The big How-To List
$Revision: 1.9 $

The content of this page was "inspired" by (i.e. I got much of the original ideas from) the works of Matthew Vincent.
You can check his GURPS pages for the original stuff.


Assorted Disasters

Surviving a Tsunami.
The "right" thing to do is to move to higher ground as soon as possible. In case of failure each character will suffer a Raw Effect damage of 8/4. Characters my attempt a Moderate (4) Swimming roll: reduce the effect by 1xMoS (i.e. 1 less Raw Effect die for each point over the target, no ill effects in case of failure).
The presence of a lot of obstacles (trees, building) on the path of the tsunami could increase the Raw Effect (higher risk of being thrown against a hard surface by the water mass): the indicated value (8) applies to characters hit in a "clear" place, like a wide beach or at the sea.
Note that the character will probably be afloat somewhere at the end of the main wave event (possibly quite far from where he was at the start), so further swim rolls will be needed.
Surviving a Volcanic Eruption.
The "right" thing to do is, again, to move to higher ground as soon as possible. Randomly introduce the following effects:
Lapilli
Small stones ejected at high velocity from the volcano. Think a sort of hailstorm where it's raining stones instead of ice...
Raw Effect is 4/2, not much chance to dodge this, but the referee may ask for Chance Tests (p.128) against a Challenging (5) Threshold and use the MoS to reduce the effect.
Lava
Lava moves around at the equivalent of Move:40. In case of contact, consider the Intensity (p. 138) at 25 at the very least.
Smoke
Take a Health roll each turn: a MoS of 0 or less will result in a flesh wound due to smoke.
Tremors
Treat this as a "light" version of an Earthquake (see below), with a Raw Effect limited to 2/8.
Defusing a Bomb.
Roll vs. Demolition twice. The bomb detonates if both rolls fail. The difficulty threshold for both rolls is equal to the Demolition roll obtained by the character that set up the bomb in the first place.
Surviving an Avalanche.
Each character will suffer a Raw Effect of 7/3. Characters my attempt a Challenging (5) Chance Test (p.128): reduce the effect by 1xMoS (i.e. 1 less Raw Effect die for each point over the target, no ill effects in case of failure). Unless a character's dodge roll is so good that no damage roll is needed (meaning that somehow the character is so near the surface that he can dig out without help), the character is pinned down and will need external help to get free. Particularly harsh referees may ask for Health rolls every 10 minutes: a MoS of 0 or less will result in a flesh wound due to cold.
Surviving in a Plummeting Elevator.
At most one character can attempt a Challenging (5) Mechanical or Strength roll to open the door or the ceiling hatch. If this succeeds, all other characters my try a Challenging Athletics roll to climb out and grab a cable or jump out at one of the floors. If this does not work or is not applicable, the damage is equivalent to a fall, just count each floor as if it was only two meters high (the elevator would provide some protection). "Softening Impact" is not really applicable (there is no way to "manoeuvre" inside the falling elevator). The best you can do is to lie flat. If this is attempted, subtract 1 from the number of floors.
Surviving a High-Rise Hotel Fire.
The worst that may happen (if you can remain outside of the actual fire, that is) is to suffer from smoke intoxication. Take a Health roll each turn: a MoS of 0 or less will result in a flesh wound due to smoke.
Surviving an Earthquake.
Make a Moderate Combat Sense roll to avoid fear paralysis, then make a Routine Athletics check each round to run. Collapsing buildings might do 3/12 Raw Effect. The referee may opt for Chance Tests (p.128) at Challenging (5) to avoid being crushed.
Jungle
Surviving in the Jungle
The best tactic is probably to move only during daylight hours: most predators are nocturnal, so it's better to move by day and find a decent hiding and resting place for the night. Daylight makes easier to follow tracks to water spots and edible plants, too.
Finding water should be fairly easy. Food could prove a little more difficult, especially if the party cannot hunt for some reason (no weapons, cannot use firearms for fear of alerting enemy and so on).
Remember that in most cases, apart from the actual survival, the party will need to roll for Navigation:Land each day, to avoid becoming lost.
The survival roll is probably required only when "lost" in the jungle (after a plane crash, for example): a full-blown expedition with guides, carriers, food and weapons would need just the daily Navigation roll. For long travels, one roll a day will suffice:
Survival: Moderate (4) yields food, water and shelter for one day for a party of up to 3 people.
Require more rolls for larger groups, or unusually difficult conditions (e.g. depopulated area). Lack of tools (weapons, explorer gear) would bump difficulty to 5.


All-purpose Survival MoS table for Jungle:
Survival roll made by:Result
-5 or worseA wild animal attacks you. Snake, scorpion, jaguar, crocodile etc.
-4A random party member stumbles around, is scratched by bushes, insects swarm attacks him/her at night etc. Suffer the equivalent of 1d6*3 damage.
-3Any wounded member of the party will suffer the effect of destabilization (see page 134)
-2A minor piece of equipment (like rations, small quantities of ammo etc.) is lost.
-1Going on is extremely tiring. Each party member must do an Easy (3) Health roll or be at -1 for the rest of the day (treat like a flesh wound caused by bruises and stun, i.e. may cause knock-out, gives an extra -1 penalty, but may be cured by simple rest)
0Everything ok
+1The party founds clearing or other advantageous terrain features: +1 to Navigation roll for the day (if required)
+2Easy going. Increase speed by 50% for the day
+3Plenty of food/Water. Next day roll is at +1
+4 betterIncrease speed by 50% for the day and next day roll is at +1
Escaping quicksand is a Challenging (5) STR roll.
A specialization in "Survival:Jungle" may be used as a +1. In case of failure, the roll may be attempted twice. If failed, the PCs gets another two attempts at -1, then two more at -2 and so on.
If other people help with branches, ropes and so on, the difficulty is reduced to Routine (2). You may also allow a Difficult (6) Notice or Survival roll to recognize quicksand before stepping in it.
Removing leeches is a Moderate (4) First Aid roll.
A failure requires a Moderate (4) Health roll by the victim. If the second roll is failed, the wound caused by the leech becomes infected in 1d3 days, causing the equivalent of a flesh wound.
Note that this is due to the fact that keeping wounds (even tiny ones) clean in a Jungle environment is pretty difficult.
Piranha infested waters.
Allow a Challenging (5) Survival roll to recognize the presence of these deadly fishes. Treat them as a swarm (see pg. 145)
Tracking
See the Tracking "skill" discussion.

Medical

Delivering a baby roll Medical or First Aid until you get a Challenging (5) result.
The roll may be repeated for as many times as needed but if the final roll is 0 or less (due to fumbles, or after applying minuses to the original roll) either the mother or the baby (GM's decision) will die.
If time is an issue, each roll requires 20 minutes.

Urban

In many cases (like jumping out of a window to land in a dumpsters, for example) the standard falling rules will be enough.

Breaking Down a Door requires a Strength Challenging (5) roll.
This is for an "average" door (you usually target just the area near the lock with a kick). An internal door (one used between two rooms in an average house) is even easier, just a (4) will be enough.
Reinforced doors, on the other hand, could require a harder roll and or special tools.
Jumping through a window is a Moderate (4) Athletics roll.
If failed, take MoFx6 from splinters.
Depending on actual window height, falling rules may apply.
Jumping from Rooftop to Rooftop Athletics: Moderate (4) roll (jumping specialization applies).
If missed, roll a Moderate (4) Agility to grab hold of the edge, then an Easy (3) Strength to pull you up.
If that is missed, roll a Challenging (5) Agility followed by a Challenging (5) Strength roll to grab something on the way down.
If either fails, apply falling rules.
Shadowing (on foot) requires a Stealth roll vs. the target's Notice roll.
Once the target is aware of being tailed, the roles are reversed, and he needs to succeed with a Stealth roll vs. the Notice roll of his pursuer.
Shadowing may be bought as a specialization of Stealth.

Vehicles
Hotwiring a Car requires a Drive: Challenging (5) roll
A fumble may make the car inoperable
Escaping from a Car Hanging over the Edge of a Cliff
requires first a Challenging Will (5) roll. The MoS (or MoF!) will be added to the subsequent Difficult AGI roll required to get out “You slowly move to the back seat, then dive out the rear down as the car goes over the cliff.”
Stopping a Car with No Brakes
Roll Drive against a Moderate (4) difficulty round until you achieve 3 successes in a row. Three failures in a row (or a fumble) will result in a crash (see the chase sections for car crashes). “You downshift and use the e-brake to eventually bring yourself to a stop.”
Ramming a Barricade is Drive: Difficult (6) roll.
The idea is to find a vulnerable point in the barricade and drive directly through it. MoF x 2 is the damage suffered by the vehicle you are driving (calculated on the Vehicle scale). In case of failure, the vehicle is forced to stop, even if it is not damaged. Use vehicle rules for crew damage (p. 150)
Shadowing (vehicle) requires a Drive roll vs. the target's Notice roll.
Once the target is aware of being tailed, the opposed rolls are made using Drive for both parties.
Shadowing may be bought as a specialization of Drive.
Leaping from a Motorcycle to a Car Agi: Challenging (5) roll.
In case of failure, apply falling rules as if the PC had fallen from an 8 m distance. "Softening" and surface effects apply.
Jumping from a Moving Train.
“You dive out perpendicular to the train, then log roll with you hands over your head until you come to a complete stop.” Apply falling rules as if the PC had fallen from a 6 m distance. "Softening" and surface effects apply.
Landing a Plane in normal conditions requires an Easy (3) Pilot roll.
This is included mostly for when inexperienced PCs must try it... see the following "crash landing" for effects of failure on water and land.
Crash-Landing a Plane on Water Difficult (6) Pilot roll.
“You coax the nose up the plane up just before hitting the water.” All passengers take MoF x 5 damage. Regardless of the amount of damage, they must make a Routine (2) Health roll or be knocked out. This is pretty important because the plane will sink pretty fast, so swimming rolls will be required.
Crash-Landing a Plane on ground Very Difficult (7) Pilot roll.
Outside help (radio assistance) could make this a Difficult (6) roll, but this would be pretty uncommon in a '30s setting. All passengers take MoF x 6 damage. Regardless of the amount of damage, they must make a Moderate (4) Health roll or be knocked out.
Chases

Abstract chases can be handled as a series of opposed rolls. Depending on the chase, these could be quick contests of: Athletics (running, swimming), Riding, Drive, Pilot etc. If a pursuer wins twice in a row, he overtakes the fleeing character. If he loses twice in a row, he loses the pursued individual. If a vehicle is involved, add the Maneuver trait of each vehicle. If using a riding animal, I suggest using the lower between the animal skill (at running, flying etc.) and the rider's skill for the roll. Any specialization, if applicable, can be added, though. So if GoodGuy (Riding 3+1:crosscountry), mounting GoodHorse (Running 2, Agi:1) will roll 2+2 if chasing someone through country fields (+1 for the horse's Agi, +1 for Specialization).
On the other hand, BadGuy (Riding 2), on FantasticHorse (Running 3, Agi:1) will roll only 2+1 (the +1 comes from the horse's agility).
Note that all this apply only to cases in which the contestants are roughly matched in terms of raw speed: a plane "pursuing" a car cannot really lose it... and an horse cannot really keep pace with a motorcycle for more than a few meters.
For more elaborate chase scenes, use the situation described in the following tables. Each round, the referee will roll 2d6 to decide which kind of opposed rolls is required.
Keep rolling on the relevant table until a participant has won two opposed rolls in a row (treat all "contests" mentioned below as opposed rolls):

Foot Chases
Roll 2d6Result
 2 HEA Contest: loser is running out of breath or twists ankle (1 Unarmed Damage AP)
 3 Short cut through: back alley, buildings, backdoor or jumping over railing.
Survival Contest. (Specialization in a specific environment will grant a bonus; "Survival:Urban" would be the default, but depending on where the chase is taking place, Mountain, Jungle, Desert etc. are possible options).
 4 Obstacle: Workers carrying a large painting or a piece of glass or a waiter carrying a large tray! Challenging (5) AGI roll to avoid.
 5 Hazard: Hole, trap, crevice, unseen obstacle, steep incline, heavily broken ground. Moderate (4) Riding roll or fall (see notes).
 6 Crowded area: street, mall, market, office building, escalator, public-transport vehicle, or wooded area. Contest of STR or AGI (each participants may choose which characteristic to use).
 7 Open ground. Simple Athletics contest (Running specialization applies).
 8 Bad visibility: darkness, blind corner, or busy area. Pursuer must make a Moderate (4) Notice roll to continue.
 9 Barrier: wall, fence, cliff or building. Challenging (5) Athletics roll to climb (Climbing specialization applies).
10 Bad weather or difficult ground. Contest of AGI or HEA (referee chooses which one).
11 Other people become involved: partygoers, by-standers, bicyclists or authorities. INF contest: people will side with the winner.
12 Commandeer a vehicle. Change to a different chase mode.

Note: Any fumble results in a fall (1 Unarmed Damage AP, i.e. check a box in the Unarmed Damage section)

Horse Chases
Roll 2d6Result
 2 Contest of Riding: the loser’s horse is winded or spooked, or there's a problem with the saddle, stirrups, or bridles. The horse is at –1 to rolls for the rest of the chase.
 3 Short cut: alley, building, little known path, pass or stream. Contest of Survival to spot and use (see similar result in Foot Chases).
 4 Obstacle: Tree branch, fallen log, chicken coop or vegetable cart. Challenging (5) Riding roll to avoid.
 5 Hazard: Hole, trap, crevice, unseen obstacle, steep incline, heavily broken ground. Moderate (4) Riding roll or fall.
 6 Congested area: market, wooded area, cattle fencing, cramped space. Contest of Riding.
 7 Open ground. Riding skill Contest.
 8 Bad visibility: darkness, woods, dense brush. Pursuer must make a Moderate (4) Notice roll to continue.
 9 Bad weather or difficult ground. Contest of Riding.
10 Barrier: thick hedges, tall fences, building, river, canyon or swamp. Requires a Challenging (5) riding roll.
11 Other people: caravan, mounted authorities, travellers or reinforcements. INF contest: people will side with the winner.
12 Jump off horse. Change to a different chase mode.

Note: apart from any "fall" cited in the table, any fumble results in a fall: any fall result should be treated as falling from 4 meters high.
If the pursuer falls, the fleeing character automatically escapes. If the pursued falls, the pursuer will automatically catch him... if both falls, chase may continue on foot

Car Chases
Roll 2d6Result
 2 Randomly determine a participant to have a mechanical problem. Make a Moderate (4) Mechanic Roll to continue, and driving rolls are at –1 for the rest of the chase.
 3 Short cut: back alley, detours, or a route with less traffic. Contest of Survival to spot and use (see similar result in Foot Chases).
 4 Obstacle: hot-dog cart, baby carriage or workers carrying an enormous piano, sofa, window or mirror. Challenging (5) Drive roll to avoid.
 5 Hazard: Holes, construction, roadblocks, other vehicles. Moderate (4) Drive roll or crash.
 6 Traffic: highway, freeway, downtown area or parking lot. Contest of Drive.
 7 Straightaway: contest of Drive (+2 for faster vehicle).
 8 Sharp turn: Contest of Drive, and a hubcap flies off.
 9 Bad road conditions: gravel, ice, rain or ‘off-road’. Contest of Drive.
10 Barrier: wall, roadblock, gate, train or backing out semi-trailer. Requires a Challenging (5) Drive roll.
11 Other vehicles: irate motorists or police, sheriff, or state patrol cars. Moderate (4) Drive to avoid and/or they may join the chase.
12 Ditch the car. Change to a different chase mode.

Note: any Crash result inflicts 2/15 Raw Effect to the vehicle. See p.146- 151 for vehicle damage effects