/gurpsgen/

GURPS general

Bees Edition

What's the most effective (and cheapest) way to make a character that can store and control hornets at will?

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I always hear about any disad limit over 75 being terrible; can someone explain why? I'm considering having a 200 point game with 100 disads allowed, and want to know why that would be a bad idea.

>What's the most effective (and cheapest) way to make a character that can store and control hornets at will?

Something with payload (flesh pockets maybe) that might be specialized for hornets.

Then your hornets can be allies. A more expensive option is to have mind control (hornets only).

Basically, if the disad limit gets too huge, players can't really use it without gimping their character concept or making a thematically "busy" character.

Better then to just give them more points to spend with a lower disad limit and keep it clean and simple.

Hey /gurpsgen/, what are some reasons to have chemically-propelled firearms as artillery or cannons in a TL11 setting that also has lasers and electromagnetic guns? Also, are there any reasons for a tank/walker to ahve multiple crew with automation, as present in TL11?

You may unintentionally create circus freaks there are way more powerful than you intended. Or maybe just characters there are weirdly complex and have too much going on.

If you think you can handle it and REALLY want to allow this many disadvantages then do it, it's not the end of the world.

>a character that can store and control hornets at will

What do the hornets do?

(It may be easier to just buy certain abilities and call the hornets a "special effect".)

Thanks for the answers, anons. I suppose I will keep the point limit to be 200/75.

What are other cool bee themed character concepts you guys can think of?

Stealthly sting, distract and carry small objects. Also scout and collect information.

I imagine that it would be like Bioshock, and you can release hornets to attack enemies in swarms.

I think the advice these anons have given is fine and dandy, but I'd like to offer one more viewpoint.
I don't think limiting the points spent on disadvantages solves the problem people think it solves.

The reason why things go badly with disadvantages is because some players think a "disadvantage maximum" is also a "you need this many disadvantages to play." So like the other anons said, this might encourage incredibly busy characters, extreme min-maxing, or cheap grabs for easy disadvantages.

Like everything else, it takes a teeny bit of experience and GM discretion to know what looks ok and what doesn't, so a disadvantage limit is decent training wheels I think when getting used to the system, but I think more important is GM discretion: look at the player's disadvantages and ask yourself and the player if what they put on their character sheet makes a coherent character that is fun and not confusing to play, and likewise, fun, and not mentally exhausting to GM.

Every single Self Control disadvantage at the CR-15 level is an abuse of the disadvantage limit.

Some very expensive disadvantages that reflect on an important life changing event might break the budget, but synergize perfectly fine.

Is there a limit on the accuracy bonus you can get from using aim?

I want to make a guy who uses modular powers (aspect: everything swords, limitation: weilding a sword) to become a master at "understanding" the essence of the blade.

He uses his modular powers to switch combat style to suit the sword and also to gain ki powers and stuff like that which are thematically appropriate to the blade.

Does anyone have a bee/hornet/wasp template?

Yes. Depends on the accuracy of the weapon:
"The sum of Acc and
all extra aimed-fire bonuses can never
exceed twice the base Acc of the
attack."

Yeah, look at the rules for scopes

Chemically-propelled firearms are pretty much always going to be more efficient than beams or EM guns in a realistic setting. Most things that can supply power to a laser or railgun can also create an explosion to push a slug down a tube. Realistic beam weapons are probably only useful for specialist purposes (sniping, anti-aircraft fire, point-defence) and electromagnetic guns are likely to beat chemical propellant ones only when projectile speeds get really fast. So basically, you can just nerf everything except chemical slugthrowers in the name of realism.

What exactly are you asking? Is there a maximum accuracy bonus you can get with any single weapon? Yes. Is there a maximum accuracy bonus that a weapon can give you? I don't think so, although that does seem rather counter-intuitive; the most accurate weapon in the world is still only as good as it's user.

Sup, GURPSfirends. Just a quick question - where can I find rules for forging low tech weapons? Specifically, for TL3 steel blades.

It came out of the blue from the player and I need it for tomorrow game, but I don't know where to even start looking, aside Low Tech itself.

There's a LT supplement/companion book that lets you add custom stuff to weapons like hooks and the like I think. I don't remember which one.

Unfortunately there's no steadfast rules on making things. I think the LT companions have some things on craft secrets and margin of success on crafting rolls, but nothing concrete on time or materials.

No, there is a materials list and rules on how long it would take in Low-Tech Companion 3. Chapter 5: Manufacturing.

New to GURPS here

l gonna play a LT6 game a week from now, and l wanna play a high skilled martial artist that focuses on non-lethal techniques and does not use weapons of any kind.

l have 140/50 to spend, but only 50 can be used to buy exotic advantages.

l know about GUPRS: Martial Arts and all the other supplements but l don't really have time to study everything, so l'm seeking help from you guys.

What should l get? What are interesting options? What's gonna save me from getting shot and dying in the first session?

l know refusing to use guns and other weapons is kind of risky in a game where those exist, but that's what l want my character to be all about. ls 140/50 too few?

Thanks in advance, any help will be extremely appreciated.

>What's gonna save me from getting shot and dying in the first session?
Survivable guns and bulletproof nudity.

weapons master; martial arts (karate, and related skills)
Then buy up a bunch of levels of it, and kicking, acrobatics, and jumping. Maybe climbing
"Non leathal" techniques likely eans youre breaking bones, disabling opponents, and not finishing them off.
Maybe buy up Judo, arm lock, neck lock and similar. Otherwise, targeted attack lets you buy off up to half the penalty of an area, so you can kick out knees and elbows like a mofo.

Regardless, a martial artist with a stick is twice as deadly as one without; Parry gets a +2 for staves, you can deal swing damage, and reach further than C. Invest in a heavy stick. I suggest hickory, or ironwood.
[Ive always felt a shot to the knee with a .45 was more 'nonleathal' than anything else, tho]

Good thematically linked disadvantages are vow ('unarmed'), Pacifism :Cannot kill/ harm innocents, and even good old Racism/Intolerance

Definitely take the no weapons and no killing as vow disadvantages, and perhaps grab a code of honor as well. That will give you a healthy amount of points to spend on other things. Otherwise you are going to be spending points in the Judo and Karate skill, and anything else that can let you do crazy things like acrobatics.

I'm quite happy to be proven wrong. I'll have to remember that chapter.

>[Ive always felt a shot to the knee with a .45 was more 'nonleathal' than anything else, tho]
In movies, yes.

I'm very new to GURPS (reading the basic books and ultra science right now) and I'm thinking up a world where "gifted" individuals can manipulate energy (and therefore matter). Supersciency stuff like force barriers (akin to overwatches barriers) and "infinite" energy generation should be part of it, although it should still stay at TL10. I have a few questions regarding the ruling:

1. What rule system should the "gifted one's" use? Psionics or magic? They should not be able to just manipulate everything nilly willy, so some kind of limitation should apply. They also should be tiered (Highest tier should be godlike, while lowest tier is not detectable by any means and could maybe just show by increased strength or so)

2. I want mechs very similar to Titanfall. Are the Battlesuits from the ultra science book something like that or did I misread that? If so, where should I look?

...

Use the book Powers, it's probably what you want.

Some of the battlesuits are kinda big, but the pyramid article "modular mecha" mightbe moreuseful to you. I don't have my pdfs with me at the moment, though, so I can't tell you the issue of pyramid it's in.

Thanks!

A character with a knack to let them use the Create Animal spell, which can make swarms.

For those who need it: Pyramid 3/51

How bad of an idea is it to not give players any base starting money, and instead tell them that they may spend 1CP for every $1,000 they want in starting cash?

Kinda. Depends on how much they will need it.

Players already have an option to spend points on money, so l don't see why you would do that. Unless you want to fuck up players who don't have any points to spare.

>ls 140/50 too few?

It depends. Is it too few to walk into a typical GURPS gunfight and expect to come out on top? Hell yes. Is it too few to make a decent martial arts character who can thrive under the right circumstances? No.

A lot will depend on your GM and the options he is using in the game. If most NPCs are 'mooks' with low skill and the game uses rules to enable melee characters like Survivable Guns, Flesh Wounds and Melee Etiquette then you will probably be fine. If he hates the concept or just treats the game as a very detail wargame, you're probably fucked.

Between those extremes, there's the grey area where the right choices can keep you alive and the wrong ones kill you quick.

First of all, do what you can to avoid gunfights. Take Observation and Tactics to spot potential trouble. Use social skills to negotiate with people you can't fight or at least get close enough to use your hands. Get your Dodge and Move high enough that you can survive a short dash through enemy fire. Get techniques which allow you to neutralise weapons (disarming or fucking up the weapon hand), get Acrobatics to make acrobatic dodge rolls and recover if you have to doge and drop. If you're part of a party, find ways to help them in a gunfight which don't involve charging at people with guns; be a medic, or an ammunition caddy, or a spotter.

Try to work in roles where being unarmed is an asset. Be the infiltrator who gets through security. Have enough social power that the authorities will be happy to side with you when they see that your enemies threatened an unarmed man. Do what you can to look like a non-combatant type.

Thank you! You can't even imagine how important it is for me.

>Ive always felt a shot to the knee with a .45 was more 'nonleathal' than anything else, tho

Assuming nothing hits the popliteal artery/vein, maybe.

>Stealthly sting, distract and carry small objects. Also scout and collect information.

Advantages: Innate Attack, Affliction (Disadvantage), Telekinesis, Clairvoyance.

Modifiers: Enhancements and Limitations which make the powers/attacks susceptible to things/attacks/conditions which would affect a real life hornet/swarm of hornets.

FX: Hornets!

Are skills like Blind Fighting worth the points? l feel like putting the lights out before a fight might grant me a big advantage if l learn this skill.

What exactly do you need to know about forging? ie What's the issue you need to adjudicate.

>Using guns with intent of being non-lethal
>Ever

I would give at least a small amount of starting money. After the end gives $500 and $250 per point.

Time needed to forge a specific type of blade. Already figured it out with the use of Low-Tech Companion

Good post man.

I'd also suggest a little lateral thinking. If someone has the drop on you with a gun it's best to go along with them and wait for an opening, if you are unarmed a lot of people are going to hesitate before they shoot you.

It can be! Though in a pinch I'd note that if you have sharp senses and can take out the lights you can locate people by sound, eat the penalty to get your Grab on, then take advantage of the fact that you don't take any penalty to grappling for not being able to see. Dark rooms are also relatively easy to hide in, get close and launch your attack.

I was going to suggest looking for blaksmithing forums and just asking.

But of course GURPS has it already written down somewhere.

They sort of lampshade that in the Human Revolution DLC, where the opposing force leader you end up working with complains bitterly that you've put a bunch of people in the hospital with concussions and fractures.

In GURPS there are limited options for non-lethal take downs. Much like IRL, dead is MUCH easier to do quickly and quietly then disabled.

Risking life-altering injuries by shattering limbs works. So does grabbing someone and choking them, though you are likely looking at holding them for at least 20 seconds before they pass out. A silent, non-lethal take down takes that long or having someone with you that can gag them and bind their hands while you keep them from making noise or escaping.

How good is GURPS at representing Shadowrun or other cyberpunk? Has anyone here tried?

If you use the cyberware from 3rd Edition's Ultratech-2 book, it's not terrible. I think the chipslots are really great, since not only can you slot skills, you can slot Advantages and Disadvantages with personality chips.

I'm new here, and would appreciate the collective thoughts/opinions/help of /gurpsgen/.

I have a few vaguely-connected campaigns in mind. They all take place in the pre-, during-, and slightly post-Napoleonic era. This will include some alternate history in the form of mostly secret magic, some cultist stuff, and few things that go bump in the night; to add an extra layer of mystery, conspiracy, and potential fear. Players will be soldiers, explorers, mercenaries, poor civilians, nobles; many representatives from the era here.

Now, I'm thinking of what system to use for such campaigns; I am stuck between GURPS and Call of Cthulhu. I have never played either of these systems, and have only glazed over the core rulebooks for each.

A variant of this question will also appear on /ysg/, but for you guys: would you suggest your system for such a campaign? Does it have a splat-book that would cover the era of history I'm looking at in a great deal of depth? How is the lethality and relative capacity for heroism or--on the other side of that coin--cowardice and potential insanity? If you do not mind, please sell your game to me, at least in regards to how it handles what I have in mind in comparison to its immediate rival in this matter.

The answer to the question 'how good is it at running x?' where x is your dream game, is 'really good'. The question you should be asking is 'how much work am I gonna have to do myself?' and in the case of shadowrun, quite a bit. Don't get me wrong, generic cyberpunk is handled competently and readily in the basic set and high-tech/ultratech/biotech, but shadowrun is pretty particular in the mix of technology, magic, and digi-space bullshit and would require some patience and know-how to emulate.

If straight-up shadowrun is what you're after, maybe I'd look at the SR system itself, 5e is my rec. If GURPS SR is what you want, load up on the -tech books higher than low-tech, have some patience and create your own beauty, better than those hacks at CGL can churn out with a year of embezzled paychecks. Some ideas include a limited version of Jumper (World) for Matrix and astral space shenanigans, and quite a bit of points for everyone.

Well this is the GURPS thread so there will be understandably some bias, but I would say that GURPS does a good job at what you are looking for. It is by default pretty lethal and realistic, but the game is easily tweaked for crazy cinematic things (Pic related). The GURPS Horror book includes a lot of what you are looking for for the spookier bits, including Call of Cthulhu esque sanity mechanics. The Low Tech books have all the Napoleanic equipment that you would need and some splats like the Swashbucklers 3rd Ed. book have a lot for the era. Mechanics wise most of what you really will need for the game will already be in the basic set. It isn't hard to do early 19th century dudes, and the basic rules for magic already let you do crazy occult things, along with let you stat up monsters.

I don't think that CoC is a bad system, but it is focused on the mythos rather than whatever you want to stat up, doesn't have much for the era, and doesn't have the depth and grit that you can have with GURPS. In the end it depends on what you are trying to do.

You want basic set, GURPS high-tech and probably GURPS Ritual Path Magic (this is the most "ritual" magic, though it is also a bit complicated/advanced compared to other magic systems).

High-Tech will have technology of the era. If there's a splatbook about the Napeolonic era, I wouldn't know. Check the OP (it's not a picture), maybe there's a 3e book there about it.

I've had a lot of fun playing a game where the characters helped build cybernetic items they'd like their characters to get in the form of Advantages, with the understanding that they'd also see other people with them.

It works pretty damn well. For Shadowrun style mixed magic and cyberpunk, it works better then Shadowrun by a long shot, if only because the rules aren't crazy.

GURPS low tech/high tech have the Napoleonic wars kinda fall though the cracks, as it's very early High Tech and just a bit too late for Low Tech, but you can certainly make it work. From the perspective of combat early TL 5 is an interesting area.

By default, GURPS is heroic realism but highly lethal, especially in the face of early modern period firearms like you'd face in the Napoleonic wars. A Baker rifle can ruin a man's day in an instant. You can make heroism likely to avoid sending you to heaven quite so quickly by suggesting the Luck advantage to players, allowing them to force Critical Hits to be re-rolled ageist them.

>vow ('unarmed')
How much would it cost? -15?

What skill would you use for a sword bayonet?

Okay so l'm taking the Trained by a Master (30) and Extra Attack (25) advantages. Assuming l get the full 50 points from disadvantages and 5 from quirks, l would have 140 points left.

How much should l spend on stats? l have a many skills l'm interested in (mostly the ones with Trained by a Master as a prerequisite), but l'm not really sure how to balance everything.

DX and HT are your brea dand butter, as they up your primary attacks, and your initative/move/dodge

I'd say 100 in stats/basic advantages, 40 in skills. Give or take

See if your GM will allow low level basic DR from martial training. Crushing only, 2-3 points should save you from most fisticuffs

I always suggest 12 DX, 12 HT and Combat Reflexes. This adds up to 75 points and provides some excellent survival and defense, along with combat ability.

Picking up 12 points of ST would bring you up to 95 points, then it is down to whatever you like. Special Exercises (Tough skin) as a one point perk and DR 1 (Tough Skin) is quite nice.

Drop 12 points into whatever you skill you will be using most, like Karate.

Targeted Attack (Karate Kick/Foot) and Kicking (Karate) techniques could make you the guy that defeats people by fucking up their feet.

I wouldn't go for extra attack and trained by a master with your budget. At least skip one of them (TBaM probably isn't value at your point values. Extra attack though might not be terrible because of some combos you can set up). You can ask your GM if you can get an aspected TBaM (unarmed only) if you really want it.

Combat reflexes and Luck are better value, then invest to have a very superior speed and judo skill.

You want to start the fight when already at grabbing distance and then you want to finish the fight before they even get a chance to act (preferably before they can even react). You want to disarm them as fast as possible, either by taking their gun from them with a boosted disarm technique or by simply throwing them and breaking their hand.

A simple thing you can do with extra attack is to grab their right hand (perhaps invest in targeted attack:hand) and then punch them using your extra attack (if you decided to keep it). Because they are grabbed them can no longer retreat from you, meaning they can't clear enough space between you and them for them to shoot at you unpenalized. Your opponent will have a bulk penalty and you can start parrying their gun.

Try to not fight against multiple opponents on your own. If this happens anyway, try using a grapple to place an opponent in between you and a shooter. This means the shooter might hit the wrong target, giving you a bit of cover.

Ask your GM if you can grab enhanced dodge too.
Or see if you can buy up your basic speed to the next level to get extra dodge if he says no.

There's multiple systems for "Magic", some which seem more magical than others, and there's also Psionics and Powers. Your best bet is probably Psionics or Powers: Sorcery.

Keep in mind, just because Sorcery (for example) is "Magic", it's only so defined by how it's presented. If you wanted to use that system for Psi powers, you'd simply rename the core 'sorcerous empowerment' advantage to something more appropriate, and make sure the individual abilities did things you felt were appropriate for Psi powers in your setting.

Spear if it's mounted, usually knife if it's held in hand (typically using the large knife or long knife statline) but the largest ones probably qualify as shortswords.

See, I know how long it takes to make a sword. Having an uncle doing artistic blacksmithy has it's perks.
Thing is - I know how long it takes when three guys are working at it. And I need an approximation for single person. When I've explained it to my uncle, he openly stated it would be pointless waste of time to do things alone, hence GURPS went as final answer.
Especially since we are playing GURPS anyway.

Everything this user said. If you are willing to spent something around two or three days assembling pieces, you just can't go wrong with GURPS and will get the most competent cyberpunk game around, with room for variety of options and weird shit.
Thing is - most people don't have enough patience for this, as they apparently suffer from ADD

Sup, gurpsgen, how would I go around creating a character who can take off his head and throwing it, also allowing it to be regrowable?

GURPS powers page 52 (detachable head) combined with regrowth from Basic Set.

>want to make a character with ATR and ETS
>that's 145 points
>GM set the base points to 150

Just slap some limitations.
Did he actually make "everything goes" in 150 points?

Essentially, yes.

There also isn't a disadv cap, so my current plan is to just double my points in disadvantages to be on the same level as everyone else.

Lower your expectations, friend. Or use limited versions of them.

Backlash,
Temporary disadvantage,
Costs HP,
Alternate Abilities
Since ATR is 100 points, if you are trying to be a munchkin, temporary disadvantage to make it cheaper is a better deal than taking disadvantages right out.

Maximum Duration gives a stupidly good discount and is basically perfect for ATR; -75% for 30 seconds with a cooldown of five minutes basically means you can activate it every fight and expect it to last as long as the fight. I'd leave ETS unlimited (or at least not sporting the Maximum Duration limitation) as its main benefit is its increase in reaction time. In total, you would bring the final cost for your package down to 70 points.

Alright, sounds like a better plan. Thanks.

Question on slams, /gurpsgen/:

I know you add a bonus for sumo, shield DB, etc if you're the one MAKING the slam, but what if you're on the receiving end? For instance, say Sammy Sumo slams into Joe Fighter who has a sword and large shield, can Joe toss his active defenses and choose to meet Sammy in the slam and get the +3 to the damage he rolls against Sammy in the contest to see who falls over? What if it was another sumo wrestler, would they get the bonus from skill?

Okay so l'm the guy making a martial artist and l'm kind of afraid.

One of the members of my party is using his 140/50 to make a frog man. He has ST18, DX14 and lQ 7, plus many abilities of a frog.

l'm afraid l might stay behind and never actually be useful in any way.

Remember that l have little to none experience with tabletop games and never played GURPS before. Hence my fear of making a bad character.

l still very fond of making a martial character who refuses to use weapons, but what could actually make him good?

l understand that many have already given me advice, but my limited experience isn't helping on understanding what it will be like in game.

Sorry for playing the insecure and thanks for the help, anons.

IQ7 takes you to -60, though.

l believe my GM is allowing unlimited disadvantages on stats provided that you only spend those upgrading your stats as well.

That does sound kind of broken to me, but l'm not experienced enought to call him out on it.

If you're attacked by a slam, you get no "free attack", only your regular defense roll.

What Joe CAN do is use a Wait action on his turn to meet the slammer with a slam of his own, in which case his bonuses DO apply.

A frogman will likely have much more limited scope of ability because he's putting his points into advantages such as superjump and the like.

Being able to jump good is great and all, but if you want effectiveness, skills, equipment, raw attributes and afflictions/innate attacks are much more efficient by the point.

Ah, so he's allowing unlimited racial templates? Fun.

Time to play a battle droid martial artist!

A martial artist can be insane if your GM allows cinematic/supernatural traits.

Gauntlets are always a solid inverstment; bonus damage, protecting from self-injury during punches/parries, and (if the campaign includes it) a way to give unarmed attacks enchantments.

Consider Power Ups 1: Imbuements. IIRC, you can buy a limited version that only lets you learn unarmed versions; with high DX, 20 points for Imbuement Talent 4, and 1-4 points in each Imbuement, you can become a powerful and versatile unarmed fighter. Project Lightning Punchi and its ilk are hella fun, but some imbuements (Stupifying Blow and Crippling Blow come to mind) are very powerful and versatile on their own.

Cinematic skills are da bomb. Power Blow + Pressure Secret is fucking brutal. Light Walk + Flying Leap + Lizard Climb (last one's from Martial Arts) means you are stupidly mobile. Breaking Blow makes armor a non-issue.

See if your GM will let you take an Unusual Background and let you (and only you) use the Chambara Fighting rules from Martial Arts. Speaking of UB, there are perks that let you shift certain skills to other attributes (e.g. Lockpicking based on DX instead of IQ). If you can, try and take a 5- or 10-point UB that lets you move all imbuement skills to Will; that would make most cinematic skills and all imbuements key off the same attribute, and Will is cheap to pump up. Unarmed fighters should probably have good DX regardless, but DX 14/Will 18 works well enough and is cheaper than DX 18/Will 14.

As for Frog, IQ 7 means he is dumb as a particularly dull sack of bricks; he cannot into trickery, tactics, monster info, or social skills. Unless he bought PER and WILL back up, he's also begging to get ambushed or stumble into a trap, and he will definately get possessed, cursed, stunned, brainwashed, and basically fail anything that is resisted by Will.

His DX is good, but he's losing a lot of utility because of shit IQ. Having high ST is fun, but also overrated.

If you get karate punch (targeted attack:face from Martial Arts or you can just trademark it using the Basic Set perk), ANY INJURY to the face will cause a HT roll and ANY MAJOR WOUND will cause a HT roll at -5. This is just as significant (if not more) as having ST 18, and you can accomplish it with a much more efficient expenditure of points.

A high judo skill is also very powerful and will completely roll NPC:s who can't handle grapplers in a melee where you can parry them. You don't need high ST for that either.

>what could actually make him good?

With the points you have available, not much.
You're already crippling yourself by using an unarmed style, you're even further crippled by the fact you won't use weapons like bladed hands and what have you, and you're going up against a frogman who has a whopping -60 in "noncombat" attributes and who I assume will be using a dedicated weapon. GURPS doesn't take kindly to fools who bring a fist to a swordfight, even defending yourself becomes difficult as weapons inflict their damage on your hands every time you parry.

If you insist on an unarmed fighter, your options are:
- Match him, and make your own crippled retard or fantasy race
- Deviate from your concept and add in some flavor of magic, Imbuements, "secret techniques" you model as Innate Attacks, etc.
- Emphasize on some other niche. You won't be able to strike as hard or defend as good or even tank as hard as him, so focus instead on controlling opponents. Judo for example can be very effective at bringing people to the ground.

>ST 18
Thats one swole frog.

Is there any resource where I can filter the advantages by their categories as seen in the basic set? (Physical, mental, supernatural... etc.)

GCS does this, I believe. There's also pic related, but that also divides advantages by themes.

If you don't mind spending near all your Exotic Advantage allotment on 1 thing I'd say go for Enhanced Time Sense as it will let you parry bullets by using parry missile weapons giving you a decent defense against bullets if you crank your parry up. It also has some other nice things like giving you combat reflexes, making you always go first in combat, and allowing you to see things that normally move to fast to be seen.

Not sure about parrying bullets, l already considered it but l think it may be too risky to spend all those points on it. lnitiative priority is good, tho.

l was thinking about maybe taking Darkness Vision and becoming a fighter of the dark. The Thrown Weapon also caught my attention, as l could use it to break lamps and force darkness on my enemies.

Should l keep Extra Attack?

What lnnate Attacks would you recommend for this kind of character?

l will see about the UB thing. l think my GM will let me do almost anything l want as long as it isn't too obviously broken.

Being a face hitter sounds great. ls there a way of upgrading it by making it a limited lnnate Attack or something?

>What lnnate Attacks would you recommend for this kind of character?

Ones that simulate supernatural unarmed strikes, so short range crushing ones mostly.
For example:
>"psi punch"
>Innate Attack: 3d Crushing, Jet +0, increased range (1/2 range only) +5%, costs Fatique 1 -5%, Based on different skill: Karate +0%.
15 point advantage that lets you pay 1 FP and attack someone within 10 yards for 3d Cr, much more cost-effective than buying ST. Beyond that, your imagination and your GM's approval is the limit.
C range Impaling or Piercing attack representing knowledge of vulnerable fantastical pressure points or striking surfaces (striking with just one perfectly aligned finger, maybe?)
Area Effect Crushing attack with Double Knockback representing a Roundhouse kick?
An armor-piercing strike with Armor Divisor? A flaming fist that's a burning attack?

Going from using striking ST to using innate attacks(melee only) is usually very good because increasing your innate attack is a lot cheaper than increasing striking ST.

With that said, if you want to punch faces you should be more concerned with accuracy than damage. High skill, techniques like striking ST and perks like trademark attack all let you do this.

What's the setting/tone of the campaign? If it's modern day where guns and bullets are an issue, you first priority is survival. Get Luck; this is nonegotiable. Amp up dodge as much as you can and be a dodge-tank; a heavy cloak can help with this and isn't as strange on an unarmed fighter as a shield. Get 360 Vision and high PER to avoid getting shot or stabbed in the back. Obscure + Defensive will let you make areas of shadow you can still see in. Those mobility-focused cinematic skills are also very helpful; Flying Leap and Lizard Climb can easily get you out of harms way, and Stealth + Light Walk lets you sneak up on your attackers.

Also check out Action 3: Furious Fists. It's *great* for melee/unarmed fighters in modern games and gives a bunch of options/rules for surviving the bullet ballet as a karate dude.

It's tempting to go balls-deep with offensive abilities, but defensive abilities let you live longer to develope those offensive ones.

lt's a LT6 campaign set in Brazil about a paranormal organization looking for supernatural and mythological beings to prepare for a possible future alien invasion.

Ah, so yeah bullets are a thing, even if they aren't super-powerful, highly-accurate, or sporting a huge RoF. Be defensive. I cannot recommend Action 3 enough for this.

If I were in your game, I'd go for sneaky dodgy karate expert, but that's just me.

I'm planning to run my first gurps campaign in the near future

No on in my group, including myself, has any experience with the system. The biggest hurdle seems to be character creation however. Are there any recommendations for new groups (GMs and players alike)?

Also, is the How to be a GURPS GM book worth looking into?

>Also, is the How to be a GURPS GM book worth looking into?
Highly recommended around this parts, never read it myself (never gm'd). Do you have any idea of what you're going to run? Character creation could be painfully easy with some choices, or more time-consuming with others.

Good on you guys
"Less is more"; Only include that which is necessary to play if you dont like an option, dont use it, dont allow it, dont have it at the table.

And the how to GM book is pretty good. Give it a read if you havent yet already

How to be a GURPS GM is good, so is GURPS for Dummies, with a very nice chart in the front of the book to cover commonly needed tables.

My big suggestion would also be to use the GURPS Character Sheet program. It takes a while to get used to but it's powerful and useful.

Cyberpunk, from what I see it doesn't seem too complicated when it comes to character gen but still a bit complex for a group that's used to classes and outlines for progression

I tried to avoid this by only including the basic set + ultra tech and an article from the magazine for the hacking rules. I think that should cover everything though

That sounds really helpful, I'll definitely check out both of those. If I remember right, aren't there multiple gurps character creation programs? Is there any reason to choose one over the other?