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GURPS is the most flexible roleplaying system B

ever created. With just this book, you can A adventure in any world you can imagine. Use all 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 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 A Edition, and is faster and easier to play than ever before. 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 JANUARY 2020 ISBN 1-55634-729-0

STEVE JACKSON 9!BMF@JA:RSVQXOoY`Z`ZiZnZ` Made in SJG 01-0001 Hong Kong 01-0001 Basic Set: Characters

GURPS by STEVE JACKSON GURPS Fourth 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, and JIM ZUBKAVICH ISBN 978-1-55634-729-0 7 8 9 10 President/Editor-in-Chief/GURPS System Design ❚ STEVE JACKSON Chief Executive Officer ❚ PHILIP REED Chief Creative Officer ❚ SAM MITSCHKE Chief Operating Officer ❚ SUSAN BUENO GURPS Line Editor ❚ SEAN PUNCH GURPS Project Manager ❚ STEVEN MARSH Project Manager ❚ DARRYLL SILVA Production Manager ❚ SABRINA GONZALEZ Art Direction and Page Design ❚ PHILIP REED Production Artists ❚ JUSTIN DE WITT, ALEX FERNANDEZ, PHILIP REED, and NIKOLA VRTIS Prepress Checkers ❚ SUSAN BUENO, MIRANDA HORNER, and LEONARD BALSERA Director of Sales ❚ ROSS JEPSON GURPS FAQ Maintainer ❚ VICKY “MOLOKH” KOLENKO

Infinite Worlds Concept by John M. Ford and Steve Jackson Iconic Characters Created by 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, , 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, , 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. 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 Basic Set: Characters is 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 CREDITS CONTENTS INTRODUCTION ...... 5 Other Physical Features ...... 21 Modifying Existing Example of Character Advantages ...... 117 About the Authors ...... 6 Creation (cont’d)...... 22 Designing Entirely WHAT IS ROLEPLAYING?...... 7 SOCIAL BACKGROUND ...... 22 New Advantages ...... 118 Mini-Glossary ...... 7 Technology Level (TL) ...... 22 Materials Needed for Play ...... 8 Culture ...... 23 3. DISADVANTAGES...... 119 QUICK START ...... 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 WEALTH AND INFLUENCE ...... 25 Self-Imposed Mental Wealth...... 25 Disadvantages ...... 121 Starting Wealth...... 26 “Buying Off” Disadvantages . . . . 121 Reputation ...... 26 DISADVANTAGE LIST ...... 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 (cont’d) ...... 30 Creation (cont’d)...... 164 Privilege ...... 30 Physical Quirks ...... 165 1. CREATING A Social Restraints...... 30 NEW DISADVANTAGES ...... 165 CHARACTER ...... 10 FRIENDS AND FOES ...... 31 Modifying Existing Associated NPCs ...... 31 Character Points ...... 10 Disadvantages...... 165 Contacts ...... 31 Character Concept...... 11 Brand-New Problems ...... 166 IDENTITIES ...... 31 How GURPS Works: Realism Alternate Identity vs. and ...... 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 SAMPLE ...... 13 Potential Advantages ...... 33 Things Not Shown on the What’s Allowed ...... 34 Character Sheets ...... 13 Turning Advantages BASIC ATTRIBUTES ...... 14 Off and On ...... 34 How to Select ADVANTAGE LIST ...... 34 Basic Attributes...... 14 Frequency of Appearance...... 36 Handedness ...... 14 Limited Defenses ...... 46 How GURPS Works: IQ, Alternative Attacks ...... 61 Sentience, and Sapience ...... 15 Perks ...... 100 SECONDARY CHARACTERISTICS ...... 15 MODIFIERS ...... 101 4. SKILLS ...... 167 DAMAGE TABLE ...... 16 Enhancements ...... 102 Machines and Fatigue ...... 16 Attack Enhancements Controlling Attribute...... 167 BASIC LIFT AND and Limitations ...... 102 Choosing Your ENCUMBRANCE TABLE ...... 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 GURPS Works: 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 BUYING SKILLS ...... 170 AGE AND BEAUTY ...... 20 Creation (cont’d)...... 116 Skill Notation...... 170 Age...... 20 NEW ADVANTAGES ...... 117 Improving Your Skills...... 170 Physical Appearance ...... 21

CONTENTS 3 SKILL COST TABLE ...... 170 Fire Spells...... 246 WEAPONS ...... 267 MEANING OF SKILL LEVELS ...... 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: SKILL DEFAULTS: USING Meta-Spells...... 250 Modifying + Adds ...... 269 SKILLS YOU DON’T KNOW ...... 173 Mind Control Spells ...... 250 Melee Weapons ...... 271 SKILL LIST ...... 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, Glossary of Psi Terminology . . . . 254 “Smartgun” Electronics ...... 278 Repair, and Use ...... 190 POWERS, TALENTS, AND ABILITIES . . . 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 USING PSI ABILITIES ...... 255 Armor Tables ...... 282 TECHNIQUES ...... 229 PSIONIC POWERS...... 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 TECHNIQUE COST TABLE ...... 230 Psychokinesis (PK) ...... 256 MISCELLANEOUS EQUIPMENT ...... 288 Using Techniques ...... 230 Psionics and Magic ...... 256 9. CHARACTER Sample Combat Telepathy ...... 257 Techniques ...... 230 Teleportation ...... 257 DEVELOPMENT...... 290 Double Defaults and Examples of Psionic Powers . . . . 257 IMPROVEMENT THROUGH 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 CHARACTER TEMPLATES ...... 258 How to Use Character Under Pressure ...... 292 IMPROVEMENT THROUGH STUDY . . . . . 292 Glossary of Magical Terms...... 234 Templates ...... 258 Jobs...... 292 LEARNING MAGIC ...... 235 Are Character Templates Finding a Teacher...... 293 Prerequistes ...... 235 “Character Classes”? ...... 259 Optional Rule: Mana ...... 235 Sample Character Templates. . . 259 CASTING SPELLS ...... 235 Maintaining Skills...... 294 Uniqueness...... 259 Distraction and Injury...... 236 Learnable Advantages...... 294 RACIAL TEMPLATES ...... 260 TRANSFORMATIONS ...... 294 Caster and Subject ...... 236 How to Use Racial Templates . . 261 Body Modification...... 294 Time Required ...... 236 Sample Racial Templates ...... 261 Mind Transfer ...... 296 Energy Cost ...... 236 Omitting Racial Traits ...... 262 Supernatural Afflictions ...... 296 Critical Spell Failure Table...... 236 META-TRAITS ...... 262 Magic Rituals...... 237 Death...... 296 Limits on Effect...... 237 Duration of Spells and TRAIT LISTS ...... 297 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 SPELLS ...... 304 DIFFERENT KINDS OF MAGIC ...... 239 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 COMBAT TURN SEQUENCE...... 324 MANEUVERS ...... 324 and Missile Spells ...... 241 8. EQUIPMENT ...... 264 RANGED ATTACKS ...... 326 Long-Distance Modifiers ...... 241 ATTACKING ...... 326 Alternative Magic Systems...... 242 Money...... 264 COST OF LIVING ...... 265 DEFENDING ...... 326 SPELL LIST ...... 242 DAMAGE AND INJURY...... 327 Air Spells ...... 242 COST OF LIVING TABLE ...... 265 What Cost of Living RECOVERY...... 328 Body Control Spells...... 244 FATIGUE ...... 328 Communication and Gets You: A Modern Example ...... 266 Empathy Spells...... 245 INDEX ...... 329 Earth Spells ...... 245 BUYING EQUIPMENT ...... 266 Legality Class ...... 267 Enchantment Spells ...... 246 CHARACTER SHEET . . . . . 335

4 CONTENTS INTRODUCTION 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 GURPS is 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. GURPS will 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 more appropriate than ever. GURPS has been in print now for 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 GURPS as 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 ’ 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 Throne remains noteworthy, even after No problem. The GURPS system one set of rules for , 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 any background. 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 GURPS adventures. 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 GURPS adventures. “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 be that 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.

INTRODUCTION 5 At any rate, here it is. I’m satisfied that GURPS is the most realistic, flex- ible, and “universal” system ever About the Authors 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 , the atrocious Munchkin and 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 GURPS line 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 , the standards and expectations for role- Second and Third Editions of Big Eyes, Small Mouth, and the GURPS playing-game supplements. So . . . Spaceships series, as well as hundreds of magazine articles. David lives • The core rulebooks are bigger. on Vancouver Island. 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 the Basic ed, or contributed to some 150 GURPS releases, 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 the GURPS • 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 update them 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. perfect toolkit without investing a ton dispense with the box and release Most GURPS supplements written of money. Basic Set, Third Edition as a single between 1996 and 2003 required one 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 the Basic Set to call it the Basic Set – even though it books. In the process, several internal come in two volumes? Why not one big was not a boxed set – so that retailers inconsistencies became evident – the book, like the Third Edition and 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 Edition addresses The first two editions of Basic Set – 100 titles for GURPS. 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, and two 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 Characters was 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: making Fourth Edition comprehensive (1988), gamers had come to prefer in a way that few other RPGs are.

6 INTRODUCTION And because this edition’s Basic put the brakes on growth by agglom- fantasy, science fiction, supers, horror Set is comprehensive, there is no need 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 WHAT IS ROLEPLAYING? 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 make it 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, with the characters moving from one Mini-Glossary 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 trait that gives you an “edge” over another person come and go. It’s all up to the GM and the players. with comparable attributes and skills. See Chapter 2. No game board is necessary for a attributes: Four numbers – Strength, Dexterity, Intelligence, and Health roleplaying game – although some sys- – that rate a character’s most basic abilities. Higher is always better! 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 point cost situation as his character would. A role- playing game can let a player take the of the trait by a percentage. See pp. 110-117. part of a stern Japanese samurai, a point: The unit of “currency” spent to buy traits for a character. The medieval jester, a wise priest, a stow- more points you have, the more capable you are. Point costs for 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 trait you 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,

INTRODUCTION 7 We’ve also added several features to make the rules easier to learn. The Quick-Start (below) and Conventions Materials Needed for Play (p. 9) sections cover the most impor- • GURPS Basic Set Characters. Everyone will need access to this tant game concepts. The Glossary book in order to create characters and look up character abilities. A large (pp. 563-565) defines the terms used group will find it handy to have several 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 not for 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 game concepts. roleplaying is that it doesn’t have to be HOW TO LEARN 4. Read Creating a Character competitive. In most roleplaying situ- (pp. 10-12) to get an idea of the differ- ations, the party will succeed or fail as GURPS 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 Lite may 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 .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. QUICK START This section is a brief guide to the your Strength to stop a heavy door heavy door is harder than stopping an whole GURPS game system. The Basic from closing, or against your Guns skill ordinary one. Set spans 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 bonus to 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 GURPS is designed to be “friendly,” cess roll. If your roll is less than or 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 heavy door from clos- and you can start to play. ing, you might have to roll against (2) Reaction Rolls. A “reaction roll” Strength at -2 (or ST-2, for short). In is a roll made by the Game Master (or (1) Success Rolls. A “success roll” is that case, with a Strength of 12, you GM) to determine how his nonplayer a die roll made when you need to “test” would need to roll a 10 or less to suc- characters (NPCs) react to the player one of your skills or attributes. For ceed. Rolling a 10 or less is harder than characters. This roll is always optional; instance, you might test, or roll against, rolling a 12 or less, just as stopping a the GM may predetermine reactions.

8 INTRODUCTION But sometimes it’s more fun to let the To figure combat damage, and for Round up for point costs. When you dice control the reactions. many other things, GURPS uses the modify a point cost by a percentage, or To check reactions, the GM rolls 3 “dice+adds” system. If a weapon does multiply it by a factor, round all frac- dice and consults the Reaction Table “4d+2” damage, this is shorthand for tions up. For instance, a 25% enhance- (pp. 560-561). The higher his roll, the “roll 4 dice and add 2 to the total.” ment to a 15-point ability would result better the NPCs will react, and the bet- Likewise, “3d-3” means “roll 3 dice and in 18.75 points, which would round to ter the treatment they will give the PCs. subtract 3 from the total.” 19 points. For negative numbers, “up” Many traits give reaction modifiers If you see just “2d,” that means “roll means “in the positive direction”; e.g., if that add to or subtract from reaction two dice.” For instance, if an adventure you multiply -7 points by 1/2 to get -3.5 rolls. If you have a +2 reaction due to says, “The base is guarded by 5d points, round the result to -3 points. your good looks, the GM will add 2 to human soldiers and 2d+1 robots,” that’s Round down for character feats and any reaction roll made by someone who short for, “Roll five dice for the number combat results. When you do math to can see you. This is likely to improve the of human guards at the base. Then roll determine what a character can do – way they behave toward you! two dice, and add 1, for the number of how much he can lift, how far he can For details on reaction rolls, see robots.” jump, etc. – or to calculate injury or p. 494. For really huge numbers, dice can other combat results, round all frac- be multiplied. For instance, “2d¥10” tions down. For instance, for an attack (3) Damage Rolls. A “damage roll” is means “roll 2 dice and multiply by 10.” that inflicts 3 points of injury with a a roll made in a fight, to see how much 50% damage bonus, round down from harm you did to your foe. Damage rolls 4.5 to 4 points. use the “dice+adds” system (see Dice, Rounding A mathematical formula is often the below). Exceptions and special cases (such best way to ensure that a rule is fair, Many things can affect the final as “round to the nearest whole num- realistic, or universal. But formulas injury inflicted by your attack. Armor ber” or “do not round off”) are noted sometimes yield inconvenient frac- reduces the damage received by the explicitly with the relevant rule. tions. Except where instructed other- wearer. Certain attacks do extra dam- wise, round off fractions as follows: age if they get through armor. “Critical hits” can do extra damage. All these things are explained in the combat rules – see Chapters 11-13. But the combat system is “modular”; you can use all the rules for a complex, detailed, Metric Conversions realistic combat simulation – or just GURPS uses the old imperial units of measurement, rather than those in Chapter 11 for a quick game. metric, because most of our readers are Americans who use the old sys- tem. But not all! Every year, more and more people in the rest of the There’s another important system – world start GURPS campaigns. And outside the U.S., people think in but you don’t need to know it to start metric. We can’t afford to do two editions of everything, but we can with. It’s the character creation system. provide this conversion table. The GM will give each player a number Note that there are two conversion columns. The first column is an of points to spend on his character. approximation, easy to do in your head, and good enough for gaming. High attribute levels cost points, as do advantages and skills. Disadvantages, The second column is the real metric equivalent, for those times when such as Greed and Berserk, are also you want to be exact. available; these give you extra points. Details appear in Chapters 1-4. Imperial Game Metric Real Metric These rules let you do all your cal- 1 inch (in.) 2.5 cm 2.54 cm culations before play starts, and enter 1 foot (ft.) 30 cm 30.48 cm them on the Character Sheet (p. 13). 1 yard (yd.) 1 meter 0.914 meters That way, you don’t have to bother with 1 mile (mi.) 1.5 km 1.609 km calculations during play! 1 pound (lb.) 0.5 kg 0.454 kg Got all that? Good. Now you can 1 ton 1 metric ton 0.907 metric tons play GURPS. The rest is just detail. 1 gallon (gal.) 4 liters 3.785 liters Have fun. 1 quart (qt.) 1 liter 0.946 liters 1 ounce (oz.) 30 grams 28.349 grams 1 cubic inch (ci) 16 cubic cm 16.387 cu. cm CONVENTIONS 1 cubic yard (cy) 0.75 cubic m 0.765 cubic m GURPS uses the following mathe- matical conventions. Temperature: When dealing with changes in temperature, one Fahrenheit degree is 5/9 the size of a degree Celsius. So a change of Dice 45°F is equal to a change of 25°C. To convert actual thermometer read- GURPS uses six-sided dice only. All ings, subtract 32 from the Fahrenheit temperature and multiply the “success rolls,” and most other rolls, result by 5/9. So 95°F is 5/9 of (95-32), or 5/9 of 63, or 35°C. require you to throw three dice (“3d”) at once, add up the number of pips, and compare the total to a “target number.”

INTRODUCTION 9 INDEX This index covers both books of the Alternative attacks, 61. Atmospheric pressure, 429. Basic Set. The pages are sequentially Always on; advantages, 34, Attack maneuver, 325, 365. numbered; Book 2 starts on p. 337. magic items, 482. Attack roll, 369. With rare exceptions, traits (advan- Ammunition, 278. Attacks, 326, 369; alternative, 61; tages, disadvantages, skills, spells, and Anarchy, 509. after being grappled, 371; Deceptive so on) are not listed in this index. Animals, 40, 87, 90, 137, 175, 187, Attack, 369; dual-weapon, 417; from Instead, they have their own alpha- 210, 211, 217, 223, 225, 226, 228, above, 402; in tactical combat, 388; betical listings. See the Trait Lists on 395, 455-460; in combat, 461; innate, 61; linked effects, 381; pp. 297-306. individualizing, 457; draft, 459; modified, 114; runaround, 391; pets, 458-459; riding, 459; trained, surprise, 393; swarm, 461; Acceleration, see Gravity. 458-459; see also Mounted Combat. without damage, 381. Accents, 24. Apes, 455. Attributes, see Basic Attributes. Acid, 428. Appearance, 21. Automatic weapons, 408. Acrobatic dodge, 375. Arc of vision, 389. Banestorms, 533. Active Defense Modifiers Table, 548. Area class, 176. Baron Janos Telkozep, character sheet, Active defenses, 326, 363, 374; Area maps, 491. 320-321; illustration, 290. modifiers table, 548. Basic attributes, 14; in templates, 447; Advantages, 32; always on, 34; improving, 290. cinematic, 33; exotic, 32, 34; in Basic Lift, 15; table, 17. templates, 447; magic, 34; mental, Basic Move, 17. 32; mundane, 32; new, 117-118; Basic Speed, 17. learnable, 294; list, 297; physical, 34; Basilisks, 460. potential, 33; Schrödinger’s, 33; Bats, 461. secret, 33; social, 32; switchable, 34. Battle maps, 239. Adventures, e23, 494; finale, 503; Battlesuits, 192. pre-packaged, 495; writing Bears, 456. your own, 500-504. Bees, 461. Adversary, 493. Bends, the, 435. Afflictions, 35, 416, 428. Biotech tech levels, 512. Age, 20. Bipods, 412. Aging, 53, 66, 95, 153, 154, 444. BL, see Basic Lift. Aim maneuver, 58, 324, 364. Bleeding, 68, 420. Aimed fire, 372. Block, 51, 324, 327; Air spells, 242. in tactical combat, 390. Aircraft, 466; table, 465. Blocking spells, 241. Alcohol, 122, 439-440. Blunt trauma, 379. Alien artifacts, 478. Area spells, 239. Boars, 458. Allies, 36; ally groups, 37. Area-effect attacks, 413; scatter, 414. Body Control spells, 244. All-Out Attack maneuver, 54, 324, Arm lock, 370, 403. Body modification, 294. 365, 385; after being grappled, 371. Armor divisors, 378. Bolas, 410. All-Out Defense maneuver, 324, 366, Armor, 110, 282-286; changing posture Bounty hunters, 539. 385. in armor, 395; combining and Ally groups, 37. layering, 286; flexible armor and Break Free, 370. Alternate worlds, 64, 160; travel, 189, blunt trauma, 379; wearing, Breakdowns, 485. 190; Centrum, 541-542, 545-546; donning, and removing, 286. Breaking a weapon, 401. classes, 526; close parallels, 526; Arrows, flaming, 410. Breathing, 49, 55, 63, 68, 108; Coventry, 540; echoes, 546; hell Artifacts, anachronistic, 478; futuristic holding your breath, 351; parallels, 528; myth parallels, 527; and alien, 478, magic, 240, 480-483. smothering a foe, 401. Reich-5, 543; weird parallels, 527, Artificial intelligences, 528. Build, 18. world classes, 535. See also Atmospheres, hazardous, 429; Bulletproof nudity, 417. Crossworld Travel, vacuum, 437. Infinite Worlds Campaign.

INDEX 329 C-31, character sheet, 307-309; 528; complexity, 472; software, 472; Darkness, 47, 60, 71, 394; spells, 249; illustrations, 264, 549. virtual reality worlds, 520. torches, 394. Cabal, the, 543. Concentrate maneuver, 325, 366. David Pulver, 6. Camels, 459. Cone attacks, 413. Dead worlds, 527. Campaigns, 486-489; cinematic, 488; Conspiracies, see Illuminati. Dealing with players, 493. continuing, 504; planning form, Contacts, 31. Death, 296, 423; dying actions, 423; 567; power level, 10, 486; shared Contagion, 443; see also Disease. instant death, 423. campaigns, 504; travel between Contests, 348; quick, 348; regular, 349; Decade scale damage, 470. campaigns, 504; see also resistance Deceptive attack, 369. Game Worlds. rolls, 348. Deer, 457. Camping and survival gear, 288. Defaults, 344; double, 173, 232; Cannon fodder, 417. skills, 173; techniques, 229. Caster (of spells), 236. Defending, 326, 374; Catching things, 355. in tactical combat, 390. Cats, 456. Defenses, 46; enhanced, 51; Centrum, 541-542, 545-546. limited, 46. Century scale damage, 470. Dehydration, 426. Ceremonial magic, 237. Demolition, 415. Change Posture maneuver, Depressants, 441. 325, 364. Control Rating, 506; see also Design skills, 190. Character classes, no such thing, 259. Legality Class. Dexterity, 15. Character points, 10, 119, 258, 290; Conventions of play, 9. Dice, 8, 9. awarding bonus points, 498. Copper, see Wealth. Digging, 350, 357. Characters, 7; concept, 11; creation, 9, Cosmic powers, 33. Dimensional highways, 534. 10, 258; development, 290, 499; Dirty tricks, 405. origins, 33; sheet, 13, 335-336; Cost of living, 265, 516. Disadvantages, 11, 119; buying off, stories, 12; types, 12. Coventry, 540. Cover, 377, 407; Cover DR Table, 559. 121, 291; disadvantage limit, 11; Chi, 33, 93, 192, 214. good, 119; exotic, 120; in templates, Crippling, 59, 420-423. Children, 20. 447; list, 299; mental, 120; Critical failure, spells, 236. Chimpanzees, 456. mundane, 120; new, 162; physical, Choke hold, 371, 404; see also Critical Head Blow Table, 556. 120; secret, 120; social, 120; Suffocation. Table, 556. self-imposed, 121; supernatural, 120. Cinematic advantages, 33; campaigns, Critical hits, 381; table, 556. Disease, 442-444; worldwide, 528. 488; characters, 489; combat, 417; Critical Miss Table, 556; Dive for cover, 377, 407. explosions, 417; knockback, 417. Unarmed Critical Miss Table, 557. Divine origins; 33; see also Gods. Clerical magic, 77, 242; spells, 77. Critical misses, 381; table, 556-557. Dmg, see Damage. Climbing, 89, 349. Critical success, 347; on defense, 381. Do Nothing maneuver, 325, 364. Cloaks, 404. Crossbows, 410. Dodge, 17, 51, 324, 327, 374; Close combat, 391. Crosstime bandits, 542. and drop, 377. Clothing, 265. Crossworld campaigns, 519-522; Dogs, 457, 458. Cold, 430. see also Infinite Worlds Campaign. Donkeys, 459. Collisions, 430; whiplash, 432. Crossworld travel, 514, 519-522; Double defaults, allowed for Coma, 429; see also Unconsciousness. Infinite Worlds campaign techniques, 229; not allowed Combat Lite, 324. background, 523-546; for skills, 173. instant wealth, 514. Combat maps, 384, 492. DR, see Damage Resistance. Crouching, 368. Combat, 9, 362-417; at different levels, Dragging things, 353. Cultures, 23, 505-508. 402; cinematic, 417; maneuvers, Dragon template, 261. Customizing rules, 486. 324; table of combat modifiers, 547; Dropping prone, 374. Dai Blackthorn, 12, 18, 22, 116, 162, techniques, 230; turn sequence, 324, Drugs, 122, 130, 440; Eraser, 540; 164, 227; character sheet, 310-311; 362; vehicular, 467-470. overdose, 441; ultra-tech, 425; illustrations, 32, 418. Communication and Empathy withdrawal, 440. Damage Resistance, 378; spells, 245. Dual-weapon attacks, 417. HP and DR of Structures Table, 558; Communications and information Dungeons, 501. Cover DR Table, 559. gear, 288, 471. Dwarf template, 261. Damage, 15, 327, 377; by animals, Competence, 24. DX, see Dexterity. Comprehension rolls, 359. 461; Damage Table, 16; damage rolls, 9, 378; scaling, 470; to objects, Dying actions, 423. Computers, 48, 51, 55, 69, 71, 76, 100, 483-485. Earth spells, 245. 124, 184, 472; artificial intelligence, Echo timelines, 546.

330 INDEX Economics, 514. Food, 95, 139, 159, 160, 265; Hit location, 369, 398; and Injury Elbow strike, 404. foraging, 427; starvation, 426. Tolerance, 400; random, 400. Elderly characters, 20; FP, see Fatigue Points. Hit points, 16, 418-419; see also Age, Aging. Fragmentation damage, 414. HP and DR of Structures Table, 558; Electricity, 432-433. Free actions, 363. see also Injuries. Electronics, 471. Friends and foes, 31. Home gravity, 17; see also Gravity. Elemental meta-traits, 262. Fright Checks, 55, 93, 95, 121, 360; Homing weapons, 412-413. Elephants, 460; pink, 440. Fright Check Table, 360-361. Horses, 459-460; equestrian gear, 289; Enchantment, 480-483; spells, 245. Gadgeteering, see Gadgets. see also Mounted Combat, Riding Encounters, 502; Gadgets, 56-58, 473-477, 479; Animals, Weapons (Cavalry). sample encounter table, 503. limitations, 116. HP and DR of Structures Table, 558. Encumbrance, 17. Game balance, 11. HP, see Hit Points. Enhanced defenses, 51. Game Mastering, 486-504. HT (Health), 15. Enhancements, 101-102; limited, 111. Game preparation, 490. I-Cops, 536-538. Equestrian gear, 289. Game worlds, 505-522; Identities, 31, 39. Equipment, 264-289; economics, 514. Illuminati, 60, 130, 193, 200, 525; modifying success rolls, 345. Garrotes, 405. the Cabal, 543. Eraser drug, 540. Gate spells, 247. Immunity, 443. Evading, 368. Gerbils, 113. Importance in society, see Rank, Evaluate maneuver, 325, 364. G-Increment, 350. Status. Exotic advantages, 32, 34. Glossary, 563-565; arms and armor, Incompetence, 24. Exotic disadvantages, 120. 268; basic terms, 7; magic, 234; Index, 329-334, 570-575. Explosions, 414-415; cinematic, 417. Infinite Worlds, 524; psionics, 254. Infection, 444. Extra effort, 356. GM Control Sheet, 490, 568. Infinite ammunition, 417. Facing (in combat), 385, 386. Gods, 33, 40, 59, 76, 113, 132, 143. Infinite Worlds campaign background, 523-546. Falcons, 457. Gold, see Wealth. Infinity Development, 536. Falling, 430-431; damage Gorillas, 456. from falling objects, 431. Government types, 509-510; Infinity Patrol, 536-538. , 435; see also Radiation. see also Laws. Infinity Unlimited, 524, 535-538. Familiars, 38. Grabbing and grappling, 370; and hit Influence rolls, 359. Fatigue, 16; 328, 426; fatigue location, 400. Influence skills, 494. points, 16; recovering, 427. Gravity, 60, 350, 434; different gravity, Information spells, 241. Feint maneuver, 325, 365. 350; home gravity, 17. Initiative, 393. Felinoid template, 261. Grenades, 277, 410. Injuries, 327, 377, 380, 418-425; Fencing weapons, 404. Ground vehicles, 466; table, 464. accumulated wounds, 420; and active defense, 374; bleeding, Fire, 61; burning things, 433, 434; Gryphons, 460. 420; crippling, 420-423; damage, 433; flaming arrows, 410; Guided weapons, 412. flesh wounds, 417; incendiary weapons, 277, 411, 433; Hallucinations, 429, 440. large-area injury, 400; last spells, 246; tight-beam burning Hallucinogens, 440. wounds, 420; major wounds, attacks, 399. Handedness, 14. 420; mortal wounds, 423; Firearms, 278-281; accessories, 289, Harpoons, 411. shock, 419; to objects, 411; aim, 364; automatic, 408; Healing, 59, 79, 80, 155, 483-485; to shields, 484; bracing, 364; firing upward and 160, 162; magic, 248; see also Crippling, Healing. downward, 407; malfunction, 382, medical gear, 289; Instant death, 423. 407; quality, 280; medical tech levels, Intelligence, 15; and dirty tricks, 405. rapid fire, 408; shotguns, 409; 512; psychic, 256. Intoxication, see Alcohol. suppression fire, 409; ultra-tech, Health, 15. Introduction, 5, 342. 280. Hearing, 49, 72, 89, Firing upward and downward, 407. 94, 138. 358. Investigator template, 259. First aid, 424. Heart attacks, 429. Iotha, character sheet, 316-317, illustrations, 343. Flails, 405. Heat, 434; see also Fire. IQ (Intelligence), 15. Flame, see Fire. Hell parallels, 528. ISWAT, 162, 536. Flaming arrows, 410. Heroic Knight template, 448. Jobs, 292, 499, 516-518; finding, 518. Flashlights, 394. Hexes, 384. Jumping, 89, 203, 352, 357. Flesh wounds, 417. High-speed movement, 394. Knee strike, 404. Flight, 56, 354; flying combat, 398. Hiking, 351, 357, 426. Knockback, 378. Fnord, you’re not cleared for that. Hirelings, 517, 518. Knowledge spells, 249. Follow-up damage, 381. Hit Location Tables, 552-555.

INDEX 331 Knowledge, NPC, 496; Mentality meta-traits, 263. NPCs, 31, 493; NPC Reactions Table, player vs. character, 495. Meta-Spells, 250. 559-562; NPC Record Card, 569. Languages, 23, 205, 506. Meta-traits, 262. Oil flasks, 411. Lariats, 411. Metric conversions, 9. Omens, 72. Lasers, 280, 399; seeker heads, 412; Military, 218, 221, 222, 260. Online gaming, 494. sights, 412. Mind Control spells, 250. Optics and sensors, 289. Last wounds, 420. Mind reading, see Telepathy. Origins of characters, 33. Law enforcement, 507; Mind transfer, 296. Overpenetration, 379, 408. police gear, 289. Miniature figures, 383. Overrun, by multi-hex figures, 392. Laws, 65, 204, 506-508, 518; Miracle Workers Inc., 538. Oxen, 460. punishment, 508; trials, 507. Missile spells, 240. Parachronic Laboratories Inc., 538. LC, see Legality Class. Missile weapon attacks, 373. Parachronics, bogus scientific Legality Class, 267, 270, 507; Modifiers (to traits), 101; list, 300. explanation, 530; conveyor, 529; legality of spells, 507. Molotov cocktails, 411. detector, 532; disasters, 532; minor Lethal strike, 404. Money, see Wealth. accidents, 531; paradoxes, 533; Lifting, 14, 15, 65, 205, 353, 357. projector; 524, 530; see also Monsters, 460-461. Light and Darkness spells, 249. Infinite Worlds Campaign. Morphology meta-traits, 263. Limitations, 101, 110; gadgets, 116. Parachronozoids, 544. Mortal conditions, 429; wounds, 423. Limited defenses, 46. Linked effects, 381. Lions, 456. Literacy, 24. Long actions, 383. Long tasks, 346, 499. Louis d’Antares, character sheet, 312-313; illustrations, 368, 422, 505. Loyalty, 518-519. Luck, 83, 89, 160. Ludography, 566. Lycanthropy, see Werewolves. Machine guns, 281. Parallel worlds, see Alternate Worlds. Mounted combat, 395-398. Machines, 16; Machine meta-trait, 263. Paralysis, 429. Move (character stat), 52. Mage template, 260. Parry, 51, 93, 324, 327, 376; unarmed, Move and Attack maneuver, 325, 365, 376; in tactical combat, 390. Magery, 66. 385. Patient status, 421. Magic Resistance, 67. Move maneuver, 325, 364, 385. Patrons, 72-73. Magic, 66, 143, 144, 150, 218, 224, Movement and combat, 367; Penetrating damage, 379. 225, 234-253; advantages, 34; and facing, 386; high-speed Penetration modifiers, 378, 416; ceremonial, 237; clerical, 242; movement, 394; movement in overpenetration, 379, 408. colleges, 239; enchanted objects, 240, tactical combat, 386. 480-483; racial, 453; ritual, 237, Per, see Perception. Movement points, 386, 387. 242; staffs, 240. Perception, 16. Movement spells, 251. Major wounds, 420. Perks, 100. Mules, 459. Malf, see Malfunction. Pets, 458-459; see also Animals. Multi-hex figures, 392. Malfunction, 278, 382, 407. Physical advantages, 32; Mundane advantages, 32; Mana, 235. disadvantages, 120. disadvantages, 120. Maneuvers, 324, 363, 385; table, 551. Physical feats, 349; extra effort, 356. Mutations, 33. Maps, 384, 490-491; mapping by Picking things up, 383. Neck Snap attack, 370, 404. players, 491; mapping for adventure Picks, 405. Necromantic spells, 251. design, 502. Pinning (in combat), 370. Nets, 411. Medical care, 424; surgery, 424. Planet types, 180. New disadvantages, 162. Medical gear, 289. Plants, 75, 87, 90, 142, 197, 199, 211. New inventions, 473, 475; Medicine tech levels, 512. see also Gadgets. Pocket multiverses, 529. Melee Attack Modifiers Table, 547. Nexus portals, 534. Poison, 62, 437-439; treatment, 439. Melee etiquette, 417. Nonhumans, 32. Police gear, 289. Melee spells, 240. Non-player characters, see NPCs. Pop-up attacks, 390. Mental advantages, 32; disadvantages, NPC Reactions Table, 559-562. Postures, 367; changing posture 120; powers, see Psionics. in armor, 395; table, 551. NPC Record Card, 569. Mental stun, 420. Potential advantages, 33.

332 INDEX Power level for campaigns, 10, 486. Repair skills, 190; specialties, 169; studying, 292, 499; Power tech levels, 512. repairing things, 484. teachers, 293; technological, 168; Preparing for play, 490. Reputation, 27. wildcard, 175. Prerequisites, skills, 169; spells, 235; Resisted spells, 241. Slam, 371; by multi-hex figures, 392. techniques, 229. Resuscitation, 425. Slaves, 518. Pressure, atmospheric, 429, 435; Retreat (in active defense), 377. Sleep, 50, 65, 136, 140, 142, 154, 155; the bends, 435; water, 435. Retreating, 391. drowsy, 428; missed sleep, 426. Privilege, 30. Ritual magic, 237, 242. SM, see Size Modifier. Professor William Headley, Roads, 351. Smartguns, 278. character sheet, 314-315; RoF (Rate of Fire), 270, 373. Smell, 49, 243. illustrations, 234, 486. Roleplaying, 7. Snakes, 458; cobra venom, 439; Protection and Warning spells, 252. Rolling to hit, 369. pythons, 458; rattlesnakes, 458. Psi powers, see Psionics. Room maps, 492. Social advantages, 32; Psionics, 71, 78, 150, 254-257; Rounding, 9. adding and improving, 291. Antipsi, 255; ESP, 255; learning, Rule of 14, 360. Social background, 22. 294; new powers, 257; pside Rule of 16, 349. Social disadvantages, 120. effects, 255; Psychic Healing, 256; Rule of 20, 173, 344. Social restraints, 30. Psychokinesis, 256; Telepathy, 257; Society types, 509-510. Teleportation, 257. Rules, customizing, 486; questions, 492. Soldier of Fortune template, 260. Psychological warfare, 359. Runaround attacks, 391. Sora, character sheet, 318-319; Pulling things, 353. Runes, 224. illustrations, 10, 258, 356, 362, Punishment, legal, 508. 375, 402. Running, 354, 357; fatigue, 426. Pyramid Magazine, 494. Sounds, see Hearing. Sacrificial dodge, 375. Quick contests, 348. Space sickness, 434. Sapience, 15, 23. Quick learning under pressure, 292. Spacecraft, 466; table, 465. Scopes, 412. Quick Start rules, 8. Spacing (in combat), 368. Sean Punch, 6. Quirks, 162; racial, 452. Special spells, 241. Seasickness, 436. Radiation, 80, 105, 192, 435. Speed/Range Table, 550. Secondary characteristics, 15; Ranged attacks, 327, 372; half damage improving, 290; in templates, 447. Spells, 66; Air, 242; area, 239; backfire, range, 378; hitting the wrong 235; blocking, 241; Body Control, Secret disadvantages, 120. target, 389; modifiers table, 548; 244; caster, 236; casting, 235-238; Secret identities, 31. opportunity fire, 390; overshooting, clerical, 77; Communication 390; pop-up attacks, 390; Self-control, 120. and Empathy, 245; Earth, 245; shooting blind, 389. Senses, 35, 78; sense rolls, 358. Enchantment, 246, 480-482; Ranged Combat Modifiers Table, 548. Sensors, 471. Fire, 246; Gate, 247; Healing, 248; Rank, 29. Sentience, 15. information, 241; Knowledge, 249; Rapid fire, 373, 408. Sharks, 457. legality, 507; Light and Darkness, Rapid Strike, 54, 93, 370. Shields, 287, 374; damage, 484; 249; Meta-Spells, 250; melee, 240; Rate of Fire, 270, 373. in close combat, 392; Mind Control, 250; missile, 240; Rats, 461. offensive use, 406. Movement, 251; list, 304; Necromantic, 251; prerequisites, Rattlesnakes, 458. Shiftrealms, 534. 235; Protection and Warning, 252; Rcl, see Recoil. Shock, electrical, 432-433; regular, 239; resisted, 241; special, Reaction rolls, 8, 494-495, from injury, 419. Shooting blind, 389. 242; subject, 236; Water, 253; NPC Reactions Table, 559-562. see also Magic. Shotguns, 409. Reading, 134; see also Literacy. Spirits, 41, 55, 68, 76, 113, 193, Shove, 372. Ready maneuver, 325, 366, 382, 385. 200, 212; spirit advantages, 34; Ready weapons, 369; readying, 382. Sign language, 25. Spirit meta-trait, 263. Realism, 11. Silencers, 412. Spy gear, 289. Reality Liberation Force, 543. Silver, see Wealth. ST, see Strength. Reality quakes, 534. Size and Speed/Range Table, 550. Staffs, 240. Recoil, 271. Size Modifier, 19, 372; and reach, 402. Starvation, 426. Recovery, 328; see also Healing. Skills, 167, 174-233; buying, 170; Status, 28, 265, 516. defaults, 170; design, 190; Recovery, 423-424; Step (in maneuvers), 368, 386. from unconsciousness, 423. difficulty level, 168; familiarity, 169; improving, 170, 292; in templates, Steve Jackson, 6. Regular spells, 239. 447; influence, 495; levels, 171; Stimulants, 440. Reich-5, 543. list, 301; maintaining, 294; Strangle, 370, 401, 404. Religion, 30, 226; see also Gods. physiology modifiers, 181; Strength, 14. Reloading missile weapons, 373. prerequisites, 169; racially learned, Striges, 461. 453; repair, 190; scope, 176; Striking at weapons, 400.

INDEX 333 Structural Damage Table, 558. Technological skills, 168. Vehicles, 188, 214, 223, 462-470; Study, 292. Technology Levels, 22, 99, 267, 291, aircraft, 465; breakdowns, 485; Stunning, 35; mental stun, 420. 511-512; and equipment, 27; and combat, 467-470; control rolls, 466; Subduing a foe, 401. genre, 514; and starting wealth, 27; damage, 555; ground vehicles, 464; Subject (of spells), 236. divergent, 513; superscience, 513; hit location, 400, 554; movement, 463; spacecraft, 465; vehicular Success rolls, 342; buying success, table of TLs by field, 512. dodge, 375; watercraft, 464. 347; critical failure, 348; critical Teeth, 91. success, 347; difficulty, 345; Telepathy, 69-71, 91, 210, 245. Virtual realities, 520. equipment modifiers, 345; Temperature, 9. Visibility, 394; see also Darkness. influencing rolls, 347; Templates, 258, 445-454; cultural, 446; Vision, 92, 123, 124, 144, 151, 358. player guidance, 347; dramatic, 446; occupational, 446; Voice, 132. repeated attempts, 348. racial, 260, 450-454. Wait maneuver, 325, 366, 385. Success rolls, 8. Terrain, 351. Warehouse 23 online store, 494. Suffocation, 428, 436. Thief and spy gear, 289. Warhorses, see Horses. Sunburn, 434. Throwing things, 355, 357. Warrior template, 449. Supernatural advantages, 32, 33, 34; Thrown weapon attacks, 373. Water spells, 253. disadvantages, 120. Thrusting damage, 15. Watercraft, 466; table, 464. Supers, 34. Tigers, 456. Wealth, 25, 26, 264, 517; and Status, Superscience, 513. Time Tours, Ltd., 539. 26, 516; cost of living, 265, 516; Suppression fire, 409. Time travel, 64, 93, 158, 189, 190. economics, 514; gold and Surprise attacks, 393. Time Use Sheets, 499, 569. silver, 515; improving character Swarm attacks, 461. Time, between adventures, 498; wealth level, 291; moving money Swimming, 354, 357; fatigue, 426. between sessions, 497; between worlds, 514. Swinging damage, 15. during adventures, 497. Weapon and armor tech levels, 512. Switchable advantages, 34. Timeline shifts, 544-546. Weapons, 267-281; accessories, 289, 411; accuracy, 269; ammunition, Table talk, 493. TL, see Technology Level. 278; breaking, 401, 485; bulk, 270; Taboo traits, 261. To-hit roll, 326, 369. carrying, 287; cavalry, 397; cost, Tools, 289. Takedown, 370. 270; fencing, 404; firearms, 278-281; Taste and smell, 49, 358. Torches, 394. grenades, 277; heavy, 281; Tech level, see Technology Levels. Tragic flaws, 119. incendiaries, 277; infinite cinematic Techniques, 229; combat, 230; Trait lists, 297. ammunition, 417; Legality Class, improving, 292; list, 304. Traits, meta-traits, 262; taboo traits, 271; malfunction, 278, 407; melee, 26; see also Character Creation. 271-275; missiles, 281; parry, 269; Trampling, 404. range, 269; ranged, 275-277, Transformations, 294. 278-281; rate of fire, 270; reach, 269; Transportation tech levels, 512. reach and Size Modifier, 388, 402; Traps, 502. recoil, 271; shots, 270; smartguns, Travel maps, 491. 278; strength, 270; striking at weapons, 400; thrown, 356; Trials, 507; punishment, 508. weight, 270. Tripods, 412. Weather, 243, 351. Tunnels, 94. Weirdness, 161; weird parallel worlds, Turning radius, 394. 527; weird science, 228, 479. TV action violence, 417. Werewolves, 83, 84, 137. Unarmed combat, 370; hurting Whiplash, 432. yourself, 379; parrying, 376. Whips, 406. Unarmed Critical Miss Table, 557. White Star Trading, 524, 539. Unconsciousness, 419, 423, 429; Wild swings, 388. recovery from, 329. Wildcard skills, 175. Undead, 50; see also Vampires, Zombies. Will, 16; Will rolls, 360. United Nations, 535, 538. Wolves, 458. Utopia, 510. World-jumpers, 544. Vacuum, 437. Wounding modifier, 379. Vampires, 137, 212; see also Wounds, see Injuries. Baron Janos Telkozep. Wrench Limb attack, 370, 404. Vehicle Hit Location Table, 554. Xing La, character sheet, 322-323; Vehicle Occupant Hit Location illustrations, 167, 188, 418, 445. Table, 555. Zombies, 74, 94, 252, 380.

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GURPS Game Design by STEVE JACKSON GURPS Fourth Edition Revision by DAVID L. PULVER and SEAN M. PUNCH Cover Design by VICTOR R. FERNANDES Cover Art by JEFF KOKE, CHRISTOPHER SHY, and ROGE´ RIO VILELA Edited by ANDREW HACKARD and STEVE JACKSON

Illustrated by ABRAR AJMAL, MICHAEL CLARKE, CHRIS DIEN, ALEX FERNANDEZ, ROBERTO MARCHESI, TORSTEIN NORDSTRAND, BOB STEVLIC, ERIC WILKERSON, DAN WILLEMS, and LEO WINSTEAD ISBN 978-1-55634-730-6 7 8 9 10 STEVE JACKSON GAMES GURPS System Design ❚ STEVE JACKSON Chief Executive Officer ❚ PHILIP REED Chief Creative Officer ❚ SAM MITSCHKE Chief Operating Officer ❚ SUSAN BUENO GURPS Line Editor ❚ SEAN PUNCH GURPS Project Manager ❚ STEVEN MARSH Project Manager ❚ DARRYLL SILVA Production Manager ❚ SABRINA GONZALEZ Art Direction and Page Design ❚ PHILIP REED Production Artists ❚ JUSTIN DE WITT, ALEX FERNANDEZ, PHILIP REED, and NIKOLA VRTIS Prepress Checkers ❚ SUSAN BUENO, MIRANDA HORNER, and LEONARD BALSERA Director of Sales ❚ ROSS JEPSON GURPS FAQ Maintainer ❚ 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 Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Basic Set: Campaigns is copyright © 1986-1989, 1991-1994, 1996, 1998, 1999, 2002, 2004, 2008, 2011, 2015, 2019 by Steve Jackson Games Incorporated. All rights reserved. Printed in China. 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.

338 CREDITS CONTENTS INTRODUCTION ...... 342 Movement ...... 367 Readying Weapons and Step ...... 368 Other Gear ...... 382 Spacing ...... 368 When Is a Weapon Ready? . . . . . 383 UCCESS OLLS Moving Through Typical Long Actions ...... 383 10. S R . . . 343 Other Characters ...... 368 When to Roll ...... 343 Crouching ...... 368 Modifiers ...... 344 ATTACKING ...... 369 12. TACTICAL Default Rolls ...... 344 MELEE ATTACKS ...... 369 COMBAT ...... 384 Task Difficulty ...... 345 Melee Attack Options ...... 369 Equipment Modifiers ...... 345 Unarmed Combat ...... 370 Figures ...... 384 Long Tasks ...... 346 Actions After Being Grappled . . . . 371 THE COMBAT MAP ...... 384 Hexes ...... 384 Degree of Success or Failure . . . 347 RANGED ATTACKS ...... 372 Optional Rule: Thrown Weapon Attacks ...... 373 Facing ...... 385 Influencing Success Rolls . . . . 347 Missile Weapon Attacks ...... 373 MANEUVERS IN TACTICAL COMBAT ...... 385 Repeated Attempts ...... 348 DEFENDING ...... 374 CONTESTS ...... 348 Active Defense Rolls ...... 374 Wait Maneuver Strategy ...... 385 Quick Contests ...... 348 Dodging ...... 374 MOVEMENT IN TACTICAL COMBAT . . . . . 386 Regular Contests ...... 349 Blocking ...... 375 The “Step” in Tactical The Rule of 16 ...... 349 Parrying ...... 376 Combat ...... 386 PHYSICAL ACTIVITIES ...... 349 Parrying Heavy Weapons ...... 376 Movement Point Costs ...... 387 Climbing ...... 349 Active Defense Options ...... 377 ATTACKING IN TACTICAL COMBAT . . . . . 388 Digging ...... 350 Melee Attacks ...... 388 Different Gravity ...... 350 Long Weapon Tactics ...... 388 Hiking ...... 351 Ranged Attacks ...... 389 Holding Your Breath ...... 351 Pop-Up Attacks ...... 390 Jumping ...... 352 DEFENDING IN TACTICAL COMBAT . . . . . 390 Optional Jumping Rules ...... 352 “Runaround” Attacks ...... 391 Lifting and Moving Things . . . . . 353 CLOSE COMBAT ...... 391 Running ...... 354 Entering a Foe’s Hex ...... 391 Swimming ...... 354 Leaving a Foe’s Hex ...... 391 Flying ...... 354 Weapons for Close Combat . . . . 391 Throwing ...... 355 Readying in Close Combat . . . . . 391 Catching ...... 355 Defense in Close Combat ...... 392 Extra Effort ...... 356 Multiple Close Combat ...... 392 SENSE ROLLS ...... 358 Striking Into a Close Combat . . . . 392 Vision ...... 358 MULTI-HEX FIGURES ...... 392 Hearing ...... 358 Taste/Smell ...... 358 PECIAL OMBAT INFLUENCE ROLLS ...... 359 13. S C Influencing the PCs ...... 359 SITUATIONS ...... 393 WILL ROLLS ...... 360 SURPRISE ATTACKS Fright Checks ...... 360 AND INITIATIVE ...... 393 FRIGHT CHECK TABLE ...... 360 VISIBILITY ...... 394 SPECIAL MOVEMENT ...... 394 DAMAGE AND INJURY ...... 377 11. COMBAT ...... 362 High-Speed Movement ...... 394 Damage Roll ...... 378 Optional Rule: Changing COMBAT TURN SEQUENCE ...... 362 Damage Resistance Posture in Armor ...... 395 MANEUVERS ...... 363 and Penetration ...... 378 Mounted Combat ...... 396 Multiple Maneuvers and Knockback ...... 378 Flying Combat ...... 398 Full-Turn Maneuvers ...... 363 Fast Damage Resolution HIT LOCATION ...... 398 Do Nothing ...... 364 for Multiple Hits ...... 379 Tight-Beam Burning Attacks . . . . 399 Move ...... 364 Wounding Modifiers Targeting Chinks in Armor ...... 400 Change Posture ...... 364 and Injury ...... 379 Striking at Weapons ...... 400 Aim ...... 364 Injury to Unliving, Homogenous, Subduing a Foe ...... 401 Evaluate ...... 364 and Diffuse Targets ...... 380 SPECIAL MELEE COMBAT RULES . . . . . 402 Attack ...... 365 Effects of Injury ...... 380 Attack from Above ...... 402 Feint ...... 365 Special Damage ...... 381 Combat at Different Levels . . . . . 402 All-Out Attack ...... 365 Attacks Without Damage ...... 381 Size Modifier and Reach ...... 402 Move and Attack ...... 365 CRITICAL HITS AND MISSES ...... 381 Special Unarmed Combat All-Out Defense ...... 366 Critical Hits ...... 381 Techniques ...... 403 Concentrate ...... 366 Critical Misses ...... 382 Special Melee Weapon Rules . . . . 404 Ready ...... 366 Example of Combat ...... 382 Improvised Weapons ...... 404 Wait ...... 366 OTHER ACTIONS IN COMBAT ...... 382 Dirty Tricks ...... 405 MOVEMENT AND COMBAT ...... 367 SPECIAL RANGED COMBAT RULES . . . . 407

CONTENTS 339 Malfunctions ...... 407 Medical Care ...... 424 16. ANIMALS AND Firing Upward and Resuscitation ...... 425 Downward ...... 407 Ultra-Tech Drugs ...... 425 MONSTERS ...... 455 Cover ...... 407 FATIGUE ...... 426 COMMON ANIMALS ...... 455 Overpenetration ...... 408 Lost Fatigue Points ...... 426 Animal and Monster Special Rules for Rapid Fire . . . 408 Fatigue Costs ...... 426 Statistics ...... 456 Special Ranged Weapons ...... 410 Starvation and Dehydration . . . . 426 Individualizing Animals ...... 457 Firearm Accessories ...... 411 Missed Sleep ...... 426 PETS AND TRAINED ANIMALS ...... 458 Guided and Homing Recovering from Fatigue ...... 427 Riding and Draft Animals ...... 459 Weapons ...... 412 Foraging ...... 427 War-Trained Mounts ...... 459 Semi-Active Homing HAZARDS ...... 428 FANTASY MONSTERS ...... 460 Weapons ...... 412 Acid ...... 428 Damage for Animals ...... 460 Area and Spreading Attacks . . . . 413 Afflictions ...... 428 ANIMALS IN COMBAT ...... 461 Attacking an Area ...... 414 Atmospheric Pressure ...... 429 Swarm Attack Examples ...... 461 Scatter ...... 414 Hazardous Atmospheres ...... 429 EXPLOSIONS ...... 414 Cold ...... 430 Explosions in Other Collisions and Falls ...... 430 17. TECHNOLOGY AND Environments ...... 415 Hit Location from a Fall ...... 431 ARTIFACTS ...... 462 SPECIAL DAMAGE ...... 416 Electricity ...... 432 Afflictions ...... 416 Flame ...... 433 VEHICLES ...... 462 Special Penetration Modifiers . . . 416 Making Things Burn ...... 433 Vehicle Statistics ...... 462 CINEMATIC COMBAT RULES ...... 417 Gravity and Acceleration ...... 434 Basic Vehicle Movement ...... 463 Dual-Weapon Attacks ...... 417 Heat ...... 434 GROUND VEHICLE TABLE ...... 464 Pressure ...... 435 WATERCRAFT TABLE ...... 464 Radiation ...... 435 AIRCRAFT TABLE ...... 465 Radiation Hazards ...... 435 SPACECRAFT TABLE ...... 465 Seasickness ...... 436 Basic Vehicle Combat ...... 467 Suffocation ...... 436 Vehicle Weapon Mounts ...... 467 Vacuum ...... 437 Weapons Fire from a POISON ...... 437 Moving Vehicle ...... 469 Describing Poisons ...... 437 Scaling Damage ...... 470 Special Delivery ...... 438 ELECTRONICS ...... 471 Poison Examples ...... 439 Communicators ...... 471 Drinking and Intoxication . . . . . 439 Sensors ...... 471 Addictive Drugs ...... 440 Computers ...... 472 Drug Withdrawal ...... 440 NEW INVENTIONS ...... 473 Overdose ...... 441 Required Skills ...... 473 ILLNESS ...... 442 Complexity ...... 473 Disease ...... 442 Concept ...... 473 Contagion ...... 443 Prototype ...... 473 Infection ...... 444 Reinventing the Wheel ...... 473 AGE AND AGING ...... 444 Testing and Bugs ...... 474 Production ...... 474 Funding ...... 474 15. CREATING GADGETEERING ...... 475 Inventing Gadgets ...... 475 TEMPLATES ...... 445 Quick Gadgeteering ...... 476 CHARACTER TEMPLATES ...... 445 Gadget Bugs Table ...... 476 How GURPS Works: Character Gadgeteering During Templates Aren’t Rules! ...... 445 Adventures ...... 477 Types of Character Gadgets for Non-Gadgeteers . . . . 477 14. INJURIES, ILLNESS, Templates ...... 446 FUTURISTIC AND Concept ...... 446 ALIEN ARTIFACTS ...... 478 AND FATIGUE . . . . . 418 Flexibility ...... 446 Enigmatic Device Table ...... 478 INJURIES ...... 418 Character Templates and Anachronistic Devices ...... 478 General Injury: Player Perceptions ...... 446 WEIRD TECHNOLOGY ...... 479 Lost Hit Points ...... 419 Selecting Traits ...... 447 Random Side Effects Table . . . . 479 Shock ...... 419 Setting the Price ...... 448 MAGIC ITEMS ...... 480 Example of Injury ...... 419 Writing it Up ...... 448 Enchantment Spells ...... 480 Major Wounds ...... 420 Listing Skills ...... 448 Enchanting ...... 481 Knockdown and Stunning . . . . . 420 Discounts ...... 448 Interruptions ...... 481 Crippling Injury ...... 420 Adjusting for Player Using Magic Items ...... 482 Optional Rules for Injury ...... 420 Experience ...... 448 Buying Magic Items ...... 482 Patient Status ...... 421 Customization Notes ...... 449 DAMAGE TO OBJECTS ...... 483 Temporary Attribute Additional Options ...... 449 Detailed HP Calculation ...... 483 Penalties ...... 421 RACIAL TEMPLATES ...... 450 Effects of Injury ...... 483 Mortal Wounds ...... 423 Concept ...... 450 Damage to Buildings Death ...... 423 Selecting Traits ...... 451 and Structures ...... 484 RECOVERY ...... 423 PC Races vs. NPC Races ...... 451 Damage to Shields ...... 484 Recovering from Player-Created Races ...... 451 Repairs ...... 484 Unconsciousness ...... 423 Setting the Price ...... 454 Breakdowns ...... 485 Natural Recovery ...... 424 Sub-Races ...... 454 Broken Weapons ...... 485 High HP and Healing ...... 424 Filling in the Blanks ...... 454 First Aid ...... 424 Character Costs vs. Surgery ...... 424 Racial Strength ...... 454

340 CONTENTS 18. GAME Legality ...... 507 Law Enforcement and Jail . . . . . 507 MASTERING ...... 486 Trials ...... 507 Customizing the Rules ...... 486 Bribery ...... 508 CHOOSING A CAMPAIGN TYPE ...... 486 Criminal Punishment ...... 508 Power Level ...... 487 SOCIETY AND High-Powered Campaigns . . . . . 487 GOVERNMENT TYPES ...... 509 The Cinematic Campaign ...... 488 The Big Picture ...... 509 Damn the Rules, Variations ...... 510 Full Speed Ahead! ...... 489 Restrictions ...... 510 STARTING A GAME SESSION ...... 490 TECH LEVELS ...... 511 Advance Preparation ...... 490 Variations Within a Maps ...... 490 Tech Level ...... 511 Player-Made Maps ...... 491 Tech Level by Field ...... 512 RUNNING THE GAME ...... 492 Building up Local Settling Rules Questions ...... 492 Technology ...... 513 Dealing with the Players ...... 493 Different Technologies ...... 513 Research Foundations ...... 539 Playing the NPCs ...... 493 Improving Skills in Crosstime Bounty Hunters . . . . . 539 Gaming Online ...... 494 Alternate Tech Levels ...... 513 Corporations ...... 539 Reaction Rolls ...... 494 Tech Level and Genre ...... 514 Keeping the Secret ...... 540 Knowledge ...... 495 ECONOMICS ...... 514 The Very Rich ...... 540 I open the door, duck under . . . . .495 Buying and Selling ...... 514 Crosstime Colonies ...... 541 Keeping the Characters Alive . . . . 496 Moving Money ADVERSARIES ...... 541 Game Time ...... 497 Between Worlds ...... 514 Centrum ...... 541 When in Doubt, Roll Loot, and Disposing of It ...... 515 Crosstime Bandits ...... 542 and Shout ...... 497 Gold and Silver ...... 515 Reality Liberation Force ...... 543 ENDING A PLAY SESSION ...... 498 Making Your Own Goods ...... 515 The Cabal: Awarding Bonus Wealth and Status ...... 516 Masters of Infinity ...... 543 Character Points ...... 498 Jobs ...... 516 Reich-5 ...... 543 Time Use Sheets ...... 499 Hirelings ...... 517 PARACHRONOZOIDS ...... 544 WRITING YOUR OWN Finding a Job ...... 518 World-Jumpers ...... 544 ADVENTURES ...... 500 Slaves ...... 518 TIMELINE SHIFTS ...... 544 Where Do You Get Loyalty Checks ...... 519 Centran Intervention ...... 545 Your Ideas? ...... 500 OTHER PLANES OF EXISTENCE ...... 519 Mysteries ...... 545 Adventure Design ...... 500 Travel Between Game Worlds . . . . 520 Effects of Tampering Dungeons ...... 501 Types of Realities ...... 520 with Echoes ...... 546 Traps ...... 503 Planar Cosmology ...... 521 Marooned! ...... 546 Features of a Interplanar Travel ...... 522 Locating a Shifted Timeline . . . . 546 Good Adventure ...... 504 Organizing a Continuing Campaign ...... 504 20. INFINITE WORLDS . . 523 TABLES ...... 547 Shared Campaigns and Travel THE CAMPAIGN ...... 524 COMBAT MODIFIERS ...... 547 Between Campaigns ...... 504 Infinite Worlds Glossary ...... 524 SIZE AND SPEED/RANGE TABLE ...... 550 The Interworld Treaty ...... 525 MANEUVERS ...... 551 Dark Infinity ...... 525 POSTURES ...... 551 AME ORLDS 19. G W . . . 505 AN INFINITY OF WORLDS ...... 526 HIT LOCATION TABLES ...... 552 CULTURES AND LANGUAGES ...... 505 Classes of Alternate Worlds . . . . 526 CRITICAL SUCCESS AND FAILURE . . . . . 556 LAWS AND CUSTOMS ...... 506 Close Parallels ...... 526 HP AND DR OF OBJECTS Travel Etiquette ...... 506 Farther Parallels ...... 527 AND COVER ...... 557 Control Rating ...... 506 Weird Parallels ...... 527 NPC REACTIONS ...... 559 Myth Parallels ...... 527 REACTION TABLE ...... 560 Hell Parallels ...... 528 Worlds That Break the Rules . . . 528 Pocket Multiverses ...... 529 GLOSSARY ...... 563 INTERDIMENSIONAL TRAVEL ...... 529 Parachronic Conveyors ...... 529 Parachronic Projectors ...... 530 LUDOGRAPHY ...... 566 Parachronic Coordinates ...... 530 Operations and Accidents ...... 531 Parachronic Detectors ...... 532 CAMPAIGN PLANNING Natural Parachronic Phenomena ...... 533 FORM ...... 567 Dimensional Highways ...... 534 Infinity’s World Classes ...... 535 INFINITY UNLIMITED ...... 535 GM CONTROL SHEET . . 568 Infinity Development ...... 536 Infinity Patrol ...... 536 Crosstime Recruitment ...... 536 NPC RECORD CARD . . 569 ISWAT ...... 536 Miracle Workers ...... 538 Parachronic Laboratories ...... 538 TIME USE SHEET . . . . . 569 OUTSIDE ORGANIZATIONS ...... 538 The United Nations ...... 538 Governments ...... 538 INDEX ...... 570

CONTENTS 341 INTRODUCTION This is Book 2 of the GURPS Basic Who needs this book? Well, first Set, Fourth Edition. and foremost, the GM. This book goes OTHER SUPPORT Why two books? The last edition, into detail about physical feats and after all, was a single book of 256 combat. It also covers vehicles and AND GM TOOLS pages, plus the Instant Characters sec- technology, animals and monsters, Fifteen years have passed between tion. world design, and Game Mastering. this book’s first printing and the one in The short answer is: we added a lot “Tool kit” chapters let the GM create your hand. In that time, GURPS of material. Which translated to a lot new creatures (and even PC races), Fourth Edition has accumulated of pages. This new edition brings in a artifacts, character abilities, and extensive support – much of it online. great deal of material that’s either entire game worlds. Resources include: brand new or previously appeared in But it’s not just for GMs. Players Free stuff. Downloadable support – other books (especially the two who enjoy detail and who want to par- including GURPS Lite (a 32-page dis- Compendiums). This new Basic Set ticipate in the creative side of the tillation of the basic rules), GURPS weighs in at a total of 576 pages, more game will definitely find this book use- Update (how to convert from Third than double the length of the last edi- ful . . . and so will players who want to Edition), and printable character tion. That’s quite a stack of paper. become GMs someday. The point is sheets – is yours for free at We could still have done it as a sin- simply that it’s not required. gurps.sjgames.com/resources. That gle book. But for two reasons, we did- Nevertheless, the books are intended page also indexes essential web n’t. First, that would be a thick, heavy to work together. The pages and chap- resources, such as the up-to-minute book, suitable for stopping bullets but ters are consecutively numbered, and list of all GURPS publications just a bit unwieldy to use. And second, the index covers both books and is (g u r p s . s j g a m e s . c o m / b o o k s ), it would be an expensive book. Really, repeated in both. answers to frequently asked questions too expensive. In the final analysis, the answer to (gurps.sjgames.com/faq), and cor- By dividing the manuscript into “why two books?” is simply accessibili- rections to errata in GURPS releases two parts, we were able to get every- ty. We want the system to be easy to (sjgames.com/errata/gurps). thing that a player has to have into play, easy to learn, and easy to get into. Supplements. GURPS is constantly Book 1. That book has the basic sys- By dividing the text into “necessary for growing! We ask you to support your tem rules and everything for character the new player” and “everything else,” Friendly Local Games Shop, but you creation. What it didn’t have, in the we hope we’ve made the new Basic Set can buy GURPS products in print early drafts, was any combat at all . . . not just easier to carry around, but also and PDF at our online store, Ware- so we added a section with the basics a better introduction to the system. Let house 23 (warehouse23.com). We of combat. Now a player needs only us know how we did. also offer print-on-demand (gurps. Book 1 to get into the game. – Steve Jackson sjgames.com/ondemand). To learn what’s new, see gurps.sjgames.com/ #news. Store finder. Can’t find that Friendly Local Games Shop we mentioned? Let storefinder.sjgames.com help! Local shops are great places to find gamers, too. Internet. To discuss GURPS with our staff and your fellow gamers, visit our forums (forums.sjgames.com). You can also join us at facebook.com/ sjgames or twitter.com/sjgames. Share your brief campaign teasers with #GURPShook on Twitter. Or explore that hashtag for ideas to add to your own game! To reach us by email, use [email protected]. We prefer the Internet, but you can also reach Steve Jackson Games by mail at SJ Games, P.O. Box 18957, Austin, TX 78760.

342 INTRODUCTION INDEX This index covers both books of the Alternative attacks, 61. Atmospheric pressure, 429. Basic Set. The pages are sequentially Always on; advantages, 34, Attack maneuver, 325, 365. numbered; Book 2 starts on p. 337. magic items, 482. Attack roll, 369. With rare exceptions, traits (advan - Ammunition, 278. Attacks, 326, 369; alternative, 61; tages, disadvantages, skills, spells, and Anarchy, 509. after being grappled, 371; Deceptive so on) are not listed in this index. Animals, 40, 87, 90, 137, 175, 187, Attack, 369; dual-weapon, 417; from Instead, they have their own alpha- 210, 211, 217, 223, 225, 226, 228, above, 402; in tactical combat, 388; betical listings. See the Trait Lists on 395, 455-460; in combat, 461; innate, 61; linked effects, 381; pp. 297-306. individualizing, 457; draft, 459; modified, 114; runaround, 391; pets, 458-459; riding, 459; trained, surprise, 393; swarm, 461; Acceleration, see Gravity. 458-459; see also Mounted Combat. without damage, 381. Accents, 24. Apes, 455. Attributes, see Basic Attributes. Acid, 428. Appearance, 21. Automatic weapons, 408. Acrobatic dodge, 375. Arc of vision, 389. Banestorms, 533. Active Defense Modifiers Table, 548. Area class, 176. Baron Janos Telkozep, character sheet, Active defenses, 326, 363, 374; Area maps, 491. 320-321; illustration, 290. modifiers table, 548. Basic attributes, 14; in templates, 447; Advantages, 32; always on, 34; improving, 290. cinematic, 33; exotic, 32, 34; in Basic Lift, 15; table, 17. templates, 447; magic, 34; mental, Basic Move, 17. 32; mundane, 32; new, 117-118; Basic Speed, 17. learnable, 294; list, 297; physical, 34; Basilisks, 460. potential, 33; Schrödinger’s, 33; Bats, 461. secret, 33; social, 32; switchable, 34. Battle maps, 239. Adventures, e23, 494; finale, 503; Battlesuits, 192. pre-packaged, 495; writing Bears, 456. your own, 500-504. Bees, 461. Adversary, 493. Bends, the, 435. Afflictions, 35, 416, 428. Biotech tech levels, 512. Age, 20. Bipods, 412. Aging, 53, 66, 95, 153, 154, 444. BL, see Basic Lift. Aim maneuver, 58, 324, 364. Bleeding, 68, 420. Aimed fire, 372. Block, 51, 324, 327; Air spells, 242. in tactical combat, 390. Aircraft, 466; table, 465. Blocking spells, 241. Alcohol, 122, 439-440. Blunt trauma, 379. Alien artifacts, 478. Area spells, 239. Boars, 458. Allies, 36; ally groups, 37. Area-effect attacks, 413; scatter, 414. Body Control spells, 244. All-Out Attack maneuver, 54, 324, Arm lock, 370, 403. Body modification, 294. 365, 385; after being grappled, 371. Armor divisors, 378. Bolas, 410. All-Out Defense maneuver, 324, 366, Armor, 110, 282-286; changing posture Bounty hunters, 539. 385. in armor, 395; combining and Ally groups, 37. layering, 286; flexible armor and Break Free, 370. Alternate worlds, 64, 160; travel, 189, blunt trauma, 379; wearing, Breakdowns, 485. 190; Centrum, 541-542, 545-546; donning, and removing, 286. Breaking a weapon, 401. classes, 526; close parallels, 526; Arrows, flaming, 410. Breathing, 49, 55, 63, 68, 108; Coventry, 540; echoes, 546; hell Artifacts, anachronistic, 478; futuristic holding your breath, 351; parallels, 528; myth parallels, 527; and alien, 478, magic, 240, 480-483. smothering a foe, 401. Reich-5, 543; weird parallels, 527, Artificial intelligences, 528. Build, 18. world classes, 535. See also Atmospheres, hazardous, 429; Bulletproof nudity, 417. Crossworld Travel, vacuum, 437. Infinite Worlds Campaign.

570 INDEX C-31, character sheet, 307-309; 528; complexity, 472; software, 472; Darkness, 47, 60, 71, 394; spells, 249; illustrations, 264, 549. virtual reality worlds, 520. torches, 394. Cabal, the, 543. Concentrate maneuver, 325, 366. David Pulver, 6. Camels, 459. Cone attacks, 413. Dead worlds, 527. Campaigns, 486-489; cinematic, 488; Conspiracies, see Illuminati. Dealing with players, 493. continuing, 504; planning form, Contacts, 31. Death, 296, 423; dying actions, 423; 567; power level, 10, 486; shared Contagion, 443; see also Disease. instant death, 423. campaigns, 504; travel between Contests, 348; quick, 348; regular, 349; Decade scale damage, 470. campaigns, 504; see also resistance rolls, Deceptive attack, 369. Game Worlds. 348. Deer, 457. Camping and survival gear, 288. Defaults, 344; double, 173, 232; Cannon fodder, 417. skills, 173; techniques, 229. Caster (of spells), 236. Defending, 326, 374; Catching things, 355. in tactical combat, 390. Cats, 456. Defenses, 46; enhanced, 51; Centrum, 541-542, 545-546. limited, 46. Century scale damage, 470. Dehydration, 426. Ceremonial magic, 237. Demolition, 415. Change Posture maneuver, Depressants, 441. 325, 364. Design skills, 190. Control Rating, 506; see also Character classes, no such thing, 259. Dexterity, 15. Legality Class. Character points, 10, 119, 258, 290; Dice, 8, 9. Conventions of play, 9. awarding bonus points, 498. Digging, 350, 357. Copper, see Wealth. Characters, 7; concept, 11; creation, 9, Dimensional highways, 534. Cosmic powers, 33. 10, 258; development, 290, 499; Dirty tricks, 405. origins, 33; sheet, 13, 335-336; Cost of living, 265, 516. Disadvantages, 11, 119; buying off, stories, 12; types, 12. Coventry, 540. 121, 291; disadvantage limit, 11; Cover, 377, 407; Cover DR Table, 559. Chi, 33, 93, 192, 214. good, 119; exotic, 120; in templates, Children, 20. Crippling, 59, 420-423. 447; list, 299; mental, 120; Chimpanzees, 456. Critical failure, spells, 236. mundane, 120; new, 162; physical, Choke hold, 371, 404; see also Critical Head Blow Table, 556. 120; secret, 120; social, 120; Suffocation. Critical Hit Table, 556. self-imposed, 121; supernatural, 120. Cinematic advantages, 33; campaigns, Critical hits, 381; table, 556. Disease, 442-444; worldwide, 528. 488; characters, 489; combat, 417; Critical Miss Table, 556; Dive for cover, 377, 407. explosions, 417; knockback, 417. Unarmed Critical Miss Table, 557. Divine origins; 33; see also Gods. Clerical magic, 77, 242; spells, 77. Critical misses, 381; table, 556-557. Dmg, see Damage. Climbing, 89, 349. Critical success, 347; on defense, 381. Do Nothing maneuver, 325, 364. Cloaks, 404. Crossbows, 410. Dodge, 17, 51, 324, 327, 374; Close combat, 391. Crosstime bandits, 542. and drop, 377. Clothing, 265. Crossworld campaigns, 519-522; Dogs, 457, 458. Cold, 430. see also Infinite Worlds Campaign. Donkeys, 459. Collisions, 430; whiplash, 432. Crossworld travel, 514, 519-522; Double defaults, allowed for Coma, 429; see also Unconsciousness. Infinite Worlds campaign techniques, 229; not allowed Combat Lite, 324. background, 523-546; for skills, 173. Combat maps, 384, 492. instant wealth, 514. DR, see Damage Resistance. Combat, 9, 362-417; at different levels, Crouching, 368. Dragging things, 353. 402; cinematic, 417; maneuvers, Cultures, 23, 505-508. Dragon template, 261. 324; table of combat modifiers, 547; Customizing rules, 486. Dropping prone, 374. techniques, 230; turn sequence, 324, Dai Blackthorn, 12, 18, 22, 116, 162, Drugs, 122, 130, 440; Eraser, 540; 362; vehicular, 467-470. 164, 227; character sheet, 310-311; overdose, 441; ultra-tech, 425; Communication and Empathy illustrations, 32, 418. withdrawal, 440. spells, 245. Damage Resistance, 378; Dual-weapon attacks, 417. Communications and information HP and DR of Structures Table, 558; Dungeons, 501. Cover DR Table, 559. gear, 288, 471. Dwarf template, 261. Damage, 15, 327, 377; by animals, Competence, 24. DX, see Dexterity. 461; Damage Table, 16; damage Comprehension rolls, 359. Dying actions, 423. rolls, 9, 378; scaling, 470; to objects, Computers, 48, 51, 55, 69, 71, 76, 100, Earth spells, 245. 124, 184, 472; artificial intelligence, 483-485. Echo timelines, 546.

INDEX 571 Economics, 514. Food, 95, 139, 159, 160, 265; Hit location, 369, 398; and Injury Elbow strike, 404. foraging, 427; starvation, 426. Tolerance, 400; random, 400. Elderly characters, 20; FP, see Fatigue Points. Hit points, 16, 418-419; see also Age, Aging. Fragmentation damage, 414. HP and DR of Structures Table, 558; Electricity, 432-433. Free actions, 363. see also Injuries. Electronics, 471. Friends and foes, 31. Home gravity, 17; see also Gravity. Elemental meta-traits, 262. Fright Checks, 55, 93, 95, 121, 360; Homing weapons, 412-413. Elephants, 460; pink, 440. Fright Check Table, 360-361. Horses, 459-460; equestrian gear, 289; Enchantment, 480-483; spells, 245. Gadgeteering, see Gadgets. see also Mounted Combat, Riding Encounters, 502; Gadgets, 56-58, 473-477, 479; Animals, Weapons (Cavalry). sample encounter table, 503. limitations, 116. HP and DR of Structures Table, 558. Encumbrance, 17. Game balance, 11. HP, see Hit Points. Enhanced defenses, 51. Game Mastering, 486-504. HT (Health), 15. Enhancements, 101-102; limited, 111. Game preparation, 490. I-Cops, 536-538. Equestrian gear, 289. Game worlds, 505-522; Identities, 31, 39. Equipment, 264-289; economics, 514. Illuminati, 60, 130, 193, 200, 525; modifying success rolls, 345. Garrotes, 405. the Cabal, 543. Eraser drug, 540. Gate spells, 247. Immunity, 443. Evading, 368. Gerbils, 113. Importance in society, see Rank, Evaluate maneuver, 325, 364. G-Increment, 350. Status. Exotic advantages, 32, 34. Glossary, 563-565; arms and armor, Incompetence, 24. Exotic disadvantages, 120. 268; basic terms, 7; magic, 234; Index, 329-334, 570-575. Explosions, 414-415; cinematic, 417. Infinite Worlds, 524; psionics, 254. Infection, 444. Extra effort, 356. GM Control Sheet, 490, 568. Infinite ammunition, 417. Facing (in combat), 385, 386. Gods, 33, 40, 59, 76, 113, 132, 143. Infinite Worlds campaign background, 523-546. Falcons, 457. Gold, see Wealth. Infinity Development, 536. Falling, 430-431; damage Gorillas, 456. from falling objects, 431. Government types, 509-510; Infinity Patrol, 536-538. Fallout, 435; see also Radiation. see also Laws. Infinity Unlimited, 524, 535-538. Familiars, 38. Grabbing and grappling, 370; and hit Influence rolls, 359. Fatigue, 16; 328, 426; fatigue location, 400. Influence skills, 494. points, 16; recovering, 427. Gravity, 60, 350, 434; different gravity, Information spells, 241. Feint maneuver, 325, 365. 350; home gravity, 17. Initiative, 393. Felinoid template, 261. Grenades, 277, 410. Injuries, 327, 377, 380, 418-425; Fencing weapons, 404. Ground vehicles, 466; table, 464. accumulated wounds, 420; and active defense, 374; bleeding, Fire, 61; burning things, 433, 434; Gryphons, 460. 420; crippling, 420-423; damage, 433; flaming arrows, 410; Guided weapons, 412. flesh wounds, 417; incendiary weapons, 277, 411, 433; Hallucinations, 429, 440. large-area injury, 400; last spells, 246; tight-beam burning Hallucinogens, 440. wounds, 420; major wounds, attacks, 399. Handedness, 14. 420; mortal wounds, 423; Firearms, 278-281; accessories, 289, Harpoons, 411. shock, 419; to objects, 411; aim, 364; automatic, 408; Healing, 59, 79, 80, 155, 160, 483-485; to shields, 484; bracing, 364; firing upward and 162; magic, 248; medical see also Crippling, Healing. downward, 407; malfunction, 382, gear, 289; medical tech Instant death, 423. 407; quality, 280; levels, 512; psychic, Intelligence, 15; and dirty tricks, 405. rapid fire, 408; shotguns, 409; 256. Intoxication, see Alcohol. suppression fire, 409; ultra-tech, Health, 15. Introduction, 5, 342. 280. Hearing, 49, 72, 89, Firing upward and downward, 407. 94, 138. 358. Investigator template, 259. First aid, 424. Heart attacks, 429. Iotha, character sheet, 316-317, illustrations, 343. Flails, 405. Heat, 434; see also Fire. IQ (Intelligence), 15. Flame, see Fire. Hell parallels, 528. ISWAT, 162, 536. Flaming arrows, 410. Heroic Knight template, 448. Jobs, 292, 499, 516-518; finding, 518. Flashlights, 394. Hexes, 384. Jumping, 89, 203, 352, 357. Flesh wounds, 417. High-speed movement, 394. Knee strike, 404. Flight, 56, 354; flying combat, 398. Hiking, 351, 357, 426. Knockback, 378. Fnord, you’re not cleared for that. Hirelings, 517, 518. Knowledge spells, 249. Follow-up damage, 381. Hit Location Tables, 552-555.

572 INDEX Knowledge, NPC, 496; Meta-Spells, 250. NPCs, 31, 493; NPC Reactions Table, player vs. character, 495. Meta-traits, 262. 559-562; NPC Record Card, 569. Languages, 23, 205, 506. Metric conversions, 9. Oil flasks, 411. Lariats, 411. Military, 218, 221, 222, 260. Omens, 72. Lasers, 280, 399; seeker heads, 412; Mind Control spells, 250. Online gaming, 494. sights, 412. Mind reading, see Telepathy. Optics and sensors, 289. Last wounds, 420. Mind transfer, 296. Origins of characters, 33. Law enforcement, 507; Miniature figures, 383. Overpenetration, 379, 408. police gear, 289. Miracle Workers Inc., 538. Overrun, by multi-hex figures, 392. Laws, 65, 204, 506-508, 518; Missile spells, 240. Oxen, 460. punishment, 508; trials, 507. Missile weapon attacks, 373. Parachronic Laboratories Inc., 538. LC, see Legality Class. Modifiers (to traits), 101; list, 300. Parachronics, bogus scientific Legality Class, 267, 270, 507; Molotov cocktails, 411. explanation, 530; conveyor, 529; legality of spells, 507. Money, see Wealth. detector, 532; disasters, 532; minor Lethal strike, 404. Monsters, 460-461. accidents, 531; paradoxes, 533; Lifting, 14, 15, 65, 205, 353, 357. projector; 524, 530; see also Morphology meta-traits, 263. Light and Darkness spells, 249. Infinite Worlds Campaign. Mortal conditions, 429; wounds, 423. Limitations, 101, 110; gadgets, 116. Parachronozoids, 544. Limited defenses, 46. Linked effects, 381. Lions, 456. Literacy, 24. Long actions, 383. Long tasks, 346, 499. Louis d’Antares, character sheet, 312-313; illustrations, 368, 422, 505. Loyalty, 518-519. Luck, 83, 89, 160. Ludography, 566. Lycanthropy, see Werewolves. Machine guns, 281. Machines, 16; Machine meta-trait, 263. Mounted combat, 395-398. Parallel worlds, see Alternate Worlds. Mage template, 260. Move (character stat), 52. Paralysis, 429. Magery, 66. Move and Attack maneuver, 325, 365, Parry, 51, 93, 324, 327, 376; unarmed, Magic Resistance, 67. 385. 376; in tactical combat, 390. Magic, 66, 143, 144, 150, 218, 224, Move maneuver, 325, 364, 385. Patient status, 421. 225, 234-253; advantages, 34; Movement and combat, 367; Patrons, 72-73. ceremonial, 237; clerical, 242; and facing, 386; high-speed Penetrating damage, 379. colleges, 239; enchanted objects, 240, movement, 394; movement in Penetration modifiers, 378, 416; 480-483; racial, 453; ritual, 237, tactical combat, 386. overpenetration, 379, 408. 242; staffs, 240. Movement points, 386, 387. Per, see Perception. Major wounds, 420. Movement spells, 251. Perception, 16. Malf, see Malfunction. Mules, 459. Perks, 100. Malfunction, 278, 382, 407. Multi-hex figures, 392. Pets, 458-459; see also Animals. Mana, 235. Mundane advantages, 32; Physical advantages, 32; Maneuvers, 324, 363, 385; table, 551. disadvantages, 120. disadvantages, 120. Maps, 384, 490-491; mapping by Mutations, 33. Physical feats, 349; extra effort, 356. players, 491; mapping for adventure Neck Snap attack, 370, 404. Picking things up, 383. design, 502. Necromantic spells, 251. Picks, 405. Medical care, 424; surgery, 424. Nets, 411. Pinning (in combat), 370. Medical gear, 289. New disadvantages, 162. Planet types, 180. Medicine tech levels, 512. New inventions, 473, 475; Plants, 75, 87, 90, 142, 197, 199, 211. Melee Attack Modifiers Table, 547. see also Gadgets. Pocket multiverses, 529. Melee etiquette, 417. Nexus portals, 534. Poison, 62, 437-439; treatment, 439. Melee spells, 240. Nonhumans, 32. Police gear, 289. Mental advantages, 32; disadvantages, Non-player characters, see NPCs. Pop-up attacks, 390. 120; powers, see Psionics. NPC Reactions Table, 559-562. Postures, 367; changing posture Mental stun, 420. NPC Record Card, 569. in armor, 395; table, 551. Mentality meta-traits, 263.

INDEX 573 Potential advantages, 33. Repair skills, 190; specialties, 169; studying, 292, 499; Power level for campaigns, 10, 486. repairing things, 484. teachers, 293; technological, 168; Power tech levels, 512. Reputation, 27. wildcard, 175. Preparing for play, 490. Resisted spells, 241. Slam, 371; by multi-hex figures, 392. Prerequisites, skills, 169; spells, 235; Resuscitation, 425. Slaves, 518. techniques, 229. Retreat (in active defense), 377. Sleep, 50, 65, 136, 140, 142, 154, 155; Pressure, atmospheric, 429, 435; Retreating, 391. drowsy, 428; missed sleep, 426. the bends, 435; water, 435. Ritual magic, 237, 242. SM, see Size Modifier. Privilege, 30. Roads, 351. Smartguns, 278. Professor William Headley, RoF (Rate of Fire), 270, 373. Smell, 49, 243. character sheet, 314-315; Roleplaying, 7. Snakes, 458; cobra venom, 439; illustrations, 234, 486. Rolling to hit, 369. pythons, 458; rattlesnakes, 458. Protection and Warning spells, 252. Room maps, 492. Social advantages, 32; Psi powers, see Psionics. Rounding, 9. adding and improving, 291. Psionics, 71, 78, 150, 254-257; Rule of 14, 360. Social background, 22. Antipsi, 255; ESP, 255; learning, Rule of 16, 349. Social disadvantages, 120. 294; new powers, 257; pside Rule of 20, 173, 344. Social restraints, 30. effects, 255; Psychic Healing, 256; Rules, customizing, 486; Society types, 509-510. Psychokinesis, 256; Telepathy, 257; questions, 492. Soldier of Fortune template, 260. Teleportation, 257. Runaround attacks, 391. Sora, character sheet, 318-319; Psychological warfare, 359. Runes, 224. illustrations, 10, 258, 356, 362, Pulling things, 353. 375, 402. Running, 354, 357; fatigue, 426. Punishment, legal, 508. Sounds, see Hearing. Sacrificial dodge, 375. Quick contests, 348. Space sickness, 434. Sapience, 15, 23. Quick learning under pressure, 292. Spacecraft, 466; table, 465. Scopes, 412. Quick Start rules, 8. Spacing (in combat), 368. Sean Punch, 6. Quirks, 162; racial, 452. Special spells, 241. Seasickness, 436. Radiation, 80, 105, 192, 435. Speed/Range Table, 550. Secondary characteristics, 15; Ranged attacks, 327, 372; half damage improving, 290; in templates, 447. Spells, 66; Air, 242; area, 239; backfire, range, 378; hitting the wrong 235; blocking, 241; Body Control, Secret disadvantages, 120. target, 389; modifiers table, 548; 244; caster, 236; casting, 235-238; Secret identities, 31. opportunity fire, 390; overshooting, clerical, 77; Communication 390; pop-up attacks, 390; Self-control, 120. and Empathy, 245; Earth, 245; shooting blind, 389. Senses, 35, 78; sense rolls, 358. Enchantment, 246, 480-482; Ranged Combat Modifiers Table, Sensors, 471. Fire, 246; Gate, 247; Healing, 248; 548. Sentience, 15. information, 241; Knowledge, 249; Rank, 29. Sharks, 457. legality, 507; Light and Darkness, Rapid fire, 373, 408. Shields, 287, 374; damage, 484; 249; Meta-Spells, 250; melee, 240; Rapid Strike, 54, 93, 370. in close combat, 392; Mind Control, 250; missile, 240; Rate of Fire, 270, 373. offensive use, 406. Movement, 251; list, 304; Rats, 461. Shiftrealms, 534. Necromantic, 251; prerequisites, 235; Protection and Warning, 252; Rattlesnakes, 458. Shock, electrical, 432-433; regular, 239; resisted, 241; special, Rcl, see Recoil. from injury, 419. Shooting blind, 389. 242; subject, 236; Water, 253; Reaction rolls, 8, 494-495, see also Magic. NPC Reactions Table, 559-562. Shotguns, 409. Spirits, 41, 55, 68, 76, 113, 193, Shove, 372. Reading, 134; see also Literacy. 200, 212; spirit advantages, 34; Ready maneuver, 325, 366, 382, 385. Sign language, 25. Spirit meta-trait, 263. Ready weapons, 369; readying, 382. Silencers, 412. Spy gear, 289. Realism, 11. Silver, see Wealth. ST, see Strength. Reality Liberation Force, 543. Size and Speed/Range Table, 550. Staffs, 240. Reality quakes, 534. Size Modifier, 19, 372; and reach, 402. Starvation, 426. Recoil, 271. Skills, 167, 174-233; buying, 170; Status, 28, 265, 516. defaults, 170; design, 190; Recovery, 328; see also Healing. Step (in maneuvers), 368, 386. difficulty level, 168; familiarity, 169; Recovery, 423-424; Steve Jackson, 6. from unconsciousness, 423. improving, 170, 292; in templates, 447; influence, 495; levels, 171; Stimulants, 440. Regular spells, 239. list, 301; maintaining, 294; Strangle, 370, 401, 404. Reich-5, 543. physiology modifiers, 181; Strength, 14. Religion, 30, 226; see also Gods. prerequisites, 169; racially learned, Striges, 461. Reloading missile weapons, 373. 453; repair, 190; scope, 176; Striking at weapons, 400.

574 INDEX Structural Damage Table, 558. Technological skills, 168. Vehicles, 188, 214, 223, 462-470; Study, 292. Technology Levels, 22, 99, 267, 291, aircraft, 465; breakdowns, 485; Stunning, 35; mental stun, 420. 511-512; and equipment, 27; and combat, 467-470; control rolls, 466; Subduing a foe, 401. genre, 514; and starting wealth, 27; damage, 555; ground vehicles, 464; Subject (of spells), 236. divergent, 513; superscience, 513; hit location, 400, 554; movement, 463; spacecraft, 465; vehicular Success rolls, 342; buying success, table of TLs by field, 512. dodge, 375; watercraft, 464. 347; critical failure, 348; critical Teeth, 91. success, 347; difficulty, 345; Telepathy, 69-71, 91, 210, 245. Virtual realities, 520. equipment modifiers, 345; Temperature, 9. Visibility, 394; see also Darkness. influencing rolls, 347; Templates, 258, 445-454; cultural, 446; Vision, 92, 123, 124, 144, 151, 358. player guidance, 347; dramatic, 446; occupational, 446; Voice, 132. repeated attempts, 348. racial, 260, 450-454. Wait maneuver, 325, 366, 385. Success rolls, 8. Terrain, 351. Warehouse 23 online store, 494. Suffocation, 428, 436. Thief and spy gear, 289. Warhorses, see Horses. Sunburn, 434. Throwing things, 355, 357. Warrior template, 449. Supernatural advantages, 32, 33, 34; Thrown weapon attacks, 373. Water spells, 253. disadvantages, 120. Thrusting damage, 15. Watercraft, 466; table, 464. Supers, 34. Tigers, 456. Wealth, 25, 26, 264, 517; and Status, Superscience, 513. Time Tours, Ltd., 539. 26, 516; cost of living, 265, 516; Suppression fire, 409. Time travel, 64, 93, 158, 189, 190. economics, 514; gold and Surprise attacks, 393. Time Use Sheets, 499, 569. silver, 515; improving character Swarm attacks, 461. Time, between adventures, 498; wealth level, 291; moving money Swimming, 354, 357; fatigue, 426. between sessions, 497; between worlds, 514. Swinging damage, 15. during adventures, 497. Weapon and armor tech levels, 512. Switchable advantages, 34. Timeline shifts, 544-546. Weapons, 267-281; accessories, 289, 411; accuracy, 269; a mmunition, Table talk, 493. TL, see Technology Level. 278; breaking, 401, 485; bulk, 270; Taboo traits, 261. To-hit roll, 326, 369. carrying, 287; cavalry, 397; cost, Tools, 289. Takedown, 370. 270; fencing, 404; firearms, 278-281; Taste and smell, 49, 358. Torches, 394. grenades, 277; heavy, 281; Tech level, see Technology Levels. Tragic flaws, 119. incendiaries, 277; infinite cinematic Techniques, 229; combat, 230; Trait lists, 297. ammunition, 417; Legality Class, improving, 292; list, 304. Traits, meta-traits, 262; taboo traits, 271; malfunction, 278, 407; melee, 26; see also Character Creation. 271-275; missiles, 281; parry, 269; Trampling, 404. range, 269; ranged, 275-277, Transformations, 294. 278-281; rate of fire, 270; reach, 269; Transportation tech levels, 512. reach and Size Modifier, 388, 402; Traps, 502. recoil, 271; shots, 270; smartguns, Travel maps, 491. 278; strength, 270; striking at weapons, 400; thrown, 356; Trials, 507; punishment, 508. weight, 270. Tripods, 412. Weather, 243, 351. Tunnels, 94. Weirdness, 161; weird parallel worlds, Turning radius, 394. 527; weird science, 228, 479. TV action violence, 417. Werewolves, 83, 84, 137. Unarmed combat, 370; hurting Whiplash, 432. yourself, 379; parrying, 376. Whips, 406. Unarmed Critical Miss Table, 557. White Star Trading, 524, 539. Unconsciousness, 419, 423, 429; Wild swings, 388. recovery from, 329. Wildcard skills, 175. Undead, 50; see also Vampires, Zombies. Will, 16; Will rolls, 360. United Nations, 535, 538. Wolves, 458. Utopia, 510. World-jumpers, 544. Vacuum, 437. Wounding modifier, 379. Vampires, 137, 212; see also Wounds, see Injuries. Baron Janos Telkozep. Wrench Limb attack, 370, 404. Vehicle Hit Location Table, 554. Xing La, character sheet, 322-323; Vehicle Occupant Hit Location illustrations, 167, 188, 418, 445. Table, 555. Zombies, 74, 94, 252, 380.

INDEX 575

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