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24

In terms of the GURPS part, assuming this is not for sale and just posted publicly on the Web, your use would be dictated by the Steve Jackson Games Online Policy. This allows you to make adventures and stuff but not things that require a restatement of the GURPS rules - so you'd want to be careful that your "fan book" doesn't do that. In addition, the ...


22

I ran a game where players had their spirits projected into the realms of the damned and they were damn1 glad to get out of there by the time they'd escaped. Wraith: the Oblivion is a game you should consider having a look at for ideas but there are several things (depending on your world) that can threaten those who are already dead. Insanity – There's ...


19

The reasons you list are all valid. There are additional real world/setting reasons people carry a pistol as opposed to a long gun. Legality: In some situations it (some concealed carry laws in the US) is legal to carry a pistol, while it would be illegal to carry a rifle or shotgun. Appearances: Even when carrying openly it sends a completely different ...


19

According to "Introduction: Current Cross-References" (GURPS Thaumatology, p. 5), the book is designed to stand alone and doesn't need GURPS Magic. The book presents alternatives to the spell system provided in the Basic Set, as well as some modifications of the default spell system. If you are using the spell-magic rules from the Basic Set, then GURPS ...


15

I focused on copyright and cyberlaw when I obtained my JD, but I never took the bar because I knew I didn't want to practice law. So this is backround material, not legal advice, and I am not a lawyer. There are two legal areas to pay attention to here: trademark and copyright. Trademark was created to protect businesses from fraudsters trying to masquerade ...


14

Start by talking about the characters as people, not as game pieces. Use the background of the game appropriately to give you ways to find out about them beyond game stats. Here are some examples of what I'm talking about: In modern games, I have given players job application forms to fill out for their characters (we were playing a superheroes-for-hire ...


11

On the one hand, the standard races work because they resonate with historical myths and the seminal works of the fantasy genre. They're also a convenient set of tropes and stereotypes; when you say "dwarven city", players immediately know what you're talking about and how it likely differs from a human city. Thus, they're useful for efficiently ...


11

This is answered in the Official GURPS 4th FAQ 3.4.1.11.. A cloak is used like a shield – as implied by both the Cloak skill write-up and the cloak's listing under Shields (p. B287). It gives DB only when partly wrapped around one arm or held in one hand, and then used to brush incoming weapons aside (either on its own or by padding the hand enough to ...


11

Thaumatology is a magic-system construction guide. You're very unlikely to be using the whole of the book in one campaign, any more than you'd be using all of Fantasy or Space Some of its advice is relevant to games with Magic-style spellcasting, other bits aren't. So the answer is "it depends on the sort of magic you want in your game". If you want ...


11

TL3 combat usually takes time because attacks are relatively easy to defend against, and attacks are often not particularly deadly. Also, there is a lot of options, as usual. I would advise against making attacks more deadly, so let's take a look at other options. At TL3, both active and passive defenses are attainable and effective, but this might be tuned ...


11

I been playing GURPS since 1987 and the basic combat of attack, defend, damage can indeed bog down for even moderately skilled players. In reality people have options to get around the defenses of a skilled opponent and for some added complexity GURPS can emulates these options. First off the players should not pair off with their opponents but should at ...


10

You and @C.Ross make some very good points about why to use a pistol over a rifle. One additional reason is the capability to use Dual-Weapon Attack—B230 in Characters mentions that Dual-Weapon Attack (Guns (Pistol)) is learnable even in a realistic campaign (i.e. not cinematic). From personal experience (as a PC in 3-4 TL7 or TL8 GURPS 4E games), I ...


10

Edit: I've been informed that High Tech goes up to TL8, and Ultra Tech starts at TL9... I assume that the 4e version differs from the 3e version in that respect. Modern technology is Tech Level 7; near-future would be TL8 technology. If you want a very-near-future campaign, you might mix TL7 technology with elements from TL8 (organ transplant, bionic ...


9

If you want your NPCs to get busy dying, make liberal use of All-Out Attacks (both to make them more immediately threatening to the players and to avoid those pesky defense rolls) and fiat that unimportant NPCs will automatically fail rolls to stay conscious so they should drop once their turn comes up and they're at 0 hp or fewer. I'd also recommend just ...


8

Yes, Nightcrawler can escape from the webs by teleporting. Binding only prevents Move, Change Posture, and facing changes. It doesn't prevent anything that it doesn't mention: it doesn't prevent attacking from inside the webs, seeing out, or using powers such as Warp.


7

You may want to check out the Transhuman Space books. Very different feel from the Ultra-Tech / Space. Although some of the pieces of technology are high-tech, it feels a lot more realistic than the Space / Ultra-tech options. As far as I know, Transhuman Space is 3e.


7

Using only Basic, the only combat reasons I can come across are: The ability to use two pistols at the same time, The ability to draw another pistol instead of reloading, and The penalty in the form of bulk in CQB (B391) With Gunslinger, you get the ACC bonus of 1H weapons without the need to aim (B58) Depending on situation and campaign, pistol ammo can ...


6

You want to use the Ritual Magic system found on page 200 of GURPS Magic. The features of the system are There is a base skill for example Thamuatology Each college of GURPS Magic is a IQ/VH skill defaulting off of the base skill. A college skill can't be raised higher than the base skill. Individual spells default off the college skill at a default ...


6

I've done something similar. I'm thinking the GM is trying to get around the "everyone is an expert in something or has some type of power" syndrome that happens in GURPS ("you had 150 points, you had to spend it in something"). I don't know if I would recommend it. Some things to be aware of: One-trick pony: If you focus on one specific action (like ...


6

This is one of these tropes which makes a pretty good amount of sense in literature but isn't so great in RPGing unless everyone is seriously on board with it. The GM seems to want to have the power imbalance because it's "realistic" and because it allows, at least at the beginning of the game, for a situation where there are main characters and minor ones. ...


6

Mechanically, it doesn't matter: either they're building 300-point characters with 150 points pre-allocated to Unkillable 3, or they're building 150-point characters with a secret 150-point Unkillable 3 advantage they don't know about. The numbers work out the same either way. If you want to keep that advantage secret, then just tell them to build 150-point ...


6

It seems like no, an unwilling subject can't resist an Illusion Disguise spell. Pages 13–14 describe Resisted Spells, but unlike some spells that have a target (e.g., mind control spells), Illusion Disguise does not have a Resistance note. That said, if you're the GM and your world's magic works in such a way that you think the target should be able ...


5

How hit locations are determined is covered in detail on pages 398–401, "Hit Location". To summarise: Every controlled attack must be aimed at a hit location, with a default of the torso if no declaration is made. Hit locations aren't optional rules – Rule Zero notwithstanding of course. Every hit location carries a penalty to hit, although the default ...


5

Start with templates. It's OK, really. Even coming from a class-race system they will still expect a lot of options at character creation and as their characters progress, and that's when they will start dipping their toes into the deep waters of GURPS' point-buy possibilities. The key is that they will be able to engage with the range of possibilities free ...


5

In general, high skill reductions of FP costs of spells are taken off the total cost of the spell. Meaning you'd evaluate all costs of the spell first, then reduce it based on high skill from the end cost - as you suspected, you'd have the 2FP waived at skill 20 for your first example, and reduced to 1FP in your second. The "minimum costs" are the minimum ...


5

If the warrior is using a melee weapon, size modifiers don't apply and you just use the Hit Location modifier. For ranged attacks, use the size modifier of the dragon (which will be a bonus) together with the penalty for targeting a specific body part. If the dragon is so huge that its head is the size of a person, the total modifier should still be a ...


5

There's no additional rule either in Basic set or in Martial Arts. As B391 suggests, you can defend against any attack from a known enemy at -2, except for situations when the defending character doesn't know from where (and when? This is not so clear) the attack is coming. A character with the Peripheral Vision advantage can defend at -2 even if approached ...


5

SevenSide Die response is correct except in one respect. The character may still be bound after using the Warp. It depends on how the power is set up. One characteristic of the binding attack is that it can be destroyed by an external force so the referee will have to use his common sense in adjudicating this with the Warp power. But to reiterate, sans ...


5

Depending on the character's temperament, relationships, etc. reincarnation could be a potential threat. Normally, reincarnation would be considered a good thing, but what if you still have things to do? You might be free of your mortal coil, but a ghost can still act; a soul reclaimed to the great cycle... not so much. Not only would a reincarnated ...


5

One solution I like is to add a mechanic by which there is some sort of spiritual energy required to actually do anything; if you run out of energy you aren't technically dead, you just become completely unable to act floating along trapped in your mind. To me that's more terrifying than death, so it might be worthwhile if you're going for horror.



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