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1994-09-08
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From: sands@netcom.com (Sue and Sean)
Newsgroups: rec.games.frp.archives
Subject: SUPPLEMENT: GURPS FAQ
Followup-To: rec.games.frp.misc
Date: 7 Sep 1994 10:31:31 -0400
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GURPS FAQ Ver. 2.8.1 1 September 1994
=========================================
Next distribution date: Real Soon Now (possibly in 1994)
The GURPS Frequently Asked Questions list will be updated as needed
and to the rec.games.frp.archives newsgroup and io.games.sjg.gurps on
io.com. Notices will be posted to rec.games.frp.misc, the GURPS
mailing list, and io.games.sjg.gurps. Follow-ups should be directed to
rec.games.frp.misc (or when appropriate to rec.games.frp.advocacy).
James Duncan <griffin@io.com> - Founder and Current Maintainer
Sean Barrett <sands@netcom.com> - Backup
Kevin Wong <jahn@soda.berkeley.edu> - Former Maintainer
Contributions from others as noted.
Sean Barrett has posted this interim version of the FAQ while Jim
Duncan resumes the post of FAQ Maintainer. Jim will re-post it as soon
as he is back on line. This version is identical to v2.8 except for:
- numerous spelling, grammar and punctuation corrections.
- a note on the future (or lack thereof) of White Wolf conversions.
- a note on the "officiality" of these answers.
- some factual corrections regarding:
- - the Illuminati BBS.
- - GURPS Talislanta.
- - GURPS Cthulhupunk.
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 <griffin@io.com>.
An HTML version of this file can be found on the World-Wide Web at
http://io.com/io
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?
GN-07: Where can I get GURPS Errata, SJ Games catalogs, and other
GURPS information?
GN-08: What's Illuminati Online?
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-thru" 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)?
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's in GURPS Vehicles?
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?
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. The current version of
GURPS Basic 3rd Edition was published in 1988.
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 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.
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 <jjohnson@ccscola.columbiasc.ncr.com>. He
will be posting the list to rec.games.frp.archives
approximately every 6-8 weeks.
GN-04: Is there a GURPS electronic mailing list?
Yes, there are actually two GURPS mailing lists. Both are run
by JP LaFond and are described below. (Note: The GURPS Digest
formerly run by Walter Milliken is no longer in existence).
Name: gurps-announce-ext
Subscription: jpl@think.com
Posting: gurps-announce-ext@think.com
Moderator: JP LaFond
Notes: gurps-announce-ext, is for occasional GURPS
product and playtest announcements.
Name: gurps-ext
Subscription: jpl@think.com
Posting: gurps-ext@think.com
Moderator: JP LaFond
Notes: gurps-ext is for general GURPS discussion.
It's a small list right now, intended for
"serious" discussions of GURPS issues.
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 72
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.
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?
& 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.
See GN-08.
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).
GN-08: What's Illuminati Online?
Illuminati Online is an 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.
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 pyramid@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.
B. No. You do NOT need to buy off disadvantages gained 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-thru" 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 <rabulias@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 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 <sesharp@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 James: 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 <LIN001CI@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@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@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 and Werewolf: the
Apocalypse are out. GURPS Mage: the Ascension and GURPS
Vampire: the Masquerade Companion are both currently up for
playtest.
& A squabble on Usenet in August '94 between Steve Jackson and
& Steve Weick (sp?) of White Wolf raises doubts that Mage or any
& following books will ever be completed.
& I think the V:tM Companion is already out.
& (Source: Sean Barrett)
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)
CN-12: Star Trek
Eric Phillips <ERIC8440@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 <jacobus@symphony.cc.purdue.edu>
and Jim Frost <jimfost@matt.ksu.ksu.edu>)
% FN-02: How do the linking spells work (link, delay, reflex)?
[under construction]
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.
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 (which is out).
Probably not until mid-1994 at the earliest.
SF-04: Are robots covered in any GURPS book?
GURPS Vehicles gives some guidelines, and GURPS Robots is in
playtest now (Sep '94).
(Source: Sean Barrett)
David Pulver has an article on Androids for Cyberpunk
campaigns in Roleplayer #29.
(Source: Jeff Gaines <rabulias@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
<jjohnson@ccscola.columbiasc.ncr.com> for input on this item).
SF-05: How do the beam weapon rules work?
[under construction]
SF-06: 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.
(Source: James Duncan)
A more thorough discussion of mecha can be found in GURPS
Robots, now in playtest (Sep '94)
(Source: Sean Barrett)
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.
Note: GURPS Terradyne is a source book for low-tech space
science-fiction gaming. This book can be "cyberized" but
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 <tdunn@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 <betel@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 <mehawk@agora.rain.com>)
Supers
------
SP-01: Are there any adventures available for GURPS Supers?
Yes. GURPS Supers Adventures is a book of four adventures.
Two other adventures exist. They are Death Wish by Loyd
Blankenship, and School of Hard Knocks by Aaron Allston. The
latter two were written for first edition Supers rules. See
also Aces Abroad by Kevin Andrew Murphy for Wild Cards.
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 <rabulias@io.com>)
GURPS Lensman contains a few pages on alien martial arts
maneuvers and styles.
(Source: Sean Barrett)
... end of GURPS FAQ 2.8.1 (09/01/94)