Reddit GURPS
Generic Universal RolePlaying System
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2025-07-01T10:00:48+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: 2025-07-01T00:55:54+00:00
Author: /u/CampaignVast9238https://www.reddit.com/user/CampaignVast9238
As the title said, I want to create a character who is both a vampire and werewolf, including their downsides. I am creating him not for a specific campaign, but to learn more about the system and just because I want to. Is there a template for both of these to add to my character, or do I have to look for the individual abilities needed? I thank you in advance for your help, since I don't know where I need to start looking to make my character.
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Posted: 2025-06-30T12:21:30+00:00
Author: /u/Kecskuszmakszimuszhttps://www.reddit.com/user/Kecskuszmakszimusz
Hi! I'm trying to learn Gurps but I am confused by something, what exactly is the difference between powers, skills and advantages?
In other systems I played whenever they categorize character options they make those options exclusive. In Savage worlds skills are not the same thing as perks and cannot do the same things.
But in Gurps this doesn't seem to be the case, there are advantages like Affliction that feels like it should be a power, same with some skills like hypnosis.
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Posted: 2025-06-30T12:17:25+00:00
Author: /u/I_m_differenthttps://www.reddit.com/user/I_m_different
![]() | – submitted by – /u/I_m_different [link] – [comments] |
Posted: 2025-06-30T06:37:54+00:00
Author: /u/Glen_Garrett_Gayharthttps://www.reddit.com/user/Glen_Garrett_Gayhart
![]() | What enhancement(s) would you add to Jumper to make it so that you're the all-powerful god of the reality you can jump to, like Happyland from Ward, or Ahzek Ahriman from WH40K, the Trainman from The Matrix, or the Sourcerer from Sourcery? A sort of "My Own Little World" enhancement. Also, on a related note, if the size of the place you can jump to is limited (a la Happyland and the Trainman), is that a limitation or just a zero-point feature? Pic relates to the Sourcerer, those who know, know. [link] – [comments] |
Posted: 2025-06-30T03:55:49+00:00
Author: /u/Ambitious-Employ-912https://www.reddit.com/user/Ambitious-Employ-912
Hello, so I'm trying to build a Xianxia cultivation/stages power system in GURPS. How could I go about doing this? I know GURPS does have Chi stuff, but I'm not too sure how I can do stages of cultivation and the stages feel different and the different abilities and techniques that Xianxia has. I'm kind of lost on how to even start this. Many thanks.
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Posted: 2025-06-29T19:00:17+00:00
Author: /u/thejakker1https://www.reddit.com/user/thejakker1
I've been looking to buy the GURPS basic set from amazon, and all the hardbacks from the most recent edition seem to be out of stock. But i did manage to find a copy of the characters book, fifth printing that is in stock and can ship to my country. Are there many changes made from the fifth printing to the most current one in this case the 9th printing? It isn't even worth it to buy the most recent printing softcover because they're the same price for me.
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Posted: 2025-06-29T12:34:09+00:00
Author: /u/Kecskuszmakszimuszhttps://www.reddit.com/user/Kecskuszmakszimusz
Hi! So I am learning GURPS and I am confused by something within the Affliction advantage
By default, Affliction is a ranged
attack with 1/2D 10, Max 100, Acc 3,
RoF 1, Shots N/A, and Recoil 1,
although you can apply modifiers to
change these statistics (see pp. 101-
116)
So I understand most of these or well can look up where they are explained but what is the 1/2D 10, Max 100 , bit supposed to mean?
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Posted: 2025-06-28T08:29:30+00:00
Author: /u/joshingblockhttps://www.reddit.com/user/joshingblock
I'm having trouble finding anything on it and google has not helped so hoping those more into it can help.
The game I'm in is based in Star Wars and I'm making a character with an ally that is a robot. The problem I've been running into with making them (I was told the GM is suppose to do this, but he gave me the okay to do it) is that while the Ultra-Tech book does help with making the body the main problem I run into is things like tools that are a part of the robot.
Things like Extra Arm with the weapon mount helped in giving them a plasma torch and Accessory the perk that gives a minor none combative benefits (Both from Basic), but what about things for like repairs or other work that isn't really possible with hands. Say like picking electronic locks or even normal locks.
Accessory does bring up tools/gadgets, but what it gives for example are a siren and Vacuum cleaner. Doesn't really scream that it'll let me give my bot the tools it needs to do repairs or anything else.
Maybe I'm wrong, but I'd like some help in how to go about this.
If it helps the droid is a small thing, think not too much bigger than BD-01 from SW: Fallen Order with the ability to act as a astromech in a pinch.
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Posted: 2025-06-27T20:04:15+00:00
Author: /u/CastleArchonhttps://www.reddit.com/user/CastleArchon
![]() | Just some basic ideas about streamlining the process and avoid overwhelming them. Do you have any hints of you own? [link] – [comments] |
Posted: 2025-06-27T22:27:16+00:00
Author: /u/Autumn_Skaldhttps://www.reddit.com/user/Autumn_Skald
Inspired by a question yesterday, I found myself thinking about how a centaur could/should be built in 4e GURPS. While my first thought on the matter was reasonable and functional, it occurred to me that there was a more correct way to do it. So, here's the whole thing, because why do a fun thing half-assed. :)
The first step is the body morphology:
- Extra Legs (4 legs) [5]
- Hooves [3]
- SM+1 (3 hexes) [0]
These three traits are all it takes to make a centaur-shaped being.
But centaurs are mostly horse, and horses are FAST. Pulling from the book (p.B459-460), we borrow the following from the Donkeys, Horses, and Mules section:
- Basic Move +2 [10]
- Enhanced Move 1 (Ground) [20]
These traits put the Move of the build right in the middle of the range for horses, faster than a draft horse, but not as fast as a racehorse. Now they can keep up with the herd.
The real challenge is how to calculate the ST score for a hybrid creature. My first thought was to modify the arms to make them weaker relative to the rest of the body. And that would work mechanically, but it cheats the player by making them spend twice as much to augment their weapon damage; 10CP buys a point of ST for a humanoid, but only 1/2 a point for a weak-armed centaur.
The solution came while thinking back to split ST scores:
- Horsepower (ST; SM+1, -10%; No Fine Manipulators, -40%) [5/level]
This trait, Horsepower, gives all the benefits of leveling ST except where it applies to manual dexterity tasks. Since the CP balance of the game is built on a human default, it makes more sense to modify the equine part of the build. Adding 10 levels of Horsepower gives the build the lifting/carrying/pulling capacity and mass (HP) of a horse, while leaving their human torso the base 10 ST with which to use weapons and tools. This solves the problem described earlier; additional points of ST have the same relative value for centaurs as for humanoids.
In conclusion, a barebones centaur template (no cultural or mythos modifications) can be made as follows:
Centaur [88 points]
Attribute Modifiers: ST+10 (Horsepower*) [50]
Secondary Characteristic Modifiers: Basic Move +2 [10]; SM +1 (3 hexes) [0]
Advantages: Enhanced Move 1 (Ground Speed 14) [20]; Extra Legs (4 legs) [5]; Hooves [3]
*Horsepower (ST; SM+1, -10%; No Fine Manipulators, -40%) [5/level] Notes: This trait provides all the benefits of ST. However, it cannot be applied to any skill or action that requires fine manipulators (i.e. hands). Additionally, it does not apply when calculating punching damage or damage thresholds for crippling arms/hands. It does apply when calculating kicking damage and crippling damage for legs. (5 points per level)
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