Notes - GURPS Notes

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Notes and material for GURPS.

Contents:

This isn't updated much - I only played GURPS briefly, in a modern HK Gangland Blood Opera setting (which was fun despite the GURPS rules being a bit melee-oriented).


Firearms Malfunctions

Hidden away on page 12 of GURPS High-Tech is a long and confusing explanation of firearm malfunctions. The "Malf." firearms statistic was further clarified in Roleplayer #27. The clarification is paraphrased here.

Note that a malfunction is not the same as a critical miss - a critical miss includes such things as dropping the weapon or shooting yourself in the foot.

Also, note that the GM makes malfunction and critical miss rolls in secret, and then tells the player as much as the character would know. If the weapon jams or breaks, the character may or may not know if the problem can be fixed quicky or will require dismantling and repairing the weapon. See page 13 of GURPS High-Tech for details.

Quad NPC Sheet

Quad NPC Sheet (110 KB)

The standard NPC stats sheet times four - set your graphics program to "fit to page" and it should come out nicely on a A4 or 8x11 inch sheet.

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