Rules

Introduction to GURPS

GURPS, short for Generic Universal Role-Playing System, is a tabletop roleplaying game system designed to adapt to any setting. For this campaign, we’ll be using GURPS Prime Directive, a variant of GURPS Fourth Edition set in the Star Fleet Universe.

Players should start with GURPS Lite, a free download from SJGames which has nearly all of the mechanics you’ll need to play the game. It is strongly recommended that each player have a copy of the GURPS Prime Directive Core Rulebook, either in print or PDF format. GURPS Basic Set: Characters is also very useful, providing some character options not presented in GPD, but it isn’t required.

Presented here is a quick rundown of the system’s base concepts.

Character Points

Characters in GURPS are built using character points. Every positive detail of a character is purchased with character points, and every negative detail refunds points.

Attributes

Each character has four basic attributes:

  • Strength (ST): Physical power and bulk, ability to lift, carry, and do damage.
  • Dexterity (DX): Physical agility, coordination, and manual dexterity.
  • Intelligence (IQ): Mental capacity, acuity, and sense of the world.
  • Health (HT): Physical stamina, energy, and vitality.

Several secondary characteristics are calculated using the basic attributes:

  • Hit Points (HP): How much damage and injury can be sustained, based on ST.
  • Will (Will): Mental focus and strength, withstanding stress, based on IQ.
  • Perception (Per): General sensory alertness, based on IQ.
  • Fatigue Points (FP): A measure of exertion, tiredness, and hunger, based on HT.

Advantages and Disadvantages

These traits are the meat of GURPS characters, and make them more than just a collection of dice-rolling statistics. They define the character’s strengths, weaknesses, and personality. In addition, each non-human race will generally have a “package” of advantages and disadvantages which a character of that race is required (with few exceptions) to purchase.

Advantages can be as exceptional as subsonic hearing or telekinesis, or as simple as ambidexterity. Disadvantages can range from mild phobias to life-threatening vulnerabilities.

Skills

Skills represent specific kinds of knowledge or proficiencies. Ability to hit a moving target with a phaser would be a skill, as would knowledge of geological processes.

Success Rolls

GURPS uses a trio of 6-sided dice to determine success or failure when a character attempts to perform a difficult action, like free-climbing a cliff or reprogramming a computer. The difficulty of the attempt is determined using an appropriate skill or attribute possessed by the character, to which a situational bonus or penalty is applied by the GM. The goal is then for the player to roll a total number equal to or less than the difficulty. If the player succeeds on the roll, then the character succeeds at the attempt.

There are often varying degrees of success or failure, and there may be an opportunity to try a second (or third) time if the first attempt fails.

Character Advancement

Character advancement is very similar to character creation. Characters are awarded character points, which may be spent to improve attributes, increase skills, purchase advantages, or even reduce or eliminate disadvantages. Points may be saved for later—they need not be spent the instant they are earned.