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[[Image:G4ec.jpg|frame|right|GURPS Fourth Edition Basic Set]]
 
This annotation project is intended to provide a cross-referenced source of information about the GURPS 4th Edition roleplaying system. It is ''not'' intended to replace the core books, nor should information from the core books be copied to any page on the wiki.
 
This annotation project is intended to provide a cross-referenced source of information about the GURPS 4th Edition roleplaying system. It is ''not'' intended to replace the core books, nor should information from the core books be copied to any page on the wiki.
  
 
==About GURPS==
 
==About GURPS==
GURPS is a [[points-based system]] which proposes to simplify gaming in a number of ways.
+
[[GURPS|A complete description of the GURPS system can be found on the GURPS page.]]
===Fewer dice===
 
The only die used in GURPS is the [[d6]]. Most rolls are made with 3d6; the few remaining rolls are some other number of d6.
 
===Flexible system===
 
GURPS attempts to create a bare framework for roleplaying which can be overlaid with the specific details of any [[campaign]] [[setting]] or [[genre]]. 
 
  
GURPS Lite is a free downloadable 32 page pdf that will give GMs and players the basics of the game to the extent that campaigns can be run off of it and it alone, though obviously greater detail is available with the full rules
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All information on GURPS rules and systems has been moved to that page.
 
 
The system is point based and character traits are comprised of six basic groups, Attributes, Advantages, Skills, Perks, Disadvantages and Quirks.  Attributes can cost positive, zero or negative points depending on their value.  Advantages, Skills and Perks always cost postive points while Disadvantages and Quirks produce negative points that can be used to make other positive purchases.
 
 
 
===Optional detail===
 
The rules are written with the intention that only a certain core set of rules is actually ''required'' for play. The remainder add detail and/or realism at the expense of pace, and may be disregarded without making [[character]]s or campaigns incompatible with each other.
 
  
 
==About this project==
 
==About this project==
Line 20: Line 12:
 
==How to contribute==
 
==How to contribute==
 
Most new pages should fall into one of the following categories:
 
Most new pages should fall into one of the following categories:
*GURPS:Attributes
 
There are 4 basic attributes in GURPS Strength (ST), Dexterity (DX) Intelligence (IQ) and Health (HT).  There are subattributes as well, Perception (PER), Will (WILL), Hit Points (HP), Fatigue Points (FP), Basic Speed (SPEED) and Movement.  Each of these are based on one or more attributes but can be adjusted by spending points or by selling off a subattribute to a lower value for the equivalent points.
 
  
Example, a character with a DX of 13 and HT of 12 has a basic speed of 6.25. The O.25 has some minor benefits, particularly with regard to initiative, but generally doesn't do much.  A player can either raise his basic speed by spending 5 pts per quarter point of basic speed or sell of the excess.  In this case he'd recover five points and have a basic speed of 6.0.
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===[[GURPS Character Points|Character Points]]===
 +
The heart of character generation in GURPS are Character Points, or CP. Points can be ''spent'' to purchase traits for the character. And negative traits can be taken to generate additional CP to make more purchases.  
 +
 
 +
The Game Master of a game decides on how many points players may have to generate characters.  
 +
 
 +
===[[GURPS Attributes|Attributes]]===
 +
New rules or information on GURPS attributes (Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT)) or Secondary Characteristics (Perception (PER), Will (WILL), Hit Points (HP), Fatigue Points (FP), Basic Speed (SPEED), and Movement) should be placed on that page.
  
Other traits that are attributes in other games are found as either Advantages or Disadvantages. ie Charisma.
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===[[GURPS Advantages|Advantages]]===
 +
Advantages are quite simply abilities, traits, or powers that have a positive overall impact on the character. They range from simple (and low-cost) things like improved vision, or hearing, all the way up to Super Powers. Advantages, like disadvantages are divided into several categories. Physical, Mental, and Social. They are also divided into Exotic, Supernatural, and Mundane. These categories help the referee decide which advantages will be allowed in his campaign.
  
*GURPS:Advantages
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Any new, renamed, or combinations of advantages should be placed on that page.
*GURPS:Disadvantages
 
*GURPS:Genres
 
*GURPS:House rules
 
*GURPS:Magic
 
GURPS 3rd edition had a number of magic systems built to suit a variety of settings.  What was called 'Standard Magic' was built for Fantasy genres and deals with casting spells in tactical time units.  Standard Magic is little changed.
 
  
Spells are skills, are learned and improved as such and work on the premise of an ambient magical energy called mana being around. An Advantage called Magery allows casters to work magic anywhere where mana is available, though mana levels can affect spell skill level and general effects. It also adds to the effective skill of the spell.
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===[[GURPS Disadvantages|Disadvantages]]===
 +
Disadvantages are traits that have a negative impact overall on the character. Some disadvantages have minor benefits. A person who is Honest is restricted from doing illegal acts but can become known for honesty and net a positive reaction bonus for it. For the most part Disadvantages are going to be more restrictive than beneficial and in those cases where the disadvantage does not negatively impact a character it's value can be reduced or even removed.
  
Magery is available in levels.  As of GURPS 4th, there is no upper level for Magery unless a GM sets one for a game.  Standard Magic is a prerequiste learning system.  For example, to learn the spell Explosive Fireball, which creates a fireball that travels from the caster and expands over an area, you need to first learn the spell Fireball, which sends a single target version of the spell.  To learn Fireball, you need to learn two other spells, Create Fire, which produces a magical fire that requires no fuel, and Shape Fire, which in addition to molding fire, is able to animate it. These in turn have their own prerequisite spell either Ignite Fire, the barbecue chef's best friend (pile of charcoal bricks becomes burning pile of charcoal bricks in one second.  No fluid needed.) or Seek Fire which will let a caster find the nearest source of a fire.  These two spells are basic spells, spells that have no prerequisites.
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Any new, renamed, or combinations of disadvantages should be placed on that page.
  
Other magic systems used in 3rd edition have yet to be fully reintroduced in 4th edition to date.
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===[[GURPS Skills|Skills]]===
 +
Any new skills or skill conversions from other systems should be placed on that page.
  
*GURPS:Psionics
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===[[GURPS Magic|Magic]]===
Psi in 4th edition has changed dramatically.  Whereas previous editions had a variety of powers and skills specifically under the psionic umbrella, these powers are now generic in nature, and classified as advantages.
+
GURPS third edition had a number of magic systems built to suit a variety of settings. What was called "Standard Magic" was built for Fantasy genres and deals with casting spells in tactical time units. Standard Magic is little changed.
  
A character designer who specifies a power like mind reading is psionically based takes a minor limitation on the power, reducing it's cost.  This limitation makes the power subject to another advantage, Psi Static.
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If you have rules on different types of magic systems or new spells they should be placed on that page.
  
*GURPS:Skills
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===[[GURPS Powers|Powers]]===
Skills in GURPS 4th are resolved with a 3d6 roll (usually designated 3d since d6 is the only die used in GURPS) against a skill's level or lower.  This is modified by circumstances ie piloting a damaged bomber).  Skills are based on attributes or in a few cases the subattributes Perception and Will.  Skills are ranked by difficulty.  An easy skill is learned at it's governing attribute's level for 1 point, an average skill for two, a hard skill for 4 and a very hard skill for 8.
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If you have used the rules (especially those from the Powers book) to create specific powers they should be placed on that page.
  
ALL skills follow the same basic cost path, 1, 2, 4, 8, 12, 16... etc points for each level.  In earlier editions of the game, points in skills represented the amount of time and training spent learning the skill.  In 4th edition, this has been dropped.  While most skill points still indicate training time there is no 'formula' for it and it can be used for exceptionally gifted characters to pick up a skill in very short time, GM's decision.
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===[[GURPS Psionics|Psionics]]===
 +
Psionics have changed dramatically in Fourth Edition. Whereas previous editions had a variety of powers and skills specifically under the psionic umbrella, these powers are now generic in nature, and classified as advantages.  
  
Most but not all skills have defaults and can be used untrained. Example Broadsword skill defaults to DX -4 so an untrained character with a DX of 13 weilds a broadsword with skill 9 or less. 
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Any new powers that are Psionic in nature should be placed on that page.
  
Some skills do not have defaults.  If it is studied, the character cannot use it.  Computer Hacking is an example of a defaultless skill.
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===[[GURPS House Rules|House Rules]]===
 +
If you have any suggestions on how to interpret the GURPS fourth edition rules in certain situations, or rules that you use that are altogether new they should go on that page.
  
There is a subcategory of skilled called Techniques.  In 3rd edition, they were called Maneuvers, but since that word has other uses in the game, the name was changed.
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===[[GURPS Templates|Templates]]===
 +
Templates and Meta-Traits (which are really just certain types of templates) should go on that page.
  
Techniques advance on a cheaper cost rate than skills.  They generally default from skills and are specializations of those skills.  ie 'Arm Lock' for the skill of Judo.  This will improve the character's ability to put an opponent in an arm lock without improving the rest of the Judo package of abilities.
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===[[GURPS Weapons|Weapons]]===
 +
One of the biggest complaints about the Fourth Edition is that the copious amounts of weapons data haven't been converted yet. Conversions are here.
  
Techniques have one problem. The cost of improving more than three of them ends up costing more than improving the base skill, which would improve EVERY technique based on the skill.  But it is a way to hone certain aspects of a skill to very high levels for relatively low cost.
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===[[GURPS Armor|Armor]]===
 +
We have the same problem with armor as we do with weapons. In addition, many people feel the armor stats (particularly weight) in the Fourth Edition Basic book is just wrong.
  
*GURPS:Tactics
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===[[GURPS Equipment|Equipment]]===
*GURPS:Terminology
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Any new stats or conversions of equipment or vehicles should go here.
  
Alternatively, a new page might fall into a subcategory -- e.g., GURPS:Cyberpunk might be a subcategory of GURPS:Genres, and you might want to create a page on Cyberpunk terminology, which would logically be most at home within the GURPS:Cyberpunk category. However, ''please'' avoid creating additional subcategories unless there is a ''compelling'' reason. If you have any doubt, please solicit discussion on the Talk page for the category where you're considering creating a subcategory.
+
===[[GURPS Genres|Genres]]===
 +
If you have information (such as a review on a specific genre book), or helpful information about running a specific genre with GURPS it should go on that page.
 +
 
 +
Alternatively, a new page might fall into a subcategory -- e.g., ''GURPS: Cyberpunk'' might be a subcategory of ''GURPS: Genres'', and you might want to create a page on Cyberpunk terminology, which would logically be most at home within the ''GURPS: Cyberpunk'' category. However, ''please'' avoid creating additional subcategories unless there is a ''compelling'' reason. If you have any doubt, please solicit discussion on the Talk page for the category where you're considering creating a subcategory.
 +
 
 +
If you’re creating an article about a specific GURPS world, please include a link to it from the GURPS Genre page.
 +
 
 +
===[[GURPS Tactics|Tactics]]===
 +
An article about general tactics would be very useful to any player that finds his character in a violent situation. Especially if that article includes tips and tricks for using the GURPS Fourth Edition rules and techniques during combat.
 +
 
 +
===[[GURPS Terminology|Terminology]]===
 +
An extensive article on specific GURPS terms, both official and otherwise should go on that page.
  
 
==What to do==
 
==What to do==
 +
Don’t feel that you have to write a long article. If you have an idea, even a small one, go to the appropriate page and add it.
 +
 
A good start would be to pick your favorite genre. If a page for it exists, see if it says everything that needs to be said. If not, start it!
 
A good start would be to pick your favorite genre. If a page for it exists, see if it says everything that needs to be said. If not, start it!
  
 
Other things that need to be done:
 
Other things that need to be done:
*Clarifications of rules that you think are hard to understand
+
*Clarifications of rules that you think are hard to understand.
*Lists of limitations and enhancements people use, with value modifiers, per skill/advantage/disadvantage
+
*Lists of limitations and enhancements people use, with value modifiers, per skill/advantage/disadvantage.
*Observed/common abuses of rules/skills/advantages/disadvantages/enhancements/limitations
+
*Observed/common abuses of rules/skills/advantages/disadvantages/enhancements/limitations.
 +
 
 +
==See also==
 +
*[[GURPS|The GURPS game system]]
 +
*[[Steve Jackson Games]]
 +
*[[List of unofficial GURPS Netbooks]]
 +
 
 +
==External links==
 +
*[http://www.sjgames.com/gurps/ Official website]
 +
*[http://en.wikipedia.org/wiki/List_of_GURPS_books List of published GURPS books.]
 +
*[http://e23.sjgames.com/item.html?id=SJG02-0004 Free printable PDF] version of the "lite" rulebook (4th edition)
 +
*[http://www.sjgames.com/gurps/faq/ 4th Edition FAQ]
 +
*[http://e23.sjgames.com/item.html?id=SJG82-0106 Free printable PDF] version of the "lite" rulebook (3rd edition)
 +
*[http://www.sjgames.com/gurps/faq/FAQ-5.4.html 3rd Edition FAQ]
 +
*[http://www.krommnotes.org/ Kromm Notes (3rd edition)] The collected rulings of Dr. Kromm, GURPS Line Editor at [[Steve Jackson Games]].
 +
*[http://www.sjgames.com/gurps/resources.html GURPS Resources] Free forms, errata, updates, and software for GURPS on Steve Jackson Games website.
 +
*[http://gcs.roleplayer.com/ GURPS Character Sheet], a free character creation program (4th edition).
 +
*[http://www.sjgames.com/pyramid/ Pyramid Magazine], a weekly online magazine devoted to supporting GURPS.
 +
*[http://www.warehouse23.com/ Warehouse 23], Steve Jackson Games' online store.
 +
*[http://e23.sjgames.com/ The e23 site] - sells PDF files; some are of out-of-print books, and some are free.
 +
*[http://j.webring.com/hub?ring=gurps GURPS Webring], containing over 75 fansites.
  
[[Category:GURPS]]
+
[[Category:GURPS|Main Page]]

Latest revision as of 06:22, 26 September 2009

GURPS Fourth Edition Basic Set

This annotation project is intended to provide a cross-referenced source of information about the GURPS 4th Edition roleplaying system. It is not intended to replace the core books, nor should information from the core books be copied to any page on the wiki.

About GURPS

A complete description of the GURPS system can be found on the GURPS page.

All information on GURPS rules and systems has been moved to that page.

About this project

The goal of this project is to create an annotated guide for selection and interpretation of the rules of GURPS depending on the style of game your group wants to play. It was started on 02 June 2005 by Adalger.

How to contribute

Most new pages should fall into one of the following categories:

Character Points

The heart of character generation in GURPS are Character Points, or CP. Points can be spent to purchase traits for the character. And negative traits can be taken to generate additional CP to make more purchases.

The Game Master of a game decides on how many points players may have to generate characters.

Attributes

New rules or information on GURPS attributes (Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT)) or Secondary Characteristics (Perception (PER), Will (WILL), Hit Points (HP), Fatigue Points (FP), Basic Speed (SPEED), and Movement) should be placed on that page.

Advantages

Advantages are quite simply abilities, traits, or powers that have a positive overall impact on the character. They range from simple (and low-cost) things like improved vision, or hearing, all the way up to Super Powers. Advantages, like disadvantages are divided into several categories. Physical, Mental, and Social. They are also divided into Exotic, Supernatural, and Mundane. These categories help the referee decide which advantages will be allowed in his campaign.

Any new, renamed, or combinations of advantages should be placed on that page.

Disadvantages

Disadvantages are traits that have a negative impact overall on the character. Some disadvantages have minor benefits. A person who is Honest is restricted from doing illegal acts but can become known for honesty and net a positive reaction bonus for it. For the most part Disadvantages are going to be more restrictive than beneficial and in those cases where the disadvantage does not negatively impact a character it's value can be reduced or even removed.

Any new, renamed, or combinations of disadvantages should be placed on that page.

Skills

Any new skills or skill conversions from other systems should be placed on that page.

Magic

GURPS third edition had a number of magic systems built to suit a variety of settings. What was called "Standard Magic" was built for Fantasy genres and deals with casting spells in tactical time units. Standard Magic is little changed.

If you have rules on different types of magic systems or new spells they should be placed on that page.

Powers

If you have used the rules (especially those from the Powers book) to create specific powers they should be placed on that page.

Psionics

Psionics have changed dramatically in Fourth Edition. Whereas previous editions had a variety of powers and skills specifically under the psionic umbrella, these powers are now generic in nature, and classified as advantages.

Any new powers that are Psionic in nature should be placed on that page.

House Rules

If you have any suggestions on how to interpret the GURPS fourth edition rules in certain situations, or rules that you use that are altogether new they should go on that page.

Templates

Templates and Meta-Traits (which are really just certain types of templates) should go on that page.

Weapons

One of the biggest complaints about the Fourth Edition is that the copious amounts of weapons data haven't been converted yet. Conversions are here.

Armor

We have the same problem with armor as we do with weapons. In addition, many people feel the armor stats (particularly weight) in the Fourth Edition Basic book is just wrong.

Equipment

Any new stats or conversions of equipment or vehicles should go here.

Genres

If you have information (such as a review on a specific genre book), or helpful information about running a specific genre with GURPS it should go on that page.

Alternatively, a new page might fall into a subcategory -- e.g., GURPS: Cyberpunk might be a subcategory of GURPS: Genres, and you might want to create a page on Cyberpunk terminology, which would logically be most at home within the GURPS: Cyberpunk category. However, please avoid creating additional subcategories unless there is a compelling reason. If you have any doubt, please solicit discussion on the Talk page for the category where you're considering creating a subcategory.

If you’re creating an article about a specific GURPS world, please include a link to it from the GURPS Genre page.

Tactics

An article about general tactics would be very useful to any player that finds his character in a violent situation. Especially if that article includes tips and tricks for using the GURPS Fourth Edition rules and techniques during combat.

Terminology

An extensive article on specific GURPS terms, both official and otherwise should go on that page.

What to do

Don’t feel that you have to write a long article. If you have an idea, even a small one, go to the appropriate page and add it.

A good start would be to pick your favorite genre. If a page for it exists, see if it says everything that needs to be said. If not, start it!

Other things that need to be done:

  • Clarifications of rules that you think are hard to understand.
  • Lists of limitations and enhancements people use, with value modifiers, per skill/advantage/disadvantage.
  • Observed/common abuses of rules/skills/advantages/disadvantages/enhancements/limitations.

See also

External links