Per extra -1 to TL -2 "Technological skills based on attributes other than IQ let you use technology; they do not assume any real understanding of the science or engineering behind the tools. So a TL6 soldier could fire a TL7 gun at -1 skill rather then Familiarity is in regards to a skill limited to a certain type of equipment. Important note: Familiarity and difference in TL penalties are cumulative. The skill states that this unfamiliarity incurs a -2 and so you are at -7 to skill. The skill states that the specializations default to each other at -4 and so you are at -9 to skill.
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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. Thanks to its flexibility, quality writing, and ease of use, GURPS has been the premiere universal roleplaying game for over three decades!
More than 1,, copies are in print — not counting foreign editions. Here are the last 15 GURPS supplements including reprints and new editions we have released , either in print or electronically.
At least I have some news to lighten things up. It offers more foes in the form of six monsters and 14 villains, more magic items in the shape of 16 rare or unique artifacts, and a whole lot of extras in the boxes in and around the main features, including more character abilities, more professions, more racial templates, and even more pieces of mundane gear. If your campaign has started to feel predictable, this ought to shake things up!
Given the state of the world at this time, "I can guarantee nothing but eventual publication" has never been closer to the truth. Everything is up in the air right now, and the health of our writers and staff is a higher priority than any deadline or delivery date.
Yours Truly wrote a little something that should join the above in production shortly. Sorry, no more clues just yet! William H. Good luck, Bill! On top of all that, one project is past the first-draft stage but on hold, while eight others — including works from S.
Fisher, David Pulver, and Christopher Rice — are in the writing process. Join Us! To state the obvious: Our entire process — from first-draft review, through playtesting, to editing — is backlogged in the extreme.
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GURPS Fourth Edition: Low-Tech
Always Available — Click here to buy! Welcome to the Past! GURPS Low-Tech covers the basic tools used by historical adventurers from the Stone Age to the Age of Sail — and still used by modern survivalists and post-apocalypse survivors when the high-tech toys fail. Weapons and armor from antlers and rawhide to warhammers and heavy mail; adventure and travel gear from simple stone knives to early submarines; everyday items and tools of every trade. Low-Tech starts with the basics that suit any setting.
It was built to go anywhere and everywhere, and to allow for a certain amount of cross-pollenation. GURPS was also one of the first systems to eschew randomness in character creation. No more would players be bound to crappy rolls of attributes; they received a pool of points with which to buy attributes, advantages, disadvantages, and skills. But there were quite a few of the advantages, disadvantages, and skills. And that list grew every time someone wrote a new world book or supplement. But like the character generation system, the combat system kept getting bolt-ons from its supplements. Getting High and Mighty In its third edition, it hit the big time a few different ways.