Discussion Your first Role Playing Game?

Senkusha

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I remember both the first role playing game I participated in, and the first role playing game I purchased (years later).

Star Wars (d6). I played an X-Wing pilot. I don't remember much about that game, it was 1993 after all. In fact, I really don't remember too much about my high school career for that matter. Ah well.

The first game I purchased, I remember this fairly well. I had just moved to Cincinnati and was not only bored, but also lonely. I think I found this hobby store, or maybe it was a comic book shop in downtown, but I remember walking in and just walking around, lost like an orphan kitten. Eventually, the owner or clerk came up to me, an older guy, and asked me what I was interested in. So I told him, I was looking to start role playing. He pointed me to RoleMaster RMSS, a very crucnhy, table-driven, percentile based game. It had all the typical high-fantasy stuff, like Orcs and Elves, sword play and sorcery.

After reading this 200 or 300 page book, I forget, I started to look for other gamers. Luckily, Iron Crown Enterprises (ICE) ran a mail-serv list and I just posted a message stating that I was looking to join a game. A couple weeks went by, and I found a guy not too far away from where I lived, and we became pretty close friends (at the time). Then I had to move after a couple of years later, and this story is turning into a rambling mess!
 
My first roleplaying game used a custom Jojo's Bizarre Adventure system.

It was back in, I think the tail-end of middle school, when asking if something was a Jojo reference was obnoxiously common. Yeah, my friends and I were part of those people. We all liked Jojo's Bizarre Adventure and somehow we stumbled across this system while scrounging for free DnD resources online. Hey, the system looked pretty short and simple, so why not give it a shot?

The game took place in the same alternate universe as Part 7. The year 19xx, near the beginning of the Second World War. We were a ragtag team of American archaeologists being guided by our English GMPC, who was pretty much a cross between "Pimpernel" Smith and Indiana Jones if he used Joseph Joestar's Stand like a whip. Our party was doing some digging near Jerusalem until we ran afoul of the Nazis. By accident, we had come into possession of something they wanted: A golden fragment that caused the party to awaken their Stands. By the way, Stands are JJBA's abilities.

My Stand was Led Zeppelin, a "punch ghost" like Star Platinum whose appearance I forgot. But I remember its ability: It can inflate a balloon from any surface it touches. The balloons were heavy and invulnerable to blunt impact, causing anything that hit them to bounce off. However, they're vulnerable to sharp points, and when popped, cause whatever the balloons were inflated from to sort of pop as well. My hope was that my character's Stand would unleash a barrage of punches, causing tumor-like balloons to sprout all over my opponent. Then my character says a cool one-liner, pricks a balloon with the flick of a sharp fingernail, and the opponent explodes in a cloud of blood and gore with a resounding pop.

Unfortunately, my ability was mainly used for making fortifications against gunfire and bouncy getaways.

I forgot what exactly the other players' Stands were, but I know one was named after Psycho Killer by Talking Heads and another player's Stand had the ability to manipulate density.

Anyways, our party was beleagured by the Ahnenerbe, which was composed of Stand Users. Turns out that the Nazis had long known about the existence of Stands and were looking for a way to mass-produce Stand Users for their army. In Jojo's Bizarre Adventure Part 7: Steel Ball Run, the conflict revolved around body parts of the Saint's Corpse, implied to belong to Jesus, which granted abilities to whomever they merge with. Here, the MacGuffin was the Spear of Destiny/Longinus, the lance used to pierce Jesus on the cross. Apparently, the one in the museums is a forgery; the fragment our party possessed came from its spearhead and was a vital clue to its real location. I think the Spear of Destiny ended up being a Stand Arrow with a really long shaft, if I remember right.

The game didn't really go on for long. The last session, I think, ended with a battle between us and the universe's equivalent of Rudol von Stroheim, who was leading a squad of cyborg assassins. The GMPC used his Stand on not-Stroheim's partially roboticized brain to find out the information above.
 
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My first system was Dungeons and Dragons 3.5e

For those who are only familiar with 5th edition, it's much the same but with an ocean of character customization compared to 5e's pond. I grew quite addicted to that level of mechanical customization, and found it quite difficult to move on to newer editions!

I do fondly eye magical girl TTRPGs and Pokemon TTRPGs from time to time though.
 
Lets talk role playing system favorites! I've got quote the collection of table top games collecting dust too.
I don't have a lot myself. I'm still rather new, and most of my RPing experience is freeform. =3 3.5 is probably the only system I can really call myself 'experienced' with.

I've played some D&D 3.5. Yes, the character customization is superior to that of 5e. But for the ultimate character customization, I'm falling head over heels in love with GURPS!
Hmmm... Do you think I could recreate Mallory's powerset in GURPS? And does it have something similar to a skills system you can play around with? 🤔
 
I know for a fact that you could recreate Mallory's Powerset using GURPS. In fact, I just dropped like $90 in a bunch of books over the past two days (that wasn't including the basic two core books that I got last year) Skills? There's dozens of them In fact, here's the back cover to just one of the books. (I picked up like nine books for $46 yestereday, but you can get the basic books for like $19, I think it is?

2025-08-02 20_04_49-GURPS Basic Set_ Characters, 4th Edition - GURPS_Basic_Set_Characters_7thU...png

And I've also got GURPS Lite, so you can check it out, totally for free. There's also a Character Assistant software (for $16) that I've found makes it SUPER EASY to build characters with. The books can also be linked directly in the program for quick reference too. (I'll give Mallory a look over and see what ideas I can help with.)
 
I know for a fact that you could recreate Mallory's Powerset using GURPS.
Wooow.... I'd like to give it a shot then! =3 I'll make it my mission even. The question is just when. Goodness knows I'm struggling to afford the things I want already. x3
 
So, poking around and looking, and also consulting with AI to ensure I'm not overlooking options, this is what we've come up with for Mallory I based this on what I know Mallory can do, mimicking the effect of a snake eating its prey whole.

Snake-Jaw Swallowing [55 points]
  • Binding 15 (Engulfing, +60%; Unbreakable, +40%; Limited Use, 2/day, -20%) [36]
  • Innate Attack 1d (Corrosive; Follow-Up: Binding, +0%) [5]
  • Stretching 2 (Only Mouth/Jaw, -80%) [4]
  • Elastic Skin [20]
  • Payload 5 (Internal, -20%) [4]
  • Temporary Disadvantage: Cannot Speak (While Swallowing) [-10]

Binding (2 points/level)
You have an attack that can hold your target in place. Specify how this works when you buy the advantage: entangling your victim in vines, tying him up with webs, freezing him inside a block of ice, turning the ground to quicksand beneath his feet, etc. Binding is a ranged attack with 1/2D –, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. You can add modifiers to change these statistics (see pp. 101-116).

On a hit, your victim is grappled (see p. 370) and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal to your Binding level, but you can layer additional attacks on a successfully bound victim. Each extra layer gives +1 to ST.

To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of your Binding. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the Binding. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Binding take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. 392). The Binding has DR equal to 1/3 your level (rounded down). Each point of damage reduces ST by one. At ST 0, the Binding is destroyed and the victim is freed. To simulate vines, webs, and so forth, add one or more of Area Effect (p. 102), Persistent (p. 107), and Wall (p. 109) – and possibly some of the special modifiers below.

Special Enhancements
  • Engulfing: Your attack pins the target. He cannot move his limbs or speak; his only options are to use purely mental abilities, to attack the Binding with an Innate Attack, or to try to break free using ST (not Escape skill). If he tries to break free and fails, he is only allowed a repeated attempt every 10 seconds – and on a 17 or 18, he becomes so entangled that he cannot escape on his own! +60%.
  • Only Damaged By X: Only specific damage types can damage your Binding. +30% for one of burning, corrosion, crushing, or cutting; +20% for any two; +10% for any three.
  • Sticky: Your Binding is treated as Persistent (p. 107), but only affects those who actually touch the original target of your attack. +20%.
  • Unbreakable: Your Binding cannot be destroyed. The only way to escape is to break free. +40%.


Innate Attack (Variable)
You have a natural or built-in attack with which you can inflict physical damage (for nondamaging attacks, see Affliction, p. 35, and Binding, p. 40). Examples include a dragon’s fiery breath, a robot’s built-in blaster, and a god’s ability to hurl lightning bolts. By default, this is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1, although you can apply modifiers to change these statistics (see pp. 101-116). An Innate Attack inflicts 1d damage per level. Its cost per level depends on the type of damage it inflicts:
  • Burning (burn)
  • Your attack inflicts damage using flame, an energy beam, or localized electrical burns. It may ignite fires! 5 points/level.
  • Corrosion (cor)
  • Your attack involves acid, disintegration, or something similar. For every 5 points of basic damage you inflict, reduce the target’s DR by 1, in addition to regular damage. (Living beings heal natural DR at the same rate as HP.) 10 points/level.
  • Crushing (cr)
  • Your attack inflicts damage through blunt impact, like a bludgeoning weapon or an explosive blast. It is likely to cause knockback (p. 378), and is more effective at inflicting blunt trauma (p. 379) than other types of damage. 5 points/level.
  • Cutting (cut)
  • Your attack inflicts lacerations, like those caused by an axe or broken glass. Multiply penetrating damage by 1.5. Cutting attacks can inflict blunt trauma and cause knockback. 7 points/level.
  • Fatigue (fat)
  • Your attack is nonlethal. It might involve a low-amperage electric shock or a “mind blast,” or even inflict a weakening effect such as hypothermia or starvation. It reduces FP, not HP, and cannot affect machines. 10 points/level.
  • Impaling (imp)
  • Your attack inflicts stab wounds, like a spear or an arrow. Double penetrating damage in flesh! Impaling attacks can target the eyes and vital organs, can inflict blunt trauma, and may slip through high-tech flexible armor. 8 points/level.
    • Piercing
    • Your attack involves a fast, blunt projectile, such as a bullet, or is sharp but too small to qualify as impaling, like a dart or a stinger. It may inflict blunt trauma, and can target the eyes and vital organs. There are four sub-classes of piercing attack
    • Small Piercing (pi-): Use this for very low-energy projectiles (e.g., blowgun darts), or for attacks that tend to punch through the target and leave a small wound channel (e.g., armor- piercing bullets). Against flesh, halve damage that penetrates DR. 3 points/level.
    • Piercing (pi): Use this for most rifle and pistol bullets. 5 points/level. Large Piercing (pi+): Use this for attacks similar to large-caliber solid bullets, or for smaller projectiles that create large wound channels (e.g., hollow-point bullets). Multiply penetrating damage in flesh by 1.5. 6 points/level.
    • Huge Piercing (pi++): Use this for attacks that leave an even larger wound channel than large piercing. Double penetrating damage in flesh! 8 points/level.
  • Toxic (tox)
  • Your attack inflicts cellular damage, in the manner of disease, poison, or radiation. It cannot normally affect machines. The modifiers Cyclic (p. 103), Onset (p. 113), and Resistible (p. 115) are usual, but not required. 4 points/level.
  • Partial Dice
  • You do not have to buy whole-numbered dice of damage. Each ±1 to damage counts as ±0.3 dice. Round the final cost up. For instance, an Innate Attack that does 1d+2 damage counts as 1.6 dice. If it were crushing (5 points/die), it would cost 1.6 ¥ 5 = 8 points. Some attacks do only 1 point of damage. This counts as 0.25 dice. Once again, round cost up. Such attacks can still be deadly – especially if they involve the Follow-Up (p. 105) or Cyclic (p. 103) enhancement!
Special Modifiers
Many special modifiers for Innate Attack appear under Attack Enhancements and Limitations (p. 102). You can use these to create almost any attack – built-in guns, lasers, jets of liquid fire, gale-force winds, etc. – and to duplicate the capabilities of weapons listed in GURPS books.

Fatigue and toxic attacks intended to simulate poison or disease require modifiers. Noxious agents on Claws (p. 42), Teeth (p. 91), darts, etc. use Follow-Up (p. 105). Gases and sprays use Respiratory Agent (p. 108) or Contact Agent (p. 103), often with Area Effect (p. 102), Cone (p. 103), or Jet (p. 106). Attacks that depend on touch or on skin contact use Blood Agent (p. 102) or Contact Agent, plus one of Aura (p. 102) or Melee Attack (p. 112).

Regardless of other modifiers, Innate Attacks are treated as ranged attacks unless given the Melee Attack limitation; then they’re considered melee weapons.
Description
After applying all relevant modifiers, name and describe the attack. You can be as general as “dragon fire” or as specific as “9mm machine pistol cybernetically implanted in right arm.” At the GM’s discretion, the description can imply additional noncombat abilities; for instance, a jet of high-pressure water could put out fires. The GM has the final say as to whether your description fits the campaign setting, and may modify the attack if necessary.


Stretching (6 points/level)
You can stretch your body in any direction. Each level of Stretching lets you increase your effective SM by +1 with any body part without increasing your overall SM. You can elongate your arms to increase reach (but not swinging damage, as Stretching gives no extra mass or muscle), your legs to negotiate obstacles, your neck to see over barriers, etc. For more information, see Size Modifier and Reach (p. 402). Your body parts grow or shrink at the rate of ±1 SM per second.

By itself, Stretching is ideal for machines with telescoping manipulators. A super with a “rubber body” should add some combination of
Elastic Skin (p. 51), Double-Jointed (p. 56), Morph (p. 84), and Super Jump (p. 89).


Elastic Skin (20 points)
You can alter your skin and facial features (but not clothing or makeup) to duplicate those of another member of your race or a very similar race. This takes 10 seconds, and requires a Disguise roll if you try to duplicate a particular individual. It takes three seconds to return to your original form. This ability gives +4 to all Disguise rolls.


Payload (1 point/level)
You can carry cargo or occupants inside your body! This might be a superficial feature (e.g., a surgically implanted “flesh pocket” or a natural pouch like that of a kangaroo) or an actual internal compartment. The latter is not just for machines – a zombie might have a colony of spiders or snakes living in its body, for example.

Each level of Payload lets you carry up to Basic Lift/10 lbs. inside you. Those without Injury Tolerance (Homogenous) (p. 60) or the Machine meta-trait (p. 263) should ask the GM’s permission before taking more than five levels of Payload. You must allocate your Payload between cargo
and occupants when you buy the advantage:
  • Cargo: 20 lbs. of cargo space is roughly equal to one cubic foot of capacity. A typical car has about 10-20 cubic feet of storage space; a semi- trailer has about 2,400 cf.
  • Occupants: A human-sized being requires about 200 lbs. of capacity. For others, take average racial weight and increase it by 1/3. An actual cabin requires 10 times that weight. Your defensive advantages (DR, Sealed, etc.) also protect your occupants. If your occupants can control you, buy Controls separately – see Compartmentalized Mind (p. 43).
Treat your Payload as part of your body, not as encumbrance or carried weight, when calculating Move and using advantages with limited carrying capacity, such as Invisibility, Jumper, and Warp.

Machines that can push or pull large external loads – or pick them up and carry them with arms, cranes, etc. – have Lifting ST (p. 65), not Payload. Ordinary cars and trucks have Payload, but forklifts, tugboats, and the like should buy Lifting ST to represent their abilities.

Special Limitations
Exposed: Your Payload cannot be concealed and is not protected by your defensive advantages. You can apply this to any portion of your Payload. The main use of this limitation is to create motorcycles and similar unenclosed vehicles. -50%.


Cannot Speak (-15 or -25 points)
You have a limited capacity for speech. This trait comes in two levels:
  • Cannot Speak: You can make vocal sounds (bark, growl, trill, etc., as appropriate), but your speech organs are incapable of the subtle modulations required for language. You may still have the Mimicry or Voice advantage, or the Disturbing Voice disadvantage (but not Stuttering). Most animals have this trait. -15 points.
  • Mute: You cannot vocalize at all. All communications with others must be nonverbal: writing, sign language, Morse code, telepathy, etc. Time spent communicating this way counts at full value for study of the related skills (see Chapter 9). No roll is required (or allowed!) when you try to communicate with PCs who don’t know your sign language – roleplay this on your own! You cannot have any other voice-related traits. -25 points.
 

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