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!
GURPS: The Opposite of Titan World [ edit ]
GURPS is, in many ways, the opposite of Titan World. While teh former offers unfinished/lighter rules that are heavily tied to Attack on Titan, GURPS instead offers a highly refined RPG (30+ year-old) RPG with detailed and "crunchy" rules. Also, unlike Attack on Titan, GURPS can support a (hex-based) grid with miniatures for more tactical play.
However, as a generic RPG, GURPS has no direct ties to Attack on Titan. For instance, its character creation system is flexible enough to let you create a character with titan powers (by choosing a set of "advantages" such as Shapeshifting) ... but you'll have to pick out those advantages yourself, as there's no sourcebook (fan-made or otherwise) to provide them. Likewise there's no pre-made GURPS templates for titans, rules for maneuverability gear, or any similar Attack on Titan-specific details, except what little you can find in forum posts like this one.
In short, if you care about having setting-specific material, or if you prefer a more narrative-focused RPG, GURPS may not be the right choice for you. But, if you don't mind doing some of the legwork yourself to incorporate the setting, GURPS offers a RPG ruleset that lets you create complex and unique chacters and then take them on adventures where they can actually battle titans, on a tabletop, with minis.
GURPS, 4th Edition - Rules SummaryCollapse
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.
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 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 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.
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.
Combat [ edit ]
GURPS uses a hexagonal grid for combat. Hexes offers a benefit vs. square grids, when it comes to diagonal movemen: in square grid games (eg. D&D) characters moving diagonally move more quickly ... but since hexes don't have corners, they don't have this problem.
Unlike most games, GURPS does not have a random element to initiative. Instead, characters always move in order based on their basic speed (a stat derived from their Dexterity and Health scores).
If one group surprises the other they can potentially get several seconds of actions before their opponent can react ... and since a single round of combat in GURPS lasts a second, that can be significant.
On their (one second) turn a a character can take a single maneuver, plus any number of free actions (eg. talk or drop an item). A maneuver could be to move, attack, or move and attack (at a penalty), as well as other options such as aiming or feinting. A character who moves can move a number of yards equal to their basic move (ie. basic speed with fractions rounded off).
To attack a character makes a skill check with the appropriate weapon skill, applying a variety of modifiers for things like the target's size, range, and speed, or the weapon's accuracy bonus (if they took the time to aim), the lighting conditions, any cover the target has, etc.
If the check succeeds the target can then opt to make an "active defense". There are three options: Dodge, Block (eg. with a shield) and Parry (with a weapon), and ranged attacks can only be dodged. Active defenses are also a skill check, for Block and Parry; to Dodge you simply roll your Basic Move + 3.
If the active defense roll succeeds, the attack misses.
If an attack roll succeeds the attacker gets to make a damage roll, which will vary based on the weapon they use and other factors (eg. ranged weapons do half their damage when far enough away from a target). If the defender is wearing any armor they can subtract it's "DR" (damage resistance) from the damage, and the rest goes through.
Depending on the type of damage dealt, it might be multiplied now (eg. cutting weapons deal 1.5x ).
GURPS Core is All You Need [ edit ]
Because GURPS is designed to support a variety of genres "out of the box", all you really need to start an Attack on Titan campaign is the two core rule books. As mentioned, the GM will have to work out some details (eg. what limitations to apply to the Flight advantage to create a "Maneverability Gear Training" advantage), but all the rules they need are there. For instance, while the GM will have to determine the stats of titans themselves, when they want to determine the "to hit bonus" for a 150' titan, all they need to do is consult the "Size and Speed/Range" chart (which shows that a 150' titan has a +8 bonus to be hit).
But is it Any Good?
Most reviewers looked at the two GURPS books separately, but RPG Geek considered the entire RPG/edition at once, and ranked it 93rd out of every RPGs/edition on the site. That rank came from 230 reviewers giving GURPS an average 7.27 / 10.
On other sites, the GURPS Characters book got its highest score from Drive Thru RPG, which gave it 4.9 out of 5 stars (from 9 reviews). Next was Amazon, which gave it 4.7 stars (from 332 reviews), followed by Goodreads, which gave it a slightly lower 4.03 stars (from 477 reviews). The GURPS Campaign book got similar reviews, which ranged from 5 stars on Drive Thru RPG, to 4.12 / 5 stars on Good Reads.
Good, But Crunchy
If you look a little deeper, you'll see that in general GURPS is very popular with a lot of gamers ... but not with everyone. As one GURPS-hater put it "The game system is highly flexible, but if you don't find math problems fun and exciting, this is not the system for you." While that's a bit unfair (GURPS doesn't really require solving "math problems"), it is a "crunchy" and detailed system, and it won't be for everyone.
Consider a single round of GURPS combat: each combatant has to make an attack roll, with modifiers for lighting, distance, target speed and size, cover, as well as potentially other (circumstantial) modifiers. Then, the defender (typically) gets an active defense roll, again with a set of modifiers. If it fails, the attacker makes a damage roll, with still more modifiers. Depending on your tastes that might not sound so terrible ... but it is a lot of math compared to Titan World (where every move requires just one, or rarely two, rolls).
Ultimately, if you enjoy a RPG with more crunch and detail, GURPS is an excellent option for an Attack on Titan campaign. It will require preparing stats for the unique aspects of the anime's world, but GURPS generic rules make doing that easy (and for some GMs, perhaps even fun) ... and it will result in an Attack on Titan game with much more detailed and tactical rules behind it.
Optional Giant-Fighting Rules [ edit ]
While the GURPS core books offer great combat rules, which are perfectly capable of handling large compatants "out of the box", Sean Punch (one of the game's core developers) wrote a 7-page article that expands those core rules for large opponents. For instance, while the core rules effectively treat all creatures of a certain "size modifier" the same, the expanded rules describe how to have large creatures take up a more accurate set of hexes (on the battle map), based on their shape.
Added Rules For Creatures Big (and Small)
The article also provides suggestions about actions large creatures can take, such as steamrolling over smaller targets or "belly flopping" (collapsing) on top of them. It also has rules for smaller creatures interacting with giants, for instance clarifying how entangling attacks work against larger foes, or specifiying how big a creature needs to be for smaller creatures to ride inside it.
In short, if you're looking for some added detail for your titan fights, this excellent article (from one of the three names on the cover of the core GURPS books) is highly recommended.