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/GURPSGEN/ - GURPS General (Refugee Edition) Anonymous 04/16/2025 (Wed) 20:30:46 Id: 1d2182 No. 1327
THE OP'S PDF: https://anonymousfiles.org/files/f8805a595539/ GURPS is a modular, adaptable system, capable of running a wide range of characters, settings, and play styles, with a level of detail varying from lightweight to completely autistic. Optional rules allow you to emulate different genres with a single system, or even switch genres within a single game. A nearly complete archive of GURPS books can be found by those who pay attention to file extensions. Never post direct links to the archive anywhere. If you're wondering where to start: - The Basic Set covers everything, including a lot of optional rules you probably won't use. - A genre guide can be found in the archive, under Unofficial/GURPSgen. It tells you what extra books and articles you may find useful for many common genres. - How To Be a GURPS GM is a good read even for players. - GCS (gurpscharactersheet.com) is an excellent character-builder software, with page references to all the books and the option to export to both Foundry and Fantasy Grounds. >TQ: What are you building currently?
I thought about making a campaign about stone age tribals discovering a crashed alien space ship and then going on to find more and more advanced gear. Originally I thought D&D would work for this campaign but I think GURPS would work better. I am told it has rules for all sorts of different technological eras.
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>>1329 Yes, Low Tech is probably the one with most options since melee combat is the bread and butter of GURPS
>>1329 Funnily enough I had a similar premise, players would be dinosaurs/other sorts of kaiju type creatures with a stone age culture exploring a crashed colony ship- the idea being that they'd have enough raw strength and various abilities to overcome ultratech gear.
>>1327 >/gurpsgen/ 's back Bravo OP, i was this close myself to start the general here or on smuglo.li
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>>1327 Has any of you ever tried to mix different magic systems in one setting? I'm thinking about having the d&desque arcane/divine magic divide with arcane magic using the default magic system plus syntactic magic variant on top (the mage can improvise spells by satisfying a spell/skill/trait prerequisite for each verb/noun picked and then rolling on the thaumaturgy skill, with a -1 for any verb/noun other than the first 2, for activation) and divine magic using ritual magic rules, power investiture and the threshold magic rule the thaumaturgy splat.
I would love to take at look at the archive but don’t know about the file extension. Hopefully GURPS gets a better online character creator.
>>1462 A few times but the system i use now is calculating the points if each spell and making them abilities with modifers
>>3462 So are you using the Sorcery rules or something else altogether?
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>>1327 GURPS is often this meme, but unironically. >>3466 Last I heard Ritual Path Magic was the way to go if you wanted a GURPS magic system, rather than the Basic Set or any other rules.


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