rpg:gurps:core:start
Table of Contents
GURPS Core Resources
This section is a full listing of primary game resources that can be considered useful for all GURPS campaigns. House rules for specific campaigns (including modified handling of specific rule aspects in these campaigns) is located in the House Resources section.
- GURPS Lite - A quick one-stop lesson in GURPS play.
Completed Sections
Welcome to GURPS!
- Quick Start - A quick overview of the GURPS system, and how it works.
Building Character
- Character Creation - An explanation of how to create a character. (Character Creation Checklist is not yet completed.)
Character Attributes
- Basic Attributes - The four basic attributes of GURPS - ST (Strength), DX (Dexterity), IQ (Intelligence), and HT (Health).
- Secondary Characteristics - Characteristics such as perception, move speed, etc, that derive from your basic attributes.
Character Traits
- Build - Your character's physical build (height, weight, and overall size), and how it affects your character.
- Age and Beauty - Your character's age and personal appearance, and its in-game effects.
- Social Background - Your character's cultural background and linguistic capabilities.
- Wealth and Influence - Your character's monetary assets and social influence.
- Friends and Foes - Your character's allies and enemies.
- Identities - Personal and alternate identities.
- Advantages - Positive traits; powers, talents, and abilities that your character can take to improve their capabilities.
- Perks - Small positive tricks and traits your character can take to round them out.
- Features - Zero-point modifiers that provide no distinct advantage or disadvantage, but further define the limitations of a character.
- Modifiers - Features you can add to a trait, usually an advantage, to change the way it works.
- Disadvantages - Negative traits that define your character's physical and mental problems, from inconveniencing quirks to crippling flaws.
- Quirks - Small negative flaws and foibles your character can take to define them better.
- Templates - Character templates, lenses, and meta-traits.
Skills and Techniques
- Everyman Skills - Notes on what some campaign types might consider 'standard skills' for experienced characters.
- Skill Notes - General notes on how skills work, including specialties and familiarities, and point costs for skills and techniques.
- Skill Modifiers - Modifiers for skills, particularly skills with knowledge that is relevant to a specific place or time.
- Skill List - The list of skills available to characters, with descriptions.
- Skill Sets - Groups of skills that go well together, such as for action heroes.
- Wildcard Skills - Also known as Bang! skills, this optional rule lets you declare expertise in all aspects of a general area (like Gun! or Detective!) to cover what otherwise would be an extremely broad range of skills.
- Techniques - Want to increase your character's ability with a particular facet of a skill? Here's how.
- Combat Styles - Martial arts in which characters might train.
- Imbuement Skills - Imbuements upon weapons that characters might perform.
More Stuff
- Tables: Modifiers of all sorts, from to-hit modifiers to location modifiers to critical miss tables and more.
- Magic - Magic in the GURPS system.
- Psionics - Psionics in the GURPS system.
- Equipment - Generic equipment that characters can purchase; most worlds have more specific notes.
- Character Development - How to develop your characters with experience and training.
- Tactical Swarms - Handling swarms under the command of an individual.
Other Rule Sections
Action
- Pulling Rank - Using your Rank to make requests for aid and support.
- Basic Abstract Difficulty - For a quick measure of how BAD the situation is, pun intended.
- Complementary Skills - For those times when one skill should rightfully aid another.
- Teamwork - Handling situations where an entire team only gets one success roll.
- Getting the Ball Rolling - So you need a job? A mission? An objective? Let's get things started.
- Standard Operating Procedure - Before you charge into trouble, you may want to go over a few things with your buddies first.
- Gathering Intelligence - Now that you know the job, you may want to know more about it before you charge in guns blazing, hmm?
- Planning - You know enough to do something big and actionable, but before you hit the big target, you need a plan!
- Getting In - You've got a target, you've got a plan, now you've just got to actually get in there.
- Grabbing the Goods - You're in - now you just need to get what you came for.
- Destruction - Now that you've got what you want, it's time for some good old-fashioned destruction to wreck everything else.
- Deception - The truth is a weapon, and deception is an excellent defense against those who might try to reveal your skulduggery.
- Getting Away - You've got the goods, you've destroyed the evidence, and you've planted false evidence pointing to your enemies. Now you just need to get away…
- Providing Security - Now that you've got the goods, you've got to protect them from anyone who might try breaking in on YOU.
- Cinematic Chases - Handling cinematic chases where how many yards ahead you are doesn't matter quite as much as the action.
- Cinematic Combat - Handling cinematic fast-paced combat without letting things drag down.
- Hit Locations - Hit locations and the effects of targeting them, as well as how different stances affect the difficulty of hitting them.
- Fight or Flight - Providing a general 'morale' handler for determining NPC responses under tense circumstances.
City Stats
- Statistics for Cities: The statistics of a city summarize information about its environment; its population and their way of life; and its capabilities as an organization. The GM can expand these highlights
with a detailed description or map.
Uncompleted Sections
- Success Rolls - Every dice-based game has these – this is how you see how well you're doing.
- Combat - How combat works in the GURPS system.
- Tactical Combat - Specific rules for tactical combat on a combat map.
- Special Combat Situations - Special circumstances that can come up in combat.
- Injury, Illness, and Fatigue - Being hurt, sick, and tired is bad. Here's the effects.
- Creating Templates - Helping GMs to create new templates.
- Animals and Monsters - Because not every living thing is intelligent.
- Technology and Artifacts - Because sometimes it really is about who has the best toys.
- Game Mastering - Someone has to play referee.
- Game Worlds - Building a game world for fun and gaming glory.
- Infinite Worlds - A sample gameworld for GURPS, complete with infinite worlds to explore.
- Skill Categories - A re-sorted way to view skills by related categories, so that people can quickly find related skills when building a character.
- Imbuements - The power to imbue weaponry with special effects and bonuses.
- Magic - The power of magic in its various forms.
- unsorted - Various unsorted data.
Nonexistent Sections
- Jobs - How characters get jobs, hire people, and purchase slaves.
- Time Use Sheets - How characters can make use of their time between adventures.
- Size and Speed/Range Table - Used for determining how much any of these factors inhibits your ability to act against something.
- Combat Modifiers - Summarizes the success rolls and modifiers used to attack and defend.
- Homebrew Rules - Homebrew rules, advantages, and other things muddling around Aus's brain.
rpg/gurps/core/start.txt · Last modified: 2024/09/08 19:26 by wizardofaus_doku