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: 2026-05-29T03:45:29+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: 2026-05-29T08:58:58+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: 2026-05-28T16:39:16+00:00
Author: /u/I_m_differenthttps://www.reddit.com/user/I_m_different
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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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Posted: 2026-05-25T15:31:49+00:00
Author: /u/talk_enchanted_tablehttps://www.reddit.com/user/talk_enchanted_table
If the carrier attack is a natural weapon, such as Claws or Teeth, Follow-Up is a +0% enhancement. (Exception: On a passive carrier attack such as Spines, Follow-Up is a -50% limitation.)
Is there some kind of downside to passive attacks? Because if there is, I can't see it. I am so confused as to why this is, and I don't think I misread anything.
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Posted: 2026-05-24T23:19:30+00:00
Author: /u/Willing-Luck4713https://www.reddit.com/user/Willing-Luck4713
I was messing around today with how you'd price drow magic like Faerie Fire for a racial template essentially intended to recreate the race as it appears in Forgotten Realms and the like, using the Affliction rules for GURPS, when it hit me: Affliction is priced completely wrongly in a very significant way.
From reading around, I know I'm not the first one to notice how bizarre it is that an Affliction that temporarily affects a target with a minor Disadvantage like, say, Bad Smell is somehow more expensive than the baseline Affliction that just outright stuns the target for the same amount of time, all because you have to buy it as an "Enhancement" (even though it's really doing the opposite of enhancing the ability) that then also fully replaces the far more powerful stun effect. One suggestion I saw involved changing the base cost per level of an Affliction that imposes a Disadvantage to be the cost of the Disadvantage with which it afflicts the target. So then our silly "Bad Smell" Affliction would be 10 points per level just like the standard Affliction, and any Enhancements or Limitations would be applied to that base cost.
But should these really be priced the same as one another? Should an annoying but largely harmless nuisance effect really be as expensive as an extremely powerful stun effect?
That's when it hit me: Disadvantages are normally "always on." When you're refunded 10 points for Bad Smell, you're not getting those points for being briefly afflicted with it until you successfully roll to resist! You're getting those points for always being smelly. And looking back at Affliction's default effect, well, it's a total stun. So how many points would a Disadvantage where you're just permanently stunned and can only ever take Do Nothing actions (although you're still conscious and can defend at -4) actually be worth? Because that's the "Disadvantage" the default version of Affliction is using!
Well, Quadriplegic is worth -80 points. I've seen it suggested Total Paralysis would be worth -150 points. Decreased Time Rate is -100 points. Tentatively, Perpetually Stunned might be worth around -100 to -150 points, then? For the sake of this exercise, let's be conservative and say -100 points, though I'm inclined to say it should probably be higher.
In that case, the standard version of Affliction is effectively imposing, temporarily, a 100-point Disadvantage on targets, not a 10-point Disadvantage! Following that same rule from before, the standard version of Affliction should then cost 100 points per level, not 10. Obviously, that's far too much! However, if we want to instead let the standard version of Affliction remain at its normal price of 10 points per level, then we're effectively establishing that an Affliction that imposes a Disadvantage divides the value of that Disadvantage by 10 and then uses the resulting number as its baseline cost.
So, an Affliction to make a target stink while it's in effect would use Bad Smell (-10) and wind up costing 1 point/level (10/10 = 1) as a base cost, before any Enhancements or Limitations are applied, which is far more appropriate for what is essentially just a nuisance effect. Compare this with the standard rules, which would instead make it cost 11 points per level—oddly more than the cost of the infinitely more powerful and useful stunning Affliction.
Obviously, we could make other adjustments. Perhaps we feel that a stunning attack is too cheap at 10 points and want to increase it. In that case, we'd just redo the math accordingly and everything else downstream of it, e.g., setting it at 20 points means we're now only dividing Disadvantage values by 5, which means a Bad Smell Affliction now costs 2 points, and so on.
Thoughts?
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