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.

Creating a Character

 

Cultural Familiarity, numbers of

08-16-2004, 11:02 AM <forums.sjgames.com>

Re: Cultural familiarity

 

Think more along the lines of Marco Polo in the Orient, or Capt. Cook in the Pacific islands. CF is for big differences. You'd be lucky to have a dozen on a planet.

 

 

 

Dwarfism and Shadowing

08-26-2004, 12:04 PM <forums.sjgames.com>

Re: SM -1 ... harder to trail someone?


If you have Dwarfism -- not just a negative SM, but actual genetic dwarfism -- you do have a Shadowing penalty, because you stand out in a crowd of normal-sized folks. It doesn't help you stay hidden when everyone is staring at you. Of course, it also doesn't help that you're too short to see your quarry . . .

 

 

Fatigue, Cost of

Old08-28-2004, 12:47 AM <forums.sjgames.com>

Re: Are the effects of 1/3- HP and 1/3- FP cumulative?


Quote:

Originally Posted by dropkicked

This reminds me, I'm puzzled that fatigue points now cost more than hit points. Not to say that fatigue is irrelevant next to injury, but it certainly seems less important for anyone except mages. What am I missing?

Mainly that FP power a lot more than magic. They power several special martial-arts skills, quite a few powerful advantages (see Warp for a good example), and in coming publications will also fuel various new special powers. On top of that, they let you use extra effort to greatly exceed your usual capabilities. It's a lot easier to abuse FP than HP. All you can do with HP is lose them and die. FP can be spent to produce powerful, useful consequences. My game-design philosophy is that things the player can control and exploit should cost more than things she can do very little with.

And note that those who don't have much use for FP simply don't have to buy them. Presumably, if you're raising FP, you have some use in mind; ergo, you must pay for that utility.

 

 

Size Modifier and Gigantism

Re: Gigantism Cost

sjgames.gurps.4e

On Mon, 6 Sep 2004 22:16:02 +0000 (UTC), John  wrote: > If the 0 cost is correct why is this so?
Because of +1 Move, discount ST and HP, and extra reach that balance out having to pay more for armor, being easier to shoot and spot, and having 
difficulty with sneaking about.

 

 

 

 

ST and Lifting

09-03-2004, 12:28 PM <forums.sjgames.com>

DefaultRe: GURPS(4): STvST QC Dinosaurs


Quadratic ST -- i.e., Basic Lift -- only applies to slow, uncontested lifting. Active or contested uses, such as striking and wrestling, use ST. Never, ever use BL to work out contests between characters.


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