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 " 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 * *-------------------------------------------------------*