Both volumes of the GURPS Fourth Edition Basic Set combined into a single PDF, fully bookmarked.
GURPS Basic Set
β Scribed by Steve Jackson
- Publisher
- Steve Jackson Games Incorporated
- Year
- 2004
- Tongue
- English
- Leaves
- 276
- Edition
- 3, Revised
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
http://www.sjgames.com/gurps/books/Basic/3e/
β¦ Table of Contents
Introduction
How to Learn GURPS
Materials Needed for Play
About the Author
More for GURPS
What is Roleplaying?
Quick Start
A Note on Dice
Creating a Character
Character Types
Individualizing Your Character
Beginning Point Levels
Game-World Adaptations and Nonhuman Races
Sample Character Sheet
1. Basic Attributes
Beginning Attribute Levels and
Their Meanings
How to Select Basic Attributes
Handedness
Your Speed Score
Children
Example of Character Creation
Listing Attributes on Your Character Sheet
2. Physical Appearance
Height and Weight
Height/Weight Tables
3. Wealth and Status
Wealth
Starting Wealth
Reputation
Literacy
Status
Example of Character Creation (Continued)
4. Advantages
Advantages
Allies
Patrons
New Advantages
Example of Advantage Selection
5. Disadvantages
Social Disadvantages
Physical Disadvantages
Mental Disadvantages
Dependents
Duties
Enemies
Notes on Disadvantages
New Disadvantages
Example of Disadvantage Selection
6. Quirks
Example of Character Creation (Continued)
7. Skills
Index of Skills
Learning Skills
Improving Your Skills
Free Increases in Skills
Choosing Your Beginning Skills
Prerequisites
Specializing
Familiarity
Point Costs for Skills
Physical Skills
Mental Skills
Skill Defaults: Using Skills You Donβt Know
Defaulting to Other Skills
Improving Skills with Defaults
Meaning of Skill Levels
List of Skills
New Skills
Animal Skills
Artistic Skills
Athletic Skills
Combat/Weapon Skills
Craft Skills
Hobby Skills
Language Skills
Magical Skills
Medical Skills
Outdoor Skills
Professional Skills
Psionic Skills
Scientific Skills
Social Skills
Thief/Spy Skills
Vehicle Skills
Example of Skill Selection
8. Equipment and Encumbrance
Money
Buying Equipment
Clothing and Armor
Do You Need Armor?
Listing Armor on Your Character Sheet
Layering Armor
Choosing Your Weapons
Weapon Effects
Basic Weapon Damage
Weapon Tables
Weapon Quality
Improvised Weapons
Minimum Strength
Choosing Your Shield
Drawbacks of Shields
Types of Shield
Listing Your Shield on Your Character Sheet
Encumbrance
Encumbrance Levels
Donβt Let the Encumbrance Rules Weigh You Down
Recording Encumbrance on Your Character Sheet
Example of Equipment and Encumbrance
Your Move Score
9. Completing Your Character
Dai Blackthornβs Story
The Character Illustration
Things Not Shown on the Character Sheet
Character Stories
Jobs
10. Character Development
Unspent Points
Improvement Through Adventure
Disadvantages Gained During Play
Improvement Through Study
Age and Aging
11. Random Characters
Skin, Hair and Eyes
Instant NPCs
12. Success Rolls
Default Rolls
Critical Success and Failure
Automatic Success
When the GM Rolls
Contest of Skills
Examples of Contests of Skills
Physical Feats
Running
Jumping
Jumping During Combat
Jumping with Encumbrance
Climbing
Lifting and Moving Things
Shoving Things and Knocking Them Over
Throwing Things
Throwing Distance Table
Examples of Throwing Things
Digging
Digging: Some Comparative Holes
Swimming
Holding Your Breath
Sense Rolls
Vision
Hearing
Smelling and Tasting
Repeated Attempts on Success Rolls
Influence Rolls
Long Tasks
Will Rolls
Fright Checks
Fright Check Table
13. Basic Combat
Combat Turn Sequence
Turn Sequence
Maneuvers
Move
Change Position
Ready
Aim
Flails
Attack
All-Out Attack
Feint
Reloading Time
"My Weaponβs Stuck!" - The Problem with Picks
Wait
All-Out Defense
Concentrate
Long Action
Free Actions
Making an Attack
Example of Combat
Adverse Combat Conditions: Hit Penalties
Critical Hits
Defense
Active Defense
Dodging
Blocking
Parrying
Passive Defense
Basic Weapon Effects
Effects of Injury
Damage and Injury
Ranged Weapons
Thrown Weapons
Special Ranged Attacks
Missile Weapons
Unarmed Combat
Carrying Weapons (and Other Things)
Animals in Combat
14. Advanced Combat
Movement
The Combat Map
"Reach" of a Weapon
Facing
Forward Movement and Facing
Maneuvers
Change Position
Changing Position in Armor: An Optional Rule
Aim
Step and Ready
Step and Attack
When is a Weapon Ready?
The Fast-Draw Skill
All-Out Attack
Wild Swings
Step and Feint
Knockback
Step and Concentrate
Step and Wait
"Wait" Maneuver Strategy
All-Out Defense
Long Action
Move
Costs for Movement
Free Actions
Attacks
Quicker Combats
Defense
Passive Defense in the Advanced Combat System
Dodging
Blocking
Parrying
"Runaround" Attacks
Retreating
Hit Location
Hit Penalties for Different Body Parts
Deciding Where To Attack
Massive Damage: "Blow-Through"
Critical Hits
Stunning
Advanced Injury Rules
Striking at Weapons
Critical Misses
Critical Misses on Defense Rolls
Choosing Your Armor - Advanced Rules
Close Combat
Maneuvers in Close Combat
Step and Attack Maneuver
Weapons for Close Combat
Step and Ready Maneuver
Change Position Maneuver
Move Maneuver
Evading
Free Actions
Other Maneuvers
Dropped Weapons
Broken Weapons
Defense in Close Combat
Multiple Close Combat
Striking Into a Close Combat
Shields in Close Combat
Modifying Dice + Adds: An Optional Rule
Ranged Weapons
Thrown Hand Weapons
Thrown Objects
Missile Weapons
Ranged Weapon Stats
Arc of Vision
Fast-Draw for Archers
Shooting Blind
Ranged Attacks on Human Targets
Attacking with a Ranged Weapon
Pop-Up Attacks
Aiming
Thrown Weapons
Firing on the Move
Firing Through an Occupied Hex
Hitting the Wrong Target
Cover and Concealment
Opportunity Fire
Other "Opportunity" Actions
Overshooting
Scatter
Guns
Single-Shot Weapons
Automatic Weapons
Counting Shots: An Optional Rule
Stunners
Shotguns
Power Supplies
Damage to Shields: An Optional Rule
Area Effect
Explosions
Concussion Damage
Molotov Cocktails and Oil Flasks
Special Situations
Suffocation
Subduing a Foe
Surprise Attacks and Initiative
Mass Combat
Dirty Tricks
Attacking with a Shield
Combat at Different Levels
Attack from Above
Torches and Flashlights
Attacking Inanimate Objects
Damage Resistance and Hit Points for Some Typical Objects
15. Injuries, Illness, and Fatigue
Injuries
General Damage (Lost Hit Points)
Example of Injury
Instant Death
Effects of Crippling Injuries
First Aid
First Aid Table
Starvation and Dehydration
Natural Recovery
Medical Care
Medical Help Table
Accumulated Wounds: An Optional Rule
Last Wounds: An Optional Rule
Dying Actions
Assorted Hazards
Bleeding: An Optional Rule
Hit Location from a Fall
Poisoned Weapons
Examples of Poison Gas
Illness
Disease
Contagion
Immunity and Susceptibility
Infection
Fatigue
Fatigue Costs
Recovering from Fatigue
16. Mounted and Vehicle Combat
Mounted Combat
Movement
Losing Control of Your Mount and Other Equestrian Disasters
Cavalry Weapons
Lance Combat: Thrusting Damage for ST 21-50
Weapon Fire from a Moving Vehicle or Howdah
Vehicle Weapon Mountings
Defense
Combat Results
Vehicular Combat
The Human Target
Shots Penetrating an Automobile
17. Flight
Movement
Combat Maneuvers
Attacks and Defenses
18. Animals
Combat
Biting Damage
Animal Descriptions
Multi-Hex Creatures
Pets and Trained Animals
Riding and Draft Animals
Individualizing Animals
Fantasy Creatures
19. Magic
Learning Magic
Prerequisites
Finding a Teacher
Hiring a Wizard
Casting Spells
Caster and Subject
Time Required to Cast Spells
Mana
The Ethics of Magic
Magical Terms
Distraction and Injury
Energy Cost for Casting Spells
Duration of Spells and Maintaining Spells
Casting Spells While Maintaining Other Spells
The Mageβs Touch
Wand and Staff
Magic in the Basic Combat System
Different Kinds of Magic
Colleges of Magic
Spell Classes
The Area of Effect
Hints for Spellcasting
Ranged Attack Modifiers
Limits on Protection
Long-Distance Modifiers
Ceremonial and Group Magic
Alternate Systems of Magic
Magic Items
Enchanting: Creating a Magic Item
Value of Magic Items
Power of a Magic Item
Success Rolls when Creating Magic Items
Quick and Dirty Enchantment
Slow and Sure Enchantment
Using a Magic Item
"Always On" Items
Making Magic Items in a Campaign
Controlling PC Enchantment
Magical Entities
Spell List
Animal Spells
Communication and Empathy Spells
Elemental Spells
Earth Spells
Elemental Spirit Spells
Air Spells
Fire Spells
Water Spells
Enchantment Spells
Weapon Enchantments
Armor Enchantments
Spells for Wizardly Tools
Healing Spells
Knowledge Spells
Light and Darkness Spells
Making and Breaking Spells
Mind Control Spells
20. Psionics
Notes for the GM
Power and Skill
Using Psi Abilities
Fatigue Cost
Concentration and Time Required
Repeated Attempts
Default Use
Latent Powers
Critical Success and Failure with Psi
Extra Effort
Telepathy
Active and Passive Skills
Multiple Feats
Glossary
Two-Way Communication
Three-Way Communication
Psionics and Magic
So Which Is Better?
Using Psi with Other Skills
Psychokinesis
Telekinetic Attacks
Telekinetic Throwing
Pside Effects
ESP
Teleportation
Healing
Antipsi
Limitations
21. Game Mastering
Starting a Game Session
Advance Preparation
Campaign Style
Maps
Player-Made Maps
Mapping Overland Journeys
Running the Game
Settling Rules Questions
Playing the NPCs
Playing the Adversary
Reaction Rolls
Predetermined Reactions
Second Reaction Rolls
Special Skills
Knowledge
Keeping the Characters Alive
When in Doubt, Roll and Shout
Dealing with the Players
The Cinematic Campaign
Game Time
Ending a Play Session
Awarding Character Points
Time Use Sheets
22. Game Worlds
Tech Levels
Tech Levels - General Historical Comparison
Transportation
Weapons and Armor
Power
Medicine
Travel
Improving Skills in Alternate Tech Levels
Terrain and Travel
Weather
Laws and Customs
Travel Etiquette
Law Enforcement and Jail
Trials
Criminal Punishment
Economics
Gold and Silver
Controlling Inflation
Buying and Selling
Social Level and Cost of Living
Moving Money Between Worlds
Making Your Own Goods
Jobs
Income from Jobs
Defining New Jobs
Slavery
Sample Job Table (Fantasy/Medieval)
Hirelings
Finding a Hireling
Loyalty Checks
Religion and Politics
23. Writing Your Own Adventures
Where Do You Get Your Ideas?
Adventure Design
Dungeons
Level of Difficulty
Background
Plot
Introduction
Traps
Maps
Characters (NPCs and Adversaries)
Encounters
Features of a Good Adventure
Sample Encounter Table
Finale
Organizing a Continuing Campaign
Shared Campaigns and Travel Between Campaigns
Travel Between Game Worlds
World-Building
Weβre Professionals (Donβt Try This at Home)
Charts and Tables
Ranged Weapon Attacks
Ranged Attack Modifiers
Size and Speed/Range Table
Critical Hits Table
Critical Success and Failure
Critical Head Blow Table
Firearm Critical Miss Table
Maneuvers
Parts of the Body
Table of Positions
NPC Reactions
Reaction Table
Ancient/Medieval Hand Weapon Table
Ancient/Medieval Ranged Weapon Table
Modern and Ultra-Tech Weapons
Ancient/Medieval Armor
Modern and Ultra-Tech Armor
Areas for Parts of the Body
Fantasy/Medieval Equipment
Modern Equipment
Sample Characters
All in a Night's Work
Appendix
Advantages
Disadvantages
Skills
Other Rules
Power Cells
Vital Organs
Super-Strength
Society Control Ratings
Weapon Legality
Glossary
Index
β¦ Subjects
GURPS
π SIMILAR VOLUMES
http://www.sjgames.com/gurps/books/Basic/
With GURPS, you can be anyone you want - an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premie
http://www.sjgames.com/gurps/books/Basic/
http://www.sjgames.com/gurps/books/basic/