Reddit GURPS
Generic Universal RolePlaying System
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-03-01T11:00:42+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: 2026-03-28T14:19:44+00:00
Author: /u/No-Impress-5592https://www.reddit.com/user/No-Impress-5592
So in the campaign I am currently prepping there are 3 PCs that have base 250 points to start with 50 points worth of disadvantages and I cant exacly understand the power level
I guess that balancing isnt as simple as adding all their points and throw them npcs that are equal to their total points
How many common bandits can be a threat to them
How to design bosses in gurps
This is my second campaign, in the first one the setting was more of a wild west noir kind of thing so there werent many supernatural abilities but my current campaign is a fantasy campaign so there are a lot more possibilities
I have questions about PCs balance too but I'll ask it in another post if it keep bothers me
[link] – [comments]
Posted: 2026-03-27T19:25:14+00:00
Author: /u/Kiroanahttps://www.reddit.com/user/Kiroana
Heya! Small question, but in a game using Survivable Guns from one of the Pyramid articles, how much Hardened DR is needed to be totally immune to handheld weapons at TL8?
[link] – [comments]
Posted: 2026-03-27T20:24:03+00:00
Author: /u/Jon_SoMMhttps://www.reddit.com/user/Jon_SoMM
Hey friends, im needing help finding an Alofs magazine attachment for single shot shotguns. I could have sworn I seen it a while back but I can't recall which supplement it was in. Even if I'm mistaken and nothing comes of this I thank you for your time.
[link] – [comments]
Posted: 2026-03-27T18:28:10+00:00
Author: /u/BetcoFShttps://www.reddit.com/user/BetcoFS
So, I have been building a teleporter, with the ability to teleport both himself and other objects/people within his weight limit. In either case, he can have the end destination of the warp be the exact same position as some other nearby object or person, thereby allowing “telefrags.”
So, to represent the ability to do this both at range by teleporting a held object into another object somewhere else, while remaining myself in the same position via exoteleleport,
*and*
in melee by teleporting myself alongside a held object (sword, pipe, other person), and ending up somewhere that the held object intersects with something else.
Would it suffice to have both Warp (autoteleport) and warp (exoteleport) as separate abilities, and then have one innate attack that deals impaling damage that links to each power individually, at the +10% level, where they must be used together?
Would this mean that I always have to use all three together? And would every teleport have to do damage, or could I represent a “normal” teleport/exoteleport as an aimed attack at an empty space to specifically not damage the teleported object? And do both autoteleport and exoteleport need to have the “link” enhancement to the innate attack alongside adding it to the attack itself?
Would I instead need to link with the +20% version, if I wanted to have these as separate, discreet attacks (one for melee/autoteleport, and one for ranged/exoteleport)? I’d like there to *always* be a risk of *accidentally* Telefragging when I don’t intend to, which is why I was thinking the +10% version of link.
[link] – [comments]
Posted: 2026-03-27T14:18:21+00:00
Author: /u/QuirkySadakohttps://www.reddit.com/user/QuirkySadako
How much of a limitation/enhancement would making the HP loss from dependency become FP be?
How about an increase in the amount of HP (FP) you lose (not enough to justify changing the level of Dependecy though)? My best bet is a -2.5% limitation for each +1 hp loss.
[link] – [comments]
Posted: 2026-03-27T12:01:41+00:00
Author: /u/I_m_differenthttps://www.reddit.com/user/I_m_different
| – submitted by – /u/I_m_different [link] – [comments] |
Posted: 2026-03-25T20:06:28+00:00
Author: /u/plazman30https://www.reddit.com/user/plazman30
| I know GURPS just uses 3D6, and the 6-sided die is the most common die on the planet. But I'm wondering if SJG ever released any GURPS dice sets that were branded in some way. Traveller also uses 6-sided dice (2D6), but Mark Miller sells a really cool set of oversized D6 dice that are kind of sci-fi themed: Curious if GURPS ever did something similar. Some 19mm dice with the GURPS logo or SJG Pyramid in place of 1 or 6 would be kind of neat. [link] – [comments] |
Posted: 2026-03-25T16:33:09+00:00
Author: /u/BetcoFShttps://www.reddit.com/user/BetcoFS
So, I’m trying to build a character that has a night-crawler style warp ability, that can also teleport objects separate from himself, as long as he touches the object before teleporting it. He would use this to say, teleport a bomb into an enemy hideout from far away, or even to teleport an object inside of an enemy as an attack.
So far, the warp ability I have statted thusly:
Phase Walk (Warp) 100pts (modified 175pts)
>Enhancements (+165%)
+Based on (DX) +20% b.102
+No Strain +25%
+Reliable 10 +50%
+enhanced carry (medium encumbrance) +20%
+rapid Fire (3) (+50%) supers 3e pg. 29, 4eb.108
>Limitations (-70%)
-psionic (countermeasures anti-teleportation powers or technology) -10%
-range limit, 2 miles -30%
-cannot gain bonus from extra prep time -30% pg. 114 “weakened without preparation”
-visible (blue shimmering energy) -20%
I’ve also considered adding Cosmic- no dice roll required from Powers pg. 101, but I’m not sure that would be a good idea or not. For one, having Rapid Fire may not allow taking that enhancement, since the ability would be somewhat dependent on degree of success.
How could I also add the ability to teleport objects, even inside of other objects? I looked at the permeation advantage with meld enhancement, which seems to fit the idea, but unsure how it could work for objects, and unsure how damage would work when say, teleporting a rock into someone’s brain. I also considered an innate attack with possibly Aura+cosmic (ignores DR), and have it be contested by the enemy’s Will roll perhaps. Maybe could also link it to a skill roll with a requires (ability) roll limitation.
Any ideas?
[link] – [comments]
Posted: 2026-03-25T08:52:53+00:00
Author: /u/Resident-Plankton490https://www.reddit.com/user/Resident-Plankton490
Hello everyone!
I am a new to gurps and want to know where to start (got confused by the basic set). I have the two basic set books and dice and I have even printed out the character sheets.
i want to play a in a world inspired by Malazan (havent finished it yet). I just want to know if the basic set will be enough or should I get any other book?
I also want to get started as soon as I can and, if possible, learn other things along the way. I want it to be cinematic and roleplay based instead of focusing only in combat. I have played other ttrpgs before but never GMed anything.
which sections of the books should I focus on first and which are the ones I can skip?
Thanks!
[link] – [comments]
Posted: 2026-03-25T11:23:37+00:00
Author: /u/mbauccohttps://www.reddit.com/user/mbaucco
EDIT: I decided to go with the suggestion in GURPS Magic of 1 FP per die of damage, with an extra FP thrown in for the enhancements. The spell lasts longer than an innate attack, but the range is shorter and you can fail so I figure it more or less cancels out. I will also give it a prerequisite count of 5 to kick the difficulty up a bit.
Hello everyone,
I have been spending a lot of time looking at Mailanka's amazing Psi Wars blog, especially his notes on designing a setting, and it has inspired me to finish a science fiction campaign I have had kicking around in the back of my head for a while.
One character type I have in mind is a psionic character that can create blades of psionic energy in addition to some various other powers, something like a cross between a jedi and a 40K psyker.
Ritual Magic is the best fit I have found for this type of character, but I have not been able to find any spells that summon a blade of energy. I made the following power to show what I want to do (please let me know if I can fix or improve this):
Psi Blade (Alternate Power): 17CP Innate Attack Cutting 1 Armor Divisor (3); Affects Insubstantial; Costs Fatigue 1 (Has maintenance cost); Melee Attack (Reach C,1); Psionic (Has anti power, and technological countermeasures); Requires Skill Roll (Ritual Magic) Innate Attack Impaling 1 Armor Divisor (3); Affects Insubstantial; Melee Attack (Reach C,1); Costs Fatigue 1 (Has maintenance cost); Psionic (Has anti power, and technological countermeasures); Requires Skill Roll (Ritual Magic) If I wanted to make this into a Ritual Magic Spell that lasts a minute and can the be maintained for half cost. What do you think would be a fair FP cost and prerequisite count? I would like players to have the option to gain more damage dice by using more FP so that it can scale with power level.
Thanks very much for any help!
[link] – [comments]



