Reddit GURPS
Generic Universal RolePlaying System
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-02-01T11:00:42+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.
[link] – [comments]
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.
[link] – [comments]
Posted: 2026-02-03T05:09:32+00:00
Author: /u/towerbooks3192https://www.reddit.com/user/towerbooks3192
Hello. I want to preface this by saying I am looking at GURPS as a tool kit mainly for solo roleplaying. I am looking at GURPS Core + Magic + Martial or Basic Roleplaying Universal Engine. I want to play mainly fantasy setting and am only familiar with OSE and stuff like Scarlet Heroes and * Without Numbers, and some ICRPG. I try to cobble together systems here and there.
So what exactly can I expect from getting GURPS? Should I only get core or do I have more than enough to play with using core + martial + magic? I am debating going that route or go 3rd edition revised plus BRP while waiting for 4th edition revised.
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Posted: 2026-02-02T22:27:40+00:00
Author: /u/NobodyDudeehttps://www.reddit.com/user/NobodyDudee
So, we all know the Telegraphic Attack from Martial Arts, my question is, is there any consensus regarding if this option can be used against foes that are unaware about you? And if yes, how would it work?
For example, someone sneaks behind an enemy, they're unaware that there's someone right behind them, the attacker takes an attack maneuvre and adds the telegraphic attack option, so would they just get +4 without the foe getting +2 to defense? (because the enemy isn't aware of the attack and thus doesn't get to defend) or how would that work?
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Posted: 2026-02-02T22:17:20+00:00
Author: /u/KurtValentinne666https://www.reddit.com/user/KurtValentinne666
I’m curious to know how other GMs handle point distribution. To be clear, I’m not asking about how you evaluate player performance (roleplay, MVP, etc.), but specifically about the amount of points per session.
The Basic Set suggests around 5 points, but after running a campaign for 18 sessions, that number is starting to feel a bit arbitrary to me.
For those running long campaigns: how do you handle this? Do you stick to the book's recommendation, or do you have a different pacing method?
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Posted: 2026-02-02T23:41:12+00:00
Author: /u/404HopeRecompilehttps://www.reddit.com/user/404HopeRecompile
Our next session of Omnigarg is out.
This one is probably the longest one yet, since it included the continuation of the plot-hook we left off in the last session + all mechanical aspects of doing a big (ninety days) time lapse + the write up of said ninety days.
Coming up with a decent way to handle the passing of time via dice-rolls that didn't feel arbitrary or excessively random/crunchy was a bit though, but I am personally happy with what I did and I hope that you lot enjoy it too.
As always, all dice rolls are in the main body of the post, so you can accompany it.
Feedback is encouraged!
[link] – [comments]
Posted: 2026-02-02T18:22:29+00:00
Author: /u/Curious-Concern-9209https://www.reddit.com/user/Curious-Concern-9209
| GURPS WWII Scenario: “Shadows Over the Palace” Setting: Torquay, 1942. The grand Palace Hotel has been requisitioned as a convalescent hospital for RAF officers and enlisted men recovering from wounds and exhaustion. Beneath the veneer of luxury lies a microcosm of wartime tension: suspicious guests, stressed nurses, black-market dealings, and the constant hum of military bureaucracy. Tone: Realistic wartime drama with espionage intrigue. Emphasis on social tension, stealth, and problem-solving over brute combat. ⸻ Key Locations in the Hotel ⸻ NPCs
⸻ Plot Hooks Players may discover stolen goods moving through the hotel—cigarettes, alcohol, sensitive documents. Decisions: report it, intercept it, or exploit it. Strange behaviors among patients suggest some are passing coded messages to enemy agents. Service corridors provide routes for observation or interception. Nurses and patients clash over access to scarce comforts (alcohol, cigarettes, or even quiet spaces). Misunderstandings could escalate into scandal or sabotage. A spy or saboteur is hiding within the hotel, possibly disguised as staff or a recovering officer. Players must gather clues, follow secret routes, and prevent a critical leak. ⸻ Suggested Scenario Arcs Act 1 – Arrival & Discovery Act 2 – Investigation & Intrigue Act 3 – Confrontation & Resolution ⸻ Mechanics & Play Tips Twist Option: Introduce a double agent: someone the players initially trust turns out to be the spy. Adds layers to player decisions—do they confront, follow, or manipulate them? ⸻ Player Objectives ⸻ Optional Challenges [link] – [comments] |
Posted: 2026-02-02T18:16:12+00:00
Author: /u/HotIceehttps://www.reddit.com/user/HotIcee
Hello everyone. I have a question. A rapier has a reach of 1.2. This means that if an opponent wants to hit a fencer's rapier, they can do so from two hexes away? But if they have, for example, a long staff with a range, they can do so from four hexes away?
[link] – [comments]
Posted: 2026-02-02T15:20:50+00:00
Author: /u/Curious-Concern-9209https://www.reddit.com/user/Curious-Concern-9209
| A GURPS WWII Scenario Set in Wartime Torquay, England (May–June 1944) Supportive Photographs and Resources Available on Google Search. Introduction: A Resort at the Edge of History In the late spring of 1944, Torquay no longer resembled the glittering Riviera of Devon postcards. The palm trees still stood, the red cliffs still caught the evening sun, and the bay still curved gently toward the Channel—but the town had been hollowed out by war. Hotels were requisitioned, beaches were fenced with wire, and soldiers moved through streets once reserved for holidaymakers. Torquay had become a place of waiting. Nowhere was this transformation more apparent than at Beacon Quay, where discreet embarkation ramps had been constructed to funnel men and vehicles toward landing craft bound for France. Officially, the area was a restricted military zone. Unofficially, it was an open secret among locals that something enormous was about to happen. The player characters arrive at this moment—on the threshold of Operation Overlord, embedded in a town where silence is policy, suspicion is currency, and a single mistake could cost hundreds of lives. ⸻ Historical Context: Torquay and the Machinery of Invasion Though less famous than Plymouth or Southampton, Torquay played a quiet but vital role in D-Day preparations. The natural shelter of Tor Bay, combined with its rail access and existing harbor infrastructure, made it suitable for staging smaller embarkations, specialist units, and support elements. Beacon Quay’s ramps were hastily engineered concrete slopes reinforced with steel mats, designed to allow lorries, artillery, and light armor to roll directly into landing craft. Movements were deliberately staggered to avoid drawing attention. Troops were billeted across Torquay, Paignton, and Brixham, often sharing space with displaced civilians or living in requisitioned hotels with blacked-out windows and armed guards. Security was absolute. Soldiers were confined, mail was censored, and rumors—accurate or otherwise—were considered dangerous. German intelligence had agents in Britain, and even one successful report on embarkation schedules could have catastrophic consequences. This is the atmosphere in which the scenario unfolds: quiet, tense, and heavy with consequence. ⸻ Player Characters: Roles in the Shadow War The scenario works best if the PCs are not frontline assault troops, but individuals tasked with ensuring the invasion happens at all. Possible character types include: Mixed parties work well, emphasizing inter-service friction and differing priorities. ⸻ The Central Conflict: A Leak in the System The scenario’s tension revolves around a single, alarming possibility: German intelligence may know more about Beacon Quay than they should. Over the course of several days, the PCs become aware of disturbing signs: Individually, these incidents are explainable. Together, they suggest a pattern. The PCs must determine whether this is coincidence, paranoia, or the tip of a genuine espionage effort—and they must do so without disrupting embarkation timetables or causing panic. ⸻ Beacon Quay: A Cinematic Setting Beacon Quay itself should feel oppressive and fragile, despite its utilitarian appearance. By day, it is a place of controlled chaos: engines idling, officers shouting over wind and surf, the smell of oil and wet rope, soldiers waiting in long, silent queues beside vehicles marked with invasion stripes hastily painted over. By night, it becomes something else entirely. Blackout conditions turn the harbor into a void broken only by muffled footsteps, whispered orders, and the dull slap of water against hulls. Armed patrols move constantly. Searchlights remain dark unless the alarm is raised—no one wants to advertise their presence to the Luftwaffe. The ramps themselves are the symbolic heart of the scenario: narrow bottlenecks where thousands of lives and vehicles must pass in perfect sequence. A single act of sabotage here—a loosened bolt, a mistimed tide, a planted explosive—could cripple an entire embarkation group. ⸻ Rising Action: Investigation Under Constraint As the invasion date approaches, time becomes the PCs’ greatest enemy. They must conduct surveillance, interrogate suspects, and verify intelligence while constrained by: The investigation may uncover: The truth need not be dramatic—but its consequences are. ⸻ Climax: The Night Before Departure The scenario should culminate on the final night before embarkation. Landing craft line the bay in near-total darkness. Orders are sealed. Soldiers have been told, at last, that they are going to France. Emotions run high: fear, excitement, resignation. The PCs must act—quietly and decisively. Perhaps they intercept a final radio transmission from the cliffs. Perhaps they confront a suspect as vehicles begin rolling down the ramps. Perhaps they realize the threat was misidentified, and the true danger lies elsewhere—a misplaced demolition charge, a misread tide table, a panicked officer about to make a disastrous decision. The climax should not be a firefight unless absolutely necessary. The most cinematic victories are silent ones: a radio smashed just in time, a codebook seized, a suspect taken away without a sound as engines drown out the struggle. ⸻ Resolution: After the Ramps Fall Silent By dawn, Beacon Quay is empty. The ramps are slick with seawater and oil. The bay is dotted with the fading silhouettes of landing craft heading south. Torquay exhales, unaware of how close it may have come to disaster. The PCs are left with the weight of uncertainty. They may never know if their actions truly mattered—or if the invasion would have succeeded regardless. News from Normandy will be slow, fragmented, and grim. But history will record that the landings happened. And if the PCs succeeded, no one will ever know why Beacon Quay remained secure. ⸻ Themes and Tone This scenario emphasizes: It is a story about how wars are won not only on beaches, but in harbors, offices, boarding houses, and darkened quays—by people whose names never appear in after-action reports. [link] – [comments] |
Posted: 2026-02-02T16:56:46+00:00
Author: /u/Curious-Concern-9209https://www.reddit.com/user/Curious-Concern-9209
| “When the Bomb Fell in Daylight” A GURPS WWII Scenario Set in St Marychurch, Torquay Introduction: War in the Middle of the Day Unlike the iconic image of the Blitz—bombs falling beneath moonlight and blackout curtains—the bombing of St Marychurch Parish Church occurred in daylight, when the village was awake, active, and filled with civilians going about ordinary business. This fact lends the event its particular horror. There was no siren-filled night, no long minutes to reach shelters. Instead, war arrived suddenly, brutally, and without warning. Children were outside. Adults were at work or running errands. The church itself, like many substantial buildings, had become a place of refuge and daily activity rather than formal worship alone. When the bomb fell, it struck not an empty monument, but a living community. This scenario places the player characters at the moment when routine fractures into chaos—and when survival depends not on weapons, but on courage, strength, and the willingness to crawl into broken stone to reach the trapped. ⸻ Historical Background: The Bombing of St Marychurch Parish Church During the war, Torquay was bombed intermittently, often as part of daytime raids or jettisoned loads from aircraft returning from attacks on more heavily defended targets such as Plymouth, Exeter, or the Bristol Channel ports. These raids were brief, violent, and disorienting. On the day of the St Marychurch bombing, a German aircraft released its bombs over the area. One struck the Parish Church of St Mary the Virgin, causing major structural damage. Children and adults were caught in the blast, some thrown to the ground, others buried beneath falling masonry. Rescue efforts were immediate and desperate, carried out by local civilians, wardens, and emergency workers—often before official help could arrive. Nearby stood Our Lady Help of Christians and St Denis, the Catholic church which narrowly escaped destruction. Its survival, amid the devastation, became a lasting local memory. ⸻ The Scenario Opening: A Normal Day Shattered It is late morning or early afternoon. The sky is clear enough for aircraft to be heard—but not expected. There is no blackout, no enforced silence. Shops are open. Children are playing or being walked home. Some are near the churchyard; others are inside buildings nearby. The PCs are in St Marychurch for ordinary reasons: Then the sound arrives: aircraft engines, fast and low. There is barely time to look up. The explosion is deafening. Stone, dust, and shattered glass erupt outward from the Parish Church. The shockwave knocks people off their feet. Screams follow almost immediately—high, terrified cries cutting through the settling dust. The church has been hit. ⸻ Immediate Aftermath: Children in the Rubble When the dust begins to clear, the full scale of the disaster becomes visible. Part of the church has collapsed. Walls have fallen inward. Beams, masonry, and roofing tiles lie scattered across the interior and spilling into the surrounding area. Fires threaten to start where debris has struck nearby buildings. Most urgently: This is the core of the scenario: rescue under pressure, with limited tools, rising panic, and the constant fear that more aircraft may return. ⸻ Key Locations St Mary the Virgin Parish Church (Bomb Site) Now a partially collapsed ruin. Dust clouds reduce visibility. The structure is unstable. Hazards include: Inside are: Our Lady Help of Christians and St Denis (Near Miss) Standing intact but shaken. Windows shattered, plaster cracked. The church may become: The contrast between destruction and survival is stark and emotionally powerful. ⸻ NPCs (Adjusted for the Event) Mrs. Ellen Harper Local Mother, early 30s Her child is missing—last seen near the Parish Church. She is frantic, alternately pleading and attempting to run into unsafe rubble. GURPS Notes: Low Self-Control under stress, Will rolls to avoid panic, strong motivation for PCs to act quickly. ⸻ Alfred “Alf” Turner Church Caretaker, late 50s Pulled from the rubble with broken ribs, but insists there are children still inside. Knows the layout of the church intimately. GURPS Notes: Pain, Duty (Protect Children), valuable source of information. ⸻ Sister Margaret Catholic Nun, early 40s From the nearby Catholic church. Calm, composed, organizing injured civilians and comforting children brought from the wreckage. GURPS Notes: High Will, First Aid, Leadership, Empathy. ⸻ ARP Warden Edith Clarke (Revised) Now actively coordinating civilians, forming bucket chains, and directing PCs to dig where cries are heard. ⸻ Gameplay Focus: Digging, Decisions, and Desperation This scenario revolves around: Time matters. Every failed roll costs minutes. Dust causes coughing fits. Strength tests exhaust rescuers. Medical decisions must be made with minimal supplies. Success is measured not in enemies defeated, but in lives pulled free. ⸻ Cinematic and Emotional Moments ⸻ Conclusion: After the Dust Settles When order finally returns, St Marychurch will look different. The Parish Church will stand broken. The village will count its injured and dead. Children will be carried home wrapped in blankets meant for altar cloths. The PCs will remember the weight of stone in their hands and the sound of breathing beneath rubble. Historically, this bombing became one of Torquay’s most painful wartime memories—not because of its strategic value, but because it struck people in the middle of the day, when they least expected war to find them. In GURPS terms, the outcome grants: [link] – [comments] |
Posted: 2026-02-02T00:22:59+00:00
Author: /u/imababydragonhttps://www.reddit.com/user/imababydragon
| Made this table for a cheat sheet I'm working on for personal use. Curious if anyone knows of other rules that allow changing from one posture to another during combat that isn't covered here. [link] – [comments] |
Posted: 2026-02-02T18:02:44+00:00
Author: /u/Curious-Concern-9209https://www.reddit.com/user/Curious-Concern-9209
| Operation: English Riviera Torquay, Devon – 1942–1944 “The war came quietly to Torquay. First with uniforms, then with ration cards, then with the constant pressure of waiting for something terrible to happen.” ⸻ Historical Frame (True Events Backbone) From 1942 onward, Torquay—along with much of South Devon—became a key staging and training area for American forces preparing for operations in North Africa and later D-Day. U.S. Army and Air Force units were billeted in: The town was under blackout, coastal defenses were strengthened, and rumors of invasion—both German and Allied—hung in the air. This is not a battlefield campaign. This is a pressure-cooker town. ⸻ Tone & Style Think: Band of Brothers meets The Third Man, but with teacups, ration books, and the Channel looming in the fog. ⸻ Campaign Premise The PCs are a mixed group—British and American—stationed or living in Torquay over an extended period (months or years). They are not elite commandos (at first). They are: The story is about living together under strain, not just fighting Germans. ⸻ The Central Conflict Torquay is too important to fail—but also too small to absorb the strain placed upon it. Pressures include: Civilian Struggles Military Pressures ⸻ Key Factions British Civil Authorities British Military U.S. Forces The Unseen Enemy ⸻ Campaign Arcs & Scenarios
The PCs are assigned to oversee billeting in a seafront hotel now shared by: Tensions escalate: The real question: is it espionage, or desperation? ⸻
During a coastal blackout: The PCs must: This may shape Anglo-American relations for the rest of the campaign. ⸻
American soldiers are paid better and have access to goods civilians can’t get. Results: The PCs uncover a supply theft ring that leads uncomfortably close to someone they trust. ⸻
A massive night training exercise simulating a coastal landing goes wrong. The PCs must manage chaos without alerting the enemy—and without destroying local morale. ⸻
As D-Day approaches: The PCs deal with: The climax is not a battle— It’s watching ships leave, knowing many won’t return. ⸻ GURPS Notes (Light & Flexible) ⸻ Themes to Lean Into [link] – [comments] |



