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Showing all 134 replies.
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Steve Jackson is a nigger for not opening up the GURPS license and making it so if you wanna monetize any sort of GURPS content be it a sourcebook or an adventure, you have to go through them and will basically only go through if yoou are a SJG employee.
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File: random tidbit.jpg (199.3 KB)
>>98100449
Interesting, any particular supplement you are thinking of?
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File: 1632 Ring of Fire by the numbers.png (105.7 KB)
Some interesting GURPS Ring of Fire/1632 marketing
https://www.sjgames.com/ill/archive/2026-05-25
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>>98102922
>https://www.sjgames.com/ill/archive/2026-05-25
fresh new adventure and setting guy, featuring Johnny Cash
house rules galore
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File: Combat_Resolution_GURPS_v15_lowres.jpg (764.5 KB)
Combat Resolution cheat sheet v.15
fixed definition of consequences of reaching 0HP or less
fixed melee modifiers to target a weapon to break or disarm it
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>>98106866
well that's constructive criticism!
>>98106407
give up you're not going to fit 300 pages onto one sheet of paper
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File: Combat_Resolution_GURPS_v15.jpg (764.7 KB)
>>98106407
Combat Resolution cheat sheet v.15
(revised lol)
it would appear I messed up again, new fix for definition of Reeling (being below 1/3xHP)
so here is the updated one
>>98108279
amusingly enough your comment got me thinking how the ruleset really wasn't that bad at all and how you were exaggerating a bit and then started daydreaming about playtesting, then I go to the injury rules to reread, ready to pat myself on the back for finally having it all correct and wondering how many times I had to rewrite that section (dozens of times) and I notice reeling and get a sudden urge to double check in Basic Messy Set if it's accurate, turns out it wasn't
bro wtf!
\blog
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>>98108801
I wish there were good rules for sex combat in GURPS, would be better than dealing with the peculiarities of the homebrew systems in that general.
Cinematic, Furious Fists stuff and some way to dispatch/weaken targets through gratuitous Erotic Art rolls and techniques leaning on it. Maybe it's just a question of refluffing flying tackles, triangle chokes and that kind of technique, but then you're just rolling Karate and Judo, and there's not that much distinguishing your rampaging fuck-machine from a clean martial artist.
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>>98108889
a turbo alpha who lives and breathes by turbofucking soon brings upon themselves contenders to the harem, therefore the PC will first need to have good mastery of hand-to-hand combat, just saying
Evading Authorities
Social Engineering
Business (to be able to pay bills)
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Fresh outta ideas. Last session of my DF-esque game my players tried to kill a vampire who escaped, and the PCs didn't pursue because one of them was downed and they had to evac. Now they might want to hunt down the vampire for good. Where do I stick the bloodsucker next? I already did the vampire in a castle thing
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>>98110377
I can't think of anything logical and interesting
Although the temple does sound funny, they're currently city-based even though one of them has a phobia of crowds but city adventures come with their own problems
In this case it's me having pulled the city out of my ass and the extent to which it exists is an inn, two temples and a named slum quarter
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File: 1755926422351912.jpg (172.8 KB)
Posted my thoughts on Unluckiness and the old 3e disadvantage Jinxed.
https://baseds-cosmos.blogspot.com/2026/05/unluckiness-be-lady.html
>>98094907
>TQ: As the GM, do you adapt the speed of your combat encounters up and down according to roleplay context? If so what are your ways?
Occasionally, yes. I usually give players longer turns (~5 seconds) when they are all standing around waiting for stuff to happen. A good example of this was last week when players were trying to assault the Goblin Stronghold in the dungeon I am running. They were hiding around a corner and casting healing spells while the half-orc was beating a door down across the hall while the Goblins attempted to burn him to death. I did two five-second turns to let them heal someone who fell into a pit trap and almost burned to death from the aforementioned flames that the goblins were spewing from their arrow slits. I almost immediately switched back to one second turns when the half-orc busted down the door and started making Goblin jam. I do think that stuff like that makes sense in other contexts, but generally I just ignore turns before anyone is openly hostile, and when someone draws a weapon or the party starts to attack, I jump into turn order.
As for methods, just say "we are moving into 'x-length' turn order now" when needed, unless I am misunderstanding what you actually mean here. If you mean making enemies act as mooks in some situations and not in others, I have done that on occasion when we are nearing the last thirty minutes of the session and my player loot sheet for the week consists of a snickers bar, five bronze pennies, and a wish sandwich.
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>>98113272
This seems like a good suggestion. It makes sense, in that the vampire will be aware that they are a threat and that taking the initiative is likely to allow it to 'stack the odds' in its favor by acting when it is strongest. It also 'mixes things up' by reversing the usual dungeon-crawling assumption that the adventurers go to the monsters.
Of course, if the vampire has a lot of limitations on what it can do (e.g. can't enter a dwelling uninvited) or the PCs take serious precautions (e.g. hanging garlic at every entrance, if that is a weakness the vampire has) then the vampire may not be able to attack them directly at their most vulnerable (i.e. when they are asleep), although it could do so in slightly indirect ways, such as hiring assassins or setting fire to the building they are in. Realistically, it's also unlikely that the vampire will be able to just figure out where its enemies are staying instantly. It will need time to hunt them down, while setting up its own defensible lair, and the usual vampire business of feeding, etc. So you could make it some kind of contest of skill or something, or just give them a certain amount of time to work out where the vampire's new lair is before it finds them.
On the other hand, hunting through a city does kind of rely on their being a city to hunt through, which means some work building the setting (even if you shortcut by modifying some other setting, such as one of the GURPS Hot Spots series).
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>>98113903
Which vampire template are you using? Can it regenerate fully by draining one or two beggars, or will it be a more lengthy process of healing? Either way, lying low in a slum or the like seems like a short-term solution. Slums are crowded, and often have significant activity after dark, so the chances of some slum-dweller finding the lair (even if the vampire has legitimate claim to it, burglars and so on might break in) are fairly high. Although the authorities might not notice slum dwellers vanishing, the residents will (eventually) and criminal groups may be quicker and more effective at hunting down the threat than the slow forces of authority. The vampire will either need to take the fight to the vampire-hunters or prepare to travel far enough to make pursuit impractical ASAP. How capable of doing that they are will depend on their powers, competence, and remaining resources, but it seems like there will be a 'ticking clock' driving the plot forward in any event.
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Vampiric Bite says
>You can bite people and drain their life force...
while Leech specifies that it works on 'living beings' not 'machines or inanimate objects'. Presumably plants are 'inanimate objects' for this purpose, so it effectively works only on animals.
Powers also says that Vampiric Bite is a special form of Leech and recommends replacing it with:
>Leech (Heals FP, +60%; Blood Agent, -40%) plus Sharp Teeth
So, either 'people' in the Vampiric Bite description is merely 'fluff' and it works on any animal with blood, or the version in Powers is substantially different from the one in the Basic Set (i.e. the Basic Set one effectively has a limitation of 'only on people').
Either way, there is still an inconsistency between what the VB works on and the Basic Set vampire's Draining and Uncontrollable Appetite, both of which specify 'human blood'. So a BS vampire needs a 'dose' of human blood every day to avoid HP loss, but can use other species to heal themselves. That's not necessarily an unreasonable build, but it isn't intuitive. I think it does an OK job of representing the vampire fiction trope of a desperate vampire feeding on rats and so on; they can't fend off their Draining, but can get some of the HP back through animal blood, thus extending their lifespan. It does lead to the somewhat bizarre situation where a badly injured vampire's best strategy is just to drain an entire cow or something even though they normally prefer to feed on people, but I can't actually recall any vampire fiction where drinking blood was used to heal wounds anyway, despite it being a fairly common game mechanic.
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>>98114249
Yeah, with Vampiric Bite you can drain a 9 HP vagrant (assuming they die on their first death check) to heal 6 HP in a matter of seconds. There will probably be dozens of potential victims available in a single slum, so there's really nothing to stop the vampire being back at full power within the hour, assuming they don't get caught (although there is nothing to prevent victims of the bite raising the alarm, so this is at least somewhat hazardous in a crowded area). Arguably, speed-running through the population is the safest strategy, since you can drink your fill before the locals figure out what is going on.
Depending on exactly how Dominance works for vampires, you can also get a gang of fresh vampire minions this way. A proactive vampire could assemble a team and take the fight to the enemy before they even make it back to base!
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>>98117206
>It does lead to the somewhat bizarre situation where a badly injured vampire's best strategy is just to drain an entire cow or something even though they normally prefer to feed on people, but I can't actually recall any vampire fiction where drinking blood was used to heal wounds anyway, despite it being a fairly common game mechanic.
Yeah, I have read plenty where they can drink blood from other mammals as a temporary substitute though.
>>98117351
>Depending on exactly how Dominance works for vampires
Actually pretty poorly. But she's not interested in making an army of vampire hobos anyway, and prefers necromancy
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File: Combat_Resolution_GURPS_v16.jpg (773.7 KB)
>>98108499
>>98108626
>Needs page references
here, new cheat sheet, V16
changes:
added page references for knockback, collision, blunt trauma, drop from above attack and fall damage, high/low ground attacks, deceptive attack, runaround attack, feverish defense, Shield Rush, sacrificial dodge, dodge and drop, feint, mighty blows, rapid strike, flurry of blows, opportunity fire
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>>98118637
>Yeah, I have read plenty where they can drink blood from other mammals as a temporary substitute though.
Note that the default GURPS vampire can't actually do this to avoid starvation! Draining will kill them in a few weeks unless they get human blood. The only use they have for animal blood is to heal wounds or regain FP.
I'd say a 'typical' vampire from fiction acts more like they have a Restricted Diet with Substitution, plus Reduced Consumption. Injuries just seem to heal without any blood drinking.
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File: GURPS 02.jpg (57.1 KB)
Can I get some advice for mixing cyberpunk and magic/fantasy? From a casual view of the books, it doesn't look like it will become unbalanced but I don't want to end up with people making something too broken. I'd rather not do the classic "you can't use magic if you ave cbertech" that's too common in older games.
Suggestions?
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>>98121515
>cyberpunk and magic/fantasy
Maybe Infinite Worlds and Banestorm for mixing genres.
Maybe GURPS 3rd - Cyberpunk and GURPS 3rd Cyberpunk Adventures
Maybe the Basic Set for magic. For more, 4th ed Magic supplement and 4th ed Thaumatology if Basic Set is not enough.
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>>98097853
>>98098257
Acrobatics is extremely useful
>+2 to dodge once per round
>kip-up means you massively decrease the penalty of using dodge and drop
>Can use it for a lot of fancy maneuvering in combat
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File: Capture.png (155.1 KB)
GURPS Ring of Fire pushed from August to December. :-(
https://www.sjgames.com/gurps/news.html#22312
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>>98129908
It might make sense to use the speed component of the size/speed&range table for swung attacks. It's probably too fiddly a detail even for most GURPS players, but works fine as an optional rule and gives thrusts yet another much-needed boost.
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>>98130860
Essentially the same. It's already got XP. Levels are basically just spending XP in chunks. Technically, there is no difference between very finely divided levels and freeform character creation, once each level is 1 XP. So a 250-point GURPS character could be said to be 'level 250' in such a level system. More reasonably, you might have each 25 character points equate to one level, and only let players spend them once they have earned the full 25. You could even define 25 point packages (like the ones in Action: Specialists, for example) which have to be taken to 'level up'.
However you do it, the most important elements of GURPS will remain the mechanics of play, not the character building.
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>>98130860
I've thought about it. It is basically what the OP said here >>98131115
I wanted to do it for something I was working on, and then realized that it just wasn't worth it. DFRPG and DF21 has the best rules for "XP"-like advancement.
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>>98131362
Actually the best XP system is in pyramid 3/99 titled "What doesn't kill me makes me stronger" by Scott Rochat, in which rules for assigning Kill Points for challenges are given and options for spending earned KP, including KP for character points.
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>>98138410
There's little difference between skill 16 and skill 20 with missile spells, so going to 18 isn't worth it unless you can get to 20. High (spell) skill in general isn't great with missile spells. If you just want to be a one-trick blaster, get Magery 1, put a point into each of six air spells, then buy Lightning up to 15 and a decent level of Innate Attack. That's still a lot of points and you only have bow-like performance. The alternative missile build is high magery and lots of FP, then make one huge attack per combat and spend the rest of the time relying on zero FP spells or weapons. This gives performance more like a muzzle-loading gun or heavy crossbow.
In general, (basic) magic isn't usually the most efficient way to kill people in GURPS, or really to do anything you can achieve with mundane tools and skills. Its strength is that you can do many different things and some things which simply aren't possible for normal people.
One example of things which aren't really possible without magic in a typical fantasy setting is area-effect attacks. These can be quite nasty if you have a combination of high skill and a good pool of FP. However, they are easily outranged by bows, crossbows, and guns.
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>>98138410
Build comparison:
Ice Dagger mage: Magery 2 [25], 5 prerequisite spells [5], Ice Dagger at IQ+3 [16], Innate Attack at DX+5 [16]. 62 points, attack once per 3 seconds (if aiming), Acc 2, 1/2D 30, 2d-2 imp damage, 1 FP per attack.
Archer: ST 13 [30], Bow at DX+4 [16], Fast-Draw (Arrow) at DX+5 [16], 62 points. Attack once per 3 seconds (if aiming), 1d+2 imp damage, Acc 3, 1/2D 195.
Similar rate of attack, same effective skill, archer theoretically has much better range, but unlikely to hit beyond ice dagger's 1/2D range anyway. Mage is burning through FP every attack, but 1 FP every 2-3 seconds isn't going to be a huge problem. Archer gets some benefit from high ST, but mage's other spells aren't useless either. Mage requires mana, but archer requires weapons. Overall, they seem more-or-less balanced against each other.
Alternative missile spells:
Concussion: nice stun effect, but Air college generally sucks.
Lightning: only good against those in metal armour, OK stun effect, same college issue as Concussion.
Explosive Lightning: not very efficient compared to Concussion.
Ball of Lightning: long prerequisite chain, avoids range penalties.
Spider Silk: unusual effect, probably outclassed by bolas and lassos.
Stone Missile: best FP to damage rate, great college, generally one of the best missile spells.
Fireball: not the best, but smart tactics can make burning damage useful.
Explosive Fireball: too costly in FP.
Sunbolt: only good against vampires and the like.
Throw Spell: highly dependent on other spells, but can be good.
Poltergeist: not very efficient, but some cool tricks are possible.
Winged Knife: uses weapons and isn't even very good.
Ice Sphere: inferior to Stone Missile
Acid Ball: corrosion damage is great, but 9-spell prerequisite chain is tough.
Overall, I think you can just about beat mundane fighters at their own game if you pick the very best missile spell (Stone Missile, IMO) and optimise your build.
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>>98138729
More high-end builds:
Archmage: IQ 14 [80], Extra FP 10 [30], Magery 3 [35], Compartmentalised Mind 1 [50], best missile spell at 20 [16], Innate Attack 20 [36]. 247 points (plus prerequisite spells). Can now shoot a 3d (+ or -3) attack every turn.
Super-archer: ST 20 [100], Strongbow [1], Special Exercises [3], Arm ST 3 [15], Heroic Archer [25], Weapon Master (Bows) [30], Bow 18 [32], Fast-Draw (Arrow) 16 [20]. 226 points. With a reflex bow, does 2d+9 imp, can shoot every turn at -1 skill and claim Acc bonus without aiming, giving effectively the same skill as the archmage.
At this level, the warrior is obviously outclassing the wizard within the narrow domain of shooting people, for fewer points. The wizard can easily branch into other forms of magic, but the warrior can take some melee skills and be a multi-purpose fighter, and has twice the HP. This is arguably not even the optimal super-bowman build, since dropping ST to 14 only reduces damage to 2d+6, which is still better than most 3 FP missile spells.
You might be able to optimise the mage a bit more with Magical Styles, but I doubt you will out-match a fighter at similar points.
On the other hand, there isn't much room to make an archer even more powerful. You can raise bow skill to arbitrary levels, but you're still only going to be killing 1-2 human-scale opponents a turn, while mages can keep going for quite a while before hitting their limit.
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>>98138410
I've played a few mages with this gimmick. The main advantage they have over something like a bow are the inherent properties of things like explosive fireball or lightning. The downside is the painful FP cost of most spells compared to bows. Mundane fighters will generally do better at the same cost (and higher DX means they are also more versatile), so I personally prefer using this type of mage in addition to a variety of other spells. Instead of specializing in one good combat spell, take a bunch that have utility + other utility spells and become more of a toolkit character. The traditional blaster mage is a lot more powerful with Sorcery, as the FP cost is reduced to a minimum.
All of this only applies at Tl4 and below, at TL5 guns surpass magic ranged weapons pretty much entirely outside of niche utility, and past tl5 they lose even that niche. Ultimately, think of your mage more as a toolbox character who can also sling lightning than as a pure lightning slinger and you'll do better IMO.
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>>98139854
>higher DX means they are also more versatile
Fighters, especially ranged fighters, don't really have any more reason to invest in DX than blaster mages. Both roll to hit with a DX based skill. Both benefit from improved basic speed. Both need back-up melee skills. ST is the attribute that mages can save points by not taking.
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I'm sure this has been asked before, but what would be a good way of doing a Harry Potter style wizard? Basically, one that has massive utility and lots of frequent use, but gets tired over the course of a day of using magic.
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>>98141549
>>98141638 is correct, default magery. It has a fixed set of spells (which you can add to), which cost fatigue to cast and require a specific skill level.
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>>98141184
Both require a single DX-based skill. Bow is average and Innate Attack is easy, but that doesn't really change anything. The archer does need Fast Draw (Arrow) to keep up with the speed of the mage but it still isn't enough to make raising DX worth it instead of just buying better skill. The archer will probably want to invest in other DX-based skills (such as melee ones), but so will the mage. A melee fighter with a primary weapon skill, secondary weapon skill, shield, multiple fast-draws, and maybe even acrobatics is another matter.
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File: Combat_Maneuvers_GURPS_v11.jpg (833.5 KB)
>>98140192
This cheat sheet may help you get into the combat system as it is packed with options.
I made it when I myself was learning the system because I don't always remember things very well.
picrel Combat Maneuvers V11 (with quick fixes from V10 here and there)
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>>98141549
You could consider making their wands an item based energy reserve, or give a flat +5 to all spells. That would support the fiction of highly skilled spellcasters not needing wands, while 11 yr olds are still able to cast spells.
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>>98150493
Probably best to start from the Powered by GURPS (3rd Edition) WW2 line and add fantasy elements from other third edition books. This gives you an extensive vehicle catalogue, which isn't otherwise available, in the edition which handled vehicles best. The downside is that you don't have such a great range of options for adding fantasy elements, but you will generally find that 3rd edition is sufficient.
The other option is to go with 4th edition, which lacks WW2-specific sourcebooks and doesn't have anything like as many 1930s era vehicles. However it does have an amazing amount of options for magic and other fantasy stuff.
Either way, I suggest using the magic system from GURPS Spirits (for 3rd edition) or Path & Book Magic from Thaumatology (for 4th edition) which is basically the same thing. It's a more subtle magic system which interacts better with high-tech settings.
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>>98150493
Read the Basic Set 4th edition to learn the game and if it doesn't have enough for WW2 or shooting guns, maybe get the WW2 3rd ed supplement and maybe High Tech, which has guns and tanks?
As a new GURPS GM, might want to just stick to Basic Set and go from there. You don't wanna start getting choice paralysis cause you discovered 3 supplements that all have cool shit about shooting guns or tanks and whatever and end up not being able to keep it simple.
I've see other posters give you suggestions too and that may be valid as well, but be careful about my last point I would say.
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>>98151257
There's a complete vehicle design system in the WW2 core book, and hundreds of vehicles built with it in the supplements. Vehicle damage worked better in 3rd edition, especially for very large vehicles like battleships.
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There was this poster a few months ago who talked about an introductory game for new players I think where there were vampires they had to kill and it was set in the modern day.
If you're here did you ever go through with that? How did it go?
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>>98094907
>TQ: As the GM, do you adapt the speed of your combat encounters up and down according to roleplay context? If so what are your ways?
https://bira.github.io/octopus-carnival/2024/09/17/turn-length.html
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