What is GURPS?

Generic Universal RolePlaying System

GURPS is a roleplaying game that actually has a tiny bit of combat realism. Basically, if you get shot in the head with a rifle or take a solid hit in the neck with a two-handed sword, your character is dead.

To do stuff, you roll below your skill on 3d6 — that’s the GURPS core mechanic.

The campaigns are all different but share the same core system. The idea is that you can use one set of rules for whatever genre you want to play. You can grab a pre-made setting, mash two together, or just pick the rules you like that focus on what you want — more magic, more detailed combat, insanity, high tech, psionics, whatever.

You could run a game where the PCs are demi-gods in ancient Greece, or set it in Star Wars, Star Trek, or Mad Max. You could even combine settings and play a cowboy wizard in space. Hell, you could run a Morrow Project game crossed with Rick and Morty and have everyone make 150-point characters.

Honestly, my temptation is to lay out all my GURPS books and roll 3d6 a few times to see which ones I’ll use in the next campaign. One for character creation, one or two for the setting, and one for the twist.

(The dice know best.)

Roll 3d6 for a Book

3 Black Ops

4 Powers

5 Biotech

6 Space

7 SEALs in Vietnam

8 Fantasy

9 Martial Arts

10 Horror

11 Ice Age

12 Psionics

13 Low-Tech

14 Special Ops

15 Voodoo

16 Supers

17 Ultra-Tech

18 Vampire: The Masquerade / Werewolf: The Apocalypse

And there are many more. There’s Screampunk, Illuminati, Cyberpunk, Steampunk, Reign of Steel, Magic, After the End, Dungeon Fantasy, Gun Fu, Lands Out of Time, and about fifty others.

There are already crossover settings like Infinite Worlds, Cthulhupunk, and Banestorm — but why stop there? Just use all of them and call it

GURPS: RIFTS!

Many of the older GURPS books from 2nd or 3rd edition — the ones that are story-heavy and rules-light — like China, Russia, Celtic Myth, Vikings, and many more still hold up great for lore and world-building and story ideas.

So yeah. You’re probably either totally excited right now or completely overwhelmed and confused or ready to do anything but this.

Either way — welcome to GURPS. ENJOY!

Anyway, here’s a needlessly complicated dumb idea — run The Morrow Project RPG as the setting, but use GURPS rules and make Templates and Lenses.

⚙️ THE MORROW PROJECT

Recon Orientation Manual – Field Briefing Alpha

CLASSIFICATION: RESTRICTED – PROJECT USE ONLY
ISSUED BY: The Council of Tomorrow
SUBJECT: Pre-War Reconnaissance Doctrine & Post-War Implementation

I. BACKGROUND

In 1962, a man known as Bruce Edward Morrow appeared to possess the inexplicable ability to travel through time—transporting himself and small amounts of matter into the future and back. Through these journeys, he discovered that World War III would erupt in 1989, and that every attempt to prevent it only changed the cause, never the outcome.

Realizing the war was inevitable, Morrow shifted his focus from prevention to reconstruction. He gathered a circle of influential industrialists and scientists to form the Council of Tomorrow, a covert organization dedicated to ensuring the survival of humanity and the restoration of civilization after nuclear conflict.

This effort became known as The Morrow Project.

II. THE PROJECT MISSION

Thousands of volunteers were cryogenically frozen in concealed bunkers across the continental United States, each programmed to awaken 3–5 years after nuclear exchange—once radiation levels had diminished.

Every team received survival training, specialized equipment, and a clear operational directive:

“To rebuild civilization where it has fallen.”

Teams were divided into operational categories:

  • Recon Teams: Conduct initial surveys, assess survivability, identify friendly survivors, and coordinate which other teams should awaken next.

  • MARS Teams: (Military Armed Reconnaissance and Security) – the Project’s combat and security branch.

  • Science Teams: Technical specialists trained in medicine, engineering, chemistry, radiation response, and environmental recovery.

III. RECON TEAM PURPOSE

Recon teams are the eyes and ears of the Morrow Project.
Their mission: observe, report, and rebuild.

Primary objectives:

  1. Reconnoiter the countryside and document environmental and social conditions.

  2. Locate survivor communities, determine their disposition, and offer assistance.

  3. Train survivors in essential post-war skills.

  4. Recommend suitable deployment sites for MARS and Science Teams.

Standard Civilian Training Program

When engaging survivors, Recon Teams are authorized to deliver Project curriculum in four stages:

  1. Basic Survival: First aid, water purification, hygiene.

  2. Defense: Basic combat instruction, construction of fortifications.

  3. Sustainment: Farming, marksmanship, counter-sniper tactics.

  4. Expansion: Long-range patrols, trade route establishment, and inter-settlement communication.

If stationed long-term, Recon Teams also initiate basic education (literacy, arithmetic, civic organization) for younger generations until a Science Team arrives.

They are also tasked with identifying hostile forces, enemy supply depots, and high-value strategic targets for later engagement by MARS units.

IV. RECRUITMENT CRITERIA

Each Recon operative was handpicked near the end of their Vietnam service. Selection criteria included:

  • Combat veteran status

  • No dependents or surviving family

  • High adaptability under stress

  • Clearance eligibility and psychological stability

These men were the elite among elites—handpicked not merely to survive, but to restart civilization.

V. VIETNAM RECONNAISSANCE ROOTS

For game continuity, all player characters served in specialized reconnaissance units during the Vietnam War. Each received extensive training in small-unit tactics, intelligence gathering, and survival operations.
Below is a historical summary of the units whose doctrines shaped Morrow Recon operations.

LONG RANGE RECONNAISSANCE PATROLS (LRRP)

Branch: U.S. Army
Alias: “Lurps”

An Army innovation during the Vietnam conflict, LRRPs conducted deep-penetration recon and later “hunter-killer” missions to secure intelligence behind enemy lines. These small, autonomous teams operated with minimal support and maximum risk.

FORCE RECON COMPANY

Branch: U.S. Marine Corps

The forerunner of the Army’s LRRPs, Force Recon operated in four- or six-man teams across South Vietnam, gathering intelligence and performing covert operations. Some were seconded to the Studies and Observation Group (SOG) for missions “over the fence”—outside the borders of South Vietnam.

NAVY SEAL TEAMS

Branch: U.S. Navy
Designation: Sea, Air, and Land (SEAL) Teams

Trained in reconnaissance and counter-insurgency warfare, SEALs conducted operations in coastal and riverine regions, particularly the Mekong Delta. Some teams were absorbed into SOG for deep-penetration missions.

Unlike other branches, SEALs often reported directly to MACV or the CIA, executing missions denied by their own command.

STUDIES AND OBSERVATION GROUP (MACV-SOG)

Designation: Military Assistance Command, Vietnam – Studies and Observation Group
Nickname: “SOG”
Affiliation: Joint MACV / CIA Operation
CIA Cover Name: Combined Studies Group

From the earliest stages of U.S. involvement, the CIA employed Special Forces for covert operations. This partnership evolved into SOG, a joint effort for intelligence gathering and clandestine warfare across Southeast Asia.

In 1965, Special Forces Detachment B-52 initiated Project Delta, targeting Viet Cong sanctuaries in neutral Laos. The project’s success gave rise to sister programs Omega and Sigma, later reorganized as the three command centers of SOG:

Command Base Area of Operations Team Designation CCN – Command & Control North Da Nang / Phu Bai North Vietnam & Northern Laos RTs named after snakes (RT Python, RT Cobra, etc.) → “Snake Bite Teams” CCC – Command & Control Central Kon Tum Central Laos RTs named after U.S. states (RT Tennessee, RT Arkansas, etc.) CCS – Command & Control South Ban Me Thuot Cambodia RTs named after tools (RT Hammer, RT Fork, etc.)

All SOG reconnaissance units were also known as Spike Teams or simply Recon Teams.

VI. LEGACY

When the Morrow Project began selecting personnel, the SOG, LRRP, Force Recon, and SEAL communities provided ideal candidates—battle-tested operators accustomed to autonomy, secrecy, and impossible odds.

You are one of them.

Frozen in time, your war never truly ended—it just waited for the world to catch up.

“You were trained to scout the jungle.
Now you’ll scout the ruins of civilization.”

Bolthole

After undergoing intensive training, the team was placed in cryostasis within a secure underground bunker known as a “bolthole.”
Date of entry: March 13, 1970, at 0800 hours — a Friday.

Characters

We’re using 150-point GURPS characters with up to 50 points of Disadvantages.

Note: Secondary Attributes do not count toward your Disadvantage limit in this campaign.

Odd things always seem to happen to you—being chosen for The Morrow Project, for example.

  • Weirdness Magnet [-15]

  • Extremely Hazardous Duty [-20] (being in the Morrow Project qualifies)

  • Sense of Duty (Teammates) [-5] (instilled through training)

  • Partial Amnesia [-10] (side effect of the cryostasis)

Skills

All characters must invest at least 1 point in each of the following required skills:

  • Hazardous Materials (Nuclear)

  • NBC Suit

  • Soldier

  • Survival (Arctic)

  • Savoir-Faire (Military)

In addition, Expert Skill (Epidemiology) is part of the Morrow Project curriculum.

Templates

Soldier

150 points

Well rounded and good at whatever you choose to do

Attributes: 180 points

ST 13 [30]

DX 13 [60]

IQ 13 [60]

HT 13 [30]

Secondary Characteristics: -61

Damage 1d/2d-1; BL 34 lbs.

HP 12 [-2]; Will 10 [-15]; Per 12 [-5]; FP 10 [-9]

Basic Speed 5 [-30]; Basic Move 5 [0]

Advantages: 20

High Pain Threshold [10], Night Vision 6 [6],

Reduced Consumption 1 [2], Temperature Tolerance 2 [2]

Perks: 2 points

Quick Reload (Detachable Magazine) [1], Walking Armory [1]

Languages 2 points

English (Native) [0]

Latin (Broken) [2]

Disadvantages: -50 points

Extremely Hazardous Duty [-20], Partial Amnesia [-10], Sense of Duty (Team) [-5], Weirdness Magnet [-15]

Skills: 51 points

Guns (Rifle) (DX/E)+5 [16]-18

Boxing (DX/A)+2 [8]-15

Swimming (HT/E) [1]-13

Surgery (General (Trauma)) (IQ/A)+1 [4]-14

Fast Draw (Magazine) and Knife, both (DX/E) [1]-13

Drive (Car), NBC Suit, Spear, Wrestling, all (DX/A)-1 [1]-12

Leadership, Soldier, and Teaching, all (IQ/A)-1 [1]-12

Expert Skill (Epidemiology), Hazardous Materials (Radioactive), Math (Applied), and Physician, all (IQ/H)-2 [1]-11

Survival (Arctic) (Per/A)-1 [1]-11

•Pick 10 of the following skills

Guns (Light Machine Gun, Pistol, Shotgun or Sub-Machine Gun), all (DX/E) Default+1 [1]-17;

Guns (Grenade Launcher or LAW), both (DX/E) Default+1 [1]-15;

Fast Draw (Pistol or Knife), Gunner (Machine Gun), Leatherworking, Parachuting, Sewing, all (DX/E) [1]-13;

Carpentry, Gardening, Masonry, Savoir-Faire (Military), all (IQ/E) [1]-13;

Piloting (Heavy Airplane or Helicopter) or Riding (Horse), both (DX/A)-1 [1]-12;

Armory (Small Arms or TL0 Weapons), Criminology, Electrician, Electronics Operations (Com), Electronics Repair (Com), Explosives (Demo or EOD or NOD), Farming, Fast-Talk, Interrogation, Leadership, Lockpicking, Mechanic (Any), Navigation (Any), Observation, Prospecting, Public Speaking, Scuba, or Traps, all (IQ/A)-1 [1]-12;

Fishing or Scrounging, both (Per/E) [1]-12;

Body Language, Tracking, both (Per/A)-1 [1]-11;

Engineer (Combat), Diplomacy, Intelligence Analysis, Naturalist, Strategy (Land) or Tactics, all (IQ/H)-2 [1]-11;

Detect Lies (Per/H)-2 [1]-10

Technique: 6 points

Targeted Attack (Rifle/Eye) (H) [6]-14

Soldier

150 points

Very Fast, but less skilled, very healthy

Attributes: 170 points

ST 13 [30]

DX 12 [40]

IQ 12 [40]

HT 16 [60]

Secondary Characteristics: -32

Damage 1d/2d-1; BL 34 lbs.

HP 12 [-2]; Will 10 [-10]; Per 11 [-5]; FP 12 [-15]

Basic Speed 7 [0]; Basic Move 7 [0]

Advantages: 12

High Pain Threshold [10], Less Sleep 1 [2]

Perks: 2 points

Quick Reload (Detachable Magazine) [1], Walking Armory [1]

Languages 2 points

English (Native) [0]

Latin (Broken) [2]

Disadvantages: -50 points

Extremely Hazardous Duty [-20], Partial Amnesia [-10], Sense of Duty (Team) [-5], Weirdness Magnet [-15]

Skills: 40 points

Guns (Pistol) (DX/E)+6 [20]-18;

Swimming (HT/E) [1]-16;

Brawling, Fast Draw (Magazine and Pistol) and Knife, all (DX/E) [1]-12;

Drive (Car), NBC Suit, Spear, all (DX/A)-1 [1]-11;

Leadership, Soldier, Surgery (General (Trauma)), and Teaching, all (IQ/A)-1 [1]-11;

Expert Skill (Epidemiology), Hazardous Materials (Radioactive), Math (Applied), and Physician, all (IQ/H)-2 [1]-11;

Survival (Arctic) (Per/A)-1 [1]-10;

•Pick 5 of the following skills

Guns (Light Machine Gun, Rifle, Shotgun or Sub-Machine Gun), all (DX/E) Default+1 [1]-17;

Guns (Grenade Launcher or LAW), both (DX/E) Default+1 [1]-15;

Fast Draw (Pistol or Knife), Gunner (Machine Gun), Leatherworking, Parachuting, Sewing, all (DX/E) [1]-12;

Carpentry, Gardening, Masonry, Savoir-Faire (Military), all (IQ/E) [1]-12;

Piloting (Heavy Airplane or Helicopter) or Riding (Horse), both (DX/A)-1 [1]-11;

Armory (Small Arms or TL0 Weapons), Criminology, Electrician, Electronics Operations (Com), Electronics Repair (Com), Explosives (Demo or EOD or NOD), Farming, Fast-Talk, Interrogation, Leadership, Lockpicking, Mechanic (Any), Navigation (Any), Observation, Prospecting, Public Speaking, Scuba, or Traps, all (IQ/A)-1 [1]-11;

Fishing or Scrounging, both (Per/E) [1]-11;

Body Language, Tracking, both (Per/A)-1 [1]-10;

Engineer (Combat), Diplomacy, Intelligence Analysis, Naturalist, Strategy (Land) or Tactics, all (IQ/H)-2 [1]-10;

Detect Lies (Per/H)-2 [1]-9

Technique: 6 points

Targeted Attack (Pistol/Eye) (H) [6]-14

more Templates and a Lens or two over on the Mort and Ricky page

Determining the cause of the end of civilization, Roll 1d100, for a result over 50 subtract 50, now consult the table below

1. 1967: Dire Famine Forecast By 1975
2. 1969: Everyone Will Disappear In a Cloud Of Blue Steam By 1989 (1969)
3. 1970: Ice Age By 2000
4. 1970: America Subject to Water Rationing By 1974 and Food Rationing By 1980
5. 1971: New Ice Age Coming By 2020 or 2030
6. 1972: New Ice Age By 2070
7. 1974: Space Satellites Show New Ice Age Coming Fast
8. 1974: Another Ice Age?
9. 1974: Ozone Depletion a ‘Great Peril to Life (data and graph)
10. 1976: Scientific Consensus Planet Cooling, Famines imminent
11. 1980: Acid Rain Kills Life In Lakes (additional link)
12. 1978: No End in Sight to 30-Year Cooling Trend (additional link)
13. 1988: Regional Droughts (that never happened) in 1990s
14. 1988: Temperatures in DC Will Hit Record Highs
15. 1988: Maldive Islands will Be Underwater by 2018 (they’re not)
16. 1989: Rising Sea Levels will Obliterate Nations if Nothing Done by 2000
17. 1989: New York City’s West Side Highway Underwater by 2019 (it’s not)
18. 2000: Children Won’t Know what Snow Is
19. 2002: Famine In 10 Years If We Don’t Give Up Eating Fish, Meat, and Dairy
20. 2004: Britain will Be Siberia by 2024
21. 2008: Arctic will Be Ice Free by 2018
22. 2008: Climate Genius Al Gore Predicts Ice-Free Arctic by 2013
23. 2009: Climate Genius Prince Charles Says we Have 96 Months to Save World
24. 2009: UK Prime Minister Says 50 Days to ‘Save The Planet From Catastrophe’
25. 2009: Climate Genius Al Gore Moves 2013 Prediction of Ice-Free Arctic to 2014

26. 2013: Arctic Ice-Free by 2015 (additional link)
27. 2014: Only 500 Days Before ‘Climate Chaos’
28. 1968: Overpopulation Will Spread Worldwide
29. 1970: World Will Use Up All its Natural Resources
30. 1966: Oil Gone in Ten Years
31. 1972: Oil Depleted in 20 Years
32. 1977: Department of Energy Says Oil will Peak in 1990s
33. 1980: Peak Oil In 2000
34. 1996: Peak Oil in 2020
35. 2002: Peak Oil in 2010
36. 2006: Super Hurricanes!
37. 2005 : Manhattan Underwater by 2015
38. 1970: Urban Citizens Will Require Gas Masks by 1985
39. 1970: Nitrogen buildup Will Make All Land Unusable
40. 1970: Decaying Pollution Will Kill all the Fish
41. 1970s: Killer Bees!

42. 1975: The Cooling World and a Drastic Decline in Food Production
43. 1969: Worldwide Plague, Overwhelming Pollution, Ecological Catastrophe, Virtual Collapse of UK by End of 20th Century
44. 1972: Pending Depletion and Shortages of Gold, Tin, Oil, Natural Gas, Copper, Aluminum
45. 1970: Oceans Dead in a Decade, US Water Rationing by 1974, Food Rationing by 1980
46. 1988: World’s Leading Climate Expert Predicts Lower Manhattan Underwater by 2018
47. 2005: Fifty Million Climate Refugees by the Year 2020
48. 2000: Snowfalls Are Now a Thing of the Past
49.1989: UN Warns That Entire Nations Wiped Off the Face of the Earth by 2000 From Global Warming
50. 2011: Washington Post Predicted Cherry Blossoms Blooming in Winter

Just in case you were curious, none of these happened and we’re not dead