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GURPS UPDATE
Compiled by DAVID MORGAN-MAR
Based on
GURPS Third Edition
by STEVE JACKSON
and
GURPS Fourth Edition
by SEAN PUNCH, DAVID PULVER, and STEVE JACKSON
Helpful Suggestions by FREDERICK BRACKIN, DEVIN GANGER, and CHAD UNDERKOFFLER
Graphic Design by JUSTIN DE WITT
I
NTRODUCTION
don’t have to laboriously compare the Third
and Fourth Edition rule books yourself.
This update only deals with material from
GURPS Basic Set
,
Third Edition
and
GURPS
Compendium I
. It doesn’t try to cover world-
specific rules only published in sourcebooks,
so you won’t find conversion rules for the
Coat of Slime advantage or Dexitroboping
skill. If you really need those, there are tools
and suggestions in the Fourth Edition rules
to help you.
C
ONVERTING A
C
HARACTER
Third to Fourth Edition rules with a mini-
mum of fuss. It doesn’t go into all the new
rules – you’ll need the full
GURPS Basic Set
,
Fourth Edition
for that. What it does is ease
the transition for existing campaigns and
characters, so you can convert the characters
quickly and continue to use them with the
new Fourth Edition rules. You can also use
GURPS Update
as a quick reference to what
has changed in character creation, so you
To convert a character from Third Edition
to Fourth Edition, you must first decide on
the purpose of the conversion. Is it to produce
a Fourth Edition character whose skills and
abilities match as closely as possible those of
the Third Edition character, or is it to gener-
ate a “quick-and-dirty” conversion so you can
get playing as soon as possible?
In either case, the point value of your char-
acter is almost certain to change. Attempting
to keep the same point total will be difficult
and will probably distort the character con-
cept to boot. The best approach is to convert
the character’s attributes and abilities, and
then simply add up the new point cost. In an
ongoing campaign, any differences between
the point costs of existing characters should
simply be ignored, as the characters have
been interacting already . . . attempting to
adjust them will interfere with their known
abilities and the flow of the campaign.
For a
thorough conversion
, work through
each of the following sections in sequence.
Make sure you understand the conversions of
attributes and characteristics and have them
all settled to your satisfaction before moving
on. Most advantages and disadvantages can
be converted just by reference to the table, but
be sure to read any notes and apply the advice
given. Finally, work through the skills, again
reading any relevant notes. Take into account
any changed adjustments to skill levels caused
by changes to advantages or disadvantages, as
well as any changes to skill difficulties and
controlling attributes. Half-point skills should
either be raised to a full point or dropped to
default.
For a
quick-and-dirty conversion
, follow
the same process, but in a looser fashion.
Boxed text in each section gives additional
advice on doing the quickest possible conver-
sion to Fourth Edition. Many of the addition-
al notes on advantages, disadvantages, and
skills can be skimmed over or ignored if a
conversion is given in the tables – though you
may be missing some of the finer details of
the rule changes governing those abilities.
These changes can be assimilated later when
you have time to read through Fourth Edition
and this
Update
in detail.
A
TTRIBUTES
The four basic
GURPS
attributes are still
Strength, Dexterity, Intelligence, and Health.
Strength has changed substantially and will
need careful attention, but the other three
attributes work the same way and have only
changed in point cost.
depends on whether you are a normal exam-
ple of a race with a roughly human range of
strength, a super with unnaturally high
strength, a machine, or a massive creature
with high strength largely attributable to
body mass.
Human-Like Races
The basic damage done in combat uses
the same progression as in Third Edition. For
example, a ST 15 character in Fourth Edition
does the same basic damage (1d+1 thrust,
2d+1 swing) as a ST 15 character did in Third
Edition.
However, the weight a character with a
given ST is able to lift has changed. For exam-
ple, a Third Edition character with ST 20
could lift twice as much as a ST 10 character.
In Fourth Edition, that difference is squared,
so a ST 20 character can lift
four times
as
much as a ST 10 character.
Strength (ST)
Strength has changed considerably. The
appropriate way to convert your ST score
G
URPS
U
PDATE
1
When the
GURPS Basic Set
,
Third
Edition
was released, we also released
GURPS Update
, a conversion guide so that
those with
GURPS Basic Set
,
Second Edition
could play Third Edition games. Now that
Fourth Edition is here, we’re doing some-
thing similar. Updating
all
the new rules
would require a book almost as big as the
entire
GURPS Basic Set,
Fourth Edition
!
This edition of
GURPS Update
is
designed to help you convert characters from
The GM needs to decide what is more
important to preserve: combat damage, lifting
ability, or both. For most character concepts,
combat damage is the simplest choice.
Preserving both damage and lifting ability is
complex and requires bookkeeping.
Another potential factor in your choice of
converted ST score is the minimum ST
required to ready unbalanced weapons
instantly. The minimum ST and readying rules
for melee weapons have changed slightly.
Refer to
Weapon Statistics
(pp. B271-274) for
the rules on what ST is needed to ready your
weapons. You may find you need to increase
your ST score by a point or two to keep instant
readying ability with the following weapons:
flail, glaive, great axe, halberd, maul, poleaxe,
scythe, or warhammer. The minimum ST to
wield
a weapon has not increased for any
weapon.
To preserve combat damage, simply retain
your ST score. The point cost of that ST will
change: ±10 points per ±1 ST. Then calculate
your Basic Lift and work out your new encum-
brance levels. Characters with ST 10 will be
able to carry exactly the same amount as in
Third Edition, while characters with higher ST
will be able to carry more than they could in
Third Edition.
If, on the other hand, you wish to preserve
lifting ability, convert the ST score according
to the
Quadratic Strength Conversion Table,
then calculate the cost as above. This approxi-
mately preserves lifting ability, but results in
strong characters doing less damage in com-
bat than in Third Edition.
Finally, if you wish to preserve both dam-
age
and
lifting ability, use the following proce-
dure.
If your ST is above 10,
use the
Quadratic Strength Conversion Table.
Then add
enough levels of Striking ST (at 5 points per
level) to match your Third Edition ST score.
This will add 5 points per level of Striking ST.
If your ST is below 10,
keep your ST score
the same, and buy levels of Lifting ST (at 3
points per level) to bring your lifting ability up
to Third Edition capacity, as shown on the
Quadratic Strength Conversion Table.
This pro-
cedure is fiddly and results in a complex char-
acter sheet; it is not worth the effort unless you
require an
exact
match of abilities.
Quick-and-Dirty Basic Attribute Conversion
Ignore this entire section. Just keep your ST, DX, IQ, and HT scores the same, ignore
the point cost changes, and move on to
Secondary Characteristics
.
Quadratic Strength
Conversion Table
3e ST 4e ST 3e ST 4e ST
1 3 31-34 18
2 4 35-38 19
3 5 39-42 20
4 6 43-46 21
5 7 47-50 22
6-7 8 51-55 23
8-9 9 56-60 24
10-11 10 61-65 25
12-13 11 66-70 26
14-15 12 71-75 27
16-18 13 76-81 28
19-21 14 82-87 29
22-24 15 88-93 30
25-27 16 94-99 31
28-30 17 100-105 32
Supernormal Beings and Machines
The same decision regarding preserving
damage or lifting ability applies to characters
who are superhumans, supernaturally strong
creatures such as undead mon-
sters, or machines or robots.
However, in these cases, it is
usually lifting ability that
should be preserved, because
in Fourth Edition most of the
likely targets for massive amounts
of damage will have significantly
reduced DR and HP. Convert your ST score
according to the
Quadratic Strength
Conversion Table;
only add Striking ST if the
amount of damage inflicted is integral to
your character concept, bearing in mind the
changes to DR and HP.
To convert ST scores above 105, see
How
Quadratic ST Conversion Works
.
Massive Creatures
Massive creatures are stronger than
humans primarily because of sheer body size.
Such creatures have had ST scores assigned
in various ways in Third Edition, not always
consistent. In Fourth Edition, calculate a
“normal” massive creature’s ST score based
on its mass as follows, rounding
down
:
ST = 2
¥
(cube root of weight in
pounds).
Thus, a 1,000-lb. bear has ST 20 and a
16,000-lb. elephant has ST 50. These figures
may vary by up to 10% either
way to account for unusual
individuals.
The Natural (-40%)
limitation on ST no
longer exists. Creatures with “Natural” ST
should ignore the limitation and apply the
conversion rules here.
Dexterity (DX)
Your Dexterity score is unchanged. The
point cost of that Dexterity, however,
has
changed: ±20 points for ±1 DX.
How Quadratic ST Conversion Works
Both Third Edition and Fourth Edition characters with an average ST of 10 can
carry the same maximum load on their backs: 300 lbs. In Third Edition this was 30 ¥
ST, but in Fourth Edition it is 3 ¥ ST ¥ ST. To keep this carrying capacity the same
across all Strengths, use the following formula and round to the nearest whole number:
Fourth Edition ST = square root of (10
¥
Third Edition ST)
Use this formula to calculate Fourth Edition ST for Third Edition ST scores not
found on the
Quadratic Strength Conversion Table
.
Intelligence (IQ)
Your Intelligence score is unchanged. The
point cost of that Intelligence, however,
has
changed: ±20 points for each ±1 IQ.
Health (HT)
Your Health score is unchanged. The
point cost of that Health, however,
has
changed: ±10 points for each ±1 HT.
2
G
URPS
U
PDATE
S
ECONDARY
C
HARACTERISTICS
Additional attribute-like numbers that
provide game mechanical information about
a character are now called
secondary charac-
teristics
. Some of these, such as HP and Basic
Move, are familiar; others, such as Basic Lift
and Perception, are new.
Quick-and-Dirty Secondary Characteristic Conversion
Ignore the section on
Secondary Characteristics
. Use these guidelines to generate
your secondary characteristics:
Damage:
Based on ST (usually will be unchanged).
Basic Lift:
Calculate ST¥ST/5 lbs.
Hit Points:
Either keep the same or set equal to your ST, as preferred.
Will:
Equal to your IQ plus or minus levels of Strong or Weak Will, respectively.
Perception:
Equal to your IQ plus any levels of the Alertness advantage.
Fatigue Points:
Either keep the same or set equal to your HT, as preferred.
Basic Speed:
Unchanged.
Basic Move:
Round Basic Speed down to the nearest whole number.
Dodge:
Equal to Basic Speed+3, rounded down.
Damage
Basic damage is still based on Strength,
and the progression is the same for all ST
scores 8 and above. If you have kept the same
ST score (and it’s higher than 7), your basic
thrust and swing damage are unchanged. If
you have changed your ST score (or it’s below
8), look up your new thrust and swing damage
in the
Damage Table
(p. B16).
Basic Lift
This new characteristic is equal to
ST¥ST/5 lbs. If you have extra Lifting ST, add
it to your ST
before
doing this calculation.
Perception
This new characteristic is by default equal
to IQ. It can be bought up or down for ±5
points per ±1 Perception. Additional levels of
Perception are equivalent to the Alertness
advantage; simply add the levels of Alertness
to Perception.
Speed can now be adjusted up or down at a
cost of ±5 points per ±0.25 Basic Speed.
Basic Move
This is the same as in Third Edition, cal-
culated by rounding Basic Speed down to the
nearest whole number. Basic Move can now
be adjusted up or down at a cost of ±5 points
per ±1 Basic Move.
Hit Points
Hit points are now based on ST, not HT. A
Fourth Edition character has HP equal to ST,
adjusted up or down at a cost of ±2 points per
±1 HP. If you wish to retain the same number
of hit points, buy more or fewer as necessary.
Fatigue Points
Fatigue points are now based on HT, not
ST. A Fourth Edition character has FP equal
to HT, adjusted up or down at a cost of ±3
points per ±1 FP. If you wish to retain the
same number of fatigue points, buy more or
fewer as necessary.
Dodge
Dodge is equal to Basic Speed+3, rounded
down to a whole number.
Wil
Will equals IQ plus any Strong Will or
minus any Weak Will. Stronger and weaker
Will is now a flat ±5 points per ±1 Will, rather
than +4 for Strong Will and -8 for Weak Will.
Size Modifier
Human-sized races have Size Modifier 0
(-1 for Dwarfism, +1 for Gigantism). For
other races, refer to
Size Modifier
(p. B19).
Basic Speed
This is the same as in Third Edition, cal-
culated as HT plus DX, divided by 4. Basic
S
OCIAL
B
ACKGROUND
Aspects of social background are more
fully defined in Fourth Edition than in Third
Edition. In some cases, converted characters
will gain new characteristics.
in the campaign. You must choose a native
culture.
If you are familiar with the social nuances
of another culture, this is Cultural Familiarity
in that culture. The cost is 1 point for other
cultures of your own or similar races, 2
points for an alien culture.
Spoken Language
None:
Cannot speak or understand at all.
0
points
.
Broken:
Can speak and understand slowly
and with difficulty.
1 point
.
Accented:
Understand freely, but speak
with an obvious non-native accent.
2 points
.
Native:
Speak and understand fluently and
unaccented.
3 points
.
Written Language
None:
Cannot read or write.
0 points
.
Broken:
Can read and write haltingly, mis-
understanding many words.
1 point
.
Accented:
Read freely, but write with odd
or foreign word choices and expressions.
2
points
.
Native:
Read and write fluently.
3 points
.
Record each language with the total point
cost: e.g., French (None/ Native) [3]. If your
Tech Level
Simply record your home TL. If it is dif-
ferent from the campaign TL, you should
already have Primitive or High Technology,
which translate into levels of Low TL and
High TL respectively. The definitions of TLs
have changed somewhat; see
Tech Level and
Starting Wealth
(p. B27) for details.
Language
Languages are no longer skills, and litera-
cy is treated separately for each language
rather than as a blanket trait.
The best way to convert language skills to
Fourth Edition is to base the conversion on
character concept rather than language skill
levels. For each language you possess, decide
which of the following levels apply for both
spoken and written forms.
Cultural Familiarity
This is a new characteristic in Fourth
Edition, which is based on character concept.
Everyone is assumed to be familiar with
one social culture, for no point cost. The GM
should determine what cultures are present
G
URPS
U
PDATE
3
levels of spoken and written language are the
same, abbreviate it like this: French
(Accented) [4].
Everyone is assumed to have one native
language for no point cost. Record this as, for
example, Dwarvish (Native) [0]. If your com-
prehension of your native language is less
than this, the point cost is the cost of learning
it as an additional language,
minus 6
, e.g.
Orcish (Broken/ None) [-5].
Sign Language
Sign language is also no longer a skill.
Sign languages generally only have one form
(signed), not two (spoken and written).
Native fluency thus only costs 3 points.
If you are deaf or mute, you have a native
sign language
and
a native written language
for no point cost – if you do not, it is worth
negative points, as explained above.
Quick-and-Dirty Social Background Conversion
Tech level and cultural familiarity are straightforward. Refer to the headings in the
main text and follow the directions there.
Languages involve more work, but may still be quicker to convert based on charac-
ter concept as recommended in the main text. For a truly dirty conversion that may be
marginally quicker, record each language you possess as shown in the table below. (The
point cost is given for reference; ignore it if you are not concerned with it.) Assume you
know your native language at a minimum skill of IQ+4, even if you don’t. Proficiency
levels separated by a slash are Spoken/Written.
3e Skill level
Literate
Semi-Literate
Illiterate
6 or less
Broken [2]
Broken [2]
Broken/None [1]
7-12
Accented [4]
Accented/Broken [3] Accented/None [2]
13 or more
Native [6]
Native/Broken [4]
Native/None [3]
Subtract 6 points from the cost of your native language.
A
DVANTAGES
Many Third Edition advantages map
directly to an advantage of the same name in
Fourth Edition. Many don’t. For quick refer-
ence on any changes to advantage names and
point costs, refer to the table. If there is an
annotation or asterisk (*), see the note for
that advantage for an explanation.
Quick-and-Dirty Advantage and Disadvantage Conversion
Look up each advantage and disadvantage you possess on the relevant table. If a
Fourth Edition equivalent is given, use that and ignore any additional notes. If the table
says to refer to a note, read the note to find out what the best equivalent is.
A
DVANTAGE
C
ONVERSION
T
ABLE
3e Advantage
Cost
4e Advantage
Cost
3e Advantage
Cost
4e Advantage
Cost
360-Degree Vision
25
360° Vision*
25
Bardic Immunity
10
Bardic Immunity
10
3D Spatial Sense
10
3D Spatial Sense
10
Beast-Kin
15
see note
Absolute Direction
5
Absolute Direction
5
Being of Pure Thought 210
see note
Absolute Timing
5
Absolute Timing
2
Bioelectric Shock
10
Innate Attack*
4
Absorption
Variable
Damage Resistance
5/level*
Bite
30
Vampiric Bite
30
Academic Status
5/level
Status*
5/level
Blessed
10 or 20
Blessed
10 or 20
Acceleration Tolerance 10
Resistant to
1*
Body of Air
50
Alternate Form*
Variable
Acceleration (+3)
Body of Earth
40
Alternate Form*
Variable
Acute Faz
2/level
Acute Vibration Sense
2/level
Body of Fire
5/level
Alternate Form*
Variable
Acute Hearing
2/level
Acute Hearing
2/level
Body of Ice
25
Alternate Form*
Variable
Acute Taste and Smell
2/level
Acute Taste and Smell
2/level
Body of Metal
9/level
Alternate Form*
Variable
Acute Vision
2/level
Acute Vision
2/level
Body of Stone
8/level
Alternate Form*
Variable
Administrative Rank
5/level
Administrative Rank
5/level
Body of Water
40
Alternate Form*
Variable
Alcohol Tolerance
5
Alcohol Tolerance
1
Bouncing
12/level
see note
Alertness
5/level
Perception*
5/level
Brachiator
5
Brachiator*
5
Ally
Variable
Allies
Variable*
Breath-Holding
2/level
Breath-Holding
2/level
Ally (Unwilling)
Variable
Allies
Variable*
Breathe Fire
20
Innate Attack*
5
Ally Group
Variable
Allies
Variable*
Broadcast
3/level
Radio*
10
Ally Group (Unwilling) Allies
Variable*
Cast Iron Stomach
15
see note
Altered Time Rate
100/level
Altered Time Rate
100/level
Catfall
10
Catfall
10
Alternate Identity
5/15
Alternate Identity
5/15
Chameleon
7/level
Chameleon
5/level
Ambidexterity
15
Ambidexterity
5
Channeling
10
Channeling
10
Amphibious
10
Amphibious
10
Charisma
5/level
Charisma
5/level
Animal Empathy
5
Animal Friend
5/level*
Chronolocation
15
Chronolocation
5
Animal Form
100
Alternate Form*
Variable
Claim to Hospitality
1 to 10
Claim to Hospitality
1 to 10
Appearance (Attractive) 5
Appearance (Attractive)
4
Claws
Variable
Claws
Variable*
Appearance (Handsome) 15
Appearance (Handsome)
12
Clerical Investment
5/level
Clerical Investment*
5
Appearance
25
Appearance
16
Clerical Magic
Variable
see note
(Very Handsome)
(Very Handsome)
Clinging
25
Clinging
20*
Armor Plates
59
Damage Resistance (3)*
15
Collected
5
Fearlessness (3)*
6
Autotrance
5
Autotrance
1
Combat Reflexes
15
Combat Reflexes
15
Awareness
15/35
Detect*
30/50
Common Sense
10
Common Sense
10
4
G
URPS
U
PDATE
3e Advantage
Cost
4e Advantage
Cost
3e Advantage
Cost
4e Advantage
Cost
Compartmentalized Mind 50/level
Compartmentalized Mind 50/level
Gills
10/0
Doesn’t Breathe
10/0
Composed
5
Fearlessness (2)
4
(Gills, -50%)
Constriction Attack
15
Constriction Attack
15
Growth
10/level
Growth
10/level*
Contacts
Variable
Contacts
Variable
Hard to Kill
5/level
Hard to Kill
2/level
Cool (Mundane)
1
Fearlessness (1)
2
Harmony with the Tao 20
Wild Talent
20/level
Cool (Natural Attack)
15
see note
Healing
25
Healing*
30
Costume
15
Shtick (Costume)
1
Heir
5
see note
Courtesy Rank
1/level
Courtesy Rank
1/level
Hermaphromorph
2
Hermaphromorph*
5
Cultural Adaptability
25
see note
Hide
Variable
see note
Damage Resistance
3/level
Damage Resistance
5/level*
High Pain Threshold
10
High Pain Threshold
10
Dampen
15
see note
High Technology
Variable
High TL
5/level
Danger Sense
15
Danger Sense
15
Higher Purpose
5
Higher Purpose
5
Daredevil
15
Daredevil
15
Hyperactive
30
see note
Dark Vision
25
Dark Vision
25
Hyperflight
50/75
see note
Deafen
15
see note
Hyper-Reflexes
15
see note
Decreased Life Support 10
Reduced Consumption
2/level*
Hyper-Strength
30
see note
Deep Sleeper
5
Deep Sleeper
1
Ice Skates
5
Terrain Adaptation
5
Destiny
Variable
Destiny
Variable
Illuminated
60
Illuminated
15
Diplomatic Immunity
20
Diplomatic Immunity
20
Image
20
see note
Discriminatory Smell
15
Discriminatory Smell
15
Immortality
140
see note
Discriminatory Taste
10
Discriminatory Taste
10
Immunity to Disease
10
Immunity to Sickness
15
Disease-Resistant
5
Resistant to Disease (+8)
8
Immunity to Poison
15
Immunity to Poison
15
Divination Talent
5
Magery 0
3
Immunity to
10
Immunity to
5
(one spell only, -50%)
Timesickness
Timesickness
Divine Favor
Variable
Patron
Variable*
Imperturbable
10
Fearlessness (+5)
10
Doesn’t Breathe
20
Doesn’t Breathe
15
Improved G-Tolerance 5/level
Improved G-Tolerance
5/level
(Oxygen absorption,
-25%)
Increased Density
5/level
see note
Increased Speed
25/level
Basic Speed
5/level*
Doesn’t Eat or Drink
10
Doesn’t Eat or Drink
10
Independently
15/level
Enhanced Tracking
5/level
Doesn’t Sleep
20
Doesn’t Sleep
20
Focusable Eyes
Infravision
Dominance
5
Dominance
20*
15
Infravision
10
Double-Jointed
5
Flexibility*
5
Inherent Magic (Knacks) Variable
see note
Drug Factory
20
see note
Injury Tolerance
Variable
Injury Tolerance
Variable*
Duplication
75/copy
Duplication
35/copy
Insubstantiality
80
Insubstantiality
80
Early Maturation
5/level
Feature
0
Interface Jack
10
see note
(Early maturation)
Intuition
15
Intuition
15
Eidetic Memory
30/60
Eidetic Memory*
5/10
Intuitive Mathematician 25
Intuitive Mathematician*
5
Elastic Skin
20
Elastic Skin
20
Invisibility
40
Invisibility
40
Empathy
15
Empathy*
15
Invisibility to Machines 20
Invisibility
20
Enhanced Block
6
Enhanced Block
5
(Machines Only, -50%)
Enhanced Dodge
15
Enhanced Dodge
15
Invulnerability
Variable
see note
Enhanced Move
10/level
Enhanced Move
20/level*
Iron Hand
10/15
see note
Enhanced Parry
6/10
Enhanced Parry
5/10
Karmic Ties
Variable
see note
Enhanced Time Sense
45
Enhanced Time Sense*
45
Language Talent
2/level
Language Talent*
10
Extended Lifespan
5/level
Extended Lifespan
2/level
Laser
25
Innate Attack
4*
Extra Arms
10/arm
Extra Arms
10/arm*
Legal Enforcement
5/10/15
Legal Enforcement
5/10/15
Extra Encumbrance
5
Lifting ST
3/level*
Powers
Powers
Extra Fatigue
3/level
Fatigue Points
3/level
Legal Immunity
5/10/15/20 Legal Immunity
5/10/15/20
Extra Flexibility
10
see note
Less Sleep
3/level
Less Sleep
2/level
Extra Hit Points
5/level
Hit Points
2/level
Light Hangover
2
No Hangover*
1
Extra Legs
Variable
Extra Legs
Variable*
Lightning
20
Innate Attack
6*
Extra Life
25/life
Extra Life
25/life
Lightning Calculator
5
Lightning Calculator
2
Extra Stun
Variable
see note
Literacy
0/5/10
see note
Faerie Empathy
10
see note
Longevity
5
Longevity
2
Faith Healing
30
Healing*
30
Luck
15/30/60
Luck
15/30/60
Familiar
Variable
Allies
Variable*
Lunar Influence
5
see note
Fashion Sense
5
Fashion Sense
5
Lycanthropic Dominance 5
Dominance
20*
Favor
Variable
Favor
Variable*
Magery
15+10/level Magery
5+10/level*
Faz Sense
10
Vibration Sense
10
Magic Resistance
2/level
Magic Resistance
2/level
Fearlessness
2/level
Fearlessness
2/level
Magical Aptitude
15+10/level Magery
5+10/level
Field Sense
10
Detect
20
Magnetic Sense
5/level
Detect (Magnetic Fields)*
10
(Electric and
magnetic fields)
Mana Damper
Variable
Mana Damper
10/level*
Mana Enhancer
Variable
Mana Enhancer
50/level*
Filter Lungs
5
Filter Lungs
5
Manual Dexterity
3/level
High Manual Dexterity
5/level
Fit
5
Fit
5
Mathematical Ability
10
Mathematical Ability 3
30*
Flash
15
see note
Matter Surfing
30
see note
Flexibility
15
Double-Jointed*
15
Mechanical Telepathy
120
see note
Flight
40
Flight
40
Medium
10
Medium
10
Fugue
50
see note
Metabolism Control
5/level
Metabolism Control
5/level
Full Coordination
50/attack
Extra Attack
25/attack
Microscopic Vision
4/level
Microscopic Vision
5/level*
Fur
Variable
see note
Military Rank
5/level
Military Rank
5/level
Gadgeteer
25/50
Gadgeteer
25/50
Mimicry
15
Mimicry*
10
G-Experience
10
G-Experience
1 to 10*
Mindlink
1/level
Mindlink
Variable*
Mindshare
Variable
see note
G
URPS
U
PDATE
5
Plik z chomika:
kamilol68
Inne pliki z tego folderu:
GURPS 3e - Adventure - Supers Adventures.pdf
(38152 KB)
GURPS 4e - Core - Basic Set Characters 4e.pdf
(39644 KB)
GURPS 4e - Magic (warehouse 23).pdf
(8550 KB)
GURPS 4e - Powers (warehouse 23).pdf
(6070 KB)
GURPS 4e - Social Engineering - Back to School (v1.0).pdf
(2300 KB)
Inne foldery tego chomika:
1st Edition
2nd edition
3rd edition
Adventure
Character Sheet
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