Reddit GURPS
Generic Universal RolePlaying System
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-05-01T10:00:42+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.
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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: 2026-05-30T09:31:02+00:00
Author: /u/Kiroanahttps://www.reddit.com/user/Kiroana
Per the title, what disadvantages would make up realistic PTSD?
I'm working on a character who basically lost absolutely everything in what to her was a very brief time - and I'm unsure what all disadvantages the resulting trauma warrants.
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Posted: 2026-05-29T19:13:57+00:00
Author: /u/ConstantineFavrehttps://www.reddit.com/user/ConstantineFavre
Today was 4th session in my setting, and through entire campaign there is a clear evidence that the more time i spent preparing for session, the worse session turns out. Basically i had 2 sessions where i as gm, didn't prepared at all, just generating maps and enemies while players are in social rp with each other, and they turned out 8-9/10, session that i prepared in mid effort was about 6/10, and session that i torn my butt off, with map creation, npc lore, world lore, enemy tactics, etc, turned out like a crap...
Fellas, have you had same experience? If you had, how can i prepare for sessions in a way that is actually makes sessions better, because so far more effort = less quality.
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Posted: 2026-05-29T08:58:58+00:00
Author: /u/Desperate-Emu-1671https://www.reddit.com/user/Desperate-Emu-1671
Hello there, looking for some advice
I'm creating character for t3
With 100 points (+50 dis + 5 quirks)
Want to make something like an assassin with knifes
Can someone help me with skills i need to create this character?
For equipment im thinking about VF Big Knife
Was thinking about Cloak or another VF Big Knife in second hand thou
Don't know about poisons.. im thinking they are too bad if you can deal massive damage in vitals or neck?
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Posted: 2026-05-29T03:45:29+00:00
Author: /u/Low_Routine1103https://www.reddit.com/user/Low_Routine1103
This is just a quick question of if GURPS lets you build Status Effects. I know the game already has some like Stun or Poison, but I was curious if I could make my own using official rules.
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Posted: 2026-05-28T16:39:16+00:00
Author: /u/I_m_differenthttps://www.reddit.com/user/I_m_different
| – submitted by – /u/I_m_different [link] – [comments] |
Posted: 2026-05-27T16:18:16+00:00
Author: /u/danielethepiratehttps://www.reddit.com/user/danielethepirate
So these are two unrelated inquiries but I figured I may as well merged them into a single one to not spam the Subreddit.
The first one is simple enough, page 176 of Thaumaturgy has this line that's confusing me: "Another useful guideline is that “leveled” attack effects have a multiplier equal to 1/5 the level cost of the closest attack advantage."
Does "level cost" in this context mean the character point cost for a level?
The second question is regarding this line on GURPS City Stats, page 9: "This can be treated as an overhead cost of 50% of the base cost for land logistics; 100% for naval logistics; 200% for air, orbital, or submersible logistics; or 500% for interplanetary logistics."
What exactly is this overhead cost, what is it a base cost of and where is it deducted from?
Page 13 of Mass Combat already goes over the costs of Logistic Forces too and it's hardly calculated in percentages of a base cost: "Cost to Raise: This is the cost to raise the logistic force. It is $5K x LS. Multiply by 2 for naval LS or by 4 for air LS."
Any input is appreciated!
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Posted: 2026-05-27T10:47:34+00:00
Author: /u/Icy-External8155https://www.reddit.com/user/Icy-External8155
I've see a fictional ship, designed with a tether that connects two "hulls".
The front hull is mostly a slab of comet ice, serving as fuel and propellant (not to mention frontal shielding), also contains the fusion engines, facing at a bit of angle to avoid jet into the rear hull, and the rear "hull" has radiation shield and habitats, so it's pulled by the front one via connecting tether.
How to describe it in systems terms?
As I get it:
Front hull: (6 Ice Armor/Fuel Tank [Water])
Center hull: (4 Ice Armor/Fuel Tank[Water], 3 Fusion reaction engine)
Rear Hull: 1 Diamondoid Armor (represents the tether), [2-7] Upper (Lower) stage
Lower stage:
3 etc armor (for the rest of the stage), habitat, control room, etc.
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Posted: 2026-05-26T23:07:28+00:00
Author: /u/DimestoreDMhttps://www.reddit.com/user/DimestoreDM
Hey guys, I would Iike to start a solo campaign in GURPS, using Dungeon Fantasy. How many points would you recommend for a single PC to make them robust and survivable enough to solo dungeon crawls?
Thanks
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Posted: 2026-05-26T22:28:01+00:00
Author: /u/JhonJRS_https://www.reddit.com/user/JhonJRS_
Guys, is there any gurps module to help city management? I want to make a campaign based on building a city from zero, starting as a village, and then a small city, then a megalopolis, yada yada.
Could you guys help me?
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Posted: 2026-05-26T22:28:52+00:00
Author: /u/JhonJRS_https://www.reddit.com/user/JhonJRS_
I want to know of there is any city management and creation module
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