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Space Opera/Sci-fi Races

Just some generic placeholder races for games like star wars or star trek. I'd rather have a few templates like these than do research and actually stat specific setting races.  Generic Space Opera Races Rules: These races are using the Known Your Own Strength rules so Striking ST is [1] and Lifting ST is [7].   Humans [0] Flawed [-15] : Humans must pick extra disadvantages worth -15 points. Adaptable [15] : Humans may spend 15 points on advantages or skills, but not Primary or Secondary Stats.     Agile Species [25] Small, sometimes furred fast little buggers. ST -1 [-10] DX+2 [40]; Speed -0.5 [-10] SM -2 [0]; Hearing +3 [6]; Will +1 [5]; Fright +2 [4]; Combat Reflexes [15]; Curious [-5], Skinny [-5]; Curious (12) [-5]; Impulsiveness (12) [-10] Features : Fur or weird skin. -10 40+6+5+4+15=70 -10-10-5-5-5-10=-45     Charismatic Near-Humans[25] The typical "Human but attractive and blue/red/green" races. Some ra...

Vehicle House Rules

I mostly use the Spaceship system for vehicles in general and not just spaceships, these house rules when used together give a more cinematic and simplified result than just using the system as is.  Useful Links: https://samuelbaughn.blogspot.com/2026/02/gurps-spaceships-systems-index.html https://gurb3d6.blogspot.com/2017/04/spaceships-quickie-power-cell-energy.html https://gurb3d6.blogspot.com/2017/03/spaceships-quickie-spaceship-for-any.html https://gurb3d6.blogspot.com/2017/03/spaceships-quickie-surviable-spaceships.html Houserules Relative Target Size; Harsher Spinal and major batteries get -2 to hit per size difference between them and the target. -1 if they are secondary or tertiary batteries.   Chinks in Space If you have an SM 5 smaller than your target, you may, after using a Sensor Analysis on the target, attack vulnerable parts of the targets armor, giving your attacks an increase in armor divisor just like chinks in armor for melee combat. This gives y...

Update 26/10/25

Spell added to old lists: Least Healing (2) - healing spells Adloquium - Protection and Warning Additionally, did a general review of the healing spells, adjusting costs due to mistakes in previous math. New Advantages: these have been added to the previous advantages post. They replaced Luck, Chaotic Influence and Consistency Points. Protagonist's Luck (0+15/level) Once per scene you may spent a Fatigue Point to accomplish the following feats: Lucky Break : Reroll any dice roll related to you 3 times and choose the result you want. Roll Bonus : Before you roll, you may add +2 per point (up to +10) to the roll. Celerity : Get an additional attack on your next maneuver or an additional unpenalized defense. Player Guidance : Add a plausible element to the scene or game world. He may only do so immediately after making a success roll and obtaining a success or a critical success, or in a situation that didn’t call for a roll in the first pl...

Necromancy

Here we have some necromancy at-wills, advantages, and spells based on D&D4e, some based on Diablo 2. I might do the other curses later. Maybe.   Advantages Create Skeleton [1.4 per level] Rather than raising an undead creature out of the bones of a dead body, you use the residual soul remains of a dead body to create an undead servant. Its stats are fixed and not based on the creature used as "fuel". You must have the corpse of a dead creature available. Make a Concentrate, then the corpse is consumed and a humanoid skeleton is formed. You may keep a number of skeletons with a combined point worth equal to 5% of you own points per level up to 25%. Ally, based on 5%, Always x4 [0.8]; Conjured (+100%); Minion with Slave Mentality (+0%); Variable: Similar (+25%); Cosmic: Can be split between multiple allies (+50%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Requires a body (-20%); Cosmic: Remove 24h to replace limitation (+50%) ...

GURPS Custom Races

  Races ------ These are generic races for GURPS. I wanted to have all races be on equal footing so they all (except for humans) -45 points worth of disadvantages. While I usually use some form of house rule that changes the price of ST, I've decided to price these as standard 1ST =10pts. In campaigns where ST is cheaper due to some house-rule, simply reduce the price of the Templates accordingly. ------ Humans [25] Quick Learner [45]; Higher Highs, Lower Lows [-20]; Special Human Traits Quick Learner [45] - 45 points to spend in professional skills and advantages or secondary attributes (when in doubt, buy +1 HP for 2pts). These points cannot be used for stats. Higher Highs, Lower Lows [-20] : Humans may exceed the Disadvantage Limit of the campaign by -20 points. And they may also exceed the maximum Base Stat limit of the campaign for a single stat by 1. So the typical campaign with max stats of 15 and disadvantage limit of -50, humans can get to 16 in a s...