r/gurps

▲ 4 r/gurps

I seek creative motivation

Lately I've been thinking of my own games, all of which are defunct, most of which never took off in the first place. I've been a TTRPGer since I was 11. Im 53 now and haven't really played for about 20 years. So, backstory done (for now)...

I would like to create a GURPS super. For a Super game. Y'know, tights, cape, ridiculous (or not) premise. Preferably 4-color cinematic awesomeness/awkwardness and such.

I was mostly a GM. I loved making stuff for my friends to deal with.

I dont need to use it. That would be asking too much, I think. I just seek -- creative motivation.

Give me a setting; TL; time period; desirable Traits; forbidden/undesirable Traits; about as much data as you think a player might need for your campaign (or one shot, I guess).

I haven't flexed my "muscles" for a minute (decades) and would like some external impetus.

I, quite frankly, dont know how to internet. I read stuff and move on mostly. So, if you are interested in interacting, I'm leaving it up to you to give me a heads-up.

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u/SouthOfOkay — 9 days ago
▲ 32 r/gurps

GMs who ran a fantasy game with a necromancer player, how did you handle zombie accumulation?

From my reading of the Basic Set and Magic (and even Zombies!), it seems like there is no clear rule for how long a zombie lasts nor to limit the number of zombies a caster can control (for instanelce, in D&D the spell lasts 24 hours and allows 4 controlled zombies at once). All I see is a vague sentence in the Basic Set about zombies decaying into skeletons. And Zombies! also doesnt explicitly deal with this, it seems more geared towards running campaigns that focus on zombies as a setting fixture.

I have a player who is casting Zombie on pretty much any corpse they can get their hands on and I dont really know how to keep them from just amassing a game-breakingly-large zombie horde. I dont want to get in the way of the player enjoying a necromancer, but I also don't want a horde of zombies to take over play from the rest of the party, either, not to mention balance issues and the plot line. The game is a run-of-the-mill medieval fantasy campaign with a party of 5 adventurers.

I would love some advice about how to handle this. Or am I just missing something in the rules?

Edit: Thank you all for the advice and information, it has helped me to get my head around this topic much better.

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u/LurkThouNoMore — 10 days ago
▲ 12 r/gurps

Repeat resistance rolls against spells?

Looking to run a setting with Magic in it for the first time, and wanted some input on some of the rules. Some spells (like Tickle for instance) seem to have crazy strong effects if used in combat, given that it's a full minute incapacitate if they fail the check. Has anyone run a D&D-style system where effects like that allow you to repeat the resistance roll on your turn? If so, were there any specific spells you thought were made better or worse by it? It feels like a spell like that would be basically a free kill, either used by the players or against them.

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u/Zuber83 — 8 days ago
▲ 23 r/gurps

Looking forward advice on running a fantasy 30's America.

I'm planning on getting into GURPS because I liked the idea of running a game which takes place in an alternate 1934 San Francisco with magic. I want to run a game with firefights (with mostly period correct guns), some mystery and some encounters with monsters and such. Would GURPS suit this and what should I look at? I am getting into the system and I am looking forward to trying something new!

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u/Muncho964 — 9 days ago
▲ 7 r/gurps

How would you build an attack that grows over time and can be set off?

What I mean is, how would you go about building a power that does the following:

After hitting the target with your initial attack, a “bomb” (or whatever explanation you want it to be) begins to build inside them. Each turn, this “bomb” grows in power, but does not actually go off and hurt the target until the user decides to trigger the bomb.

I initially thought it may be some combination of Delay (trigger) and Cyclic, probably with an Accessibility limitation that states damage does not happen each cycle, but is built up until the trigger, but I am curious how others would go about something like this.

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u/tycornett9 — 9 days ago
▲ 32 r/gurps

So we are basically in Tech Level 9? The GURPS Wiki said so. Does that mean we can speculate for TL12?

Namu wiki even said that we entered it since 2023

So based on the 4th edition premise for a civilization capacity to think ahead (which back when 4e was written, it consider itself as TL8 level of knowledge perspective.), meaning that you can speculate as much as TL + 3 of your current tech level. Which is why TL11 is the limit and TL12 is so vague. See here: https://gurps.fandom.com/wiki/Tech_Level

What's your thought on this? Do you agree or even have your own ideas? Especially for TL12+ technologies.

I just can't help but to speculate, coming from someone who love

  • Far future setting (which I assume TL12+): W40k Dark Age of Technology, Iain Bank's Culture, Xeelee Sequence, End Game + modded Stellaris
  • Alternate Universe, with retrofuturism tech: Fallout (TL7+3), Wolfenstein New Order (TL7+2), Prey 2017 (TL8 + 3), STALKER/Metro series (TL8^+1).
  • Space Sci fi/Space Opera (definitely TL10-11): Halo, Starcraft, Stellaris, Dead Space.
  • Near future (TL9-10): Deus Ex series, XCOM, Crysis series, Watchdogs.
u/Eissa_Cozorav — 10 days ago
▲ 10 r/gurps+1 crossposts

[LotM TTRPG] Corpse Collector Pathway (Sequence 9 – 4)

Credit for the art: Angry_Pepper (u/Affectionate-Bad1284)

You can find this post in PT-BR on: LotM TTRpg Caminhos: Colecionador de Cadáveres - Imortal

Corpse Collector

Corpse Resistance: 15
The character gains resistance to cold, decomposition, and the corrosiveness of corpse auras (undead), gaining DR 10 against attacks of this type. He becomes partially immune to afflictions, gaining a +8 bonus to resist the effects of corpse auras.

Corpse Camouflage: 5
The character’s dark presence and low body temperature prevent less intelligent undead from attacking him outright.

Knowledge (Undead): 20 The character has a Talent for: Occultism (IQ/A), Expert Skill (Anatomy; IQ/H), Expert Skill (Thanatology; IQ/H), Exorcism (Will/H), Professional Skill (Autopsy; IQ/E), and *Identification of Undead Creatures (Per/E); a +4 bonus to the skill, even on rolls with preset values. This increases the effective value only for the attribute associated with the skill.

Identification of Undead Creatures (Per/E): This skill helps quickly recognize creature types and their weaknesses, as well as anticipate their behavior and attack methods. If the character’s skill level in Identification of Undead Creatures is 15, any attack made against him and any defense maneuver suffers a -1 penalty, because he is able to predict its behavior. If the character is a specialist (level 20 or higher), attacks suffer a -2 penalty.

Innate Spiritual Perception: 5
The character can see Ghosts, Malignant Spirits, and Apparitions even without activating Spirit Vision.

Dark Appearance: 0 The character has a dark aura around him, granting a +2 bonus to Intimidation. Beyond this, he has a supernatural feature: low body temperature, which gives -1 on reaction rolls from those who know.

Phobias: -45 The character has a growing fear of sunlight (Heliophobia) and of being purified (Hagnophobia), both with a self-control roll of 9 to resist fear (see phobia rules p. 140). The character can buy off these disadvantages or change the self-control roll to 12 (spending 15 points per level until fully bought off).

Physical Enhancement: 20 ST+1 (10); HT+1 (10).

Gravedigger

Spirit Communication: 24 The character can communicate with a small number of spirits near him, summoning them to explore areas or assist with specific tasks. These spirits can perform simple actions on command, such as grabbing a target to immobilize it. This ability functions as an Ally Group of 6 to 10 spirits, each with about 25% of the character’s points. The ability has Quite Often frequency (appears on a roll of 12 or less) and is Summonable, allowing new spirits to be called as needed. For each summoning, the GM may decide whether the same spirits return or new entities appear. In the case of new allies, a reaction roll determines the spirits’ willingness to obey the character’s commands. If any spirit is destroyed, the user must wait a full day before summoning replacements.

Eye of Death: 6 When the character presses his eyes, they turn gray and then colorless, allowing him to quickly determine the weaknesses of even unknown spiritual creatures and undead through observation. To use this ability, a successful Perception roll is required as a free action before his next attack. That attack suffers a -2 penalty, in addition to any other hit location modifier (see Hit Location, p. 398). If the character hits, all damage that penetrates DR is doubled; if the undead already has vitals, this ability does not add the multipliers—use only the higher of them.

Flexibility: 5 The character becomes more flexible, receiving a +3 bonus to Climbing rolls, Escape rolls to get free of ropes, handcuffs, and similar restraints, the Erotic Art skill, and all attempts to break free during close combat (p. 391). The character can also ignore penalties of up to -3 for working in tight spaces (including rolls with Explosives and Mechanic).

Physical Improvement: 25

DX+1 (20); Per+1 (5).

Spirit Medium

Mediumship: 10/5=2 The character can speak with any spirit present, provided they share a common language.

Spirit Affinity: 10/5=2 To dead souls and natural spirits around him, the character is seen as a kindred being and therefore not a threat. The ability works with the full value of IQ and the bonus to Detect Lies. Fortune-Telling and Psychology receive a +3 bonus; his Influence skills (Diplomacy, etc.) work normally on spirits. If they are friendly enough, these entities may even take the initiative to give him information.

Spirit Contacts: 20/5=4 The character can perceive and communicate directly with natural spirits and dead souls wandering around him, thus having informants everywhere, warning him of any danger or informing him of the enemy’s whereabouts (Contact Group: Spirits, “quick and cheap” but dangerous, skill 12 at all times, Somewhat Reliable).

Danger Sense: 20 The character cannot always count on this advantage, but from time to time the spirits warn that something is wrong, and whenever the character is in danger of an ambush, imminent disaster, or another similar type of danger, the GM must secretly roll against a skill of 12. On a success, the GM must provide some details about the nature of the danger.

Spirit Probe: 10/5=2 Spirits and Ghosts: The character can interrogate spirits and ghosts. To do so, he and the spirit must share a language and concentrate for 1 second. Once the connection is made, the character can extract directly from the spirit’s mind the answer it believes to be true.

  • Spirits get no resistance roll and cannot lie; they answer only based on what they knew in life. If the spirit does not know the answer, it simply says so.
  • There is no limit to the questions, but each one requires a new round of concentration. The character can also channel recently deceased spirits, such as those of defeated enemies.

Living Beings: The same ability can be used to interrogate living beings, but requires a 10-minute preparatory ritual. During this time, the character tries to communicate directly with the target’s inner spirit while still alive.

  • After preparation, make a Quick Contest, comparing the character’s IQ (or Interrogation skill, if higher) against the target’s Will.
  • On a win, the character extracts from the target’s mind the answer it believes to be true.
  • On a failure, he may try again, but suffers a cumulative -2 penalty for each new attempt (for the same or a similar question) within one hour.
  • On a critical failure, the character cannot try again with the same target for 24 hours. This method is extremely dangerous without the use of sedatives or adequate magical support. Forcing this contact can cause mental or spiritual damage to both parties.

Spirit Magic: 30 The character can use different spirits to perform different types of magic (Symbol Drawing; IQ/H to cast), creating various types of supernatural phenomena in a highly versatile way. When the character uses a spirit, it sometimes reacts badly; make a reaction roll with modifiers (if any) each time he wishes to create a new spell. Creating each spell costs $5 per point; this value represents the materials consumed for the experiments. As in the spell table, each spell can have a maximum number of points.

  • On a reaction of Neutral (10+) or better, everything goes well and the spell is cast without problems.
  • On a Very Good reaction (16-18), the spirit helps with the creation of the spell, granting +5 spell points.
  • On an Excellent reaction (19+), it grants +10 spell points.
  • On a reaction of Weak (9 or less) or worse, the character fails to create the spell, losing 1 hour of work.
  • On a reaction of Very Weak (3 or less) or worse, the spirit attacks you, or something similar happens. The character takes much less time: a Simple (1/4 points) spell requires only 1d-2 hours (a result of <1 indicates assembly in 30 minutes); an Average (1/2 points) spell takes 2d hours; a Complex (3/4 points) spell requires 4d hours; and an Amazing (up to the total points) spell takes 2d days.

Detect Spirits: 20/5=4 The character can detect hidden spirits even with his eyes closed. This ability requires 1 second of concentration. The GM makes a secret Sense roll, with distance modifiers (p. 550). A success reveals direction, distance, and a sense of what was detected. A decisive success also reveals precise details, such as the spirit’s nature. After detection, an IQ roll can provide more detailed analysis.

Zombie Disguise: 16/5=4 The character can disguise himself as a zombie. In this state he has a monstrous, corpse-like appearance (-5 on reaction rolls), and his body becomes like that of an undead, meaning he is less vulnerable to impaling and piercing damage. This results in the following wounding modifiers: impaling and huge piercing, x1; large piercing, x1/2; piercing, x1/3; and small piercing, x1/5. However, he becomes more susceptible to holy and purifying attacks from the Sun domain, such as the Invocation of the Sacred Light of the Solar High Priest. Multiply damage by 2x from these types of sources.

Strengthened Abilities: Spirit Communication ➔ Spirit Channeling: +40 The spiritual allies are now 50% of your character points, and the group base is now 11 to 20 spirits.

Eye of Death: +12 This ability has been greatly improved; it works not only on undead but also on any spirit. It now not only multiplies damage to vitals. When making the Perception roll to find secret points, the margin of success is added to the damage roll, giving a maximum of +2 per damage die.

Attribute Improvement: 30 FP+10 (30)

Spirit Guide

Language of the Dead: 97/5=20 When speaking the language of the dead, the character emanates a supernatural power that affects an area of 100 meters. Within this radius, he can choose specific targets to force their spirits to abandon their physical bodies. The selected targets must resist through a Quick Contest of Will against the user. If a target fails this contest, DR is completely ignored for a number of minutes equal to the contest’s margin of failure (minimum one), and the target is stunned for 1 second.

Control Undead: 75/5=15 The character, in an area 50m around him, is able to dominate entire groups of Undead or ownerless natural spirits that are at a level similar to his. He must make a Quick Contest of Will, where targets who fail are subjugated. If the character has exceeded the ally limit in his Spirit Channeling, he must use his character points to buy them as an Ally, along with the Minion enhancement (+50%). If the character does not have enough points, the creature will obey only for 10 minutes, after which it becomes immune to the effects of his ability for 24 hours.

Knowledge (Spirit World): 44
The character has vast knowledge about the Spirit World, its rules, inhabitants, and hidden paths, gaining a +4 bonus in Area Knowledge (Spirit World; IQ/E), Area Knowledge (Underworld; IQ/E), Hidden Lore (Rules of the Spirit World; IQ/A), Hidden Lore (Inhabitants of the Spirit World; IQ/A), Hidden Lore (Rules of the Underworld; IQ/A), and Hidden Lore (Inhabitants of the Underworld; IQ/A). Each of these skills gains 4 XP.

Improved Abilities: Spirit Channeling: +176 This ability has been greatly improved; allies now have 100% of the points and the frequency of participation has increased (result of 15 or less). The character can recruit Spirit Messengers on his own and obtain aid from certain spiritual entities. However, maintaining these Undead and natural spirits without them being detected or influenced by other factors is quite challenging.

Necromancy (Resurrection): The character is now able to transform corpses into living skeletons and Zombies. However, this type of resurrection does not grant the reanimated body any will or vitality of its own; they are merely obedient shells.

Physical Improvement: 45 IQ+1 (20), Will+5 (25)

Gatekeeper

Find a point where the aura of the Underworld leaks into our world, establish contact… and survive.

Gate to the Underworld: 60
The character is able to summon a gate to the Underworld, controlling it and the undead that dwell within it, using its powers as if they were his own. The gate has the following powers:

  • It has a suction force that, when activated, draws everything around it in a 100m area into it. Targets in a 2-meter cone in front of the gate are pulled with ST 50; targets outside the cone are still pulled, but with ST divided per meter outside the radius. This ability affects insubstantial beings.
  • The undead behind the gate can be commanded to coil around, grab, suffocate, and drag targets into the Underworld. This is a grapple that affects a 2m area in front of the gate with ST 25 (DR 8), affecting insubstantial beings. Targets caught are unable to breathe. If they run out of breath before breaking free (see Holding Your Breath, p. B355), they begin to suffocate; see Suffocation (p. B437).
  • Targets caught by the undead’s arms and who fail to resist the grapple must make a skill roll of 5; on a failure, they are sent to the Underworld.

Internal Underworld: +260
The character can house countless souls, the deceased, and natural spirits in an internal underworld, allowing him to transport an army of obedient undead wherever he goes. This place can be considered a miniature underworld. Spirits under the effect of domination can enter this internal underworld; to do so, he must touch the spirit of his choice. The limit of this ability to house them is a group of 21-50 spirits. Normally, the entrance to the internal underworld is in the center of the Gatekeeper’s forehead.

Attribute Enhancement: 30 HT+3 (30).

Undying

Locate a subterranean river corrupted by death. Perform a true funeral on its banks, then bury yourself with the potion at the site and remain buried for sixty days. If you do not survive or do not retain enough sanity at the end of the period, the ritual will fail.

Sealing: 90
The character is able to reduce the negative effects of sealed artifacts using the power of the Underworld to create protective spiritual seals. To do so, he must perform an 8-hour ritual and make a Will roll, where each point of margin of victory reduces the side effects by 10%, to a maximum of 80%. This effect is permanent unless purified.

Spirit World Translocation: 84 Thanks to his connection with the Underworld, the character can use the spirit world as a means of transport to cross great distances. To enter the spirit world, he must concentrate for 10s and make an IQ roll. It is possible to hurry this ability, but it suffers a -1 penalty for each second of concentration omitted (-10 if used without any preparation). Regardless of IQ, a result of 14 or higher is always a failure. Within the spirit world, the character is able to locate himself and move 32x faster. This ability can affect everyone within a 2m radius of the character, making group travel possible.

Resurrection: 11
Every 60 years, the character dies and then resurrects. From the first death onward, he can recover memories of his past lives, taking 1 year to do so. If he dies many times, some memories become irretrievable; thus, as the centuries pass, his rationality degrades and he risks becoming just another purposeless undead. His maximum life expectancy is 2000 years.

Spiritual Body: 40 The character exists in a hybrid state between physical body and spiritual body. Injuries affect him normally, but he never needs to make an HT roll to stay alive, being able to survive to -10×initial HP; beyond that, he dies immediately. He recovers at the normal rate of 1 HP/day. Additionally, the character can pass through barriers and move in any direction with his full Move as if gravity did not affect him. Purely physical or spiritual attacks cause only half damage.

Vulnerability: -20 The character is weak to spells of the Sun domain, such as the Invocation of the Sacred Light of the Solar High Priest. Multiply damage by 2x from these types of sources.

Language of the Dead (Witchcraft): 95
The ancient Language of the Dead now transforms into a complete system of witchcraft (Symbol Drawing; IQ/H to cast), with spells related to:

  • Death
  • Spirits
  • Reanimated Bodies
  • Decomposition
  • Spiritual Enslavement Creating a Simple (1/4 points) spell requires only 1d minutes; an Average (1/2 points) spell requires 5d minutes; a Complex (3/4 points) spell requires 1d-2 hours (a result of 1 or 2 indicates assembly in 30 minutes); and an Amazing (up to the total points) spell takes 2d hours. It has no material costs, but all must have the Verbal Accessibility limitation, -20%.

Improved Abilities:
Internal Underworld: +100 The character can house a group of 51-100 spirits.

Gate to the Underworld: 0
The character is now able to use the gate to invoke the powers of the Underworld and change the environment in his favor, creating a spiritual battlefield that:

  • In a 100m area around the gate, everyone who is not adapted to the Underworld aura (the character, undead, and spiritual beings) in the area must make a Will roll at -4 every second; on a failure, they are affected by Hallucinations of voices and screams from the Underworld (see p. 428).
  • It is possible to summon dangerous creatures from the Underworld into the physical world. Whether by luck or influence, he must make a participation roll at skill 12; on a success, roll 3d and determine the strength of the creature or creatures summoned using the table below. These beings are not his allies and may be a potential danger.

Invocation Strength Table:
"150%" (3 to 6): Bone Dragon
"100%" (7 to 9): King of the Dead
"75%" (10 to 12): Death Knights
"50%" (13 to 15): Mocking Ghost
"25%" (16 to 18): Skeleton Archer

u/pirinel_0-0 — 10 days ago