Reddit GURPS
Generic Universal RolePlaying System
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2025-12-01T11:00:47+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.
[link] – [comments]
Posted: 2025-12-28T22:48:31+00:00
Author: /u/Talaceythttps://www.reddit.com/user/Talaceyt
| I found it very strange that I had to enter my information to buy a free digital PDF. Even if it says "Steve Jackson Games," isn't that a scam? [link] – [comments] |
Posted: 2025-12-28T20:38:50+00:00
Author: /u/Talaceythttps://www.reddit.com/user/Talaceyt
Most of them were either for purchase or a PDF of over 200 pages. I'd like a summary that isn't a scam.
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Posted: 2025-12-28T18:22:06+00:00
Author: /u/maybe_elonhttps://www.reddit.com/user/maybe_elon
Hey all,
Looking for some help understanding the intended use of the Breath Control skill in the Basic Set, particularly the FP-regain part. From p.182:
"On a successful skill roll, you can...regain one FP in only two minutes (you cannot combine this with magic spells that restore FP)."
How often do I roll for this? How does it work if I want to take, say, 10 minutes to rest and recover FP? Do I roll once, gaining 5 FP on a success? Or do I roll 5 times to see if I gain an FP during each 2-minute period?
Additionally, does the Fit advantage apply to this FP gain, allowing recovery of 1 FP in 1 minute? If the answer to the above is that I'd normally roll against Breath Control 5 times in 10 minutes, do I still roll 5 times, gaining 2 FP on each success, or do I roll 10 times?
Thanks in advance for the help!
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Posted: 2025-12-28T03:07:44+00:00
Author: /u/mgisondahttps://www.reddit.com/user/mgisonda
I am running a high point game. I want to give the Boss a staff that works like the old AD&D Staff of the Magi. Has anyone ever converted the magic item from D&D to GURPS? If so, can you share it or point me in the direction?
Thanks in advance.
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Posted: 2025-12-27T18:47:28+00:00
Author: /u/Glen_Garrett_Gayharthttps://www.reddit.com/user/Glen_Garrett_Gayhart
The number one method is to just think up random superpowers yourself. There is no better method. If you want a considerably worse method, however...
Use the following list of power classifications.
| Number | Class | Description |
|---|---|---|
| 1 | Mover | An ability that grants a super enhanced speed or mobility. (Flight, Enhanced Move, extra Basic Speed or Basic Move, ATR, Super Jump, Clinging, Insubstantiality, Jumper (Time Stop), Jumper (World), Jumper (Time), Jumper (Dimension), Warp, Afflictions that afflict Jumper or Warp, etc.) |
| 2 | Shaker | An ability with an area of effect. (Roll again and take lots of Area Effect an either Emanation or Aura, or take Control with Natural Phenomena +100%) |
| 3 | Brute | An ability that grants a super enhanced strength or durability. (DR, Injury Tolerance (Damage Reduction) [25/level], extra ST or HT, ST with Super-Effort +300% or Striking or Lifting ST with Super-Effort +400%, Rapid Healing, Regeneration, Regrowth, Immunity to Metabolic Hazards [30], Unconsciousness [30], Pain [30], or Crippling [15], Hard to Kill, Hard to Subdue, Fit, Unkillable 1-2, Supernatural Durability oftentimes with Cosmic: No Achilles' Heel +50% and/or Cosmic: Isn't destroyed by an attack that deals -10xHP +50%, Nictitating Membrane). |
| 4 | Breaker | An ability that allows a super to shift into another state, like a werewolf or the Incredible Hulk (usually this is just an Alternate Form or Insubstantiality). |
| 5 | Master | An ability that allows a super to control others or create minions. (Mind Control, Allies, Domination with a special effect so that it doesn't change the subject's racial template, Affliction with Reprogrammable, Obsession, Sense of Duty, Alternate Form, or Cosmic: Can afflict self-imposed mental disadvantages +50% and Vow, or Cosmic-enhanced Social advantages, Control, Telekinesis often with an accessibility limitation like Accessibility: Only water -40%, Healing, etc.) |
| 6 | Tinker | An ability that allows a super to create or alter devices with futuristic technology. (High TL, advantages built as gadgets, Modular Abilities with a focus like Only Robots, Only Guns, only Super-Cameras, etc., and Gadgeteer with a focus are all common). |
| 7 | Blaster | A long-ranged, offensive ability. (Usually an Innate Attack, Affliction, or Binding, or but also Telekinesis, Super Throw, and certain Weaponized abilities) |
| 8 | Thinker | An ability that focuses on information gathering. (Detect, Intuition, Common Sense, Illuminated, Clairsentience, Mind Reading or Mind Probe, Danger Sense, Precognition, Psychometry, Immunity to Mental Effects [30], Unfazeable, Indomitable, Dark Vision, Intuitive Mathematician, Enhanced Dodge, Weapon Master, Trained by a Master, Melee Talent [10/level], Ranged Talent [10/level], just extra IQ or DX, etc.) |
| 9 | Striker | A melee/touch-based ability. (Usually an Innate Attack, Affliction, or Binding with the Melee Attack and Requires gestures -10% limitations) |
| 10 | Changer | An ability that allows a super to alter his form or appearance, like Loki or Odo from Star Trek: Deep Space Nine (usually Morph, Elastic Skin, Growth, Shrinking, an advantage with Switchable and a Temporary Disadvantage like One Hand -15%, or something like that, but it could also enable Regeneration like Mahito from Jujutsu Kaisen). |
| 11 | Trump | An ability that allows a super to manipulate powers in some capacity. (Almost always some variation on Neutralize or Static). |
| 12 | Stranger | An ability that focuses on stealth and/or infiltration. (Possession, Mind Control, Affliction with Reprogramable, Delusions, Amnesia, or some other mental disadvantage, Illusion, Invisibility, Duplication, Obscure for senses or memory, and Cosmic-enhanced Social advantages like Zeroed, Status, Reputation, and Wealth are common). |
These are taken directly from Wildbow's excellent Worm/Ward books. Use a random number generator to select one or two at random - oftentimes a Super will have two or more.
Here's a list of GURPS advantages. Follow the instructions to put them into a spreadsheet and give them all a number, then use a random number generator to select one at random. Allow the randomly selected advantage to act as a seed to give you an idea for a superpower. You don't even need to use the same advantage, maybe Charisma makes you think of Mind Control - that sort of thing. Try to find a way to get the advantage you rolled to 'fit' into the class you rolled earlier. If nothing comes to mind, roll a different class or a different advantage.
Now, here's the most important part: come up with one or two good limitations for the ability. Interesting superpowers are always defined by their limitations. Maybe your Possession ability only works on bugs (Accessibility: Only on bugs -40%), or maybe your devastating beam of energy needs to be charged up with sunlight before you can use it (Nuisance Effect: Doesn't work if you haven't been exposed to sunlight in the last 12 hours -5%).
Accessibility and Environmental limitations are very common, as well as Requires magic words -10% (you need to shout some specific phrase to make your power work: Shazam! Fus Ro Dah! etc.), Requires gestures -10% (this is super common on Innate Attacks, Afflictions, and Bindings, where you need to gesture like a Waterbender from Avatar or a martial artist of any stripe), or Requires (item) -10% if you need a specific item (a broomstick for a witch's Flight, a staff for a wizard's Burning Attack, a sword for a superhero's overpowered sword-swipe, a gun for a superhero's overpowered gunshots, a bow for a super-elf's overpowered bowshot, etc). Oftentimes those latter ones also require you to be holding the item, which is Temporary Disadvantage: One Hand -15%. Of course, other limitations are great too, just remember that tons and tons of superpowers have one of those mentioned above.
And there you go, a shoddy way of manufacturing large numbers of superpowers. It will never compare to just using your imagination, but if you're stuck, it will do in a pinch.
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Posted: 2025-12-27T18:13:35+00:00
Author: /u/WedgeIIhttps://www.reddit.com/user/WedgeII
I'm thinking about running a campaign with a superhero theme to some extent, but I have no idea how to handle a large number of NPCs with different powers. Are there any ways to quickly create these types of characters (or any characters, for that matter)?
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Posted: 2025-12-27T05:22:52+00:00
Author: /u/xSkinowhttps://www.reddit.com/user/xSkinow
I could spent some time beating around the bush to pretend I'm not, but I'll be honest, I'm making a sorceress inspired by Pokémon's Delphox. Most things are easy Innate Attacks and GURPS Powers stuff, but I'm stuck about two things that I really wanted to include:
Nasty Plot: Nasty Plot increases the Special Attack stat, which in turn increases the "magic" attacks damage, up to a maximum of 4x the base attribute for, you guessed it, 4x the damage. I don't care about the cap, it will be an "Only whe in combat" skill that'll fade out as soon as it ends, so it'd be impossible to stack it that many times without y'know... fucking DYING. The problem, though, is that, since Innate Attacks aren't based on attributes, I'm not sure how to build it. I imagine it'd go something like "Affliction 1 (Advantage, something something, +%; Stackable, +400%)", but I'm not sure what.
Defense reducing stuff: I'm aware about "Affliction 1 (Nullify Advantage, DR x, +5x%)", but, coming to the realization most things got no DR (at least in the tables I play), I was wondering if there's any disadvantage equivalent to DR, where you'd receive, like, 3 more base damage upon being attacked, with all the relevant DR enhancements and limitations (like Limited). I wonder what would it's pricing be too. I've considered sticking to reducing DR and applying Vulnerability (Magic), but even at its lowest, 2x damage is way too overkill most times, and every DM I've used this kind of gimmick on kinda hated it after I had to say "yeah, I made my buddy do 200+ damage with their attack" lol.
Besides those, some funny thing I thought, is how much damage would a "fiery vortex surpassing 5,400 degrees Fahrenheit" actually do? I feel there's an answer to "how much damage x degrees do" somewhere around in the web, but my searching skills were not up to the task.
Lastly, and less importantly, since it's just based on and not literally Delphox, I wanted to give this character some extra oracle-related powers, since Delphox is based on the Oracles of Delphi. If anyone got any suggestions on cool (cheap and not necessarily useful or important, since the main focus is on fire+psychic sorceries) oracle powers, I'm open for suggestions ( ꈍᴗꈍ)
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Posted: 2025-12-27T03:34:14+00:00
Author: /u/TabledTopperhttps://www.reddit.com/user/TabledTopper
Posted: 2025-12-26T18:11:00+00:00
Author: /u/stonehead74https://www.reddit.com/user/stonehead74
Thaumaturgy has good guidelines for building PCs who are intelligent items like a sword or a harp (No Manipulators, No Legs (portable), and Dedicated Controls). There are even modifications you can put on an innate attack to make it usable only by the person wielding your pc. It gets me thinking about how a shield pc could grant its defense bonus to its wielder.
One way would be to buy multiple levels of Enhanced Defense with Affects Other, and Can't Affect Self. For a medium shield, this would cost somewhere around 60 points.
The other way is to buy a 1 point quirk "Counts as a medium shield".
The enormous difference in these costs makes me think I should ask other people for their thoughts. There are some differences, the expensive version would work against bullets and the off-hand side arc, but nothing that would justify such a price difference. Which option would be more balanced?
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Posted: 2025-12-26T16:11:28+00:00
Author: /u/Prussia_will_awakenhttps://www.reddit.com/user/Prussia_will_awaken
New to the system and wondering if there’s an active community on discord for it
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