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GURPS 4e

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Ghaigido

Supernova
Joined
Oct 17, 2012
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American Mid-West
Yeah, so... GURPS is a completely Point Buy system. The only dice you need are D6. It is preferable that you have up to 7 or 8, just in case you find an awesome ass weapon.

The game operates on a Hex Grid, and every round in combat is 1 second. This limits your options in a single round, but combat moves a little quicker.

Combat is fairly simple. You get one action, and that's it. That action could be moving, attacking, using a skill, using a special power, or even crying out in pain. Many things can also be done while moving, but at a penalty.

Now, as each round is 1 second, there are obviously some things there are just no time for. Such as Attacks of Opportunity, or discussing strategy with your allies. Anything that cannot be said in 1 second cannot be said.

Initiative is determined by a character's Base Speed, not their Base Move, which is different.

When a creature attacks, they make a 3d6 skill roll with the weapon they are attacking with. If they roll less than or equal to their skill level, then they successfully hit. A 3 or 4 is a critical success, and a 17 or 18 is a crit fail.

Crit Success range can increase up to 3-6 and Crit Fail range decreased to merely 18 by increasing your skill level with a particular skill.

When a creature is attacked, they get an Active Defence roll. This is usually by Dodging, but some will either Block or Parry. It is, like skill rolls, a success roll. If you roll lower than or equal to your dodge (or other active defence, where applicable), you take no damage.

There are facing rules that have some effect in combat. As I said before, it is a Hex grid. Every Hex is '1 yard,' as opposed to DnD's squares being 5 feet. I should note that Stepping Rules are nearly identical to DnD, and that many actions take no penalty while stepping.

As Hexes have six sides, there are also six directions to move in. The side of the hex a character is facing is considered forward, along with the two adjacent hexes.

The hex directly behind the character is the Backwards hex, and the two next to that are the Side hexes. If a character is attacked from the Side, they take a penalty to their active defence. If attacked from Behind, he or she gets no active defence.

For further information, please read the Basic Set books, Basic Set - Character and Basic Set - Campaign.


---SKILLS---

Every skills has a base attribute, like in DnD. Some with be ST, some with be DX, some will be Will, etc.

All skills are divided into four difficulties; Easy, Average, Hard, and Very Hard. These determine the starting Skill Level you have when you first buy the skill.

Each difficulty is a certain measure away from its base attribute, so as to represent the difference between a person's natural ability and their skill with the subject.

An Easy skill, like Beam Weapons, is at DX+0. So if your DX is 10, you have to roll a 10 or lower to succeed with that skill.

An Average skill, like Animal Handling, is at IQ-1. So if your IQ is 10, you have to roll a 9 or lower to succeed.

Hard skills are the same, except at -2, and Very Hard at -3.

In order to increase your skill, you must put more points into it. By taking a skill, you are putting 1 point into it, and therefore have the basic Skill Level.

To increase any skill, regardless of difficulty, takes points. To go from base SL to the next SL, you need to have a total of 2 points in the skill. To reach the one after that, you must have a total of 4. After that, however, it follows a pattern of +4 points to increase skill level.

So, for Joe the Shmoe, who has DX 10, to have a SL greater than base in Acrobatics, a highly useful skill, he has to spend points. How much, though?

Well, Acrobatics is Hard. With only 1 point in Acrobatics, his SL is 8. To make any real use of Acrobatics, he'll need at least SL 11. Well, he already has 1 point in the skill just by having the skill, so he'll have to add 1 to hit SL 9, then 2 to hit SL 10, and then 4 to hit SL 11. In the end, he's dropped 8 points into Acrobatics.

Another important thing to remember about skills is that some of them can Default to something else.

Suppose you want to make an Acting roll, but don't have the Acting Skill. Well, Acting Defaults to IQ-5, Performance-2, and Public Speaking-5. Fortunately for you, you have Performance, so you can make a Performance roll with a -2 penalty in place of an Acting roll.

Sometimes, the GM may decide that a skill can Default to a skill it does not actually Default to in the Basic Set - Character book. Well, GM's Word is final, so try not to complain too much in case he decides to do the opposite and say that a certain skill's Default does not exist.

Finally, some skills increase the SL of other, similar ones once you are skilled enough in it. Read individual skill discriptions for more details.
 
-Current Game Rules-

Age of Consent for this Game is Minimum 15

Character Creation:
350 point base
Up to [-70] in Disadvantages
Up to [-5] in Quirks
Max SL is 25

Wealth and TL will be determined by the Character's Background, but default to $20,000 and TL8.

Equipment-
-Unless specifically stated, weapons are not drawn.
-It is assumed that items in pouches or containers that would normally be a part of a weapon, such as clips or ammo, are already attached. They may be in different places, but they are grouped together for simplicity.

---Game Background---

In December of 2012, things were all right. Earth was a decent place to be, even though the Mayans had apparently thought the world was going to end that year.

Or so we thought. A small mistranslation led to a large misunderstanding.

It is now year 2082, and what the Mayans had really predicted was the return of the Rifts. These Rifts open randomly and let things from other realities through. Sometimes hostile monsters, sometimes a fleeing people, but always something. Suffice to say, armed forces are sent in to secure the area wherever a Rift opens.

Sometimes when Rifts open, but nothing comes out. In cases like that, a task force is usually sent in to explore the inside. If the Rift is useful, it is left open. If not, it is closed via some special method.

For dealing with Rifts, there are generally four major groups.

There are Government Organizations, which vary country to country in size, power, and reputation. They have much more funding than the others, but less freedom of movement.
There are privately owned and run Guilds, which are everywhere but don't always have the best reputations. As a group, they have decent funding for their members and decent mobility.
Then there are the Freelancers, people who are capable of dealing with these rifts alone and prefer it that way. They are very powerful. Of these three, they usually have the least money, but the most freedom of all.

Finally, there are Drifters. Drifters are those who are combat capable enough to join a Guild or Organization, but don't. They sometimes help fight Rifts, but do not actively pursue them like Freelancers. Whatever their motivation, the person, or group of people, tend to not stick around any one place for too long. In a world where traveling is one if the most dangerous things ever, it is both impressive and scary.

Some countries were not properly prepared for the Rifts, and got destroyed or taken over. Some managed to grab overtech from an advanced world and have soared to new heights. Most of the world, however, stayed in generally the same state of living. Progress is slow due to the numerous political conflicts and small-scale wars that happen so often. In a world where a Rift could open anywhere and at any time, you'd think the world would become less divided, not moreso.
[Some countries are still TL 6, others are TL 10 due to stuff reverse engineered from 'stuff' out of a Rift. Most of the world is TL 8, however.]

That is what happened, however. Much of the world still holds an 'every man for himself' attitude when dealing with others, whether they be foreigners or their own neighbors. Magic and Overtech, when they appear, are horded due to their value. Sharing of wealth and information happens rarely. Those people who come through the Rifts for whatever reason are often treated with disdain, and those who are not entirely human are almost always treated worse.

In a way, the ancient Mayans were right. The world did end, and this strange new Earth is all we have left of the old one.
 
-Books-
Basic Set - Characters : https://www.dropbox.com/sh/5ntw6iidkov8nf6/l3L0HJIfK2/Watching/GURPS%20-%204th%20Edition%20-%20Basic%20Set%20-%20Characters.pdf

Basic Set - Campaign : https://www.dropbox.com/sh/5ntw6iidkov8nf6/87sb31vesK/Watching/GURPS%20-%204th%20Edition%20-%20Basic%20Set%20-%20Campaigns.pdf

!!WARNING!! - The above two books have some odd numbering. If you get confused, it's okay.

Other Useful Books : https://www.dropbox.com/sh/5ntw6iidkov8nf6/z5Axwq6O3N/Watching

Power-up Perks 2 : http://dagwood.sandwich.net/spear/GURPS_4e_-_Power-Ups_2_Perks.pdf
 
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