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GURPS General

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The usual disclaimer that some of these links may not work applies.

=GURPS Resources==
If you want to learn the basic mechanics of the system, get GURPS Lite for free at www.sjgames.com/gurps/lite/

Character Templates. Think Character Classes.
http://gurps.wikia.com/wiki/Character_Templates

GURPS 4th edition Books:
https://mega.nz/#F!RcJUHApY!uVGhU1FAZaWQAURsfrOgyQ!8cgQgBpL

4th edition Character Sheet utility:
https://www.gurpscharactersheet.com

Combat Examples. Very useful for new players and GMs! Check out how different options effect things.
http://www.themook.net/rpg/examples/

GURPS Murder Simulator, a fun tool to simulate shooting people in GURPS.
https://dl.dropboxusercontent.com/u/40207800/MiscDev/MurderSim2015.exe

GURPS 3rd edition PDFS. Unreliable. Try again if they don't work.
https://www.mediafire.com/folder/qiq29z073l9zs/GURPS
https://www.mediafire.com/folder/fvkg5h94x1k1m/GURPS

What Skills should every PC have? Good idea, moderate execution.
http://forums.sjgames.com/showpost.php?p=369148&postcount=22
http://forums.sjgames.com/showpost.php?p=676097&postcount=4

Combat Cheat Sheet
https://dl.dropboxusercontent.com/u/10971026/Combat%20Maneuvers%20Cheat%20Sheet%202.04.pdf

Random utility
gurpscalculator.com

Magic System comparisons
http://pastebin.com/4Wk6gB2D (embed) (HTTP)

Planet and star generator:
http://higarashi.big-metto.net/upload/CeleNavigation/CelestialNavigation_x86.zip

Innate Attack Calculator, missing some modifiers:
www.sjgames.com/gameaids/gurps/g4innatecalc.html
>>
Welcome back to life, /gg/.

General question for TL8-TL10. How viable is it to use any of the myriad shotguns? It sounds like our upcoming campaign is going to be set in a cramped orbital habitat, so I'm thinking pretty good, but I don't honestly know enough about the game yet to tell if the stats on them are shit or not.

No energy weapons, otherwise I'd be taking one of those instead. Tl;dr shotgun good y/n?
>>
Bumping for more G.U.R.P.S.
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>>44009088
What's the hull DR? If it's more than 4 (average pellet penetration-ish) or 7 (maximum pellet penetration-ish) you won't have to worry about blowing a hole in your air coffin on a miss.

Shotguns do pretty good damage close in and against unarmored opponents when loaded with shot. Decent damage at range with slugs (which you would be insane to use on a habitat!)

They have pretty crappy ammo capacity but that is fairly well balanced against their versatility. Lots and lots of ammo types for all occasions.

Plus, auto shotties. For when you absolutely, positively have to spend all your ammo this turn.
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>>44010222
Not sure about what the hull DR's gonna end up being, but given that it's a habitat designed for industrial work, I imagine it'll be fairly robust in the areas we'll be in. Lot of enclosed hallways, which is why I was leaning toward the shotgun. I'm hopefully not going to be doing all the shooting ever, I'm more of the techie, but I wanted to have something viable to use as a primary arm if need be.

Thanks mane.
>>
In Ritual Path Magic, could a caster make a mind (for a conjured creature, animated object, etc) that's "programmed" to be obedient to him or her with Create Mind or do you have to add on a Greater Control Mind effect for that sort of thing?
>>
>>44009938
Bumping for more GURPS.
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>>44012711
Double bump. Why the hell is GURPS general so dead?
>>
It is almost three in the morning.
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>>44014656
Thread's six hours old with eight posts, and three of them are bumps.
>>
Is Will an IQ roll for the purposes of pain penalties?
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>>44014556
Maybe it's game night and some of us were running sessions? At least that's what I was doing between my post asking about hull DR and this one.
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>>44009088
>>44010222
>>44010379

At TL 9 and 10 shotguns are unable to damage many types of personal body armor. Full suits pretty much take them out of the picture save for APFSDS slugs.

That said, not every setting is going to have people in tactical suits as targets and if they aren't common, or if you and your buddies are the only ones with tac suits, you win forever with shotguns.

>>44016719
I think so. I'd be tempted to go the other way and not have it effected though, as pain already sucks enough.
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>>44017299
Pain is absolute horseshit, but it makes sense that you can't resist things as well when you're affected by it. The main reason torture exists, after all, is to use pain to force you to give in, which is exactly what a penalty to Will would represent.

Long story short, it seems to be realism versus cinematism. Former is yes, latter is whatever makes the game more interesting in context.
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>>44017299
Even at TL7-8 they were only used by irregular forces or for door breaching in warfare anyway.

Still useful weapons for Ultra Tech police forces though because of the variety of ammo types.
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>>44017452
I don't doubt tangler ammo would be popular for cops.
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>>44017459
All these non lethal weapons are going to be a huge headache for TL10 cops.

TL10 sonic stunners for example, reliable enough for people to demand cops be forced to use them but not reliable enough to be a perfect replacement for a gun in stopping an armed criminal.

Also turns out tangler does not come in a shotgun sized version, the tangler gun is basically a pneumatic low velocity grenade launcher.
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>>44017765
Shotguns come in millimeter'd calibres, right? Just use the closest shell from the warheads section. Or an underbarreled grenade launcher on a shotgun, for maximum batman cannon.
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>>44017787
No, I mean by default the smallest tangler warhead is 25mm and 12 gauge shotguns are 18.5mm so that becomes a begging the GM issue.

>shotgun with an under-barrel grenade launcher

Load the shotgun with batons, grenade launcher with tanglers. Those 'peaceful protesters' for alien rights won't know what hit them.
>>
So with multiple worlds in my sci-fi universe being low tech hell holes, how do I make a journey through difficult, dangerous terrain dramatic?
Also how to do equipment getting run down?
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>>44018378
The wilderness Adventures book for Dungeon Fantasy is pretty good.

Basic shitty planet adventure ideas:

Your navigation equipment goes bad due to atmospheric effect / sabotage / accidental damage. You need to ask some difficult locals for help.

There's a gaping chasm / flooded river / massive migration of animals blocking your route. You have to use a badly repaired bridge / tunnel to get past.

You wander into the territory of a large predator / hostile tribe. Avoid them or fight them off.

Your food / water / medical supplies get ruined / stolen / contaminated. You need to find replacements in the wild or trade with locals to get more.
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>>44018378
Colossal storms, entire continents sinking, house-sized rocks being thrown at your players from miles away trough terrible wind storms
>>
I've posted a few time with noob questions at this point so I figured mote couldn't hurt.
I want to try a traveler game but I'm still a gurps noob and my friends would be completely new. Keeping track of all the skills and even for me figured out which ones to exclude is a major headache. While browsing for consolidated skill lists someone referred to writing an article for the JTAS/journal travellers aid society about consolidating the skill list down to 75 for traveller games, but the articles seem to be inaccessible now if you weren't already subscribed due to losing license.
Any chance there are other gurps traveller fans who could post said list?
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What's the best way to adapt UT's TL11+ weapons, like the portable plasma and blaster weapons, to TL10 in terms of balance?
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>>44018378

Limited supplies--fuel and ammo, so you have to be judicious in the use there of.

Terrain, in general, is inhospitable. No roads. So even if your navigation equipment works, it's not so helpful.
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How does this look for a 125 point Assassin-type character in terms of Advantages, Disadvantages, and Skills? I'm new to GURPS and GMing, and I'm trying to help my players (also new to GURPS) make relatively well-rounded and fun characters.
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How would you stat the extremely cinematic things of turning an attack's damage down to 0 or 1 ("it's just a cut/bruise!"), or successfully dodging an attack, either before or after an actual dodge roll? Though maybe limited to once per encounter or once per hour/30 minutes/etc like Luck. Or well, just really "Luck" renamed to "Action movie hero"?
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>>44021248

#1: see Flesh Wounds, B417 or PU5:10.
#2: *Luck (Aspected, Defensive, -20%)
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>>44021071

Needs Stealth.
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>>44021071
Something like Fast-Talk or Savoir-Faire to help get close to targets would probably make sense to have.
Spending a point from a quirk on Honest Face might be a good idea.
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>>44021071
whats his secret?
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>>44014556

I have nothing to complain about GURPS, so I never talk about it: I just run it.
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>>44022523
Fair enough. I think part of why this general's so dead by comparison is, well, the diversity. Everyone's running something different, so mechanical questions are about all you can pose here. And GURPS has rules and explanations for everything already.

I dunno. I'll have a character sheet to post for feedback in a few hours, probably.
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>>44014556
Two finals papers.
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>>44022307
He knows how many licks it takes to get to centre of a tootsie pop. People want him dead for this.
>>
Bump of life.
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Does anyone here have experience using the Cinematic rules, or rules from GURPS Action?

My two biggest gripes against GURPS are that one, it's too lethal for most games I want to run, and two, the one-second-turn is too cumbersone for the games I want to run. I otherwise love the system, and was wondering if Action might have a solution to those two problems.
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>>44025409
Why are one second turns 'cumbersome'?

And no, everything in GURPS uses one second turns because changing them would require rewriting the entire system.
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>>44014556

Finals week, holiday season, but most of all because we've had solid GURPS generals for the past few months and once in a while we get a lull like this.

It's a good time for big projects like "What would you put in an expanded GURPS Lite?" The kinds of things that don't work in a high-traffic thread where you're shooting from the hip and competing with five other conversations.

Specialist Games general works like this, too, only much moreso. You'll get a week or two of solid threads, and then suddenly the whole thing goes away for a few months.
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>>44027590
>expanded GURPS Lite
what
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>>44027031

I've seen one second turns be a problem when you have a player whose experience is mostly with D&D and tries to pack fifty actions into each turn. It's counterproductive because "useless" actions like Feint and Evaluate will help you hit much more often and get better hits when you do hit. But people spam rapid strikes or whatever because that's what works in other games. And if the GM isn't careful with how he runs NPCs, that might actually work.

The action economy is always important, but with GURPS, there's much less pressure to micromanage every turn. One second turns happen more often but are much much simpler.
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>>44027613

This came up on /gg/ a few weeks ago. The idea is that you convert it into a GURPS Core that you use as the core rulebook, then move all the options and complex advantages to the basic set.

I brought it up back then... but now I'm seeing them talk about it on the SJG forums. Great minds think alike.

This is NOT something that's being done officially. Just a fan request slash thought experiment.
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>>44025409
>it's too lethal for most games
Ha, if only. I am running TL5 fantasy game, and I have a problem with my players all becoming fucking Ned Kellies. It's kinda hard to have proper shootouts with revolvers and repeating rifles when they all have DR10-14 (not counting innate DR). And when I turned on random hit locations just for players, they just bought limb armor. Lethal system my ass.
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>>44021071

Social Skills, like >>44022298 said. I'd also go for legerdemain (for slipping poison into drinks and payment into people's pockets), a bit of investigation, to find out where the best place to wait in hiding is.

Maybe increase perception
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>>44027941
>DR10-14+innate
m8
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>>44028126
Yeah, I know. But it is kinda hard to use single-shot rifles with mooks - they tend to either miss and then get gunned down during reload, or get gunned down during aiming.
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>>44027991
Alright, but what should I do away with? It's already at 125 and 50 points of disadvantages.
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>>44027991

Very much this. Disguise won't do you much good without acting to go with it.

While many traditional assassins are often credited with feats like invisibility, the truth is that much of it was that they were skilled at disguising themselves as servants and peasants-- people who were socially invisible and could get close to a target without arousing suspicion. Assassination is more about planning than execution, if you follow me.

Plus detect lies and perhaps a negotiation skill so you can negotiate a contract, and a skill like tactics or intelligence analysis so you can put together a full picture of your targets' defenses.

I suppose what really matters is your vision of how an assassination will play out, soup-to-nuts. From when you get the contract (how are you contracted? how do they find you? What are the terms?) to the infiltration plan, to the attack itself, to the exfiltration and collection of your cash. Plus some mechanism to hide your identity, insulate you from retribution or the law.

Perhaps you could argue that much of this is jobs that your guild master does and that you need not have points in. But that's not really "claim to hospitality" and more like "patron group".

I'd lose a point of DX to pay for all this.
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>>44029991
>I'd lose a point of DX to pay for all this.
Alright, I really appreciate the advice.
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>>44030120

Let's stress that it depends on the kind of campaign. If all this is an excuse to play an assassin in a dungeon crawl and "assassin" is really just a fluff justification for a list of combat stats, then you get a very different character from one in a game based on urban political intrigue. Both are cool game concepts, but a character tightly optimized for one will be a little flaccid in the other.
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All right guys, I need some help in TL10. We're kicking off a campaign with four salvage workers in deep space, working on an allegedly-decommissioned/wrecked space station.

The station is host to Lovecraftian horrors and other such fun. We won't have access to our ship once we land, it'll all be what we're carrying from then on out. Our characters do not know this.

What sort of equipment would a technician on a salvage/repair team take out to work? All the tool kits that I've found are 20+ pounds, and I can probably manage to carry that, but not too well. Attached the list of what I've got so far, but I'm not sure where to go from here. More power cells? Are there magnetic boots, or a zero-G maneuvering pack, or anything of the sort? If so, I haven't found them yet.
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>>44031898

Yeah, that would juuuust edge you over into Med encumbrance, assuming ya got 10 ST base.

an extra point of ST would basically do it.

But, check the kits, they might have included flashlights/plasma torch.

Also, you're wearing a stealth exoskelton. But, you're probably wearing it to, well, basically WORK and DO SHIT. So it might be a bit more hardy than off the rack ones. Talk to your GM and see if it might have stuff already installed on it, like lights, or something.
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>>44032302
I just found the mini toolkits. That'll help me a ton, hopefully. 2 pounds each, admittedly at a -2 penalty.
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What is the best resource for statting out the cost of a magical artifact?

Last I asked this question, the answer was metatronic generators, but since then Sorcery came out, and it looks a little bit better, but I was wondering if it would be fair to make an item that didn't use any FP by just changing the enchantment advantage to not need any FP, and then calculating the cost of the spell based on that.

I ask this because I got it in my head to try to convert some of the rings from Demon's Souls/Dark Souls into GURPS terms, and they don't require any type of maintenance in that game.

So, for example, say a ring of sacrifice, which approximates the extra life advantage.... extra life costs 25 points normally, and a ring has a cost modifier of 0.65, so we round that to 17 ep, which requires a pretty cheap ring, only $100 to hold the enchantment.

The wages to actually produce it are $320/ep, so it would be $100 + $(320 * 17) = $5,540.

People normally shouldn't be able to buy magic items willy nilly of course, but I just wanted to gauge if anyone saw anything wrong with this kinda pricing or if anyone knew a better scheme for pricing magic items.
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>>44034214
I also just re-read it, and it seems to say that although $5,540 is the cost of the item, the price would probably start around double that, with advantages and negotiations being able to pull it down or push it up.
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>>44031898 here again. I said I'd have a sheet by the end of the night, and a sheet I do have. Parts of it aren't finished, but that's mostly math to work out from existing stats, or things that we may not use. Can I get any advice here? Gave a short blurb on the campaign setting- most of what I know already- in my previous post. I know I've got a lot of probably-junk skills for the environment, but I was building the character more than I was the stat sheet.
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>>44036043
The hell kind of notation are you using on your basic attributes there
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>>44036267
The sheets Mythweavers uses are written... Oddly. Since I'm the first of any of us to try character creation, we aren't entirely sure what every field is for. Given that some of us are Dark Heresy players, I'm guessing that it's SUPPOSED to have a digit per box like their DH sheets do. But I'm probably retarded.

Please help, I'm learning this system on my own while everyone else has finals
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>>44036324
>>44036267
Oh shit, those are augmented stats, aren't they? Why did HP/FP have 3 boxes then?
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>>44036324

I'm pretty sure its first box the stat, second box the points you spent on it, and in the case of HP/FP the amount you currently have.
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>>44036379
Max HP, Current HP... Point spent? Standard character sheets for GURPS have [ ] at every stat where you write in how much many points you've spent on the stat.
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>>44036324
Abandon this, Anon.
Give a look to GURPS Character Sheet ( http://gurpscharactersheet.com/ ) or the GURPS Character Assistant tool.
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>>44034404

In most industries, doubling the price at each level of distribution is usually about right. (wholesaler, distributor, retailer) That covers their costs.

Essentially, the magic item has to be transported from where it's made to where someone will likely want to buy it. For highly specialized items, that will require some market intelligence (like divination). For highly valuable items, you'll need to hire security to protect the item from theft in transit or at the item shop. Transportation over long distances, rugged terrain, or at risk of storms at sea or other natural disasters will all serve to increase the price considerably. Plus inventory carrying costs.

Basically, you can inflate magic item prices as high as you want to fit your campaign and have them be real costs that can't be bypassed. Though of course PCs can bear those costs themselves.
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>>44038088
I'll take a look at them. Any critique on things that aren't the formatting?
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>>44039855

Take some more disadvantages, maybe quirk level stuff.

I'm thinking Careful, Easy to Read, etc. You might be able to eke out a few points of Lifting ST.

Or you know, grab a hovercart to haul your shit. That will be good in game for you to repair/upkeep, and for you guys to get back from the gibbly horrors. And you know, haul teammate's bodies.
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>>44040068
I've got Easy to Read, but I'll look at careful. If it helps at all with disadvantages, I don't know if it's mentioned in the sheet (my phone doesn't play nice with pdfs here), but my character was a first-generation colonist on a hostile world. The advantages are mostly light engineering to help with survival (I overdid the sleep advantage and need to fix it) and focused education, penalties were from social adjustment out of the insular group she grew up in. Wasn't sure what else to drop in.
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>>44040234
>but my character was a first-generation colonist on a hostile world

Callous should be right up your alley, though maybe quirk level. Hard World you can't afford to care about people who might end up dead.

Possibly Intolerance of some sort. Hostile World means people hoarding stuff is bad for EVERYONE and endangers the survival of all. Sense of Duty might couple well in there. Workaholic.
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>>44042562
The description makes me incredibly uncomfortable.
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>>44042661

Don't read Bio-Tech then. It's full of that kind of stuff.
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>>44042890
So I've noticed.

>>44040989
Took Callous as a quirk. Once I switched over to using GURPS Character Sheet like >>44038088 mentioned, I came up 18 points short, even after dropping a skill. Looks like disadvantages are a necessity after all. Still not sure where my math went wrong...
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>>44042890
Pic related is the source of the skullcat: sample creations from p92 of Bio-Tech.
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>>44043048

Who knows.

Anyways. I'd also suggest thinking about your colony. Maybe that place has a reputation? One that might reflect illy on you?
>>
Battletech-like mechs in 4e. How do?
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>>44044824
Create them like characters. Couple of thousand points each easy. Being piloted is a special effect.
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>>44045382
Shame, I was hoping there was another way to do it. Guess it'd work.
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>>44045460
you could use the third edition vehicles books then convert them to 4th edition. Real robots are one of Gurps weak points Super robots are better as it is more in genre to write them as characters that cost points.

A good way to reduce the cost of accessing a high points based vehicle is to treat it as a patron (unless you just ignore the ally model entirely and use pure money)
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>>44045460
Stat it with less points and multiply all damage/HP/DR values by 10 or 100?

>>44045564
Also this. Making mechs with GURPS Vehicle Builder is fun.
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>>44044824
There is a Pyramid issue with a simple mech system, forgot which one though.
>>
Bump of life
>>
A bump with some gurpsified Demon's Souls rings

A Cat's Ring that grants catfall would cost $2,290 and require 7 EP

A Clever Rat's Ring that gives 6 striking st at 0 or less hp might cost $3,250 and require 10 EP

A Cling Ring that gives 4 hp, but only to undead would cost $1,600, and require 5 EP.


EP is basically similar to modular abilities but slightly cheaper... I am making a liberal extrapolation of certain rules that say that one that spends character points to bind one magical artifact to use it, but somehow lose the artifact may not regain those character points, but at the discretion of a GM, might be able to bind a new magic artifact.

Thinking it might be a useful balancing mechanism so that people don't wear a million rings, I decided to track the EP numbers as well... I think if someone wanted to forgo the EP mechanic, you might say the ring has an additional cost of $500*EP.
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Say, would using the "Knowing Your Strength" rules from Pyramid 83 together with the Super-Strength rules from Supers okay or would it be a horrible, game-breaking mistake?
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>>44044203
So, here's the ported-over version, with modifications. It's still missing a few things, again mostly appearance stuff, but I'll fill that in when I've got time. As far as the carry table goes, I included the with-exoskeleton table in my notes; I come out within Medium encumbrance with the exoskeleton on and powered. Without the exoskeleton, I drop down into Heavy encumbrance; without the spacesuit and the exoskeleton, I'm down into my normal Medium encumbrance. Hopefully that works out.

Thoughts or advice?
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>>44043905
>Fleshbed
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>>44048595
Don't even pretend that when we have the technology it won't be the first thing we make.
>>
Hey GURPSg, I'm trying to make a Dungeon Fantasy Martial Artist (not my first pick, the classes were random) and I'm having a little difficulty, does anyone have any tips? Here is the working character sheet:
http://www.myth-weavers.com/sheet.html#id=638624

I can already see that going unarmed to start is suicide and damage is going to be minimal, so I'll be using my dragonbone staff in a defensive grip to start with + sacrificial parry and parry missile weapon to cover for the heavy hitters, unless anyone has any better ideas?

I had considered taking Nymph for the +5 intimidation and immunity to Force Domes etc., but I wasn't sure if it was worth the trade off (10cp) with how weak I was already. What do you guys think? Should I be considering any other races? I know that gnomes don't sacrifice ST, essentially don't lose anything skill wise and get widget worker and night vision, which would be useful for my role as party scout (I have no way of accessing the latter) but it says that martial artists are marginal classes for Gnomes; is that just because of the grappling rules or am I missing something more vital?
>>
>>44049248
You got one thing right - you are going to be a tank. Your damage will suck, so your mission is to make it easier for other players to damage things. I am looking at template right now, and that's the things I see:

Judo. It's really damn great. You can parry weapons with it, and then throw enemies on the ground, getting some small damage but, what's more important, getting them lying - it's penalty to both defense and offense! Try to obtain Striker, MA explains how to turn hands into Strikers for human characters. Don't ever raise Karate, raise Judo instead.

Staff - reach, defense bonus. It has swing damage, but you are better off using it to trip or slam into other people. If you want some damage, you may want to obtain Spear skill and Form Mastery perk later on, this will allow you to stab people in vitals, you will also be able to get a spear with Hook - another tool for your arsenal of tricks. Also talk your GM into letting you use Parrying with Two-Handed Weapons rule from MA, this will allow you to only have -1 penalty to multiple parries (it is already -2 instead of -4 because of Trained By Master).

Jitte/Sai - nothing much, you can disarm people with it. Too bad template doesn't includes Main-Gauche, otherwise you would've been able to use jitte as fencing off-hand weapon (this would require Off-Hand Weapon Training and Form Mastery Perks, though, and you would still need a weapon for your main hand).

Kusari - it has okay damage, great reach, you can use it to entangle or disarm enemies. Too bad its defense is shit, and you cannot use it in tight spaces. If you can get Main-Gauche and Jitte/Sai skill for your off hand, you may use Kusari with it - it's actually a real weapon called kusarijitte.

Flail and shortsword will let you deal some damage yourself, but your ST sucks, so don't bother. Tonfas suck, smallsword sucks a little less, the only good thing about it is that it is fencing weapon.
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>>44049793
Oh shit, disregard everything I said about damage and Karate. You have a Power Blow, this means you can deal some damage - it doubles ST for a single attack! Still, it takes 1 FP regardless of whether attack was successful or not, so you will still want to use your tricks to reduce enemy defenses first.
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>>44049972
Disregard that yet again, Power Blow takes either several turns of concentration or ridiculous penalties if you want to use it instantly. Thus, you won't be able to use it effectively unless you invest lots of points into it.

Dammit, I really need to read everything all the way through.
>>
>>44050023
Pfffft fuck it, just introduce a Perk that bypasses the penalties. That's how I hand out rewards to my players; custom Perks that allow them to bypass some part of their abilities' mechanics.
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>>44050131
Eh, I think a perk offsetting -10 modifier is kinda pushing it. I don't think it even qualifies for technique.
>>
>>44050181
I searched for anything about the issue, and it seems that according to Kromm being able to do it faster is pretty much the whole point of raising the skill, so even allowing a technique to work on the penalty is basically cheating, yeah.
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>>44050228
Exactly my thoughts.
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>>44050181
The point is that you tie them to some condition or quest you'd like to steer them towards, when you know you'd like them to take such an upgrade. That way points can be spent on other kinds of skills for more roleplaying, instead of dumping 72 into a single skill, you have a bit more control over the power scaling, and the players will appreciate content that has a foreseeable future that isn't a dozen sessions of slow saving and never risking points.

Plus, to really sweeten the deal, you can make these super perks have split options; maybe the Power Blow can lose one -5 off the charge penalties, OR you can instead power it up to allow a charge all the way to quadruple ST, but with no charge reduction.

It's worked great for me so far.
>>
>>44047934
A horrible, game-breaking mistake.

Considering that KYS makes ST log-based, even enough Strength to make the mass of the planet Earth your Basic Lift is "only" 245 levels of it.

Compare to requiring roughly 5.4 trillion ST in the old system.

With KYS, it already suggests no longer using the Size modifier or even the modifier for no fine manipulators; adding Super-Strength on top would be a bit of a crock.
>>
>>44050741
Here's your free reply.
>>
>>44045460

There is. Use GURPS spaceships. Especially the one that has fighters and mecha. Mechs come in two sizes: SM5 (30 tons) for light, SM6 (100 tons) for assault. For medium and heavy, use the fan-created half-SM rules. Or fluff your own.

From a GURPS perspective, most mechs as a result will have the same SM, but that's ok since in BT rules all mechs are equally easy to hit (except superheavies) and the real determining feature as in GURPS is speed/range.

Be sure to buy two leg modules (or four). Plus up to two arm modules (or swap them for weapons). The modular components option works exactly as it does for OmniMechs, except that you as GM have to declare that some modules can't be made modular. Like the engine.

You can tweak these rules slightly to make protomechs or even battle armor. There are already rules for transforming components and examples of them, in case you want LAMs.

Combat and movement are handled using the normal GURPS rules.

It's pretty straightforward. Other than scaling up the SMs a bit, it's essentially the same system you use for human characters.
>>
>>44048595
>>44048726

transhuman space

Check out the astropus. Uplifted octopus designed as a zero g worker. Plus the erotopus variant for tentacle sex.

In GURPS's defense, this has appeared in science fiction already. In Schismatrix, for example, there's a whole asteroid that is the extended body of a genetically engineered prostitute who got WAY out of control.
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>>44050495

This.

Super-strength is a hack intended to make superhero-level feats of strength possible. KYS is designed to eliminate the need for such rules.
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>>44048204

You're already 8 on ST. You have reduced consumption. Skinny? Makes you a bitch for knockback, but it's horror, and your're weak--you want to run the fuck away. That's 5 more points.

Also, is your GM a killer GM? like "And now your suit is out of power" or something? Some GMs track charges, some let you just keep it running. Very important.

*taps fingers*

Wow, I just had a horrific idea that would work great with your game, possibly make your GM love you. But is as I said, horrific. How bad was your colony?

Because Jamestown Virginia occurred to me. Secret and possibly Bad reputation.
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>>44051958
> You're already 8 on ST. You have reduced consumption. Skinny? Makes you a bitch for knockback, but it's horror, and your're weak--you want to run the fuck away. That's 5 more points.

I'll consider it.

> Also, is your GM a killer GM? like "And now your suit is out of power" or something? Some GMs track charges, some let you just keep it running. Very important.

Dude's a care bear. I'm trying to make sure he changes it up this time.

> How bad was your colony?

It's not THAT bad. It's a frontier world, and one that wasn't initially too hospitable to life, but people live there and all. If you're referring to Roanoake, though... I could talk to him. Because yes.
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For no good reason, I statted out the cost of a bunch of rings from Demon's Souls in GURPS bucks circa TL3. I include the EP as I said earlier in the thread because these are the points a user should set aside to bond with a magical piece of equipment. If you want to opt to make bonding optional, you can probably instead convert the EP to $500 each and add it to price.

Note this is only *cost*, so typically the retail price is *double* The prices are also balanced for TL3, you can change to a different TL price by dividing by 1000, and then multiplying by starting wealth of that tech level.

Just wanted to post OC since I was bored, regardless of quality, a couple example magical artifacts to work with should be helpful to someone.
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>>44051958
>>44052117

Wait, holy shit, are you talking about the cannibalism deal? Because yeeeees I love it.
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>>44052152

YEeessss, I was. That's a big secret right there, and it's one that plays well into the game you're going to be in and your decreased consumption.

Not only that, the other players are not going to guess it. And it might force/nudge the GM into nastier play.

I'd also talk to the GM about a custom disadvantage, based on your callous quirk, to make it work.

Who knows, if the secret and the bad rep (No one talks about it, of course, no one is certain about it) you might manage another point of ST, or something.
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>>44052546
Got GM approval, but we didn't have a chance to talk about a custom disadvantage. Not even sure what we'd put for one, to be honest. But I like where this is going.
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>>44052140
Wait, what's an EP? Is that a Dark Souls mechanic, or something from a GURPS supplement I haven't read?
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>>44054098
Energy Points - FP you can only use for Magic-sourced things. Basically mana, costs 3/level. Downside, can't be used for physical activity. Upside, can't be drained by physical activity.
>>
I'm trying to stat out over the top fighters. Like WAY over the top. Anime-tier over the top. I plan on running that sort of game, and I know my players are going to need help building these characters. Here's some of the things I'm trying to stat out:

>Trick weapons that change form. think Bloodborne, or RWBY.
>"As long as I keep punching you, we both hover"
>Attacks that, in addition to doing damage, do LOADS of knockback. People being punched through walls.
>Blocking multiple times per turn.
>Rapid back-and-forth dash attacks
>Moving so fast you "teleport."
>Guns as propulsion
>Insane acrobatics
>Single enemies that threaten 4-6 people capable of the above.
>>
>>44054098
Its in Powers, Magic and Thaumatology I believe.

Its just Fatigue Points that can only be used for magic/powers/whatever. Same cost because you always have them free after physical exertion unlike FP.
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>>44054870
In order:

>High-Tech has rules for combination gadgets, just use those, using the version that are mutually exclusive. I made a spreadsheet for this explicit purpose recently, so I'll drop a link at the end of this post
>Symptom (Flight) might work? Why would the fighters not both just have Flight anyway?
>Double Knockback, and Non-Wounding Follow Ups with Double Knockback
>Trained By A Master + Weapon Master + a self-only, reflexive Affliction triggered by parrying that grants one stacking level of Enhanced Parry
>Enhanced Move with an optional link to a Strength-Based innate attack
>Warp with a custom limitation for requiring a line of effect, a distance limit of 10 yards, and being based on Speed or DX?
>Use knock-back rules and apply them to the wielder. Alternatively, if using the dual form weapon bullshit, stick one of those rocket strikiers from Ultra Tech on it
>Super Jump plus throwing points at the Free Fall and Acrobatics skills until the problem goes away
>HP, DR, condition resistances, just make them durable, strong and fast. ATR and damage divisor (from Powers/Supers) if you REALLY need a big, scary boss battle

https://docs.google.com/spreadsheets/d/12eY3FkGmU1BWSexsovvR1hA30kxaKMEzgGQTPqO8d7k/edit?usp=sharing Boop, have a spreadsheet.
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>>44054962
You're mixing parries with blocks mate. The rules are pretty clear: one block per turn, but this is GURPS, so there has to be a way around that. I know how to stack parry bonuses to the moon, but I can't figure out how to allow multiple shield blocks.
>>
>>44054962
Thanks for all the help, and the spreadsheet, that's useful stuff.
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>>44055000
Huh, so I am. I think Martial Arts had something about making multiple shield blocks, but I'm not sure where. Penalties were absurd, though, so you'd want some way of giving yourself a bonus equal to said penalty on block, or at least to let Trained By A Master and Weapon Master half the penalties for blocking as well.

>>44055008
No worries, mang.
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>>44049793
Sorry for the late reply (I managed to fall asleep at my desk) and thanks for the input, it's appreciated.

Good call on the hooked staff, I'll definitely be looking into that one. I'll take down Form Mastery for later, though I can't see why I would when I could ask for a quarterstaff with a spearhead commissioned for me - all the benefits of a spear with none of the downsides!

Judo I had considered, but the GM dislikes what he calls the 'Judo-monkey', and I couldn't see any way of making it effective without strikers or ludicrous skill (i.e. the aformentioned judo-monkey), neither of which were available on the template and in the case of strikers, I'm not even sure that you can turn your /hands/ into strikers, since strikers can't be used to grapple (MA allows you to turn your limbs into strikers which wouldn't really help for Judo). Thanks for the heads up on Karate, I really didn't see the point either.

I will be trading my knife skill in for sai, I didn't realize how good disarming can be! If I wield the sai in an ice-pick grip and make use of close combat rules as I understand them, I should be able to seriously mess up some fencer types with that -4 to WS/ yard of reach. I can train for main-gauche, though I will need another 19 points in weapons skills until I get my next combat perk.

I'm getting the feeling that the martial artist is the wizard of melee combat, so I will see if I can pick up a Kusari later; not enough ST right now nor enough coin to cover the cost

The idea with the Knife was that I could hold it in an ice-pick grip and use my Judo skill to parry with it, meaning that the only difference between that and the smallsword would be the -1 parry for using the knife, which gets +1 to skill for being easier and is a lot cheaper too. I've swapped that out of the sai and I'll probably just stick with that, thanks again for the input!
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>>44008773
I'm rather new to GURPS and GMing. I'm doing a "Wild West but with swords as well as guns" type deal. Are character templates a good way to start chracters off in particular factions? (I.e, you want to be a US Marshal, take x template) And how do I balance guns and swords together, along with armour being worth a shit?
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>>44055844
First of, here; Survivable guns. You'll need it to make firearms non-overkill related to melee weapons.
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>>44055864
Ah. That's lovely, thanks a bunch! I remembered my GURPS-skilled friend mentioning something like that.
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>>44055889
Be warned though, this means armor will matter less, when rifles gets involved. It will still be good for melee and handguns, so it's not useless.

Another tip; Allow cinematic use of melee weapons (See Weapon Master, Basic set page 99), but keep gun rules more realistic (so avoid Gunslinger, B58), and remember to enforce GURPS rather harsh range penalties.
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>>44055957
Why would armor matter less?
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>>44055957
It's TL5, I imagine repeaters and other basic rifles being the limit of technology. Could I buff armour in some fashion without making pistols useless?
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>>44055991
The only thing I could think of would be to introduce some anachronistic basic bulletproof armor.
>>
>>44055000
Martial Arts, p. 123
>>
>>44054870
>Trick weapons that change form.
This is a gadget (little 'g'; not the advantage) that has Alternate Forms (limited to melee weapons or something like that). Buy it with money like any other gadget, not points.

>"As long as I keep punching you, we both hover"
Flight (requires skill roll, melee attack; limited only when doing damage) & Affliction (flight; linked, Flight). The limitations are only example and off-the-cuff. Don't worry about points when building these guys.

>Attacks that, in addition to doing damage, do LOADS of knockback. People being punched through walls.
See the "double knockback" enhancement. This setting has a campaign switch that allows multiple levels. But lots.

>Blocking multiple times per turn.
Martial Arts, p. 123. Really high skill + Enhanced Block 5.

>Rapid back-and-forth dash attacks.
Heroic Charge, Martial Arts, p. 131 + high Basic Move.

>Moving so fast you "teleport."
Warp, Characters, p. 97.

>Guns as propulsion
Campaign switch that makes guns to knockback (maybe doubled or tripled or quadrupled or whatever) to the user.

>Insane acrobatics
Acrobatics + Delusion ("I am Napoleon!")

>Single enemies that threaten 4-6 people capable of the above.
Altered Time Rate, Characters, p. 38 + All of the above.

This all is in addition to all the other badassery like high DR, skills in the 30s or 40s, Power Blow, Imbuements, attributes of 20+, and so on.

Don't even worry about points until afterwards. Don't bother to compare the points of one character against another. One character might be 900 points, another might be 1,800. The 900 one might be able to kick the other's ass.
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>>44054098
EP is Enchantment Points. It is character points that you should spend for the privilege of using a magical item in order to keep magical items balanced, kinda like an advantage with the gadget limitation.

EG, if I want to wear a magic ring that has an EP of 7, I need to spend 7 character points on Signature gear.

EP is discretionary though. If a GM agrees that he doesn't care, he can waive the character point requirement. I was thinking of a campaign switch type thing where maybe players could have 30 free points devoted to EP and that would mean that they could freely equip a combination of magic accessories up to 30 EP.
>>
>>44055844
>I'm rather new to GURPS and GMing. I'm doing a "Wild West but with swords as well as guns" type deal. Are character templates a good way to start chracters off in particular factions?

Character templates are generally a really good idea, especially if you are new. The only issue is that I can't think of a really good source of suitable templates. Action 4 is overall pretty helpful for any near-modern stuff though.
>>
>>44057628
I wouldn't think they're that hard to make, so I was planning on fashioning them myself.
How many points shoulder they cost for a 100-150 point game?
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>>44057758

In general, I make the total cost of templates I expect PCs to buy to be equal or almost equal to the campaign total, leaving maybe 5-10 points free for customisation.

My preference is for about half the points to go into a general purpose 'base template' (mostly attributes plus the stuff I think literally every character should have) and the rest to be split into two or three small templates (mostly advantages and skills covering the character's specialities).

Another good approach would be the way Action 1 does it; occupational templates which use up the majority of the available points and detail what your character is good at, plus one small template for background, covering who the character is.
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>>44052858

Had thoughts while trying to go to bed last night:

Basically, limitations and stuff on an existent disadvantage, maybe make it require a control roll. If this was 3E I'd say maybe Solipsim, but I don't think that's in 4E

Low Empathy is -20, Emergencies only is -30%, or maybe Uncontrollable. Tie it to your hunger level/food stores (BTW, carry extra because that seems to be a thing your character would do.)

Every failed roll you loose a bit of empathy. You won't attack anyone out right, of course. Not unless there's no choice. But you stop caring that the shoggoths ate them (except there goes your emergency food supply.)
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>>44055991
Armor in TL5 is pretty great, actually. It protects you against pistols, repeating rifles, shotguns, and you need muskets and single-shot rifles to actually pierce it. Also, it absolutely shits all over melee weapons - if you buff it, you can forget about "but with swords" part.
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>>44057758
Check out templates in DF: Henchmen. With some minor modifications they will be good for TL5 game. Basically, you need to let the players replace their primary melee skills with Guns.
>>
>>44058386
Do you mean like full TL4 plate in TL5?
Because if you go strictly TL5, beside your chest, not much is protected.
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>>44058492
There is a High Tech Low Tech rule in HT, which will let you convert limb armor from BS
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>>44058492
There is literally nothing stopping you having it made, people just didn't bother because limb armour was not worth the weight.
>>
Has anyone ever tried the Autoduel world setting?
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>>44060418
The wat now?
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>>44060418
Yes. Absolute favourite GURPS setting, hands down. The only issue with running it in 4th Ed is the lack of car/cycle focused vehicle rules, but I just use Vehicles Lite (with a couple of small additions for the increased TL), and convert some stats.

Coolest setting ever.
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>>44061448
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>>44061580
I've been using the 4ed rules for vehicles although there isn't one for building your own, I just take a chassis, like a jeep or van or pickup and add weapons and anything else to the total price.
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>>44061855
That's one way to do it. I've got a couple of spreadsheets I've revised (currently in the middle of a newer, better version), which has all prebuilt bodies, engines, turrets, weapons, etc. I'm a bit of a sperg when it comes to vehicles in Autoduel.
>>
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Added the Dark Souls rings to the list, realized I made a critical mistake on some of the Demon's Souls rings, so I started fixing them to match prices more closely with the Sorcery book (specifically, all buffs should be statted as an affliction, and magic -10% should be applied to them, meaning almost everything was slightly underpriced) but not done yet. I think the Dark Souls Rings and all expy rings from Demon's Souls are mostly correct cost-wise now using the sorcery system.
>>
How would I go about statting passive exoskeleton? Bonus to Lifting ST but penalty to Basic Speed?
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>>44062619
Ultra-Tech has rules for exoskeletons, just use the lightest one of those. That or what you said, you know. Either/or.
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>>44058256
You've been a huge help, man. Thanks a ton. Think I've finally got it sorted out now.
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And... I realized I had it right the first time, so I switched it back, bringing a lot of prices down... Looking over the list, I somehow skipped a bunch of rings, but at the very least, I am sure these prices are pretty correct now.
>>
>>44063882

Just tell us how it goes!

(I'm a woman actually. Don't got a problem with man/dude, but when I do a good thing I feel like I gotta trumpet it for my gender)
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>>44064151
I am too.

Some of our players won't be around again until Christmas, so it'll definitely be a while before I have anything to report back on.
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>>44064228
>>44064151
>2 legbeards in 1 thread
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>>44064456
>1 neckbeard in 1 thread
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>>44058256

I just took a look at it again to see if I could get it figured out. As it turns out, Callous (even quirk level) and Low Empathy are mutually exclusive. Might drop Callous-qurik in favor of conditional Low Empathy.
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>>44058256

Limitations should not be applied to disadvantages without some deliberation.

Low Empathy that is only active during emergencies is in no way worth [-14].

You'd have to put a limitation on the negation of a disadvantage and add that cost to the cost of the disadvantage. See Power-Ups 8: Limitations, p. 6.

E.g.: Low Empathy [-20] and No Low Empathy (Accessibility: Not in emergencies, -5%) [19] for a total cost of [-1]. That is much more in line with Power-Ups 6: Quirks, p. 9: Extremely Limited Disadvatages.
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>>44064456

I'm (part) asian. No leg hair.

>>44065656
Yeah that was what I was thinking

>>44066388
>You'd have to put a limitation on the negation of a disadvantage and add that cost to the cost of the disadvantage. See Power-Ups 8: Limitations, p. 6

Aw yiss, thanks for that.

For some reason I was thinking there was a standard rule that limitations were 'doubled' when on Disadvantages.

If it was a 'normal' campaign I'd be even more all over this. BUT, she's heading into a space horror story. Basically the illiteracy at TL3 versus TL6
>>
>>44067236
>I'm (part) asian. No leg hair.
Sounds dubious to me.
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>>44068399
I got pits and pubes, but basically nothing on the legs. Do have it on my arms though. *shrug*
>>
>>44031898

One thing to think about is that you'll be in zero-G most of the time, and you can just leave the toolkit loose - maglock it to a convenient bulkhead, or have it on a tether, or even make it into a drone unit with its own thrusters. Having all the players pool resources to buy a big drone toolkit that can ferry you into a location, and then just waits and dispenses spanners might work - Transhuman Space may have something appropriate.

You could also justify a proper rigid carapace - deep space salvage might not always involve the same kind of dangers as orbital work, where there's definitely something moving very fast nearby, but you never know.

Expanding foam, a space survival bubble, a medical kit in the armour that can put you in a medical sleep, perhaps a portable power source for waking up local networks, large nets you can use to stash things.

Watching Planetes might give you some ideas as well.
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>>44048595

That's just the tip of the meatberg.
>>
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This is probably the final version of the document. Fixed the most outrageous calculations and added the flavor text and pictures from the game. Not sure if it helps anyone, but it was practice.
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>>44068909

Thanks - next time I'm running fantasy, this'll be pretty useful for providing neat loot that I can be fairly liberal with.
>>
>>44068874
Yeah, I've been considering watching Planetes; heard it's good before, but now it'll be actually relevant. I'll take a look at the latter few items; I don't think there's any portable generators in Ultra-Tech, but I could always use an F-cell or something. Is there a medical kit that actually does that sleep stuff? I don't remember off-hand.
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>>44068909
My only complaint would be that Leo Ring is a lot better (and Hornet somewhat worse) than the videogame, and FaP's bonuses to HP/FP/Encumberance are heavily reduced, they are a % increase IIRC.
>>
>>44069063
Yeah, I was kinda not sure what to do about converting the series percentage based boosts, because there doesn't seem to be a way to make advantages scale to player power (For better or for worse)

So that means GURPS has a system to make an enchanted ring that gives +N hitpoints, but not a system to give +X% hitpoints. If you give me some more suitable parameters, I wouldn't mind modifying them. The math for calculating price is tied to the advantage provided in points, so a bigger/smaller improvement would be more/less expensive in kind.

Some things I had to kinda hack... like For Ronin's ring which makes a weapon more durable... I went with "injury tolerance, unbreakable bone limitation: weapon" with the line of reasoning being that if "affliction: heart attack" against an inanimate object destroys it, then one can extrapolate other organs to inanimate objects.
>>
>>44068612
>>44068612
>I got pits and pubes, but basically nothing on the legs. Do have it on my arms though. *shrug*
character sheet or it didn't happen
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What's a good example of Ultra-Tech clamshell armor in fiction?
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>>44069239
To expand on what I just said even further, I used the system for converting advantages into gizmos as augmented by the sorcery supplement, hence why the EP numbers are included.

EP is just the cost of the advantage in points * 0.65 to adjust for the pros and cons of taking an advantage as a ring. Screenshot related. So what this means is that if we wanted to make the Leo Ring weaker, we'd just calculate, for example, the cost of 3 striking strength (accessibility, only when using counterattack technique with a thrusting maneuver) instead of 6, calculate EP, and then from EP we can find the price.

EP is also recommended to be used as a balancing mechanism. GMs are recommended to require players to spend that many character points to make a magical item into signature gear before the magic item works (but not outright required either; it says a GM can ignore it if they wish, or say require 1/2EP character points instead.)

In a serious long and slow campaign with magical enchantment, EP is also an indicator of how many man-months an item would take to create. An average enchanter supposedly generates 5 EP a month so a 60 EP item takes one person approximately a year, but this can be sped up by doing a rush job or adding more people.

So, in any case, the items are "balanced" in terms of price, time to produce, character points needed if you go that route.

I personally just like having large catalogs of spells and items to look at when playing Dungeon Fantasy style games so I can either drop them right into the game, or easily tweak the parameters a bit to make it work.
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>>44069514
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>>44069034

I think Bio-Tech might have it. It does have some other space-relevant things, such as a Spacer genemod - a it's only a perk, but "no bone degeneration in Zero-G" is quite a useful background detail.

...well, just checked, and couldn't find a coma-drug. I'm sure I've seen it somewhere. I threw a few relevant things into this image here - there are some other things, but they're mostly very expensive or tangential.

A scaled-back TL-10 Void Dancer genemod could be nice, but ultimately I'd say such a mod would be more of a leisure or low-risk thing. Better for bioroids, where you just grow them in jars, but actual equipment is going to be better nine times out of ten.
>>
>>44069774
Neat, thanks. Not sure if we're using Bio-Tech, but if we are, I'll make use of it.

I found the zero-G maneuvering items I was looking for (they're under vehicles), but GCS doesn't seem to have listings for them. Guess I'll just have to add them as equipment.

Any advice on portable power sources? F cells are huge and expensive, lower-tier cells might not quite have the oomph that I need.
>>
>>44069568
So basically your standard sci-fi suit of full body armor, except just the torso part. Gotcha.
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>>44069936
Yeah. It is pretty much a high tech breastplate.>>44069936
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>>44069823
>>44069774

I went ahead and (with permission) dropped the methanol fuel cell from High-Tech in. Works well enough for me.

Thoughts?
>>
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Hey /gg/ I am going to use a homebrew setting I used for pathfinder in a GURPS game I will be running. Any of you have tips on running a GURPS fantasy game? Also, any tips on making NPC's quickly, because building every single one from scratch would take far too much time to do consistently and/or suddenly.
>>
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Even GRR Martin plays nothing but GURPS. Past 20 years, he says. We will need a GRRMartin themed general sometimes.

https://www.youtube.com/watch?v=DoIb62THIT0
>>
>>44009088
I'm porbably really late, but still.

GURPS shotguns are murder weapons of such calibre, you won't even believe.

While High Tech provides a number of ready loads, what's best about them is ability to craft your own.

Birdshot with 25 pellets that does 1d damage with mad ROF bonus? Oh yeah, blast them in the eyes and chinks in armor for advanced hilarity. With skill of 13-14 you will never miss.

5d++ slugs that might make humans explode? Of course! The distance is adequate too, so you can literally snipe people's heads off. It's maximum damage is 30*2*4(skull multiplier), that's whopping 240 units of damage. Armor divisors optional.

Anything inbetween works too, consider using mag-fed shotgun for mad murder or invest heavily in fast-draw, quick reload and double-loading to NEVER stop shooting.

That is, if your game does not feature Ultra Tech armor. Without armor divisor it's very hard to beat it and with it the game becomes instagib murderfest.
>>
>>44071414
What I always thought was fun was using APFSDSDU-HEAT-AB slugs with that mag-fed Korean auto shotty. Closest thing in High-Tech to a bolter.
>>
>>44071441
Sadly, I never had a chance to try that in practice due to the fact that most realism games are not set in the area where you can acquire Full-Auto Korean Shotties and unrealistic games made these not as awesome as they sound.
>>
>>44071299
Russian /gurpsgen/ has a discussion right now about GURPS needing setting books based on mainstream settings to become popular. This video came just in handy.

>>44071473
To be fair, you can obtain Saiga shotgun absolutely everywhere, and then convert it into full-auto weapon (which is illegal, but so are those awesome alphabet soup slugs).
>>
>>44071938
To be fair, nobody Statted out the Saiga shotgun, so unless the GM is willing to cooperate with you on building the murder weapon, it isn't feasable.
>>
>>44071964
Eh, it shouldn't be that hard - take the stats from USAS-12, but raise Rcl to 1/4, change the Weight according to the weight of real weapon, change RoF to 3x9, reduce the price and maybe add Malf 16 (they are not exactly known for their reliability).
>>
>>44071938
I am getting into GURPS as well, and I am a bit turned off about all the out-of-print splatbooks. I really wish there was something more mainstream to bring them monies, instead of sucking on the tits of Munkchkin year after year. Then again, I don't post on their forums, so meh.
>>
>>44071299
One of us. One of us.
>>
>>44072300
Just use lulu or get an ipad and use the pdfs. It really isn't that much of a difference.

All you need to really buy is the Basic Set and the most important splats like the Tech books and Space, Martial Arts and Tactical Shooting are still in print.
>>
>>44072663
I like books. I also stare at screens enough when working and studying, which is 8-12 hours a day, so I try to avoid that.
>>
>>44072700
Buy an e-reader.
I got a Kindle Paperwhite 2, it's alright with .pdf. With GURPS', if I set it to landscape, each .pdf page is neatly cut in two, and the text looks good and big enough.
>>
>>44072739
You are coming through a bit forceful, friend. Tone it down it you will, I needed no solution. Thank you anyway.

I wouldn't really bother snapping a photo, so just take my word for it: there are over a thousand books in my home. I kinda like them. An eReader, while nice and portable, is not my thing when reading books. Ease of use when it comes to sourcebooks doesn't help either. I cannot just flip through it, looking for that one chapter that I cannot recall the name of, but know the accompanying arts in it.

As they say, YMMV.
>>
>>44072814
Yes and GURPS is going toward .pdf only, it's time to suck it up and start realising we'll be in 2016 in less than a month.
>>
>setting
Present day but with some high-tech sci-fi elements
>characters
Street level super powers or special tech. Street level as in nothing mega powerful like Superman and tech also rather simple like a laser or plasma gun or light saber and not some Iron Man armor etc.

Got any ideas for powers/techs that would be cool for players to have without making them too powerful?
>>
Trying to make a race who have a natural talent for learning languages. I was thinking about giving them a perk which halves the cost of learning a language. Broken for 1 point, Accented for 2, Native for 3. I'm still new to gurps so I'm not sure if this is proper use of a perk or not.
>>
>>44073153
Language Talent costs 10 points and lets you buy a language at native for 4 points. A 1 point perk that does better than that might be overpowered.

It's kind of a difficult thing to balance abilities that let you learn to buy more abilities at a discount, so GURPS doesn't do it often... besides language talent, Social Engineering: Back To School has a kinda expensive leveled advantage to require less hours of study to get a skill point.
>>
>>44073220
Language talent sounds exactly like what I'm after, I thought that perk was a bit strong. Which book is that talent in?
>>
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>>44073266
It's in Basic Set - Characters, p. 65
>>
>>44073296
Found it right as you posted that. Thanks for your help.
>>
What's the best setting you've run in GURPS?
>>
>>44071261
Google 'GURPS Historical Folks'. It's an unofficial supplement written by actual GURPS writers that gives you a fuckload of low-tech templates with reasonable competence levels for NPCs.
>>
>>44071261
Generating NPC's on the fly is easy. You only need to think about the specific attributes and skills as they become relevant. Just ask yourself "How good is this person at <skill>?" and fill in an appropriate number.
>>
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>>44069485

*snerk*
>>
>>44070425

Looks great. I'm going to semi jokingly recommend you get some smart-rope too. Then you have a rope, a pole, and a ladder.
>>
>>44074184
Ah yes, the time honored 10-Foot Pole to poke undead horrors and shoggoths with. How could I ever forget to get the scifi version?
>>
I was looking through PowerUps 2: Perks and some of the options not marked as cinematic appear to be too powerful to me. I am planning a medieval fantasy campaign, but not as over-the-top as DF.
The perks are:
>Form Mastery
>Huge Weapons
>Power Grappling
>Strongbow
>Weapon Adaptation
.. from combat section, and
>Skill Adaptation
from some other section.

And yes, I do understand the usual 'GM decides if to allow it or not' excuse.
>>
>>44074023
Right with 10 being average, 12 above avg, and 14 exceptional.
>>
So eh, is there a way to replicate high tech weapon accesories such as laser sights or reflex sights as a mage in a fantasy game?

Im thinking my mage might get a crossbow and such but I want to spice it up with tech.

I know there are spells to do this, but Im kinda curious on this.
>>
>>44074652
Literally buy HT accessories and say they're enchanted common items?
>>
>>44074689

Im more thinking if there are rules for how to make such things, its not available in our world.

Im thinking light college might have something to use as a laser.
>>
>>44074597

This goes for Attributes, for skills it's more like 12, 14, 16.
>>
>>44074304
>form mastery
>too powerful

Its a requirement to even use a two handed spear realistically.

And strongbow is needed if you want to try and build an English longbowman or similar without giving them crazy high strength.
>>
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>>44072814
Then use a print-on-demand service.

Are you one of those people that like coming up with excuses instead of solution?
>>
>>44074304

Most of those are to make up for options which are rather weak by default.

Form Mastery makes spears better than staves, huge weapons offsets the high ST requirements for halberds, etc.
>>
GURPS Monster Hunter.
Where?

Better yet:
Why has no one actually produced a Capcom's Monster Hunter adaptation yet? I would play that until the day i died.if u didn't become a lich to play for eternity...
>>
>>44074728
The sorcery supplement has an extrapolation of the gizmo rules that tells you how to price enchanted items. I used the rules to stat out the cost of rings in >>44068909 to replicate the effects more or less accurately in GURPS. Accuracy, specifically, might be a little tricky to do, but not impossible. Powers explains how to convert an enhancement or limitation to a natural weapon into an advantage or disadvantage somewhere... Page 146. From there, you can extrapolate the cost of +n accuracy, 5n% to an advantage based off of the typical maximum damage of whatever you would typically use the sight on if that thing were statted out as an innate attack, then use the gadgetry system to convert that to a dollar amount.
>>
How difficult is it to use the 3e vehicle design rules with 4e? Alternately, is the vehicle design book coming out this decade?
>>
>>44076858
As an example, if you were talking a sight for a bow in tl3, the best one can do 1d+1 impaling.

1d+1 impaling cost 8*1.3 = 10.4 (or round to 11)

The accuracy enhancement costs 5% per one accuracy. So a sight that gives three accuracy is 10.4 * .15 = 1.56, or 2 rounded up.
The advantage is not going on the weapon itself, but an item that enhances the weapon, so it is an affliction (advantage (+3 accuracy, magical -10%)+ 14%, magical -10%)

Affliction is ten points, +4 percent is 10.4, rounds up to 11 points.

A weapon sight might be sm -7 (-5%) easily broken if deliberately attacked (2 DR, -20%) and is difficult to steal in tact when mounted (-10%) for a form modifier of .65.

10.4 * .65 = 6.76, or 7 rounded up. The mundane materials cost $50, the magic labor costs $2240, so this sight probably costs $2290, and sold for maybe double to turn a profit. If it's mass produced, it might have a smaller profit margin because of economies of scale. A gm might require 4-7 character points to make it signature gear.
>>
That thread actually defending niche protection to the extent DnD does it makes me want to write some form of Adventurer template to be combined with occupational ones.

So everybody who is adventuring can do adventuring things no matter what their role is.
>>
>>44077409
>>44076858

Eh ok, thats cool.
Im thinking I say my character goes out shopping for "mage stuff" and then goes into the workshop and makes something, I then tell the GM wth it is afterwards? As in how to get it ingame.

Also 4chan is fucking broken, right?
>>
>>44077667
Something along the line of Kromm's "action hero essentials", then?
>>
>>44077745

You could
1) pay the retail price, $4,580, plus or minus for effective haggling.
2) if your gm allows it, he may let you pay for it with time instead of money. If your character knows enchantment, it would cost you $50 for the raw materials (or $100 if you need to pay a craftsman to create the mundane form of the sight) and 1 character point. Labor on the gadget can not be interrupted, every 25 days roll against talent + iq, and subtract the margin of success to a running tally of the EP of 7 (minus 1 for the sacrificed character point, so 6 really) when you have gathered 7 enchantment points, the sight suddenly magically works. You can speed it up by having assistants or rushing.
>>
>>44077667

Taken to an extreme, see the Imitator here.
>>
>>44077927
Oh my! I really wanted something to imitate FF Tactics style job systems, this will come in handy. Thanks!
>>
Bump of life
>>
Is there a formula for converting from 3rd edition GURPS to 4th? I want to use some of the weapons and equipment from the World War 2 books.

Also, what tech level would I use for something inspired by Wolfenstein: The New Order? Nazi superscience and all that.
>>
>>44080561

Acc is about half 3rd edition Acc.
Rcl is generally 1 higher.
Damage type changes.
I think everything else is the same.
>>
Would anyone happen to have DF Barbarians or Pyramid 83?
>>
>>44080561
Riding off of this post, are there any major differences in world building rules for Space between 3rd and 4th? I want to use a generator and everything seems to check out, but I don't want it to fuck up something bad down the road.
>>
>>44081190
In the archive, which is in the PDF in the OP, like almost everything else.
>>
>>44082042
Not barbarians and P83.
>>
>>44080661
Building off this, how about vehicles?
>>
>>44082083

Yes they are. The archive in the PDF, not the ones in the post.

https://mega.nz/#F!yxFxlD4I!CGTYsnTE_8XAmcJxdMehAQ!b9NmTahI
>>
>>44082447
Oh shit. My bad. I'm apparently illiterate
>>
Bump of life part 2
>>
Anybody know of any good NPC generators?
>>
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>DF7 - Clerics, p.20
>Holy Warriors of Love and Fertility
>Add Knot-Tying (E) DX [1]-13 to the optional background skills.
>>
>>44083868

Do you actually NEED NPC generators in GURPS tho?
>>
>>44084590
It would help at the very least.
>>
As I said before, I wanted to thinker a little with GUL and this is the result. Any thoughts?
>>
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Bump.
>>
Can you guys explain to me what's the difference between an attack that's an advantage and an innate attack? I don't really get this.
>>
>>44088526

Innata attack is a way to model attacks.
Say your Automata Constabulary has a built-in SMG you can create it with the innate attack advantage.
Innate attack is an advantage.
>>
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I'd like to create a character based on the Lizard from the movie 'The Amazing Spider-Man' but with an added acid spit attack that draws from an acid reservoir that refills at a rate of 1 per 10 minutes.

Could you guys help me out there? Not really sure how to go about all this. I know he has regenerate and can regrow limbs. He has a powerful tail attack. Sharp teeth and claws. Can communicate with reptiles. Probably some DR.
>>
>>44084632
Attributes: 8 is bad, 10 is average, 12 is good, 14 is godly.

Skills: 8 is awful, 10 is ok, 12 is skilled, 14 is great, 16 is godly. Adjust by stat relative to the average score if necessary, so someone who has trained a lot in swordsmanship and has godly DX would have a 20 in Swords. Nail a racial template to it, stick some Advantages in there that seem appropriate, same with Disadvantages and boom, you've got an NPC. Want something special? Build it like a character with no points limit.
>>
>>44089442
What about points? Damage/DR levels?
You should make it up yourself and share it, better if we correct stuff rather than just make it all for you.
>>
>>44089442
Limited Uses (whatever, Slow Reload; Link (Requires Recharge) [+10%]) [-X%]

Requires Recharge (Link (Limited Uses) [+10%]) [-Y%]

There's your reservoir done
>>
>>44089442
At the rate of 1 per 10 minutes, it perfectly falls in line with Energy Reserve as well. If you have an energy reserve for specifically one attack, you might be able to get a bigger discount, otherwise, >>44089802 could be a much cheaper method, though a specific ER for the one attack that refills at 1 ER/10 minutes sounds slightly closer to what you are describing. I've never seen the movie so I don't know.

If you would do that, the acid ability would get a -5% for requires 1 ER, and another -5% for being only allowed to use it's own pool. ER normally cost 3 points each, but you might be able to get a 40~80% discount for the limitation "May only be used for one ability" unless you begin to create a slew of related acid abilities that all draw from the same acid pool, in which case, the ER would have a much smaller/no discount.
>>
>>44089747
>Attributes:
ST 16 [60]; DX 14 [80]; IQ 8 [-40]; HT 12 [20].
>Secondary Characteristics:
Dmg 8d/10d; BL 3,026 lbs; HP 13 [0]; Will 12 [30]; Per 12 [30]; FP 12 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10.
>Languages:
English (Broken Spoken/Illiterate) [-5].
>Cultural Familiarities:
None [-1].
>Advantages:
Claws (Sharp Claws) [5]; Clinging (Passive Biological, -5%) [19]; Combat Reflexes [15]; Damage Resistance 4 (Flexible, -20%) [16]; High Pain Threshold [10]; Lifting ST +110 (Passive Biological, -5%) [314]; Regeneration (Regular: 1HP/hr) (Passive Biological, -5%) [24]; Regrowth (Passive Biological, -5%) [38]; Striker (Crushing; Tail) (Cannot Parry, -40%; Long, +1, +100%; Weak, -50%) [6]; Striking ST +55 (Passive Biological, -5%) [262]; Teeth (Sharp Teeth) [1]; Unfazeable [15].
>Perks:
Biting Mastery [1]; Scales [1].
>Disadvantages:
Appearance (Unattractive) [-4]; Berserk (9) [-15]; Bestial [-10]; Cold-Blooded (Stiffen up under 50°F) [-5]; Disturbing Voice [-10]; Social Stigma (Monster) [-15]
>Skills:
Acrobatics (H) DX-2 [1] – 12; Brawling (E) DX+2 [4] – 16; Climbing (A) DX-1 [1] – 13

I decided to leave out reptile communication. If you think I missed something such a character should be able to do please tell me. Now all that's missing is acid spit which I see somebody already did for me. Thank you.
>>
>>44084950
Bump for review
>>
>>44084950
I liked the idea of giving names to specific attribute levels and making the levels more impactful (i. e. +2). I think 'Pointless Slaying and Looting' does a similar thing.

The explanation of skills is somewhat cumbersome. The reaction rolls might be just converted to a 1d6 table at this point. I skimmed through the end, but the descriptions don't feel intuitive.

Otherwise, it's a damn good idea and I encourage you to improve it. I might throw in some ideas later.
>>
>>44088526
Innate Attack is one of the advantages which you can use to make an attack ability. The other ones are Binding and Affliction.

Innate Attack is also a skill (they really should have come up with a different name for the two traits to avoid confusion). It's the skill you use to make attacks with Affliction, Binding, Innate Attack or spells (unless otherwise specified; attacks with the melee limitation usually use Brawling, for example).
>>
>>44090146
>HP 13 [0]

Shouldn't this be [-6]? You gave him 16 ST
>>
>>44090146
That's a LOT of striking and lifting strength. He's doing 8d+8 cutting with his claws and teeth; enough to dismember a bear without breaking a sweat and he can lift 12 tons fairly easily.

I don't think Biting Mastery does anything to someone who is using Brawling (bites already get the damage bonus from Brawling) but you might want to look at Born Biter.
>>
>>44091644
Disadvantage limit, maybe? 55 is an odd limit, but it's possible
>>
>>44091644
Oops I changed ST to 16 and forgot to adjust HP.
>>
>>44091399
The only thing I changed from the original was the +4 to +2 on skills, but I think I'll change the wording too.

And do throw your ideas in, I'm still working on the setting. Probably some races will happen on a new update.
>>
How do you make a character that has something like Weakness, but instead of damage contact with the specified substance causes a condition like Nauseated or Severe Pain?
>>
>>44092805
For irritating conditions that just give you a penalty, the easiest way is to buy the penalty as a disadvantage and apply Accessibility (Only in the presence of X, -Y%) to it. The penalty to DX and IQ is what matters, the rest is a special effect worth +0%.

For incapacitating conditions that actually steal away turns or do stuff beyond a simple penalty (or if you just want a universal approach), I don't think there's a RAW way to do it, sadly. The way I do it (and with a bit of Googling, looks like other GURPSers have done it the same way) is to take Weakness and slap on the condition as a Side Effect and add No Wounding. The damage dealt by Weakness would, in my opinion, trigger the Side Effect but then not actually result in lost HP.

I would also look at the rules for Affliction where you can add a secondary effect that only comes into play when a roll is seriously failed. Combined with the Variable limitation from Weakness, if someone were to inundate themselves with the harmful substance (e.g. someone allergic to fish gorging at a seafood restaurant), there's a good chance what would normally be an irritating condition is an incapacitating or even potentially lethal one (to continue the example, that person touching fish would, at worst, probably suffer something irritating like itching hives – treat as Moderate Pain; with Variable and secondary conditions, though, the extra damage is more likely to result in an extreme failure which represents them going into shock – treat as a Heart Attack or Coma)

tl;dr Take Weakness, slap on No Wounding, Variable, and the condition of choice as a Side Effect. Really bad effects should trigger on a crit-fail/failure by 5 or worse and should be bought at 1/5 value. I'd probably tweak the duration too.
>>
There's a new DF supplement out. Guilds. Looks somewhat interesting.
>>
>>44097718
Speaking of that - anyone got Boardroom and Curia book? I can't find it in neither of MEGAs
>>
I made a blog for GURPS. I posted a bunch of sorcery spells and magic artifacts here, but now I'm starting a blog to keep it all together, and possibly to hold session summaries. How do I get senpais to notice me now? It's at pseudobooXblogspotXcom
>>
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Hi guys i need some help one of my friends claims gurps is a shit system his argument is based on how he thinks defaults work.
To take an example he actually said, you can buy up your broadsword to ridiculous levels and then default off of that to neurosurgery because they are both dex skills and thus you can be way to competent in everything by super focusing in one thing.

I am like 99% sure he is full of shit. but i would like to have someone else help me confirm it.
I mean it is usually harder to prove a rule doesn't exist than that it dose because you need to lay out all the related rules and prove that they dont lead to that rule and unless the wrong rule is called out or explicitly you need to show that you didn't miss anything to 100% prove it.

I am aware that you can buy up the basic stat to boost all dues of skills based on the stat and that if you never use the optional rule to float stats this is functionally the same thing but that costs tons more and relay sounds like his problem is that he is a stat normalizer in this instance (he is a munchkin at heart and this self imposed astetic limitation would be jarring i know i have wrestled with my stat normalization leanings)

The best arguments I can think of against his position are in the rules section (Skill defaults: using skills you don’t know 173)
In particular the Paragraph labeled "Double Defaults" and to a lesser extent "Who Gets a Default?".
and the existence of skills with no defaults the first listed in the book being Alchemy, (Double Defaults and Techniques 232) May also be of use.
>>
>>44100160
So I think i can prove that his first clame is false but if anyopne could help me make a better argument I would love the help.

The tricky part is to convince him that upping dex for a similar effect is not a similarly outrageous problem. The big factors here ate cost. The optional rule to Float skills to another base stat or to 10 may also be of use in this if i can find them. The Rule of 20 page 173 may also help.

Dose anyone know where Gurps lists the typical values of skills Page 215 says that 12 is a typical minimum but doesn't mention high values. It is my understanding that GURPS assumes a skill level of 15 is the best in the world and a 16 is the best to ever live by default
>>
>>44100160
I don't have the book in front of me, but don't skills list what they can default from? I was under the impression weapon skills only defaulted among one another.
>>
Quick story time. Once in the middle of a session we took a quick break and during the break some of the player went to get some snacks from the store, they came back with a small cake that said FIX GURPS on it.
>>
>>44100195
>>44100160

Yep, I just checked, Surgery's listed defaults:
>Defaults: First Aid-12, Physician-5, Physiology-8, or Veterinary-5.

Nothing else can default on surgery. It's not about the attribute, it's about the skill itself. And note that there is no attribute-based default there.
>>
>>44100173
12-13 is normal for people who rely on it for a typical job, 14-15 if they're relying on it for a really dangerous job (moreso than an average soldier, for example), people with 16+ stand out in any field but I think you have to at least closely approach 20 before you can start saying you're the best ever in the whole world.
>>
>>44100350
Oh, right, should probably mention this is based on page 12 of "Template Toolkit 1"
>>
>>44100195
yep each skill says that and there is a big chart on pages 301-304
>>44100350
ok can you sight a source i would love to have something i can point to that is more or less definitive.
>>
How would one make an energy reserve that only recharges the standard 1 energy/10 minutes while in a particular environment or while performing a particular extended activity? The Special Recharge limitation only concerns methods of recharge that take energy from other people, looks like, and I'm pretty sure applying a standard Accessibility limitation would mean you couldn't access the energy outside the special context either.
>>
>>44100160
Call him a double-nigger and point to Basic 486, paragraph starting 'The GM is the final authority.'

Then call him an illiterate caveman for getting the defaulting rules so grossly wrong, tell him that he can read GURPS lite if the basic set makes his brain tingle funny.

If he thinks that skill defaults are retarded then point out that GURPS is modular, that those mechanics can be removed or restricted (you can't default to/ from every skill, even if they are listed in the first place).

At the other end of the spectrum, there are perks that allow for any skill to default to any other skill with GM permission. Because GURPS is modular, and if you want part of your special snowflake swordsman's basic training to include how to excise a brain tumour, then you can do that.
>>
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>>44100882
You might need to reverse engineer Energy Reserve. Energy Reserve is FP (Limitation: Magic Only -x%; Cosmic Rule Change:Regenerates without resting +x%)

The xs are equal because ER costs as much as magic.
Cosmic is usually 50% for a rule change that doesn't affect fighting, or 100% for one that does.

Magic Only seems to be something like a 30 to 40% disadvantage though, and might be also combined with the Magical -10% limiter So recovering without rest is probably worth about 50% if we are generous with the Magic only accessibility.

So now that we know that changing from requiring rest to removing the rule requiring rest costs 50%, we might be able to extrapolate a specific limitation on an enhancement by using the accessibility modifiers listed in Powers, and cutting the limitation value in half (50%) Technically, this limitation is probably worth slightly less or slightly more than that, but I feel like it is such a small difference when talking about something that costs 3 points (though you are probably buying so many levels of ER, that perhaps, knowing it is 2.7 points instead of 3 points in the end might save you a few when you buy 10s of levels.
>>
>>44098376
Firstly, I must say I am a sucker for neat and crunchy GURPS blogs like Melee Academy and such; I think they help tremendously in showing off GURPS and how it works.
And secondly, I am only a bit experienced in GURPS, so that might not be the perspective you are going for.

>Cat's Ring
Excellent explanation, all the steps mentioned. Personally I enjoyed it, but I am yet to use Sorcery in my games.
What I was wondering after reading your post: how do I get the price of something more.. engineering/clockworky, or a one-use enchanted item; where does 'Metatronic Generators' stand in all of this?

>the CER article
Again, neatly explained. But for me it was difficult to 'feel' the CER; what rating does a typical non-DF brigand have? A town guard? A wolf? How does my perception change if I pump it up to DF 250+?
What I was wondering after reading your post: I remember seeing a blogpost with hugeass tables of chance of hit/average damage depending on skill, active defenses, etc., and ideas how to balance encounters around that (was it Nymdok? can't remember). CER includes tricky attacks like Afflictions, but otherwise, is it really as useful and balanced?

>more CER
Well, that answered some of my questions! (I should have read 3/77 more carefully). Worked-out examples are the shit. But I still want to feel in play (or simulation) how dangerous CER 11 or 16 is for a bunch of 100pt characters.

>more rings
Can be used right off the bat in a fantasish game; don't seem too overpowered, either. Were you the one who posted a DS rings pdf a while back?

Anyway, that was a good read, and very useful one for someone lacking GURPS expertise like me. I hope you will keep posting some new stuff soon.
>>
Hey /gg/ how would you make an ability that makes you stronger the more hurt you get? Like:
>You took X damage so you get +Y to ST
>>
>>44103947
Damage Resistance (Absorption) from Basic Set, with some 'doesn't actually give DR' limitation
Energy Reserve with some convoluted modifiers like Special Recharge and tying it back to DR above
Or some absorptive HP, if there is such an enhancement
Or just ST/Striking ST (Trigger, Injury). However, you will have to set up gradual levels/breakpoints, e. g. advice from Kromm
>Powers gives the Trigger "any injury at all" a value of -15% (p. 106). I'd tack on another -5% per step for "injury over 1/3 HP" (enough to cripple an extremity; -20%), "injury over 1/2 HP" (enough to cripple a limb, or cause a major wound in one shot; -25%), "injury over 2/3 HP" (enough for half Move; -30%), "injury of at least full HP" (enough to lead to consciousness checks; -35%), and "injury of at least 2×HP" (enough to get to -HP and force a death check; -40%).
>>
>>44102866
not him but wow such a nice response makes me proud of tg once in a while
>>
>>44104734
Would that be total HP loss or you have to take it all in one shot?
>>
>>44103947
another option i saw on the GURPS forums, they are great BTW, was that you could have St with an arability limitation that assumes that lost hp happens at roughly the same time percent as that level of hp. IE 10% hp is equal to 10% of the time which is somthing like a 70% reduction in cost, 80% of HP is 80% of the time and a 5% discount and so on. my numbers for Availability od discount are probably wrong so look them up.
the trait would be somthing like this
Berserk strength ZZZ points
+2 ST when at 80% of hp or less 38 (95% 40)
+2 ST when at 60% of hp or less 32 (80% 40)
+2 ST when at 40% of hp or less 24 (60% 40)
...
+2 ST when at 1 hp or less 24 (20% 40)

again my percents are ball park look up availability limitations they are in basic or powers i think.
>>
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Hey guys can you help with an innate attack?

It's for a character with electricity based powers. I want him to have an attack that can generate a lightning bolt that's only momentary with perfect accuracy up to 10 yards and then -1 for each additional yard, and a lightning arc that he can keep up for example when he wants to melt something or really grill an enemy or jeep them stunned, and erratic lightning like from a tesla coil that he could do in panic mode or when there are many targets around and accuracy isn't that important.

What modifiers are needed and how would you design the specifics such as costs and damage over range and accuracy and all the other details for the different modes? I'm not that good with all that stuff.
>>
Other than availability and "U" parry, flails seem pretty great, what's the downside over an axe? Just the crushing damage?
>>
>>44107095
Melee Weapon (Axe/ Mace) is a Medium skill and covers a much wider class of weapon (so you're more likely to find something that you can use if your GM likes to roll randomly for loot), while Melee Weapon (Flail) is a Hard skill (-1 EL versus Axe/ Mace) and only covers one or two, the morningstar and nunchaku, if you're using Martial Arts.
>>
>>44107176
Ah ha! I totally missed it was a Hard skill, so yeah the combination does probably balance out, Axe/Mace winning out for sheer practicality.

Thanks!
>>
>>44098376
There's a thread on the SJ Games forums for posting announcements about blogs and stuff. Here's the thread:
http://forums.sjgames.com/showthread.php?t=113371
>>
>>44107242
Just something else to bear in mind, the flail gives essentially -1 to weapons skill and gives in return:
> Opponent's fencing parries forbidden
> Other parries at -4
> Opponent Blocks at -2
> Dodge untouched

Th only other ways to reduce a defense like this are Deceptive Attacks, Feints, Ripostes and Counterattacks (there might be more, I forget).

The mechanics of Deceptive Attacks are: by accepting a -2 to your weapons skill when you roll to hit, you can assess a -1 penalty to your opponent's defense roll, stackable. So if you had for example Axe/ Mace at 18 and took a Deceptive Attack at -4 to roll against 14, your opponent would have -2 to his defenses.

If we translate the penalties that a flail assesses on an opponent's defences into Deceptive Attacks, we get:
> Fencing parries forbidden (invaluable, cannot be translated)
> Other parries at -4 (deceptive attack at -8 to your weapon skill)
> Block at -2 (deceptive attack at -4 to your weapon skill)
> Dodge untouched

Bear in mind that the dodge is usually going to be your opponent's weakest defense! I had great success in an arena our GM ran to let us test out other character classes running a DF Knight with morningstar and large iron shield. The other PCs couldn't touch me as long as I was careful with my positioning and used defensive attacks, and their ludicrous defenses got shitstomped by the flail's inherent properties and te deceptive attacks that I stacked on top of those; since I had Flail 19, I could comfortably take a -6 penalty for a total of -7 to parry (!) and -5 to block.
>>
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>>44100425
Basic Set, page 172.
>>
>>44107568
Very good points.

I'm looking at a weapon for an ogre, I figured the defense penalty would help, but due to limited DX (10-11 at best), that the one point reduction to my skill would probably a serious issue.
>>
>>44107569
>>44100425
From "How to Be a GURPS GM":

>Average People (8-13)
8-9: Skills remembered from school days.
10-11: Most skills, including hobbies, secondary job skills of volunteers, and primary skills of draftees.
12-13: Primary job skills of most normal people (including
cops, doctors, pilots, and soldiers).
>Experts (14-19)
14-15: Someone good enough to work under life-or-death conditions (including commandos, field surgeons, and ace pilots).
16-17: Someone good enough to stand out in his field, however
rarefied (top commando, ace of aces, etc.).
18-19: Best of a generation (e.g., the world’s best sniper).
>Masters (20-25)
20-21: Top master alive (presumably good enough to teach
the best of a couple of generations).
22-23: Confirmed top master of all time.
24-25: Mythic masters, verging on the cinematic.
>>
>>44102866
Thank you for the thoughtful response. I have a backlog of converted stuff so I can post short articles daily for a long time without actually having to do much work. I like the suggestion of maybe including some play by play for how difficult an encounter might be after it is statted out. To give a better anchor for CER numbers, I created a handful of 250 point characters using the templates from Dungeon Fantasy. A thief was around 20 CER (Most of his utility is outside battle), a cleric was around 34 CER (Extending the fighting mileage of other characters boosts him a bit) and a barbarian dwarf was over 65 (typical murder machine)

I have not had much chance to see how this will play out, but the rule of thumb guidance says that a 10ish enemy would be a challenge for the thief (Worthy), a nuisance for the cleric (Fodder), and almost degraded to the lowest threat level for the barbarian (Still Fodder, but close to Nuisance)

So it is dangerous enough that a thief soloing one might deserve a character point, but not dangerous enough (by itself) for either the cleric or the barbarian.

As for metatronic generators, I took a look at it, and was a bit confused. I *get* the concept of statting out the equipment and pricing it out; the one puzzle piece that I feel like metatronic generators could do better to explain is how long it would likely take a novice/veteren/master tinkerer to create a weapon that does a 30 character point innate attack... though, I think that you can reverse engineer the length of time it would take to invent and build it from the calculated price using the invention/gadget rules in Basic Set: Campaigns. Might be interesting to compare the costs side by side of a thing made using both sets of rules.
>>
>>44107569
>>44107710
Thank you!
>>
For cyberlimbs, do they have a separate HP counter, or does getting hit in it still affect your overall HP?
>>
>>44108731
it depends are they gear limbs then almost certainly yes. Barring things like wet ware and a simplifying semi cinematic setting switch
if they are bought with points we need more info.
>>
>>44108731
I don't know if that's covered anywhere, but, since a shot to a cyberlimb should never make you go unconscious or die, I'd say it's separate.
>>
>>44108789
It's a complete cybernetic replacement of a limb in a realistic setting. Can be bought as gear, or bought with points (though it still functions the same as the gear).

>>44108810
They don't list separate HP rules for them anywhere, I don't think. So maybe just give it HP equal to the user's, and it functions exactly the same as normal HP, but is tracked separately?
>>
>>44108840
>Each limb has HP equal to the user's total
Ha no that sounds bloated as fuck, especially considering limbs lack the torso's big injury multipliers from impaling and oversized piercing. It would take weirdly long to take a limb out of commission, even considering the mechanical nature of it.

I gave each limb a default HP equal to the original limb's crippling injury threshold. Tougher limbs would have higher DR and not more HP.
>>
>>44108913
Shit, yeah, what was I thinking. I do want them to be a bit more durable though, since synthetic muscle is a lot stronger than meat muscle. Do you think just using DR for that would work?

Aside from that, regular limb threshold with no shock, or possibility of unconsciousness. Maybe have the crippling limit be disabling, and then to completely destroy it use the 2x of that like it is to remove limbs? Just don't make all the damage have to come at once for it. Thst sounds like it could work
>>
>>44108913
>>44108985

If you want to do it the hard way figure out how much the cyberlimb weighs and then calculate its HP like for an unliving object.
>>
>>44109061
I don't have the knowledge to really know that. I think I'll just go with regular meat arm thresholds, except with constant tracking, and some DR. How would I show this with points for chargen? Also, somewhat related, I need to price cyberware but I can't seem to find some Point to Cash conversion
>>
>>44108731
In GURPS there aren't supposed to be any free bonuses. In order to have a limb exempt from wound or pain effects you'd have to pay for it. Unless your cyberlimb package includes exemptions it works like a normal limb.

That said, look at Independent Body Parts, Zombies, p. 52 for an advantage that gives limbs their own HP pool.
>>
>>44109136
Oh, cool. I'll check that out, thanks.
I'll have to look through some stuff to build thesee cyberlimbs, but I don't think any of my players are taking them to begin with, so that's a relief.
>>
>>44109183
IPB is originally in Powers. Zombies is just where I read it last. Remembered it's in Powers also just after I posted.
>>
>>44109285
Alright, I'll look it over. Probably wait until I'm home from work to whip up some stats for the limbs.

The rest of the wetware/cyberware could really just be justified by taking the Electrical -20% modifier, as it states in high tech, yes?
>>
>>44109329
I'm pretty sure so.
>>
>>44109112
Cyberware is a bit sloppy as-is when it comes to cybernetics costs. I wrote up my own pricing system.

For bionic replacements, I had it equal $500*(value of the disadvantage for the missing meat limb), +2.5% per point of granted advantages beyond the innate +2 DR most limbs came with. Extra DR was a tad more complex; $80 and +2 lb. base per +1 DR on the limb, but this amount is reduced by the values for low-tech armor.

The catalog is great for players – buying a new body or body parts out of a catalog is very cyberpunk-y – but it's a drag for GMs that want to include stuff in their setting beyond the given list, because there are no rules/guidelines for customizing cybermods; as GURPS prides itself on modularity, I see this as a significant failing of Ultra-Tech.
>>
>>44105227
Help please?
>>
>>44109468
Yeah, that does seem to be a big flop in ultra tech. I was hoping it would have some neat rules for making cyberware, but instead they just say "sometimes a -20%"

Who knows maybe there will be another GURPS cyberpunk sometime... pffft, as if.
>>
>>44109329
Also take a look here:

forums.sjgames.com/showpost.php?p=376027&postcount=7

For some relevant stuff.
>>
>>44105227
So, you want:
An Innate Attack (probably with Guided),
An Affliction (Stun) or Affliction (Pain) or both,
And an Innate Attack (with Area Effect).

At the very least read those two advantages then read the Enhancements section to dial in the details.
>>
How cinematic is Trained by A Master?
I mean, is it completely unrealistic to think that someone in real life could be that good?
What about Bruce Lee?
>>
>>44109853
I expect the cinematicalness involved is in the greatest part the wacky chi skills it serves as an Unusual Background for.
>>
>>44109853
TBaM/WM is pretty cinematic. Bruce Lee has stupidly high levels of skill and attributes.
>>
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Say, how many levels of Altered Time Rate would I need to be the Flash?
>>
>Be me, never caring about GURPS.
>Looking to DM an Eclipse Phase game.
>Researching Sid Meier's: Alpha Centauri secret projects for ideas.
>Come across pic related in the archives.
>Holy shit, GURPS has SMAC?
>Guess I'm GURPS now.

Has anyone ran a SMAC GURPS game? how did it go? it appears to be a 2nd edition book, can it be used, if only for reference for 3rd or 4th edition?
>>
>>44110744
Dude can literally run faster than light can't he? Doing that with pure ATR would need about a hundred millon levels.

A more sane build would probably be something like a dozen levels of ATR, shitloads of basic speed, move, enhanced move, enhanced time sense, etc.
>>
>>44110791
Never tried it, but I think it's third edition and most 3rd ed stuff translates pretty easily to 4th ed.
>>
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>>44110853
Speed Force is some serious bullshit.
>>
>>44110744
>>44110945

It might be possible on a 'reasonable' points level if you allow Control (Time) as a power. Take Altered Time Rate (Super Speed) at level 34 (1,000,000 times normal speed), a hundred or so levels of control time, basic move 100, etc. That's several thousand points, but still in the same ballpark as Superman.
>>
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What are the relative merits/demerits of an infantry unit (5 man fireteam) where (pick one)

-All recruits have Dex 14, IQ 14, and Combat Reflexes
-all recruits have IQ 20, Combat Reflexes, and Luck, but are otherwise normal soldiers
-All recruits have DEX 20, but have not seen a firearm before in their lives (0 points in guns)
-All recruits have Dex 12, Iq 12, and ETS

How do these teams fare against each other?

Which one is most skilled at weapon launching?

Which is the best at operating tactically, and which is the funnest to watch?
>>
>>44112597
The IQ 20 guys seem like the best to actually get shit done. They will be able to solve most problems by avoiding combat thanks to every single one of them having Diplomacy, Strategy and a load of other skills at 14+.
>>
>>44110744
>>44110945

100 levels of ATR with Super-Speed means you are 10^17 times faster than a normal human, which is pretty much reacting to things on an attosecond timescale. Not bad for 12,000 points.
>>
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Anyone understand the rules about facilities under invention and gadgeteering in basic set? The first sentence for gadgeteers on prototyping "they can work out of a garage at no penalty" at the end of the prototyping section, "gadgeteers need several tens of thousands of dollars in facilities."

Which is it? Am I confusing two ideas? Is it saying that the facility price is discretionary?
>>
For a typical cyberpunk setting, would something along the lines of hardwired reflexes (super conductive spinal cord and chemically improved myelin sheaths) be accurately represented with altered time rate and enhanced time sense?
>>
>>44113317
Are you not confusing gadgeteers with Gadgeteers?
>>
>>44113345

Enhanced Time Sense, yes. Altered Time Rate is more questionable; it allows you to move your body faster than a normal human which seem cinematic for 'just' upgrading the nervous system.
>>
>>44113317
As far as I can tell, the bit about ignoring 'questionable equipment' just means you don't need access to absolutely cutting-edge technology or a well-organised facility. You still need to cram your basement workshop full of ridiculously expensive gear; it's just gear you can acquire in 'normal' shops and it's in a basement.
>>
We're going to need a new GURPS general thread in an hour or so. What are people's thoughts on the current first post? Good enough to use again? Anything that should be added or removed?

Bear in mind that the PDF has almost everything in the first post plus a more complete MEGA Archive.
>>
>>44113577
As an example, Molly from Neuromancer is able to do three things in rapid succession while everyone else was still in the process of reacting to what was going on. It seems that cyberpunk as a genre has a big theme of a hardwired CNS giving someone the ability to do more in a given amount of time
>>
>>44113726
I'd make it cost FP/HP if you try to move faster than your body with ETS, desu. Though I don't doubt there's already such a rule somewhere.
>>
>>44113726

The key ability for ATR which I would find questionable for a character with boosted reflexes is making multiple move actions. Extra attacks and such-like are fine, since there's an element of reaction time limiting you, but it seems that muscle power would limit your overall movement speed to around unmodified human levels.

Although I guess anyone likely to have wired reflexes would probably have some kind of muscle boost as well, so it might be a moot point.
>>
>>44113823
How about ETS costing 2 FP per minute of use, then when that's on, 1 FP for each use of Altered time rate during which? That sounds reasonable, no?
>>
>>44113650
I guess I'll run with this. It feels really expensive to me, but I guess Dungeon Fantasy's Sages has rules to facilitate more spontaneous MacGuyver stuff.
>>
>>44113928
ETS alone shouldn't cost FP, unless it's explicitly added as a limitation.
>>
>>44114038
Sure. So, is there anything I would have to add to make it toggleable, or is it fine as-is? Aside from that, I think maybe 1 or 2 FP per use of Altered time would work.
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