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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.

TQ: Abstract Wealth, yes or no?
+Showing all 99 replies.
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>>97628233
>TQ: Abstract Wealth, yes or no?
Highly dependent on the game, but in general I find that abstract wealth is actually just as much hassle as simply counting money. Subtracting one number from another is simple now that everyone carries a smartphone, converting prices to wealth roll modifiers or whatever is a pain, and accounting is a trivial task compared to the rest of gear selection in GURPS.
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>>97628233
>TQ: Abstract Wealth, yes or no?
No and fuck no
GURPS has one of the shittiest wealth systems in games but anything beats abstractshit
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Does anyone know of a supplement, not just for gurps but other RPGs or settings, that details fictional modern wars? I'm in the mood of doing a modern military campaign, but I'm not really competent and knowledged enough to whip out my own fictional conflict, or even run an actual conflict considering all the stuff you need to know (places, various ops, forces involved etc), so something more easily digested as an rpg book would be grand
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>>97628233
>TQ
For games where people will not be buying stuff all the time? Yes
For games where people will be purchasing stuff every end of a session? No

>>97628560
What's wrong with it?
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>>97628233
>Abstract Wealth, yes or no?
If equipment lists were already given in terms of Abstract Wealth values, then I'd use Abstract Wealth. But they're not, so you need an extra step to convert, which just isn't worth it IMO. It's like Conditional Injury. If the damage were already defined in terms of Wound Severity and HP in terms of Robustness, then I'd probably like it a lot more. But like Conditional Injury, it's probably simpler to take the parts you like (e.g., being able to more-or-less just simply ignore trivial wounds in Conditional Injury) and write up an equivalent rule for the way the game works already. Two things I like about Abstract Wealth is that I can more-or-less just ignore trivial expenses (less than 0.2% of starting wealth), and I can ignore the Job rules and just assume that everyone is making ~10% of their starting wealth per month.
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>>97628233
>TQ: Abstract Wealth, yes or no?
Yes… and no. Abstracting wealth is only good for dealing with vast sums of money, and things costing vast sums of money.
Realistically, you're unlikely to see such things, unless you design your game around it in some capacity.
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Where can I read about Abstract Wealth?
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>>97628678
Twilight 2000 is set in an alternative history where the Soviets hung on until the end of the 20th century, then fought a nuclear war with NATO.
Some Tom Clancy novels (e.g. Red Storm Rising, SSN) feature fictional conventional modern wars.
Harry Coyle's Team Yankee novel has a wargame based on it. Soviets vs. NATO, again.
John Hackett's The Third World War / Untold Story are more USSR vs. NATO novels.
Operation Flashpoint video games have moderately realistic depictions of smaller wars.
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>>97628888
Pyramid 03-44: Alternate GURPS II
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>>97628894
thanks!
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>>97628393
>>97628879
Do people really go to all that length to do a conversion of values? I usually just wing values on the spot for my MH game since I don't wanna bother with stuff like bean counting money to buy stuff.
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>>97628950
I do just wing it for cash costs a good chunk of the time. But even then, I find that me and my players tend to understand exact cash values better than abstract ones, even if we often forget to mark off expenses for anything that isn't big like weapons, armor, hirelings, and vehicles.
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>>97628894
>>97628896
>tying purchases to rolls
I get what it's going for but that doesn't really sound fun to me.
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>>97628879
Yeah, Conditional Injury is like making up a shitty wound track system when you could either play wound track systems or use the injury rules from MA
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>>97628678
One approach might be to copy a recent real war, but 'file the serial numbers off' and set it elsewhere, so you don't look like a fool for getting historical details wrong. Honestly though, I really doubt that anyone is going to care much if you just use any African shithole conflict and get a load of stuff wrong. Nobody knows much about them anyway (probably including most of the people involved).
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>>97628879
>>97629007
My only problem with conditional injury is how it synergy with armor and other damage reduction, the SOLIDS approach was way more appealing to me but try convince my group to use is another story.
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>>97628233
Abstract wealth is good for campaigns where finding piles of dollars doesn't make much sense.
It's also good at high TL because money is a bit crazy in high TLs.

It's not so much about how much effort either system takes but which one is more logical to use in the campaign.
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>>97628890
Ah nice, thanks. I discarded TW2000 immediately because it's set in the post nuclear war, despite being otherwise bang on for the tech level, or thereabouts.

>>97629012
I was thinking something more like a peer war first world countries, basically cold war gone hot but 21st century. African adventuring is fun but not this time.
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New book just dropped. Need it or keep it?

>We Have a Team on Standby
GURPS Action 1: Heroes and GURPS Action 3: Furious Fists offer templates for classic action roles, but they focus on niche competence, relegating context – subgenre, who the heroes work for, and the traits those things imply – to minor add-on lenses. GURPS Action 4: Specialists presents an approach that allows more customization, but it isn't a quick-start system, as the user must make numerous choices and do considerable accounting. Either way, the GM has to vet the resulting characters to ensure that they fill vital campaign roles without drifting off into questionable ones.
>GURPS Action 10: Go Teams inverts this, starting with a baseline template for a group (Covert Operations Cell, Emergency Response Team, Gang, Heist Crew, Interagency Task Force, Police Squad, Posse, Security Detail, Special-Ops Detachment, or SWAT Team) suited to a classic action subgenre, and then offering lenses that give its members vital niches. The GM picks a "team template" and chooses a few options, and then the players divvy up key roles among characters guaranteed to be suitable. The descriptions and customization notes act as detailed campaign seeds, while boxes explaining how everything was derived from Specialists teach you how to create more.
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>>97629685
sounds fun
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>>97629685
Sounds interesting
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>>97613352

https://samuelbaughn.blogspot.com/2026/02/tatzelwurms-in-gurps.html
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>>97629685
When are they doing a Transhuman Space Action book
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>>97628233
>Abstract Wealth, yes or no?
Nah, but wealth does need to be abstracted on some level.

I once crafted a modular system that works for any campaign style (especially ones with wealthier/more social characters) to satisfy my autism, I think half of it was pilfered from another homebrewer but it's been like 10 years and I genuinely can't remember, and I might have posted it here ages ago, and of course it has never been used by a group, but here's how it goes:

Wealth: TL Average Starting Wealth x0 [-15], x1/5 [-10], x1/2 [-5], x1 [0], x2 [5], x5 [10], x20 [15], x100 [25], x1000 [50] ^(+1) [+25]
Could be noted such: Wealth 4 (Filthy Rich) [25], Wealth -2 (Poor) [-10]
Your Wealth is in "assets". Assets are inaccessible and somewhat abstract, and will increase or decrease when your Wealth level changes (or vice versa). If you prefer, you can think of this as your "Wealth Index" that serves purely to calculate practical wealth below. You start with a sum of cash equal to 20% of your assets for free.

Liquidity: 10 level limit. Each level in liquidity represents a sum equal to 10% of your assets that can be quickly withdrawn or turned into cash. You may specify how it can be accessed and withdrawn. Liquidity costs 1 point per level unless your wealth level is negative. Buy 2 levels per point if you are Struggling, and 10 levels for 1 point if you are Poor. You may also freely convert sums of cash equal to 10% of your assets into liquidity levels (this still increases your point total as if you had bought them.) Liquidity levels are lost when they are converted to cash, reducing your point total. You may be allowed to convert liquidity levels back into assets for a point refund, at the rate of 1 point per month, at the GM's discretion.
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>>97630533

Job Income: Average Income/TL x0 [-10], x1/5 [-5], x1/2 [-2], x1 [0], x2 [2], x5 [5], x20 [10], x100 [20], x1000 [40] ^(+1) [+20]
Could be noted: Job 3 (Very Wealthy) [10], Job -1 (Struggling) [-5]
Cost modifiers: -1 per level of Wealth, -1 per level of Rank or Status if required. Halve the cost if illegal (maybe double negative costs)
Adv/Dis: Duty, Tenure etc apply as normal. Servitude forbids you from looking for another job and changing your work hours, -2 points. Dead Broke jobs often imply servitude, while Very Wealthy+ jobs tend to imply Merchant, Admin, Feudal or Criminal Rank. Hazardous jobs (if not Duty-bound) may qualify as quirks.

You may freely halve both your working hours and your Job Income (unless it's zero), without modifying the level of either (a job where you make $10k/month with a 20h workweek is still a Wealthy job) OR you can use the rule below to modify your work hours alone:

Work Hours: Average Work Week +5h/level [-1/level] or -4h/level [1/level]
Stacks with Workhaolic, Duty etc. Jobs with flexible hours may qualify as perks.
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>>97630536

Example occupations assuming a 40h week :
Slave: Job (Dead Broke) [-10], Work Hours (60h week) [-4], Servitude [-2], Duty [-10], -26 points (doesn't count social impact)
Serf: Job (Poor) [-5], Work Hours (50h week) [-2], Servitude [-2], Duty [-5]: -14 points.
Part-time Volunteer: Job (Dead Broke) [-10], Work Hours (20h week) [5], -5 points. Can be tweaked easily to represent any amount of unpaid work per week (16 hours of volunteer work are worth -4 points, 28 hours are worth -7 etc) Can fit a caretaker, housewife...
Construction Worker: Job (Struggling) [-2], Work Hours (45h week) [-1], Hazardous [-1], -4 points.
Bureaucrat (requires Admin Rank 4): Job (Very Wealthy) [6], Work Hours (30h week) [5], 11 points.
Mafia Don (illegal, Criminal Rank 6): Job (Filthy Rich) [7], Flexible Hours [1], 8 points (good luck dealing with the law)

Use (Job level + Wealth level) divided by 2 to figure out Status input if any: +1 if 3 or more, +2 if 5, +3 if 7.
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>>97630542

Regular Income: 5% of the character's assets for (Wealth)/level, minimum of 1. Half cost (or double percentage) if Poor. Standard 20% limit. Fixed sum, so points could be refunded as wealth increases.
Welfare: 10% of the character's appropriate Cost of Living, for (Status)/level, minimum of 1. Negative Status halves cost. 100% limit. Fixed sum, points ought to be paid on Status increase.
Money Supply: worth 20% of the character appropriate Cost of Living, for (Status)/level, minimum of 1. Negative Status halves cost. Also halve cost if origin is illegal. No limit, but cannot be accumulated (if it's not spent this month, it's gone.) Represents allowances, mission funds, provisioning etc. Usually conditional.

Expenses: +50% to the character's Cost of Living for -1/level. No limit. Meant to represent alimony etc. Variable sum.
Debt: -5% of the characters' assets for -1/level. Standard 20% limit. Variable sum unless bought off when Wealth increases.
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>>97630547
And some practical examples of what you could get for a given point budget:

Basic assumptions as in RAW: TL8, $20,000 starting wealth, $2,600 income, $600 CoL, $40 hour workweek

Wealth (Struggling) [-5]: $10,000 (abstract)
Cash: $2,000
Job (Average) [1] $2,600
Regular Income (5%) [1]: $500
Liquidity (20%) [1]: $2,000
Property (50%) [2]: $5,000
= 0 points total.

Wealth (Average) [0]: $20,000 (abstract)
Cash: $4,000
Job (Struggling) [-2] $1,300
Regular Income (5%) [1]: $1,000
Property (25%) [1]: $5,000
= 0 points total.

Wealth (Poor) [-10]: $4,000 (abstract)
Cash: $800
Job: (Dead Broke) [-8]: $0
Working Hours [10]: 0 hours per week (full-time murderhobo)
Welfare (for Average CoL) [7]: $420
Liquidity (100%) [1]: $4,000
Property: $0
= 0 points total.

Wealth (Wealthy) [10]: $100,000 (abstract)
Cash: $20,000
Job (Wealthy) [3]: $7,000 (half-pay, free with half-time)
Working Hours: 20 hours week (part-time, free for half-pay)
Liquidity (10%) [1]: $10,000
Property (150%) [6]: $150,000
= 20 points total.

Wealth (Filthy Rich) [25]: $2,000,000 (abstract)
Cash: $200,000 (-20k banked, effectively [-1])
Job (Very Wealthy) [6]: $52,000
Working Hours [3]: 34 hours week
Liquidity (10%) [1]: $200,000
Regular Income (5%) [4]: $100,000
Property (300%) [12]: $4,500,000
= 50 points total.
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>>97630533
Of course I skipped one of the most important sections, fuck me:

Property: 20 level limit. Each level in property represents a sum equal to 25% of your assets invested in real estate, facilities, furniture and other non-adventuring gear. Property costs 1/level. Property cannot be quickly converted to cash without losing most of its value: consider that each level can be flatly traded for 1 point in Liquidity in an emergency. Skilled brokers with plenty of time can get better deals when selling property, but the extra liquidity levels must be paid for with points. Levels and points are lost when property is liquidated. Property acquired with cash will convert to property levels for free when the sum reaches 25% of assets, this increases your point total.
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>>97612701
https://samuelbaughn.blogspot.com/2026/02/casspir-apcs-in-gurps.html

Found enough documentation for the Casspir, but fuck-all on the Indian version. Probably close enough that there is no real difference.
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>>97628879
>If equipment lists were already given in terms of Abstract Wealth values, then I'd use Abstract Wealth
But they are? Abstract Wealth uses cash costs, there's no conversion needed. This isn't d20M where you needed to convert everything under the sun into a DC; you see the price tag and then see where it falls on your thresholds. Simple as.
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>>97630618
Excellent, I shall use this in a game
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>>97630160
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I wonder if anyone ever has played one of these
My guess is no
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>>97633870
Well very few people use GURPS for ERP.
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>>97633930
If one of my friends ever ends up running THS, I'm playing one of those (and not ERPing)
I remember some guy at the SJG forums saying he played an Elf Kitten before so at least that one's been done
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I just watched Ivanhoe and want to subject my friends to knight shit. Anything I need besides Low Tech and Martial Arts?
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>>97634270
Based. Watch El Cid next for more knightly kino.
You should be set with just those two books, but you might get some mileage out of some of the 3e historical books, like Middle Ages.
Also, Banestorm has a good Knight template with several lenses for different knightly orders.
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>>97634270
>watched
Cringe. Read the original book. https://gutenberg.org/ebooks/82
GURPS Robin Hood is highly relevant.
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>>97634432
Pic related.
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What rank (as in, the advantage rank) should a police detective have?
A Miami PD detective back in 1983 in case specifics are needed.
I know he has to have law enforcement powers too.
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>>97637242
I'm no expert, but it seems like Rank 1 should be enough. They don't really have any permanent underlings, but seem able to give orders to beat cops (presumably Rank 0) when they are managing a crime scene or something. Obviously the leader of a unit of detectives is higher.
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>>97637242
t. too lazy to check GURPS Cops
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What's the best approach to a WoD-style GURPS game?
>Monster Hunter
>GURPS VtM, WtA and MtA
>a mashup of Blood Types, Shapeshifters, Cabal, Spirits and Faeries (maybe with Voodoo and In Nomine as well).
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>>97638541
There's a GURPS WtA and MtA??
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>>97638570
https://www.sjgames.com/gurps/books/werewolftheapocalypse/
https://www.sjgames.com/gurps/books/magetheascension/
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>>97637664
It's for 3e so I don't even know if it translates directly
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Is there a good excel character sheet? I've been mostly bumming around with GCS but I realized how annoying it is to have to directly share the file with each other and I think using google sheets will be a much more painless way for me and my players, but I can't find a good sheet. For some reason the one from the official sjg website doesn't actually work, its formulas reference tables that don't actually exist (or maybe it's so old that the way excel works changed so massively that it broke it).
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>>97638980
Very odd, I tried it three days ago and just before making this post and it didn't work. I try it again and now the formulas work? Hitler please make it make sense.
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>>97638980
If I were your player I would hate that.

Wow this new captcha sucks ass.
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>>97638980
What would you need to share the charsheet (file) with someone else for anyway?
I can understand letting GM check it out, but why let others know everything?
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Here comes a question here nobody can answer: where can I find people to play with?
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>>97639356
https://www.reddit.com/r/tulpas
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>>97639309
>why let others know everything?
I personally hate the "le you shouldn't know your party's stats!!" meme
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>>97639356
I've found good players here and r/LFG shockingly enough. Trannycord, too, but I've had worse results there.
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>>97638708
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>>97639309
I am the GM. I want to just make like 6 sheets, each for one of my players. I wouldn't let everyone see each other's stats or anything, since a few have secrets hidden there. It's a rather fast-paced campaign with a lot of homebrewing so there's fast changes to the sheets, basically every session, and sharing .gcs files through pisscord sucks ass. GCS itself is kinda unwieldy for the sorta homebrew shit I do as well.
>>97639030
Good thing you aren't then?
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>>97639356
I found decent groups in the official Discord
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>>97639381
Fair enough. I'll chalk it to personal preferences and how the game is being set up then.
I'd rather handle learning about who the others are and what they can do in-game, in a more involved and immersive fashion.
It's just too clinical and impersonal of an approach to me, but you do you anon. I'm certain there's a balance to be found here.

>>97639412
That explains it.
If all else fails, you could bite the bullet and make one yourself.
Big upfront investment of effort, but at least you could reuse it in future campaigns.
>GCS itself is kinda unwieldy for the sorta homebrew shit I do as well.
Nta, but I've had to deal with making and using my own charsheet in Excel way back when. I'll take GCS over that any day.
Can't be the only program that does this sort of thing, though. Good luck either way anon.
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>>97638570
White Wolf actually cancelled the deal with SJG after the sales were outperforming their own (White Wolf was under bankrupcy around that time) so they are very rare and expensive. Voodoo was a form of re-released version of the MtA book.
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>>97639446
>Nta, but I've had to deal with making and using my own charsheet in Excel way back when. I'll take GCS over that any day.
My ass is used more to excel because of my job, so the interface of GCS is just annoying me. I think I'll probably end up making the excel myself. Come home from work just to work.
Thanks for the wishes though.
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>>97639356
r/gurps is probably the closest thing where you will find people who are mixed between new and veteran players making groups.

SJGforums is mostly people already tied on their on knit closed groups.

GURPS Discord is GURPS Discord, enter at your own risk.
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>>97637624
Thanks, that seems about right.
>>97637664
I didn't even know gurps cops existed
>3e book
that would require converting, wouldn't it
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>>97639478
W-what's wrong with the GURPS Discord?
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>>97639496
>that would require converting, wouldn't it
Yes, but Rank doesn't seem to have changed significantly between the two editions.
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>>97639381
I do too, but sharing the first GCS sheet is enough, instead of constant live updates.
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>>97639696
I'll take a look then.
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>>97634270
Middle Ages and Crusades. If you want more fantastical there's Camelot, Robin Hood, and possibly Harkwood.
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>>97639806
I don't do much more than that either
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For the same price as a college associate's degree [20], I can get 10,000 loyal chickens [19.2].
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>>97640914
seems about right
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>>97640914
The chickens should yield a better ROI, both in game and real life.
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>>97639412
>Good thing you aren't then?
Or am I...?
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>>97639515
It's full of the bad kind of autistic retard, where as we here are the good kind of autistic retard.

>>97639356
Gamefinder General.
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>>97642993
Explain further. Do you mean the particualirly insufferable kind?
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>Can Be Stolen
>Easily snatched with an unopposed DX roll (e.g., a hat): -40%.
>Thief must win a Quick Contest of DX (e.g., a bracelet) or ST (e.g., a wand) with you: -30%.
>Can only by taken by stealth or trickery (e.g., a coin in a pocket): -20%.
>Must be forcefully removed (e.g., a suit of armor): -10%.
What does a kamen rider belt count as?
It can be stolen when it's just in belt form (since usually the first step to transform is to put the belt on, so it's not like you need to unbuckle it to steal it) but it can't be stolen mid-combat after the rider already transformed.
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>>97643923
I think the idea is that you assess how difficult it is to steal while it is in use. After all, anyone could leave their magic ring or wand lying around where it could be easily stolen, or keep it locked in a safe, at the bottom of their backpack, etc.
So if it can't be stolen at all while worn, it doesn't qualify for 'can be stolen'.
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>>97643989
I see. I guess they don't count as a gadget at all then.
In that case what I need is some limitation to represent the fact that most of the time the DR and extra ST granted by the belt are off, and require a ready (take pose, scream henshin) to activate.
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>>97630160
>>97630618
Anyone got any more requests?
Creatures, weapons, vehicles, or pretty much anything else. No magical or martial arts styles, because the former is annoying and the latter I don't feel I'm knowledgeable enough about.
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>>97644005
What's the reason the character doesn't just wear it all the time? I'm guessing it comes with a dorky costume, so maybe Temporary Disadvantage (Distinctive Features)?
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>>97644028
Three reasons:
The main one: it's armor that is only meant to be used to fight for justice!
2: you can't exactly walk around with a full face helmet and combat armor in the modern world. You can't even eat or drink with it on.
3: It looks scary
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>>97644013
D&D 4e fomorians
they're giants from the feywild with fey powers

Another thing that could be more generically useful (if a bit boring to do) would be some generic enemies for games like fantasy bandits, modern soldiers, things like that.
I remember a pdf with stuff like that for medieval games but it was really badly formatted, real annoying to use.
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>>97644005
Put all of the buffs into an Alternate Form with multiple levels of the Reduced Time enhancement (I think 4 levels gets you down from a 10-second transformation time to one second). Alternate Form also comes with a free cosmetic appearance change to cover the suit aspect. On a related note, the "rider template"'s cost can be reduced by adding in negative traits like Social Stigma (Monster), multiple Distinctive Features, or negative Appearance. Being innately heavily armored can be handled by giving the template enough levels of Odious Personal Habit to cover the reaction penalty for wearing armor.

Also I haven't seen a ton of Kamen Rider series, but from what I have watched, riders tend to transform back upon receiving enough damage or getting knocked out, at which point the belt can be torn off of them (or destroyed, for secondary riders). I think that's enough to qualify for the -10% stealable gadget limitation.
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>>97644063
>alternate form with multiple levels of the Reduced Time enhancement
That works. I'll create a rider template and use that. I originally avoided alternate form because of the 10 seconds transformation time.
>Also I haven't seen a ton of Kamen Rider series, but from what I have watched, riders tend to transform back upon receiving enough damage or getting knocked out, at which point the belt can be torn off of them (or destroyed, for secondary riders). I think that's enough to qualify for the -10% stealable gadget limitation.
That's true, good point.
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>>97644037
>it's armor that is only meant to be used to fight for justice!
Something something oath-related disadvantage or modifier?
Isn't Rider a paladin of sorts, by the virtue of their "for justice!" thing?
Could require acting the part, otherwise it either won't work or has reduced duration, or whatever.
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>>97644085
I feel like it would be a version of "emergencies only" but for justice.
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>>97644085
Depends on the series. IIRC there are a few instances of the belts in older Showa-era shows being semi-conscious and not willing to work for those not aligned to its causes (protecting humanity, defeating aliens, etc.), but the vast majority of the time they're basically just tools and the only thing making the guy wearing them a hero is that he wants to be a hero; he could just as easily use the belt towards selfish ends. In the Hesei-era shows, there are often multiple belts in the series in the hands of all sorts of people, giving us some villainous riders alongside virtuous ones.
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>>97644013
I got a difficult one for you: a race that was artificially created, and has to share a finite amount of power. The fewer alive there are, the stronger the remaining creatures will be, until you get to the ubermensch.
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I want my natural DR to also protect the eyes but I don't want all the extra stuff from forcefield. How do I do that?
Buying DR only for the eyes separately at -80% seems silly, if I'm buying the exact same amount, I'm paying the same amount of points as forcefield but without the advantages of forcefield.

2DR [10]. 2DR (eyes only -80%)[2]; [10]+[2]=[12]
2DR (forcefield +20%) [12]
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>>97644328
DR 2 [10] + Nictitating Membrane 2 [2]. Still costs [12] but you get +2 HT vs threats to the eyes as well.
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>>97644423
Well, better than the forcefield stuff that wouldn't make sense for my character I guess. Thanks
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>>97644168
NTA but looks like we're recreating the Law of Conservation of Ninjutsu, so a good starting point might be GURPS's handling of that trope.
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>>97644013
The vehicle collections refer to various 85mm guns a lot but there's only the AA gun statted
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>>97642898
Couldn't be, you haven't filled the thread with blacked porn.
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>>97645515
The tank and tank destroyer variants were basically identical and I intended the stat-line to cover all three, if I remember right.
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>>97644056
>Another thing that could be more generically useful (if a bit boring to do) would be some generic enemies for games like fantasy bandits, modern soldiers, things like that.
>I remember a pdf with stuff like that for medieval games but it was really badly formatted, real annoying to use.
Like this?
https://samuelbaughn.blogspot.com/2026/03/generic-thugs-in-gurps.html
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>>97645795
>https://samuelbaughn.blogspot.com/2026/03/generic-thugs-in-gurps.html
Yes, exactly, this kind of stuff is always useful.
I can think of some more
>generic professional soldier
>generic mafioso
>generic spec ops team
>generic swat team
You could even combine with some of the vehicles already done, like "this is the typical squad that rides this IFV".
When playing more realistic modern games it's very useful to know these sort of things.
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>>97646034
The problem with doing military units is that you need to either be vague and incomplete (generic rifleman, automatic rifleman, LAW gunner, NCO with no real loadout assigned), which means they aren't usable 'as is', or extremely specific (which means carefully researched, as far as I'm concerned) with exact loadouts for everyone, but they would only work for a small number of one nation's forces during a specific period.

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