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GURPS Basic Set PDF

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GURPS is the most flexible roleplaying system B ever created. With just this book, you can adventure in any world you can imagine. Use all A types of weapons from clubs to lasers . . . magic S and martial arts . . . psionics and superpowers. I Create exactly the character you want to play C . . . your favorite fictional hero, or your own invention. Choose from over 400 advantages S and disadvantages, over 350 skills, spells, and techniques. Customize your character with E individual perks and quirks, and you’re ready T to go. No more switching game systems when you change campaigns! GURPS gives you one set of C clear, comprehensive rules to cover any background. This new Fourth Edition is based H on 16 years of gamer feedback from the Third Edition, and is faster and easier to play than ever before. A GURPS makes the Game Master’s job easy and fun. All rules are carefully organized, indexed, R and cross-referenced. Charts and tables are clear and legible. And to help you introduce new A players to the system, there’s a “Quick Start” section which covers the basics in a few pages . . . and the introductory version of the rules, GURPS Lite, is available free online! C This is Book 1 of the two-volume Basic Set. Only this book is necessary to play. T Game Masters, and players wanting more detail, will find Book 2 valuable. E R S 4TH EDITION, 7TH PRINTING PUBLISHED JANUARY2020 I9S!BBMNF @J1A-:R5S5V6QX3O4o-Y7`Z2`Z9iZ-nZ0` STEVE JACKSON GAMES Made in SJG 01-0001 Hong Kong 01-0001 Basic Set: Characters GURPSGame Design by STEVE JACKSON GURPSFourth Edition Revision by DAVID L. PULVER and SEAN M. PUNCH Cover Design by VICTOR R. FERNANDES Cover Art by JOHN ZELEZNIK Edited by ANDREW HACKARD and STEVE JACKSON Illustrated by ABRAR AJMAL, ALEX FERNANDEZ, TED GALADAY, ERIC LOFGREN, JOHN MORIARTY, TORSTEIN NORDSTRAND, GLEN OSTERBERGER, V. SHANE, BOB STEVLIC, ERIC WILKERSON, andJIM ZUBKAVICH ISBN 978-1-55634-729-0 7 8 9 10 STEVE JACKSON GAMES President/Editor-in-Chief/GURPS System Design (cid:1) STEVE JACKSON Chief Executive Officer (cid:1) PHILIP REED Chief Creative Officer (cid:1) SAM MITSCHKE Chief Operating Officer (cid:1) SUSAN BUENO GURPS Line Editor (cid:1) SEAN PUNCH GURPS Project Manager (cid:1) STEVEN MARSH Project Manager (cid:1) DARRYLL SILVA Production Manager (cid:1) SABRINA GONZALEZ Art Direction and Page Design (cid:1) PHILIP REED Production Artists (cid:1) JUSTIN DE WITT, ALEX FERNANDEZ, PHILIP REED, and NIKOLA VRTIS Prepress Checkers (cid:1) SUSAN BUENO, MIRANDA HORNER, and LEONARD BALSERA Director of Sales (cid:1) ROSS JEPSON GURPS FAQ Maintainer (cid:1) VICKY “MOLOKH” KOLENKO Infinite Worlds Concept by John M. Ford and Steve Jackson Iconic Characters Created by Kenneth Hite Editorial Assistance by Jeff Rose Proofreading by Steve Jackson and Sean M. Punch Additional Material: Kenneth Hite, Robert M. Schroeck, William H. Stoddard Fourth Edition Testing and Rules Refinement:James Cambias, Paul Chapman, Mark Cogan, Peter V. Dell'Orto, John M. Ford, Devin L. Ganger, Robert Gilson, Kenneth Hite, Roberto Hoyle, Steven Marsh, Phil Masters, Elizabeth McCoy, Walter Milliken, Bill Oliver, Kenneth Peters, Giles Schildt, Gene Seabolt, William H. Stoddard, Michael Suileabhain-Wilson, William Toporek, Brian J. Underhill, Andy Vetromile, Hans-Christian Vortisch, Jeff Wilson, Jonathan Woodward Helpful Comments:Michelle Barrett, Kim Bernard, T. Bone, C. Lee Davis, Shawn Fisher, Bob Portnell, Lisa Steele, Stéphane Thériault, Chad Underkoffler Credits for earlier editions: Additional Material: Steve Beeman, Craig Brown, Jerry Epperson, Jeff George, Scott Haring, Mike Hurst, Stefan Jones, Jim Kennedy, David Ladyman, Jeff Lease, Walter Milliken, Steffan O’Sullivan, Ravi Rai, W. Dow Rieder, Art Samuels, Scorpia, Curtis Scott Playtest:Norman Banduch, Jeb Boyt, Keith Carter, Caroline Chase, James Crouchet, Jim Gould, Scott Haring, Rob Kirk, David Ladyman, Martha Ladyman, Creede Lambard, Sharleen Lambard, C. Mara Lee, Mike Lopez, Michael Moe, David Noel, Susan Poelma, Warren Spector, Gerald Swick, Allen Varney, Dan Willems Blindtest:Aaron Allston, Mark Babik, Sean Barrett, Bill Barton, Vicki Barton, James D. Bergman, David Castro, Bruce Coleman, Jerry Epperson, Jeff Flowers, Dave Franz, Cheryl Freedman, Jeff George, Kevin Gona, Kevin Heacox, Carl Leatherman, Guy McLimore, Alexis Mirsky, Joseph G. Paul, Greg Poehlein, Greg Porter, Randy Porter, Mark Redigan, Glenn Spicer, John Sullivan, Rick Swan, Kirk Tate, David Tepool, Bob Traynor, Alexander von Thorn, and many others Reality Checking:Warren Spector, Monica Stephens, Allen Varney, Jim Gould, David Noel, Rob Kirk Research Assistance:Mike Hurst, Jeffrey K. Greason, Walter Milliken Helpful Comments:Many of the above, plus Tim Carroll, Nick Christenson, Jim Duncan, David Dyche, Ron Findling, Mike Ford, Steve Maurer, John Meyer, Ken Rolston, Dave Seagraves, Bill Seurer, Brett Slocum, Gus Smedstad, Karl Wu, and Phil Yanov Many thanks to everyone above – and for all the others we couldn’t list. And special thanks to everyone who enjoyed the first three editions and said so! GURPS, Warehouse 23, and the pyramid logo are registered trademarks of Steve Jackson Games Incorporated. Pyramidand the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Basic Set: Charactersis copyright © 1986-1989, 1991-1994, 1996, 1998, 1999, 2002, 2004, 2008, 2010, 2012, 2015, 2020 by Steve Jackson Games Incorporated. All rights reserved. Printed in Hong Kong. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. 2 C REDITS C ONTENTS INTRODUCTION. . . . . . . . . . 5 Other Physical Features. . . . . . . . 21 Modifying Existing Example of Character Advantages . . . . . . . . . . . . . . . 117 About the Authors. . . . . . . . . . . . . . 6 Creation (cont’d). . . . . . . . . . . . 22 Designing Entirely WHATISROLEPLAYING?. . . . . . . . . . . . . 7 SOCIALBACKGROUND. . . . . . . . . . . . . . 22 New Advantages. . . . . . . . . . . 118 Mini-Glossary. . . . . . . . . . . . . . . . . . . . 7 Technology Level (TL) . . . . . . . . . 22 Materials Needed for Play . . . . . . . . 8 Culture . . . . . . . . . . . . . . . . . . . . . . 23 3. DISADVANTAGES. . . . . . 119 QUICKSTART . . . . . . . . . . . . . . . . . . . . . 8 Language . . . . . . . . . . . . . . . . . . . . 23 Metric Conversions . . . . . . . . . . . . . 9 Disadvantages for Heroes . . . . . . 119 Sapience and Language. . . . . . . . . 23 Restrictions on Disadvantages. . 120 Accents. . . . . . . . . . . . . . . . . . . . . . 24 Types of Disadvantages. . . . . . . . 120 Broken to Broken. . . . . . . . . . . . . . 24 Secret Disadvantages. . . . . . . . . . 120 Example of Character Self-Control for Mental Creation (cont’d). . . . . . . . . . . . 25 Disadvantages. . . . . . . . . . . . . 120 WEALTHANDINFLUENCE . . . . . . . . . . . 25 Self-Imposed Mental Wealth. . . . . . . . . . . . . . . . . . . . . . . 25 Disadvantages. . . . . . . . . . . . . 121 Starting Wealth. . . . . . . . . . . . . . . . 26 “Buying Off” Disadvantages. . . . 121 Reputation. . . . . . . . . . . . . . . . . . . 26 DISADVANTAGELIST . . . . . . . . . . . . . . 122 Tech Level and Starting Wealth. . . 27 Example of Character Importance. . . . . . . . . . . . . . . . . . . 28 Creation (cont’d). . . . . . . . . . . 162 Classless Meritocracies. . . . . . . . . . 28 QUIRKS. . . . . . . . . . . . . . . . . . . . . . . . 162 Special Rules for Rank. . . . . . . . . . 29 Mental Quirks . . . . . . . . . . . . . . . 162 Example of Character Example of Character Creation (cont’d). . . . . . . . . . . . 30 Creation (cont’d). . . . . . . . . . . 164 Privilege. . . . . . . . . . . . . . . . . . . . . . 30 Physical Quirks. . . . . . . . . . . . . . 165 1. CREATING A Social Restraints. . . . . . . . . . . . . . . 30 NEWDISADVANTAGES. . . . . . . . . . . . . 165 CHARACTER . . . . . . . . . 10 FRIENDSANDFOES. . . . . . . . . . . . . . . . 31 Modifying Existing Associated NPCs . . . . . . . . . . . . . . 31 Character Points . . . . . . . . . . . . . . 10 Disadvantages. . . . . . . . . . . . . 165 Contacts. . . . . . . . . . . . . . . . . . . . . 31 Character Concept. . . . . . . . . . . . . 11 Brand-New Problems. . . . . . . . . 166 IDENTITIES . . . . . . . . . . . . . . . . . . . . . . 31 How GURPSWorks: Realism Alternate Identity vs. and Game Balance. . . . . . . . . . 11 Secret Identity. . . . . . . . . . . . . . 31 Character Types. . . . . . . . . . . . . . . 12 Example of Character 2. ADVANTAGES. . . . . . . . . 32 Creation: Dai Blackthorn. . . . . 12 Character Creation Types of Advantages. . . . . . . . . . . 32 Checklist . . . . . . . . . . . . . . . . . . 13 Advantage Origins. . . . . . . . . . . . . 33 SAMPLECHARACTERSHEET. . . . . . 13 Potential Advantages. . . . . . . . . . . 33 Things Not Shown on the What’s Allowed. . . . . . . . . . . . . . . . 34 Character Sheets. . . . . . . . . . . . 13 Turning Advantages BASICATTRIBUTES . . . . . . . . . . . . . . . . 14 Off and On . . . . . . . . . . . . . . . . 34 How to Select ADVANTAGELIST. . . . . . . . . . . . . . . . . . 34 Basic Attributes. . . . . . . . . . . . . 14 Frequency of Appearance. . . . . . . . 36 Handedness . . . . . . . . . . . . . . . . . . 14 Limited Defenses . . . . . . . . . . . . . . 46 How GURPSWorks: IQ, Alternative Attacks. . . . . . . . . . . . . 61 Sentience, and Sapience. . . . . . 15 Perks. . . . . . . . . . . . . . . . . . . . . . . 100 DSEACMONADGAERYTACBHLAERA.C .T .E .R .I S. T. I.C .S . .. .. .. .. .. .. .. 1165 MOEDnIFhIEaRnSce. m. .e .n .t .s .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 110021 4. SKILLS. . . . . . . . . . . . . 167 Machines and Fatigue. . . . . . . . . . 16 Attack Enhancements Controlling Attribute. . . . . . . . . . 167 BASICLIFTAND and Limitations . . . . . . . . . . . 102 Choosing Your ENCUMBRANCETABLE. . . . . . 17 Turning Enhancements Beginning Skills . . . . . . . . . . . 167 Example of Character Off and On . . . . . . . . . . . . . . . 102 Difficulty Level. . . . . . . . . . . . . . . 168 Creation (cont’d). . . . . . . . . . . . 18 Limitations. . . . . . . . . . . . . . . . . . 110 Technological Skills . . . . . . . . . . 168 BUILD . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Optional Rule: Tech-Level Modifiers. . . . . . . . . . . 168 Size Modifier (SM). . . . . . . . . . . . 19 Limited Enhancements. . . . . . 111 Prerequisites. . . . . . . . . . . . . . . . . 169 How GURPSWorks: Examples of Modified Specialties. . . . . . . . . . . . . . . . . . . 169 ST, Mass, and Move. . . . . . . . . 19 Attacks. . . . . . . . . . . . . . . . . . . 114 Grouped Skills. . . . . . . . . . . . . . . 169 Shopping for the Big, Tall, Gadget Limitations. . . . . . . . . . . 116 Familiarity. . . . . . . . . . . . . . . . . . 169 Thin, and Small . . . . . . . . . . . . 20 Example of Character BUYINGSKILLS. . . . . . . . . . . . . . . . . . 170 AGEANDBEAUTY . . . . . . . . . . . . . . . . . 20 Creation (cont’d). . . . . . . . . . . 116 Skill Notation. . . . . . . . . . . . . . . . 170 Age. . . . . . . . . . . . . . . . . . . . . . . . . . 20 NEWADVANTAGES . . . . . . . . . . . . . . . 117 Improving Your Skills. . . . . . . . . 170 Physical Appearance. . . . . . . . . . . 21 C 3 ONTENTS SKILLCOSTTABLE. . . . . . . . . . . . . 170 Fire Spells. . . . . . . . . . . . . . . . . . . 246 WEAPONS. . . . . . . . . . . . . . . . . . . . . . 267 MEANINGOFSKILLLEVELS . . . . . . . . 171 Gate Spells. . . . . . . . . . . . . . . . . . 247 Choosing Your Weapons . . . . . . 267 Probability of Success. . . . . . . . . 171 Healing Spells . . . . . . . . . . . . . . . 248 Weapon Statistics. . . . . . . . . . . . 268 Relative Skill Level . . . . . . . . . . . 171 Knowledge Spells . . . . . . . . . . . . 249 Glossary of Arms and Armor. . . . 268 Choosing Your Skill Levels . . . . . 172 Light and Darkness Spells. . . . . 249 Optional Rule: SKILLDEFAULTS: USING Meta-Spells. . . . . . . . . . . . . . . . . . 250 Modifying Dice + Adds. . . . . . 269 SKILLSYOUDON’TKNOW. . . . . . . 173 Mind Control Spells . . . . . . . . . . 250 Melee Weapons. . . . . . . . . . . . . . 271 SKILLLIST . . . . . . . . . . . . . . . . . . . . . 174 Movement Spells. . . . . . . . . . . . . 251 Silver Weapons. . . . . . . . . . . . . . . 275 Optional Rule: Wildcard Skills . . 175 Necromantic Spells. . . . . . . . . . . 251 Muscle-Powered Geographical and Protection and Ranged Weapons. . . . . . . . . . 275 Temporal Scope. . . . . . . . . . . . 176 Warning Spells. . . . . . . . . . . . 252 Bodkin Points. . . . . . . . . . . . . . . . 277 Planet Types. . . . . . . . . . . . . . . . . 180 Water Spells. . . . . . . . . . . . . . . . . 253 Hand Grenades and Physiology Modifiers . . . . . . . . . . 181 Incendiaries. . . . . . . . . . . . . . . 277 Team Efforts . . . . . . . . . . . . . . . . . 185 6. PSIONICS. . . . . . . . . . . 254 Firearms. . . . . . . . . . . . . . . . . . . . 278 Skills for Design, “Smartgun” Electronics. . . . . . . . 278 Glossary of Psi Terminology . . . . 254 Repair, and Use. . . . . . . . . . . . 190 POWERS, TALENTS, ANDABILITIES . . . 254 Optional Rule: Malfunction . . . . 279 Complementary Skills. . . . . . . . . . 206 Pside Effects. . . . . . . . . . . . . . . . . 255 Heavy Weapons. . . . . . . . . . . . . . 281 Example of Character Gaining New Psi Abilities. . . . . . 255 ARMOR. . . . . . . . . . . . . . . . . . . . . . . . 282 Creation (concluded) . . . . . . . 227 USINGPSIABILITIES. . . . . . . . . . . . . . 255 Armor Tables. . . . . . . . . . . . . . . . 282 TECHNIQUES. . . . . . . . . . . . . . . . . . . . 229 PSIONICPOWERS. . . . . . . . . . . . . . . . . 255 Wearing Armor. . . . . . . . . . . . . . 286 Creating Techniques. . . . . . . . . . 229 Antipsi. . . . . . . . . . . . . . . . . . . . . . 255 SHIELDS. . . . . . . . . . . . . . . . . . . . . . . 287 Buying and Improving ESP. . . . . . . . . . . . . . . . . . . . . . . . 255 Carrying Weapons and Techniques . . . . . . . . . . . . . . . 230 Psychic Healing. . . . . . . . . . . . . . 256 Other Gear. . . . . . . . . . . . . . . . 287 TECHNIQUECOSTTABLE. . . . . . . . 230 Psychokinesis (PK). . . . . . . . . . . 256 MISCELLANEOUSEQUIPMENT . . . . . . . 288 Using Techniques . . . . . . . . . . . . 230 Sample Combat Psionics and Magic. . . . . . . . . . . 256 9. CHARACTER Telepathy . . . . . . . . . . . . . . . . . . . 257 Techniques . . . . . . . . . . . . . . . 230 Teleportation. . . . . . . . . . . . . . . . 257 DEVELOPMENT. . . . . . . 290 Double Defaults and Examples of Psionic Powers. . . . 257 IMPROVEMENTTHROUGH Techniques. . . . . . . . . . . . . . . . 232 Other Powers. . . . . . . . . . . . . . . . 257 ADVENTURE. . . . . . . . . . . . . . . . . . 290 Sample Noncombat Traits Gained in Play. . . . . . . . . . 291 Techniques . . . . . . . . . . . . . . . 232 7. TEMPLATES . . . . . . . . . 258 Money. . . . . . . . . . . . . . . . . . . . . . 291 Quick Learning 5. MAGIC . . . . . . . . . . . . 234 CHARACTERTEMPLATES . . . . . . . . . . . 258 Under Pressure. . . . . . . . . . . . 292 How to Use Character Glossary of Magical Terms. . . . . . 234 Templates. . . . . . . . . . . . . . . . 258 IMPROVEMENTTHROUGHSTUDY. . . . . 292 LEARNINGMAGIC. . . . . . . . . . . . . . . . 235 Are Character Templates Jobs. . . . . . . . . . . . . . . . . . . . . . . . 292 Prerequistes. . . . . . . . . . . . . . . . . 235 Finding a Teacher. . . . . . . . . . . . . 293 “Character Classes”?. . . . . . . . 259 Mana . . . . . . . . . . . . . . . . . . . . . . 235 Optional Rule: Sample Character Templates. . . 259 CASTINGSPELLS. . . . . . . . . . . . . . . . . 235 Uniqueness. . . . . . . . . . . . . . . . . . 259 Maintaining Skills. . . . . . . . . . 294 Distraction and Injury. . . . . . . . . 236 Learnable Advantages. . . . . . . . . 294 RACIALTEMPLATES. . . . . . . . . . . . . . . 260 Caster and Subject . . . . . . . . . . . 236 How to Use Racial Templates. . 261 TRANSFORMATIONS. . . . . . . . . . . . . . . 294 Time Required. . . . . . . . . . . . . . . 236 Body Modification. . . . . . . . . . . . 294 Sample Racial Templates. . . . . . 261 Energy Cost. . . . . . . . . . . . . . . . . 236 Mind Transfer. . . . . . . . . . . . . . . 296 Omitting Racial Traits. . . . . . . . . 262 Critical Spell Failure Table. . . . . . 236 Supernatural Afflictions. . . . . . . 296 META-TRAITS . . . . . . . . . . . . . . . . . . . 262 Magic Rituals. . . . . . . . . . . . . . . . 237 Death. . . . . . . . . . . . . . . . . . . . . . . 296 Limits on Effect. . . . . . . . . . . . . . 237 TRAIT LISTS . . . . . . . . . . 297 Duration of Spells and Maintaining Spells. . . . . . . . . 237 ADVANTAGES. . . . . . . . . . . . . . . . . . . . 297 Canceling Spells. . . . . . . . . . . . . . 237 DISADVANTAGES . . . . . . . . . . . . . . . . . 299 Casting Spells While MODIFIERS. . . . . . . . . . . . . . . . . . . . . . 300 Maintaining Other Spells . . . 238 SKILLS. . . . . . . . . . . . . . . . . . . . . . . . . 301 Ceremonial Magic . . . . . . . . . . . . 238 TECHNIQUES. . . . . . . . . . . . . . . . . . . . 304 DIFFERENTKINDSOFMAGIC . . . . . . . 239 SPELLS. . . . . . . . . . . . . . . . . . . . . . . . 304 Colleges of Magic. . . . . . . . . . . . . 239 ICONIC CHARACTERS. . . . 307 Spell Classes. . . . . . . . . . . . . . . . . 239 Area Spells on a Battle Map. . . . . 239 COMBAT LITE . . . . . . . . . 324 Magic Staffs. . . . . . . . . . . . . . . . . 240 Dissipating Held Melee COMBATTURNSEQUENCE. . . . . . . . . . 324 and Missile Spells. . . . . . . . . . 241 8. EQUIPMENT. . . . . . . . . 264 MRAANNGEEUDVEARTSTA. C. K. S. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 332246 Long-Distance Modifiers. . . . . . . 241 Money. . . . . . . . . . . . . . . . . . . . . . 264 ATTACKING. . . . . . . . . . . . . . . . . . . . . 326 Alternative Magic Systems. . . . . . 242 SPEALiLr LSIpSTel.l s. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 224422 CCOOSSTTOOFFLILVIINVGIN.G . T. .A .B .L .E . .. .. .. .. .. .. .. .. .. 226655 DDEAMFEANGDEINAGND. .I .N .J U. R. Y. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 332267 What Cost of Living RECOVERY. . . . . . . . . . . . . . . . . . . . . . 328 Body Control Spells. . . . . . . . . . . 244 Gets You: FATIGUE. . . . . . . . . . . . . . . . . . . . . . . 328 Communication and Empathy Spells. . . . . . . . . . . . 245 A Modern Example. . . . . . . . . 266 INDEX. . . . . . . . . . . . . . . 329 Earth Spells. . . . . . . . . . . . . . . . . 245 BUYINGEQUIPMENT. . . . . . . . . . . . . . 266 Legality Class. . . . . . . . . . . . . . . . 267 Enchantment Spells . . . . . . . . . . 246 CHARACTER SHEET . . . . . 335 4 C ONTENTS I NTRODUCTION GURPS stands for “Generic the Fourth Edition, is a unified whole. looking for a rule ... and not finding it. Universal RolePlaying System.” It was We’ve gone to a great deal of effort to GURPSis extensively cross-referenced, originally a joke . . . a code word to make sure that it all works together, with a Table of Contents, an Index, and describe the game while we looked for a and it all works.GURPSwill let you cre- a Glossary of terms used in the game. “real” name. Years went by – literally! – ate any character you can imagine, and Third is ease of play. In GURPS, as the game developed. We never found do anything you can think of ... and it most of the detailed calculations are a better name, and now that the Fourth all makes sense. done before you start play ... they are Edition is in your hands, the name is entered on the character sheet, and GURPS has been in print now for more appropriate than ever. saved until you need them. Once play nearly 35 years. It was not actually begins, it should not be com- “Generic.”Some people designed in a vacuum; plex. I’ve tried to make GURPSas fast- like quick, fast-moving every game builds on moving yet realistic as possible. It’s up games, where the referee the ones that came to you to decide whether I succeeded. makes lots of decisions before. We learn from Most roleplaying systems depend to keep things moving. our successes – and for their success on a continual flow of Others want ultimate from the successes of “official” supplements and adventures. detail, with rules for others. I think the best GURPS is different. True, we’ve every contingency. Most of games are those that are released a lot of material already, and us fall somewhere in simple, clear and easy to we plan to do much more; a totally uni- between. GURPS starts read, and I’ve tried hard to versal system offers great leeway, and with simple rules, and – make GURPS“friendly.” we’ve got a supplement list as long as especially in the combat One important influ- your arm. But GURPS is designed to system – builds up to as ence was Hero Games’ be as compatible as possible with sup- much optional detail as Champions, for the plements written for different games. you like. But it’s still the flexibility of its char - The reason? Simple. Suppose that same game. You may all use it differ- acter-creation system. Another was you’re a GURPS player. You’re at the ently, but your campaigns will all be Flying Buffalo’s Tunnels & Trolls, for hobby shop, and you see a really inter- compatible. its appeal to solitaire gamers. Finally, esting supplement package. But it’s by “Universal.” I’ve always thought it M.A.R. Barker’s Empire of the Petal another publisher, for another game. was silly for game companies to publish Throneremains noteworthy, even after No problem. The GURPS system one set of rules for fantasy, another one decades of competition and imitation, breaks everything down into plain for Old West, another one for science for the detail and richness of its alien English and simple numbers. fiction, and another one for super pow- game world. Distances are given in feet and miles, ers. GURPS is one set of rules that’s But there’s more to GURPS than rather than arbitrary units; times are comprehensive enough to let you use trying to repeat past success. The fail- given in minutes and seconds. That’s anybackground. There are worldbooks ures of earlier systems are important, what makes it generic. That also makes and supplements that “fine-tune” the too. In GURPS, I’ve tried to achieve sev- it easy to translate. If you see an inter- generic system for any game world you eral things I think earlier designs esting supplement for another game, want. But they are still compatible. If missed. go right ahead and get it. You can use you want to take your Wild West gun- First and foremost, of course, is the it as a sourcebook for GURPS. slinger and your WWII commando for- flexibility of a “universal” system. Likewise, if your gaming group tune hunting in Renaissance Italy ... go Others have tried this, but have fallen favors other systems . . . you can still for it! And because that’s exactly the into the twin traps of watered-down use your GURPSadventures. As long as kind of game that so many of our fans combat (where a lightning bolt is just that other game uses units that you can play, the Fourth Edition adds an over- like a .45 pistol) or incompatibility translate into feet, minutes, and other arching background created to support (where players have to learn so many plain-English terms, you can import just such campaigns. alternate rules for each new game and your GURPSadventures. “RolePlaying.”This is not just a hack- characters don’t easily cross over). When GURPS was launched, we and-slash game. The rules are written GURPS presents a single, unified sys- dreamed of its becoming the “standard” to make true roleplaying possible – and, tem that allows for great diversity with- roleplaying system. The hobby has in fact, to encourage it. GURPS is a out losing its coherence. This Fourth grown hugely since then! There will game in which you take on the persona Edition incorporates dozens of rules never be a single standard . . . but of another character – and pretend, for that originally appeared in supplements GURPS is one of the standards, and a little while, to bethat character. published for the Third Edition. They that’s fine. We have never tried to drive “System.” It really is. Most other seemed important enough to bring into others out of the market, or even to RPGs started out as a simple set of the Basic Set– so here they are. force them to conform to us. Instead, rules, and then were patched and mod- Second is organization.Every gamer we are conforming to them – by pro- ified, ad infinitum. That makes them has had the experience of hunting fran- ducing a system that will work with any hard to play. GURPS, more than ever in tically through one book after another, clearly written adventure. I 5 NTRODUCTION At any rate, here it is. I’m satisfied that GURPSis the most realistic, flex- About the Authors ible, and “universal” system ever developed. This Fourth Edition is the Steve Jackson culmination of 18 years of continuous Steve Jackson has been playing games for entirely too many years, and development and two years of con- designing them professionally since 1977. His other game-design credits certed revision. I hope you like it. include Ogre and G.E.V., the award-winning Illuminati, the best-selling In closing, I want to acknowledge Car Wars, the atrocious Munchkinand its offshoots, and many others. He and thank the two revisors of this edi- has served as an officer and volunteer for various industry associations, tion. Sean Punch, the GURPSline edi- and was the youngest person ever inducted into the Origins “Hall of Fame.” tor, and David Pulver spent two years He is the founder of Steve Jackson Games, in Austin, Texas. collating feedback, experimenting Steve is an active member of the Science Fiction Writers of America. with variant systems, and knitting a He is a semi-retired science fiction fan, and once spent a great deal of decade and a half of rules material time writing for various zines and helping to run conventions. He now into a coherent whole. It would not enjoys reading others’ writing and attending others’ cons. So it goes. have happened without them. His other hobbies include surfing the net, playing with Lego and – Steve Jackson rolling-ball toys, gardening (especially water lilies), and tropical fish. Notes on the David L. Pulver David L. Pulver was born in Kingston, Ontario and grew up in Fourth Edition Canada, England, and New Zealand. He has been a science fiction fan This edition represents a leap for- for most of his life, an avid gamer since 1978, and a professional author ward in more ways than just rules. As since 1988. GURPS Ultra-Tech was his first book. He has written or co- the hobby has changed, so have the authored over 75 RPG books including Transhuman Space, the standards and expectations for role- Second and Third Editions ofBig Eyes, Small Mouth,and theGURPS playing-game supplements. So . . . Spaceships series, as well as hundreds of magazine articles.David lives on Vancouver Island. • The core rulebooks are bigger. Feedback has been clear on this point. Sean M. Punch Gamers dislike it when basic rules are Sean Punch set out to become a particle physicist in 1985 and ended “held hostage” in supplements. They up as GURPS Line Editor in 1995. In that capacity, he has written, edit- want as much as possible in theBasic ed, or contributed to some 150 GURPSreleases, revised the game into Set so they can use it to run almost any its fourth edition (2004), and been a regular contributor to Pyramid kind of game. magazine. From 2008, he has served as the lead creator of theGURPS • Support is ongoing. Still, there will Dungeon Fantasy series, which led to his design of the Dungeon be lots of supplements! Thanks to our Fantasy Roleplaying Game, released in 2017. Sean has been a gamer online store, Warehouse 23, we can since 1979, but devotes most of his spare time to Argentine tango (and quickly and easily release these in digi- occasionally tending bar). He lives in Montréal, Québec with son tal form, and updatethem to fix errata. amour,Geneviève. • Supplements are modular. Print books aren't profitable below a certain size, but digital releases can be short, which allows more focus and special- economical all-in-one rulebooks to Character Creation and Compen- ization. This lets you customize the expensive boxed sets. We decided to dium II: Combat and Campaigns. dispense with the box and release Most GURPS supplements written perfect toolkit without investing a ton Basic Set, Third Edition as a single between 1996 and 2003 required one of money. book. We managed to shoehorn every- or both of the Compendia. The basic Holding this book, you might ask, thing into one volume. We continued rules had effectively spread to three “Why does this edition of theBasic Set to call it the Basic Set– even though it books. In the process, several internal come in twovolumes? Why not one big was not a boxed set – so that retailers inconsistencies became evident – the book, like the Third Editionand lots of and customers would know that it was almost-inevitable result of growth by other RPGs?” The answer involves a the same game. agglomeration. bit of history ... By 1995, we had published over Basic Set, Fourth Editionaddresses The first two editions of Basic Set – 100 titles forGURPS.However, it just the inconsistencies by recasting Basic released in 1986 and 1987 – were wasn’t feasible to keep them all in Set, Third Edition and the two boxed sets containing cardboard fig- print, so it became progressively hard- Compendia as a unified system. It ures, combat maps, dice, andtwo rule- er to find certain supplements. occupies two volumes not because we books (sound familiar?). Book 1: Meanwhile, gamers with large think we will make more money that Characterswas aimed mainly at play- GURPS libraries were finding it way, but because condensing three ers, while Book 2: Adventuring was increasingly difficult to locate specific books into one proved impossible – more of a GM’s guide. This was a rules. To solve these problems, we there was too much material! But logical division of content for a RPG, compiled the most frequently used these two volumes contain the best of and quite common in the ’80s. rules from all of GURPS into two 18 years of GURPS development, By the time of the third edition expansion volumes: Compendium I: makingFourth Editioncomprehensive (1988), gamers had come to prefer in a way that few other RPGs are. 6 I NTRODUCTION And because this edition’s Basic put the brakes on growth by agglom- fantasy, science fiction, supers, horror Setis comprehensive, there is noneed eration The Basic Set is truly all you . . . anything. We believe that’s a big to “bolt on” extra rules that will come need to run nearly any kind of game: win, and we think you will agree! to be seen as mandatory. This should – Sean Punch W I R ? HAT S OLEPLAYING In a roleplaying game (RPG), each the “audience” joins in the creation. mass-produced to please the widest player takes the part of a “character” The GM is the chief storyteller, but the possible audience, but each roleplay- participating in a fictional adventure. A players are responsible for portraying ing adventure is an individual gem, referee, called the Game Master (GM), their characters. If they want some- crafted by those who take part in it. chooses the adventure. He determines thing to happen in the story, they The GM provides the raw material, but the background and plays the part of makeit happen, because they’re in the the final polish comes from the players the other people the characters meet story. Other types of media are themselves. during their adventure. The adventure may have a fixed objective – save the Princess, find the treasure, stop the invasion – or it may be open-ended, Mini-Glossary with the characters moving from one escapade to the next. A roleplaying Below are a few important terms used in this book. The complete “campaign” can be open-ended, lasting glossary appears on pp.563-565. for years, as characters (and players) advantage: A useful traitthat gives you an “edge” over another person come and go. It’s all up to the GM and with comparable attributesand skills.See Chapter 2. the players. attributes:Four numbers – Strength, Dexterity, Intelligence,and Health No game board is necessary for a – that rate a character’s most basic abilities. Higher is always better! roleplaying game – although some sys- tems, including GURPS, include See pp.14-15. optional “boardgame” rules for combat cinematic:A style of play where the needs of the story outweigh those situations. Instead, the game is played of realism, even when that would produce improbable results. See verbally. The GM describes the situa- p.488. tion and tells the players what their d: Short for “dice.” “Roll 3d” means “roll three ordinary six-sided dice characters see and hear. The players and add them up.” See p. 9. then describe what they are doing to Dexterity (DX): An attribute that measures agility and coordination. meet the challenge. The GM describes See p.15. the results of these actions ... and so disadvantage:A problem that renders you less capable than your other on. Depending on the situation, the GM traits would indicate. See Chapter 3. may determine what happens arbitrar- enhancement:An extra capability added to a trait.This increases the ily (for the best possible story), by refer- point cost of the trait by a percentage. See pp.102-109. ring to specific game rules (to decide Fatigue Points (FP):A measure of resistance to exhaustion. See p.16. what is realistically possible), or by Health (HT): An attribute that measures physical grit and vitality. See rolling dice (to give an interesting ran- p.15. dom result). Hit Points (HP):A measure of ability to absorb punishment. See p.16. Part of the object of a roleplaying Intelligence (IQ):An attribute that measures brainpower. See p.15. game is to have each player meet the limitation:A restriction on the use of a trait.This reduces the pointcost situation as his characterwould. A role- of the trait by a percentage. See pp.110-117. playing game can let a player take the point:The unit of “currency” spent to buy traitsfor a character. The part of a stern Japanese samurai, a more points you have, the more capable you are. Point costs for medieval jester, a wise priest, a stow- away gutter kid on her first star-trip ... traits are often written in brackets; e.g., “Combat Reflexes [15]” or absolutely anyone else. In a given means the Combat Reflexes trait costs 15 points. See p.10. situation, all those characters would prerequisite:A traityou must have to qualify for another trait. If the react differently. And that’s what role- prerequisite is a skill, you must have at least one point in it. See playing is about! Thus, good roleplay- p.169. ing teaches cooperation among skill: A number defining your trained ability in an area of knowledge the players, and broadens their or broad class of tasks. See Chapter 4. viewpoints. Strength (ST):An attribute that measures physical muscle and bulk. But roleplaying is not purely educa- See p.14. tional. It’s also one of the most creative trait: An advantage, attribute, disadvantage, skill, or other character possible entertainments. Most enter- “building block” that affects game play and costs points to add, tainment is passive: the audience just modify, or remove. sits and watches, without taking part in the creative process. In roleplaying, I 7 NTRODUCTION We’ve also added several features to make the rules easier to learn. The Materials Needed for Play Quick-Start (below) and Conventions (p. 9) sections cover the most impor- • GURPS Basic Set Characters. Everyone will need access to this tant game concepts. The Glossary bookin order to create characters and look up character abilities. A large (pp. 563-565) defines the terms used group will find it handy to haveseveral copies available, especially during in the game – and an abridged version character creation. (see Mini-Glossary, p. 7) appears here • GURPS Basic Set Campaigns. The GM will need a copy of this so you can understand the Quick Start book, which contains rules for success rolls, physical feats, combat, rules without flipping pages. injury, animals, and vehicles, as well as advice on how to run the game The best way to learn GURPS is to and design a campaign. join a group of friends who already •Character sheets. Each player will need a copy of the Character Sheet play. If you’re starting out on your (pp. 335-336) on which to record his PC’s statistics. You may make as own, here’s what we recommend: many copies as you like for your own use (but notfor resale). 1. Quickly skim this book, just to • Three six-sided dice.A set of three dice for each player, and another get the flavor of the game. Don’t worry set for the GM, is even better. about the details yet. • Pencils and scratch paper.For taking notes, sketching maps, etc. 2. Read the Mini-Glossary (p. 7)to learn the basic terminology. 3. Read the Quick-Start and Conventions sections to learn the basic The other important thing about H L game concepts. OW TO EARN roleplaying is that it doesn’t have to be 4. Read Creating a Character competitive. In most roleplaying situ- GURPS (pp.10-12) to get an idea of the differ- ations, the party will succeed or fail as ent things characters can do. a group, depending on how well they If you have some experience with 5. Read the rest of the rules in cooperate. The greatest rewards of roleplaying games already, you should detail, as your time permits. good roleplaying come not in “win- find GURPS easy to pick up. But if ning,” but in character development. this is your first RPG, you’ll have a lit- GURPS Litemay also be useful to The more successfully a player por- tle more to learn. Relax – if you got you. It’s a 32-page distillation of the trays his character (as judged by the this far, you’ll be fine! basic system; you can download it free GM), the more that character will gain Don’t be alarmed by the physical at gurps.sjgames.com/lite. in ability. size of the game. There’s a lot of mate- Once you have absorbed the rules, When it’s all said and done, the GM rial here – two thick books – but we’ve you can be the GM for your friends, and the players will have created a done our best to make it easy to use. and help them learn the game. You story ... the story of how the charac- The tables of contents (pp.3-4 and can do whatever you want . . . that’s ters met, learned to work together, 339-341) and the index (pp.329-334 or the whole point of the system. encountered a challenge, and (we 570-575) are as detailed as we could Most important: Have fun! hope) triumphed! manage. Q S UICK TART This section is a brief guide to the your Strength to stop a heavy door heavy door is harder than stopping an whole GURPSgame system. The Basic from closing, or against your Guns skill ordinary one. Setspans two thick volumes, but most to hit an enemy with your pistol. For an especially easy task, you of that is detail, “color,” and special The only dice used in GURPS are would get a bonusto your attempt. You cases. The game system is actually easy. six-sided ones. Roll three dice for a suc- might roll “Animal Handling+4” to GURPSis designed to be “friendly,” cess roll. If your roll is less thanor equal make friends with a very friendly dog. If both for the player and the Game to the skill or ability you are testing, your Animal Handling skill were 12, a Master. The rulebooks include a lot of you succeeded. Otherwise, you failed. roll of 16 or less would succeed. Making detail, but they’re indexed and cross- For example, if you are rolling against a roll of 16 or less is easier than making referenced to make things easy to find. Strength, and your ST level is 12, a roll the base skill roll of 12 or less, because And all the detail is optional – use it of 12 or less succeeds. a friendly dog is easy to deal with. only when it makes the game more fun. Sometimes you will have modifiers For details on success rolls, see There are only three basic “game to a roll. For instance, if you were try- pp.343-361. mechanics” in GURPS. Learn these ing to stop a very heavydoor from clos- (2) Reaction Rolls. A “reaction roll” and you can start to play. ing, you might have to roll against is a roll made by the Game Master (or Strength at -2 (or ST-2, for short). In (1) Success Rolls.A “success roll” is GM) to determine how his nonplayer that case, with a Strength of 12, you a die roll made when you need to “test” characters (NPCs) react to the player would need to roll a 10 or less to suc- one of your skills or attributes. For characters. This roll is always optional; ceed. Rolling a 10 or less is harder than instance, you might test, or roll against, the GM may predetermine reactions. rolling a 12 or less, just as stopping a 8 I NTRODUCTION

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