What is Gurps, and why do I need to know about it?

Gurps is the Generic Universal RolePlaying System and was made popular by it's ease of use and functioned as the backbone of the fallout series of games. As you may know, combat and actions break down in the RolePlay because nobody has a baseline of how good people should be at doing things. Assume for a moment it were about star wars and you're a new jedi, how do you know when you can lift your X-Wing out of the swamp? How do you know when your training is complete? How do you know you're even good at being a jedi? A system like Gurps can answer these questions in a fair and balanced way. Essentially what you need to know about GURPS is that you have points that determine how good at doing things you are.

In normal GURPS you would roll dice yourself, but here we will roll on your behalf, behind the scenes. The only thing that you, the player, need to do is allocate your character's points when making a character and every time you're informed they have gained points to spend.

What are points, and how do I spend them?

An explanation of attributes:

When a character is first introduced they have 50 points. You'll divide them among the following attributes:
STRENGTH (10 points per level) - measures physical power and bulk, makes you good at brawling and defending, also useful for lifting, throwing things, and moving at faster speeds while encumbered.
DEXTERITY (20 points per level) - measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic moves and fighting.
INTELLIGENCE (20 points per level) - measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It'll also determine how well you notice things.
HEALTH (10 points per level) - measures energy and vitality. It represents stamina, resistance (to poison, disease, radiation, etc.), and contributes to how fast your character moves.
SKILLS (VARIES) - measures ability to do things from acrobatics to weapon use.

There are also other stats determined by your earlier choices:
HIT POINTS (STRENGTH) - measures your character's physical health.
STAMINA POINTS (STRENGTH) - measures your character's energy level.
WILL (INTELLIGENCE) - measures your character's mental health.
PERCEPTION (INTELLIGENCE) - measures your character's ability to notice things.
BASIC SPEED (HEALTH + DEXTERITY / 4) helps determine your running speed, your chance of dodging an attack, and the order in which you act in combat.
BASIC MOVE (HEALTH + DEXTERITY) determines how fast you run unencumbered.

These skills may increase as you use them or free points may be assigned to your character as you play being able to be spent how you choose.

An explanation of scores and their meanings:

Most characters have attributes in the 1-20 range, and most normal humans have theirs in the 8-12 range. All characters start with a default 10 points in each attribute for free.
6 or Less (Crippling): An attribute this bad severely constrains your lifestyle.
7 (Poor): Your limitations are immediately obvious to anyone who meets you. This is the lowest score you can have and still pass for “able-bodied.”
8/9 (Below average): Such scores are limiting, but within the human norm.
10 (Average): The norm.
11/12 (Above average): These scores are superior, but within the human norm.
13/14 (Exceptional): Such an attribute is immediately apparent – as bulging muscles, feline grace, witty dialog, or glowing health – to those who meet you.
15 or More (Amazing): An attribute this high draws constant comment and probably guides your career choices.

What are the rolls, and when do they happen?

How does Combat work?

How does Equipment work?

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License