Shiny new PDF edition
Realistic musclegirls sub-edition
GURPS is a generic, easily-customised system which supports a massive number of genres and has some of the best written sourcebooks in the industry.
previous thread
Shiny new PDF edition
Realistic musclegirls sub-edition
GURPS is a generic, easily-customised system which supports a massive number of genres and has some of the best written sourcebooks in the industry.
previous thread
Previous thread:
Are their alternate rules for broken bones somewhere? It seems like setting a bone and casting/immobilizing a limb can only be done with surgery and anesthetic at TL 6?
I have a character that failed a HT roll for a broken arm and rolled 2 for the duration.. It would be nice to be better in 2 weeks instead of 2 months.
Took you guys long enough
Also the new PDF is looking DAMN sexy, props to whoever did it
ew and curious? Want your friends to play? Have a free resource which boils the game down to its essence: GURPS Lite.
Full license: pastebin.com
>you may distribute this PDF file freely under the above restrictions, and post copies of it online.
Best advice I have for getting your friends to play: make pregenerated characters (full basic set optional) and give them a choice between them, use only the rules in Lite, run a one-shot and do something GURPS can do that other games struggle with. Off the top of my head: roleplaying by using disadvantages; tense and detailed social play using reaction rolls; high tension combat.
Advice on getting new folks to play and questions from new people are appreciated.
This pasta: (pastebin.com
That's some pretty slick work! You should change "Hard Math" to "Arithmetic". Why foster the 3e meme that has been almost completely removed?
The thread FAQ as per its most recent edit from the last thread. It's just a shitty little pdf and I haven't really cleaned it up at all.
Please, if you have any questions or answers to add, I encourage you to do so and reply here.
Also of note, if you're looking for the GURPS Murder Sim, it can be found here: (web.archive.org
If you want the full source text, it is here: (pastebin.com
All three tag lines are bad memes; only Bad Art is accurate and it's worthless as a critique on a system.
Fuck me, messed up posting it
>Bad Art
Hey man, take that back or my friend will stab you with a glowstick.
>Realistic musclegirls
Tell me more
Thanks guys! I spend a ridiculously long time getting it right and now I'm painfully aware of some stupid errors I made like using English spelling when SJG house-style is obviously American.
Did you somehow miss the last thread and it's dozens of posts about realistic female ST?
I don't pay attention to shitposters
Same user also wanted to talk about "Realistic IQ with African Americans"
Hello, /gurpsgen/. I'm a long-time Pathfinder player, but I have decided to try GURPS. I'm almost done reading reading the Characters part of the Basic Set. I'm liking what I'm reading so far, but one thing puzzles me to no end. It seems that the GMs present their chargen requirements as, for example, 120/-50. Wouldn't that be a 170 point character? Isn't it better to call it 120 base points plus 50 bonus points to avoid such confusion? I feel like this confuses many new players. Rulebooks should state this clearly.
I agree but couldn't come up with something accurate, still meme, and punchy for "No Flavor" which is accurate. Those without imagination are just up the creek. The rules aren't going to fill their empty heads with lurid scenes.
There are artists and there are spectators. GURPS has always focused on artists. A bad storyteller may tell a good story badly. Bad storytellers or bad spectators blame bad stories on the language.
I can't wait until her lifting career is over and she starts doing porn.
It's a convention that takes a while to get used to.
You are absoloutly right, a 120/-50 PC would 170 points basic points if they take the maximum allowed disadvantages. When dealing with people that might not understand that I tend to drop the shorthand and state things clearly.
Like.. "150 point characters with a 30 point disadvantage limit and 5 points of quirks allowed".
I hope you have fun. Let us know if you need any help.
Thanks.
That type of parlance means that you get a straight 120 points for building your character, and can take up to -50 in disadvantages / quirks. This allows you to let your players make stronger characters while still making them take some form of disadvantage
It's really only the case if you take all your disadvantages which is often not a great idea (although the official character builds do seem to do it, so maybe I'm just weird in not doing so).
But you get points back for the disadvantages, so it's 170 points.
What said. Explicitly listing the disadvantage limit like that is shorthand. Without it you either have to spell things out or try to explain to the guy who spent 170 points and took no disadvantages why and how he's being unfair to the rest of the players.
You're generally the odd one out, most people I know squeeze out all the points they can from disadvantages, usually leaving 5-10 at most
Yes, but you can only get those 50 points from disadvantages. Keep in mind there's nothing forcing you to take disadvantages, if you wanted to you could take your 120 points and run without touching the -50 in disadvantages
I never fully understood how surprise work, like, when you shoot somebody that didn't know you were there an arrow.
Would the combat start and the order decided when the arrow hits?
But then the other players will be more powerful, disrupting the balance. They will be 170 points and I will be 120.
How do I make a shield like this as power or sorcery?
Realistically speaking, no matter what, the character is 120 points.
If you spend 120 points and take no disadvantages, you might not be especially good at any one thing, but you have no Achilles heel.
If you take 120 points, and then take -50 in disadvantages, theoretically, you are only as good as a 70 point character from all the handicaps.
If you take the points that you get back from taking -50 in disadvantages, and spend all 50 of them, you now have 170 points in good stuff, and -50 in bad stuff.
Also, consider -50 an absolute maximum, but by no means a goal, and unless you take one really big disadvantage, it is hard (but by no means impossible) to come up with -50 in disadvantages that tell a comprehensive, cohesive story about the character.
A character with 120 - 0, one with 130 -10, and one with 170 -50 are all 120 point characters, and are all probably allowed in your GM's campaign.
I like GURPS, but it's so hard to find a group. How do you guys GURPS
Not necessarily, that player has no disadvantages, giving him a massive edge over other players
Not to mention not taking disadvantages is entirely their decision, so they would have no one to blame but themselves
How do you price DR that protects everything but the neck?
To steal a question from the other GURPS thread, how would you guys run a 1 - 2 player game? How would you balance it for combat?
Sort of. The person being attacked has chosen Do Nothing as his maneuver if his turn hasn't come up yet. Combat starts when one person at least choose a Maneuver that isn't Do Nothing (no matter what you're doing narratively it's "Do Nothing" for the purpose of the combat rules.) In your case, even if the shot guy is faster he spent his turn on Do Nothing. Next time through the turn pass he gets to act normally (probably, maybe; Surprise might have made him Stunned too).
I once played a character with a -10 disadvantage when everybody else had -75.
We kept getting into trouble because of how socially incompetent they were because of their disadvantages and I had to do all the talking.
They were really how at some things, but sucked badly at others, but I could do a bit of everything.
But, for example, if I take no disadvantages, I'll be able to put 12 points in Broadsword. But the other player takes some irrelevant Weirdness Magnet or negative Appearance, and spends 22 points on Broadsword. He'll be objectively more powerful.
The surprise rule seems to apply to over the top situations, and not to characters that are used to or expecting trouble. Did I understand correctly?
A: A majority of skills are very cheap to raise, so it's not that much of a problem
B: It's up to the GM to run the disadvantage properly. With weirdness magnet he'll get into many more bad situations, forcing him to spend resources more often or lose sleep or healing time, while his negative appearance will cause him to not be able to interact properly with people
C: Characters are varied, you can be the healer, he can be the fighter, that guy can be the wizard, my friend can be the face, not everyone is equally as good at everything
He'll be objectively better at broadsword than you, but he'll also be objectively two standard deviations less liked than you too.
Reading through the rules, it does seem a bit confusing.
I would rule that everyone acts in their normal turn sequence but everyone who isn't aware that combat has started can't take their action until they do notice.
So if you have two people with speeds of 7 and 5 and one guy with speed 6 shooting at them from cover...
Speed 7 guy has to wait until he knows about the attack
Speed 6 guy gets his turn and attacks
Speed 7 guy gets a turn
Then speed 5 guy has a turn
This should help.
I run GURPS for new people and then they run GURPS for me.
Nuisance Effect, -5%.
Depends on so many factors that this question doesn't cover means nobody can answer it.
Even if you're expecting trouble you can still be surprised. Imagine you are walking through a dark spooky place where you just know there's bad shit around. All of a sudden something spooky steps out from behind a tree. Boom surprise! If you totally freak out and lose your shit that's a result of Surprise where you ended up Mentally Stunned. If you ignore Surprise you take a lot of the utility out of Combat Reflexes.
If you're having trouble imagining a situation just think about a haunted house tour. You know something is going to jump out and yet lots of people scream, flail, jump, or shake uselessly when it happens. They know it's coming but it still gets them.
I want to do something like making ki infused blow with my fists. I know power blow exists, but I want to do it with advantages. Should I use:
- Refflufed claws?
- Striker?
- Striking strength?
- Innate attack?
pls do help
Disadvantages are not there to just embellish the character sheet, you know.
His sword actually contained the soul of BBEG puppy and right in the confrontation it recognizes it's master and goes flying into his hands.
Weirdness Magnet is no joke.
How do you want ki-infused attacks to work?
Fair enough
Let's say I wanted to run a wild west lone wanderer game, where the PC travelled from town to town to track down his old rival Dirty Dan.
How many points should I give that character? How would I balance him so he has a decent chance in that shootout in the bar?
>irrelevant
There should be no such thing as an irrelevant disadvantage. Non-crippling, sure. Mitigated, why not? Only occasionally disruptive, go for it. But if the disadvantage is one that essentially gives free points, the GM should not allow it. For example, G-Intolerance is worth 0 points in a low-tech exploration game because it will literally never come up.
Someone with a negative Reputation/Appearance/whatever should still occasionally suffer for it even if he sticks to the back and lets the bard do all the talking. Weirdness Magnet shouldn't be an excuse for "lolsowacky" plot (or JUST an excuse for "lolsowacky" plots)--you're getting points for it, so it needs to be inconvenient at the very least.
For the sake of completeness let's make two seperate cases
In one case, I want it to be a "Always on" effect, his fists are permanently imbued with the life energies of the world
In the other, with some concentration he can temporarily imbue his attacks with Ki to add extra damage
You pay for the mechanics. Not the fluff. How do you envision it working? Do you have to forcefully strike them? Does the damage transfer at a touch regardless of whether the punch does damage?
Assuming it's a punch not a touch I'd probably build it as Innate Attack (Melee Attack, ST-Based).
I've done a high striking strength plus impaling talons activated by energy reserves that can only be spent on Ki abilities such as fireballs, pressure touchs etc.
Wait, what the actual FUCK? I just downloaded the basic set pdf. Why in the flying fuck do you start the rulebook with climbing, jumping, zero-g movement? Why not start it with chargen? What kind of retarded shit is this??
If you want someone capable of surviving a shootout in a bar, you first have to decide what the average participant in a bar shootout would have for skill level. I would peg this from 9 to 11 for everyone from cowboys to bandits to deputies to saloon owners. If you want them to be able to handle a shootout over a bad game of poker or the angry drunk, 150 points should suffice. If you want them to be able to take down two or three banditos calling to collect, 250 points. If you want the lone gunman who can drop seven men with six bullets, gun for 400 points. The Action series will be good inspiration with templates and rules in general. You might also make good use of Gun Fu, if you want a more spaghetti feeling.
SJG don't do formatting
Probably DR with Force Field and maybe Directional and/or Requires Attribute Roll (Active Defense). If it doesn't have Active Defense, then you can probably use it in a Power Block. See GURPS Powers pages 112 & 168.
Did you get Characters or Campaigns? Campaigns starts with movement. It's Volume 2: The GM shit.
Innate-attack follow-up would work for stuff like charging your fists with energy; the IA type would determine the form your ki takes, with examples including fiery (burning attack), freezing (fatigue attack with Hazard), and shredding wind (corrosive attack). Alternatively, if you just want to PUNCH HARDER, just take Striking ST (Costs FP).
Claws or a striker with No Signature would probably work well for the first, along with a power modifier for whatever gives them their Ki powers. The latter would be something like Striking ST with Take Extra Time.
Whu the fuck did they name two different books Basic Set then? I'm done with this shit. Thankfully, Genesys is out now, and its rulebook starts with chargen. Based FFG.
What are you talking about? My copy of characters starts with the usual introduction to RPGs, followed by explaining character points, then attributes, etc.
>user starts reading from vol 2
>calls author retard
Is this overconfidence or odious personal habit?
Compulsive Shitposting (9)
They didn't you moron. They named one Characters and the other Campaigns. They also have a combined digital-only version called Characters and Campaigns. If you can't read that isn't their fault. You'll have just as much trouble with Genesys.
You should probably start with Chracters rather than Campaigns, but it's only after discussing the basic resolution mechanics that it starts on the movement rules.
Even if they didn't it doesn't seem that weird a place to start. Plenty of games put movement fairly close to the beginning.
They're both part of the same set, it's split up so you don't have to go through 600+ pages
I highly recommend checking out savage worlds over Genesys for a more lightweight universal system, but that's just me
How about DR that protects against everything but impaling?
Again, just Nuisance Effect, -5%, at best. -10% for DR means deciding between physical and energy attacks, so this hole can't be worth as much as or more than that.
Thanks for the help. I'm not going to reply anything actually relevant because I'm just found myself in a rabbit hole about shields. Currently reading and googling about shield as cover against explosions.
Also got this from a Pyramid.
Would the spirit power origin be a good way of representing jojo style stands?
Going off on a tangent, "Armor of Pure Magic" as DR 6 (Force Field, +20%; Magic, -10%) [33] as AA for Imbue 3 costing 7 points would be perfect for my character, though it seems a little too cheap considering the mundane alternative is an expensive and bulky plater armor (or not, it's a total 47 points investment...)
New Pyramid is out. Anyone got a copy to share?
>a total 47 points
And you can't do *any* imbue stuff while the force field is up.
Compartmentalized Mind (Only to switch the active sorcerous spell, -60%; No Mental eparation, -20%) [10] could be adapted to alleviate this issue. Ah, saving expensive powers spending more CP, sweet sweet CP.
Joke aside, at least the magic armor doesn't weight 40lbs or so and saves you about $5,000. Also no maintenance cost. Being AA to Imbue is also a good enough excuse for buying magical DR.
I'm organizing a low-point conspiracy mystery TL 8 game. One of my players told me that he wants to play a leftist soyboy cuck and is asking me for advice on appropriate advantages and disadvantages to represent that. I'm not very experienced in GURPs and political terms in general, and I cannot ask him for clarifications, since he's went to another city for Christmas break, but could you help me with this?
I think you'd have better luck in /pol/
I doubt that I will find any GURPS players there. This is primarily a Veeky Forums question.
So far I'm thinking of suggesting some sort of Social Stigma or Secret, with quirks that represent his soy diet. Maybe Dependants too.
If you don't know what those terms mean and I don't know what they mean and nobody else here does either you're going to have to get him to define them for you. After that it's just scanning the disadvantages for what fits. Sounds like you have a handle on that last bit already.
The guy sounds like a real bundle of joy
Why cant you ask him, does he live in the woods or some shit?
You need his clarification, many people see it in many different ways
I guess for now you can give him reduced strength and less charisma (Soy diet = less testosterone), social stigma (leftist cuck) Delusion (All white men are evil) or some shit like that.
Also where did this soyboy shit come from in the first place? Why do people think it lowers testosterone, and who fucking cares?
Can't ask him because he's literally hiking to another place. Some family tradition of his.
I was reading up on soy on the internet now, and it seems that it makes men more feminine and even sterile. Sterility is a quirk, iirc, and femininity can be represented with androgynous appearance.
I also did some research on cuckolding, but I'm still not sure if people are cucks openly or in secret. If they do it openly, it seems like a negative Reputation or Social Stigma. Secret cuckolding is Secret. He might also need Dependants in the form of wife, bull, and possibly children.
What the hell am I even doing.
Cuckolding is a fetish, so I imagine most people do it in the privacy of their homes, he's most likely using "Cuck" as a insult to their masculinity. What he's basically saying is the character will act feminine, have no backbone, and apparently hold left leaning ideology, which some think go hand in hand
It's your job to allow or dissalow certain advantages or skills, don't make the character for him, that's his job. You have enough on your plate already, GMing GURPS is a bigger effort than most games.
Don't be the beta leftist soyboy cuckold he wants you to be and do the work for him
Makes sense. I guess Low Self-Image would be appropriate.
In my experience, GMing GURPS is actually easier than GMing in other systems. I just want to help a new player get into the game.
Really, you think GMing GURPS is easier than other systems? How? Is it easier than say, D&D or Savage Worlds?
Why Dodge is so better than Armor/DR in Fantasy settings?
To afford Armor you'd need Wealth, to justify it you'd put social constraints into your character (maintaining state etc), "medium" armor (4-5-ish) is not very useful (ST 12 Orc with and axe will penetrate it most of the time) and heavy ones will slow you down and exhaust you after combat (unless you buy the overpriced very fit advantage).
Meanwhile any adventurer can claim it a natural talent and get high DX/HT/Basic Speed for higher Dodge, increasing DX has sidebenefit of improving almost all skills useful to combat and it doesn't matter the ogre dealt a 5d+10 damage if you can retreat and acrobatic dodge it (meanwhile our knight has become tomato soup in a can).
Yes, it's just frontloaded with chargen. In D&D you have to carefully prepare a dungeon, care about CR that is often a bad power estimate, PCs being different-tier classes, giving out treasure and XP so they do not fall back from the WBL. Here you just prepare an adventure and do not care about all this. Everything is grounded in reality and makes sense.
Even leftist soyboy beta cuckolds, apparently.
How do I plan out a GURPS adventure? It seems extremely intimidating
Dodge is easier to overcome than DR, though.
Definitely easier than D&D because there's no game math to keep up with or spell list to memorize or class abilities to keep track of. Savage Worlds, IMO, is easier because it has simpler math.
Did you read the chapter on Gamemastering? It covers this. If you have read it, what more do you need?
>What is targeting chinks in face armor with 80 points in Guns?
How to be a GURPS GM provides a great overview of this. It's around 70 pages long and worth a read.
Here are some counterpoints off the top of my head.
>No active defense
Getting surrounded and getting critted negate your change to roll an active defense; similarly, you're cutting yourself off from All-Out Attacks, which can be devastating if used correctly. Dodge-28 won't help you if you don't get to touch the dice.
>Point cost
Every fantasy adventurer worth his salt will get a good load of dosh after a crawl or two, making cash a negligible obstacle. Conversely, points will always be in short supply--by investing so heavily in dodging, you're missing out on getting more sneaky, magical, ded killy, etc. Now, if you're running a realistic game that doesn't flood hobos in gold after every goblin camp, that's fine, but I'm working with standard fantasy assumptions.
>AoE
Dodge and drop mitigates explosions at best and doe nothing against true AoE effects which tend to be common in fantasy. DR protects against a fireball as well as it does a sword blow.
>Reliability
Your armor will never disappear because of a single failed roll. Yes, enemy crits can reduce armor's effectiveness, but it is exceedingly rare compared to "oh looks like you rolled a 14 when you needed a 13, time to take 3d+2 cut to the face lololol"
>"oh looks like you rolled a 14 when you needed a 13, time to take 3d+2 cut to the face lololol"
This is why I advice all the players in my group that will rely on Dodge to take Luck.
>Wasting money on this bullshit when genesys exists
You people are soyboy fags
I read the genesys book. I couldn't figure out how to port over my warrior poet beetle-woman who wields two morningstars, a shield with a lectern for writing, and a pen in all four arms. It seemed a bit limited.
Don't even respond. It's just some faggot that doesn't play Genesys, GURPS, or any other system for that matter trying to stir shit up between the two.
>ST 12 Orc with and axe will penetrate it most of the time
I've seen this come up a lot. DR isn't "all or nothing". Sure, it will deal SOME damage quite often, but that amount of damage will be 10 or more points less than someone without that armor will take.
Please give me this character sheet, I don't think you can do it in GURPS either
Beetle person template is from DF3, the rest is literally just skills.
How do I make a character that just wants to live a quiet life
Burning Attack 120 (Delay, Trigger; Symptom, Fragile: Explosive; Melee, C; Contact Agent)
how about something that has no weakness