/gurpsgen/ GURPS general

It isn't D&D edition

The bulk of what the curious should know is pic related. To summarize: GURPS is a point-buy universal system, with a default that leans towards "plausible verisimilitude". You can crank the dial toward cinematic as you please. There are advantages and disadvantages, which cost points and give points back, respectively. The core resolution mechanic is 3d6 roll-under stat or skill, and everything else is more or less an extension of that. Social rolls and damage rolls are the exception.

The best way to learn GURPS is to read GURPS Lite first, before you read the Basic Set. Lite is very much the distilled essence of the game, with no supernatural or alien traits. It's 32 pages, free, and you can run games with it!

Other urls found in this thread:

avalanchepress.com/BehindCounters.php
avalanchepress.com/BehindCounters2.php
lonesentry.com/articles/ttt09/german-infantry-regiment.html
dropbox.com/s/0iiwm5fgibln2my/GURPS Witchers and their World - Monstrum.pdf?dl=0
twitter.com/NSFWRedditImage

i really want to run a pacific rim campaign but im also retarded
please help

>GURPS Lite
"You may distribute this PDF file freely under the above restrictions [don't modify it, don't sell it], and post copies of it online."
Get it, grok it, play it.

---

gurpsgen, what's your favorite character you've written up or played? I've been playing a lot of Heroes of the Storm, lately, and there are a few characters who would be fun to emulate. As a GM, do you ever indulge yourself in wanting to execute a cool character concept by inserting them into your games? I've done that a couple times. Once was for a cyberpunk game, wherein I inserted a robot/synth that _really_ enjoyed using explosives, especially on the property of his former tormentors.

Massive mechs vs Kaijus? Sounds fun.

What is slowing you down, user? With what are you having trouble?

>scale
im not sure how to run a good game at that scale without it becoming unwieldy
>building jaegers
i assume mecha 3e would help with this, but it seems kind of complicated
>drifting
i cant find any good analog for this in any rpg. id like the players to be lartnered with one another, but i don't know how

Try and find the following Pyramid articles
>Extreme Damage (#3/34 Alternate GURPS)
>Mecha Operations (#3/40 Vehicles)
>Modular Mecha (#3/51 Tech & Toys III)
>Knowing Your Own Strength (#3/83 Alternate GURPS IV)
>Titan Fightin' (#3/96 Tech & Toys IV)

Modular Mecha gives a number of out-of-the-box designs that are easy to customize but don't fall into the general GURPS realm of optionsoptionsoptions. Mecha Operations gives more detailed rules for piloting mecha. The other three--Extreme Damage, Knowing Your Own Strength, and Titan Fightin'--are three different approaches to handling ST scaling. ED ramps up damage in general, KYOS boosts thr damage and BL, and TF handwaives it all away and instead reduces effective ST, HP, and DR similar to how extreme scores are handled in regular contests (p. B349). Pick whichever one (or whatever combination) you feel would work best for your game.

Titan Fightin' and Modular Mecha would help with numbers one and two, but as for three, I'm a bit stumped as well. It's been a while since I saw Pacific Rim, so I may need a refresher course on drifting, but the basics is that it takes two people, those people must be "compatible" AND have their thoughts be fairly in-sync with each other, and drifting solo is possible but puts on so much strain on the pilot that it's usually fatal if they manage to pull it off at all, right?

Maybe you could use the in-depth rules for possessing people in Possessions Under Control? You could treat the jaegers as minds with IQ 0 but Will in the 20s (or higher); this would necessitate multiple drifters working together to beat down the jaeger's overwhelming mental defenses.

A simple rules-null approach is simple require the players to agree before the take their action. Put a time limit on this to keep the game from slowing to a crawl.

Actually, the best approach might be to link each PC with an NPC. This means every player gets their own jaeger and you can simplify drift issues to occasional Will or IQ rolls when dramatically appropriate to represent a dissenting NPC.

I personally vote for option 3

I quite like several characters. The one I've made but never got a chance to really play was a cursed person changed into a massive wolf.

You could have fun with Drift Partners by making each an NPC that gives a different bonus.

Maybe one has a very 'quite' mind and is highly focused, so when drifting with them you get +4 to Will rolls to avoid White Rabbits and loss of control.

Another could be highly aggressive and give a bonus to combat skills (+2 SL with plasma cannons and hand to hand?)

Last, a tough as fuck one that can sustain abuse and feedback well, +3 to HT and Will rolls to avoid being knocked out or stunned?

sup /Gurpsgen/tlemen,

After a year I failed to find a group to play gurps with, so me and my friend decided to read the books.

everything is going well, but I can't find the rules for firearms battle.
Like, do you roll multiple times for an automatic aussault rifle and a single time fir a semi-auto ?
If you can give me a page numver that woud be fine.

So, I'm going to play a TL 9 Hard SF game. While I was looking at Pyramid 3/55 Military Sci-Fi, I saw the Future Rifleman Loadout. Is there other loadouts for TL 10, 11 or 12?

You roll once for both. You hit extra shots (if you fired more than one) per Rcl on the margin of success.

Exemple: You have a average pistol, Rcl 2, RoF 3. You shoot three times, with your SL of 12. By every 2 you pass the test, you hit an extra shot.

thanks
>with your SL of 12
What is SL?

Skill Level. DX 10, 4 points in Guns, SL 12.

alright, thanks!

Not to my knowledge. Estimating how things will be one TL ahead is hard enough, but at two or more, it's just straight-up guessing and as such is very dependent on setting specifics and what assumptions are in place.

That being said, it shouldn't be too hard to just advance things. A lot of gear has a very straightforward +1/TL after introduction or similar upgrade, so that's easy enough. The biggest two things are weapon choice and software. I'd guess that the tactical software is either higher quality (higher TL computers have more Complexity to burn) or replaced/supplemented with a full AI assistant that monitors data flow and tactical intel independent of the user. Weapon choice is entirely up to you.

If you're doing hard sci-fi, what do you need TL10+ loadouts for? Sheer curiosity?

Pretty much, yeah. We were going to play on Liao Dynasty China, but I think only me and the GM really got into it, so now we're moving to a 'The Expanse'-ish game. I was also looking for loadouts because I plan to GM a WW2 german Paratroopers, so seeing how loadouts evolve is kinda net.

Completelly useless, but neat.

How dumb is this idea?

At the very least, it would make the usefulness of Telegraphic/Deceptive Attack a lot simpler to calculate, I think...

Lots, I'd say. 3d6's bell curve is amazing.

Using one die, you will only ever get a flat distribution. Much of the point of the 3d6 is the bell curve.

>Flat

You only need to look at the 3d6's curve once to judge the cost/benefit of your ESL. At around 14 or 15 the diminishing returns kick in hard, further numerical gains are functionally wasted resources. This isn't true if you start stacking penalties and go back to the tipping point of 14/15. Therefore, it's always a safe bet to use deceptive attack until you're at 14. Similarly, a telegraphic attack, even at 10, will net you a sure pass on the attack roll, but there you have to judge it against a different curve, which is 3d6 (victory) vs. 3d6 (failure), that one really is a little more complex.

guys plz update your main pdf.

Which file has hit the bucket?

The 2 dropbox links - the Murder Simulator, and the Combat Cheat Sheet.

why doesn't everyone use 3d20 ?

1d10+5 matches 3d6 fairly accurately. 3d20 does not.

How much paperwork do you do, /gurpsgen/?

I usually barely prepare a thing and don't really keep notes, and for the first time I am feeling it coming apart at the seams. Do you use stuff like the NPC record sheets at the back of the basic set? Are there any smart tricks for smart people, or do I just have to take a pen and paper and write shit like they taught me in school? Am I retarded?

This is literally my entire Campaign notes

IX. Armeekorps, based in Altona - Generalleutnant Albert Fett
17. Division, Schewerin - Generalmajor Kurt Freiherr von Schroeder
Infanterie-Regiment Hamburg (2. Hanseatisches) Nr. 76 - Oberst Christian Kilian
1. Fallschirmjägerabteilung, Malta Air Base - Oberstleutnant Student

Current Date: October, 29.
Next Game: ???

Training Company Led by Obserstleutnant Kurt Student.

Leutnant Eckhardt von Feldt
Feldwebel Fritz Wilhelm Lorenz
Vizefeldwebel Gustaf Timotheus Glöckner

avalanchepress.com/BehindCounters.php
avalanchepress.com/BehindCounters2.php
lonesentry.com/articles/ttt09/german-infantry-regiment.html

--//--//--

ARAB 4
ST 10, DX 10, IQ 10, HT 10 PV 2/10
Brawling-10, Guns-8. Dodge 7, Parry 7.

--//--//--

Obergefreiter Hans Lewig Gunner
ST 10, DX 10, IQ 11, HT 11 PV 4/10
Brawling-12, Throwing 10. Dodge 8, Parry 9. HPT

Gefreiter Franz Beck Naval Infantry, Corpsman
ST 11, DX 10, IQ 10, HT 11 PV 7/11
First-aid-12, Brawling-11, Throwing-9, Dodge 9, Parry 9. CR

Matrose Karl Alzheimer Gunner
ST 10, DX 10, IQ 10, HT 12 PV 6/10
Brawling-10, Throwing-10, Dodge 8, Parry 8. N/A

I keep a file of notes on my computer. Don't feel like you need pen and paper, I've found that a little organization goes a long way.

Drop the NPC's image, how you've described them, information about how you want to use them and what they are.

You can work up the stats for them. A simple set of notes on the skills and abilities you want for them and their gear will generally do fine.

Tips: You can drop in some quick ACTION scenes to distract players and buy you time to prepare more content. Having them attacked by assassins, need to help when a building catches fire or flee a sudden flood can give you something where they will deal with the challenge, have fun, and you can use some time it buys you in order to figure out what to do next story wise.

Only on the averages. On the ratios of mediocre to very good or very bad rolls, like hell it does!

The 9.2% chance to roll 5 or less or 15 or higher adds quite a bit of excitement, while still quite common.

Two objective issues with this:
1. With the flat distribution, I think you need to turn combat rolls into a quick contest, and that breaks the value of deceptive attacks, also means feints are worth a lot less.
2. you could have a flat distribution that goes from 3 to 18 with 1d[0,4,8,12] + 1d4 + 2, that way you at least have the full "range," if not the same distribution.

I want to made fantasy but with city-states and tech level around TL6 (4+2 actually)-- diesel cars, ironclad mechas, flying fortresses hell daemons, etc.
How to shift combat from guns to melee? Guns base cost *2, and melee quality cost halved? Add (2) to cutting and (3) to impaling weapons?
3e Cyberworld monetary system are retarded or fine enough to representing city-states have own currency?

Are there any rules for using an underarm assault position in Tac Shooting?

/gurpsgen/ more like /gurpsdead/

Any of you guys using maptool? Do you have a bunch of macros, or do you prefer to do things more traditionally (or as traditional as you can get with a computer program)?

I used it a little bit and didn't make anything beyond button to roll 3d6 quickly.

What sort of things should I be looking at for an outdoorsman who used to be a barman. Low fantasy, TL3, has a permanent ally, archer. 250 points, 35 points of disadvantage, 5 quirks.

>outdoorsman
Outdoorsman talent covers: Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, and Tracking.
He would probably have Area Knowledge and Hiking as well.
Fit and high HT. High Perception plus Acute Vision or Hearing.
>used to be a barman
1-2 points in Carousing, Merchant (possibly with specialization for drinks/food), Observation. Maybe Body Language.
Charisma, Chummy.

Consider Heroic Archer (MA45) and Strongbow (MA51)

Guns are illegal and very hard to get? (Hong Kong style)

Or you could have armor available that provides very good protection from pi damage. If the average rifle can only do 1 or 2 blunt trauma damage though armor then melee weapons will be seen as the decisive weapons, with gunners more useful for harassment and fighting poor primitives that lack proper armor.

If you've got magic in your game, you could also just have amulets that protect people from bullets/ranged attacks. DR 20 (Force Field, Ranged Only) in cheap amulets or tattoos would make guns, again, less attractive.

There's also professional skill (bartender).

Archers should have relatively high ST. I'd suggest with 290 points in your budget you consider DX 12, ST 13 or so. That gives you 1d Thrust damage and you can get to 1d+1 if your GM allows strongbow. Even without that perk you are a legitimate threat to people in any TL 3 armor, especially with bodkin point arrows for heavily armored targets. Fine arrows cost $6 each and are well worth the cost.

If you can squeeze it into your budget, light chainmail provides a great DR/Weight ratio at a reasonable cost. Otherwise, light layered cloth is better then nothing. Your budget really will depends on if you get tempted by a reflex bow or not. It's much more expensive, but a bit handier and higher damage then a longbow.

Stealth is great. Don't overlook 1 or 2 levels in night vision if your GM allows for humans and make sure you check the rules on how to load and fire a bow, it's a little ticker then it looks.

>illegal and very hard to get
I think about it, but, hey, we have almost TL6 so one small assembly line of something simple as sixshooter or m1903 is not impossible.

>have armor available that provides very good protection from pi damage
Sound good, but how to get adequate numbers? Enchanted materials padding for $200 per 0.5 lbs per 1d is fine?

>magic
Yes, but guns is out of magic league, like standard scale and D-scale, for comparison.

Nice job editing, Sean...

Really, though, it's an irksome inconsistency to have "Health Points" and "Fatigue Points" in the same system as "Strength" and "Basic Move", when all of these statistics can fluctuate in-game (afflictions, The Last Gasp, etc.).

The obvious solution involves renaming "Fatigue Points" (FP) to "Fatigue". To what can "Hit Points" (HP) be renamed, though? "Health" (HT) is already taken. Maybe "Hardiness"?

I fail to see the problem

It also depends on how much your GM likes to apply penalties, and what skill you're using. A melee combatant is very unlikely to face penalties they're not intentionally taking upon themselves (like multiple attacks, hit locations, or deceptive attacks), but a gunslinger is going to be dealing with range, darkness, cover/obscured line of sight, wind, and speed. So he's probably going to want a lot higher skill, to eat those penalties.

How to make a "Zone of Truth" spell? Or I just do a affliction using truthfulness?

Seems like the easiest way.

You're right, the cost assessment changes for ranged weapons. I just assumed that, if you're mentioning both deceptive and telegraphic attacks, we're discussing primarily melee attacks. Still, the core of it is very similar, 14 is your magic number. If you have a SL higher than 14, you should take care to use it.

>i really want to run a pacific rim campaign
>but im also retarded
Yeah, so we gathered.

>So he's probably going to want a lot higher skill, to eat those penalties.
And when these penalties vanishes gunslingers frightening, so if GM allows high levels of guns he's came to spiral where he need to constantly maintain these penalties, while players will try to negate them.

Thats why attachments, modifications, and the wonderful aim bonuses become a thing. Gunfighting in GURPS is either arms race to try to reach a stable modifier so you can reasonably guarantee a good hit, or a ammo sling-fest where you throw so much ordinance downrange that it's dangerous to bystanders in a 1km radius.

I steal a bunch of tricks from the Lazy DMs guide. Mostly I emulate the physical stuff in a computer, using short text files instead of 3x5 index cards. I have a lot on my plate, usually, so I don't like to trust my memory with stuff that can be written down. "That's why I kept the notebook, Indy, so I don't have to remember!" It isn't too bad. Generally, I try to keep descriptions short, sprinkle in details, but not so many that the players can't add things. I trick the players into doing a lot of the work by leaving a lot of things open-ended, and letting them fill in some of the details.

The minmaxers and the cautious might notice the mechanical differences, but you'll likely be better served by providing some lore explanation. City-states and dieselpunk tech? Maybe the gunpowder tech never matured, maybe it requires resources which are too rare to make it viable? You're always free to limit the TL of a particular branch of tech as you see fit.

How would you stat out a weapon like the Shishkebab with the backpack tank feeding the flame?

>weapon like the Shishkebab
As i can see it is 1H sword, so any similar weapon from Broadsword section with -1 to sw cut would count. Also iron as blade material, possibly.
For flame i'd say from 1d-4 to 1d (depends how realism-cinematic) burning follow-up, if i correctly understand how it should work.
>backpack tank feeding the flame
Steal from HT flamers

Using the PbtA fronts and clocks system can make your life a lot easier.

>City-states and dieselpunk tech?
Yes. Some big Kingdoms dissipates after war with each other and demons. Most of world (some oldass back-in-my-days knuckheads) adopted remaining military technologies to peacefull life
Yes. Some Big Kingdoms dissipates after war with each other and demons. Most of the world (some oldass back-in-my-days knuckleheads) adopted remaining military technologies to peacefull life.

>Maybe the gunpowder tech never matured, maybe it requires resources which are too rare to make it viable?
Thats issue. I need old good six shooters and M1903s to allow humans easy way to deal with remaining demons, silver bullets and other mumbo-jumbo, without need to be penetrated by demon in melee. And as demons (think about SM+1, ST 30+, DR 4d, sharp claws, extra attack) are tough and strong scary badasses able to deal with heavy plate, so most of humans prefer light armor -- no defence against firearms, but can save from random stab and allow to run away unencumbered.
So there everyone have gun for demons and sword for humans.

Make the guns magic, so they only hurt evil creatures? I dunno, dude. At some point you have to make a choice between making conceits for the setting, and giving the players a reason to go a different direction.

Could be something like..

Flexible, durable cloth until struck by a bullet, it draws the bullet's own energy to harden and resist the impact. Other weapons find it very rugged, but hardly invincible.

Anti-ballistic armor vest: DR 30 vs pi damage, DR 2* vs other damage types. Weight 4 pounds. Covers the torso. Cost $600

AB Suit: DR 30 vs pi, 2* vs other. Weights 12 pounds. Covers the whole body except the head. Cost $1800

AB Helmet: DR 34 vs pi, 6 vs other. Cloth layered over steel with padding. Weighs 3 pounds. Covers the Skull. Cost $400

AB Visor: DR 30 vs pi, 2* vs other. Weighs 2 pounds. Covers the Face, except for eyes. Cost $150.

Not really a big deal. The thing with acronyms is that it works both ways. It's a consistency problem.

Say "FP," and it's pronounced "Eff Pee." Because it starts with a vowel sound it's said with "an." You can also read out the acronym and say "Fatigue Points" meaning you say "a."

An extremely trivial problem.

Is there any sort of conversion rate to turn"per hour" to "per session"? Like if I want to handle Luck more like Serendipity. Is doing this a good idea?

Game Time +
+0%
Some traits – including Luck, Serendipity, and Wild Talent
– rely on real time. This modifier lets such an advantage use
game time instead. If it usually works at least once per real
hour, you get uses per game day equal to its maximum possible
uses per real hour; e.g., Ridiculous Luck, which works
every 10 real minutes, gets six uses per game day. If it’s rated in
uses per session, you get that many uses per game week; e.g.,
Serendipity 3 gives three uses per game week.
These ratios assume a campaign with a significant amount of
“fast” time and “real” time (Time During Adventures, p. B497).
They may be unfair in a combat-heavy game, or any game with
a significant amount of “slow” time. In such a case, the GMmay
adjust these ratios, multiplying the frequency by anywhere
from 2 (e.g., “twice per hour” becomes “four times per day,”
and “once per session” becomes “twice per week”) to 7 (e.g.,
“once per hour” becomes “seven times per day,” and “twice per
week” becomes “14 times per week”). These improved ratios
are what the “+” in “+” (above) refers to.

You think it's a good idea to convert something that's once per hour to once per day, thus 7 per week which converts to 7 per session? Because that's the message I'm getting.

Not really. I like the 'normal' way the advantage works.

I do too, but my GM doesn't, so I'm looking for an alternative way to handle it. Preferably on a per session basis.

Easiest way is to handle it is look at the average time of your sessions. If your sessions are normally three hours plus some change, you normally get a max of three uses of Luck; thus, changing Luck to three uses/session is fair enough.

From 1 to 10?
11 out of 9.

Sup tg, I'm trying to build a setting based around the wild west with some spooky and magic elements in it, kinda similar to Deadlands I guess, but a lot more simplified. I've not really tried to make my own stuff using GURPS before, so are any of you lads able to give me a hand? Advice? Anything is appreciated.

Setting first, then rules help.
GURPS can do anything, so set your ground rules before GURPS ever gets invilved

Hey /gurpsgen/, whatever happened to that link with all the pdfs?

Spooky wild west takes some doing, so make sure your players know what kind of setting it's going to be, how the characters interact with it and what kind of weapons and equipment they might have. Don't be shy to give them example concepts, like "ex-civil war solider gone West" or "Preacher trying to find the deamon that killed his wife and child" if they fit into your game.

TL 5 firearms are interesting because there's something of a huge divide between 1865 and 1895 weapons and equipment. Let the players know the year. Train expansion west makes a pretty big change of how far west the wild west is too. Kansas is wild as fuck right after the civil war.

Now there is a .pdf with all the links.

Examine the OP. It holds the secrets you seek deep in the rotten heart of a PDF.

Been quite a while since I've been here, thanks. Missed the file type of the OP, assumed it was just an image.

This is some good advice. I was planning on having it be during some time after the civil war. I know for a fact that none of us are entirely interested in historical accuracy, so I'll keep the exact date and time vague.

What would you study here, /gurpsgen/?

You don't need absolute historical accuracy but make sure they know if they can have something like a Winchester rifle from 1873.

how to play a better game like D&D5e or Starfinder, the new hot games on Veeky Forums!

Ah, Psyops & Misdirection. Truly, the 'business & management' career of IOU, congrats on your easy degree, brainlet.

Physics.

Also, IOU is one of the more entertaining sourcebooks. Not that GURPS has anything remotely approaching a shortage of really nice books, which tend to be good reads or useful in general.

>t. Retarded hipster studying paranormal engineering

Someone played with sanity system from "mad as bones" article or breakage system from "broken blade" article?
Worth it?

Nope to either (but I may be playing with both soon), but Mad as Bones doesn't really to seem add much in terms of complexity--the SP/LSP system is quite straightforward--so it's more a question of "why not" than "is it worth it?" Broken Blade is more of a gamble at it does add a bit more bookkeeping.

I'm not a huge fan of sanity systems in general. It's more fun (to me) to offer mental disadvantages that make sense to develop in game.

I'm looking to build a version of the Animate Dead talent. I'm adding the limited duration limitation, but one limitation is that I want it to be only on things I killed/helped kill with any weapon (but not spells). What would you price that limitation at?

What books do you recommend for playing low magic renessance setting like GRRM's Westeros? Also how important are skills in the systems? I am guessing there are no classes?

GURPS Fantasy, Magic, and Thaumatology can get you started with some worldbuilding and rules related to magic. There's also a PDF titled GURPS Hot Spots - Renaissance Florence which could be helpful.

Skills in GURPS are only as important as the players make them. Some players will find creative uses for skills, others will not.

And no, there aren't any classes in GURPS. There are, however, templates to get an idea on how to build certain character types. A good bulk of them can be found in GURPS Fantasy.

Seconding GURPS Fantasy. It has some great guidelines for building your setting.

>GRRM's Westeros
Basic set is enough

I have allready build my setting Anons, what I need are rules so I would not have to make stuff up. So we could play instead of me spending a month to make something. So I get the core rules + magic and that should be it? From what you said Fantasy sounds like waste of money for I don't need no book to tell me how to make a setting.

Depending on how low magic you want it to be, you might not even need Magic.

ASoIaF itself hardly ever uses the stuff, for instance. It really depends on what you mean by "low magic", though, since there's a lot of different things people mean by that (even when it comes to GoT!)

Low magic in a sense that magic needs time and effort to learn, some people have objects with magical properties but they are mostly subtle minor powers and stat boosts. For example Dagger of Roses lets you detect emotions easier and gives you a confidence bonus to diplomacy and flatter.

Does anyone have GURPS Ogre?

Where can I get 4th Edition rules as a PDF?

Examine the OP carefully.

Oh, then you'll maybe want some of those extra sourcebooks.

I was just a bit confused since usually I think of Game of Thrones as "it's basically Earth, but there's a handful of dragons and some really rare Wargs and whatnot" - most campaigns could run into no magic beyond Valyrian Steel.

Check the PDF in the OP.

How do people feel about the Witcher Supplement. I can't help but feel that the monsters are still easy to kill without silver. I've tested this, and a mounted lancer can kill most of the monsters without silver with relative ease.

dropbox.com/s/0iiwm5fgibln2my/GURPS Witchers and their World - Monstrum.pdf?dl=0

Before people say anything, i know its fan made. Just looking for other opinions on how to fix/improve it when i use.

>HP 15+
>DR 8+

Yeah, it's probably fine. Remember that DR is applied before wounding modifiers and if I recall correclty from the games, you rarely catch a monster in an open field where a mounted lancer could really apply his abilities.

Ahh shit I'd forgotten about when DR was applied. Christ I feel dumb...