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A quick summary of the SJ Games rule books and the rules that will and will not be used in the game. Rule books that are not listed here are not in use, nor any optional or expansion rules from them.

  • GURPS Characters
    • Characters are allowed to purchase techniques.
    • Wildcard skils are not available.
  • GURPS Campaigns
    • Delvers and boss monsters can use Extra Effort in combat, including most of the new options from Martial Arts. Heroic Charge is not allowed, though.
  • GURPS After the End: Wastelanders
  • GURPS After the End: The New World
  • GURPS Martial Arts
    • Martial Arts is the definitive source for melee weapons.
    • Style perks are allowed, and PCs can create their own styles with GM approval. PCs are limited to 1 Combat perk per 20 points in combat skills, as well as 1 Combat Perk from their style(s) per 10 points in combat skills.
    • The Expanded Combat Maneuvers and Additional Combat Options will be in use. Tournament Combat and the new Injury and Recovery rules will not be used.
      • Harsh Realism for Unarmed Fighters will not be in use, nor will the position penalties for Fast-Draw.
      • Cinematic Combat rules clarifications will be in use, but not Chambara fighting.
      • All new Extra Effort options for combat are allowed, except Heroic Charge.
    • New cinematic techniques are allowed, but see Character Creation.
  • GURPS Martial Arts: Technical Grappling
    • Technical Grappling is generally is use.
    • Cranking It Up is in use, but only for people with Trained by a Master.
    • Quick and Dirty CP is not in use.
    • Harsh Realism for Unarmed Fighters is not in use.
    • Muscling It, both Brute Parry and Bucking Bronco, are available.
  • GURPS Powers
    • New abilities will need GM approval
  • GURPS Power Ups 2: Perks
    • All these perks are available except the Named Item Perk and the Unusual Background Perks.
  • GURPS Power Ups 3: Talents
    • All these talents are available, and players may make up new talents with GM permission, including weapon related talents.
    • Alternate Benefits are in effect.
    • Other optional talent rules, including Anti-Talents, are not in effect.
  • GURPS Power Ups 4: Enhancements
    • New abilities will need GM approval.
  • GURPS Power Ups 5: Impulse Buys
    • Destiny points are in use.
    • In general, all other rules from Chapter 1 are in use.
  • GURPS Tech: High-Tech
    • High-Tech is the definitive source for firearms and other modern equipment, though the generic guns from the Basic set are still available.
    • Easier Armor Design replaces the rules for all armor.
  • GURPS Tech: Low-Tech
    • Low-Tech is generally not a source for equipment.
  • GURPS Tech: Low-Tech Instant Armor
    • Pectorals are available.
  • Pyramid Articles
    • v3.52 Low-Tech II: "Delayed Gratification"
    • v3.65 Alternate GURPS 3: "Alternate Guns Specialties and Techniques"
    • v3.90 After the End: "Are We Not Men?"
Non-SJ Games sources
  • Easier Armor Design