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GURPS

4th Edition

Contents

Publisher Description

Welcome to the Generic Universal RolePlaying System!



With GURPS, you can be anyone you want – an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! Thanks to its flexibility, quality writing, and ease of use, GURPS has been the premiere universal roleplaying game for over three decades!

 

A Generic RPG That Can Handle Any Animal Character [ edit ]

GURPS (the Generic Universal Role-Playing System) is designed to handle any characters, in any setting, and it's "universal" system is therefore perfect for use with animal characters.  And in fact, GURPS even offers an optional online-only supplement called GURPS Furries ... but it's actually not even necessary.

This is because the GURPS core rules are already generic enough to handle any animal or animal-like humanoid.  For instance, players wanting natural animal weapons might want to purchase the Innate Attack advantage.  If they wanted a tail, they might pick Striker (eg. for a scorpion tail) or Extra Arm advantages (eg. for a monkey).  Similarly there's Doesn't Breathe (with the "Gills" limitation) for fish characters, Damage Reduction for animals with shells, and so on.

Character Creation [ edit ]

Character creation in GURPS is detailed, but slow.  There are no levels or classes, just points, which can be used to buy attributes, advantages, disadvantages, or skills.  Different campaigns start with different amounts of points, so that (for instance) a superhero can start out as a more powerful character.

Attributes

GURPS has four attributes: Strength, Dexterity, Intelligence and Health.  Strenght and Healthy just define the character physically, while Intelligence and Dexterity are combined with skills to make skill checks.

Skills

Skills are how characters accomplish things in GURPS; for instance to shoot someone you would use the "Guns" skill.  Skills are based on attributes, so for instance you might buy the Guns skill at a "Dex + 1" level.  If you later improved your Dexterity, you'd similar improve your ability to shoot ... or do anything else physical.

Advantages

Advantages cover any non-skill benefit a character might have, such as a high pain threshold, wizard training, or the ability to move objects with their mind.  Advantages can also be further be customized with enhancements or limitations, allowing you to gain more or less powerful versions, that cost more or less points as a result.  This can allow for a nearly any power you can imagine to be described as a GURPS advantage.

Disadvantages

Similarly players can also take disadvantages for their character, such as Code of Honor or Blind, to gain extra points.  All together this system allows for incredibly individualized character, including almost any you'd want to re-create from fiction or real-life (in fact, there are multiple GURPS books with stats for historical NPCs such as Ghengis Khan) ... but it can be a bit overwhelming to newcomers.

Core Mechanics [ edit ]

To succeed at an action in GURPS, players roll 3d6 and attempt to rull under a target number, which varies depending on the action.  Most of the time the actio will be a "skill check", meaning the player will have to rul equal to or less than the character's relevant skill. 

Critical Successes and Failures

If you fail a roll by more than 10 you critically fail the roll, and the GM decides what terrible fate results.  Similarly if you beat the roll by more than 10 you instead get a critical success, dealing extra damage or otherwise succeeding with flair.

A Note About 3d6 (vs. d20 or Other Dice)

3d6 results in a far more predictable distribution of rolls than a single die roll (typical in other systems).  Think about when you roll stats for a Dungeons and Dragons character: you usually get a lot of more 10's and 11s than 3's and 18's.  In contrast, every d20 roll has an equal (5%) chance of rolling a 1 or 20 as it does a 10 or 11.

This allows GURPS to have critical successes and failures, but have them be rarer and more dramatic, while leaving most rolls with fairly predictable/average outcomes.

GURPS is Great For Furries, But it's Not Lightweight [ edit ]

Many animal-based campaigns might want to have a lighter tone, with less detailed and more story-driven rules; for them GURPS would be a poor choice.  However, if you're looking for a "serious" system (as serious as any system for anthropomorphic animals can be), with balanced and well-tested rules for running not just "furry" campaigns, but virtually any campaign you can imagine, GURPS is a great choice.