TFL/Rules References

A quick summary of the SJ Games rule books and the rules that will and will not be used in the game. Rule books that are not listed here are not in use, nor any optional or expansion rules from them.

* GURPS Characters
	+ Cultural Familiarity will most be ignored, but see the Studied Culture perk in House Rules.
	+ Characters are allowed to purchase techniques.
	+ Magic abilities are not allowed, but alien races can have exotic traits and there are limited psionics available.
	+ Wildcard skills are generally not available.
		- Gadgeteers can by a wildcard skill to simplify their skill lists.
	+ Do not buy ultra-tech weapons or armor from the Basic set.
* GURPS Campaigns
	+ Delvers and boss monsters can use Extra Effort in combat, including most of the new options from Martial Arts. Heroic Charge is not allowed, though.
* GURPS Martial Arts
	+ Martial Arts is the definitive source for melee weapons.
	+ Style perks are allowed, and PCs can create their own styles with GM approval. PCs are limited to 1 Combat perk per 20 points in combat skills, as well as 1 Combat Perk from their style(s) per 10 points in combat skills.
	+ The Expanded Combat Maneuvers and Additional Combat Options will be in use. Tournament Combat and the new Injury and Recovery rules will not be used.
		- Harsh Realism for Unarmed Fighters will not be in use, nor will the position penalties for Fast-Draw.
		- Cinematic Combat rules clarifications will be in use, but not Chambara fighting.
		- All new Extra Effort options for combat are allowed, **except** Heroic Charge.
	+ New cinematic techniques are allowed, but see Character Creation.
* GURPS Dungeon Fantasy: Fantastic Dungeon Grappling
	+ These rules are generally in use.
* GURPS Powers
	+ New abilities will need GM approval
* GURPS Power Ups 2: Perks
	+ All these perks are available except the Named Item Perk and the Unusual Background Perks, subject to GM approval.
* GURPS Power Ups 3: Talents
	+ All these talents are available, and players may make up new talents with GM permission, including weapon related talents.
	+ Alternate Benefits are in effect.
	+ Other optional talent rules, including Anti-Talents, are not in effect.
* GURPS Power Ups 4: Enhancements
	+ New abilities will need GM approval.
* GURPS Power Ups 5: Impulse Buys
	+ Destiny points are in use.
	+ In general, all other rules from Chapter 1 are in use.
* GURPS Tech: Bio-Tech
	+ Bio-Tech is the definitive source for genetic upgrades, nanotechnology, and biological implants.
	+ Easier Armor Design replaces the rules for all armor.
* GURPS Tech: High-Tech
	+ High-Tech is the definitive source for firearms and other equipment that is not covered in Ultra-Tech, except body armor.
	+ Easier Armor Design replaces the rules for all armor.
* GURPS Tech: Low-Tech
	+ Low-Tech is generally not a source for equipment, but if you need truly ancient equipment for some reason, you can and this is the definitive source for it.
	+ Easier Armor Design replaces the rules for all armor.
* GURPS Tech: Low-Tech Instant Armor
	+ Pectorals are available.
* GURPS Tech: Ultra-Tech
	+ Ultra-Tech is the definitive source for ultra technology equipment, except body armor and weapons.
	+ Easier Armor Design replaces the rules for all armor.
	+ Better Ultratech Weapons replaces the rules for all weapons.
* Pyramid Articles
	+ v3.65 Alternate GURPS 3: Alternate Guns Specialties and Techniques"
		- Replace the Techniques with Perks; See House Rules.
* GURPS Spaceships 1 and GURPS Spaceships 2: Traders, Liners, and Transports
	+ These rules will generally inform ship design and space combat, albeit with some extensive and somewhat hidden house rules.
	+ None of the design switches are in use.
	+ See also Space Combat House Rules.

Non-SJ Games sources
* Easier Armor Design
	+ Easier Armor Design, as written up on this wiki, is in use, including the high-tech and ultra-tech options.