G U R P S ® G U R P S C O M P E N D I U C H A R A C T E R C R E A T I O N M A Comprehensive Collection of New Advantages, Disadvantages, Skills and More. I All the Rules for Characters Since the Basic Set, Third Edition. S T E V E J A C K S O N G A CC OO MM PP II LL EE DD BB YY SS EE AA NN PP UU NN CC HH M E S STEVE JACKSON GAMES BUILD CHARACTER! G U R P GURPS Compendium I has it all! We’ve searched over a hundred GURPS books and S dozens of Roleplayer and Pyramid articles to bring you the most complete compilation of C character generation rules ever. Compendium I includes updated and revised versions of O M every character-related rule that has been published since the Basic Set, Third Edition – all in an easy-to-use format. P E With Compendium I and Basic Set, Third Edition, in hand, you will be able to handle N all character design without ever opening another book, except to select world-specific D abilities like spells or cyberwear. Compendium I is a companion volume to the Basic Set I U and is a must-have for any serious GURPS player or GM! M I 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 S T appendix of Basic Set, E Everything you need to build Third Edition, Revised. V any character you can think of. E J A C First Edition, Fourth Printing K Compiled by Sean Punch 9!BMF@JAPu:bRliSshQedX JOuTlyo 200Y2`ZgZaZnZ` S ISBN 1-55634-290-X O Edited by Steve Jackson N G Cover by Jeff Koke A M Illustrated by Dan Smith ® E S STEVE JACKSON GAMES SJG02695 6519 Printed in the USA C H A R A C T E R C R E A T I O N 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 GURPSbooks, 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. GURPSCompendium I:Character Creationis 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 Encumbrance Rules for Superhumans Attribute Levels and Their Meanings........................6 and Nonhumans...............................................14 Low Attributes as Disadvantages..........................6 Strength.....................................................................7 2. ADVANTAGES..................15 “Enhanced” Strength.............................................7 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 c o n t e n t s 2 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 SkillDegradation...............................................117 Using Skills...........................................................118 6. MANEUVERS .................162 Like the Back of My Hand: 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 SkillSpecializations..............................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 TheyLook LikeTheyLook.................................175 HowThey 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 APPENDIX 1: Abbreviations Artistic Skills.........................................................129 for GURPS Titles..................................181 Athletic Skills........................................................131 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 INDEX.................................191 Knowledge Skills..................................................146 c o n t e n t s 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, reconsider. Our decision also had the vocal support of hordes of GURPS players TX 78760. Please include a self-addressed, worldwide, courtesy of the Internet. Thanks for keeping us on our toes! stamped envelope (SASE) any time you 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 and Roleplayerarticles, a selection of “house rules” that have become quite pop- rules and articles. It also covers Dungeons 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 verygenre-specific or world-specific material that even we couldn’tjustify.(The releases like In Nomine, Illuminati, Car 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! original forms: for clarity and brevity, to make a really cool but world-specific New supplements and adventures. trait more universal, or just because we found errata (yes, even we make mis- GURPS continues to grow, and we’ll be 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). this book takes precedence. Errata. Everyone makes mistakes, 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 of your characters without cracking open another book. (The only major excep- available from SJ Games; be sure to 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- will no longer be reprinted in worldbooks. This means that you have paid for ments, for new products as well as updated your last copy of the Secret disadvantage . . . printings of existing titles! 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 ment and campaigns will not be found here . . . they will be in Compendium II. more. GURPS has its own Usenet group, too: rec.games.frp.gurps. Wehope 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 twiceas much good stuff! of the online discussion of GURPS. To –Sean M. Punch, March 1996 join, e-mail [email protected] with “subscribe GURPSnet-L” in the body, About the Compiler or point your web browser to gurpsnet.sjgames.com. Sean Punch is the Line Editor and overall system “guru” for GURPS. Aside The GURPS Compendium I web page 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 day write a few GURPSbooks of his own, but first he needs to find the time. This book includes a fulllist of abbrevi- 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 becoming an editor, he was a particle physicist, but he’s better now. His present will use these “official” references. 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. i n t r o d u c t i o n 4 This chapter offers revised defini- tions of the various attribute levels and expanded rules for high ST, as well as optional rules dealing with “figured attributes” such as Fatigue, Hit Points and Will. a t t r i b u t e s 5 A L TTRIBUTE EVELS AND T M HEIR EANINGS The table on p. B13 contains gaps, and gives the impression that higher attributes are much more common than they really are. The following table pre- sents a more accurate and detailed set of guidelines. The descriptions and com- parisons in this table apply to an adult human. Where a child or an animal is used as the basis of comparison, it is assumed to be completely average for its age or species; where a member of a profession is used, it is assumed to be a “stereotyped” member of such a profession, as perceived by the rest of the world. meanings of attribute levels Level Point Strength Dexterity Intelligence Health Cost (ST) (DX) (IQ) (HT) 1 -80 Newborn Newborn Vegetable Barely alive 2 -70 Cannot walk Cannot walk Insect Barely awake 3 -60 3-year-old 2-year-old Reptile Bedridden 4 -50 4-year-old 3-year-old Horse Very sick 5 -40 6-year-old 4-year-old Dog Sick 6 -30 8-year-old 5-year-old Chimpanzee Very sickly 7 -20 10-year-old Very clumsy Young child Sickly 8 -15 12-year-old Clumsy Dull Very unfit 9 -10 14-year-old Somewhat Dull-average Unfit clumsy 10 0 Average Average Average Average 11 10 Active Somewhat agile Bright-average Active 12 20 Athletic Agile Bright Fit Low Attributes as 13 30 Very athletic Very agile Very bright Very fit 14 45 Pro athlete Cat Near-genius Athlete Disadvantages 15 60 Football tackle Monkey Genius Pro athlete 16 80 Small bear Mongoose Top IQ: city Star athlete The Basic Setsuggests (p. B26) that in 17 100 Weightlifter Near-perfect Top IQ: nation Near-perfect a campaign with a disadvantage limit, an 18 125 Star weightlifter Perfect Top IQ: Perfect attribute of 7 or less should count as a dis- advantage. Taken literally, this leads to continent illogical conclusions. For example, a char- 19 150 Mid-sized bear Near-legendary Top IQ: planet Unbelievable acter with an attribute of 10 may take -40 20 175 World record Legendary Smartest ever! Nearly points in disadvantages, a character with immortal! an attribute of 9 (-10 points) effectively gets to take -50 points, and a character with an 8 (-15 points) gets to take -55 points; however, since an attribute of 7 (-20 points) counts against one’s -40 points of disadvantages, a character who takes an attribute of 7 may only take -40 points again! This breaks an otherwise reasonable progression, suggesting that there is a problem. To remedy this, when lowering an attribute below 10 for extra points, count only the points beyond -15 points (as per an attribute of 8) as a disadvantage. Using this method, an attribute of 7 will give you the same -15 as an 8, but also count as a -5 point disadvantage, and an attribute of 5 (-40 points) will count as -15 points of low attributes plus a -25 point disadvantage. Thus, the most anyone can ever get from a single low attribute and disadvantages combined is -55 points. a t t r i b u t e s 6 Notes As a rule of thumb, a character with an attribute of 11 or 12 will seem noticeably above average to those who know him. An attribute of 13 or 14 will distinguish him from the crowd, even to the most casual of acquaintances. An attribute of 15 or more will likely be his most noteworthy feature, and will probably have a major influence on his career choices. Similarly, an attribute of 8 or 9 will be noticeable to close acquaintances, a 7 will be immediately apparent to anyone who meets the character, and an attribute 6 or less will be crippling, and will like- ly place severeconstraints on the character’s lifestyle. ST and HT:In the case of ST and HT, the descriptions above refer to the character’s base ST or HT attribute, and not to the Fatigue or Hit Points of someone who is fatigued or injured. Someone who is wounded to HT 1 is battered but in no danger of dying; someone who is always Optional Rule: Redefining at HT 1 is probably not long for this world! IQ: The IQ attribute in GURPS does not directly correspond to the charac- Hit Points and Fatigue ter’s score on a standardized intelligence test. Notably, it is not just his “IQ There are those who feel that it would score” divided by 10. IQ is a composite attribute that represents a whole host of be more realistic to use ST rather than HT things: creativity, education, intuition, memory, perception, reason, sanity, as the basis for Hit Points. There are some willpower . . . even natural magical and psionic ability. strong arguments in favor of this point of view. For one thing, size is probably the The above should be kept in mind when designing a character, since advan- best measure of the body’s capacity to tages and disadvantages (such as Alertness, Musical Ability, Strong/Weak Will, “soak up” shock and injury in real life. As etc.) exist to allow one to modify the various aspects of IQ separately. If a well, muscle does protect the veins, arter- ies and vital organs from damage. Clearly, descriptive term is needed, refer to modified IQ on the table above. For exam- these things are better represented by ST ple, an IQ 12 character with Musical Ability +4 might be described as “bright” than by HT in GURPS,simply because ST in general, but might well be the most promising musician in his entire home is used to determine one’s size on the town! Height/Weight Tables (p. B15), and is also the most logical measure of “muscle.” Similarly, there are those who feel that it would be more realistic to use HT rather than ST as the basis for Fatigue. Again, S there are good reasons for this. In real life, TRENGTH endurance and stamina are directly linked to one’s cardiovascular fitness, and fitness Unlike the other three attributes, ST could conceivably go above 20 even in is represented by HT in GURPS, not by a relatively realistic campaign. The following rules cover the purchase and use ST. (Obviously, fitness and strength are more closely linked in real life than they of extremely high levels of ST. are in GURPS,but someconcessions have to be made to game balance!) “Enhanced” Strength For those who feel that it would be more realistic, the roles of ST and HT can These rules have appeared in many slightly different forms in various be reversed for the sake of determining Hit Points and Fatigue (only). On the standard GURPS supplements, under the names “Enhanced Strength,” “Heroic GURPS character sheet, simply use a Strength” and “Super Strength.” These rules replace the Increased Strength “split ST” (written ST/Fatigue) and “split advantage found in earlier GURPS supplements, and will replace the rules for HT” (written HT/Hit Points) to represent buying ST 16+ for all characters in the next edition of the Basic Set. this. Note that Extra Fatigue (p. 24) and Hit Points (p. 24) still cost 3 and 5 points More so than any other single trait, physical strength and bulk vary widely per level respectively, but now they from individual to individual and from species to species, even in the real increase Fatigue from a base value of HT world. On the other hand, GURPSattributes (as presented on p. B13) are essen- and Hit Points from a base value of ST instead of vice-versa. tially designed around a bell curve. While such a curve is capable of modeling Example:Dai Blackthorn has ST 8 and most other traits, it clearly fails to reflect the realities of ST. The rules that fol- HT 12. Using this optional rule, he would low are a more realistic way of representing the upper end of the ST spectrum. have 8 Hit Points and 12 Fatigue. He would write his ST as 8/12 and his HT as Under these rules, ST is priced differently from other attributes. It is expen- 12/8. If the GM were to permit Extra sive at lower levels to discourage players from buying unusually high ST scores Fatigue or Hit Points, Dai could raise his in realistic campaigns, but becomes cheaper at higher levels because one even- Fatigue to 13 (i.e., ST 8/13) for 3 points, or tually reaches a point of diminishing returns; i.e., each added ST point becomes his Hit Points to 9 (i.e., HT 12/9) for 5 points. less and less likely to make any real difference in game terms. a t t r i b u t e s 7 enhanced strength costs ST Cost The Much-Maligned Will: 15 or less Usual cost (see p. B13) Optional Will Rules 16-23 10 points per +1 ST 24-30 5 points per +1 ST This article (by J. Hunter Johnson) orig- inally appeared in slightly different form in 31 or more 1/2point per +1 ST Pyramid magazine, issue #9. Why is it so hard to find a wizard with Some numbers to remember: the cumulative cost up to ST 15 is 60 a tragic flaw? You know, the kind of thing points, up to ST 23 is 140 points and up to ST 30 is 175 points. that brings even the best of souls tumbling down from the heights of glory. Warriors, Example: ST 20 would cost 60 + 5 · 10 = 110 points. ST 25 would cost kings and thieves all fall prey to their 140 + 2 · 5 = 150 points. ST 40 would cost 175 + 10 · 1/ 2= 180 points. hearts’ desires, but the wizards (and scien- In a realistic campaign, the GM may wish to limit ST to a certain level – tists, too!) can turn a blind eye to tempta- tion without batting a lash. While the 20 is about right for human beings – or impose an Unusual Background cost GURPSrules for Will are playable as writ- upon any human PC who wants to have an unnatural level of ST (again, any- ten, they leave out some of the classic thing above 20 is probably unnatural). This limitation can be regarded as a character types. What about the world- famous scientist whose obsession with kind of “Taboo Trait” for humans (see Taboo Traits,p. 176). knowledge drives him, against his better judgment, to search out That Which Man Was Not Meant To Know? Or the simple- ton who, although he finds the trinkets Humanoid Races pretty, cannot steal the jeweler’s wares These rules can also be used to determine the base ST of a race, in which because he knows it’s wrong? The problem here lies with the official case individual ST scores fall on a standard GURPS bell curve distributed GURPSequation that Will = IQ. If a play- around the race’s base ST, not the human norm of ST 10. It costs an individual er wants a wizard character who will the same number of points to raise or lower his ST with respect to his racial sometimes do the wrong thing when pre- average as it costs a human to raise or lower his ST the same number of levels sented with some temptation, he can either sacrifice his spell-casting ability by taking with respect to ST 10. This also applies to improvements made to individual ST a lower IQ, or he can take several levels of during play. the Weak Will disadvantage. Of course, Example:Giants have a racial ST modifier of +15 and thus an average ST of taking just five levels of Weak Will leaves no room (with the standard 40-point limit) 25. If an individual Giant wants ST 26, this costs him 10 points (in the same for the disadvantages like Lecherousness way that ST 11 costs a human 10 points), and not 5 points, even though a ST of or Greed that the Weak Will would have 26 would normally only cost 5 points more. affected! How can we get around this problem? Note that ST bought this way is, by default, “normal” in all respects, and should be used to determine size and weight in the usual fashion. However, The Missing Fifth Attribute endurance, jumping distance and climbing and swimming ability do not scale One obvious way is to change the equa- with mass for natural races (if they did, then humans would out-jump and out- tion so that Will does not equal IQ. By making Will a separate attribute, players climb monkeys), while lifting and striking strength do. can create characters who are very bright, For natural creatures, determine how much ST they have for determining but easily swayed by temptation. If he uses Fatigue, jumping distance and ST-based skill defaults (e.g., Climbing, this method, the GM must decide how Swimming). This ST is bought at full cost. Then, determine how much addition- much it is going to cost in terms of charac- ter points. The player can either buy it al ST they have available only for Contests of ST, ST-based resistance rolls, using the same table used for ST, DX, IQ inflicting damage, shoving things, lifting things, calculating encumbrance lev- and HT, or buy it using the Strong and els, figuring Minimum ST and throwing things. The difference in cost between Weak Will costs (+4 and -8, respectively), counting from 10. this total ST and the lower amount of “true” ST that the creature possesses is This system has the advantage of being reduced by the following limitation: extremely straightforward. You have one Special Limitation:Natural. -40%. This is a combination of No Fatigue Bonus number to roll against, and no modifying advantages or disadvantages. However, it (-30%), No Jumping Bonus (-5%) and Doesn’t Affect Skill Defaults (-5%). does have the drawback of altering one of Individual ST adjustments still affect these things. the fundamental ideas of GURPS – the These smaller limitations may be mixed and matched – or ignored altogeth- simple four-attribute configuration. er – for truly supernatural beings or species. Note that if the No Fatigue Bonus Adding a fifth attribute gives even more openings for abuse to those players who limitation applies only to spell-casting Fatigue, then that limitation is worth - are prone to point optimization. 20%. ST bought with the Natural limitation should be listed as a “split ST,” with Continued on next page . . . the first number being the full ST and the second, lower, number representing the part of the ST bought without the limitation. In the case of racial strength a t t r i b u t e s 8