Infringing on SJ Games Trade Dress edition.
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GURPS 4th edition Books:
Additional resources in the PDF.
Current Project: making a compendium of vehicles for fourth edition.
How you can contribute: write up a short but interesting description of a real, mass-produced vehicle. Ideally the vehicle should be common, a good representative of it's type and/or an iconic design.
Really helpful mode: try to find out vital stats: empty weight, top speed, acceleration, maximum load, number of seats, armour or hull thickness, range (or at least fuel capacity), price (new), included equipment and weapons and the dates it was produced.
Extra helpful mode: convert those stats to GURPS rules.
Currently looking for more civilian cars and motorcycles, plus emergency services vehicles (fire engines, etc) and construction equipment.
All other GURPS discussion is of course on topic as well.
>Hey boys, could anyone with the Martial Arts book take a look at the choke hold technique? What I wanna ask is, when I use a weapon to do the choke hold do I also get a bonus from high wrestling skill? Thanks.Hey boys, could anyone with the Martial Arts book take a look at the choke hold technique? What I wanna ask is, when I use a weapon to do the choke hold do I also get a bonus from high wrestling skill? Thanks.
Nothing in the book specifies whether you do or don't.
I'd go with what it says under the Wrestling skill in the Basic Set. '...if you know Wrestling at DX+1 level, add +1 to ST for the purpose of making or resisting any choke, grapple, neck snap...'
Doesn't say anything about needing to use the Wrestling skill to make the attack. If you know Wrestling at that level you get the bonus to any choke.
I'd love to see a spell compendium that stats out a spell effect and then gives its stats in Sorcery, RPM, and skill-based magic.
Obviously that also means we need a skill-based magic system with spell design rules.
The cool thing is that once you have a spell statted out in sorcery, you can easily change it into a psychic power, shamanistic ability, or whatever else just by changing the power modifier.
Me and one guy from our group - we like to come up with various ideas and then brainstorm them. One of his recent ideas is something we want to share with you. The idea is to add another two "resources" in addition to HP and FP.
First is Morale. It's easy. It's the character's motivation to go on with current adventure, mission, deployment. It's probably capped by Will and begins maxed out in most cases. It gets reduced by, well, obvious stuff - failed Fright checks, lack of rewards, long wait, death of comrades, conflicts in party, failures and hardships in general. It gets raised by getting money, getting therapy, good conditions, and so on. Mental disadvantages are special case
I just came up with it- on one hand, you can raise your morale at increased rate if you indulge in your flaws. But if you have any mental disadvantages, you lose Morale if you NOT indulge in them (even if you pass self-control checls), and also all other sources of Morale improve it at reduced rate (and if you have enough of them, nothing else will raise your Morale!). But you can also take up some additional disadvantages as quick and dirty way to improve Morale - like becoming an alcoholic or drug addict, visiting all the brothels in town and getting Lecherousness and several STDs, or deciding to be a Greedy bastard and not care about anything but money. (cont)
Now, what's so important about Morale? Well, it works exactly like HP - it has its own versions of death and unconsciousness. If your Morale "dies", your character is out - he is as good as dead. Maybe he no longer wants to have any business with the party and bails out, maybe he deserts for good, if he got scared by some Unspeakable Horror and he can't run away - then he will completely lose his mind or actually die from heart attack or eat his gun. "Unconsciousness" means that the character becomes temporarily useless (or worse) to the party - maybe he goes AWOL, maybe he runs away somewhere and the party has to go look for him or at least hope that he won't get eaten by a monster, maybe he loses consciousness, maybe he will just become uncooperative and refuse to help party in any way until they make up with him. So it's important to keep Morale up, or the adventure may even end up with tantrum spiral and good ol' TPK.
The second idea is more abstract (and, honestly, I like it a bit less). Basically it's a short-term version of Morale, FP to its HP. I'm not sure how to call it - Motivation, Care, Struggle. It is assigned by GM and only lasts one combat (or social encounter, or cook-off, or whatever). The higher the stakes, the higher is Motivation. It is reduced in the course of combat, probably by failed rolls and maybe also a damage taken, and if it's zero - then your character will give up, regardless of how much HP he has left. So, for example, if your character attacks peaceful NPC for no reason, he gets low Motivation and will soon give up and try to make up with NPC, but if said NPC will instead pull out the weapon and will fight back, then the character's Motivation will increase and it will be the fight to death. Naturally it may get affected by other factors - paladins and fanatics may have unlimited Motivation in certain cases (probably due to special Advantage), for example. Now I'm off to bed.
I wrote a guide to writing up vehicles for the project. I might have put a bit too much time into it, but hopefully it will be useful...
>Try and talk me out of it
1) GURPS isn't the world's most popular system and in fact has enough of a stigma attached that an unknown homebrew might be more conducive to finding a group.
2) Stand powers in GURPS would require a lot of work compared to, say, a FATE-like mechanic where you just have an aspect or two and call it a day.
3) The realism/verisimilitude approach GURPS takes would make stand powers interesting to game. While I personally love that idea (JJBA's best moments are all about exploiting weird and seemingly minor powers; if the player is actually exploiting reality-simulating rules in the same way, it feels more 'real' than activating an aspect and bullshitting your way though an encounter), it's not for roll-and-shout types of players.
That being said, how are you going to Stand? Ally with a custom limitation for shared damage is popular, but I like using Alternate Form (Projection) with a Cosmic enhancement where you stay conscious and Compartmentalized Mind so you act in sync.
So I'm relatively new to GURPS and am looking through making a character for a new campaign set in an industrial era high fantasy setting (functionally TL5, but gunpowder doesn't exist, with its functions replaced with magic runes, mana, alchemy, and spells. Most stuff is TL5, but all the guns are essentially Caster Guns from Outlaw Star. We're switching to GURPS in the wake of D&D, so it's actually set about 700 years after our last campaign ended.)
I just wanted to ask real quick about what you think the best way to go about making a skill junkie should be. My character is focusing on lots of IQ skills, especially thaumatology, engineering, armoury, and the like. I'm not sure if I should go for high IQ and just put one or two points in most of the skills, or just get a moderate IQ and put all my points in skills. My first thought was to go to a bit of an extreme and just get 14IQ and just use the default for a lot of the skills that have one and put 1 or 2 into the others, with maybe a few that I'm actually really trained in.
>1) GURPS isn't the world's most popular system and in fact has enough of a stigma attached that an unknown homebrew might be more conducive to finding a group.
Already got a group, actually!
>2) Stand powers in GURPS would require a lot of work compared to, say, a FATE-like mechanic where you just have an aspect or two and call it a day.
No problem, while I'm not great at actually GMing, mechanics are my favorite part of GURPS, and I'd love to work on them, whether for myself or for other players.
>not for roll-and-shout types of players
Well, my group isn't. Not a huge problem.
>how are you going to Stand?
Stand user takes See Invisible (15) and Ally (150% points, Sympathy Summonable, and Minion) (60). Mindlink with the Stand for another 5. Grand total of 80 points to be a user.
All Stands are Insubstantial (Affect Substantial, Always On) (120) and have Mindlink with their owner (5) as a base, and any custom abilities are built off of from there. Most Stands, I assume, would have Slave Mentality or IQ 0, which would both give extra points for the Stand and allow the Minion advantage for the user with no extra cost.
The part I'm having trouble with is Ranged. A really hacky way of doing it would be to give it Ranged, then the 10-divisor Reduced Range, but that would make it cost more points for less functionality... Another option might be to make a flat range limit as a modifier for a certain cost limit; your ally can't exceed a set distance from you, and then the Reduced Range or Increased Range modifier can act on that.
It depends on how many points you have to work with.
In a moderately powered campaign (Say 100-150 points and up), buying IQ and a few points in skills is superior.
Also, look into Talents, Talents are great for giving you an edge on thematically related skills.
We have 120, with a limit of 30 points from negative things. Was planning on getting a stutter and a few others and mix it with fast talk. The character is planned to essentially be a back-ally mostly-self-taught tech-wizard. Can't cast spells or anything, but can assemble the spell shells the setting's guns use, as well as design and build quasi-magical gadgets. I was also planning on getting some medical skills if I can for a basic back-ally surgeon capability for when someone inevitably gets shot.
With what I have so far, I'll be the lest combat effective of the group, with the other being a native from a distant land with a history as a privateer trained from childhood by an adoptive retired military sailor, and a self-loathing sniper dishonorably discharged due to some horrific event that gives him nightmares.
I already looked through the advantages and didn't find much that was both appropriate for my character and fit for the setting. Also what page are talents? I can't seem to find them in the basic set contents.
>I just wanted to ask real quick about what you think the best way to go about making a skill junkie should be.
Almost all GURPS characters are skill junkies in one way or another. Skills are the main way of being competent at stuff.
The difference builds are typically:
Narrow specialism: lots of points in a small number of skills.
Moderately specialised: high talent or one good attribute plus quite a few points in skills.
Generalist: most points in attributes with loads of skills at one point levels.
My approach was about as hacky. The Dissipation limitation reduces damage the further away the target is from the area's center of effect, and I applied this to the stand-owning advantage. Long range stand would buy Increased Range (e.g. Increased Range 5 means damage is divided by YARDS/5 instead of YARDS) and no-range punchghosts would have Reduced Range.
There's also a splat dedicated to it called Power-Ups 3: Talents. It collects all the published talents throughout 4e's product line, publishes some new ones as well, and adds alternative benefits besides reaction bonuses.
Latest version of the collection. Not much added since the last one, but reorganised the sections and unfucked the formatting a bit. Bookmarks should now work properly.
So, my father has a small heap of old GURPS books (including GURPS Vehicles). I've been looking around for them, and I've found a small number (coincidentally, including GURPS Vehicles). If people want, I could probably do some scanning and post them.
I find myself wishing that Magery/Psi scaled like stats, so the whole fractal of GURPS granularity is less lopsided if it's on the same scale. Also it'd make it easier to grok how powerful a mage is.
See, right now Magery is pretty much a talent and two tiered gateway check with the prerequisites and "Magery and Effect."
How would one best represent a character wielding swords with Telekinesis, or something similar? I'm usually pretty good with statting stuff up, but when it comes to things that would have multiple, varied effects like that, I always wind up getting turned around, or feeling like I'm making it way too point intensive.
>You can manipulate distant objects just as if you were grasping them in a pair of hands with ST equal to your Telekinesis (TK) level.
So if you have TK 15 and Swords 12, you can manipulate a distant sword with effective ST 15 just as if you were grasping it in a pair of hands (I.E. Swords skill 12)
Ah, wow. I don't know why I didn't check core. I feel like an idiot. I'll read up on it myself then, but I assume the skill still scales off Dex, as normal?
I'm hoping this won't be too points intensive, but I can always just do a heft negative modifier of "Swords only".
>but I assume the skill still scales off Dex, as normal?
Yes. DX also refers to "mental dexterity", for telekinesis, that's exactly what this is about.
>I'm hoping this won't be too points intensive, but I can always just do a heft negative modifier of "Swords only".
Sounds like a -20% at most, but yes, you can.
Because TK is much cheaper than ST once you reach a certain point, and TK has MANY advantages over ST even if you can just affect swords (like being able to attack from a position where your opponent can't reach you, for example).
>Sounds like a -20% at most, but yes, you can.
Seems like it really limits a /lot/ of the versatility and whatnot of TK, though I'm not really gonna argue this too hard. Heck, the "Power sources" like Chi, and stuff, are worth -10. Not being able to Grapple, Levitate yourself, or otherwise affect the environment(Pushing switches and whatnot from a distance) seems like a massive drawback to the power of TK.
So TK 20, Metal only, is 50 points? I really can't think of any scenario where I'd rather have ST 15.
According to the book, metal only really IS a -50%, but is that really right, balance-wise?
>I really can't think of any scenario where I'd rather have ST 15.
Extra HP. Having TK isn't in your character concept. Doesn't help you grapple, or resist grapples. If you just want to perfectly optimize, then the TK is probably better yeah, but there's a ton of reasons not to take it over high ST.
Telekinesis requires you to use the concentrate manoeuvre. That means you can only step while using it, it's not very good for carrying gear (and being able to carry lots of gear is one of the major advantages of ST), defending while using it means you risk losing concentration (which probably means dropping whatever you are holding).
Your telekinesis itself can use any standard maneuver though, including:
>a Move maneuver to lift and carry it;
I also disagree with the ability to carry lots of gear being a major disadvantage of ST, Lifting ST is a mere 3 points per level, and it affects things like grappling.
You're right about defending though, but if you're using telekinesis you'll more often be fighting at 10 yards range than you will be fighting at melee range. If someone is reckless enough to run past your weapon in an attempt to charge you, you'll be able to hit them in the back with your TK'd weapon.
Pyramid #3/55 Military Sci-Fi has an article entitled Chrome Commandos that's all about TL9 tactical gear. There's also the ultratech rifleman loadout later in the issue in the Future Soldier article.
>Stand powers in GURPS would require a lot of work compared to, say, a FATE-like mechanic where you just have an aspect or two and call it a day.
Acshyually, stand is just an Ally with Sympathy
Or Alt. Form (Projection), but I meant the powers themselves. The Hand, Crazy Diamond,
KING FUCKING CRIMSON, Killer Queen's Bite the Dust, etc. With the exception of KC, I *can* stat out most of the powers of the stands I listed, but doing so would take a while and I can't imagine a whole lot of players willing to deal with making weird very JJBA powers when they could just settle for Part 3 style bland powers like "makes fire," "has a sword," or "is Kenshiro."
We all know you've tried, anons.
What's the most sexually attractive/talented character you can make with just 100 points?
I had a crazy hot and also crazy girl that was 75 points / 25 points disadvantages.
Short and Thin with Double Jointed and Erotic Art. Sort of only sexy if you like self-destructive, masochistic teenagers with daddy issues. I don't know if I have her sheet anymore.
I did manage to kill a couple people.
Okay, /gg/, coming to you with a question. It's looking like my group is going to be playing Degenesis, but everyone but me is entirely new to tabletop. Looking over Degenesis' system, I'm... really not partial to how it seems to work. I'm considering going through and writing a conversion supplement for Degenesis to GURPS; keep all the fluff in the existing Degenesis books, write up stats and short blurbs (not enough to run degenesis on its own) in my supplement.
Would there be any interest in me posting it, or progress, for evaluation or for others to use it?
I am building a gravity controller super, and wanted to know: How should I stat a micro-black hole?
My first guess is to use a Corrosion Innate Attack, does someone have suggestions?
Realistically? It's probably not going to actually do much until it gets to planet-wrecking size. A black hole doesn't have some inherent ability to suck things in... a few thousand tons of mass in an area the size of a pinhead still only exerts the gravitational pull of a few thousand tons of mass, which is fuck all. Anything crossing the event horizon is fucked, but it's so small that it's stripping a few molecules at a time, not enough to really notice. That's my understanding anyway... you might want to ask an actual physicist.
Comic / movie style? Probably a crushing explosion attack with a feature which causes knockback to work in the opposite direction to normal. Maybe a linked corrosion and/or toxic radiation attack.
WW1 and WW2 armoured cars are ready; I also added couple of civilian cars. It needs stats for 76mm mountain gun, but that gun was somewhat obscure and I think Schneider Mle 1897 from High-Tech will work just fine.
http://rghost dot net/74dQD88rt
That's acutely not true. An object with the mass of a skyscraper and the size of a golf-ball would have more then enough surface gravity to be very 'sticky', though only across a short distance. if you set it on (arbitrarily able to support it) table on the surface of a lake, it would be covered in a sphere of water.
You'd also need 30 megawatts of power to move it slowly. Just picking it up and holding it in the air would require a tremendous amount of energy, and if you dropped it..
Remember up there when I said "arbitrarily able to support it"?
That's because at that density pretty much every physical object in exsistance would provide less resistance then air provides to a lead weight. It would drop though the ground and fall to the earth's core.
A micro-black hole? Well, that would just be a teeny-tiny rapidly evaporating object that would cause tiny but very strange gravitational tidal effects. It would be far less dangerous because of the sticky part then because it's itty-bitty accretion disk and rapidly evaporating self would be giving off a metric fuckton of hard radiation and likely kill everyone within the immediate area.
How I'd do it? I'd just have it be an attack that drags everything nearby closer to one point with a STR - x roll to resist, then explodes outward for Knockback Only damage when it ends and all the air it pulled in rushes out and throws everything away.
That isn't very realistic, but it's how "black hole guns" work in video games and would be nicely cinematic.
We were captured by some guys that really roughed up the detective and big guy so I played coy and scared and begged with puppydog eyes and a lot of "I'll do anything".
One of them took me up on it. The second he let his guard down I shot him with his own gun, then managed to shoot the other guy in the foot when he ran in before he saw me hiding under the bed.
I wasn't able to finish the job, but I was able to run into the other room and hand the hand cannon the goon had been using to the detective after I got him free.
Off the top of my head, a video-gamey "black hole gun" would be two linked attacks. The initial one that drags people towards the black hole would be something like:
Crushing Attack 1d (Area Effect, 2 yards, +50%; Double Knockback, +20%; Explosion 1, +50%; Gravity, -10% Knockback Only, -50%; Link, +10%; Persistent, +40%; Special Effect, Reversed Knockback, +0%) [10.5 per level]
Then the delayed explosion at the end would be:
Crushing Attack 1d (Area Effect, 2 yards, +50%; Delay, Variable, up to 10 seconds, +10%; Double Knockback, +20%; Explosion 1, +50%; Gravity, -10% Link, +10%) [9 per level] [11.5 per level]
Add accuracy/range modifiers as you see fit. They look like they do the same damage, but remember that when the 'detonation' goes off, the enemies will be closer to the centre than before, so they'll take more damage.
Note that Persistent means that the attack works on anyone entering the area up to 10 seconds after it's used, so it will keep pulling people in after you fire it. The Variable Delay means you can 'detonate' it any time up to 10 seconds after it's fired. Both attacks 'apply' at the same time, but the Delay means that the 'detonation' only happens after everyone's been yanked towards the centre. Also, the 'reversed knockback' modifier isn't an official thing - a modifier that changes the direction of knockback probably isn't worth any more or less than regular knockback (so it's a 'special effect') but if it's in the advantage it's easier to remember.
I love Biotech.
There are sexual option you can splice into characters.
There are short fluff segments about bioengineered catgirls which have a "flaw" in which they go into heat.
And last but not least. There is a crazy setting about Macedonian Empire that is ruled by clones of Alexander the Great
I don't think it's impossible, just difficult. You take them quickly, and by surprise. If they aren't expecting it, then it counts. If they have time to realize what's happening, you've failed.
>Being gangbanged by a bunch of horny amazon catgirl supersoldiers
GURPSgen, how do you actually prepare player resources for your campaign?
Do you pass around copies of the campaign sheet?
Do you go "Hey other anons, X Y and Z options ain't a thing. don't be dumb." ?
Do you copy/paste and create your own specific pamphlet with available skills/traits/gear etc?
Every time I try to sit down and plot a campaign, I try for the first option, but end up trying to do the third and getting frustrated.
>Do you pass around copies of the campaign sheet?
What is campaign sheet?
>Do you go "Hey other anons, X Y and Z options ain't a thing. don't be dumb." ?
I generally say something like: "my brand of Dungeon Fantasy, use templates from here", or "playing realistic, so nothing supernatural or exotic" and then read the sheets.
>Do you copy/paste and create your own specific pamphlet with available skills/traits/gear etc?
No, too much of the job.
I think sometimes a small level of "DANGER ZONE" and "fucking lucky" type perks/advantages are good sometimes just so you don't have to fudge on the rules and simply assess it as an assumed cost and explicit advantage of the character. Even Tactical Shooting recommends luck, because a lot of real gunfighters, were only around as long as they were basically because they were lucky.
Of course, you can also just bite the bullet (likely in a realistic, not so good medicine campaign if you get shot, literally) and let the die fall as it is cast and accept fate with your PC's getting fucking shot in the face and instantly dying and stuff sometimes.
Although, if you have giant babies as players and just don't want to put up with the hassle, some level of stuff to just keep players alive with an actual entailed points cost, can be good.
At some point it actively gimps their power to be assertive as characters, which does fit in with some narrative or cinematic conventions you see. (Characters kind of suck eggs/only win because they keep coming back for more/survive to get stronger. But by God you just cannot kill them. Even if they do get their asses whupped pretty often.)
>I think sometimes a small level of "DANGER ZONE" and "fucking lucky" type perks/advantages are good sometimes
Luck and Common Sense (especially the second) are always available at all my games. Also, I give a lot of fate points.
Those are too narrow, in my opinion. Morale would be lost not only from stress and sanity, but from bad conditions and failures in general. It will make living up to your Status more important, mental disadvantages will play bigger role, and it will also be important to have character with good social skills in even the most murderhobo-est and two-fisted parties.
Is there any trick to having the Create Warrior spell starting with a weapon instead of without one?
I kinda wanna have them be these shadow minions I make kill shit, but its annoying to summon my cool minion and then dressing him up and reminding him to bind his shoes and shit.
Couple it with Create Item? Get it to skill 20 and you can create weapons that weigh 5 lb. or less (e.g. most 1H axes/maces, broadswords, rapiers, spears, staves, etc.) in a single round for no FP. I feel the created servants/warriors count as "living thinking being[s]," as they are physical, not mindless (the base servant is described as stupid but nothing says that it can't think in some way; I'd say it's akin to a normal human with Slave Mentality and Cowardice), and don't have any traits listed that would imply that they function like anything besides flesh-and-blood humans.
Instead of actual armor, I'd just cast the Armor spell.
No. Unless you are deliberately looking for something that is rather complicated. For absolute first time rpg players I'd recommend D&D 5E as something that is simple and straightforward, but I would also recommend graduating from it as quickly as possible. GURPS Lite is also a greatly simplified version of the system that you can download free and try out. It's functional, but lacks the detail needed to run anything more then a short game to see if you like the system.
Ehhh there's a lot of work for the GM. Try running a game with the free GURPS Lite before wasting cash on the books or time diving through pirated PDFs. If you like Lite and it leaves you wanting more options, more detail, more whatever, then GURPS is probably a good match for you. If not then it's not your thing.
Until the players (not the characters) get skilled and can do their turn in 5-15 seconds of real time. When they get to that point the combat becomes a beautiful blow-by-blow narrative.
What I hate about the one second rounds is that most players just attack-attack-attack-attack. They just don't realize they could have spent two rounds maneuvering then attack once and it would have been more effective than hacking away like they were chopping firewood for four rounds.
>It makes every combat last forever.
How? Yeah you need more turns to cross a large room and stab seven orcs, but GURPS tends to favor a "one hit and you're down" approach to combat. Maybe it's because most of my past experience was with D&D (3.5 & 4e), but fights were so much longer back then because of HP bloat. They were also, by and large, more boring because of lack of significant choices in combat; you either stood their trading full attacks are you played to your build's one gimmick.
To the Vehicle Anon working on trucks: I apologize for my tardiness. Here is a writeup you requested.
"M1078 LMTV Light Utility Truck (USA, 1996-)
The M0178 is an American cargo truck significantly derived from an Austrian design (the Steyr 12M18) classified as a "Light Medium Tactical Vehicle".
Capable of carrying a maximum load of 2.27 tons, it is otherwise spartan in it's features: bed-side rails which are hinge mounted and designed to facilitate loading can be folded down when not in use. Likewise, bench seats for troops can also be folded down if so desired. Kits designed to provide cover to the cargo areea are available, as is an electrical self-recovery winch which can be mounted on either the front or back.
With it's gentlly curved front frame plus windshield, the M1078 possess a slightly less squared-off look than comparable trucks, making it fit not only on a gritty Army or Marine base near the front lines, but also among a highly professional private military contractor's motor pool back home, or a typical domestic company's storage grounds.
In addition to many updated variants, the basic M0178 model is still being produced to this day."
I once had a very long test combat between two men in full plate of equal skill using duelling halberds.
Did not end until one passed out from being stabbed in the lung.
By default, GURPS handles fast-draw gun duels, assassinations, iaijutsu, etc, very well.
The system should also be able to handle longer fights as well. You can achieve these with the mechanics (allow sky-high Active Defenses and good DR in addition to poor lighting and adversarial environments) and/or outside-the-rules intervention (inserting much movement/cat-and-mouse chases as well as roleplaying through dialog during lulls in the fight).
Yes. While its universal approach does make it more work to learn the core (as the core covers as much ground as any five other games) than most single games, it is much *less* work to learn than five separate games.
GURPS Lite is a simple booklet with the core system stripped down to the essentials for play, fully capable of modern-day games. From there it's easy to add on most of the other material, as it all builds on the core in a easy to understand manner.
If you don't have the time or inclination to read a fair bit to get a grip on the scope of GURPS before trying out play, another system may be the way to whet your appetite - but I'd still recommend GURPS in the end.
I am looking for a couple of things to do with my friends. The last time we met, I was just going with the flow and spewing without planning. Campaign is running cthulu/cyberpunk, the party have discovered the moon is evil and gaia is pissed at humanity for spoiling the world. They've been fighting otherworldly beings that corrode reality, bend minds, and infect the innocent with a memetic virus.
Wat do now?
I've noticed points costs can be very...disparate compared to their actual effectiveness in campaign, and what would be a relatively simple, or low class ability in one campaign, could cost a disproportionate amount of points compared to other options, that are just as, or more effective.
My question is, would you GMs consider alloting extra points to offset such abilities, especially if they're mostly for flavor/fun?
Also, one other addendum. Is it me, or are Wildcard skills hilariously overpriced? I genuinely don't see the advantage of them, especially something like Guns! or Swords! where they default off each other, and are rather narrow.
Hell, it'd be cheaper to just pump Dex/IQ after a point.
As long as everyone understands what you're doing and why you're doing it, go for it. It's only a problem if someone has a problem with it, after all.
They are mostly a shortcut to turn 15+ skills on the character sheet into 1 or 2. Think of them like a realism switch and don't mix them with long skill lists where possible.
And, where you do use them, make sure to also use the fate point bonus stuff from Monster Hunters 1 with them.
Efficiency/optimization is an issue in every system. Thankfully in GURPS, the GM is expected to swing the b&hammer and trimming shears as readily as necessary to stop broken minmaxing, and there normally isn't a huge power gap between flavorful (but still genre-appropriate) characters and optimized ones; note that optimized ≠ minmaxed to hell and back.
That being said, you're the GM; it's your campaign and GURPS is *meant* to be toyed with and adjusted to fit the needs of the specific game. If you want to drop the price for ST so people can cheaply make super-strength characters because you think high ST will be universally needed, for example, that's fine and won't really break anything (as long as you adjust the price of Lifting/Striking ST and HP as well, and maybe TK). From the opposite approach, Unusual Background is a built-in way of increasing an advantage's costs from setting to setting (e.g. wizards will be rare in your setting, so instead of banning Magery, you require UB to make creating a wizard character less attractive).
Adding on to what >>44656809 said. While Guns! and Swords! are admittedly kind of ass (at least in the BS), there are other wildcards that are a lot more useful. In the basic set there's Detective! and Science!, both of which cover *very* broad areas that would cost a lot more than 12 points/level to buy up as individual skills. PU: Wildcard Skills gives a lot more that seem really awesome, like Katana that covers the skill to use the weapon alongside cinematic skill and even Intimidation. Talents may be cheaper in some cases, but they're explicitly limited to 4 levels in most campaigns.
I recently had a birthday, and after we had dinner my friends said they wanted to play GURPS for the night and have a fun fast and loose one-shot. So I told them "go find my pile of books, and pick out however many you want. I will make a setting out of it." A game of GURPS Iron Chef.
So they came back with Low Tech, Fantasy, Magic, and Ultra Tech.
I tell them to make characters. Everything in all of those books are permitted without exception. They were to make characters while I figured out the setting, and then we would reveal our creations at the same time at the start of play. For some reason, they decide it would be interesting for the person next to them to assign disadvantages, and so the horrible adventures of Gran, Zeta Max, and Ooobakk began.
The party consisted first of Granny, a deaf, elderly, heavily smoking woman who was skilled in falconry. She had a cybernetic eye, which her falcon shared, and could see through the falcon's eye at will. She was the pilot of their rusty ol' aether ship. She also spooked animals.
Zeta Max was the ship's technician, and Granny's grandson. He was obsessed with machinery, especially the kind that exploded, and was a member of a growing cult that worshiped the destructive power of such explosives. He also heard voices in his head, and had a terrible phobia of loud noises and horrific motion sickness.
Ooobakk was a dwarf centaur of incredible strength who possessed a durable and rather effective suit of power armor, which was good, as his horrific spinal problems prevented him from leaving the suit's protective shell. He had a slave mentality and was easilly spooked, and his species could fire a potent acid from his rear when panicked.
The setting itself was a strange mixture of Mad Max and Star Wars with wizards tossed in, in a land where the ground itself has been torn asunder by a powerful cataclysmic event, shattering reality into countless worldlets of floating earth and drifting wastes.
Ghost in the shell + nausicaa and the valley of the wind + elder sign
Tone of the players made cops, except for the guy who made a psychic triple agent cop/triad/section 6 counterterrorist
Super fun so far. Kinda petering out on the horror, but ramping up the "world will end horribly" plot
80s style cyberpunk with some psionic stuff mixed in. The PCs are just finishing up rescuing half of their crew who got captured by the ASI (American Security Initiative, essentially the American Gestapo) due to a bad decision.
"Animoo infinite worlds", using parachronic gates. One (or more) on each world leads to an in-between dimension that's a highway. There's a strong focus on magic and martial arts, characters are 500 points to start.
Currently one player's doing some stuff on a TL4 fantasy world with guyver bio-armors, while the others prepare to hunt down a stolen magical grimoire. In the past they visited a TL 10^ world that had been knocked back to hokuto no ken land by an apocalypse; it had odd leftovers, like robots being the majority of the population and the one human being a hermaphramorph.
The player on the guyver planet has decided they are not leaving without getting one of those "Holy Knight Armors" bonded to them, which is definitely going to go as planned for them and not have any troubles. Their dad, Rugal Bernstein (with the serial number filed off) wants to examine one as well.
PCs are a sadistic pain mage lady, a slightly psychopathic swordmaster, and an unarmed brute who wants to break evil's nose.
Tie the threads together. Where do the threads meet? Through whom? What are They planning? How are They going to do that?
Other than that, read over the stress and derangement rules in Horror.
Random anon here. Just wanted to say I really enjoy a lot of write-ups posted here about games and settings and rules, and the blog anon (yay for zeldaesque monsters) and the (at least two) vehicle anons..
But most of the time I don't reply/comment due to reasons, doesn't mean it was left unnoticed, though; I'm sure many anons/lurkers feel the same way, thanks!
My own brand of dark low fantasy, players being magic-hating inquisitors, who have to deal with supernatural infestation everywhere. Campaign very much like Darkest Dungeon, only with cultist's dens instead of dungeons.
Some additional work on APCs and armoured cars
1. BTR-80 armor values are fixed again
2. Fennek is added
3. More guns are statted; we still need Russian 30mm autocannon as it is mounted on shitton of stuff.
4. Some minor fixes I can't remember.
http://rghost dot net/6BYmTbbYv
I think I'll try my hand at IFVs next. BMP-2 and Bradley are obvious choices, but I think I need some other ones.
>3. More guns are statted; we still need Russian 30mm autocannon as it is mounted on shitton of stuff.
Base damage is something like 28 dice. APDS will do 36d(2) pi++, APFSDS will do 42d(2) pi+, etc.
The 3UOR6 round is basically APEX with a 2d [1d+2] cr ex follow-up. The 3UOF8 is SAPHEC with a 4d+2 cr ex follow-up.
Range is around 2,000/7,400
Weight per shot is about 1.5 lbs.
Everything else depends on the specific weapon.
Added Honda Gold Wing, Kawazaki Ninja, Sopwith Camel and BelAZ 75710 ultra heavy dump truck.
Having just checked a few examples, most of them seem to be consistent with the basic set.
The exception is the KwK 40, which my calculations say should have about a 3d follow up but actually gets 6d in the book. Possibly an error or I'm looking at data from the wrong shell.
I wrote up the zelda monsters for two reasons.
1) I have a player playing a bard who didn't give me a very clear direction about what he wanted to do... the most specific he gave me was "become the best bard in the world." I, for better or for worse, more appreciate the collaborative style of world building. I like it when players write a backstory with made up lore or include enemies or very specific goals, long term and short. However, "Be the best musician in the world" doesn't give me a lot of fodder to work with.
In a flash of brilliance/plagiarism, I was suddenly reminded of Link's Awakening, and the quest to find all the instruments. In a flash of brilliance/laziness, I wondered, "how hard would it be to just completely lift the map of the dungeons and use them in GURPS." Already got stats for skeletons, bats, slimes, etc. Only needed a few more, so badda bing, badda boom, let's stat up the two or three missing monsters and run this as a Dungeon Fantasy game for silliness' sake.
2) I notice that at the low end, there isn't much variety of monsters. I mean, this might be too reductionist, but I look at most of 10s, 20s, and 30s in difficulty, and most of them are just iterations of "thing that walks towards player and tries to hit them." So, I'm personally striving to create monsters that have afflictions, weird powers, and special tactics while trying to keep them from being super lethal simultaneously. Making a weak monster strong is easier, I think, than making a strong monster weak, so if I make an interesting 10-30 CER monster, I can make it a 30-60 one just by giving it more hp, damage, and DR... among other more interesting options.
Been thinking about implementing a house rule that voluntary modifiers that you take to your skill in order to do more with it (e.g. hit location penalties) are paid after you roll to succeed.
So, for example, you attack some dude with your sword and you have skill 12. Under the existing system, if you want to chop him in the neck you need to apply the penalty of -5 and then roll a 7 or less to hit. If you succeed, you get him in the neck, if not, you achieve nothing.
Under my new rule you just roll against your skill. If you succeed by five or more you can hit him in the neck, but if you succeed by less than five you can still hit him somewhere else.
Overall I think it will give everyone a boost in effectiveness with low-skill characters doing a little better. I don't see that as unbalancing, but I might be missing something important... can anyone see any obvious problems with this rule?
It sounds like it kinda removes some of the risk/reward involved in combat though. Why would the player ever not aim for the head in this case?
Maybe instead, missing an attack on a limb could have maybe something like a 20-50% chance of hitting the torso automatically? You miss the head, for example, and either swing too high (air) or too low (torso).
Maybe the chance could be 25% for the head/neck and hands/feet, and 50% for arms/legs? That way you still have the risk and reward involved, but with more forgiveness.
>Tie the threads together. Where do the threads meet?
The bad guys spurring an UPRISING in the general population by inspiring terror, and monopolizing on the corrupted victims of the memetic plague
The infected spread the plague, through contact and infected documentation. The imperial intranet is very well cordoned off, so it wont take off like wildfire quite yet
>What are They planning?
Once humanity is in chaos, unleash the elder god sleeping in the moon. Sensitive rituals in multiple sites, requires a ton of concentration and blood, so humanity in shambles first is a requirement
>How are They going to do that?
Head to places of power and channel their energies.