GURPS 4, ГУРПС
| Перевод с английского на русский | 1|2|3|4|5|6|7|8|R |
| # | Оригинал | Перевод | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | MATERIALS NEEDED FOR PLAY To play, you will need these rules, three six-sided dice, pencils, and scratch paper. |
| ||||||||||||||
| 2 | ABOUT GURPS Lite This is the boiled-down “essence” of GURPS: all the fundamental rules, but not the options and embellishments that often confuse new players. Once you’re comfortable with these rules, you can pick up the GURPS Basic Set and jump right into the action. Experienced Game Masters will, we hope, find this a valuable tool for introducing new players to the game. |
| ||||||||||||||
| 3 | GURPS is a roleplaying game (RPG). Like any hobby, gaming has its own unique language. To help you understand the concepts and terms used in this game (and other RPGs), we’ll start with a few definitions: roleplaying game (RPG): A game in which players take on the personalities of imaginary individuals, or characters, in a fictional or historical setting, and try to act as those characters would. Game Master (GM): The referee, who chooses the adventure, talks the players through it, judges the results, and gives out bonus points. character: Any being – person, animal, robot, etc. – that is played by the GM or a player. nonplayer character (NPC): Any character played by the GM. player character (PC): A character created and played by one of the players. statistics: The numerical values that describe a character, piece of equipment, etc., taken collectively. Often called “stats.” party: A group of PCs taking part in the same adventure. game world: A background for play; a setting. “World” might mean “planet,” but it could also refer to a region and historical period . . . or an entire universe. adventure: The basic “unit” of play in a roleplaying game, representing a single mission or plot. It might require several sessions of play, or just one play session. encounter: One “scene” of an adventure, usually a meeting between the PCs and one or more NPCs. campaign: A continuing series of adventures. A campaign will usually have a continuing cast of player characters, and the same GM (or team of GMs). It may move from one game world to another, with a logical reason. race: The species to which you belong. Nonhuman characters (elves, dwarves, halflings, and Martians, for example) are common in RPGs. |
| ||||||||||||||
| 4 | GURPS uses six-sided dice only. To figure combat damage (and several other things), the “dice+adds” system is used. If a weapon does “4d+2” damage, this is shorthand for “roll 4 dice and add 2 to the total.” Likewise, “3d-3” means “roll 3 dice and subtract 3 from the total.” If you see just “2d,” that means “roll two dice.” GURPS Lite has only three basic “game mechanics”: success rolls, reaction rolls, and damage rolls. |
| ||||||||||||||
| 5 | A “success roll” is a die roll made when you need to “test” one of your skills or abilities. Sometimes you roll; sometimes the GM rolls for you. For instance, you might test, or roll against, your Strength to stop a heavy door from closing. |
| ||||||||||||||
| 6 | WHAT TO ROLL Whenever a character attempts to perform an action (e.g., use a skill), roll three dice to determine the outcome. This is called a success roll. The task in question succeeds if the total rolled on the dice is less than or equal to the number that governs the action – most often a skill or an attribute. Otherwise, it fails. For example, if you are rolling against Strength, and your ST is 12, a roll of 12 or less succeeds. Thus, the higher the stat you are rolling against, the easier it is to make the roll. Regardless of the score you are rolling against, a roll of 3 or 4 is always a success, while a roll of 17 or 18 is always a failure. In general, the player makes the die rolls for his character’s actions. However, the GM may always choose to roll the dice in secret – see When the GM Rolls, below. |
| ||||||||||||||
| 7 | WHEN TO ROLL To avoid bogging down the game in endless die rolls, the GM should only require a success roll if . . . • A PC’s health, wealth, friends, reputation, or equipment are at risk. This includes chases, combat (even if the target is stationary and at point-blank range!), espionage, thievery, and similar “adventuring” activities. |
| ||||||||||||||
| 8 | • A PC stands to gain allies, information, new abilities, social standing, or wealth. |
| ||||||||||||||
| 9 | The GM should not require rolls for . . . |
| ||||||||||||||
| 10 | • Utterly trivial tasks, such as crossing the street, driving into town, feeding the dog, finding the corner store, or turning on the computer. |
| ||||||||||||||
| 11 | • Daily work at a mundane, non-adventuring job. |
| ||||||||||||||
| 12 | When the GM Rolls There are two sets of circumstances under which the GM should roll for a PC and not let the player see the results: 1. When the character wouldn’t know for sure whether he had succeeded. |
| ||||||||||||||
| 13 | 2. When the player shouldn’t know what’s going on. |
| ||||||||||||||
| 14 | MODIFIERS The rules often specify modifiers for certain success rolls. These bonuses and penalties affect the number you are rolling against – your “target number” – and not the total rolled on the dice. Bonuses always improve your odds, while penalties always reduce them. For instance, when using the Lockpicking skill in the dark, the GM might tell you to roll at -5 for the attempt. If your Lockpicking skill is 9, you roll against 9 minus 5, or 4, in the dark. A specific scenario might provide modifiers to allow for the relative ease or difficulty of a particular situation. For instance, an adventure might state that a lock is +10 to open due to the fact that it is primitive and clumsy. If your Lockpicking skill were 9, you would roll against 9 + 10, or 19. Since the highest roll possible on 3d is 18, it would seem that success is assured. Not quite – see Critical Success and Failure, below. Modifiers are cumulative unless stated otherwise. For instance, if you tried to open that primitive lock in the dark, both modifiers would apply, and you would roll against 9 -5 + 10, or 14. Base Skill vs. Effective Skill Your base skill is your actual level in a skill, as recorded on your character sheet. Your effective skill for a particular task is your base skill plus or minus any modifiers for that task. In the Lockpicking examples above, the base skill is 9 in all cases, while the effective skill is 4, 19, or 14. You may not attempt a success roll if your effective skill is less than 3 unless you are attempting a defense roll (p. 28). |
| ||||||||||||||
| 15 | DEGREE OF SUCCESS OR FAILURE Once you have calculated your effective skill by applying all the relevant modifiers to your base skill, roll 3d to determine the outcome. If the total rolled on the dice is less than or equal to your effective skill, you succeed, and the difference between your effective skill and your die roll is your margin of success. Example: If you have effective skill 18 and roll a 12, you succeed; your margin of success is 6. If you roll higher than your effective skill, you fail, and the difference between the die roll and your effective skill is your margin of failure. Example: If you have effective skill 9 and roll a 12, you fail; your margin of failure is 3. Many rules use margin of success or failure to calculate results that matter in play, so be sure to note it when you roll. Critical Success and Failure A critical success is an especially good result. • Aroll of 3 or 4 is always a critical success. |
| ||||||||||||||
| 16 | • A roll of 5 is a critical success if your effective skill is 15+. |
| ||||||||||||||
| 17 | • A roll of 6 is a critical success if your effective skill is 16+. |
| ||||||||||||||
| 18 | When you roll a critical success, the GM determines what happens. It is always something good! The lower the roll, the better “bonus” he gives you. A critical failure is an especially bad result. • A roll of 18 is always a critical failure. • A roll of 17 is a critical failure if your effective skill is 15 or less; otherwise, it is an ordinary failure. |
| ||||||||||||||
| 19 | • Any roll of 10 or more greater than your effective skill is a critical failure: 16 on a skill of 6, 15 on a skill of 5, and so on. |
| ||||||||||||||
| 20 | GURPS LITE When you roll a critical failure, the GM determines what happens. It is always something bad – the higher the roll, the worse the result. |
| ||||||||||||||
| 21 | REPEATED ATTEMPTS Sometimes you only get one chance to do something (defuse a bomb, jump over a crevasse, remove an inflamed appendix, please the King with a song). Other times you can try over and over again until you succeed (pick a lock, catch a fish, analyze a poison). Still other times you will not know whether you succeeded or failed until it’s too late to try again (translate an old treasure map, order in a French restaurant, build a ship). Finally, there are times when you are injured by failure but can afford to fail a few times (climb a wall, impress a savage tribesman). The GM must use common sense to distinguish among these cases, according to the exact situation in which the adventurers find themselves. |
| ||||||||||||||
| 22 | CONTESTS Sometimes a situation arises in which two characters must compare attributes, skills, or other traits to settle a competition. The one with the highest score doesn’t always win .. . but that’s the way to bet. A “Contest” is a quick way to handle such a competitive situation without playing it out in detail. In a Contest, each competitor attempts a success roll against the ability being tested – with all applicable modifiers – and then compares his result to his opponent’s. There are two different ways to make this comparison. Quick Contest A “Quick Contest” is a competition that is over in very little time – often in one second, perhaps even instantly. Examples include two enemies lunging for a gun or two knife throwers seeing who gets closer to the bull’s-eye. Each competitor attempts his success roll. If one succeeds and the other fails, the winner is obvious. If both succeed, the winner is the one with the largest margin of success; if both fail, the winner is the one with the smallest margin of failure. A tie means nobody won (in the examples above, both fighters grabbed the weapon at once, or the knives hit the same distance from the bull’s-eye). |
| ||||||||||||||
| 23 | Margin of Victory The amount by which the winner beat the loser is often important – success by 5 vs. failure by 5 generally means more than success by 2 vs. success by 1! The winner’s “margin of victory” is the difference between his margin of success and the loser’s margin of success if both succeeded, the sum of his margin of success and the loser’s margin of failure if he succeeded and the loser failed, or the difference between the loser’s margin of failure and his margin of failure if both failed. Regular Contest A “Regular Contest” is a slow competition with much give and take – for instance, arm wrestling. Each character attempts his success roll. If one succeeds and the other fails, the winner is obvious. If both succeed or both fail, the competitors’ relative positions are unchanged and they roll again. Eventually, one character succeeds when the other fails. At this point, the one who made his roll is the winner. The length of game time each attempt takes depends on the activity, and is up to the GM. In a combat situation, each attempt takes one second . . . but in a library-research contest, with the fate of the world hanging on who finds a certain obscure reference first, each attempt could represent days of time. |
| ||||||||||||||
| 24 | When the PCs meet an NPC whose reaction to them is not predetermined (see below), the GM makes a “reaction roll” on 3d. The higher the roll, the better the reaction. The GM then plays the NPC according to the guidelines on the Reaction Table. The GM should keep this roll secret from the players. They don’t know, for instance, whether that friendly-looking old farmer is giving them straight advice or sending them into a trap. A reaction roll is not a success roll. There are three important differences: 1. There is no “target number” to roll against. |
| ||||||||||||||
| 25 | 2. A high roll is good, not bad. |
| ||||||||||||||
| 26 | 3. Reaction modifiers apply directly to the die roll. A reaction bonus is any factor that makes NPCs friendlier, while a reaction penalty is something that biases NPCs against the PCs. |
| ||||||||||||||
| 27 | Some common reaction modifiers: Personal appearance and behavior. This is especially true for the PC who does the talking! Above-average appearance gives a bonus, as do some advantages (see p. 8). Below-average appearance and many disadvantages give a penalty. Racial or national biases. Elves don’t like dwarves, Frenchmen don’t care for Germans, and so on. These are usually penalties, and take the form of an Intolerance disadvantage on the part of the NPC. Appropriate behavior by the players! Here’s a chance to reward good roleplaying. A good approach should be worth +1 or more! A wholly inappropriate approach that antagonizes the NPCs should give the party -1 or -2 on the reaction roll. Don’t tell the players, “You blew it!” – just roleplay the offended character, and let them figure it out. Random reaction rolls are great when they add a note of unpredictability to the game – this is more fun for the GM, too! However, never substitute random die rolls for reason and logic. |
| ||||||||||||||
| 28 | REACTION TABLE Roll 3 dice and apply any reaction modifiers. 0 or less: Disastrous. The NPC hates the characters and will act in their worst interest. Nothing is out of the question: assault, GURPS LITE betrayal, public ridicule, or ignoring a life-ordeath plea are all possible. 1 to 3: Very Bad. The NPC dislikes the characters and will act against them if it’s convenient to do so: attacking, offering grossly unfair terms in a transaction, and so on. 4 to 6: Bad. The NPC cares nothing for the characters and will act against them (as above), if he can profit by doing so. 7 to 9: Poor. The NPC is unimpressed. He may make threats, demand a huge bribe before offering aid, or something similar. 10 to 12: Neutral. The NPC ignores the characters as much as possible. He is totally uninterested. Transactions will go smoothly and routinely, as long as protocol is observed. 13 to 15: Good. The NPC likes the characters and will be helpful within normal, everyday limits. Reasonable requests will be granted. 16 to 18: Very Good. The NPC thinks highly of the characters and will be quite helpful and friendly, freely offering aid and favorable terms in most things. 19 or better: Excellent. The NPC is extremely impressed by the characters, and will act in their best interests at all times, within the limits of his own ability – perhaps even risking his life, wealth, or reputation. |
| ||||||||||||||
| 29 | When you roleplay, you take the part of another person – a “character” that you create. GURPS lets you decide exactly what kind of hero you will become. Asteroid miner? Wizard? Professional time-traveler? You can take your inspiration from a fictional hero or heroine, or create your new “self” from the ground up. Once you know what role you want to play, it’s time to bring that character to life! The GM (Game Master – the person “running” the game) will give you a number of character points with which to “buy” your abilities. For instance, the stronger you want to be, the more points it will cost. You can also buy advantageous social traits, A “damage roll” is a roll made in a fight, to see how much harm you did to your foe. Damage rolls use the “dice+adds” system (see p. 2). Many things can affect the final injury inflicted by your attack. Armor reduces the damage received by the wearer. Certain attacks do extra damage if they get through armor. All these things are explained in the combat rules – see p. 29. |
| ||||||||||||||
| 30 | CHARACTERS |
| ||||||||||||||
| 31 | such as wealth, and special abilities called advantages (see p. 8). If you want more abilities than you can afford on the budget given to you by your GM, you can get extra points by accepting below-average strength, appearance, wealth, social status, etc., or by taking disadvantages – specific handicaps such as bad vision or fear of heights (see p. 10). The two most important things to know about your character are who he is and what role you want him to play in his adventures. Find out what kind of game the GM plans to run and what kinds of characters he intends to allow. Then start filling in the details. There are several ways to approach this. You can choose the abilities you want, spend your character points, and work out a character concept that fits the abilities. A good character is much more than a collection of abilities, but “shopping” for abilities can be a great inspiration. You might instead decide on your character’s focal qualities first – the handful of things that define him, such as personal history, appearance, behavior, aptitudes, and skills. Think about how he acquired those qualities, then spend your points on features that go with these traits. | |||||||||||||||
| 32 | Character points are the “currency” of character creation. Anything that improves your abilities costs character points: you must spend points equal to the listed price of an ability to add that ability to your character sheet and use it in play. Anything that reduces your capabilities has a negative cost – that is, it gives you back some points. For instance, if you start with 125 points, buy 75 points of advantages, and take -15 points of disadvantages, you have 125 -75 + 15 = 65 points remaining. Starting Points The GM decides how many character points the player characters (PCs) – the heroes – start with. This depends on how capable he wants them to be. Some example power levels, with suggested starting points: Feeble (under 25 points): Small children, mindless thralls, zombies, etc. Average (25-50 points): Ordinary folks, such as accountants and cab drivers. Competent (50-75 points): Athletes, cops, wealthy gentry . . . anyone who would have a clear edge over “average” people on an adventure. Exceptional (75-100 points): Star athletes, seasoned cops, etc. Heroic (100-200 points): People at the realistic pinnacle of physical, mental, or social achievement; e.g., Navy SEALs, world-class scientists, and millionaires. Larger Than-Life (200-300 points): Leading roles in kung fu movies, fantasy novels, etc. Legendary (300-500 points): Protagonists of epic poems and folklore. This beginning point level is sometimes referred to as the power level of the campaign. Disadvantage Limit A disadvantage is anything with a negative cost, including low attributes, reduced social status, and all the specific disabilities listed under Disadvantages (p. 10). In theory, you could keep adding disadvantages until you had enough points to buy whatever advantages and skills you wanted. In practice, most GMs will want to set a limit on the disadvantage points a PC may have. A good rule of thumb is to hold disadvantages to 50% of starting points – for instance, -75 points in a 150-point game. | |||||||||||||||
| 33 | Four numbers called “attributes” define your basic abilities: Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT). A score of 10 in any attribute is free, and represents the human average. Higher scores cost points: 10 points to raise ST or HT by one level, 20 points to raise DX or IQ by one level. Similarly, scores lower than 10 have a negative cost: -10 points per level for ST or HT, -20 points per level for DX or IQ. (Remember that negative point values mean you get those points back to spend on something else!) Most characters have attributes in the 120 range, and most normal humans have scores in the 8-12 range. Scores above 20 are possible but typically reserved for godlike beings – ask the GM before buying such a value. At the other end of the scale, 1 is the minimum score for a human. The basic attributes you select will determine your abilities – your strengths and weaknesses – throughout the game. Choose wisely: 6 or less: Crippling. An attribute this bad severely constrains your lifestyle. 7: Poor. Your limitations are immediately obvious to anyone who meets you. This is the lowest score you can have and still pass for “able-bodied.” 8 or 9: Below average. Such scores are limiting, but within the human norm. The GM may forbid attributes below 8 to active adventurers. GURPS LITE 10: Average. Most humans get by just fine with a score of 10! 11 or 12: Above average. These scores are superior, but within the human norm. 13 or 14: Exceptional. Such an attribute is immediately apparent – as bulging muscles, feline grace, witty dialog, or glowing health – to those who meet you. 15 or more: Amazing. An attribute this high draws constant comment and probably guides your career choices. Strength (ST) ±10 points/level Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high ST lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find ST useful for lifting and throwing things, moving quickly with a load, etc. Strength is more “open-ended” than other attributes; scores greater than 20 are common among beings such as large animals, fantasy monsters, and robots. Dexterity (DX) ±20 points/level | |||||||||||||||
| 34 | Dexterity measures a combination of agility, coordination, and fine motor ability. Permission is granted to photocopy this form at 200% for personal use. This and other GURPS forms and support material may also be It controls your basic ability at most athlet | |||||||||||||||
| 35 | downloaded at www.sjgames.com/gurps/resources/. ic, fighting, and vehicle-operation skills, | |||||||||||||||
| 36 | Copyright © 2004 Steve Jackson Games Incorporated. All rights reserved. and at craft skills that call for a delicate touch. DX also helps determine Basic magic, etc. Any wizard, scientist, or gad- | |||||||||||||||
| 37 | Speed (a measure of reaction time, p. 6) and Basic Move (how fast you run, p. 6). | |||||||||||||||
| 38 | brainpower, including creativity, intuition, geteer needs a high IQ first of all. The secmemory, perception, reason, sanity, and ondary characteristics of Will (p. 6) and willpower. It rules your basic ability with all Perception (p. 6) are based on IQ. “mental” skills – sciences, social interaction, | |||||||||||||||
| 39 | Health (HT) ±10 points/level Health measures energy and vitality. It represents stamina, resistance (to poison, disease, radiation, etc.), and basic “grit.” A high HT is good for anyone – but it is vital for low-tech warriors. HT determines Fatigue Points, and helps determine Basic Speed (p. 6) and Basic Move (p. 6). | |||||||||||||||
| 40 | “Secondary characteristics” are quantities that depend directly on your attributes. You can raise or lower these scores by adjusting your attributes. Hit Points (HP) represent your body’s ability to sustain injury. You have HP equal to your ST. For instance, ST 10 gives 10 HP. Will measures your ability to withstand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, psionics, etc.). Will is equal to IQ. Will does not represent physical resistance – buy HT for that! Perception (Per) represents your general alertness. The GM makes a “Sense roll” against your Per to determine whether you notice something. Per equals IQ. Fatigue Points (FP) represent your body’s “energy supply.” You have FP equal to your HT. For instance, HT 10 gives 10 FP. Basic Speed is a measure of your reflexes and general physical quickness. It helps determine your running speed, your chance of dodging an attack, and the order in which you act in combat (a high Basic Speed will let you “out-react” your foes). To calculate Basic Speed, add your HT and DX together, and then divide the total by 4. Do not round it off. A 5.25 is better than a 5! Dodge: Your Dodge defense (see Dodging, p. 28) equals Basic Speed + 3, dropping all fractions. For instance, if your Basic Speed is 5.25, your Dodge is 8. You must roll under your Dodge on 3d to duck or sidestep an attack. Basic Move is your ground speed in yards per second. This is how fast you can run (although you can go a little faster if you “sprint” in a straight line; see p. 23). Basic Move starts out equal to Basic Speed, less any fractions; e.g., Basic Speed 5.75 gives Basic Move 5. An average person has Basic Move 5; therefore, he can run about 5 yards per second if unencumbered. | |||||||||||||||
| 41 | This defines your character’s intrinsic “social” traits: appearance, manner and bearing. Traits with positive point values (e.g., above-average Appearance, Voice) are considered advantages (p. 8), and obey all the usual rules for advantages. Others (e.g., below-average appearance, Odious Personal Habits) have negative values, and are treated as disadvantages (p. 10). Still others (e.g., height and weight, handedness) merely add “color.” Appearance Appearance is mostly a “special effect” – you may choose any physical appearance you like. Appearance is rated in levels. Most people have “Average” appearance, for 0 points. Good looks give a reaction bonus; this is an advantage and costs points. Unappealing looks give a reaction penalty; this is a disadvantage, and gives you back points. Hideous: You have any sort of disgusting looks you can come up with: a severe skin disease, wall-eye . . . preferably several things at once. This gives -4 on reaction rolls. -16 points. Ugly: As above, but not so bad – maybe only stringy hair and snaggle teeth. This gives -2 on reaction rolls. -8 points. Unattractive: You look vaguely unappealing, but it’s nothing anyone can put a finger on. This gives -1 on reaction rolls. -4 points. GURPS LITE Average: The default level. Most people have Average appearance. 0 points. Attractive: You don’t enter beauty contests, but are definitely good-looking. This gives +1 on reaction rolls. 4 points. Handsome (or Beautiful): You could enter beauty contests. This gives +4 on reaction rolls made by those attracted to members of your sex, +2 from everyone else. 12 points. Very Handsome (or Very Beautiful): You could win beauty contests – regularly. This gives +6 on reaction rolls made by those attracted to members of your sex, +2 from others. 16 points. Charisma | |||||||||||||||
| 42 | 5 points/level You have a natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence – but real charisma is independent of these things. Each level gives +1 on all reaction rolls made by sapient beings with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls (see Influence Rolls, p. 24); and +1 to Leadership and Public Speaking skills. The GM may rule that your Charisma does not affect members of extremely alien races. | |||||||||||||||
| 43 | Odious Personal Habits | |||||||||||||||
| 44 | -5, -10, or -15 points You usually or always behave in a fashion repugnant to others. An Odious Personal Habit (OPH) is worth -5 points for every -1 to reaction rolls made by people who notice your problem. Specify the behavior when you create your character, and work out the point value with the GM. Examples: Body odor, constant scratching, or tuneless humming would give -1 to reactions, and are worth -5 points apiece. Constant bad puns or spitting on the floor would give -2 to reactions, worth -10 points apiece. We leave -15-point habits (-3 to reactions) to the imagination of those depraved enough to want them! Voice | |||||||||||||||
| 45 | 10 points You have a naturally clear, resonant, and attractive voice. This gives you +2 with any skill that depends on speaking or singing (with the GM’s approval, of course). You also get +2 on any reaction roll made by someone who can hear your voice. | |||||||||||||||
| 46 | It is an advantage to be technologically advanced or linguistically talented. Inadequacy in these areas can be a crippling disadvantage. | |||||||||||||||
| 47 | TECHNOLOGY LEVEL (TL) “Technology level” (or “tech level”) is a number that rates technological development. The more advanced the society, the higher its TL. The GM will tell you the TL of his world. Characters also have a TL, equal to that of the technology with which they are most familiar. Unless you are especially primitive or advanced, your personal TL will be the same as the world. In some game worlds, your personal TL may differ from the campaign average. A world might be TL8 on average, but the citizens of one advanced nation might be TL9 while those from an underdeveloped region might be TL7. Low TL | |||||||||||||||
| 48 | -5 points/TL below campaign TL Your personal TL is below that of the campaign world. You start with no knowledge (or default skill) relating to equipment above your personal TL. You can learn DX-based technological skills (pertaining to vehicles, weapons, etc.) in play, if you can find a teacher, but fundamental differences in thinking prevent you from learning IQ-based technological skills. High TL | |||||||||||||||
| 49 | 5 points/TL above campaign TL Your personal TL is above that of the campaign world. You may enter play with skills relating to equipment up to your personal TL. This is most useful if you also have access to high-TL equipment, but the knowledge of a high-tech doctor or scientist can be very useful in a low-tech setting, even without specialized equipment! | |||||||||||||||
| 50 | LANGUAGE | |||||||||||||||
| Перевод с английского на русский | 1|2|3|4|5|6|7|8|R |
