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18:36, 24th April 2024 (GMT+0)

Resources.

Posted by SockpuppetFor group 0
Sockpuppet
GM, 3 posts
And to think I almost
put something witty here.
Wed 15 Nov 2006
at 04:18
  • msg #1

Resources

This is a general thread for posting resources regarding GURPS. I’ll get started with some of the basics:

GURPS Lite 3e (PDF) -- the simplest, and most essential resource for playing by the Third Edition rules, without having to buy any of the old books.

GURPS Lite 4e -- as above, but for the Fourth Edition rules.

GURPS 3e to 4e Conversion (PDF) -- A simple PDF that helps convert your Third Edition characters to Fourth Edition rules.
Sockpuppet
GM, 7 posts
And to think I almost
put something witty here.
Wed 15 Nov 2006
at 18:01
  • msg #2

Re: Resources

GURPS Errata -- the official page that links the errata for all GURPS books, both 4e and 3e. You'll have to scroll down a bit to get the links, though.

And next, who could forget the Krommnotes? A lovely and expansive collection of ruling and nuances for third edition GURPS.

There's also a somewhat elusive Fourth Edition Krommnotes out there, but I haven't explored it too much, personally.
This message was last edited by the GM at 18:02, Wed 15 Nov 2006.
2l8m8
player, 3 posts
Thu 14 Dec 2006
at 08:50
  • msg #3

Re: Resources

Note that I play 3E, so if it makes a difference all of references are for that edition, although there may be the same available for 4E. I wouldn't know, though. :) Edit: That was years ago... I do play 4E now, but these refs are still 3E. Pretty much useless for 4E, although there is a separate 4E Lite document available.

To view PDF files, you will need
Adobe Acrobat reader http://www.adobe.com/products/acrobat/readstep2.html

GURPS Lite rules in PDF http://e23.sjgames.com/item.html?id=SJG30-6094
Combat Flowchart in PDF http://www.sjgames.com/gameaid...Combat_Flowchart.pdf
Modifiers for the Flowchart in PDF http://www.sjgames.com/gameaids/gurps/Combat_Table.pdf
Unlimited Mana Rules http://www.io.com/~sjohn/unlimited-mana.htm
Umana Calamities in PDF (Apparently you are now required to go to the Umana site. The file is still available, I am just not 'allowed to access' it by linking. Down near the bottom, you can download the table in PDF.)
Extended Magery http://www.fortunecity.com/tat...n/461/geo/Magery.htm
GURPS Character Maker 1.28.00 by Thomas L. Bont http://www.sjgames.com/gameaids/gurps/gcm.zip
GURPS character GURU, character design utility: http://www.aquariuscreations.com/GURU.html
Don't forget the database that has all of the descriptions, it's a must-have option. The descriptions don't have to be included in the printout of the character.
This message was last edited by the player at 17:54, Mon 08 Feb 2010.
silveroak
player, 82 posts
Sun 7 Feb 2010
at 17:22
  • msg #4

Re: Resources

I have been considering running a very high powered supers game in GURPS 4e- the basic concept is 'the god's return' *not* in the style of the Lightning Thief, but rather the idea that there is some cycle of cosmic energy which left the deities of old essentially high powered supers, dormant or mortal until it resurged. Durring the interim the DNA for powers has spread more or less at random through the human population, so along with the reawakening of such classic figures as Odin and Herne new supers (the PC's) are awakening to their powers.
Wondering how much interest there would be in this game and what point level would generate the most interest: I'm currently considering 1,000 points, 2,000 points, or something higher.
Digital Mastermind
player, 18 posts
Publisher of D&D content
Supporter of GURPS design
Sun 7 Feb 2010
at 18:14
  • msg #5

Re: Resources

As long as I get to spend half on wealth.
silveroak
player, 83 posts
Sun 7 Feb 2010
at 18:37
  • msg #6

Re: Resources

As long as you put enough points in powers that give you access to unearthy resources, sure. You can't own that much in the stock market or real estate in this world though.
steelsmiter
player, 37 posts
Sun 28 Nov 2010
at 23:18
  • msg #7

Re: Resources

can't seem to find any decent GURPS sheets for use on the heaven forum, do you guys think maybe we could start a GURPS Sheet section?
2l8m8
player, 166 posts
Because somone else got
all the good names first.
Sun 28 Nov 2010
at 23:21
  • msg #8

Re: Resources

How do you want it, I can send you a PDF or text or something, maybe. Do you have GCA? You can make real nice ones in that, and post them here as an image.
steelsmiter
player, 38 posts
Sun 28 Nov 2010
at 23:34
  • msg #9

Re: Resources

I've got plenty of PDF and Word doc files that don't translate well to this forum... basically anything you could write up in this text box here and it looks the same coming out as it did going in (more or less) and that would be great!
This message was last edited by the player at 23:35, Sun 28 Nov 2010.
LandWalker
player, 43 posts
Mon 29 Nov 2010
at 00:27
  • msg #10

Re: Resources

steelsmiter:
I've got plenty of PDF and Word doc files that don't translate well to this forum... basically anything you could write up in this text box here and it looks the same coming out as it did going in (more or less) and that would be great!


Easily done. I actually thought I or Mad Mick had already submitted this for Heaven.


-----------------------------------------------------------------------------------------
  Name:                          Gender:                             Point Total:
Player:                          Height:                          Unspent Points:
  Race:                          Weight:
  Size:                            Hair:
  Hand:                            Eyes:
    TL:                             Age:
-----------------------------------------------------------------------------------------
BASIC ATTRIBUTES      SECONDARY CHARACTERISTICS              Thrust Damage:
    ST: 10 [+00]               HP: 10 (10) [+0]               Swing Damage:
    DX: 10 [+00]             Will: 10      [+0]
    IQ: 10 [+00]              Per: 10      [+0]                Basic Speed: 5 [+0]
    HT: 10 [+00]               FP: 10 (10) [+0]                Basic Move : 5 [+0]


ENCUMBRANCE                     MOVE         DODGE
None (0)    = BL   : 20           BM: 5      Dodge  : 8
Light (1)   = 2*BL : 40       0.8*BM: 4      Dodge-1: 7
Medium (2)  = 3*BL : 60       0.6*BM: 3      Dodge-2: 6
Heavy (3)   = 6*BL : 120      0.4*BM: 2      Dodge-3: 5
X-Heavy (4) = 10*BL: 200      0.2*BM: 1      Dodge-4: 4

-----------------------------------------------------------------------------------------
CULTURAL FAMILIARITIES

-----------------------------------------------------------------------------------------
LANGUAGES

Language           Spoken   Written   Cost
Taldan             Native    Native   [+0]

-----------------------------------------------------------------------------------------
REACTION MODIFIERS

Appearance: Average [+0]
Status: 0 [+0]
Reputations: None [+0]

-----------------------------------------------------------------------------------------
ADVANTAGES AND PERKS

Social Chameleon [+5]

-----------------------------------------------------------------------------------------
DISADVANTAGES AND QUIRKS

Kleptomania (12) [-15]

-----------------------------------------------------------------------------------------
SKILLS

NAME                     Lvl    RSL    Cost

Animal Handling (IQ/A)    10   IQ+0    [+2]
-----------------------------------------------------------------------------------------
MELEE WEAPONS

Weapon         Skill     Damage    Reach    Parry    ST   Weight   Notes
Light Club              sw+1 cr      1               10      3.0
                       thr+1 cr

-----------------------------------------------------------------------------------------
RANGED WEAPONS

Weapon         Damage    Acc     Range   RoF   Shots   ST   Bulk   Rcl   Notes
Crossbow    thr+4 imp      4   x20/x25    1    1(4)    7     -6     0   [3]

[3] Ammunition is $2 per bolt.

-----------------------------------------------------------------------------------------
ARMOR

Armor                       Location          DR        Notes
Fur Tunic                   Torso             1*        [1]


[1] Concealable
-----------------------------------------------------------------------------------------
POSSESSIONS

Item                         Cost    Weight   Location   Notes
---                          0.00      0.00   --         --
---                            --        --   --         --
---                            --        --   --         --

Totals:                        --        --
Combat Weight:                 --        --

Current Load: None (0)
Combat Load: None (0)


CURRENCY

                   Qty   Value
Pence ($1)      :    0      $0
Farthings ($4)  :    0      $0
Crowns ($20)    :    0      $0

Total Cash Value: $0
Total Weight (Coins/250): 0.00 pounds

-----------------------------------------------------------------------------------------
APPEARANCE
-
-
-
-----------------------------------------------------------------------------------------
CHARACTER NOTES
-
-
-

Note that you have to add <pre> tags around the sheet or the spacing obviously doesn't work.

It's easily adjusted to taste according to the campaign.
Mad Mick
player, 30 posts
Mon 29 Nov 2010
at 09:53
  • msg #11

Re: Resources

Yup.  LW's sheet is Post #27 under Character Sheets in Heaven.
2l8m8
player, 167 posts
Because somone else got
all the good names first.
Mon 29 Nov 2010
at 16:04
  • msg #12

Re: Resources

Thaks, would have taken me a few days, things are insane at work. Watch the news tomorrow morning for the Chevy Volt, and recall that all of the power for the lights, cameras, and probably even the action, was run by me & my co-worker.
steelsmiter
player, 39 posts
Sun 5 Dec 2010
at 22:45
  • msg #13

Re: Resources

In reply to LandWalker (msg #10):

thanks, Someone had one with all the stuff derived from the attributes below that attribute but I can't remember who...

I also have mine, which is more anal I think...

-----------------------------------------------------------------------------
Name:______________________ Point Total:_________________ Unspent:_________
Height:___________ Weight:___________ Age:__________
Appearance:__________________________________________________________________
-----------------------------------------------------------------------------
ST --[--]  DX --[--]  IQ --[--]  HT --[--]   DR--[--]
HP --[--] Will --[--] PR --[--]  FP --[--]
-----------------------------------------------------------------------------
Languages:
Language (Written Comprehension/Spoken Comprehension)[Point Cost]
Reaction Modifiers
Modifying Advantage or Disadvantage (Modifier, Percentage;Modifier, Percentage;)[Point Cost]
-----------------------------------------------------------------------------
Basic Lift:--  Damage Thr:-- Sw:--
Basic Speed:-- Basic Move:--
-----------------------------------------------------------------------------
Templates(Occupation, Race, Etcetera):
Template Name[Template Point Cost]
Individual Template Item[Item Point Cost]
(add more lines as needed)
-----------------------------------------------------------------------------
Social Rank:___________[--] Military Rank:______________[--]
Police Rank:___________[--] Religious Rank:_____________[--]
Academic Rank:_________[--] Merchant Rank:______________[--]
-----------------------------------------------------------------------------
Skills (list skill costs from templates as 0 if they are unchanged):
Skill (Difficulty) Relative Level[Point Cost]- Numeric Level
(add more lines as needed)
-----------------------------------------------------------------------------

Advantages(list advantage costs from templates as 0 if they are unchanged):
Advantage(Modifier, Percentage;Modifier, Percentage;)[Point Cost]

Disadvantages(list disadvantage costs from templates as 0 if they are unchanged):
Disadvantage(Modifier, Percentage;Modifier, Percentage;)[Point Cost]

(add more lines as needed)
-----------------------------------------------------------------------------
Zuldan
player, 6 posts
Wed 6 Jul 2011
at 14:11
  • msg #14

Re: Resources

i like that one better
2l8m8
player, 193 posts
Because somone else got
all the good names first.
Wed 6 Jul 2011
at 15:16
  • msg #15

Re: Resources

You know how to make whatever sheet you print, show up on RPoL?

Get a PDF print driver. Print it as you like to see it in a PDf file. Copy each page with the snapshot tool (size matters here- copy it 'fit to width' size, and scroll off the screen to get the whole page if you need to). Paste that, into an image program (I use paint that ships w/ windows, cheap and works fine). Save as an image, I prefer PNG because the text comes out clearer than a JPG. Upload image to server (I use photobucket, others swear by imageshack). Use HTML IMG tag to post on RPoL. Viola! Beautiful sheets. Anything you can print, you can post here that way. If you use the GM's image hosting account (like my photobucket, for example) the players cannot change the image, either. A little work, especially if you have to input it into something like GCA ITFP, but if your players have GCA, they can send you the file.
steelsmiter
player, 44 posts
Wed 6 Jul 2011
at 16:56
  • msg #16

Re: Resources

2l8m8:
If you use the GM's image hosting account (like my photobucket, for example) the players cannot change the image, either.


that's actually the opposite of what I would want...
2l8m8
player, 194 posts
Because somone else got
all the good names first.
Thu 7 Jul 2011
at 07:53
  • msg #17

Re: Resources

Then let the players store the image on their own account. It's not unheard of for the GM to require players to help with the mundane record keeping. ;)
Mad Mick
player, 34 posts
Thu 7 Jul 2011
at 08:28
  • msg #18

Re: Resources

A player in one of my games used a GURPS 4 sheet from Myth-Weavers.  It's pretty nice, but it's non-native to RPOL, and as a GM, I can't directly modify it unless I have an account at MW and he adds me as an editor.  It would be nice to have something like that on RPOL as well, but with Jase's stated policy of being system-agnostic, I don't think it would be implemented.

But if you don't mind not being able to personally alter the sheet and give your player complete control over it, I guess it works.

Here's what the sheet looks like:  http://www.myth-weavers.com/sh...w.php?sheetid=311244
Digital Mastermind
player, 62 posts
Publisher of D&D content
Supporter of GURPS design
Thu 7 Jul 2011
at 13:37
  • msg #19

Re: Resources

Well aint that pretty?
Mad Mick
GM, 56 posts
Tue 3 Jul 2012
at 11:29
  • msg #20

Apps

I came across this Android GURPS app today:  https://play.google.com/store/...Calculator&hl=en

And here's an iOS app for hex maps:  http://itunes.apple.com/us/app...pro/id505766102?mt=8

And its free version:  http://itunes.apple.com/us/app...map/id482415358?mt=8
Mad Mick
GM, 64 posts
Sun 25 Nov 2012
at 13:02
  • msg #21

Re: Apps

Does anyone have a good site for science-fiction maps that are usable in MapTool?
Tortuga
player, 165 posts
Sun 25 Nov 2012
at 14:20
  • msg #22

Re: Apps

Like what, starmaps?
Mad Mick
GM, 65 posts
Sun 25 Nov 2012
at 15:19
  • msg #23

Re: Apps

Space station maps, installation maps, that kind of thing.
MazVN
player, 31 posts
Mon 26 Nov 2012
at 20:09
  • msg #24

Re: Apps

In reply to Mad Mick (msg # 23):

Here are some: http://rpgmapshare.com/index.p...ery&g2_itemId=66
I think I have also found some here before: http://www.cartographersguild.com/forum.php
This here is almost exclusively fantasy or fantasy-like. But sometimes you just need minor modification to use them as sci-fi maps: http://www.educatedgamer.net/gallery/index.php?cat=5


But I tend to end up making my own using stuff from here: http://www.cgtextures.com/ as textures and adding objects from the page I linked above: http://rpgmapshare.com/index.p...y&g2_itemId=1802

It takes long than a ready made map, but then it also fits my needs exactly.
This message was last edited by the player at 20:13, Mon 26 Nov 2012.
Mad Mick
GM, 66 posts
Sat 8 Dec 2012
at 17:19
  • msg #25

Re: Apps

Thanks, MazVN!  Those are great!
SpaceKing
player, 1 post
Thu 4 Apr 2013
at 08:23
  • msg #26

Re: Apps

A little surprised these haven't been linked but Steampunkrobot has a bunch of handy GURPS files.

A cribs sheet with a lot of tables and info for easy reference: http://www.steampunkrobot.com/files/CribSheetv5.pdf

NPC sheet: http://www.steampunkrobot.com/files/NPCReduxv1.pdf

Better Combat Cards: http://www.steampunkrobot.com/...mbatCardsReduxv1.pdf

Hex Grid: http://www.steampunkrobot.com/..._small_hexagonal.pdf

Char Sheet: http://www.steampunkrobot.com/...CharacterSheetv2.pdf
Mad Mick
GM, 78 posts
Thu 4 Apr 2013
at 10:47
  • msg #27

Re: Apps

Nice, SpaceKing!
Johnny Angel
player, 55 posts
Mon 13 May 2013
at 20:21
  • msg #28

Re: Apps

Are there any resources available which break down various diseases into GURPS rules?


In a game I've started running, one of the main enemies is a cult dedicated to a demon lord of disease and filth.  I'm aware of and understand the rules for diseased in GURPS; it would simply be nice to have a few examples to look at to help gauge whether some of the ideas I have are too harsh or possibly not harsh enough.
cltchrn
player, 6 posts
Mon 13 May 2013
at 20:38
  • msg #29

Re: Apps

Bio-Tech has a few, but mostly just the nasty ones (Anthrax, Ebola, Black Death, Influenza).

EDIT: pp. 113-114
This message was last edited by the player at 20:40, Mon 13 May 2013.
MazVN
player, 62 posts
Mon 13 May 2013
at 21:13
  • msg #30

Re: diseases

There was some talk about it on the sjg-board at some point but, all I could find was this: http://forums.sjgames.com/show...p;highlight=diseases

:\
Johnny Angel
player, 56 posts
Mon 13 May 2013
at 21:59
  • msg #31

Re: diseases

MazVN:
There was some talk about it on the sjg-board at some point but, all I could find was this: http://forums.sjgames.com/show...p;highlight=diseases

:\



Thanks; that's actually pretty helpful.  I can post what I currently have for a challenge the group will be facing.  The format is somewhat rough for the time being; it's something I quickly sketched out in my notes for a disease created by the cult.  It is named after the cult member who cooked it up.  I'd appreciate some feedback.  The progression of the disease is very rapid, but that's somewhat intentional; it's meant to be a biological weapon produce by a cult dedicated to a demon lord of filth and disease.


Stench of Fecus
Easily visible Symptoms - The whites of an infected individual's eyes will begin to turn to a brownish color.  The further along the disease progresses, the more the change occurs.  Those in the final stages have eyes (the entire eye) which appear to be a solid brown color.  They also move in a manner which is sluggish; shambling in an almost zombie-like manner.

Blood Agent - The disease can be contracted either by contact with an infected's blood or by having the disease (via a weapon coated with it) come into contact with your blood.  If you've only touched the blood of an infected, the roll to resist is HT-2.  If the disease comes into contact with your blood or you have a wound exposed to it, the roll to resist is HT-4.  If you've ingested the disease or diseased blood, you are treated as having failed your first roll (see below) against the disease, and the second roll will occur in 3 hours rather than 6.

Secret Lore - ingesting Cardamom boiled into water slows the progress of the disease and doubles the time between each roll.  Doing this also allows someone who has ingested diseased blood to make a HT roll to resist rather than suffering an automatic failure on the first roll.

Progression of Disease

1) After 10 seconds; HT-4 roll.
Success at this point resists the disease; you are not infected.
Failure causes you to lose 2 FP which cannot be recovered until cured.

2) After 6 hours; HT-4 roll.
Success - disease does not progress... yet
Failure - Lose 2 Basic Speed which cannot be recovered until cured.

3) 12 Hours after progressing to step 2 (above); HT-4 roll
Success - disease does not progress... yet
Failure - Stench: You begin to smell like a cross between rotting meat and sun baked sewage.  The game effects of this are that you acquire a reaction penalty equal to your margin of failure.  Other creatures get a bonus to perception checks against you equal to your reaction penalty.

4) 24 hours after progressing to step 3 (above); HT-4 roll
Success - as above
Failure - You acquire the Decreased Time Rate disadvantage.  Also, your stench increases; add your margin of failure from this roll to the reaction penalty associated with step 3.

5) One week after progessing to step 4 (above); HT-4 roll
Success - as above
Failure - Lose 1d6 fatigue

6) Each addition week after progressing to step 5 (above); HT-4 roll
Success - no FP loss this week
Failure - Lose 1d6+(number of weeks) FP.
MazVN
player, 63 posts
Tue 14 May 2013
at 20:34
  • msg #32

Blood-spatter (a writers guide)

This popped up on my tumblr. Seems like a nice resources for any investigation game: http://dailyinfographic.com/bloody-mess-infographic

"...this infographic breaks down what bloodstain pattern analysis (BPA) entails and how it works"
Johnny Angel
player, 62 posts
Sun 26 May 2013
at 16:17
  • msg #33

Re: Blood-spatter (a writers guide)

I'm using a program to help generate hex grids that I can print out.  I seem to be having a brainfart, so I'm hoping someone can help me out.

How large does each side of the hex need to be in order to get 1" hexes?
cltchrn
player, 10 posts
Sun 26 May 2013
at 16:49
  • msg #34

Re: Blood-spatter (a writers guide)

If the distance from the center of one hex to that of it's adjacent hexes (the ones that share sides) is 1 inch, the sides will be 1 over the square root of 3 (0.577) inch.

If you are measuring to the hexes that share a vertex but not a side, the sides are 1/2 inch.
Johnny Angel
player, 63 posts
Sun 26 May 2013
at 17:34
  • msg #35

Re: Blood-spatter (a writers guide)

cltchrn:
If the distance from the center of one hex to that of it's adjacent hexes (the ones that share sides) is 1 inch, the sides will be 1 over the square root of 3 (0.577) inch.

If you are measuring to the hexes that share a vertex but not a side, the sides are 1/2 inch.



I tried to do 1/2 inch sides using a website which generated pdfs of hex graphs, but it didn't come out quite right.  The hexes were too small to accomadate a mini base.

I'll try the .577 measurement; that seems consistent with what I've been playing around with so far.  The last batch I tried was 0.56, and it was close, but not quite right.
cltchrn
player, 11 posts
Sun 26 May 2013
at 17:58
  • msg #36

Re: Blood-spatter (a writers guide)

If you can use more specific figures, the actual number is 1 divided by the square-root of 3.
Zarmonic
player, 2 posts
Wed 21 Aug 2013
at 05:50
  • msg #37

GCS

Hey I just figured people here would like to know this.

The e-mail list for Gurps Character Sheet came back to life today.  Turns out the creator's spam filter had started blocking the e-mails and he just figured people had stopped playing GURPS

http://gurpscharactersheet.com

Anyway, he explained that he had to lock down the wiki due to a massive spam attack.  But now he has it re-enabled but with the vast majority of registered users ending up getting deleted.  If you were registered before, you'll probably have to register again, but the point is that it's once again possible to contribute files. If you've ever had to make custom library items in GCS to suit your campaign and feel like sharing your hard work for all to see and possibly use, that would be the place to do it

I'm honestly surprised to see that there is no links to GCS on this thread, especially when I'm sure I've seen one here in the past.  I find it to be a great resource.
Aethulred
player, 7 posts
Fri 8 Nov 2013
at 15:46
  • msg #38

Re: GCS

Is there a graceful way (i.e. not just cut and paste pages), to download whole threads? I'd like to remove older adventures but keep them for reference as needed.
otghand
player, 58 posts
Sun 2 Mar 2014
at 22:20
  • msg #39

Re: GCS

In reply to Zarmonic (msg # 37):

So what is your experience with GCS?  I use GCA myself, but would like to know if it is worth suggesting this free option to someone just dipping their toes in GURPS.
Aethulred
player, 14 posts
Sun 2 Mar 2014
at 23:02
  • msg #40

Re: GCS

In reply to otghand (msg # 39):

I have used it to the exclusion of all other Char sheet generators for well over 10 years. I tried GCA and it was complex and crappy in comparison... my take anyway.

Rich has been very responsive in fixing things (Stuff happens) and making it easy to adapt to peoples worlds ... I use it in a game you play in to apply my specific take on that world. If it has a failing, it is it can take a long time to build or alter a library to fit your concept ... but you can do that.

And it is tied to JAVA ... everyone's favorite Vulnerability hole and problem language.

As Zarmonic pointed out, many folks have posted libraries of their own making, some of which I am sure you'll find interesting.
otghand
player, 59 posts
Sun 2 Mar 2014
at 23:06
  • msg #41

Re: GCS

Looking at the web page there did not seem to be much there, but that might mean I don't understand what I am seeing.

It did not seem that most of the source books were there for instance, no Low Tech, no Magic, Thaumatology, etc.
hakootoko
player, 9 posts
Sun 2 Mar 2014
at 23:28
  • msg #42

Re: GCS

I've used GCS for all my 4e characters. (I had GCM for 3e, but it died with 3e).

I appreciate the extensive list of skills and spells with prerequisites, the drag-and-drop to add to character sheets, and the ability to write attractive pdf files. It incorporates all of Magic, Martial Arts, and several other books. It lacks good equipment lists, but that may be because I'm still using a version from 2011.01.02. Hopefully they've added more source books since.
2l8m8
player, 21 posts
Tue 4 Mar 2014
at 01:28
  • msg #43

Re: GCS

I've used GCS, but IIRC it both has few sourcebooks & equipment, and it can't be customized for several of the things I do.

If you don't mind adding your equipment, it might be all right if you don't do anything too weird. I don't think you can build anything with Powers, for instance, but maybe I just don't know how to use it.
Aethulred
player, 15 posts
Tue 4 Mar 2014
at 02:10
  • msg #44

Re: GCS

You can builld powewrs, but I'm not the guy to tell you how.
If you ask the group, they normally are helpful, as is Rich when he has time to be...
trooper6
player, 83 posts
Tue 4 Mar 2014
at 07:06
  • msg #45

Re: GCS

I love GCS. I use it all the time. And you can do quite a lot of customization in terms of building power, equipment, etc.

Highly recommended!
2l8m8
player, 22 posts
Tue 4 Mar 2014
at 14:22
  • msg #46

Re: GCS

I stand corrected. I do like GCA, mostly because you can do more than a lot. The interface for customizing is a bit clunky when you get into tacks & nails, I admit, but you can do anything with it, that you can do with the rulebooks, and then you can turn off the rules and do even more. The interface is decent & not so clunky for simple custom things, like adding any number of limitations or enhancements to an ability or piece of equipment that already exists, but building your own limits it gets a little out there. By 'you own', I mean things like "____ limit for x%" is already included, it's more esoteric like, "the first 25% of the cost is x, the next 50% is y", so it's not something you need to worry about much, and I think it's the sort of thing GCS might not even be able to do at all. It does flag non-rules builds as well, so you can't fool the GM. It also comes with all of the current books (or at least almost current, I think my latest update included through last summer). There are a ton of fan-created materials as well, including the phoenix character sheet I love, which is fully customizable and the only one I've seen that is. I'm not sure, but I think you can move anything, anywhere, but the main stat blocks and such might be anchored. I like them there and never tried moving them from the default spot.
trooper6
player, 84 posts
Tue 4 Mar 2014
at 15:46
  • msg #47

Re: GCS

GCA is also PC only...so as a Mac user, it is GCS for me.
otghand
player, 60 posts
Tue 4 Mar 2014
at 16:11
  • msg #48

Re: GCS

GCA runs under Wine, or if you have a license to Windows under VMware, Parallels, and Virtual Box.  I am a Mac user and run it under Win 7 on VMware.
trooper6
player, 85 posts
Wed 5 Mar 2014
at 18:48
  • msg #49

Re: GCS

I don't  use emulators. If I wanted a PC, I'd go buy a PC.
otghand
player, 61 posts
Wed 5 Mar 2014
at 20:08
  • msg #50

Re: GCS

Wine. Is. Not. an Emulator.

I use whatever gets the job done.  As I am fortunate enough to have free (to me) licensed versions of Windows and VMware Fusion I use those.
steelsmiter
player, 114 posts
Wed 5 Mar 2014
at 21:27
  • msg #51

Re: GCS

otghand:
Wine. Is. Not. an Emulator.

haha! But just out of curiosity, what is WINE?

quote:
I use whatever gets the job done.  As I am fortunate enough to have free (to me) licensed versions of Windows and VMware Fusion I use those.

Fun times! My sister got one of the student packs that comes with permission to put it on 3 computers so I had a free version of 7 for a while. Then my computer died and I'm stuck on a tablet.
Tortuga
player, 294 posts
Wed 5 Mar 2014
at 21:31
  • msg #52

Re: GCS

That's what it stands for. Wine Is Not an Emulator. Instead of creating a virtual machine, it translates windows calls on the fly, letting you use the software on your OS machine.

http://www.winehq.org/about/

Being an OS snob is so 1990s.
steelsmiter
player, 115 posts
Wed 5 Mar 2014
at 21:38
  • msg #53

Re: GCS

Tortuga:
That's what it stands for. Wine Is Not an Emulator.

I knew that

quote:
Instead of creating a virtual machine, it translates windows calls on the fly, letting you use the software on your OS machine.

http://www.winehq.org/about/

Being an OS snob is so 1990s.

It's this part that gets me. I don't understand why it's not an emulator. It does the things an emulator does (in layman's terms anyway, both emulators, and whatever WINE is run programs from other OSs,) but differently enough that it's not an emulator. I suppose it's a translator then?
Tortuga
player, 295 posts
Wed 5 Mar 2014
at 21:58
  • msg #54

Re: GCS

Closer, yeah.

An Emulator is like running a version of windows on a virtual machine on top of your normal OS.

WINE just translates Windows function calls into Mac calls (or whatever). This takes up no extra memory and doesn't give you windows-like features.
Mad Mick
GM, 101 posts
Fri 7 Mar 2014
at 11:59
  • msg #55

Re: GCS

Guys, let's leave this space for information on resources.  If you'd like to chat about any of the resources, use the Lounge for that.  =)
otghand
player, 62 posts
Fri 7 Mar 2014
at 14:07
  • msg #56

Re: GCS

Sorry, I thought that this was the correct thread.  Not sure what should be discussed here at this point if GCA/GCS are not resources.
steelsmiter
player, 116 posts
Fri 7 Mar 2014
at 15:46
  • msg #57

Re: GCS

I think he was talking about our divergeance into WINE.
Tortuga
player, 296 posts
Fri 7 Mar 2014
at 15:49
  • msg #58

Re: GCS

I think it's that the Resource thread is supposed to be a listing of resources and not the discussion of those resources. Discussion goes in the lounge.

So this post and the ones above it are in the wrong thread.
krusher
player, 8 posts
Sat 13 Sep 2014
at 01:13
  • msg #59

Re: GCS

Created an output template for GCS that would output something that RPOL's easy tables would recognize.


|^7!! @NAME |> @TOTAL_POINTS|100%<br>
| Strength    |>4% @ST       |2   Race: @RACE                |2 Gender: @GENDER             |2 Player: @PLAYER            |<br>
| Dexterity   |> @DX         |2   Hair: @HAIR                |2 Eyes: @EYES                 |2 Campaign: @CAMPAIGN        |<br>
| Intelligence|> @IQ         |2   Skin: @SKIN                |2 Hand: @HAND                 |=2                           |<br>
| Health      |> @HT         |2   Size: @SIZE                |2 Age: @AGE                   | Basic HP   |>4% @BASIC_HP   |<br>
|=2                          |2   Height: @HEIGHT            |2 TL: @TL                     | Current HP |> @HP           |<br>
| Will        |> @WILL       |2   Weight: @WEIGHT            |2 Birth Date: @BIRTHDAY       | Reeling    |> @REELING      |<br>
| Fright      |> @FRIGHT_CHECK|=4                                                           | Collapse   |> @HP_COLLAPSE  |<br>
| Perception  |> @PERCEPTION | Basic Speed  |>4% @BASIC_SPEED| Basic FP     |>4% @BASIC_FP  | Check #1   |> @DEATH_CHECK_1|<br>
| Vision      |> @VISION     | Basic Move   |> @BASIC_MOVE   | Current FP   |> @FP          | Check #2   |> @DEATH_CHECK_2|<br>
| Hearing     |> @HEARING    |=2                             | Tired        |> @TIRED       | Check #3   |> @DEATH_CHECK_3|<br>
| Taste & Smell|> @TASTE_SMELL| Thrust      |> @THRUST       | Collapse     |> @FP_COLLAPSE | Check #4   |> @DEATH_CHECK_4|<br>
| Touch       |> @TOUCH      | Swing        |> @SWING        | Unconscious  |> @UNCONSCIOUS | Dead       |> @DEAD         |<br>
<br>
|^4! ENCUMBRANCE, MOVE, DODGE|100%<br>
| Level| Max Load| Move| Dodge|<br>
@ENCUMBRANCE_LOOP_START
| @LEVEL| @MAX_LOAD| @MOVE| @DODGE|<br>
@ENCUMBRANCE_LOOP_END
<br>
|^4! HIT LOCATION|100%<br>
| Roll| Location| DR| Penalty|<br>
@HIT_LOCATION_LOOP_START
| @ROLL| @WHERE| @DR| @PENALTY|<br>
@HIT_LOCATION_LOOP_END
<br>
|^8! ADVANTAGES|100%<br>
|7 Advantage|^3% Pts|<br>
@ADVANTAGES_LOOP_START
|7 @DESCRIPTION_PRIMARY @DESCRIPTION_MODIFIER_NOTES_PAREN| @POINTS|<br>
@ADVANTAGES_LOOP_END
<br>
|^8! SKILLS|100%<br>
|4 Skill|^3% Level|^3% RSL|^3% Pts|^4% Ref|<br>
@SKILLS_LOOP_START
|4 @DESCRIPTION_PRIMARY @DESCRIPTION_NOTES_PAREN|> @SL|> @RSL|> @POINTS|> @REF|<br>
@SKILLS_LOOP_END
<br>
|^8! SPELLS|100%<br>
| Spell| College/Class| Cast/Maintain| Time/Duration| Skill| RSL| Pts| Ref|<br>
@SPELLS_LOOP_START
|= @DESCRIPTION_PRIMARY  |= @COLLEGE|= @MANA_CAST    |= @TIME_CAST|= @SL|= (@RSL)|^= @POINTS|= @REF|<br>
|  @DESCRIPTION_NOTES_PAREN| @CLASS| @MANA_MAINTAIN| @DURATION |     |       |        |     |<br>
@SPELLS_LOOP_END
<br>
|^8! EQUIPMENT|100%<br>
|4 Item| Qty| Cost| Weight| Ref|<br>
@EQUIPMENT_LOOP_START
|4 @DESCRIPTION_PRIMARY| @QTY| $@COST_SUMMARY| @WEIGHT_SUMMARY| @REF|<br>
|8 @DESCRIPTION_NOTES_PAREN| <br>
@EQUIPMENT_LOOP_END
<br>
|^!! Attributes: @ATTRIBUTE_POINTS|^ Advantages: @ADVANTAGE_POINTS|^ Disadvantages: @DISADVANTAGE_POINTS|^ Skills: @SKILL_POINTS|^ Spells: @SPELL_POINTS|^ Unspent: @EARNED_POINTS|^2 Total: @TOTAL_POINTS|100%<br>
|


Should be able to create an html for GCS to read.
krusher
player, 9 posts
Sat 13 Sep 2014
at 01:17
  • msg #60

Re: GCS

Output looks like this:

Raleigh Delegeane100
Strength10Race: HumanGender: MalePlayer: Krusher
Dexterity10Hair: Black, Wavy, ShortEyes: GreyCampaign:
Intelligence10Skin: PaleHand: Right 
Health10Size: +0Age: 22Basic HP10
 Height: 5' 9"TL: 4Current HP 
Will10Weight: 128 lbBirth Date: May 5Reeling3
Fright10 Collapse0
Perception10Basic Speed5Basic FP10Check #1-10
Vision10Basic Move5Current FP Check #2-20
Hearing10 Tired3Check #3-30
Taste & Smell10Thrust1d-2Collapse0Check #4-40
Touch10Swing1dUnconscious-10Dead-50

ENCUMBRANCE, MOVE, DODGE
LevelMax LoadMoveDodge
• None (0)20 lb58
Light (1)40 lb47
Medium (2)60 lb36
Heavy (3)120 lb25
X-Heavy (4)200 lb14

HIT LOCATION
RollLocationDRPenalty
-Eye0-9
3-4Skull2-7
5Face0-5
6-7R. Leg0-2
8R. Arm0-2
9-10Torso00
11Groin0-3
12L. Arm0-2
13-14L. Leg0-2
15Hand0-4
16Foot0-4
17-18Neck0-5
-Vitals0-3

ADVANTAGES
AdvantagePts

SKILLS
SkillLevelRSLPtsRef

SPELLS
SpellCollege/ClassCast/MaintainTime/DurationSkillRSLPtsRef

EQUIPMENT
ItemQtyCostWeightRef

Attributes: 0Advantages: 0Disadvantages: 0Skills: 0Spells: 0Unspent: 100Total: 100

Jeffrywith1e
player, 3 posts
Sat 13 Sep 2014
at 03:58
  • msg #61

Re: GCS

whoa! that is quite nice!
Aethulred
player, 24 posts
Sat 13 Sep 2014
at 17:37
  • msg #62

Re: GCS

Very cool, but how do we of the computer inept, use this?
Jeffrywith1e
player, 4 posts
Sat 13 Sep 2014
at 22:14
  • msg #63

Re: GCS

krusher:
Created an output template for GCS that would output something that RPOL's easy tables would recognize.


So what file type export from GCS that would feed this?
krusher
player, 10 posts
Sat 13 Sep 2014
at 22:26
  • msg #64

Re: GCS

Export to HTML and open with a browser. I used chrome for this. Copy and paste to your character sheet here at Rpol.
Aethulred
player, 25 posts
Sat 13 Sep 2014
at 22:36
  • msg #65

Re: GCS

Krusher,
I took the liberty of asking Rich Wilkes, who wrote GCS, if this could be formalized as a GCS output type. Won't happen overnight, but he has been very good about incorporating good ideas. I think this one fits that mold well.
Aethulred
player, 26 posts
Sat 13 Sep 2014
at 22:42
  • msg #66

Re: GCS

In reply to krusher (msg # 64):

Krusher,
If I open the Character sheet in html... how do I get it into your format?
I think I am missing an important step somewhere.
krusher
player, 11 posts
Sat 13 Sep 2014
at 23:20
  • msg #67

Re: GCS

Ok, here goes....

Step 1:
 Copy the above text and save in your GCS folder as an .HTML file. (e.g Full Character text from GCS.html)

Step 2:
 Click on Edit, Then Preferences, then click the box next to HTML override and choose this new template



Step 3:
 From the File menu, Select Export to HTML

 


Step 4:
 Right click on the HTML you just created and Open with a browser. (e.g. Chrome in this case)

 

Step 5:
 This should open a browser window filled with code. Copy ALL of the code.



Step 6:
 Paste this code into any message or character sheet here at RPoL like this:


|^7!! Pamela Stanganelli |> 100|100%
| Strength |>4% 10 |2 Race: Human |2 Gender: Female |2 Player: Mark |
| Dexterity |> 10 |2 Hair: Black, Straight, Medium |2 Eyes: Grey |2 Campaign: |
| Intelligence|> 10 |2 Skin: Pale |2 Hand: Left |=2 |
| Health |> 10 |2 Size: +0 |2 Age: 21 | Basic HP |>4% 10 |
|=2 |2 Height: 5' 9" |2 TL: 4 | Current HP |> |
| Will |> 10 |2 Weight: 140 lb |2 Birth Date: April 20 | Reeling |> 3 |
| Fright |> 10|=4 | Collapse |> 0 |
| Perception |> 10 | Basic Speed |>4% 5| Basic FP |>4% 10 | Check #1 |> -10|
| Vision |> 10 | Basic Move |> 5 | Current FP |> | Check #2 |> -20|
| Hearing |> 10 |=2 | Tired |> 3 | Check #3 |> -30|
| Taste & Smell|> 10| Thrust |> 1d-2 | Collapse |> 0 | Check #4 |> -40|
| Touch |> 10 | Swing |> 1d | Unconscious |> -10 | Dead |> -50 |

|^4! ENCUMBRANCE, MOVE, DODGE|100%
| Level| Max Load| Move| Dodge|
| • None (0)| 20 lb| 5| 8|
| Light (1)| 40 lb| 4| 7|
| Medium (2)| 60 lb| 3| 6|
| Heavy (3)| 120 lb| 2| 5|
| X-Heavy (4)| 200 lb| 1| 4|

|^4! HIT LOCATION|100%
| Roll| Location| DR| Penalty|
| -| Eye| 0| -9|
| 3-4| Skull| 2| -7|
| 5| Face| 0| -5|
| 6-7| R. Leg| 0| -2|
| 8| R. Arm| 0| -2|
| 9-10| Torso| 0| 0|
| 11| Groin| 0| -3|
| 12| L. Arm| 0| -2|
| 13-14| L. Leg| 0| -2|
| 15| Hand| 0| -4|
| 16| Foot| 0| -4|
| 17-18| Neck| 0| -5|
| -| Vitals| 0| -3|

|^8! ADVANTAGES|100%
|7 Advantage|^3% Pts|

|^8! SKILLS|100%
|4 Skill|^3% Level|^3% RSL|^3% Pts|^4% Ref|

|^8! SPELLS|100%
| Spell| College/Class| Cast/Maintain| Time/Duration| Skill| RSL| Pts| Ref|

|^8! EQUIPMENT|100%
|4 Item| Qty| Cost| Weight| Ref|

|^!! Attributes: 0|^ Advantages: 0|^ Disadvantages: 0|^ Skills: 0|^ Spells: 0|^ Unspent: 100|^2 Total: 100|100%
|


Step 6:
 Which actually looks like this:

Pamela Stanganelli100
Strength10Race: HumanGender: FemalePlayer: Mark
Dexterity10Hair: Black, Straight, MediumEyes: GreyCampaign:
Intelligence10Skin: PaleHand: Left 
Health10Size: +0Age: 21Basic HP10
 Height: 5' 9"TL: 4Current HP 
Will10Weight: 140 lbBirth Date: April 20Reeling3
Fright10 Collapse0
Perception10Basic Speed5Basic FP10Check #1-10
Vision10Basic Move5Current FP Check #2-20
Hearing10 Tired3Check #3-30
Taste & Smell10Thrust1d-2Collapse0Check #4-40
Touch10Swing1dUnconscious-10Dead-50

ENCUMBRANCE, MOVE, DODGE
LevelMax LoadMoveDodge
• None (0)20 lb58
Light (1)40 lb47
Medium (2)60 lb36
Heavy (3)120 lb25
X-Heavy (4)200 lb14

HIT LOCATION
RollLocationDRPenalty
-Eye0-9
3-4Skull2-7
5Face0-5
6-7R. Leg0-2
8R. Arm0-2
9-10Torso00
11Groin0-3
12L. Arm0-2
13-14L. Leg0-2
15Hand0-4
16Foot0-4
17-18Neck0-5
-Vitals0-3

ADVANTAGES
AdvantagePts

SKILLS
SkillLevelRSLPtsRef

SPELLS
SpellCollege/ClassCast/MaintainTime/DurationSkillRSLPtsRef

EQUIPMENT
ItemQtyCostWeightRef

Attributes: 0Advantages: 0Disadvantages: 0Skills: 0Spells: 0Unspent: 100Total: 100

This message was last edited by the player at 23:25, Sat 13 Sept 2014.
Aethulred
player, 27 posts
Sun 14 Sep 2014
at 00:40
  • msg #68

Re: GCS

Krusher et al,
It works, but I had to remove all the line breaks at the end of each line to make it work on my Mac, using Firefox. Looks really spiffy, Thanks so much.
krusher
player, 12 posts
Sun 14 Sep 2014
at 00:47
  • msg #69

Re: GCS

Ah, yeah the br's are there otherwise it all ends up in one line. Not very helpful.
Aethulred
player, 28 posts
Sun 14 Sep 2014
at 01:32
  • msg #70

Re: GCS

And on my box, they were not needed... no clue as to why.
My son figured it out for me ... I guess that's why I help him get through college.
otghand
player, 82 posts
Mon 15 Sep 2014
at 15:07
  • msg #71

Re: GCS

I would love to see something this spiffy for GCA.
Aethulred
player, 29 posts
Mon 15 Sep 2014
at 15:44
  • msg #72

Re: GCS

In reply to otghand (msg # 71):

GCS is free... so no need for GCA ... I found GCA clunky and awkward as well.
otghand
player, 83 posts
Mon 15 Sep 2014
at 15:53
  • msg #73

Re: GCS

GCA is officially supported by SJG and has way more resources.  I find GCA rather easy to use and very, very, flexible and at a very reasonable price point for the amount I use it.  So yeah, there is a need.
Aethulred
player, 30 posts
Mon 15 Sep 2014
at 16:43
  • msg #74

Re: GCS

OK, Good there are choices then ... I found none of that, and GCS to be far more flexible and useful ... guess that's why we have choices.
Jeffrywith1e
player, 5 posts
Wed 17 Sep 2014
at 01:00
  • msg #75

Re: GCS

otghand:
GCA is officially supported by SJG and has way more resources.  I find GCA rather easy to use and very, very, flexible and at a very reasonable price point for the amount I use it.  So yeah, there is a need.

GCS is compatible with Linux. There is that.
otghand
player, 84 posts
Wed 17 Sep 2014
at 01:16
  • msg #76

Re: GCS

True, GCA requires Windows or WINE.
Aethulred
player, 31 posts
Wed 17 Sep 2014
at 01:21
  • msg #77

Re: GCS

Yes, GCS uses JAVA and is platform agnostic.
otghand
player, 85 posts
Wed 17 Sep 2014
at 01:55
  • msg #78

Re: GCS

Yes, JAVA is equally sucky on all platforms. ;>)
2l8m8
player, 32 posts
Wed 17 Sep 2014
at 17:49
  • msg #79

Re: GCS

Thought you might like to see some GCA Output:



krusher
player, 13 posts
Wed 17 Sep 2014
at 18:00
  • msg #80

Re: GCS

As Tortuga mentioned before, we should probably take this to the Lounge.
2l8m8
player, 33 posts
Thu 18 Sep 2014
at 15:01
  • msg #81

Re: GCS

Is this thread just for announcing resources, or discussing them?
Tortuga
player, 336 posts
Fri 19 Sep 2014
at 16:49
  • msg #82

Re: Resources

Sockpuppet:
This is a general thread for posting resources regarding GURPS. I’ll get started with some of the basics:

Aethulred
player, 32 posts
Fri 19 Sep 2014
at 17:26
  • msg #83

Re: Resources

Well this thread certainly meets that guideline IMHO.
Aethulred
player, 84 posts
Wed 22 Mar 2017
at 18:00
  • msg #84

Re: Resources

FWIW... GURPS Character Sheet has brought version 4.8 out and it is a great update!

http://gurpscharactersheet.com

Works on Mac, Linux or Windows Box.
Mad Mick
GM, 141 posts
Thu 10 Jan 2019
at 05:47
  • msg #85

Re: Resources

Not specifically GURPS, but this city generator has been mentioned a few times in Community Chat: https://d20.pub/resources/amaz...city-map-generators/
Tortuga
player, 520 posts
Thu 10 Oct 2019
at 17:12
  • msg #86

Re: Resources

Since I use them in all my games I might as well copy paste these GURPS references for everybody's use. Feel free to copy/paste wherever.

Okay, here's a breakdown of what the unarmed combat skills do:

DX: Punching, kicking, grappling, biting, slamming into people.

Brawling (DX/Easy): Punching, kicking, slamming into people, biting. Blackjacks, saps, and other fist-loads. +1 damage at DX+2 level.

Boxing (DX/Average):
Punching. Retreating parries get +3 instead of +1. +1 damage at DX+1, +2 at DX+2. Not so good at parrying swung weapons.

Karate (DX/Hard): Punching. Kicking. Retreating parries get +3 instead of +1. +1 damage at DX+1, +2 at DX+2.

Wrestling (DX/Average): Grabbing people. Making or resisting a takedown. Add +1 to effective ST at DX+1, +2 at DX+2.

Judo (DX/Hard):
Grabbing people. Throws. Retreating parries get +3 instead of +1.

Sumo (DX/Average): Slamming into people. Grappling. Shoves. Retreating parries get +3 instead of +1. +1 to effective ST at DX+1, +2 at DX+2.

That's the basics. Different martial arts techniques are based on different skills; Arm Lock, for example, can be performed with Wrestling or Judo but not Brawling, Boxing, or Karate.

This list may be information overload, so you're free to ignore it, but from GURPS Martial Arts, here's how the different skills allow different "techniques." You can still attempt any technique even if you haven't put any points in it; defaults are listed. Generally you need to study a particular style to improve that style's techniques.
Technique	      Boxing Brawling Karate   Judo Wrestling  Sumo
Aggressive Parry	-1	-1	-1	-	-	-	do thr-4 against attacking weapon or body part
Arm or Wrist Lock	-	-	-	0	0	-	follow up unarmed parry or grapple
Axe Kick		-	-	-4 	-	-	-	bonus dmg, reduces defenses
Back Kick/Strike	-2	-2	-2	-	-	-	Attack behind you. -2 more for kicks.
Breakfall		-	-	-	0	0	-	Less damage when thrown or falling
Choke Hold		-	-	-	-2	-3	-	Choke a guy.
Counterattack		-5	-5	-5	-5	-5	-5	Followup a defense; penalize defense
Disarming		0	0	0	0	0	0	
Drop Kick		-	-1	-	-	-2	-1	A type of slam attack.
Ear Clap		-3	-3	-3	-	-	-	Can deafen your foe.
Elbow drop		-	-4	-	-	-5	-	-2 to defend against.
Elbow Strike		-	-2	-2	-	-	-	thr-1 cr, targets people behind you.
Evade			-	-	-	0	-	-	Run through enemy hexes (replaces DX)
Exotic Hand Strike	-	-	-1	-	-	-	does +1 damage but you can hurt yourself
Eye Gouging		-	-5	-	-5	-5	-	Thumbs into the eyes.
Hammer Fist		-	-1	-1	-	-	-	less damage but less likely to hurt self
Head Butt		-	-1	-1	-	-	-
Head Lock		-	-	-	-3	-3	-	Used after a grapple to the neck.
Jam			-	-1	-1	-	-	-	Aggressive Parry but with a kick
Judo Throw		-	-	-	0	-	-	Flip someone after parry or grapple
Jump Kick		-	-	-4	-	-	-	showy. Dangerous.
Kicking			-	-2	-2	-	-	-	
Knee Drop		-	-3	-	-	-4	-	
Knee Strike		-	-1	-1	-	-	-	only close combat. thr cr damage
Leg Grapple		-	-	-	0	0	-	catch the leg of a kicking foe after parry.
Leg Lock		-	-	-	0	0	-	followup to leg grapple
Neck Snap		-	-	-	-	-	-	Defaults to ST-4. Must have neck grapple.
Push Kick		-	-3	-3	-	-	-	shove with a kick.
Sacrifice Throw		-	-	-	0	-	-	Like judo throw, but you fall too.
Scissor Hold		-	-	-	-	-2	-	grapple legs with your legs
Spinning Attack		-	-	-2	-	-	-	-3 for a kick.
Stamp Kick		-	-3	-3	-	-	-	Stomp.
Sweep			-	-	-3	-	-3	-3	Take down foe in single action
Trip			-	-	-	-1	-1	-1	Trip foe who is slamming or running past you
Two-Handed Punch	-	-2	-	-	-	-	thr+1 dmg
Uppercut		-1	-1	-1	-	-	-	
Wrench Limb		-	-	-	-	-	-	Defaults from ST
Wrench spine		-	-	-	-4	-	-	or default from ST.
Again, if you don't care, ignore this; when you attack someone I'll choose whatever is closest to what you've described.

There are also a ton of weapon-techniques:
Technique	     Default		Notes
Arm Lock		0		With a weapon after a parry or armed grapple.
Armed Grapple		-2		With a cloak no penalty; one handed weapons must be Readied in 2 hands first
Back Strike		-2		Attack behind you.
Bind Weapon		-3		Lock weapons. Jitte/Sai or Fencing weapons.
Choke Hold		-3		cutting weapons do cutting damage
Counterattack		-5		Harder to defend against
Crack			-4		Whips. Bonus damage.
Disarming		0
Entangle		-4		Kusari or Whip. Wraps around foe.
Hook			-5		Using a weapon with a hook to pull foe off balance. Most weapons can't.
Return Strike		-5		Flail or Kusari. Swing around foe to hit them.
Reverse Grip		-6		instantly switch to underhand grip. -4 for two-handed weapons.
Spinning Attack		-2
Sweep			-3		Use with any two-handed weapon with reach 2+
There are also a few other techniques that you can try if you have Acrobatics.
Technique		Default		Effect
Acrobatic Stand		Acrobatics -6	Go from lying to standing in a single action
Breakfall		Acrobatics	Less damage from falling or being thrown
Evade			Acrobatics	flip over/tumble under when passing through foe's hex
This message was last edited by the player at 17:12, Thu 10 Oct 2019.
Tortuga
player, 521 posts
Thu 10 Oct 2019
at 17:13
  • msg #87

Re: Resources

Manuever    Active Defense	Movement	Description
Aim		Any*		Step | None	Aim a ranged weapon to get its Acc bonus (+1 for bracing, +1
						for 2 turns, +2 for 3+ turns, the combined bonus from all
						targeting systems cannot exceed the weapon’s base Accuracy) |
						You get no step if your two-handed weapon is braced
All-Out Attack - Melee
  Determined	None		1/2 forward	+4 to hit
  Double	None		1/2 forward	2 attacks on same foe with ready weapon (-4 to off-hand without
						Ambidexterity)
  Feint		None		1/2 forward	Make one feint and one attack on the same foe
  Long		None		1/2 forward	Increase reach by 1 yard (Swing attacks at -2 dmg or -1 per
						die), may end in crouch (MA87)
  Strong	None		1/2 forward	+2 to damage (or +1 per damage die)
All-Out Attack - Ranged (for optional ranged feints, see MA121)
  Determined	None		1/2 forward	+1 to hit
  Suppression 	None		1/2 forward	RoF 5+ targets 2 yard zone - RoF 10+ suppress multiple,
						adjacent 2 yard zones with 5+ Shots/zone
All-Out Defense
  Increased	Any		Step (1/2)	+2 to one Active Defense until next turn (Increased Dodge
						allows up to Half Move)
  Double	Any		Step		Two different Defenses against one attack
  Mental Def.	Any		Step		+2 to all resistance rolls against magic, psi, and anything
						similar. This bonus persists until your next turn
Attack		Any		Step		Attack unarmed or with a ready weapon, you make take a step
						before or after you attack
Change Posture	Any		None		Standing, sitting, kneeling, crawling, prone, lying face up
						(see B364/MA98). Prone to standing takes two turns (Exception
						Acrobatic Stand)
Concentrate	Any †		Step		Focus on mental task. All-Out Concentrate (DF14:34) gives +1 to
						roll but lose active defenses. Must make Will-2 if injured or
						distracted
Committed Attack - Melee (MA100)
  Determined	Special ‡	Step		+2 to hit, or take two steps at -2 to hit for a total modifier
						of 0, may move before or after an attack
  Strong	Special ‡	Step		+1 to damage (or +1 per two full damage dice), ST-based attacks
						only, may take 2 steps at -2 to skill, may move before or after
						an attack
Defensv Attack	Any		Step**		Balanced weapon: +1 Parry/Block, Unbalanced weapon: +1
						Parry/Block with different weapon or Parry with the same
						weapon, Kick: +2 to avoid Leg Grapple and DX rolls to avoid
						falling. -2 to damage (or -1 per die if worse), foe gets +1 to
						defend against a grab or grapple
Do Nothing	Any		None		Take no action (Active Defenses at -4 if taking Do Nothing due
						to Stun; roll vs HT/IQ)
Evaluate	Any		Step		Study a foe prior to a melee attack (+1 per turn to subsequent
						attacks or feints, max. +3); may also use the Evaluate Bonus to
						cancel out penalties from Deceptive Attacks or feints
Feint - Melee (May use the highest melee weapon or unarmed combat skill to resist a feint)
   Beat		Any		Step		Contest of ST-based combat skill vs foe’s ST- or DX-based skill
   Defensive 	Any		Step		Apply the penalty from a successful Beat, Feint or Ruse to
						foe’s attacks roll instead of defense
   Feint	Any		Step		Contest of combat skill (melee or ranged) vs. combat skill,
						cloak/shield or DX
   Ruse		Any		Step		Contest of IQ-based combat skill vs. foe’s Per-based skill,
 						DX-based skill or Tactics (MA101)
Move & Attack	Special §	Full Move 	Move and attack at a penalty (Ranged: -2 or weapon’s bulk;
						non-slam Melee: -4, max. skill 9). For thrusting attacks, may
						use slam damage (HP x velocity/100). Not compatible with Flurry
						of Blows, Mighty Blow, Giant Step, Combos, Rapid Strike or
						Deceptive Attack (except slams or cinematic techniques which
						require final effective skill of at least 10)
Move		Any		Full Move	Do nothing but move
Ready		Any		Step		Ready or reload a weapon, adjust reach (B269), change grip,
						change hands
Wait		Any		Varies		Hold your action, then take an Attack, All-Out Attack,
						Committed Attack, Defensive Attack, Feint, Ready or Stop Hit.
						Specify exactly what your action will be and what will trigger
						it. You may also perform a Step and Wait, loosing your Step in
						the proceeding Maneuver

* Taking an active defense spoils your Aim; if you are injured, make a Will roll or lose your Aim.
** Before or after attack.
† Taking an active defense or being knocked down, injured, distracted etc. requires a Will-3 roll to maintain.
‡ The attacker cannot parry with the hand(s) he used to attack, block if he attacked with his shield or cloak,
or dodge if he kicked. He can use any other defense, but at -2. He cannot retreat.
§ If you attacked using an arm, you cannot use that arm to parry (if the attack involved a fist, elbow, or
weapon) or block (if you used a shield or cloak). If you used any other body part to attack, you cannot dodge.
You can use any other defense, but you cannot retreat.
Deceptive Attack	Target suffers a -1 to active defense for every -2 taken to melee skill (min. skill of
			10), or -1 to Dodge for every -2 taken to ranged skill (min. skill of 10).
Pop-Up Attack (B390)	Ranged attacks only, attacker suffers -2 to hit, no aim possible, may step. Not
			possible with bow or sling
Rapid Strike (B370)	Make two attacks, both at -6, to replace one normal attack. Can target seperate foes.
			Ranged Rapid Strikes if RoF 2+. Half penalty for Weaponmaster or Gunslinger
Riposte (MA124)		Take a penalty to your Parry (min. of 8), not including modifiers. If Parry succeeds
			and you attack using the parrying weapon next turn, apply the same penalty to your foes
			Parry (hand or weapon), Block (shield) or Dodge (non-hand unarmed strike) or half that
			penalty to all other defenses.
Stop Hit (MA108)	Take a Wait Maneuver and declare that you intend to attack. Both roll to hit. Both
			fail, nothing happens. If one hits, the other defends at -1 or -3 if Parry with same
			weapon. If both hit, larger margin of success defends normally, other at penalty above.
			If tied, both have above penalty. Possible with Unbalaced/Unready Weapon.
Spraying Fire (B409)	RoF 5+ weapon may attack multiple targets, must be within 30° angle, engaged in
			succession, +1 Rcl 2nd target +2 Rcl 3rd target and so on. RoF -16 looses 1 shot/yard,
			RoF 16+ looses 2 shot/yard. Attack roll for each target with effective RoF
Telegraphic Attack 	+4 to hit, +2 to defend against. Not compatible with Deceptive Attack, Evaluate,
			Riposte or Feint. Does not affect critical chance.
Tip Slash (MA113)	Swing a thrusting, impaling weapon to do cutting damage equal to the weapons impaling
			damage -2
Extra Effort		A critical failure on these rolls causes an additional 1 HP of injury to arm (block,
			parry, attack) or leg (dodge or kick), no DR (B357). May use no more than one offensive
			option (Flurry of Blows, Giant Step, Great Lunge, Heroic Charge, Mighty Blows)
   Flurry of Blows	Spend 1 FP per attack to halve the penalty for Rapid Strike to -3 (B370, usually -6, if
			you spend 1 FP you half it to -3)
   Giant Step		Spend 1 FP for one extra step (before or after your attack) during an Attack or
			Defensive Attack.
   Great Lunge
			Spend 1 FP to get the effects of All-Out Attack (Long) without losing defenses
			(incompatible with All-Out Attack, Defensive Attack, Defensive Grip).
   Heroic Charge	Spend 1 FP during a Move and Attack to ignore the skill penalty and cap (except for
			Acrobatic Attack or Flying Attack).
   Mighty Blow		Spend 1 FP per attack to get the All-Out Attack (Strong) damage bonus to an Attack
			without losing defenses.
Tortuga
player, 522 posts
Thu 10 Oct 2019
at 17:13
  • msg #88

Re: Resources

Active Defense (B374+)		Description
Dodge
   and Drop / Dive		+3 to Dodge - may take a step before drop, ranged attacks only
   Sacrificial			If you make your dodge roll, you get hit - if you fail, original victim gets
				his defense roll
   Acrobatic			-2/+2 to Dodge - once per turn, can be combined with retreat
Parry (Weapon, all Parries against an attack coming from the back are at -2)
   Flail			-4, fencing weapons can’t parry at all
   Thrown			-1 if (Large, eg. spear), -2 if (Small, eg. knife)
   Consecutive			-4 if you use the same hand in the same round
				-2 if you use fencing or with Weapon Master/Trained by a Master
				-1 if you use fencing with Weapon Master/Trained by a Master
   Cross			Commit two ready melee weapons to a single Parry, using the better Parry score
				+2 and combining their weights (for purposes of breaking). Neither hand can
				Parry again this turn
   Supported			Use a ready (empty) hand to support a parrying weapon for +1 as if it were a
				two-handed weapon. Neither hand can parry again
Parry (Unarmed - above rules apply as well)
   DX / Karate / Brawling 	Use highest to Parry with one free hand
   Boxing			Parry two different attacks per turn, one with each hand
   Wrestling / Sumo		Need to use two hands to Parry
   Weapon Swing Attack		-3, 0 if you use Karate or Judo
Parry (Unarmed with legs - above rules apply as well)
   Karate / Brawling		Needs Karate / Brawling - can only parry attacks below the waist, can not
				retreat, once per Turn
Block (You can not Block Bullets or Beam Weapons)
   Consecutive			-5
   Flail			-2
   Close Combat			No block possible
Retreat (Together with another active defense, only against melee attacks, counts against one foe for one turn,
can only retreat once per turn, must take a step backwards)
   Dodge			+3
   Parry			+1, +3 if using Fencing Weapon / Judo / Karate
   Block			+1
Extra Effort			A critical failure on these rolls causes an additional 1 HP of injury to arm
				(Block, Parry, Attack) or leg (Dodge or Kick), no DR (B357). May use no more
				than one defensive option (Feverish Defense or Rapid Recovery)
   Feverish Defense		Spend 1 FP to add +2 to a single active defense roll (except when using All-Out
				Attack or Committed Attack)
   Rapid Recovery		Spend 1 FP to Parry with an unbalanced weapon during an Attack, or any weapon
				during a Move and Attack
Tortuga
player, 523 posts
Thu 10 Oct 2019
at 17:14
  • msg #89

Re: Resources

Random	Body Part	Penalty		Notes
3 - 4	Skull		-7(f)/-5(b)	[1, 3]
5	Face		-5(f)/-7(b)	[1, 4]
6 - 7	Right Leg	-2		[5]
8	Right Arm	-2		[5, 6]
9 - 10	Torso		0		[18]
11	Abdomen		-1		[20]
12	Left Arm	-2		[5, 6]
13 - 14	Left Leg	-2		[5]
15	Hand		-4		[6, 8, 9]
16	Foot		-4		[8, 9]
17 - 18	Neck		-5		[1, 10]
	Vitals		-3		[1, 11]
	Eye		-9		[1, 2]
	Ear		-7		[1, 12]
	Nose		-7		[1, 15]
	Jaw		-6		[1, 13]
	Spine		-8		[1, 16]
	Limb vascular	-5		[17]
	Neck vascular	-8		[17]
	Arm/Leg Joint	-5		[14]
	Hand/Foot Joint	-7		[14]
	Groin		-3		[1, 7]
	Pelvis		-3		[19]
	Digestive Tract	-2		[21]
	Heart		-5		[1,11]

[1] Attack that misses by 1 hits the torso instead.
[2] Only imp, pi, and tbb attacks can target the eye – and only from the front or sides. Injury over HP/10 blinds the eye. Otherwise, treat as skull [3], but without the extra DR!
[3] The skull gets an extra DR 2. Wounding modifier is ×4. Knockdown rolls are at -10. Critical hits use the Critical Head Blow Table (B556). Exception: These special effects do not apply to tox damage.
[4] Jaw, cheeks, nose, ears, etc. If the target has an open-faced helmet, ignore its DR. Knockdown rolls are at -5. Critical hits use the Critical Head Blow Table (B556). Cor damage gets a ×1.5 wounding modifier, and if it inflicts a major wound, it also blinds one eye (both eyes on damage over full HP). Random attacks from behind hit the skull instead. On front hit, roll 1d. 1 means skull [3] hit if attack is imp, pi, tbb. Otherwise it’s a nose hit [15].
[5] Limb. Reduce the wounding multiplier of large pi, huge pi and imp damage to ×1. Any major wound (loss of over 1/2 HP from one blow) cripples the limb. Damage beyond that threshold is lost. Roll 1d, on a 1 cut, imp, pi, tbb hit vein/artery, see [17]. Cr hits a joint [15]
[6] If holding a shield, double the penalty to hit: -4 for shield arm, -8 for shield hand.
[7] Human males/males of similar species suffer double shock from cr damage, and get -5 to knockdown rolls. Otherwise, treat as a torso hit.
[8] Extremity. Treat as a limb, except that damage over 1/3 HP in one blow inflicts a crippling major wound. Excess damage is still lost. Roll 1d, on a 1 with cr, cut, pi, tbb hits a joint [14].
[9] If rolling randomly, roll 1d: 1-3 is right, 4-6 is left.
[10] Neck and throat. Increase the wounding multiplier of cr and cor attacks to ×1.5, and that of cutting damage to ×2. At the GM’s option, anyone killed by a cutting blow to the neck is decapitated! Roll 1d, on a 1 with cut, imp, pi, tbb hits vein/artery [17], if cr from behind, counts as [16] and gives Quadriplegic. Automatic if dmg > HP from Neck Snap or throw from Head Lock.
[11] Heart, lungs, kidneys, etc. Increase wounding modifier for imp or pi attack to ×3. Increase wounding modifier for tbb attack to ×2. cr is only ×1, if caused shock roll vs. knockdown, -5 if major wound, other attacks cannot target the vitals.
[12] Ear, if cutting max Dmg = HP/4, double HP/4 removes ear which gives -1 Appearance
[13] Jaw, if crushing extra -1 to knockdown
[14] Joints, limb crippeld at HP/3, extremity at HP4, HT roll to recover from crippling -2, miss by 1 hits the limb or extremity not the joint
[15] Nose, only targetable from the front, treat like facehit, HP/4 breaks nose gives major wound and no Sense of Smell/Taste until healed. Cut lops off nose if HP/4×2 (major wound) but knockdown not at -5 for face. Cutting off nose = Appearance -2
[16] Spine, only targetable from behind with cr, cut, imp, pi, tbb. DR3, if shock-penatly roll against knockdown, crippled if dmg = HP which causes automatic knockdown and stunning
[17] Veins and Arteries, only targetable by cut, imp, pi, tbb. Increases wounding modifier plus 0.5, no crippling and no dmg limit, an attack that misses by 1 hits the neck, arm or leg, as appropriate
[18] Roll 1d if cr, imp, pi or tbb. On 1, hit to the vitals [11], cut from behind hits the spine [16]
[19] Like [18] but if major wound you fall down. Until healed you’re Lame(Missing Leg). Can’t stand, fight sitting or lying. Armor for torso and groin or specific protects normal.
[20] Roll 1d, 1 is Vitals [11], 2-4 is Digestive Tract [21], 5 Pelvis [19] and 6 is Groin [7].
[21] If major wound HT-3 or get a special infection (B444)

Johnny Angel
player, 106 posts
Tue 22 Dec 2020
at 04:27
  • msg #90

Re: Resources

Technically, this is a D&D resource, but it might be useful for a GURPS game.

I discovered that Vicious Venues (for D&D 3rd Edition) are still available. Vicious Venues is a collection of written locations/encounters.

With some work, many of them could be converted to a GURPS game.

"Do you need a site with a few new challenges for your players? Are your adventurers facing a long trip with nothing to do? Do you want to add excitement to your next dungeon? Check out our Vicious Venues."

http://archive.wizards.com/default.asp?x=dnd/arch/vv

Edit: Likewise, Random Encounters are still available:

http://archive.wizards.com/default.asp?x=dnd/arch/re
This message was last edited by the player at 04:31, Tue 22 Dec 2020.
Mad Mick
GM, 159 posts
Sat 1 Jan 2022
at 17:45
  • msg #91

Re: Resources

Route 88: A GURPS Winter Horror One-Shot by a relatively new GURPS GM: https://www.dropbox.com/s/vbgr...20Adventure.pdf?dl=0

Reddit discussion thread for feedback on the adventure here: https://www.reddit.com/r/gurps...shot_my_first_gurps/
evileeyore
player, 56 posts
Sat 1 Jan 2022
at 21:12
  • msg #92

Resources

I keep forgetting this exists, I'll have check back in here when I'm doing my House Rules again, give that disease progression system another look over...

... but as long as I'm here let me give a shout out to One-Shot Adventures and Trilemma:

One-Shot Adventures are just that, one-shots, fully fleshed out adventures, he sets them using GURPS rules (and lesser games systems as well).  He's got a nice collection on his blog.
https://1shotadventures.com/

Trilemma is a blog that mostly delves into a different style of rpgs entirely, however he does write really good 'one page adventures', adventure nuggets with really nifty ideas.  No rules, no stats, just maps and ideas.  And occasionally he delves into topics that, while they aren't meant for GURPS, they're still useful reads.
https://blog.trilemma.com/
Mad Mick
GM, 165 posts
Tue 21 Jun 2022
at 12:28
  • msg #93

Resources

Quite a number of GURPS gaming aids: https://gurps.fandom.com/wiki/Gaming_Aids

This page includes a number of resources I’ve seen before, but there’s quite a bit to go through here.

Edit: One such resource is the Collaborative Gamer, which includes resources for generating adventuring ideas, dungeons, NPCs, and much more: https://thecollaborativegamer.wordpress.com/
This message was last edited by the GM at 12:31, Tue 21 June 2022.
Mad Mick
GM, 174 posts
Sat 22 Oct 2022
at 16:40
  • msg #94

Resources

This resource was created with D&D in mind, but it can be easily modified for any system. It's helpful in organizing notes for a campaign.

To start, you'll need a Notion account, an organization tool similar to Google Sheets or Evernote. Notion is free for individual use: http://notion.so/

Walk-through for how to use the campaign template: https://slyflourish.com/lazy_dnd_with_notion.html or https://youtu.be/8AfbMNAsyr4

The template itself (though I recommend reading or watching the guide first): https://slyflourish.notion.sit...46839510dcb0b7356e43
Mad Mick
GM, 175 posts
Sat 22 Oct 2022
at 20:16
  • msg #95

Re: GCS

A Dungeon for Every Archetype, a collection of dungeons for Dungeon Fantasy: https://tabletoprpg333.home.bl...for-every-archetype/
Jeffrywith1e
player, 15 posts
Fri 4 Nov 2022
at 07:12
  • msg #96

Resources

krusher:
Ok, here goes....

Step 1:
 Copy the above text and save in your GCS folder as an .HTML file. (e.g Full Character text from GCS.html)

Step 2:
 Click on Edit, Then Preferences, then click the box next to HTML override and choose this new template



Step 3:
 From the File menu, Select Export to HTML

 


Step 4:
 Right click on the HTML you just created and Open with a browser. (e.g. Chrome in this case)

 

Step 5:
 This should open a browser window filled with code. Copy ALL of the code.



Step 6:
 Paste this code into any message or character sheet here at RPoL like this:


|^7!! Pamela Stanganelli |> 100|100%
| Strength |>4% 10 |2 Race: Human |2 Gender: Female |2 Player: Mark |
| Dexterity |> 10 |2 Hair: Black, Straight, Medium |2 Eyes: Grey |2 Campaign: |
| Intelligence|> 10 |2 Skin: Pale |2 Hand: Left |=2 |
| Health |> 10 |2 Size: +0 |2 Age: 21 | Basic HP |>4% 10 |
|=2 |2 Height: 5' 9" |2 TL: 4 | Current HP |> |
| Will |> 10 |2 Weight: 140 lb |2 Birth Date: April 20 | Reeling |> 3 |
| Fright |> 10|=4 | Collapse |> 0 |
| Perception |> 10 | Basic Speed |>4% 5| Basic FP |>4% 10 | Check #1 |> -10|
| Vision |> 10 | Basic Move |> 5 | Current FP |> | Check #2 |> -20|
| Hearing |> 10 |=2 | Tired |> 3 | Check #3 |> -30|
| Taste & Smell|> 10| Thrust |> 1d-2 | Collapse |> 0 | Check #4 |> -40|
| Touch |> 10 | Swing |> 1d | Unconscious |> -10 | Dead |> -50 |

|^4! ENCUMBRANCE, MOVE, DODGE|100%
| Level| Max Load| Move| Dodge|
| &#65533; None (0)| 20 lb| 5| 8|
| Light (1)| 40 lb| 4| 7|
| Medium (2)| 60 lb| 3| 6|
| Heavy (3)| 120 lb| 2| 5|
| X-Heavy (4)| 200 lb| 1| 4|

|^4! HIT LOCATION|100%
| Roll| Location| DR| Penalty|
| -| Eye| 0| -9|
| 3-4| Skull| 2| -7|
| 5| Face| 0| -5|
| 6-7| R. Leg| 0| -2|
| 8| R. Arm| 0| -2|
| 9-10| Torso| 0| 0|
| 11| Groin| 0| -3|
| 12| L. Arm| 0| -2|
| 13-14| L. Leg| 0| -2|
| 15| Hand| 0| -4|
| 16| Foot| 0| -4|
| 17-18| Neck| 0| -5|
| -| Vitals| 0| -3|

|^8! ADVANTAGES|100%
|7 Advantage|^3% Pts|

|^8! SKILLS|100%
|4 Skill|^3% Level|^3% RSL|^3% Pts|^4% Ref|

|^8! SPELLS|100%
| Spell| College/Class| Cast/Maintain| Time/Duration| Skill| RSL| Pts| Ref|

|^8! EQUIPMENT|100%
|4 Item| Qty| Cost| Weight| Ref|

|^!! Attributes: 0|^ Advantages: 0|^ Disadvantages: 0|^ Skills: 0|^ Spells: 0|^ Unspent: 100|^2 Total: 100|100%
|


Step 6:
 Which actually looks like this:

Pamela Stanganelli100
Strength10Race: HumanGender: FemalePlayer: Mark
Dexterity10Hair: Black, Straight, MediumEyes: GreyCampaign:
Intelligence10Skin: PaleHand: Left 
Health10Size: +0Age: 21Basic HP10
 Height: 5' 9"TL: 4Current HP 
Will10Weight: 140 lbBirth Date: April 20Reeling3
Fright10 Collapse0
Perception10Basic Speed5Basic FP10Check #1-10
Vision10Basic Move5Current FP Check #2-20
Hearing10 Tired3Check #3-30
Taste & Smell10Thrust1d-2Collapse0Check #4-40
Touch10Swing1dUnconscious-10Dead-50

ENCUMBRANCE, MOVE, DODGE
LevelMax LoadMoveDodge
� None (0)20 lb58
Light (1)40 lb47
Medium (2)60 lb36
Heavy (3)120 lb25
X-Heavy (4)200 lb14

HIT LOCATION
RollLocationDRPenalty
-Eye0-9
3-4Skull2-7
5Face0-5
6-7R. Leg0-2
8R. Arm0-2
9-10Torso00
11Groin0-3
12L. Arm0-2
13-14L. Leg0-2
15Hand0-4
16Foot0-4
17-18Neck0-5
-Vitals0-3

ADVANTAGES
AdvantagePts

SKILLS
SkillLevelRSLPtsRef

SPELLS
SpellCollege/ClassCast/MaintainTime/DurationSkillRSLPtsRef

EQUIPMENT
ItemQtyCostWeightRef

Attributes: 0Advantages: 0Disadvantages: 0Skills: 0Spells: 0Unspent: 100Total: 100

I think the HTML Template Overide feature is gone now. I cannot figure out how to export to a RPoL format anymore. What is your workaround?
Mad Mick
GM, 179 posts
Fri 11 Nov 2022
at 18:17
  • msg #97

Resources

This is a list of 638 character traits. Most of these would make good quirks: http://ideonomy.mit.edu/essays/traits.html
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