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/gurpsgen/ GURPS general

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Invention rules are bad edition.

Why haven't you submitted an article to Pyramid yet, /gurpsgen/?
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>>49778717
>Why haven't you submitted an article to Pyramid yet, /gurpsgen/?
Because I am not god-tier writer, GM or engineer.
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>>49778717
Look at that. That is a PDF. It has useful information in it.

>Why not article?

All of my perverted cat-girl submissions were marked redundant.
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>>49778717

Planning a long trip with TL 4 gear on a boat. I like Low Tech, but..

What is going on with the containers and storage table?

A 20 gallon barrel has a capacity/weight ratio of 1.8 and a 40 gallon barrel has a ratio of 1.25, a 80 gallon has 1.6 and a 120 gallon has 1.4

It would bug me less if there was a logic or reason to it, but it seems utterly random.

On the bright side, a 182 pound waterproof wooden barrel filled with water is portable by a couple people and holds about enough fresh water for 4 people for 20 days.
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>>49780523
>Gallons per pound ratio of barrels.

Who says GURPS don't know how to party?
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>>49778717
>Why haven't you submitted an article to Pyramid yet, /gurpsgen/?

Because they only accept them in microsoft word format and I can't afford it.
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>>49782196

You know Open Office can save in .doc and .docx, right?
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>>49782196
Bruh, if that's literally the only thing stopping you, most free word processors can save things in .doc/.docx format. I use Libre/OpenOffice for work and it handles MSWord format fine.
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>>49782196
Google docs, hell, Google drive has a free built in converter anon
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>>49782220
>>49782224
>>49782349
Not him, but you need to use a super garrish *.dot template file because they use a tool to convert the doc file to another format for publishing layout.

>>49778717
I started working on an idea... but I'm afraid it is a little complex. It requires 4 books and another pyramid article at the minimum... and ironically, the idea I had is meant to make a very simple game.
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>>49782624

Garish, but not terribly complicated. Doesn't OpenOffice support .dot?

FYI, it's ugly to make proofreading easier.
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Can 3ed Vehicles guns be used on 4ed without much problems? i mean, 4ed LT cannons are fucking expensive but 3ed vehicles cannons are way, way cheaper and mroe powerfykk
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>>49784119
I just stat all my vehicular guns myself.
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>>49784119

Yeah pretty easily. You have to eyeball a few stats that have changed like ST and HP but most of the stats are related to real-world physical quantities and so remain the same.
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>>49784478
The only big issue is that the changes made in 4e may be the result of more accurate research; if you wanted to do a strictly historical game, than using 3e's values that are based on outdated misinformation may lead to wonkyness if they're cheaper and more powerful like Anon claimed.

If you aren't running a historical game, though, fuck it.

>>49784119
Do 3e cannons have SS ratings? IIRC, you need to halve the Accuracy of most 3e guns because 4e got rid of the snap-shot penalty.
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>>49784546
yes, they do have SS
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>>49786167
Then yeah, I recommend halving the Acc of the 3e cannons.
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How would I do a hexcrawl in GURPS? Is there a book detailing hexes and how to use them? I am planning on building an area for the party to explore.
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>>49787339
There are rules for outdoor exploration/travel, but nothing explicitly about hexcrawling. However, hexcrawling mechanics are pretty system agnostic, so it shouldn't be too much of an issue to rip some rules from an OSR game and translate it to GURPS.
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>>49787420
Thanks for the advice anon, I will take a look at those.
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>>49787339
>>49787440
Also check this out: http://forums.sjgames.com/showthread.php?t=63730
And there are a couple D&D bestiaries that should be easy to find.
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How would you do elderscrolls magic in gurps?
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>>49784119
TL 4 guns in Low Tech are an odd duck, partly because on the era covered cannons changed cost massively. Early TL 4 bronze was expensive and cannons were, in general, over sized.

Better designs and more advanced trade of the materials required for bronze drove the price down though TL 4. Lighter cannon with a reinforced breach rather then a uniform, thick profile and reinforcing bands required much less material to build, reducing their cost.

The ultimate change was iron cannon, however. More durable and much, much cheaper then bronze, their disadvantages were that they are less corrosion resistant, more difficult to bore and tend to fail by bursting more violently. Cast iron cannon especially could fail without showing any sign of problem.

In game, I'd say that iron cannon would have a CF of 0.2
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>>49788628
I would like to know this. Sounds interesting.
On one hand both are varied with multiple colleges, but elderscrolls uses a more simplif... wait Are we talking Morrowind or later editions?
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>>49788840
Morrowind. Maybe have college as skill and individual effects like fire or levitation as techniques? Have spells default to college skill at -5 if not using proper techniques?
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>>49788932
On one hand you could create spells but on the other you could learn them, how to simulate?
But yes definitely college as skill, as is represented in game.
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>>49788954
>>49788932
I haven't played Morrowingd, but if it's anything like Oblivion then Sorcery might be a better fit, lets you make spells, and incorporates needing to equip a spell at a time. Require a minimum energy cost based on the spell's value, add an ER with regeneration which is magicka, yadda yadda.
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is 30mph(move 15, i think), fast for a ship?
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>>49789449
Depends on what kind of ship.

For a sailboat? That's well into racing yacht territory and is on the edge between "really fast" and "unstable enough to fly over at any time".

For a large ship, it's quite fast, roughly equivalent to the 'sprint' speed of a US Navy carrier group. While the carrier itself can sustain that speed indefinitely the conventionally powered ships can only sustain that sort of speed for a few hours before suffering serious problems.

It's faster then other large ships. A large container ship can typically manage about 20 miles an hour.

For a speed boat, it's fast but not crazy.

For a space ship it's pretty slow.
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What modifiers apply when you're trying to grab someone's leg while you're laying down? Is it -1 to "hit" the leg, and -4 because you're laying down, for a total of -5? or do I ignore the -1 because the character is laying down?
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>>49790056
It often simplifies things to remove equivalent penalties. Two grapplers on the ground of equal skill and training can ignore the -4 for both being down. If one has the upper hand though...
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>>49789881
well, it was a 12 yard long sloop, now its a 30x10 yards two decked brig, two masts only because i don't think i could fit a third one somewhere else, its top speed 10mph with a 1mph/s acceleration. 40 4lb guns, 20 guns broadside, it isn't the fastest boat in the sea but it can catch most merchant ships and flee from bigger ships.

Also is the swashbucklers speeds given in mph or move? because it looks surreal to be in MOVE.
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>>49790056
It depends on whether you are using the rules for Postures, Hit Locations and Techniques from Martial Arts (pp.98-99). If you are, you can ignore the hit location penalty for the legs while lying prone.
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>>49790237

Almost certainly in mph or knots. Using character style Move for vehicles is pretty much a 4e thing.
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>>49780523
I fitted a curve to the table that ALMOST matches their results — or totally does if you round well. IDHMNWM, but I'll try and post the formula when I get home,
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>>49790237
>Also is the swashbucklers speeds given in mph or move?
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>>49790495
i don't have the book here, just some notes i took from a friend, thanks anon.
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>>49778717
I'm playing in my first Gurps fantasy campaign. I love it! My group is awesome, and our DM brings it all to life. I'm having so much fun.

>pic related

Our Spelljammer!
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>>49790237
That's a hell of a rebuild.

4 pounders are an odd choice, You'd likely be better off with a smaller number of heavier guns. 12 pounder field guns are relatively cheap and easy to get, while 24 pounders, a few of them, would give you a heavy punch.
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>>49791198
9lb guns are only 1/3 better while costing more than the double and needing twice the crew. As a pirate who hunts merchants having a big two set of decks full of guns are way more intimidating, i don't wanna fight, i'm happy just taking everything they have then leave.

ps: you have 3 guns, then comes a ship with 20, broadside open, do you really wanna take that fight?
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Fragile (Combustible) states:
>Combustible: Your body burns more easily than flesh. Perhaps it is dry, resinous, or made of wood. Make a HT roll to avoid catching fire whenever you receive a major wound from a burning or explosive attack. You catch fire automatically if such an attack inflicts 10+ HP of injury. Once aflame, you suffer 1d-1 injury per second until you extinguish the fire by immersion in water, rolling on the ground (takes 3 seconds), etc. -5 points.

Does that mean that you have to deal 10+ HP of injury in a single blow to set a combustible creature on fire or 10+ HP of injury in total?
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>>49791258
20 four pound popguns? Depends on what I've got. If I'm in a East Indiamen made from new world Oak and carrying eight 24 pounders I'd just sink them and move on. 4 pounder round shot will bounce off thick new world hardwood planks. Even the upper works guns (6 and 8 pounders) on a British third rate would be an iffy prospect for very heavily built ships.

This was a serious problem when facing American frigates, like the Constitution. It was damn near impervious to light cannon fire and the big weapons on the lower gundeck couldn't be used in heavy weather when the ports had to be closed.
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>>49791657
anon, 4 pounders will do 70+ damage per shot, you need at least 70DR to hold it consistently, and anon, do you know how fucking heavy 70DR wood walls are? thats warship heavy levels
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>>49791697
The rules don't accurately reflect the reality of things. A well made merchentman's planking could, and did, withstand 6 pounder cannon fire above anything but point-blank range.
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>>49791449
>Make a HT roll to avoid catching fire whenever you receive a major wound from a burning or explosive attack.
>You catch fire /automatically/ if such an attack inflicts 10+ HP of injury
Read the whole entry, anon
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>>49791449
In one attack (which could possibly be several hits, if using an automatic weapon).
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>>49791789
anon, remember that 'point blank' range for naval combat is under 600 feet, and you aren't going to trade full broadsides, nor see the size of your enemy guns from much more than that. Naval combat is from fucking far
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>>49791828
plus just seeing a two decker coming at you with two full decks of gunwindows from half a mile is terrifying
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>>49791789
just checked, a well made merchantman ship should have btween 30 and 40, thats enough for holding a 4 pounder for over half range, even in gurps
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What does this art suggest?
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>>49793393
>allowing women to serve in SWAT
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>>49780523
>>49790396

Okay, apparently I only did cloth, leather, and earthenware. x is in gallons, the results are GURPS $ and pounds. Pardon the ugly figures, but that’s kinda what curve fitting gets you. Oh, and don't try and do anything below an eighth of a gallon or above about 120 gallons with these; they get wonky when you go off the table.

Cloth
> Weight: 7.73189×10^-6•x^3-0.00151996•x^2+0.11952•x+0.18862
> Cost: 0.000020444•x^3-0.00509718•x^2+0.656767•x+1.32118

Leather
> Weight: 0.0000104112•x^3-0.00253537 x^2+0.305796 x+0.342802
> Cost:•0.0000573876•x^3-0.014376•x^2+1.8071•x+2.1818

Ceramic/Porcelain
> Weight:•0.016553•x^3-0.485565•x^2+5.70279•x-0.254892
> Cost:•0.00967953•x^3-0.296997•x^2+4.12302•x-0.0984435
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If I get attacked, and I have already made a defense roll that round, am I still able to defend normally?

For example:

Bandit 1 attacks me on his turn.
I win a defense roll.
Bandit 2 attacks me on his turn.
Am I allowed to make another defense roll?
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>>49793850
Yes. But be aware of penalties if you use same defense multiple times in one turn.
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>>49793850
Yes. The question is what penalty you're incurring.

>Dodge
Dodge is always unpenalized for multiple defenses unless optional rules are in play, such as the ones found in Martial Arts.

>Parries
-4 for each parry after the first one made with that hand. So, you could make two Brawling parries per turn at full Parry, then each one takes -4 for the second, the third takes -8, etc. Weapon Master and Trained By A Master halve these penalties. Certain weapons, such as Rapiers, or Two-Handed Weapons using Martial Arts rules, also halve penalties.

>Block
Per Basic Set, you only get one per turn. Martial Arts allows further Blocks made at -5 each, Weapon Master halving as usual. Having two shields means you get two blocks per turn, if you're using multiple shields for whatever reason.
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>>49793926
>>49793959
Thanks you two!
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>>49793393
>GURPS and TRoS players aim at the same target.
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>>49793393

+1 to Intimidation with a laser sight; +2 if aiming at the crotch
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How large should a 18 pounder be? widthXlength, 2x4? 1x3?

I was thinking about making larger cannons like the 18 or 42 pounders be 2 wide, but i'm not sure about how accurate that is
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>>49793393

Ten Dodge rolls? Best of luck to you, brother.
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Things I just found out today; cone attacks are subject to an attack roll, and scatter on a miss
And here I was, just having them drop on the battlefield unerringly :S
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>>49797533
>Dodge & drop on the first.
>All further shots hit cover.
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>>49798079
Behind what, a low pile of cardboard boxes? Somehow, I don't think that DR 1 will save him.
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>>49793633
Thanks man. It's nice to see someone else has gotten caught up thinking about this kind of thing.
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>>49795946

1x2 or 1x3 works for pretty much all cannons with truck. An field artillery set might make it 2 yards at the wheels.
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Since Chipslots are TL10 in GURPS 4E, and THS is TL10 in 4E, does that mean chipware is now available in the setting as of 4E? Or does it maintain its 3E TL11 status in regards to THS?
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>>49800420
I'd lean on the fluff before extrapolating from the crunch; likely setting canon trumps RAW from updated books.
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Grimwyrd; Some kind of AAR

>Introduced Roderick, DuelWizard, to the party
>immediately bequeath him with Fey Sword, bend time and space to put him with party
>party vets new guy, determines he speaks elven and dwarven, 'couldnt possibly be evil'
>parks horse in daycare, introduces to perma-NPC, dwarven cussing ensues
>party kicks in a door, delves deep in a dwarven dungeon
>finds bigass temple full of badguys
>STEALTH CHECKS INTENSIFY
>CHOKIN OUT ALHEMISTS
>LURIN OUT OGRES
>AMBUSHING ALL THE THINGS
>EXPLODING THE MIND FLAYERS

Good session, all around
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>>49802293
Also, DuelWizard stinks of roast herbs and spices. WTF?
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>>49802293
Roderick's dashing beard and delicious, not at all covered in bloodvine scent went a long way to convincing Gray to give him a chance.

This week something crazy happens: Our explosion and HUGE ARMOR group tried stealth and had way more luck then they deserved, including managing the rare sneak up All Out Attack (Double) to get someone grabbed and strangled to prevent them from calling out.

At the end of the session we broke stealth with our Resident Elf Archer hitting a mind flayer so hard it fucking exploded, triggering the overwatch Dwarf to blow a cat-sized hole in a hostile dugar while Roderick, new guy and duelwizard, charged in.
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Which GURPS materials would you most recommend for trying to run a Dishonored TTRPG?
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>>49802532
Lucky game full of interposing cover and ambient noise
but those rolls were consistently RIDONKULOUS
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>>49802921
Powers is neat to have for the, well, powers. Pyramid 3-39 is steampunk, which fits the tech in Dishonored. High-Tech and Martial Arts tend to be useful.
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>>49779131
Fucking Biotech, man. Good stuff.
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>>49800420

Probably the latter - THS is principally high biotech. Their cybernetics are basically just TL9 aside from the VII and puppet implants.

The biggest thing against them is that Chipslots aren't mentioned in setting, and they'd be a very big deal if they existed.

I think it's a pretty feasible emerging technology for 2100 though, given that they exist for AI, and puppet implants and slink rigs exist.
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So if i get enough strength i can remove unbalanced right?
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>>49803205
Oh nevermind, i get it if i have enough ST i can ignore the "unreadies after attack" thing.
Man Gurps is pretty cool on melee combat. Its a shame abstract special abilities don't work too well in it, since im used to those from things like D&D.
You know, the difference between "sneak attack" and just stabbing a guy in the vitals whilst hes unaware of you.
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>>49803205

Nope, an unbalanced weapon is always unbalanced by design. High ST scores can only compensate for weapons that become unREADY when you attack.

Check out Defensive Attack in Martial Arts though, a defensive attack lets you attack and defend with an unbalanced weapon in the same turn, but you take a penalty to damage (which you can probably afford if you have an obscene ST score anyway)
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>>49803307
I want to make a sort of halberd or big axe fighter is all, i was confusing unready and unbalanced.
Sumo Wrestling is the best for a high ST guy using that type of weapon right? It improves my shove and slam + lets me resist grapples but not initiate them right?

Is there a cinematic rule for "knockups" and similar? In fighting games and video games (hell even in movies and shit) people sometimes get kicked into the air or whatever and in extreme cases even "juggled".
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>>49803275
Eh, the "sneak attack" just abstracts stabbing them in the kidneys. I'd rather model the real thing as opposed to some game mechanic.

That said you can totally do gamey sneak attacks. Add Striking ST and limit it to attacks on unaware opponents and you're suddenly doing bonus damage to that distracted orc.
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>>49803275
>the difference between "sneak attack" and just stabbing a guy in the vitals whilst hes unaware

My major compliment to the system, actually. Really drives home, to me, the realism the system can convey. In DnD I was always asking to do a called shot. Or just have a way to push a guy over or something. In GURPS, I actually can luck out and brain a guy by accident with a well placed accidental swing to the 3's
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>>49803385
I know you CAN do it, its just most of the rules examples in the book don't have anything like this.
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>>49803385
>Add Striking ST and limit it to attacks on unaware opponents
My problem with that approach is always "whats the specific discount on accessibility"?
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>>49803358
>I want to make a sort of halberd or big axe fighter is all, i was confusing unready and unbalanced.
Normally you'd emphasize on your weapons strengths, if you have a long-ass polearm it doesn't matter if your weapon is unbalanced if your opponent can't comfortably gapclose. If you're wielding a huge, brutish axe stack up on armor and swing away, with high ST and HP what little bruises get through won't slow you down, or go the "barbarian" route and emphasize Dodge instead of Parry.

Or you could just take a more sensible adventuring weapon, like a Dueling Halberd, and use the (non-unbalanced) spear-point on turns you think you might need to parry.

>Sumo Wrestling is the best for a high ST guy using that type of weapon right?
Your choice, there's not a huge difference between wrestling and sumo wrestling. Depending on what books you use, there are perks and maneuvers for slams using the pole bit of a polearm using Polearm skill, which are almost always better than sumo slams for polearm fighters.
Also, you can initiate grapples with Sumo just fine, Sumo just doesn't have access to some of the more specialized wrestling techniques like neck snap, maybe arm lock, and things like that.

>Is there a cinematic rule for "knockups" and similar?
Not that I know of. Modified Wuxia rules in Martial Arts, maybe has something? It's been years since I read those.
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>>49803515
>whats the specific discount on accessibility
Depends on how often the GM feels there'll be an opportunity for a backstab.

If most of the fighting is expected to happen in a jungle with lots of multiple paths and places to hide then it's worth less.

If it's mostly dungeon crawling with the dungeons being a series of rooms with hallways in between and very limited paths, then it's worth more.
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>>49803405
Well, a GURPS sneak attack allows you to take risk you might not otherwise.. Like an All Out Attack (Strong) to the Neck that hits for 16 damage.

Pop goes the weasel.
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>>49803414
>>49803515
This is statted in the Thief template in DF 1.
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>>49803659
Multiple Evaluates whilst hiding + AOA + Telegraphic Attack opens up a LOT of options for low-skill fighters, just as it should. Ambushes are fucking deadly.
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>>49803659
This literally happened today, here
>>49802293
>>LURIN OUT OGRES
>>AMBUSHING ALL THE THINGS

Hid in the dark and drew him out, swing for the neck and decapitated the guy. It was goddamn /magical/
>>
/gurpsg/ fantasy game has ended.
Would anyone be interested in playing a TL 8 urban fantasy game about Infinity Unlimited agents and/or wizards from a parallel world? Roll20, text-only. Friday 21:00 EST. Also, I should note that I'm not a native English speaker, and this fact may annoy, frustrate, or even offend some people.
>>
>>49804621
You seem verbose enough in text.
Is this gonna skew closer to Dresden files? Or Wizard XCOM?
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>>49804765
I haven't read Dresden Files, but from what I've learnt about it via osmosis I can say that the game will be closer to Dresden Files than X-COM.
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>>49804621
I'd be happy to try it out. When were you thinking of starting?
>>
So, how much gunpowder does those cannons on LT use? is it said somewhere as a fraction of WPS(weight per shot)?
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>>49804926
Glad to hear that.
I could start it in early November, probably. Or earlier, if the players and I are ready before that.
I'll post a Discord link when I get back home from work.
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>>49804934
I don't know. A 12 pounder typically used a roughly 2.5 pound bag of black powder per shot, giveing 4.8 ratio of projectile-to-charge ratio.

This holds true for a land pattern musket, with a 100 grain charge firing a 480 grain .69 lead ball.
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>>49804934
>>49805386
Low Tech WPS includes powder. They assume about a 1.5 shot to charge ratio. A 12 pound cannon gets a WPS of 18.

No idea how the hell they came up with that. A six pound charge would be FUCKING EXCITING to use in a field gun.
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Ok /gurpsgen/, I have two questions for you:
1) Would you play in pseudo-RIFTS setting with the Seven Dukes of Hell as the BBEGs, complete with leylines and dimensional rifts out the ass.
and 2)What magic system is recommended? All? Just one? Or a few?
Also dumping the Seven Dukes
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>>49806241
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>>49806272
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>>49806298
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>>49806322
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>>49806347
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>>49806362
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>>49806378
Deadly sins a cute. CUTE!
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>>49806241
>Would you play in pseudo-RIFTS
No. Nice art, though.

>What magic system is recommended?
Based on the extremely light googling I've done, RIFTS does energy gathering in places of power, so Ritual Path Magic (RPM) sounds like exactly what you want. Pyramid #3/66 - The Laws of Magic could be helpful. If magic comes from supernatural patrons, the Pact limitation on something should suffice (Magery?). Take this advice with a grain of salt as I have no knowledge of RIFTS magic.
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>>49806656
I mispoke; Its less RIFTS, and more of a mashup of Gundam, Eclipse Phase, The Salvation War, Doom and Kill Six Billion Demons.
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>>49804926
>>49804961
Here's the link.
https://discord.gg/SC7NhuD
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>>49807793
>Kill Six Billion Demons.
Is the only one I know. And to emulate it's 'magic', I'd go for straight Powers. Characters in KSBD are fairly thematic in nature, and are most approachable with Advantages. Sorcery perhaps wouldn't be apt as it links all powers to a single modifier and talent, and the whole point is for KSBD characters to feel unique to each other. Characters would have comfortable point budgets and some freedom with their powers. What little we've seen of Allison's powers, that average teenage girl, features some form of Jumper and wierd bullshit which may as well be Cosmic Modular Abilities, maybe. That ain't happening with a 150-point budget.
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>>49778717
So how long until GURPS is dead? Is it already dead? Or will it just be a zombie as long as they have like stuff like Munchkin still selling and keeping the company afloat?

I know the market and playerbase has been shrinking for a long time now and I have no idea what the fuck SJG is thinking.

There's definitely ways to make it more accessible to new players and GMs so they don't dismiss it as too complex, without compromising on the actual level of detail. I think even simple stuff like some better formatting so you're not just dumped everything at once like 4th does, or simple stuff like pre-gen sample characters and an adventure to go through would be at least be SOMETHING.

We know GURPS Lite didn't work. They got to try something else.
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>>49809077
>I know the market and playerbase has been shrinking for a long time now
Kek.

Also, the kickstarter, you mong.
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>>49809077
Have you been living under a rock, kind anon?
https://www.kickstarter.com/projects/847271320/dungeon-fantasy-roleplaying-game-powered-by-gurps

GURPS Lite is fine as an introductory material for players, but getting new GURPS players is like getting new jews - you need to marry one and have kids. You need a GM that already knows GURPS, or one willing to actually read enough of Basic Set to run a game, to get new people.

I see people complain all the time about "needing four books" to run the game they want in GURPS. Some sort of index or chapter full of "grab and go" rules compilations for various styles of play, with page references, in Basic Set would do a lot for helping people actually get into GURPS. GURPS needs more hand holding.
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What rules would be involved if I had a player run through a group of zombies (or anything, really)? A series of Slams, or a series of Quick Contests?
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>>49809227
Did you check Moving Through Other Characters on page 368?
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The Basic Set says that the Follow-Up enhancement is a "penetration modifier" and can't be combined with other penetration modifiers (such as Armor Divisor), although the carrier attack can have them. With this in mind, is it legal to have an Innate Attack with an Armor Divisor and a Follow-Up? For example, an armor-piercing high-explosive shell.
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>>49809345
>Innate Attack with an Armor Divisor and a Follow-Up
You mean Innate Attack with Armor Divisor that is carrier for other Innate Attack with Follow-Up? Yes.
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>>49803547
What's to stop people gapclosing after i hit em on the turn i am unreadied?
I can only take one step back each round so my opponent should after the first round be within reach 1 or C.
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>>49809956
Well hopefully they will be stopped by getting hit by a huge axe. Use evaluate , feint or deceptive attack to make that first shot really count
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This isn't really GURPS specific, but how do you guys deal with very high influence skills?

For instance, a very high intimidate skill that can't be challenged without giving your NPC:s superhuman willpower.

A scenario I'm imagining is the player using his intimidate to scare away bodyguards who are supposed to protect someone. Why would the bodyguards be scared by the character just because he got a high intimidate skill? Why would the character even get to roll intimidate in this situation?
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>>49810582
Give bonuses to the NPC for good wages, knowledge that reinforcements are coming, life insurance going to the family, wearing a kevlar vest underneath, a sense of duty, because there's more of them than PCs, that kind of things.
The character would still need to roll because a roll of 17 is forever a failure and 18 forever a critical failure, too. Or the bodyguards have been hired exactly because of a high willpower, fearlessness or because they're unfazeable.
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Why are all GURPS thread degenerating into imaginary autistic solo-projects that never lead into ACTUAL play with REAL players.

Or a bunch of GM fiat "awesome moments".

Or retards that ironically pretend the math is complicated.

Is it a curse ? Or a boon ?


Also; Morons that pretend that basic magic system is okay (my favorte meem), and that SLAM and all other velocity x ST calculations are even remotely realistic (it's not).
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>>49810582
Like that other anon said, everytime there's a problem with someone that has too high skill;

It's up for you to remember all those awesome "modifiers" the NPC's have and add them up together.

Basically, no matter what happens you can always ALWAYS make influence rolls exciting and roll it to the favor of the STORY.

If you're playing pure undistilled "sandbox" then that's another story.
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>>49810681
More; People are making idiotic longwinded statements of sneak attack when one of the most popular and prolific GURPS writers added a "sneak attack" and "back stab" technique to his very popular GURPS page about 10 years ago.

It's like you guys don't even play the game or express your views out of weekly GURPS threads on /tg/.

Thanks for reading my useless whine. See you in a week.
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http://www.archive.org/stream/helmetsbodyarmor00deanuoft
Shit, guys, this looks useful, if you combine it with that Pyramid article on statting the armor.
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>>49810695

I GM a sandbox style game though.

Well obviously I shouldn't just have let a high intimidate score slip past me like that, but I sort of underestimated how hard it is to actually pump up your anti-intimidation bonuses without going full superhuman npcs/GM bullshittery.
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>>49809956

If you hit them, they're down. Halberds and axes are some of the most devastating melee weapons in the game, Swing +4 or +5 Cut or Imp.

Other than that, the distance is simply too large to comfortably gapclose.

You can expect your opponent to have reach 1-2.
A halberd has reach 2,3*. You attack from 1 yard out of your opponent's reach.
Attack + step and you are now 2 yards out of his reach.
Opponent can't afford a retreat, as that would put him 3 yards out of reach. You are already at an advantage.

His only options are All-Out attack (very risky) and Move & Attack (ineffective).
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>>49810894
I let the NPCs get intimidated. Only a crit means a fright check. Hell, the description says "A really tough sort might react ... without being frightened." The result is almost always that the NPC Reaction towards the intimidator is 'Good'. The Reaction Table modifiers should certainly apply! An NPC on his own turf (-2 to the PC's Intimidation) who has backup that he believes is a match or more for the punk (-1 to -5 to the PC's Intimidation) and who has a Will of 10 is going to stand a decent chance against a PC with Intimidation-18.

That means that the NPC will grant a *reasonable* request or give information. "Step aside so I can murder your boss" most certainly isn't reasonable. Likewise an NPC won't attack because they don't think they'll win. They'll also flee combat. Fleeing doesn't necessarily mean routed. It might mean regrouping and reinforcing.

So, an NPC bodyguard with a Will of 10 against a PC with Intimidation of 18 might turn into something like a contest of 10 vs. 11. Even if the NPC fails he isn't going to quit his job and run away unless he also fails a Loyalty Reaction roll. Instead he'll almost certainly call for backup, take a defensive position (fleeing from combat), and make sure his boss and the other guards start the pre-planned response to an attack.

This is pretty well spelled out on pp. B359, B494, B559. What isn't there is inferred from thinking about what the bodyguard's job actually is. I hope this helps.
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>>49810582
>A scenario I'm imagining is the player using his intimidate to scare away bodyguards who are supposed to protect someone. Why would the bodyguards be scared by the character just because he got a high intimidate skill? Why would the character even get to roll intimidate in this situation?

For a start, don't allow the use of influence skills unless the character is actually doing something which justifies rolling. You don't just get to use Intimidate to see if people run away from you anymore than you roll Lockpicking to see if doors are unlocked. You have to do something to justify why they would back down. Also, the threat should be proportional to the reaction desired; a raised voice might make a normal person get out of your way, but only a threat of actual violence is likely to drive off a bodyguard from his client.

However, since there are perks which let you use influence skills pretty easily and it isn't exactly hard to come up with enough justification to roll, you still need a strategy to deal with them.

One solution is to come up with penalties. If the PC is really bluffing with nothing to back him up, there should be modifiers to the roll. Also consider who else might be influencing the target; the bodyguards will probably have a leader who uses Leadership to help them do their duty and his skill can be used in a quick contest with the influence skill to see which one the NPC is most influenced by. The more absurd the influence being attempted is, the harder the roll.

However, high skill can overcome penalties and it's not fair to stack on arbitrary penalties just to block high skill; people with normal skill levels need to get some use out of their influence skills.

It is reasonable to include the odd NPC who simply isn't vulnerable to influence rolls. Normal people can be Indomitable and the GM can always choose to have an NPC with pre-determined reactions simply ignore influence skills.
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>>49812020

Of course, you can just let PCs with really high skill steamroll through normal opponents. That's kind of what really high skill does. If you've got Broadsword 30 you can outfight bodyguards and if you've got Intimidate 30 you can make them run away. If you don't want that level of competence in your PCs, you should really stop them at character creation. If it's unexpectedly wrecking the game, maybe talk to the player and give them an opportunity to re-build the character with their points spent elsewhere.

Like >>49811621 says, even a successful influence roll against a person with no real defences doesn't mean they completely fail to oppose you. It's simply a 'good' result on the reaction table, which allows a reasonable level of co-operation. Bodyguards might retreat, but if they are professionals they will retreat in good order and with their client (of course, a merchant's guards might well not be that professional).
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Anybody know anything about GURPS translated to other languages? Officially or otherwise? I say other languages out of curiosity, but I'm really wondering about Spanish versions.
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>>49810894
What kind of score are we talking about here? If it's Intimidation 15, then you should absolutely be able to justify NPCs who can resist that.

For a start, there are penalties to the skill roll: -1 if they outnumber you, -1 from 'clumsy dialogue' if you can't come up with any kind of credible threat, -1 per level for Fearlessness (a fairly common trait for fighting men) and whatever penalty you like if they have better equipment, feel confident in their combat skills, etc.

Then you have the Influence skill of whoever is in charge of them. This doesn't need to be someone who is present; they might answer to a mercenary captain who hires them out to the merchant. While he might not have exceptional skill, he might well have managed to rack up some bonuses for working with them for some time, paying them well, etc. The influence skill needs to beat this skill in a quick contest in order to be effective.

Then you have the NPCs' Will score, or rather their Loyalty, which can substitute for Will as per Social Engineering (p. 43). This Loyalty need not be to the person they are working for directly; a bodyguard will reasonably expect to lose their job if they allow their client to be killed, so you can use their loyalty to the company they are part of or the family who will be left destitute if they lose their employment.

This assumes that the bodyguards are professional hired guards. Historical bodyguards might be more likely to be either family members, personal friends or people bound by some kind of social bond (clients in a patron-client society, feudal vassals, etc.). People like that can have strong feelings of duty towards the person they are protecting, represented by very high loyalty.

Of course, if your PC has got a skill in the twenties, this is fairly moot. Even excellent leadership and strong bonds of loyalty are likely to fall apart in the face of that kind of influence.
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>>49813061
I know about unofficial Russian translation, and then there is picrelated
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>>49810681
Is this supposed to be a joke?

The default magic as skills system is fine. I have yet to see a single person write an actual criticism of it. Its always just people bringing up the spell list being copy+pasted from 3E. The concept itself is sound.

Magic consisting of spells learned as individual things through study/teaching is ideal for a generic magic system to put in the core book.
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>>49813061
>>49813117
There's also a Brazilian Portuguese version of the 4e Basic Set.
3e Basic Set had a French translation too.
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>>49814229
It was my favorite system since, well, since before GURPS actually. The only problems I ever had with are that setting assumptions are baked in and that it doesn't carry over well across the TL spectrum. Some of those assumptions are easy to alter, some not so much. That second point could, arguably, be a subset of the first.

Sorcery is superior to it in every way except the breadth of printed catalog.
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>>49809162

Not that anon, but the DF kickstarter was a disappointment in some ways - compared to shitty gimmick rpgs with similar targets it got fuckall attention and funding.

Of course, it also didn't put much effort into advertising and presentation, which does seem to be key to success.
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>>49809256
You're great! Completely forgot about that section.
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I would like to know, does anyone have any information about bullet dodging animals?
To me it seems like it would not make sense for, say, a wolf to instinctively knowing how to dodge out of the way of a pointed firearm.

Maybe if it was moving erraticly?
Halp.
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>>49817018

Well, dodging guns in general is a bit cinematic if it's meant to represent much more than moving quickly and unpredictably.

Some animals are apparently smart enough to recognise guns, but yes it seems very unlikely they would be able to tell when it was about to shoot at them. Most wild animals just bolt as soon as they notice a human anyway.
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>>49817115
I always figured dodging was a mixed bag of either moving erratically (actively, as in long distance avoiding a sniper) or ducking out of the way (reactively, upon seeing someone point a gun at you)
This in turn is counteracted by the ranged deceptive attack, represented as a "compensated shot"

What I'm mostly just getting at is if it would seem justifiable allowing animals to reactively dodge.
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>>49817305
>What I'm mostly just getting at is if it would seem justifiable allowing animals to reactively dodge.

I'd lean towards 'no'. They don't understand what the threat is or how best to move in order to avoid it, so they pretty much have to rely on sheer speed and the natural randomness of their movements (already pretty much covered by speed penalties to hit).

A human, in comparison, will know that a gun shoots little pieces of metal in straight lines and will be able to make himself a smaller target by hunching over, can spoil the shooter's aim by weaving, get cover between himself and the shooter and recognise roughly when the attack will come if he can see the weapon.
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>>49817396
Yeah, that makes sense.
Previously I just went for no dodges and all out attack maneuvers, and I guess this makes the most sense in regular cases.


>Guess i gotta up the stats on my bears then.
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>>49817018
Don't give an animal to "dodge" firearms, or give them a heavy penalty for doing so (the luck of the animal moving just the right way).
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Interested in GURPS but I've heard it's a really slow, complex system. Is there a quickstart or something I can read over to get an idea of the game?
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>>49817305
Check out Martial Arts (or maybe Low-Tech). I remember a little text-box with the caption "Encountering New Ways to Die." Basically, you can apply Familiarity penalties to active defenses against weird weapons/styles. Any wild animal would consider a gun a new/unknown thing and thus suffer penalized defenses. At the same time, though, a police dog or other animal serving in a police or military capacity (or any other occupation where training would cover situations with firearms) would probably have certain responses trained into them, which would be represented by an unpenalized Dodge vs firearms (plus Combat Reflexes, if the animal doesn't already have that).
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>>49817646
GURPS Lite is your friend. The Dungeon Fantasy series is good for dungeon crawling and traditional fantasy, while the shorter Action series covers modern day scenarios.
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>>49817646
>Slow
>complex
Memes. Long chargen, that can happen. But once it's all written down on the sheet, it goes much quicker.

GURPS Lite. It's not the entire system but it gives you a good idea. The Basic Set (two books) covers the actual system. The other books exist but they're optional material. If you're looking for the quickest, out-of-the-box game, GURPS Dungeon Fantasy and GURPS Monster Hunters are designed to take you into the game faster.
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>>49817646
>Slow
Yes and no. The main reward of system mastery is gameplay that's faster that most other systems, instead of learning to avoid trap options.
>Complex
Its got a lot of options (both in terms of what rules to use and what traits to take as a character), but few of those options are complex in and of themselves.

>Quickstart
GURPS Lite has a lot of those options stripped away, so its a good jumping off point.
There are also series that take the G and U out of GURPS: Dungeon Fantasy is GURPS: D&D, Monster Hunters is WoD, After the End is post-apoc, etc. They're good if you want to see worked examples but don't want to wade through irrelevant options.
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>>49817305
Gotcha, but that's wrong. Deceptive Attacks don't work with ranged attacks unless you are using optional rules and aware targets get to roll Dodge vs firearms.

>>49817018

Unless a population's never been given a reason to fear guns they are very hard to shoot when aware there's someone shooting. This is why people work very hard to make the first shot count when hunting, for example.

In truth, Dodge represents mostly the ability of people to cling to cover and avoid exposing themselves when there's gunfire going on. Nobody outside of anime sees where a gun is pointed and sidesteps the bullet.
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Rolled 4, 3, 1 = 8 (3d6)

Rolling Observation-10 to notice words that may or may not be there.
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>>49820540
>"You don't see anything"
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>>49820636
B-but...
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Can you use TK to grab onto a ledge or handle to catch yourself when falling? This is assuming TK has the limitation that forbids using it on yourself directly.
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>>49821531
Yes, in general, though if you are falling with any speed it might take considerable TK ST to stop yourself.
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>>49818951
Anon, all rules are optional.
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>>49821531

I don't think so. It's not like your TK is a physical arm attached to you usually. I think that what would happen is that you'd pull on the thing you grabbed, but if it's too sturdy to break your grip on it would disappear as you fall out of range from it.
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How good is GURPS for running a setting with Revelation Space-esque Transhumanism?
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>>49822507

Check out ultratech and biotech I guess. I don't know the particulars of that setting myself.
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>>49822507
Just the transhumanism? It'll go fine. However if you go with the setting and plot, I doubt anything would be a good fit.
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>>49823554
Why?
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This week on Rebirth: Getting drunk for New Years Eve and the debut and only performance of our propaganda play.

Away from dragons, corpse eating savages and assholes in a far off land that is somewhere between Early Modern Baronial and Venice we spend most of this week's session cooling our heels and waiting for the local oppressive empire to review our petition to kick dragon ass and free the land we came from. No violence or fights for once, just Kung Fu mentors with mysterious messages, an NPC getting some then immediately getting his heart broken and a real disturbing look at what actors do after a play.

In the end, we got our reply from the local evil empire: They might help if we help them with a small rebellion problem they have.

Also discussed? How much clothes cost for a ten year old, and if an NPC with 'humble' could also be kind of a whiny bitch.
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>>49824367
>How much clothes cost for a ten year old
Half price for materials, double price for work. Unless we are talking about very simple clothes with minimum sewing required.
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>>49824536
Where are you getting this? IME sewing there's no extra effort stitching children's clothes than adults.

In GURPS terms I'd say that unless the child is -1 SM the cost is the same as adult clothes just like you don't charge extra for someone who is 6'8" compared to someone 5'3".
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>>49821531
I'd say no, otherwise you could justify stuff like levitating by pushing against the ground, which makes the limitation pointless.
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>>49823554

>anon doesn't know about TL12 spaceships
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>>49824581
>Where are you getting this?
From my own childhood.
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>>49821531

TK inherently breaks physics such that you can exert a force on other objects without experiencing a reaction force. If your TK can knock someone over without even nudging you, you can't use it to grab onto a ledge.
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Only When at 1/3 HP, -20%
-40% for 0 HP
-80% for -1xHP

Full Power Only When At Low HP, -35%
Ability works at 1/4 of its full power when you're above 1/3 HP, at 2/4 when below 1/3, at 3/4 when below 0, and full power when below -1. It's basically equivalent of taking 1 level without limitations, and 3 additional levels, each with different limitation.

I just assigned -80% to -1xHP because, well, it sucks when you have to almost die to make your power work. Then if I just make linear growth from 1xHP, 1/3 threshold would be about -25%, but fuck it, 20-40-80 looks nicer.
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>>49825914
I think 20-40-80 makes sense as the effects of lower HP are componded. Yeah, half dodge/move at 1/3 HP sucks, but at 0 you're at half dodge/move *and* rolling HT each turn to stay on your feet, and at -1xHP, you're risking death *and* rolling HT each turn to stay on your feet *AND* at half dodge/move.

A linear progression doesn't really fit as the penalties for lower HT aren't linear; they compound exponentially.
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>>49778717
Hey there GURPSgen, i got a question for you lot. i want to run a pokemon RPG where the players play as pokemon (low level starters that over the course of the campaign turn into giant murder beasts), and i was wondering if it would be better to use GURPS, as bot other pokemon system focus on the trainer as the PC
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>>49826380
As pokemon? Statting up weird shit is a GURPS specialty. If you're going for the videogame's approach, making pokemon that have a maximum of 4 abilities with limited uses, and several types for both abilities and pokemon, or doing away with those conventions and having unlimited amount of abilities and uses and only keeping the typing, you can easily do this only with the Basic Set and GURPS Powers. The basic set is the rules you need to play, but Powers will tell you how to create special abilities that can be specialized by type. Mandatory weaknesses as a Pact for your powers will make pokemon more vulnerable against specific types. Energy Reserves, unique to each ability will restrict uses, and restricting to 4 abilities is more of a campaign option than something you must 'stat up'. Use the 'Quadruped' meta-trait where appropiate, be mindful of Size Modifiers (starters are much smaller than humans, but you can modify what the 'standard size' is) and go nuts with special +-0 point effects, and perks and quirks, as pokemon are full of flavorful or aesthetic features that would cost nothing or very little in GURPS terms.

There is only one caveat: you and your players will need to build each ability from the ground up. Some of the lowest-tiered abilities for your starters will be easy, melee-and-ranged typed innate attacks, afflictions that reduce/enhance different stats, and so on. But as the abilities you're trying to recreate become more sophisticated, it might take more modifiers to reproduce.

If you're going for a videogame reproduction, range, movement, etc, they can be done away with and go full theatre of mind, all ranged and melee attacks are equal for the purposes of reach, no need to close in on enemies or tactical maneuvering. If you're not, or maybe you want to reproduce the Mystery Dungeon games instead, the hexgrid would be useful and would make the combat more interesting.
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>>49826380
GURPS's default assumption doesn't mesh well with Pokemon's tone/setting assumptions. If you want to use GURPS, be caution about the rules you're using, or else it's going to be less cutesy and a lot more like those stupid PETA "magical dogfighting" games.
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>>49826640
The only thing I'm wondering is, if point values are a necessity, at least once out of chargen. You could imply declare level ups as you see fit, and then award players powers from their pokemon's progressions. Or you could do away with the levels, and keep the point values, but restrict which abilities are 'unlocked' to some point totals.
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>>49826742
While you're right that GURPS is lethal, it's completely effortless to declare different lose conditions. Simply stating 'you faint if you fail a death check' should be enough. Or giving everyone a version of Unkillable. Mantaining a lighthearted and cinematic tone with GURPS isn't hard, really.
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>>49826778
I totally agree with you, but it sounds like the requester is totally new to GURPS, and I've personaly seen too many first-time GM's assume out-of-the-box compatability and then get sad when their high-flying adventure comes to a screeching halt because they left in all sorts of realistic/brutal rules.

It is easy to fix, but you do need to be aware that it needs fixing.
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>>49826778
well fuck, now i kinda wanna run magical dog fighting anon
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Anyone tried statting an AI & Robot body pair? The plan is to match in an AI character with a robot Ally who has the minimal software template. After realizing that racial disadds don't count against campaign limits it seems like this might be an op combination. Any help for a new gurps GM? Point cap is 200/-100.
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>>49778717
>Why haven't you submitted an article to Pyramid yet, /gurpsgen/?

Mayhap it's time for tg to get shit done?
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>>49830337
I wonder if Vehicular Anon was shanghaied to work on Vehicles, and can't tell us because he is under NDA?
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>>49826742
Unkillable 2 with No Signature.

Injured Pokemon get smudges and dizzy eyes, but never die, only fainting, and never suffer clear external injuries. At worst, they need bandages or a sling to heal.
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>>49826380
Fyi, I've started statting a bunch of Pokemon abilities on my blog, you can look at these if they help at all.

http://pseudoboo.blogspot.com/search/label/Pokemon
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So I'm in a TL8 game with "fantasy elements" like dragons ghost or whatever he feels like honesty. I plan to start hand loading and making exotic rounds because of this. What I wanted to ask is what would be a few good ideas for basic rounds I should try to make? I have plans to make sliver rounds already but anything else you guys can think of would be great
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>>49831990
Sanctified meteoric rune-inscribed orichalcum?
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>>49831990
Monster Hunters has a concise list of exotic ammunition for any would-be cryptonecrophiliac. I believe it also has rules for hand-loading this ammunition, if you're strapped for rules.
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>>49832137
Sure?
>>49832185
I don't have that rule book but I go check it out
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>>49832208
>I don't have that rule book
Aaaaaaaaaalways check the "OP"
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>>49832587
Oh I see.
Thanks
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>>49830663
>I wonder if Vehicular Anon was shanghaied to work on Vehicles, and can't tell us because he is under NDA?

No, I just had a bout of depression and lost my will to work on hobby stuff. Still lurk here though.
>>
I love Sorcery!
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>>49831990
Shotgun slugs loaded with iron fillings and rock salt for anti-ghost work.
>>
If you have Shapeshifting (Alternate Form) with Cosmetic Only can you look human as a more or less human shaped non-human?
>>
>>49833099
I'm sorry to hear that, depression's very hard to fight. I've enjoyed your work and I hope you feel better soon.
>>
>>49834132
Depends on the setting, but sounds like a good investment in 25 points all right. You conserve mass, give or take a few percent, but have morph, so who cares?
>>
>>49834623
I'm building a person with Body of Stone. Sort of an immortal wandering hero. Technically as "Human" is a zero point race and Body of Stone is more expensive, it's a 15 point Alt Form, then -50% for Cosmetic Only, right?
>>
>>49834921
Yeah. The basic human form with no rock dr and no stat boosts would be a 15 point alt form. But. If its cosmetic, then there is no racial template point cost difference. Problematic...
>>
>>49778717
Is there some kind of GURPS Mechwarrior out there?
>>
>>49833099
Yay, I have major depression too.
>/gurpsgen/ Depression general
>>
>>49835244
In my games I'd make you define how that works and limit it that way. If it's a layer of cosmetic flesh over a stone body it will rapidly become clear that you aren't what you seem if you get hurt. If it's a magic glamour then anti-illusion spells can get rid of it and anyone with the right "see though veils" spell up will see what you are, not what you pretend to be.
>>
>>49835397
S'truth; you certainly need to define it with in-setting dressings. Otherwise it's woefully incomplete
>>
>>49834921
>>49835244
The points cost for the human template is irrelevant. If you've got an alternative form with cosmetic only, you have a second form which looks like whatever you like (assuming no appearance or social traits which only apply in one form). Your base form could be worth any points level and it wouldn't matter because you aren't actually gaining or losing any traits.

Essentially, you pay 8 points to have one perfect disguise.
>>
>>49835246
check GURPS Spaceships for the Mechs rules
>>
>>49835246
GURPS modular mecha
>>
If a character has ablative or semi ablative DR, then an ability costing DR in the same way that it can cost HP would just be the same cost for ablative and maybe a bit higher for semi ablative, right?
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>>49838734
That seems fair, though I'm not sure the rules work like that. I'd only give a small bonus for burning semi-ablative.
>>
>>49838734
No. Unlike HP, losing DR doesn't give any penalties. Unlike ER, it provides protection.
>>
>>49838734

No.

You're better off purchasing a HP pool, same way you can buy an Energy Reserve if that's what you want to do.
>Word of God:
http://forums.sjgames.com/showpost.php?p=424329&postcount=8

If you insist on ablative DR, note that Damage Resistance with Ablative -80% costs 1 point per DR, while HP or HP pool costs 2 points per HP, so one could argue that "costs ablative DR" limitation is worth HALF as much as the equivalent level of "costs HP".
>>
>>49838954
>http://forums.sjgames.com/showpost.php?p=424329&postcount=8
Yeah, that's basically the ablative version of what I want, but is there a semi-ablative one?
>>
>>49839471

Probably more sane to purchase some of your "DR" as Vitality Pool, some as full non-ablative DR, and use your costs HP advantages with the Vitality Pool and actual HP only.

End results would be fairly similar both thematically and functionally, and it's already balanced as-is.
>>
can someone explain to me how the fuck magic works in GURPS? Prefferably with examples?
thanks.
>>
>>49839576
Which magic module do you want to know about?

Basic?
Ritual Path Magic?
Sorcery?
Something else?
>>
>>49839585
basic
>>
>>49839617

Okay..

Each spell is it's own Skill. They are IQ based and get a bonus from Magery, your basic talent with magic. You need at least Magery 0 to cast spells, normally.

Sam is a mage and finds herself in danger. She decides to use Explosive Fireball. She has IQ 13 and 4 points in Explosive Fireball for a total SL of 15. On the first second she rolls her Explosive Fireball skill. If she fails, the concentration is wasted and there is no effect.

If she passes each second she can put up to Magery x2 FP into the spell, including that first one. She goes for a maximum power fireball and charges it for 3 seconds, putting 4 FP into it each second.

After 3 seconds of charging she is holding a 6d Explosive Fireball, and has spend 12 FP. She can hold it, walk around, or take an action to Aim with the attack.

When she's ready to fire it she rolls Innate Attack, with penalties for visibility, distance and range. Targets can try to dodge away, but can't parry or block an explosion!

Everything within 1 yard takes 6d Fire damage, while things nearby take damage divided by (distance in yards x 3). So someone two yards away would take damage divided by 6, someone 3 yards away takes damage divided by 9, and anyone past that likely takes no damage at all.
>>
>>49839722
great, thank you. This is just what I needed.
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>>49839738
For basic set magic, some tips..

Give yourself distance and get someone to cover you in combat. A lot of your better spells are going to require 2-4 seconds of concentration and it's hard to defend yourself and prepare a spell at the same time.

You won't be casting every round.

Every spell in combat, for most mages, is a big investment of time and FP. You will want to wait for a good opportunity and resist the urge to take snap shots. If you are the kind of person that hates to let a 1 second turn go by when you aren't attacking you might want some other type of character.

Try to communicate with the rest of your group so they can help give you the best shot possible. So they don't run into the middle of a group you plan to hit with a fireball, so they cover you and let you cast, and so they don't run away from you if you are preparing a healing or buffing spell.
>>
How do you interpret an ancient language in GURPS?
I've been looking in the forums and couldn't find any mention of Pyramid.

Now players speaking the settings common language which is derivated from English. However the settings date, a space opera, is 5000 AD.
How do I rule this ingame?
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I want to run a Pacific Rim campaign soon. Couple questions:

1) How would you simulate The Drift? I can't decide if I should let my players pair off, or if it makes more sense to give them a pet NPC.

2) To get the feel that the movie has, I want the combat to be kind of like a wrestling match. Which supplements might I want to take a look at?

3) What are some Kaijus you've always wanted to fight in a giant robot?
>>
>>49840626
Better give them a pet NPC to avoid two PCs in the same mech disagreeing.
Martial Arts has stuff about wrestling and there's MA Technical Grappling.
Ur-Draug from The Secret World.
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>>49840553

Linguistics (Basic Set: 205), though I'd allow a player to generate a working translation with History or Archaeology and a collection of information the old civilization, including a working dictionary.

If there's no working dictionary you are down to building one yourself. I'd really require linguistics for that, and allow a character to build an understanding of the language at 200 hours of study and work per point in the language.

>>49840626

I'd be tempted to put two players in a Jager. Allow them each to take an action each turn, including things like Evaluate to give the other a bonus on melee combat or attacking with a hand or weapon that hasn't been used.

3) A pack of fast, vicious creatures that come up to mid-thigh or so on a Jager and try to flank or leap at the back and run away if confronted directly. Not too dangerous alone, but they come in groups of 3 or so and love to attack when the target is busy fighting someone else.
>>
>>49840626
>>49840679
Thematically though, players disagreeing and getting penalties or whatever would play very much into what the drift from the movie was like. The two players would have to be "in sync" to function effectively.
>>
>>49840553
Green Ideas Sleep Furiously is all about language differences. Is there nothing in that article? I think it's in one of the Alternate GURPS issues.
>>
Hey all, I'm a GURPS novice looking for some help with modifying the alchemy system for my setting.

As written the alchemy from the magic book takes too long to be viable for a professional adventurer/mercenary and is prohibitively expensive for a new character. So I was thinking of just cutting the cost in half and changing the brewing times from weeks to hours. So for example a healing elixir would now be $60/$125 and take 1 hour to brew. Some elixirs will not be available.

However I want to tie it into the way magic works in this setting. I want to limit the ability to brew these potions to those with the inborn magical gift (magery advantage?) and I need some way to represent the alchemist channeling mana into the elixir during the brewing process. Any suggestions on how to do this?
>>
>>49841944
Just a thought, you could use the Gadgeteer advantage to represent alchemists that can make potions really quickly.

You could also use RPM if you want the ability to make potions in hours instead of days, which has a feeling like "channelling mana."

You don't have to do either, but those are alternatives.
>>
>>49842494
seconding this; keep the alchemy locked down in the mundane way, but the heroic adventurer with Alchemical Gadgeteer can slap them out like a ginsu chef
>>
>>49842494
>>49842672

Sorry like I said I'm new to GURPS so I've been working with lite and just went to the magic book for the alchemy. Gadgeteer is is in basic right?

I skimmed over RPM but it seemed to be all about using multiple people with all sorts of modifiers and bonuses/penalties, was kind of a lot to take in and besides I don't really want ot involve the base magic system and its giant spell list a prereq chains. The alchemy rules seemed a good fit as they are short and to the point, I'm just not sure how to modify them.
>>
>>49843046
There's an 'Alchemist' lens in some Pyramd article or another for the Dungeon Fantasy template 'Artificer'. Look that up and see if it would be a good base.
>>
>>49841944
Building on what >>49842494 and >>49842672 said, use Quick Gadgeteering (Alchemy Only, -50%) as a base; this cuts down on time and costs significantly. To represent the channeling of mana, slap on Costs Fatigue; to brew potions at a reasonable rate is exhausting, and the normal way of brewing that takes weeks represents a verrrrryyyyy slooooowwwwwww channeling of mana that is not exhausting.

>>49843046
RPM is Ritual Path Magic and has its own supplement. It sounds like you're taking about Ritual Magic (base magic system with college skills) and Ceremonial Magic (slow casting centered around having a lot of followers to supply the FP).

>>49843102
DF makes its own assumptions, though, and gladly ignores realism and player options for the sake of maintaining the dungeoncrawling focus.
>>
>>49843102
Thanks but I don't have dungeon fantasy and I don't know where I would look for pyramid articles. Especially with so little to go on.

How does 1FP per hour spent brewing sound?
>>
>>49843227
Check the OP for DF4 for the Artificer template and Pyramid articles, the article in question is in #3/82 - Magical Creations

>>49843174
> DF makes its own assumptions, though, and gladly ignores realism and player options for the sake of maintaining the dungeoncrawling focus.
Well yes, but the guy asked for quick and dirty alchemy rules and 'quick and dirty' is engraved on the DNA of the Dungeon Fantasy line. If he likes it, he can make up some new rules and expand it, that's GURPS for you.
>>
>>49843438
Ah thanks! Ill check them out.
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I am super hype for next weeks Grimwyrd.
Theres gonna be a bunch of Dorf murder :D
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>>49845446
Tactical situation isn't great. We WENT LOUD after taking down 1 Alchemist (Nonlethal), 1 Ogre and 1 Mind Flayer and a Dugar.

This leaves 6 or 7 Dugar up and ready to fight that we've seen, a misty portal that might disgorge a horror at any time and several areas we haven't scouted or seen yet.

To face them the team has an Elf mage/archer able to infuse lightning into arrows, a badass Dwarf with one musket shot left before it's Glave time and a swordsman with a badass beard and otherwise unknown powers.

Oh, and a seven and a half foot tall lupine monster with a big fucking sword and shield.

We are scattered across the room, though mostly our swordsman are between the dugar and ranged fighters. Gray especially is in a place where he might get swarmed.
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>>49847249
You guys do have the element of surprise tho; getting hits in first can be deal breakers.

What's your GM's habit with surprise? You guys got the drop on trained soldiers? Your enemies tend to have combat reflexes?
>>
>>49847796
That's a good point. The Dugar's first warning that we were there was the Flayer exploding and one of the dugar's getting a hole you could toss a cat though blown in his chest.

And the Ogre's head getting kicked in their direction.

If they don't have combat reflexes they might lose a few seconds to Surprise/Stun before they start reacting, and the momentum will be well with us by then. With a few seconds to reload and aim our elf and dwarf can unleash lethal fire from across the room.

If there's a lot of dugar we haven't seen yet this might be the way to win, to keep attacking aggressively before they can rally and counter.
>>
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First draft on this guy. I've got a plan to try and flip the alt form, making Body of Stone his normal form, with his Alt form being human (cosmetic) but I'll have to talk to the GM about that.

Kind of wish I could find more points for skills, but every character is a compromise.
>>
Alright /gurpsgen/, the second option for autohypnosis lets you add +2 to your Will. It then specifies that it applies to all attempts to resist interrogation, torture, or magical and psionic attacks. Do you ACTUALLY get +2 to Will (say, giving 2 to intimidation as well), or does it ONLY apply to the options that are listed?

Also, is there any reason in the book that you couldn't just sit repeat autohypnosis until you get a critical success? The only use for it that specifies penalties to trying again is to negate pain and fatigue, where you can only try once per hour.
>>
Trying to build TL3 catgirl battle wizard on 200/-100. Setting is Banestorm. Halp?
>>
>>49849961
Are you using racial templates or will the cat girl part be built from the ground up?
>>
>>49849411
>every character is a compromise.
A mantra, surely
>>
>>49849961
Innate attack EXPLOSION POWERS allowed?
>>
>>49849858

All attempts to RESIST interrogation, torture, magic etc.

It doesn't give you an "offensive" bonus", it's strictly defensive, when RESISTING effects like the ones mentioned.
So no, you don't get +2 to will, you get +2 to will for the sake of resisting Will-based effects.
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>>49849858

I'd say that because the first sentence is you'd get +2 or +5 Will with a critical success and can apply it to Will based skills.

Reasons not to do it until critical success;

1) It takes time.

2) A GM could apply Repeated Attempts (-1 to successive attempts) or state you don't know how well you've succeeded.

3) It's at -2 to your roll and you can critically fail. Critically failing auto-hypnosis would invite several options to fuck with you, from a Will penalty to simply having the trance last an hour.

and..

4) It might not be permitted at all. Repeated Attempts lets you re-try until you succeeded. If you don't fail the auto-hypnosis roll you don't get to try again.
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>>49850032
I hear you there, but the full text is ambiguous.

"You get +2 to Will (+5 on a critical success) for one hour. This applies to all attempts to resist interrogation, torture or magical and psionic attack. This roll is at -2."

I could see how your interpretation works, but that first sentence should have a qualifier in that case. like.. 'this does not apply to Will based skills'.
>>
>>49850136
>This applies to all attempts to resist

The second sentence IS the qualifier, and qualifies exactly which scenarios the +2 will boost applies to.
Personally, I'd extend it to apply to for example resisting intimidation as well, even though it's not explicitly stated, to me it makes sense that it would. If you can resist interrogation in the right mindset, you can probably resist interrogation as well.

If you go by strict RAW though, it applies to only:
>This applies to all attempts to resist interrogation, torture or magical and psionic attack. This roll is at -2.
Nothing more.
>>
>>49850266
>you can probably resist interrogation as well.
resist intimidation
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>>49850136
I have a funny story actually. There's an NPC in the game who is undergoing what could be called a glitched feedback loop that is increasing her Will score at a steady and gradually exponential rate as the plot unfolds. The PCs don't know this, but they've taken the time to teach her a handful of esoteric skills for fun, such as Autohypnosis and Power Blow and the like, being skills they picked up.

Because of this and her unstable growing scores, she is effectively has Autohypnosis 'on' 24/7 because of how insanely high even her default is, along with several other skills of the sort, giving her a permanent +3 boost as a compromise between the base and crit bonus.

As a GM, if my players use the skill, I just say they can't use it again until the hour is up. If they fail, they have to wait too. This usually comes out to once use a scene anyways, if they can even recall to use it.
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>>49850266
That isn't how qualifiers work in English though. You'd need to put 'This applies only to..' in the second sentence, even then it would be a contradiction, not a qualification.

It reads like the rule is intended to work how you read it, and if a GM said that I'd be happy to go with it, but whoever wrote it forgot that Will also applies to a few skills.

Heck, if I was re-writing it I'd just go with..

>"You get +2 to all attempts to resist interrogation, torture or magical and psionic attack (+5 on a critical success) for one hour. This roll is at -2."
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>>49849995
I hope so.
>>
>>49849961
Lots of FP. I'd suggest HT 12 and FP 15. Grab Recover Energy and Basic Healing, then for a battle wizard..

Well, Greater Haste is one way. Giving someone Alter Time Rate is HUGE and lets them do a lot of stuff. It's a bit more FP efficient then blasting.

You could pick up Fireball's skill tree too, if you like to blast.

A staff is a great defensive, parry-usable choice. Combat Reflexes is also pretty nice.
>>
>>49804621
>>49808046
Bumping
We still need 1-2 more players.
>>
>>49804621
I might be interested. The time works ok for me, but I've mostly only GM'd Low Tech/Fantasy, so there might be a handful of knowledge gaps.
>>
>>49851659
Neat.
I'm not in the Discord channel currently, but if anybody is there, you could extort some extra info from them.
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>>49850628
Why aren't there any explosion spells in basic magic besides explosive fireball?

WE NEED MORE EXPLOSIONS
>>
>>49851827
Page 188, Explode
>>
>>49851852
I mean 118, sorry.
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>>49851852
That makes an object explode. Its not an actual explosion.
>>
>>49851867
I would still qualify it as an explosion desu senpai baka wew lad famalam kys ding dong bading baa baa psh
>>
So I'm looking over the essential PC skills from the OP PDF again and I just figured, wouldn't it be easier to just change the default skill for all characters, unless they have a reason to not have one of those skills? Instead of having every player specify the same skills for their characters, just treat default rolls as if the character already has 1 point in the skill, and if they choose to actually buy points in that skill, those will be used as bonus points.
I'm wondering if anyone has already tried this.
>>
>>49851827
Basic Magic isn't designed with blasters in mind. Basic Magic blasting spells, unless you have ridiculously high skill levels, are generally too expensive and too weak to throw around like party favors. If you want to play a blaster mage, get a Crushing Innate Attack with the Explosion modifier.
>>
>>49852624
Yes. Although, if you use GCS or GCA you can just group all those skills separately, so they won't distract from character's chosen skills.
>>
>>49852624

My GM is on the same route as you are, and for the most part I don't agree with him. Personally, I think it's just easier to specify all those skills. Not every PC is going to have them all, and not every PC is going to have them at the exact same skill level.

To me, it seems much easier to just follow the base guidelines. It seems far more effective to just point and say "This is Basic, read it and pick the skills you want, you'll PROBABLY want these XYZ skills regardless of character concept"
than
"This is basic, pick the skills you like, but pay special attention to skill X and Z because I rewrote those and made you put some points into those regardless of character concept, if you DON'T want those skills you can sell them and get P points back per level as a refund but you need to keep character point limit in mind."
>>
>>49852791
I wasn't really thinking of spending character points on those skills. I meant that the default roll for those skills would be treated as if all characters already had a skill point for that skill, even if they hadn't actually purchased it, especially for modern world skills like housekeeping and hobby skills, which characters might see as useless during character creation. For example, housekeeping seems pretty useless and in many situations it would be, but I wouldn't want to make players roll at -4 IQ to tidy up a room because they didn't take the skill during char gen - unless they've specified a reason why the PC wouldn't have that skill through another disadvantage like low TL.
I'm glad these skills exist, but I disagree with their default roll for campaigns where they would completely mundane.

Sorry for the autistic rant, but I had this "brilliant idea" and wondered if it could actually be used to streamline the game and help players focus on the stuff they cared about.

>>49852711
This is a good idea though. It would probably save more time and effort than fucking around with the defaults. I haven't used skill groups yet.
>>
>>49852999
Having Housekeeping means having some degree of proficiency in cleaning, cooking and minor repairs, not just using vacuum cleaner. Not having this skill also means they will have to spent much more time than more experienced person. If you never actually cleaned up your house, you are going to suck at it no matter how easy it is to learn to do it properly.
>>
>>49852999
>help players focus on the stuff they cared about.
But it does. A player's character knows only as much as he wants him to, and if he doesn't want him to know about Current Affairs or whatever, he doesn't. Not caring about something is perfectly taken care of, thus.
>>
>>49852999
You could also go the DF route, simply state that some skills aren't at all suitable for the game you have in mind, disallow them, but never call for them. Nobody rolls for Housekeeping in the middle of the dungeon, probably.
>>
>>49852999
Nice trips, but I'm still lukewarm on the idea. Forgetting to put points in those sorts of skills at chargen isn't an issue now that there are multiple lists of "take these background skills" floating around.

It's also worth noting that the example you gave would receive a bonus due to the ease of the task, and on top of that there would be enough time to allow for multiple rolls; a roll against the raw default would be if a total slob had to clean up evidence, or an important dignitary was visiting and it fell on the PC to clean up for them! In those situations, a steep penalty for being a total slob is very appropriate; simply picking up your room or tidying your work station would be at +4 (net IQ+0 at default) or more, making it easy enough for most people, especially with multiple rolls or for people with above-average attributes.
>>
>>49852999
>I wouldn't want to make players roll at -4 IQ to tidy up a room because they didn't take the skill during char gen
Tidying up a room ought to be a mundane use of skill, unless they're under stress (the police is going to kick down the door in half an hour) you should let them roll at +4.
Unless you've trained, this is still going to leave evidence like fingerprints (Criminology, Forensics) but you're good enough for a casual glance.


>I meant that the default roll for those skills would be treated as if all characters already had a skill point for that skill, even if they hadn't actually purchased it
That's exactly the scenario I'm in with my GM, personally I'm more proficient in GURPS than he is so I don't really mind, whatever mental gymnastics he throws I'm certain I can follow.
But on multiple occasions I've had less-experienced co-players come to me with questions about how things work, and I've been the one to interpret our GM's schizophrenic notes for them.

My personal advice is don't go down that route, if you all master the system you can do what you want, but if you don't you should stick to what the books give you, homebrew ideas like the one you propose tend to complicate things far more than they simplify.
>>
>>49853126
>>49853127
>>49853159
>>49853182
>>49853209

Alright, you guys made a good point.

Thanks for reminding me that attempts to improve GURPS with house rules are futile. I'm sure to forget this by next week and come up with more game-breaking revisions.
>>
>>49853283
It's not futile, just unnecessary in this specific case.

Remember that GURPS is basically written entirely by freelancers, and a house rule is only a house rule for as long as it takes to get published (or otherwise accepted by the community at large).
>>
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Are their any specific rules for playing something like something like a Kill Six Billion Demons-style Devil?
>>
>>49853325
>memecomic

Ultra-lite
>>
>>49853325
I can't imagine you need any special rules. Most of what makes devils interesting is background lore, which does not need special mechanics to represent.
>>
Has anyone used this NPC generator?

http://ayinger.no-ip.info/NPCGen/NPCGen

I found it looking for pre-made character templates and think it's pretty nice for making cannon fodder. You can add custom character templates as well, with a some effort.
>>
>>49853602
I've used it.
tends to go a little crazy with disadvantages though
>>
>>49853602
>quirk: stupified by rare beef
>>
>>49853658
I think you can change that by mucking around with the disadvantage data files for the template you're using. I haven't tried that yet, but most of the disadvantages seem to just be outlandish quirks. I also think some templates have more disadvantages to suit the creator's idea of that character type. I noticed the frat-boy template has more disadvantages than a normal person.

>>49853677
I rolled a greedy fa/tg/uy who whiteknights hookers, is really good at hypnotism, and is addicted to scorpions. I could actually use this in a one-shot, non-serious campaign.
>>
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>>49853127
You can even make it a Quirk.

"Does not give a fuck about current events".

>>49852707
It really is. If you have HUGE POINTS you can throw around powerful blast quickly and have a deep energy reserve. If you don't have HUGE POINTS you can still throw one or two powerful spells that might each end a fight on their own and can do things no non-mage can do.

Basic Set magic is just balanced to fit in archery and melee combat at TL 3-4. At the 100-200 point level you can't throw around spells like party favors, but that's a good thing.
>>
>>49853760
>"Does not give a fuck about current events".
Quirk-level incompetence?
>>
>>49854412
incompetence was a quirk to begin with, anon
>>
>>49854531
I fucked it up-

It's been months since I last built a character or played one. Such is the life of the gurpsfag.
>>
I know there's rules for Magery limited by dance and such, but where do I find the limitations for needing a certain item, like a mirror, staff, or musical instrument?
I swear it exists, but I can't find it.
>>
If i want to run a generic fantasy game, would i need to only use Dungeon Fantasy?
>>
>>49854712
Yeah. I can't remember if you need basic set too for reference, but otherwise yes, Dungeon Fantasy will do.
>>
>>49854688
Requires material component: You must have something
specific in your hand (or with your hand resting on it, for large
things). It needs to be defined with some specificity: “a rock” is
too broad, but “an agate” is fine. (Extremely rare needs may be
worth an extra -5%, if the GM is feeling generous.) Unlike
Trigger (p. B115), the component is not used up. -10%.

It's from Power Ups Limitations, page 5
>>
>>49854688
Sounds like the Gadget Limitiation, Basic Set 116
>>
>>49854746
Ah thanks, I don't have that book. Is "requires 2 hands" worth an extra 5%?

>>49854748
Nah, Gadget is fpr if the power in question is a specific singular item.
>>
>>49854761
I doubt so.
There is similar limtation Requires (Item), which is basically gadget that can be replaced with any mundane item of the same type, and it uses bow as an example, yet doesn't mention any additional bonuses for requiring two hands.
>>
>>49853602
>pacifism-self-defence
>quirk: petrified by women and children
This particular WWII tank crewman probably won't be too successful.
>>
>>49854819
I thought you said tank.

Now I want a tank who became a self-defense believer and is terrified of women and children because they're both foreign to it and also a cause of its pacifism.
>>
>>49854712
>>49854761
It depends on the item. If it requires a magic item, the accessibility is -40% ( http://forums.sjgames.com/showpost.php?p=213911&postcount=1 ). If it's not magical, -10% as >>49854746 said.

>>49854761
If the gadget has Unique, then the power comes from the item (see above post). Otherwise, it can come from the wielder.
>>
>>49854834
I remember having to engineer this limitation before 4e even existed, because nothing back then modeled "I need to actually hold a sword to do and use my fancy magic sword techs" stuff.
>>
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>>49853602
>hit button once for a 100 point character
>get a psychotic dark elf with 21/18/17/18 split (the FUCK?) and a huge number of weird disadvantages
>she has legal powers and she's listed as a "Mage Killer"
>>
>>49854894
Relative power isn't char points, Anon.
50 is an average char, 100 is supposedly 50% more powerful than a 50.
>>
>>49854925
I figured it out like thirty goddamn idiot seconds after I posted, yeah. I've been so dog-trained by the system to see points that I was wondering why it didn't go above 100 when it hit me.
>>
>>49854945
Also it looks like it uses 3e stuff. I've seen the M1 carbine with an acc of 8 and a snapshot rating.
Doesn't look like the fantasy armors give PD though, weird.
>>
>>49854958
God. PD made sense in hindsight for what it was doing, but what a weird, clunky system. I tried so many things with it before just forgetting it entirely as a kid.
>>
>>49854834
>Otherwise, it can come from the wielder.

>The GM may require you to pay points for any “gadget” that grants traits that usually cost points
>gadget that grants
No
>>
>>49855172
You didn't read the post. That's okay, I'll spoonfeed the relevant paragraph directly.
>First, you need to define your Innate Attack normally. Since the attack depends on the presence of a sword, your innate attack should have either an Accessibility (only while wielding magical sword, -40%) or some of the Gadgets limitations (Breakable, Can be Stolen, etc.). This assumes that the power comes from within the wielder and can work with any magical sword; if it works with only one particular sword, or the power comes from the sword itself, add Unique (-25%).

>This assumes that the power comes from within the wielder and can work with any magical sword;
>if it works with only one particular sword, or the power comes from the sword itself, add Unique (-25%).
>>
>>49849961

Simplest method would be to grab the 50pt catgirl racial template from Dungeon Fantasy, then use the Banestorm battle wizard template on top (which is 150 pts, IIRC).
>>
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>>49851827

Pyramid 28 has Sunburst, which is pretty much perfect for explosions.

Using Thaumatology (or the Epic Magic pyramid's much kinder rules) to modify the spell, you could make the explosion even more effective.
>>
>>49853283
There's heaps of skills that are *usually* useless and/or pointless, but might come up in one or two very extreme situations. Housekeeping is the perfect example: it's very rare that a PC would have it, *except* the Cleaner template from Action has it as a core skill, for cleaning up crime scenes and making sure no forensic evidence is left behind. That is pretty much it's only possible use in "adventuring" situations. In a slice of life game, sure. Other than that, don't worry about it, because it's never going to come up.
>>
>>49851827
You'll probably be happy to learn, then, that one of the leaked new spells for the DF standalone is Land Mine
>>
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>>49855658
>>
>>49856983

>castle under siege
>only one wizard inside
>dump tar on attacking soldiers
>wizard ignites them

It's hardly sadism, anon, just good tactics.
>>
SO probably a stupid question but has the stuff from GURPS WW2 been updated for 4e?
>>
If I wanted to use Telekinesis in a Power Parry, would it be more balanced to treat it as binding (reduce incoming damage by 1d for every five levels of TK) or as innate attack (subtract your rolled damage from the incoming attack's damage)?

>>49858854
Directly? No, there's no WWII supplement for 4e that I know of. However, most of the gear -- especially the guns -- should be in High Tech.
>>
>>49858854
No. Does it have something high-tech doesn't have?
>>
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>>49855979
>not converting your Maid RPG one-shot into a long-running GURPS campaign.
>not to rolling Housekeeping several times a session to impress master
>>
>>49854958
Yea, I noticed that too.
I hope this isn't too much of a problem. Aside from items, the only major differences would be skill and dis/adv names and costs, right?
>>
>>49854819
Is it just me or are the American soldiers way worse than the germans? All the Americans I generated had a cumulative point total below 50, sometimes below 0.
>>
>>49859163
Yeah usually. Some 3e to 4e advantages changed a bit, but the old books are still great and quite legible. The weirdest consideration would be passive defenses
>>
>>49859196

The GURPS WWII book suggests that the Germans had on average longer training and more combat experience than Americans, which typically gives characters with higher points totals.

Obviously the balance shifted late in the war, when Americans had been in combat for some time, most of the German veterans were dead and the Nazis were desperately drafting anyone they could spare and sending them out with minimal training.
>>
>>49855626
I'll be sure to check that out. Thanks.
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