GURPS
Encyclopedia
The Generic Universal RolePlaying System, or GURPS, is a tabletop
Role-playing game (pen and paper)
A tabletop role-playing game, pen-and-paper role-playing game, or Table-talk role-playing game is a form of role-playing game in which the participants describe their characters' actions through speech...

 role-playing game system
Role-playing game system
A role-playing game system is a set of game mechanics used in a role-playing game to determine the outcome of a character's in-game actions...

 designed to allow for play in any game setting. It was created by Steve Jackson Games
Steve Jackson Games
Steve Jackson Games is a game company, founded in 1980 by Steve Jackson, that creates and publishes role-playing, board, and card games, and the gaming magazine Pyramid.-History:...

 and first published in 1986 at a time when most such systems were story- or genre-specific.

Players control their in-game characters verbally and the success of their actions are determined by the skill of their character, the difficulty of the action, and the rolling of dice. Characters earn points during play which are used to gain greater abilities. Gaming sessions are story-told and run by "Game Masters".

GURPS won the Origins Award
Origins Award
The Origins Awards are American awards for outstanding work in the game industry. They are presented by the Academy of Adventure Gaming Arts and Design at the Origins Game Fair on an annual basis for the previous year, so the 1979 awards were given at the 1980 Origins.The Origins Award is commonly...

 for Best Roleplaying Rules of 1988, and in 2000 it was inducted into the Origins Hall of Fame
Hall of Fame
A hall of fame, wall of fame, walk of fame, walk of stars or avenue of stars is a type of attraction established for any field of endeavor to honor individuals of noteworthy achievement in that field...

. Many of its expansions have also won awards.

Prior RPG history

Prior to GURPS, roleplaying game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...

s (RPGs) of the 1970s and early 1980s were developed especially for certain gaming environments, and they were largely incompatible with one another. For example, TSR
TSR, Inc.
Blume and Gygax, the remaining owners, incorporated a new company called TSR Hobbies, Inc., with Blume and his father, Melvin Blume, owning the larger share. The former assets of the partnership were transferred to TSR Hobbies, Inc....

 published its Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...

game specifically for a fantasy
Fantasy
Fantasy is a genre of fiction that commonly uses magic and other supernatural phenomena as a primary element of plot, theme, or setting. Many works within the genre take place in imaginary worlds where magic is common...

 environment. Another game from the same company, Star Frontiers
Star Frontiers
Star Frontiers is a science fiction role-playing game produced by TSR beginning in 1982. The game offered a space-opera action-adventure setting.- Setting :...

, was developed for science fiction
Science fiction
Science fiction is a genre of fiction dealing with imaginary but more or less plausible content such as future settings, futuristic science and technology, space travel, aliens, and paranormal abilities...

-based role-playing. TSR produced other games for other environments, such as Gamma World
Gamma World
Gamma World is a science fantasy role-playing game, originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978. It borrowed heavily from James M. Ward's earlier product, Metamorphosis Alpha.-Setting:...

(post-apocalyptic
Apocalyptic and post-apocalyptic fiction
Apocalyptic fiction is a sub-genre of science fiction that is concerned with the end of civilization due to a potentially existential catastrophe such as nuclear warfare, pandemic, extraterrestrial attack, impact event, cybernetic revolt, technological singularity, dysgenics, supernatural...

 adventures), Top Secret (spies
Espionage
Espionage or spying involves an individual obtaining information that is considered secret or confidential without the permission of the holder of the information. Espionage is inherently clandestine, lest the legitimate holder of the information change plans or take other countermeasures once it...

 and secret agents), Gangbusters
Gangbusters (role-playing game)
Gangbusters was a historical roleplaying game designed by Rick Krebs with Mark Acres assisting in its development. The game was published by TSR, Inc. Two editions of the game were published. The first edition of the game was published in 1982.Gangbusters is a game about crime in the United States...

(Roaring Twenties
Roaring Twenties
The Roaring Twenties is a phrase used to describe the 1920s, principally in North America, but also in London, Berlin and Paris for a period of sustained economic prosperity. The phrase was meant to emphasize the period's social, artistic, and cultural dynamism...

 adventures), and Boot Hill
Boot Hill (role-playing game)
Boot Hill is a western role-playing game designed by Brian Blume and Gary Gygax. First published in 1975, Boot Hill was TSR's third role-playing game, not long after Dungeons and Dragons and Empire of the Petal Throne.-System:...

(American Old West
American Old West
The American Old West, or the Wild West, comprises the history, geography, people, lore, and cultural expression of life in the Western United States, most often referring to the latter half of the 19th century, between the American Civil War and the end of the century...

). Each of these games was set with its own self-contained rules system
Role-playing game system
A role-playing game system is a set of game mechanics used in a role-playing game to determine the outcome of a character's in-game actions...

, and the rules for playing each game differed greatly from one game to the next. Attempts were made in Advanced Dungeons and Dragons to allow cross-genre games using Gamma World and Boot Hill rules, but the obscure rules went largely unused. Though it was preceded by the lesser-known Supergame (DAG Productions, 1980), GURPS was the first commercially successful attempt to create an all-encompassing, "universal" role-playing system
Generic role-playing game system
A generic role-playing game system or universal role-playing game system is a role-playing game system designed to be independent of setting and genre...

 that allows players to role-play in any environment they please while still using the same set of "core" rules.

The GURPS concept

Role-playing games of the 1970s and 1980s, such as Dungeons & Dragons, generally used random numbers generated by dice rolls to assign statistics to player characters. GURPS, following the lead of the HERO System
Hero System
The Hero System is a generic role-playing game system that developed from the superhero RPG Champions. It is used as the underlying mechanics of other Hero Games role-playing games such as Dark Champions, Fantasy Hero, Star Hero, and Pulp Hero...

first used by the Champions
Champions (role-playing game)
Champions is a role-playing game published by Hero Games that is designed to simulate and function in a four-color superhero comic book world. It was created by George MacDonald, Steve Peterson, Bruce Harlick, and Ray Greer....

role-playing game, assigned players a specified number of points with which to build their characters. These points were spent to get attributes, skills, and advantages, such as the ability to cast magic spells. Additional points can be obtained by accepting lower-than-average attributes, disadvantages, and other limitations.

GURPS' emphasis on its generic aspect has proven to be a successful marketing tactic, as many game series have source engines which can be retrofitted to many styles. Its approach to versatility includes using real world measurements wherever possible ("reality-checking
Reality Check (disambiguation)
Reality Check may refer to:*Reality Check , a 1995 syndicated television series*Reality Check , a skeptical podcast produced by the Ottawa Skeptics*Reality Check , an English language manga series...

" is an important part of any GURPS book).

GURPS also benefits from the many dozens of worldbooks describing settings or additional rules in all genres including science fiction, fantasy, and historical. Many popular game designers began their professional careers as GURPS writers, including C.J. Carella, Robin Laws
Robin Laws
Robin D. Laws is a writer and game designer who lives in Toronto, Ontario, Canada. He is the author of a number of role-playing games and related products.-Works:Robin D...

, S. John Ross, and Fudge creator Steffan O'Sullivan. It is sometimes stated that a large contingent of people who do not play GURPS purchase GURPS supplements because of the talented and creative writers. GURPS worldbooks set in historical periods can often be used as reference books as they usually include a bibliography suggesting additional sources.

GURPS history

The immediate mechanical antecedent of GURPS was The Fantasy Trip
The Fantasy Trip
The Fantasy Trip is a role-playing game that was designed by Steve Jackson and was published by Metagaming Concepts.It was developed from Metagaming's Melee and Wizard MicroGames, also designed by Steve Jackson, which provided the basic combat and magic rules...

(TFT), an early role-playing game written by Steve Jackson for the company Metagaming Concepts
Metagaming Concepts
Metagaming Concepts was a publisher of board games from 1975 to 1983 owned by Howard Thompson. Metagaming created and popularized the microgame format. It specialized in science fiction wargames; titles included Ogre, G.E.V., Godsfire, Stellar Conquest and WarpWar...

. Several of the core concepts of GURPS first appeared in TFT, including the inclusion of Strength, Dexterity and Intelligence as the core abilities scores of each character.

In 1990 GURPS intersected part of the hacker
Hacker (computer security)
In computer security and everyday language, a hacker is someone who breaks into computers and computer networks. Hackers may be motivated by a multitude of reasons, including profit, protest, or because of the challenge...

 subculture when the company's Austin
Austin, Texas
Austin is the capital city of the U.S. state of :Texas and the seat of Travis County. Located in Central Texas on the eastern edge of the American Southwest, it is the fourth-largest city in Texas and the 14th most populous city in the United States. It was the third-fastest-growing large city in...

, Texas
Texas
Texas is the second largest U.S. state by both area and population, and the largest state by area in the contiguous United States.The name, based on the Caddo word "Tejas" meaning "friends" or "allies", was applied by the Spanish to the Caddo themselves and to the region of their settlement in...

, offices were raided by the Secret Service
United States Secret Service
The United States Secret Service is a United States federal law enforcement agency that is part of the United States Department of Homeland Security. The sworn members are divided among the Special Agents and the Uniformed Division. Until March 1, 2003, the Service was part of the United States...

. The target was the author of GURPS Cyberpunk
GURPS Cyberpunk
GURPS Cyberpunk is a genre toolkit for cyberpunk-themed role-playing games set in a near-future dystopia, such as that envisioned by William Gibson in his influential novel Neuromancer...

in relation to E911 Emergency Response system documents stolen from Bell South. The incident was a direct contributor to the founding of the Electronic Frontier Foundation
Electronic Frontier Foundation
The Electronic Frontier Foundation is an international non-profit digital rights advocacy and legal organization based in the United States...

. A common misconception holds that this raid was part of Operation Sundevil
Operation Sundevil
Operation Sundevil was a 1990 nation-wide United States Secret Service crackdown on "illegal computer hacking activities." It involved raids in approximately fifteen different cities and resulted in three arrests and the confiscation of computers, the contents of electronic bulletin board systems ,...

 and carried out by the FBI. Operation: Sundevil was in action at the same time, but it was completely separate. See Steve Jackson Games, Inc. v. United States Secret Service
Steve Jackson Games, Inc. v. United States Secret Service
Steve Jackson Games, Inc. v. United States Secret Service, 816 F.Supp. 432 , is a legal case that resulted from a raid by the United States Secret Service on the Austin headquarters of Steve Jackson Games in 1990...

.

A free PDF version of the GURPS rules was released as GURPS Lite. This limited ruleset was also included with various books such as GURPS Discworld
GURPS Discworld
GURPS Discworld and the related supplements are role-playing game sourcebooks set in Terry Pratchett's Discworld fantasy universe using the GURPS role-playing game system.-History:...

and Transhuman Space
Transhuman Space
Transhuman Space is a role-playing game published by Steve Jackson Games as parts of the "Powered by GURPS" line. Set in the year 2100, humanity has begun to colonize the Solar System...

.

Steve Jackson Games released GURPS Fourth Edition at the first day of Gen Con
Gen Con
Gen Con is one of the largest and most prominent annual gaming conventions in North America. It features traditional pen-and-paper, board, and card-style games, including role-playing games, miniatures wargames, board games, live action role-playing games, collectible card games, non-collectible...

 on August 19, 2004. It promised to simplify and streamline most areas of play and character creation. The changes include modification of the attribute point adjustments, an edited and rationalized skill list, clarification of the difference between ability from experience and from inborn talent, more detailed language rules, and revised technology levels. Designed by Sean Punch
Sean Punch
Sean Punch is a Canadian writer and game designer. He is the author of the fourth edition of the GURPS role-playing game. Before he turned to writing he was a student of particle physics.-History with GURPS:...

, the Fourth Edition is sold as two full-color hardcover books as well as in the PDF format.

Character points

A character in GURPS is built with character point
Character point
Character points are abstract units used in some role-playing games during character creation and development.Early role-playing games such as Dungeons & Dragons assigned random values to a player character's attributes, while allowing each character a fixed number of skills...

s. For a beginning character in an average power game, the 4th edition suggests 100–150 points to modify attribute stats, select advantages and disadvantages, and purchase levels in skills. Normal NPCs
Non-player character
A non-player character , sometimes known as a non-person character or non-playable character, in a game is any fictional character not controlled by a player. In electronic games, this usually means a character controlled by the computer through artificial intelligence...

 are built on 25-50 points. Full-fledged heroes usually have 200–250 points, while superheroes are commonly built with 400–800 points. The highest point value recorded for a character in a GURPS sourcebook is 10,452 for the Harvester (p. 88) in GURPS Monsters.

In principle, a Game Master can balance the power of foes to the abilities of the player characters by comparing their relative point values.

Attributes

Characters in GURPS have four basic attribute
Attribute (role-playing games)
An attribute is a piece of data that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a set of dice...

s:
  • Strength (ST) — A measure of the character's physical power and bulk, ability to lift, carry, and do damage
  • Dexterity (DX) — A measure of the character's physical agility, coordination, and manual dexterity
  • Intelligence (IQ) — A measure of the character's mental capacity, acuity and sense of the world
  • Health (HT) — A measure of the character's physical stamina, recovery speed, energy and vitality, ability to resist disease


Having only four attributes is arguably much simpler compared to other role-playing games which can have several main stats that cover more defined abilities. Each attribute has a number rating assigned to it. Normally they begin at 10, representing typical human ability, but can go as low as 1 for nearly useless, to 20 (or higher) for superhuman power. Anything in the 8 to 12 range is considered to be in the normal or average area for humans. Basic attribute scores of 6 or less are considered crippling — they are so far below the human norm that they are only used for severely handicapped characters. Scores of 15 or more are described as amazing — they are immediately apparent and draw constant comment.

Players assign these ratings spending character point
Character point
Character points are abstract units used in some role-playing games during character creation and development.Early role-playing games such as Dungeons & Dragons assigned random values to a player character's attributes, while allowing each character a fixed number of skills...

s. The higher the rating the more points it will cost the player, however, assigning a score below the average 10 gives the player points back to assign elsewhere. Since almost all skills are based on Dexterity or Intelligence, those attributes are twice as expensive (or yield twice the points, if purchased below 10). In earlier editions (pre 4th Edition) all attributes followed the same cost-progression, where higher attributes cost more per increase than attributes close to the average of 10.

Attribute scores also determine several secondary characteristics. The four major ones are each directly based on a single attribute:
  • Hit Points (HP) — how much damage and injury can be sustained, based on ST
  • Will (Will) — mental focus and strength, withstanding stress, based on IQ
  • Perception (Per) — general sensory alertness, based on IQ
  • Fatigue Points (FP) — a measure of exertion, tiredness, and hunger, based on HT


In earlier GURPS editions (that is, prior to the 4th Edition) Hit Points were based on HT and Fatigue Points were based on ST.

The other secondary characteristics (Damage, Basic Lift, Basic Speed, Dodge, Move) are calculated from one or more attribute values using individual table
Mathematical table
Before calculators were cheap and plentiful, people would use mathematical tables —lists of numbers showing the results of calculation with varying arguments— to simplify and drastically speed up computation...

s or formula
Formula
In mathematics, a formula is an entity constructed using the symbols and formation rules of a given logical language....

e.

Advantages and Disadvantages

GURPS has a profusion of advantages and disadvantages which enable players or Game Masters to customize their characters. The myriad options available and the rewards the system provides players for carefully creating their characters are attractive to gamers who enjoy a high degree of flexibility in character design.

A player can select numerous Advantages and Disadvantages to differentiate the character; the system supports both mundane traits (such as above-average or below-average Wealth, Status and Reputation) as well as more exotic special abilities and weaknesses. These are categorized as physical, mental or social, and as exotic, supernatural, or mundane. Advantages benefit the character and cost points to purchase. Selecting Disadvantages returns character points and allows players to limit their characters in one way in exchange for being more powerful or gifted in other areas. Disadvantages include such positive attributes as honesty and truthfulness which limit the way a character is played. There are also many Perks and Quirks to choose from which give a character some personality. Perks (minor Advantages) and Quirks (minor Disadvantages) benefit or hinder the character a bit, but they mostly add role-playing flavor.

Enhancements and limitations can tailor an advantage or disadvantage to suit creative players. These modify the effects and point cost of advantages and disadvantages. For example, to create a "dragon's breath" attack, a player would select the Innate Attack ability (the ability that allows a player to perform an attack most humans could not), and select burning attack 4D (normally 20 points). Then, the player would modify it as follows: cone, 5 yards (+100%); limited use, 3/day (-20%); reduced range, x1/5 (-20%). The final percentage modifier would be +60%, making the final cost 32 points. This addition to the system greatly increases its flexibility while decreasing the number of specific advantages and disadvantages that must be listed. Finally, mitigators can themselves tailor advantages and disadvantages (see GURPS Bio-Tech
GURPS Bio-Tech
"The Future is Alive"GURPS Bio-Tech is a GURPS, the Generic Universal Role Playing Game, sourcebook that covers the implementation of biotechnology in the game. The first edition of the book was written for GURPS Third Edition while the second edition of GURPS Bio-Tech was written for GURPS...

for such an example).

Skills

GURPS has a wide variety of skills intended to enable it to support any conceivable genre (such as Acrobatics
Acrobatics
Acrobatics is the performance of extraordinary feats of balance, agility and motor coordination. It can be found in many of the performing arts, as well as many sports...

 and Vehicle Piloting). Each skill is tied to at least one attribute, and the characters' abilities in that skill is a function of their base attributes + or - a certain amount.

The availability of skills depends on the particular genre the GURPS game is played. For instance, in a generic medieval fantasy
Fantasy
Fantasy is a genre of fiction that commonly uses magic and other supernatural phenomena as a primary element of plot, theme, or setting. Many works within the genre take place in imaginary worlds where magic is common...

 setting, skills for operating a computer
Computer
A computer is a programmable machine designed to sequentially and automatically carry out a sequence of arithmetic or logical operations. The particular sequence of operations can be changed readily, allowing the computer to solve more than one kind of problem...

, or flying a fighter jet
Fighter aircraft
A fighter aircraft is a military aircraft designed primarily for air-to-air combat with other aircraft, as opposed to a bomber, which is designed primarily to attack ground targets...

 would not normally be available. Skills are rated by level, and the more levels purchased with character points, the better the characters are at that particular skill relative to their base attribute.

Skills are categorized by difficulty: Easy, Average, Hard, and Very Hard. Easy skills cost few points to purchase levels in, and the cost per skill level increases with each level of difficulty. Game mechanics allow that eventually it may be less expensive to raise the level of the base attribute the skills depend on as opposed to purchasing higher levels of skills. A player can generally purchase a skill for his character at any level he or she can afford. The lower you choose the fewer points it costs to buy the skill, and the higher you go, the more points it costs. Some skills have default levels, which indicate the level rating a character has when using that skill untrained (i.e. not purchased). For example, a character with a Dexterity of 12, is using the Climbing skill untrained. Climbing has a default of DX-5 or ST-5, which means that using the skill untrained gives him a Climbing skill level of 7 (12-5) if he tied it to the Dexterity stat. If the character had a higher Strength stat, he could have a better chance of success if he tied the Climbing skill there instead.

Some skills also have a Tech Level (TL) rating attached to them, to differentiate between Skills that concern similar concepts, but whose tasks are accomplished in different ways when used with differing levels of technology. This helps during time traveling scenarios, or when characters are forced to deal with particularly outdated or advanced equipment. For instance, a modern boat builder's skills will be of less use if he is stuck on a desert island and forced to work with primitive tools and techniques. Thus, the skills he uses are different when in his shop (Shipbuilding/TL8) and when he is on the island (Shipbuilding/TL0).

Success rolls

GURPS uses six-sided dice
Dice
A die is a small throwable object with multiple resting positions, used for generating random numbers...

 for all game mechanics using standard dice notation
Dice notation
Dice notation is a system to represent different combinations of dice in role-playing games using simple algebra-like notation such as 2d6+12....

. An "average roll" of three six sided dice generates a total of 10.5; this makes an "average" skill check (a skill of 10, based on an unmodified attribute) equally likely to succeed or fail.

Making statistic and skill checks in GURPS is the reverse of the mechanics of most other RPGs, where the higher the total of the die roll, the better. GURPS players hope to roll as low as possible under the tested statistic's rating or skill's level. If the roll is less than or equal to that number, the check succeeds. There is no "target number" or "difficulty rating" set by the Game Master, as would be the case in many other RPG systems. Instead the GM will apply various modifiers to add or subtract to the skill level. In this way, positive modifiers increase the chance for success by adding to the stat or skill level you must roll under while negative modifiers deduct from it, making things more difficult.

For example: a player makes a pick pocketing test for her character. The character has a Pickpocket skill with a level of 11. Under normal circumstances - i.e., under an average stressful situation, according to the manual - the player must roll an 11 or less for the character to succeed. If the player rolls above 11, then the character has failed the attempt at pick pocketing.

There are some exceptions for very high or low rolls, deemed criticals
Critical hit
In many role-playing games and video games, a critical hit is a successful attack that deals more damage than a normal blow.-Origin:The 1975 role-playing game Empire of the Petal Throne introduced the concept of critical hits...

. No matter the level of the skill, a die roll of 18 is always a critical failure, and a roll of 3 or 4 is always a critical success (a roll of 17 is a critical failure as well, unless the character relevant skill level is 16 or more). The Game Master may decide in such cases that, in first case (a roll of 18, or 10+ over the modified skill level), the character has failed miserably and caused something disastrous to happen or, in the other case, that he or she succeeds incredibly well and gains some benefit as a result.

Combat

Combat in GURPS is organized in personal turns: i.e., every character gets a turn
Turn
Turn may refer to:In music:* Turn , a sequence of several notes next to each other in the scale* Turn , an Irish rock group* Turn LP, a 2005 rock album by Turn* Turn , a 2004 punk album by The Ex...

 each second
Second
The second is a unit of measurement of time, and is the International System of Units base unit of time. It may be measured using a clock....

 - a relatively short period of time
Time
Time is a part of the measuring system used to sequence events, to compare the durations of events and the intervals between them, and to quantify rates of change such as the motions of objects....

 - and during his or her character's turn he or she may take an action, such as attack or move. After all characters have taken their action, one second has elapsed. Free actions are simple actions that can be done at any time. Characters in a party have a set initiative that is entirely based upon their Basic Speed characteristic.

There are two kinds of attacks: Melee (possibly with hand-to-hand weapons, or unarmed combat) and Ranged (bows, guns, thrown weapons, some Innate Attacks, etc.). Attacks made by a character are checked against their skill with the particular weapon they carry. For instance, if a character is using a pistol, as with any other skill, it is beneficial to have a high level in the Gun
Gun
A gun is a muzzle or breech-loaded projectile-firing weapon. There are various definitions depending on the nation and branch of service. A "gun" may be distinguished from other firearms in being a crew-served weapon such as a howitzer or mortar, as opposed to a small arm like a rifle or pistol,...

s skill. Like any other skill check, a player must roll equal to or less than the level of the skill to succeed. Failure means a miss, success scores a hit. Similarly, critical hits mean that the blow might inflict significantly more damage to its target; critical misses may lead to a rather unpleasant and unexpected event (such as dropping the weapon or hitting the wrong target). Attack modifiers are set by the GM when factoring in things like distance, speed and cover that make a successful strike more difficult.

After a successful attack, except in the case of a critical hit, the defender usually gets a chance to avoid the blow. This is called an Active Defense, and takes the form of a Dodge (deliberate movement out of the perceived path of the attack), Parry (attempt to deflect or intercept the attack with a limb or weapon), or Block (effort to interpose a shield or similar object between the attack and the defender's body). Unlike many RPG systems, an Active Defense is an unopposed check, meaning that in most cases, the success of an attack has no effect on the difficulty of the defense. Dodge is based on the Basic Speed characteristic, while Parry and Block are each based on individual combat skills, such as Fencing, Karate, or Staff for Parry, and Shield or Cloak for Block.

Certain skills, attributes and equipment, when strung together, can be used to great effect. Let us say a gunslinger from the Old West is facing a foe; he can use the Combat Reflexes ability to react before his enemy, the Fast-Draw(Pistol) skill to get his two guns out, the Gunslinger ability to allow him to skip the aiming step, and the Dual-Weapon Attack(Pistol) skill to fire both his guns at once. This would have taken around 6 turns, if he had none of these skills.

Damage and defenses

Damage from muscle-powered weapons, (clubs, swords, bows, etc.) is calculated based on the character's ST rating. The weaker a character is physically, the less damage he or she is capable of inflicting with such a weapon. Purely mechanical weapons (guns, beam sabers, bombs, etc.) have a set damage value.

When damage is inflicted upon characters, it is deducted from their Hit Points, which are calculated with the Strength stat (prior to GURPS 4th Edition, Hit Points were derived from the Health stat). Like most other RPGs, a loss of hit points indicates physical harm being inflicted upon a character, which can potentially lead to death. GURPS calculates shock penalties when someone is hit, representing the impact it causes and the rush of pain that interferes with concentration. Different weapons can cause different 'types' of damage, ranging from crushing (a club or mace), impaling (a spear or arrow), cutting (most swords and axes), piercing (bullets), and so on.

One peculiarity about loss of Hit Points is that in GURPS, death is not certain. While a very high amount of total HP loss will cause certain death, there are also several points at which a player must successfully roll HT, with different grades of failure indicating character death or a mortal injury.

Depending on the nature of the attack, there will sometimes be additional effects.

Advancement

Character advancement follows the same system as character creation. Characters are awarded character points to improve themselves at regular intervals (usually at the end of a game session or story).

GMs are free to distribute experience as they see fit. This contrasts with some traditional RPGs where players receive a predictable amount of experience for defeating foes. The book recommends providing 1-3 points for completing objectives and 1-3 points for good role-playing per game session.

Advancement can also come through study, work, or other activities, either during game play or between sessions. In general, 200 hours of study equals one character point which can be applied for the area being studied. Self-study and on the job experience take more time per character point while high tech teaching aids can reduce the time required.

Some intensive situations let a character advance quickly, as most waking hours are considered study. For instance, characters travelling through the Amazon may count every waking moment as study of jungle survival, while living in a foreign country could count as eight hours per day of language study or more.

Licensed works

The computer game publisher Interplay licensed GURPS as the basis for a post-nuclear war
Nuclear warfare
Nuclear warfare, or atomic warfare, is a military conflict or political strategy in which nuclear weaponry is detonated on an opponent. Compared to conventional warfare, nuclear warfare can be vastly more destructive in range and extent of damage...

 role-playing video game
Role-playing video game
Role-playing video games are a video game genre with origins in pen-and-paper role-playing games such as Dungeons & Dragons, using much of the same terminology, settings and game mechanics. The player in RPGs controls one character, or several adventuring party members, fulfilling one or many quests...

 (Fallout
Fallout (computer game)
Fallout is a computer role-playing game produced by Tim Cain, developed and published by Interplay in 1997. The game has a post-apocalyptic and retro-futuristic setting in the mid-22nd century, featuring an alternate history which deviates some time after World War II, where technology, politics...

) in 1995. Late in development, Interplay replaced the GURPS character-building system with their own SPECIAL System
SPECIAL System
SPECIAL is a character creation and statistics system developed specifically for the Fallout franchise of computer role-playing games. SPECIAL is an acronym, representing the seven attributes used to define Fallout characters: Strength, Perception, Endurance, Charisma, Intelligence, Agility and...

. According to Steve Jackson, "The statement on the Interplay web site, to the effect that this was a mutual decision of SJ Games and Interplay, is not true. [...] We are not clear what their proposal to finish and release the game without the [GURPS] license entails, for us or for the game, and have absolutely not agreed to it."

GURPS For Dummies
...for Dummies
For Dummies is an extensive series of instructional / reference books which are intended to present non-intimidating guides for readers new to the various topics covered. Despite the title, their publisher has taken great pains to emphasize that the For Dummies books are not literally for dummies....

(ISBN 0-471-78329-3), a guidebook by Stuart J. Stuple, Bjoern-Erik Hartsfvang, and Adam Griffith, was published in 2006.

See also

  • List of GURPS books, especially
    • GURPS 4e Basic Set
      GURPS 4e Basic Set
      GURPS 4e Basic Set is a hard-bound two volume set written by Steve Jackson, Sean M. Punch, and David L. Pulver. It was published in 2004 by Steve Jackson Games and contains the core rules for the fourth edition of GURPS. The first volume, Characters , addresses what players need to know to create a...

  • Pyramid
    Pyramid (magazine)
    Pyramid is a gaming magazine, publishing articles primarily on role-playing games, but including board games, card games, and other sorts of games. It began life in 1993 as a print publication of Steve Jackson Games for its first 30 issues, though it has been published on the Internet since March...

    , a monthly online magazine with GURPS support
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