Roll 3d6 - Roleplaying Resources

Reddit GURPS

Generic Universal RolePlaying System

Tabletop and LARP Dungeons & Dragons GURPS Pathfinder

 /r/GURPS Monthly Campaign Update
Posted: 2026-09-01T10:00:23+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.

– submitted by – /u/AutoModerator
[link] – [comments]
 /r/GURPS Monthly Campaign Update
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.

– submitted by – /u/AutoModerator
[link] – [comments]
 Revised edition is here, but I'll never forget you!
Posted: 2026-09-28T13:22:49+00:00
Author: /u/iurilourencohttps://www.reddit.com/user/iurilourenco
Revised edition is here, but I'll never forget you! – submitted by – /u/iurilourenco
[link] – [comments]

 The weight of the culture
Posted: 2026-09-28T06:40:01+00:00
Author: /u/West-Surround-8857https://www.reddit.com/user/West-Surround-8857
The weight of the culture

Now I can see it doesn't fit my shelves.

Got to rearrange my manuals. 🤣🤣🤣🤣

– submitted by – /u/West-Surround-8857
[link] – [comments]

 My hunter x hunter nen gurps hack part 2
Posted: 2026-09-28T20:18:50+00:00
Author: /u/DareDevilinohttps://www.reddit.com/user/DareDevilino
My hunter x hunter nen gurps hack part 2

part 1 here.

https://www.reddit.com/r/gurps/s/jxa3KjExIs

Nen reserve

ST+DX+IQ+HT+FP+LP extra = 1 character point

Aura flow

Is a Will easy skill. The Skill Level is very important. This is the only skill used in it. All the advanced nen techniques are just techniques worth 1 point to say you know how to do it. Extra points increases your level for just that technique.

Nen outputted gives you temporary characters points to use at the techniques.

in our example 16 Skill level

Costs

It costs nothing to use it under your skill level. But consider it as fatigue costs of a related activity. Enhancing walking would be every minute, enhancing running every 15 seconds, and so on. Specially after battles. Recover it at the same rate as life! Not as FP!

Over the fence

You can use more than you skill level allows, but every extra point is lost at the end of the round. That means you can use great bursts of power in strategic moments, but that quickly burns your potential.

Keep in mind using your aura under your level is cheap on purpose, that's the gap between masters and beginners.

Aura Residue

1/10 of your max reserves + 1/5 of your output roof in use + any over the fence aura. Note that down if you use a common scheme.

This number, rounded up is your Aura Residue, anyone gets a bonus equal it to detect you using a normal perception roll. Average out if many users are near the target. You may determine the enemy value this way, and you can use that to measure up their potential. They can do the same to you.

Rolls

You only roll in 3 scenarios:

1 You want to increase your aura output. Make a flow check, penalty equal any over the fence points. This is supposed to be asked only once per scene. The roll is for raising the roof, meddling under ir is free of rolls. This roll takes 1 second and requires concentration.

2 Activating Techniques. Check the technique, bonus for the extra levels in it. Activating it requires concentration and takes 1 second. Every current active technique gives -1 cumulative at all nen rolls. You can activate two or more at a time, at -3 for each.

3 Keeping concentration. At a penalty equals the number of active techniques, any over the fence levels, and -3 if you are concentrating at something else too.

Ren

You activate your ren by choosing an attribute to increase at the rate of +10% per point in ren. Always round down.

So if we use our 16 available points, we could increase one attribute in 160%, or two at 80%, or one at 100% and save 6 points for other stuff.

I usually allow only ST, DX, speed and move at base levels, and hunters can learn more specialized ren uses if they see fit.

Ten

Passive DR equals 1/5 of the used aura. Ablative, flexible, doesn't add against metabolic damage and doesn't cover membranes.

It is undone by damage, it remakes itself automatically next turn, at no cost, while it is active.

Zetsu

Success margin erases residual aura.

Any success blocks your use of nen and its Techniques, halves the recuperation time for nen, fatigue and life, and gives you +4 in stealth.

Someone with a big aura residue can take many tries to accumulate the necessary success to execute a perfect zetsu.

*En*

Each point gives you one of these. Each option counts as a different technique for every purpose.

- Precision: +1 in IQ and skill rolls to analyse what you got

- Avidity: +1 In perception rolls to detect movement and surprise attacks

- Distance: Grows one step in the distance/speed table. Stuff outside your field of distance is not even detected at all.

Weird Ens should be brought as different techniques.

IN

Any success makes the ability invisible to however is not using gyo.

Note your margin, it becomes a penalty to gyo users trying to see it.

You get a penalty equal to the residual aura contributing from the ability. (1/5 of its total point cost)

KEN

Each point invested gives you 1 DR identical to TEN.

GYO

Invest the necessary amount to activate the advantage it gives. Each one is a separate techniques

- Eyes: [3] Allows you to see aura.

- Legs : [10] Doubles your move

- Jumping: [12] can jump your entire move in any direction.

Keep in mind those are normal advantages from the book with modifiers, i can see quirky characters learning gyo for the ears and whatnot, just price it as the necessary advantage. You might have noticed see the invisible is usually 15 points, i divided it because the eyes are small, and gyo is crucial in combat. Enhanced move is usually 20, i halved it because of the legs size, and because it helps my campaign and doesn't make a big difference in our style. Jumping however, is walk on air [15] with a -20% accessibility (touching the ground once per second), with no reduction because it needs the whole body taking impact, and because it could bring balancing issues to my table. Go moderately nuts with gyo.

KO

Body size parts take less aura to cover than the whole person.

Torso or two limbs: multiply aura in it by x1.5

One limb, the head, or half the torso: x2

Hand or smaller: x3

Every division like this is a separate instance of KO (E.x. for concentration purposes)

SHU

Each level of shu costs 10+SM of the object (minimum 1). Choose the type, each type is a different technique and instance.

- Enhance: Increase the quality of an item. You can't go above maximum quality without using hatsu or special shu techniques.

- Protect: Each level gives it DR exactly like TEN and KEN.

- Time: Normally it last for 10 seconds only. Each level of time increases this as: 30s/2min/6min/1h/24h

Shu depletes the invested aura, you can't get it back without special abilities.

To recreate some stuff we see characters doing, I advise you to consider most objects as terrible quality improvised weapons. A card ā™¦ļø could be a terrible quality shuriken, for example, and a volleyball ball could be a terrible quality nuclear bomb.

RYU

is Aura flow/2 +3 +any levels bought of this technique.

Ryu counts as an active defense, but you get one as a free action every turn.

On a success, you can change your aura really fast in response to something.

Keep in mind protecting an arm from a big blow would require KEN and KO activated at the same time, so -3 for each. RYU bypasses that penalty. But you still get penalties for going over the fence. Its safer to utilise your already outputted aura, even if you break whatever scheme you had for next turn.

HATSU

You need to invest the entire point cost of the advantage as output.

It's advised to include at least 1 level of " costs FP" that is actually nen instead of FP. When building it the player should choose between the every use, every second or every minute option.

But keep in mind the players is already occuping a big part of his output with the skill, they will pay NEN as fatigue if using it too much or in combat, and they might risk going over the fence to activate it in battle while using other techniques. So the "costs nen" limitator is not necessary.

As usual Your nen affinity gives a -100% modifiers, neighboring affinity gives -50% modifiers, next ones give +50% modifiers and the polar opposite affinity gives you +100% modifier.

The -100% is an incentive to get at least +20% amplifying mods, since gurps max reduction is -80%.

Your hatsu might need extra skills like inate attack to breathe fire or direct rays of your hands, this technique only covers the aura placement necessary to activate it.

Every hatsu produces 1/5 of its cost as aura residue. You deal this as extra damage to users without ten, but this damage might awaken them!

Emotion

Your feelings should be a problem for nen, any mental disadvantage or failure to control emotions should double the residual aura you release. That's how your enemy might catch on to your aggression, and even non users might feel observed. Remember that this could potentially double your damage against unprotected targets!

That's It.

Tell me your thoughts on it. I'm still playtesting this second version, but I'm happy that it is much simpler to use and track. It is a bit more powerful and deadly, but that's the feeling I was looking for.

– submitted by – /u/DareDevilino
[link] – [comments]

 FN FAL
Posted: 2026-09-28T22:42:03+00:00
Author: /u/Upper-Scratch260https://www.reddit.com/user/Upper-Scratch260
FN FAL – submitted by – /u/Upper-Scratch260
[link] – [comments]

 Help with running the system
Posted: 2026-09-28T14:41:27+00:00
Author: /u/RatDude1111https://www.reddit.com/user/RatDude1111

So, I’ve been running gurps for a bit now and there has been some ups and downs. I’m here to get some advice and thoughts from people who have played this system for a long time.

I’ve been struggling with enjoying sessions consistently. I’ve been trying to run gurps in a way I think it’s supposed to be run but maybe I’m just doing it wrong?

The setting is set in this like modern world but because of the laws and stuff people fight using melee weapons. Guns are available but bullets are so expensive there’s no point in getting them (if anyone knows the city from the project moon games the campaign is set in that world).

There are sessions that go well, but a lot haven’t. (I’m not claiming to be perfect either). I’ve been having problems mainly with combat, it seems like 50/50 if a decision I make or a NPC I made will either make my players not feel great about it or have them enjoy it.

Sometimes the DR is to high? But it’s intended to be that way because it’s an open world campaign where they might encounter people that are just generally stronger. Then even if the skills seem balanced, I’ve had a player talk about how it feels like every NPC they fight have super high skill. Right now I’m averaging combat skills to be between 14-17 depending on how strong I want the enemy to be. I have an average fighter to be 14.

I also want to give out penalties for things that might make a skill harder, as the book talks about doing this as a GM but I feel like I don’t have the opportunity to do so without it feeling like I’m attacking the players. It feels like any NPC I make or any rule decision I make feels like I’m trying to go against the players even though that’s not my intention.

I really like how gurps works and functions, but idk if I just have the wrong mindset or if it’s something else I’m just now following. I’ve had a player who has felt useless during combat recently he has this grapple build, but felt like he’s just been hit every fight and couldn’t do anything afterwards, one of my players have now made a character that is extremely good in combat, has built skills around targeting the neck and can basically one shot anyone. So now I’m kinda walking in a fine line on not knowing how to balance things out.

I genuinely like the setting I’m running in and I have so many cool ideas I want to explore, I enjoy gurps and its rules and system. Idk if any of what I said is understandable but I’ll be hoping for some form of advice or something that might help me out want to continue the campaign.

– submitted by – /u/RatDude1111
[link] – [comments]
 Is GURPS Basic "enough?"
Posted: 2026-09-28T01:59:50+00:00
Author: /u/apelikeartisanhttps://www.reddit.com/user/apelikeartisan

Hi all,

I am a forever-DM who is "GURPS curious," so to speak. Long-story-short, I have a low-magic fantasy setting (w/ all the standard fixins', just powered down - too low-magic for the "default" RPG), and I've absolutely fallen in love with Lite. I've played a couple of near-future sci-fi games to test it out, and had a great time. The roll-under, combat style, horizontal progression, etc. However, I want the "rest" of the game.

For my fantasy world, a spell list and a bestiary are the key things missing from Lite, and it seems there are no legal ways to obtain these at reasonable cost. Staring down the barrel of the Basic Set + Magic + Fantasy + Beasts, it's at least $100.00 to get my foot in the door on the PDFs.

So, here's my question: is Basic "enough" to make a full game that isn't just hand-waving key mechanics? Do I need all these extra books? I don't want to play Calvinball with my players; we a bit of a "wargamer's table" and symmetric (or at least transparent) rules are important to us.

The put it simply: Does Campaigns and Characters have enough meat to replace all the staples of the generic fantasy "engine?" Or do I need to purchase a small library (and discard 90% of the content) to have a what I'm looking for from GURPS?

I'm not looking for a drag-and-drop 5e replacement, but I'd like enough content pre-written to justify the expense, you know?

Thanks for any advice!

– submitted by – /u/apelikeartisan
[link] – [comments]
 Looking for GM
Posted: 2026-09-28T21:38:20+00:00
Author: /u/Upper-Scratch260https://www.reddit.com/user/Upper-Scratch260

GMT 1+ Prefer TL 1 3-5

Preferable voice telegram teamspeak or steam

– submitted by – /u/Upper-Scratch260
[link] – [comments]
 Omnidirectional Dash?
Posted: 2026-09-28T04:33:38+00:00
Author: /u/IndependentOwn7493https://www.reddit.com/user/IndependentOwn7493

I'm using GURPS as a base for my own hack for a mecha systems (to be used among friends) and I wanted to figure out if GURPS allows for things with fast omnidirectional movement (like the boost dashes in Armored Core, where the AC moves several yards in a single second to dodge attacks).

Otherwise I am just willin to butcher the movement and defense rules to allow it somehow.

– submitted by – /u/IndependentOwn7493
[link] – [comments]
 How to do Power Ranger style Megazord combat?
Posted: 2026-09-27T13:57:00+00:00
Author: /u/Tough_Chemist_7161https://www.reddit.com/user/Tough_Chemist_7161

I'm going to start running a power rangers campaign soon and am having trouble figuring out how to do combat once the players get into the Megazord. I've looked in Mecha and Spaceships for ideas. The problem I have is that Mecha is geared more towards each player having their own mech. And Spaceships is about a technical battle; focusing on engineering, navigation, and in-depth weapon system rolls. Neither feel power rangers to me. Let me know if I'm missing something, but I can't conjure up a solution that works for what I envision a Megazord combat to feel like.

I want each player to be able to make decisions on their turn, but how does that translate if everyone is inside of one "body"?

- Do I have each of the 5 players control a limb? Pink ranger has the left arm and Blue ranger has the legs?

- Or maybe broke down by combat maneuvers? Like Green ranger controls defense while Black ranger controls movement?

These solutions could break up the combat for each player, but what if the Megazord is in position to take a swing at the monster, but it's the "defense" or "legs" player's turn? I really can't decide what feels most like Power Rangers.

– submitted by – /u/Tough_Chemist_7161
[link] – [comments]
 Rocket Launchers and Internal Explosions?
Posted: 2026-09-27T14:30:11+00:00
Author: /u/Ambersoushttps://www.reddit.com/user/Ambersous

If I shoot someone with an RPG, and i fucking decimate them with the damage, does the warhead explode inside of them or is it still a contact explosion?

– submitted by – /u/Ambersous
[link] – [comments]