Basic Set: Characters Introduction About the Authors What is Roleplaying? Mini-Glossary Materials Needed for Play Quick Start Metric Conversions 1. Creating a Character Character Points Character Concept How GURPS Works: Realism and Game Balance Character Types Example of Character Creation: Dai Blackthorn Character Creation Checklist Sample Character Sheet Things Not Shown on the Character Sheets Basic Attributes How to Select Basic Attributes Handedness How GURPS Works: IQ Secondary Characteristics Damage Table Machines and Fatigue Basic Lift and Encumbrance Table Example of Character Creation (cont’d) Build Size Modifier (SM) How GURPS Works: ST Shopping for the Big Age and Beauty Age Physical Appearance Other Physical Features Example of Character Creation (cont’d) Social Background Technology Level (TL) Culture Language Sapience and Language Accents Broken to Broken Example of Character Creation (cont’d) Wealth and Influence Wealth Starting Wealth Reputation Tech Level and Starting Wealth Importance Classless Meritocracies Special Rules for Rank Example of Character Creation (cont’d) Privilege Social Restraints Friends and Foes Associated NPCs Contacts Identities Alternate Identity vs. Secret Identity 2. Advantages Types of Advantages Advantage Origins Potential Advantages What’s Allowed Turning Advantages Off and On Advantage List Frequency of Appearance Limited Defenses Alternative Attacks Perks Modifiers Enhancements Attack Enhancements and Limitations Turning Enhancements Off and On Limitations Optional Rule: Limited Enhancements Examples of Modified Attacks Gadget Limitations Example of Character Creation (cont’d) New Advantages Modifying Existing Advantages Designing Entirely New Advantages 3. Disadvantages Disadvantages for Heroes Restrictions on Disadvantages Types of Disadvantages Secret Disadvantages Self-Control for Mental Disadvantages Self-Imposed Mental Disadvantages "Buying Off" Disadvantages Disadvantage List Example of Character Creation (cont’d) Quirks Mental Quirks Example of Character Creation (cont’d) Physical Quirks New Disadvantages Modifying Existing Disadvantages Brand-New Problems 4. Skills Controlling Attribute Choosing Your Beginning Skills Difficulty Level Technological Skills Tech-Level Modifiers Prerequisites Specialties Grouped Skills Familiarity Buying Skills Skill Notation Improving Your Skills Skills Cost Table Meaning of Skill Levels Probability of Success Relative Skill Level Choosing Your Skill Levels Skill Defaults: Using Skills You Don't Know Skill List Optional Rule: Wildcard Skills Geographical and Temporal Scope Planet Types Physiology Modifiers Skills for Design Example of Character Creation (concluded) Techniques Creating Techniques Buying and Improving Techniques Techniques Cost Table Using Techniques Sample Combat Techniques Double Defaults and Techniques Sample Noncombat Techniques 5. Magic Glossary of Magical Terms Learning Magic Prerequistes Mana Casting Spells Distraction and Injury Caster and Subject Time Required Energy Cost Critical Spell Failure Table Magic Rituals Limits on Effect Duration of Spells and Maintaining Spells Canceling Spells Casting Spells While Maintaining Other Spells Ceremonial Magic Different Kinds of Magic Colleges of Magic Spell Classes Area Spells on a Battle Map Magic Staffs Dissipating Held Melee and Missile Spells Long-Distance Modifiers Alternative Magic Systems Spell List Air Spells Body Control Spells Communication and Empathy Spells Earth Spells Enchantment Spells Fire Spells Gate Spells Healing Spells Knowledge Spells Light and Darkness Spells Meta-Spells Mind Control Spells Movement Spells Necromantic Spells Protection and Warning Spells Water Spells 6. Psionics Glossary of Psi Terminology Powers, Abilities, and Talens Pside Effects Gaining New Psi Abilities Using Psi Abilities Psionic Powers Antipsi ESP Psychic Healing Psychokinesis (PK) Psionics and Magic Telepathy Teleportation Examples of Psionic Powers Other Powers 7. Templates Character Templates How to Use Character Templates Are Character Templates "Character Classes"? Sample Character Templates Uniqueness Racial Templates How to Use Racial Templates Sample Racial Templates Omitting Racial Traits Meta-Traits 8. Equipment Money Cost of Living Cost of Living Table What Cost of Living Gets You: A Modern Example Buying Equipment Legality Class Weapons Choosing Your Weapons Weapon Statistics Glossary of Arms and Armor Optional Rule: Modifying Dice + Adds Melee Weapons Silver Weapons Muscle-Powered Ranged Weapons Bodkin Points Hand Grenades and Incendiaries Firearms "Smartgun" Electronics Optional Rule: Malfunction Heavy Weapons Armor Armor Tables Wearing Armor Shields Carrying Weapons and Other Gear Miscellaneous Equipment 9. Character Development Improvement Through Adventure Traits Gained in Play Money Quick Learning Under Pressure Improvement Through Study Jobs Finding a Teacher Optional Rule: Maintaining Skills Learnable Advantages Transformations Body Modification Mind Transfer Supernatural Afflictions Death Trait Lists Advantages Disadvantages Modifiers Skills Techniques Spells Iconic Characters Combat Lite Combat Turn Sequence Maneuvers Ranged Attacks Attacking Defending Damage and Injury Recovery Fatigue Index Character Sheet Basic Set: Campaigns Introduction 10. Success Rolls When to Roll Modifiers Default Rolls Task Difficulty Equipment Modifiers Long Tasks Degree of Success or Failure Optional Rule: Influencing Success Rolls Repeated Attempts Contests Quick Contests Regular Contests The Rule of 16 Physical Activities Climbing Digging Different Gravity Hiking Holding Your Breath Jumping Optional Jumping Rules Lifting and Moving Things Running Swimming Flying Throwing Catching Extra Effort Sense Rolls Vision Hearing Taste/Smell Influence Rolls Influencing the PCs Will Rolls Fright Checks Fright Check Table 11. Combat Combat Turn Sequence Maneuvers Multiple Maneuvers and Full-Turn Maneuvers Do Nothing Move Change Posture Aim Evaluate Attack Feint All-Out Attack Move and Attack All-Out Defense Concentrate Ready Wait Movement and Combat Movement Step Spacing Moving Through Other Characters Crouching Attacking Melee Attacks Melee Attack Options Unarmed Combat Actions After Being Grappled Ranged Attacks Thrown Weapon Attacks Missile Weapon Attacks Defending Active Defense Rolls Dodging Blocking Parrying Parrying Heavy Weapons Active Defense Options Damage and Injury Damage Roll Damage Resistance and Penetration Knockback Fast Damage Resolution for Multiple Hits Wounding Modifiers and Injury Injury to Unliving, Homogenous, and Diffuse Targets Effects of Injury Special Damage Attacks Without Damage Critical Hits and Misses Critical Hits Critical Misses Example of Combat Other Actions in Combat Readying Weapons and Other Gear When Is a Weapon Ready? Typical Long Actions 12. Tactical Combat Figures The Combat Map Hexes Facing Maneuvers in Tactical Combat Wait Maneuver Strategy Movement in Tactical Combat The "Step" in Tactical Combat Movement Point Costs Attacking in Tactical Combat Melee Attacks Long Weapon Tactics Ranged Attacks Pop-Up Attacks Defending in Tactical Combat Runaround Attacks Close Combat Entering a Foe’s Hex Leaving a Foe’s Hex Weapons for Close Combat Readying in Close Combat Defense in Close Combat Multiple Close Combat Striking Into a Close Combat Multi-Hex Figures 13. Special Combat Situations Surprise Attacks and Initiative Visibility Special Movement High-Speed Movement Optional Rule: Changing Posture in Armor Mounted Combat Flying Combat Hit Location Tight-Beam Burning Attacks Targeting Chinks in Armor Striking at Weapons Subduing a Foe Special Melee Combat Rules Attack from Above Combat at Different Levels Size Modifier and Reach Special Unarmed Combat Techniques Special Melee Weapon Rules Improvised Weapons Dirty Tricks Special Ranged Combat Rules Malfunctions Firing Upward and Downward Cover Overpenetration Special Rules for Rapid Fire Special Ranged Weapons Firearm Accessories Guided and Homing Weapons Semi-Active Homing Weapons Area and Spreading Attacks Attacking an Area Scatter Explosions Explosions in Other Environments Special Damage Afflictions Special Penetration Modifiers Cinematic Combat Rules Dual-Weapon Attacks 14. Injuries, Illness, and Fatigue Injuries General Injury: Lost Hit Points Shock Example of Injury Major Wounds Knockdown and Stunning Crippling Injury Optional Rules for Injury Patient Status Temporary Attribute Penalties Mortal Wounds Death Recovery Recovering from Unconsciousness Natural Recovery High HP and Healing First Aid Surgery Medical Care Resuscitation Ultra-Tech Drugs Fatigue Lost Fatigue Points Fatigue Costs Starvation and Dehydration Missed Sleep Recovering from Fatigue Foraging Hazards Acid Afflictions Atmospheric Pressure Hazardous Atmospheres Cold Collisions and Falls Hit Location from a Fall Electricity Flame Making Things Burn Gravity and Acceleration Heat Pressure Radiation Radiation Hazards Seasickness Suffocation Vacuum Poison Describing Poisons Special Delivery Poison Examples Drinking and Intoxication Addictive Drugs Drug Withdrawal Overdose Illness Disease Contagion Infection Age and Aging 15. Creating Templates Character Templates How GURPS Works: Character Templates Aren’t Rules! Types of Character Templates Concept Flexibility Character Templates and Player Perceptions Selecting Traits Setting the Price Writing it Up Listing Skills Discounts Adjusting for Player Experience Customization Notes Additional Options Racial Templates Concept Selecting Traits PC Races vs. NPC Races Player-Created Races Setting the Price Sub-Races Filling in the Blanks Character Costs vs. Racial Strength 16. Animals and Monsters Common Animals Animal and Monster Statistics Individualizing Animals Pets and Trained Animals Riding and Draft Animals War-Trained Mounts Fantasy Monsters Damage for Animals Animals in Combat Swarm Attack Examples 17. Technology and Atrifacts Vehicles Vehicle Statistics Basic Vehicle Movement Ground Vehicle Table Watercraft Table Aircraft Table Spacecraft Table Basic Vehicle Combat Vehicle Weapon Mounts Weapons Fire from a Moving Vehicle Scaling Damage Electronics Communicators Sensors Computers New Inventions Required Skills Complexity Concept Prototype Reinventing the Wheel Testing and Bugs Production Funding Gadgeteering Inventing Gadgets Quick Gadgeteering Gadget Bugs Table Gadgeteering During Adventures Gadgets for Non-Gadgeteers Futuristic and Alien Artifacts Enigmatic Device Table Anachronistic Devices Weird Technology Random Side Effects Table Magic Items Enchantment Spells Enchanting Interruptions Using Magic Items Buying Magic Items Damage to Objects Detailed HP Calculation Effects of Injury Damage to Buildings and Structures Damage to Shields Repairs Breakdowns Broken Weapons 18. Game Mastering Customizing the Rules Choosing a Campaign Type Power Level High-Powered Campaigns The Cinematic Campaign Damn the Rules, Full Speed Ahead! Starting a Game Session Advance Preparation Maps Player-Made Maps Running the Game Settling Rules Questions Dealing with the Players Playing the NPCs Gaming Online Reaction Rolls Knowledge I open the door, duck under Keeping the Characters Alive Game Time When in Doubt, Roll and Shout Ending a Play Session Awarding Bonus Character Points Time Use Sheets Writing Your Own Adventures Where Do You Get Your Ideas? Adventure Design Dungeons Traps Features of a Good Adventure Organizing a Continuing Campaign Shared Campaigns and Travel Between Campaigns 19. Game Worlds Cultures and Languagse Laws and Customs Travel Etiquette Control Rating Legality Law Enforcement and Jail Trials Bribery Criminal Punishment Society and Government Types The Big Picture Variations Restrictions Tech Levels Variations Within a Tech Level Tech Level by Field Building up Local Technology Different Technologies Improving Skills in Alternate Tech Levels Tech Level and Genre Economics Buying and Selling Moving Money Between Worlds Loot, and Disposing of It Gold and Silver Making Your Own Goods Wealth and Status Jobs Hirelings Finding a Job Slaves Loyalty Checks Other Planes of Existence Travel Between Game Worlds Types of Realities Planar Cosmology Interplanar Travel 20. Infinite Worlds The Campaign Infinite Worlds Glossary The Interworld Treaty Dark Infinity An Infinity of Worlds Classes of Alternate Worlds Close Parallels Farther Parallels Weird Parallels Myth Parallels Hell Parallels Worlds That Break the Rules Pocket Multiverses Interdimensional Travel Parachronic Conveyors Parachronic Projectors Parachronic Coordinates Operations and Accidents Parachronic Detectors Natural Parachronic Phenomena Dimensional Highways Infinity’s World Classes Infinity Unlimited Infinity Development Infinity Patrol Crosstime Recruitment ISWAT Miracle Workers Parachronic Laboratories Outside Organizations The United Nations Governments Research Foundations Crosstime Bounty Hunters Corporations Keeping the Secret The Very Rich Crosstime Colonies Adversaries Centrum Crosstime Bandits Reality Liberation Force The Cabal: Masters of Infinity Reich-5 Parachronozoids World-Jumpers Timeline Shifts Centran Intervention Mysteries Effects of Tampering with Echoes Marooned! Locating a Shifted Timeline Tables Combat Modifiers Size and Speed/Range Table Maneuvers Postures Hit Location Tables Critical Success and Failure HP and DR of Objects and Cover NPC Reactions Reaction Table Glossary Ludography Campaign Planning Form GM Control Sheet NPC Record Sheet Time Use Sheet Index
with Gurps, You Can Be Anyone You Wantan Elf Hero Fighting For The Forces Of Good, A Shadowy Femme Fatale On A Deep-cover Mission, A Futuristic Swashbuckler Carving Up Foes With A Force Sword In His Hand And A Beautiful Woman By His Side . . . Or Literally Anything Else! Gurps Has Been The Premiere Universal Roleplaying Game For Almost Two Decades. The New Fourth Edition Makes It Even Better!
Gurps Basic Set: Characters Combines Information From The Third Edition Gurps Basic Set And Gurps Compendium I, Plus Hundreds Of New And Updated Rules! This 336-page, Full-color Hardcover Contains Everything You Need To Create And Play A Gurps Fourth Edition Character.
With GURPS, you can be anyone you want - an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better! GURPS Basic Set: Characters combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character