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
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
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
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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
OnBecause 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 havingdifficulty with sneaking about.
ST and Lifting
Re:
GURPS(4):
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.