The following books are used:

  • The Basic Set (Characters and Campaigns)
  • After the End 1: Wastelanders
  • After the End 2: The New World
  • GURPS: Magic
  • The stuff on this website1
  • GURPS Vehicles Second Edition2

Items and traits from other books are only available with special permission from a GM or when introduced to the game by a GM.

Rules Summary

A summary of what GURPS rules are in use, not of the rules of GURPS


  • Characters are built on 200 points, pluss at most 50 points from disadvantages. Disadvantages include quirks and traits you have bought back. As per B11: Everything with a negative cost is a disadvantage, and is subject to the 50 point disadvantage limit.
  • A list of Suitable Advantages has been assembled. This list contains every advantage that any character can buy without a need for any special explanation. The same page also has a list of banned advantages.
  • Starting cash is $500, plus $250 for every character point spent on additional starting cash (up to a total of $3,000 with 10 character points spent).
  • Wealth advantages and disadvantages are not generally allowed.
  • Signature gear does not give extra cash to spend on gear. Instead, each point of signature gear gives plot protection to one item.


  • High Tech Equipment costs double for each Tech Level beyond 4. The highest level tech available is from TL 10 (which is at 64 times the cost). A convenient table is available here.
  • Overloading vehicles: To my knowledge, GURPS has no rules in this edition for what happens if a vehicle is filled with more than it's max load. The general assumption seems to be that vehicles simply don't function with more weight (boats sink, aircraft fail to take off, etc). For ground vehicles, however, it seems like there should be a bit more of a soft transition. As such the vehicles page has an optional rule for overloading your cars.


  • We'll rarely, if ever, use Fright checks.
  • We use the basic combat system in most cases, only breaking out the battle map when absolutely necessary.
  • Hit locations are used. If nothing else is specified, it's assumed that the character is going for a torso shot. This is so that we don't have to roll for hit location every time.
  • We use the malfunction rules, so a bad attack roll can cause weapons to suffer a malfunction.
  • The simplified gunplay rules from The New World (pg 43) are used. Specifically:
    • A set of 5 rough range bands (close, short, medium, long, and extreme) are used instead of keeping track of exact range.
    • Simplified Rapid Fire. Semi-automatic weapons take a -6 penalty per target beyond the first, while full automatic weapons have double Rcl. If you hit more than 3 times you deal average damage instead of rolling for each attack.
  • Simplified falling damage. The table on The New World pg. 35 is used instead of the more generalized rules in B431.
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