From: [g--f--n] at [io.com] (James R. Duncan)
Date: 13 Jun 1995 17:19:40 -0500
Subject: [faq] GURPS: Frequently Asked Questions (FAQ)


	GURPS FAQ   13 June 1995	Version 3.0
	===========================================

Distribution Frequency: Quarterly
Current distribution: 13 June 1995 (Ver. 3.0)
Next distribution date: Oct 1995
Last distribution date: November 1994 (Ver. 2.9)

The GURPS Frequently Asked Questions (FAQ) list will be updated as needed
and posted to the following:

	Usenet 
	   rec.games.frp.gurps
	   rec.games.frp.archives
	   Note: Follow ups should go to rec.games.frp.gurps

	Illuminati Online
	   io.games.sjg.gurps

Contributers:
    James Duncan <[g--f--n] at [io.com]>       - Founder and Current Maintainer
    Sean Barrett <[s--n--s] at [netcom.com]>     - Backup
    Kevin Wong <[j--n] at [soda.berkeley.edu]> - Former Maintainer
    Contributions from others as noted.

Comments, Corrections and Suggestions:
If you have any suggestions for new FAQ questions or corrections for
mistakes or if you feel some additional info would help a FAQ question
or if you want to write up a FAQ question feel free to suggest/
correct/do it and send it to Jim Duncan <[g--f--n] at [io.com]>.

Notes on abbreviations:
HTML = Hyper-Text Mark-up Language
URL = Universal Resource Locator
WWW = World-Wide Web (a.k.a. "the Web")

An HTML version of this file can be found on the World-Wide Web at
http://io.com/sjgames/gurps/faq.html

GURPS Book Codes:

GURPS book codes are in the following format Nx, where N is the book
abbreviation (usually one or two characters) and x is the page number.
Numbered books have a slightly different abbreviation, N-x.

 AN = Arabian Nights
  B = Basic 3rd edition revised
 BY = Bestiary
 HT = High-Tech
  M = Magic
 MI = Magic Items 1
MI2 = Magic Items 2 (abbreviations are MI2-24 for example)
  S = Space
 TT = Time Travel
 UT = Ultra-Tech

****************************************************************

Table of Contents
-----------------

Key:
% = Seeking input
* = New FAQ entry
& = Modified entry

[ Note: I have NOT marked modified entries in this edition! ]

Introduction

General
  GN-01: What is GURPS?
  GN-02: What is required to play GURPS?
  GN-03: What GURPS books are available?
  GN-04: Is there a GURPS electronic mailing list?
  GN-05: Does Steve Jackson games publish a magazine for GURPS?
  GN-06: Does Steve Jackson games have a BBS? What's Illuminati Online?
  GN-07: Where can I get GURPS Errata, SJ Games catalogs, and other
         GURPS information?
% GN-08: Where can I find an anonymous ftp site with GURPS material?
  GN-09: What magazines have GURPS articles?
  GN-10: Can submissions be made to Pyramid electronically?
  GN-11: Are these answers "official"?
  GN-12: What's new in GURPS Basic 3rd Edition, Revised?

Basic
  BS-01: Does the Running skill affect Dodge score or Initiative?
  BS-02: Why do you need to buy off Disadvantages?  Do you need to
         buy off disadvantages gained in game play?
  BS-03: Can you dodge a burst of automatic-weapon fire? How?
  BS-04. What is the "Blow-through" rule? How does it work?
  BS-05: Are there any mass-combat rules for GURPS?
  BS-06: The language rules given in GURPS Basic give unrealistic
         results for high IQ characters. Are there any better language
         rules for GURPS?
  BS-07: The fire arm rules in GURPS Basic have several problems, are
         there more expanded rules elsewhere?
  BS-08: When do death rolls need to be made?
  BS-09: How do you speed up GURPS combat?
  BS-10: Starting Point costs for different genres.
  BS-11: How does feinting work?
  BS-12: How does recoil work for firearms (automatic versus non-automatic)?
* BS-13: How does the GURPS turn sequence work? What about initiative?
* BS-14: What's the difference between Throwing and Thrown Weapon
	 skills?

Conversions and Adaptations
  CN-01: General
  CN-02: Weapons
  CN-03: Battletech
  CN-04: Hero/Champions
  CN-05: Cyberpunk 2020
  CN-06: Traveller
  CN-07: Harn
  CN-08: Call of Cthulhu
  CN-09: Vampire, Werewolf, Mage, Wraith
% CN-10: Corps
  CN-11: Talislanta
  CN-12: Star Trek
* CN-13: AD&D

Fantasy
  FN-01: How should clerical magic be handled?
% FN-02: How do the linking spells work (link, delay, reflex)?
  FN-03: When does a spell go off?

Science Fiction
  SF-01: Where are Battlesuits (power armor) described?
  SF-02: Is there a GURPS compatible miniatures/boardgame starship
         system?
  SF-03: Will GURPS Autoduel ever be revised?
  SF-04: Are robots covered in any GURPS book?
% SF-05: How do the beam weapon rules work?
  SF-06: What is the DR of 1 point of DF in GURPS Space and how many 
	 dice damage does one point of FP translate into?

Cyberpunk
  CP-01: How should netrunning be handled?
  CP-02: The GURPS Cyberpunk source book doesn't contain any specific
         world setting. Is there a GURPS Cyberpunk world sourcebook?
  CP-03: Where can I get stats for GURPS Cyberpunk equipment and
         cyberware?

Horror
  HR-01: How do you scare players?
  HR-02: What is chainsaw damage in GURPS (ala "Texas Chainsaw
         Massacre")?
  HR-03: Is there a conversions system for "Call of Chtulu" and GURPS.

Supers
  SP-01: Are there any adventures available for GURPS Supers?
  SP-02: Is there a conversion system between Champions and GURPS?

Martial Arts
  MA-01: Can Kicking be improved?
  MA-02: Can a Martial Artist use techniques not covered under their
         particular art/style?
  MA-03: Is there a defense against Arm Lock?
  MA-04: Unarmed martial artist vs. armed fighters (melee weapons).
  MA-05: Are there any additional sources of Martial Arts rules
         other than the GURPS Martial Arts source book?
  MA-06: The rules for Wrestling differ in GURPS Martial Arts and
	 Imperial Rome. Which is correct?
% MA-07: How do you use the Hit Location skill?

Vehicles
  VH-01: What's in GURPS Vehicles?
% VH-02: Where can I get sample/ready made vehicles?

========== Main Text ===============
General
-------

  GN-01: What is GURPS?

         GURPS stands for Generic Universal Role Playing System. The
         game system is published by Steve Jackson Games and the core
         rules (GURPS Basic) were written by Steve Jackson. The first
         GURPS Basic set was released in 1986.  GURPS Basic 3rd
 	 Edition was published in 1988. The current edition GURPS
 	 Basic 3rd Edition, Revised was published in 1994 and
 	 features an Appendix of 18 pages of rules which are fairly
 	 generic which were printed in other GURPS books. The
 	 appendix replaces the "Caravan from Ein Arris" adventure. 

         GURPS is a 3d6 skill based system. It uses a point-based
         character creation system, and represents characters using
         four basic stats (Strength, Dexterity, IQ, and Health) along
         with advantages, disadvantages, and quirks. GURPS is designed
         to allow role-playing in any genre. The same game mechanics
         are used regardless of the genre.

  GN-02: What is required to play GURPS?

         Only the GURPS Basic book is required to play GURPS. Various
         source books may be useful depending on genre. Along with the
         Basic book the following are recommended for the genre
         listed.

         Fantasy: GURPS Magic; Fantasy 2nd Edition is useful for
                 GMs who want a ready-made campaign setting.
                 Optional: Fantasy Folk, Bestiary, Fantasy Bestiary,
                 and the Magic Items books can also be useful. Some
                 adventures set in Yrth the world detailed in GURPS 
		 Fantasy are Fantasy Adventures, Tredroy, and Harkwood.
		 Religion may be useful for campaigns featuring gods
		 and clerics.
         Science Fiction: GURPS Space; Ultra-Tech is very useful.
                 Lensman is a ready-made space-opera campaign setting.
		 Terradyne is a ready-made TL 8 campaign setting.
         Swashbuckling: GURPS Swashbucklers
         Martial Arts: GURPS Martial Arts; Japan or China may be
                 useful as campaign settings. Martial Arts Adventures
                 adds more martial arts and fencing rules.
         Cyberpunk: GURPS Cyberpunk; Ultra-Tech useful for TL9+
                 campaigns. High-Tech is moderately useful.
                 Cyberworld provides a ready-made campaign setting.
         Superhero: GURPS Supers
                 Wild Cards: GURPS Psionics needed for many characters.
                             Martial Arts is very useful.
                 Four-color: GURPS Psionics and Martial Arts highly
                             recommended. Ultra-Tech may be useful.
                 IST: The International Super Teams source book may be
                             useful GMs looking for a ready made
                             campaign background. GURPS Psionics is also
                             useful for GMs running IST campaigns.
         Time Travel: GURPS Time Travel; Any of the historical books
                 (Japan, China, Imperial Rome, Middle Ages, Dinosaurs,
                  etc.) may prove useful.
         Alternate Dimensions: GURPS Time Travel
         Horror: GURPS Horror. Magic may be useful.
         American Western/Cowboy: GURPS Old West; High-Tech may
                 be useful.
         Conspiracy: GURPS Illuminati; High-Tech may be useful.
         Counter-Terrorism: GURPS Special Ops; High-Tech
                 recommended.
         Modern era: GURPS High-Tech
         Espionage/Spies: GURPS Espionage; High-Tech recommended.
                 Ultra-Tech may be useful.

  GN-03: What GURPS books are available?

         A complete list of all GURPS products is maintained by
         Jeffrey H. Johnson <[j--nt--j] at [io.com]>.  He will be
         posting the list to rec.games.frp.archives
         approximately every 6-8 weeks.

 	 The list may also be accessed by using the finger command:
 
 		finger [j--nt--j] at [io.com]

	 The list is also on IO in the Web pages but I'm uncertain of
	 the URL.
 	
  GN-04: Is there a GURPS electronic mailing list?
  
         Yes there is a GURPS mailing list. You can receive it on a by
	 message basis or in digest form.

	 To subscribe to GURPSnet-L, send email to [m--r--o] at [io.com]
	 (this is NOT the address to which you should post messages).
	 In the body, have the single line:

	   "subscribe GURPSnet-L [g--i--r] at [angels.web]"
	
	 (if your address is "[g--i--r] at [angels.web];" if not, use
  	 whatever your address really is). 

	 Note: GURPSnet-L runs under Majordomo. Majordomo is not
	       Listserv and listserv syntax doesn't work.
        
         To post, send your message to [GURPSnet L] at [io.com.] (Note that this
	 is not the subscribe/unsubscribe address.) Your message will be
	 sent to every subscriber, including yourself.

	 To unsubscribe, send email to [m--r--o] at [io.com.] (Note that this is
	 not the posting address.) In the body, have the single line
	 "unsubscribe GURPSnet-L [b--b--e] at [analytical.engine]" (if the address
	 you want to unsubscribe is "[b--b--e] at [analytical.engine];" if not, use
         whatever address you want to unsubscribe.)

         To get the digest version of GURPSnet use the procedure above
	 to subscribe, only substitute GURPSnet-Digest for GURPSnet-L.

 	Source: Sean Barrett <[s--n--s] at [netcom.com]>

   GN-05: Does Steve Jackson games publish a magazine for GURPS?

         The SJ Games magazine called Pyramid covers page which covers
	 a wide variety of games and RPGs including GURPS. Pyramid is
	 a bimonthly 96 page (possibly still growing) which covers
	 RPGs, board games, electronic games and collectable trading
	 card games. Although Pyramid is a general gaming magazine
	 GURPS is covered in each issue and usually generally gets 10
	 to 20 pages of coverage in each issue.

	 Note: Recently many Pyramid issues have included free trading
	 cards from a number of games including INWO and Magic: the
	 Gathering (Ice Age). Issue #15 is supposed to have 8 cards
	 from various games.

        Information regarding Pyramid may be found in the Web on
 	Illuminati Online (io.com):

 	   Top Level Info:
 	      URL: gopher://pentagon.io.com/11/pyramid

    	   Subscription Information:
 	      URL: gopher://pentagon.io.com/00/pyramid/sub

 	   Summaries of each Pyramid issue: 
              URL: gopher://pentagon.io.com/00/pyramid/begin

         Roleplayer was the SJ Games GURPS magazine. Issues were
         published approximately bimonthly and were 32 pages in
         length.  No advertising was included except Steve Jackson
         Games products, mostly GURPS. The last Roleplayer was issue
         #30.

  GN-06: Does Steve Jackson games have a BBS?   What's Illuminati Online?

         Steve Jackson Games' official bulletin board system (BBS)
         was known as the Illuminati BBS. It no longer exists.

         Illuminati Online is the Internet version of the BBS.
         Illuminati Online is a commercial Internet BBS. Subscribing
	 to it gives you an Internet account with a base 5 MB of
	 storage and just about every Internet service there is. For
	 more information telnet to "io.com", then type "new" at the
	 login prompt. There is a fee for service on IO but there is a
	 free two-week trial period.
	
	 Information about Illuminati Online may be obtained without
	 signing up by by sending e-mail to [i--o] at [io.com.] An automated
	 reply will be sent containing information about IO.

   GN-07: Where can I get GURPS Errata, SJ Games catalogs, and other
         GURPS information?

         The address for SJG is Steve Jackson Games, Box 18957, Austin
         TX 78760. Write to them for errata sheets, catalogs, GURPS
         questions or subscription information. Please include a
         Stamped Self Addressed Envelope (SASE) when requesting errata
         sheets and specify which book or books you for which errata
         is requested. They will not give you every errata sheet ever
         printed so be specific. A SASE is also required to get back
         answers on rules questions (it's best to use io.com or
         rec.games.frp.misc for this if you want a quick response).

 	Errata may be obtained from Illuminati Online via anonymous
        ftp or via World Wide Web (URL is ftp://io.com/pub/sjgames/errata).

 	A listing of all SJ Games published items and their status may
 	be found via WWW at URL:

  	   gopher://pentagon.io.com/00/about/allproduct.status


% GN-08: Where can I find anonymous ftp sites with GURPS material?

   There are several. Here are a few of them.
   
   Illuminati Online:

   GURPSnet:
      io.com:/pub/GURPSnet
      Put new stuff in io.com:/pub/GURPSnet/incoming.

  GN-09: What magazines have GURPS articles?

         Shannon Appel has compiled an index of these magazines:
         Different Worlds, Heroes, The Last Province, White Wolf, and
         Vortex. The indexes are mainly by RPG. They can be found by
         ftp-ing to soda.berkeley.edu and going to the /pub/rpg-index
         directory.

  GN-10: Can submissions be made to Pyramid electronically?

         Yes. Email to [p--a--d] at [io.com] for writing guidelines.

         (Source: Sean Barrett)

  GN-11: Are these answers "official"?

         Jim Duncan, the FAQ Maintainer, is one of the "offical"
         answerers-of-questions by mail for SJ Games. These answers
         are as "offical" as you're going to get, but no writer is
         going to feel obliged to stick by any guesses made here if he
         has a better solution.

         (Sources: Jim Duncan and Sean Barrett)

  GN-12: What's new in GURPS Basic 3rd Edition, Revised?

 	 GURPS Basic 3rd Edition, Revised differs form the previous
         edition (GURPS Basic 3rd edition) by the addition of an
 	 Appendix of 18 pages of fairly generic rules which were
 	 previously printed in various other GURPS books. The
 	 appendix replaces the "Caravan from Ein Arris" adventure. 
 	 Items in the new Appedix include new Advantages, Disadvantages, 
         Skills and other rules. New Advantages include Ally Group,
 	 Blessed, Contacts, Dark Vision, Destiny, Multimillionaire
 	 (used in conjunction with Filthy Rich), Perfect Balance,
 	 Unfazeable and several others. The new Disadvantages include 
 	 Destiny, Duty(Involuntary), Secret, Amnesia, Weirdness
 	 Magnet, Compulsive Behavior (Generosity), Glory Hound,
 	 Manic-Depressive, No Sense of Humor, Trademark, and a few others.
 	 The new Skills include Video Production, Flight (used by
 	 flying creatures (natural, magic, or psionic), Boxing,
 	 Forward Observer, Intimidation and a few more. Other rules
 	 included in this revision are rules for Power Cells, attacks
         to Vital Organs and other body parts (groin, jaw, throat,
 	 kidneys, nose), Super-Strength tables for damage and
 	 throwing, and a Society Control Ratings (how restrictive
 	 goverments are).
 
 	 The Revised addition also includes a Metric conversion charts,
 	 updates information on GURPS product support, and changes 
 	 some text and art in mainly a cosmetic fashion.

Basic
-----

  BS-01: Does the Running skill affect Dodge score or Initiative?

         No! Running skill only increases your movement, it does not
         modify Dodge or improve initiative or the turn sequence order.

         (Source: Steve Jackson, Roleplayer #19 (April 1990))

  BS-02: Why do you need to buy off Disadvantages?  Do you need to buy
         off disadvantages gained in game play?

         A. Disadvantages taken at character creation time grant a player
            extra points to use to improve their character in other
            areas. A Disadvantage imposes some restriction on the player
            character. If you can get rid of a Disadvantage without
            buying it off means your getting something for nothing and
            "there ain't no such thing as a free lunch." Experienced GMs
            should feel free to relax this rule or even do away with it.
            Here are some examples of abuse that routinely occur if this
            rule is removed without caution:

            1. Only the rich rule!
               a) Cyberpunk game - take any physical disad and then
                          buy bionics to fix it.
               b) Fantasy - Poverty disad. If you know that your GM
                          tends run adventures where money can be
                          easily acquired this is free points.
            2. Runaway!
               a) Enemy - If you take an Enemy and then go someplace
                          the Enemy can't follow you no longer have an
                          Enemy. The GM should give you an equivalent
                          Enemy or make you pay off the disad.
                          Otherwise, the GM needs to confine the
                          adventure or just let you get off free.
               b) Dependents - If you go someplace where your dependents
                          will not come into play the GM needs
                          to either get creative and pull an occasional
                          emergency at home or in a few cases allow the
                          disad to be bought off. I personally NEVER
                          allow Dependents to be bought off unless the
                          Dependents are killed or otherwise permanently
                          removed from the game.

 	     3. Live it up today for tommorrow we die. NOT!
 		Take the Terminal Illness disadvantage and if you can
 		locate a cure you get up to 100 points for the disad.
 		The quest for a cure to a terminal illness is nice
 		"hook" for the GM to fashion an adventure around. Most
 		GMs grant the possibility of a solution rather than
 		just saying hey you chose the disad so your character
  		dies no matter what! (Of course this is OK for
 		sadistic GMs and any GM running a cyberpunk campaign
		where sadistic GMing is the default. :-) ). 

         B. No. You do NOT need to buy off disadvantages acquired during
            game play.

  BS-03: Can you dodge a burst of automatic-weapon fire? How?

         One dodge is allowed against each four-shot group. If bursts
         are figured in 20-shot groups (for ROF of 20 or more), it
         takes five successful rolls to dodge one group.

         (Source: Steve Jackson, Roleplayer #19 (April 1990))

         Dodge and Drop (paraphrase): "a character may drop to the
         ground while dodging, earning a +3 bonus to his Dodge roll."
         Similar to retreat but may be used against ranged attacks.
         Character ends up in the prone position. Cover that a character
         drops behind does not protect against the initial shot that
         inspired the maneuver.

         (Source: "Building Better Battles" by Steffan O'Sullivan,
          Roleplayer #30 (January 1993))

  BS-04: What is the "Blow-through" rule? How does it work?

         The "Blow-through" rule is buried in a side bar in GURPS Basic
         on page 109 (B109). The Blow-through rule limits bullets and
         impaling damage. An impaling or bullet hit to the torso will
         do no more than HT of damage, anything exceeding this is
         lost.  The exception is if a vital (organ) is hit in which
         case the limit is HTx3. For further details see the rule in
         GURPS Basic.

         Addendum: (Jeff Gaines <[r--ul--s] at [io.com]>)

         The HTx3 limit applies to both the head and the vitals. Beam,
         Fireball, or Lightning attacks do double the maximum damage.
         There is *no* maximum damage for injuries to the brain or
         for weapons that do more than 15d in basic damage. (These
         from 8th printing of Basic Set 3rd Edition)

  BS-05: Are there any mass-combat rules for GURPS?

         Yes. Mass combat has been covered in such sourcebooks as
         Conan, Vikings, and Japan (and possibly others). They are not
         a set of miniatures rules but instead are intended to allow
         quick resolution of large scale combat and determine how the
         PCs faired in battle. A revised set of generic mass-combat
         rules written by Brett Slocum was printed in Roleplayer
         #30. These rules will be incorporated in future editions (not
         reprintings) of GURPS Basic.

  BS-06: The language rules given in GURPS Basic give unrealistic
         results for high IQ characters. Are there any better language
         rules for GURPS?

         Yes. Roleplayer #26 has an article by Steffan O'Sullivan
         entitled "The Gift of Tongues" giving optional language
         rules.  Following the article is a listing of other
         approaches to the same topic as given by various other GURPS
         players.

  BS-07: The firearm rules in GURPS Basic have several problems; are
         there more expanded rules elsewhere?

         Yes, GURPS High-Tech 2nd Edition expands and improves the
         reality of the GURPS firearm rules. The first chapter of
         GURPS High-Tech 2nd Ed has a sidebar on "Flinch, Buck Fever
         and Bullet Shyness" (HT7-9). Flinch is responding to the
         gun's recoil prior to actually firing, thus resulting in a
         negative modifier to gun skill. Buck Fever is a decrease in
         accuracy due to firing in a stressful situation. Bullet
         Shyness is tendency to seek cover from gunfire rather than
         exposing yourself to return fire. Bullet shyness in GURPS
         requires a Will roll by NPCs to allow exposure to gunfire
         (PCs should avoid exposure to gun shots due to fear of being
         blown away!). Other problems include heavy breathing (after a
         run for instance), distractions (dust, sweat, etc.) and other
         discomforts.

         Clarifications on how bullet damage works, expansions on
         different ammo types, a modification to Passive Defense vs.
         bullets, explanations of recoil (and felt recoil) and a
         change to the way knockback works for being hit by bullets
         are included in High-Tech 2nd Edition (HT4--15). Gun
         maintenance and malfunctions are also covered.

  BS-08: When do death rolls need to be made?

         A death roll for reaching -HT and each subsequent -(HT + 5n)
         only has to be made once, when that damage occurs. After
         that, the character is not at further risk of dying until
         more damage occurs. If this is too unrealistic for you,
         applying the optional rules for bleeding can cause this extra
         damage to take place without further combat. Otherwise, the
         character even has a chance to regain consciousness later
         even if there is no aid rendered. Aside from the possibility
         of bleeding to death or falling into a coma if no aid is
         rendered, the only way a character can die other than
         immediately after damage is taken is if they are coming out
         of Berserk.

         (Source: Steven Sharp <[s--h--p] at [happy.colorado.edu]> in
          rec.games.frp.misc)

  BS-09: How do you speed up GURPS Combat?

         a. Never use the GURPS Advanced Combat Rules!
         b. Use the Very Basic Combat Rules detailed in Roleplayer #23.

         (Source: Steffan O'Sullivan)

  BS-10: Starting Point costs for different genres.

         Conspiracy/Illuminati - 100 pts (maybe less)
         Cyberpunk
             Standard - 150 pts
             Cinematic - 300 pts
         Fantasy
             Standard - 100 pts
             Cinematic - 200 pts, limit 100 pts in attributes
         Horror
             Cthulhu - 100 or less!
             Slasher-Flick - 50 pts (Only one person gets out alive
                         anyway! :-))
         Immortals - 300-750 pts
         Martial Arts
             Standard - 100 pts
             Cinematic - 200 pts
             Note: Kromm suggests 150/300 based on experience.
         Old West
             Standard - 100 pts
             Cinematic - 200 pts
         Psionics
             Standard - 100-150 pts
             Cinematic - 200-300 pts
             High Fantasy - 300 pts
             Super - 500 pts
             Note from Kromm: When you're charging the 100+ pt Unusual
             Background for psi, this gets skewed. Also, GURPS psi
             powers are superheroic, not subtle.
             Note from JRD: GURPS Psi powers are only superheroic at
             the high end; below Power 10, they fit in well in high
             fantasy, cinematic, and Illuminati settings.
         Special Ops
             Standard - 300 pts, limit of 80 pts in attributes
             Cinematic - 300, no limitation on attributes
         Science Fiction
             Standard - 100 pts.
             Space Opera - 200 pts (up to 1000 pts for GURPS Lensman)
         Supers
             "Realistic" - 350 pts
             Four Color - 500-750 pts
             Wild Cards - 350-500 pts
         Swashbucklers
             Cinematic - 200 pts
             Historical - 100 pts

  BS-11: How does feinting work?

         Feinting is trying to make your foe think you'll do something
         you won't. When you feint you make a normal attack roll, though
         you are not going to hit your foe. Then, he rolls against the
         same skill you rolled. Three results are possible:

         1) You missed. Nothing happens.
         2) You made a successful roll, but for a shorter (or equal)
            margin than your foe. Nothing happens.
         3) You made a successful roll by a greater margin than your
            foe, so this difference will be subtracted from your
            opponent's Defense roll in the next turn, if you manage to
            hit him.

         (Source: Daniel Sobral <[LIN 001 CI] at [BRUNB.BITNET]>)

         So basically you feint if you're much better than your
         opponent yet he's good enough to block/parry/dodge most of
         your shots (i.e. he has a 14+ defensive roll).

  BS-12: How does recoil work for firearms (automatic vs. non-automatic)?

         Non-Auto: "RCL" number is applied to each shot after the first
             in a turn, but only once in a turn. So three shots in a row
             are at (Modified Skill), (Modified Skill - RCL) and
             (Modified Skill - RCL) - note that the last shot is   not  
             at (Mod. Skill - 2 x RCL)! However, the first shot of the
               next   turn is at -RCL, and all successive shots on that
             turn at -2 x RCL, and so on . . . until a   full turn   is
             spent not firing the gun. After that turn, RCL penalties
             are reset to 0 and the progression begins again.
         Auto: Similar to above where not indicated otherwise. The main
             differences are that on full auto, the RCL is applied to
               groups  , not individual rounds; that it is applied even
             to the   first   group in a burst; and that it is added for
               each   group, cumulatively, within or between turns. So
             firing three groups on full auto is done at (Modified
             Skill - RCL), (Modified Skill - 2 x RCL) and (Modified
             Skill - 3 x RCL). Next turn you start at -4 x RCL!

         Note that RCL is doubled if the weapon is held one-handed,
         and is doubled for each point of ST the firer has below
         Minimum ST for the gun. Also, on   unaimed   shots, if RCL
         takes the final, modified skill roll below the Snap Shot of
         the gun, the -4 Snap Shot penalty is then applied!

         (Source: Kromm)

* BS-13: How does the GURPS turn sequence work? What about initiative?
  
  [Note: This entry is very long and will be shortened in future FAQ 
         editions ]

BS-13A) TURN SEQUENCE: 

Method 1: Round-Robin - Everyone rolls a die. The winner goes first, and
the turn proceeds in a clockwise fashion. For realism use Method 2.

Method 2: Move-Based - BASIC COMBAT Method -
1) The GM should rank PCs and expected/typical NPCs from highest to lowest:
	a) Highest Move ;
	b) Resolve Ties with Highest Basic Speed ;
	c) Resolve Continuing Ties with a die roll.
2) Each character involved, in order based on highest rank from (1),
	takes his turn. A full turn, after all characters have acted,
	lasts one second. An individual character's turn consists of:
	a) Selecting a Maneuver.
	b) Noting how the selected Maneuver affects Defense and Other Options.
	c) Performing the Maneuver.
	d) Performing Defenses and Other Options based on (b) if needed.
3) Repeat the turn sequence for each character, in order, based on ranks (1).

THE turn lasts one second. YOUR turn begins when your rank from (1) arrives
and ends once your Maneuver is performed. You may react (defend) and
make other actions outside of YOUR turn. These options available are
shown below. Also note that the particulars of the maneuvers are in
the GURPS Basic Set 3rd Edition Revised on pp. 95-101. The Maneuvers
below are in the form: 

      Maneuver (notes) [Defenses and Other Options (more notes)].

Move [Legal Defenses; Free Actions].
Change Position (prone to standing requires 2 position changes) [Legal
	Defenses; Free Actions; Optional Attack (IF kneel <-> stand)].
Ready (an item) [Legal Defenses (including item, once readied); Free Actions]
Reload (takes several turns; shortened by some skills) [Dodge only (using
	this defense ruins the reload)].
Aim (you can aim for several turns) [Legal Defenses (using defenses makes you
	lose your aim; taking injury requires a Will Roll to keep your aim)].
Attack (w/ readied weapon) [Legal Defenses (1 active defense); Free Actions].
Feint (w/ readied weapon) [Legal Defenses (1 active defense); Free Actions].
All Out Attack (pick a-d): [Free Actions only (NO Active Defenses)].
	a) 2 attacks, each w/ separate readied weapon, or with one weapon that
	does not need to be readied after using it.
	b) 1 Feint and 1 Attack.
	c) 1 Attack at +4 to skill.
	d) 1 Attack at +2 damage (if you hit).
Wait [Optional Attack (immediately when someone enters within range of an
	Attack); Legal Defenses; Free Actions].
All Out Defense [Make 2 Parry and Block (with ready Shield) defenses in your
	turn, no more than 1 of each vs. any 1 attack; Dodge; Free Actions].
Concentrate [Legal Defenses (defending causes character to lose concentration.
	Injury requires a Will Roll. Failure means concentration is lost)].
Long Action (duration > 1 second, determined by GM) [Dodge; Legal Defenses
	based on circumstance (taking defense may ruin Long Action)].

NOTES:
Free Actions: Talking, Maintaining a spell, dropping an item, crouching, etc.
Legal Defenses: Active Defenses (Parry with Ready weapon; Block with Ready
	shield; Dodge) and Passive Defenses (add to Active and may provide
	some protection if you don't take an Active Defense).

BS-13B) SURPRISE AND INITIATIVE:

The GM determines surprise for groups that engage (see GURPS BASIC SET
3rd Edition Revised p. 122).
a) NO SURPRISE: Encounter is handled via Turn Sequence.
b) TOTAL SURPRISE: GM decides which side is surprised. GM rolls a die and the
	surprised side can't act for that number of turns.  Surprised
	characters with Combat Reflexes may roll on (IQ + Combat Reflexes
	Bonus) to act normally. After the seconds of surprise, each surprised
	character may roll vs. IQ or remain mentally stunned.
c) PARTIAL SURPRISE: One side will be surprised, determined by INITIATIVE:
	GM rolls a die. Each side in the group has these modifiers:
	+1 if a member of the group has Combat Reflexes (increased to +2
		if the leader of that group is the one with Combat Reflexes).
	+1 for the group with the smartest leader
	-2 if the group has no leader
	The side who wins (has a higher result) acts normally.  The side that
	is Partially Surprised is mentally stunned. All Partially Surprised
	people may immediately roll vs. (IQ + Combat Reflexes Bonus (if any))
	each round. Success means they act normally thereafter. Failure means
	they are still mentally stunned. There is a +1 cumulative bonus to
	the roll each round after the first.

Mentally Stunned (from Surprise, Failed roll to recover from surprise, and
	sometimes from other sources): You may take no Maneuvers.  You make
	Active Defenses at -1. You must roll vs. IQ (plus Combat
	Reflexes bonus, if any) to begin acting normally. This is the 'mental'
	form of stunning. Stun is in the GURPS BASIC SET 3rd Edition Revised
	p. 99.

(Source: Lewis Beard <[l--w--s] at [freud.inst.com]>)

* BS-14: What's the difference between Throwing and Thrown Weapon
	 skills?

	 The Throwing skill allows you to throw anything. Thrown
	 Weapon skill is used to throw "aerodynamic" weapons. Rocks,
	 round/spherical grenades, and other non-aerodynamic items are
	 thrown using the Throwing skill. If you don't have Throwing
	 or an appropriate Thrown Weapon skill your default is DX-3 to
	 throw at a specific target or DX if you just want to lob
	 something into a general area. (B49, B52, HT45)

Conversions and Adaptations
---------------------------

  GURPS allows you to play in any genre. Many people prefer GURPS rules
  to ones published with other games, but wish to use the background
  provided by other games. Conversion systems allow you to use the
  background from other game systems while using GURPS rules.
  Adaptations describe a world in GURPS terms.

  Below are sources of info converting various game systems into GURPS.

  CN-01: General

         The Armory publishes RPG DATA CON, a set of charts and tables
         for converting between a number of popular RPGs. GURPS is one
         of the game systems covered. Very useful, but it is $10+ for
         a 30 page book of charts and table with few guidelines.

  CN-02: Weapons

         Guns, Guns, Guns 3rd Edition (aka 3G3) by Blacksburg Tactical
         Research Corp. (BTRC) is a universal guns/weapons design and
         translation system that allows you to create weapons for any
         RPG and transfer them between any RPG. GURPS is one of the
         systems specifically supported. Conversions also exist for
         Timelords, Corp, CP2020, Megatraveller, Torg, and others.
         Highly recommended if you like rolling your own weapons for
         GURPS or other RPGs. The conversions for GURPS are usually
         off by 5% or so for range and damage.

         Recently BTRC published " More Guns" a compendium of firearms
         which includes stats for the weapons in GURPS terms.

  CN-03:  Battletech

        1. "Converting a Campaign to GURPS" by Rich Ostorero,
           Roleplayer #19 (April 1990), has the outlines of a Battletech
           to GURPS conversion system.
%       2. Brandon Cope <[z copeab] at [ccsvax.sfasu.edu]> has created a set
%          of conversion rules for Battletech translation system which
%          expands upon the system presented in Roleplayer #19.
%
%	   [Assistance locating Bradon Cope so his permission can be
%          obtained to allow these rules to be put on line in WWW on
%	   Illuminati Online (io.com) would be greatly appreciated.]

  CN-04: Hero/Champions

        1. "Super System Switching" by David Ellis Dickerson,
           Roleplayer #21 (August 1990), has rules for converting
           Hero system characters to GURPS. The article concentrates
           on Champions to GURPS Supers conversions. the article is
           based on pre-Champions 4th edition rules so some
           adjustments may be necessary.
        2. Fantasy Hero has rules for converting GURPS characters to
           FH so you can use the inverse.

% CN-05: Cyberpunk 2020
%	 None are currently available. Alan Shock and Jim Duncan are
%	 developed a draft set of these conversion rules. Currently no
%	 work is being done on these rules. Jim Duncan ([g--f--n] at [io.com])  
%	 would welcome assistance on this project.

% CN-06: Traveller

     A)	 David Summers <[s--m--s] at [ethyl-the-frog.arc.nasa.gov]>
	 has written some conversion notes which can be found at the
	 URL ftp://io.com/pub/GURPSnet/Worlds/Traveller.txt

     B)  Brandon Cope <[z copeab] at [ccsvax.sfasu.edu]> also came up with a
         set conversions for (original) Traveller translating
         characters and equipment into GURPS terms. A copy can be
	 ftp.io.com, pub/GURPSnet/Conversions.
         
  CN-07: Harn

         Roleplayer #26 (October 1991), has rules for running a campaign
         set in Harn. The article is by Michael Cule.

  CN-08: Call of Cthulhu

         "Cthulhu Lives!" by David Ellis Dickerson, Roleplayer #22
         (November 1990), has conversion rules for Call of
         Cthulhu.

         SJ Games printed GURPS Cthulhupunk under a one-time license
	 from Chaosium. Cthulhupunk is a near-future/horror adventure
	 RPG which uses Chaosiums Call of Cthulhu material with GURPS
	 Cyberpunk. 

         (Source: Sean Barrett and SJ Games)

  CN-09: Vampire, Werewolf, Mage, Wraith

         Steve Jackson Games has the license to produce GURPS material
         using this background; one source book and one other book for
         each game. GURPS Vampire: the Masquerade, Werewolf: the
         Apocalypse and Vampire: the Masquerade Companion have been
 	 published and are in print. GURPS Mage: the Ascension is the 
 	 last in the series that will be published for GURPS.

         German and French translations of GURPS Vampire will also be
	 printed.

 	 (Source: Steve Jackson)

  CN-10: CORPS

	 CORPS 2nd edition is available now. No idea if conversion
	 rules will be available when it is printed.
         [ Input requested. Under construction. ]

  CN-11: Talislanta

         Wizards of the Coast had a license to write a GURPS
         Talislanta book, but abandoned the project when they dropped
         their Talislanta line.

         (Source: Sean Barrett)

	 Daedalus, Inc., the new publishers of Talislanta are
	 interested in doing GURPS Talislanta.  SJ Games is willing to
	 negotiate terms. No idea when/if a deal will be reached.
	 
	 (Source: Steve Jackson)

  CN-12: Star Trek

         Eric Phillips <[ERIC 8440] at [delphi.com]> wrote up some notes on
         adapting Star Trek to GURPS. These were posted to
         rec.games.frp.misc and they were quite long.
  
	 There are some unofficial Star Trek conversion notes on
	 Illuminati Onlines Web pages but I don't have the URL.

* CN-13: AD&D

  Some suggestions on converting AD&D to GURPS

  Concentrate on Concepts:
  Don't try direct conversions. The best thing to do is to convert
  *concepts*.  To convert a character, write down a description of 
  your character in plain language, with no gaming terms.  Include his 
  personality traits, likes, dislikes, fears, and so forth.  Then, take the 
  *description* and write it up in GURPS stats.  You'll get the *feel*
  of the charater, which is a lot more important than just
  transferring stats over.
  
  Hit Points:
  AD&D's hit point system reflects increased skill, luck, and
  knowledge with combat tactics.  GURPS represents this "skill" aspect
  of hit points by increased weapon skill - the higher your skill, the
  higher your active defenses.
  
  Magic:
  GURPS Magic != AD&D Magic.  Don't even bother converting spell
  lists. GURPS Magic & Grimoire together contain a lot of nifty
  spells.

  (Source: [s--il--n] at [io.com])

  I've seen several other conversions of AD&D to GURPS but few of them
  are as short as the ones given above and I don't know the URL's of
  the other AD&D conversion notes.

* CN-14: Nexus - the Infinite City

	 This RPG and multi-genre game setting contains conversion
	 notes for GURPS. Much of the setting seems ideally suited for
	 running a GURPS multi-genre game.

	 (Source: Jim Duncan)

Supers
------

  SP-01: Are there any adventures available for GURPS Supers?

         Yes. GURPS Supers Adventures is a book of four adventures.
         Other GURPS Supers adventure supplements exist. _Death Wish_ by Loyd 
         Blankenship is a 32 page adventure book.  _School of Hard_
 	 Knocks by Aaron Allston is a 32 page adventure book.
         _Death Wish_ and _School of Hard Knocks_ were written for
  	 first edition Supers rules. Aces Abroad by Kevin Andrew
 	 Murphy is a GURPS Wild Cards adventure supplement.

         There is also an adventure _IST KINGSTON_ a GURPS Supers
 	 published by Modern Myth set in Jamaica in the IST 
 	 world.

  SP-02: Is there a conversion system between Champions and GURPS?

         Yes, see the section on Conversions.

Martial Arts
------------

  MA-01: Can Kicking be improved?

         Yes, but it may not be raised over the skill level of the
         skill to which it defaults. Kicking defaults to either Karate
         - 2 or Brawling - 2, and has been changed from an Average to
         a Hard maneuver.

  MA-02: Can a Martial Artist use techniques not covered under their
         particular art/style?

         Yes, if they have seen the technique performed they can
         attempt it at their default.

  MA-03: Is there a defense against Arm Lock?

         Arm or Wrist Locks can be defeated at several points. The
         locker may miss his parry or Grapple or fail the initial
         Quick Contest. If he succeeds at all those rolls, the victim
         can try to break free in following turns by Quick Contests of
         ST or Judo versus the Arm Lock +4 or ST -- at a cumulative -1
         each round.

         (Source: Sean Barrett)

  MA-04: Unarmed martial artist vs. armed fighters (melee weapons).

         Unarmed martial artists may be faster than armed and armored
         non-martial arts types but they are at a disadvantage for the
         following reasons:

         1. Armed opponents usually strike first.

            Armed opponents usually have a longer reach than unarmed
            opponents. Using the Step and Wait maneuver the armed
            opponent will usually have a longer reach and will be able
            to strike first.

            [NOTE: I personally assess affects of weapons damage
            immediately. For instance shock takes place as soon as
            the damage is done and lasts until the end of the   next  
            turn. Therefore striking first holds a definite advantage!
            Tied initiative scores are the only simultaneous actions I
            allow. This is contrary to the stated rules but I have
            always felt that the effects of shock are too brief anyway.
            - JRD]

         2. Parries are dangerous!

            Unarmed combatants attempting to parry run the risk of
            having the parrying limb seriously injured. On a failed
            parry the attacker can choose to either have the attack
            count against the parrying limb or the original target
            (B101).

         3. Bare-handed attacks can be parried with weapons!

            An unarmed fighter attacking an armed foe with a weapon can
            have their attack parried with the weapon. If the armed
            opponent parries with the weapon and succeeds the unarmed
            fighter takes damage.

         4. Punching armor is painful.

            Anytime an armored opponent with DR 3 or better is attacked
            you need to roll vs. HT to avoid taking 1d-2 damage to the
            attacking hand or foot (B51).

         In order to be successful against an armed opponent the
         martial artist needs to either disarm or knock the armed
         fighter to the ground. Since weapon reach normally will give
         the armed fighter first strike, a martial artist will need to
         make at least one defensive maneuver before he can move into
         close combat.

  MA-05: Are there any additional sources of Martial Arts rules
         other than the GURPS Martial Arts source book?

         Yes, GURPS Martial Arts Adventures contains several pages of
         additional martial arts rules. There have also been a few
         Roleplayer articles dealing with martial arts rules.

         (Source: James Duncan)

         Roleplayer #26 has two new Okinawan styles, Is Shin Ru and
         Goju-Ryu, and the new Cat Stance maneuver. The article is by
         JC Connors and Brian McAuliffe. Roleplayer #30 contains a
         number of errata of MA. I am fairly certain these are the
         only examples of new Martial Arts material in Roleplayer.

         (Source: Jeff Gaines <[r--ul--s] at [io.com]>)

         GURPS Lensman contains a few pages on alien martial arts
         maneuvers and styles.

         (Source: Sean Barrett)

   MA-06: The rules for Wrestling differ in GURPS Martial Arts and
          Imperial Rome. Which is correct? 

          In Martial Arts, Wrestling is P/A and defaults to DX or
          ST, in Imperial Rome it is P/A but defaults to DX-5 or ST-5
	  and in Arabian Nights it is P/E with DX-5 and ST-5 defaults.
          The skill description in Imperial Rome and Arabian Nights is
	  the same, which is slightly more detailed than the one in
          Martial Arts. What is Wrestling supposed to be?

          Wrestling, like Boxing, Brawling, Judo and Karate, has NO
          default. It is a P/A skill. GURPS Martial Arts lists "DX or
          ST" because a character uses those stats in Close Combat when
	  Grappling and so on. However, you have no default to the
          actual Wrestling skill. Only people who buy the Wrestling
          skill get the (skill/8) ST bonus in Close Combat and access to
          the special maneuvers that default from it.

          (Source: Kromm)

 * MA-07: How do you use the Hit Location skill?
	  


Vehicles
---------
  VH-01: What's in GURPS Vehicles? 

         Vehicles is a 208-page source book for designing, building,
         handling role-playing actions dealing with vehicles of all
         sorts. Just about any vehicle can be designed, from sports
         cars, to hovercraft, to helicopters, to mecha. Only trains
         and starships seem to be omitted.

         Rules for battlesuits and power armor   are   included in
         this book.

         A more thorough discussion of mecha can be found in GURPS
         Robots which will be released first Quarter of 1995 (final
	 draft is completed but artwork is needed to prepare the book
	 for printing).

         (Source: Sean Barrett and James Duncan)

 	 A second edition of GURPS Vehicles is in the works which will
 	 be fully compatible with GURPS Robots. The revised rules will
 	 streamline the construction process and make GURPS Vehicles
	 easier to use.

         (Source: James Duncan and Steve Jackson)


%  VH-02: Where can I get sample/ready made vehicles?

   [Looking for a gurps.net.vehicles URL]

End of GURPS FAQ 2.9 (10/31/94)

//////////////////////

Table of Contents
-----------------

Key:
% = Seeking input
  = New FAQ entry
  = Modified entry

Introduction

General
  GN-01: What is GURPS?
  GN-02: What is required to play GURPS?
  GN-03: What GURPS books are available?
  GN-04: Is there a GURPS electronic mailing list?
  GN-05: Does Steve Jackson games publish a magazine for GURPS?
  GN-06: Does Steve Jackson games have a BBS? What's Illuminati Online?
  GN-07: Where can I get GURPS Errata, SJ Games catalogs, and other
         GURPS information?
% GN-08: Where can I find an anonymous ftp site with GURPS material?
  GN-09: What magazines have GURPS articles?
  GN-10: Can submissions be made to Pyramid electronically?
  GN-11: Are these answers "official"?

Basic
  BS-01: Does the Running skill affect Dodge score or Initiative?
  BS-02: Why do you need to buy off Disadvantages?  Do you need to
         buy off disadvantages gained in game play?
  BS-03: Can you dodge a burst of automatic-weapon fire? How?
  BS-04. What is the "Blow-through" rule? How does it work?
  BS-05: Are there any mass-combat rules for GURPS?
  BS-06: The language rules given in GURPS Basic give unrealistic
         results for high IQ characters. Are there any better language
         rules for GURPS?
  BS-07: The fire arm rules in GURPS Basic have several problems, are
         there more expanded rules elsewhere?
  BS-08: When do death rolls need to be made?
  BS-09: How do you speed up GURPS combat?
  BS-10: Starting Point costs for different genres.
  BS-11: How does feinting work?
  BS-12: How does recoil work for firearms (automatic versus non-automatic)?
% BS-13: How does the GURPS turn sequence work? What about initiative?

Conversions and Adaptations
  CN-01: General
  CN-02: Weapons
  CN-03: Battletech
  CN-04: Hero/Champions
  CN-05: Cyberpunk 2.0.2.0
  CN-06: Traveller
  CN-07: Harn
  CN-08: Call of Cthulhu
  CN-09: Vampire, Werewolf, Mage, Wraith
% CN-10: Corps
  CN-11: Talislanta
  CN-12: Star Trek

Fantasy
  FN-01: How should clerical magic be handled?
% FN-02: How do the linking spells work (link, delay, reflex)?
  FN-03: When does a spell go off?

Science Fiction
  SF-01: Where are Battlesuits (power armor) described?
  SF-02: Is there a GURPS compatible miniatures/boardgame starship
         system?
  SF-03: Will GURPS Autoduel ever be revised?
  SF-04: Are robots covered in any GURPS book?
% SF-05: How do the beam weapon rules work?
  SF-06: What is the DR of 1 point of DF in GURPS Space and how many 
	 dice damage does one point of FP translate into?

Cyberpunk
  CP-01: How should netrunning be handled?
  CP-02: The GURPS Cyberpunk source book doesn't contain any specific
         world setting. Is there a GURPS Cyberpunk world sourcebook?
  CP-03: Where can I get stats for GURPS Cyberpunk equipment and
         cyberware?

Horror
  HR-01: How do you scare players?
  HR-02: What is chainsaw damage in GURPS (ala "Texas Chainsaw
         Massacre")?

Supers
  SP-01: Are there any adventures available for GURPS Supers?
  SP-02: Is there a conversion system between Champions and GURPS?

Martial Arts
  MA-01: Can Kicking be improved?
  MA-02: Can a Martial Artist use techniques not covered under their
         particular art/style?
  MA-03: Is there a defense against Arm Lock?
  MA-04: Unarmed martial artist vs. armed fighters (melee weapons).
  MA-05: Are there any additional sources of Martial Arts rules
         other than the GURPS Martial Arts source book?
  MA-06: The rules for Wrestling differ in GURPS Martial Arts and
	 Imperial Rome. Which is correct?

Vehicles
  VH-01: What's in GURPS Vehicles?
  VH-02: Where can I get sample/ready made vehicles?

========== Main Text ===============
General
-------

  GN-01: What is GURPS?

         GURPS stands for Generic Universal Role Playing System. The
         game system is published by Steve Jackson Games and the core
         rules (GURPS Basic) were written by Steve Jackson. The first
         GURPS Basic set was released in 1986.  GURPS Basic 3rd
 	 Edition was published in 1988. The current edition GURPS
 	 Basic 3rd Edition, Revised was published in 1994 and
 	 features an Appendix of 18 pages of rules which are fairly
 	 generic which were printed in other GURPS books. This
 	 appendix replaces the "Caravan from Ein Arris" adventure. 


         GURPS is a 3d6 skill based system. It uses a point-based
         character creation system, and represents characters using
         four basic stats (Strength, Dexterity, IQ, and Health) along
         with advantages, disadvantages, and quirks. GURPS is designed
         to allow role-playing in any genre. The same game mechanics
         are used regardless of the genre.

  GN-02: What is required to play GURPS?

         Only the GURPS Basic book is required to play GURPS. Various
         source books may be useful depending on genre. Along with the
         Basic book the following are recommended for the genre
         listed.

         Fantasy: GURPS Magic; Fantasy 2nd Edition is useful for
                 GMs who want a ready-made campaign setting.
                 Optional: Fantasy Folk, Bestiary, Fantasy Bestiary,
                 and the Magic Items books can also be useful. Some
                 adventures set in Yrth the world detailed in GURPS 
		 Fantasy are Fantasy Adventures, Tredroy, and Harkwood.
         Science Fiction: GURPS Space; Ultra-Tech is very useful.
                 Lensman is a ready-made space-opera campaign setting.
		 Terradyne is a ready-made TL 8 campaign setting.
         Swashbuckling: GURPS Swashbucklers
         Martial Arts: GURPS Martial Arts; Japan or China may be
                 useful as campaign settings. Martial Arts Adventures
                 adds more martial arts and fencing rules.
         Cyberpunk: GURPS Cyberpunk; Ultra-Tech useful for TL9+
                 campaigns. High-Tech is moderately useful.
                 Cyberworld provides a ready-made campaign setting.
         Superhero: GURPS Supers
                 Wild Cards: GURPS Psionics needed for many characters.
                             Martial Arts is very useful.
                 Four-color: GURPS Psionics and Martial Arts highly
                             recommended. Ultra-Tech may be useful.
                 IST: The International Super Teams source book may be
                             useful GMs looking for a ready made
                             campaign background. GURPS Psionics is also
                             useful for GMs running IST campaigns.
         Time Travel: GURPS Time Travel; Any of the historical books
                 (Japan, China, Imperial Rome, Middle Ages, Dinosaurs,
                  etc.) may prove useful.
         Alternate Dimensions: GURPS Time Travel
         Horror: GURPS Horror. Magic may be useful.
         American Western/Cowboy: GURPS Old West; High-Tech may
                 be useful.
         Conspiracy: GURPS Illuminati; High-Tech may be useful.
         Counter-Terrorism: GURPS Special Ops; High-Tech
                 recommended.
         Modern era: GURPS High-Tech
         Espionage/Spies: GURPS Espionage; High-Tech recommended.
                 Ultra-Tech may be useful.

  GN-03: What GURPS books are available?

         A complete list of all GURPS products is maintained by
         Jeffrey H. Johnson <[j--hn--n] at [ccscola.columbiasc.ncr.com]>.  He
         will be posting the list to rec.games.frp.archives
         approximately every 6-8 weeks.

	 This can be found on the Web at URL:
	 	

  GN-04: Is there a GURPS electronic mailing list?

         The GURPS mailing list is [GURPSnet L] at [netcom.com] and may be 
 	 subscribed to by sending "subscribe GURPSnet-L <your-email-address>"
 	 to [m--r--o] at [netcom.com.]
 
 	Source: Sean Barrett <[s--n--s] at [netcom.com]>

   GN-05: Does Steve Jackson games publish a magazine for GURPS?

         The SJ Games magazine called Pyramid covers Steve Jackson
         Games products including GURPS. Pyramid is a bimonthly 88 (??)
         page magazine which covers any RPG that they have articles
         for (so there's also quite a bit of non-SJ Games
         material). Contact SJ Games for subscription information.

        Information regarding Pyramid may be found in the gopher on
 	Illuminati Online (io.com):

 	   Top Level Info:
 	      URL: gopher://pentagon.io.com/11/pyramid

    	   Subscription Information:
 	      URL: gopher://pentagon.io.com/00/pyramid/sub

 	   Summaries of each Pyramid issue: 
              URL: gopher://pentagon.io.com/00/pyramid/begin

         Roleplayer was the SJ Games GURPS magazine. Issues were
         published approximately bimonthly and were 32 pages in
         length.  No advertising was included except Steve Jackson
         Games products, mostly GURPS. The last Roleplayer was issue
         #30.

  GN-06: Does Steve Jackson games have a BBS?   What's Illuminati Online?

         Steve Jackson Games' official bulletin board system (BBS)
           was   known as the Illuminati BBS. It no longer exists.

         Illuminati Online is the Internet version of the BBS.
         Illuminati Online is a commercial Internet BBS. Subscribing
	 to it gives you an Internet account with a base 5 MB of
	 storage and just about every Internet service there is. For
	 more information telnet to "io.com", then type "new" at the
	 login prompt. There is a fee for service on IO but there is a
	 free two-week trial period.
	
	 Information about Illuminati Online may be obtained without
	 signing up by by sending e-mail to [i--o] at [io.com.] An automated
	 reply will be sent containing information about IO.


   GN-07: Where can I get GURPS Errata, SJ Games catalogs, and other
         GURPS information?

         The address for SJG is Steve Jackson Games, Box 18957, Austin
         TX 78760. Write to them for errata sheets, catalogs, GURPS
         questions or subscription information. Please include a
         Stamped Self Addressed Envelope (SASE) when requesting errata
         sheets and specify which book or books you for which errata
         is requested. They will not give you every errata sheet ever
         printed so be specific. A SASE is also required to get back
         answers on rules questions (it's best to use io.com or
         rec.games.frp.misc for this if you want a quick response).

 	Errata may be obtained from Illuminati Online via anonymous
        ftp or via World Wide Web (URL is ftp://io.com/pub/sjgames/errata).

 	A listing of all SJ Games published items and their status may
 	be found via WWW at URL:

  	   gopher://pentagon.io.com/00/about/allproduct.status


% GN-08: Where can I find anonymous ftp sites with GURPS material?

  GN-09: What magazines have GURPS articles?

         Shannon Appel has compiled an index of these magazines:
         Different Worlds, Heroes, The Last Province, White Wolf, and
         Vortex. The indexes are mainly by RPG. They can be found by
         ftp-ing to soda.berkeley.edu and going to the /pub/rpg-index
         directory.

  GN-10: Can submissions be made to Pyramid electronically?

         Yes. Email to [p--a--d] at [io.com] for writing guidelines.

         (Source: Sean Barrett)

  GN-11: Are these answers "official"?

         Jim Duncan, the FAQ Maintainer, is one of the "offical"
         answerers-of-questions by mail for SJ Games. These answers
         are as "offical" as you're going to get, but no writer is
         going to feel obliged to stick by any guesses made here if he
         has a better solution.

         (Sources: Jim Duncan and Sean Barrett)


Basic
-----

  BS-01: Does the Running skill affect Dodge score or Initiative?

         No! Running skill only increases your movement, it does not
         modify Dodge or improve initiative or the turn sequence order.

         (Source: Steve Jackson, Roleplayer #19 (April 1990))

  BS-02: Why do you need to buy off Disadvantages?  Do you need to buy
         off disadvantages gained in game play?

         A. Disadvantages taken at character creation time grant a player
            extra points to use to improve their character in other
            areas. A Disadvantage imposes some restriction on the player
            character. If you can get rid of a Disadvantage without
            buying it off means your getting something for nothing and
            "there ain't no such thing as a free lunch." Experienced GMs
            should feel free to relax this rule or even do away with it.
            Here are some examples of abuse that routinely occur if this
            rule is removed without caution:

            1. Only the rich rule!
               a) Cyberpunk game - take any physical disad and then
                          buy bionics to fix it.
               b) Fantasy - Poverty disad. If you know that your GM
                          tends run adventures where money can be
                          easily acquired this is free points.
            2. Runaway!
               a) Enemy - If you take an Enemy and then go someplace
                          the Enemy can't follow you no longer have an
                          Enemy. The GM should give you an equivalent
                          Enemy or make you pay off the disad.
                          Otherwise, the GM needs to confine the
                          adventure or just let you get off free.
               b) Dependents - If you go someplace where your dependents
                          will not come into play the GM needs
                          to either get creative and pull an occasional
                          emergency at home or in a few cases allow the
                          disad to be bought off. I personally NEVER
                          allow Dependents to be bought off unless the
                          Dependents are killed or otherwise permanently
                          removed from the game.

 	     3. Live it up today for tommorrow we die. NOT!

 		Take the Terminal Illness disadvantage and if you can
 		locate a cure you get up to 100 points for the disad.
 		The quest for a cure to a terminal illness is nice
 		"hook" for the GM to fashion an adventure around. Most
 		GMs grant the possibility of a solution rather than
 		just saying hey you chose the disad so your character
  		dies no matter what! (Of coourse this is OK for
 		sadistic GMs and any GM running a cyberpunk campaign
		where sadistic GMing is the default. :-) ). 

         B. No. You do NOT need to buy off disadvantages acquired during
            game play.

  BS-03: Can you dodge a burst of automatic-weapon fire? How?

         One dodge is allowed against each four-shot group. If bursts
         are figured in 20-shot groups (for ROF of 20 or more), it
         takes five successful rolls to dodge one group.

         (Source: Steve Jackson, Roleplayer #19 (April 1990))

         Dodge and Drop (paraphrase): "a character may drop to the
         ground while dodging, earning a +3 bonus to his Dodge roll."
         Similar to retreat but may be used against ranged attacks.
         Character ends up in the prone position. Cover that a character
         drops behind does not protect against the initial shot that
         inspired the maneuver.

         (Source: "Building Better Battles" by Steffan O'Sullivan,
         Roleplayer #30 (January 1993))

  BS-04: What is the "Blow-through" rule? How does it work?

         The "Blow-thru" rule is buried in a side bar in GURPS Basic
         on page 109 (B109). The Blow-thru rule limits bullets and
         impaling damage. An impaling or bullet hit to the torso will
         do no more than HT of damage, anything exceeding this is
         lost.  The exception is if a vital (organ) is hit in which
         case the limit is HTx3. For further details see the rule in
         GURPS Basic.

         Addendum: (Jeff Gaines <[r--ul--s] at [io.com]>)

         The HTx3 limit applies to both the head and the vitals. Beam,
         Fireball, or Lightning attacks do double the maximum damage.
         There is   no   maximum damage for injuries to the brain or
         for weapons that do more than 15d in basic damage. (These
         from 8th printing of Basic Set 3rd Edition)

  BS-05: Are there any mass-combat rules for GURPS?

         Yes. Mass combat has been covered in such sourcebooks as
         Conan, Vikings, and Japan (and possibly others). They are not
         a set of miniatures rules but instead are intended to allow
         quick resolution of large scale combat and determine how the
         PCs faired in battle. A revised set of generic mass-combat
         rules written by Brett Slocum was printed in Roleplayer
         #30. These rules will be incorporated in future editions (not
         reprintings) of GURPS Basic.

  BS-06: The language rules given in GURPS Basic give unrealistic
         results for high IQ characters. Are there any better language
         rules for GURPS?

         Yes. Roleplayer #26 has an article by Steffan O'Sullivan
         entitled "The Gift of Tongues" giving optional language
         rules.  Following the article is a listing of other
         approaches to the same topic as given by various other GURPS
         players.

  BS-07: The firearm rules in GURPS Basic have several problems; are
         there more expanded rules elsewhere?

         Yes, GURPS High-Tech 2nd Edition expands and improves the
         reality of the GURPS firearm rules. The first chapter of
         GURPS High-Tech 2nd Ed has a sidebar on "Flinch, Buck Fever
         and Bullet Shyness" (HT7-9). Flinch is responding to the
         gun's recoil prior to actually firing, thus resulting in a
         negative modifier to gun skill. Buck Fever is decrease in
         accuracy due to firing in a stressful situation. Bullet
         Shyness is tendency to seek cover from gunfire rather than
         exposing yourself to return fire. Bullet shyness in GURPS
         requires a Will roll by NPCs to allow exposure to gunfire
         (PCs should avoid exposure to gun shots due to fear of being
         blown away!). Other problems include heavy breathing (after a
         run for instance), distractions (dust, sweat, etc.) and other
         discomforts.

         Clarifications on how bullet damage works, expansions on
         different ammo types, a modification to Passive Defense vs.
         bullets, explanations of recoil (and felt recoil) and a
         change to the way knockback works for being hit by bullets
         are included in High-Tech 2nd Edition (HT4-15). Gun
         maintenance and malfunctions are also covered.

  BS-08: When do death rolls need to be made?

         A death roll for reaching -HT and each subsequent -(HT + 5n)
         only has to be made once, when that damage occurs. After
         that, the character is not at further risk of dying until
         more damage occurs. If this is too unrealistic for you,
         applying the optional rules for bleeding can cause this extra
         damage to take place without further combat. Otherwise, the
         character even has a chance to regain consciousness later
         even if there is no aid rendered. Aside from the possibility
         of bleeding to death or falling into a coma if no aid is
         rendered, the only way a character can die other than
         immediately after damage is taken is if they are coming out
         of Berserk.

         (Source: Steven Sharp <[s--h--p] at [happy.colorado.edu]> in
         rec.games.frp.misc )

  BS-09: How do you speed up GURPS Combat?

         a. Never use the GURPS Advanced Combat Rules!
         b. Use the Very Basic Combat Rules detailed in Roleplayer #23.

         (Source: Steffan O'Sullivan)

  BS-10: Starting Point costs for different genres.

         Conspiracy/Illuminati - 100 pts (maybe less)
         Cyberpunk
             Standard - 150 pts
             Cinematic - 300 pts
         Fantasy
             Standard - 100 pts
             Cinematic - 200 pts, limit 100 pts in attributes
         Horror
             Cthulhu - 100 or less!
             Slasher-Flick - 50 pts (Only one person gets out alive
                         anyway! :-))
         Immortals - 300-750 pts
         Martial Arts
             Standard - 100 pts
             Cinematic - 200 pts
             Note: Kromm suggests 150/300 based on experience.
         Old West
             Standard - 100 pts
             Cinematic - 200 pts
         Psionics
             Standard - 100-150 pts
             Cinematic - 200-300 pts
             High Fantasy - 300 pts
             Super - 500 pts
             Note from Kromm: When you're charging the 100+ pt Unusual
             Background for psi, this gets skewed. Also, GURPS psi
             powers are superheroic, not subtle.
             Note from JRD: GURPS Psi powers are only superheroic at
             the high end; below Power 10, they fit in well in high
             fantasy, cinematic, and Illuminati settings.
         Special Ops
             Standard - 300 pts, limit of 80 pts in attributes
             Cinematic - 300, no limitation on attributes
         Science Fiction
             Standard - 100 pts.
             Space Opera - 200 pts (up to 1000 pts for GURPS Lensman)
         Supers
             "Realistic" - 350 pts
             Four Color - 500-750 pts
             Wild Cards - 350-500 pts
         Swashbucklers
             Cinematic - 200 pts
             Historical - 100 pts

  BS-11: How does feinting work?

         Feinting is trying to make your foe think you'll do something
         you won't. When you feint you make a normal attack roll, though
         you are not going to hit your foe. Then, he rolls against the
         same skill you rolled. Three results are possible:

         1) You missed. Nothing happens.
         2) You made a successful roll, but for a shorter (or equal)
            margin than your foe. Nothing happens.
         3) You made a successful roll by a greater margin than your
            foe, so this difference will be subtracted from your
            opponent's Defense roll in the next turn, if you manage to
            hit him.

         (Source: Daniel Sobral <[LIN 001 CI] at [BRUNB.BITNET]>)

         So basically you feint if you're much better than your
         opponent yet he's good enough to block/parry/dodge most of
         your shots (i.e. he has a 14+ defensive roll).

  BS-12: How does recoil work for firearms (automatic vs. non-automatic)?

         Non-Auto: "RCL" number is applied to each shot after the first
             in a turn, but only once in a turn. So three shots in a row
             are at (Modified Skill), (Modified Skill - RCL) and
             (Modified Skill - RCL) - note that the last shot is   not  
             at (Mod. Skill - 2 x RCL)! However, the first shot of the
               next   turn is at -RCL, and all successive shots on that
             turn at -2 x RCL, and so on . . . until a   full turn   is
             spent not firing the gun. After that turn, RCL penalties
             are reset to 0 and the progression begins again.
         Auto: Similar to above where not indicated otherwise. The main
             differences are that on full auto, the RCL is applied to
               groups  , not individual rounds; that it is applied even
             to the   first   group in a burst; and that it is added for
               each   group, cumulatively, within or between turns. So
             firing three groups on full auto is done at (Modified
             Skill - RCL), (Modified Skill - 2 x RCL) and (Modified
             Skill - 3 x RCL). Next turn you start at -4 x RCL!

         Note that RCL is doubled if the weapon is held one-handed,
         and is doubled for each point of ST the firer has below
         Minimum ST for the gun. Also, on   unaimed   shots, if RCL
         takes the final, modified skill roll below the Snap Shot of
         the gun, the -4 Snap Shot penalty is then applied!

         (Source: Kromm)

% BS-13: How does the GURPS turn sequence work? What about initiative?

        [Volunteers?]


Conversions and Adaptations
---------------------------

  GURPS allows you to play in any genre. Many people prefer GURPS rules
  to ones published with other games, but wish to use the background
  provided by other games. Conversion systems allow you to use the
  background from other game systems while using GURPS rules.
  Adaptations describe a world in GURPS terms.

  Below are sources of info converting various game systems into GURPS.

  CN-01: General

         The Armory publishes RPG DATA CON, a set of charts and tables
         for converting between a number of popular RPGs. GURPS is one
         of the game systems covered. Very useful, but it is $10+ for
         a 30 page book of charts and table with few guidelines.

  CN-02: Weapons

         Guns, Guns, Guns 3rd Edition (aka 3G3) by Blacksburg Tactical
         Research Corp. (BTRC) is a universal guns/weapons design and
         translation system that allows you to create weapons for any
         RPG and transfer them between any RPG. GURPS is one of the
         systems specifically supported. Conversions also exist for
         Timelords, Corp, CP2020, Megatraveller, Torg, and others.
         Highly recommended if you like rolling your own weapons for
         GURPS or other RPGs. The conversions for GURPS are usually
         off by 5% or so for range and damage.

         Recently BTRC published  More Guns a compendium of firearms
         which includes stats for the weapons in GURPS terms.

  CN-03:  Battletech

        1. "Converting a Campaign to GURPS" by Rich Ostorero,
           Roleplayer #19 (April 1990), has the outlines of a Battletech
           to GURPS conversion system.
        2. Brandon Cope <[z copeab] at [ccsvax.sfasu.edu]> has created a set
           of conversion rules for Battletech translation system which
           expands upon the system presented in Roleplayer #19.

  CN-04: Hero/Champions

        1. "Super System Switching" by David Ellis Dickerson,
           Roleplayer #21 (August 1990), has rules for converting
           Hero system characters to GURPS. The article concentrates
           on Champions to GURPS Supers conversions. the article is
           based on pre-Champions 4th edition rules so some
           adjustments may be necessary.
        2. Fantasy Hero has rules for converting GURPS characters to
           FH so you can use the inverse.

  CN-05: Cyberpunk 2.0.2.0

         Alan Shock and Jim Duncan are working on a set of these
         conversion rules. The preliminary set of rules was posted in
         rec.games.cyber. Once a revised set of rules is written they
         will post an update. Version 0.4 is at think.com in
         /pub/gurps/non-playtest/misc.

  CN-06: Traveller

         Brandon Cope <[z copeab] at [ccsvax.sfasu.edu]> also came up with a
         set conversions for (original) Traveller translating
         characters and equipment into GURPS terms. A copy can be
         found at think.com in /pub/gurps/non-playtest/misc.

  CN-07: Harn

         Roleplayer #26 (October 1991), has rules for running a campaign
         set in Harn. The article is by Michael Cule.

  CN-08: Call of Cthulhu

         "Cthulhu Lives!" by David Ellis Dickerson, Roleplayer #22
         (November 1990),  has conversion rules for Call of
         Cthulhu.

         SJ Games has a license from Chaosium to write GURPS
         Cthulhupunk, a near-future/horror adventure, which is
         in playtest now (Sep '94).

         (Source: Sean Barrett)

  CN-09: Vampire, Werewolf, Mage, Wraith

         Steve Jackson Games has the license to produce GURPS material
         using this background; one source book and one other book for
         each game. GURPS Vampire: the Masquerade, Werewolf: the
         Apocalypse and Vampire: the Masquerade Companion have been
 	 published and are in print. GURPS Mage: the Ascension has been
 	 written and will ship the week of October 16. It will be the 
 	 last in the series. 

  German and French translations of GURPS Vampire will be printed also.

 	 (Source: Steve Jackson)


  CN-10: Corps

         [ Input requested. Under construction. ]

  CN-11: Talislanta

         Wizards of the Coast had a license to write a GURPS
         Talislanta book, but abandoned the project when they dropped
         their Talislanta line.

         (Source: Sean Barrett)

	 Daedalus, Inc., the new publishers of Talislanta are
	 interested in doing GURPS Talislanta.  SJ Games is willing to
	 negotiate terms. No idea when/if a deal will be reached.
	 
	 (Source: Steve Jackson)

  CN-12: Star Trek

         Eric Phillips <[ERIC 8440] at [delphi.com]> wrote up some notes on
         adapting Star Trek to GURPS. These were posted to
         rec.games.frp.misc and they were quite long.


Fantasy
-------

  FN-01: How should clerical magic be handled?

         1. GURPS Magic includes guidelines for clerics on pp84-86.
            In summary:
            - Define certain select "spell lists" for clerics
            - Any special abilities or automatically acquired spells
              should be bought as an advantage.
            - Most clerical investments will require some type of Vow.
              This could possibly be included in a clerical
              "package deal."
            - Add the advantage of Blessed and Very Blessed

         2. Steps to building a cleric
            a. Start out with the following:
               Clerical investment (10 points)
               Church rank (about 3 points/level)
            b. Make up appropriate packages of mental disadvantages for
               each different priesthood. Using the Roman Catholic
               church (in medieval times) as an example:
               Order       Disadvantages
               Jesuits     Fanaticism
               Franciscans Pacifism (total non-violence)
               Dominicans  Compulsive behavior (argument) or Laziness

               All of them would probably have a Vow of chastity and
               Intolerance of non-Catholics (if basing things on a
               pseudo-medieval Church).

           c. The Blessed or Very Blessed advantage may be substituted
              for magery. Clerics do not need prerequisites for any of
              the spells they cast but their spell list is limited to
              those the GM feels are reasonable based on their deity.

         (Sources: Bryan J. Maloney <[j--o--s] at [symphony.cc.purdue.edu]>
          and Jim Frost <[j--f--t] at [matt.ksu.ksu.edu]>)

% FN-02: How do the linking spells work (link, delay, reflex)?

         [under construction]

  FN-03: When does a spell go off?

         After starting to concentrate on a spell in the first round,
	 does the spell go off at the very begining of the next turn,
	 or at the beginning of the mages next turn?

         The mage's turn.  The spell takes one second to cast, and is
	 started at the beginning of the character's turn, so the
	 second will be up at the start of  his  next turn. 

	 (Source: Walter C. Milliken <[m--li--n] at [io.com]>)

Science Fiction
---------------

  SF-01: Where are Battlesuits (power armor) described?

         Battlesuits and powered armor are described in GURPS Vehicles
         which was written by David Pulver. See Vehicles 43, 140, and
         177. Vehicles p. 188 gives a description and stats for a
         TL10 Light Battlesuit.

???	 Note: GURPS Battlesuit skill has changed [note the change
	       here].

         Older Sources:
             Challenge Magazine #50 (published by GDW). The article
             written by David Pulver (author of GURPS Ultratech and
             GURPS Psionics) starts on p. 78 and is entitled - "Wearing
             the Steel: Powered Armor in GURPS." Everything is described
             according to GURPS standard format and is consistent with
             other ultra-tech armor described in GURPS Ultratech.

             Another description of power armor is given in GURPS
             Supers, 2nd Edition and the GURPS IST source book.  The
             GURPS Supers, 2nd Edition source book has a sidebar on
             p.71 describing a Battlesuit suitable for use in a Supers
             campaign. On page 91 there is an example of the IST
             Powered Infantry man (aka IST Battlesuit). The IST
             supplement has the IST Battlesuit described on page
             50. This is basically the same suit as p.91 of GURPS
             Supers but it adds blasters in replacing the built-in
             forearm mounted Uzi, and gives a bit more detailed
             description.

  SF-02: Is there a GURPS compatible miniatures/boardgame
         starship system?

         No. There are plans to revise Triplanetary to do this.
         No estimate on when this will be done.

  SF-03: Will GURPS Autoduel ever be revised?

         Yes, after GURPS Vehicles 2nd edition is published. A draft
 	 is being written. Craig Sheeley is the author. No estimated
 	 publication date.  

	 (Source: Steve Jackson)

  SF-04: Are robots covered in any GURPS book?

  Yes. The best coverage is in GURPS Robots which contains extensive
  rules for building and roleplaying robots, cyborgs, battlesuits and
  genetically engineered androids, and some rules on nanotechnology
  and microbots. 

  A future book GURPS Reign of Steel is a world setting supporting
  GURPS Robots. 


  GURPS Cyberpunk Adventures contains "The Medusa Sanction" adventure
  with some rules for genetic-engineered androids and an adventure
  featuring them.

  GURPS Chtorr contains some examples of robots with a few rules for
  their use.

  GURPS Space Adventures in "Rebirth" contains a pair of robots but lacks
  extensive rules for them.

  GURPS Vehicles has been used by some people to build robots, though it is not
  explictly designed as such.

  (Source: David Pulver)

         David Pulver has an article on Androids for Cyberpunk
         campaigns in Roleplayer #29. This is essentially a 
         reprint of rules found in Cyberpunk adventures "Medusa
	 Sanction". These rules appear in GURPS Robots (along with
	 many more rules for androids).

         (Source: Jeff Gaines <[r--ul--s] at [io.com]>)

         "Organic is for Wimps!" by JC Connors in Roleplayer #28
         (April 1992) has rules for robots in GURPS Supers. The editor
         of Roleplayer notes: "This article has nothing to do with the
         GURPS Vehicles or GURPS Robots books now in the pipeline . . .
         but it looks like fun. Consider it optional and enjoy it!"

         Troy Kammerdiener posted another robot-design system some time
         back. [Note: ftp site for this rules set is needed].

         (Source: Jeffrey H. Johnson
         <[j--hn--n] at [ccscola.columbiasc.ncr.com]> for input on this item).

  SF-05: How do the beam weapon rules work?

         [under construction]

  SF-06:  What is the DR of 1 point of DF in GURPS Space and
          many dice damage does one point of FP translate into?
 
 	  Defense Factor (DF) is an overall defensive rating that
 	  takes into account passive and active defenses as well as
          tactical and situational modifiers. It really only has meaning
          under the Mass Combat system. Moreover, even if you only
 	  consider "physical" DF, the mass of DF goes up by powers of
          two, while the mass of DR for smaller vehicles is a linear
          function of DR (see GURPS Vehicles). So DF simply does not
          correspond to the same kind of thing as DR. As a rule of
          thumb, assume that even DF 1 provides enough DR to stop the
          standard hand weapons of the same TL as the ship.
          Firepower (FP) is the same kind of thing. It is an
          abstraction, in this case of offensive capability. By
          comparing the weapons in Space to those in Vehicles, one can
          immediately see that FP does not correspond to dice of damage
          or rate of fire. FP takes into account many other factors
          besides these. To rate Space weapons in dice of damage, look
          up a weapon of equivalent TL, mass and volume in Vehicles and
          use the stats there.

          Both dice of damage and DR are "human scale" quantities
          in GURPS, while DF and FP are "large unit scale" quantities.
          The two do not mix well in real-life or in GURPS. At a given
          TL, anything tough enough to rate DF probably cannot be
          scratched by a human; anything deadly enough to rate FP can
          probably zorch a human in even the heaviest combat armour.

         (Source: Kromm)


Cyberpunk
---------

  CP-01: How should netrunning be handled?

         Various people say:

         1. Netrunning should be left to NPCs only.
         2. Wing it and use an abstract system.
         3. Have a 2nd GM run all net running.
         4. Run the net runner in a separate session before the
            main group meets.

  CP-02: The GURPS Cyberpunk source book doesn't contain any specific
         world setting. Is there a GURPS Cyberpunk world sourcebook?

         Yes. GURPS Cyberworld by Paul Hume of Shadowrun fame
         describes a detailed cyberpunk setting. The emphasis is on
         "punk" rather than cyber. The tech level is low-level TL 8.
          The cyberwear is often "bleeding edge" rather than the easy
 	  to obtain off the shelf stuff.

         Note: GURPS Terradyne is a source book for low-tech space
         science-fiction gaming. This book can be "cyberized" but only
         includes a limited amount of "hooks" for the cyberpunk genre.
         GURPS Autoduel has many more features of the cyberpunk genre
         but it is currently out of print.

         You can also use CP2020 material or Cyberspace material as
         background material for GURPS. See the Conversion section.

  CP-03: Where can I get stats for GURPS Cyberpunk equipment and
         cyberware?

         Currently, you need to convert weapons and equipment from
         other game systems if you want added equipment and equipment
         with "character." GURPS Cyberworld does have some "chrome."
         See the notes in the Conversion section.


Horror
------

  HR-01: How do you scare players?

         Be subtle and work up to the big baddie. Leave hints, clues
         and minor stuff that serve to give the players knowledge of
         what the critter is, and what it can do to them. Don't pop it
         on the players first-hand, they will either kill it or be
         killed, but they will have no idea what it is, aside from
         opposition.

         Aside from that, listen to the players when they talk among
         themselves. More often than not, they will have better ideas
         than you do. Don't be afraid to change the beast.

         Lastly, good environment helps. Low light, slightly
         "aggravating" music and taking other steps to maintain a mood
         help. Props (a Lament box from Hellraiser, for instance) also
         help. Fear is in the mind, so make suspension of disbelief
         easier so the mind has more energy to devote to spooking
         itself.

         (Source: Tim Dunn <[t--u--n] at [ecst.csuchico.edu]>)

         From various others:
         Creating a scary atmosphere in an RPG just isn't possible.
         Horror flicks don't frighten me and neither do horror RPGs.
         Concentrate on role-playing and forget about trying to scare
         your players. Most tactics designed to frighten PCs are either
         silly or just piss them off.

  HR-02: What is chainsaw damage in GURPS
         (ala "Texas Chainsaw Massacre")?

         According to GURPS Horror, a chainsaw is "Swing +4, cutting
         damage. DX -2." I would add in the "feature" that the damage
         is applied for each subsequent turn that the chainsaw is
         applied.  Anytime crippling damage is done to a limb with a
         chainsaw, that limb is severed (either partially or
         fully). Blood loss would probably be pretty bad, so GMs using
         blood loss rules should assess hefty penalties to survival
         rolls.

         (Source: Robert Crawford <[b--t--l] at [camelot.bradley.edu]>)

         The problem with wielding a chainsaw as a weapon is that you
         aren't going to live long enough to become proficient in it.
         Its like this, if you hit a steel blade with a chainsaw, the
         chain will break and whip around killing both its wielder and
         its target.

         That is if you are lucky. If you are unlucky the chain will
         trap the blade and pull it towards the grip of the chain saw.
         This happens when some poor fool tries to block an overhead
         swing with a chainsaw.

         Think of tree spiking. One industrial strength chain saw,
         (probably a circular saw, but same principle), hits a spike.
         Don't try this at home kids!

         Of course, wielding your cursed Berserking Adamantine Chainsaw,
           some   of the deleterious consequences don't happen.

         (Source: Michael Sandy <[m--ha--k] at [agora.rain.com]>)


Supers
------

  SP-01: Are there any adventures available for GURPS Supers?

         Yes. GURPS Supers Adventures is a book of four adventures.
         Other GURPS Supers adventure supplements exist. Death Wish by Loyd 
         Blankenship is a 64 page <??????????????????????????????????????>
         School of Hard Knocks by Aaron Allston is a <???????????????????>
         _Death Wish_ and _School of Hard Knocks_ were written for
  	 first edition Supers rules. Aces Abroad by Kevin Andrew
 	 Murphy is a GURPS Wild Cards adventure supplement.

         There is also an adventure _IST KINGSTON_ a GURPS Supers
 	 published by Modern Myth set in Jamaaica(??) in the IST 
 	 world.

  SP-02: Is there a conversion system between Champions and GURPS?

         Yes, see the section on Conversions.


Martial Arts
------------

  MA-01: Can Kicking be improved?

         Yes, but it may not be raised over the skill level of the
         skill to which it defaults. Kicking defaults to either Karate
         - 2 or Brawling - 2, and has been changed from an Average to
         a Hard maneuver.

  MA-02: Can a Martial Artist use techniques not covered under their
         particular art/style?

         Yes, if they have seen the technique performed they can
         attempt it at their default.

  MA-03: Is there a defense against Arm Lock?

         Arm or Wrist Locks can be defeated at several points. The
         locker may miss his parry or Grapple or fail the initial
         Quick Contest. If he succeeds at all those rolls, the victim
         can try to break free in following turns by Quick Contests of
         ST or Judo versus the Arm Lock +4 or ST -- at a cumulative -1
         each round.

         (Source: Sean Barrett)

  MA-04: Unarmed martial artist vs. armed fighters (melee weapons).

         Unarmed martial artists may be faster than armed and armored
         non-martial arts types but they are at a disadvantage for the
         following reasons:

         1. Armed opponents usually strike first.

            Armed opponents usually have a longer reach than unarmed
            opponents. Using the Step and Wait maneuver the armed
            opponent will usually have a longer reach and will be able
            to strike first.

            [NOTE: I personally assess affects of weapons damage
              immediately  . For instance shock takes place as soon as
            the damage is done and lasts until the end of the   next  
            turn. Therefore striking first holds a definite advantage!
            Tied initiative scores are the only simultaneous actions I
            allow. This is contrary to the stated rules but I have
            always felt that the effects of shock are too brief anyway.
            - JRD]

         2. Parries are   dangerous  !

            Unarmed combatants attempting to parry run the risk of
            having the parrying limb seriously injured. On a failed
            parry the attacker can choose to either have the attack
            count against the parrying limb or the original target
            (B101).

         3. Bare-handed attacks can be parried with weapons!

            An unarmed fighter attacking an armed foe with a weapon can
            have their attack parried with the weapon. If the armed
            opponent parries with the weapon and succeeds the unarmed
            fighter takes damage.

         4. Punching armor is painful.

            Anytime an armored opponent with DR 3 or better is attacked
            you need to roll vs. HT to avoid taking 1d-2 damage to the
            attacking hand or foot (B51).

         In order to be successful against an armed opponent the
         martial artist needs to either disarm or knock the armed
         fighter to the ground. Since weapon reach normally will give
         the armed fighter first strike, a martial artist will need to
         make at least one defensive maneuver before he can move into
         close combat.

  MA-05: Are there any additional sources of Martial Arts rules
         other than the GURPS Martial Arts source book?

         Yes, GURPS Martial Arts Adventures contains several pages of
         additional martial arts rules. There have also been a few
         Roleplayer articles dealing with martial arts rules.

         (Source: James Duncan)

         Roleplayer #26 has two new Okinawan styles, Is Shin Ru and
         Goju-Ryu, and the new Cat Stance maneuver. The article is by
         JC Connors and Brian McAuliffe. Roleplayer #30 contains a
         number of errata of MA. I am fairly certain these are the
         only examples of new Martial Arts material in Roleplayer.

         (Source: Jeff Gaines <[r--ul--s] at [io.com]>)

         GURPS Lensman contains a few pages on alien martial arts
         maneuvers and styles.

         (Source: Sean Barrett)

   MA-06: The rules for Wrestling differ in GURPS Martial Arts and
          Imperial Rome. Which is correct? 

          In Martial Arts, Wrestling is P/A and defaults to DX or
          ST, in Imperial Rome it is P/A but defaults to DX-5 or ST-5
	  and in Arabian Nights it is P/E with DX-5 and ST-5 defaults.
          The skill description in Imperial Rome and Arabian Nights is
	  the same, which is slightly more detailed than the one in
          Martial Arts. What is Wrestling supposed to be?

          Wrestling, like Boxing, Brawling, Judo and Karate, has NO
          default. It is a P/A skill. GURPS Martial Arts lists "DX or
          ST" because a character uses those stats in Close Combat when
	  Grappling and so on. However, you have no default to the
          actual Wrestling skill. Only people who buy the Wrestling
          skill get the (skill/8) ST bonus in Close Combat and access to
          the special maneuvers that default from it.

          (Source: Kromm)

% MA-07: How do you use the Hit Location skill?
	
	 [ This rule is broken and is slated to be revised in the next
	   release of Martial Arts. - JRD ]

	 

Vehicles
---------
  VH-01: What's in GURPS Vehicles? [previously SF-06 - JRD]

         Vehicles is a 208-page source book for designing, building,
         handling role-playing actions dealing with vehicles of all
         sorts. Just about any vehicle can be designed, from sports
         cars, to hovercraft, to helicopters, to mecha. Only trains
         and starships seem to be omitted.

         Rules for battlesuits and power armor are included in
         in GURPS Vehicles.

         A more thorough discussion of mecha can be found in GURPS
	 Robots.

 	 A second edition of GURPS Vehicles is in the works which will
 	 be fully compatible with GURPS Robots. The revised rules will
 	 streamline the construction process and make GURPS Vehicles
	 easier to use.

         (Source: James Duncan, Sean Barrett, and Steve Jackson)

  VH-02: Where can I get sample/ready made vehicles?

	Illuminati Online's GURPS Web page (http://www.io.com/sjgames/gurps)  
	has two entries for GURPS Vehicles. One entry is Dan Frohlic's
	compilation and the other is Steve Hammond's net vehciles
	collection. 
	
End of GURPS FAQ 3.0 (6/11/95)

*-------------------------------------------------------*
* James R. Duncan                      | U.S. Mail:     *  
* Internet: [d--c--j] at [access.digex.com]   | P.O. Box 566   *
* Illuminati Online: [g--f--n] at [io.com]    | Greenbelt, MD  *
* 				       | 20768-0566     *
*-------------------------------------------------------*