Roll 3d6 - Roleplaying Resources

Reddit GURPS

Generic Universal RolePlaying System

Tabletop and LARP Dungeons & Dragons GURPS Pathfinder

 /r/GURPS Monthly Campaign Update
Posted: 2026-03-01T11:00:42+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.

– 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]
 New free GURPS post-apocalypse adventure - Railgun Road
Posted: 2026-03-07T22:06:35+00:00
Author: /u/thalcoshttps://www.reddit.com/user/thalcos
New free GURPS post-apocalypse adventure - Railgun Road

There's a brand new, free, unofficial 1shotadventure available today - Railgun Road, a gonzo, post-apocalyptic GURPS adventure!

In Railgun Road, Vagrant Town has been attacked, and three ruthless gang leaders have escaped into the wasteland with a gasoline truck, a crate of rocket launchers, and the governor’s beloved 33-year-old dog, Immortal Normal. Can the survivors hunt them down across a hundred miles of sand squirmers, radioactive meteors, and bizarre relics?

If you're a fan of Fallout, Mad Max, Gamma World, and other fiction set across a bizarre post-apocalyptic wasteland, you'll enjoy this one.

As always, it includes pregenerated characters, handouts, tokens, and everything else you need to drag your friends into a GURPS game. Enjoy!

https://preview.redd.it/xuj56l0v4png1.png?width=1200&format=png&auto=webp&s=6352d38f2eb73168ed9b9af7696607261121b59a

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

 Movement and combat
Posted: 2026-03-07T15:53:06+00:00
Author: /u/TRFKAShttps://www.reddit.com/user/TRFKAS

Sorry if this is obvious. When moving in combat (for instance with the Move and Attack maneuver) is it possible to move partly before and partly after the attack? The M&A maneuver description seems to imply so, since it says that you move as with the Move maneuver and may attack “during or after your move.”

– submitted by – /u/TRFKAS
[link][comments]
 How to handle global action speed increase/decrease?
Posted: 2026-03-07T14:00:33+00:00
Author: /u/Pardox7525https://www.reddit.com/user/Pardox7525

I've seen that in some cases you can do multiple maneuvers per turn but that makes the minimum increase +100%. So how would you handle some more gradual changes like +-20%?

I have an idea with adding to/subtracting from the initiative every round and then cycling it around making you do 2/0 turns in a round. But I'm not sure if it would break anything.

– submitted by – /u/Pardox7525
[link][comments]
 Shadowrun Meta-Modifiers
Posted: 2026-03-07T08:26:18+00:00
Author: /u/c06027https://www.reddit.com/user/c06027

I’m planning on running on running another Shadowrun-like adventure using GURPS.

This time I try to stay as close as possible to the Basic Set (no additional supplements), for various reasons.

In addition, my players are more free to create their own bio- and cyberware-as-power (similar to magic-as-power).

For this I like to provide a Meta-Modifier for their choosen advantages, like the Meta-Traits for characters.

Here is my current Meta-Modifier for Cyberware:

* Breakable: 0+% (Variable)

* Can be stolen (Forcefully Removed): -10%

* Maintenance (1 Person, Monthly): -2%

* Electrical: -20%

* Susceptible (EMP, -1 to HT): -1%

* Unnatural Feature (-1 to Disguise&Shadowing): -1%

Sum: -34+%

And this is my current Meta-Modifier for Bioware:

* Dependency (Immunosuppressants, Monthly): -5%

* Unnatural Feature (-1 to Disguise&Shadowing): -1%

* Unusual Biochemistry: -5%

Sum: -11%

This means that a trait realised by bioware is more costly than by cyberware as the lore suggest. Where it makes sense negative effects stack if a character has multiple *wares (e.g. Unnatural Feature).

What do you think?

– submitted by – /u/c06027
[link][comments]
 [OC] From a long-running GURPS campaign to a Military Sci-Fi novel. Seeking reviewers for "Echoes of the Final Battle"!
Posted: 2026-03-06T21:07:19+00:00
Author: /u/Marco_Castro_SciFihttps://www.reddit.com/user/Marco_Castro_SciFi
[OC] From a long-running GURPS campaign to a Military Sci-Fi novel. Seeking reviewers for "Echoes of the Final Battle"!

Hi everyone! I’m a long-time GURPS GM from Brazil, and after years of running an intense interstellar campaign, I’ve turned our story into a novel: Echoes of the Final Battle.

The year is 2180. A freelance hacker named Viktor intercepts a transmission from a ship that shouldn't exist—The Void Ship—sparking a high-stakes conspiracy in a galaxy on the brink of a Cold War. It’s a space opera with a 'hard' sci-fi edge, featuring political intrigue and morally grey characters.

Why I’m here: Since this world was born from the unpredictable choices of RPG players, I want to share it with this community. The book is already live on Amazon, but I’m looking for reviewers who enjoy the genre.

If you'd like a free .EPUB copy in exchange for an honest review on Amazon, please comment 'I'm interested!' below. I will send you a DM to get your email and send the file.

Thanks for supporting an indie author!

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

 Editable Gurps character sheet that you can edit ST FP/ Cultural familiarities into whatever you want (like "THIL" instead of "ST" or whatever or "Mineral properties" instead of "cultural familiarites or whatever)
Posted: 2026-03-07T03:18:42+00:00
Author: /u/Naive_Impression7302https://www.reddit.com/user/Naive_Impression7302

The GURPS character sheet seems very cool the only problem is if you want your stats to be called other things other than the generic Strength or IQ or whatever you can't seem to edit them to be something else. Anyone have a sheet GURPS or otherwise that you can do this?

– submitted by – /u/Naive_Impression7302
[link][comments]
 Does the high speed penalty from the Speed/Size/Range chart apply in melee?
Posted: 2026-03-06T15:44:05+00:00
Author: /u/danielethepiratehttps://www.reddit.com/user/danielethepirate

Title, would someone taking a Wait maneuver to hit a high velocity target in melee be at a penalty?

– submitted by – /u/danielethepirate
[link][comments]
 Ready Player One Campaign
Posted: 2026-03-06T12:11:38+00:00
Author: /u/Real_Tonight6294https://www.reddit.com/user/Real_Tonight6294

Hi Im planning on running a campaign for ready player one setting, both real and virtual world. I have the basic set, magic, fantasy, ultratech, martial arts, powers I want to be as cinematic and power fantasy (in measure) as it can be, wgile maintaining all the crossover fun of the OASIS universe Is there any other book you recommend? My group usually doesnt read the passive skills so I was planing on making them copy and paste them on a word and having it open for their characters

– submitted by – /u/Real_Tonight6294
[link][comments]
 Question about oasis rules
Posted: 2026-03-06T20:32:42+00:00
Author: /u/Real_Tonight6294https://www.reddit.com/user/Real_Tonight6294
– submitted by – /u/Real_Tonight6294
[link][comments]
 A slight rework of the RPM system
Posted: 2026-03-06T08:56:40+00:00
Author: /u/Al_Fa_Aurelhttps://www.reddit.com/user/Al_Fa_Aurel

I am currently working up a new gurps campaign for my players. It would have a RPM casting system - but while thinking about it, one thing bugged me. Namely, the Path of Undead appeared as very "off" to me. While all other elements - like mind, spirit, energy and so on - are elements of the natural world, undead appears to be a perversion.

Necromancy should be something possible to do with magic - but not as a default way of working with it. It just feels strange that the natural world order has included undead in it at the moment of creation if we assume a theistic origin (which is implied by the presence of angels and demons). The Sephiroth interpretation of the RPM system kinda makes this more blatant - Malkuth, "the Kingdom", the tenth Sephiroth, the one closest to Earth, being associated with undead? This feels weird.

So. What I did to fix it is to throw away the path of undead. Instead, I implemented a new path - the path of glamor or illusion. (Before, this was covered mostly by Energy, which is a very useful path anyway). I also rearranged the paths on the sephiroth a bit, but this doesn't really matter.

Undead summoning is now handled by a combination of the paths of Body and Spirit.

However, as undead now are a bit harder to summon than before, the common justification for necromancy - that its a shortcut - falls away. I fixed this via the following: Hidden Lore (Undead) or alternatively Occultism(Specialization:Undead Lore) is now a skill which can help you with casting undead rituals specifically. It is also relatively straightforward: as a first step of a ritual involving undead, you can make a single roll against this skill (perhaps with a penalty for more obscure types of undead). This is not an energy gathering roll in itself, but covered by all the same rules. Sucess lets you make all skill throws for this ritual at +1. Success by 5 or more gives you a +2. Critical sucess a +3. Failure gives the ritual a quirk. Critical failure immediately produces a failed ritual. This lets a person with abominable Thaumatology skills still be able to become a surprisingly dangerous necromancer.

This also allows you to introduce other types of "easy shortcut" magic into the setting, e.g. by way of making Demon Summoning even easier than it already is.

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