GURPS Showcase

A selection of pages that introduces the basics of GURPS and show off and point you to various resources for the Generic Universal Roleplaying System.

House Rules and Suggestions

GURPS is a toolkit so a lot of us tinker with it. here are some ideas I have used or am considering using.

  • How Do I?
  • Custom Advantages or modifications

How do I balance Tech and powers?

Duplicating Tech with Powers

Some things are desirable for flavor but have no real effect on the campaign or in that game setting. Also some things could be bought as powers but counterparts exist in the game that do not cost points to get, just money. To better balance this situation such advantages can be bought with either the accessory perk or if built as a full blown power using the Altrenative Ability mechanic for 1/5 the cost.

How do I build Flash Step?

Flash Step is a special move from an Animae series called Bleech but the concept is seen in many places. The idea is the charecter moves so fast that to most people there just a blur. This build has been attempted in many ways, the most popular of which is probably based off Warp. However you have to do a lot of things to tweak it just right. A simplier way is to use the Second nature enhancment (GURPS Power Upss 4: Enhancements or its rpedacors from Supers. With this enhancement on your enhanced move you can effectively treat your entire move as if it were a single step. Put that on a large enough Move and you can run around corners or behind somone and they can only stop you if they did a Wait maneuver. If no one is looking at you wehn you do this move then no one would even see what happened! For those who want to move so fast the eye cannot see therm buy Invisiibility with a limitation not vs. ETS-20% and Accessability Only when Moving -50%. Note that in some games the ETS portion will be worth less but in a gma where this kind of power is common place its likely to be pretty common for people ot have ETS.

How do I make a Power that can feed machines or others ER?

This is actually a farily common ability in Comics and less so but still seen in Fantasy. So it should be doable in GURPS but there is no specific power so it can be a bit complicated. Here are some ideas, starting with the machine or normal power creation.

  • Generator Perk: For powering minor thigns this perk lets you have a sustained output in Watts equal to your BL. So ST 10 gives 20 Watts which shows this is handy for small thigns that might be battery powered but not much more. it would take ST 18 to power a 60 Watt lightbulb.
  • Create Energy: Can create 1,000 * (Level squared) KJ with a recommended cap of 15KW. To most people that measurement is pretty arcane but it can be looked up. One kilojoule per second equals 1 KW and is approximately the amount of solar radiation received by one square metre of the Earth in full daylight. This is 1.34 horsepower or about enough to power a small electric heater. This power caps out at level 4 if used with the recommended cap for 16,000 KW. This is enough to recharge an electric car about as well as if you had plugged it in. Ignoring the recomended cap would let you generate 1 MW at level 32 for 20/level [640] points. Hardly unbalancing. At level 100 (2000 points!) you can create 10 MW which is still less then an industrial power plant.
  • FP Transfer: The trouble with FP transfer is that there is no unified FP to energy conversion, especially for UT devices and that most methods are built around gtting FP rather then sedning it. So some options....
  • Compartmentalized Mind (Controls): I came up with this as a way for handling Mana Basins for bases, Spirits and other beings (like my Koad) who have a large ER that others can access. Its cheap and I feel pretty RAW. The idea is that with Controls you could be in charge of a feature of a vehicle or base, including weapons, movement and other powers. So access to its ER (powerplant, battery, etc.) fits. To draw FP for your powers or ER you need to be able to access the controls and share the same power source for the ER. For a Spirit of Place I build them with Permeation and Dedicated Controls to let thier allies tap the power. The advantage of this is you do not have to put special advantages on the ER and thus can buy a large one for similar cost as anyone else. All your paying for to allow others to use your power is the CM (Controls). You may want to lock the controls down to keep unatuthorized users out of it.
  • Affliction (ER or Regeneration ER) are kind of pricey but could, especially with Cumulative give someone an ER or power up thier ER. USing Afflcition ER or FP to heal FP seems kind of like creatign soemthing for nothing but would cost 53 points to grant 1 FP, it gets cheaper for more FP so healing 10 FP at once would cost 80 points (Cumulative plus 10 FP advantage). Use costs FP to simulate it coming out of your own ER.
  • Affliction (Leech): Gives someone the Leech power under your control to draw the eneergy. This would be Leech with Accelarated Healing and Only Heals FP for +5% though adding range would bump the cost up considerably. So Affliction (Leech) would be 37 points for level 1 or to leech 10 FP cost 75 points. At the 10 FP level it is comparable to Affliction (ER) but note that it is more of a problem for the target to use, even if you buy up the range as you still need to hit what your trying to Leech.
  • Heals FP: There really should be a power for this and Kromm suggested a version on Healing. It is in the Unoffical FAQ, see this post. This lets you heal someones FP on a 1:1 ratio with a 30 point power. Nifty and pretty clean, though it suffers from multiple uses on the same person per day.
  • MA Lloyd Suggested 5 CP per point of energy you can generate per turn. His reasoning is explained in detail later in that thread.
IT: Dispersed Structure [100]
This advantage represents a body type that is built like a large object such as a building or vehicle.
Injury is treated as for Diffuse (Basic, p380) though you still have Vitals, Blood and a Brain unless you but that separately.
You can still be slammed and grappled as you are still solid but your critical parts are spread out over a large area.
Slams and collisions as well as any attack of significant size do normal damage. The determining size is a GM call but should be based on the cross section or area it could hit and must be able to affect 10% of the size of the target body or component.
Area Effect and Explosions do normal damage as well.
However all damage to any body part past the crippled stage is no longer applied to the total HP. A component is considered gone or totally destroyed if damage to it exceeds 10*HT and at that point hits on that location affect another component.
Blow through damage can occur that allows an attack to damage more then one component. Any attack that exceeds the cripple threshold can pass on to the next component in line. Armor piercing attacks reduce the threshold HP by the divisor value so are more likely to penetrate farther but all blow though damage is applied to the next target so damage to the initial target is capped at the effective threshold level.
Each component is elligible for a SM limitation as it can be individually targeted and larger components are more easily targeted. This is the standard SM limitation used for HP and ST and is based on the size of the component only, not the overall structure. Of course total body ST and HP may get the standard limitation for the full body size.