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20

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 ...


12

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

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 ...


10

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 ...


8

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 ...


8

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 ...


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 ...


4

Found a good solution from the GURPS forums (thanks trooper6!). I'm accepting DuckTapeal's answer since he pointed me there. B120, Secret Disadvantages: You may give your character a disadvantage unknown to both him and to you. Choose a point value and tell the GM. The GM will select a disadvantage and give you its value plus an additional -5 points ...


4

I've looked through the relevant rules and the official GURPS forums, and I can't find anything that's clear in either direction on this ruling. Here's what I would suggest: Take the standard x1 modifier for intent and frequency, as your GM suggests, and ask that if the enemy ends up being worth more, that your GM gives you advantages in play to make up for ...


4

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 ...


4

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 ...


3

Have each combatant have a favored active defense noted, and then roll the attack roll, damage roll and active defense roll all together (using three separate styles (color/size) of six-side dice). You can have the players make all the rolls for combats with them, or you can have the attackers make all rolls.


3

Cross-posted to here: http://forums.sjgames.com/showthread.php?t=97336 Two options: Affliction (Warp) (1) (Based on Pickpocket; Accessibility (Cannot be performed on held item) (+2); Advantage (Warp, Exoteleport only) (+50); Malediction (Receives -1/yd range); No Signature; Psionic; Reduced Range (x1/2); Resistible (Per) (Per)) [65] Affliction 1 (Per vs ...


2

Templates isn't a bad starting point. As long as you expect that they will be able to deviate from the class (either by their own cognizance or by a bit of encouragement), it should be fine. I'd probably be prepared to sit down with the player (and probably have GCA or GCS at hand, to help with some of the mechanical tedium) and help them. Maybe start with ...


2

My simple advice is to contact SJG and ask them, they're likely to have a lot more experience in this area than you are and if you get an all clear from them then it very much simplifies your life. One thing to keep in mind is that it's not just SJG that you have to be happy with but also the copyright holders for the two licenses (WB 3 and HoM&M). If ...


2

For GURPS 4th edition, see Thaumatology p. 179 for syntactic magic and p.188 for Realms, which would cover a broad area of expertise like Earth. It's not a default, per se, nor is it exactly collegiate magic, but I think it expresses the intention of what you are after pretty well.


1

Start with Story Ultimately templates, classes, and even races are about a hard-coded approaches to character concepts. Rather than diving straight into the math and many choice gurps offers characters (especially when you get to adding points to their total to spend by adding disadvantages), start your players with crafting the backstory, personality and ...


1

This is from p. B236: Calculate the entire cost for a spell (for instance, by multiplying cost for the size of the subject or the area affected) before applying energy cost reductions for high skill. You use an area spell's minimum cost to figure what it's total cost is, then you apply your skill-based reductions to that total cost. So, ...


1

The phrase "pinned and helpless" is composed of two parts in the actual text: If you win, your foe is pinned and helpless. The italics in the original text indicate that pinned is a GURPS technical term, while "helpless" is merely explanatory prose for the benefit of the reader. The definition of pinned appears in the boxed rules† Actions After Being ...


1

You set the point value. The GM subtracts 5, and writes the enemy to fit that, adjusting as normal the frequency and power level. If you pick an unknown 5 point enemy, its going to be less powerful and infrequent individual, or vastly less powerful and uncommon group. If you pick a 20 point enemy, it's a more common and/or more powerful enemy, or even a ...



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