Reddit GURPS
Generic Universal RolePlaying System
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-07-01T10:00:25+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: 2026-07-01T18:22:00+00:00
Author: /u/OneWoundHeadPathttps://www.reddit.com/user/OneWoundHeadPat
What scale would I need to knock down Dragons casually?
I've already given my players 500 points like 'Supers', but I'm wondering if I-Scale is enough for big Dragons.
My sandbox game is as likely that a guy runs a stall as the group knocks down huge monsters, but I'm doing my homework. Do let me know, thank you.
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Posted: 2026-07-01T14:32:45+00:00
Author: /u/No_Camp8495https://www.reddit.com/user/No_Camp8495
so I’m very new to gurps, I have ordered the two basic set 4e books and I think it looks like a really fun game. I’m in a group that meets weekly when enough people are available, and we started out doing dnd 5e, but as we’ve gotten more into TTRPGs, we’ve started liking dnd 5e less and less. The main reason I want to move away from 5e is because of minmaxing. one of the players minmaxes constantly, and I think it’s ruined sessions for the rest of us. I found dungeon crawl classics, which seemed perfect because character creation is totally random. I ran a one shot for it and we had a lot of fun, but the minmaxer said he wanted more character customization, to which I jokingly brought up gurps. He had never heard of it, but he looked it up and was immediately interested. He got the basic set books and has been telling me how much cooler the powerbuilding is than DnD. I’m worried he will do the same thing he did with DnD and I will have to play gurps without him. Is powerbuilding a problem in gurps? If so, how do I deal with it?
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Posted: 2026-06-30T13:56:20+00:00
Author: /u/Nick_Coffinhttps://www.reddit.com/user/Nick_Coffin
Hi, Nick here. I’m part of the Nick, Nose, and Neck team responsible for the FoundryVTT GURPS system, GURPS Game Aid for Foundry (GGA). I’m running a seminar on how to set up and use GGA at Gen Con Indy 2026. The session is Thursday, July 30 @ 4 PM in Meeting Room 12 in Lucas Oil Field. Direct link to the event: [SEM26ND304697](https://www.gencon.com/events/304697).
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Posted: 2026-06-30T16:18:00+00:00
Author: /u/KurufinweFeanarohttps://www.reddit.com/user/KurufinweFeanaro
Enchantment spell "deflect" adds a Defence bonus to armour, clothing,shield or weapon. with +1 costs 100, +2 500 +3 2000 and so on. Gamist logic suggests, that two equal Enchants on different pieces (i.e one on shield and one on armor both for +2) shouldn't stack, because it's cheaper than one +4, but i failed to find if that is said somewhere.
Also there is Piece-By-Piece Armor Prices rule in Magic, which makes enchanting whole armor set with this enchant useless (if you can enchant only gloves for 5% of cost and get the same DB). Again, logic suggests that this spell shouldn't be possible for this, but i didn't find if it saud anywhere
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Posted: 2026-06-30T13:03:23+00:00
Author: /u/Brave_Success_135https://www.reddit.com/user/Brave_Success_135
I am running a campaign in the infinite worlds setting and I just got to the point in my story where the players, who are former Infinity Patrol, got tricked into being imprisoned on Coventry because they learned far more than their clearance allowed them to know. The point of dropping the players there was to allow some new players to use whatever character, from whatever worldline or timeline, they could come up with to join the game in one session. I want the game to continue as a sandbox where the group hops between worlds trying not to draw Infinity Patrol or Centrum attention. I just need several ideas for how the group could escape from Coventry to seed the idea to the players. Can anyone give me some plausible ideas? I already have an idea for one portal they activate on accident but need other ideas depending on what my players do.
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Posted: 2026-06-30T00:06:52+00:00
Author: /u/pirinel_0-0https://www.reddit.com/user/pirinel_0-0
Posted: 2026-06-29T18:11:22+00:00
Author: /u/SessileRaptorhttps://www.reddit.com/user/SessileRaptor
In the old 3rd edition sourcebook Wild Cards they presented the new disadvantage Social stigma: Joker to represent the negative reaction modifiers for being a visibly deformed victim of the Wild Card virus. It was priced at -15 points, representing both the negative reaction to the deformity, the possibility that you might have weird powers and also the fact that in the setting a lot of people think that you can "catch" the virus from contact with a wild carder even though it (mostly) doesn't work that way. It was presented with the caveat that in more cosmopolitan areas like NYC a Joker might "only" face a -2 reaction, but in areas without a lot of wild carders people would react at a -4 or possibly worse.
In 4th edition Supers you have the -10 point social stigma: Freak, representing the somewhat more generic negative reaction to X-Men style mutants, or to supers in general if appropriate to the setting.
My question is which point cost would you as a GM use for a 4th edition Wild Cards game? I'm pretty comfortable with using the -15 because it does represent the revulsion, fear of unknown powers and the fear of contamination. But I wanted to throw it out there and get some other perspectives.
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Posted: 2026-06-29T06:50:32+00:00
Author: /u/DemythologizedDiehttps://www.reddit.com/user/DemythologizedDie
A couple of years back someone brought up the subject of where spells originally came from back in the stone ages. I don't recall it being a very productive discussion, but a recent song I heard on Youtube brought the question back to mind. Now of course this is a world-building decision so there is no one answer. But for your world-building convenience I'm going to list some options.
- The hard way. The questioner pointed out that the necessary wealth to make a magic workshop wouldn't exist in a TL 0 village, and someone who had never cast or seen a spell wouldn't have Thaumatology and those things are required to use the spell invention process described on page 15 of GURPS 4th edition Magic.
The obvious response is "so they used a different process". GURP's spell invention rules are designed to allow it to happen within a human lifespan. So if they don't have the prerequisites to do it that way, then perhaps they'll use another approach, one that happens over multiple generations of shamen using trial and error (or a single elf struggling over centuries) rather than a systematic approach intended for people who know what they're doing.
That being said, when I looked back just now I realized the price of a workshop is actually determined by the value in the setting of a single point of energy, and before magicians have invented their first spell, a single point of energy has no value. Or at least only has the worth of an hour of a TL 0 shaman's time. Therefore the price of the workshop (which is to say a hut with some foraged magic herbs and shiny rocks) is perfectly affordable for a TL 0 setting As for Thaumatology, one can argue that you can learn a bit if you've been dealing with spirits because spirits are magical beings.
On the other hand we can assume that thaumatology is invented by the philosophers and therefore arcane spellcasters only come into existence at TL1. At TL 0 magery becomes only useful for warning of high mana levels and te monsters that live in those parts. So what kind of magic are TL 0 cultures using? Clerical spellcasting of course. Humans don't invent spells back then, they get them granted by spirits.
Then of course there's the loud way. All you need is one mage with Wild Magic and retention. (Wild Talent, Magic only, retention)
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Posted: 2026-06-27T15:39:18+00:00
Author: /u/GiantSlayer4242https://www.reddit.com/user/GiantSlayer4242
Title. Mechabeasts seem pretty straightforward, just use vehicles from Modern or Ultra-Tech as a baseline, then I’m sure there’s a supplement that adds Need For Speed style mods and upgrades for rides.
The tricky part comes with figuring out how to stat slugs? In any case I figured I’d probably stat them out as advantages. I had considered building them as allies (with their appearance rate being the likelihood of them returning to you at the start of each scene, if you weren’t able to pick them up mid combat and they couldn’t just fly back to you like Burpy). Alternatively I could stat them as Modular Abilities, they can switch into any advantage that could reasonably represent the effects they can create. Most would default to an innate attack and maybe one or two other abilities, but players can improvise effects based on the thematics of the slug and I’ll just pick the closest equivalent advantage to gauge how strong their effect would be. In any case, I would like to have slugs come in ‘tiers’ of rarity, determining their starting points, and they can level-up and gain ‘XP’ (character points) through use and training. I was thinking that I could use the “Melee, c” limitation for most of the slugs’ attacks, because inspite of being ‘ranged’ attacks they usually require the slugs to travel to their target and make contact. I won’t be using the canonical move speed of “100 mph” for the slugs and will instead approximate what the apparent move speed is portrayed as in the show (they don’t usually look to be going nearly that fast). And I’ll probably give them “Nuisance Effect, Telegraphed Attacks (targets aware of the slug get +1 to dodge for every turn it takes the slug to reach them) -10%”. I also wanted to give the slugs a “friendship value”, sort of like a talent that gives you a bonus to getting the slug to cooperate and do what you want, and to preform complex maneuvers. Alternatively if you’re mean to your slugs this value can go into the negative and become a penalty as they don’t want to cooperate.
I was thinking of adding a new influence skill for interacting with slugs. It pretty much does what you’d expect and lets you roleplay as Ash Ketch’em/Eli Shane and lets you befriend your ammo, it can default to any other influence skill that would normally be applicable to to influence another human (it just works).
As for blasters… idk how to calculate costs? I figured the mechanics of the item should be to hard to figure out and make a few variants, and I’m sure there’s a resource for blaster mods & upgrades.
I was thinking of limiting the character to more “grounded realism”, ie. Max HP rule will be enforced and there will be max values humans can get for their attributes (cave trolls max HP caps at +50% starting ST and have a higher ST cap, I don’t remember the other races off hand but I’ll figure out the details for each later). Character advancement will mostly be through collecting and upgrading slugs, what character points they will get will mostly go towards raising skills or buying a few advantages like Combat Reflexes or Trained by a Master.
So, any thoughts? Any suggestions?
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Posted: 2026-06-27T11:19:33+00:00
Author: /u/Shadowlands97https://www.reddit.com/user/Shadowlands97
What would be the difference during combat from normal Duplication (Linked to Telesend while not having purchases Mindlink) and the enhancement Construct? Would I be choosing to basically use Possession (because my Dupes also have Telesend, as it is linked to Duplication) while not taking actions myself? I'm going solo here, so I'm also the GM. Am I wrong in believing that I need Compartmentalized Mind as well just to move simultaneously with my Dupe? It says under Construct that my Dupes are "material possessions under your mental control." I just don't know if that means I can only use 1 at a time per mental action with one mental action per turn. Sorry about how messy this is. Since my Dupes have Telesend, I would think this acts as a Mindlink. I want to keep the IQ roll to connect from Telesend, but I've allowed either me or my Dupe to connect for both. So it's roll or my roll connect for both of us. Thanks in advance!!
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