, mind reading, and other sub-
Dungeon Fantasy tleties. Experienced practitioners of the First
The history behind the creation of the First Resistance style and the Resistance could be formidable battlefield
culture that might lead to an adventurer learning it is a significant mages, but they almost never show their power
addition to a Dungeon Fantasy campaign. However, it may be rela- in such a blatant way.
tively easy for such a background to be explained by having the per- Those who practice the First Resistance style
son be from a distant land questing to find artifacts or allies to help still have to live under the heel of the Severan
free his country. occupation, and thus keep their magic use and
In a Dungeon Fantasy setting, the First Resistance style is cer- rebellious activities a secret. Nearly all such
tainly not limited to humans and dwarves. Any race whose back- mages have other, more mundane vocations used
ground allows them to have learned the style may take it. to deceive the Severans. Liam the Black was an
A character using the wizard template in GURPS Dungeon apprentice cooper, and Cybelle Shadowhand
Fantasy 1: Adventurers should not take 30 points in spells. Instead, went unnoticed as a street beggar.
they need Fast-Talk (A) IQ-1 [1], Camouflage (A) DX-1 [1], Stealth (A)
DX-1 [1], Style Familiarity (First Resistance) [1], Far-Casting (Daze) [1],
Limited ER 1 (First Resistance) [1], and Secret Mage [1], for 7 points. FIRST RESISTANCE
The also should have the following 23 spells (H) IQ+1 [1] or (VH) IQ [1]: 7 points
Apportation, Boost IQ, Bravery, Daze, Delay, Extinguish Fire, Fear, Aside from the style’s perks, First Resistance
Find Weakness, Foolishness, Ignite Fire, Keen Hearing, Mind Reading, training does offer one major benefit that most
No-Smell, Panic, Persuasion, Purify Air, Seek Earth, Sense Emotion, other styles do not. Students of this style are
Sense Foes, Sense Life, Truthsayer, Weaken, and Wisdom. Such a wiz- exempt from spell prerequisites from outside of
ard would be of the second stripe, just shy of earning his third stripe. the college of the spell they are currently learning.

PYRAMID MAGAZINE 24 OCTOBER 2012


ODDS AND ENDS
ANYTHING FOR POWER protection, even though few of them avoid the -4 penalty for
lacking holy support.
by William H. Stoddard The Church forbids ritual magic because it involves “praying”
Students at Worminghall University (GURPS Locations: to spirits for help and even offering them sacrifices – violating
Worminghall) pursue the medieval tradition of image magic, a the commandment against worshiping other gods. This con-
scholastic approach, where Symbol Drawing (Image Magic) is demnation also applies to mediums and channels. Some theolo-
used to gain bonuses to spell casting rolls. Each spell has its gians consider the ritual mage’s Magery, which enables him to
own diagram, representing the planetary influences and other make spirits listen to his prayers, as a specialized form of medi-
affinities that favor it, and calling upon them. umship. Orthodox doctrine holds that all the spirits who answer
Some mages aren’t content with this slow, safe approach. such appeals are demons and deceivers. Despite the risks and
They look for shortcuts to power – and sometimes costs, some mages will do anything to gain knowledge or power.
find them in the grimoires of ritual magic.
Symbol Drawing (European Ritual Magic) isn’t a
boost to magical power; it’s a source of magical
power (see p. B224 for the distinction). Its symbols
are the names or the sigils of spirits. Casting a ritual
magic spell means invoking a spirit and asking for its
aid. The ritual represents, among other things, the
formal courtesies required for such a request. If the
request isn’t presented acceptably, the aid will be
denied (a failure) and the request may even be pun-
ished (a critical failure, and often a cause for Fright
Checks). The effective skill of the caster is the lesser
BY GREG HYLAND
of his skill with the particular spell and his skill with
Symbol Drawing (European Ritual Magic).
This form of Symbol Drawing can be aided by
taking extra time (p. B346); given the dangers, ritu-
alists who are even partly sane do take that time!
Spirits also respond to sacrifices. These amount to
bribes, and provide bonuses equal to those from a
bribe offered to a Contact (pp. B44-45). However,
each spirit wants bribes in a specific form, and with
appropriate presentation, which demands a Ritual
Magic roll. The darker spirits expect blood sacri-
fices! Bonuses from sacrifices, unlike bonuses from
extra time, benefit both the Symbol Drawing roll
and the roll to cast the spell.
Ritual magic can be used, in principle, to cast
most of the standard spells. But most practitioners
prefer to cast spells that aren’t part of image magic:
necromantic spells, curses, and Divination (Crystal-
Gazing or Gastromancy) – see the appendix to
Worminghall for the full list.
Necromantic spells, in particular, offer ways to
communicate with spirits and thus to recruit new
spirits into one’s service. (Identifying an appropriate
servant may call for a roll against Hidden Lore
(Demon Lore or Spirit Lore.) Such research can also
be conducted by questioning a person who acts as a
voice for the spirit, through the benefit of Channel-
ing or Medium, or by being the subject of the spell
Divination (Gastromancy).
Getting the spirit to leave again can be a problem!
Ritual mages often study Exorcism for their own

PYRAMID MAGAZINE 37 OCTOBER 2012


RITUAL PATH MAGIC
TM

Written by JASON “PK” LEVINE


Illustrated by DAVID DAY, IGOR KIERYLUK,
SHEA RYAN, and BOB STEVLIC
GURPS System Design ❚ STEVE JACKSON e23 Manager ❚ STEVEN MARSH
GURPS Line Editor ❚ SEAN PUNCH Marketing Director ❚ LEONARD BALSERA
Managing Editor ❚ PHILIP REED Director of Sales ❚ ROSS JEPSON
Assistant GURPS Line Editor ❚ JASON “PK” LEVINE Prepress Checker ❚ NIKOLA VRTIS
Production Artist & Indexer ❚ NIKOLA VRTIS Page Design ❚ PHIL REED and JUSTIN DE WITT
Art Direction ❚ MONICA STEPHENS GURPS FAQ Maintainer ❚ VICKY “MOLOKH” KOLENKO

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Thaumatology, Ritual Path Magic, e23, 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 Thaumatology: Ritual Path Magic is copyright © 2013 by Steve Jackson Games Incorporated. Some art © 2013 JupiterImages Corporation. All rights reserved.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please
purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

An e23 Sourcebook for GURPS ®

STEVE JACKSON GAMES ®


Stock #37-1653 Version 1.0 – October 2013
CONTENTS
INTRODUCTION . . . . . . . . . 3 Quick-and-Dirty GRIMOIRES. . . . . . . . . . . . . . . . . . 30
Publication History . . . . . . . . . . . . . 3 Rituals and Charms . . . . . . . . . 26 Buying Grimoires . . . . . . . . . . . . . 31
Recommended Books . . . . . . . . . . . 3 Creating a Grimoire . . . . . . . . . . . 32
About the Author. . . . . . . . . . . . . . . 3 PLACES OF POWER . . . . . . . . . . . . 32
Finding a Place . . . . . . . . . . . . . . . 32
1. LEARNING MAGIC . . . . . 4 ENCHANTED ITEMS. . . . . . . . . . . . 33
Words of Magic. . . . . . . . . . . . . . . . . 4
Enchantment Limitations . . . . . . 33
ADVANTAGES . . . . . . . . . . . . . . . . . 5 Acquiring Enchanted Items . . . . . 34
Energy Reserve . . . . . . . . . . . . . . . . . 5 Beverage Selection . . . . . . . . . . . . . 34
New Perk: Ritual Mastery . . . . . . . . 6
THE SEPHIROTH AND DECANS . . . 35
SKILLS . . . . . . . . . . . . . . . . . . . . . . 6 Decanic Trappings . . . . . . . . . . . . 36
Core Skill . . . . . . . . . . . . . . . . . . . . . 6 CHARMS . . . . . . . . . . . . . . . . . . . . 26 Daath . . . . . . . . . . . . . . . . . . . . . . . 37
Path Skills . . . . . . . . . . . . . . . . . . . . 6 Gizmos and Charms . . . . . . . . . . . 27
Visualizing the World . . . . . . . . . . . . 8 Buying Charms . . . . . . . . . . . . . . . 27 4. THE GRIMOIRE . . . . . . 38
Weather-Working . . . . . . . . . . . . . . . 9 Champions on a Budget . . . . . . . . 28 A Weighty Matter . . . . . . . . . . . . . . 39
Talent. . . . . . . . . . . . . . . . . . . . . . . . 12 Workspace Kits . . . . . . . . . . . . . . . 28 Mana Level . . . . . . . . . . . . . . . . . . . 43
VARIATIONS . . . . . . . . . . . . . . . . . 13 ALCHEMICAL ELIXIRS . . . . . . . . . . 28 Mixing Magic Systems . . . . . . . . . . 45
Alternative Core Skills . . . . . . . . . 13 The “Right” Way . . . . . . . . . . . . . . . 49
Creating Elixirs . . . . . . . . . . . . . . . 28
Alternative Paths . . . . . . . . . . . . . . 13 Ingredients . . . . . . . . . . . . . . . . . . . 29
Alternative Greater Effects . . . . . . 13 APPENDIX: BOTCHES
Using Elixirs . . . . . . . . . . . . . . . . . 29
Elixir Example . . . . . . . . . . . . . . . . 30 AND QUIRKS . . . . . . . 52
2. PERFORMING
Limits on Elixirs . . . . . . . . . . . . . . 30
MAGIC . . . . . . . . . . . . 14 INDEX . . . . . . . . . . . . . . 54
DEFINE THE RITUAL . . . . . . . . . . . 15
Spell Effects . . . . . . . . . . . . . . . . . . 15
Stacking Spells . . . . . . . . . . . . . . . . 15
Spell Effect Summary Table. . . . . . 16
Spell Modifiers . . . . . . . . . . . . . . . 16
About GURPS
Steve Jackson Games is committed to full support of GURPS players.
Spell Modifiers Table . . . . . . . . . . . 18
Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please
Greater Effects Multiplier . . . . . . 18
include a self-addressed, stamped envelope (SASE) any time you write us!
Traditional Trappings . . . . . . . . . . 19
We can also be reached by email: info@sjgames.com. Resources include:
Specific Definition . . . . . . . . . . . . . 19
CHOOSE THE SKILL . . . . . . . . . . . 19 New supplements and adventures. GURPS continues to grow – see what’s
Non-Adepts and Magic . . . . . . . . . 19 new at gurps.sjgames.com.
ACQUIRE THE ENERGY . . . . . . . . . 20 e23. Our e-publishing division offers GURPS adventures, play aids, and
Gathering Ambient Energy . . . . . 20 support in PDF form . . . digital copies of our books, plus exclusive material
Tapping Energy Sources . . . . . . . 21 available only on e23! Just head over to e23.sjgames.com.
30 Energy? . . . . . . . . . . . . . . . . . . . 21 Pyramid (pyramid.sjgames.com). Our monthly PDF magazine includes
new rules and articles for GURPS, systemless locations, adventures, and
CAST THE SPELL . . . . . . . . . . . . . 21 much more. Look for each themed issue from e23!
After Casting . . . . . . . . . . . . . . . . . 22
Internet. Visit us on the World Wide Web at www.sjgames.com for
Sample Castings . . . . . . . . . . . . . . . 22
errata, updates, Q&A, and much more. To discuss GURPS with our staff
3. ADVANCED and your fellow gamers, visit our forums at forums.sjgames.com. The web
page for GURPS Thaumatology: Ritual Path Magic can be found at
MAGIC . . . . . . . . . . . . 23 gurps.sjgames.com/ritualpathmagic.
ADDITIONAL DETAIL . . . . . . . . . . . 24 Bibliographies. Many of our books have extensive bibliographies, and we’re
”Blocking” Spells . . . . . . . . . . . . . . 24 putting them online – with links to let you buy the resources that interest you!
The Golden Rule. . . . . . . . . . . . . . . 24 Go to each book’s web page and look for the “Bibliography” link.
Divinations. . . . . . . . . . . . . . . . . . . 24 Errata. Everyone makes mistakes, including us – but we do our best to fix
Magic vs. Magic. . . . . . . . . . . . . . . 24 our errors. Up-to-date errata pages for all GURPS releases, including this
Wards . . . . . . . . . . . . . . . . . . . . . . . 24 book, are available on our website – see above.
Familiars. . . . . . . . . . . . . . . . . . . . . 25
Working Together . . . . . . . . . . . . . 25 Rules and statistics in this book are specifically for the GURPS Basic Set,
Fourth Edition. Page references that begin with B refer to that book, not this one.
CONDITIONAL RITUALS . . . . . . . . . 25
The Trigger . . . . . . . . . . . . . . . . . . 25

CONTENTS 2
INTRODUCTION
Cole Jenkins squatted, his cheap flashlight barely revealing the you’re running sword-and-sorcery fantasy, modern action, or
remaining flecks of dried blood. This must have been where futuristic space exploration. So step inside the pentagram,
Nate’s head struck when he hit the ground, tearing his scalp. The crack open your copy, and find out just what your Thauma-
cops and doctors agreed that it was a heart attack. Blood tests tology skill is really good for . . .
showed no foul play. But Cole knew of several ways to give a man

PUBLICATION HISTORY
a “heart attack” that no mundane test would see through. This
was worth pursuing. It had to be.
Thoughts of the past ran through his head. Cole pushed them The Ritual Path magic system first appeared (in a more
aside. Sitting cross-legged, he pulled a few items out of his coat basic, condensed form) in GURPS Monster Hunters 1:
pocket: a piece of tortoiseshell he’d carved into a small cube, a dried Champions. Some of the additional detail in this work first
mandrake root, a bundle of sage, and a golden chalice. Placing the appeared in GURPS Monster Hunters 2: The Mission,
root and sage in the chalice, he set them aflame, then picked the GURPS Monster Hunters 3: The Enemy, and GURPS
chalice up with his left hand. Holding the tortoiseshell in his right, Monster Hunters 4: Sidekicks. The rules for alchemical elixirs
he began the gestures and incantations that would reveal the truth. first appeared as “Bottled Magic” (by Christopher R. Rice) in
This place was not tainted – good. The mystical energy began to Pyramid #3:43: Thaumatology III, though they have been
build within the pattern he traced. slightly altered and expanded here.
About a minute later, Cole felt the universe begin to give way Going back further, however, Ritual Path magic was inspired
– it was almost ready to accede to his demands. Drawing upon by several magical systems found in GURPS Thaumatology.
his inner strength, Cole focused his gathered energy and pushed. The concept of adepts and gathering ambient energy was drawn
Sometimes reality pushed back . . . but not this time. The air from Energy-Accumulating Path/Book magic (Thaumatology,
around him sang him a story of spells and rituals. He saw the pp. 121-137), the combination of effect and Path is similar to
malign, olive-colored energy of the death spell – the invocation verb-noun magic (Thaumatology, pp. 184-187), the division of
that had killed his childhood friend. It stretched far across the Paths and the way effects are tiered by power level resembles
city; someone had taken the trouble to do this from a distance. Realm magic (Thaumatology, pp. 188-192), and so on. Ritual
What had that idiot gotten himself mixed up with? Who had Path magic is its own unique system, but it owes much to that
done this? which came before it.
Cole didn’t have the answers, but he would. He quietly gath-
ered his accouterments, stood up, and walked out into the chill
night air. “I will avenge you, Nate,” he whispered to himself. RECOMMENDED BOOKS
“That’s a promise.” This is a standalone magic system; only the GURPS Basic
In some settings, magic can accomplish almost any- Set is required to use it. However, some of the advanced
thing, with no fixed spell lists and no hard limits. GURPS options, particularly The Sephiroth and Decans (pp. 35-37), also
Thaumatology: Ritual Path Magic introduces a new magic require GURPS Thaumatology. As this work was derived from
system in this vein, allowing spellcasters to accomplish nearly the concepts in Thaumatology, readers looking to expand this
any feat they can think of . . . assuming they have enough time, system will find that book useful in other ways as well.
enough effort, and enough energy.
In Ritual Path magic, every spell is an agreement between the
spellcaster and the GM. Casters can combine various spell effects
ABOUT THE AUTHOR
and modifiers for an infinite number of results. Powerful spells Jason “PK” Levine is no stranger to the mystical world. As
often require self-sacrifice or other forms of outside aid. Even a a Reverend in the Church of the Subgenius, he has healed
dabbler can work a ritual, though it may take hours where a appliances, cast demons out of a possessed van, and cursed a
trained adept could achieve the same effect in seconds! desktop computer (that totally deserved it). As the Assistant
This system is designed to feel like “real” magic, mixing GURPS Line Editor, he has learned unique spell effects such
real-world traditions and beliefs with concepts used in popu- as Strengthen Text Clarity and Create Crunch. Someday he
lar books, movies, and television shows. With a solid ground- may try casting a ritual on a living subject. He practices his
ing in flavor, balance, and flexibility, Ritual Path Magic is arcane craft in northwestern Georgia, assisted by his beautiful
ready to add some arcane options to your game, whether wife and a handful of (mostly furry) acolytes.

Editorial Assistance: Sean Punch


Magical Adepts: Joseph Bravo, Christopher R. Rice, and Paul Stefko
Ritual Assistants: Rory Fansler, Alexander Fraebel, and Jochen Linnemann
Technomage Extraordinaire: Thomas Weigel
Master of Potions: Christopher R. Rice

INTRODUCTION 3
Path of Crossroads (Tiphareth) person’s (or creature’s) innate ability, allowing the caster to
determine how it works and where/when it takes him, or target
IQ/VH an area as a whole to make it easier or harder for others to
Prerequisite: Thaumatology. form gates that link there.
Crossroads are the connections between locations, times, Destroy Crossroads: Lesser Destroy Crossroads can close a
and planes of existence. The specifics vary by campaign, but gate, oppose a spell which allows something to cross over, or
most settings have some form of gates (or similar weak banish a being relying on such a spell (or an open gate) to tem-
points), creatures, or people with the ability to move porarily remain here. Greater Destroy Crossroads can banish
between places, between times, and/or between dimensions. any being here from another place, time, or dimension, even if
Lesser Crossroads effects can only target existing gates or it’s using its own innate abilities to cross over indefinitely; it
weak points in reality; Greater Crossroads effects can can also cause a partial destruction (e.g., turning a spatial-and-
actively create them, or target creatures or people. Unless temporal gate into a spatial-only one or removing someone’s
the GM rules otherwise, neither allows true teleportation – at ability to travel to one particular plane).
most, a ritual can link two places with a temporary spatial Create Crossroads: Lesser Create Crossroads is very limited;
gate, which anyone may then pass through. at most, it can make an existing weak point visible and easily
Gates take a full second to form and are very noticeable. controlled. Greater Create Crossroads allows the caster to form
Conjuring a gate beneath a foe is an option, but unless he’s pre- a spatial, temporal, or dimensional gate; if he wants a gate that
vented from moving or the gate is huge, he’s likely just to step can combines two or three options, he’ll need multiple Greater
away from it. Create Crossroads effects.
By default, a gate can be used by anyone, in either direction; Transform Crossroads: Lesser Transform Crossroads can
use Control Crossroads to restrict this. If the caster creates a por- change the endpoint(s) of an existing gate without changing
tal in mid-air, he can decide if it’s “one-sided” (you have to the type of gate it is; e.g., it can shift a gate to Hell to point to
approach it from a single direction to use it) or not. Any other the astral plane, but could not turn it into a temporal gate.
aspects of gates (e.g., what happens if you try to create a spatial Greater Transform Crossroads can alter the fundamental
gate into the middle of a mountain) are a GM call; the answers nature of a gate, as well as rearrange a person or being’s cross-
may vary from campaign to campaign. Casters can roads-related traits.
make a Thaumatology roll to know the answer
before invoking a ritual.
Note that Crossroads includes mundane con- Weather-Working
nections between locations as well – that is, nor-
Weather-altering spells will usually bestow a broad-ranging bonus
mal (or secret!) doors, windows, and so on.
or penalty (p. 17); e.g., a rain spell that gives -2 on any roll which would
Sense Crossroads: Lesser Sense Crossroads can logically be affected by the downpour. Because weather is a nebulous,
reveal a nearby gate, identify where it goes, or use chaotic system, use Greater Chance effects for this. Casters weak in
it to find or communicate with someone on the Path of Chance can instead take a more direct approach, using Path of
other side. Greater Sense Crossroads can locate Energy (to affect things like wind speed or electrical activity) and Path
someone (or something) with an innate ability to of Matter (to summon rain, hail, etc.). Such rituals require area of effect
cross over, identify details about that ability, or (p. 17) but not subject weight (p. 18); don’t worry about how much a
find or communicate with someone through time square mile of hail weighs!
or across dimensions.
Strengthen Crossroads: Lesser Strengthen
Crossroads can stabilize a fluctuating gate, cause a
temporal weak point to reach further back (or forward) in Path of Energy (Geburah)
time, or make it easier for travelers to use the crossroads. IQ/VH
Greater Strengthen Crossroads can enhance someone’s innate
Prerequisite: Thaumatology.
ability to cross over (e.g., giving him a bonus or allowing him
to take additional people), help a being remain in our Energy includes fire, electricity, kinetic energy, light, sound,
time/plane if its ability to do so is wea