TEXT: GURPS UPDATE
  1
  INTRODUCTION
  GURPS UPDATE
  Compiled by DAVID MORGAN-MAR
  Based on GURPS Third Edition by STEVE JACKSON and GURPS Fourth Edition by SEAN PUNCH,
  DAVID PULVER, and STEVE JACKSON
  Helpful Suggestions by FREDERICK BRACKIN, DEVIN GANGER, and CHAD UNDERKOFFLER
  Graphic Design by JUSTIN DE WITT 
  When the GURPS Basic Set, Third
  Edition was released, we also released
  GURPS Update, a conversion guide so that
  those with GURPS Basic Set, Second Edition
  could play Third Edition games. Now that
  Fourth Edition is here, we’re doing some-
  thing similar. Updating all the new rules
  would require a book almost as big as the
  entire GURPS Basic Set, Fourth Edition!
  This edition of GURPS Update
  is
  designed to help you convert characters from
  Third to Fourth Edition rules with a mini-
  mum of fuss. It doesn’t go into all the new
  rules – you’ll need the full GURPS Basic Set,
  Fourth Edition for that. What it does is ease
  the transition for existing campaigns and
  characters, so you can convert the characters
  quickly and continue to use them with the
  new Fourth Edition rules. You can also use
  GURPS Update as a quick reference to what
  has changed in character creation, so you
  don’t have to laboriously compare the Third
  and Fourth Edition rule books yourself.
  This update only deals with material from
  GURPS Basic Set, Third Edition and GURPS
  Compendium I. It doesn’t try to cover world-
  specific rules only published in sourcebooks,
  so you won’t find conversion rules for the
  Coat of Slime advantage or Dexitroboping
  skill. If you really need those, there are tools
  and suggestions in the Fourth Edition rules
  to help you.
  CONVERTING A CHARACTER
  To convert a character from Third Edition
  to Fourth Edition, you must first decide on
  the purpose of the conversion. Is it to produce
  a Fourth Edition character whose skills and
  abilities match as closely as possible those of
  the Third Edition character, or is it to gener-
  ate a “quick-and-dirty” conversion so you can
  get playing as soon as possible?
  In either case, the point value of your char-
  acter is almost certain to change. Attempting
  to keep the same point total will be difficult
  and will probably distort the character con-
  cept to boot. The best approach is to convert
  the character’s attributes and abilities, and
  then simply add up the new point cost. In an
  ongoing campaign, any differences between
  the point costs of existing characters should
  simply be ignored, as the characters have
  been interacting already . . . attempting to
  adjust them will interfere with their known
  abilities and the flow of the campaign.
  For a thorough conversion, work through
  each of the following sections in sequence.
  Make sure you understand the conversions of
  attributes and characteristics and have them
  all settled to your satisfaction before moving
  on. Most advantages and disadvantages can
  be converted just by reference to the table, but
  be sure to read any notes and apply the advice
  given. Finally, work through the skills, again
  reading any relevant notes. Take into account
  any changed adjustments to skill levels caused
  by changes to advantages or disadvantages, as
  well as any changes to skill difficulties and
  controlling attributes. Half-point skills should
  either be raised to a full point or dropped to
  default.
  For a quick-and-dirty conversion, follow
  the same process, but in a looser fashion.
  Boxed text in each section gives additional
  advice on doing the quickest possible conver-
  sion to Fourth Edition. Many of the addition-
  al notes on advantages, disadvantages, and
  skills can be skimmed over or ignored if a
  conversion is given in the tables – though you
  may be missing some of the finer details of
  the rule changes governing those abilities.
  These changes can be assimilated later when
  you have time to read through Fourth Edition
  and this Update in detail.
  ATTRIBUTES
  The four basic GURPS attributes are still
  Strength, Dexterity, Intelligence, and Health.
  Strength has changed substantially and will
  need careful attention, but the other three
  attributes work the same way and have only
  changed in point cost.
  Strength (ST)
  Strength has changed considerably. The
  appropriate way to convert your ST score
  depends on whether you are a normal exam-
  ple of a race with a roughly human range of
  strength, a super with unnaturally high
  strength, a machine, or a massive creature
  with high strength largely attributable to
  body mass.
  Human-Like Races
  The basic damage done in combat uses
  the same progression as in Third Edition. For
  example, a ST 15 character in Fourth Edition
  does the same basic damage (1d+1 thrust,
  2d+1 swing) as a ST 15 character did in Third
  Edition.
  However, the weight a character with a
  given ST is able to lift has changed. For exam-
  ple, a Third Edition character with ST 20
  could lift twice as much as a ST 10 character.
  In Fourth Edition, that difference is squared,
  so a ST 20 character can lift four times as
  much as a ST 10 character.
  
  The GM needs to decide what is more
  important to preserve: combat damage, lifting
  ability, or both. For most character concepts,
  combat damage is the simplest choice.
  Preserving both damage and lifting ability is
  complex and requires bookkeeping.
  Another potential factor in your choice of
  converted ST score is the minimum ST
  required to ready unbalanced weapons
  instantly. The minimum ST and readying rules
  for melee weapons have changed slightly.
  Refer to Weapon Statistics (pp. B269-272) for
  the rules on what ST is needed to ready your
  weapons. You may find you need to increase
  your ST score by a point or two to keep instant
  readying ability with the following weapons:
  flail, glaive, great axe, halberd, maul, poleaxe,
  scythe, or warhammer. The minimum ST to
  wield a weapon has not increased for any
  weapon.
  To preserve combat damage, simply retain
  your ST score. The point cost of that ST will
  change: ±10 points per ±1 ST. Then calculate
  your Basic Lift and work out your new encum-
  brance levels. Characters with ST 10 will be
  able to carry exactly the same amount as in
  Third Edition, while characters with higher ST
  will be able to carry more than they could in
  Third Edition.
  If, on the other hand, you wish to preserve
  lifting ability, convert the ST score according
  to the Quadratic Strength Conversion Table,
  then calculate the cost as above. This approxi-
  mately preserves lifting ability, but results in
  strong characters doing less damage in com-
  bat than in Third Edition. 
  Finally, if you wish to preserve both dam-
  age and lifting ability, use the following proce-
  dure. If your ST is above 10, use the
  Quadratic Strength Conversion Table. Then add
  enough levels of Striking ST (at 5 points per
  level) to match your Third Edition ST score.
  This will add 5 points per level of Striking ST.
  If your ST is below 10, keep your ST score
  the same, and buy levels of Lifting ST (at 3
  points per level) to bring your lifting ability up
  to Third Edition capacity, as shown on the
  Quadratic Strength Conversion Table. This pro-
  cedure is fiddly and results in a complex char-
  acter sheet; it is not worth the effort unless you
  require an exact match of abilities.
  Quadratic Strength
  Conversion Table
  3e ST
  4e ST
  3e ST
  4e ST
  1
  3
  31-34
  18
  2
  4
  35-38
  19
  3
  5
  39-42
  20
  4
  6
  43-46
  21
  5
  7
  47-50
  22
  6-7
  8
  51-55
  23
  8-9
  9
  56-60
  24
  10-11
  10
  61-65
  25
  12-13
  11
  66-70
  26
  14-15
  12
  71-75
  27
  16-18
  13
  76-81
  28
  19-21
  14
  82-87
  29
  22-24
  15
  88-93
  30
  25-27
  16
  94-99
  31
  28-30
  17
  100-105
  32
  Supernormal Beings and Machines
  The same decision regarding preserving
  damage or lifting ability applies to characters
  who are superhumans, supernaturally strong
  creatures such as undead mon-
  sters, or machines or robots.
  However, in these cases, it is
  usually lifting ability that
  should be preserved, because
  in Fourth Edition most of the
  likely targets for massive amounts
  of damage will have significantly
  reduced DR and HP. Convert your ST score
  according 
  to 
  the 
  Quadratic 
  Strength
  Conversion Table; only add Striking ST if the
  amount of damage inflicted is integral to
  your character concept, bearing in mind the
  changes to DR and HP.
  To convert ST scores above 105, see How
  Quadratic ST Conversion Works.
  Massive Creatures
  Massive creatures are stronger than
  humans primarily because of sheer body size.
  Such creatures have had ST scores assigned
  in various ways in Third Edition, not always
  consistent. In Fourth Edition, calculate a
  “normal” massive creature’s ST score based
  on its mass as follows, rounding down:
  ST = 2 ¥ (cube root of weight in
  pounds).
  Thus, a 1,000-lb. bear has ST 20 and a
  16,000-lb. elephant has ST 50. These figures
  may vary by up to 10% either
  way to account for unusual
  individuals.
  The Natural (-40%)
  limitation on ST no
  longer exists. Creatures with “Natural” ST
  should ignore the limitation and apply the
  conversion rules here.
  Dexterity (DX)
  Your Dexterity score is unchanged. The
  point cost of that Dexterity, however, has
  changed: ±20 points for ±1 DX.
  Intelligence (IQ)
  Your Intelligence score is unchanged. The
  point cost of that Intelligence, however, has
  changed: ±20 points for each ±1 IQ.
  Health (HT)
  Your Health score is unchanged. The
  point cost of that Health, however, has
  changed: ±10 points for each ±1 HT.
  Quick-and-Dirty Basic Attribute Conversion
  Ignore this entire section. Just keep your ST, DX, IQ, and HT scores the same, ignore
  the point cost changes, and move on to Secondary Characteristics.
  How Quadratic ST Conversion Works
  Both Third Edition and Fourth Edition characters with an average ST of 10 can
  carry the same maximum load on their backs: 300 lbs. In Third Edition this was 30 ¥
  ST, but in Fourth Edition it is 3 ¥ ST ¥ ST. To keep this carrying capacity the same
  across all Strengths, use the following formula and round to the nearest whole number:
  Fourth Edition ST = square root of (10 ¥ Third Edition ST)
  Use this formula to calculate Fourth Edition ST for Third Edition ST scores not
  found on the Quadratic Strength Conversion Table.
  2
  GURPS UPDATE
  
  GURPS UPDATE
  3
  Additional attribute-like numbers that
  provide game mechanical information about
  a character are now called secondary charac-
  teristics. Some of these, such as HP and Basic
  Move, are familiar; others, such as Basic Lift
  and Perception, are new.
  Damage
  Basic damage is still based on Strength,
  and the progression is the same for all ST
  scores 8 and above. If you have kept the same
  ST score (and it’s higher than 7), your basic
  thrust and swing damage are unchanged. If
  you have changed your ST score (or it’s below
  8), look up your new thrust and swing damage
  in the Damage Table (p. B16).
  Basic Lift
  This new characteristic is equal to
  ST¥ST/5 lbs. If you have extra Lifting ST, add
  it to your ST before doing this calculation.
  Hit Points
  Hit points are now based on ST, not HT. A
  Fourth Edition character has HP equal to ST,
  adjusted up or down at a cost of ±2 points per
  ±1 HP. If you wish to retain the same number
  of hit points, buy more or fewer as necessary.
  Will
  Will equals IQ plus any Strong Will or
  minus any Weak Will. Stronger and weaker
  Will is now a flat ±5 points per ±1 Will, rather
  than +4 for Strong Will and -8 for Weak Will.
  Perception
  This new characteristic is by default equal
  to IQ. It can be bought up or down for ±5
  points per ±1 Perception. Additional levels of
  Perception are equivalent to the Alertness
  advantage; simply add the levels of Alertness
  to Perception.
  Fatigue Points
  Fatigue points are now based on HT, not
  ST. A Fourth Edition character has FP equal
  to HT, adjusted up or down at a cost of ±3
  points per ±1 FP. If you wish to retain the
  same number of fatigue points, buy more or
  fewer as necessary.
  Basic Speed
  This is the same as in Third Edition, cal-
  culated as HT plus DX, divided by 4. Basic
  Speed can now be adjusted up or down at a
  cost of ±5 points per ±0.25 Basic Speed. 
  Dodge
  Dodge is equal to Basic Speed+3, rounded
  down to a whole number.
  Basic Move
  This is the same as in Third Edition, cal-
  culated by rounding Basic Speed down to the
  nearest whole number. Basic Move can now
  be adjusted up or down at a cost of ±5 points
  per ±1 Basic Move.
  Size Modifier
  Human-sized races have Size Modifier 0 (-
  1 for Dwarfism, +1 for Gigantism). For other
  races, refer to Size Modifier (p. B17).
  Quick-and-Dirty Secondary Characteristic Conversion
  Ignore the section on Secondary Characteristics. Use these guidelines to generate
  your secondary characteristics:
  Damage: Based on ST (usually will be unchanged).
  Basic Lift: Calculate ST¥ST/5 lbs.
  Hit Points: Either keep the same or set equal to your ST, as preferred.
  Will: Equal to your IQ plus or minus levels of Strong or Weak Will, respectively.
  Perception: Equal to your IQ plus any levels of the Alertness advantage.
  Fatigue Points: Either keep the same or set equal to your HT, as preferred.
  Basic Speed: Unchanged.
  Dodge: Equal to Basic Speed+3, rounded down.
  Basic Move: Round Basic Speed down to the nearest whole number.
  SOCIAL BACKGROUND
  Aspects of social background are more
  fully defined in Fourth Edition than in Third
  Edition. In some cases, converted characters
  will gain new characteristics.
  Tech Level
  Simply record your home TL. If it is dif-
  ferent from the campaign TL, you should
  already have Primitive or High Technology,
  which translate into levels of Low TL and
  High TL respectively. The definitions of TLs
  have changed somewhat; see Tech Level and
  Starting Wealth (p. B25) for details.
  Cultural Familiarity
  This is a new characteristic in Fourth
  Edition, which is based on character concept.
  Everyone is assumed to be familiar with
  one social culture, for no point cost. The GM
  should determine what cultures are present
  in the campaign. You must choose a native
  culture.
  If you are familiar with the social nuances
  of another culture, this is Cultural Familiarity
  in that culture. The cost is 1 point for other
  cultures of your own or similar races, 2
  points for an alien culture.
  Language
  Languages are no longer skills, and litera-
  cy is treated separately for each language
  rather than as a blanket trait.
  The best way to convert language skills to
  Fourth Edition is to base the conversion on
  character concept rather than language skill
  levels. For each language you possess, decide
  which of the following levels apply for both
  spoken and written forms.
  Spoken Language
  None: Cannot speak or understand at all. 0
  points.
  Broken: Can speak and understand slowly
  and with difficulty. 1 point.
  Accented: Understand freely, but speak
  with an obvious non-native accent. 2 points.
  Native: Speak and understand fluently and
  unaccented. 3 points.
  Written Language
  None: Cannot read or write. 0 points.
  Broken: Can read and write haltingly, mis-
  understanding many words. 1 point.
  Accented: Read freely, but write with odd
  or foreign word choices and expressions. 2
  points.
  Native: Read and write fluently. 3 points.
  Record each language with the total point
  cost: e.g., French (None/ Native) [3]. If your
  SECONDARY CHARACTERISTICS
  
  4
  GURPS UPDATE
  levels of spoken and written language are the
  same, abbreviate it like this: French
  (Accented) [4].
  Everyone is assumed to have one native
  language for no point cost. Record this as, for
  example, Dwarvish (Native) [0]. If your com-
  prehension of your native language is less
  than this, the point cost is the cost of learning
  it as an additional language, minus 6, e.g.
  Orcish (Broken/ None) [-5].
  Sign Language
  Sign language is also no longer a skill.
  Sign languages generally only have one form
  (signed), not two (spoken and written).
  Native fluency thus only costs 3 points.
  If you are deaf or mute, you have a native
  sign language and a native written language
  for no point cost – if you do not, it is worth
  negative points, as explained above.
  Quick-and-Dirty Social Background Conversion
  Tech level and cultural familiarity are straightforward. Refer to the headings in the
  main text and follow the directions there.
  Languages involve more work, but may still be quicker to convert based on charac-
  ter concept as recommended in the main text. For a truly dirty conversion that may be
  marginally quicker, record each language you possess as shown in the table below. (The
  point cost is given for reference; ignore it if you are not concerned with it.) Assume you
  know your native language at a minimum skill of IQ+4, even if you don’t. Proficiency
  levels separated by a slash are Spoken/Written.
  3e Skill level
  Literate
  Semi-Literate
  Illiterate
  6 or less
  Broken [2]
  Broken [2]
  Broken/None [1]
  7-12
  Accented [4]
  Accented/Broken [3]
  Accented/None [2]
  13 or more
  Native [6]
  Native/Broken [4]
  Native/None [3]
  Subtract 6 points from the cost of your native language.
  ADVANTAGES
  Many Third Edition advantages map
  directly to an advantage of the same name in
  Fourth Edition. Many don’t. For quick refer-
  ence on any changes to advantage names and
  point costs, refer to the table. If there is an
  annotation or asterisk (*), see the note for
  that advantage for an explanation.
  Quick-and-Dirty Advantage and Disadvantage Conversion
  Look up each advantage and disadvantage you possess on the relevant table. If a
  Fourth Edition equivalent is given, use that and ignore any additional notes. If the table
  says to refer to a note, read the note to find out what the best equivalent is.
  3e Advantage
  Cost
  4e Advantage
  Cost
  360-Degree Vision
  25
  360° Vision*
  25
  3D Spatial Sense
  10
  3D Spatial Sense
  10
  Absolute Direction
  5
  Absolute Direction
  5
  Absolute Timing
  5
  Absolute Timing
  2
  Absorption
  Variable
  Damage Resistance
  5/level*
  Academic Status
  5/level
  Status*
  5/level
  Acceleration Tolerance
  10
  Resistant to 
  1*
  Acceleration (+3)
  Acute Faz
  2/level
  Acute Vibration Sense
  2/level
  Acute Hearing
  2/level
  Acute Hearing
  2/level
  Acute Taste and Smell
  2/level
  Acute Taste and Smell
  2/level
  Acute Vision
  2/level
  Acute Vision
  2/level
  Administrative Rank
  5/level
  Administrative Rank
  5/level
  Alcohol Tolerance
  5
  Alcohol Tolerance
  1
  Alertness
  5/level
  Perception*
  5/level
  Ally
  Variable
  Allies
  Variable*
  Ally (Unwilling)
  Variable
  Allies
  Variable*
  Ally Group
  Variable
  Allies
  Variable*
  Ally Group (Unwilling)
  Allies
  Variable*
  Altered Time Rate
  100/level
  Altered Time Rate
  100/level
  Alternate Identity
  5/15
  Alternate Identity
  5/15
  Ambidexterity
  15
  Ambidexterity
  5
  Amphibious
  10
  Amphibious
  10
  Animal Empathy
  5
  Animal Friend
  5/level*
  Animal Form
  100
  Alternate Form*
  Variable
  Appearance (Attractive)
  5
  Appearance (Attractive)
  4
  Appearance (Handsome) 15
  Appearance (Handsome)
  12
  Appearance 
  25
  Appearance 
  16
  (Very Handsome)
  (Very Handsome)
  Armor Plates
  59
  Damage Resistance (3)*
  15
  Autotrance
  5
  Autotrance
  1
  Awareness
  15/35
  Detect*
  30/50
  3e Advantage
  Cost
  4e Advantage
  Cost
  Bardic Immunity
  10
  Bardic Immunity
  10
  Beast-Kin
  15
  see note
  Being of Pure Thought
  210
  see note
  Bioelectric Shock
  10
  Innate Attack*
  4
  Bite
  30
  Vampiric Bite
  30
  Blessed
  10 or 20
  Blessed
  10 or 20
  Body of Air
  50
  Alternate Form*
  Variable
  Body of Earth
  40
  Alternate Form*
  Variable
  Body of Fire
  5/level
  Alternate Form*
  Variable
  Body of Ice
  25
  Alternate Form*
  Variable
  Body of Metal
  9/level
  Alternate Form*
  Variable
  Body of Stone
  8/level
  Alternate Form*
  Variable
  Body of Water
  40
  Alternate Form*
  Variable
  Bouncing
  12/level
  see note
  Brachiator
  5
  Brachiator*
  5
  Breath-Holding
  2/level
  Breath-Holding
  2/level
  Breathe Fire
  20
  Innate Attack*
  5
  Broadcast
  3/level
  Radio*
  10
  Cast Iron Stomach
  15
  see note
  Catfall
  10
  Catfall
  10
  Chameleon
  7/level
  Chameleon
  5/level
  Channeling
  10
  Channeling
  10
  Charisma
  5/level
  Charisma
  5/level
  Chronolocation
  15
  Chronolocation
  5
  Claim to Hospitality
  1 to 10
  Claim to Hospitality
  1 to 10
  Claws
  Variable
  Claws
  Variable*
  Clerical Investment
  5/level
  Clerical Investment*
  5
  Clerical Magic
  Variable
  see note
  Clinging
  25
  Clinging
  20*
  Collected
  5
  Fearlessness (3)*
  6
  Combat Reflexes
  15
  Combat Reflexes
  15
  Common Sense
  10
  Common Sense
  10
  ADVANTAGE CONVERSION TABLE
  
  GURPS UPDATE
  5
  3e Advantage
  Cost
  4e Advantage
  Cost
  Compartmentalized Mind 50/level
  Compartmentalized Mind 50/level
  Composed
  5
  Fearlessness (2)
  4
  Constriction Attack
  15
  Constriction Attack
  15
  Contacts
  Variable
  Contacts
  Variable
  Cool (Mundane)
  1
  Fearlessness (1)
  2
  Cool (Natural Attack)
  15
  see note
  Costume
  15
  Shtick (Costume)
  1
  Courtesy Rank
  1/level
  Courtesy Rank
  1/level
  Cultural Adaptability
  25
  see note
  Damage Resistance
  3/level
  Damage Resistance
  5/level*
  Dampen
  15
  see note
  Danger Sense
  15
  Danger Sense
  15
  Daredevil
  15
  Daredevil
  15
  Dark Vision
  25
  Dark Vision
  25
  Deafen
  15
  see note
  Decreased Life Support
  10
  Reduced Consumption
  2/level*
  Deep Sleeper
  5
  Deep Sleeper
  1
  Destiny
  Variable
  Destiny
  Variable
  Diplomatic Immunity
  20
  Diplomatic Immunity
  20
  Discriminatory Smell
  15
  Discriminatory Smell
  15
  Discriminatory Taste
  10
  Discriminatory Taste
  10
  Disease-Resistant
  5
  Resistant to Disease (+8)
  8
  Divination Talent
  5
  Magery 0 
  3
  (one spell only, -50%)
  Divine Favor
  Variable
  Patron
  Variable*
  Doesn’t Breathe
  20
  Doesn’t Breathe 
  15
  (Oxygen absorption, 
  -25%)
  Doesn’t Eat or Drink
  10
  Doesn’t Eat or Drink
  10
  Doesn’t Sleep
  20
  Doesn’t Sleep
  20
  Dominance
  5
  Dominance
  20*
  Double-Jointed
  5
  Flexibility*
  5
  Drug Factory
  20
  see note
  Duplication
  75/copy
  Duplication
  35/copy
  Early Maturation
  5/level
  Feature 
  0
  (Early maturation)
  Eidetic Memory
  30/60
  Eidetic Memory*
  5/10
  Elastic Skin
  20
  Elastic Skin
  20
  Empathy
  15
  Empathy*
  15
  Enhanced Block
  6
  Enhanced Block
  5
  Enhanced Dodge
  15
  Enhanced Dodge
  15
  Enhanced Move
  10/level
  Enhanced Move
  20/level*
  Enhanced Parry
  6/10
  Enhanced Parry
  5/10
  Enhanced Time Sense
  45
  Enhanced Time Sense*
  45
  Extended Lifespan
  5/level
  Extended Lifespan
  2/level
  Extra Arms
  10/arm
  Extra Arms
  10/arm*
  Extra Encumbrance
  5
  Lifting ST
  3/level*
  Extra Fatigue
  3/level
  Fatigue Points
  3/level
  Extra Flexibility
  10
  see note
  Extra Hit Points
  5/level
  Hit Points
  2/level
  Extra Legs
  Variable
  Extra Legs
  Variable*
  Extra Life
  25/life
  Extra Life
  25/life
  Extra Stun
  Variable
  see note
  Faerie Empathy
  10
  see note
  Faith Healing
  30
  Healing*
  30
  Familiar
  Variable
  Allies
  Variable*
  Fashion Sense
  5
  Fashion Sense
  5
  Favor
  Variable
  Favor
  Variable*
  Faz Sense
  10
  Vibration Sense
  10
  Fearlessness
  2/level
  Fearlessness
  2/level
  Field Sense
  10
  Detect 
  20
  (Electric and 
  magnetic fields)
  Filter Lungs
  5
  Filter Lungs
  5
  Fit
  5
  Fit
  5
  Flash
  15
  see note
  Flexibility
  15
  Double-Jointed*
  15
  Flight
  40
  Flight 
  40
  Fugue
  50
  see note
  Full Coordination
  50/attack
  Extra Attack
  25/attack
  Fur
  Variable
  see note
  Gadgeteer
  25/50
  Gadgeteer
  25/50
  G-Experience
  10
  G-Experience
  1 to 10*
  3e Advantage
  Cost
  4e Advantage
  Cost
  Gills
  10/0
  Doesn’t Breathe 
  10/0
  (Gills, -50%)
  Growth
  10/level
  Growth
  10/level*
  Hard to Kill
  5/level
  Hard to Kill
  2/level
  Harmony with the Tao
  20
  Wild Talent
  20/level
  Healing
  25
  Healing*
  30
  Heir
  5
  see note
  Hermaphromorph
  2
  Hermaphromorph*
  5
  Hide
  Variable
  see note
  High Pain Threshold
  10
  High Pain Threshold
  10
  High Technology
  Variable
  High TL
  5/level
  Higher Purpose
  5
  Higher Purpose
  5
  Hyperactive
  30
  see note
  Hyperflight
  50/75
  see note
  Hyper-Reflexes
  15
  see note
  Hyper-Strength
  30
  see note
  Ice Skates
  5
  Terrain Adaptation
  5
  Illuminated
  60
  Illuminated
  15
  Image
  20
  see note
  Immortality
  140
  see note
  Immunity to Disease
  10
  Immunity to Sickness
  15
  Immunity to Poison
  15
  Immunity to Poison
  15
  Immunity to 
  10
  Immunity to 
  5
  Timesickness
  Timesickness
  Imperturbable
  10
  Fearlessness (+5)
  10
  Improved G-Tolerance
  5/level
  Improved G-Tolerance
  5/level
  Increased Density
  5/level
  see note
  Increased Speed
  25/level
  Basic Speed
  5/level*
  Independently 
  15/level
  Enhanced Tracking
  5/level
  Focusable Eyes
  Infravision
  15
  Infravision
  10
  Inherent Magic (Knacks) Variable
  see note
  Injury Tolerance
  Variable
  Injury Tolerance
  Variable*
  Insubstantiality
  80
  Insubstantiality
  80
  Interface Jack
  10
  see note
  Intuition
  15
  Intuition
  15
  Intuitive Mathematician
  25
  Intuitive Mathematician*
  5
  Invisibility
  40
  Invisibility
  40
  Invisibility to Machines
  20
  Invisibility 
  20
  (Machines Only, -50%)
  Invulnerability
  Variable
  see note
  Iron Hand
  10/15
  see note
  Karmic Ties
  Variable
  see note
  Language Talent
  2/level
  Language Talent*
  10
  Laser
  25
  Innate Attack
  4*
  Legal Enforcement 
  5/10/15
  Legal Enforcement 
  5/10/15
  Powers
  Powers
  Legal Immunity
  5/10/15/20
  Legal Immunity
  5/10/15/20
  Less Sleep
  3/level
  Less Sleep
  2/level
  Light Hangover
  2
  No Hangover*
  1
  Lightning
  20
  Innate Attack
  6*
  Lightning Calculator
  5
  Lightning Calculator
  2
  Literacy
  0/5/10
  see note
  Longevity
  5
  Longevity
  2
  Luck
  15/30/60
  Luck
  15/30/60
  Lunar Influence
  5
  see note
  Lycanthropic Dominance 5
  Dominance
  20*
  Magery
  15+10/level
  Magery
  5+10/level*
  Magic Resistance
  2/level
  Magic Resistance
  2/level
  Magical Aptitude
  15+10/level
  Magery
  5+10/level
  Magnetic Sense
  5/level
  Detect (Magnetic Fields)*
  10
  Mana Damper
  Variable
  Mana Damper
  10/level*
  Mana Enhancer
  Variable
  Mana Enhancer
  50/level*
  Manual Dexterity
  3/level
  High Manual Dexterity
  5/level
  Mathematical Ability
  10
  Mathematical Ability 3
  30*
  Matter Surfing
  30
  see note
  Mechanical Telepathy
  120
  see note
  Medium
  10
  Medium
  10
  Metabolism Control
  5/level
  Metabolism Control
  5/level
  Microscopic Vision
  4/level
  Microscopic Vision
  5/level*
  Military Rank
  5/level
  Military Rank
  5/level
  Mimicry
  15
  Mimicry*
  10
  Mindlink
  1/level
  Mindlink
  Variable*
  Mindshare
  Variable
  see note
  
  6
  GURPS UPDATE
  3e Advantage
  Cost
  4e Advantage
  Cost
  Modified Arm DX
  Variable
  Arm DX
  Variable*
  Modified Arm ST
  Variable
  Arm ST
  Variable*
  Morph
  40
  Morph
  Variable*
  Move Through Ice
  10
  Permeation (Ice)
  10
  Multimillionaire
  25/level
  Wealth
  Variable
  Multiple Forms
  5/form
  Alternate Form*
  Variable
  Musical Ability
  1/level
  Musical Ability
  5/level
  Natural Spellcasting
  15
  see note
  Neural Cyberdeck 
  Variable
  see note
  Interface
  Nictitating Membrane
  10/level
  Nictitating Membrane*
  1/level
  Night Vision
  10
  Night Vision*
  1/level
  No Hangover
  5
  No Hangover
  1
  Non-Reciprocal Damage
  30
  see note
  Oracle
  15
  Oracle
  15
  Oxygen Storage
  14
  Doesn’t Breathe 
  14
  (Oxygen storage 
  ¥100, -30%)*
  Panimmunity
  2/5/10
  Resistant to Disease*
  3/5/10
  Parabolic Hearing
  4/level
  Parabolic Hearing
  4/level
  Passive Defense
  25/level
  see note
  Patron
  Variable
  Patrons
  Variable*
  Penetrating Call
  5
  see note
  Penetrating Vision
  10/level
  Penetrating Vision
  10/level
  Perfect Balance
  15
  Perfect Balance
  15
  Peripheral Vision
  15
  Peripheral Vision*
  15
  Pheromone Control
  25
  see note
  Pious
  5
  Social Chameleon*
  5
  Pitiable
  5
  Pitiable
  5
  Plant Empathy
  5
  Green Thumb*
  5/level
  Polarized Eyes
  5
  Protected Eyes*
  5
  Power Investiture
  10/level
  Power Investiture
  10/level
  Pressure Support
  5/10/15
  Pressure Support
  5/10/15
  Psionic Resistance
  2/level
  Resistant to Psionics
  Variable*
  Racial Memory
  15/40
  Racial Memory
  15/40
  Radar Sense
  50+1/level
  Scanning Sense*
  Variable
  Radio Hearing
  10
  Radio 
  5
  (Receive only, -50%)
  Radio Speech
  25
  Radio
  10
  Rank
  5/level
  Rank
  5/level
  Rapid Healing
  5
  Rapid Healing
  5
  Rapier Wit
  5
  Rapier Wit
  5
  Reawakened
  10
  Reawakened
  10
  Reciprocal Rest
  15
  see note
  Recovery
  10
  Recovery
  10
  Reduced Sleep
  10
  see note
  Reflection
  8/level
  Damage Resistance 
  10/level
  (Reflection, +100%)
  Regeneration
  Variable
  Regeneration
  Variable
  Regnancy
  15
  Dominance
  20*
  Regrowth
  40
  Regrowth
  40
  Religious Rank
  5/level
  Religious Rank
  5/level
  Reputation
  Variable
  Reputation
  Variable
  Resistant to Poison
  5
  Resistant to Poison (+3)
  5
  Resurrection
  150
  Unkillable 2*
  100
  Retrogression
  40
  see note
  Ridiculous Luck
  60
  Ridiculous Luck
  60
  Sanctity
  5
  Above Suspicion
  1
  Sanitized Metabolism
  5
  Sanitized Metabolism
  5
  Scales
  Variable
  see note for Hide
  Second Sight
  2/5
  Detect Magic*
  10
  Secret Communication
  20
  see note
  Security Clearance
  Variable
  Security Clearance
  Variable*
  See Invisible
  15
  See Invisible
  15
  Semi-Literacy
  0/5
  see note for Literacy
  Sense of Perception
  100
  see note
  Sensie Talent
  2/level
  see note
  Sensitive
  5
  Sensitive
  5
  Sensitive Touch
  10
  Sensitive Touch
  10
  Serendipity
  15/30
  Serendipity
  15/level
  Shadow Form
  50
  Shadow Form
  50
  Shapeshifter
  Variable
  Shapeshifting*
  Variable
  Sharpshooter
  45
  Gunslinger*
  25
  Shock
  20
  see note
  3e Advantage
  Cost
  4e Advantage
  Cost
  Shrinking
  Variable
  Shrinking*
  5/level
  Silence
  5/level
  Silence
  5/level
  Single-Minded
  5
  Single-Minded
  5
  Smoke
  15
  Obscure (Vision) 10*
  20
  Snatcher
  80
  Snatcher
  80*
  Sonar Vision
  25
  Sonar*
  20
  Sonic Blast
  20
  see note
  Speak Underwater
  8
  Speak Underwater
  5
  Speak with Animals
  15
  Speak with Animals
  25
  Speak with Fish
  10
  Speak with Animals 
  15
  (All aquatic, -40%)
  Speak with Plants
  15
  Speak with Plants
  15
  Special Rapport
  10
  Special Rapport
  10
  Spectrum Vision
  40
  see note
  Spirit Empathy
  10
  see note
  Status
  5/level
  Status
  5/level
  Stretching
  30+15/level
  Stretching*
  6/level
  Strikers
  Variable
  Striker*
  Variable
  Strong Will
  4/level
  Will
  5/level
  Style Familiarity
  Variable
  see note
  Subsonic Hearing
  0/5
  Subsonic Hearing
  0/5
  Subsonic Speech
  0/20
  Subsonic Speech
  0/10
  Super Climbing
  3/level
  Super Climbing
  3/level
  Super Flight
  20/level
  Enhanced Move (Air)
  20/level
  Super Jump
  10/level
  Super Jump
  10/level
  Super Luck
  100
  Super Luck
  100
  Super Running
  20/level
  Enhanced Move 
  20/level
  (Ground)
  Super Swimming
  10/level
  Enhanced Move 
  20/level
  (Water)
  Surge
  15
  see note
  Telescopic Vision
  6/level
  Telescopic Vision*
  5/level
  Temperature Tolerance
  1/level
  Temperature Tolerance
  1/level
  Temporal Inertia
  15
  Temporal Inertia
  15
  Tenure
  5
  Tenure
  5
  Time-Jumper
  100
  Jumper (Time)
  100
  Toughness
  10/25
  Damage Resistance 
  3/level
  (Tough Skin, -40%)
  Trained By A Master
  40
  Trained By A Master*
  30
  Transference
  40
  see note
  Transformation
  15
  see note
  Tree-Kin
  15
  see note
  True Faith
  15
  True Faith
  15
  Tunnel
  40+10/level
  Tunneling
  30+5/level
  Ultrahearing
  0/5
  Ultrahearing
  0/5
  Ultrasonic Speech
  0/25
  Ultrasonic Speech
  0/10
  Unaging
  15
  Unaging
  15
  Undying
  175
  see note
  Unfazeable
  15
  Unfazeable
  15
  Universal Digestion
  15
  Universal Digestion
  5
  Unusual Background
  Variable
  Unusual Background*
  Variable
  Vacuum Adaptation
  27
  see note
  Vacuum Support
  40
  see note
  Vampiric Dominance
  5
  Dominance
  20*
  Vampiric Immortality
  60
  see note
  Vampiric Invulnerability
  150
  Supernatural Durability*
  150
  Vampiric Resurrection
  150
  Unkillable*
  Variable
  Venom
  15/level
  see note
  Versatile
  5
  Versatile
  5
  Very Fit
  15
  Very Fit
  15
  Very Rapid Healing
  15
  Very Rapid Healing
  15
  Visualization
  10
  Visualization
  10
  Voice
  10
  Voice
  10
  Walk on Air
  20
  Walk on Air
  20
  Walk on Liquid
  15
  Walk on Liquid
  15
  Warm
  15
  see note
  Wealth
  Variable
  Wealth Variable
  Weapon Master
  20/45
  Weapon Master*
  Variable
  Webbing
  20+2/level
  Binding*
  2/level
  World Sight
  10
  see note
  World-Jumper
  100
  Jumper (World)
  100
  Wyrd
  Variable
  Destiny
  Variable
  Zeroed
  10
  Zeroed
  10
  
  GURPS UPDATE
  7
  Notes on Advantages
  Advantages with additional conversion
  notes are listed here under their Third Edition
  names. If a Third Edition advantage is not
  listed here, it has the same name and oper-
  ates in a similar way in Fourth Edition (but
  may have a different point cost; see the table).
  360-Degree Vision
  This is now spelled 360° Vision. The limi-
  tation Eyestalks (-20%) is renamed Easy to
  Hit (-20%), but the cost remains the same.
  This advantage now confers a +5 bonus on
  attempts to detect Shadowing.
  Absorption
  This becomes Damage Resistance with
  the Absorption enhancement. The way this
  works has changed significantly. In Third
  Edition, each level of Absorption could
  absorb 6 points of damage, thereafter acting
  as DR 2. In Fourth Edition, each level of
  Damage Resistance (Absorption, +100%) can
  absorb 1 point of damage, thereafter acting
  as DR 1. Decide whether it is more important
  to preserve absorption capacity or DR. If the
  former, take six levels of Damage Resistance
  per level of Absorption, if the latter, take two
  per level of Absorption. (Splitting the differ-
  ence and taking four levels of Damage
  Resistance for each level of Absorption is also
  an option, and is recommended if you have
  no strong preference.) If Absorption included
  the special limitation for -20%, use the +80%
  Absorption 
  enhancement 
  on 
  Damage
  Resistance instead of +100%.
  Academic Status
  This should simply be treated as a slightly
  modified form of Status. If you’re running a
  GURPS IOU campaign, you should be pre-
  pared to wing it anyway!
  Acceleration Tolerance
  This is now constructed as a type of
  Resistant. Acceleration is a rare hazard, for a
  base cost of 5 points. Acceleration Tolerance
  granted a +5 to HT rolls; the closest degree of
  resistance is +3, for a 1/3 multiplier, giving a
  cost of 1 point. Optionally, choose +8 on HT
  rolls for a multiplier of 1/2, giving a final cost
  of 2 points, or total immunity to acceleration
  for 5 points.
  Alertness
  The new Perception characteristic encom-
  passes sense rolls and Alertness. It can be
  bought up directly. Simply buy as many extra
  levels of Perception as Alertness.
  Ally, Ally (Unwilling), Ally Group,
  or Ally Group (Unwilling)
  All these advantages now exist under the
  name Allies. Your Allies can transfer to
  Fourth Edition without any changes in how
  they work, in campaign terms. The only thing
  that will change is their point values.
  1. Recalculate the Ally’s own point cost for
  his attributes, advantages, disadvantages, and
  skills under Fourth Edition rules. NPC Allies
  may no longer have a PC, or other NPCs, as
  an Ally.
  2. Calculate your point total, excluding
  any costs for Allies or Dependents.
  3. Determine the Ally’s point total as a per-
  centage of your point total and determine the
  base cost of the Ally as per the table Ally’s
  Power in Fourth Edition. For Ally Groups,
  add the point cost of all the Allies in the group
  before referring to the table. An Ally or Ally
  Group that exceeds 150% of your point total
  becomes a Patron.
  4. Apply the Frequency of Appearance
  modifier from Fourth Edition.
  5. If the Ally is unwilling, apply the
  Unwilling limitation.
  Allies may now also be Dependents. The
  distinction is no longer made on absolute
  point value, but on how the NPCs appear in
  the campaign. An NPC is an Ally if he helps
  you; he is a Dependent if you are responsible
  for his safety. If both situations apply, he is
  both! If you have an Ally who would also
  qualify as a Dependent under this new defini-
  tion, calculate his value as a Dependent as
  well, and add that to his cost as an Ally to
  determine the total cost.
  Animal Empathy
  This most closely corresponds to the
  Animal Friend Talent. To most closely match
  the bonuses granted by Third Edition Animal
  Empathy, take four levels of Animal Friend,
  totaling 20 points. You may consider taking a
  lower level for fewer points, however. The
  Fourth Edition Animal Empathy advantage is
  completely different, involving the ability to
  read the emotions of animals. You may con-
  sider taking it in addition to Animal Friend if
  it reflects the character concept.
  Animal Form
  This corresponds to the Alternate Form
  version of Shapeshifting. See the Fourth
  Edition rules for Shapeshifting (p. B81) to cal-
  culate the new point cost.
  Armor Plates
  This no longer confers Passive Defense,
  because Passive Defense no longer exists.
  Awareness
  The 15-point version is Detect (All super-
  natural phenomena and beings) [30], while
  the 35-point version adds Detect (Auras) [20]
  for a total of 50 points.
  Beast-Kin
  This is now broken into constituent parts:
  Animal Friend (4) [20], an additional level of
  Magery (Animal college only, -40%) [6], Sense
  of 
  Duty 
  (Animals) 
  [-15], 
  and 
  Vow
  (Vegetarianism) [-5], for a total cost of 6 points.
  Being of Pure Thought
  This is essentially the Spirit meta-trait
  [261], although it would be suitable to change
  Insubstantiality from Usually On (-40%) to
  Always On (-50%) and remove Usually On
  (+5%) from Invisibility. These modifications
  change the total cost to 251 points.
  Bioelectric Shock
  This is purchased as an Innate Attack that
  does 1d of localized burning damage, with
  the Damage Modifier (burn, +20%), and No
  Signature (+20%) enhancements, and the
  Contact Agent (-20%), Costs Fatigue (2 per
  use, -10%), and Melee Attack (reach C, no
  parry, -35%) limitations. Base cost is 5 points,
  -25%, for a total of 4 points. The +3 to First
  Aid rolls for CPR can be retained as a special
  effect if desired.
  Body of . . .
  All the various “Body of . . .” advantages
  are now elemental meta-traits. If you have the
  default switchable form, this is now the
  Alternate Form version of Shapeshifting. See
  Elemental Meta-Traits (p. B260) to find the
  cost of the alternate form template, and then
  refer to Alternate Form to calculate the cost
  of the ability to switch into that form. If, on
  the other hand, you cannot switch out of the
  elemental form, simply refer to the relevant
  elemental meta-trait for the racial template
  cost. The precise abilities of the elemental
  meta-traits differ from the definitions of the
  advantages in Third Edition; check the
  Fourth Edition definitions for details.
  Bouncing
  This advantage cannot easily be modeled
  using the rules in the GURPS Basic Set. It
  will be addressed in GURPS Powers.
  Brachiator
  This no longer has a minimum ST
  requirement, and gives +2 to Climbing skill
  instead of granting Acrobatics at DX-2 and
  Climbing at DX.
  Breathe Fire
  This is an Innate Attack that does 1d of
  burning damage. To best simulate the 3-hex
  range, take the Reduced Range (1/2, -10%)
  limitation. Total cost is 5, -10%, rounded back
  up to 5. If additional dice of damage had been
  bought, multiply the total number of dice by
  5 points and then apply the -10% limitation.
  Broadcast
  Note the range is a base 10 miles, which
  can be changed with the Increased Range or
  Reduced Range modifiers to match the level
  of Broadcast range if desired. Radio includes
  the ability to hear radio by default, so the
  Radio Hearing prerequisite is not required.
  Cast Iron Stomach
  This is now most closely matched by
  Reduced 
  Consumption 
  2 
  (Cast-Iron
  
  8
  GURPS UPDATE
  Stomach, -50%) [2]. This only grants +2 to
  resist disease or poison, so you may want to
  add Resistant to Poison and Disease (+3) [5].
  Claws
  The definitions of different types of claws
  and their effects have changed, as well as the
  point costs. See Claws (p. B40) for details.
  Clerical Investment
  This now only grants Religious Rank 0.
  Points used for additional levels of Clerical
  Investment in Third Edition should be used
  to buy levels of Religious Rank.
  Clerical Magic
  If the GM has built a custom style of cler-
  ical magic listed under this name, it should
  be reconstructed using analogous Fourth
  Edition rules. Power Investiture is a likely
  candidate for part of the package.
  Clinging
  The special limitation modifiers have
  changed as well as the base cost, and will
  need to be recalculated.
  Collected
  It may be appropriate to take an addition-
  al quirk: Assumes things are not dangerous
  until proven so.
  Cool (Natural Attack)
  This is now Temperature Control with the
  (Cold, -50%) limitation. The amount and rate
  of cooling vary with levels of the advantage;
  see Temperature Control (p. B90) to calculate
  point cost for an appropriate number of lev-
  els. Temperature Control is by default switch-
  able, equivalent to the (At will, +10%)
  enhancement on Cool. If the ability is not
  switchable, use the (Always on, -20%) limita-
  tion on Temperature Control.
  Cultural Adaptability
  Although an advantage of the same name
  exists in Fourth Edition, it provides different
  benefits. To simulate the Third Edition ver-
  sion, take Charisma 1 [5], Language Talent
  [10], and Smooth Operator 1 [15], for a total
  cost of 30 points. You may, however, prefer to
  take one of the new versions of Cultural
  Adaptability and work with the new rules.
  Damage Resistance
  This now has many options; the cost will
  need to be recalculated if it includes any
  enhancements or limitations.
  Dampen
  This can be simulated with Affliction
  (Accessibility: Only on Electrical, -20%; Area
  Effect, 2 yards, +50%; Emanation, -20%;
  Unconsciousness, +200%) [31].
  Deafen
  This is Affliction (Area Effect, 2 yards,
  +50%; 
  Disadvantage: 
  Deafness, 
  +20%,
  Emanation, -20%; Hearing-Based, +50%) for
  a total cost of 20 points per level. One level
  simulates Deafen’s HT roll to resist; addition-
  al levels grant penalties to the roll. The 
  duration is now the margin of failure of the
  resistance roll in minutes, not a flat 3 minutes.
  Decreased Life Support
  Choose a level of Reduced Consumption
  that best fits the character concept.
  Divine Favor
  Convert this to a Patron, with your deity as
  the Patron, and calculate the cost from there.
  Dominance
  This works the same way, but the base cost
  is changed. Dominated slaves are now treated
  as unwilling Allies, rather than having a flat
  cost. See Allies (p. B36) for more information.
  Drug Factory
  To reproduce this advantage for a given
  drug, find a Fourth Edition advantage that
  produces the same effect as the drug. Likely
  candidates include Affliction (for baneful
  drugs that do not cause damage), Healing (for
  healing drugs), and Toxic Attack (to simulate
  poisons). Then apply some of the following
  enhancements and limitations as appropriate:
  Blood Agent (-40%), Cyclic (variable) for poi-
  sons, Follow-Up (+0%) for drugs carried on
  Claws or Teeth, Limited Use (variable) to rep-
  resent limited doses, Onset (variable), and
  Resistible (variable). Drugs require one or the
  other of Blood Agent or Follow-Up.
  Eidetic Memory
  This no longer provides any bonuses to
  skill levels or points spent on skills. It also no
  longer gives a bonus to spell skill levels. If you
  wish to simulate those aspects of the Third
  Edition advantage, buy multiple Talents
  and/or extra levels of Magery as well.
  Empathy
  This now gives a bonus to Detect Lies,
  Fortune-Telling, and Psychology skills.
  Enhanced Move
  Each level of Enhanced Move in Third
  Edition added your original Move score, while
  in Fourth Edition each level doubles Basic
  Move. Thus, to reproduce very high Moves in
  Third Edition, fewer levels of Enhanced Move
  will be required. Basic Move can be bought up
  at 5 points per 1 yard/second for fine tuning.
  Enhanced Time Sense
  This works the same way, except that the
  special enhancement to psionics no longer
  exists. To simulate this, build all your psionic
  abilities with speed-increasing enhancements
  where appropriate.
  Extra Arms
  The basic cost of Extra Arms is
  unchanged, but shorter and longer arms and
  no physical attack capability are now treated
  as modifiers. Refer to Extra Arms (p. B51) to
  calculate the new costs.
  Extra Encumbrance
  If you want to match closely the amount a
  Third 
  Edition 
  character 
  with 
  Extra
  Encumbrance can carry, you will need to
  make some judgment calls and do some
  math! Firstly, decide what your Fourth
  Edition ST is (see Strength, p. 1). Then calcu-
  late encumbrance levels using Basic Lift. If
  you want to enhance the encumbrance levels,
  add Lifting ST, noting that each level of Lifting
  ST changes BL according to the formula
  (ST¥ST)/5 lbs.
  Extra Flexibility
  This is now built into the costs for Extra
  Arms as an enhancement. The cost for beings
  without extra limbs is 5 per limb.
  Extra Legs
  Base costs are the same, but Cannot Kick
  is now a limitation rather than a flat point
  deduction. The Move penalties for losing var-
  ious numbers of legs have changed.
  Extra Stun
  Stun damage is no longer an optional rule,
  so this advantage is useless. Consider some
  levels of Hard to Subdue instead.
  Faerie Empathy
  This is essentially Charisma 3 [15] with
  the Accessibility limitation (Only on faeries,
  -30%), for a total of 11 points.
  Faith Healing
  Besides the name change, the details of
  how this works in terms of success rolls and
  Fatigue costs have changed. See Healing (p.
  B57) for details.
  Familiar
  Familiars are now Allies. See Allies (p.
  B36) for how to calculate the new point cost.
  Favor
  This still costs 20% of the cost of the Ally,
  Contact, or Patron who owes you the favor,
  but the costs of those may have changed. See
  Allies (p. B36), Contacts (p. B44), and Patron
  (p. 10) for details.
  Flash
  This Third Edition advantage is complex,
  combining two different effects (blinding and
  DX penalty) with two different ranges. It can-
  not be reproduced exactly in Fourth Edition,
  but something similar can be built with
  Affliction (Area Effect, 2 yards, +50%;
  Disadvantage: Blindness, +50%; Emanation,
  -20%; Link, +10%; Reduced Duration, 3 sec-
  onds, -50%; Vision-Based, +150%) [29] and
  Affliction (Area Effect, 2 yards, +50%;
  Attribute Penalty: -3 DX, +30%; Emanation,
  -20%; Link, +10%; Vision-Based, +150%)
  [32], for a total cost of 61 points. If you take
  
  GURPS UPDATE
  9
  just one of the components, it will not need
  the Link enhancement, reducing the cost by 1
  point; for example Affliction (Area Effect, 2
  yards, +50%; Disadvantage: Blindness, +50%;
  Emanation, -20%; Reduced Duration, 3 sec-
  onds, -50%; Vision-Based, +150%) [28]. See
  Affliction (p. B33) for details on how to con-
  struct other possible blinding effects.
  Fugue
  This esoteric ability no longer exists. For
  something similar, try Duplication with an
  Accessibility limitation (Only for combat,
  -20%).
  Fur
  The various types of fur correspond to
  other advantages as follows:
  Very Thin Fur: Fur [1]. Yes, you have to pay
  a point for this now; it prevents sunburn!
  Fur: Damage Resistance 1 [5], Fur [1],
  Temperature Tolerance 1 [1]; total 7 points.
  Thick Fur: Damage Resistance 1 [5], Fur
  [1], Temperature Tolerance 2 [2]; total 8
  points.
  Spiny Fur: Damage Resistance 1 [5], Short
  Spines [1]; total 6 points.
  G-Experience
  The 10-point version corresponds to Third
  Edition, but you may wish to consider taking
  a cheaper version to reflect experience in a
  limited number of different gravities.
  Growth
  Growth is now exponential, allowing
  growth of +1 SM per level. This means that to
  duplicate large amounts of growth, you will
  need fewer levels of Growth. At Third Edition
  Growth levels from 1 to 5, take the same level
  of Fourth Edition Growth. For human-sized
  characters with Third Edition Growth above
  5, calculate the maximum size to which the
  character can grow, look up the nearest linear
  measurement in the Size and Speed/Range
  Table, and read off the corresponding Size fig-
  ure. That number is how many levels of
  Growth to take.
  Healing
  This is essentially the same, but details of
  success rolls and specific mechanics have
  changed. See Healing (p. B57) for details.
  Heir
  This no longer exists as an advantage in
  itself. See Heir under Potential Advantages (p.
  B31).
  Hermaphromorph 
  Changing sex with the new version of this
  advantage is much faster. More closely simu-
  lating the default Third Edition version
  requires the limitations Nuisance Effect (Bad
  Temper while preparing, -5%) and Preparation
  Required (8 hours, -60%), for a total cost of 2
  points, the same as in Third Edition.
  Hide or Scales
  The various types of hide correspond to
  other advantages as follows:
  Very Light Scales: 0 point feature.
  Scales, Thick Hide, or Heavy Scales:
  Damage Resistance 1 [5].
  Carapace or Armor Plates: Damage
  Resistance 2 [10].
  Hyperactive
  For the nearest equivalent, replace this
  with Basic Speed +2.00 [40] and Increased
  Consumption 2 [-20], for a total of 20 points.
  Hyperflight
  Depending on character concept, this can
  be either Warp with one of the levels of the
  Hyperjump limitation, or Flight (probably
  with the Space Flight enhancement) plus
  many levels of Enhanced Move (Air and/or
  Space). Refer to Warp (p. B95), Flight (p.
  B54), and Enhanced Move (p. B50) for details.
  Hyper-Reflexes
  For the nearest equivalent, replace this
  with Basic Speed +1.00 (Link with Combat
  Reflexes, +10%, Costs 1 FP per second, -10%)
  [20] and Combat Reflexes (Link with Basic
  Speed, +10%) [17], for a total cost of 37.
  Hyper-Strength
  To simulate this, first decide how much
  extra ST is needed – see Strength for details of
  the choices available. Then buy the extra ST
  with the limitation (costs 1 FP per second,
  -10%).
  Image
  This advantage cannot easily be modeled
  using the rules in the GURPS Basic Set. It
  will be addressed in GURPS Powers.
  Immortality
  Buy the components separately as:
  Immunity to Metabolic Hazards [30],
  Regeneration (Very Fast) [100], and Unaging
  [15], for a total cost of 145.
  Increased Density
  You can take the same level of Damage
  Resistance (Crushing, -40%) for 3 points per
  level, and then adjust the Swimming skill sep-
  arately. The knockback and slam adjustments
  should be ignored, as the Fourth Edition
  rules for these have changed significantly.
  Since body mass now correlates with hit
  points, use the formula for the ST of massive
  creatures (p. 2), reading ST as HP, to deter-
  mine the appropriate number of HP for your
  mass. Buy additional HP if needed. The actu-
  al change in your body mass is just a special
  effect, worth no points.
  Increased Speed
  One level of Increased Speed is equivalent
  to four levels of Basic Speed.
  Inherent Magic (Knacks)
  To build a knack, find an advantage that
  mimics the required effect and take it with
  the Mana Sensitive (-10%) limitation. Knacks
  are not constructed by reference to a spell any
  more.
  Injury Tolerance
  Costs for No Blood, No Brain, No Neck,
  and No Vitals remain the same. No
  Cutting/Impaling Bonus is best simulated by
  Homogeneous for 40 points.
  Interface Jack
  This is no longer an advantage.
  Intuitive Mathematician
  This no longer includes Mathematical
  Ability, which can be bought separately. See
  the note for Mathematical Ability (p. 10).
  Invulnerability
  This advantage no longer exists. Buy a
  very high Damage Resistance and/or special-
  ized Immunities instead.
  Iron Hand
  For one hand this can be simulated with
  Blunt Claws [3] and Damage Resistance 1
  (Partial: One hand, -80%; Tough Skin, -40%)
  [1] for a total of 4 points. For both hands, use
  Blunt Claws [3], Damage Resistance 1
  (Partial: Hands, -40%; Tough Skin, -40%) [1],
  and Ham-Fisted 1 [-5]; this now costs -1
  point, a net disadvantage!
  Karmic Ties
  This is best represented by a potential
  advantage that can cover newfound Allies,
  Dependents, Enemies, or Patrons. See Potential
  Advantages (p. B31) for how to do this.
  Language Talent
  This works differently with the new lan-
  guage rules. See Language Talent (p. B63) for
  details.
  Laser
  This is an Innate Attack that does 1d-1
  burning damage for a base cost of 5¥0.7,
  rounded up to 4 points. The default range is
  now 100, with a 1/2D range of 10. If desired,
  this can be reduced to better match Laser’s
  range of 12, by adding Reduced Range (1/10,
  -30%), bringing the cost down to 3 points.
  Light Hangover
  No Hangover is only 1 point and Light
  Hangover no longer exists, so you may as well
  upgrade!
  Lightning
  This is purchased as an Innate Attack that
  does 1d of burning damage, with the Damage
  Modifier (sur, +20%) enhancement. Base cost
  is 5 points, +20%, for a total of 6 points. The
  default range is now 100, with a 1/2D range of
  10. If desired, this can be reduced to better
  match Lightning’s range of 6, by adding
  
  10
  GURPS UPDATE
  Reduced Range (1/10, -30%), bringing the
  cost down to 5 points.
  Literacy, Semi-Literacy
  These are no longer treated as advantages.
  See Literacy (p. B22) for details.
  Lunar Influence
  This can be simulated by buying three
  extra levels of ST, DX, and HT with the
  Accessibility limitation (Only during full
  moon, -40%) and three negative levels with
  the limitation (Only during new moon, -40%).
  The net cost is 0 points.
  Lycanthropic Dominance
  This is just Dominance, but the base cost
  is changed. Dominated slaves are now treated
  as unwilling Allies, rather than having a flat
  cost. See Allies (p. B34) for more information.
  Magery, Magical Aptitude
  There is now an additional level called
  Magery 0, but characters with Magery 1 or
  higher are unaffected in terms of usage or
  cost. Limited forms of Magery are now built
  using limitations rather than specific point
  costs – see Magery (p. B64) for details. Magical
  Aptitude is simply an old name for Magery.
  Magnetic Sense
  The range of this ability is now deter-
  mined using the Size and Speed/Range Table.
  Mana Damper
  The range and switchability of this ability
  work differently now. See Mana Damper (p.
  B65) for details.
  Mana Enhancer
  The range and switchability of this ability
  work differently now. See Mana Enhancer (p.
  B66) for details.
  Mathematical Ability
  This is now a leveled Talent, costing
  10/level. Three levels best matches the Third
  Edition version, but you may consider other
  amounts.
  Matter Surfing
  This can be simulated with a special limi-
  tation on Flight: (Matter surfing, -25%).
  Mechanical Telepathy
  This is a combination of Mind Reading
  (Telecommunication, -20%) [24], Mindlink
  (Telecommunication, 
  -20%) 
  [Variable],
  Possession (Mindlink required, -40%) [60],
  and Radio [10]. See each individual advantage
  for details and the point cost of Mindlink.
  Microscopic Vision
  Each level now grants 10¥ magnification,
  not 2¥. You will need fewer levels to achieve
  the same magnification.
  Mimicry
  As well as the reduced point cost, Mimicry
  now allows the character to copy sounds with
  less study time.
  Mindlink
  Mindlink is now more powerful, but costs
  more at low levels. For 5 points, Mindlink now
  allows automatic success in telepathically 
  contacting one person, rather than just 
  bonuses to success rolls. Decide if this fits with
  the character concept and purchase it if it
  does. See Mindlink (p. B68) for costs of linking
  to more than one person.
  Mindshare
  A Mindshare should be built from various
  combinations of Mind Reading, Mindlink,
  Telecommunication, and perhaps Possession.
  Examine these advantages to determine an
  appropriate set of modifiers for each.
  Modified Arm DX
  The cost of this has changed because the
  cost of DX has changed. See Arm DX (p. B38)
  for details.
  Modified Arm ST
  The cost of this has changed. See Arm ST
  (p. B38) for details.
  Morph
  This is now a type of Shapeshifting and
  has restrictions on what racial templates can
  be assumed, which determines the point cost.
  See Shapeshifting (p. B81) for details.
  Multiple Forms
  This is essentially the Alternate Form ver-
  sion of Shapeshifting. See Shapeshifting (p.
  B81) for details.
  Natural Spellcasting
  This is Wild Talent (Emergencies Only,
  -30%; Focused: Magical, -20%; Retention,
  +25%) [15].
  Neural Cyberdeck Interface
  This is no longer an advantage.
  Nictitating Membrane
  Note the spelling change to “Nictitating”
  in Fourth Edition. Each level now provides
  only +1 to HT rolls instead of +3. PD is gone,
  but the DR bonus remains the same.
  Night Vision
  This now eliminates up to -1 darkness
  penalty per level. To reproduce the Third
  Edition advantage, take 9 levels.
  Non-Reciprocal Damage
  Treat this as an enhancement to
  Shapeshifting, worth +50%.
  Oxygen Storage
  This is now a limitation on Doesn’t
  Breathe, and may be bought at different lev-
  els. How long you can hold your breath with
  this advantage has changed from a flat one
  hour to a calculation based on HT.
  Panimmunity
  The 10-point version is called Immunity to
  Disease.
  Passive Defense
  This no longer exists. If your PD was high-
  er than 3, you will experience a reduction in
  your defenses and may need to compensate
  somehow. Decide what features grant you
  enhanced defenses and choose other 
  advantages that fit the character concept,
  such as Combat Reflexes, Enhanced Block,
  Enhanced Dodge, or Enhanced Parry.
  Patron
  The cost of a patron may have changed.
  There is now an additional base cost of 20
  points, appropriate for very powerful organi-
  zations, and special powers or equipment are
  enhancements rather than flat additional
  point costs. See Patrons (p. B70) for details.
  Penetrating Call
  If you merely want to simulate a loud
  voice, take Penetrating Voice [1]. If you wish
  to retain the Fright Check effect, build this as
  a custom Affliction with the Sense-Based
  enhancement and possibly Malediction.
  Peripheral Vision
  This now grants a +3 bonus to detecting
  Shadowing attempts. If your Peripheral
  Vision is due to eye stalks, apply the new -20%
  limitation Easy to Hit to reclaim some points.
  Pheromone Control
  This can be simulated with an additional
  level of Appearance (Area Effect, 4 yards,
  +100%; Accessibility: own species only, -10%;
  Emanation, -20%; Sense-Based: smell, -20%)
  [6] and Affliction (Area Effect, 4 yards,
  +100%; Disadvantage: Lecherousness, +10%;
  Accessibility: own species only, -10%;
  Emanation, -20%; Sense-Based: smell, -20%)
  [16], for a total of 22 points.
  Pious
  This is renamed and works slightly differ-
  ently. See Social Chameleon (p. B84) for details.
  Plant Empathy
  This most closely corresponds to the new
  Talent Green Thumb. To most closely match
  the bonuses granted by Third Edition Plant
  Empathy requires two levels of Green
  Thumb, totaling 10 points. You may consider
  taking a higher level for better skill bonuses,
  however. The Fourth Edition Plant Empathy
  advantage is completely different, involving
  the ability to read the wellbeing of plants. You
  may consider taking it in addition to Green
  Thumb if it reflects the character concept.
  
  GURPS UPDATE
  11
  Polarized Eyes
  This is now a form of Protected Sense and
  works slightly differently.
  Psionic Resistance
  This is now a form of Resistant, available
  in three levels: Resistant to Psionics (+3) [10],
  Resistant to Psionics (+8) [15], and Immunity
  to Psionics [30].
  Radar Sense
  The default Radar Sense corresponds to
  the Imaging Radar type of Scanning Sense.
  The Low-Res Radar option corresponds to
  Radar. If the Radar Sense is unusual, it may
  correspond to Para-Radar. See Scanning
  Sense (p. B79) for details of options and costs.
  Radio Speech
  Note the range is a base 10 miles, which
  can be changed with the Increased Range or
  Reduced Range modifiers if desired.
  Reciprocal Rest
  Treat this as an enhancement to
  Shapeshifting worth +30%.
  Reduced Sleep
  Depending on character concept, use
  either Less Sleep or Doesn’t Sleep.
  Regnancy
  This is just Dominance, but the base cost
  is changed. Dominated slaves are now treated
  as unwilling Allies, rather than having a flat
  cost. See Allies (p. B34) for more information.
  Resurrection
  The new Unkillable advantage mimics
  most of the effects of Resurrection. See
  Unkillable (p. B93) for other possible options.
  Retrogression
  This should be bought as Possession with
  an enhancement or limitation with a value
  decided by the GM.
  Second Sight
  Details of how this works as a Detect
  power are slightly different.
  Secret Communication
  This 
  is 
  most 
  likely 
  a 
  form 
  of
  Telecommunication with the Racial limita-
  tion; see Telecommunication (p. B89) for
  options. If the form of communication is
  actually secret from other races, members of
  the race may qualify for a Secret too.
  Security Clearance
  The point costs for this have changed. See
  Security Clearance (p. B80) for details.
  Sense of Perception
  A somewhat equivalent result can be built
  as desired with a combination of advantages
  selected from Clairsentience, Microscopic
  Vision, Penetrating Vision, Scanning Sense,
  See Invisible, and Telescopic Vision.
  Sensie Talent
  Since this only gave a bonus to a single
  skill, simply buy the skill up to an appropriate
  level instead.
  Shapeshifter
  Were-creatures 
  correspond 
  to 
  the
  Alternate Form version of Shapeshifting. See
  Were-Creatures under Alternate Form (p. B81)
  for advice on how to build such shapeshifters.
  Sharpshooter
  The Gunslinger advantage works some-
  what differently from Sharpshooter. See
  Gunslinger (p. B56) for details.
  Shock
  This is purchased as an Innate Attack that
  does 1d of localized burning damage, with
  the Damage Modifier (sur, +20%), and No
  Signature (+20%) enhancements, and the
  Contact Agent (-20%), and Melee Attack
  (reach C, no parry, -35%) limitations. Base
  cost is 5 points, -15%, for a total of 5 points.
  Shrinking
  Shrinking now lets you shrink by -1 SM
  per level, rather than halving your size. You
  will need approximately twice as many levels
  to shrink to the same size.
  Smoke
  This is essentially 10 levels of Obscure
  (Vision), although the result works slightly
  differently. See Obscure (p. B70) for details
  and further options. If desired, the temporary
  blindness can be built as a linked Affliction.
  Snatcher
  The value of some limitations has changed.
  Sonar Vision
  The default ranges in air and water have
  changed. New modifiers can be used to cus-
  tomize the advantage if desired.
  Sonic Blast
  This is an Innate Attack that does 1d
  crushing damage for a base cost of 5 points.
  The default range is now 100, with a 1/2D
  range of 10. If desired, this can be reduced to
  better match Sonic Blast’s range of 6, by
  adding Reduced Range (1/10, -30%), bringing
  the cost down to 4 points.
  Spectrum Vision
  This 
  is 
  now 
  Hyperspectral 
  Vision
  (Extended High-Band, +30%; Extended Low-
  Band, +30%) [40]. You may wish to consider
  removing one or both enhancements to
  reduce the point cost, if the character concept
  does not require them.
  Spirit Empathy
  This is essentially Charisma 3 [15] with
  the Accessibility limitation (Only on spirits,
  -30%), for a total of 11 points. The new
  Fourth Edition advantage Spirit Empathy is a
  different ability.
  Stretching
  This now allows you to stretch by +1 SM
  per level, rather than doubling size per level.
  You will need approximately twice as many lev-
  els to achieve the same amount of stretching.
  Strikers
  Strikers should be rebuilt using the new
  rules under Striker (p. B86) to calculate point
  cost. For claws, see Claws (p. B40).
  Style Familiarity
  This advantage will be discussed in
  GURPS Martial Arts.
  Surge
  Something like this can be simulated with
  Affliction (Accessibility: Only on Electrical,
  -20%; Area Effect, 2 yards, +50%; Increased
  1/2D, ¥10, +15%; Unconsciousness, +200%)
  [35]. This is built the same as Dampen – the
  difference is only cosmetic, but can be played
  up as a special effect.
  Telescopic Vision
  Each level now eliminates -1 in range penal-
  ties rather than zooming in by a factor of two.
  This means you need approximately twice as
  many levels for a similar effect, although you
  may want to add the new No Targeting limita-
  tion to reduce the final cost by -60%.
  Trained By A Master
  Besides being cheaper, this grants some
  new abilities. See Trained By A Master (p.
  B91) for details.
  Transference
  To simulate this, use Permeation (Flesh)
  [5] and Possession (Parasitic, -60%) [40] for a
  total cost of 45 points.
  Transformation
  This is now an application of the Alternate
  Form 
  version 
  of 
  Shapeshifting. 
  See
  Shapeshifting (p. B81) for details and point
  cost calculation.
  Tree-Kin
  This is now broken into constituent parts:
  Green Thumb 4 [20], an additional level of
  Magery (Plant college only, -40%) [6], Sense of
  Duty (Plants) [-15], Vow (Eat no harmed plant
  material) [-5], for a total cost of 6 points.
  Undying
  This is closely simulated by a combination
  of Unkillable 1 [50] and Regeneration (1
  HT/second) [100] for a total of 150 points.
  Unusual Background
  GMs may wish to reconsider Unusual
  Background costs on a character-by-charac-
  ter basis, once point costs have been recalcu-
  lated for Fourth Edition.
  Vacuum Adaptation
  This is equivalent to Damage Resistance 1
  [5], Immunity to Decompression [5],
  
  12
  GURPS UPDATE
  Nictitating Membrane 1 [1], Temperature
  Tolerance 10 [10], and Vacuum Support [5],
  for a total cost of 26 points.
  Vacuum Support
  This is not the same as the Fourth Edition
  advantage of the same name, which only cov-
  ers part of the abilities granted by Third
  Edition Vacuum Support. The full package is
  Doesn’t Breathe [20], Pressure Support 3
  [15], and Vacuum Support [5], for a total cost
  of 40 points.
  Vampiric Dominance
  This is just Dominance, but the base cost
  is changed. Dominated slaves are now treated
  as unwilling Allies, rather than having a flat
  cost. See Allies (p. B34) for more information.
  Vampiric Immortality
  Buy the components separately: Doesn’t
  Breathe [20], Immunity to Metabolic
  Hazards [30], and Unaging [15], for a total
  cost of 65 points.
  Vampiric Invulnerability
  This 
  is 
  essentially 
  the 
  same 
  as
  Supernatural Durability, but works slightly
  differently. See Supernatural Durability (p.
  B87) for details.
  Vampiric Resurrection
  Like Resurrection, this is subsumed into
  the new Unkillable advantage. Vampiric
  Resurrection 
  corresponds 
  to 
  at 
  least
  Unkillable 2, possibly Unkillable 3. Hindrance
  and Trigger limitations may be especially suit-
  able. See Unkillable (p. B93) for details.
  Venom
  All the various types of Venom should be
  built as Innate Attacks that inflict Toxic dam-
  age. Refer to the notes on Special Modifiers
  under Innate Attack (p. B59) for advice on
  how to construct different Venom attacks.
  Warm
  This is now Temperature Control with the
  (Heat, -50%) limitation. The amount and rate
  of heating vary with levels of the advantage;
  see Temperature Control (p. B90) to calculate
  point cost for an appropriate number of lev-
  els. Temperature Control is by default switch-
  able, equivalent to the (At will, +10%)
  enhancement on Warm. If the ability is not
  switchable, use the (Always on, -20%) 
  limitation on Temperature Control.
  Weapon Master
  This advantage has changed considerably.
  See Weapon Master (p. B97) for details.
  Webbing
  This is now bought as Binding (Area Effect,
  2 yards, +50%; Engulfing, +60%; Sticky, +20%;
  Wall, permeable, +30%). The total cost will be
  2 points per point of ST of the webs, multiplied
  by 260%. The Persistent enhancement granted
  by Sticky means that the webs remain sticky
  for 10 seconds and then lose their stickiness,
  not that they vanish after 10 seconds.
  Extended Duration is only needed to enhance
  how long the web remains Sticky, not how
  long it will exist. There are many other possi-
  ble combinations of options, if you wish to
  customize how the Binding works. See
  Binding (p. B38) for details.
  World Sight
  This ability is covered by Medium and
  Spirit Empathy. Select one or both of these
  abilities, depending on character concept.
  Many Third Edition disadvantages map
  directly to a disadvantage of the same name
  in Fourth Edition. Many don’t. For quick ref-
  erence on any changes to disadvantage
  names and point costs, refer to the table. If
  there is an annotation or asterisk (*), see the
  note for that disadvantage for an explanation.
  Mental disadvantages that could be over-
  come with a Will roll in Third Edition now
  use different rules to resist their effects. See
  Self-Control for Mental Disadvantages (p.
  B118) for details. The default self-control
  number is 12, resulting in the listed cost of
  the advantage. Such disadvantages are listed
  below with (12) after the Fourth Edition dis-
  advantage name. If desired, they can be taken
  with different self-control numbers, resulting
  in modified point costs.
  DISADVANTAGES
  3e Disadvantage
  Cost
  4e Disadvantage
  Cost
  Absent-Mindedness
  -15
  Absent-Mindedness
  -15
  Accelerated Aging
  -10/level Short Lifespan*
  -10/level
  Acceleration Weakness
  -5
  Acceleration Weakness
  -1
  Addiction
  Variable Addiction*
  Variable
  Age
  -3/year
  see note
  Albinism
  -10
  see note
  Alcohol Intolerance
  -1
  Alcohol Intolerance
  -1
  Alcoholism
  -15/-20
  Alcoholism
  -15/-20
  Allergic Susceptibility
  Variable Revulsion
  Variable
  Altered Time Rate
  -100
  Decreased Time Rate
  -100
  Amnesia
  -10/-25
  Amnesia
  -10/-25
  Anaerobic
  -30
  Weakness 
  -60
  (Oxygen; 1d per minute)*
  Appearance (Hideous)
  -20
  Appearance (Hideous)
  -16
  Appearance (Horrific)
  -30
  Appearance (Horrific)
  -24
  Appearance (Monstrous)
  -25
  Appearance (Monstrous)
  -20
  Appearance (Ugly)
  -10
  Appearance (Ugly)
  -8
  Appearance (Unattractive)
  -5
  Appearance (Unattractive)
  -4
  Astral Entity
  -25
  Astral Entity*
  171
  Attentive
  -1
  Attentive
  -1
  Bad Back
  -15/-25
  Bad Back
  -15/-25
  Bad Grip
  -5/level
  Bad Grip
  -5/level
  Bad Sight
  -10/-25
  Bad Sight
  -10/-25
  Bad Smell
  -10
  Bad Smell
  -10
  Bad Temper
  -10
  Bad Temper (12)
  -10
  Berserk
  -15
  Berserk (12)
  -10
  Bestial
  -10/-15
  Bestial
  -10/-15
  Blindness
  -50
  Blindness*
  -50
  3e Disadvantage
  Cost
  4e Disadvantage
  Cost
  Bloodlust
  -10
  Bloodlust (12)
  -10
  Bloodthirst
  -15
  Uncontrollable 
  -15
  Appetite (Blood) (12)
  Body of Air (Unswitchable) -30
  Body of Air*
  36
  Body of Water 
  -20
  Body of Water*
  175
  (Unswitchable)
  Bowlegged
  -1
  Bowlegged
  -1
  Broad-Minded
  -1
  Broad-Minded
  -1
  Bully
  -10
  Bully (12)
  -10
  Callous
  -6
  Callous*
  -5
  Cannot Climb
  0/-1
  Incompetence (Climbing)
  0/-1
  Cannot Harm Innocents
  -10
  Pacifism 
  -10
  Cannot Harm Innocents)
  Cannot Learn
  -30
  Cannot Learn
  -30
  Cannot Swim
  0/-1
  Incompetence (Swimming)
  0/-1
  Careful
  -1
  Careful
  -1
  Centauroid
  0
  see note
  Charitable
  -15
  Charitable (12)
  -15
  Chauvinistic
  -1
  Chauvinistic (Quirk)
  -1
  Chummy
  -5
  Chummy
  -5
  Clueless
  -10
  Clueless
  -10
  Code of Honor
  Variable Code of Honor
  Variable
  Cold-Blooded
  -5/-10
  Cold-Blooded
  -5/-10
  Color Blindness
  -10
  Color Blindness
  -10
  Combat Paralysis
  -15
  Combat Paralysis*
  -15
  Compulsive Behavior
  Variable Compulsive Behavior (12)
  Variable
  Compulsive Carousing
  -5
  Compulsive Behavior 
  -5
  (Carousing) (12)
  DISADVANTAGE CONVERSION TABLE
  
  GURPS UPDATE
  13
  3e Disadvantage
  Cost
  4e Disadvantage
  Cost
  Compulsive Gambling
  Variable Compulsive Behavior 
  -5
  (Gambling) (12)
  Compulsive Generosity
  -5
  Compulsive Behavior 
  -5
  (Generosity) (12)
  Compulsive Lying
  -15
  Compulsive Behavior 
  -15
  (Lying) (12)
  Compulsive Spending
  Variable Compulsive Behavior 
  -5
  (Spending) (12)
  Compulsive Vowing
  -5
  Compulsive Behavior 
  -5
  (Vowing) (12)
  Confused
  -10
  Confused (12)
  -10
  Congenial
  -1
  Congenial
  -1
  Cowardice
  -10
  Cowardice (12)*
  -10
  Curious
  Variable Curious (12)*
  -5
  Cursed
  -75
  Cursed
  -75
  Cyber-Rejection
  -10/-25
  see note
  Deafness
  -20
  Deafness
  -20
  Delicate Metabolism
  -20/-40
  see note
  Delusion
  Variable Delusions
  Variable
  Dependency
  Variable Dependency*
  Variable
  Dependent
  Variable Dependents*
  Variable
  Destiny
  Variable Destiny
  Variable
  Disciplines of Faith
  Variable Disciplines of Faith
  Variable
  Disowned
  -5/-10
  Social Stigma (Disowned)
  -5/-10
  Distractible
  -1
  Distractible
  -1
  Disturbing Voice
  -10
  Disturbing Voice
  -10
  Divine Curse
  Variable Divine Curse
  Variable
  Draining, The
  -10
  Draining*
  -10
  Dread
  Variable Dread
  Variable
  Dreamer
  -1
  Dreamer
  -1
  Dull
  -1
  Dull
  -1
  Duty
  Variable Duty
  Variable
  Dwarfism
  -15
  Dwarfism*
  -15
  Dying Race
  -10
  see note
  Dyslexia
  -5/-15
  Dyslexia*
  -10
  Easy to Read
  -10
  Easy to Read
  -10
  Edgy
  -5
  Fearfulness 1
  -2
  Enemy
  Variable Enemies*
  Variable
  Epilepsy
  -30
  Epilepsy
  -30
  Eunuch
  -5
  Neutered
  -1
  Evil Twin
  Variable Enemies*
  Variable
  Excommunicated
  -5/-10
  Social Stigma 
  -5/-10
  (Excommunicated)
  Extra Sleep
  -3/level
  Extra Sleep
  -2/level
  Extravagance
  -10
  see note
  Extreme Fanaticism
  -15
  Fanaticism (Extreme)
  -15
  Fanaticism
  -15
  Fanaticism
  -15
  Fat
  -10/-20
  Fat*
  -3/-5
  Flashbacks
  Variable Flashbacks
  Variable
  Fragile
  -20
  Vulnerability 
  -30
  (Crushing damage, ¥2)*
  Free Sick
  -10
  see note
  Frightens Animals
  -5/-10
  Frightens Animals*
  -10
  Gigantism
  -10
  Gigantism*
  0
  G-Intolerance
  -10/-20
  G-Intolerance
  -10/-20
  Glory Hound
  -15
  see note
  Gluttony
  -5
  Gluttony (12)
  -5
  Greed
  -15
  Greed (12)
  -15
  Gregarious
  -10
  Gregarious
  -10
  Guilt Complex
  -5
  Guilt Complex
  -5
  Gullibility
  -10
  Gullibility (12)
  -10
  Hard of Hearing
  -10
  Hard of Hearing
  -10
  Hemophilia
  -30
  Hemophilia
  -30
  Hidebound
  -5
  Hidebound
  -5
  Hive Mentality
  -20
  see note
  Honesty
  -10
  Honesty (12)
  -10
  Horizontal
  -10
  Horizontal*
  -10
  Horrible Hangovers
  -1
  Horrible Hangovers
  -1
  Humble
  -1
  Humble
  -1
  Hunchback
  -10
  Hunchback*
  -10
  Ignorance
  -5/skill
  Social Stigma*
  -5/skill
  Illiteracy
  0/-5/-10
  see note
  Imaginative
  -1
  Imaginative
  -1
  Impulsiveness
  -10
  Impulsiveness (12)
  -10
  3e Disadvantage
  Cost
  4e Disadvantage
  Cost
  Incompetence
  -1
  Incompetence
  -1
  Inconvenient Size
  Variable see note
  Increased Life Support
  Variable Increased Life Support*
  Variable
  Incurious
  -5
  Incurious (12)
  -5
  Indecisive
  -10
  Indecisive (12)
  -10
  Infectious Attack
  -5
  Infectious Attack
  -5
  Innumerate
  Variable Innumerate*
  -5
  Insomniac
  -10/-15
  Insomniac
  -10/-15
  Intolerance
  -5/-10
  Intolerance
  -5/-10
  Intolerance (Religious)
  -5/-10
  Intolerance
  -5/-10
  Invertebrate
  -20
  Invertebrate
  -20
  Involuntary Dampen
  -15
  see note
  Jealousy
  -10
  Jealousy
  -10
  Jinxed
  -20/level see note
  Karmic Ties
  Variable see note
  Killjoy
  -15
  Killjoy*
  -15
  Kleptomania
  -15
  Kleptomania (12)
  -15
  Klutz
  -5/-15
  Klutz
  -5/-15
  Lame
  -15/-25/
  Lame*
  -10/-20/-30
  -35
  Laziness
  -10
  Laziness
  -10
  Lecherousness
  -15
  Lecherousness (12)
  -15
  Lifebane
  -10
  Lifebane*
  -10
  Light Sleeper
  -5
  Light Sleeper
  -5
  Loner
  -5
  Loner (12)
  -5
  Lover’s Distraction
  -15
  see note
  Low Empathy
  -15
  Low Empathy
  -20
  Low Pain Threshold
  -10
  Low Pain Threshold
  -10
  Low Self-Image
  -10
  Low Self-Image
  -10
  Lunacy
  -10
  Lunacy
  -10
  Magic Susceptibility
  -3/level
  Magic Susceptibility
  -3/level
  Manic-Depressive
  -20
  Manic-Depressive
  -20
  Megalomania
  -10
  Megalomania*
  -10
  Migraine
  Variable Chronic Pain*
  Variable
  Miserliness
  -10
  Miserliness (12)
  -10
  Missing Digit
  -2/-5
  Missing Digit
  -2/-5
  Mistaken Identity
  -5
  Mistaken Identity
  -5
  Motion Sickness
  -10
  Motion Sickness
  -10
  Mundane Background
  -10
  Mundane Background
  -10
  Murder Addiction
  -60
  Uncontrollable Appetite (12)*
  -15
  Mute
  -25
  Mute
  -25
  Nervous Stomach
  -1
  Nervous Stomach
  -1
  Night Blindness
  -10
  Night Blindness
  -10
  Nightmares
  -5
  Nightmares (12)
  -5
  No Body Heat
  -5
  No Body Heat
  -5
  No Depth Perception
  -10
  No Depth Perception
  -15
  No Fine Manipulators
  -30
  No Fine Manipulators
  -30
  No Manipulators
  -50
  No Manipulators
  -50
  No Physical Body
  -100
  see note
  No Reflection
  -10
  No Reflection
  -10
  No Sense of Humor
  -10
  No Sense of Humor
  -10
  No Sense of Smell/Taste
  -5
  No Sense of Smell/Taste
  -5
  No Shadow
  -10
  No Shadow
  -10
  Nocturnal
  -10
  Nocturnal
  -20
  Non-Iconographic
  -10
  Non-Iconographic
  -10
  Nosy
  -1
  Nosy
  -1
  Obdurate
  -10
  Incurious*
  -5
  Oblivious
  -3
  Oblivious
  -5
  Obnoxious Drunk
  -1
  Personality Change
  -1
  Obsession
  Variable Obsession*
  -5/-10
  Odious Personal Habit
  -5/-10/-15 Odious Personal Habits
  -5/-10/-15
  On the Edge
  -15
  On the Edge (12)
  -15
  One Arm
  -20
  One Arm
  -20
  One Eye
  -15
  One Eye*
  -15
  One Fine Manipulator
  -15
  One Hand
  -15
  One Hand
  -15
  One Hand
  -15
  Overconfidence
  -10
  Overconfidence (12)
  -5
  Overweight
  -5
  Overweight*
  -1
  Pacifism
  Variable Pacifism
  Variable
  Pallor
  -5/-10
  Pallor
  -5/-10
  Paranoia
  -10
  Paranoia
  -10
  Parasite
  -15/-30
  see note
  Personality Change
  -1
  Personality Change
  -1
  Phobia
  Variable Phobias (12)*
  Variable
  
  14
  GURPS UPDATE
  3e Disadvantage
  Cost
  4e Disadvantage
  Cost
  Planetbound
  Variable Dependency*
  Variable
  Poor Grip
  -5
  Bad Grip 1
  -5
  Post-Combat Shakes
  -5
  Post-Combat Shakes (12)
  -5
  Poverty
  Variable Poverty
  Variable
  Prefrontal Lobotomy
  -15
  see note
  Presentient
  -20
  see note
  Primitive
  -5/TL
  Low TL
  -5/TL
  Proud
  -1
  Proud
  -1
  Pyromania
  -5
  Pyromania (12)
  -5
  Quadriplegic
  -50
  Quadriplegic*
  -80
  Reclusive
  -10
  Intolerance*
  -10
  Reduced Hit Points
  -5/HP
  Hit Points
  -2/HP
  Reduced Manual Dexterity
  -3/level
  Ham-Fisted*
  -5/10
  Reduced Move
  -5/level
  Basic Move
  -5/level
  Reprogrammable Duty
  -25
  Reprogrammable
  -10
  Reputation
  Variable Reputation
  Variable
  Responsive
  -1
  Responsive
  -1
  Sadism
  -15
  Sadism (12)
  -15
  Scalped
  -5
  Wounded*
  -5
  Secret
  Variable Secret
  Variable
  Secret Identity
  Variable Secret Identity
  Variable
  Self-Centered
  -10
  Selfish (6)*
  -10
  Self-Destruct
  -20
  Self-Destruct
  -20
  Selfish
  -5
  Selfish (12)
  -5
  Selfless
  -10
  Selfless (12)*
  -5
  Semi-Literacy
  0/-5
  see note for Illiteracy
  Semi-Upright
  -5
  Semi-Upright*
  -5
  Sense of Duty
  Variable Sense of Duty*
  Variable
  Sessile
  -50
  No Legs (Sessile)
  -50
  Shadow Form
  -20
  Shadow Form
  -20
  Short Arms
  -10
  Short Arms*
  -10
  Short Attention Span
  -10
  Short Attention Span (12)
  -10
  Short Lifespan
  -10/level Short Lifespan
  -10/level*
  Shrinking
  Variable see note
  Shyness
  -5/-10/-15 Shyness
  -5/-10/-20
  Skinny
  -5
  Skinny
  -5
  Slave Mentality
  -40
  Slave Mentality
  -40
  Sleepwalker
  -5
  Sleepwalker (12)
  -5
  Sleepy
  -10/-20/
  Sleepy
  -8/-16/-20/-26
  -25/-35
  Sleepy Drinker
  -1
  Personality Change
  -1
  Slow Eater
  -10
  Slow Eater
  -10
  Slow Healing
  -5/level
  Slow Healing*
  -5/level
  Slow Metabolism
  -10/level see note
  Social Disease
  -5
  Social Disease
  -5
  Social Stigma
  Variable Social Stigma
  Variable
  Solipsist
  -10
  see note
  3e Disadvantage
  Cost
  4e Disadvantage
  Cost
  Space Sickness
  -10
  Space Sickness
  -10
  Split Personality
  -10/-15
  Split Personality (12)*
  -15
  Staid
  -1
  Staid
  -1
  Status
  -5/level
  Status
  -5/level
  Sterile
  -3
  Sterile
  0
  Stress Atavism
  Variable Stress Atavism (12)*
  Variable
  Stubbornness
  -5
  Stubbornness
  -5
  Stuttering
  -10
  Stuttering
  -10
  Subjugation
  -20
  Social Stigma (Subjugated)
  -20
  Supersensitive
  -2/level
  Supersensitive*
  -15
  Susceptibility to Poison
  -5
  Susceptible to Ingested Poison 5* -5
  Telepathic Addiction
  -10/-20
  Addiction
  -5/-15
  Terminally Ill
  -50/-75/
  Terminally Ill
  -50/-75/-100
  -100
  Timesickness
  Variable Timesickness*
  -10
  Tourette’s Syndrome
  -15/-30
  Neurological Disorder*
  Variable
  Trademark
  -5/-10/-15 Trademark
  -5/-10/-15
  Trickster
  -15
  Trickster (12)
  -15
  Truthfulness
  -5
  Truthfulness (12)
  -5
  Uncongenial
  -1
  Uncongenial
  -1
  Uncontrolled Change
  -10
  Shapeshifting*
  Variable
  Undiscriminating
  -1
  Undiscriminating
  -1
  Uneducated
  -5
  Social Stigma (Uneducated)
  -5
  Unfit
  -5
  Unfit -5
  Unhealing
  -20/-30
  Unhealing
  -20/-30
  Unique
  -5
  Unique
  -5
  Unliving
  -50
  Fragile (Unnatural)
  -50
  Unluckiness
  -10
  Unluckiness
  -10
  Unnatural Feature
  -5
  Unnatural Features*
  -1/level
  Untrained Shape-Changing -15
  Shapeshifting*
  Variable
  Unusual Biochemistry
  -5
  Unusual Biochemistry
  -5
  Vampiric Dependency
  -50
  see note
  Very Unfit
  -15
  Very Unfit
  -15
  Voices
  -5/-10/-15 Phantom Voices
  -5/-10/-15
  Vow
  -5/-10/-15 Vow
  -5/-10/-15
  VR Addiction
  -25
  Addiction (VR)
  -25
  Vulnerability
  Variable Vulnerability*
  Variable
  Weak Immune System
  -30
  Susceptible to Disease*
  -4/level
  Weak Will
  -8/level
  Will
  -5/level
  Weakness
  Variable Weakness
  Variable
  Weirdness Magnet
  -15
  Weirdness Magnet
  -15
  Workaholic
  -5
  Workaholic
  -5
  Wyrd
  Variable Destiny
  Variable
  Xenophilia
  -5/-15
  Xenophilia (12)*
  -10
  Yin-Yang Imbalance
  -5/-10
  see note
  Youth
  -2/level
  see note
  Notes on Disadvantages
  Disadvantages with additional conversion
  notes are listed here under their Third Edition
  names. If a Third Edition disadvantage is not
  listed here, it has the same name and oper-
  ates in a similar way in Fourth Edition (but
  may have a different point cost; see the table).
  Accelerated Aging
  This is Short Lifespan, but the definitions
  of the levels have changed. You need only half
  as many levels of Short Lifespan to simulate
  the same effects. See Short Lifespan (p. B152)
  for details.
  Addiction
  The point costs are unchanged, but there
  are new rules for withdrawing from minor
  addictions. See Addiction (p. B120) for details.
  Age
  Age is no longer a disadvantage. See Age
  and Beauty (p. B18) for details on the effects
  of age. It may be appropriate for an aged
  character to take the new advantage Social
  Regard (Venerated)!
  Albinism
  Albinism is used as an example under
  Modifying Existing Disadvantages (p. B163).
  The example is given as a combination of
  Distinctive Feature (Albino) [-1], and
  Weakness (Sunlight, 1d per 30 minutes;
  Variable, -40%) [-9], for a total of -10 points.
  However, this does not include poor vision in
  sunlight, which was part of the Third Edition
  disadvantage. If you wish to simulate that
  effect as well, add Bad Sight (Nearsighted;
  Only in direct sunlight, -30%) [-17], but note
  this does not exactly reproduce the Vision
  and ranged attack penalties. If you are from a
  TL that provides ready access to sunglasses,
  Bad Sight will take a special mitigator of
  -60%, reducing its value from -17 to -5.
  Anaerobic
  Constructing Anaerobic as a Weakness
  results in 1d damage per minute of exposure
  to oxygen, not per second.
  Astral Entity
  An Astral Entity has the Spirit meta-trait
  with a specific package, which is now an
  advantage. See Spirit (p. B261) for details.
  Blindness
  This no longer allows you to buy Acute
  Hearing or Acute Taste and Smell for half
  price, and no longer grants a +1 reaction
  bonus in civilized countries.
  Body of Air
  This is now an elemental meta-trait. The
  unswitchable form is now an advantage!
  Body of Water
  This is now an elemental meta-trait. The
  unswitchable form is now an advantage!
  
  GURPS UPDATE
  15
  Callous
  The effects of this have changed 
  considerably. See Callous (p. B123) for details.
  Centauroid
  There is no need to record this as a 0-point
  feature. Simply buy Extra Legs as needed.
  Combat Paralysis
  This now also gives a -2 on Fright Checks,
  but otherwise works the same.
  Cowardice
  Cowardice now also gives a penalty on
  Fright Checks. For the default self-control
  number of 12, this is -2. See Cowardice (p.
  B127) for details.
  Curious
  Different levels of Curious can be simulat-
  ed by taking different self-control numbers.
  Cyber-Rejection
  This is no longer a disadvantage. In a cam-
  paign in which the inability to accept
  implants is important, the GM can use
  Weakness or a non-supernatural Revulsion to
  characterize it.
  Delicate Metabolism
  The -20-point version is Restricted Diet
  (Very common; Substitution, -50%) [-5]. The -
  40-point version corresponds to one of the
  rarer levels of suitable food or fuel, probably
  without the Substitution limitation. See
  Restricted Diet (p. B149) to determine the point
  cost to best simulate the character’s needs.
  Dependency
  In most cases, this costs the same. The spe-
  cial limitation of aging unnaturally is now a
  +30% enhancement rather than a flat -10 extra
  points. There are new levels of Dependency
  available, if they better suit the character con-
  cept. See Dependency (p. B130) for details.
  Dependents
  Dependents work in the same way, but the
  method of calculating the point cost of a
  Dependent has changed. It is now calculated
  in a similar way to the cost of Allies. Use the
  procedure under Ally, Ally (Unwilling), Ally
  Group, or Ally Group (Unwilling) (p. 7), read-
  ing “Dependent” for “Ally”, to determine the
  new cost of a Dependent.
  Draining, The
  The cost of The Draining is -10, assuming
  you must feed on human blood and that this
  is illegal. The cost may now vary for other sit-
  uations; see Draining (p. B130) for details.
  Dwarfism
  The mechanics of Dwarfism have changed
  substantially. Notably, it gives -1 to your Size
  Modifier. See Dwarfism (p. B17) for further
  details.
  Dying Race
  This is really a feature of an entire race,
  not a character. Members of a dying race are
  likely to have Sterile [0] or perhaps some
  Weakness to very common substances. The
  social aspects of being a member of a dying
  race can be modeled as desired with 
  appropriate combinations of Reputation,
  Social Regard, and Social Stigma.
  Dyslexia
  This now costs the same number of points
  at any TL.
  Enemies
  There are now different levels of intent
  available for enemies. Enemies who are only
  out to stalk you or upstage you rather than ruin
  or kill you are now worth fewer points; dan-
  gerous enemies are worth the same number of
  points. See Enemies (p. B132) for details.
  Evil Twin
  An Evil Twin is now a type of Enemy, and
  the point cost has changed. See Enemies (p.
  B132) for details.
  Extravagance
  This should be bought as a Compulsive
  Behavior, perhaps combined with a Social
  Stigma limited to those of high Status.
  Fat
  The higher level of Fat is now called Very
  Fat. Fat and Very Fat no longer give penalties
  to reaction rolls. The penalties to Disguise and
  Shadowing, and the bonuses to Swimming
  and resisting knockback, are now different at
  each level. See Fat (p. B17) for details.
  Fragile
  This does not correspond to the new
  Fourth Edition disadvantage Fragile.
  Free Sick
  This should be taken as Space Sickness
  with an Accessibility limitation (Only in iner-
  tialess conditions). This will be worth differ-
  ent amounts, depending on how common
  inertialess drives are in the campaign.
  Frightens Animals
  This is now worth a flat -10 points at any
  TL. The reaction of animals has been clari-
  fied: they react at -4. The reaction from peo-
  ple who notice this disadvantage is now a flat
  -1 at any TL.
  Gigantism
  This is now a 0-point feature that trades
  off a -2 penalty on Disguise and Shadowing
  skills for improved Intimidation due to height
  and +1 to Size Modifier.
  Glory Hound
  This is a combination of Compulsive
  Behavior 
  (Seek 
  publicity, 
  6) 
  [-10],
  Overconfidence [-10], Reputation +1 (Hero,
  to fans) [5], and Reputation -1 (Showoff, to
  associates) [-5]. Total cost is -20 points.
  Hive Mentality
  This is Selfless (6) [-10] and Will -2 [-10],
  for a total of -20 points.
  Horizontal
  Horizontal beings without claws or
  hooves now have a penalty on kicking dam-
  age of -1 per die.
  Hunchback
  The mechanics of this disadvantage have
  changed considerably. See Hunchback (p.
  B137) for details.
  Ignorance
  This is now a Social Stigma, of the sort
  typified by a Viking’s reaction to a fellow who
  has not learned to use an axe or sail a ship.
  Illiteracy, Semi-Literacy
  These are no longer treated as disadvan-
  tages. See Literacy (p. B22) for details.
  Inconvenient Size
  This is no longer a disadvantage. All of the
  important effects of being an unusual size are
  covered by the new Size Modifier rules. Any
  other benefits and inconveniences are not
  worth points.
  Increased Life Support
  The increased food requirement part of
  this disadvantage is now handled separately
  by Increased Consumption, and the costs of
  levels have changed. The environmental com-
  ponents of Increased Life Support remain
  essentially 
  the 
  same. 
  See 
  Increased
  Consumption (p. B137) and Increased Life
  Support (p. B137) for details.
  Innumerate
  This is now fixed at -5 points. In cultures
  where innumeracy is widespread, the GM is
  encouraged not to count Innumerate against
  the campaign disadvantage limit . . . whereas
  in cultures that value numeracy, being
  Innumerate may come with a Social Stigma
  as well. The game effects of Innumerate have
  also been clarified; see Innumerate (p. B138)
  for details.
  Involuntary Dampen
  This is Affliction (Accessibility: Only on
  Electrical, -20%; Always On, -20%; Area
  Effect, 2 yards, +50%; Emanation, -20%;
  Unconsciousness, +200%) [29]. This is now a
  powerful advantage worth only 2 points less
  than the switchable form!
  Jinxed
  This disadvantage no longer exists.
  Karmic Ties
  This is best represented by a potential
  advantage that can cover newfound Allies,
  Dependents, Enemies, or Patrons. See Potential
  Advantages (p. B31) for how to do this.
  
  16
  GURPS UPDATE
  Killjoy
  This has not changed, but the game effects
  have been clarified. See Killjoy (p. B138) for
  details.
  Lame
  The point costs for each level have been
  reduced. Instead of One Leg restricting Move
  to 2, and Legless or Paraplegic restricting
  Move to 0, characters with these levels of
  Lame must now buy their Basic Move down
  to these levels. Also, someone with prosthet-
  ics that eliminate the effects of Lame must
  include them as a Mitigator limitation on the
  point cost. See Lame (p. B139) for details.
  Lifebane
  This now grants a +2 bonus for other peo-
  ple to detect you in outdoor settings.
  Lover’s Distraction
  This can be modeled as a type of
  Compulsive Behavior with essentially the
  same game effects, perhaps with a minor
  Obsession for your loved one.
  Megalomania
  This no longer requires the redundant
  Fanatic (Self) as a prerequisite. Feel free to
  remove it if you wish.
  Migraine
  The new Chronic Pain disadvantage cov-
  ers migraines. It has different mechanics and
  costs depending on the severity of its DX and
  IQ penalties, which can now be customized.
  See Chronic Pain (p. B124) for details.
  Murder Addiction
  The addictive qualities of this disadvan-
  tage are essentially an Uncontrollable
  Appetite. It may be appropriate to take
  Uncontrollable Appetite with a lower self-
  control number. The social aspects of Murder
  Addiction should be covered with Enemies,
  Secrets, or Social Stigmas as appropriate to
  the character.
  No Physical Body
  This can be simulated with ST 0 [-100],
  Fearlessness 5 [10], Increased Life Support
  (Dedicated brain support equipment) [-10],
  Legless [-30], No Manipulators [-50], and
  Unattractive [-4]. Additionally, Basic Move
  must be bought down to 0; the cost will
  depend on DX and HT scores. If senses or
  communication systems are not wired in, you
  may also qualify for some or all of Blindness
  [-50], Deafness [-20], Mute [-25], No Sense of
  Smell/Taste [-5], or Numb [-20].
  Obdurate
  This no longer exists. Use Incurious instead.
  Obsession
  Obsessions may no longer be worth -15
  points. See Obsession (p. B144) for guidelines
  on point values of Obsessions.
  One Eye
  This no longer automatically includes a
  reaction penalty. If your one eye is 
  unattractive or otherwise disturbing, pur-
  chase a lower level of Appearance separately.
  Overweight
  This now gives only +1 to Swimming rolls.
  It also now gives +1 to ST when resisting
  knockback and a -1 penalty to Disguise or
  Shadowing. There is no longer an automatic
  reaction penalty from being Overweight. If
  you wish to keep such a penalty, purchase it
  as a Social Stigma.
  Parasite
  To simulate this, use Dependency (Host;
  Constantly, ¥5), using a rarity that suits the
  availability of suitable host species. See
  Dependency (p. B128) for details.
  Phobias
  The severity of phobias is now handled
  with the self-control roll mechanic. Third
  Edition mild Phobias have the same cost as a
  Fourth Edition Phobia with a self-control roll
  of 12; severe Phobias cost the same as a
  Phobia with a self-control roll of 6. See
  Phobias (p. B146) for further details.
  Planetbound
  This is a type of Dependency. Assuming
  space travel is common, one’s home planet is
  a rare item, worth -30 points, modified by the
  maximum time that can be spent offworld.
  The rate of hit point loss is now dependent on
  this time, and cannot be configured separate-
  ly. See Dependency (p. B128) for details.
  Prefrontal Lobotomy
  Simulate this by simply not taking any
  aggressive advantages or disadvantages, and
  taking a low IQ and mental disadvantages
  such as Hidebound or Incurious.
  Presentient
  This is really a set of Taboo Traits, and
  should be constructed as such. Specifically:
  Taboo Trait (IQ-based skills harder than
  easy), Taboo Trait (Spoken languages).
  Presentient characters should often have
  Innumerate or Non-Iconographic as well.
  Characters with IQ under 6 are now auto-
  matically incapable of learning technological
  skills or languages.
  Quadriplegic
  Prosthetics that allow movement and
  manipulation now count as Mitigators and
  reduce the point cost of this disadvantage.
  Reclusive
  Mimic this by taking Intolerance and
  specifying that it applies to everyone who is
  not yourself.
  Reduced Manual Dexterity
  Ham-Fisted only comes in two levels, giving
  -3 to DX for -5 points or -6 to DX for -10 points.
  Scalped
  Wounded does not include lowered
  Appearance; buy this separately if desired.
  Self-Centered
  This more extreme version of Selfish is
  modeled by taking a lower self-control num-
  ber for Selfish. The resulting reaction penalty
  to perceived slights is now -5 instead of -6.
  Selfless
  This no longer includes -1 to Will.
  Purchase that separately, if desired.
  Semi-Upright
  The penalty to Move with an upright gait
  is now 40% instead of a flat 2.
  Sense of Duty
  If your Sense of Duty is to an individual,
  the point cost is reduced from -5 to -2.
  Otherwise, it remains the same.
  Short Arms
  This is -5 points per Short Arm, assuming
  two arms. The cost is explained under the
  advantage Extra Arms (p. 8).
  Short Lifespan
  The definitions of the levels have changed.
  You will need only half as many levels to sim-
  ulate the same effects. See Short Lifespan (p.
  B152) for details.
  Shrinking
  This should be bought as the Shrinking
  advantage with the Always On (-40%) limita-
  tion. See Shrinking (p. B83) for details of
  point costs.
  Slow Healing
  Each level of Slow Healing now doubles
  the time between HT rolls to regain lost hit
  points, rather than adding a flat one day. This
  means fewer levels are needed for very slow
  healing. The maximum level is now Slow
  Healing 3; take Unhealing instead if you heal
  more slowly than once per eight days.
  Slow Metabolism
  This can be simulated with Extended
  Lifespan and Decreased Time Rate, although
  multiple levels of Decreased Time Rate – if
  the GM permits more than one level – will
  need to be applied to achieve the same effect.
  Each level of Slow Metabolism corresponds
  approximately to three levels each of
  Extended Lifespan and Decreased Time Rate.
  Unaging is a cheaper option for more than
  seven levels of Extended Lifespan.
  Solipsist
  This should be modeled by taking
  Incompetence in specific social skills.
  
  GURPS UPDATE
  17
  Split Personality
  This now works differently. Third Edition
  Split Personality characters may no longer be
  possible under Fourth Edition rules. See Split
  Personality (p. B154) for details.
  Stress Atavism
  The base costs for mild, moderate, and
  severe Stress Atavism are now -10, -15, and
  -20 respectively, rather than -12, -16, and -20.
  These are modified by Fourth Edition self-
  control number modifiers rather than the
  Third Edition frequency of attack modifiers.
  Supersensitive
  This now has a fixed cost and range of 20
  yards.
  Susceptible to Poison
  This is now worth -1 point per -1 on HT
  rolls to resist poison. Reproducing the -5 penal-
  ty requires five levels, for a total of -5 points.
  Timesickness
  This now comes in only a single severity
  and frequency, causing stunning for 1d hours
  on a failed HT roll, and 1d¥10 minutes on a
  successful HT roll. If you wish, a more severe
  version could be built by combining with
  Susceptible, a Weakness, or other disadvan-
  tages with the Accessibility limitation (Only
  after time travel, -50%).
  Tourette’s Syndrome
  The -15-point version of Tourette’s
  Syndrome corresponds to the -15-point level
  of Neurological Disorder, but the -30-point
  version of Tourette’s falls between the -35-
  and -55-point levels of Neurological Disorder;
  choose one or the other. Consider also taking
  Noisy or Odious Personal Habits to reflect
  involuntary vocalizations.
  Uncontrolled Change
  This 
  is 
  an 
  application 
  of 
  the
  Uncontrollable limitation on Shapeshifting,
  probably the Alternate Form version.
  Depending on the tendencies of the changed
  form, Uncontrollable might be worth -
  10% (for an innocuous form) or -
  30% (if the changed form is dan-
  gerous to bystanders). Note this
  produces a net advantage. Many
  uncontrolled shapeshifters will
  also have a Split Personality (p.
  B154) and/or traits with the
  Accessibility limitation (Only by one
  side of split personality, -40%) (see p.
  B108).
  Unnatural Feature
  The effects of Unnatural
  Features are now quantified. Each
  level gives a -1 penalty to Disguise and
  Shadowing rolls, and a +1 bonus to other
  characters using Observation or Shadowing
  against you.
  Untrained Shape-Changing
  This 
  is 
  an 
  application 
  of 
  the
  Uncontrollable limitation on Shapeshifting,
  probably the Alternate Form version. Since
  Untrained Shape-Changing implies the
  changed form is uncontrollable, the limita-
  tion is worth -30%.
  Vampiric Dependency
  This is Dependency (Human blood, week-
  ly) [-20] and Restricted Diet (Fresh, raw
  meat) [-10]. The transferal of drunkenness is
  a special effect worth 0 points.
  Vulnerability
  The way this works and the point costs
  have changed. Each level of Vulnerability
  now multiplies damage, rather than adding
  to it. See Vulnerability (p. B159) for details.
  Weak Immune System
  Each level of Susceptible to Disease
  gives a -1 to HT rolls for resisting dis-
  ease. To simulate Weak Immune
  System, take three levels.
  Xenophilia
  The Third Edition Xenophilia ver-
  sions can be reproduced exactly in
  Fourth Edition using the self-control roll
  rules. The -5-point version is
  Xenophilia (15) [-5], while the -15-
  point version is Xenophilia (9) [-15].
  Yin-Yang Imbalance
  This can be simulated with Lecherousness
  (12) [-15] and Susceptible to Disease 2 [-8].
  Additionally, Yin-imbalanced characters have
  Bully (12) [-10], Resistant to Heat (+3) [10],
  and Susceptible to Cold 3 [-12]; while Yang-
  imbalanced characters have Impulsive (12) [-
  10], Resistant to Cold (+3) [10], and
  Susceptible to Heat 3 [-12]. Also, the GM may
  rule that males with Yin-imbalance and
  females with Yang-imbalance may lose a level
  of appearance due to hermaphroditism.
  Youth
  Youth is no longer a disadvantage. Young
  characters should be built according to the
  guidelines given under Children (p. B18).
  SKILLS
  Many Third Edition skills map directly to
  a skill of the same name in Fourth Edition.
  Many don’t. For quick reference on any
  changes to skill names and types, refer to the
  table. If there is an annotation or asterisk (*),
  then there are rule changes to consider – see
  the note for that skill for an explanation.
  Fourth Edition skills that require specializa-
  tion are marked with a dagger (†), as in the
  Fourth Edition rules.
  A few skills from Third Edition are spe-
  cialized cinematic martial arts skills. These
  are not covered in the Fourth Edition Basic
  Set. Until the new edition of GURPS Martial
  Arts is published, use the existing Third
  Edition rules for these skills.
  Skill Levels and Point Values
  In many cases, point values for skills con-
  verted to Fourth Edition will change. It is up
  to you to decide if you wish to preserve the
  skill levels and live with the changed point val-
  ues, or adjust the skill levels to achieve a bet-
  ter point value balance with other converted
  characters. The easiest option is to maintain
  the skill levels and recalculate (or just ignore)
  the point values as needed.
  The point value of a given skill level, skill
  difficulty, and base attribute is the same for
  costs of 1, 2, and 4 points. If you have a Third
  Edition skill that is the same difficulty and
  based on the same attribute in Fourth
  Edition, and you have 1, 2, or 4 points in that
  skill, then your Fourth Edition skill level and
  point cost remains the same. The costs for
  skill levels outside this range have changed.
  Half-points no longer exist. If you have a
  skill with half a point in it, either drop the
  skill completely or raise the skill by one level
  and the cost to 1 point.
  Once you have 4 points in a skill, each
  additional skill level now costs a flat 4 points,
  no matter what attribute it is based on.
  Refer to the Skill Point Conversion Table
  for a summary of point cost changes.
  Quick-and-Dirty Skill Conversion
  Look each skill you possess up on the table. If a Fourth Edition equivalent is given,
  use that at the same skill level and ignore any additional notes. If the table says to refer
  to a note, read the note to find out what the best equivalent is.
  
  18
  GURPS UPDATE
  Skill Point Conversion Table
  Third Edition
  Fourth Edition
  Skill Level
  P/E
  P/A
  P/H
  M/E
  M/A
  M/H
  M/VH
  Easy
  Average
  Hard
  Very Hard
  Attribute-4
  –
  –
  –
  –
  –
  –
  1/2
  –
  –
  –
  –
  Attribute-3
  –
  –
  1/2
  –
  –
  1/2
  1
  –
  –
  –
  1
  Attribute-2
  –
  1/2
  1
  –
  1/2
  1
  2
  –
  –
  1
  2
  Attribute-1
  1/2
  1
  2
  1/2
  1
  2
  4
  –
  1
  2
  4
  Attribute+0
  1
  2
  4
  1
  2
  4
  8
  1
  2
  4
  8
  Attribute+1
  2
  4
  8
  2
  4
  6
  12
  2
  4
  8
  12
  Attribute+2
  4
  8
  16
  4
  6
  8
  16
  4
  8
  12
  16
  Attribute+3
  8
  16
  24
  6
  8
  10
  20
  8
  12
  16
  20
  Attribute+4
  16
  24
  32
  8
  10
  12
  24
  12
  16
  20
  24
  Attribute+5
  24
  32
  40
  10
  12
  14
  28
  16
  20
  24
  28
  Additional levels
  +8
  +8
  +8
  +2
  +2
  +2
  +4
  +4
  +4
  +4
  +4
  3e Skill
  Type
  4e Skill
  Type
  Abacus
  M/E
  see note
  Accounting
  M/H
  Accounting
  IQ/H
  Acrobatics
  P/H
  Acrobatics
  DX/H
  Acting
  M/A
  Acting
  IQ/A
  Administration
  M/A
  Administration
  IQ/A
  Agronomy/TL
  M/A
  Farming/TL
  IQ/A
  Airshipman/TL
  M/H
  Airshipman/TL
  IQ/E
  Alchemy/TL
  M/VH
  Alchemy/TL
  IQ/VH
  Animal Guise
  M/A
  Disguise/TL
  IQ/A
  Animal Handling
  M/H
  Animal Handling†*
  IQ/A
  Anthropology
  M/H
  Anthropology
  IQ/H
  Appreciate Beauty
  M/VH
  Connoisseur†*
  IQ/A
  Archaeology
  M/H
  Archaeology
  IQ/H
  Architecture/TL
  M/A
  Architecture/TL
  IQ/A
  Area Knowledge
  M/E
  Area Knowledge†
  IQ/E
  Area Knowledge 
  M/E
  Area Knowledge†
  IQ/E
  (Cyberspace)
  (Cyberspace)
  Area Knowledge (Galaxy)
  M/H
  Area Knowledge† (Galaxy)
  IQ/E
  Armoury/TL
  M/A
  Armoury/TL†*
  IQ/A
  Artificial Intelligence/TL
  M/H
  see note
  Artist
  M/H
  Artist†
  IQ/H
  Astrogation/TL
  M/A
  Navigation/TL† 
  IQ/A
  (Hyperspace)
  Astronomy/TL
  M/H
  Astronomy/TL
  IQ/H
  Augury
  M/VH
  Fortune-Telling† (Augury)
  IQ/A
  Autohypnosis
  M/H
  Autohypnosis
  Will/H
  Aviation/TL
  M/A
  see note
  Axe Throwing
  P/E
  Thrown Weapon† 
  DX/E
  (Axe/Mace)
  Axe/Mace
  P/A
  Axe/Mace
  DX/A
  Bard
  M/A
  Public Speaking
  IQ/A
  Bardic Lore
  M/H
  Literature*
  IQ/H
  Bartender
  M/A
  Professional Skill 
  IQ/A
  (Bartender)
  Battlesuit/TL
  M/A
  Battlesuit/TL
  DX/A
  Beam Weapons/TL
  P/E
  Beam Weapons/TL†*
  IQ/E
  Beverage-Making
  M/E
  Cooking (Beverage-making) IQ/A
  Bicycling
  P/E
  Bicycling
  DX/E
  Biochemistry/TL
  M/VH
  Biology/TL† 
  IQ/VH
  (Planet type, 
  Biochemistry)
  Black Powder Weapons
  P/E
  Guns/TL† (Musket)
  IQ/E
  Blackjack
  P/E
  Brawling
  DX/E
  Blacksmith
  M/A
  Professional Skill
  IQ/A
  (Blacksmith)
  Blind Fighting
  M/VH
  Blind Fighting
  Per/VH
  Blinding Touch
  M/VH
  Pressure Points*
  IQ/H
  Blowpipe
  P/H
  Blowpipe
  DX/H
  Blowpipe (Fukiya)
  Blowpipe
  DX/H
  Boating
  P/A
  Boating/TL†*
  DX/A
  Body Control
  M/VH
  Body Control
  HT/VH
  Body Sense
  P/H
  Body Sense
  DX/H
  Bolas
  P/A
  Bolas
  DX/A
  Botany/TL
  M/H
  Biology/TL† 
  IQ/VH
  (Planet type, Botany)
  Bow
  P/H
  Bow
  DX/A
  3e Skill
  Type
  4e Skill
  Type
  Bow and Palette
  P/A
  Survival†*
  Per/A
  Boxing
  P/A
  Boxing
  DX/A
  Brain Hacking
  M/VH
  Brain Hacking
  IQ/H
  Brawling
  P/E
  Brawling
  DX/E
  Breaking Blow
  M/H
  Breaking Blow
  IQ/H
  Breath Control
  M/VH
  Breath Control
  HT/H
  Broadsword
  P/A
  Broadsword
  DX/A
  Buckler
  P/E
  Shield† (Buckler)
  DX/E
  Bulldancing
  P/A
  Dancing (Bulldancing)*
  DX/A
  Bullfighting
  P/A
  Sports (Bullfighting)
  DX/A
  Calligraphy
  P/A
  Artist (Body Art)
  IQ/H
  Camouflage
  M/E
  Camouflage
  IQ/E
  Captivate
  M/H
  Captivate
  Will/H
  Carousing
  P/A
  Carousing
  HT/E
  Carpentry
  M/E
  Carpentry
  IQ/E
  Cartography/TL
  M/A
  Cartography/TL
  IQ/A
  Change Control
  M/H
  see note
  Chemistry/TL
  M/H
  Chemistry/TL
  IQ/H
  Chess
  M/E
  Games† (Chess)
  IQ/E
  Chi Treatment
  M/H
  Esoteric Medicine
  Per/H
  Choreography
  M/A
  Group Performance†
  IQ/A
  (Choreography)
  Climbing
  P/A
  Climbing
  DX/A
  Cloak
  P/A
  Cloak DX/A
  Combat/Weapon Art
  Variable
  Combat Art*
  Variable
  Combat/Weapon Sport
  Variable
  Combat Sport*
  Variable
  Computer Hacking/TL
  M/VH
  Computer Hacking/TL
  IQ/VH
  Computer Operation/TL
  M/E
  Computer Operation/TL
  IQ/E
  Computer 
  M/H
  Computer 
  IQ/H
  Programming/TL
  Programming/TL
  Conducting
  M/A
  Group Performance†
  IQ/A
  (Conducting)
  Conspiracy Theory
  M/VH
  Expert Skill† 
  IQ/H
  (Conspiracy Theory)
  Cooking
  M/E
  Cooking
  IQ/A
  Cooperage
  M/E
  Professional Skill 
  IQ/A
  (Cooper)
  Courtesan
  M/A
  Professional Skill 
  IQ/A
  (Prostitute)
  Criminology
  M/A
  Criminology
  IQ/A
  Crossbow
  P/E
  Crossbow
  DX/E
  Cryptanalysis/TL
  M/H
  Cryptography/TL
  IQ/H
  Cryptography/TL
  M/H
  Cryptography/TL
  IQ/H
  Cryptology/TL
  M/H
  Mathematics/TL† 
  IQ/H
  (Cryptology)
  Cyberaxe
  M/H
  Musical Instrument†
  IQ/H
  (Cyberaxe)
  Cyberdeck Operation/TL
  M/VH
  Computer Operation/TL*
  IQ/E
  Cyphering
  M/E
  see note
  Dancing
  P/A
  Dancing
  DX/A
  Darts
  P/E
  Sports (Darts)
  DX/A
  Demolition
  M/A
  Explosives/TL† 
  IQ/A
  (Demolition)
  Detect Lies
  M/H
  Detect Lies
  Per/H
  Diagnosis/TL
  M/H
  Diagnosis/TL
  IQ/H
  Diplomacy
  M/H
  Diplomacy
  IQ/H
  SKILL CONVERSION TABLE
  
  GURPS UPDATE
  19
  3e Skill
  Type
  4e Skill
  Type
  Directing
  M/H
  Group Performance†
  IQ/A
  (Directing)
  Disguise
  M/A
  Disguise/TL
  IQ/A
  Dislocating
  P/H
  see note
  Distilling
  M/A
  Professional Skill 
  IQ/A
  (Distiller)
  Dreaming
  M/VH
  Fortune Telling† 
  IQ/A
  (Dream Interpretation)*
  Driving/TL
  P/A
  Driving/TL†*
  DX/A
  Drunken Fighting
  P/H
  see note
  Dyeing
  M/A
  Professional Skill (Dyer)
  IQ/A
  Ecology/TL
  M/H
  Biology/TL† 
  IQ/VH
  (Planet type, 
  Ecology)
  Economics
  M/H
  Economics*
  IQ/H
  Electronics/TL
  M/H
  Engineer/TL†  (Electronics) IQ/H
  Electronics Operation/TL
  M/A
  Electronics Operation/TL†* IQ/A
  Engineer/TL
  M/H
  Engineer/TL†
  IQ/H
  Enthrallment
  Variable
  Enthrallment
  Will/H
  Equestrian Acrobatics
  P/H
  Acrobatics (Equestrian)
  DX/H
  Erotic Art
  P/H
  Erotic Art
  DX/A
  Escape
  P/H
  Escape
  DX/H
  Exorcism
  M/H
  Exorcism
  Will/H
  Exoskeleton
  P/A
  Battlesuit*
  DX/A
  Explosive Ordnance 
  M/H
  Explosives/TL† (EOD)
  IQ/A
  Disposal/TL
  Falconry
  M/A
  Falconry
  IQ/A
  Fanning
  P/E
  see note
  Fast-Draw
  P/E
  Fast-Draw†
  DX/E
  Fast-Draw 
  P/E
  Fast-Draw†*
  DX/E
  (Knife from Teeth)
  Fast-Talk
  M/A
  Fast-Talk
  IQ/A
  Featherworking
  M/A
  Artist† (Featherworking)
  IQ/H
  Fencing
  P/A
  see note
  Fight Choreography
  M/A
  Group Performance† 
  IQ/A
  (Fight Choreography)
  Filch
  P/A
  Filch
  DX/A
  Fire Eating
  P/A
  Fire Eating
  DX/A
  Fire-Siphon
  P/A
  Liquid Projector/TL†
  DX/E
  (Flamethrower)
  Fire Walking
  M/H
  see note
  Fireworks/TL
  M/H
  Explosives/TL† (Fireworks) IQ/A
  First Aid/TL
  M/E
  First Aid/TL
  IQ/E
  Fishing
  M/E
  Fishing
  Per/E
  Flail
  P/H
  Flail*
  DX/H
  Flight
  P/A
  Aerobatics*
  DX/H
  Flint Sparking
  P/E
  Survival†*
  Per/A
  Flower Arranging
  M/E
  Professional Skill (Florist)* IQ/A
  Flying Fists
  M/VH
  see note
  Flying Leap
  M/H
  Flying Leap
  IQ/H
  Force Shield
  P/E
  Shield† (Force)
  DX/E
  Force Sword
  P/A
  Force Sword
  DX/A
  Force Whip/TL
  P/A
  Force Whip
  DX/A
  Forensics
  M/H
  Forensics
  IQ/H
  Forgery
  M/H
  Forgery
  IQ/H
  Fortune Telling
  M/A
  Fortune Telling†*
  IQ/A
  Forward Observer/TL
  M/A
  Forward Observer/TL
  IQ/A
  Free Fall
  P/A
  Free Fall
  DX/A
  Freight Handling
  M/A
  Freight Handling
  IQ/A
  Gambling
  M/A
  Gambling
  IQ/A
  Games
  M/E
  Games†
  IQ/E
  Gardening
  M/E
  Gardening
  IQ/E
  Garrote
  P/E
  Garrote
  DX/E
  Genetics/TL
  M/VH
  Biology/TL† (Planet type, IQ/VH
  Genetics)
  Geology/TL
  M/H
  Geology/TL†*
  IQ/H
  Gesture
  M/E
  Gesture
  IQ/E
  Glass Blowing
  P/H
  Professional Skill
  DX/A
  (Glassblower)
  Gunner
  P/A
  Gunner/TL†*
  DX/E
  Guns
  P/E
  Guns/TL†*
  DX/E
  Hand of Death
  M/VH
  see note
  Hard-Hat Diving/TL
  M/A
  Diving Suit/TL
  DX/A
  Harpoon
  P/H
  Thrown Weapon† 
  DX/E
  (Harpoon)
  3e Skill
  Type
  4e Skill
  Type
  Heraldry
  M/A
  Heraldry
  IQ/A
  Herbalist
  M/H
  Pharmacy/TL† (Herbal)* 
  IQ/H
  Herbary
  Variable
  see note
  Hidden Lore
  M/A
  Hidden Lore†
  IQ/A
  Hiking
  P/A
  Hiking
  HT/A
  History
  M/H
  History†*
  IQ/H
  History (Esoteric)
  M/VH
  History† (Esoteric)
  IQ/H
  Holdout
  M/A
  Hodout
  IQ/A
  Hydrology/TL
  M/A
  Expert Skill† (Hydrology)
  IQ/H
  Hyperspace Physics/TL
  M/VH
  Physics/TL (Hyperspace)
  IQ/VH
  Hypnotic Hands
  M/H
  see note
  Hypnotism
  M/H
  Hypnotism
  IQ/H
  Illumination
  P/A
  Artist (Illumination)
  IQ/H
  Illusion Art
  M/H
  Artist (Illusion)
  IQ/H
  Immovable Stance
  P/H
  Immovable Stance
  DX/H
  Inertialess Agility
  P/H
  Free Fall*
  DX/A
  Intelligence Analysis
  M/H
  Intelligence Analysis
  IQ/H
  Interrogation
  M/A
  Interrogation
  IQ/A
  Intimidation
  M/A
  Intimidation
  Will/A
  Invisibility Art
  M/VH
  Invisibility Art
  IQ/VH
  Jeweler/TL
  M/H
  Jeweler/TL
  IQ/H
  Jitte/Sai
  P/A
  Jitte/Sai
  DX/A
  Judo
  P/H
  Judo*
  DX/H
  Juggling
  P/E
  Hobby Skill (Juggling)
  DX/E
  Jumping
  P/E
  Jumping*
  DX/E
  Karate
  P/H
  Karate*
  DX/H
  Katana
  P/A
  Broadsword
  DX/A
  Kiai
  P/H
  Kiai
  HT/H
  Kite Flying
  P/E
  Hobby Skill (Kite flying)
  DX/E 
  Knife
  P/E
  Knife
  DX/E
  Knife Throwing
  P/E
  Thrown Weapon† 
  DX/E
  (Knife)
  Kusari
  P/H
  Kusari
  DX/H
  Lance
  P/A
  Lance
  DX/A
  Language
  Variable
  see note
  Lasso
  P/A
  Lasso
  DX/A
  Law
  M/H
  Law†*
  IQ/H
  Leadership
  M/A
  Leadership
  IQ/A
  Leatherworking
  M/E
  Leatherworking
  DX/E
  Lifting
  P/H
  Lifting*
  HT/A
  Light Walk
  M/H
  Light Walk
  DX/H
  Linguistics
  M/VH
  Linguistics
  IQ/H
  Lip Reading
  M/A
  Lip Reading
  Per/A
  Literature
  M/H
  Literature
  IQ/H
  Lockpicking/TL
  M/A
  Lockpicking/TL
  IQ/A
  Low-G Flight/TL
  P/A
  Sports (Low-G Flight)
  DX/A
  Lucid Dreaming
  M/E
  Dreaming*
  Will/H
  Magic Breath
  P/E
  Innate Attack†*
  DX/E
  Magic Jet
  P/E
  Innate Attack†*
  DX/E
  Main-Gauche
  P/A
  Main-Gauche
  DX/A
  Make-Up/TL
  M/E
  Makeup/TL
  IQ/E
  Masonry
  P/E
  Masonry
  IQ/E
  Mathematics
  M/H
  Mathematics/TL†*
  IQ/H
  Mechanic/TL
  M/A
  Mechanic/TL†
  IQ/A
  Meditation
  Variable
  see note
  Mental Strength
  M/H
  Mental Strength
  Will/E
  Merchant
  M/A
  Merchant*
  IQ/A
  Metallurgy/TL
  M/H
  Metallurgy/TL
  IQ/H
  Meteorology
  M/A
  Meteorology/TL†*
  IQ/A
  Micropaleontology
  M/H
  Paleontology/TL†
  IQ/H
  (Micropaleontology)
  Mimicry
  P/H
  Mimicry
  IQ/H
  Mind Block
  M/A
  Mind Block
  Will/A
  Monowire Whip
  P/H
  Monowire Whip
  DX/H
  Motorcycle
  P/E
  Driving† (Motorcycle)
  DX/A
  Mountain Heart
  M/VH
  see note
  Muscle Reading
  M/VH
  see note
  Musical Composition
  M/H
  Musical Composition
  IQ/H
  Musical Instrument
  M/H
  Musical Instrument†
  IQ/H
  Musical Notation
  M/E
  see note
  Naturalist
  M/H
  Naturalist
  IQ/H
  Navigation/TL
  M/H
  Navigation/TL†*
  IQ/A
  Needlecraft
  P/A
  Artist (Needlecraft)
  IQ/H
  Nei Tan
  M/VH
  Breath Control*
  HT/H
  Net
  P/H
  Net
  DX/H
  
  20
  GURPS UPDATE
  3e Skill
  Type
  4e Skill
  Type
  Netmaking
  P/E
  Knot-Tying*
  DX/E
  Neurophon
  M/VH
  Musical Influence
  IQ/VH
  No-Landing Extraction
  M/A
  see note
  Nuclear Physics/TL
  M/VH
  Physics/TL (Nuclear)
  M/VH
  Nuclear-Biological-
  M/A
  NBC Suit
  IQ/A
  Chemical Warfare
  Occultism
  M/A
  Occultism
  IQ/A
  Open-Dress Diving/TL
  M/A
  Diving Suit/TL
  DX/A
  Oral Literature
  M/H
  Literature*
  IQ/H
  Orienteering
  M/A
  Navigation/TL† (Land)
  IQ/A
  Origami
  M/E
  Hobby Skill (Origami)
  DX/E
  Packing
  M/H
  Packing
  IQ/A
  Paleoanthropology
  M/H
  Paleontology/TL†
  IQ/H
  (Paleoanthropology)
  Paleobotany
  M/H
  Paleontology/TL†
  IQ/H
  (Paleobotany)
  Paleontology
  M/H
  Paleontology/TL†*
  IQ/H
  Paleozoology
  M/H
  Paleontology/TL†
  IQ/H
  (Paleozoology)
  Panhandling
  M/E
  Panhandling
  IQ/E
  Parachuting
  P/E
  Parachuting/TL
  DX/E
  Paraphysics/TL
  M/VH
  Physics/TL (Paraphysics)
  M/VH
  Parry Missile Weapons
  P/H
  Parry Missile Weapons
  DX/H
  Performance
  M/A
  Performance
  IQ/A
  Performance/Ritual
  M/A
  Religious Ritual†
  IQ/H
  Persuade
  M/A
  Persuade
  Will/H
  Pharmacy/TL
  M/H
  Pharmacy/TL†*
  IQ/H
  Philosophy
  M/H
  Philosophy†
  IQ/H
  Photography/TL
  M/A
  Photography/TL
  IQ/A
  Photonics/TL
  M/H
  Engineer/TL† (Photonics)
  IQ/H
  Physician/TL
  M/H
  Physician/TL
  IQ/H
  Physics/TL
  M/H
  Physics/TL
  M/VH
  Physiology/TL
  M/VH
  Physiology/TL
  IQ/H
  Pickpocket
  P/H
  Pickpocket
  DX/H
  Picture-Writing
  M/H
  see note
  Piloting/TL
  P/A
  Piloting/TL†*
  DX/A
  Planetology
  M/A
  Expert Skill (Planetology)* IQ/H
  Poetry
  M/A
  Poetry
  IQ/A
  Poisons
  M/H
  Poisons/TL
  IQ/H
  Polearm
  P/A
  Polearm
  DX/A
  Politics
  M/A
  Politics
  IQ/A
  Pottery
  M/A
  Artist (Pottery)
  IQ/H
  Power Blow
  M/H
  Power Blow
  Will/H
  Powerboat/TL
  P/A
  Boating/TL†
  DX/A
  Precognitive Parry
  M/H
  see note
  Pressure Points
  M/H
  Pressure Points
  IQ/H
  Pressure Secrets
  M/VH
  Pressure Secrets
  IQ/VH
  Probability Physics/TL
  M/VH
  Physics/TL (Probability)
  M/VH
  Prospecting
  M/A
  Prospecting
  IQ/A
  Psionics
  M/VH
  Expert Skill† (Psionics)
  IQ/H
  Psychology
  M/H
  Psychology
  IQ/H
  Punning
  M/A
  Public Speaking (Punning) IQ/A
  Push
  P/H
  Push
  DX/H
  Research
  M/A
  Research/TL
  IQ/A
  Riding
  P/A
  Riding†
  DX/A
  Riding (Being Ridden)
  P/A
  Mount
  DX/A
  Ritual Magic
  M/VH
  Ritual Magic†
  IQ/VH
  Rituals and Ceremonies
  M/H
  Religious Ritual†*
  IQ/H
  Rune-Lore
  M/VH
  Symbol Drawing†*
  IQ/H
  Running
  P/H
  Running*
  HT/A
  Sacrifice
  M/H
  Religious Ritual†
  IQ/H
  Sailor/TL
  M/A
  see note
  Savoir-Faire
  M/E
  Savoir-Faire†*
  IQ/E
  Scene Design
  M/A
  Artist (Scene Design)
  IQ/H
  Science!
  M/VH
  see note
  Scrounging
  M/E
  Scrounging
  Per/E
  Scuba
  M/A
  Scuba/TL
  IQ/A
  Sculpting
  P/A
  Artist (Sculpture)
  IQ/H
  Seamanship/TL
  M/E
  Seamanship/TL
  IQ/E
  Sensie Interface/TL
  M/H
  Artist (Sensies)
  IQ/H
  Sensitivity
  M/VH
  see note
  Sex Appeal
  M/A
  Sex Appeal
  HT/A
  Shadowing
  M/A
  Shadowing
  IQ/A
  Shapeshifting
  M/H
  see note
  Shield
  P/E
  Shield†*
  DX/E
  3e Skill
  Type
  4e Skill
  Type
  Shipbuilding/TL
  M/A
  Engineer/TL† (Ships)
  IQ/H
  Shiphandling/TL
  M/H
  Shiphandling/TL†*
  IQ/H
  Short Staff
  P/H
  Smallsword
  DX/A
  Shortsword
  P/A
  Shortsword
  DX/A
  Shuriken
  P/H
  Thrown Weapon† 
  DX/E
  (Shuriken)
  SIGINT 
  M/H
  Electronics 
  IQ/A
  Collection/Jamming/TL
  Operation/TL† 
  Sign Language
  M/A
  see note
  Singing
  P/E
  Singing
  HT/E
  Skaldic Lore
  M/H
  Literature*
  IQ/H
  Skating
  P/H
  Sports (Skating)*
  DX/A
  Skiing
  P/H
  Sports (Skiing)*
  DX/A
  Sleight of Hand
  P/H
  Sleight of Hand
  DX/H
  Sling
  P/H
  Sling
  DX/H
  Slipping the Hammer
  P/E
  see note
  Snake Charming
  M/A
  see note
  Sonar Imaging
  M/A
  see note
  Spear
  P/A
  Spear
  DX/A
  Spear Thrower
  P/A
  Spear Thrower
  DX/A
  Spear Throwing
  P/E
  Thrown Weapon† (Spear)
  DX/E
  Speed Reading
  M/A
  Speed Reading
  IQ/A
  Speed-Load
  P/E
  Fast-Draw† (Ammo)
  DX/E
  Spell Throwing
  P/E
  Innate Attack†*
  DX/E
  Sports
  P/A
  Sports
  DX/A
  Staff
  P/H
  Staff
  DX/A
  Stage Combat
  P/A
  Stage Combat
  DX/A
  Starglazing
  P/E
  Lockpicking/TL*
  IQ/A
  Stealth
  P/A
  Stealth
  DX/A
  Stone Knapping
  M/A
  Armoury/TL†*
  IQ/A
  Strategy
  M/H
  Strategy†
  IQ/H
  Streetwise
  M/A
  Streetwise
  IQ/A
  Style Analysis
  M/H
  see note
  Suggest
  M/H
  Suggest
  Will/H
  Sumo Wrestling
  P/A
  Sumo Wrestling*
  DX/A
  Surgery/TL
  M/VH
  Surgery/TL
  IQ/VH
  Surveying/TL
  M/A
  Mathematics/TL† 
  IQ/H
  (Surveying)
  Survival
  M/A
  Survival†
  Per/A
  Survival (Urban)
  M/A
  Urban Survival
  Per/A
  Sway Emotions
  M/A
  Sway Emotions
  Will/H
  Swimming
  P/E
  Swimming
  HT/E
  Symbol Drawing
  M/H
  Symbol Drawing†
  IQ/H
  Tactics
  M/H
  Tactics
  IQ/H
  Tanning
  P/E
  Professional Skill (Tanner) IQ/A
  Tattooing
  M/A
  Artist (Body Art)
  IQ/H
  Tea Ceremony
  M/H
  Meditation 
  Will/H
  (Tea Ceremony)
  Teaching
  M/A
  Teaching
  IQ/A
  Teamster
  M/A
  Teamster†
  IQ/A
  Telegraphy
  M/E
  Electronics 
  IQ/A
  Operation/TL†
  (Communications)
  Temporal Electronics/TL
  M/H
  Electronics Repair/TL†
  IQ/A
  (Temporal)*
  Temporal Operation/TL
  M/A
  Electronics Operation/TL†
  IQ/A
  (Temporal)
  Temporal Physics/TL
  M/VH
  Physics/TL (Temporal)
  M/VH
  Thanatology
  M/H
  Expert Skill† (Thanatology) IQ/H
  Thaumatology
  M/VH
  Thaumatology
  IQ/VH
  Theology
  M/H
  Theology†
  IQ/H
  Throwing
  P/H
  Throwing
  DX/A
  Throwing (Rock-Dropping) P/H
  Dropping
  DX/A
  Throwing Art
  P/H
  Throwing Art
  DX/H
  Throwing Stick
  P/E
  Thrown Weapon† (Stick) 
  DX/E
  Thrown Weapon
  P/E
  Thrown Weapon†
  DX/E
  Tonfa
  P/H
  Tonfa
  DX/A
  Tournament Law
  M/E
  Games†*
  IQ/E
  Tracking
  M/A
  Tracking
  Per/A
  Traffic Analysis
  M/H
  Intelligence Analysis/TL
  IQ/H
  (Traffic Analysis)
  Traps/TL
  M/A
  Traps/TL
  IQ/A
  Two-Handed Axe/Mace
  P/A
  Two-Handed Axe/Mace
  DX/A
  Two-Handed Sword
  P/A
  Two-Handed Sword
  DX/A
  Typing
  P/E
  Typing
  DX/E
  
  GURPS UPDATE
  21
  3e Skill
  Type
  4e Skill
  Type
  Underwater Demolition
  M/A
  Explosives/TL† 
  IQ/A
  (Underwater Demolition)
  Uttering of Base Coin/TL
  M/H
  Counterfeiting/TL
  IQ/H
  Vacc Suit
  M/A
  Vacc Suit
  DX/A
  Ventriloquism
  M/H
  Ventriloquism
  IQ/H
  Veterinary/TL
  M/H
  Veterinary/TL
  IQ/H
  Video Production/TL
  M/A
  see note
  Weaving
  Variable
  Professional Skill 
  DX/A
  (Weaver)*
  Weird Magic
  M/VH
  see note
  Weird Science
  M/VH
  Weird Science
  IQ/VH
  3e Skill
  Type
  4e Skill
  Type
  Whip
  P/A
  Whip
  DX/A
  Woodworking
  P/A
  Artist (Woodworking)
  IQ/H
  Wrestling
  P/A
  Wrestling
  DX/A
  Writing
  M/A
  Writing
  IQ/A
  Xenobiology
  M/A
  Biology/TL†
  IQ/VH
  Xenology
  M/H
  Expert Skill† (Xenology) 
  IQ/H
  Yin/Yang Healing
  M/H
  Esoteric Medicine
  Per/H
  Zen Archery
  M/VH
  Zen Archery
  IQ/VH
  Zoology/TL
  M/H
  Biology/TL†
  IQ/VH
  (Planet type, Zoology)
  Notes on Skills
  Third Edition skills with additional con-
  version notes are listed here under their Third
  Edition names.
  Abacus
  This is no longer a skill. An abacus is
  merely equipment used with Accounting,
  Merchant, or other mathematical skills at low
  TLs, much like a pocket calculator today.
  Animal Handling
  This now requires a specialization. It is
  now Average instead of Hard, though, so it is
  possible to buy multiple specializations for
  the same cost as the Third Edition skill.
  Appreciate Beauty
  This rather rarefied skill is replaced by the
  more general Connoisseur. Connoisseur
  requires specialization, but is Average instead
  of Very Hard, so multiple specializations will
  be possible for the same point cost.
  Armoury
  This now requires a specialization at all
  tech levels.
  Artificial Intelligence
  Depending on the nature of artificial intel-
  ligence, this skill could be a specialty of
  Computer Programming or Teaching, or
  might use the same teaching methods one
  would use on biological beings.
  Aviation
  The tasks covered by this skill are now
  covered by using a Piloting roll based on IQ.
  Bardic Lore
  A bard’s knowledge of the songs and tales
  of his culture may be replicated with the
  Literature skill. Bards with a large repertoire
  may also have Eidetic Memory.
  Beam Weapons
  This now requires a specialization.
  Blinding Touch
  This skill no longer exists, but a blinding
  touch can now be attempted with the
  Pressure Points skill, and this specific ability
  improved as a technique.
  Boating
  This now requires a specialization.
  Submarines are covered by the new
  Submarine skill.
  Bow and Palette
  Attempting to light a fire with a bow and
  palette is a DX-based roll against Survival.
  Someone who has practiced this enough to
  have a high level of skill may wish to buy it as
  a Survival-based technique.
  Bulldancing
  This is a special Dancing skill that must be
  approved by the GM for specific campaigns.
  See Dancing (p. B185) for details.
  Change Control
  This skill no longer exists. Shapeshifters
  cannot partially change their bodies. If you
  can assume intermediate forms, buy them as
  separate templates, or take Morph instead of
  Multiple Forms.
  Combat/Weapon Art,
  Combat/Weapon Sport
  These skills are now simply Combat Art
  and Combat Sport, and have the same defini-
  tion as in Third Edition. The difficulty and
  defaults of the Combat Art and Combat Sport
  skills are the same as for the corresponding
  combat skills, some of which have changed in
  Fourth Edition.
  Cyberdeck Operation
  This is now just computer operation per-
  formed through a neural interface.
  Cyphering
  This skill no longer exists. Its abilities are
  subsumed under low TL versions of
  Accounting, Merchant, or other mathemati-
  cal skills.
  Dislocating
  This skill no longer exists, but dislocating
  a limb can now be attempted with the Escape
  skill, and improved as a technique.
  Dreaming
  The Fourth Edition skill of Dreaming is
  more like Third Edition’s Lucid Dreaming skill.
  Driving
  The required specializations of Driving have
  changed. See Driving (p. B186) for details.
  Drunken Fighting
  This ability should be defined by the GM
  as a technique.
  Economics
  Characters with Economics skill may ben-
  efit from the new skill Market Analysis.
  Electronics Operation
  Most specializations remain valid, but
  Electronics Operation (Computers) is now
  simply Computer Operation.
  Exoskeleton
  This is now covered as a familiarity of the
  Battlesuit skill.
  Fanning
  This should be defined by the GM as a
  technique based on Guns (Pistol).
  Fast-Draw (Knife from Teeth)
  This is a specialization of Fast-Draw. The
  GM may decide to merge it with Fast-Draw
  (Knife) or make it a separate specialization
  with no default as in Third Edition, as desired.
  Fencing
  This has been split into individual weapon
  skills. See Main-Gauche, Rapier, Saber, and
  Smallsword under Melee Weapon (p. B206)
  for details.
  Fire Walking
  This is not a skill. In reality, it is a simple
  parlor trick that can be learned quickly. The
  GM may require a Will roll at some penalty to
  attempt it. For unnatural resistance to fire,
  take Damage Resistance (Heat) or (Fire).
  Flail
  Two-handed flails now have their own
  skill: Two-Handed Flail.
  Flight
  This corresponds to the new skill Aero-
  batics. The Fourth Edition Flight skill repre-
  sents endurance flying, not maneuverability.
  Flint Sparking
  Attempting to light a fire with flint spark-
  ing is a DX-based roll against Survival.
  Someone who has practiced this enough to
  have a high level of skill may wish to buy it as
  a Survival-based technique.
  Flower Arranging
  Professional Skill (Florist) is appropriate
  for someone who arranges flowers for a liv-
  ing. If the flower arranging is primarily artis-
  tic, it may be more appropriate to take Artist
  (Flower Arranging) instead or as well.
  
  22
  GURPS UPDATE
  Flying Fists
  This is a specialized martial arts skill that
  will be addressed in GURPS Martial Arts.
  Fortune Telling
  This now requires a specialization.
  Geology
  This now requires a specialization for
  planet type.
  Gunner
  The required specializations of Gunner
  have changed. See Gunner (p. B196) for details.
  Indirect fire weapons such as catapults or how-
  itzers now use the new Artillery skill. If you
  only fire indirect weapons, take Artillery
  instead of Gunner; if you fire both direct and
  indirect heavy weapons you will need both
  skills. You no longer get a bonus to Gunner
  skill for IQ 10 and above. If you have IQ above
  9 and want to maintain your Gunner skill level,
  you will need to spend more points for it.
  Guns
  The required specializations of Guns have
  changed. See Guns (p. B196) for details. You
  no longer get a bonus to Guns skill for IQ 10
  and above. If you have IQ above 9 and want
  to maintain your Guns skill level, you will
  need to spend more points for it.
  Hand of Death
  This skill no longer exists, but GMs may
  wish to define it as a technique of Pressure
  Secrets.
  Herbalist
  This 
  corresponds 
  to 
  Pharmacy/TL
  (Herbal) if you are simply using the natural
  pharmacological components of plant mate-
  rial to help heal. If there is any mystical com-
  ponent involved, you should take Esoteric
  Medicine or Herb Lore as well.
  Herbary
  The average difficulty version of this skill
  is Pharmacy/TL (Herbal). The very hard ver-
  sion involves miraculous properties and cor-
  responds to Herb Lore.
  History
  This now requires a specialization.
  Hypnotic Hands
  This is a specialized martial arts skill that
  will be addressed in GURPS Martial Arts.
  Inertialess Agility
  This is essentially Free Fall. If the difference
  between free fall and inertialess conditions is
  important in the campaign, this can be defined
  as a required specialization of Free Fall.
  Judo
  Parrying bonuses granted by Judo are
  now different. Judo can also help you retreat.
  See Judo (p. B201) for details.
  Jumping
  This works differently. Instead of substitut-
  ing your Jumping skill for ST or DX to deter-
  mine how far you can jump, you substitute
  half your Jumping skill level for Basic Move.
  Karate
  Parrying and damage bonuses granted by
  Karate are now different. See Karate (p.
  B201) for details.
  Language
  Languages are no longer treated as skills.
  See Language (p. B23) for details.
  Law
  This now requires a specialization.
  Lifting
  This works differently. Instead of adding
  10% of your Lifting skill to ST when deter-
  mining how much you can lift (without
  requiring a skill roll), you increase your Basic
  Lift by 5% on a successful Lifting roll.
  Lucid Dreaming
  This is now the new Dreaming skill. The
  Third Edition skill of Dreaming is replaced by
  Fortune Telling (Dream Interpretation).
  Magic Breath, Magic Jet
  The new Innate Attack skill is used to hit
  targets with missile attack spells. The
  required specializations have changed; see
  Innate Attack (p. B199) for details.
  Mathematics
  This now requires a specialization.
  Meditation
  The realistic version of this skill is
  Meditation (IQ/H). The cinematic version is
  no longer a skill.
  Merchant
  Characters with Merchant skill may bene-
  fit from the new skill Market Analysis.
  Meteorology
  This now requires a specialization for
  planet type.
  Mountain Heart
  This no longer exists. If you can heal
  unnaturally fast, take Regeneration, perhaps
  with appropriate limitations.
  Muscle Reading
  This is a specialized martial arts skill that
  will be addressed in GURPS Martial Arts.
  Musical Notation
  This ability is assumed in both Musical
  Composition and Musical Instrument. If you
  can read music but can’t compose or play
  very well, take one of those skills with an
  optional specialization in musical notation.
  Navigation
  This now requires a specialization.
  Nei Tan
  This is essentially just Breath Control. The
  GM may continue to allow the bonus to HT
  for aging rolls as an option.
  Netmaking
  This can be treated as an application of
  Knot Tying, an optional specialization, or a
  technique, depending on GM preference.
  No-Landing Extraction
  This is a sample technique based on
  Piloting. See No-Landing Extraction (p. B231)
  for details.
  Oral Literature
  In pre-literate cultures, this is simply
  Literature. A person from a literate culture
  specializing in oral literature should simply
  take an optional specialization.
  Paleontology
  This now requires a specialization, and
  covers several skills that were separate in
  Third Edition.
  Pharmacy
  This is almost certainly Pharmacy/TL
  (Synthetic), since lower-TL versions would have
  used Herbalist or Herbary in Third edition.
  Picture-Writing
  This is no longer a skill. The ability to
  write pictographs is simply literacy in a lan-
  guage with a pictographic writing system,
  and is handled by the new rules for lan-
  guages. See Language (p. B23) for details.
  Piloting
  The required specializations of Piloting
  have changed. See Piloting (p. B212) for details.
  Planetology
  For an overall knowledge of a type of plan-
  et, this is best represented by Expert Skill
  (Planetology), which covers aspects of
  Ecology, Geography (Physical), Geology, and
  Meteorology. For more precise knowledge or
  practical applications, take some or all of
  these skills.
  Precognitive Parry
  This is a specialized martial arts skill that
  will be addressed in GURPS Martial Arts.
  Rituals and Ceremonies
  Since shamans and similar religious lead-
  ers at TL0 only perform rituals and do not
  have a theoretical understanding of religion,
  they only need the new Religious Ritual skill,
  not Theology.
  Rune-Lore
  Symbol Drawing can be specialized in a
  rune language, and provides the same famil-
  iarity with magical runes as Rune-Lore.
  Running
  This works differently. Instead of adding
  1/8 of your Running skill to your Speed to
  
  GURPS UPDATE
  23
  determine running Move, you may use your
  Running skill instead of HT when rolling to
  avoid fatigue or injury from running.
  Sailor
  The tasks covered by this skill are now cov-
  ered by using a Seamanship roll based on IQ.
  Savoir-Faire
  This now requires a specialization. Third
  Edition Savoir-Faire (with no specialization)
  is Fourth Edition Savoir-Faire (High Society).
  Science!
  This is an example of a wildcard skill. See
  Optional Rule: Wildcard Skills (p. B173) for
  details. The rules for taking wildcard skills
  and their point costs are very different.
  Sensitivity
  This is a specialized martial arts skill that
  will be addressed in GURPS Martial Arts.
  Shapeshifting
  This skill no longer exists. Shapeshifters
  do not need it to assume familiar body
  shapes, and cannot assume ludicrous shapes.
  Shield
  This now requires a specialization, to
  encompass use of bucklers and force shields.
  Shiphandling
  This now requires a specialization.
  Submarines are now covered by the
  Submarine skill.
  Sign Language
  Languages are no longer treated as skills.
  See Language (p. B23) for details.
  Skaldic Lore
  A skald’s knowledge of the songs and tales
  of his culture may be replicated with the
  Literature skill. Skalds with a large repertoire
  may also have Eidetic Memory.
  Skating
  This is a Sports skill. The Fourth Edition
  Skating skill represents endurance and race
  skating, not the ability to skate.
  Skiing
  This is a Sports skill. The Fourth Edition
  Skiing skill represents endurance and race
  skiing, not the ability to ski.
  Slipping the Hammer
  This should be defined by the GM as a
  technique based on Guns (Pistol).
  Snake Charming
  This should be treated as a technique of
  either Animal Handling (Reptiles) or
  Hypnotism.
  Sonar Imaging
  If the GM decides this is possible, this
  should be taken as Artist (Sonar Imaging).
  Spell Throwing
  The new Innate Attack skill is used to hit
  targets with missile attack spells. The
  required specializations have changed; see
  Innate Attack (p. B199) for details.
  Starglazing
  This is best treated as a technique of
  Lockpicking skill.
  Stone Knapping
  This 
  is 
  Armoury 
  (Melee
  Weapons) at TL0. Stone knapping
  could also be a Survival technique in
  appropriate campaign settings.
  Sumo Wrestling
  This has broadened in scope to
  represent any trained grabbing,
  shoving, and tripping unarmed com-
  bat technique, and provides specific
  benefits in combat. See Sumo
  Wrestling (p. B221) for details.
  Style Analysis
  This is a specialized martial arts skill that
  will be addressed in GURPS Martial Arts.
  Temporal Electronics
  If you can design time machines as well as
  build and repair them, take Engineer/TL
  (Temporal) as well.
  Tournament Law
  This is now covered by the Games skill.
  With a specialization, Games covers knowl-
  edge of the rules, regulations, and judging of
  the sport. See Games (p. B195) for details.
  Video Production
  This could be one or both of Artist (Video
  Production) and Electronics Operation/TL
  (Media), depending on character concept.
  Weaving
  Professional Skill (Weaver) is appropriate
  for a character who weaves to make a living.
  If the weaving is primarily artistic in nature,
  it may be more appropriate to take Artist
  (Weaving) IQ/H instead or as well.
  Weird Magic
  This skill no longer exists. If desired, make
  it a required specialization of Weird Science.
  Maneuvers
  The optional maneuver system in Third
  Edition is still an option in Fourth Edition, but
  the name has been changed to techniques to
  better reflect their application to noncombat
  skills. Maneuvers based on skills with Fourth
  Edition equivalents generally work the same
  way, but point costs have changed. Refer to the
  Maneuver to Technique Conversion Table for a
  summary of point cost changes.
  Quick-and-Dirty Maneuver Conversion
  For maneuvers based on skills with Fourth Edition equivalents, simply record your
  maneuvers with the same levels under the new heading of Techniques. For a manuever
  based on a skill without a Fourth Edition equivalent, just base it on a similar skill.
  MAGIC
  The magic system has not changed greatly
  in Fourth Edition. Most spell names, difficul-
  ties, and effects remain the same, although
  their point costs as skills have changed; see
  the Skill Point Conversion Table. One signifi-
  cant change is that spells that were resisted by
  IQ in Third Edition are now resisted by Will in
  Fourth Edition. The degrees of ritual motions
  and words required to cast spells have been
  changed slightly to fit in with the progression
  of reduced spell costs, which remains at -1
  mana per five skill levels above 10.
  Essentially, your spell list can be used as-is
  in Fourth Edition, with only the point costs
  changed. Refer to Magic (p. B232) for any
  changes in the way particular spells work.
  Eidetic Memory no longer gives a bonus
  to spell levels. You can simulate this bonus by
  taking one or two extra levels of Magery
  instead.
  A full treatment of all the magic spells in
  GURPS Magic and GURPS Grimoire is not
  given in GURPS Basic Set, Fourth Edition.
  Dealing with most spells must wait until the
  release of the new GURPS Magic. Until then,
  you can continue to use Third Edition rules
  for those spells.
  Maneuver to Technique Conversion Table
  Third Edition
  Fourth Edition
  Technique Level
  Average
  Hard
  Average Hard
  Default
  0
  0
  0
  0
  Default +1
  1/2
  1
  1
  2
  Default +2
  1
  2
  2
  3
  Default +3
  2
  4
  3
  4
  Default +4
  4
  6
  4
  5
  Additional levels
  +2
  +2
  +1
  +1
  If you have a maneuver based on a skill that does
  not have a Fourth Edition equivalent, choose a similar
  skill to base it on.
  
  24
  GURPS UPDATE
  PSIONICS
  Psionics has been completely changed in
  Fourth Edition. Psionic powers and skills no
  longer exist; they have been replaced by a
  new system involving psionic power modifier
  limitations on advantages and psionic talents
  (essentially new psionic advantages). To con-
  vert psionic abilities, you will need to rebuild
  them from scratch with the new rules. Refer
  to Psionics (p. B252) for the full rules on cre-
  ating psionic characters and proceed from
  there, keeping the following advice in mind.
  Each psionic power corresponds to a set
  of advantages, an associated psionic power
  modifier limitation, and a psionic talent.
  Note that levels of power do not correspond to
  levels of talent. Psionic power level is raw
  power, while psionic talent is the skill with
  which that power is wielded.
  Each psionic skill corresponds to a partic-
  ular advantage (within the set governed by its
  associated power) with the psionic power
  modifier limitation. Note that levels of skill do
  not correspond to levels of the advantage. The
  level of a psionic skill is instead related to the
  level of talent of its controlling power.
  Refer to the Psionic Powers and Skills
  Conversion Table for talents and advantages
  corresponding to GURPS Basic Set, Third
  Edition psionic powers and skills. Most of
  these advantages have special enhancements
  and limitations that can be used to customize
  your psionic ability; refer to each individual
  advantage for details.
  If you have powers or skills from GURPS
  Psionics that are not covered here, simply
  find an advantage that mimics your ability
  and, if desired, add a new talent (such as
  Electrokinesis Talent or Psychic Vampirism
  Talent). Advanced psionics rules will be 
  covered in GURPS Powers.
  For each power, your psionic power level
  governed the range or weight that you could
  affect with your abilities. This is now cus-
  tomized for each advantage within the power
  either by taking multiple levels of the 
  advantage, or using range and area of effect
  modifiers.
  For each skill, your psionic skill level gov-
  erned how successfully you could use that
  ability. This is now combined for all abilities
  into the talent for the relevant psionic power;
  choose a talent level that best suits the major-
  ity of your skills in that power. For guidelines,
  see below.
  Psionic Skill Level
  Conversion Table
  3e Skill 
  4e Talent
  Level
  Level
  below 10
  0
  10-14
  1
  15-19
  2
  20-24
  3
  25 and above
  4
  Quick-and-Dirty Psionics Conversion
  For each psionic power you possess, record the corresponding psionic talent as
  given in the Psionic Power and Skill Conversion Table. Find the average level of all your
  skills within that power and look the result up on the Psionic Skill Level Conversion
  Table, and record the listed number of levels in that psionic talent. Then for each psion-
  ic skill, record the corresponding advantage from the Psionic Powers and Skills
  Conversion Table. If you have a high level of power, you may wish to refer to the listed
  advantage and buy multiple levels of it to better mimic the power level.
  Psionic Powers and Skills Conversion Table
  3e Power
  4e Talent
  3e Skill
  4e Advantage
  Antipsi
  None
  Psi Static
  Psi Static
  Psionic Resistance
  Resistant to Psionics
  ESP
  ESP Talent
  Clairaudience
  Clairsentience (Clairaudience, -30%; ESP, -10%)
  Clairvoyance
  Clairsentience (Clairvoyance, -10%; ESP, -10%)
  Precognition
  Precognition (ESP, -10%)
  Psychometry
  Psychometry (ESP, -10%)
  Healing
  Psychic Healing Talent
  Healing
  Healing (Psychic Healing, -10%)
  Psychokinesis
  PK Talent
  Cryokinesis
  Temperature Control (Cold, -50%; Psychokinetic, -10%)
  Levitation
  Flight (Psychokinetic, -10%)
  PK Shield
  Damage Resistance (Force Field, +20%; Psychokinetic, -10%)
  Pyrokinesis
  Temperature Control (Heat, -50%; Psychokinetic, -10%)
  Telekinesis
  Telekinesis (Psychokinetic, -10%)
  Telepathy
  Telepathy Talent
  Emotion Sense
  Empathy (Telepathic, -10%)
  Mental Blow
  Innate Attack (Fatigue; Malediction, Variable; Telepathic, -10%)
  Mind Shield
  Mind Shield (Telepathic, -10%)
  Mindwipe
  Mind Control (Conditioning Only, +0%; Telepathic, -10%)
  Psi Sense
  Detect Psionics* (ESP, -10%)
  Sleep
  Affliction (Malediction, Variable; Sleep, +150%; Telepathic, -10%)
  Telecontrol
  Mind Control (Telepathic, -10%)
  Telereceive
  Mind Reading (Telepathic, -10%)
  Telesend
  Telesend (Telepathic, -10%)
  Teleportation
  Teleportation Talent
  Autoteleport
  Warp (Teleportation, -10%)
  Exoteleport
  Warp (Ranged, +40%; Teleportation, -10%)
  * Detect Psionics is an ESP ability in Fourth Edition, not a Telepathy ability.
  TEMPLATES
  Templates are now a core feature of
  GURPS. They come in two types: character
  templates and racial templates.
  Character Templates
  You can use a Fourth Edition character
  template just as you would a Third Edition
  one.
  Racial Templates
  In Third Edition, it was possible to take a
  racial template and get a “point break” on
  high attribute scores because of the uneven
  progression of point costs. In Fourth Edition,
  this cannot happen. The flat cost of attributes
  prevents any such point breaks. Thus you
  can mix and match templates and scratch-
  generated characters freely, without concern
  over any point disparity.
  Apart from this, racial templates are also
  used in the same way as in Third Edition.
  
SOURCE: textdata/thevault/GURPS Classic/SETTING/GURPS 4e - Update (4th Edition).pdf