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File: 1759489311423445.png (3.02 MB, 1800x2329)
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Previous thread: >>96669987

GURPS 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: Is Reach important or is it all about how you use it?
>>
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I'm going to do a 30 day challenge inspired by this pixiv post: https://www.pixiv.net/artworks/74957984
Every day I'll try to build at least one character based on each monster girl in that post. Emphasis on try.
>>
Does anyone have experience with games focused on unarmed combat? I've been envisioning a gritty (but still fairly cinematic) kind of cyberpunk brawling game. So I was wondering if there's any particular rules, guidelines and tips for such a game.

>>96735244
>Thread Question
I feel like reach isn't all that important. How you use it and how the terrain is set up can favor you, if there's things like rough ground, elevation or blockers like a waist high wall. But in a one on one duel on otherwise good ground, your opponent has no real reason to respect your reach and can freely use a move to bypass your weapon and putting you on the backfoot.
>>
>>96735270
I ran a 1920s bootlegers mafia game once, lot of brawling and combat with improvised weapons. One thing I soon figured out is that a lot of things you can grab lying around don't really make sense with any weapon skill, they're just something big you want to slam someone with. In those cases, it's best to treat those items as improvised shields and the attacks as bashes (or rushes) with those "shields."

Things like boxes or crates, potted plants, bicycles, chairs *not* held by the back, and generally anything big and bulky with nothing approaching a clear and obvious "handle" are best handled this way. Smaller objects--billiard balls, ash trays, etc.--are improvised fist loads.
>>
>>96735400
Watch Boardwalk Empire for inspiration
>>
>>96735402
Well, I don't need a ton of inspiration; I'm mostly concerned with the mechanics side of things. Like leveling out the not-so-great unarmed damage and what to look out for if I'm looking for cinematic, high flying prowrestling moves and shit.
>>
>>96735419
https://www.youtube.com/watch?v=pG-Xdy1J7S0
>>
>>96735258
Based



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