Disclaimer: The following material consists of rulings on GURPS originally posted to electronic discussion forums, newsgroups, and mailing lists by Sean "Dr. Kromm" Punch. Some of these statements have been taken out of context, or have been altered for clarity or brevity; therefore, these are not "official" rulings, and neither Sean Punch nor Steve Jackson Games is responsible for the accuracy of the modified content.
Comments: If you have comments or suggestions about this file, please contact Travis Foster.Allies: Clarify that this is only for PCs who have NPC associates, and only costs points for the PC involved. PCs can be mutual allies for free; NPCs can also hook up in groups for free. However, a skilled NPC associate for a PC should count as an Ally. This prevents the divergences that result from the cost
of the Ally advantage raising the Allies' point costs in a circular fashion. Kromm 1 Apr 2002 4E pyramid group
Ambidexterity is the 10-point advantage of not being at -4 when forced to use your off hand. It in no way allows multiple attacks or more advantageous All-Out Attack options.Kromm 16 Jul 1996 RGFG
Basically (you may note that all Canadians start Usenet posts with the wordFashion Sense
"basically"), the story is that Extra Hit Points, at 5 points apiece, are
more-or-less balanced for use in realistic campaigns where the only DR
available as an advantage is Toughness, which costs 10 points for DR 1 and
another 15 points (total 25 points) for DR 2. OTOH, the Damage Resistance
advantage, at 3 points a pop, is balanced for use in supers campaigns where
Stun points cost only 2 points apiece and an Extra Hit Point will get you 5
Stun points at an *effective* cost of 1 point apiece. In other words, in
their respective genres, the two advantages that grant DR *do* cost more
than the ones that grant "hit points," but GURPS Supers manages to confuse
the situation by not making this very clear. Kromm 29 Aug 1997 RGFG
Two points:
(1) You can give *anyone* a +1 reaction bonus if you pick out their
clothes for them. So it's like +1 reaction (5 points), only when clothes
are available (-40%), affects others (+40%).
(2) It is also the prereq for the job "fashion designer," which
seems to be a Wealthy or better job in the real world . . . Kromm 6 Nov 1996 RGFG
HPT prevents you from feeling shock (the DX & IQ penalty you take
on the turn after being injured; see p. B 126) and from being stunned if
you take more than HT/2 damage in one blow (see p. B127), but has no
effect on knockout, knockdown or the effects on low HT listed on p. B126,
nor does it protect from stunning when that stunning results from a blow
to the brain, a result on a critical hit table or a crippled limb. In
essence, it keeps you from taking DX penalties or being stunned from
generic "body blows." It does not shield you from the effects of critic-
al or crippling injury (i.e., crippled limbs, unconsciousness or death).
HPT is designed to be used by heroic fighters in combat-heavy games;
if you want the players to have a more realistic fear of injury, or if
you simply like less-violent games, then feel free to raise its cost or
even prohibit it altogether. Kromm 11 Nov 1996 RGFG
LEP in GURPS is exclusively the territory of actual law *enforcers* who go out into society at large and use their special legal status to prevent and seek out crimes. An attorney certainly has a special license, but this is not LEP. What comes closest in GURPS is Status . . . which is exactly how members of professional associations have been handled in prior GURPS supplements. Kromm 27 Sep 1998
The jury is now in. Luck can be used *after* the roll is made (i.e., to
re-roll a bad roll after the fact). This will appear in an upcoming GURPS
Q&A column, and is how the advantage will look in an eventual fourth
edition. Kromm 7 Apr 1997 RGFG
Combat/Weapon skills -- including Guns skill -- are *not* affected by Manual Dexterity. Manual Dexterity only affects tasks where fine finger movements matter: Mechanic (Clockwork), Lockpicking, Sleight of Hand, Calligraphy, etc. Guns is dominated by hand-eye coordination, not by manual dexterity; I can't see how having long, slim fingers and precise control over fingertip placement would affect shooting. Kromm 10 Nov 1998 RGFG
To stave off the inevitable, I should make one thing clear: Military Rank does *not* give SC in proportion to rank -- it simply justifies SC, period. Since SC can vary a great deal from billet to billet for real-life military personnel, it's better to treat their SC as an abstract thing that moves around a lot and simply state that any cost paid for Military Rank justifies these occasionally high levels of SC. Kromm 29 Sep 1998
Diplomats have Security Clearance (SC) because they need to have access
to secret information to do their jobs,
Military types are also easy to explain: They do have a kind of SC,
but it's built into Military Rank. It was deemed silly to charge
military types for both when one is clearly an artifact of the other.
Undercover agents rarely have general SC in real life. While they are
often given secret information on a "need to know" basis, they do
not have general access to it; in fact, most field agents are kept from
knowing any really sensitive information. This minimizes risk in the
event that they are caught. Analysts in the agencies these people work for
would have SC, however. We went with this PoV in the Traveller
templates. Kromm 29 Sep 1998
To stave off the inevitable, I should make one thing clear: Military Rank
does *not* give SC in proportion to rank -- it simply justifies SC, period.
Since SC can vary a great deal from billet to billet for real-life military
personnel, it's better to treat their SC as an abstract thing that
moves around a lot and simply state that any cost paid for Military Rank
justifies these occasionally high levels of SC. Kromm 29 Sep 1998
Wealth
the utility of high levels of wealth
Funny -- the subject came up in our gaming group the other day.
The conclusion (reached with the help of a professional financial
analyst, who also happens to be in the group) was that each factor of
10 *is* relevant for any amount of wealth above $1,000 in the modern
world. For $10 million, you can hire mercenaries and buy black market
military materiel and supplies for long enough to get one crack at
toppling a banana republic by marching on the capital. With $100
billion, you can pay off said banana republic's national debt, buy
enough influence to purchase the presidency, re-outfit a good chunk
of the armed forces to earn their respect *and* surreptitiously buy
some black-market, ex-Soviet nuclear devices as an insurance policy.
$10 million makes you wealthy and corrupt; $100 billion makes you a
de facto head of state. Kromm 11 Dec 1996 RGFG
You've latched on to one of the least important parts of Weapon Master
and made a big deal out of it. IMO, the main advantages of WM are that it
grants extra attacks, extra parries, really high defaults and access to a
whole slew of powerful cinematic skills. I cannot see where the +3 or +4
to damage most PCs will get from it are even relevant next to that PC
attacking two, three or even four times at normal damage, possibly at
double ST and vs. 1/5 DR using Power Blow and Breaking Blow with at least
one of those attacks (possibly right after a feint on the same turn!).
The fact is, being skilled with *any* form of combat probably teaches one
tricks for developing more striking power and for aggravating wounds on a
hit. It just so happens that this improvement is *far* more dramatic in
case of bare-handed combat than in the case of armed combat. This is
likely due to the fact that one has *far* greater control with one's own,
natural weapons (hands, feet, knees, elbows . . .) than one can ever hope
to have with an artificial weapon. Eight-year-old kids learn to break
boards and deal knee-crippling kicks after a couple years in karate class;
on the other hand, two grown men of equal stature, armed with axes, are
about equally able to smash things, training or no. GURPS calls the 1/5
skill bonus "realistic" for Karate and "cinematic" for weapons simply
because the improvement is much more dramatic and tangible in the case of
Karate. Feel free to introduce a skill/10 or skill/20 bonus for realistic
weapons if you disagree. Kromm 14 May 1997 RGFG
I forget where that originated -- GURPS WEREWOLF would be a good
guess. As for the multiple moons issue . . . come up with a table of
moon cycles that gives the character the advantageous and disadvan-
tageous effects about the same percentage of the time as with a single
moon. For more flavor, make this cycle hard to understand . . . Or
you could just have two different versions of the advantage, one keyed
to either moon. Kromm 27 Sep 1996 RGFG
If you have a psi power, then all compartments can use it. Going back to my
Full Coordination analogy, if you get three actions due to FC and have a ST
of 10, then *all* three actions may use ST 10. For instance, you could attack
three times and use full ST 10 all three times, not ST 10/3. Similarly, a psi
with Telepathy Power 10 and three mental actions due to CM could use three
Telepathy skills, each at Power 10. Kromm 10 Jan 1998 RGFG
This is correct. Each compartment *does not* have its own "copy" of each psiAnd multiple psionic actions
power. Think of it this way: CM is the mental equivalent of Full Coordination.
A character with FC/2 has two extra actions, or three in total. If he is ST
10, though, he can still only exert ST 10 -- not ST 30! Likewise, a character
with CM may have extra mental actions, but if his psi Power is 10, then that
is his *net* Power. He cannot "combine" the efforts of his multiple mental
actions to increase his Power through a gestalt. Kromm 8 Jan 1998 RGFG
If Mr. CM/3 has 4 mental actions and possesses ESP, Healing, PK andInvulnerabliltiy
Telepathy, he can simultaneously use Seekersense to locate the Dark Lord, use
Healing to help his bleeding pal, crush an Evil Minion's throat with TK *and*
send out a call for help with Telesend. That 150 points has to be good for
*something!*Kromm 8 Jan 1998 RGFG
Enhanced Time Sense
ETS, as far as I can determine, is 15 points for Combat Reflexes plus 30
points for the privilege of always acting first in combat, regardless of
Basic Speed. Both of these abilities are spelled out in the text of the
advantage (first and third paragraphs, respectively). I actually *do* feel
that the ability to "jump the queue" in combat is worth 30 points . . .
but it might not seem so cool in campaigns where the GM routinely ignores
or forgets combat sequencing. In my own campaigns, the players find it
*incredibly* useful:
"Suddenly, you are raked with gunfire . . ."
"Wait! I have ETS! As soon as I see the first muzzle flash or hear the
first bullet whizz past, I drop to 'bullet time' and hose down the
shooters with my assault rifle."
"I guess you do. So much for the ambush." Kromm 9 Apr 2002 4E pyramid group
Any damage caused by blows or impacts with macroscopic objects:
fists, hand weapons, bullets, falling objects, collisions, etc. See
it as Invulnerability to crushing and cutting/impaling (both common,
so 2 x 150 points = 300 points). Notably, it does not cover energy,
magic, psi, poison, disease, etc. Kromm 18 Jul 1996 RGFG
Actually, there is no such rule, although this is a common myth. The
PD from certain sources *is* limited: PD 5 from magic, PD 6 from body
armor, etc., but you can stack armor, shield, magic, etc., PD up to
any number. There is no *overall* limit on PD. Kromm 11 Dec 1998
RGFG
Unaging
Yes. One of the things that Unaging does is give players a rules-based
justification for having very old (as in hundreds or even thousands
of
years old) characters who can thus justify an arbitrary level of skill
and wealth.
"How do you justify having Fencing-75?"
"I learned from the great masters of the 17th century and practiced
for
hours every day in the intervening 300 years."
"How do you justify being Filthy Rich?"
"I started saving my gold in 1500 BC . . ."
Etc.
In other words, Unaging may not be particularly impressive purely for
its anagathic value in the typical short-running campaign, but it can
allow a player to fairly justify excesses that the GM would otherwise
not permit.
I am aware that many GMs do not allow rules-based justifications for
character concepts, preferring dramatic ones or concepts justified
by
genre conventions. Many GMs *do* allow rules-based justifications,
however. Which is superior is not for the system to judge. Kromm
7 Oct 1998 RGFG