Steady improvement edition
Previous thread
>>96198594GURPS is a modular, adaptable system, capable of running a wide range of characters, settings, and play styles, with a level of detail varying from lightweight to completely autistic.
Optional rules allow you to emulate different genres with a single system, or even switch genres within a single game.
A nearly complete archive of GURPS books can be found by using the image (follow the URL to get to a folder with some files, read the files to get to the archive). Never post direct links to the archive anywhere in plain text.
If you're wondering where to start:
- The Basic Set covers everything, including a lot of optional rules you probably won't use.
- A genre guide can be found in the archive, under Unofficial/GURPSgen. It tells you what extra books and articles you may find useful for many common genres.
- How To Be a GURPS GM is a good read even for players.
- GCS (gurpscharactersheet.com) is an excellent character-builder software, with page references to all the books and the option to export to both Foundry and Fantasy Grounds.
Thread Question: have you ever used content from these threads (including fan-supplement written by anons) in an actual game?
>>96260847I don't see the problem. If you want a Striker to be shorter than the default, add the Short limitation.
What skill do I need for buckbreaking?
>>96261088>If you want a Striker to be shorter than the default, add the Short limitation.Where the fuck is that? I can't find it in Basic Set, Powers, Power-Ups 8, Martial Arts, Template Toolkit 2, or Furries.
gurps
md5: 0f40ad08b72a330f1643a3d3f7672b09
๐
>>96261152nta He may be referring to the limitation for Extra arms. B53, center column at the bottom.
>>96261208Two problems with that, if so:
(a) it isn't a general-purpose limitation and there doesn't seem to be any precedent for using it as one
(b) it isn't clear how it interacts with SM. Does it start out as a Reach C and then get modified for SM (in which case we're back to where we started, just one yard shorter) or does it modify the end result to Reach C (in which case it's too much for many strikers, which should have a reach of about 1)?
Ceratopsians are finally done. Massive research headache and the end product is no doubt rife with obvious errors, but I'm going to post it and fix them later.
https://samuelbaughn.blogspot.com/2025/08/ceratopsians-in-gurps.html
What's the best TL8 gun able to be carried around by a strong dude and used against other humans, soldiers and monsters? Some kind of automatic grenade launcher or lmg?
>>96262025If AGLs and LMGs are in the mix, I assume logistical problems like legality, portability, concealment, and cost are handwaved?
>>96262035Legality yes, cost mostly, portability and concealment no.
>>96262025Any of the high caliber, tl7 LMGs will do well. Most are recoil 2, many sport 7d damage, and have 100 round capacities. The main problem is Bulk, which is an issue for action hero type protagonists who want to do more than stand still. An extremely strong (18-20) ST character might consider even heavier weapons, such as HMGs or automatic grenade launchers. These are stupidly expensive and require a superhuman to carry, but are stupidly effective. Standouts here are the mk19 grenade launcher, DHSK HMG, or minigun. Ultimately, the best weapons generally fall into the categories of high capacity bullet hoses, which mostly means HMGs and LMGs, with automatic grenade launchers also playing a potential role, and the choice comes down to your preference for the mix of damage, mag capacity, rate of fire, required strength, and cost.
>>96260628A possessed/demon weapon will probably be best represented with a package of traits. Innate Attack (Cutting) 2d (Melee Attack, Based on Broadsword Skill) for instance is an obvious ground to build from. Can Be Stolen + Unique as gadget limitations are natural. Then you get to the fun part, the demonic boons and banes. Nuisance Effect, Corrupting (from GURPS Horror), Temporary Disadvantage (Supernatural Features, or Berserk + Bloodlust, or Lifebane, or a dozen other things), plenty to work with depending on what price the cursed weapon extracts from its owner. And if he can't get rid of it no matter how hard he tries, replace "Can be Stolen" with "Uncontrollable", as the sword always finds its way back to him and demands to be used!
I'm gonna run a post-apoc campaign with supernatural elements (basically the world got ended by multiple competing apocalypses, so demons, ctullu, aliens, C.H.U.D.S. etc. It's inspired by all the gonzo shit in Cataclysm: Dark Days Ahead).
Besides, action, after the end, high tech, ultra tech, what are some other good gurps books to use for this?
If I make an advantage that requires magery zero, is there a discount to that advantage? I know "required disadvantage" gives a discount, but requiring other advantages doesn't, right? Asking just to confirm.
>>96262893In and of itself no, an advantage having prerequisites doesnโt affect its costs. However, in this specific case, since it requires Magery the advantage should have Magical (-10%) limitation.
>>96262949Ah, ok, that makes sense. Thanks.
Is -115 points in disadvantages too much for a 150 point character?
They all make sense to take. Anything you would recommend dropping?
Itโs for a beastman wargor for context.
>>96263117i feel like a lot of these have the same or similar effects, also doesnt seem like a very altruistic party member
>>96263117Anon please don't make a self-insert character, it's bad form.
>people not reading what Requires Disadvantage is
it's all so tiresome
>>96263117Racial disadvantages should be separate from your regular disadvantages.
I think at least 4 of those are racial stuff.
>>96263181I control Fโd my PDF and couldnโt find this. What page?
>>96262863Low Tech if technological society collapsed.
Psi
The Dungeon Fantasy bestiaries and Creatures of the Night
Zombies
>>96263818thanks! Low tech does make sense there's tribes of people who don't know how to use tech anymore.
And yeah all those monsters fit just fine in the setting.
>>96263129Could be for solo play
I really enjoy the Space Ships 2 trade rules. Is there a similar set of rules for Maritime trade?
Is there any formula to calculate the Bulk of an object (or person)? A situation came up last session where a large PC (SM +2) wanted to conceal a normal-sized PC (SM 0) under his trenchcoat. I treated this as a Holdout roll, which takes Bulk penalties instead of SM penalties. There weren't any examples or guidelines for hiding something approaching the size of a person, so I decided on a Holdout penalty of -8, which he still succeeded on.
I'm currently reading through the Basic Set and scouring the net for answers, but still can't find anything. Based off of the examples given in the book, it feels like it might be something like "Bulk = -(12 - relative SM * 2)", but I'm still wondering if there's any official ruling.
>>96264056Exactly what I wanted, thanks.
>>96264049I know that "Blaster and Laser Design" in Pyramid #3-37 calculates Bulk as the square root of weight. But that doesn't seem right, because you end up with Bulk numbers that are not all consistent with those given in official weapon lists.
Another way of going about it is to reverse-engineer the rules for "Long Weapons in Close Combat" from Martial Arts. Bulk gives a penalty in close combat, so the penalty for melee weapons ought to be the same. A reach 1 melee weapon gives -4 to skill, and is SM -4 according to the rules for Striking at Weapons. That gives a formula of "Bulk = -(20 - relative SM * 4)"
Also, I don't remember where I read it, but I remember a rule somewhere that assigned SM -4 to weapons with Bulk -4 to -7, which is a ranged 4 points wide, in line with the formula above.
>>96264049>>96264194>"Bulk = -(12 - relative SM * 2)">"Bulk = -(20 - relative SM * 4)"should probably be
>"Bulk = -(12 + relative SM * 2)">"Bulk = -(20 + relative SM * 4)"
>>96264049>>96264194>>96264275There is no formula for Bulk, it's all just going by precedent and what 'felt' right to any given author at the time. Writing GURPS Guns, we had to come up with a system for assigning bulk to firearms, and it was an absolute shit-show. There's no elegant way to match the already published numbers and even getting close meant a horrible mess of rules.
A very rough approximation would be:
1. every doubling of mass gives -1 bulk
2. every +1 size modifier gives -1 bulk
3. when Bulk is less than -7, change is half that (i.e. every quadrupling of mass and +2 SM is -1 bulk).
Since +1 SM is about *3 volume and mass scales with volume (when all else is equal) every +1 SM can be seen as both -1 for itself and about -1.5 for mass. So +1 SM to the concealed object is either about -2.5 or -1.25 to Bulk. With a bit of handwaving, you can 'average it out' to -2 Bulk for every +1 SM.
Obviously increasing the SM of who or what you are concealing it on should give an equivalent bonus in reverse, so +2 skill per +1 SM. This works in reverse too, giving -2 skill per -1 SM.
Then you just need to establish a baseline. Plugging an average guy (5'10" 150 lbs.) into the Guns system gives Bulk -9, which seems a little generous. -12 (i.e. near impossible without an elaborate costume) for concealing someone your own size seems roughly correct.
>>96264879Jeez, that does seem like a real shitshow. Looking forward to Guns when it comes out.
>+2 skill per +1 SM; -2 skill per -1 SMI think I'll stick with that. Thanks
>>96264879>Writing GURPS GunsActual designers post here?
>>96265103Probably copied from the official forum without meme arrows
Can I have some advice on advantages/disadvantages for a sapient, SM0 snail?
Legless (Slithers) is obvious. Perhaps tendrils/tentacles instead of hands so bad grip?
>>96265814I doubt the official forum would allow such candor, or the phrase "absolute shit-show."
Best to assume that "we" just means Anon helped playtest the book, not that he's the author. Even if that's an incorrect assumption, it doesn't really benefit anyone (least of all the potential author) to link themselves to a Korean manwa blog known for pirating everything under the sun. Let sleeping dogs lie, y'know?
>>96265843Weakness(1d per minute, very common substance(salt)) -60
>>96265843There's a turtle in Furries, which you could copy the shell from.
Probably Stretching and maybe Double-Jointed with some kind of limitation so it doesn't work for the shell. Possibly Slippery too.
Leaving a slime trail seems like its worth at least a quirk.
Increased consumption (water only). Snails tend to lose a lot of moisture from constantly generating slime.
Pseudopod hands seem more like Ham-Fisted than Bad Grip, but nothing stops you having both.
Decreased Time Rate would be crippling, but appropriate. Otherwise, really low Speed and Move.
Clinging might not be realistic once you weigh more than a few pounds. On the other hand, big octopuses can cling and they are molluscs too.
I think Powers: Enhanced Senses might have something for being able to taste with feelers. On the other hand, you could just treat them as a normal tongue with stretching.
>>96260971 (OP)>Thread Question: have you ever used content from these threads (including fan-supplement written by anons) in an actual game?I've used the edited Action Point rules from some anon in here who reworked the Last Gasp, and have adopted homebrew suggestions from people when I've asked about character/mechanic concepts in here before, yeah.
>>96262863In addition to the other guy's suggestions, you'll want GURPS Horror, and GURPS Biotech for the mutagens/strains that any good CDDA-inspired game is sure to have. And, naturally, Lands Out of Time for the Dinosaurs.
>>96265843Binding 15 (Melee Attack; One-Shot; Sticky); Clinging (Move 2); Double-Jointed; DR 4 (Limited, Crushing); Gluttony (9); Infravision; Injury Tolerance (Homogenous, No Head, No Neck); Invertebrate; No Fine Manipulators; No Legs (Slithers); Reduced Basic Move; Slippery; Weakness (Salt; 1d/second); Wild Animal.
>>96265958>GURPS Horror, and GURPS Biotech for the mutagens/strains that any good CDDA-inspired game is sure to have. And, naturally, Lands Out of Time for the Dinosaurs.Good point, thanks. I had forgotten about the dinosaurs.
Are there rules for proselytizing or otherwise spreading a religion?
Which Space Atlas Sector/system was your favorite?
>>96266174Does this provide rules for random planet generation?
>>96266219No they give you pregenerated sectors of space, the generation rules are in GURPS Space.
>>96266008Public Speaking has plenty of rules in Social Engineering. It also mentions Propaganda as an option to convert large numbers of people. I'd start there and use your best judgement to apply it to proselytizing.
>>96266174I've been slowly reading the first one and it's good
Anyone had a chance to read HS: Istanbul yet?
>>96266008There are rules for cultural inventions in Infinite Worlds, as well as multiple takes on memetics in Transhuman Space and Transhuman Space: Toxic Memes for 3e as well as Transhuman Space: Changing Time and Horror: Madness Dossier for 4e.
Is it Istanbul or Constantinople
>>96267247It's Constantinople
>trying to figure out 3rd ed mecha construction
>>96267419Why did Constantinople get the works?
How would you stat Briareos Hecatonchires?
>>96267475You must first understand Vehicles
>>96267247That's nobody's business but the Turks'!
>>96267475It's fairly straightforward from what I remember. The only tricky bit that I recall messing me up is that the minimum volume for arms is *way* below the actual operating volume you should be using, so if you just sort of plug that in without realizing your finished product will be hilariously anemic.
Oh, and use an automated spreadsheets that handles calculations for you. That way you can go back and change a value from Step 6 when you realize it screws something up in Step 32.
Can someone help me understand racial templates and campaign disadvantage limit?
For my snail race example their racial traits Iโve determined are
>Weakness (Common, Salt) [-60], -2 DX [-40], No Legs (Slithers) [0], Slime Trail [-1]
>Extra Arms (2, Flexible) [30], Flexible Arms [10], Regrowth [40], DR 4 (Partial, Torso) [18], Retraction 1
This gives me a grand total of -2 points. Assuming a campaign disadvantage limit of -50, I still have -48 points to spend, yes?
Since I have to take these traits they donโt count to the limit?
>>96269563Correct. Racial templates are considered a single trait with a cost equal to the templateโs net point value. A racial template with 120 points in advantages and -100 points in disadvantages is a 20-point advantage, and one with 100 points in advantages and -120 in disadvantages is considered a single disadvantage worth only -20 points. In a campaign with a disadvantage cap of -50, the latter still allows up to -30 in personal disadvantages, and the former has no impact on disadvantage allotment and you can still take the full -50.
On a related note, racial Quirks also do not count against your personal cap of 5 quirks. An otherwise normal human with Cannot Float and Affected by Magnetism has used two of their five allowed Quirks, but a robotic character that has those traits as part of their racial template can take five more quirks that set them apart as an individual.
Is there an easier solar system generation table to use than GURPS Space?
How is Architect of Worlds?
Iโm just looking for a procedural generator to be used during solo play.
>>96271092>He thinks GURPS Space's worldbuilding process is hard to useBrainlet detected
Just do everything in a spreadsheet.
Also:
https://www.htmlover.com/000004.html
>>96271148I donโt want to read, I just want to roll.
>>96267845Never read Appleseed. I watched the movie, though. ChatGPT gives me:
Core Attributes
>ST 40 โ enough to lift 1.5 tons without Extra Effort>DX 15 โ Fast, agile, capable of inhuman combat acrobatics>IQ 12 โ Tactical and clever, but not superhuman>HT 14 โ Extremely durable and resistant to system shockSecondary Characteristics
>HP 40 โ Cybernetic durability; same as ST if not reduced>Will 15, Per 15 โ High tactical awareness and mental discipline>FP 0 โ Doesnโt use FP; see Machine meta-trait>Basic Speed: 7.25>Basic Move: 7>Dodge: 13 (Base 7 + Enhanced Dodge + Combat Reflexes)Cybernetic Traits
>360ยฐ Vision + Infravision + Night Vision 9 + Radar + Telescopic Vision>Comparmentalized Mind โ Manages multiple weapon systems and data>DR 15 (Tough Skin) โ Armored Skin; more than enough to shrug off 9mm (2d pi, avg 7, max 12)>DR 25 (Skull, Torso) โ Assault Rifle fire (5d pi, avg 17.5, max 30) is a threat, but not instant death>Enhanced Time Sense โ "Bullet Time" awareness>Enhanced Tracking 2 โ Track multiple threats>Enhanced Dodge 2 โ +2 Dodge>Extra Arms 4 (Weapon Mounts) โ Canonically has deployable gun pods>High Pain Threshold>Machine โ no FP, immunities, etc.>Modular Abilities (Cybernetic Programs) โ For loading mission-specific software>Nictitating Membrane 10 โ Eye Armor>Payload โ Can store weapons internally>Radio (Secure, Encrypted)Social Traits
>Legal Enforcement Powers (ESWAT)>Reputation, Heroic Cyborg Cop (Large Class, +3)>Multilingual (Greek, Japanese, English, etc.)Disadvantages
>Bad Temper (Self-Control: 12)>Chummy or Gregarious>Code of Honor (Soldierโs or Police)>Duty (ESWAT, 12 or less)>Flashbacks (Mild, Cyberwar Trauma)>Enemy (Terrorist groups, 9 or less)>Intolerance (Corruption or Dishonor)>Sense of Duty (Team/Deunan)>Social Stigma (Cyborg)(Part 1/2)
>>96271170Combat Skills
>Beam Weapons (All) โ 18>Fast-Draw (Gun, Grenade) โ 18>Guns (Rifle, SMG, Pistol) โ 20+>Gunner (All) โ 18>Judo โ 16>Karate โ 17>Thrown Weapon (Grenade) โ 15Secondary Skills
>Computer Operation โ 14>Detect Lies โ 12>Driving (Ground Car, Bike) โ 14>Electronic Operation (Comm, Sensors, ECM) โ 15>Intelligence Analysis โ 13>Leadership โ 14>Navigation (Urban) โ 13>Observation โ 15>Strategy (Urban) โ 13>Stealth โ 14>Tactics โ 15(Part 2/2)
>>96271170>>96271180>Hey I don't know anything about what you're asking about, but I asked Halucinationbot9000 and here's what it spat out!You could save yourself some time and just not reply next time.
How would you stat Gladiia from Arknights in GURPS?
>>96271170Why is slop infesting /tg/ too
>>96271170>>96271180Twice I tried using ChatGPT to generate an NPC and both times it couldn't even correctly calculate point totals, forget even getting info from the books correctly. Like it was failing at basic math because it had to mix adding positive and negative values and this was like less than a month ago so it has not improved, I guarantee it. In other words, fuck off with that shit.
>>96271242I don't play gatchas and wikis are too obtuse and rambly to give an idea about the character, but I'm always down for elfgirls in GURPS. What's their deal?
>>96267845You first.
>>96271242Kill yourself.
Statblock requests without more than a sentence of elaboration should be banned.
Gachacore slop should be also banned.
AI slop should be triple banned.
>>96271170 is almost usable as an NPC, though. Almost. A few errors here and there (like 'Cybernetic Programs' for Modular Abilities not being a thing). You either curated your output, or put ChatGPT in your post just to trigger everyone.
How would you stat ME, the gachaslop aifag poster in GURPS?
>>96271336>(like 'Cybernetic Programs' for Modular Abilities not being a thing).Wouldn't that be Computer Brain, properly? Or Chip Slots, whatever. I don't like either because they're basically emulations of 80's cyberpunk and don't make a lick of sense in e.g. a Transhuman Space game
>>96271363Yeah, that's what I mean. Seems like a hallucination merging the two concepts.
>>96271336>You either curated your output, or put ChatGPT in your post just to trigger everyone.I was the one who mentioned I tried ChatGPT twice for NPCs, the first time everything was right and real but it totaled the points incorrectly. The other time was a complete mess of fake traits and wrong math. Basically almost polar opposite outcomes. I would believe you could get something usable without curating the output but it's a coin flip if you do which is why it's pointless to do.
>>96271297Not an elf. She's an Abyssal Hunter, a bunch of eldritch fish-human hybrid supersoldiers from Aegir (Atlantis) dedicated to fighting the "Seaborne" who share their blood. They're all basically Bloodborne OCs who got repurposed as gacha game characters. Gladiia is a swordfish and is anime-levels fast.
She can instantly regenerate from beach-ball-sized holes in her chest. Should be at minimum capable of achieving instantaneous hypersonic speeds on land and triple hypersonic underwater, punch straight through leviathanic sea monsters like a humanoid torpedo, and move fast enough to generate underwater whirlpools or riptides that such in hordes of enemies. Uses a massive harpoon to fight. The friction generated as she moves is enough to boil water and burn anyone who touches her.
She's a renowned tactician, the captain of her team, and was among the smartest of her class. IQ should be high. Probably TL11^, because Aegir apparently had Graviton beam weapons(?). But as an Abyssal Hunter, she's forbidden from using anything more complex than a basic melee weapon, or else the Seaborne they fight might adapt to them.
Only weaknesses I can think of are the inability to use Arts (a form of not-Magic which almost literally everyone in Arknights can use, but Abyssal Hunters can't; might qualify as a quirk), susceptibility to the Siren call of the Seaborne, and the need to bathe three times a day or dry out. There's also probably a Social Stigma for being an Abyssal Hunter, since normal Aegirians don't have Seaborne blood, and Abyssal Hunters are somewhat seen as expendable assets.
It's all high-level anime bullshit and GURPS is probably not the best system to represent the upper-lore-tier Arknights operators. But since we're here, might as well.
>>96271360Destiny(41%) [-5]
>>96271242>>>96271242Never read Arknights, known it's an OVA, a manga or whatever. ChatGPT gives me:
"Stop making random guesses and pretending to help others by manually attempting to automate something that they could've done by themselves, fuck off and get a life".
>>96271286At best, it's marginally good to get ideas about what to look for.
I don't (and wouldn't) trust it to do proper math or to retrieve the right costs.
As you say, getting a general idea to polish later is the best it can do. Like chatting with a friend about how would you approach building such a character, but without any human interaction.
I wounder who would be interested in avoiding interaction...
>>96272021>>96271242I don't know what GURPS or Akrinights are, but I asked grok and he gave me these stats
Size/Type: Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: โ
>>96271611Unkillable 1, Regeneration (Extreme), Recovery, and Regrowth should be able to handle the durability and recovery. Also, it can't hurt to run her in a setting that uses Stun Points anyway (Power-Ups 9, page 30), which should be the norm for any high power animu stuff. Cartoonish speed is probably best handled by silly levels of Enhanced Move with Second Nature enhancements from Power-Ups 4 *and* paying x4 the cost to make it a Wildcard Power (Supers 41) to let you temporarily treat Enhanced Move as any other trait that costs as much or less; that's the easiest way to handle "makes a twister or whirlpool" and the like. Low-Tech Companion 2 has rules for scaling up melee weapons for that massive harpoon, and she'll need to ST to handle it. Along with above-average IQ, I'd probably throw some levels of Natural Born Warlord in their too. Take Amphibious too.
Not being allowed to use high-tech gear on the mission is annoying but is more an element of her Duty than an innate disadvantage; presumably when she's not in the field she can use basic tools of a TL11^ society and doesn't just smack the supercomputer with a caveman club. On that note, her Duty is likely Extremely Hazardous, and maybe even Involuntary if she isn't allowed to leave, but maybe Aegir isn't so heartless. Susceptibility to a specific threat might be a Quirk or a low-value version of Susceptible, depending on how common it is in the game. Frequent bathing is Dependency (Submersed in water, Common -5; Daily x3) [-15], plus a Disadvantage Embellishment Quirk [-1] that she breaks the hour spent in water every day into three 20-minute chunks. Social Stigma (Minority Group) seems most appropriate.
Generally speaking, not being able to buy an advantage or skills doesn't give you points, it's just a 0-point Taboo Traits feature. You just 'save' points by not buying Arts. However, the answer can also get a lot more complex depending on setting assumptions, which systems you're using, etc.
>DF3 Wizard lenses don't have Innate Attack
What in the goddamn...?
>>96272697Yeah, the one area where missile spells excel is in the hands of warriors with lower IQ and higher DX, who won't win any QCs of skill but can land a tricky shot. I assume their desire to give every lens exactly 10 or 20 points in spells is the issue. As a GM I'd let you move 1-4 of those spell points over to Innate Attack, but RAW yeah looks like you need to pick it up after getting the template.
>>96272945You could also let a player take Innate Attack instead of one of the lens skills. What's funny is that the Holy Warrior-Wizard lens talks about using Fireball but the only burning balls would be your own if you tried it at default
I asked google AI what it thinks of /gurpsgen/:
GURPS (Generic Universal RolePlaying System) is a highly flexible and customizable tabletop RPG system known for its detailed and realistic approach to simulating various genres and scenarios. It uses a point-based character creation system and a simple dice-rolling mechanic, making it relatively easy to learn and play. GURPS shines in its ability to handle a wide range of settings, from fantasy and sci-fi to modern-day and even superhero genres.
Here's a more detailed look at GURPS:
Strengths:
Flexibility and Customization:
GURPS excels at allowing players and game masters to tailor the system to their specific needs and preferences. The point-based system allows for a great deal of character customization, and the modular nature of the rules means you can pick and choose which rules to use.
Realistic Simulation:
GURPS is known for its emphasis on realistic physics and detailed rules, making it suitable for simulating real-world scenarios or creating grounded, believable settings.
Genre Versatility:
The system is designed to be adaptable to almost any genre, from high fantasy to hard sci-fi, and everything in between.
Detailed Combat:
GURPS features a detailed combat system that provides a high degree of realism and tactical depth.
Rules-Light or Rules-Heavy:
GURPS can be played with a very light ruleset or with a much more detailed and crunchy ruleset, depending on the preferences of the players and the GM.
Resource for Other Systems:
Even if you don't play GURPS as your primary system, it can be a valuable resource for rules, skills, and other information that can be applied to other RPGs.
Weaknesses:
Steep Learning Curve (for some):
While the core mechanics are simple, the sheer number of rules and options can be overwhelming for new players.
Emphasis on Realism:
The focus on realism can be a drawback for players who prefer more cinematic or over-the-top action.
Can be Time-Consuming
>>96272517Honestly a lot smoother conversion than I expected. GURPS rarely fails to impress. Bravo.
>>96273269I tried to see if I could get an AI to gm a solo gurps game for me to play in but it forgot everything constantly.
I just want to play myself sometime, but none of my players can GM. That's probably my fault too though, because I'm barely capable of GMing myself.
>>96272081You have to change your prompt to include GURPS. This is what I got:
ST 19, DX 12, IQ 4, HT 13
HP 19, Will 12, Per 10, FP 13, Speed 6.00, Move 7, SM +1
Dodge 9, Parry n/a, DR 2
Bite (13): 2d-2 large piercing. Reach C.
Claw (13): 2d-2 cutting. Reach C, 1.
Traits: Bad Temper (9); Combat Reflexes; High Pain Threshold; Night Vision 6; No Fine Manipulators; Semi-Upright; Temperature Tolerance 2; Wild Animal.
Skills: Brawling-12; Climbing-11; Survival (Woodlands)-10; Wrestling-12.
Class: Hybrid.
Combat Effectiveness Rating: 36 (OR 15 and PR 21).
>AI talk
Every time I google something, google spits out an AI answer at the top of the page and it's usually wrong. Why would anyone trust AI for anything?
>>96274730The top result for any query was usually wrong before AI too. Essentially everything is either subject to propaganda / marketing campaigns, or the obsession for a tiny group of dysfunctional retards (frequently just one exceptionally bad one) who want to promote their crackpot theory. This was true before the internet too, and still applies to books, universities, etc. You actually need to do a ton of research to get past the bullshit for basically anything.
AI is just novel and (for the moment) so obviously unreliable that you are aware of how bad it is.
Of course, the average normie never questioned what the TV was telling them (even if it was obviously fiction), never questioned their newspaper (while confidently disbelieving anything in the enemy newspaper that contradicted it), never questions what they see on Wikipedia, YouTube, etc. and will accept AI too.
Is there any way for an affliction to reduce secondary attributes like basic speed or perception?
I want to make a "slow" spell that isn't the "only act every 2 turns" effect which is way too powerful.
This topic again: 5th edition should be GURP5 or GVRPS?
What reaction modifiers does Bonnie Blue have?
>>96277339Temporary Disadvantage is what you want, since reduced attributes can be done as disadvantages. In this case you want Temporary Disadvantage, Reduced Basic Speed [X] (+[5*X] %). Or for instance, Temporary Disadvantage, Reduced Basic Speed 4 (+20%) reduces a target's Speed by 1 (since each level of Reduced Basic Speed is -0.25). For a more substantial Slow, you'd probably want it at RBS 12 (+60%) to truly hinder a target by reducing their Basic Speed (and thus their Move) by 3.
>>96278435Bonnie Who? You mean like the Confederate anthem?
>>96279085Thanks. I guess I got stuck in the idea that since they weren't directly listed like basic attributes I needed to do something else, but just doing them as disadvantages makes sense.
What would be the best way to build a character who can run on 4 legs for a boost to speed? Trying to make a giant rat.
>>96279792Semi-upright perhaps?
>>96279792Semi-upright, like anon said, with enhanced movement
Are there any rules for peircing/rupturing a vacc suit or space suit in 0 atmosphere?
>>96282617That's what they call "You just fuckin die, no save." Unless they have Doesn't Breathe, Temperature Tolerance and Immunity to Metabolic Hazards, in which case they should be fine regardless.
>>96283345No they don't
There are rules in Basic Set and Transhuman Space at least
>>96283345What you're looking for is Vacuum Support actually.
>>96283429>>96283345I'd apply the rules for explosive decompression from Basic Set, which honestly, seem really lowball. At worst you take 6 damage! Really? Your blood boils, your organs rupture, and you take less damage than you would from a really solid punch? That seems far too little.
>>96265843There has to be something there to simulate the fact they dehydrate easily, maybe you could make that yourself
>>96276616>biotoysWhen are we getting fluffy pony abuse in GURPS?
Ahem.
Kill Realm Management. Behead Realm Management. Roundhouse kick Realm Management into the concrete. Slam dunk Realm Management into the trashcan. Crucify filthy Realm Management. Defecate in Realm Management's food. Launch Realm Management into the sun. Stir fry Realm Management in a wok. Toss Realm Management into active volcanoes. Urinate into Realm Management's gas tank. Judo throw Realm Management into a wood chipper. Twist Realm Management's head off. Report Realm Management to the IRS. Karate chop Realm Management in half. Curb stomp pregnant Realm Management. Trap Realm Management in quicksand. Crush Realm Management in the trash compactor. Liquefy Realm Management in a vat of acid. Eat Realm Management. Dissect Realm Management. Exterminate Realm Management in the gas chamber. Stomp Realm Management's skull with steel toed boots. Cremate Realm Management in the oven. Lobotomize Realm Management. Mandatory abortions for Realm Management. Grind Realm Management fetuses in the garbage disposal. Drown Realm Management in fried chicken grease. Vaporize Realm Management with a ray gun. Kick Realm Management down the stairs. Feed Realm Management to alligators. Slice Realm Management with a katana.
>>96283770It's more like you take 1d damage and fucking die unless you can fix your suit in under a minute
>>96284231Which is gonna be real hard since you need to critically succeed an HT roll to avoid agony (normal success) or unconsciousness (failure). So youโre absolutely boned if alone unless youโre a hardass with HPT and skilled enough to overcome the pain penalties.
>>96284844If it's not literally just NASA gear you can use the suit patches from UT188, or at least try
Maybe have the suit inject you with some shit to keep you together for the 30 seconds you have to try and save your ass
With that one idea a couple of threads back about everyone getting 100 points IRL, I wonder if you could pull off a campaign like that. Sort of like with Banestorm where "you" are the character. I wonder if 50, 75 or 100 points would a good starting point before you get the 100 points. Could also make it supernatural type traits only as plot thread to use.
>>96287782I feel that's every 12 year old's first campaign idea. Doesn't work that great. I DO like the idea of playing super regular, normal people thrown into crazy situations though.
>>96283345>>96283429>>96283770Human skin is quite able to handle the difference between normal human internal pressure and hard vacuum for a short time. Eventually you will get all kinds of horrible effects, but you don't literally explode as seen in some films.
If the suit is a counter-pressure suit or something similar, a tear in the fabric portion won't really leak an important amount of air. A modern / 20th century suit might have more issues with leaking, but it's still not going to be instant lung and eardrum rupture if you get a tear in the leg. Remember that they are kept at low pressure (around 0.3 bar) inside (so that the limbs don't balloon and prevent movement) and have large air-tanks.
If your helmet gets holed that's probably worse in terms of air loss, and more likely to rupture eardrums and do awful things to your lungs. But space helmets are tough, so odds are that anything that punches through it will kill you anyway if it hits your head, or produce lethal spalling / fragmentation.
Getting a hole in the suit and your skin at the same time could be problematic, but I'm not sure it would be that much worse than the usual problems of a puncture wound / laceration. Some forms of cupping involve putting a near vacuum over a shallow incision and it doesn't result in massive quantities of blood being sucked out, although it does draw quite a bit more than would flow normally. Probably increase the frequency and difficulty of bleeding rolls, and I'm not sure whether you could even clot properly in a very low pressure environment, but it seems like you would have time to apply a patch unless it was a very bad injury (in which case you would probably die anyway).
>>96287782Low point games are fun but you have to approach it like OSR if you're gonna have any combat in it
>>96289101Following total decompression, a human can remain conscious for about 10 seconds, and survive without permanent damage (except maybe ruptured eardrums if the decompression was fast enough) for up to 90 seconds exposure.
Partial exposure is much less serious. Joe Kittinger had a pressure suit malfunction which resulted in his hand being exposed to (almost) vacuum for quite a while. It swelled up, hurt a lot, and fingers couldn't move, but he wasn't incapacitated and fully recovered after just a few hours at normal pressure.
There was apparently another incident where an astronaut's glove suffered a roughly 3mm puncture which also punctured the skin. The blood from the wound sealed the puncture in the glove.
Time to drop to 10% initial pressure (in seconds) is approximately 0.1 * (volume in litres) / (size of hole in square cm). A spacesuit has about 50 litres of air inside (not in the tanks, in the actual suit), so with a 1 square cm hole it will lose 45 litres of that in 5 seconds. Air tanks hold around 500 litres equivalent, so you might be able to last up to a minute.
For comparison, a typical vacuum cleaner can produce suction of about -20 kPa while a hole in a spacesuit would produce maybe -30 kPa to -50 kPa depending on the pressure it used.
>>96289284UT says something like losing 10 minutes of air every 3 seconds
>>96289284>>96289101Also can't you close the hole by putting your hand on top? Surely that would make you last longer, at least until rescue?
What are the fundamental skills to get from point a to point b in the wilderness?
Assuming you're just trying to reach a place that's like a month of travel and not triying to live innawoods.
>>96290564Navigation to not get lost, or Area Knowledge if you have it for the area. Hiking to move relatively quickly and avoid issues like exhaustion or twisted ankles. Survival (Terrain type) has a bunch of uses. Firstly, it lets you forage for food en route, reducing the amount of food and water you need to pack at the outset. It also lets you set up camp in good locations, greatly increasing the chance of a good and safe night's rest. Lastly, Survival can be used to avoid certain natural hazards, or at least recognize them early, so you don't go traipsing through poison ivy or get blindsided by a dead tree coming down on you. Depending on the hazard, you might be able to use (or have to use) Naturalist or Weather Sense instead.
>>96290654>navigation>hiking>survival>Naturalist>Weather SenseThanks. I'm too used to games just putting all of these under survival so it was a bit confusing.
We have GURPS Robots, and GURPS Swashbucklers, but no GURPS Ninjas. I feel like this is a massive oversight on the part of Steve Jackson Games. How am I supposed to run a Pirates vs. Ninjas vs. Robots campaign without GURPS Ninjas?
>>96290717There is GURPS Dungeon Fantasy 12 - Ninja, however.
>>96290654I really hate Area Knowledge as a skill
Nobody ever takes it because it never comes up
>>96290837Well yeah, most adventures are about exploring new locals. See the sight, meet the people, kill them for various reasons, all that stuff. Players never put roots down long enough for it to be relevant. However, itโs a great deal for games that all take place in one location, like in your typical cyberpunk megacity or a lower-stake mystery game where players, say, solve crimes in Chicago or NYC.
Or slap it on NPCs. Also it can be useful for PCs just at default + difficulty mods.
>>96290837All the PCs in my not-warhammer fantasy game have Area Knowledge (Ar-Aby).
I did however state at the start of the game that the game would be set in the desert region of Ar-Aby
>>96290837I always take it for my character's hometown, and its often come up, even for just knowing trivia. A type of character which often comes up in my games are also the "local with area knowledge" type.
>>96289323Seems about right for a modern space suit with a hole around 18mm across.
>>96289807Yes, if it is on a part of the suit which you can actually reach with your hand. Space suits can restrict your movement a lot. Ultra-tech ones may allow more flexibility, but the most likely version (mechanical counter-pressure) also make it way less urgent to patch the hole.
What GURPS books to combine all of these in a single campaign?
>>96291268Infinite Worlds, Time Travel (3rd ed), After the End (with maximum gonzo options), or Steampunk (dieselpunk, also in gonzo-mode).
For the various specific elements, Vehicles (3rd ed), Lands Out of Time (or 3rd ed Dinosaurs), Low-Tech, High-Tech, Old West (3rd ed), Swashbucklers (3rd ed), WWII (3rd ed).
>>962912933rd ed was based
>>96291268Tanker truck: Vehicles series (particularly Lite for aerodynamic cowling, which for some reason is not in the main Vehicles book)
Dinosaur: Dinosaurs
Knight in plate armor: Low-Tech series, Crusades, Middle Ages 1, etc.
Earthmoving equipment: Vehicles series
Pirates on sailing ship: Vehicles series (particularly Expansion 1 for expanded sail types), Swashbucklers
WWII soldier: WWII series
Train: Vehicles series
NASA astronaut: High-Tech
Cowboy: Old West, High-Tech, Tactical Shooting, Gun Fu
Combination of all nine: Infinite Worlds
>>96291268The 4th ed Basic Set actually covers everything except stats for the bulldozer, train, and dinosaur.
PvN2
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I'm trying to think of how to set up a "shield" ability that you can use to defend others.
Like you know how you can pick "shield wall training" and now you can use your shield to block for an ally?
I want to do that with some sort of magical ability. Like you project a magical shield in front of your ally right as he is about to get hit.
Any ideas?
>>96292200Related, by giving any permanent ability like "enhanced parry" or "enhanced dodge" a fatigue cost changes the ability duration to be 1 minute.
But what action do you use to activate it?
Whoever decided that melee move and attack needed a skill cap of 9 is a colossal retard.
>>96292785GURPS was made in a lab by reputable scientist.
>>96292785Ermmm, have you ever tried to move and attack?? Fucktard?? How DARE you question Kromm On High and His Laws
>>96292785Martial Arts p. 91 lets you remove the skill cap in exchange for adding a โ1 skill penalty.
>>96292785>hit and run ad infinitumIt's a necessary evil plus it does make sense even in cinematic campaigns but there is also
>>96293061 if you ain't satisfied
naito
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>>96292200Damage Resistance X with Force Field (+20%), Affects Others (+50%), Directional (Frontal, +20%), and Active Defense (-40%) would be the most obvious way. If you want it to ONLY affect other people, I'd call that a -10% limitation instead of a +50% enhancement.
>>96292298Costs Fatigue doesn't require you to spend a maneuver in order to pay the FP and activate the ability. So I'd call it a free action.
>>96292785I personally allow a custom All-Out-Attack that ignores the move-and-attack cap, but does nothing else. Can be better or worse than the +4 from Determined depending on your base skill. If you find that too strong though, you can introduce it as a Technique that lets players buy off the MaA penalty and ignore the cap, like suggested under "Chambara Fighting" in Martial Arts (p129).
>>96293084It's not any worse than hit and running around with a ranged weapon, especially if it's something that doesn't need to spend turns reloading like a repeating firearm or a hyper optimized fast drawing archer or thrower.
>>96293098>Damage Resistance X with Force Field (+20%), Affects Others (+50%), Directional (Frontal, +20%), and Active Defense (-40%) would be the most obvious way. If you want it to ONLY affect other people, I'd call that a -10% limitation instead of a +50% enhancement.Thanks, that's perfect!
>>96293098>Costs Fatigue doesn't require you to spend a maneuver in order to pay the FP and activate the ability. So I'd call it a free action.Makes sense I agree.
>>96293098So If I make an ability that I could activate when attacked to give me an emergency +2 to active defenses for 1 second, this would work right?
>(+2 to dodge, +2 to parry) [40]; Cost Fatigue 1 (-5%), Reduced Duration 1/60 (-35%)
So let me get the practical calcs for damage straight;
A normal human with no DR being shot by a .45 pistol (2d) in the vitals is x3 damage, so an average roll of 6 would be 12, which has a chance to knock him unconscious, but there is no real threat of instant death?
Also are there any progressive penalties to the HT roll to remain alive after -1xHT or is going to -3xHT just 3 +0 rolls vs HT?
>>96294056Don't forget bleeding rules.
>>96294067Hmm. Seems an optional rule for those who want to be more realistic/deadly. Knowing my players, combat doesn't end until one side is on the floor so it would only realistically apply to the players or fleeing targets.
>>96294056>>96294089If you're not being realistic a single point of damage kills any mook.
>>96294056>(2d) in the vitalsAverage 7, x3 for 21 total injury, so yeah, threat of instant death assuming average 10 HP human adult.
Rolls vs Unconsciousness suffer progressive penalties, but not ones vs Death. Just one of those little nudges the rules give to PCs to make them more survivable.
>>96294102I think it's a sliding scale. I am trying to get a good balance between the game being slightly tilted toward the players without handwaving damn near everything like in the Action books.
>>96294131Here's your officially supported options
>mooks die in one hit>mooks die when reach 0hpPersonally I don't like making PCs different than NPCs so I just force everyone to take "unnatural: dies at hp*-1".
>>96294056>>96294126>so an average roll of 6 would be 12I just realized how retarded I am
>>96294056Also understand that IRL, a lot of wounds are instantly incapacitating but not necessarily instantly lethal, even if the majority of the time the person does later die either seconds or minutes later.
I'm trying to introduce new players to GURPS. How should I frame the objective of the game?
>>96294549"Get introduced to GURPS"
>>96294549I've always liked tiny little one-shots set in the modern day and involving street violence, Dirty Harry or Death Wish or something like that, and really make efforts to get across to the players that they can choose to do anything at all, and GURPS supports it.
>>96293677Rather than the -35% Reduced Duration to reduce the interval for Costs Fatigue, you'd use this, from the same limitation
>If an advantage that produces continuing effects only lasts one second, and you must pay the cost to maintain it every second, this doubles the value of the limitation to -10% per FP.>>96294549Like, the objective of GURPS as a system? Or of your theoretical campaign? For the former case, it's a Generic Universal Roleplaying System. Its job is to emulate a variety of genres and styles of play so that you can run basically anything - and often multiple somethings meshed together - under one cohesive ruleset. If you mean your campaign, you're gonna need to tell us a little more.
>>96294657Oh, I like that idea.
>>96294663I'm not sure how to present GURPS beyond, "Make anything you can imagine and do anything." What do you think I should say? I want to present the system in a way that is attractive and makes it seem worth the time to learn it.
>>96294698GURPS, IMO, has two big selling points, versatility, and simulationism. For people who are highly creative, and really want to make, or play, games in a variety of (especially their own) settings, thats the selling point, and you can demonstrate that by making a one shot in a setting of their choice or one that you already know they enjoy. For those who are looking for a game with superior mechanics, GURPS is a great option for being crunchy and simulationist. For those people, I'd recommend something more like a gladiatorial arena or SWAT raid, which can really demonstrate the depth of GURPS combat mechanics. Or, if their annoyance with crunch is less about combat, try something that uses the skill system or reaction rolls.
As for introducing new players, my best bit of advice is to help them make their sheets, and for those who seem less interested, make sheets for them. Making a functional gurps character without having played the system is really hard without a guiding hand.
>>96294698Run a game. Have a clear, concise concept in mind. Maybe do something that GURPS handles better than other systems, like some kind of cross-TL/genre mashup. Let the players get creative, and tell them how they can actually do that thing within the rules rather than it either being expressly impossible ("Erm, that's not a class ability or a feat so...") or handwaved ("Well there aren't any rules for inventing new devices so uhhh just roll a d20 for how good you do".) Let the system sell itself. If you run it, they will play it - at least once.
>>96294698>What do you think I should say?GURPS is realistic. If you feel like your character could do something IRL, he probably can. If you feel like he wouldn't survive a certain blow or a high fall, he probably won't. It's not like D&D and other things where getting to level 10 suddenly allows you to walk off a sky scraper and shrug off the damage once you hit the sidewalk.
>>96294056Hollywood-derived misunderstanding of gun lethality. Not your fault, but most gunshot wound deaths are from bleeding out. GSW treatment focuses on stopping the bleeding, and anti-human bullet design (hollowpoints) expand to make larger wound channels, making the bleeding much worse.
>>96294254A large-calibre bullet through the heart should be 'instantly' (less than one second) 'fatal' (complete incapacitation and certain death, although the brain may technically be functioning at some level for several minutes) though.
Of course, 'vitals' covers more than the heart. The various effects of different organs getting rekt are presumably abstracted away in the random damage roll. Still seems a bit un-GURPS that there don't seem to be specific rules for heart, kidney, spleen, etc. anywhere.
>>96294663>If an advantage that produces continuing effects only lasts one second, and you must pay the cost to maintain it every second, this doubles the value of the limitation to -10% per FP.Oh yeah
Somehow I missed that part
>>96295432Through the dead center of the heart, yeah probably. If you roll the lowest possible roll I would say that represents barely clipping the heart, and might allow for something other than instant death.
>>96295432It would be nice if the different areas covered by vitals had a secondary roll attached. We have the effects for most of the areas covered, oddly enough, just not chances to hit them. A lung hit could cause suffocation after a failed HT check (to see if the other lung can cover it), a heart hit could inflict cardiac arrest, a kidney hit could force a further stun penalty, a spleen hit behaves as normal, ect. You could probably just roll a 1d6, but its a shame gurps doesn't natively have rules for this.
>>96296897This is actually covered, in a different way, in GURPS Martial Arts (p137-138). Instead of more granular a hit location (i.e. a further to-hit penalty on the -3 to vitals to specific target the Heart), it has a wound table to be rolled on whenever you score a major wound on the Vitals location, to determine where you hit in that mess of organs and how bad the injury was. Including some of the suggestions there listed. Of note, any lethal result from a wound to the vitals is recommended to be regarded as having struck the heart directly.
>>96297048Oh yeah I know about that, its neat. I just rarely see it come up in combat, its more for post combat resolution.
>>96296897>>96297048There's also "Realistic Injury, Expanded" in Pyramid #3/100
>>96295432I recall that GURPS Horror had a 'heart' hit location at -5, but didn't give any special rules for hitting it (aside from the normal rules for a vital hit). It's only there for special monster rules, like staking vampires.
I suppose you could make a heart stab as deadly as a skull hit: 4x wounding modifier, -10 to Knockdown rolls.
>>96296897Of all the places, GURPS Supers had rules for Mental Crippling and Killing in Psychic Duels, which gave additional effects for damage to certain hit locations.
>Crippling the face causes a ghastly rictus that drops Appearance by two levels. Crippling the groin causes agony. Crippling the neck results in choking. Damage thresholds for the crippling of these locations are HP/3, except for the groin, whose damage threshold is HP/10.>Crippling the skull or vitals inflicts potentially fatal conditions: coma for the skull, heart attack for the vitals. Damage thresholds for these injuries are HP/2.Note that all damage in Psychic Duels is fatigue damage only, so wounding modifiers don't apply. You might raise some of these thresholds when adapting them to physical combat.
>Lasting crippling of the face, groin, and neck lead respectively to minor facial distortion (dropping Appearance by one level), sexual dysfunction, or Disturbing Voice. Lasting crippling of the skull leaves the victim in a coma for a long time. Lasting crippling of the vitals strains his heart, reducing his fitness by one level (e.g., from Very Fit to Fit, or from normal to Unfit).
>>96262863After The End, duh.
>>96299790Speaking of that Pyramid issue (I prefer using the subtitle rather than the number so Pyramid Secrets it is), the guy who made the clothing table clearly doesn't live anywhere that gets a real winter
>no beanie or other winter hat listed>no winter gloves>no winter bootsMy THS PCs are going to freeze to death without access to designer winter clothes
4e vehicles never fucking EVER
>>96303132Cry harder and it will become a reality