GURPS general /gurpsgen/

UKfriend bored at work edition.

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Anyone got the new Fantasy Tech to share?

Fantasy Tech 1 is in the Mega archive.

There's a new one now.
The user in charge of the Mega has 'retired', so it's a bit on a drought right now.
I suppose someone will upload new things from time to time...

How would you guys stat up a Sorcery spell which allows the caster to essentially respawn a few seconds after being killed as long as the spell is still active?

At the moment I'm thinking an affliction (which can only target the caster) which grants an Extra Life. What I'm stuck on is how to limit the duration of the spell.

Well, does Extra Life count as
>Advantages with instantaneous effects affect the target /once/, if he fails his HT roll; e.g. Warp immediatly teleports the subject
or
>Advantages that can be switched on and off (such as Insubstantiality) are automatically "on" for one minute per point by which the victim fails his HT roll, and are /not/ under the subject's control.

Extend the duration with the Extended Duration enhancement, reduce it with... whatever limitation does that, I don't remember.

Either way, dying while under the Affliction will rez you again.

Without any other modifiers, Affliction (Extra Life) would cost you 35 points/level, I think? This feels kind of abusive, though, so feel free to drop a ton of limitations on it.

Affliction that bestows Unkillable 2 or 3 and Regeneration (Very Fast or Extreme; Limited, Unkillable Only, -40%)
Duration is 1 minute per MoS, as usual. There is Reduced Duration limitation in Power Ups 8.
See also Beneficial Affliction in Powers p.40
Also afflictions suck for situations like this, your limitations are worth nothing compared to +1000% modifiers. I'd suggest using multiplicative modifiers at least for afflictions

Extra life doesn't really seem like either of those to me, also part of the problem I was having.

Ah thats where Reduced Duration is I couldn't find it. I had the same idea with Unkillable and Regeneration, Extra Life just fit my image better.

Thanks for your help guys.

here with a follow up question.
Main reason I was thinking Extra Life instead of Unkillable was that I was mainly after the respawn effect not so much the 'keep on going until -10XHP' part. What do people think about a limitation for Unkillable that still had you roll death checks at every -HP iteration and dying normally at -5xHP? Obviously this would be point less to have on Unkillable 1 so I'm thinking something like -80%

mygurps.com/get.php?f=h_modifiers&p=ih&v=1
Mortal: Unkillable 2 or 3 only. You have no special protection against being killed, though if you do die, you come back to life. You must make normal HT rolls at -HT, -(HTx2), etc., to stay alive, essentially removing the benefits of Unkillable 1. -20%

The thing about Extra Life is that it's one-use only. Afflicting Extra Life is equivalent of giving free CP that you can spend but don't have to actually earn.
Power: Divine Favor has resurrection spell that uses Extra Life but target has to actually pay points or gain disadvantages to cover the cost.

Thats an excellent point actually, I hadn't even though of that, looks like Unkillable it is. Thanks for the link, t
hats perfect.

Tips for a brainlet just starting to learn GURPS?

Read B8.

Read GURPS Lite.

What's B8?

thx

Basic Set, Page 8. It tells you how to learn GURPS.

If a character has Very Fast Regeneration for 1 HP/sec and Regrowth (Reattach Only) and a limb become permanently crippled but not dismembered, is he just stuck with a funky limb forever? It seems weird that getting sliced neck to nuts is something you recover from in less than a minute but a pulped arm or stabbed eye is lost forever.

In pic related, is Kromm saying that, if he had his druthers, he would replace "×2 HP for Unliving and ×4 HP for Homogenous/Diffuse" with "÷2 injury for Unliving and ÷4 injury for Homogenous/Diffuse", in order to keep an ironclad "HP = 2 × ∛(weight)" rule?

Captcha: ROAD ROAD

So, I'm going to run a Reign-of-Steel/Ogre campaign combo - aside from the actual Terminator games/movies, are there any good inspirations I could look at?

What would be the best year for a Roaring Twenties semi-cinematic crime game? I'm thinking no earlier than 1922 and no later than 1928.
1924 and later would make the FBI a viable opponent for the players.

I was mostly thinking bank robbing, bootlegging and moonshining would be the main crimes, alongside petty theft and car jacking.
I was originally going to have it run a bit like the video game Payday with an NPC giving missions like Bain, but one of my players actually wants to play a mostly non-combat mob boss type and organize the heists and have his gangster goons work on his behalf. Which works well because his timezone is 6 hours ahead of all the other players, so he doesn't have to show up to every combat session. But how would I bet do that idea? Just give him leads to follow or other NPCs to interact with as far as finding jobs goes?

Besides him so far with have a murderous Irish immigrant and a crooked cop and one or two other potential players who haven't decided. This is my first time being a GM so we'll have to see how it turns out.

Oh and what points level should this have as a semi-realisitc/semi-cinematic campaign?

Check out Action 2: Exploits as well as the Action issue of Pyramid. Those two sources have a LOT of stuff dedicated to gaming out planning and preparation, giving the mob boss plenty to do.

That being said, if this is a cinematic crime game, there's no reason for the brains of the operation to not also be the face or able to shoot a gun with the rest of them. His character concept may still work while also letting him be viable for other scenes as well--Contact and Contact Group for "associates," Patron to represent the outfit he's running, and Foresight (from the Pyramid issue) would let him play the role of the well-connected plotter on a budget, leaving plenty of points free to invest in normal adventuring skills.

What's the power level? Considering the ultra-tech sensors and stealth systems, a group of power-armored dudes or a tank team would run a game very similar to old submarine hunts--check out The Hunt for Red October for the tone you would want to set. If it's lower power level (e.g. the PC's a survivors and have at best an SMG to their name and certainly nothing that can dent a bot let alone an OGRE), then suspense/horror/action may work. Just yesterday there was a thread about a film called Kill Command, and it seemed like it would work as inspiration for this sort of game.

Maybe 150-250, but the big thing is to limit how much is invested into one trait or category of traits. Many cinematic heroes and villains have a wide breadth of skills--they shoot strait, sneak undetected, box like a pro, etc. on top of being a professional street racer or experienced detective or whatever--so on top of being quite good at filling their chosen role, they should have enough points to be useful in auxiliary roles as well.

How's 150 with a 50 point disadvantage limit sound?

What should skills be capped at?

I'm a fan of 250 points because that's what Action uses, but if your game is a bit more down-to-earth than Die Hard, Ocean's Eleven, or Butch Cassidy and the Sundance Kid, then 150/-50 should work.

Skill capping is mostly up to you and determined by the specifics. Gun skills are going to be playing a big role and routinely suffer large penalties, so maybe cap them and similar skills at 22 and everything else at 18? That shouldn't really be an issue if the players are told to not make one-trick ponies, though; anyone trying to pull 100 POINTS IN GUNS-tier bullshit isn't respecting the type of game you want to run and needs a serious talking to, not just a cap.

Im considering combining guns into Guns! but then bringing in the Gun-Fu skills to still allow weapon type specialization without having to spread points across pistols, rifles, shotguns, smgs etc. And possibly combining brawling, boxing, some kind of grappling and use of improvised weapons (regardless of type) into one wildcard, and all other melee weapons into a wildcard, just so players can have more points to spend on utility skills.

How does that sound?

If you're using wildcards, just go while hog. Either make one wildcard per theme/role/archetype or make a list of wildcards and everyone ONLY uses wildcards.

There's also a variant in one of the Pyramid issues where they collapse all gun specialties to Pistol and Longarm, letting familiarity be the only thing that separates riflemen from shotgunners. Techniques could definitely work though; cap it at Guns+4 and use it for only a subset of weapons. It may be a bit of a point crock, but since this is a cinematic heist game, it shouldn't be too big of an issue.

> collapse all gun specialties to Pistol and Longarm
Oh, that sounds pretty good.
I just find the separation of all those weapons into their own niche skills to be awkward and cumbersome, and just end up being point sinks for character who want to be competent over multiple disciplines of battle, or even good at fighting while also having secondary skills.

Also are there any good ways of quantifying the concept of weapon familiarity?

I think it's like two models per point in the skill to start with, and in play you ditch the penalties after 20 hours of practice/use. Since you're running a historical game, defining models is as easy as checking the weapon tables--each entry is it's own model, with minor variants given in the gun's write up. Make sure to get High-Tech as well as the two Pulp Guns supplements.

Remember that all gun skills default to each other at only -2, meaning that once you're an ace shot with one weapon, you're really good with the rest of them. I think Pistol/Longarm with either perks or techniques for specialization makes more sense, but the default approach isn't awful.

What pyramids issues are worth looking at? Is there a good index of what specifically is in each one without having to thumb through each pdf to see?

I was thinking maybe Shadowrun style of Pistols, Longarms, and Automatics. Since SMGs are new enough in the 1920s to not be a standard part of longarm training at the time.

forums.sjgames.com/showthread.php?t=115624

Pyramid 3-65 has an article specifically about this. Doing the same for melee weapons works really well too.

How would you consolidate melee weapons? Seems a bit odd as sword definitely use a different set of skills than a hammer or mace.

I haven't seen the article, but honestly pole weapons need some consolidation. They don't even have particularly kind defaults like firearms. Staff, Spear, Polearm, and Two-Handed Axe/Mace overlap so much it's astounding.

How would you split them up? Balanced pole weapons (staves, spears) and unbalanced pole weapons (anything with a heavy end, like dane axes and halberds)?

Axe-Mace and Pole-arm become Long Hefted, a category for everything on a stave longer then 80% the user's height. Default it to Axe-Mace and Spear at -3.

Polearms that nonsensically outperform axes, despite being an axe with a spear on the end, get culled (goodbye, dueling halbrid, you never made sense or reflected a real historical weapon).

While we are at it, let's drop swords into light blades (blades made for single handed use longer then 15% of the user's height) and heavy blades (swords made for one or two handed use). The idea that bastard swords and long swords use different skills for their common use is silly.

Not sure what he's trying to say there, to be honest. It seems like he's talking about HP scaling with mass too slowly for realism, but the solution doesn't seem to fit the problem.

I think a better system for scaling HP would have been basing it on the square root of mass or the cube root squared (which of those was it in 3rd edition again?)

For making unliving, etc. have more effective HP, they really should have just given them bigger damage divisors in their injury tolerance.

This is really out of date, but it might be helpful.

I'd go with...

>Knife/Shortsword
>Longsword
>Club/Mace
>Staff/Spear
>Axe/Pick
>Polearm
>Flail

One/Two-handed distinctions strike me as bad. Most melee weapons which could be used two-handed actually used one handed grips a lot. Polearms are an exception. Axes (and picks) are very different to maces and clubs. Fencing blades are not really that distinct from other swords. Combat whips are either long flails or just cinematic (and so should use Whip! or something). Real world kusari are just short flails without grips.

Does this look like something that could work or would this be stupid?

Color code it, the look at it again

Color code it? How so?

INot that user, but t's really difficult to judge a matrix like that without having, say, Excel's Conditional Formatting.

If you have that, though, you can tell what's going on at a glance.

For example, I've attached a screenshot of a spreadsheet I have lying around showing the damage of various AD&D weapons at certain hit values and armor classes. With the table, you an very clearly see stuff like how the hand axe is superior to a hammer against unarmored targets but falls behind against armored ones, or stuff like just how devastating that heavy lance actually is.

And you can also see a colored-in version of the Weapon vs. AC table to the left, which is somewhat more readable than the mess of numbers in the actual book.

Kind of like your table, where it's mostly just a mess of numbers.

Also, I think your table might be symmetrical but I'm not entirely sure, and if it is you could probably just remake it into one of those triangular tables?

So something like this?

I don't think it would work as a triangular table due to the fact that you need to be able to look things up, having a full table makes comparing easier.
It's a table of defaulting skills, so I want you to easily be able to tell "I'f I'm trained in flails, what kind of default do I get to using clubs?"

How do the numbers themselves look? I'm considering increasing everything by 1 across the board, but do you think any of the individual defaults need any tweaking?

I want to play stars without number (in GURPS).

It's OSR, so characters are pretty low power. The only issue is rolling stats but honestly you usually end up around average anyway. Does the following sound workable?

25 point "class" package - psi, warrior, expert
25 point "training" package - specialisation on top of the class.
25 point "background" package - scholar, noble etc...
-25 pt "flaw" package - this is new, and not just lifted from the rules. A 25 point disadvantage package based around a traumatic past experience. I was thinking for example like "survivor's guilt", "checkered past" etc...

Or do I sprinkle disadvantages into the training and backgrounds. It might make more sense but I worry about robbing player agency and choice.

Have it so that players can pick whatever disadvantages they want, but each package comes with a list of recommended disadvantages that suit the background. For example, you might include Enemy, Duty, Code of Honor, Secret, Selfish, and Squeamish as recommended disadvantages for the Noble template because it makes sense for children of noble houses to have feuds with other noble houses, to have a mission given to them by a powerful relative, to follow a binding noble code of space-chivalry, to have some dark terrible secret that forced him out of his home in the first place, to still have that nobleman's pride, or to simple be unprepared for the dirtier aspects of adventuring life. No noble has to take all of these--they don't even have to take any of them--but if they did have them, it would make sense considering their background.

Don't forget 10-25 discretionary points they can spend on whatever to further customize their character--two psi telepaths from noble houses can still be very very different characters!

Thanks, I knew I was overcomplicating things.

My players are a little new so I don't feel comfortable giving them TOO much freedom. From my napkin math there's already several hundred combinations there. There are about 10 Training Packages and 15 backgrounds (so far). I might give some customisation within templates as said, but disadvantages are more personal somehow and I don't want to force them on the players.

Unless they can get Surgery to uncripple the arm, I'm afraid they're stuck like that.

Unless there's magic or tech to clone them a new limb and slap it on in place of the other. Still seems odd that regeneration isn't able to uncripple it.

Another question - Warriors get the ability to completely ignore one attack once per "scene" - pretty close to the 1/hr of Luck. How would I stat up this?

I was thinking Luck with an accessibility (only on attacks -20%), no die roll required (+100%)

I've been tweaking my weapon default chart a bit, how does this look? Flails are really unlikely to come up, and I'm already using familiarity as a thing with guns, so I think it was a good application of the same kind of system.

What's the fluff justification? It might be easier to go by that rather than building the ability 1:1. Like, Pathfinder's Evasion ability would be some monstrosity like Insubstantiality (Active Defense; Only vs AoE; etc.) if built trying to emulate the mechanical effect but something simple like Enhanced Defense (Dive for Cover) 4 if built following the fluff.

Note that to get crippled forever like that you'd need to fail an HT roll, and you get +5 from Rapid Healing (included in Regeneration) to the roll. Otherwise the limb's fine when you get your HP back.

Looks pretty good, much simpler then it is now. The -1 default is so good I'd almost just make weapons that default to each other at -1 the same category.

Yeah, like I said, it's really weird that it got crippled in the first place.

Where do "weird" weapons fall on this chart? Flails, tonfas, jitte/sai, kusari and whips, etc.?

Crit fails and enough damage still lead to permanent injuries though. It doesn't even half to be a lot of damage: a thumb in the eye irrevocably blinds a dude that shrugs off an ace through a lung.

Staff/Spear and Polearm feels a bit weak there, as it's defaulting is a lot worse than the other ones. Which is a bit odd when you can use a big ass 2 handed greatsword at a very minor penalty if you are trained in daggers.

>The -1 default is so good I'd almost just make weapons that default to each other at -1 the same category
Should I demote those to a -2 penalty?

I'm using a different guns system to, with the only gun skills being Pistols, Longarms, Automatics and Launchers.
Pistols, Longarms and Automatics all default to eachother at -2, and Launchers default at -4 both to and from the other gun skills.

In addition to those defaults, weapon familiarity is a mandatory thing I'm going to make players keep track of.
They get to have two models of gun to be familiar with per point invested in a gun related skill at character creation. This isn't limited by specialization, so you could take a Colt 1911 as a familiarity even if you only invested points into Guns(Longarms), using a weapon without any familiarity incurs a -2 penalty, however guns of the same type (such as other autoloading pistols if you are familiar with Colt 1911s) only incur a -1 familiarity penalty. Weapons that are basically identical (different models of Colt Handguns or S&W revolvers, or a Mauser and a Springfield rifle) give no penalty between them, if you are familiar with one, you are already familiar with the others.

I think that for guns with a -2 familiarity penalty, such as a man who has never handled an SMG before picking up a Thomspon, it would take something like 4 hours of training, or twice as long if he's trying to learn it while actually in combat and not a safe controlled environment, to become familiar with that weapon, but a weapon with a -1 familiarity penalty, like learning to use a Luger you picked up when you already know Colt autoloaders, would only take two hours of training to become familiar with.

Flails, tonfas are under clubs, with familiarity penalties. Whips and kusari are under flails. Jitte and Sai will not show up in this campaign, but I will consider them later, maybe they will be just considered an exotic weapon type like garrotes.

I mean, spears and polearms are good versatile weapons on their own, and this campaign really will not have polearms in it anyway, it's set in the 1920s, and only a really simple melee table is necessary in my opinion.

If I ever run something like medieval fantasy (I probably wont) I will revise the table to be more advanced.

You won't critically fail an HT roll with +5 very often. How often are you going to get crippled?

You aren't wrong about dismemberment, but note that dismemberment from cutting damage is going to take a limb off, meaning reattachment allows it to be recovered and the recovery from the crippling injury is automatic.

Otherwise, only injury enough to totally destroy an extremity is going to be beyond the ability of this guy to regenerate, unless he critically fails a HT roll for duration of a crippling injury.

In general, I wouldn't worry too much about it unless arms are getting mangled with hammers left and right.

I'd start most defaults at -2, yeah. I think your basic idea is pretty solid here.

>sword definitely use a different set of skills than a hammer or mace.
Matt Easton disagrees, and I would trust him on that subject. They are slower but not inheritely different.
If anything difference between cutting and thrusting is much bigger, yet everyone just assumes you know both equally well regardless of your weapon of choice.

I agree with you on basically everything else, but the low threshold for permanently crippling eyes makes it a real threat.

I guess my complaint boils down to two things:
1. Mechanically, you're paying a BUNCH of points for the ability "getting better after you're hit," but there's a giant hole in that ability that I see no way of overcoming. Your only bets are to get Regrowth and then CUT OFF THE LIMB or get Unkillable 2/3 and KILL YOURSELF; a guy that has invested a ton into just healing well cannot heal these injuries.
2. Fluff-wise, WHY can't someone whose had an arm crushed with a boulder recover from that if they've also got the ability to shrug off a bullet to the brain or axe through a lung? I understand the likelihood is very small so this is a niche complaint, but it can happen RAW and fluff-wise it makes 0 sense.

You ain't wrong. Regrowth is one of the most stupidly over-cost abilities in the game, with people noting that it's cheaper to become immune to having any of your bits crippled then to recover slowly on your own if they are.

> Regrowth is one of the most stupidly over-cost abilities in the game, with people noting that it's cheaper to become immune to having any of your bits crippled then to recover slowly on your own if they are.

It's one of those things, like Unaging, which is probably worth a perk, but definitely not the cost listed in the Basic Set.

You could also consider making it a +10% enhancement to Regeneration.

New version of the table, how does this one look?

Or maybe this instead.

Whatever it's 2am, I'm taking a sleep break before I look at this again.

There is no fluff justification really. It's just that you're so experienced that you can avoid shots, and it has a Luck Point mechanic to let you force it. I think on reflection, it's best to just use the Buying Success mechanics in Impulse buys.

Works for me. I wouldn't mind using them.

Why not just use Luck (Defense Only) to let people wiff a hit an hour? I don't think you need a new toy to do this.

Luck (Defense Only) just lets you reroll three times and take the best. I suppose for all intents and purposes it's an auto-success assuming your dodge is high enough.

It does seem to best match the "buying success" mechanics though.

What's the quickest and easiest way to check the description of a Skill/Advantage etc.? Ctrl+F'ing the .pdf is a bit much. Can't seem to find a comprehensive wiki

I remember a Pyramid article that covered Destiny variants, letting you make versions that gave you points more frequently or points that could only be spent on certain things like "only for buying success on attack rolls." I know it's one of the more recent issues.

hey all. new-ish GURPS GM here trying his hand on it. i'm modeling my world into an RPG setting with GURPS and need some help because of the sheer amount of options I have available.

The world itself is kinda TL 6? 7? it's a fantasy world after a great boom of technology thanks to their creation of the Transmogrifier Engine that allows them to convert raw essence of reality/magic into accessible energy. Technology and industry expanded exponentially and we arrive at a very modern setting with a magickal internet of things, skyships, automobiles yet along with the use of magick guns (no gunpowder, just an automated spell) and more anachronistic elements (i had to keep swords in there somehow)

I made a premise for the campaign I'm making and decided that --to ease my players into it and so that they're not overwhelmed with options -- I'm going to create "classes" using templates. So far I'm making the first class (with the Soldier of Fortune template from the basic set) a Magical Cyborg-Soldier type of deal. I even refluffed Cybernetics for it.

But I don't own all the books, so maybe someone can show me nice templates that already cover this type of class/ model this type of archetype? would be much help.

forgot to mention that i want them to start at around 200 - 250 ish

Action 1 has templates for modern action games.
Action 4 has bunch of small (25 or 50 points iirc) packages instead.

"Magical Cybor-Soldier" is oddly specific, though, so you are on your own here.

>I remember a Pyramid article that covered Destiny variants, letting you make versions that gave you points more frequently or points that could only be spent on certain things like "only for buying success on attack rolls." I know it's one of the more recent issues.


Thanks, I will investigate that!

OP of this post here. It sounds like Default Pyramid #3/100: Pyramid Secrets after a bit of googling, but I am at work so can't really check.

If by "magical" you mean that the game world runs off basic set magic spells, then just tack on magery and skill levels to your templates

If instead, magic is a kind of power source for advantages, then add those advantages to the templates and cut down their cost with modifiers.

For example, if the Templars of Antioch are codified with the spell rituals of flight, then the template for that class gets:
> Flight (-10% magical)

You only really need the basic set to get a game rolling. As long as you have at least Characters you can build templates

You goin' with freakin' hard to define foundation.
As mentioned there at least minimum two ways (with bare BS) to define how world run.
In early 2014, after RPM, we tried similar setting for game, and right now i can only suggest to you try to reskin cyberpunk/3e cyberworld.
Also check full Action series, not just 2 and 4. For modern templstes you can check Monster Hunters - Sidekicks in addition.

GCS can hyperlink pdfs to traits/skills/etc.
My discord bot has commands to search the GCS libraries to get the page references.

>GCS can hyperlink pdfs to traits/skills/etc.
>My discord bot has commands to search the GCS libraries to get the page references.

Not OP - How do you set up the hyperlinks? Is that just the page refs from GCS?

Highlight entity you want to reference, press ctrl+g, open the corresponding PDF file. Only does it for the first reference, so you'll have to choose between Basic and Martial Arts for a lot of techniques, for example. It also only opens that page, so if something is split across two pages or your PDF doesn't match up the PDF page numbers with the book page numbers, you're SOL. And, of course, references might just be outright wrong.

>Highlight entity you want to reference, press ctrl+g, open the corresponding PDF file. Only does it for the first reference, so you'll have to choose between Basic and Martial Arts for a lot of techniques, for example. It also only opens that page, so if something is split across two pages or your PDF doesn't match up the PDF page numbers with the book page numbers, you're SOL. And, of course, references might just be outright wrong.

That's cool, didn't know that. Thanks.

How many inhabitans should have generic market village in epic fantasy?
2500 is fine?

Anyone get the DF box set? How'd you like the quality of it, also have you run some newbies through it?

Still waiting on mine. Pre-ordered but didn't back the KS in time.

Population's kinda an odd thing.

2500 people is about 625 households. That's a small but real city if that is the urban population. However, you'd have around five times more people then that scattered around it in small villages, hamlets and freehold farms that deliver food to the market town/village.

For a combined population of the village and surrounding feeder farms at 2500 you'd have an urban population if about 500, with 125 households. This seems like a good sweet spot for a market village, able to provide tools, milling, clothes, legal services, religious services, ect to the population of the town and surrounding area.

It's good, generally. The extra companion book is a bit on the thin and flimsy side and has that annoying thing where when laying down the covers spread and curl a bit you get with some thin softcover stuff, but it's otherwise very solid.

Running people though it:

A good overall experience, but I Smell A Rat has a point or two where the adventure can dead-end if players don't think to check a pile of trash or look around carefully. I resorted to having someone come though a hidden path to attack them and keep things going.

GURPS Fantasy says between 100 and 1000, tending to be on the higher end.

Backed it but I'm 20km north of the border which means I don't get it until hell freezes over (apparently the hurricane disrupted shipping), so I can only discuss the bonus pdfs.

Against the Rat-Men is a pretty boring linear railroad, with most enemies just being a lot of different types of rat-men. It reuses the map from the first adventure with new enemies in the dungeon, which is lame, though it does at least add another area with undead that's a bit more interesting.

It also has really, really shitty layout, where all of the monster stats are randomly inserted throughout, so I hope you don't need those more than once. This is especially strange because Mirror of the Fire Demon did it right 5 years ago.

I Smell a Rat is probably equally disappointing, as it will share the terrible, linear dungeon design.

Traps has some good ready-to-use traps, but it's only a bit better than the "It's a Trap!" article from Pyramid 60. I'm not a fan of any of the included puzzles, one of which is literally just "Roll Alchemy to win".

Magic Items has some neat new consumables (potions you shake up to shoot projectiles!) and artifacts, but is still based on the terrible Magic enchantment system with it's random, arbitrary costs.

Sorry to spam the thread yet again but I think this is the final version. How does it look? God I'm autistic about this.

The logic here is that the light blades and pole arms have some of the worst defaults, but they have other advantages such as being easily concealable, or versatile weapons with a long reach. While I imagine clubs and axes to be fairly easy to use as long as you are familiar with any other melee weapons.

Only changes I'm considering now is making a conditional modifier that Blades only defaults to Light Blades -1 when using one handed weapons, and weapons like a zweihander would instead default to -2, as well as possibly making flail familiarity cost only two points?

The idea is making it simpler as well as reducing the number of points that must be spent in melee weapons to free up points for other things like brawling, ranged weapons, or utility skills.

Is there a good table for improvised weapons in a more modern setting? I know Low Tech has a good inset about a lot of options, but many options are archaic or a bit odd to have, I want something specifically for a more modern setting with using stuff like crowbars, wrenches, lengths of pipe, shovels, broken off table legs, etc.

After the End 1 and Horror both have some.

Are there any GURPS solo compatible or designed modules out there? The aforementioned Reign of Steel game has lost all of its players, so I'll see if I can run it on my own as more of a not even the GM knows tinker tailor soldier spy game. Also thanks to the other user for the recco on kill command, got the ambience just right

A blog called thecollaborativegamer has a system for randomly rolling up adventures, dungeons, overland areas, and even civilizations as you play and was originally intended for solo GM-less play. It is meant for a more traditional fantasy game, but there's no reason you couldn't tweak it a bit to fit your setting better.

Also glad to hear Kill Command was good!

I didn't like the adventure much either. There's not much going on in the foes and the tight confines make for pretty limited battles (seriously, like 90% of the fights seem like melee-only foes you can hold at a choke point).

I don't mind most of the fights in the second one being rat men, they vary enough to keep things interesting especially if you give them a mix of weapons, just second rank spear rats mixes up fights nicely. The lich encounter in Against the Rat.

>mfw I decide to run a jagged alliance favored/theme game with gurps

So like a few others here in the current thread this would by my first time messing around with gurps as a gm but I have "almost" played in gurps a few times even with one of the times lasting about 4 sessions or so I have a idea on how things work same for the gm side (I think).

My question is for someone who is planning to run a mercenaries with realism still being a thing but doesn't really mind things hitting MGS3 levels "crazy" what would be some things to keep a eye out for? As of now I picked a bunch of pdf's that seem to be a good idea to use for stuff like gears and picking rules from but I would like hear any of the current list is not a good idea or something I missed.
-High tech for weapons and gear I most likely will keep away from some of the optional rules that are a bit too or work with whatever Is fitting at time.

-Ultra Tech for a handful of TL9 items

-Mass combat I'm on the fence about this one because I rather keep things closer to the players and small teams but if they start some kind of militia I might have to check this out.

-Tactical Shooting for the gear maybe a handful of skills it adds
-Action 1 hero's?

Anything else I missed do you think I'm adding too much? I don't plan to go full realism when it comes to stuff like being deaf after shooting but I do want stuff like immediate action being a rule for times (or if it ever happens) that the gun jams