
In 1986, Steve Jackson Games released the first edition of the GURPS Basic Set. Although the system has roots in Jackson's Melee, Wizard, and The Fantasy Trip, GURPS was developed in direct response to Hero Games' Champions: The Super Roleplaying Game (the original Point Buy game). The name comes from both Steve Jackson's description of what he wanted and the in-house code for the project, "The Great Unnamed Role Playing System". However, when the time came to release the product, they had not been able to come up with a better name for it.
As a generic system, GURPS has no inherent story or background, although a number of settings have been developed and published specifically for the system, and others have been adapted; see GURPS Settings.
For those curious about where GURPS fits in the taxonomies of game mechanics, GURPS is point-based and skill-based rather than level- and class-based. All tasks are resolved by rolling three six-sided dice, creating a bell-curve of probability instead of a flat line of equal chance.note Success is awarded if the total of the die roll is equal to or less than a target number, usually a character's skill level. The difficulty of a task is represented by a modifier to the character's skill level, and not by the target number itself. All modifiers can only apply to that target number, and never to the number rolled on the dice.
In combat, each round represents one second, which is a point of contention among people who argue the merits of roleplaying systems. If you want to do anything in combat that's more complex than moving and attacking, GURPS will require you to describe your tactics in terms of several successive one-second-long maneuvers, and then go through several rounds of combat before you discover what the results are. It can kind of interrupt the flow if you want to play an Exalted-style game full of elaborate stunts. The Fourth Edition supplement GURPS Action was created to remedy this.
GURPS has been described as a "simulationist" system, because it includes lots of rules that tell you what's happening in the game-world without much affecting the outcome of the relevant event. For example, when an attacker succeeds at his roll to hit, the defender always gets to choose how to defend and makes the appropriate defense roll (unless it was a critical hit or a surprise). The defense could be handled as penalties applied to the attack roll, and the odds of dealing damage would be the same—but in that case, should your opponent avoid taking damage, you wouldn't know if it was because you missed entirely, or nearly hit but the defender dodged, or hit too soft to do any damage, or hit hard enough to do damage but your opponent is too much of a badass to notice. This is helpful to game masters narrating the combat because it tells them exactly what to narrate, but it does take longer.
Perhaps the best feature of GURPS is the huge number of Sourcebooks that have been written for it. Pick any genre or topic, and you will probably find at least one GURPS book covering it (often available in PDF rather than print form these days). Broad categories are covered in genre books; specific settings may receive their own books. In addition to suggestions and notes regarding the topic of the Sourcebook, each volume invariably includes additions to and errata for the basic rules set.note This has led people to ask why they should buy a so-called "universal system" that requires the purchase of a new rulebook every time the players wish to use that system to play in a new genre. Because of this, GURPS is often compared unfavorably with the Hero System, a universal gaming system whose sourcebooks and supplements have never had to add new rules to the Core Set — though the 4th edition evolution has made such additions less extensive.
On the other hand, new rules aside, many of the supplements are useful enough as setting sourcebooks that people using other Game Systems will occasionally buy them as references; this was, in fact, part of the original mission statement for the game and the reason the "U" stands for "Universal". The opposite is also true; with a little work, most game worlds can be converted to GURPS, usually with an increase in utility and flexibility. The intention was that by building the game around "real world" units of measurement instead of "rounds" and "hexes", it would be easier for people using other systems to make use of the information in the supplements. Of course "real world" in this context means the USA; pounds, feet, yards as originally developed in the UK (international editions, however, are metricated). GURPS Traveller subjects the previously-metric Third Imperium to this Cultural Translation (though the original was also American) on the grounds of "fitting in with existing products". Some 3rd edition products would randomly throw in some metric units anyway, because trying to use two unit systems at the same time always works
. As of the fourth edition, official conversions from and to metric units are printed at the beginning of the basic set.
Several GURPS supplements have their own pages; see here for a list. The game has also been supported by the publication of Pyramid magazine.
GURPS provides examples of the following tropes:
(Note: Tropes covered in specific supplements may be discussed on those books' pages.)- 20 Minutes into the Future: Futuristic weapons already start popping in TL8. Vehicles can use lasers, "neutral particle beam"s and railguns; chemical lasers are available in all shapes, from pistols to rifles and machinegunsnote . Other techs include Laser Sensors, Infrared Cloaking, Minifacs, Personal Transponder, Recognition Pad, Brilliant Missiles.
- Absent-Minded Professor: The Absent-Mindedness disadvantage makes you forget trivial things (like whether you loaded your gun or not), be unable to concentrate on boring things for more than a few minutes, and fail to notice the most obvious things once you've occupied yourself with a task. As the description notes, it's very appropriate for eccentric geniuses.
- Absurdly Powerful Student Council: Discussed in Pyramid 107: Monster Hunters III as an alternative to typical school structure.
- Achilles' Heel: There are many disadvantages for giving your character one:
- Dread compels them keep distance from a certain item or substance. By default, an inability to move away will cause them to become helpless, but a limitation on the disadvantage makes it impossible to be trapped.
- Revulsion makes them become violently ill when exposed to a certain substance, leaving them effectively helpless.
- Vulnerability makes them take more damage from a certain form of attack, such as silver for werewolves, headshots for stereotypical zombies, or crushing damage for skeletons. Unless you have a Weakness, however, you can freely touch and even immerse yourself into a substance you're vulnerable to.
- Weakness makes you take damage from exposure to a certain substance, condition, action, and so on. Even if it's harmless to humans, like the touch of iron, it can easily kill you.
- Acrofatic:
- Fat characters have no penalty to dexterity, speed, or Acrobatics skill. They also float well. However, their maximum Health is limited if sufficiently fat, which affects speed slightly, making it more expensive for them to be fast.
- In 3rd Edition and before your extra weight is counted as part of your character's carrying encumbrance, which does provide penalties to movement and a number of skills. These rules were reworked in the Fourth Edition.
- Action Fashionista: GURPS Dungeon Fantasy Denizens - Swashbucklers actually gives a reason to wear highly fashionable outfits in combat — the Sharp-Dressed perk makes fancy clothes count as light armor, while the Superstylin' perk makes fancy clothes give you a bonus when you use social skills in combat.
- Actually Four Mooks: Inverted with the rules on mobs in combat, to simplify combat against a lot of people — the mob might be composed of dozens, hundreds, or even thousands of individuals, but it's treated as a single enemy that occupies many hexes, has a lot of health, and delivers attacks with an extremely high rate of fire. If defeated, it will disperse into individual enemies, who will usually flee from combat.
- Actual Pacifist: The Pacifism (Total Nonviolence) disadvantage makes you refuse to ever fight and/or harm a sapient being, even if they deserve it, it would lead to somebody else's death, and/or they're threatening your life. You also do your best to discourage people around you from harming each other.
- Adjective Animal Alehouse: In the GURPS Fantasy (3rd edition) supplement Harkwood, the Clumsy Lion Inn is located halfway between Castle Harkwood and Harkwood Town.
- Affectionate Parody: Cliffhangers, Atomic Horror and Tales of the Solar Patrol all deal with pulp genres and old-fashioned SF in a tongue-in-cheek but affectionate way.
- After the End:
- GURPS Reign of Steel takes place in the aftermath of a Robot War.
- GURPS Y2K is a good resource for post-apocalyptic and apocalyptic scenarios in general.
- The most recent "quick play" series devoted to post-apocalyptic games is actually named GURPS After the End, displacing Y2K as go-to material.
- The most common outcome of the tables for generating new worlds in Infinite Worlds, after just slightly different "modern world", is "modern post-apocalypse", followed by "early 20th century post-apocalypse". You are more likely to get those, than, say, all of the wacky settings the book is famous for combined.
- The Ageless: Unaging. This means only that the character will never grow older or die of old age; it confers no resistance to disease or harm. Other forms of immortality require additional powers.
- The Alcoholic:
- The disadvantage of Alcoholism covers this, functioning as a special type of Addiction. The special rules deconstruct the trope, as you'll often take the sight of booze as an excuse to start drinking for several hours (even if you're on a very important task), and the constant drinking will also ravage your mind and body over the course of a few years. Like any other severe Addiction, you'll also suffer from withdrawal if you try to quit drinking, which can potentially kill you.
- A few books have the Compulsive Drinking disadvantage to cover a type of alcoholism where you're not actually physically dependent on alcohol. Thus, while you take the presence of booze as an excuse to get drunk, you don't suffer withdrawals and won't wither away from the constant drinking.
- All Swords Are the Same: The basic set plays this straight, grouping various similar kinds of weapons together. In the Martial Arts and Low-Tech books, however, weapons are only grouped together if they are completely identical, like a Japanese yari and a generic spear.
- Almighty Janitor: In Magic, the vignette for plant magic has Willem wondering what the heck Stanislav is doing out in the boonies growing giant fruit, when he could have a seat on the Council for the taking. Stanislav replies that he's sick of politics and doesn't want to spend his life on Awesome, but Impractical flying castles; he'd rather just help farmers grow crops and work on inventing a better tomato.
- Ancient Conspiracy: More than one sourcebook has detailed the workings of The Illuminati.
- GURPS Illuminati is more like a genre book than a worldbook, detailing the various ways the GM could use an Ancient Conspiracy to drive a plot and organize a campaign.
- Conspiracy X in its second edition is a third-party series of GURPS sourcebooks.
- GURPS Cabal, a setting for third-edition GURPS Horror, is a magical Conspiracy Kitchen Sink.
- Annoying Arrows: Averted, arrows do a lot of damage, and a good archer has a decent chance of bringing down even really tough fighters with one or two shots.
- Anthropomorphic Personification: Pyramid #3-97 has an article covering anthropomorphized weapons. The non-moe worked example is a man named Mack Ingram, representing the MAC-10, who appeared fully formed as the gun became known, and whose delusional background is that he's a tough guy who tried to get into the Green Berets and was rejected (the real MAC-10 was, in fact, made for the Green Berets and rejected), then moved to Hollywood to become a stuntman (as the joke about the MAC-10 is that all the production went to Hollywood). He now lives a double life as a contract killer, reflecting the gun's association with criminals, and uses the nickname "Whispering Death', which is what the gun was once called when the designers pitched it with the silencer to the US military. He also has abilities reflecting his gun's abilities and its associations — he can act and attack incredibly fast (just like how the gun has an incredibly high rate of fire), he moves unnaturally quietly (as the gun was pitched alongside a suppressor made just for it), he's absurdly hard to kill (the gun's military origins mean that it was made to resist damage and dirt), and he can always find a new MAC-10 if he loses his own one. However, he's callous (because the gun's associated with criminals), is a glutton (because the gun consumes way too much ammo), and hates gun control activists (because he represents a gun). He also has a sister growing up to personify the MAC-11, destined to be even faster than Mack.
- "Arabian Nights" Days: GURPS Arabian Nights
is about roleplaying within this trope, while some lands in the world of GURPS Banestorm reflect it. GURPS Castle Falkenstein: The Ottoman Empire
is about a version of the Ottoman Empire, in a Gaslamp Fantasy world, that's very heavy on the Arabian Nights elements. And a few of the universes described in GURPS Infinite Worlds encompass or at least reference the trope.
- Arbitrary Gun Power: One of the most systematic aversions possible. GURPS Gun Stats, in particular, has an entire formula for deriving damage from a round's muzzle velocity, projectile mass, and length-to-diameter ratio.
- Armor Is Useless:
- One of the main complaints about the 4th edition relates to the insistence of this trope in high TL settings. The rules favour heavy-hitting weapons that are just impossible to block, and stealth technology as a means to avoid being hit, rather than anything providing the ability to withstand said hit.
- Out of all High-Tech munition types, EFP, HESH, HEAT and MS-HEAT are very effective against armor. HEAT has armor divisor of 10 - and on top of that, MS-HEAT explodes multiple times (both penetrating reactive armor, and having bluntly more damage if target doesn't have reactive armor). Many types of powerful guns, cannons and missiles are already quite strong with default weak ammo - so if you use HEAT or MS-HEAT on top, they do truely horrendous amounts of damage. MS-HEAT even remains viable for Ultra-Tech "low-bore, high-velocity" guns like Railguns - as High-Tech warheads modify damage instead of replacing it.
- Spaceships, at least in 4th edition, tend to carry weapons that massively overwhelm the armor on other craft of their own size or smaller. For example, at TL10 a 1000 ton ship can carry enough particle beams in one design section to destroy all but the most heavily armored 1000 ton ships in a single turn. And if you fill multiple design sections with guns, you could devastate ship bigger than yours.
- Supers gives the Nonprotective Clothing Perk, which zigzags this: The player is allowed to wear clothing even if their natural armor would otherwise prohibit it, but it never gives any defensive abilities, even if wearing full plate armor.
- One of the main complaints about the 4th edition relates to the insistence of this trope in high TL settings. The rules favour heavy-hitting weapons that are just impossible to block, and stealth technology as a means to avoid being hit, rather than anything providing the ability to withstand said hit.
- Armor-Piercing Attack:
- Attacks can have armor divisors placed onto them, reducing the effects of armor. For real-life weapons, this generally represents armor-piercing ammo, burning liquids seeping through armor, or special design of a thrusting weapon.
- A skilled character can strike chinks in rigid armor, halving the amount of protection it provides. Certain weapons are designed for this, reducing the to-hit penalty.
- Grappling attacks that manipulate the enemy's bones (such as a limb lock or a Neck Snap) will ignore all flexible armor.
- GURPS Low-Tech provides rules for hitting gaps in rigid armor, which negates all the protection it provides. This makes it extremely important to cover one's gaps with flexible armor.
- Army of The Ages: Eternity's Rangers in GURPS Time Travel.
- Arranged Marriage: Social Engineering has several mechanics related to this. Some arranged marriages are political alliances and use those rules, while some are effectively courtships of the bride's parents. A normal arranged marriage is mechanically similar to a job, with a roll for the NPC spouse's loyalty, while a forced marriage is a form of slavery and uses those loyalty rules.
- Arson, Murder, and Jaywalking:
- The Nonprotective Clothing Perk from Supers says that it can benefit a super by preserving their decencynote , conceal their secret identity, or have pockets.
- Realm Management's descriptions of conformity ratings gives three examples for Rating 6: A Hive Mind, The Evils of Free Will, and The Smurfs.
- Artistic License – Economics: Largely averted. Unlike in some games, a character's Wealth level is acknowledged and has real effects in game. The default is "Average", but you can take less (down to "Dead Broke") as a Disadvantage, and anything from "Comfortable" up to "Multimillionaire" as an advantage. How much more? Theoretically, as long as your character survives and earns points, unlimited levels of wealth are possible. Of course, there are some issues: If you take below-average Wealth, your character is stuck in Perpetual Poverty until you earn enough points to buy off the Disadvantage. No matter how much money they acquire in any given adventure, the GM must find a way to take it away. This can be interesting for both players and GM when, for instance, a party of varying Wealth levels finds the Treasure Room. The converse is also true; if you've spent valuable character points to be Fiction 500 rich (at least 150 character points in a game where most characters start with 100 total), a worldwide depression isn't even going to faze your character. Unless of course your friendly neighborhood GM decides it should.... Finally, both Disadvantage and Advantage Wealth can be rendered meaningless when your character ventures into another of the Infinite Worlds. Even there, though, a good GM will find a way to enforce both Disadvantage and Advantage, eventually.
- Artistic License – Martial Arts: The GURPS Martial Arts supplement (being as detail-oriented and versatile as is usual with the system) divides each martial arts style into “realistic” and “cinematic” versions, the latter requiring significant expenditure of character build points on exotic training and granting access to weird and fancy moves and quasi-supernatural effects. There are even cinematic rules, though a few of them only exist in the Third Edition and don't reappear in the Fourth:
- Bulletproof Nudity: Less clothing makes it harder to be hit.
- Cannon Fodder: Minor NPCs fail all defense rolls and collapse if any damage gets through DR.
- Cinematic Explosions: Explosions do no direct damage though they do disarray clothing, blacken faces, and (most importantly) cause knockback.
- Flesh Wounds: Spend one (unspent) character point to ignore all but 1 HP (or FP) of damage from an attacknote
- Infinite Ammunition
- Melee Etiquette
- TV Action Violence: If struck by a potentially lethal attack (including a rapid-fire attack that inflicts multiple hits), the hero can choose to convert his failed defense roll into a success. This costs him 1 FP and he loses his next turn.
- Chambara Fighting Rules
- Exploding Eyeballs: Explosive decompression results in a bloody mess.
- Firecrackers and Hand-held Nukes: Opposing-force grenades make noise and smoke, but do only sartorial damage while friendly-force grenades are selective regarding the damage they do.
- Gun Control Law: The enemy will rarely use guns...even when they have them on their person.
- Hollywood Automatic Weapons: opponents haven't conceptualized aiming, especially when it comes to groups and all burst fire counts as a snap shot, never getting an Accuracy bonus.
- Imperial Stormtrooper Marksmanship Academy: the bad guys never hit with the first shot or burst of automatic fire.
- Martial Artists Anonymous: Every NPC the characters encounter will have some martial art training in the expert or better range.
- Proxy Fighting: Martial artists can use attacks and defenses through nearby items and furniture (such as kicking a chair at the enemy), rather than using them as weapons, thus extending the effective reach of their attacks.
- Artistic License – Paleontology: In Lands out of Time, this is invoked, as the various sections include plenty of areas labeled "reality check" to explain their very intentional inaccuracies (beyond the fact that humans are living with dinosaurs in the first place).
- Asskicking Leads to Leadership:
- Discussed in 3e. The Leadership skill is classified as Mental, so training it is based on your IQ stat. However, the untrained value is based on your ST (strength) stat. The descriptive text notes that in a group of random people where nobody has leadership training or experience, the physically strongest one usually ends up taking charge.note
- 4e averts the trope, as untrained Leadership is based on the character's IQ.
- Attack Failure Chance: Guns will misfire on a bad roll; this becomes more likely if the weapon is not cleaned regularly or is poor quality. Shooting without pausing can cause the same problems but heavier barrels warp more slowly and cooling systems allow for basically unlimited fire so long as they work.
- Attack Reflector
- The default Reflective Damage Resistance will actually reflect punches back at the enemy just as well as lasers. But because it's GURPS someone can simply overpower it if you're too far out of your league.
- The Reverse Missiles spell, which (as the name suggests) only works on projectile attacks. It causes them to rebound and hit the attacker launching them.
- The Challenge magazine #47 article "The Ultra Tech File" had a number of items that couldn't fit in the Ultra Tech supplement. One of them was the Laser Reflector, a computer-controlled mirror used in laser surveying that could be used to reflect an incoming laser beam back at its source.
- 3rd Edition supplement Compendium I. When a character has the advantage "Reflection", some of the damage that hits them bounces back and hits the attacker.
- Voodoo: The Shadow War supplement. The Reversal of Fortune protection ritual can bounce back cause an attacking ritual and cause it to affect the attacker instead of the target.
- Author Appeal: In any setting book by David Pulver, there will be an option to play as a Cat Girl. Though in GURPS Reign of Steel, that requires a campaign in which you can play a “Pantera” biological android, constructed and trained to hunt and kill humans.
- Awesome, but Impractical: Tactical Shooting has a section on "Things Not To Do," including Guns Akimbo and Gangsta Style. Most of the tactics in that section have some legitimate tactical use; Gangsta Style is an important tactic if you're using a shield, while "jungle taping" (taping two magazines together in opposite directions and then flipping the combo over when you need to reload) allows for a faster reload, but pros usually don't do these things because the downsides aren't worth it. They may be more practical than not for irregular forces, however (which is part of why irregulars tend to get curb-stomped when they go against professionals).
- Background Magic Field: In the standard magic system, the term "mana" refers to this, as opposed to a character's personal store of magic points. Variant magic systems sometimes have other energies that fill the same purpose (such as "sanctity" for divine spellcasters).
- Badass Normal: High point characters with no supernatural and/or exotic advantages will inevitably fit this trope, though up to a point increasing the grittiness of the rules can limit it. GURPS Black Ops supplement parks normal characters with 750 build points! (For comparison, GURPS Supers suggests 400 points for street-level supers!)
- Bad Liar: Covered with two disadvantages, which can be combined:
- Easy to Read makes it so that your body language is incredibly obvious. You can still lie quite easily by text or audio, but if anybody gets to actually see you, you're an open book.
- Truthfulness makes you unwilling to lie, and forces you to roll in order to avoid either blurting out the truth or making your lie obvious. Even if you do make the check, however, you take a severe penalty to any of your attempts at lying.
- Bare-Handed Blade Block: Defending against a weapon with one's bare hands is covered in multiple ways:
- Even under the basic rules, you can parry a weapon with your bare hands. This is, however, penalized if you're not using the Karate or Judo skills to parry, and GURPS Martial Arts says that the lack of penalties for these skills is cinematic unless done against rigid blunt weapons in close combat. Also, failing the parry allows the attacker to decide that they'll attack the limb used for parrying instead of the original target.
- GURPS Martial Arts has the Hand Catch technique for grapplers, which can be used to deflect a weapon and catch it in one swift motion. It's a cinematic technique, however, and it's highly unlikely that you'll be able to catch the weapon instead of merely parrying it.
- GURPS Martial Arts also has the Hand-Clap Parry, which reflects the classic anime trope of catching a sword between your palms. This ends the enemy's turn and automatically grabs their weapon.
- Battle Strip: Covered by an optional rule called "Bulletproof Nudity", which makes it easier for characters to defend themselves if they're not wearing much. If taken to the point of Full-Frontal Assault, it will also increase one's movement speed.
- Bayonet Ya: Both GURPS Low-Tech and GURPS High-Tech give rules for bayonets, essentially treating them like spears with reach that depends on the gun's length, and with bullpup firearms and submachine guns suffering a to-hit penalty due to being too awkward for such use. Trying to use the gun with a bayonet mounted as a ranged weapon will also give you an attack penalty with most bayonets, and leave you unable to fire if it's a plug bayonet (with the earliest bayonets being of such type), and muzzleloading firearms are slower to load with the bayonet on.
- Benevolent Mage Ruler: There's a two-sidebar discussion in GURPS Myth on the subject: "Why Archmages Seek Thrones" and "Why Archmages Shun Thrones." These cover why an archmage would want to rule a kingdom, and why one wouldn't - briefly, archmages who don't play politics are going to find the rules stacked against them, but being an archmage is a full-time job and so is being a king, and the more effort you spend on the latter, the less you spend on advancing your craft.
- The Berserker: The Berserk disadvantage makes you into one, being triggered deliberately or, if a roll is failed, when you take noticeable injury in combat or somebody you care about suffers the same. Once activated, it makes you disregard all defenses and tactics in favor of just attacking whichever enemy is in your reach, getting a chance to leave the state each time you defeat a foe, and another once the fight ends. Should you still be berserking by that time, you'll start attacking everybody else nearby, including your friends. On the plus side, you can't be stunned, ignore short-term pain from injury, don't slow down when your Hit Points are low, and are very hard to kill or KO (though you can succumb to your wounds after calming down).
- BFS:
- Several books have rules for scaling weapons for people who are smaller or larger than normal humans. Thus, you can make an absurdly long sword for a 100-meter tall mecha, or you can invert the trope by making a ridiculously tiny greatsword for a pixie.
- GURPS Fantasy-Tech 1 has ethnic cool variants of the zanbato (essentially, a giant katana) and zweihänder (popularly associated with the Holy Roman Empire's Landsknechte
). Both of them have a reach of 3 yards, weigh 10 pounds, and demand a Strength of 14 to wield effectively (at which point you have double the lifting capacity of a normal man). The zweihänder can even parry like a fencing sword does, despite its weight and length.
- GURPS Fantasy-Tech 2 has giant two-handed swords, which require a lot of strength to wield (as well as perks that reduce the inherent penalty to using them), but are incredibly powerful. Also, you can choose whether their size comes mainly in the form of length (up to 5 yards) or wideness.
- GURPS Fantasy-Tech 2 also comes with stats for absurd rapiers (up to 5 yards for the insane rapier), which can be wielded one-handed despite their length, but use Broadsword instead of Rapier and thus don't actually benefit from a fencing parry (despite their name), and are so awkward to swing (but not thrust) that you can't parry on the same turn.
- Big Eater: Any character with the Increased Consumption and/or Gluttony disadvantages.
- Big Fish in a Bigger Ocean: One of the suggestions given in GURPS Monster Hunters is to use modified versions of templates provided in GURPS Action. These templates portray an Action Hero who is a world-leading expert by real-world standards (which is the setting assumed in GURPS Action), but is pretty average or arguably weak by the standards of monster hunting (as many monsters are extremely powerful, while experienced hunters can easily take on any mundane threat).
- Black Comedy: Realm Management's descriptions of conformity ratings gives three examples for Rating 6: A Hive Mind, The Evils of Free Will, and The Smurfs.
- Blasting It Out of Their Hands: You can shoot at an enemy's weapon in order to break it, but as guns are made out of metal and are resistant to piercing damage (the one inflicted by guns), you'll need several shots to do so. GURPS Gun Fu, however, has a cinematic version that forces the target to roll Strength in order to avoid dropping their gun, with no regard for the gun's actual resistance to damage.
- Blinded by the Light: The game has multiple examples:
- Flashbang and sting grenades stun anybody in the area of effect with a combination of blinding flash and deafening noise. They don't actually blind and deafen the target, though.
- Any damaging explosion can temporarily penalize one's vision (up to blindness) for a few minutes from the bright flash, possibly causing permanent bad sight/blindness on a critically failed roll.
- Shining an extremely powerful light source (such as a tactical light or a searchlight) into an enemy's face is likely to temporarily blind them.
- If using light adaptation rules, any light (such as a muzzle flash) risks ruining it, possibly even causing the character to briefly go blind. That's why you use flash hiders and avoid using compensators in the dark.
- Strobe grenades in Ultra-Tech pulse very brightly (resulting in stunning and blindness), at frequencies that can potentially cause seizures even in non-epileptics.
- Blinding lasers will permanently blind the target, while a dazzle laser will only blind for a few minutes. Ultra-Tech has dazzle lasers built into flashlights, and high-energy lasers can be upgraded with blind and dazzle modes
- Blob Monster:
- GURPS Dungeon Fantasy, being an homage to old-school D&D, has a whole supplement of them: Dungeon Fantasy Monsters 2: Icky Goo.
Goo lacks most of the weaknesses of complex organisms that have internal organs, eyeballs, debts, and regrets.- In GURPS Monsters, the Woodbury Blob is four foot wide (and tall, and thick), weighs 500 pounds, and is made up of amorphous living protoplasm. It eats by flowing over a living creature and absorbing it into its own body. It's almost Immune to Bullets, which will make it a challenge to destroy.
- Blood Bath: Vampires in the 3rd edition version of GURPS Fantasy can only heal their injuries by bathing in blood.
- Blood Knight: The Bloodlust disadvantage emphasizes the "Blood" part by forcing you to take every opportunity to kill whoever you consider to be your enemy. Thus, you'll often get into avoidable fights due to wanting every encounter with an enemy to end in their death.
- Bold Inflation: The publisher's official style guide notes that the game's title should be bold, italicized and all caps (GURPS); bold italics are also required for supplement titles, so long citations of the game’s own books can get this look.
- Boring, but Practical:
- For influence skills, you usually can't go wrong with Diplomacy. It's harder to learn than others, but it doesn't risk pissing off the person you're talking to on a failure, and you can also use it to understand the best way to persuade a given person.
- When it comes to combat, some pieces of gear are particularly good picks if one doesn't have a specific idea in mind:
- At all TLs, knives. They can be used in close combat (which also means that you can easily use them while grappling), cost little (which makes it cheap to upgrade them for better damage and/or a bonus to one's effective skill), can be easily concealed, and don't cause much encumbrance. In addition, in most settings, they can be easily procured and carried without much legal or social issue (at least if they don't appear to be weapons). Oh, and many knives can be used as tools. And some knives can be mounted as bayonets. And since they're small, it's easy to carry them as emergency weapons and/or carry multiple backup knives.
- Before late TL5 (when caplock revolvers come into play), swords. While expensive, they're one of the few weapons that combine access to swing damage, an unpenalized parry (which allows them to parry even after attacking), and the potential to have a Reach of 2 yards.
- Before TL4 (when guns become widespread), shields. They give a bonus to all active defenses, give an extra defense with one's off-hand (which is pretty useful for characters who aren't ambidextrous or trained to fight with their off-hand), and, most importantly, allow one to defend against all muscle-powered ranged attacks, along with a few others. Many characters avoided death by arrows/bolts/magical projectiles because they had the foresight to bring a shield.
- Once TL4 hits, handguns. They might be worse than longarms in most gunfights, but they have a relatively low weight and Bulk, making them easy to conceal and carry. Most characters can always benefit from carrying one as a backup (whether they're primarily using longarms or melee weapons), while non-combative characters can carry them as a primary weapon that doesn't encumber them the same way a rifle or a shotgun would.
- At TL6 and TL7+, assault riflesnote . They do good damage (allowing them to penetrate soft ballistic armor or incapacitate unarmored normal humans in one hit), have a high Acc and Range, benefit from a high magazine capacity, and can fire at full-auto. And they're cheaper and lighter than Light Machine Guns (what, to compensate, have bigger magazines and bigger sustainable rate of fire). The only big issue they have is a low Legality Rating (though it's possible to buy semi-auto versions of assault rifles), as well as the fact that they're hard to conceal or use on the run; since neither are issues for a soldiers, it's easy to figure out why they're main weapons of infantrymen.
- At TL8, the concealable vest. It costs little, weighs little, gives a decent amount of protection against bullets and cutting damage, and can obviously be concealed under one's clothes. Even against rifles and/or armor-piercing rounds, it can make the difference between life and death.
- Born Lucky: The Serendipity advantage grants happy coincidences, Luck allows rerolls and is noted in a few places as being pseudo-realistic for highly skilled people, and Super Luck gives the power to completely dictate the outcome of a single action.
- Bows and Errors: A goat's foot takes 20 seconds to use in GURPS. In real life, however, it only takes somewhere around 5 seconds for a practiced crossbowman to use a typical goat's foot, and anything above 10 seconds would still be way too much even for a newbie.
- Bullet-Proof Fashion Plate: One possible use of the Shtick perk.
- The Bully: The Bully disadvantage makes you try to push people around in any way you can, whether by beating them up, making fun of them, or just socially snubbing them. It can become extremely nasty when combined with Sadism.
- Calling Card: The Trademark disadvantage indicates that the character leaves specific evidence in any scene where they adventure, such as changing every 0 to 1 while hacking, painting the crime scene in a certain color, leaving an item behind, writing poems for investigators to find, and so on.
- Calling Your Attacks:
- In GURPS Martial Arts there is an optional rule where, if you know a secret style, calling out a name for your attacks gives a penalty to the opponent's defense. You can also call out the name of a defensive move in order to counter this. The introduction to the "Techniques" chapter shows this, as Kai Lian (who calls her attacks even when not using the rule) refers to a riposte as "Whipping Branch Strikes Ape" (which the big dumb American, her enemy, takes offense at), then finishes off the opponent with "Cunning Rat Picks Grapes".
- Another optional rule, in GURPS Thaumatology, makes curses easier to cast and/or harder to resist if the caster announces them beforehand.
- The Casanova: The Lecherousness disadvantage, which causes the character to try to romance any people they find attractive.
- Cast from Stamina: Fatigue Points (FP) are based on the Health stat, and the default magic system has spells drain a certain amount of FP when cast or maintained. Cast from Hit Points is also an option, though it penalizes the skill roll while doing so, and there is a new advantage called Energy Reserve introduced in GURPS Powers that allows a spellcaster to use a separate energy source which is not impacted by health or strength and cannot be externally depleted by enemy attacks. Energy Reserve refills simultaneously with Fatigue Points, and so a wizard who has it is likely to mix both for the sake of efficiency.
- "Cavemen vs. Astronauts" Debate: The system is great for resolving these, although it will also create zillions of disagreements about what kinds of knives the cavemen have access to.
- Celibate Hero:
- The Vow of Chastity can be this or a Chaste Hero, depending on what other disadvantages are taken.
- A common aspect of some Codes of Honor.
- Chandelier Swing: The 3rd edition supplement Swashbucklers had extensive rules on swinging from chandeliers.
- Chaotic Stupid: The Trickster disadvantage makes you constantly strive to outwit legitimately dangerous people, even if they're likely to respond to your trickery with violence. Should no opportunity present itself over the course of regular adventuring, you're going to start looking for one.
- Character Customization: The game is constructed in such a fashion that you can make ANY CHARACTER as long as you can quantify what they can do. One famous example is the "intelligent blueberry muffin
".
- Charged Attack: GURPS Martial Arts has the Springing Attack technique, which requires you to spend a turn readying the attack, but offers greater damage if it hits.
- Choke Hold: Played rather realistically, with three ways to strangle somebody.
- An untrained character can simply grab somebody by the neck and strangle them, relying solely on their strength. However, this always inflicts HP damage (since you're crushing the trachea), is rather hard to perform unless you're stronger than the victim, and going for a non-damaging KO takes 10+ seconds of strangulation against most people, with them being able to fight back and/or escape during that time.
- Trained grapplers can do a Head Lock, but strangulation is mostly identical to the untrained variation, simply allowing one to use their skill instead of brute strength. The real benefit is being able to perform a throw that tries to break the victim's neck.
- Trained grapplers can also perform a full-fledged Choke Hold, which is rather effective, and allows one to perform a blood choke for a fast and non-lethal KO. However, blood chokes are still liable to inflict minor injury by going overboard, and the grappler has the option to go for a trachea-crushing air choke.
- Chronic Self-Deprecation: The Low-Self Image disadvantage makes you take a severe penalty to skill rolls in any situation where the odds don't look good.
- Chunky Salsa Rule: If a character is damaged to -10x HP, they are not only dead (which occurs automatically at -5x HP if they don't die sooner) but destroyed. Exactly what this means depends on the source of the damage, from total incineration or dissolution for fire or acid, to merely being very very much pincushioned by arrows. This will often preclude means of resurrection that require a recoverable body.
- Clark Kenting: The "Masked" perk makes it so that you can become unrecognizable with an extremely simple disguise, such as by putting on glasses.
- Clap Your Hands If You Believe: True Faith prevents anything "evil" from coming within a yard of you.
- CPR: Clean, Pretty, Reliable:
- Downplayed - you can only use CPR in cases where it would realistically help (drowning, suffocation, heart attack), it doesn't recover the damage from whatever made the CPR necessary, and the patient is likely going to remain unconscious after resuscitation. However, reliability depends solely on the person performing CPR, and a skilled doctor can bring back anybody from a heart attack. Bio-Tech fully averts the trope, as the reliability of bringing back blood circulation primarily depends on the patient's health (with the chance of success being pretty low), and it's possible for the rescuer to be fatigued by doing CPR for too long.
- Action plays the trope completely straight as part of its cinematic rules. Thus, you can resuscitate somebody who was killed with a headshot, and your chances are pretty decent if you know how to provide first aid.
- Cloak of Defense: Cloaks can be wielded with their own skill, usable for blocking (though they'll break easily), feinting, and even grappling.
- Closest Thing We Got: The game has a very detailed system of defaulting for skills you don't have training in. In general, most skills have a very non-generous attribute default, but things get more complicated from there:
- Some skills, such as Computer Programming, are so unintuitive and impossible to know the very basics of even from movies, attribute defaults are not applicable at all.
- Many skills tend to have defaults from related skills, but they can be worse the other way around, or not apply at all. For instance, knowledge of Survival gives a generous Camouflage default, but being an expert at Camouflage will not help you survive in the wild at all. Meanwhile, being good at Biology gives you a decent understanding of Naturalist, but Naturalist barely even helps with Biology.
- Some skills default from an attribute that is different from the one that controls them when learned, whether as a mere option to the main attribute, or mandatorily so. For instance, skills for vehicles that can be steered by one man (always based on Dexterity) typically default from either Dexterity or Intelligence (for figuring out the controls), but Piloting and Submarine are always based on Intelligence when defaulting.
- You can buy up skills from default, allowing you to spend less points than normally required.
- Colonized Solar System: In the Terradyne setting, the Moon has a pressurized city (Luna City) which is the capital of the titular MegaCorp turned empire. This setting was effectively replaced by Transhuman Space in 2002.
- Combat Resuscitation: The standard way for a character to be defeated in combat is for them to fall unconscious. Depending on the rules used, they might be bleeding, making bandaging necessary to avoid further injury that can lead to death. If they get beaten badly enough to be forced to make a death check and fail it, but not too badly, they can also suffer a mortal wound and be incapacitated, making it necessary to use surgery in order to save them. In any case, an unconscious character normally wakes up after a while, but it's possible to use certain abilities and items (such as smelling salts) to wake them up earlier.
- Combinatorial Explosion:
- The treasure tables in the splatbooks aren't unusually long, but there are a lot of modifiers that can be applied to said treasure, and those modifiers can usually be stacked. So a generic "armor table" extends to cover helms, animal armor, and everything else that might protect your skin.
- The stand-out example of a combinatorial multiplier is GURPS' massively excessive number of hit locations, which go down to individual fingers and consider the head, the eyes, and the brain to be different 'targets', for instance. (Though using hit locations at all is strictly an optional rule, and even the most nit-pickingly detailed 4th edition games will rarely feature more than a dozen possible locations.) This adds up quickly to potentially over fifty hit locations per person, which multiplies the entire armor table directly (with rules causing armor for various locations to be altered with different values), weapons (with various types having different modifiers for different hit locations), and pretty much the entire power list and combat-applicable skill table, and to some extent even the health table. There is a reason most games run along the lines of "all armored jackets have sleeves of the same armor value" and "there are no such things as fingerless gloves".
- The Dungeon Fantasy supplement on treasure claims to have eighty trillion possible treasures. Accomplished by having each table tell the GM to select another table to roll on.
- Powers adds several pages of generic modifiers that cause the same effect with advantages.
- The Conspiracy: Steve Jackson Games is quite big on conspiracy gaming in general, and GURPS Illuminati is an invaluable resource when it comes to such games.
- Composite Character:
- Many types of similar vehicle weapons are combined into single weapon. For example, "57mm Medium Tank Gun" represents British 57mm (“6-pounder”) Rifled Ordnance QF Mk III and ROQF Mk V, British 57mm (“6-pounder”) ROQF Mk II and ROQF Mk IV antitank guns, and the American 57mm M-1 antitank gun.
- Certain weapons have variants with mechanically different stats. Such as bombs/rockets/torpedoes with different characteristics (damage, speed, range, etc) - machineguns/autocannons having different rates of fire - or in one case, cannon having magazine-fed multi-shot variant.
- Some similar vehicles types are also lumped into single vehicle type.
- Many types of similar vehicle weapons are combined into single weapon. For example, "57mm Medium Tank Gun" represents British 57mm (“6-pounder”) Rifled Ordnance QF Mk III and ROQF Mk V, British 57mm (“6-pounder”) ROQF Mk II and ROQF Mk IV antitank guns, and the American 57mm M-1 antitank gun.
- Conspiracy Theorist:
- Expert Skill (Conspiracy Theory) covers this in a more educated way, allowing you to answer any question about conspiracies (real or imagined) and how they work.
- GURPS Monster Hunters 5 has the disadvantage Obsession (Unravel The Conspiracy) for the traditional crazy kook who sees conspiracies where they do not exist. Thus, the concepts of Occam's Razor and Hanlon's Razor are unknown to you, as you'll assume every act of malice to involve a nebulous conspiracy and will need a lot of convincing to accept the idea that it was an isolated action that involved nobody else.
- Contrived Coincidence: Serendipity lets you, the player, specify a random event that would be helpful to you, the character, and have it happen. Likewise, Gizmo lets you just happen to have brought the right gear for the problem in hand — while Unluckiness and Cursed are the disadvantages for people who suffer from bad coincidences. Such features are there to let you play the sort of fictional characters who seem to be pawns of fate.
- Cool Spaceship: The Spaceships series is all about creating these and has a large number of worked examples. For bonus points, it actually follows the rocket equation assuming you stick with the realistic engine types.
- Cool Shades: Sunglasses aren't even the only type. Goggles, Dive Masks, and oculars of masks (e.g. Gas Mask or SCBA) can also have flash protection for free. Then, Ballistic Sunglasses, Tactical Goggles and Anti-Laser Goggles become available - these also protect from fragmentation and small bullets. In Ultra-Tech, glasses/goggles/oculars keep getting tougher, and can mount gadgets.
- Cosmic Plaything: The Cursed disadvantage makes it so that if something can go wrong for you, it does, and it allows the GM to screw you over at any time. While it gives you a huge amount of points, you're quite liable to die within the first few sessions.
- Counter-Attack:
- GURPS Martial Arts has multiple ways to do this:
- A riposte sacrifices your defense in exchange for penalizing the enemy's defense when you attack immediately afterwards.
- The Counterattack technique gives the enemy a penalty to their defense, so long as you attack immediately after you defend yourself against their attack.
- Stop Hits involve attacking at the same time as the enemy attacks, and demand a contest of combat skill. The loser gains a significant penalty to their attempts to parry with the weapon they're attacking with, along with a small penalty to their other defenses.
- GURPS Dungeon Fantasy Denizens - Thieves has a cinematic variant with the Devious Defense power-up, which allows you to attack the enemy after defending against their attack. This attack comes before your turn actually starts, and is a free attack on top of what you have. It also works with a ranged weapon and/or against ranged attacks.
- GURPS Martial Arts has multiple ways to do this:
- Counterfeit Cash: The Counterfeiting skill covers the ability to create fake money (along with fake credit cards, if they exist). It works better at lower Technology Levels, as you don't need much in the way of tools, and anybody being offered counterfeit coins needs the Merchant skill to reliably spot fakes created by a professional counterfeiter. At higher levels, meanwhile, the countermeasures are so extensive that you need expensive, heavy tools, and even an untrained person has a decent chance of spotting a fake.
- Crazy-Prepared:
- You can make character sheets for just about anything, like plants and planets. Some GMs like to do this for pretty much every obstacle the players might encounter. There are also Techniques, a way to brush up on a specific aspect of a skill; meticulous players can use these to "buy off" any penalty they might have to roll against.
- Gizmos can be used to retroactively become Crazy-Prepared.
- A good roll against Tactics skill at the start of a battle means your character thought ahead, so you get an advantageous starting position.
- The Traps skill is just as good for setting traps as disarming them.
- Criminal Record Stigma: "Criminal Record" is one version of the "Social Stigma" character disadvantage, causing non-criminal NPCs to react less favorably to the character, especially if they value law more than usual (such as police officers), and may result in further issues, such as not being able to acquire a security clearance or own a weapon.
- Critical Existence Failure
- Averted in many ways:
- A hit that inflicts a lot of injury and/or hits a certain location will prompt a roll against knockdown, with a failure making you fall down, drop everything you're holding, and become stunned for at least one turn. If the roll is failed really badly, it may also leave the character unconscious.
- Inflicting enough injury to some body parts will cripple them, thus reducing the victim's combat effectiveness.
- When you're below 1/3 HP, you can only move half as fast as usual, which makes you easier to hit.
- If you're below 0 HP, you have to roll your health every turn to do anything at all without collapsing,
- Being brought to a negative multiple of your HP (such as -1xHP or -2xHP) makes it harder to resist unconsciousness, prompts rolls against your HT attribute to not die, a failure by a small margin will leave you alive with a mortal wound (which will usually kill you, but might be treated by a competent surgeon), you still risk falling into a potentially fatal coma when you pass out, and it's only at -5xHP that you're guaranteed to die.
- GURPS Martial Arts has rules for suffering penalties from lasting pain when hit in certain body parts, which can only be removed by healing the character or giving them painkillers. A powerful hit to the torso, for instance, may cause the character to move slowly and take a severe penalty to their dexterity.
- Affliction: Heart Attack will make your character roll against HT. If your character fails, he or she dies in a few minutes. Within those minutes, he or she can be resuscitated... unless the affliction was Irresistible.
- It's possible to play this straight by taking advantages that allow you to ignore the negative effects of severe injury, at which point you can fight until you die.
- Averted in many ways:
- Critical Failure: A particularly bad roll will result in a critical failure, which causes disastrous results (such as harming your patient while trying to heal them). In combat, will result in a roll on a special table for the specific disaster you suffer.
- Critical Hit: The game sets natural 3s a critical success. The effects are somewhat loosely defined except in certain cases.
- 4th edition upped the ante by having a natural 3 or 4 (and, with a high enough skill level, 5 or 6) count as critical successes. (Rolling three six-sided dice and getting a 3 has only a 1/216 chance of occurring, so the improvement to up to a 9% chance was welcome.)
- In combat, a critical hit can't be defended against and prompts a roll on a table to determine any special effects. The typical one is that there is no special effect, but a lucky roll may produce such results as doing 3x the normal damage.
- Also in combat, a critical success on a defense against a melee attack will cause the attack to count as a Critical Failure, thus prompting a roll on the table. Against a ranged attack, meanwhile, it results in you successfully avoiding every shot that was fired within the attack.
- Crouch and Prone: Besides standard standing, crouching, and prone positions, there's also kneeling, sitting (on the ground), and crawling (on your hands and knees). Martial Arts also differentiates between lying face-up or face-down, and adds the position of being seated (in a chair).
- Damage Reduction:
- The primary benefit of wearing/installing armor is reducing damage received when your other defences fail you. DR is also an advantage that can be purchased by characters, races, etc. One to three points of damage reduction seems to be the "realistic" limit for natural DR, possessed by real animals with thick hides/scales or purchasable by players without needing specific GM approval. Previous versions featured the Toughness advantage, a more expensive DR with a two point Cap specifically for human use, with the base advantage restricted to supers or races.
- Armor piercing attacks generally take the form of a divisor, reducing DR by half or more.
- The Damage reduction advantage also has a host of options to modify its function, in particular conjunction with Damage Typing. The advantage could be used to simulate anything from thick skin to magical resistance against a given element to an ablative force field that needs recharging.
- Damage Typing:
- Nearly every possible way it could be handled. There's burning, corrosion, crushing, cutting, impaling, small piercing, piercing, large piercing, huge piercing and toxic. All damage types will end up reducing the victim's hit points—you don't have to track damage separately for the different types—but some damage types give a multiplier to the amount of damage that gets through the victim's armor. Further, some kinds of armor give varying amounts of protection depending on what sort of damage they are protecting from. On top of that there are also attacks that damage fatigue points, making characters more exhausted rather than damaged. Then after all of that it also handles radiation damage as a sort of hybrid between the other types of damage. In short, rules for every possible way one could cause damage and different ways characters are expected to react to them.
- On top of actual damage, you have things like Binding, Leech, Obscure, Fatigue damage, and all flavors of Afflictions.
- The Supernatural Durability Advantage is basically custom made for this trope.
- Dance Battler:
- The Dancing skill can be used (in some games) to feint or even kick enemies in melee combat.
- GURPS Martial Arts features Capoeira as a style, famed for its dance-like movements. The Dancing skill isn't mandatory, but is an optional skill for the style.
- Death Seeker: On The Edge is the disadvantage that makes you act like this. If faced by a life-threatening situation, you'll often refuse to back down from it, and if you're actually fighting, you'll act with reckless abandon. This can even lead to counterintuitive situations where somebody politely asking you to leave makes you do so without issue, but them pointing a gun at you and threatening to kill you if you don't leave causes you to deliberately provoke them into shooting you.
- Deer in the Headlights:
- The Combat Paralysis disadvantage — the moment that you need to act in order to avoid personal harm (such as when combat starts), you're liable to suddenly freeze and just stand dumbfounded, even if you're about to die.
- Confused makes you freeze up in any mentally stimulating situation, especially combat. You can still fight back when directly attacked, however.
- Depleted Phlebotinum Shells:
- All sorts of special ammunition types are available. Explosive Bullets with various types of explosives, armor-piercing rounds of different types, expansive dum-dum bullets, slugs for shotguns, shot-shells for non-shotguns, poisoned bullets, gas shells, various warhead types, etc. Any munition type can also be made as Incendiary or Tracernote . Caliber mattersnote , as do some other parameters note .
- In Ultratech epoch, kinetic weapons can be divided into 2 categories. First one are kinetic guns firing [relatively] low-bore, high-velocity projectiles - favoring variants of futuristic armor-piercing "kinetic kill" projectiles (and, interestingly, the EFP/HEAT/HESH/MS-HEAT rounds of modern times - as they modify default damage instead of replacing it). Second one are kinetic guns firing [relatively] large-bore, low-velocity projectiles - favoring all sorts of futuristic ammo types what replace listed damage - such as explosives, cumulatives, poisons, nanobots, liquids, aerosols, etc.
- Determinator: Stronger characters in good physical condition can take enough damage that would kill lesser characters outright.
- Devolution Device: In GURPS Warehouse 23, one of the devices stored in the Warehouse is the Devolvo Ray. It fires a beam that causes a living target to move back along the chain of evolution, causing it to become its own ancestor. For example, a human being hit by the ray would become a Cro-Magnon, then a Neanderthal, and so on. If the ray keeps hitting the target for long enough, it will become a pool of primordial slime.
- Die, Chair, Die!: An extensive set of rules is given for damaging objects, based on the same ones used for damaging characters, and the Forced Entry skill is made for just such a purpose. These are the same rules used for breaking down doors and destroying vehicles.
- Dirty Coward: The Cowardice disadvantage makes you unwilling to suffer physical harm. Should you fail to control this tendency, you'll do your best bet to avoid danger.
- Disciplines of Magic:
- GURPS Fantasy gives options like Craft Magic, Master of the Trade, Oaths, and True Faith.
- GURPS Magic has the option of Alchemy.
- GURPS Powers has Psionic Magic.
- GURPS Wizards promoted itself as having 28 different types of Wizards, althro only a third of them would normally be considered wizards in other game systems.
- Diving Save: Possible by combining dodge and drop with sacrificial dodge. If the dodge is good enough the rescuer can escape harm too.
- Difficulty Levels: Subverted. There are 4 levels of realism: "Realistic", "Heroic", "Cinematic" and "Silly"note . At first glance, since rules apply to everyone, it should be "orthogonal" to difficulty - as everyone use said rules to their advantage. In practice, more unrealistic modes buff special characters and player characters, while debuffing pretty much all "mooks" and "normal people"; as such, unless you play as "red shirts", it's easier to win or survive on lower realism settings. Yet it's also possible to play on "Realistic" setting while featuring characters with blatantly supernatural abilities - so you, for example, would have actually fair fight with enemies, and have rules consistently affecting everyone regardless of their narrative importance (no BS like "enemies must miss their first burst, shoot badly, fail all defense rolls, and die upon taking any damage" - true heroes can win without cheating, because of their amazing abilities).
- Disposable Vagrant: The "Hardcore" adventure in Pyramid 3-14 centers around an illegal fight club that primarily relies on the homeless as its contestants, as they only require a little bit of money or drugs to risk their life in such an extremely brutal contest. Since the only other group that competes is mental patients, the Player Characters will have to live on the streets if they want to enter as contestants. That said, the adventure starts because of the trope eventually being averted — a former martial arts instructor (who became a homeless drunk after his wife's death) has been found dead with signs of assault, attracting attention from the town's police and organized criminals, who would both appreciate some help from the Player Characters.
- The Ditherer: Covered with both Confused and Indecisive:
- Confused makes you freeze up in any mentally stimulating situations, with combat being particularly bad here. You can still act once you snap out of it, fight back when directly attacked, or take decisions in a calm and controlled situation.
- Indecisive makes you struggle in any situation where you have to make a choice, regardless of how controlled it is, causing you to take several minutes just to choose whether to go left or right. Fortunately, you can be ordered around to negate the disadvantage.
- Dodge the Bullet: Sort of. You can use the Dodge defense against bullets but it doesn't strictly represent dodging. Most moving things get a Dodge stats to represent that fact that they're not perfectly predictable.
- Don't Sneak Up on Me Like That!: The "Berserk" disadvantage, in addition to everything else the disadvantage entails (rabidly attacking every enemy on hand with whatever weapon is on hand), also conveys this, treating anyone trying to restrain the character, friend or enemy, as an enemy. Earlier editions nicknamed the berserker rage "the Doom of the North" for this very reason.
- Dragons Up the Yin Yang: Both editions of the third edition's Martial Arts supplement use a yin yang symbol for their cover design. Funnily enough, the books cover western as well as Asian martial arts, quite extensively, but the Asian stuff is in there.
- Dual Wielding: The Extra Attack advantage (unless modified) and the Dual-Weapon Attack technique grant you an extra attack, but demand you to use two separate weapons. It's a pretty effective style, as it allows you to parry twice without a penalty, and landing two hits on a single enemy can easily force them into less-efficient dodging, unless they dual-wield themselves or have a shield.
- Dying Race: In 3e there was actually a disadvantage called "Dying Race". It didn't really affect gameplay and was mostly for flavor, so it was turned into a subset of Social Stigma in the next edition.
- Ear Ache:
- GURPS Martial Arts allows targeting an enemy's ear with a cutting attack, although it just reduces their level of appearance, since you only target the exterior part of the ear. However, the Ear Clap technique uses a bare hand to pop the interior part of the ear, which stuns the enemy and leaves them unable to hear out of that ear, potentially for the rest of their life.
- The Pyramid 3-100 article "Realistic Injury, Expanded" expands on the rules from GURPS Martial Arts on hitting the ears by allowing all crushing attacks to hit the ear. It still won't deafen the enemy, but it can result in a swollen ear (called a "cauliflower ear") or, with a strong attack, mangle the ear badly enough to reduce the victim's level of appearance.
- Early-Installment Weirdness: The 1st and 2nd editions didn't quite live up to the "Universal" in the title, being heavily oriented towards a low fantasy setting like its spiritual precursor The Fantasy Trip, with only rudimentary firearms rules, and magic spells, psionics, and superpowers in separate supplements. This improved in the 3rd Edition, especially after the release of the first Compendium, and the system finally became truly integrated in the 4th Edition.
- Eats Babies: Restricted Diet (Occasional) might restrict your diet to any of "Virgin's blood, rocket fuel, babies, radioactives."
- Eldritch Abomination:
- The third edition version of GURPS Fantasy treats the Babylonian primordial entity Tiamat this way, giving stats for a minor avatar of her that, while not appearing particularly odd (it's an enormous dragon with four eyes), can still cause terror from just looking at it. Said avatar automatically regenerates every year, making the effort of trying to kill it futile. To get rid of it permanently, you'd have to track down and kill the real Tiamat... who is half the size of the universe (about 2.24* 10^18 Hit Points), so good luck with that. There's even a Lovecraft quote after the stat block.
- The game has more in different settings and splatbooks: for example, GURPS Cabal, with its cosmology based on the qabbalah's Sephirot, has the creatures of Qlipoth and its Ur-Lords; Creatures of the Night has the godlike Betweeners, the force called "the darksome", which is responsible for the creation of the literal organ-farmer Darklings, and many of the non-undead creatures described; a few licenced settings (like Cthulhupunk and The War Against the Chtorr) have their own native abominations; and Infinite Worlds, the meta-setting that ties The Multiverse together, not only makes all the previous settings inter-accessible, but also has at least one world (Taft-7) where humanity never evolved in the first place because of Great Old One (or similar) influence 50 million years back - and although they're long gone, they left enough "Fun Stuff" behind (and the risk of attracting their attention is great enough) for the agencies overseeing interdimensional travel to quarantine the world from any travel there whatever the reason.
- GURPS newsletter Roleplayer #10 (May 1988), adventure "The Isle of Night". T'Soquat is a minor Thing That Man Was Not Meant To Know. It resembles a giant lobster with pale gray-green skin and glowing red eyes. It has an acidic secretion Super Spit, Super-Strength and large Power Pincers, and each Human Sacrifice it receives improves its defenses against being harmed.
- Elemental Punch: Innate Attacks, when limited to touch range, give a character this power. Power Ups 1: Imbuements takes this a step further, letting you augment your attacks. For instance, your bullets ricochet off a wall, your camera takes pictures on its own, and yes, you can make your punches elemental.
- Eloquent in My Native Tongue:
- The rules cover this by separating languages into three levels of comprehension (Broken, Accented, Native), with the character's native language being at the highest level by default. Thus, you can come off as a total idiot while speaking in one language, then switch to your native language and be able to hold a very intelligent and complex conversation in it.
- The rules also allow you to invert the trope by taking reduced comprehension of one's native language as a disadvantage while having a higher fluency in a foreign one. Or you can be bad at all of them if you want.
- Everyone Has Standards: In GURPS Black Ops, the Company's willing to do a lot of dirty stuff to protect humanity and The Masquerade. But killing a police officer is completely out of bounds; an op who does that should count his lucky stars if he's only assigned to nuclear reactor maintenance and monster cage cleaning for the rest of his life.
- Evil Is Deathly Cold: The Yuki-onna (a form of The Fair Folk) presented in GURPS MonsterHunters are not above freezing entire towns because they're bored.
- Evolving Weapon: The Named Possession perk indicates that a specific item of yours will gain enchantments as you earn character points, so long as the points were earned while performing supernaturally significant deeds.
- Extra Turn: The Altered Time Rate advantage gives you an extra maneuver on your turn. As it's an extremely powerful ability, it's also one of the most expensive advantages before modifiers are applied.
- Extreme Doormat:
- The "Slave Mentality" disadvantage turns your character into this, to the point that they can starve to death in a room full of food if they weren't ordered to eat regularly. For this reason, it tends to be only used on NPC slaves, some AI, zombies, golems and the like.
- There is also the Minion enhancement to the Allies advantage, which ensures the complete loyalty of the character's allies no matter what.
- Explosive Instrumentation: GURPS Spaceships has a cinematic rule for this, which gives weapons with the Surge modifier (which makes it disable electronics) give a chance to, on a hit to the control room, make a console explode and cause severe injury to the operator.
- Expospeak Gag: The perk called "Extreme Sexual Dimorphism". In other words, the character has a Gag Penis and/or giant boobs.
- Eye Scream:
- Hitting the eyes is very effective, as it bypasses most types of facial protection and innate armor, blinds the enemy's eye, and otherwise has the same effect as slugging the enemy in the skull. The downside is that the eyes are very hard to hit.
- GURPS Martial Arts has multiple techniques that allow targeting the eyes with one's bare hands, whether it's gouging them out with your thumbs in a grapple, poking them with a single finger, raking your fingers across the face, or even brutally (and cinematically) plucking out the eye. Less bloodily, there is the double eye-poke, which inflicts no actual injury and only blinds for a few seconds, as it's intended to reflect the comedic use of eye poking.
- Both GURPS High-Tech and GURPS Ultra-Tech have blinding lasers, which permanently blind the victim.
- Faint in Shock: The game has a “Fright Check” system to represent the effect on people of overwhelmingly horrible experiences, and some of the results on the Fright Check Table do involve fainting dead away. The third edition supplement GURPS Screampunk and the fourth edition update supplement GURPS Steampunk 1 augment this with a secondary system of fright checks in response to horrifying revelations of social inappropriateness, to suit the 19th century, Victorian milieu that both cover. Both note that actual period fiction might make the sexist assumption that only ladies will faint away in shock, but modern games don’t have to follow this.
- Fake Special Attack: GURPS Martial Arts has useless techniques, which can have whatever penalties, difficulties, and prerequisite skills the GM wants. What's really going on, though, is that it's just an ordinary attack or defense... unless you roll a critical success, in which case the sheer stupidity of the technique means that you get to roll on your critical hit table (attack) or the enemy's critical miss table (defense) three times, instead of just one, and pick whatever you want.
- Fantastic Legal Weirdness: Pyramid 3/93 has an article on how superhuman powers might fit in with the law. For example, "Extrasensory perception of any kind violates so many privacy laws that it could set back most courts for decades."
- Fartillery: GURPS Martial Arts suggests Flatulence Attack as a variant of the Halitosis Attack, used on enemies who grapple the user from behind. However, "The GM should decide whether martial farts suit his campaign."
- Fearless Undead: Most of the default templates for non-sapient undead include Unfazeable.
- Feathered Dragons: The GURPS Fantasy Bestiary includes aitvaras in its dragon section, depicted as dragons with the heads and wings of roosters.
- Fiction as Cover-Up: GURPS Illuminati suggests that the Conspiracy encourages the Weekly World News and similar publications to write up stories about conspiracy so that the Serious Press won't believe them.
- Fight Clubbing: The "Hardcore" adventure presented in Pyramid 3-14 centers around the player characters investigating and shutting down an illegal fight club that uses mental patients and the homeless as contestants. It's extremely brutal, with almost no rules and weapons eventually being thrown into the ring, making death or disability a very distinct possibility.
- Fingore: The Pyramid 3-100 article "Realistic Injury, Expanded" has rules for suffering broken or amputated fingers from a hit to the hand. Losing a thumb, in particular, makes it incredibly hard to do anything with the hand.
- Firing One-Handed:
- By default, all handguns are assumed to be fired one-handed, as that was the historical practice for most of the time. Wielding the gun two-handed, however, improves the effects of aiming and, with GURPS High-Tech rules, makes it easier to shoot on the run or in close combat, reduces Strength requirements, and allows single-action revolvers to be fired faster.
- Machine pistols can have their stock folded and be fired one-handed. However, this demands above-average strength, and the lack of a stock significantly worsens the recoil, making it useful only if you want to spray down a huge group of enemies.
- Longarms can be used one-handed, but unless you're very strong or the gun is braced, this usually results in a lot of missing and having to spend a turn readying your weapon. GURPS Tactical Shooting expands on these rules, with slings and well-balanced guns (either bullpup or with the magazine being inserted into the pistol grip) making it much easier to shoot, to the point that it can be a viable option to dual-wield assault rifles or submachine guns.
- Flavor Text: GURPS featured the odd bit of flavor text from early on, but Fourth Edition supplements have made a habit of it, with half-page snippets of relevant fiction at the top of most chapters.
- Flechette Storm: The "Storm Shuriken" becomes this when thrown. Other rapid-fire flechette weapons also appear in supplements.
- Flexibility Equals Sex Ability: Having the Flexibility advantage gives you a better bonus to the Erotic Art skill than simply leveling it up as normal.
- Forceful Faceplant: GURPS Martial Arts gives rules for "Kiss the Wall" attacks, which involve smashing a grappled enemy's body parts into something. It does a lot of damage for an unarmed attack when done against a hard object.
- Friend to All Living Things: Having the Animal Empathy advantage gives this quality.
- Full-Frontal Assault: The "Bulletproof Nudity" cinematic rule gives you bonuses to active defenses the less clothes you have. Naturally, being completely naked provides the highest bonus, and also gives a boost to one's movement speed.
- Fun with Acronyms:
- The Basic Abstract Difficulty from Action.
- GURPS itself originally stood for "The Great Unnamed Role Playing System".
- Gadgeteer Genius: The "Gadgeteer" advantage makes your character into one. By extension, the "Quick Gadgeteer" advantage lets you do the same, but with less time and resources.
- Genericist Government: Government regulations are represented by Control Ratings. If the CR is greater than the Legality Class of an item or action, you roll a die against the difference between the CR and the LC to decide if it's legal.
- Genetic Engineering Is the New Nuke: The 4th edition has one volume, GURPS Ultra-Tech, dedicated to mechanical and electronic SF and futuristic technology — and another volume of comparable size, GURPS Bio-Tech, dedicated to biotechnology, medicine, and genetic engineering. While, in keeping with the system's realism-based model, most of the products of genetic engineering described there are relatively low key, there are some radically advanced options, such as biological spaceships and "proteus viruses" that completely transform living things.
- Genre-Busting: Most volumes come with tips on how to use other volumes with them.
- Good Old Fisticuffs:
- The Brawling skill is for "unscientific unarmed combat", specifically covering striking. It costs less to train to a high level than skills like Karate or Boxing but gives a smaller damage bonus. It also gives access to a different range of techniques, e.g. Brawling includes biting and eye gouging, while Karate allows jump kicks and backwards kicks, and both cover elbow and knee strikes.
- GURPS Martial Arts also allows for this to occur within the style system:
- In general, despite the multitude of styles available, it's entirely viable to start off without any kind of a style. One may miss out on a few bonuses for knowing a style, but it's not that much of a deal-breaker, and a styleless brawler will have an extra point or two available for improving their combat abilities.
- There are several styles that teach Combat Sport or Combat Art versions of combat skills, which take a severe default penalty when used in real combat and take away points that could've been spent on actual combat skills (if there are any such skills in the style, anyway). Thus, a trained judoka (their style containing Judo Sport and no combat skills) will usually have poor odds against somebody who has no actual training, but spent a lot of their time fighting on the streets.
- The book has multiple lens for converting any style into something more suitable for a military, police, self-defense or streetfighting application, which remove most non-combat skills and excessively difficult techniques, along with possibly adding more combat skills. Applied to styles that aren't very efficient for life-or-death combat (such as many sports styles, along with those that heavily involve philosophy and contemplation), it can allow one to compete with styles dedicated to such combat.
- Gorn: While GURPS Basic Set is relatively tame, supplements (primarily GURPS Martial Arts and Pyramid 3-100's article "Realistic injury, expanded") can get very gory, as nearly every body part can be crippled or amputated in some way, with detailed rules for how this impacts the victim.
- The Greatest Style: GURPS Martial Arts briefly covers this topic, with special demands for knowing the style (in particular, you must spend 20 points just for the privilege of knowing it), and provides a sample write-up for an unarmed greatest style.
- Greed: The Greed disadvantage, natch. Whenever you have the opportunity to acquire riches, you'll usually take it.
- Green-Eyed Monster: The Jealousy disadvantage makes you hate anybody who's better than you in any way, to the point of acting as their Commander Contrarian.
- Groin Attack:
- This is very effective, causing twice the normal shock penalty and, if the injury is severe, a decent chance of the victim being stunned or knocked out.
- If you have an enemy grappled from the front, there's no hit location penalty for kneeing them in the groin
- If you're small enough, the game allows you to uppercut an enemy in the groin.
- There's also the "Testicle Grab" technique.
- If you randomly attack someone the groin is the second most likely part of the body to be hit.
- A picture in GURPS High-Tech features a man being aimed at with targeting lasers... including a few pointed at his crotch.
- GURPS Martial Arts has the intro to the techniques chapter describe a brawl between Kai Lian and an American. Her finishing move involves tumbling between the man's legs, striking as she goes, which she calls "Cunning Rat Picks Grapes". The accompanying drawing shows that she simply punched him in the groin.
- Guns Akimbo: Using two guns at the same time is possible if you have a source of an extra attack (typically the Dual-Weapon Attack technique), and Gun Fu has an entire style devoted to such shooting. However, unless it's a matter of style or you're restricted to concealable weapons, it's usually better to use a single rifle, though it's possible to be strong enough to dual-wield longarms.
- Guns Are Worthless: Depends on the TL:
- At TL3 (the middle ages historically), the only guns available are handgonnes, which do pathetic damage, have a very high chance of malfunction, risk explosion on every malfunction, and have little accuracy. Low-Tech makes them even worse, as you take an attack penalty if you don't have a second man to operate the gonne. As such, all the other ranged weapons would serve you way better, especially since you won't risk randomly blowing yourself up.
- At TL4 and early-middle TL5, muskets, blunderbusses, and muzzleloading pistols can be acquired cheaply and are likely to dominate ranged combat in the setting. They only have 1-2 shots and reload slowly, but they're effective even in the hands of weak characters, and do devastating damage if they hit. As such, while melee and low-tech ranged weapons are still viable to use, guns shouldn't be ignored.
- At late TL5, caplock revolvers come into play. They're still somewhat awkward to use, but their ability to hold multiple rounds before loading makes them the best weapons to have. However, their low damage (outside of some of the more expensive guns) means that melee and low-tech ranged weapons can still have their uses.
- In the last years of TL5 and through the entirety of TL6-8, metallic cartridge guns are widespread, and solve all the problems that early guns had. At this point, guns are the dominant weapon, and everything else is relegated to niche uses or situations where one can't obtain a gun.
- The Gunslinger: The cinematic advantage Gunslinger gives you a multitude of bonuses with guns, such as gaining your weapon's Accuracy bonus without aiming, ignoring penalties for shooting in close combat, while driving or riding, or on the run (even with a BFG), and so on.
- Hack and Slash: The Dungeon Fantasy book is for when you want to roll back GURPS to the days where adventurers looted tombs for no reason other than random treasure. It's notable for showing their work as much as they do anywhere else, and explicitly banning any abilities (such as teleportation or great wealth) that work against dungeon-crawling.
- Hair-Trigger Temper: The Bad Temper disadvantage forces you to make a self-control check in any stressful situations. If you fail, you must act against the source of stress in some way, such as by attacking or insulting it.
- Hallucinations: The Flashbacks disadvantage makes you occasionally hallucinate in stressful situations. The mildest version creates pseudohallucinations (as in, you know it's not real) and only gives a minor penalty for a few seconds, while the harshest one causes you to completely lose touch with reality for several minutes.
- Hammer Hilt: GURPS Martial Arts allows you to strike the enemy with your weapon's handle, effectively treating the weapon as a fist load. Thus, it doesn't do much damage, but allows striking in close combat with a weapon that isn't normally suited for it.
- Hand Cannon: GURPS offers various big guns across the different genres and settings its supplements cover. For example:
- The magnum pistol from GURPS Ultra-Tech fires a 15mm round, larger than the bullets in a modern anti-materiel rifle. And then there's the shotgun pistol...
- Steampunk genre and setting books feature handguns comparable to the largest real-world magnums and slightly larger. This fits; whereas modern firearms have, if anything, tended to use smaller bullets, because they can fit more in a magazine and fire them with higher muzzle velocities, and a slightly smaller, faster bullet will usually do enough damage to take an opponent down, the Steam Age had something of a bigger-is-better approach to weapons design, by comparison. That is helped by the fact, what certain Steampunk variants have Cyborgs and Automata (mechanical men) - both often being very strong, and therefore capable of using very big guns.
- For real-life examples, GURPS High-Tech and its supplements offer many options, from the Colt Walker and the Tranter Man-Stopper to the ridiculously powerful Ruger Super Redhawk, whose base damage is comparable to assault rifles. Loadouts: Monster Hunters, meanwhile, has the BFR as the ultimate in hand cannons, with the .500 S&W version being the most powerful handgun a modern-day character can get.
- Handicapped Badass: While GURPS treats disabilities as realistically bad for your combat ability, it's still possible to make a disabled fighter with the right tricks:
- Any kind of mental attack (such as telekinesis) is obviously not going to be penalized by the state of your body, so long as you can perceive the target in some way.
- Blindness makes it near-impossible to fight, but cinematic characters can take the Blind Fighting skill to negate all penalties with a successful roll, while superpower-inclined ones can take Vibration Sense and/or any kind of a Scanning Sense to perceive enemies, some of the latter senses even allowing the character to fight without penalties.
- Lacking a leg or two makes it impossible to dodge hits and fight in melee combat, but you can still use a ranged weapon. If you really insist on melee combat, GURPS Power-Ups 2 has a perk that gives you a few bonuses for fighting with your legs crippled or missing.
- Lacking a hand still allows you to strap a shield to it, and lacking an arm entirely is something that can be dealt with if you're strong enough to use a two-handed weapon with one hand. Meanwhile, lacking both hands or arms is something you can compensate for by getting really good at kicking and headbutting people.
- Being one-eyed or lacking depth perception gives a significant penalty to ranged combat, but only if you don't Aim. As such, sniping still goes smoothly.
- Hard-Coded Hostility: In GURPS War Against The Chtorr, as in the novels it's based on, there is no way to communicate or negotiate with the alien ecosystem and giant man-eating worms invading and un-terraforming Earth. It's either kill, or be eaten.
- Hearing Voices: Phantom Voices allows for various types and degrees of this problem, from merely weirding out others by talking with thin air to doing extremely evil things just because a voice told you to.
- Heroic Ambidexterity: Ambidexterity is a 5-point advantage which allows you to Dual Wield weapons more effectively (among other obvious benefits). Gaining this benefit for just one skill is a 1-point perk.
- He Who Fights Monsters: See the line of PDF supplements entitled, yes, Monster Hunters.
- Highly Specific Counterplay: GURPS Martial Arts has a few techniques like this:
- The Eye-Poke Defense (placing a hand along the nose), which only works against the comedic Double Eye-Poke. It does nothing against the single eye-poke or any other technique that targets the eyes. Of course, it's all Played for Laughs, since both techniques are comedic in the first place.
- The version of Bind Weapon for fencing swords can only be used when you parry a fencing weapon with another fencing weapon. It might be ideal in a setting where they're the default, but it's otherwise a very niche technique.
- Dual-Weapon Defense negates the -1 defense penalty for being hit with two attacks that come out of a Dual-Weapon Attack. Thing is, the penalty never applies for any other source of extra attacks, nor does it apply if you're only hit with one part of a Dual-Weapon Attack.
- Historical Domain Character: Some of the sourcebooks give stats for such people:
- GURPS Arabian Nights, for example, stats up Salah ad-Din (AKA Saladin).
- GURPS Who's Who 1 and 2 are all about this trope.
- Historical Fantasy: Many of the historical sourcebooks include period folklore to allow a Historical Fantasy setting.
- Hollywood Hacking: The Computer Hacking skill. The description notes a bunch of other skills that you'd want to use to hack a realistic computer.
- Hollywood Prehistory: Lands out of Time is a sourcebook for worlds where cavemen, dinosaurs and Timelost modern humans live side by side.
- Hollywood Tactics: Can be invoked in GURPS Action 2 with the "Dumb Mooks" rule, which makes it so that Mooks will simply stand out in the open and shoot as fast as they can, avoiding any sorts of fancy options.
- Holy Grail: GURPS Magical Items 3: "God's Cup" is the Holy Grail interpreted for the GURPS Goblins setting. It has the same origin, and is a golden chalice which can heal any ill... if the user is suitably Godly. An unworthy user instead receives a Bolt of Divine Retribution. Naturally, this includes most goblins.
- Homing Projectile: Can be bought as equipment, stat’ed as characters, or be a function magically imbued into otherwise normal gear.
- Honor Before Reason: Code of Honor (Comics Code) includes a couple of provisions that are decidedly in this category. A Comics Code superhero will always fight fairly (even against enemies who won't) and will keep their word even if the promise was made under duress.
- Hopeless with Tech: Uselessness with technology is the effective result of the “Low TL” disadvantage, which actually represents unfamiliarity with a setting’s general level of tech (so one could be perfectly competent with seriously out-of-date gear). It’s also possible to take “Incompetence” quirks indicating ineptitude with specific technological skills.
- Horn Attack: Combat-useful horns are one thing that can be represented by the Striker advantage. And, just as one example among many, the Fetch in GURPS Myth can butt with their horns.
- Horror Hunger: The Unnatural Appetite disadvantage is intended to represent monsters (such as vampires) who are compelled to feed on something that must be obtained from sapient beings. The gameplay effect is that if they have an opportunity to obtain whatever they desire, they must roll self-control to not take it.
- Horse Archer: GURPS Martial Arts has a few styles dedicated to mounted archery, such as Kyujutsu. They're very effective in open terrain, as the archer doesn't take any special penalties for fighting on horseback (other than their effective skill being capped by Riding), and they become capable of using Hit-and-Run Tactics.
- Human Sacrifice: A thing that comes up in adventure stories. For example, in the GURPS newsletter Roleplayer #10 (May 1988), in the adventure "The Isle of Night", Colonel Fitzhugh has been possessed by the spirit of the Wizard-Chief of the island natives. He tries to summon the Eldritch Abomination T'Soquat into our world and sacrifice his daughter Alicia to it.
- Humans Are Average: Humans are the template that everything else is based on. By definition, all other races (even ones functionally identical to humans) have some advantages and/or disadvantages relative to humans. A zero-point cost human in GURPS would have average-level basic stats, no training in any skills (just low defaults for untrained use where applicable), and nothing else. A Player Character, even one without special powers, costs much more.
- Humans Are Special: An unusual variant pops up in Template Toolkit 2 and Space - humans normally have a solid 0 on the scales indicating a race's typical psychology, which go from -3 to +3. However, humans get a +1 in Playfulness (indicating the willingness or unwillingness to engage in non-utilitarian activities), whereas a 0 would be used for a race that typically has a serious demeanor in most situations.
- Hyperspace Mallet: GURPS Mecha, which covers quite a bit of anime material (because that's where a lot of mecha appear), has rules for this trope, which it refers to as "Shōjo Mallet".
- I Know Kung-Faux: GURPS Martial Arts gives a brief coverage to the topic of comedic martial arts, including a list of silly techniques — double eye-pokes (which can be defended against just by putting a hand on your nose), flying atomic wedgies (like a normal wedgie, but done while running), halitosis attacks, flatulence attacks, noogies (knuckle rubs to the top of the head), nose slaps, and Wet Willies (putting a saliva-covered finger into the enemy's ear).
- I Let Gwen Stacy Die: The Guilt Complex disadvantage covers such an attitude, making you suffer a depressive episode if anything bad happens to the people who are important in your life. They don't even necessarily have to die to trigger the disadvantage, either.
- Imperial Stormtrooper Marksmanship Academy:
- An optional rule is the Trope Namer. The rule says that the bad guys always miss with their first shot or burst.
- Tactical Shooting says that this is the normal condition of most enemies you're likely to face. If you're fighting terrorists or conscripts, they'll hit maybe half the time under ideal conditions, and a real fight has smoke, lighting and other questions to muck that up. Meanwhile, a PC tactical shooter knows to take cover, set ambushes, spot enemy ambushes, shoot first, and when all else fails, they fall back on the Luck advantage.
- Impersonating an Officer: GURPS Horror has a variant of the The Men in Black, representing a tulpa (in the original Tibetan meaning) that acts like a government agent tasked with protecting the state's secrets, even though it isn't one. Being that tulpas run on the force of human will and belief, it's extremely vulnerable to attacks by real authority figures.
- Impossible Item Drop: Parodied in GURPS Creatures of the Night which includes a completely immobile plant monster that comes complete with a treasure trove full of things that are useful when trying to kill plant monsters. Why? Because it enjoys murdering adventurers and taking their stuff (which it then buries somehow).
- Improbable Power Discrepancy: Action's BAD (Basic Abstract Difficulty) system can result in this if the GM uses it excessively, as it applies as a negative modifier to nearly every task that could in some ways be made harder if the enemy did their best to hinder the party, while also determining the skill levels of Mooks, and the book suggests generally increasing it as the adventure goes on or if the Player Characters are engaging in behavior that attracts unnecessary attention. So you could end up in a situation where some random guy's house is much harder to break into than the house of a crime lord simply because the crime lord was fought at the start of the adventure, while the random guy was encountered close to its end after the team has engaged in a lot of careless behavior.
- Impromptu Tracheotomy: The neck is one of the available hit locations, with strikes to the neck doing 2x injury with cutting weapons (and it's noted that a killing blow with one may decapitate the victim), while crushing weapons do 1.5x injury. Neck armor is somewhat uncommon, making it an attractive hit location.
- GURPS Martial Arts adds rules for hitting veins and arteries of the limbs and neck with bladed weapons, which increases the injury multiplier by 0.5x and makes it so that the victim always dies if they fail the roll to avoid death, with no possibility of suffering a mortal wound instead. As such, a hit to the carotid artery is extremely lethal.
- GURPS Bio-Tech adds rules for crushing the trachea with a blunt-force hit to the neck. Doing so incapacitates the victim and causes them to die by suffocation, unless somebody provides the right medical aid.
- Improv Fu:
- The Proxy Fighting rule in GURPS Martial Arts allows martial artists to use nearby items to deliver damage. Not by wielding them as weapons, but by hitting these items with normal attacks, which then makes the item fly into the enemy and do the same damage that the attack would have done.
- GURPS Action 5 is devoted entirely to such a style of fighting, using nearly everything in the environment to hurt people, such as wet towels or conveyor belts.
- Improvised Weapon: Some of the books give stats for wielding all sorts of items as weapons. Action 5 - Dictionary of Danger, in particular, is dedicated entirely to such weapons, along with things that can't actually be wielded as weapons, but are still useful in combat, such as conveyor lines or walls.
- In a Single Bound: Here called Super Jump. There is also the Flying Leap skill, primarily intended for practitioners of Supernatural Martial Arts.
- Instantly Proven Wrong: In the introduction to the techniques chapter in GURPS Martial Arts, the American fighting Kai Lian says that no girl will get the better of him. It only takes a few seconds before he gets hit with a "Cunning Rat Picks Grapes" and falls over.
- Initialism Title: The source of the game's name.
- The Insomniac:
- The Insomnia disadvantage makes you suffer occasional episodes of sleeplessness, making you suffer from Sleep Deprivation sooner than usual.
- The Nightmares disadvantage often causes you to suffer nightmares, which result in fatigue until you get some decent sleep.
- Intrinsic Vow: GURPS Castle Falkenstein. If a Faerie uses Enchantment or a Pixie uses Love Charm and asks the victim to do something against their basic beliefs, the victim can resist the effect.
- In Vino Veritas: Being drunk gives the character a severe penalty to self-control rolls for their disadvantages, with the exception of Cowardice. Also, the reduction of Will from drunkenness makes it easier to use influence skills on the character or interrogate them, with the Friendly Drunk quirk (from GURPS Power-Ups 6 - Quirks) making this penalty harsher specifically when resisting influence skills.
- Island Base: GURPS Illuminati. One potential location for the Illuminati main base is on a private secret island that has been erased from the world's maps, possibly in the Bermuda Triangle.
- I Was Beaten by a Girl: The introduction to the techniques chapter in GURPS Martial Arts has Kai Lian's opponent (a giant muscle-bound American) say that, as the local bare-knuckle champion, no girl is going to get the better of him. She gets the better of him.
- Joke Weapon: GURPS Action 5 has plenty of items that suck even as an Improvised Weapon, but the ultimate in this is probably the hairdryer, as dealing damage with it requires you to hit the enemy 10 times in a row without ever missing (so it's usually only viable if you pin them down), and all you get out of this is a single point of burning damage, in a system where it takes 10 points of damage to knock out the average man. Simply punching the enemy does more damage, and so would whacking them with the hairdryer or throwing it into a bathtub.
- Kevlard: Hit Points are meant to correlate with weight in somewhat realistic games, although you don't automatically gain more HP for being overweight. Martial Arts, as such, has a perk for the Sumo style that allows the practitioner to raise their HP far above the normal cap for realistic humans.
- Kinetic Weapons Are Just Better: To an extent. In the standard SF weapon lists, beam weapons tend to do less basic damage than comparable projectile weapons. On the other hand beam weapons may be better at bypassing a target's armor. It all rather depends on how a given setting’s technology is set up.
- The Klutz: The Klutz disadvantage makes you frequently suffer mishaps, and Total Klutz even makes it so that every failure on a Dexterity-based roll counts as a Critical Failure.
- Lawful Stupid:
- The Honesty disadvantage can promote this, though an Honest character can break the law if they make their control roll for the disadvantage, permitting characters with less severe "Honesty". However, they'll also have to roll afterwards to not turn themselves in. Also, even in a lawless area, they will act as if the laws of their homeland are still in force, which can be pretty nasty in a post-apocalyptic setting.
- Codes of Honor/Conduct can also lead to this type of behavior.
- Lazy Bum: The Laziness disadvantage, which makes you hate doing any kind of work. If you're working in a job that pays specifically for performance (such as self-employment), your monthly profits are only half of the usual rate.
- Leeroy Jenkins: As noted in several places here, GURPS begins with a premise of "realism;" i.e. Killed Off for Real is fairly easy, Back from the Dead, not so much (if at all). Nonetheless, the creators seem to love Leeroying inasmuch as there are so many Disadvantages that can produce it (or perhaps they just know that some players will want these options):
- Berserk: You must roll to avoid Leeroying any time you take 3 or more hits in one turn, or under "Other conditions of extreme stress (GM's option)" — i.e. pretty much in any combat.
- Bloodlust: You must roll to avoid Leeroying any time you have a chance to kill a "legitimate enemy" — i.e. pretty much in any combat.
- Impulsiveness: You must roll to avoid Leeroying any time the rest of the party are taking too long discussing something — i.e. pretty much before any combat.
- On the Edge: You must roll to avoid Leeroying any time you have a chance to deliberately put yourself in mortal danger — i.e. pretty much in any combat.
- Overconfidence: You must roll to avoid Leeroying any time you feel yourself a match, or more than a match, for your opponent — i.e. pretty much in any combat.
- Lemony Narrator: In an example in GURPS Sorcery, after a player proposes a particularly twinkish improvised spell...note
The GM brandishes his foam sword menacingly and suggests she reconsiders.
- Like Reality, Unless Noted
- GURPS tries to be realistic, and games using the default rules will be fairly gritty. But if you enable the relevant optional rules, and especially if players buy "cinematic" traits, you'll turn the game away from reality and toward the genre of your choice.
- The common term among fans is that GURPS presents a "gameable abstraction", the more realism you insist on the harder it is to actually play the game. Forum posts are nonetheless full of people trying to make things more realistic.
- Loads and Loads of Rules: Most of them are described as "optional" in the books. Hardly anyone really plays the game with only the mandatory rules, so to get a game started, the game master needs to make a list of the optional rules he wants to use.
- Long List: Most of the character creation "rules" are really menus of traits that characters can have. Enormous menus. There are over four hundred skills! Of course, only a few of those will be useful for a particular game, so GMs regularly make their own less-intimidating lists, perhaps in the trait sorter
.
- Luckily, My Shield Will Protect Me: Shields work quite well. Not only do they allow for blocking attacks, which makes for a less risky parry, but they give a bonus to all dodges, blocks, and parries on top of that.
- Made a Slave: The Pyramid 3-47 article "Monster Slavers" covers slave trading in GURPS Dungeon Fantasy from the perspective of slavers. Slavery can be extremely profitable, not to mention that it lets you treat the monsters themselves as loot, but it adds the burden of transporting the monsters back to town, healing them, and waiting for the Slave Market to open up if one wants to sell them at full price.
- Made of Bologna: Invoked by a powerful Advantage called "No Internal Organs" note .This means a character never suffers from complicated medical problems, because their interior becomes uniform undifferentiated tissue.
- "Magic A" Is "Magic A": GURPS magic in all its forms tends to follow systematic rules peculiar to each form. Thaumatology and its various supplements are essentially a toolkit to build your own magic system.
- Magic by Any Other Name: GURPS Magic has the option of Alchemy; GURPS Fantasy gives options like Craft Magic, Master of the Trade, Oaths, and True Faith; GURPS Powers has Psionic Magic; Chinese Elemental Powers has Chinese Elemental Powers.
- Magical Defibrillator: Normally averted, as a defibrillator only helps for heart attacks (fibrillation, specifically), and it simply makes success more likely instead of guaranteeing it. Action plays it straight, however, as you can use a defibrillator for any attempt at resuscitation (which can be applied to any case of death), making it possible to defibrillate a person who bled out or took a headshot.
- Magic Fire: Presented in GURPS: Magic. Essential Flames will burn water elementals. A pyromaniac mage has even more fun options, besides the ever-popular Explosive Fireball there is Burning Death which incinerates the target from the inside out - even if they're magically protected from fire.
- Magitek:
- GURPS Technomancer is about a world where technology blends with magic.
- Monster Hunters 5 has a section on Technomagic. This is the use of computer code to replicate Ritual Path Magic, akin to the premise of the Shin Megami Tensei franchise.
- Mama Bear: A sidebar in GURPS Bestiary makes it very clear why you shouldn't get between a mother animal and her young.
- Man Bites Man: Biting can be done by any character with teeth, even if they're blunt (like those of humans). GURPS Martial Arts even provides rules for grappling with teeth and tearing the enemy apart with them, thus making them distinctly different from any other unarmed attack.
- Marriage Before Romance: In Social Engineering, it's possible under certain circumstances (either an Arranged Marriage, or a marriage of convenience or desperation) for a marriage to begin without romantic ties, and there are mechanics for courting your spouse if you choose to do so.
- Martial Pacifist: Two varieties of Pacifism are oriented towards this, as they don't penalize your combat ability at all, but put restrictions on when you can employ it:
- Cannot Harm Innocents makes it so that you'll only use deadly force against legitimate enemies and those who want to seriously harm you or others. You also do your best to prevent collateral damage to the uninvolved.
- Self-Defense Only means that you'll never be the first one to strike a blow, and will only use proportionate force against the enemy. You also try to discourage others from starting fights.
- Masked Luchador: One of the sample characters in GURPS Martial Arts is "Del Duque", a heroic Mexican crimefighter in a Luchador-style mask hailing from a world that seems to operate on low-budget-TV-series logic. He is also by far the most powerful of the sample characters (at 350 character points, he's in the lower-end superhero range), and is noted to wear his mask all of the time (because, as a quirk on his character sheet notes, he considers masks perfectly normal).
- Mass Super-Empowering Event: Wild Card Day in Wildcards brought super powers to the world.
- Master Swordsman: The advantage Weapon Master (which is considered cinematic and thus not allowed in realistic games) allows players to do more damage with their chosen weapon, if their skill is sufficiently high, and reduces defaulting penalties for anything in the same category. It also reduces penalties for performing multiple strikes, and for parrying multiple attacks with the same weapon.
- Meat Grinder Surgery: Low-Tech and Low-Tech Companion 1 include lengthy explications of why low-tech PCs should never go to a surgeon if they have any other choice. Even with the absolute best equipment possible (which will cost a healthy arm and a leg), you're still operating with a very limited understanding of medicine and physiology, meaning that any surgery except trauma surgery (such as dentistry or cataract couching) is practically being done blind. There's also the little detail that they're working without anaesthetic, which means that the patient will be in agony, that most patients will be unable to keep from moving a little under the knife (sucks if you're doing something delicate), and that the surgery will be more damaging because the surgeon has to work quickly to minimize the pain. It's not for nothing that the traction bench, a surgical aid used for bonesetting, evolved into a torture device later!
- Melee Disarming: There are multiple to disarm somebody in melee combat:
- Strike their weapon in order to break it. It does, however, demand a lot of strength, especially against weapons made out of metal, as they're pretty resistant to damage.
- Strike their weapon in order to knock it out of their hands. This favors fencing weapons, whips, and anything with disarming prongs (such as jittes and sais). You can also learn a technique to improve your odds with such a disarm.
- Grab their arm, hand, or weapon, then try to force them to disarm them with brute strength. This will take quite a lot of time and effort, however.
- The Men in Black: They appear in several add-on books.
- GURPS Illuminati has a chapter devoted to them.
- In GURPS Horror, they can get access to the "State" powerset, representing fears of government surveillance and overreach. There's also a variant that is a tulpa (in the ancient Tibetan meaning, rather than the modern internet one) acting like it's a government agent when it's not, and is extremely vulnerable to attacks by real authority figures.
- In GURPS Monster Hunters there are provisions for playing The Men in Black.
- GURPS Black Ops for Third Edition was a whole campaign setting specifically for The Men in Black.
- The Men in Black is also the name Steve Jackson Games uses for its volunteer game demonstrators (such as at conventions and other gatherings).
- Mirror Chemistry: One of the entries on the "something went wrong with our dimension-traveling device" chart in GURPS Time Travel.
- Mirrors Reflect Everything: A Sunbolt spell, which creates a laser beam, can be reflected by a mirror. The book expressly notes that a laser would easily melt any mirror that wasn't absolutely perfect, but since it's a spell, the Rule of Symbolism allows this to work.
- Military Mashup Machine: You can make one with Vehicles rules. For simplest example, while most weapons have description on where they usually were used or "supposed to be" used, you can install anything anywhere as long as it's weight, needed vehicle spaces (VSPs) and cost are in in an acceptable range, and vehicle is of correct type (e.g. free-falling bombs should be on something flying; naval torpedoes should be on something swimming or flying) - and, of course, if you do all calculations and decide what such combination is better than "supposed" one (as you need common sense for vehicle to be viable). For example, in World War 2 (TL 6), you can install Tank and Antitank Guns on ships, auxiliary Dual-Purpose Guns on tanks, Aircraft guns on ground and sea vehicles, or tank what uses large mortar or mass of rockets as it's main weapon. And you can take default ammo type, and re-calculate it into whatever ammo type you need, as long as caliber is big enough (e.g. even if it shoots "HE" by default, you can load it with "AP", "APEX", or "HEAT" if you need).
- Moe Anthropomorphism: Pyramid #3/97 has an article covering anthropomorphized weapons. The worked examples that are "Moe" include a crime-fighting boy who can shift forms to resemble a miniature humanoid version of the M48A1 Patton (his favorite childhood toy), and a girl who fights demons and sea monsters by turning into a humanoid version of the Israeli Sa’ar II missile boat.
- Molotov Cocktail: Stats are given for them. They're incredibly lethal for how easy they are to make, easily penetrate non-sealed armor, and can even function as area denial (as the burning fuel covers a 1-yard hex for quite a while), but are very unreliable (in slightly over a third of cases, either the bottle fails to shatter, or the fuel doesn't ignite), are very hard to throw at a man-sized target outside of close range, and won't shatter on relatively soft things (like humans wearing light or no armor).
- Most Writers Are Human: A character without a racial template is assumed to be a human unless stated otherwise, and "Exotic" refers to advantages that aren't at all possible for humans to have in the real world. Racial templates are also statted in relation to what they add or substract from the default human template.
- Mounted Combat: Rules are provided for mounted combat. It is incredibly effective, especially with ranged weapons, as the cavalryman gains a height advantage over footmen and ignores all the usual penalties for making attacks on the run.
- Muggles: The Mundane Background disadvantage represents a complete lack of familiarity with the supernatural in a setting that has it. As such, you can't learn any skills related to the supernatural (not even those pertaining to theoretical knowledge), can't actively use any supernatural abilities you have (and don't start out aware of them), and can only start with mundane equipment.
- Muggle with a Degree in Magic: Under the default Magic system, in a Low or Normal Mana world only characters with the Magery advantage can cast "normal" spells (non mages can cast the Least of Spells in Normal mana). Because the default magical system treats spells as skills like any other, it's entirely possible for characters without Magery to learn spells, even if they can't cast them. The Thaumatology skill represents a knowledge of the underlying structure of magic, and likewise does not require Magery or spellcasting ability (though Magery gives it a bonus). GURPS Thaumatology has options such as "Limited Non-Mage Ceremonies".
- Multi-Armed Multitasking: You can take the "Multiple Arms" advantage, though you then need to buy special coordination to use them for anything other than holding stuff.
- Multiple Persuasion Modes: The skills Acting, Carousing, Diplomacy, the Enthrallment group (Captivate, Persuade, Suggest, and Sway Emotions) done by fantasy bards, Fast-Talk, Hypnotism, Intimidation, Leadership, Merchant, Musical Influence (cinematic), Public Speaking, and Sex Appeal. There's an entire supplement (Social Engineering) detailing how these work and including even more (such as Propaganda).
- Multishot: Appears in Imbuements.
"If your skill is high enough to deal with -18, you’re certainly welcome to try for a RoF 20 bowshot!"
- Muscles Are Meaningful: By default, the Strength attribute reflects actual muscle, which is why it affects your base Hit Points (which reflect weight), makes it harder to inflict knockback onto you, and, in Technical Grappling, allows you to resist certain attacks that require the attacker to deal with the opponent's weight (such as throws and forced posture changes), even when you wouldn't normally be able to do so.
- Nasal Trauma:
- GURPS Martial Arts has rules for breaking a nose, which has a reduced threshold for inflicting a major wound than the rest of the face (major wounds having an increased chance of stunning or knocking out the victim), and also leaves them unable to taste or smell anything until they recover. For the more sadistic, it's also possible to cut off the nose, permanently reducing the victim's appearance.
- GURPS Martial Arts also has the silly Nose Slap technique, which inflicts no injury, but stuns the victim and can cause them to drop everything they're holding and clutch their nose. Should they have an item they can't drop (such as a strapped shield or a hook hand), they'll hit themselves in the face with it.
- Neck Snap: An option for grappling, which requires high strength or some training to pull off reliably, but causes a lot of injury to the neck while bypassing any flexible armor. Martial Arts has an optional rule that makes it much nastier by having it actually break the neck (therefore paralyzing the victim) if it does sufficient injury.
- Negative Stat Value: Hit Points, and Fatigue Points can go deeply into negatives, causing the character to check for unconsciousness and keep doing so each turn (unless they do literally nothing), along with other effects:
- For Hit Points (HP), going to -NxHP (such as -1xHP) will result in the character needing to make a roll to avoid dying or suffering a mortal wound, and potentially falling into a coma even after success if they fail a certain check to recover from unconsciousness. At -5xHP, they will also immediately die without being able to roll, and will have their body destroyed at -10xHP.
- For Fatigue Points (FP), going to negative FP will cause the character to suffer HP loss, and going to -1xFP will result in them immediately passing out without a roll.
- Never Learned to Read:
- While literacy is assumed by default for player characters, you can take the lack of if as a disadvantage. In a Low-Literacy Setting, it won't even eat into any limit on disadvantages that the GM has set.
- Functional illiteracy is covered by taking your written comprehension of a language at the Broken level. Thus, you'll struggle to read any complex document, have the chance to misinterpret or fail to understand a written message in a stressful situation, and will make a ton of errors while writing (sometimes to the point of writing total gibberish).
- The Dyslexia disadvantage represents an extreme case wherein your ability to read and write is effectively non-existent, and you can never learn to do so.
- New Powers as the Plot Demands: The Modular Abilities advantage allows you to acquire new abilities (whether skills or advantages) as you desire, but most varieties have certain limitations that don't allow you to pull things out immediately and/or without preparation. The Cosmic variation, however, allows you to swap abilities near-instantly and does not require you to do or acquire anything prior to the swap, thus allowing you to pull out any power and any skill at any moment, so long as your invested a sufficient number of points into the Modular Ability.
- Non-Health Damage: You die if aging causes any stat to drop to zero. If some other force drops a stat to zero you're rendered all but helpless.
- Non-Human Undead: The Zombie Vehicle spell, which is designed with spaceships in mind.
- Non-Player Companion: The Allies advantage covers your character having a sidekick of some kind that takes an active role in their story. They're made and controlled by the Game Master. Also, by default they have their own opinions on what to do, but they keep the player character's interests in mind, and the player character has the obligation to treat them well, but the latter can be negated by the Unwilling limitation (which makes the Ally disloyal), and both can be negated by the Minion enhancement (which makes the ally absolutely loyal).
- No Peripheral Vision: An actual disadvantage, alongside with the much harder Tunnel Vision. Many masks and face-covering helmets give one of the two, and a harshly realistic rule in GURPS Tactical Shooting temporarily gives the disadvantage while aiming down sights.
- No Sense of Humor: Available as a disadvantage, which makes it so that you never get jokes, are serious all the time, and assume that others are also always serious. If this becomes obvious, the result is a moderate reaction penalty.
- No Such Thing as Bad Publicity: Invoked. On the front of GURPS Cyberpunk, the writers advertised that the game had been seized by the Secret Service, and an interior section mentioned the circumstances (the Secret Service had called it "a handbook for computer crime"). Of course something like this is going to be free advertising.
- Not Quite Flight: The Flight advantage has a lot of different ways to make it like this; also, telekinesis can be used for locomotion, and there is the Walk On Air advantage.
- Not the Fall That Kills You…:
- The Catfall advantage allows you to halve the damage you take from falls on a successful Dexterity roll. It's not available to normal humans outside of cinematic games.
- The Acrobatics skill allows you to roll to reduce the effective distance of a fall, thus reducing the damage you take (or negating it entirely in a short fall). A few books expand this into the Breakfall technique, which can reduce the effects of a Judo-like throw and can also be used with some grappling skills.
- Number of the Beast:
- The Men in Black in Horror have a point total of 666.
- In Magic, rolling an 18 on the critical spell failure table (which means rolling three sixes on 3d6) summons a demon or other malign entity.
- Off on a Technicality: There's a section with a rule for this. When a PC is arrested, the cop making the arrest must (secretly) make a Law (Police) skill roll. On a failure, the PC (or his lawyer) can make a Law (Police) or Law (Criminal) skill roll to find what rule of procedure the cop broke and get the PC released on a technicality. If the cop makes a Critical Failure, the procedure breach is so blatant that the PC is released without trial. Of course, it would only apply in procedural societies or societies concerned with the human rights of their citizens, so don't hope to pull this off in a Control Rating 6 government, where you will instead be subjected to a Kangaroo Court.
- Omnidisciplinary Scientist: While realistic games handle the various subdivisions of the sciences by means of an extensive skill list and rules for specialisation, omnidisciplinary scientists appear in more cinematic games by means of the Science! skill. The exclamation point is key. The game’s 4th edition introduced “wildcard” skills in other fields, such as Detective!, Gun!, Music!, and Sword!.
- One-Handed Zweihänder:
- Two-handed weapons can be used one-handed, but it causes your weapon to go wildly off-balance, forcing you to spend a turn readying it, and you take a skill penalty unless your Strength is noticeably above the requirement. If you want to avoid the weapon going unready, you need an even higher Strength than the one to avoid a skill penalty.
- Inverted in GURPS Martial Arts when using a Defensive Grip with a one-handed weapon, as it makes you wield the weapon with two hands at once. This gives you slightly more damage, but also makes it harder to land a hit, as the weapon's grip isn't designed for two hands.
- One-Hit Kill:
- A radioactive attack that hits someone for 4000 rads gives them one HT roll to survive, but if they manage a Critical Success... they die slightly differently
- Save-or-die-instantly powers have been shown in a few books, usually relying on the combination of Heart Attack (which reduces the victim's HP to 0, resulting in unconsciousness even if the heart attack itself is survived) and afflicting the disadvantage Fragile (Enhanced Unnatural), which causes the victim to die at 0 HP. Thus, if the resistance roll is failed, it results in instant death.
- Magic - Death Spells focuses entirely on such spells, although a decent chunk of them don't kill instantly, instead causing a condition that will eventually kill the victim, making it possible for the spell to be reversed by a friendly mage.
- One Password Attempt Ever: In the Warehouse 23 supplement, anyone trying to log on to the Warehouse's computer remotely must input two separate passwords. If the second password is incorrect the computer assumes that an intrusion is taking place and doesn't give the intruder another chance.
- Only Flesh Is Safe: Spells from the College of Making and Breaking will only affect inanimate objects.
- Open Heart Dentistry: The skills of Diagnosis, Esoteric Medicine, Physician, and Surgery cover all medical procedures within their area of expertise by default, unless you take an optional specialty. There is a bit of a nod to realism, however, in that you need to take Veterinary to care for non-sapient creatures (although that skill covers all species), and you have to pick a specialty in a specific species with other skills, taking penalties for working on another one, although the latter tends to be ignored by GMs who are running less realistic games.
- "Open!" Says Me: The rules used for destroying objects are also applicable to doors. Several books have a more extensive set of stats for breaking down doors, differentiating between the hardware (the things that keep the door closed and locked) and the door itself, and GURPS High-Tech details the equipment used for breaking down doors.
- Our Dragons Are Different:
- GURPS Fantasy Bestiary (for 3rd edition) includes a section dedicated specifically to dragons.
- Firedrakes are the standard Western dragon — Long-Lived, four-legged, winged, fire-breathing terrors, intelligent and capable of speech and powerful magic but chiefly concerned with hunting and hoarding treasure. They hatch already the size of an adult man and keep growing throughout their lives. They don't grow weak or senile, and only become stronger and wiser as they age. They're even said to never die of old age at all. Luckily for other creatures, they're not common — it takes a lot of prey to keep one fed, and they also experience high mortality rates as hatchlings.
- Chinese dragons, or lungs, have features from almost every animal — except tigers, their mortal enemies — plus pearls under their chins and magical growths on their foreheads that allow them to fly. Only the males have horns and whiskers. They are strongly associated with water — they typically live in deep pools and underwater caves or behind waterfalls — are adept shapeshifters and their temperament varies depending on whether they lean more towards Yin and Yang: when Yang is dominant, they are preservers and protectors; when Yin is dominant, they are destroyers. Several types of lung exist. Kioh-Lung are the youngest of their kind, have not yet grown horns or back legs and mature into one of the various kinds of adult dragons at 500 years of age. Li Lung are the least magical of these, resemble dragon-headed lions who fly with physical wings, cannot breathe water and can cause earthquakes. Lung Wang resemble giant dragon-headed turtles, and live in the ocean. P'an Lung are slender, serpentine creatures that live in the sky and can control the rain. Shen Lung rule over freshwater, are immune to poison and can make people supernaturally lucky or unlucky. P'an Lung and Shen Lung speak the same language, and can create "water fire" that can only be put out with regular fire.
- Other types of dragon include rooster-like, mace-tailed aitvaras; azhi dahaka, evil, three-headed legless dragons with a different Breath Weapon for each head; the seven-headed, snakelike and maiden-eating herren-surge; the kakutan, which resembles a horse with a dragon's head; snake-headed, eagle-legged and scorpion-tailed mushussus; aquatic, fishlike tarasques; worms or wyrms, wingless creatures closely related to firedrakes and able to breathe out clouds of poison gas; and animalistic, stinger-tailed wyverns.
- The 3rd/4th edition GURPS Dragons is a whole book about handling almost the whole range of dragon tropes in games, complete with example campaign frameworks for many of them. See the book's own page.
- GURPS Fantasy Bestiary (for 3rd edition) includes a section dedicated specifically to dragons.
- Our Dwarves Are All the Same: As a generic system, GURPS can potentially handle any sort of dwarf — but its writers have mostly stuck to the established standard.
- Dwarves in Banestorm, the main official GURPS fantasy setting, are a race of natural artificers and merchants. Most adults have at least one point worth of personal "signature gear".
- GURPS Fantasy offers another variant of the same type — natural artificers who are somewhat greedy and have the ability to detect the presence of gold nearby. Many are magically inept and miserly, though it's not an innate part of the dwarven condition.
- Our Fairies Are Different: Fairies in GURPS Fantasy are living illusions. Their magic can be as easily destroyed by iron as they are. Of course, due to the modular nature of GURPS, Fairies can be built in countless other ways resembling other examples on this page.
- Our Ghouls Are Creepier: Ghouls in GURPS Fantasy are a complete race who are indistinguishable from normal humans until they try to eat you. The only thing they can eat is human flesh; all other foods are dangerous to them.
- Our Gnomes Are Weirder: Gnomes in GURPS Dungeon Fantasy look similar to thin dwarves and are expert craftsmen. Their entry also notes the possible existence of Hell Gnomes.
- Our Goblins Are Different: Several takes on goblins are present in the various books. For example:
- GURPS Goblins features an entire alternate Earth exactly like ours, circa 1830s, but inhabited only by goblins — a parody of Regency England. These particular goblins are extremely varied, being shaped by the exact forms of mistreatment they suffer in childhood, but are alike in being base, crude, and vulgar, as well as standing up to cartoon levels of interpersonal violence.
- Banestorm features goblins as short, green humanoids, immigrants from the mostly arid desert world of Gabrook. They are intelligent, civilized and naturally curious, and actually fit well enough into human society. Hobgoblins are their larger, dumber cousins; while a few live among goblins as servants, most remain hunter-gatherers living in small bands in the wilderness.
- Our Gryphons Are Different: GURPS Fantasy Bestiary includes gryphons and hippogriffs, both of which fly through the use of Mana stored in their feathers.
- Our Hippocamps Are Different: GURPS Fantasy Bestiary classifies as "makaras" any creature with the back half of a fish and the front half of a land-dwelling animal. While the term is Indian in origin, the book notes that it can be applied to creatures such as hippocampi, which would be considered horse makaras.
- Our Homunculi Are Different: Homunculi in GURPS Magic must live in bottles because they are so ridiculously vulnerable that they can be killed by harsh light.
- Our Hydras Are Different: GURPS Fantasy Bestiary describes the original Hydra of myth as a unique monster with nine heads and four legs, but notes that GMs may redefine it as a whole species of creatures with varying numbers of heads. They can attack multiple times per round and cannot be stunned or knocked out, thanks to their multiple heads, and if one is cut off two more grow from the sump and reach full size in a few rounds unless cauterized with flame. The body instantly dies if the heads are all heads are severed, and the heads die quickly if the main body is killed. The text also notes the original myth having one immortal, unkillable head, and leaves dealing with such a thing as an exercise for the players.
- Our Mages Are Different: GURPS Wizards covers pretty much every implementation mentioned in the trope page.
- Our Perytons Are Different: In GURPS Fantasy Bestiary, perytons are winged deer that attack humans on sight, diving on them from the air in attempts to gore them with their antlers and fighting mercilessly and to the death. Because they cast human shadows, and because of their habit of only killing one human each in any given attack and wallowing in the remains, they are thought to be the souls of particularly bloodthirsty humans, and that killing a living human is the only way they can regain their previous forms.
- Our Werewolves Are Different:
- An optional werewolf template is an uncontrollable problem triggered by the full moon. They're very hard to kill but curiously don't have any special level of strength like most werewolves.
- In the Banestorm setting, people so afflicted turn into actual wolves. It's also not contagious; either you or an ancestor has to have been specifically cursed.
- Our Wyverns Are Different: GURPS Dragons and GURPS Fantasy Bestiary include four-limbed wyverns as one of the several subtypes of dragons. They have no breath weapons but possess poisonous barbs at the end of their long tails. They are clumsy walkers but frighteningly fast fliers, and thus prefer to attack targets from the air. They're largely animals, although smart ones, and the book notes that all-dragon campaigns might use them as pets or attack dogs for dragon characters; GURPS Fantasy Bestiary further describes them as dragon-like, but as not actually being dragons. Variations include one able to shoot quills from its tail.
- Pants-Positive Safety: A perk is the Trope Namer, which allows you to carry any firearm in your pants, cocked and with the safety off, and never risk the possibility of accidentally shooting yourself.
- Parrying Bullets: In two ways:
- Parry Missile Weapons, by default, only allows you to parry slow projectiles (up to crossbow bolts). However, if you have the Enhanced Time Sense advantage, then you can parry bullets at a significant penalty, though beams are still too fast to parry.
- GURPS Martial Arts has the Precognitive Parry skill, which allows you to predict where an attack will hit, then use this information in order to parry the attack, regardless of its velocity or visibility. This does, however, inflict damage to your weapon, making it necessary to use one that is extremely tough or indestructible (such as a Laser Blade).
- Pinball Projectile: GURPS Ultra-Tech has a rubber-covered grenade shaped like a Frisbee. It can be made to bounce with a lot of skill, making it very handy when you don't have a direct line of sight to the enemy.
- Pistol-Whipping: Guns can be wielded as melee weapons.
- Handguns are normally treated as fist loads, with the damage depending on the weapon's base Bulk (how big it is). Many muzzleloading pistols can also be inverted, then used akin to a mace.
- Longarms can be used akin to a staff to thrust with the barrel for a small amount of damage, or thrust with a stock for a medium amount of damage. It's also possible to grab the gun by the barrel, then swing it around like a maul for massive damage, but the stocks of many modern guns aren't built to withstand such use.
- Planetary Parasite: Supplement Space Bestiary:
- The alien species known as world worms travel between planets in pods. When a pod lands, the worms pour out and infest the planet, eating their way to the planet's core. By the time they've grown to full size (several miles long), they've done so much damage to the planet that it disintegrates. After mating, the worms split up and release pods, which begin their journey to find a new planet to destroy.
- Invader swarms are made up of thirty ton aliens that land on a planet in numbers of 200-1200. They breed prolifically, doubling their population every month, while eating all of the organic life they can find. When they reach their maximum population (in the trillions), they launch themselves into space and head for the next life-bearing world, leaving behind a dead planet.
- Plot Hole: Yes, there's a trait for this: Gizmo allows you to retroactively have always been carrying a small useful item, regardless of how little sense it makes. You can still be carrying the item even if you were strip-searched recently. Serendipity allows you to get even more arbitrary.
- Point Build System: One of the first tabletop RPGs to use this idea. Everybody gets a single pool of character points, determined by the GM, and they spend these points to improve attributes, buy advantages, and learn skills. To gain more points, players can assign disadvantages to their characters, which make the character weaker in some aspect or put limitations on their behavior. In addition, players can put enhancements and limitations on traits (anything that is an advantage or disadvantage) that alter their cost, but change the way they work. Character points also serve as experience, being given out by the GM over the course of the campaign.
- Portal Fantasy: A short supplement, GURPS Fantasy: Portal Realms
, covers this topic in detail.
- Power Armor: Battle suits in the basic set, and Ultra-Tech has a few new flavors.
- Power Pincers: GURPS newsletter Roleplayer #10 (May 1988), adventure "The Isle of Night". The Eldritch Abomination T'Soquat has large claws that can do 4-14 Hit Points of damage. If the spell to summon it succeeds, the native villagers under its control will transform and their hands will become claws that do 1-6 Hit Points of damage.
- Practical Currency: "Bullets" (that is, rifle caliber cartridges) in After the End are both currency and ammunition.
- Pressure Point: The cinematic skills of Pressure Points and Pressure Secrets, which are only available with Weapon Master (only for Pressure Points) or Trained by a Master advantages. The former gives you special effects depending on what location you hit (crippling for the limbs, suffocation for the torso, and so on), while the latter allows you to inflict impaling damage with your bare hands and makes unarmed grappling techniques far more damaging.
- Pro Wrestling Episode: Ring Dream as a whole could be considered this.
- Prochronic Product: There are rules that allow players to invent such creations, if they have enough gadgeteer bonuses and/or an unusual background. Depending on details, the new inventions can be either verge on super-science, or be simply a case of Giving Radio to the Romans, affecting how hard it is to "invent" them.
- Psychic Block Defense: The Mind Shield advantage gives you a bonus to resist any mental attack or attempts to find your mind.
- Psychic Powers: A whole chapter is dedicated to explaining how to modify advantages and disadvantages to become these, and how to build characters that use them effectively
- Psychic Static: The Mind Block skill serves as the last line of defense against mind reading, with successful use making them read meaningless thoughts instead. GURPS Supers has techniques of the skill that allow you to disguise the block (by making it appear like normal everyday thoughts), think in a cypher instead (so that a failed use still forces the reader to either crack a cryptographic code or repeat the attempt at mind reading), and even turn invisible to telepathic powers.
- Puzzle Boss: It's possible to create characters hard to defeat by conventional means, what would require unconventional ones:
- Pretty much any creature during Stone Age or Low-Tech epoch, what has DR big enough to be immune to personal weapons. Cue using either siege engine, or something like very big rock.
- Tiamat, 1693 points 3E variant. Not only is she has 200 ST and has potent magic - she has "Invulnerability (Kinetic Damage, does not apply to direct strikes to the heart)". And said heart (Vitals) is inside her invulnerable body; it's not certain if simply trying to shoot Tiamat's heart from outside counts as "direct strike" - but Tiamat having no DR seems suspicious, as if the chest area near heart is invulnerable too. So in one possible interpretation, to even damage Tiamat, you need either weapon what goes through things (e.g. X-ray laser), or to shoot hearth through Tiamat's open mouth (like Marduk did); or circumvent this invulnerability and use non-kinetic damage (such as poisons, fire, electricity, energy guns, etc), or use magic.
- Quick Draw:
- The Fast-Draw skill covers this, with specialties covering ranged weapons, melee weapons, and ammo. It is also possible to buy a holster designed to make Fast-Draw easier.
- Both GURPS Martial Arts and GURPS High-Tech have rules for resolving quick-draw duels and any other situation where the issue at stake is which fighter draws their weapon first. There are even rules for quick-drawing on an enemy who is already armed, with the penalty being extremely high.
- Ranked by I.Q.: The game uses "IQ" as the short-form name of the Intelligence stat — a measure of all forms of intelligence, independent of culture or species — although it has barely any relation to actual measures of IQ. Apparently it wasn't meant to.
- Rapid Aging:
- Challenge magazine #47 article "The Ultra-Tech File". If it works, the 2 day long Rejuvenation process lowers the character's age. If the process suffers a critical failure, the recipient's age increases by 6-36 years.
- The Self-Destruct disadvantage makes it so that when the character reaches the threshold at which they start making aging roll (50 years, for humans), they will start making aging rolls every day with a severe penalty. Thus, death is only a matter of weeks.
- Raygun Gothic: Tales of the Solar Patrol covers Flash Gordon and Buck Rogers-type space exploration, while Atomic Horror covers the aesthetic of the 1950's B movies, such as radioactive giant insects, flying saucers, man-eating plants and the like.
- Reactionless Drive: Five different types in the Spaceships supplement - rotary, standard, hot, super, and subwarp. All of them consume energy, but free up space that would normally be occupied by fuel tanks, and allow for rapid non-combat movement due to the ability to accelerate constantly.
- Recycled In Space:
- Any setting + GURPS Space = Any Setting IN SPACE!
- A pastime of some GURPS aficionados is grabbing three random GURPS sourcebooks and making a gameworld out of them
.
- Red Eyes, Take Warning:
- Fantasy Folk. Minotaurs have the disadvantages Berserk, Bloodlust, Intolerance, and Savage. They're aggressively antisocial and eat other sentient creatures. They also have red eyes.
- Conan: Moon of Blood. The swamp devils have eyes as red as coals of living fire, and the chaken (ape men) have flaming red eyes.
- GURPS Conan and the Queen of the Black Coast. The Hell Hyenas are huge hyenas with red Glowing Eyes. They have a strong bloodlust, attacking that lives and trying to kill it without pity.
- GURPS newsletter Roleplayer #10 (May 1988), adventure "The Isle of Night". The extremely evil Eldritch Abomination T'Soquat and its minions have red Glowing Eyes.
- In the GURPS Supers adventure School of Hard Knocks, the supervillain Denier is nasty, chauvinistic, selfish and abusive. He also has blood-red eyes in his human form.
- GURPS Monsters:
- The Mothman has attacked and tried to kill human beings and killed many dogs. It has red Glowing Eyes.
- Spring-Heeled Jack is a callous bully who likes to terrify people, attacks women and has killed at least one person. He has fiery red Glowing Eyes.
- Reality Is Unrealistic: If you fall or collide with a sharp, spiky, or bullet-shaped object or surface, the impact does half damage, and that damage changes to Piercing/Cutting/Impaling. Crushing (Cr) and Piercing (pi) damage have a 1x multiplier, Cutting (cut) 1.5x, and Impaling (imp) 2x, and said multiplier is applied after raw damage is reduced by DRnote . In other words, it can be safer to fall on spikes than on solid floor, especially if you're armorednote . That's due to fact what part of the impact's energy is used for deformation of said spikes, therefore cushioning the blow.
- Reliably Unreliable Guns: A gun, beam weapon, explosive, or incendiary that rolls a certain number or more on an attack roll (the number depending on the TL) will suffer a malfunction, causing the weapon to jam, misfire, or break. Early guns are particularly unreliable:
- At TL3, the only available guns (cannons and handgonnes) will malfunction on a roll of 12 or more (on 3d6), meaning that slightly more than a third of the shots you make will result in a misfire at best. Worse yet, they risk exploding, unlike later guns, potentially killing the operator.
- At TL4, guns still malfunction on a roll of 14, so that means that 16% of your shots will result in a malfunction. Also, while most ordinary guns don't risk a potentially fatal explosion, the risk still applies to breechloaders, repeaters, and grenades.
- Religious Robot: C-31 became a Buddhist monk.
- Remote, Yet Vulnerable: 3rd edition supplement GURPS Undead. If a person's soul leaves their body for any reason (such as undergoing a near-death experience), any ghost nearby can try to possess the body with a high chance of succeeding. If the ghost expends enough fatigue and gets really lucky, they can control the possessed body for up to 36 days.
- Retcon:
- The introduction of sheath rules in the fourth edition explained why swords were so heavy.
- Reality Quakes and Ontoclysms are mentioned as having this effect on global reality in Infinite Worlds (and are "especially common in words with superhumans").
- Rhyming Wizardry: One alternate magic system (recommended for more light-hearted games) uses this. In the example scenario, the mage used random animals to rhyme with what he actually wanted, and the GM ruled that he'd summoned them as well.
- Ritual Magic: While the "Ritual Magic" variant is a Non-Indicative Name (it's actually a different way to assign magic costs and allow for more improvised magic), Ritual Path Magic and its precursor Path/Book Magic fit this trope. The basic idea is that you create an effect, then make it happen by casting a ritual in a consecrated space, using an arcane connection to the subject, and gathering ambient energy through ritual practices. Ritual Adepts downplay this by being able to get rid of the requirements, but even then, they have to spend a few seconds gathering energy to cast the spell.
- Rocket-Tag Gameplay: Combat at higher Technology Levels leans towards this, unless the GM does their best to avert the trope, as weapons start hitting extremely hard and armor struggles to keep up with them. It's particularly pronounced at TL7 (from World War 2 to the end of the Cold War), as assault rifles become ubiquitous while ballistic armor remains impractically heavy and expensive.
- Rules Conversions: Even if the setting you want isn't among the many official GURPS sourcebooks, someone has probably made an unofficial conversion guide for it.
- Rule of Cool:
- "When in doubt, roll and shout!" Book 2 of the Basic Set includes some guidelines for how to fudge modifiers when the action is too awesome for looking things up in tables.
- The Daredevil advantage gives a bonus to all rolls made in situations where you're taking unnecessary risks — and preserves you from suffering a critical failure — because that makes you cool
- For one point, you can buy a "Schtick," which allows you to define a Character Tic, and then guarantees that you'll always be able to do that, even when you'd expect it to be impossible: run in high heels across rough terrain at no penalty, for instance, or keep your clothes clean and cool while swimming in the wilderness.
- GURPS Thaumatology suggests "Because it's cool" as an in-universe motivation for adventuring mages.
- Runic Magic: Various GURPS supplements have included rules for rune magic; GURPS Thaumatology takes the Nordic "Futhark" runes as a working example of an alphabet that can be used with the generalized rules for "symbol magic".
- Running Gag: After many years of waiting, the 4e Low-Tech supplement gained an extensive mythology due to the number of questions for which the official answer was "It will be in Low-Tech". Not only would it answer all of your questions about GURPS, it would contain the cure for cancer and be hand delivered by Jesus. Then it appeared and the joke went away.
- Sadist: The Sadism disadvantage. Whenever you have the opportunity to be cruel to someone, you'll take it, unless you can restrain yourself.
- Safecracking: A few books contain rules on safes, which are much more secure than normal locks — lockpicking takes an hour instead of a minute and demands a stethoscope, while breaking them open suffers from the fact that the safe is incredibly tough.
- Sand Worm: In the Space Bestiary' supplement, the alien species known as world worms travel between planets in pods. When a pod lands, the worms pour out and infest the planet, eating their way to the planet's core. By the time they've grown to full size (several miles long), they've done so much damage to the planet that it disintegrates. After mating, the worms split up and release pods, which begin their journey to find a new planet to destroy.
- Sapient Tank: This trope shows up in Reign Of Steel and OGRE, and can be a player character in the right games.
- Scary Scorpions: The Giant Scorpion in the GURPS Bestiary, which is two yards long. If its claws and bite don't kill you, its sting definitely will.
- Screw the Rules, I Have Connections!: Social Engineering and its sub-books provide a variety of ways to get and employ connections. Pulling Rank is mostly about employing your official position legitimately (for example, if you're a soldier, you can call for a medivac and the roll determines whether the base has support available), but it can also be used for "inappropriate" requests at a hefty penalty. For example, one possible request is for a cop to get authorization to illegally apprehend someone and take them to a small room, where nobody will ask how they got the information that they mysteriously come up with - but if you ask for this and you're not doing it to a terrorist or similarly scary bad guy, you'd better have a real good deal with your superior or there'll be hell to pay.
- Scoundrel Code: The game offers a Pirate's Code of Honor in addition to the more standard types. It is, needless to say, less restrictive.
- Sea Serpents:
- GURPS Fantasy Bestiary describes sea serpents as legendary, solitary predators that will attack anything smaller than a whale. They will attempt to crush smaller targets in their coils, but can just as easily rear up to pluck sailors right from a ship's deck.
- GURPS Dragons includes sea serpents as the oceanic counterpart of landbound dragons; see the book's own page.
- Sense-Impaired Monster: Monster Hunters 3: The Enemy: The albino sewer-dwelling alligators are blind, but can track prey by sound or by the vibrations in the sewage that they make while moving around.
- Serial Escalation: Almost any character from any setting can be made into a player character in GURPS (with enough points).
- Sharpened to a Single Atom: Superfine blades divide damage resistance by two. Monowire blades divide damage resistance by ten. Nanothorn blades divide damage resistance by ten and shred the bonds that hold the atoms in molecules together.
- Short-Lived Organism: The Short Lifespan disadvantage is a standard case where the character lives less than a human. At level 4, the highest allowed, the character becomes an adult after one year, then dies of old age within 3-4 years on average.
- Shout-Out:
- With this many supplements, quite a few authors can be expected to have indulged in shouting out; see the games shout-outs page. Examples occur in International Super Teams, Steam-Tech and Illuminati, just to start with. One notable instance; in Fantasy II: the Madlands the terrifying Eldritch Abomination gods are based off the characters from Winnie-the-Pooh.
- From GURPS Fantasy: A high fantasy traitor might be motivated by passionate jealousy, tempted by the devil, or perversely sympathetic to the other side; a low fantasy traitor wants 30 pieces of silver.
- The November 2016 issue of Pyramid includes rules for playing an Anthropomorphic Personification based on various military hardware, including an Israeli warship, a MAC-10 machine pistol, and even a troubled teenage girl with plane parts strapped to her legs.
- Zombies mentions that playing a zombie PC with the need to eat brains doesn't have to be a deterrent — after all, gamers have roleplayed blood-drinking vampires since the early 1990s.
- Low-Tech and its companion works have a couple of examples of optional armor rules that feature Sir Gnaff being attacked by Conan the Bar.
- Action 6 presents a cinematic rule wherein only personal weapons can target the vital areas and occupants of a vehicle, with vehicular weapons being unable to do so. The name of the rule? Sniper Elite.
- Action 1, as an example of how one can use Quick Gadgeteer with the H4xx0r limitation (which covers computers and software), brings up reprogramming Quake I into targeting software.
- The blurb in GURPS Mysteries on players instantly solving mysteries gives an example of a man walking into a room, the GM describing him, and a PC saying "Jim, this man's a Klingon!".
- GURPS Ultra-Tech has force swords, and a nod is given to the Star Wars inspiration with force glaives being noted as suitable for the guards of the galactic emperor. The standard force sword is also described as "Elegant".
- As you might expect, many references to anthropomorphic animal works in GURPS Furries. For one example, the Mephitid (skunk-person) template has the quirk "Flirtatious", which the text notes is not based on actual skunks, or even folklore about skunks, but on Pepe le Pew and Miz Mam'selle Hepzibah.
- Pyramid #101, focusing on comedy in GURPS:
- The article "Animating Your Life", describing living cartoon characters for an otherwise "realistic" setting, is inspired by many Toontown and Alternate Tooniverse works. The detail that "Animates" are vulnerable to a certain chemical compound including paint thinner and acetone, is clearly the Dip from Who Framed Roger Rabbit? Similarly, the "Comedic" limitation on many Animate advantages is essentially "Not at any time - only when it's funny!"
- The adventure "Terry Toucan and the Puzzle Pals in: The House of 10,000 Sock Monkeys" is a parody of Scooby-Doo and other Hanna-Barbera cartoons where "a wholesome group of kids and their semi-intelligible animal companion solved mysteries through curiosity, grit, and dumb luck". Since the monsters are unexpectedly real, there's a ruined Spanish mission involved, and the Puzzle Pals' avian sidekick is smarter than they think and hates them, it's more than a little reminiscent of Scooby-Doo! Mystery Incorporated, with Terry Toucan as Professor Pericles. The inhabitants of Solivar include Mayor Fred Norbert (Norbert Rogers being Shaggy's real name) and Dr Kasem (Casey Kasem being the original voice of Shaggy). "Solivar" as the name of a town menaced by a giant monkey might be a reference to the leader of Gorilla City in The Flash comics.
- The Discworld Roleplaying Game, of course, engages in shout-outs almost as frequently as the novels. See the book's own page for examples.
- Pyramid magazine had a Technomancer/Cyberworld genre mix called "Zauberpunk", which featured a wizardly netrunner called Johnny Demonic, a reference to the short story "Johnny Mnemonic" and the Film of the Book Johnny Mnemonic.
- GURPS Technomancer has a magical department store called J.W. Wells. This is a reference to the Gilbert and Sullivan play The Sorcerer, whose protagonist was a sorcerer named John Wellington Wells who sells spells and magic items (as noted in the song "The Sorcerer's Song
").
- GURPS Illuminati was written by Nigel Findley, a big fan of Robert A. Heinlein who put many Heinlein Shout Outs in his Shadowrun works.
- In the section on Connections, he mentions a connection between the length of women's skirts and the sunspot cycle and mentions women's hemlines again later, all of which he borrowed from Heinlein's short story "Year of the Jackpot" and his novel Friday.
- Twice it's noted that coded messages can be sent by putting them in a newspaper's classified ads. This idea is taken from Heinlein's novel Friday, where it was used by an unidentified conspiratorial group.
- In the section on public symbols of groups, he mentions the Masonic "Grand Hailing Signal of Distress". This is taken from the Heinlein novella "If This Goes On—", in which the Freemasons are part of the conspiracy to overthrow the religious dictatorship controlling the United States. In the novella, one of the protagonists (who is not a Mason) uses the Signal to warn another protagonist that he's been captured by the government.
- GURPS High-Tech features a sidebar talking about how the towel is the most important tool an adventurer can have.
- Dungeon Fantasy 8: Treasure Tables describes Buff enchantments as making the user better, stronger, and/or faster.
- GURPS Castle Falkenstein. In the game (and following its source material), the U.S. Secret Service uses high tech inventions to fight against Diabolical Masterminds such as Dr. Inigio Lovelorn. This is based on the 1960's TV series The Wild Wild West, in which Secret Service agents West and Gordon have advanced technology (such as climbing lines fired from Derringers). One recurring Diabolical Mastermind villain in the show is Dr. Miguelito Loveless.
- The GURPS Super Hero sourcebook International Super Teams has a number of shout outs buried in its text and timeline, including references to The Man from U.N.C.L.E., the Wild Cards novels, John Irving's The World According To Garp and the 1985 film The Legend of Billie Jean. Another suggests that reality altering "timequakes" might be especially common in worlds with superhumans.
- GURPS Steam-Tech includes a bit of fluff text about a group of monster hunters: Frederick, 46th Lord Runcorne, and his Fabulous Friends Daffers, Socks, Lunchpail and "faithful four-footed Skara Brae". They're clearly intended as a Victorian Mystery Inc.
- GURPS Magic has an image of a wizard standing next to a blackboard saying "Meddle not in the affairs of wizard, for they are subtle and quick to anger."
- Shown Their Work: GURPS sourcebooks are notorious for how complete they are, in many cases the setting and research in them is used by gamers using other systems because of how well written they tend to be. The third edition Bio-Tech book, published in 2002, was noted to be as up to date on real world Biotech as some college textbooks on the issue, by a variety of professionals in the field. The Transhuman Space supplement Deep Beyond includes calculations about the conditions on the Galilean moons and Titan from the space scientist who co-wrote the book... and details were in GURPS before they hit print in the academic journals. And in 1997, the Camelot sourcebook actually ended up on the recommended reading list for a course in Arthurian Literature at Indiana University.
- Shrug of God: In the "Roma Arcana" setting for Fantasy, the designers explicitly avoid making any calls on how Christianity fits into the setting. It's 258 AD, so it won't have taken over yet, but whether it exists (or has any powers) is up to the GM.
- Signature Move:
- The Trademark Move perk makes you specify a move in as much detail as possible. In exchange, you gain a small bonus when you execute the attack as written.
- GURPS Martial Arts has rules for a negative version of this as a disadvantage, wherein you're so well-known for a specific move that enemies who are aware of your reputation will gain a bonus to defend against it.
- Silicon-Based Life: GURPS Space Bestiary:
- The Fridge is a silicon-based life form that lives in arctic regions and looks like a grey rock up to three feet high. It kills other creatures by lowering the temperature nearby, doing 1-6 Hit Points of damage per second.
- The Volcano Beast is an arctic silicon-based predator that hunts by generating a burst of intense heat that roasts nearby animals. It takes the form of a dark grey cone 4 yards tall.
- The Warmer is an arctic silicon-based life form that looks like an amorphous grey rock a yard wide. It generates heat to melt through snow so it can eat the vegetation underneath.
- The Mine is a silicon-based creature that looks like a three yard wide pink rock and weighs one ton. It lives underground and kills its prey by detonating an explosive gas.
- The Skylens are predators that are transparent, silicon disks about three feet in diameter, attacking their targets with sun rays. They locomote by psychokinesis.
- Sliding Scale of Turn Realism: Second by Second. But using Action it's Turn by Turn and using Spaceships or Mass Combat it's Round by Round.
- Smart Animal, Inconvenient Instincts: The system offers the character disadvantage "Stress Atavism", which is pretty much purely for uplifted animals, and specifically models a tendency to revert to pre-sapient behaviors when under stress.
- Smart Cetaceans: Seen in some settings:
- The Transhuman Space setting plays with this, especially in the deep-sea sourcebook Under Pressure. On the one hand there are "Cetanists"; "Ghosts" and A.I.s who believe in the intelligence and spirituality of whales and dolphins, and express this by wearing dolphin bioshells (biological bodies that can run an AI or Ghost) and joining a pod. On the other hand, there are actual dolphins; who are certainly bright enough that translator software works, but are also bullies, mildly sociopathic and, in short, wild animals. And on the third hand there are Doolittles and Delphi; dolphins who've been uplifted, but who often have the same "personality disorders" (by human standards) as their wild kin. They also find Cetanists a bit disturbing. And then there's Coak, a Delphi who wishes he was a normal dolphin to the extent that he now runs an anti-uplift terrorist organisation.
- There is also the GURPS adaptation of the Uplift setting, wherein "Fins" (Uplifted Dolphins) are a playable species, complete with the tech from the books that lets them operate out of water.
- Smart People Shoot: In the 3rd edition, having an high IQ score gives a +1 bonus to the Gun skill, which is otherwise governed by Dexterity, meaning an high-Intelligence build was a better shooter than a build specialized solely in Dexterity.
- Sneakers of Sneaking: Both GURPS Low-Tech and GURPS High-Tech give Stealth bonuses when wearing footwear made out of soft materials (such as moccasins or sneakers). Inversely, wearing very heavy footwear (or one that has spikes) grants a penalty to Stealth.
- Social Engineering: GURPS Social Engineering is a supplement full of various mechanics for getting people to do what you want in a number of contexts.
- Soft Water: Actually, no — a fall in water counts as a soft surface, thus havling the damage you take, but doesn't negate it entirely. While it's possible to make a Swimming roll to dive properly and take no damage at all, this requires you to deliberately jump into the water, and the penalty becomes unbearably high as the velocity of your fall increases.
- Sourcebook: Two hundred sourcebooks!
- Space Fighter: GURPS Spaceships has a supplement that covers fighters. The samples culminate in the Mirage Star Fighter which is so loaded with super science it might as well be Made of Phlebotinum.
- Space Is Air: GURPS Spaceships has an optional rule for airplane-style dogfights. For instance, you can't close in with the enemy if they're in an advantaged position against you and chose to approach from your rear.
- Spare a Messenger: GURPS Fantasy supplement Harkwood. The part of Caithness named Blythe was once raided by a band of two dozen lizard men from the desert. The Blythe militia trapped the band and killed almost all of them, deliberately letting three of them escape to let the other lizard men know of their defeat. Since that day, the lizard men have not attacked Blythe.
- Spell Crafting: The game offers several varieties of magic that work this way, with differing rules about creating spells. Notable forms include Ritual Path Magic, which assigns various types of effects to Paths of magic each of which is bought as a skill, and Syntactic Magic, where Nouns and Verbs are magical skills, and spells are built out of combinations of them.
- Spider-Sense: The Danger Sense advantage allows you to feel physical danger to yourself the moment before it strikes, thus allowing you to do at least the bare minimum to prepare for it. By default, it's considered a mundane, non-cinematic advantage.
- Spin Attack:
- The Whirlwind Attack technique, which hits every enemy in a 1-yard radius at the cost of leaving you defenseless until your next turn.
- GURPS Martial Arts has the Grand Disarm, which is similar to the Whirlwind Attack, but disarms enemies instead.
- Square-Cube Law:
- Actually taken into account when making characters, larger characters can purchase Strength more cheaply, but have a higher minimum, and with the higher Strength a character gets a higher mass, the weight and size tables also support this data.
- The Growth advantage uses what could be called the square/square law: strength measured in weight you can lift only needs to scale with the square of height. Probably falls under Acceptable Breaks from Reality, since Growth already blatantly violates conservation of mass/energy.
- Squishy Wizard: Generally averted, but can be played straight, as characters with lots of exotic supernatural powers rarely have a use for Strength (which is tied to HP), and may prefer to put their points much more into magic — but it is not a core aspect of the system.
- Stamina Burn: Certain attacks can inflict damage to Fatigue Points, causing the character to eventually pass out if this reaches 0 or less. In games without magic or sci-fi technology, fatigue attacks are typically strangulation and certain sedatives.
- Sticky Fingers: The Kleptomania disadvantage makes you steal anything that you can get away with. You can't return or dispose of the item without getting something in return, either.
- Stock Ness Monster: The 3rd edition supplement Places of Mystery has a brief entry on Loch Ness (one of the few non-man-made locations in the book) which points out the problems with attempting a "realistic" treatment of the monster (it would probably have to be a large sturgeon), but notes that a supernatural monster might have been the result of some typically dubious behavior by Aleister Crowley.
- Subsystem Damage: Not by default, but if you want to use hit locations, they can either have their own allotment of Hit Points, or only risk being crippled by Critical Hits.
- Suffer the Slings: They're actually quite powerful low-tech weapons.
- Summoning Ritual: Being a properly generic ruleset, GURPS has more than one magic system that encompasses fancy ritualistic summonings.
- Super Gullible: The Gullibility disadvantage gives this trait to a character. They'll believe anything they're told, no matter how ridiculous it is.
- Super Natural Martial Arts: The "Trained by a Master" advantage allows characters to buy several exotic skills and chi-based powers.
- Super-Reflexes: The Advantage called Enhanced Time Sense. You can always act first in combat (unless somebody else also has the advantage), take your time to react to anything, notice things that move too fast for humans to notice (such as bullets in flight), and easily ponder on a complex problem even if you only have a few seconds to do so.
- Super Registration Act:
- An article in Pyramid included a section on classifying superpowers by Legality Class - healing powers might require the equivalent of a medical license, having the ability to see in the dark won't raise an eyebrow unless all supers have to be registered, and any but a very free government would at least consider putting a Person of Mass Destruction in permanent solitary confinement to keep them from nuking everything.
- Supers briefly touches on this, but it doesn't get much play - but some repressive governments might want all superpowers registered.
- Super Spit:
- Newsletter Roleplayer #10 (May 1988), adventure "The Isle of Night": The Eldritch Abomination T'Soquat can spit an acidic secretion doing 1-11 Hit Points of damage.
- GURPS Space Bestiary:
- The Marksman Fish can spit a powerful nerve toxin up to twenty five feet out of water. It uses the spit against small birds, causing them to fall into the water so they can be eaten.
- The Spitting River Snake can spray a strong narcotic venom up to 6 feet away through the air. It uses the spray to render small animals and birds helpless, then eats them. When used against humans, the venom penalizes dexterity and intelligence but does not cause paralysis.
- Super-Strength:
- The game lets you buy Lifting or Striking strength separate from normal strength. To simulate people like Superman or the Hulk the Super Effort enhancement increases normal strength exponentially when you really need it.
- GURPS newsletter Roleplayer #10 (May 1988), adventure "The Isle of Night". The Eldritch Abomination T'Soquat has a strength of 300, which is fantastically high by the game's standards. When it hits it does approximately 30-180 Hit Points of damage.
- Surefooted Barefooter: GURPS Low-Tech grants a bonus to Stealth for going barefoot, the same one as for wearing soft shoes.
- Swallowed Whole: GURPS Space Bestiary
- The River Snake is a water serpent that grows up to sixty feet long. It can swallow a human-sized creature whole. While inside the snake, creatures take one Hit Point of damage per second from digestive juices.
- The vortex is a barrel-like aquatic creature about thirty feet tall. It sucks in several tons of water and living creatures. Any living thing inside of it takes 1-6 Hit Points of acid damage per second from its digestive liquids.
- Tactical Shooter: GURPS Tactical Shooter allows you to play the tabletop version of the genre, especially if the GM goes for ultra-realism.
- Taking the Bullet: Dodges can be applied to protect others.
- Talent vs. Training: The character competence in skills is a combination of skill level and its governing attribute — training and talent, respectively. A sword skill of 17 might derive from a dexterity score of 10 with a skill level of +7, or dexterity of 17 and skill level of +0: both would come down to an equal level of Master Swordsman, but the amount of practice is sometimes important, such as if another attribute is used — supposing the less talented swordsman had a higher intelligence, he could employ his skill far more effectively in maintenance or feint, than his less trained rival.
- Tap on the Head:
- Harder than usual because you can't do stun damage with regular unarmed attacks. People still lose consciousness by spending too long below zero HP, so you can fulfill the trope by doing that much damage, without causing any lasting injury by crippling a hit location. This means punching a guy in the chest several times is the most effective way to put him to sleep, if stunning weapons are unavailable.
- If you actually try konking someone over the head, you probably will knock them out... because with much extra damage a head-shot does you'll shoot him straight into unconsciousness. And possibly right past a death check too. Presuming the straight hit point damage doesn't do it, he has to make a stunning/knockdown check at -10 if he takes any damage to his brain at all, and any botch (pretty likely at -10) knocks him out anyways. You have to buy a supplement to get the optional detailed injury rules that can leave the victim brain damaged afterwards.
- A solar plexus shot (attack to the "vitals") does less bonus damage than a hit to the head, but it still does quite a bit extra, and has a stunning/knockdown roll at -5. So it probably will take them out, but they won't be unscathed...
- However, some supplements and versions of the rules intended to simulate settings where the trope is in effect, including the Discworld Roleplaying Game, have rules to allow a tap on the head safely to induce unconsciousness.
- Explicitly defied in the solo adventure included in the main rulebook of the Third Edition — when you're given the opportunity to knock a napping guard unconscious the adventure explicitly points out that there's no safe and reliable way to knock someone out, and there's indeed a chance you'll end up accidentally killing him instead.
- Taught by Experience: Mentioned in the rules as how the skill of Fast-Talk is generally learned:
This skill is not taught in school - at least, not intentionally.
- Technical Pacifist:
- Pacifism (Reluctant Killer) is an exaggerated version that penalizes any attempts to lethally attack people that you can see and makes you suffer if you kill them, especially if their face is visible to you, but does not penalize attacks on occupied vehicles (at least if the people inside aren't visible), targets that you can't see with your own eyes (such as when using artillery and firing on whatever coordinates a forward observer tells you to), or creatures that you don't believe to be actual people with personality and thoughts. You can also beat up people with non-lethal weapons, and even order others to kill for you.
- Pacifism (Cannot Kill) is a more standard version, which forces you to discourage your allies from killing, does not allow you to do anything that seems likely to lead to somebody's death (even abandoning a wounded foe in a dangerous situation), and makes you suffer a lot if you feel responsible for causing somebody's death. Fortunately, you can still beat people up and make use of the game's arsenal of non-lethal weapons.
- Technology Levels:
- Used by name. Every skill that relies on tools has an associated Tech Level. If you try to use that skill with tools of a different Tech Level, you'll get a penalty in proportion to the difference. The rules acknowledge that the TL ratings are arbitrary, and technological progress isn't really linear, so the GM can assign different TLs to different parts of a society, and for some skills, he's advised to let characters quickly learn how to use individual items of an unfamiliar TL without putting points into it.
- Variant tech levels happen when you break out of this trope a bit. The (x+y) pattern means that the baseline technology is x, but you've got a variant technology (Steampunk, Bio Punk, what have you) that pushes the effective TL up y levels. ^ appended to a tech level means superscience; something that expressly breaks the laws of physics as we understand them and moves the game into soft science. And there's also "advanced" or "retarded" in a particular science - for example, Medieval Europe was mostly TL 3, but outside of the Salerno School, was at best TL 2 in medicine.
- A variant is used in Lands Out of Time, because there are some differences between the technology of protohumans, Neanderthals and Cro-Magnons that count as full TL differences in that setting, but in regular GURPS would all be lumped into TL 0. For example, The Discovery of Fire is not a discrete event; Neanderthals can control caught fire, but starting it is a Cro-Magnon knowledge, and likewise a bow is a Cro-Magnon superweapon not available to Neanderthals.
- Teeth Flying: The Pyramid 3-100 article "Realistic Injury, Expanded" has rules on losing teeth from a strike to the jaw, which weakens the character's bites and, in most societies, makes them uglier. You even get to roll for how many teeth are lost.
- The Multiverse: Most obviously, in Infinite Worlds. But if that doesn't suit you, a variety of other planar cosmologies are available.
- Thou Shalt Not Kill:
- Pacifism's "Cannot Kill" variant plays this completely straight: no killing. The "Reluctant Killer" version downplays this, both because it's not absolute, and because it's not really a moral imperative; most people just don't have what it takes to kill.
- Inverted with Bloodlust. This disadvantage means that in serious combat, you will attempt to kill all enemies and show no quarter.
- Time-Delayed Death: If a character fails their death roll (triggered by low Hit Points) and fails with a small margin, they suffer a mortal wound instead of dying immediately, unless they already have a mortal wound. However, a mortal wound will typically cause the character to die within an hour or two, unless somebody performs a surgery to treat the wound or the character gets insanely lucky.
- Time Travel:
- The basic set includes it as the Jumper (Time) advantage.
- Token Evil Teammate: Among the sample characters given in GURPS 4th Edition, Baron Janos Telkozep seems to be one. He's a vampire who's backstory is that he's working for the good guys for purely selfish reasons, and close inspection of his character sheet suggests he's not a Friendly Neighborhood Vampire but rather a murderous, greedy bastard. Oh, and he's named after a god with two faces.
- Torture Always Works: Not "always," but it gives a seriously high bonus to Interrogation.
- Training the Gift of Magic: This trope is represented in the default magic system by the fact that Magery (basic Magical Aptitude) is an advantage, and each spell is then learned as a skill. (Variant systems may feature skills that each allow casting of an assortment of spells.) In settings with low or normal "mana levels", Magery is required to work magic outside of the Least of Spells; in high mana areas, anyone can do so, although Magery may give a bonus.
- Troperiffic: The myriad of the settings + the "cinematic rules" = near-overdose levels of various tropes. Particularly when Action sub-group of books (dedicated directly to things from action movies and over-the-top fiction) are used, as they enforce tropes as game rules.
- TV Tropes Will Ruin Your Life: One Pyramid article says that one either needs multiple hours or rather strong resolve to browse the site.
- Unblockable Attack: The game has many attacks that can't be defended against in certain ways, but usually gives a way to defy the trope for characters who are cinematic heroes and/or superhumans:
- In general, ranged attacks (except with thrown weapons) can't be parried unless you use the Parry Missile Weapons skill. An attack that has the velocity of a bullet, meanwhile, can't be blocked or parried, unless you know Parry Missile Weapons and have Super-Reflexes, or know the Precognitive Parry skill.
- Area of Effect attacks, as one may expect, are impossible to parry or block. While it's possible to try dodging them, it just moves you a yard (into cover, hopefully) and causes you to end up in a prone position. With certain superhuman abilities or magic spells, however, it's possible to roll to reduce the attack's impact upon oneself or negate it entirely.
- If there's a severe weight disparity between the weapon attacking you and the weapon you're parrying with, there's a chance the latter will break. Should breakage be guaranteed, an attempt to parry will not stop the attack, as it will simply smash through your weapon.
- A Critical Hit can't be defended against at all.
- Unicorn: GURPS Fantasy Bestiary describes a number of unicorn types.
- The poh is an equine with a black tail, feline paws and a twisting, coiling horn in its forehead. Unlike horses or true unicorns, it's a fierce predator that hunts tigers and leopards — and will go after people if no better food is around.
- The fantasy unicorn found in modern fiction resembles a white horse with a long mane and tai, tufts of hair around its hooves, and a long spiraling horn. They're intelligent creatures that can understand human language — rumor says they may also speak — and are fierce foes of evil. They can cast a number of spells, mostly focused on healing, purifying food and water, and neutralizing poison, but must touch their target with their horn to do so; they fight mostly by goring with their horns. They're rare and solitary beings who live in deep forests away from civilization, but may ally with very good-hearted people; even then, they only allow themselves to be ridden by children and female virgins.
- The medieval unicorn, discussed separately, resembles a small horse or large goat, with a goatlike beard and a meter-long horn that is red at its base, white in the middle and red at the tip. They're simply animals and aren't magical — they cannot speak, understand languages or cast spells, although their horn can neutralize poison and be ground to make aphrodisiacs. They are solitary and very rare, and extremely fierce — they cannot be tamed, fight to the death when cornered, and are natural enemies of lions and elephants. The only way to subdue one is to present it with a female virgin; the unicorn will then lay its head on her lap and fall asleep, allowing it to be captured.
- Unicorn Hunting: GURPS Fantasy Bestiary notes that unicorn horns are often hunted to be used as aphrodisiacs and tooth whiteners; they can also neutralize poison, either by touch or when ingested as a powder. However, the unicorn quickly dies after the loss of its horn.
- Unicorns Prefer Virgins: GURPS Fantasy Bestiary notes that fantasy unicorns may ally with anyone of noble heart, but only allow children and female virgins to ride them. The mythical unicorn is likewise said to have a weakness for female virgins, and that on encountering one it will place its head on her lap and allow itself to be stroked until it falls asleep. Hunters can then capture it while its guard is down. This is the only way to catch them, as unicorns are otherwise extremely fierce beings and will fight to the death rather than be captured.
- Unorthodox Reload:
- GURPS Gun Fu has the Trick Reload perk that covers the fact that you reload like that (the details being up to the player). The practical value of this is that you can use your Fast-Draw (Ammo) skill to impress onlookers.
- A technique that pops in a few books is Double-Loading, which allows you to insert two rounds at once into a tube magazine, swing-out or break-open cylinder, or breechloader.
- Untouchable Until Tagged: Suffering a Major Wound (damage equal to or greater than half of one's maximum HP) and botching the Health roll to stay on one's feet/keep from being stunned can quickly lead to this scenario.
- Urban Fantasy: GURPS Monster Hunters is a series of books about running a game in the vein of Buffy the Vampire Slayer or Supernatural.
- Vampiric Draining: The Vampiric Bite and more generic Leech powers.
- Violation of Common Sense: While this trope is common to tabletop RPGs in general, GURPS takes the extra step of providing an advantage called Common Sense. If the GM makes you take it (and if you're the sort of player who needs it, he really should), he'll roll your IQ when you're about to do something stupid; success means he stops you. This makes it possible to fail a Common Sense roll.
- Violence Is Disturbing: The Post-Combat Shakes disadvantage makes you roll after each fight, no matter how safe, with failure being treated like failing a Fright Check. This, in turn, can lead to mental disadvantages.
- Vorpal Pillow: Action 5 has rules on using a pillow as a strangulation tool. It's not very useful, though, unless you lack any training at grappling and want to KO somebody without any injury.
- Walking Armory: The Trope Namer is a perk in Gun Fu that allows you to ignore the weight of your weapons and any concerns about where and how you're carrying them.
- Warrior Monk: One of the sample characters in GURPS Martial Arts is Kai Lian, a Shaolin-styled monk who acts as her temple's secret agent, with her current mission being to go to The Wild West and retrieve a statue that was stolen from the temple.
- Water Source Tampering: The Illuminati module the "Fiendish Fluoridators" as one of its many conspiracies.
- What the Fu Are You Doing?: GURPS Martial Arts has the Trained by a Fraud lens for styles, meaning that either your mentor is a bad teacher or genuinely doesn't know martial arts, or they deliberately taught you wrong. The gameplay effect is that all of your style's skills are replaced with Combat Art versions, which give you a steep default penalty when using them in real combat.
- We Will Wear Armor in the Future: Armor starts to make a comeback in TL 7 with the discovery of lightweight, bullet-resistant synthetics such as kevlar. In some TL 10+ campaigns armor is vital, while in others weapons are so devastating that dodging or shooting first is far more important.
- Weakened by the Light: One common example of Weakness is sunlight, which makes the character take constant injury while exposed to it.
- 3rd Edition supplement GURPS Undead:
- Shadows and vampires take 1-6 Hit Points of damage per minute they spend in sunlight.
- Wights take 1-6 Hit Points of damage each five minutes they spend in sunlight.
- GURPS Monsters:
- The La Llorona spirit takes 1-6 Hit Points of damage per minute in sunlight.
- The Mothman takes 1-6 Hit Points of Fatigue damage per five minutes in sunlight.
- 3rd Edition supplement GURPS Undead:
- Weaksauce Weakness: Some examples mentioned for the Weakness disadvantage (which makes the character suffer potentially lethal injury when they're exposed to something) include loud noises, living plants, and horses.
- Wedgie: GURPS Martial Arts has the Flying Atomic Wedgie, done while running. If successful, it causes agonizing pain for several minutes.
- Weirdness Magnet: The trait's description provides the page quote. Technically a disadvantage, but your mileage will vary. It's counted as a disadvantage because it's inconvenient for the character. Cool, but inconvenient. (With the potential to be downright dangerous sometimes.)
- Wet Willie: GURPS Martial Arts has it as a technique, causing a fright check. This means that you can drive somebody insane just by repeatedly shoving a saliva-covered finger into their ear.
- When the Clock Strikes Twelve: In GURPS newsletter Roleplayer #10 (May 1988), in the adventure "The Isle of Night", when the Player Characters' ship approaches the island time will suddenly start passing at an accelerated rate. After the characters land on the island time will stop moving forward at exactly midnight, and stay there until the summoning is completed.
- Why Did It Have to Be Snakes?: The Phobia disadvantage, which represents a case so severe that you can go completely insane or even die of fright if exposed to the trigger for a prolonged time. Even if you don't, you'll take a penalty to do anything while in its presence.
- With This Herring: Averted by default, as you can get a pretty decent budget to start with, allowing most characters to start with the appropriate gear for their skills. However, personal wealth-related advantages and disadvantages and the setting's tech level modify starting cash, and legal restrictions (especially if combined with an inability to buy from the black market) can prevent one from acquiring some types of gear, such as weapons. Hence, character design decisions or a restrictive setting can lead to starting characters being under-equipped.
- Wizarding School: GURPS Locations: Worminghall is a medieval university with faculties for Alchemy and Magic. It goes into a fair amount of detail about how medieval universities in general work, and how Worminghall's magic curriculum deviates from that.
- Workaholic: It's one of the disadvantages you can take, which makes you work 1.5x the usual time. For instance, if the 40-hour work week is the norm, you'll work 60 hours a week instead, leaving you little time to deal with personal life.
- Worst Aid: In-universe, rolling a critical failure on a medical skill will harm the patient. Since critical failures are more likely if the healer's effective skill is low (perhaps due to using the skill at default levels only, or working with improvised equipment), it's sometimes safer to not bother and instead pray for the patient to recover on their own. (Which is realistic enough; attempting first aid without training or appropriate equipment can certainly be dangerous in the real world.)
- Wound That Will Not Heal: The Wounded disadvantage means that you have a wound that didn't heal properly. Any kind of blood agent can easily poison you if it contacts it, a hit to the wound will cause more injury than usual, and it serves as an obvious pathway for disease unless properly treated and dressed.
- Wrestler in All of Us: Martial Arts covers the ability to pull pro wrestling moves out of nowhere in two different ways:
- The actual Professional Wrestling style uses Combat Art and Combat Sport, which gives a significant penalty to use them in real combat. However, the same book notes that these skills only belong in realistic campaigns, and that cinematic campaigns should allow characters to beat up mooks even if they only know purely artistic styles.
- For the techniques, the book includes the knee/elbow drop, scissors hold, drop kick, backbreaker, and the piledriver. They're very difficult to pull off without high skill and/or strength levels, and tend to compromise the user's defenses, but they're incredibly powerful if done successfully.
- Writers Cannot Do Math: Averted. The editor's original career track was particle physics. 3e's infamous Vehicles books was notoriously complex. In 4e all the difficult math is done beforehand and put in tables. When supplements (and issues of Pyramid) let people peek behind the curtain phrases like "nasty transcendental equations" have been known to show up.
- X-Ray Sparks: Featured in the Third Edition supplement, Myth. One of the illustrations (on page 98) is an archmage named Rabican using a magical sword to fire a lightning bolt at a Fallen Lord named Shiver. Shiver's skeleton can be seen inside her body when the bolt hits her.
- You All Meet in an Inn: There is an entire book for it, Dungeon Fantasy 10: Taverns, which includes details on inn operation and social interaction, stats for patrons and staff members, and rules on running a Bar Brawl, along with a list of sample taverns.
- You Need a Breath Mint: GURPS Martial Arts allows characters with bad breath in comedic games to exploit this with the Halitosis Attack, which can only be used while grappling, but can stun the enemy with the foul stench or even make them vomit.
- Your Days Are Numbered: The Terminally Ill disadvantage means that your character will die within 2 years (or perhaps way less), and there's no easy way to solve this issue (or none at all). At best you can take it with the Mitigator limitation, in which case you can prevent the timer from counting down while you still have the Mitigator.
- Zeerust: The period when 4th edition was being written was the tail end of the vogue for stealth technology, which was seen as the future of warfare and the epitome of high-tech development. Thus, all the expansions and supplement materials dealing with future (especially Ultra-Tech) were written under the assumption that future wars would be fought with minimal armor and maximum use of stealth. Within the publication life of 4th edition, stealth was rendered little more than extremely expensive and very short-lived fad, with variety of ways to deal with it developed in the meantime, making armor for vehicles far more important than "invisibility".
