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23

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 ...


12

You're pretty much correct there. A hit to the hand is a combat ender, and there isn't a lot you can do about that. However, there are a few things that you can do to help mitigate this, to some degree. One thing to remember, though, is that GURPS combat can pretty easily become a game of rocket tag. At higher point totals, most builds have one or two ...


11

Aiming at a hand that has a weapon, held item, or otherwise makes no difference to the penalties to hit that hand. The only exception to this are shields, which incur an additional -4.(B399) The best way to avoid combat ending too abruptly is to use Parry/Block/Dodge and retreat as needed to avoid being hit all together. If needed, couple this with a ...


10

I'd borrow heavily from Night's Black Agents here. What you're running is a thriller, where the PCs are, in a way, in the position of Jason Bourne. Very capable on their own, but outclassed by an enemy that keeps coming out of nowhere, and if they show up with great numbers, it's all over. First piece of advice: have a scene where some capable bystanders ...


9

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.


8

You would use both, but potentially a modified Size Modifier. While Kromm does say that they had intended for SM to apply to melee combat but basically left it out of a number of places making it confusing, the best answer to this may be from this subsequent addendum in the GURPS 4e FAQ (similar to the GULLIVER approach): 3.4.2.23 How do I apply Size ...


7

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 ...


7

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.


6

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 ...


6

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 ...


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

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

The argument of periapsis is mainly important for calculating the timing of trajectories to shift between one orbit and another. It likely not included in GURPS Space because they opt to express travel terms of delta-vee and largely ignore specific times. In comparison, eccentricity is a useful detail because it generate planets with interesting ...


3

If you really want to get crazy in GURPS 4e with this, I'm going to toot my own horn a tetch: GURPS Martial Arts: Technical Grappling has you covered, mostly starting on p. 13. You can grab the foe, by stepping into Close Combat with him and attacking the weapon hand at -4, or his arm at -2 (I'll have to reread my own rules to figure out why this grab ...


3

B370 details how to attempt to take a weapon, but here are a few extra options to help fill that answer out. "Disarming" is a hard technique on MA70 which allows you to use your underlying skill (in this case, unarmed.) Many of the disarming martial arts in this book have disarming paired with Judo. "Hand Clap Parry" is a hard technique that allows you to ...


3

This is a very difficult kind of adventure to pull off. Players don't like running in the first place, and unless they are confronted with a truly inexorable force they are not likely to do so. And once one PC is downed, or if even one refuses to flee, the rest are extremely unlikely to flee themselves. I've seen this a lot in my games - they say "Run ...


3

There are a lot of great answers here, and I have only one small suggestion to add: Give them somewhere to go. If you make it clear that there is a destination - a safe place, a stronghold - some place where there is a person or object of power that can help them, or where the environment changes to favor the PCs, then you have given them a goal besides ...


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

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

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, ...


2

Rules as written states that no, magic items will not work. "No Mana: No one can use magic at all. Enchantments and permanent magic effects are suspended and do not function while within a no-mana zone.". -- Magic 6, Mana Sidebar (Emphasis mine) Executive summary Magical items are rendered inert, so nothing magical can ever work in a no mana zone. ...


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

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 ...


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 ...


2

I'm working on a similar adventure for my group. What I've found that works well is to create encounters that play to the creatures' roleplaying aspects. For displacer beasts, hit and run tactics, close encounters and seeing the aftermath are often scarier than a straight up fight. Playing up the aftermath of an attack on a settlement can often both raise ...


1

It does matter in a few ways: First, if the target is armed, and the attacker is not, there are some risks and penalties which can be assessed by GM's wanting the optional realistic rules, to be found in the Basic Set, and in GURPS Marital Arts. Second, some weapons may have special effects. The main types that come to mind are shields (which increase the ...



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