Reddit GURPS
Generic Universal RolePlaying System
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-04-01T10:00:34+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
This is a monthly r/GURPS thread for anything and everything related to your own campaigns. Tell us how you and your friends are making out. Update us on the progress of your game. Tell us about any issues you've run into and maybe we can help. Make suggestions for other players and GMs.
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Posted: 2025-05-01T10:01:00+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
This is a monthly r/GURPS thread for anything and everything related to your own campaigns. Tell us how you and your friends are making out. Update us on the progress of your game. Tell us about any issues you've run into and maybe we can help. Make suggestions for other players and GMs.
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Posted: 2026-04-22T19:19:44+00:00
Author: /u/Particular_Escape_https://www.reddit.com/user/Particular_Escape_
Hello, everyone! I'm building a magical system for an upcoming campaign in a Magic University Setting. I'm initially building spells using the following standards:
1 - Build spells as advantages; 2 - Using 1 FP = 10 Character Points of Advantage and 1 second of casting time at average;
I'm having trouble building a spell that is based on the "power" of Soul Manipulation.
The spell I'm trying to build allows the user to do the following effects: Possession (by manipulating both the user's soul and the target's soul), Soul Imprisonment (by manipulating the target's soul and placing it into an object) and Animate Objects (by placing "artificial souls" into them).
I was wondering about the best approach for building such a spell: using Alternate Attacks option and mixing as different Afflictions/Attacks or using the Syntactic Magic System and building the cost and time based on the strongest possible effect and considering it would already encompass the other aspects of the spell.
Thanks in advance for any helpful suggestions! Feel free to also contribute with other options/insights.
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Posted: 2026-04-22T13:00:24+00:00
Author: /u/PRIV00https://www.reddit.com/user/PRIV00
I'm interested in running the Symbaroum setting in GURPS. Any recommendations for what books or rules might be appropriate for this dark fantasy setting? Specifically wondering about the aspect of corrupting magic, and what magic system might work best.
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Posted: 2026-04-22T17:03:12+00:00
Author: /u/limeydragonhttps://www.reddit.com/user/limeydragon
G.I. Joe - Back in Action
For decades, the elite special operations task force known as G.I. Joe stood as the world’s last line of defense against covert global threats.
Their greatest enemy—Cobra—was shattered after a series of decisive but costly victories.
Then the funding stopped.
The team was disbanded. Assets were buried. Operatives reassigned, retired… or forgotten.
Now, years later, something is moving in the shadows.
Cobra never died. It evolved.
New factions rise. Old enemies return. And the world’s governments—fractured, infiltrated, and hesitant—can’t respond fast enough.
So the order comes down from the highest levels of deniable authority:
Reactivate G.I. Joe.
https://rpol.net/game.php?gi=80192&date=1776717751
I am a new GURPS GM, so I will make mistakes.
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Posted: 2026-04-21T09:25:25+00:00
Author: /u/lordnewingtonhttps://www.reddit.com/user/lordnewington
I've not played GURPS since 3rd edition, and I used to have a lot more patience for rulebook collecting and looking up cross-references. Now I'm hankering to run a Discworld campaign. If I can get hold of the 4e-based Discworld RPG, will we really be good to go?
I'm happy to wing it with house rulings for unusual situations, and I'd like a casualish, narrative feel to the game so I don't need a crunchy combat system. My players will also be new to TTRPGs so I'd rather not intimidate them by pulling out a whole library. Is there anything I'll particularly miss if I don't have a core set or any other rulebooks?
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Posted: 2026-04-21T09:32:12+00:00
Author: /u/Aggressive_Size_9324https://www.reddit.com/user/Aggressive_Size_9324
Hi friends a group of mine wants to play a supers fantasy campaign that starts at around 1000 and then going up to a point where they are basically an anime protagonist. One wants to be a charismatic master duelist with a rapier and one other wants a sword with most of his points in them. As In he is kinda mundane but has a seriously powerful evolving artifact.
So the question being how do I handle the social interractions with the 1st one when he has a diplomacy of 24 or something and how will I be discounting the powers that is put on the item. Like if the item gives him the power of throwing a bolt of lightning do I jıst built it as it is with its standart modifiers or does it get discounted further because the power is on the sword and not the character
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Posted: 2026-04-19T20:46:28+00:00
Author: /u/r0sshkhttps://www.reddit.com/user/r0sshk
Doing a bit for a fantasy setting, which is supposed to have a species of harpies based off of Secretary Birds, one of which with barely any combat abilities (one point of brawling, at best) will tag along with the players for a bit. There's supposed to be a fight with some snakes coming up, and I figured it'd be funny if the secretary bird harpy (which is near-useless in combat normally) is really, really good at fighting snakes with its talons. How do I best build that mechanically, using the rules? Some kind of technique?
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Posted: 2026-04-19T16:21:50+00:00
Author: /u/Funnyman5050https://www.reddit.com/user/Funnyman5050
Icy Weapon Gurps Thalmatorgy sorcery P.25.
It says affliction, does this mean the damage that it inflicts when you hit can be resisted with a health role??
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Posted: 2026-04-18T20:07:52+00:00
Author: /u/HotIceehttps://www.reddit.com/user/HotIcee
Which book contains rules about penalties for fighting indoors and in caves, tight spaces? In the next session, the players are slated to fight in the ship's hold, which is very small. Their weapons, with a reach of 2, are unlikely to be practical there, especially for slashing attacks.
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Posted: 2026-04-18T16:05:00+00:00
Author: /u/QuirkySadakohttps://www.reddit.com/user/QuirkySadako
What does the Short limitation mean on creatures with size modifier +1 or more?
do they get their extra range -1, plus the other penalties for the limitation? Or do they get absolutely no bonus for size, making their arm have reach C no matter how big they are?
If the second alternative is correct, how much would a limitation that does what the first alternative says cost?
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Posted: 2026-04-18T08:08:56+00:00
Author: /u/lord_busshttps://www.reddit.com/user/lord_buss
| Been working on this thing more than a year. (I started writing it before I knew about the Revision, and the Revision doesn't actually change anything about what I want from GURPS or think that GURPS needs. Though If the Revision achieves some of the things I describe, I will mark them to showcase that.) Commentary welcome, through preferably of the "here, I found another problem" or "I came up with a solution to the problem you described/reason why your specific solution doesn't work" kind, not the "actually, the system is perfect and trying to improve it is a mistake" kind. (Also, for the record, I am not very experienced with google docs, don't be hurt if I miss or accidentally reject Suggestions.) [link] – [comments] |



