GURPS Ultra-Lite Folds and and Much More

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About GURPS

ULTRA-LITE

Steve Jackson Games is committed to full support of
GURPS players. Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include a selfaddressed, stamped envelope (SASE) any time you write us! We can also be reached by e-mail:

[email protected]. Resources include:

slit on the dotted line in the middle of the sheet, below pages 6 and Back and above 3 and 2; if you cut to either edge of the paper, you went too far!
Fold the paper in half lengthwise, text-side-out, and – holding the Front and page 1 in one hand and pages 5 and 4 in the other – bring your hands together, so that the pages on the top layer (6 and Back) pop up and the pages on the bottom layer (2 and 3) pop down. Looked at from a certain view, it should resemble a plus (+) sign.

INSTRUCTIONS

After you print this PDF, lightly fold the second page on the faint lines. (Make all folds in both directions to loosen the creases.) With the page folded in half in either direction, the joining edges should match; if they don’t, trim the overly long edge(s). Then unfold the page and lay it flat.

New supplements and adventures. GURPS continues

to grow – see what’s new at www.sjgames.com/gurps.

e23. Our e-publishing division offers GURPS adventures, play aids, and support in PDF form . . . digital copies of our books, plus exclusive material available only on e23! Just head over to e23.sjgames.com.
Look at the sheet landscape style, so the Ultra-Lite cover is in the upper-right corner (see picture). Make a horizontal
Fold page 6 toward page 5, then fold page 1 toward page
2. This forms a booklet with the cover on top and the copyright page on the back; the rest of the book should now read in the correct order.

Pyramid

(www.sjgames.com/pyramid).

Our

54
63
Back Front

Cut where

monthly PDF magazine includes new rules and articles for GURPS, systemless locations, adventures, and much more. Look for each themed issue from e23!
Internet. Visit us on the World Wide Web at

www.sjgames.com for errata, updates, Q&A,

and much more. To discuss GURPS with our staff and your fellow gamers, visit our forums at

forums.sjgames.com. The GURPS Lite web page can be found at www.sjgames.com/gurps/lite.

indicated by the red line.

BONUS TIP

Once properly assembled, GURPS Ultra-Lite folds and unfolds easily. Did you notice that the other side of the sheet is blank? You can print a character sheet there, player info for your game, flyer information for your store, or anything else that suits your fancy!

  • 2
  • 1

Bibliographies. Many of our books have extensive bibliographies, and we’re putting them online – with links to let you buy the resources that interest you! Go to each book’s web page and look for the “Bibliography” link.

GURPS System Design

❚❚

STEVE JACKSON SEAN PUNCH
Managing Editor

  • PHILIP REED
  • Director of Sales

Errata Coordinator

GURPS FAQ Maintainer ❚ –––––––


ROSS JEPSON FADE MANLEY

GURPS Line Editor

Art Director Production Artists and NIKOLA VRTIS MONICA STEPHENS

WILL SCHOONOVER
Marketing Director

PAUL CHAPMAN

ALEX FERNANDEZ e23 Manager STEVEN MARSH

VICKY “MOLOKH” KOLENKO
Prepress Checker

Errata. Everyone makes mistakes, including us – but we do our best to fix our errors. Up-to-date errata pages for all GURPS releases, including this book, are available on our website – see above.

GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Ultra-Lite, Pyramid, and 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 Ultra-Lite Version 0.8 is copyright © 2009 by Steve Jackson Games Incorporated. All rights reserved.

GURPS Ultra-Lite Version 0.8 is intended for free distribution. You are encouraged to copy and share this page freely. You may not charge for it, except to cover the actual cost of copying. You may not remove any part of it. You may not change or modify it.
You absolutely may not incorporate this game, or parts of it, into another product for distribution in any way.

Rules and statistics in this book are specifically for

the GURPS Basic Set, Fourth Edition. Page references

that begin with B refer to that book, not this one.

GURPS Ultra-Lite is available in PDF format from www.sjgames.com/gurps/lite/. You may distribute this PDF file freely

under the above restrictions, and post copies of it online. You may not sell it or include it as part of any product for sale without the written permission of Steve Jackson Games Incorporated.

GURPS Rules by STEVE JACKSON GURPS Ultra-Lite Abridged Rules by

STEVE JACKSON GAMES

®

SEAN PUNCH

  • Stock #37-0032
  • Version 0.8 – January 2009

  • Combat
  • Ranged attack: As above, but

skills are things like Ninja for shuriken or Infantryman for rifles. Don’t subtract half your enemy’s bonus. The GM may give up to -10 for range. Success does Basic Damage for bows and thrown weapons, 2d for pistols, or 5d for rifles. Skill level still adds to damage.

Move: Run from ranged to

melee or melee to ranged.

Defend: Duck! Subtract your

full skill bonus from enemy melee attacks, half that from ranged ones. one that uses heavy high-tech armor (e.g., Commando). Whatever is left comes off HP.
At 0 HP, roll base HT each turn before acting; failure means you pass out. At -HP, you collapse; roll base HT or die. If you survive, make a daily HT roll to recover 1 HP.

Combat proceeds in turns.

Each turn, each fighter picks one option (and one foe, if he attacks):

TM

Melee attack: A trained task

using DX and a skill like Karate Master (if unarmed) or Knight (if armed). The skill must fit the weapon (e.g., Samurai for katana) to count when armed. Subtract half your enemy’s combat skill bonus; e.g., with Agile (12) and Samurai 2 (+8), you need 12 - 6 + 8 = 14 to hit, or 10 if your foe has Ninja 2 (+8).
Success when unarmed does damage equal to half your Basic Damage roll (drop fractions); Weak heroes inflict 1 point. Use the full roll when armed. Add combat skill level (not bonus) to damage; e.g., Knight 2 (+8) gives +2.

ULTRA-LITE

Version 0.8

Stock #37-0032

GURPS Rules by STEVE JACKSON
GURPS Ultra-Lite Abridged Rules by SEAN PUNCH

GURPS Ultra-Lite Version 0.8 is copyright © 2009 by

Steve Jackson Games Incorporated. It is intended for free distribution. You are encouraged to copy and share this page freely. You may not charge for it, except to cover the actual cost of copying. You may not remove any part of it. You may not change or modify it. You absolutely may not incorporate this game, or parts of it, into another product for distribution in any way.

GURPS Ultra-Lite is available in PDF format from

www.sjgames.com/gurps/lite/. You may distribute

this PDF file freely under the above restrictions, and post copies of it online.
You may not sell it or include it as part of any product for sale without the written permission of
Steve Jackson Games Incorporated.

Please visit our website at www.sjgames.com. You may

also write to us at PO Box 18957, Austin, TX 78760.

®

Armor protects the wearer against damage. Subtract 1 from enemy damage rolls per level in a skill that uses light, low-tech armor (e.g., Swashbuckler), 2 per level in one that uses heavy low-tech armor (e.g., Knight) or light high-tech armor (e.g., Cop), or 4 per level in
This game assumes you know what “RPG,” “PC,” GM,”
“3d6,” and “NPC” mean.
Learning it will teach you some GURPS concepts, but not all –

GURPS is much larger!

STEVE JACKSON GAMES

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  • EABA Owes a Debt to the Role-Playing Games That Have Gone Before

    EABA Owes a Debt to the Role-Playing Games That Have Gone Before

    OTHER CREDITS: In addition, EABA owes a debt to the role-playing games that have gone before. These may have themselves had inspiration from other role-playing games, but I'm just crediting the ones that inspired me. Dungeons & Dragons®(1974), by Dave Arneson and Gary Gygax, for starting the idea of formal role-playing systems, as well as for some of the most fundamental game mechanics like attributes, skill rolls, and so on. Every role-playing game owes something to Dungeons & Dragons. Champions®(1981), by George MacDonald and Steve Peterson, for internally consistent and intuitive game mechanics, point-based adventurer creation and attribute- based defaults. From beginning as a ™ EABA v1.0 superhero game it has morphed into ©2002 by Greg Porter the Hero System®(1984), a quite good ISBN 0-943891-38-8 universal system. BTRC#6101 Call of Cthulhu®(1981), by Sandy Published by: BTRC Petersen, for making a story-driven P.O. Box 1121 horror system that has taken on a life Collinsville VA 24078 USA of its own. The depth and detail of the [email protected] support material is a benchmark that www.btrc.net all role-playing games should strive for. Cover art: Greg Porter GURPS®(1986), by Steve Jackson, for Interior art: Paul Bourne being the first “universal system” that didn't have a particular genre welded Playtesters: Thomas Bagwell, Marc to it, and for making a strong effort to Carlson, Travis Casey, George Chisum, have rules that matched reality where Damien Dyon, Larry Fries, Viktor Haag, reality was needed. GURPS has more Ian Harac, Stephanie Hostman, William licensed fictional gameworlds than Hostman, Leszek Karlik, Robert Menard, any other role-playing game, and John McMullen, Peter Newman, that it works fairly well for all of them is Charles Reynolds, Bob Ritchey, Sean a testament to the utility of its game Simpson mechanics.
  • Pocket Edition $2.95 Online Resources the Ogre Website at Ogre.Sjgames.Com Includes: • News and Forums

    Pocket Edition $2.95 Online Resources the Ogre Website at Ogre.Sjgames.Com Includes: • News and Forums

    ® pocket Edition $2.95 Online Resources The Ogre website at ogre.sjgames.com includes: • News and forums. • Free downloadable play aids, including an app for mobile devices. • An Ogre wiki with scenarios, fiction, and the future history of the world of Ogre. • A bibliography and ludography of Ogre releases. To find other Ogre players, sign up with the Gamer and Store Finder at gamerfinder.sjgames.com Ogre Miniatures Metal miniatures of some Ogre units, scaled to fit on the 6th Edition maps, are available online at www.warehouse23.com. Thanks to those who backed the Ogre project on Kickstarter, this line will continue, and out-of-print sets will reappear in either metal or resin. ® Tactical Ground Combat in the 21st Century Game Design by Steve Jackson Illustrated by Winchell Chung Map by Steve Jackson Production by Benjamin Williams Print Buying by Phil Reed ® Acknowledgements The designer would like to acknowledge the following sources of inspiration and/or information: Keith Laumer’s “Bolo” series, Colin Kapp’s “Gottlos,” Robert Heinlein’s Starship Troopers, Joe Haldeman’s The Forever War, and Tanks, by Armin Halle and Carlo Demand. Thanks also go to those who playtested and commented on the game, including Howard Thompson, Elton Fewell, Ben Ostrander, Robert Taylor, Mark Huffman, Frank Blazek, Stewart Norris, Nick Schuessler, Susan Tunnell, and many others. Thanks must now be added to the many gamers whose appreciation and constructive criticism of the first edition of Ogre made later editions possible – and much better. They included Keith Gross, Robert Schultz, Kenneth Schultz, A. Mark Ratner, J.
  • EABA Verne Trait That Allows an Adventurer to Have a Grasp of Scientific Principles a Generation Ahead of Everyone Else Is Very Much a Part of the Verne Universe

    EABA Verne Trait That Allows an Adventurer to Have a Grasp of Scientific Principles a Generation Ahead of Everyone Else Is Very Much a Part of the Verne Universe

    ™ Verne v1.0 ©2010 by Greg Porter ISBN 0-943891-66-3 BTRC#6116 Published by: BTRC P.O. Box 1121 Collinsville VA 24078 USA [email protected] www.btrc.net Design: Greg Porter Cover art: Douglas Chaffee Interior art: US National Archives, Harry Grant Dart, J. Allan St. John Extras & other Greg Porter, by permission of HeroMachine.com (go visit it!) adventurers: Other thanks: Niles Calder, Helen Forbes Dedication: for Cathy EABA™ and Verne™ are trademarks of Blacksburg Tactical Research Center. All rights reserved. Protected by the Universal Copyright Convention and coal-fired, punch-card programmed mechanical AI’s and their brass and teak mechano- servitors. WHERE DO I FIND IT? ADVENTURERS INTRODUCTION ..........................................4.2 SPECIAL NOTES ..........................................4.2 ATTRIBUTES/SKILLS ......................................4.3 TRAITS ................................................4.6 PRE-GENERATED ADVENTURERS...................4.15 THE GREATER GAME ..................................5.2 INTRODUCTION Adam Wild ...................................5.3 REQUIEM ................................................1.2 The X Club ....................................5.3 WHAT IT S BOUT ......................................1.5 ’ A The Vril Society.............................5.4 Messr. Engiine...............................5.5 Scotland Yard ..............................5.7 Morlocks & Fey.............................5.8 LIFE IN 1869 ............................................2.2 The Diogenes Club....................5.10
  • GURPS Powers.Qxp

    GURPS Powers.Qxp

    SAVE THE WORLD . OR DESTROY IT! GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here’s everything you need to cre- ate every kind of amazing, off-the-chart super- hero you can imagine . as well as amazing wizards, wuxia fighters, shamans who com- mand spirits . even gods! Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also includes guide- lines for “special effects” and several different ways to vary a power on the fly – two crucial concepts for comic-book superheroics. If you’ve got a high-powered campaign . or high-powered players . you want GURPS Powers! This PDF is an electronic copy of the recently released printed edition of GURPS Powers. All known errata from that edition have been corrected, as of the publication date, listed below. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks DOWNLOAD. of Steve Jackson Games Incorporated. Pyramid, GURPS Powers, and the PRINT. names of all products published by Steve Jackson Games Incorporated are reg- PLAY. istered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. All rights reserved. GURPS Powers is copyright © 2005, 2006 by Steve Jackson Games Incorporated. The scanning, uploading, and distribution of this material via the Internet or e23 via any other means without the permission of the publisher is illegal, and pun- ishable by law.