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File: GURPSgen OP.jpg (212 KB, 1800x2329)
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Previous thread: >>98303023

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. 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.

The one-volume GURPS Basic Set Fourth Edition Revised has just been released. You probably want to stick with the non-revised two-volume Basic Set, though.

Thread question: Have you ever tried designing a vehicle with GURPS Vehicles or its children (WWII, Mecha, Vehicles Lite)? How did it go?
>>
New job opportunity at Steve Jackson Games: Document Accessibility Specialist
>Required: Strong understanding of European Accessibility Act standards. (Understanding of WCAG 2.1 AA and ADA compliance standards is a plus.) 1–3+ years of experience in document remediation or digital accessibility.
>Preferred: Experience with textbooks and corporate reports as well as complex, high-volume PDF remediation (e. g., forms, legal documents). Familiarity with HTML/CSS.
>We will accept resumes until August 21st, at which time we will begin interviewing. We are currently looking at this as a remote contractor position, probably 30–40 hours per week. Pay rate will be commensurate with experience.
https://www.sjgames.com/ill/archive/2026-08-11
https://www.sjgames.com/general/jobs.html
>>
Occurrences may be imminent.
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>>98488896
Refresher for people not in the know
I offered 500 dollars back in December, but he hasn't gotten back to me about it.
>>
I just bought 250 dollars worth of GURPS books. What am I in for?
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>>98489258
GURPS, I think.
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>>98489258
Depends on what you bought
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>>98489321
>basic set campaigns+characters
>action hero 1+2
>magic
>powers
>high tech
>ultra tech
>horror
I wanna make a game where people have to operate a huge tank through a portal to hell and collect pieces of a legendary golden "Messiah" tank that is completely overpowered so they can stop the demonic invasion. You'll have a driver, mechanic, gunner, cleric, etc. Also, there may be sections where they have to leave the tank idk
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Would it be fair to put "missing damage effect" on healing so it only stops bleeding but doesn't actually heal?
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>>98489456
I wouldn't use that limitation, because the name is potentially confusing, and I don't think the price is really suitable. Just assign a value which seems fair. If you aren't sure, make two roughly equivalent builds to do a similar effect and see how much that implies.
e.g.
Healing (Bleeding Only, -?%) [?]
Affliction (Advantage: Injury Tolerance, No Blood, +50%; Costs Fatigue, 2 FP, -10%; Melee Attack, C, cannot parry, -35%, Nuisance Effect, cumulative penalty for repeated use, -15%) [9]
That implies that 'bleeding only' is a -75% limitation on Healing.
>>
>>98489651
>That implies that 'bleeding only' is a -75% limitation on Healing.
Sorry, that should be -70%
>>
>>98489651
Hm, That makes sense.
>>
Any adventures from 1shotadventures you guys recommend that are not only easy for the players to understand but also easy for the GM to manage? I want to get more GM experience under my belt and I'm looking for something that's not too complex.
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>>98489351
I think that's doable but tank rules in GURPS are a bit lame
>>
Anyone run purely historical campaigns in GURPS?
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How much would a limitation cost for a limitation to remove the 2 yard area from Obscure so you can only affect 1 person?
Since Area Effect 2y is +50%, and Area Effect 1y is +25% (according to kromm), I feel like -25% is appropriate, I'm essentially reducing the Area of Effect "built-in enhancement" by 1 tier.
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>>98491038
I have done so before but it gets a little tiring if you're the type to sperg out about accuracy
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>>98491038
Typically, instead of doing pure historicals my group does historicals + cabal. This usually ends up being mostly historical with interesting locations, like the island of Frisland (fake island on some old maps irl) and the continent of Mu (speculative continent in the lower pacific))
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>>98491080
Strictly speaking, going from a built-in +50% to the equivalent of a +25% is 5/6, not 3/4, so the 'fair' value would be -17% for one hex. You could round that to -15% or -20%, but -25% seems rather too good a discount.
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>>98491427
I see, thanks, I never quite got the hang of how to calculate these.
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>>98490811
I've only run Moon of Thorns, which went OK, but I did a lot of prep to bulk it out and I'm pretty experienced at GMing.
Generally speaking, they all seem pretty good for what you want. None of them are super-complex. MoT is actually one of the worst, because it's set in a city, which gives lots of opportunity for players to get distracted.
I recommend the following for any game:
Have a list of generic NPC names and personality traits so you can improvise anyone who isn't fully detailed in case the PCs try to talk to them.
Have a bunch of random low-level loot ready to go, because players will always want to look everywhere. Keep it extremely low-value to discourage them from spending all their time looking for it.
If there is an opportunity for shopping, have a list of exactly what is in stock and prices, along with merchant skill of the shopkeeper for haggling rolls. Do not let them open up Low-Tech or whatever in the middle of the game.
Maps are good. In-character maps are even better. Do maps of everywhere you can think of. If there is a town or similar, have generic building maps for houses, shops, etc. in case they are needed. You will be able to re-use any which don't get used in this game. Hand out maps at every opportunity, as this makes it much easier to decide where to go. If you're feeling evil, make the maps realistically unreliable.
Have an organiser system for tracking who goes when in combat, how many HP/FP NPCs have, and cards explaining the rules for common conditions (e.g. stun, choking, crippled limbs) which you can hand out as they happen to PCs.
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>>98491516
I do need to get better at managing the unknown on the fly. Love hosting combat, but when it comes to things with more player freedom it's hard for me to adjust to the unexpected.
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>>98491571
'Schrödinger's NPC / item / rumour' is a great method for dealing with the unexpected. Have a handful of things ready to insert into whatever context comes up. Sure, you can just make shit up, but you will inevitably go blank when you need something original, so it's best to have something prepared ahead of time. It doesn't need to be elaborate, just an index card or something with some key notes. An NPC might be a name (possibly a couple of alternate names, so they can fit several different types of people), one obvious mannerism (e.g. extremely sarcastic, overly cheerful, strongly accented speech) and one thing they can help with (e.g. item for sale, reiterate information the PCs might miss elsewhere, can translate a language which none of the PCs speak). An item is just its rules and maybe a little hint at some history (a name engraved on it, damage, or just being somewhat distinctive). You can make a card like that in a couple of minutes, and pull it out whenever you need to fill in a scene. Any that don't get used can be recycled for future games.
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>>98491038
I ran a short-lived campaign based on Mount & Blade: Warband's mod, Viking Conquest. Basically, Britain, during the invasion of the Great Heathen Army, the players begin shipwrecked and end up in possession of a letter from Francia and Asturias addressed to Wessex offering to send a bunch of troops to crush the Northman threat for good. The players can take the letter to Alfred of Wessex or to the Viking leaders of the Great Heathen Army, or just fuck off and do as they wish. It was a fun game. They opted to get the letter to the Saxons and were being constantly pursued by a Danish force trying to intercept them and prevent delivery. The campaign ended too soon, sadly, but it had some real potential imho.
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>>98492984
>Viking Conquest
>not Brytenwalda or Vikingr
>>
>>98493939
Never played those, how were they?
>>
Hot Take:
Granting advantages should be a different Advantage and not just Affliction.
GURPS putting everything that involves affecting other characters that isn't "doing damage" onto a single advantage was a mistake.
>>
I am finally going to host my own GURPS campaign after doing two one shots and convincing my reluctant players to give a chance to a new system (we did 5e previously).
Now I would appreciate any help when it comes to character creations, specifically the creation of a Cleric. I have seen how dungeon fantasy does it, but I am more looking for a manifestation of miracles (think 40k) rather than divine caster approach and I was wondering how to best implement/balance such an advantage. I considered looking at the advantages that let you do dice manipulation for instance sort of like miracle dice, but I was wondering if any of you more experienced folk might be able to give me some suggestions of how it could be done, since randomness doesn't exactly scream divine intervention to me.
>>98490811
I had a very positive experience with cold bounty, mostly running it as is, but adding some variables to each encounter (like a rail car for the mine), enviromental hazards and buffing up the yeti. I think other than that the adventure does everything for new GM, although if I recall at least one of the characters has a character hook that isn't resolved, so you might wanna come up with something there if you use the pregenerated PC sheets. My one advise for GMs would be to try and make your players choices meanigful, even if they fail a roll try to make it so they gain something out of it, additional information, perhaps a different avenue they could try instead or even just a laugh. This way the action keeps resulting from the players choices naturally and it can be a great way to keep a session going on its own momentum, rather than having to constantly insert new triggers.
>>
>>98494227
Brytenwalda was super cool but turbo unfinished. Viking Conquest is the almost equally unfinished lame cashgrab version by at least some of the original devs. Vikingr was an MP-only Viking era mod that started out pretty pop-historical and ended up becoming turbo autistic. It's probably stone dead by now but I probably wouldn't have bought Low-Tech if I hadn't played it and other WB mods religiously
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>>98495803
Check out Heroic Feats under the Blessed advantage?
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>>98495803
Serendipity and Luck can both be good divine advantages. You should of course include the Pact limitation mod for stuff like this. Blessed is good for vision or as >>98496114 said, heroic feats. Depending on the god(s) of your setting several other advantages might be appropriate with the Pact limitation mod, such as Extra Life for a divine resurrection, high pain threshold, healing, ect. I'd suggest taking a look at Powers: Divine Favor as well.
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>>98495613
It's convenient for forcing inconvenient advantage use (e.g. Warp to teleport people where you want them to go, Alternate Form for turning them into easily-stomped vermin) alongside other nasty effects, and the resistance roll makes sense for such cases. However, it would probably be better to have a dedicated 'benediction' advantage for purely helpful uses without resistance mechanics.
I often find that Affects Others (Power-Ups 4, p. 12) is a better fit for many effects.
>>
>>98491180
>>98491349
>>98492984
I saw that one video of GRRM saying that he was in a GURPS group doing politics in Ancient Rome, and I was curious how popular historical campaigns were. I had assumed that most GURPS players/GMs played fantasy/sci-fi games.
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>>98497310
I think everyone playing gurps is just doing their ideal campaigns mixing everything they like
I'm currently playing a modern x-com like campaign but it has demons, magic and aliens.
>>
>>98497310
best gurps i have played was swat team 1990s without magic or superheroes

people have a tendency to shove everything into a gurps game but keeping it historical is often better
>>
>>98495803
>Now I would appreciate any help when it comes to character creations, specifically the creation of a Cleric. I have seen how dungeon fantasy does it, but I am more looking for a manifestation of miracles (think 40k) rather than divine caster approach and I was wondering how to best implement/balance such an advantage. I considered looking at the advantages that let you do dice manipulation for instance sort of like miracle dice, but I was wondering if any of you more experienced folk might be able to give me some suggestions of how it could be done, since randomness doesn't exactly scream divine intervention to me.
There are basically three ways to make a miracle worker, and they aren't mutually exclusive:
The most basic is to just take skills like Exorcism and Esoteric Medicine. This lets you manage a lot of unholy threats without a big points investment and covers the powers you would expect every cleric to have rather than the kind of miracles-on-command which are reserved for actual saints and so on in most fiction and real-world belief systems.
The next is spells, but justified by divine power rather than magic. You don't have to feel restricted to the base magic system; in some ways RPM works better as a clerical casting system than as a magical one.
Finally (and, I think, most usefully) you have advantage-based systems. Powers: Divine Favor is an incredibly good clerical miracle system, but you could also look at things like Personal Holiness or Soothsaying from Thaumatology (Chapter 7) which are a bit less freeform and suit those who have a 'gift from the gods' rather than regular divine intervention.
You should also consider not giving clerics miracles at all, or at least making them very rare. Being a cleric is often an extremely useful social role which doesn't need special abilities to make an interesting PC.
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Can I put "reflexive" on an attack? Like an aura that activates when the character is attacked, or a bind that grapples someone's arm when they attack
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>>98496234
>>98496234
>>98497343
thank you very much
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>>98497310
I would love to run a musket era game but then I start sperging about guldens and groschen and the game crashes and burns
>>
GURPS is a social construct.
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>>98497665
You are a social deconstruction
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>>98497665
GURPS is an institution.
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>>98497665
GURPS is love. GURPS is life.
>>
>>98497387
Generally speaking, no, but you can if it is a continuous effect which you can switch on an off. For example, you can't put it on your fireball attack to shoot fireballs whenever someone attacks you, but you can put it on your aura of flame so that it switches on when you are attacked. Basically, if it actually uses attacks (i.e. the things you get from taking attack or all-out-attack manoeuvres and gain more of with extra attack) you can't make that reflexive, because you actually need to attack with it. But if it is a purely passive ability which doesn't take an attack to use, that's fine. Likewise, you can use it on things like claws or spines with the switchable enhancement, so you don't need a ready to deploy them.
To actually get a genuine attack in someone else's turn, you need to use the wait manoeuvre, as discussed in the previous thread. You can take altered time rate with limitations that restrict it to giving you a free wait under specific conditions, but as the base cost is high it will always be expensive and you only get the one extra turn.
For binding, afflictions, or innate attacks this is fairly straightforward (so long as you only want a short-range effect), because the aura enhancement turns those into persistent passive effects. Reflexive isn't usually a cost-efficient purchase for such builds, since selective area and no signature pretty much eliminate any issues with just having your ability active all the time and cost the same.
To react instantly with a weapon or unarmed attack, you need to use the altered time rate build.
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>>98498125
Thanks for the rundown. I feel like GURPS obsession with never allowing interrupting attacks is to its detriment. A lot of fictional powers should be able to interrupt an enemy mid-swing.
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>>98497387
There might be a way by integrating Stop Hits or Aggressive Parries from Martial Arts into the enhancements/limitations of the ability.
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>>98498357
Hmm, This makes me think of creating a technique that uses the innate attack skill to create an special parries that uses whatever power you have that uses that skill to attack.
Like I feel like an "aggressive parry" where you smack the enemy with your cursed touch or a "grab parry" where you grab the enemy with your binding ability make logical sense.
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>>98498415
That seems legitimate, since techniques exist to allow unarmed 'attacks' on a defence, such as aggressive parry, jam, trip, hand catch, and hand-clap parry. In fact, you may be able to use such techniques directly with a suitable advantage. For example, if your touch-of-death is a follow-up to your unarmed attacks, it's definitely OK to trigger it on an aggressive parry, and arguably even if it's just an innate attack with the melee modifier it can still do so.
Adding this to a ranged attack is very problematic, since there's no precedent for such things with ranged attacks and ranged attacks can't generally parry, so you would need to have the defense roll use one skill and the 'attack' another. This mostly seems like an issue with binding, which typically seems like the kind of thing which can be used for defense, but doesn't actually let you parry with it. You can work-around this by making an alternate attack binding with melee, or having telekinesis with modifiers to represent the fact that you're using your webs / magical vines / psionic tentacles or whatever as an extra pair of hands.
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>>98498525
I think I could use "follow-up: Universal (+100%) on biding and have it work after an aggressive parry.
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>>98488896
>>98488915
It begins.
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>>98488896
You're the hero we need but don't deserve.



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