GURPSCoronalEjection
Game and Setting Rules
Advantages and Abilities
Cinematic Skills, Advantages, and Abilities
All Banned. (This includes Weapon Master, Gunslinger, Trained by a Master, Gadgeteer, Gizmos, etc.)
Cinematic-Lite Advantages
Combat Reflexes, Danger Sense, Luck, Inuition, and similar advantages are allowed with justification (Such as combat service for Combat Reflexes).
Unfazeable
Not allowed without the Familiar Horrors Limitation from GURPS Horror
Allowed Exotic and Supernatural Advantages/Disadvantages
Exotic
Bestial, Detect (For certain purposes), Striker (Certain special forms), Damage Resistance (With Unusual Backgrounds), Night Vision (Up to 2 levels without Unusual Backgrounds), Dependency (For certain substances), Lifting ST (1 level without Unusual Backgrounds), Striking ST (1 level without Unusual Backgrounds)
Supernatural
Higher Purpose, Cursed, Frightens Animals, Uncontrollable Appetite, Visualization, Lucky
Banned normal Advantages/Disadvantages
Terminally Ill (Without a mitigator), High TL, Unfazeable, and most anything a Human can’t really have (Like Hooves). Do note that you are allowed to be Resistant (Immune) to the disease.
Books
Basic Set
All the normal rules for the GURPs system.
High-Tech
Everything you’d normally see in a 20th century society. Default to equipment, stats, and rules from this book if it conflicts from things in others.
Low-Tech
Plenty of simple and robust solutions, including a variety of low-tech healing.
Martial Arts
Lots on melee and unarmed combat, with plenty for others as well.
Tactical Shooting
Detailed rules and guides on high skill firearms use.
Social Engineering
Detailed rules on all forms of social gameplay.
Biotech
All about medicine and healing.
Zombies
There’s not much for players, but feel free to explore templates or the like.