Stock #37-2665 I T C N HIS ONTENTS I SSUE FROM THE EDITOR . . . . . . . . . . . . . . . . . . 3 BUCKETS OF POINTS . . . . . . . . . . . . . . . . . 4 Pyramid is the home for great new GURPS options, but by Sean Punch sometimes we pull out all the stops to take the system to new and interesting places. These issues we call “Alternate TEAM UP! . . . . . . . . . . . . . . . . . . . . . . . . . 9 GURPS.” Buckle up; you’re in for an amazing ride! by Christopher R. Rice and Antoni Ten Monrós Are you looking for a new take on character creation – one ALTERNATE GUNS that accommodates power-gamers and varied heroes with oddball flaws? The Grand Master of GURPS, Sean Punch, SPECIALTIES AND TECHNIQUES . . . . . . 16 gives you Buckets of Points to work with, and walks you by Hans-Christian Vortisch through how to design perfect character-creation budgets EIDETIC MEMORY: SOCIAL POINTS . . . . . . 20 and post-adventure rewards. Don’t go it alone; save the day with Team Up!These two new by David L. Pulver advantages, four new skills, eight perks, and plenty of GURPS NATURAL WEAPONS. . . . . . . . . . . . . . . . . 24 rules tips let you replicate action-fiction group dynamics, turn- by Ítalo G. Gonçalves ing your collection of adventurers into a highly effective outfit. GURPS Tactical Shooting expert Hans-Christian Vortisch EVERYMAN TASKS . . . . . . . . . . . . . . . . . . 27 turns his sites on the Guns skill, using his know-how to by William H. Stoddard deliver Alternate Guns Specialties and Techniques. With this simplified system of three specialties, six familiarity penal- BY DEFAULT . . . . . . . . . . . . . . . . . . . . . . 30 ties, and two techniques, shootists can more accurately by Douglas Cole reflect real-world experiences. When you want your campaign to rely heavily on interper- A FULL COMPLEMENT . . . . . . . . . . . . . . . 32 sonal interactions, consider character creation with Social by Sean Punch Points. In this month’s Eidetic Memory, GURPS Basic Set co-designer David L. Pulver explains how he did it and the RANDOM THOUGHT TABLE: interesting side effects – including increased interest in THIS ONE GOES TO 11. . . . . . . . . . . . 34 Secret Advantages! by Steven Marsh, PyramidEditor Not everything natural is healthy! Natural Weaponsoffers a new GURPSadvantage for making heroes and monsters with ODDS AND ENDS . . . . . . . . . . . . . . . . . . . 36 innate weaponry. In addition to game mechanics and special featuring an article by Jason “PK” Levine modifiers for the titular trait, you’ll get 11 sample abilities. ABOUT GURPS. . . . . . . . . . . . . . . . . . . . 37 Sometimes it’s useful to have an idea of things that anyone can do. William H. Stoddard, author of GURPS Fantasy, describes dozens of Everyman Tasks, divided by attribute default and offering modified GURPSskills for each one. Article Colors When you want your campaign to focus more on skills than on attributes, you should consider changing how things are Each article is color-coded to help you find your done By Default.GURPS Technical Grapplingauthor Douglas favorite sections. Cole reveals the benefits and pitfalls of altering how skills default to attributes. Pale Blue:In This Issue Make your skills even more useful with A Full Complement! Brown:In Every Issue (humor, editorial, etc.) Sean Punch winds down the issue with a GURPSdiscussion of Green: Columnist complementary skills, which rewards teamwork and promotes Dark Blue:GURPSFeatures obscure skills. This month’s Random Thought Tableturns the “average” into Purple: SystemlessFeatures some extraordinary, while Odds and Endswraps up with tiny bits we couldn’t fit elsewhere, including a new option for GURPS COVER ART Powers: Divine Favorfrom its author, Jason “PK” Levine. John Zeleznik Whether your game has shooters, talkers, clawers, loners, or comrades, this issue has alternatives for you! Editor-in-Chief (cid:1)STEVE JACKSON Art Director (cid:1)SAMUEL MITSCHKE Chief Operating Officer (cid:1)PHILIP REED e23 Manager (cid:1)STEVEN MARSH Assistant Art Director (cid:1) Marketing Director(cid:1)LEONARD BALSERA GURPSLine Editor (cid:1)SEAN PUNCH BRIDGET WESTERMAN Director of Sales (cid:1)ROSS JEPSON Assistant GURPS Line Editor(cid:1) Production Artist & Prepress Checker (cid:1) Page Design (cid:1)PHIL REEDand JASON “PK” LEVINE NIKOLA VRTIS JUSTIN DE WITT P M 2 M 2014 YRAMID AGAZINE ARCH F ROM THE E DITOR S , Y K It’s common on the AY OU NOW GURPS forums, when WHAT’S AWESOME? countless new ideas spring into life each As I write this, The Lego Movieis still performing strongly in month for how to use this the theaters. One of the things that struck me about it is how Generic Universal Role- genuineit seemed to me. It was a movie that doesn’t feel like it Playing System: “Looking could have existed (say) 20 years ago; even a film that flirted to convert some near-for- with a genuine appreciation of the non-mainstream – such as gotten RPG or TV show 1992’s Wayne’s World– wrapped much of its view on life in an into a more active system? ironic detached “not!” mentality. Awesome! An economics- I came away from based simulationist game The Lego Movie realizing set in medieval Europe? that society’s ability to Awesome! A low-level be unapologetically opti- look at the support teams mistic and unironically that keep giant combin- enthusiastic might be at a ing robots operative dur- level unknown since the ing wartime conditions? late 1950s and early 1960s, Awesome!!” And I hope some of that spirit is in every issue of when running around pre- Pyramid, but especially the “Alternate GURPS” issues. May tending to be a jet pilot this issue supply a new batch of toys and tools to play with, let- was a normal child- ting you take your gaming to new hood activity, and and awesome areas. educational films on the value of commu- W H , nity were meant to RITE ERE be watched without W N RITE OW snarky quips from Mystery Science You know what else is awe- Theater 3000/RiffTrax-style commentators. (I note that some? When you tell us how we’re my choice of this era of enthusiasm may well be a doing! Did some of these tools get reflection of American/Baby Boomer-childhood his- used immediately in your game? tory; I’m honestly not sure what the mindset was in Or did some come broken or oth- other parts of the world at that time.) erwise fall to the bottom of the What does all this have to do with GURPS?(This is one toy box? Let us know privately at of our “Alternate GURPS”-themed issues, after all ...) [email protected], or join Well, as I was sitting in the theater watching The Lego the madcap gaming modders at Movie,I realized I recognized the spirit I was witnessing. forums.sjgames.com. Additional Material:Peter V. Dell’Orto, Jason “PK” Levine, Phil Masters, and Sean Punch 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. Pyramidis copyright © 2014 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. P M 3 M 2014 YRAMID AGAZINE ARCH B UCKETS OF P OINTS S P BY EAN UNCH A strength of point-build systems such as GURPS is that 1. Attributes. Basic attributes (ST, DX, IQ, and HT) and sec- they enable players to bring all manner of interesting charac- ondary characteristics (HP, Will, Per, FP, Basic Speed, ter concepts to life. A downside is that “power-gamers” can use and Basic Move). The GM may judge other traits similar strategic spending to generate unbalanced monstrosities. enough to these to include them here, notably Striking Although some players bridge these categories, that’s rare. Strength (pp. B88-89) and Lifting Strength (pp. B65-66) as Differences between these outlooks are liable to tear apart a proxies for damage and Basic Lift, respectively; Energy gaming group, and few GMs enjoy the balancing act of spar- Reserve (GURPS Powers,p. 119) as variant FP; and water ring with gamers who want to “win” while entertaining those and air Move (p.B18). This is a complication, however, whose vision of fun accepts dramatic flaws and failures. and strictly optional. The first step in coming to grips with this problem is to exam- 2. Advantages. Everything described in Chapter 2 of the ine its roots. One source of trouble is character abilities the GM GURPS Basic Set– including perks (pp. B100-101) – that has difficulty controlling. Another is capabilities that are under- isn’t called out as part of the previous category, plus all pos- priced, in general or for a specific campaign. Unfortunately, the itive traits under Age and Beauty(pp. B20-22), Social Back- surest way to address these issues is to examine each trait and ground (pp. B22-25), Wealth and Influence (pp. B25-30), decide whether to permit it as written, allow it at a different Friends and Foes (p. B31), and Identities (p. B31). point cost (e.g., by tacking on an Unusual Background), or ban 3. Skills. Everything in Chapter 4 of the Basic Set – including it outright – a laborious process! And as prohibited options wildcard skills (p. B175) and techniques (pp. B229-233) – as might be essential to perfectly good character concepts, the well as “special” skills such as magic spells, the psi skills from must GM alsohear player appeals, adding to the workload. GURPS Psionic Powers, and the Imbuement Skills in A final source of difficulty is mathematical optimization: GURPS Power-Ups 1: Imbuements. The GM might move obtaining the largest ability scores for the smallest investment “skill-like” advantages from the previous category to this one; of points. Every GURPS player is familiar with this. Why Cultural Familiarities (p.B23) and Languages (pp. B23-25) spend 20 points to raise five IQ/A skills from IQ+1 to IQ+2 are especially fitting. This is another optional complication. when +1 IQ costs the same amount . . . even if your character concept is “expert at these specific skills,” not “all-around genius”? Why take a 10-point level of Talent with a collection of HT-based skills when +1 HT costs 10 points? And so on. A man never discloses his Fortunately, thisweakness is easier to remedy! own character so clearly as D IFFERENT when he describes another’s. K P INDS OF OINTS – Jean Paul Richter The root of the optimization problem is favorable “exchange rates” between character points spent on different types of traits. In particular, points put toward attributes tend to give more bang than those invested in skills, but similar sit- uations exist for skills vis-à-vis techniques, standard skills vs. Advanced Categories wildcard skills, and so on. A solution is to render such compar- Matters needn’t be so simple! The campaign’s needs may isons irrelevant by giving each category of capabilities its own suggest subdivisions of the previous categories. point budget. To make this separation explicit, rename the points earmarked for each “bucket”: Attribute Points, Advan- Attributes tage Points, Skill Points, etc. These rarely need divvying up, but the GM who wants to keep players from tinkering with IQ, Will, and Per – or with Basic Categories HT, FP, and Basic Speed – might break outSecondary Charac- The simplest division is threefold: teristics with a separate budget . . . or no budget. P M 4 M 2014 YRAMID AGAZINE ARCH Advantages by a Master, Weapon Master, Style Perks, combat skills, cine- There are lots of possibilities here! Perhaps the most impor- matic martial-arts skills, and fighting techniques. Similarly, tant separation is between mundane advantages and Special Psionics Points could buy not just Powers-style abilities, but Abilities, the latter including the campaign’s permitted exotic also psionic Talents, and the psi skills and psi techniques in and supernatural traits, and probably cinematic gifts (Gad- Psionic Powers. geteer, Gizmos, Rapier Wit, Trained by a Master, Weapon Master, etc.). Some genres and backgrounds benefit from finer B UDGETS divisions; e.g., Biological Modifications and/or Cybernetics in worlds where almost everybody has those, Psionics in a cam- The GM’s next task is to assign each category a budget. This paign about psis, andSuper-Powers in a GURPS Supers game. is completely arbitrary, but a few principles are worth bearing Mundane advantages can be split up, too. For instance, the in mind. GM might separate Social Pullfrom innate gifts and assign this If aiming for a campaign about believable people thrust area its own budget to be spent on Allies, Claim to Hospitality, into adventures due to their training and/or social importance Clerical Investment, Contacts, Independent Income, Legal – not because they’re super-talented, much less super-powered Enforcement Powers, Legal Immunity, Patrons, Rank, Reputa- – keep Attribute Points and Advantage Points modest, but offer tion, Security Clearance, Social Regard, Status, Tenure, and generous Skill Points. “Modest” and “generous” are relative; Wealth. This would tie the heroes into the game world while special-ops soldiers are better than horror victims in all setting an upper limit on their starting importance. respects, but their skills are still what matters. Allotments of And if the GM prefers a perk allowance different from the Perk Points and Social Points separatefrom Advantage Points schemes in supplements such as GURPS Martial Arts and often fit. Don’t worry about powers, spells, wildcard skills, etc.; GURPS Thaumatology: Magical Styles – say, “five perks” to these don’t exist for anyone. mirror the customary five quirks –then Perks could become its In larger-than-life campaigns, budgets for attributes and own category. mundane advantages needn’t be so modest. Other details The same trait type might appear in several categories with depend on why the PCs are heroically capable. As previously different origins. Plenty of advantages could result from cyber- suggested, it makes sense to allocate points for martial-arts netics or super-powers. Allies could be social traits or – with styles in a Martial Artsgame – and there might be a Special Summonable – purely supernatural. Perks could be super- Ability Points allowance earmarked for gifts such as Extra powers if exotic, social abilities if they represents licenses or Attack and Trained by a Master. In a pulp campaign, the GM favors, orstraight-up mundane advantages. could instead budget Shtick Points for wildcard skills that define each hero’s role, and give out Special Ability Points Skills intended for advantages such as Gadgeteer for inventors, If superhuman gifts are allowed, it’s handy to subdivide not highly limited Mind Reading for mysterious swamis, and per- only advantages but also skills. A conservative high-fantasy haps Extra Life. And in a Supers game, a large parcel of campaign might benefit from a Spells category, while a Special Ability Points is essential and the GM may allow these “kitchen sink” approach like that of GURPS Dungeon Fantasy to buy almost anything. would do better with a broader Special Skills bin for Enthrall- Overall power level is more flexible when using categories. ment skills (pp. B191-192), cinematic martial-arts skills (e.g., It’s only sensible to keep track of the sum of all budgets; e.g., Breaking Blow and Power Blow), spells, and so on. in a 200-point campaign with Attribute, Advantage, and Skill Wildcard Skills is another good division. This removes the Points, start by distributing 200 points among the three bins. struggle between boosting these costly skills or spending the same points on a few of the included standard skills at higher levels. In a campaign where not every PC has wildcards, it would be rea- Notation sonable to fold these into Special Skills. There is no overall point budget in this approach, but there’s Techniques is a logical category, too, if such traits still a point total. Everything costs what it always does, so it’s sen- are central to the campaign. For instance, a Martial sible to speak of the campaign as if its power level were the sum Artsgame might require every PC to master a mar- of all budgets and its disadvantage limit were the sum of the caps tial-arts style and spend a number of points on its in each category. For instance, a GM might describe a game with techniques. This removes the “economic” motiva- 70 Attribute Points, 30 Advantage Points, and 50 Skill Points as a tion to raise a skill instead of a bunch of associated “150-point campaign” – and if PCs can pick up to 50% of Attrib- techniques. ute and Advantage Points in negative-cost traits, it would be rea- Themes sonable to talk of a -50-point disadvantage limit, too. On the other hand, it’s imperative to spell out each budget for The GM is welcome to get creative! Every cate- the players. To save space in notes, give any percentage disadvan- gory suggested so far tacitly assumes that like is tage limit in parenthesis after the budget. Mention quirks (p. 7) kept with like; e.g., Special Ability Points buy and required traits (p. 8) at the end, separate from budgets. For advantages, usually unrealistic ones. However, the instance, to describe the above scheme to players – and note that GM who doesn’t mind keeping track of the details everyone has five quirks – it would be clear enough to write might opt to base categories on themes instead of “Attributes 70 (50%), Advantages 30 (50%), Skills 50, Quirks 5.” trait types, so that every PC has capabilities befitting the campaign. For instance, that Martial Arts game might feature Martial Arts Points valid for Trained P M 5 M 2014 YRAMID AGAZINE ARCH However, there’s considerable room for give and take, as assign- problems in a standard 250-point game, then in a campaign ing modest budgets to the traits behind the worst abuses admits with 150 Attribute Points, 50 Advantage Points, and 50 Skill more generosity in other areas. For instance, the GM may ini- Points, it would be reasonable to set, say, a 20% limit on Attrib- tially want to kick off a GURPS Tactical Shooting campaign ute Points (for up to -30 points) and a 40% limit on Advantage about well-trained-but-plausible commandos at 250 points . . . Points (another -20 points), or for that matter to go with 10% yet 400 points might work fine as 150 Attribute Points, 50 (-15 points) and 70% (-35 points). Advantage Points, and 200 Skill Points, because that isn’t the As with the regular disadvantage limit, such restrictions are 400-point free-for-all that a GURPS Gun Fu game would be. optional. In the previous example, the GM might be willing to The takeaway message is that the GM should strive to give let players shift points freely from one attribute to another (no each PC a suitable place in the story by requiring minimum limit!), yet restrict disadvantages to 100% of Advantage Points expenditures in essential areas, but cap the maximum points (-50 points). In that case, the only permitted disadvantages per bin at a level that prevents unbalanced or poorly rounded would come from Chapter 3 of the Basic Set and the negative heroes. In general, since attributes and advantages are the traits on pp. B18-31. most abused categories, this is where to be most conservative. The fact that Skill Points have no negative equivalent It’s harder to go wrong with Skill Points. reduces the abuse potential. For instance, in a 150-point cam- paign with 70 Attribute Points, 30 Advantage Points, and 50 Skill Points, the GM might go as high as 50%, as that’s still -35 points in attrib- Disadvantage Points? utes and a mere -15 points of true disadvan- tages, not the excessive -75 points that would In theory, instead of defining disadvantage limits as percentages in result from applying that percentage in a stan- specific categories (see Limits), the GM might assign characters a Dis- dard 150-point campaign! advantage Points budget alongside their allocations for attributes, advantages, etc. These points would give nothing back – they would Quirks just be another part of being a PC. This would mirror the recom- mended handling of quirks (see Quirks). Quirks are a special case. The GM might lump In practice, this gets messy. Some negative-cost traits are subpar them into the disadvantage percentage for some attributes, others are social problems, and yet others are genuine category, but as quirks can be completely off-the- physical, mental, exotic, or superhuman disadvantages. Depending on wall and defy categorization, that would strait- what’s selected, the effects could be horribly unequal – particularly if jacket character design and suck a lot of fun out the GM implementsThe Exchange.A workaround would be to define of it. A better idea is to declare that everybody separate categories of negative points, but that would get complex and must specify five quirks that don’t yield extra force PCs to have problems in areas that don’t suit them. Thus, a points. They’re a lot like Required Traits (p. 8). budget-based approach isn’t recommended. If that seems stingy, the GM can add 5 Advan- tage Points to the original budget – or perhaps tack on 5 Perk Points. D ISADVANTAGES T E HE XCHANGE A wrinkle introduced by binning traits is “What kind of The assumption up to this point is that each bucket of points do disadvantages give back?” The obvious answer is that points is firewalled from every other – that players can’t shuf- disadvantageous traits in each category return pointsin that spe- fle points between categories. This doesn’t have to be the case! cific category; e.g., selling off attribute levels garners Attribute It may be that some or all points can move around but don’t Points to use for other attributes, and as advantages and disad- have the same buying power everywhere. This let the GM tai- vantages are “opposites,” disadvantages grant more Advantage lor the “exchange rates” hinted at earlier. Points. If a category is finely divided, it’s important to maintain conceptual separation: social disadvantages give Social Points, Mobility not general Advantage Points or Special Ability Points; supernat- ural disadvantages give Special Ability Points but never Social First, the GM must decide what can be exchanged. A free- Points; and so on. As there’s no real equivalent to “negative” for-all is an option, but it’s hardly the only one and really only skills or techniques, there’s no need to worry about this topic for a good option if the campaign features relatively few bins (no Skill Points, Technique Points, or anything similar. more than three or four). Some ideas to mix and match: No Trading: Some categories are completely hermetic; no Limits points can flow in or out. Players must spend a fixed allotment In this system, Disadvantage Limit (p. B11) applies on a cat- of points in that area – no exceptions. This is only recommended egory-by-category basis. For instance, the GM could allow up if the expenditure is an essential campaign premise, as is often to 50% of Attribute Points in scores with negative costs, return- the case for Themes (p. 5). An example would be a Psionic ing points for other attributes; 40% of Advantage Points in dis- Powers game in which a non-psionic hero would have no part advantages, netting additional advantages; and no other to play, and which starts with the PCs acquiring different psi drawbacks. It’s best to ensure that the total permitted tradeoff abilities from a “scientific” plot device (drug, genetic engineer- doesn’t exceed a comfortable disadvantage limit; e.g., if the ing, etc.) that imparts a predictable number of Psionics Points. GM wouldn’t want to keep track of more than -50 points of This amounts to Required Traits (p. 8) with a degree of choice. P M 6 M 2014 YRAMID AGAZINE ARCH Unidirectional Trade: Other budgets allow trades out but not 2/3, 1/2, or worse when traded. This is tricky to manage if play- in, or vice versa. If only outgoing trades are allowed, then it’s ers are allowed to keep moving points around. It’s best saved possible lack such traits but not to be extra-gifted; e.g., the GM for situations where players create characters in front of the of a Supers game might cap Power Points but permit super- GM and the GM is willing to make deals: “I need another 5 skilled “norms” to sacrifice them for incredible mundane abili- Advantage Points for Combat Reflexes.” “You have 12 unspent ties, while a campaign about inexperienced child prodigies may Skill Points and we’re using a 50% dilution, so I’ll let you trade forbid extra Skill Points but allow players to give up a few for 10 of those for 5 Advantage Points.” more Attribute or Advantage Points. If only incoming trades are permitted, then the category can grow but never dimin- ish; e.g., in a game about highly trained commandos, it might Even Trades be fine to increase Skill Points, but not to reduce them. Trade Alliances: Some categories are sorted into groups, Not all trades need involve Exchange Rates (above). A 1:1 and exchanges are allowed withinthese collections but not trade might still be unidirectional (see Mobility, pp. 6-7) between them; e.g., the GM might allow Skill and Technique and/or subject to Bounds(below). For instance, the GM of Points to move in either direction, and also permit two-way a Martial Arts campaign might permit players to exchange trades between Attribute and Advantage Points, but forbid each Skill Point for a Technique Point, permit no trades in other deals. This is a good model for, say, martial-artists the opposite direction, and set a lower bound on Skill who have Perk and Technique Points in their styles – letting Points or an upper bound on Technique Points. them juggle a few such points around makes it easier to accommodate fighting arts that place different relative emphases on these things without creating a situation where Bounds everyone sells it all to buy high DX. The GM can also set upper and lower bounds on each bin Exchange Rates to sharpen campaign focus. Perhaps everybody starts with 50 Skill Points and may go as low as 40 Skill Points or as high as The precise conversion rates are completely up to the GM. 100 Skill Points. However exchanges work, only 10 Skill Points Below are two suggested approaches. can be shuffled off to another category, but incoming trades Ratios:If exchange is possible between only a small number can add up to 50 Skill Points. of categories – whether because the campaign uses just the basic three (Attribute, Advantage, and Skill Points) or because Benefits of the Exchange all permitted trades occur within groups of two or three trait All of this requires extra thinking, but it has several “nat- types – it’s practical to establish ratios that makes optimization ural” benefits: less appealing. If Attribute, Advantage, and Skill Points trade at 2:3:4, then giving up 60 points of attributes gains 90 points of • It keeps everything at its standard cost.While it’s possible advantages or 120 points of skills, sacrificing 60 points of to get similar results by re-pricing (e.g., instead of saying that advantages gives 40 points of attributes or 80 points of skills, Attribute Points trade 1:2 for Skill Points, the GM could dou- and exchanging 60 points of skills grants 45 points of advan- ble attribute costs or halve skill costs), this makes it tricky to tages or 30 points of attributes. In that example, it’s half as use other rules that depend on absolute point costs. And re- effective to strip points off skills for higher attributes, and 50% pricing can’t emulate Even Trades (above). more attractive to purchase Talents instead of attributes. • It can get rid of Unusual Backgrounds.If the GM wants, Always specify oneratio with terms for every kind of tradable there can be categories of traits that have exchange rates but points, even if some trades are unidirectional. That way, there no budgets. Adjusting how unfavorable a rate is to incoming won’t be loopholes (e.g., if Attribute and Skill Points trade at trades lets the GM increase the effectivecost of those capabili- 1:2, Advantage and Skill Points trade at 2:3, and Attribute and ties in proportion to their worth rather than by a flat amount. Advantage Points trade at 1:2, an Attribute Point buys two Skill This is handy for situations such as GURPS Horror cam- Points directly but three if it’s converted to an Advantage Point paigns where occult abilities exist but are exceedingly rare, and first – a major flaw!). where players who want them for their PCs must be willing to Dilution: There might instead be an across-the-board reduc- make sacrifices. It’s also a way to curb fussing around with sec- tion whenever points are moved out of their home category ondary characteristics: assign them no budget and make play- into any other category allowed; points are multiplied by 3/4, ing with them a costly privilege. At every single moment of one’s life, one is what one is going to be no less than what one has been. – Oscar Wilde P M 7 M 2014 YRAMID AGAZINE ARCH •It puts a price on opting out without forbidding it.This is in Skill Points can be earned during downtime, and that Skill a sense the converse of the previous point: The GM can allow Points allow the full range of study options but Attribute players to opt out of something that’s important to the cam- Points always use the quarter-speed rates of Learning on the paign, but require them to pay for the privilege by making it Job (p. B293). inefficient to trade off points in the associated traits. This makes “special snowflakes” who don’t suit the genre or story less attrac- Impulse Buys tive than PCs consistent with the campaign’s premises. If the campaign allows Influencing Success Rolls (p. B347) or the expansion of those rules in GURPS Power-Ups 5: Impulse Buys, the GM needs to decide Required Traits what varieties of unspent points can be used this way. One option is to restrict such expenditures to a When binning points into different categories, traits that every specific category. This gives the GM a tool with PC musthave fall outside the framework. They have point values which to control how often those rules are invoked. but don’t affect the budgets, bounds, disadvantage limits, etc. of Picking a variety of points that’s scarce during char- any category, and cannot be exchanged. They just are. This means acter creation, or difficult or impossible to trade for specific, fixed traits such a required Patron and Duty for a group or earn, will make these kinds of uses rare – few of secret agents; if there’s a choice, give it a budget instead. players will burn Advantage Points if they start with just 20, can’t trade Skill Points for more, and earn only one per multi-session adventure. Selecting a kind that’s more readily available, typically Skill Points, will A WARDS encourage such spending. A different possibility is to associate particular kinds of When separating points into different buckets, the GM unspent points with specific rules. In a campaign that uses rewards good roleplaying and successful adventures with spe- Social Points for Allies, Status, Wealth, etc., it may be that cific kinds of points rather than generic character points. This only these can purchase Favors in Play (Impulse Buys,pp. 8- makes awards far more interesting! 9). Supernatural options like Divine Intervention (Impulse Each award could consist of a mixture. Perhaps a game Buys,p.9), Points for Energy (Impulse Buys,pp.12-13), and session typically brings in 1 Attribute Point plus 2 Skill Changing the World (Impulse Buys, pp. 13-15) might con- Points, or maybe each adventure normally earns 4 Attribute sume Special Ability Points and nothing else. The GM can Points, 1 Advantage Point, and 5 Skill Points. The GM need tune the relative frequency of such invocations by associat- not stick to the campaign’s original proportions; it’s quite ing purchases intended to be rare with hard-to-get points reasonable to be generous with Advantage Points (and their and those meant to be commonplace with points that flow subcategories) at character creation but to focus on “learn- like water. able” abilities in play. Yet another option is to fuel each use with points associated Awards might instead alternate, to much the same effect. with the trait that stands to benefit. Buying Success (p. B347) The GM could give out 2 Skill Points, 2 Skill Points, and 1 Attrib- might call for Attribute Points when it affects an attribute roll, ute Point for the first three sessions, and then repeat the cycle. Advantage Points when it influences the roll to activate an More radically, sessions, adventures, and large arcs of sev- advantage, Skill Points when it alters the outcome of a skill eral adventures could each bring different rewards. Ordinary roll, and so on. In borderline cases, the GM’s word is final. This game sessions might earn Skill Points; the heroes exercise their is probably the most dramatically satisfying approach. skills and get better at using them. Completing adventures or Whatever method the GM chooses, if starting points can be story arcs may be the only way to obtain more Attribute and traded between categories when buying permanent abilities, Advantage Points. then unspent points can be moved around to purchase tempo- Certain awards could match the details of specific scenar- rary benefits, but they’re still subject to Exchange Rates (p. 7). ios. Events that see the PCs make friends may garner Social Points, if these are separate from Advantage Points. Favors done for organizations or entities that can offer ultra-tech or ABOUT THE AUTHOR magical services might earn rare-but-precious Bio-Mod Points, Cybernetics Points, Special Ability Points, and so on. Sean “Dr. Kromm” Punch set out to become a particle Schemes like these allow the GM to control the rates at physicist in 1985, ended up the GURPS Line Editor in 1995, which specific kinds of traits improve. In all cases, if starting and has engineered rules for almost every GURPS product points are tradable between categories, then it’s only fair to since. He developed, edited, or wrote dozens of GURPSThird allow this with earned points, subject to Exchange Rates (p. 7). Editionprojects between 1995 and 2002. In 2004, he produced the GURPS Basic Set,Fourth Editionwith David Pulver. Since Learning then, he has created GURPS Powers (with Phil Masters), GURPS Martial Arts(with Peter Dell’Orto), GURPS Zombies, In a campaign that uses rules such as Improvement Through and the GURPS Action, GURPS Dungeon Fantasy, and Study (pp. B292-294) and Time Use Sheets (p. B499), hours put GURPS Power-Ups series . . . among other things. Sean has toward a specific trait earn whatever kind of points that capa- been a gamer since 1979. His non-gaming interests include bility costs. The division of points into bins affords a straight- cinema, mixology, and Argentine tango. He lives in Montréal, forward way to define what’s learnable, and at what rates. For Québec with his wife, Bonnie. instance, the GM might declare that only Attribute Points and P M 8 M 2014 YRAMID AGAZINE ARCH T U ! EAM P C R. R BY HRISTOPHER ICE A T M AND NTONI EN ONRÓS Fiction is filled with action-packed scenes where a leader combining your electricity-controlling powers with your part- brings his team together to do things that would be otherwise ner’s weather abilities to create a mobile lightning storm. impossible for any one of them to do by themselves. This could These optional rules make heavy use of GURPS Powers and be something as mundane as distracting a target while your GURPS Social Engineering, but neither supplement is buddy attacks him from a vulnerable angle or as fantastic as required to use them. W T ORKING OGETHER Whether you are part of a realistic military squad or a cin- should allow those who are assisting their teammates to gain a ematic group of troubleshooters, being able to work together is bonus to any skill roll used to complement another, equal to a crucial (and often underused) part of game play in any role- their level in this advantage. playing game. Although covered to some degree by • Overwhelm: When attacking a single target, each team Coordinated Attacksin Powers(pp. 165-166), there’s room for member beyond the first who hits inflicts a cumulative -2 to more detail to enhance a team-focused campaign. While buy- active defenses (or half this penalty on resistance rolls) against ing a technique does make sense in certain campaigns, it can all attacks. This penalty may never be larger than twice the be limiting – you need to specialize by combat skill anda par- minimum level of Coordinated Action. Halve this penalty ticular group. Thus, the following new advantage might be a (dropping fractions) if the target has Enhanced Time Sense. better fit. For example, if three soldiers with Coordinated Action 2 attack, they can cause at most -2 to active defenses or -1 to Coordinated Action resistance rolls –or -1 to defenses and no resistance penalty if the target has Enhanced Time Sense. 12 points for level 1, plus 9 points • Pulling Together:If combining ST for an ST roll or to cause for each additional level* damage to an object (e.g., with small battering ram), use the Prerequisites:Sense of Duty (Teammates) andone of Bat- highest ST plus the lowest level of this advantage plus 1/5 the tle Drills (GURPS Tactical Shooting,p. 37), Drills (p. 10), or total of the other ST scores (round up). If working together to lift Teamwork (p. 10). a weight, add together everyone’s Basic Lift and increase the final amount by 5% of the lowestlevel of this advantage. The GM You’re a member of a group that trains together so often may extend this advantage to similar tasks. For instance, digging that synchronization of action is second nature to you. You a hole or building a wall could easily benefit from such cooper- must specialize by a particular group of people or team. Levels ation; use the above guidelines for physically intensive tasks that higher than two are cinematic. require no skill or reduce the time required for a Long Task by To use this advantage, everyone in the squad must take a 5% per level of this advantage. Ready maneuver to “form up.” After that, the entire group acts • Wound: Team members can all attempt to attack the at the same point in the combat sequence as its slowest member. same hit location, “adding” their attacks. This doesn’t actu- On the team’s collective turn, each member may choose his ally increase the amount of injury a highly armored target actions freely, andmay do one of the following. takes, but it does increase the secondary effects of damage • Synchronize:If two or more characters are using the same (e.g., blunt trauma, knockback, setting things on fire, DR lost skill (e.g., Stealth or Climbing), they may help other team to corrosive attacks, and so on). Apply the target’s DR sepa- members by simply being nearby and offering minor assis- rately to each attack for determining injury – but add conjoint tance. First, start with the highest skill level among the adven- attacks that don’t penetrate DR when assessing other effects. turers and then add a bonus equal to (number of teammates After working out the final HP of injury inflicted that have at least one point in the skill) - (number of team- by each attack – taking into account DR, damage type, hit mates who do not have the skill) + (the lowest level of location, etc. – add the injuries together and treat them Coordinated Action among the characters). This bonus applies as a single wound for shock, knockdown, stunning, crip- to all members of the team that are relying on the skill. If using pling, and anything else that depends on wound size. Complementary Skills (Social Engineering, p.21), the GM This lets harassers with relatively weak attacks inflict major P M 9 M 2014 YRAMID AGAZINE ARCH New Perks The following perks may be helpful when using these Karma Pool†‡ new rules. Those marked with a * are cinematic traits and Prerequisites: Teamwork and Sense of Duty (Team- may not suit all games, those with a † require specializa- mates). tion by group, and those with a ‡ come in levels. Members of your karma pool, who must also possess Aura of Authority‡ this perk, can contribute unspent character points into a collective fund that all members of the pool can draw from. Prerequisite:Natural Leader. A karma pool cannot hold more points than (the number You’ve got a way of projecting yourself to your follow- of its members) ¥ (the lowest level of this trait possessed by ers. Increase your Charisma by one per level of this perk a member). Any member of the team can veto the use of for the purposes of determining how many people you points by spendthrift players. This is a meta-game trait, can affect with your Guidance skills (pp. 11-13). The GM like Luck or Serendipity. This perk is leveled, and you must should set a hard cap on levels for this perk; up to five specialize by a particular group. suits most campaigns. It may be acquired as a learnable advantage after the game has begun (p. B294). Natural Linker† Unless you’re trying to perform a Quick Linking (p. 15), Distant Linking‡ you do not need to roll when Combining Powers (Powers, You no longer need physical contact to link up with oth- p. 170). If using the Quick Linking rules, you gain +5 to link ers (Powers, pp. 170-1710), as long as they’re close enough. up. This perk first appeared in GURPS Psionic Powers You can link up with companions who are adjacent to you, (p.19), as Gestalt Familiarity.You must specialize by power even if you’re unable to touch them, as long as you can either source or a particular group. see or hear them. Optionally, this might be a lev- eled perk, with further levels increasing the range by one yard per level. This incurs the usual Teamwork makes the dream work . . . -2 for linking up distantly. Those with ranged communication powers do not need this perk. – John C. Maxwell Drills (Task)† Prerequisite:Teamwork. Teamwork† You’ve drilled at a particular task or skill with your team so much that any use of Complementary Skills(Social You’ve practiced fighting in a team. To use Teamwork, Engineering, p. 21; see also pp.9 and 32-33) garners an everyone in the squad must take a Ready maneuver to “form additional +1 to the bonus. This doesn’t negate the skill up.” After that, the entire group acts at the same point in the penalty brought on by a failed roll, but critical failures are combat sequence as its slowest member. On the team’s col- treated as failures. This perk cannot be taken for tasks that lective turn, each member may choose his actions freely. could not benefit from it. The sole requirement is that after everyone in the original formation has taken his turn, they’re all still adjacent to one Esprit de Corps†‡ another (in adjoining hexes). If anyone gets separated, the Prerequisites: Teamwork and Sense of Duty (Team- team must form up again – with or without the straggler. mates). A fighter who’s formed-up may: Your brothers-in-arms are your dearest friends and • Brace a teammate in front of him and within a yard, compatriots. You get +1 on rolls to resist Brainwashing, adding 1/5 (round down) of his ST or HP, as applicable, Interrogation, and supernatural mind control in any situa- to his ally’s score when his friend resists a slam (p.B371), tion where failure to resist would lead to betrayal of your executes a shove (p. B372), or suffers knockback comrades. This perk may be leveled at the GM’s option, (p. B378). This is a free action. giving a further +1 per level (up to +3). • Feint and transfer the benefits to another teammate who can reach the same foe. Harmonious Action*† • Ignore the -2 to attack enemies in close combat with Prerequisites:Coordination Action 2+, Esprit de Corps, teammates (p. B392). Teamwork, andeither Battle Drills orDrills. • Sacrifice a parry or a block to defend a teammate behind him from a long weapon or missile that passes You’ve practiced so much with your teammates, you no within a yard(through his hex). longer need to spend a Ready action to form up; this becomes a free action. This perk also functions with similar You must specialize in working with a particular small traits that require coordination among multiple members group (e.g., an adventuring party). Only those with the (e.g., the Teamwork or Battle Drills perks). You must spe- samespecialty can form up and enjoy these benefits. This cialize by a particular group. perk originally appeared GURPS Martial Arts(p. 52). P M 10 M 2014 YRAMID AGAZINE ARCH