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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 ...


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.


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

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.


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

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

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 ...


4

As a player, I would take the 250-point buy in a heartbeat. If all players are going to end at the same point value, that means that I'm going to spend more time at a more powerful level. And the difference between 250 and 150 (let alone 75!) is massive in GURPS. Now, if they offered the choice of a higher end point in exchange for the opening handicap, ...


4

There is no answer to this because GURPS is not in the business of telling you how "the world" works—there is no default "the world" in GURPS. You provide the world(s) and your own laws of magic, GURPS steps in with rules you can use to represent those. How do you want this to work? Okay, now that is how it works.


4

This can only be done with an unarmed attack (which may mean an off hand if you're doing this while otherwise armed), by grabbing the weapon directly and attempting to wrench it away from them. The procedure is short and detailed on B370 under "Grabbing": a called shot that, if successful, is followed by a ST contest. The defender defends normally, for which ...


3

The executive summary: Sleepers wake when their sleep is disturbed, which happens when un-stealthy activity occurs nearby. Sleepers whose sleep is disturbed only rouse if they perceive a disturbance as a threat, which is determined by a test of IQ. The details Due to the wording in Deep Sleeper that says they get an IQ roll to notice a dangerous ...


3

GURPS takes a very "laws of physics" approach to mana. In some worlds the laws are different, so much so that magic is real. It comes down to the way the world's meta-magic rules are designed. And often these questions don't come up in campaign settings as the characters do not often traverse world settings. I do not recall GURPS Core or Magic covering ...


3

I agree with Pavel. Note that if you are somewhat aware of the attack (enough to actually get a defense, which happens in a runaround situation), you can do a Retreat. (which adds +3 to your Dodge). This allows you to turn one hex, which means the attacker is no longer behind you for subsequent attacks. If you are using the martial arts rules, you can do a ...


3

It sounds as though you might be interested in GULLIVER, a fan-made expansion for GURPS. The original was a hefty tome with a significant amount of material regarding creatures of any scale - from fleas and mice to giants and beyond. The current edition, for 4e, is a lightweight 2 pages but still addresses issues of size. Specifically regarding your ...


2

I have never tried this in GURPs, but I have played other games where there were large discrepancies in the starting powers of the characters. I have tried mixed old World of Darkness games with different species and different versions of DnD with widely separate starting powers (in fact, this almost happens naturally in later versions of DnD if you have ...


2

In addition to the other excellent points: Bulk. For example, vehicle crew don't usually carry rifles, they carry pistols (or perhaps carbines, as a compromise between range/damage and encumbrance). The cabin of an aircraft or the driving compartment of a tank just doesn't have room for a rifle. Overdamage. For example, spaceship crew might carry only ...


2

In addition to what others have said: Rifles tend to want two uninjured hands and arms to use. Depending on the tech level and situation, there may be more pistols available which have more shots or higher RoF than a rifle in the same situation (legal or military issue, etc). e.g. Two flintlock pistols gives you two shots versus one for musket. Revolvers ...


2

Yep. That's what spiders have Binding for: they frequently do keep their prey bound for the rest of their lives! Beware that you should have a sensible reason to take the Binding advantage. It's not just grappling, it's actually binding (i.e., with a web or other restraint) the target.


2

I have experience with similar but somewhat different approaches and situations in GURPS. First, as others mentioned, the system as described is not balanced, unless the progression continued beyond the point where the characters reached equal value... unless there is more to it, such as: some other effects of the choice a major shift planned part-way ...


2

For a very high-level overview that ignores many of the minor books and PDFs, Wikipedia has a good list of GURPS books. The impression that it gives is that 4th edition has a much reduced set of supplements, with much material that was in disparate books of various types in 3rd edition being amalgamated into single-topic books in 4th edition. There are also ...


2

What replaces a fear of dying might be taken in different ways: what should an already dead character fear in a similar way to a living characters fear of death? what is something analogous to death for a dead character? and those two questions might not necessarily have quite the same answers. In answering either question, the starting point is to ...


2

If we are talking about a spirit world, it's not much different from a non-spirit world unless there is an actual relation to a non-spirit world. If there is such a relation, you might still exert power by influencing people's dreams and memories of you. The more they forget about you, the less connection you have to the non-spirit world. So if you have ...


1

Page 101 of the Basic Set, Character Deep Sleeper You get an IQ roll to notice disturbances and awaken, just like anyone else; success is automatic if you have Combat Reflexes. Page 5 of Dungeon Fantasy 2, Dungeons. Setting Watches Otherwise, everyone is asleep or stunned; each delver must make one IQ roll per turn, at +1 per turn after the ...


1

The idea of using a whip as a Staff is an interesting one, but it doesn't look like it works with the normal GURPS rules. The first line of the Magic Staff rules on Characters 240 says "A "magic staff' is any wand or staff imbued with the power to extend your reach for the purpose of casting spells". In the examples for what kind of objects can be Staffs, ...


1

Why not just start with the standard disadvantages? In 4e, I would start with p.145 in the Characters book, where both No Fine Manipulators and No Legs disadvantages are described. Perhaps the Sessile version of No Legs could be reduced to represent the ease of mobility for a wearable AI? Or maybe just hit the Meta-Traits section on p.263 and see what you ...


1

Narrative advantages like Luck, Serendipity, Destiny, or Higher Purpose provide a useful way to balance out characters with less in character capability. Their role in the story is as important as the other characters important because that's the way the story goes rather than because of their innate ability (Physical or mental advantages) or their ...



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