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When you roll a critical failure, the GM other traits to settle a competition. The one vs.

one vs. failure by 5 generally means more than


determines what happens. It is always with the highest score doesn’t always win . . . success by 2 vs. success by 1! The winner’s
something bad – the higher the roll, the but that’s the way to bet. A “Contest” is a “margin of victory” is the difference
worse the result. quick way to handle such a competitive situ- between his margin of success and the
ation without playing it out in detail. In a loser’s margin of success if both succeeded,
REPEATED Contest, each competitor attempts a success
roll against the ability being tested – with all
the sum of his margin of success and the
loser’s margin of failure if he succeeded and
ATTEMPTS applicable modifiers – and then compares his
result to his opponent’s. There are two differ-
the loser failed, or the difference between
the loser’s margin of failure and his margin
Sometimes you only get one chance to ent ways to make this comparison. of failure if both failed.
do something (defuse a bomb, jump over a
crevasse, remove an inflamed appendix, Quick Contest Regular Contest
please the King with a song). Other times A “Quick Contest” is a competition that A “Regular Contest” is a slow competi-
you can try over and over again until you is over in very little time – often in one sec- tion with much give and take – for instance,
succeed (pick a lock, catch a fish, analyze a ond, perhaps even instantly. Examples arm wrestling.
poison). Still other times you will not know include two enemies lunging for a gun or Each character attempts his success roll.
whether you succeeded or failed until it’s two knife throwers seeing who gets closer If one succeeds and the other fails, the win-
too late to try again (translate an old treas- to the bull’s-eye. ner is obvious. If both succeed or both fail,
ure map, order in a French restaurant, Each competitor attempts his success the competitors’ relative positions are
build a ship). Finally, there are times when roll. If one succeeds and the other fails, the unchanged and they roll again. Eventually,
you are injured by failure but can afford to winner is obvious. If both succeed, the win- one character succeeds when the other
fail a few times (climb a wall, impress a ner is the one with the largest margin of fails. At this point, the one who made his
savage tribesman). success; if both fail, the winner is the one roll is the winner.
The GM must use common sense to dis- with the smallest margin of failure. A tie The length of game time each attempt
tinguish among these cases, according to means nobody won (in the examples above, takes depends on the activity, and is up to
the exact situation in which the adventurers both fighters grabbed the weapon at once, the GM. In a combat situation, each
find themselves. or the knives hit the same distance from the attempt takes one second . . . but in a
bull’s-eye). library-research contest, with the fate of the
CONTESTS Margin of Victory world hanging on who finds a certain
obscure reference first, each attempt could
Sometimes a situation arises in which two The amount by which the winner beat
characters must compare attributes, skills, or the loser is often important – success by 5 represent days of time.

REACTION ROLLS
When the PCs meet an NPC whose reac- Below-average appearance and many disad- betrayal, public ridicule, or ignoring a life-or-
tion to them is not predetermined (see vantages give a penalty. death plea are all possible.
below), the GM makes a “reaction roll” on 3d. Racial or national biases. Elves don’t like 1 to 3: Very Bad. The NPC dislikes the
The higher the roll, the better the reaction. dwarves, Frenchmen don’t care for Germans, characters and will act against them if it’s
The GM then plays the NPC according to the and so on. These are usually penalties, and convenient to do so: attacking, offering gross-
guidelines on the Reaction Table. take the form of an Intolerance disadvantage ly unfair terms in a transaction, and so on.
The GM should keep this roll secret from on the part of the NPC. 4 to 6: Bad. The NPC cares nothing for the
the players. They don’t know, for instance, Appropriate behavior by the players! Here’s characters and will act against them (as
whether that friendly-looking old farmer is a chance to reward good roleplaying. A good above), if he can profit by doing so.
giving them straight advice or sending them approach should be worth +1 or more! A 7 to 9: Poor. The NPC is unimpressed. He
into a trap. wholly inappropriate approach that antago- may make threats, demand a huge bribe
A reaction roll is not a success roll. There nizes the NPCs should give the party -1 or -2 before offering aid, or something similar.
are three important differences: on the reaction roll. Don’t tell the players, 10 to 12: Neutral. The NPC ignores the
“You blew it!” – just roleplay the offended characters as much as possible. He is totally
1. There is no “target number” to roll
character, and let them figure it out. uninterested. Transactions will go smoothly
against.
Random reaction rolls are great when and routinely, as long as protocol is observed.
2. A high roll is good, not bad.
they add a note of unpredictability to the 13 to 15: Good. The NPC likes the charac-
3. Reaction modifiers apply directly to the
game – this is more fun for the GM, too! ters and will be helpful within normal, every-
die roll. A reaction bonus is any factor that
However, never substitute random die rolls for day limits. Reasonable requests will be
makes NPCs friendlier, while a reaction penal-
reason and logic. granted.
ty is something that biases NPCs against the
16 to 18: Very Good. The NPC thinks high-
PCs.
Some common reaction modifiers: REACTION TABLE ly of the characters and will be quite helpful
and friendly, freely offering aid and favorable
Roll 3 dice and apply any reaction modi- terms in most things.
Personal appearance and behavior. This is fiers. 19 or better: Excellent. The NPC is
especially true for the PC who does the talk- extremely impressed by the characters, and
ing! Above-average appearance gives a 0 or less: Disastrous. The NPC hates the
characters and will act in their worst interest. will act in their best interests at all times,
bonus, as do some advantages (see p. 8). within the limits of his own ability – perhaps
Nothing is out of the question: assault,
even risking his life, wealth, or reputation.

GURPS LITE 3

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