Next
* Previous * Contents
GURPS Third Edition Frequently Asked Questions
If you have questions about
GURPS Fourth Edition
click here
.
FAQ Keeper: Brett Slocum (
slocum@weirdrealm.com
)
1.
About this FAQ
1.1 Availability
1.2 Contributors
1.3 Comments, Corrections, and Suggestions
1.4 Abbreviations
1.5 Other sources of information on GURPS rules on the net
2.
Steve Jackson Games and GURPS
2.1 What is
GURPS
?
2.2 What
GURPS
books are available?
2.3 What is required to play
GURPS
?
2.4 What's new in
GURPS Basic Set
, 3rd Edition (Revised)?
2.5 Does Steve Jackson games publish a magazine for
GURPS
?
2.6 Can submissions be made to
Pyramid
electronically?
2.7 Where can I get
GURPS
errata, SJ Games catalogs, and other
GURPS
information?
2.8 Where can I submit errata?
2.9 Does Steve Jackson games have a BBS? What's Illuminati Online?
2.10 Is there a
GURPS
electronic mailing list?
2.11 Are there any newsgroup dedicated to
GURPS
?
2.12 Where can I find fan-authored
GURPS
material?
2.13 My new
GURPS
book is falling apart! I just bought it!
2.14 Are these answers ``official''?
2.15 What's this
GURPS Lite
?
2.16 What does
Powered By GURPS
means?
2.17 What is
GURPS 4th Edition
?
[NEW]
2.18 What is
e23
?
[NEW]
2.19 What is
GURPS Online
?
[NEW]
3.
Basic Set, Compendium 1 and 2
3.1 Does the Running skill affect Dodge score or initiative?
3.2 Why do you need to buy off Disadvantages?
3.3 Do you need to buy off disadvantages gained in game play?
3.4 Should I pay for advantages gained during play?
3.5 Can you dodge a burst of automatic-weapon fire? How?
3.6 What is the ``blow-through'' rule? How does it work?
3.7 Are there any mass combat rules for
GURPS
?
3.8 High IQ characters learn languages far too quickly. Is there a fix?
3.9 Are there more detailed firearms rules anywhere?
3.10 When do death rolls need to be made?
3.11 How come small critters with high HT like cats are so tough to kill?
3.12 How do you speed up
GURPS
combat?
3.13 Starting point costs for different genres.
3.14 How does feinting work?
3.15 How does recoil work for firearms (automatic versus non-automatic)?
3.16 How does the
GURPS
turn sequence work? What about initiative?
3.17 What's the difference between Throwing and Thrown Weapon skills?
3.18 How does Will work?
3.19 Do you declare the use of Luck before or after a roll?
3.20 What are the rules for fighting with two weapons?
3.21 Why is crossbow damage based on ST?
3.22 What is the tachi, and how is it different from the katana?
3.23 Why are some close-combat weapons Reach C only when a punch is C, 1?
3.24 What does the Fit advantage (p. CI25) provide?
3.25 How do the ``Defaulting to Other Skills'' and ``Improving Skills with Defaults'' rules work?
3.26 Do damage bonuses affect a weapon's maximum damage?
3.27 Why does Toughness cost so much more than Damage Resistance?
3.28 What rolls are affected by Shock due to injuries?
3.29 How do Empathy and Danger Sense work as psionic powers?
3.30 What damage does a chainsaw do in
GURPS
?
3.31 Which rifles in
High-Tech
and
Special Ops
have the scope included in their Acc?
3.32 When do I need to roll on the Random Hit Location table?
3.33 Do I have to apply the hit location penalty after rolling on the Random Hit Location table?
3.34 Is PD reduced for high damage?
3.35 While dodging multiple attacks, my leg gets crippled. Can I still dodge the other attacks?
[NEW]
3.36 How do the misfire rules work exactly?
[NEW]
4.
Conversions and Adaptations
4.1 How would I assign a Tech Level to something like Star Wars or Star Trek?
4.2 Weapons
4.3 AD&D
4.4 DnD 3rd Edition
4.5 Battletech
4.6 Call of Cthulhu
4.7 Cyberpunk 2.0.2.0
4.8 Harn
4.9 Hero/Champions
4.10 In Nomine
4.11 Nexus -- The Infinite City
4.12 Star Trek
4.13 Star Wars
4.14 Storyteller / World of Darkness
4.15 Traveller
4.16 Wheel of Time
5.
Cyberpunk
5.1 How should netrunning be handled?
5.3 Is there a
GURPS Cyberpunk
world sourcebook?
5.3 Where can I get stats for additional cyberware?
6.
Magic
6.1 How should clerical magic be handled?
6.2 When does a spell go off?
6.3 What sorts of spells count as spells ``on''?
6.4 Which spells are canceled by a no mana zone?
6.5 How many mages make a circle?
6.6 Can you mix regular and aspected Magery?
6.7 Can I leave holes in an area effect spell to avoid catching friends in it?
6.8 Can I arrange the hexes an area spell would have filled in some other shape, like a wall?
6.9 How exactly do the Force Dome spells work?
6.10 What exactly is a fireball?
6.11 How many spells can a mage cast in a turn?
6.12 The ``Rule of 16'' makes it too easy to resist spells!
6.13 How does One-College-Only Magery affect spell prerequisites?
6.14 When does a mage have to specify his spell's target?
6.15 How was the cost of the Garou package in
GURPS Werewolf
calculated?
6.16 How fast can an illusion move? Can it Dodge?
6.17 Can you cast Lend Health on yourself as a temporary healing measure?
6.18 Can you recover fatigue while maintaining a spell?
6.19 Can you aim while building up a missile spell?
6.20 How does high skill reduce a spell's casting time?
6.21 How do the penalties for repeated casting of healing spells add up?
6.22 How does the Draw Power spell work exactly?
6.23 How precise is the Reveal Function spell?
6.24 Is Stop Power really a /TL spell?
6.25 Can Mage-Only items enchanted with enough Power to be considered "always on" be used by non-mages?
6.26 Can a mage use
Counterspell
or
Dispel Magic
to counter the effects of magic items?
7.
Martial Arts
7.1 Can Kicking be improved?
7.2 Can a martial artist use techniques not in his style?
7.3 Is there a defense against Arm Lock?
7.4 Unarmed martial artist vs. armed fighters (melee weapons).
7.5 Are there any martial arts rules beyond
GURPS Martial Arts
?
7.6 The Wrestling skill differs in
GURPS Martial Arts
and
Imperial Rome
. Which is correct?
7.7 How do you use the Hit Location maneuver?
7.8 Is the attack granted by the Riposte maneuver an ``extra attack''?
7.9 What is the Reach of a bare-handed attack?
8.
Science Fiction
8.1 Where are battlesuits (power armor) described?
8.2 Is there a
GURPS
-compatible miniatures/boardgame starship system?
8.3 Are robots covered in any
GURPS
book?
8.4 Just how many programs can a computer run? A robot?
8.5 How do the beam weapon rules work?
8.6 What is the DR of 1 point of DF in
GURPS Space
and how many dice damage does one point of FP translate into?
9.
Supers
9.1 Are there any adventures available for
GURPS Supers
?
9.2 What does Invulnerability to ``Any Kinetic Damage'' protect against?
9.3 Ablative DR.
9.4 How does Morph work?
9.5 How does Super Weapons work?
10.
Vehicles
10.1 What's in
GURPS Vehicles
?
10.2 Where can I get sample/ready-made vehicles?
[UPDATED]
10.3 What is the blowthrough rule on flesh for APEX rounds?
11.
Multibook Campaigns and Worlds
11.1 GURPS Fantasy: The Magical World of Yrth
11.2 GURPS Traveller
[UPDATED]
11.3 Transhuman Space
[UPDATED]
11.4 GURPS World War II
[UPDATED]
11.5 GURPS Castle Falkenstein
11.6 GURPS Deadlands
Next
* Previous * Contents