GURPS 4e - Core - Basic Set - Campaigns {SJG03495}.pdf

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This book is intended for Game Masters and
advanced players. It covers physical feats,
combat, vehicles and technology, animals and
monsters, world design, and Game Mastering.
“Tool kit” chapters let you create new creatures
(and even PC races), artifacts, character abilities,
and entire game worlds.
It also features a cross-world setting, Infinite Worlds, which you can
use to create cross-genre campaigns . . . develop alternate histories . . .
play modern characters in a fantasy world . . . whatever you like!
GURPS Fourth Edition offers regular new releases and extensive
online support. It’s based on 16 years of gamer feedback from the Third Edition,
and is faster and easier to play than ever before. All rules are carefully organized, indexed,
and cross-referenced. Charts and tables are clear and legible. And the library of 200+
Third Edition books already in print is a resource that will jump-start any campaign!
This is Book 2 of the two-volume Basic Set. Only Book 1 is necessary to play.
Book 2 is required for the Game Master, and players wanting more detail will find it valuable.
4 TH E DITION ,4 TH P RINTING
P UBLISHED A PRIL 2008
ISBN 978-1-55634-730-6
9!BMF@JA:RSVROUoYjZhZ_ZdZ`
SJG03495 01-0002
Printed in
Thailand
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Basic Set: Campaigns
GURPS Game Design by STEVE JACKSON
GURPS Fourth Edition Revision by DAVID L. PULVER and SEAN M. PUNCH
Cover Design by VICTOR R. FERNANDES
Cover Art by JEFF KOKE, CHRISTOPHER SHY, and ROGERIO VILELA
Edited by ANDREW HACKARD and STEVE JACKSON
´
Illustrated by ABRAR AJMAL, MICHAEL CLARKE, CHRIS DIEN,
ALEX FERNANDEZ, ROBERTO MARCHESI, TORSTEIN NORDSTRAND,
BOB STEVLIC, DAN WILLEMS, ERIC WILKERSON, and LEO WINSTEAD
ISBN 978-1-55634-730-6
4 5 6 7 8 9 10
STEVE JACKSON GAMES
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GURPS System Design
STEVE JACKSON
ANDREW HACKARD
GURPS Line Editor
SEAN PUNCH
Production Manager
MONIQUE CHAPMAN
Art Director
PHILIP REED
Page Design
PHILIP REED
JUSTIN DE WITT, ALEX FERNANDEZ, and PHILIP REED
Prepress Checkers
FADE MANLEY and MONICA STEPHENS
Print Buyer
MONICA STEPHENS
Marketing Director
PAUL CHAPMAN
Sales Manager
ROSS JEPSON
Errata Coordinator
ANDY VETROMILE
GURPS FAQ Maintainer
STEPHANE THERIAULT
´
´
Infinite Worlds Concept by John M. Ford and Steve Jackson
Iconic Characters Created by Kenneth Hite
Editorial Assistance by Jeff Rose
Proofreading by Steve Jackson and Sean M. Punch
Additional Material: Kenneth Hite, Robert M. Schroeck, William H. Stoddard
Fourth Edition Testing and Rules Refinement: James Cambias, Paul Chapman, Mark Cogan, Peter V. Dell'Orto, John M. Ford,
Devin L. Ganger, Robert Gilson, Kenneth Hite, Roberto Hoyle, Steven Marsh, Phil Masters, Elizabeth McCoy, Walter Milliken,
Bill Oliver, Kenneth Peters, Giles Schildt, Gene Seabolt, William H. Stoddard, Michael Suileabhain-Wilson, William Toporek,
Brian J. Underhill, Andy Vetromile, Hans-Christian Vortisch, Jeff Wilson, Jonathan Woodward
Helpful Comments: Michelle Barrett, Kim Bernard, T. Bone, C. Lee Davis, Shawn Fisher, Bob Portnell,
Lisa Steele, Stéphane Thériault, Chad Underkoffler
Credits for earlier editions:
Additional Material: Steve Beeman, Craig Brown, Jerry Epperson, Jeff George, Scott Haring, Mike Hurst, Stefan Jones,
Jim Kennedy, David Ladyman, Jeff Lease, Walter Milliken, Steffan O’Sullivan, Ravi Rai, W. Dow Rieder,
Art Samuels, Scorpia, Curtis Scott
Playtest: Norman Banduch, Jeb Boyt, Keith Carter, Caroline Chase, James Crouchet, Jim Gould, Scott Haring,
Rob Kirk, David Ladyman, Martha Ladyman, Creede Lambard, Sharleen Lambard, C. Mara Lee, Mike Lopez,
Michael Moe, David Noel, Susan Poelma, Warren Spector, Gerald Swick, Allen Varney, Dan Willems
Blindtest: Aaron Allston, Mark Babik, Sean Barrett, Bill Barton, Vicki Barton, James D. Bergman, David Castro,
Bruce Coleman, Jerry Epperson, Jeff Flowers, Dave Franz, Cheryl Freedman, Jeff George, Kevin Gona, Kevin Heacox,
Carl Leatherman, Guy McLimore, Alexis Mirsky, Joseph G. Paul, Greg Poehlein, Greg Porter, Randy Porter, Mark Redigan,
Glenn Spicer, John Sullivan, Rick Swan, Kirk Tate, David Tepool, Bob Traynor, Alexander von Thorn, and many others
Reality Checking: Warren Spector, Monica Stephens, Allen Varney, Jim Gould, David Noel, Rob Kirk
Research Assistance: Mike Hurst, Jeffrey K. Greason, Walter Milliken
Helpful Comments: Many of the above, plus Tim Carroll, Nick Christenson, Jim Duncan, David Dyche, Ron Findling, Mike Ford,
Steve Maurer, John Meyer, Ken Rolston, Dave Seagraves, Bill Seurer, Brett Slocum, Gus Smedstad, Karl Wu, and Phil Yanov
Many thanks to everyone above – and for all the others we couldn’t list.
And special thanks to everyone who enjoyed the first three editions and said so!
GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names
of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated,
or used under license. GURPS Basic Set: Campaigns is copyright © 1986, 1987, 1988, 1989, 1991, 1992, 1993, 1994, 1996, 1998, 1999, 2002, 2004, 2008
by Steve Jackson Games Incorporated. All rights reserved. Printed in Thailand.
The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal,
and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage
the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
338
C REDITS
Managing Editor
Production Artists
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C ONTENTS
I NTRODUCTION . . . . . . 342
Movement . . . . . . . . . . . . . . . . . . . 367
Step . . . . . . . . . . . . . . . . . . . . . . . . 368
Spacing . . . . . . . . . . . . . . . . . . . . . 368
Moving Through
Other Characters . . . . . . . . . . 368
Crouching . . . . . . . . . . . . . . . . . . . 368
A TTACKING . . . . . . . . . . . . . . . . . . . . . . 369
M ELEE A TTACKS . . . . . . . . . . . . . . . . . 369
Melee Attack Options . . . . . . . . . 369
Unarmed Combat . . . . . . . . . . . . 370
Actions After Being Grappled . . . . 371
R ANGED A TTACKS . . . . . . . . . . . . . . . . 372
Thrown Weapon Attacks . . . . . . 373
Missile Weapon Attacks . . . . . . . 373
D EFENDING . . . . . . . . . . . . . . . . . . . . . 374
Active Defense Rolls . . . . . . . . . . 374
Dodging . . . . . . . . . . . . . . . . . . . . 374
Blocking . . . . . . . . . . . . . . . . . . . . 375
Parrying . . . . . . . . . . . . . . . . . . . . 376
Parrying Heavy Weapons . . . . . . . 376
Active Defense Options . . . . . . . . 377
Readying Weapons and
Other Gear . . . . . . . . . . . . . . . 382
When Is a Weapon Ready? . . . . . 383
Typical Long Actions . . . . . . . . . . 383
10. S UCCESS R OLLS . . . 343
When to Roll . . . . . . . . . . . . . . . . 343
Modifiers . . . . . . . . . . . . . . . . . . . 344
Default Rolls . . . . . . . . . . . . . . . . . 344
Task Difficulty . . . . . . . . . . . . . . . 345
Equipment Modifiers . . . . . . . . . . 345
Long Tasks . . . . . . . . . . . . . . . . . . 346
Degree of Success or Failure . . . 347
Optional Rule:
Influencing Success Rolls . . . . 347
Repeated Attempts . . . . . . . . . . . 348
C ONTESTS . . . . . . . . . . . . . . . . . . . . . . 348
Quick Contests . . . . . . . . . . . . . . . 348
Regular Contests . . . . . . . . . . . . . 349
The Rule of 16 . . . . . . . . . . . . . . . 349
P HYSICAL A CTIVITIES . . . . . . . . . . . . . . 349
Climbing . . . . . . . . . . . . . . . . . . . . 349
Digging . . . . . . . . . . . . . . . . . . . . . 350
Different Gravity . . . . . . . . . . . . . . 350
Hiking . . . . . . . . . . . . . . . . . . . . . . 351
Holding Your Breath . . . . . . . . . . 351
Jumping . . . . . . . . . . . . . . . . . . . . 352
Optional Jumping Rules . . . . . . . 352
Lifting and Moving Things . . . . . 353
Running . . . . . . . . . . . . . . . . . . . . 354
Swimming . . . . . . . . . . . . . . . . . . 354
Flying . . . . . . . . . . . . . . . . . . . . . . . 354
Throwing . . . . . . . . . . . . . . . . . . . 355
Catching . . . . . . . . . . . . . . . . . . . . 355
Extra Effort . . . . . . . . . . . . . . . . . 356
S ENSE R OLLS . . . . . . . . . . . . . . . . . . . 358
Vision . . . . . . . . . . . . . . . . . . . . . . 358
Hearing . . . . . . . . . . . . . . . . . . . . . 358
Taste/Smell . . . . . . . . . . . . . . . . . . 358
I NFLUENCE R OLLS . . . . . . . . . . . . . . . . 359
Influencing the PCs . . . . . . . . . . . 359
W ILL R OLLS . . . . . . . . . . . . . . . . . . . . 360
Fright Checks . . . . . . . . . . . . . . . . 360
F RIGHT C HECK T ABLE . . . . . . . . . . . . 360
12. T ACTICAL
C OMBAT . . . . . . . . 384
Figures . . . . . . . . . . . . . . . . . . . . . 384
T HE C OMBAT M AP . . . . . . . . . . . . . . . . 384
Hexes . . . . . . . . . . . . . . . . . . . . . . . 384
Facing . . . . . . . . . . . . . . . . . . . . . . 385
M ANEUVERS IN T ACTICAL
C OMBAT . . . . . . . . . . . . . . . . . . . . . 385
Wait Maneuver Strategy . . . . . . . . 385
M OVEMENT IN T ACTICAL C OMBAT . . . . . 386
The “Step” in Tactical
Combat . . . . . . . . . . . . . . . . . . 386
Movement Point Costs . . . . . . . . . 387
A TTACKING IN T ACTICAL C OMBAT . . . . . . 388
Melee Attacks . . . . . . . . . . . . . . . . 388
Long Weapon Tactics . . . . . . . . . . 388
Ranged Attacks . . . . . . . . . . . . . . 389
Pop-Up Attacks . . . . . . . . . . . . . . . 390
D EFENDING IN T ACTICAL C OMBAT . . . . . 390
“Runaround” Attacks . . . . . . . . . . 391
C LOSE C OMBAT . . . . . . . . . . . . . . . . . . 391
Entering a Foe’s Hex . . . . . . . . . . 391
Leaving a Foe’s Hex . . . . . . . . . . . 391
Weapons for Close Combat . . . . 391
Readying in Close Combat . . . . . 391
Defense in Close Combat . . . . . . 392
Multiple Close Combat . . . . . . . . 392
Striking Into a Close Combat . . . . 392
M ULTI -H EX F IGURES . . . . . . . . . . . . . . 392
13. S PECIAL C OMBAT
S ITUATIONS . . . . . . 393
S URPRISE A TTACKS
AND I NITIATIVE . . . . . . . . . . . . . . . . 393
V ISIBILITY . . . . . . . . . . . . . . . . . . . . . . 394
S PECIAL M OVEMENT . . . . . . . . . . . . . . 394
High-Speed Movement . . . . . . . . 394
Optional Rule: Changing
Posture in Armor . . . . . . . . . . . 395
Mounted Combat . . . . . . . . . . . . 396
Flying Combat . . . . . . . . . . . . . . . 398
H IT L OCATION . . . . . . . . . . . . . . . . . . . 398
Tight-Beam Burning Attacks . . . . 399
Targeting Chinks in Armor . . . . . . 400
Striking at Weapons . . . . . . . . . . 400
Subduing a Foe . . . . . . . . . . . . . . 401
S PECIAL M ELEE C OMBAT R ULES . . . . . 402
Attack from Above . . . . . . . . . . . . 402
Combat at Different Levels . . . . . 402
Size Modifier and Reach . . . . . . . 402
Special Unarmed Combat
Techniques . . . . . . . . . . . . . . . 403
Special Melee Weapon Rules . . . . 404
Improvised Weapons . . . . . . . . . . 404
Dirty Tricks . . . . . . . . . . . . . . . . . . 405
S PECIAL R ANGED C OMBAT R ULES . . . . . 407
11. C OMBAT . . . . . . . . 362
C OMBAT T URN S EQUENCE . . . . . . . . . . 362
M ANEUVERS . . . . . . . . . . . . . . . . . . . . 363
Multiple Maneuvers and
Full-Turn Maneuvers . . . . . . . . 363
Do Nothing . . . . . . . . . . . . . . . . . . 364
Move . . . . . . . . . . . . . . . . . . . . . . . 364
Change Posture . . . . . . . . . . . . . . 364
Aim . . . . . . . . . . . . . . . . . . . . . . . . 364
Evaluate . . . . . . . . . . . . . . . . . . . . 364
Attack . . . . . . . . . . . . . . . . . . . . . . 365
Feint . . . . . . . . . . . . . . . . . . . . . . . 365
All-Out Attack . . . . . . . . . . . . . . . . 365
Move and Attack . . . . . . . . . . . . . 365
All-Out Defense . . . . . . . . . . . . . . 366
Concentrate . . . . . . . . . . . . . . . . . 366
Ready . . . . . . . . . . . . . . . . . . . . . . 366
Wait . . . . . . . . . . . . . . . . . . . . . . . . 366
M OVEMENT AND C OMBAT . . . . . . . . . . 367
D AMAGE AND I NJURY . . . . . . . . . . . . . . 377
Damage Roll . . . . . . . . . . . . . . . . . 378
Damage Resistance
and Penetration . . . . . . . . . . . 378
Knockback . . . . . . . . . . . . . . . . . . 378
Fast Damage Resolution
for Multiple Hits . . . . . . . . . . . 379
Wounding Modifiers
and Injury . . . . . . . . . . . . . . . . 379
Injury to Unliving, Homogenous,
and Diffuse Targets . . . . . . . . . 380
Effects of Injury . . . . . . . . . . . . . . 380
Special Damage . . . . . . . . . . . . . . 381
Attacks Without Damage . . . . . . . 381
C RITICAL H ITS AND M ISSES . . . . . . . . . 381
Critical Hits . . . . . . . . . . . . . . . . . 381
Critical Misses . . . . . . . . . . . . . . . 382
Example of Combat . . . . . . . . . . . 382
O THER A CTIONS IN C OMBAT . . . . . . . . 382
C ONTENTS
339
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