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[faq] GURPS: Frequently Asked Questions (FAQ)

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James R. Duncan

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Jun 13, 1995, 3:00:00 AM6/13/95
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GURPS FAQ 13 June 1995 Version 3.0
===========================================

Distribution Frequency: Quarterly
Current distribution: 13 June 1995 (Ver. 3.0)
Next distribution date: Oct 1995
Last distribution date: November 1994 (Ver. 2.9)

The GURPS Frequently Asked Questions (FAQ) list will be updated as needed
and posted to the following:

Usenet
rec.games.frp.gurps
rec.games.frp.archives
Note: Follow ups should go to rec.games.frp.gurps

Illuminati Online
io.games.sjg.gurps

Contributers:
James Duncan <gri...@io.com> - Founder and Current Maintainer
Sean Barrett <sa...@netcom.com> - Backup
Kevin Wong <ja...@soda.berkeley.edu> - Former Maintainer
Contributions from others as noted.

Comments, Corrections and Suggestions:
If you have any suggestions for new FAQ questions or corrections for
mistakes or if you feel some additional info would help a FAQ question
or if you want to write up a FAQ question feel free to suggest/
correct/do it and send it to Jim Duncan <gri...@io.com>.

Notes on abbreviations:
HTML = Hyper-Text Mark-up Language
URL = Universal Resource Locator
WWW = World-Wide Web (a.k.a. "the Web")

An HTML version of this file can be found on the World-Wide Web at
http://io.com/sjgames/gurps/faq.html

GURPS Book Codes:

GURPS book codes are in the following format Nx, where N is the book
abbreviation (usually one or two characters) and x is the page number.
Numbered books have a slightly different abbreviation, N-x.

AN = Arabian Nights
B = Basic 3rd edition revised
BY = Bestiary
HT = High-Tech
M = Magic
MI = Magic Items 1
MI2 = Magic Items 2 (abbreviations are MI2-24 for example)
S = Space
TT = Time Travel
UT = Ultra-Tech

****************************************************************

Table of Contents
-----------------

Key:
% = Seeking input
* = New FAQ entry
& = Modified entry

[ Note: I have NOT marked modified entries in this edition! ]

Introduction

General
GN-01: What is GURPS?
GN-02: What is required to play GURPS?
GN-03: What GURPS books are available?
GN-04: Is there a GURPS electronic mailing list?
GN-05: Does Steve Jackson games publish a magazine for GURPS?
GN-06: Does Steve Jackson games have a BBS? What's Illuminati Online?
GN-07: Where can I get GURPS Errata, SJ Games catalogs, and other
GURPS information?
% GN-08: Where can I find an anonymous ftp site with GURPS material?
GN-09: What magazines have GURPS articles?
GN-10: Can submissions be made to Pyramid electronically?
GN-11: Are these answers "official"?
GN-12: What's new in GURPS Basic 3rd Edition, Revised?

Basic
BS-01: Does the Running skill affect Dodge score or Initiative?
BS-02: Why do you need to buy off Disadvantages? Do you need to
buy off disadvantages gained in game play?
BS-03: Can you dodge a burst of automatic-weapon fire? How?
BS-04. What is the "Blow-through" rule? How does it work?
BS-05: Are there any mass-combat rules for GURPS?
BS-06: The language rules given in GURPS Basic give unrealistic
results for high IQ characters. Are there any better language
rules for GURPS?
BS-07: The fire arm rules in GURPS Basic have several problems, are
there more expanded rules elsewhere?
BS-08: When do death rolls need to be made?
BS-09: How do you speed up GURPS combat?
BS-10: Starting Point costs for different genres.
BS-11: How does feinting work?
BS-12: How does recoil work for firearms (automatic versus non-automatic)?
* BS-13: How does the GURPS turn sequence work? What about initiative?
* BS-14: What's the difference between Throwing and Thrown Weapon
skills?

Conversions and Adaptations
CN-01: General
CN-02: Weapons
CN-03: Battletech
CN-04: Hero/Champions
CN-05: Cyberpunk 2020
CN-06: Traveller
CN-07: Harn
CN-08: Call of Cthulhu
CN-09: Vampire, Werewolf, Mage, Wraith
% CN-10: Corps
CN-11: Talislanta
CN-12: Star Trek
* CN-13: AD&D

Fantasy
FN-01: How should clerical magic be handled?
% FN-02: How do the linking spells work (link, delay, reflex)?
FN-03: When does a spell go off?

Science Fiction
SF-01: Where are Battlesuits (power armor) described?
SF-02: Is there a GURPS compatible miniatures/boardgame starship
system?
SF-03: Will GURPS Autoduel ever be revised?
SF-04: Are robots covered in any GURPS book?
% SF-05: How do the beam weapon rules work?
SF-06: What is the DR of 1 point of DF in GURPS Space and how many
dice damage does one point of FP translate into?

Cyberpunk
CP-01: How should netrunning be handled?
CP-02: The GURPS Cyberpunk source book doesn't contain any specific
world setting. Is there a GURPS Cyberpunk world sourcebook?
CP-03: Where can I get stats for GURPS Cyberpunk equipment and
cyberware?

Horror
HR-01: How do you scare players?
HR-02: What is chainsaw damage in GURPS (ala "Texas Chainsaw
Massacre")?
HR-03: Is there a conversions system for "Call of Chtulu" and GURPS.

Supers
SP-01: Are there any adventures available for GURPS Supers?
SP-02: Is there a conversion system between Champions and GURPS?

Martial Arts
MA-01: Can Kicking be improved?
MA-02: Can a Martial Artist use techniques not covered under their
particular art/style?
MA-03: Is there a defense against Arm Lock?
MA-04: Unarmed martial artist vs. armed fighters (melee weapons).
MA-05: Are there any additional sources of Martial Arts rules
other than the GURPS Martial Arts source book?
MA-06: The rules for Wrestling differ in GURPS Martial Arts and
Imperial Rome. Which is correct?
% MA-07: How do you use the Hit Location skill?

Vehicles
VH-01: What's in GURPS Vehicles?
% VH-02: Where can I get sample/ready made vehicles?

========== Main Text ===============
General
-------

GN-01: What is GURPS?

GURPS stands for Generic Universal Role Playing System. The
game system is published by Steve Jackson Games and the core
rules (GURPS Basic) were written by Steve Jackson. The first
GURPS Basic set was released in 1986. GURPS Basic 3rd
Edition was published in 1988. The current edition GURPS
Basic 3rd Edition, Revised was published in 1994 and
features an Appendix of 18 pages of rules which are fairly
generic which were printed in other GURPS books. The
appendix replaces the "Caravan from Ein Arris" adventure.

GURPS is a 3d6 skill based system. It uses a point-based
character creation system, and represents characters using
four basic stats (Strength, Dexterity, IQ, and Health) along
with advantages, disadvantages, and quirks. GURPS is designed
to allow role-playing in any genre. The same game mechanics
are used regardless of the genre.

GN-02: What is required to play GURPS?

Only the GURPS Basic book is required to play GURPS. Various
source books may be useful depending on genre. Along with the
Basic book the following are recommended for the genre
listed.

Fantasy: GURPS Magic; Fantasy 2nd Edition is useful for
GMs who want a ready-made campaign setting.
Optional: Fantasy Folk, Bestiary, Fantasy Bestiary,
and the Magic Items books can also be useful. Some
adventures set in Yrth the world detailed in GURPS
Fantasy are Fantasy Adventures, Tredroy, and Harkwood.
Religion may be useful for campaigns featuring gods
and clerics.
Science Fiction: GURPS Space; Ultra-Tech is very useful.
Lensman is a ready-made space-opera campaign setting.
Terradyne is a ready-made TL 8 campaign setting.
Swashbuckling: GURPS Swashbucklers
Martial Arts: GURPS Martial Arts; Japan or China may be
useful as campaign settings. Martial Arts Adventures
adds more martial arts and fencing rules.
Cyberpunk: GURPS Cyberpunk; Ultra-Tech useful for TL9+
campaigns. High-Tech is moderately useful.
Cyberworld provides a ready-made campaign setting.
Superhero: GURPS Supers
Wild Cards: GURPS Psionics needed for many characters.
Martial Arts is very useful.
Four-color: GURPS Psionics and Martial Arts highly
recommended. Ultra-Tech may be useful.
IST: The International Super Teams source book may be
useful GMs looking for a ready made
campaign background. GURPS Psionics is also
useful for GMs running IST campaigns.
Time Travel: GURPS Time Travel; Any of the historical books
(Japan, China, Imperial Rome, Middle Ages, Dinosaurs,
etc.) may prove useful.
Alternate Dimensions: GURPS Time Travel
Horror: GURPS Horror. Magic may be useful.
American Western/Cowboy: GURPS Old West; High-Tech may
be useful.
Conspiracy: GURPS Illuminati; High-Tech may be useful.
Counter-Terrorism: GURPS Special Ops; High-Tech
recommended.
Modern era: GURPS High-Tech
Espionage/Spies: GURPS Espionage; High-Tech recommended.
Ultra-Tech may be useful.

GN-03: What GURPS books are available?

A complete list of all GURPS products is maintained by
Jeffrey H. Johnson <jhun...@io.com>. He will be
posting the list to rec.games.frp.archives
approximately every 6-8 weeks.

The list may also be accessed by using the finger command:

finger jhun...@io.com

The list is also on IO in the Web pages but I'm uncertain of
the URL.

GN-04: Is there a GURPS electronic mailing list?

Yes there is a GURPS mailing list. You can receive it on a by
message basis or in digest form.

To subscribe to GURPSnet-L, send email to majo...@io.com
(this is NOT the address to which you should post messages).
In the body, have the single line:

"subscribe GURPSnet-L gra...@angels.web"

(if your address is "gra...@angels.web;" if not, use
whatever your address really is).

Note: GURPSnet-L runs under Majordomo. Majordomo is not
Listserv and listserv syntax doesn't work.

To post, send your message to GURPS...@io.com. (Note that this
is not the subscribe/unsubscribe address.) Your message will be
sent to every subscriber, including yourself.

To unsubscribe, send email to majo...@io.com. (Note that this is
not the posting address.) In the body, have the single line
"unsubscribe GURPSnet-L bab...@analytical.engine" (if the address
you want to unsubscribe is "bab...@analytical.engine;" if not, use
whatever address you want to unsubscribe.)

To get the digest version of GURPSnet use the procedure above
to subscribe, only substitute GURPSnet-Digest for GURPSnet-L.

Source: Sean Barrett <sa...@netcom.com>

GN-05: Does Steve Jackson games publish a magazine for GURPS?

The SJ Games magazine called Pyramid covers page which covers
a wide variety of games and RPGs including GURPS. Pyramid is
a bimonthly 96 page (possibly still growing) which covers
RPGs, board games, electronic games and collectable trading
card games. Although Pyramid is a general gaming magazine
GURPS is covered in each issue and usually generally gets 10
to 20 pages of coverage in each issue.

Note: Recently many Pyramid issues have included free trading
cards from a number of games including INWO and Magic: the
Gathering (Ice Age). Issue #15 is supposed to have 8 cards
from various games.

Information regarding Pyramid may be found in the Web on
Illuminati Online (io.com):

Top Level Info:
URL: gopher://pentagon.io.com/11/pyramid

Subscription Information:
URL: gopher://pentagon.io.com/00/pyramid/sub

Summaries of each Pyramid issue:
URL: gopher://pentagon.io.com/00/pyramid/begin

Roleplayer was the SJ Games GURPS magazine. Issues were
published approximately bimonthly and were 32 pages in
length. No advertising was included except Steve Jackson
Games products, mostly GURPS. The last Roleplayer was issue
#30.

GN-06: Does Steve Jackson games have a BBS? What's Illuminati Online?

Steve Jackson Games' official bulletin board system (BBS)
was known as the Illuminati BBS. It no longer exists.

Illuminati Online is the Internet version of the BBS.
Illuminati Online is a commercial Internet BBS. Subscribing
to it gives you an Internet account with a base 5 MB of
storage and just about every Internet service there is. For
more information telnet to "io.com", then type "new" at the
login prompt. There is a fee for service on IO but there is a
free two-week trial period.

Information about Illuminati Online may be obtained without
signing up by by sending e-mail to in...@io.com. An automated
reply will be sent containing information about IO.

GN-07: Where can I get GURPS Errata, SJ Games catalogs, and other
GURPS information?

The address for SJG is Steve Jackson Games, Box 18957, Austin
TX 78760. Write to them for errata sheets, catalogs, GURPS
questions or subscription information. Please include a
Stamped Self Addressed Envelope (SASE) when requesting errata
sheets and specify which book or books you for which errata
is requested. They will not give you every errata sheet ever
printed so be specific. A SASE is also required to get back
answers on rules questions (it's best to use io.com or
rec.games.frp.misc for this if you want a quick response).

Errata may be obtained from Illuminati Online via anonymous
ftp or via World Wide Web (URL is ftp://io.com/pub/sjgames/errata).

A listing of all SJ Games published items and their status may
be found via WWW at URL:

gopher://pentagon.io.com/00/about/allproduct.status


% GN-08: Where can I find anonymous ftp sites with GURPS material?

There are several. Here are a few of them.

Illuminati Online:

GURPSnet:
io.com:/pub/GURPSnet
Put new stuff in io.com:/pub/GURPSnet/incoming.

GN-09: What magazines have GURPS articles?

Shannon Appel has compiled an index of these magazines:
Different Worlds, Heroes, The Last Province, White Wolf, and
Vortex. The indexes are mainly by RPG. They can be found by
ftp-ing to soda.berkeley.edu and going to the /pub/rpg-index
directory.

GN-10: Can submissions be made to Pyramid electronically?

Yes. Email to pyr...@io.com for writing guidelines.

(Source: Sean Barrett)

GN-11: Are these answers "official"?

Jim Duncan, the FAQ Maintainer, is one of the "offical"
answerers-of-questions by mail for SJ Games. These answers
are as "offical" as you're going to get, but no writer is
going to feel obliged to stick by any guesses made here if he
has a better solution.

(Sources: Jim Duncan and Sean Barrett)

GN-12: What's new in GURPS Basic 3rd Edition, Revised?

GURPS Basic 3rd Edition, Revised differs form the previous
edition (GURPS Basic 3rd edition) by the addition of an
Appendix of 18 pages of fairly generic rules which were
previously printed in various other GURPS books. The
appendix replaces the "Caravan from Ein Arris" adventure.
Items in the new Appedix include new Advantages, Disadvantages,
Skills and other rules. New Advantages include Ally Group,
Blessed, Contacts, Dark Vision, Destiny, Multimillionaire
(used in conjunction with Filthy Rich), Perfect Balance,
Unfazeable and several others. The new Disadvantages include
Destiny, Duty(Involuntary), Secret, Amnesia, Weirdness
Magnet, Compulsive Behavior (Generosity), Glory Hound,
Manic-Depressive, No Sense of Humor, Trademark, and a few others.
The new Skills include Video Production, Flight (used by
flying creatures (natural, magic, or psionic), Boxing,
Forward Observer, Intimidation and a few more. Other rules
included in this revision are rules for Power Cells, attacks
to Vital Organs and other body parts (groin, jaw, throat,
kidneys, nose), Super-Strength tables for damage and
throwing, and a Society Control Ratings (how restrictive
goverments are).

The Revised addition also includes a Metric conversion charts,
updates information on GURPS product support, and changes
some text and art in mainly a cosmetic fashion.

Basic
-----

BS-01: Does the Running skill affect Dodge score or Initiative?

No! Running skill only increases your movement, it does not
modify Dodge or improve initiative or the turn sequence order.

(Source: Steve Jackson, Roleplayer #19 (April 1990))

BS-02: Why do you need to buy off Disadvantages? Do you need to buy
off disadvantages gained in game play?

A. Disadvantages taken at character creation time grant a player
extra points to use to improve their character in other
areas. A Disadvantage imposes some restriction on the player
character. If you can get rid of a Disadvantage without
buying it off means your getting something for nothing and
"there ain't no such thing as a free lunch." Experienced GMs
should feel free to relax this rule or even do away with it.
Here are some examples of abuse that routinely occur if this
rule is removed without caution:

1. Only the rich rule!
a) Cyberpunk game - take any physical disad and then
buy bionics to fix it.
b) Fantasy - Poverty disad. If you know that your GM
tends run adventures where money can be
easily acquired this is free points.
2. Runaway!
a) Enemy - If you take an Enemy and then go someplace
the Enemy can't follow you no longer have an
Enemy. The GM should give you an equivalent
Enemy or make you pay off the disad.
Otherwise, the GM needs to confine the
adventure or just let you get off free.
b) Dependents - If you go someplace where your dependents
will not come into play the GM needs
to either get creative and pull an occasional
emergency at home or in a few cases allow the
disad to be bought off. I personally NEVER
allow Dependents to be bought off unless the
Dependents are killed or otherwise permanently
removed from the game.

3. Live it up today for tommorrow we die. NOT!
Take the Terminal Illness disadvantage and if you can
locate a cure you get up to 100 points for the disad.
The quest for a cure to a terminal illness is nice
"hook" for the GM to fashion an adventure around. Most
GMs grant the possibility of a solution rather than
just saying hey you chose the disad so your character
dies no matter what! (Of course this is OK for
sadistic GMs and any GM running a cyberpunk campaign
where sadistic GMing is the default. :-) ).

B. No. You do NOT need to buy off disadvantages acquired during
game play.

BS-03: Can you dodge a burst of automatic-weapon fire? How?

One dodge is allowed against each four-shot group. If bursts
are figured in 20-shot groups (for ROF of 20 or more), it
takes five successful rolls to dodge one group.

(Source: Steve Jackson, Roleplayer #19 (April 1990))

Dodge and Drop (paraphrase): "a character may drop to the
ground while dodging, earning a +3 bonus to his Dodge roll."
Similar to retreat but may be used against ranged attacks.
Character ends up in the prone position. Cover that a character
drops behind does not protect against the initial shot that
inspired the maneuver.

(Source: "Building Better Battles" by Steffan O'Sullivan,
Roleplayer #30 (January 1993))

BS-04: What is the "Blow-through" rule? How does it work?

The "Blow-through" rule is buried in a side bar in GURPS Basic
on page 109 (B109). The Blow-through rule limits bullets and
impaling damage. An impaling or bullet hit to the torso will
do no more than HT of damage, anything exceeding this is
lost. The exception is if a vital (organ) is hit in which
case the limit is HTx3. For further details see the rule in
GURPS Basic.

Addendum: (Jeff Gaines <rabu...@io.com>)

The HTx3 limit applies to both the head and the vitals. Beam,
Fireball, or Lightning attacks do double the maximum damage.
There is *no* maximum damage for injuries to the brain or
for weapons that do more than 15d in basic damage. (These
from 8th printing of Basic Set 3rd Edition)

BS-05: Are there any mass-combat rules for GURPS?

Yes. Mass combat has been covered in such sourcebooks as
Conan, Vikings, and Japan (and possibly others). They are not
a set of miniatures rules but instead are intended to allow
quick resolution of large scale combat and determine how the
PCs faired in battle. A revised set of generic mass-combat
rules written by Brett Slocum was printed in Roleplayer
#30. These rules will be incorporated in future editions (not
reprintings) of GURPS Basic.

BS-06: The language rules given in GURPS Basic give unrealistic
results for high IQ characters. Are there any better language
rules for GURPS?

Yes. Roleplayer #26 has an article by Steffan O'Sullivan
entitled "The Gift of Tongues" giving optional language
rules. Following the article is a listing of other
approaches to the same topic as given by various other GURPS
players.

BS-07: The firearm rules in GURPS Basic have several problems; are
there more expanded rules elsewhere?

Yes, GURPS High-Tech 2nd Edition expands and improves the
reality of the GURPS firearm rules. The first chapter of
GURPS High-Tech 2nd Ed has a sidebar on "Flinch, Buck Fever
and Bullet Shyness" (HT7-9). Flinch is responding to the
gun's recoil prior to actually firing, thus resulting in a
negative modifier to gun skill. Buck Fever is a decrease in
accuracy due to firing in a stressful situation. Bullet
Shyness is tendency to seek cover from gunfire rather than
exposing yourself to return fire. Bullet shyness in GURPS
requires a Will roll by NPCs to allow exposure to gunfire
(PCs should avoid exposure to gun shots due to fear of being
blown away!). Other problems include heavy breathing (after a
run for instance), distractions (dust, sweat, etc.) and other
discomforts.

Clarifications on how bullet damage works, expansions on
different ammo types, a modification to Passive Defense vs.
bullets, explanations of recoil (and felt recoil) and a
change to the way knockback works for being hit by bullets
are included in High-Tech 2nd Edition (HT4--15). Gun
maintenance and malfunctions are also covered.

BS-08: When do death rolls need to be made?

A death roll for reaching -HT and each subsequent -(HT + 5n)
only has to be made once, when that damage occurs. After
that, the character is not at further risk of dying until
more damage occurs. If this is too unrealistic for you,
applying the optional rules for bleeding can cause this extra
damage to take place without further combat. Otherwise, the
character even has a chance to regain consciousness later
even if there is no aid rendered. Aside from the possibility
of bleeding to death or falling into a coma if no aid is
rendered, the only way a character can die other than
immediately after damage is taken is if they are coming out
of Berserk.

(Source: Steven Sharp <ses...@happy.colorado.edu> in
rec.games.frp.misc)

BS-09: How do you speed up GURPS Combat?

a. Never use the GURPS Advanced Combat Rules!
b. Use the Very Basic Combat Rules detailed in Roleplayer #23.

(Source: Steffan O'Sullivan)

BS-10: Starting Point costs for different genres.

Conspiracy/Illuminati - 100 pts (maybe less)
Cyberpunk
Standard - 150 pts
Cinematic - 300 pts
Fantasy
Standard - 100 pts
Cinematic - 200 pts, limit 100 pts in attributes
Horror
Cthulhu - 100 or less!
Slasher-Flick - 50 pts (Only one person gets out alive
anyway! :-))
Immortals - 300-750 pts
Martial Arts
Standard - 100 pts
Cinematic - 200 pts
Note: Kromm suggests 150/300 based on experience.
Old West
Standard - 100 pts
Cinematic - 200 pts
Psionics
Standard - 100-150 pts
Cinematic - 200-300 pts
High Fantasy - 300 pts
Super - 500 pts
Note from Kromm: When you're charging the 100+ pt Unusual
Background for psi, this gets skewed. Also, GURPS psi
powers are superheroic, not subtle.
Note from JRD: GURPS Psi powers are only superheroic at
the high end; below Power 10, they fit in well in high
fantasy, cinematic, and Illuminati settings.
Special Ops
Standard - 300 pts, limit of 80 pts in attributes
Cinematic - 300, no limitation on attributes
Science Fiction
Standard - 100 pts.
Space Opera - 200 pts (up to 1000 pts for GURPS Lensman)
Supers
"Realistic" - 350 pts
Four Color - 500-750 pts
Wild Cards - 350-500 pts
Swashbucklers
Cinematic - 200 pts
Historical - 100 pts

BS-11: How does feinting work?

Feinting is trying to make your foe think you'll do something
you won't. When you feint you make a normal attack roll, though
you are not going to hit your foe. Then, he rolls against the
same skill you rolled. Three results are possible:

1) You missed. Nothing happens.
2) You made a successful roll, but for a shorter (or equal)
margin than your foe. Nothing happens.
3) You made a successful roll by a greater margin than your
foe, so this difference will be subtracted from your
opponent's Defense roll in the next turn, if you manage to
hit him.

(Source: Daniel Sobral <LIN0...@BRUNB.BITNET>)

So basically you feint if you're much better than your
opponent yet he's good enough to block/parry/dodge most of
your shots (i.e. he has a 14+ defensive roll).

BS-12: How does recoil work for firearms (automatic vs. non-automatic)?

Non-Auto: "RCL" number is applied to each shot after the first
in a turn, but only once in a turn. So three shots in a row
are at (Modified Skill), (Modified Skill - RCL) and
(Modified Skill - RCL) - note that the last shot is not
at (Mod. Skill - 2 x RCL)! However, the first shot of the
next turn is at -RCL, and all successive shots on that
turn at -2 x RCL, and so on . . . until a full turn is
spent not firing the gun. After that turn, RCL penalties
are reset to 0 and the progression begins again.
Auto: Similar to above where not indicated otherwise. The main
differences are that on full auto, the RCL is applied to
groups , not individual rounds; that it is applied even
to the first group in a burst; and that it is added for
each group, cumulatively, within or between turns. So
firing three groups on full auto is done at (Modified
Skill - RCL), (Modified Skill - 2 x RCL) and (Modified
Skill - 3 x RCL). Next turn you start at -4 x RCL!

Note that RCL is doubled if the weapon is held one-handed,
and is doubled for each point of ST the firer has below
Minimum ST for the gun. Also, on unaimed shots, if RCL
takes the final, modified skill roll below the Snap Shot of
the gun, the -4 Snap Shot penalty is then applied!

(Source: Kromm)

* BS-13: How does the GURPS turn sequence work? What about initiative?

[Note: This entry is very long and will be shortened in future FAQ
editions ]

BS-13A) TURN SEQUENCE:

Method 1: Round-Robin - Everyone rolls a die. The winner goes first, and
the turn proceeds in a clockwise fashion. For realism use Method 2.

Method 2: Move-Based - BASIC COMBAT Method -
1) The GM should rank PCs and expected/typical NPCs from highest to lowest:
a) Highest Move ;
b) Resolve Ties with Highest Basic Speed ;
c) Resolve Continuing Ties with a die roll.
2) Each character involved, in order based on highest rank from (1),
takes his turn. A full turn, after all characters have acted,
lasts one second. An individual character's turn consists of:
a) Selecting a Maneuver.
b) Noting how the selected Maneuver affects Defense and Other Options.
c) Performing the Maneuver.
d) Performing Defenses and Other Options based on (b) if needed.
3) Repeat the turn sequence for each character, in order, based on ranks (1).

THE turn lasts one second. YOUR turn begins when your rank from (1) arrives
and ends once your Maneuver is performed. You may react (defend) and
make other actions outside of YOUR turn. These options available are
shown below. Also note that the particulars of the maneuvers are in
the GURPS Basic Set 3rd Edition Revised on pp. 95-101. The Maneuvers
below are in the form:

Maneuver (notes) [Defenses and Other Options (more notes)].

Move [Legal Defenses; Free Actions].
Change Position (prone to standing requires 2 position changes) [Legal
Defenses; Free Actions; Optional Attack (IF kneel <-> stand)].
Ready (an item) [Legal Defenses (including item, once readied); Free Actions]
Reload (takes several turns; shortened by some skills) [Dodge only (using
this defense ruins the reload)].
Aim (you can aim for several turns) [Legal Defenses (using defenses makes you
lose your aim; taking injury requires a Will Roll to keep your aim)].
Attack (w/ readied weapon) [Legal Defenses (1 active defense); Free Actions].
Feint (w/ readied weapon) [Legal Defenses (1 active defense); Free Actions].
All Out Attack (pick a-d): [Free Actions only (NO Active Defenses)].
a) 2 attacks, each w/ separate readied weapon, or with one weapon that
does not need to be readied after using it.
b) 1 Feint and 1 Attack.
c) 1 Attack at +4 to skill.
d) 1 Attack at +2 damage (if you hit).
Wait [Optional Attack (immediately when someone enters within range of an
Attack); Legal Defenses; Free Actions].
All Out Defense [Make 2 Parry and Block (with ready Shield) defenses in your
turn, no more than 1 of each vs. any 1 attack; Dodge; Free Actions].
Concentrate [Legal Defenses (defending causes character to lose concentration.
Injury requires a Will Roll. Failure means concentration is lost)].
Long Action (duration > 1 second, determined by GM) [Dodge; Legal Defenses
based on circumstance (taking defense may ruin Long Action)].

NOTES:
Free Actions: Talking, Maintaining a spell, dropping an item, crouching, etc.
Legal Defenses: Active Defenses (Parry with Ready weapon; Block with Ready
shield; Dodge) and Passive Defenses (add to Active and may provide
some protection if you don't take an Active Defense).

BS-13B) SURPRISE AND INITIATIVE:

The GM determines surprise for groups that engage (see GURPS BASIC SET
3rd Edition Revised p. 122).
a) NO SURPRISE: Encounter is handled via Turn Sequence.
b) TOTAL SURPRISE: GM decides which side is surprised. GM rolls a die and the
surprised side can't act for that number of turns. Surprised
characters with Combat Reflexes may roll on (IQ + Combat Reflexes
Bonus) to act normally. After the seconds of surprise, each surprised
character may roll vs. IQ or remain mentally stunned.
c) PARTIAL SURPRISE: One side will be surprised, determined by INITIATIVE:
GM rolls a die. Each side in the group has these modifiers:
+1 if a member of the group has Combat Reflexes (increased to +2
if the leader of that group is the one with Combat Reflexes).
+1 for the group with the smartest leader
-2 if the group has no leader
The side who wins (has a higher result) acts normally. The side that
is Partially Surprised is mentally stunned. All Partially Surprised
people may immediately roll vs. (IQ + Combat Reflexes Bonus (if any))
each round. Success means they act normally thereafter. Failure means
they are still mentally stunned. There is a +1 cumulative bonus to
the roll each round after the first.

Mentally Stunned (from Surprise, Failed roll to recover from surprise, and
sometimes from other sources): You may take no Maneuvers. You make
Active Defenses at -1. You must roll vs. IQ (plus Combat
Reflexes bonus, if any) to begin acting normally. This is the 'mental'
form of stunning. Stun is in the GURPS BASIC SET 3rd Edition Revised
p. 99.

(Source: Lewis Beard <le...@freud.inst.com>)

* BS-14: What's the difference between Throwing and Thrown Weapon
skills?

The Throwing skill allows you to throw anything. Thrown
Weapon skill is used to throw "aerodynamic" weapons. Rocks,
round/spherical grenades, and other non-aerodynamic items are
thrown using the Throwing skill. If you don't have Throwing
or an appropriate Thrown Weapon skill your default is DX-3 to
throw at a specific target or DX if you just want to lob
something into a general area. (B49, B52, HT45)

Conversions and Adaptations
---------------------------

GURPS allows you to play in any genre. Many people prefer GURPS rules
to ones published with other games, but wish to use the background
provided by other games. Conversion systems allow you to use the
background from other game systems while using GURPS rules.
Adaptations describe a world in GURPS terms.

Below are sources of info converting various game systems into GURPS.

CN-01: General

The Armory publishes RPG DATA CON, a set of charts and tables
for converting between a number of popular RPGs. GURPS is one
of the game systems covered. Very useful, but it is $10+ for
a 30 page book of charts and table with few guidelines.

CN-02: Weapons

Guns, Guns, Guns 3rd Edition (aka 3G3) by Blacksburg Tactical
Research Corp. (BTRC) is a universal guns/weapons design and
translation system that allows you to create weapons for any
RPG and transfer them between any RPG. GURPS is one of the
systems specifically supported. Conversions also exist for
Timelords, Corp, CP2020, Megatraveller, Torg, and others.
Highly recommended if you like rolling your own weapons for
GURPS or other RPGs. The conversions for GURPS are usually
off by 5% or so for range and damage.

Recently BTRC published " More Guns" a compendium of firearms
which includes stats for the weapons in GURPS terms.

CN-03: Battletech

1. "Converting a Campaign to GURPS" by Rich Ostorero,
Roleplayer #19 (April 1990), has the outlines of a Battletech
to GURPS conversion system.
% 2. Brandon Cope <z_co...@ccsvax.sfasu.edu> has created a set
% of conversion rules for Battletech translation system which
% expands upon the system presented in Roleplayer #19.
%
% [Assistance locating Bradon Cope so his permission can be
% obtained to allow these rules to be put on line in WWW on
% Illuminati Online (io.com) would be greatly appreciated.]

CN-04: Hero/Champions

1. "Super System Switching" by David Ellis Dickerson,
Roleplayer #21 (August 1990), has rules for converting
Hero system characters to GURPS. The article concentrates
on Champions to GURPS Supers conversions. the article is
based on pre-Champions 4th edition rules so some
adjustments may be necessary.
2. Fantasy Hero has rules for converting GURPS characters to
FH so you can use the inverse.

% CN-05: Cyberpunk 2020
% None are currently available. Alan Shock and Jim Duncan are
% developed a draft set of these conversion rules. Currently no
% work is being done on these rules. Jim Duncan (gri...@io.com)
% would welcome assistance on this project.

% CN-06: Traveller

A) David Summers <sum...@ethyl-the-frog.arc.nasa.gov>
has written some conversion notes which can be found at the
URL ftp://io.com/pub/GURPSnet/Worlds/Traveller.txt

B) Brandon Cope <z_co...@ccsvax.sfasu.edu> also came up with a
set conversions for (original) Traveller translating
characters and equipment into GURPS terms. A copy can be
ftp.io.com, pub/GURPSnet/Conversions.

CN-07: Harn

Roleplayer #26 (October 1991), has rules for running a campaign
set in Harn. The article is by Michael Cule.

CN-08: Call of Cthulhu

"Cthulhu Lives!" by David Ellis Dickerson, Roleplayer #22
(November 1990), has conversion rules for Call of
Cthulhu.

SJ Games printed GURPS Cthulhupunk under a one-time license
from Chaosium. Cthulhupunk is a near-future/horror adventure
RPG which uses Chaosiums Call of Cthulhu material with GURPS
Cyberpunk.

(Source: Sean Barrett and SJ Games)

CN-09: Vampire, Werewolf, Mage, Wraith

Steve Jackson Games has the license to produce GURPS material
using this background; one source book and one other book for
each game. GURPS Vampire: the Masquerade, Werewolf: the
Apocalypse and Vampire: the Masquerade Companion have been
published and are in print. GURPS Mage: the Ascension is the
last in the series that will be published for GURPS.

German and French translations of GURPS Vampire will also be
printed.

(Source: Steve Jackson)

CN-10: CORPS

CORPS 2nd edition is available now. No idea if conversion
rules will be available when it is printed.
[ Input requested. Under construction. ]

CN-11: Talislanta

Wizards of the Coast had a license to write a GURPS
Talislanta book, but abandoned the project when they dropped
their Talislanta line.

(Source: Sean Barrett)

Daedalus, Inc., the new publishers of Talislanta are
interested in doing GURPS Talislanta. SJ Games is willing to
negotiate terms. No idea when/if a deal will be reached.

(Source: Steve Jackson)

CN-12: Star Trek

Eric Phillips <ERIC...@delphi.com> wrote up some notes on
adapting Star Trek to GURPS. These were posted to
rec.games.frp.misc and they were quite long.

There are some unofficial Star Trek conversion notes on
Illuminati Onlines Web pages but I don't have the URL.

* CN-13: AD&D

Some suggestions on converting AD&D to GURPS

Concentrate on Concepts:
Don't try direct conversions. The best thing to do is to convert
*concepts*. To convert a character, write down a description of
your character in plain language, with no gaming terms. Include his
personality traits, likes, dislikes, fears, and so forth. Then, take the
*description* and write it up in GURPS stats. You'll get the *feel*
of the charater, which is a lot more important than just
transferring stats over.

Hit Points:
AD&D's hit point system reflects increased skill, luck, and
knowledge with combat tactics. GURPS represents this "skill" aspect
of hit points by increased weapon skill - the higher your skill, the
higher your active defenses.

Magic:
GURPS Magic != AD&D Magic. Don't even bother converting spell
lists. GURPS Magic & Grimoire together contain a lot of nifty
spells.

(Source: siri...@io.com)

I've seen several other conversions of AD&D to GURPS but few of them
are as short as the ones given above and I don't know the URL's of
the other AD&D conversion notes.

* CN-14: Nexus - the Infinite City

This RPG and multi-genre game setting contains conversion
notes for GURPS. Much of the setting seems ideally suited for
running a GURPS multi-genre game.

(Source: Jim Duncan)

Supers
------

SP-01: Are there any adventures available for GURPS Supers?

Yes. GURPS Supers Adventures is a book of four adventures.
Other GURPS Supers adventure supplements exist. _Death Wish_ by Loyd
Blankenship is a 32 page adventure book. _School of Hard_
Knocks by Aaron Allston is a 32 page adventure book.
_Death Wish_ and _School of Hard Knocks_ were written for
first edition Supers rules. Aces Abroad by Kevin Andrew
Murphy is a GURPS Wild Cards adventure supplement.

There is also an adventure _IST KINGSTON_ a GURPS Supers
published by Modern Myth set in Jamaica in the IST
world.

SP-02: Is there a conversion system between Champions and GURPS?

Yes, see the section on Conversions.

Martial Arts
------------

MA-01: Can Kicking be improved?

Yes, but it may not be raised over the skill level of the
skill to which it defaults. Kicking defaults to either Karate
- 2 or Brawling - 2, and has been changed from an Average to
a Hard maneuver.

MA-02: Can a Martial Artist use techniques not covered under their
particular art/style?

Yes, if they have seen the technique performed they can
attempt it at their default.

MA-03: Is there a defense against Arm Lock?

Arm or Wrist Locks can be defeated at several points. The
locker may miss his parry or Grapple or fail the initial
Quick Contest. If he succeeds at all those rolls, the victim
can try to break free in following turns by Quick Contests of
ST or Judo versus the Arm Lock +4 or ST -- at a cumulative -1
each round.

(Source: Sean Barrett)

MA-04: Unarmed martial artist vs. armed fighters (melee weapons).

Unarmed martial artists may be faster than armed and armored
non-martial arts types but they are at a disadvantage for the
following reasons:

1. Armed opponents usually strike first.

Armed opponents usually have a longer reach than unarmed
opponents. Using the Step and Wait maneuver the armed
opponent will usually have a longer reach and will be able
to strike first.

[NOTE: I personally assess affects of weapons damage
immediately. For instance shock takes place as soon as
the damage is done and lasts until the end of the next
turn. Therefore striking first holds a definite advantage!
Tied initiative scores are the only simultaneous actions I
allow. This is contrary to the stated rules but I have
always felt that the effects of shock are too brief anyway.
- JRD]

2. Parries are dangerous!

Unarmed combatants attempting to parry run the risk of
having the parrying limb seriously injured. On a failed
parry the attacker can choose to either have the attack
count against the parrying limb or the original target
(B101).

3. Bare-handed attacks can be parried with weapons!

An unarmed fighter attacking an armed foe with a weapon can
have their attack parried with the weapon. If the armed
opponent parries with the weapon and succeeds the unarmed
fighter takes damage.

4. Punching armor is painful.

Anytime an armored opponent with DR 3 or better is attacked
you need to roll vs. HT to avoid taking 1d-2 damage to the
attacking hand or foot (B51).

In order to be successful against an armed opponent the
martial artist needs to either disarm or knock the armed
fighter to the ground. Since weapon reach normally will give
the armed fighter first strike, a martial artist will need to
make at least one defensive maneuver before he can move into
close combat.

MA-05: Are there any additional sources of Martial Arts rules
other than the GURPS Martial Arts source book?

Yes, GURPS Martial Arts Adventures contains several pages of
additional martial arts rules. There have also been a few
Roleplayer articles dealing with martial arts rules.

(Source: James Duncan)

Roleplayer #26 has two new Okinawan styles, Is Shin Ru and
Goju-Ryu, and the new Cat Stance maneuver. The article is by
JC Connors and Brian McAuliffe. Roleplayer #30 contains a
number of errata of MA. I am fairly certain these are the
only examples of new Martial Arts material in Roleplayer.

(Source: Jeff Gaines <rabu...@io.com>)

GURPS Lensman contains a few pages on alien martial arts
maneuvers and styles.

(Source: Sean Barrett)

MA-06: The rules for Wrestling differ in GURPS Martial Arts and
Imperial Rome. Which is correct?

In Martial Arts, Wrestling is P/A and defaults to DX or
ST, in Imperial Rome it is P/A but defaults to DX-5 or ST-5
and in Arabian Nights it is P/E with DX-5 and ST-5 defaults.
The skill description in Imperial Rome and Arabian Nights is
the same, which is slightly more detailed than the one in
Martial Arts. What is Wrestling supposed to be?

Wrestling, like Boxing, Brawling, Judo and Karate, has NO
default. It is a P/A skill. GURPS Martial Arts lists "DX or
ST" because a character uses those stats in Close Combat when
Grappling and so on. However, you have no default to the
actual Wrestling skill. Only people who buy the Wrestling
skill get the (skill/8) ST bonus in Close Combat and access to
the special maneuvers that default from it.

(Source: Kromm)

* MA-07: How do you use the Hit Location skill?


Vehicles
---------
VH-01: What's in GURPS Vehicles?

Vehicles is a 208-page source book for designing, building,
handling role-playing actions dealing with vehicles of all
sorts. Just about any vehicle can be designed, from sports
cars, to hovercraft, to helicopters, to mecha. Only trains
and starships seem to be omitted.

Rules for battlesuits and power armor are included in
this book.

A more thorough discussion of mecha can be found in GURPS
Robots which will be released first Quarter of 1995 (final
draft is completed but artwork is needed to prepare the book
for printing).

(Source: Sean Barrett and James Duncan)

A second edition of GURPS Vehicles is in the works which will
be fully compatible with GURPS Robots. The revised rules will
streamline the construction process and make GURPS Vehicles
easier to use.

(Source: James Duncan and Steve Jackson)


% VH-02: Where can I get sample/ready made vehicles?

[Looking for a gurps.net.vehicles URL]

End of GURPS FAQ 2.9 (10/31/94)

//////////////////////

Table of Contents
-----------------

Key:
% = Seeking input
= New FAQ entry
= Modified entry

Introduction

General
GN-01: What is GURPS?
GN-02: What is required to play GURPS?
GN-03: What GURPS books are available?
GN-04: Is there a GURPS electronic mailing list?
GN-05: Does Steve Jackson games publish a magazine for GURPS?
GN-06: Does Steve Jackson games have a BBS? What's Illuminati Online?
GN-07: Where can I get GURPS Errata, SJ Games catalogs, and other
GURPS information?
% GN-08: Where can I find an anonymous ftp site with GURPS material?
GN-09: What magazines have GURPS articles?
GN-10: Can submissions be made to Pyramid electronically?
GN-11: Are these answers "official"?

Basic
BS-01: Does the Running skill affect Dodge score or Initiative?
BS-02: Why do you need to buy off Disadvantages? Do you need to
buy off disadvantages gained in game play?
BS-03: Can you dodge a burst of automatic-weapon fire? How?
BS-04. What is the "Blow-through" rule? How does it work?
BS-05: Are there any mass-combat rules for GURPS?
BS-06: The language rules given in GURPS Basic give unrealistic
results for high IQ characters. Are there any better language
rules for GURPS?
BS-07: The fire arm rules in GURPS Basic have several problems, are
there more expanded rules elsewhere?
BS-08: When do death rolls need to be made?
BS-09: How do you speed up GURPS combat?
BS-10: Starting Point costs for different genres.
BS-11: How does feinting work?
BS-12: How does recoil work for firearms (automatic versus non-automatic)?
% BS-13: How does the GURPS turn sequence work? What about initiative?

Conversions and Adaptations
CN-01: General
CN-02: Weapons
CN-03: Battletech
CN-04: Hero/Champions
CN-05: Cyberpunk 2.0.2.0
CN-06: Traveller
CN-07: Harn
CN-08: Call of Cthulhu
CN-09: Vampire, Werewolf, Mage, Wraith
% CN-10: Corps
CN-11: Talislanta
CN-12: Star Trek

Fantasy
FN-01: How should clerical magic be handled?
% FN-02: How do the linking spells work (link, delay, reflex)?
FN-03: When does a spell go off?

Science Fiction
SF-01: Where are Battlesuits (power armor) described?
SF-02: Is there a GURPS compatible miniatures/boardgame starship
system?
SF-03: Will GURPS Autoduel ever be revised?
SF-04: Are robots covered in any GURPS book?
% SF-05: How do the beam weapon rules work?
SF-06: What is the DR of 1 point of DF in GURPS Space and how many
dice damage does one point of FP translate into?

Cyberpunk
CP-01: How should netrunning be handled?
CP-02: The GURPS Cyberpunk source book doesn't contain any specific
world setting. Is there a GURPS Cyberpunk world sourcebook?
CP-03: Where can I get stats for GURPS Cyberpunk equipment and
cyberware?

Horror
HR-01: How do you scare players?
HR-02: What is chainsaw damage in GURPS (ala "Texas Chainsaw
Massacre")?

Supers
SP-01: Are there any adventures available for GURPS Supers?
SP-02: Is there a conversion system between Champions and GURPS?

Martial Arts
MA-01: Can Kicking be improved?
MA-02: Can a Martial Artist use techniques not covered under their
particular art/style?
MA-03: Is there a defense against Arm Lock?
MA-04: Unarmed martial artist vs. armed fighters (melee weapons).
MA-05: Are there any additional sources of Martial Arts rules
other than the GURPS Martial Arts source book?
MA-06: The rules for Wrestling differ in GURPS Martial Arts and
Imperial Rome. Which is correct?

Vehicles
VH-01: What's in GURPS Vehicles?
VH-02: Where can I get sample/ready made vehicles?

========== Main Text ===============
General
-------

GN-01: What is GURPS?

GURPS stands for Generic Universal Role Playing System. The
game system is published by Steve Jackson Games and the core
rules (GURPS Basic) were written by Steve Jackson. The first
GURPS Basic set was released in 1986. GURPS Basic 3rd
Edition was published in 1988. The current edition GURPS
Basic 3rd Edition, Revised was published in 1994 and
features an Appendix of 18 pages of rules which are fairly
generic which were printed in other GURPS books. This
appendix replaces the "Caravan from Ein Arris" adventure.


GURPS is a 3d6 skill based system. It uses a point-based
character creation system, and represents characters using
four basic stats (Strength, Dexterity, IQ, and Health) along
with advantages, disadvantages, and quirks. GURPS is designed
to allow role-playing in any genre. The same game mechanics
are used regardless of the genre.

GN-02: What is required to play GURPS?

Only the GURPS Basic book is required to play GURPS. Various
source books may be useful depending on genre. Along with the
Basic book the following are recommended for the genre
listed.

Fantasy: GURPS Magic; Fantasy 2nd Edition is useful for
GMs who want a ready-made campaign setting.
Optional: Fantasy Folk, Bestiary, Fantasy Bestiary,
and the Magic Items books can also be useful. Some
adventures set in Yrth the world detailed in GURPS
Fantasy are Fantasy Adventures, Tredroy, and Harkwood.
Science Fiction: GURPS Space; Ultra-Tech is very useful.
Lensman is a ready-made space-opera campaign setting.
Terradyne is a ready-made TL 8 campaign setting.
Swashbuckling: GURPS Swashbucklers
Martial Arts: GURPS Martial Arts; Japan or China may be
useful as campaign settings. Martial Arts Adventures
adds more martial arts and fencing rules.
Cyberpunk: GURPS Cyberpunk; Ultra-Tech useful for TL9+
campaigns. High-Tech is moderately useful.
Cyberworld provides a ready-made campaign setting.
Superhero: GURPS Supers
Wild Cards: GURPS Psionics needed for many characters.
Martial Arts is very useful.
Four-color: GURPS Psionics and Martial Arts highly
recommended. Ultra-Tech may be useful.
IST: The International Super Teams source book may be
useful GMs looking for a ready made
campaign background. GURPS Psionics is also
useful for GMs running IST campaigns.
Time Travel: GURPS Time Travel; Any of the historical books
(Japan, China, Imperial Rome, Middle Ages, Dinosaurs,
etc.) may prove useful.
Alternate Dimensions: GURPS Time Travel
Horror: GURPS Horror. Magic may be useful.
American Western/Cowboy: GURPS Old West; High-Tech may
be useful.
Conspiracy: GURPS Illuminati; High-Tech may be useful.
Counter-Terrorism: GURPS Special Ops; High-Tech
recommended.
Modern era: GURPS High-Tech
Espionage/Spies: GURPS Espionage; High-Tech recommended.
Ultra-Tech may be useful.

GN-03: What GURPS books are available?

A complete list of all GURPS products is maintained by
Jeffrey H. Johnson <jjoh...@ccscola.columbiasc.ncr.com>. He
will be posting the list to rec.games.frp.archives
approximately every 6-8 weeks.

This can be found on the Web at URL:

GN-04: Is there a GURPS electronic mailing list?

The GURPS mailing list is GURPS...@netcom.com and may be
subscribed to by sending "subscribe GURPSnet-L <your-email-address>"
to majo...@netcom.com.

Source: Sean Barrett <sa...@netcom.com>

GN-05: Does Steve Jackson games publish a magazine for GURPS?

The SJ Games magazine called Pyramid covers Steve Jackson
Games products including GURPS. Pyramid is a bimonthly 88 (??)
page magazine which covers any RPG that they have articles
for (so there's also quite a bit of non-SJ Games
material). Contact SJ Games for subscription information.

Information regarding Pyramid may be found in the gopher on
Illuminati Online (io.com):

Top Level Info:
URL: gopher://pentagon.io.com/11/pyramid

Subscription Information:
URL: gopher://pentagon.io.com/00/pyramid/sub

Summaries of each Pyramid issue:
URL: gopher://pentagon.io.com/00/pyramid/begin

Roleplayer was the SJ Games GURPS magazine. Issues were
published approximately bimonthly and were 32 pages in
length. No advertising was included except Steve Jackson
Games products, mostly GURPS. The last Roleplayer was issue
#30.

GN-06: Does Steve Jackson games have a BBS? What's Illuminati Online?

Steve Jackson Games' official bulletin board system (BBS)
was known as the Illuminati BBS. It no longer exists.

Illuminati Online is the Internet version of the BBS.
Illuminati Online is a commercial Internet BBS. Subscribing
to it gives you an Internet account with a base 5 MB of
storage and just about every Internet service there is. For
more information telnet to "io.com", then type "new" at the
login prompt. There is a fee for service on IO but there is a
free two-week trial period.

Information about Illuminati Online may be obtained without
signing up by by sending e-mail to in...@io.com. An automated
reply will be sent containing information about IO.


GN-07: Where can I get GURPS Errata, SJ Games catalogs, and other
GURPS information?

The address for SJG is Steve Jackson Games, Box 18957, Austin
TX 78760. Write to them for errata sheets, catalogs, GURPS
questions or subscription information. Please include a
Stamped Self Addressed Envelope (SASE) when requesting errata
sheets and specify which book or books you for which errata
is requested. They will not give you every errata sheet ever
printed so be specific. A SASE is also required to get back
answers on rules questions (it's best to use io.com or
rec.games.frp.misc for this if you want a quick response).

Errata may be obtained from Illuminati Online via anonymous
ftp or via World Wide Web (URL is ftp://io.com/pub/sjgames/errata).

A listing of all SJ Games published items and their status may
be found via WWW at URL:

gopher://pentagon.io.com/00/about/allproduct.status


% GN-08: Where can I find anonymous ftp sites with GURPS material?

GN-09: What magazines have GURPS articles?

Shannon Appel has compiled an index of these magazines:
Different Worlds, Heroes, The Last Province, White Wolf, and
Vortex. The indexes are mainly by RPG. They can be found by
ftp-ing to soda.berkeley.edu and going to the /pub/rpg-index
directory.

GN-10: Can submissions be made to Pyramid electronically?

Yes. Email to pyr...@io.com for writing guidelines.

(Source: Sean Barrett)

GN-11: Are these answers "official"?

Jim Duncan, the FAQ Maintainer, is one of the "offical"
answerers-of-questions by mail for SJ Games. These answers
are as "offical" as you're going to get, but no writer is
going to feel obliged to stick by any guesses made here if he
has a better solution.

(Sources: Jim Duncan and Sean Barrett)


Basic
-----

BS-01: Does the Running skill affect Dodge score or Initiative?

No! Running skill only increases your movement, it does not
modify Dodge or improve initiative or the turn sequence order.

(Source: Steve Jackson, Roleplayer #19 (April 1990))

BS-02: Why do you need to buy off Disadvantages? Do you need to buy
off disadvantages gained in game play?

A. Disadvantages taken at character creation time grant a player
extra points to use to improve their character in other
areas. A Disadvantage imposes some restriction on the player
character. If you can get rid of a Disadvantage without
buying it off means your getting something for nothing and
"there ain't no such thing as a free lunch." Experienced GMs
should feel free to relax this rule or even do away with it.
Here are some examples of abuse that routinely occur if this
rule is removed without caution:

1. Only the rich rule!
a) Cyberpunk game - take any physical disad and then
buy bionics to fix it.
b) Fantasy - Poverty disad. If you know that your GM
tends run adventures where money can be
easily acquired this is free points.
2. Runaway!
a) Enemy - If you take an Enemy and then go someplace
the Enemy can't follow you no longer have an
Enemy. The GM should give you an equivalent
Enemy or make you pay off the disad.
Otherwise, the GM needs to confine the
adventure or just let you get off free.
b) Dependents - If you go someplace where your dependents
will not come into play the GM needs
to either get creative and pull an occasional
emergency at home or in a few cases allow the
disad to be bought off. I personally NEVER
allow Dependents to be bought off unless the
Dependents are killed or otherwise permanently
removed from the game.

3. Live it up today for tommorrow we die. NOT!

Take the Terminal Illness disadvantage and if you can
locate a cure you get up to 100 points for the disad.
The quest for a cure to a terminal illness is nice
"hook" for the GM to fashion an adventure around. Most
GMs grant the possibility of a solution rather than
just saying hey you chose the disad so your character
dies no matter what! (Of coourse this is OK for
sadistic GMs and any GM running a cyberpunk campaign
where sadistic GMing is the default. :-) ).

B. No. You do NOT need to buy off disadvantages acquired during
game play.

BS-03: Can you dodge a burst of automatic-weapon fire? How?

One dodge is allowed against each four-shot group. If bursts
are figured in 20-shot groups (for ROF of 20 or more), it
takes five successful rolls to dodge one group.

(Source: Steve Jackson, Roleplayer #19 (April 1990))

Dodge and Drop (paraphrase): "a character may drop to the
ground while dodging, earning a +3 bonus to his Dodge roll."
Similar to retreat but may be used against ranged attacks.
Character ends up in the prone position. Cover that a character
drops behind does not protect against the initial shot that
inspired the maneuver.

(Source: "Building Better Battles" by Steffan O'Sullivan,
Roleplayer #30 (January 1993))

BS-04: What is the "Blow-through" rule? How does it work?

The "Blow-thru" rule is buried in a side bar in GURPS Basic
on page 109 (B109). The Blow-thru rule limits bullets and
impaling damage. An impaling or bullet hit to the torso will
do no more than HT of damage, anything exceeding this is
lost. The exception is if a vital (organ) is hit in which
case the limit is HTx3. For further details see the rule in
GURPS Basic.

Addendum: (Jeff Gaines <rabu...@io.com>)

The HTx3 limit applies to both the head and the vitals. Beam,
Fireball, or Lightning attacks do double the maximum damage.
There is no maximum damage for injuries to the brain or
for weapons that do more than 15d in basic damage. (These
from 8th printing of Basic Set 3rd Edition)

BS-05: Are there any mass-combat rules for GURPS?

Yes. Mass combat has been covered in such sourcebooks as
Conan, Vikings, and Japan (and possibly others). They are not
a set of miniatures rules but instead are intended to allow
quick resolution of large scale combat and determine how the
PCs faired in battle. A revised set of generic mass-combat
rules written by Brett Slocum was printed in Roleplayer
#30. These rules will be incorporated in future editions (not
reprintings) of GURPS Basic.

BS-06: The language rules given in GURPS Basic give unrealistic
results for high IQ characters. Are there any better language
rules for GURPS?

Yes. Roleplayer #26 has an article by Steffan O'Sullivan
entitled "The Gift of Tongues" giving optional language
rules. Following the article is a listing of other
approaches to the same topic as given by various other GURPS
players.

BS-07: The firearm rules in GURPS Basic have several problems; are
there more expanded rules elsewhere?

Yes, GURPS High-Tech 2nd Edition expands and improves the
reality of the GURPS firearm rules. The first chapter of
GURPS High-Tech 2nd Ed has a sidebar on "Flinch, Buck Fever
and Bullet Shyness" (HT7-9). Flinch is responding to the
gun's recoil prior to actually firing, thus resulting in a
negative modifier to gun skill. Buck Fever is decrease in
accuracy due to firing in a stressful situation. Bullet
Shyness is tendency to seek cover from gunfire rather than
exposing yourself to return fire. Bullet shyness in GURPS
requires a Will roll by NPCs to allow exposure to gunfire
(PCs should avoid exposure to gun shots due to fear of being
blown away!). Other problems include heavy breathing (after a
run for instance), distractions (dust, sweat, etc.) and other
discomforts.

Clarifications on how bullet damage works, expansions on
different ammo types, a modification to Passive Defense vs.
bullets, explanations of recoil (and felt recoil) and a
change to the way knockback works for being hit by bullets
are included in High-Tech 2nd Edition (HT4-15). Gun
maintenance and malfunctions are also covered.

BS-08: When do death rolls need to be made?

A death roll for reaching -HT and each subsequent -(HT + 5n)
only has to be made once, when that damage occurs. After
that, the character is not at further risk of dying until
more damage occurs. If this is too unrealistic for you,
applying the optional rules for bleeding can cause this extra
damage to take place without further combat. Otherwise, the
character even has a chance to regain consciousness later
even if there is no aid rendered. Aside from the possibility
of bleeding to death or falling into a coma if no aid is
rendered, the only way a character can die other than
immediately after damage is taken is if they are coming out
of Berserk.

(Source: Steven Sharp <ses...@happy.colorado.edu> in
rec.games.frp.misc )

BS-09: How do you speed up GURPS Combat?

a. Never use the GURPS Advanced Combat Rules!
b. Use the Very Basic Combat Rules detailed in Roleplayer #23.

(Source: Steffan O'Sullivan)

BS-10: Starting Point costs for different genres.

Conspiracy/Illuminati - 100 pts (maybe less)
Cyberpunk
Standard - 150 pts
Cinematic - 300 pts
Fantasy
Standard - 100 pts
Cinematic - 200 pts, limit 100 pts in attributes
Horror
Cthulhu - 100 or less!
Slasher-Flick - 50 pts (Only one person gets out alive
anyway! :-))
Immortals - 300-750 pts
Martial Arts
Standard - 100 pts
Cinematic - 200 pts
Note: Kromm suggests 150/300 based on experience.
Old West
Standard - 100 pts
Cinematic - 200 pts
Psionics
Standard - 100-150 pts
Cinematic - 200-300 pts
High Fantasy - 300 pts
Super - 500 pts
Note from Kromm: When you're charging the 100+ pt Unusual
Background for psi, this gets skewed. Also, GURPS psi
powers are superheroic, not subtle.
Note from JRD: GURPS Psi powers are only superheroic at
the high end; below Power 10, they fit in well in high
fantasy, cinematic, and Illuminati settings.
Special Ops
Standard - 300 pts, limit of 80 pts in attributes
Cinematic - 300, no limitation on attributes
Science Fiction
Standard - 100 pts.
Space Opera - 200 pts (up to 1000 pts for GURPS Lensman)
Supers
"Realistic" - 350 pts
Four Color - 500-750 pts
Wild Cards - 350-500 pts
Swashbucklers
Cinematic - 200 pts
Historical - 100 pts

BS-11: How does feinting work?

Feinting is trying to make your foe think you'll do something
you won't. When you feint you make a normal attack roll, though
you are not going to hit your foe. Then, he rolls against the
same skill you rolled. Three results are possible:

1) You missed. Nothing happens.
2) You made a successful roll, but for a shorter (or equal)
margin than your foe. Nothing happens.
3) You made a successful roll by a greater margin than your
foe, so this difference will be subtracted from your
opponent's Defense roll in the next turn, if you manage to
hit him.

(Source: Daniel Sobral <LIN0...@BRUNB.BITNET>)

So basically you feint if you're much better than your
opponent yet he's good enough to block/parry/dodge most of
your shots (i.e. he has a 14+ defensive roll).

BS-12: How does recoil work for firearms (automatic vs. non-automatic)?

Non-Auto: "RCL" number is applied to each shot after the first
in a turn, but only once in a turn. So three shots in a row
are at (Modified Skill), (Modified Skill - RCL) and
(Modified Skill - RCL) - note that the last shot is not
at (Mod. Skill - 2 x RCL)! However, the first shot of the
next turn is at -RCL, and all successive shots on that
turn at -2 x RCL, and so on . . . until a full turn is
spent not firing the gun. After that turn, RCL penalties
are reset to 0 and the progression begins again.
Auto: Similar to above where not indicated otherwise. The main
differences are that on full auto, the RCL is applied to
groups , not individual rounds; that it is applied even
to the first group in a burst; and that it is added for
each group, cumulatively, within or between turns. So
firing three groups on full auto is done at (Modified
Skill - RCL), (Modified Skill - 2 x RCL) and (Modified
Skill - 3 x RCL). Next turn you start at -4 x RCL!

Note that RCL is doubled if the weapon is held one-handed,
and is doubled for each point of ST the firer has below
Minimum ST for the gun. Also, on unaimed shots, if RCL
takes the final, modified skill roll below the Snap Shot of
the gun, the -4 Snap Shot penalty is then applied!

(Source: Kromm)

% BS-13: How does the GURPS turn sequence work? What about initiative?

[Volunteers?]


Conversions and Adaptations
---------------------------

GURPS allows you to play in any genre. Many people prefer GURPS rules
to ones published with other games, but wish to use the background
provided by other games. Conversion systems allow you to use the
background from other game systems while using GURPS rules.
Adaptations describe a world in GURPS terms.

Below are sources of info converting various game systems into GURPS.

CN-01: General

The Armory publishes RPG DATA CON, a set of charts and tables
for converting between a number of popular RPGs. GURPS is one
of the game systems covered. Very useful, but it is $10+ for
a 30 page book of charts and table with few guidelines.

CN-02: Weapons

Guns, Guns, Guns 3rd Edition (aka 3G3) by Blacksburg Tactical
Research Corp. (BTRC) is a universal guns/weapons design and
translation system that allows you to create weapons for any
RPG and transfer them between any RPG. GURPS is one of the
systems specifically supported. Conversions also exist for
Timelords, Corp, CP2020, Megatraveller, Torg, and others.
Highly recommended if you like rolling your own weapons for
GURPS or other RPGs. The conversions for GURPS are usually
off by 5% or so for range and damage.

Recently BTRC published More Guns a compendium of firearms
which includes stats for the weapons in GURPS terms.

CN-03: Battletech

1. "Converting a Campaign to GURPS" by Rich Ostorero,
Roleplayer #19 (April 1990), has the outlines of a Battletech
to GURPS conversion system.
2. Brandon Cope <z_co...@ccsvax.sfasu.edu> has created a set
of conversion rules for Battletech translation system which
expands upon the system presented in Roleplayer #19.

CN-04: Hero/Champions

1. "Super System Switching" by David Ellis Dickerson,
Roleplayer #21 (August 1990), has rules for converting
Hero system characters to GURPS. The article concentrates
on Champions to GURPS Supers conversions. the article is
based on pre-Champions 4th edition rules so some
adjustments may be necessary.
2. Fantasy Hero has rules for converting GURPS characters to
FH so you can use the inverse.

CN-05: Cyberpunk 2.0.2.0

Alan Shock and Jim Duncan are working on a set of these
conversion rules. The preliminary set of rules was posted in
rec.games.cyber. Once a revised set of rules is written they
will post an update. Version 0.4 is at think.com in
/pub/gurps/non-playtest/misc.

CN-06: Traveller

Brandon Cope <z_co...@ccsvax.sfasu.edu> also came up with a
set conversions for (original) Traveller translating
characters and equipment into GURPS terms. A copy can be
found at think.com in /pub/gurps/non-playtest/misc.

CN-07: Harn

Roleplayer #26 (October 1991), has rules for running a campaign
set in Harn. The article is by Michael Cule.

CN-08: Call of Cthulhu

"Cthulhu Lives!" by David Ellis Dickerson, Roleplayer #22
(November 1990), has conversion rules for Call of
Cthulhu.

SJ Games has a license from Chaosium to write GURPS
Cthulhupunk, a near-future/horror adventure, which is
in playtest now (Sep '94).

(Source: Sean Barrett)

CN-09: Vampire, Werewolf, Mage, Wraith

Steve Jackson Games has the license to produce GURPS material
using this background; one source book and one other book for
each game. GURPS Vampire: the Masquerade, Werewolf: the
Apocalypse and Vampire: the Masquerade Companion have been
published and are in print. GURPS Mage: the Ascension has been
written and will ship the week of October 16. It will be the
last in the series.

German and French translations of GURPS Vampire will be printed also.

(Source: Steve Jackson)


CN-10: Corps

[ Input requested. Under construction. ]

CN-11: Talislanta

Wizards of the Coast had a license to write a GURPS
Talislanta book, but abandoned the project when they dropped
their Talislanta line.

(Source: Sean Barrett)

Daedalus, Inc., the new publishers of Talislanta are
interested in doing GURPS Talislanta. SJ Games is willing to
negotiate terms. No idea when/if a deal will be reached.

(Source: Steve Jackson)

CN-12: Star Trek

Eric Phillips <ERIC...@delphi.com> wrote up some notes on
adapting Star Trek to GURPS. These were posted to
rec.games.frp.misc and they were quite long.


Fantasy
-------

FN-01: How should clerical magic be handled?

1. GURPS Magic includes guidelines for clerics on pp84-86.
In summary:
- Define certain select "spell lists" for clerics
- Any special abilities or automatically acquired spells
should be bought as an advantage.
- Most clerical investments will require some type of Vow.
This could possibly be included in a clerical
"package deal."
- Add the advantage of Blessed and Very Blessed

2. Steps to building a cleric
a. Start out with the following:
Clerical investment (10 points)
Church rank (about 3 points/level)
b. Make up appropriate packages of mental disadvantages for
each different priesthood. Using the Roman Catholic
church (in medieval times) as an example:
Order Disadvantages
Jesuits Fanaticism
Franciscans Pacifism (total non-violence)
Dominicans Compulsive behavior (argument) or Laziness

All of them would probably have a Vow of chastity and
Intolerance of non-Catholics (if basing things on a
pseudo-medieval Church).

c. The Blessed or Very Blessed advantage may be substituted
for magery. Clerics do not need prerequisites for any of
the spells they cast but their spell list is limited to
those the GM feels are reasonable based on their deity.

(Sources: Bryan J. Maloney <jac...@symphony.cc.purdue.edu>
and Jim Frost <jim...@matt.ksu.ksu.edu>)

% FN-02: How do the linking spells work (link, delay, reflex)?

[under construction]

FN-03: When does a spell go off?

After starting to concentrate on a spell in the first round,
does the spell go off at the very begining of the next turn,
or at the beginning of the mages next turn?

The mage's turn. The spell takes one second to cast, and is
started at the beginning of the character's turn, so the
second will be up at the start of his next turn.

(Source: Walter C. Milliken <mill...@io.com>)

Science Fiction
---------------

SF-01: Where are Battlesuits (power armor) described?

Battlesuits and powered armor are described in GURPS Vehicles
which was written by David Pulver. See Vehicles 43, 140, and
177. Vehicles p. 188 gives a description and stats for a
TL10 Light Battlesuit.

??? Note: GURPS Battlesuit skill has changed [note the change
here].

Older Sources:
Challenge Magazine #50 (published by GDW). The article
written by David Pulver (author of GURPS Ultratech and
GURPS Psionics) starts on p. 78 and is entitled - "Wearing
the Steel: Powered Armor in GURPS." Everything is described
according to GURPS standard format and is consistent with
other ultra-tech armor described in GURPS Ultratech.

Another description of power armor is given in GURPS
Supers, 2nd Edition and the GURPS IST source book. The
GURPS Supers, 2nd Edition source book has a sidebar on
p.71 describing a Battlesuit suitable for use in a Supers
campaign. On page 91 there is an example of the IST
Powered Infantry man (aka IST Battlesuit). The IST
supplement has the IST Battlesuit described on page
50. This is basically the same suit as p.91 of GURPS
Supers but it adds blasters in replacing the built-in
forearm mounted Uzi, and gives a bit more detailed
description.

SF-02: Is there a GURPS compatible miniatures/boardgame
starship system?

No. There are plans to revise Triplanetary to do this.
No estimate on when this will be done.

SF-03: Will GURPS Autoduel ever be revised?

Yes, after GURPS Vehicles 2nd edition is published. A draft
is being written. Craig Sheeley is the author. No estimated
publication date.

(Source: Steve Jackson)

SF-04: Are robots covered in any GURPS book?

Yes. The best coverage is in GURPS Robots which contains extensive
rules for building and roleplaying robots, cyborgs, battlesuits and
genetically engineered androids, and some rules on nanotechnology
and microbots.

A future book GURPS Reign of Steel is a world setting supporting
GURPS Robots.


GURPS Cyberpunk Adventures contains "The Medusa Sanction" adventure
with some rules for genetic-engineered androids and an adventure
featuring them.

GURPS Chtorr contains some examples of robots with a few rules for
their use.

GURPS Space Adventures in "Rebirth" contains a pair of robots but lacks
extensive rules for them.

GURPS Vehicles has been used by some people to build robots, though it is not
explictly designed as such.

(Source: David Pulver)

David Pulver has an article on Androids for Cyberpunk
campaigns in Roleplayer #29. This is essentially a
reprint of rules found in Cyberpunk adventures "Medusa
Sanction". These rules appear in GURPS Robots (along with
many more rules for androids).

(Source: Jeff Gaines <rabu...@io.com>)

"Organic is for Wimps!" by JC Connors in Roleplayer #28
(April 1992) has rules for robots in GURPS Supers. The editor
of Roleplayer notes: "This article has nothing to do with the
GURPS Vehicles or GURPS Robots books now in the pipeline . . .
but it looks like fun. Consider it optional and enjoy it!"

Troy Kammerdiener posted another robot-design system some time
back. [Note: ftp site for this rules set is needed].

(Source: Jeffrey H. Johnson
<jjoh...@ccscola.columbiasc.ncr.com> for input on this item).

SF-05: How do the beam weapon rules work?

[under construction]

SF-06: What is the DR of 1 point of DF in GURPS Space and
many dice damage does one point of FP translate into?

Defense Factor (DF) is an overall defensive rating that
takes into account passive and active defenses as well as
tactical and situational modifiers. It really only has meaning
under the Mass Combat system. Moreover, even if you only
consider "physical" DF, the mass of DF goes up by powers of
two, while the mass of DR for smaller vehicles is a linear
function of DR (see GURPS Vehicles). So DF simply does not
correspond to the same kind of thing as DR. As a rule of
thumb, assume that even DF 1 provides enough DR to stop the
standard hand weapons of the same TL as the ship.
Firepower (FP) is the same kind of thing. It is an
abstraction, in this case of offensive capability. By
comparing the weapons in Space to those in Vehicles, one can
immediately see that FP does not correspond to dice of damage
or rate of fire. FP takes into account many other factors
besides these. To rate Space weapons in dice of damage, look
up a weapon of equivalent TL, mass and volume in Vehicles and
use the stats there.

Both dice of damage and DR are "human scale" quantities
in GURPS, while DF and FP are "large unit scale" quantities.
The two do not mix well in real-life or in GURPS. At a given
TL, anything tough enough to rate DF probably cannot be
scratched by a human; anything deadly enough to rate FP can
probably zorch a human in even the heaviest combat armour.

(Source: Kromm)


Cyberpunk
---------

CP-01: How should netrunning be handled?

Various people say:

1. Netrunning should be left to NPCs only.
2. Wing it and use an abstract system.
3. Have a 2nd GM run all net running.
4. Run the net runner in a separate session before the
main group meets.

CP-02: The GURPS Cyberpunk source book doesn't contain any specific
world setting. Is there a GURPS Cyberpunk world sourcebook?

Yes. GURPS Cyberworld by Paul Hume of Shadowrun fame
describes a detailed cyberpunk setting. The emphasis is on
"punk" rather than cyber. The tech level is low-level TL 8.
The cyberwear is often "bleeding edge" rather than the easy
to obtain off the shelf stuff.

Note: GURPS Terradyne is a source book for low-tech space
science-fiction gaming. This book can be "cyberized" but only
includes a limited amount of "hooks" for the cyberpunk genre.
GURPS Autoduel has many more features of the cyberpunk genre
but it is currently out of print.

You can also use CP2020 material or Cyberspace material as
background material for GURPS. See the Conversion section.

CP-03: Where can I get stats for GURPS Cyberpunk equipment and
cyberware?

Currently, you need to convert weapons and equipment from
other game systems if you want added equipment and equipment
with "character." GURPS Cyberworld does have some "chrome."
See the notes in the Conversion section.


Horror
------

HR-01: How do you scare players?

Be subtle and work up to the big baddie. Leave hints, clues
and minor stuff that serve to give the players knowledge of
what the critter is, and what it can do to them. Don't pop it
on the players first-hand, they will either kill it or be
killed, but they will have no idea what it is, aside from
opposition.

Aside from that, listen to the players when they talk among
themselves. More often than not, they will have better ideas
than you do. Don't be afraid to change the beast.

Lastly, good environment helps. Low light, slightly
"aggravating" music and taking other steps to maintain a mood
help. Props (a Lament box from Hellraiser, for instance) also
help. Fear is in the mind, so make suspension of disbelief
easier so the mind has more energy to devote to spooking
itself.

(Source: Tim Dunn <td...@ecst.csuchico.edu>)

From various others:
Creating a scary atmosphere in an RPG just isn't possible.
Horror flicks don't frighten me and neither do horror RPGs.
Concentrate on role-playing and forget about trying to scare
your players. Most tactics designed to frighten PCs are either
silly or just piss them off.

HR-02: What is chainsaw damage in GURPS
(ala "Texas Chainsaw Massacre")?

According to GURPS Horror, a chainsaw is "Swing +4, cutting
damage. DX -2." I would add in the "feature" that the damage
is applied for each subsequent turn that the chainsaw is
applied. Anytime crippling damage is done to a limb with a
chainsaw, that limb is severed (either partially or
fully). Blood loss would probably be pretty bad, so GMs using
blood loss rules should assess hefty penalties to survival
rolls.

(Source: Robert Crawford <be...@camelot.bradley.edu>)

The problem with wielding a chainsaw as a weapon is that you
aren't going to live long enough to become proficient in it.
Its like this, if you hit a steel blade with a chainsaw, the
chain will break and whip around killing both its wielder and
its target.

That is if you are lucky. If you are unlucky the chain will
trap the blade and pull it towards the grip of the chain saw.
This happens when some poor fool tries to block an overhead
swing with a chainsaw.

Think of tree spiking. One industrial strength chain saw,
(probably a circular saw, but same principle), hits a spike.
Don't try this at home kids!

Of course, wielding your cursed Berserking Adamantine Chainsaw,
some of the deleterious consequences don't happen.

(Source: Michael Sandy <meh...@agora.rain.com>)


Supers
------

SP-01: Are there any adventures available for GURPS Supers?

Yes. GURPS Supers Adventures is a book of four adventures.
Other GURPS Supers adventure supplements exist. Death Wish by Loyd
Blankenship is a 64 page <??????????????????????????????????????>
School of Hard Knocks by Aaron Allston is a <???????????????????>
_Death Wish_ and _School of Hard Knocks_ were written for
first edition Supers rules. Aces Abroad by Kevin Andrew
Murphy is a GURPS Wild Cards adventure supplement.

There is also an adventure _IST KINGSTON_ a GURPS Supers
published by Modern Myth set in Jamaaica(??) in the IST
world.

SP-02: Is there a conversion system between Champions and GURPS?

Yes, see the section on Conversions.


Martial Arts
------------

MA-01: Can Kicking be improved?

Yes, but it may not be raised over the skill level of the
skill to which it defaults. Kicking defaults to either Karate
- 2 or Brawling - 2, and has been changed from an Average to
a Hard maneuver.

MA-02: Can a Martial Artist use techniques not covered under their
particular art/style?

Yes, if they have seen the technique performed they can
attempt it at their default.

MA-03: Is there a defense against Arm Lock?

Arm or Wrist Locks can be defeated at several points. The
locker may miss his parry or Grapple or fail the initial
Quick Contest. If he succeeds at all those rolls, the victim
can try to break free in following turns by Quick Contests of
ST or Judo versus the Arm Lock +4 or ST -- at a cumulative -1
each round.

(Source: Sean Barrett)

MA-04: Unarmed martial artist vs. armed fighters (melee weapons).

Unarmed martial artists may be faster than armed and armored
non-martial arts types but they are at a disadvantage for the
following reasons:

1. Armed opponents usually strike first.

Armed opponents usually have a longer reach than unarmed
opponents. Using the Step and Wait maneuver the armed
opponent will usually have a longer reach and will be able
to strike first.

[NOTE: I personally assess affects of weapons damage
immediately . For instance shock takes place as soon as
the damage is done and lasts until the end of the next
turn. Therefore striking first holds a definite advantage!
Tied initiative scores are the only simultaneous actions I
allow. This is contrary to the stated rules but I have
always felt that the effects of shock are too brief anyway.
- JRD]

2. Parries are dangerous !

Unarmed combatants attempting to parry run the risk of
having the parrying limb seriously injured. On a failed
parry the attacker can choose to either have the attack
count against the parrying limb or the original target
(B101).

3. Bare-handed attacks can be parried with weapons!

An unarmed fighter attacking an armed foe with a weapon can
have their attack parried with the weapon. If the armed
opponent parries with the weapon and succeeds the unarmed
fighter takes damage.

4. Punching armor is painful.

Anytime an armored opponent with DR 3 or better is attacked
you need to roll vs. HT to avoid taking 1d-2 damage to the
attacking hand or foot (B51).

In order to be successful against an armed opponent the
martial artist needs to either disarm or knock the armed
fighter to the ground. Since weapon reach normally will give
the armed fighter first strike, a martial artist will need to
make at least one defensive maneuver before he can move into
close combat.

MA-05: Are there any additional sources of Martial Arts rules
other than the GURPS Martial Arts source book?

Yes, GURPS Martial Arts Adventures contains several pages of
additional martial arts rules. There have also been a few
Roleplayer articles dealing with martial arts rules.

(Source: James Duncan)

Roleplayer #26 has two new Okinawan styles, Is Shin Ru and
Goju-Ryu, and the new Cat Stance maneuver. The article is by
JC Connors and Brian McAuliffe. Roleplayer #30 contains a
number of errata of MA. I am fairly certain these are the
only examples of new Martial Arts material in Roleplayer.

(Source: Jeff Gaines <rabu...@io.com>)

GURPS Lensman contains a few pages on alien martial arts
maneuvers and styles.

(Source: Sean Barrett)

MA-06: The rules for Wrestling differ in GURPS Martial Arts and
Imperial Rome. Which is correct?

In Martial Arts, Wrestling is P/A and defaults to DX or
ST, in Imperial Rome it is P/A but defaults to DX-5 or ST-5
and in Arabian Nights it is P/E with DX-5 and ST-5 defaults.
The skill description in Imperial Rome and Arabian Nights is
the same, which is slightly more detailed than the one in
Martial Arts. What is Wrestling supposed to be?

Wrestling, like Boxing, Brawling, Judo and Karate, has NO
default. It is a P/A skill. GURPS Martial Arts lists "DX or
ST" because a character uses those stats in Close Combat when
Grappling and so on. However, you have no default to the
actual Wrestling skill. Only people who buy the Wrestling
skill get the (skill/8) ST bonus in Close Combat and access to
the special maneuvers that default from it.

(Source: Kromm)

% MA-07: How do you use the Hit Location skill?

[ This rule is broken and is slated to be revised in the next
release of Martial Arts. - JRD ]

Vehicles
---------
VH-01: What's in GURPS Vehicles? [previously SF-06 - JRD]

Vehicles is a 208-page source book for designing, building,
handling role-playing actions dealing with vehicles of all
sorts. Just about any vehicle can be designed, from sports
cars, to hovercraft, to helicopters, to mecha. Only trains
and starships seem to be omitted.

Rules for battlesuits and power armor are included in
in GURPS Vehicles.

A more thorough discussion of mecha can be found in GURPS
Robots.

A second edition of GURPS Vehicles is in the works which will
be fully compatible with GURPS Robots. The revised rules will
streamline the construction process and make GURPS Vehicles
easier to use.

(Source: James Duncan, Sean Barrett, and Steve Jackson)

VH-02: Where can I get sample/ready made vehicles?

Illuminati Online's GURPS Web page (http://www.io.com/sjgames/gurps)
has two entries for GURPS Vehicles. One entry is Dan Frohlic's
compilation and the other is Steve Hammond's net vehciles
collection.

End of GURPS FAQ 3.0 (6/11/95)

*-------------------------------------------------------*
* James R. Duncan | U.S. Mail: *
* Internet: dun...@access.digex.com | P.O. Box 566 *
* Illuminati Online: gri...@io.com | Greenbelt, MD *
* | 20768-0566 *
*-------------------------------------------------------*


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