11 votes

What is the weight, cost, and load limit of a medieval handcart?

Looking to the obvious sourcebook, GURPS Low-Tech, turns up surprisingly little. There's discussion of handcarts as a technology, but the smallest cart it has statted up is an oxcart, and it doesn't ...
SevenSidedDie's user avatar
6 votes

In Very High Mana, should maintaining a spell tire the caster?

It's always up to the GURPS GM to specify how magic works in their campaign. The default way GURPS 4e works is that bodily fatigue points (not powerstone FP) spent on spells (both casting and ...
Dronz's user avatar
  • 5,902
5 votes

Is there a clear "word of god" interpretation for this limitation in GURPS Dungeon Fantasy/DFRPG?

No ruling is necessary since it's more fully defined elsewhere. However, they're slightly different depending on which source you use. The original: Dungeon Fantasy line version The item is more ...
SevenSidedDie's user avatar
3 votes
Accepted

What's the permanent cure for madness or insanity?

Find the Right Sorcerer! Why Sorcery? Yes, this looks like the beginning of a long and arduous quest, involving research and travel. Sorcerers are not bound to the strict letter of grimoires, though ...
vicky_molokh- unsilence Monica's user avatar
3 votes

What's the permanent cure for madness or insanity?

I would think that would be campaign-specific and up to your GM. As would, potentially, the actual nature/availability/existence/details of all the other spells. GURPS is more of a toolkit for GMs to ...
Dronz's user avatar
  • 5,902
1 vote
Accepted

In Very High Mana, should maintaining a spell tire the caster?

Here's an answer from the GURPS line editor, on the SJ Games GURPS forum: The intent behind very high mana is that any personal FP spent on magic regenerates one second after being spent. Whether &...
John Dallman's user avatar

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