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Anonymous09/30/26, 13:00No.98756315/GURPSgen/ GURPS General
Previous Thread: >>98598164
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 using the image. Never post direct links to the archive anywhere in plain text.
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 program, with page references to all the books and the option to export to both Foundry and Fantasy Grounds.
Dungeon Fantasy Monsters 6 - Tiny Terrors is now available.
Thread Question: what happened to all the GURPS blogs and which one do you miss the most?

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Anon09/30/26, 13:25No.98756398
Iron GURPS thread. Roll 'em.

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Anon09/30/26, 13:45No.98756471
How do I turn a Tight-Beam Burning attack into a laser? That is, how should I price each of the following as enhancements or limitations:
>Rain, fog, smoke, snow, and similar phenomena interfere with your attack, adding extra DR to the target equal to the Vision penalty (per meter).
>Multiply your attack's Armor Divisor by (5) when it strikes material transparent to visible light, like glasses, visors, windows, etc.
>In a cinematic game, your attack can bounce off of mirrors as if it had Ricochet enhancement, but any mirrored surface is also impenetrable if angled correctly (requires a Block roll, but ignore Damage to Shields).
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Anon09/30/26, 14:22No.98756614
Tiny Terrors seems kind of shit:
Concepts are mostly weak jokes, often referencing boomer media like Monty Python and the Holy Grail (and the killer rabbit already has stats in Dungeon Fantasy).
Introduces random bullshit like normal fairy folk being good, and more good the smaller they are, just to give a distinction between playable fairies and their overpowered evil counterparts.
Builds monsters around the advantages of being small (which are very considerable in GURPS) with none of the disadvantages. In fact, makes most of them absurdly strong and tough, or with unprecedented levels of advantages such as Magery 12.
Adds loads of special rules which can't be replicated with normal GURPS stuff, often without it even being necessary for the concept.
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Anon09/30/26, 16:01No.98756989
I'm going to try putting David Pulver's gun and missile design systems (part of the vehicle design system) to the test for the next month. If anyone has any requests for weapons for possible inclusion as examples in the final text (or an add-on) or examples of weapons which seem likely to push the boundaries of such design systems (and thus show if they have flaws), just name them here.
Note that you will need a fair bit of data on the real-world weapon to be available to say if the design system is working as intended, so sources would be helpful.

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Anon09/30/26, 16:10No.98757039
>What happened to all the GURPS blogs and which one do you miss the most?
I'm still here. I've just been too lazy to do anything.
(Though maybe I don't count as a blog since I don't have an RSS feed. I should fix that.)

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Anon09/30/26, 22:18No.98758876
About dual wielding and magic, correct me if I'm wrong here:
>Regular magic
AFAIK you need to first put the spell on your hand, but once it's on your hand, you can throw the fireball with one hand and make an attack with the using the normal dual wielding rules right? Or even rapid strike.
>sorcery
I think all spellcasting in sorcery is concentrate actions so you cannot dual wield those. Or rapid strike.
>advantages as magic
Assuming you didn't add malediction, all of the attack advantages like binding, innate attack, affliction ranged obscure, all of those are regular-ass attacks so you should be able to cast and smack.
>ritual casting
all are concentrate, like sorcery, so no casting and smacking.
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Anon10/01/26, 13:32No.98762027
Say I want to put an obscure attack after a melee attack as a follow-up. (the idea of the attack is a "limpet smoke mine" where you glue it to an enemy and it generates smoke all over the enemy)
Do I have to put in the "ranged" to turn it into a ranged attack first or does adding "follow-up" already does it for me?
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Anon10/01/26, 21:33No.98764294
Page 10 bump
Have you ever played a character who wields multiple shields?

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Anon10/02/26, 14:47No.98767909
So, I'm okay with HP recovery from Healing, Regeneration, medicine, magic, etc., scaling with HP. That only makes sense. One problem I've run into that doesn't quite sit well with my logic is scaling the healing from traits like Leech and Damage Resistance (Absorption).
I'm running a high-power game that uses logarithmic point costs for ST, TK, DR, any attack that inflicts Control or Injury (but not Fatigue or attribute penalties), and similar abilities, so it's very easy to get very high levels of HP, DR, and Leech. The problem here is that it's extremely easy with my house rules to refill HP or improve traits to absolute ridiculous extremes. For instance, a dude with ST 100 [300] and DR 20 (Absorption, +100%) [200] could take a single attack for 20 basic damage, then suddenly just heal 100 HP or double his HP by spending those character points from absorption. I really feel like 20 basic damage should equate to 20 HP of healing or improvement at most, or half that since each HP is worth 2 character points at base level. If a PC wants to heal or boost traits more efficiently, then he should take multiple levels of Absorption.
I'm thinking of keeping the HP scaling from healing, but somehow reducing the character points gained from DR (Absorption) and anything gained from Leech. Maybe divide it by the user's HP/10? But then PCs may just dump HP and buy up high levels of DR and Damage Reduction. Maybe that's okay; I'm not sure. Maybe give diminishing returns to trait improvements, using the SSR table as a guideline? But this doesn't really address healing. In any case, this also means that traits other than ST, TK, HP, etc., are very hard to raise, but I think that's fair, since many such traits scale differently anyways. Depending on the situation, even 1 FP can be far more valuable than 100 HP.
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Anon10/02/26, 18:42No.98769170
Say you have a scorpion man that can make an extra attack with his tail.
You buy striker
and extra attack
but you don't want extra attack to be used with his regular hands/weapons.
How much is an accessibility: Only to attack with his tail be? -40%?
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Anon10/03/26, 15:15No.98773697
>what happened to all the GURPS blogs and which one do you miss the most?
Not enough of a connoisseur to know the GUPRS blogs that are out there but I miss Dungeons & Gurps uploads on YT, he seems to be on cooldown lately. Last video 3 months ago. I especially enjoyed his short fight scenes.
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Anon10/04/26, 02:30No.98776881
Wildcard! skills only.Would that work for a more streamlined / pulp kind of game?
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Anon10/05/26, 09:08No.98782834
>my gurps books are just on my shelf collecting dust because nobody wants to play
>only hope now is just playing online TTRPG sessions.
Bros it hurts. How do you cope? Nobody at the LGS seems interested in trying out GURPs. And GURPS has a reputation of being crunchy and too math heavy so most want something simple.Lastly how's the print on demand quality between Amazon (I am a leaf if that matters) and Drive Through RPG?
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Anon10/05/26, 18:30No.98785046
I have spent the last few days consuming GURPS books, trying to wrap my head around the worst organized writing for a game system I have ever seen. Despite this, the underlying system seems pretty cool. My preconceptions have been changed, thanks in part to reading and watching people explain this convoluted shit in a reasonable way. Though I do hate book flipping just to figure out what something unexplained and sometimes unsourced actually means. If that helps at all, because, again, half of this is written like someone explained the system forty years ago and adopted a shorthand without realizing no one knows what the fuck they're talking about. I plan to run some test scenarios solo just to get a feel for it.
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Anon10/07/26, 17:33No.98795516
Page 10 bump
Have you ever used the Heraldry skill in your games? Have you ever played a character who had his own coat of arms?

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Anon10/08/26, 00:00No.98797436
If I give Super Jump Limited use, do I get to use super jump for 1 minute or is it a single jump?
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Anon10/08/26, 00:59No.98797677
What would a d100 GURPS homebrew look like

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Anon10/08/26, 19:55No.98801712
Just learned that GURPS Armor Design is coming out about a year ago, so here's my personal armor creation app that this reminded me of. Have fun anons.https://gurpsforge.netlify.app/
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Anon10/09/26, 10:23No.98804534
I haven't seen anybody complain about anything but (1) the deletion of slavery rules...

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Anon10/09/26, 18:20No.98806095
Can you put reduced time on Healing to be able to heal as a free action?
I mean it's not an attack (not without the ranged modifier anyway), so I feel like this should work.
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Anon10/09/26, 23:24No.98807473
Why is this Eggplant guy's pdf compendiums only on boosty? Shit is inaccessible.
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Anon10/11/26, 13:01No.98814819
What's a good disadvantage to replace Trickster for a fairy race?
I had added it to a fairy racial template cause "haha fairies trick people" but it's too annoying for any player race to have.
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Anon10/11/26, 14:29No.98815092
So a player wants to take Energy Reserves in my game, and he brought up a problem I hadn't thought of before: multiple Energy Reserves.
The way I'm reading the rules, it's possible to have multiple single-point Energy Reserves, each recharging at 1 point per 10 minutes. This makes buying a single pool kind of pointless, because it's always better to buy multiple pools for more recharge.
I am deliberating several different ways to approach this:
>forbid multiple ER pools (but this makes certain concepts I want to allow impossible)
>ER recharge rate is shared between ER pools (but this will cause a major headache if different pools have different modifiers that affect recharge)
>all ER pools refill to maximum in 100 minutes, or 10% per 10 minutes if ER is 10+. This seems like the fairest choice. Although, if I go this route, then I'm tempted to extend a similar benefit to regular FP (let FP fully recover with 100 minutes of rest, or 50 minutes if you have snacks, regardless of FP). Otherwise, ER is just too good if it has scaling recovery while normal FP doesn't.
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Anon10/12/26, 11:51No.98819315
>AI influenced by green parties
>hates nuclear power
kek

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Anon10/12/26, 15:05No.98820110
I'm writing up a necromancer.
What zombie templates do you guys like to use?
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Anon10/12/26, 20:15No.98821620
If I got a generic system and only used the CRB, could I make a functional and fleshed out werewolves vs gray aliens fighting on the moon using Nazi lunar bases as staging grounds with GURPS or are splats mandatory?
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Anon10/12/26, 20:56No.98821869
I'm thinking of allowing Super-Effort for Control and Create, among other advantages (like ST, DR, TK). Anything I should be wary of?
I'm fine with letting Control gives thousands of DR with Power Block and Create doing thousands of damage with improvised attacks. Enemies will have ultra-tech battlesuits and handheld nuclear weapons; this is why I'm allowing Super-Effort, so superhumans can compete with technology.
But I sense that stuff like combat penalties through Control and Afflictions through Create might be too much, since combat penalties and Afflictions scale logarithmically rather than exponentially in most GURPS rules.
I'm thinking of either adding a cap or using logarithmic scaling for these particular benefits, though I don't know which is most fair and sensible. For afflictions, reading "Create Level" as "meters" on the Size/Speed/Range table and applying the Range penalty to the HT roll seems fair, since Afflictions add SM to resist according to GURPS Powers. For combat penalties, I might just cap it to -10, since that's hwo a lot of natural phenomena like Visibility penalties work; but I'm not sure if that makes sense for all situations.
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Anon10/13/26, 11:53No.98825423
How thick is 19lbs of leather armor on the torso?
I was using the armor app to make a "leather jacket" to protect my vampire-hunting cowboy PC and DR 3 for 19lbs seems pretty good considering a lot of the ghouls in the campaign do 1d6 damage.But I don't want to look out of place while wearing this "leather jacket".
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Anon10/14/26, 02:24No.98829153
I'm making a text adventure engine and I'm shopping around for systems or parts from systems that I like. I know almost nothing about GURPS except that it's known for being autistic (a good thing for me, since the computer will handle the autism for the player just fine.)Any aspects that you think GURPS does extraordinarily better than other systems? Things you'd leave out? Suggestions on how I should get how it works?I haven't done any tabletop in 10+ years, so there's a lot I don't know. Basically familiar with DnD/Pathfinder from videogames.
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Anon10/14/26, 10:45No.98830499
What was the last actually good supplement? Skill Trees?
It feels like everything you might actually want for GURPS has either been declared as 'never going to happen (vehicle design, bestiary, better versions of stuff like realm management) or been done, except for filling out the (original meaning) splatbooks: Aliens, Fantasy Folk, Hot Spots, Magical Styles, Vehicles, etc. Most of the latter have been done so badly that I'm not even looking forward to seeing them. Only the Vehicles line seems to be consistently high-quality so far, although Hot Spots and Fantasy Folk have had a few high points.
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Anon10/14/26, 15:32No.98831375
Can I get a list of ways to get through high defenses? I have a PC with a big shield and he pretty much always manages to defend against any attack
I don't want to use the same trick all the time so I'm making a listHere's the ones I know:
>a lot of attacks on the same turn, like 4
>deceptive strike with a high skill NPC
>Feint with a REALLY high skill NPC
>Beat with a high ST monster gets rid of at least one of parry/block
>flanking
>rear attacks
>flails (-4 to parry, -2 to block, IIRC)
>area attacks
Did I miss anything?
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Anon10/14/26, 20:43No.98832919
Someone pay this man to write something, he's clearly got too much time on his hands.

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Anon10/15/26, 21:24No.98837522
Is there any reason I'm missing here why the Song and Dance limitations for Magery are worth -40% each when they feel more like +0% features for the benefits they give, while Extravagant Rituals is worth -30% despite being more limiting than both Song and Dance combined?
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Anon10/16/26, 12:51No.98840102
Page 10 bump
campeões do mundo ou algo

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Anon10/16/26, 14:32No.98840369
Can anyone explain how Dungeon Fantasy Companion 2 got it's value for the Bulky disadvantage?
>Bulky: Your SM +1 gives enemies +1 to attack and Vision rolls against you. You need five times the usual amount of food (meaning $30 and 7.5 lbs. of rations daily). If you get armor made, body and leg protection cost and weigh double (head, arm, and hand armor are unaffected), and you cannot have foot armor. The GM may rule that if a horse couldn’t negotiate a gap, tunnel, bridge, etc., neither can you.
I'm trying to make a big fat harpy (also SM +1) template, and I'd like them to have their own version of bulky.
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Anon10/17/26, 19:05No.98846150
Has anyone done a "conditional injury for dummies" article?
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Anon10/18/26, 01:48No.98847650
I'm doing a pirate campaign and my players ocasionally get trade goods.
Are there any rules for figuring out price differences between markets? Or some sort of simple trade caravan/ship rules.
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Anon10/18/26, 13:05No.98849293
I remember seeing a rule somewhere for adjusting hireling loyalty based on the level of Charisma or Born War Leader of the PC that did the recruiting. Does anyone remember seeing that somewhere? I think it was a houserule from some blog but I'm not 100% sure.
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Anon10/19/26, 05:20No.98852463
How do you approach making a GURPS game?
Pen and Paper?
Google Docs?
Hand made Wiki?Ive been doing small wikis to have the content I allow and I think it works fine but I would like to see other points of view
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Anon10/19/26, 14:06No.98853662
I want to give the players access to Impulse points, but I don't want them to be able to buy success for defense rolls.
I'm okay with pretty much all other uses of spending points like player guidance, buying effect, etc, I already find active defenses cumbersome to balance around, having them be able to just say "actually I dodge by spending an impulse point" would try my patience too much.Either way, how do I word this as a limitation? If I'm adding an extra limit to the impulse point usage, I want to at least make it slightly cheaper in exchange.
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Anon10/19/26, 15:09No.98853850
Im struggling with the blunt trauma rules. Im trying to get a DF-style game going and the knight in the group wound up in a situation recieving multiple maul swings to the head. His helmet DR was sufficient to block the damage so he was unscathed, but this seemed a bit silly to us. In a world where hand-egg players get concusions and brain damage from by gurps standards not critically injurious tackles it's weird that an arbitraly strong helmet can soak all the momentum from a headblow too. So I was thinking of treating blows to the head like fall damage i.e. 1 blunt trauma per every 5 damage(though this might be better as 1 per 10). This thought however, opened a whole can of worms about innate DR, should wounding modifiers apply to head BT even though raw they dont, knockdown rolls, murphys rules where blunting your axe causes you to do way more damage to flex-armored foes than a sharp one etc... So i was wondering if anyone else had felt similar and come up with a good rule for impact based head trauma specifically and for the clusterfuck of BT in general?
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Anon10/20/26, 16:11No.98858748
Is there any enhancement (other than Malediction) that changes an uncontested Resistance roll to a Quick Contest? If not, then how much should such an enhancement cost?
I could see it being a +0% feature, since you could theoretically have your attribute reduced below 10, in which case you're worse off than if you didn't have the enhancement.
I could see it being worth +20%, the same as Based on Different Attribute, since you're in effect just exchanging an imaginary attribute of 10 for a real attribute.
I could also see it being worth +50%, the same as the first level of Cosmic, since it's effectively breaking the normal rules of the game.
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Anon10/21/26, 23:47No.98861084
I have once again updated the unofficial Realm Management supplement in the gurpsgen part of the repository. Now it very nearly serves as a complete replacement for Rice's system. I'm going to take a break before working on it again, so the screwed-up headings will just have to wait.
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Anon10/22/26, 11:45No.98862933
What skill does one roll to fuck up the entire internet?
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Anon10/23/26, 11:54No.98867441
Page 10 bump
tfw still too depressed to enjoy converting PDFs to HTML
I did 40 percent (the first two chapters) of GURPS Reign of Steel, but I just don't care.

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Anon10/23/26, 15:33No.98868195
Am I the only one who hates who damage is super cheap in gurps but buffs are extremely expensive?
Like, giving someone +4 ST or 2 DX costs 50 points (10 base +400%) but for the same price you can just buy a 10d6 innate attack which will make much more difference in combat.I don't think the problem is buffs being expensive, the problem is damage is too cheap. Innate attack should have its price doubled or even tripled.
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Anon10/23/26, 16:35No.98868515
Can anyone explain why eggplant adds "no signature" to these buff spells?
>https://enragedeggplant.blogspot.com/2023/11/wizardry-body-control-spells-i.html
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Anon10/24/26, 19:33No.98873503
How much would it be for an enhancement to add knockback to a thing that doesn't have knockback?
Like I want to make a lightning bolt that knocks people back (specifically, raiden from Mortal Kombat has a lightning bolt attack that knocks you back); and from what I can see, my options is
>add an innate attack follow-up that deals crushing with no wounding, no blunt trauma and no knockback
and that's it.
I think +50% cosmic: attack does knockback could work, if a bit expensive.
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Anon10/25/26, 22:59No.98878279
How good it Power-ups Roll your own skills and Template Toolkit Quick and Pointless?
Also, did the revised basic books bring anything good?
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Anon10/27/26, 08:58No.98884774
Planning a western-themed game in a post-apocalyptic setting (or post-post-apocalyptic really). Possibly with some levels of 70s retro-futurism
Anyways, what would be a plausible enough explanation for why people are mostly using late 19th century firearms? Single-action revolvers, lever action rifles and such. I was thinking that those are the only ones people can/know how to still make, but I don't know enough about gunsmithing to know if this is true
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Anon10/27/26, 21:04No.98887502
I was reading a book, and in it, a wizard had the ability to talk to animals, and he used birds to search a forest for a specific monster.How do you stat that in gurps?
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Anon10/28/26, 13:45No.98890645
Let's say you have a Natural Weapon (from pyramid 3-65).
Normally, without a limitation, when you buy a natural weapon, you get 2, allowing you to "dual wield" the attack.
If you add "limited use 1/day" can you still dual wield the attack on the one use you get?
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Anon10/29/26, 04:48No.98893844
We've never used the infinite worlds setting in our group. Does it complicate things?
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Anon10/30/26, 01:57No.98898286
>GURPS
>>Edition 4
>>>Hot Spots
>>>>Renaissance Venice (series)
>>>>>Renaissance Venice (book)
>>>>>>Version 1.0.1
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Anon10/30/26, 11:30No.98899779
Rate my jumping house rules. I made those because I hated having to calculate jump distance every time any player wanted to do anything cool.
Now, I hear you say "just leave jump distance calculated on the character sheet" but I'm playing fantasy, so changing basic move happens a lot, whether due to dropping backpacks or due to magic buffs.>There's only 1 kind of jump. Anyone can jump 1 yard in any direction.
>If you make a DX check, you can just 2 yards. There's no jump skill.
>Super Jump only has 1 level. It allows you to jump your full basic move in yards in any direction.
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Anon10/30/26, 15:59No.98900491
Lets say you make an ability that is an innate attack that deals piercing damage, with a follow-up toxic damage.
When you put "Cost FP" limitation on it, do you put on one of the two advantage or do you put it on the entire ability?
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Anon10/31/26, 00:26No.98902466
How does the persistent enhacement works? When does it do damage?
Lets say you have a fireball. Innate attack 1d6 burn, AoE 2 yards, persistent.
You throw the fireball at an enemy.
The enemy and everyone around him takes 1d6 burn. if the enemy stands still, when does he take damage again? At the start/end of my turn? At the start/end of his turn?
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Anon10/31/26, 16:41No.98904607
I'm trying to do a poltergeist style telekinesis power.
The idea is that it can only affect objects, but it will properly float objects, not just animate them like the animation limitation, but I don't want to affect living creatures at all.
I see the "cannot punch" limitation, but no "cannot grab". From a RAW perspective, even if I add "can't affect self" "can't punch" I can still use TK to grapple people.I was thinking of using "Aspected" for this, as in "aspected: Objects Only (-20%). I feel like that would be fair.